Shadowbooks Western Reaches Player's Guide MagicSeer Spells
Western Reaches Player's Guide, p. 144
p. 144
Western Reaches Player's Guide, p. 145
p. 145
Cast Out, Chant, Evoke Rage, Fate CAST OUT Tier 3, seer Duration: Focus Range: Far You turn a creature aside, throwing it out of your presence. Choose a creature you can see. For the spell's duration, that creature can't come within near range of you. It can still attack you from outside of near range. EVOKE RAGE Tier 1, seer Duration: 1d4 rounds Range: Close You call out the berserk rage locked inside someone. One willing humanoid you touch enters a berserk state. The target is immune to morale checks, has ADV on STR checks and melee attacks, and deals +1d4 damage for the spell's duration. If the target does not attack another creature on its turn, the spell ends. FATE Tier 2, seer Duration: Instant Range: Near You painfully twist the golden threads of a creature's fate. One creature you target in range takes 1d10 damage and loses any luck tokens it has. CHANT Tier 1, seer Duration: Focus Range: Self You begin an unearthly chant that lifts your vision beyond its ordinary limitations. For the spell's duration, you can see all invisible and hidden things as though they were plainly visible. This spell does not allow you to see in a way that you could not normally, such as in darkness or through walls.
Seer Spells TIER 1 • Chant • Evoke Rage • Potion • Trance TIER 2 • Fate • Read The Runes • Sacrifice • Soulbind TIER 3 • Cast Out • Hallucinate • Raven • Wolfshape TIER 4 • Freya's Omen • Loki's Trickery • Odin's Wisdom • Thor's Thunder TIER 5 • Ragnarok • Valkyrie • World Serpent • World Tree