Visionary Mage Tradition
:Visionary_Mage_Tradition
The Visionary is a being of foresight and foreknowledge, who can
observe the world in its triumverate of forms to know what has been,
what Is and what will be. They have been recorded among history and
myth from Cassandra onward to modern age. Beyond seeing, hearing and
otherwise observing they have powers that affect the abilities of
others to see and to know things.
Required Skills :
Alertness
History (at least one of any type)
Meditation
Suggested Skills :
Archaeology
Blind Fighting
Computer Operation
Concealment
Criminology
Direction Sense
Languages (any)
Magical History
Read/Write
Restrictions, Limitations and Disadvantages:
Cannot do Token magic
-10% for each non-mage sentient within 30' when casting
(except when in ritual conditions)
:All_Around_Sight
COST : 5
MODS : D
This allows the visionary to observe everything within 360 degrees
of themselves as if they had eyes all around their head. There is
no visible effects to others when this spell is active. It adds a
+25% to all ALERTNESS rolls, but does NOT add special vision abilities
beyond this unless they are cast as seperate spells.
:Association
COST : 1
MODS : N
When casting this spell, the visionary must brings two surfaces
into contact with one another. Possibilities include the surface of a
jewel and that of a safe, or the surface of an arrow and that of a
bow. If the two surfaces were ever before adjacent, the spell so
indicates, and if the surfaces were ever directly connected as a single
item, an even stronger reading results. This is often used in the
determination of guilt in a crime.
Additional RANGE or DURATION are not useful with this spell.
:Augury
COST : 15
MODS : N
This ability allows the caster to ask any question to which a one
word answer may be given. The answer will be accurate and truthful.
:Aura_Sight
COST : 5
MODS : D
This allows the Visionary to observe and sentient being and
determine certain facts about them by observing their magnetic and
magical aura. There are no visual affects visible to others from
this spell, no saving throw or means to know it has been cast. It
CAN be blocked by spells that prevent scrying or misdirected by
ones that do such, if cast at an equal or higher rank then the
Sight. One being can be studied each round and one fact will be
known about them per round from the sight. The things it detects
about them are as follows, Visionary decides WHAT to look for
on them each round:
Charm spells affecting them
Current Spirit
Current Magic capacity
Current spell energy possessed
Curses affecting them
Disease active in their system (not analyzed!)
Lycanthropy (but not type)
Normal HEALTH level
Poisons affecting them (but not analyzed)
Remaining HEALTH presently
Spirits or other being Possessing them
:Blur
COST : 3
MODS : D,R
This causes the casters (or target being's) outline to become
blurred, shifting and waivers. This distortion causes all missile and
melee combats to be -20% normal chance to hit as well as for all magic
attacks directed at the target exactly.
:Camouflage
COST : 10
MODS : D,R,T
The caster (or target being) while this is under effect, becomes
invisible in natural surroundings such as a forest, Field, Snow covered
mountains, Ice plain or Desert. They can move without leaving a physical
trackable trail, but CAN be heard on occasion and become visible if they
make an attack against someone. While Camouflaged in this way they are
+25 Coordination defensively and will have surprise when making an
attack (but cannot return to invisibility after an attack until all
opponents are out of sight range). (Infravision or tracking scent reduce
the modifier down to a +10 Coordination Saves while camouflaged).
:Change_Self
COST : 15
MODS : D
This spell enables the mage to alter the appearance of his
form--including clothing and equipment--to appear one foot shorter or
taller; thin, fat, or in between; humanoid, or any other generally
bipedal creature. The caster cannot duplicate a specific individual.
The GM may allow a saving throw for disbelief under certain
circumstances: for example, if the caster acts in a manner obviously
inconsistent with his chosen role. The spell does not alter the
perceived tactile (i.e., touch) properties of the caster or his
equipment, and the ruse may be discovered in this way.
:Clairaudience
COST : 5
MODS : D,R
This allows the caster to listen to the sounds occuring in an area
that is well known to them or within the RANGE that they extend it out
to, picking up all sounds a normal human ear could hear in that area. At
ranks above first they may also attempt to center it on a person that is
known to them and hear what is heard by that person instead of a
particular locale.
