Divination

Crystal Ball Gazing DC 25- You gaze into the crystal ball, and attempt to peer through the fog. Make a DC 25 check. If you succeed you manage to gaze into the future by up to one day. The gazing allows the person to see one important event of DM choice that will occur the next day. This however, can be changed as time is an ever changing flowing river, and knowing about the event can cause it to not happen. By adding a +5 to the DC the player can choose one particular event they could happen the next day.

For example Lavender Brown, wishes to know if she will pass her test she has just taken. She focuses on the crystal ball, and tries to peer into the future. The image of a paper floats to the top, past the smog of the ball with an Outstanding on it. Smiling she goes to tell her friends of her success.

Forewarning DC 20- This ability can be used as a free action anytime you would normally be surprised or flat-footed. Make a divination check against DC 20 , if you succeed, you are not treated as flat-footed for that attack. Each consecutive use of this ability in an encounter raises the base DC by 2. In addition, this check can be made at the beginning of combat. Every 2 points that you roll higher than a DC of 15 gives you a +1 bonus to initiative.

Peer into the Moment DC 20- You concentrate upon the time line of the immediate future, and shift through the many different possibilities. As your mind wanders the current of time, you realize the effects your actions will have in the future. Make a DC 20 check as a standard action. If you succeed you gain knowledge of whether or not a decision you make in the next minute will have positive, neutral or negative effects. For example, Lavender Brown is trying to escape some Death Eaters and runs into two doors running in different directions. Pausing for a minute she peers into the immediate future, and decides going down the left door will only bring trouble. She then decides to go down the right.

This only allows for a person, to sense immediate ramifications within a minute. The left hand passageway for example could have had a magical trap, and then been safe. The right hand door could have contained a passageway, that was safe for a 5 minute run, only to go into a meeting chamber for Death Eaters. You may also learn additional information when you exceed the base DC is exceeded by 5 or more. You can choose to learn about why the decision is good or bad, or see another minute in the future.

Reading Tea Leaves DC 15- You take a cup of tea, that has had its dregs, settle at the bottom. You flip the cup over, and an image appears. You may make a reading either for yourself or for one other person. Make a DC 15 Divination check. If you succeed you get a vague idea of the subjects future that is limited to one day. The DM ultimately decides what you learn, but here are some example readings. You learn that good fortune will befall the subject today; Beware those who wear red, for they shall bring ill tidings; you shall suffer , but come out the stronger; Happiness and sadness shall occur at once as if a double bladed sword; One drop in the pond, can cause ripples that affect those around them, be they good or ill. You can also learn additional information when you exceed the base DC by 5 or and you can learn clearer and additional information, such as what time of day, and things like the circumstances of what will happen.

Palm Reading DC 10- You take a persons hand, and read the lines on it. Make a DC 10 Divination check. If you succeed you successfully read the person palm. Upon reading the persons palm you immediately discover the personals alignment. You also find out generic information about their abilities and skills, as well as personality. For example somebody reading Harry Potter’s hand might find out that he is an inspiring figure, who is a brave, and steadfast warrior. By exceeding the DC by 5 or more you can instead something specific that you wish to know. For example, you could learn what the subjects Curses and Anti-Curses modifier was.