Echolocation
Keywords:
ECHOLOCATION
Syntax:
summon 'echolocation' target
Like a bat, a ranger may overcome blindness or other seeing imparements (darkness, closed eye, etc) with the use of echolocation. The must whistle, click or make another sound to locate objects, people and terrain. This spell allows a ranger to perceive like a bat (above ground) or like a shark (underwater) and interperate the soundwaves as they bounce back to them.
ELEMENTS: spirit, animals
RP Combat Information:
Spell Type: Information/Detection
Attack Syntax: 1d20 [No Fail]
Damage: n/a
Damage Type: n/a
Saving Throw: n/a
Duration: 1d4 + Wis rounds
Remarks: The Caster should roll a Wisdom Roll versus a DC10 (or DM discretion) to interpret the information around them. If affected by BLINDNESS, similar condition that impairs sight, or attacking hidden enemies, this spell will remove the disadvantage they have on rolls affected by that condition (including attacks). They can also locate hidden things in the area- people, objects, hidden rooms, etc.
summon 'echolocation' target
Like a bat, a ranger may overcome blindness or other seeing imparements (darkness, closed eye, etc) with the use of echolocation. The must whistle, click or make another sound to locate objects, people and terrain. This spell allows a ranger to perceive like a bat (above ground) or like a shark (underwater) and interperate the soundwaves as they bounce back to them.
ELEMENTS: spirit, animals
RP Combat Information:
Spell Type: Information/Detection
Attack Syntax: 1d20 [No Fail]
Damage: n/a
Damage Type: n/a
Saving Throw: n/a
Duration: 1d4 + Wis rounds
Remarks: The Caster should roll a Wisdom Roll versus a DC10 (or DM discretion) to interpret the information around them. If affected by BLINDNESS, similar condition that impairs sight, or attacking hidden enemies, this spell will remove the disadvantage they have on rolls affected by that condition (including attacks). They can also locate hidden things in the area- people, objects, hidden rooms, etc.