Author Topic: Weaponizing Divination  (Read 3950 times)

Offline Garryl

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Weaponizing Divination
« on: November 16, 2011, 10:29:05 PM »
Weaponizing Divination
Divination has almost no offensive spells (if any). Why not give it a few flavorful ones? They are generally weaker than equivalent spells in other schools, but should still be worthwhile for their spell levels.



New Bard Spells
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New Cleric Spells
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New Druid Spells
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New Paladin Spells
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New Ranger Spells
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New Sorcerer/Wizard Spells
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Battle Sense
Divination
Level: Cleric 1, Paladin 1, Sor/Wiz 1
Casting Time: 1 swift action
Components: S
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None (Harmless)
Spell Resistance: No

You see visions from fractions of a second into the future, allowing you to better defend yourself or attack your enemies.

While this spell is in effect, you begin to receive visions from moments into the future that allow you to react better to the battle that rages around you. Choose one of attack rolls, armor class, or saving throws when you cast this spell. You gain a +1 insight bonus to the chosen option while this spell is in effect. This bonus increases by 1 for every 3 caster levels, to a maximum of a +5 bonus at 12th level. You lose the benefit of this spell until the end of your turn whenever you are attacked while you are flat-footed or denied your Dexterity bonus to your armor class, as your inability to react causes your visions become desynchronized with your actual future.



Countersight
Divination
Level: Cleric 6, Paladin 4, Sor/Wiz 6
Casting Time: 1 standard action
Components: V
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

You worm your own second sight into your opponents' foresight, allowing you to foresee and counteract the reactions that they make in response to their own visions.

While you are subject to this spell, any insight bonuses that your opponents may have are all but negated when dealing with you. Any insight bonuses to attack rolls, damage rolls, armor class, saving throws, opposed checks, caster level, caster level checks, and save DCs are reduced with respect to you. Such bonuses are reduced by your caster level (maximum -15), to a minimum bonus of +0. This effect has no effect on insight penalties, insight bonuses to other statistics, nor any other types of bonuses. The effect of this spell does not stack with similar effects.



Dissonant Visions
Divination [Mind-Affecting]
Level: Bard 1, Druid 1, Sor/Wiz 1
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You inflict random and uncontrolled visions upon the subject. Although they pass by in but a brief flash, they leave the subject with feelings of confusion and dread.

When you touch the subject of this spell, its mind fills with strange visions. On a failed Will save, the subject is shaken for the duration of this spell. On a successful Will save, the subject manages to take control of the visions and make some sense of them, granting them the benefit of an omen of peril spell (responses are with respect to the subject, but the chance of success is based on your caster level).



Dreadful Visions
Divination [Mind-Affecting]
Level: Bard 3, Druid 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You inflict horrifying and disgusting visions upon the subject. Although they pass by in but a brief flash, they leave the subject with feelings of terror.

When you touch the subject of this spell, its mind fills with strange visions. On a failed Will save, the subject is frightened for the duration of this spell. On a successful Will save, the subject manages to take control of the visions and make some sense of them, causing them to be shaken for one round and granting them the benefit of an divination spell (responses are with respect to the subject, but the chance of success is based on your caster level).



Forced Clairaudience
Divination (Scrying) [Mind-Affecting]
Level: Bard 2, Sor/Wiz 2
Casting Time: 1 standard action
Components: V, S
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You impose your second sight upon your opponent, causing him to hear sounds from another location instead of his own.

The subject of this spell is subject to a modified clairaudience spell. On a failed Will save, the subject hears sounds from a random location within 1 mile per level instead of from its own ears. Usually this is silent, but the random location is occasionally one in which some event is occurring. In either case, the subject is effectively deafened for the duration of this spell.



Forced Clairsentience
Divination (Scrying) [Mind-Affecting]
Level: Bard 5, Sor/Wiz 5
Casting Time: 1 standard action
Components: V, S
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You impose your second sight upon your opponent, causing him to use his senses from another location instead of his own.

