Wednesday 10 January 2018

Sorcery: Divination Spells

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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