Ghost Water

GM-Info!
Work in progress!
Slightly NSFW!
Ghost water is regarded within Shroomeria’s subterranean cartography as one of the most dangerous and deceptive natural hazards. It consists of mineral-laden bodies of water suspended in mid-air, forming sheets, veils, and bulges that are almost entirely invisible. These phenomena remain perfectly still, producing no ripples, reflection, or echo, and can easily ensnare the unwary traveller.   Contact with ghost water is described as profoundly disorientating. The temperature within is exceptionally cold, often shocking the breath out of intruders. Sound within the medium is heavily dampened, reducing to a dull, physical vibration rather than an audible resonance. Lantern-cap fungi, usually reliable sources of steady illumination, are observed to dim to a muted blue glow when brought into its presence.   Veteran delvers claim that ghost water does not behave according to normal gravity, drifting along subterranean fault lines in directions sometimes described as "upward" or "sideways." The Myconid Guides, experienced guardians of the caverns, are able to detect ghost water indirectly, describing its presence as a metallic "copper" tang sensed upon the air. They frequently mark boundaries with cords or "whisper-ropes" to warn travellers of its shifting edges.   The Shroomfolk employ practical methods of detection, carrying pouches of nettle-salt and casting pinches into the air ahead. If ghost water is present, the salt creates faint ripples across the invisible surface. Luminescent sprites, on the other hand, are known to weave beads of condensed ghost water into small chains that produce a faint percussive effect - described as a "silent drum" - when tapped together.   Prolonged contact has further consequences. Individuals immersed in ghost water for more than a short interval often report memory loss or distortion, with recollections blurring in a manner likened to ink smudging in water. Those who depart from these currents also leave no visible wet footprints, suggesting the water itself retains both substance and evidence of the encounter.  
Compatible with WFRP4e
Detection: Ghost Water is nearly invisible. Spotting it requires a Perception Test (Hard, –20) when not actively testing. Using nettle-salt or similar detection methods grants +20. Myconid Guides automatically detect it with an Intuition Test (Average, +20). Failing the test usually results in the character walking directly into it.   Entering Ghost Water: On contact, the character must make an Endurance Test (Average, +20) to resist sudden breath loss. Failure results in Stunned (1) as shock overwhelms the body.   Sound is suppressed: all Fellowship Tests become Hard (–20), and attempts to use speech-based magic suffer –2 SL.   Lanterns, fires, and most mundane light sources are extinguished. Glow-based fungi dim, reducing illumination to 1 yard radius.   Lingering Exposure: Each Round spent within Ghost Water, make an Average (+0) Cool Test. Failure cost: lose 1 random Memory Fragment. Mechanically, this imposes –10% on a specific Lore, Language, or personal knowledge-based Test chosen by GM until memory is restored (rest, magic, or story-based resolution). Multiple failed tests may erode different memories.   After 5 Rounds immersed, characters must make a Challenging (–10) Endurance Test each Round or begin to suffer Fatigue levels.   Exiting Ghost Water: Those who emerge leave no wet tracks. Tracking Tests to follow them are at –30 unless enhanced by supernatural means.
Compatible with Cypher System
Hazard Level: 5 (difficult environmental threat)   Detection: Without tools, detecting Ghost Water requires an Intellect Task (Difficulty 6) due to its invisibility. Using salt, dew, or sprite light reduces difficulty to 4.   On Entry: Any creature entering Ghost Water must attempt a Might Defence Roll (Difficulty 4) or become Stunned for one round from the sudden freezing shock.   All sound-based communication or tasks are hindered two steps. Lanterns and torches extinguish; only magical or fungal light functions but at half their usual area of effect.   Memory Smearing: For every minute within Ghost Water, roll an Intellect Defence Task (Difficulty 5). On failure, the character temporarily loses a memory (the GM may reduce one trained skill, language, or bond for 1d6 hours). Multiple failures stack with different losses.   GM Intrusion: A lost memory resurfaces later, but altered or corrupted, potentially revealing secrets that were not actually true.   Ongoing Effects: After 5 rounds of immersion, Ghost Water inflicts 3 points of Might damage per round (ignores Armour) as body heat drains away. Anyone attempting to track someone who has passed through Ghost Water suffers two steps of hindrance, as no visible sign or scent trail remains.


Cover image: article-header-shroomeria by Tillerz using MidJourney

Comments

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Sep 13, 2025 23:51 by Michael Chandra

... Eesh, that sounds creepy. Now how am I going to weaponise this...


Too low they build who build beneath the stars - Edward Young
Nov 5, 2025 18:01 by Dr Emily Vair-Turnbull

This is terrifying. I wouldn't want to come into contact with it!

Emy x
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