All characters with the Spellcasting or Pact Magic feature (Arcanist, Templar, etc.) are by default Preservers — they draw life energy carefully, leaving the land intact.
However, any arcane caster can choose to Defile at any moment.
Optional Rule for Arcane Casters
When you cast a spell of 1st level or higher, you can choose to Defile.
Drawing power recklessly from the land destroys the surrounding vegetation, turning it into sterile ash, but surges your spell with raw power.
When you Defile, you generate Defiler Points equal to half your Caster Level (rounded down, minimum of 1).
You must immediately spend these points to apply one or more Metamagic options to the spell you are casting.
| Cost | Metamagic Option | Effect |
|---|---|---|
| 1 | Careful Spell | Creatures of your choice automatically succeed on their saving throw against the spell. |
| 1 | Distant Spell | Double the range of the spell (or Touch becomes 30 ft). |
| 1 | Subtle Spell | Cast without Somatic or Verbal components. |
| 1 | No Materials | Cast without Material components (unless they have a gp cost). [Source: "Cast spell without materials" — 1 per 100ct value] |
| 2 | Empowered Spell | Reroll a number of damage dice equal to your Spellcasting Modifier. |
| 2 | Extended Spell | Double the duration (maximum 24 hours). |
| 3 | Heightened Spell | One target has Disadvantage on its first saving throw against the spell. |
| 4 | Quickened Spell | Change the casting time from 1 Action to 1 Bonus Action. |
| 2/lvl | Twinned Spell | Target a second creature within range (spell must have a single target). Cost is 2 points per Spell Level. |
Defiling creates a sphere of necrotic ash centered on you.
All non-creature plant life in this area is instantly destroyed.
Radius Formula:
Base Radius = 5 feet × Spell Level
Example:
A 3rd-level Fireball defiles a 15-foot radius.
| Terrain Type | Multiplier | Description |
|---|---|---|
| Abundant (Forest/Garden) | ×0.33 | Radius shrinks; plenty of life to consume. |
| Fertile (Grassland/Mud) | ×0.5 | Radius halves. |
| Infertile (City/Scrub) | ×1 | Normal radius. |
| Barren (Stony Waste) | ×2 | Radius doubles. |
| Desolate (Silt/Salt Flats) | ×3 | Radius triples. |
Effect on Creatures:
Creatures (other than you) in the defiled area take Necrotic damage equal to 5 × Spell Level.
This damage cannot be reduced in any way.
Action: Defile to Recharge
You can use an Action to violently drain the land to regain an expended spell slot.
Every time you Defile, you accumulate Defiler Points. These points are permanent and represent the corruption of your soul.
Whenever you Defile for Metamagic, add the Point Cost of the Metamagic used to your total Defiler Aura score.
Druids, Rangers, and Templars can sense a Defiler Aura with a successful Wisdom (Insight) or Wisdom (Survival) check:
DC = 20 − Aura Score
| Aura Score | Corruption Effect |
|---|---|
| 1+ | Tainted: You suffer a −1 penalty to all Charisma Checks (except Intimidation). Animals are uneasy around you. |
| 10+ | Marred: You suffer an additional −1 penalty to Charisma Checks (total −2). Your Constitution Score is permanently reduced by 2. |
| 20+ | Corrupted: Additional −2 penalty to Charisma Checks (total −4). Your Alignment shifts to Evil. At the end of every Long Rest, make a Constitution Save (DC = Aura ÷ 2) or gain 1 level of Exhaustion. |
| 30+ | Withered: Additional −2 penalty to Charisma Checks (total −6). Constitution Score reduced by another 2 (total −4). |
| 40+ | Doomed: Additional −2 penalty to Charisma Checks (total −8). You begin transforming into a T’liz (undead defiler abomination). |
A character can remove Defiler Points only through a Conversion ritual cast by a Druid of equal or higher level.
Requirements: