Tuesday 26 October 2021

Sorcery: Divination Variants

Sorcery: Divination Variants

The Divination spell from GURPS Thaumatology: Sorcery is a single spell that simply gives you a vision pertaining to the question asked. GURPS Magic has Divination not as a single spell, but as a group of various divination techniques that differ from each other. So, let's split Divination into many much more flavorful options. And Rhabdomancy from GURPS Underground Adventures probably should be a separate spell. This post has all Divination variants from the 4th edition books, Pyramid #3, GURPS Magic 3e, GURPS Grimoire, and GURPS Technomancer. It seems that Haruspication from 3e was renamed to Extrispicy in 4e, Molybdomancy was merged into Lecanomancy, Arm Measuring and Chiromancy were merged into Physiognomy, Belomancy, I Ching, and Maize Kernel Reading were merged into Sortilege, Ornithomancy was merged with Augury, and Rune-Casting was renamed to Symbol-Casting.
  
Aeromancy
Keywords: Information.
Full Cost: 39 or 89 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Aeromancy is divination by air. It is performed in solitude and requires that the diviner not be indoors, although he need not be on the ground. In fact, being on top of a large building might be an advantage! If the diviner is 50 yards from the ground, add +1 to skill; each time height doubles, add a further +1, to a maximum of +6. He must maintain this height for the entire casting. Air must be present, so divining in space is impossible.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (39-point) version of this spell requires 10 minutes to cast! The improved (89-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Environmental, Air, -5%; Environmental, Outdoors, -20%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%) [39]. The improved version adds Reduced Time 10 (+200%) [+50].
 
Astragyromancy
Keywords: Information.
Full Cost: 43 or 93 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Astragyromancy is divination through reading dice marked with various symbols, numbers and letters. A special set of dice is required, costing $25.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (43-point) version of this spell requires 10 minutes to cast! The improved (93-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires special dice, -10%) [43]. The improved version adds Reduced Time 10 (+200%) [+50].

Astrology
Keywords: Information.
Full Cost: 40 or 90 points.
Casting Roll: Astronomy. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Astrology is divination through examination of the heavens, including weather. Observation of the sky is necessary; the caster must be outside, and is at a -5 penalty unless it is a clear night, away from city lights. Without a reference library (cost $2,000; weight 200 pounds), all rolls are at -5. If the divination involves an individual, however, his birthplace and birthdate must be known, or all rolls are at -5.
The basic (40-point) version of this spell requires 10 minutes to cast! The improved (90-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Environmental, Outdoors, -20%; Magical, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires a reference library, -10%) [40]. The improved version adds Reduced Time 10 (+200%) [+50].
 
Augury
Keywords: Information.
Full Cost: 42 or 92 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Augury is the study of portents or omens. The exact nature of the omens is dependent on the culture of the diviner. The GM must roll against the caster’s Vision in secret. On a failed roll, the roll to cast Augury is made at -5.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.” Augury is not ideal for divining the past; time modifiers are doubled when using augury to ask questions about past events.
The basic (42-point) version of this spell requires 10 minutes to cast! The improved (92-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, doubled for the past, -15%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires Vision Roll, -10%) [42]. The improved version adds Reduced Time 10 (+200%) [+50].
   
Bibliomancy
Keywords: Information.
Full Cost: 43 or 93 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Bibliomancy requires either a lengthy and poetic or literary work containing a wide variety of knowledge, stories, and parables; a complex and obscure work of literature; or a more focused work associated with the question being asked. The spell will provide a passage from the book that answers the question, or at least provides a clue to that answer.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (43-point) version of this spell requires 10 minutes to cast! The improved (93-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires a book, -10%) [43]. The improved version adds Reduced Time 10 (+200%) [+50].
 
Botanomancy
Keywords: Information.
Full Cost: 43 or 93 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Botanomancy requires the burning of the branches and leaves of a tree, about 2 pounds worth, and the observation of the burning and of the ashes.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (43-point) version of this spell requires 10 minutes to cast! The improved (93-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Trigger, Burning leaves, -10%) [43]. The improved version adds Reduced Time 10 (+200%) [+50].

Cartomancy
Keywords: Information.
Full Cost: 42 or 92 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Cartomancy is divination using the tarot or other fortune-telling cards. The only equipment required is a tarot deck (hand-painted and worth $1,000 at TL3 and below, but mass-produced inexpensively at higher tech levels). Cartomancy is highly personal; any attempt to ask questions about people other than the subject is at -5.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (42-point) version of this spell requires 10 minutes to cast! The improved (92-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Penalty for impersonal questions, -5%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires a tarot deck, -10%) [42]. The improved version adds Reduced Time 10 (+200%) [+50].
  
