I'm musing on what effects a location with strong Dhar build up should have (sparked by 1000 Thrones campaign but generally useable).
This is not a simple "bit of dhar" but a tainted spot such as blocked waystone or other "pool of dhar". The black corrupted magic of death and decay is like a corrupt oil that lies upon the surface of the normal winds of magic. The winds are still present but dhar is there, and there "first". To reach the winds or let them reach you (depending on chosen metaphor) you must "reach through a film of this rot" or "risk letting it flow into you too". That is the idea behind the following.
Suggestions to improve?
I'm looking for something a bit different from warpstone/corruption though fine to have a bit of corruption threat worked in.
DHAR'S BLACK TAINT
This area is permeated with Dhar magic, the power of death and decay.
Physical Actions Gain:
Chaos Star: An item rots or corrodes - Damaged condition.
All Actions Gain:
Two Banes: Fatigue and Futility - 1 Fatigue and 1 Stress and adjust stance 1 step to Neutral
Spell Actions:
Users of Dhar gain 2 points if below Equilibrium (instead of normal 1) and gain a free Expertise Die on channelling.
Users of untainted magic find the winds difficult to draw on. They add Challenge Die to all Channel rolls.
Spell Miscasts cause a Corruption check (equal to number of Chaos Stars plus one) in addition to generating a normal Miscast card draw.