SUBGERENCIA DE ADQUISICIONES
13. ASPECTOS CONTRACTUALES BASICOS
13.1 CONTRATO ESTÁNDAR .1 VIGENCIA DEL CONTRATO
13.4.2 PARA GARANTIZAR LA OBLIGACIÓN DE RESPONDER POR LOS DEFECTOS Y VICIOS OCULTOS DE LOS BIENES O LA CALIDAD DE LOS
chapter three: skills
chapter three: skills
spellcraftspellcraft –– SpotSpot
Spellcraft DC Task
0 + component cost + exhaustion rating Cast a spell. See Chapter 5: Magic for more details.
10 Identify a single component in a spell being cast. For every 5 points by which you exceed the DC, you identify another component, and for every 10 points by which you exceed the DC, you identify the specifi c effect of a component. For example, if you get a 25 on your Spellcraft check, you identify up to four components (such as Control, Metaspell and two Damage components), and one specifi c effect for one of these (such as knowing that the Illusion component is creating a creature of up to Large size). The specifi c components and effects you identify are random. Note that Area, Duration and Range do not account as components for this use of Spellcraft. No action required. No retry. 10 + component cost After rolling a saving throw against a spell targeted on you, determine
every component in that spell (but not their specifi c effects). No ac- tion required. No retry.
20 Locate and recognize a sympathetic conduit for spellcasting. See Chap- ter 5: Magic, “Spells,” Spell Range, for more information.
20 Identify a single component in a spell already in place. For every 5 points by which you exceed the DC you identify another component, and by every 10 points, you identify a specifi c effect, just as with iden- tifying a spell as it is being cast. You must be able to see or detect the spell’s effects. No action required. No retry.
25 Identify materials created or shaped by magic. No action required. No retry.
25 Identify a person, item, place or anything else as being infused with magic, such as a mage, enchanted wand and so forth.
Try Again: Not applicable. There are no Speak Language checks to fail.
Spellcraft
(Int, trained only)
Intellect, Spirit.
Check: Use this skill to cast spells, identify spells as they are cast or identify spells already in place. The DCs for Spellcraft checks relating to various tasks are summarized on the table below.
Action: Varies, as noted above. Try Again: See above.
Synergy: If you have fi ve or more ranks in Knowledge (oc- cult), you get a +2 bonus on Spellcraft checks.
In addition, certain spells allow you to gain information about magic, provided that you make a successful Spellcraft check as detailed in the spell description.
Spot (Wis)
Intellect, Spirit.
Check: You use the Spot skill primarily to detect characters or creatures who are hiding — and since many such creatures will be eyeing you with hungry and knifelike eyes, Spot is a valuable skill. Typically, your Spot check is opposed by the Hide check of the creature trying not to be seen. Sometimes a creature isn’t intentionally hiding but is still diffi cult to see, so a successful Spot check is necessary to notice the creature.
A Spot check result higher than 20 generally lets you be- come aware of an invisible creature near you, though you can’t actually see it.
You also use Spot to detect someone in disguise (see “Dis- guise,” above), and to read lips when you can’t hear or under- stand what someone is saying.
Spot checks may be called for to determine the distance at which an encounter begins. A penalty applies on such checks, depending on the distance between the two individuals or groups, and an ad- ditional penalty may apply if the character making the Spot check is distracted (not concentrating on being observant).
Condition Penalty Per 10 feet of distance –1 Spotter distracted –5
Read Lips: To understand what someone is saying by
reading lips, you must be within 30 feet of the speaker, be able to see her speak and understand her language. (This use of the skill is language-dependent.) The base DC is 15, but it increases for complex speech or an inarticulate speaker. You must maintain a line of sight to the lips be- ing read.
If your Spot check succeeds, you can understand the general content of a minute’s worth of speaking, but you usually still miss certain details. If the check fails by 4 or less, you can’t read the speaker’s lips. If the check fails by 5 or more, you draw some incorrect conclusion about the speech. The GM makes the check secretly in this case, so that you don’t know whether you succeeded or missed by 5.
Detect Sympathetic Conduit: You can also use Spot to
detect and recognize a sympathetic conduit for spellcast- ing. See Chapter 5: Magic, “Spells,” Spell Range for more information.
Per 10 feet of distance –1 0 + component cost + exhaustion rating Cast a spell. See Chapter 5: Magic for more details.
p p q y
10 + component cost After rolling a saving throw against a spell targeted on you, determine every component in that spell (but not their specifi c effects). No ac- tion required. No retry.
20 Identify a single component in a spell already in place. For every 5 points by which you exceed the DC you identify another component, and by every 10 points, you identify a specifi c effect, just as with iden- tifying a spell as it is being cast. You must be able to see or detect the spell’s effects. No action required. No retry.
25 Identify a person, item, place or anything else as being infused with magic, such as a mage, enchanted wand and so forth.
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chapter three: skills
chapter three: skills
chapter three: skills
Action: Varies. Every time you have a chance to spot