Prophecy (Proficiency)

==Sages & Specialists==
This proficiency allows a seer to convey the information he receives through divination magic in a fairly understandable way. Most information gleaned through divinatory methods comes to the seer in quick, almost explosive visions, or nearly incomprehensible words. The seer can use this prophecy to "translate" those visions and words into a format more easily understood by normal men and women. This is not to say that such messages become crystal clear. In fact, these prophecies are still couched in enigmatic and cryptic language. However, without this proficiency, a seer's warnings would be totally incomprehensible.
Once a seer receives a prophetic vision through the use of his magic, he must make a Prophecy proficiency check. Failure means that he was unable to convey the message of his vision in a way that anyone else can understand.
The seer can also use this proficiency to decipher prophecies made by others. In order to do this, the seer must have the complete prophecy-either written down or memorized-on hand. He then makes a proficiency check with a -2 penalty. If he succeeds, he is able to get a general sense of the prophecy. Failure, however, indicates that the seer could not decipher the prophecy.
If the seer fails to interpret a prophecy, he cannot take another shot at it until he has had a full night's sleep. Once he wakes up with a refreshed mind, the seer can attempt to interpret the prophecy again.
If the prophecy is a particularly long or complicated one, the DM can require several successful checks on the seer's part. Each time a check is passed, the DM should give the seer a short clue as to the meaning of a particular passage from the prophecy. It's still up to the seer to piece the whole thing together.
If a seer critically fails (rolls a 20) his proficiency check when deciphering a prophecy, he comes up with an interpretation that is totally incorrect. However, he is unaware of his error. The misinterpretation should be something stated by the DM so that the seer (and any who believe his interpretation) will actually work to make the prophecy come true if they are trying to prevent it. For example, if the prophecy states that the party should destroy Oghar's gem, the seer misconstrues the warning and tells the party that they must protect the item. Conversely, if they are struggling to bring the prophecy to fruition, this interpretation will actually set them at cross-purposes to their true desires.
If the seer entirely misinterpreted a prophecy, he cannot attempt to reinterpret it until he is conclusively shown his error. In addition, he requires a full night's rest before attempting to interpret the prophecy again.
No equipment is required to make use of this nonweapon proficiency. All the seer needs is either the message from a spell to turn into a prophecy or a prophecy which someone else has made.
This proficiency costs one slot and is based on Wisdom; it has a -2 check modifier.
==Chronomancer==
This can be used to analyze prophecies for hidden meanings and validity or to construct a prophecy of the chronomancer's own. If confronted with any portion of a prophecy, a successful check alerts the character.
To analyze an existing prophecy, a certain amount of research is necessary. This depends greatly upon the particular prophecy but should entail 1d6 days of research. Once this has been completed, the character makes five proficiency checks. The first determines which pieces of the prophecy are important. The next helps the character decide just how far this prophecy reaches (whether it involves a single town or could affect an empire). Another check tells the character the state of the prophecy's timing. The next check reveals how the prophecy should conclude. The final check tells who is behind the prophecy or approximately where a certain person or group fits in (that a major member of the prophecy must play the part of the king's advisor in order for it to work, for example).
If any check (rolled by the DM) is failed but the roll is less than 20, no conclusion can be reached, and no further rolls can be made. Further research (say another 1d4 days) allows the character to pick up at the failed proficiency check and proceed until another failure forces more research.
If the check roll is a 20, the error is not caught, and the character proceeds with other rolls, all of which are wrong since they are based on faulty assumptions.
Once all of the rolls have been made, the character may make an additional check at a -2. This check should give the character a few ideas on how to help or hinder the prophecy (at the DM's discretion, of course).
This proficiency can also be used to construct a prophecy. Three checks are necessary for this to work. To use it, the character must first have some actual knowledge of the event to be prophesied. For every 20 years in the future the event is, a -1 penalty applies.
The first check gains the player some idea from the DM on motivations for the people affected by the prophecy (why they would want to remember and believe in it). A second check, along with proper action by the character (like presenting to the king a magical sword that is predicted to kill a dragon), establishes the actual beginning of the prophecy. A third check evaluates the work done and finds the weakest spots. If detailed, first-hand knowledge of the future is used, the checks are made without the -1 modifier.
The character can use this skill to solve a prophecy set forth by the DM. Wits and good role-playing can help. Conversely, when making a prophecy, the player should actually write it down, leaving it for the DM to misinterpret as he likes.
Category:Chronomancer Book Proficiencies
Category:Sages & Specialists Proficiencies