The goddess of magic has been murdered, and the Weave of arcane power that sustains all spellcraft is unraveling. A catastrophic wave of wild magic — the Spellplague — sweeps across Faerûn, transforming landscapes, mutating creatures, and driving spellcasters mad. As blue fire consumes the world, your party must survive the collapse of magical civilization and uncover whether anything can be done to heal the Weave before magic itself dies forever.
Story Arcs
The Blue Fire Spreads
The Spellplague erupts across Faerûn. The party experiences the initial devastation firsthand — cities crumble, creatures mutate, and the land itself transforms into alien landscapes called plaguelands.
Plague-Touched
The party navigates a changed world. Some people develop spellscars — painful mutations that grant strange powers. The party discovers a connection between the spellscars and fragments of the dead goddess's power.
Weaving Anew
The party discovers that the Weave can be partially restored using a new magical framework. They must gather fragments of divine power, confront those who profit from the chaos, and perform a ritual that will reshape magic itself.
The Goddess Reborn
A new deity of magic may emerge from the ashes of the old — but powerful forces seek to claim that divine portfolio for themselves. The party must ensure the right entity ascends, or risk a future worse than the Spellplague.
Session Outlines
These outlines are for planning reference only. Actual sessions are not created by the template.
The Day Magic Died
The session opens with an ordinary day that turns catastrophic. A wave of blue fire rolls across the sky. Spells misfire or explode. A wizard tower collapses as its enchantments fail. The party must survive the initial chaos — buildings collapse, creatures mutate before their eyes, and a section of the city is consumed by blue fire.
Into the Plagueland
The party travels through a transformed landscape. Familiar terrain has become alien — floating earthmotes, crystal forests, rivers of blue fire. They encounter plague-changed creatures and must navigate environmental hazards. A settlement of survivors provides temporary refuge.
The Fallen Tower
The party investigates the ruins of a mage academy to search for information about what happened. The tower is partially phase-shifted between planes, creating surreal dungeon challenges. Surviving apprentices have formed a desperate community in the stable sections. Records reveal the death of a goddess.
Spellscarred
One or more party members develop spellscars — visible mutations that grant strange abilities but come with drawbacks. A healer offers to help but actually works for a faction that harvests spellscar tissue. The party learns that spellscars are fragments of divine power embedded in mortal flesh.
The Scar Merchants
A black market has emerged trading in spellscar tissue and plague-touched artifacts. The party infiltrates a merchant network to learn more about the nature of spellscars and discovers a disturbing truth: someone is deliberately spreading the plague to create more spellscarred individuals.
The Plaguewright
The party confronts the Plaguewright — a powerful wizard who has learned to control and spread the Spellplague. He believes he is evolving humanity to survive without the Weave. His laboratory contains crucial research on the nature of the plague and clues about restoring magic.
Fragments of Divinity
Using the Plaguewright's research, the party identifies three locations where large fragments of divine power settled after the goddess's death. Collecting these fragments is the first step toward reweaving magic. The first fragment is in a plagueland that was once a grand cathedral.
The Crystal Sea
The second fragment lies beneath what was once an ocean but is now a vast plain of crystallized water. The party must navigate the crystal formations, deal with sea creatures adapted to the solid ocean, and dive through pockets of still-liquid water to reach the fragment in a submerged temple.
The Floating Tomb
The third fragment is embedded in a massive earthmote — a floating island of stone hundreds of feet above the ground. Once a mountaintop fortress, it tore free during the Spellplague. The party must find a way up, navigate the unstable terrain, and face guardians empowered by raw divine magic.
The Pretender Gods
With three fragments collected, the party learns that multiple entities seek to claim the portfolio of the goddess of magic. A mad archwizard, a scheming archdevil, and a benevolent celestial each have compelling — and dangerous — claims. The party must choose who to support.