The subject of this spell is subject is subject to a modified clairaudience/clairvoyance spell. On a failed Will save, the subject hears sounds, sees sights, and uses all other senses (with the exception of touch) from a random location within 1 mile per level instead of from its own body. Usually this is silent, dark, or otherwise nondescript, but the random location is occasionally one in which some event is occurring. In either case, the subject is effectively blinded, deafened, and unable to use most other senses (including extraordinary and unusual senses, such as tremorsense, scent, blindsight, and even effects such as the Lifesense and Mindsight feats) for the duration of this spell.



Forced Clairvoyance
Divination (Scrying) [Mind-Affecting]
Level: Bard 3, Sor/Wiz 3
Casting Time: 1 standard action
Components: V, S
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You impose your second sight upon your opponent, causing him to see sights from another location instead of his own.

The subject of this spell is subject is subject to a modified clairvoyance spell. On a failed Will save, the subject sees sights from a random location within 1 mile per level instead of from its own eyes. Usually this is dark or nondescript, but the random location is occasionally one in which some event is occurring. In either case, the subject is effectively blinded for the duration of this spell.



Foresee Defenses
Divination
Level: Bard 5, Ranger 4, Sor/Wiz 5
Casting Time: 1 standard action
Components: V, S
Range: Personal
Target: You
Duration: 1 round/level or until discharged
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

You extend your second sight into all possible immediate futures, allowing you to react to all potential responses to your own actions.

While you are under the effects of this spell, you receive warnings of the immediate future, detailing the immediate results of your actions. This grants you a +2 insight bonus on all attack rolls and caster level checks to oppose spell resistance, and a +1 insight bonus to the save DCs of your 4th level and lower spells.

In addition, once during the duration of this spell, you can react in advance to your enemies' reactions to you. As an immediate action, you can cause a single readied or immediate action made in response to one of your actions to be resolved after your action instead of before it. Doing so immediately ends this spell. You cannot use this as part of an ability requiring more than a single action to complete, such as a spell with a casting time of 1 round or longer.



Lesser Countersight
Divination
Level: Cleric 2, Paladin 1, Sor/Wiz 2
Casting Time: 1 standard action
Components: V
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

You worm your own second sight into your opponents' foresight, allowing you to foresee and counteract the reactions that they make in response to their own visions.

While you are subject to this spell, any insight bonuses that your opponents may have are reduced when dealing with you. All insight bonuses to attack rolls, armor class, caster level, caster level checks, and save DCs are reduced with respect to you. Such bonuses are reduced by one half your caster level (maximum -5), to a minimum bonus of +0. This effect has no effect on insight penalties, insight bonuses to other statistics, nor any other types of bonuses. The effect of this spell does not stack with similar effects.



Overwhelming Visions
Divination [Mind-Affecting]
Level: Bard 6, Druid 8, Sor/Wiz 8
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You inflict upon the subject strange and intense visions. Although they pass by in but a brief flash, they leave the subject unconscious.

When you touch the subject of this spell, its mind fills with strange visions. On a failed Will save, the subject suffers nonlethal damage equal to their total maximum hit points. Regardless of the results of this nonlethal damage, or even if the subject is immune to nonlethal damage or is healed, they are immediately rendered unconscious and cannot be roused for 8 hours. On a successful Will save, the subject manages to take control of the visions and make some sense of them, causing them to only be dazed for one round and granting them the benefit of an vision spell (the subject may choose the question and responses are with respect to the subject, but the chance of success is based on your caster level).



Painful Visions
Divination [Mind-Affecting]
Level: Bard 2, Druid 3, Sor/Wiz 3
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You inflict upon the subject disturbing and confusing visions. Although they pass by in but a brief flash, they leave the subject drained.

When you touch the subject of this spell, its mind fills with strange visions. On a failed Will save, the subject suffers 1d6 points of nonlethal damage per level. On a successful Will save, the subject manages to take control of the visions and make some sense of them, granting them the benefit of an augury spell (the subject may choose the question and responses are with respect to the subject, but the chance of success is based on your caster level).



