Aetheric Poisoning in Ah'shi'berö | World Anvil
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Aetheric Poisoning

...that's why you don't eat those. Concentrated magical effects or condensed Aether is harmful to most forms of life. While most people won’t need to worry about such things adventurers and you all going into magic heavy fields should take note. You can become poisoned in many different ways. Prolonged exposure to elementals and or the crystals from the crystal expanse were the most common before the creation of the Tri-Engine and our modern magical world. Concentrated Aether in the air normally resides around places of strong natural magics or the condensing of the ambient magic in the air or fuel source which is where the danger in the Tri-Engine comes from. Attuning to more items than you can handle is a good way to get poisoned. A particularly interesting way to become poisoned is by being exposed to much dragon's blood as they are innately magical beings whose blood is roughly 40% Azoth depending on the species. Over the next two weeks we will go over the stages of Aetheric Poisoning and common ways to treat it…  

-Aetheric Poisoning Stage 0-

Signs of potential poisoning normally manifest as light headedness, difficulty concentrating, and a quickened heartbeat. At this stage spending an hour or two away from the source tends to fix the problem. No mechanical change.  

-Aetheric Poisoning Stage 1-

Stage one poisoning can bring on chills or sweats. At this point a day or so away from the source and some bed rest normally fixes the issue.   -1 to Intelligence, Wisdom, and Charisma saving throws. You become touchy and quick to anger.  

-Aetheric Poisoning Stage 2-

Stage two is when the mind begins to noticeably slow and the first sings of magical alterations to the body begin. Most commonly a soft blue or white glow to the irises of the eye that alter the vision of the one poisoned, but allow them to see more at the same time. At this point the one affected should be taken away from the source immediately and iron placed upon their head and heart to help disrupt the Aetheric overload within their body. If no iron is available a week of bed rest will normally solve the problem.   -2 to Intelligence, Wisdom, and Charisma saving throws. Gain disadvantage on checks to recall information or do mathematical work. Reduce range of sight to only 10ft, but can see creatures who are invisible by an invisibility spell out to 30ft. Gain Disadvantage on all ranged attacks to creatures who are not invisible by an invisibility spell. Sorcerers gain 1 extra sorcery point.  

-Aetheric Poisoning Stage 3-

Stage three poisoning is almost always shown by the very veins of their body glowing. At this point recovery without magical or alchemical medical attention is unlikely for most races as Azoth has begun to be created within their heart. An interesting side effect though is that those that reach this stage are able to cast simple magic spells even if they were unable to before. Restoration magics or alchemical treatments are the only known ways of safely removing the poisoning. Any additional arcane magics cast on or touched by them will advance the condition to the next stage. This is important as at this stage those poisoned will have an innate desire to seek out more sources of arcane magic to consume it.   Lose proficiency bonus to all saving throws. Gain disadvantage on checks to recall information or do mathematical work. Reduce range of sight to only 5ft, but can see creatures who are invisible by an invisibility spell out to 10 ft. Gain Disadvantage on all attacks to creatures who are not invisible by an invisibility spell. Choose a 2nd level spell from the sorcerer spell list. You can now cast it character level times per longrest. Sorcerers gain 2 extra sorcery point. You must make Intelligence saving throws each hour. On a failed save you spend that hour looking for more magic to feed your hunger and ease the pain.  

-Aetheric Poisoning Stage 4-

Stage four is noted by the glowing of the veins spreading to the whole body. They are able to see the Azoth in mages and pick them out from other creatures. The one afflicted will begin to smell sickly sweet. Tremors and weakness are common in most races. Medical attention is required as death is almost certain without aid for most races. The body itself begins to take on alterations at the lowest level, fundamentally changing.   Disadvantage on all attack rolls, saving throws, and skill checks. Reduce Stats by 2. Gain disadvantage on checks to recall information or do mathematical work. Reduce range of sight to only 5ft. Reduce your speed to half, but you can move through walls and non-magical barriers at a speed of 5 ft per round. Choose two 2nd level spells from the sorcerer spell list. You can now cast them character level times per longrest. Sorcerers gain 3 extra sorcery point. You must make Intelligence saving throws each hour. On a failed save you spend that hour looking for more magic to feed your hunger and ease the pain. You will attack those around you to do so.  

-Aetheric Poisoning Stage 5-

Stage five is almost always fatal as the production of Aether within the body becomes self-sustaining. The hair of the afflicted turns white and all higher brain function seems to stop. They lash out at those around them looking for new sources of magic. Nothing short of powerful restoration magics or iron laced blood injection surgery could save them at this point. Even then it’s not a sure thing.   Disadvantage on all attack rolls, saving throws, and checks. Reduce Stats by 4 and Intelligence by half. Reduce range of sight to only 5ft, but can see creatures who are invisible by an invisibility out to 5ft and can tell the difference between a caster and a non-caster. Reduce your speed to half, but you can move through walls and non-magical barriers at a speed of 5 ft per round. Your creature classification changed to Fae. Choose three 3rd level spells from the sorcerer spell list. You can now cast them character level times per longrest. Sorcerers gain 4 extra sorcery point. You must look for more magic to feed your hunger and ease the pain.  

-Aetheric Poisoning Stage 6-

The final stage practically speaking is stage five. Academically speaking stage six is the death of the afflicted and the creation of a new creature. Mana Wraiths regain most if not all the power that they had before hand only the mind of the person is not there. A common man reaching this stage is bad enough, but should a trained soldier reach this point then not only will you need to worry about the spells that the creature can cast it will have much of the training of the one who died. Mana Wraiths are powerful arcane spirits and share many characteristics with the Fae alchemically speaking as they are weak to iron.   Your character is dead and now a Mana Wraith. It is hostile to all those around it.    

-Preventative Measures-

There are thankfully many ways to help prevent poisoning. Iron is naturally disruptive to Aetheric currents so having a simple iron lining in one’s clothing can help as can the iron supplement potions. Though drinking to many of those can cause poisoning in its own right. Being attuned to a magical item before becoming poisoned can help spread the Azoth between you and the item to a certain degree. In terms of natural preventive or treatment sources some are consuming a hand full of seeds from the Dead Wood Tree or the milk of the Spiked Coral Fish which can increase one’s resistance.   Sorcerer’s can expend, at one time, their max spell slots once per day to reduce their Poisoning Stage by one if stage 4 or lower.   The following races have advantage on Constitution saving throws to resist Aetheric poisoning and moving to the next stage: Fae and Dragon Blooded Sorcerers, Dragonborn, Elves, Jackal beastkin, Crocodile beastkin, Genasi, Changeling, Florian, Knightmare Gorgans, Vampires.   Warforged have immunity.

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