Archives Where am I?

The Sleuth

Copyright Cormac Doyle ©2000

Edited by Rich Kirkland for The Guild Companion

It has long been said that in the sphere of conflict, the advances made on one side only rarely stand unchallenged by the other. Surely the same holds true of Law and Order.

The Sleuth represents a balancing opposition to the depredations that a Magent or Dabbler is capable of inflicting upon an unsuspecting populace.

The Sleuth is a variant of the Magent profession – it retains the skill costs (and thus the TP costs), but has different profession bonuses, spells and skill classifications.

The Sleuth

Sleuths are Semi spell users who combine the realm of Mentalism with the realm of Arms. Their base spells deal with the investigation and recreation of crime scenes, along with the enhancement of their perceptions and movement.

Cala muttered to himself in his frustration. He had been examining the scene in minute detail for the last two hours, and he still could find no clues as to how the rogues had managed to break in. Finally, he found a small hair, caught on the torch holder on the wall. Holding it, he summoned the energies and concentrated. With a slight jolt, his perception changed, and he could see a shadowy figure moving in the room. Sadly, no matter how hard he concentrated he could only detect a shadowy outline. With a whispered oath, he allowed his vision to clear and turned to his regent. "I am sorry, m’lud, the thieves were magically cloaked. I promise you that we will find the prince – no magic in Palia will stand against the power of the Seer’s Guild."

Prime Stats: Reasoning/Intuition and Presence and Intuition. Note 1

 

Sleuth Base Lists

The Sleuth has six base lists. The full descriptions of all the spells on these lists can be found on the following pages. For a slightly higher development point cost, they may also develop Open Mentalism spell lists (see RMSS Spell Law, pp 137-146; Of Mentalism, pp 6-15). Other spell lists may be developed, but will cost a larger number of development points.

Analyses:
The analysis of items, samples and crime scenes with an eye for evidence.

Enhancements:
Enhancing the caster’s movement.

Investigations:
Enhancing the caster’s senses.

Recreations:
Allows the caster to record and replay a scene or event, using illusions and phantasms.

Visions:
Allows the caster to move their sensory perspective backward through time, enabling them to witness events as they unfold.

Witness:
Allows the caster to move their sensory perspective away from where they are physically located.

Profession Bonuses

Awareness Group+10Power Awareness+5
Influence+10Subterfuge * Mech.+5
Technical Group+5 Urban+10
Weapon Group+5
Skills and Skill Categories
Armour * Heavy5/5/5Outdoor * Animal2/7
Armour * Light2/2/2Outdoor * Environment2/6
Armour * Medium3/3/3Power Awareness3/7
Artistic * Active2/4Power Manipulation6/12
Artistic * Passive2/5Power Point Dev.8
Athletic * Brawn3/9Science * Basic2/5
Athletic * Endurance2/7Science * Specialised8
Athletic * Gymnastic2/4Self Control2/6
Awareness * Perception3/10Special Attacks4
Awareness * Searching1/5Special Defences15
Awareness * Senses2/6Subterfuge * Attack5/10
Body Development6/14Subterfuge * Stealth1/4
Combat Maneuvers6/14Subterfuge * Mechanics3/7
Communications1/1/1Technical * General3/7
Crafts4/10Technical * Professional8
Directed Spells10Technical * Vocational5/12
Influence1/5Urban1/4
Lore * General1/3Weapon * Category 13/7
Lore * Magical3/6Weapon * Category 24
Lore * Obscure3/7Weapon * Category 36
Lore * Technical2/5Weapon * Category 47
Martial Arts * Strikes3Weapon * Category 58
Martial Arts * Sweeps3Weapon * Category 69
Martial Arts * Combat Man.6Weapon * Category 710
Everyman Skills:
Interrogation (Influence)
Choice of two Awareness * Searching skill
Choice of one Urban skill.
Occupational Skills:
Situational Awareness * Crime Scene
Restricted Skills: Channeling
Spell Development
Base LIst (all)6/6/6Closed List (1-5)10/10
Open List (1-10)8/8Closed List (6-10)12
Open List (11-15)12Closed List (11-15)25
Open List (16-20)18Closed List (16-20)40
Open List (21+)25Closed List (21+)60

Training Packages

Use the same costs as for the Magent.

š š š š š

Note 1: The player can decide if he wishes to play a deductive sleuth (Reasoning) or an inductive sleuth (Intuition) and choose the prime stat accordingly. A deductive sleuth uses sound logic to piece together known facts, while an inductive sleuth pieces together disparate ideas based on inference and comparison with other events.

