Difference between revisions of "Perception"
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Combined with [[Time]], it can grant Prescience. | Combined with [[Time]], it can grant Prescience. | ||
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+ | == [[Counterspells]] == | ||
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+ | Perception can counter effects that deceive or obscure the senses, whatever discipline they come from. Perception spells cannot counter each other. | ||
=== Example Spells === | === Example Spells === |
Revision as of 13:59, 3 January 2011
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.
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.
Deadly Strike; 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.