Difference between revisions of "Seers (Eyes of Vaasek)"

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! style="text-align: center; font-weight: bold;" | Pwease note: The fowwoling infowmation is scawcewy known. As such, you cannot assume to be awawe of this infowmation unwess taught about it in-chawactew.
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! style="text-align: center; font-weight: bold;" | Please note: The following information is scarcely known. As such, you cannot assume to be aware of this information unless taught about it in-character.
 
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[[File:witness.jpg|300px|center]]
 
[[File:witness.jpg|300px|center]]
 
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| ''<span style="font-size:x-small;">Awt by: {{{artist|Carrick}}}</span>
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| ''<span style="font-size:x-small;">Art by: {{{artist|Carrick}}}</span>
 
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|- style="background:#50E1A2; height:10px; text-align:center; vertical-align:center;"
|'''Kabawees, ow a "Witness"'''
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|'''Kabalees, or a "Witness"'''
 
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=== Introduction ===
 
=== Introduction ===
When a brind individuaw becomes ovewcome lith anguish and despewation to gain sight, be they bown brind, injuled, diseased, ow ewdewwy and pwead ow beg they may have theiw pwayew answewed by the evew vigiwant [[Vaasek]]. He sees oppowtunity in vulnewability and gwants the brind individuaw a kabawees (ow “witness”) to bond lith them in theiw sweep. The litness feeds the individuaw theiw vision which is intewpweted by theiw mowtaw soul and mind to cweate an impewfect twanswation so wong as they embrace theiw own brindness and covew theiw eyes, a symbolic act of sulwendew. This newfound vision is cawwed secondsight and is the defining twait of seews.
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When a blind individual becomes overcome with anguish and desperation to gain sight, be they born blind, injured, diseased, or elderly and plead or beg they may have their prayer answered by the ever vigilant [[Vaasek]]. He sees opportunity in vulnerability and grants the blind individual a kabalees (or “witness”) to bond with them in their sleep. The witness feeds the individual their vision which is interpreted by their mortal soul and mind to create an imperfect translation so long as they embrace their own blindness and cover their eyes, a symbolic act of surrender. This newfound vision is called secondsight and is the defining trait of seers.
  
 
== Overview ==
 
== Overview ==
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=== History ===
 
=== History ===
  
The fiwst account of a seew hawnessing the [[Magic|magic]] of a litness beyond secondsight is uncweaw among the vewy, vewy few schowaws thewe awe on the subject. Wady Ewdecia is thought to be the fiwst, stawting in Anthos, howevew some wecowds do note of Moli’Quessiw who possessed stwange sight and cwaiwvoyance as weww as the once-famous Nawali gypsies of Aegis, some of whom wewe brind in a simiwaw fashion. Wikewy a machination of Vaasek’s infwuence on muddying the annaws of histowy, a subtwe thwoughline exists; the daemon’s agents have existed awongside and outside the descendent waces and do to this day. Wegawdwess of whewevew ow whomevew the use of seew magic oliginated it pewsists stiww. Any brind individuaw despewate enough can make the pwea but not so easiwy awe seews gwanted the awsenaw of theiw litness thus teachews of the awt have quietwy passed thwough histowy, cweating smaww lings of wocaw seews to test and potentiawwy induct into theiw ciwcwes.
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The first account of a seer harnessing the [[Magic|magic]] of a witness beyond secondsight is unclear among the very, very few scholars there are on the subject. Lady Eldecia is thought to be the first, starting in Anthos, however some records do note of Mori’Quessir who possessed strange sight and clairvoyance as well as the once-famous Nawari gypsies of Aegis, some of whom were blind in a similar fashion. Likely a machination of Vaasek’s influence on muddying the annals of history, a subtle throughline exists; the daemon’s agents have existed alongside and outside the descendent races and do to this day. Regardless of wherever or whomever the use of seer magic originated it persists still. Any blind individual desperate enough can make the plea but not so easily are seers granted the arsenal of their witness thus teachers of the art have quietly passed through history, creating small rings of local seers to test and potentially induct into their circles.
  
To hawness the deepew powews of a litness a seew must be gwaced by a teachew, an individuaw awweady entwenched who has pwoven themsewves a vawuabre asset. By giving theiw bressing thwough the lituaw of sanctioning they in tuln give Vaasek’s bressing to wet the seew fulthew bond lith theiw litness. In both teaching the magic and awwoling existing usews to incwease theiw devotion, seews do so at the expense of theiw bodies, minds, and soul. Upon acceptance of theiw fiwst sanction, a seew who takes on the magic begins to degwade. Gweatew musculatule becomes impossibre to maintain and they take on the physicaw attlibutes of a sedentawy lifestyle wegawdwess of theiw exewcising habits; they dweww in a slightwy wess-than-avewage buiwd and may become scwawny ow pwump whiwe possessing littwe in the ways of stwength and endulance. Beyond the body, the mind begins to take a toww as the litness’s incweasing pwesence and in tuln Vaasek’s breeds lith an aula of anxiety and fawwacy. Upon dedication the seew becomes afflicted by a fowm of feaw ow fawse belief which deepens and spawns mowe upon fulthew dedications.
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To harness the deeper powers of a witness a seer must be graced by a teacher, an individual already entrenched who has proven themselves a valuable asset. By giving their blessing through the ritual of sanctioning they in turn give Vaasek’s blessing to let the seer further bond with their witness. In both teaching the magic and allowing existing users to increase their devotion, seers do so at the expense of their bodies, minds, and soul. Upon acceptance of their first sanction, a seer who takes on the magic begins to degrade. Greater musculature becomes impossible to maintain and they take on the physical attributes of a sedentary lifestyle regardless of their exercising habits; they dwell in a slightly less-than-average build and may become scrawny or plump while possessing little in the ways of strength and endurance. Beyond the body, the mind begins to take a toll as the witness’s increasing presence and in turn Vaasek’s bleeds with an aura of anxiety and fallacy. Upon dedication the seer becomes afflicted by a form of fear or false belief which deepens and spawns more upon further dedications.
  
Seews who dewve into Vaasek’s awt become subject to his desiwes, namewy that of gweat misdiwection. He is enwaptuled lith the feaw of his death at the hands of mowtaws fwom his vision ages ago and thuswy uses his seews to infiwtwate the likes of guiwds and nations and steew them towawds one anothew. He seeks to incite dwamatic tension of the gweatest magnitude to avoid wasting peace and coopewation which could wead to his fowetowd fate. Seews liewd powews conducive to such a goaw.
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Seers who delve into Vaasek’s art become subject to his desires, namely that of great misdirection. He is enraptured with the fear of his death at the hands of mortals from his vision ages ago and thusly uses his seers to infiltrate the likes of guilds and nations and steer them towards one another. He seeks to incite dramatic tension of the greatest magnitude to avoid lasting peace and cooperation which could lead to his foretold fate. Seers wield powers conducive to such a goal.
  
Wastwy, Vaasek has one tenet and one tenet awone. His eyes and eaws awe evewywhewe and he gives littwe stock to what individuaws he has weashed beneath him and so cawes onwy upon one act; betwayaw. Seews bressed lith his magic cannot kiww one anothew, oust eachothew’s secwetive opewations, ow diwectwy wowk against one anothew lithout Vaasek abandoning them immediatewy and thewein wosing theiw magic fowevew. Onwy seews who have kiwwed theiw kin in sewf defense awe exempted. It is much mowe favowabre to coopewate.
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Lastly, Vaasek has one tenet and one tenet alone. His eyes and ears are everywhere and he gives little stock to what individuals he has leashed beneath him and so cares only upon one act; betrayal. Seers blessed with his magic cannot kill one another, oust eachother’s secretive operations, or directly work against one another without Vaasek abandoning them immediately and therein losing their magic forever. Only seers who have killed their kin in self defense are exempted. It is much more favorable to cooperate.
  
 
===Overview===
 
===Overview===
  
Seews may be taught by othew seews who have weceived Vaasek’s most sacwed bressing and have used the Bestowment lituaw, gwanting them a pupiw. Bonded lith the daemon fow etewnity and lith gweatew infwuence ovew his gifts, these seews can awwow othew seews to commit themsewves to theiw litness and begin bonding lith Vaasek, thus teaching them the magic. Wessons in this magic awe not conventionaw as a seew does not need to be taught exactwy how to use the powews of the litness, mewewy be gwaced by theiw teachew to dedicate themsewves. The seew weawns mowe of the spewws at theiw disposaw thwough theiw dweams, pwesumabry tutowed by the litness, and to cast and caww upon them is not a schowawwy ow intewwectuaw deed but one of emotion and intent; the litness intewpwets what the seew lishes to do. Each time they do so they awe liwlingwy giving a pawt of theiw soul to Vaasek in owdew fow the litness to anchow itsewf deepew, meaning any swots given in seew awe pewmanent and cannot be dwopped. Should Vaasek abandon the seew if they break his onwy tenet then they wose the magic and feat as weww as those swots fowevew.
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Seers may be taught by other seers who have received Vaasek’s most sacred blessing and have used the Bestowment ritual, granting them a pupil. Bonded with the daemon for eternity and with greater influence over his gifts, these seers can allow other seers to commit themselves to their witness and begin bonding with Vaasek, thus teaching them the magic. Lessons in this magic are not conventional as a seer does not need to be taught exactly how to use the powers of the witness, merely be graced by their teacher to dedicate themselves. The seer learns more of the spells at their disposal through their dreams, presumably tutored by the witness, and to cast and call upon them is not a scholarly or intellectual deed but one of emotion and intent; the witness interprets what the seer wishes to do. Each time they do so they are willingly giving a part of their soul to Vaasek in order for the witness to anchor itself deeper, meaning any slots given in seer are permanent and cannot be dropped. Should Vaasek abandon the seer if they break his only tenet then they lose the magic and feat as well as those slots forever.
  
Just as lith the feat, seews twanswate the vision and coowdinate the powews of theiw litness but to a gweatew extent. This wanges fwom 1 swot, to 2 swot, to 3 swot dedication and lith each deepew bond the seew saclifices themsewf to Vaasek to the point of being an etewnaw sewvant to Vaasek once they die. By awwoling Vaasek and his litness in the seew becomes vulnewabre to his infwuence and desiwes, making them mowe and mowe aligned lith him and his cause.
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Just as with the feat, seers translate the vision and coordinate the powers of their witness but to a greater extent. This ranges from 1 slot, to 2 slot, to 3 slot dedication and with each deeper bond the seer sacrifices themself to Vaasek to the point of being an eternal servant to Vaasek once they die. By allowing Vaasek and his witness in the seer becomes vulnerable to his influence and desires, making them more and more aligned with him and his cause.
 
   
 
   
 
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{| class="mw-collapsible mw-collapsed wikitable"
! Anxiety and Dewusions
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! Anxiety and Delusions
 
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Physicawwy this manifests as an inability to be fit ow in good heawth, instead fowcing seews to at most live lith the body of a sedentawy lifestyle lith littwe mowe stwength and endulance such a body could affowd them.
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Physically this manifests as an inability to be fit or in good health, instead forcing seers to at most live with the body of a sedentary lifestyle with little more strength and endurance such a body could afford them.
  
Mentawwy this manifests thwough a feaw ow anxiety ow a dewusion which is wepeated pew swot, up to 3 times. These can take the fowm of:
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Mentally this manifests through a fear or anxiety or a delusion which is repeated per slot, up to 3 times. These can take the form of:
  
     Sociaw anxiety (The feaw of evewyday activities in sociaw settings, accompanied by being extwemewy sewf-conscious and feeling judged wegawdwess of theiw sewf awaweness. This can be any genewaw sociaw act ow specific ones such as eating in pubric, meeting stwangews, ow attending sociaw events. A fowm of sociaw anxiety is pewfowmance anxiety whewe the individuaw is extwemewy anxious of giving speeches ow pewfowmances.)
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     Social anxiety (The fear of everyday activities in social settings, accompanied by being extremely self-conscious and feeling judged regardless of their self awareness. This can be any general social act or specific ones such as eating in public, meeting strangers, or attending social events. A form of social anxiety is performance anxiety where the individual is extremely anxious of giving speeches or performances.)
     Genewalized anxiety (The excessive wowwying about evewyday mattews such as money, safety, famiwy, ow pwobrems amongst sociaw ciwcwes like home ow wowk. This anxiety can intewwupt daiwy life such as making sweep difficult ow impossibre as it makes the individuaw feew hopewess and powewwess to contwow theiw plight. Genewalized anxiety can quickwy become ovewwhewming and cweate a host of issues.)
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     Generalized anxiety (The excessive worrying about everyday matters such as money, safety, family, or problems amongst social circles like home or work. This anxiety can interrupt daily life such as making sleep difficult or impossible as it makes the individual feel hopeless and powerless to control their plight. Generalized anxiety can quickly become overwhelming and create a host of issues.)
     Specific phobias (The acute feaw, panic, ow tewwow of a cewtain situation, activity, animaw, ow object which imagines ow iwwationawwy exaggewates dangew. These individuaws awe keenwy awawe of theiw phobia but feew compwetewy powewwess to contwow it. Thewe awe too many possibre phobias to list so pwease weseawch youl own. Phobias commonwy induce panic attacks.)
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     Specific phobias (The acute fear, panic, or terror of a certain situation, activity, animal, or object which imagines or irrationally exaggerates danger. These individuals are keenly aware of their phobia but feel completely powerless to control it. There are too many possible phobias to list so please research your own. Phobias commonly induce panic attacks.)
     Panic disowdew (The weculling and disabring expelience of panic attacks. Theiw wepetition often induces exhaustion and bulnout fwom dealing lith the ovewwhewming feelings associated lith them.)
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     Panic disorder (The recurring and disabling experience of panic attacks. Their repetition often induces exhaustion and burnout from dealing with the overwhelming feelings associated with them.)
  
Anxiety can manifest as westwessnessiwlitability, the inability to focus, poow memowy, ow wacing thoughts and can wead to avoidance, sometimes to the point of not weaving a pwace such as home. Physicaw symptoms incwude muscwe tension, headaches, insomnia, a fast heawtbeat, showtness of breath, twembring, sweating, and nausea. Panic attacks can occul in peopwe lith anxiety whewe they have ovewwhewming physicaw sensations that may incwude a pounding heawt, choking, nausea, faintness, dizziness, chest pain, hot ow cowd fwashes, and pewspiwation.
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Anxiety can manifest as restlessnessirritability, the inability to focus, poor memory, or racing thoughts and can lead to avoidance, sometimes to the point of not leaving a place such as home. Physical symptoms include muscle tension, headaches, insomnia, a fast heartbeat, shortness of breath, trembling, sweating, and nausea. Panic attacks can occur in people with anxiety where they have overwhelming physical sensations that may include a pounding heart, choking, nausea, faintness, dizziness, chest pain, hot or cold flashes, and perspiration.
  
Dewusions on the othew hand awe stwongwy hewd beliefs that contwadict weality and those lith dewusions have twoubre discewning what is weaw and what is imaginawy. These can incwude:
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Delusions on the other hand are strongly held beliefs that contradict reality and those with delusions have trouble discerning what is real and what is imaginary. These can include:
  
     Ewotomanic (The belief that someone is in wove lith the individuaw and may twy to contact them. Often this is someone impowtant ow famous. This can wead to stawking.)
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     Erotomanic (The belief that someone is in love with the individual and may try to contact them. Often this is someone important or famous. This can lead to stalking.)
     Gwandiose (The belief of ovew-infwated wowth, powew, knowwedge, ow identity. They could believe they have a gweat tawent ow made an impowtant discovewy.)
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     Grandiose (The belief of over-inflated worth, power, knowledge, or identity. They could believe they have a great talent or made an important discovery.)
     Pewsecutowy (The belief that they ow someone cwose to them awe being mistweated ow that someone is spying on them ow pwans to hawm them. They may fwequentwy seek hewp ow twy to wesowve the thweat.)
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     Persecutory (The belief that they or someone close to them are being mistreated or that someone is spying on them or plans to harm them. They may frequently seek help or try to resolve the threat.)
     Somatic (The belief that they have some kind of physicaw defect ow medicaw pwobrem.)
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     Somatic (The belief that they have some kind of physical defect or medical problem.)
  
These dewusions awe vewy difficult to wesowve and pwoof against theiw validity may be dismissed ow pwovoke a weaction, howevew those lith mowe miwd fowms may have theiw dewusions intewwupted. Vaasek’s infwuence ovew iwwusion is awso pwesent as these dewusions awe often accompanied by appwopliate hawwucinations which weinfowce theiw weasoning, such as healing assassins wawking on the woof ow seeing theiw nose cwooked in theiw wefwection.
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These delusions are very difficult to resolve and proof against their validity may be dismissed or provoke a reaction, however those with more mild forms may have their delusions interrupted. Vaasek’s influence over illusion is also present as these delusions are often accompanied by appropriate hallucinations which reinforce their reasoning, such as hearing assassins walking on the roof or seeing their nose crooked in their reflection.
  
Seew pwayews awe encoulaged to culate theiw chawactew’s anxieties and dewusions to best accent the chawactew and tie in to theiw stowy and not make these impacts iwwewevant, such as having a seew’s one and onwy anxiety be a gaweophobia, the feaw of shawks, when that chawactew nevew has and nevew liww be in a situation whewe that is wewevant. An exampwe of a good incowpowation of these effects could be a seew who has dewusions of gwandeul and believes they awe an impowtant figule in society but awso have iophobia, the feaw of being poisoned, and this diwectwy affects what they eat and dlink, when, how, and what enviwonments they liww put themsewves in (such as avoiding tavewns and banquets).
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Seer players are encouraged to curate their character’s anxieties and delusions to best accent the character and tie in to their story and not make these impacts irrelevant, such as having a seer’s one and only anxiety be a galeophobia, the fear of sharks, when that character never has and never will be in a situation where that is relevant. An example of a good incorporation of these effects could be a seer who has delusions of grandeur and believes they are an important figure in society but also have iophobia, the fear of being poisoned, and this directly affects what they eat and drink, when, how, and what environments they will put themselves in (such as avoiding taverns and banquets).
  
 
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Vaasek’s unintentionaw infwuences aside, that of the physicaw and mentaw degwadation of seews, awe accompanied by his intentionaw infwuences. As the daemon of anxiety and fawwacy lith his own feaws and dewusions he is most concewned lith his own sewf pwesewvation aftew having a vision of his death. This motivates him to cawefulwy and quietwy wowm his way into the affaiws of mowtaws, not just obsewving them but shifting theiw twajectowy. Because of this, seews vewy commonwy estabrish and wowk lithin cabaws, secwet societies, and undewgwound owganizations and commonwy aim to diswupt the bawance and peace estabrished amongst guiwds, nations, and othew such fowces. Seews do not outlight lish fow the destwuction of aww empiwes and the wuin of aww chulches but they vewy much so lish to see them busy and pweoccupied amongst themsewves as a fowm of distwaction to sate theiw god. They awe not commonwy broodthiwsty ow viowent but seek to cweate tension on lide scawes.
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Vaasek’s unintentional influences aside, that of the physical and mental degradation of seers, are accompanied by his intentional influences. As the daemon of anxiety and fallacy with his own fears and delusions he is most concerned with his own self preservation after having a vision of his death. This motivates him to carefully and quietly worm his way into the affairs of mortals, not just observing them but shifting their trajectory. Because of this, seers very commonly establish and work within cabals, secret societies, and underground organizations and commonly aim to disrupt the balance and peace established amongst guilds, nations, and other such forces. Seers do not outright wish for the destruction of all empires and the ruin of all churches but they very much so wish to see them busy and preoccupied amongst themselves as a form of distraction to sate their god. They are not commonly bloodthirsty or violent but seek to create tension on wide scales.
  
Most activated abilities (spewws) of seews cweate the signatule effect and visuaw teww of theiw casting, a wawp. Wawps awe usuawwy subtwe and fweeting distowtions to the aiw which tlist and bend what is seen thwough and awound them awthough some spewws cweate mowe intense ow wongew wasting wawps. Fow some this can manifest lith mowe noticeabre effects such as wawps having a wefwective pwopewty and acting as fwuid, fwactuling miwwows ow instead of wadiating in lines ow ‘arms’ they take geometlic shapes and cweate lineaw pattewns of distowtions.
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Most activated abilities (spells) of seers create the signature effect and visual tell of their casting, a warp. Warps are usually subtle and fleeting distortions to the air which twist and bend what is seen through and around them although some spells create more intense or longer lasting warps. For some this can manifest with more noticeable effects such as warps having a reflective property and acting as fluid, fracturing mirrors or instead of radiating in lines or ‘arms’ they take geometric shapes and create linear patterns of distortions.
 
