Augury
Though the choices of Men and the whims of Fate are always changing the future, one with a mastery of Augury can see glimpses of what is to come if events play out along their current track. The same magic that views fate can be used to affect the outcomes of chance, making it unclear at times whether the Augur foresaw events and changed course or used magic to decide an outcome ahead of time. Augurs do not just see the future, though. Their craft allows them to see both past and present, find that which does not wish to be found, and gain knowledge they wouldn't otherwise have access to. The principle focus of this Mystery is knowledge. And if knowledge is power, Augury Spells are all intended to provide the Augur with all the power they can withstand.
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Spells
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ARCANE EYE
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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ARCANE EYE
Even the eyes of a gifted mystic can only see so far without some sort of magical augmentation. The ARCANE EYE allows one to see further than they ever could, not from their own perspective, but from the vantage point of a floating magical eye that sees on their behalf.
This arcane construct has no mind or will of its own, but merely serves as an extension of the magician's senses. In the upper tiers of its power, the ARCANE EYE can fly, become invisible, and even allow the mystic to perceive its surroundings using other senses. Where many other Augury Spells focus on knowing or seeing the distant past or future, the ARCANE EYE is perfect for gathering information about the present. |
0 Mana - Action
Make a Spellcraft Feat to create a "closed" Arcane Eye at any point within your line of sight. The Eye you create is marble-sized and has the same color iris as your own eyes. It does not float, can stick immovably to any non-magical surface you will it to. While you cannot see from its vantage point, you always know exactly where the Eye is for as long as it exists, allowing you to track its position should you place it on someone or something you wish to follow discreetly.
Your Arcane Eye lasts for a number of hours/Scenes equal to your roll, disappearing when one of the following happens:
Your Arcane Eye lasts for a number of hours/Scenes equal to your roll, disappearing when one of the following happens:
- Its time runs out
- It takes 1 point of damage
- You create another Arcane Eye
1 Mana - Action
Make a Spellcraft Feat to create an Arcane Eye within your line of sight. Your Arcane Eye can hover up to 20 meters off the ground and can move with a Speed of 2 using your Action Dice. At any point, you may close your eyes to see from the vantage point of your Arcane Eye (though this doesn't happen unless you will it so). Your Arcane Eye is about the size of a baseball and has the same color iris as your own eyes.
Your Arcane Eye lasts for a number of hours/Scenes equal to your roll, disappearing when one of the following happens:
Your Arcane Eye lasts for a number of hours/Scenes equal to your roll, disappearing when one of the following happens:
- Its time runs out
- It takes 1 point of damage
- You create another Arcane Eye
2 Mana - Action
Make a Spellcraft Feat to create an Arcane Eye within your line of sight. Your Arcane Eye can hover in place or fly freely with a Fly speed equal to your own Speed.
At any time, you may concentrate, dedicating one of your Action Dice, to keep your Arcane Eye Invisible. Your Arcane Eye becomes visible once you stop concentrating, though you may opt to turn it Invisible again by resuming concentration.
At any point, you may close your eyes to see from the vantage point of your Arcane Eye (though this doesn't happen unless you will it so). Your Arcane Eye is about the size of a bowling ball and has the same color iris as your own eyes.
Your Arcane Eye lasts for a number of days equal to your roll, disappearing when one of the following happens:
At any time, you may concentrate, dedicating one of your Action Dice, to keep your Arcane Eye Invisible. Your Arcane Eye becomes visible once you stop concentrating, though you may opt to turn it Invisible again by resuming concentration.
At any point, you may close your eyes to see from the vantage point of your Arcane Eye (though this doesn't happen unless you will it so). Your Arcane Eye is about the size of a bowling ball and has the same color iris as your own eyes.
Your Arcane Eye lasts for a number of days equal to your roll, disappearing when one of the following happens:
- Its time runs out
- It takes 1 point of damage
- You create another Arcane Eye
3 Mana - Action
Make a Spellcraft Feat to create an Arcane Eye within your line of sight. Your Arcane Eye can hover in place, fly freely with a Fly speed equal to your own Speed, or teleport into any unoccupied space with your or its own line of sight.
At any time, you may concentrate, dedicating one of your Action Dice, to keep your Arcane Eye Invisible. Your Arcane Eye becomes visible once you stop concentrating, though you may opt to turn it Invisible again by resuming concentration.
You can experience any sensory input you normally could (and may experience input from multiple senses at once) from the vantage point of your Arcane Eye, though doing so tunes out the sense's input which you'd receive from your own body's position. Your Arcane Eye is about the size of a beach ball and has the same color iris as your own eyes.
Your Arcane Eye lasts for a number of days equal to your roll, disappearing when one of the following happens:
At any time, you may concentrate, dedicating one of your Action Dice, to keep your Arcane Eye Invisible. Your Arcane Eye becomes visible once you stop concentrating, though you may opt to turn it Invisible again by resuming concentration.
You can experience any sensory input you normally could (and may experience input from multiple senses at once) from the vantage point of your Arcane Eye, though doing so tunes out the sense's input which you'd receive from your own body's position. Your Arcane Eye is about the size of a beach ball and has the same color iris as your own eyes.
Your Arcane Eye lasts for a number of days equal to your roll, disappearing when one of the following happens:
- Its time runs out
- It takes 1 point of damage
- You create another Arcane Eye
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PHANTOM CARTOGRAPHER
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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PHANTOM CARTOGRAPHER
Maps are a wonderful thing, perhaps one of Mankind's greatest necessities in giving a foothold to civilization in the midst of perilous wilderness. Unfortunately, some maps are not completely reliable and, in many instances, are simply unavailable for areas that have yet to be fully explored - the kinds of areas mystics and adventurers constantly find themselves traveling through.
