Aether Flu

Aether Flu is a destabilising arcano-biological illness caused by prolonged or unshielded exposure to unstable aetheric currents or toxic environmental pockets where corrupted aether condenses.   Aether Flu affects both the physical body and the metaphysical components that interact with aetheric energy, such as the natural flow of mana channels, spirit threads, or inner resonance pathways.   Further, Aether Flu induces severe physiological and metaphysical symptoms, including fever, disorientation, flickering auras, and uncontrolled spark discharge.


 

Common Exposure Sites:

  • Leyline fractures
  • Rift-infested caverns
  • Old battlefields saturated with spell residue
  • Unregulated aether mines
  • Temporal rifts and chronal anomalies
  • Field Signs of Onset:

  • Subject reports shimmering vision or “glitter fog.”
  • Iridescent patches visible on exposed skin.
  • Unintentional spellcasting (notable in trained casters).
  • Breath carries faint ozone or metal scent.
  • Emergency Protocol:

  • Remove from aether exposure immediately.
  • Apply Frostmoss poultice to reduce energetic inflammation.
  • Provide Silverleaf tea to stabilise aura oscillation.
  • If delirium begins, administer Aether Purge Tonic in small sips.
  • Transport to a licensed resonance healer within 24 hours.

  •  

    Aether Flu Updates for 7th Edition

    Transmission & Vectors

  • Proximity to unregulated ley lines
  • Magical storms or seasonal aether surges
  • Regions with heavy ritual aftermath
  • Unstable artifacts
  • High-altitude floating isles with thin natural shielding
  • Temporal fractures, where time is distorted
  • Causes

  • Overexposure to Raw Aether Flow
  • Standing too close to leyline fractures, unstable rifts, or high-velocity aether streams.
  • Aether overcharges the body's channels, leading to energetic burn-through.
  • Aether Toxicity During Periods of Weakness
  • Being sick, fatigued, magically drained, or emotionally unstable makes a person vulnerable.
  • Polluted zones—battlefields with spell residue, collapsed ritual sites, alchemical waste pits—expose weakened individuals to corrupted aether particles.
  • Temporal Displacement (in time-travel settings)
  • Crossing time rifts without proper shielding forces the body to repeatedly “sync” with different timeline frequencies, destabilising the aetheric field around the traveller.
  • Symptoms

  • Aether Saturation: Raw aether overloads the aura.
  • Channel Disruption: The body attempts to purge excess flow, causing flu-like inflammation.
  • Energetic Collapse: Mana pathways destabilise.
  • Recovery or Corruption: The body either realigns—or becomes semi-permanently damaged.
  • Treatment

    Herbal Treatments

  • Silverleaf Tea: Stabilizes aura frequency and reduces fever.
  • Moonblossom Extract: Repairs minor mana-channel tears.
  • Frostmoss Poultice: Draws corrupted aether from the skin.

  •  

    Alchemical Remedies

  • Aether Purge Tonic: Distilled via charged crystal alembic; induces sweating out corrupted aether (unpleasant).
  • Leywater Suspension: Bottled from purified fountains; restores mana flow balance.
  • Chrono-Root Distillate: Used for cases linked to time-rift travel to resynchronize temporal resonance.

  •  

    Magical/Spiritual Treatment

  • A gentle Channel Rebinding Ritual
  • Aura recalibration by trained Resonance Healers
  • Use of grounding stones like basalt, hematite, or spell-null obsidian
  • Prognosis


  • Mild Cases: Full recovery in 5–10 days.
  • Moderate Cases: Magical ability may remain unstable for weeks.
  • Severe Cases: Permanent sensitivity to aether, reduced mana capacity, or chronic “Aether Wavering.”
  • Fatality: Extremely rare—usually only with catastrophic overexposure or temporal misalignment.
  •  

    Symptom Progression

     

    Early Stage (24 Hours)

  • Sudden chill or heat waves, depending on alignment
  • Aether shimmer in vision (glittering specks, faint distortions)
  • Dizziness or spatial disorientation
  • Slight metallic taste or “ozone breath”
  • Low-grade fever

  • Mid Stage (Day 2–3)

  • Uncontrollable mana leakage or spark discharges
  • Muscle aches along energy channels (often described as “thread tugging”)
  • Nausea, headaches, severe fatigue
  • Skin develops faint iridescent blotches
  • Occasional involuntary spellcasting in mages (“arcane sneezing”)

  • Late Stage (Day 4–8)

  • Significant weakening of magical ability—can be total mana suppression
  • High fever and delirium
  • Periodic phasing or flickering of the aura
  • In rare cases: temporary loss of identity anchors (memory fog)
  • Sequela

    Long Term Effects

     
  • Persistent shimmering vision in bright light
  • Occasional mana surges or leaks
  • Chronic fatigue during aether storms
  • Increased susceptibility to other aether-linked illnesses
  • In time travellers: a faint “temporal echo,” causing occasional déjà vu loops
  • Prevention

  • Aether masks or resonance dampeners
  • Rotating exposure schedules for workers
  • Stabilised wards around leylines and ritual zones
  • Adequate rest before travelling into aether-heavy environments
  • Time travellers use chronoshields or wear anchor bracelets to prevent temporal sickness
  • Regular use of small Silverleaf doses is considered a safe prophylactic.
  • Epidemiology

    Aether Flu Is Most Common In:  
  • Mage academies
  • Frontier aether-mining settlements
  • Rift exploration teams
  • Temporal guilds or chronomancers
  • Seasonal spikes during Aether Bloom (spring) and Riftfall (late autumn)
  • Community-spreading is rare unless the contaminated aura destabilises in a crowded space, but even then, transmission is environmental, not person-to-person.

  • History

    Ancient Era

    First documented during the Era of First Ley Awakening, when early civilisations discovered natural aether. Initially believed to be a curse from elemental spirits.

     

    Age of High Alchemy

    Alchemists identified that different regions had varying aether purity. The first Aether Purge tonic was created.

     

    Age of Time Travel

    Widespread outbreaks occurred due to rushed temporal jumps. Modern chronomancers treat it as an occupational hazard.

     

    Contemporary Understanding

    Now recognised as a manageable but potentially dangerous condition requiring respect for aether forces.

    Cultural Reception

  • Fear (due to stigma around mana loss)
  • Frustration (especially among mages who rely on spellcasting)
  • Guilt if exposure resulted from ignoring safety protocols
  • Resignation among seasoned explorers (“Ah, the flu again.”)
  • Embarrassment since early mana sputtering is often dramatic and public
  • Occasional awe or dissociation from vivid aetheric visual effects

  • Cultural Superstitions

     

    1. The Spark Curse Myth
    Some rural settlements believe Aether Flu isn’t an illness but a punishment for overusing magic frivolously.

    2. The Shimmering Bride Tale
    A popular ghost story claims that if you see iridescent blotches on your skin the night before your wedding, your marriage is doomed unless you sleep with a grounding stone under your pillow.

    3. “Never Look Directly at a Ley Storm” Rule
    Children are taught that watching a ley storm causes the Flu—even though it’s the exposure, not the sight, that’s dangerous.

    4. Aether Knots for Protection
    Folk mages tie small knots in blue thread and wear them around the wrist. They believe each knot “catches stray aether before it gets into your blood.”

    5. Avoiding the Sick
    Despite it not being contagious, many cultures avoid interacting with Aether Flu victims, fearing “aura contamination.”

    6. Ritual Bread Offering
    In some high-aether regions, people bake a special loaf with frostmoss and silverleaf and leave it on doorsteps during Aether Storm Week as a ward.

    Entry From “The Explorer’s Compendium of Natural & Supernatural Hazards,” 7th Edition
      Classification:

    Arcano-biological affliction

    Also Known As:

    Morbus Aetheris

    Risk Level:

    Moderate (High during Aether Storm Seasons)

      Warning:

    In severe cases, the victim may temporarily lose access to their mana channels entirely, resulting in violent feedback if forced to cast.   Do not attempt magical healing on an unstable aura unless trained.

      Original Field Guide Entry Written By:

    Thangwen Sercetari

      Field Guide Edition 7 Updated By:

    Bri McMahon

     

    The Aether Flu & You

     

    Triggering Exposure

    A character must make a Fortitude/Constitution save when:
  • Spending more than 10 minutes in an unstable aether zone
  • Taking damage from aether storms or mana surges
  • Passing through a temporal rift
  • Being magically drained below 25% mana
  • Suggested DC: 14–18 depending on area intensity
  • Failure: Character contracts Aether Flu.
  •  

    Catch The Flu Did Ya?

     

    Stages of the Aether Flu

    Stage 1 (Mild) — Duration: 1 day
      Effects:
  • -1 or disadvantage on Perception
  • Spellcasting requires a 10% mana surcharge (or +1 spell difficulty)
  • Occasional brief aura flicker (RP effect)
  • Save to Progress: CON/Fort DC 14

  • Stage 2 (Moderate) — Duration: 2–3 days
      Effects:
  • Disadvantage on Arcana/Spellcraft
  • -2 penalty to all magic attack rolls or spell DCs
  • Casting a spell has a 20% chance of causing wild sparks (1d4 lightning damage or harmless sparks)
  • Save to Progress: CON/Fort DC 16

  • Stage 3 (Severe) — Duration: 4 - 8 days
      Effects:
  • Character cannot regain mana/spell slots on long rests
  • Casting any spell requires a severe check (e.g., CON save DC 15 or take 1d6 psychic/aether damage)
  • Speed reduced by 10 ft / -2 to physical checks due to fatigue
  • Disadvantage on all saving throws vs magic
  • Recovery Save: CON/Fort DC 18
  • Now Take Your Medicine


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