Path of the Divination Arcana

*“The future is what we make of it.”*

**Requirements**: Foresight (Magician)

**Path Completion Bonus**: +1 Wisdom AND +1 Spirit

## Core Abilities

**Diviner of Fate**

**Cost**: 300 XP

**Expedited for:** Magic

**Activation**: Passive

For every 5 abilities purchased in the Path of the Divination Arcana, gain +1 to casting rolls for spells in this Path.

**Fivesight**

**Cost**: 300 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Activation**: 1 Action

**Casting DL**: [ 10 / 14 / 18 ]

**Range**: Personal

Gain [ 2 / 3 / 4 ] Reactions and [ 1 / 2 / 3 ] Alert.

**Intuit**

**Cost**: 300 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Activation**: 1 Action

**Casting DL**: [ 10 / 14 / 18 ]

**Range**: Personal

You divine knowledge about an item, person, or location which you declare by name or sense (such as "here" or "that one" when you are near to your subject). If the subject has significant lore, such as popular tales, rumors, or divine purpose, you learn [ 1 / 2 / 4 ] pieces of lore. Otherwise, you may ask the GM [ 1 / 2 / 4 ] yes or no questions about the subject; the GM must answer truthfully --- if neither "yes" or "no" are truthful, the GM responds with a more truthful answer, such as "sometimes," "partially," or "impossible to determine." When this spell is successfully cast, in addition to the stated effects the GM may choose to give additional pieces of lore through obscured means, such as abstract poetry or imagery. Once this spell has been attempted on a subject, you cannot use **Intuit** on that subject until the next Intermission.

**Through Enemies' Eyes**

**Cost**: 300 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 4 / 8 ]

**Activation**: 2 Actions

**Casting DL**: [ 10 / 14 / 18 ]

**Range**: Personal

Choose [ 1 / 1 / 3 ] visible creature(s). While casting this spell, you see through their eyes. At the end of casting this spell, you know accurately their next intended [ 1 / 3 / 3 ] action(s). You also learn approximately how much HP, MP, and Vim they have remaining, rounded to the nearest 10. Until the end of your turn, their sight lines count as yours for the purpose of line of sight.

**Visions of the Future**

**Prerequisite**: **Through Enemies' Eyes**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 4 / 8 ]

**Activation**: 12 Actions

**Casting DL**: [ 11 / 15 / 20 ]

**Range**: Personal

You look into the immediate future. Any allies with whom you discuss your visions during the spell's cast also gain the benefits of this spell. Those with knowledge of the future gain [ +4 / +9 / +18 ] Initiative until the next Rest. Additionally, while the spell is active, each affected ally may reroll any [ 1 / 2 / 4 ] rolls.

**Divine Commune**

**Prerequisite**: **Visions of the Future**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 4 / 8 ]

**Activation**: 12 Actions

**Range**: Personal

This spell automatically succeeds and does not require a casting roll. You commune with divine beings to answer a single question. Roll [ 8d6 / 6d6 / 4d6 ]. If the result is less than your Spirit + Wisdom + Level, you may ask any higher power one yes/no question which they are obligated to answer truthfully, if not helpfully. If you have a connection to a specific higher power, halve the result for the purpose of determining success, but you may commune only with this being. This ability is usable up to WIS times per Quest.

**Augury**

**Prerequisite**: **Visions of the Future**

**Cost**: 600 XP

**Expedited for:** Magic

**MP Cost**: [ 3 / 6 / 9 ]

**Activation**: 12 Actions

**Range**: Personal

You predict the outcome of a future action, specifying the action on casting. The GM secretly rolls 3d6. If the result is higher than [ 15 / 12 / 9 ] minus your WIS, the spell succeeds. Upon success, you receive one of four responses: likely good, likely bad, mixed results, or neither good nor bad. A failed cast returns "neither good nor bad" if the failed roll was even, or "mixed results" if the failed roll was odd. These results can see [ 1 hour / 24 hours / 1 week ] into the future; any results past that are unseen by **Augury**. Additional castings on the same prediction use the same die result and cannot provide further information.

