Waysoftheearth's Hinterlands PBP
Moderators: ehiker133, waysoftheearth
A "turn" is of elastic duration. For now, yes, we'll move to dungeon exploration turns (of 10 minute durations). If a combat were to occur, we would move to combat turns (of 1 minute duration), which would cause your spell to burn more quickly. The upshot is: we can't say with absolute certainty exactly how long the magic will last, but if all goes well it should last two hours.mushgnome wrote:OOC: My understanding of DD rules is that a "turn" in this context equals 10 minutes, so the spell lasts 2 hours? If that is correct then...
Highbough invokes his magic and feels his senses broaden, and his general awareness of the surrounds creeps up a notch... his hearing, taste, smell, and skin are more sensitive than ever. He can feel the insects buzzing, and the vibration of Wen's pipe-playing in the air...mushgnome wrote:Highbough casts Sixth Sense. As the two Elfs walk, Wen in the lead with his pipes and Highbough following like a mesmerized rat, he is casting his mind about, sweeping all directions for the thoughts of any nearby sentient creatures or entities...
Highbough will need to focus his attention in one specific direction at a time. There are (in a hexagon-based world) six general directions for him to consider; ahead, left, right, over left shoulder, over right shoulder, and behind.##### Sixth Sense
(affects: self, duration: 12 turns, range: 6") The magic-user concentrates on a specific direction for one turn in order to sense what creatures are within range in that direction. Having sensed creatures, the magic-user can perceive the surface thoughts of any one creature at a time, listening in for as long as desired. He can hop from creature to creature as desired, turn by turn, unless the magic is obstructed by lead or any rock thicker than 20ft.