So in the saga I am currently playing in, the character with second sight seems to have a HUGE leg up on the rest of us in terms of being able to sniff out magical and paranormal phenomena.
I am playing an Intellego Vim specialist and would like to have the abilities he has, but through spells. What would the spell or spells look like which would emulate the abilities of the second sight? (base levels of effect are all I am looking for. I can add durations and such later.)
This came up because we got sent to an old battlefield to watch the ghosts re-fight the battle. Only the guy with second sight could see anything. I wanted to spontaneously cast a InVi or InMe spell to allow me to see the ghosts, but there were no guidelines in the book for what that would be.
(Rhetorical Question, but I'll answer it as I respond.)
One bothers with InVi because, penetration aside, spells just work, while SS both requires a difficulty roll, and that roll (and the resulting information) is decided by the SG. That, and SS is actually quite limited in what it can do, and when.
SS tells you that something is up, but not exactly what. InVi is what can provide details.*
It ~is~ powerful, no doubt, but not the be-all that some make it out to be. Or should be played that way, imo, unless the SG has just lost control of the game.
(* In a game here, a character used SS to notice an infernal area - cool. Now that that's straightened out, the characters a're still no closer to finding out what that signifies, until someone with the proper InVi spell shows up...)
(Hint - I think (most?) everyone knows what was just said in the previous post, no need to quote it if that's what you're responding to. It's still in context.)
Not sure where you get Level 45, but I suspect that's a bit exaggerated.
I always use InMe, and that's usually around Level 25 or so, depending on the sense. (Hearing usually works just fine.)
Hear the Spirit's Tread
R: Personal, D: Concentration, T: Hearing
This spell allows the caster to sense the nearby presence of ghosts or similar spirits, so that further spells can be cast directly upon them. Not every ghost is visible, nor cooperative. Different ghosts will each sound distinctly different, but a true crowd of ghosts may overwhelm the hearing of any but the most discerning magus.
(Base 4, Concentration +1, Hearing +3)
The InVi base of 5 allows the detection of active magics...I'm not sure what the 15 is for; looking at the guidelines, I think I'd permit InVi base 5 for a starting point to just watch the ghosts, but not tell what realm they're aligned with, or if they're a sort of psychic replay or free-willed spirits capable of interaction...that sort of thing.
While most Players feel more comfortable with "vision" type spells, there are some instances where those are not desirable. At night, for instance - only as useful as the available light (or other "vision enhancing" spells). Or in a fog, or a dense wood, or a building with tight turns, each presenting a different problem to the magus to "see" what he's looking for. If the ghost is behind a stone - can't "see" them (without a "see thru stone spell).
Ymmv, of course, but any given Magus may decide that Hearing, while carrying its own set of restrictions, is preferable - or is considering it's a magnitude easier to achieve.
In this situation, though, where the recipient is simply able to see the ghosts and not otherwise affect them, I don't think I'd require penetration. The ghosts have a species, obviously, that a magical sense like Second Sight can detect. This spell only provides the caster with a rough equivalent of that sense, so no penetration is involved.
To gain any further information, like realm, a sense of might, condition, TeFo associations of ongoing effects, etc, that would all need to penetrate, but is also beyond the scope of the spell I'd mentioned.
You're free to do that--it's your game. In the RAW you'd need to penetrate, just like you would for any other Intellego effect. No I know of what you speak--I have thought the same thing, and been shown I was wrong.
Even if Second Sight doesnt have to penetrate the traditional way the Ease Factor is still influenced by the Might of the creature or Magnitude og the spell to work - and these things are as well as the characters SS ability are influenced by realm interaction just the same as Hermetic magi (I'd even say that Per+SS having a smaller scale in most cases than what might be expected of the InVi scores makes it more vulnerable to aura fluctations).
How do you decide what realm your second sight is affiliated with? If you have Fairy blood is it Fae? or because you are a magus is it magical? Or because it is supernatural it is all and none of the 4 realms so interactions don't matter.
You should make a magic item which continually detect the invisible or such and alert some way. You activate the vision based spell only if needed. This way you are free from warping.
SS has this good advantage, it works without activating anything.
Would you explain the details?
Agnar: You must decide the source of your supernatural abilities. Choose the realm which suits the best to your character.
That would imply that imagonem spells would need to penetrate, and that's clearly not the case. When a magus casts Sidestep, the other magi in the area don't resist the effect.
Looking at magic resistance section, third paragraph, furthers this interpretation-- "If the target of a spell has Magic Resistance of 0, she is only affected if the penetration total is 1 or greater." The target in this case is the caster. Mind you, I think this only applies in this case, as we're not gaining any more specific information and simply gaining the sense of sight. Indeed, the portion on magic resistance on page 86 says that "the maga can see an illusion, as the species are natural, rather than magical. She gets no indication that it (is) an illusion."
In fact, the next three points on illusions on page 86 would apply, in my opinion. We're dealing with species that are natural, but can only be detected by Second Sight (or its equivalent) and the spell is providing the caster with that sense. It's not unlike the MuCo spell that allows people to see heat. The species are always there, but now the caster has the ability to see them.
This does seem counter to the first column on page 114, which states "Magical Senses must penetrate the Magic Resistance of creatures sensed, as well as the Magic Resistance (if any) of the person granted the sense. ... The mundane sense through which the magical sense grants information does not need to penetrate Magic Resistance."
Personally, I think this third sentence is what provides the option of this working without penetration. We're just seeing the ghosts--improving our mundane sense. We're not gaining any magical information about the nature of the ghosts-- no might, no realm alignment, no condition, no aspects of the essential nature of the spirit that a greater magnitude InVi spell would provide. The moment you start trying to gain that information, it's "Welcome to Penetration-town, population: you."
Perhaps, then, what is really needed is a MuCo spell with InVi or InMe requisites. I don't think it should be a herculean task to see ghosts without Second Sight. It should instead be a matter of creativity on the part of the caster-- the place where the magic system shines brightest.