Seed: Veil: Difference between revisions

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Note: All Seed: Veil abilities follow the standard rules around what concealment spells may be pierced by which [[Magic_Guide#Detection_Spells|Detection Spells]].
Note: All Seed: Veil abilities follow the standard rules around what concealment spells may be pierced by which [[Magic_Guide#Detection_Spells|Detection Spells]].


'''Favored Seed''': Sorcerers with a Chosen Plane of Arcadia gain +1d10 on all spells from this Seed.
'''Favored Seed''': Sorcerers with a Chosen Plane of Arcadia do not risk [[Sorcery#Backlash|Backlash]] for the first push.


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Latest revision as of 14:21, 12 September 2020

Note: All Seed: Veil abilities follow the standard rules around what concealment spells may be pierced by which Detection Spells.

Favored Seed: Sorcerers with a Chosen Plane of Arcadia do not risk Backlash for the first push.

Rank Name Description
1 Veil Objects Prevent an object from being seen or detected through magical means.
2 Momentary Veil Gain invisibility for a brief moment.
3 Planar Veil Gain invisibility and immunity to magical detection for a brief time.
4 Mass Veiling Extend concealment to additional targets.
5 Resilient Veil This veil can persist through violent actions.


Fusion Spells: These spells are available with the required Ranks from both listed Seeds.

Required Ranks Name Description
Ward 3, Veil 2 Shimmering Ward Caster can provide concealment to a Warded target.
Veil 3, Transport 2 Vanish Caster turns invisible and appears somewhere else (still invisible).