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Dissipate | |
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Spell Name: | Dissipate
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School: | Nature
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Spell Level: | 2
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Duration: | Medium (10 Minutes)
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Range: | Touch
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Target: | Character
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Flag: | Above Head
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Dispel: | Yes (Circumstantially)
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Spell Description: | The target gains the Dissipated condition.
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Prerequisite: | A level 1 Nature spell
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![]() Potion | |
Name: | Dissipate
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Scarce: | No
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![]() Scroll Information | |
Scarce: | Yes |
The premiere spell for avoiding combat, readily accessible to low-level PCs.
Description
Gathering the forces of nature, the caster allows themselves or an ally to become one with the elements and disappear into the background.
Effect
The target gains the Dissipated condition.
Detailed Interactions
- Newbie friendly: This spell is the best defensive option for nearly any situation and is one of the first spells new characters pick up for a reason. If you have time to cast the spell and put a blue flag above your head, you can avoid almost anything. However...
- Oh shit oh shit oh shit: Some very rare creatures can see through the Dissipated condition and may attack you while you are dissipated. They will communicate this by saying 'No Effect!' or 'Grounding!' in response to your call of 'Dissipate!', usually while stabbing you repeatedly.
- You aren't gone until the flag is up: Any target that benefits from dissipate is still visible until the flag is clearly displayed and held up above their head.
- NPC Interactions: If you are out as an NPC who cannot cast Dissipate on yourself, do not have a blue flag on your person, and a PC casts this spell on you, it is accepted practice to raise your hand above your head without a flag to represent being out of game. This is the only time it is okay to do so- if you are an NPC who has access to magic, you should have a flag on you and the above rule applies.
- Just going to hide this dead body quick: This spell can be cast on a Helpless target to essentially force them into a "Banish"-like effect (though they can end the dissipate voluntarily when they are no longer helpless).
- Roleplay is fun: "Becoming one with the elements" can be flavored many different ways. Some players have different ways that their characters appear to dissipate such as vanishing into smoke, dissolving into the ground, exploding into leaves, ect. This is a roleplay choice and has no effect on the mechanics of the spell.
Sample Incants
Septly
Let the Elemental’s grace shroud me with Dissipate!
Neutral
Nature keeps me from death’s gate and grants me the means to Dissipate!
Evil
The mask of Darkness will shield me from their eyes… Dissipate!
Player-Submitted Incantations
- Screw you guys, I am going home- Dissipate!
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
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Cast Dissipate | Yes | Yes | 8 | Item casts Dissipate. May be taken multiple times. Can be cast 1/event for each time taken. |
References
The Dissipated Condition
A Dissipated character has become one with the elements and is safe from most harm. The Dissipated condition lasts for 10 minutes from the time the flag is held up.
This is the primary go-to method for people who don't want to participate in combat to avoid doing so. Dissipate can be used on a case-by-case basis to evade a fight, although that isn't its only use. When done carefully it can be done in the middle of combat to cause enemies to focus on someone else and then when their backs are turned the Dissipated condition can be ended voluntarily to take advantage of an opportunity. Dissipate can also be used to create ambushes if you know someone will be coming to a certain location in the next 10 minutes.
- Before this condition can begin the character must raise a blue flag above their head; prior to this happening they are still vulnerable to attack.
- The flag must be held in an empty hand and can't be tied to anything, like a weapon or finger.
- While Dissipated you can't move, but others no longer "know where you are" and should role-play accordingly. Other characters should assume that you have vanished completely. Standing around waiting for this condition to end is not acceptable game play.
- Because this condition always comes from a spell effect, it may be ended voluntarily at any time as long as the character isn't Helpless.
- While the blue flag is up the character can't be attacked. Characters affected by the Dissipated condition are completely aware of their surroundings, but cannot move (except for safety, as described below). Remind other characters that you are dissipated by saying Dissipate! as often as is needed.
![]() For safety reasons you should never become Dissipated while in front of a group of people who are running, or where you could otherwise be a trip or collision hazard. If you dissipate and it becomes such a situation it is ok to step aside (if possible, leave a marker like a tag bag behind to mark where you were). Return to that location before you drop the Dissipated condition. Likewise, if combat is taking place near where you are dissipated, it is very much appropriate to relocate yourself to avoid it and return when the area is safer. |
- If a character uses a "Detect!" call that you would normally respond to while you are Dissipated, you do not answer.
- Some rare creatures can see through the Dissipated condition and may attack you while dissipated. They will communicate this by saying "No Effect!" or "Grounding!" in response to your call of "Dissipate!", usually while stabbing you repeatedly.
The Grounded Condition
A Grounded character is unable to utilize extra-planar movement effects or magical disguises for 10 minutes.
- They cannot gain the "Banished", "Dissipated", "Ley Transit", or "Sparkless" conditions .
- Preventing the "Sparkless" condition means calling "No Effect!" to the Reap Spirit spell.
- If the target presently has the "Banished", "Dissipated", or "Ghastly Visage" conditions they are dispelled immediately and unpreventably.
- The "Grounding" call does not interact with the Second Breath spell. If you are under the effects of grounding and Second Breath triggers, you still gain the "Disspiated" condition. In the rare case that you are under the effect of Second Breath and a creature capable of removing you from the "Dissipated" or "Banished" condition does so, you are completely healed and able to act normally from that moment.
Casting Spells
The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.
For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.
Power Points
Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.
Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.
Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.
Incantation Requirements
To cast a spell, you must speak an incantation. Spells have no fixed incantations, each character is free to create their own unique way of showing how they cast magic. While most players use spoken words, this isn't required; incants can be sung, chanted, or even dramatically role-played. The important part is that no matter how the player casts spells, their incants must meet the requirements.
Requirements for a proper incantation:
- An incantation must be a minimum of 8 words, which must include the name of the spell being performed.
- You may not bluff one spell and then cast a different one, such as by putting multiple spell names into the incantation.
- The incantation must clearly convey EXACTLY what you are casting.
- Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast.
- You may not make the incantation gibberish or attempt to work it into a conversation. It must be both clear that you are casting a spell, and what spell you are casting.
Categories: Spells | Nature Spells | Level 2 Spells| Dissipate Calls | Defenses
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