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.
AETHERGAZE
Cantrip
For ten minutes, you concentrate, peering beyond the veil of perception to plumb the depths of cosmic knowledge. You return from this vision with a Feature of your choosing and you keep this Feature until the end of the Scene.
Level 1
As the Cantrip, but you do not need to concentrate for ten minutes; the effect is instant and you gain two Features of your choosing, keeping them until the end of your next Short Rest.
Level 2
As Level 1, but you gain three Features of your choosing and keep them until the end of your next Full Rest.
Level 3
As Level 1, but you gain four Features and keep them until the end of your next Full Rest. You have Advantage on Feat rolls that involve any of these new Features.
For ten minutes, you concentrate, peering beyond the veil of perception to plumb the depths of cosmic knowledge. You return from this vision with a Feature of your choosing and you keep this Feature until the end of the Scene.
Level 1
As the Cantrip, but you do not need to concentrate for ten minutes; the effect is instant and you gain two Features of your choosing, keeping them until the end of your next Short Rest.
Level 2
As Level 1, but you gain three Features of your choosing and keep them until the end of your next Full Rest.
Level 3
As Level 1, but you gain four Features and keep them until the end of your next Full Rest. You have Advantage on Feat rolls that involve any of these new Features.
ARCANE SPY
Cantrip
Create a stationary floating Arcane Eye which resembles a human eyeball and rests in a fix position within 10 meters of you. Any time you close your eyes, you may see from the vantage point of your Arcane Eye. Your Arcane Eye endures until you lose consciousness or voluntarily end it.
Level 1
As the Cantrip, but you also hear, smell, taste, touch, or experience any other sense from the vantage point of your Arcane Eye. The number of senses you may experience through your Arcane Eye is not limited, but doing so overwrites the sensory experience you'd receive from your own perspective. For example, when hearing through your Arcane Eye, you would be effectively Deafened to what is happening around your body.
Level 2
As Level 1, but you may turn your Arcane Eye Invisible at will. You can also use a Half Action to move your Arcane Eye up to 3 meters, commanding it to float through the air according to your wishes.
Level 3
As Level 2, but you can share the Arcane Eye's perspective with up to six other willing creatures within 10 meters of your position. You may also record the Arcane Eye's perspective onto a Sounding Shard, which can record up to one hour of footage in total. A Sounding Shard can be broken to replay its recorded footage as illusions that affect all the senses, overlaying the recorded scene atop the current environment around the broken shard.
Create a stationary floating Arcane Eye which resembles a human eyeball and rests in a fix position within 10 meters of you. Any time you close your eyes, you may see from the vantage point of your Arcane Eye. Your Arcane Eye endures until you lose consciousness or voluntarily end it.
Level 1
As the Cantrip, but you also hear, smell, taste, touch, or experience any other sense from the vantage point of your Arcane Eye. The number of senses you may experience through your Arcane Eye is not limited, but doing so overwrites the sensory experience you'd receive from your own perspective. For example, when hearing through your Arcane Eye, you would be effectively Deafened to what is happening around your body.
Level 2
As Level 1, but you may turn your Arcane Eye Invisible at will. You can also use a Half Action to move your Arcane Eye up to 3 meters, commanding it to float through the air according to your wishes.
Level 3
As Level 2, but you can share the Arcane Eye's perspective with up to six other willing creatures within 10 meters of your position. You may also record the Arcane Eye's perspective onto a Sounding Shard, which can record up to one hour of footage in total. A Sounding Shard can be broken to replay its recorded footage as illusions that affect all the senses, overlaying the recorded scene atop the current environment around the broken shard.
PHANTOM CARTOGRAPHER
Cantrip
Make a Spellcraft Feat as you cast this Spell upon a blank sheet of parchment (or any surface which can be written upon with ink and quill). A rough map of the area surrounding you appears on the parchment, detailing some topographical details and a few interesting features of the area in a (Spellcraft Bumps) mile radius around you. The map fades back into a blank sheet after 1 hour.
Level 1
As the Cantrip, but expand the range of your map to 5 miles per Spellcraft Bump. The map gives detailed topographical information and brief (three to ten word) descriptions of interesting features within this area. The map fades away after you complete a Full Rest.
Level 2
As the Cantrip, but expand the range of your map to 10 miles per Spellcraft Bump. The map gives detailed topographical information and vague (one or two sentence) descriptions of all points of interest within the range. Name one type of creature. The map reveals the current (at the time of the map's creation) location of all creatures of this type within the area. The map fades away after 1 week.
