Wizardry: Knowledge Spells V
The final knowledge spells from the PHB! Moment of Prescience has to be cast in advance as a self-only buff spell, but acts as Super Luck. While this does not let you use this spell more often than usual, it does seem to circumvent the alternative ability array restriction that would disable the spell slot for a day. I know that it's janky, but I don't care, it's still expensive enough. Prying Eyes is a very cool spell, but building it RAW would probably be impossible, so the statline you see here is merely an approximation used to derive the cost. Read Magic identifies magical writing, such as scrolls and runic spells.
Moment of Prescience
Keywords: Buff.
Full Cost: 90 points.
Casting Roll: Skill.
Components: V, S.
Cost: 5 FP.
Casting Time: 10 minutes.
Range: Self.
Duration: 90 minutes or until discharged.
This spell grants you a powerful sixth sense in relation to yourself. Once during the spell’s duration, you may choose to use its effect. Instead of rolling the dice, you may dictate the result of any one die roll you make (or the GM makes for you). Your effective skill must be at least 3, so wholly impossible attempts cannot succeed. This does not require an action and can be done even when it’s not your turn.
Moment of Prescience is a Super Luck effect – you cannot use such effects more than once per game day regardless of the source of the effect.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Moment of Prescience, +900%; Costs Fatigue, 5 FP, -25%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [90]. Note: “Moment of Prescience” is Super Luck (Game Time, +0%; Magical, -10%) [90].
Prying Eyes
Keywords: None.
Casting Roll: Skill.
Components: V, S.
Cost: 5 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: 5 hours.
You create a number of semitangible, visible magical orbs (called “eyes”) equal to your margin of success on the casting roll (minimum 1, maximum 7). Critical failure cripples your ability to cast this spell for 1d hours. These eyes move out at Move 2, scout around, and return as you direct them when casting the spell.
While the individual eyes are quite fragile, they’re small and difficult to spot. Treat each eye as a creature with a Size Modifier equal to yours - 7 and with HP equal to your IQ/10. Destruction of your an eye causes you 1 point of injury and results in your ability being unusable for 1dx5 minutes.
The eyes possess normal vision, and hence cannot ignore darkness, are fooled by illusions, etc.
When you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well, so if you know, for example, what a typical merchant looks like, the eyes do as well.
A sample command: “Surround me at a range of four hundred feet and return if you spot any dangerous creatures.” The phrase “Surround me” directs the eyes to form an equally spaced, horizontal ring at whatever range you indicate, and then move with you. As eyes return or are destroyed, the rest automatically space themselves to compensate. In the case of this sample command, an eye returns only if it spots a creature you would regard as dangerous. A “peasant” that is actually a shapechanged dragon wouldn’t trigger an eye’s return. Ten eyes can form a ring with a radius of 400 feet and between themselves see everything that crosses the ring.
Another sample command: “Spread out and search the town for Arweth. Follow him for three minutes, staying out of sight, and then return.” The phrase “Spread out” directs the eyes to move away from you in all directions. In this case, each eye would separately follow Arweth for three minutes once it spots him.
Other commands that might be useful include having eyes form a line in a certain manner, making them move at random within a certain range, or having them follow a certain type of creature. The GM is the final judge of the suitability of your directions.
In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 10 seconds to replay 1 hour of recorded images. After relaying its findings, an eye disappears. If an eye ever gets more than 1 mile away from you, it instantly ceases to exist, causing you 1 point of injury as per normal eye destruction. Dispel Magic can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.
Statistics: Clairsentience (Accessibility, Replays information only upon returning, -80%; Clairvoyance, -10%; Costs Fatigue, 5 FP, -25%; Extended Duration, 100x, +80%; Fixed Range, -5%; Immediate Preparation Required, 10 minutes, -45%; Increased Range, 200x, +80%; Independent, +40%; Magical, -10%; Mobile 2, +80%; Normal Sight, -20%; Nuisance Effect, Must start in melee range, -15%; Rapid Fire, RoF 7, +70%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Damage, -40%) [90].
Read Magic
Keywords: Information.
Full Cost: 5 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited (no penalty).
Duration: Instantaneous.
By means of Read Magic, you can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll.
Focus: A clear crystal or mineral prism worth $100.
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