As an archon, you have followers who have skills. With your support and their talent, you can accomplish great things. There are 5 categories, each associated with the aspect it corresponds to.
In combat, the being with the highest stealth plus initiative move first. Each character may take one standard action, one move action, and one free action. The move action is moving one zone. The free action can be just about anything simple enough not to need to roll for effect, like speaking a short phrase or switching weapons. The standard action is anything complicated enough to require a roll, like making an attack, casting a spell, using a social skill, do a support or interference action, or do anything else similar.
After the standard round comes the champion round in which only champions can act (as well as archons' personal creatures if summoned).
To attack with melee, roll melee against the target's defense. If you roll higher, you inflict a point of damage to the enemy. If you succeed by 4, you inflict 2 points of damage. You inflict an additional point of damage for each additional 3 points you beat the opponent's defense by.
Most enemies as well as your own followers start at healthy and are injured if they take a point of damage. An injured being is at -2 to all rolls. If an injured being takes further damage, it dies. Champions use up health before they get injured, shrugging off wounds or expending vast amounts of stamina to avoid them in the first place. Certain monsters and other beings have extra health as well.
A ranged attack works the same as a melee attack, except your character must roll equal to or greater than the number of zones away your target is as well as beating the defensive roll. Magical attacks work the same as ranged ones, for the most part. They all have their ideosyncrasies.
Roll this to defend against melee or ranged. This represents dodging, blocking, armor, personal toughness, and so on. A successful defense roll could mean you ignore the attack completely, or that it injures you but not enough to have an effect. "It's just a flesh wound."
Move is your ability to jump or fly or swim or sprint. When used as a standard action, you move a number of extra zones equal to successes rolled.
Medicine may be used to restore one point of health, make an injured person healthy, or restore a dying person to injured. It takes one success to heal you the first time, two the second, three the third, and so on until you accumulate so many injuries you cannot be healed. This resets each year. Magical healing has a separate counter for healing. Medicine may be used for other things than healing wounds, which does not increase the number of times you have received healing this year. This might include healing poison, curing disease, applying stimulants, and so on. Medicine uses herbs and concoctions with supernatural healing effects, as well as wisdom and science.
Destroy is commonly used for smashing inanimate objects, dealing much more damage to sturdy things that cannot resist well.
To damage a structure, you need to roll more successes than its rating. This reduces its rating by 1. Reducing its rating to 0 completely demolishes it. Repairing the structure requires rolling successes on a build structure roll equal to the building's original rating.
Toughness is a measure of size, strength, fortitude, and health. It covers anything from resisting poison and alcohol, how much you can lift, how much you can eat, how big your belches are, and more. Use it for acts of manliness.
A note on how siege works (under development):
Your town's fortifications are a number of zones equal to the town's military development rating. As your city expands this represents and increasing size of the defensive border and is a bit of a liability. However, better defenses give a number of benefits.
Treat fortifications as a structure with a rating equal to the military development, that increases as that development increases. It gets the following amenities by default, as well as any you add.
- Mounted Weapons: Bonus to attack.
- Protective Walls: Bonus to defend.
- Torches and Clearings: Bonus to spot intruders.
- Barriers: Penalty for enemies to move into the zone.
Stealth actions deal with noticing important details while not being noticed. An important part of stealth actions is concealment. You roll stealth + skulk to gain concealment, and you may perform any stealth action without losing concealment. Performing any other action immediatly loses you concealment. Champions may expend a shadow point before a roll while concealed. If they succeed on that roll, they maintain concealment. This is useful for assassinating someone, sabotaging, throwing your voice, or casting spells without being noticed.
While concealed, you may perform any stealth action and not lose concealment, unless you fail. You may also use a few other skills from other categories while concealed, such as move or empathy, without losing concealment. However, as a general rule, using a skill from another category means you lose concealment. All spells make you lose concealment unless they specifically state otherwise.
Tracking works as an opposed roll. If your tracking roll is higher than the target's skulk or tracking roll, you can track the target through wilderness. Tracking a target through a city is normally not possible.
Tracking also covers the hunting of prey, and unless the prey cannot fight back a tracking roll results in its death.
Trapping works like an attack roll that is made ahead of time. Roll trapping to lay down a number of traps in an hour equal to your skill with trapping (or one trap in two hours if you are untrained in trapping). Their rating is equal to successes rolled. The target will roll perceive against the rating of the trap, and if it does not roll higher it is either immobilized for a number of turns equal to the difference in successes (minimum 1) or damaged depending on how the trap was constructed. Treat that as an attack roll for damage purposes. Immobilized enemies take a -3 to attack and may not leave the vicinity of the trap until they free themselves.
