Waypoints
are magical locations, etched into the ground and lit with blue
fires. Waypoints are like milestones or checkpoints along routes, but
are mystically anchored to the location and help travelers. In order
to use a waypoint, you must stand in the center of a waypoint, point
at another waypoint on a map or hold its image in your mind, and
begin the journey. You can only use a waypoint if you've already
physically visited its location once. Every day you travel from a
waypoint to another waypoint, you reduce the chance of wandering
encounters by -1 or give a chance to ignore all encounters by rolling
a 1 in 6 chance when you break camp in the morning. The sky just
seems friendly and peaceful. Additionally, for every 2 weeks of
travel, you arrive 1 day earlier.
The distance between waypoints doesn't matter, as long as you continue to follow it along the main roads or more-or-less in a constant path. Waypoints be on islands, landmasses, or even in alternate realities or dimensions, but the rules remain the same. If you spend more then a day off the path or at a single location, the charm ends.
Create Waypoint
- 3rd
level
Waypoints
are created using this spell. The caster must designate a single
location to be the waypoint, and create a cleared circle or small
location. Then, they must light blue flames either with magic or
special blue candles. The waypoint is a permanent fixture. The candle
flames are invisible to those who have not visited the waypoint once
before, but do not give off any significant heat or helpful light to
the surrounding area, and cannot be blown out by mundane wind or
rain.
The
spell ends when the waypoint location is destroyed; either
intentionally through trampling, putting out the fires, or if an
object falls on top of the waypoint and is not removed within a few
days. Destroying the waypoint of a conquered city is a popular tactic
in magical wars; it prevents the enemy forces from returning to their
homeland for revenge as easily.
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