Divination

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Those who study the art of Divination are those who wish to glean the secrets of the world. They develop methods to concentrate and enhance their awareness, gaining insight into the worlds that surround them unseen. They hone their senses, piercing the shrouds which would limit their perceptions, while concealing themselves from the watchful eyes of their enemies.

Types of Divinations

There are three types of divination magic: Detection Spells, which allow the sorcerer to sense the presence or absence of the desired subject, Knowledge Spells, which allows the sorcerer to gather information from the subject, and Sensory Spells, which allows the subject to enhance their senses or gain new senses.

Detection Spells are normally passive spells which are used to sense whether or not the target of the spell has entered the sorcerer’s line of sight, or has stepped into the radius of effect for the spell. It is not used to discern exactly where the target is, only that the target is presence and detected. Being able to detect whether or not a specific target is of the desired ‘type’ requires the sorcerer to make the spell targeted, which causes the spell to be resisted.

Knowledge Spells are normally active spells, used to gather information from a target. Unlike Detection Spells, these spells are directed at a target, and thus resisted, and allows the sorcerer to gain more detailed information. Knowledge Spells may be invasive (such as mind reading), but also involve things such as psychometry (the reading of the history of an object by touch).

Sensory Spells involve the heightening of the target’s senses, or provides the target with new senses that they did not have before. Granting someone the ability to see in the dark, or to hear conversations at a distance are normally quite useful, and as such these spells are rarely resisted. Of course, the sorcerer may grant the target the ability to sense things they do not want to see, if the sorcerer is actually malicious, such as forcing the target to see only the internal organs of everyone around them.

Concealment

The other use of divination magic is the ability to conceal. The sorcerer may use concealment spells in conjunction with any type of divination. This allows divination magic to be more than simply ‘I know things’, and provides useful tools for subterfuge and trickery.

Detection Spells are the primary spells used with concealment. The sorcerer chooses the targets the concealment spell protects against, and the subject of the spell. Once cast, the subject is no longer sensed by the targets of the spell. This is not invisibility, but instead works as a form of non-detection, causing the witness to overlook the subject of the spell. The subject can speak, move about, and interact with the world, but the witness will fail to register any of this. They can, of course, witness the movement of other objects disturbed by the subject, but what conclusions come of that is left to the person controlling the witness.

Knowledge Spells are combined with concealment to hide information or protect it from other divinations. The sorcerer can protect someone from mind reading, or conceal the aura of an object so that it can not be read. Information on a subject can be cloaked, preventing it from being discovered, and the future actions of the subject can be concealed from prying eyes.

Sensory Spells are potentially the most dangerous weapon in the diviner’s arsenal, allowing the sorcerer to remove the senses from a target. Striking opponents blind, robbing them of their sense of touch, or even stripping a target of all their senses are viable tactics for a diviner.

Detection Spells

The sorcerer creates a sense which allows them to either detect the presence of a specific target, or to obscure the ability to sense the target. The sorcerer must define the target as Living, Non-Living, or Concept. This form of spell normally requires a Passive Roll, as it is not directed at a specific target. A detection spell enhances or affects only a single sense for the sorcerer. In most cases, the sorcerer adjusts their vision, allowing the spell to have a range equal to the sorcerer’s line of sight. If the sorcerer wishes to augment their perception to cover an area, than the Area Modifier must be used, expanding the senses of the sorcerer to cover the region affected by the spell.

For example: Sense Invisible as a spell would allow the sorcerer to see invisible targets as long as he is looking in the area the invisible target is in. If the spell has an Area of 10 metres, than the sorcerer will sense the presence of any invisible targets within the 10 metre radius, even if the sorcerer is not looking in that area.

Unique Modifiers

If the sorcerer restricts the detection spell to a more narrow field, the game master may grant them a –1 bonus to both Difficulty and Essence Cost. For example, rather than Sense Emotion, the sorcerer may have Detect Anger, which will only detect if the target is angry. Or, rather than Invisibility to the Supernatural, the sorcerer Invisibility to Faeries, which will conceal the sorcerer from the presence of faeries.

Concept

This form of detection involves ideals or concepts, rather than physical objects. Normally, such things are not usually seen or touched, but simply exist, and this form of spell is used to identify or conceal from such targets. When dealing with entities of the Spirit World, this form of sorcery is used, rather than Living or Non-Living.

Example Spells

  • Sense Emotion: This spell determines what emotions the target is currently feeling.
  • Detect Ambush: The sorcerer scans an area, and determines whether or not the sorcerer is at risk of being ambushed.
  • Conceal Faith: This spell conceals the Faith of the sorcerer, preventing others from determining the caster’s faith.
  • Sense Region: This spell determines if the sorcerer has left one region and entered another, such as political borders.
  • Intuit Direction: The sorcerer determines what direction is north, and their position on a map.

