Divination

(Perception + Enigmas/Theology)   ● Detect magic, true north, nearby drinkable water, or figure out how many hours it is till sunrise or sunset among other things.   Only one version of this spell can be used at a time. You cannot be looking for magical auras and looking for drinkable water at the same time. This magical effect is vague on what it can or cannot look for, but if another sphere’s ● can detect something, Divination ● cannot detect it. Purification ● can detect undead, Void taint, curses, poisons and diseases but Divination cannot.       ●● Speak or read any language unless it’s a coded or ciphered in which case an opposed roll is made. The level of successes determines how good the communication is. One success is along the lines of “Me friend, me come in peace” whereas five successes allows the caster to speak and convey complex idioms and metaphors.   OR   Listen to surface thoughts of others opposed by target’s Willpower.       ●●● Pierce phantasms, disguises, invisibility, and magical trickery of all sorts magical with an opposed roll.       ●●●● The caster selects a target and gains substantial bonuses against that target in combat and social situations by supernaturally reading his tells and cues in combat and understanding his core motivations and quirks in social situations respectively.   This is resisted by Willpower (difficulty 8). Unless the defender can see you casting a spell and are suspicious of that or have an active magic detection spell or the equivalent, they will not consciously perceive a mental attack.   For every two successes net success the theurgist beats the defender by, the diviner recieves a -1 difficulty break in opposed rolls for combat and social situations. Final difficulty cannot be pushed less than than three.   In social situations, a bit of roleplaying is needed to solidify bonus. Simply knowing the character's psychological buttons is useless if not acted upon. If the diviner finds out the target is vain and insecure, he should lay on flattery pretty thick. If the diviner finds out the target appreciates kutzpah, the diviner should be blunt and direct.   If the diviner is going against the target in a structured and/or limited fashion such as a dance-off or chess match, then the difficulty for the diviner's roll goes up by +2.   OR   The caster gains insight on his general environment which translates into inexplicable hunches and enhanced intuition that appears to be good luck.   One success: Gain -1 difficulty on physical actions in chaotic environment. It can help in a chase scene through a crowded market place or running across a storm tossed sailing ship but won't help a caster win a foot race across a clear field.   Two successes: Gain -1 difficulty on all Perception rolls   Three successes: Gain -1 difficulty on all dodge and parries. Gain -1 difficulty on social rolls against groups (by intuitively targeting the most susceptible individuals).   Four successes: Gain -1 difficulty on all physical actions even in non-chaotic situations. Gain -1 difficulty on all attack rolls.   Five successes: Gain -1 difficulty on damage rolls.       ●●●●● The caster gains the benefits of ●, ●●, and ●●● Divination powers simulataneously with one casting AND the caster simulataneously gains the sensory aspects of Animal ●, Augmentation ●, Hexing ●, Necromancy ●, Purification ●, Spirit Magic ●, and Weather ●. Rather than give the caster a sensory overload of ALL magical senses simulataneous, a theurgist with Divination ●●●●● will find only immediately relevant input is given to him and extraneous details and noise is filtered out.

Articles under Divination



Cover image: Symbol of the Nine by Pendrake

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