Crystal-Gazing
Keywords: Information.
Full Cost: 43 or 93 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Crystal-Gazing is the use of a crystal ball or mirror to facilitate a divinatory vision. If it works, the GM describes a scene; it is up to the player to interpret it! The caster may use clear, still water for this divination, but at a -10 to skill.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (43-point) version of this spell requires 10 minutes to cast! The improved (93-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires a crystal ball, -10%) [43]. The improved version adds Reduced Time 10 (+200%) [+50].
   
Cybermancy
Keywords: Information.
Full Cost: 43 or 93 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Cybermancy is divination using computer networks. The user is drawn to specific items of information on the net that hint at future events. Requires net access.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (43-point) version of this spell requires 10 minutes to cast! The improved (93-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires net access, -10%) [43]. The improved version adds Reduced Time 10 (+200%) [+50].

Dactylomancy
Keywords: Information.
Full Cost: 35 or 85 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Dactylomancy is divination by movement of a pointer around a board with all the letters of the alphabet, plus Yes and No. Dactylomantic divinations are usually straightforward, but extremely unsubtle; a complex question (indeed, almost any question that cannot be answered in five words or less) is likely to produce cryptic gibberish.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (35-point) version of this spell requires 10 minutes to cast! The improved (85-point) version requires only the usual one or two seconds.
Statistics: Precognition (Accessibility, Only simple questions, -30%; Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires a dactylomantic board, -10%) [35]. The improved version adds Reduced Time 10 (+200%) [+50].
  
Daybook Reading
Keywords: Information.
Full Cost: 40 or 90 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Daybook Reading determines if a day is lucky or unlucky for a specific event or enterprise. A Daybook is required; a diviner casting from memory is at -8 to skill. A good copy costs $50 and weighs 5 lbs. in settings with primitive printing presses. Entirely handwritten copies weigh twice as much and cost $500 or more. A TL 8 copy costs $20 and weighs one pound. The subject’s daysign must be known or else the casting is at a -8.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (40-point) version of this spell requires 10 minutes to cast! The improved (90-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, Only when daysign is known, +30%; Requires a daybook, -10%) [40]. The improved version adds Reduced Time 10 (+200%) [+50].
 
Extispicy
Keywords: Information.
Full Cost: 39 or 89 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Extispicy is divination by examining the entrails of a slaughtered animal (must be at least 20 pounds). It is illegal in many areas. Only one question can be asked per animal. Extispicy is most useful in divining matters of life and death: sickness and health, war and peace, victory and defeat – all are good candidates for extispicy. When asking a question regarding something else, roll at -4.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (39-point) version of this spell requires 10 minutes to cast! The improved (89-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 4, +20%; Reliable 4, Only when asking about life and death, +10%; Trigger, Animal corpse, -15%) [39]. The improved version adds Reduced Time 10 (+200%) [+50].
  
Galactomancy
Keywords: Information.
Full Cost: 35 or 85 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Galactomancy is divination by examining the shape of a puddle of milk after a cat has lapped it up. Sacred cats may offer a bonus.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (35-point) version of this spell requires 10 minutes to cast! The improved (85-point) version requires only the usual one or two seconds.
Statistics: Precognition (Accessibility, Requires a puddle of milk and a cat, -40%; Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%) [35]. The improved version adds Reduced Time 10 (+200%) [+50].
 
Gastromancy
Keywords: Information.
Full Cost: 37 or 87 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Gastromancy requires a willing subject. The subject is placed in a trance (requires a successful Hypnotism roll), during which he utters things of a prophetic and cryptic nature. When the spell is cast, the subject loses 5 FP in addition to the energy spent by the caster, whether or not the spell was successful.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (37-point) version of this spell requires 10 minutes to cast! The improved (87-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Costs Fatigue, 5 FP, Variant, -25%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires Hyptonism Roll, -10%) [37]. The improved version adds Reduced Time 10 (+200%) [+50].
   
Genomancy
Keywords: Information.
Full Cost: 40 or 90 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Genomancy is divination by examining the pattern of introns in someone’s DNA. A blood sample and some means of viewing the introns (e.g., a genetics lab) is required.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (40-point) version of this spell requires 10 minutes to cast! The improved (90-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires a blood sample, -10%; Requires a genetics lab, -10%) [40]. The improved version adds Reduced Time 10 (+200%) [+50].
 
