Shroud: Difference between revisions

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(Created page with "{| class="tdgrey1" |- | Rank || Ghost Spirit 3 |- | Range || Touch |- | Area || Self |- | Duration || 2 rounds x Rank |- | Casting || Verbal, Somatic |- | Eff...")
 
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{| class="tdgrey1"
{| class="tdgrey1"
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   | Rank ||  Ghost Spirit 3
   | Required ||  [[Ghost Spirit]] 3
|-
|-
   | Range || Touch
   | Range || Touch
|-
|-
   | Area || Self
   | Area || Self
|-
|-
   | Duration || 2 rounds x Rank
   | Duration || Rank x 2 Rounds
|-
|-
   | Casting ||  Verbal, Somatic
   | Casting ||  Verbal, Somatic
|-
|-
   | Effect ||  Caster steps into the space between the mortal realm and the Spirit Realm. They can see through the veil, although with a -2 penalty to Perception rolls. The caster is effectively invisible and may not be detected by non-magical means. Magical detection that would reveal invisible targets must succeed on an opposed roll to detect the caster. Aggressive actions will break the spell, returning the caster fully to the mortal world.  
  | Cast Action || Standard
|-
  | Mana Cost ||  2
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   | Effect ||  Caster steps into the space between the mortal realm and the Spirit Realm. They can see through the veil, although with a -2 penalty to Perception rolls. The caster is effectively invisible, and may not be detected by non-magical means. Magical detection that would reveal invisible targets must succeed on an opposed roll to detect the caster. Aggressive actions will break the spell, returning the caster fully to the mortal world.
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[[Category:Spells]]
[[Category:Shamanism]]
[[Category:Ghost Spirit]]

Revision as of 06:12, 13 August 2019

Required Ghost Spirit 3
Range Touch
Area Self
Duration Rank x 2 Rounds
Casting Verbal, Somatic
Cast Action Standard
Mana Cost 2
Effect Caster steps into the space between the mortal realm and the Spirit Realm. They can see through the veil, although with a -2 penalty to Perception rolls. The caster is effectively invisible, and may not be detected by non-magical means. Magical detection that would reveal invisible targets must succeed on an opposed roll to detect the caster. Aggressive actions will break the spell, returning the caster fully to the mortal world.