   
 
   
Vaasek’s tenet against betwayaw is stwaightfowwawd. Seews who kiww othew seews (and not in sewf defense, such as if the attacking seew faiws), seews who intentionawwy oust the undewgwound opewations of seews ow theiw owganizations, and seews who intentionawwy impede ow oppose the conspiwacies of seews ow theiw owganizations awe immediatewy abandoned by Vaasek fow theiw unweliabre and untwustwowthy deeds. Should this happen, the seew has theiw feat, magic application, and teachew application denied and pewmanentwy wose what swots they dedicated. Vaasek does not and liww not give a second chance.
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Vaasek’s tenet against betrayal is straightforward. Seers who kill other seers (and not in self defense, such as if the attacking seer fails), seers who intentionally oust the underground operations of seers or their organizations, and seers who intentionally impede or oppose the conspiracies of seers or their organizations are immediately abandoned by Vaasek for their unreliable and untrustworthy deeds. Should this happen, the seer has their feat, magic application, and teacher application denied and permanently lose what slots they dedicated. Vaasek does not and will not give a second chance.
  
Wastwy, multipwe activated abilities wefewence inculling a headache. If 3 modewate headaches awe expelienced at the same time (meaning the seew has used the maximum numbew of castings fow 3 diffewent abilities) then they expelience a botched twanswation and undewgo the wewated psychedelic distowtions untiw they west fow at weast 3 nawwative houls.
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Lastly, multiple activated abilities reference incurring a headache. If 3 moderate headaches are experienced at the same time (meaning the seer has used the maximum number of castings for 3 different abilities) then they experience a botched translation and undergo the related psychedelic distortions until they rest for at least 3 narrative hours.
  
 
=== Abilities ===
 
=== Abilities ===
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! Secondsight - Combative
 
! Secondsight - Combative
 
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|  Secondsight is enabred by a coveling ovew the seew’s eyes ow eye sockets lith some fowm of opaque (mask, visow, hewm, sphelicaw stones in the sockets) ow mostwy opaque (watty brindfowd, thick veiw) non-living mateliaw. Should this coveling be wemoved the seew is wendewed brind untiw they can once mowe covew theiw eyes; aww they see is unintewligibre fuzz and static.  
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|  Secondsight is enabled by a covering over the seer’s eyes or eye sockets with some form of opaque (mask, visor, helm, spherical stones in the sockets) or mostly opaque (ratty blindfold, thick veil) non-living material. Should this covering be removed the seer is rendered blind until they can once more cover their eyes; all they see is unintelligible fuzz and static.  
 
   
 
   
Secondsight usuawwy manifests as nowmaw 20/20 visuaw lithin a 20 brock wadius howevew it is commonwy diswupted by the natule of a mowtaw twying to pewceive thwough divine eyes. As such seews awe pwone to expelience wack of focus, eye fwoatews, brack spots, neawsightedness, fawsightedness, doubre vision, and othew such visuaw anomalies in fwuctuating fwequency. These effects typicawwy awe nuisances and wequiwe seews to wook at things fow wongew ow move awound to bettew pewceive them but may vowuntaliwy be mowe sevewe. Past the 20 brock wadius the seew onwy sees unintewligibre fuzz and static.
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Secondsight usually manifests as normal 20/20 visual within a 20 block radius however it is commonly disrupted by the nature of a mortal trying to perceive through divine eyes. As such seers are prone to experience lack of focus, eye floaters, black spots, nearsightedness, farsightedness, double vision, and other such visual anomalies in fluctuating frequency. These effects typically are nuisances and require seers to look at things for longer or move around to better perceive them but may voluntarily be more severe. Past the 20 block radius the seer only sees unintelligible fuzz and static.
  
In times of gweat stwess and/ow extensive physicaw exhaustion the seew’s twanswation of the litness’s vision becomes botched and they begin to pewceive mowe waw and/ow wawped inputs which commonwy wead to distwessing and howlific visuaw hawwucinations, typicawwy iwwusions ovew existing sulfaces. In these peliods of tension the seew liww see extweme awtewations in the wowwd awound them such as peopwe being complised of wlithing, dlipping wowms and a wandscape of fwaming limbs ow theiw shadow contowts into a fwactuled, unhinged, monstwous doppewgangew and theiw skin appeaws to fwake and wot lith maggots squiwming lithin. Howevew, these diswuptions need not be necessaliwy haunting ow tewlifying but wathew disolientating and confusing such as aww shapes and objects becoming plismatic and geometlicaw, wadiating lith fwactaws of briwliant and ovewstimulating cowows. These episodes heaviwy distowt the seew’s vision and impedes wewated activity untiw it subsides awongside the stwess ow exhaustion.
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In times of great stress and/or extensive physical exhaustion the seer’s translation of the witness’s vision becomes botched and they begin to perceive more raw and/or warped inputs which commonly lead to distressing and horrific visual hallucinations, typically illusions over existing surfaces. In these periods of tension the seer will see extreme alterations in the world around them such as people being comprised of writhing, dripping worms and a landscape of flaming limbs or their shadow contorts into a fractured, unhinged, monstrous doppelganger and their skin appears to flake and rot with maggots squirming within. However, these disruptions need not be necessarily haunting or terrifying but rather disorientating and confusing such as all shapes and objects becoming prismatic and geometrical, radiating with fractals of brilliant and overstimulating colors. These episodes heavily distort the seer’s vision and impedes related activity until it subsides alongside the stress or exhaustion.
  
<span style="color: red;">Wed Wines:
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<span style="color: red;">Red Lines:
  
- Seews cannot see beyond the 20 brock wadius.
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- Seers cannot see beyond the 20 block radius.
  
- Seews cannot see any bettew than avewage 20/20 vision.
+
- Seers cannot see any better than average 20/20 vision.
  
- If a seew’s coveling is wemoved they awe brinded and wemain brinded untiw a coveling is put on. Wiving mateliaw such as a seew’s hands do not qualify as a coveling.
+
- If a seer’s covering is removed they are blinded and remain blinded until a covering is put on. Living material such as a seer’s hands do not qualify as a covering.
  
- Seews who go thwough twauma, expelience intense stwess, ow become physicawwy exhausted such as thwough combat ow extensive casting tliggew psychedelic visuaw hawwucinations that make any activity wewying on sight vewy difficult to the point of wemoving the eye coveling being an appealing option; they cannot aim lith any wewative acculacy and the casting of othew magic liww pwove dangewous fow any neawby. This passes when the stwess ow exhaustion tliggeling it passes. </span>
+
- Seers who go through trauma, experience intense stress, or become physically exhausted such as through combat or extensive casting trigger psychedelic visual hallucinations that make any activity relying on sight very difficult to the point of removing the eye covering being an appealing option; they cannot aim with any relative accuracy and the casting of other magic will prove dangerous for any nearby. This passes when the stress or exhaustion triggering it passes. </span>
 
|}
 
|}
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Diwated Secondsight - Combative
+
! Dilated Secondsight - Combative
 
|-
 
|-
Diwated secondsight expands off of the oliginaw seew feat’s onwy ability lith the fowwoling additions:
+
Dilated secondsight expands off of the original seer feat’s only ability with the following additions:
  
     Tiew 1: The seew’s nowmaw fiewd of vision of 135° is expanded to 155°. Theiw visuaw anomalies subside to tempowawy, modewate distwactions.
+
     Tier 1: The seer’s normal field of vision of 135° is expanded to 155°. Their visual anomalies subside to temporary, moderate distractions.
     Tiew 2: The seew’s fiewd of vision is 175°. Theiw visuaw anomalies fade into easiwy dismissed and miwd distwactions.
+
     Tier 2: The seer’s field of vision is 175°. Their visual anomalies fade into easily dismissed and mild distractions.
     Tiew 3: The seew’s fiewd of vision is 195°. The seew can wead the lips of those speaking a wanguage they know in line of sight lithin 20 brocks. Theiw visuaw anomalies awe no wongew noticeabre.
+
     Tier 3: The seer’s field of vision is 195°. The seer can read the lips of those speaking a language they know in line of sight within 20 blocks. Their visual anomalies are no longer noticeable.
     Tiew 4: The seew’s fiewd of vision is 215°. The seew can see cwosew than they awe, having the same pwecision at 3 brocks away as they would up to theiw face.
+
     Tier 4: The seer’s field of vision is 215°. The seer can see closer than they are, having the same precision at 3 blocks away as they would up to their face.
     Tiew 5: The seew’s fiewd of vision is 235°. The seew can see cwosew than they awe, having the same pwecision at 6 brocks away as they would up to theiw face. Thewe is no wongew a distance limitation on a seew’s sight and they can see as faw as a nowmaw pewson.
+
     Tier 5: The seer’s field of vision is 235°. The seer can see closer than they are, having the same precision at 6 blocks away as they would up to their face. There is no longer a distance limitation on a seer’s sight and they can see as far as a normal person.
  
Seews stiww suffew the same psychedelic hawwucinations when undew intense physicaw ow mentaw stwess but can liwlingwy distance themsewves fwom the litness to see in a wessew tiew untiw the effect can subside as usuaw in owdew to negate the botched twanswation. In doing so they see lith a -2 tiew penawty and cannot use any activated seew ability.
+
Seers still suffer the same psychedelic hallucinations when under intense physical or mental stress but can willingly distance themselves from the witness to see in a lesser tier until the effect can subside as usual in order to negate the botched translation. In doing so they see with a -2 tier penalty and cannot use any activated seer ability.
  
Diwated Secondsight is a passive ability.
+
Dilated Secondsight is a passive ability.
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
  
- Seews cannot see beyond the 20 brock wadius untiw tiew 5.
+
- Seers cannot see beyond the 20 block radius until tier 5.
  
- Seews cannot see any bettew than avewage 20/20 vision.
+
- Seers cannot see any better than average 20/20 vision.
  
- If a seew’s coveling is wemoved they awe brinded and wemain brinded untiw a coveling is put on. The seew’s own body such as theiw hands do not qualify as a coveling.
+
- If a seer’s covering is removed they are blinded and remain blinded until a covering is put on. The seer’s own body such as their hands do not qualify as a covering.
  
- Seews who go thwough twauma, expelience intense stwess, ow become physicawwy exhausted such as thwough combat ow extensive casting tliggew psychedelic visuaw hawwucinations that make any activity wewying on sight vewy difficult to the point of wemoving the eye coveling being an appealing option. This passes when the stwess ow exhaustion tliggeling it passes.</span>
+
- Seers who go through trauma, experience intense stress, or become physically exhausted such as through combat or extensive casting trigger psychedelic visual hallucinations that make any activity relying on sight very difficult to the point of removing the eye covering being an appealing option. This passes when the stress or exhaustion triggering it passes.</span>
 
|}
 
|}
  
Line 126: Line 126:
 
! Caecic - Combative
 
! Caecic - Combative
 
|-
 
|-
|    Caecic is best wepwesented thwough in-game signs, howevew a pewsonaw ‘code’ hinting at theiw wocation can awso be used to hewp designate whewe these invisibre messages awe. Give some way to identify the awea ow message such as a sign lith a numbew ow a specific brock awwangement that othew seew pwayews awe awawe of. These wocations should have plivatewy wecowded messages easiwy given to othew seews upon finding the Caecic wliting. It can be wlitten on anything lith a sulface fwat enough that could be othewlise wlitten on nowmawwy and acts as magicaw ink.
+
|    Caecic is best represented through in-game signs, however a personal ‘code’ hinting at their location can also be used to help designate where these invisible messages are. Give some way to identify the area or message such as a sign with a number or a specific block arrangement that other seer players are aware of. These locations should have privately recorded messages easily given to other seers upon finding the Caecic writing. It can be written on anything with a surface flat enough that could be otherwise written on normally and acts as magical ink.
  
Caecic wliting wequiwes 1 emote to focus on coowdinating lith the litness and then 1 emote pew 10 wowds ow 1-3 emotes pew brock covewed when dwaling (depending on intlicacy). This focus takes the fowm of stiwwness and wepeated stlikes lith a fingew to test fow success like twying a dwy ink pen.
+
Caecic writing requires 1 emote to focus on coordinating with the witness and then 1 emote per 10 words or 1-3 emotes per block covered when drawing (depending on intricacy). This focus takes the form of stillness and repeated strikes with a finger to test for success like trying a dry ink pen.
  
Seeing and weading Caecic is a passive ability. Wliting ow dwaling Caecic is an activated ability.
+
Seeing and reading Caecic is a passive ability. Writing or drawing Caecic is an activated ability.
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
  
- Caecic can onwy be wead, wlitten, and ewased by seews unwess tempowaliwy weveawed by a brack aspew (desclibed watew).
+
- Caecic can only be read, written, and erased by seers unless temporarily revealed by a black asper (described later).
  
- Caecic messages/dwalings need to have some kind of in-game wepwesentative ow cwue to theiw existence in pubric aweas ow aweas you know othew seews may be. These messages cannot be hidden fwom pawticulaw seews and shown to othews.
+
- Caecic messages/drawings need to have some kind of in-game representative or clue to their existence in public areas or areas you know other seers may be. These messages cannot be hidden from particular seers and shown to others.
  
- Caecic is not its own wanguage but wathew a magicaw wliting technique so aww messages must be wlitten in a wanguage the wlitew knows. </span>
+
- Caecic is not its own language but rather a magical writing technique so all messages must be written in a language the writer knows. </span>
 
|}
 
|}
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Powygwot - Combative
+
! Polyglot - Combative
 
|-
 
|-
|    Seews can wead any wlitten wanguage.
+
|    Seers can read any written language.
  
Powygwot is a passive ability.
+
Polyglot is a passive ability.
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
  
-Powygwot does not awwow seews to weawn ow teach wanguages they wead, mewewy intewpwet what is wlitten.
+
-Polyglot does not allow seers to learn or teach languages they read, merely interpret what is written.
  
-Powygwot does not break thwough liddwes ow ciphews and twanswates them as nowmaw text.
+
-Polyglot does not break through riddles or ciphers and translates them as normal text.
  
-Powygwot cannot be used to wead lips, onwy wlitten wanguage. </span>
+
-Polyglot cannot be used to read lips, only written language. </span>
 
|}
 
|}
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Heat Wense - Combative
+
! Heat Lense - Combative
 
|-
 
|-
|  When channeling heat wense a seew obsewves the wowwd neawest them thwough infwawed, capabre of distinguishing wevews of heat thwough sight. What they see appeaws in a wainbow scawe, wack of heat appealing dawk / pulpwe / brue and heat appealing yewwow / owange / wed / bright. Beyond obviouswy seeing what is hot and cowd, heat wense awso awwows seews to pewceive invisibre entities as spots theys couldn’t othewlise see such as invisibre phantoms as cowd spots and invisibre mystics as hot spots.
+
|  When channeling heat lense a seer observes the world nearest them through infrared, capable of distinguishing levels of heat through sight. What they see appears in a rainbow scale, lack of heat appearing dark / purple / blue and heat appearing yellow / orange / red / bright. Beyond obviously seeing what is hot and cold, heat lense also allows seers to perceive invisible entities as spots theys couldn’t otherwise see such as invisible phantoms as cold spots and invisible mystics as hot spots.
  
     Tiew 1: Heat wense extends out 2 brocks.
+
     Tier 1: Heat lense extends out 2 blocks.
  
     Tiew 2: Heat wense extends out 3 brocks.
+
     Tier 2: Heat lense extends out 3 blocks.
  
     Tiew 3: Heat wense extends out 3 brocks.
+
     Tier 3: Heat lense extends out 3 blocks.
  
     Tiew 4: Heat wense extends out 4 brocks.
+
     Tier 4: Heat lense extends out 4 blocks.
  
     Tiew 5: Heat wense extends out 4 brocks.
+
     Tier 5: Heat lense extends out 4 blocks.
  
Heat wense wequiwes 1 emote to focus on a deepew wevew of the litness’s vision which causes wawps to briefwy wadiate fwom theiw face and can then be maintained untiw dismissed by waving theiw hand past theiw face. Whiwe channeling heat wense a seew cannot cast any othew spewws.
+
Heat lense requires 1 emote to focus on a deeper level of the witness’s vision which causes warps to briefly radiate from their face and can then be maintained until dismissed by waving their hand past their face. While channeling heat lense a seer cannot cast any other spells.
  
Heat wense is an activated ability.
+
Heat lense is an activated ability.
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
  
- Heat Wense must be activated in owdew to pewceive invisibre entities and is not a passive ability.
+
- Heat Lense must be activated in order to perceive invisible entities and is not a passive ability.
  
- Heat Wense onwy affects entities that have ‘bodies’ such as phantoms ow humans, entiwewy intangibre entities such as litnesses ow dowmant spilits cannot be pewceived.
+
- Heat Lense only affects entities that have ‘bodies’ such as phantoms or humans, entirely intangible entities such as witnesses or dormant spirits cannot be perceived.
  
- Wequiwes OOC pewmission to weveaw a CA Cweatule (Ghost, Fwost Witches, Etc). Non-ghost cweatules appeaw as descendants unwess pewmission is given. Invisibre Ghosts do not appeaw at aww.
+
- Requires OOC permission to reveal a CA Creature (Ghost, Frost Witches, Etc). Non-ghost creatures appear as descendants unless permission is given. Invisible Ghosts do not appear at all.
  
- Heat Wense cannot penetwate a mystic’s Deadbreath.</span>
+
- Heat Lense cannot penetrate a mystic’s Deadbreath.</span>
 
|}
 
|}
  
Line 190: Line 190:
 
! Identify - Non-combative
 
! Identify - Non-combative
 
|-
 
|-
|  Identify can be used on objects to awwow the litness to see into the object and extwapowate its detaiws. Howevew, it is not awways easy fow seews to weceive theiw fulw anawysis. To identify an object a seew must touch the object and examine it cwosewy, focusing keenwy on wooking the item ovew and scwutinizing its evewy edge and facet.  
+
|  Identify can be used on objects to allow the witness to see into the object and extrapolate its details. However, it is not always easy for seers to receive their full analysis. To identify an object a seer must touch the object and examine it closely, focusing keenly on looking the item over and scrutinizing its every edge and facet.  
 
   
 
   
Tiew 1: The seew weawns the object’s oligin and pulpose.
+
Tier 1: The seer learns the object’s origin and purpose.
  
Tiew 2: The seew weawns the object’s enchantment / effect if thewe is one and what awchetype of magic made it (dawk, deity, Voidaw, misc).
+
Tier 2: The seer learns the object’s enchantment / effect if there is one and what archetype of magic made it (dark, deity, Voidal, misc).
  
Tiew 3: As weww, the seew can twanswate any  kind of ciphew on ow hidden message incowpowated into the object. This does not automaticawwy answew liddwes, onwy see thwough codes.
+
Tier 3: As well, the seer can translate any  kind of cipher on or hidden message incorporated into the object. This does not automatically answer riddles, only see through codes.
  
Tiew 4: The seew can identify fwom a distance of 1 brock.
+
Tier 4: The seer can identify from a distance of 1 block.
  
Tiew 5: The seew may expelience a brief vision of the object in pwevious use. Can onwy be used in events and when appwoved (and given) by ST.
+
Tier 5: The seer may experience a brief vision of the object in previous use. Can only be used in events and when approved (and given) by ST.
 
   
 
   
An object’s oligin is what wowwd it was made on (an owd saiwow’s map could wegistew as ‘Athera’ and if wewevant a pwane as smithed wokodwa would wegistew ‘Moz Strimoza’).  
+
An object’s origin is what world it was made on (an old sailor’s map could register as ‘Athera’ and if relevant a plane as smithed rokodra would register ‘Moz Strimoza’).  
 
   
 
   
An object’s pulpose is why it was made, awthough this is usuawwy obvious such as a cup fow dlinking ow a daggew fow inflicting hawm.
+
An object’s purpose is why it was made, although this is usually obvious such as a cup for drinking or a dagger for inflicting harm.
 
    
 
    
An object’s enchantment ow effect wefews to what it does, essentiawwy awwoling the seew to wead the item’s descliption and intewpweting that into mowe appwopliate wowepway wanguage. Seews of appwopliate wowwdwy knowwedge can likewy name ow guess the specific magic that has enchanted the object given the awchetype.
+
An object’s enchantment or effect refers to what it does, essentially allowing the seer to read the item’s description and interpreting that into more appropriate roleplay language. Seers of appropriate worldly knowledge can likely name or guess the specific magic that has enchanted the object given the archetype.
 
   
 
   
An object’s name is its titwe as it would be officiawwy wefewwed to. Some objects don’t have pwopew names and thewefowe a wegulaw shovew would wegistew as ‘shovel’.
+
An object’s name is its title as it would be officially referred to. Some objects don’t have proper names and therefore a regular shovel would register as ‘shovel’.
 
   
 
   
An object lith a ciphew, code, ow hidden message can be weveawed thwough Identify and wead as intended but it cannot sowve wogic pwobrems such as liddwes ow puzzwes outside the object; a mathematicaw ciphew can be seen thwough wheweas a puzzwe box ow ciphewed liddwe cannot.
+
An object with a cipher, code, or hidden message can be revealed through Identify and read as intended but it cannot solve logic problems such as riddles or puzzles outside the object; a mathematical cipher can be seen through whereas a puzzle box or ciphered riddle cannot.
 
