Tuesday, November 29, 2016
New Spell: Prognostis
By weaving the magics of time and consciousness around himself, the sorcerer sees into the future a short distance.
The GM narrates some vague and "just off-screen" moments in the session's immediate future. After that narration, the player rolls six d20s, reveals them only to the GM, and chooses one of the results. Then, the GM chooses one of the results. Alternate choosing until the player and GM both have three results.
The next three d20 rolls that would be made by the PCs are replaced by the player's chosen results (the player chooses which result to use and when, each only being used once). Likewise, the next three d20 rolls made by an NPC or monster are replaced by the GM's chosen results, in the order he/she chooses.
The idea with this spell is that the caster gets a flash of immediately subsequent events. A couple rounds of combat, or a minute of exploration. The GM could reasonably give the caster some info about the future of the game session without revealing too much.
If there is a falling scythe trap ahead, the sorcerer could envision the party rogue sliced in half just up the hallway. If a monster is going to ambush the party, the caster could witness the moment through the creature's eyes, so the party knows where the creature is coming from, but not what it is.
The dice results part of the spell is meant to simulate a moment in which the player knows what can happen, but not exactly what will happen, especially considering that each choice they make, and that the NPCs and monsters make in response, changes what is possible for the remainder of the spell's effect.
I think this spell should be a level 6 spell. Just a feeling.
The origin for this spell idea is that all future-seeing spells in D&D suck. At level 9, you get BS like Foresight, which gives you narrative advantages, but virtually no mathematical effect (+2 AC and Reflex? Come on....).