Divination
(Perception + Theology)
● Detect magic, traps, true north, and/or the nearest drinkable water among other things.
Only one item can be looked for at a time. Identify magical items with a modest material sacrifice.
●● Speak or read any language unless it’s a coded or ciphered in which case an opposed roll is made.
-Listen to surface thoughts of others opposed by target’s Willpower.
-Gain bonus dice on an ability you already possess but only for the purpose of recalling facts or something you seen. You can’t use the bonus dice for something active like crafting or combat.
●●● Pierce phantasms, disguises, invisibility, and trickery of all sorts magical and mundane with an opposed roll. The Diviner gets a -1 difficulty break on this roll.
●●●● Pierce phantasms, disguises, invisibility, and trickery of all sorts magical and mundane with an opposed roll. The Diviner gets a -3 difficulty break on this roll.
Learn facts you never knew about the area you are in without doing legwork. This requires at least ten minutes of meditation.
Successes
One: Pretty much everyone knows this, but it might be new to you if you are a stranger
Two: Known to a substantial minority of the area.
Three: Uncommon knowledge
Four: Obscure knowledge
Five: Extremely obscure knowledge
●●●●● Ask your deity a direct question or try to prophesize the future. Vague and cryptic visions are the norm. This requires at least thirty minutes of meditation to receive the answer.
Except for the level 3 and four true seeing powers, these powers are normally time consuming and cannot normally be done in the middle of combat. If the storyteller decides to allow rushed divination spell casting, he may do so but the difficulty goes up.
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