Vision

At such time as the wizard wishes to gain supernatural guidance, he casts a vision spell, calling upon whatever power he desires aid from, and asking the question for which a vision is to be given in answer. Two six-sided dice are rolled. If they total 2 to 6, the power is annoyed and will cause the wizard, by an ultra-powerful Geas or Quest, to do some service, and no questions are answered. If the dice total 7 to 9, the power is indifferent, and some minor vision, possibly unrelated to the question, is given. A score of 10 or better indicates that the vision is granted.

The material component of the spell is the sacrifice of something valued by the spellcaster or by the power supplicated. The more precious the sacrifice, the better the chance of spell success. A very precious item grants a bonus of +1 on the dice, one that is extremely precious adds +2, and a priceless item adds +3.

[Player's Handbook]
School: Divination
Level: 7
Rarity: Common
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: The caster
Saving Throw: None
Material Components: something valued by the spellcaster (see description)

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