Saturday, 18 November 2023

Wizardry: Knowledge Spells IV

Wizardry: Knowledge Spells IV

More knowledge spells. Locate Object locates an object of a general type, or a specific object, if you saw it firsthand before. Locate Creature does the same with creatures. Find the Path finds the closest path to or from somewhere. Foresight is a variant of Danger Sense.
   
    Find the Path
    Keywords: Information.
    Full Cost: 37 points.
    Casting Roll: Skill.
    Components: V, S, F.
    Cost: 2 FP to cast, 1 FP to maintain.
    Casting Time: 1 minute.
    Range: Unlimited (long-distance).
    Duration: Indefinite.
 
    You find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a Maze spell. Find the Path works with respect to locations, not objects or creatures at a locale. Thus, you could not find the way to “a forest where a green dragon lives” or “a hoard of platinum pieces,” but it could find the exit to a labyrinth. The location must be on the same plane as you are at the time of casting.
    The nearest entry or exit point is considered the subject of the spell for the purpose of determining range penalties. The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense trip wires or the proper word to bypass a Glyph of Warding.
    This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).
    Focus: A set of divination counters of the sort you favor - bones, ivory counters, sticks, carved runes, or the like.
    Statistics: Slotted Cosmic Power 1 (17) (Limited, Trait, Detect, -50%; Magical, -10%) [37]. Note: Effectively, this spell emulates effects of the Detect (Entry/Exit Point; Rare) [5] advantage with Analyzing, +100%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Immediate Preparation Required, 1 minute, -30%; Immersive, Variant, +100%; Long-Range 1, +50%; Reflexive, +40%; Requires Focus, -10%; Requires Gestures, -10%; Requires Magic Words, -10% for the total cost of 17 points.
  
    Foresight
    Keywords: Buff.
    Full Cost (Self): 18 points.
    Full Cost (Touch): 33 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 2 seconds.
    Range: Self – Touch.
    Duration: 30 minutes.
 
    This spell grants you a powerful sixth sense in relation to yourself or another. The GM rolls once against your Perception, secretly, in any situation involving an ambush, impending disaster, or similar hazard. On a success, you get enough of a warning that you can take action. A roll of 3 or 4 means you get a little detail as to the nature of the danger.
    When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Foresight, +140%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%; Takes Extra Time 1, -10%) [18]. Note: “Foresight” is Danger Sense (Magical, -10%) [14]. 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].
 
    Locate Creature
    Keywords: Information.
    Full Cost: 32 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP to maintain.
    Casting Time: 1 second.
    Range: Unlimited (standard).
    Duration: Indefinite.
 
    While this spell is active, you sense the direction of a known or familiar creature. The GM will roll against your skill (plus Talent), minus the range penalty to the creature, and inform you if you succeed. These Sense rolls are in addition to the casting roll and do not cost any FP.
    You slowly turn and sense when you are facing in the direction of the creature to be located, provided you succeeded on your detection roll. You also know in which direction the creature is moving, if any.
The spell can locate a creature of a specific kind (such as a human or a unicorn) or a specific creature known to you. It cannot find a creature of a certain type (such as humanoid or animal). To find a kind of creature, you must have seen such a creature up close (within 10 yards) at least once.
    Running water blocks the spell. It cannot detect objects. It can be fooled by Mislead, Nondetection, and Polymorph spells.
    Statistics: Slotted Cosmic Power 1 (24) (Limited, Trait, Detect, -50%; Magical, -10%; Nuisance Effect, Must have seen the creature firsthand, -5%; Requires IQ Roll, -10%) [32]. Note: Effectively, this spell emulates effects of the Detect (Creature; Common) [20] advantage with Based on IQ, Own Roll, +20%; Cannot Analyze, -10%; Costs Fatigue, 1 FP, -5%; Nuisance Effect, Blocked by running water, -5%; Reflexive, +40%; Requires Gestures, -10%; Requires Magic Words, -10% for the total cost of 24 points.
 
    Locate Object
    Keywords: Information.
    Full Cost: 30 points.
    Casting Roll: Skill.
    Components: V, S, F.
    Cost: 1 FP to cast, 1 FP to maintain.
    Casting Time: 1 second.
    Range: Unlimited (standard).
    Duration: Indefinite.
 
    While this spell is active, you sense the direction of a well-known or clearly visualized object. The GM will roll against your skill (plus Talent), minus the range penalty to the object, and inform you if you succeed. These Sense rolls are in addition to the casting roll and do not cost any FP. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder. You can search for general items such as a stairway, a sword, or a jewel, in which case you locate the nearest one of its kind if more than one is within the range of detection. Attempting to find a certain item, such as a particular piece of jewelry, requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item (such as “Baron Vulden’s signet ring”) unless you have observed that particular item firsthand (not through divination).
    The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph Any Object fools it.
    Focus: A forked twig.
    Statistics: Slotted Cosmic Power 1 (22) (Limited, Trait, Detect, -50%; Magical, -10%; Nuisance Effect, Must have seen the object firsthand if the object is specific, -5%; Requires IQ Roll, -10%) [30]. Note: Effectively, this spell emulates effects of the Detect (Object Type; Common) [20] advantage with Based on IQ, Own Roll, +20%; Cannot Analyze, -10%; Costs Fatigue, 1 FP, -5%; Nuisance Effect, Blocked by lead, -5%; Reflexive, +40%; Requires forked twig, -10%; Requires Gestures, -10%; Requires Magic Words, -10% for the total cost of 22 points.
 

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