Living

This form of detection involves living targets, allowing the sorcerer to detect specific creatures or even diseases. Most Entities are covered by this aspect of sorcery, though conceptual spirits (those of the Spirit World) fall under Concepts.

Example Spells

  • Detect Life: The sorcerer can sense life forms around them, or can detect whether or not a person is still alive.
  • Detect Spirit: This spell grants the sorcerer the ability to sense the presence of spirits in a region.
  • Sense Disease: The sorcerer studies a target, and can tell whether or not they are suffering from a disease.

Non-Living

This form of detection is used to identify non-living objects. The spell may detect undead or creatures of the Underworld, and may be used to detect poisons, magic, or other forms of energy.

Example Spells

  • Sense Metal: This spell allows the sorcerer to detect metals and identify them by type with a successful skill check.
  • Detect Undead: The sorcerer can sense whether or not there are undead in the region.
  • Conceal from Magic: This spell conceals the sorcerer from magic used to detect them.

Adjudication

When an appropriate target enters the area of the spell, either by entering the area of effect or being perceived by the caster, the spell triggers. The Potency of the spell is only for bypassing methods used to protect from divination magic. When a sorcerer casts a spell of concealment, the Potency is compared to the Resolve of any witness who comes across the target. If the Resolve surpasses the spell Potency, than the witness can detect the target. Either the concealment works, or it does not. Against detection spells, compare spell Potency. If the detection spell surpasses the concealment spell’s Potency, the concealment does not protect the target.

Knowledge Spells

The sorcerer gathers information from the target of the spell. The sorcerer must define the effect, then choose the target, which is either Concept, Living, or Non-Living. This form of spell requires a standard roll unless it gathers information from an area. If the spell is an area-of-effect spell, it uses a Passive Roll as normal.

Unique Modifiers

The sorcerer can choose to restrict a knowledge spell to simple yes or no answers. If the spell is answered only with ‘yes’ or ‘no’ (or ‘not applicable’ if the answer can not be given as a yes or no), the sorcerer gains a –1 bonus to the Difficulty and Essence Cost of the spell.

Concept

The sorcerer attempts to gather information from an esoteric concept or a target which exists outside the boundaries of Creation. The sorcerer may attempt to speak with the Spirit World for insight, or commune with the entities beyond the Far Shores. If the target of the spell can not be identified as a person or object, it more than likely falls under the definition of concept.

Example Spells

  • Voice of the Divine: The sorcerer petitions a powerful divine force for knowledge and guidance.
  • See the Future: The sorcerer is given insight into a critical event that is yet to come. These spells are often metaphorical or brief flashes.
  • Erase History: The sorcerer strips an area of the resonance connected to time, protecting a portion of its past from scrying attempts.

Living and Non-Living

If the target of the spell is alive, or an Entity that is not a conceptual spirit, the target is assumed to be a Living Target. If the target is an object, location, or is an undead entity, than the target is assumed to be Non-Living.

Example Spells

  • Read Memory: The sorcerer searches the memories of a target to gather information.
  • Discern Truth: The sorcerer determines whether an answer given to a question was given truthfully (yes / no).
  • Conceal Truth: The sorcerer protects their words so that it is difficult to tell whether or not the sorcerer is lying.
  • Learn History: The sorcerer gains brief images of the history of a touched object.
  • Conceal Enchantment: The sorcerer cloaks the magic of an item, making it appear mundane.

Unique Modifier

When crafting a spell which involves gaining knowledge from the past or future, the sorcerer uses the Duration Modifier to determine how far into the past or future they are capable of affecting.

Time Difficulty Essence Cost
(Might + Potency) Rounds +0 +0
(Might + Potency) Minutes +1 +1
(Might + Potency) Hours +1 +2
(Might + Potency) Days +2 +3
(Might + Potency) Weeks +2 +4
(Might + Potency) Months +3 +5
(Might + Potency) Years +3 +6

Adjudicating Knowledge Spells

How much information can be gathered from this kind of magic? Obviously, this form of divination can make it very difficulty to hide things from clever players, but divination magic does not make the world an open book for the sorcerer. Here are a few rules about using knowledge spells.

The sorcerer must know what they are looking for

If the sorcerer is reading a target’s mind, the player can not simply say ‘what does he know?’ The target has a lifetime of experiences that the sorcerer must sort through, and being flooded with everything overwhelms the sorcerer with the target’s experiences, and provides no useful information. Once the spell works, the sorcerer must be specific on what information they need, such as ‘where were you when the Baron of Hearth died?’

Potency or Duration is a Limiter

The sorcerer can ask only one question (or more importantly, get one important fact) each Round. If the answer is complex, it may take more than one Round for the sorcerer to be given the answer to their question or request. Regardless, the sorcerer is allowed only a number of questions (or number of answers) equal to the spell’s Potency. If the spell’s Duration expires before all the questions are asked, the spell ends, and the sorcerer does not get the answers they want. Once the sorcerer has all the allowed questions answered, the spell ends, even if there is Duration remaining.

