Showing posts with label Divination. Show all posts
Showing posts with label Divination. Show all posts

Monday, January 3, 2011

Campaign Design - Spells: Detect Ward

Detect Ward (from Spells & Spellcraft)
Divination

Level: Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: 60 feet
Target, Effect, or Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute per caster level
Saving Throw: None
Spell Resistance: No

You can sense the presence of an active magical ward within the spell's area. The amount of information gained depends on how long you study a particular ward.
  • 1st Round: Presence or absence of any ward.
  • 2nd Round: Area of effect of the ward.
  • 3rd Round: The relative condition of the ward. This reveals whether a ward is sentient, and approximately how powerful it is in terms of capability (how many spells, number of charges, and so on).

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Sunday, January 2, 2011

Campaign Design - Spells: Circle of Sounds

Circle of Sounds (adapted from Relics & Rituals)
Divination

Level: Druid/Spirit Shaman 2, Ranger 2, Warden 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One creature per caster level
Duration: 10 minutes per caster level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

All the creatures touched during the casting of this spell may communicate with one another in the languages of the fauna native to the area. Their shouts will be heard as bird cries. Their conversation will sound like the chattering of squirrels. No one but those touched during the casting will be able to decipher what is being said without the use of speak with animals or tongues. The voices of those affected will not carry any further than their normal voices, but they can shout to one another even when in a forest of enemies and stand little chance of raising the suspicions of others nearby. Perhaps if they talk and shout a lot, the sheer volume of animal sounds will cause suspicion, but even then, it might be overlooked.

The spell lasts until the duration expires. Anyone affected by the spell may choose to speak in their normal voice and language instead of the animal sounds.

Material component: Something from a local bird or animal such as a feather or bone. Even animal droppings will suffice.

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Campaign Design - Spells: Probe Thoughts

Probe Thoughts (from the Spell Compendium)
Divination [Mind-Affecting]

Level: Mind 6, Sorcerer/Wizard 6
Components: V, S
Casting Time: 1 minute
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One living creature
Duration: Concentration, up to round per caster level
Saving Throw: Will negates; see text
Spell Resistance: Yes

All of the subject’s memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject’s knowledge. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures might yield up only appropriate visual images in answer to your questions. The subject is not aware that its mind is being probed, unless you wish to make it aware.

If the subject moves beyond the range of the spell, the effect ends.


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Campaign Design - Spells: Speak with Shadows

Speak with Shadows (adapted from the Complete Guide to Drow)
Divination [Shadow]

Level: Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No

You can comprehend and communicate with shadows, including shadow creatures and normal shadows cast by objects and beings, as well as any creature that can speak Umbran. You are able to ask questions and receive answers from shadows. A normal shadow's sense of reality is subjective, since the shadows change with the approaching darkness or light, so it won't be able to give (or recognize) detailed descriptions of creatures or answer questions outside of what it may have been able to witness in its immediate vicinity.

This spell does not make shadow creatures any friendlier or more cooperative. Wary and cunning creatures are likely to lie or be evasive, while unintelligent shadows will make inane comments. If the shadow creature is friendly, it may perform a service for you are the GM's option.

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Campaign Design - Spells: Discern Shapechanger

Discern Shapechanger (from Oriental Adventures and Races of Eberron)
Divination

Level: Druid/Spirit Shaman 4, Křižák 4, Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target, Effect, or Area: You
Duration: 1 round per caster level
Saving Throw: None
Spell Resistance: No

By taking a standard action to concentrate, you can see the true form of a creature within 60 feet. Each round you can examine one creature you can see to determine whether it is polymorphed, disguised, or transmuted, and what its true form is. If you look at a shapechanger in its true form, you immediately sense its shapechanging ability, but you can't determine what other forms it might be capable of assuming.

For the purpose of this spell, a shapechanger is any creature with the shapechanger subtype or a supernatural or extraordinary ability that allows it to assume an alternate form. A wizard who knows alter self is not a shapechanger (since a spell is not a supernatural or extraordinary ability), but a barghest is (since it has the supernatural ability to assume alternate forms, even though its type is outsider).

