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New feat: Magic Premonition
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<blockquote data-quote="MadLuke" data-source="post: 5685497" data-attributes="member: 99802"><p><strong><span style="color: Blue">MAGIC PREMONITION</span></strong></p><p></p><p>The character has a special insight that allows him to predict ahead of time to have such magical principals, to better prepare for situations to come.</p><p><strong>Prerequisites:</strong> Able to cast prepared spells, Wis 13.</p><p><strong>Benefit:</strong> When choosing spells to memorize for the day, the caster may, in fact, ask for advice to the DM to know which spells are more likely to be useful in the following hours or within the time that will pass before the character can relax again and choose the new spells to memorize.</p><p>The DM may suggest to the PC a school Magic (eg Necromancy if that day he expects the group of adventurers will venture into a cursed crypt), a Domain (eg Fire if the DM has a confrontation with the Ice Giants) or a specific spell (eg "Clairaudience" auction will be useful if you think that you can listen to some dialogue).</p><p>Needless to say, it is understood as the DM will provide his advice according to their conscience, according to the adventure that has prepared, nothing will complain if the caster during the day will not detect any significant opportunity to make good use of the spell suggested . And of course this also ignores the fact that the supervening useless spell may have been caused by accidental circumstances (eg, the character who fails a Spot check, may have no interest in robbing a rich merchant who wears a bracelet, so the spell "Cat's Grace" is no longer useful), as determined by the PG (eg, the group decided to postpone the exploration of the crypt, or even anticipate it and thought the DM would have remained in the city) or the DM (eg the DM decides that a trader who could be subject to property, should suddenly leave immediately for another city and then they have no chance of interaction with PG).</p><p></p><p>Bye, MadLuke.</p></blockquote><p></p>
[QUOTE="MadLuke, post: 5685497, member: 99802"] [B][COLOR="Blue"]MAGIC PREMONITION[/COLOR][/B] The character has a special insight that allows him to predict ahead of time to have such magical principals, to better prepare for situations to come. [B]Prerequisites:[/B] Able to cast prepared spells, Wis 13. [B]Benefit:[/B] When choosing spells to memorize for the day, the caster may, in fact, ask for advice to the DM to know which spells are more likely to be useful in the following hours or within the time that will pass before the character can relax again and choose the new spells to memorize. The DM may suggest to the PC a school Magic (eg Necromancy if that day he expects the group of adventurers will venture into a cursed crypt), a Domain (eg Fire if the DM has a confrontation with the Ice Giants) or a specific spell (eg "Clairaudience" auction will be useful if you think that you can listen to some dialogue). Needless to say, it is understood as the DM will provide his advice according to their conscience, according to the adventure that has prepared, nothing will complain if the caster during the day will not detect any significant opportunity to make good use of the spell suggested . And of course this also ignores the fact that the supervening useless spell may have been caused by accidental circumstances (eg, the character who fails a Spot check, may have no interest in robbing a rich merchant who wears a bracelet, so the spell "Cat's Grace" is no longer useful), as determined by the PG (eg, the group decided to postpone the exploration of the crypt, or even anticipate it and thought the DM would have remained in the city) or the DM (eg the DM decides that a trader who could be subject to property, should suddenly leave immediately for another city and then they have no chance of interaction with PG). Bye, MadLuke. [/QUOTE]
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New feat: Magic Premonition
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