Veracity

Curing Illusions Kinetics Necromancy Onieromancy Protection Veracity Telepathy


Danger Cognition (-3)

Effects: After the ritual is completed, the caster gains the danger sense quirk. This danger sense skill is equal to the caster's spell skill.

Cost: 4 te, 2 to maintain per duration

Time: 10 minutes

Duration: 1 hour

Requires: Empathy

Divination (type) (-2)

Effects: This ritual is specific to a type of divination, ie: Tarot, runes, astrology, I Ching, bibliomancy, etc. The divination method is not very relevant, although some forms are more suited to advice or destiny questions. The referee should make keep all rolls secret!

Unlike a normal ritual, divination varies depending on what information you are after. Asking for general advice is a difficult [20] ritual; ie: how should I deal with the problems at work?

Asking about your, or another's, destiny is hard as there are so many influences. This requires a very difficult [25] ritual roll. A successful roll will grant some useful knowledge of an event (or fate) which will happen within a number of days equal to the caster's spell skill squared.

Should the caster fail, the referee is free to lie through his teeth about what will happen. A successful roll should always grant some sort of useful information (even if it is just plot device ().

Cost: 2 te

Time: 5 minutes

Duration: 5 minutes

Requires: Tarot cards, runes, herbs, or dice.

Empathy (-1)

Effects: Sense a target's emotions. Target makes a battle of wills, if the caster succeeds, add +1 to psychology tests per two success points of the WP test.

Cost: 2 te (1 te per 10 minutes to sustain)

Time: 5 minutes

Duration: 10 minutes

Requires: Intention

Lifesense (-0)

Effects: The ritual allows the caster to sense all people (or animals) with a radius equal to the square of the caster's spell skill. The caster cannot discern who it is, only that there is someone there. This spell can sense through walls, but not through lead or other radio blocks.

Cost: 2 te, 1 to sustain

Time: 1 minute

Duration: 5 minutes

Requires: -

Seeking (-3)

Effects: The ritual allows the caster to search out a target or object. Valid searches could include a search for a cashpoint, her lost watch or a missing person. The rite requires the use of a pendulum, dowsing rod or a compass. Whatever the caster chooses the item will activated demonstrating the direction of the target. This ritual can be performed over a map to gain the same effects (of course, the target could still leave the area!).

The number of ritual success point gives the ritual's range (use the long range table but the successes replaces the penalty value. Ie: 2 successes gives a range of 5 miles while 8 successes means a 400 mile search). While the ritual is active, the caster will see the pendulum or compass swing towards the target. The caster will also get a viae as to how far the target is from them (ie: very close, near or very far away - it's always general, never an exact distance). This lock on will continue for the duration of the rite, but only one roll is allowed per day. A critical success grants a vision of the subject and their whereabouts. A fumble, however, gives a misleading clue or false vision.

If the caster knows the target well, add +1; if they have never met, -4 penalty. If the caster has a material link: hair or nail cuttings adds +4, a cherished possession (locket, wedding ring) adds +2.

Cost: 3 te, 2 to maintain

Time: 5 minutes

Duration: 10 minutes

Requires: Lifesence ritual. Requires either a pendulum, compass or dowsing rod(s).

Intention (-3)

Effects: On a successful battle of wills, the caster detects the true intention of a particular target; ie: hostile, neural, friendly, lusty, afraid, bored, etc.

Cost: 2 te

Time: 1 minute

Duration: Instant

Requires: -

Journey of the Mind's Eye (-9)

Effects: This powerful ritual allows the caster to move their point of perception around. The caster can drift through solids, but not lead, although this requires a difficult [20] ritual roll. Failure of this roll ends the ritual and the caster appears back in their body.

The journey has a basic duration equal to caster's spell skill in minutes. After this point, another average [15] ritual must be made or the caster snaps back into their body. The caster's movement rate is equal to an average of their sorcery base and spell skill expressed in meters per second. The caster's can see and hear, but cannot interact with the environment. However, dark rooms appear as twilight - even if the darkness is absolute.

Cost: 8 te, 4 to maintain.

Time: 5 minutes

Duration: Equal to spell skill rating in minutes.

Requires: Concentration, Lifesense and Nightvision.

Revelation (-8)

Effects: This complicated ritual allows the caster to see the presences of magical energies. The caster will see curses as dark auras around a victim, or as ghostly hands choking them. A death spell may show a scythe cutting across the victim or black flames might engulf them. Holy artifacts will glow with power, so a saint's staff may appear with a pleasant light but a knife for ritual murders would show a blood red cloud around it.

Creatures hiding their true nature will show their true form as a blury shadow over their existing shape. The GM has final say over what will appear and what will not. A demon taking the guise of a human would have it's true form revealed (but only to the caster). However, a vampire would not as their normal form is that of a human and a human that's had plastic surgergy would not appear any different either.

Cost: 6 to cast, 3 to maintain

Time: 10 minutes

Duration: 10 minutes

Requires: Telltale, Lifesence and Seeking

 

Telltale (-2)

Effects: On a successful battle of wills, the caster can detect if the target:

- has lied within the last few minutes (equal to spell skill).

OR

- the last thing the target said was a lie.

Cost: 2 te

Time: One minute

Duration: Instant

Requires: Empathy.


Curing Illusions Kinetics Necromancy Onieromancy Protection Veracity Telepathy