Diviner

Some believe the future has already been written, that all choices have been weighed and made before the eyes of the gods. Mortal existence is one grand drama that plays out in a manner preordained. When you look into future happenings with Divination magic, you see likely outcomes based on actions chosen in the present. More often than not, the future you witness comes to pass, so perhaps there is no such thing as free will after all.

Level 7 Diviner

Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Divination, Spells: One master
Glimpse of Future Possibilities (Magical): You can use this talent when you cast a novice Divination spell. Choose high or low and then roll a d6. If you chose low and the number rolled is 3 or less, or you chose high and the number rolled is 4 or more, you regain the casting of the spell you expended. Otherwise, you become Intellect impaired until the end of your next turn.
Uncanny Readiness (Magical): While you are not injured and you lack the confused, controlled, stunned, and unconscious afflictions, you make attribute rolls and luck rolls with 1 boon.

Level 8 Diviner

Health: +6
Spells: One master
Auspicate (Magical): You can perform a ritual using dice, notched sticks, cards, or some other tools of divination to gain an insight about the future. When you finish, roll a d6 and consult the following list to determine what information you learn.

D6EFFECT
1A few glimpses of the future grant you 1 boon on the next attribute or luck roll you make within the next hour.
2The Sage reveals the location of four places within 100 miles. In one of them, you can find something to help you on your quest.
3The Sage reveals the location of four places within 100 miles. In one of them is something dangerous that could hinder your quest.
4The Sage reveals the identity of one person who might help you in your quest and who is currently within 100 miles.
5The Sage reveals the identity of one person who might hinder you in your quest and who is currently within 100 miles.
6The Sage reveals a clue to help you in your quest. If the Sage has no clues prepared or if you choose, you can save the clue until you expend it. At any time before you use this talent again, you or one of your allies can expend the clue when you would deal damage to a target. The target takes an extra 4d6 damage.

You can use this talent once. You regain the use of it after you rest.
Foresight (Magical): You can use a reaction when a creature makes a roll against you or you make an attribute roll or luck roll to either add 3 to or subtract 3 from that roll. Once you use this talent, you lose access to it for 1 minute.

Level 10 Diviner

Health: +6
Spells: One master
True Prediction (Magical): You can use an action to make a prediction about the future for people nearby. Target any number of creatures within 5 yards. The prediction you make is a cryptic statement about some future event. It retains potency until expended or if 24 hours have elapsed. A target with a prediction can expend it when it makes an attribute roll to also make a luck roll and use either result to determine success or failure. If both dice come up with the same number, the target gains one of the following additional benefits of its choice:

Once you use this talent, you lose access to it until after you rest.