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[ 9 posts ] |
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Dead
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Posted: Mon, Jan 26 2015, 1:28 AM |
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Player
Joined: 26 Apr 2009 Location: Tarkuul
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The pages of this tome are containing scrolls belonging to the spell school of Divination. While the spells could be learned elsewhere, this book in this very edition can be found only in the library of Tarkuul. Those who wish to learn from it would have to do it exclusively within the borders of the City of Knowledge.
CONTENTS
Level 0: Read Magic, Detect Magic
Level 1: Identify, Comprehend Languages, Detect Undead, Scholar's Touch
Level 2: Locate Object
Level 3: Arcane Sight, Tongues
Level 4: Scrying, Detect Scrying, Locate Creature
Level 5: Contact Other Plane
Level 6: Analyze Dweomer, Legend Lore
Level 7: Arcane Sight Greater, Scrying Greater, Vision
Level 8: /
Level 9: / //The following spells are Pen&Paper spells. As such they can be cast only with consent of the affected party, and with permission of everyone present, or with consent of a DM.
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Last edited by Dead on Fri, Mar 06 2015, 12:56 PM, edited 8 times in total.
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Dead
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Posted: Mon, Jan 26 2015, 2:02 AM |
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Player
Joined: 26 Apr 2009 Location: Tarkuul
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Divination spells of the 0th Circle (cantrips)=========================================================================================Read MagicDivination Level: Bard 0, Wizard 0, Sorcerer 0 Components: V, S, AF Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Arcane Focus: A clear crystal or mineral prism. =========================================================================================Detect MagicDivination Level: Bard 0, Wizard 0, Sorcerer 0 Components: V, S Casting Time: 1 hour Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. - 1st Round: Presence or absence of magical auras. - 2nd Round: Number of different magical auras and the power of the most potent aura. - 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. =========================================================================================
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Last edited by Dead on Mon, Jan 26 2015, 3:37 AM, edited 3 times in total.
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Dead
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Posted: Mon, Jan 26 2015, 2:03 AM |
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Player
Joined: 26 Apr 2009 Location: Tarkuul
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Divination spells of the 1st Circle=========================================================================================IdentifyDivination Level: Bard 1, Wizard 1, Sorcerer 1 Components: V, S, M, DF, Casting Time: 1 hour Range: Touch Target: One touched object Duration: Instantaneous Saving Throw: None Spell Resistance: No The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify does not function when used on an artifact. Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting. =========================================================================================Comprehend LanguagesDivination Level: Bard 1, Wizard 1, Sorcerer 1 Components: V, S, M, DF, Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical, but comprehend languages is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Arcane Material Component: A pinch of soot and a few grains of salt. =========================================================================================Detect UndeadDivination Level: Bard 1, Cleric 1, Sorcerer 1, Wizard 1 Components: V, S, M, DF, Casting Time: 1 standard action Range: 60 ft. Target: Cone-shaped emanation Duration: Concentration, up to 1 minute/level (D) Saving Throw: None Spell Resistance: No You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. Each round, you can turn to detect undead in a new area. - 1st Round: Presence or absence of undead auras. - 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends. - 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table: Arcane Material Component: A bit of earth from a grave. =========================================================================================Scholar's TouchDivination Level: Bard 1, Cleric 1, Sorcerer 1, Wizard 1 Components: V, S, M, AF, Casting Time: 1 standard action Range: Personal Target: One book/round Duration: oncentration, up to 1 round/level With this spell you can touch a book or scroll and absorb the knowledge contained within as if you had just read it. This is equivalent to a solid reading but not deep study — the character does not gain perfect recall of the information, just whatever he would have gotten from reading it completely once. If you can't read the language of the source, the spell has no effect. This spell cannot be used to prepare spells or to cast magical scrolls, nor does it have any effect when reading a magical book (such as a tome of understanding). Material Component: A scrap of parchment and a pinch of tinder. Focus: A thin crystal disc. =========================================================================================
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Last edited by Dead on Mon, Jan 26 2015, 3:36 AM, edited 2 times in total.
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Dead
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Posted: Mon, Jan 26 2015, 2:48 AM |
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Player
Joined: 26 Apr 2009 Location: Tarkuul
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Divination spells of the 2nd Circle=========================================================================================Locate ObjectDivination Level: Bard 2, Wizard 2, Sorcerer 2, Cleric 3 Components: V, S, AF, DF, Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level Duration: 1 min./level Saving Throw: None Spell Resistance: No You sense the direction of a well-known or clearly visualized object. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder. You can search for general items such as a stairway, a sword, or a jewel, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item, such as a particular piece of jewelry, requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item (such as "Baron Vulden's signet ring") unless you have observed that particular item firsthand (not through divination). The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object fools it. Arcane Focus: A forked twig. =========================================================================================
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Last edited by Dead on Mon, Jan 26 2015, 3:38 AM, edited 1 time in total.
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Dead
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Posted: Mon, Jan 26 2015, 2:59 AM |
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Player
Joined: 26 Apr 2009 Location: Tarkuul
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Divination spells of the 3rd Circle=========================================================================================Arcane SightDivination Level: Wizard 3, Sorcerer 3 Components: V, S, Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly. You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect). If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use. In some cases, arcane sight may give a deceptively low reading—for example, when you use it on a spellcaster who has used up most of his or her daily spell allotment. =========================================================================================TonguesDivination Level: Bard 2, Wizard 3, Sorcerer 3, Cleric 4 Components: V, M, DF, Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: No This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. Arcane Material Component: A small clay model of a ziggurat, which shatters when the verbal component is pronounced. =========================================================================================
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Last edited by Dead on Mon, Jan 26 2015, 3:38 AM, edited 1 time in total.
