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SCHOOL OF DIVINATION

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Divination spells enable you to learn secrets long forgotten, to predict, to find hidden things, and to foil deceptive spells. Keep in mind that for RP, Detect Magic/Good/Evil etc may not work on a character that is effectively cloaked. Also, unlike in D&D alignment is not absolute in AC. Your 'victim' detects whether you detect them as good/evil or not, even if OOC you are of the opinion they are.


Unless otherwise noted, each spell can be used twice per day during combat. Outside of combat, reasonable use applies. In cases of friendly roleplay where a certain effect is agreed upon as exerting a positive effect on the story, magic limitations in combat can be exceeded if both parties agree.


Any material components listed must be in your possession before casting a spell. Additional material components may be required based on your class of character.



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LOW LEVEL SPELLS

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Detect Evil OR Detect Good

You can sense the presence of Evil OR Good (keep in mind AC alignment is NOT absolute as in D&D). The amount of information revealed depends on how long you study a particular area or subject: presence or absence of evil, number of evil auras (creatures, objects, or spells) in the area, and the power of the most potent evil aura present. If you are of good alignment and the strongest evil aura’s power is overwhelming, you may be stunned.
No material component.


Detect Thoughts

You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Arcane Focus: A copper piece.
No material component.


Detect Undead

You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area and can range from whether or not undead are present, to which kinds of undead and their status if focusing long enough. Does not apply to vampires.
No material component.


Arcane Sight

This spell makes your eyes glow blue and allows you to see magical auras surrounding creatures, items or lingering in locations. A magical aura can only tell you if a creature has magical skill, not its race or supernatural abilities. It can tell that an item is magical, but not its exact properties. A lingering aura can tell you a spell has recently been cast in the location. The more powerful the spell, the brighter the aura and the longer it lasts.
Material Component: Common.


Comprehend Languages

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Magical writing cannot be read, though the spell reveals that it is magical. It does not decipher codes or reveal messages concealed in otherwise normal text.
Material Component: Common.


Detect Animal/Plant

You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a specific kind of animal or plant when using the spell. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant. It does include the ability to search for shifted animals. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Material Component: Common


Detect Poison

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with an extra cast. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Material Component: Common


Augury

An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. If the augury succeeds, you get one of four results: Weal (if the action will probably bring good results). Woe (for bad results). Weal and woe (for both). Nothing (for actions that don’t have especially good or bad results). If the spell fails, you get the “nothing” result. The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result.
Material Component: Common AND Ritual.


Identify

The spell determines the magic properties of a single magic item, including how to activate those functions (if appropriate). Identify does not function when used on an artifact.
Material Component: Ritual.


Know Direction

You instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.

Material Component: Common.

Read magic

By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic.
Material Component: Rare.



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HIGH LEVEL SPELLS

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Locate Object

You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand. The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell.
Material Component: Common.


Speak with Animals

You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
Material component: Common.


Speak with plants

You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn’t make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly toward you, it may do some favor or service for you.

Material component: Common.


Commune with nature

You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting. The spell does not function where nature has been replaced by construction or settlement.
Material Component: Ritual.


Discern Lies

You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not force or reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.
Material Component: Rare.


Telepathic Bond

You forge a telepathic bond with another creature. The bond can be established only with a willing subject. You can communicate telepathically through the bond regardless of language. No special power or influence over the other person is established as a result of the bond.
Material components: Rare.


Tongues

This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, except for secret languages such as that of the Romani. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. This spell does not predispose any creature addressed toward the subject in any way.
Material Component: Rare.


Divination

Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. 

Material Component: Rare AND Ritual.


Greater Status

When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject becomes incorporeal, visits the demonic realms, or dies - the spell ends immediately.
Material components: Occult AND Ritual.

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