Divination
Divination is the magic of knowing: spells that cut through uncertainty and reveal what ordinary senses can't. It uncovers hidden truths, exposes illusions and lies, tracks people and objects, and reads the echoes of places and events. It also gives warnings and guidance (glimpses of likely outcomes, signs of danger) that turn guesswork into informed choices. Its power is subtle but decisive: it changes not the world, but your certainty about it.
Divination Spells at a Glance
| Spell | Complexity | Strain | Summary |
|---|---|---|---|
| Glimpse | Cantrip | 0 | Ask the GM one yes/no question about a creature, object or location you perceive. The answer is true but may be cryptic. |
| Read the Wind | Cantrip | 0 | Reaction (2 RP) when you spend a Fate Die: make that reroll with Fortune, or roll the Fate Die itself with Fortune when it adds to or reduces damage. |
| Spot Weakness | Cantrip | 0 | Touch or Remote targets make Intellect saves; failures are Marked while you concentrate. Your first attack on a Marked target gains Opening (1 Advantage) or Exploit (+2 damage), then its Mark ends. |
| Detect Arcana | 1 | 2 | Perceive supernatural creatures, magic items and magical effects you can see, including invisible creatures and enchantments. |
| Locate | 1 | 3 | Seek one specific, uniquely identifiable creature, object or place within 1 mile. Never seen it: 1 Disadvantage (ignored with a sympathetic link). Obscurity: Hidden 1, Secret 2, Warded 3 Disadvantage. Failure: in/out of range and a vague bearing. Success: direction and rough distance. Critical: exact direction, reliable distance and one extra detail. Critical failure: static or a confident false lead, and a trace that may cause a complication. |
| Mind Link | 1 | 3 | Link two or more willing creatures (not necessarily you) telepathically, up to 1 mile apart; only deliberate thoughts pass. When a linked creature takes damage, the others make an Intellect save (DC the higher of 10 or the damage) or are Dazed 1d4 rounds. |
| Mind Reading | 1 | 2 | One target makes a Charisma save vs your Channeling result. Success: the spell fails and it knows someone probed. Failure: one truthful answer. Critical failure: two answers, or one plus a related memory. It's aware of the intrusion unless you critically succeed. |
| Speak Language | 1 | 1 | Speak, read and write one sapient language you don't know. |
| Aether Inquiry | 3 | 5 | Commune with an otherworldly being, which answers as best it can (often symbolic). Once per 24 hours per spirit. On ground sacred to it, gain 1 Advantage. |
| Object Reading | 3 | 2 | Touch an object and receive visions of its past: success gives a vague impression; critical gives faces, names and context. |
| Scrying | 5 | 6 | Observe a specific, identifiable creature, object or place within 1 mile from a nearby viewpoint (same Familiarity and Obscurity penalties as Locate). Failure: blurry, misleading snippets. Success: clear sight and sound for the duration. Critical: reposition the viewpoint each round. Critical failure: a false feed and a trace. |
Spells
Glimpse
Cantrip · Strain 0 · Invocation, 2 AP · Duration Instant
Communication, Clue
You shift your awareness into a metaphysical view and ask the GM one yes-or-no question about a creature, object or place you can currently perceive. The answer is true, though it may be cryptic.
Push: take 1 Strain to cast for 1 AP instead of 2.
Critical Success: You may ask a second yes-or-no question.
Read the Wind
Cantrip · Strain 0 · Invocation, Reaction (2 RP) · Duration Instant
Buff, Initiative
Reaction (2 RP). Trigger: you spend a Fate Die.
You catch the shifting winds of fate. Choose the option that matches how the Fate Die is being used:
- Reroll: if it's rerolling a failed save or skill check, make the reroll with Fortune (roll twice and use the better result; you still keep the new result over the original).
- Damage: if it's adding to a damage roll or reducing damage, roll the Fate Die with Fortune (roll it twice and use the better result).
Push: take 1 Strain to cast this for 1 RP instead of 2.
Critical Success: Also add +1 to the reroll result (Reroll) or to the Fate Die result (Damage).
Optional Modifiers
- Ride the Current (+2): You can cast it when an ally you can perceive spends a Fate Die, applying the effect to that ally instead of yourself.
- Winds of Fate (+2): Cast it as a Ritual (10 minutes) lasting 1 hour; it loses Invocation and gains Ritual. For the duration, the next time you make a Perception save, Initiative roll or Investigation check, add your Fate Die result to it without spending a Fate Die; then the spell ends. On your critical success you can do this twice before it ends.
Spot Weakness
Cantrip · Strain 0 · Invocation, 2 AP · Duration 5 rounds · Save: Intellect
Concentration, Debuff, Mark, Concentration
You study one or more creatures for flaws and openings. Choose targets with Touch or Remote delivery; each makes its own Intellect save. A target that fails is Marked until the spell ends. The first time you attack a Marked target before then, choose one benefit:
- Opening: 1 level of Advantage on the attack roll.
- Exploit: the attack deals +2 damage.
Once you have used a benefit against a target, its Mark ends. If your Concentration ends, all remaining Marks end.
Critical failure: against a target that critically failed its save, you may take both benefits, or double one (2 levels of Advantage or +4 damage).
Both critical: if you critically succeed and the target you attack critically failed, that attack gets both benefits doubled: 2 levels of Advantage and +4 damage.
Delivery restriction: this spell can affect several targets only with Remote delivery, and each additional Remote target costs +2 Strain instead of the usual amount.
Push: take 1 Strain to cast for 1 AP instead of 2.
Critical Success: When you use the benefit against a Marked target, take both Opening and Exploit, or double the chosen one.
Detect Arcana
Complexity 1 · Strain 2 · Invocation, 2 AP · Duration 5 rounds
Communication, Detection
You tune your senses to the vibrations of the Aether. For the duration you can perceive supernatural creatures, magic objects and magical effects that you can see, which can reveal invisible creatures, enchantments on people or things, and strange arcane devices.
Critical Success: You also learn the general type of magic affecting each thing you notice (GM's call).
Optional Modifiers
- Identify (+2): You can identify a magic item's powers and how they work (GM's call; it may take time and hands-on inspection).
Locate
Complexity 1 · Strain 3 · Ritual (10 minutes) · Duration Instant
Detection
You spread your mind across the Aether to find something you know but can't find. Choose one specific creature, object or place you can uniquely identify (a particular person, a specific item, a named place). Vague categories ("any trap", "a secret door", "something valuable") don't work. Range: 1 mile; beyond it you sense nothing.
After the ritual, make your Channeling check against the normal spell DC, then apply these adjustments:
- Familiarity: 1 level of Disadvantage if you've never seen the target; ignore it if you have a strong sympathetic link (a personal belonging, blood, a true name; GM's call).
- Obscurity (the GM picks one): Open (0) no change; Hidden (1) 1 level of Disadvantage (behind a door, in a chest, in a crowd); Secret (2) 2 levels (a concealed compartment, disguised, deliberately masked); Warded (3) 3 levels (magical protection, anti-divination, sanctified ground).
- Failure: a weak, hard-to-read signal. The GM tells you whether the target is in range and gives only a vague bearing ("northwest-ish" or a broad sector), with no reliable distance. The signal may drift toward a near-match or related clue.
- Success: an accurate general direction and a rough distance (very near, near, far, very far, or an estimate).
- Critical success: exact direction and a reliable distance, plus one extra detail (the GM picks or rolls): moving or still, indoors or outdoors, above or below you, heavily or lightly guarded, or behind strong wards.
- Critical failure: a strong but useless result: static with no direction, or a confident false lead toward a decoy or near-match. Either way your seeking leaves a trace that can cause a complication (wards notice, the target feels watched).
