Arcane Sense

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Required Snake Discipline 3
Range Rank x 5 yards (Passive) / Touch (Active)
Target Area 1 Enchantment (Trap, Ward, Object)
Duration Instant
Action Standard (Active)
Cost 2 Mana (Active)
Effect You possess a finely-honed sixth sense for enchantments, arcane traps, and magical residues. With a touch and a moment of focus, you can interpret the nature of magical constructs or items.

Passive: Detect magical traps, wards, glyphs, and enchantments within (Rank × 5 yards), including persistent or triggered magical effects on items or creatures (e.g., magical buffs, fire runes, protective sigils, arcane alarms).

You gain +2 to Perception, Disable Device, or Knowledge (Magic) checks to analyze triggers, conditions, and magical themes. If Arcane Sense is active, gain +2 Successes on your next Glyphbreaker roll against any magical trap, ward, or lock identified using Arcane Sense.

Active: You may examine a magical item or arcane object to discern its function. Roll Intelligence + Disable Device or Knowledge (Magic) + Snake Rank vs. flat difficulty (2–5). On a success, learn:

  • Whether the item is enchanted
  • General purpose and magical school
  • Activation method (if simple or non-obscured)
  • If cursed or concealed, you must beat the item's Potency to learn that detail as per Identify.

This does not identify spell names or exact charges unless they are obvious, but may reveal if something is dangerous, reactive, or meant for healing, protection, destruction, etc.