|Site Index | > Magic Rules | > Spells | > Nature School | > Dissipate|
|Prerequisite:||Level 1 Nature Spell|
|Flag Required:||Above head|
|Brief Description:||Target dissipates.|
The dissipate spell allows a the caster to cause a character to merge with any surrounding element by magically melding with it. Most often this means dissipating into the air. The target of the spell may immediately make the dissipate call.
Dissipate is an effect that allows a character to escape from a dangerous situation by becoming invisible and intangible.
After being affected by dissipate a character they must raise a blue flag over their head and then call "dissipate". This effect does not begin until the flag is held overhead. The blue flag must be in an empty hand and can't be tied to anything. For up to 10 minutes maximum, as long as the blue flag is held up the character is dissipated. While dissipated the character can't move but others no longer "know where they are" (and should role-play accordingly). When the player lowers the blue flag the spell is voluntarily dispelled. Characters can always voluntarily dispel a dissipate effect as long as it was not caused by a banish call. A character that is dissipated can only be dispelled by a character who has a special ability allowing them to see someone who is affected by dissipate.
For safety reasons you should never dissipate while in front of a group of people who are running, or where you could otherwise be a trip or collision hazard. If you dissipate in such a situation it is ok to leave a marker such as a tag bag to indicate where you were and to step aside.
A target struck by a grounding call is unable to utilize extra-planar movement effects or magical disguises.
Grounding prevents the following spells and effects from happening:
- Ghastly Visage
- Dissipate if the caster has a method to see the target only.
- Banish if the caster has a method to see the target only.