This is an old revision of the document!


Divination

This power includes magical scrying, finding the truth about something, and making assessments or declarations.

Augury

You can make predictions about the future as a form of declaration. Once per session you may roll against a set difficulty provided by the Story Teller. If successful then you make a true prediction creating a temporary “augury aspect”, if the target is a person they receive the aspect for the duration of the adventure. Auguries have a base difficulty of Mediocre(+0) and the final result is never straight-forward, instead you get something cloaked in a metaphor. Only one augury can be in effect at any one time - until it has be finished or the adventure ends a second attempt will always fail.

Find Object or Person

A character can use dowsing, clouds, movement of birds, tossing the bones, or reading the fire to locate an object or person. Treat the target as hidden

Prophetic Dreams

Similar to Exposition and Knowledge Dumping trapping, the Story Teller can use the character's Divination skill to convey information via lucid and prophetic dreams. Information is always vague and metaphorical as auguries above.

Second Sight

Can use Divination like Alertness to detect the presence of ghosts, spirits, and magic. The player can use this trapping to make an assessment or discover an aspect of the locale.

Analyze Curse

Can make assessments or declarations determining the nature of a curse afflicting a location, person, or object. The base difficulty is Mediocre(+0) unless the curse is deliberately concealed.

See also: Stunts (list)

Scrying

Clairvoyance and clairaudience let you use Divination instead of Investigation on any location within range; locations you can’t physically see are hidden targets. Crystal balls, scrying mirrors, pools of enchanted water, etc, are optional components for this stunt in order to overcome distance.

True Sight

You can perceive invisible, camouflaged, shapeshifted, or transmuted targets if you overcome the difficulty of the power concealing them. Shifts indicate the degree of truth discerned. The optional components for Scrying apply for True Sight also.

Understand Languages

You can use Divination as a knowledge skill or in assessments or declarations to understand spoken or written languages. Some languages are more difficult than others, and may require a Fate point for especially ancient or arcane tongues or scripts; shifts generated indicate the information gleaned.

Precognition

The character is unusually adept at predicting future events. With this stunt, he may make two auguries per session, instead of the usual one.

Question

Requires Scrying

Once per session, you can divine the answer to a single yes/no question. Base difficulty is Mediocre (+0) unless someone is trying to mask the truth. At least one optional component for Scrying is mandatory for this stunt.

See into Person’s Heart

You can use Divination instead of Empathy. This takes a few minutes, and can be resisted; shifts generated can speed up the process, so often it yields information faster than Empathy. Optional components for this stunt include Scrying components (crystal balls, etc), or aids such as cards, yarrow sticks, animal entrails, or even reading palms or bumps on heads.

Vision

Requires two other Divination stunts

Once per session, you may request a vision from the Story Teller about a specific subject (this can be an abstract subject, or a location or person), and roll Divination against a Mediocre (+0) difficulty. The shifts determine the detail of information gained. The vision may be arcane and metaphorical, or magnificent and overwhelming; it may relate to the future, or an unknown truth about the subject.

On a power fumble, the vision is shattering, and you undergo an epiphany: take an immediate Composure consequence. Depending on circumstances, sufficiently powerful epiphanies may cause permanent aspects.