Zarsies 6056 Popular Post Share Posted April 12, 2022 Lore preface: Spoiler Should this be implemented all feat and bonded seers will be grandfathered. 1 slot bonded seers will grandfather into 1 slot. 2 and 3 slot bonded seers with grandfather into 2 slot. All TAs will be grandfathered. Players, when this happens have ST update your MA if you were previously a 3 slot seer since there is no longer a third slot to the magic. Lastly, if for any reason a feat seer player wishes to not continue with the feat during implementation they may voluntarily self-deny. Feat preface: Spoiler Flaws and limitations are essential to characters. They are what make them human and relatable. Beyond that, handicaps are integral features of characters not always meant to be overcome but worked with as they frame the constraints of your character and can compliment their personality by showing how they live with the condition; in the world of LotC very few people roleplay blind characters and I implore you to think about what blindness means to them in a literary sense and what it means for their identity before diving into this lore and applying it to them as you are free to do. Please ask yourself if this feat is an easy way out for you OOCly to not roleplay a difficult flaw that requires adjusting your (and their) approach to their environment and community or if it adds to their story. Do not pick up seer because you think blindfolds are cool (they are but your character deserves realistic treatment), do not pick it up because you don’t want to RP blindness, do not pick it up because you can no longer cast magic or otherwise avoid a flaw. If your character is or has become blind let them stay that way at least for a while. Explore how they cope with this condition, explore how it changes them, and eventually decide whether they will accept it or reject it; an emotionally secure, strong, and even wise character will come to terms with their condition or otherwise seek to cure it in some other way (of which there are many!). If your character is fragile, a basket case and unable to cope, fearful, and/or weak then you should consider this avenue; Vaasek preys on those who are desperate and broken, he wants to leverage someone’s lowest point to - in a way - infect them with his cause. Becoming a seer will dramatically change your character’s mindset and worldview because blindness defines one’s lived experience. Respect your own character and in turn the LotC world by treating it like a life rather than a video game character. It’s bad form (and people recognize it) if you are quick to erase disadvantages and weed out flaws as soon as they are placed on you. All this said, the seer feat can add to a character’s journey by firstly admitting the flaws that might lead them to it: immaturity, the inability to cope, cowardice, foolishness, stupidity, or bluntly broken by what trauma they’ve been through. Thereafter determine the avenue they express it through - namely piety or superstition - and from there you can plot how their newfound anxiety and delusions shape their future. SeersCozeners of Vaasek The Eye Of Providence [Feat] Origin “Ignorance is bliss they say, to only know darkness; pray, to never be sobered by truth; Stay blind, never sleuth; Yet I open my eyes and look, to see but cannot be mistook, that I gaze into my eyelids. I live a dark fever dream; An onyx and unseen sunbeam; Light felt but not observed, a cruel fate undeserved; Where I see black they see white, they see dawn but I, midnight; Sight is my enlightenment.” -Woes, a braille poem by an unknown monk Societies are built on fundamental lies: justice is inevitable, love always endures, time heals all wounds, the gods care, the future is bright. History. Fairness. Peace. Crime. Sovereignty. Good and evil. Binding lies, protective lies. In this domain one wallows and slavers above all others, Vaasek the Clandestine, a divine utterly consumed by his own fear and delusions thereof who projects them into the world to muddy the waters for his core conviction is that mortalkind will unravel him and only he and his agents can prevent it through deceit, illusion, fallacy, and distraction. This daemon’s proclivity inspires his methods for he wishes to see all, know all, and his kabalees are his eyes. They roam the many worlds and the mortal realm in particular to spy and scrutinize to feed Vaasek’s insatiable hunger for more insights so he may spiral ever further into raving, frothing mad conspiracy to weave his own in retaliation. In time he learned his interventions were not intimate enough; the appearance of a Canonist angel, the mimicked voice of nature, a vision of Belka, a madman, an insurgent, a prophet. They were not entwined enough to satisfy his want for influence, the kabalees failed to operate on personal, micro scale plots. As such Vaasek began to court the very things that conspired to find and end him, mortals, and he would be their font of knowledge to wield as poison and prods. Unwavering in his quest to delude and distract, Vaasek offers himself only to his preferred prey: the desperate, the weak, the yearning, and especially the blind. Those without sight and the vulnerable, especially in union, make fervent servants and fertile ground for his kabalees (dubbed witnesses hereinafter) to become their eyes and their truths, their strength, and Vaasek their faceless patron. Milky trails of incense smoke licked up the stone walls of the abbot’s chamber as he moaned in the shadows. He strained forward on his knees, sniveling and hoarse as he repeated verse after verse of prayer and counted his beads. His cataract-clouded eyes wept; his coveted scriptures were yellow blurs and his memory had long been failing him, he could not complete his favorite lines without written aid and was now stranded. God had shown him mercy for decades until now. He was failing Him, the abbot no less, and the shame ate him alive. He trembled and wheezed through his cries as he prayed for guidance and strength but his only company was the smoldering of frankincense and copal resin. His prayer melted into pleading. The abyss around him was cold and unanswering. His desperation and sorrow coalesced through strain into enervated sulking and hopelessness. Defeated for the night, he slid over his prayer cushion and faded into sleep at his private altar. A fever dream struck him, hot and vivid. He saw the likeness of Exalted Siegmund flanked by an angel with mottled wings masked by a red veil. Siegmund ‘s lips parted and he spoke in the abbot’s voice, old and thin. “C̱̺̺̤̅́o͇̬̻̱͚̻͚̅̾͂͋ͭ̎́v̡̺̻̲̳̠͍̹̐ͧ̽ͣͮͣ’ͬ̏̽̎r̴̆ ̉͐̉͋̒ͧ̃͜y̶̬͎̱͖ͮ͊̃̒o̘̟̤͈͚͚̺̊ͫ͠ư̿͗͐̋̌ṟ̲̼̘̉̾͌̉̀ ̖̩͔̜ͥ̏̌ͨe͔͗̃́y̫̭̝̟ͯͥͭ͋̔̑e͚̠ͩ̇̍̎̉s̭̰̠͎͚̫̲.̽́̓ͫ” He awoke in a sweat, feeble and weary. His marbled eyes strained and he lifted to a shaky stand, hands scouring the altar for his beads and ritual handkerchief. What was this? More deterioration of age? A message from God? He swallowed his doubt and shivered as he lifted the red embroidered cloth to his face. Was he a fool? No, this was the salvation he asked for. He wore it like a veil, a red bride like the angel, and he gasped. A glimpse of a witness. Explanation 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 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 surrendering truth and embracing an unknown deception. This newfound vision is called secondsight and is the defining trait of seers. The vision which begins this relationship is made by the player and tailored to their character; a wood elf may see an fae-like owl who grants them its sight on behalf of the Aspects whereas a dwarf might see Ogradhad of the Brathmordakin gift them runic glass lenses. The player has creative freedom in what this vision is and how the character understands it. Seers have a degree of control over the witness where they seamlessly direct its vision which makes their eye movements feel natural, however this is littered with errors and shortcomings as mortals cannot easily experience let alone comprehend the degree to which witnesses perceive. This manifests through anomalies which cloud and distort their vision, sometimes causing intense psychedelic hallucinations as their mind and soul fumble the translation of alien perception. Because a seer views the world through the translation they remain physically blind and as such cannot have eyesight trigger magical effects outside seer abilities; they are immune to visual illusions, a silit’s rite of restraints (”thralling”), shamanic farseer visions, and other such effects affecting sight. Seers can be taught to strengthen and refine their connection to their witness which is described in the magic section after this feat section. Feat seers are themselves the most vulnerable to seer magic among all mortalkind as they have already committed themselves to allowing Vaasek and the fabrications of his agents into their minds and souls. As such, all feat seers automatically consent to all seer magic abilities which require OOC consent and are automatically sown by the Sow Fallacy ability to all bonded seers. Lastly, feat seers adhere to only one tenet, the only clause by which Vaasek holds them. Their vision is their secret. A feat seer cannot disclose to anyone that they can see while blinded and must act the part of remaining blind; they may use implements to support their actions e.g. a cane or pet, excuse their keen senses through magic or faith e.g. Voidal sensing or an Aspect’s blessing, or otherwise create ruses that explain how they navigate and interact with the world but they cannot equivocate the excuse to outright sight nor can they say they see. Feat seers typically lean on the culture they hail from or the place they reside in to construct these excuses. Conversely, a feat seer whose blindness was never known by others or otherwise unsure (i.e. they were wounded and whether or not their sight would return was unknown) may avoid the requirement to act blind by always wearing a translucent covering as outlined in secondsight; heavily tinted glasses, a thick veil, an inserted ocular prosthetic, etc. They must then keep their blindness a secret and play the part of a sighted individual, the opposite of the above. Feat seers who break this tenet are rejected by Vaasek and lose seer and therein secondsight. Due to Vaasek’s intimate influence on the vulnerable minds of these seers they will interpret the loss as a personal, possibly moral failing and they will grieve it as though due to a flaw or shift in their character, a guilt or shame they carry. If a character is blind and at some point succumbs to despair and desperation to make the plea then you may write a forum roleplay post describing the event and apply to self-teach the seer feat with a link to the post put in the last question’s field. Upon acceptance the next time the character wakes up they will have received a dream of your own design that they interpret to understand covering their eyes in order to see and that it must be hidden. The seer feat is compatible with all magics and creatures so long as they meet the prerequisite of being blind (creatures who can regenerate their bodies/organs do not qualify as they will not stay blind nor do creatures which cannot be blind due to a lack of conventional eyes); Vaasek has no opinion on any art deific, voidal, dark, or otherwise as well as creature and therefore does not block anything on those bases. This includes: Spoiler Seer is compatible with: Feats: all Void magics: all Deity magics: paladinism, druidism, shamanism, templars, heraldry Dark magics: necromancy, blood magic, mysticism, naztherak Misc: kani, housemagery And Ologs, kharajyr, hou-zi [feat], musin [feat], azdrazi, epiphytes (inaccessible while underage after rebirth, upon coming of age they lose their sight and therein can use seer again), frost witches, siliti (so long as they are turned after being a seer), and klones (so long as the inhabited body is blind, a non-blind body makes the feat/magic inaccessible), and machine spirits (so long as they are turned after becoming an MA seer). Seer is incompatible with sorvians, vargs, ghosts/gravens, paleknights, wights, liches, darkstalkers, sprites, atronachs, animii, golems, anthroparions, zevn and zar’ei, wonks, demi-djinn, homunculi, zar’akal, and treelords. A blind ecclesiastic reading vapors. Abilities Secondsight - Combative - Passive In an unwitting act of surrender to their unknown, formless, faceless god of lies the blind may blind themselves with an opaque or translucent covering and in doing so enable their strange vision. Seers are commonly ambivalent about their blessed perception, especially when it becomes disturbing. Spoiler Mechanics: Secondsight is enabled by a covering over the seer’s eye or eye sockets with some form of opaque (mask, visor, helm, objects in the sockets, etc.) or translucent (ratty blindfold, thick veil, heavily tinted glasses, etc.) material including their hands. Should this covering be removed the seer is rendered blind until once again covered; all they see is unintelligible fuzz and static. A seer may cover only one eye if they choose such as through an eyepatch wherein the covered eye can see and the uncovered eye is actually blind. Secondsight manifests as normal 20/20 visual within an 8 block (#Quiet range) radius however it is commonly disrupted by the nature of a mortal trying to perceive through divine eyes. 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 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 8 block radius the seer only sees unintelligible fuzz and static lacking color and definition. In times of extensive physical exhaustion such as through prolonged exercise, fighting, or when near-fully tapped from casting magic 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. A botched translation consists of 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 exhaustion and makes them nearly blind regardless of a covering. Red Lines: -Seers cannot see any better than average 20/20 vision. - A feat level seer may only see out 8 blocks in any direction (#Quiet range), but their cone of sight, or more specifically what they can see at any given second, will be limited to what one could normally see-If a seer’s covering is removed they are blinded and remain blinded until a covering is put on. -Seers who 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 exhaustion triggering it passes, usually 1 narrative hour or longer. An example of what a seer may see during a botched translation. Red Lines -Only the blind may become feat seers through an act of hopelessness and pleading to a higher power. To self-teach the seer feat you must write a roleplay thread detailing this event and link it in the last field of the feat application. -Feat seers cannot reveal that they see while blinded and at most can excuse their ability to walk, interact with objects, etc. with competence through ruses they create such as a helpful pet, a tool like a cane, or magical sensation such as a blessing or magic. The excuse cannot work around blindness (i.e. magical) completely; the seer must come across as still impaired. -Absolutely no one understands or knows of Vaasek’s intervention in becoming a seer and to use his name or lore, the name or lore of kabalees / witnesses, and even the word seer as a term for this arrangement rather than strictly the word’s definition in-character is explicit metagaming. The dream will not reveal any of this other than the possible influence of crows and the bonded witness does not and cannot speak or otherwise be communicated with. -An individual can cease to be a feat seer in the situation where their eyes are somehow restored / their blindness is cured or they break the secrecy tenet. When this happens the individual can never be a seer again as Vaasek sees their rejection of his gift as blasphemous, an insult he doesn’t forgive. However, this restoration cannot be forced and the seer player may choose OOCly for the act to magically fail and the seer’s vision is not restored. Magic preface: Spoiler Some medical terms used in this piece are appropriated and are not entirely accurate or do not cover their full scope and breadth. Please do your own research on any given term to better understand it than what is written here (e.g. psychotic delusions or astigmatism). Seer players are encouraged to do their own research around anxieties, phobias, delusions, and so forth as to not roleplay offensive stereotypes or uncreative / unrealistic interpretations of those conditions. [Magic] Origin 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, seers themselves. 