Wandering Wisp: Difference between revisions
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! Image !! Stats !! Special Abilities | ! Image !! Stats !! Special Abilities | ||
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Health: 9 | Health: 9 | ||
Vigor: 4 | Vigor: 4 |
Revision as of 23:42, 11 January 2020
More mobile than their lesser counterparts, these brightly-glowing Wisps are able to traverse great distances in a short amount of time. Wandering Wisps emit an odd humming noise that ensnares those unfortunate enough to succumb to their Lure. Beings of pure mana, they survive by draining their victims of their magic after they have been brought under the Lure. | ||
Image | Stats | Special Abilities |
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Health: 9 Vigor: 4 Physical Defense: 4 (4 dodge) Magical Defense: 4; 2 Magical Damage Reduction Magic Resistance: 9 Attack: 7 Initiative: +3 Speed: 6 |
Rank 1: Innate Light* Rank 2: Improved Lure** (11d10) Rank 3: Drain Magic (10d10) Rank 3: Blink (10d10) | |
* These creatures glow much more brightly than weaker wisps. They may shine in any number of colors - and their color can change at will. When near settlements, it isn’t unusual for them to disguise themselves atop torches or in wall sconces, waiting patiently for an opportunity to feast on magic. One way to distinguish a Wisp from a true flame is to attempt to blow it out, as they cannot simply stop glowing. ** If listeners view a Wandering Wisp or hear its song (20 yd radius) and fail a Magic Resistance roll, they are brought under compulsion to find the wisp and follow it. Success against this roll makes the target immune for 1 hour. While under the effects of a Lure, Magic Resistance takes a -2 penalty. |