The Seer


   Seers are a combination of mage, priest, and bard.  Fortune Tellers by trade, seers possess extraordinary skills in the art of channeling, through the use of mediums such as crystal balls, decks of cards, runes, bones, or any other forms of oracles.  They may only have one active medium at a time, and the loss of that medium causes a seer to temporarily lose their ability to use their skills until they are able to synchronize with another.  This usually takes about 24 hours of time spent acclimating to the new oracle.  
   Like the Zen Archer, seers are most often born blind, though 5% of them have some other sensory loss, and have found their powers by overcoming their handicap.  Only very rarely, in about 2% of cases, are seers able to learn their trade without any physical hindrance.  The absence of physical sight is perhaps the pinnacle for a seer to seek other forms of vision, the search leading to the use of their remaining senses, and then finally to a heightened psychic awareness.
Voices of the Gods
   Seers do not often worship a single god or goddess, but instead see the gods as forces of the celestial universe to which they (seers) are closely tied, and offer worship as such.  Due to this, seers will allow themselves to be used as a voice for any non-evil god or goddess (unless they are evil themselves and allow themselves to be open to the evil deities), the channel always open for such a task.  The ability is taxing however, and should a god or goddess chose to speak through that channel, the seer must make a con check in order to handle the shock.  Success will allow a seer to maintain enough control over their body to stay conscious and remember what is being said, however in the event of a failure the seer falls unconscious and will have no memory of the experience.  Either way, a -1 con for 24 hours is the price that must be paid should a god or goddess chose to use this prerogative.  
Spiritual Mediums
   Whereas a seer is at the whim of a god or goddess whom wishes to use them as a conduit, he/she has some control over whatever other spirits may try to do the same.  The DM can decide if a spirit is strong enough to penetrate through his/her natural defenses, in which case it becomes a matter of whose will is stronger.  With a successful ego check, a seer is able to fend off the unwanted intruder.  Should he/she fail, the spirit takes over until the seer is successful (retrying once a turn).  The spirit may make the seer do anything, short of doing harm to themselves or to another, but most often uses him/her for a voice.  Unlike a god or goddess however, a spirit cannot maintain a connection through a seer for more than 1d4 turns and the seer suffers no temporary con loss though they are exhausted from the effort of fighting it off.

Psychometry/Object Reading
   Seers may also open themselves to channel for the purpose of understanding the past, present, or future that surrounds an object.  This ability, known as psychometry or object reading, is gained through the discipline of opening the mind to the echoes of energy each object may contain.  A seer using this gift is limited only to reading the object's path through time, and cannot reveal any special powers (such as would an Identify spell), however it can provide vital information in finding clues for solving mysteries.  The ability to read an object is based upon a percentage roll of 15% + 10% per level and applies to any non-living or man made object.  This ability also allows a seer to locate objects within a range of 10 miles + 10 miles per level, regardless of whether they have ever seen the object before.  They need only to be given a description of an object in order to lock on to its energy, however in order to gain any further knowledge (i.e. history) it must be able to be touched.
Legend Lore
   In addition to psychometry, due to the amount of time a seer spends seeking knowledge, they have learned to retain and recall a vast amount of information.  This gives them the skill of Legend Lore beginning at 15% and adding another 3% per level.  

Scrying
   Through the use of their medium, a seer may see over distances to glean what another is doing or saying, beginning with a 10 mile radius and adding another 10 miles per level.  This ability may be boosted by a magical item (such as a special magic medium) or by use of the Boost Range spell (see below).

True Sight
   Due to their heightened awareness, seers gain the ability of a limited form of true sight.  If blind, the Seer is still blind and True Sight does not negate the penalties of blindness, however illusions and illusory based attacks are easily "seen through".  