The PHANTOM CARTOGRAPHER is a Spell that uses magic to scout out an area on your behalf, inscribing the details on a blank piece of parchment (or whatever surface is available to write on) to create a highly detailed, highly reliable map. |
0 Mana - Action
Make a Spellcraft Feat. Over the course of the next 10 minutes, an invisible hand will draw a map on a surface you indicate, detailing a radius in miles around you equal to your Spellcraft roll. This map will be crude and relatively inaccurate, but will at least give you some idea of what surrounds you. After 1 hour, the writing on the surface will vanish, taking the map (and any copies of it) along with it.
1 Mana - Action
Make a Spellcraft Feat. Over the course of the next 10 minutes, an invisible hand will draw a map on a surface you indicate, detailing a radius in miles around you equal to your Spellcraft roll x 2. This map will be of average quality, as though made by an amateur cartographer; there may be a few mistakes, but it will be mostly reliable. After 1 day, the writing on the surface will vanish, taking the map (and any copies of it) along with it.
2 Mana - Action
Make a Spellcraft Feat. Over the course of the next 10 minutes, an invisible hand will draw a map on a surface you indicate, detailing a radius in miles around you equal to your Spellcraft roll x 3. This map will be of excellent quality, as though made by a professional cartographer; the map will be reliable and beautifully illustrated. After 3 days, the writing on the surface will vanish, taking the map (and any copies of it) along with it.
3 Mana - Action
Make a Spellcraft Feat. Over the course of the next 10 minutes, an invisible hand will draw a map on a surface you indicate, detailing a radius in miles around you equal to your Spellcraft roll x 4. This map will be of incredible quality, as though made by one of the greatest cartographers alive; the map will be pin-point accurate, with intricate illustrations and beautiful script, a true treasure to any explorer. After 1 week, the writing on the surface will vanish, taking the map (and any copies of it) along with it.
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PIERCE THE VEIL
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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PIERCE THE VEIL
Beyond the colors of this world lies a realm of spirits and shifting shades. Known as Archerus, Limbo, or the Unworld, this phantasmal landscape is home to a host of spirits, such as godlings, demons, and the lingering ghosts of Mortals. While some are gifted (or cursed if you ask many of them) with the eyes to see the Unworld, most who wish to look beyond the pale of life and into the realm of death must find special means to do so.
PIERCE THE VEIL allows the magician to strip away the shroud which occludes the mind from seeing into Archerus. By doing so, the mystic sees any spirits who are present, along with spectral landscapes and structures overlaid atop present reality. With enough power, one may even enter the Unworld temporarily, become a part of that realm for a moment. |
0 Mana - Action
Spend an Action Dice. Until the end of your next turn, you become aware of any ghosts or otherworldly spirits that are present but not visible within 20 meters of you. While you remain unable to see or physically interact with them, you know the exact location of any spirits who are present, as though you were perceiving them with a "sixth sense" of sorts.
1 Mana - Action
Spend an Action Dice. Until the end of the Scene, you are able to see ghosts, otherworldly spirits, and other denizens of the Unworld within 20 meters of you who are not currently visible on the Mortal plane. You also see spiritual landscapes and structures that exist only within Archerus overlaid atop present reality. You can only see and hear spiritual phenomena that are present; you cannot physically interact with them.
2 Mana - Action
Spend an Action Dice. Until the end of the Scene, you are able to see ghosts, otherworldly spirits, and other denizens of the Unworld within your line of sight who are not currently visible on the Mortal plane. You also see spiritual landscapes and structures that exist only within Archerus overlaid atop present reality. Though you remain on the Mortal plane, you may interact physically with spirits or spiritual constructs for the duration of one single Action each round.
3 Mana - Action
Spend an Action Dice. You step into the Unworld until the Scene ends or you voluntarily re-enter the Mortal plane as a Free Action. While in Archerus, you are able to see and interact with spirits and spiritual constructs as though you were a native of this realm. When you enter Archerus, you become invisible to anyone who is unable to see spirits (and are treated as though you were a spirit for all intents and purposes). When you leave Archerus, you reappear at a corresponding place in the physical realm, returning to the state you were in before leaving.
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POLYGLOT
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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POLYGLOT
A barrier in language is a barrier to understanding, and the Mystery of Augury exists to eliminate any obstacle that stands in the way of knowledge. Deciphering the tongues of Men and gods is an easy task for the augur who employs the POLYGLOT Spell. While true and permanent understanding of a language may elude the mystic, a magical grasp of the language can temporarily allow for fluent communication.
POLYGLOT works on spoken and written languages, even those based solely on gestures such as sign language. Powerful versions of the spell can decode ciphers, thwart coded languages like thieves cant, and even grasp at understanding ancient, dead, or supernatural languages which only gods and spirits speak. |
0 Mana - Action
Make a Spellcraft Feat. For a number of rounds/minutes equal to your roll, you may speak and understand any language currently spoken by Mortals which you can reproduce using your biology.
You cannot read the written version of this language, nor can you speak or understand any version that significantly relies on stimuli you can't physically reproduce (like scents or sounds you can't make with your voice) or physical gestures (like sign language); you may only understand the language as it is spoken and be understood as you speak it.
You cannot read the written version of this language, nor can you speak or understand any version that significantly relies on stimuli you can't physically reproduce (like scents or sounds you can't make with your voice) or physical gestures (like sign language); you may only understand the language as it is spoken and be understood as you speak it.
