Web of Awareness, Presence of Mind OR Unrede

Art: Divination

Ruling Planet: Mercury

Sphere: Common

Wraps the recipient in an extra-sensory field of perception that raises his effective level of awareness for the DUR, acting to extend the reach of the Sentry aspect of the Perception skills outwards like a gossamer web permeating the entire AoE designated by the caster, centered on the bearer of the charm and travelling with his as he moves. The bearer of the charm need not be able to see or feel any creature, being or object moving through the AoE in order to receive notice of them. Intervening obstacles whether architectural or features of the landscape are robbed of their ability to provide cover to those who might use them to sneak up on him. The Web allows the bearer to “feel” in an extra-sensory manner any occurrence or telltale movement that the Sentry skill would, under more immediate and mundane circumstances, reveal to him, the movements of servants through the halls, the entrance of strangers into the building, identifying the movements of those known through previous personal experience by the pattern of the movements, familiar footsteps.

In these ways, the Web enhances the Sentry aspect of the Perception skills, providing an effective SL equal to (POT) if the recipient has not cultivated any of his own, or adding (POT) to any existing SL’s the recipient has earned. All of this applies ONLY within the bounds of the Web’s AoE. The Web’s effect also compounds or “stacks” with the effects of a Sharp Sense charm, where those effects overlap, if at all (GM’s discretion). At the caster’s discretion, the Web can be pinned in place so the bearer of the charm can wander freely in and around or even beyond its bounds, but still receive the information it provides.

This charm also carries a “Presence of Mind” or “Unrede” aspect that can be used to heighten the degree to which the bearer is attentive to the flow of events around him, how “plugged in” he is. In game terms, he is provided a bonus of (POT) to every Initiative roll made on his behalf for the DUR.

The reverse or “Unrede” aspect of this charm insulates the target from the flow of events around him, so he pays but little attention and just goes about his own business, actually robbing him of the ability to realize the urgency of the events around him until the very last second. This leaves him flat-footed, reducing every Initiative roll made on his behalf by (POT) for the DUR.

If it is not already in his repertoire, this charm provides the practitioner with a bridge to the “Distraction”/“Iron Concentration” charm, giving him the means and background to research it and develop a treatise on it such that he may learn it by virtue of his own studies and practice.

This charm can be resisted normally.

Weather Sense

Art: Divination

Ruling Planet: Mercury

Sphere: Common

The Weather Sense charm imbues the bearer of the charm with the innate ability to “smell”, “taste” and “feel” the coming of changes in the weather in the air, whether the current trend continues or a new front is about to come through and change everything, whether the temperature is set to rise or fall, a little or alot, if the direction of the wind may change or the velocity, a little or alot, whether precipitation is about to arrive and start to fall and in what form: hail, sleet, freezing rain, a little or alot, torrential downpours, or special weather events occur such as thunderstorms, accompanied by tornadoes, and lightning storms, hurricanes, blizzards, or the like. The information resulting from the dweomer’s power applies only to an area of up to (AWA + POT) furlongs in radius, though of course the front moving in and the change in weather it brings which has been foretold almost certainly affects a (much) larger area. The charm can warn the bearer of the charm of impending weather changes up to (POT) hours in the future. IF more than one change is to occur in the area within this window of time, revelations of each occur in order from the most imminent to that which is to occur farthest into the future. Cast upon a character that has the Weather Sense skill, the POT of the charm is added to his SL for the DUR.

IF the caster also has the Prescience or Prophesy and Augury Spirit Skill, its SL is added to the casting AV and ALSO to the effective POT of the dweomer, but AFTER it is cast (i.e., it does NOT raise the casting DV, as using a greater amount of POT normally would). Whatever the basis that was chosen for the character’s Spirit Skill in this regard, (Aeromancy, Geomancy, Pyromancy, Hydromancy, Cartomancy, Rune Mal, etc., as detailed in the description), must be used as the basis of the casting of this magick when it is performed as Low Magick.

Once the dweomer has provided the information it is designed to grant, it dissipates, its purpose discharged. It has no DUR beyond this.

This dweomer may not be resisted.

Walk in Another’s Shoes

Art: Divination

Ruling Planet: Moon, Pluto

Sphere: Common

The “Walk in Another’s Shoes” magick is directly related to and derived from the “Read” skill, more specifically the “Read Body” skill, and is bound by the same rules regarding minimum POT required as a work of Sorcery.

IF the character has learned the “Read” skill and is not trained in this one, he may research it and develop it on his own from his “Read Body” skill. The “Walk in Another’s Shoes” skill is tracked separately in SL during play, according to the use it gets, normally, BUT does NOT require a skill slot of its own in the character’s trade memory but is considered as part and parcel of the “Read” skill for that purpose.

This charm conjures a continuous series of visions, raising physically insubstantial phantoms to re-enact the events experienced directly by the subject of the charm and within his immediate environs within (DUR), as allowed by POT, but counted back through time into the past from the point in time of the dweomer’s casting, for the practitioner’s benefit. It is up to the caster to use enough POT to make the DUR into the past yield a significant or useful period of time.

The subject of the charm must be living, or have been deceased for no longer than (caster’s HRT) + (POT) or + (trade SL) minutes, whichever is less. “Corpse Tale” must be used to read the past of those dead longer than this. If the subject is deceased, the caster must complete the casting by laying his hand upon the body, regardless of the form in which the charm is cast. Otherwise he must be within RNG or familiar to the caster through previous personal experience, or the caster must have an artifact to use as a Bond of Resonance to transcend that limitation.

For the purposes of the visions, the practitioner must pick a location at which he knows the subject of the charm visited. If it is a location the subject visits or visited frequently, the charm latches upon the most recent visit, or the visit the caster is most concerned with, if he have a day and date in mind. This becomes the point at which the charm guides the caster’s steps into those of the subject, and from which the steps of the subject of the charm are followed backwards through time.

While walking in the subject’s shoes by dint of this charm, the caster is subject to all of the sensory input experienced by him, seeing, hearing, smelling, tasting, and feeling (inside the body and on the skin/surface) all of the things the subject experienced for the DUR.

The caster has the option of stopping the progress of the visions at any point to enable him to turn and look about to study the environs and its features and occupants more closely, BUT the caster is constrained to walk ONLY in the subjects footsteps, following his exact path, making every motion and gesture, saying every word, performing every act that the subject did as the visions progress. He must take every step and follow his path in every way. If the subject gets injured, the caster suffers that pain (up to a limit in physical POT equal to the POT of the Walk charm), subject to P-RES checks, Stun and unconsciousness as if he suffered the injury himself, as applicable (GM’s discretion).

The immediate environs of the subject in whose shoes the caster Walks extends roughly (SPT) or (POT) feet in 360°, whichever is greater. Beyond this, the phantom visions conjured dissolve in a misty haze. While the caster is free at any time to deviate from this path and the reenactment he must perform through it, BUT doing so breaks the Walking Divination as surely as if the charm had been dispelled. The caster cannot stray from the subject’s path to examine any part of the surrounding scene without breaking the charm, although he is free to pause and examine the surroundings and its features and occupants from the subject’s own point of view as he likes – likely a great deal more than the subject himself did at the time being reenacted.

The vagaries and tricks of the mind and/or memory do NOT affect the visions the caster views in any way; the Divination always reveals to the caster those things that actually happened, viewing the vibrations impressed on the body of the subject by people, events, and places experienced. IF the subject in whose shoes the practitioner is walking encountered any Glamouries along the way, they will be perceived in the same manner in which the subject received them. The caster has the power to stop the vision when he suspects Glamourie, or knows it is in play due to previous personal experience where familiar locations are involved, and look aside from the specific point of view of the subject to see the setting as it currently is in contrast to that revealed by the charm.

The phantoms conjured by the Divination can be commanded to replay events commencing with those of the point in the subject’s path they have found and leading forward through time from there, if the DUR provides a long enough span of time and the path is old enough for that to provide a meaningful amount of information, OR start at that point and run backwards further into the past the same amount of time.

The visions may be scrutinized, replayed or even frozen on a single moment in the caster’s sight in order for him to glean all the pertinent information that he may desire for the magick’s DUR as allowed by POT if tied-off, normally, or for as long as the caster chooses to maintain the dweomer, if the optional DUR rules are in play. Reviewing what the Divination has to reveal has the potential for taking a great deal of time.

As the period of the past available for the caster’s perusal can be quite long and most of the events transpiring during that time very likely holding no interest at all for the caster, he is able to effectively “scan” through the visions and events played out by the phantoms conjured. This may be done in one of two ways; the first allows the caster to dictate a specific date and time from which the events are replayed. This may be changed and repeated as desired without restriction or penalty. The second allows the caster to skip along the emotional high-points of events in the AoE, as these are the easiest to find. In this approach the visions halt to replay only those events permeated by high emotion on the subject’s part, great love, bitter hate, tears of sadness or of joy, verbal and especially physical violence. The actual events replayed may be nothing more than the subject watching another pass by, but the emotion between them be sufficient in tenderness and love or bitter rivalry and hatred to make the dweomer stop and take note. This approach is best when the caster is not quite sure who it is he is looking for or exactly the nature of the events he is looking for.

The visions conjured are completely intangible, only visual in nature. The caster may interact with them in no way whatsoever.

These visions are visible only to the caster, only flutterings of movement may be peripherally perceived by others, and then only by those who are members of one of the magick-wielding trades, or who have or have been gifted with the Sight.

If it is not already in his repertoire, this charm provides the practitioner with a bridge to the “Conjure Shadows of the Past” charm, giving him the means and background to research it and develop a treatise on it such that he may learn it by virtue of his own studies and practice.

This magick may not be resisted.

Tell-Tale, Plume of Dust, Signal Flare, (Foe) Marker

Art: Divination

Ruling Planet: Mercury

Sphere: Common

The dweomer attaches a marker of sorts to the bearer or recipient (object, creature and/or being) that is visible even to mundane eyes. This can take on a number of different manifestations, depending on the caster’s needs and the element with which he is affiliated by birth. For those practitioners born under air signs, the charm creates a small dark cloud to hang directly overhead of the target or recipient, similar in appearance to a rain cloud but rather small and flickering with occasional flashes of lightning within, or even a glittering rainbow of jewel-toned color arcing through the sky which can then be followed as a guide by the caster from his position to that where the object, creature or being so marked is located.

Those born under earth signs can mark the target or recipient so that whenever he sets foot outside a building the charm kicks up a plume of grit, dust and debris multiplied by the dweomer so it soars up into the sky and provides a dun-colored Plume of Dust that acts as a visual marker so the recipient may be tracked or so as to mark his position or warn of his approach. The Plume only rises up when the recipient is outdoors and moving, regardless of the rate of speed and, once the recipient’s stops moving or enters any shelter, it dissipates on the wind at a rate of 1 point of effective POT per minute.

