

DIVINATION magic


The Divination Witch
The Mind
Divination focuses on the mind, knowledge, and perception. Practitioners of divination seek truth, uncover hidden information, and gain insight into people, places, and events through magical means. Their craft centers on understanding what is known, unknown, and yet to be discovered. It allows a character to sense, interpret, or glimpse information tied to the past, present, or possible futures. This form of magic does not directly alter events—it reveals insight, warnings, and hidden truths.
​Common forms of divination include:
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tea leaf reading,
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tarot card
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crystal ball gazing
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scrying

The Risk
Peering too deeply into hidden truths can blur the line between fact, possibility, and interpretation. Diviners risk becoming overwhelmed by conflicting visions, misreading signs, or becoming distracted by knowledge that was never meant to be known.


divination magic OOC

This particular type of magic in a roleplay setting requires OOC discussion.
If you are attempting to find out information about another player or current knowledge, OOC consent is needed. The information is given to you by the other player (you may not write someone else's backstory, family, history, etc )
OOC consent is needed to search for others as well. Information about the island and its history, The Overlord or Morrigan must be brought to Admins before trying to add it to the lore.
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DIVINATION MAGIC ON THIS PAGE
Below you will find the Specialty Skills for the Divination Witch. Once you have activated your magic, you will be able to do any of the speciality skills plus the skills that are written on the Divination Path. Players can choose to do this path or request the spells OOC from Morrigan. Players are not limited to the skills on this page. Players may develop their own rituals and spells within Divination magic. Players will also be able to share their spells and skills. If you have any questions concerning magic in Sovereign's Rest reach out to an admin or the Veiled Sovereign.


DIVINATION magic SKILLS

Knowledge
Divination witches possess knowledge of omens, symbols, prophecy, and magical tools used to glimpse hidden truths. They understand how to interpret visions, signs, dreams, cards, runes, and other forms of foresight, while recognizing that the future is often uncertain and open to change.

Typical Tools
Ceremonial items: candles inscense etc
Used to speak with the dead
​Bones
Spirit Boards
Tarot Cards ​​​
Performing Divination Magic in Roleplay
1. When using divination magic to tell the past or find out current information. The player you are doing the reading on determines what is learned. This requires OOC Conversation between players.
2 OOC consent or a dice role must be given anytime magic is being used that involves other players such as astral projection or scrying. If multiple players are involved, all players in the scene need to give consent or a dice roll is done. Consent can not be given by only one person in that scene. The witch/warlock needs to be the one reaching out to the other players.
3 Seeing future, while even in roleplay we cannot perdict what will happen, players can still rp seeing a potential future. OOC convversation and planning can into trying to make that prediction happen.
Speciality Skills
The Scryer
Can see auras and sense the balance of the energy on the island.
THE ILLUSION
Spiritual Magic users have a deep connection with their ancestral bonds. They can call upon these bonds, the witches and warlocks of the past to ask for guidance.
Astral Projection


DIVINATION speciality magic SKILLS
tThe following skills are for the Witch that has chosen Spiritual as strongest Magic.

Light Divination Specialty Skills

THE SCRYER
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You have the ability to look for objects or people across the island using a crystal as a pendulum (this is taught to all at the Magister's Circle however, the Divinator has the highest success rate.
The Scryer

The diviner separates their spirit from their physical body, allowing them to travel unseen across Sovereign's Rest. While projecting, they can observe locations, conversations, and events but cannot physically interact with the world around them.
Limits
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The body remains unconscious and vulnerable while projecting.
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Strong wards, spiritual barriers, or magical protections may block entry.
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The projection cannot attack, cast spells, or manipulate objects.
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Projection may last up to three post rounds before the diviner must return.
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If the body is disturbed or harmed, the projection immediately ends.
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What is seen may not always provide complete context or truth.

A player may create an illusion that can be seen, heard, and even smelled by those in the room. The number of people affected increases with the number of witches involved in casting it. The illusion will last up to three post rounds. If the magic users leaves before the three post rounds, then the illusion will only last 1 post round after they exit.
LIMITS Strength
1 Morveth - up to two people
2 Morveth - up to 4 people
3 Morveth - up to 6 people and so on.
More than 6 people need admin approval.
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*In a group scene, everyone who is supposed to be affected by the illusion will roll the dice. The dice will then be for each player and their reaction.
The Illusion
Astral Projection

DARK Magic Divination Specialty Skills

FATE FRACTURE
The diviner peers into the possible futures of a target and reveals the most terrifying outcome they can find. The vision manifests as a waking hallucination visible only to the victim.
Limits
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Causes fear, confusion, or hesitation but does not force actions.
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Lasts up to three post rounds.
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Particularly strong-willed characters may resist through roleplay.
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Cannot reveal actual future events with certainty.
Cost
Each use leaves the diviner shaken by glimpses of countless tragic futures, causing headaches, exhaustion, or nightmares.
FATE FRACTURES