Level 3
As the Cantrip, but expand the range of your map to 20 miles per Spellcraft Bump. The map gives detailed topographical information and detailed descriptions of every point of interest within the range. Name up to three types of creature. The map shows the location of every creature of this type within the range, ink fading and reforming to update their locations as they move. The map is a permanent creation, but can be destroyed or erased just like any other map.
Make a Spellcraft Feat as you cast this Spell upon a blank sheet of parchment (or any surface which can be written upon with ink and quill). A rough map of the area surrounding you appears on the parchment, detailing some topographical details and a few interesting features of the area in a (Spellcraft Bumps) mile radius around you. The map fades back into a blank sheet after 1 hour.
Level 1
As the Cantrip, but expand the range of your map to 5 miles per Spellcraft Bump. The map gives detailed topographical information and brief (three to ten word) descriptions of interesting features within this area. The map fades away after you complete a Full Rest.
Level 2
As the Cantrip, but expand the range of your map to 10 miles per Spellcraft Bump. The map gives detailed topographical information and vague (one or two sentence) descriptions of all points of interest within the range. Name one type of creature. The map reveals the current (at the time of the map's creation) location of all creatures of this type within the area. The map fades away after 1 week.
Level 3
As the Cantrip, but expand the range of your map to 20 miles per Spellcraft Bump. The map gives detailed topographical information and detailed descriptions of every point of interest within the range. Name up to three types of creature. The map shows the location of every creature of this type within the range, ink fading and reforming to update their locations as they move. The map is a permanent creation, but can be destroyed or erased just like any other map.
POLYGLOT
Cantrip
Make a Spellcraft Feat. For the next (Bumps) minutes, you become capable of understanding one Mortal language of your choice, which is currently spoken by at least ten thousand people. You are able to understand both the written and spoken forms of this language, but cannot speak it with much fluency (you sound like a tourist who barely speaks the local language).
Level 1
As the Cantrip, but your fluency lasts for (Bumps) hours and you are able to speak, read, and write your chosen language with native fluency. At this Level, Polyglot automatically identifies any languages that are written or being spoken around you and offers you the choice of understanding this language or gaining fluency in another Mortal language of your choosing, which at least a thousand people speak.
Level 2
As Level 1, but you may learn any Mortal language, even those which are no longer spoken, those which no living Mortal has understanding of. Your fluency lasts for (Bumps) days.
Level 3
As Level 2, but you may learn any language, even the supernatural languages of gods, demons, dragons, and monsters. Your fluency lasts for (Bumps) weeks.
Make a Spellcraft Feat. For the next (Bumps) minutes, you become capable of understanding one Mortal language of your choice, which is currently spoken by at least ten thousand people. You are able to understand both the written and spoken forms of this language, but cannot speak it with much fluency (you sound like a tourist who barely speaks the local language).
Level 1
As the Cantrip, but your fluency lasts for (Bumps) hours and you are able to speak, read, and write your chosen language with native fluency. At this Level, Polyglot automatically identifies any languages that are written or being spoken around you and offers you the choice of understanding this language or gaining fluency in another Mortal language of your choosing, which at least a thousand people speak.
Level 2
As Level 1, but you may learn any Mortal language, even those which are no longer spoken, those which no living Mortal has understanding of. Your fluency lasts for (Bumps) days.
Level 3
As Level 2, but you may learn any language, even the supernatural languages of gods, demons, dragons, and monsters. Your fluency lasts for (Bumps) weeks.
POSTCOGNITION
Cantrip
Make a Spellcraft Feat. You (and only you) see the past played out before you as shifting shadows (whose identities may or may not be revealed), and you may see as far back as (Bumps) minutes ago. You can pause, fast-forward, and rewind the vision as you see fit, but once the vision has concluded, you may not see it again without a recasting of this Spell.
Level 1
As the Cantrip, but you may see up to (Bumps) hours ago. It is more likely the the identities of the shadows will be revealed at this Level, but the GM may still obscure the identities of certain players. You may allow up to one other creature to experience this vision with you.
Level 2
As the Cantrip, but you may see up to (Bumps) days ago. Unless some form of magic was used to conceal the identities of the actors, they will be clearly shown throughout the course of the vision. You may allow up to ten other creatures to experience this vision with you.
Level 3
As the Cantrip, but you may see up to (Bumps) weeks ago. Barring very powerful magic intervening to conceal the identities of the actors, all will be clearly shown throughout the course of the vision. You may allow any number of creatures who are present to experience this vision with you.
