"I see your weakness. I crush your will." (High lvl divination spells!)

Piratecat

Sesquipedalian
Comments and criticisms? These are borrowed from a bunch of EN Worlders, including Ciaran, Kugar, and our own group. I'd love any constructive advice!


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Agar’s Telepathic Bond
Divination
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature per level, no two of which can be more than 30 ft. apart
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

As Rary’s Telepathic Bond, but with a longer duration and more targets.
Note: think the level is right? It's low if you compare it to Rary's Telepathic Bond, and really high if you compare it to mind link.


Agony Recalled
Divination
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes

The fabric of time parts to your will as you fold the fourth dimension, revealing wounds your foe has received in the past (or has yet to receive.) That foe takes 1d6 points of damage per level (max 15d6) as the past (or future) impinges briefly on the present.
Note: stolen blatantly from the psionics handbook. Is the damage cap okay?


Exploit Weakness
Divination
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature per level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell analyzes an enemy’s weaknesses and communicates them to a number of the diviner’s allies. When this spell is cast, one opponent within range is designated as the enemy. Against this enemy, one ally per caster level gains a +2 insight bonus to AC, as well as a non-specific +2 insight bonus that the ally may apply to any offensive roll against the designated enemy. For instance, the +2 could apply to spell penetration, spell DCs, attack rolls, damage rolls, and the like. Each ally decides for himself where to apply the +2 bonus, choosing as a free action every round at the start of their turn.
Note: Is the level right?


Find the Maker
Divination
Level: Wizard 5
Components: V, S, DF
Casting Time: 1 action
Range: 1 mile / level
Target: One creature
Duration: 1 minute / level
Saving Throw: None
Spell Resistance: No

By holding a created object and casting this spell, you may sense the direction in which that object’s creator lies. This functions as locate object in most respects, although it only serves to detect the single creature most responsible for the creation of the object (DM’s discretion). In the case of an object with many makers, this will generally be the most skilled of them. If the creator of the item is dead or out of range, or the object is actually a natural thing, then the spell fails. The caster does not learn the specific cause of the spell’s failure in such a case.

Focus: The created object.
Arcane Material Components: 10 gp each of powdered silver and crushed rock crystal.


Mind of the Enemy
Divination
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You and one known enemy on the same plane of existence
Duration: Instantaneous
Saving Throw: See below
Spell Resistance: Yes

Mind of the Enemy allows the caster to directly wrestle with the mind of their enemy, pitting their will against their foe’s in order to try and reveal otherwise hidden information. It is typically only used by strong-willed casters, or by less willful casters upon weak-minded minions of their true enemy.

Upon casting the spell, the caster designates a specific and distinct enemy. This must be someone known to the caster, although they need not have seen the individual personally. For instance, a caster could specifically target “the King of Tellir,” “Delosso of Castle Moluk,” or “the head butler of House Tellingstone.” He could not target “the person behind the rebellion in Tellir” or “the creature that killed Belgon last night.” Note that if there are two people named Delosso in Castle Moluk, the spell will fail just as if it had failed to pierce spell resistance. The enemy must be on the same plane of existence as the caster.

If the caster has unambiguously indicated his enemy and the spell pierces that creature’s spell resistance (if any), the caster wrestles directly with his enemy’s mind. The enemy is immediately made aware of the true identity of the caster. Then both the caster and his enemy make opposed willpower saving throws, with the caster winning any tie. The winner manages to wrest a piece of information out of the loser’s mind that the loser would have preferred to keep secret. This information may have to do with the loser’s future plans, weaknesses, or current defenses; in any event, it is generally of significant value to the winner. Although the loser knows that he has lost and that part of his mind has been revealed to his foe, he remains unaware exactly what information has been revealed.

Every time this spell is used against the same foe, that foe gains a cumulative +2 bonus to further will checks made against the spell’s caster. This spell is thwarted by mind blank and more powerful spells.

Material component: A perfect crystal sphere worth at least 500 gp.


Probability Scry
Divination
Level: Sor/Wiz 8
Components: M, V, S. F
Casting Time: 1 action
Range: Infinite (including cross-planar)
Target: Area one 10' cube + one 10' cube / caster level
Duration: Concentration + 1d4 rounds, maximum of one minute per level
Saving Throw: None
Spell Resistance: No

When this powerful divination is cast, the caster chooses the target area and a time in the future. This spell creates an illusion of the target area cantered around the caster. To be precise it creates an infinite number of illusions of all the possible ways the area may appear. As these images layer, the most probable possibilities appear strongest, and the least probable seam fainter. In order to glean useful information from this vision the caster must succeed in a scry check. This scry check may be attempted while maintain the spell. The DC varies according to how precise information the caster is looking for, and far in the future she looks. One scry check may be made per round, and different information may be sought each check. Since the remote scrying sensor only exists for one exact instant in all realities, it cannot be seen. Anyone in an area at the exact instant it is targeted by a Probability Scry is entitled to a scry or intelligence check (DC = caster's scry check + 5) to feel the presence of the sensor. Remember the only information that can be learned is relative probability.

The focus of this spell is 10,000 gp worth of very finely cut diamond crystals that are thrown in the air as this spell is cast and must be collected from the ground when the spell expires. One of these "diamond chips" worth 100 gp invariably loses itself in the shifting probabilities, and thus serves as a material component.

Information:
DC 25 - Basic - How will the walls most likely look, will a castle probably still be there, or Yes/No could a particular person be there.
DC 30 - Intermediate - Who will most likely be in the area? What will they most likely be doing?
DC 35 - Advanced - Any information pertaining to the elapsed time between now and the sensor. How probable is it that a large dragon passed through the area. When was the most probable time of his passing?

Time Modifiers:
Less than a Minute: +0 +number of rounds
Less than a day: +6 +number of hours
Less than a year: +30 +number of months
Over a year: +45 +number of years

Miscellaneous:
The DM is well within his rights to modify the DC scry check in accordance to how much activity an area has. Sealed tombs are easy to glean information from, while many wizards find it impossible to target large cities.


Superior Teleport Tracking
Divination
Level: Wizard 6

As teleport tracking, but you automatically succeed without needing to make a Spellcraft check. In addition, you can find the destination of any teleportation that took place within one hour per caster level, and you may consider the destination to be ‘very familiar’ if you have the means to teleport there.


Teleport Tracking
Divination
Level: Wizard 4
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: One 5-ft. square
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With this spell, you attempt to glean a glimpse of the destination of a recent teleportation spell or effect. This includes any spell or effect with the Teleportation descriptor, including dimension door and teleport circle. If someone has teleported away from the target area less than 1 minute ago per caster level, you may make a Spellcraft check with a DC of 10 + the level of the teleportation spell or effect. A successful Spellcraft check shows you the destination of the teleport. Consider the destination as ‘studied carefully’ if you attempt to teleport there. (This assumes you have your own means of teleporting, as this spell does not grant you the ability to transport yourself in any way.) If you fail on your Spellcraft check, you still learn whether or not someone teleported away from the area within the allotted timeframe, but you are unable to learn anything about their destination. If you fail to determine the destination, another casting of teleport tracking will not give you any additional information.

Material Components: A bent blade of grass and a crystal lens worth at least 10 gp.


Tentacular Guidance
Divination
Level: Alienist 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Saving Throw: None
Spell Resistance: Yes

Hideous all-knowing entities from beyond imagination imbue the subject with unnatural ability. The creature gets a +20 competence bonus on a single skill check (on which you may not take 10 or 20) and must choose to use the bonus before making the roll to which it applies. While the spell remains active and until it is discharged, any subject who is not the alienist himself suffers -2 wisdom due to the sanity-pounding distraction of the pseudo-natural presence in its brain.


Trace Essence
Divination
Level: Wizard 5
Components: V, S, M / DF
Casting Time: 1 action
Range: Touch
Target: One body
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You may cast this spell upon a living or dead body to determine the current location of the target’s soul. If the soul dwells on another plane, either because the target has died or as a result of such magics as astral projection, you learn only the name of the plane. If the soul exists elsewhere on your current plane, as is possible through such magics as the magic jar spell or a lich’s transfer of its soul to a phylactery, you learn the direction and distance to the soul’s current vessel, and gain a momentary vision of that vessel and of its immediate environment within a 10-foot radius. If the target’s soul remains in its body, you learn this as well.

Trace essence detects only the proper soul that belongs in the target body. As a result, if an alien soul currently possesses the target body, this spell provides the location of the true soul instead. To cast this spell on an unwilling creature, you must make a successful melee touch attack and the target gets a Will save to resist the spell’s effects.

Arcane Material Component: 10 gp worth of crushed obsidian.


True Scrying
Divination
Level: Wizard 8

As greater scrying, but sufficiently subtle that normal observation cannot detect the magical sensor. Even magical and other extraordinary means that would normally reveal your scrying without error require a successful Scry check against a DC of 25. In addition, you may cast telepathic bond and true seeing through the sensor.

