Teuvel'Kiira'Khilat / Thaelkiira / Mindsight: Difference between revisions
(→Powers) |
|||
| Line 5: | Line 5: | ||
=== Encompassing Vision === | === Encompassing Vision === | ||
The wearer can see 360 degrees around at will by ''Mordenkainen's Encompassing Vision'', and can’t be surprised from the rear by any normally visible creature. Other vision enhancements, including infravision, ultravision, or x-ray vision, work in conjunction with the full visual field. Gaze attacks receive a -2 penalty on all saving throws. | The wearer can see 360 degrees around at will by ''Mordenkainen's Encompassing Vision'', and can’t be surprised from the rear by any normally visible creature. Other vision enhancements, including ''infravision'', ''ultravision'', or ''x-ray vision'', work in conjunction with the full visual field. Gaze attacks receive a -2 penalty on all saving throws. | ||
=== Mindsight === | === Mindsight === | ||
By concentrating, the wearer can view everything all at once within 300 feet with all the capabilities and restrictions of ''Manor’s Mindsight''. The wearer can see around objects and corners, wherever suitable illumination is available. | By concentrating, the wearer can view everything all at once within 300 feet with all the capabilities and restrictions of ''Manor’s Mindsight''. The wearer can see around objects and corners, wherever suitable illumination is available. The wearer concentrating on "seeing" cannot move, cast spells, or engage in any strenuous activities while doing so. If concentration is broken, viewing can resume after the interruption is resolved. | ||
== Interactions == | == Interactions == | ||
Latest revision as of 00:29, 26 January 2026
Powers
Encompassing Vision
The wearer can see 360 degrees around at will by Mordenkainen's Encompassing Vision, and can’t be surprised from the rear by any normally visible creature. Other vision enhancements, including infravision, ultravision, or x-ray vision, work in conjunction with the full visual field. Gaze attacks receive a -2 penalty on all saving throws.
Mindsight
By concentrating, the wearer can view everything all at once within 300 feet with all the capabilities and restrictions of Manor’s Mindsight. The wearer can see around objects and corners, wherever suitable illumination is available. The wearer concentrating on "seeing" cannot move, cast spells, or engage in any strenuous activities while doing so. If concentration is broken, viewing can resume after the interruption is resolved.
Interactions
Teuvel'Khilat
Tuevel'Kiira'Khilat
Avarphyn’Khilat