If cast with the concept of listening to what a person hears the target
DOES get a save against magic if they would normally resist, but will be
unaware of the spell and its effect.
:Clairvoyance
COST : 5
MODS : D,R
This allows the caster to observe events occuring in an area that is
well known to them or within RANGE that they extend it out to, seeing
anything they normally could if they were standing there. At ranks above
first they may also attempt to center it on a person that is well known
to them and observe that person and the area around them instead.
If cast to observe a person that person DOES get a save against magic as
if they would normally resist, but will be unaware of the spell and its
effect. Mind Shielding does not help against this effect, but devices to
cancel scrying do.
:Color_Spray
COST : 10
MODS : R
Upon casting this spell, the wizard causes a vivid, fan-shaped spray
of clashing colors to spring forth from his hand. Creatures within the
area are affected in order of increasing distance from the wizard. All
are entitled to a saving throw vs. magic. Blind or unseeing creatures
are not affected by this spell.
Creatures failing saving are struck unconscious for 1d10 rounds.
Range will determine the maximum range from Caster that creatures can be
to be affected.
:Combat_Precognition
COST : 5
MODS : D
This spell will assist the caster when fighting against a single
opponent, who must be visible at the casting, allowing the mage an
advantage by being able to predict some of their combat actions before
they occur. For each RANK of the spell the caster gets a +10% to all
rolls to attack the opponent and a +10% to SAVE against all attacks by
said opponent (including an additional 10% to their defensive). The
spell also will END if the opponent is slain.
:Dancing_Lights
COST : 3
MODS : D,R,T
This causes 1d10 of small glowing lights to appear that resemble
candles and produce that amount of light that move as the caster
desires. The spell winks out if they are moved beyond the range. If
targeted they can be made to follow around a target being to provide
light, so long as within range. Additional Ranks add 1 additional light
to the rolled amount.
:Darkness_Field
COST : 5
MODS : D,R
This creates an area of darkness at a chosen area that is impossible
for NORMAL sight to see thru. The darkness field is 10' cube per RANK
the spell is known at. The field can be dispelled by ANY light spell
cast within its area of equal or higher rank.
:Detect_Lie
COST : 1
MODS : D
This allows the caster to perceive any SPOKEN lies said in their
presence if they understand the language being spoken. Range is not
necessary as an element in this spell. It does not detect omissions,
only falsehoods.
:Detect_Scrying
COST : 10
MODS : D,R
This spell notifies the caster of any scrying by magical or mundane
means occuring within the Range radius of the caster. Thus ANY
clairvoyance, Clairaudience, detection or analysis spell active in that
area or cast at them will be reported. It will also report security
cameras and active microphones and state their locale. It does NOT
detect invisible persons or devices present that might be
listening/viewing nor will it detect a sentient that might be hidden,
invisible or on the Astral plane. Only the caster hears and knows of the
scrying report. It fails vs Boom microphones outside radius that might
be able to receive them or cameras outside the range with telescopic
lenses etc.
:Dream_Sharing
COST : 5
MODS : D,R
This allows the mage to share the dreams of the target being, so that
they may observe all that occurs within their dream. This spell can be
cast upon the being as they go to sleep or before they do so - but the
caster will slip into slumber themselves as soon as the target being
goes into the dream state. The duration does NOT begin until the target
becomes asleep.
:Ethereal_Sight
COST : 7
MODS : D
Allows the caster to see into the nearby Ethereal Plane and perceive
any Objects or beings therein. Range is unnecessary with this spell,
unless casting it on another, as is Target. Sight range is Line Of
Sight. This spell does NOT perceive invisible Beings/objects!
:Far_Sight
COST : 5
MODS : D
This spell enhances the caster's eyesight so that they can increase
their visual range just like binoculars would do. In clear weather this
increases the caster's LOS (barring obstructions) ability to about 5
miles, and any spells they possess that are LOS based are thus equally
enhanced while they have this active.
