Thursday, January 14, 2016

Spell: Blood Fog

Blood Fog

​Necromancy
Level: Bard 5, Sorcerer 5, Wizard 5
BoXM: Wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in 20‐ft. radius, 20 ft. high
Duration: 30 minutes and 2d6 rounds; see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
Source: The Mage’s Tower website

Blood fog produces a bank of thin red mist that weakens the physical resistance of those caught in it. Creatures in the blood fog take a –10 competence penalty on Strength checks and Fortitude saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).

A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1  round.

The fog is thin and does not significantly hamper vision.
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GM Note

House Rule: Some spellcasters use the Spell Thematics feat to alter this spell so that it appears as a faint glowing radiance instead of a thin mist. This increases the DC of a Spellcraft check to identify the spell by +5.

Spell Secret: Using the ichor of a vampire as a material component and succeeding on a Spellcraft check (DC 25) causes the blood fog to become persistent, ie. a creature remaining in the blood fog must succeed each round they remain within it or be affected by it.
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The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

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