11.17 Revelation

Share visions of the present and future, granting insight or combat prowess.

11.17.1 Cantrips

Reveal Sensation

Usage time: Standard action.

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You briefly gain a +3 enhancement bonus to Awareness checks.

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Rank 2: The bonus increases to +4.

Rank 4: The bonus increases to +5.

Rank 6: The bonus increases to +6.

Reveal Truth

Usage time: Standard action.

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You may reroll one Knowledge check you made last round. You can only cast this spell once per hour.

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Rank 2: You also gain a +2 enhancement bonus to the Knowledge check.

Rank 4: The bonus increases to +3.

Rank 6: The bonus increases to +4.

11.17.2 Rank 1 Spells

Armor Proficiency

Rank 1

Usage time: Standard action.

Attune

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You gain proficiency with all armor usage classes.

Blindsense

Rank 1

Usage time: Standard action.

Attune

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You gain blindsense with a 30 foot range, allowing you to sense your surroundings without light (see Blindsense).

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Rank 3: The range increases to 45 feet.

Rank 5: The range increases to 60 feet.

Rank 7: The range increases to 90 feet.

Enhanced Senses

Rank 1

Usage time: Standard action.

Attune

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If you have Awareness as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

Myriad Visions

Rank 1

Usage time: Standard action.

Visual

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Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: The target is dazzled (20% miss chance, no special vision) as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 1.

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Your foe sees visions of possible futures that confuse its ability to determine reality.

Precognitive Defense

Rank 1

Usage time: Standard action.

Attune

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You gain a +4 enhancement bonus to your damage resistance.

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Rank 3: The bonus increases to +8.

Rank 5: The bonus increases to +16.

Rank 7: The bonus increases to +32.

Precognitive Offense

Rank 1

Usage time: Standard action.

Attune

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Whenever you would make an attack roll, you can see into the future to change your fate. If you do, you roll the attack roll twice and take the higher result. After you change your fate in this way, this effect ends.

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You intuitively perceive your foes’ weaknesses.

Reveal Vulnerability

Rank 1

Usage time: Standard action.

Cost: One optional fatigue level. If you pay this cost, using spell only requires a minor action.

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Make an attack vs. Mental with a +4 accuracy bonus against one creature or object within Long (90 ft.) range. This attack automatically succeeds against unattended objects.

Hit: As a condition, the target’s vulnerabilities become clear for all to see. Anyone looking at it intuitively knows everything that it is vulnerable (-4 defenses), impervious (+4 defenses), and immune to.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +2 for each rank beyond 1.

Reveal Weakness

Rank 1

Usage time: Standard action.

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Choose one of the four defenses: Armor, Fortitude, Reflex, or Mental. Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: As a condition, the target’s weaknesses are highlighted, and openings in its defenses are revealed to attackers moments before they exist. It takes a -2 penalty to the chosen defense.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Social Intuition

Rank 1

Usage time: Standard action.

Attune

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If you have Social Insight as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

True Strike

Rank 1

Usage time: Standard action.

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Choose yourself or one ally within Medium (60 ft.) range. The first time the target makes a strike this round, it gains a +1 accuracy bonus and rolls twice and takes the higher result. If you cast this spell on yourself, it affects the first strike you make before the end of the next round.

Weapon Proficiency

Rank 1

Usage time: Standard action.

Attune

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You gain proficiency with all weapons from one weapon group of your choice, including exotic weapons from that weapon group.

11.17.3 Rank 2 Spells

Animal’s Sight

Rank 2

Usage time: Standard action.

Sustain (standard)

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Make an attack vs. Mental against one animal within Medium (60 ft.) range. You cannot make this attack against that same creature again until this spell ends.

Hit: As a condition, you can see and hear out of the target’s eyes and ears instead of your own. If the target stops being within 1 mile from you, ignoring line of sight and line of effect, this effect ends. If you cannot see yourself, you are blinded (50% miss chance, -2 Armor and Ref) for combat purposes.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Armorbreak Sight

Rank 2

Usage time: Standard action.

Attune (deep)

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Whenever you would make a strike that would attack a creature’s Armor defense, you may instead attack that creature’s Reflex defense. If you do, you briefly cannot apply this effect again. You must make this choice before rolling the attack roll.

