The Aftermath of Karsus
After the events of Karusus' Folly, where magic was disrupted from the death of Mystryl and unravelling of The Weave, a chaotic and magical disease arose from the aftermath known as The Spellplague. It affects nearly every creature from angels to demons, abominations to humanoids, distorting them physically and mentally, slowly growing more and more hungry for magic until they are simply mindless husks that wander the world in search of creatures to drain magic from. The only creatures in the multiverse safe from infection are deities such as gods, titans, and great old ones, but even still they know the havoc this plague can cause if left to it's own devices.
Transmission and Infection
The spellplague is transmitted through exposure from spellplagued creatures that drain one's magical force. The likeliness of infection varies from creature to creature depending on the innate magic they contain within themselves. While mages with an abundance of magic are safer from infection to the Spellplagued than commoners with little innate magic, the mages are the more targeted individuals by the magic hungry Spellplagued.
When a creature is attacked by a Spellplagued and their magic drained, the creature must make a Saving Throw DC 15 or become infected. The type of saving throw depends on the creatures ability to cast spells or not. If they can cast spells, their saving throw is their spellcasting ability (Wizards use Intelligence, Clerics use Wisdom, etc.). If a creature cannot cast spells, then the saving throw is Constitution.
However, you cannot get infected by a person going through the early stages of the Spellplague, you can only be infected by a 'Spellplagued' creature.
Symptoms
When a creature becomes infected, there is a short period of time before the infection is irreversible and thus anytime Spellplagued are encountered, it is wise to watch attacked individuals for potential symptoms and diagnose them as soon as possible. At the beginning of infection, it isn't apparent to anyone including the infected with no symptoms for two days. After that the symptoms begin to appear after a number of days based on the table below.
Symptom | Length before next symptom |
---|---|
1 | 1d4 + (Spell Modifier) days |
2 | 2d4 + (Spell Modifier) days |
3 | 2 + (Spell Modifier) days |
- The first symptom manifests as a greater than normal sense of hunger or thirst that slowly gets worse over the course of the infection. Eventually just 2 days before the final symptom the hunger and thirst become maddeningly insatiable no matter how much the infected eats or drinks.
- With the second symptom, the infected gains a new character flaw: "Having a strong magical item close to me puts me at ease". If the infected is a spellcaster, they gain an additional flaw: "I can't resist an excuse to use my spells, no matter how silly or wasteful."
- The final symptom is the most obvious and immediately identifies the infection known as 'the unravelling'. The infected's body begins to crack or unravel with glowing magic pulsating beneath the skin in a single or variety of colors. During this time, the infected passes out into a comatose state while the Spellplague takes permanent hold.
- After a few days and infection takes permanent hold, the unravelled 'cracks' along the body retain a constant glow and the infected awakens from their comatose state. Their eyes and mouth glow the same magic color as the cracks, their consciousness gone and behave more like a mad animal attacking the closest creature with a strong magic.
Treatment
For the first symptom of hunger and thirst, there are ways to satisfy it and slightly delay the amount of time before the 'Unravelling' symptom appears. Drinking a magic potion or magically infused food or drink can extend the amount of time depending on the rarity/potency of magic within the potion food or drink.
Rarity | Loot |
---|---|
Common | 2d4 hours |
Uncommon | 4d4 hours |
Rare | 4d6 hours |
Very Rare | 5d8 hours |
Legendary | 6d12 hours |
However, once the 'Unravelling' begins, the only way to delay the infection at that point is to essentially feed the plague magic from another magic user. When feeding magic into the infection, even though there is no risk of infection, the Spellplague will drain the highest spell slot the person has to offer and that spellcaster will not be able to regain that spellslot for 3d4 - (SpellModifier) days. How long the final stage of the infection is delayed is based on the level of the spellslot drained.
Spellslot Level | Time delayed |
---|---|
1 | 2 1/2 hours |
2 | 5 hours |
3 | 7 hours |
4 | 10 hours |
5 | 14 hours |
6 | 1 day |
7 | 1 day 10 hours |
8 | 2 days 12 hours |
9 | 3 days |
Cure
A cure can only be given before the infected becomes a Spellplagued, after that it's impossible to cure. The only way to cure the infection before it takes permanent hold is to overload the infected individual with the magic of a deity through their church or the use of a Wish spell. Unfortunately going to a church and seeking the aid of a deity is not a guarantee that the infected will be cured, the infection may be too strong, the Infected's belief may not be strong enough, or simply the deity doesn't care enough to cure them. In cases like these the deity will sometimes send the party on a quest to either find a way for the god to cure the infected, or simply appease the deity enough to help.
When seeking the aid of a deity to cure the infected, the difficulty is up to the DM's discretion how to handle the deities and how likely they are to aid the infected Player or NPC. The Infected might be a devoted worshiper to the god of the church they seek aid from making it more likely to be cured than one that doesn't worship that god. Or if the only church the players can get to in time is of a god whose ideology and principles the Infected actively goes against, curing them will be more difficult. Similarly to the Conversation Reactions table in the DMG, you can use this table as a reference but can make adjustments based on the charcters and deities in question.
