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Chapter 5: Magic Spells
Insight Spells
Examine Supernatural
Insight
Allows the caster to see things from the supernatural world.
Cost: 1 MP
Casting time: 1 standard action
Range: Personal
Target: Self only
Duration: 5 minutes (stage 1)
Saving Throw: None
Casting: Eyes open wide for a second.
This spell is used when the caster needs to see what supernatural influences are at work nearby. It allows the caster to see things that otherwise may be hiding in plain sight - either invisible or in human guise.
Stage 1: The caster can see any supernatural energies or creatures within 20 feet. The spell lasts 5 minutes.
Stage 2: The caster can see any supernatural energies or creatures within 60 feet. The spell lasts 10 minutes.
Stage 3: The caster can see any supernatural energies or creatures within 100 feet. The spell lasts 30 minutes.
Stage 4: The caster can see any supernatural energies or creatures within 200 feet. The spell lasts 60 minutes.
Seeing afterimages: The afterimage of supernatural energies or creatures depends on how powerful the creature or force was. Normally more powerful means it lasts longer, although some powerful things can mask their power. Most afterimages stay for about 10 minutes, although an impression of a vicious attack might last hours.
Sometimes normal people leave after images for a short while, when extreme emotions are involved with an event.
Seeing an active spell: The caster can sometimes see if a spell is active on a person, by making a Spot check. DC 20 to see a spell, DC 25 to identify the exact spell. Some other spells, such as ones active in an area, are easier to spot and usually have a DC of 15.
Examine Supernatural Notes: This spell can be cancelled at anytime by the caster.
Last Moment
Insight
The caster sees what the victim saw before dying.
Cost: 1 MP
Casting time: 1 standard action
Range: Personal
Target: Self only
Duration: See text
Saving Throw: None
Casting: Hand held near the victim
This spell works well to give clues or confirm suspicions in random crimes.
Stage 1: The Caster can see and hear what the victim saw and heard in the last 30 seconds before they died. The spell works if the death occurred in the last 2 days. The caster must be within a foot of the victim’s body. The body does not need to be at the crime scene.
Stage 2: The Caster sees and hears the last 5 minutes of the victim’s life. The spell works if the death occurred in the last 7 days.
Stage 3: The Caster sees and hears the last 30 minutes of the victim’s life. The spell works if the death occurred in the last 15 days.
Stage 4: The Caster sees and hears the last 2 hours of the victim’s life. The spell works if the death occurred in the last 30 days.
The caster can speed up events in their mind’s eye.
Opposition: Knowing either vaguely or exactly how this spell works, some killers have been known to take grisly actions to avoid detection. Some have been known to blindfold their victims to remove information from their last moment. Others try and hide bodies long enough that the spell cannot be cast effectively.
This spell also works in another way, although it is a less common method. If cast within 10 feet of where the victim was killed, with the killer present, the caster sees the crime from the victim’s perspective. This may be necessary if a killer has used the Disintegrate Body Death Spell.
Remote Senses
Insight
The caster sees and hears a location where they are not.
Cost: 1 MP
Casting time: 1 standard action
Range: See text
Target: Self only
Duration: 1 minute
Saving Throw: See text
Casting: Eyes closed and concentration
This spell allows the caster to see and hear a spot a short distance from where they are. Because it allows the caster to "see through walls", it is commonly used by members of the Eldlandrian Western Guard and other armed forces as a reconnaissance tool.
Stage 1: The caster can perceive an area 25 feet away. Everyone observed gets to make a Willpower Saving Throw DC 18. Making it means the person gets a subtle feeling they are being watched.
Stage 2: The caster can perceive an area 50 feet away.
Stage 3: The caster can perceive an area 100 feet away.
Stage 4: The caster can perceive an area 200 feet away.
Stopping Remote Senses: This spell cannot breach an area protected by the spell Barrier Against Remote Senses.
Sense Aim
Insight
The caster becomes aware if someone aims a weapon at them.
Cost: 1 MP
Casting time: 1 standard action
Range: Personal
Target: Self only
Duration: 1 hour (stage 1)
Saving Throw: None
Casting: Caster looks high and low for a second.
Stage 1: The caster gets an immediate spot check with a +20 bonus if someone begins to aim a weapon at them. Spotting the shooter ruins any surprise attacks and forces everyone to roll initiative.
Stage 2: The duration increases to 2 hours.
Stage 3: The duration increases to 4 hours.
Stage 4: The duration increases to 8 hours.
Sense Aim Notes: The shooter need not take an aiming action to trigger this spell. The simple act of firing a ranged weapon requires some basic aiming.
Sense Hidden
Insight
The caster becomes aware when they get near an object that has been hidden.
Cost: 1 MP
Casting time: 1 standard action
Range: 10 feet (stage 1)
Target: Self only
Duration: 5 minutes
Saving Throw: None
Casting: The caster scrutinizes a spot for a moment.
Stage 1: The caster gets a +10 bonus to spot anything that has been deliberately hidden. They also know if they are getting closer or further from something hidden, within range (useful if there is no way to spot a clue, such as something hidden in a wall).
Stage 2: The spot bonus rises to +15. The range increases to 20 feet.
Stage 3: The spot bonus rises to +20. The range increases to 30 feet.
Stage 4: The spot bonus rises to +25. The range increases to 40 feet.
Sense Truth
Insight
The caster senses if someone lies to them.
Cost: 1 MP
Casting time: 1 standard action
Range: Personal
Target: Self only
Duration: 5 minutes
Saving Throw: WILL Resists
Casting: The caster glares at the target for a second.
Stage 1: The caster gets a +10 bonus to their sense motive check when talking to someone. Also, anytime they hear a lie, a cold shiver runs down their back. The speaker may resist the spell by making a Willpower Saving throw vs. DC 18. If the speaker fails, the result is as if they did not resist. If they succeed, the caster gets a sharp headache for a second.
Stage 2: The sense motive bonus rises to +15.
Stage 3: The sense motive bonus rises to +20.
Stage 4: The sense motive bonus rises to +25.
Sense Truth Notes: This spell will have different results depending whether the target of interest is in custody or in a social setting. To resist this spell, the target of interest need not know a spell has been cast. Some people are naturally defensive.
Up Next: Light Spells




