The Weave Wounds of Valoria
Scars of the Weave
The Weave Wounds are remnants of a turbulent time when magic itself was torn apart during the Time of Troubles. As Mystra fought to regain control of the Weave, these scars were left behind—places where magic flows chaotically, spilling its raw energy into the world. The Wounds range in size and power, from fleeting disruptions to region-altering phenomena. While many have faded over time, others remain stubbornly active, serving as both a blessing and a curse to those who encounter them.
Weave Wounds manifest in three primary forms: Minor Wounds, Weave Wounds, and Great Wounds. These anomalies are sources of immense magical energy but come with inherent risks. Some wounds heal over time, while others persist, creating both opportunities and dangers for adventurers.
At the heart of Valoria lies the Colossal Wound of Valoria, a singular and legendary phenomenon, so vast and powerful that it defines the surrounding region. Its influence is felt far and wide, a reminder of the fragility and raw power of the Weave.
Mechanics: Interacting with Weave Wounds
Weave Wounds are dynamic phenomena, capable of blessing or cursing those who interact with them. Adventurers can attempt to stabilize or heal these anomalies, reaping powerful rewards in the process—or suffering dire consequences for failure.
Healing Effects by Wound Type:
- Minor Wound: Restores 2d6 HP or 1d4 spell slots (distributed at the caster’s discretion).
- Weave Wound: Restores 2d10 HP or 1d8 spell slots.
- Great Wound: Fully restores HP and all spell slots.
Buffs and Debuffs Duration:
All buffs or debuffs gained from a Weave Wound persist until the affected creature completes a long rest unless otherwise cured or dispelled.
Random Encounter Table: Discovering Weave Wounds
When adventurers encounter a Weave Wound, roll a d6 to determine the scenario:
D6 Roll | Encounter |
---|---|
1 | A faint shimmer in the air hints at a Minor Wound nearby. |
2 | A Weave Wound manifests, pulsing softly with magical energy. |
3 | Scholars or adventurers are already investigating the wound, helpful or hostile. |
4 | The wound's energy attracts a dangerous magical creature, such as an elemental. |
5 | The wound briefly erupts, releasing a burst of wild magic. |
6 | A benevolent spirit tied to the Weave offers cryptic guidance. |
Effect Tables for Each Weave Wound Type
Minor Wound Effects (D6 Roll)
D6 Roll | Effect | Check/Save |
---|---|---|
1 | Restore 2d6 HP to all creatures within a 10-foot radius. | None |
2 | Recover 1d4 spell slots (distributed as desired). | |
3 | Slight wild magic surge: Roll on a Wild Magic Surge table. | DC 12 Arcana to suppress. |
4 | Cause minor magical disruption; cantrips fail on a roll of 1-3 on a d6. | None |
5 | Poison condition: Constitution saving throw (DC 12) or poisoned until a long rest. | A poisoned creature rolls Concentration checks with disadvantage and must succeed a Constitution save (DC 10) to cast spells. |
6 | Faint teleportation: A random object or creature shifts 10 feet in a random direction. | Dexterity saving throw DC 12 to avoid. |
Weave Wound Effects (D6 Roll)
D6 Roll | Effect | Check/Save |
---|---|---|
1 | Restore 2d10 HP to all creatures within a 15-foot radius. | |
2 | Recover 1d8 spell slots (distributed as desired). | |
3 | Magic surges wildly; roll on a Wild Magic Surge table for any spell cast within 15 ft. | DC 15 Arcana to mitigate. |
4 | Weapons within the area gain a +1 magic bonus for 1 hour. | DC 13 Investigation or Nature to imbue. |
5 | Poison condition: Constitution saving throw (DC 14) or poisoned until a long rest. | A poisoned creature rolls Concentration checks with disadvantage and must succeed a Constitution save (DC 12) to cast spells |
6 | A portal briefly opens, teleporting creatures to another plane or distant location. | Intelligence saving throw DC 16 to resist. |
Great Wound Effects (D6 Roll)
D6 Roll | Effect | Check/Save |
---|---|---|
1 | Fully restore HP and all spell slots for all creatures within a 30-foot radius. | |
2 | Recover 1d12 spell slots (distributed as desired). | DC 15 Arcana or Nature to unlock. |
3 | Trigger a massive wild magic surge affecting everyone in a 30-foot radius. | DC 20 Arcana to redirect safely. |
4 | Summon a celestial or fiendish entity tied to the Weave Wound, which may be hostile. | roll d6, 1-3 fiend, and 4-6 celestial |
5 | Poison condition: Constitution saving throw (DC 16) or poisoned until a long rest. | A poisoned creature rolls Concentration checks with disadvantage and must succeed a Constitution save (DC 14) to cast spells |
6 | Unleash a burst of energy, dealing 6d10 force damage to all creatures within 60 feet. | Dexterity saving throw DC 18 to halve. |
Stabilizing a Weave Wound
Adventurers may attempt to heal or stabilize Weave Wounds to gain their benefits or prevent further harm. The process involves:
- Identifying the Wound:
Roll Arcana, Nature, or Religion (12,15,18) to analyze the wound’s nature and determine the approach. - Skill Challenge:
Stabilizing a wound may require a group challenge (e.g., 3 successes before 2 failures) with skill rolls tied to Arcana, Religion, Nature, history, or general spell-ability-modifier check (DCs if 12, 15, 18). - Rewards:
Adventurers who successfully stabilize a Weave Wound gain a major boon based on the wound’s type. This boon allows the character to manifest the wound's power Once per day, for a limited time.
- Minor Wound: Boon lasts for 8 hours.
- Weave Wound: Boon lasts for 24 hours.
- Great Wound: Boon lasts for 7 days.
Boons Effects:
- Healing Wound: Gain the ability to restore HP equal to the wound’s healing effect.
- Spell Restoration Wound: Regain spell slots equal to the wound’s effect.
- Damaging Wound: Cast a damaging spell (elemental type tied to the wound) as a free action.
- Teleportation Wound: Gain the ability to teleport up to 60 feet.
A creature might experience minor physical changes while the boon from a Weave Wound is active. These changes are temporary and tied to the type of energy or effect the wound bestowed upon them:
General Ideas (Applicable to Any Boon Type)
- Glowing Eyes: The character’s eyes glow faintly in a color tied to the wound (e.g., blue for healing, red for damage, gold for protection).
- Shimmering Aura: A subtle, almost imperceptible field of light surrounds their body, flickering like ripples in water or faint embers.
- Hair or Skin Glow: Strands of their hair or patches of their skin radiate a dim magical light, shifting in intensity when the boon is used.
- Runes or Marks: Intricate, glowing runes or arcane symbols appear on their hands, face, or chest, matching the magical nature of the wound.
- Faint Cracks in Skin: As if the magical energy struggles to contain itself, faint cracks, glowing with power, appear on their skin.
The Colossal Wound of Valoria
The Colossal Wound of Valoria is the most powerful and dangerous Weave Wound in existence. Located at the north east side of the continent, it manifests as a massive crater of swirling magical energy. The region around it is highly unstable, with wild magic eruptions, planar rifts, and sudden environmental shifts.
This wound's chaotic energy has shaped the surrounding region, making it a site of intrigue and danger. Scholars believe it holds secrets about the Weave itself, but few who venture near the Colossal Wound return unscathed. It remains one of the greatest mysteries of Valoria and a potential key to understanding the Time of Troubles.
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