š š š š š

New Skills

Situational Awareness * Crime Scene:
(Awareness * Senses).
SA * Crime Scene allows the character to sub-consciously register that there is something "out-of-place". They are able to notice minor details and locate pieces of evidence that might be missed by less skilled investigators.

Analyse Crime Scene
(Technical/Trade * Vocational).
This skill allows the character to glean precious information from the scene of a crime. Note that this is different from SA * Crime Scene – the SA skill would allow the investigator to notice the tiny threads caught under the fingernails of the corpse, while the Analyse skill would be used to try and work out how they got there.

Special Notes

Analyses
1) The Fire, Damage and Death Analysis spells can all be used to focus a Vision Behind spell. Thus they do not directly give the identity of the culprit, but give information pertinent to his/her identification. Investigations
1) The various Enhanced sense spells are cumulative in their bonuses, with one stipulation. No skill may receive more than a +50 bonus.

2) The various Superior sense spells are cumulative in their bonuses, with one stipulation. No skill may receive more than a +75 bonus.

Recreations
1) Spells marked with the symbol (§) may be cast while the caster is utilising a Listen, Watch or Witness spell. 2) Spells marked with the symbol (₯) may be cast while the caster is utilising a Recreate spell. Visions
1) Spells marked with the symbol (?) may be cast while the caster is in a Vision trance. Witness
1) Spells marked with the symbol (§) may be cast while the caster is utilising a Listen, Watch or Witness spell.

Sleuth Base List: Analyses

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Food & Drink Analysis

1 Serving

-

touch

I

2)

Test Analysis

1 text

1 Min/Lvl

touch

I

3)

Earth Analysis

1 Sample

-

touch

I

4)

Stone Analysis

1 Stone

-

touch

I

5)

Metal Analysis

1 Metal

-

touch

I

           

6)

Drug Analysis

1 Drug

-

touch

I

7)

Poison Analysis

1 Poison

-

touch

I

8)

Mechanism Analysis

1 Mechanism

-

touch

I

9)

Text Analysis II

1 Text

1 Min/Lvl

touch

I

10)

Liquid Analysis

1 Liquid

-

touch

I

           

11)

Solid Analysis

1 Solid

-

touch

I

12)

Gas Analysis

1 Gas

-

touch

I

13)

Fire Analysis

1 Target

-

touch

I

14)

Damage Analysis

1 Target

-

touch

I

15)

Death Analysis

1 Target

-

touch

I

           

16)

Text Analysis III

1 Text

1 Min/Lvl

touch

I

17)

Code Analysis

1 Text

1 Min/Lvl

touch

I

18)

Death's Delving

1 Target

-

touch

I

19)

-

-

-

-

-

20)

Analysis

Varies

-

100'

I

           

25)

Mass Analysis

Varies

1 Rnd/Lvl

100'

I

30)

Microscopic Analysis

Self

1 Rnd/Lvl

self

I

50)

Crime Scene Analysis

100'R

-

self

I

Analyses

1. Food & Drink Analysis — Allows the caster to learn the origins, purity, and general worth of one portion of food or drink (a glass of beer, a plate of food, etc.). Any impurity will be discovered; only its type – bacteria, poison, dirt, excrement, chemicals, drugs, etc. – will be indicated.

2. Text Analysis — Caster can read a text written in an unknown language, but only understands the basic concepts. This spell gives the caster the equivalent of rank 2 knowledge in a written language.

3. Earth Analysis — Gives the nature and origin of any natural earth, clay, dust, mud, sand, etc., and when and how any worked clay was obtained and worked. This will allow the analysis of glass or ceramic objects and bricks – anything made from clay or sand.

4. Stone Analysis — As Earth Analysis, except stone may be examined.

5. Metal Analysis — As Earth Analysis, except metal may be examined.

6. Drug Analysis — One sample of a drug – either in it’s pure state, or as a contaminant within a portion of food or drink – is analysed; caster is appraised of the drug’s effects, its potency (level), the concentration (no. of doses), and the identity of any antidote (if any exists).

7. Poison Analysis — As Drug Analysis, except pertains to a poison.

8. Mechanism Analysis — This spell analyses one mechanism (e.g., trap, lock, machine, etc.). This gives the caster an idea of its purpose, and how to operate/manipulate it. This gives the caster a +20 when attempting to operate or manipulate this particular mechanism. Anyone to whom he describes the analysis to can get a +10 when operating/manipulating the mechanism.