Those born under fire signs can conjure a Signal Flare, a fiery streak arcing upward from the bearer of the charm high into the sky to explode in a splash of coruscating brilliant fire like a signal flare or a firework display that does not dissipate but hovers continuously showering its sparkling brilliance from overhead.

These may be used to follow the movements of an object, creature or being, or to mark a location to which the caster wishes to be able to find his way back, or even to signal his own location to others who may be searching for him.

The Marker may be seen from up to [(observer’s AWA) + (POT)] miles due to its elevation. It can be used as a guide only in the manner described for the directional “bump” produced by the “Charm of Direction”. While showing true direction as the bird flies, it does not warn nor otherwise take into account the difficulties of any obstacles that may lie between the object, creature, being or location sought and the caster himself.

This dweomer is commonly found in Wardings and bundled with Alarum charms as a visual means of alerting those concerned when their defenses have been tested or breached.

This dweomer can be resisted normally when cast upon any creature and/or being.

Speak in Tongues OR Babble Hex

Art: Divination

Ruling Planet: Mercury

Sphere: Common

The “Speak in Tongues” charm magickally enhances the caster’s or recipient’s speech and language skills so as to break down all barriers and differences of language and understanding, eliminate differences in idioms due to class and educational differences, smooth over jargon associated with various trades or backgrounds so the caster or bearer(s) of the charm may understand one another perfectly. In game terms, in effect, the dweomer can be used to add (POT) to the character’s language skills (any and all, up to POT in number). But this is a rather limited use of the dweomer.

If the practitioner or any other subject should find himself surrounded by those who cannot understand him, he may cast the charm in such a manner that his words or the words of the bearer of the charm are translated for all those they encounter for the DUR of the charm, at an effective SL equal to the POT of the dweomer. Conversely, the dweomer translates the words of those encountered so the bearer of the charm understands them equally as well.

In a very international setting where those attempting to communicate are all speaking different languages, the dweomer may be cast over an AoE in which all languages spoken are in turn translated so that they are equally understood by any and all within ear-shot.

There is much more to the dweomer than just the application to the spoken word, however. The dweomer also bestows the ability to convey ideas or concepts without mishap, to the point of bestowing the ability to teach as well as any member of the Magister trade, as long as the magick is maintained, so long as the charm is cast with the Master Level of Achievement in POT.

IF the charm is bestowed upon anyone who also possess’ the Magister trade, the POT of the dweomer is be added to the effective SL for its use if he keeps the magick in effect for the full time required to teach the skill or subject in question.

The caster may also use this charm to “Transliterate” or “Read in Tongues” any written works, composed in up to [(AWA ÷ 4) + (POT)] different languages, regardless of form, whether scroll or book, clay tablets, carven monument or temple wall, so long as they are all written in the language(s) of the example(s) he has chosen to anchor the magick.

The charm can also be turned to focus on an ancient and/or dead language, translating the spoken language and dialect and changing idioms, or transliterating written works such as carven pictograms or hieroglyphs, that have been out of use up to (DUR) time, counting back into the past. It is up to the caster to use enough POT to make the DUR into the past yield a significant or useful period of time. The charm may only translate one such ancient/dead language with any given casting.

This skill also encompasses the opposing dweomer, referred to as the “Babble Hex” in application to verbal communication. This aspect requires those so afflicted to make a successful Linguist skill check on d100 vs. the dweomer’s [(POT) + (MGA att. mod.)] in order to convey ANY idea or piece of information successfully, even between those who are speaking the same language, even by signing or playing charades, regardless of whether it is the victim’s ‘milk-tongue’ learned at his mothers’ knee.

An additional aspect of this Hex is to swap the voice of the target with that of some animal that simply doesn’t even have the power of intelligible speech, whether it is some creature with which the caster is familiar by previous personal experience or happens to be present within the caster’s hearing at the time of the casting. It matters not if it is the snorting of a pig, the lowing of a cow, the braying of a donkey, the clucking of a chicken, or something more exotic, so long as it meets these guidelines.

The “Indecipherable Text/Image” dweomer will be the opposite of the “Transliterate” or “Read in Tongues” aspect of this dweomer, providing the DV against which the text or images, symbols, even paintings, to which it is applied may actually be identified.

The “Speak in Tongues” magick Opposes the “Babble Hex”.

The “Transliterate” or “Read in Tongues” aspect Opposes the “Indecipherable Text” or “Indecipherable Image” aspect of this dweomer.

This charm may only be resisted normally when applied directly to creatures and beings.

Soothsay, Prophesy

Art: Divination

Ruling Planet: Mercury, Uranus

Sphere: Common

Soothsaying, or “Seeking News of the Future”, is directly related to the “Seek News” skill and bundled with it for the purposes of accounting for slots filled by magick skills, though it will be tracked separately in SL during play, according to the use it gets.

IF the caster also has the Prescience or Prophesy and Augury Spirit Skill, its SL will be added to the casting AV and ALSO to the effective POT of the dweomer, but AFTER it is cast (i.e., it will NOT raise the casting DV, as using a greater amount of POT normally would). Whatever the basis that was chosen for the character’s Spirit Skill in this regard, (Aeromancy, Geomancy, Pyromancy, Hydromancy, Carrtomancy, Rune Mal, etc., as detailed in the description), will be the basis of the casting of this magick when it is performed as Low Magick.

