Khemra is the goddess of the sun which provides literal illumination. Khemra bids her followers to spread literacy and wisdom provides metaphorical illumination.
Zarthus is the god of the moon which also provides literal illumination. Zarthus bids his followers to expose corruption and dangerous secrets which also provides metaphorical illumination.
Based on their divine portfolios, it is no surprise that Khemra's and Zarthus' both show a natural aptitude for Illumination theurgy. Theurgists of other religious affiliations often learn Illumination if they have an interest in investigation and discovery. A lot of theurgist adventurers find it useful dabble in Illumination just to pick up the first couple powers just for the sheer utility.
(Perception + Enigmas/Theology)
All powers are Persistent
Glimmer of Knowledge ●: Detect magic, true north, or figure out how many hours it is till sunrise or sunset among other things.
Only one version of this spell can be used at a time. You cannot be looking for magical auras and looking for drinkable water at the same time. This magical effect is vague on what it can or cannot look for, but if another sphere’s ● can detect something, Divination ● cannot detect it. Purification ● can detect undead, Void taint, curses, poisons and diseases but Divination cannot.
●● Illumination of Words: Speak or read any language unless it’s a coded or ciphered. The level of successes determines how good the communication is. One success is along the lines of “Me friend, me come in peace” whereas five successes allows the caster to speak and convey complex idioms and metaphors.
OR
Illumination of Spaces: Conjure light to illuminate an area equivalent to a small room. Light is enough to read easily, but it cannot harm creatures with an allergy to sunlight even though it can resemble sunlight.
●●● Pierce the Mystic Veil: See through phantasms, disguises, invisibility, and magical trickery of all sorts magical with an opposed roll.
This theurgy has no effect on non-magical disguises or deceptions.
●●●● Illuminations of Subtleties: The caster selects a target and gains substantial bonuses against that target in combat and social situations by supernaturally reading his tells and cues in combat and understanding his core motivations and quirks in social situations respectively.
This is resisted by Willpower (difficulty 8). Unless the defender can see you casting a spell and are suspicious of that or have an active magic detection spell or the equivalent, they will not consciously perceive a mental attack.
For every two successes net success the theurgist beats the defender by, the diviner receives a -1 difficulty break in opposed rolls for combat and social situations. Final difficulty cannot be pushed less than than three.
In social situations, a bit of roleplaying is needed to solidify bonus. Simply knowing the character's psychological buttons is useless if not acted upon. If the diviner finds out the target is vain and insecure, he should lay on flattery pretty thick. If the diviner finds out the target appreciates
chutzpah, the diviner should be blunt and direct.
If the diviner is going against the target in a structured and/or limited fashion such as a dance-off or chess match, then the difficulty for the diviner's roll goes up by +2.
OR
The caster gains insight on his general environment which translates into inexplicable hunches and enhanced intuition that appears to be good luck.
One success: Gain -1 difficulty on physical actions in chaotic environment. It can help in a chase scene through a crowded market place or running across a storm tossed sailing ship but won't help a caster win a foot race across a clear field.
Two successes: Gain -1 difficulty on all Perception rolls
Three successes: Gain -1 difficulty on all dodge and parries. Gain -1 difficulty on social rolls against groups (by intuitively targeting the most susceptible individuals).
Four successes: Gain -1 difficulty on all physical actions even in non-chaotic situations. Gain -1 difficulty on all attack rolls.
Five successes: Gain -1 difficulty on damage rolls.
●●●●● Illumination of the World: The caster gains the benefits of ●, ●●, and ●●● Illumination powers simultaneously with one casting AND the caster simultaneously gains the sensory aspects of Every ● level theurgy at once and a bonus die on Alertness and Empathy rolls. Rather than give the caster a sensory overload of ALL magical senses at once, a theurgist with Illumination ●●●●● active will find only immediately relevant input is given to him and extraneous details and noise is filtered out.
See this article link for details.
Comments