Precognition/Postcognition
   As Fortune Tellers, seers are gifted with the ability to use their mediums to attain knowledge about a person's past, present, and future.  They are oracles, and often use this as their trade, providing entertainment for anyone they meet along the way whom are willing to pay for it.  
   The past is an almost endless source of information.  After all, it is easier to turn back the clock in a person's life to see things they have done or experienced than to focus energy into tearing down the walls of the future.  Postcognition can be achieved by a simple intelligence check on a die 20, the lower the roll, the more information that can be gleaned.
   The present, like the past, is also an easy thing for a seer to read in a person, however it is a "gray" area and can at times be cloudy.  This ability can also be achieved by a die 20 roll, however a -2 to this Intelligence check applies.  
   The future, unlike the past and present, is a far more difficult thing for a seer to read.  Also achieved on a die 20 roll with a -2 to the Intelligence check, what a seer sees of the future is the DM's decision.  The future is chaos, and oftentimes the visions that appear are cryptic and symbolic rather than actual happenings, hence the seer's uncanny ability to speak in riddles.  In essence, the terms "anything that can go wrong will" and "anything that can happen does happen" apply to any reading of the future. The DM may choose to set stipulations on a sequence of actions that must happen in order for the visions of the future to come to pass, or to only allow some of what a seer sees to come to pass.  
   Example:  The DM stipulates that in order for the enemy to attack from a certain direction, which a seer has foreseen, the PC's must by chance decide to speak to a certain beggar on the street.  The two events may not seem connected, but in truth it may be that the beggar is a spy for the enemy, or that the beggar stumbles off into the woods and stirs up the enemy by accident.  
   To be fair the DM should set stipulations that can be met and not make them impossible to meet, however multiple stipulations for certain actions are their prerogative.  This would effectively make it easy for only parts of a vision to come true, or to come true differently.  Writing down each stipulation for each action is a courtesy, not a requirement, so woe to the seer who expects accuracy in dealing with reading the future.
Extra Planar Vision
   The benefit of having learned to open the mind to acquire a greater psychic awareness also benefits the seer with the ability to see beyond the prime material plane.  Through the use of their medium, a seer learns to penetrate the barriers between planes and can scrye deeply to locate objects or detect magical ties between beings on the prime and beings in other planes.  It takes time to break down the planar barriers and so the skills are gained through progression.

1st Level:  Can see into the Etheral-and if an Elemental Seer-their          
                   chosen element.
2nd Level:  Can see into the Astral.
3rd Level:  Can see into their choice of element.
4th Level:  Can see into their choice of element.
5th Level:  Can see into their choice of element.
6th Level:  Can see into the upper Abyssal planes - planes 1 through 50.
7th Level:  Can see into the upper Abyssal planes - planes 51 through
                   100.
8th Level:  Can see into Abyssal planes - planes 101 through 200.
9th Level:  Can see into Abyssal planes - planes 201 through 300.
10th Level:  Can see into Abyssal planes - planes 300 through 376.

Bond Friends
   Unlike a mage, a seer does not use a "familiar", though it is common to see one with some form of animal companion close by at all times.  Most often such companions are dogs (like cooshee dogs) that are highly intelligent and seem to assist them in their day to day life.  The animal is bound by the spell (see below) to the seer, and will defend him/her to the death.  Although different than a "familiar" in that there is no hit point bonus, the bond allows for a different benefit.  Both the companion and the seer may share their hit points to boost one another alternately.  Should one of the two fall in combat, hit points down to below negative 10, the companion left standing can lend enough life to stabilize the one that has fallen.  If the sacrifice of the needed hit points takes the companion below 0, then he/she will also fall unconscious as though wounds were sustained.  The loss of a Bond Friend is a great blow to a seer, however they need not roll a System Shock or suffer con loss as a mage with their familiar.

Immunities
   Any seer, whether blind or not, gains an immunity to any sight based gaze attacks, though not against gaze attacks that cause physical damage.  The natural barriers they learn to build for protection aid in fending off such weapons.  They are also immune to illusion.   In addition, the seer gains a 90% resistance to mind affecting spells as an elf.

Weaknesses
   A seer must be synchronized with a medium in order to access their powers.  Without a medium they can still cast spells, but no form of detection is available.  Should a medium get destroyed, the seer must spend 24 hours re-synchronizing with another before their "sight" will return.
     Seers also suffer the -4 penalty To Hit due to their blindness, if they are blind.

Schools
   There are basically two schools from which a seer may chose, and each has their strengths and weaknesses.
   The Elemental Seer - An elemental seer uses one specific element to boost their strength and power.  Each of the four elements have different benefits, boosting existing skills and spell effects when the element is being used through a medium,  within a spell effect, or against a creature of an opposite element.
Earth:  Rock, trees, & plant life.
  Example:  An earth seer's range for scrying is effectively doubled.  A seer uses a Land Speak spell (see below) and is able to chart twice as much land on a map as well as find out what monsters inhabit the area.
Air:  Metal, blades of any kind, wind, smoke, and fogs.
  Example:  An air seer casts Detect Invisibility and can not only find out where the invisible creatures are, he/she can know how many and what kind of creature they are.  The Fog Cloud spell has an effect that is twice as large.
Fire:  Flame, heat, fire creatures, lightning, and electricity.
  Example:  Heat Sense spell offers a range twice as far, and can detect what kind of creature is making the heat source.  Offensive "fire type" spells used against an enemy will do double damage.
Water:  Liquid of any kind, cold, ice.
  Example:  Detect Poison spell would not only detect a poison but also tell what type.         