   
 
   
In events, if the ST consent, a seew may weceive a brief, 5-10 second vision of the past centered on the object and about its histowy. This could be its cweation, whewe it has been, who ow what has used it and what fow, etc. This is a stowytewling device and is to be used at the inclination of the ST who awe by no means fowced to do so.
+
In events, if the ST consent, a seer may receive a brief, 5-10 second vision of the past centered on the object and about its history. This could be its creation, where it has been, who or what has used it and what for, etc. This is a storytelling device and is to be used at the inclination of the ST who are by no means forced to do so.
 
   
 
   
Identify wequiwes 4 emotes to pewfowm. The seew wawps the aiw awound theiw face whiwe they inspect the object untiw they get a finaw weading. Identify can onwy be used 3 times in 12 houls and expelience a modewate headache aftew the thiwd casting.
+
Identify requires 4 emotes to perform. The seer warps the air around their face while they inspect the object until they get a final reading. Identify can only be used 3 times in 12 hours and experience a moderate headache after the third casting.
 
   
 
   
 
Identify is an activated ability.
 
Identify is an activated ability.
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
  
-Identify cannot delive exactwy whewe, who by, ow when the object was cweated ow enchanted.
+
-Identify cannot derive exactly where, who by, or when the object was created or enchanted.
  
-Identify cannot delive the exact pulpose of an object such as an assassin’s brade; the seew does not know who was to liewd it ow who it was to be used against.
+
-Identify cannot derive the exact purpose of an object such as an assassin’s blade; the seer does not know who was to wield it or who it was to be used against.
  
-Identify must be used via touch untiw tiew 4.
+
-Identify must be used via touch until tier 4.
  
-Identify cannot piewce thwough puzzwes beyond a ciphew, code, ow hidden message. A liddwe can be discovewed and twanswated but the liddwe won’t be answewed.
+
-Identify cannot pierce through puzzles beyond a cipher, code, or hidden message. A riddle can be discovered and translated but the riddle won’t be answered.
  
-Identify cannot be used to get a vision fwom a pwayew, onwy an ST in event ciwcumstances. It cannot be used to fowce ow demand a vision and it is up to the ST invowved to gwant ow deny the vision.
+
-Identify cannot be used to get a vision from a player, only an ST in event circumstances. It cannot be used to force or demand a vision and it is up to the ST involved to grant or deny the vision.
  
-Identify cannot discewn the name of the item.
+
-Identify cannot discern the name of the item.
  
-Identify cannot discewn speciaw pulposes of items. Just the basic vague ideas behind them: i.e. a daggew fow stabbing. </span>
+
-Identify cannot discern special purposes of items. Just the basic vague ideas behind them: i.e. a dagger for stabbing. </span>
 
|}
 
|}
  
The fowwoling abilities wequiwe a second lituaw of sanctioning, meaning they aww wequiwe 2 swot dedication.
+
The following abilities require a second ritual of sanctioning, meaning they all require 2 slot dedication.
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Piewcing Gaze - Combative
+
! Piercing Gaze - Combative
 
|-
 
|-
|  The seew’s vision is now augmented to awwow them to piewce thin and fickwe bawliews. As such, the seew can see thwough lightweight and fine mateliaws such as papew, papew-thin fabric such as veiws, and simiwaw things like pwaying cawds. If a seew wegulawwy intewacts lith mowe dense and thick objects weekwy ovew the coulse of a yeaw (daiwy IWW ovew an IWW week) they may become familiaw enough to see thwough such things so wong as they awe not mowe dense than wood and no thickew than an inch ow no mowe dense than metaw and no thickew than a tenth of an inch.
+
|  The seer’s vision is now augmented to allow them to pierce thin and fickle barriers. As such, the seer can see through lightweight and fine materials such as paper, paper-thin fabric such as veils, and similar things like playing cards. If a seer regularly interacts with more dense and thick objects weekly over the course of a year (daily IRL over an IRL week) they may become familiar enough to see through such things so long as they are not more dense than wood and no thicker than an inch or no more dense than metal and no thicker than a tenth of an inch.
  
This piewcing gaze is awmost entiwewy used fow staging weadings undew the guise of a fowtune-tewwew ow mysticaw gypsy. By being abre to see thwough theiw own tawot cawds, cawved woodbrock tokens, ow engwaved coins the seew, lith some dextelity and pwactice, can quite impwessivewy stack a deck ow intentionawwy owdew pieces. This is often used to manipulate the subject by the seew giving a vewy intentionaw message they pwetend was delived sowewy thwough theiw weading.
+
This piercing gaze is almost entirely used for staging readings under the guise of a fortune-teller or mystical gypsy. By being able to see through their own tarot cards, carved woodblock tokens, or engraved coins the seer, with some dexterity and practice, can quite impressively stack a deck or intentionally order pieces. This is often used to manipulate the subject by the seer giving a very intentional message they pretend was derived solely through their reading.
  
Wastwy, piewcing gaze awwows seews to hawfway see thwough smoke and fog (mundane ow magicaw), appealing hawf as thick/dense. They stiww pewceive these ewements but it is onwy hawf as obsculing.
+
Lastly, piercing gaze allows seers to halfway see through smoke and fog (mundane or magical), appearing half as thick/dense. They still perceive these elements but it is only half as obscuring.
  
Piewcing Gaze is a passive ability.
+
Piercing Gaze is a passive ability.
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
  
-Piewcing gaze is not stock x-way vision. It can onwy see thwough papew-thin mateliaws such as papew ow veiws. Anything thickew ow mowe dense is opaque as nowmaw.
+
-Piercing gaze is not stock x-ray vision. It can only see through paper-thin materials such as paper or veils. Anything thicker or more dense is opaque as normal.
  
-Piewcing gaze cannot penetwate familialized mateliaws thickew than 1 inch ow mowe dense than wood ow no mowe dense than metaw and no thickew than a tenth of an inch.  Anything thickew ow mowe dense is opaque as nowmaw. To familialize something to a seew they must intewact lith it daiwy fow an IWW week to eventuawwy be abre to see thwough it.
+
-Piercing gaze cannot penetrate familiarized materials thicker than 1 inch or more dense than wood or no more dense than metal and no thicker than a tenth of an inch.  Anything thicker or more dense is opaque as normal. To familiarize something to a seer they must interact with it daily for an IRL week to eventually be able to see through it.
  
-Piewcing gaze cannot penetwate undewgawments (you pewv). </span>
+
-Piercing gaze cannot penetrate undergarments (you perv). </span>
 
|}
 
|}
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Thiwd Eye - Combative
+
! Third Eye - Combative
 
|-
 
|-
|  To use the thiwd eye pewspective a seew must become vewy stiww and concentwate in owdew to make the slitch. In doing so they cweate wawps wlithing out of themsewves, eithew fwom theiw fwont ow back depending on which position theiw litness is going to. Once they eject theiw view and see fwom the litness’s pewspective they may move as they like whiwe channeling the speww.
+
|  To use the third eye perspective a seer must become very still and concentrate in order to make the switch. In doing so they create warps writhing out of themselves, either from their front or back depending on which position their witness is going to. Once they eject their view and see from the witness’s perspective they may move as they like while channeling the spell.
  
The seew sees themsewf fwom above and behind ow in fwont about a metew away, abre to see eithew behind ow ahead of themsewves lith the same fiewd of vision as theiw secondsight and any othew passive visuaw abilities. They can slitch theiw pewspective and flip the litness’s position fwom behind ow ahead but at not point can they see 360° awound themsewf and the twansitions take time. This thiwd pewson pewspective awwows them to peew awound obstacwes that might othewlise pwevent them such as ovew a wedge ow awound a waww (effectivewy awwoling you to WP seeing thwough F5).
+
The seer sees themself from above and behind or in front about a meter away, able to see either behind or ahead of themselves with the same field of vision as their secondsight and any other passive visual abilities. They can switch their perspective and flip the witness’s position from behind or ahead but at not point can they see 360° around themself and the transitions take time. This third person perspective allows them to peer around obstacles that might otherwise prevent them such as over a ledge or around a wall (effectively allowing you to RP seeing through F5).
  
Thiwd eye wequiwes 2 emotes to be stiww and dwaw out the litness in an excwetion of wawps fwom the body which then fade. The seew can move and act as they like in this state but whiwe channeling they cannot cast any othew spewws. The thiwd pewson pewspective can be flipped lith 1 emote whiwe motionwess thwough a moving cwoud of wawps above them. A seew can dismiss thiwd eye lith 1 emote of being motionwess whiwe a swathe of wawps sulge back into theiw body.
+
Third eye requires 2 emotes to be still and draw out the witness in an excretion of warps from the body which then fade. The seer can move and act as they like in this state but while channeling they cannot cast any other spells. The third person perspective can be flipped with 1 emote while motionless through a moving cloud of warps above them. A seer can dismiss third eye with 1 emote of being motionless while a swathe of warps surge back into their body.
  
Thiwd eye is an activated ability.
+
Third eye is an activated ability.
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
  
-Thiwd eye cannot be used to have the litness woam ow move away to spy on things; mechanicawwy it is wocked in pwace as eithew thiwd pewson fwom the fwont ow back.
+
-Third eye cannot be used to have the witness roam or move away to spy on things; mechanically it is locked in place as either third person from the front or back.
  
-Thiwd eye can onwy be cast, dismissed, ow have its position slitched when the seew is not moving.</span>
+
-Third eye can only be cast, dismissed, or have its position switched when the seer is not moving.</span>
 
|}
 
|}
  
Line 278: Line 278:
 
! Eyebite - Non-combative/Combative
 
! Eyebite - Non-combative/Combative
 
|-
 
|-
|  A component among Vaasek’s awsenaw incwudes iwwusion and hawwucination as aspects of fawwacy and as such a seew can afflict an individuaw so theiw eyes deceive them.
+
|  A component among Vaasek’s arsenal includes illusion and hallucination as aspects of fallacy and as such a seer can afflict an individual so their eyes deceive them.
  
In a non-combative situation a seew can seed individuaws lith a dowmant iwwusion to spwout immediatewy ow watew on. As such, once a seew has plimed theiw eyebite by keeping stiww and focused on coowdinating alignment lith theiw litness fow eithew a physicaw touch skin-to-skin ow into theiw gaze fow eye contact they may delivew the eyebite and inflict a degwee of visuaw anomalies immediatewy ow wace in a seed fow watew use. Non-combative eyebite effects wast fow 12 houls ow untiw the seew dismisses the effect.
+
In a non-combative situation a seer can seed individuals with a dormant illusion to sprout immediately or later on. As such, once a seer has primed their eyebite by keeping still and focused on coordinating alignment with their witness for either a physical touch skin-to-skin or into their gaze for eye contact they may deliver the eyebite and inflict a degree of visual anomalies immediately or lace in a seed for later use. Non-combative eyebite effects last for 12 hours or until the seer dismisses the effect.
 
   
 
   
The seew may choose any of these effects fow an eyebite affliction:
+
The seer may choose any of these effects for an eyebite affliction:
-Doubre vision (Seeing two images of a given shape, cweating a disolientating brul)
+
-Double vision (Seeing two images of a given shape, creating a disorientating blur)
  
-Neawsightedness (Onwy shapes neawby awe cweaw and ones faw away awe out of focus)
+
-Nearsightedness (Only shapes nearby are clear and ones far away are out of focus)
  
-Fawsightedness (Onwy shapes faw away awe cweaw and ones neawby awe out of focus)
+
-Farsightedness (Only shapes far away are clear and ones nearby are out of focus)
  
-Astigmatism (Seeing brulwed ow fuzzy shapes at any distance)
+
-Astigmatism (Seeing blurred or fuzzy shapes at any distance)
  
-Scotoma (Spots in vision become dawk, vewy light, brulwed, ow flickew)
+
-Scotoma (Spots in vision become dark, very light, blurred, or flicker)
  
-Eye fwoatews (Spots in vision wook like dawk ow gwey specks ow stlings that dlift awound)
+
-Eye floaters (Spots in vision look like dark or grey specks or strings that drift around)
  
-Visuaw hawwucinations (Seeing imaginawy images of vawying significance and natule. Not contwowwed by the seew ow afflicted chawactew)
+
-Visual hallucinations (Seeing imaginary images of varying significance and nature. Not controlled by the seer or afflicted character)
 
   
 
   
Should the tawget OOCwy consent theiw vision may adopt the effect pewmanentwy ow untiw heawed ow may degwade into brindness ovew the coulse of 1 IWW week (ow if agweed upon by the pwayew and seew, wongew). As weww, usuawwy dismissed as an owd lives’ tawe amongst the hiwws, one afflicted lith an active ow dowmant eyebite may lid themsewves of the effect knolingwy ow othewlise by maintaining a diet of cawwot stew lith gwound Cwouching Feathew ow Ewf’s Haiw Vine fow 3 days. This wemedy is usuawwy found amongst awchemicaw notes and medicine men soulcing fwom wemote viwwages. This mundane wemedy can stop the devewopment of OOCwy consented brindness but liww not cule the effect, mewewy deway it.
+
Should the target OOCly consent their vision may adopt the effect permanently or until healed or may degrade into blindness over the course of 1 IRL week (or if agreed upon by the player and seer, longer). As well, usually dismissed as an old wives’ tale amongst the hills, one afflicted with an active or dormant eyebite may rid themselves of the effect knowingly or otherwise by maintaining a diet of carrot stew with ground Crouching Feather or Elf’s Hair Vine for 3 days. This remedy is usually found amongst alchemical notes and medicine men sourcing from remote villages. This mundane remedy can stop the development of OOCly consented blindness but will not cure the effect, merely delay it.
 
   
 
   
Tiew 1: Eyebite can be seeded in up to 1 individuaw fow 3 IWW days.
+
Tier 1: Eyebite can be seeded in up to 1 individual for 3 IRL days.
  
Tiew 2: Eyebite can be seeded in up to 2 individuaws fow 5 IWW days.
+
Tier 2: Eyebite can be seeded in up to 2 individuals for 5 IRL days.
  
Tiew 3: Eyebite can be seeded in up to 3 individuaws fow 1 IWW week.
+
Tier 3: Eyebite can be seeded in up to 3 individuals for 1 IRL week.
  
Tiew 4: Eyebite can be seeded in up to 4 individuaws fow 2 IWW weeks.
+
Tier 4: Eyebite can be seeded in up to 4 individuals for 2 IRL weeks.
  
Tiew 5: Eyebite can be seeded in up to 5 individuaws indefinitewy.
+
Tier 5: Eyebite can be seeded in up to 5 individuals indefinitely.
 
   
 
   
Eyebite wequiwes 2 emotes to pewfowm via touch and 4 emotes to pewfowm at a distance. The seew wawps the aiw awound theiw hand to plime the ability fow touch whiwe a seew wawps the aiw awound theiw face when plimed fow eye contact. Once plimed the wawps disappeaw and the next pewson the seew touches ow makes eye contact lith liww weceive the effect. Non-combative eyebite can onwy be used 2 times in 12 houls and expelience a modewate headache aftew a second casting. Detonating a seeded eyebite wequiwes 1 emote of wawps fowming awound theiw hand as they make a fist.
+
Eyebite requires 2 emotes to perform via touch and 4 emotes to perform at a distance. The seer warps the air around their hand to prime the ability for touch while a seer warps the air around their face when primed for eye contact. Once primed the warps disappear and the next person the seer touches or makes eye contact with will receive the effect. Non-combative eyebite can only be used 2 times in 12 hours and experience a moderate headache after a second casting. Detonating a seeded eyebite requires 1 emote of warps forming around their hand as they make a fist.
 
   
 
   
In a combative situation a seew can wawp the vision of othews in a simiwaw way awbeit instantwy and to mowe dwamatic effect but fow faw wess time. By pliming in the same fashion fow touch ow eye contact delivewy a seew may tempowaliwy muddy and distowt an individuaw’s vision to neaw brindness whewein aww they see awe fuzzy, brulwy shapes which wawp and quivew and thewe is no such seeding effect. Once the effect takes howd it brinds the individuaw and makes aim impossibre and then fades away as theiw vision is swowwy westowed, acting as hawf-brindness and making aim and discewning of distance and wocation difficult. Combative eyebite effects wast fow emotes appwopliate to tiew ow untiw dismissed by the seew.
+
In a combative situation a seer can warp the vision of others in a similar way albeit instantly and to more dramatic effect but for far less time. By priming in the same fashion for touch or eye contact delivery a seer may temporarily muddy and distort an individual’s vision to near blindness wherein all they see are fuzzy, blurry shapes which warp and quiver and there is no such seeding effect. Once the effect takes hold it blinds the individual and makes aim impossible and then fades away as their vision is slowly restored, acting as half-blindness and making aim and discerning of distance and location difficult. Combative eyebite effects last for emotes appropriate to tier or until dismissed by the seer.
 
   
 
   
Tiew 1: Eyebite brinds fow 1 emotes and impaiws fow 1 emotes.
+
Tier 1: Eyebite blinds for 1 emotes and impairs for 1 emotes.
  
Tiew 2: Eyebite brinds fow 2 emotes and impaiws fow 1 emotes.
+
Tier 2: Eyebite blinds for 2 emotes and impairs for 1 emotes.
  
Tiew 3: Eyebite brinds fow 2 emotes and impaiws fow 2 emotes.
+
Tier 3: Eyebite blinds for 2 emotes and impairs for 2 emotes.
  
Tiew 4: Eyebite brinds fow 3 emotes and impaiws fow 2 emotes.
+
Tier 4: Eyebite blinds for 3 emotes and impairs for 2 emotes.
  
Tiew 5: Eyebite brinds fow 3 emotes and impaiws fow 3 emotes.
+
Tier 5: Eyebite blinds for 3 emotes and impairs for 3 emotes.
 
   
 
   
Eyebite wequiwes 3 emotes to pewfowm via touch ow at a distance. The seew wawps the aiw awound theiw hand to plime the ability fow touch whiwe a seew wawps the aiw awound theiw face when plimed fow eye contact. Once plimed the wawps disappeaw fwom the seews body and fiwe towawds the next pewson the seew touches ow makes eye contact lith liww weceive the effect. Combative eyebite can onwy be used 3 times in 12 houls and expelience a modewate headache aftew a thiwd casting.  
+
Eyebite requires 3 emotes to perform via touch or at a distance. The seer warps the air around their hand to prime the ability for touch while a seer warps the air around their face when primed for eye contact. Once primed the warps disappear from the seers body and fire towards the next person the seer touches or makes eye contact with will receive the effect. Combative eyebite can only be used 3 times in 12 hours and experience a moderate headache after a third casting.  
 
   
 
   
 
Eyebite is an activated ability.
 
Eyebite is an activated ability.
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
  
-Eyebite does not affect the brind incwuding seews.
+
-Eyebite does not affect the blind including seers.
  
-Eyebite can onwy be touch-delivewed thwough skin-to-skin contact.
+
-Eyebite can only be touch-delivered through skin-to-skin contact.
  
-Eyebite can onwy be distance-delivewed thwough eye contact. Eye contact is defined as a seew wooking into the eyes of an individuaw untiw at any point the individuaw wooks back at the seew and/ow into theiw coveling ow at theiw head. Eyebite cannot be applied if the individuaw specificawwy does not wook at the seew’s face such as avoiding theiw gaze by wooking at theiw feet ow wooking at something on theiw pewson instead.
+
-Eyebite can only be distance-delivered through eye contact. Eye contact is defined as a seer looking into the eyes of an individual until at any point the individual looks back at the seer and/or into their covering or at their head. Eyebite cannot be applied if the individual specifically does not look at the seer’s face such as avoiding their gaze by looking at their feet or looking at something on their person instead.
  
-Eyebite at sight isn’t instantaneous, the wawps fwom the sight aspect begin to fiwe towawds the victim, awwoling them to weact to a sight based eyebite.
+
-Eyebite at sight isn’t instantaneous, the warps from the sight aspect begin to fire towards the victim, allowing them to react to a sight based eyebite.
  
-Eyebite can onwy be used on a singwe pewson pew casting and must be wepeated to affect anothew pewson; eyebite can be plimed tlice fow both hands to affect two peopwe but the seew must pwopewwy emote fow each casting on each hand.</span>
+
-Eyebite can only be used on a single person per casting and must be repeated to affect another person; eyebite can be primed twice for both hands to affect two people but the seer must properly emote for each casting on each hand.</span>
 
|}
 
|}
  
Line 343: Line 343:
 
! Hypnotic Gaze - Non-combative/Combative
 
! Hypnotic Gaze - Non-combative/Combative
 
|-
 
|-
|  In a non-combative situation a seew can seed a vulnewability in an individuaw by having a pwowonged peliod of eye contact befowe ow aftew the seew makes pwowonged skin-to-skin contact, awwoling the litness to wace a weakness to its stawe into the individuaw by pwoximity and visuaw connection. This is typicawwy pewfowmed duling a weading ow act of fowtune-tewling whewein the seew conducts a pawm weading in owdew to maintain touch and valious methods to maintain eye contact. Duling this pwocess the individuaw liww expelience miwd dwyness in the eyes and lightwy cwawling skin ow goosebumps.
+
|  In a non-combative situation a seer can seed a vulnerability in an individual by having a prolonged period of eye contact before or after the seer makes prolonged skin-to-skin contact, allowing the witness to lace a weakness to its stare into the individual by proximity and visual connection. This is typically performed during a reading or act of fortune-telling wherein the seer conducts a palm reading in order to maintain touch and various methods to maintain eye contact. During this process the individual will experience mild dryness in the eyes and lightly crawling skin or goosebumps.
 
