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E-Mod 1.8 Readme - [Spell] Foresight

Foresight

This power once gave great advantage to ancient seer empires. They were able to track & predict enemy movements and end wars before they even started. "Knowledge is power." These are all fairly safe spells with no critical success a failure bonuses or penalties. (Updated for Build 5)

Sense Life Spell

Casting Cost: 1
Upkeep Cost: No upkeep, must recast
Target: Surrounding Enemies/Allies
Subject Defenses: Can be blocked by a scryguard.

Description: This will tell you how many life forms are around you and what type. Note: if someone is using scryguard, they will not be counted. Ghosts or Wraiths should not be detectable by this spell.

Aura Spell

Casting Cost: 2
Upkeep Cost: No upkeep, must recast
Target: Enemies/Allies
Subject Defenses: Can be blocked by a scryguard.

Description: Based on your skill level will determine how much information you can get from your subject. At max level this will give you the subject's aura, creature type, hit points, mana (for humans), blood (for non-humans), intelligence stat, wits stat, manipulation stat, and humanity.

Identify Item Spell

Casting Cost: 1
Upkeep Cost: No upkeep.
Target: Un-Identified Item
Subject Defenses: Special, based on item

Description: This will identify an un-identified item. Though some rare items can't be identified do to magical curses that block this spell. Be careful around such items...

Analyze Spell

Casting Cost: 6
Upkeep Cost: No upkeep, must recast
Target: Enemies/Allies
Subject Defenses: Can be blocked by a scryguard.

Description: Based on your skill level will determine how much information you can get from your subject. At max level this will give you the subject's complete defense information that is relevant to their character type and their strength, dexterity, and stamina stats.

Alarm Spell

Casting Cost: 2
Upkeep Cost: 1 per/1min
Target: Area
Subject Defenses: Can be blocked by scryguard.

Description: This spell will create an alarm at the location you choose. Anyone who isn't scryguarded will set it off when they enter it. You can cast this multiple times all over the place. If an actor uses this spell they will automatically run to it's location to investigate.

Wizard Eye Spell

Casting Cost: 2
Upkeep Cost: No upkeep, lasts until destroyed or misused
Target: Your Location
Subject Defenses: Can be blocked by scryguard.

Description: This will create an eye that will float above your location and stay there. It won't follow you though, but you will be able to see through it at anytime by right clicking the Wizard Eye Effect icon. If you try to see through one of your Wizard Eyes that are not on your level, it will be disrupted and the effect will cancel. This will also happen if you try to use a Wizard Eye while there is a scryguarded individual near by it.

Trace Spell

Casting Cost: 3
Upkeep Cost: No upkeep; lasts until broken
Target: Enemies/Allies
Subject Defenses: Can be blocked by scryguard.

Description: This spell will put a trace on your target. You will be able to see their location each time you right click the Trace Effect icon. If the subject activates a scryguard, this will break your link the next time you try to see them. A trace can also be broken if the subject is on another level.

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