Spelljammer
Waters of Vision
College:Water Magics
Spell Type:Special Knowledge Spell
Special Classification:None
Spell Rank Limit:22
Name:Waters of Vision
Multiple:200
Range:Rank x Rank miles
Duration:1 minute per rank
Base Chance:25
Components:Verbal, Somatic
Saving Throw:None
By touching a still area of water, the mage is able to see into any other section of the same body of water that is within range. This is a visible form of clairvoyance that works only in or near water. The perception point is a ghostly body that looks vaguely like the mage but is difficult to see when wholly submerged in the water.

To cast this spell, the mage must be standing in a body of water, on a boat or ship floating on the body of water or on shore within (5 x rank) feet of the body of water. They create the perception point (ghostly body) in a location on the body of water that they are familiar with and that is within (rank x rank) miles. Thereafter, the perception point can "swim" at a TMR of 10 (+2 per rank) while still allowing the mage to see. The mage himself closes his eyes to see through the perception point and can see exactly as if he were there in person, including any enhancements to vision, such as infravision, etc. that are integral to the mage or the result of a spell (but not magic item). Thus, if the mage was an elf with infravision, he could see through the perception point with infravision. If the mage were wearing a Ring of Telescopic Vision, he could not use that power through the perception point because it comes from a magic item.

The mage is able to raise his perception point out of the water exactly like raising his head above water. The perception point is then a watery head raised above the water, and could be quite noticeable. The perception point cannot extend more than 2 feet above the water and, if raised that high, appears as a watery head, shoulders and upper body.

The mage can spend one round to "teleport" his perception point to a new location or, as mentioned previously, "swim" his perception point at a TMR of 10 (+2 per rank). Alternately, he can have it "swim" faster (up to 5x TMR). At 2x TMR, a 4x PER roll is needed to notice obvious things. This drops to 3x PER roll at 3x TMR, 2x PER roll at 4x TMR and 1x PER roll at 5x TMR. This is for obvious things such as seeing a boat or nearby swimmer. For small or otherwise less obvious things, a better roll will be required, as determined by the GM.

When initially cast, the mage can have the initial perception point appear up to (rank x .25) miles away on a large body of water, provided he can see that far with his normal vision. This is instead of having it appear in a far away location that they are already familiar with. If they want to search around them, they can teleport the perception point the same distance in another direction in one round. For example, if a rank 10 mage is on a boat or ship miles from shore, he may create the perception point two and a half miles to the north, spend a couple of rounds looking around and then take a full round to dissolve that perception point and create a new one the same distance to the south, or any other direction.
Effect Category:
Effect:
Base Cost:0
Modifiers:
Area of Effect:1 target
Cast Chance:20
Casting Time:Normal spell
Components:See Components Above
Duration:Instant
Immunity:No Immunity
List:List Appropriate
Range:5 feet per rank
Reliability:Mostly reliable
Resistance:No save
Visibility:No visibility modifier
Active Cost
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Recommended Cost
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