Geomancy
Keywords: Information.
Full Cost: 35 or 85 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Geomancy is divination by examining the earth. Geomancy must be practiced outdoors, where the geomancer can examine the lay of the land. Geomancy is very location-specific; any questions that do not pertain to the area where the divination is being performed are at -8.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (35-point) version of this spell requires 10 minutes to cast! The improved (85-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Environmental, Outdoors, -20%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, Only regarding the area, +20%) [35]. The improved version adds Reduced Time 10 (+200%) [+50].
   
Graphology
Keywords: Information.
Full Cost: 42 or 92 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Graphology is reading the handwriting of someone to gain information about them. At least 30 words are required for a proper reading, and the signature must be among them. The signature alone may be read at -5. Graphology is only really suited to answering questions about the subject; attempts to divine information about absent persons are at -5.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (42-point) version of this spell requires 10 minutes to cast! The improved (92-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Penalty for impersonal questions, -5%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires a handwriting sample, -10%) [42]. The improved version adds Reduced Time 10 (+200%) [+50].
  
Graveweed Smoking
Keywords: Information.
Full Cost: 5 points.
Casting Roll: IQ. Special casting time.
Range: Touch.
Duration: Instantaneous.
 
Graveweed Summoning is divination by smoking the weeds growing on a person’s grave in a pipe. This requires a minute of time. When the smoke appears, the smoker may ask a single question before the smoke dissipates. The answering voice will be that of the deceased, who can only answer questions about his own experiences and knowledge. The answer is what the subject believes to be true – if he doesn’t know, he’ll tell you. This spell is useless until weeds have had a chance to grow on the grave; weeds forced to grow magically will not work. You must also share a language with the deceased.
The subject cannot resist, but your IQ (plus Talent) roll is at a penalty equal to the number of full days the subject has been dead, and you only get one try.
Statistics: Mind Probe (Accessibility, Requires smoking weed that grew on the subject’s grave, -60%; Accessibility, Only on corpses, -20%; Cosmic, Works on the dead, +50%; Immediate Preparation Required, 1 minute, -30%; Sorcery, -15%) [5]. Feature: Time penalty replaces the normal Quick Contest.

Hoard-Reading
Keywords: Information.
Full Cost: 42 or 92 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Hoard-reading is a dragon-specific type of divination that requires a hoard of gold, silver, and precious gems worth at least five times the campaign’s average starting wealth level. This is the plain material value – extra value from craftsmanship, enchantment, etc., does not count! The dragon spends the casting time adjusting and manipulating the treasure; the patterns that form suggest the answer to the question.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (42-point) version of this spell requires 10 minutes to cast! The improved (92-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires a hoard, -15%) [42]. The improved version adds Reduced Time 10 (+200%) [+50].
 
Hydromancy
Keywords: Information.
Full Cost: 40 or 90 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Hydromancy is divination by water, or more specifically, the motion of water. Normally, a brook or river is observed, but underground lakes and the like work with no skill penalty. If a tub or basin is used, precious stones (at least $800 worth of blue or clear ones) must be dropped into the water to cause the motion to occur. Unlike the herbs needed for pyromancy, however, the stones may be used repeatedly.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (40-point) version of this spell requires 10 minutes to cast! The improved (90-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Environmental, Moving Water, -20%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%) [40]. The improved version adds Reduced Time 10 (+200%) [+50].

Lecanomancy
Keywords: Information.
Full Cost: 38 or 88 points.
Casting Roll: IQ-5. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Lecanomancy is divination by observing the results of casting objects into water. Like augury, lecanomancy takes different forms in different cultures. Some diviners pour molten metal into water to observe the shapes the metal takes, while others examine tea leaves or simply throw stones into a pool and observe the ripples. Lecanomancy is invariably vague, and is always subject to a -5 penalty.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.” Lecanomancy is more efficient when it comes to time – halve the time penalties.
The basic (38-point) version of this spell requires 10 minutes to cast! The improved (88-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, halved, -5%; Reduced Fatigue Cost 1, +20%; Reliable 3, +15%; Requires objects thrown in water, -10%) [38]. The improved version adds Reduced Time 10 (+200%) [+50].
   
Libranomancy
Keywords: Information.
Full Cost: 43 or 93 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Libranomancy is divination through examination of smoke from incense. It requires incense worth not less than $5 for each casting. The air in the area must be still while the casting takes place. When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (43-point) version of this spell requires 10 minutes to cast! The improved (93-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Trigger, Burning incense, -10%) [43]. The improved version adds Reduced Time 10 (+200%) [+50].
 
