Death Vision

The subject sees a vivid apparition of their own death. It may be a vision of the future or merely a possible future, but it is always chilling. The subject is mentally stunned until they can make an IQ roll to shake off the effects of the spell. This spell can be useful however, as it can also tell the user about a deadly hazard.Magic, p.149
* Duration: 1 second (although theoretically, it should be some dramatic scene)
* Cost: 2
* Time to cast: 3 seconds
* Prerequisite: Magery 1
== As An Attack ==
Death Vision has a three-second windup, making it pretty impractical as an offensive spell. However, it could theoretically be Delayed--cast early, then used during combat. This could make it very dangerous (effectively causing a Mental Stun against an opponent). For this situation, it's recommended you allow a Will-2 roll to resist.
== Mentions ==
=== GURPS Magic ===
*Magic p.71 talks about Effigy protection
*Magic p.217 talks about how Reanimation elixir causes similar effects
*Magic p.226 reiterates it not being resistible (contrast to Daze directly above)
=== Elsewhere ===
* Hobgoblin Weird Ones have Death Vision (along with Sense Foes and Silence) to avoid danger.GURPS Fantasy Folk: Goblins and Hobgoblins, p.19
== As a Prerequisite ==
* Death Vision is a prerequisite for Nightmare, Sense Spirit, and Summon Spirit.
==Quotes==
2018 at https://dungeonfantastic.blogspot.com/2018/09/revised-gurps-magic-death-vision.html approaches lack of resistance roll as problem and suggests countermeasures
==See also==
*Malefice
*Mental Stun
*Time Out
*Vision of Doom
== References ==
category:spells