Gaian Radiation Magic
A New Earth
It has been many years since the end of the war , radiation blots the landscape , Earth has changed and mutated humanity has been bottle necked once again, and like the last time a new version of humanity has begun to appear, as our Neanderthal ancestors gave way and interbred with our Homosapien ancestors, now we must learn to live beside our Gaian children, a new human subspecies with powers imbued unto them by the radiation from our folly.
While magic was just smoke and mirrors and slight of hand for us , the Gaian’s use a real magic , a magic given to them by the Earth its self as a cleansing process and a way to power over us , the simple Humans who now know what it felt like to be Neanderthal.
Gaian’s are human in every form except that they are able to use radiation to fill a magic pool.
This is not to say that they are impervious to radiation only that they are able to change it into a spell that in turns destroys the radioactive poison that pollutes the Earth.
Because this is an Earth based power the only “magics” that are allowed to be used are natural type spells Fire, water, ice , wind etc etc etc ( the DM will have last and final say on all of these spells )
Spells work a little differently then they do in D&D as they can be over powered with more radiation dropped into them from the Gaian’s Rad-Pool.
The Rad-Pool is figured by using your Constitution and Intelligence modifiers added together
Example Constitution 13 Mod +1 Intelligence 17 Mod +3 = 4 RP
so a level 6 adventurer with those same scores would have a Rad-Pool of 24
Rad-Pools are refilled by entering areas of radiation or coming into contact with irradiated material and decontaminating the area.
However there are dangers involved even for the Gaian who is decontaminating an area
As you can see the Gaian only has so large of a pool of Radiation points and absorbing to many rads can cause the Gaian them selves to become a bomb of sorts a magical melt down if you will
Gaian’s may have no more than double and a half ( rounded down in this case ) their Rad-Pool
any thing over that and they will suffer current Rad-Pool points times 1D10
Example : 6th level Gaian rushes into the nuclear reactor and trips and falls on the Elephants foot they have a Rad-Pool of 24 the Elephants foot is melted Nuclear material that has solidified and puts off 8000 rads per hour when standing 20 foot away falling on it causes the Gaian’s Rad-Pool to spike to 1000 Rads causing them to suffer a Magic Melt down causing them to take 940 X 1D10 of damage
( A table of what happens may or may not be made for such instances Not sure yet I want your feed back)
HOW IT WORKS
Spells cost the normal spell point cost that we have always used in our Mana pools
the main difference is that the Rad-Pool points can be continually added to strengthen the spell
This means that the simple sleep spell that effects 4hd of creatures can be cranked up to 40 hit dice if the player so chose to power the spell with 10 Rad-Points.
Spells can be doubled in Level only, this means the Level 6 Gaian who cast Sleep can kick it up to
48 Hit dice only half of their Rad-Pool may be used ( as they go up in level of course this means they can throw more power into a spell )
a 10th level Gaian with the same stats having +4 Rad-Points per level would be able to cast sleep of 80 hit dice.
No clue how the black blocks got there