Light spells are primarily associated with illumination, shadows, space, and visual perception. Light spells are typically used to blind, dazzle, teleport, and see things that would normally not be seen.
Opposes
Sound
Remote Vision
MP: 65
Cost: $650
Difficulty: 13
Oppose: N/A
Range: Special
Targets: Self
Damage: N/A
Duration: 2cd4 Min
When you cast this spell, you create a special node in another location from which you can see as if you were at that location. This node can be placed in any location that you've visited in the last week or anywhere up to five miles away from your current location, though placing it in a precise location can be difficult.
When this spell is cast, you choose the location of the node, then make a Mag/Acc roll. The result of this skill check determines the precision of the node's placement, as per the following table. If the precision is not on target, the node will appear in a random location within the specified range of the intended location. If the node would appear inside a solid object, then it will either appear at the next nearest location or fail to cast at the GM's discretion. If the roll result is 1 or less, the GM may decide where the node manifests, though it is still limited by the spell's range.
Once the node has been generated, it enables relative visual perception with your normal vision range, though it can be rotated in any direction as a non-action requiring concentration. Any spell or ability that alters your visual sense will extend to the node. The node cannot be moved independently. However, it will move relative to any movements you make except rotation. If the node would collide with a solid object or darkened area while moving this way, it will continue moving and functioning but its sensory feedback will be obstructed as normal. Also note that the node will not provide sensation other than vision, so a user of this spell may miss information relevant to the situation.
As long as the node is active, you cannot see through your normal means of vision. Moving safely while using this spell may require reliance on other senses or the assistance of another creature. If you fall while moving, you must make a Mag/Def roll, difficulty 7 + any damage suffered from the fall, or the spell immediately ends. If forced to make an action while using this spell, you suffer the maximum blindness penalty (-10 or auto fail, depending on the roll) unless you can see yourself through the node, in which case you only suffer a -3 blindness penalty. You may also, at any time during the spell's duration, even out of turn, end the spell as a non-action to return to your normal perspective; you may not 'pause' the spell to see normally only to resume it later. The node does not affect the range of any of your non-sensory abilities; all actions you make are done so from your actual location.
The node itself cannot be perceived by natural sensory abilities or interacted with in any physical way. However, spells and abilities that allow a creature to sense magic, such as Detect Auras, will allow the creature to notice the presence of a Remote Vision node. The node cannot be destroyed by damage, but it can be a vector for sensory attacks, especially from other Light spells, and distraction attempts that rely on visual cues. Remote Vision offers no bonuses to overcome the difficulty of Hologram or other illusory effects, though collision between the node and the illusion may offer a circumstantial disbelief chance as the illusion becomes partially occluded.