Vision
(Divination)
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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)