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The Old World: Grim and Perilous

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New Spells And Maneuvers

Narrative

Descriptions

This section discusses how these spells can be

used in narrative encounters.

Mask

Skills: Arcana, Divine

Mask spells create illusions of light and sound.

These can be images of people, creatures, or

objects but also bands of shadows and blurred,

indistinct shapes. Sorcerers and illusionists

capable of creating illusions can sow fear and

confusion on battlefields, concealing their true

intentions and visages as well as those of their

allies, or crafting terrifying visions that paralyze

the minds of weaker beings. These deceptive

images, though devoid of physical form,

can distort perception to such an extent that

foes may be compelled to flee or hesitate, granting

the wizard precious time or advantage.

When you use a Mask spell in a narrative situation,

first check out the mechanical rules

starting on page and see if the effects you

want are listed there. If so, you can use the listed

difficulties to figure out how hard it should

be to cast the spell. Remember that the Mask

spell only creates illusions; it can merely alter

what the eyes see and the ears hear (and maybe

what the nose smells). It can’t create something

physical.

Predict

Skills: Arcana, Divine

“Prediction,” “prophecy,” and “foresight” refer

to the ability to see the future (or at least a

possible future) and alter it to one's advantage.

In the Old World, predict is surrounded by an

aura of mystery and dread. Many legends tell

of powerful mages and mystics who, using

Predict spells, were able to see fragments of

the future, often associated with impending

danger or calamity. Prophets, although rare

and misunderstood, often serve as valued advisors

to authorities but can also be exiles for

whom visions have become a curse. When

your character uses a Predict spell narratively,

its difficulty usually depends on how far into

the future they want to look. If it’s within the

next day or so, then you can start with a difficulty

of Average (kk). Looking a month ahead

may increase the difficulty to Hard (kkk), a

year may be Daunting (kkkk), and anything

beyond that may be Formidable (kkkkk). If

you are considering additional possibilities for

such a spell, first check the mechanical rules

on Table -: Predict Additional Effects to see

if the effects you want are listed there. If so,

you can add them to the spell, correspondingly

increasing the difficulty. A significant number

of h or a d may make a prophecy especially

inscrutable or vague.

Sense Magic

Skills: Arcana

Magical sense, commonly known as Witchsight

is the ability of most spellcasters to sense

the presence or absence of magic. All people

born with the talent to work magic have some

degree of witchsight that can be developed

and expanded with training, so the spellcaster

can actually see the ebb and flow of the Winds

of Magic, witness the scintillating colors of the

Chaos energy in its raw form, and be better

able to harness it for the casting of spells.

When using Sense Magic narratively, it has

a passive effect. Your character constantly sees

the world as if through two types of vision superimposed

upon each other. With their normal

mundane sight, they see like any other

person does. With their witchsight, the character

actually sees the Winds of Magic to some

degree, either as swirling clouds and rivers of

churning colored energy, or as manifestations

of their own thoughts, memories, emotions,

expectations, beliefs, and fears and those of

the people around them. When your character

tries to identify the exact composition of the

Winds of Magic or recognize magic objects or

creatures, it requires a check with basic difficulty

of Easy (k). Identifying magic items or

trying to trace another magic user may increase

the difficulty to Hard (kkk).

Chapter 4: Magic of the Old World 117

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