Detection Spells Information

Detection Spells Information

(Animal) Translate *Custom Spell — Open to All

(Animal) Translate is a variation of the 'Translate' spell that permits the caster to form a telepathic link between himself/herself and a single animal (e.g. cat, dog, reptile, bird, amphibian, insect) and use that link for communication. The type of animal must be chosen when the spell is learned. The spell translates the intent of communication rather than any sort of true 'words'. Since most animals are not normally capable of language, the link is more emotional, consisting of images and emotions rather than words or phrases. For this reason, the link is somewhat limited in content. This spell only permits communication; it does not overcome the limitation of the animal's natural intelligence, nor does it in any way compel the animal to do anything, or permit the caster to control its actions or to 'see through its eyes'. The successes on the sorcery test indicate the quality of the translation, up to a maximum number of successes equal to the spell's Force. Transfer of detailed images, such as the appearance of a face, requires at least three successes. The caster must touch the subject of the spell.

Analyze Device

Allows the subject to analyze the purpose and operation of a device or piece of equipment within range of the sense. Every two successes gives the character a single skill point in a corresponding or logical Background or Build/Repair Skill Rating for the device in question, up to maximum skill rating or bonus equal to the Force of the spell. The subject’s previous familiarity with the device or similar objects reduces the target number by –2.

Analyze Magic

This spell allows the subject to analyze a spell, spirit, or magical item as if assensing it. The Force of the spell, spirit, or focus is the target number. To determine the information the subject acquires, consult the Assensing Table; Aura Reading Skill may not be used as a complement to this spell. The caster must touch the subject of the spell.

Analyze Truth

The subject can tell whether or not a target’s statements are the truth. Half-truths, or falsehoods the target believes to be true, are not detected by this spell. The spell needs at least 1 success to determine validity. The spell does not work on written materials or any sort of electronic communication. The subject must hear a statement in person to know if it is true or not.

Animal (Sense)

Animal Sense enables the subject to borrow a single sense of any non-sentient, non-paranormal animal. Unlike other detection spells, this spell does not provide a new magical sense that targets can resist. Instead, the animal whose sense is borrowed resists the spell. If successful, the subject uses the animal’s sense as if it were his own; anything “sensed” by the animal sense does not make a Resistance Test. Any Perception Tests made using the sense are limited to a maximum number of successes equal to the successes achieved when casting this spell.

The subject uses only the sense of the target animal, not his own. The subject has no control over the animal’s actions and cannot target spells using the animal’s sight. The animal must be within range of the spell. As long as the caster sustains the spell, the subject can switch to the sense of any other animal within range as a Simple Action. Each different sense requires a different spell: Animal Sight, Animal Smell, Animal Sonar (only useful on creatures like bats) and so on. The caster must touch the subject of the spell.

Astral Window

This spell allows the subject to see through astral barriers (which are normally opaque) on the astral plane. Each net success achieved by the caster allows the subject to see through 1 Force Point of astral barrier (up to a maximum equal to the Force of the spell). If the caster’s successes do not equal or exceed the Force of the barrier, the barrier remains opaque to the subject. The barrier resists this spell using Force. Only the subject can see through the barrier. Magicians cannot cast spells at targets they see through a barrier using Astral Window. Using this spell does not alert the creator of the barrier. The caster must touch the subject of the spell, and the subject must be astrally active.

Catalog

An area-sense spell, Catalog allows the subject to compile a comprehensive, itemized list of all the non-living items within the area of the spell. If the Sorcery Test is successful, the subject can write or dictate a list of the quantity of all items in range of the sense in a manner similar to automatic writing. Extra successes indicate the level of detail and description the list provides. Once the spell is dropped, the caster will not recall the exact numbers or items. If there are items in the area that the subject would not recognize by sight, they will be listed as “unknown.” The caster must touch the subject of the spell.

This spell is often used to check inventories against theft and offers a means of checking manifests to ensure that no contraband is being smuggled among other items.

Clairaudience

The subject can hear distant sounds as if physically present, to the range of the new sense. The subject must concentrate to use this sense, and while using it, cannot use normal hearing. This spell does not translate visual images, only sounds.

Clairvoyance

The subject can see distant scenes as if physically present, to the range of the new sense. The subject must concentrate to use this sense and cannot use normal vision or astral perception while using it. Magicians cannot target spells using clairvoyance. Astral perception cannot be used in conjunction with clairvoyance. Other vision enhancements possessed by the subject (natural or cybernetic), function through this spell. The spell does not translate sound.