Lithomancy
Keywords: Information.
Full Cost: 42 or 92 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Lithomancy is divination by the examination of cast gemstones on black cloth. The cloth and stones required for this spell cost a total of $1,500, but colored glass can be substituted at a -3 penalty.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (42-point) version of this spell requires 10 minutes to cast! The improved (92-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires gemstones and cloth, -15%) [42]. The improved version adds Reduced Time 10 (+200%) [+50].
 
Lunomancy
Keywords: Information.
Full Cost: 34 or 84 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Lunomancy is divination by the shadows created by moonlight on the individuals face. Each casting requires at least $20 worth of silver dust to be spread on the casters hands, and then on the subjects face. Lunomancy is only really suited to answering questions about the subject; attempts to divine information about absent persons are at -5.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (34-point) version of this spell requires 10 minutes to cast! The improved (84-point) version requires only the usual one or two seconds.
Statistics: Precognition (Accessibility, Only in moonlight, -30%; Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Penalty for impersonal questions, -5%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Trigger, Silver Dust, -10%) [34]. The improved version adds Reduced Time 10 (+200%) [+50].
 
Numerology/Arithmancy
Keywords: Information.
Full Cost: 43 or 93 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Numerology, or arithmancy, is divination by the various numbers that define an individual, including those derived from name, birthday and, in contemporary settings, even such things as social security numbers. If the birthday of the subject is unknown, the caster is at a -8 to the casting roll.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (43-point) version of this spell requires 10 minutes to cast! The improved (93-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, Only when birthday is known, +30%) [43]. The improved version adds Reduced Time 10 (+200%) [+50].
 
Oneiromancy
Keywords: Information.
Full Cost: 29 or 79 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Oneiromancy is the interpretation of the caster’s own dreams. It requires no equipment, but only one question can be asked per night. When the caster falls asleep, roll 3d. On 12 or higher, the caster does not dream at all! The use of Dreaming skill, or any dream spell, disrupts any attempt at oneiromancy. The GM tells the caster what he dreamed; the player must interpret it. Energy cost is paid on awakening.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (29-point) version of this spell requires 10 minutes to cast! The improved (79-point) version requires only the usual one or two seconds.
Statistics: Precognition (Accessibility, Once per night, -40%; Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Can be disrupted, -5%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Unrealiable, 11, -20%) [29]. The improved version adds Reduced Time 10 (+200%) [+50].
   
Pedomancy
Keywords: Information.
Full Cost: 39 or 89 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Pedomancy is divination by examining the footprint of the person to be studied. The footprint should be in clay; special clays, or special materials mixed with the clay, may be required, or may offer bonuses. Footprints not in clay are read at -5. Pedomancy is only really suited to answering questions about the subject; attempts to divine information about absent persons are at -5.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (39-point) version of this spell requires 10 minutes to cast! The improved (89-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Environmental, Clay, -20%; Magical, -10%; Nuisance Effect, Penalty for impersonal questions, -5%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%) [39]. The improved version adds Reduced Time 10 (+200%) [+50].
 
Physiognomy
Keywords: Information.
Full Cost: 44 or 94 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Physiognomy is divination by examining and measuring parts of a subject’s body. Different traditions usually focus on a particular body part - hands, feet, head, etc. Physiognomy is only really suited to answering questions about the subject or his fortune; attempts to divine information about absent persons are at -5.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (44-point) version of this spell requires 10 minutes to cast! The improved (94-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Penalty for impersonal questions, -5%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%) [44]. The improved version adds Reduced Time 10 (+200%) [+50].
   
Plutomancy
Keywords: Information.
Full Cost: 38 or 88 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Plutomancy is divination through the study of stock market quotes. The diviner must have access to the current market information. Any questions not related to corporate or financial matters are at -8.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (38-point) version of this spell requires 10 minutes to cast! The improved (88-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, Only regarding corporate or financial matters, +20%; Requires access to the current market information, -10%) [38]. The improved version adds Reduced Time 10 (+200%) [+50].
 
Pyromancy
Keywords: Information.
Full Cost: 39 or 89 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Pyromancy is divination by staring into fire or smoke. It may produce a vision, or the caster may hear a voice in the flames. Small amounts of certain rare herbs (value $100 per attempt) must be burned. Questions are at -4 unless something pertaining to the question (e.g., hair of the subject of the divination) is also burned.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (39-point) version of this spell requires 10 minutes to cast! The improved (89-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires fire, -10%; Trigger, Herbs, -10%; Trigger, Halved, Something personal, -5%) [39]. The improved version adds Reduced Time 10 (+200%) [+50].
    