The Necroscope
   A necroscope is a darker form of seer in that he/she uses their ability to "see" and hear the dead to acquire knowledge.  If blind, a necroscope actually "sees" the dead in all their horrific glory.  The spirits of the dead who have not yet made peace with the earth and their lives, or who do not even know they are dead, appear to the necroscope everywhere he/she goes.  In fact they are drawn to him/her, knowing that the seer may be able to assist them in crossing over to their rest.  This can be very traumatizing to the seer however, and can eventually drive him/her insane.  

Horror Value   
   For each spirit the necroscope encounters the DM must assign a horror value (0 - 5 points - 0 being someone who may not look dead at all, and 5 being someone who has been badly mutilated) keeping tally of all of them to the end of a game.  With each spirit, the necroscope must make a die 20 roll for it's personal horror value, rolling above the number, else suffer the effects of fear for 1d4 rounds.  At the end of the game, the horror values are added together, and that number becomes the seer's percentage for the chance to become seriously affected by the horror they have witnessed.  Each time they fail, the seer gains one of the insanities (see chart below), and they may only be cured by psionic psychic surgery or a Remove Curse spell of 10th level or higher.  
   Although sometimes horrifying, the necroscope can most often overcome their fears, and the dead eventually become their allies.  Whether good or evil in life, a spirit will feel compelled to assist the seer in any way possible, as though to atone for wrong doings in life or because it allays their loneliness.  With the spirit's consent (and it is rare for one to refuse), a seer can establish a temporary link (1d4 turns) and gain the ability to see through their eyes.  They will continue to suffer penalties to hit any target as their vision is distorted, but it can be a source of aid when they are without a Bond Friend.  Through their eyes, a seer can gain further knowledge than before.
   Example:  A seer comes upon a battleground littered with dead.  One of the restless spirits shows him/her the reason for the battle, who the enemy was, and if the danger is still present.  They can also assist a seer in locating objects hidden, boosting the ability by 20%.  The assistance of a spirit also boosts a Necroscope's range for vision as per the spell.
   In addition to having the spirit's assistance, the necroscope also gains a +3 to saves vs. fear (an acquired resistance due to the constant horror) magical or otherwise, as well as a +3 saves against other undead attacks (such as a life drain by a wraith).

Insanities Chart
01 - 10%                    Mental Paralysis
11 - 20%                            Phobia  (DM's choice)
21 - 30%                    Paranoia
31 - 40%                    Kleptomania
41 - 50%                    Depression
51 - 60%                    Suicidal
61 - 70%                    Obsession (DM's choice)
71 - 80%                    Dual Personality
81 - 90%                    Anxiety
91 - 100%                    Pick 2
   In order to remove an insanity, the seer must either have Psionic Psychic Surgery performed on them or have a Remove Curse Spell of 10th level or higher cast upon them for each insanity.
Mental Paralysis:  A seer suffering from mental paralysis will become completely catatonic.  They will be unable to move, speak, and will be completely unaware of the people and things around them.  At this point, only a seer's Bond Companion, through the telepathic link, can instruct the seer to move or eat.  

Phobia:  The DM may choose any known phobia to plague the seer.  The phobia must be of something concrete (cannot choose ghosts or things rhetorical).

Paranoia:  The seer becomes paranoid of everything and everyone.  Everything is a conspiracy and it's all pointed at him/her.

Kleptomania:  The seer picks up the habit of pocketing everything they get their hands on.  They will not be aware they are stealing things, and if someone points out their offense, they will (like a Kender) deny it is possible they were stealing.

Depression:  The seer falls into a deep depression.  They will have no will to do anything but sleep, and will refuse food and water.  In combat, Depressed seers suffer a -6 to their initiative, as they simply do not have the will to fight.

Suicidal:  The seer begins to try to take his/her own life by any means possible unless restrained.

Obsession: The DM may choose something in which the seer becomes obsessed.  It may be with a person, object, or imagined mission.

Dual Personality:  In an attempt to protect the fragility of the psyche, the seer will split apart into 2 separate and uniquely different personalities.  One is usually very docile while the other is warlike.

