Introduction
Clair* Spells
Spells
Acceptor
Acute Smell
Aura Vision
Blindness(F)
Clairaudience
Clairsentience
Clairvoyance
Clear Hearing
Clear Sight
Combat Senses
Danger Sense
Deafness(F)
Detect Forgery
Echovision
Farsee(F)
Find the Path
Fire Vision
Forecast
Gift of Sight
Imposition
Intercept Scryers(F)
Know Direction
Moments(F)
Multistreaming
Night Sight
Oh, wow!
Protection from Scryers(F)
Penetrating Sight(F)
Recorder(F)
Retrocognition
See Bodily Processes
See Invisible
See Otherworld
See Past
Sensitive Touch
Share Senses
Spatial Perception
Spirit Vision
Spell Eye
Star Sight
Third Eye
Tracking
True Sight(F)
Wraparound Vision
The area of Visions has very little power in the sense of combat or mastery. It is not a good first area for a player character. It is a useful area for an NPC character and may be a fun second area. Vision mages can see things far away in both time and space, they can see through walls and barriers, and they can befuddle the sight of others. When a vision mage is using a sense that is not covered by an illusion he is viewing he should get a substantial bonus to discover it is an illusion. When a vision mage is using multiple sense enhancing/modifying spells at the same time they may or may not synergize well. This is a matter for the individual referee to consider.
The spells Clairaudience, Clairsentience, and Clairvoyance may be cast together adding mana, taking the longest casting time, and paying once for any extras like added duration of disembodied point of view.
This spell extends all of the casters natural and magical senses to blanket an area 1 k.m. in radius. He may shift his point of view within the area of effect at will. The caster is in a trance while his perception is not focused on his immediate surroundings. For +1 mana the caster may double the duration or add +1 k.m. radius. Special failure mode one causes blank spots in the caster's coverage of the area. Mode two makes him unable to see those that do not want to be seen (referee must interpret). Mode three drives the caster catatonic for (d100)x(d100)x(d100) minutes (he can die of starvation...).
This spell adds +20 to the recipients olfactory perception save, +5 per +1 mana. The duration may be doubled for +1 mana as well. Special failure mode one divides duration by 2d10. Special failure mode halves effect. Special failure mode three divides effect by 2- 20. For +3 mana the recipients sense becomes discriminatory allowing personal identification as good as sight.
This spell allows the caster to see the aura of a person, creature or object. This will allow the caster to ascertain the person's moral character or give him a clue as to the type of magic embedded in an item. A person's aura will often be a mixture of colors that display his personality as well flashes of color indicating his current emotions.
| Aura Colors | |
|---|---|
| Black | Rage, brutality, black magic, the color of Undeath. |
| Blue | Calm, peaceful, indicates strength of character. |
| Blue Green | Spiritual power, color of pilgrims and searchers. |
| Brass | Complex, guileful, sneaky. |
| Bronze | Stubborn, hard to change. |
| Brown | Intense concentration, indominatible will. |
| Copper | Avaricious. |
| Dark Blue | Dogmatic, given to blind faith and superstition. |
| Dark Green | Envy, hate, and malice. |
| Dark Purple | Evil intent, the color of evil creatures and evil gods. |
| Dark Red | Emotion, desire, sensuality. |
| Dark Yellow | Cowardly, traitorous. |
| Gold | Law, goodness, color of the sterner good gods. |
| Gray | Worry, sickness, a doubt about current enterprise. |
| Green | Practical, self possessed, also associated with Natural Lore. |
| Lavender | Conservative, civilized, sensitive to others. |
| Light Blue | Creative, spiritual. |
| Light Green | Fey, melancholy, often lonely or reclusive. |
| Orange | Sincere, open hearted, believes in justice and fair play. |
| Pale Pink | Psychotic; weak or confused. |
| Pale Yellow | Idealistic, humanitarian. |
| Pelkett | Color of the gods of chaos (not a natural color). |
| Pink | Compassionate, warm, sociable. |
| Purple | Aura of royalty, the color of kings, a true leader. |
| Red | Energetic, a leader; extroverted. An aura flaring red also means anger or moodiness. |
| Red violet | Lover of Chaos, war battle and violence; a berserker. Not necessarily evil, just crazy. |
| Rose | Generous, unassuming, "motherly". |
| Silver | Trustworthy but hates outside control. |
| Violet | Mercurial, easily persuaded, always looking for something new. |
| Yellow | Intellectual, a sage, possesses great wisdom. |
| Yellow Green | Paranoid, jealous, prone to treason and betrayal. |
| Yellow Orange | Witty, friendly, humorous. |
| White | Purity, honesty, innocence. Children; the color of gentler good gods. |
Magic items have an aura, usually one color, dictated by the intent of the person who made them or the type of magic in them. Elemental spells will have definite colors; red for fire, blue for water, brown for earth, light blue for air, gold for ether, jet black and small for void. In general the aura of a magic item will allow the mage to guess what area(s) of magic the the spells embedded in the item came from. If there was a strongly emotional intent in making the object the creators aura colors will persist faintly about the item.
