spell name:
SIGHT LORE
list name:
guarded sight
level:
1
realm:
mentalism
type:
seer base
spell class:
u
duration:
range:
self
area of effect:
1 subject
sourcebook:
rolemaster companion 2
description: this spell allows the caster to determine if a particular location, object, or person has any prophecies about them, who did the prophecy, and if the prophecy has yet been fulfilled. also, this spell gives the caster a +30 bonus for unravelling prophetic and oracule riddles. if spell mastery is used, the caster may determine how long ago the prophecy was cast. this spell only works in the very near (physical contact) vicinity of the subject matter.

spell name:
CLOUD SIGHT
list name:
guarded sight
level:
2
realm:
mentalism
type:
seer base
spell class:
d
duration:
varies
range:
area of effect:
1 subject
sourcebook:
rolemaster companion 2
description: allows the caster to attempt to cloud the sight, vision, or scrying of others. if successful, the scryer sees his vision as through a fog, gathering but 50% of the knowledge he would have gained unimpeded. if the viewer wishes to attempt to rend the clouding, a rr at a -15 must first be made by the attacker. failure for the attacker ends that and all future attacks on the spell with that vision. if the defender succeeds in his rr, the result is the same. if the defender fails, then the cloud is rent and dissipated permanently. if it is not destroyed, the clouding will last for one scrying attempt/lvl of the caster minus 1.

spell name:
DETECT SIGHT
list name:
guarded sight
level:
3
realm:
mentalism
type:
seer base
spell class:
i
duration:
10 minutes / level
range:
self
area of effect:
10' r/lvl
sourcebook:
rolemaster companion 2
description: this spell allows the caster to detect whether or not a scrying spell of any type is being used in or on anything within his spell radius.

spell name:
VISION MAZE
list name:
guarded sight
level:
4
realm:
mentalism
type:
seer base
spell class:
d
duration:
varies
range:
area of effect:
1 subject
sourcebook:
rolemaster companion 2
description: this spell creates a maze which will be encountered whenever a scrying attempt is made upon the subject decided upon by the caster. the maze can not be destroyed, but can be navigatedby rolling 1 to 100 (open ended) + reasoning mod + level vs the defender's 1 to 100 (open ended) + re mod + level + 20. if the defender's roll is higher, the attacker must leave this scrying. if the defender's roll is higher by 50 or more, the attacker is lost in the maze for 10 to 100 minutes. if the attacker's roll is higher, hte maze is defeated and the original subject of his scrying stands before him. this spell lasts for 1 scrying attempt per level of the caster minus 3.

spell name:
SIGHT MISDIRECTION
list name:
guarded sight
level:
5
realm:
mentalism
type:
seer base
spell class:
d
duration:
varies
range:
area of effect:
1 subject
sourcebook:
rolemaster companion 2
description: with this spell, the caster may cause a scrying to go awry and lock onto a very similiar subject, one so similar that the scryer must make a successful sight perception and then a reasoning roll to realize that something is wrong and what it is. this cannot be broken, as only one subject may be examined with a given scrying. it lasts for one scrying attemp per level of the caster minus four.

spell name:
VISION DEFENSE 2
list name:
guarded sight
level:
7
realm:
mentalism
type:
seer base
spell class:
d
duration:
varies
range:
area of effect:
1 subject
sourcebook:
rolemaster companion 2
description: this spell allows the caster to comine any two spells which guard against scrying. first this spell is cast and then the defensive spells are cast, each within 3 rounds of each other. this is the only way that defensive spells may be combined on a single subject. a scryer must encounter and pass all defensive spells before beholding his subject. this spell lasts for the duration of the shortest duration defensive spell.

spell name:
SIGHT GUARDIAN 1
list name:
guarded sight
level:
8
realm:
mentalism
type:
seer base
spell class:
fd
duration:
until dead
range:
area of effect:
1 subject
sourcebook:
rolemaster companion 2
description: the caster may set a guardian between the subject and any would be scryers. the guardian is actually a precognitive shadow of the caster, and would choose as the caster would choose with regards to the dispositions of winnings. the scryer has one round to decide whether or not to enter into combat with the guardian before the guardian attacks. the guardian will not let any pass save he who set him there. combat with the guardian is through will (rmc 1 5.1), and the guardian has a +50. the scryer msut control the guardian in order to pass by. if mastered, the scryerhas the option of slaying the guardian outright, or leaving it to continue guarding the subject. once controlled, the scryer has a +25 on all future scrying attempts past that guardian, and if mastered, he has a +50 on the guardian. if the guardian gains control he may evict the character from the scrying, and has the option of delivering a "c"" impact critical upon the scryer. if the guardian masters the scryer, he may evict the character from the scrying, hold the scryer while pummeling him ""c"" impact criticals (1/round), or force the scryer to fight future will contests for the guardian. as long as the scryer wins these contests, he will continue to be held by the guardian while his body goes into a coma. if defeated, the new scryer may either kill the old scryer outright or release him. in either case, he must then fight the next catured scryer in line or the guardian himself. the guardian may be dispelled by its caster at any time."

