Wizardry: Knowledge Spells III
Oh boy. Scrying was very difficult to stat up in a way that both is similar (but not identical) to its D&D version, functional, useful, and affordable. True Seeing is very different from its D&D counterpart, being much more limited. Legend Lore also was a weird one to stat up, but I am content with the result. Know Direction is a simple cantrip.
Know Direction
Keywords: Information.
Full Cost: 1 point.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
You instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.
Statistics: Absolute Direction (Costs Fatigue, 1 FP, -5%; Magical, -10%; Reduced Duration, 1/60, -35%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [1].
Keywords: Information.
Full Cost: 24 points.
Casting Roll: Skill.
Components: V, S, M, F.
Cost: 1 FP.
Casting Time: 1dx10 minutes or more.
Range: Self.
Duration: Instantaneous.
Legend Lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1dx10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 2d days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better Legend Lore result next time). If you know only rumors, the casting time is 2d weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).
During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information.
Your margin of success determines how recent the information is. If you succeed by 0, you only get information about legends up to 3 years old. If you succeed by 1, you learn legends up to 30 years old. If you succeed by 2, you learn legends up to 300 years old. Each additional point of margin of success multiplies this limit by 10. If you fail your casting roll, you cannot attempt to cast this spell on the same subject again for 24 hours.
Examples of legend lore results include the following.
A divination about a mysterious magic axe you have at hand: “Woe to the evildoer whose hand touches the axe, for even the haft chops the hand of the evil ones. Only a true Son or Daughter of Stone, one who loves Moradin and whom Moradin loves, may awaken the true powers of the axe, and only with the sacred word ‘Rudnogg’ on the lips.”
A divination about a legendary paladin about whom you know many details: “Vanashon has been denied the glory of death and the duty of life. He waits patiently beneath the Forbidden Mountain.” (The paladin has been turned to stone in the caverns under the mountain.)
A divination about ancient ruins about which you have only a passing reference in a partially damaged tome: “The sorcerer who called herself Ryth built a library without words and a temple without gods. Those who read and those who pray tore it down in a night and a day.” (These clues may be enough for you to find out more and get details you need to cast a better legend lore.)
Material Component: Five ounces of incense ($80).
Keywords: Information.
Casting Roll: Skill.
Components: V, S, F.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 1 hour.
Range: See text.
Duration: Indefinite.
You can see and hear some creature, which may be at a long distance from you, but must be on the same plane of existence. The image of the subject is projected onto the focus mirror and hence is visible and audible to anyone in your vicinity. You see the subject and the subject’s immediate surroundings (approximately 4 yards in all directions of the subject). If the subject moves, the sensor follows at a speed of up to Move 10.
Your casting roll is modified as follows:
Knowledge |
Modifier |
None (you must have some sort of connection
to a creature you have knowledge of) |
-10 |
Secondhand (you have heard of the subject) |
-5 |
Firsthand (you have met the subject) |
-2 |
Familiar (you know the subject well) |
+0 |
Connection |
Modifier |
Likeness or picture |
-4 |
Possession or garment |
-2 |
Body part, lock of hair, bit of nail, etc. |
+0 |
Level |
Maximum Range |
Full Cost |
1 |
11 miles |
50 points |
2 |
568 miles |
75 points |
3 |
28,400 miles (global on planets up to twice
larger than Earth) |
100 points |
Focus: A mirror of finely wrought and highly polished silver costing not less than $600. The mirror must be at least 2 feet by 4 feet.
True Seeing
Keywords: Buff.
Full Cost (Self): 28 points.
Full Cost (Touch): 43 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Self – Touch.
Duration: 3 minutes.
You confer on the subject the ability to see all things as they actually are. The subject sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. This does not let the subject see through darkness, fog, and other similar visual obstructions.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, True Seeing, +290%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%; Takes Extra Time 1, -10%) [28]. Note: “True Seeing” is See Invisible (Cosmic, All Forms, +50%; Magical, -10%; True Sight, +50%) [29]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15].
No comments:
Post a Comment