Divination.
Divination is the art of seeing signs and meanings in seemingly random things. Unlike the other schools of magic it is more art than science and relies more heavily on one storyteller interaction and the filing of tickets. For those running scenarios for other players, it relies on clear and forthright communication. Be aware that characters with divination do not /have/ to share the information they receive, nor do they have to be honest about what they have seen IC. In fact, a diviner can absolutely make up an entire set of visions and spend the majority of their time grifting others. Information can be bartered, traded, sold, or even hoarded.
Diviners always sense when fate has twisted or turned.
Note: There will be times that Storytellers hit Diviners with visions out of the blue. These visions will not require the diviner to spend mana points to receive them. Be aware, however, there are no guarantees that this will occur often. If you are seeking information it is always better to file a ticket on discord and spend the mana points to get them. ALSO, be aware that diviners have, ‘historically’ gone a little loopy in one way, or another. Make it a fun part of the RP. One should also be aware that the future is always shifting and changing.
Important for those who are inclined toward grifting: Be sure you put in a ticket letting staff know about the ‘futures’ you have told, or the ‘visions’ you have shared. We would hate to inadvertently ruin the RP unknowingly should a ticket be filed by the mark.
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Augury – Receive omens or signs about near-future events. Whether one uses tarot, rune stones, I-Ching, tea leaves, or what have you, the end result is the same. Augury provides glimpses of near future events and omens of things to come. How far, and how expansive the visions are depends upon the diviner’s rank. Although, the gods, whether of fortune, or misfortune, have been known to stick their fingers in even the newest Diviner’s pie.
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Beginner: Beginners are able to focus their magic on one individual at a time. They must have a clear question in mind at the time of casting the Augury. While they may only see up to a few months in the future, these visions are subject to change depending on actions taken around the question. Visions of the past, for the most part, tend to be more direct and, given that they have already happened, are unchanging in nature. (Roll 1d10+2 for the amount of information you gain)
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Moderate: Moderates are able to focus their magic on one individual or event at a time. They must have a clear question in mind at the time of casting the Augury. While they may only see up to a six months in the future, these visions are subject to change depending on actions taken around the question. Visions of the past, for the most part, tend to be more direct and, given that they have already happened, are unchanging in nature. (Roll 1d10+Soul for the amount of information you gain)
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Advanced: Advanced Diviners are able to focus their magic on two individuals at a time. They must have a clear question in mind at the time of casting the Augury. While they may only see up to a year in the future, these visions are subject to change depending on actions taken around the question. Visions of the past, for the most part, tend to be more direct and, given that they have already happened, are unchanging in nature. (Roll 1d10+Soul+Divination) for the amount of information you gain)
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Scrying – Watch someone or something from afar using ritual focus (mirror, water, crystal). All scrying, regardless of one’s level, requires concentration and a focus. It is not magic that can be cast on the fly.
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Beginner: The character is able to view events occurring within a ten square mile radius. However, it requires that there be a focus similar to the one they are using at the location and they can only see what is in the vicinity of that object. ( If they are using a mirror and there is not a mirror in the area they are viewing, they must find a way to get one there.) While they can understand what is being said in the location, they cannot use any other magic and are merely an observer. If there is a magic user in the location they are viewing, that individual may roll to detect the fact that they are being observed. (The magic user being observed must roll 1d10 + Soul and roll higher than the number scored by the Diviner.) If the person being observed is a Diviner, they may roll 1d10 + Soul + Divination.
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Moderate: The character is able to view events occurring within a one hundred square mile radius. However, it requires that there be a focus similar to the one they are using at the location and they can only see what is in the vicinity of that object. ( If they are using a mirror and there is not a mirror in the area they are viewing, they must find a way to get one there.) While they can understand what is being said in the location, they cannot use any other magic and are merely an observer. If there is a magic user in the location they are viewing, that individual may roll to detect the fact that they are being observed. (The magic user being observed must roll 1d10 + Soul and roll higher than the number scored by the Diviner.) If the person being observed is a Diviner, they may roll 1d10 + Soul + Divination.
