Hávámal (Extended Edition)
Never a whit should one blame another
for a folly which many befalls;
the might of love makes sons of men
into fools who once were wise.
-Hávámal
Nature: Grimoire
Author: Low-Key
Description:

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Contents

Name Spell Dice pool Arcana Traits Special
Gambler's Guess Prognosticating Wits+Invest Fate • P1 -
Mot-Gandr Fate Counterspell Wits+Occ Fate • L -
Aptrgangr's End Aim for the Dead Wits+Wep Fate •, Death •, opt Space • Special -
Eyes of a Witness Querulous Minds Wits+Invest Fate ••, Prime • P -
Reading Skuld's Work Sniffing the Winds of Fate Com+Invest Fate ••, Death •• C -
Inevitable Doom Proclaimed Identify Bane Wits+Med Fate ••, Death/Spirit/Life •• L1 -
Traveller's Tale Chance Meeting Res+Strtw Fate ••• P1/status -
Auspice of the Hero Efficient Efforts Pres+Pers Fate •••• P -
Laying Down the Law Forbidden Fate Pre+Subt vs Res+G Fate •••• P1 -
Fortune's Favored Fighter Legendary Event Pres+Exp Fate ••••• VP -
Bird of Begetting Bad Luck Infectious Curse Pres+Intim Fate •••••, Space •• VP1 BF3

P-Prolonged, T-Transitory, C-Concentration, V-Vulgar, E-Extended, [number]-mana cost, BF-Bonus Factors

Bonus Factors
Infectious Curse: Caster must carve a ''curse-staff'' and place it somewhere in or in front of the target's family home, and must restrict the spell to only affect target's allies & family: +3 duration

Identify Bane (Fate ••, either Death ••, Spirit •• or Life ••)
Practice: Knowing
Action: Instant, resisted with (Resolve or Resistance) + (Destiny rating, Rank or Power Trait)
Duration: Lasting
Aspect: Covert
Cost: 1 Mana
The caster immediately learns the target's Bane, whether from the Destiny merit or due to its inherent magical nature. with Death 2 this spell can identify which type of Vulnerability a Zombie has, or that a vampire is extremely susceptible to sunlight. It cannot reveal a spirit's Ban, but it gives an indication of the best method to oppose the being based on its powers and personality (like using water against a fire-spirit). with Life 2 it can spot similar weaknesses in beasts, whether mundane or magical, such as an unprotected spot over the heart, or being lethally allergic to honey.
Rote Dice Pool: Wits + Medicine + Fate

Prognosticating (Fate •)
Practice: Compelling
Action: Instant
Duration: Prolonged (One scene); special, see below
Aspect: Covert
Cost: 1 mana
The spell reviews whether or not a planned course of action has the odds in its favor or not, and tells the mage which one it is. Should he have fortune on his side he gets 1 die per success on the spell to spend on any roll involved in the plan, akin to destiny dice. If the plan is not favored and he still goes through with it, however, the ST gets the spell's potency as dice he can spend on opposing the character, or to inflict as penalties on his rolls, as long as it's involved in the inauspicious action. Even if the spell is cancelled, this negative effect will remain in effect.

At Fate 2 this spell can be cast upon two possible courses of action, indicating which one has the best odds of working out in the character's advantage and which is least likely to do so. It has the same mechanical effects as the Fate 1 version, but always designates one as favored and the other as disfavored.
Rote Dice Pool: Wits + Investigation + Fate

Chance Meeting (Fate •••)
Practice: Perfecting
Action: Instant
Duration: Prolonged (One scene)
Aspect: Covert, but Vulgar if used on a target with Fame
Cost: 1 mana per dot of Status target has
By surrendering to chance the target will somehow manage to meet the person the person sought with this spell, apparently by pure coincidence. This requires that he wanders around without a plan, and follows whatever whims may fall into his head.

The Target Number for the spell to work depends on how difficult it is to randomly encounter the quarry: High-security prison inmates and the president of the USA would most likely require 5 or more successes, while chancing upon the street vendor next door requires but a single one.

In addition, the meeting might require some time to set up, for example if the person sought is on the other side of the continent, so it's possible for the spell to run out of duration before the attempt is successful.

While it isn't a sympathetic-range spell it still suffers penalties according to the caster's sympathetic connection to the quarry sought, including that for not knowing their name, and both Occultation and Fame are subtracted from the dice pool as well.
Rote Dice Pool: Resolve + Streetwise + Fate

Efficient Efforts (Fate ••••)
Practice: Perfecting
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: None, but 1 mana per turn when using its effects
As long as the spell is active the character can reflexively spend 1 mana to get the 9-again benefit for whatever dice pool he's about to roll. The limits for amount of mana spent per turn still apply, and the 9-agains cannot be combined with 8-agains, Rote Quality or any similar effect.
Rote Dice Pool: Presence + Persuasion + Fate

Legendary Event (Fate •••••)
Practice: Making
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar
Cost: 1 mana, and 1 mana per turn when using its effects
As long as the spell is active the character can reflexively spend 1 mana to get the 8-again benefit for whatever dice pool he's about to roll. The limits for amount of mana spent per turn still apply, and the 8-agains cannot be combined with 9-agains, Rote Quality or any similar effect.
Rote Dice Pool: Presence + Expression + Fate

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