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.