The Soothsay dweomer enables the caster to open himself up to an number of snatches of vision and the babble of voices of the future to try to discern the direction in which events as they stand at the moment of the casting are headed. The caster will be able to discern up to (POT) visions of the future, most of which will most likely be related directly to those matters that might be revealed by “Seeking News” in the area, if not all, or be completely unrelated. They may concern the caster himself, his acquaintances, friends, or loved ones, or may or may not concern anything that he particularly wishes to see, but the visions will VERY important, perhaps even vital, to one or more objects, creatures, or beings who are important to Fate within (SPT + POT) miles.

For the GM’s sanity, the future will NOT be graven in stone but will be considered mutable from one moment to the next according to the actions of ALL involved, from the great to the small. The visions viewed may all center about the same topic/subject, or be a string of unrelated, disjointed images, or be any combination thereof. Visions may be strictly visual, or include sound and/or sensation, even seeming wholly real to the caster, or consist solely of some other sensory input. This will most likely be used by most GM’s as a vehicle for conveying information missed by the character(s) or for which no other vehicle exists in the context of the game for the character(s) to obtain in order to move adventure(s), related or even unrelated sub-plots, or greater campaign story-arcs forward.

Visions received will describe the possible, and commonly the most probable, future for the individual(s) that they concern, given the subject’s prevailing circumstances. The visions may show two possible results of the events depending on how they go, one good, one perhaps not so much. If the characters manage to change those circumstances or even directly intervene in some way, the outcome may be changed, or the circumstances under which it is achieved, or the entire event prophesied be avoided or eliminated.

The visions granted by the dweomer may occur in broken snatches over the course of the entire DUR as allowed by the POT if tied-off, normally, or for as long as the caster wishes to maintain it (as applicable), or all at once – For the time he is being subjected to the visions, the caster will be completely engulfed and immersed in them and unable to communicate with others, all physical senses shut down. These episodes will last for approximately one or two CS’s each when occurring sporadically, or roughly (POT) CS’s if suffered all at once. Once the visions have all been received, the caster will retain crystal clear memory of them sufficient to review them in mind and comb them through to glean all possible details for an additional (DUR) period of time.

The visions gained from the dweomer will be sufficiently strong and clear that they may be invested in a “Scrying” device so they may be shown and shared with others. Once the DUR has passed, all visions will fade away like the memories of dreams, eventually forgotten.

Many magick-wielders who possess this skill keep a special diary for the sole purpose of recording their visions.

This charm may not be resisted.

 

Sharp Sense, Eagle Eye, Bloodhound, Far Hear, Gourmand’s Palate, Tender Touch OR Dull Sense, Hex Senseless

Art: Divination, Sorcery, Naming

Ruling Planet: Mercury

Sphere: Common

Represents a collection of tightly related skills for the sharpening of all five of the caster’s and/or recipient’s basic physical senses for the purposes of gathering information. In accordance with the Law of Polarity, it also encompasses the skill for dulling those same senses down, ostensibly for the purposes of making sure that hidden things and knowledge remain hidden, as they ought.

For each casting the player must make clear which of the target’s 5 senses (sight, hearing, taste, smell, OR touch) he is using the dweomer to enhance or dull down. If the caster wishes to affect all five, he must do so with five successive castings.

The recipient’s sense(s) may be “Sharpened” by the dweomer to such a high degree that the recipient will effectively be endowed with abilities equal to or surpassing certain specific skills for the DUR as allowed by the POT if the dweomer is tied-off, normally, or as long as the caster chooses to maintain it, as applicable.

The degree to which the sense(s) will be either “Sharpened” or “Dulled” will be measured by POT. If more than one sense is to be affected with a single casting, the caster will have to decide how the POT will be divided between them.

For the purposes of general effects of such things as a recipient’s AWA/Perception skills (all), the recipient’s AV will either be “Sharpened” or Dulled” by (1 per 5 points of total POT).

When applied specifically to enhancing his sense of sight, as an Eagle Eye charm, the dweomer will multiply the recipient’s normal range of sight described in the GHB I (as dictated by AWA) by the POT of the dweomer, so he will be able to see rather small objects and details at rather far distances. A POT of 1 will increase the normal distance by half-again (x 1.5).

The “Dulling” aspect of this charm when applied to vision will reduce normal Sighting & Recognition distances, dividing them by (POT), so objects and details will have to be rather close before they can be seen and recognized. A POT of 1 will reduce these by 1/4th (x 0.75).

In lighting conditions equal to the tenuous light of starlight, the dweomer will grant normal vision up to a distance of (AWA + POT) feet, only incurring an AV penalty of 1 point per foot to all skills and/or abilities that require the character’s sharpest vision.

In lighting conditions equal to the pale light shed by up to a 1/4-moon (waxing or waning, regardless), the dweomer will grant normal vision up to s distance of (AWA + POT) yards, only incurring an AV penalty of 1 point per yard to all skills and/or abilities that require the character’s sharpest vision.

In lighting conditions equal to the pale light shed by up to a moon from 1/4 to full (waxing or waning, regardless), the dweomer will grant normal vision to the recipient up to a distance of (AWA + POT) rods, only incurring an AV penalty of 1 point per rod to all skills and/or abilities that require the character’s sharpest vision.

The distances the recipient will be able to see in areas lit by man-made light (fire or magick) will be extended beyond that allowed most of the other races by [(caster’s MGA) + (POT)] feet.

The “Dulling” aspect of this charm when applied to vision subtracts (POT) from normal range of vision for these lighting conditions (if any) and/or increase any Gloom penalties by (POT), at the GM’s discretion, and under man-made lights will reduce the normal range of vision by (POT) feet so Gloom penalties will be more severe.

