Good Advice (3.5e Spell)


3e Summary::Ask the spirits a Yes/No Question that will be answered truthfully.

This material is published under the OGL
Good Advice
Divination
Level: Tarot 1
Components: V, F
Casting time: 1 Standard Action
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell allows the Tarot Mage to focus his/her divination powers to peek into the future. The mage can ask one "Yes/No" question. The DM then rolls a secret 1d100, and if the results are 75 or lower, the spell will answer truthfully. However, if the result is 76-100, the spell will mislead the caster. Since the GM is making the roll, the caster will not know if the information is truthful or not.

If the question conjures a potential for a complex answer, the spell fails.

For example, the party meets Count Renee, who is, unbeknownst to the party, an evil tyrant. The DM knows that the characters need to obtain a letter that is in the count's private chambers to further their adventure. If a character uses Good Advice and asks "Can we trust the Count?", the truthful answer would be "No."; However, if the same character asks "Can we safely go with the Count?", the spell fails because the party may or may not suffer from going with the Count, depending on what occurs. Lastly, if the same character asks "Do we need to travel with the Count?", the truthful answer would be "Yes", because of the need to obtain the letter.

Arcana

This spell can only be cast using the 7 of Swords as a focus.

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Back to Main Page 3.5e Homebrew Complex Special Ability Components Spells Tarot Mage

gollark: Yes, event winners are automatically trustworthy.
gollark: I feel like debate might be better than killing people in terms of usefully changing opinions without running into badness.
gollark: Very "muted".
gollark: Or physically harming them.
gollark: I don't think they're reasonable opinions, but also don't support killing people over opinions.
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