Perception and Inaccuracy

Sorcerers are not Oracles. Divination is corrupted by the perceptions of both the target and the sorcerer themselves, and this is something the sorcerer must keep this in mind. When witnessing a divination of the future, the sorcerer’s views may be coloured by the witnesses present to the event, or the event may be coloured in metaphor and symbolism that is important to the sorcerer. If the sorcerer views the past, the sorcerer’s biases may colour the event, or the emotions and thoughts of the person they’re looking through the eyes of may cloud their judgement. Many sorcerers are confused when they have seen an individual through the memories of multiple subjects, as each subject views and remembers the individual a different way. Which memory is the truth?

Too much information

Divination magic is not really controlled, and while the diviner is looking for answers, they may discover information they really would have been happier not knowing. The game master may be content to simply give the sorcerer the information they ask for while they withhold information not requested, but if the subject is aware of the sorcerer, or has strong feelings about the subject, the sorcerer may gain information they simply did not want. For example, if the sorcerer is interrogating a rival about a murder, the animosity between the two may suddenly produce the image of the sorcerer’s wife in the arms of the rival. The images of passion and comes flooding out, filling the sorcerer’s mind. Are the images true, or is it simply a hidden desire of the rival? The sorcerer now has a lot more questions, and may not like the answers.

Sensory Spells

The sorcerer can augment or modify the senses of a target, defining the effect by which sense is being changed. This form of spell requires a standard roll. If the spell is an area-of-effect spell, it uses a Passive Roll as normal. The sorcerer can define a sensory spell to Copy, Create, Alter, or Remove.

Unique Modifier

Normally, this spell only influences one sense at a time. The sorcerer may choose to add additional senses at a cost of +1 Difficulty and Essence Cost per sense. The sorcerer can only influence a number of senses equal to half their Might.

Copy Sense

The sorcerer copies a sense possessed by someone within range, and grant the sense to another target. This may be to grant the target the sense if they are lacking it, or may be used to allow the target to sense what the original target detects with their own senses. Both the initial target and the recipient must be within range, and the spell uses a Passive Roll to determine whether or not the spell works.

Example Spells

  • Share Sight: The sorcerer allows a target to see out of the eyes of an ally.
  • Borrow Sense: The sorcerer borrows the sense of a nearby bat, granting themselves echolocation.

Control Sense

The sorcerer can create or destroy senses for a target within range. When creating a new sense, the default is that the target’s sight is augmented or replaced with the new sense. If the sorcerer uses the area of effect modifier to augment the newly created sense, the target gains the sense as a sixth sense instead. This area of effect must be chosen separate of any area of effect used to target multiple subjects. When destroying a sense, the sense is removed from the target, unable to be used for the duration of the spell. When a sense is created, the subject may use their normal dice pools to use the sense.

Example Spells

  • Night Vision: The sorcerer grants the subject the ability to see in the dark.
  • Destroy Sight: The sorcerer strikes an opponent blind.
  • Grant Sight: The sorcerer gives a blind subject normal vision.
  • Kill the Ear of Truth: The sorcerer removes the target’s ability to sense the difference between truth and falsehood.
  • Hear Falsehood: The sorcerer grants the subject the ability to hear when someone tells a lie.

Alter Sense

The sorcerer alters a sense, either augmenting it or weakening it. The sorcerer uses Modifiers to add or remove dice or Successes, or to provide Minimum Successes. The target’s senses may be enhanced, or weakened, or the sorcerer can inflict other penalties by enhancing the sensitivity of the target’s senses or protect the senses from harm.

Example Spells

  • Heightened Hearing: The target of the spell gains enhanced hearing, having additional dice on all hearing based rolls.
  • Shelter Vision: The sorcerer protects the vision of the target, reducing any penalties inflicted on the target’s sight.
  • Dazzle: The target’s eyes become sensitive to bright light, inflicting a die penalty on all rolls involving vision.

Cheat Sheet

Detection Spells (Concealment is in Brackets) Knowledge Spells (Concealment is in Brackets) Sensory Spells
Type Difficulty Essence Cost Type Difficulty Essence Cost Type Difficulty Essence Cost
Concept 4 (6) 4 (3) Concept 4 (2) 5 (3) Copy 2 3
Living 2 (4) 3 (4) Living 2 (3) 4 (4) Control 6 4
Non-Living 1 (5) 2 (2) Non-Living 1 (2) 3 (5) Alter 4 2
If the target of the spell is resisting, than the Difficulty becomes the higher of either the Difficulty of the spell, or the Resistance or Potency of the target of the spell.