Divination

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Divination is a spellcasting Realm, that deals with remote sensing and detection. It cannot see into the past, nor into the future, and it cannot detect magic, at least not well. For that, you want the MetaMagic Realm.

The only way to see into the past, is to use Necromancy to contact the spirits of the dead.

The Realm of Thought Magic offers medium-distance telepathic-communication Spells that work on their own, but also some longer-ranged ones that have Divination as a prerequisite.

Note also that Pushing works particularly well for Divination, both in terms of Range, and in terms of Duration for those Spells that has one, but only for actual Divination Spells, not for Spells in other Realms that have Divination as a prerequisite.

Contents

The Realm of Divination

General information about the Realm

Simple Spells

Put all Spells here that do not utilize Build Points at all, sorted according to sub-Realms or themes into sub-sections.

sub-Realm

sub-Realm

Build Spells

Put all Spells here that use Build Points

Build Point Usage

Define here all the things that Build Points may be spent on

Related Item Abilities

Item Abilities that are classified as belonging to this Realm for the purpose of avoiding the out-of-Realm tax on Investments.

Pertinent Enchantments

Alternate sub-Realms

Other sub-Realms that are legal choices, e.g. "horizontal" sub-Realms for Necromancy

The world

World impact

The Ärth setting

Design Notes

Inheritance

Divination is inherited from Quest FRP v2.1, which had two Disciplines, Divination for Mages, and Clerical Divination, but it has been substantially modified, and deals more with remote sensing, and with all abilities to see into the past or future removed, in order to make it more suitable for RPG usage. Also, many more Spells have been added.

Log of important changes

Quick mini-glossary

See also

Tables

Table for Spells:

SL Spell
name
Effect CTI R. Dur. Res. Notes
Normal Strong
Magic
Very Str.
Magic
1 sn effect SM VSM cti r d no xyz

Table for Greater Spells:

GSL Spell
name
Effect CTI R. Dur. Res. Notes
Normal Strong
Magic
Very Str.
Magic
3 sn effect SM VSM cti r d no xyz
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