Mageburn Physical / Metaphysical Law in Geloriel | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Mageburn

On Geloriel, the usage of high-level magic is very rare and very dangerous. In the First and Second Ages, magic was abundant in the mana-rich lands, and many powerful mortals and creatures were using high-level magics. But after the Sundering of the Weave at the end of the Second Age, the use of magic became strained in the early decades of the Third Age. As time passed, the Weave began to knit itself back together, but the process was long and arduous. Throughout the following ages, those that further strained the Weave suffered from a condition dubbed Mageburn, where their limbs would rot and burn away as retribution by the Weave for straining it further. Now, in the Fifth Age, the Weave continues to heal, but high-level magic remains dangerous due to its consequences during the Third and Fourth Age. Few have studied enough or grown powerful enough to use such high-level magics due to the risk of Mageburn, but many are willing to take the risks in exchange for incredible arcane power. As of 839 FI, no cure has been found for the ailment, but some powerful mages work towards finding a cure. Others wish that a cure is never found, so as to keep those that do seek incredible arcane power in check, and to maintain a cost for such a wish.

Manifestation

Mageburn manifests itself as violet, bubbled and crisp texture on the skin. A mageburnt limb thins to skeletal proportions overtime, though initially keeps its thickness. Veins of violet, indigo, blue and green magic run through the limb occasionally. Mageburn is warm to the touch, though it feels cold as ice within to the owner of the limb.

Localization

Mageburn manifests initially on the hands and arms used to cast magic, and advances rapidly up the body as more high-level magic continues to be cast by the afflicted. The mageburnt body parts are still movable and usable, though weakly, and not without pain.
Type
Metaphysical, Arcane

Mechanical Effects

When any creature casts a spell of 6th-level or above, that creature must make a Constitution saving throw (DC equal to 12 + the level of the spell) or risk suffering mageburn. On a failed save, the creature takes 2d12 necrotic damage, and their hit point maximum is reduced by an amount equal to half the damage taken, as their casting limbs go black with mageburn. This reduction cannot be reduced or prevented in any way, and there has been no discovered cure as of 839 FI. This damage ignores resistance and immunity. This effect does not apply to psionic casting.
While mageburnt, whenever that creature tries to cast a spell, the creature must make a Constitution check (DC equal to 10 + the level of the spell). On a failed save, the spell fails, but the spell slot is still expended. For the purposes of this check, a cantrip is considered to be having a level of 0.
Whenever a mageburnt creature casts a spell of 6th-level or higher, the DC of the CON save increases by 1 for each previous failed save. On a failed save, the amount of necrotic damage increases by 1d12 for each previous failed save.

Comments

Please Login in order to comment!
Aug 14, 2023 17:03 by George Sanders

Whew, that gets deadly quick!

Explore Etonia for World Ember.
Share your world on Lavani's Reading List!