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Divination Spells pdf

DIVINATION SPELLS.

Divination spells are different to most other spells in that they draw their abilities not only from the spirit of the caster, but from the collection subconscience of their race, or even their gods. This allows access to more information than the individual holds. The Detection range of most Divination spells is LINE OF SIGHT or their (SPIRITx100) meters, whichever is MORE.

This is impeded by magical barriers, barriers constructed from magical materials (see Alchemy) such that something that is completely covered (no path exists from outside to inside) would not be detectable. Such a barrier must be thick enough to be an effective barrier. Eg: a man buried in a coffin lined with gold could not be detected (as long as the gold barrier remains intact. The use of gold foil would work for awhile but eventually some insect may push through), but that mans grave could be! A man standing in a perfectly magically sealed room could not be detected, but if he opened a door he could be.

Optionally, the strength of the magical material used can be applied as a modifier to the spells success. Slightly magical materials could apply +2, naturally magical can apply +4 and richly magical +6.

The thickness can be used as a modfier; +1 per inch for slightly, +1 per eighth inch for naturally and +1 for richly for each sixtyfourth of an inch (each foil layer) etc.

Magical barriers extend into the Astral Plane and have a substantial presence on that plane. Magical barriers will resist the passage of astral forms to an equivalent level equal to their detection modifier. Any astral form trying to pass through must make a SPIRIT roll using a base value of 9 less the barriers rating. Barriers of rating 9 or more cannot be penetrated at all.


ANALYSE

Cast Active Effective Target Method Nature
Level Event OneUse Object Touch Elemental

This spell ability may be used on a single object held or touched to gather the appropriate information. An object can be anything that has a physical presence on the material plain. Information given is about conditions at the moment of touching.

Material Component:

  1. Know Spell Group Name, or Know Stone Charges. The first form of this spell will tell you the Spell Group name of all spells currently active, stored, embedded etc, on the object. The second version simply tells you how many power charages remain in a Power Stone.
  2. Know Creature Powers. This spell will reveal the name of all non-spell like powers which a creature might have. The name should be relatively descriptive of the purpose of the power. A power can be considered to be an effect that can be instituted by the object, either mechanical or magical.
  3. Know Spell Name & Level: this spell gives more detail, revealing exactly the spells present.
  4. Know Item Powers: this spell will reveal exact details of any permanent spell like powers which an object might have, how they are triggered, how many times they work etc, unless it is protected in which case you will need to make a Mage Skill roll vs base 7, modified by the protection..
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ANIMALS

Cast Active Effective Target Method Nature
Level Event OneUse Self Touch Elemental

Remember that a monster is NOT an animal.

Material Component:

  1. Locate Specific Animal: gives the direction and distance to nearest specimen in range.
  2. Determine Intent: allows the caster to determine the current intent of any visible animal or group of animals, as well as the probable reaction of that animal or group to a single specific action the caster might make.
  3. Read Animal Mind: allows the caster to be able to read the mind of any single visible animal. Animals have very limited thought processes and even less memory of events beyond their last meal.
  4. Share Mind: allows the caster to merge their mind with that of any one animal visible to them. This will allow them to access all the memories and to influence their immediate behavior, but not as to be opposed to the animals natural instincts. The caster must have their eyes closed whilst doing this and cannot do anythign else.
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ASTRAL POWERS

Cast Active Effective Target Method Nature
Level Event Event Other Touch Elemental

These spells deal with the Astral Plain (or the Plain of Limbo), that region that surrounds the Material Plain and where mana floats in vast clouds.

Material Component:

  1. Detect Astral Being. This spell will tell the caster if there are any astral beings within range.
  2. Show Astral Being. This will cause one selected astral being, known to the caster and within range, to become visible like a ghost to those of the material plain. Alternatively the nearest astral being within range will become visible.
  3. Astral Perception. This allows the caster to see into the astral plain. They may only see one plain at a time (atral or material), and is required to close their eyes to shut out the Material Plain.
  4. Astral Projection. This spell allows the caster to leave their body and move to the Astral Plain. Their body will slump to the ground and remain as if in a coma. For details of Astral Travel see the Plains of Existence Chapter.
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AWARENESS

Cast Active Effective Target Method Nature
Level Event Event Other Touch Elemental

This spell enhances all the senses such that the creature is overall more sensitive to its surroundings. It will therefor gain the following bonuses for detecting things, against being surprised and any other perceptive skill allowed by the GM. This spell does NOT overly enhance any one sense.