:Feel_Light
COST : 10
MODS : D
This allows the caster to experience light through tactile sensations
(by touch). Their entire body becomes a receiver for light waves,
replacing their eyes, but seeing no more than the eyes would see. It
does not allow them to see in the dark, since there must be light for
the power to work, nor function inside a magical darkness field.
:Feel_Sound
COST : 10
MODS : D
This allows the caster's body to continue hearing thru tactile
sensation after ears are disabled. It cannot detect sound where there is
none nor overcome a magical silence field. The caster DOES gain a +10%
to all saves against sound based attacks and spells since there is a
partial filtering effect.
:Find_Animals
COST : 3
MODS : N
This spell allows the caster to state a particular kind of animal for
the spell to set him into the right direction to find and an estimated
distance to the nearest such creature at the time of casting. For
example to find a Dog, a cat or a horse are all viable. The range that
the spell can pick creatures within is a mile per RANK of the spell.
:Find_Plant
COST : 3
MODS : N
This spell allows the caster to state a particular kind of plant for
the spell to set him into the right direction to find and an estimated
distance to the nearest such creature at the time of casting. For
example to find Oak Trees, Basil, or strawberries are all viable. The
range that the spell can pick creatures within is a mile per RANK of the
spell.
:Find_Water
COST : 3
MODS : D,R
When casting this spell, to reduce costs, a tool is often used, the
diviner grasps two ends of a Y-shaped stick. The remaining end twists
around to point in the direction of the nearest source of fresh water
within the spell range. The branch can twist but twenty degrees, and
then the diviner will feel a tug in the direction of the water. The
diviner can specify a minimum amount of water to seek (greater than the
amount in a human body, for example).
:Flash
COST : 5
MODS : D,R,T
Victims failing their saving throw are blinded due to a flash of
light that appears in their eyes. (Save vs Magic). Targets chosen on
this spell do NOT have to be next to each other.
Unless skilled at Blind Fighting they will be considered to be at
Coordination 1 for all actions for the duration.
:Fog_Vision
COST : 1
MODS : D
Allows the caster to see clearly thru any smoke or fog as if
it wasn't there so it has no obscurement value.
:Gaze_Reflection_(Mara's_Miracle)
COST : 5
MODS : D
This spell will cause any GAZE oriented spell or natural power to be
reflected back at its source entirely to affect them instead of the
caster. Additionally this will (at will) materialize a 'mirror' in front
of the caster which they alone can see in which they can view their own
reflection (While acting as a mirror the spell does NOT work against a
gaze attack) or use a gaze spell of some sort on themselves.
:Glow
COST : 1
MODS : D,R
This spell causes the object or person affected to emit an eerie
glow. The color ranges from blue to green. It cannot be dispelled but
it can be negated by a darkness spell. The glow is not bright enough to
read with but is easy to spot in the dark. The material component is
often a silver firefly figurine.
:Heightened_Senses
COST : 3
MODS : D
This spell allows the caster to raise their awareness to the
universe temporarily, increasing all chances to notice smells, sounds,
sights, tastes and tactile senses for the duration by +20%.
:Hide
COST : 5
MODS : D
This is a minor form of invisibility which will conceal an object,
being or creature from everyone who is in FRONT of the caster (Those who
are beside or behind the caster can see the hidden object without
hinderance). It does not cancel sounds and it will not help if the
target moves more than 3' from its original position while hidden. It
can only affect a maximum of 10 cubic feet of matter.
If cast for but one round the spell takes but a single round to cast, if
duration is wanted then the effect takes the standard 3 rounds to cast.
:History
COST : 5
MODS : N
This spell allows the caster to "tune in" to the psychic impressions
left on an object or small area. The power gives the wizard the ability
to divine special purposes, famous owners, and powerful alignment bends.
The spell will not identify a magic item per se, but would identify
the signet ring of a long deceased noble house as such. Furthermore,
history doubles the chance of a rare or unknown items value being
determined.
This spell is most commonly used on nonmagical plunder, books, and
items sold at auctions. Only a single touch is needed to make the spell
work.
