Mist

**Mist** is an important word and entity in the cultures and lives of all the people of Auron. It is also known as *Manan* in Ghar, *Ilfaer* in Elvish, *Da'Saer* in Sand Elvish *Gevik* in Dwarvish, *Bakmada* in Draconic, *Weuruz* in Infernal, *Inkungu* in Tabaxi, *Ceo* in Halfling, *Migul* in Orcish *Omíchli* in Maecillian, *Nebel-Zau* in Gnomish, *Bruma* in Yurian, and *Tuman* in Shai'Tan.

It is recognized universally as the source of Magick within the world, flowing through and from the spirit of all things (The Infernal name translates directly into Spirit in common) When densely concentrated, it can be seen in the form of a shining, thick fog. They say at it's thickest, it can even turn into fire. There have been some accounts -mostly from the outer planes- of Mist advancing beyond the thickness required to form it into a flame. Supposedly, beyond that amount, the fire dies down, hardening into a vibrantly colored, glowing stone. This makes crystal inherently magickal. In Cosmology, Mist is seen as what fills the space between planes, effectively making it the fabric of existence. When someone casts a spell or other form of Magick, they are utilizing the Mist present in their body, as well as around them. In areas with an exceptionally low concentration of Mist, magick will be very weak or even disabled. On the contrary, more Mist in the air inherently makes magic more powerful. If there is too much Mist present, any creature using magick is at risk of being injured, having their magickal abilities stunted, or even potentially going insane.

## Mist in Gameplay

### Mist Density

Different locations in the world have varying amounts of Mist in them. This is measured in-game as *Mist Density.* Although the exact density of mist is generally hidden from players, a player can attempt a Perception check at any point in an attempt to determine how much mist is present. Here is a list of the effects of various Mist Densities:

***None -** No spells of any form can be cast.*

***Minimal -** Only Cantrips can be cast.*

***Low -** When a creature casts a spell, it takes disadvantage on any rolls involving the spell it cast; -5% Exposure Cost*

***Average -** No change to spells.*

***High -** When a creature casts a spell, it takes advantage on any rolls involving the spell it cast; +5% Exposure Cost*

***Extreme -*** *When a creature rolls for a spell it has cast, it may add 1d6 to the roll; Alternatively, it may double the effective range of the spell; +10% Exposure Cost*

***Lethal -** Mist at this density will turn into fire which cannot be put out, until it becomes dense enough to be condensed into an Abcrystal.* (If a player has an empty Abcrystal, it can be used to reduce ***Lethal*** density mist to ***Average*** density.)

### Mist Exposure

All creatures have a statistic known as *Current Exposure,* as well as a statistic known as *Max Exposure.* For player characters, your Max Exposure (referred to as *ME*), is determined and changed by your class and level. As you cast spells, your CE (*Current Exposure*) is increased by a percentage based on the spell's level - this is called a spell's *Exposure Cost*. If a creature's CE is equal to or higher than it's ME, the creature is inflicted with the *Overexposed* condition (see: Conditions). Following is a list of spell levels and their corresponding exposure costs:

***Level 0 -** No exposure cost.* (Level 0 spell exposure cost is not affected by mist density.)

***Level 1 -*** *4% Exposure per cast.*

***Level 2 -*** *6% Exposure per cast.*

***Level 3 -*** *8% Exposure per cast.*

***Level 4 -*** *10% Exposure per cast.*

***Level 5 -*** *12% Exposure per cast.*

***Level 6 -*** *15% Exposure per cast.*

***Level 7 -*** *20% Exposure per cast.*

***Level 8 -*** *30% Exposure per cast.*

***Level 9 -*** *50% Exposure per cast.*