[OOC] Graveyard Shift
This is also a good time to remind you of Story Points. You currently have six of them. These can be used to 1) enhance your rolls (upgrading a green in your pool to a yellow) or to handicap an enemy (upgrading an enemy's purple to a red). 2) They can also be used to power your Heroic Abilities. Each of you has one of these; for 2 Story Points, you can use it. Some of them may come in handy at this stage of the adventure. 3) Finally, Story Points can be used to influence the narrative. I fully encourage you to take advantage of this! For instance, you might say, "I'd like to flip a Story Point to say that today just happens to be a major Catfolk festival in Nornholt, so Catfolk are all over the place right now. That should make it easier for me to sneak around." Or, "I'm flipping a Story Point. As luck would have it, my ex-partner is working the front desk of the constabulary."
Be creative! Story Points flow back and forth between players and GMs, so if you don't use them, they go to waste (and the game is much less fun.)
Please post here to let me know what you're doing with your 5 XP once you've decided. (Also don't forget to update your character's point total on your character sheet.)
I may buy Deep pockets: Once per session, your character may use this talent to produce a small but narratively useful item from their pockets, backpack, or similar receptacle (it turns out the item had been there the whole time!). It fits the character and seems like widely usable :D Luckily, Nekurr keep all sort of stuff in his backpack!
Incidentally, most months, the XP will be a bit higher, we haven't played for a full month yet, so 5 seemed about right.
Also I am enjoying the old man Tronus and young lady Nera dynamic so far.
A check to cast a utility spell should always be Easy. If that check seems too easy for what you want to accomplish, then what you want to do is probably beyond the scope of utility magic!
If you're cool with adding aditional effects onto Utility then that's fine by me but RAW it seems to go against the intent of that action.
Detecting whether the prints are magical: Hildar already did this, and they didn't get detected, so there's nothing inherently magical about them. Using magic to determine whether they were created by a magical being is another question.
The default rules don't really say how to do something like this. It's arguably a Utility spell, but some GMs have created entirely new magical actions around Scrying and Divination! Let's say the default difficulty would be Easy (P) with another P for the time since the tracks were made (about a week ago), yielding a difficulty of PP. If you do this, I'll upgrade once with a Story Point, for a final difficulty of RP.
As for improving your knowledge with spells, Augment is a basic function of both the Divine and Arcana skills, and it's very powerful! For an Average check (PP), you (or another engaged target) gets to add an ability die (G) to all checks until the end of your next turn. You can even maintain the effect by expending a concentration maneuver each turn, so in a narrative scene like this, basically, you could just keep the effect active constantly unless something bad happened (like rolling threats). So, yes, by all means: Buff yourself or your allies with Augment as much as you please.
Let's assume Mengus has stayed behind at the Dribbage house and will meet you at the road when you're done with the Thistlerocks.