Spells: Difference between revisions

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:::Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.
:::Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.


====Divination====
:Divination spells enable you to learn secrets long forgotten, predict the future, find hidden things, and foil deceptive spells.
:Many divination spells have cone-shaped areas. These move with you and extend in the direction you choose. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the spell.
:'''''(Subschools)'''''
::*'''Scrying:''' A scrying spell creates an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. The sensor, however, is treated as a separate, independent sensory organ of yours, and thus functions normally even if you have been [[blind]]ed or [[deafened]], or otherwise suffered sensory impairment.
:::A creature can notice the sensor by making a [[Perception]] check with a DC 20 + the spell level. The sensor can be dispelled as if it were an active spell.
:::Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is blocked.


====Enchantment====
====Enchantment====
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====Universal====
====Universal====
:A small number of spells ([[Arcane Mark (Spell)]], [[Wish, Limited (Spell)]], [[Permanency (Spell)]], [[Prestidigitation (Spell)]], and [[Wish (Spell)]]) are '''Universal''', belonging to no school.
:Some spells are '''Universal''', belonging to no school. All arcane casters have access to all Universal spells. Many Universal spells are 'the base of magic', those core abilities that make an arcane spellcaster wjat they are.  They include the basic ability to read magic, the ability to summon monsters to your side as allies, the ability to form magically improved materials, many spells that grant senses and the ability to scry at a distance, and at the upper levels, the most basic and powerful of spells, Wish, that allows a powerful enough practicioner of magic do cast any spell or do many other effects besides...for a price.
 
:Some universal spells grant eerie supernatural senses, and usually have cone-shaped areas. These move with you and extend in the direction you choose. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the spell.
:'''''(Subschools)'''''
::*'''Scrying:''' A scrying spell creates an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. The sensor, however, is treated as a separate, independent sensory organ of yours, and thus functions normally even if you have been [[blind]]ed or [[deafened]], or otherwise suffered sensory impairment.
 
:::A creature can notice the sensor by making a [[Perception]] check with a DC 10 + 4x the spell level. The sensor can be dispelled as if it were an active spell.
 
:::Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is blocked.
 
 


====[Descriptor]====
====[Descriptor]====

Revision as of 06:45, 20 May 2018