Flare

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Revision as of 23:49, 5 August 2019 by Kcollins (talk | contribs)
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Required Fire Sphere 2
Range Rank x 10 yards
Area 1 Square
Duration Instant
Casting Verbal, Somatic
Cast Action Standard
Mana Cost 1
Effect A bright flash of light at the point designated dazzles targets that can see it. Targets roll a magic resist or take a Rank +1 penalty to Speed, Dexterity based skills, and Perception. This penalty is reduced by 1 each round on the caster's turn as the effect on the target fades.

Applicability notes:

  • Targets which are not able to see the ignition point are not affected, including targets with no eyes, targets who have their eyes covered, targets who have something blocking their line of sight, and targets who have sent their vision elsewhere via Vision spells.
  • Targets who can see the point only through the re-imaging of the area, such as through scrying effects, are not affected.
  • Targets who have sent their vision to a point where they can see the ignition point are subject to the effects. This includes spells such as Angle Vision, a Shadow Channeler seeing through his shadow spirit's eyes, Mind Sight, and the like. Such a target who fails to resist the effects must roll a casting roll to maintain their Vision spell effect, if it in concentration based.
  • Since Brilliance and Shadow does not specifically manage target facing, it is up to the Storyteller to determine if any target avoids the effect due to subjective facing.
    • For example it is reasonable that casting Flare behind a marching military formation wouldn't affect those in the formation, as it is presumed they are all facing forward.
    • A Flare on a stage in a crowded theater should affect everyone in the audience, since it is presumed that is where they are facing.
    • A guideline for a chaotic or un-organized environment could be rolling randomly for how many targets would see it, but is ultimately up to the Storyteller.