Use of this spell adds 30 to the perceptual integrity against illusions that do not themselves have an aura component. A usual requirement for this is that the illusionist have the ability to perceive auras in some fashion. Special failure mode one is that the person looses their normal sight and can only see auras. Special failure mode 2 is to see auras a black and white only which merely detects the level of magic or fate involved in a person. Special failure mode three is to be blinded for 3-30 rounds.
This spell forces the target to save vs magic or become blind. The caster may extend the duration of the blindness by double or subtract 5 from the victims save for +1 mana. Special failure mode one halves the victim's sight perception save, mode two deducts 3d10 from the victim's sight perception save, mode three reflects the spell back on the caster.
Save that it works for hearing this spell is like clairvoyance.
Save that it works for smell, touch, and taste, this spell is like clairvoyance.
Clairvoyance requires the caster to pick a direction and cast the spell. He falls into a light trance (prone modifiers for combat) and finds himself looking through the eyes of the first (if any) creature in the direction he cast the spell, up to a few kilometers. He may change viewpoints and direction with a stress save, which, if blown, ends the spell. Special failure mode one is a fizzle. Mode two makes a "noise" that may attract hostile spirits but otherwise allows the spell to function normally. Mode three does a "telepathic broadcast" of what the caster sees over a 10+(d100)x(d100) foot radius. For +5 mana the caster may simply put his sense perception in a disembodied point at a specified distance and direction. This point of view can move slowly (2"/round) and turn freely, +2" "movement" per +1 mana.
This spell adds +20 to the recipients audio perception save, +5 per +1 mana. The duration may be doubled for +1 mana as well. Special failure mode one divides duration by 3d6. Special failure mode halves the bonus to the perception save. Special failure mode three divides bonus to the perception save by 3d6.
This spell adds +20 to the recipients visual perception save, +5 per +1 mana. The duration may be doubled for +1 mana as well.Special failure mode one divides duration by 3d6. Special failure mode halves the bonus to the perception save. Special failure mode three divides bonus to the perception save by 3d6.
This spell gives the recipient especially sharp senses allowing him +5 to hit, +5 Missile, +5 bow, and +5 to perception saves relevant to combat. The caster may add +6 rounds or +2 to all these bonuses for +1 mana each but the added bonuses may not exceed three times the casters rank with vision magic and may not more than double the recipients "to hit". Special failure mode one divides the duration by 3. Special failure mode two causes the spell to function as a 5d6 Oh, wow! (see the spell). Special failure mode three causes the spell to have a radius of 3d6".
This spell allows the caster to make a perception save to tell when he is about to be attacked to trigger a trap. The sense causes the caster to feel uneasy as he does something that leads to an attack or disaster. If the caster makes the perception save by 30 or more he gets directional information. If the caster makes the save by 60 or more the caster can accurately target a counter attack. Special failure mode one causes the caster to feel false dangers randomly as well as the real ones. Special failure mode two makes the caster feel that everything he can open or walk through is a trap no matter what, but the spell otherwise works normally. Special failure mode three makes the caster feel random individuals nearby are about to attack him.
This spell forces the target to save vs magic or become deaf. The caster may extend the duration of the deafness by double or subtract 5 from the victims save for +1 mana. Special failure mode one halves the victim's hearing perception save, mode two deducts 3d10 from the victim's hearing perception save, mode three reflects the spell back on the caster.
