Seer Spells
Tier 1
CHANT
Duration: FocusRange: Self
You begin an unearthly chant that lifts your vision beyond its ordinary limitations. For the spell's duration, you can see all invisible and hidden things as though they were plainly visible. This spell does not allow you to see in a way that you could not normally, such as in darkness or through walls.
EVOKE RAGE
Duration: 1d4 turnsRange: Close
You call out the berserk rage locked inside someone. One willing humanoid you touch enters a berserk state. The target is immune to morale checks, has ADV on STR checks and melee attacks, and deals +1d4 additional damage for the spell's duration. If the target does not attack another creature on its turn, the spell ends.
POTION
Duration: InstantRange: Close
As a part of casting this spell, you must bless a single drink of any liquid. The liquid gains healing properties for 1 day. A creature who imbibes it may end the effects of one poison or remove all current Fatal Wounds (the creature remains at 0 HP).
TRANCE
Duration: InstantRange: Close
You enter a trance, catching small glimpses of a creature's fate. One humanoid creature you touch (you can't target yourself) gains a luck token. It can't have more than one luck token at once.
Tier 2
FATE
Duration: InstantRange: Near
You painfully twist the golden threads of a creature's fate. One creature you target in range takes 1d10 damage and has disadvantage on its next attempted action.
READ THE RUNES
Duration: InstantRange: Self
You ask the gods a question and cast the runestones, interpreting the meaning of the results. Ask the DM one yes or no question. The DM truthfully answers "yes" or "no."
SACRIFICE
Duration: InstantRange: Close
As a part of casting this spell, you must bathe your hands in the blood of a slain mortal creature of LV 2 or higher. The target you touch gains a bonus to their next check or attack roll equal to the slain creature's level.
SOULBIND
Duration: FocusRange: Close
You seal the soul of a living creature, preventing magic from leeching into it. One creature you touch becomes nearly impervious to all magic. For the spell's duration, all other spells targeting the creature (harmful or helpful) are DC 18 to cast. This spell ends as soon as the target is affected by another spell.
Tier 3
CAST OUT
Duration: FocusRange: Far
You turn a creature aside, throwing it out of your presence. Choose a creature you can see. For the spell's duration, that creature can't come within near range of you. It can still attack you from outside of near range.
HALLUCINATE
Duration: FocusRange: Near
One creature you target in near whose level is less than or equal to your own is overcome by visions of what might yet come to pass. For the spell's duration, the target cannot act on its turn unless it passes a WIS check equal to your last spellcasting check.
RAVEN
Duration: InstantRange: Unlimited
You whisper a message to Odin's own ravens, and they carry it across all worlds to its recipient. Speak a short sentence and the name of its recipient, dead or alive. That creature hears your utterance whispered in its mind.
WOLFSHAPE
Duration: FocusRange: Self
You and your gear transform into a wolf for the spell's duration. You assume the wolf's STR, DEX, CON, HP, AC, speed, attacks, and physical characteristics, but retain your INT, WIS, and CHA. You can cast spells in this form. If you go to 0 HP, you revert to your true shape at 0 HP. If you are level 5+, you can transform into a dire wolf or a winter wolf instead.
Tier 4
FREYA'S OMEN
Duration: 1d6 turnsRange: Self
For the spell's duration, you do not lose the ability to cast a spell if you fail its spellcasting check. If you critically fail a spellcasting check, you may reroll your check once. You must use the new result.
LOKI'S TRICKERY
Duration: InstantRange: Near
You are filled with Loki's hypnotic guile. Creatures who hear you speak will alter their own beliefs and memories to match your suggestion. Target one creature who can hear and understand you within range. You make one plausible statement, true or not. The target must make a WIS check vs. your spellcasting check. If it fails, it now believes what you stated as though it were fact, regardless of what it knows.
ODIN'S WISDOM
Duration: 1d6 turnsRange: Self
For the spell's duration, add your level as an additional bonus to your WIS checks and spellcasting checks.
THOR'S THUNDER
Duration: InstantRange
: Far
You call upon Thor to cast down a bolt of lightning upon one target. The target takes 3d6 damage.
Tier 5
RAGNAROK
Duration: InstantRange: Far
You look deep into the strands of fate, learning the final destiny of one soul after the battle of Ragnarok. Do they live, or die? Choose one creature in range. You can only target the same creature with this spell one time. That creature must pass a CON check equal to your spellcasting check or die instantly.
VALKYRIE
Duration: 6 turnsRange: Near
You summon a valkyrie to your aid. She appears in a location within a near distance and acts of her own free will to help you. She returns to Valhalla when the spell ends. You can't cast this again until you reattune to the fates.
WORLD SERPENT
Duration: FocusRange: Close
The torturous venom of the World Serpent drips from the weapons of a creature you touch. The target deals x2 damage with each attack (x4 on a critical hit) for the spell's duration.
WORLD TREE
Duration: FocusRange: Close
The roots of the lifegiving World Tree wrap around the soul of a creature you touch. For the spell's duration, the target can't be brought below 1 HP.