:Identify
COST : 15
MODS : N
When an identify spell is cast, magical items subsequently touched by
the mage can be identified. When the spell is cast, each item must be
handled in turn by the wizard. Any consequences of this handling fall
fully upon the wizard is allowed any applicable saving throw.
It will give the visionary all the information about the magical
properties of the item.
:Inaudibility
COST : 1
MODS : D,R
By means of this spell, all sounds made by the recipient become
inaudible -- breathing, talking, walking, and the like. Items on the
caster's person are likewise silenced, but thrown or dropped items may
make noise once released. Unlike a silence spell, inaudibility masks
only the sounds made by the recipient or items in his/her possession, so
it provides no defense against sound-based attacks such as harpy
singing, a horn of blasting, etc. The spell remains in effect until it
is magically dispelled, until the caster or the recipient cancels it, or
until its duration has passed; it is not dispelled by the recipient
attacking another creature.
:Infravision
COST : 5
MODS : D
This allows the caster to see heat sources and levels as a visible
spectrum, giving them some advantages against certain situations (like
complete darkness, vs invisible foes etc).
:Invisibility
COST : 10
MODS : D,R,T
Caster, subject being or subject object becomes invisible to normal
sight. This adds 50% to their Coordination for defensive and offensive
purposes. This is NOT perfect invisibility, the eyes on a person will be
visible while open and may be noticed. Also if an invisible being is
wounded their blood will become visible when it strikes the ground. If
a person their equipment will be included in the effect, BUT if they
fire a missile weapon or throw such it will become visible after leaving
their presence. Caster can turn off the spell at will. An invisible
person can be partially discovered thru infravision (instead of 50%
Coordination modifier it becomes only a 25% modifier). Once turned off
the spell MUST be recast in full.
:Justin's_Mental_Map
COST : 5
MODS : D
Outdoors only, this spell gives the caster an aerial view of the
countryside within 1 mile of the caster. Only large features visible
from above are noted, like rivers, woods, fields, large buildings, and
clearings. Additional RANKS increase the area by a mile each.
:Light
COST : 10
MODS : D,R
This spell creates a luminous glow, equal to torchlight, within a
radius of the spell's center. Objects in darkness beyond this sphere
can be seen, at best, as vague and shadowy shapes. The spell is
centered on a point selected by the caster, and he must have a line of
sight and unobstructed path for the spell when it is cast. Light can
spring from air, rock, metal, wood, or almost any similar substance.
The effect is immobile unless it is specifically centered on a
movable object or mobile creature. If this spell is cast upon a
creature, an INT save roll is made. Light taken into an area of magical
darkness does not function, but if cast directly against magical
darkness negates it (but only for the duration of the light spell, if
the darkness effect is longer).
Light centered on the visual organs of a creature blinds it, reducing
its Coordination to 1 Unless it has Blind fighting skills. The caster
can end the spell at any time by uttering a single word.
:Locate_Object
COST : 5
MODS : D,R
This spell allows the caster to find the location of a lost or stolen
item which they are familiar with (that is, they have held it in their
hands at some point in the past). The spell will give them a direction
and will lead them along that direction, with mental statements of
'warmer'/'Colder' until they reach it or until the spell expires. If the
item is beyond the casting range then they will NOT perceive it at all
except a vague direction and then the spell will expire prematurely. If
the object has been broken, changed or damaged in any way it will not ne
detected at all.
:Magic_Aura
COST : 1
MODS : D,R
By means of this spell, any one item of no more than five pounds
weight can be given an aura that is noticed by someone using magical
detection. Furthermore, the caster can specify the type of magical aura
that is detected and this effectively masks the item's actual aura, if
any, unless the item's own aura is exceptionally powerful (if it is an
artifact, for instance). If the object bearing Nystul's magic aura has
an identify spell cast on it or is similarly examined, the examiner has
a 50% chance of recognizing that the aura has been placed to mislead the
unwary. Otherwise, the aura is believed and no amount of testing
reveals what the true magic is.
