Spelljammer
Power Perception
Only a character who can see magic may use this skill. The character is able to "burn" a spell point and detect magic out to a range of (rank x 3) feet for a period of 1 minute per rank.

At rank 11 and higher, range increases to 30 + ((rank - 10) x 6) feet while duration extends to 10 + ((rank - 10) x 3). Thus, at rank 10, range is 30 feet and duration is 10 minutes. At rank 11, range is 36 feet and duration is 13 minutes. At rank 12, range is 42 feet and duration is 16 minutes, and so on.

Power Level of the Magic Item
PP Rank
1
2
3
4
5
6
7
8
9
10
1
1
1
1
1
1
1
1
1
1
1
2
1
1
1
1
1
2
2
2
2
2
3
1
1
1
1
2
2
2
3
3
3
4
1
1
1
2
2
2
3
3
4
4
5
1
1
2
2
3
3
4
4
5
5
6
1
1
2
2
3
3
4
4
5
6
7
1
1
2
2
3
3
4
5
6
7
8
1
1
2
2
3
4
5
6
7
8
9
1
1
2
3
4
5
6
7
8
9
10
1
2
3
4
5
6
7
8
9
10

This skill also represents the character's ability to "read" the magic and determine such things as power level (on a scale of 1 to X where X equals 10, or rank with this skill, whichever is less). The character can attempt to learn other things about the magic (college, spell type, spell level, etc) by making a skill roll equal to (((MA + PER) - 30) * 1.5) + (rank x 5).
  • Failure - Detects the presence of magic and the level of magic but learns nothing else.
  • Partial Success - Learns category of magic (i.e., divine magic or sorcery)
  • Near Success - For Divine Magic, learns the realm. For Sorcery, learns the class (Sorcery, Elemental, Necromancy, etc.). If the target is a permanent magic item, then the mage may learn the broad purpose of the magic (defensive, offensive, summoning, etc.)
  • Success - For Divine Magic, learns the realm and level of spell. For Sorcery, learns the college and type (GK, GKR, SK or SKR) and can attempt a Magic Lore to determine the exact spell. For magic items, he may learn a little more detail beyond the broad purpose, at the GM's discretion. In no case should the mage learn specific properties of a magic item (learning properties of a magic item requires a Ritual of Identification).
  • Absolute Success - As Success, but also learns the rank at which it was cast and gains a +25 to their Magic Lore to learn the specific spell. For a magic item, the GM may elect to provide the mage with more information but, in no case, should the mage learn specific properties of a magic item (learning properties of a magic item requires a Ritual of Identification).

Magic Armor, Shields and Weapons
Someone who is rank 10 or higher in this skill can easily identify the bonus of simple magical armor, shields and weapons. These are items that have a bonus, but no other property. Most magical armor and shields have a reduced maneuver penalty equal to half of the bonus, rounded up
  • +1 Armor, +1 Weapon, +1 Shield (+5 flat bonus) - Power level 2
  • +2 Armor, +2 Weapon, +2 Shield (+10 flat bonus), +1 Shield (+1 bonus per shield rank) - Power level 3
  • +3 Armor, +3 Weapon, +3 Shield (+15 flat bonus) - Power level 4
  • +4 Armor, +4 Weapon, +4 Shield (+20 flat bonus), +2 Shield (+2 bonus per shield rank) - Power level 5
  • +5 Armor, +5 Weapon, +5 Shield (+25 flat bonus), +3 Shield (+3 bonus per shield rank) - Power level 6




Assense Attunement
The character may also use this skill to determine how long it will take someone to attune to a magic item, and whether they are likely to be successful. Base chance is equal to ((MA - 15) x 3) + (rank x 5) but this is modified by the length of time the target has been attempting to attune to the item. The character can attempt to assense attunement only after they are 10% of the way through the attunement time but they suffer penalties if they attempt to assense attunement before the target is 50% of the way through the attunement time, as indicated below:

Attunement time is:
  • 10% complete: -20
  • 25% complete: -10
  • 50% complete: No modifier
  • 75% complete: +10
  • 90% complete: + 20
  • 100% complete: +30

Once someone has attuned to an item, it is generally fairly obvious and so an assense attunement roll is not usually needed when 100% complete but in those rare cases where it is not obvious, the mage gains a +30 to his roll to determine that the character has completed attunement.

Once the character has assensed attunement at a given level, they cannot try to improve their roll until the next level is reached. For example, if Delana attempts to assense attunement on Derrick after 1 day as he is attuning to an item that takes 10 days to attune to, she will automatically fail until she has waited one more complete day to try. At that time, she gets a roll at -20. Whatever the result, she will get the same result (no roll needed) until she reaches the 25% (or 2 and a half days) point at which time she gets another roll. The new result, if worse than the first, is ignored. If the second result is better, she will continue to get the same result (no roll needed) until she reaches the 50% (or 5 days) point, and so on.

Note that a Potion of Attunement can be used at any time while attuning. For example, if the mage successfully assenses attunement and notes that the person is failing to attune, that person can drink a Potion of Attunement and the mage can see if the result has changed (no new roll needed if still on the same Power Perception spell point).