Material Components: The eye of an eagle, hawk or roc, plus at least 100 gp worth of crushed sapphire.


Truth Conversion
Divination
Level: Sor/Wiz 8, Knowledge 8
Components: M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

While under the effects of truth conversion, the caster not only knows all lies she hears for what they are, but hears in her head the truth that the liar is concealing. For instance, if someone knows that a prisoner is concealed in the top of a tower, but claims that the prisoner is being kept in a basement dungeon, the caster of truth conversion will hear in her head: “The prisoner is in the top of a tower.” (Note that the caster physically hears the lie, but simultaneously gains an inner knowledge of the truth.)

If the speaker of a lie honestly believes he is telling the truth, the caster of truth conversion will know that what is spoken is a lie, but not know the truth about the subject. A liar who does not know the truth about what he speaks will produce a similar result. (This prevents the caster from learning secrets by speaking random lies about some subject.)

Note that the truth heard by the caster is generally equal and opposite to the lie spoken. So, in the above example, if the liar had said: “the prisoner is dead,” the caster would learn only “the prisoner is alive,” not “the prisoner is alive and in a tower.” The more (false) detail the liar provides, the more truth the diviner learns.

The caster must understand the language being spoken to learn the truth of what is said to her, whether through innate knowledge or through tongues or comprehend languages.

Note the lack of verbal or somatic components. As long as the material components are on the person of the caster, this spell can be cast undetectably as a standard action. Also note that because the spell is targeted on the caster and not the potential liar, there is no saving throw, and it bypasses anti-divination measures cast personally upon the liar. Likewise it would work on lies uttered by constructs, undead and elementals.


Vision Cascade
Divination
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

Vision Cascade relies on gathering echoes of the caster’s personal knowledge which reverberate upon the astral plane. Throughout a 24 hour period, this spell shows the caster fragmentary glimpses of his enemies, allies, and even strangers whose actions may interact with the caster’s at some point in the future. Oracular visions may occur at any point in the 24 hour period (as dictated by the DM), and in any given day the caster may see between zero and his level in number of oracular visions, as determined by the DM. These visions are perceived the caster instantaneously when they are periodically generated by the spell, but may relate events that vary from seconds to minutes in length. The events seen by the caster generally occur in the present (i.e. within the past day), but the unpredictable nature of the spell occasionally relates events that have happened in the past or which have not yet occurred. The knowledge of roughly when the vision took place is communicated by the spell (ie “past,” “present,” or “future.”)

The caster has no method for determining exactly what people are viewed by the spell, although upon casting he can choose one target creature or event. There is a percentage chance equal to the caster’s level that this target creature or event is definitely included in one of that day’s oracular visions. This spell works in spite of most scrying preventions, but is thwarted by mind blank and more powerful spells. Subjects shown by the oracular visions have no way to detect the spell’s observation, as there is no scrying sensor to detect.

In addition to providing oracular visions, this spell provides limited insight into immediate danger. While it is in effect, the caster gains a +1 insight bonus to both AC and Reflex saving throws. This bonus does not stack with other insight bonuses.

Note: This spell is primarily used in campaigns where the DM wishes an in-game method to impart information via “cut scenes.” The player is encouraged to occasionally remind the DM that the spell is active if relatively few visions have occurred on any particular day.
 
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A few quick comments:

Agar's Telepathic Bond doesn't look excessive for 7th level. It's not like it provides any new benefits, right?

Agony Recalled: I don't like the idea of Divination affecting time directly. Time-altering magics in the core rules all seem to be Transmutation (Time Stop, Temporal Stasis, and maybe Haste and Slow). Instead, you might want to make it a purely mental phenomenon, inflicting subdual damage instead of normal damage. The damage cap is legit, especially if you go with subdual damage. Also, what's the material component? Maybe a bit of scar tissue...

Exploit Weakness: This is actually pretty powerful, what with the ability to apply the bonus to spell DCs and penetration rolls, and the flexibility of the bonus over time. I'll turn the spell level question around by asking you a different one: if this only affected one target, what level would the spell be then? This version would be at least two levels higher, maybe more.