The “Sharpening” aspect of this magick will also give the recipient the equivalent of a constant visual Searcher Perception skill of (POT) in SL for the spotting objects or people hidden or changed through the Palm/Hide or Conceal or Masquer skills who would otherwise be only partially hidden or standing in plain sight but still go unnoticed. The “Dulling” aspect of this charm in regards to sight will reduce the subject’s AV for seeing through such skills and displays by (POT).

The effects of the Eagle Eye aspect of this charm will, unfortunately, make the recipient more susceptible to the effects of such magicks as “Blinding Flash”, to whose POT the POT of the “Eagle Eye” aspect of this charm will be added if the former is encountered while under the effects of the latter. In the same vein, the “Dulling” aspect in regards to sight will actually provide (POT) in protection vs. the POT of such a magick, adding to the subject’s AV to resist the magick’s effects and reducing the impact of any effect it might have by (POT) though it hinder the subject’s sight otherwise.

When applied specifically to the recipient’s sense of hearing, as a Far Hear charm, the dweomer will enhance the acuity of the recipient’s sense of hearing so as to enhance the normal range of hearing as described in the GHB I (as dictated by AWA), multiplying it by the POT of the dweomer. It will also enhance the recipient’s general sensitivity to sound to the point where he will gain the effects of the Perceive skill (Sentry), BUT only in regards to sound, at an effective SL equal to the dweomer’s POT, or the POT of the “Far Hear” dweomer will be added to his own Sentry skill SL, should he already possess it. This will of course  make it much easier to eavesdrop on those within (enhanced AWA) feet of him, in a conventional manner, and make his Perception checks more effective where his enhanced sense of hearing is involved (GM’s discretion).

The “Dulling” aspect of this dweomer in regards to sound will, of course, subtract the POT from the recipient’s skill or effective AWA in regards to sounds for the purposes of making Perception/AWA checks, and will actually require the subject to make a successful d100 check vs. the POT in order to hear sounds and speech within (AWA – POT) feet of him when the POT is equal to or greater than the subject’s AWA score.

In addition, the dweomer will be so sensitive that the recipient will be able to easily identify any sound his extraordinary hearing has detected (if familiar by previous personal experience) and identify the original sound from its echoes when acoustic conditions would otherwise be too confusing, and in either case determine the direction from which a sound has come, in the same manner as a “Charm of Direction”.

The effects of this charm will, unfortunately, make the recipient more susceptible to the effects of loud noises, especially those that are loud enough to have physical effects, such as a “Thunderclap”, to whose POT the POT of the “Far Hear” aspect of this charm will be added if the former is encountered while under the effects of the latter. In the same vein, the “Dulling” aspect in regards to hearing will actually provide (POT) in protection vs. the POT of any such loud magick, though it hinder the subject’s hearing otherwise.

When applied specifically to the recipient’s sense of taste, as a Gourmand’s Palate charm, the dweomer will enhance the recipient’s sensitivity of taste to the point that the recipient will gain the effects of the Connoisseur skill in regards to flavors of foodstuffs (and beverages), or add his own Connoisseur SL to the effective POT of the dweomer should he already possess it, and enable him to easily identify any flavor so detected (if familiar by previous personal experience).

This will effectively oppose the effects of the “Flavor” magick.

This will also provide the recipient with a (POT + SPT att. mod.) check on d100 to detect the presence of any foreign substances in what he is tasting, such as poison.

 

IF the recipient of the Gourmand’s Palate tastes some foodstuff to which poison has been added, the DV for the d100 check to discern it will be equal to (40 – POT), plus the POT of any “Flavor” magick used to mask its presence.

 

The “Dulling” aspect of this dweomer in regards to flavors of foodstuffs reduces any Connoisseur skill in food or drink the subject may have by (POT), and requires the subject to make a successful d100 check vs. the (POT + caster’s MGA att. mod.) if the POT is equal to or greater than the subject’s AWA score in order to taste anything.

When applied specifically to the recipient’s sense of smell, as a Bloodhound or Hound’s Nose charm, the dweomer will increase the recipient’s sensitivity to scents and odors to the point that the caster will gain the effects of the Perceive skill (Sentry), BUT only in regards to sound, at an effective SL equal to the dweomer’s POT, or the POT of the “Hound’s Nose” dweomer will be added to his own Sentry skill SL, should he already possess it.

The dweomer enables the recipient to easily identify any scent or odor so detected (if familiar by previous personal experience) and note the direction of its source if carried on the wind, or follow it back to its source by following the direction in which it seems strongest, upon making a successful AWA check (+ POT).

Through the enhanced sense provided by the dweomer the recipient can distinguish between different individuals and/or creatures by their scent, once the scent has been identified (GM’s discretion), enabling the recipient to use the dweomer to emulate the effects of the Track skill of equal SL if the caster can gain a sample of the scent of the quarry, in the same manner as a bloodhound, or to add the POT to his own Track SL if he already possess’ that skill.

The “Dulling” aspect of this dweomer in regards to scent subtracts the POT from the recipient’s Perception skill or effective AWA in regards to sounds for the purposes of making Perception/AWA checks, and will actually require the subject to make a successful d100 check vs. the POT when the POT is equal to or greater than the subject’s AWA score in order to smell anything.