:Magic_Eye
COST : 12
MODS : D
By means of this spell the caster, creates a "third eye" much like
the spell wizard eye except that it remains in a specific location once
cast. It can be triggered in two ways, one is a "pre defined" event
occurring, such as some creature passing in front of it. The second can
be done from anywhere on the same plane, by willing it to activate. Once
activated the eye lasts its duration The "eye" sees as well as the
caster, if caster can see normally invisible so can the eye, magic
enhancements do not work through the Magic Eye, such as spectacles or
detect invisible. The mage, while concentrating will see thru the eye
clearly, when not, it becomes a ghostly mental image... If the caster
has more than one eye only one may be active - activating a second one
will end the first ones usage.
:Night_Sight
COST : 3
MODS : D
By means of this effect the caster's normal eyesight is JUST as
strong at night as it is in the daytime, so long as they are not in
complete darkness they can see as well as in the daytime by almost any
source of light.
:Painting
COST : 5
MODS : D,R
By the means of this spell the caster can create an illusion of
whatever s/he wants visually. It is usually easy to recognize what the
illusion is supposed to be of, but any creature that can do so can also
recognize that it is an illusion, as the picture is two dimensional.
:PathFind
COST : 30
MODS : N
When this ability is used the caster will enter into a trance state,
after stating the locale they wish to reach and a one-word descriptive
title to the type of path (Quickest, Safest, Concealed), and begin to
enter the Synchronisity highway, traveling thru a series of ways, events
and incidents to reach the locale. While in this state they cannot allow
their concentration to broken by sleep, major injury etc as it will
prematurely end the spell and lose them the path. One individual may
come with them on the path per RANK they have the spell.
The caster will be conscious of events, and have free will, but will
KNOW when they are risking straying from the path and losing the spell.
:Patternweave
COST : 3
MODS : R
Patternweave allows the caster to make sense of apparent chaos. The
caster can see such things as pottery shards reformed into a whole pot,
shreds of paper formed into a page, scattered parts as a working
machine, or specific trails appearing out of overlapping footprints.
After casting the spell, the mage studies seemingly random events
broken bits of glass, shreds of paper, intermingled trails, etc. The
items to be studied must be tangible--coded flashing lights, garbled
speech, or thoughts of any kind cannot be studied.
The caster sees in his mind the pattern these objects form. If the
items studied are truly random, no information is gained.
After the caster has visualized the pattern, he can attempt to
reassemble the parts into their original form. The amount of time
required and the quality of restoration vary according to the complexity
of the pattern. Reassembling a shredded map may be easy; reassembling a
clock is significantly more difficult; rebuilding a shattered mosaic is
extremely difficult. In any case, the wizard can make only a reasonable
copy of the item.
If a mending spell is cast on the work its chance of totally restoring
the item is greatly increased (GM's judgement).
:PhotoCopy
COST : 7
MODS : R
This spell allows the caster to create a permanent image, on a piece
of parchment, canvas, or the like, of whatever s/he sees and
concentrates upon at the time of casting, to the range bought. Detail in
the final picture depends on distance and field of vision.
Material components are a piece of parchment, paper or canvas --
which is not expended and upon which the image appears. If a tool is
used for casting a quill pen with silver tip is the most likely device
to use.
:Radio_Hearing
COST : 3
MODS : D
This spell allows the caster to scan and listen to AM, FM, SW and
various Ham, Police, Fire and other bandwiths of radio. To tune a
particular station takes a successful MIND roll to do quickly, else they
must slowly scan a selected frequency type and find what they are
looking for in 1+1d10 rounds.
:Replay
COST : 10
MODS : D
This spell causes past events to be re-enacted in a 400 sq foot area
The replay will consist of a three-dimensional, transparent image
superimposed over the area of effect. The wizard can freeze the action,
reverse it, scan rapidly for a desired event, or skip to any time within
range of the spell.
The speed of the search is determined by the GM and limited by the
magnitude of the event in question. It would be easy to spot the passage
of an army, for example, but spotting a pick-pocket would require a
real-time search.
Additional ranks add 50 sq feet to the area of effect.