Find the Maker: I know that I originally provided this spell, but in retrospect, it should either be lower level, or have a longer range and/or duration. (Nemmerle is uber-strict about new spells, and I generally made new Aquerra spells weaker than they should be to avoid verbal abuse. :D )

Mind of the Enemy: Saruman, anyone? :) Given the usual line of sight limitations, I'd change the range to affect anyone being scried upon or within line of sight; given the power level, this is more of a flavor issue, but it allows someone to block out the spell with any magic that blocks scrying. It would also be cool to have some mechanism to allow the target, if they make their save, to then be able to turn the effect around and try to pull something from the caster's mind.

I still don't like the mechanics of Truth Conversion; there are still loopholes that allow information to be generated in the absence of prior knowledge, circumventing even 9th level protections against scrying. At the very least, increase the spell level to 9th, though I recommend weakening the spell's ability to pull information out of the air. (Or just axe the spell.)

- Eric
 

Agar’s Telepathic Bond
Not alot to say, especially since it merely is an extension of an existing spell. Level seems fair though.

Agony Recalled
Good spell, on the border of Lvl. 5 since it's not tied to any specific Element (which is more easily protected against). Damage Cap is okay for a 4 th. level spell. Does Mindblank provide any protection against Agony Recalled?

Exploit Weakness
Good idea for a spell. I have tried putting it up against most spells with which it compares. It's definitely a good spell, due to the many bonusses it gives and I think the target should be allowed some kind of protection (other than outright Spell Immunity).
The bonusses are generally okay, when compared to other spells. The increase in DC (if you so choose) is pretty powerful, since there's already a spell which gives DC increase and that spell is lvl 5 if im not mistaken, dont have PhB here (against all opponents though, but only affects one caster). Out of pure uncertainty, I would make it lvl 6 or have there be some kind of defence against it. Im not meaning a saving throw, perhaps something other than that (cant think of anything). Perhaps the target could use a Bluff check to fool the spell?

Find The Maker
Thats an okay spell, it's comparable to Locate Creature. I might even say that it could be a level lower, even though I havent thought through all of the ways a group of PC's could use it. I could imagine elven archers would dislike it. Most of the time, they make their own arrows and bows. A PC could simply pick up their arrow, cast Find The Maker and suddenly, the elf wouldn't be as good at hiding no more.

Mind of the Enemy
This one actually seems okay. Both in regards to spell level and the explanation of the effect. Again, Mindblank might be able of protecting the target. Would "Detect Scrying" enable the targeted individual to locate the Diviner?

Probability Scry
Its an okay spell, could even be a single level lower. It's rather easy for a DM to adjudicate on this spell, since he has at least some control over what information a PC could gain. Any spells that can more easily be adjudicated by the DM are more level-fluctuating, since it depends on the DM what worth the spell has.

Teleport Tracking
Im not sure if I have seen a spell named Teleport Trace, not sure.... Anyways, useful and good. I might get angry if I was a PC wizard and some enemy suddenly appeared beside me right as I thought I had gotten away safely....

Tentacular Guidance
There's a few spells that give a large bonus to any one skill check. Tentacular Guidance gives +20 to ANY skill check, which seems pretty powerful. The only influence -2 wis would have on any wizard, is a lower Will save. I might argue that it should be a lvl. 3 spell, despite it's negative effect. I remember a spell called Epiphany that gives a +5 bonus to the next knowledge check and thats a lvl. 1 spell (Arcane Grimoire if im not correct). So, make it a 3 rd. level spell, would be a little fairer. Especially since it could really kick as for an Epic spellcaster about to cast en epic spell with a high Spellcraft DC....

Trace Essence
Its a very useful spell, which I am amazed that it hasn't been invented yet. Even though, there's a Lich sitting right next to me that would like to point out that it should be at least spell level 493 and only usable by undead. But, I rarely listen to what he says anyway.


True Scrying
Not alot to say, as it's an extension of an existing spell. Might need to be a level higher, but thats mainly because I have a general dislike for Scrying spells (Scrying is a 6 th. level spell in my campaign).

Truth Conversion
Its a fair spell, even though I would say it could be a little lower in spell level, mainly due to the fact that there's a spell called "Zone of Truth" that has a similar effect. Truth Conversion has the advantage of not letting the target know that he is being "checked", which could be an advantage when talking to someone that isn't your prisoner. A city guard would be offended by someone casting a spell around him, for example "Zone of Truth", but wouldn't notice if the caster already had Truth Conversion in effect.

Vision Cascade
Agains, a very hard spell to say anything on. It's so DM-dependant that it's informations could go from useless to critically important, depending on DM. couldn't say anything else :)
 

Re: Woot - High lvl divination spells!

Agar’s Telepathic Bond -- looks good to me.

