Difference between revisions of "Perception"

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== Special Uses ==
 
== 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.
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Perception 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.
 
It can also grant [[Blindsight]], [[Darkvision]], or similar effects.

Latest revision as of 13:33, 26 September 2012

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

Perception 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.

Perception can only reveal the truth - therefore, it cannot be used in a deceiving or misleading manner, though you can show a target real things that might mislead him.

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. Requires Tenacity.

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

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.