Sorcery: Divination Spells
Here's some divination spells from D&D/PF. Foretelling lets the caster make the right choice. Detect Scrying detects remote viewing. Detect Snares and Pits detects primitive traps. Stone Tell allows the caster to speak with stones.
Foretelling
Keywords: Information.
Full Cost: 13 points.
Casting Roll: IQ.
Range: Self.
Duration: Instantaneous.
When faced with a number of
alternatives, and no logical way to choose among them, you can cast this spell.
The GM makes a secret IQ + Talent
roll, with a bonus equal to the number of “good” choices and a penalty equal to
the number of “bad” choices. On a success, he steers you to a good choice; on a
critical success, he tells you the best choice. On a failure, he gives you no
information; on a critical failure, he steers you toward a bad choice. The GM
can modify this as he sees fit for other situations where Intuition might
logically help. Only one casting per question is allowed.
The GM should never allow Foretelling to
short-circuit an adventure. The spell should not give an obvious answer, but
may lead the caster to a good clue, if the obvious answer would break the
adventure. GMs who don’t think they can control Foretelling should not allow it in
their games.
Statistics: Intuition
(Sorcery, -15%) [13].
Detect Scrying
Keywords: Information.
Full Cost: 4 or 9 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.
With the basic (4-point) version of
this spell, you can immediately sense all nearby scrying or remote sensors,
sorted by the direction to each one. The GM will roll against your Per (plus Talent),
minus the range penalty to the nearest sensor, and inform you if you succeed.
This will detect the presence of a scrying effect and will tell you the
direction to the point from which the scryer is viewing you.
The improved (9-point) version of
this spell works as above, except that you know the precise location of each scrying
or remote sensor. This allows you to cast spells on any of them for as long as
each remains in that location – or for the next second, if one is already on
the move.
Statistics:
Detect (Remote Viewing; Cannot Analyze, -10%; Sorcery, -15%) [4]. The improved version
adds Precise (+100%) [+5].
Detect Snares and Pits
Keywords: Information.
Full Cost: 4 or 9 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.
With the basic (4-point) version of
this spell, you can immediately sense all nearby primitive traps, such as
snares, tripwires, and camouflaged pits, sorted by the direction to each one. It
won’t detect anything more complex. The GM will roll against your Per (plus Talent),
minus the range penalty to the nearest trap, and inform you if you succeed.
The improved (9-point) version of
this spell works as above, except that you know the precise location of each trap.
This allows you to cast spells on any of them for as long as each remains in
that location.
Statistics:
Detect (Primitive Traps; Cannot Analyze, -10%; Sorcery, -15%) [4]. The improved
version adds Precise (+100%) [+5].
Stone Tell
Keywords: Information.
Full Cost: 25 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.
By touching a stone, you can force it
to answer any one specific question that it can answer with a brief sentence.
To attempt a probe, you must first touch the stone, concentrate for one second,
and make an IQ roll. You have to vocally ask the question, and the stone
responds in the same language.
The stone cannot resist, but your IQ
(plus Talent) roll is at a penalty equal to the stone’s SM, and you only get one try. If you win, you give the stone
a semblance of life and force it to give you the answer. The answer is what the
stone believes to be true – if it doesn’t know, it’ll tell you. A stone’s
perspective, perception, and knowledge may prevent the stone from providing the
details you are looking for.
Statistics: Mind
Probe (Accessibility, Only on stones, -50%; Cosmic, Works on inanimate objects,
+50%; Requires Words, -10%; Sorcery, -15%; Universal, +50%) [25]. Feature: Size
penalty replaces the normal Quick Contest.
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