Prophecy - Seer (Proficiency)

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This proficiency allows a seer to convey the information he receives through divination magic in a fairly understandable way. Most in form ationg learned through divinatory methods comes to the seer in quick, almost exploive 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 o f hi s magic, he must make a Prophecy proficiency check. Failure means that he was unable to convey the message o f 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 prophecy check with a -2 penalty. If he succeed she is able to get a general sense o f the prophecy. Failure, however, indicates that the seer could not decipher the prophecy. 
If the seer fails to interpret 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 sh ou ld give the seer a short clue as to the meaning of a particular passage from the prophecy. It's still up to though seer to piece the whole thing together. If a seer critically fails (rolls a 20) his proficiency check w hen deciphering a prophecy, h e 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 miscon s trues 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 the matcross-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 . o equipment is required to make use of this nonweap o n proficiency. All the seer needs is either the message fro m a s pell to turn into a prophecy or a p rop hecy w hi ch someone else has m ad e . This proficiency costs one s lot and is based on Wisdom; it has a -2 check modifier.