1 Mana - Action
Make a Spellcraft Feat. For a number of Scenes/hours equal to your roll, you may speak and understand any language currently spoken by Mortals which you can reproduce using your biology.
You can speak and understand the spoken and written forms of this language. If the language includes physical gestures as part of it, then you understand these gestures and can communicate fluently using them. You cannot speak or understand any version that significantly relies on stimuli you can't physically reproduce (like scents or sounds you can't make with your voice).
You can speak and understand the spoken and written forms of this language. If the language includes physical gestures as part of it, then you understand these gestures and can communicate fluently using them. You cannot speak or understand any version that significantly relies on stimuli you can't physically reproduce (like scents or sounds you can't make with your voice).
2 Mana - Action
Make a Spellcraft Feat. For a number of Scenes/hours equal to your roll, you may speak and understand any language currently spoken by Mortals.
You can speak and understand the spoken and written forms of this language. If the language includes physical gestures as part of it, then you understand these gestures and can communicate fluently using them. Even if the language requires stimuli like scents or sounds you couldn't normally produce with your biology, all necessary elements for communication are magically produced as part of this Spell when they are needed.
You may choose to understand a coded language or a language that relies on subtext and non-verbal cues (like thieves cant). You are able to understand and communicate as though you were totally fluent in this form of communication.
You can speak and understand the spoken and written forms of this language. If the language includes physical gestures as part of it, then you understand these gestures and can communicate fluently using them. Even if the language requires stimuli like scents or sounds you couldn't normally produce with your biology, all necessary elements for communication are magically produced as part of this Spell when they are needed.
You may choose to understand a coded language or a language that relies on subtext and non-verbal cues (like thieves cant). You are able to understand and communicate as though you were totally fluent in this form of communication.
3 Mana - Action
Make a Spellcraft Feat. For a number of Scenes/hours equal to your roll, you may speak and understand any form of communication that has ever been used by a significant number of people at any point during the long history of Creation.
You can speak and understand the spoken and written forms of this language. If the language includes physical gestures as part of it, then you understand these gestures and can communicate fluently using them. Even if the language requires stimuli like scents or sounds you couldn't normally produce with your biology, all necessary elements for communication are magically produced as part of this Spell when they are needed.
You may choose to understand a supernatural language (like those used gods, spirits, and demons), a coded language, or a language that relies on subtext and non-verbal cues (like thieves cant). You are able to understand and communicate as though you were totally fluent in this form of communication.
You can speak and understand the spoken and written forms of this language. If the language includes physical gestures as part of it, then you understand these gestures and can communicate fluently using them. Even if the language requires stimuli like scents or sounds you couldn't normally produce with your biology, all necessary elements for communication are magically produced as part of this Spell when they are needed.
You may choose to understand a supernatural language (like those used gods, spirits, and demons), a coded language, or a language that relies on subtext and non-verbal cues (like thieves cant). You are able to understand and communicate as though you were totally fluent in this form of communication.
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POSTCOGNITION
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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POSTCOGNITION
While the relentless march of time may move on from the past without pause, the echoes of history linger on, waiting to be viewed by any with the eyes to see them. Storytellers, investigators, and historians must normally rely on disparate clues to this hidden past, putting its fractured pieces together like a puzzle. With the power of POSTCOGNITION, a talented augur can see the past played out in shadows before their very eyes.
In thrall to the Spell, history plays out the events that happened around the augur in a drama of shifting shadows and liquid memory. The augur may choose to see these visions alone or broadcast them for all to see, putting themselves at risk to show the truth of history to anyone willing to watch. |
0 Mana - Action
Make a Spellcraft Feat; your roll indicates the maximum number of hours you may view into the past. You see the past events of the room you are in (or 10 meters in any direction if you are outdoors) played out as shifting shadows overlaid upon the current scene. They play out, up to the moment when you cast this Spell (you may end these visions at any time, however). The visions play out in real time, but only you are able to see them.
1 Mana - Action
Make a Spellcraft Feat; your roll indicates the maximum number of days you may view into the past. You see the past events of the room you are in (or 10 meters in any direction if you are outdoors) played out as shifting shadows overlaid upon the current scene. They play out in real time, up to the moment when you cast this Spell, though you are able to slow down, pause, rewind, fast-forward, or stop the visions at any moment.
You are able to see the visions and you may allow one other creature within 10 meters to see them as well.
You are able to see the visions and you may allow one other creature within 10 meters to see them as well.
2 Mana - Action
Make a Spellcraft Feat; your roll indicates the maximum number of months you may view into the past. You see the past events of the room you are in (or 10 meters in any direction if you are outdoors) played out as shifting shadows overlaid upon the current scene. They play out in real time, up to the moment when you cast this Spell, though you are able to slow down, pause, rewind, fast-forward, or stop the visions at any moment.
You are able to see the visions and you may any other creature within 10 meters to see them as well.
You are able to see the visions and you may any other creature within 10 meters to see them as well.
3 Mana - Action
Make a Spellcraft Feat; your roll indicates the maximum number of years you may view into the past. You see the past events of the room you are in (or 10 meters in any direction if you are outdoors) played out as shifting shadows overlaid upon the current scene. They play out in real time, up to the moment when you cast this Spell, though you are able to slow down, pause, rewind, fast-forward, or stop the visions at any moment.
You are able to see the visions and you may any creature with line of sight to where the visions are playing out to see them as well.
You are able to see the visions and you may any creature with line of sight to where the visions are playing out to see them as well.
