Difference between revisions of "Misdirection (spell)"
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| duration = 1 hour per [[Experience Level|level]] | | duration = 1 hour per [[Experience Level|level]] | ||
| area of effect = 120 ft. diameter circle | | area of effect = 120 ft. diameter circle | ||
+ | | casting time = 1 [[Combat Round|round]] | ||
| save = none | | save = none | ||
| level = [[Illusionist 2nd Level Spells|illusionist (2nd)]] | | level = [[Illusionist 2nd Level Spells|illusionist (2nd)]] |
Latest revision as of 23:43, 15 April 2022
Misdirection casts a dweomer over the area of effect that confounds detection spells, disabling their effectiveness entirely. Detection spells include examples such as penetrate disguise, find the path, detect invisibility or malevolence and so on.
Range | 30 ft. |
Duration | 1 hour per level |
Area of Effect | 120 ft. diameter circle |
Casting Time | 1 round |
Saving Throw | none |
Level | illusionist (2nd) |
Whenever a detection spell is used in the "misdirected" area, the result is always nothing. For example, in the case of spells that detect illusion, poison or magic, nothing of the kind would be found — even if an illusion, an amount of poison or magic was present. Detect life might give away the presence of misdirection if the caster could plainly see a growing plant but the spell indicated that no life was present. In the case of know intent, the absence of any answer would also indicate something was amiss.
In order to regain the effectiveness of detection spells, the presence of misdirection would need to be identified and then dispelled — after which, detection spells would work normally.
Divination spells or abilities, such as augury, locate object or portent, are unaffected by the dweomer.