Agony Recalled -- I think this should be a level higher. It's a Will save, and has typeless damage... this is pretty powerful.

Exploit Weakness -- I really like this spell. :D I think the level's good.

Find the Maker -- I think this should last 10 minutes per level; it's pretty limited-use. Also, why can't sorcerers use it?

Mind of the Enemy -- Wow, this is powerful! I like it, but I might put it a level higher... I'm not sure. It might be OK at 7th level, but it has a really good chance to give out secrets the group shouldn't have!

Probability Scry -- I love this spell. I wouldn't change any of it.

Superior Teleport Tracking -- Why can't sorcerers use it?

Teleport Tracking -- Why can't sorcerers use it?

Tentacular Guidance -- I like the name. Shouldn't it be Sor/Wiz2, though? It even has the description of what a non-alienist caster would go through...

Trace Essence -- I like this, but am unsure of how to rate its level, since it is weak in most cases but can (partially) counter such spells as imprisonment, which normally requires a wish and 5,000 XP. Also, why can't sorcerers use it?

True Scrying -- Fine, I guess, except that sorcerers should be able to use it. :) Honestly, what do you have against them? It's not like they're paladins or anything...

Truth Conversion -- GET RID OF THE ABILITY to tell if someone's wrong if they think what they're saying is true. This leads to way too many problems! Other than that, it's fine I think.

Vision Cascade -- It looks good. I might also include "far future" and "far past" when giving the time, as appropriate.
 

Thank you! A couple of comments:

- Anything that says Wizard should be Sor/Wiz. My mistake.

- Agony Recalled is nothing but the psionic power Recall Agony. I agree, I might change this to subdual damage. I'll give it some thought. Note that cone of cold is a level higher, but - natch - is a cone while this is a single target. I think that balances things out. I wasn't thinking that mind blank gave protection, but maybe it should.

- Exploit Weakness probably should be 6th lvl. If it was one person who benefitted from it, it'd be a 3rd lvl spell. This is like that spell chained, so it should be 6th.

- Find the Maker should be 10 minutes per level.

- Mind of the Enemy is, in fact, palantir based. :) Note that the winner always gets secret info; if the caster is the loser, well, sucks for him. I think that fact, along with the ramping +2 bonus for hitting a victim multiple times, should help balance it.

- Tentacular guidance should be 3rd level, I agree. I still like it as Alienist only, though. Sort of a flavor thing.

- I'll hammer out a new version of truth conversion, dropping it a level if needed.

- Vision cascade can easily use a "far past" and "far future" category. Really, this spell isn only an excuse to make a game more cinematic.

Great feedback! I'll welcome any other thoughts.
 

- Find the Maker should be 10 minutes per level.

We actually had this argument over a spell I created, called Locate Corpse. Even if the divination spell tells the location of the creater and he doesn't move, it would be hard for the caster to remember the exact location if he had to move several miles. Since it is agreed that the caster doesn't "see" the target of his divination, since that would infringe on Scrying, he only receives information on the "direction and distance". Thus, any divination spell that can locate something up to several miles away will be almost useless unless the spell lasts long enough for the caster to go there and use the spell to pinpoint the location of the target. Just thought I'd make a comment on the "locate" spells :)
 

Piratecat said:
- Mind of the Enemy is, in fact, palantir based. :) Note that the winner always gets secret info; if the caster is the loser, well, sucks for him. I think that fact, along with the ramping +2 bonus for hitting a victim multiple times, should help balance it.

- Tentacular guidance should be 3rd level, I agree. I still like it as Alienist only, though. Sort of a flavor thing.

If mind of the enemy works both ways, it's fine as is. At first I assumed it did, then changed my mind... I'm not sure why.

I have no problems with tentacular guidence being Alienist only, but the text needs to be changed -- if only Alienists can cast it, there should be no penalty in the spell for being a non-Alienist. :)

Edit: Does mind of the enemy let the loser know what information was taken?
 
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CRGreathouse said:


I have no problems with tentacular guidence being Alienist only, but the text needs to be changed -- if only Alienists can cast it, there should be no penalty in the spell for being a non-Alienist.

Its range is "creature touched," so an alienist could cast it on someone else. I may toss in a -4 concentration penalty, too, just on general principle.

Does mind of the enemy let the loser know what information was taken?

Buried in the spell description.. let's see.. ah ha!

> Although the loser knows that he has lost and that part of his mind
> has been revealed to his foe, he remains unaware exactly what information
> has been revealed.