spell name:
FALSE SIGHT
list name:
guarded sight
level:
9
realm:
mentalism
type:
seer base
spell class:
di
duration:
varies
range:
area of effect:
1 subject
sourcebook:
rolemaster companion 2
description: with this spell the caster may set a false vision upon a subject for would be scryers to discover. the false vision must be fairly simple, and may not be projected more than 24 hours. that is, the events in the vision may not go on longer than 24 hours. the only way that his spell can be defeated is by repeated scrying and running out the duration or noting that something is extremely unlikely or noting that the events in the scrying repeat themselves. the duration is one scrying attempt per level of the caster minus eight.

spell name:
FEEL SIGHT *
list name:
guarded sight
level:
10
realm:
mentalism
type:
seer base
spell class:
p*
duration:
range:
self
area of effect:
self
sourcebook:
rolemaster companion 2
description: once learned, this ability (no power point expenditure required) allows the caster to know when a scrying attempt has been made upon him.

spell name:
ACCESS SET
list name:
guarded sight
level:
11
realm:
mentalism
type:
seer base
spell class:
i
duration:
varies
range:
area of effect:
v
sourcebook:
rolemaster companion 2
description: this spell allows the caster to set an access in a false scrying from whence the true subject may be found. this must be an object in the false scrying which, if viewed intensely and closely, will open up to reveal a tunnel leading to the original vision. only one attempt at accessing may be made per scrying, and with the use of a locate access spell, there is only a 1% chance per level of hte scryer of locating the proper access. this spell lasts the duration of the false scrying

spell name:
SIGHT DISPLACEMENT
list name:
guarded sight
level:
12
realm:
mentalism
type:
seer base
spell class:
fd
duration:
varies
range:
area of effect:
1 subject
sourcebook:
rolemaster companion 2
description: this spell causes the scrying to be displaced up to 100' / level in a random or set direction. once the exact cause of the anomaly is determined, the scryer may attemp to pierce the displacement in the same manner as the dissipation of the cloud scrying spell. this spell lasts for one scrying attempt per level of the caster minus eleven.

spell name:
VISION DEFENSE 3
list name:
guarded sight
level:
13
realm:
mentalism
type:
seer base
spell class:
d
duration:
varies
range:
area of effect:
1 subject
sourcebook:
rolemaster companion 2
description: this spell allows the caster to comine any three spells which guard against scrying. first this spell is cast and then the defensive spells are cast, each within 3 rounds of each other. this is the only way that defensive spells may be combined on a single subject. a scryer must encounter and pass all defensive spells before beholding his subject. this spell lasts for the duration of the shortest duration defensive spell.

spell name:
SIGHT GUARDIAN 2
list name:
guarded sight
level:
14
realm:
mentalism
type:
seer base
spell class:
fd
duration:
until dead
range:
area of effect:
1 subject
sourcebook:
rolemaster companion 2
description: the caster may set a guardian between the subject and any would be scryers. the guardian is actually a precognitive shadow of the caster, and would choose as the caster would choose with regards to the dispositions of winnings. the scryer has one round to decide whether or not to enter into combat with the guardian before the guardian attacks. the guardian will not let any pass save he who set him there. combat with the guardian is through will (rmc 1 5.1), and the guardian has a +100. the scryer msut control the guardian in order to pass by. if mastered, the scryerhas the option of slaying the guardian outright, or leaving it to continue guarding the subject. once controlled, the scryer has a +25 on all future scrying attempts past that guardian, and if mastered, he has a +50 on the guardian. if the guardian gains control he may evict the character from the scrying, and has the option of delivering a "d"" impact critical upon the scryer. if the guardian masters the scryer, he may evict the character from the scrying, hold the scryer while pummeling him ""d"" impact criticals (1/round), or force the scryer to fight future will contests for the guardian. as long as the scryer wins these contests, he will continue to be held by the guardian while his body goes into a coma. if defeated, the new scryer may either kill the old scryer outright or release him. in either case, he must then fight the next catured scryer in line or the guardian himself. the guardian may be dispelled by its caster at any time."

