Thursday, 19 October 2023

Wizardry: Knowledge Spells II

Wizardry: Knowledge Spells II

Detect Scrying is a self-only buff that lets you detect scrying attemps for fifteen hours. Very useful in certain situations, and affordable in terms of cost. Nice! Detect Secret Doors made me realize that I forgot something - many divination spells in D&D can be blocked by certain materials. I will have to retroactively apply that to previously made detect spells, such as Detect Poison. I used a -20% limitation, as per GURPS Powers: Enhanced Senses. Detect Snares and Pits is an identical spell in terms of mechanics, but detects different things. Find Traps is merely an aspected Vision bonus. Discern Location is slightly different from the eponymous D&D spell, but is powerful nonetheless.
 
    Detect Scrying
    Keywords: Buff, Information.
    Full Cost: 30 points.
    Casting Roll: Skill. Per to detect, skill to analyze.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 minute.
    Range: Self.
    Duration: 15 hours.
 
    By casting this spell, you imbue yourself with an ability to sense supernatural observation. You perceive supernatural sensors, such as created by scrying spells, psionic clairvoyance, etc. on a Perception roll using the standard range penalties. If you detect scrying when asleep, a successful Perception roll also wakes you. You know the direction and distance to every detected scrying sensor. You can make a follow-up skill roll to analyze the sensor. A success will tell you the spell or effect used to scry your location, if you are familiar with it, and a critical success will give you a glimpse of the scryer and his location!
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Detect Scrying, +230%; Costs Fatigue, 2 FP, -10%; Extended Duration, 300x, +100%; Fixed Duration, +0%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [30]. Note: “Detect Scrying” is Detect (Supernatural Observation; Magical, -10%; Precise, +100%; Reflexive, +40%) [23].
 
    Detect Secret Doors
    Keywords: Information.
    Full Cost: 17 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 2 seconds.
    Range: Unlimited (standard).
    Duration: Instantaneous.
 
    You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell - an ordinary trapdoor underneath a pile of crates would not be detected.
    The GM rolls against the caster’s skill (plus Talent), applying range penalties to the nearest secret doors. The caster may exclude any specific secret doors he wishes. Success reveals the exact location of the secret door, allowing follow-up spells to be cast on it.
    The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
    Statistics: Detect (Secret Doors; Based on IQ, Own Roll, +20%; Blockable, -20%; Cannot Analyze, -10%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Precise, +100%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Effect, +20%; Takes Extra Time 1, -10%) [17].
 
    Detect Snares and Pits
    Keywords: Information.
    Full Cost: 9 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 2 seconds.
    Range: Unlimited (standard).
    Duration: Instantaneous.
 
    You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.
    Detect Snares and Pits does detect certain natural hazards - quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially dangerous conditions, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring), nor mechanically complex ones, nor those that have been rendered safe or inactive.
    The GM rolls against the caster’s skill (plus Talent), applying range penalties to the nearest snare or pit. The caster may exclude any specific snares or pits he wishes. Success reveals the exact location of the snare or pit, allowing follow-up spells to be cast on it.
    The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
    Statistics: Detect (Snares and Pits; Based on IQ, Own Roll, +20%; Blockable, -20%; Cannot Analyze, -10%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Precise, +100%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Effect, +20%; Takes Extra Time 1, -10%) [9].
   
    Discern Location
    Keywords: Information.
    Full Cost: 27 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 10 minutes.
    Range: Unlimited (long-distance).
    Duration: Instantaneous.
 
    The caster can “home in” on anyone or anything, provided he has a piece of it (or something deeply connected to it) to attune to. Attuning requires one second, as long as the caster has anything even remotely related to that subject to focus on.
    Once attuned, the caster can make a skill roll to track down the subject. This takes Long-Distance penalties (p. B241). On a success, the spell reveals the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, and continent where the target lies. The spell cannot penetrate planar boundaries. You cannot target the subject with other abilities via this spell; you have to use normal senses for that.
    Statistics: Slotted Cosmic Power 1 (14) (Limited, Trait, Detect, -50%; Magical, -10%; Nuisance Effect, Must have something related to subject, -5%) [27]. Note: Effectively, this spell emulates effects of the Detect (Subject; Rare) [5] advantage with Based on IQ, Own Roll, +20%; Cannot Analyze, -10%; Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 10 minutes, -45%; Immersive, +100%; Long-Range 1, +50%; Precise, Nontargeting, +90%; Requires Gestures, -10%; Requires Magic Words, -10% for the total cost of 14 points. Immersive, +100% was borrowed from Psychometry.

    Find Traps
    Keywords: Information.
    Full Cost: 3 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP to maintain.
    Casting Time: 1 second.
    Range: Self.
    Duration: Indefinite.
 
    You gain intuitive insight into the workings of traps. While this spell is active, you have +4 to Vision rolls made to detect traps.
    Statistics: Acute Vision 4 (Aspected, Traps, -20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [3].

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