Information
Spells
LEVEL 1:
1) Know Curse 1- Tells the type of curse and method for removing it.
2) Know History- Creates a document that gives a very brief history of an item,
image or historical figure. Its length is 1-3 paragraphs.
3) Know Rune- Triggers the information output of a rune.
4) Detect Spirit- Detects the presence and color of a spirit in a grave, item, or
pile of bones.
5) Detect Magic 1- Detects the presence of magic on any one item.
6) Detect Power- Detects the presence of a power in any one small area.
7) Detect Curse 1- Shows the existence, nature, and area of effect of an active
curse.
8) Seance- Allows communication with white, gray or brown spirits only. This spell
does leave the character open to attacks or possessions by the spirit.
9) Second Sight- Grants a brief vision with controlled focus on the intended target
of the casting. However, the time factor of the spell cannot be controlled...the vision
can be from the past, present or a potential future.
10) Detect Trap and Lock- If present, shows the residence and level of a trap and
lock when cast on a specific object.
11) Augury- Gives a "Yes" or "No" answer to a specific question
to which there are no realistic variables at that time. (Simple answer to simple
question.) *
12) Identify Alchemical Items & Components - Determines the properties and uses
of plants and components for alchemical purposes, as well as identifies dusts, potions,
elixirs, salves and unguents.
LEVEL 2:
1) Read Magic- Allows character to read magic writing. This would allow up to
two unknown scrolls to be identified.
2) Tongues- Allows character to understand strange written or spoken languages that
were in existence at the time of the spells creation during the Great School Era.
3) Find The Path- Divines the general direction and relative distance of something.
4) Limited Retrocognition- Shows one limited static scene from the past with
controlled focus on the intended target of the casting. However, the time factor of the
spell is limited to 100 years per level of the evoker of the spell.
5) Identify 1- Determines the general property of an item on which detect magic has
been cast. (Example: ID 1 cast on Margen's sword will tell that it is +3 blade and has 2
special abilities. If cast on a channeled item, it will reveal the spells and number of
charges in the item.)
6) Clairaudience- Allows a person to overhear the current conversation or messages
of other known individuals, subject to a range limitation.
7) Know Spell- Has two different applications, of which one must be chosen per use.
{#1} This spell, when cast on a small area, will tell what spells are either in effect at
the current time, or have been cast there recently. {#2} This spell must be cast on a
creature or person, and will reveal the nature of all channeled items and personal spells
the target creature has functioning.
9) Know Glyph- Identifies the function and purpose of a glyph, and may trigger it
at the caster's discretion.
10) Portent - Enacts a divination that gives somewhat vague information about an
event or person in the past, present or future (A standard tarot reading with cards only.
A simple answer to a more complicated question.) *
11) Know Toxin- Detects the presence of a poison or disease in a small area of 5'
by 5'. This spell also shows the effects and name of the malady as well as the level of
the venom's lethalness.
12) Detect Curse 2- Reveals the presence of a cursed item and the action or actions
that will trigger it.
LEVEL 3:
1) Know Lore- Creates a document that gives a moderate history of an item, image
or historical figure. Its length is 1-2 pages.
2) Death Lights- Causes illusionary lights to replay a death scene, but only if the
corpse or item causing death is present.
3) Identify 2- Identifies specific properties of a permanent magic item. (Example:
ID 2 cast on Margen's sword will reveal that it is a +3 blade, will warn its owner of doom
once per day, and will prevent the death of its wielder at the hands of any undead.)
4) Detect Magic 2- Detects the general nature and specific spheres of magic in a 25
square foot area of effect. If the magic item or spell is totally encased, then it will
not be visible or possible to ID. ( Example: A Pen of Spirit Writing would be revealed as
a "Permanent Information item. If the same pen was placed in a closed box, nothing
would be learned as the caster would not be able to "see" the item, and thus
"know" what it was, as the target of the spell must be visible to be
understood.)
5) Know Curse 2- Tells the nature of a curse, who placed it on the item, and may
reveal the reason for the item being cursed.
6) Omen- Provides a more detailed divination of an event or person in the present,
future or past (For example, a tarot reading with interpretations for each card in its
position. A more complex answer to a complex question.) *
7) Tracking- Reveals previous movement through an area or the path taken by a
specific quarry.
LEVEL 4:
1) Locate Object- Provides detailed information on an item's location if no
means of divination blocking is in place.
2) Detect Magic 3- Detects and ID's specific spheres of magic in a 25 square foot
area of effect, and tells what the function or purpose of the spells might be. If the
magic item or spell is totally encased, then it will not be visible or possible to ID. (
Example: A Pen of Spirit Writing would be revealed as a "Permanent Information item,
whose purpose is to convey the messages of spirits to its user. If the same pen was placed
in a closed box, nothing would be learned as the caster would not be able to
"see" the item, and thus "know" what it was, as the target of the
spell must be visible to be understood.)
3) Psychometry- Divines the origin and purpose of an item as well as gives psychic
impressions of the item's previous owners (how they felt about it, significant events in
the owner's life that the item was present at. For example: a man's wedding ring may
retain impressions of the love that he felt toward his bride or perhaps images from the
moment of his death).
4) Know Sigil- Identifies the function and purpose of a sigil, and may trigger it
at the caster's discretion.
5) Retrocognition- Replays a full scene from the past, including nuances of intent
and emotion, but there must be some link to that scene present for the spell to function.
However, the time factor of the spell is limited to 150 years per level of the evoker of
the spell.
6) Precognition- Divines the likely consequences of a set of actions.
7) Clairvoyance- Shows events in a known area that are presently occurring, subject
to a range limitation.
8) Vision- Provides a detailed vision of events or persons in the present, future
or past. (A detailed answer to a complex question.) *
LEVEL 5:
1) Know Legend- Creates a document that gives the full history of an item, image
or historical figure. Its length is 3 or more pages.
2) Prophecy- Provides a detailed understanding of one event or person in the
present, future or past. ( A clear answer to a specific, broad-scope question) *
3) Detect Magic 4 - Detects and ID's all magic items and spells in a 25 square foot
area of effect, whether they are hidden or not.( Example: A Pen of Spirit Writing would be
revealed as a "Pen of Spirit Writing; a permanent item, with three uses per
adventure.
4) Endow Artifact- Creates a permanent magic item of the Information Sphere when
cast in conjunction with the desired spell..
* These spells may be purchased for personal use by Diviners only.