Use the “browse” button to search through the list of spirit manifestations: type some words to find in the title, specify your character’s level, and choose the spirit types your character can use. Once you’re ready to rock, choose “list” to make a list of manifestations for each spirit type per level, or “prayers” for a list of spirit manifestations and their descriptions by level.
Don’t forget to bookmark the search so that you can come back to it later!
Pierce the Veil
Level: | 7 |
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Range: | touch |
Rite: | focus, gestures, words |
Focus: | 2 foot diameter smoke cloud |
Duration: | special |
Calling time: | 1 minute |
Area of effect: | 1 willing creature |
Reaction: | special |
Spirit types: | chaos, trickster |
Everything is illusion. This spirit manifestation convinces the target of the illusory nature of one concrete, physical item. The item can be small as a sword, large as a mountain, or complex as an attacking army, but the item must be reasonably well-defined. For the duration, that item does not exist for the target. The target cannot affect it, and it cannot affect the target. They will not be harmed by the sword or army, may walk through the mountain or army unaffected, or walk across the gorge without falling. Because the sword, army, mountain, or gorge does not exist.
The target must make a willpower roll to successfully pierce the veil. The spirit then affects them for level minutes. After level minutes, they must make a reason roll, and fail the roll. If they succeed at the reason roll, they have succumbed again to the illusion of reality. Wisdom modifies the reason roll as a major contributor. A high wisdom makes them more likely to continue under the effects of pierce the veil, and a low wisdom makes them more likely to succumb to the illusion of reality. This roll must be made every level minutes. The spirit manifestation otherwise lasts for as long as the item remains relevant.
If the target involuntarily succumbs to reality while the item remains relevant, they will be safe to the best possibilities of chance. The character passing through the mountain will find themselves in a cave; the character passing across a gorge will, if at all possible, find themselves hanging to a branch, vine, or ledge. If not possible, however, and their position isn’t untenable (such as realizing that the pit truly does exist) then they will face the consequences as normal. If their position is untenable (such as finding themselves in co-existence with a mountain or a wall) they will gain d6 injuries, be placed in the nearest possible position that is not untenable, and will become catatonic for one hour for every injury gained. A successful willpower roll will reduce that to one minute per injury.