Detect Magic |
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Universal |
The character can detect magic spells and enchantments within sight. The intensity of the aura is proportional to the strength of the magic. Some spells, particularly illusions, are designed not to be so easily detected. For these, the difficulty of detecting the aura is equal to the original spell's difficulty. |
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Sample Effect Difficulties |
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20 |
1 day per DL |
30 |
1 year per DL |
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Extend Spell |
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Universal |
Extends the duration of a spell. Note that the difficulty listed here is added to the base difficulty of the original spell divided by two. So to extend a spell with an original DC of 20 for a century would be DC30. (20/2 + 20) |
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Sample Effect Difficulties |
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10 |
Adds 2 hours to duration |
15 |
Adds a few months to duration |
20 |
Adds a century or two to the spell duration |
25 |
Spell lasts for millennia |
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Dispel Magic |
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Universal |
Attempts to nullify ongoing spells or magical effects. The minimum difficulty for this spell is DC15, but can go higher.
If the target is a spell, the difficulty for Dispel Magic is the resistance value of the target spell.
If directed against a creature with magical abilities, the creature must resist the spell or have it's abilities suppressed for 1 minute per DL.
Magic item enchantments are suppressed for 1 minute per DL. Item enchantments are cancelled if the dispel exceeds the DC the permanency spell resistance. |
Trigger |
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Universal |
Delays execution of a spell for a set time or until specific action occurs. The action must be something straightforward, such touching an enchanted object, casting another spell at it, moving into the spell's area, turning on a light, and so on. At base difficulty the trigger lasts up to a couple hours, after which the delayed spell either activates or dissipates, set by the mage at casting time. |
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Sample Effect Difficulties |
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15 |
A few days |
20 |
A few months |
25 |
Years |
30 |
Centuries |
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