Shadow Wire: Difference between revisions

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(Created page with "{| class="tdgrey1" |- | Required || Shadow Domain: Shadow Assassin 1 |- | Range || 15 yards |- | Area || 1 wire |- | Duration || 1 hour |- | Casting || Verbal, Somatic |- | Cast Action ||Standard |- | Cost || Free |- | Effect || The channeler creates a narrow wire of solid shadows which can extend at-will to a maximum of 15 yards. Only one wire can be created at a time, but they can be dismissed by the caster as a Free Action. The far end of the wire...")
 
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   | Duration || 1 hour
   | Duration || 1 hour
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   | Casting || Verbal, Somatic
   | Casting || Mental
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   | Cast Action ||Standard
   | Cast Action ||Standard
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   | Cost || Free
   | Cost || Free
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   | Effect || The channeler creates a narrow wire of solid shadows which can extend at-will to a maximum of 15 yards. Only one wire can be created at a time, but they can be dismissed by the caster as a Free Action. The far end of the wire can be cast to bind securely to any other shadow supporting weight as if it were a braided metal wire allowing the caster to climb it, walk across it with a successful [[Acrobatics Skill]] check, or create a trip wire. The trip wire forcing targets who fail to see it when passing over it to make an [[Acrobatics Skill]] check of their own or fall prone. With a successful cast roll, the caster can change the length of the wire as a Move Action, allowing them to throw the wire to a patch of shadow up to 15 yards away (including vertically), and "pull" themselves to the terminus. This acts as a grapple, allowing the channeler to quickly scale tall structures.
   | Effect || The channeler conjures a narrow wire of solid darkness from one hand which can extend at-will to a maximum of 15 yards. Only one wire can be created at a time, but it can be dismissed by the caster as a Free Action. The far end of the wire can be cast to bind securely to any other shadow supporting weight as if it were a braided metal wire allowing the caster to climb it, walk across it with a successful [[Acrobatics Skill]] check, or create a trip wire. The trip wire forces targets who fail to see it (requiring a [[Perception Skill]] check) to make an [[Acrobatics Skill]] check when moving across it or fall prone. With a successful cast roll, the caster can change the length of the wire as a Move Action, allowing them to throw the wire to a patch of shadow up to 15 yards away (including vertically), and "pull" themselves to the terminus. This acts as a grapple, allowing the channeler to quickly scale tall structures. The Shadow Wire attaches to the shadows and not to objects themselves, and cannot be used to pull materials to them.
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Latest revision as of 08:26, 17 July 2023

Required Shadow Domain: Shadow Assassin 1
Range 15 yards
Area 1 wire
Duration 1 hour
Casting Mental
Cast Action Standard
Cost Free
Effect The channeler conjures a narrow wire of solid darkness from one hand which can extend at-will to a maximum of 15 yards. Only one wire can be created at a time, but it can be dismissed by the caster as a Free Action. The far end of the wire can be cast to bind securely to any other shadow supporting weight as if it were a braided metal wire allowing the caster to climb it, walk across it with a successful Acrobatics Skill check, or create a trip wire. The trip wire forces targets who fail to see it (requiring a Perception Skill check) to make an Acrobatics Skill check when moving across it or fall prone. With a successful cast roll, the caster can change the length of the wire as a Move Action, allowing them to throw the wire to a patch of shadow up to 15 yards away (including vertically), and "pull" themselves to the terminus. This acts as a grapple, allowing the channeler to quickly scale tall structures. The Shadow Wire attaches to the shadows and not to objects themselves, and cannot be used to pull materials to them.