Rules compendium

Far Calling increases range, not the wisp’s step

Far Calling increases range, not the wisp’s step. A 24 m casting range does not allow a 24 m step. This successful cast moves the wisp 6 m.Far Calling increases range, not the wisp’s step. A 24 m casting range does not allow a 24 m step. This successful cast moves the wisp 6 m.Far Calling increases range, not the wisp’s step. A 24 m casting range does not allow a 24 m step. This successful cast moves the wisp 6 m.
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In this example, your Survival Skill Level is 2. Ordinary range is 12 m; Far Calling gives this cast a range of 24 m. The wisp begins 12 m from you.

  1. Put the caster at 0 m and the existing wisp at 12 m on the same 0–24 m scale.
  2. Use Far Calling for the guiding cast. Its range is 24 m instead of the ordinary 12 m; pay the cast’s normal cost and the trait use.
  3. On success, guide the wisp 6 m along the open route, from 12 m to 18 m. The whole route lies within this cast’s enhanced range.
  4. Receive a brief view from its destination. Between casts, the wisp stays there but sends no information.

Result: A 24 m casting range does not allow a 24 m step. This successful cast moves the wisp 6 m.

  • Every guiding cast pays normally and checks its whole route against that casting’s range.
  • Without Far Calling, the whole route must fit ordinary 12 m range before casting. An illegal proposed cast does not reset the wisp or end the existing effect.
  • A clear open route and the spell’s other limits still apply. This straight-line example is not an area template.

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