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 whenever 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; teachers of the craft have quietly passed through history, a secret themselves. In more recent years the gifts have evolved due to an unknown development in the spaces in-between. Vaasek’s many eyes, the witnesses, scattered upon their creation like roaches fresh from their ootheca and have since continued to roam, scout, and explore in their obsession to bear witness to all things. Among numerous discoveries one in particular attracted the paranoid daemon, that of a lonesome spirit trapped and bare in a prison of her own making. First a pang of sympathy twitched in him for he too was isolated in a cage-fortress of his own design and he knew her solitude but the compassion was fleeting and quickly spoiled into contempt as he listened to her soundless song and saw the dreamy visions that roiled inside her home. He reveled in his nigh-omniscience and was wracked with suspicion in that she too must be a hoarder of secrets, a secluded mastermind, and therein a threat and a treasure trove. Swarms of unseen, unfelt, and unheard witnesses gathered at the edges of her prison and with unparalleled acuity and scrutiny they learned all there was to know about her. This lonely woman was Lyes, a god of sleep, imagination, and inspiration and she dwelled within her uniquely transient plane named after its swirling collection of bubbles filled with mortal dreams, the Nebula. She glimpsed every wink of sleep mortal minds embraced and fed them color and confusion, a power Vaasek began to relish as his amorphous bodies stalked the edges of her domain. This savoring of her hypnagogic magic recalled a harrowing memory in Vaasek which roused worry and schemes in him; he recalled Iblees in the dawn time of history in his devout servitude to the Creator and the corruption that befell him, the lusting for another’s power that led to his thieving of lightning and his Fall. While there was indeed risk - discovery by the hosts of higher powers would invariably lead to consequence - he was confident in his ability thus far to hide and lie and this dream daemon’s power was ripe for the picking. Once no longer paralyzed by indecision and plotting, Vaasek’s spawn crept through the boundaries of the Nebula and drifted towards their prey like phantoms descending upon a feeble mind ripe for possession. Lyes’ horror came suddenly and crescendoed into an unheard scream at the atrocity forced upon her by the witnesses. Unseen, unfelt, and unheard as they are, they ambushed her amidst her garden of dreams and ensnared and gagged her with their many arms. Aureus, Ectorius, Idalia, and Unwin, servants of the dream daemon, seemed none the wiser for the swarm of kabalees enshrouded her in a cloak of divine invisibility and silence. Bound and helpless, Lyes became the first to behold the screaming cliffs of Pax as the witnesses tethered her together into a bubble of Vaasek’s making after her Nebula, a black mirror prison of arms and eyes entrenched in divine silence as to bury her in his home. Around her black cage he erected obsidian walls and concealed her as yet another monolith to entrance and entrap invaders whose whispers and hypnosis befell her too. Like the dreaming Dragur he dearly admires Vaasek cast over Lyes a dream of her own, a quiet and pleasant thing to delude her into pacification and coma-like peace. The servants followed shortly and were hidden within obelisks gagged and bound by witnesses where the paranoid and hungering daemon could enchant them to sleep and siphon their power. For his sin Vaasek operates the Nebula and holds dominion over dreams in addition to his aspects of fear and lies and through them grants his unwitting agents great illusions and the tools to delude mortalkind. Protective lies. Poisonous lies. Lies to bind, lies to distract, lies to instigate, lies to vitiate. A witch and her seeing stone. Explanation To harness the deeper powers of a witness a seer must be graced by a teacher through the ritual of sanctioning. By giving their blessing they give Vaasek’s blessing to let the seer further bond with their witness (magic-having seers referred to as bonded seers and any mention of ‘seer’ implies bonded seer hereinafter). In both teaching the magic and allowing existing users to increase their devotion, seers do so at the expense of their mind and soul. Upon acceptance of their first sanction the bonded seer’s psyche wanes under the stressful clarity the witness provides and the presence of Vaasek bleeds through in manifestations of anxiety and fallacy. For each sanction the seer becomes afflicted by a form of fear or false belief. As well, accepting the bond is permanent and should Vaasek ever relinquish his gift the seer loses however many slots they had dedicated; above all they belong to him. Seers who delve into Vaasek’s art become subject to his desires, namely that of great misdirection. He is enraptured with his fear of death at the hands of mortals from his vision ages ago and uses his seers to occupy and distract or infiltrate and disrupt mortal affairs, inclining bonded seers to enter underground organizations, secret societies, guilds and orders, companies, cults and churches, towns and cities, governments, and so forth (or create them) to steer them towards one another to incite tension or to enthrall them with distractions. Bonded seers seek to either inspire drama to degrade mortal unity or to mislead and entertain to occupy idle minds. Seers are not inherently malevolent but are capable of wickedness; to Vaasek schisms, coups, and disasters are just as meaningful as misled scholars, dogmatic zealots, fabricated legends and customs, confusing prophecies, and fearful peasants. If mortals are not struggling against one another he at least prefers them preoccupied. In this pursuit seers take on an array of guises including but not limited to: sages or scholars who muddy truth and weave lies into written works and author histories or feed lies to seekers, prophets or clerics who preach new gods or validate known ones to lead others in any direction - arbitrarily like imposing taboos against halflings or Void magic or dyed hair or meaningfully like sowing the groundwork for a schisms or war - or that of oracles or muses who spin myths and foretell grand events. A seer could pose as a medium, a wizard, a witch, a natural shaman, an eldritch monk, a servant of the Aspects, a champion of Tahariae, the hand of the Brathmordakin, and so on: anything they choose as their angle of attack to poison the minds of mortalkind and delude them. As such, seer is what the player makes of it and how much others will play along. TENETS Vaasek’s spies are everywhere and he gives little stock in what individuals he has leashed as he inherently distrusts mortals and as such his tenets are universal, known to all seers via dreams they interpret, and punishable by harsh abandonment. They are: Spoiler A seer cannot kill or harm another seer unless permitted by the victim. In exception, seers may engage in duels where they formally engage in one on one combat which necessitate both parties being aware of and consenting to the initiation. It does not end until a victor is mutually agreed upon or one party is killed. Additionally, seers are not responsible for the groups they engage with and a seer is not liable if, for example, they divine a weakness of frost witches and another seer who is a frost witch is killed utilizing said weakness by a party informed by the diviner. The seer would only be liable if they ordered that specific frost witch seer killed and/or fed the killers information on how to exactly locate or identify that seer. The fidelity and recognition sections below elaborate on how seers in pseudo-conflict might collaborate to mitigate the situation to their mutual benefit. Seers cannot snitch on one another by revealing the identities of seers to non-seers or revealing their schemes (such as ongoing conspiracies and cabal activities) to non-seers outside their cabal. Seers live in lies and cannot unravel those webs. When seers cooperate and execute plots they inherently build up circles of conspirators called cabals usually of other seers but not always. In such cabals seers must use layered language and maintain layers of lies to not give away the ultimate secret - that seers exist. They use the terms, names, and excuses of other seers when referring to them and do not reveal their plans, always translating those ultimate goals into the perspective of their conspirators to maintain degrees of separation from the coveted truth. Seers always support the lies of their peers and speak of them accordingly. The connection between seers, when noticed, is excused using the context between them. Should someone connect the dots and draw throughlines between seemingly unrelated parties such as mutual use of asper-like devices between a Canonist sect and sea witches the seer cannot give credence to the thought and must deny, obscure, or excuse it. Seers cannot reveal themselves as seers or the exact inner workings of their magic to non-seers. All bonded seer magic must be contextualized and excused by the user; they pose as some sort of magic user to explain what they do - see the past, read fortunes, receive visions, float, enter invisibility, etc. - and never give up this lie. A seer cannot tell a non-seer they are anything other than what they pretend: a seer who takes the guise of a Voidal soothsayer is exactly that and may twist or reinvent that lie but cannot undo it. Similar to the second tenet, seers cannot give themselves up just as they cannot give each other up. Lastly, a seer may move on to a new guise so long as they assume a new identity (such as through the Ritual of Identity). By breaking any of these tenets Vaasek will immediately abandon the seer who then loses their magic and feat permanently as well as the number of dedicated slots. The detachment of the witness removes the seer’s memories of their associates and activities with it. Disconnected seers struggle to interpret this loss of time and feel a sense of shame around their amnesia and who they were during that time, often choosing to run from their past but the exact interpretation is up to the player. Because of the absolute quality of witnesses’ divine invisibility not even the gods can detect them allowing seers to infiltrate other deific groups which then becomes their guise. A druid seer takes on the presentation and associations of the druids but at heart remains an agent of Vaasek and operates under his influence. In these cross-deity situations the seer must carefully dance to abide by their seer tenets while also obeying the tenets of their secondary deity and under no circumstance can they be disconnected on the grounds of being a seer alone, it must be caused by their behavior. While at times difficult and requiring the seer to choose inaction to avoid breaking the tenets they will always be inclined to break their oath to their secondary god over Vaasek (elaborated on below). EFFECTS Fidelity: Foremost in the mind of a bonded seer has their world changed. Their attunement with their witness, the dreams which teach them their powers, and this newfound circle of peers and their shared motives become absolutely core to their character. They become consumed with these goals and hold no allegiance higher than that of the innermost cabal, the seers themselves, and oftentimes suffer personally under this indoctrination by their lying god. A seer will struggle and fail to hold their loyalty to their family, nation, order, etc. above their loyalty to lies and their cause. Therein, betrayal among seers is very rare as they opt to instead distance themselves when at odds if unable to resolve their differences. Much more commonly do seers feel the burn of this passion; it fuels them and for it they may make incredibly shrewd decisions in times of crisis where complications mean the seer will make sacrifices. No child, state, or oath trumps the cabal. Not all conspiracies are flawless and when seers must flee and reinvent themselves they make cuts. Living lies: Another aspect of this absolute consumption is Vaasek’s greatest entertainment and greatest annoyance; a vexing flaw of mortal agents. Some bonded seers become eaten by the very lies they spread and as such become “living lies”, individuals who wholeheartedly believe in the cause or identity they have crafted and do not see deeper into their nature as a seer nor do they fully understand their peers. Living lies operate in a strange and constant state of cognitive dissonance where they may heed the call of their peers, conspire with others, and engage in hypocritical and paradoxical behaviors yet at the same time completely believe their personal conspiracy. As such, living lies typically commit their entire lives to a single conspiracy they have crafted and never relent or alter course. Bonded seers are usually put off by such characters as their indoctrination has become so absolute the blessed blind have become blind again and even while participating in the conspiracies of others they default to their own fabrications. Recognition: The witnesses within bonded seers possess extreme levels of sight, magically so, and while bonded seers never fully harnesses their source’s powers they are granted slivers. One such ocular feat allows bonded seers to recognize one another solely through eye contact as well as have an inkling of connection merely through hearing names. A list of bonded seer aliases and usernames is privately recorded for players to reference should they stumble upon one another. Vaasek allows them this measure to avoid accidental betrayal; if a paladin-seer is informed of the identity of a mystic-seer they will recognize the individual is a seer and therein a protected