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Advanced: The character is able to view events occurring within a one hundred square mile radius. However, it requires that there be a focus similar to the one they are using at the location and they can only see what is in the vicinity of that object. ( If they are using a mirror and there is not a mirror in the area they are viewing, they must find a way to get one there.) While they can understand what is being said in the location, they can use any non-aggressive magic as long as they are in a range appropriate to do so. If there is a magic user in the location they are viewing, that individual may roll to detect the fact that they are being observed. (The magic user being observed must roll 1d10 + Soul and roll higher than the number scored by the Diviner.) If the person being observed is a Diviner, they may roll 1d10 + Soul + Divination.
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Truthsense – Detect lies or reveal hidden meanings. Having Truthsense also allows the Diviner to magically deceive those around them. The character using Truthsense, whether for deception or to detect deception, rolls 1d10 + Soul + Divination. If there is another Diviner present they make an opposing roll using the same dice to counter.
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Astral Projection – Separate consciousness from body to explore spiritually.
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Beginner: The character is able to project their spirit to a location far from their physical form. While the Diviner is engaged in Astral Projection their body is immobile and helpless. (Moving the body in any way will result in the Diviner being pulled back into it.) Should the Diviner's body be injured while engaged in Astral Projection, the cord between flesh and spirit are severed and they are effectively a ghost until such time that they can, with the aid of another diviner, return to their flesh. The body must be healed before the diviner can return to it. Should the body be killed, however, the Diviner is effectively a ghost and at risk of being controlled via Necromancy or binding. While Astrally projected the Diviner may move through the world unseen but for those with the ability to see, or sense spirits. They can observe, but unless they have the ability to speak via telepathy, they cannot communicate with those around them. Nor can their magic affect the living, or the living world. Beware, however, those engaged in Astral Projection are subject to being attacked by the dead.
Moderate: The character is able to project their spirit to a location far from their physical form. While the Diviner is engaged in Astral Projection their body is helpless. (A moderate diviner, however, will not be pulled back into their body if it is moved.) Should the Diviner's body be injured while engaged in Astral Projection, the cord between flesh and spirit are severed and they are effectively a ghost until such time that they can return to their flesh. (They must locate their body, however, to reenter it) The body must be healed before the diviner can return to it. Should the body be killed, however, the Diviner is effectively a ghost and at risk of being controlled via Necromancy or binding. While Astrally projected the Diviner may move through the world unseen but for those with the ability to see, or sense spirits. They can observe, but unless they have the ability to speak via telepathy, they cannot communicate with those around them. Nor can their magic affect the living, or the living world. Beware, however, those engaged in Astral Projection are subject to being attacked by the dead. Diviners at this level are able to enter the dreams of others, they cannot, however, alter those dreams, although they can communicate with the sleeper. (Whether or not the sleeper believes that it was anything more than a dream is up to the sleeper).
Advanced: The character is able to project their spirit to a location far from their physical form. While the Diviner is engaged in Astral Projection their body is helpless. (A moderate diviner, however, will not be pulled back into their body if it is moved.) Should the Diviner's body be injured while engaged in Astral Projection, the cord between flesh and spirit are severed and they are effectively a ghost until such time that they can return to their flesh. (They must locate their body, however, to reenter it) The body must be healed before the diviner can return to it. Should the body be killed, however, the Diviner is effectively a ghost and at risk of being controlled via Necromancy or binding. While Astrally projected the Diviner may move through the world unseen but for those with the ability to see, or sense spirits. They can observe, but unless they have the ability to speak via telepathy, they cannot communicate with those around them. Nor can their magic affect the living, or the living world. Beware, however, those engaged in Astral Projection are subject to being attacked by the dead. Diviners at this level are able to enter the dreams of others and may reshape the dreams around as they please.