
Spellscars first appeared as a consequence of the Spellplague of 1385 DR. In the following years, some creatures and factions, like the Order of Blue Flame, often sought out to obtain spellscars in what were referred to as Scar Pilgrimages.
Spellscars usually leave no visible mark, although some appeared as physical deformities. However, all spellscars left a marking of blue flame of some form in the bodies of those afflicted, that manifested when the spellscar was activated.
Spellscar could also slow aging in a rare few, resulting in humans living up to 4x longer.
- Skill Proficiencies: You are proficient in insight and religion
-4 to History - Tool Proficiencies: You are proficient with Navigation and Cartography tools, however, any compass you hold points to the nearest Abberation as if always being led back to the source of your past.
- Languages: You understand Deep Speech but cannot speak it fluently.
- Equipment:
- (Walking) Spear and a Buckler Shield
- A ceremonial shortsword
- Padded Armor
- Navigator's tools or Cartographer's kit
- A worn map from before the Spellplague
- Common Robes and a Shemagh Scarf
- A small photo or etching that seems important but you can't recall why.
- 10 candles
- A small bag of soil with a distinct smell and texture
When using a spell gifted by the Spellscar, a blue flame-like scar reveals itself and glows on your body. Those who remember the spell plague era may recognize this scar and act accordingly, depending on their beliefs about the omen.
Spell List
Spellscars were charged with powerful arcane power. Those few who could master their spellscars to their gain, were able to manifest strange arcane powers that gave them mastery over fire-based abilities or abilities that could warp or deform reality in some form. Some could even tap into spellfire.
Spell Level | Spells |
---|---|
Cantrip | produce flame |
1st | purify food and drink |
2nd | protection from poison |
Evocation cantrip | |
Casting time: | 1 action |
---|---|
Range: | Self |
Components: | V, S, M (A pinch of ash) |
Duration: | 10 minutes |
You conjure bluish-white arcane fire in the palm of your hand. While holding this, the flames shed bright light for 10 feet and sheds dim light in an additional 10 feet. Objects ignited with this spell last as long as the duration. The spell ends if you dismiss it as an action or if you cast it again.
You can also make a ranged attack by hurling the flame at a creature within 60 feet. On a hit, the target takes 1d4 fire damage and is considered ignited by the spell. At the start of each of an ignited creature's turns, they can make a Constitution saving throw. On a failure, they are considered to still be lit. At the end of an ignited creature's turn, they take 1d4 fire damage. The DC for this throw is equal to your spell save DC.
The damage of this spell increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4). The igniting effects of the spell also increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Suggested Characteristics
Many who become Spellscarred recall little of their life before the events that caused it. They often feel as if they are being watched by an unknown entity who is trying to desperately communicate something important. Whatever the message is cannot be understood, and whenever the Spellscarred tries to explain this feeling, it's fleeting, as if trying to recall a dream. This may cause the Spellscarred to search for meaning in trivial things, and having short moments of extreme empathy and concern followed by immediate disdain.
While on normal lands in the material plane, a Spellscarred is often forgetful. They typically live in a somewhat catatonic dreamlike state, making them immune to fear. This can worsen, improve, or fluctuate over time.
While on plagued lands, extraplanar dimensions, cursed lands, or lost by magical means, the Spellscarred is clear thinking and astute. They may recall parts of their earlier lives, and often clearly remember the events leading up to the scarring. They may suddenly understand the entity trying to communicate with them, and feel compelled to obey its requests above all else.
d4 | Personality Trait |
---|---|
1 | I feel intense moments of empathy towards seemingly unimportant matters, followed by immediate disdain. |
2 | I am honest, not because I am good, but because I always assume everyone can see though me, so why try to lie? |
3 | I know that people fear my affliction, and it is constantly at the front of my mind to keep it hidden. |
4 | I am very curious and awestruck, as if walking through a lucid dream |
d4 | Ideal |
---|---|
1 | There is a very important message that I am to deliver, but cannot remember. |
2 | It's very important that I discover who I was before the scarring. |
3 | I'm racing against the clock for a quest that I will fail if I tell anyone what it is, including myself. |
4 | I have an irrational thought about what devastating world-ending events will occur if I die. I am conflicted about this this outcome. |
d4 | Bond |
---|---|
1 | The voice in my head knows what is best for me. I just wish I could understand what it is saying. |
2 | I often trust religious leaders and their promises to help me find my way. I am prone to cult thinking. |
3 | I find symbolic meaning in nearly every gesture of kindness towards me. If you want to be my friend, give me something and say it is important. |
4 | There is a specific race I simply cannot trust. I can't be sure why, and I cannot be convinced otherwise. |
d4 | Flaw |
---|---|
1 | Walking through life as if in a dream, I do not fear things I probably should. |
2 | I talk violently when I sleep, and sometimes I yell my thoughts of madness at inconvenient times when under stress. |
3 | My scar glows and random times, often when I am reminded of it in conversation. I am very embarrassed by this and overcompensate. |
4 | When in a unknown area, If I don't have a map, I am taking lead. I just don't trust other guides to know the way. |
Contacts
Pilgrim Variant:
The Order of Blue Flame, sometimes referred to as the Order of Blue Fire, was an organization whose members often sought out plaguelands in what were referred to as Scar Pilgrimages.The Order also operated many hospices whose mission was to aid those infected by the Spellplague. Because of the Order's good works, they were usually welcomed within cities. However, the Order of Blue Flame's public face and its true motives were very different. The Order's true belief was that the Spellplague was a holy event and members believed plaguelands should be expanded.
The Order's most active chapter was located in Ormpetarr and was led by the elven wizard Vraith until her death. While some members of the Order were interested in studying the effects of the Spellplague, others such as Vraith were actually interested in expanding the area of plaguelands.
A Scar Pilgrimage was a journey to plaguelands in order to gain a Spellscar, such as those made by the Order of Blue Flame. The city of Ormpetarr on the edge of the Plaguewrought Land was one of the favored destinations of scar pilgrims. Sadly, rather than obtaining the spellscar they desired, most pilgrims died horribly.
Unlike the unwillingly Spellscared, Scar Pilgrims who survived the transformation remember a great deal about their journey; perhaps too much. This trauma is forever seared in their minds, and as a result, they are vulnerable to Fear and have a disadvantage on Deception.
The meditation leading up to the scarring has gifted them unique insight that allows them to see Truesight in a 30 foot Aura.

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