Sorcery: Knowledge Spells III
Knowledge spells are very useful. Glass Wall lets the caster see through walls. Know Location and Pathfinder let the caster avoid getting lost. Summon Shade lets the caster divine the future.
Glass Wall
Keywords: Buff.
Full Cost: 52 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell lets the subject see through
solid walls, floors, ceilings, or other similar barriers up to 4 feet thick
(material doesn’t matter). The subject can just barely see the outline of the barrier
he is looking through – not enough to impair vision in any way. This spell
automatically works in conjunction with all of the subject’s other vision
advantages (Infravision, Ultravision, etc.).
Statistics:
Affliction 1 (HT; Advantage, Glass Wall, +400%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [52]. Note: “Glass Wall”
is Penetrating Vision 8 (Magical, -10%; Specific, Barriers, -40%) [40].
Know Location
Keywords: Information.
Full Cost: 1 point.
Casting Roll: None.
Range: Self.
Duration: Instantaneous.
Gives the caster a reasonable idea of
his geographical location (to within a couple of miles). This will be expressed
in terms of the nearest named features that the caster has heard of (if in
doubt as to whether or not the caster has heard of the feature, the GM should
roll against the caster’s Area Knowledge). For example, “You are in Bangkok,
roughly 100 meters north of Siam Paragon.”
Statistics: Accessory
(GPS; Sorcery, -15%) [1].
Pathfinder
Keywords: Information.
Full Cost: 17 points.
Casting Roll: IQ. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: Instantaneous.
The subject recalls the direction to
a certain place, or the proper way to go to get to that place – his choice, as
if he had Absolute Direction (p. B34). The caster makes an IQ roll to impart
the information in question. Time penalties apply, based on the time since the subject
last time visited the place in question. Use
Long-Distance Modifiers (p. B241) and substitute “days” for “miles.” A
critical failure could cause tell the subject a wrong direction!
This spell does not work in
environments such as interstellar space or the limbo of the astral plane, but
it does work underground, underwater,
and on other planets.
Statistics:
Affliction 1 (HT; Advantage, Pathfinder, +50%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/180, -40%; Requires IQ
Roll, -10%; Sorcery, -15%; Time-Spanning, Past, +50%) [17]. Note: “Pathfinder”
is Absolute Direction (Magical, -10%) [5].
Summon Shade
Keywords: Information.
Full Cost: 74 or 124 points.
Casting Roll: IQ. Special casting
time (see below).
Range: Unlimited.
Duration: Instantaneous.
The caster summons a “shade” of the
subject from a possible future, to answer the caster’s questions. The caster
may ask a general question that affects many people as long as least one of
those people is present. In all cases, the GM may apply penalties if he feels
that the topic in question is not something with a fixed answer. If so, he
should divulge this penalty to the sorcerer’s player, who may then decide
whether it’s worth casting the spell.
The casting roll takes a -1 penalty for
each year in the future that the shade is drawn; -5 if the subject is not
present or -10 if nothing pertaining to the subject (clothing, hair clippings,
etc.) is present. -10 if the subject’s full name is not known, in addition to the Long-Distance Modifiers (p. 241) to the subject.
The shade will not lie (except on a
critical failure) but it will be disoriented; therefore its answers may be
unclear and imprecise. The margin of success should determine the clarity of
the answer. Since the shade only comes from the most likely future, this spell
may be an unsatisfactory augury.
At the time from which the shade is drawn,
the subject will have a vivid dream in which he will see his questioner(s) and
remember all that is said – if the predicted event came true.
The basic (74-point) version of this
spell requires 10 minutes to cast! The improved (124-point) version requires
only the usual one or two seconds.
Statistics:
Precognition (Active Only, -60%; Cosmic, Subject needs not to be present, +50%;
Directed, +100%; Long-Range 3, +150%; Magical, -10%; Nuisance Effect, Time
modifiers, -15%; Nuisance Effect, Name and something pertaining the subject is
required, -10%; Once per year per subject, -60%; Reduced Fatigue Cost 1, +20%;
Reliable 8, +40%; Visible, -10%) [74]. The improved version adds Reduced Time 10
(+200%) [+50].
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