The Spellplague In the Year of Blue Fire (1385 DR), a magical disaster called the Spellplague changed the face of Toril, its lost sibling Abeir, and even the planes themselves. Flesh, stone, magic, space, and perhaps even the flow of time were infected and changed.

Most scholars believe that the Spellplague was the direct result of the murder of the goddess Mystra at the hands of Cyric, which Shar engineered. This popular theory holds that magic was bound so long in Mystra’s Weave that, when the goddess died, it spontaneously and ruinously burst its bonds. Areas of wild magic, already outside the constraints of the Weave, touched off first, but the plague raged on and on in ever-widening spirals, devastating some places and leaving others untouched. It even tore through the realms of demons, gods, and lost souls before the end.

Ancient realms that had passed beyond easy reach of the world were pulled back, such as the Feywild (called Faerie in ancient days). The Abyss, home of demons, fell through the planes, unleashing swarming evil before finding its new home at the bottom of the Elemental Chaos. Even the long-forgotten sibling world Abeir burned in the plague of magic, despite having been cut off from Toril for tens of millennia. Portions of Abeir’s landscape were transposed with areas of Toril in the disaster. Such landscapes included their living populations, bringing realms such as Akanûl and Tymanther to Faerûn’s face. Across the Trackless Sea, an entire continent of the lost world reappeared.

The Spellplague was a potent agent of change, but it also set off a whole string of secondary catastrophes.

Effects on Magic Items and Spells Most items that permanently store magic, such as weapons, armor, cloaks, and boots, survived the Spellplague and continue to function normally. Even though their creation used the Weave, permanent access to magic was built into such items when they were created. However, some items created prior to the Spellplague temporarily stored “charges” of magic, such as wands and staffs. Such items either no longer work or don’t function the same way they used to.

Many creatures that had been able to cast spells and channel magic through the Weave found themselves powerless in the Spellplague’s wake. Some never regained their abilities. Others attuned themselves to the new magical environment, aided by a diversity of talents, a process that took days for some and years for others. Still others took shortcuts to arcane power by swearing pacts to enigmatic beings.

Effects on the Landscape The Spellplague ate through stone and earth as readily as flesh and magic. Broad portions of the continent of Faerûn collapsed into the Underdark, partially draining the Sea of Fallen Stars into the Glimmersea far below and leaving behind a gigantic pit called the Underchasm. The event splintered the Old Empires south of the drained sea into a wildscape of towering mesas, bottomless ravines, and cloud-scraping spires. Of those ancient lands, the most changed by the Spellplague were Mulhorand, Unther, and Chondath, as well as portions of Aglarond, the shores of the Sea of Fallen Stars, and the Shaar. What was once called Halruaa was destroyed in a great holocaust, as if every spell held there had loosed its power simultaneously. The land bridge between Chult and the Shining South was sunk; now only a scattered archipelago remains.

Tendrils of the Spellplague reached to many other corners of Toril, sometimes bypassing great swaths of land by infecting both sides of the many portals that dotted the world. Such an effect might have been responsible for drawing portions of lost Abeir into Toril. Some sages suggest that the two worlds have undergone periodic conjunctions ever since they diverged, but that these were too subtle for most creatures to notice. By an accident of timing, the Spellplague occurred during just such a conjunction, which caused the briefly overlapping lands to run athwart each other instead of passing in the night as before.

Pockets of active Spellplague still exist today, most notoriously in the Plaguewrought Land. Each of these plaguelands is strange and dangerous. No two possess the exact same landscape or features, but entering any of them could lead to infection by the Spellplague. Luckily for the world, the remaining plaguelands possess only a small fraction of the Spellplague’s initial vigor and are in hard-to-reach locales, often surrounded by twisted devastation. Most lands of Faerûn and Returned Abeir are entirely free of such pockets, though the plaguechanged and spellscarred (see below) might appear in any land.

Effects on Creatures A creature, object, or spell touched by the Spellplague usually dissolved into glowing, dissipating ash. Places hit in the first few hours of the disaster twisted into mad nightmares: delicate structures of mind-skewing dimensions, half-melted cities, and shattered physical and magical laws. Sometimes living creatures survived but were hideously mutated. In the worst cases, they were altered, twisted, or fused to other creatures (regardless of species) or even to portions of the landscape. Most such mewling horrors perished within a few days.

A few things changed by the Spellplague survived only by accepting the new reality. Living creatures so affected are differentiated into two broad groups: plaguechanged and spellscarred.

Plaguechanged A massive change in body and mind marks a creature that has survived contact with the original wave of the Spellplague. Such survivors are called the plaguechanged. Few of their descendants survive today—the initial plague was so virulent, and the changes wrought were so extreme. As well, many decades have passed since the Spellplague’s end, and old age claimed most of the plaguechanged. A few of the horrifying things bred true, though. Plaguechanged creatures are monsters, whatever their original race, driven insane by their dreadful metamorphosis. Even the least of them display potent abilities. Luckily, few of these creatures leave the plaguelands.

Spellscarred Spellscars are usually gained when creatures come too close to a plagueland, though sometimes they afflict beings who have never had any contact with rampant magic. Sometimes a spellscar is a physical abnormality, but more often it is an intangible mark that appears only when its power is activated. An active spellscar might appear as jagged cracks of blue light racing across the forearms and hands, a corona of cerulean flame, a blazing blue glyph on the forehead, or perhaps even wings of cobalt flame. In all instances, blue fire is a sure indicator of a spellscar.

