Divination

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.

Divination Special Effects

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.

Divination II

Divination II Special Effects

DistanceDifficult
Next door1
1km2
Same city4
Same county5
Same setting8

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.

Divination III

Divination III Special Effects

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.


Personally, I'd make Confound Auspices a Divination II effect (especially since you think divinaiton's so scary, making the antidivination a little easier probably isn't a bad call) and have it tie up a matrix or something while it's active. Leave out Tweak Fate, that's there in HFFS because wizards can't take Blessing--here, the relevant bits of Blessing are getting folded into Karma. --zebediah Divination II and especially III seem extremely weak compared to the equivalent Illusion, Karma, or Life spheres. Can the requirements for communion be fleshed out a little? I think I agree with Jesse; eliminate Divination III, fold confound auspices into Divination II or Metamagic's wards, and leave Tweak Fate to either Karma or Metamagic; it's not worth it at that price, especially with an illusionist in the party. -- ariel "Since Divination is horribly attractive and easy to use to accidentally break a plot, why not throw in protection from Divination with it, to make it more attractive?" That logic seems a bit fishy to me. I'm inclined to just nuke Divination III. Div2 still has three very, very useful powers, so I'm not worried about it. Karma and Metamagic still need a *lot* of work, though. --bts "Assuming that the NPCs are actually bound by the same sorts of physics as the party, making is that divination is self-limiting seems a good idea." also, one of the old unfun issues we kept having was "It's useless to plan, as every team larger than us (i.e. most groups we're up against) can and does trivially eavesdrop on everything we say or do" (ref spidermages in the kaer, megacorp bugging and "keep 20 diviners on payroll, asking 20 questions of the universe" in boston) The NPCs are bound by the same physics as the party, oh unnamed and thus disrespected one. That doesn't make divination self-limiting, that leads to truth-serum propagation. You had that perception, you were simply wrong. It's a 'punk universe, it's supposed to feel paranoid, and judging by the frequency with which I need to explain the in-character/out-of-character dichotomy to some players, a chunk of this group has trouble playing in a universe which is unpleasant for your characters. For example: Having just counted, most groups opposing the party are smaller than the party. Most groups larger than the party don't know it exists. Most groups capable of long-range divination have to burn a ritual link every time they do it. The spider mages had a telescope and a boom microphone, not a divination spell. You were in a cave, remember? Every time ninjas snuck in, they made opposed rolls vs. the "detect ninja" stats of every character for which I had a sheet. In no case has eavesdropping on the party been trivial or omnipresent; usually confined to one location or topic, and requiring consistent investment to maintain (not even a "set it up and it goes" operation). If you're going to whine, at least sign your name to it. Named posts get reasonably polite replies. --bts Idea for another level 1 ability: Hypersenses. Define something when cast, you effecivly have a radar/sonar sense (Essance+occult?) for the defined whatever. +1 difficulty to the sense roll for each interviening object. You can detect life, detect Fred, detect wire, but not detect trap, detect paper,parchment and ink, but not books. Standard +1 difficulty to unrelated actions unless you spend a will. -jss