Magical Radiation Condition in Daeconvira | World Anvil
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Magical Radiation

Magical Radiation is defind as Magical Energies that burn for too long or become stale by any other means and begin to poison the world and creatures nearby.

Causes

The casuse can be anything inherently magical, think corpse of an astral dragon rotting away in a lake giving off excess amounts of magical radation, or a mysterious pool of supposed gods blood, it could also be the left over magic from an ancient & feirce necromancers duel. As long as it is something that would give off an huge amount of magic it can cause Magical Radiation.

Symptoms

Mutations. Simplely put, when one is exposed to Magical Radiation for an extented period of time - lenght of time varies dependent on the strenght of the radiation source - creatures, plants, and even the land itself begin to mutate. There is no way to tell the exact results of Magical Radation.   Some recorded results are:
  • Miners that can walk through walls but their flesh is incredibly loose and often falls off their bones from the slightest movements
  • A tribe of orcs that now all have four arms and rocky skin
  • A forest coming to life and crystallising all within the span of a few days
  Mechaninally speaking, the mutations can be beneficial as well, rather than just neutral or detrimental. It's wise to add detriments for every positive effect you add an example of this is a mutation grants you a 1d8 damage bonus to unarmed attacks thanks to your super hardened magma covered hands unfortunately this means that you deal a small amount of damage, 1d4, to anyone you come in physical contact with.   There can be other side effects too, maybe you sprout an extra arm that allows you to ignore the reloading property of crossbows or gives you one extra dagger attack for a round. Unfortunately you now have disadvantage on charisma checks for most creatures because most people don't like the sight of the arm and disadvantage on initiative checks because you have to wrestle with the arm every time it gets the idea that it's about to fight.

Treatment

Greater Restoration or Wish

Prognosis

Should a creature have failed they're safe they enter into a time period where they only have so long to cure themselves before mutation officially takes hold. This period can be different in length depending on the severity of the radiation. This period has obvious tells, though the tells also vary. It could be a cough that gets worse the closer to the event horizon you get or it could be boils developing on the neck.   Mechaninally speaking, players will be affected with small debuffs during this period, sduch as small amounts of extra damage or stunted regeneration.   At the end of the "incubation period" the affected creature mutates.

Prevention

Mechaninally speaking players exposed to Magical Radation can make a CON save. The DC is upto the DM, but can be affected by many things such as protective gear, magical shields, and alchemical agents.

Cultural Reception

In many tribal cultures around Daeconvira, the mutations caused by Magical Radation are seen as either the gods blessings or the gods wrath. In more advanced cultures they are only just beginging to understand the causes behind Magical Radation, some attempt to harness its power while others are attempting to find a way to remove it and return those affected back to normal.
Type
Magical
Origin
Magical
Cycle
Chronic, Acquired
Rarity
Rare

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