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Dead
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Posted: Mon, Jan 26 2015, 3:31 AM |
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Player
Joined: 26 Apr 2009 Location: Tarkuul
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Divination spells of the 4th Circle=========================================================================================ScryingDivination (Scrying) Level: Bard 4, Wizard 4, Sorcerer 4, Druid 4, Cleric 5 Components: V, S, M, AF, DF, Casting Time: 1 hour Range: See text Effect: Magical sensor Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save. If the save fails, you can see and hear the subject and the subject's immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet. As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message. If the save succeeds, you can't attempt to scry on that subject again for at least 24 hours. Arcane Material Component: The eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc. Wizard, Sorcerer, or Bard Focus: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet. Cleric Focus: A holy water font costing not less than 100 gp. Druid Focus: A natural pool of water. =========================================================================================Detect ScryingDivination Level: Bard 4, Wizard 4, Sorcerer 4 Components: V, S, M, Casting Time: 1 standard action Range: 40 ft. Area: 40-ft.-radius emanation centered on you Duration: 24 hours Saving Throw: None Spell Resistance: No You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell's area radiates from you and moves as you move. You know the location of every magical sensor within the spell's area. If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier's result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you. Material Component: A small piece of mirror and a miniature brass hearing trumpet. =========================================================================================Locate CreatureDivination Level: Bard 4, Wizard 4, Sorcerer 4, Components: V, S, M, Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level Duration: 10 min./level Saving Throw: None Spell Resistance: No This spell functions like locate object, except this spell locates a known or familiar creature. You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any. The spell can locate a creature of a specific kind (such as a human or a unicorn) or a specific creature known to you. It cannot find a creature of a certain type (such as humanoid or animal). To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once. Running water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and polymorph spells. Material Component: A bit of fur from a bloodhound. =========================================================================================
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Dead
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Posted: Mon, Jan 26 2015, 3:47 AM |
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Player
Joined: 26 Apr 2009 Location: Tarkuul
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Divination spells of the 5th Circle=========================================================================================Contact Other PlaneDivination Level: Wizard 5, Sorcerer 5 Components: V Casting Time: 10 minutes Range: Personal Target: You Duration: Concentration You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. (All questions are answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer.) You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two caster levels, you may ask one question. Contact with minds far removed from your home plane increases the probability that you will incur a decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes. Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.) On rare occasions, this divination may be blocked by an act of certain deities or forces. d% is rolled for the result shown on the table: //Use this spell only when supervised by a DM.=========================================================================================
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Last edited by Dead on Fri, Mar 06 2015, 12:52 PM, edited 1 time in total.
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Dead
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Posted: Mon, Jan 26 2015, 3:57 AM |
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Player
Joined: 26 Apr 2009 Location: Tarkuul
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Divination spells of the 6th Circle=========================================================================================Analyze DweomerDivination Level: Bard 6, Wizard 6, Sorcerer 6 Components: V, S, AF, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One object or creature per caster level Duration: 1 round/level (D) Saving Throw: None or Will negates; see text Spell Resistance: No You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level. An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours. Analyze dweomer does not function when used on an artifact. Focus: A tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,500 gp. =========================================================================================Legend LoreDivination Level: Bard 4, Wizard 6, Sorcerer 6 Components: V, S, M, AF, Casting Time: See text Range: Personal Target: You Duration: See text Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4×10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time). During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are "legendary", as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds. Examples: - A divination about a mysterious magic axe you have at hand: "Woe to the evildoer whose hand touches the axe, for even the haft chops the hand of the evil ones. Only a true Son or Daughter of Stone, one who loves Moradin and whom Moradin loves, may awaken the true powers of the axe, and only with the sacred word 'Rudnogg' on the lips". - A divination about a legendary paladin about whom you know many details: "Vanashon has been denied the glory of death and the duty of life. He waits patiently beneath the Forbidden Mountain". (The paladin has been turned to stone in the caverns under the mountain). - A divination about ancient ruins about which you have only a passing reference in a partially damaged tome: "The sorcerer who called herself Ryth built a library without words and a temple without gods. Those who read and those who pray tore it down in a night and a day". (These clues may be enough for you to find out more and get details you need to cast a better legend lore). Material Component: Incense worth at least 250 gp. Focus: Four strips of ivory (worth 50 gp each) formed into a rectangle. =========================================================================================
_________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Login: Narkudauman~~~~~~~~~~~~~~~~~~~~~~~ ╬ Join the Magisterium Mortis ╬
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Dead
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Posted: Fri, Mar 06 2015, 12:54 PM |
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Player
Joined: 26 Apr 2009 Location: Tarkuul
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Divination spells of the 7th Circle=========================================================================================Arcane Sight, GreaterDivination Level: Wizard 7, Sorcerer 7 Components: V, S, Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min/level (D) This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see. =========================================================================================Scrying, GreaterDivination (Scrying) Level: Bard 6, Wizard 7, Sorcerer 7, Druid 7, Cleric 7 Components: V, S, Casting Time: 1 standard action Effect: Magical sensor Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes This spell functions like scrying, except as noted above. Additionally, all of the following spells function reliably through the sensor: message, read magic, detect magic, detect chaos, detect evil, detect good, detect law, and tongues. =========================================================================================VisionDivination Level: Sorcerer 7, Wizard 7, Components: V, S, M, XP, Casting Time: 1 standard action This spell functions like legend lore, except that it works more quickly but produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 +1 per caster level; maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumors are known, the DC is 30, and the information gained is vague. XP Cost: 100 XP. =========================================================================================
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Last bumped by Dead on Fri, Mar 06 2015, 12:54 PM.
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