The basic skill of stealth, skulk grants concealment. Roll stealth + skulk when you choose to conceal yourself. The successes rolled are your concealment. An opposing character must roll stealth + perceive and get more successes to penetrate this concealment and notice your follower, and may then point you out and ruin your concealment for everyone (or not).
The other essential skill of stealth, perceive is noticing important details with eyesight and other senses. It is also used for exploration, moving into new areas and seeing what riches and dangers are there. In general, when you roll perceive, you get a number of details about the surrounding area equal to successes rolled.
As a work action, roll explore to survey a new area or larger tract of land. Successes rolled equal resources you bring back, chosen by the GM, from this new area. You also get a number of facts equal to successes rolled about the area you explored.
If a follower can roll higher on a steal roll than the target's percieve (or other skill used to protect the item), then the item is stolen. On a tie, the theft occurs but is noticed. Otherwise, it is covert. Steal works in combat to relieve enemies of equipment.
Locks, traps, doors, and more get in the way of scouts, thieves, and spies. But if they have defeat security as a primary skill, these measured don't get in their way for long. If the follower rolls higher on defeat security than the rating of the amenity or trap, then he overcomes it.
When it comes to determining who moves first, it comes down to stealth plus initiative. In cases where 2 or 3 opponents are facing off, and who moves first is of utmost importance, initiative can be rolled with highest roll moving first.
Use disguise to look like something you're not, whether it be camouflage or costume. You can disguise yourself as the commander of the opposing army, a melia as a tree, or a building as a mound of dirt. Disguise is opposed by perceive.
Charisma deals with social pressure and social conflict; people using words and body language to get what they want or help society flow more smoothly.
The key aspects of charisma skills are attitude and social pressure.
Mood is how a character is feeling. It can be positive, negative, or neutral. Positive mood means the character is feeling determined and strong, easily able to avoid manipulation or frustration. You would associate this with feelings of contentment, joy, peace, and determination. Neutral means the character is reasonably satisfied, but cannot handle too much more frustration. This would be associated with feelings of apathy, resignation, ambivalence, and so on. Negative moods mean the character cannot take much more frustration and is at wits' end. These indicate feelings of depression, rage, or other moods that mean the person is about to make a stupid decision.
Your non-champion followers will have a mood determined by the culture rating of the town they come from. NPC's usually have an attitude of positive, but there are many reasons why their attitude would be lessened initially.
Every time a social skill succeeds against a target, the target has social pressure to deal with. The target can comply with the social skill or reduce its attitude by 1 from the mental exhaustion of ignoring the request. For example, if a decieve roll succeeds against your follower, you follower can believe the lie or have its attitude lowered from positive to neutral or from neutral to negative. If the follower's attitude was already negative, if it refuses to comply with the social skill it has a mental breakdown and spends the rest of the scene in shock, crying, flying into a blind rage, passing out, or in some other way being useless to itself and its allies. At the beginning of the next scene its attitude bumps back up to negative. By the time you reduce an enemy's attitude to negative it usually complies with your request. For instance, an intimidate roll against an enemy in combat will remove it from the fight. Targets in a negative attitude can usually be convinced to kill themselves, join your side, switch religions, or more, just by one more success of a social skill against them. Their willpower is sapped. However, when attempting anything with this serious of ramifications, the target gets their level as a bonus to resist when finally reduced to negative.
In general, the lower an NPC's attitude is, the more likely it will comply with whatever you ask or request. As a player, it gives you some freedom in how your characters react to social skills, with the ability to say "no" when the dice tell you your opponent succeeded.
Persuade is used to convince others to act or believe the way you would have them. This can be through negotiation, deceit, smooth talk, seduction, or any of a dozen other methods.
Empathy is all about understanding those around you. Think of it as getting a sense of those around you. Perceive is for noticing physical details. Empathy is for spotting useful personality traits and staring into someone's soul to guage the real individual. Roll empathy to pick up on a number of details about a person, usually equal to successes rolled. The longer you study the person, the more in depth information is revealed.
Empathy also acts as the social equivalent of medicine. It may only be attempted once per scene on any character, and the empathizer must roll successes higher than the number of times he has already used empathy this session.
