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!
-----------------------------------------
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.
-----------------------------------------
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.
Last edited: