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Sense Magic

You roll a d20 and add your Healing skill and Intelligence modifier to the roll. If the total is higher than the Difficulty Check, you succeed. If it is lower, you fail.

All harder checks receive the benefits of the lower checks.

  • Difficulty Check 7 (Very Easy)

  • Can sense if there are any counters on you.

  • Difficulty Check 12 (Easy)

  • sense if magic is involved or not.

  • Difficulty Check 17 (Moderate)

  • Sense what towers are involved if any.

  • Difficulty Check 22 (Hard)

  • Sense what elements are involved if any.

  • Difficulty Check 27 (Very Hard)

  • Sense what the caster of the spell/ritual looks like if there's one.

  • Difficulty Check 32 (Legendary)

  • Sense where the caster of the spell/ritual currently is, if there's one.

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