Material Component:

  1. Benefit 1 to all rolls.
  2. Benefit 2 to all rolls.
  3. Benefit 3 to all rolls.
  4. Benefit 4 to all rolls.
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DETECTION SPELLS

Cast Active Effective Target Method Nature
Level Event OneUse Other Touch Elemental

The caster must nominate a target type that they wish to detect, which should be reasonably restrictive.

The target must also be something the caster, or their race, would be able to know about. Eg A goblin creates a new powerful sword for slaying men, it tells no one and keeps it hidden under a large stone. No human being could detect that sword as no human being knows of it. Hearing a story of such a sword would be to no avail as stories abound. It must be physically seen and believed (see racial knowledge comments above). Detecting an ambush would not be possible unless someone of your race knew of it. Detecting enemies would not work if the enemy was of another race and had not revealed their thoughts to anyone of your race. If you were marching through goblin territory and expected goblins to ambush you then a detect goblins would be effective, but detecting ambushing goblins would only be effective if those goblins had ambushed another human sometime.

Detecting objects is usually fairly effective, detecting knowledge, thoughts or intent is a lot harder.

Detection can also be resisted by several spell effects.

Material Component:

  1. Locate Targets. This will cause all applicable targets to glow to the vision of the caster, plus they will feel a quick pull in the direction of the largest source. Lasts casters action.
  2. Reveal Targets. As with Locate but will be visible to all, including the targets.
  3. Target. This will cause one selected target to glow to the sight of the caster, and anyone bound to them, as long as the target remains within range. A glowing target is difficult to conceal and easier to hit (cancels any light penalties)
  4. Multi-detection. This spell gives the caster a number of points equal to their MIND value. They may expend these points by selecting a target and one of the lower spells, costing points equal to the spell level. A mage with 12 Mind could detect 4 different targets using the level III spell.
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IDENTIFY

Cast Active Effective Target Method Nature
Level Event OneUse Other Touch Elemental

This spell will reveal information about any touched material object that has been crafted for a purpose. The object cannot be living. The amount of information and its age depend on the spell cast. The object absorbs the essence of those who have handled it and for what reasons, this can be read via use of the spell. The object will have an awareness of its surroundings as long as the user was handling it at the time. Because of this the history revealed may have gaps and periods of blackness.

Material Component:

  1. Day old information.
  2. Week old information.
  3. Month old information.
  4. Year old information.
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LEGEND

Cast Active Effective Target Method Nature
Level Event OneUse Other Touch Elemental

Legend is a spell used to analyse and put together the peices of a legend. A legend is a semi-mythical story with a basis in fact. Legends are usually epic stories, not just your run of the mill folk lore. Hercules(Heracles) and The Argonauts are both examples of legends, and have legends within them.

For game purposes the GM will need to do a bit of thinking when they introduce a Legend. The following spells will help the players to put the pieces together, but they must first gain the pieces. If the players can do this without use of the spells then they should be awarded bonus experience. The GM should however lay many false trails or obscure references, some of which the players should have next to no hope of solving.

When you use a Legend you must decide on how many significant pieces of information it will consist of. The labours of Heracles were twelve in number so his legend would count at least twelve points, quite probably a lot more. It is probably wise to restrict a legend to a single event or item. Most players will enjoy seeking for some powerful magical item, so a legend that gives the clues to where it may be found could be generated.

Once the GM has decided on how many points a legend will consist of they must define exactly what counts as having achieved that point. The players can then use the spells to determine they have all that is required, then must either solve the point themselves or use a spell to aid them.