DC | Friendly Deity's Reaction |
---|---|
0 | The deity for some reason is unable to cure the infected at this time but will send the party on a quest to find a way. |
10 | The deity cures the infected. |
20 | The deity cures the infected and possibly grants a blessing to the infected or party in some way such as a boon or quest with a divine reward. |
DC | Indifferent Deity's Reaction |
---|---|
0 | The deity will not cure the infected. |
10 | The deity will cure the infected after the party complete a quest to appease the deity. |
20 | The deity cures the infected. |
DC | Hostile Deity's Reaction |
---|---|
0 | The deity will not cure the infected and curse the party in some manner. |
10 | The deity will not cure the infected. |
20 | The deity may cure the infected after the party completes a quest to appease the deity. |
You may also put into play other variables such as a priest's status in their respective church, actions the party or infected has done in the past that a deity might respect or condemn. Even allowing the party to pray and make a case to the deity. These variables within each unique game can end with a great adventure and saved ally, or a terrible tragedy that leads to a new monster to fight.
The Spellplagued
The ones that aren't so lucky to be cured before the infection takes hold become A Spellplagued. They are nothing more than mindless drones that only crave one thing, to try and satisfy their endless hunger by draining the magic from any creature they can get their hands on. They are erratic creatures that can hunt individually as loners, or converge together in a pack. They do not, however, have a pack mentality and will not co-ordinate like other animals would, and simply go after creatures that they can drain magic from without thought or reason.
Spellplague Template
Any creature, undead, fey, fiend, monstrosity or abomination, can become a Spellplagued creature, the only things that can't are divine creatures like Gods or similar. When homebrewing a creature into a Spellplagued, here are some handy tools to convert the statistics from the original enemy. In most cases all statistics remain the same except for a few listed below.
Ability Score. A Spellplagued's Intelligence drops to 3, its Wisdom score drops to 6, and Charisma score drops to 5. If its score is already lower it remains the same
Saving Throws. A Spellplagued gains proficiency in Constitution saving throws and lose proficiency in Intelligence, Wisdom, or Charisma saving throws.
Condition Immunities. Spellplagued gain immunity to the Petrified, Frightened, and Charmed conditions.
Senses. Spellplagued gain 60 feet of Darkvision unless they already have it. Creatures with blindsight are now able to detect creatures by sensing their innate magic.
Languages. Spellplagued are incapable of speech and cannot understand any language.
Actions. The Spellplagued gain the action; Spelldrain (Recharge 5-6): The Spellplagued grabs a creature within melee range and attempts to drain their magic. The target must make a DC 15 Strength saving throw or have their highest level spellslot drained and unable to use until a long rest. If the creature is successful in draining a spellslot, the target must also make a DC 15 saving throw or be infected by the spellplague
Abilities. The Spellplagued gain the traits:
- Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.
- Magic Fortitude. If the creature makes an Intelligence, Wisdom, or Charisma saving throw against a spell or magical effect; their stats are ignored and their roll is treated as a +5.
- Unusual Nature. The creature does not need to eat, drink, breathe or sleep.
- Empowered Attacks. The Spellplagues attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical attacks.
Spellplagued Chimera
Large monstrosity, chaotic neutral
- Armor Class 14 (natural armor)
- Hit Points 114 (12d10 + 48)
- Speed 30 ft., fly 60ft
STR DEX CON INT WIS CHA 19 (+4) 11 (+0) 19 (+4) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws Con +7
- Skills Perception +4
- Condition Immunities Charmed, Frightened, Petrified
- Senses darkvision 60ft., passive Perception 14
- Languages None
- Challenge 8 (3,900 XP)
Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.
Magic Fortitude. If the creature makes an Intelligence, Wisdom, or Charisma saving throw against a spell or magical effect; their stats are ignored and their roll is treated as a +5.
Unusual Nature. The creature does not need to eat, drink, breathe or sleep.
Empowered Attacks. The Spellplagues attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical attacks.
Actions
Multiattack. The Spellplagued Chimera makes three attacks; one with its bite, one with its horns, and one with its claws. When its fire breath or Spelldrain is available, it can use the breath in place of its bite or horns.
Bite Melee Weapon Attack: +7 to hit, Reach 5ft., one target. Hit: 11 (2d6+4) piercing damage
Horns Melee Weapon Attack: +7 to hit, Reach 5ft., one target. Hit: 10 (1d12+4) piercing damage
Claws Melee Weapon Attack: +7 to hit, Reach 5ft., one target. Hit: 11 (2d6+4) piercing damage
Fire Breath (Recharge 5-6). The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.
Spelldrain (Recharge 5-6). The Spellplagued grabs a creature within melee range and attempts to drain their magic. The target must make a DC 15 Strength saving throw or have their highest level spellslot drained and unable to use until a long rest. If the creature is successful in draining a spellslot, the target must also make a DC 15 saving throw or be infected by the spellplague
Images Thanks To
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Cover Image - Bogna Gawronska
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Page 2 Image mcptato
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Page 3 Image mingrutu