When an arcane spellcaster invokes a spell, they draw upon latent energy contained deep within the Earth, known as Earthpower. Casters are trained to take only what is needed because any more kills plant life and renders the area barren for centuries. With any spell however, they can cast off this measure of self-control in exchange for a rush of pure power. Doing so is an evil act, and they mark themselves as a defiler, an enemy of the land.

Clerics and those who cast divine spells generally do not have the option to augment casting with Earthpower, though exceptions do exist.

The casting of spells or use of spell-like abilities, result in tiny amounts of residual Earthpower being expelled into the atmosphere, undetectable by sight or scent, except by those with innate, or learned, means of detection. Detect Magic or the equivalent will reveal the presence of sufficiently large concentrations of Earthpower, as will any implements of True Seeing.

Game Terms

Those who opt to defile, may apply a metamagic effect to their non-cantrip spells. Once the spell is cast, the land around them turns to barren ash, and the caster gains one (or more) Defiler points. A caster who defiles even once will require to track two additional scores: their current defiler points score, and if applicable, their permanent Defiler aura. The DM determines the terrain, which determines the amount of vegetation from which defiling power can be taken.

Defiler Points

Whenever you defile, you gain Defiler points based on the effect applied according to the Defiling Benefits and Cost Table. These points have an immediate and cumulative negative effect, applied immediately from the Accumulated Defiler Points Table. Points can be shed in one of two ways: Assuming the Taint or Meditation with the Land.

The number of points you can spend on an effect is limited to half your caster level and you can not defile an area already devoid of vegetative life.

[table “DefilingBenefitsandCost” not found /]

Careful Spell

When casting a spell that requires a saving throw, choose a number of creatures up to your spellcasting modifier (Minimum 1). Chosen creatures automatically save.

Distant Spell

Double the range of spells with at least a 5 foot range, or make a touch spell instead have a range of up to 30 feet.

Subtle Spell

Cast without somatic or verbal components (when normally required).

Empowered Spell

Reroll a number of damage dice equal to your spellcasting modifier (Minimum 1) and use those new rolls.

Extended Spell

Double the duration of any spell with a duration of at least 1 minute, maximum 24 hours.

Heighten Spell

When casting a spell requiring a save, force disadvantage on the target’s first saving throw against the spell.

Quickened Spell

Change the casting time of any spell that has a casting time of 1 action to 1 bonus action.

Twinned Spell

When casting a spell that targets only one creature and doesn’t have a range of self, you may target a second creature in range with the same spell. To be eligible, the spell cannot target more than one creature at the level being cast.

Recover Spell Slot

As an action, which provokes an attack of opportunity, you may draw forth life energy to renew your arcane powers and regain an expended spell slot.

Cast Spell Without Material Component

Cast any spell without using a material component (when normally required).

[table “AccumulatedDefilerPoints” not found /]

Purging Defiler Points

A Defiler has two options to purge points and remove the negative effects of defiling. In most Preserver circles, it is considered better to die than defile, and even if one can remove the taint of defiling, that person will be seen as a Defiler.

Assume The Taint

Following a long rest, you may purge all your Defiler points (and their negative effects, including any exhaustion caused by defiling). Add half of your Defiler points to your permanent Defiler aura. Reset your Defiler points to zero.

Defiler Aura

If you defile even once and assume the taint, you permanently gain an aura that, while having no apparent consequences, marks you for those who can detect such auras (such as a Druid). Some creatures and casters have effects that specifically target defilers, and your aura functions as a penalty on your saving throws against those anti-defiler effects. There is no limit to how high your Defiler Aura score may be.

Example Of Defiling

Kara, a 4th level Wizard, is being chased by Templars. Although taught by her mentor to never defile, she has nearly exhausted his spells. She knows the King’s gardens are nearby and figures, just once, to save her life, she must draw more energy than the plants can handle. She is surprised at the volume of energy that comes at her behest, and nearby a century-old tree begins to wither. Aneska restores a 1st level slot by taking on 2 defiler points. She is limited to half her level in points se can assume per casting, in this case 2. She feels slightly ill then points her finger at the lead Templar and draws even more energy, destroying the ancient yew tree and twinning a 1st level Witch Bolt (2 more points) at the first two enemies she sees.
Kara now has a total of 4 Defiler points, which give her a -2 to Charisma and Wisdom checks. She escapes and finds a safe house but doesn’t have time to meditate so she assumes the taint. All of her Defiler points are reduced to 0, the negative effects go away, and she now has a permanent defiler score of 2. Her fellow Preservers need never know, he thinks.


Meditating (in an undefiled area) is the only way to eliminate Defiler points and not accumulate a permanent Defiler aura. The caster is giving a small portion of their lifeforce back to the land as atonement for what they have done. This takes 1 day of uninterrupted contact with the earth (or plants of the region) per point to be purged, in at least 8 hour increments in which the caster can do nothing else but light activity, such as, eating, drinking or reading.

Defiling Effect

Every bit of non-sentient plant life in the immediate vicinity is turned to ash, and the land is rendered sterile, unable to sustain life for possibly decades or centuries after. For one year, nothing short of direct divine intervention, can return the area to viability. Even afterwards, all the lifegiving nutrients have been leeched from the soil, requiring skilled intervention before even one blade of grass can grow and taking up to centuries to restore naturally.
When attempting to defile or entering combat, the DM determines the terrain zone, which sets the number of defiler points that can be assumed in that area until it is completely devoid of life.

The area affected depends on the number of defiler points spent and the available vegetation in the area. If there is no vegetation within range or the area is despoiled completely, the caster cannot defile.

[table “DefilingByTerrain” not found /]

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