Magical Radiation Physical / Metaphysical Law in Ibeos | World Anvil
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Magical Radiation

Mechanics of Radiation


Radiation works by ionizing flesh. It's like a poison, and for game purposes it should be treated as such. A creature who enters a radioactive area must make a Constitution saving throw with a DC listed on the chart. On a failed saving throw, the creature takes poison damage based on the radiation's intensity and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts as long as long as the character remains ionized. A creature who fails the initial saving throw is allowed to make a new saving throw after an amount of time passes equal to the listing under the "Saving Throw" Column. If the creature fails this new saving throw, the creature continues to take damage and lose maximum hit points.     Other Effects: Higher intensities of radiation can cause different effects besides simple poison damage.     Poisoned: The creature suffers from the poisoned condition as long as it remains ionized. Weakened: The creature's movement speed is halved. Additionally, the creature only deals half damage with a weapon attack or an unarmed strike. These effects last as long as the creature remains ionized. Blinded: The creature suffers from the blinded condition as long as it remains ionized. Drained: Roll a six-sided die. On a roll of 1-2, the creature permanently loses 2 points of Strength. On a roll of 3-4, the creature permanently loses 2 points of Dexterity. On a roll of 5-6, the creature permanently loses 2 points of Constitution.

Curing Radiation

The effects of radiation can be cured early with the use of magic. Radiation poisoning caused by radiation no worse than Medium in intensity can be cured by any spell or other magical effect which can neutralize poison or end the poisoned condition, such as lesser restoration. Radiation poisoning caused by radiation of Heavy or worse intensity is much more difficult to cure; Only a spell cast with a spell slot of 5th level of higher, such as greater restoration will successfully cure the effects.  

Mutations (Optional)

Optionally, if a creature succeeds on a saving throw against radiation by matching the exact DC of the radiation, it might become mutated. For example, if a creature makes a saving throw against Heavy Radiation and rolls a modified 18 exactly, no higher and no lower, it might become mutated. The creature must make another Constitution saving throw against the original DC. On a failed save, instead of suffering from the radiation's effects, the creature becomes mutated. Whenever a creature is mutated, roll a six-sided die: On a 1-3, roll on the negative mutation chart to determine what happens. On a 4-6, roll on the positive mutation chart.

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