Post by logan9a on Jan 29, 2019 19:07:49 GMT
Knowledge spells
find direction -> [TBD] -> Alarm -> [TBD] -> Detect magic -> [TBD] -> [TBD] -> [TBD] -> identify magic -> [TBD] ->
IDEAS:
Conceal magic
Find Direction
Casting time: 1 round
Range: Self
Duration: Instantaneous
MP cost: 2mp
The caster’s right arm immediately points north. If north does not exist, it makes a jerking off motion. This sudden uncontrolled motion may cause the caster to accidentally smack other people, fall into volcanoes or whatever the GM finds is funny. Avoid this by being in a flat area away from others.
Alarm
Casting time: 10 rounds + placing stones, making chalk marks, drawing a big circle, etc.
Range: Self to a 30m radius
Duration: Till sunset or sunrise or till triggered.
MP cost: 2mp
Any one entering the radius once set by the caster (up to 30m) causes the caster to immediately be alerted that someone has entered the zone. After that, the spell is done. They would then need to go around placing markers etc all over again.
Detect magic
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 2mp
Gives yes/no to ‘is this item magical’ or ‘is there magic in this area’.
Analyze Magic
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 4mp
Tells whether an item is magic or not and gives a high, medium or low amount of magic and what school that magic is.
Identify magic
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 8mp
Tells any information the GM cares to give about a magic item. Usually all of it unless the GM wants to get all cagey about certain aspects or certain mysterious items.