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Weaver’s Fever

“I see your connection to the weave has been jumbled a bit. That’s no matter. It won’t kill ya less you cast spells.”   -Granny Goldteeth to a patient suffering’s Weaver’s Fever.
  Weaver’s Fever is a magical disease that can affect any living person or animal but is spread through various means. Those affected will simply feel the same effects as if they had a cold, but a spellcaster who uses arcane spells is affected more seriously.   The spell had an outbreak in 34 F.E. In the Arumi country side. Before then it was unknown how often this disease occurred due to the lack of spell casters prior to the Empire’s founding.

Transmission & Vectors

Weaver's fever is a rare flu-like virus that manifest either with from a disjointed magic user’s abilities or by prolonged exposure to an area filled with a great amount of raw magical energy. When hit with the transmission, the person must make a DC 13 Con Save or become affected by the disease.   A Spellcaster casting arcane spells can also spread the disease. When casting a spell from the Artificers, Bards, Sorcerers, Warlocks, or Wizards spell list, while also suffering Weaver’s Fever, anyone within a 30 ft. Radius must make a DC 13 Con Save or become affected as well.

Causes

In the former case, spell casters who are either unable to properly cast or those who do so without the proper provisions (arcane focus, using the items, chanting the correct spells, overextending their spell usage, casting far above their spell level) can succumb to Weaver’s Fever manifesting within.   In the latter case, a spell caster with prolonged exposure to a place of raw magical energy (such as a large deposit of unrefined orichalcum, or within a lay line that messes with magical spells,) can suffer to Weaver’s Fever. Many wizards believe this is because a spell caster’s magic effectively becomes snarled by a an overwhelming amount of raw magic.

Symptoms

Symptoms manifest 1d6 hours after infection and include coughing, sneezing, aches, congestion, and shivering chills. While infected, you suffer from a level of exhaustion which can't be removed until the disease is cured.   The worst symptoms of weaver's fever only affect users of arcane magic. Whenever you cast an artificer, bard, sorcerer, warlock, or wizard spell, you take 1d10 points of necrotic damage per spell level cast. If you cast a cantrip you take half damaged rounded down from 1d10 necrotic damage.

Treatment

After an 8 hour rest, you can make another DC 13 Constitution saving throw. Once you've made three successful saves, you are no longer infected. You do not need to make them in succession.   If Lesser Restoration is casted upon one suffering this disease, you can make an additional saving throw. If Greater Restoration is casted you are cured and are immune from the diseases’ effects for one week (6 days).   Lay on Hands from a Paladin will also cure the disease completely.

Prognosis

The disease can remain in a person indefinitely, the longest case was in a farmer who had it for one year. Those who suffer the disease and are cured tend to suffer no lasting psychological or physical effects unless you are an arcane caster. Some non-casters, although extremely rare, find themselves more sensitive to magic and might even develop some magical aptitude (citation needed).   Arcane Casters often report a feeling of numbness in their fingertips and tongue for a few days. Arcane Casters who have experienced it for long periods of time (greater than a month or so) will find their finger tips permanently turn white, as if vitiligo, and When they cast arcane spells their fingertips glow whenever they cast a spell, excluding metamagics or other methods of concealment.

Prevention

A Spell caster can prevent this disease by either adhering to the proper spell casting technique, or by avoiding areas of raw magic.
Type
Magical
Origin
Magical
Cycle
Chronic, Acquired
Rarity
Rare

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