Optional Modifiers
- Find the Path (+1): You also sense the best or fastest route to the target's general area (the GM adjudicates).
- Far Seeking (+1*): Increase the range by one step per purchase: 1 → 5 → 25 → 100 miles.
- Pierce Wards (+2): Reduce the target's Obscurity by 1 step (minimum Open). [5+ ranks]
Mind Link
Complexity 1 · Strain 3 · Chant (1 minute) · Duration 3 stretches · Save: Charisma
Communication, Mental, Planar
You link two or more willing creatures telepathically; you don't have to be one of them. Only thoughts deliberately sent travel the link, never unconscious ones, and it works up to 1 mile apart.
Pain feedback: when a linked creature takes damage, each other linked creature makes an Intellect save (DC equal to the higher of 10 or the damage dealt; GM's call). On a failure it is Dazed for 1d4 rounds.
Area deliveries cost double Strain for this spell.
Critical Success: The link's range becomes 5 miles.
Optional Modifiers
- Broadcast (+2): Instead of linking creatures, send a short, one-way telepathic message to every sentient mind in an area delivery you choose. No reply is possible.
- ★ Long-Distance Link (+3): You can link to any mind you know on the same plane, at any distance. [School Mastery, 6+ ranks]
Mind Reading
Complexity 1 · Strain 2 · Invocation, 2 AP · Duration Instant · Save: Charisma
Communication, Control, Mental
You force your awareness into another creature's mind. It makes a Charisma save opposed by your Channeling result.
- Success: the spell fails, and it knows someone tried to probe its mind.
- Failure: you get one truthful answer to one question you ask.
- Critical failure: two truthful answers, or one answer plus a clear, related memory fragment (GM's call).
The target is aware of the intrusion unless you critically succeed. The GM may apply modifiers for the target's state of mind, trauma and similar factors.
Delivery restriction (single target): you can read only one mind at a time and can't use deliveries that affect more than one creature.
Optional Modifiers
- Mind Walk (+2): You reach deeper memories: a whole scene or a chain of related memories (GM's call).
Speak Language
Complexity 1 · Strain 1 · Chant (1 minute) · Duration 1 stretch
Communication
For the duration you can speak, read and write one sapient language you don't know.
Critical Success: You also understand and correctly use its common slang and dialect.
Optional Modifiers
- Greater Speak Language (+2): You can speak, read and write every sapient language for the duration.
- Mass Understanding (+5): Creatures in an area you choose (Aura or Sphere recommended) understand one another regardless of language for the duration.
Aether Inquiry
Complexity 3 · Strain 5 · Ritual (10 minutes) · Duration Instant
Communication
You commune with an otherworldly being to learn something. The casting needs uninterrupted prayer or communion, shaped by your trappings. On a success the entity answers your questions as best it can, often vaguely, symbolically or indirectly. After a successful contact you can't reach the same spirit again for 24 hours (the GM may widen this to a whole local community of spirits).
Sacred ground: contacting a spirit on ground sacred to it gives 1 level of Advantage on your Channeling check.
Critical Success: The entity is more helpful, knowledgeable or direct than usual (GM's call).
Optional Modifiers
- Power (+3): Only on sacred ground. Success: the contact is stronger and clearer; ask one extra question and get more direct answers. Failure: you still make contact, but the GM gives one true, relevant answer (maybe incomplete) and one distorted, conditional or misleading one. Critical success: the entity may manifest and offer unsolicited advice about your situation. Critical failure: you reach something unwanted or hostile; it shows a sign or presence and you suffer a complication (GM's call).
Object Reading
Complexity 3 · Strain 2 · Chant (1 minute) · Duration Instant
Communication
You touch an object and see visions of its past, from its making onward. On a success you get a vague impression related to what you're seeking.
Delivery restriction (Touch): this spell can be cast only with Touch.
Critical Success: You get clearer, specific details: faces, names and context (GM's call).
Optional Modifiers
- Projection (+2): Project the vision into a space about the size of a small room, so others can see, hear and examine it from different angles.
- ★ Remote Scan (+4): Change the delivery to Remote (standard 30-foot increments). [School Mastery, 5+ ranks]
Scrying
Complexity 5 · Strain 6 · Ritual (10 minutes) · Duration 1 hour
Communication, Detection
Choose one specific creature, object or place you can uniquely identify. You needn't know where it is, but it must be in range (1 mile; beyond that you perceive nothing). For the duration you see and hear from a viewpoint near it, placed plausibly by the GM. The spell can't affect the target.
After the ritual, make your Channeling check against the normal spell DC, with the same Familiarity and Obscurity adjustments as Locate (Obscurity 3 here covers anti-divination, sanctified ground or planar interference).
- Failure: a blurry, intermittent feed: a few seconds of images or muffled sound, unclear or misleading; you may misidentify an important detail.
- Success: a clear view and sound from near the target for the whole duration.
- Critical success: as success, and once per round you can move the viewpoint to another plausible spot near the target.
- Critical failure: you see a confident false feed or lure (a decoy scene, near-match or ward reflection), and your attempt leaves a trace that can cause a complication.
Optional Modifiers
- Far Scrying (+1*): Increase the range by one step per purchase: 1 → 5 → 25 → 100 miles.
- ★ Pierce Wards (+2): Reduce the target's Obscurity by 1 step (minimum Open). [School Mastery, 7+ ranks]
- ★ Cross the Veil (+4): Scry across planes. Treat every target as Obscurity 3 and take 1 more level of Disadvantage. [School Mastery, 7+ ranks]
- Sympathetic Focus (+1): With a strong sympathetic link, gain 1 level of Advantage on the Channeling check.
- ★ Group Sight (+2): Share the scried senses with willing creatures up to your Mysticism ranks; they must stay within your chosen delivery range for the duration. [School Mastery, 5+ ranks]
Divination Wild Surges
Roll on Wild Surge — Divination: 1d30 on a failed Channeling check; 2d8 on a critical failure (negative entry 2 × roll − 3) or critical success (positive entry 2 × roll − 2). Use the severity for the triggering spell's Total Strain: Minor 0–4, Moderate 5–9, Major 10+.
| 1d30 | 2d8 | Surge | Minor (0–4) | Moderate (5–9) | Major (10+) |
|---|---|---|---|---|---|
| 1 | 2 | False Omen (−) | 1 Disadvantage on your next check before the end of your next turn. | 2 Disadvantage. | 2 Disadvantage on your next two checks. |
| 2 | 2 | True Glimpse (+) | +2 on your next check before the end of your next turn. | +4. | +4 on your next two checks. |
| 3 | 3 | Sensory Overload (−) | Blinded or Deafened (your choice) until the end of your next turn. | …and Dazed. | Blinded or Deafened until you pass a DC 15 flat check at the end of your turn. |
| 4 | 3 | Clarity (+) | Reduce one minor sensory penalty by 1 level for 1 round. | Reduce one sensory penalty by 1 until the end of your next turn. | End one sensory negative condition on yourself. |
| 5 | 4 | Echo Thoughts (−) | Your emotions are audible within 10 ft for 1 round. | Within 20 ft until the end of your next turn. | Within 30 ft until the end of your next turn, plus one simple intent. |
| 6 | 4 | Mind Quiet (+) | Immune to mind-reading for 1 hour. | For 1 stretch. | For 12 hours. |
| 7 | 5 | Prediction Paralysis (−) | Next turn, 1 fewer AP (min 1). | 2 fewer AP. | 2 fewer AP and no Reactions until your following turn. |
| 8 | 5 | Perfect Timing (+) | Next turn, +1 AP. | +1 AP and +1 RP. | +1 AP, and +1 RP each round until the end of your next turn. |
| 9 | 6 | Bad Lead (−) | Your next Seek/Investigate within 1 minute yields a misleading clue. | The next two do. | For 1 stretch, the first each minute does. |