A creature can learn to master its spellscar through a variety of methods. (The FORGOTTEN REALMS Player’s Guide has more information.) Some beings travel to plaguelands in hopes of gaining a spellscar; such “scar pilgrimages” are encouraged by an organization called the Order of Blue Flame.

Toril is not only home to strange beings, but it also sports wondrous features. Some of these are natural, others created, and still others aftereffects of cataclysms, earthly or otherwise.

Earth Nodes Streams of invisible power run beneath the earth, occasionally crossing and collecting in a single spot like river flowing into a lake. Such rare collection points are called earth nodes.

An earth node’s power isn’t visible to the naked eye, but such points are often eerily beautiful or bizarre. A giant geode or a teardrop–shaped, smooth-sided cavern might hold an earth node, as might any other wondrous subterranean shape. Such a sight isn’t always present, though, and the node’s power doesn’t respect physical boundaries. Some nodes even extend to the surface world.

The most common nodes are fairly small and weak. The exact size of a node and its field of power varies from as wide as half a mile to about 30 feet across. Powerful nodes are rare and can radiate their influence over a greater distance, but the strength of the effect doesn’t always correlate to a wider field.

A few nodes have concentrations of active Spellplague. These horrifying places are essentially small, underground plaguelands called plaguecaves.

Earthmotes Earthmotes are free-floating bits of landscape that defy gravity to hover in the sky. Despite their appearance, these islands in the sky are as stable and durable as if they rested on the ground. Earthmotes are common along the edges of regions where portions of Abeir replaced Toril’s landscape, as if marking an imperfect seam between the fused worlds. Two or more earthmotes might be found together—in some places, small clusters of floating islands hang like eternal clouds. However, they can be found nearly anywhere, and lone earthmotes (often called simply motes) have become familiar features in even the most staid lands.

Earthmotes vary widely in size and altitude. Most are level on top, like ledges atop sheer cliffs, and taper to a point underneath so that they resemble upsidedown mountain peaks. Thus, climbing to the top of a mote is difficult.

A few earthmotes move like clouds made of stone, but most are stationary. They usually hang between 500 and 1,000 feet over the landscape, but some motes hover lower or even abut an earthbound feature. Disruptions, whether natural or magical, on or near an earthmote have no apparent effect on its ability to float.

Nearly all earthmotes support life and seem to reflect the natural landscape over or through which they float. Motes are often named according to the type of terrain they support—forestmotes, hillmotes, junglemotes, and prairiemotes are most common. Sometimes spectacular cataracts pour from watermotes. These falls never run dry, suggesting a connection with the Elemental Chaos. Certainly, similar features exist on that plane.

Some earthmotes are settled. They are highly defensible and often rich in resources, making them highly sought after. Like any valuable territory, motes are sometimes the objects of war and conquest.

Fey Sites Inscribed, lintel-capped monoliths rise spontaneously from the earth, forming the supporting pillars of a trilithon. Circles of mushrooms surround a low hillock above which dance sparkles of light in the darkest hour of night. Such fey sites are common throughout Faerûn, and more so in the Feywild. Fey guardians watch over many such sites, defending against interlopers.

Fey Crossroads A fey crossroads is an entry to the Feywild. Countless such ways are scattered across Toril. In some cases, a fey crossroads resembles an arch, marked by a pair of rune-scribed standing stones far enough apart to form a door. Sometimes a lintel caps two monoliths, and other times they stand like posts. Many fey crossroads are hidden from immediate view and require the Walk Crossroads (Forgotten Realms Player’s Guide) ritual to discern. Such open- ings vary widely in size, but most are large enough to allow a Huge creature to squeeze through.

A fey crossroads functions like a portal, transporting a user to another such point elsewhere in the world or a specific place in the Feywild. Like portals, fey crossroads can be keyed, restricted, and variable—often they deposit travelers in strange places somewhere near the destination. In the wake of the Spellplague, they can even be malfunctioning.

Some folk, known as fey guides, make a living by helping travelers use nearby crossroads. Such individuals are also valuable sources of lore and rumors about local fey activity.

Fey Mounds Fey mounds are the hidden burial grounds of wild fey. When such a creature dies, its companions bring it to a mound and cover the body loosely with earth, branches, and leaves, sometimes even leaving its belongings behind. The body quickly decomposes, burying items and adding another fine layer to the heap. Mushrooms surround such mounds, though they are not always obvious. Lights, ghostly giggling, and fey apparitions are common near and on them.

Mythals Mythals are enormous, layered magic constructions created by extensive and unique group rituals. Such constructs protect Evermeet, Myth Drannor, Evereska, Myth Nantar, and several other locations.

Although all mythals were buffeted by the Spellplague, many of them survived the catastrophe. Most of those that shattered, such as the one that once sheltered Silverymoon, spared their lands from the worst of the Blue Fire in so doing. The ancient high mages wove mythals so well that their defenses adapted even to the sundering of the Weave.

During Mystra’s existence, mythals were tailored to provide magical support to citizens and allies of the enspelled area. Now they have lost much of their potency, becoming protective fields that hinder enemies while helping allies.

Plaguelands Plaguelands are regions where the Spellplague still runs amok, changing everything it contacts.


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