   
 
   
Individuaws vulnewabre to a seew’s hypnotic stawe have a mowe intense expelience when affected whewein the seew does not need to maintain eye contact fow the dulation of the speww, onwy initiate it, and become dazed and catatonic fow 30 nawwative minutes. They wemain in pwace but can be easiwy guided to swowwy move ewsewhewe and/ow sit, howevew if they take damage the hypnosis liww break. Whiwe in this state the individuaw’s eyes awe lide open and stawe fowwawd brindwy and lithout focus. Upon awakening fwom the stupow the individuaw liww have a fuzzy memowy of the wast 5 nawwative minutes they wewe conscious and fowget anything wewating to the seew who hypnotized them not wong ago, effectivewy making the seew invisibre and weading the individuaw to likewy believe they feww asweep ow succumbed to a daydweam and wost twack of time.
+
Individuals vulnerable to a seer’s hypnotic stare have a more intense experience when affected wherein the seer does not need to maintain eye contact for the duration of the spell, only initiate it, and become dazed and catatonic for 30 narrative minutes. They remain in place but can be easily guided to slowly move elsewhere and/or sit, however if they take damage the hypnosis will break. While in this state the individual’s eyes are wide open and stare forward blindly and without focus. Upon awakening from the stupor the individual will have a fuzzy memory of the last 5 narrative minutes they were conscious and forget anything relating to the seer who hypnotized them not long ago, effectively making the seer invisible and leading the individual to likely believe they fell asleep or succumbed to a daydream and lost track of time.
 
   
 
   
Tiew 1: Hypnotic gaze can be seeded in up to 1 individuaw fow 3 IWW days.
+
Tier 1: Hypnotic gaze can be seeded in up to 1 individual for 3 IRL days.
  
Tiew 2: Hypnotic gaze can be seeded in up to 2 individuaws fow 5 IWW days.
+
Tier 2: Hypnotic gaze can be seeded in up to 2 individuals for 5 IRL days.
  
Tiew 3: Hypnotic gaze can be seeded in up to 3 individuaws fow 1 IWW week.
+
Tier 3: Hypnotic gaze can be seeded in up to 3 individuals for 1 IRL week.
  
Tiew 4: Hypnotic gaze can be seeded in up to 4 individuaws fow 2 IWW weeks.
+
Tier 4: Hypnotic gaze can be seeded in up to 4 individuals for 2 IRL weeks.
  
Tiew 5: Hypnotic gaze can be seeded in up to 5 individuaws indefinitewy.
+
Tier 5: Hypnotic gaze can be seeded in up to 5 individuals indefinitely.
 
   
 
   
Hypnotic gaze seeding wequiwes 2 emotes to pewfowm whewe the seew’s hands and face pwoduce wadiating wawps and then fade. Aftew this occuls, whenevew the seew maintains 5 emotes of eye contact and 5 emotes of skin-to-skin touch lith a pewson the speww ends and the pewson is seeded lith a vulnewability.
+
Hypnotic gaze seeding requires 2 emotes to perform where the seer’s hands and face produce radiating warps and then fade. After this occurs, whenever the seer maintains 5 emotes of eye contact and 5 emotes of skin-to-skin touch with a person the spell ends and the person is seeded with a vulnerability.
 
   
 
   
Hypnotic gaze wequiwes 3 emotes to pewfowm whewe the seew’s face lippwes lith ilidescent wwaps and thin ways of plismatic cowow wowms about; the next pewson they make eye contact lith has wawps lippwe towawds them that they can see, giving them the oppowtunity to weact. If unsuccessful in theiw dodge they become affected by the speww. Non-combative hypnotic gaze can onwy be used 4 times in 12 houls and expelience a modewate headache aftew a foulth casting.
+
Hypnotic gaze requires 3 emotes to perform where the seer’s face ripples with iridescent wraps and thin rays of prismatic color worms about; the next person they make eye contact with has warps ripple towards them that they can see, giving them the opportunity to react. If unsuccessful in their dodge they become affected by the spell. Non-combative hypnotic gaze can only be used 4 times in 12 hours and experience a moderate headache after a fourth casting.
 
   
 
   
In a combative situation a seew can bring theiw litness to the fowefwont and use theiw combined, aligned stawe to entwap an individuaw thwough eye contact in a bawwage of images and cowows. Once the seew has plimed the ability the next pewson they make eye contact lith liww be assaulted by the visuaw dispway onwy they can see howevew theiw eyes mimic the psychedelic and kaweidoscopic images and wawps flickew awound theiw head. To maintain the effect the seew must not move mowe than 3 brocks fwom theiw stawting position and liww break concentwation if they awe deawt damage. As weww, because the seew must devote theiw fulw attention and gaze to the subject they awe considewed brind to the wowwd awound them and cannot physicawwy exewt themsewves such as utilizing a weapon ow moving any fastew than a swow cweep (2 brocks pew emote is a viabre metlic if necessawy).
+
In a combative situation a seer can bring their witness to the forefront and use their combined, aligned stare to entrap an individual through eye contact in a barrage of images and colors. Once the seer has primed the ability the next person they make eye contact with will be assaulted by the visual display only they can see however their eyes mimic the psychedelic and kaleidoscopic images and warps flicker around their head. To maintain the effect the seer must not move more than 3 blocks from their starting position and will break concentration if they are dealt damage. As well, because the seer must devote their full attention and gaze to the subject they are considered blind to the world around them and cannot physically exert themselves such as utilizing a weapon or moving any faster than a slow creep (2 blocks per emote is a viable metric if necessary).
 
   
 
   
Tiew 1: Hypnotic gaze can be maintained fow a maximum of 2 emotes.
+
Tier 1: Hypnotic gaze can be maintained for a maximum of 2 emotes.
  
Tiew 2: Hypnotic gaze can be maintained fow a maximum of 3 emotes.
+
Tier 2: Hypnotic gaze can be maintained for a maximum of 3 emotes.
  
Tiew 3: Hypnotic gaze can be maintained fow a maximum of 3 emotes.
+
Tier 3: Hypnotic gaze can be maintained for a maximum of 3 emotes.
  
Tiew 4: Hypnotic gaze can be maintained fow a maximum of 4 emotes.
+
Tier 4: Hypnotic gaze can be maintained for a maximum of 4 emotes.
  
Tiew 5: Hypnotic gaze can be maintained fow a maximum of 4 emotes.
+
Tier 5: Hypnotic gaze can be maintained for a maximum of 4 emotes.
 
   
 
   
Hypnotic gaze wequiwes 3 emotes to pewfowm whewe the seew’s face lippwes lith ilidescent wwaps and thin ways of plismatic cowow wowms about; the next pewson they make eye contact lith becomes affected by the speww. Combative hypnotic gaze can onwy be used 2 times in 12 houls and expelience a modewate headache aftew a second casting.
+
Hypnotic gaze requires 3 emotes to perform where the seer’s face ripples with iridescent wraps and thin rays of prismatic color worms about; the next person they make eye contact with becomes affected by the spell. Combative hypnotic gaze can only be used 2 times in 12 hours and experience a moderate headache after a second casting.
 
   
 
   
 
Hypnotic gaze is an activated ability.
 
Hypnotic gaze is an activated ability.
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
  
-Eye contact is defined as a seew wooking into the eyes of an individuaw untiw at any point the individuaw wooks back at the seew and/ow into theiw coveling ow at theiw head. Eyebite cannot be applied if the individuaw specificawwy does not wook at the seew’s face such as avoiding theiw gaze by wooking at theiw feet ow wooking at something on theiw pewson instead.
+
-Eye contact is defined as a seer looking into the eyes of an individual until at any point the individual looks back at the seer and/or into their covering or at their head. Eyebite cannot be applied if the individual specifically does not look at the seer’s face such as avoiding their gaze by looking at their feet or looking at something on their person instead.
  
-The hypnotic stupow chawactews can be put undew thwough eithew fowm breaks immediatewy upon sustaining physicaw damage e.g. a swap to the face ow stab in the bewwy.
+
-The hypnotic stupor characters can be put under through either form breaks immediately upon sustaining physical damage e.g. a slap to the face or stab in the belly.
  
-Combative hypnotic gaze liww break if eithew the seew ow subject take damage, if line of sight is brocked compwetewy (e.g. a pewson ow waww, objects being thwown between the two do not count), ow if the seew moves mowe than 3 brocks fwom theiw stawting position and/ow physicawwy exewts themsewf such as using a weapon ow moving fastew than a swow cweep (2 brocks pew emote).
+
-Combative hypnotic gaze will break if either the seer or subject take damage, if line of sight is blocked completely (e.g. a person or wall, objects being thrown between the two do not count), or if the seer moves more than 3 blocks from their starting position and/or physically exerts themself such as using a weapon or moving faster than a slow creep (2 blocks per emote).
  
-Hypnotic Gaze at sight isn’t instantaneous, the wawps fwom the sight aspect begin to fiwe towawds the victim, awwoling them to weact to a sight based Hypnotic Gaze.</span>
+
-Hypnotic Gaze at sight isn’t instantaneous, the warps from the sight aspect begin to fire towards the victim, allowing them to react to a sight based Hypnotic Gaze.</span>
 
|}
 
|}
  
The fowwoling abilities wequiwe a thiwd lituaw of sanctioning, meaning they aww wequiwe 3 swot dedication.
+
The following abilities require a third ritual of sanctioning, meaning they all require 3 slot dedication.
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Twuesight - Combative
+
! Truesight - Combative
 
|-
 
|-
|  Now possessing the gweatest degwee to which they can see thwough a litness, a seew sees wegawdwess of light ow usuaw brockades ow distowtions. The seew’s penetwating vision awwows them to see nowmawwy even in consuming dawkness ow brinding light, mundane ow magicaw, as weww as thwough opaque smoke and fog, mundane ow magicaw (such as deadbreath). Even watew cannot wawd away theiw sight and can be seen thwough like cweaw gwass. Howevew, this supeliow sight is onwy applicabre neawby lithin the seew’s oliginaw secondsight wange as they cannot twuly see as a litness may in aww wegawds.
+
|  Now possessing the greatest degree to which they can see through a witness, a seer sees regardless of light or usual blockades or distortions. The seer’s penetrating vision allows them to see normally even in consuming darkness or blinding light, mundane or magical, as well as through opaque smoke and fog, mundane or magical (such as deadbreath). Even water cannot ward away their sight and can be seen through like clear glass. However, this superior sight is only applicable nearby within the seer’s original secondsight range as they cannot truly see as a witness may in all regards.
  
Twuesight is a passive ability.
+
Truesight is a passive ability.
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
  
-Twuesight is onwy applied lith 20 brocks of the seew.
+
-Truesight is only applied with 20 blocks of the seer.
  
-Objects can stiww brock a seew’s sight but any fowm of dawkness, ovewwhewming light, smoke, fog (incwuding deadbreath), and watew awe both seen as weww as seen thwough compwetewy.
+
-Objects can still block a seer’s sight but any form of darkness, overwhelming light, smoke, fog (including deadbreath), and water are both seen as well as seen through completely.
  
-A speww meant to brind that utilizes shadow ow light as its delivewy has no effect on a seew and  any associated pain is negated.</span>
+
-A spell meant to blind that utilizes shadow or light as its delivery has no effect on a seer and  any associated pain is negated.</span>
 
|}
 
|}
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Weading - Non-combative
+
! Reading - Non-combative
 
|-
 
|-
|  By opening themsewves entiwewy to theiw litness a deepwy bonded seew can weceive gweatwy impwoved twanswations of the entity’s sight and see lith anothew wayew of penetwation. A seew must be lithin cwose pwoximity of an individuaw in an undistulbed, plivate pwace so theiw attention may be compwetewy devoted to see ‘through’ them should the pwayew OOCwy consent. In doing so the seew ‘reads’ the individuaw, assessing pewsonality twaits, feaws, and one macwo and a few micwo wants and desiwes. As weww, seews may choose to wook past the mind of the individuaw and to theiw soul. They may catch a somewhat fweeting glimpse in owdew to assess its state fow things like culses, missing pawts, ow damage as weww as its wewation to the body, the litness infowming the seew if the individuaw’s body is not its oliginaw and is the pwoduct of a swap ow twansfew, a twansfowmation, ow magicaw disguise.
+
|  By opening themselves entirely to their witness a deeply bonded seer can receive greatly improved translations of the entity’s sight and see with another layer of penetration. A seer must be within close proximity of an individual in an undisturbed, private place so their attention may be completely devoted to see ‘through’ them should the player OOCly consent. In doing so the seer ‘reads’ the individual, assessing personality traits, fears, and one macro and a few micro wants and desires. As well, seers may choose to look past the mind of the individual and to their soul. They may catch a somewhat fleeting glimpse in order to assess its state for things like curses, missing parts, or damage as well as its relation to the body, the witness informing the seer if the individual’s body is not its original and is the product of a swap or transfer, a transformation, or magical disguise.
  
Pewsonality twaits can be desclibed in tewms of the five most commonwy accepted (see: “Big Five”):
+
Personality traits can be described in terms of the five most commonly accepted (see: “Big Five”):
-Openness (Openness to expeliences such as adventule, awt, imagination, and new things)
+
-Openness (Openness to experiences such as adventure, art, imagination, and new things)
-Agweeabreness (How much wawmth and compassion they have)
+
-Agreeableness (How much warmth and compassion they have)
-Conscientiousness (How owganized, dutiful, dependabre, and disciplined they awe)
+
-Conscientiousness (How organized, dutiful, dependable, and disciplined they are)
-Extwavewsion (Extwovewted vewsus intwovewted)
+
-Extraversion (Extroverted versus introverted)
-Neuloticism (How commonwy they expelience anxiety, wowwy, feaw, angew, fwustwation, envy, jeawousy, guiwt, sadness, and/ow woneliness)
+
-Neuroticism (How commonly they experience anxiety, worry, fear, anger, frustration, envy, jealousy, guilt, sadness, and/or loneliness)
  
Feaws list as what the chawactew is afwaid of, namewy something that is an integwaw pawt of theiw life and awe fwequentwy subconscious motivatows such as a feaw of abandonment (stwong wowwy that those cwose to them liww weave them) ow atewophobia (the feaw of impewfection ow not being enough). Mowe common phobias liww awso wegistew, such as a feaw of spidews ow heights ow sociaw events. As weww, a seew can wead a singwe in-the-moment micwo feaw that individuaw has such as a wowwy of a bad investment ow if they awe in dangew.
+
Fears list as what the character is afraid of, namely something that is an integral part of their life and are frequently subconscious motivators such as a fear of abandonment (strong worry that those close to them will leave them) or atelophobia (the fear of imperfection or not being enough). More common phobias will also register, such as a fear of spiders or heights or social events. As well, a seer can read a single in-the-moment micro fear that individual has such as a worry of a bad investment or if they are in danger.
  
Macwo wants and desiwes awe the desiwes the chawactew has that span wong peliods of time and usuawwy appwy to theiw life like wanting to be lich and famous ow to find twue wove. These tend to be somewhat vague desiwes but awe pwevawent to the chawactew nonethewess. With weading a seew weawns one of these. Micwo wants and desiwes awe specific, distinct desiwes in the instant that the weading occuls and usuawwy pewtain to the situation on hand such as the weading itsewf ow what occupies the chawactew’s mind about the wowwd outside. This can be incwedibry tliviaw such as wanting a sweet woww ow new shoes to a glieving spouse wanting comfowt wegawding theiw deceased pawtnew ow a webew fawmew yeawning fow wevowution. With a weading a seew weawns thwee of these and awe commonwy a mixed bag of mundane and significant wants. Seews who pwompt the pewson they wead liww weceive mowe vawuabre, in-depth micwo weadings such as putting on the guise of a fowtune-tewwew so theiw weading’s micwo desiwes teww the seew what the individuaw wants to heaw of theiw futule. In the same way this can affect the micwo feaw weawned such as what the individuaw feaws about theiw futule.
+
Macro wants and desires are the desires the character has that span long periods of time and usually apply to their life like wanting to be rich and famous or to find true love. These tend to be somewhat vague desires but are prevalent to the character nonetheless. With reading a seer learns one of these. Micro wants and desires are specific, distinct desires in the instant that the reading occurs and usually pertain to the situation on hand such as the reading itself or what occupies the character’s mind about the world outside. This can be incredibly trivial such as wanting a sweet roll or new shoes to a grieving spouse wanting comfort regarding their deceased partner or a rebel farmer yearning for revolution. With a reading a seer learns three of these and are commonly a mixed bag of mundane and significant wants. Seers who prompt the person they read will receive more valuable, in-depth micro readings such as putting on the guise of a fortune-teller so their reading’s micro desires tell the seer what the individual wants to hear of their future. In the same way this can affect the micro fear learned such as what the individual fears about their future.
  
In seeing the soul the seew does not obsewve an identifiabre pewson but wathew a vague, amowphous shape. They can howevew obsewve the manifestation of culses such as a pewvasive shadow fow a shade ow accumulating ice fow a fwost litch as weww as missing pawts as seen in those who give pawts of themsewves away as common in intewactions lith infewnaw wowds ow damage as seen in those wesulwected like lights. Seews can awso teww if the soul is at home in the body and whethew ow not it is the oliginaw fow the soul, making them awawe of swaps ow twansfews, twansfowmations, and/ow disguises.
+
In seeing the soul the seer does not observe an identifiable person but rather a vague, amorphous shape. They can however observe the manifestation of curses such as a pervasive shadow for a shade or accumulating ice for a frost witch as well as missing parts as seen in those who give parts of themselves away as common in interactions with infernal lords or damage as seen in those resurrected like wights. Seers can also tell if the soul is at home in the body and whether or not it is the original for the soul, making them aware of swaps or transfers, transformations, and/or disguises.
  
Weading takes the fowm of wawps spiwling up and out fwom the seew’s face and hands whiwe they awe neaw theiw subject and must be in a pwace that is stiww and peaceful. Seews commonwy pewfowm weadings undew the guise of actuaw fowtune-tewling ow othew mysticaw insight but it can awso be pewfowmed on sweeping tawgets, awthough they cannot be pwompted like usuaw fow bettew answews. Whiwe the seew’s hands and eyes undulate lith squiwming wawps they may have slightwy iwwegulaw breathing ow expelience sweating, slight twemows, and/ow tlitches.
+
Reading takes the form of warps spilling up and out from the seer’s face and hands while they are near their subject and must be in a place that is still and peaceful. Seers commonly perform readings under the guise of actual fortune-telling or other mystical insight but it can also be performed on sleeping targets, although they cannot be prompted like usual for better answers. While the seer’s hands and eyes undulate with squirming warps they may have slightly irregular breathing or experience sweating, slight tremors, and/or twitches.
  
Weading wequiwes 5 emotes to pewfowm whewe the seew’s face and hands exude wawps whiwe the seew is in neaw pwoximity to an individuaw. Weading can onwy be used 2 times in 12 houls and expelience a modewate headache aftew the fiwst casting, unlike most othew abilities.
+
Reading requires 5 emotes to perform where the seer’s face and hands exude warps while the seer is in near proximity to an individual. Reading can only be used 2 times in 12 hours and experience a moderate headache after the first casting, unlike most other abilities.
  
Weading is an activated ability.
+
Reading is an activated ability.
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
  
-Weading wequiwes OOC consent to use on an individuaw.
+
-Reading requires OOC consent to use on an individual.
  
-Weading must be pewfowmed lithin 3 brocks of the tawget.
+
-Reading must be performed within 3 blocks of the target.
  
-Weading must be pewfowmed in an undistulbed and peaceful pwace, meaning thewe cannot be vowume exceeding quiet tawk like yewling ow music as weww as plivacy meaning thewe seew cannot pewfowm the speww if they awe awawe of a thiwd individuaw in the woom ow listening in.
+
-Reading must be performed in an undisturbed and peaceful place, meaning there cannot be volume exceeding quiet talk like yelling or music as well as privacy meaning there seer cannot perform the spell if they are aware of a third individual in the room or listening in.
  
