Grim Sight

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Grim Sight

Spell Information

Necromancy School

Spell Name: Grim Sight

School: Necromancy

Spell Level: 4

Duration: Medium (10 Minutes)

Range: Touch

Target: Character

Flag: No

Dispel: Yes

Spell Description: Finds the presence of living or undead around the target.

Prerequisite: A level 3 Necromancy spell

Potion

Name: Grim Sight

Item Level: 2

Scarce: Yes

Scroll Information

Scarce: No

An unusual spell that lets you find living creatures or undead creatures in your vicinity.

Description

By reaching out the magical energies that bind all things, the target can feel the presence of living or undead creatures nearby.

Effect

The target may call 'Detect Life!' and/or 'Detect Undead!' a combined total of 4 times.

Detailed Interactions

  • Practical applications: Find people who are hiding, detect potential ambushes, find your unconscious friend who was dragged off into the woods, the Great Jace Chase of 1601, cheating at hide and seek.

Sample Incants

Septly

Villainous foes will not be concealed, with Grimsight all will be revealed!

Neutral

Enough hide and seek, using Grimsight I'm going to peek!

Evil

My blade will kill tonight, enough hiding I cast Grimsight!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Grim Sight

Epic Only Epic Only 16 Item casts Grim Sight. May be taken multiple times. Can be cast 1/event for each time taken.

References

'Detect!' Calls

The 'Detect!' call is an announcement call that never deals damage. It will always be associated with a creature type or subtype, such as 'Detect Undead!'. When you hear the call if you belong to the creature type or subtype listed, you must respond back by stating that type or subtype. Anyone who can hear the call or the responses is aware of where characters are located.

If a character is unconscious, such as when they are bleeding out, they still will respond to 'Detect!' calls since they are still alive. If a character has the Dead condition, they do not respond to 'Detect!' calls since they are dead, not undead.

Defenses that stop spells do not stop 'Detect!' calls, only protection specifically against a 'Detect!' call can stop them. When you prevent a 'Detect!' call from affecting you, you do not call 'No Effect!' (this would make such protections not very effective).

A character casts Grim Sight and calls for 'Detect Life!', anyone who hears the call, whereever they may be, should respond with 'Life!' as long as they do not have the Non-Living creature subtype. Everyone who hears these responses even if they were not the caster knows there is a living creature in the direction they hear the 'Life!' response. Those who are trying to hide should move quickly if they do not want to be found.

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 | Necromancy Spells | Level 4 Spells | Detect Calls


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