How are people handling Celestial wizards and their cantrips? Especially the ones which allow the celestial wizard to see the future? We were playing Eye for an eye yesterday and my celestial wizard player found the forbidden books from the library. Instead of telling anyone about them he casted a cantrip to see in the future, who would pick up the books next.
I made it extremely hard (4d) check for him and made him throw behind my GM screen, so only I know the result. Still as I see it, seeing the future is really really complicated thing for a Gamemaster as it has a potential to be a game breaker.
In the rulebook it says that predicting the outcome of a coin flip or other random event just before it happens is Easy (1d) Spellcraft check. Ok, this is fine. There's only two options there and the wizard is trying to peek just few seconds forward. But what about card game? More options? What about the situation which we had earlier.
Do you allow your celestial wizards see the future and what kind of limitations do you have for that? And what kind of modifiers? I love the creative roleplaying that the cantrips encourage, but have to establish some kinds of rules for them.
Also, what is needed in order to cast a cantrip? I guess they are just cooler if it's more like a "jedi" power, which doesn't require loud chanting and big gestures.