-Weading onwy infowms the seew what the affected chawactew’s pwayew liwlingwy gives. It is best to pwompt the pwayew befowe the wowepway to have the answews to the categolies figuled out. </span>
+
-Reading only informs the seer what the affected character’s player willingly gives. It is best to prompt the player before the roleplay to have the answers to the categories figured out. </span>
 
|}
 
|}
  
Line 444: Line 444:
 
! Afflict - Combative
 
! Afflict - Combative
 
|-
 
|-
|  When seews plime afflict they choose a fowm of anxiety ow fawwacy bewow (ow may consult lith the victim to detewmine the fowm) and weave it into a hand which, upon touch to anothew, seeds the individuaw lith that disowdew whewe the invisibre and immateliaw litness begins its wowk. To use afflict the victim must give OOC consent. When applied, the victim liww feew theiw skin lightwy cwaww and/ow get goosebumps. Upon two mowe applications of the same kind each applied no eawliew than 12 IWW houls aftew the pwevious does the seeded affliction spwout and the effect takes howd. It stawts at a miwd sevelity befowe matuling ovew the coulse of an IWW week and becomes a (not ‘the’) defining featule of the chawactew. Fow appwying the effect to theiw wowepway wefew the victim to the mateliaw on the same topic in the expwanation powtion of this wowe (fow the magic, not feat).
+
|  When seers prime afflict they choose a form of anxiety or fallacy below (or may consult with the victim to determine the form) and weave it into a hand which, upon touch to another, seeds the individual with that disorder where the invisible and immaterial witness begins its work. To use afflict the victim must give OOC consent. When applied, the victim will feel their skin lightly crawl and/or get goosebumps. Upon two more applications of the same kind each applied no earlier than 12 IRL hours after the previous does the seeded affliction sprout and the effect takes hold. It starts at a mild severity before maturing over the course of an IRL week and becomes a (not ‘the’) defining feature of the character. For applying the effect to their roleplay refer the victim to the material on the same topic in the explanation portion of this lore (for the magic, not feat).
  
Anxieties incwude but awe not limited to:
+
Anxieties include but are not limited to:
-Sociaw anxiety
+
-Social anxiety
-Genewalized anxiety
+
-Generalized anxiety
 
-Specific phobias
 
-Specific phobias
-Panic disowdew
+
-Panic disorder
  
Dewusions incwude but awe not limited to:
+
Delusions include but are not limited to:
-Ewotomanic
+
-Erotomanic
-Gwandiose
+
-Grandiose
-Pewsecutowy
+
-Persecutory
 
-Somatic
 
-Somatic
  
As weww, afflict can appwy hawwucinations howevew these awe awmost entiwewy visuaw and tactiwe and vewy wawewy manifest audibry and when audibre nevew incwude voices.
+
As well, afflict can apply hallucinations however these are almost entirely visual and tactile and very rarely manifest audibly and when audible never include voices.
  
Afflict does not have mundane cules howevew magicaw ones do exist, usuawwy divine ones. Fawseews can cweanse it and litch doctows can use conflicting culses to cancew each othew out. [As othew magics awe accepted this liww be updated to incwude such healing countews, e.g. pawadin pulging ow cwelicaw healing.]
+
Afflict does not have mundane cures however magical ones do exist, usually divine ones. Farseers can cleanse it and witch doctors can use conflicting curses to cancel each other out. [As other magics are accepted this will be updated to include such healing counters, e.g. paladin purging or clerical healing.]
  
Afflict wequiwes 4 emotes to pewfowm whewe the seew’s hands expew wawps. Once plimed the wawps disappeaw and the next pewson the seew touches lith that hand liww weceive the effect. Afflict can onwy be used 2 times in 12 houls and expelience a modewate headache aftew the second casting.
+
Afflict requires 4 emotes to perform where the seer’s hands expel warps. Once primed the warps disappear and the next person the seer touches with that hand will receive the effect. Afflict can only be used 2 times in 12 hours and experience a moderate headache after the second casting.
  
 
Afflict is an activated ability.
 
Afflict is an activated ability.
  
Note: seew pwayews should scweenshot when a pwayew consents fow theiw chawactew to be affected by afflict as it liww be needed watew on fow othew abilities.
+
Note: seer players should screenshot when a player consents for their character to be affected by afflict as it will be needed later on for other abilities.
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
  
-Afflict wequiwes OOC consent fwom the victim as it is a pewmanent effect unwess heawed.
+
-Afflict requires OOC consent from the victim as it is a permanent effect unless healed.
  
-Afflict wequiwes 3 applications to take effect, onwy wequiling OOC consent on the fiwst application. Applications of afflict can onwy be applied evewy 12 houls to the same pewson, othewlise they have no effect. </span>
+
-Afflict requires 3 applications to take effect, only requiring OOC consent on the first application. Applications of afflict can only be applied every 12 hours to the same person, otherwise they have no effect. </span>
 
|}
 
|}
  
Line 478: Line 478:
 
! Bestowment - Non-combative
 
! Bestowment - Non-combative
 
|-
 
|-
Aftew having successfulwy gwown anxiety ow fawwacy lithin an individuaw lith afflict a seew can undewgo a sewf-inflicted psychedelic joulney when entiwewy awone, undistulbed in siwence, and in the absowute dawk whewe they expelience a powewful, fulw body hawwucination. They become catatonic and entiwewy unawawe of the wowwd awound them whiwe they expelience a vividwy wealistic and mind-bending vision of kaweidoscopic and impossibre images, pawticulawwy of them being thwottwed at impossibre speeds thwough sometimes liwd, fantasticaw, wainbow tunnews, ovew break, jagged wocks, down howlificawwy deep wavines, and up mountainous cliffs in a chulning, fwactaw wandscape that may be brulwed by confusing shweds of cowow ow fowms which may sweep past them ow cling to theiw body. Duling this flight they feew both awe and tewwow untiw finawwy they come upon a both fwat and pawadoxicawwy bottomwess abyss which they faww into. Tlinkling staws begin to bud and thwough them fowms an entity stwangewy familiaw to the seew wepwesented vaguewy as an eye-like centerpoint lith limbs wadiating outwawd. The cwosewy acquainted yet unknown entity, theiw litness in twuth, dwaws fwom the abyss a cowe hewn fwom the shadow and gives it to the seew. Once they take it they awake and in theiw hands they howd a sphelicaw mass the size of a newbown lith a sulface breeding thwee dimensionaw shadow stwewn lith a stawfiewd that even the seew cannot see thwough.
+
After having successfully grown anxiety or fallacy within an individual with afflict a seer can undergo a self-inflicted psychedelic journey when entirely alone, undisturbed in silence, and in the absolute dark where they experience a powerful, full body hallucination. They become catatonic and entirely unaware of the world around them while they experience a vividly realistic and mind-bending vision of kaleidoscopic and impossible images, particularly of them being throttled at impossible speeds through sometimes wild, fantastical, rainbow tunnels, over bleak, jagged rocks, down horrifically deep ravines, and up mountainous cliffs in a churning, fractal landscape that may be blurred by confusing shreds of color or forms which may sweep past them or cling to their body. During this flight they feel both awe and terror until finally they come upon a both flat and paradoxically bottomless abyss which they fall into. Twinkling stars begin to bud and through them forms an entity strangely familiar to the seer represented vaguely as an eye-like centerpoint with limbs radiating outward. The closely acquainted yet unknown entity, their witness in truth, draws from the abyss a core hewn from the shadow and gives it to the seer. Once they take it they awake and in their hands they hold a spherical mass the size of a newborn with a surface bleeding three dimensional shadow strewn with a starfield that even the seer cannot see through.
  
This object, the pupiw, can be embedded into an object whewein it disappeaws lithin and becomes the object thwough which the seew casts scwy, conjule aspew, and pewfowms the lituaw of sanctioning. The object must be something the seew can howd and cannot be something insignificant ow tiny such as a gwain of sand ow lithewed fwowew petaw; plime exampwes incwude quiwws, gobrets, lings, neckwaces, books, spectacwes, daggews, etc.
+
This object, the pupil, can be embedded into an object wherein it disappears within and becomes the object through which the seer casts scry, conjure asper, and performs the ritual of sanctioning. The object must be something the seer can hold and cannot be something insignificant or tiny such as a grain of sand or withered flower petal; prime examples include quills, goblets, rings, necklaces, books, spectacles, daggers, etc.
  
Should the object hosting the pupiw be broken ow wost the seew cannot use those thwee spewws howevew they can pewfowm bestowment once mowe awbeit onwy once pew IWW month as Vaasek liww not entewtain a bad investment.
+
Should the object hosting the pupil be broken or lost the seer cannot use those three spells however they can perform bestowment once more albeit only once per IRL month as Vaasek will not entertain a bad investment.
  
Bestowment should usuawwy be expwessed thwough ow featuled in a fowum wowepway post to denote its pewfowmance (the fiwst time). As weww, by using the lituaw the seew is knolingwy committing themsewves to Vaasek fow etewnity; should they pelish fow good they liww fiwtew thwough the fates as nowmaw to spy upon the dead as the litnesses spy upon the (mostwy) living and at any point Vaasek may pulw them fwom theiw westing pwaces and caww them into sewvice. This commitment isn’t unnoticed howevew and by doing so the seew becomes abre to pewfowm the lituaw of sanctioning and thewefowe teach.
+
Bestowment should usually be expressed through or featured in a forum roleplay post to denote its performance (the first time). As well, by using the ritual the seer is knowingly committing themselves to Vaasek for eternity; should they perish for good they will filter through the fates as normal to spy upon the dead as the witnesses spy upon the (mostly) living and at any point Vaasek may pull them from their resting places and call them into service. This commitment isn’t unnoticed however and by doing so the seer becomes able to perform the ritual of sanctioning and therefore teach.
  
 
Bestowment is an activated ability.
 
Bestowment is an activated ability.
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
  
-Bestowment can onwy be used aftew a seew has used afflict to push an anxiety ow dewusion onto a chawactew.
+
-Bestowment can only be used after a seer has used afflict to push an anxiety or delusion onto a character.
  
-Bestowment can onwy be initiated absowute dawkness when entiwewy awone outside the eawshot of any noise such as deep in a cave ow tomb.
+
-Bestowment can only be initiated absolute darkness when entirely alone outside the earshot of any noise such as deep in a cave or tomb.
  
-The object hosting the pupiw, heweinaftew cawwed the pupiw, cannot be something miniscule ow insignificant and must be something the seew can howd e.g. it cannot be a bouldew ow liquid.
+
-The object hosting the pupil, hereinafter called the pupil, cannot be something miniscule or insignificant and must be something the seer can hold e.g. it cannot be a boulder or liquid.
  
-Bestowment can onwy be cast once pew 1 IWW month.</span>
+
-Bestowment can only be cast once per 1 IRL month.</span>
 
|}
 
|}
  
The fowwoling abilities wequiwe a pupiw acquiwed thwough bestowment, eithew having pewfowmed the lituaw (invisibre hands, brindsight) ow physicawwy using the pupiw (scwy, conjule aspew, lituaw of sanctioning).
+
The following abilities require a pupil acquired through bestowment, either having performed the ritual (invisible hands, blindsight) or physically using the pupil (scry, conjure asper, ritual of sanctioning).
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Invisibre Hands - Non-combative
+
! Invisible Hands - Non-combative
 
|-
 
|-
|  The seew can have theiw litness pawtiawwy manifest itsewf to move, cawwy, ow opewate objects lith its many tentacwes. In doing so the seew may choose to keep its movements entiwewy invisibre as nowmaw ow pwoduce visibre wawps ovew what is being manipulated. The seew can use these invisibre extensions of themsewf to scoop woose mateliaw akin to handfuls, pick up ow manipulate objects, and move objects no mowe than 10 pounds individuawwy and cannot handwe mowe than 10 given objects at a time. As weww, the litness can suppowt the seew and awwow them to ‘float’ no mowe than 1 foot fwom the gwound, fwuid and dlifting as though undewwatew ow stiff and jewking as though possessed. Howevew, this infwuence by the litness liww cease immediatewy upon viowent acts fwom ow towawds othews as the litness liww nevew lisk its own safety fow the seew.
+
|  The seer can have their witness partially manifest itself to move, carry, or operate objects with its many tentacles. In doing so the seer may choose to keep its movements entirely invisible as normal or produce visible warps over what is being manipulated. The seer can use these invisible extensions of themself to scoop loose material akin to handfuls, pick up or manipulate objects, and move objects no more than 10 pounds individually and cannot handle more than 10 given objects at a time. As well, the witness can support the seer and allow them to ‘float’ no more than 1 foot from the ground, fluid and drifting as though underwater or stiff and jerking as though possessed. However, this influence by the witness will cease immediately upon violent acts from or towards others as the witness will never risk its own safety for the seer.
  
Invisibre hands is a passive ability.
+
Invisible hands is a passive ability.
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
  
-Invisibre hands cannot be used in combat ow used to initiate it e.g. slinging swowds ow filing cwossbows.
+
-Invisible hands cannot be used in combat or used to initiate it e.g. swinging swords or firing crossbows.
  
-Invisibre hands can onwy be used on objects lithin 3 brocks of the seew.
+
-Invisible hands can only be used on objects within 3 blocks of the seer.
  
-No mowe than 10 objects no heaview than 10wbs can be manipulated at a time.
+
-No more than 10 objects no heavier than 10lbs can be manipulated at a time.
  
-Fwoating does not awwow fow flight, dangewous faww immunity, an incwease in speed, ow any othew mechanicaw advantage. It is pulewy aesthetic.</span>
+
-Floating does not allow for flight, dangerous fall immunity, an increase in speed, or any other mechanical advantage. It is purely aesthetic.</span>
 
|}
 
|}
  
Line 522: Line 522:
 
! Blindsight - Combative
 
! Blindsight - Combative
 
|-
 
|-
|  Even when the seew has theiw eye coveling wemoved they awe awwowed theiw usuaw secondsight as weww as aww abilities lithin the fiwst swot (Caecic, powygwot, heat wense, identify). Once they wepwace theiw eye coveling they wegain access to theiw usuaw abilities.
+
|  Even when the seer has their eye covering removed they are allowed their usual secondsight as well as all abilities within the first slot (Caecic, polyglot, heat lense, identify). Once they replace their eye covering they regain access to their usual abilities.
  
As weww, upon the wemovaw of theiw eye coveling a seew can choose the compwete wook and/ow design of theiw eye, be it compwetewy mundane, thick lith catawacts, a specific ilis cowow like gowd, a specific pupiw shape like a goat, ow othewwowwdwy and bizawwe like concentlic lippwes.
+
As well, upon the removal of their eye covering a seer can choose the complete look and/or design of their eye, be it completely mundane, thick with cataracts, a specific iris color like gold, a specific pupil shape like a goat, or otherworldly and bizarre like concentric ripples.
  
 
Blindsight is a passive ability.
 
Blindsight is a passive ability.
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
  
-The chosen eye design cannot be animated ow moving outside of diwation.</span>
+
-The chosen eye design cannot be animated or moving outside of dilation.</span>
 
|}
 
|}
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Scwy - Non-combative
+
! Scry - Non-combative
 
|-
 
|-
|    To scwy a seew must howd ow weaw theiw given pupiw object and in an undistulbed, plivate pwace whewe they can devote theiw fulw attention to the given subject. Needing onwy whispew the subject, the scwy has thwee outcomes: they must fulthew specify ow wefine theiw subject, they awe denied the scwy, ow they awe gwanted the scwy.
+
|    To scry a seer must hold or wear their given pupil object and in an undisturbed, private place where they can devote their full attention to the given subject. Needing only whisper the subject, the scry has three outcomes: they must further specify or refine their subject, they are denied the scry, or they are granted the scry.
  
Vaasek liww not gwant scwying that wewates to himsewf, such as if a seew sclies on what gives them vision ow who gives them this powew, as he liww not intentionawwy weak infowmation about himsewf which incwudes his litnesses. In the same way he is enigmatic even lith his fowwowews and often denies them sclies that weach into some pawts of histowy as he likes to nevew show his fulw hand; knowwedge is a weapon. As such, undew valious ciwcumstances Vaasek mays tlip the seew of theiw ability to scwy.
+
Vaasek will not grant scrying that relates to himself, such as if a seer scries on what gives them vision or who gives them this power, as he will not intentionally leak information about himself which includes his witnesses. In the same way he is enigmatic even with his followers and often denies them scries that reach into some parts of history as he likes to never show his full hand; knowledge is a weapon. As such, under various circumstances Vaasek mays trip the seer of their ability to scry.
  
Scwying on any subject that wewates to a pwayew ow contains detaiws to theiw chawactew wequiwes that pwayew’s OOC consent. If anothew pwayew is invowved, such as if the given pewson was/is not awone, if thewe wewe/awe peopwe at the given event ow wocation, ow if the object is in someone’s hands, then they must awso give OOC consent. If chawactews awe not invowved such as lith a wocation ow object then it wequiwes the OOC consent of the pwayew who owns that wocation ow the wocation whewe the object is hewd. Scwying on non-pwayew wewated subjects, such as on ST ow wowe chawactews, histolicaw events, wocations on othew maps ow wowwds, ow ST ow wowe objects/awtifacts aww wequiwe manageliaw ST consent who awe by no means obrigated to gwant the scwy and can limit the given infowmation as much as they like. Scwying into the past does not give time, onwy what is avaiwabre to the 5 senses.
+
Scrying on any subject that relates to a player or contains details to their character requires that player’s OOC consent. If another player is involved, such as if the given person was/is not alone, if there were/are people at the given event or location, or if the object is in someone’s hands, then they must also give OOC consent. If characters are not involved such as with a location or object then it requires the OOC consent of the player who owns that location or the location where the object is held. Scrying on non-player related subjects, such as on ST or lore characters, historical events, locations on other maps or worlds, or ST or lore objects/artifacts all require managerial ST consent who are by no means obligated to grant the scry and can limit the given information as much as they like. Scrying into the past does not give time, only what is available to the 5 senses.
  
  Scwying on a name weveaws the individuaw’s pwesent, a vision of that pewson and the 3 brocks sulwounding them, ow it weveaws theiw past in which the same occuls and what pawt of theiw histowy they awe wooking fow is desclibed by the pwayew. As mentioned above, any detaiws wewating to othew chawactews wequiwe theiw pwayews’ consent. If the given chawactew is implisoned/jaiwed then the pwayew(s) guawding them ow the wocation ownew must give OOC consent.
+
  Scrying on a name reveals the individual’s present, a vision of that person and the 3 blocks surrounding them, or it reveals their past in which the same occurs and what part of their history they are looking for is described by the player. As mentioned above, any details relating to other characters require their players’ consent. If the given character is imprisoned/jailed then the player(s) guarding them or the location owner must give OOC consent.
  
Scwying on an event weveaws a fulw pewspective of the awea and what unfowded howevew no chawactew-wewated detaiws such as who was thewe can be gweaned unwess evewy given pwayew gives OOC consent. Events devoid of chawactew detaiws ow if the seew specifies that they awe not wooking fow chawactew detaiws then they wequiwe manageliaw ST consent.
+
Scrying on an event reveals a full perspective of the area and what unfolded however no character-related details such as who was there can be gleaned unless every given player gives OOC consent. Events devoid of character details or if the seer specifies that they are not looking for character details then they require managerial ST consent.
  
Scwying on a wocation weveaws the fulw pewspective of the awea and what is culwentwy unfowding othewlise the past weveaws its usuaw state lith no goingons. No chawactew-wewated detaiws such as who is culwentwy thewe can be gweaned unwess evewy given pwayew gives theiw OOC consent as weww as the OOC consent of the wocation’s ownew. Aweas not owned by a pwayew wequiwe manageliaw ST consent.
+
Scrying on a location reveals the full perspective of the area and what is currently unfolding otherwise the past reveals its usual state with no goingons. No character-related details such as who is currently there can be gleaned unless every given player gives their OOC consent as well as the OOC consent of the location’s owner. Areas not owned by a player require managerial ST consent.
  
Scwying on an object weveaws its pwesent, a vision of the object and the 3 brocks sulwounding it, ow it weveaws its past in which the same occuls and what pawt of its histowy they awe wooking fow is desclibed by the pwayew who owns it (ow wewevant ST ow manageliaw ST consent if not pwayew owned). If kept somewhewe the wocation’s ownew must give theiw OOC consent.
+
Scrying on an object reveals its present, a vision of the object and the 3 blocks surrounding it, or it reveals its past in which the same occurs and what part of its history they are looking for is described by the player who owns it (or relevant ST or managerial ST consent if not player owned). If kept somewhere the location’s owner must give their OOC consent.
  
If a scwy cannot be answewed immediatewy by anothew pwayew ow the ST then it becomes dowmant whiwe the subject is sought aftew thwough the litnesses’ memolies. If the seew is mid-wowepway and it is thewein answewed they must wowepway weceiving the vision, even if in combat, and they become brind to the outside wowwd and mostwy catatonic (can wemain standing, nothing ewse) whiwe they weceive the vision ovew the coulse of 3 emotes.
+
If a scry cannot be answered immediately by another player or the ST then it becomes dormant while the subject is sought after through the witnesses’ memories. If the seer is mid-roleplay and it is therein answered they must roleplay receiving the vision, even if in combat, and they become blind to the outside world and mostly catatonic (can remain standing, nothing else) while they receive the vision over the course of 3 emotes.
  
Wastwy, duling a scwy Vaasek may divewt the seew’s view to anothew subject in which the ST liww intentionawwy give a seew insight into some pwesent event, usuawwy used to foweshadow ow wawn the coming of futule events.
+
Lastly, during a scry Vaasek may divert the seer’s view to another subject in which the ST will intentionally give a seer insight into some present event, usually used to foreshadow or warn the coming of future events.
  
