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View Full Version : D&D 3.x Other Third Sight (Dresdenverse ability in 3.5 mechanics) - PEACH



Heliomance
2015-02-12, 03:48 AM
Third Sight

Divination

Level: Sorc/Wiz 1
Components: None
Casting Time: 1 full round action
Range: Personal
Target: You
Duration: Until dismissed
Saving Throw: None
Spell Resistance: No

The Third Sight is a powerful ability available to Wizards, that lets them see the truth in all things. No deception can hide from your penetrating sight, but such clarity comes at a high cost.

You gain the ability to see all things as they actually are. You can see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, sees through illusions, and see the true form of polymorphed, changed, or transmuted things. You can notice all magical effects as if you had been concentrating on Detect Magic for three rounds, regardless of obfuscating spells such as Nystul's Magic Aura. You can see into creatures' souls, seeing a symbolic representation of their personality and power overlaid upon them - a Paladin might appear to you as a powerful angel, wreathed in holy fire of righteousness, whereas an evil necromancer might appear twisted and gnarled, missing flesh and surrounded by the shades of the unquiet dead. You can even read the auras of locations, getting a feel for what has happened there in the past - a chamber used for ritual sacrifice carries the psychic imprint of the torture and suffering, and the walls will drip with blood to your sight. A sanctified place of healing will be peaceful, glowing with warm comforting light.

The images you see while under the effects of the Third Sight are frequently visceral and disturbing - the mortal mind was never intended to see with such clarity - and everything you see with it active is seared into your memory forever, never to be forgotten, never to dim with time. Every minute you keep this spell active for, you take one point of unavoidable Wisdom drain. Any time you look at a sentient creature (one with an Intelligence score of 3 or more), you take one point of unavoidable Wisdom drain for every five Hit Dice they possess - double that if they are Evil, and triple if they have the [Evil] subtype, or possess any Vile feats. Any time you see an [Evil] spell effect with this ability, you take one point of unavoidable Wisdom drain for every two spell levels. You may not be immune to this Wisdom drain, and it cannot be reduced by any means.

The first time each casting that you take enough Wisdom drain from this spell to cross a multiple of 5 points of drain, you must make a Will save (DC 10 +1 for every point of Wisdom drain you are suffering) or have one point of the drain convert into permanent Wisdom loss. This loss cannot be reversed by any means short of Wish, Miracle, or direct divine intervention.

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Thoughts? In the Dresden Files world, pretty much every magic practitioner has this ability, so I made it a first level spell. It's extremely powerful - True Seeing plus more, at level 1, but I think the downsides are harsh enough that it wouldn't be abused. It's something you'd use in an emergency, but only in an emergency.

nonsi
2015-02-12, 10:44 AM
Not very practical.
At low levels, this spell will eventually kill you.
As soon as you can counter the loss, you have better alternatives.

In a dungen crawl, you'd probably not know ahead of time that you need it, and when you use it, most of the times you won't benefit from it.

Heliomance
2015-02-13, 03:40 AM
Not very practical.
At low levels, this spell will eventually kill you.
As soon as you can counter the loss, you have better alternatives.

In a dungen crawl, you'd probably not know ahead of time that you need it, and when you use it, most of the times you won't benefit from it.

That is the problem with Vancian casting mechanics. In the Dresdenverse, it's just an ability magic-users have. I did wonder about making it an ACF instead. That said, the Spontaneous Divination ACF would make it practical, and it might well be worth learning for Sorcerers.

And do you really have better alternatives? It combines True Seeing, Detect Magic (automatically at three rounds concentration), Discern Alignment, and almost the vague version of Legend Lore about the location you're in, all in one spell, for a full round casting time, in a first level slot. Yes, it has nasty downsides, but there's no other spell that can get you that much information in one go.

nonsi
2015-02-13, 12:08 PM
And do you really have better alternatives? It combines True Seeing, Detect Magic (automatically at three rounds concentration), Discern Alignment, and almost the vague version of Legend Lore about the location you're in, all in one spell, for a full round casting time, in a first level slot. Yes, it has nasty downsides, but there's no other spell that can get you that much information in one go.


Question is can you find a DM that would authorize it? (I wouldn't)