| 10 | 6 | Good Lead (+) | Your next Seek/Investigate within 1 minute yields one extra useful clue. | The next two do. | For 1 stretch, the first each minute does. |
| 11 | 7 | Spotlight (−) | Attacks against you gain 1 Advantage until the start of your next turn. | 2 Advantage until the start of your next turn. | 2 Advantage until the end of your next turn. |
| 12 | 7 | Blind Spot (+) | Attacks against you suffer 1 Disadvantage until the start of your next turn. | 2 Disadvantage until the start of your next turn. | 2 Disadvantage until the end of your next turn. |
| 13 | 8 | Static Vision (−) | No Advantage on Perception checks for 10 minutes. | For 1 stretch. | For 1 hour. |
| 14 | 8 | Hawk Eye (+) | 2 Advantage on your next Perception check before the end of your next turn. | 3 Advantage. | 3 Advantage on your next two Perception checks. |
| 15 | 9 | Revealing Slip (−) | You point at the nearest hidden creature or object. | …and blurt its direction or distance. | …with a loud tell; others gain 1 Advantage to locate it until the end of your next turn. |
| 16 | 9 | Reveal (+) | Learn the direction of the nearest hidden thing in your delivery area. | Direction and distance. | Direction and distance of up to two hidden things. |
| 17 | 10 | Time Skip (−) | No Reactions until your next turn. | No Reactions until the end of your next turn. | No Reactions until the end of your next turn, and Dazed. |
| 18 | 10 | Time Stitch (+) | Make one extra Reaction this round. | +1 RP this round. | +1 RP this round and next. |
| 19 | 11 | Wrong Name (−) | You loudly misname the target. | …and give away one detail (fear, desire, weakness). | …and the target learns you're focusing on it. |
| 20 | 11 | Right Name (+) | Learn one true detail about the target. | Learn two true details. | Two details and 1 Advantage on your next check against it. |
| 21 | 12 | Ominous Chill (−) | Frightened 1 until the end of your next turn. | Frightened 2 until the end of your next turn. | Frightened 2 and Dazed until the end of your next turn. |
| 22 | 12 | Steady Heart (+) | Reduce Frightened by 1, or 1 Advantage vs fear for 1 minute. | Reduce Frightened by 2, or 2 Advantage vs fear. | End Frightened and 2 Advantage vs fear for 1 stretch. |
| 23 | 13 | Telling Tell (−) | Creatures gain 1 Advantage on Insight vs you until the start of your next turn. | 2 Advantage until the start of your next turn. | 2 Advantage until the end of your next turn. |
| 24 | 13 | Poker Face (+) | Creatures suffer 1 Disadvantage on Insight vs you until the start of your next turn. | 2 Disadvantage until the start of your next turn. | 2 Disadvantage until the end of your next turn. |
| 25 | 14 | Looping Thought (−) | You repeat your last small action or sentence unless you spend 1 AP. | …and can't take Reactions while looping. | …and lose 1 AP next turn while looping. |
| 26 | 14 | Brilliant Insight (+) | Reroll a check you just made (keep the new result). | Reroll it and keep the better. | Reroll, keep the better, +2. |
| 27 | 15 | Cracked Prophecy (−) | Your next Divination spell in 10 minutes costs +1 Strain. | Your next two cost +1. | For 1 stretch they cost +1. |
| 28 | 15 | Smooth Channel (Divination) (+) | Your next Divination spell in 10 minutes costs −1 Strain. | Your next two cost −1. | For 1 stretch they cost −1. |
| 29 | 16 | Seen Too Much (−) | You become Dazed. | Dazed and Off-Guard until the end of your next turn. | Dazed until you pass a DC 15 flat check at the end of your turn. |
| 30 | 16 | Forewarned (+) | You can't be surprised for 1 hour. | For 1 stretch. | For 12 hours. |
− negative (odd), + positive (even).