Prophecy (Wizard Spell)

When this spell is cast, the chronomancer enters a trance and, through visions of the future, attempts to divine an important event that shall come to pass. The event must directly affect the person touched, and this person cannot be the caster. The vision fades out and returns several times over the spell's duration, and much of it is vague and open to interpreta­tion. The spell leaves the chronomancer physi­cally drained and unable to move for 1d4 hours.
A caster cannot cast this spell more than once to prophesy the same event-at least not until the caster reaches his next level.
At 10th level, the chronomancer can attempt to divine a prophecy concerning an event affect­ing a location on the scale of a town or king­dom. The caster has a low chance of success (1% per level of the caster), but the attempt can be made once per day.
The material component for the first version is the root of a plant with hallucinatory properties. For the second version, a gem worth 5,000 gp must be buried near the center of the loca­tion.
Notes: Restricted to chronomancers; common.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells