Magic after the Plague

Magic after the Witching Plague
The Witching Plague targets only those who cast magic, who draw upon the aether through divine or arcane magic. There is a DC (10+Spell Level+plague points) spellcraft check required for every cast of a spell to avoid the plague; a 1 is an automatic failure in this case. Should a failure occur a DC (12+Spell level+plague points) fortitude save is required to avoid getting a ‘plague point’.
Effects of the plague (roll 1d10 + plague points) – plague points just gained do not count in this roll
Roll Effect Example

  • 1-4 Caster gains an odd physical feature (red eyes, scaly skin on his hands, tiny horns, warty nose, clawed feet)
  • 5 Spell doubles in strength (5d6 fireball becomes 10d6 fireball)
  • 6 Spell halves in strength (6d6 fireball becomes 3d6)
  • 7-9 Spell fizzles (Spell is lost but nothing happens)
  • 10 Spell target switches randomly (Roll for all possible targets other than the original)
  • 11-13 Spell doubles in strength and focuses on the caster (10d6 fireball on the caster!)
  • 14-16 Caster is knocked unconscious (1d10 rounds)
  • 17 Caster loses 1 Int
  • 18-20 Caster loses 1 Con
  • 21+ Caster explodes releasing all spells still remaining (1d6 damage per spell level in 150 foot burst)

Magic after the Plague

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