When applied specifically to the recipient’s sense of touch, as a Tender Touch charm, the dweomer gives the recipient the equivalent of a constant tactile Search skill of SL equal to POT for the discerning of secret panels, Priest-holes, and other hidden ways, weapons and other objects hidden upon peoples’ bodies, and any other such things that might be revealed to the recipient through an enhanced sense of touch (GM’s discretion). If the recipient already possess’ the Search skill, the dweomer adds its POT to his own Track SL.

The “Dulling” aspect of this dweomer in regards to scents and odors subtract the POT from the recipient’s skill or effective AWA in regards to scents for the purposes of making Perception/AWA checks, and actually requires the subject to make a successful d100 check vs. the POT when the POT is equal to or greater than the subject’s AWA score in order to smell anything.

The effects of the Tender Touch aspect of this charm, unfortunately, make the recipient more susceptible to the effects of pain suffered regardless of whether a result of accidental injury or wounds received in battle, adding the POT of the dweomer to the DV for P-RES checks vs. stunning or unconsciousness due to injury. In the same vein, the “Dulling” aspect in regards the aspect of touch will protect the recipient in such cases, adding (POT) to the AV for successfully making such d100 checks to avoid those effects.

Cast as a Divination, the caster can only affect himself.

Cast as Sorcery, the caster may affect any living creatures or beings.

Cast by the Art of Naming, the caster may affect creatures or beings according the rules for Sorcery, normally, or invest in one or more objects so to affect a living creature or being when it is (they are) worn or carried (as appropriate to the nature of the object).

This charm may be resisted normally.

Seek News

Art: Divination

Ruling Planet: Mercury

Sphere: Common

Embodies a combination of the Spirit Skills of “Clairvoyance” and “Clairaudience” and a Reading of the matters which mark the hearts of the people and stir their emotions to gather general news or rumors in the same manner as a Courtesan/Courtier using Presence to gather intelligence, what is on the peoples’ minds, their main concerns, such as weather and crop yields, the antics of the royal family, the sheriff’s greed and avarice, the alderman’s mistress getting above herself, the guild master’s daughter flaunting the finest most risqué fashions at Mass the previous Sunday having scandalized the priest, taxes being collected next month, the disagreement between the mayor of the town and the Lord who issued their charter, the poor job market and its causes, the causes for the dwindling market and money coming into the area, etc., as applicable. This is the fastest means for gathering all the background information on a particular locale that the GM wants the characters to find, whether village, town, or even specific neighborhood if cast in a busy neighborhood tavern or local chapel during services.

The dweomer must be cast over a crowd, such as in a crowded inn or tavern, or over the crowd at the market place, and it renders the news of what matters the crowd is most concerned with (aside with shopping for daily needs in the case of a marketplace crowd, or food and drink at an inn), followed by the minor matters on their minds as well, but nothing that is specific to a single individual. The matters or news presented by the magick must be on the minds of many for the magick to pick it up at all.

Thus, this is an AoE-based magick. It must be cast to search a particular area, the bounds to be set by the caster as the dweomer’s AoE. The size of the AoE determines the base amount of POT required to achieve a POT of one (1) in the manifestation of the dweomer.

Alternately, the caster may tune the charm to Seek news regarding the residents’ and/or crowd’s knowledge of a specific person, place, thing, or event within the AoE. The more specific and uncommon the subject of the search, the more important the location in which the charm is cast becomes to the outcome.

In still another application, the caster can actually ignore the crowd or the residents with the AoE concentrate the charm and his attention on a specific person within RNG to Seek information of a personal nature, to see what his news or story is, what current events in his life are currently troubling his heart, for better or worse, if anything.

The dweomer can only render up to (POT) items of news on its own, which may or may not be related to one another, and they are received in order from greatest importance TO THE PEOPLE to those of least importance TO THEM. Each piece of news beyond the first and most obvious assumes [(approximate number of people in vicinity/AoE) – (AWA + POT)] CS’s in concentration and meditation to obtain, to a minimum of one (1) CS, like peeling back the layers of an onion.

The player and GM must understand that is dweomer is NOT like reading a newspaper. The caster receives only the basic pertinent facts, as to what the matter is and who the primary players are in it. If there are related events or bits of news that are pertinent, the caster may seek those out too, and concentrate further and try to ferret those out at as well until he has the full story. The player must quiz the GM for information piece by piece. Up to the “Seek” dweomer’s POT, no SPT check is required to obtain the information, merely time and effort in concentration.

The dweomer renders the matters foremost on the peoples’ minds like pearls on a string in order of importance to them. It ferrets out for the caster up to (POT) such matters from their minds collectively. Beyond these the caster may “Seek” further, but a successful (SPT att. mod. + SL) check is required vs. the cumulative levels of information already gathered, the number of layers already peeled back, so the DV for the first check will be 1, 3 for the second (1 + 2); 6 for the third (1 + 2 + 3); 10 for the fourth (1 + 2 + 3 + 4); and so on.

IF the caster is seeking further information on one of the “pearls” of information already rendered, it’s position on the string dictates how many further pieces of information the caster can glean before a SPT check (as above) is required.

For example, the caster’s Seeking has a POT of 10 and the GM determines that the weather has been terrible and the rural community the caster is located in is primarily concerned with crop yields. This would be the first pearl on the strong, the local sheriff’s greed and avarice is the 2nd and directly related to the concern for the crop yields as they have no the money he must squeeze them, the alderman’s mistress getting above herself is the 3rd, seen as symptomatic of the ruling class in town, the guildmaster’s daughter flaunting the finest most risqué fashions at Mass the previous Sunday having scandalized the priest being the 4th and also similarly related, taxes being collected next month with a poor crop expected being 5th, the disagreement between the mayor of the town and the Lord who issued their charter over the alderman and his daughter being 6th, the poor job market with the poor weather and lack of prospects being 7th, the causes for the dwindling market and money coming into the area being related and 8th, and the latest antics of the Crown Prince and his amorous conquests being 9th and much farther removed, but taken as an insult by the people who think he should behave more circumspectly, and so on.