:Reveal_Owner
COST : 10
MODS : N
The caster of this spell receives a mental impression of the most
recent owner or owners of the recipient object. An "owner" is defined as
an intelligent entity who was in direct physical contact with the object
one hour, or who had the object upon his person for 24 hours.
The information gained is sufficient that the wizard will recognize the
owner on sight, and he can uniquely specify the owner for the purpose of
such spells as legend lore.
:Rune_Of_Blinding
COST : 30
MODS : D
This ancient magic is one of the few of the great runes that have
passed down thru the generations. It is primarily drawn in the air by
the caster (And NEEDS free arms to be cast but not vocal ability) and
forms a glowing blue symbol in the air. All, save the caster, who view
this symbol must save vs SPIRIT or become blinded for the duration it is
cast for.
:See_Invisible
COST : 1
MODS : D,T
Allows the caster to see any invisible creatures, including persons
under and invisibility spell or camouflaged, and similarly invisible
objects. It will NOT detect Astral or Ethereal Plane travelers. It will
also see thru Phantasmal Force Spells.
RANGE is unnecessary with this spell, as it is set at LOS only.
:Sense_Paradox
COST : 5
MODS : D
This allows the caster to home in on the direction of the nearest
ongoing Paradox effect and to be drawn to it like a moth to the flame
while the duration lasts. It does not give them anything more then the
sense of the paradox, nothing like travel abilities etc to reach it
beyond the normal.
:Sneakabout_Light
COST : 7
MODS : D
Creates a dim, floating light of variable intensity that follows the
caster. At its brightest, it is enough to read with good eyesight, and
it can be extinguished and restored at will during the duration. No
light produced by the spell escapes the 5' radius, preventing the caster
from being given away by his light--so this spell is ideal for thieves.
Note that background light penetrates the area of effect freely, so the
caster is in no way concealed by this spell.
:Spell_Trace
COST : 1
MODS : R,T
Cast on an object or on a target of a recently discharged spell,
this will give the mage an image of the caster who originally cast the
spell.
:Teleport_Trace
COST : 3
MODS : R
The wizard casts this spell on a character or creature who is likely
to teleport or employ similar magic in the near future. If the recipient
does cast teleport (or dimension door, word of recall, etc.), then
wizard who placed the teleport trace will receive a mental image of the
target location. The caster of the trace will then know his location
relative to that of the teleporter, and he/she will be able to use
scrying magic with maximum accuracy.
:Transfer_Energy
COST : 1
MODS : D,R,T
This allows mages to transfer energy to each other by choice. Those
involved MUST be willing. The being losing the energy decides how much
they transfer and to who. Energy cannot be transferred to a non-mage
being unless they are magical in nature. Only RAW energy *not HUNG
spells* can be transferred this way.
:Voice_of_the_Bat
COST : 5
MODS : D
This spell grants the caster the ability to use sonar to "see" and
move safely at a normal rate in the dark, even in magical darkness. The
caster can tell size and general shape of objects up to 10 yards away in
any direction s/he faces. The caster must actively concentrate to "see"
her/his surroundings, but merely ceasing concentration does not end the
spell, and the caster may resume the sonar again within the spell's
duration.
:Weakness_Understanding
COST : 5
MODS : D
This spell grants the caster the ability to perceive the weakest
points of construction on an object or structure or person. While it is
active they can apply the knowledge to their attacks on such with any
physical attack, causing +1 damage per attack per rank they know the
spell at.
:Xray_Vision
COST : 15
MODS : D
This allows the caster to see thru solid objects just like an xray
machine does, so that they can see the outline of shapes within. It
fails to work thru Lead, Gold and similar heavy materials, and does NOT
give fine detail. Xray vision can be used as a weapon against living
creatures/beings as ranks are gained by exposing them to damaging
dosages. Each RANK allows the increase of the output of Xrays on a
single target so that it does 1 point per rank with no armour defenses
or magical defenses stopping the effect, and range being LOS. Lead and
Gold of course shield from the effects. If 10 or more points of damage
are inflicted this way the subject becomes permanently infertile as a
side effect.
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