Anxiety:  The seer becomes plagued with intense anxiety so severe as to make them want to run away and hide.  They will seclude themselves completely unless restrained, and will even run from friends.  If restrained, the seer may undergo a "panic attack" and eventually fall unconscious (DM's choice) for 1d6 rounds.

Pick 2:  Woe to the seer who rolls this on the chart.  The seer must make 2 more percentage rolls and take both insanities.  If one of the percentage rolls is another Pick 2, they roll twice more, and so on, stacking up insanities.

 Overcoming the Horror
     After a time, the Necroscope becomes desensitized to the shock of seeing spirits in their grotesque shapes, and grows immune to the horror.  At 6th level, the seer may ½ any horror value of a spirit (rounding up).  At 10th level, the seer is no longer affected by the gore, and accepts what they see with no complications.

Proficiencies
   A seer gains as a bonus the non-weapon proficiencies Dousing, Spellcraft, and Omen Reading.  Spellcraft is based on the concept that every spell has it's own particular energy, and that each energy feels different and can be sensed by a seer.  Additional non-weapon profs gained as a wizard of equal level.  In addition, weapon profs are also gained as a wizard of equal level.

Experience Table

Level                                     Experience                             Title
1                                             0                                           Apprentice
2                                             1875                                      Novice
3                                             3750                                      Reader
4                                            7500                                      Seeker
5                                            15000                                     Advisor
6                                            30000                                    Seer
7                                            50000                                    Oracle
8                                            80000                                    Channeller
9                                            122500                                   Expert Reader
10                                          205000                                  Expert  
                                                                                              Channeller
11                                           297500                                  Expert Seer
12                                           595000                                 Master Reader
13                                           892500                                 Master  
                                                                                             Channeller
14                                          1190000                                Master Seer
15                                          1487500                                Divine Oracle
16                                          1785000                                            "
17                                          2082500                                           "
18                                          2380000                                           "
19                                          2677500                                             "
20                                         2975000                                             "
21+                                       +300000 per level above 20             "

Hit Points
     Hit points are gained on a die 6 per level of the seer.  Constitution bonuses do apply.

Spells
     Due to the natural mental strength of the seer, the availability of different spheres is greatly varied.  They have the ability to cast most any spell, from just about any sphere whether clerical or mage, though some spells are more difficult to learn.  Below is a list of spells that a seer has access to through their training, however just as a mage they must keep a spell book and it is up to the DM to decide what spells they gain through adventuring.  Spells outside the below list may be learned through a percentage roll of ½ the seer's chance to learn.

Spell Progression
Level                         1      2      3      4      5      6      7      8      9
1                                1       -        -        -       -       -       -        -        -
2                                2       -        -        -       -       -       -        -        -
3                                2       1        -       -       -       -       -        -        -
4                                3       2        -       -       -       -       -        -        -
5                                4       2       1       -       -       -       -        -        -
6                                4       2       2       -       -       -       -        -        -
7                                4       3       2       1      -       -       -        -        -
8                                4       3       3       2      -       -       -        -        -
9                                4       3       3       2      1      -       -        -        -
10                              4       4       3       2      2      -       -        -        -
11                              4       4       4       3      3       -       -        -        -
12                              4       4       4       4      4      1       -        -        -
13                              5       5       5       4      4      2      -         -        -
14                              5      5        5       4      4      2      1        -        -
15                              5      5        5       5      5      2      1         -        -
16                              5      5        5       5      5      3      2        1        -
17                              5      5        5       5      5      3      3        2        -
18                              5      5        5      5       5      3      3        2        1
19                              5      5        5      5       5      3      3        3        1
20                             5       5       5      5       5       4     3         3        2


Restrictions
   Seers must be neutral in alignment.  They may be of any race and must make a percentage roll during character creation in order to determine their personal physical flaw (i.e. blindness, deafness, etc.)
   Seers may not wear armor (as a mage).  It is unusual that they become clerics, as they do not tend to devote their lives to the service of one god or goddess.  They consider themselves open to any of good or neutral alignment (unless the seer is evil in which they are only open to neutral and evil gods), however many chose to be Druids as they see themselves part of a natural order.  Seers may be of specialized fighter classes (i.e. Monk, Martial Artist, Kensai, Zen Archer) but may not be Paladins, Rogues, or Archer Rangers.

Requirements
   Must have a minimum of 15 Intelligence, 14 Wisdom, and 15 Charisma.

