Wizardry: Knowledge Spells I
More spells! I'm having a lot of fun with this project. Analyze Dweomer requires an expensive focus, but works even better than Identify. Arcane Eye creates an invisible eye that you can send out to explore the surroundings for you. I had to take some creative liberties with the movement rules here. Augury is a limited Intuition spell that due to its limitations shouldn't short-circuit any adventures, I think. Again, I had to rework the Intuition rules here slightly, but I think they are fair. Clairaudience and Clairvoyance were split into two spells. Unlike Arcane Eye, they create an immobile sensor that requires constant concentration, and have much shorter range. However, the sensor can be placed outside of the line of sight, which can be a big advantage. Quite cheap too.
Analyze Dweomer
Keywords: Information.
Full Cost: 8 point.
Casting Roll: Skill.
Components: V, S, F.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited (no penalty).
Duration: Instantaneous.
You discern all spells and magical properties present in a creature or object by looking at it through a special lens. You must be able to see the source of the magical aura with your own eyes to analyze it. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell and its effect.
Focus: A tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least $500.
Arcane Eye
Keywords: None.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 10 minutes.
Range: 11 miles.
Duration: Indefinite.
You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. To cast this spell, pick the desired viewpoint and its facing, and then make a skill roll.
An arcane eye travels at Move 1, but cannot move outside the maximum range. It sees exactly as you would see if you were there. The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can’t enter another plane of existence, even through a gate or similar magical portal.
You must concentrate to see through an arcane eye, to move it, or to change its facing. If you do not concentrate, the eye is inert until you again concentrate. To resume using an arcane eye, you have to take a Concentrate maneuver and make another skill roll with no range penalties and without paying the FP cost. You can dismiss an arcane eye with a Concentrate maneuver or, if this spell is part of an array of alternative abilities, by switching to a different ability. Otherwise, you can maintain Clairsentience for as long as you like.
While you’re using an arcane eye, you are not aware of your surroundings.
If you fail your casting roll by 1, your arcane eye appears at some other place of the GM’s choosing. Critical failure cripples your ability to cast this spell for 1d hours.
Treat the arcane eye as a creature with a Size Modifier equal to yours - 7 and with HP equal to your IQ/10. Destruction of your arcane eye causes you 1 point of injury and results in your ability being unusable for 1dx5 minutes. The eye can be seen with See Invisibility and similar effects.
Statistics: Clairsentience (Clairvoyance, -10%; Costs Fatigue, 2 FP, -10%; Fixed Range, -5%; Immediate Preparation Required, 10 minutes, -45%; Increased Range, 2,000x, +140%; Magical, -10%; Normal Sight, -20%; Nuisance Effect, Must start in line of sight, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Damage, Invisible, -30%) [40]. Notes: Takes Damage is taken from Ravens N’ Pennies blog post.
Augury
Keywords: Information.
Full Cost: 3 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 2 FP.
Casting Time: 1 minute.
Range: Self.
Duration: Instantaneous.
An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. For example, if a character is considering destroying a weird seal that closes a portal, an augury might determine whether that act is a good idea.
The GM makes a secret casting roll. On a success, the GM provides a truthful result. On a failure, he gives you no information. On a critical failure, he lies. If the augury succeeds, you get one of four results:
- Weal (if the action will probably bring good results).
The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action.
Focus: A set of marked sticks, bones, or similar tokens of at least $50 value.
Keywords: None.
Casting Roll: Skill.
Components: V, S, F.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 10 minutes.
Range: 500 yards.
Duration: Indefinite.
This spell requires constant concentration to maintain, i.e. consecutive Concentrate maneuvers. While you’re concentrating this way, you cannot hear your surroundings, but you can hear through the sensor and rotate it, but not move it.
The sensor can be seen with See Invisibility and similar effects, but cannot be damaged.
Focus: A small horn ($60, 0.05 lb.)
Keywords: None.
Casting Roll: Skill.
Components: V, S, F.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 10 minutes.
Range: 500 yards.
Duration: Indefinite.
This spell requires constant concentration to maintain, i.e. consecutive Concentrate maneuvers. While you’re concentrating this way, you are not aware of your surroundings, but you can see through the sensor and rotate it, but not move it.
The sensor can be seen with See Invisibility and similar effects, but cannot be damaged.
Focus: A glass eye ($60, 0.05 lb.)
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