Make a Spellcraft Feat. You (and only you) see the past played out before you as shifting shadows (whose identities may or may not be revealed), and you may see as far back as (Bumps) minutes ago. You can pause, fast-forward, and rewind the vision as you see fit, but once the vision has concluded, you may not see it again without a recasting of this Spell.
Level 1
As the Cantrip, but you may see up to (Bumps) hours ago. It is more likely the the identities of the shadows will be revealed at this Level, but the GM may still obscure the identities of certain players. You may allow up to one other creature to experience this vision with you.
Level 2
As the Cantrip, but you may see up to (Bumps) days ago. Unless some form of magic was used to conceal the identities of the actors, they will be clearly shown throughout the course of the vision. You may allow up to ten other creatures to experience this vision with you.
Level 3
As the Cantrip, but you may see up to (Bumps) weeks ago. Barring very powerful magic intervening to conceal the identities of the actors, all will be clearly shown throughout the course of the vision. You may allow any number of creatures who are present to experience this vision with you.
PRECOGNITION
You experience a quick vision of the future, seeing events that will most likely take place at some point before your next Full Rest. This is expressed as a number of brief, vague descriptions or cryptic phrases from the GM ("Behold the red roof", "The wolf takes its leave", "A loaf of bread, writhing with maggots"). The number of phrases you receive depends on the Spell's Level.
Any time you encounter a situation where one of these phrases could come into play before your next Full Rest ("Behold the red roof" could refer to a building with a red roof or to a person with red hair, for example), you may invoke the phrase to gain certain benefits based on the Spell's Level.
You can't use Precognition again until all your visions have been fulfilled.
Cantrip
The GM gives you one phrase describing future events. Fulfilling a phrase grants you Advantage on your next 2 Feats.
Level 1
The GM gives you two phrases describing future events. Fulfilling a phrase grants you Advantage on your next 3 Feats and restores 1 Resolve or 1 Mana to you.
Level 2
The GM gives you three phrases describing future events. Fulfilling a phrase grants you Advantage on your next 4 Feats and restores 2 Resolve or 2 Mana or 1 Resolve and 1 Mana to you.
Level 3
The GM gives you four phrases describing future events. Fulfilling a phrase grants you Advantage on your next 5 Feats, restores 2 Resolve and 2 Mana to you or an ally you can see, and grants you one point of Destiny.
Any time you encounter a situation where one of these phrases could come into play before your next Full Rest ("Behold the red roof" could refer to a building with a red roof or to a person with red hair, for example), you may invoke the phrase to gain certain benefits based on the Spell's Level.
You can't use Precognition again until all your visions have been fulfilled.
Cantrip
The GM gives you one phrase describing future events. Fulfilling a phrase grants you Advantage on your next 2 Feats.
Level 1
The GM gives you two phrases describing future events. Fulfilling a phrase grants you Advantage on your next 3 Feats and restores 1 Resolve or 1 Mana to you.
Level 2
The GM gives you three phrases describing future events. Fulfilling a phrase grants you Advantage on your next 4 Feats and restores 2 Resolve or 2 Mana or 1 Resolve and 1 Mana to you.
Level 3
The GM gives you four phrases describing future events. Fulfilling a phrase grants you Advantage on your next 5 Feats, restores 2 Resolve and 2 Mana to you or an ally you can see, and grants you one point of Destiny.
PSYCHOMETRY
Simply by looking at an object, you learn of its past, present, and perhaps even of its future. When you use this Spell, you may ask the GM a number of questions about this object; one question at the Cantrip Level (and you must touch it rather than simply look at it), three at Level 1, five at Level 2, and seven questions at Level 3. The questions you may ask are:
- Who made this object and where are they now?
- Who owns this object or is currently seeking it?
- Who was the last person to use this object and where are they now?
- What does this object do and how does it work?
- Why was this object made - what is it's intended purpose?
- Is this object cursed or dangerous to use? Is there a way to reduce or negate this danger?
- What cost does the use of this object exact upon its user or environment?
- Is this object magical and if so, what Mystery is it most closely associated with?
- Is this object valuable and if so, what is a fair price for it?
- What is likely to become of this object if I do not take possession of it here and now?
SCRY
Cantrip
A reflective surface shows vision of a creature you wish to see, no matter how far from them you are (so long as you are both on the same plane of existence). You must have something belonging to the creature you wish to scry upon and for the entire duration of this Spell, they have the strangest feeling that they are being watched. You perceive only visual data through this Spell, and the creature you are scrying on must remain the central figure of this vision at all times. The Spell ends when you stop looking through the reflective surface that shows the creature (or the surface is broken/disrupted).
