Sorcery: Divination Spells II
The newest Pyramid issue (#3-114) includes one new information spell - Identify True Name. I did my best converting it to Sorcery and added a couple of new spells - Detect Curse and Scrying.
Detect Curse
Keywords: Information.
Full Cost: 7 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Instantaneous.
Determines whether the subject
(person, object, or area) is under the effects of a curse. Curses are supernatural
negative effects that cannot be removed via Dispel Magic or an equivalent of a
different power source, and require a specific spell or ability (Remove Curse,
Stone to Flesh, etc.) to dispel. The GM will secretly roll against the caster’s
IQ minus range penalties (p. B550) to the subject, which the caster must be
able to see or touch. If the sorcerer is familiar with the curse in question,
this will reveal them. Otherwise, the GM will use the margin of success to
determine how much information to give the sorcerer.
Statistics:
Detect (Curse; Sorcery, -15%; Touch- or Vision-Based, -15%) [7].
Identify True Name
Keywords: Information, Resisted
(Will+10).
Full Cost: 18 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Instantaneous.
When cast on a subject that fails to
resist, this spell grants the caster the subject’s True Name. Points must be
spent to buy a perk to remember a True Name, but the perk allows its use with
other spells, if the system in question allows that. See Truename
Magic or Pyramid #3-114 for more
applications. You must be able to see or touch the subject to cast this spell.
Statistics:
Detect (True Name; Analyzing, +100%; Analysis Only, -50%; Easily Resisted 10,
-50%; Requires IQ vs. Will Roll, -10%; Sorcery, -15%; Touch- or Vision-Based,
-15%) [18].
Scrying
Keywords: Information.
Full Cost: 70 points for level 1 + 5
points/additional level.
Casting Roll: IQ.
Range: Special.
Duration: Indefinite.
You can displace your sight to a
point outside your body. Your ability is reflexive. You can initiate it as a
free action and change viewpoints as quickly as you can shift your gaze.
The maximum range of this ability
depends on the spell level.
Level
|
Maximum Range
|
Full Cost
|
1
|
10 yards
|
70 points
|
2
|
20 yards
|
75 points
|
3
|
50 yards
|
80 points
|
4
|
100 yards
|
85 points
|
5
|
200 yards
|
90 points
|
6
|
500 yards
|
95 points
|
7
|
1,000 yards
|
100 points
|
+1
|
uses the same “2-5-10” progression
|
+5 points
|
To cast this spell, pick the desired
viewpoint (which can be inside something) and its facing, and then make an IQ
roll. You need to concentrate for a minute and make a IQ-5 roll if your desired
viewpoint is out of sight.
On a success, you can use your ranged
senses as if you were physically present at the viewpoint (this means you
cannot sense the environment around your body!).
Your vision ignores darkness
penalties completely. You cannot see through solid objects, but if your
viewpoint were inside (for example) a closed chest, you would see what was
inside despite the lack of light. If you are using or subjected to range-dependent
abilities (e.g., spells), calculate all ranges from your body, not your
viewpoint. You can maintain Wizard Eye for as long as you like.
On failure by 1, your sight goes to some
other viewpoint of the GM’s choosing. On any greater failure, nothing happens
at all. Critical failure cripples your ability for 1d hours.
You can return your displaced sight,
move it elsewhere, or change its facing as a free action. A viewpoint inside a
moving object (e.g., a car) will move with that object with no special
concentration on your part.
Statistics:
Clairsentience (Clairvoyance, -10%; Fixed Range, -5%; Second Nature, +70%; Sorcery,
-15%) [70].
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