The Battle for the Weave
Forces aligned with each pretender converge on the ritual site. The party must fight through rival armies, prevent sabotage, and protect the ritual components. Former allies may become enemies depending on previous choices.
The New Weave
The final ritual to reweave magic. The party performs the ritual while defending against the losing pretenders' desperate final attacks. The nature of the new Weave depends on the choices made throughout the campaign. Magic is restored but forever changed — and so is Faerûn.
NPCs
Archmagister Velen Shadowmere
Human · Survivor of the Fallen Tower
The former headmaster of the mage academy, now a broken man haunted by the loss of his students and colleagues. His deep understanding of magical theory makes him invaluable, but his guilt drives him toward increasingly reckless plans. Has a severe spellscar that causes his left eye to glow blue.
Selphira the Plaguewright
Half-Elf · Plague Researcher and Spreader
A brilliant transmuter who survived the initial Spellplague by studying and adapting to it. She now believes the Weave was a crutch that limited mortal potential and actively spreads spellscars to "evolve" humanity. Genuinely believes she is helping. Her lab contains critical research.
Kazzar the Scar Merchant
Tiefling · Black Market Boss
Runs the largest spellscar tissue trading operation in the region. Cynical and opportunistic, he has no loyalty except to profit. However, his network of contacts and knowledge of plague-touched artifacts makes him a useful, if untrustworthy, source of information.
Sister Mirathel
Elf · Healer and Divine Scholar
A cleric whose goddess survived the Spellplague, giving her one of the few remaining connections to divine magic. She studies spellscars to find a cure and has developed theories about how the divine power fragments could restore the Weave. Kind but fiercely protective of her patients.
Lord Warden Gregor Ashfall
Human · Military Commander
Commands the garrison at the largest surviving settlement in the region. A practical man who distrusts magic and sees the Spellplague as proof that civilization relied too heavily on arcane power. Provides military support but opposes any plan to restore the Weave.
The Burning Sage
Unknown · Mysterious Oracle
A figure wreathed in harmless blue fire that speaks in prophecies. Claims to be a fragment of the dead goddess's consciousness. Whether this is true or a delusion of a plague-touched mind is unclear. Their prophecies are consistently accurate but maddeningly cryptic.
Zariel's Emissary
Devil · Archdevil's Representative
An erinyes sent by a powerful archdevil who seeks the portfolio of the goddess of magic. Offers the party resources, protection, and power in exchange for support. Her patron would bring order to magic but at the cost of binding it to infernal contracts.
Luminara
Solar · Celestial Candidate for Godhood
A solar who served the previous goddess of magic and seeks to inherit the divine portfolio. She is benevolent and would maintain magic much as it was, but her inflexibility and inability to understand mortal needs make her a potentially poor steward.
Locations
Eryn's Haven
The largest surviving settlement in the region, built around a natural anti-magic zone that shields it from the Spellplague. Overcrowded with refugees, tensions run high between those who want to rebuild and those who want to adapt to a world without reliable magic.
The Fallen Tower of Abjuration
Once a prestigious mage academy, now a ruin phase-shifted between the Material Plane and the Feywild. Rooms exist in both planes simultaneously, creating surreal spaces where fey creatures and arcane constructs coexist. The library still contains invaluable research.
The Blue Fire Wastes
A vast plagueland where rivers of blue fire flow across a landscape of crystallized earth and floating stone. Gravity is unreliable, and the terrain shifts unpredictably. Plague-changed creatures roam in packs, hunting anything that enters their territory.
The Crystal Sea
An entire ocean crystallized by the Spellplague, creating a shimmering plain of solid water that extends to the horizon. Pockets of liquid water exist beneath the surface, and sea creatures adapted to the solid medium swim through crystal as if it were water.
The Floating Tomb
A massive earthmote — a floating island of stone — that was once a mountaintop fortress sacred to the goddess of magic. When she died, the mountain tore free and rose into the sky. Her final divine spark is embedded in the sanctum at its peak, guarded by constructs still faithful to their dead creator.