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PRECOGNITION
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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PRECOGNITION
Many will say the future cannot be known and they are right, to an extent. Though one may not be able to pinpoint where a swirling leaf will ultimately end up when caught in a flowing stream, a simple look at the river's course can adequately inform one's guess. So it is with time and all swirling fates caught in its flow. The Spell of PRECOGNITION simply gives the augur a glimpse at the river's course.
PRECOGNITION allows the mystic to see a future which will come to pass should the course of current events remain unaltered. Though this picture is often cryptic and incomplete, lacking the full context of events leading up to the vision, it offers a great deal of useful insights which the magician may use to fulfill or thwart the oncoming future. |
0 Mana - Action
Over the course of 10 minutes, you receive a vision of the immediate future. The GM will give you a 1-5 word Impression that sticks in your mind, summarizing the vision you received. This can be as simple as "red roof" to something more cryptic like "the ravens banquet". At some point before your next Full Rest, when you see something that this Impression could be applied to (like a building with a red roof or even a person with red hair for the "red roof" impression), you may invoke the Impression to gain Advantage on all Feats related to it for the duration of the Scene.
1 Mana - Extended Action
Over the next 10 minutes, you experience a vision of the future. Each of the fields below describes an aspect of this vision:
Example: Darian's greatest foe dies of an illness tomorrow. Today, Darian uses Precognition with a SPAN of 3 days, a SUBJECT of someone he is close to, and an unclear CLARITY. His vision informs him that someone close to him will die tomorrow, but it doesn't tell him who or how; all Darian knows is that someone he is close to is soon going to meet their end.
Each of these fields starts at the "1" position by default. Make a Spellcraft Feat and divide the result by 5 (round any remainder down to the nearest 5); for each point, you may improve the Span, Subject, or Clarity of your vision by one degree.
- Span: How far into the future your vision reaches
- Subject: Who or what your vision concerns.
- Clarity: How clear and understandable your vision is. Your Clarity affects how many Impressions you get from it (see below)
Example: Darian's greatest foe dies of an illness tomorrow. Today, Darian uses Precognition with a SPAN of 3 days, a SUBJECT of someone he is close to, and an unclear CLARITY. His vision informs him that someone close to him will die tomorrow, but it doesn't tell him who or how; all Darian knows is that someone he is close to is soon going to meet their end.
Each of these fields starts at the "1" position by default. Make a Spellcraft Feat and divide the result by 5 (round any remainder down to the nearest 5); for each point, you may improve the Span, Subject, or Clarity of your vision by one degree.
Span
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Subject
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CLARITY
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Impressions are sights, sounds, and other sensory experiences that stick vividly in your mind after the vision has long faded, like waking from a forgotten dream. An Impression is a 1-5 word description like "red roof" or "the ravens banquet" or "smells like home". Write down your Impressions of this future; any time you encounter something that could be applied to an Impression (like a building with a red roof or even someone with red hair for the "red roof" impression), you may invoke the Impression, removing it from your list of Impressions and gaining an automatic success on any one Action related to the subject.
2 Mana - Extended Action
Over the next 10 minutes, you experience a vision of the future. Each of the fields below describes an aspect of this vision:
Example: Darian's greatest foe dies of an illness tomorrow. Today, Darian uses Precognition with a SPAN of 3 days, a SUBJECT of someone he is close to, and an unclear CLARITY. His vision informs him that someone close to him will die tomorrow, but it doesn't tell him who or how; all Darian knows is that someone he is close to is soon going to meet their end.
Each of these fields starts at the "1" position by default. Make a Spellcraft Feat and divide the result by 4 (round any remainder down to the nearest 4); for each point, you may improve the Span, Subject, or Clarity of your vision by one degree.
- Span: How far into the future your vision reaches
- Subject: Who or what your vision concerns.
- Clarity: How clear and understandable your vision is. Your Clarity affects how many Impressions you get from it (see below)
Example: Darian's greatest foe dies of an illness tomorrow. Today, Darian uses Precognition with a SPAN of 3 days, a SUBJECT of someone he is close to, and an unclear CLARITY. His vision informs him that someone close to him will die tomorrow, but it doesn't tell him who or how; all Darian knows is that someone he is close to is soon going to meet their end.
Each of these fields starts at the "1" position by default. Make a Spellcraft Feat and divide the result by 4 (round any remainder down to the nearest 4); for each point, you may improve the Span, Subject, or Clarity of your vision by one degree.
Span
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Subject
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CLARITY
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Impressions are sights, sounds, and other sensory experiences that stick vividly in your mind after the vision has long faded, like waking from a forgotten dream. An Impression is a 1-5 word description like "red roof" or "the ravens banquet" or "smells like home". Write down your Impressions of this future; any time you encounter something that could be applied to an Impression (like a building with a red roof or even someone with red hair for the "red roof" impression), you may invoke the Impression, removing it from your list of Impressions and gaining an automatic success on up to two Actions related to the subject.
3 Mana - Extended Action
Over the next 10 minutes, you experience a vision of the future. Each of the fields below describes an aspect of this vision:
Example: Darian's greatest foe dies of an illness tomorrow. Today, Darian uses Precognition with a SPAN of 3 days, a SUBJECT of someone he is close to, and an unclear CLARITY. His vision informs him that someone close to him will die tomorrow, but it doesn't tell him who or how; all Darian knows is that someone he is close to is soon going to meet their end.
Each of these fields starts at the "1" position by default. Make a Spellcraft Feat and divide the result by 3 (round any remainder down to the nearest 3); for each point, you may improve the Span, Subject, or Clarity of your vision by one degree.
