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Haze

The Haze

The Haze is magical radiation emitted by vast concentrations of delerium. It covers the ruins of Drakkenheim, but smaller areas are beginning to manifest in other regions.

Effects on Characters

Humanoid creatures do not gain any benefits from finishing a long rest within the Haze.

In addition, a humanoid creature may only spend up to 12 hours within the Haze, after which it must finish a long rest to adequately recover from exposure. Humanoid creatures who remain in the Haze beyond 24 hours before recuperating risk contamination. For each additional hour spent within the Haze beyond 24 hours, a humanoid creature must make a DC 15 Constitution saving throw or gain one Contamination Level.

Environmental Effects

The Haze magically manifests mist throughout the area. Characters can see normally through the mist up to 150 feet. Vision beyond is lightly obscured, but vision past 300 feet is totally obscured. Any mists dispersed during the day re-form 10 minutes later.

The Haze dampens sunlight. Creatures with sunlight vulnerability or similar traits do not suffer these penalties during the day while within the Haze.

The corpses of beasts and humanoid creatures do not rot within the Haze.

Effects on Spells

Any divination or teleportation spell cast outside the Haze targeting a creature or location within the Haze automatically fails. Telepathic communications or effects such as the sending spell transmitted from outside the Haze fail to contact a character within it, and vice-versa. Finally, other divination spells fail to reveal useful information about delerium, the Haze, the origins of the meteor, or any events which occurred within the Haze.

When a character attempts any of the above using a spell or other effect, they must make a DC 15 Intelligence saving throw. On a failure, they take 6d6 psychic damage and become incapacitated with madness until they finish a long rest. During this time, they speak only in gibberish. A greater restoration spell ends this effect.

Tiny hut and similar spells or abilities do not provide shelter from the Haze. However, characters may rest within a magnificent mansion spell cast within the Haze.

Deep Haze

Certain areas are so suffused by the Haze that mere exposure is extremely dangerous and potentially fatal. Known as the Deep Haze, these areas have the following additional traits:

  • Deep Haze is instantly recognized by a thick prismatic fog. Characters can see normally through this fog up to 60 feet. Vision beyond is lightly obscured, but vision past 120 feet is totally obscured. If dispersed during the day, the fog reforms 1 minute later.
  • Characters entering the Deep Haze must make a DC 15 Constitution saving throw, and again for each full hour spent within. On a failed saving throw, they suffer 10 (3d6) necrotic damage and gain one Contamination Level.

Delerium Sludge

Gargantuan delerium geodes perspire an opalescent sludge. Characters submerged in delerium sludge must make a DC 18 Constitution saving throw at the start of their turn. They take 42 (12d6) necrotic damage on a failed saving throw, and half as much on a successful one. In addition, characters who fail the saving throw gain one Contamination Level


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