IF the caster wants a more complete picture of the situation with the alderman and his mistress, he is starting with the 3rd in line, which means the POT of the dweomer can find the answers to 7 more questions regarding the details of that situation without requiring any SPT check. Once that has been reached, if the caster wants still more details, the DV for the checks are Progressive in nature.

There is no separating raw rumor from educated conjecture from fact in this, however, unless the caster has the skill to add a Truthsay magick to it, but this still cannot identify truth from falsehoods absolutely, only what the source(s) BELIEVE to be true while discarding the efforts of those who would create confusion with fabrications and those who have no care whatsoever for the truth in their gossip.

The caster must stand still in the AoE and concentrate to absorb the bits of news he is trying to obtain. If he leaves the AoE as established at the casting of the dweomer, the magick is broken.

This dweomer may not be resisted.

Seek Hidden

Art: Divination

Ruling Planet: Mercury, Pluto

Sphere: Common

Once cast, the caster holds his open hand before him, palm outwards, and project’s his consciousness through it to search out and “feel” for hidden items, whether buried in the earth, hidden in drawers, cupboards, presses, or armoires, to “feel” the presence of alcoves hidden behind curtains or tapestries, or secret compartments in walls or furniture, to detect hidden doors, secret chambers, passages or staircases, and then to “feel” or determine if there is anything in those spaces, and the general nature of what such items might be – whether paper or parchment in flat pages, rolled scrolls, or a bag of soft supple velvet or leather, or hard and smooth glittering jewels or glass, cool to the touch, or ceramic/terracotta jug, metal dish, flask or small bottle, according to its feel, its texture. This works in much the same manner as a metal detector, sweeping the ground looking for things lost, buried treasure, a bag of keepsakes hidden in the hollow of a long dead tree.

 

In the case of such buried items, the number of feet of depth underground by which they are hidden in the earth provides a Progressive DV for a d100 check against the caster’s SPT att. mod. + (POT).

 

The effective RNG for this ability once the dweomer is cast, or depth to which the scan extends through barriers like walls and furnishings, hidden doors and the like, is (SPT + POT) feet.

The power of the “Seek Hidden” automatically reveals anything hidden by use of the Hide/Cache/Conceal/Palm skill by one with an AV equal to or less than the caster’s (SPT) or (POT), whichever is greater. This does NOT reveal the exact nature of what is hidden, however, except by feel, as above.

This dweomer’s sole purpose is to reveal the presence of that which is hidden, it cannot provide more information beyond direction, distance and number. Any further information about the nature of that which the caster has sensed must be gained by employing some sort of “Read” dweomer, and the intervening material behind which it is hidden increases the DV to do so (GM’s discretion).

The dweomer in NO way reveals to the caster the manner in which hidden doors in walls or compartments in furnishings or the like must be opened, how their catches are triggered, or even where those catches might be located. The caster must use another dweomer to read the door or object in order to make it yield such secrets.

 

Each step, first feeling the hidden space, then what is in it, require a separate SPT check on D100 vs. the density of the intervening material, using the Shielding Allowances in the Grimoire to determine the DV.

The greater the Size of the hidden compartment or space, the lower the DV for the SPT check – 1 per inch if the space is (SPT) inches or less in its greatest dimension, or 1 per foot if equal to or greater than (SPT ÷ 4) feet in its largest dimension.

If there are objects inside, the greater the number of them, the harder it is to discern just how many there are, but the easier it is to determine that they are there. For both checks the original DV to discover the compartment is added

If one or more of the objects inside are containers holding something else, a SPT check is required to try to determine the contents of each, and the original DV to discover the compartment and the DV to determine how many objects are in it are both added.

Actually touching an object or surface to read what is under behind or beneath it reduces the DV for the SPT check by (RNG in inches) eliminated by that contact, though doings so may put the caster at risk of tripping some trap or protective or retaliatory magick.

If a container of some sort (box, bag, etc.) that lies in a hidden space which has been discovered by means of this magick, the GM must be more vague about the nature of the container’s contents. If the character is sensing through a thick wooden panel or stone wall that there is a small recess, in which there is a jug and a velvet bag, he might reveal to the character that the jug is contains some liquid, but not its nature or the degree to which the jug is filled, and that the bag has something metallic in it, but not that it is a bag of coins or jewelry or how full it is, and so on.

The caster can cast the “Seek Hidden” to specifically scan the pages of an open book or any document lying about just by running his open hand over it, thus gaining a sense of its general content and subject matter, intent and meaning, the gist of the information it contains. This aspect can be used as an accelerated means for absorbing the SP’s represented by any How-To books and/or treatises on the matters and techniques or Lore with which any of the various crafts and trades are concerned. In effect, the time required to read a work to glean the SP’s it contains are cut to one-tenth normal. Once the information has been absorbed the charm passes, spent. In the same vein, the “Seek Hidden” can be used to scan the contents of a book while it lies closed or a scroll while it is completely rolled up, from holding the closed book or just laying a hand on the cover or touching the outside of the rolled scroll. In effect, the time required to read a work to glean the SP’s it contains are cut to one-fifth normal. Once the information has been absorbed the charm passes, spent.