The Plaguewright's Laboratory
Hidden in a stabilized pocket of the Blue Fire Wastes, this lab is where Selphira conducts her experiments. Plague-changed subjects are kept in crystal cages, and walls are covered in arcane formulae mixing magical theory with biological research. Contains the key to understanding and potentially curing spellscars.
The Nexus of Weaving
A convergence point where the remnants of the Weave are most concentrated. Blue fire burns eternally in a vast crater, and the three divine fragments resonate when brought here. This is where the ritual to reweave magic must be performed.
Quests
Investigate the Fallen Tower
Search the ruins of the mage academy for information about what caused the Spellplague. The tower exists partially in the Feywild, making exploration dangerous but potentially rewarding.
Cure the Spellscars
Sister Mirathel believes spellscars can be cured or at least controlled. Help her gather samples and research materials. This requires infiltrating the Scar Market and possibly confronting the Plaguewright.
Gather the Divine Fragments
Three large fragments of divine power must be collected from across the plaguelands. Each is in a dangerous location guarded by powerful creatures or environmental hazards.
Choose the New God of Magic
Multiple entities seek to claim the divine portfolio. Investigate each candidate, weigh their strengths and flaws, and make a choice that will determine the nature of magic for all time.
Protect Eryn's Haven
The settlement is under constant threat from plague-changed creatures, desperate refugees, and those who want to exploit the chaos. Help Lord Warden Gregor maintain order and expand the settlement's defenses.
Encounters
Plague-Changed Beasts
A pack of creatures mutated by the Spellplague attacks. They have unpredictable abilities — one might breathe fire, another teleport, a third phase through solid matter. Each is unique and dangerous.
The Scar Market Ambush
Kazzar's enforcers attack the party when they get too close to his operation. The fight takes place in narrow market stalls with civilians caught in the crossfire.
The Plaguewright's Creations
Selphira unleashes her most advanced plague-changed experiments against the party. These creatures have been deliberately evolved with specific combat abilities.
Crystal Sea Guardians
Enormous creatures that swim through crystallized water as if it were liquid. They guard the divine fragment in the submerged temple with territorial fury.
The Pretender's Army
Forces loyal to one of the pretender gods assault the ritual site. The composition depends on which pretender the party opposed.
Factions
The Weave Restorers
Neutral Good
Surviving wizards and clerics who believe the Weave must be rebuilt at any cost. They research spellscars, gather divine fragments, and seek a worthy successor to the goddess of magic. Led by Archmagister Velen Shadowmere.
The Plague Embracers
Chaotic Neutral
Those who see the Spellplague as evolution, not catastrophe. Led by the Plaguewright, they believe humanity must adapt to magic in its raw, wild form rather than trying to control it through a Weave. They actively spread spellscars.
The Iron Order
Lawful Neutral
Military and mundane citizens who want to rebuild civilization without relying on magic. Led by Lord Warden Gregor, they see the Spellplague as proof that magic is inherently dangerous and should be restricted or abolished.
The Infernal Compact
Lawful Evil
Agents of an archdevil who seeks to claim the portfolio of the goddess of magic. They offer power and stability but at the price of binding all magic to infernal contracts. Approach mortals with tempting offers during their darkest moments.
Recommended Characters
Pre-built characters designed for this campaign setting. Create them separately from the character templates page.
Zareth Emberscar
Tiefling · Sorcerer · Level 4
A tiefling sorcerer whose wild magic was awakened when the Spellplague washed over him, leaving blue fire scars across his body. Zareth struggles to control power that surges unpredictably, making him both invaluable and dangerous to those around him.
Serena Faithkeeper
Human · Paladin · Level 4
A paladin who claims to be one of Mystra's last chosen, keeping a sliver of the goddess's divine power alive through sheer devotion. Serena seeks to restore the Weave and heal the wounds the Spellplague has torn across Faerûn.
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