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Forbidden Lands Players Handbook

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RANK 1

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WORDS ON THE WIND

RANGE: Distant

DUR ATION: One turn per Power Level

INGREDIENT: Funnel or sea shell

This spell can guide you to the right path

when you face a difficult decision. Once you

have cast the spell, the GM must tell you

which decision or choice she believes is the

wisest.

You can enhance your hearing magically and

hear specific sounds up to DISTANT range as

clearly as if you stood right where they emanate

from. You must see the place to which you

direct your hearing.

FARSIGHT

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RANK 2

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RANGE: Varies

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DUR ATION: One turn (15 minutes)

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INGREDIENT: Map

You can let your inner eye wander across vast

distances, over oceans and land, mountains, and

valleys, and see what is happening there right

now. FARSIGHT does not help you find a place –

you must know where it is located to be able to

see it. Power Level 1 lets you view a place at LONG

range. Power Level 2 reaches across the same map

hex where you are. Further away requires Power

Level 3. Viewing a location that you haven’t been

to before increases the required Power Level by 2.

Your visions are often fragmented and cryptic –

the GM decides exactly what you can see.

TRUE PATH

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RANK 2

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RANGE: Personal

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DUR ATION: Immediate

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INGREDIENT: Scales (can be reused)

VISIONS OF THE PAST

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RANK 2

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RANGE: Short

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DUR ATION: One turn (15 minutes)

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INGREDIENT: Item from the time

You can see events that have transpired in

the past at the location where you are, even

if those events are no longer remembered by

any living being. Power Level 1 lets you see

one day back in time, Power Level 2 one year

into the past, and Power Level 3 lets you see

hundreds of years back. Your visions are often

fragmented and cryptic – the GM decides exactly

what you can see.

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DIVINATION

RANK 3, RITUAL

RANGE: Near

DUR ATION: One turn (15 minutes)

INGREDIENT: Crystal ball or fish guts

If you perform a seance, you can see visions of

the future. You ask the GM questions about

yourself or someone else present at the seance.

The GM answers as best she can. The answer

must be brief, and is often ambiguous and

cryptic. The answer can also come in the form

of a sign of happiness, or a foreboding sign of

ill fortune.

129

magic

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