
The mage divination magic…the basics…for mages…2nd ed..
Lv 7 Vision
At such time as the wizard (regent) wishes to gain supernatural duidance, he casts a vision spell, calling upon whatever power he desires aid from, and then asking a question for which a vision is to be give in answer. Two d6 are rolled…2-6 the power is annoyed and will cause geas or quest upon the caster; 7-9 the ower is indifferent, and some minor vision, possibly unrelated to the qustion is given; 10+ indicates the vision is granted.
The material component is the sacrafice of something valued by the caster. The more precious the better the results. Very precious +1 to roll; Extremely precious +2; priceless item is +3.
This is the type of spell that could well lead to the type of divinations your are mentioning. It is a divination with the help of outside forces that can not be counted on not to couch their advice in cryptic riddles and answers.
Lv 9 Foresight
The spell grans the caster a powerful sixth sense in relation to himself or another. although cast upon himself, the wizard can specify that he or another is the beneficiary of the spell. Tuhs, if he were the object of the spell, the wizard would be warned in advance if a thief were about to attempt to backstab him, or if a creature were about to leap out from an unexpected direction, or if an attacker were specifically targetting hiim wiht a spell or missile weapon. When the warnings are about him personally, the wizard cannot be surprised, and always knows the direction from which any attack on him is made. IN addition, the spell gives the wizard a general idea of what aciton he migh take to best protect himself–duck, jump right, close his eyes, etc…–and gives him a defensive bonus of 2 to AC. When another is the object of the spell the wizard recieves warnings about that person. He must still communicate this to the other to negate any surprise. Souting a warning, yanking the person back, even telepathically communicating through a crystal ball can all be accomplished before the trap is sprung–if the wizard does not hesitate. The object of the spell does not gain the defensive bonus to his AC however.
The M component is a hummingbird’s feathers…
This one has limited usefulness, as it is predicated on eminent actions, usually combat related, although I might allow for some type of use when determining the action that would be best in the situation. If you are trying to get the tenor or “The Now” then you could use this spell to great affect.
Here are some other spells of divination. The source for these spells are Encyclopedia Arcane Divination…..by Mongoose publishing…and is a d20 product. I have converted the spells for 2nd edition (which really doesn’t take all that much). I will give brief descriptions of these spells and their usefulness to a regent who researches or discovers the powers of these spells.
Lv 9 Equation of Man
This spell allows the caster to know all information about his race from its inception, but the knowledge is fleeting. What the spell does is make it so that the caster cannot fail an attack roll, skill check or saving throw regarding his race. The spells research and preparation properties are vast. The spell even states that it extends to non combat situations and research. It could give intimate knowledge about ones adversaries.
The spell also allows the caster to complete any single task in the duration of the spell regardless of the time it should take using the spell. An elf attacks other elves for a number of rounds then teleports away to fashion a suit of flawless suit of chainmail in the remaining 8 rounds of the spell (dur is 1 rd per caster level).
It has a -10 penalty w/other races during its duration.
Since the world of Cerilia is predominantly human though, a human mage spell caster could become almost unstoppable with the spell.
Lv 5 Fleeting Genius
This spell simply allows its caster to gain the ability to perfectly complete a single task. It can work for attacks or skill/proficiency checks.
This spell could allow the caster to hang the spell, and then unleash it with a licking of their lips as they make the final point in a debate that they are attempting to win for a diplomatic point.
Lv 5 Foretelling
This spell provides the DM that twisting of the words that others have alluded to, in this version of the spell. It will answer a question with up to 3 different conditions, with a 25% -1% per lvl of caster (minimum truthfulness is 16% for a 9th lvl caster).
It can be useful for lesser questions, but might not give complete information if the caster isn’t careful with the spells wording.
Lv 9 Greater Foretelling
As with foretelling the spell offers answers to a question, but it is much more potent of course.
It allows for a “Perfect & Complete” answer to any question of any complexity, but still may be less than clear in its answer…..but it will be accurate.
If cast in conjunction with a foresight spell the foresight spell will last for 24 hours.
I really like this next one……
Lv 3 Gilded Tongue
This one allows for the caster to know what the best thing to say is for any ongoing situation. In diplomacy this would be a killer spell to have in affect. It also allows the caster to know what he needs to say in order to win people to his viewpoint. There is a +10 DC bonus for those who use the later systems with Diplomacy, Sense Motive, Gather Information, in order to perform them flawlessly.
This would almost guarantee success in diplomatic meetings especially if the spell was hung to go off on a movement of choice. The spell has a 1 turn per level duration, so a higher level caster could easily dominate even longer meetings.
Lv 3 Master of the Game
While this spell can be used to cheat at game of chance, it also offers the caster the ability to “foresee the future possibilites of a single action involving a limited number of choices.” It allows the caster to see perfectly into the next round and make decisions based on that viewing. The spell specifically mentions combat and non combat uses.
Once again the spell is used to view/divine situations right now, but it could be crucial to see how votes and other “simple” actions would come to pass, and possibly alter the outcome in some way.
These are just a few of the spells in publication or on the net that could be useful for the mage regent out there practicing divination. If I find others I will post them if they are useful in divination by regents in the game.
Also any mage could research a “Realm Level” spell that could accomplish a much more detailed and viable information set. Lets say “Determine Year” which could provide a list of the single most important events for a single event each month for the following year. It could provide key information while still making subsequent issues pop up so that everything the DM does is not transparent. Of course you could create the spell in the own image of your game, but for me this “Epic/Arch Mage” style magic would yield complete answers to these events, and the spell would probably require a Lv 5 Source or greater.
Magic is a stronger force than steel……it should work out that way. (Of course magic vs magic is a very bad thing, and Azrai vs magic is a lose lose situation.)
Later
:rolleyes: