Difference between revisions of "Detect Magic"
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SubSchool strings are optional. A builder can enter classifications such as "Sonic" or "Mind-Affecting", or any subcategory or descriptor of spells. For instance, the hypothetical Catapult of Fireballs could be "Fire" or "Elemental". Or blank, if you don't want the PC to get that hint. | SubSchool strings are optional. A builder can enter classifications such as "Sonic" or "Mind-Affecting", or any subcategory or descriptor of spells. For instance, the hypothetical Catapult of Fireballs could be "Fire" or "Elemental". Or blank, if you don't want the PC to get that hint. | ||
− | * '''ACR_SUBSCHOOL''' (string) -- "This | + | * '''ACR_SUBSCHOOL''' (string) -- "This catapult has an aura of Evocation (Fire)." |
− | * '''ACR_SUBSCHOOL2''' (string) -- "This | + | * '''ACR_SUBSCHOOL2''' (string) -- "This catapult has an aura of Evocation and Transmutation." |
− | * '''ACR_SUBSCHOOL3''' (string) -- "This | + | * '''ACR_SUBSCHOOL3''' (string) -- "This catapult has an aura of Evocation and Transmutation around a central core of stored Abjuration (Evil)." |
=== Power of Magic === | === Power of Magic === |
Revision as of 13:54, 30 January 2023
Contents
Detect Magic Functionality
A caster can detect the magical auras of objects within a spellcone. Objects that will report include certain FX, Doors, Items, Placeables and their inventory, Triggers, Waypoints, Spell Traps, and finally Creatures and their effects and inventory.
Concentration Check
The amount of information revealed depends on how long you study a particular area or subject. Caster rolls a Concentration Check to determine rounds of study. Checks include Concentration modifiers and buffs.
Roll Rounds Result 1 0 Rounds Failure 2-6 1 Round There is magic within range. 7-13 2 Rounds Number of auras and the power of the strongest aura. 14+ 3 Rounds Location of auras, and a Spellcraft Check vs. power of item to learn its school of magic.
Round 1: There is Magic Within Range
A roll of 2 to 6 earns one round of information that tells the caster simply that there is magic within range.
Round 2: Power of Magic
A roll of 7 to 13 earns Round 2 of information: generalized number of auras within range and the strength of the strongest aura.
Round 3: Location, Individual Power and Possibly School of Magic
A roll of 14+ earns Round 3 of information: the power and location of each aura in range. Also, at this time the caster rolls Spellcraft against the power of each aura to discover the school of the aura.
Building for Detect Magic
Some VFX, Creatures, Doors, Items, Placeables, Triggers, and Waypoints (including spell traps) either automatically report or can be set up to report their magical auras to a caster of Detect Magic.
SpellSchool Variables
A builder can add ACR_SPELLSCHOOL and ACR_SPELLPOWER variables to Doors, Items, Placeables, Triggers, and Waypoints to place an aura of any school and power. To place an aura, only ACR_SPELLSCHOOL and ACR_SPELLPOWER are required. The others are optional and can be left as 0s or empty fields.
School of Magic
For instance, if you wish to suggest that a catapult has an ability to hurl fireballs, set ACR_SPELLSCHOOL to 5, for Evocation. If you want to suggest those fireballs are Transmuted magically from some solid fuel, set ACR_SPELLSCHOOL2 to 8, for Transmutation. A further suggestion that the whole thing is protected against good could use ACR_SPELLSCHOOL3 set to 1, for Abjuration.
Variables include:
- ACR_SPELLSCHOOL (integer) -- "This catapult has an aura of Evocation"
- ACR_SPELLSCHOOL2 (integer) -- "This catapult has an aura of Evocation and Transmutation."
- ACR_SPELLSCHOOL3 (integer) -- "This catapult has an aura of Evocation and Transmutation around a central core of stored Abjuration."
Integer School of Magic 1 Abjuration 2 Conjuration 3 Divination 4 Enchantment 5 Evocation 6 Illusion 7 Necromancy 8 Transmutation 9 General/Universal Magic
SubSchool strings are optional. A builder can enter classifications such as "Sonic" or "Mind-Affecting", or any subcategory or descriptor of spells. For instance, the hypothetical Catapult of Fireballs could be "Fire" or "Elemental". Or blank, if you don't want the PC to get that hint.
- ACR_SUBSCHOOL (string) -- "This catapult has an aura of Evocation (Fire)."
- ACR_SUBSCHOOL2 (string) -- "This catapult has an aura of Evocation and Transmutation."
- ACR_SUBSCHOOL3 (string) -- "This catapult has an aura of Evocation and Transmutation around a central core of stored Abjuration (Evil)."
Power of Magic
ACR_SPELLPOWER is required. The other two are only needed if you want multiple schools of magic. Enter the spell level of the spell being represented. For instance, our Catapult of Fireballs would be ACR_SPELLPOWER 3.
- ACR_SPELLPOWER (integer) -- "This widget has a Faint aura of Evocation (Fire)."
- ACR_SPELLPOWER2 (integer) -- "This widget has a Faint aura of Evocation (Fire) and a Moderate aura of Transmutation."
- ACR_SPELLPOWER3 (integer) -- -- "This widget has a Faint aura of Evocation and Moderate Transmutation around a central core of stored Powerful Abjuration (Evil)."
Spell Level Power of Magic 1-3 Faint 4-6 Moderate 7-9 Strong 10+ Overwhelming