SORCERIES OF THE MIND ~ SEER
                                                Special Knowledge Spells

1. Spell of detecting remote viewing (S-1)
RANGE: Self
DURATION: 30 minutes + 30 per rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 50%
EFFECTS: This spell allows the seer to sense if he or she is be observed by remote viewing, scrying or some other magical spying
device or ability.  

2. Invisibility Purge (S-2)
RANGE: 5 feet + 5 feet per 2 ranks
DURATION: 10 minutes + 1 per rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 30%
EFFECTS: You use your clairsentient abilities to purge the immediate area around you of invisibility.  Any invisible thing that comes into
the radius surrounding you will be made visible while within the area of effect.

3. Fate of One (S-3)
RANGE: Self
DURATION: 1 hour
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 20%
EFFECTS: This is perhaps the most impressive ability of the clairsenient class of psionics.   This ability allows the seer to literally alter
his or her fate by use of their power. The character is allowed to make another roll for the following things: magic resistance, striking an
opponent, classifying for grievous, or making an ability check that involves PS, MD or AG.   This ability may be used once per pulse.  The
psion is allowed to take the better of the two rolls that are made.

4. Spell of Vigilance (S-4)

RANGE: Self until rank 11, then may be cast on adjacent characters
DURATION: 1 hour + 1 per rank.
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 40%
EFFECTS: You use your clairsentient abilities heighten your senses so that you can see through fog, silty water, dust or smoke filled air
and similar vision impairing environments.  Vision is black & white, but you can see 30 feet +5 additional feet per rank.

5. True seeing (S-5)
RANGE: self
DURATION: 10 minutes + 1 per rank
EXPERIENCE MULTIPLE: 600
BASE CHANCE: 10%
EFFECTS: You see things as they really are.  The seer is able to see through normal & magical darkness, notices magically hidden
doors or objects, can see invisible objects, sees through defensive spells (thus loosing their defensive bonuses, recognized creatures
or items that are changed in their true form.  The subject can also see clearly in environments that would obscure sight such as smoke,
snow, fog, dust and anything else.  Seers may roll under 5 x PC to recognize illusions that  may be effecting him or her.

6. Remote viewing attack (S-6)
RANGE: -
DURATION: 30 minutes + 30 per rank
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 30%
EFFECTS: The seer must cast detect remote viewing before casting this spell.  While in effect this spell allows the seer to send a bolt of
psionics energy to those foolish enough to attempt to view the seer.  The target of the spell suffer D10 +1 per and damage from the spell
and suffers half if he or she successfully resists.  If they dare to do so again their resistance is dropped by 10 for each subsequent
attempt.

7. Recall Agony (S-7)

RANGE: 15 feet + 15 additional/Rank
DURATION: Immediate
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 15%
RESIST: May be passively resisted.
EFFECTS: The seer causes the target to remember past injuries and pains causing D +1 per rank damage to the target.  

8. Spell of Foresight (S-8)
RANGE: Self until rank 11, then may touch someone to confer ability on them.
DURATION: 10 minutes + 10 per rank.
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 15%
EFFECTS: The seer or recipient of this spell gains a powerful sixth sense in relation his or her immediate surroundings.  The subject of
this spell can not be surprised, and will know the best way to protect or possibly avoid the danger that is at hand.  For instant, a seer
would know to duck if a trap where to spring from a wall at standing height.  They would stop before stepping on a trap door.

9. Recall Death (S-9)

RANGE: 10 feet + 10 additional/Rank
DURATION: Immediate
EXPERIENCE MULTIPLE: 800
BASE CHANCE: 05%
RESIST: May be passively resisted.
EFFECTS: The seer causes the target to see its future death and in fact die from the trauma caused by such a vision.  If the target
successfully resist, it looses all it’s FT and is stunned for the following pulse.

Special Knowledge Rituals

1. Ritual of Hyper-cognition (R-1)
The Seer may employ this ritual to enhance his or her thinking process.  The ritual takes one hour to perform during which time the seer
must prepare and drink a special potion consisting of saffron, palma eldath, and ichor of a mindflayer. (6 TG cost of ingredients)  When
ritual is complete the seer must drink the potion.  The base chance of success is 40% +3% per rank.  The seer immediately gains the
ability to make lighting fast deductions based on only the slightest clues, pattern or scrap of memory.  The nature of the knowledge you
gain concerning the subject of your analysis is subject to your GM’s discretion but might include the answer to a riddle, way out of a
maze or area, crucial bits of information about a legend or even a conclusion concerning a dilemma that your conscious mind is unable
to produce.   All skills involving PC & WP receive a +20%bonus while under the effect of this spell.  The duration of this ritual is 12 hours,
+12 per rank.  Backfire result in a subcognitive state similar to a zombie except that you will not attack anyone, you just wander around
aimlessly and thoughtlessly unable to communicate or understand others. You will eat food placed before you, but otherwise will not
respond to your environment.  If cage you will walk around the cell until you sleep. The experience point multiple is 500.