- Span: How far into the future your vision reaches
- Subject: Who or what your vision concerns.
- Clarity: How clear and understandable your vision is. Your Clarity affects how many Impressions you get from it (see below)
Example: Darian's greatest foe dies of an illness tomorrow. Today, Darian uses Precognition with a SPAN of 3 days, a SUBJECT of someone he is close to, and an unclear CLARITY. His vision informs him that someone close to him will die tomorrow, but it doesn't tell him who or how; all Darian knows is that someone he is close to is soon going to meet their end.
Each of these fields starts at the "1" position by default. Make a Spellcraft Feat and divide the result by 3 (round any remainder down to the nearest 3); for each point, you may improve the Span, Subject, or Clarity of your vision by one degree.
Span
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Subject
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CLARITY
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Impressions are sights, sounds, and other sensory experiences that stick vividly in your mind after the vision has long faded, like waking from a forgotten dream. An Impression is a 1-5 word description like "red roof" or "the ravens banquet" or "smells like home". Write down your Impressions of this future; any time you encounter something that could be applied to an Impression (like a building with a red roof or even someone with red hair for the "red roof" impression), you may invoke the Impression, removing it from your list of Impressions and gaining an automatic success on up to three Actions related to the subject.
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PSYCHOMETRY
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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PSYCHOMETRY
Just as every person has a history, so too does every object. While the history of an objects can be just as fascinating as its owners, looking deeper into this history can reveal a host of mysteries which might otherwise go undiscovered. PSYCHOMETRY allows an augur to peer deeper into the past, as revealed by the story of an otherwise inanimate (and possibly overlooked) object.
The history of a murder weapon can reveal the identity of a killer (or at least give investigator's a crucial clue). The history of a mysterious item can reveal the identity of its maker, and possibly the purpose for which it was created. A rusty key reveals the lock it fits. A puzzle reveals its solution. PSYCHOMETRY's potential is truly vast in the right hands. |
0 Mana - Action
Hold the object you wish to know more about and make a Spellcraft Feat. This Feat has a Difficulty of 8 if the object is mundane and 16 if the object is enchanted. If you succeed, the GM will answer one of the following questions about the object:
- Who made this?
- What is this object's intended purpose?
- How much would the average merchant pay for this?
1 Mana - Action
Gaze at an object within 1 meter of you and make a Spellcraft Feat. This Feat has a Difficulty of 7 if the object is mundane and 14 if the object is enchanted. If you succeed, the GM will answer one of the following questions about the object:
- Who made this and are they still alive?
- What was this made for and what gameplay effect does it have?
- Where it this made?
- When was this last used?
- What happened to this object over the course of the last week?
- How much would someone who knows what this is worth pay for it?
2 Mana - Action
Gaze at an object within 10 meters of you and make a Spellcraft Feat. This Feat has a Difficulty of 6 if the object is mundane and 12 if the object is enchanted. If you succeed, ask one of the following questions about the object:
- Who made this, are they still alive, and if so, where are they now?
- Why was this made, what is its gameplay effect, and how can I best put it to use?
- Where and how was this made?
- When was this last used and by whom?
- What happened to this object over the course of the last month?
- What is the most someone would do to attain this item if they knew what it really was?
3 Mana - Action
Gaze at an object within your line of sight and make a Spellcraft Feat. This Feat has a Difficulty of 5 if the object is mundane and 10 if the object is enchanted. If you succeed, ask one of the following questions about the object:
- Who made this? If they live, where are they now? If they are dead, where are they buried?
- Why was this made, what is its gameplay effect, how can I best put it to use, and what are some unintended uses for it?
- Where and how was this made? How might its construction be replicated?
- When was this last used, by whom, and why did they use it?
- What happened to this object over the course of the last year?
- What is this object's true value, who wants it most, and what would they give for it?
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READ MEMORY
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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READ MEMORY
Peering into the inner workings of the mind has long been a convention of Augury. Those who can see into the mind's inner workings may find themselves with more questions than answers, answers which the power to READ MEMORY may answer. This Spell looks beyond the present state of a mind and into its long history, leafing through its archives like a spy to whom nothing is hidden.
READ MEMORY is notoriously difficult to foil; where other forms of mind-reading can be countered by concentrating on "false thoughts" or otherwise misleading the mind-reader (assuming the victim is aware of their predicament), memories are much harder to fake and thus, those who employ READ MEMORY can often be assured that the information they glean is true and accurate. |
0 Mana - Action
Touch the temples of the target creature and make a Spellcraft Feat. The target may Save to resist. You are able to see a number of hours into the target's memory equal to the number you rolled (minus the target's Save if they resist). You can see twice as far if the target is unconscious.
1 Mana - Action
Look into the eyes of the target creature and make a Spellcraft Feat. The target may Save to resist. You see into the target's memory a number of days equal to your roll (minus the target's Save if they resisted). You may see twice as far if the target is unconscious.
2 Mana - Action
Look into the eyes of the target creature and make a Spellcraft Feat. If they have an Awareness equal to or greater than yours, they become aware of what you are trying to do and may Save to resist. You see into the target's memory a number of weeks equal to your roll (minus a number of days equal to the target's Save if they resisted). You may see twice as far if the target is unconscious.
