Unseelie Fog: Difference between revisions
(Created page with ";Mytherceria Rituals Target Number of Successes: Varies Whether for safety or for offense, fog has long been a tool for both warriors and the stealthy. It works as well to hide a siege party as it does to conceal a Haven. This fog is not of this world, as it is summoned directed from the Dark Kingdom of Zeernebooch, from where the powers of Mytherceria are drawn. Any creature who can sense the presence of the Wyrm, will know something is amiss with this thick mist....") |
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;[[Mytherceria Rituals]] | ;[[Mytherceria Rituals]] | ||
Fog has long been a tool for both warriors and the stealthy. It works as well to hide a siege party as it does to conceal a Haven. This fog is not of this world, as it is summoned directed from the Dark Kingdom of Zeernebooch, from where the powers of Mytherceria are drawn. Any creature who can sense the presence of the Wyrm, will know something is amiss with this thick mist. | |||
System: To active Wyrm Fog, the caster mixes 1 Blood point with fresh water and pours it on the ground, which must be exposed earth or stone. The user makes a Charisma + Occult roll, with the difficulty determined by the climate: | System: Target Number of Successes: Varies Whether for safety or for offense, To active Wyrm Fog, the caster mixes 1 Blood point with fresh water and pours it on the ground, which must be exposed earth or stone. The user makes a Charisma + Occult roll, with the difficulty determined by the climate: | ||
Coastal/Ocean Difficulty 5 | Coastal/Ocean Difficulty 5 | ||
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5 successes+ 2 acres 1 acre per additional success | 5 successes+ 2 acres 1 acre per additional success | ||
Side Effect: Botching releases Wyld Magic effects. | Side Effect: Botching releases [[Wyld Magic]] effects. | ||
Latest revision as of 23:29, 18 March 2026
Fog has long been a tool for both warriors and the stealthy. It works as well to hide a siege party as it does to conceal a Haven. This fog is not of this world, as it is summoned directed from the Dark Kingdom of Zeernebooch, from where the powers of Mytherceria are drawn. Any creature who can sense the presence of the Wyrm, will know something is amiss with this thick mist.
System: Target Number of Successes: Varies Whether for safety or for offense, To active Wyrm Fog, the caster mixes 1 Blood point with fresh water and pours it on the ground, which must be exposed earth or stone. The user makes a Charisma + Occult roll, with the difficulty determined by the climate:
Coastal/Ocean Difficulty 5 Swamp /Marsh Difficulty 6 Jungle Difficulty 7 Forest, Grassland, Difficulty 8 Mountains Difficulty 8 Desert Difficulty 9 Alpine deserts Difficulty 10
If successful, the mixture turns into mist when it touches the ground. The area covered by the fog depends on the number of successes rolled:
1 success 10'x10', or 100 square feet 2 successes 50'x50', or 2500 square feet 3 successes 100'x100', or 10,000 square feet 4 successes 200'x200', or ~1 acre 5 successes+ 2 acres 1 acre per additional success
Side Effect: Botching releases Wyld Magic effects.