Material Component:

  1. Detect Legend. This spell can be used to determine if some object or piece of information is part of a legend.
  2. Complete. This spell tells whether the caster has all the material relating to a legendary point, or whether pieces remain unfound. It can also be cast on a single item, or clue, to determine which point it belongs to.
  3. Solution. This spell will analyse all the existing pieces of a legendary point and try to put them into order, or translate them in some way that will allow the caster to better see the truth, and probably the beginning of the next point. If all the peices are not present than the spell advises this and nothing else. The answer should be cryptic.
  4. Clues. If the players become baffled they can sacrifice an experience point by casting this spell. The GM will then give them a clue that will aid them in their quest, relevant to the the point they are upto.
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LISTEN

Cast Active Effective Target Method Nature
Level Event Event Other Touch Elemental

Material Component:

  1. Wall Ears. The caster can hear clearly through any single non-magical barrier upto 3 inches thick, such as a door.
  2. Other Ears. The caster can hear through anothers ears as long as they are bound. Whilst doing so their own ears are inactive.
  3. Clairaudience. The caster can hear as if their ears where elsewhere. This point can be upto the normal range away but must be visible at the time of casting. They cannot use their own ears whilst doing so.
  4. Wizard Ears. This spell creates a single ear on any available surface, such as a wall or the ground. The caster may hear through this ear at anytime, but must shut their own hearing down to do so. This ear can move along any near flat surface at upto 20 meters per round. It cannot see where it is going however so has limited uses. The ear is visible to all.
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LOCATE

Cast Active Effective Target Method Nature
Level Event OneUse Other Touch Elemental

This spell requires the caster to be familiar with the object or creature being sort, on a personal level. The locate spell will find unique individuals or objects, not generic things. You could locate your friend Bruce the Troll, not any Troll called Bruce.

Material Component:

  1. Locate. This spell will give the direction and distance scale between the caster and the target. Scale is as follows: Close (upto 1 mile), Fair (upto 10 miles), Long (upto 100 miles) and Distant (any range).
  2. Snap Shot. The caster will be able to store a perfect image of the target in their mind, that will allow +2 to the casting success of any other spell in this group dealing with that image. You may only have one such image at a time, casting this spell anew wipes any previous images.
  3. Track. This can be cast whilst the target is clearly visible to the caster and within range. As long as the caster activates or effects no other spells they will know the direction and distance to that creature, regardless of range.
  4. Trail. The caster must have a clear image of the target they seek. Casting this spell will cause a glowing path to appear to the caster only, which will lead via a reasonable path (one the caster can physically walk, or a straight line) to the target. This spell is lost if any other spell is activated or effected. Range for this spell is unlimited.
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MIND

Cast Active Effective Target Method Nature
Level Event OneUse Other Thrown Elemental

The ability to read the mind of others in various forms. The target must be willing, or unconscious to work (but wouldnt be of much use then).

Material Component:

  1. Empathy. The caster can read the emotions of the target.
  2. Thoughts. The caster can read the surface thoughts of the target as they occur.
  3. Memory. The target can allow the caster to see and access conscious memories. The target brings forth the memory and the caster can then manipulate it as they see fit, probably with more accuracy then the target can recall. The original memory remains intact.
  4. Probe. The caster can enter the targets mind and search for specific memories, whether they are buried in the subconscious or hidden via various methods. The caster must make a Mind roll (base 7) every round, a success finds the memory. A failure with any 1s involved indicates that a false memory is found. Memory blocks may make this task harder. If the target is opposed to the probe then the base target number is 5.
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PREDICT

Cast Active Effective Target Method Nature
Level Event Event Other Touch Elemental

This spell is used to predict the immediate future in various forms.

Material Component:

  1. Predict Action. The caster will be able to sense the very next thing the target intends to do. This will modify the casters rolls by 2 if they are able to counter them in any way except spellcasting.
  2. Augury. The caster will postulate their very next action and seeks a prediction as to whether this is good, bad or indifferent for them.
  3. The caster may cast this spell and will be prewarned of any upcoming event via a vision. The effect of this is that they may apply a one point modifier to any roll that they make, or that will be made against them, at some future date. Only one of these spells can be in effect at a time. The duration is indefinate.
  4. Vision. The caster will receive a dream/vision of some major event that they are likely to encounter if they take a particular course of action. The dream can be symbolic and imprecise. It may show them dying at the hands of their best friend while a Ogre Chieftain watches on. This may only mean that one of them must face the ogre and risk their life and that their friend will suggest it be you. The GM should be pretty sure of the coming event, if you cannot be sure than you may show a vision of some past event where something of importance was overlooked.