Bonuses
   Seers gain a +1 to initiative through their Precognitive instincts.  Seers will also gain the ability to Cause Fear at 6th level.




Spells By Level
***Highlighted Spells are Class Specific***

1st Level               2nd Level               3rd Level

Alarm                                   ClairAudience                    Detect Scrying
Astral Awareness              Clairvoyance               Blink
Cantrip               Heat Sense (Infravision)     Feign Death
Comprehend Lang.          Blur                    Gust of Wind
Detect Magic          Tongues               Hold Person
Detect Undead          Deep Pockets               Hold Undead
Bond Companion     Fog Cloud             Leomund's Tiny Hut
Gaze Reflection          Forget               Monster Summoning I
Improved Identify          Glitter Dust               Non Detection
Message               Hypnotic Pattern          Slow
Read Magic               Know Alignment          Suggestion
Detect Evil               Locate Object          Detect Lie
Detect Poison          Mirror Image                      Divination
Detect Snares & Pits     Rope Trick               Reflecting Pool
Sanctuary               Web                    Dispel Magic
Augury               Wizard Lock               Hold Animal
Detect Charm          Speak With Dead          Wizard Eye
Detect Invisibility          Find Traps                    Boost Range II
ESP                    Detect Spirits                    
Detect Phase          Displace Self                    Boost Range I          Animal Seeing
Physical Scan                     Land Speak
Psychic Scan



4th Level               5th Level               6th Level

Contact Other Plane        Legend Lore                     Anti Magic Shell
Commune                    Find the Path          Contingency
Commune With Nature     Stone Tell          Control Weather
True Seeing               Avoidance          Mass Suggestion
Charm Monster          Hold Monster           Mislead
Fire Charm               Major Creation     Monster Summoning IV
Fire Shield               Sending                Part Water
Fumble               Teleport              Move Earth
Magic Mirror                    Wall of Force          Stone To Flesh
Minor Creation          Pass Plant               Veil
Solid Fog               Plane Shift               Blade Barrier
Stoneskin               Monster Summoning III      Weather Summoning
Prying Eyes               Speak With Monster                      Vision
                                                Exorcism               
                    Boost Range III          


7th Level               8th Level               9th Level

Banishment               Foresight               Astral Spell
Forcecage               Mass Charm               Crystal Brittle
Limited Wish               Mind Blank                Monster Summoning VII
Monster Summoning V     Monster Summoning VI      Temporal Stasis
Phase Door               Power Word, Blind          Wish
Power Word, Stun          Prismatic Wall                  Boost Range V
Reverse Gravity          Screen
Spell Turning               Maze
Teleport Without Error     Glassteel
Astral Spell               Binding
Gate                    
Symbol
Antipathy - Sympathy
Boost Range IV

Class Specialized Seer Spells

1st Level Spells

Boost Range I:  
Range: 0                                        Components:  Medium
Duration:  1d6 per lvl caster     Casting Time:  Immediate
Area of Effect:  Caster          Saving Throw:  None

   A seer may cast this spell to boost the distance of their scrying.  Casting of this spell increases a seer's range 50 miles per level.



Bond Companion:
Range: 0                    Components:  Medium
Duration:  Permanent          Casting Time:  2d12 hours
Area of Effect:  1 Bond Comp.     Saving Throw:  Special

   This spell allows a seer to attempt to summon a companion who will aid and protect them.  Typically it is some form of canine who will feel drawn to the caster and respond to the spell.  
   The creature is always more intelligent than others of its kind (typically by 3 points) and will gain an additional 4 points intelligence upon bonding with the caster.  It will aid a seer through their everyday life and will protect them to the death, and the seer will do the same.
   Although there is no hit point bonus, as with a mage's familiar, the two companions have the ability to share their life energy with one another.  (See above)  The seer and bonded companion may establish a telepathic link with one another at will, and if the animal possesses magic resistance, the seer gains that MR% as a benefit as well.

Physical Scan:
Range:  Touch               Components:  Medium
Duration:  2 rnds/level          Casting Time:  Immediate
Area of Effect:  1 target          Saving Throw:  Negates

   This spell allows a seer to scan a person in an attempt to detect if they have been poisoned or diseased by either magic or natural means.   The seer will be able to sense the shift in energy within the person and use that to determine what has infected them.
   If the caster is a "Water Seer", through the use of their medium, they can detect exactly what kind of disease or poison has infected the person, as well as how the person was infected.  Other seers will gain detection with this spell by this progression…
   1st Level:  Detect poison or disease.
   2nd Level:  Detect type of poison or disease.
   3rd Level:  Detect how person infected.
   4th Level:  Scan groups of targets - up to 10 people.  +10 people/level after.  

