Sorcery: Exotic Senses
We already have many spells that enhance the caster's senses, like Small Vision or Infravision. But what about more exotic ones? Magnetic Vision reveals magnetic fields to the caster's eyes. Spectrum Vision allows the subject to see the whole electromagnetic spectrum. Radio Hearing is useful when the caster feels bored on a long bus trip. Ultravision allows the subject to se UV light. Electric Vision is useful for mages that work as electricians.
Electric Vision
Keywords: Information.
Full Cost: 7 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.
The caster can see electrical
currents as glowing outlines. Electric lines are visible through a few inches
of cover (drywall, wood, soil, etc.). This spell also reveals hidden electric
devices.
Statistics:
Detect Electric Fields (Sorcery, -15%; Vision-Based, -20%) [7].
Magnetic Vision
Keywords: Information.
Full Cost: 7 points.
Casting Roll: Per. Use IQ for
analysis.
Range: Unlimited.
Duration: Instantaneous.
Magnetic fields are revealed to the
caster’s eyes on a successful Per roll. With an IQ roll, the caster can find
the source of a magnetic field by moving about the area where it’s present. The
caster sees the planet’s magnetic field, giving +1 to Navigation by air, land,
and sea, as if using a compass. Strong nearby fields disrupt the caster’s
navigational abilities.
Statistics:
Detect Magnetic Fields (Sorcery, -15%; Vision-Based, -20%) [7].
Radio Hearing
Keywords: Information.
Full Cost: 2 points.
Casting Roll: IQ.
Range: 10 miles.
Duration: Indefinite.
The caster can hear radio waves. Range
is 10 miles. The caster can receive AM, FM, CB, and other ordinary radio
signals on a successful casting roll. Note that radio-frequency “noise” from
lightning and unshielded electronics can interfere with this ability. This
ability does not work at all underwater.
Statistics: Radio
(Hearing-Based, -20%; Receive Only, -50%; Sorcery, -15%) [2].
Spectrum Vision
Keywords: Buff.
Full Cost: 54 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The subject sees the entire
electromagnetic spectrum, from radio waves to gamma rays (including all
infrared bands). He suffers no vision or combat penalties if there is any light
available. Under normal light, he is at +3 to Vision rolls and to visually
based Forensics, Observation, Search, and Tracking rolls. In total darkness, he
can see opponents whose body temperature is above the background level; roll at
-4 to see small details or tell individuals apart.
Statistics:
Affliction 1 (HT; Advantage, Spectrum Vision, +380%; Extended Duration, 10x,
+40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [54]. Note: “Spectrum Vision” is Hyperspectral Vision (Extended
High-Band, +30%; Extended Low-Band, +30%; Magical, -10%) [38].
Ultravision
Keywords: Buff.
Full Cost: 25 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
This spell allows the subject to
ultraviolet light, as if he had the Ultravision (p. B94) advantage.
Statistics:
Affliction 1 (HT; Advantage, Ultravision, +90%; Extended Duration, 10x, +40%;
Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [25]. Note: “Ultravision” is Ultravision (Magical, -10%) [9].
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