peer to help them dance around the conflict and either ignore them or cooperate and spin a scheme. Casting tell: Bonded seers are magical chameleons and through their witness disguise their casting. They may possess any form of casting tell aesthetic (also referred to as casting aesthetic throughout the lore) so long as it abides by the guise by which they operate and may have a maximum of three should they be peddling different conspiracies with different explanations. An astrological oracle who reads the stars for portents of the future may mutate their casting tell to consist of thin, swirling clouds, blankets of darkness studded by starfields, and/or rays of twinkling starlight. An Aspectist hermit-sage who imbibes the chemicals of nature to scry and see magic may cast through flitting clouds of mushroom spores, ethereal leaves and forceless summer winds, and/or a psychedelic green light. A sea hag who invokes her ocean goddess may cast through rumbling storm clouds, ethereal sea water glowing with brine, and/or streaks of lightning. A Brathmordakin cleric may use magically apparating runes. A blessed priest may conjure rays of daylight. A fortune teller may summon smoke and geometric shapes befitting their tarot. A necromancer may dance with black clouds of lifeforce. The list goes on and on as the casting tell is itself freeform so long as their casting is obviously magical, is not any more hidden or disguised than normal casting can be, is not overly realistic (e.g. a casting tell cannot be realistic swarms of bugs, it would have to blatantly appear magical and ethereal), and does not impair vision or otherwise create a mechanical effect (meaning smoke, etc. would be thin, elements like fire, lightning, etc. would be ethereal) as it is purely illusory. Similarly, the tell can include a sound and/or smell effect that has no mechanical impact. Casting tells cannot hide the threat or severity of magic when compared to its original form. E.g. fire always has the form of fire but not necessarily the color, texture, particle effect, etc. This aesthetic may be used to disguise any and all magic and magical CA abilities the bonded seer use meaning one posing as a Canonist priest may use fire evocation yet reskin it to be thin, golden, and sunny or a sea witch may use water evocation and have it glow with bioluminescent algae and surge with electricity. Similarly a frost witch seer could reskin their frost manipulation to fit the presentation of a bug-obsessed bog witch through browns and greens but would not change any sensation or mechanical features of their CA abilities. Because the tell is so freeform it is required the bonded seer be advised by a knowledgeable ST to approve their casting tell which is privately recorded to maintain a proper list. Seers sharing casting aesthetics to blend together and support conspiracies is elaborated on under Ritual of Consecrating. Mental effects: Lastly, bonded seers experience the residual effects of their witness and Vaasek through a proclivity for fear and delusion. For each sanction the bonded seer undergoes (for each slot the character dedicates to seer) they experience manifestations of this connection. Spoiler These manifestations 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). EXHAUSTION Bonded seers possess a wide array of powers which Vaasek encourages them to wield yet his fervor does not accommodate the frailty and limitations of mortals and their comparatively puny souls. For each casting of a spell beyond its allotted uses (defined at the end of each spell’s mechanic description) the seer accumulates a headache. If a seer accumulates 3 headaches through extensive casting in a 24 IRL hour window they experience a botched translation as outlined in the feat section however for bonded seers this exhaustion does not pass through merely an hour of rest, instead the bonded seer must not engage in strenuous physical activity for another 12 IRL hours during which they cannot cast magic of any sort due to unrelenting visual and mental stimulus that preoccupies their mind. A feat seer becoming a bonded seer must link their feat application in their magic application. ST must comment on bonded seer magic applications to denote when they have dedicated a second slot to the magic. Teacher application-having seers must comment on the teacher application of those they sanction for a third time to verify the roleplay occurred. The upside down sign of the horns, one of many furtive gestures. Abilities Any spell with a [S] denotes that it requires a sown object as a casting implement. Elaborated on under Sow Fallacy. Dilated Secondsight - Combative - Passive A seer’s sight expands once bonded with their witness and this dilation refines their perception to surpass mundane vision and insight. Spoiler Mechanics: 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. They can now see within a 20 block range (#RP range). They gain blindsight. 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 and gain the piercing gaze quality. 2-slot seers also gain the truesight quality. 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. This crude diagram will help you visualize the radius seers can see, including normal vision, tier 1, tier 2, tier 3, tier 4, and tier 5. Blindsight: With their commitment to anxiety and fallacy cemented, Vaasek grants leniency to bonded seers and their vision is now constant, no longer requiring an eye covering to circumvent their physical blindness. With this comes another freedom of the eye: its presentation. Seers can alter any visual property of their eyes including iris and sclera color, shape, texture, and pattern at will as well as emit a candle-strength light of their design or conversely make them invisible as if they bore empty sockets; a tool to support feigned expressions of power, enable vague disguises, or inspire unease. This appearance can be altered at will. Piercing Gaze: The seer’s magical vision now pierces thin and fickle barriers. They see through lightweight and fine materials such as paper, thin fabric including veils, silks, and single-layer cloth, and similar things like playing cards and leaves. This trait also allows a seer to penetrate the obfuscation of hoods and helms in a manner to allow a clearer view of their face, however if they are intentionally disguised with a facial covering or mask a seer cannot see through it, nor can this ability be used to search someone's belongings. This extends to bags or hidden items on a person. If a seer regularly interacts with more dense and thicker 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; seers typically familiarize themselves with tools or trinkets which they employ in their charades such as tarot cards, woodblock tokens, or engraved coins making them exceptional cheats. As well their sight mitigates the obfuscation of smoke and fog (mundane or magical), appearing half as thick. Truesight: Now possessing the greatest degree which passive translation allows, 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 (20 blocks) as they cannot truly see as a witness may in all regards. 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. -Piercing gaze can be used to see a person's face under a hood or through a visor, but cannot see through intentional disguises such as a mask or someone blocking out a visor. Additionally, it cannot see into bags that are on someone's person (being unable to see someone's inventory). -Piercing gaze cannot be used to see past masks, only hoods and helms. Additionally it doesn't inherently identify the person, the seer would only know them if they are already familiar. Piercing gaze also cannot penetrate attire thicker than single layer cloth meaning a leather bag, leather attire, etc. is sufficiently thick whereas a burlap bag or flowy silks would be penetrated. Piercing gaze does not allow the seer to outright see through clothes you creep, it's application is for detecting unseen objects on a person. -Truesight does not extent to the seer's unrestricted vision range and only applies to 20 blocks (#RP range). Caecic - Combative - T1 - 1 Emote Seers operate in silence and shadow necessitating their own liars’ cant. Caecic is the invisible written word of such frauds, a medium for argot and esoteric symbology. Spoiler Mechanics: Caecic is represented through in-game signs designating where these invisible messages are. They include an identifying number or code which other seers may send to their author to have the message - written elsewhere such as stored in a Google Doc - revealed. If the two bonded seer players are unfamiliar they ought to have one another verified by a knowledgeable party or share apps. Such a sign may look like this: Caecic can be written on anything and is similar to graffiti or paint, acting as a universal invisible ink. Similarly it does not need to be language and can be drawings or a mix of the two. 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. There is no obvious casting tell and an onlooker merely observes strange gestures. Lastly a seer can erase Caecic by wiping their hand over it to intentionally dispel it; doing so reveals their face and likeness to the mind of the author. Seeing and reading Caecic is a passive ability. Writing, drawing, or erasing Caecic is an activated ability. Red Lines: -Caecic can only be read, written, and erased by bonded seers. Lying to a seer player to coerce them into revealing a hidden message is powergaming. -Caecic messages/drawings need to be marked by a sign with a corresponding code for the intended message and a MC name, Discord, or forum account to contact. These messages cannot be revealed to some seers and not 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 - T1 - Passive On behalf of their nameless, faceless, mute god, seers master language act as his cogent mouthpieces. Spoiler Mechanics: Seers can read any written language. As well, seers develop a knack for learning new languages to speak and write in; they may become fluent in 1 IRL week if given or exposed to a reliable and thorough first hand source such as a dictionary or fluent speaker through normal, mundane lessons. Alternatively a seer may use scrying to deduce old, rare, and possibly forgotten languages which takes 2 IRL weeks and a minimum of 4 castings/sessions. Like typical scrying this requires OOC consent (from the ST in this case). Polyglot is a passive ability. Red Lines: -Polyglot does not allow seers to learn or teach languages they read, merely interpret what is written unless it is a text on said language i.e. a dictionary. -Polyglot does not break through riddles or ciphers and translates them as normal text. -Polyglot cannot be used to read lips, only written language. Panoramic Spy - Combative - T1 - 1 Emote By channeling their witness a seer can see through their perspective outside of themselves. Spoiler Mechanics: Casting this spell alights the area around the seer’s eyes with their casting aesthetic and will glow/leak through any covering. While channeling a bonded seer may eject their view and see from the witness’s perspective outside of themself, flipping in any direction as desired. 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 as the transition takes 1 emote. 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). Seers are prone to lean on this spell given their naturally hypervigilant and fearful minds; their obsession and insecurity fuel a habit of looking over their shoulders. Panoramic spy requires 1 emote to take a moment to be still and eject their view while their eyes glow with their casting tell which leaks through any covering or armor. The seer may use 1 emote of the same tell to flip the perspective (change F5 orientation) which does not require stillness. Panoramic spy may be cast alongside other actions including casting other spells. Panoramic spy is an activated ability. Red Lines: -Panoramic spy 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. -Panoramic spy can only be initiated while not moving. Appraise - Non-combative - T2 - 3 Emotes Using a witness’s penetrating gaze more thoroughly than for simple translations, seers may cast appraise upon objects in order to derive its details and sometimes its past. Spoiler Mechanics: Casting this spell alights the seer’s hands and the object in question with their casting aesthetic. Appraise can be used on objects to allow the witness to see into the object and extrapolate its details. 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. This is discovered by the seer player messaging the player who provided the object to ask the appropriate questions, to ask the individual who signed the item, or to ask the ST running the event if in an event. If no one is able to answer these questions the spell simply fails to deliver results. 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: 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: No Chnages Tier 5: The seer may experience a brief vision of the object in previous use. This can only be used in events and when approved (and given) by ST. An object’s origin is what world (continent if applicable) it was made on (an old sailor’s map could register as ‘Athera’ whereas 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. A purpose might be as a tool, a gift, an offering, decoration, etc. If the object is poisoned it will register to the seer as harmful. 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. If the enchantment has an activation such as a trigger word it is learned. 