Red Plague

The Red Plague is a condition caused by very specific exposure to Red Dust and causes deformities, illness, weakness but also imbues the victim with special abilities. Victims of this plague are ostracized as it it believed (but untrue) to be contagious.

Once afflicted by the Red Plague, the condition is permanent. The only known means of curing the plague is to be attended by curative divine magic. The condition is non-contagious and cannot be contracted by any other means other than inhaling Red Dust freshly released from crushing Red Ore.

Mechanics

Exposure

  • Characters exposed within 30s (within 5 rounds) of the dust release, must make a Saving Throw [5e: Constitution Save | 2e: vs Paralyze/Poison] or contract the Red Plague. All normal bonuses and penalty applies.
  • Characters can be cured by Heal or Remove Curse spells. Cure Disease spells will not work since this is a curse.
  • Wearing a damp cloth over the mouth or filtering the air by other means (such as Zone of Sweet Air spell) will render characters immune to the curse.
  • Protection from Poison, or Protection From disease will only grant a bonus to saves [5e: advantage | 2e: +1 save bonus].
  • Within 24 hours of contacting the curse, dark red sand-like substance will start to form on some areas of the skin. Within a week those areas will have grown into crystals ranging from 1mm to 1cm in height. About 5% to 10% of the total skin areas will randomly be covered by crystals.
  • Other symptoms may include: weakness, fainting, vomiting, pink sweat.
  • After a few days abilities will slowly start to manifest and fully develop within 10 days. Once fully developped the afflicted person will be fully aware fo them and intuitively know how to use those abilities.

Special Abilities

Afflicted persons can develop the following abilities:
1d10 Ability Description
1 Acid Touch Body can secrete acid touch 1d4+1 dmg.
2 Bless Individual and up to two creature touched are subject to the effect of the Bless spell.
3 Blur The individual is subject to the effect of Blurr spell up to 10 rounds.
4 Detect Magic Provides detect magic (as spell) in 15' sphere
5 Heat Metal The individual's hands become warm and have the effect of Heat Metal spell when holding or touching metal objects.
6 Infravision Provides user with 90' infravision
7 Levitate Allows user to levitate as the spell
8 Shield The individual is affecter by the Shield spell for up to 10 rounds.
9 Strength The individual gains 2d3 points of Strength for up to 10 rounds.
10 Water Breathing Allows breating underwater for 60minutes.


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