Diviners are in high demand, as every monarch, noble, guild master or merchant can make good use of their skills. They can be advisers, spies, investigators and inquisitors, or the means of long-distance communication. Many future employers even pay up the Wizard Apprenticeship Loans of their diviners, because a man with crippling debt is much more easily swayed by bribes than one deeply indebted to you.
Many employers confide in their diviners and would loath to see them leave with all those secrets in their heads.
There are several schools of diviners Around Here, of those the main three:
Many employers confide in their diviners and would loath to see them leave with all those secrets in their heads.
There are several schools of diviners Around Here, of those the main three:
- Cult of the Great Eye in the Sky members wear colourful clothes and always carry a book, a quill and a pipe. They smoke wide variety of dried herbs and weeds, dreaming in drug trance and writing down their visions, then translating them with the help of ancient dream books.
- All-Seeing Academy students wear white robes and gold girdles. They learn history and accounting and diplomacy and astrology. They often have a jewelled eye of gold and pearl grafted in their foreheads.
- Circle of Sightless Seers sends journeymen to travel the world and see other countries, different people and foreign traditions. They all speak several languages and many have picked up various tricks and skills from their travels. They carry a beautifully embroidered blindfold. It helps them concentrate and think, they claim.
You are Chartered.
Starting Items: In addition to normal wizard starting items, roll d4 for your school:
Perks & Flaws:
You have permanent Wizard Vision and thus can see spirits. This has multiple uses: invisible creatures are visible to you as faintly glowing outlines; angels, demons and ghosts are translucent but visible even when immaterial; enchanted items and possessed or cursed creatures have a faint aura around them; spellcasters, undead and magical beasts radiate magic. Don't forget to decrease your Wisdom or Charisma by 1d6.
You cannot tell an intentional lie. You may remain silent, tell technical truths or use evasive answers, so abuse your eloquence.
Cantrips:
Starting Items: In addition to normal wizard starting items, roll d4 for your school:
- Cult of the Great Eye in the Sky: a pipe and some dried herbs,
- All-seeing Academy: a fake gold girdle and an abacus,
- Circle of Sightless Seers: an embroidered blindfold and d6 ludicrous lies about your travels,
- you come from one of the smaller schools or from an independent master.
Perks & Flaws:
You have permanent Wizard Vision and thus can see spirits. This has multiple uses: invisible creatures are visible to you as faintly glowing outlines; angels, demons and ghosts are translucent but visible even when immaterial; enchanted items and possessed or cursed creatures have a faint aura around them; spellcasters, undead and magical beasts radiate magic. Don't forget to decrease your Wisdom or Charisma by 1d6.
You cannot tell an intentional lie. You may remain silent, tell technical truths or use evasive answers, so abuse your eloquence.
Cantrips:
- You can foretell the results in minor games of chance, such as coin flipping or dice rolls.
- You can foretell the weather a day in advance.
- You can perfectly memorize large amounts of information. If you stare at a room for a second, you will recall it with photographic clarity. Reading through a book will allow you to memorize it word by word.
Spell List:
1. Arcane Mark
R: touch; T: creature or object; D: [sum] hours
Place a unique, personal mark on the target.
For every [die] after the first, pick one of the following options:
R: touch; T: creature or object; D: [sum] hours
Place a unique, personal mark on the target.
For every [die] after the first, pick one of the following options:
- The mark will dimly glow.
- The mark will be invisible to those without wizard sight.
- The duration becomes permanent.
- You may target your spells through the mark as if you were touching the target (and even some non-touch spells), no matter the actual distance.
2. Emotion Reading
R: varies; T: one creature; D: concentration
You can discern the emotions of the target creature, including their strength. This also allows you to tell when the target is lying. At 3+ [dice], you can use this spell on spirits and undead.
Range of this spell increases with [dice]: touch at 1 [die], 10' at 2 [dice], 50' at 3 [dice] and 100' at 4 [dice].
3. Object Reading
R: varies; T: one object; D: concentration
You can read the psychic impressions left upon an object by emotionally or magically charged events in the item’s history. Longer concentration is required for older or less powerful events.
Range of this spell increases with [dice]: touch at 1 [die], 10' at 2 [dice], 50' at 3 [dice] and 100' at 4 [dice].
4. Alarm
R: [dice] x 20' radius; T: area; D: [sum] hours
You set an alarm against unwanted intrusion.
Until the spell ends, an alarm alerts you whenever a creature enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You can also choose whether the alarm is mental or audible. The alarm awakens you (and others if audible) if you are sleeping.
5. Corpse Sight
R: touch; T: dead creature; D: 0
You touch the corpse of a dead creature and experience a short vision of its last moments.
R: varies; T: one creature; D: concentration
You can discern the emotions of the target creature, including their strength. This also allows you to tell when the target is lying. At 3+ [dice], you can use this spell on spirits and undead.
Range of this spell increases with [dice]: touch at 1 [die], 10' at 2 [dice], 50' at 3 [dice] and 100' at 4 [dice].
3. Object Reading
R: varies; T: one object; D: concentration
You can read the psychic impressions left upon an object by emotionally or magically charged events in the item’s history. Longer concentration is required for older or less powerful events.
