[7.5.1]
| DoM 1 ) Detect Movement | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 1 minute | R: 30 meters @ | D: 1 hour | ST: None | Fatigue: 1 |
| Long Description | ||||
| Allows the Mage to detect movement within the area of effect. The Mage may set size and/or mass exclusion limits. | ||||
| Short Description | ||||
| Detect movement within area. | ||||
| Base:100 | Powerword:400 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.5.2]
| DoM 1 ) Detect Rift | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 1 minute | R: 2 kilometers @ | D: 1 hour | ST: None | Fatigue: 1 |
| Long Description | ||||
| This Spell, centered on the Mage, allows the Mage to detect any open dimensional rift within the area of effect. This will alert the Mage to the use of any Spell which uses dimensional magic in any way. | ||||
| Short Description | ||||
| Detect any rifts within area. | ||||
| Base:100 | Powerword:400 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.5.3]
| DoM 1 ) Dowsing | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 1 minute | R: 10 meters | D: 1 hour | ST: None | Fatigue: 1 |
| Long Description | ||||
| Using a forked stick made of hazel or willow, the Mage may detect the location of a specific material if it is within range. While the Spell lasts the Mage is concentrating intensely and may do little but walk slowly unless the Mage gives up the search. | ||||
| Short Description | ||||
| Detect the location of a specific material. | ||||
| Base:100 | Powerword:400 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.5.4]
| DoM 1 ) Sensitivity | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 1 minute | R: 15 cm | D: 1 hour | ST: None | Fatigue: 1 |
| Long Description | ||||
| When the mage casts this spell, he or she may feel magical vibrations within 15 cm of his or her hands. The mage is only informed of whether an object is magical or not. He or she will receive only a vague indication of power level. | ||||
| Short Description | ||||
| Detects any Mage or Clerical magic and power level. | ||||
| Base:100 | Powerword:400 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.5.5]
| DoM 2 ) Compass | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 1 minute | R: Self | D: 1 hour | ST: None | Fatigue: 2 |
| Long Description | ||||
| Allows the Mage to concentrate and determine compass headings. If desired, the Mage may choose a heading to follow and be guided by a gentle mental 'tugging' along the line of choice for the duration of the Spell. | ||||
| Short Description | ||||
| Become aware of compass directions. | ||||
| Base:200 | Powerword:800 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.5.6]
| DoM 2 ) Detect Elevation | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 1 minute | R: Self | D: 8 hours | ST: None | Fatigue: 2 |
| Long Description | ||||
| Allows the Mage to determine relative height to a reference point of choice (normally sea level). | ||||
| Short Description | ||||
| Detect height or depth. | ||||
| Base:200 | Powerword:800 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.5.7]
| DoM 2 ) Mask Magic | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: Self | D: 12 hours | ST: None | Fatigue: 2 |
| Long Description | ||||
| All magic touching or connected to the mage is rendered invisible to atmospherics and sensitivity (or clerical equivalents), e.g. a magical sword in a sheath would become invisible to magical detection, but if the mage dropped it on the ground it would be visible magically. This will also hide magical connections such as those that link summoned creatures to the mage, though the summoned creature will still be visible magically. | ||||
| Short Description | ||||
| Hide magic. | ||||
| Base:200 | Powerword:1200 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.5.8]
| DoM 3 ) Atmospherics | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: 30 meters @ | D: 1 hour | ST: None | Fatigue: 3 |
| Long Description | ||||
| When this Spell is cast, the Mage may see the presence of any magical or spiritual entity or object, and its approximate power and location, including Glyphs and running Spells, even through mundane materials. Different types of magic may (at the discretion of the Game Master) appear differently, such as Enchanted items glowing green and Glyphs glowing yellow. | ||||
| Short Description | ||||
| Detect any magic and its power level. | ||||
| Base:300 | Powerword:1800 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.5.9]
| DoM 3 ) Detect Light/Dark Illusions | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 1 minute | R: 100 meters | D: 1 hour | ST: None | Fatigue: 3 |
| Long Description | ||||
| Allows the Mage to identify a Light Illusion as an illusion within the area of effect. The Illusion can still be seen but will appear to the Mage as translucent with a rainbow shimmer. | ||||
| Short Description | ||||
| Detect Illusions of Light. | ||||
| Base:300 | Powerword:1200 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.5.10]
| DoM 4 ) Detect Life | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 1 minute | R: 30 meters @ | D: 8 hours | ST: None | Fatigue: 4 |
| Long Description | ||||
| Allows the Mage to detect any living creatures within the area of effect. The Mage may set size and/or mass exclusion limits. Criteria for 'what is living' to be determined by the Gamemaster (that is, can one detect silicon life forms) | ||||
| Short Description | ||||
| Detect any living creatures. | ||||
| Base:400 | Powerword:1600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.5.11]