This spell gives the caster a perception save to detect if a given document is forged even if it is one his is not normally familiar with. The caster gets up to +15 for familiarity and +15 more if samples of unforged documents of the same type or by the putative author are available. The caster may double the duration or add +5 to the perception save for +1 mana. Special failure mode one results in -30 to the save, mode two reversed identification as real or forged, and mode three in a fizzle that feels like it worked.
This spell allows the caster to see by interpreting echoes. Total silence has the effect of darkness on Echovision but the caster himself may make soft clicking sounds to "illuminate" his surroundings. This spell is often used when night sight or star sight are not much use, e.g. during periods of pea soup fog or in dense smoke. Echovision has a lower spatial resolution than normal sight resolving objects a couple of inches across at best. The caster may use his normal and echo vision simultaneously but may have trouble as described in Share Sense. Duration may be doubled for each +1 mana and the caster may cast this spell on another person for +5 mana. Special failure mode one causes the caster to lose his sense of hearing during the Echovision spell. Special failure mode two causes the resolution of the Echovision to be about a foot. Special failure mode three divides the duration by 2d6.
This spell allows the mage to use the special focus (usually a crystal ball or magic mirror) to see faraway people and places. In order to work the mage must concentrate on the spell. The mage must have some piece of the thing he is trying to see, must be very familiar with the target, or have used farsee on it three times before in the recent past. For a person such a piece might be a hair clipping. For a city it might be a bit of dirt from it's street. For +3 mana this spell will allow the mage to smell the far side of the link. For +5 mana the mage may hear what is being said. For +7 mana he may use spiritual abilities through the link. For +10 mana he may cast a single spell through the Farsee, though this will both break his concentration and destroy the usefulness of his bit of the person or place in question. Each time beyond the first that a mage uses a Farsee spell within a given day he must save vs insanity or lose a point of sanity. The mage may add or subtract 5 from this save for each +1 mana. Normally the view is fixed. For +3 mana the view may pan at a rate of 3", +3" per +1 mana. It requires +5 mana for the Farsee to reach to other planes of reality (unless the referee has placed a cost structure on his alternate planes).
If a farsee is permanently embedded in an item the item may maintain the concentration but a save versus insanity is required at the end of each 10+WP minutes and casting a spell still breaks the connection and denatures the any sample used to target the farsee. Special failure mode one causes any insanity saves to be made at - 30. Special failure mode two leads to random targeting. Special failure mode three leads to a possession attempt by a spirit during the farsee, details are left to the referee. The spirit is not necessarily malign.
This spell allows the caster to declare something he is searching for, and then to know the way to it. He will only know the part of the way immediately in front of him, which turning to take now, what action's he must take at present. This spell makes no consideration of the caster's safety. The caster may seek real objects, states of mind, or even mythical things. This can be perilous, as the caster may be forced to create the thing he searches for. Special failure modes are left to the referee.
This spell requires the caster to burn a bit of the hair or clothing of the object of the spell in a fire. While it is burning a vision of what that person is doing at the present time will appear in the fire. It will show the person and whatever he is touching only and only as long as the sample being burned lasts. A distinct advantage of this spell is that its quite unlikely a farspeak will twig it; the farspeaker will just feel a passing flush. Special failure modes are at referee inspiration (was the sample contaminated?).
This spell allows the caster to know what the weather will be like tomorrow. For +1 mana he gets +1 day, to a maximum of 6 weeks. Special failure mode one makes the timing of the forecast off a little. Special failure mode two makes the spell radically wrong about the weather. Mode three is a fizzle.
This spell utterly cures blindness or grants sight to a creature that does not naturally have it. The exact details depend on referee inspiration as to the special failure modes, heh, heh.
This spell requires a bit of hair, etc. from the person to be affected. When the spell is cast the caster can force what he sees, hears, etc. to replace the targets own sensory input. The victim gets a magic save. The caster may get 2x duration or -5 to the victims magic save for +1 mana. Special failure mode one is a fizzle. Mode two causes the victim to get both sensory feeds, referee deal with it as appropriate. Mode three causes the spell to reflect back upon the caster exactly reversing it.
This spell causes any sense-at-a-distance spell that includes the caster in its object to become two way, as is best possible. It makes surreptitious farsee and similar spells almost impossible. The usual use of this spell is to allow two way interaction of such spells. The caster may cast this spell on another person for +5 mana or double the duration for +1 mana. Special failure mode one tends to distort the caster's perceptions. Special failure mode two makes the remote agency aware that the caster can feel his spell. Special failure mode three causes the caster to be unable to use his normal senses while intercepting and using a remote sensing spell.