Material Component: A balm of honey and lotus flower, applied to your eyelids.

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Campaign Design - Spells: Greater Circle of Seeing

Greater Circle of Seeing (from Relics & Rituals)
Divination

Level: Sorcerer/Wizard 8
Components: V, S, M
Casting Time: One day or 10 minutes (see text)
Range: See text
Target, Effect, or Area: Several linked runes of seeing
Duration: 1 hour per caster level (D)
Saving Throw: None
Spell Resistance: No

This spell creates a temporary magical circle linked to other runes of seeing that have been created by the same caster. The linked runes of seeing must have been placed prior to the casting of this spell, and they must be designated when the spell is cast. The caster may designate a number of runes of seeing that he can view up to his Intelligence modifier. The distance of the runes of seeing from the circle is not a factor. The runes may even be on other planes of existence.

When the caster stands within the circle, he can view the location of any of the linked runes of seeing as if he or she were actually standing at the location of the rune of seeing. Like rune of seeing, switching between different viewpoints requires a standard action from the caster, and changing views to any vantage point of a rune of seeing requires a DC 10 Spellcraft check. Greater circle of seeing then functions identically to scrying through a rune of seeing, except that it allows the caster to cast any spell of 4th level or less through the circle to the location of the viewed rune of seeing. Any spell cast through a rune of seeing connected to a greater circle of seeing makes that rune visibly flare during the channeled spell's casting time. Spellcasters present at the location of the rune may attempt to counterspell any spell cast through the rune, but their Spellcraft checks to identify the spell being cast suffer a -10 penalty, as they cannot see the caster who is using the rune as a conduit.

Range and similar effects of a spell cast through the greater circle are computed as though the caster were standing on the rune of seeing he is currently viewing. No spells with a range of Touch can be cast through the greater circle. In addition, all detection spells in effect on the caster function through the circle to the viewed location.

This powerful spell takes one day to cast if the circle is being created anew, or 10 minutes to cast if a previously placed, permanent circle is being empowered. Neither of these casting times includes the time necessary to gather and prepare the necessary material components.

Casting a spell through the greater circle of seeing requires a Concentration check with a DC of 22 + the level of the spell being cast. Failure means the spell intended to be cast through the circle fails and the spell is wasted. A natural roll of a 1 on this check results in the caster being stricken as if by a confusion spell cast at 15th level. No save or spell resistance is allowed against this confusion effect. No such roll is required to cast the trigger rune spell through the greater circle of seeing.

Material components: The basic runes and patterns of the circle must be drawn in charcoal and sulfur or inscribed in silver. Once pint of the caster's blood (or the blood of a sacrificed intelligent victim) must then be mixed with four ounces of powdered dragon bone or tooth or the powdered bone of an outsider (costing a minimum of 250 shillings per ounce). The resulting paste must then be used to trace the most important runes with a brush of the finest hair (worth a minimum of 50 shillings). A permanently inscribed circle must be made of inlaid silver at a cost of no less than 10,000 shillings. The creator of a permanently inscribed circle must make a DC 12 Craft: Stonework check to carve the intricate design when the circle is created. Failing means that all components are lost and that carving must be attempted again with new materials. Drawing the complex and alien pattern of the greater circle of seeing requires an area of no less than 20 feet by 20 feet.

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Campaign Design - Spells: Divine Inspiration

Divine Inspiration (adapted from the Book of Exalted Deeds)
Divination

Level: Sanctified 1
Components: Sacrifice
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One creature touched
Duration: 1d4 rounds
Saving Throw: None
Spell Resistance: Yes (harmless)

This spell helps to tip the momentum of combat in the favor of good, granting limited precognitive ability that enables the spell's recipient to circumvent the defenses of evil opponents. The target of the spell gains a +3 sacred bonus on all attack rolls made against evil creatures. This bonus does not apply to attacks made against nonevil creatures.

Sacrifice: 1d2 points of Strength damage.

