Arcane Sight (Sorcerer/Wizard Spell): Difference between revisions

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m (Text replacement - "::'''''Elemental School:''''' (.*) \| CastTime=<onlyinclude>{{#ifeq:{{{transcludesection\|CastTime}}} " to " | CastTime=<onlyinclude>{{#ifeq:{{{transcludesection|CastTime}}} ")
 
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{{Template:Spell
{{Template:WizardSpell


<!-- Spell Level -->
<!-- Spell Level -->
<!-- Values: Integer (spell level if castable) or leave blank (if not
<!-- Values: Integer (spell level if castable) or leave blank (if not
available to listed class) -->
available to listed class) -->
| Alchemist = 3
| Alchemist=<onlyinclude>{{#ifeq:{{{transcludesection|Alchemist}}}
| Bard =  
| Alchemist|
| Cleric =  
}}</onlyinclude>
| Druid =  
 
| Paladin =  
| Bard=<onlyinclude>{{#ifeq:{{{transcludesection|Bard}}}
| Ranger =  
| Bard|
| Sorcerer/Wizard = 3
}}</onlyinclude>
 
| Cleric=<onlyinclude>{{#ifeq:{{{transcludesection|Cleric}}}
| Cleric|
}}</onlyinclude>
 
| Druid=<onlyinclude>{{#ifeq:{{{transcludesection|Druid}}}
| Druid|
}}</onlyinclude>
 
| Paladin=<onlyinclude>{{#ifeq:{{{transcludesection|Paladin}}}
| Paladin|
}}</onlyinclude>
 
| Ranger=<onlyinclude>{{#ifeq:{{{transcludesection|Ranger}}}
| Ranger|
}}</onlyinclude>
 
| Sorcerer/Wizard=<onlyinclude>{{#ifeq:{{{transcludesection|Sorcerer/Wizard}}}
| Sorcerer/Wizard|3
}}</onlyinclude>


| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}}
| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}}
| School|[[divination]]
| School|[[Enchantment]]
}}</onlyinclude>
}}</onlyinclude>
::'''''Elemental School:''''' [[void (Arcane School)|void]] 3


| CastTime=<onlyinclude>{{#ifeq:{{{transcludesection|CastTime}}}
| CastTime=<onlyinclude>{{#ifeq:{{{transcludesection|CastTime}}}
| CastTime|1 [[standard action]]
| CastTime|Standard
  <!-- Values: Immediate, Standard, FullRound (full round), Ritual, or anything else. -->
}}</onlyinclude>
}}</onlyinclude>


| Components=<onlyinclude>{{#ifeq:{{{transcludesection|Components}}}
| Components=<onlyinclude>{{#ifeq:{{{transcludesection|Components}}}
| Components|V, S
| Components|V, M
}}</onlyinclude>
}}</onlyinclude> (A tattered bit of web, mounted on velvet, worth 1 gp.)


| Range=<onlyinclude>{{#ifeq:{{{transcludesection|Range}}}
| Range=<onlyinclude>{{#ifeq:{{{transcludesection|Range}}}
| Range|personal
| Range|Close
  <!-- Values: Self, Touch, Close, Medium, Long, or anything else -->
}}</onlyinclude>
}}</onlyinclude>


| Target=<onlyinclude>{{#ifeq:{{{transcludesection|Target}}}
| Target=<onlyinclude>{{#ifeq:{{{transcludesection|Target}}}
| Target|you
| Target|{{targets|1}}
}}</onlyinclude>
}}</onlyinclude>


| Duration=<onlyinclude>{{#ifeq:{{{transcludesection|Duration}}}
| Duration=<onlyinclude>{{#ifeq:{{{transcludesection|Duration}}}
| Duration|1 min/lvl (D)
| Duration|Encounter
  <!-- Values: Instant, Concentration, 1Round, Combat, Encounter, Day, Moon, Year, or anything else -->
}}</onlyinclude>
}}</onlyinclude>