This spell allows the caster to know the directions of the compass exactly from where he is standing when he casts the spell. Failure modes cause him to be sure but wrong.
This spell allows the caster to foresee the future in a limited fashion. He can see the possible futures emanating into the next few moments. The practical effect is that he may ask the referee the odds of success on an action and be told the accurate odds if he makes a perception save. (Q - "odds on Grak hitting that guy with the glowing blue armor?" A - "5%"). Such a question costs three pips of initiative. For 12 initiative pips the caster may get a detailed, but not necessarily accurate, description of what will happen if he tries something. This spell requires concentration (-10 physical elusiveness) to get a detailed report of the 12 initiative pip sort. The caster may get +6 rounds duration or +5 to his perception save for this spell for +1 mana. The character may only see actions he has thought of except in exceptional circumstances. The particular combat effects of this spell, when it is used eclusively to enhance combat ability, are +30 physical elusiveness versus hand to hand attacks, +15 versus missile and other ranges attacks, +15 to saves that implement ducking, dodging, or taking cover, +15 to hit (all sorts). Special failure mode one will cause the caster to be paralyzed with indecision from chaotic and vivid images. Special failure mode two causes the probabilities to be inverted (1-p). Mode three forces the caster to save versus shock or loose a point of sanity.
This spell allows the caster to view two streams of sensory data without confusion and without needing saving throws to stay tied in to the data or make efficient use of it. This spell would allow the caster to share senses as in the Clair* spells and keep his own senses without needing a save. The caster can also flawlessly hold multiple conversations with this spell and do other things like that. The caster may add +1 sensory stream for +3 mana. Special failure mode one and two are fizzles for this spell. Mode three makes the caster -30 on the sort of saves this spell usually finesses. This spell may be cast with another adding mana and casting times and taking the higher rank involved.
This spell allows the caster to see, monochromatically, in pitch darkness. For +3 mana the caster may throw the spell on another person. For each +1 mana the caster may double the duration. Special failure mode one divides the duration by 2-20. Special failure mode two causes the recipient to have half his normal sight perception save. Mode three blinds the recipient for 2d3 rounds.
This spell puts the targets senses into an over-drive mode and links them to the creature's pleasure center. The creature will stand and perceive in a trance for 5d6-WP rounds (+d6 per +1 mana) getting a stress save to snap out of the trance in any round where it takes damage (+20 for taking hits, +40 for taking health). If the duration is not up the target must save versus stress again in any round in which it is not wounded to go back into the trance. The signal quality is not high on the creatures senses but it may notice things it would not have otherwise have noticed during the trance. Using this spell on yourself is dangerous as it may be addictive. Special failure mode one causes the spell to merely sharpen the victims senses a little (+5 to perception save). Special failure mode two causes he creature to be able to focus the good feelings getting Berserk bonuses to fight. Special failure mode three lets the creature use its unconsciousness save instead of its stress save.
This spell allows the caster to save vs magic to avoid being seen by any of the various see at a distance spells, e.g. Farsee, Fire Visions, etc. If the caster of this spell is the specific object of such a spell he makes a magic save and the amount he makes the save by is deducted from the magic roll of the person casting said spell. Otherwise he simply does not appear, though others in the vision may react to him. The caster may double the duration or add +5 to his save versus scryers for +1 mana. Special failure mode one causes the caster to be -d100 on his save. Mode two divides the duration by 2- 20. Mode three causes the caster to save versus shock or loose a point of sanity each time he makes the save to avoid being seen.
This spell allows the caster to see through up to 1 meter of stone. For +1 mana the caster may add +10 minutes duration or +1 meter of stone. Other substances may be seen through to a depth dependent on their density relative to stone. The sole exception is lead which utterly blocks this spell. Special failure modes are simply fizzles.