Level 1
As the Cantrip, but you may scry on a creature if you either have a possession of theirs or know their name and face. When you first use this Spell, the creature may make an Awareness Feat (whose Difficulty is equal to your Spellcraft). If successful, they get the feeling they are being watched. Scrying gives both visual and audio data through the reflected surface.
Level 2
As Level 1, but you may scry any creature or location that matches a vague description ("show me the queen of Aldegan", "I wish to see Hapsburg town square", "who's the fairest in the land?").
Level 3
You scry not through a reflective suface, but through sheer magic, which produces illusions overlayed atop your current environment. You may walk through this illusion, seeing and experiencing the location or surroundings of the creature you are scrying on in full sensory detail. This lasts for as long as you hold Concentration.
A reflective surface shows vision of a creature you wish to see, no matter how far from them you are (so long as you are both on the same plane of existence). You must have something belonging to the creature you wish to scry upon and for the entire duration of this Spell, they have the strangest feeling that they are being watched. You perceive only visual data through this Spell, and the creature you are scrying on must remain the central figure of this vision at all times. The Spell ends when you stop looking through the reflective surface that shows the creature (or the surface is broken/disrupted).
Level 1
As the Cantrip, but you may scry on a creature if you either have a possession of theirs or know their name and face. When you first use this Spell, the creature may make an Awareness Feat (whose Difficulty is equal to your Spellcraft). If successful, they get the feeling they are being watched. Scrying gives both visual and audio data through the reflected surface.
Level 2
As Level 1, but you may scry any creature or location that matches a vague description ("show me the queen of Aldegan", "I wish to see Hapsburg town square", "who's the fairest in the land?").
Level 3
You scry not through a reflective suface, but through sheer magic, which produces illusions overlayed atop your current environment. You may walk through this illusion, seeing and experiencing the location or surroundings of the creature you are scrying on in full sensory detail. This lasts for as long as you hold Concentration.
SENSE LIFE
Cantrip
For the next 10 minutes, you can sense whenever a living creature (that is not an ally) is within 20 meters, though you are unable to ascertain the creature's exact location until they enter your line of sight.
Level 1
For the next 10 minutes, the presence of living creatures within 20 meters of your position manifests visually as glowing auras only you are able to see. You can see such aura's through walls, floors, and other solid obstacles. Though you are able to see the aura of these creatures, you cannot draw line of sight to them if an obstacle is in the way.
Level 2
As Level 1, but extend your vision's range to 50 meters and the effect lasts until the end of your next Short Rest or until you voluntarily end the effect as a Free Action.
Level 3
As Level 2, but extend your vision's range to 100 meters. So long as you are not firing a projectile, you can draw line of sight to any creature whose aura you perceive, even if there are obstacles between you.
For the next 10 minutes, you can sense whenever a living creature (that is not an ally) is within 20 meters, though you are unable to ascertain the creature's exact location until they enter your line of sight.
Level 1
For the next 10 minutes, the presence of living creatures within 20 meters of your position manifests visually as glowing auras only you are able to see. You can see such aura's through walls, floors, and other solid obstacles. Though you are able to see the aura of these creatures, you cannot draw line of sight to them if an obstacle is in the way.
Level 2
As Level 1, but extend your vision's range to 50 meters and the effect lasts until the end of your next Short Rest or until you voluntarily end the effect as a Free Action.
Level 3
As Level 2, but extend your vision's range to 100 meters. So long as you are not firing a projectile, you can draw line of sight to any creature whose aura you perceive, even if there are obstacles between you.
SENSE MAGIC
Cast this Spell on a magical spell, object, or lingering trace of magic within 10 meters of you and make a Spellcraft Feat to ask the GM the following questions:
If you cast at the Cantrip Level, you may ask the GM one question for every two Bumps.
If you cast this at Level 1, you may ask the GM one question for every Bump you roll.
If you cast this at Level 2, you may ask the GM two questions for every Bump you roll.
If you cast this at Level 3, you may ask the GM three questions for every Bump you roll.
If you cast at the Cantrip Level, you may ask the GM one question for every two Bumps.
If you cast this at Level 1, you may ask the GM one question for every Bump you roll.
If you cast this at Level 2, you may ask the GM two questions for every Bump you roll.
If you cast this at Level 3, you may ask the GM three questions for every Bump you roll.
SHARPEN SENSES
Cantrip
Name one of your five primary senses (Sight, Smell, Taste, Touch, or Hearing). Gain Advantage on the next Feat you make which involves the use of this sense.