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 appraise 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 poetic 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. Appraise requires 3 emotes to perform. The seer emits their casting aesthetic around their hands and the object as they inspect it. Appraise can only be used 2 times in 24 hours, additional castings incur headaches. Appraise is an activated ability. Red Lines: -Appraise cannot derive exactly where, who by, or when the object was created or enchanted unless given via ST vision. -Appraise 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 unless through ST vision. -Appraise must be used via touch until tier 4. -Appraise 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. -Appraise cannot be used to get a vision of the object’s past 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. Charade- Non-combative - T2 - Freeform With this simple trick seers sell their conspiracies and plots with the vague validation of magic. Spoiler Mechanics: Charade is the freeform evocation of a seer’s casting aesthetic. It is immaterial, at most a soft wind, may emit light at most the strength of a torch, may at most slightly obscure the air but cannot meaningfully block sight, and may possess any mundane sound, scent, and/or slight taste. It can be conjured in any volume in any shape for any duration of time and is the illusory equivalent of waving a flag. It takes the likeness of the seer’s casting aesthetic and is obviously magical, incapable of appearing realistic in a way normal illusion is applied. It is indeed a charade. Charade can be paired without individual emotes with any non-combative spell or ability of seer or other magic or CA abilities as a tool to augment the seer's practices to dramatic effect where their given casting aesthetic cannot, effectively allowing the seer to flourish with their casting aesthetic as they wish. However, this does not extend to combat and cannot be used to complicate the battlefield. The following block dimensions are given in length, width, and height. Tier 2: the seer’s casting aesthetic may be used in a creative, freeform manner within 5 blocks.Tier 3: the seer’s casting aesthetic may be used in a creative, freeform manner within 10 blocksTier 4: the seer’s casting aesthetic may be thrown or shot anywhere within 20 blocks and cause a 3x3 illusory explosion. This may be used in conjunction Tier 5: the seer’s casting aesthetic may be used in a ‘calldown’, a beam striking the seer or an area within 10 blocks akin to the lightning strike from the sky. Charade is a passive ability. Red Lines: -Following the same parameters of a seer’s casting aesthetic, charade cannot be convincing or realistic and appears obviously magical, does not impair vision meaningfully (i.e. a light mist effect is all that’s intended, it cannot hide or disguise things), and otherwise creates no mechanical effect. Elements manifested are ethereal, smoke has no heat or sting, etc. Charade is solely for looks and supporting lies. -While charade does not require emotes to cast on its own and is an at-will ability it cannot be used in combat except for the projectile and calldown forms at tier 4 and 5. These are additional aesthetic flourishes that augment another action and impart no mechanical effects themselves. Spot Energy - Combative - T2 - 2 Emotes By channeling their witness, a seer beholds surface level active energies of the world around them. Spoiler Mechanics: Casting this spell alights the area around the seer’s eyes with their casting aesthetic and will glow/leak through any covering. When channeling this spell a seer observes the world nearest them through a lens which highlights active energies as well as mundane thermal sources. The seer experiences infrared vision denoting what is hot, cold, and everything between and beyond as well as an aura of significant color around spaces, objects, and individuals releasing active and exposed mana within range or otherwise things of note the witness may highlight. Such detected mana only includes works of magic being cast, enchanted objects or locations, and individuals and creatures who are not intentionally concealing their true nature. As such this spell allows seers to spot, for example, a shieldmaiden’s enchanted axe and a Voidal glamour altering their attire but they cannot identify them as a corcitura. Noting these energies does not identify them, however, and to confirm suspicions casting appraise would be necessary. Spot energy reveals that - energy - and no further details. Because spot energy only detects magic and heat it cannot be used to identify mundane things including alchemical creations (potions, materials, treated objects), alchemical creatures (anthroparions, klones, homunculi, afflicted), or disguised creatures/individuals not revealing their true forms including azdrazi, sorvians, vargs, frost witches, siliti, corcituri, naztherak (possessing demonic traits), and djinn. Only in their obvious, exposed forms can they be detected. What the seer observes appears in a rainbow scale where lack of heat appears dark / purple / blue and heat appears yellow / orange / red / bright. Beyond obviously seeing what is hot and cold, spot energy also allows seers to perceive invisible entities as spots they couldn’t otherwise see such as invisible phantoms as cold spots and invisible mystics or seers as hot spots. Tier 2: Spot energy extends out 3 blocks. Tier 3: Spot energy extends out 4 blocks. Tier 4: Spot energy extends out 5 blocks. Tier 5: Spot energy extends out 6 blocks. Spot energy requires 2 emotes to draw inward and align their witness while their eyes glow with their casting tell which leaks through any covering or armor. While channeling the casting tell radiates in place. While channeling spot energy a seer cannot cast any other spells. Spot energy can only be used 3 times in 24 hours, additional castings incur headaches. Spot energy is an activated ability. Red Lines: -Spot energy only applies to entities that have forms such as phantoms or humans, entirely intangible entities such as witnesses, dormant spirits, Elysian spirits, or blood magic marrows cannot be perceived. -Spot energy cannot identify natural things including alchemy: it does not highlight potions, reagents, or herb or oil treated objects, anthroparions, klones, homunculi, or afflicted. Additionally it cannot highlight a creature or magical individual who are disguised or hidden, meaning azdrazi, sorvians, vargs, frost witches, siliti, corcituri, naztherak (possessing demonic traits), and djinn cannot be identified unless already revealed and obvious. -Spot energy has no penetrative quality unless the seer has truesight and does not go beyond truesight’s limitations. [S] Eyebite - Non-combative/Combative - T2 - 2 Emotes Through visual illusion per seers’ affinity for fallacy they may afflict others with fleeting forms of blindness. Spoiler Mechanics: In a non-combative situation a seer may cast this spell where their casting aesthetic appears around one hand for touch or one eye for gaze which will leak through any covering or armor. Eyebite can be cast twice to prime either both eyes or both hands. Once primed, the seer may make skin-to-skin contact with an individual or share eye contact with them respective to the type primed in order to lay the spell dormant in them or trigger immediately; either expends a ‘charge’ for one of their hands or one of their eyes. Eyebite inflicts a degree of visual anomalies. Non-combative eyebite effects last for 12 IRL hours or until the seer dismisses the effect. A dormant eyebite spell fades if not triggered within 12 IRL hours unless the individual is sown (see: Sow Fallacy) in which case it remains until triggered. A seer must be within 100 blocks of their victim to trigger a dormant eyebite. The seer may choose any of these effects for an eyebite: -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. The seer defines the theme - frightful, strange, confusing, amusing, etc - and the player interprets it.) For aesthetic reasons this impairment may be flavored by the seer’s casting aesthetic to change the color, texture, and/or light of the effect(s). Should the target OOCly consent their vision may adopt the effect permanently until healed or may degrade into complete blindness over the course of 1 IRL week (or if agreed upon by the player and seer, longer). Similarly, the victim may OOCly consent to the effect being inflicted on their child if they are a pregnant woman causing the to-be-born character to suffer from the list of effects or complete blindness. 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 Elf’s Hair Vine for 3 days (requiring 3 roleplay instances of eating it). This remedy is usually found amongst alchemical notes and medicine men sourcing from remote villages but is considered common knowledge among alchemists but folklore rather than science. This mundane remedy can stop the development of OOCly consented blindness but not cure it at which point it becomes a mundane effect rather than magical and may be cured through other methods. Tier 2: Eyebite can be cast dormant in up to 2 individuals. Tier 3: Eyebite can be cast dormant in up to 3 individuals. Tier 4: Eyebite can be cast dormant in up to 4 individuals. Tier 5: Eyebite can be cast dormant in up to 5 individuals. Non-combative eyebite requires 2 emotes to prepare per hand or eye (not both) for a dormant casting where their casting aesthetic appears around their hands for touch or eyes for gaze which will leak through any covering or armor after which they fade. Skin-to-skin contact is required for 2 emotes for touch or eye contact for 3 emotes for sight and becomes dormant or takes effect immediately if not prepared. The seer may repeat the casting aesthetic for 1 emote to trigger any number of dormant eyebites within 100 blocks. Eyebite (non-combative and combative) can only be used 2 times in 24 hours, additional castings incur headaches. In a combative situation a seer may cast this spell where their casting aesthetic appears around one hand for touch or one eye for gaze which will leak through any covering or armor. Eyebite can be cast twice to prime either both eyes or both hands. 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 (of which color, texture, and/or light are informed by the seer’s casting aesthetic) and there is no dormant form. 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 distance and location difficult. Combative eyebite effects last for emotes appropriate to tier or until dismissed by the seer. Delivery through touch is instant whereas delivery through sight emits a line/ray, wave, cloud, etc. of the seer’s casting aesthetic outward at high-velocity arrow speed that tracks the individual; if an individual is prepared and reacts to the spell by averting their gaze to break eye contact it fails. The window of opportunity is only 1 emote and the projectile is fast; ‘dodging’ requires sharp reaction time. Tier 2: Eyebite blinds for 1 emote. Tier 3: Eyebite blinds for 1 emote and impairs for 1 emote. Tier 4: Eyebite blinds for 2 emotes and impairs for 1 emote. Tier 5: Eyebite blinds for 2 emotes and impairs for 2 emotes. Combative eyebite requires 2 emotes to prepare per hand or eye (not both) where their casting aesthetic appears around their hands for touch or eyes for gaze which will leak through any covering or armor after which they fade. Skin-to-skin contact can trigger instantly whereas eye contact requires 1 emote to fire a line of the seer’s casting aesthetic. Unspent charges remain until used for up to 30 IRL minutes. Eyebite (non-combative and combative) can only be used 2 times in 24 hours, additional castings incur headaches. Eyebite is an activated ability. Red Lines: -Eyebite does not affect the blind including seers. It also cannot be used to blind creatures without eyes or with unnatural eyes including animii, atronachs, darkstalkers, dragurs, ghosts, golems, or paleknights. -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 spell fires towards the victim and follows any bodily movements but fails if they look away, allowing them to react to a sight based eyebite if fast enough in a 1 emote window. -Eyebite can be primed twice for both hands or both eyes (not a mix) to affect two people but the seer must properly emote for each casting. Reapplying eyebite on the same person does not refresh or extend the effect. -Eyebite requires a sown object as a casting implement to be cast. [S] Hypnotic Gaze- Non-combative/Combative - T3 - 2 Emotes With a flood of psychedelic images and kaleidoscopic effects a seer can use their gaze to overwhelm an individual into a hypnotic stupor or immobilizing daze Spoiler Mechanics: In a non-combative situation a seer may cast this spell where their casting aesthetic appears around the seer’s eyes and will glow/leak through any covering. After a period of priming the visuals fade and the seer may then maintain a prolonged period of eye contact and skin-to-skin contact where they lace the spell into an individual in a dormant form. Should any emotes for eye contact or skin contact be broken or skipped they are not lost and must be restored to continue the count. Once hypnotic gaze has begun to be laced into an individual in this process it cannot be used on another person without recasting. During this process the individual will experience subtle vision blurs, lack of eye focus, lightly crawling skin, and/or goosebumps and if the seer chooses their casting aesthetic appears on their hands. Once successfully cast the spell may be laid dormant to trigger later or triggered immediately if the spell was not primed (in which case their casting aesthetic is present). Non-combative hypnotic gaze effects last for 30 narrative minutes or 15 emotes (whichever comes first) or until the seer dismisses the effect. A dormant hypnotic gaze spell fades if not triggered within 1 IRL week unless the individual is sown (see: Sow Fallacy) in which case it remains until triggered. To trigger dormant hypnotic gaze the seer requires 2 emotes of sustained eye contact; after the first emote the victim feels suddenly drowsy, giving them a chance to break away which would require another attempt to trigger, but if not the seer flashes with their casting aesthetic in the same fashion in the final emote where it is triggered. A victim of hypnotic gaze becomes dazed and catatonic for the duration. They remain in place but can be easily guided to slowly move elsewhere and/or sit as if drunk or feeble. While in this stupor the individual’s eyes are wide open and stare forward blindly and without focus. During this period they experience a dreamlike vision tailored by the seer with full creative freedom on what they see, hear, smell, taste, and feel. Any pain inflicted in this dream is imaginary and their sense of time cannot be altered. A sown individual may have their emotions/sensations tampered with and the seer may choose to pacify them, providing feelings of comfort which heavily dampens one’s sense of pain (but cannot heal) like a sweet dream, or to disturb them, providing feelings of horror, dread, and fear like a night terror. If the vision is interactive (meaning the victim can move, speak, or otherwise engage with this dream) the seer must remain within 8 blocks of them to mentally upkeep the stupor but if non-interactive the seer may leave as soon as the effect is triggered. Hypnotic gaze’s sleep-like stupor is imperfect and while the mind is occupied the person’s default awareness of danger is not. The effect becomes broken if the victim becomes endangered (such as being cast at by offensive magic, a weapon is drawn nearby, someone advances at them with a weapon, or they are being guided towards a dangerous position like onto a balcony or cliffside) the victim snaps back to reality and has 1 emote to immediately react, making hypnotic gaze a poor spell for combat. This buffer of 1 emote which wakes the victim from danger cannot be avoided even if the victim cannot see the attack coming (i.e. they are put to face a corner and an attacker advanced from behind) as the entrancing effect is delicate and the mere threat of harm is enough to shatter it. 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 2: Hypnotic gaze can be cast dormant in up to 2 individuals. Tier 3: Hypnotic gaze can be cast dormant in up to 3 individuals. Tier 4: Hypnotic gaze can be cast dormant in up to 4 individuals. Tier 5: Hypnotic gaze can be cast dormant in up to 5 individuals. Non-combative hypnotic gaze requires 2 emotes to prepare for a dormant casting where their casting aesthetic appears around the seer’s eyes and will glow/leak through any covering. Skin-to-skin contact is required for 3 emotes and eye contact for 3 emotes and becomes dormant or takes effect immediately if not prepared (during which their casting aesthetic is present for 2 emotes). If laid dormant or immediately after casting if not primed the victim feels drowsy after 1 emote of eye contact. If they do not break away the seer flashes with the same tell in the second emote and the effect is triggered. Hypnotic gaze (non-combative and combative) can only be used 2 times in 24 hours, additional castings incurs headaches. In a combative situation a seer may cast this spell where their casting aesthetic appears around the seer’s eyes and will glow/leak through any covering. While sustaining this they bring their witness to the forefront and align their stares to entrap an individual through eye contact in a barrage of images and colors befitting their casting aesthetic. 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 own eyes mimic the casting aesthetic’s effect. To maintain the effect the seer must not move more than 4 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, react to incoming attacks, or moving any faster than half their speed per emote. Affected individuals are first hit by a wave of drowsiness which clouds their vision and warns them of the effect allowing them an opportunity to look away; this half-blindness makes aim and discerning distance and location difficult. If they do not look away they become ensnared by the spell and become immobilized, their speed dropping to 0 and are unable to look away from the seer while they remain half-blinded. The victim can still move their arms and react to what is around them but their legs cannot move as if asleep and they cannot cast magic. This effect ends if the seer is damaged, the victim is damaged, or if the seer breaks eye contact. Tier 2: Hypnotic gaze can be maintained for a maximum of 2 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. Once the effect ends the half-blindness lingers for 1 emote. Combative hypnotic gaze requires 2 emotes to perform where their casting aesthetic appears around their head, shoulders, and eyes which will leak through any covering or armor. Once engaged the seer requires a third emote to establish eye contact with an individual which makes them drowsy. If they do not break away the four emote cements the effect. Hypnotic gaze (non-combative and combative) can only be used 2 times in 24 hours, additional castings incur headaches. 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. Additionally, the target cannot be forcefully bound (rope, chains, handcuffs, etc) or the effect will break. For non-combative hypnotic gaze the effect is mentally more powerful but physically more fragile and the threat of harm to the victim will break the effect, ALWAYS giving the victim a 1 emote buffer to react if they see the threat coming or not.-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 4 blocks from their starting position and/or physically exerts themself such as using a weapon or moving faster than a slow creep (half speed). -Triggering hypnotic gaze isn’t instantaneous and the first emote allows the victim the opportunity to react and break eye contact. If they do not they cannot react to the second emote where the effect then triggers. -The stupor non-combative hypnotic gaze puts its victims in isn’t outright sleep and they will not fall as a result of it and therein immediately break the effect by hurting themselves. They become still and may easily be guided like a drunk or sick individual. -For non-combative hypnotic gaze breaking contact during dormant casting or normal casting requires contact to be restored to continue the count. Breaking contact during the trigger loses progress and must be restarted. -It’s the seer’s responsibility to keep count of the emotes to report back to their victim to tell them when they will wake. Failing to do so is powergaming. -Eyebite requires a sown object as a casting implement to be cast. Reading - Non-combative - T3 - 6 Emotes Minimum Witnesses see with immense detail; their unseen watch pierces many aspects of the mortal world otherwise thought private and personal. Seers can carefully read what the witness sees given the intimacy of their subject. Spoiler Mechanics: Casting this spell alights the area around the seer’s eyes with their casting aesthetic and will glow/leak through any covering and after being primed will fade away if the seer chooses. By opening themselves entirely to their witness a bonded seer can receive greatly improved translations of the entity’s sight and see with another layer of penetration. A seer must have at least 2 emotes of sustained skin-to-skin contact and 2 emotes of sustained eye contact during a 4 emote window after which the subject player must give their OOC consent to be read. If they consent 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 glimpse in order to assess its state and become privy to any effects on their soul, curses and their details, active magic on their person, and the composition and health of their body. While a seer may not understand what they behold they at least can discern the domain related to the soul of the creature or magic effect (dark, deity, Voidal, misc). 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 yet truer shape. They can observe the manifestations of curses and creature states including: Varg: a curse of festering, black knotted flesh. Frost witch: a curse of biting, chilling frost accumulating on the edges. Silit: a secondary body behind them of warping geometric shapes and vapors. Djinn: a spectral form of their second or third phase or a past incarnation. Azdrazi or herald: a flame kindled at their center, azdrazi’s are roaring. Naztherak, zar’ei, or zar’akal: a smoldering, ashy flame eating away at their center. Naztherak are missing slivers of themselves, zar’akal are entirely consumed in the fire. Necromancer, lich, or darkstalker: a hazy black mist leaks from their heart. Liches and darkstalkers are covered in the mist. Druid, treelord, or epiphyte: a verdant green light traces their silhouette. Treelords are marbled with the light like roots. Mystic, ghost, paleknight, or wight: a sucking blue-green void churns at their center. Ghosts, paleknights, and wights are covered in the sickly half-light. Paladin, seer, shaman, or templar: a pearl of sunny gold, chrome, bloodied sandstone, or tarnished silver throbs in their center respectively. Reading requires 2 emotes to perform where the area around the seer’s eyes lights with their casting aesthetic and will glow/leak through any covering which may fade if they wish followed by 4 emotes which must contain 2 emotes of skin-to-skin contact and 2 emotes of eye contact. Reading can only be used 2 times in 24 hours, additional castings incur headaches. Reading is an activated ability. Red Lines: -Reading requires OOC consent to use on an individual. -Reading requires 2 emotes of sustained skin contact and 2 emotes of sustained eye contact within the 4 emote window. If either is broken or not met the spell fails. -Reading only informs the seer what the affected character’s player willingly gives and they may choose to decline to answer certain questions. It is best to prompt the player before the roleplay to have the answers to the categories or pause roleplay to allow them time to answer (usually over Discord given answers may be long). Sow Fallacy - Non-combative - T3 - 5-6 Emotes Seers sow seeds of deception in mortalkind like a poison which they may foster to later exploit, making individuals more susceptible to their lies. Spoiler Mechanics: Through sowing seers furtively plant seeds in others to later leverage and make their spells more impactful. Similarly these seeds may be sown into objects to peddle a soft lie while transferring the seed over time to their holder. Sowing is a staple of seer magic and a sown object - a conduit of deception - is required to cast eyebite, hypnotic gaze, cultivate fallacy, dreamstride, scry, and all rituals and is integral in the use of cultivate fallacy and dreamstride. Sowing injects a metaphysical seed-like affliction into a person or object. This seed is intangible and bears no physical or magical representation on its target. As with much of seer, its effects are invisible even to the eyes of other deities and cannot be detected. Only its effects are present and from where they are derived is wholly indeterminable by others. A seer’s hands or eyes alight with their casting aesthetic depending if it will be laced by touch of visually and then fades, the spell primed, and through skin-to-skin contact or eye contact it is implanted and once began on an individual it cannot be used on another without recasting. During this process the individual will experience subtle vision blurs, lack of eye focus, lightly crawling skin, and/or goosebumps and if the seer chooses their casting aesthetic appears on their hands or eyes. If contact is broken it must be reestablished and the count is restarted. All bonded seers are in a manner already sown by Vaasek and as such they may engage in telepathy with each other as they wish. With sown individuals a passive telepathic link is opened between the seer and subject if they are within 20 blocks. After one emote of the seer closing their eyes their desired target may feel heaviness upon theirs. If they follow the notion the bridge of communication opens so long as both eyes remain shut. If either opens their eyes the connection is cut. The link that the seer holds is wholly to their power and the voice may sound to their design albeit cannot incite pain or distract from casting (and therein cannot affect combat). Unless specified, they speak through their natural voice with a hazy hypnagogic quality to it, a power derived from daydreams. Lastly, sown individuals gain a minor inclination towards the domains of anxiety and fallacy. This can manifest however the victim desires; mild nervousness, worry about a certain subject, a newfound belief, a suspicion, etc. which the seer cannot control or inform. Sown individuals may lean into this however they wish albeit are implied to lean into the change themed around the object so a sown Lorraine cross might inspire religious beliefs whereas a sown hand mirror might inspire anxiety around vanity. With sown objects the seer imparts a subtle sensation on its material. Sown objects foster minor fascination, interest, or a feeling of a spiritual or energetic undercurrent in any who touch the object; those inclined towards the object such as a Lorraine cross to a Canonist priest or a coat-of-arms to a noble may become more fond and covetous of it. A character who keeps such an object on their person for more than 1 IRL weeks becomes sown themself. There is no limit on how many sown objects a seer can create. Seers may have a maximum of 5 sown individuals whom they should list and document for their own record keeping should staff inquire. A seer may opt for a sown object to not sow an individual should they be at their maximum and not wish to change their list and may organize replacing sown individuals as they wish, informing their victims whenever they are no longer affected. Sow fallacy requires 2 emotes to perform where their hands or eyes alight with their casting aesthetic and then fades, then requiring 3 emotes of sustained skin-to-skin contact or 4 emotes of eye contact to succeed. Sow fallacy can only be used 2 times in 24 hours, additional castings incurs headaches. Sow fallacy is an activated ability. Red Lines: -A seer must make physical or eye contact with their desired victim within 5 emotes lest the spell fail. -Heaviness applied to one’s eyes in telepathic links is by no means a way to inhibit another’s actions. All characters, no matter the state of being, are able to brush this heaviness off if they wish. Entities without eyelids or eyes may still engage in this telepathy. Telepathy can only occur within 20 blocks (#RP range). -Sown items are player signed. The description of the item does not need the specifics of sowing explained in it, only “[[Contact _____ to interact]]” where the effect is then explained. -Seers cannot be sown as they are already affected by Vaasek’s presence in their minds and souls. -Sow fallacy can only be delivered to one person per casting and requires another casting to sow another person. If proper emotes are done, both hands may be primed to deliver a seed wherein a seer touches two people and sows both. -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. Sow fallacy 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. -Sown objects give no visual or magical indication they are enchanted and cannot be detected as enchanted by deific magic (bar appraise by other seers). Their enchantment is subtle. [S] Cultivate Fallacy - Non-combative - T4 4-5 Emotes With fallacy sown, a seer may cultivate it into a living blossom of manipulation. Spoiler Mechanics: Once sown, a seer may choose to grow the seed of fear and delusion inside a person slowly over time. Unlike other abilities where the seed is used to bolster the strength of an ability, cultivate fallacy aims to grow the seed itself and allow it to blossom inside the sown character. By reconvening with the character no sooner than 12 IRL hours after each session or the initial sowing the seer may mature the seed through manifesting their casting aesthetic briefly and then maintaining skin-to-skin or eye contact with their subject shortly. During this process the individual will experience subtle vision blurs, lack of eye focus, lightly crawling skin, and/or goosebumps and if the seer chooses their casting aesthetic appears on their hands or eyes. The second casting of cultivate fallacy requires OOC consent (which should be screenshotted and then recorded privately by the seer) and the effects must be fully explained to the victim as 1 IRL week after the second casting it bears fruit; this fear and delusion manifests by the seer’s design and yet is similar to their own. This effect includes any anxiety or delusion listed under Mental Effects in addition to any tailored by the seer who may design specific hallucinations to haunt the character or surgically place an elaborate, deluded belief in them. When a victim is successfully cultivated the sown seed remains - now blossomed - and the character is treated as still sown and is affected by that spell and associated spells accordingly. Such victims do not count towards the seer's maximum number of sown individuals, allowing them to sow others without losing their influence. To progress further and dedicate themselves to Vaasek by undergoing a second Ritual of Sanctioning a seer must have successfully induced full grown fallacy in at least two individuals, thus recording the RP is necessary. To detect a Fallacy that had been sown into someone, a shaman would need to go on a spirit walk to detect a shadow behind the persona, growing more and more with each session that had passed. Paladins are required to send a minute amount of their light into the target, upon which they will receive a short vision related to the curse. After this vision, they will come to understand its weakness is via purging. In the spirit world, this shadow can manifest appropriately to the type of fallacy cultivated and can be cured via a contradicting blessing. In either case, this requires OOC consent to purge. Cultivate fallacy requires 1 emote to perform where their hands or eyes alight with their casting aesthetic and then fades, then requiring 3 emotes of sustained skin-to-skin contact or 4 emotes of eye contact to succeed. Cultivate fallacy can only be used 2 times in 24 hours, additional castings incur headaches. Cultivate Fallacy is an activated ability. Red Lines: -A seer must make physical or eye contact with their desired victim within 5 emotes after the priming emote lest the spell fail. -Cultivate fallacy requires OOC consent to take effect. To acquire consent the seer must explain in detail the scope of the spell, the exact anxiety or delusion they want to take root, and that it is permanent unless healed. -To cultivate a fallacy the target must firstly have one sown using the sow fallacy ability. After this it requires two additional sessions more than 12 hours apart from each meeting. -After a Seer has obtained the maximum amount of cultivated fallacies for the additional disguise, they cannot go down in count even if those fallacies are cured. -Templars are beacons of courage and as such they may react accordingly to fear or phobias. Anxieties and other delusions of grandeur are just as potent on templars as the common man, whereas the aforementioned phobia or other fear may cause them to go into a rage when put in a situation where it affects them. (e.g. a phobia of spiders would only invoke anger when in face of spiders whereas more general phobias may cause them to simply become irate or intolerant)-After the second cultivation the seed begins to blossom over the course of 1 IRL week before coming to fruition. -Cultivate fallacy requires a sown object as a casting implement to be cast. The following spells are accessible to 2 slot seers, requiring a second use of the Ritual of Sanctioning. To be eligible for a second slot the seer must have successfully used cultivate fallacy on 2 individuals to fruition. [S] Dreamstride - Combative - T4 - 3 Emotes Vaasek understands that all creatures dream, even the sleepless ones. In his exploitation of Lyes he grants to his followers the power to invade the wandering minds of the waking or the vulnerable minds of the slumbering. Spoiler Mechanics: With a seer’s intentional influence they may shape dreams and use it in a multitude of ways to those vulnerable to their work. In a private location, the seer may begin to channel much like they would for a scry and must detail their target mentally, requiring at the very least to have seen their face and likeness however names, full descriptions, location or housing, and more personal information helps pinpoint the individual. Once identified, the seer’s casting aesthetic appears around the sown object they wield as their implement and they may perform a freeform ritual for 3 emotes to then craft a daydream or a true sleeping dream. If the seer’s target is awake and in a calm environment they may send them a vision of their design for roughly 30 seconds before it fades. This vision is limited to only sound and sight and is wholly created via the seer's choice, meaning it can be a complete fabrication or include aspects of the real world with perfect replication. During this daydream however the seer cannot control or even influence the individual’s bodily sensations or emotions, it is only visual and auditory. Targets cannot receive a daydream in combat or in an environment where there is no peace and quiet, the vision suspended until they are at ease and likely alone. Sleeping subjects are much more vulnerable. Seers may weave much more elaborate and effectual dreams of their design, capable of affecting all senses and even lean the individual towards any singular emotion during it to theme or dress the experience. This dream may be entirely interactive and led by the seer or can simply be experienced by the subject who has no agency. Regardless, the subject’s interpretation of the experience cannot be controlled, only suggested. Dreams may be ended by waking the individual in a manner including jolting awake, in sweat, shivering, nauseous, crying, smiling, laughing, irritated, and/or in a daze. Finally, if the target has been sown the degree of control the seer has becomes greater. The dream may be incredibly vivid and feel entirely real to all senses of the victim, leading up to the character actually believing the dream happened to them while awake until they dwell on it and slowly deescalate themself back to reality. After each of these vivid dreams a seer can foster the fallacy sown in the individual as if casting cultivate fallacy. After three detailed dreams the seed matures and follows the effects and red lines of cultivate fallacy. An individual cursed with the full effect of cultivate fallacy will not be able to distinguish reality from fiction after such a dream and will believe it wholeheartedly. Dreamstride requires 3 emotes to perform where their hands, eyes, and sown object alight with their casting aesthetic in a ritual of their design. Dreanstrude can only be used 3 times in 24 hours, additional castings incur headaches. Dreamstride is an activated ability. Red Lines: -Seers have complete creative freedom in designing their dreams however they cannot read minds; a seer cannot pry information from a subject they do not willingly give up during an interactive dream (such as by speaking it) and must formulate their dreams only with information they have. -Seers do not control how their subject thinks or how they interpret a dream. At most they may manipulate their emotions during the experience. -Daydreams and dreams do not inform the seer of the individual's locations or current actions, location, or anything else. It is solely something delivered. -Fleeting daydreams requires the target to be calm and in a calm location. This means the seer cannot contact someone who is in combat or in a distressed state; the vision will wait to be delivered until that is no longer the case. -Without their target being sown, the effects of a dream are limited and it is understood to be a dream or perhaps a vision or omen. To go beyond this requires the seer to sow their target first. -Fostering a seed from sow fallacy via dreams follows the same explicit OOC consent, description and elaboration, and red lines of cultivate fallacy. -Dreamstride requires a sown object as a casting implement to be cast. Invisible Hands of God - Non-combative - T4 Passive / 1 Emote Once committed in their second sanction, seers can easily coordinate with the witness and operate it an extension of their body. Spoiler Mechanics: The seer can have their witness partially manifest itself to move, carry, operate, and otherwise manipulate objects with its many limbs. In doing so the seer may choose to keep its movements entirely invisible as normal or be partially visible in the likeness of their casting aesthetic over what is being manipulated or over the limb(s). The seer can use these invisible extensions of themselves 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 or handfuls at a time. Similarly they cannot impart more than 10 pounds of force, limiting their application. 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 or however else the seer desires. 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. Additionally, the witness may extend their invisibility to objects that they hold to allow them to carry things unseen with the same weight and number limitations. If combat occurs the witness drops all such objects in retreat, revealing them and letting them fall. Because the witness retreats in form during combat items cannot be made invisible until after it has ended. Held objects may become invisible in 1 emote. 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. Similarly, the limbs do not have form and cannot touch others, only manipulate objects. -A seer must take 1 emote to reveal any kind of offensive or defensive object (weapons, shields, etc) the same as if unsheathing . They must follow normal combat rules and combative turn rules. -Invisible hands can only be used on objects within 5 blocks of the seer and 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. Veil in Lies - Combative - T4 - 3 Emotes Once a power of Vaasek and his disembodied eyes alone, seers may mimic their invisibility through a union of divine illusion and the blur of daydreams. Spoiler Mechanics: Casting this spell alights the seer’s silhouette and whomever they might be touching in their casting aesthetic before being veiled in it and then turn invisible. When channeling this spell the seer and up to 2 individuals they hold are invisible, blurring seamlessly into the space around and behind them. Those within the veil of invisibility see the world through a film, bubble, or fog of the seer’s casting aesthetic. This illusion does not mask sound nor does it make the subjects immaterial. While invisible if the seer and whomever they hold move faster than 3/4ths their speed rounded down (typically 3 blocks) per emote or if a viewer comes directly next to them (in an adjacent block) the invisibility is instead an imperfect blur that warps the image of the space like a psychedelic ripple and becomes noticeable. Sown viewers cannot detect this blur, allowing seers to move at full speed or be as close as they wish to such individuals. Seers always see the blur and are never fooled by it. Because of the spell’s fragility much like hypnotic gaze it will shatter if the seer or whomever they hold cast magic, prepare an offensive act (drawing a weapon, aiming a weapon, preparing a strike, etc.) or if they are struck by an attack. If the additional individuals the seer holds breaks physical contact with the seer they are ejected from the veil of invisibility while the seer is not unless the seer is harmed wherein the illusion shatters. Whenever an individual leaves invisibility if by force or willingly, the seer included, they are themselves blinded and disorientated for 1 emote as their sight dramatically adjusts in a swirl to return to reality. Due to the veil’s brittleness it is commonly a tool for escape, infiltration, or unseen positioning and is not well suited for combat. Additionally, the abilities duration inside of combat scenario is limited to 10 emotes maximum; however if done outside of combat the ability can go until the end of whatever roleplay encounter is ongoing. If all parties present OOCly consent the seer may move around MCly as if they obeyed the walking speed limitation and were emoting, this way seers do not have to emote ad nauseum or wait on others to emote ad nauseum if there will not be interaction between the parties in the situation. This is interrupted as soon as a new person enters the scene. Veil in lies requires 3 emotes to prepare where their silhouette and whoever they touch alight with the seer’s casting aesthetic before fading into nothingness. An already invisible seer may touch someone to join them under the veil, requiring 3 emotes of the same. Veil in lies can only be used 2 times in 24 hours, additional castings incurs headaches. Veil in lies is an activated ability. Red Lines: -Veil in lies’ invisibility is imperfect if its subjects move faster than 3/4th their movement speed (typically 3 blocks given the standard of 4) per emote or if a viewer is directly next to the veiled individual(s) within 1 block. For each additional person in the invisibility, it increases the range that people can see them from by 1 block per. (Example, if three people are invisible, they can be seen if someone is within 3 blocks of them). This imperfection is strikingly noticeable and could only be disregarded in darkness. Seers always see an imperfect blur and cannot be wholly fooled by the cover.-The invisibility is broken by preparing an offensive act (drawing a weapon, aiming a weapon, preparing a strike, etc.) or if the invisible individual(s) are struck by an attack much like hypnotic gaze. Leaving invisibility blinds the person for 1 emote in which they cannot attack meaning veil in lies cannot be used to then immediately attack from and must have a 1 emote buffer between being invisible and preparing an offense. -Seers must always emote when using this spell and cannot passively be invisible. If it was not emoted and cast then it did not occur and the seer is not channeling. Similarly a seer cannot passively walk around MCly as if invisible unless all parties OOCly present consent to their passage. [S] Scry - Non-Combative - T4 - 3 Emotes By turning their third eye inward in deep meditation a seer may see through their witness to glimpse people, events, locations, or objects and drift through the memories or current vision of the whole witness hivemind to find and view their subject in the past or present. Spoiler Mechanics: Scrying requires a seer to hold a sown object in an undisturbed, private place where they can devote their full attention to the given subject. Needing only whisper the subject’s name or picture their face and likeness in a 3 emote ritual of the seer’s design, 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 may strip the seer of their ability to scry. This is the explanation for whenever scries are denied (by players or ST) or if ST deem to blacklist a player or subject from scrying. 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. Lastly, scrying on other planes always grants a vision of the past - never the present - and the information may be limited due to witnesses being less vigilant and less numerous in those worlds. Scrying on a person reveals the individual’s present, a vision of that person and 20 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 on-goings. 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 20 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. Through scrying seers may divine the use of languages throughout history and teach themself new tongues by reliving obscure, unremarkable memories of witnesses. By doing so a seer may learn any language they know of through 4 castings of scry in a 2 IRL week period and become fluent. Doing so requires managerial ST 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 3 emotes to perform where the seer’s head and their sown object radiates with their casting aesthetic in a ritual of their design. Scry can only be used 2 times in 24 hours, additional castings incur headaches. 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 the seer cannot perform the spell if they are aware of more than one other individual in the room or listening in. -Scrying requires explicit OOC consent from the target and optionally from anyone else who would be seen or desired to be seen in the vision. If they only want to scry on a single person, they can but everyone around them (those having not given ooc consent) will be blurred out and no information can be gathered from them, merely just blurs and shapes. Anyone the seer scrys on, who gives ooc consent, should be documented by the seer for any future instance of required proof. The ability needs to be used in good faith and no one is obligated to accept a scry and is meant to serve as narrative advancement. 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 is abusing scry, they may remove their ability to perform it if not outright blacklist. -Scry requires a sown object as a casting implement to be cast. [S] Ritual of Divining - Non-combative - T5 - 5 Emotes By honing their prying eyes in unison a cabal of seers may divine the path to someone or something they seek. Spoiler Mechanics: One 2 slot seer leading with two 1 slot seers may come together in a ritual akin to scrying to divine the physical location of a person or object and bear witness to an invisible path leading directly to it.This ritual is of the design and appropriate casting aesthetic as the seers choose, allowing one seer’s casting aesthetic to color the act if they wish. This act may appear similar to reading bones or animal intestines, tea leaves, fire or vapor movements, or any form of divination. For the ritual to succeed the player being located (and the players of any characters guarding them if imprisoned or the owner of the land) must give their explicit OOC consent. For an object to be located the bearer, owner of the land it is located on, or where appropriate ST managers must give explicit OOC consent. This act follows the same rules as scrying and therefore all of its OOC consent rules apply, including requiring OOC consent from guards or the location's PRO to divine a jailed person. If successful, the ritual reveals to the seers a half-visible path through the air that guides them directly to the subject but ceases once within a 50x50 space of it. During a divination Vaasek may divert the seers’ view to another subject in which the ST will intentionally give the seers insight into some event, usually used to foreshadow or warn the coming of future events. Divination requires 5 emotes to perform where the seers engage in a ritual of their design with freeform use of one seer’s casting aesthetic. Divination can only be used 1 time in 1 OOC week, additional castings incur headaches. Divination is an activated ability. Red Lines: -Divination must be performed in an undisturbed and peaceful place, meaning there cannot be volume exceeding quiet talk like yelling or music unless the ritual is designed to incorporate it as well as privacy meaning there seers cannot perform the spell if they are aware of more than one other individual in the room or listening in. -Divination 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 divination or from the ST and VERY DILIGENT on documenting what they learn, both the given consent and the information they gain (likely coordinates). 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 divination 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 seers are in opposition to these they may be reported and investigated. If the ST deems that any players are abusing divination they may remove their ability to perform it. -Ritual of divining requires a sown object as a casting implement to be cast. [S] Ritual of Consecrating - Non-combative - T5 - 3 Emotes To enable seer espionage Vaasek grants cabals the ability to establish altars through which they may spy and share their deceptions. Spoiler Mechanics: Seers may choose to concentrate their collective energy into the material plane and focus on a single shrine, altar, or similar table-like or statue-like construction and consecrate it. This typically consists of a 3x3 area or build which is obvious and noteworthy, created by a seer performing a freeform ritual to establish the spot utilizing their casting aesthetic and a sown object as their implement. The consecrated space may be a statue no smaller than a Descendant and no taller than 10 blocks or a shrine/altar/table-like piece no larger than 5x5x5. Such a consecrated space becomes inhabited by a witness, one not bound to any seer which acts as a font and host to any seer who comes upon the consecrated space (hereinafter called an ‘altar’ but is not necessarily an altar depending on the seers’ aesthetic/persuasion) and attunes themself to it. Attuned seers see and hear anything within 8 blocks (#Quiet range) of the altar. Whenever a character approaches the location they are greeted by ST approval signage which informs them to contact the altar’s creator and may then, if they OOCly consent per all normal scrying rules, send screenshots of any RP done at the altar. These screenshots are shared to any seers attuned to the altar who in turn receive this information as visions they experience at the leisure of the seer player and may or may not interrupt their roleplay as they wish meaning what they gather from altars may be delayed. Attuned seers also share the casting aesthetic of its creator, allowing cabals of seers to blend together and masquerade as cohesive groups to support one another in selling a narrative. Seers may possess a maximum of 3 casting aesthetics so they may have to drop one when attuning meaning whatever guise they used it for would have to be retired or abandoned. Attuned seers also share sown individuals. While a seer may have a maximum of 5 individuals sown by them they also benefit from the sown effect of any their fellow attuned seers have sown. However, they can only manage their own personal 5. Seers may be attuned to a maximum of 2 altars at once. Ritual of consecrating is an activated ability. Witnessing an interaction with a consecrated space is a passive ability. Red Lines: -Consecrated spaces require a build to be valid. They cannot be a handheld object nor can they be beyond the likeness of a shrine/altar/table or statue/art and cannot be a wall, house, or other unremarkable, nonobvious space. The build cannot be moved and is rendered inert if somehow relocated or simply destroyed. -Consecrated spaces require ST approval and signage. -Ritual of consecrating requires absolute privacy and cannot be made in the company of non-seers. -The blood magic creation ritual Quiet counteracts the spying of a consecrated space and will purge the witness from it, destroying the altar. No other magic can purge an altar however they can be rendered inert if the space is physically destroyed. -Seers are limited to creating or being connected to two shrines at once. This means that they could create one shrine and connect to another, connect to two, or simply create two on their own. -Ritual of consecrating requires a sown object as a casting implement to be cast. [S] Ritual of Mendacity - Non-combative - T5 - Freeform Cabals, when intensified by the lens of a plot, may craft miracles and author fate. Spoiler Mechanics: When two 2 slot seers and at least two 1 slot seers combine efforts they may cast a grandiose illusion over a region or with a total of four 2 slot seers and at least four 1 slot seers, a continent. Such gatherings may weave visual and auditory illusions of great scale which also lean towards one singular emotion in the likeness of a crafted dream and possesses similar creative freedom. The seers may create any effect they desire be it a shift in cosmic alignments, a colored moon, the arrival or descension of a heavenly body, etc. The longevity of this mass illusion hinges on the will of the seers’ engaging in it but cannot exceed 1 IRL week. Alternatively, the minimum 4 seers may forge a prophecy of their own making to then echo across the cosmos and be received by any and all who typically receive prophetic visions. Such fabrications are often made with the intent to manipulate the broad public in some manner given the assumption the prophecy will disseminate through its receivers. The ritual of mendacity does not have a defined emote count but seers are encouraged to explore the ritual in whatever way they deem fit. Casting the ritual envelopes the seers’ bodies with whatever their casting aesthetic might be and may opt for one’s to manifest universally. Seers may only use this ritual once per OOC month and if successful all seers involved accrue 3 headaches and experience a botched translation for 12 IRL hours. Ritual of mendacity is an activated ability. Red Lines: -The ritual of mendacity requires managerial ST approval to succeed given ST are involved in the broadcasting of regional effects. As such they ought to be consulted preemptively to organize the illusion and its roleplay/broadcasting. -Mass illusions made through this ritual cannot last longer than 1 IRL week. -Mass illusions cannot be dispelled or interacted with, they merely exist until they no longer do. -Prophecies authored by this ritual cannot be discerned as fabricated, they feel as real as any other to their receivers. -Ritual of mendacity requires a sown object as a casting implement to be cast. [S] Ritual of Identity - Non-combative- T5 - 4 Emotes The greatest illusions can fool even their weavers. A masterwork of deception, seers may adopt new guises at the risk of losing themselves. Spoiler Mechanics: At the zenith of seer manipulation is their power over self. Masterful seers can fabricate entire characters to then wear like a mask. In a ritual of the seer’s design incorporating a sown object they manifest their casting aesthetic and place upon themself a new person piece by piece until they are fully enclosed in this body, breaking themselves down to fill or fit into the figure. The disguise is flawless, feeling completely real to any who touch them and cannot be detected as magical. However, the seer within is still the mannequin being dressed and all of their original physical and magical properties remain; a seer missing limbs cannot replace them but replacement limbs may be reskinned by the guise. A human Void mage seer who assumes the body of an orcish shaman will still possess the lifespan and temperament of a human and the strength of a mage. The disguise is only an appearance and while it will bleed and fill the space of the world in a perfectly normal manner it is only an outward form. Guises may range in the following ways physically: -Made in the likeness of any mortal or beastfolk race and of any subrace including: humans, elves, dwarves, orcs, halflings, kharajyr, musin, hou-zi, and wonks. -May be of any gender. -At most be 1 foot taller or 1 foot shorter than the seer’s height. -At most be 50% heavier or 50% lighter than the seer’s weight. This can take the appearance of fat, muscle, or both. -May possess any natural skin texture and color of the given race. -May possess any natural hair placement, length, and color of the given race. -May possess any natural voice qualities of the given race. Beyond being an immaculate replication of reality, the guise is also a personality. In the ritual to create and/or don the identity the seer does the same for their mind and may fabricate their history, culture, habits, personality, and so forth which then comes naturally while worn. Guises may range in the following ways mentally: -Be of any disposition and personality. -Possess any speech pattern(s) and/or accent, habits, and/or quirks. -Have any history and any social upbringing (e.g. a culture the seer is familiar with) to inform their thinking and behavior. Lastly, the guise knows it is a seer - even if a living lie - and as such will assume its own casting aesthetic. The unintended consequence of this perfected lie is that it may fool even its maker. The more the guise is worn the more the seer begins to slip into it, forgetting their own history, interests, and fade out of their personality. They will catch themselves in this transition but after enough use the seer becomes entrapped in this guise and cannot willingly escape it alone. In this event the seer becomes a living lie as outlined under Effects, committed wholly to this new life and its narrative. Whenever the guise is worn at any point for any period of time in 1 IRL day that counts as one use. If a seer goes multiple continuous days while wearing the disguise, each day counts as one use. If a guise is used 5 times in a 2 IRL week period, the seer will cement within the guise and become a living lie. Because of how easy it is to fall into, some seers will do their best to prepare to be in the guise long term and do not try to avoid succumbing to it. With a mask which fuses to the face, seers who experience it and break free often possess a life-long lingering doubt about the reality of their original self and may spiral into derealization, especially if they have fallen victim to it more than once. As mentioned, there are escapes. The living lie guise can be shaken by the seer being exposed to significant reminders of their past self including the names or faces of family, seeing or holding heirlooms, visiting previous homes, or by a knowing seer trying to intentionally shake them. When this happens the seer may roll out of 20. A result of 15 or higher will wake the seer’s original self within the identity and reset their number of uses where their mind is rushed with the realization that they’ve been living another life, one they constructed and installed. This does not break the guise, mere makes it able to be taken off. However, a surefire way to break the disguise is through extensive physical trauma wherein the seer awakens after a violent or near-death experience. If a disguised seer is killed and the seer does not PK then the guise will shatter and cannot be worn again however if the seer has methods to endure through death (that is not monk resurrection) they may wear the same disguise again which will surely prompt them to have to explain themselves somehow. Seers are not forced to PK if killed - they are of course encouraged to - but as such any death will break their guise and prompt the creation of a new one. Seers may possess 1 guise for every 2 individuals they have successfully used cultivate fallacy on to completion to a maximum of 2 guises. Since this ability is unlocked in the second slot the seer already has 2 cultivated individuals, meaning they only need 2 more to unlock the maximum number of guises. In addition to this, if a seer is to be in a disguise they are limited to only the passive abilities of the magic and cannot actively channel any spell outside of Caecic. Ritual of identity requires at least 4 emotes to perform when putting on and taking off the guise. When doing this they must be in absolute privacy, away from all other non-seers and not actively involved in anything. However, creating the guise does not have a defined emote count to perform and seers are encouraged to explore creating the ritual in whatever way they deem fit. Casting the ritual envelopes the seer’s body with their casting aesthetic. This aesthetic moulds and shapes the skin and flesh; folding a physical, tangible illusion over their existing skin to fill into the shape of their guise. Taking the guise off can be styled however the seer sees fit using their casting aesthetic. Casting this ritual incurs a headache, including casting to take off a guise. There are only two stipulations to creation and use of the disguise, one being that it will be temporarily bound to a seeded item. Secondly, during the time a seer is in said disguise they will gain another defined mental downside, making a total of three. For both of these effects, if a Seer is to become a living lie the item in question will only become an heirloom, no longer seeded, while the mental effect will become permanent until they are able to break the lie. If the seeded item is removed from the seer during the time when they are not yet a living lie, then in a burst of their original casting aesthetic they will be forcefully stripped of their facade over three emotes, being unable to do anything for the duration. Throughout this process they are blinded and severely disoriented as they’re thrown back into their regular shape; however if they become a living lie then the seeded item can be removed or altered without any loss of disguise. Ritual of identity is an activated ability. Wearing a guise is a passive ability. Red Lines: -No matter the form the disguise takes, the character still possesses all the physical traits of their original self including inherent mortal curses and blessings, strength, lifespan, CAs, and physical limitations like disabilities and so forth. The same is said of their magical situation; the disguise will possess all the same MAs and mental limitations and mental illnesses of the original self. The guise is not a whole new body for the seer, only a pristinely crafted new outward image.