**Third Eye**

**Prerequisite**: **Augury**

**Cost**: 700 XP

**Expedited for:** Magic

**Activation**: Passive

You are always peeking at the future, just a little bit. This has all of the following effects:

* You can never be caught off-guard or ambushed
* Once per Rest, you may reroll any roll
* At the start of every Encounter and at the start of each of your turns, whenever you have 0 Alerts, gain 2 Alerts

**Improve Fates**

**Cost**: 300 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation**: 2 Actions

**Range**: 12 meters

You see the strings of Fate before you and pull them closer to your allies. Until the next Rest, for a number of times equal to your Spirit [ -3 / +0 / +3 ], an ally (excluding yourself) within range of you may reroll one die as a Free Reaction. You decide which dice are rerolled. A die may be rerolled more than once. This spell may be attempted WIS times per Quest.

**Lesser Luck**

**Cost**: 300 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation**: 1 Action

**Range**: Touch

You imbue luck within one ally creature touched. Until the end of the Encounter, they may reroll up to [ 1 / 2 / 4 ] rolls. You may cast this on yourself. A creature cannot gain additional rerolls while they have rerolls remaining.

**Fate Infusion**

**Prerequisite**: **Lesser Luck**

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 4 / 8 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 1 Reaction

**Range**: Personal

You infuse a spell you cast this turn with the power of destiny. The spell’s casting roll gains a [ +2 / +3 / +6 ].

**Divined Destiny**

**Prerequisite**: **Fate Infusion**

**Cost**: 500 XP

**Expedited for**: Magic

**MP Cost**: [ 3 / 6 / 12 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 12 Actions

**Range**: Personal

Roll [ 1d6 / 3d6 / 9d6 ] and set those dice aside. Until the next Rest, you may swap any dice you roll with dice from this pool, treating the new set of dice as if you had rolled it. The dice now added to your pool from this swap can be swapped for other dice during the remainder of the Act. This effect occurs as a Free Reaction and may happen at most once per Round.

**Manifest Destiny**

**Prerequisite**: **Fate Infusion**

**Cost**: 500 XP

**Expedited for**: Magic

**Activation**: Passive

You may re-roll any roll once per Rest.

**Web of Fate**

**Prerequisite**: **Divined Destiny**

**Cost**: 600 XP

**Expedited for**: Magic

**MP Cost**: [ 6 / 12 / 24 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 12 Actions

**Range**: 12 meters

This spell functions as **Divined Destiny**, but dice may be swapped with rolls by allies and enemies.

**Great Misfortune**

**Prerequisite**: **Web of Fate**

**Cost**: 700 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: Touch

You imbue great misfortune within the creature touched. They must succeed a Spirit check versus your Spellpower or take this debuff: all dice rolled by that creature resulting in a [ 6 / 5 / 4 ] or higher is treated as a 1.

**Greater Luck**

**Prerequisite**: **Web of Fate**

**Cost**: 700 XP

**Expedited for**: Magic

**MP Cost**: [ 6 / 12 / 24 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: Touch

You imbue great luck within an ally creature touched, granting the buff *Greater Luck*: All dice rolled by that creature resulting in a [ 1 / 2 / 3 ] or less may be re-rolled. You may cast this on yourself.

## Course of Heroism

**Serendipity**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 3 / 6 / 9 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: 12 meters

You draw luck to your allies. While you are maintaining this spell as a Reaction, you hold [ 1 / 3 / 5 ] Hero Points that you or any of your allies may spend as long as the spell is maintained. These Hero Points may not be spent for Bonus XP.

## Course of Conditions

**Divine Predictions**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited for**: Magic

**Activation**: Respite, 3 MP

Name up to SPI abilities that you and your allies will use in the next Encounter. During the next Encounter, after you or an ally uses a named ability, they gain an amount of temporary Vim and MP equal to the amount of Vim and MP spent on the ability. This effect can trigger once per ability.

## Course of Wounds

**Wounds Foreseen**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Wounds

**Cost**: 400 XP

**Expedited for**: Magic

**Activation**: Passive

When rolling for a Grievous Wound, after seeing your result you may choose to add 1 to it. If you have completed the Path of the Divination Arcana, you may choose to instead add up to 2 to the result.

## Course of Surroundings

**Foresee Environs**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost:** [ 0 / 1 / 2 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: 120 meters

You foretell of the surroundings in your future. Name a type of Environmental Object. In the next Encounter (within the range of this spell), if such an object could reasonably exist in this location and no objects of this type already exist in the Scene, you place [ 1 / 2 / 4 ] such objects in the Encounter. The GM may then move your placed objects within 6 hexes of your original locations. Objects may take up more than 1 hex, for example, a patch of Slippery ground may be several hexes in radius, at the GM's discretion.