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LEVEL 1:  

Detect Curse 1    Shows the existence, nature, and area of effect of an active curse.

Detect Magic 1    Detects the presence of magic on any one item.

Detect Power    Detects the presence of a power in any one small area.

Detect Spirit    Detects the presence and color of a spirit in a grave, item, or pile of bones.

Detect Trap and Lock   If present, shows the residence and level of a trap and lock when cast on a specific object.

Identify Alchemical Items & Components   Determines the properties and uses of plants and components for alchemical purposes, as well as identifies dusts, potions, elixirs, salves and unguents.

Know Curse 1    Tells the type of curse and method for removing it.

Know History    Reveals a very brief history of an item, image or person. Its will often include facts such it's creation (if an item) or place of birth (if person),  the last person to possess it and a significant fact about item or person.

Know Rune    Triggers the information output of a rune.

Seance    Allows communication with white, gray or brown spirits only. This spell does leave the character open to attacks or possessions by the spirit.

Second Sight    Grants a brief vision with controlled focus on the intended target of the casting. However, the time factor of the spell cannot be controlled...the vision can be from the past, present or a potential future.

LEVEL 2:   

Clairaudience    Allows a person to overhear the current conversation or messages of other known individuals, subject to a range limitation.

Detect Curse 2    Reveals the presence of a cursed item and the action or actions that will trigger it.

Find The Path    Divines the general direction and relative distance of something.

Identify 1    Determines the general property of an item on which detect magic has been cast. (Example: ID 1 cast on Margen's sword will tell that it is +3 blade and has 2 special abilities. If cast on a channeled item, it will reveal the spells and number of charges in the item.)

Know Glyph    Has two different applications, of which one must be chosen per use.  Either identifies the function and purpose of a glyph or triggers the glyph to release its information (and/or possibly its spells if that is how glyph is designed). 

Know Spell    Has two different applications, of which one must be chosen per use. {#1} This spell, when cast on a small area, will tell what spells are either in effect at the current time, or have been cast there recently. {#2} This spell must be cast on a creature or person, and will reveal the nature of all channeled items and personal spells the target creature has functioning.

Know Toxin    Detects the presence of a poison or disease in a small area of 5' by 5'. This spell also shows the effects and name of the malady as well as the level of the venom’s lethalness.

Limited Retrocognition   Shows one limited static scene from the past with controlled focus on the intended target of the casting. However, the time factor of the spell is limited to 100 years per level of the evoker of the spell.

Read Magic    Allows character to read magic writing. This would allow up to two unknown scrolls to be identified.

Tongues    Allows character to understand strange written or spoken languages that were in existence at the time of the spells creation during the Great School Era.

LEVEL 3:   

Clairvoyance    Shows events in a known area that are presently occurring, subject to a range limitation.

Death Lights    Causes illusionary lights to replay a death scene, but only if the corpse or item causing death is present. (This spell is not learnable or buyable as we do not want to define the deaths of every spirit in the ShadowLands.  It is available only via prayers and treasure items)

Detect Magic 2    Detects the general nature and specific spheres of magic in a 25 square foot area of effect. If the magic item or spell is totally encased, then it will not be visible or possible to ID. ( Example: A Pen of Spirit Writing would be revealed as a “Permanent Information item. If the same pen was placed in a closed box, nothing would be learned as the caster would not be able to “see” the item, and thus “know” what it was, as the target of the spell must be visible to be understood.)

Identify 2    Identifies specific properties of a permanent magic item. (Example: ID 2 cast on Margen's sword will reveal that it is a +3 blade, will warn its owner of doom once per day, and will prevent the death of its wielder at the hands of any undead.)

Know Curse 2    Tells the nature of a curse, who placed it on the item, and may reveal the reason for the item being cursed.

Know Lore    Gives a moderate history of an item, image or person.  Will include a series of facts from birth/creation, deaths, activities or usage important events.  Information will be focused on the object/being and reveal much facts about peripheral people or events.

Tracking    Reveals previous movement through an area or the path taken by a specific quarry.

LEVEL 4:   

Detect Magic 3    Detects and ID's specific spheres of magic in a 25 square foot area of effect, and tells what the function or purpose of the spells might be. If the magic item or spell is totally encased, then it will not be visible or possible to ID. ( Example: A Pen of Spirit Writing would be revealed as a “Permanent Information item, whose purpose is to convey the messages of spirits to its user. If the same pen was placed in a closed box, nothing would be learned as the caster would not be able to “see” the item, and thus “know” what it was, as the target of the spell must be visible to be understood.)

Know Sigil    Has two different applications, of which one must be chosen per use.  Either identifies the function and purpose of a sigil or triggers the glyph to release its information (and/or possibly its spells if that is how sigil is designed). 

Locate Object    Provides detailed information on an item’s location if no means of divination blocking is in place.

Precognition    Divines the likely consequences of a set of actions.

Psychometry    Divines the origin and purpose of an item as well as gives psychic impressions of the item’s previous owners (how they felt about it, significant events in the owner’s life that the item was present at. For example: a man’s wedding ring may retain impressions of the love that he felt toward his bride or perhaps images from the moment of his death).

Retrocognition    Replays a full scene from the past, including nuances of intent and emotion, but there must be some link to that scene present for the spell to function. However, the time factor of the spell is limited to 150 years per level of the evoker of the spell.

LEVEL 5:   

Detect Magic 4     Detects and ID's all magic items and spells in a 25 square foot area of effect, whether they are hidden or not.( Example: A Pen of Spirit Writing would be revealed as a “Pen of Spirit Writing; a permanent item, with three uses per adventure.

Endow Artifact    Creates a permanent magic item of the Information Sphere when cast in conjunction with the desired spell.

Know Legend    Creates a document that gives the full history of an item, image or historical figure. This document may take some time to appear but the caster will receive at minimum a lengthily synopsis of the record on casting.  This spell will reveal not only the facts about the item or person in question but will also describe or detail the events or personas that underlie the history sought.

 

Notes:

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