Difference between revisions of "Perception"

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It is used to see through all forms of trickery and illusion. It can be routinely used to defeat such effects from the [[Mind]], [[Light]], and [[Darkness]] disciplines.
 
It is used to see through all forms of trickery and illusion. It can be routinely used to defeat such effects from the [[Mind]], [[Light]], and [[Darkness]] disciplines.
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It can also grant [[Blindsight]], [[Darkvision]], or similar effects.
  
 
== Use in [[Mixed Spells]] ==
 
== Use in [[Mixed Spells]] ==

Revision as of 10:15, 4 March 2011

Magic
Disciplines

Elements

Aspects

Materia

Prestige

Mastery

Rules

Perception is considered by some to be the most basic school of magic. It is concerned with heightening the senses to unnatural levels. It governs anything to do with the senses.

It is usually confined to distances within 60 feet. See Developing Spells.

Special Uses

It is used to see through all forms of trickery and illusion. It can be routinely used to defeat such effects from the Mind, Light, and Darkness disciplines.

It can also grant Blindsight, Darkvision, or similar effects.

Use in Mixed Spells

Perception has a few potential uses.

Much like True Strike, a spell with a Perception component may be more likely or even guaranteed to hit.

Mixed with Space, it can be used to see things miles and miles away.

Combined with Time, it can grant Prescience.

Counterspells

Perception can counter effects that deceive or obscure the senses, whatever discipline they come from. Perception spells cannot counter each other.

Example Spells

Detect Secret Doors; Perception; DC 16, Success tells you of any secret doors in 60ft radius

True Strike; Perception; DC 24, +20 on the target's next attack roll

See Invisibility; Perception; DC 30, See invisible creatures and objects

Great Discern; Perception; DC 36, +10 on all awareness checks - no longer takes facing penalties, cannot be flanked, is never flat footed.

Dead Aim; Perception; DC 45, By determining the perfect spot to hit, your next attack, if successful, does quadruple damage. The target must be within 60 feet when you cast this, and the target must be declared upon casting.