Haruspication— divination through entrail reading— is popular with necromancers. The more powerful and sentient a creature that perishes to give a divination, the more accurate, detailed, or significant the reading.
Most divination effects are Perception+Occult, at a difficulty equal to the target's Essence.
Speak with dead. A spellcaster can contact the realm of the dead, as long as Death is seperable (it is in Boston and Camrish right now). If you can contact someone this way, you can use summoning to bring back their shade.
Warning. (T3.) If the sorcerer using Warning also knows the Blast schtick, she can combine the two effects to create a mystical booby-trap. If an unknowing intruder triggers the warning, count its net successes, and use those dice to calculate the effect of a normal Blast. If someone enters the area knowing there is a trap there, he may dodge; otherwise, he is surprised. If an area effect is used, targets get to use the defense of the person who triggered the trap, or their own, whichever is better. A ward has a number of charges equal to the number of willpower points sacrificed to it when it is created; once this number is up, the ward no longer functions. If the blast effect in itself costs willpower points, such as a fireball, then those must be paid for each charge, and all at the same time. If the ward is created at a Feng Shui site, it can draw any number of charges from the site.
Variant wards can be created, that have different effects, even benevolent ones. Thus you can create an altar that heals worshipers or a divan that seduces those who rest upon it.
Analyze Curse. Curses always have a condition for lifting them. It may not be a condition you like — kill your only son to stop having these nightmares — but it is a condition.
Medium. (TotL.) This allows you to open yourself up to spirits, ghosts, and lurking demons either hidden in this world, the underworld, or other afterlife realms. Others can then ask the spirit questions. The spirit speaks through you, either using your voice or some oracular means such as Tarot cards or an Ouija board. During the process you are cut off from your body and cannot do anything. However, you have a vague sense of your surroundings and can reclaim control at any time (takes a normal action and ends the effect). Difficulty is Essence for spirits hidden in this world, +2 for spirits in another. You cannot force a spirit to talk with you; they must be a willing participant. On a backlash, your body becomes possessed by a demon or hungry ghost. This usually lasts for a single scene, but sometimes will require exorcism.
Revelation. Identify illusions as false and divine the true forms of changed things.
Prediction. Gain cryptic insight into the patterns of fate. (In some cases, a more powerful effect allows you to effectively continue the adventure, then pick a point to rewind things to before everything went wrong, indicating the different choices made by the characters based on the results of the divination. This is stolen from the game Bushido.)
Block Scrying. You can interfere with the attempts of others to scry upon you.
Location. If you have a connection to something else, you can track it on a map or with a pointer.
Distance | Difficult |
---|---|
Next door | 1 |
1km | 2 |
Same city | 4 |
Same county | 5 |
Same setting | 8 |
Remote Viewing. (TotL.) Allows you to see far-off places. This typically involves staring into a reflective pool, crystal ball, mirror, blazing fire, or some similar focus. You can look in on people, places, or things that you know. The difficulty depends on the distance between you and the target.
This effect has two different versions. The first version gives you a remote view of your target, as if you were standing about 10m away. The second lets you look through the target's eyes or hear through their ears. Remote Viewing lasts one turn per success; spending a Willpower Point increases that to hours.
Psychometry. Learn about the history of an item. Much less effective than Lore/Investigation charms.
Communion. You attune yourself to your chosen force, and gain insight from its gestalt. (Commune with your Passion, nature, the elements, chaos, a Horror, ...)
Contact. Permits sending messages between prepared locations such as temple sanctuaries, druid groves, bone circles, and so on.
Tweak Fate. This is as close as Divination can get to Blessing, and it takes a lot more ritual and effort than for priests. By sharping Tarot cards, using loaded dice, painting powerful runes, or otherwise meddling with the patterns of fate, wizards can create dooms and meddle in the currents of causality. Botches can be hideous, and the gods often take exception to such meddling.
Confound auspices. A ritual activity that can disrupt all divinations about a given topic or place, including any you yourself might make.