Fog of Battle
Fog of Battle
Price: 10-30m; Circle: Emerald; Anchor: (Any) 1+
Target: Self
Spell Duration: Indefinite; Casting Duration: Emerald
Essence Aspect: Any; Favoured Aspect:
Many sorcerers have a reason to cloak their movements under thick fog. Captains hide their ships under demon-called fogs, while Realm battle-sorcerers will often call a mist to conceal the movement of troops. So, too, do darker creatures who hate the light of the sun - and the Dead will often shamble up to a town hidden by an unnatural mist.
Ritual: Drawing upon ambient moisture with the aid of her Anchor, the sorcerer shapes it into a thick fog bank.
Mechanics: To cast the spell, the sorcerer rolls a dicepool at a difficulty based on the levels of ambient humidity and/or easily accessible bodies of water. In humid areas like a jungle or close to an open supply of water like a river or the ocean the spell is difficulty 1. With some level of ambient moisture, the difficulty is 2-3. In a parched deep desert, the difficulty might be 5. Casting this spell in direct, bright sunlight imposes a -1 external penalty on the roll.
Effects: This spell creates a fog bank centred on the sorcerer, with a radius equal to 50 yards plus an additional 50 yards for each five motes spent on the spell beyond the first ten to a cap of thirty. This obstructs visibility as per the standard rules for fog. The sorcerer is not immune to the visual obstruction. She can command the fog to move once it has been created, or have it follow her. The fog bank moves at her base Move speed, but cannot Dash.
By default, if this spell is targeted with Countermagic the sorcerer loses control of the fog and it becomes mundane fog which disperses as appropriate for the local weather conditions. However, the hostile sorcerer can choose to engage in a contested (Willpower + Essence) roll with the character, with the other character getting two bonus successes. Should the other sorcerer win the fog is shredded immediately, while if the character wins she remains in control and the fog bank halves its radius.
This spell has an indefinite duration. However, if the sorcerer spends more than a minute outside the fog bank after the scene in which it was cast, she loses control of the spell as if it was subject to Countermagic. Sorcerers who wish to move ships long distance under cover of fog must endure an unpleasant trip.
Example Spells:
The Piper's Mist (Anchor - Backing (Elemental Court) or Ally (Water Elemental)) - Playing a jaunty little tune that pleases friendly spirits of water, the sorcerer releases fluffy little clouds of mist from his pipe that quickly swell and bulge into a great fog.
Dicepool: Charisma + Performance
Grave Mist Exhalation (Essence Aspect (Necrotic)) - Filling his lungs, the sorcerer breathes out and releases a stinking, vile mist that hangs close to the ground and chills the bones. Any corpses in the area also exhale, filling the air. This spell is always Difficulty 1 if cast in a graveyard.
Dicepool: Stamina + Athletics
Ophidian Majesty (Anchor - Ally (Demon of the Ebon Dragon) or Demonic Familiar (Demon of the Ebon Dragon) - Speaking an oily word, the sorcerer draws on her ties to the Shadow of All Things and wraps herself in ten thousand shadows. Rather than mist, this spell creates a cloud of cloying darkness that moves like a living thing. The difficulty is based on light levels and proximity to shadow, rather than humidity levels.
Dicepool: Manipulation + Integrity
Harridans of the Haar-Lord (Anchor - Backing (Pirates)) - Many pirate bands have their own hidden rituals for good luck and concealment. Infusing them with mystical potency, the sorcerer makes his own luck - and his own concealment.
Dicepool: Wits + Sail
Price: 10-30m; Circle: Emerald; Anchor: (Any) 1+
Target: Self
Spell Duration: Indefinite; Casting Duration: Emerald
Essence Aspect: Any; Favoured Aspect:
Many sorcerers have a reason to cloak their movements under thick fog. Captains hide their ships under demon-called fogs, while Realm battle-sorcerers will often call a mist to conceal the movement of troops. So, too, do darker creatures who hate the light of the sun - and the Dead will often shamble up to a town hidden by an unnatural mist.
Ritual: Drawing upon ambient moisture with the aid of her Anchor, the sorcerer shapes it into a thick fog bank.
Mechanics: To cast the spell, the sorcerer rolls a dicepool at a difficulty based on the levels of ambient humidity and/or easily accessible bodies of water. In humid areas like a jungle or close to an open supply of water like a river or the ocean the spell is difficulty 1. With some level of ambient moisture, the difficulty is 2-3. In a parched deep desert, the difficulty might be 5. Casting this spell in direct, bright sunlight imposes a -1 external penalty on the roll.
Effects: This spell creates a fog bank centred on the sorcerer, with a radius equal to 50 yards plus an additional 50 yards for each five motes spent on the spell beyond the first ten to a cap of thirty. This obstructs visibility as per the standard rules for fog. The sorcerer is not immune to the visual obstruction. She can command the fog to move once it has been created, or have it follow her. The fog bank moves at her base Move speed, but cannot Dash.
By default, if this spell is targeted with Countermagic the sorcerer loses control of the fog and it becomes mundane fog which disperses as appropriate for the local weather conditions. However, the hostile sorcerer can choose to engage in a contested (Willpower + Essence) roll with the character, with the other character getting two bonus successes. Should the other sorcerer win the fog is shredded immediately, while if the character wins she remains in control and the fog bank halves its radius.
This spell has an indefinite duration. However, if the sorcerer spends more than a minute outside the fog bank after the scene in which it was cast, she loses control of the spell as if it was subject to Countermagic. Sorcerers who wish to move ships long distance under cover of fog must endure an unpleasant trip.
Example Spells:
The Piper's Mist (Anchor - Backing (Elemental Court) or Ally (Water Elemental)) - Playing a jaunty little tune that pleases friendly spirits of water, the sorcerer releases fluffy little clouds of mist from his pipe that quickly swell and bulge into a great fog.
Dicepool: Charisma + Performance
Grave Mist Exhalation (Essence Aspect (Necrotic)) - Filling his lungs, the sorcerer breathes out and releases a stinking, vile mist that hangs close to the ground and chills the bones. Any corpses in the area also exhale, filling the air. This spell is always Difficulty 1 if cast in a graveyard.
Dicepool: Stamina + Athletics
Ophidian Majesty (Anchor - Ally (Demon of the Ebon Dragon) or Demonic Familiar (Demon of the Ebon Dragon) - Speaking an oily word, the sorcerer draws on her ties to the Shadow of All Things and wraps herself in ten thousand shadows. Rather than mist, this spell creates a cloud of cloying darkness that moves like a living thing. The difficulty is based on light levels and proximity to shadow, rather than humidity levels.
Dicepool: Manipulation + Integrity
Harridans of the Haar-Lord (Anchor - Backing (Pirates)) - Many pirate bands have their own hidden rituals for good luck and concealment. Infusing them with mystical potency, the sorcerer makes his own luck - and his own concealment.
Dicepool: Wits + Sail
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