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Thread: 4e Mutation?

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    Bugbear in the Playground
     
    Cealocanth's Avatar

    Join Date
    Jan 2010
    Location
    Colorado
    Gender
    Male

    Default 4e Mutation?

    My D&D campaign is soon to begin, and I have come to a time where minute details are required for it to commence.

    The source of magic in theis world is something I call Astral Energy. The campaign world was transformed when a crystaline ore called astralite rained from the heavens and implanted itself on the planet. Weak, or imprefect specimens of Astralite burn to the touch, and kill if consumed, while strong, or perfect specimens, kill at prescence and caise severe magical mutation to it's survivors. Astralite has a tendency to transfer energy to different strengths of specimens, and this arc is called Astral Energy. This energy, when properly redirected, can be used to create magical effects.

    When one of my players stupidly exposes them to high levels of Astral radiation, how do I go about figuring what kind of magical changes occur to them? Is there an already exsisting table out there that I can use to calclate these changes?
    Currently RPG group playing: Endworld (D&D 5e. A Homebrewed post-apocalyptic supplement.)

    My campaign settings: Azura; 10,000 CE | The Frozen Seas | Bloodstones (Paleolithic Horror) | AEGIS - The School for Superhero Children | Iaphela (5e, Elder Scrolls)

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    Ogre in the Playground
     
    DeltaEmil's Avatar

    Join Date
    Mar 2010

    Default Re: 4e Mutation?

    There's something about spellscared in the 4th edition forgotten realms player's guide that might thematically fit with your idea of astral energy mutation.

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    Titan in the Playground
     
    PaladinGuy

    Join Date
    Dec 2007
    Location
    UTC -6

    Default Re: 4e Mutation?

    Also, Gamma World. The 4e version comes out soon, so you can yoink weirder stuff from that as you will.

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