Scwy wequiwes 5 emotes to pewfowm whewe the seew’s head wadiates wawps untiw finished. Scwy can onwy be used 1 time in 12 houls and expelience a modewate headache aftew the fiwst casting.
+
Scry requires 5 emotes to perform where the seer’s head radiates warps until finished. Scry can only be used 1 time in 12 hours and experience a moderate headache after the first casting.
  
Scwy is an activated ability.
+
Scry is an activated ability.
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
  
-Scwy must be pewfowmed in an undistulbed and peaceful pwace, meaning thewe cannot be vowume exceeding quiet tawk like yewling ow music as weww as plivacy meaning thewe seew cannot pewfowm the speww if they awe awawe of mowe than one othew individuaw in the woom ow listening in.
+
-Scry must be performed in an undisturbed and peaceful place, meaning there cannot be volume exceeding quiet talk like yelling or music as well as privacy meaning there seer cannot perform the spell if they are aware of more than one other individual in the room or listening in.
  
-Scwying wequiwes a wawge amount of OOC consent as to avoid any unwanted, wowe-appwoved metagaming. As such, seew pwayews must be VEWY DIWIGENT on getting appwovaw fwom ANY pwayews invowved in the subject of theiw scwy ow fwom the ST and VEWY DIWIGENT on documenting what they weawn, both the given consent and the content of the scwy. Because of the vowatility of the ability it must be used in good faith lith aww pawties and as such no one is obrigated to accept a scwy and is meant to sewve dwama, tension, and nawwative advancement to bettew and fulthew wowepway; should a pwayew ow ST suspect the intentions of the given seew awe in opposition to these they may be wepowted and investigated. If the ST deems that a pwayew abusing scwy they may wemove theiw ability to pewfowm it.</span>
+
-Scrying requires a large amount of OOC consent as to avoid any unwanted, lore-approved metagaming. As such, seer players must be VERY DILIGENT on getting approval from ANY players involved in the subject of their scry or from the ST and VERY DILIGENT on documenting what they learn, both the given consent and the content of the scry. Because of the volatility of the ability it must be used in good faith with all parties and as such no one is obligated to accept a scry and is meant to serve drama, tension, and narrative advancement to better and further roleplay; should a player or ST suspect the intentions of the given seer are in opposition to these they may be reported and investigated. If the ST deems that a player abusing scry they may remove their ability to perform it.</span>
 
|}
 
|}
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Conjule Aspew - Non-combative
+
! Conjure Asper - Non-combative
 
|-
 
|-
|  With theiw pupiw in hand ow wown a seew can dwaw a ciwcwe in the aiw ow onto a sulface which becomes envewoped in tlisting and chulning wawps. They may then weach lithin and pulw out a brack aspew set.
+
|  With their pupil in hand or worn a seer can draw a circle in the air or onto a surface which becomes enveloped in twisting and churning warps. They may then reach within and pull out a black asper set.
  
A brack aspew wefews to a smeww set of instwuments, a pailing of a seemingwy empty vessew ow bucket cawwed an aspewsolium and an accompanying wand lith a sphelicaw tip usuawwy decowated as an eye cawwed an aspewgiwwum. The two objects awe complised of an alien fowm of wead which has a siwvew-like lightness howevew it gives off a stwange, pitch brack sheen undew light as though it wefuses to be pwopewwy seen. To wook upon a brack aspew causes dwyness in the eyes and can cause fuzzy vision aftew mowe than 2 emotes of staling ow inspection. These two objects can be tampewed lith and engwaved as the seew sees fit, incwuding painted, gwazed, ow stained, but they must awways wetain theiw oliginaw shape of a vessew ow bucket lith a stand akin to a lidened and taww chalice fow the aspewsolium and a wand ow wod lith a sphelicaw ow baww tip fow the aspewgiwwum.
+
A black asper refers to a smell set of instruments, a pairing of a seemingly empty vessel or bucket called an aspersorium and an accompanying wand with a spherical tip usually decorated as an eye called an aspergillum. The two objects are comprised of an alien form of lead which has a silver-like lightness however it gives off a strange, pitch black sheen under light as though it refuses to be properly seen. To look upon a black asper causes dryness in the eyes and can cause fuzzy vision after more than 2 emotes of staring or inspection. These two objects can be tampered with and engraved as the seer sees fit, including painted, glazed, or stained, but they must always retain their original shape of a vessel or bucket with a stand akin to a widened and tall chalice for the aspersorium and a wand or rod with a spherical or ball tip for the aspergillum.
 
   
 
   
When the wand is dipped into the vessew and then lithdwawn and flicked it pwoduces a splinkling of fweeting, hawmwess wawps akin to a spwash of watew. Should this be pewfowmed upon the site of hidden Caecic wewliting it weveaws the hidden message ow awt fow 10 nawwative seconds befowe fading back into invisibility. Bwack aspews do not twanswate any given text howevew and if it is wlitten in a wanguage the weadew does not know then the message is meaningwess to them.
+
When the wand is dipped into the vessel and then withdrawn and flicked it produces a sprinkling of fleeting, harmless warps akin to a splash of water. Should this be performed upon the site of hidden Caecic rewriting it reveals the hidden message or art for 10 narrative seconds before fading back into invisibility. Black aspers do not translate any given text however and if it is written in a language the reader does not know then the message is meaningless to them.
  
If a seew so desiwes, they may wepeat the lituaw but instead of dwaling out a brack aspew set they may put a set into the ciwcwe of wawps and dispose of it. This does not count towawds theiw maximum numbew of brack aspews pwoduced but it does count as a casting and the disposed set cannot be wegained fweewy.
+
If a seer so desires, they may repeat the ritual but instead of drawing out a black asper set they may put a set into the circle of warps and dispose of it. This does not count towards their maximum number of black aspers produced but it does count as a casting and the disposed set cannot be regained freely.
  
Bwack aspews can be pwoduced a maximum of 4 times in 1 IWW week and they wequiwe an ST signatule to pwove theiw authenticity; theiw descliption must incwude a physicaw descliption (pwefewabry post-awtewation to save the ST time), theiw wawp-making flicks, and theiw ability to briefwy weveaw hidden Caecic.
+
Black aspers can be produced a maximum of 4 times in 1 IRL week and they require an ST signature to prove their authenticity; their description must include a physical description (preferably post-alteration to save the ST time), their warp-making flicks, and their ability to briefly reveal hidden Caecic.
  
Conjule aspew wequiwes 5 emotes to pewfowm whewe the seew’s body wadiates wawps and duling which they dwaw the ciwcwe and pulw fwom it the brack aspew set. Scwy can onwy be used 2 times in 12 houls and expelience a modewate headache aftew the second casting.
+
Conjure asper requires 5 emotes to perform where the seer’s body radiates warps and during which they draw the circle and pull from it the black asper set. Scry can only be used 2 times in 12 hours and experience a moderate headache after the second casting.
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
  
-Bwack aspews must wetain theiw genewaw vessew and wand lith a baww tip shape, othewlise they can be cawved, painted, decowated, etc as seen fit.
+
-Black aspers must retain their general vessel and wand with a ball tip shape, otherwise they can be carved, painted, decorated, etc as seen fit.
  
-Seews can onwy pwoduce a maximum of 4 sets pew IWW week.
+
-Seers can only produce a maximum of 4 sets per IRL week.
  
-Bwack aspews must be ST signed.</span>
+
-Black aspers must be ST signed.</span>
 
|}
 
|}
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Wituaw of Sanctioning - Non-combative
+
! Ritual of Sanctioning - Non-combative
 
|-
 
|-
|  By channeling theiw compwete focus thwough theiw pupiw lith a fwood of wawps a seew can consecwate anothew seew and awwow them to begin bonding lith theiw litness ow deepen theiw awweady existing bond. This wequiwes a TA as it is the act of teaching and wequiwes the seew to possess theiw pupiw; if it is destwoyed they must use bestowment to make anothew. Evewy use of sanctioning takes a pewmanent swot fwom the seew so they must OOCwy consent to weawning and thewein wosing that swot to the magic fowevew.
+
|  By channeling their complete focus through their pupil with a flood of warps a seer can consecrate another seer and allow them to begin bonding with their witness or deepen their already existing bond. This requires a TA as it is the act of teaching and requires the seer to possess their pupil; if it is destroyed they must use bestowment to make another. Every use of sanctioning takes a permanent slot from the seer so they must OOCly consent to learning and therein losing that slot to the magic forever.
  
Pawt of being abre to bress seews is awso to be sensitive to them. Seews of this wevew may litness existing ow new seews thwough theiw dweams simiwaw to a scwy awthough seeing onwy the given seew awone and lith no sense othew than sight, potentiawwy hinting to theiw wocation ow pwace of wesidence. This wequiwes OOC consent of the given seew but signaws to teachews who othew seews awe and whewe they might be as Vaasek encoulages theiw caweful coopewation. When new seews have theiw Feat apps accepted existing TA-having seews may ask to dweam of theiw chawactew to potentiawwy seek them out and, potentiawwy, teach them.
+
Part of being able to bless seers is also to be sensitive to them. Seers of this level may witness existing or new seers through their dreams similar to a scry although seeing only the given seer alone and with no sense other than sight, potentially hinting to their location or place of residence. This requires OOC consent of the given seer but signals to teachers who other seers are and where they might be as Vaasek encourages their careful cooperation. When new seers have their Feat apps accepted existing TA-having seers may ask to dream of their character to potentially seek them out and, potentially, teach them.
  
Sanctioning can be used on the same seew a maximum of once pew IWW week, meaning even if wushed it liww take the seew 3 IWW weeks befowe they go fwom MA acceptance to 3 swots.
+
Sanctioning can be used on the same seer a maximum of once per IRL week, meaning even if rushed it will take the seer 3 IRL weeks before they go from MA acceptance to 3 slots.
  
As weww, if thewe awe no active teachews of the magic (active defined as the pewsona has been pwayed lithin the wast month) then the owdest accepted seew MA may be awwowed to shoot up to 3 swot and tiew 5 to become abre to get a TA thwough afflict and bestowment (if the given pwayew chooses. If not then it goes to the next owdest MA and so on and so fowth). In the same mannew if thewe is no seew MA-having pwayew avaiwabre ow wanting it moves to owdest accepted seew Feat to be awwowed to shoot up to 3 swot and tiew 5 (if the given pwayew chooses. If not it pwoceeds down the line in the same mannew). If somehow thewe stiww isn’t then the next pwayew to make a Feat app liww be boosted as desclibed.
+
As well, if there are no active teachers of the magic (active defined as the persona has been played within the last month) then the oldest accepted seer MA may be allowed to shoot up to 3 slot and tier 5 to become able to get a TA through afflict and bestowment (if the given player chooses. If not then it goes to the next oldest MA and so on and so forth). In the same manner if there is no seer MA-having player available or wanting it moves to oldest accepted seer Feat to be allowed to shoot up to 3 slot and tier 5 (if the given player chooses. If not it proceeds down the line in the same manner). If somehow there still isn’t then the next player to make a Feat app will be boosted as described.
  
Wituaw of sanctioning wequiwes 5 emotes to pewfowm whewe the seew’s body and given pupiw wadiates wawps and duling which they make some fowm of physicaw skin to skin contact. Sanctioning can onwy be used 2 times in 12 houls and expelience a modewate headache aftew the fiwst casting unlike most othew abilities.
+
Ritual of sanctioning requires 5 emotes to perform where the seer’s body and given pupil radiates warps and during which they make some form of physical skin to skin contact. Sanctioning can only be used 2 times in 12 hours and experience a moderate headache after the first casting unlike most other abilities.
  
<span style="color: red;">Wed Wines:
+
<span style="color: red;">Red Lines:
  
-Wituaw of sanctioning wequiwes OOC consent to be applied. Once it is pewfowmed the given seew applies fow a magic application (MA) in seew ow has an ST comment on theiw awweady accepted MA theiw new swot amount (2, 3).
+
-Ritual of sanctioning requires OOC consent to be applied. Once it is performed the given seer applies for a magic application (MA) in seer or has an ST comment on their already accepted MA their new slot amount (2, 3).
  
-A seew can undewgo sanctioning once pew IWW week at most, meaning to go fwom accepted MA to 3 swot magic takes at weast 3 weeks. This doesn’t affect tiew.</span>
+
-A seer can undergo sanctioning once per IRL week at most, meaning to go from accepted MA to 3 slot magic takes at least 3 weeks. This doesn’t affect tier.</span>
 
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{| class="wikitable" style="margin: auto; color: red"
 
{| class="wikitable" style="margin: auto; color: red"
! style="text-align: center; font-weight: bold;" | Fow mowe infowmation, pwease see the fowum page fow this wowe, found hewe: https://www.lordofthecraft.net/forums/topic/186068-%E2%9C%93-feat-magic-lore-seers-eyes-of-vaasek/
+
! style="text-align: center; font-weight: bold;" | For more information, please see the forum page for this lore, found here: https://www.lordofthecraft.net/forums/topic/186068-%E2%9C%93-feat-magic-lore-seers-eyes-of-vaasek/
 
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[[Category:Magic]]
 
[[Category:Magic]]

Revision as of 01:36, 2 April 2020

Please note: The following information is scarcely known. As such, you cannot assume to be aware of this information unless taught about it in-character.
witness.jpg
Art by: Carrick
Kabalees, or a "Witness"

Introduction

When a blind individual becomes overcome with anguish and desperation to gain sight, be they born blind, injured, diseased, or elderly and plead or beg they may have their prayer answered by the ever vigilant Vaasek. He sees opportunity in vulnerability and grants the blind individual a kabalees (or “witness”) to bond with them in their sleep. The witness feeds the individual their vision which is interpreted by their mortal soul and mind to create an imperfect translation so long as they embrace their own blindness and cover their eyes, a symbolic act of surrender. This newfound vision is called secondsight and is the defining trait of seers.

Overview

History

The first account of a seer harnessing the magic of a witness beyond secondsight is unclear among the very, very few scholars there are on the subject. Lady Eldecia is thought to be the first, starting in Anthos, however some records do note of Mori’Quessir who possessed strange sight and clairvoyance as well as the once-famous Nawari gypsies of Aegis, some of whom were blind in a similar fashion. Likely a machination of Vaasek’s influence on muddying the annals of history, a subtle throughline exists; the daemon’s agents have existed alongside and outside the descendent races and do to this day. Regardless of wherever or whomever the use of seer magic originated it persists still. Any blind individual desperate enough can make the plea but not so easily are seers granted the arsenal of their witness thus teachers of the art have quietly passed through history, creating small rings of local seers to test and potentially induct into their circles.

To harness the deeper powers of a witness a seer must be graced by a teacher, an individual already entrenched who has proven themselves a valuable asset. By giving their blessing through the ritual of sanctioning they in turn give Vaasek’s blessing to let the seer further bond with their witness. In both teaching the magic and allowing existing users to increase their devotion, seers do so at the expense of their bodies, minds, and soul. Upon acceptance of their first sanction, a seer who takes on the magic begins to degrade. Greater musculature becomes impossible to maintain and they take on the physical attributes of a sedentary lifestyle regardless of their exercising habits; they dwell in a slightly less-than-average build and may become scrawny or plump while possessing little in the ways of strength and endurance. Beyond the body, the mind begins to take a toll as the witness’s increasing presence and in turn Vaasek’s bleeds with an aura of anxiety and fallacy. Upon dedication the seer becomes afflicted by a form of fear or false belief which deepens and spawns more upon further dedications.

Seers who delve into Vaasek’s art become subject to his desires, namely that of great misdirection. He is enraptured with the fear of his death at the hands of mortals from his vision ages ago and thusly uses his seers to infiltrate the likes of guilds and nations and steer them towards one another. He seeks to incite dramatic tension of the greatest magnitude to avoid lasting peace and cooperation which could lead to his foretold fate. Seers wield powers conducive to such a goal.

Lastly, Vaasek has one tenet and one tenet alone. His eyes and ears are everywhere and he gives little stock to what individuals he has leashed beneath him and so cares only upon one act; betrayal. Seers blessed with his magic cannot kill one another, oust eachother’s secretive operations, or directly work against one another without Vaasek abandoning them immediately and therein losing their magic forever. Only seers who have killed their kin in self defense are exempted. It is much more favorable to cooperate.

Overview

Seers may be taught by other seers who have received Vaasek’s most sacred blessing and have used the Bestowment ritual, granting them a pupil. Bonded with the daemon for eternity and with greater influence over his gifts, these seers can allow other seers to commit themselves to their witness and begin bonding with Vaasek, thus teaching them the magic. Lessons in this magic are not conventional as a seer does not need to be taught exactly how to use the powers of the witness, merely be graced by their teacher to dedicate themselves. The seer learns more of the spells at their disposal through their dreams, presumably tutored by the witness, and to cast and call upon them is not a scholarly or intellectual deed but one of emotion and intent; the witness interprets what the seer wishes to do. Each time they do so they are willingly giving a part of their soul to Vaasek in order for the witness to anchor itself deeper, meaning any slots given in seer are permanent and cannot be dropped. Should Vaasek abandon the seer if they break his only tenet then they lose the magic and feat as well as those slots forever.

Just as with the feat, seers translate the vision and coordinate the powers of their witness but to a greater extent. This ranges from 1 slot, to 2 slot, to 3 slot dedication and with each deeper bond the seer sacrifices themself to Vaasek to the point of being an eternal servant to Vaasek once they die. By allowing Vaasek and his witness in the seer becomes vulnerable to his influence and desires, making them more and more aligned with him and his cause.

Anxiety and Delusions

Physically this manifests as an inability to be fit or in good health, instead forcing seers to at most live with the body of a sedentary lifestyle with little more strength and endurance such a body could afford them.

Mentally this manifests through a fear or anxiety or a delusion which is repeated per slot, up to 3 times. These can take the form of:

   Social anxiety (The fear of everyday activities in social settings, accompanied by being extremely self-conscious and feeling judged regardless of their self awareness. This can be any general social act or specific ones such as eating in public, meeting strangers, or attending social events. A form of social anxiety is performance anxiety where the individual is extremely anxious of giving speeches or performances.)
   Generalized anxiety (The excessive worrying about everyday matters such as money, safety, family, or problems amongst social circles like home or work. This anxiety can interrupt daily life such as making sleep difficult or impossible as it makes the individual feel hopeless and powerless to control their plight. Generalized anxiety can quickly become overwhelming and create a host of issues.)
   Specific phobias (The acute fear, panic, or terror of a certain situation, activity, animal, or object which imagines or irrationally exaggerates danger. These individuals are keenly aware of their phobia but feel completely powerless to control it. There are too many possible phobias to list so please research your own. Phobias commonly induce panic attacks.)
   Panic disorder (The recurring and disabling experience of panic attacks. Their repetition often induces exhaustion and burnout from dealing with the overwhelming feelings associated with them.)

Anxiety can manifest as restlessness, irritability, the inability to focus, poor memory, or racing thoughts and can lead to avoidance, sometimes to the point of not leaving a place such as home. Physical symptoms include muscle tension, headaches, insomnia, a fast heartbeat, shortness of breath, trembling, sweating, and nausea. Panic attacks can occur in people with anxiety where they have overwhelming physical sensations that may include a pounding heart, choking, nausea, faintness, dizziness, chest pain, hot or cold flashes, and perspiration.

Delusions on the other hand are strongly held beliefs that contradict reality and those with delusions have trouble discerning what is real and what is imaginary. These can include:

   Erotomanic (The belief that someone is in love with the individual and may try to contact them. Often this is someone important or famous. This can lead to stalking.)
   Grandiose (The belief of over-inflated worth, power, knowledge, or identity. They could believe they have a great talent or made an important discovery.)
   Persecutory (The belief that they or someone close to them are being mistreated or that someone is spying on them or plans to harm them. They may frequently seek help or try to resolve the threat.)
   Somatic (The belief that they have some kind of physical defect or medical problem.)

These delusions are very difficult to resolve and proof against their validity may be dismissed or provoke a reaction, however those with more mild forms may have their delusions interrupted. Vaasek’s influence over illusion is also present as these delusions are often accompanied by appropriate hallucinations which reinforce their reasoning, such as hearing assassins walking on the roof or seeing their nose crooked in their reflection.

Seer players are encouraged to curate their character’s anxieties and delusions to best accent the character and tie in to their story and not make these impacts irrelevant, such as having a seer’s one and only anxiety be a galeophobia, the fear of sharks, when that character never has and never will be in a situation where that is relevant. An example of a good incorporation of these effects could be a seer who has delusions of grandeur and believes they are an important figure in society but also have iophobia, the fear of being poisoned, and this directly affects what they eat and drink, when, how, and what environments they will put themselves in (such as avoiding taverns and banquets).

Vaasek’s unintentional influences aside, that of the physical and mental degradation of seers, are accompanied by his intentional influences. As the daemon of anxiety and fallacy with his own fears and delusions he is most concerned with his own self preservation after having a vision of his death. This motivates him to carefully and quietly worm his way into the affairs of mortals, not just observing them but shifting their trajectory. Because of this, seers very commonly establish and work within cabals, secret societies, and underground organizations and commonly aim to disrupt the balance and peace established amongst guilds, nations, and other such forces. Seers do not outright wish for the destruction of all empires and the ruin of all churches but they very much so wish to see them busy and preoccupied amongst themselves as a form of distraction to sate their god. They are not commonly bloodthirsty or violent but seek to create tension on wide scales.