Sight of Battle
Divination [Mind-Affecting]
Level: Bard 3, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S
Range: Medium (100' + 10' level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You impose your second sight upon your opponent, causing him to see and react to a distant battlefield instead the fight he is in.

The subject's mind is forcibly cast outwards, bringing him in thought, if not in body, to another battle in another place. On a failed Will save, the subject reacts to this battlefield, acting as though confused for the duration of this spell.



Sight of Strife
Divination [Mind-Affecting]
Level: Sor/Wiz 9
Target: Up to one creature/level in a 15' radius burst

You impose your second sight upon your enemies, causing them to see and react to a distant battlefield instead the fight they are in.

This spell functions as sight of battle, except as noted above. In addition, the visions that the subjects see are warped, causing them to see apparent enemies where their true allies stand. Each round that a subject of this spell would attack the caster, act normally, or babble incoherently, it instead attacks the nearest creature also affected by the same casting of this spell.



Sight of War
Divination [Mind-Affecting]
Level: Bard 5, Sor/Wiz 6
Target: Up to one creature/level in a 15' radius burst

You impose your second sight upon your enemies, causing them to see and react to a distant battlefield instead the fight they are in.

This spell functions as sight of battle, except as noted above.



Unending Visions
Divination [Mind-Affecting]
Level: Bard 6, Druid 7, Sor/Wiz 7
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

You inflict upon the subject lengthy and important visions, seeming to contain the answers to the subject's most burning questions. The subject is consumed by them, unable to turn its attention away for the briefest moment in fear that the opportunity could pass them by.

When you touch the subject of this spell, its mind fills with strange visions. On a failed Will save, the subject is rendered catatonic, its mind filled with visions showing it answers to all that it could ever ask about, and more. The subject is unable to react to its environment, its attention consumed with the visions. It will not take any actions, even to protect itself from imminent death. Without care from others, the subject will eventually die of thirst or starvation.

A spell or effect that dispels ongoing effects will not end this spell, only suppress it for 1d4 rounds. A mage's disjunction spell will dispel it as normal. A miracle, limited wish, wish, or other effect of similar power can also end it. A microcosm power will also end this spell. An anti-magic field or mind blank effect will negate this spell for as long as they last, but the visions and their effects will return as soon as the effect lapses.

Despite the apparent importance of the visions, no information can be gleaned from them. Any creature freed from this spell's effects will feel as though they could have gleaned some truth from the visions had they seen them for but a few moments longer.

On a successful Will save, the subject recognizes the futility of chasing the visions, managing to pull itself away from them without losing its mind. In doing so, the subject manages to gain some insight from them, granting them the benefit of an commune spell (the subject may choose the questions and responses are with respect to the subject, but the chance of success is based on your caster level). Only a one question per four caster levels can be asked this way.



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« Last Edit: June 24, 2020, 10:19:44 AM by Garryl »

Offline veekie

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Re: Weaponizing Divination
« Reply #1 on: November 18, 2011, 04:09:12 AM »
Any Future Sight in there?
Predict an attack. Attack happens by chance fate.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline Garryl

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(Continued) Weaponizing Divination
« Reply #2 on: July 06, 2017, 11:49:07 PM »
New Psion Powers
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Recall Annihilation
Clairsentience [Death, Mind-Affecting]
Level: Psion/Wilder 9
Power Points: 17

This power functions as the recall death power, except as noted above. In addition, if the subject dies as a result of this power or its damage, the creature's body disappears as its personal timeline is folded in upon itself and eradicated. All traces of its existence and memory disappear, as though the subject had never existed. Significant events that the subject influenced will still have occurred in a similar manner, albeit with different participants. Only creatures who directly witness this event at its moment of occurrence retain their memories of the subject's former existence. Only a reality revision or similarly powerful effects can restore the subject's timeline (and thus its impact upon the world), although additional effects are required to recreate its body and restore it to life.



