Seer heroic path

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Seer Heroic Path[edit]

Background information for the Seer path is designed as Closed Game Content. Refer to the Midnight 2nd Edition book for this information.

Special: At his discretion, the DM may activate one of the seer's spell-like abilities (though not when doing so would endanger the seer, such as during combat) in order to convey useful story information to the party. Additionally, because the seer's powers do not actually rely on communication with a divine entity, all of her spell-like abilities convey information using sight, sound, smell, and other sensory information, rather than actual words. The ability descriptions below take this into account.

Seer Abilities by level[edit]

  1. #Mental Alarm 1/day
  2. #Augury 1/day
  3. #Seer Sight (day/level, 1/day)
  4. #Clairaudience / Clairvoyance 1/day
  5. #Locate Object 1/day
  6. #Seer Sight (day/level, 2/day)
  7. #Locate Creature 1/day
  8. #Speak With Dead 1/day
  9. #Seer Sight (month/level, 2/day)
  10. #Divination 1/day
  11. #Scrying 1/day
  12. #Seer Sight (month/level, 3/day)
  13. #Arcane Eye 1/day
  14. #Divination 2/day
  15. #Seer Sight (year/level, 3/day)
  16. #Prying Eyes 1/day
  17. #Legend Lore 1/day
  18. #Seer Sight (year/level, 4/day)
  19. #Commune 1/day
  20. #Vision 1/day

Seer Ability Descriptions[edit]

Mental Alarm[edit]

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation centered on a point in space
Duration: 2 hours/level (D)
Sounds a mental alarm each time a tiny or larger creature encounters the area. A creature that speaks the password (you set it) does not set off the alarm.
The alarm sounds a mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm. You will not be alarmed if you go more than 1 mile from the affected area.

Augury[edit]

Casting Time: 1 minute
Range: Personal
Target: you
Gives you a general sense as to whether a particular action will bring good or bad results for you in the immediate future.
Chance for receiving a meaningful reply: 70% plus 1% per caster level (roll made secretly).
The question can affect the chance, from a successful result being automatic, or nearly impossible. Success gives one of four results:
Good (if the action will probably bring good results)
Bad (for bad results)
Mixed (for both good and bad results)
Nothing (when actions don’t have good or bad results)
If the spell fails, you get the nothing result, but has no other way to tell if the spell succeeded or not.
The augury can only see into the future about half an hour.

Seer Sight[edit]

Casting Time: 1 minute per unit of time
Range: Personal
Target: One object, place, or person
The Seer can see all events that occurred to or near the target in the past. The Seer may choose to look back several days, months, or years – the limit determined by the listed time units per character level. This requires uninterrupted concentration, during which the information is transferred to the Seer as a series of quick mental flashes. Short durations observed give more detail, and looking back further in the past reveals only highlights. After using this ability, the Seer is dazed for one minute.

Clairaudience / Clairvoyance[edit]

Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Duration: 1 min./level (D)
Creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or effect, but the locale must be known. The sensor doesn’t move, but you can rotate it. You have no special sight through this spell – darkness is dark.

Locate Object[edit]

Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level) radius
Area: circle, centered on you
Duration: 1 min./level
You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item 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 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 the spell.

Locate Creature[edit]

Duration: 10 min./level
Like locate object, except this locates a 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 or a specific creature known to you. It cannot find a creature of a certain type. 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.

Speak With Dead[edit]

Casting Time: 10 minutes
Range: 10 ft.
Target: One dead creature
Duration: 1 min./level
Saving Throw: Will negates
If the creature’s alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive.
You establish a brief mental bond with the corpse, allowing you to probe the sensory memories relating to specific events or topics. You cannot ask the corpse questions or receive speech or answers. You instead experience what the body saw, felt, heard, etc.
If the corpse has been subject to speak with dead within the past week, the ability fails. You can use this ability on a corpse that has been deceased for any amount of time, but the head must be mostly intact to be able to respond.
The partially animated body retains the imprint of the soul that once inhabited it, and thus it retains the experiences that the creature had while alive. The corpse, however, cannot learn new information. Indeed, it can’t even remember being questioned. This spell does not affect a corpse that has been turned into an undead creature.

Divination[edit]

Casting Time: 10 minutes
Range: Personal
Target: You
Similar to augury but more powerful, this ability can provide you with inspiration concerning a specific goal, event, or activity that is to occur within one week. The inspiration can be as simple as specific knowledge or mentally-experienced precognition, or it might take the form of cryptic imagery and feelings or omens. If your party doesn’t act on the information, the conditions may change so that the inspiration is no longer useful. The base chance for a correct divination is 70% + 1% per caster level. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work.
As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.

Scrying[edit]

Casting Time: 1 hour
Duration: 1 minute/level
Saving Throw: Will negates
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.
Knowledge Will Save Modifier
None +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) -5
Connection Will Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, etc. -10
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 Eye[edit]

Casting Time: 10 minutes
Range: Unlimited
Duration: 1 min./level (D)
You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.
The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.

Prying Eyes[edit]

Casting Time: 1 minute
Range: One mile
Duration: 1 hour/level (D)
You create a number of semitangible, visible magical orbs (called “eyes”) equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.
While the individual eyes are quite fragile, they’re small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with perfect maneuverability, and has a +16 Hide modifier. It has a Spot modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must find its way by touch.
When you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well.
In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears.
If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won’t know if the eye was destroyed because it wandered out of range or because of some other event.
The eyes exist for up to 1 hour per caster level or until they return to you. Dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.

Legend Lore[edit]

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 1d4x10 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.

Commune[edit]

Casting Time: 10 minutes
Range: Personal
Duration: 1 round/level
You gain inspirational replies to questions that you ask. You are allowed one such reply per caster level. The replies given come in the form of general, very basic feelings. Generally these are either positive or negative, so questions should be asked as yes-or-no format. Some replies may be murky if it is impossible to divine a legitimate answer. At the DM’s discretion, the reply may include more complex feelings, or even sensations.
This ability, at best, provides information to aid character decisions. The replies come from the Seer’s true ability to divine the true nature of reality, and are generally quite reliable.

Vision[edit]

Casting Time: 1 standard action
This spell functions like legend lore, except that it works more quickly. 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.


Bihlbo 19:38, 16 October 2005 (PDT)


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