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You intuitively perceive gaps in your foes’ armor.

Distant Sight

Rank 2

Usage time: Standard action.

Attune

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You reduce your longshot penalty by 1.

Mystic Eye

Rank 2

Usage time: Standard action.

Scrying, Sustain (minor)

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A scrying sensor appears floating in the air in any unoccupied square within Medium (60 ft.) range. At the start of each round, you choose whether you see and hear from this sensor or from your body.

While viewing through the sensor, your observation ability is the same as your normal body, except that it does not share the benefits of any magical ✨ effects that improve your vision. You otherwise act normally, though you may have difficulty moving or taking actions if the sensor cannot see your body or your intended targets, effectively making you blinded (50% miss chance, -2 Armor and Ref).

If undisturbed, the sensor floats in the air in its position. As a movement, you can move the sensor up to 30 feet in any direction, even vertically. At the end of each round, if the sensor is not within Distant (120 ft.) range from you, it is destroyed.

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Rank 4: The sensor is not destroyed if you do not have line of effect to it. If it gets farther than 240 feet from you, ignoring all obstacles, it is still destroyed.

Rank 6: The maximum distance before the sensor is destroyed increases to 480 feet.

Purge Invisibility

Rank 2

Usage time: Standard action.

Sustain (attuneable, minor)

Cost: One optional fatigue level. If you pay this cost, using spell only requires a minor action.

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Creatures or objects within a Large (60 ft.) radius emanation from you cannot be invisible. Any effects that would cause them to be invisible are suppressed.

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Rank 4: You can choose to affect a Huge (90 ft.) radius instead.

Rank 6: You can choose to affect a Gargantuan (120 ft.) radius instead.

True Cast

Rank 2

Usage time: Standard action.

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Choose yourself or one ally within Medium (60 ft.) range. The first time the target casts a spell this round, it gains a +1 accuracy bonus and rolls twice and takes the higher result. If you cast this spell on yourself, it affects the first spell you cast before the end of the next round.

11.17.4 Rank 3 Spells

Blindsight

Rank 3

Usage time: Standard action.

Attune

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You gain blindsight with a 15 foot range, allowing you to see without light (see Blindsight). If you already have blindsight, the range of your blindsight increases by 15 feet.

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Rank 5: The range increases to 30 feet.

Rank 7: The range increases to 45 feet.

Discern Lies

Rank 3

Usage time: Standard action.

Subtle, Sustain (attuneable, minor)

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This spell has no verbal components.

Make an attack vs. Mental against one creature within Medium (60 ft.) range. Whether you hit or miss, the target becomes immune to this effect until it takes a short rest.

Hit: When you hear the target deliberately and knowingly speaks a lie, you know that the target was lying. This ability does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Mass Armor Proficiency

Rank 3

Usage time: Standard action.

Attune (target)

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This spell functions like the armor proficiency spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Mass Blindsense

Rank 3

Usage time: Standard action.

Attune (target)

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This spell functions like the blindsense spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

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Rank 5: The range increases to 45 feet.

Rank 7: The range increases to 60 feet.

Mass Precognitive Defense

Rank 3

Usage time: Standard action.

Attune (target)

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This spell functions like the precognitive defense spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

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Rank 5: The bonus increases to +8.

Rank 7: The bonus increases to +16.

Mass Precognitive Offense

Rank 3

Usage time: Standard action.

Attune (target)

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This spell functions like the precognitive offense spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Mass Weapon Proficiency

Rank 3

Usage time: Standard action.

Attune (target)

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This spell functions like the weapon proficiency spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Precognitive Competence

Rank 3

Usage time: Standard action.

Attune

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You gain a +2 enhancement bonus to all skills.

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Rank 5: The bonus increases to +3.

Rank 7: The bonus increases to +4.

Reverse Scrying

Rank 3

Usage time: Standard action.

Scrying, Sustain (minor)

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Choose one magical sensor within Medium (60 ft.) range. A scrying sensor appears at the location of the source of the ability that created the chosen sensor. At the start of each round, you choose whether you see and hear from this sensor or from your body. While viewing through the sensor, your observation ability is the same as your normal body, except that it does not share the benefits of any magical ✨ effects that improve your vision. You otherwise act normally, though you may have difficulty moving or taking actions if the sensor cannot see your body or your intended targets, effectively making you blinded (50% miss chance, -2 Armor and Ref).

