Radiation is a very real threat in technological ruins. It is a poison effect that deals Constitution drain on initial exposure and Strength damage as a lingering secondary effect. Radiation occurs in four severity levels: Low, Medium, High, and Severe.

Radiation Damage

Radiation Level Fort DC Initial Effect Secondary Effect
Low 13 1 Con drain 1 Str damage/day
Medium 17 1d4 Con drain 1d4 Str damage/day
High 22 2d4 Con drain 1d6 Str damage/day
Severe 30 4d6 Con drain 2d6 Str damage/day

Area of Effect

Radiation suffuses a spherical area that can extend into solid objects. The closer to the center, the stronger the effect.

Radiation entries list the maximum radiation level and the radius at which that level applies. Each equal-length increment beyond that radius degrades the level by one step.

Example: A sphere of high radiation with a 20-ft. radius creates:
  • 0–20 ft.: High
  • 21–40 ft.: Medium
  • 41–60 ft.: Low
  • Beyond 60 ft.: None

Exposure Mechanics

Initial Effect — Constitution Drain

Each round a victim remains in a radiation zone, they must succeed at a Fortitude save (DC by level, see table above) or take the listed Constitution drain. A new save is required every round of continued exposure.

Secondary Effect — Strength Damage

Secondary effects deal Strength damage at a much slower rate than most poisons — once per day. The secondary effect ends only after the character succeeds at two consecutive Fortitude saves to resist the secondary damage. If a character's Strength damage equals their current Strength score, further secondary damage is dealt as Constitution damage instead.

Removing Radiation Effects

All radiation damage is a poison effect. Any effect that neutralizes poison (such as neutralize poison or the paladin's mercy) ends the ongoing radiation damage. Ability damage and drain caused by radiation can be healed normally (e.g., bed rest, restoration).

Remove Radioactivity Conj 4
Ends all ongoing radiation effects on a single target (caster level check, DC = radiation's Fort DC) and restores 1d4 Con drain and 1d4 Str damage caused by radiation. Can also clear a 20-ft.-radius area. Does not neutralize naturally radioactive materials — radiation may return.
Remove Radioactivity, Greater Conj 8
As remove radioactivity, but cures all ability damage and drain from radiation. Can also permanently deplete a radioactive object — including nuclear reactors and atomic warheads — on a successful caster level check (DC = 5 + Fort DC). The caster is exposed to at least 1 round of radiation from touching the object.

Related Spells

SpellSchoolFunction
Detect Radiation Divination 1 Detects radioactive objects in a 120-ft. emanation; radioactive auras glow green (brighter = stronger). Blocked by 3 ft. dirt/wood, 1 ft. stone, 1 in. metal, or a thin lead sheet.
Irradiate Conjuration 3–4 Floods an area with radiation (10-ft. spread). Level depends on caster level: CL 6 or lower → Low; CL 7–9 → Medium; CL 10–16 → High; CL 17+ → Severe. Creatures in the area are exposed once; radiation does not linger.
Remove Radioactivity Conjuration (healing) 4 Ends radiation effects on a target or a 20-ft. area.
Remove Radioactivity, Greater Conjuration (healing) 8 As above; also cures all ability drain and can permanently deplete a radioactive source.
See also: How Technology Works for timeworn glitch rules, and Skymetals for Abysium, a skymetal that causes radiation-like sickness on proximity.