Psychic Scan:
Range:  10 ft/level               Components:  Medium
Duration:  2rnds/level          Casting Time:  Immediate
Area of Effect:  1 target          Saving Throw:  Negates

   This spell allows a seer to scan a person's psyche to detect possession and/or suggestions that have been implanted.  Like the Physical Scan, the seer is able to sense the energy that is out of balance within a person to determine what has affected their psyche.
   If the caster is an "Air Seer", through the use of their medium, they will be able to detect what exact suggestion has been implanted as well as by whom.  They will also be able to detect what form of entity has possessed a victim, though it will take an Exorcism to banish it.  Other seers will gain detection with this spell by the following progression…
   1st Level:  Detect Possession or Suggestion.
   3rd Level:  Detect what kind of entity has possessed a victim.
   3rd Level:  Detect whom implanted the suggestion.

2nd Level Spells

Animal Seeing:
Range:  10 ft/level               Components:  Medium
Duration:  2 rnds/level          Casting Time:  Immediate
Area of Effect:  1 animal + caster     Saving Throw:  Negates

   The use of this spell enables a seer to see through the eyes of their Bond Companion.  While under the spell, the caster is limited to the sight abilities of his/her companion and may not access any other of his/her own seer abilites (i.e. True Sight, Extraplanar Vision, etc.).  Like with a Necroscope, his/her vision through their Bond Companion is distorted as it is from the companion's view point, however it can be of great assistance in memorizing the layout of a town.

Land Speak:
Range:  20 miles +10 miles/lvl     Components:  Medium
Duration:  5 rnds/level          Casting Time:  Immediate
Area of Effect:  Caster          Saving Throw:  None

   A variation of the Find the Path spell, this spell enables a seer to use their ability to scry over distances to map out an area within their range.  The Boost Range spell may be used to extend the seer's range with Land Speak, but will only double it.
   The map will be a crude outline of buildings, walls, and other structures, and will determine caves, forests, and other natural landmarks.  Should the caster be an "Earth Seer", they will be able to use their medium to detect more details of the area (i.e. animal trails, secret paths through the woods, and campsites), and will also be able to detect what creatures inhabit the area.  Others will gain further information following this progression…
   1st Level:  Crude map of the area.
   2nd Level:  Detect animal trails, paths, and campsites.
   3rd Level:  Detect inhabitants.


3rd Level Spells

Boost Range II:
Range:  0                    Components:  Medium
Duration:  1d6 rnds/level          Casting Time:  Immediate
Area of Effect:  Caster          Saving Throw:  None

   This spell allows a seer to increase their range for scrying to 100 miles per level.


5th Level Spells

Exorcism:
Range:  0                    Components:  Medium
Duration:  Permanent          Casting Time:  10 turns
Area of Effect:  1 target          Saving Throw:  None

   When needed, the seer may use this spell to cast out any entity that has possessed a living being.  The person infected must be immobilized so that the seer may easily perform the ritual without sustaining physical harm from the affected being, and must be able to touch the victim at all times.  If touch is broken the spell fails.
   Once the ritual has begun, the seer begins a battle of wills with the entity to force it out of the victim.  As with their ability to use themselves as a spiritual medium, they must perform an ego check to determine the victor.  Should the seer fail, the ritual ends unsuccessfully, and the seer must rest 24 hours before attempting it again.

Boost Range III:
Range:  0                    Components:  Medium
Duration:  1d6 rnds/level           Casting Time:  Immediate
Area of Effect:  Caster          Saving Throw:  None

   This spell allows the caster to increase their scrying range to 200 miles per level.


7th Level Spells

Boost Range IV:
Range:  0                    Components:  Medium
Duration:  1d6 rnds/level           Casting Time:  Immediate
Area of Effect:  Caster          Saving Throw:  None

   This spell allows the caster to increase their scrying range to 400 miles per level.
9th Level Spells

Boost Range V:
Range:  0                    Components:  Medium
Duration:  1d6 rnds/level          Casting Time:  Immediate
Area of Effect:  Caster          Saving Throw:  None

   This spell allows the caster to increase their scrying range to 1000 miles per level.


Class Written by Jerri Haun