Intimidate is the quickest and cheapest social skill, one that bypasses many of the social graces and often several laws to get its effect. In some instances it can land you in a heap of trouble. In others it allows you influence enemies who are beyond acts of kindness or negotiation. While most social skills take a penalty in combat, intimidate takes no such penalty. Its bonuses and penalties usually revolve around how likely the target is to fear what you are threatening, be if physical harm, shame, torture, or public humiliation.
Leadership is the act of developing and inspiring those under your command. To use leadership on another character, that character has to respect your authority to some degree and do what you say more often than not.
If another character succeeds at using a social skill against a character that follows your leadership to influence that character to do something that works against your interests, you can roll charisma + leadership to overrule that and negate the social pressure caused. For example, if you ordered another follower not to let anyone into your tent no matter what, your follower can roll your charisma plus your champion's leadership to resist EVEN IF YOUR CHAMPION IS NOT THERE.
You can also spend time and resources training a follower. Successes rolled on leadership + charisma train the character to be more proficient. You'll also need to spend resources equal to successes rolled to provide comparable equipment and complete the effect. This adds skill points equal to successes rolled.
Leadership can also be used to upgrade factions using a similar method. However, instead of adding skill points, Subtract 10 from the faction's current number of skills. If you rolled more successes than this, pay resources equal to the number of successes you needed and add another skill to the faction's sheet.
Preach obviously covers religious teaching, proselytization, and religious speech in general. It is handy for converting random NPC's to follow you as an archon. It also covers knowledge of religion, specifically of your archon, but of religious matters in general.
Preach can be used to increase a faction size. Spend 1 resource appropriate to recruitment (usually food or money). If you get more successes than the current faction's rating, increase its size by 1.
Determination is the ability to resist influence by others and continue on the path you set for yourself. It is used to resist all social skills except deceive, which turns your own determination against you. A determined character has strong willpower and is not easily swayed.
This is your basic public performance skill. For public speaking you pick what skill you're rolling, and roll it to determine how successful it is. For example, roll preach to speak to an individual. Then roll perform to spread the effect to a congregation. Successes determine how large of an audience can be affected as in the chart below:
|Successes||Crowd Size Affected|
|7||as many as can hear you|
|8 or more||as many as can hear you and anyone they spread the message to|
If you fail to reach a high enough perform roll, the crowd is unaffected by your social skill. You aren't able to play to the crowd or get your message across, or you're shouted down or get stage fright.
You can roll perform on its own for playing instruments, playacting, or other performance, with successes determining both how well you perform and how many people you affect.
Taming is used for social interactions with animals, sometimes supported by other social skills such as using intimidate to scare away an animal. Tame can support other social skills when used on great animals. Tame is also used to ride or care for animals.
Labor has the skills that allow you to create things in the world to give you bonuses, usually in exchange for resources.
Create tool is used for people who create hammers, weapons, armor, fishing rods, and all manner of other tools to assist people in carrying out their duties.
This allows you to create things that characters carry around with them. When you make a tool, pick what the item does and then pick what skill it will add bonus dice for. A sword gives bonus dice for melee, a suit of armor gives bonus dice for defense, a hammer and tongs will create a tool that helps you forge other tools, and a sufficiently spooky outfit will give you a bonus to intimidate.
The next step is to determine the required resources and make sure they're available. You roll the create tool skill and may make a tool in rating up to successes rolled, and requiring resources to create equal to its rating. The tool will then add its rating to whatever it helps with.
No character may benefit more than one tool for any particular job. If one follower uses several tools, only the highest bonus counts.
The create tool skill can be used without resources as a support to create disposable items, stored until the follower needs it. So if you roll 3 successes to make some fire arrows, those can grant +3 to a roll if used in one turn, or +1 to 3 different rolls. Wooden shields are light and good for blocking right up until they break. Smoke bombs can hide a thief in an emergency. Glass weapons are fragile but hold a perfectly sharp edge. A bit of creativity can get you some bonuses stored up quickly. But this doesn't get you the permanent boosts that come in quite handy.
Creating a temporary tool takes a couple dozen minutes and creating a permanent tool takes days.
Build structure is used by masons, engineers, excavators, and other people who create structures. The most involved, structures usually use up your wood and stone, and they occupy an entire area. A structure could be a small building, a room, a ship, or something of the like. To create a structure, roll build structure and count up successes. You can create a structure whose rating is less than or equal to successes rolled
The rating of the building determines the number of people that can take advantage of its amenities at one time. Those will be discussed below. A workshop rating 3 can host 3 craftsmen taking advantage of any amenities.