spell name:
LOCATE ACCESS *
list name:
guarded sight
level:
15
realm:
mentalism
type:
seer base
spell class:
i*
duration:
range:
area of effect:
1 vision
sourcebook:
rolemaster companion 2
description: this spell allows a caster to locate the access (if any) to a subject after determining that a false scrying is being viewed. this spell may only be cast once per false scrying.

spell name:
SIGHT BAR
list name:
guarded sight
level:
20
realm:
mentalism
type:
seer base
spell class:
fd
duration:
varies
range:
area of effect:
1 subject
sourcebook:
rolemaster companion 2
description: this spell simply bars any scrying on the subject, with no way around it except to run out the duration. however, avater encountering a scrying bar and leaving, the scryer will note that he has been drained of 20 pp. this will happen every time that he scrying bar is encountered. scrying bar last for one scrying attempt per level of the caster minus one.

spell name:
SIGHT GUARDIAN 3
list name:
guarded sight
level:
25
realm:
mentalism
type:
seer base
spell class:
fd
duration:
until dead
range:
area of effect:
1 subject
sourcebook:
rolemaster companion 2
description: the caster may set a guardian between the subject and any would be scryers. the guardian is actually a precognitive shadow of the caster, and would choose as the caster would choose with regards to the dispositions of winnings. the scryer has one round to decide whether or not to enter into combat with the guardian before the guardian attacks. the guardian will not let any pass save he who set him there. combat with the guardian is through will (rmc 1 5.1), and the guardian has a +150. the scryer msut control the guardian in order to pass by. if mastered, the scryerhas the option of slaying the guardian outright, or leaving it to continue guarding the subject. once controlled, the scryer has a +25 on all future scrying attempts past that guardian, and if mastered, he has a +50 on the guardian. if the guardian gains control he may evict the character from the scrying, and has the option of delivering a "d"" impact critical upon the scryer. if the guardian masters the scryer, he may evict the character from the scrying, hold the scryer while pummeling him ""d"" impact criticals (1/round), or force the scryer to fight future will contests for the guardian. as long as the scryer wins these contests, he will continue to be held by the guardian while his body goes into a coma. if defeated, the new scryer may either kill the old scryer outright or release him. in either case, he must then fight the next catured scryer in line or the guardian himself. the guardian may be dispelled by its caster at any time."

spell name:
VISION DEFENSE 4
list name:
guarded sight
level:
30
realm:
mentalism
type:
seer base
spell class:
d
duration:
varies
range:
area of effect:
1 subject
sourcebook:
rolemaster companion 2
description: this spell allows the caster to comine any four spells which guard against scrying. first this spell is cast and then the defensive spells are cast, each within 3 rounds of each other. this is the only way that defensive spells may be combined on a single subject. a scryer must encounter and pass all defensive spells before beholding his subject. this spell lasts for the duration of the shortest duration defensive spell.

spell name:
SIGHT GUARDIAN TRUE
list name:
guarded sight
level:
50
realm:
mentalism
type:
seer base
spell class:
fd
duration:
until dead
range:
area of effect:
1 subject
sourcebook:
rolemaster companion 2
description: the caster may set a guardian between the subject and any would be scryers. the guardian is actually a precognitive shadow of the caster, and would choose as the caster would choose with regards to the dispositions of winnings. the scryer has one round to decide whether or not to enter into combat with the guardian before the guardian attacks. the guardian will not let any pass save he who set him there. combat with the guardian is through will (rmc 1 5.1), and the guardian has a +200. the scryer msut control the guardian in order to pass by. if mastered, the scryerhas the option of slaying the guardian outright, or leaving it to continue guarding the subject. once controlled, the scryer has a +25 on all future scrying attempts past that guardian, and if mastered, he has a +50 on the guardian. if the guardian gains control he may evict the character from the scrying, and has the option of delivering an "e"" critical on 1 to 10 critical charts upon the scryer. if the guardian masters the scryer, he may evict the character from the scrying, hold the scryer while pummeling him with ""e"" crits on 1 to 10 charts in one round, or force the scryer to fight future will contests for the guardian. as long as the scryer wins these contests, he will continue to be held by the guardian while his body goes into a coma. if defeated, the new scryer may either kill the old scryer outright or release him. in either case, he must then fight the next catured scryer in line or the guardian himself. the guardian may be dispelled by its caster at any time."