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==Wind Walk==
==Wind Walk==
 
Every locked door is an opportunity waiting to be explored. The ability to wind walk is nothing new to the mages of the School of Restoration, being one of the very first spells they have learned on themselves. Casters of this spell would be able to survey the places they have already been to, as fast as the wind–as many had said, coining the spell's name. It requires both their concentration and self-awareness, the two foundational characteristics for any adept mage. It could not be cast on others, but only on themselves. While the spell may appear easy, it had been one of the main causes of many accidents, so don't be too cocky just yet.
Every locked door is an opportunity waiting to be explored. The ability to wind walk is nothing new to the mages of the School of Restoration, being one of the very first spells they have learned on themselves. In class, they would be asked to walk through glass, crates, and metal walls–anything that could better improve their concentration and self-awareness, being one of the two foundational characteristics to advance to newer heights. This ability, however, is very limited to the user’s power, and could only usually be performed on themselves. Casting it on others may require much more focus and understanding of the human anatomy, and as such, is usually taught in the much later years of their career.


==Charge Use==
==Charge Use==
Hero makes a [[Mind]] [[Skill Check]] for every 2 successes you may pass thru a room that was already expllored without checking for room encounters.
Hero makes a [[Mind]] [[Skill Check]] for every 2 successes you may pass thru a room that was already expllored without checking for room encounters.


{{Template:Core Rule Footer}}
{{Template:Core Rule Footer}}
[[Category:Core Rule]]
[[Category:Core Rule]]
[[Category:Restoration]]
[[Category:Restoration]]

Latest revision as of 02:19, 21 March 2022

Dicey Dangers, Core Rule Game by Joel Hills

Wind Walk

Every locked door is an opportunity waiting to be explored. The ability to wind walk is nothing new to the mages of the School of Restoration, being one of the very first spells they have learned on themselves. Casters of this spell would be able to survey the places they have already been to, as fast as the wind–as many had said, coining the spell's name. It requires both their concentration and self-awareness, the two foundational characteristics for any adept mage. It could not be cast on others, but only on themselves. While the spell may appear easy, it had been one of the main causes of many accidents, so don't be too cocky just yet.

Charge Use

Hero makes a Mind Skill Check for every 2 successes you may pass thru a room that was already expllored without checking for room encounters.

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