9. Text Analysis II — As Text Analysis, except gives a complete technical analysis – vocabulary and syntax – but not an understanding of idioms, jargon, implications or cultural references. This spell gives the caster the equivalent of rank 5 knowledge in a written language.

10. Liquid Analysis — As Earth Analysis, except any liquid may be examined.

11. Solid Analysis — As Earth Analysis, excepts any solid may be examined.

12. Gas Analysis — As Earth Analysis, excepts any gas may be examined.

13. Fire Analysis — The caster may examine the site of a fire (up to 24 hours per level after the fire finally went out) and determine the exact age, origin and nature (when, how and why it started, was it magical or natural, was accelerant used, etc.). This is essentially an investigation of the causes of the fire – it does not reveal the identity of the killer (if any).

14. Damage Analysis — As Fire Analysis, except it allows the investigation of damage to physical objects (e.g., exactly how did the front fender of the car get dented?).

15. Death Analysis — Gives information concerning a being’s death – weapon, spell, time since, etc. Must be cast in the place of the death (within 24 hours), or in the presence of the body (no time limits). This is essentially a "post mortem" – it does not reveal the identity of the killer (if any).

16. Text Analysis III — As Text Analysis II, except everything but implications are known – e.g., answers to riddles are not known automatically. This spell gives the caster the equivalent of rank 8 knowledge in a written language.

17. Code Analysis — As Text Analysis III, except texts written in code are fully comprehended.

18. Death’s Delving — As Death Analysis, except that the caster gets a visual image of the killer, and a vague reason for the death (e.g., revenge, robbery, accident, etc.).

20. Analysis — Any (or all) of the lower level spells may be used together on one item, person or place.

25. Mass Analysis — As Analysis, except one item per round may be examined.

30. Microscopic Analysis — For the duration of the spell, all the caster’s Analysis spells can pick up information on the microscopic scale. This can enable the caster to gain considerable amounts of information – look at any advances in forensic medicine if your stuck. The GM’s decision as to what information is gained.

50. Crime Scene Analysis — The caster stands at the scene of a crime, and is appraised of the location, importance, and details of all evidence, whether gross (like a dead body) or microscopic. This can enable the caster to gain considerable amounts of information – look at any advances in forensic medicine if your stuck. The GM’s decision as to what information is gained.


Sleuth Base List: Enhancements

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Contortions

Self

C

self

U

2)

Rock Running

Self

1 Min/Lvl

self

U

3)

Limb Walking

Self

1 Min/Lvl

self

U

4)

Swimming

Self

1 Min/Lvl

self

U

5)

Water Walking

Self

1 Min/Lvl

self

U

           

6)

Sand Running

Self

1 Min/Lvl

self

U

7)

Silent Moves

Self

1 Min.Lvl

self

U

8)

Change to Kind

Self

10 Min/Lvl

self

U

9)

Limb Running

Self

1 Min/Lvl

self

U

10)

Water Running

Self

1 Min/Lvl

self

U

           

11)

Traceless Passing

Self

C

self

U

12)

Swimming True

Self

1 Min/Lvl

self

U

13)

True Change

Self

10 Min/Lvl

self

U

14)

Running True

Self

1 Min/Lvl

self

U

15)

Breath Water

Self

10 Min/Lvl

self

U

           

16)

Changing

Self

10 Min/Lvl

self

U

17)

Traceless Passing True

Self

10 Min/Lvl

self

U

18)

Awaken *

Self

-

self

U

19)

Breath Gas

Self

10 Min/Lvl

self

U

20)

Traceless Running

Self

C

self

U

           

25)

Invulnerability *

Self

1 Min/Lvl

self

Us

30)

Traceless Running True

Self

10 Min/Lvl

self

U

50)

True Invulnerability *

Self

1 Min/Lvl

self

Us

Enhancements

1. Contortions — Allows the caster to slightly alter his muscles, limbs and torso. This facilitates escaping from bonds and small places. This gives a +25 to +50 bonus to manoeuvres utilising the Contortions skill.

2. Rock Running — Caster can run on any nearly horizontal, rocky, uneven, and earthen surface as if he were on level ground. He will expend exhaustion points as if he were walking on level ground.

