Farseer — a hidden tradition —
In the most remote reaches of time and space, impossible beings exist, alien gods of such size and power that to apprehend them fully is to go mad forever. Some have sought to consult with these beings, to gain insights from them and thus transcend the limits of their own bodies and minds, but most who do find themselves drawn into psychosis.
Level Progression
Reference during buildIn the most remote reaches of time and space, impossible beings exist, alien gods of such size and power that to apprehend them fully is to go mad forever. Some have sought to consult with these beings, to gain insights from them and thus transcend the limits of their own bodies and minds, but most who do find themselves drawn into psychosis.
Farseers, however, have trained their minds to withstand the rigors of such communion, to gird their personalities against mental assault so that they can understand their dread patrons more fully.
Most farseers come from the ranks of those seekers of forbidden knowledge—individuals who, for one reason or another, believe no secret should be secure, no knowledge should be denied to them. For every farseer who masters the essential talents of the art, a dozen more succumb to madness, their minds buckling under the strain of their investigations. Yet those who survive the training with their faculties more or less intact find their vistas broadened, the possibilities for what they can achieve becoming almost endless.
Level 3 Farseer
| d6 | Effect |
|---|---|
| 1 | You gain insanity equal to your Will score. |
| 2 | You sweat, twitch, or giggle, but nothing otherwise happens. |
| 3 | For 1 minute, you make all Intellect, Will, and Perception rolls with 1 boon. |
| 4 | For 1 minute, you ignore the effects of the frightening and horrifying traits and you cannot become charmed. |
| 5 | for 1 minute, you take half damage from all sources, as your mind becomes partly detached from your body. |
| 6 | You regain the casting of the triggering spell. |