MEMORY THEFT
The diviner reaches into a person's recent memories and extracts fragments of what they have seen or experienced. The stolen memory appears to the diviner as brief visions rather than perfect recordings.
Limits
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Requires either physical contact or OOC consent.
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Only retrieves memories from the last seven days.
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Information gained is fragmented and may lack context.
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Cannot permanently erase memories.
Cost
The diviner temporarily absorbs emotional residue from the memory, experiencing the target's fear, grief, anger, or joy for one scene.
MEMORY THEFT

DOOMSIGHT
The diviner marks a target with an omen of misfortune, causing them to repeatedly glimpse signs of their own downfall. Shadows seem threatening, sounds become unsettling, and ordinary events appear ominous.
Limits
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Creates paranoia and distraction but causes no direct physical harm.
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Lasts for one roleplay scene or up to five post rounds.
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Does not force a character to act in any specific way.
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May be dispelled by powerful spiritual or warding magic.
Cost
The diviner also witnesses fragments of their own possible demise, leaving them emotionally drained and vulnerable to fear until they have rested.
DOOMSIGHT


Specialty charms and Potions


SLUMBER CHARM
A simple divination charm that lulls the mind into a restful sleep. By calming racing thoughts and easing mental tension, the charm helps the target drift into a natural slumber.
Slumber Charm

VEIL OF TRUTH CHARM
This charm encourages honesty by quieting deception and bringing hidden thoughts closer to the surface. While under its influence, a person may find it more difficult to tell deliberate lies.​
Limits:
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This charm needs to be in arms reach of the person it is to be used on. It is even more effective if they are holding it.
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Does not compel a person to answer questions but does not let them lie.
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The target may remain silent, evade questions, or speak only partial truths. however the longer they avoid the questions, they will find themselves given releasing other truths.
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Consent or a dice roll is needed to
Veil of Truth Charm


potential JOBS FOR THE divination WITCH

THE LIGHT SIDE OF JOBS
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Ancestor Speaker – Summons ancestral spirits to seek wisdom, guidance, and insight from those who came before.
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Alignment Keeper – Watches the balance of Light, Dark, and Neutral energies throughout the island to ensure no alignment grows too dominant. These witches are assigned to a Regent and in order to help the Regents locate new members of their regions.
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Palace Archivist – Maintains the palace's magical library, preserves ancient knowledge, and communicates with spirits from distant worlds to uncover forgotten histories and hidden truths.
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Ceremonial Leader – Conducts blessings, funerals, sacred rites, and spiritual ceremonies that honor the living, the dead, and the unseen forces that shape the realm.
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Captives Collar - Aid and help those in different regions when a person is captured during the Captive Ritual.
THE DARK SIDE OF JOBS
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Grave Whisperer – Uses their gift of speaking with the dead to gather information and help monitor captives within the region. Spirits may be called upon to observe, listen, or relay what they have witnessed. (Dice roll or OOC consent required.)
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Warden of Echoes – Serves alongside the Guards or a Regent, calling upon ancestral spirits to haunt the minds of offenders. Through whispers, memories, and spectral visitations, they inflict mental distress as a form of punishment.
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Soul Interrogator – Assists with interrogations by consulting spirits for insight into a person's past, hidden knowledge, or secrets. While spirits may reveal information, the outcome remains subject to roleplay consent and cooperation. (Dice roll or OOC consent required; the player provides the information learned.)


dust

The dust is a special combination of crystals, herbs, and drawn energy that only Morveth has access to. This dust, when ingested, gives the magic user an extended boost of energy/magic. The dust increases your magical ability by 10%.
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What is it?
The dust is a drug that the Morveth make and have access too.
A Morveth has to ingest the dust. This can be done by smoking, drinking, snorting, it is player's choice.
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Who can use it?
It can be used by any race on the island. (+2 to a dice roll)
It increases the Primal Ability of each race for up to 3 post rounds.
Magic Users will get an extra 2 post rounds to use their magic​
LIMITS
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Highly Addictive (think junkie level if not used in moderation)
The more you use it, the more you want and need
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Turns the tips of fingers, the color of the crystals used in making it from touching the dust. (The more of it used the brighter the color. It only goes away after days of not using the drug. *Players choice in color, can either emote it, put it in profile or titler or actual find a visual for it.
All Users regardless of Race will experience being intoxicated for a few hours after using it. (Eventually, you will crash hard)
The adrenaline from the drug will last for a few hours after use. The person will appear and act intoxicated
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Acceptable Reactions:
Heightened emotions
Increased aggression or sexual behavior
It does impair your rational thinking and impulse control. ​​​
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Only Morrigan knows the recipe and has the ingredients to make this drug. There is no other drug like it. See a Morveth to get some.


types OF MAGIC

All players, regardless of background, choose one of the following abilities to begin with. This is the ability your character is naturally strongest in.
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Magic Users on Sovereign’s Rest is a learning-based roleplay system. Through roleplay and over-time players will get the chance to learn the other types of magic. This is done to balance out Magical Abilities and for players to understand how the magic works here in Sovereign's Rest.
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Click the tabs below to learn more about the different types of Magic.






QUICK IDENTITY GUIDE
Healing - Potions and Healing Magic
Hexing - Hexing and emotional magic
Spiritual- Spirit communication, summoning,
Divination- visions, prophecy
Warding - magical protection





