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The Wrack

The Wrack is most common and terrible of magical sicknesses. The illness is intrinsically bound to the planet's geography, affecting those in the southern pole with the most severe symptoms and barely troubling those living closest to the northern pole, where the source of all magic is presumed to be. It is triggered by spellcasting situations that require a mage to draw energy from the cells of his physical body. These occur less often in the north because of its massive ambient field of available magic.   The Wrack occurs when a mage dips below a certain threshold of his maximum Magic score, varying by which of the five Magic Zones he occupies. While in the northern pole (Taharjin's Flame) one is effectively immune from the condition - but here, magic use carries other consequences. In the Summer Yield, a caster incurs The Wrack when his Magic score is less than 25% of maximum. The the Yield of the Blessed, this threshold is 50%; in the Autumn Yield, 75%; and in the Winter Yield - the southernmost zone where The Wrack is at its worst - each single Magic point below 100% capacity inflicts upon the caster one of several impairments. It is unsurprising that many spells originating in the south - those of The Exiled Tradition above all - evolved to combat the illness's devastating effects.   Listed below are the consequences for falling below a regional threshold by a given number of Magic points. Unless otherwise stated, higher levels carry with them every surface feature described in the levels below them: falling 3 Magic points below threshold, for instance, inflicts blisters as well as acute pain. Recovery of Magic points cannot erase a feature described as permanent. To read more about Magic points, visit here.  

Stages of The Wrack

  1 - Pain, felt intensely for half an hour, then growing dull. Requires a short rest to clear. During the first hour, if casting another spell, a Constitution saving throw must be made at DC 10 to summon the required concentration.
  2 - Pain, felt intensely for 1 hour, accompanied by a dizzying headache and slight blistering across the skin. During the first hour, if casting another spell, a Constitution saving throw must be made as above at DC 12, given heightened disorientation. Failure results in nausea and vomiting, in addition to a disrupted spell attempt. The set of unassuming blisters disappears after 1d4 days should no other casting be attempted. Other symptoms subside after a long rest.
  3 - Pain, felt very intensely for 1d6 hours minus one's Constitution modifier (minimum 1). Every hour, a Constitution saving throw of DC 12 is made, +1 for each hour of pain endured. On a failing roll, the subject loses consciousness for the number of remaining hours. Should all checks be passed, he takes 1d10 points of damage. The acquired set of dark, prominent blisters subside after one week, provided no other casting is attempted in this period. Inflicted pain must run its course before one is able to engage in a long rest.
  4 - Acute pain, disabling one area of the body for 1d4 hours. This can be a limb, an eye, an ear - some part of the body fails to work. (Determination is made by the DM.) Casting again successfully within the period of disability requires a Constitution saving throw at DC 12+1 per level of the attempted spell. Failure on any roll carries a 50/50 chance of lost functionality in another vital body area for an additional 1d4 hours. Large black patches appear on the skin that require medical intervention to heal. If treatment is not sought within 3 days of discoloration, small traces of these patches will remain after the natural process of healing, which takes 2 weeks.
  5 - Some slight but lasting mutation occurs on the person of the caster which cannot be healed through magical or arcane means, though it can be concealed by illusions. Acquiring a mutation instantly calls for a Constitution saving throw at DC 15, failing which causes sudden unconsciousness and 2d10 damage. Passing the check inflicts half damage. A mutation may or may not permanently disrupt normal functioning at the site where it occurs, as per the discretion of the DM. Small lesions additionally open up in the skin at this level, causing infection and permanent scarring. Standard treatments are effective at stopping infection.
  6 - Some drastic mutation is gained which twists and gnarls the area around it. The deformity has a distinctive appearance which allows those familiar with The Wrack to easily identify it as a symptom of the illness. Acquiring this mutation instantly calls for a Constitution saving throw at DC 18, failing which causes sudden unconsciousness and 3d10 damage. Passing the check inflicts half damage. The mutation disrupts normal functioning of the area it affects to an extent requiring a mechanical penalty on some skill, check, or ability. Skin tone is permanently darkened with blackish-blue whorls, and cracks in the skin become a ongoing and permanent feature. Regular treatments are required to stave off bouts of infection. With their condition so plainly manifest, most bearing these symptoms are treated as pariahs.
  7 - In addition to all symptoms listed above (#6), the caster is struck with a major disability, permanently losing one of the major senses, the ability to walk, or a similar capacity. Depending on what is lost, one or more ability scores must be reduced by a total of -5: a caster struck lame might have Strength, Dexterity, or both lowered, as per the DM's discretion. At this stage, almost the entire skin appears as a blackened crust full of weeping sores which must be constantly tended. It is more difficult for those struck with such advanced symptoms to gain the same nutrition out of food and drink, and vitamins, herbs, or elixirs, where available, must become a supplementary part of the afflicted's diet.   8 - Unconsciousness takes hold. A Death saving throw must immediately be rolled, beginning 3 turns of such throws. If all checks are passed, all symptoms listed in #7 are undertaken, on top of an additional 4d10 damage. Failure results in death. It is not unusual for mages who die after reaching this symptom level in one shot (i.e. by casting an 8th level spell within the Winter Yield) to burst into flames.

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