The written work in question must be composed in a language in which the caster is sufficiently fluent (GM’s discretion), in order for the charm to be used in this manner. This restriction can be circumvented to allow the caster to access works written in foreign languages through the use of a Tongues magick as a translator, either immediately after the Scanning magick has been cast, or bundled in its casting.

The “Seeking” is an AoE-based magick. This dweomer must be cast with the Intent to Search within a particular area, the bounds to be set by the caster as the dweomer’s AoE, whether a whole room, a single wall, a corner, an alcove, staircase landing, or other part or feature of a room.

The size of the AoE determines the base amount of POT required to achieve a POT of one (1) in the manifestation of the dweomer. Once it has been successfully manifested, the caster must be located within the AoE of the “Seeking” in order to take advantage of its power, and may move freely about within the AoE extending his senses in all directions as he moves, up to the (SPT + POT) feet limit quoted above.

Unlike a Reveal or Finding dweomer, a “Seeking” is used to discover the unknown, what the caster does NOT know is there. Although it is an AoE-based magick, the caster must focus and sweep in a limited area as he concentrates. He cannot spread his consciousness out through the entire AoE at once. The AoE defines the limits of the area he may search with a given casting. The other dweomers mentioned are used to either “Reveal” the presence of things with which the caster is familiar, at least by type, or to find specific items, creatures, beings, or materials, as in the case of a “Finding”.

The use of the “Seeking” power must commence immediately and be continuous until the Search is completed in the AoE to the caster’s satisfaction. The power of the dweomer endures beyond this point only if the caster has sensed something hidden and wishes to retain a means of marking the location through the use of the magick. Regardless of the dweomer remaining in effect to mark a hidden object found, he cannot continue the search with that same dweomer if the “Seeking” is interrupted. The caster must cast the charm anew if he wishes to “Seek” again.

IF the caster should be interrupted in such a way as to preclude finishing the intended Search and in such a way as the break the caster’s concentration (GM’s discretion), the dweomer’s power is broken, also, and a new casting required if the Search is to be continued. The dweomer is also broken if the caster passes beyond the bounds of the AoE, regardless if it is being used to “Seek” or to magickally mark the presence of something for the caster’s benefit.

Cast by the Art of Naming, the “Seeking” can be tied to the location of the caster. The AoE travels along with him, centered on his own location in the event that he should move or be moved. He is allowed to “Seek Hidden” wherever he may go for DUR.

This does NOT change the fact that the use of the “Seeking” must commence immediately and be continuous until the Search is completed to the caster’s satisfaction. Regardless of the fact that the dweomer accompanies him in his movements, once he stops “Seeking” through its power, the dweomer it expires. After that point, he may keep the dweomer alive only to mark the presence of something he has found.

This dweomer may not be resisted.

Second Sight

Art: Divination

Ruling Planet: Mercury

Sphere: Common

The “Second Sight” enables the caster to view objects, creatures, and/or beings remotely, wheresoever they may be located, in exactly the same manner as the Spirit Skill of the same name. Where the skill may fail to work, if the dweomer is successfully cast, there is no chance of the magick failing, however.

IF the caster also has the Second Sight Spirit Skill, its SL is added to the casting AV and ALSO to the effective POT of the dweomer, but AFTER it is cast (i.e., it does NOT raise the casting DV, as using a greater amount of POT normally does).

The specific location or the distance the caster may be from that which he wishes to view through the use of the “Second Sight” is irrelevant. This dweomer is commonly used as a means to check on the status of one’s loved-ones, or business partners, to check on the activities of those who may bear watching due to a lack of trust, or those who pose a known or suspected threat or out-right danger, but the base requirement is that they must be known to the caster through previous personal experience, unless the caster has a bond of Resonance (handkerchief or favorite piece of jewelry that has seen daily wear on the subject’s body, fingernail parings, a lock of hair, etc.), to enable him to transcend this limitation.

The dweomer manifests a clear vision or image of the subject of the “Scrying”, and of his immediate environs. The subject’s immediate environs extend to viewing the area within roughly (SPT) or (POT) feet (GM’s discretion), whichever is greater, beyond which distance the vision dissolves into a misty haze. The caster’s point of view in the vision may be rotated and swung about 360° around the subject of the “Scrying”, in a complete sphere around it if there are no physical obstacles in the way, so long as the subject is maintained at roughly the center of the vision.

The caster may view up to (POT) different subjects/locations/objects/creatures/beings while the dweomer lasts, regardless of the parameters of DUR. The image provided by the dweomer remains as long as desired up to (DUR) as allowed by the POT if tied-off, normally, or for so long as the caster chooses to maintain the dweomer, if the optional DUR rules are in play. At the caster’s option the visions may be viewed in snatches, intermittently. The “Second Sight” may be tapped on and off again as desired as many as (POT) times throughout the DUR if tied off, or without limit if the DUR is being maintained at the caster’s pleasure.

The “Second Sight” charm does NOT provide the sense of direction that a “Finding” does, although it CAN be used to anchor a “Finding”, which can be used in turn to anchor a “Charm of Direction” or any similar dweomer whose duty it is to show the path to the image provided by the “Second Sight” for which the “Finding” has discovered the location.

Although the “Second Sight” is not sufficient for providing a direction for physical travel, it is more than sufficient to fulfill the caster’s RNG requirement of being “within sight” for the purposes of targeting the subject he is “Seeing” with the magick.

This dweomer may not be resisted.