Level 1
You or a creature you can see enter a state of sensory enhancement, gaining Advantage on all Awareness rolls you make for the duration of the Scene.
Level 2
You or a creature you can see enter a state of sensory enhancement, gaining Advantage on all Awareness rolls you make for the duration of the Scene. Your enhanced senses allow you to automatically detect Hidden and Invisible creatures within 20 meters of your position (even if they are not within your line of sight). For the rest of the Scene, you know the exact position of all creatures within 20 meters of you.
Level 3
You or a creature you can see enter a state of sensory enhancement, gaining Advantage on all Awareness rolls you make for the duration of the Scene. Your enhanced senses allow you to automatically detect Hidden and Invisible creatures within 100 meters of your position (even if they are not within your line of sight). For the rest of the Scene, you know the exact position of all creatures within 100 meters of you. During this time, you are also fully aware of any Hidden, Invisible, or otherwise concealed traps, objects, passages, etc. within 100 meters of you, knowing their exact location at all times while they are within this range.
Name one of your five primary senses (Sight, Smell, Taste, Touch, or Hearing). Gain Advantage on the next Feat you make which involves the use of this sense.
Level 1
You or a creature you can see enter a state of sensory enhancement, gaining Advantage on all Awareness rolls you make for the duration of the Scene.
Level 2
You or a creature you can see enter a state of sensory enhancement, gaining Advantage on all Awareness rolls you make for the duration of the Scene. Your enhanced senses allow you to automatically detect Hidden and Invisible creatures within 20 meters of your position (even if they are not within your line of sight). For the rest of the Scene, you know the exact position of all creatures within 20 meters of you.
Level 3
You or a creature you can see enter a state of sensory enhancement, gaining Advantage on all Awareness rolls you make for the duration of the Scene. Your enhanced senses allow you to automatically detect Hidden and Invisible creatures within 100 meters of your position (even if they are not within your line of sight). For the rest of the Scene, you know the exact position of all creatures within 100 meters of you. During this time, you are also fully aware of any Hidden, Invisible, or otherwise concealed traps, objects, passages, etc. within 100 meters of you, knowing their exact location at all times while they are within this range.
TRUE SIGHT
Cantrip
Observe a creature within your line of sight and make an Awareness + Spellcraft Feat. For every 3 Bumps you roll, you may ask the GM one of the following questions:
Level 1
Observe a creature within your line of sight and make an Awareness + Spellcraft Feat. For every 3 Bumps you roll, you may ask the GM one of the following questions:
Level 2
Observe a creature within your line of sight and make an Awareness + Spellcraft Feat. For every 2 Bumps you roll, you may ask the GM one of the following questions:
Level 3
Observe a creature within your line of sight and make an Awareness + Spellcraft Feat. For every Bump you roll, you may ask the GM one of the following questions:
Observe a creature within your line of sight and make an Awareness + Spellcraft Feat. For every 3 Bumps you roll, you may ask the GM one of the following questions:
- Is this creature wearing a disguise?
- Is this creature using magic to conceal their true nature or appearance?
- What is this creature's biological sex?
- What is this creature's race and ethnicity?
Level 1
Observe a creature within your line of sight and make an Awareness + Spellcraft Feat. For every 3 Bumps you roll, you may ask the GM one of the following questions:
- By what name is this creature best known?
- Is this creature disguising its true nature or appearance?
- What is this creature's race, ethnicity, and biological sex?
- What is this creature's current emotional state?
- What is this creature's Bias towards me and my allies?
Level 2
Observe a creature within your line of sight and make an Awareness + Spellcraft Feat. For every 2 Bumps you roll, you may ask the GM one of the following questions:
- What are all the names this creature is known by?
- Is this creature disguising its true nature or appearance?
- What is this creature's race, ethnicity, and biological sex?
- What is this creature's current emotional state?
- What is this creature's Bias towards me and my allies?
- What are this creature's Resistances and Vulnerabilities?
- What Level or Challenge Rating is this creature?
Level 3
Observe a creature within your line of sight and make an Awareness + Spellcraft Feat. For every Bump you roll, you may ask the GM one of the following questions:
- What are all the names this creature is known by?
- What is this creature's True Name?
- Is this creature disguising its true nature or appearance?
- What does this creature really look like?
- What is this creature's race, ethnicity, and biological sex?
- What is this creature's current emotional state?
- What is this creature's Bias towards me and my allies?
- What are this creatures Resistances and Vulnerabilities?
- What Level or Challenge Rating is this creature?