If you are aware of a specific memory or timeframe in the target's life, you may seek out this memory specifically. This task has a Difficulty of 15. Add +1 to your roll for each of the following that is true:
- You have some idea of what happened in the memory
- You know when (roughly) how old the target was when the memory took place
- You know where the target was when the memory took place
- You know who the target was with in the memory
- The target described this memory to you in some detail
3 Mana - Action
Look into the eyes of the target creature and make a Spellcraft Feat. If they have an Awareness equal to or greater than your Awareness + Spellcraft, they become aware of what you are trying to do and may Save to resist. You see into the target's memory a number of months equal to your roll (minus a number of weeks equal to the target's Save if they resisted). You may see twice as far if the target is unconscious.
If you are aware of a specific memory or timeframe in the target's life, you may seek out this memory specifically. This task has a Difficulty of 15. Add +2 to your roll for each of the following that is true:
- You have some idea of what happened in the memory
- You know when (roughly) how old the target was when the memory took place
- You know where the target was when the memory took place
- You know who the target was with in the memory
- The target described this memory to you in some detail
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READ MIND
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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READ MIND
Through the power of Augury, the thoughts, feelings, and even the sensory input of another are an open book to the one who casts this Spell. READ MIND allows the magician to read surface thoughts and feelings or probe deeper into the inner workings of another creature's mind, learning their deep, dark secrets and true motives.
Those who practice this art enough quickly become cynical about humanity, as they regularly see the worst in even the best people, lying hidden just below the surface and hardly anything shocks them anymore. Such individuals will be the first to warn against the regular practice of this Spell; some things are just better left unknown. And thus we come to the augur's eternal dilemma - is it better to know the horrible truth or remain in blissful ignorance? |
0 Mana - Action
Look into a creature's eyes and make a Spellcraft Feat; the Difficulty of this Feat is equal to their Level + Charisma. If you succeed, for the next minute you hear what the target is thinking from moment to moment; their inner monologue of thoughts and feelings.
1 Mana - Action
Pick a creature within your line of sight and make a Spellcraft Feat. You gain a bonus to this Feat based on how well you know this person (rated +0 to +10 based on the GM's discretion). The result of this Feat determines how deeply you are able to probe their mind for the next 5 minutes:
- 1-8: Surface Thoughts: what someone is thinking right now; their inner monologue
- "I sure would love a strong ale right about now."
- "Who does he think he is, talking to me like that?"
- "I could make stew tonight...or maybe something with radishes?"
- 9-16: Emotions: how someone is really feeling right now, despite what they show on the outside
- "I'm really nervous right now."
- "That makes me feel ashamed."
- "Her smile makes me feel special."
- 17-24: Information: key information about someone's identity or experiences; private things they know
- "I'm the duke's secret bastard."
- "The password to the guild's hideout is...hummingbird"
- "I know the killer's identity."
- 25+: Motive: why someone acts, feels, or perceives the way they do
- "Deep down, I'm extremely insecure."
- "I lash out because I feel powerless."
- "When I'm the center of attention, I don't feel so lonely."
2 Mana - Action
Pick a creature within your line of sight and make a Spellcraft Feat. You gain a bonus to this Feat based on how well you know this person (rated +0 to +10 based on the GM's discretion). The result of this Feat determines how deeply you are able to probe their mind for the next 10 minutes:
- 1-6: Surface Thoughts: what someone is thinking right now; their inner monologue
- "I sure would love a strong ale right about now."
- "Who does he think he is, talking to me like that?"
- "I could make stew tonight...or maybe something with radishes?"
- 7-12: Emotions: how someone is really feeling right now, despite what they show on the outside
- "I'm really nervous right now."
- "That makes me feel ashamed."
- "Her smile makes me feel special."
- 13-18: Information: key information about someone's identity or experiences; private things they know
- "I'm the duke's secret bastard."
- "The password to the guild's hideout is...hummingbird"
- "I know the killer's identity."
- 19+: Motive: why someone acts, feels, or perceives the way they do
- "Deep down, I'm extremely insecure."
- "I lash out because I feel powerless."
- "When I'm the center of attention, I don't feel so lonely."
3 Mana - Action
Pick a creature within your line of sight and make a Spellcraft Feat. You gain a bonus to this Feat based on how well you know this person (rated +0 to +10 based on the GM's discretion). The result of this Feat determines how deeply you are able to probe their mind for the next 10 minutes:
- 1-4: Surface Thoughts: what someone is thinking right now; their inner monologue
- "I sure would love a strong ale right about now."
- "Who does he think he is, talking to me like that?"
- "I could make stew tonight...or maybe something with radishes?"
- 5-8: Emotions: how someone is really feeling right now, despite what they show on the outside
- "I'm really nervous right now."
- "That makes me feel ashamed."
- "Her smile makes me feel special."
- 9-12: Information: key information about someone's identity or experiences; private things they know
- "I'm the duke's secret bastard."
- "The password to the guild's hideout is...hummingbird"
- "I know the killer's identity."
- 13+: Motive: why someone acts, feels, or perceives the way they do
- "Deep down, I'm extremely insecure."
- "I lash out because I feel powerless."
- "When I'm the center of attention, I don't feel so lonely."
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REVEAL
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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REVEAL
The width and breadth of Augury is set on seeking truth and revealing the mysterious. Perhaps in no other Spell is this desire so clearly expressed as through the focused application of REVEAL, a rather simple Spell with the power to unveil that which is hidden from the senses.
Such a Spell is of paramount importance to scholars, investigators, and adventurers of all sorts, who have no shortage of treasures and clues lying in wait just beyond the reach of their limited perception. REVEAL opens the eyes, so to speak, of the mystic, enlightening them to the precise location of secret and precious things. |
0 Mana - Perk
You may add your Spellcraft to any Feat you make to find something that is Hidden or Invisible.
