Vision
(Divination)

http://en.wikipedia.org/wiki/Vision_of_St._John_on_Patmos


L^: i7
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R#: 0
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D^: S
C^: v.s.m
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CT: 7
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S^: None
A^: The illusionist
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Effect: At such time as the illusionist wishes to gain supernatural guidance, he or she casts a vision spell,
calling upon whatever power he or she desires aid from,
and asking the question for which a vision is to be given to answer.

Two six-sided dice are rolled.
If they total 2 to 6, the power is annoyed and will cause the illusionist,
by ultra-powerful geas or quest, to do some service, and no question will be answered.
If the dice total 7 to 9, the power is indifferent, and some minor vision, possibly unrelated to the question, will be given.
A score of 10 or better indicates the vision is granted.

DMG: Consider this spell similar to a contact other planes for handling purposes.
Unrelated visions should contain some cryptic clue as to what the caster is seeking.
Even on a 10 or better, be certain to make the vision as unclear and indirect as possible.

MC: Note that the material component of the spell is the sacrifice of something valued by the spell caster
and/or by the power supplicated.
The more precious the sacrifice, the better the chance of spell success,
for a very precious item will give a bonus of + 1 on the dice,
one that is extremely precious will add +2,
and a priceless/nonesuch will add +3.
 

By Peter Aronson.
 

Correggio 
Vision of St. John the Evangelist
freso in dome, San Giovanni Evangelista, Parma, 1520-1532
(Thanks to Brian Karnov)