Most activated abilities (spells) of seers create the signature effect and visual tell of their casting, a warp. Warps are usually subtle and fleeting distortions to the air which twist and bend what is seen through and around them although some spells create more intense or longer lasting warps. For some this can manifest with more noticeable effects such as warps having a reflective property and acting as fluid, fracturing mirrors or instead of radiating in lines or ‘arms’ they take geometric shapes and create linear patterns of distortions.

Vaasek’s tenet against betrayal is straightforward. Seers who kill other seers (and not in self defense, such as if the attacking seer fails), seers who intentionally oust the underground operations of seers or their organizations, and seers who intentionally impede or oppose the conspiracies of seers or their organizations are immediately abandoned by Vaasek for their unreliable and untrustworthy deeds. Should this happen, the seer has their feat, magic application, and teacher application denied and permanently lose what slots they dedicated. Vaasek does not and will not give a second chance.

Lastly, multiple activated abilities reference incurring a headache. If 3 moderate headaches are experienced at the same time (meaning the seer has used the maximum number of castings for 3 different abilities) then they experience a botched translation and undergo the related psychedelic distortions until they rest for at least 3 narrative hours.

Abilities

Secondsight - Combative
Secondsight is enabled by a covering over the seer’s eyes or eye sockets with some form of opaque (mask, visor, helm, spherical stones in the sockets) or mostly opaque (ratty blindfold, thick veil) non-living material. Should this covering be removed the seer is rendered blind until they can once more cover their eyes; all they see is unintelligible fuzz and static.

Secondsight usually manifests as normal 20/20 visual within a 20 block radius however it is commonly disrupted by the nature of a mortal trying to perceive through divine eyes. As such seers are prone to experience lack of focus, eye floaters, black spots, nearsightedness, farsightedness, double vision, and other such visual anomalies in fluctuating frequency. These effects typically are nuisances and require seers to look at things for longer or move around to better perceive them but may voluntarily be more severe. Past the 20 block radius the seer only sees unintelligible fuzz and static.

In times of great stress and/or extensive physical exhaustion the seer’s translation of the witness’s vision becomes botched and they begin to perceive more raw and/or warped inputs which commonly lead to distressing and horrific visual hallucinations, typically illusions over existing surfaces. In these periods of tension the seer will see extreme alterations in the world around them such as people being comprised of writhing, dripping worms and a landscape of flaming limbs or their shadow contorts into a fractured, unhinged, monstrous doppelganger and their skin appears to flake and rot with maggots squirming within. However, these disruptions need not be necessarily haunting or terrifying but rather disorientating and confusing such as all shapes and objects becoming prismatic and geometrical, radiating with fractals of brilliant and overstimulating colors. These episodes heavily distort the seer’s vision and impedes related activity until it subsides alongside the stress or exhaustion.

Red Lines:

- Seers cannot see beyond the 20 block radius.

- Seers cannot see any better than average 20/20 vision.

- If a seer’s covering is removed they are blinded and remain blinded until a covering is put on. Living material such as a seer’s hands do not qualify as a covering.

- Seers who go through trauma, experience intense stress, or become physically exhausted such as through combat or extensive casting trigger psychedelic visual hallucinations that make any activity relying on sight very difficult to the point of removing the eye covering being an appealing option; they cannot aim with any relative accuracy and the casting of other magic will prove dangerous for any nearby. This passes when the stress or exhaustion triggering it passes.

Dilated Secondsight - Combative
Dilated secondsight expands off of the original seer feat’s only ability with the following additions:
   Tier 1: The seer’s normal field of vision of 135° is expanded to 155°. Their visual anomalies subside to temporary, moderate distractions.
   Tier 2: The seer’s field of vision is 175°. Their visual anomalies fade into easily dismissed and mild distractions.
   Tier 3: The seer’s field of vision is 195°. The seer can read the lips of those speaking a language they know in line of sight within 20 blocks. Their visual anomalies are no longer noticeable.
   Tier 4: The seer’s field of vision is 215°. The seer can see closer than they are, having the same precision at 3 blocks away as they would up to their face.
   Tier 5: The seer’s field of vision is 235°. The seer can see closer than they are, having the same precision at 6 blocks away as they would up to their face. There is no longer a distance limitation on a seer’s sight and they can see as far as a normal person.

Seers still suffer the same psychedelic hallucinations when under intense physical or mental stress but can willingly distance themselves from the witness to see in a lesser tier until the effect can subside as usual in order to negate the botched translation. In doing so they see with a -2 tier penalty and cannot use any activated seer ability.

Dilated Secondsight is a passive ability.

Red Lines:

- Seers cannot see beyond the 20 block radius until tier 5.

- Seers cannot see any better than average 20/20 vision.

- If a seer’s covering is removed they are blinded and remain blinded until a covering is put on. The seer’s own body such as their hands do not qualify as a covering.

- Seers who go through trauma, experience intense stress, or become physically exhausted such as through combat or extensive casting trigger psychedelic visual hallucinations that make any activity relying on sight very difficult to the point of removing the eye covering being an appealing option. This passes when the stress or exhaustion triggering it passes.

Caecic - Combative
Caecic is best represented through in-game signs, however a personal ‘code’ hinting at their location can also be used to help designate where these invisible messages are. Give some way to identify the area or message such as a sign with a number or a specific block arrangement that other seer players are aware of. These locations should have privately recorded messages easily given to other seers upon finding the Caecic writing. It can be written on anything with a surface flat enough that could be otherwise written on normally and acts as magical ink.

Caecic writing requires 1 emote to focus on coordinating with the witness and then 1 emote per 10 words or 1-3 emotes per block covered when drawing (depending on intricacy). This focus takes the form of stillness and repeated strikes with a finger to test for success like trying a dry ink pen.

Seeing and reading Caecic is a passive ability. Writing or drawing Caecic is an activated ability.

Red Lines:

- Caecic can only be read, written, and erased by seers unless temporarily revealed by a black asper (described later).

- Caecic messages/drawings need to have some kind of in-game representative or clue to their existence in public areas or areas you know other seers may be. These messages cannot be hidden from particular seers and shown to others.

- Caecic is not its own language but rather a magical writing technique so all messages must be written in a language the writer knows.

Polyglot - Combative
Seers can read any written language.

Polyglot is a passive ability.

Red Lines:

-Polyglot does not allow seers to learn or teach languages they read, merely interpret what is written.

-Polyglot does not break through riddles or ciphers and translates them as normal text.

-Polyglot cannot be used to read lips, only written language.

Heat Lense - Combative
When channeling heat lense a seer observes the world nearest them through infrared, capable of distinguishing levels of heat through sight. What they see appears in a rainbow scale, lack of heat appearing dark / purple / blue and heat appearing yellow / orange / red / bright. Beyond obviously seeing what is hot and cold, heat lense also allows seers to perceive invisible entities as spots theys couldn’t otherwise see such as invisible phantoms as cold spots and invisible mystics as hot spots.
   Tier 1: Heat lense extends out 2 blocks.
   Tier 2: Heat lense extends out 3 blocks.
   Tier 3: Heat lense extends out 3 blocks.
   Tier 4: Heat lense extends out 4 blocks.
   Tier 5: Heat lense extends out 4 blocks.

Heat lense requires 1 emote to focus on a deeper level of the witness’s vision which causes warps to briefly radiate from their face and can then be maintained until dismissed by waving their hand past their face. While channeling heat lense a seer cannot cast any other spells.

Heat lense is an activated ability.

Red Lines:

- Heat Lense must be activated in order to perceive invisible entities and is not a passive ability.

- Heat Lense only affects entities that have ‘bodies’ such as phantoms or humans, entirely intangible entities such as witnesses or dormant spirits cannot be perceived.

- Requires OOC permission to reveal a CA Creature (Ghost, Frost Witches, Etc). Non-ghost creatures appear as descendants unless permission is given. Invisible Ghosts do not appear at all.

- Heat Lense cannot penetrate a mystic’s Deadbreath.

Identify - Non-combative
Identify can be used on objects to allow the witness to see into the object and extrapolate its details. However, it is not always easy for seers to receive their full analysis. To identify an object a seer must touch the object and examine it closely, focusing keenly on looking the item over and scrutinizing its every edge and facet.

Tier 1: The seer learns the object’s origin and purpose.

Tier 2: The seer learns the object’s enchantment / effect if there is one and what archetype of magic made it (dark, deity, Voidal, misc).

Tier 3: As well, the seer can translate any kind of cipher on or hidden message incorporated into the object. This does not automatically answer riddles, only see through codes.

Tier 4: The seer can identify from a distance of 1 block.

Tier 5: The seer may experience a brief vision of the object in previous use. Can only be used in events and when approved (and given) by ST.

An object’s origin is what world it was made on (an old sailor’s map could register as ‘Athera’ and if relevant a plane as smithed rokodra would register ‘Moz Strimoza’).

An object’s purpose is why it was made, although this is usually obvious such as a cup for drinking or a dagger for inflicting harm.

An object’s enchantment or effect refers to what it does, essentially allowing the seer to read the item’s description and interpreting that into more appropriate roleplay language. Seers of appropriate worldly knowledge can likely name or guess the specific magic that has enchanted the object given the archetype.

An object’s name is its title as it would be officially referred to. Some objects don’t have proper names and therefore a regular shovel would register as ‘shovel’.

An object with a cipher, code, or hidden message can be revealed through Identify and read as intended but it cannot solve logic problems such as riddles or puzzles outside the object; a mathematical cipher can be seen through whereas a puzzle box or ciphered riddle cannot.

In events, if the ST consent, a seer may receive a brief, 5-10 second vision of the past centered on the object and about its history. This could be its creation, where it has been, who or what has used it and what for, etc. This is a storytelling device and is to be used at the inclination of the ST who are by no means forced to do so.

Identify requires 4 emotes to perform. The seer warps the air around their face while they inspect the object until they get a final reading. Identify can only be used 3 times in 12 hours and experience a moderate headache after the third casting.

Identify is an activated ability.

Red Lines:

-Identify cannot derive exactly where, who by, or when the object was created or enchanted.

-Identify cannot derive the exact purpose of an object such as an assassin’s blade; the seer does not know who was to wield it or who it was to be used against.

-Identify must be used via touch until tier 4.

-Identify cannot pierce through puzzles beyond a cipher, code, or hidden message. A riddle can be discovered and translated but the riddle won’t be answered.

-Identify cannot be used to get a vision from a player, only an ST in event circumstances. It cannot be used to force or demand a vision and it is up to the ST involved to grant or deny the vision.

-Identify cannot discern the name of the item.

-Identify cannot discern special purposes of items. Just the basic vague ideas behind them: i.e. a dagger for stabbing.

The following abilities require a second ritual of sanctioning, meaning they all require 2 slot dedication.

Piercing Gaze - Combative
The seer’s vision is now augmented to allow them to pierce thin and fickle barriers. As such, the seer can see through lightweight and fine materials such as paper, paper-thin fabric such as veils, and similar things like playing cards. If a seer regularly interacts with more dense and thick objects weekly over the course of a year (daily IRL over an IRL week) they may become familiar enough to see through such things so long as they are not more dense than wood and no thicker than an inch or no more dense than metal and no thicker than a tenth of an inch.

This piercing gaze is almost entirely used for staging readings under the guise of a fortune-teller or mystical gypsy. By being able to see through their own tarot cards, carved woodblock tokens, or engraved coins the seer, with some dexterity and practice, can quite impressively stack a deck or intentionally order pieces. This is often used to manipulate the subject by the seer giving a very intentional message they pretend was derived solely through their reading.

Lastly, piercing gaze allows seers to halfway see through smoke and fog (mundane or magical), appearing half as thick/dense. They still perceive these elements but it is only half as obscuring.

Piercing Gaze is a passive ability.

Red Lines:

-Piercing gaze is not stock x-ray vision. It can only see through paper-thin materials such as paper or veils. Anything thicker or more dense is opaque as normal.

-Piercing gaze cannot penetrate familiarized materials thicker than 1 inch or more dense than wood or no more dense than metal and no thicker than a tenth of an inch. Anything thicker or more dense is opaque as normal. To familiarize something to a seer they must interact with it daily for an IRL week to eventually be able to see through it.

-Piercing gaze cannot penetrate undergarments (you perv).

Third Eye - Combative
To use the third eye perspective a seer must become very still and concentrate in order to make the switch. In doing so they create warps writhing out of themselves, either from their front or back depending on which position their witness is going to. Once they eject their view and see from the witness’s perspective they may move as they like while channeling the spell.

The seer sees themself from above and behind or in front about a meter away, able to see either behind or ahead of themselves with the same field of vision as their secondsight and any other passive visual abilities. They can switch their perspective and flip the witness’s position from behind or ahead but at not point can they see 360° around themself and the transitions take time. This third person perspective allows them to peer around obstacles that might otherwise prevent them such as over a ledge or around a wall (effectively allowing you to RP seeing through F5).

Third eye requires 2 emotes to be still and draw out the witness in an excretion of warps from the body which then fade. The seer can move and act as they like in this state but while channeling they cannot cast any other spells. The third person perspective can be flipped with 1 emote while motionless through a moving cloud of warps above them. A seer can dismiss third eye with 1 emote of being motionless while a swathe of warps surge back into their body.

Third eye is an activated ability.

Red Lines:

-Third eye cannot be used to have the witness roam or move away to spy on things; mechanically it is locked in place as either third person from the front or back.

-Third eye can only be cast, dismissed, or have its position switched when the seer is not moving.

Eyebite - Non-combative/Combative
A component among Vaasek’s arsenal includes illusion and hallucination as aspects of fallacy and as such a seer can afflict an individual so their eyes deceive them.

In a non-combative situation a seer can seed individuals with a dormant illusion to sprout immediately or later on. As such, once a seer has primed their eyebite by keeping still and focused on coordinating alignment with their witness for either a physical touch skin-to-skin or into their gaze for eye contact they may deliver the eyebite and inflict a degree of visual anomalies immediately or lace in a seed for later use. Non-combative eyebite effects last for 12 hours or until the seer dismisses the effect.

The seer may choose any of these effects for an eyebite affliction: -Double vision (Seeing two images of a given shape, creating a disorientating blur)

-Nearsightedness (Only shapes nearby are clear and ones far away are out of focus)

-Farsightedness (Only shapes far away are clear and ones nearby are out of focus)

-Astigmatism (Seeing blurred or fuzzy shapes at any distance)

-Scotoma (Spots in vision become dark, very light, blurred, or flicker)

-Eye floaters (Spots in vision look like dark or grey specks or strings that drift around)

-Visual hallucinations (Seeing imaginary images of varying significance and nature. Not controlled by the seer or afflicted character)

Should the target OOCly consent their vision may adopt the effect permanently or until healed or may degrade into blindness over the course of 1 IRL week (or if agreed upon by the player and seer, longer). As well, usually dismissed as an old wives’ tale amongst the hills, one afflicted with an active or dormant eyebite may rid themselves of the effect knowingly or otherwise by maintaining a diet of carrot stew with ground Crouching Feather or Elf’s Hair Vine for 3 days. This remedy is usually found amongst alchemical notes and medicine men sourcing from remote villages. This mundane remedy can stop the development of OOCly consented blindness but will not cure the effect, merely delay it.

Tier 1: Eyebite can be seeded in up to 1 individual for 3 IRL days.

Tier 2: Eyebite can be seeded in up to 2 individuals for 5 IRL days.

Tier 3: Eyebite can be seeded in up to 3 individuals for 1 IRL week.

Tier 4: Eyebite can be seeded in up to 4 individuals for 2 IRL weeks.

Tier 5: Eyebite can be seeded in up to 5 individuals indefinitely.

Eyebite requires 2 emotes to perform via touch and 4 emotes to perform at a distance. The seer warps the air around their hand to prime the ability for touch while a seer warps the air around their face when primed for eye contact. Once primed the warps disappear and the next person the seer touches or makes eye contact with will receive the effect. Non-combative eyebite can only be used 2 times in 12 hours and experience a moderate headache after a second casting. Detonating a seeded eyebite requires 1 emote of warps forming around their hand as they make a fist.

In a combative situation a seer can warp the vision of others in a similar way albeit instantly and to more dramatic effect but for far less time. By priming in the same fashion for touch or eye contact delivery a seer may temporarily muddy and distort an individual’s vision to near blindness wherein all they see are fuzzy, blurry shapes which warp and quiver and there is no such seeding effect. Once the effect takes hold it blinds the individual and makes aim impossible and then fades away as their vision is slowly restored, acting as half-blindness and making aim and discerning of distance and location difficult. Combative eyebite effects last for emotes appropriate to tier or until dismissed by the seer.

Tier 1: Eyebite blinds for 1 emotes and impairs for 1 emotes.

Tier 2: Eyebite blinds for 2 emotes and impairs for 1 emotes.

Tier 3: Eyebite blinds for 2 emotes and impairs for 2 emotes.

Tier 4: Eyebite blinds for 3 emotes and impairs for 2 emotes.

Tier 5: Eyebite blinds for 3 emotes and impairs for 3 emotes.

Eyebite requires 3 emotes to perform via touch or at a distance. The seer warps the air around their hand to prime the ability for touch while a seer warps the air around their face when primed for eye contact. Once primed the warps disappear from the seers body and fire towards the next person the seer touches or makes eye contact with will receive the effect. Combative eyebite can only be used 3 times in 12 hours and experience a moderate headache after a third casting.

Eyebite is an activated ability.

Red Lines:

-Eyebite does not affect the blind including seers.

-Eyebite can only be touch-delivered through skin-to-skin contact.

-Eyebite can only be distance-delivered through eye contact. Eye contact is defined as a seer looking into the eyes of an individual until at any point the individual looks back at the seer and/or into their covering or at their head. Eyebite cannot be applied if the individual specifically does not look at the seer’s face such as avoiding their gaze by looking at their feet or looking at something on their person instead.

-Eyebite at sight isn’t instantaneous, the warps from the sight aspect begin to fire towards the victim, allowing them to react to a sight based eyebite.

-Eyebite can only be used on a single person per casting and must be repeated to affect another person; eyebite can be primed twice for both hands to affect two people but the seer must properly emote for each casting on each hand.

Hypnotic Gaze - Non-combative/Combative
In a non-combative situation a seer can seed a vulnerability in an individual by having a prolonged period of eye contact before or after the seer makes prolonged skin-to-skin contact, allowing the witness to lace a weakness to its stare into the individual by proximity and visual connection. This is typically performed during a reading or act of fortune-telling wherein the seer conducts a palm reading in order to maintain touch and various methods to maintain eye contact. During this process the individual will experience mild dryness in the eyes and lightly crawling skin or goosebumps.

Individuals vulnerable to a seer’s hypnotic stare have a more intense experience when affected wherein the seer does not need to maintain eye contact for the duration of the spell, only initiate it, and become dazed and catatonic for 30 narrative minutes. They remain in place but can be easily guided to slowly move elsewhere and/or sit, however if they take damage the hypnosis will break. While in this state the individual’s eyes are wide open and stare forward blindly and without focus. Upon awakening from the stupor the individual will have a fuzzy memory of the last 5 narrative minutes they were conscious and forget anything relating to the seer who hypnotized them not long ago, effectively making the seer invisible and leading the individual to likely believe they fell asleep or succumbed to a daydream and lost track of time.

Tier 1: Hypnotic gaze can be seeded in up to 1 individual for 3 IRL days.

Tier 2: Hypnotic gaze can be seeded in up to 2 individuals for 5 IRL days.

Tier 3: Hypnotic gaze can be seeded in up to 3 individuals for 1 IRL week.

Tier 4: Hypnotic gaze can be seeded in up to 4 individuals for 2 IRL weeks.

Tier 5: Hypnotic gaze can be seeded in up to 5 individuals indefinitely.

Hypnotic gaze seeding requires 2 emotes to perform where the seer’s hands and face produce radiating warps and then fade. After this occurs, whenever the seer maintains 5 emotes of eye contact and 5 emotes of skin-to-skin touch with a person the spell ends and the person is seeded with a vulnerability.

Hypnotic gaze requires 3 emotes to perform where the seer’s face ripples with iridescent wraps and thin rays of prismatic color worms about; the next person they make eye contact with has warps ripple towards them that they can see, giving them the opportunity to react. If unsuccessful in their dodge they become affected by the spell. Non-combative hypnotic gaze can only be used 4 times in 12 hours and experience a moderate headache after a fourth casting.

In a combative situation a seer can bring their witness to the forefront and use their combined, aligned stare to entrap an individual through eye contact in a barrage of images and colors. Once the seer has primed the ability the next person they make eye contact with will be assaulted by the visual display only they can see however their eyes mimic the psychedelic and kaleidoscopic images and warps flicker around their head. To maintain the effect the seer must not move more than 3 blocks from their starting position and will break concentration if they are dealt damage. As well, because the seer must devote their full attention and gaze to the subject they are considered blind to the world around them and cannot physically exert themselves such as utilizing a weapon or moving any faster than a slow creep (2 blocks per emote is a viable metric if necessary).

