Open Trod in Changeling 2512 | World Anvil
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Open Trod

With this power a Changeling may open a door into the realm of the Near Dreaming. The difficulty of the roll equals the density of the Mysts in the area (usually between 4 and 10). If the Changeling using this power owns a Weystone—or has permission from the Weystone’s owner—they may open the Trod without a roll. The Trod will remain open for one round and any creatures that can reach the Trod within that round may attempt to enter it. If the caster is already in the realm of the Near Dreaming, the Trod will lead back to a location on the Prime Reality Plane. This power may be used to circumvent barriers like walls and locked doors. In this case the Changeling will need to cast this power twice, once to open the Trod and enter the Near Dreaming, and once to exit the Trod in a location that bypasses the barrier.

System

  Cost: (1 Glamour Trait).   Range: The Trod will open at a spot within arm’s reach of the caster. The portal may be placed vertically on a wall, free standing in the open air, or horizontally on the ground using gravity to pull people into the Trod.   Special: A Changeling may attempt to imprison a character in the Near Dreaming by opening a trod and pushing them in. This is most easily done if the target character is approaching the caster and has the Trod opened directly beneath their feet. A grappled Character can also be forced through a trod using a successful Dexterity + Brawl roll with the difficulty being the target’s To Hit rating.   Roll: Wits + Cosmology to open the Trod.   Base Difficulty: 4-10 depending on the density of the Mysts in the area,   Damage: A trod does not usually cause damage to beings that pass through it.   Prerequisites: None. Points in the Cosmology knowledge are helpful but not required.

Wyrd Powers

Wyrd Cantrips affect the Dreaming and the Prime Reality Plane equally well. Creatures in the Prime Reality Plane that view a Wyrd spell will assume the Changeling is using magical powers unless they conceal the nature of the spell with special effects, slight of hand, or some other ruse to cause the mortal to believe it was all a “neat trick.”

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