Diversion
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Revision as of 17:47, 16 January 2017 by Doublecompile (talk | contribs)
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 1 |
---|---|
AP | 4 |
Target | Area |
Distance | Medium |
Lasts | 1 round per rank |
Save | Lucidity |
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. 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
- A minor distraction, like mice squeaking, or a bird flying past. Targets take −2 to Perception checks.
- A moderate distraction, like an apparition floating down a hallway, or a dog barking. Targets take −4 to Perception checks.
- A strong distraction, like smelling the garbage behind a tavern, or many people singing. Targets take −6 to Perception checks.
- A very strong distraction, like a militia marching by, or a whiff of rotting flesh. Targets take −8 to Perception checks.
- 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.