Quantumancy
Keywords: Information.
Full Cost: 40 or 90 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Quantumancy is divination through the study of particle decay. Requires research particle accelerator and appropriate lab equipment.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (40-point) version of this spell requires 10 minutes to cast! The improved (90-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires a research particle accelerator and appropriate equipment, -20%) [40]. The improved version adds Reduced Time 10 (+200%) [+50].
 
Rhabdomancy
Keywords: Information.
Full Cost: 34 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.
 
Rhabdomancy is divination with rods, such as dowsing rods. A rod is held in the hand, or a forked stick in both hands. The diviner walks over the site where the desired object or substance might be found. If the subject of the divination is present, the GM makes a Per roll for the caster in secret. This takes Long-Distance penalties (p. B241). On a success, the stick points downward or twitches when the caster passes over it. This is best for finding caves, underground water, veins of metal or mineral, buried treasure, grave sites, or archaeological ruins. It cannot be used to locate things that are not buried in natural earth.
Statistics: Slotted Cosmic Power 1 (18) (Limited, Trait, Detect, -50%; Sorcery, -15%) [34]. Note: Effectively, this spell emulates effects of the Detect (Subject; Common) [20] advantage with Accessibility, Only downward, -20%; Cannot Analyze, -10%; Environmental, Ground, -20%; Long-Range 1, +50%; and Requires a dowsing rod, -10% for the total cost of 18 points.
 
Sortilege
Keywords: Information.
Full Cost: 43 or 93 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Sortilege is divination through the casting of lots or other objects that reveal information through the pattern in which they fall. The I Ching is a form of sortilege; other cultures have used sortilege by throwing a handful of arrows in the ground to interpret where they fall.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (43-point) version of this spell requires 10 minutes to cast! The improved (93-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires thrown objects, -10%) [43]. The improved version adds Reduced Time 10 (+200%) [+50].
 
Symbol-Casting
Keywords: Information.
Full Cost: 43 or 93 points.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Symbol-Casting is divination by means of symbol tokens. The caster must have a complete set of tokens for his symbolic language, and is at -1 to skill for each stone missing. Mock symbol tokens work perfectly well.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (43-point) version of this spell requires 10 minutes to cast! The improved (93-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires symbol tokens, -10%) [43]. The improved version adds Reduced Time 10 (+200%) [+50]. 
 
Sympathetic Tidings
Keywords: Information.
Full Cost: 18 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.
 
This spell can divine whether a given absent subject is troubled (injured, dead or in dire need of help). The casting roll takes the range penalties given under Long-Distance Modifiers (p. B241). Either an article of clothing or a favorite object owned by the subject is needed. When the spell is cast, the object will reveal if the subject is in trouble. A dagger will bleed, a shirt will turn dark, etc. This will not reveal the nature of the trouble, only whether there is any.
Statistics: Danger Sense (Active Only, -60%; Cosmic, Affects another subject only, +50%; Long-Range 1, +50%; Nuisance Effect, Something related to the subject is required, -5%; Sorcery, -15%) [18]. Note: The Active Only limitation is borrowed from Precognition (GURPS Powers, p. 68).
 
Televisiomancy
Keywords: Information.
Full Cost: 80 or 130 points.
Casting Roll: IQ. Special casting time (see below).
Range: Unlimited.
Duration: Instantaneous.
 
As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.
Transforms the subject TV into a magical scrying device. The caster may ask one question pertaining to the past, present or future of something currently showing on TV. For news programs, this may be anything to do with a news item. For dramas, the question must refer to either the actors or the show. If the spell succeeds, the program will alter and show a brief sequence that cryptically answers the question.
When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”
The basic (80-point) version of this spell requires 10 minutes to cast! The improved (130-point) version requires only the usual one or two seconds.
Statistics: Precognition (Accessibility, Only related to what is shows on TV, -30%; Active Only, -60%; Directed, +100%; Long-Range 2, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Ranged, +40%; Reduced Fatigue Cost 1, +20%; Remote, +50%; Reliable 8, +40%; Requires a TV, -10%; Visible, -10%) [80]. The improved version adds Reduced Time 10 (+200%) [+50]. Note: The Remote enhancement was borrowed from Empathy.
 

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