4.2.17 Sight enchantments

Enchantment nature: Sight

Magical skill used: Air, Darkness, Death, Earth, Fire, Illusion, Life, Light, Projection, Truth, Water; Truth magic is best.

Characteristic used: PE

Description: A sight enchantment allows the caster to improve a character's senses (e.g. to enable him/her to see in darkness) and/or enable him/her to project his/her senses to a viewpoint away from his/her body;

Power: The power of a sight enchantment determines what enhancement is made to the target's vision. A Power 1 sight enchantment leaves the target with normal sight but gives a bonus of +1 on all dice rolls involving PE for sight purposes. Additional points of Power may (depending on the magical skill used for the enchantment) be used to add additional special powers to the target's sight, as follows:

Extra Power Effect Magical skills that can produce effect
+2 Wind vision. Ability to see wind patterns and air currents (e.g. see where thermals rise), even when not normally visible. Air, Truth
+2 Night vision. Ability to see in normal darkness as though it is a gloomy day. Darkness, Light, Truth
+3 Dark vision. Ability to see through any type of darkness (including magical darkness) as though it is a gloomy day (includes Night vision). Darkness, Truth
+2 Heat vision. Ability to see the temperature of objects (e.g. heat patterns given off by people). Fire, Truth
+2 Phantasmic vision. Gives +4 bonus on dice rolls to see through illusions. Illusion, Truth
+2 Aura sensing. Can see the auras of living beings as faint coloured patterns surrounding them. Gives +4 bonus on dice rolls to diagnose disease. Life, Truth
+2 Water vision. Ability to see water temperatures and currents, even when not normally visible. Water, Truth
+9 (i.e. Power 10) True vision. All of the above effects combined. Also enables target to see even if he/she is blind. Truth

The minimum Power of a sight enchantment is 1.

Finesse: The finesse of a sight enchantment determines how far the target can project his/her point of vision beyond his/her body. This enables the caster to see as if looking at pictures from a camera positioned at some distance from him/her. The Finesse score determines how far away the visual point of reference can be from the target, as follows:

Projection distance Finesse
No range - i.e. vision through own eyes only 0
Touch - i.e. in same combat hex 1
Close - i.e. within 3 metres, i.e. same or adjacent combat hex 2
Short - i.e. within 10 metres [5 combat hexes] 3
Medium - i.e. within 30 metres [15 combat hexes] 4
Long - i.e. within 100 metres 5
Extreme - i.e. within 1 kilometre 6
Horizon - i.e. within 10 kilometres 7
Regional - i.e. within 100 kilometres 8
Continental - i.e. within 1,000 kilometres 9
Global - i.e. within 10,000 kilometres 10

Casting a sight enchantment on a willing stationery target is normally automatic provided the caster can see the target. If a target is moving, the caster must make an attack dice roll with a basic value equal to the Finesse of the enchantment to pick up the target in the sight enchantment.

Limitations: The magical skill used limits the impact on the target's sight. The referee should apply discretion, but the following list may help.

Skill Sight restrictions:
Air Air vision. Can use to see air currents/temperature (i.e. maximum Power is 3). Can project visual point of reference along a stream of air that he/she is touching (i.e. cannot pass through solid barriers) but has to move it there over time (i.e. the visual point of reference travels until it reaches the desired point). The maximum speed of this movement is 10 kilometres per hour per point of Finesse in the enchantment.
Darkness Night vision.Can use to see through darkness (i.e. maximum Power is 4). Can project visual point of reference into an area of shadow or darkness only (projection is instantaneous).
Death Dead man's eyes. Normal vision only (i.e. maximum Power is 1). Can project visual point of reference into the eyes of a dead body or undead only (projection is instantaneous).
Earth Earth vision. Normal vision only (i.e. maximum Power is 1). Can project visual point of reference to the other side of a solid object that the target is in contact with only, for example to see through a wall (projection is instantaneous).
Fire Infravision. Can use to see heat patterns (i.e. maximum Power is 3). Can project visual point of reference into an area of fire or flames only (projection is instantaneous).
Illusion Phantasmic vision. Can use to see illusions (i.e. maximum Power is 3). No projection ability (i.e. maximum Finesse is 0).
Life Aura vision. Can use to see people's auras (i.e. maximum Power is 3). Can project visual point of reference into the eyes of a living being only (projection is instantaneous).
Light Ultravision. Can use to see through normal darkness (i.e. maximum Power is 3). Can project visual point of reference into an area of magical light only (projection is instantaneous).
Projection Sensory projection. Normal vision only (i.e. maximum Power is 1). Can project visual point of reference to any location, but has to move it there over time (i.e. the visual point of reference travels until it reaches the desired point). The maximum speed of this movement is 10 kilometres per hour per point of Finesse in the enchantment.
Truth True sight. Can produce any combination of sight effects and can project visual point of reference instantaneously to any point.
Water Water vision. Can use to see water currents/temperature (i.e. maximum Power is 3). Can project visual point of reference into a body of water only (projection is instantaneous).

Examples:

Erik Shadow-walker has a Darkness magic skill score of 8 with no specialism in sight and a PE of +2. Having just escaped from being trapped in some caves by teleporting away, he wishes to project his vision back into the caves to see what his enemies are doing. Standing in the darkness in his house, he casts a sight enchantment with Power 4 (enough to enable him to see in the darkness in the caves), Finesse 7 (the caves are a few kilometres away from his house, so the projection point is within Horizon range), Range Self (i.e. 0), Concealment 3 (he does not want his observation to be obvious to onlookers), Duration 1 hour (i.e. 3), Area of effect single target, himself (i.e. 0), Investment 0 = Difficulty 17 in total. His basic value is 8 + 2 = 10. He takes a minute to prepare the enchantment and uses hand gestures and words when casting to give a modifier of +4, plus the referee rules that the magical darkness conditions give him a +3 modifier to the use of Darkness magic. This gives him an overall basic value of 17, enough to guarantee success.