For example, Derrick put on a Ring of Shooting Stars. The GM knows that the ring takes 10 days to attune so when Delana attempts her first assense attunement roll after 6 hours, it automatically fails. When she tries again after 24 hours, her result is 79, or partial success. The GM tells her that she is not certain whether Derrick is successfully attuning or not, but believes that the attunement cycle will take 10 to 12 days. She tries again 24 hours later but, since she can't improve her roll until 25% of the 10 days, or 60 hours) have passed, she automatically gets the same result. She tries again 24 hours later and this time her roll, with all modifiers, comes out to 63, which is failure. Since she has already rolled a partial success, the new result is ignored and Delana is given exactly the same info as before. She continues trying again every 24 hours but, it is not until she tries after 5 days that the GM rolls again for her, this time with no negative modifer. This time her result is a 121, or full success. Derrick has already rolled for attunement and failed so, at this point, the GM tells Delana that she thinks the ring takes 10 days to attune to, and that Derrick is not successfully attuning.

The GM should make all assense attunement rolls.



Assense Magical Trap
Mages who are also skilled with understanding and removing mundane traps have an enhanced ability to detect and understand magical traps. The mage must have Power Perception active for either use of this ability.
  • Understand Magical Trap - Bonus is equal to (Find Traps rank x 3.5) + (Power Perception rank x 1.5) + ((PER + MA - 30) x 1.5). Takes 1d4 rounds for a base roll or 5 minutes and the mage gains a +5 bonus.
  • Disarm Magical Trap - Bonus is equal to (Remove Traps rank x 3.5) + (Power Perception rank x 1.5) + ((INT + MA - 30) x 1.5). Takes 3d4 rounds for a base roll or 15 minutes and the mage gains a +5 bonus.

Understand Magical Trap
RollResult
Absolute SuccessAs success but the mage learns the exact spell or effect built into the magical trap.
SuccessFor magical traps imbued with Divine Magic, the mage learns the realm, level of spell and general type of spell (fire, lightning, poison, etc.). For Sorcery, the mage learns the college, type (GK, GKR, SK or SKR) and general type of spell (fire, lightning, poison, etc.). The mage also learns what triggers the trap and conversely, how the trap might be avoided, if possible. For example, the mage may learn that there is a fireball trap on a chest but, if the chest is opened with the key (or successfully picked), the trap will not go off.
Near SuccessFor magical traps imbued with Divine Magic, the mage learns the realm and level of spell. For Sorcery, the mage learns the college and type (GK, GKR, SK or SKR). The mage suffers a -10 if he attempts to disarm the trap.
Partial SuccessFor magical traps imbued with Divine Magic, the mage learns the realm of spell. For Sorcery, the mage learns the college. The mage suffers a -25 if he attempts to disarm the trap. Can try again in 1 hour.
FailureThe mage learns whether the magic of the trap is divine or sorcerous. The mage suffers a -50 if he attempts to disarm the trap.
Absolute FailureThe mage learns nothing beyond power level. The mage does not have enough information to attempt to disarm it. Any attempt to do so will automatically fail (any result above Failure becomes Failure).
BlunderAs Success except that the information is wrong.
Disarm Magical Trap
RollResult
Absolute SuccessThe trap is successfully disarmed at a cost of 1 spell point.
SuccessThe trap is successfully disarmed at a cost equal to the cost of the trap spell (1 for GK, 2 for SK and 3 for Arcane or Divine)
Near Success66% chance that trap is removed. If successful, cost is as Success but increased by one. If failed, the trap is activated.
Partial Success33% chance that trap is removed. If successful, cost is double that of Success. If failed, the trap is activated.
FailureThe mage fails to remove the trap and it is activated.
Absolute FailureThe trap is activated and the mage suffers a -25 to his save vs the magic of the trap.
BlunderThe trap is activated and the mage automatically fails his save.




Open Magical Lock
Mages who are also skilled with opening mundane locks have the ability ability to attempt to open a magically locked (Wizard Lock, Mage Lock, etc.) portal. The mage must have Power Perception active to use this ability.
  • Open Magical Lock - Bonus is equal to (Open Locks rank x 4) + (Power Perception rank x 2) + ((PER + MA - 30) x 1.5). This chance is modified by the caster's rank with the magical locking spell (e.g., Mage Lock). The modifier is minus (rank x 2). Takes 3d4 rounds for a base roll or 5 minutes and the mage gains a +5 bonus.
Open Magical Lock
RollResult
Absolute SuccessThe lock is successfully opened for 4d4 rounds at a cost of 1 spell point.
SuccessThe lock is successfully opened for 2d4 rounds at a cost of 2 spell points.
Near Success66% chance that lock is opened for 1d4 rounds. If successful, cost is 3 spell points. If failed, the mage spends 1 spell point and may try again in 2d4 rounds.
Partial Success33% chance that lock is opened for 1d3 rounds. If successful, cost is 4 spell points. If failed, the mage spends 2 spell points and may try again in 10 minutes.
FailureThe mage fails to open the lock and will not succeed for 24 hours. Treat all future attempts during this time as Failure. The attempt cost 2 spell points.
Absolute FailureThe mage fails to open the lock and will not succeed until he has advanced in rank in either Open Locks or Power Perception, and at least 3 days have passed. Treat all future attempts during this time as Failure. The attempt cost 3 spell points.
BlunderThe mage fails to open the lock and will not succeed until he has advanced in rank in both Open Locks and Power Perception, and at least 5 days have passed. Treat all future attempts during this time as Failure. The attempt cost 4 spell points.