Illusionist 7
Range. 0
Duration. Special
Area of Effect. The illusionist
Divination
Components. V, S, M
Casting Time. 7s
Saving Throw. None
At such time as the illusionist wishes to gain supernatural guidance, he or she casts a vision spell, calling upon whatever power he or she desires aid from, and asking the question for which a vision is to be given to answer.
Two six-sided dice are rolled.
If they total 2 to 6, the power is annoyed and will cause the illusionist, by ultra-powerful geas or quest, to do some service, and no question will be answered.
If the dice total 7 to 9, the power is indifferent, and some minor vision, possibly unrelated to the question, will be given.
A score of 10 or better indicates the vision is granted.
Note that the material component of the spell is the sacrifice of something valued by the spell caster and/or by the power supplicated. The more precious the sacrifice, the better the chance of spell success, for a very precious item will give a bonus of +1 on the dice, one that is extremely precious will add +2, and a priceless/nonesuch will add +3.
DM Note. Consider this spell similar to a contact other planes for handling purposes. Unrelated visions should contain some cryptic clue as to what the caster is seeking. Even on a 10 or better, be certain to make the vision as unclear and indirect as possible.