Craft amenity is used by various tradesmen to turn raw materials into furniture and equipment in a building. Roll create amenity to create something beneficial in a structure, creating an amenity with a rating equal to successes rolled. It costs 1 resource of the appropriate type to make an amenity. No one may benefit from or take a penalty from more than one amenity at once.
Amenities can add extra dice to actions performed in or in relation to a structure, or provide a penalty. Consider an archery tower with the amenities height advantage, arrow slits, and warning beacon. Say the archery tower is rating 3. Anyone using that structure might use height advantage for a bonus to rolls to see something or hit with a ranged attack. The arrow slits would provide a penalty for attackers to hit someone in the structure. The warning beacon might add bonus dice to social rolls to warn people or rouse them to action. There is no limit to the number of amenities that can be added to a structure except by common sense.
If you wish to upgrade an amenity, spend one appropriate resource and roll labor plus create amenity, and if you roll higher than the amenity's current rating, upgrade it by the difference plus 1.
Develop is the ability to build up infrastructure and create or improve a development . Normally any archon can add 1 tick to any development once per session. Instead, a follower may give up that bonus to use this skill. First, pick which development you wish to improve, or a sub-development you wish to create.You roll this skill and add ticks of development equal to successes rolled. When a development gets enough ticks equal to its current rating plus 1, remove that many ticks and upgrade it. No development can go up more than 1 level in a year. If you roll this skill to add ticks to a development, it will cost you resources equal to successes rolled, less if you want to use fewer successes. And you have to explain how those resources are helpful to the project if it isn't obvious.
Stock This determines the quantity and quality of items you have with you. Your house will likely have an amenity such as storage space that grants you a bonus to this. You can roll stock to declare you have an item with you, reducing the need to list everything on your character beforehand. The difficulty of the stock roll is determined by the odds you would have that item with you. This is 1 for any item you would almost assuredly have on you. Failing this means you lost or forgot the item. 3 or more covers items you would possibly have on you. 5 is a good difficulty for things you are very unlikely to have on you. A sword would be difficulty 1 for a swordsman, difficulty 3 for a wizard, and difficulty 5 or higher for a pacifist.
Rolling for a more specific item, such as a sword with the symbol of a boar's head on it would increase the difficulty by a few points unless that is your character's symbol or there's another reason why you'd be more likely to have a sword with that symbol on it than without it. Cost is also a factor. A more valuable sword would be a harder roll than a basic one.
Artisan is your basic ability to create art of any kind. It works like a social skill. Simply write down the dice you get to make the art and the social skill that determines its effect, and anytime anyone takes a minute to appreciate it, roll as if you're using a social skill against the target, even if you're not in the room. If you write a book on the doctrines of your archon, you can treat that as a preach action against anyone who reads a chapter. If you paint a terrifying work then anyone who takes the time to view it can feel the horror you attempted to convey.
Once someone has experienced a piece of art, they are generally not affected by it again. But they may roll artisan or perceive to experience the effect again, gaining new insights into the piece.
Creating a work of art is like creating a tool as far as resources costs are concerned.
Gather is relatively simple. If, in your adventures, you come across an easy trove of resources that you can quickly gather, use gather to harvest them whether it's mining ore or picking berries. If those resources are not being gathered from the wild, but instead from a nearby locked chest, try steal instead.
Operate allows you to roll on behalf of a structure by activating mechanisms and equipment built into that structure. Need to steer a ship? Operate. Need to launch a trebuchet? Operate. Need to activate traps in a room, stoke a furnace, or activate any other mechanism? Operate is your skill. Operate is generally used for moving or attacking, but sometimes also for running machinery.
Research is a basic knowledge skill that relates to how much you know about any given subject, be it astronomy, knowledge of nature, trivia, other languages, or anything else. This not only represents information you already know but your ability to dig through libraries and shrines to find the knowledge you seek.
Enlightenment is used to contemplate the divine and learn new magical abilities in the process. Any time an archon does a miracle, any followers can roll enlightenment to learn a new spell. If the successes you roll are higher than the current number of spells the follower already possesses, that follower gains a new spell that the archon would teach at rating 1.
Champions start with a number of known spells equal to the archon's lore aspect, and those do not count against them for difficulty of learning new spells.
Use this to resist spells. If your resist magic roll is higher, the opponent's spell has no effect. You do not resist beneficial spells unless you really want to.