Recall Apocalypse
Clairsentience [Mind-Affecting, see text]
Level: Psion/Wilder 4
Display: Material
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30 ft. emanation centered on a point in space
Duration: 1 round/level
Saving Throw: Will partial
Power Resistance: Yes
Power Points: 7

The fabric of time parts to your will, revealing a post-apocalyptic landscape as the result of some future catastrophe in a potential timeline. The area of this power is considered to be difficult terrain, and all creatures within it suffer 1d6 points of acid, cold, electricity, fire, or sonic damage each round (chosen when you manifest this power) as a result of the post-apocalyptic fallout (acid rain, biting cold, lightning storms, blistering heat, or similar sources). A successful Will save each round prevents the damage. Each energy type has different effects.

Acid
The landscape is either filled with acid rain or filled with acrid fumes, at your discretion (chosen when this power is manifested). Treat the acid rain as normal rain, except that if it is ingested it functions as an ingested poison with a Fortitude save DC equal to this power's save DC and dealing 1 point of Constitution damage immediately and 1d4 points of Constitution damage 1 minute later (if you chose acid rain). If a creature within the acrid fumes suffers acid damage from this power it is also subject to the fumes themselves as an inhaled poison with a Fortitude save DC equal to this power's save DC and dealing 1 point of Constitution damage immediately and 1d4 points of Constitution damage 1 minute later (if you chose acrid fumes).

Cold
A landscape of this type deals +1 point of damage per die. In addition, the difficult terrain is instead snow-covered terrain and is either slick with ice or covered with heavy snow, at your discretion (chosen when this power is manifested). Creatures attempting to move across this ice must make a DC 10 balance check to do so (if you chose ice).

Electricity
Manifesting a landscape of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. In addition, the landscape is either filled with severe winds (or the normal winds, whichever is greater) or covered with metallic shards, at your discretion (chosen when this power is manifested). The metallic shards are treated as caltrops within each space of the power, and electricity arcs between them (which has no additional game effect).

Fire
A landscape of this type deals +1 point of damage per die. In addition, the blasted landscape is either filled with smoke or heated to extreme heat (air temperature  of 140 F, or the area's normal temperature, whichever is higher), at your discretion (chosen when this power is manifested). The smoke obscures vision as normal (giving concealment to characters within it), but does not risk choking and coughing for breathing it (if you chose smoke). The extreme heat also requires a creature to make a Fortitude save to avoid nonlethal damage (DC 15, +1 per previous check, as normal for extreme heat) whenever that creature fails a Will save to avoid the fire damage, instead of only once every 5 minutes (if you chose extreme heat).

Sonic
A landscape of this type deals -1 point of damage per die and deals damage to unattended objects in the area as well as creatures, ignoring their hardness. Creatures immune to mind-affecting effects are still damaged by this power as though they were not immune to mind-affecting effects.

Creatures that are unaffected by this power (such as due to power resistance or immunity to mind-affecting effects) do not treat the terrain as difficult terrain (unless it otherwise is) and do not suffer the power's damage. Check for power resistance only the first time that a given subject would interact with or observe the power's area. This power's subtype is the same as the type of energy you manifest.

Augment
For every 2 additional power points that you spend, this power's save DC increases by 1 and the damage dealt each round increases by one die (d6).



Recall Debilitation
Clairsentience [Mind-Affecting]
Level: Psion/Wilder 3
Duration: Instantaneous; 1 round/level
Saving Throw: Will partial
Power Points: 5

This power functions as the recall agony power, except as noted above. In addition, the damage dealt is nonlethal damage, and if the subject fails the saving throw, it also suffers from your choice of the dazzled, entangled, fatigued, or shaken conditions for 1 round per level.

Augment
For every 4 additional power points that you spend, you can choose to apply one additional condition on a failed saving throw.
In addition, you can select from additional conditions based on the power points that you spent to increase this power's damage, according to the table below.

Damage IncreaseCondition
+1d6Sickened
+3d6Deafened
+5d6Exhausted
+7d6Nauseated
+9d6Frightened
+11d6Blinded
+13d6Panicked
+15d6Paralyzed



Change Log
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