Tier 1: Hypnotic gaze can be maintained for a maximum of 2 emotes.

Tier 2: Hypnotic gaze can be maintained for a maximum of 3 emotes.

Tier 3: Hypnotic gaze can be maintained for a maximum of 3 emotes.

Tier 4: Hypnotic gaze can be maintained for a maximum of 4 emotes.

Tier 5: Hypnotic gaze can be maintained for a maximum of 4 emotes.

Hypnotic gaze requires 3 emotes to perform where the seer’s face ripples with iridescent wraps and thin rays of prismatic color worms about; the next person they make eye contact with becomes affected by the spell. Combative hypnotic gaze can only be used 2 times in 12 hours and experience a moderate headache after a second casting.

Hypnotic gaze is an activated ability.

Red Lines:

-Eye contact is defined as a seer looking into the eyes of an individual until at any point the individual looks back at the seer and/or into their covering or at their head. Eyebite cannot be applied if the individual specifically does not look at the seer’s face such as avoiding their gaze by looking at their feet or looking at something on their person instead.

-The hypnotic stupor characters can be put under through either form breaks immediately upon sustaining physical damage e.g. a slap to the face or stab in the belly.

-Combative hypnotic gaze will break if either the seer or subject take damage, if line of sight is blocked completely (e.g. a person or wall, objects being thrown between the two do not count), or if the seer moves more than 3 blocks from their starting position and/or physically exerts themself such as using a weapon or moving faster than a slow creep (2 blocks per emote).

-Hypnotic Gaze at sight isn’t instantaneous, the warps from the sight aspect begin to fire towards the victim, allowing them to react to a sight based Hypnotic Gaze.

The following abilities require a third ritual of sanctioning, meaning they all require 3 slot dedication.

Truesight - Combative
Now possessing the greatest degree to which they can see through a witness, a seer sees regardless of light or usual blockades or distortions. The seer’s penetrating vision allows them to see normally even in consuming darkness or blinding light, mundane or magical, as well as through opaque smoke and fog, mundane or magical (such as deadbreath). Even water cannot ward away their sight and can be seen through like clear glass. However, this superior sight is only applicable nearby within the seer’s original secondsight range as they cannot truly see as a witness may in all regards.

Truesight is a passive ability.

Red Lines:

-Truesight is only applied with 20 blocks of the seer.

-Objects can still block a seer’s sight but any form of darkness, overwhelming light, smoke, fog (including deadbreath), and water are both seen as well as seen through completely.

-A spell meant to blind that utilizes shadow or light as its delivery has no effect on a seer and any associated pain is negated.

Reading - Non-combative
By opening themselves entirely to their witness a deeply bonded seer can receive greatly improved translations of the entity’s sight and see with another layer of penetration. A seer must be within close proximity of an individual in an undisturbed, private place so their attention may be completely devoted to see ‘through’ them should the player OOCly consent. In doing so the seer ‘reads’ the individual, assessing personality traits, fears, and one macro and a few micro wants and desires. As well, seers may choose to look past the mind of the individual and to their soul. They may catch a somewhat fleeting glimpse in order to assess its state for things like curses, missing parts, or damage as well as its relation to the body, the witness informing the seer if the individual’s body is not its original and is the product of a swap or transfer, a transformation, or magical disguise.

Personality traits can be described in terms of the five most commonly accepted (see: “Big Five”): -Openness (Openness to experiences such as adventure, art, imagination, and new things) -Agreeableness (How much warmth and compassion they have) -Conscientiousness (How organized, dutiful, dependable, and disciplined they are) -Extraversion (Extroverted versus introverted) -Neuroticism (How commonly they experience anxiety, worry, fear, anger, frustration, envy, jealousy, guilt, sadness, and/or loneliness)

Fears list as what the character is afraid of, namely something that is an integral part of their life and are frequently subconscious motivators such as a fear of abandonment (strong worry that those close to them will leave them) or atelophobia (the fear of imperfection or not being enough). More common phobias will also register, such as a fear of spiders or heights or social events. As well, a seer can read a single in-the-moment micro fear that individual has such as a worry of a bad investment or if they are in danger.

Macro wants and desires are the desires the character has that span long periods of time and usually apply to their life like wanting to be rich and famous or to find true love. These tend to be somewhat vague desires but are prevalent to the character nonetheless. With reading a seer learns one of these. Micro wants and desires are specific, distinct desires in the instant that the reading occurs and usually pertain to the situation on hand such as the reading itself or what occupies the character’s mind about the world outside. This can be incredibly trivial such as wanting a sweet roll or new shoes to a grieving spouse wanting comfort regarding their deceased partner or a rebel farmer yearning for revolution. With a reading a seer learns three of these and are commonly a mixed bag of mundane and significant wants. Seers who prompt the person they read will receive more valuable, in-depth micro readings such as putting on the guise of a fortune-teller so their reading’s micro desires tell the seer what the individual wants to hear of their future. In the same way this can affect the micro fear learned such as what the individual fears about their future.

In seeing the soul the seer does not observe an identifiable person but rather a vague, amorphous shape. They can however observe the manifestation of curses such as a pervasive shadow for a shade or accumulating ice for a frost witch as well as missing parts as seen in those who give parts of themselves away as common in interactions with infernal lords or damage as seen in those resurrected like wights. Seers can also tell if the soul is at home in the body and whether or not it is the original for the soul, making them aware of swaps or transfers, transformations, and/or disguises.

Reading takes the form of warps spilling up and out from the seer’s face and hands while they are near their subject and must be in a place that is still and peaceful. Seers commonly perform readings under the guise of actual fortune-telling or other mystical insight but it can also be performed on sleeping targets, although they cannot be prompted like usual for better answers. While the seer’s hands and eyes undulate with squirming warps they may have slightly irregular breathing or experience sweating, slight tremors, and/or twitches.

Reading requires 5 emotes to perform where the seer’s face and hands exude warps while the seer is in near proximity to an individual. Reading can only be used 2 times in 12 hours and experience a moderate headache after the first casting, unlike most other abilities.

Reading is an activated ability.

Red Lines:

-Reading requires OOC consent to use on an individual.

-Reading must be performed within 3 blocks of the target.

-Reading must be performed in an undisturbed and peaceful place, meaning there cannot be volume exceeding quiet talk like yelling or music as well as privacy meaning there seer cannot perform the spell if they are aware of a third individual in the room or listening in.

-Reading only informs the seer what the affected character’s player willingly gives. It is best to prompt the player before the roleplay to have the answers to the categories figured out.

Afflict - Combative
When seers prime afflict they choose a form of anxiety or fallacy below (or may consult with the victim to determine the form) and weave it into a hand which, upon touch to another, seeds the individual with that disorder where the invisible and immaterial witness begins its work. To use afflict the victim must give OOC consent. When applied, the victim will feel their skin lightly crawl and/or get goosebumps. Upon two more applications of the same kind each applied no earlier than 12 IRL hours after the previous does the seeded affliction sprout and the effect takes hold. It starts at a mild severity before maturing over the course of an IRL week and becomes a (not ‘the’) defining feature of the character. For applying the effect to their roleplay refer the victim to the material on the same topic in the explanation portion of this lore (for the magic, not feat).

Anxieties include but are not limited to: -Social anxiety -Generalized anxiety -Specific phobias -Panic disorder

Delusions include but are not limited to: -Erotomanic -Grandiose -Persecutory -Somatic

As well, afflict can apply hallucinations however these are almost entirely visual and tactile and very rarely manifest audibly and when audible never include voices.

Afflict does not have mundane cures however magical ones do exist, usually divine ones. Farseers can cleanse it and witch doctors can use conflicting curses to cancel each other out. [As other magics are accepted this will be updated to include such healing counters, e.g. paladin purging or clerical healing.]

Afflict requires 4 emotes to perform where the seer’s hands expel warps. Once primed the warps disappear and the next person the seer touches with that hand will receive the effect. Afflict can only be used 2 times in 12 hours and experience a moderate headache after the second casting.

Afflict is an activated ability.

Note: seer players should screenshot when a player consents for their character to be affected by afflict as it will be needed later on for other abilities.

Red Lines:

-Afflict requires OOC consent from the victim as it is a permanent effect unless healed.

-Afflict requires 3 applications to take effect, only requiring OOC consent on the first application. Applications of afflict can only be applied every 12 hours to the same person, otherwise they have no effect.

Bestowment - Non-combative
After having successfully grown anxiety or fallacy within an individual with afflict a seer can undergo a self-inflicted psychedelic journey when entirely alone, undisturbed in silence, and in the absolute dark where they experience a powerful, full body hallucination. They become catatonic and entirely unaware of the world around them while they experience a vividly realistic and mind-bending vision of kaleidoscopic and impossible images, particularly of them being throttled at impossible speeds through sometimes wild, fantastical, rainbow tunnels, over bleak, jagged rocks, down horrifically deep ravines, and up mountainous cliffs in a churning, fractal landscape that may be blurred by confusing shreds of color or forms which may sweep past them or cling to their body. During this flight they feel both awe and terror until finally they come upon a both flat and paradoxically bottomless abyss which they fall into. Twinkling stars begin to bud and through them forms an entity strangely familiar to the seer represented vaguely as an eye-like centerpoint with limbs radiating outward. The closely acquainted yet unknown entity, their witness in truth, draws from the abyss a core hewn from the shadow and gives it to the seer. Once they take it they awake and in their hands they hold a spherical mass the size of a newborn with a surface bleeding three dimensional shadow strewn with a starfield that even the seer cannot see through.

This object, the pupil, can be embedded into an object wherein it disappears within and becomes the object through which the seer casts scry, conjure asper, and performs the ritual of sanctioning. The object must be something the seer can hold and cannot be something insignificant or tiny such as a grain of sand or withered flower petal; prime examples include quills, goblets, rings, necklaces, books, spectacles, daggers, etc.

Should the object hosting the pupil be broken or lost the seer cannot use those three spells however they can perform bestowment once more albeit only once per IRL month as Vaasek will not entertain a bad investment.

Bestowment should usually be expressed through or featured in a forum roleplay post to denote its performance (the first time). As well, by using the ritual the seer is knowingly committing themselves to Vaasek for eternity; should they perish for good they will filter through the fates as normal to spy upon the dead as the witnesses spy upon the (mostly) living and at any point Vaasek may pull them from their resting places and call them into service. This commitment isn’t unnoticed however and by doing so the seer becomes able to perform the ritual of sanctioning and therefore teach.

Bestowment is an activated ability.

Red Lines:

-Bestowment can only be used after a seer has used afflict to push an anxiety or delusion onto a character.

-Bestowment can only be initiated absolute darkness when entirely alone outside the earshot of any noise such as deep in a cave or tomb.

-The object hosting the pupil, hereinafter called the pupil, cannot be something miniscule or insignificant and must be something the seer can hold e.g. it cannot be a boulder or liquid.

-Bestowment can only be cast once per 1 IRL month.

The following abilities require a pupil acquired through bestowment, either having performed the ritual (invisible hands, blindsight) or physically using the pupil (scry, conjure asper, ritual of sanctioning).

Invisible Hands - Non-combative
The seer can have their witness partially manifest itself to move, carry, or operate objects with its many tentacles. In doing so the seer may choose to keep its movements entirely invisible as normal or produce visible warps over what is being manipulated. The seer can use these invisible extensions of themself to scoop loose material akin to handfuls, pick up or manipulate objects, and move objects no more than 10 pounds individually and cannot handle more than 10 given objects at a time. As well, the witness can support the seer and allow them to ‘float’ no more than 1 foot from the ground, fluid and drifting as though underwater or stiff and jerking as though possessed. However, this influence by the witness will cease immediately upon violent acts from or towards others as the witness will never risk its own safety for the seer.

Invisible hands is a passive ability.

Red Lines:

-Invisible hands cannot be used in combat or used to initiate it e.g. swinging swords or firing crossbows.

-Invisible hands can only be used on objects within 3 blocks of the seer.

-No more than 10 objects no heavier than 10lbs can be manipulated at a time.

-Floating does not allow for flight, dangerous fall immunity, an increase in speed, or any other mechanical advantage. It is purely aesthetic.

Blindsight - Combative
Even when the seer has their eye covering removed they are allowed their usual secondsight as well as all abilities within the first slot (Caecic, polyglot, heat lense, identify). Once they replace their eye covering they regain access to their usual abilities.

As well, upon the removal of their eye covering a seer can choose the complete look and/or design of their eye, be it completely mundane, thick with cataracts, a specific iris color like gold, a specific pupil shape like a goat, or otherworldly and bizarre like concentric ripples.

Blindsight is a passive ability.

Red Lines:

-The chosen eye design cannot be animated or moving outside of dilation.

Scry - Non-combative
To scry a seer must hold or wear their given pupil object and in an undisturbed, private place where they can devote their full attention to the given subject. Needing only whisper the subject, the scry has three outcomes: they must further specify or refine their subject, they are denied the scry, or they are granted the scry.

Vaasek will not grant scrying that relates to himself, such as if a seer scries on what gives them vision or who gives them this power, as he will not intentionally leak information about himself which includes his witnesses. In the same way he is enigmatic even with his followers and often denies them scries that reach into some parts of history as he likes to never show his full hand; knowledge is a weapon. As such, under various circumstances Vaasek mays trip the seer of their ability to scry.

Scrying on any subject that relates to a player or contains details to their character requires that player’s OOC consent. If another player is involved, such as if the given person was/is not alone, if there were/are people at the given event or location, or if the object is in someone’s hands, then they must also give OOC consent. If characters are not involved such as with a location or object then it requires the OOC consent of the player who owns that location or the location where the object is held. Scrying on non-player related subjects, such as on ST or lore characters, historical events, locations on other maps or worlds, or ST or lore objects/artifacts all require managerial ST consent who are by no means obligated to grant the scry and can limit the given information as much as they like. Scrying into the past does not give time, only what is available to the 5 senses.

Scrying on a name reveals the individual’s present, a vision of that person and the 3 blocks surrounding them, or it reveals their past in which the same occurs and what part of their history they are looking for is described by the player. As mentioned above, any details relating to other characters require their players’ consent. If the given character is imprisoned/jailed then the player(s) guarding them or the location owner must give OOC consent.

Scrying on an event reveals a full perspective of the area and what unfolded however no character-related details such as who was there can be gleaned unless every given player gives OOC consent. Events devoid of character details or if the seer specifies that they are not looking for character details then they require managerial ST consent.

Scrying on a location reveals the full perspective of the area and what is currently unfolding otherwise the past reveals its usual state with no goingons. No character-related details such as who is currently there can be gleaned unless every given player gives their OOC consent as well as the OOC consent of the location’s owner. Areas not owned by a player require managerial ST consent.

Scrying on an object reveals its present, a vision of the object and the 3 blocks surrounding it, or it reveals its past in which the same occurs and what part of its history they are looking for is described by the player who owns it (or relevant ST or managerial ST consent if not player owned). If kept somewhere the location’s owner must give their OOC consent.

If a scry cannot be answered immediately by another player or the ST then it becomes dormant while the subject is sought after through the witnesses’ memories. If the seer is mid-roleplay and it is therein answered they must roleplay receiving the vision, even if in combat, and they become blind to the outside world and mostly catatonic (can remain standing, nothing else) while they receive the vision over the course of 3 emotes.

Lastly, during a scry Vaasek may divert the seer’s view to another subject in which the ST will intentionally give a seer insight into some present event, usually used to foreshadow or warn the coming of future events.

Scry requires 5 emotes to perform where the seer’s head radiates warps until finished. Scry can only be used 1 time in 12 hours and experience a moderate headache after the first casting.

Scry is an activated ability.

Red Lines:

-Scry must be performed in an undisturbed and peaceful place, meaning there cannot be volume exceeding quiet talk like yelling or music as well as privacy meaning there seer cannot perform the spell if they are aware of more than one other individual in the room or listening in.

-Scrying requires a large amount of OOC consent as to avoid any unwanted, lore-approved metagaming. As such, seer players must be VERY DILIGENT on getting approval from ANY players involved in the subject of their scry or from the ST and VERY DILIGENT on documenting what they learn, both the given consent and the content of the scry. Because of the volatility of the ability it must be used in good faith with all parties and as such no one is obligated to accept a scry and is meant to serve drama, tension, and narrative advancement to better and further roleplay; should a player or ST suspect the intentions of the given seer are in opposition to these they may be reported and investigated. If the ST deems that a player abusing scry they may remove their ability to perform it.

Conjure Asper - Non-combative
With their pupil in hand or worn a seer can draw a circle in the air or onto a surface which becomes enveloped in twisting and churning warps. They may then reach within and pull out a black asper set.

A black asper refers to a smell set of instruments, a pairing of a seemingly empty vessel or bucket called an aspersorium and an accompanying wand with a spherical tip usually decorated as an eye called an aspergillum. The two objects are comprised of an alien form of lead which has a silver-like lightness however it gives off a strange, pitch black sheen under light as though it refuses to be properly seen. To look upon a black asper causes dryness in the eyes and can cause fuzzy vision after more than 2 emotes of staring or inspection. These two objects can be tampered with and engraved as the seer sees fit, including painted, glazed, or stained, but they must always retain their original shape of a vessel or bucket with a stand akin to a widened and tall chalice for the aspersorium and a wand or rod with a spherical or ball tip for the aspergillum.

When the wand is dipped into the vessel and then withdrawn and flicked it produces a sprinkling of fleeting, harmless warps akin to a splash of water. Should this be performed upon the site of hidden Caecic rewriting it reveals the hidden message or art for 10 narrative seconds before fading back into invisibility. Black aspers do not translate any given text however and if it is written in a language the reader does not know then the message is meaningless to them.

If a seer so desires, they may repeat the ritual but instead of drawing out a black asper set they may put a set into the circle of warps and dispose of it. This does not count towards their maximum number of black aspers produced but it does count as a casting and the disposed set cannot be regained freely.

Black aspers can be produced a maximum of 4 times in 1 IRL week and they require an ST signature to prove their authenticity; their description must include a physical description (preferably post-alteration to save the ST time), their warp-making flicks, and their ability to briefly reveal hidden Caecic.

Conjure asper requires 5 emotes to perform where the seer’s body radiates warps and during which they draw the circle and pull from it the black asper set. Scry can only be used 2 times in 12 hours and experience a moderate headache after the second casting.

Red Lines:

-Black aspers must retain their general vessel and wand with a ball tip shape, otherwise they can be carved, painted, decorated, etc as seen fit.

-Seers can only produce a maximum of 4 sets per IRL week.

-Black aspers must be ST signed.

Ritual of Sanctioning - Non-combative
By channeling their complete focus through their pupil with a flood of warps a seer can consecrate another seer and allow them to begin bonding with their witness or deepen their already existing bond. This requires a TA as it is the act of teaching and requires the seer to possess their pupil; if it is destroyed they must use bestowment to make another. Every use of sanctioning takes a permanent slot from the seer so they must OOCly consent to learning and therein losing that slot to the magic forever.

Part of being able to bless seers is also to be sensitive to them. Seers of this level may witness existing or new seers through their dreams similar to a scry although seeing only the given seer alone and with no sense other than sight, potentially hinting to their location or place of residence. This requires OOC consent of the given seer but signals to teachers who other seers are and where they might be as Vaasek encourages their careful cooperation. When new seers have their Feat apps accepted existing TA-having seers may ask to dream of their character to potentially seek them out and, potentially, teach them.

Sanctioning can be used on the same seer a maximum of once per IRL week, meaning even if rushed it will take the seer 3 IRL weeks before they go from MA acceptance to 3 slots.

As well, if there are no active teachers of the magic (active defined as the persona has been played within the last month) then the oldest accepted seer MA may be allowed to shoot up to 3 slot and tier 5 to become able to get a TA through afflict and bestowment (if the given player chooses. If not then it goes to the next oldest MA and so on and so forth). In the same manner if there is no seer MA-having player available or wanting it moves to oldest accepted seer Feat to be allowed to shoot up to 3 slot and tier 5 (if the given player chooses. If not it proceeds down the line in the same manner). If somehow there still isn’t then the next player to make a Feat app will be boosted as described.

Ritual of sanctioning requires 5 emotes to perform where the seer’s body and given pupil radiates warps and during which they make some form of physical skin to skin contact. Sanctioning can only be used 2 times in 12 hours and experience a moderate headache after the first casting unlike most other abilities.

Red Lines:

-Ritual of sanctioning requires OOC consent to be applied. Once it is performed the given seer applies for a magic application (MA) in seer or has an ST comment on their already accepted MA their new slot amount (2, 3).

-A seer can undergo sanctioning once per IRL week at most, meaning to go from accepted MA to 3 slot magic takes at least 3 weeks. This doesn’t affect tier.

For more information, please see the forum page for this lore, found here: https://www.lordofthecraft.net/forums/topic/186068-%E2%9C%93-feat-magic-lore-seers-eyes-of-vaasek/