Plane Sailing, it was originally a focus, but I changed it to a material component when I decided that I wanted the casting of the spell to be a more momentus occasion. I'd hate to see "Okay, it's Tuesday, so we target... let me check the list... Larry, the BBEG's second lieutenant! Fire up that focus, Agar, and lets go beat up his mind."
 

Agar's Telepathic Bond: For this spell, the level seems a bit high, actually, but then in my opinion so does Rary's version of the spell. If you're using Rary's as a yardstick, however, it seems about correct, though it seems more in the 6.5 range. (You could be getting spell turning, forcecage, prismatic spray, or limited wish for the same level.)

Agony Recalled: Damage cap seems about right for its level. It onlly affects one target, so an increased damage cap is justified, but it's also a will save, which is a pretty nice benefit in certain situations (especially when you consider how few straight damage spells there are based on will), because it negates evasion. I'd say it evens out.

Exploit Weakness: In my opinion, it should be level 4 or even 3. After, all, you're only getting a net of +4 per person, and most casters won't have a party of more than about five or so. In comparison, you could use summon monster III to summon a stack of low-level monsters to make aid another actions for +2 each. (Hmm....can you do that?) The bonus on exploit weakness is more flexible, however, justifying an increased level of 4 over SM3.

Find the Maker: I'd bump this up to 6, as it's essentially a find the path, but with a limited range. However, it is also giving you the location of something you may know nothing about, so it deserves the level increase over find the path.

Mind of the Enemy: Wow, awesome spell. The level seems about right, especially given the huge risks involved. However, I'd make sure as a DM to clamp down on reckless PC use of this spell. Also, I would increase the cost of the material component (maybe twice as much), as 500gp is probably not a huge sacrifice for a party able to cast this spell, especially for your party, which IIRC is approaching 20th. Or, you could cause the caster to be weakened by the mental battle in the form of a penalty to certain actions or all actions for X amount of time. That might make it more dramatic, as few casters will be willing to take a hit to their abilities unless it's urgently needed or they're sure they'll be safe a few days (unlikely for any adventurer).

Probability Scry: Looks good.

Teleport Tracking and Superior Teleport Tracking: Monte Cook has a similar spell, teleport trace as well as a few other teleport-related spells, in the first Book of Eldritch Might. His version is level 6, but does not require a Spellcraft check, and varies in a few other specifics. The book is definitely worth the price, if you want to look into it.

Tentacular Guidance: The spell is a bit better than most level two spells, but not enough to warrant a three, I think. True strike gives a +20 to attack, and a similar spell by Monte give a +20 to attack, but only if you would otherwise miss (and then the spell is discharged), and is level two, though it requires a feat to use. That's about the limit of the yardstick for automatically succeeding at a check with a spell, as far as I know, however. An almost-automatic success at a skill check is a bit better than a single attack roll, so I'd guess the level is about right.

Trace Essence: You have a divine focus listed for divine casters, but the spell is not available to divine casters. Other than that, I'd say it should probably be Sor/Wiz 6, Clr 5, and possibly Brd 6, since it's a pretty powerful, though specialized spell, when you consider how much easier killing liches just became, plus automatically determining if the creature in front of you, is, in fact, the creature in front of you, disregarding polymorph self. So probably on the low end of 6 for arcane casters, and worthy of five for clerics, since spiritual matters are an area of focus for clerics.

True Scrying: Looks about right.

Truth Conversion: Hmmm...this is a difficult spell to judge. On one hand, it's probably about two levels higher than discern lies, since you find out the truth as well, but in comparison to mind of the enemy, it's a bit better, since it essentially includes that spell as well, without the costly material component, though the subject needs to be at hand. However, it allows no saving throw (as opposed to discern lies), which makes it far more powerful, plus the addition of knowing a lie even if the subject doesn't. (I'd probably either take this out or just make sure as a DM your players don't start casting on each other, trying to figure stuff out, as a cheap commune/contact other plane. "Hey Agar, where's the King of Doom hiding out?" "In the Swamps of Decay." "Nope." "In the Tower of Fiery Death." "Nope." "In the basement of this building?" "Bingo.") I'd say this is probably worthy of a ninth-level spell, considering the amazing utility and information-gathering abilities. You forgot to list the material component, as well.

Vision Cascade: I'd say 7th level would be right, since it provides multiple visions and costs no XP, making it better than vision but also doesn't require checks, albeit easy ones. In any case, level shouldn't matter too much for this spell as it will be primarily a plot device, as you said.
 
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