Sorcery: Knowledge Spells V
Last three knowledge spells! Forbidden Wisdom reveals a forbidden truth that unmakes the victim. See Secrets reveals hidden objects to the subject. Vision of Doom makes the subject commit suicide.
Forbidden Wisdom
Keywords: Resisted (IQ).
Full Cost: 68 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.
Reveals a truth that’s forbidden to
living. Subjects with IQ 0-5 are immune. An IQ 6+ target must resist with IQ. Failure
to resist means the subject is unmade,
along with anything carried. A critical failure on the casting roll means the caster is unmade instead!
Statistics:
Affliction 1 (IQ; Accessibility, Only on IQ 6+ beings, -10%; Based on IQ, +20%;
Cosmic, Leaves no trace of victim or gear, +50%; Disadvantage, Fragile
(Enhanced Unnatural), +100%; Heart Attack, Variant, +300%; Malediction 2,
+150%; No Signature, +20%; Nuisance Effect, Affects the caster on a critical
failure, -40%; Sorcery, -15%) [68].
See Secrets
Keywords: Buff.
Full Cost: 22 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
Causes hidden items, doors, traps, etc.,
to stand out clearly in the subject’s vision. This spell works only on things that
were deliberately hidden – not lost.
Statistics: Affliction
1 (HT; Advantage, See Secrets, +100%; Fixed Duration, +0%; Increased 1/2D, 10x,
+15%; No Signature, +20%; Sorcery, -15%) [22]. Note: “See Secrets” is Detect Secrets
(Cannot Analyze, -10%; Magical, -10%; Reflexive, +40%; Vision-Based, -20%) [10].
Vision of Doom
Keywords: Resisted (IQ).
Full Cost: 89 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent, see text.
Shows the subject (who must be
living, mortal, and sapient) the worst possible fate he might face. This spell
bypasses Fearlessness, Mind Shield, Unfazeable, and other defensive advantages,
and cracks the subject’s sanity.
On a failed resistance roll, the
victim goes mad and immediately tries to kill himself to avoid the revealed
fate, in the most expedient way his environment and resources allow. Each
failed suicide allows a new resistance roll to break the curse; otherwise, the
only way to lift it is to die or receive a Remove Curse spell (Dispel Magic
does not work), though the victim can be disabled or granted a temporary
reprieve by Relieve Madness.
Statistics:
Affliction 1 (IQ; Accessibility, Only on living, mortal, sapient beings, -15%; Based
on IQ, +20%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Irresistible Attack,
+300%; Heart Attack, Variant, +300%; Malediction 2, +150%; No Signature, +20%; Nuisance
Effect, New resistance roll on a failed suicide attempt, -20%; Sorcery, -15%) [89].
No comments:
Post a Comment