Difference between revisions of "Animal Sense"
From Amar RPG
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+ | {{Note|For the legacy spell version, see [[Legacy_Animal_Sense]].}} | ||
+ | |||
{{ infobox | {{ infobox | ||
| abovestyle = background:#7d4733; color:white | | abovestyle = background:#7d4733; color:white | ||
+ | | bodystyle = width:350px | ||
| above = Animal Sense | | above = Animal Sense | ||
− | | label1 = | + | | label1 = Domain |
| data1 = Air, Earth, Fire, Life, Perception, Water | | data1 = Air, Earth, Fire, Life, Perception, Water | ||
− | | label2 = | + | | label2 = Encumbrance |
− | | data2 = | + | | data2 = 4 |
− | | label3 = | + | | label3 = Cooldown |
− | | data3 = | + | | data3 = 3 hours |
| label4 = Casting Time | | label4 = Casting Time | ||
| data4 = 5 rounds | | data4 = 5 rounds | ||
− | | label5 = | + | | label5 = Active/Passive |
− | | data5 = | + | | data5 = Active |
− | | label6 = | + | | label6 = Restrictions |
− | | data6 = | + | | data6 = None |
− | | label7 = | + | | label7 = DR |
− | | data7 = | + | | data7 = 9 |
− | | label8 = | + | | label8 = Cost |
− | | data8 = | + | | data8 = 2 Mental Fortitude |
− | | label9 = Area of Effect | + | | label9 = Distance |
− | | | + | | data9 = 1000m |
+ | | label10 = Duration | ||
+ | | data10 = 5 min. | ||
+ | | label11 = Area of Effect | ||
+ | | data11 = 1 animal* | ||
+ | | label12 = Effects | ||
+ | | data12 = See below | ||
+ | | label13 = Receiving | ||
+ | | data13 = Air, Earth, Fire, Life, Perception, Water Attunement 2 | ||
+ | | label14 = Giving | ||
+ | | data14 = Ritual 1 week | ||
}} | }} | ||
Enables you to use the senses of the animal you cast it on instead of your own (see through its eyes, etc.). You are able to switch it on and off at will. A distraction doesn’t cancel the spell, it only jolts you back to your own senses. If you learn the spell based on an elemental lore, it only works on creatures of that element, i.e. water creatures, flying creatures or land creatures. | Enables you to use the senses of the animal you cast it on instead of your own (see through its eyes, etc.). You are able to switch it on and off at will. A distraction doesn’t cancel the spell, it only jolts you back to your own senses. If you learn the spell based on an elemental lore, it only works on creatures of that element, i.e. water creatures, flying creatures or land creatures. | ||
+ | |||
+ | == Casting == | ||
+ | |||
+ | To cast Animal Sense: | ||
+ | * '''Roll''': O6 + SPIRIT + Attunement + Air, Earth, Fire, Life, Perception, Water vs DR 9 | ||
+ | * '''Cost''': 2 Mental Fortitude | ||
+ | * '''Time''': 5 rounds | ||
+ | * '''Cooldown''': 3 hours | ||
+ | |||
+ | == Transfer Requirements == | ||
+ | |||
+ | * '''Receiving''': Requires Air, Earth, Fire, Life, Perception, Water Attunement 2 or higher | ||
+ | * '''Giving''': 1 week ritual to transfer spell ownership | ||
Back: [[Magick]] | Back: [[Magick]] |
Latest revision as of 13:30, 1 October 2025
Animal Sense | |
---|---|
Domain | Air, Earth, Fire, Life, Perception, Water |
Encumbrance | 4 |
Cooldown | 3 hours |
Casting Time | 5 rounds |
Active/Passive | Active |
Restrictions | None |
DR | 9 |
Cost | 2 Mental Fortitude |
Distance | 1000m |
Duration | 5 min. |
Area of Effect | 1 animal* |
Effects | See below |
Receiving | Air, Earth, Fire, Life, Perception, Water Attunement 2 |
Giving | Ritual 1 week |
Enables you to use the senses of the animal you cast it on instead of your own (see through its eyes, etc.). You are able to switch it on and off at will. A distraction doesn’t cancel the spell, it only jolts you back to your own senses. If you learn the spell based on an elemental lore, it only works on creatures of that element, i.e. water creatures, flying creatures or land creatures.
Casting
To cast Animal Sense:
- Roll: O6 + SPIRIT + Attunement + Air, Earth, Fire, Life, Perception, Water vs DR 9
- Cost: 2 Mental Fortitude
- Time: 5 rounds
- Cooldown: 3 hours
Transfer Requirements
- Receiving: Requires Air, Earth, Fire, Life, Perception, Water Attunement 2 or higher
- Giving: 1 week ritual to transfer spell ownership
Back: Magick