If undisturbed, the sensor floats in the air in its position.

11.17.5 Rank 4 Spells

Field of Visions

Rank 4

Usage time: Standard action.

Sustain (attuneable, standard), Visual

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You create a field of hallucinatory visions in a Medium (30 ft.) radius zone within Medium (60 ft.) range. When you cast this spell, and during each of your subsequent actions, make an attack vs. Mental against all enemies in the area.

Hit: Each target is dazzled (20% miss chance, no special vision) as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Gift of Knowledge

Rank 4

Usage time: Standard action.

Attune

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You gain a +3 enhancement bonus to all Knowledge skills (see Knowledge). In addition, once per hour you may reroll one Knowledge check you make and take the higher result.

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Rank 6: The bonus increases to +4.

Greater Proficiency

Rank 4

Usage time: Standard action.

Attune

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You gain proficiency with all weapons and armor, including exotic weapons.

Mass Distant Sight

Rank 4

Usage time: Standard action.

Attune (target)

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This spell functions like the distant sight spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Sensory Chain

Rank 4

Usage time: Standard action.

Sustain (standard)

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Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: As a condition, you can see and hear out of the target’s eyes and ears instead of your own. If the target stops being within 1 mile from you, ignoring line of sight and line of effect, this effect ends. If you cannot see yourself, you are blinded (50% miss chance, -2 Armor and Ref) for combat purposes.

While using the target’s senses, you can choose any creatures you see as intended targets to continue the chain. Whenever the currently affected creature touches an intended target, you make a reactive attack vs. Mental against the new creature. You can only make this attack against a given target once per phase. On a hit, the touched creature becomes the new target of this spell and the condition is transferred to it. On a miss, the condition remains on the previous creature.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 4.

11.17.6 Rank 5 Spells

Clairvoyance

Rank 5

Usage time: Standard action.

Attune, Scrying

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A scrying sensor appears floating in the air in any unoccupied square within Medium (60 ft.) range. You do not need line of sight or line of effect to target a location. You must specify a distance and direction to target a location you cannot see. This can allow you to cast the spell beyond walls and similar obstacles.

At the start of each round, you choose whether you see and hear from this sensor or from your body. While viewing through the sensor, your observation ability is the same as your normal body, except that it does not share the benefits of any magical ✨ effects that improve your vision. You otherwise act normally, though you may have difficulty moving or taking actions if the sensor cannot see your body or your intended targets, effectively making you blinded (50% miss chance, -2 Armor and Ref).

If undisturbed, the sensor floats in the air in its position.

Foresight

Rank 5

Usage time: Standard action.

Attune

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You are never unaware (-6 Armor and Ref) or partially unaware (50% miss chance, -2 Armor and Ref).

Intense Reveal Weakness

Rank 5

Usage time: Standard action.

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This spell functions like the reveal weakness spell, except that the penalty increases to -4.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Mass Blindsight

Rank 5

Usage time: Standard action.

Attune (target)

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This spell functions like the blindsight spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

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Rank 7: The range increases to 30 feet.

11.17.7 Rank 6 Spells

Efficient Armorbreak Sight

Rank 6

Usage time: Standard action.

Attune (deep)

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This spell functions like the armorbreak sight spell, except that it has the Attune tag instead of Attune (deep).

Empowered Distant Sight

Rank 6

Usage time: Standard action.

Attune

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You reduce your longshot penalty by 2.

Empowered True Strike

Rank 6

Usage time: Standard action.

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This spell functions like the true strike spell, except that the accuracy bonus increases to +4. However, after you cast this spell, you briefly cannot cast it again.

11.17.8 Rank 7 Spells

Empowered True Cast

Rank 7

Usage time: Standard action.

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This spell functions like the true cast spell, except that the accuracy bonus increases to +4. However, after you cast this spell, you briefly cannot cast it again.

Mass Foresight

Rank 7

Usage time: Standard action.

Attune (target)

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This spell functions like the foresight spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.