The Short and Long-term Effects of Nuclear Fallout on Faerun's Magical Weave


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yangnome said:
My bad, I didnt realize it was a printed work. I removed it. At least it was posted on talk like a pirate day.

Arrr, that be makin' yer shenanigans more acceptable.

I would look at using faerzress as the fallout radiation. If I remember correctly, the stuff is poisonous in hight doses and definitely mucks with magic. I wouldn't screw with the Weave proper, though, since it's supposed to be a goddess and all that.
 

yangnome said:
but would the weave die or just mutate. I like the idea of using a zone of wild magic, especially around ground zero. What would be the changes to the overall weave though? how would it change the shape of magic?
I don't think it would die, it would have to be a nuclear war to destroy the fabric of the weave. Depending on the magnitude of the nuke (are we talking about a third world country rinky dink nuke, or a superpower nuke?) will show hte effect on the wave. Either way I suggest mutating from more wild magic zones to complete polar switch of magic. Shadow equals light, ice equals fire, air equals earth, ect. All spells known switch elements with its opposites including what you've learned. Perhaps theres a percentage the spell just won't exist.
 

yangnome said:
My players made a very big mistake during tonight's session. So, I need some input. What do you think the short and log-term effects of nuclear fallout would be on Faerun's magical weave?

Okay...not to hijack the thread, but that quote just begs for explanation.
 


Well, considering that the Weave is sort of the fabric that reality is painted on, I dont think that nuclear fallout would have all that much effect on it, except maybe a few temporary localized wild magic areas.

Could just be my misinterpretation of the Weave, however.

I think the faerzress idea is the best way to go. A deity attached to an aspect of space/time isnt going to be bothered by a bit of atomic fission.



Hmmmm.... a god trapped inside a star..... just gave me an idea...
 

At the very least, it would screw up teleporting (which, by the RAW, can be influenced by areas of strong natural energies and I think that hard radiation qualifies).
 

Well, let's see what would be consistent with what we know? So far as we've seen, D&D magic doesn't create radioactivity. There are no Uranium Elementals, or whatnot. To me, this seems like the key point...

So, assuming that what you have really is radioactivity, and not some other energy that might be magical, we have to think about what it is, in game terms. There are three basic choices -

1)Radioactivity is as open to magical manipulation as any other energy, it just hasn't been done before. Then this is just another big magical event. Treat it as all the others.

2)Radioactivity is orthogonal to magic. The two don't interact directly at all. radioactive power and events aren't influenced by magic, and vice versa. Again, this means little for the Weave directly (but may indirectly, if it is larage scale). But folks dying from radiation poisoning may not be helped by magic. Magic wont' make affected land fertile again, because the magic can't touch the radioactivity. Maybe radioactivity becomes a new source of power for people/monsters, and again, they don't interact. Dispel Magic won't stop a radiation powered effect, and a radioactive "dampen power" ability won't do jack against a fireball.

3)Radioactivity is antithetical to magic. Radioactivity creates "dead magic" zones, etc. We've seen something very much like this before in FR, in the Time of Troubles.
 



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