SORCERIES OF THE MIND ~ SEER
   Seers are gifted with the ability to use their psionics to gain information and heighten their senses and mental alertness.

Talents

1. Resist Pain (T-1)
Adepts of this College are more or less immune to pain. They cannot be tortured or stunned. In addition, if there is a chance that their
concentration may have been broken, 5 (+ 1 per Rank) is always added to the Base Chance of their maintaining the concentration
despite intrusions. Their concentration is never automatically broken (i.e., is never broken without a check to see if they maintain
concentration). The Experience Multiple for this Talent is 300.

2. Sensitivity to Danger (T-2)
Adepts of this College always add 5 (+ 1 per Rank) to their chances of detecting an ambush. The Experience Multiple for this Talent is
300.

3. Sensitivity to Psionics (T-3)
The clairsentient can sense the activity of other creatures using psionics. The range is 1 mile per rank and the seer will know the general
direction of the activity.  The Experience Multiple for this Talent is 200.
                                             General Knowledge Spell

1. Spell of Extrasensory Perception (G-1)
RANGE: 30 feet + 15 additional/Rank
DURATION: 30 seconds + 10 additional/Rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 40%.
EFFECTS: The Adept can sense the presence and general mood (but not the exact nature) of any entity within range of the spell.

2. Spell of Limited Precognition (G-2)
RANGE: Works at any range
DURATION: Immediate
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 20%
EFFECTS: The Adept may see (unclearly) into the future a number of hours equal to 1 (+ 1 per Rank) and may ascertain events that may
or may not be important to him.

3. Spell of Object reading (G-3)
RANGE: touch
DURATION: immediate
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 40%.
EFFECTS: The Seer can sense details about an object when it is touched.  Rank 1-5 Last owner’s race, age & gender, 6 – 10 last owners
major skill or profession, 11-15 how the item was gained and lost by previous owner. 16 – 19 last owner’s name.  20 Place of creation
and maker of item.

4. Steadfast gaze Spell (G-4)
RANGE: Self
DURATION:10 minutes + 10 per rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 30%
EFFECTS: The seer is immune to gaze attacks.

5. Sense Psychic Impressions (G-5)
RANGE: 20 square feet + 10 per rank.
DURATION: 10 minutes + 10 per rank
EXPERIENCE MULTIPLE: 450
BASE CHANCE: 35%
EFFECTS: The Seer can sense details about an area when it is touched.  Rank 1-5 Last race to come into area, 6 – 10 last time combat
or some sort of trauma occurred in an area, 11-15 last time magic was used in area and type of magic. 16 – 19 names of anyone who
has died in the area, suffered grievous injury or other experience deemed traumatic by the GM 20 Most significant event to have occurred
in area as well as races and names of people in that event.

6. Combat Mind Spell (G-6)
RANGE: Self
DURATION: 5 pulses + 5 per rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 40%
EFFECTS: The clairsentient is able to anticipate the moves of an opponent to a limited degree.  Combat mind adds 1 per rank on to the
defense of the Seer as well as damage reduction of  1 every 2 ranks due to dodging.   At rank 10 and higher the Seer may add 2 per rank
above 10 to attack against an opponent as well as +1 to damage every 3 ranks above 10.

7. Heighten perception (G-7)
RANGE: 5 feet + 5 per rank
DURATION: 10 minutes + 1 per rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 40%
EFFECTS: This spell tweaks the subject’s ability to notice more things than normal by slightly enhancing his or her normal perceptive
abilities.  All PC rolls made while the spell is in effect are made at 2 factors higher.  (3 X PC becomes 5 X PC)  This ability also add +5 to
all rolls for IV.

8. Clairaudience & Clairvoyance (G-8)
RANGE: Known spot
DURATION: 1 minute + 1 per rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 40%
EFFECTS: This ability allows the character to hear sounds from a distant area or see into a distant area as if they were there.  The Seer
must choose either seeing or hearing, but may do both if double or triple effect is achieved. The spot must be one that is familiar to the
seer or an obvious one (such as behind a door, around a corner, in a copse of trees.   If the area is protected from scrying these abilities
will not work.  

9. Spell of Sensing Poison (G-9)
RANGE: 5 feet + 5 per rank
DURATION: 30 minutes + 30 per rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 40%
EFFECTS: This ability allows the clairsentient to sense poison in the immediate range of the spell.  If the seer rolls under 3 x PC he or
she can sense the type of poison that is present.  They will also know the general effects of the poison.

10. Spell of Augury (G-10)
RANGE: Self
DURATION: Immeidate
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 35%
EFFECTS:  The character has the limited ability to see the outcome of a potential choice or action.  This ability allows the seer to gage
whether an action will be for weal (good), woe (bad), both or neither. The augury does not give the seer details, just a general feeling
about the immediate outcome of a particular choice to be made.   It does not consider the long term effects of a given choice. This ability
allows to GM to give the players a vague glimpse of what is in store for them if the roll is successful.

General Knowledge Rituals

1. Ritual of Remote Viewing (Q-1)
The Adept must remain seated and still during the ritual.  In addition the ritual requires the burning of powered sapphire which cost 500
silver pennies for one ounce.  The base chance of success is 4 X PC +3% per rank.  The distance from the character to the area being
spied into is 5 miles (+ 15 additional miles per Rank).  The duration of the viewing may last for 5 minutes + 3 minutes per rank.  If the
seer backfires he or she will be blind for the next 12 hours.  The experience point multiple is 200 per rank.

2. Ritual of Enhanced Senses (Q-2)
Clairsentients are able to use this ritual to enhance their natural senses to a degree that is not normally or in some cases physically
possible.  The base chance of success is 20% + 3% per rank.  Upon success of the ritual the target is able to see invisible objects
normally without the need to concentrate for Witchsight, The character can see sound.  The character is able to see sound waves as if
they were light. Thus the character could see in the dark or even blindfolded with no penalties.  The character has the hearing and echo-
location ability of a bat.  All rolls to detect ambushes, hidden object or other PC related rolls are made at 2 factors higher.  The duration of
this spell is 12 hours per rank and its experience point multiple is 300.  If a backfire occurs while the ritual is being complete the target of
the ritual suffers from muted senses for the following 6 hours.  They may only see things within 20 feet of them; they can only hear things
within 10 feet of them.


Special Knowledge