This spell requires the caster spend 5 DPs preparing the special focus. Once prepared, including casting the spell once, the focus gains the ability to record its immediate surroundings (1" to 20" radius, caster's choice). It records in one sense, usually sight, that the caster has, +1 sense per +3 mana. The radius of the recording is fixed when the focus is made or can be variable for +3 mana. The caster may start the focus recording by dumping the mana into it for the spell with a -3 delay. The focus will then record its surroundings for an hour (2x time per +1 mana). A single mana pumped into the focus with a delay of (-3) will play back. By concentrating the caster can zoom, change point of view within the recorded scene and go forward and reverse at any speed he likes. The recording stays in the focus until it is used again. The replay may be any size up to life sized. Special failure mode one causes interesting variations in the colors. Special failure mode two causes the recording to run backward. Special failure mode three causes gaping holes within the recorded zone. The focus of this spell shows no visible outward sign that it is a recorder.
This spell allows the caster to view, hear, etc. back in time on the spot he casts the spell. He may run through time at 10 times the normal rate, +5 to the multiplier for +1 mana, 2x duration for +1 mana. He may also pick his starting time up to -1 hour (2x per +1 mana) in the past. Once the caster locates an event of interest he may run time backward or forward about it to view it. The caster may use this spell with the various Clair* spells to move about in his perception of the past or may walk about himself to change his point of view. Special failure mode one divides the scanning rate by 2-20. Mode two causes the caster to get a random starting point. Mode three lets the spell work but requires the caster to save versus shock or loose a point of sanity.
This spell permits the caster to see the life force and bodily interior of a creature. This is generally useful for any sort of medicine - its like a life-force based ultrasound. Using this spell gives +30 to a midwife skill roll. This spell permits the character to spot problems that normally cannot be spotted, from a twisted umbilical cord to an arrow head left in the muscle. Duration is 2x per +1 mana. Special failure mode one forces the caster to make a perception save to use the augmented vision. Special failure mode two makes the caster's normal sight unreliable while using the special sense granted by this spell. Special failure mode three divides duration by 3d6.
This spell allows the caster to see normally visible objects that have been made invisible by a spell or other magical means. Special failure mode one causes the caster to see blurry, indistinct versions of the objects. Special failure mode two causes the caster to see blurry, faint indistinct things that are not there as well as per mode one. Special failure mode three lets the spell work as it is supposed to save that creatures images are displaced 1" in a random direction from their true position.
Ordinarily a vision mage's spells are restricted to viewing the world he is on. This spell allows the vision to extend to other worlds. It is cast with other spells adding mana and casting times and taking the highest rank involved. Exactly how this works and what other worlds are visible is up to the referee. Usually a source of knowledge about another plane of existence is needed to view it. Personal traces will not allow spells to function between worlds without this spell. Special failure modes will tend to deflect this spell into visions that are useless or uncomfortable by showing the wrong other world.
This spell allows the caster to touch an object and see some randomly determined important event from its past. He will get an approximate feeling for time scale. This spell is synergistic with Retrocognition. Special failure mode one causes the spell to affect a nearby object instead of the one the caster wishes to affect. Special failure mode two increases the effect of the spell permitting the caster's point of view to stand outside the object during the event in the past and look around - but the caster is catatonic in the present while this goes on. Special failure mode three will cause the caster to see a random scene from the past.
This spell adds +20 to the recipients tactile perception save, +5 per +1 mana. The duration may be doubled for +1 mana as well. Special failure mode one divides duration by 2d10. Special failure mode halves effect. Special failure mode three divides effect by 2- 20. This spell may aid various touch based skills as a complimentary roll.
This spell allows the caster to touch someone and share that person's senses. The caster may use his own senses or the other characters at will (or both if his mind can handle it, normally this requires a save versus insanity each round or the caster will be forced to choose one or the other sensory stream). The caster takes half of any damage the person he is cosensing with takes as stamina only damage. Any damage he takes beyond his available stamina causes him to save versus shock at minus damage taken (in a given attack, not cumulatively) to keep his sensory link. He may reestablish the link the next round if he makes an unmodified stress save. The caster may double the duration of this spell for +1 mana.
The caster must pay +3 mana for each sense he doesn't have himself that he wishes to share. This doesn't apply do senses which the target of the spell merely has better than the caster (e.g. a dog's sense of smell). Unwilling victims of this spell get a magic save at -5 per +1 mana to resist it's effects. Special failure mode one is a fizzle. Mode two locks the caster into the other parties senses for the duration. Mode three makes the spell flow both ways.
