Difference between revisions of "Diversion"

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{{sexy}}
 
{{sexy}}
{{elementize}}
 
 
{{spell
 
{{spell
 
|essence=illusory
 
|essence=illusory
|school=sound
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|school=dark
 
|xp=1
 
|xp=1
 
|distance=Medium
 
|distance=Medium
 
|target=Area
 
|target=Area
|time=2 rounds per rank
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|time=1 round per rank
 
|save=[[Lucidity]]
 
|save=[[Lucidity]]
|description=A sound weaver is a mage who can create any sound and make it appear real to those who perceive it. Anything reasonable, from a snake hiss to a marching of soldiers, to a doctored speech from a noble, can be created with this spell. Intelligible speech can be made with this spell, but it cannot be interactive. The idea is that if a target believes a False Sound, they will be at a disadvantage to notice other things, taking a penalty to subsequent [[Perception]] checks. "Huh? What was that noise? Better go check it out."
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|description=This spell creates an illusion to distract opponents: sight, sound, smell, or any combination of the three. Anything the caster imagines can come to life. So long as they concentrate on it, the caster can even change the illusion as they see fit while the spell persists. Any targets within an area of a 5 foot radius per rank must make a Lucidity save. A target that passes its save doesn't perceive the illusion at all (and confusion will set in as its friends ask "Hey, did you see that?"). The idea is that if a target believes a false sight or sound, they will be at a disadvantage to notice other things, taking a penalty to subsequent [[Perception]] checks. "Huh? What was that noise? Better go check it out."
|level1=A quiet noise, like mice squeaking, or a whispered message.  Targets take −2 to Perception checks.
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|level1=A minor distraction, like mice squeaking, or a bird flying past.  Targets take −2 to Perception checks.
|level2=A moderate noise, like a voice talking, or a person walking down a hallway.  Targets take −4 to Perception checks.   
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|level2=A moderate distraction, like smelling the garbage behind a tavern, or a dog barking.  Targets take −4 to Perception checks.   
|level3=A loud noise, like people singing, or a dog barking.  Targets take −6 to Perception checks.
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|level3=A strong distraction, like an apparition floating down a hallway, or many people singing.  Targets take −6 to Perception checks.
|level4=A very loud noise, like a beast roar, or an army marching.  Targets take −8 to Perception checks.
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|level4=A very strong distraction, like a militia marching by, or a whiff of rotting flesh.  Targets take −8 to Perception checks.
|level5=A nearly deafening noise like a clap of lightning, or a dragon's roar. Targets take −10 to Perception checks.
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|level5=An inescapable distraction, like a clap of thunder, a roaring dragon, or the local drunk screaming and running nude across the town green. Targets take −10 to Perception checks.
 
}}
 
}}

Latest revision as of 03:46, 23 January 2017

PinUp.svg This rule is pretty sexy and doesn't need any attention. Consider it good to go.
This spell has a illusory essence
This is a dark spell
Rarity 1
AP 4
Target Area
Distance Medium
Lasts 1 round per rank
SaveLucidity

This spell creates an illusion to distract opponents: sight, sound, smell, or any combination of the three. Anything the caster imagines can come to life. So long as they concentrate on it, the caster can even change the illusion as they see fit while the spell persists. Any targets within an area of a 5 foot radius per rank must make a Lucidity save. A target that passes its save doesn't perceive the illusion at all (and confusion will set in as its friends ask "Hey, did you see that?"). The idea is that if a target believes a false sight or sound, they will be at a disadvantage to notice other things, taking a penalty to subsequent Perception checks. "Huh? What was that noise? Better go check it out."

Intensity Effects

  1. A minor distraction, like mice squeaking, or a bird flying past. Targets take −2 to Perception checks.
  2. A moderate distraction, like smelling the garbage behind a tavern, or a dog barking. Targets take −4 to Perception checks.
  3. A strong distraction, like an apparition floating down a hallway, or many people singing. Targets take −6 to Perception checks.
  4. A very strong distraction, like a militia marching by, or a whiff of rotting flesh. Targets take −8 to Perception checks.
  5. An inescapable distraction, like a clap of thunder, a roaring dragon, or the local drunk screaming and running nude across the town green. Targets take −10 to Perception checks.