| Save=<onlyinclude>{{#ifeq:{{{transcludesection|Save}}}
| Save=<onlyinclude>{{#ifeq:{{{transcludesection|Save}}}
| Save|[[WILL]] negates (harmless)
| Save|None
  <!-- Values: None,
      FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
      ReflHalf, ReflNegates, HReflHalf, HReflNegates,
      WillHalf, WillNegates, HWillHalf, HWillNegates, or anything else
  -->
}}</onlyinclude>
 
| Save-DC=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC}}}
| Save-DC|None
  <!-- Values: None, Weak, Strong, Hybrid, or anything else -->
}}</onlyinclude>
 
| Lays-Charge=<onlyinclude>{{#ifeq:{{{transcludesection|Lays-Charge}}}
| Lays-Charge|Y
  <!-- Values: Y, or leave blank -->
}}</onlyinclude>
 
| Lays-Dual-Charge=<onlyinclude>{{#ifeq:{{{transcludesection|Lays-Dual-Charge}}}
| Lays-Dual-Charge|
  <!-- Values: Y, or leave blank -->
}}</onlyinclude>
 
| Charge-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Charge-Notes}}}
| Charge-Notes|
}}</onlyinclude>
}}</onlyinclude>


| SR=<onlyinclude>{{#ifeq:{{{transcludesection|SR}}}
| SR=<onlyinclude>{{#ifeq:{{{transcludesection|SR}}}
| SR|yes (harmless)
| SR|Y
  <!-- Values: Y, or leave blank -->
}}</onlyinclude>
}}</onlyinclude>


| Description = This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of [[Detect Magic (Spell)]], but ''Arcane Sight'' does not require [[concentration]] and discerns aura location and power more quickly.
| Description = You do not move a muscle as you call out the ringing tones of this fell dweomer. This spell makes your eyes glow blue and allows you to see magical auras within spell range (see above). The effect is similar to that of [[Detect Magic (Sorcerer/Wizard Spell)]], but ''Arcane Sight'' does not require [[concentration]] and discerns aura location and power more quickly.


: You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's [[caster level]], as noted in the description of the [[Detect Magic (Spell)]]. If the items or creatures bearing the auras are in [[line of sight]], you can make [[Spellcraft]], [[Divinity]] or [[Naturalism]] skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half [[caster level]] for a non-spell effect.)
: You know the direction and power of all magical auras within your sight as a swift action.  


: If you [[concentration|concentrate]] on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or [[spell-like abilities]], whether these are arcane or divine ([[spell-like abilities]] register as arcane), and the strength of the most powerful spell or [[spell-like ability]] the creature currently has available for use.
: More intense scrutiny allows you to make out more details. Examining areas or objects for several rounds reveals:


:Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
::* '''1st Round:''' Number of different magical auras and the general direction of the most potent aura.


:* '''Aura Strength:''' An aura's power depends on a spell's functioning spell level or an item's [[caster level]]; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
::* '''2nd Round:''' The location of each aura within the target area. If the items or creatures bearing the auras are in line of sight, you can make [[Knowledge (Arcana)]] skill checks to determine more information about the spell or spell effect involved in each aura. (Make one check per aura: DC 10 + 4x spell level, or 10 + 2x [[caster level]] for a non-spell effect.) If the aura emanates from a magic item, you can attempt to identify its properties with a Bailiwick skill check ([[Divinity]], [[Naturalism]], [[Reason]], [[Spellcraft]], [[Spycraft]], or [[Warfare]]).


{{#!:
: Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
:::{| class="ep-default" style="text-align:center"
|- style="Background:#DEB887; Color:#000;"
! rowspan="2" align="left" | Spell or Object || colspan="4" | Aura Power
|- style="Background:#DEB887; Color:#000;"
! Faint || Moderate || Strong || Overwhelming
|-
| align="left" | Functioning spell (spell level) || 3rd or lower || 4th-6th || 7th-9th || 10th+ (epic)
|-
| align="left" | Magic item (caster level) || 5th or lower || 6th-11th || 12th-20th || 21st+ (epic or artifact)
|}
}}


:* '''Lingering Aura:''' A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
:[[Outsider_Traits|Outsiders]] and [[Elemental_Traits|elementals]] are not magical in themselves, but if you use ''Arcane Sight'' while they are being summoned, the aura of the [[conjuration]] spell registers.