Combat Sense

The subject can subconsciously analyze combat and other dangerous situations within range of the sense. The subject senses events a split-second before they happen. Every 2 successes on the Sorcery Test add 1 die to the subject's Combat Pool for the duration of the spell, up to a maximum bonus equal to the Force of the spell. Combat Sense is not resisted, since it affects only the subject.

Detect Enemies

The subject can detect living targets within range who have hostile intentions toward him. The spell does not detect traps (since they are not alive), nor can it detect someone about to shoot into a crowd at random (the hostility is not directed at the subject of the spell). The spell can detect an ambush or other surprise attack.

Detect Individual

The subject can detect the presence of a specific individual anywhere within range of the sense. The caster names the individual when the spell is cast.

Detect Life

The subject detects all living beings within range of the sense and knows their number and relative location. In a crowded area, the spell is virtually useless, picking up only a blurred mass.

Detect (Life Form)

The subject detects all of a specified type of life form within the range of the sense and knows their number and relative location. Each different life form requires a separate spell (Detect Orks, Detect Elves, Detect Dragons, and so forth).

Detect Magic

The subject can detect the presence of all foci, spells and spirits within range of the sense. It does not detect Awakened characters or the effects of permanent spells once they have become permanent.

Detect (Object)

The subject detects all of a specified type of object within range of the sense and knows their number and relative location. Each type of object requires a separate spell (Detect Guns, Detect Computers, Detect Explosives, and so on).

Diagnose

This spell gives the subject information on the target’s general health and any illnesses, injuries, or other medical problems the target might have. One success tells the subject if the target is healthy or ill and provides a general idea of the target’s Essence (normal or low). Three successes diagnose a specific illness or injury and five successes detect specific viruses (such as HMHVV) and internal injuries. The maximum successes allowed equal the Force of the spell. The caster must touch the subject of the spell.

Enhance Aim

The subject of this spell can more easily hit targets (who are within range of the sense) with ranged attacks. For every 2 net successes on the Sorcery Test, the subject receives a –1 target number modifier, with a maximum modifier equal to half the spell’s Force. This effect is cumulative with non-cyber targeting devices (laser sights, scopes, smartgoggles and so on) and with optical-based cyberware (optical vision magnification), but not with electronic-based cyberware (smartlinks). The caster must touch the subject of the spell.

Eyes of the Pack

This spell allows the subject to use the sight of any voluntary metahuman targets within range. As long as the caster sustains the spell, the subject can see through the eyes of any member of the “pack” (switching to another target requires a Simple Action). The subject does not have any control over the target’s actions and cannot cast spells or astrally perceive through the borrowed vision. Successes for any Perception Tests made using the borrowed sight may not exceed the number of successes achieved in casting this spell. Anything seen through the borrowed sight does not resist the spell. The caster must touch the subject of the spell.

Mind Link

Mindlink allows two voluntary subjects to communicate mentally, exchanging conversation, emotions and mental images. One success on the Sorcery Test is enough to establish the link. The subjects must be within line of sight of the caster. Once the spell is cast, the subjects must remain within the range of the sense, but may move out of line of sight.

Mind Probe

This spell allows the subject to telepathically probe the mind of a visible target within range of the sense (chosen when the spell is cast). If the caster gains one or more successes, consult the Mind Probe Results Table for the information gained. The subject may probe for one piece of information per Initiative Pass. For each additional use of Mind Probe against the same target within a number of hours equal to the target’s Willpower, add +2 to the target number per attempt.

Night Vision

This spell grants a voluntary subject low-light vision like that provided by the low-light cybernetic enhancement. The caster must touch the subject of the spell.

Thermovision *Custom Spell — Open to All

Provides the subject with thermographic vision in a natural, organic way (since its magic), such as a troll has.

Translate

This spell sets up a low-level telepathic connection between the subject and a voluntary target, allowing them to understand each other’s speech as if the subject spoke the target’s native language. The spell generally translates intent better than exact phrasing, and so cannot be used for delicate diplomacy where the tact of a skilled translator is needed, but it does find its uses for international corporate and government types. The successes on the Sorcery Test indicate the quality of the translation, up to a maximum number of successes equal to the spell’s Force. The caster must touch the subject of the spell.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License