3. Limb Walking — Allows caster to walk along tree limbs as if he were on level ground.

4. Swimming — Target can swim without expending energy (i.e., will not expend exhaustion points)..

5. Water Walking — Caster can walk on water as if he were on solid ground. This may not be used on rough water.

6. Sand Running — Caster can run on even, unstable surfaces (i.e., sand, snow, ice, etc.) as if he were on level ground. He will expend exhaustion points as if he were walking on level ground.

7. Silent Moves — Caster moves as silently as a cat. Adds +20 to all Stalking manoeuvres.

8. Change to Kind — Caster can alter his form to the form of any desired humanoid race. The form cannot be a specific individual. For example, the caster could take on the form of a Dwarf, but not the Dwarven king. Only the outward physical appearance is gained (e.g., the caster who became a Dwarf would not be able to see in the dark).

9. Limb Running — As Limb Walking, except the caster may move at double his normal base movement rate. He will expend exhaustion points as if he were walking on level ground.

10. Water Running — As Water Walking, except the caster may move at double his normal base movement rate. He will expend exhaustion points as if he were walking on level ground.

11. Traceless Passing — Caster can walk without leaving tracks, or other visible signs of his passing.

12. Swimming True — As Swimming, except the target can swim as fast as he could run. He will expend exhaustion points as if he were walking on level ground.

13. True Change — As Change to Kind, except caster may take the form of a single, studied individual.

14. Running True — As any of the Running spells above, except any one of the spells can be used each round (e.g., the caster could run on sand, then on water, then on rocks, etc.).

15. Breathe Water — Caster can breathe water, but not air, for the duration of this spell.

16. Changing — As True Change, except the caster may assume a different form at any time throughout the spell’s duration, by concentrating for one round.

17. Traceless Passing True — As Traceless Passing, except the caster need not concentrate.

18. Awaken — Awakens the caster from any unnatural sleep (e.g., a Sleep spell, sleeping drugs, etc.). Caster takes one round to awaken.

19. Breathe Gas — Caster can breathe any gas as if it were normal air.

20. Traceless Running — As Traceless Passing, except the caster can move at double his normal base movement rate.

25. Invulnerability — The caster becomes invulnerable to one type of critical, reducing the severity of all criticals of that type (Fire, Essænce, Puncture, Shrapnel) by two levels (e.g., an "E" becomes a "C", a "B" becomes an "A –25", an "A" becomes an "A –50").

30. Traceless Running True — As Traceless Running, except the caster need not concentrate..

50. True Invulnerability —. As Invulnerability, except the critical is reduced by four levels (e.g., an "E" becomes a "A", a "D" becomes an "A –25", an "C" becomes an "A –50", a "B" becomes an "A –75", and "A" severity criticals are ignored)


Sleuth Base List: Investigations

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Night Vision

Self

10 Min/Lvl

self

U

2)

Enhanced Hearing

Self

10 Min/Lvl

self

U

3)

Enhanced Sight

Self

10 Min/Lvl

self

U

4)

Enhanced Taste

Self

10 Min/Lvl

self

U

5)

Enhanced Smell

Self

10 Min/Lvl

self

U

           

6)

Enhanced Touch

Self

10 Min/Lvl

self

U

7)

Peripheral Vision

Self

10 Min/Lvl

self

U

8)

Detect Drugs/Poison

10' R

-

self

P

9)

Detect Illusion

5' R

1 Min/Lvl(C)

100'

P

10)

Anticipate Action*

Self (1 Target)

-

100'

Pm

           

11)

Detect Invisible

5' R

1 Min/Lvl(C)

100'

P

12)

Enhanced Senses

Self

10 Min/Lvl

self

U

13)

Detect Motive

1 Target

1 Min/Lvl

100'

Pm

14)

Detect Emotions

1 Target

1 Min/Lvl

100'

Pm

15)

Detect Lie

1 Target

1 Min/Lvl

100'

Pm

           

16)

True Anticipations*

Self (1 Target)

-

100'

Pm

17)

Superior Hearing

Self

10 Min/Lvl

self

U

18)

Superior Sight

Self

10 Min/Lvl

self

U

19)

Superior Taste/Smell

Self

10 Min/Lvl

self

U

20)

Superior Touch

Self

10 Min/Lvl

self

U

           

25)

Mass Anticipation*

Self (1 Target/Lvl)

-

100'

Pm

30)

Superior Senses

Self

10 Min/Lvl

self

U

50)

Mass Anticipation True*

Self (1 Target/Lvl)

-

100'

Pm

Investigations

1. Night Vision — Caster gains an acute sensitivity to the very low levels of light available at night. Where there is not absolute darkness, the caster should be able to see progressively further – on a cloudy, moonless night, the caster may be able to see 50’ normally, while on a cloudless, moonlight night, the caster may be able to see as though on a sunny summer’s day.

