Grimoire: IQ 16 Spells

These are the spells for IQ 16 or higher:

SCRYING: (S) [inthelabyrinth.org] This powerful divination spell is used to see people and events–past, present and future. It functions much like a crystal ball. The spell can be used to see people or places.

To cast the Scrying spell, the wizard must concentrate, uninterrupted, for at least 15 minutes. At the end of that time, the GM rolls against the wizard’s IQ: 3 dice to see elsewhere in space; 4 dice to see the past and 5 dice to see the future. If the roll is successful, the GM will describe a scene giving the wizard some information about the subject of the Scrying. The better the roll, the more information. On a failed roll, the wizard receives no information. A critical failure means a false vision–the GM lies to the player.

The wizard receives a -5 on his roll if he has a personal possession of the subject, or a piece of matter from the place being Scryed.

A Scrying spell will not penetrate a pentagram, reveal an astral body, and almost never penetrates a Conceal or Spell Shield spell.

Cost to cast: 15 ST.