Divination

Foresee: The spell reads the future. The caster poses a single question and receives an answer. The spell’s final difficulty depends on the how far into the future the caster delves (use Table 32) and the actual range to the subject. The answer is truthful, but often cryptic and always literal. For example, a spell that asks the fate of a king has an adjusted difficulty of 125 (base 25 plus 100 for an unspecified time frame) and is likely to reveal only that the king eventually dies. Careful wording of a question can produce clearer results.

By tripling the base difficulty (75), the caster can extend one normal sense (sight, hearing, touch, taste, and smell) into the future, with additional modifiers for the temporal and actual distance, as above.

There is no saving throw vs. a foresee spell unless the spell is used to predict an unwilling creature’s alignment, intentions, or mental state.

Reveal: The spell shows what is hidden or not readily apparent. The spell reveals information about the present or the past.

At base difficulty (20), the caster can project one normal sense to the limit of the spell’s range. For the duration of the spell, the caster can see, hear, smell, feel, or taste as though standing in the target area. If the target area is larger than the five-foot-square default area, the caster’s point of view can be freely shifted within the area. If the caster wishes to employ an enchanted sense (microscopic vision, ESP, infravision, etc.), the base difficulty is doubled (40).

A reveal spell can also detect auras. At base difficulty (20), the caster can perceive one aura, effect, or substance (magic, evil, invisibility, charm, gold, etc.) by touch for the duration of the spell. Increasing the spell’s range extends the caster’s detection ability in a 10-foot path that is as long as the range. If the caster concentrates for one round, a ranged detection can penetrate one yard of earth or wood, one foot of stone, or one inch of steel or other metal. A thin sheet of lead blocks the detection. The caster—and only the caster—perceives the aura through feedback to his senses (hands tingling, throbbing headache, light intensity, etc.) and can tell where the source lies and how powerful it is (faint, moderate, strong, or overwhelming).

Doubling the difficulty (40), doubles the penetration (up to one inch of lead) and allows the caster to analyze what is detected (the type of magic, how much gold, etc.). If there are multiple sources, only that fact is revealed; analysis takes one round.

Tripling the difficulty (60) triples the penetration and allows complete analysis. The caster can determine the subject’s alignment, all types of magic in operation, etc. Each additional multiple of difficulty extends the penetration range. At quintuple difficulty (100), a reveal spell bestows the power of true seeing (as the 5th-level priest spell).

A reveal spell allows the caster to sense or ask questions about the past just as the foresee spell provides insights into the future. The past is easier to divine that the future—divide the time periods on
Table 32 by 10 when determining difficulty. For example, looking 10 years into the past adds 70 to the difficulty.

A single use of the spell produces one effect (sense extension, aura reading, or divining the past), though an ambitions caster could combine all three functions into one very difficult spell.

There is no saving throw vs. a reveal spell unless the spell is used to examine an unwilling creature’s alignment, thoughts, or mental state.

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