Range of this spell increases with [dice]: touch at 1 [die], 10' at 2 [dice], 50' at 3 [dice] and 100' at 4 [dice].
4. Alarm
R: [dice] x 20' radius; T: area; D: [sum] hours
You set an alarm against unwanted intrusion.
Until the spell ends, an alarm alerts you whenever a creature enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You can also choose whether the alarm is mental or audible. The alarm awakens you (and others if audible) if you are sleeping.
5. Corpse Sight
R: touch; T: dead creature; D: 0
You touch the corpse of a dead creature and experience a short vision of its last moments.
With 1 [die], you see the creature's last minute of
life. With 2 [dice], you see a relevant vision from its last hour. With 3
[dice], it's a vision from its last day. With 4 [dice], it can be any
information you require and the creature possessed.
6. Discern Direction
R: [sum] miles; T: creature or object; D: concentration
You can discern the direction from you to the target, if it is within range. This spell requires a token of the target to function. A used piece of clothes, a favourite item, a drop of blood, or a lock of hair for creature; a linked object for other object (a small, chipped-off piece, a sword and its scabbard, a coin and the chest it was stored in, a similarly looking object). No token is required for targets with your arcane mark.
6. Discern Direction
R: [sum] miles; T: creature or object; D: concentration
You can discern the direction from you to the target, if it is within range. This spell requires a token of the target to function. A used piece of clothes, a favourite item, a drop of blood, or a lock of hair for creature; a linked object for other object (a small, chipped-off piece, a sword and its scabbard, a coin and the chest it was stored in, a similarly looking object). No token is required for targets with your arcane mark.
At 2+ [dice], you also learn the rough distance to the target. At 4 [dice], the spell may be cast as an enchantment on the token, making it permanent and no longer requiring concentration.
You may also use this spell with no target to learn where north is.
7. Foresight
R: 0; T: self; D: [sum] rounds
You swiftly read the immediate future and adjust your moves.
Pick [dice] of the following options:
You may also use this spell with no target to learn where north is.
7. Foresight
R: 0; T: self; D: [sum] rounds
You swiftly read the immediate future and adjust your moves.
Pick [dice] of the following options:
- Gain +1 Defense. Can be chosen multiple times.
- Gain +1 Attack. Can be chosen multiple times.
- Automatically dodge every small missile fired at you (arrows, slingshots).
- Walk blind unimpeded, foretelling your every step.
- Learn about every trigger you were just about to set off (but you don't know what it will trigger).
8. Scry
R: [dice] x 100'; T: floating eyeball; D: concentration
You conjure an invisible, intangible, floating eyeball to any place that you designate. Unlike most spells, you do not have to have line of sight to cast it. As long as you maintain concentration, you can see through this eyeball with your normal sight.
This spell requires something to scry on, usually a mirror, quiet pool, clouds, or bonfire. At 2+ [dice], you can also hear through the eyeball. At 3+ [dice], you can also speak through the eyeball.
If you use an actual crystal ball when casting this spell, the range is instead [dice] miles. Crystal balls are rare enough that they are never offered for sale and most are ancestral relics.
This spell can be used through an arcane mark to conjure the eyeball near the target no matter the distance.
9. Dream
R: special; T: creature; D: concentration
This spell can be cast at any creature you have a token of (a used piece of clothes, a favourite item, a drop of blood, a lock of hair), or whom you have marked with arcane mark. You fall into a trance that lasts until you break concentration. Once your target falls asleep, you enter their dream. You can converse freely and exchange information in the dream, but upon waking up, the target must Save or forget the whole conversation. You will remember automatically.
You can also attack the target in the dream, causing them a terrible nightmare. The first of you or your target who is reduced to 0 hp during the dream fight wakes up abruptly, gaining no benefit from the rest and sleep.
10. Control Memories
R: touch; T: creature; D: concentration
You can browse the target's memories, share a memory with them, steal a memory from their mind, erase their memories, change them or fabricate new memories. You may affect up to [sum] minutes of memories at 1 [die], hours at 2 [dice], days at 3 [dice], or years at 4 [dice]. This spell requires time and concentration, so it can only be performed on a willing or helpless (bound, unconscious, ...) target and the spell fails if you are disturbed.
11. Commune
R: 0; T: self; D: 0
You contact the collective unconsciousness of humanity, the sleeping gods below the world, or some alien, omniscient entity.
You may ask the GM a question regarding a person, creature, object or a location. The question must be posed in in-game terms, no metagaming. The GM will narrate a vision that answers your question, which may require interpretation. More [dice] allow you to ask follow up questions on the same topic.
Once you have cast this spell regarding a particular thing, you must interact with that thing before you are able to glean further information by use of this spell. You can still cast the spell to ask questions on other topics.
12. Astral Projection
R: 0; T: self; D: [sum] hours
You step out of your body, leaving it comatose, and enter the spirit world. For the duration of the spell, you are for all intents and purposes considered a spirit and can move freely around the spirit world. As the duration expires, your spirit will instantly return to your body and you will wake up, but you cannot end the spell prematurely.