2. Enhanced Hearing — Caster gains an acute sense of hearing. This results in +50 to any perception attempt concerning Hearing alone (such as Awareness • Senses – Hearing), and +25 to perception involving hearing and other senses (such as Awareness • Searching – Observation, Lie Perception; Awareness • Perception – Alertness).

3. Enhanced Sight — Caster gains an acute sense of sight. This results in +50 to any perception attempt concerning Sight alone (such as Awareness • Senses – Sight), and +25 to perception involving hearing and other senses (such as Awareness • Searching – Detect Traps, Lie Perception, Locate Hidden, Observation, Reading Tracks, Surveillance, Tracking; Awareness • Perception – Alertness).

4. Enhanced Taste — Caster gains an acute sense of taste. This results in +50 to any perception attempt concerning taste alone (such as Awareness • Senses – Taste), and +25 to perception involving smell and other senses (such as Awareness • Searching – Poison Perception).

5. Enhanced Smell — Caster gains an acute sense of smell. This results in +50 to any perception attempt concerning Smell alone (such as Awareness • Senses – Scent), and +25 to perception involving smell and other senses (such as Awareness • Searching – Observation, Tracking, Poison Perception; Awareness • Perception – Alertness).

6. Enhanced Touch — Caster gains an acute degree of tactile sensitivity. This results in a +50 to any perception attempt concerning Hearing alone (such as Awareness • Senses – Hearing), and +25 to perception involving hearing and other senses (such as Awareness • Searching – Detect Traps and Locate Hidden). Caster also gains a +25 to all actions which depend on the tactile sense (such as Pick Locks, Disarm Traps, Surgery, etc.).

7. Peripheral Vision — Caster has a 300° field of vision. The flank bonus for attacks against the caster is reduced to +5, and the rear bonus is lowered to +15.

8. Detect Drugs/Poison — Allows caster to determine if there are any drugs or poisons within a 10’ radius. Theses drugs or poisons may be in their raw (unprepared) or prepared forms, and may be pure or mixed in another substance.

9. Detect Illusion — Detects any illusions within the 5’ radius. The caster may concentrate on a different area each round. Note that this does not dispel the illusions, nor allow the caster to see what is under the illusion. It merely identifies the illusion for what it is – an illusion.

10. Anticipate Action — Predicts the most probable actions of a being in the next round; specifics are not learned (e.g., attack in melee, cast a spell; but no detail on who the target will be, or what spell). This results in the caster being able to declare his statement of intent for the round after hearing what the target has decided to do. Note that the target is free to change his declared action with the requisite penalties.

11. Detect Invisible — As Detect Illusion, except it detects invisible objects and targets within the 5’ radius. All attacks against a target so detected are at –50.

12. Enhanced Senses — This spell acts as all the Enhanced sense spells simultaneously. Thus the character has a +50 to all perception rolls, and a +25 to all tactile skills (such as Picking Pockets and Surgery).

13. Detect Motive — Allows the caster to detect the targets motive for carrying out their current action. This for the duration of the spell, the caster will understand why the target takes each of his actions.

14. Detect Emotions — Allows the caster to determine the targets current emotional state, and to monitor it for the duration of the spell.

15. Detect Lie — Allows the caster to determine the veracity of the target’s statements for the duration of the spell.

16. True Anticipation — As Anticipate Action, except the specifics are learned.

17. Superior Hearing — As Enhanced Hearing, except the bonuses are +75 and +50 respectively.

18. Superior Sight — As Enhanced Sight, except the bonuses are +75 and +50 respectively.

19. Superior Taste/Smell — As Enhanced Taste and Enhanced Smell, simultaneously, and the bonuses are +75 and +50 respectively.

20. Superior Touch — As Enhanced Touch, except the bonuses are +75 and +50 respectively.

25. Mass Anticipation — As Anticipate Action, except the caster can anticipate the actions of as many targets as he has levels (all targets must be within 100’ of the caster).

30. Superior Senses — As Enhanced Senses, except the bonuses are +75 and +50 respectively.

50. Mass Anticipation True — As True Anticipation, except the caster can anticipate the actions of as many targets as he has levels (all targets must be within 100’ of the caster).


