Install Steam
login | language
简体中文 (Simplified Chinese) 繁體中文 (Traditional Chinese) 日本語 (Japanese) 한국어 (Korean) ไทย (Thai) Български (Bulgarian) Čeština (Czech) Dansk (Danish) Deutsch (German) Español - España (Spanish - Spain) Español - Latinoamérica (Spanish - Latin America) Ελληνικά (Greek) Français (French) Italiano (Italian) Bahasa Indonesia (Indonesian) Magyar (Hungarian) Nederlands (Dutch) Norsk (Norwegian) Polski (Polish) Português (Portuguese - Portugal) Português - Brasil (Portuguese - Brazil) Română (Romanian) усский (Russian) Suomi (Finnish) Svenska (Swedish) Türkçe (Turkish) Tiếng Việt (Vietnamese) Українська (Ukrainian) Report a translation problem
If you predict something, you get huge benefits. Someone walks into a path and you predicted it? (mechanic might be a token you place in a square) some result. If you predict what turn, what circumstance, perhaps what they're wearing, the individual, et cetera the more benefit you get. You might get a +1 - 10 on your next role as a result. The more unlikely you are to predict it, the better the result you get for being right. Some negative stuff can happen from guessing wrong too. It's like a meta-game if you play Future Sight. Add some extra thematic something to flesh it out like a dark Obsidian cult type theme (Future Sight obeys a Dark God or Eldritch being) OR just make them a Meta-Mage (the actual meta mage vs the aether's "meta" mage).
Here's the old page with all the links to the different spell lists.