The spell gives the caster the ability to communicate verbally with dolphins, whales, porpoises, sealions, seals and other aquatic mammals. The mage can only concentrate on a single target at one time.
The effective INT and knowledge of the target for the purpose of this spell is based on the mage's rank with the spell. Note that if the native INT or knowledge of the target is higher than that granted by the rank of the spell, native INT and knowledge is used instead.
Rank | INT | Memory Time | Memory Quality |
1-5 | 6 | 1 hour | 20 + (rank x 3) |
6-8 | 7 | 2 hours |
9-10 | 7 | 4 hours |
11-12 | 8 | 6 hours |
13-14 | 9 | 8 hours |
15-16 | 10 | 10 hours |
17-18 | 11 | 12 hours |
19 | 12 | 24 hours |
20 | 13 | 2 days |
21 | 14 | 4 days |
22 | 15 | 10 days |
INT should be used to determine how well the target communicates. At INT 6, the words will be simple and communication will be rough while at INT 15, it will seem almost human though generally lacking in subtlety.
Memory Time is used to determine how far back the target remembers.
Memory Quality is used to determine how much the target remembers about a specific event. In general, the GM should always have the target remember a significant event but then roll this to determine how much they remember. The bonus is a skill roll so Failure indicates that they remember the event but almost no particulars. Absolute Failure or Blunder means they remember the event but incorrectly remember details. |