Spellsight
Sense

  1. You can see faint glows of magic of enchanted items or magical effects within the range of this sense.
  2. You can see magical traps as they will glow with their circle of magic if it exists.
  3. You can get a general sense based the glow of what the magical effect does, but it does not Identify the magical effect.
  4. The GM can respond with the fact that it is simply magical.
  5. In the Encounter, you should see objects or effects glow magical within range of the sense automatically.

Circles of Magic:

Circle of Abjuration

  1. A glowing nimbus of blue
  2. Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.

Circle of Charm

  1. A teasing, verdant tryst of purple hues
  2. Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.

Circle of Conjuration

  1. An ethereal yellow fog
  2. Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.

Circle of Divination

  1. A translucent white mist
  2. Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.

Circle of Evocation

  1. An ebb and flow of opposing oranges and reds
  2. Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.

Circle of Illusion

  1. A basic purple with subtle hints of depth
  2. Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.

Circle of Necromancy

  1. A viscous green, oily residue
  2. Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.

Circle of Transmutation

  1. A lustrous orange sheen
  2. Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.
d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music