Sleuth Base List: Recreations

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Record Scene § *

Varies

1 Rnd/Lvl

special

I

2)

Light Mirage

1' R/Lvl

10 Min/Lvl

10'/Lvl

E

3)

Taste/Smell Mirage

1' R/Lvl

10 Min/Lvl

10'/Lvl

E

4)

Sound Mirage

1' R/Lvl

10 Min/Lvl

10'/Lvl

E

5)

Recreate Scene II

1' R/Lvl

10 Min/Lvl

10'/Lvl

E

           

6)

Feel Mirage

1' R/Lvl

10 Min/Lvl

10'/Lvl

E

7)

Record Events § *

Varies

1 Rnd/Lvl

special

I

8)

9)

Recreate Events II

1' R/Lvl

10 Min/Lvl

10'/Lvl

E

10)

Recreate Scene II

1' R/Lvl

10 Min/Lvl

10'/Lvl

E

           

11)

Isolate Element ₯

1 Recreation

10 Min/Lvl

10'/Lvl

U

12)

13)

Recreate Events IV

1' R/Lvl

10 Min/Lvl

10'/Lvl

E

14)

15)

Recreate Scene VII

1' R/Lvl

10 Min/Lvl

10'/Lvl

E

           

16)

Waiting Record Scene §

Varies

Varires

special

I

17)

18)

Recreate Events VII

1' R/Lvl

10 Min/Lvl

10'/Lvl

E

19)

Waiting Record Events §

Varies

Varies

special

I

20)

Recreate Scene X

1' R/Lvl

10 Min/Lvl

10'/Lvl

E

           

25)

Recreate Events X

1' R/Lvl

10 Min/Lvl

10'/Lvl

E

30)

Record True §

Varies

1 Min/Lvl(C)

special

U

50)

Waiting Record True §

Varies

1 Day/Lvl

special

U

Recreations

1. Record Scene — Allows the caster to record any scene for later use with a Recreate spell. This spell will store the scene in it’s entirety; all sensory input available is recorded, with the limits being the limits of the caster’s senses. On replay, however, the scene will be limited by the caster’s ability to display the scene in its entirety. Note that the "image" is as the caster sees it unless his viewing point has been moved by means of a Listen, Watch, or Witness spell. Note that Listen, and Watch spells limit the sensory input of this spell.

2. Light Mirage — Creates any simple immobile image or scene up to an area of 10’R.

3. Taste/Smell Mirage — Fills the area of effect with a set of immobile tastes and/or smells. The tastes/smells are real (no RR) and detecting that it is an illusion can normally wry be accomplished through spells or the use of a sense other than taste/smell.

4. Sound Mirage — Creates any simple immobile set up sounds up to an area of 10’R.

5. Recreate Scene II — This spell allows the caster to precisely recreate an immobile Recorded scene or image within the area of effect. One of the following options may also be chosen:
1). An extra sense can be added to the basic image. (The
corresponding Mirage spell must be known).
2). The duration of the spell may be doubled.
3). The range may be doubled.
4). The Area of Effect may be doubled.
5). The image, or an element within the image, may be
magnified by up to x1/lvl

6. Feel Mirage — As Taste/Smell Mirage, except all the objects and surfaces in a 10'R can be made to feel differently than they really are. Striking an object or surface will cancel the spell for that object or surface only

7. Record Events — As Record Scene, except it records a "video" of the events as they unfold, for the duration of the spell. Note that like the Record Scene spell, this spell records all sensory input.

9. Recreate Events II — As Recreate Scene II, but it allows the caster to play back a Recorded Event.

10. Recreate Scene IV — As Recreate Scene II, except up to three options may be chosen. The same option may be chosen more than once.

11. Isolate Element — The caster may isolate one element within a Scene or Event, and augment it to facilitate recognition. Thus having recorded the events which had just transpired, the caster could amplify that faint whispering he had barely heard.

13. Recreate Events IV — As Recreate Scene II, except up to three options may be chosen. The same option may be chosen more than once.

15. Recreate Scene VII — As Recreate Scene II, except up to seven options may be chosen. The same option may be chosen more than once.

16. Waiting Record Scene — As Record Scene, except this spell may be delayed up to 24 hours, or until set off by a specific action or noise within 100’R of the point where the spell was cast. When set off, it acts as a normal Record spell.