While there are many spells listed, your champion only starts with a number equal to your lore, and can only learn so many others. Choose wisely. Also, while they come with a default description, all spells your archon teaches must be in keeping with your archon's nature. Feel free to change the trappings yet keep the effect the same where necessary.
Spells may only be used once per session unless noted otherwise. If you want to use a spell for a minor purpose, you may roll it without counting that as a use, but you halve successes rolled and round down. Champions can spend vim to reuse a spell already cast. Spells may be learned multiple times if you wish to use them frequently.
You roll lore plus the rating of the spell as if it were a skill, and you may use it for regular actions as you would for any skill if you so desire, though not to defend. For example, an exploding bolt spell that was an exploding ball of fire could also be used to harm a wooden building as the destroy skill would.
Bolt of Power: This is a magical attack that works like the ranged skill. There infinite variations on the trappings of this power, from raining hail on an enemy to shooting a bolt of smite to growing thorns to attack to levitating a rock as a project to a thousand others. It deals a number of points of damage equal to the amount you beat your opponent's roll by. Yes, this is incredibly lethal.
Disabling Bolt: This works the same as bolt of power, except it deals sleep, paralysis if it would otherwise kill your opponent, disabling it for the remainder of the scene.
Exploding Bolt: This works as a ranged attack, but it works as an attack on every target in the zone. You roll once and your enemies, allies, and anyone else in the zone rolls to resist individually. All whose rolls you do not beat are affected. If used against a faction, treat it as a ranged attack that ignores the faction's size bonus.
Heal: This works like medicine the combat skill, but it has a separate track. To succeed at the heal spell, you must roll as high as the number of times you have used it previously, but it does allow for multiple uses.
Teleport: This works like the move skill, except it ignores barriers. It can be cast as a move action.
Elemental Control: You can control a specific type of energy, like light or sound or fire. Pick it when you take the spell. Spiritborn do not require an archon's teaching or an enlightenment roll to learn this spell for their own element.
Conjure: Make a list of items you can conjure, one item per point you have in this spell. Examples might be weapons, furniture, water, wood, gold, etc... Roll conjure as the create tool, gather, or stock skill to create from thin air the item you need in the instant you need it. When rolling as if it were stock, ignore any difficulty factors due to the item being something you would be unlikely to have on you at the moment. Conjure may not use resources to aid success.
Hand of Power: This hand allows you to move items in the same zone or one zone away as if it were a toughness roll for strength. It does this by creating a human-sized translucent hand of magical force that remains long enough to perform a standard action.
Shield: This conjures a dome of defensive energy to protect the target, often the caster herself, or someone in an adjacent zone. There is no roll for success on this, unless the target resists. The target defends by rolling dice equal to the caster's lore plus shield skill. If the attacker gets fewer successes, the attack does nothing and the shield stands. If the attacker rolls more, the shield breaks. Subtract the successes the shield roll from the attacker's roll and then the defender has to roll against the remaining successes. If the shield is not broken, it goes down at the end of a scene.
Control Spell: Roll this as a defensive action when someone else casts a spell into the same zone as you are in. If you beat the opponent's roll, you may seize the spell and have it attack someone else (or aid an ally if it was beneficial) at the successes the original caster rolled.
Berserk: You can drive a target berserk as with the berserk feat, with a berserk level equal to successes rolled and no higher or lower.
Herbalism: You may roll this to create a potion by taking several hours and one resource per potion you wish to make. Potions can be any spell, whether it fits your archon's nature or not, and whether or not any of your followers know that spell already. You can throw a potion at an enemy, drink it, apply it as a salve, or anything else as makes sense. Any details the spell leaves open must be specified for the potion. For example, a transform into animal potion must specify the exact animal the target is transformed into. When rolling for the success of a potion, roll lore plus your rating in herbalism.
Enchant: Treat this like the create tool skill, except it creates an enchantment that boosts how an item works. By spending 1 vim, you create an enchantment which is applied to an object. This could be a common item that had no mechanical advantage. It could also give an item a boost to what it already does, or a second function. The bonus stacks. Enchantments draw a small amount of spiritual energy from their owner, and therefore no one may have more than one enchanted item. The exception is champions, whose vim pool is reduced by one for every enchanted item they own after the first.
Bless: The target gets bonus dice to a type of action for a scene equal to successes rolled.
Curse: The target takes a penalty to a type of action for a scene equal to twice the difference in successes if this spell hits.