-While in a disguise, regardless of progression, a seer cannot channel any seer spells except for Caecic. They maintain access to dilated secondsight and polyglot alongside any other passive abilities. -Ritual of Identity, like most other parts of magic, is subject to a good faith clause that requires the user to create a new identity that will not be identical or similar to their current one as to not skirt around any sort of roleplay consequences. The ritual itself must be used to further some sort of narrative and create a story; furthermore if the ST deem a personality to be too similar or made with the intention to abuse this ritual, they can restrict the ability for a seer to use it if not outright blacklist them as it goes against the spirit of the magic. -CAs with inherent transformation abilities (Frost Witch disguises, Azdrazi polymorphs, Siliti metamorphoses, etc) cannot access the ritual of identity. -CAs with unusual biology (epiphytes or similar) are limited to appearances that stay consistent with the traits of the CA. Epiphytes, for example, will always retain their plant-like appearance, but may change what type of plant they appear as.-Seers must keep track of how often they use a guise and must emote to put it on or take it off. Because it is predictable when a seer will become a living lie in their guise it is recommended the player keep personal records should it ever be investigated. -Ritual of identity requires complete privacy to be cast and cannot be observed by non-seers. They may not change themselves in front of others or within combat. Breaking free of identities is the only exception and the seer must utilize their casting aesthetic or situational context to excuse / explain the change. The ritual must be performed in an undisturbed and peaceful place, meaning there cannot be volume exceeding quiet talk like yelling or music. -Seers wearing guises are still identifiable as seers to other seers. -Ritual of identity requires a sown object as a casting implement to be cast. The following spell is accessible to 2 slot seers who have undergone the Ritual of Sanctioning for a third time. [S] Ritual of Sanctioning - Non-combative - T5 Last is the coveted touch of the nameless, faceless, mute god the blessed blind crave. To know and see all is addictive to the anxious. Spoiler Mechanics: By channeling their complete focus through a sown object in a ritual setting of the seer’s design they may deepen the bond of an existing seer with their witness to teach them the magic, increase their slot dedication, or enlighten them to the teaching ritual itself. Of note, the rite can also magically blind an OOCly consenting player’s character and make them into a seer and begin teach them the magic on the spot. All slots dedicated to seer magic are permanent which requires the subject to consent to being sanctioned. If they lose the magic they also lose those slots. Part of being able to bless seers is also to be sensitive to them. Seers of this level may witness existing or new bonded and feat-level seers through their dreams 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. Finally, the last caveat of spreading Vaasek’s blessings is an eternity of servitude. Once a teaching seer perishes forever they will find their final resting place in Pax where they join their unknown patron’s body and are transformed into a witness. They forever serve as a pawn of sight to act on his behalf without personality, memory, or hesitation. Sanctioning can be used on the same seer a maximum of once per IRL week. Ritual of sanctioning does not have a defined emote count to perform but seers are encouraged to explore the ritual in whatever way they deem fit using their casting aesthetic and sown object. Ritual of sanctioning is an activated ability. 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 dedication. Seers who are sanctioned a third time to gain a TA must have their TA commented on by the seer who performed the ritual to validate the roleplay. -A seer can undergo sanctioning once per IRL week at most. Red Lines -Feat seers must undergo the ritual of sanctioning to become a bonded seer. An individual blinded in the ritual to become a bonded seer may forego the seer feat. -Absolutely no one understands or knows of Vaasek’s intervention in becoming a seer and to use his name or lore or the name or lore of kabalees in-character is explicit metagaming. The dream will not reveal any of this other than the possible influence of crows and the bonded witness does not and cannot speak or otherwise be communicated with. Similarly, the term seer is an OOC construct made for this lore and absolutely no one understands or knows of it as a term for users of this blurred magic and to use it as a term as it is in this lore instead of its dictionary definition is explicit metagaming. -An individual can cease to be a seer if they break a tenet. When this happens the individual can never be a seer again as Vaasek sees their rejection of his gift as blasphemous, an insult he doesn’t forgive. Unlike feat seers, bonded seers whose eyes are restored do not permanently lose the magic but instead it is made inaccessible until they are once again blinded. This restoration cannot be forced and the seer player may choose OOCly for the act to magically fail and the seer’s vision is not restored. -Upon a Seer revealing secretly bound information they are immediately halted midway through their speech as their mind draws a blank, leading to a temporary week-long loss of magic. (Recorded on MA). If done again, the disconnection happens as soon as the first sentence is spoken -If a seer accrues 3 headaches (meaning the seer has used more than the maximum number of castings any ability 3 times) in a 24 IRL hour period then they experience a botched translation and undergo the related psychedelic distortions until they rest for 12 IRL hours during which they cannot cast magic of any sort and must avoid strenuous physical activity lest the resting period be delayed. -Casting aesthetics cannot be convincing or realistic and appears obviously magical, cannot impair vision meaningfully (i.e. a light mist effect is all that’s intended, it cannot hide or disguise things), and otherwise creates no mechanical effect. Elements manifested are ethereal, smoke has no heat or sting, etc. Casting aesthetics must be approved by knowledgeable ST to ensure seers do not misuse the creativity of how they choose to represent their magic. -While seers can inherently recognize other seers by name or eye contact they do not derive any information about the identity, likeness, affiliations, etc. of the seer and are only aware that they are kin and cannot be crossed unless plotted mutually. -Seer magic 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 necessary for spells and rituals which require it and VERY DILIGENT on documenting what they learn, when, and all relevant screenshots. -No forms or attempts towards forced or non-forced romantic roleplay can be derived from anything within Seer magic. This means that you are unable to force someone to have affectionate feelings towards ones character(s) via any seer spell or item, regardless of OOC consent. Tier Progression Unlike conventional magics, Vaasek’s art is taught to the seer through their witness in dreams, the same dreams as visions seers experience tailored to their character which informs them about their tenets and how to behave. As such in-character lessons are not required of teachers and they need only teach their students OOCly to understand the mechanics of the magic. Because of this the only time a seer student becomes inactive and would stop progressing through tiers is if they stop playing the character. Beyond unlocking spells over time, seers must be sanctioned by a teacher to dedicate another slot to learn more spells and therein must be sanctioned a third time to gain a TA (requiring T5 progression). For a one slot seer to be eligible for 2 slot they must have successfully used cultivate fallacy on 2 individuals to fruition. Tier timeframes are: Tier 1: Lasts for 2 weeks. Tier 2: Lasts for 3 weeks. Tier 3: Lasts for 3 weeks. Tier 4: Lasts for 4 weeks. Tier 5: Mastered seer. 12 weeks (3 months) in total. When a seer gains a new slot of the magic they immediately have access to abilities respective to their tier. One slot: Tier 1: Dilated Secondsight, Blindsight, Caecic, Polyglot, Panoramic Spy Tier 2: Appraise, Charade, Spot Energy, Eyebite Tier 3: Piercing Gaze, Hypnotic Gaze, Reading, Sow Fallacy Tier 4: Cultivate Fallacy Two slot: Tier 4: Invisible Hands, Dreamstride, Scry, Truesight, Consecration, Divination Tier 5: Ritual of Mendacity, Ritual of Identity, Ritual of Sanctioning (requiring third sanction) Purpose Spoiler For context, the doc I started this on is 13 months and 2 days old as of the date of this post. Now normally I sympathize with the eye rolling over magic rewrites, they're typically in some manner manifestions of powercreep and a new community who want new toys, but this is by far the most justified rewrite I've done. More than a year ago before I started the doc I realized seer magic was absolutely dogshit. It couldn't be cast in public almost completely, it had no way to disguise itself when used, people had to rely on highly creative ways to disguise their eye covering in a manner that conflicted with the original design (e.g. a blindfold) due to the severe punishment of being discovered, at no level of dedication was the slot investment worth it, most spells weren't used whatsoever and many were too situational to apply to most characters, and the tenets were too suffocating. It relied too much on OOC consent to be used whatsoever and the main goal - sowing chaos - is not a simple matter when the majority of LotC's organizations and especially nations are ran in Discords and entirely OOCly where roleplay is not honored and no one wants to lose, even if it's so much as being wrong about something. The magic was too expensive, too difficult to wield, plots could evaporate over simple denials of permission or metagaming or a pervasive spirit of simply not wanting to play along (god forbid someone lies to your character! Oh no, your handsome muscular intelligent noble 20yr old epic chad has been ruined by being made into a fool!), and ultimately the lore was choking the community. Despite this severe list of problem I detected and spent a damn long time toying with @Zacho swooped in and among others revived the community and has been instrumental in championing this rewrite. I floundered for an extended period and had no hope for seer, it was crushing me because I felt like I had failed my community by choking it in rules and shortsighted design and it was just another burden to carry amongst an endless list of staff duties, but he and the seer gang came through. Besides broadly 'fixing' seer, what this lore accomplishes is remedies to each of those problems as well as expansions on them. Seer is now suited to be used in broad daylight like any other magic and is uniquely tooled to allow users to create their own stories. It's a chameleon of utility magic that can slide into any setting and any theme, blending in wherever it goes to accent the roleplay of others as well as stir up drama. Beyond obviously having its place alongside most magics - dual-deity seers, dark seers, Void mage seers, etc. - I hope some folks are inspired by this to take it alone and spin their own plots. I relish the idea of it being used to validate Canonism, validate the Brathmordakin, revive old cults (looking at you Order of Aerk'iath) or new ones! And non-religious things, just witches and fabricated mythologies. Really I just want to see (hah) seer everywhere, it's my fantasy Illuminati dream. Enjoy the new toys, fingers crossed the slots feel justified this time. Citations SeerAmendment 1Amendment 2VaasekLyesKabalees Credits: Callum / Callumhz (Consultation) EdenCringe (Consultation) NotAPan (Consultation) _Princeton_ (Consultation) Rudical (Consultation) Twinwolf1 (Consultation) Venomous_Pup (Consultation) WonkManBad (Writing) ZachoSnacho (Writing) Zarsies (Author) 69 Link to post Share on other sites More sharing options...
Zacho 1742 Share Posted April 12, 2022 it was a pleasure working on seer magic, had a blast, and cannot wait for more! 6 Link to post Share on other sites More sharing options...
BobBox 3212 Share Posted April 12, 2022 zarsies lore woo pov i read zarsies lore 11 Link to post Share on other sites More sharing options...
Spinzir 214 Share Posted April 12, 2022 Legend. 4 Link to post Share on other sites More sharing options...
Punished_Pup 1365 Share Posted April 12, 2022 Ya know Vaasek's bois on their way to get that glow up. 4 Link to post Share on other sites More sharing options...
Twinny 1618 Share Posted April 12, 2022 mm, yes 2 Link to post Share on other sites More sharing options...
Deer__ 529 Share Posted April 12, 2022 I'm back only to say Zarsies is pretty cool and so is this. 3 Link to post Share on other sites More sharing options...
Valannor 6345 Share Posted April 12, 2022 This is a masterwork of lore writing, and it boasts a quality I can only aspire to achieve in my own writing. I look forwards to reviewing this in loremag, Zarsies. 4 Link to post Share on other sites More sharing options...
wowj 2844 Share Posted April 12, 2022 I love Seer Magic, hope to see wacky cultists! 2 Link to post Share on other sites More sharing options...
The King Of The Moon 5137 Share Posted April 12, 2022 My life just flashed before my ears. 2 Link to post Share on other sites More sharing options...
Morigung-oog 2361 Share Posted April 12, 2022 Ok but this is even better than I imagined. Great work! +1.69 billion 2 Link to post Share on other sites More sharing options...
Benjikhei 696 Share Posted April 12, 2022 good golly 1 Link to post Share on other sites More sharing options...
WestCarolina 1778 Share Posted April 12, 2022 You're insane 3 Link to post Share on other sites More sharing options...
Callum 927 Share Posted April 12, 2022 So based… so fckn based 2 Link to post Share on other sites More sharing options...
NotAPan 465 Share Posted April 12, 2022 i ******* love blind man rp 4 Link to post Share on other sites More sharing options...
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