18. Recreate Events VII — As Recreate Events II, except up to seven options may be chosen. The same option may be chosen more than once.

19. Waiting Record Events — As Waiting Record Scene, except it records a "video" of the events as they unfold, for the duration of the spell.

20. Recreate Scene X — As Recreate Scene II, except up to ten options may be chosen. The same option may be chosen more than once.

25. Recreate Events X — As Recreate Events II, except up to ten options may be chosen. The same option may be chosen more than once.

30. Record True — As Record Scene and Record Events, except for duration.

50. Waiting Record True — As Record True, except the spell can be delayed for up to 1 day/lvl.


Sleuth Base List: Visions

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

2)

3)

Vision Behind (1 Min/Lvl)

Self

C

self

I

4)

Crime Lore: Object

1 Object

-

self

I

5)

Vision Guide

Self

Varies

self

I

           

6)

Vision Behind (10 Min/Lvl)

Self

C

self

I

7)

Crime Lore: Person

1 Being

-

self

I

8)

Key Significant ?

1 Target

-

self

I

9)

10)

Vision Behind (1 Hour/Lvl)

Self

C

self

I

           

11)

Crime Lore: Place

1 Place

-

10'

I

12)

Record Sense ? *

Self

-

self

I

13)

Vision Behind (1 Day/Lvl)

Self

C

self

I

14)

15)

Penetrate Shroud ?

Self

1 min/Lvl

self

I

           

16)

Crime Lore: Time

Self

-

self

I

17)

Vision Behind (1 Month/Lvl)

Self

C

self

I

18)

Record Events ? *

Self

1 Min/Lvl

self

I

19)

True Vision ?

Self

1 Min/Lvl

self

I

20)

Vision Location

Self

-

self

I

           

25)

Vision Behind (1 Year/Lvl)

Self

C

self

I

30)

Crime Lore True

Self

-

self

I

50)

Vision Behind (10 Years/Lvl)

Self

C

self

I

3. Vision Behind (1 min/lvl) — Caster gets a vision of up to 1 minute per level into the past (includes all senses). Vision is associated with a place or item touched at the time the spell is cast. Caster may maintain the vision for as long as he concentrates, during which time he is in a trance.

4. Crime Lore: Object — Caster knows if the item he is touching was used in the commission of a specified crime.

5. Vision Guide — This spell gives the caster the ability to scan the past by feeling for temporal location for significant events. This acts to focus a Vision Behind spell on something useful when cast within 1 minute of casting the Vision Guide spell.

6. Vision Behind (10 min/lvl) — As Vision Behind (1 min/lvl), except the caster may look back up to 10 minutes per level.

7. Crime Lore: Person — Caster knows if the target he is touching was involved in the commission of a specified crime.

8. Key Significant — Allows the caster to imprint the image of a person, place or thing. This allows the caster’s Vision Behind spells to key in on the saved image in another place or time. This spell may be cast either on a person, place or thing in the real world, or in a Vision Behind spell

10. Vision Behind (1 hour/lvl) — As Vision Behind (1 min/lvl), except the caster may look back up to 1 hour per level.

11. Crime Lore: Place — Caster knows if the location he is touching was the scene of the specified crime.

12. Record Scene — As Record Scene on the Recreations List, except it may be cast while in a vision trance.

13. Vision Behind (1 day/lvl) — As Vision Behind (1 min/lvl), except the caster may look back up to 1 day per level.

15. Penetrate Shroud — Allows the caster to see through the effects of spells such as Shadow Assassin, Unknown Assassin, Shade, Shadow, Darkness, etc.

16. Crime Lore: Time — In conjunction with the other Crime Lore spells, this spell allows the caster to know the approximate time that a specified crime occurred (very useful for focusing a Vision Behind spell).

17. Vision Behind (1 month/lvl) — As Vision Behind (1 min/lvl), except the caster may look back up to 1 month per level.

18. Record Events — As Record Events on the Recreations List, except it may be cast while in a vision trance.

19. True Vision — Allows the caster to see through the effects of spells such as Facades, Change to Kind, Illusions, Invisibility, False Assassin, etc.

20. Vision Location — Caster may use this spell as a proxy for actually being at a location for using a Vision Behind spell. Note that the location must have previously been stored via a Key Significant spell.

25. Vision Behind (1 year/lvl) — As Vision Behind (1 min/lvl), except the caster may look back up to 1 year per level.

30. Crime Lore True — Acts as all the Crime Lore spells simultaneously. Additionally, a specific crime need not be specified.

