Aes Sedai Spell
Descriptions
Aes Sedai are a highly specialized group who manipulate druidical
and
magic user spells which they call lore. There are eight known strands:
Prophecy, Wood, Stone, Spirit, Nature, Weather, Flow, and Energy. And
Aes
Sedai may cast first level spells from any strand but to work higher
level
lores they must have studied that strand. Loric knows Prophecy, Spirit,
Energy, and Weather.
Forsee Cross
Level: 1st |
|
Range: 1 hr//lvl |
Casting Time: 1 minute |
Duration: Inst |
Components: V,S,M (runes) |
A.O.E. 10' Diamters / lvl |
Save: None |
When two peoples/entities battle against eachother and their lives are
at stake, the strands of their fate cross and intertwine. This prophecy
allows the Aes Sedai to forsee if such a cross will occure in the
vicinity
of himself/herself in the near future (all things being equal). The
'range'
of the miracle refers to how far in the future a cross can be seen. If
an affirmative is given, then that means that some life-threatening
battle
will take place within an 80' radius of the Aes Sedai within a number
of
hours specified by range. This spell does not specify who will be in
danger
or when that will occure nor does it foretell the outcome. It doesnt
matter
who's in the Area of Effect at the time of casting - only if there
willl
be a battle within 80' of the Aes sedai within the specefied time frame
regurdless where the sedai travels. The base chance of an accurate
foretelling
is 30% +5% per level of the caster. There is always a 20% chance of
failure
with this spell.
Forsee Event
Level: 1st |
|
Range: 1 Hour /lvl |
Casting Time: 1 minute |
Duration: Inst |
Components: V,S,M (runes) |
A.O.E. Caster |
Save: None |
This manifestation of prophecy strand allows the runecrafter to
forecast
WHEN a specific event will happen. The loreworker must be reasonably
sure
the event will happen (all things being equal). Use of this
manipulation
will tell when approxiamtely that event will occure.
This is often used in conjunction with Forsee Cross.
Note: this lorworking does not reveal if an event will truelly occure,
just if it is going to happen, when the event would most likely present
itself. The base chance of success is 30%+ 5% per level. There is
always
a 20% chance that the spell fails (i.e. over 80%).
Fatesay II (Prophecy Strand)
Level: 2nd |
|
Range: 1 mile + 1mile/lvl |
Casting Time: 1 Standard Action |
Duration: Instantaneous |
Components: V,S,M (runes) |
A.O.E. 1 creature |
Save: None |
This manipulation of runecraft allows the sedai to take a brief glimpse
at the Wheel of Time. For and Instant, he will know if some named
person
has met their fate (died). The event/death must have happened within
range
or the body must be located within range..
Saving Omen (Prophecy Strand)
Level: 2nd |
|
Range: Short |
Casting Time: 1 Standard Action |
Duration: 10 minutes per level |
Components: V,S,M (runes) |
A.O.E. Caster: 1 creature |
Save: None |
Thie prophet pronounces a
prophecy
that the recipient will make his next save successfully. This use
of
the One Power
insures
that. The Aes sedai will remain down the spell until the effects have
been
manifested.
NOTE:
These is a Saving Omen 5 (5th lvl version) that is exactly the same but
allows for this: This spell can insure one save four every four
levels of caster but only on one target creature and the recipient may
not pick and choose between which saves are made, they are the next
ones..
Forewarning (Prophecy & Spirit
Strand)
Level: 3nd |
|
Range: 0 |
Casting Time: 1 Minute |
Duration: 1 Day / Lvl |
Components: V |
A.O.E. Caster: |
Save: None |
Prophets are those who are sometimes forewarned of future happenings.
This
miracle is similar to Forced Vision (q.v) in that it is involuntarily
cast.
It must be in memory to do so. When a loved one, close friend, or
henchmen is in mortal danger the Prophet
may have a vision 2-20 rnds before the person is in danger. It is up to
the DM, how much, if any, information if given - only who the identity
of the endangered person is mandatory. Forewarning has a 30%+5% per
level
chance of working and the endangered person must be on the same plane.
As with Forced Vision, recieving a vision involuntarily this way is
draining
- the caster is down d4 wisdom points which are gained back at 1 per
hour.
NOTE:
Should an event occur that the caster should have been warned on,
he/she may ask this gets invoked so they may potentially head off the
event. The 2-20 rds are backwards from when the Prophet asks to be
forewarned.
Forewarning 4 (Death sight)
(Prophecy & Spirit Strand)
Level: 4th |
|
Range: Close |
Casting Time: 1 Minute |
Duration: 1 hour/level |
Components: V, S |
A.O.E. 1 creature |
Save: None |
When this spell is cast, the Aes Sedai can see a persons imminent death
before it happens in just enough time to possibly do something about
it. During the casting of this spell, the prophet focuses on one
target creature within range. Just before a blow, attack, spell,
or spell like ability will kill the target, the prophet will gain a
move and standard action that he can use as an immediate action. These
actions can only be used towards affecting the attack or the target of
the spell. These actions are then consumed for the following round.
Thus, if the Prophet has cast the spell on a comrad and that
comrad is about to be felled by a blade, the prophet may see it coming
in enough time to rush towards the comrad and parry the oncoming blow,
push them out of the way, etc. Once the effect is used, the spell ends.
The Aes Sedai remains down the spell until it is used. The spell
does not apply to the Aes Sedai's own death.
Forewarning V aka"Death
vision" (Prophecy Strand)
Level: 5th |
|
Range: Personal |
Casting Time: 1 Immediate Action |
Duration: Instant |
Components: V, S, M |
A.O.E. Personal |
Save: None |
When this spell is cast, the Aes Sedai can see deaths before they are
about to happen in enough time to possibly do something about them.
Just before a blow, attack, spell, or spell
like ability will kill a creature within the area of effect, the
prophet will gain a move and
standard action that he can use as an immediate action. These actions
can only be used towards affecting the attack or affecting the creature
about to die. These actions are then consumed for the following round.
The spell does not apply to the Aes Sedai's own death.
Know Omen
Level: 3rd |
|
Range:0 |
Casting time: 1 minute |
Durration: Inst |
Components: V,S, M - Runes |
A.O.E.: 1 omen |
|
Through this manipulation of the one power, the Aes Sedai briefly
becomes
one with the Web of Destiny and thus begins to see and understand its
workings
for what they are. This miracle allows the prophet to understand the
portents
of an encountered omen in plane meaning. Pattern Sight must be
functional
and the Omen must have been viewed with Pattern Sight even if nothing
was
revealed by the sight. Know Omen must be cast within 1 rnd/lvl (in
other
words the Aes Sedai does not have time to memorize the spell after
encountering
an omen - must have it in memory). The chance of success is a base 30%
+5 % per level of the Prophet. A misdiagnosis can occure if the
percentage
is failed. Misdiagnosis will always be in some way close to the actual
one.
Forced Vision
Level: 3rd |
|
Range: 0 |
Casting time: 1 Rnd |
Durration: 1 round |
Components: V,S |
Area of Effect: Caster |
Save: None |
This is a manifestation of the prophecy strand. It allows the prophet
to
force himself to have precognitions of the future. To have a vison the
Aes Sedai must concentrate very hard on a situation. Slowly, or
suddenly,
the vision comes. It is up to the DM what the visions say but there is
generally a 30% + 5% per level that the precognition will occure. To
force a vision requires a channeling
check DC20
Forced Vision is a unique
spell in that as long as it is in memory, it may be involuntarily cast.
The prophet is so attuned to the lines of fate that in certain
situations
where great things have just been set into motion or a momentous thing
is about to happen, the DM may adjudicate that the spell is
expended
and the prophet has a vision.
The vision takes 1 round and during
that round no actions may be taken whatsoever (the prophet is lost in
the
vision)!
The act of having a vision, forced or otherwise, is very tiring. It
will drain 50 psionic points from a psion or 1-6 pnts of wisdom.
Wisdom
returns at a rate of 1 point per hour.
Insure Prophecy
Level: 3 |
|
Range: Medium range |
Casting time: 1 Standard Action |
Duration: Special |
Components: V,S,M |
A.O.E.: 1 Creature |
Saving Throw: Will: Negates |
With this lore, the Aes Sedai gives forth a simple prophecy and using
the
One Power, insures it will come true.
It will cause the target creature (may be self) to fail or make one
roll - be it magic resistance, saving throw, teleportation percentage
or
otherwise. The target creature gets a save. The target must be within
range and
is instantly aware of the prophecy of the future. The effects of this
spell
may be removed by a remove curse but not dispel magic. The caster
remains down the spell until the effects are realized. For purposes of
making one roll, it cannot insure that a target makes a roll that would
be impossible to make (i.e. it must be possible for the character to
make it on a non natural 20 die roll).
Battle Precognitions
Level: 3rd |
|
Range: 0 |
Casting time: 1 Standard Action |
Duration: Instant |
Components: V,S,M |
Area of Effect: caster |
Save: None |
When the Aes Sedai knows a battle is coming either by Forsee Cross,
other
premonitions, or by the present situation, he may use Battle
Precognition.
This loreworking gives the prophet a brief flash of the battle to come
- usually of the most powerfull or telling attack that will be used
against
the party. It is never seen how the party fairs against the attack or
who
it was aimed at. It usually gives some kind of information about what
attack will be used against the party. Thus the Aes Sedai may prepare
against the attack.
Battle Omen IV
Level: 4 |
|
Range: Touch |
Casting time: 1 Minute |
Duretion: 1 battle or 2 rnds/lvl max |
Components: V,S,M - Runes |
Area of Effect: One creature (Not caster!) |
Save: Neg |
This is a manipulation of the prophecy strand. The Aes Sedai or
loreworker
will look straight into the eye of the target and prophecy that the
target
will have steady aim and hit hard in the coming battle. The Sedai must
specifically know ahead of time that the battle is coming and to which
battle this spell applies. Must specify enemy and specific time frame
which
battle is to take place. The battle must be within 1/2 day per level of
the casting prophet and these effects will last until then. For the
duration of the battle, the target creature will have a +1 insight
bonus to hit and damage per level (max +5).
Cannot say "your next battle", must know the specific battle that is
coming all thngs being equal.
All damage that is modified is melee type only.
The caster does not remain down the miracle until it is used.
Foretelling Sight of Combat
Level: 5th |
|
Range: Touch |
Casting time: 1 round |
Duration: 1 rnd/lvl |
Components:V,S,M |
A.O.E 1 creature |
Saving Throw: None |
Prophets have a unique spell to help a person in combat. For melee
combat
only, and for the duration of the miracle, the affected creature may
see
into the future to see if they will be missed, hit, maimed, or killed
by
melee attacks coming at them that round. This will manifest itself in a
+4 Insight Bonus to AC, and gains Evasion for the duration.
The recipient is otherwise at a +2
initiative.
Ta'marailien
Level: 5th |
|
Range: 0 |
Casting time: 1 full round action |
Durration: Inst |
Components:V,S |
A.O.E. Caster |
Save: None |
Aes Sedai who have mastered the prophecy strand may attempt to ask
questions
of the Ta'marailien or Web of Destiny. This manifestation allows the
Aes
Sedai/Prophet to ask one question for every two levels of ability. The
questions must be questions about the future either near or far but may
not concern the present. Chances of divining a coeerct answer is base
30%
+ 5% perl level. Incorrent ansers may be divined if the percentage is
failed,
this reflects the Aes Sedai has misinterpreted what they saw in the
web.
A percentage is rolled for each question.
Fortelling Sight of Combat 6
Level: 6th |
|
Range: touch |
Casting time: 1 standard action |
Durration: 1 rnd/lvl |
Components: V,S,M |
A.O.E.: Aes Sedai |
|
While under the effects this spell, the recipient can see combat
seconds into the future. When the spell is cast, the caster chooses if
the target will be himself or another creature. If he chooses himself,
at the beginning of each of his rounds, he may choose what action he is
considering taking and see what rolls will be made and what the effects
will be. After seeing the rolls he may opt to change tactics or modify
his actions. If similar actions are pursued the rolls will be the same.
For example, if the prophet attacks with power attack 10 and sees that
all of his attacks will miss, he may choose to lower his power attack
value. The same rolls are used for the attacks. If the target of the
spell is another creature, he may see the results of that creatures to
hit and damage rolls at the beginning of THAT creatures turn. This
spell does not grant any actions on another creature's turn. It may
however help the aes sedai decide which attack to parry if he has that
ability. For example, if the creature would hit three times and the
last would take the casters head off, the caster might think of
parrying the last blow if he has that cappability. If the target
creature is magically cloaked from magical detection
(Mind Blank etc) their rolls cannot be seen. This spell only fortells
rolls related to outcomes of melee combat and does not reveal effects
of spells.
Saving Omen 6 (Prophecy Strand)
Level: 6th |
|
Range: Touch |
Casting Time: 1 Minute |
Duration: 1 Day/ level |
Components: V,S,M (runes) |
A.O.E. 1 creature |
Save: None |
Thie prophet pronounces a
prophecy
about an attack that will threaten the target. Because of the
forewarning, the target, as an immediate action, can avoid one melee or
ranged attack or make one save that would otherwise kill, incapacitate,
maim, or tragically affect the character. The character may state "this
is the attack that the prophet told me about". Once it is used,
the spell is gone. The Aes sedai will remain down the spell until the
effects have
been
manifested.
Hearing the prophecy can be a bit unnerving and will cause the
character to look around more cautiously in situations resulting in a
-1 to initiative until the spell is used.
Blademaster (Fortelling Sight of Combat 7)
Level: 7th |
|
Range: touch |
Casting time: 1 round |
Durration: 1 minute / lvl |
Components: V,S,M |
A.O.E.: Aes Sedai |
|
While under the effects of the Blademaster spell, the Aes Sedai is one
with the future. He can, with his periphera vision, forsee melee
attacks
upon his person before they happen. This spell functions for melee
attacks
where both the opponent and spell recipient are using hand held
weapons.
While under the effects, the fighter may make reflex saves against
one
attack made on him with melee weapons per round per opponent. He may
chose which attack (before rolled). [Reflex save with DC = the to
hit of the incoming attack]. A successful save means the recipient has
parried or dodged that attack. The fighter cannot make use of the
benefits of this spell if he is flat footed or loses his dexterity
bonus to AC. If the opponent is warded from divination the spell will
not work for them. Each parry counts as one "Attack of Opp" for
purposes of total number of attacks allowed in a round.
Power Cut (Power Strand) (power
strand
version of dispel magic)
Level: 3rd |
|
Range: Medium
Range (100 ft + 1"/lvl) |
Casting Time: 1 standard action |
Duration: 1 rnd/lvl |
Components: V,S, M |
A.O.E. 1 target |
Save: see below |
This manipulation fo the power strand gives the Aes sedai the ability
to
locate the power source conection to any one magical power be it in a
creature,
item, or spell and cut it. The Aes sedai must make a successful Kinetic
Sight roll. For functioning spells or magical effects already at work,
this works similar to a dispel magic except only one spell can be
targeted
and only one roll is allowed.On creatures, this spell can be used to
sever
the creatures power connection for one of their at will magical
abilities
and they will be unable to use that power for the durration of this
spell.
Items are likewise innactivated for the durration of this spell. As
only a single item or spell can be affected the chance of success is
greater - the DC to dispel the effect is equal to the caster level. To
dispell the effect the Aes Sedai rolls a d20 and adds 1 per level
caster (max +10).
Dispel Spirit Magic
Level: 3rd |
|
Range: Medium |
Casting time: 1 Standard Action |
Duration: inst |
Components: V,S,M |
Area of Effect: 30' cube |
Save: None |
This is a dispel magic of the spirit strand. If the Aes Sedai casts it
within 1 round/lvl, he may reverse the effects of previously cast
Necromantic
magics.Thus, if successful, hit points lost to a cause wounds spell
could
be restored. This also applies to deaths caused by a Death Spell,
Finger
of Death, Slay Living, etc. much as Neutralize Poison works against
deaths
caused by poison (they were just mostly
dead) . Chance of success is the same as that for a dispel magic.
It
may also be used to reverse healing necromantic spells cast in the same
time frame.
Hadeshorn
Level: 7th |
|
Range: 0 |
Casting time: 1 Turn |
Durration: see below |
Components: V,S,M |
A.O.E.: see below |
|
The hadeshorn spell represents a great movement of the One Power in
the Spirit Strand. This allows the Aes Sedai to call forth from the web
the ancient spirit of a past hero to defend or conquere.
Top cast the Hadeshorn, detailed information of the spirits personal
history is required including place of birth, alignment, as well as
place
and manner of death. There is a base 10% chance per level that
the
spirit is summoned -5% for every five decades dead. The Aes Sedai must
have a 1 of alignment status to cast this spell.
A summoned spirit will follow the commands of the summoner faithfully.
They may be commanded to do one service and they disapate when that
service
is completed (to a maximum time alloted of 1 turn/lvl). The spirit
comes
with all of the items they possessed at the time of death even if those
items were not burried with them or have been since destroyed. All
items
disapate when separated form the apparition..
There is a chance the Hadeshorn spirit can be turned even if they were
immune to such magics in life. (For clerical turning treat as a Special
with a -2 on the dice (harder)). Only those entities that had a
powerful
life force may be summoned. i.e. they must have been over 9th lvl in
life.
Destiny Contours I
1st lvl Prophecy AesSedai Spell
Range: Sight (including dreams and inside visions)
Duration: Instant
Casting time: interrupt
Save: none
SR: None
This
is a lightning insight a prophet has on one aspect of combat and
probabilities. Must make Fate sight check dc20 and if successful may
see "grooves of likelihood" for one weapon to strike one target. Thus,
may learn one type of AC (touch, flat foot or normal and normal with
shield) of target for one specified weapon. AC can vary by weapon or
user and thus this must be specified. The prophecy is on the space
around the target and not on the weapon or target this immunities and
resistances don't apply. The spell looks at the number of times where
the air is disturbed! It is very complex mathematically and knowledge
mathematics may aid further. Dreams and Visions are sometimes
substantial enough to provide a place to cast this spell! DM choice but
the numbers will be accurate if in dream or vision.
Destiny Countours ll
Lvk 2..all as above
May
determine total bonus of target toward a single save. Thus, may name a
attack they have or have had or power that requires target to make a
save and prophet Learns the probability they will succeed. If the
target needs a 12 on the dice to save vs. fireball, the seer knows they
have a 60% chance of failure at that moment.
Destiny Contours llla
Lvl 3..all as above
Learn all AC types, not just one.
Destiny Contours IIIb
Lvl 3
When
attacked by powers/feats with variables such as Power Attck, Combat
Expertise, etc the prophet may invoke this lore and the first round of
attacks all feat variables are set to the most beneficial to the
prophet. Fun fact...the first use of this spell against a opponent does
not allow save or SR as it is considered a prophet on the prophet. A
second casting allows for both a SR and will save by opponent. So, a
Power Attack might be set to max instead of 5 as the opponent desired
and thus all shots miss.
Destiny Contours lV
Lvl 4..all as above
Prophet
names any type of attack (magical or physical) and determines
probability of success. Does not know how this is calculated...just
gets the Dms assessment of success.
Destiny Contours V
As
above. It may also compare contests of skills not just attacks. Will
know odds in advance. Thus bluff vs sense motive...prophet would know
the delta between two values to determine odds.
Destiny Contours VI
As
III but prophet knows how it was calculated as well as other variables.
Example One: my fireball attack against kobold. Success probability :
High as kobold is only +4 Reflex. Let's say he had a ring of fire pro,
this would be revealed as a mitigating factor and the dr rating made
known. It would not tell about the source (the ring) but would tell its
dr was 15. Example two: Loric swings Triblade at Darnock in
Andril. Despite the presence of both divine and artifacts, the spell is
looking at all the space protected items do not occupy and making
assumptions and calculations (air movement, temp variance and a million
other quantum fluctuations in reality...aka "Destiny Contours".)
Destiny Contours VII
As above.
Add
up to +10 to any combat roll of the caster only. Remember, this is a
interrupt! May also use to add +4 to the DC of any combat related spell
as a luck enhancement.
Destiny Contours VlII
-May add the words "after the roll" to any power used in sight. Thus, someone swings and misses target...then casts Destiny as
interrupt changing the spell True Strike to include "after the roll"
and then casts True Strike. Any spell or power that impacts combat
rolls, saves and combat skills and checks. Used when something is
failed and have some spell, power or ability that, had you consumed it
prior, would have allowed you to make the check. Again, checks are
limited to saves, combat rolls and combat skill checks.
Lesser Destiny
7th lvls Spell
Interupt
As limited wish but may only be used to simulate 1-5 prophecy spells
May be used to ask a single yes or no question about the future. Prophecy sites check
Destiny
9th lvl spell
Interupt
-As Wish but may only be used to simulate 1-8 prophecy spells
-May
be used to ask questions with a short answer about future. If person is
warded, acts caster ten levels higher to overcome protection.
- Dictate success on single save, attack or battle related skill check
Below list costs 5000xp per usage and takes 1 full rd to cast:
- Add permanent +1 luck to reflex, fort, will, AC, to hit, damage or a specific skill check
-
Mandate safe long distance travel (no wandering encounters or variable
style challenges....). May simply dictate "We travel from Manetherin to
Glen Finnen" and the travel will be safe and uneventful assuming their
is not a DM set encounter in which case the spell Xp is returned.
- Gain up to 50,000gp in some manner of great destiny (winning
lottery numbers, location of gold vein, find missing dog with
reward...). It should take no more than an hours effort to gain the
value in hand after the spell is cast.
Immortal Once
Casting time : 3 full rd
Duration. Til used
Prophecy, Spirit, Wood
9th lvl contingent magic
1000xp when cast on other than caster
Upon
going below 0 HP, a Deaths Door and cure serious wounds hits
target as well as invisio to hide the fallen and target gains a Hide in
Plain site (assuming outside!). A hide check needs to be made but is at
+20 due to invisio. Last one full round...allowing for fallen to have
one rd of actions before being noticed! May sneak away, heal up or
sneak attack among some of the options.