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Campaign Design - Spells: Dowsing

Dowsing (from Relics & Rituals)
Divination

Level: Bard 0, Ranger 1, Sorcerer/Wizard 0, Warden 1
Components: S, M
Casting Time: 1 full round
Range: Personal
Target, Effect, or Area: See text
Duration: Concentration
Saving Throw: None
Spell Resistance: No

This cantrip has two forms. First, dowsing can detect the nearest potable water on the surface if it lies within Long range (400 feet + 40 feet per caster level). Alternatively, the caster can search for subterranean water within Close range (25 feet + 5 feet [er 2 caster levels). The caster holds the fork of the stick in his two hands. The stick twists to point at the nearest water within range (assuming there is any water). The cantrip lasts as long as the caster concentrates on maintaining the spell.

Material component: A forked stick.

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Campaign Design - Spells: Greater Sensory Bond

Greater Sensory Bond (from Relics & Rituals: Excalibur)
Divination

Level: Sorcerer/Wizard 7
Components: V, S, M, XP
Casting Time: 3 hours
Range: 10 feet
Target, Effect, or Area: One person, place, or object
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

You link yourself to a particular person, place, or object. Once the spell is complete, you can sense the subject’s approximate location (within a hundred yards), general condition, and even (for living things) general emotional state. The subject suffers a -3 penalty to the Will save resist your attempts to use scrying to watch them. The link is permanent, and can only be severed by potent magic (such as a wish) or by the target’s death. Even if the subject is dead, the caster can still locate the subject’s body and know if it has been defiled or moved.

Material component: A candle, a small clear crystal, and a drop of the target’s blood (if alive) or a pinch of its dirt or water (if a location).

Experience point cost: 100 experience points.

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Campaign Design - Spells: Identify Spirit

Identify Spirit (adapted from the Shaman's Handbook)
Divination

Level: Druid/Spirit Shaman 2, Spirit 2
Components: V, S, F
Casting Time: 1 standard action
Range: 60 feet
Target, Effect, or Area: One spirit
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You cast the spell and indicate a single spirit you can sense within range. This may be a creature you can see, hear, or sense using a spell like detect spirits. The spell identifies the spirit's type (and subtypes, if any). If the creature is not a spirit, the spell tells you that as well. The creature gets a saving throw against the spell, if it succeeds, or the spell fails to overcome the creature's spell resistance, you learn nothing.

Focus: A small clay bowl in which you must burn a bit of sage.

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Campaign Design - Spells: Gaze of Truth

Gaze of Truth (from Relics & Rituals)
Divination

Level: Paladin 1
Components: S, DF
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Gaze of truth is the divine gift to paladins bestowed by Rúadan, whose vision is the searing truthful vision of the dead. You cast gaze of truth upon your own eyes. You may then gaze upon any one creature or object within Close range (25 feet + 5 feet per 2 caster levels), including yourself, to determine whether the creature or object is currently under the sway of a mind-controlling dweomer or shrouded by illusion magic. Once you have cast the spell upon yourself, you must immediately gaze upon the creature or object in question or the spell is lost. It is a good idea to have the subject of the spell already chosen and within the spell's range before casting it.

The power of this spell is enhanced as you gain experience. When you first obtains the ability to cast this spell, you are only able to determine whether or not the subject is currently under the effect of a magical enchantment. At 3rd level, you are able to detect both enchantment and illusion dweomers. At 5th level, you can see through any illusion magic to reveal the true nature of the subject viewed and can identify the exact nature of the magic at work. At 8th level, you learn of any special requests or requirements placed upon the targeted creature by a mind-affecting dweomer. For example, you would know the instructions of a geas laid upon a creature or would know what a creature had been asked to do while under the sway of a suggestion.

You holy symbol must be present at the casting of the spell as the divine focus. The symbol need not be wielded by you, but must be displayed somewhere on your person - engraved on your armor or painted on your shield.

Armor of Light

When you cast all four of the spells of the divine brother paladins and invoke the divine power of the Holy Mother Eiur, you create magical armor for yourself called the armor of light. The five required spells are gaze of truth, hand of justice, heart of valor, limbs of endurance, and soul of mercy. In order to achieve this armor, you must cast all five spells in succession upon your person, taking no more than one round in between spells. Once invoked, the armor of light lasts as long as the heart of valor spell cast to create the armor remains in effect. When you finish casting all five spells, other creatures seeing you will see divine mists begin to swirl around your body, which then seem to meld into your body in the form of mystical, slightly luminescent armor.

