The Dragonlance Nexus

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Charm of Morgion

D&D 3e (3.0/3.5) Rules

by OldSchoolDL


This dark blessing was forged by Morgion, the Lord of Disease. When the god first gathered his disciples to him, he noticed that his own powers caused his followers to weaken and die before they could be of any use to him. Though he reveled in watching their bodies waste away for his amusement, he realized that his clerics and cultists were his investment in his power and he must protect them, if only for them to do his bidding. To aid in this, he created the Charm.

The Charm of Morgion is either a spoken word, or a mystical rune that is placed on the recipient's forehead. Victims do not need to be touched in order to receive the Charm, however, its effects are stronger if they willingly allow themselves to be touched. The Charm causes those who suffer from Morgion's diseases to no longer feel the symptoms of the plague within them. Open sores and conditions such as leprosy are halted and reversed, breathing or lung illnesses fade to nothing but a cough, and any ailment is effectively rendered moot by the Charm. Those charmed are then able to perform their duties and spread their terrible power of Morgion across Krynn.

The Charm, however, does not totally cure the recipient from the disease - it simply masks the symptoms. The charmed become carriers of the disease within them, allowing it to be spread by close contact or airborne contact (no farther than a 10-foot radius around the charmed). The Charm's effects last only as long as the recipient remains loyal to Morgion or performs services to the Dark Lord's satisfaction. The Charm also has an addictive aspect to its power (see Fanatics of Morgion for details).

Game Statistics

  • Only Clerics of Morgion of 8th level or higher can give a charm to someone.
  • Charm recipients can be any alignment, but must make an effort to gradually shift to a evil alignment if they choose to keep the Charm.
  • The plague within their bodies cannot be cured without lifting the Charm. The Charm can only be lifted by either the Cleric of Morgion who laid it upon the victim, or the highest level Cleric of Morgion within a 5-mile radius.
  • Once lifted, the disease that had laid dormant within the victims' bodies becomes active instantly, causing a steady Strength and Constitution drain of one point each per round until both attributes reach zero and they die. After the Charm is lifted, the disease can be cured by means of a remove disease spell cast by a cleric, and the lost Str and Con can be restored through days of rest.
  • When a Charmed victim dies, the victim's body releases the disease in a 30-foot radius of smoke. Anyone within this dark smoke must make a Fortitude save or be infected by the same illness (using the DC of the illness or disease). The smoke dissipates in 1 round.

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