•• Summon Wisp Spell in Cimmerian Shade | World Anvil

•• Summon Wisp

Straddling two worlds, the necromancer does not truly exist. She is here, yet she is not. Reaching into herself, she infuses a spark of her own ephemeral nature with dark, necromantic energy. The result is a dancing light, which is as hypnotic as it is treacherous.


System

The player spends one blood point and rolls Charisma + Occult (difficulty 5) to conjure an orb of pale light that lasts one scene. The wisp can take any color the vampire chooses and has no substance or weight. It may fly as fast as the vampire can run, casting cold illumination as bright as a candle. Mortals who behold the wisp must roll Willpower (difficulty 4) and achieve more successes than the caster or fall into a mild trance, which adds +1 to the difficulty of all actions due to distraction. If the vampire’s successes are double the mortal’s, he follows the light without regard for any but the most obvious obstacles. He walks around trees and rocks, but falls prey to quicksand or a high parapet. Any loud noise or other distraction immediately breaks the reverie.

If the vampire’s player botches the conjuration roll, the wisp appears and acts with its own malevolent agenda. Such a creature is only a nuisance, but can display remarkable cunning in luring enemies to the vampire’s haven or giving away her position.

   

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