50. Vision Behind (10 years/lvl) — As Vision Behind (1 min/lvl), except the caster may look back up to 10 years per level.


Sleuth Base List: Witness

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Negate Fog/Rain §

Self

1 Rnd/Lvl

self

U

2)

Listen I

Varies

1 Rnd/Lvl(C)

10'

U

3)

Watch I

Varies

1 Rnd/Lvl(C)

10'

U

4)

Negate Darkness §

Self

1 Rnd/Lvl

self

U

5)

Witness I

Varies

1 Rnd/Lvl(C)

10'

U

           

6)

Negate Dust §

Self

1 Rnd/Lvl

self

U

7)

Listen II

Varies

1 Rnd/Lvl(C)

100'

U

8)

Watch II

Varies

1 Rnd/Lvl(C)

100'

U

9)

Negate Illusions §

Self

1 Rnd/Lvl

self

U

10)

Witness II

Varies

1 Rnd/Lvl(C)

100'

U

           

11)

Negate Invisibility §

Self

1 Rnd/Lvl

self

U

12)

Listen III

Varies

1 Rnd/Lvl(C)

500'

U

13)

Watch III

Varies

1 Rnd/Lvl(C)

500'

U

14)

Negate Magical Darkness §

Self

1 Rnd/Lvl

self

U

15)

Witness III

Varies

1 Rnd/Lvl(C)

500'

U

           

16)

True Sight §

Self

1 Rnd/Lvl

self

U

17)

Listen IV

Varies

1 Rnd/Lvl(C)

1 Mile/Lvl

U

18)

Watch IV

Varies

1 Rnd/Lvl(C)

1 Mile/Lvl

U

19)

Witness IV

Varies

1 Rnd/Lvl(C)

1 Mile/Lvl

U

20)

Listen True

Varies

1 Rnd/Lvl(C)

1 Mile/Lvl

U

           

25)

Watch True

Varies

1 Rnd/Lvl(C)

unlimited

U

30)

Witness True

Varies

1 Rnd/Lvl(C)

unlimited

U

50)

Waiting Witness True

Varies

1 Day/Lvl

unlimited

U

Witness

1. Negate Fog/Rain — Fog, mist, drizzle & rain tend to reduce or eliminate visibility. This spell allows the caster to ignore such impediments, seeing as though on a bright summer’s day.

2. Listen I — Caster can pick a point up to 10’ away, and he will be able to hear as if he were at that point. There can be intervening objects such as walls between the caster and the point.

3. Watch I — As Listen I, except the caster sees from the point. Caster can rotate the point at will.

4. Negate Darkness — As Negate Fog/Rain, except it allows the caster to see as though it were daylight through all natural darkness and shadow.

5. Witness I — As Listen I, except all sensory input is received.

6. Negate Dust — Air-born dust particles can severely reduce visibility. This spell allows the caster to cut through even a Saharan Sand Storm. (Of course it doesn’t protect him from the searing effects of the dust …)

7. Listen II — As Listen I, except the point can be up to 100’ away.

8. Watch II — As Watch I, except the point can be up to 100’ away.

9. Negate Illusions — This spell doesn’t merely indicate that an object is illusionary, rather it allows the caster to see what is really there.

10. Witness II— As Witness I, except the point can be up to 100’ away.

11. Negate Invisibility — This spell allows the caster to see invisible objects normally.

12. Listen III — As Listen I, except the point can be up to 500’ away.

13. Watch III — As Watch I, except the point can be up to 500’ away.

14. Negate Magical Darkness — As Negate Darkness, except it allows the caster to see through magically created shadows and darkness (including Utterdark).

15. Witness III — As Witness I, except the point can be up to 500’ away.

16. True Sight — This acts as all the Negate spells simultaneously..

17. Listen IV — As Listen I, except the point can be up to 1 mile/lvl away.

18. Watch IV — As Watch I, except the point can be up to 1 mile/lvl away.

19. Witness IV — As Witness I, except the point can be up to 1 mile/lvl away.

20. Listen True — As Listen I, except the range is unlimited. (The caster must be able to locate the desired point in terms of direction and distance).

25. Watch True — As Listen True, except the caster sees from the point.

30. Witness True — As Listen True, except all sensory input is received.

50. Waiting Witness True — As Witness True, except this spell may be delayed up to 24 hours, or until set off by a specific action or noise within 100’R of the point.


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