1 Mana - Action
Spend 1 Action Point and reduce the Difficulty to detect any Hidden creature or object within 10 meters of you. If this reduces the Difficulty to detect them to 0, they are immediately revealed to you (and no one else).
2 Mana - Action
Make a Spellcraft Feat; instantly reveal all Hidden creatures and objects adjacent to you. This range increases by 1 meter in all directions from you for every 3 points you rolled on your Spellcraft Feat.
3 Mana - Action Type
Make a Spellcraft Feat; instantly reveal all Hidden or Invisible creatures and objects adjacent to you. This range increases by 1 meter in all directions from you for every 2 points you rolled on your Spellcraft Feat.
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SCRY
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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SCRY
The power to SCRY is the power to see. Anyone, anything, any place is laid bare before the augur's piercing gaze. Such a magician can see, hear, and experience the hidden and secret as though they were present.
Scryers are hoarders of secrets. They are spies and scouts without peer, able to gather any sort of intelligence on both friend and foe alike. Naturally, those who employ this art are seldom trusted after their predilections towards its practice are brought to light. Even courts and kings who retain the services of scryers are loathe to actually trust them. As such, those who SCRY must keep their abilities secret, using their talent only when certain that they themselves are not being observed. |
0 Mana - Action
Spend 1 Action Dice and pick a point within 100 meters which you either have line of sight to or have an awareness of (such as some spot within a building you've previously entered), then pick a reflective surface. Until the end of the Scene, this surface shows a view from the vantage point of the position you picked when you look into it.
1 Mana - Extended Action
Look through a reflective surface and name a person, place, or object you'd like to view. You must be in the same country or region as the target. Wherever it is, you can see it, following its movements for the next hour any time you gaze into the reflective surface.
The ability to sense magic and an Awareness Feat can reveal the presence of scrying. A roll of (5 + your Level) reveals the presence of scrying and a roll of (10 + your Level) reveals not only the presence of scrying, but that you are the scryer.
The ability to sense magic and an Awareness Feat can reveal the presence of scrying. A roll of (5 + your Level) reveals the presence of scrying and a roll of (10 + your Level) reveals not only the presence of scrying, but that you are the scryer.
2 Mana - Extended Action
Look through a reflective surface and name a person, place, or object you'd like to view. You must be on the same continent as the target. Wherever it is, you can see and experience all its movements with all your senses, as though you were present for the next 12 hours any time you gaze into the reflective surface.
The ability to sense magic and an Awareness Feat can reveal the presence of scrying. A roll of (10 + your Level) reveals the presence of scrying and a roll of (15 + your Level) reveals not only the presence of scrying, but that you are the scryer.
The ability to sense magic and an Awareness Feat can reveal the presence of scrying. A roll of (10 + your Level) reveals the presence of scrying and a roll of (15 + your Level) reveals not only the presence of scrying, but that you are the scryer.
3 Mana - Action
Look through a reflective surface and name anything you'd like to view. You must be on the same world as the target. Wherever it is, you can see and experience all its movements with all your senses, as though you were present for the next 24 hours any time you gaze into the reflective surface.
The ability to sense magic and an Awareness Feat can reveal the presence of scrying. A roll of (20 + your Level) reveals the presence of scrying, but your identity cannot be traced through this link.
The ability to sense magic and an Awareness Feat can reveal the presence of scrying. A roll of (20 + your Level) reveals the presence of scrying, but your identity cannot be traced through this link.
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TRACE MAGIC
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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TRACE MAGIC
Every Spell leaves an Echo (even this one); a reverberation throughout reality as it buckles and cracks against the expression of magic. While ordinary individuals either can't feel Echo or can't identify the sudden wave of nausea or trembling sensation they feel as magic, mystics, demons, godlings, and other supernatural creatures are quite capable of doing so.
Every Echo is unique, like a fingerprint. A talented Augur can use lingering Echo to trace a Spell back to its source, learning a great deal about the Spell and the magician who cast it. The power to TRACE MAGIC has led to this Spell's adoption by mage-hunters and other organizations who normally eschew any other use of magic as wicked. For good or ill, TRACE MAGIC can be a vital tool to the augur to understand more about The Mystery and those who wield it. |
0 Mana - Perk
You can add your Spellcraft to any Feat made to sense or identify magic.
1 Mana - Action
Make a Spellcraft Feat and target an instance of Echo you feel or a lingering Spell. For every 5 points you roll, you may ask one of the following questions:
- What Mystery is most closely associated with this Spell?
- What is the race or gender or age (pick one) of the Spell's caster?
- How far am I from the Spell's point of origin?
- How long ago was the Spell cast?
- What was the emotional state of the caster?
- Was the Spell cast under duress (i.e. in combat or to escape danger)
2 Mana - Action
Make a Spellcraft Feat and target an instance of Echo you feel or a lingering Spell. For every 5 points you roll, you may ask one of the following questions:
- What was the purpose of this Spell?
- What does the Spell's caster look like?
- In which cardinal direction should I proceed in order to reach the Spell's point of origin?
- How long ago was the Spell cast?
- What was the emotional state of the caster?
- Was the Spell cast under duress (i.e. in combat or to escape danger)
3 Mana - Action
Make a Spellcraft Feat and target an instance of Echo you feel or a lingering Spell. For every 5 points you roll, you may ask one of the following questions:
- What is the name of this Spell?
- What is the name of the Spell's caster, what do they look like, and where are they now?
- Where exactly was the Spell cast?
- How long ago was the Spell cast?
- What was the emotional state of the caster?
