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Trance
(Divination)


L^: sh1
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R#: 0
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D^: 1r*
C^: v.s
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CT: 1r
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S^: None
A^: 12"
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!@@
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!##

Effect: With this spell the shukenja places himself in a deep trance, during which he cannot move, speak or take
any action.

While in the trance, the shukenja is highly attuned to the powers and forces in the surrounding area.
As such, the trance allows the character to discover whether any supernatural or magical effects are at work in
the area. For each round the character remains in the trance, he feels the presence of any one
    lesser spirit,
    greater spirit,
    curse,
    permanent magical effect,
    or haunting,
provided this is in the area of effect. He is able to
determine the general type of thing contacted (natural spirit, evil haunting, etc), but cannot communicate with it
in any way or gain any other information about it.

For example, the party stops at a deserted temple for the night.
The shukenja enters into a trance, hoping to learn if supernatural forces are at work here.
From the trance he learns that an evil spirit is haunting the temple.
So prepared, the party can ready appropriate defenses or leave.
 
 






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