Should your body be killed while your spirit is away, Save or die. If you saved, you remain as a ghost and cannot return to the real world without some body to possess.
Should your spirit be killed in the spirit world, your body will remain soulless. Save or have some evil spirit possess your now empty body. Spirits are technically immortal, but someone would have to tend to your comatose body for 2d6 months (explodes on 6) before your spirit is reborn and can return to your body.
R: [dice] x 100'; T: floating eyeball; D: concentration
You conjure an invisible, intangible, floating eyeball to any place that you designate. Unlike most spells, you do not have to have line of sight to cast it. As long as you maintain concentration, you can see through this eyeball with your normal sight.
This spell requires something to scry on, usually a mirror, quiet pool, clouds, or bonfire. At 2+ [dice], you can also hear through the eyeball. At 3+ [dice], you can also speak through the eyeball.
If you use an actual crystal ball when casting this spell, the range is instead [dice] miles. Crystal balls are rare enough that they are never offered for sale and most are ancestral relics.
This spell can be used through an arcane mark to conjure the eyeball near the target no matter the distance.
9. Dream
R: special; T: creature; D: concentration
This spell can be cast at any creature you have a token of (a used piece of clothes, a favourite item, a drop of blood, a lock of hair), or whom you have marked with arcane mark. You fall into a trance that lasts until you break concentration. Once your target falls asleep, you enter their dream. You can converse freely and exchange information in the dream, but upon waking up, the target must Save or forget the whole conversation. You will remember automatically.
You can also attack the target in the dream, causing them a terrible nightmare. The first of you or your target who is reduced to 0 hp during the dream fight wakes up abruptly, gaining no benefit from the rest and sleep.
10. Control Memories
R: touch; T: creature; D: concentration
You can browse the target's memories, share a memory with them, steal a memory from their mind, erase their memories, change them or fabricate new memories. You may affect up to [sum] minutes of memories at 1 [die], hours at 2 [dice], days at 3 [dice], or years at 4 [dice]. This spell requires time and concentration, so it can only be performed on a willing or helpless (bound, unconscious, ...) target and the spell fails if you are disturbed.
11. Commune
R: 0; T: self; D: 0
You contact the collective unconsciousness of humanity, the sleeping gods below the world, or some alien, omniscient entity.
You may ask the GM a question regarding a person, creature, object or a location. The question must be posed in in-game terms, no metagaming. The GM will narrate a vision that answers your question, which may require interpretation. More [dice] allow you to ask follow up questions on the same topic.
Once you have cast this spell regarding a particular thing, you must interact with that thing before you are able to glean further information by use of this spell. You can still cast the spell to ask questions on other topics.
12. Astral Projection
R: 0; T: self; D: [sum] hours
You step out of your body, leaving it comatose, and enter the spirit world. For the duration of the spell, you are for all intents and purposes considered a spirit and can move freely around the spirit world. As the duration expires, your spirit will instantly return to your body and you will wake up, but you cannot end the spell prematurely.
Should your body be killed while your spirit is away, Save or die. If you saved, you remain as a ghost and cannot return to the real world without some body to possess.
Should your spirit be killed in the spirit world, your body will remain soulless. Save or have some evil spirit possess your now empty body. Spirits are technically immortal, but someone would have to tend to your comatose body for 2d6 months (explodes on 6) before your spirit is reborn and can return to your body.
Mishaps:
- Your MD only return on a 1-2 for 24 hours.
- You take 1d6 damage from psychic exhaustion.
- Random mutation for 1d6 rounds, then Save. Permanent if you fail. Eyes or mumbling mouths are preferable.
- Random insanity for 1d6 rounds, then Save. Permanent if you fail.
- You are blind for 1d6 rounds.
- Everyone you touch exchanges a random memory with you. Lasts 1d6 hours.
Dooms:
- You suffer from strange dreams and insomnia. For 1d6 days, Save each night or gain no benefit from the rest and sleep. Some of the dreams you receive might be prophetic, though.
- As above, but permanent. You often have dreams that hint at the future.
- In a single moment of terrifying enlightenment, you glance at the deeper truths and secrets of the Universe. You go completely, irrevocable mad. You sob, blabber and shout out mad prophecies.
The last doom can be avoided by cutting out your eyes.
Edit:
R: unlimited; T: creature, location or object; D: 0
You contact the collective unconsciousness of humanity, the sleeping gods below the world, or some alien, omniscient entity. You receive a brief summary of the significant lore about the target of your spell. The lore consists of myths, stories and legends. With more [dice], the lore will be more detailed and useful, even including secrets that were never widely known.
Edit:
- Reworked the emblems spells a bit, because they were way too similar. Removed the one below and Diviners now instead get Astral Projection.
R: unlimited; T: creature, location or object; D: 0
You contact the collective unconsciousness of humanity, the sleeping gods below the world, or some alien, omniscient entity. You receive a brief summary of the significant lore about the target of your spell. The lore consists of myths, stories and legends. With more [dice], the lore will be more detailed and useful, even including secrets that were never widely known.
I found a different divination-focused wizard here:
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