- Was the Spell cast under duress (i.e. in combat or to escape danger)
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TRUE SIGHT
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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TRUE SIGHT
One of the first truths an aspiring magician must learn is that reality is malleable, therefore one's senses cannot always be trusted to show the way to truth. A mystic must learn to look within and reach out with the inner eye to see the world as it is, not merely as it seems. For this reason, the third eye has long been a symbol for the Mystery of Augury, representing the culmination of the pursuit to see beyond sight.
TRUE SIGHT temporarily opens the augur's third eye, both literally and figuratively. A third eye opens in the middle of the magician's forehead, seeing through illusions and falsehoods to show the inner mind what is true. For as long as it lasts, TRUE SIGHT shows the world as it is, seeing through trickery, illusion, and deceptions to reveal the naked truth beneath. |
0 Mana - Perk
Illusions and deceptions that affect your senses have Disadvantage on rolls against you. You may also add your Spellcraft to any Save you make to resist illusions or manipulation.
1 Mana - Action
Make a Spellcraft Feat. A third eye opens in the middle of your forehead for a number of rounds/minutes equal to your Spellcraft roll. While this eye is open, you automatically see through intentional deception and magic that is meant to deceive or mislead your senses. This includes:
- Lies and misinformation
- Sleight of hand trickery
- Illusions that affect the senses
2 Mana - Action
Make a Spellcraft Feat. A third eye opens in the middle of your forehead for a number of rounds/minutes equal to your Spellcraft roll. While this eye is open, you automatically see through intentional or accidental deception and magic that misleads the senses or disguises the true nature of something. This includes:
- Lies and misinformation (accidental or intentional)
- Lies of omission (accidental or intentional)
- Sleight of hand trickery
- Forgeries
- Illusions that affect the senses
- Magic that changes the shape of something or someone
3 Mana - Action
Make a Spellcraft Feat. A third eye opens in the middle of your forehead for a number of rounds/minutes equal to your Spellcraft roll. While this eye is open, you automatically see through intentional or accidental deception, magic that misleads the senses or disguises the true nature of something, and things which would normally remain hidden or unseen. This includes:
- Lies and misinformation (accidental or intentional)
- Lies of omission (accidental or intentional)
- Sleight of hand trickery
- Forgeries
- Illusions that affect the senses
- Magic that changes the shape of something or someone
- Hidden or Invisible creatures and objects
- Secret doors, passages, and compartments
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VOICE FROM THE DEEP
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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VOICE FROM THE DEEP
The ritual works as follows; a magician sequesters themselves away from the rest of the world, entering a place that is completely devoid of light. In this chamber, they cast the Spell and pose a question to the darkness. After a few moments, the darkness answers them in an otherworldly VOICE FROM THE DEEP, which gives truth and guidance from a well of cosmic knowledge whose depths no Mortal can fathom.
As insightful as it is terrifying, a VOICE FROM THE DEEP answers the mystic who casts this Spell in total darkness, giving them otherworldly guidance when all other voices fail. Augurs who seek counsel from a VOICE FROM THE DEEP often do so when they have no other choice, as such an experience can rattle the nerves of even the most jaded scholar. |
0 Mana - Extended Action
In a place of absolute darkness, ask one question. Within 10 minutes, the darkness will answer your question with a simple "yes" or "no". You can perform this Action once per day.
1 Mana - Extended Action
In a place of absolute darkness, pose a single question to the darkness. Within 10 minutes, the darkness will answer your question truthfully, to the best of the GM's ability.
Note that the GM may have the darkness answer in half-truths or give a cryptic answer if the full answer to your question would spoil the story or give away key plot points or surprises. In any case, the answer you receive should benefit you in some way or allow you to proceed with a bit more knowledge than you had before. If this is not possible, the GM may award you one point of Destiny instead.
Note that the GM may have the darkness answer in half-truths or give a cryptic answer if the full answer to your question would spoil the story or give away key plot points or surprises. In any case, the answer you receive should benefit you in some way or allow you to proceed with a bit more knowledge than you had before. If this is not possible, the GM may award you one point of Destiny instead.
2 Mana - Extended Action
In a place of absolute darkness, pose up to two questions to the darkness. Within 10 minutes, the darkness will answer your questions truthfully, to the best of the GM's ability.
Note that the GM may have the darkness answer in half-truths or give a cryptic answer if the full answer to your question would spoil the story or give away key plot points or surprises. In any case, the answer you receive should benefit you in some way or allow you to proceed with a bit more knowledge than you had before. If this is not possible, the GM may award you one point of Destiny for each unanswered question.
Note that the GM may have the darkness answer in half-truths or give a cryptic answer if the full answer to your question would spoil the story or give away key plot points or surprises. In any case, the answer you receive should benefit you in some way or allow you to proceed with a bit more knowledge than you had before. If this is not possible, the GM may award you one point of Destiny for each unanswered question.
3 Mana - Extended Action
In a place of absolute darkness, pose up to three questions to the darkness. Within 10 minutes, the darkness will answer your questions truthfully, to the best of the GM's ability.
Note that the GM may have the darkness answer in half-truths or give a cryptic answer if the full answer to your question would spoil the story or give away key plot points or surprises. In any case, the answer you receive should benefit you in some way or allow you to proceed with a bit more knowledge than you had before. If this is not possible, the GM may award you one point of Destiny for each unanswered question.
Note that the GM may have the darkness answer in half-truths or give a cryptic answer if the full answer to your question would spoil the story or give away key plot points or surprises. In any case, the answer you receive should benefit you in some way or allow you to proceed with a bit more knowledge than you had before. If this is not possible, the GM may award you one point of Destiny for each unanswered question.