Trickery
Trickery effects attempt to deceive or to trick subjects by manipulating senses or appearances. Unless noted otherwise, a creature analyzing or otherwise interacting with a trickery effect gets a Wisdom (Will) saving throw against the effect DC to see through the trickery every round they interact with it.
- Critical Success: You see through the trickery.
Success: You become suspicious of the trickery effect.
Critical Failure: You buy into the deception and get no further saving throws to see through it for the rest of the scene unless something suspicious occurs such as someone walking through an illusory wall or an ally suddenly speaking in a voice that isn't their own. The GM determines if something qualifies as suspicious.
NOTE: If a trickery effect has the Auditory, Mental, Olfactory, Social, Tactile, or Visual type, only creatures subject to that effect types can be fooled by it. For example, an effect that is both trickery and visual could only fool creatures relying on visual sight, while those that have Blindsight would be immune and see right through it and and effect that is has both the Trickery and Mental types would only be able to fool creatures subject to mental effects while mindless creatures and devices would see right through it.