This spell allows the caster to directly sense matter in all directions. The caster gets no chromatic information but may change scale so as to get triple the resolution of his normal sight, +1x per +1 mana. In addition this sense works at any illumination level and through low density matter (fog, smoke, etc.). The spatial perception sense is omnidirectional and allows the caster to see both sides of any object whose far side is within 3" of him along a clear path. This could be used to see under furniture, inside locks, or into the stomach of a person whose mouth was open. The caster may use his normal sight and spatial perception simultaneously but may have trouble as described in Share Sense. Duration may be doubled for each +1 mana. Special failure mode one divides the duration by 3d10. Special failure mode two causes the caster to see everything at maximum resolution all the time: save versus insanity each round or stop the spell. Special failure mode three causes the vision to display another world in the same physical location.
This spell extends the casters vision onto the spirit plane. This allows him to see spirits, auras, and to flawlessly detect possession. See Aura Vision for additional details. Special failure modes lead to increasingly unreliable information.
This spell is like third eye save that the eye that forms can emit any Enchantment spell the caster casts while looking through the eye. For +3 mana the caster may run arcane lore spells through the eye. For +5 mana the caster may run Natural Lore spells through the eye. For +9 mana the caster may run Elemental Spells through the eye. Spells cast through a third eye in this fashion cannot require physical objects unless those objects are in the possession of the creature with the third eye. So, for example, a spell eye could only be used to project a Farsee is the creature with the third eye had the focus. The referee may disallow any specific spell from use through the third eye if it unbalances the game. Special failure modes are as with third eye.
This spell allows the recipient to see well by dim light, e.g. starlight. The caster may buy 2x duration for +1 mana. Special failure mode one divides the duration by 2-20. Special failure mode two causes the recipient to have two-thirds his normal sight perception save. Mode three blinds the recipient for d3 rounds.
This spell allows the caster to touch a creature and form a new eye where he touches. This costs a base of 11 mana. This eye is fully functional and like the other eyes the creature has. The caster is able, at will, to see through this third eye but with the usual problems (See: Share Senses). If the caster has several third eye spells and wishes to keep track of all of them then he must make a perception save at -5 per eye he's still keeping track of. A vision mage will lose track of a third eye if he does not use it for a year or if he wishes to. This spell may be cast with one mana to establish contact (by touch) with a third eye. Special failure mode one lets the eye form but the caster has no contact with it. Special failure mode two causes the caster to see through the third eye in his dreams involuntarily. Special failure mode three causes the caster to see through the third eye all the time, no matter if hew wishes to or not.
This spell either gives the caster the skill Tracking at his natural initial rank or adds +2 ranks if the caster already has the skill, +1 rank per +1 mana. The duration is +10 minutes per +1 mana. Special failure mode once gives a -30 penalty to the casters skill. Special failure mode two is a fizzle. Special failure mode three divides the duration by 2d6.
This spell adds +40 to the casters perception save and perceptual integrity. It also allows him to see, if he wills, the true form of any transformed object he looks on. It allows him to correctly perceive the twists and turns of extra dimensional geometry and teleportals with a perception save. He can, for example, see the far side of a teleportal. The caster may get +20 per +1 mana to perception save and perceptual integrity. The caster may get 2x duration for +1 mana. For +7 mana this spell can be cast on another person. Special failure mode one give the spell one blindspot - type of thing it cnnot percieve - selcted by the referee. Special failure mode two causes the caster to need a stress save to use the abilities granted by the spell, made with each exercise of those abilities. Special fialure mode three causes the caster to require a sanity save to percieve in additional dimensions, e.g. spacewarps and teleportals.
This spell allows any one normally directional sense to become omnidirectional. The caster could use it to see in all direction, for example. It takes a little practice with this spell to use it effectively; the referee may asses a penalty to his and to physical elusiveness the first few times someone uses omnidirectional vision, for example. This spell may be cast with a sense enhancing spell to cause it to be omnidirectional adding mana costs and casting times and taking the highest rank involved. Multistreaming removes the penalty for initial uses of this spell. Special failure mode one causes the wraparound vision to distort images so badly that targeting is impossible other than hand to hand which is itself at - 30 "to hit". Special failure mode two is a fizzle. Special failure mode three causes the sense to be "monochromatic" as the referee interprets this quality for various senses.