{{#!:
: Each round, you can aim ''Arcane Sight'' at a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
:::{| class="ep-default" style="text-align:center"
|- style="Background:#DEB887; Color:#000;"
! align="left" | Original Strength || Duration of Lingering Aura
|-
| align="left" | Faint || align="left" colspan="4" | 1d6 rounds
|-
| align="left" | Moderate || align="left" colspan="4" | 1d6 minutes
|-
| align="left" | Strong || align="left" colspan="4" | 1d6x10 minutes
|-
| align="left" | Overwhelming || align="left" colspan="4" | 1d6 days
|}
}}
 
: As with [[Detect Magic (Spell)]], you can use this spell to identify the properties of magic items, but not artifacts.  [[outsider]]s and [[elemental]]s are not magical in themselves, but if they are summoned, the conjuration spell registers.


: '''Special''': If you wish, you may violently expend the magic of your ''Arcane Sight'' as a standard action. This may be included in the action of casting the spell if you are in a hurry. The blueish energy of the spell lances from your eyes as a ravening blue beam of power.  This is a [[Spells#Ray | ray]] attack, against a foe within range to which you have line of sight and line of effect. This ray inflicts {{circle|3}} of {{dmg|stellar}} damage.


| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Magical auras become visible to you.
| ShortDesc|Magical auras become visible, a ray attack becomes available.
}}</onlyinclude>
}}</onlyinclude>


| Reviewed = N
| Reviewed=<onlyinclude>{{#ifeq:{{{transcludesection|Reviewed}}}
| Reviewed|Y
<!-- Values: N (not reviewed) or Y (reviewed); blank defaults to "N" -->
}}</onlyinclude>
}}
}}

Latest revision as of 17:38, 1 April 2019

Level: Sorcerer/Wizard 3
School: Enchantment

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, M (A tattered bit of web, mounted on velvet, worth 1 gp.)

Effect

Range: Close (25 ft. + 5 ft./two lvls)
Target or Area: one target creature
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: No saving throw granted
Save DC: -
Spell Resistance: Yes

Description

You do not move a muscle as you call out the ringing tones of this fell dweomer. This spell makes your eyes glow blue and allows you to see magical auras within spell range (see above). The effect is similar to that of Detect Magic (Sorcerer/Wizard Spell), but Arcane Sight does not require concentration and discerns aura location and power more quickly.
You know the direction and power of all magical auras within your sight as a swift action.
More intense scrutiny allows you to make out more details. Examining areas or objects for several rounds reveals:
  • 1st Round: Number of different magical auras and the general direction of the most potent aura.
  • 2nd Round: The location of each aura within the target area. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (Arcana) skill checks to determine more information about the spell or spell effect involved in each aura. (Make one check per aura: DC 10 + 4x spell level, or 10 + 2x caster level for a non-spell effect.) If the aura emanates from a magic item, you can attempt to identify its properties with a Bailiwick skill check (Divinity, Naturalism, Reason, Spellcraft, Spycraft, or Warfare).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Outsiders and elementals are not magical in themselves, but if you use Arcane Sight while they are being summoned, the aura of the conjuration spell registers.
Each round, you can aim Arcane Sight at a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Special: If you wish, you may violently expend the magic of your Arcane Sight as a standard action. This may be included in the action of casting the spell if you are in a hurry. The blueish energy of the spell lances from your eyes as a ravening blue beam of power. This is a ray attack, against a foe within range to which you have line of sight and line of effect. This ray inflicts (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of stellar (energy, rare) damage.
This spell lays an arcane charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane charge on you, the caster. Targets which already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30