Once you have "put on" the armor of light, you gain many powers in addition to the benefits provided by the individual component spells. First, the armor magnifies the five virtues within you, and this, in turn increases several of your abilities by two points: Mercy increases Wisdom, Endurance increases Constitution, Valor increases Strength, Truth enhances Intelligence, and Justice enhances Dexterity. Second, you gain a sacred bonus of +3 to Armor Class. Third, the armor of light gives you a sacred bonus to saving throws against spells cast by creatures that are either evil or chaotic. Finally, the armor of light casts light in a 60 foot radius around you. This light will supersede any magical darkness or shadow-creating spells of 3rd level or lower whose area of effect overlaps the light effect of the armor.

The armor of light is an abjuration effect, and may be dispelled as if it were a separate 4th-level spell you had cast upon yourself.

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Campaign Design - Spells: Sensory Bond

Sensory Bond (from Relics & Rituals: Excalibur)
Divination

Level: Sorcerer/Wizard 5
Components: V, S
Casting Time: 1 hour
Range: 10 feet
Target, Effect, or Area: One person, place, or object
Duration: 3 hours + 1 hour per 3 caster levels
Saving Throw: Will negates
Spell Resistance: Yes

You link yourself to a particular person, place, or object. Once the spell is complete, you can sense the subject’s approximate location (within a hundred yards), general condition, and even (for living things) general emotional state. The subject suffers a -3 penalty to the Will save resist your attempts to use scrying to watch them.

Material component: A candle and a small clear crystal.

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Campaign Design - Spells: Expose the Dead

Expose the Dead (found in Magic of Eberron)
Divination

Level: Cleric/Favored Soul 2, Paladin 2, Sorcerer/Wizard 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 1 minute per caster level (D)
Saving Throw: None
Spell Resistance: No

You gain a sixth sense that allows you to better locate undead creatures as well as to investigate corpses. Your eyes turn white while under the effect of this spell, making it seem as though you were blind, although you can see as well as normal.

While this spell is in effect, you gain an insight bonus equal to your caster level (Maximum +10) on Survival checks made to track undead, and you can follow undead tracks with a DC above 10 as though you had the Track feat. You gain the same insight bonus on Listen and Spot checks made against undead creatures.

In addition, you gain an insight bonus equal to your caster level (maximum +10) on search checks made when examining a dead body, and are treated as if you had the Investigate feat.

Finally, while this spell is active, increase the save DC of any speak with dead spell you cast by 2.

Material component: A dwarven finger bone.

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Campaign Design - Spells: Planar Focus

Planar Focus (from Portals & Planes)
Divination

Level: Bard 2, Cleric/Favored Soul 2, Druid/Spirit Shaman 2, Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No

You tap into the planar system, analyzing the ebb and flow of cosmic energy to determine your relative position and the unique traits of the world you are on. For the duration of this spell, you intuitively know the destination of any gate or portal you discover. You learn the nature and strength of all planar traits that are currently in effect. Further, if you cast plane shift while under this spell’s effects, you may cut the distance you are off target by half. If you cast teleport, you may roll twice to see if you deviate from your target, taking whichever result you want of the two.

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Campaign Design - Spells: Woda's Translator

Woda's Translator (adapted from Relics & Rituals; originally Terole's Translator)
Divination

Level: Bard 3, Cleric/Favored Soul 4, Knowledge 4, Memory 4, Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 full round
Range: Touch
Target, Effect, or Area: Living creatures touched
Duration: 1 week (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

By means of this spell, you gain the knowledge of any one language you have heard or read within the last day. You can touch any number of creatures during the casting to grant them the same ability. You must divide the duration of the spell evenly among all the creatures touched during the casting. The language that the caster chooses could be one you already know, in which case you do not need to consider yourself one of the targets.

