How to identify complex spells

Slim

First Post
Hi, I'm looking for a mechanic for identifying complex spells. In my campaign the group will soon encounter a teleport cirlce which is keyed to the mage's sigil. Without the sigil, the teleport doesn't work.

I want the group to be able to find out how this spell (and similar effects with more complicated requirements) works. detect magic lets you identify spells, but the spellcraft DC can be daunting with high level spells and the spell description doesn't say anything about more detailed information gleaned from it. Identify is quite detailed, but only works on items.

Any suggestions?
 

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If you want to make it simple. Spellcraft DC 20+Spell Level or Knowledge: Arcana against a similar DC (25-30 or higher) to obtain such information about the spell in place.

Otherwise Analyze Dweomer should work.

Bye
Thanee
 


perhaps an in-character clue would be more apropriate at this level, since the spell's workings are so far beyond their spellcraft check potential (as it should be, the magic is far beyond their potential). The amulet may do something extra required, maybe it is used to select multiple destinations or has a protection spell to keep the user protected from a trap on the circle, requiring it to be displayed so the connection will be made.
 

Slim said:
Hi, I'm looking for a mechanic for identifying complex spells. In my campaign the group will soon encounter a teleport cirlce which is keyed to the mage's sigil. Without the sigil, the teleport doesn't work.

I want the group to be able to find out how this spell (and similar effects with more complicated requirements) works. detect magic lets you identify spells, but the spellcraft DC can be daunting with high level spells and the spell description doesn't say anything about more detailed information gleaned from it. Identify is quite detailed, but only works on items.

Any suggestions?

For starters:
The mage will have marked the location of the circle, right? So he doesn't accidentally trigger it? The marking may be hidden, but it will be there for a close search to find (dc 20 or so).

Detect magic will pick up a circle of magic.

Anyone capable of tracking will find footprints which enter the circle, but do not leave.

Since the circle doesn't work when the characters simply step in, obviously they need to do something to trigger it.

You might want to suggest to them that the trigger could be an item, a password, a gesture or something similar. Hopefully they'll then go looking for such things.

Finally - perhaps you should ask yourself WHY a second level party are investigating things that involve those capable of 9th level spells... The high DC's should be a clue that they're probably not up to the task of dealing with 17th level individuals. Be very wary of making them feel that there isn't really any reason for them to be there.
 

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