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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