Divination
From FFa2Wiki
The School of Divination concentrates on the enhancing and alteration of the senses, as well as the gathering and concealment of information. Divination is a difficult School to master, and can be draining on the caster.
If Area is not applied to the Spell, the Spell affects one Sense for the character. In most cases, the character adjusts their vision, allowing the spell to have a range equal to the character's line of sight.
Contents |
Detection
The character can create the means to sense the presence of a specific target, or to obscure the ability to sense it. The three forms of Detection that are used are Living, Non-Living, and Concept. This Spell is usually Passive, and not directed at a target.
Concept
The Spell is used to detect ideals and concepts. Such things can not usually be seen or touched, but simply are, and this Spell is a good method of identification.
Example
- Detect Emotion (Detect Anger)
- Detect Danger (Detect Ambush)
- Detect Faith, (Detect Joshuite)
- Detect Carcasien (to sense if someone is Carcassonne)
- Detect Naipon (to sense if the character has entered the Naipon)
- Detect Direction (Detect North)
Living
The Spell is used to detect and identify living targets. The Spell is capable of being used to detect specific creatures, and can also be used to detect disease (though not poison).
Example
- Detect Life (Detect Spirit)
- Detect Supernatural (Detect Faerie)
- Detect Disease
Non-Living
The Spell is used to detect and identify non-living objects. The Spell is capable of also detecting Undead or creatures of the Underworld, and can be used to detect poisons (though not diseases) and magic or other forms of energy.
Example
- Locate Object (Detect Gold)
- Detect Undead (Detect Ghost)
- Detect Magic
| Detection | Cost | Difficulty |
|---|---|---|
| Non-Living | 2 | 1 |
| Living | 3 | 2 |
| Concept | 4 | 4 |
If the target comes into range of the Spell, then the target is immediately detected. If it is protected from detection, the Potency if the Spell is used to see if it can overcome the protection.
| Non-Detection | Cost | Difficulty |
|---|---|---|
| Non-Living | 5 | 2 |
| Living | 4 | 4 |
| Concept | 3 | 6 |
The target of the spell is protected from divination magic or other effects which can be used to sense the presence of the target. How effective this protection is will be determined by the Potency of the Spell, which is used to reduce the Potency of the divination magic or other effect.
Example
- Cloak: The target reduces the ability to see the caster.
- Conceal Nature: The target prevents their Race from being detected.
Gain Knowledge
The character can attempt to identify a specific target, or gain information about or from the target. This Spell is usually directed, requiring the character to roll against the target's Trait. If this Spell is an area effect Spell, it becomes a Passive Roll.
Concept
The Spell is used to gain information from an esoteric location or force, rather than something that can be directly targeted.
Example
- The Spell draws information from the past.
- The Spell determines the 'best' choice the character can make.
Living
The Spell is used to gain information from a living target. If the target resists, the target's Resistance Trait is used, otherwise the Difficulty is 2.
Example
- The Spell determines the target's aura and Signature.
- The Spell allows the character to read the target's thoughts.
Non-Living
The Spell is used to gain information from a target which isn't living. If the target is a spell or other effect with a Potency, the Difficulty is equal to the Potency of the target, otherwise, the Difficulty is 1.
Example
- The Spell determines what an object is and how it works.
- The Spell determines what an enchantment is and does.
| Knowledge | Cost | Difficulty |
|---|---|---|
| Non-Living | 3 | 1 or Potency |
| Living | 4 | 2 or Resistance |
| Concept | 5 | 4 |
The Potency of the Spell is used to counter methods of overcoming protection. For an instant Spell, the Potency should indicate how many pieces of information are gathered by the Spell, while extended duration Spells do not have this limitation.
| Counter-Knowledge | Cost | Difficulty |
|---|---|---|
| Non-Living | 5 | 2 or Potency |
| Living | 4 | 3 or Resistance |
| Concept | 3 | 2 |
The target of the spell is protected from divination magic or other effects which can be used to sense what is being protected. How effective this protection is will be determined by the Potency of the Spell, which is used to reduce the Potency of the effect which is attempting to glean information.
Example
- The Spell protects the subject from mind reading.
- The Spell makes a magical item appear mundane.
Senses
The Spells which use this aspect of Divination modify the senses of the recipient. This may be to grant senses the recipient would not normally have, or can strip the victim of the senses they already have.
Copy Sense
The character can copy a sense which already exists. This may be to allow someone to have a sense they are lacking but someone else has, or it can be used to grant the recipient the ability to share their senses with another. This second example is a Passive Roll which, if resisted, requires the character to surpass the Resistance of the resisting recipients or targets. If nobody is resisting, the Difficulty is 2. The Potency of the Spell is used normally to see if the sense can overcome attempts to confuse or destroy it.
Example
- he Spell allows someone to see what they see (clairvoyance).
- he Spell allows someone to have a nearby bat's echolocation.
Create Sense
The Spell creates a sense which the recipient does not already possess. The target of the Spell gains the use of the sense, allowing them to use their normal dice pools when using the sense. The Potency of the Spell is used normally to see if the sense can overcome attempts to confuse or destroy it.
Example
- The Spell grants the recipient night vision.
- The Spell grants sight to the blind.
Improve
The Spell improves the senses that the recipient already possesses. The Potency of the Spell is used to give the recipient a bonus when the sense is used, by giving the Spell Modifier Additional Dice, Additional Successes, or Minimum Successes.
Example
- The Spell enhanced the target's hearing, allowing them to hear events incredibly far away (through Area of Effect)
Limit Sense
The Spell is used to either overwhelm or reduce the senses of the target. The Potency of the Spell is used to give the recipient a penalty when the sense is used, by giving the Spell Modifier Increased Difficulty, or Removed Successes.
Example
- The Spell enhances the target's sense of smell, making intense smells bothersome to the target.
- The Spell reduces the target's sense of sight, making the target nearly blind.
Remove Senses
The Spell is used to remove a sense completely from the target. The target suffers a +6 Difficulty on all rolls where the sense would supplement the target's actions, and reduces the target's Defence by 6 where the sense would help the target defend themselves. The Potency of the Spell is used to determine how difficult it will be to cancel the Spell.
Example
- The Spell strikes the target blind.
| Spell | Cost | Difficulty |
|---|---|---|
| Copy | 3 | 2 or Resistance |
| Create | 4 | 6 or Resistance |
| Improve | 2 | 4 or Resistance |
| Limit | 2 | 4 or Resistance |
| Remove | 4 | 6 or Resistance |
Back to Sorcery