QUESTION

Cast Active Effective Target Method Nature
Level Event OneUse Other Touch Constant

This spell can be cast by the player to allow you to ask a direct question of the GM. The GM is limited to a Yes or No answer, or not answering at all if neither of these (or both) are true. The GM must be truthful. It will cost the caster 1 point of experience per spell level to cast any of these spells.

Material Component:

  1. Question may be 10 words long.
  2. Question may be 20 words long.
  3. Question may be 30 words long.
  4. Question may be 40 words long.
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READ

Cast Active Effective Target Method Nature
Level Event Event Other Touch Elemental

This spell gives the caster the ability to read writings that they cannot normally read, assuming they are in a readable form. Coded or scrambled writings would be read literally and so make no sense. As many words as the casters MIND value can be read per round.

Material Component:

  1. Read modern language.
  2. Read racial language.
  3. Read ancient language.
  4. Read lost or arcane language.
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SIGHT

Cast Active Effective Target Method Nature
Level Event Event Other Touch Elemental

This spell enhances the vision sense of the target, allowing the modifier to be applied to any skill roll based primarily around this sense.

Material Component:

  1. Other Eyes. The character can see through the eyes of any other bound to them. They do so by closing their normal eyes. No effect on the one used.
  2. Backward. The caster can see out the back of their head as if they had eyes there. They can activate these by closing their normal eyes. The caster may not wear anything that would obscure their vision, such as a helmet.
  3. Clairvoyance. The character can see as if standing at some point upto 5 zones from their current position. The target point must be visible at the time of casting. They activate this sight by closing their own eyes.
  4. Wizard Eye. The caster creates a small pair of eyeballs with small wings, which will make a subtle humming noise as they work. These eyesballs can be moved as the caster wishes at speeds of upto 20 meters per round. As long as they keep their own eyes shut they can see from and control these eyes. If they open their own eyes the wizard eyes become stationary. Any hit against them will destroy them. If controlled they will have a Dodge skill of 16 and a CHAR equal to the casters own appropriate.
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VISION

Cast Active Effective Target Method Nature
Level Event Event Other Touch Elemental

The caster gains various forms of improved vision.

Material Component:

  1. Magnify. The caster can enlarge what they sees by upto 8 times, but their field of vision will become much samller in the process.
  2. Night Vision. The caster gains -3 night vision.
  3. See Invisible. The caster will be able to dimly see anything invisible via magical or natural means. This will reduce any penalty for actions against them to -2. A being on another plain is not invisible, it is simply not visible.
  4. True Vision. This spell will allow the caster to see a true and accurate vision. All deceptions and illusions will become visible to them, invisible things will be completely visible, concealed objects will have their concealing modifiers stripped away (but still would then require a normal perception roll).
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WEATHER

Cast Active Effective Target Method Nature
Level Event Event Other Touch Elemental

These spells will help to predict and influence the weather.

Material Component:

  1. Predict Weather. The next 24 hours of natural weather can be predicted.
  2. Influence Weather. This spell will cause an impending weather effect to be delayed or to occur earlier. If rain clouds are approaching then this spell could delay the rain or bring it earlier. It will modifiy things by about an hour for every three hours.
  3. Summon Breeze: a fair wind (force 10) will be summoned that the caster can then control. The breeze remains in effect as long as the caster concentrates on it (does nothing else). It has an area of effect of 20 hex rings.
  4. Weather Shield. This creates a dome of force (1 zone) that will prevent the entry of any natural weather effect. Natural can included summoned storms or enhanced storms, they are still a natural force. A cast lightning bolt fired at the dome would pass right through, unless it was summoned from a storm. The spell will last for as long as the caster remains in the dome.
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Born on: November 1, 1998