Horrible Curse: This works like bolt of power, but only affects the target if it deals enough damage to kill. Instead of killing, pick some horrible fate. The target must accept that fate or instantly die.
Invisibility: The target gains bonuses to performing actions stealthily and temporary points of shadow equal to successes rolled. At the end of a scene, invisibility ends, and the temporary shadow points are lost if not used.
Phantasms: You can use this spell to conjure up obvious illusions whose exact nature you control. These can illustrate a story, distract an opponent, or
Teleport: This spell works as either a standard action or a move action, moving the caster a number of zones away equal to successes rolled, and ignoring barriers.
Incapacitating Bolt: If the target is hit with this spell it is frozen, ensared by webs, tangled by the grass, petrified, put in a sleeping field or somehow else prevented from taking any actions this turn. It automatically gets 1 and only 1 success on all defense rolls and is immune to social skills or mental effects.
Control Enemy: If this spell rolls higher than the target's level, the caster controls the target for one turn. The target is aware it is being controlled. This has the same range restrictions and benefits as a ranged attack.
Necromancy: The caster rolls this spell and if it is higher than the target's level the creature is resurrected and obeys the necromancer's orders. If the caster rolls half as high as the target's level, the being is revived but has free will.
Demoralize: Treat this spell as if it were a ranged attack, but dealing damage to mood not health.
Shape Terrain: Create an amenity in the area whose rating is equal to successes rolled. It disappears at the end of the session.
Illusion: This spell creates an illusion, opposed by the target's stealth plus perceive roll. On a success, the target believes it is real. If touched, the illusion becomes obviously fake.
Telepathy: This spell creates a mental network where people can think words, images, and sensations at each other or block them out. Telepathy can be ignored through some effort. It allows for easy, two-way communication without in-depth mind-reading. The telepathy spell allows for a scene of telepathic communcation among a number of targets equal to skill with the spell including the caster, and up to a number of zones away in every direction equal to successes rolled.
Flesh to Spirit: This spell makes you intangible for a number of turns equal to successes rolled. While intangible, you cannot cast magic or interact with the physical world other than looking at it or speaking. You are immune to damage from any non-magical source. Your ghostly spirit is mostly visible and you may pass through solid obstacles and ignore gravity.
Transform into Animal: The target of this spell is turned partially or completely into an animal. For the remainder of the scene, she gets a bonus to all rolls that the animal would be good at equal to successes rolled, but takes the same penalty to rolls the animal would not be good at. For example, if the caster rolls 3 successes to turn the target into a dog, the dog would get bonuses to move and perceive but penalties to ranged and create tool. Other skills would be affected as well.
It can be used on an ally in the same zone, but if cast on an enemy it needs to be done as a ranged attack. Animals have difficulty using tools. The successes rolled casting the spell also work as the successes that must be beaten by a perceive roll to identify the animal as being the original target. This spell cannot transform the target into a monster or unnatural animal, like a dragon or griffon.
Transform Being: This spell functions as bolt of power, except unless it deals enough damage to kill the target it does nothing. If it deals enough damage to kill the target, the target is transformed into an amount of resources equal to the successes rolled. Choose the resource type when you learn the spell. For example, turning the target into a cow might give you food resource while turning it to iron would give you metal.
Summon Creature: This spell calls forth your archon's creature to perform a number of actions for the summoner equal to successes rolled. It leaves when the actions are completed, or at the end of the scene, whichever comes first.
Summon Servitors: This spell calls forth a group of servitors, as if they were a faction with rating equal to successes rolled. They are loyal enough that mood is not an issue. At the end of the scene, if any are left, they disappear.
Commune with Dead: Use this spell to call up a local deceased person to answer your questions. The higher the roll, the more useful the spirit. One success pulls up a common ghost with very little useful information while six successes calls up a shade of ancient wisdom.
Transmute: Turn a number of resources equal to successes rolled into twice that amount of a different resource.
Multiply: For one scene, the target is transformed into a horde of herself. Due to the effort of coordinating herself as a multitude, all of her skills are temporarily dropped to 1 until the effect ends. She becomes a squad in size equal to 1 plus successes rolled.
Divination: Ask a question and get an answer. Successes rolled determine usefulness of the information:
0: Information presented in a format you can't understand.
1: Vague hints as well as some misinformation.
2: Information is mostly accurate but presented in the form of a riddle.
3: Some solid information is presented as well as some riddlish.
4: The information is incomplete but clear and accurate.
5: You get most everything you wanted to know.
6: Your answer is given to you clearly and succinctly.