| DoM 4 ) Spectral Vision | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 1 minute | R: Special | D: 1 hour | ST: None | Fatigue: 4 |
| Long Description | ||||
| Allows the Mage to see further along the electromagnetic spectrum than normal Mage visual range (e.g. this gives a human Mage the ability to see in infrared and/or ultraviolet). The range of this Spell is the same as the Mage's current ability to see. If the Mage's vision is enhanced by another Spell, such as Enhanced Perceptions, this Spell will layer with those spell effects. | ||||
| Short Description | ||||
| See in infrared and ultraviolet. | ||||
| Base:400 | Powerword:1600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.5.12]
| DoM 5 ) Locate Object | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: Special | D: 1 day | ST: None | Fatigue: 10 |
| Long Description | ||||
| The Caster can sense the exact location of any distinctive object, animal or person. The Mage must either know the object, animal or person very well, or must have a piece of the thing, animal or person to be located. The target must be within the Spell range, which is 500 km + (100 km * DoM in Spell Casting). The caster will continue to be aware of the exact location of the target for the next 24 hours, or until the target moves out of range of the Spell. Note that several Spells (Atmospherics, Sensitivity) may alert a person being Located (and allow them to track down the Mage locating them). Only one Location Spell many be cast at a time. | ||||
| Short Description | ||||
| Detect specific target. | ||||
| Base:500 | Powerword:3000 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.5.13]
| DoM 5 ) Location | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: Self | D: None | ST: None | Fatigue: 10 |
| Long Description | ||||
| This spell gives the mage an absolute awareness of his own location, no matter where the mage is, or how he arrived there, with respect to the mage's home. This awareness crosses all dimensions. It does not necessarily give the mage knowledge of a route to or from his current location. | ||||
| Short Description | ||||
| Know where you are. | ||||
| Base:500 | Powerword:3000 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.5.14]
| DoM 5 ) Magic Analysis | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: 3 meters | D: None | ST: Magic Talent | Fatigue: 10 |
| Long Description | ||||
| With this Spell, the Mage will gain exact information concerning the magical nature of any one object or creature. This knowledge would include Enchantment bonuses and Spell Inscriptions. The Game Master should give detailed information. Animate creatures receive a Magic Talent Saving Throw. | ||||
| Short Description | ||||
| Understand the magical properties of one thing. | ||||
| Base:500 | Powerword:3000 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.5.15]
| DoM 6 ) Detect Reference Point | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: Special | D: 1 hour | ST: None | Fatigue: 12 |
| Long Description | ||||
| Allows the Mage to find all magically created Reference Points within the radius of effect, including compass heading and distance. The range of the Spell is 10 km per DoM of Spell Casting. If there are more than a handful of reference marks in the radius of effect, it will take the Mage some time to locate them all. He or she must spin slowly and will become aware of Reference Points in the direction being faced. | ||||
| Short Description | ||||
| Locate all reference points in area. | ||||
| Base:600 | Powerword:3600 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.5.16]
| DoM 8 ) Make Reference Point | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: 10 meters | D: Until Dispelled | ST: None | Fatigue: 16 |
| Long Description | ||||
| Allows the Mage to create an absolute magical (non-physical) Reference Point which can be used later by teleport, compass, or location spells. | ||||
| Short Description | ||||
| Create magical reference point. | ||||
| Base:800 | Powerword:4800 | Runic:800 | Internal:800 | |
| Glyph:800 | Potion:800 | Enchantments:800 | Glyph Enchantments:800 | |
[7.5.17]
| DoM 8 ) True Sight | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: 30 meters @ | D: 1 hour | ST: None | Fatigue: 8 |
| Long Description | ||||
| This Spell will grant incredible clarity of vision to the Mage. It combines the effects of Atmospherics, Magic Analysis, Character Analysis, Detect Illusions, Spectral Vision and Mental Shield IV. The Mage will see things as they truly are, and be able to instantly assess beings and objects. | ||||
| Short Description | ||||
| See reality rather than appearances. | ||||
| Base:800 | Powerword:4800 | Runic:800 | Internal:800 | |
| Glyph:800 | Potion:800 | Enchantments:800 | Glyph Enchantments:800 | |
[7.5.18]
| DoM 9 ) Discover True Name | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: Special | D: None | ST: Magic Talent -9 | Fatigue: 18 |
| Long Description | ||||
| In order to cast this Spell, the Mage must either be able to see a creature or have some body part from the creature. If the creature fails the Saving Throw, the Mage discovers the creature's True Name. If the Caster does not possess a body part of the target, the target adds +4 to its Saving Throw. If a Spellcaster knows a target's True Name, the target's Saving Throw is decreased by -8 for any other effects the Spellcaster visits upon the target. | ||||
| Short Description | ||||
| Discovers True Name. | ||||
| Base:900 | Powerword:5400 | Runic:900 | Internal:900 | |
| Glyph:900 | Potion:900 | Enchantments:900 | Glyph Enchantments:900 | |
[7.5.19]
Detection Tree