This magic grants a recipient complete fluency in the language learned during the duration of this spell. This spell does not allow creatures that cannot speak to talk. Barbarians and other illiterate creatures still gain the ability to read the language granted during the duration of the spell. Only one language at a time can be known by this spell. If one uses this spell again while it is still active from a preceding casting, the second language overwrites the older incantation and removes the earlier language. Use of Woda's translator also grants temporary use of the Decipher Script skill as if the person had been trained in that skill, with a +5 competence bonus.

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Campaign Design - Spells: Dead Man's Eyes

Dead Man's Eyes (adapted from Relics & Rituals)
Divination

Level: Bard 2, Cleric/Favored Soul 2, Secrets 2Sorcerer/Wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: See text
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

By peering into a dead person's eyes, the caster may see 1 minute per caster level preceding the corpse's death. The caster views the evens in a compressed about of time - 1 round for every minute of the corpse's past he envisions. A successful Concentration check against DC 15 will give near-perfect recall of the events; failure indicates fuzzy recall and partial details. Rolling a natural 1 on the Concentration check gives the caster a mangled and inaccurate version of events leading to the corpse's demise.

The caster may dismiss the divination at any point. However, if he witnesses the victim's final moment and the victim died violently, the caster immediately suffers 2d6 points of nonlethal damage from the empathic resonance of the victim's death.

Material component: A 50 shilling gem placed over each eye of the corpse.

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Campaign Design - Spells: Read Spirit Echo

Read Spirit Echo (adapted from Shamans: Call of the Wild)
Divination

Level: Bard 3, Druid/Spirit Shaman 3, Memory 2, Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: All spirits within a 25 foot + 5 foot per 2 caster levels spread, centered on you
Duration: Concentration up to 10 minutes per caster level
Saving Throw: None
Spell Resistance: No

You can read the memories of a location's spirits to know about events that happened there in the past. Glades, hills, clearings, and even city locations have spirits that remember past events, especially if they generated intense emotions in the people inside their area. You can build a mental image by contacting the spirits.

Events that provoke strong emotions are the most likely to be remembered by the spirits, or to create spirits themselves - large battles, powerful spellcasting, great joy, or great pain. Common events are too weak and generic to leave an impression. The images evoked are ghostlike and you do not learn anything about the people involved in the event.

You can read a single event per round of concentration, if there was ever any or if there is even a spirit present to remember it. You can extend your senses back in time for 10 years per caster level. The actual events sense are at the discretion of the Game Master.

Material component: An appropriate offering for the spirits.

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Campaign Design - Spells: Detect Gold

Detect Gold (adapted from Relics & Rituals)
Divination

Level: Bard 1, Knowledge 1, Sorcerer/Wizard 1
Components: S, M/DF
Casting Time: 1 standard action
Range: 60 feet
Target, Effect, or Area: Quarter circle emanating from the caster out to the range of the spell
Duration: Concentration, up to 1 round per caster level
Saving Throw: None
Spell Resistance: No

The caster can detect the presence of any one type of metal (chosen at casting). Metal of the type chosen will glow with a faint aura only visible to the caster. The aura is strong enough to be seen through cloth or even loose earth, but not through a solid object such as a wooden door or a stone wall. The caster does receive a mental impression if the chosen metal is present within the spell's area - unless the metal is blocked by 1 foot or more of stone, a thin sheet of lead, or inch of another metal (unless the lead or metal is what is being detected). The caster does not have a focused sense of direction to the metal and must canvas the spell's area in order to home in on the precise location. The more of the metal present, the stronger the aura or impression.

Arcane material component: A small sample of the metal being detected.

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Campaign Design - Spells: Teleport Tracer

Teleport Tracer (from the Book of Eldritch Might)
Divination

Level: Sorcerer/Wizard 6
Components: S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One teleportation spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You immediately know the destination of the most recent spell of the teleportation subtype cast within the range of this spell.

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Campaign Design - Spells: Piercing Sight, Greater

Piercing Sight, Greater (from Relics & Rituals: Excalibur)
Divination

Level: Sorcerer/Wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 1 round + 1 round per 2 caster levels
Saving Throw: None
Spell Resistance: No

You can see through metal, wood, or leather within 50 feet + 5 feet per caster level, up to a thickness of ten feet. The primary use for this spell is to see through castle walls.

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