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[✗] [Amendment + Additions] Seers - Cozeners of Vaasek

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ThatFunkyBunch

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This shall be broken down spell by spell. Starting with Spot Energy. The Old Lore will be placed first, then the purposed new lore.
 

Spoiler

 


Old lore.
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.

 

New Lore
[S] Spot Energy - Combative/Non-combative - [T2]: - 2 Emotes cast time

Duration: 2 Emotes.
3 Combative uses before incurring Headache per 24 hours.

5 Non-Combative uses before incurring Headache per 24 hours.
[T5]: 1 Dormant Cast.
Range: 20 Blocks

 

The Seer may further channel their Witness, to behold surface level active energies of the world around them.
Mechanics:

Spoiler

The Seer displays a visual tell of their casting to access sight from the view of their Witness. Within the 20 blocks of the Seer, the Witness translates energies back. 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.  

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.
 

[T4]: Connection during Spot Energy becomes passive to the same degree Panaromic Spy is. Null Arcana, Thanium, and other mana negation techniques will disrupt Spot Energy still beyond T4.

[T5]: Spot Energy can be stored away akin to Eyebite over the course of  [2] Emotes. A Seer can only hold one of these dormant.

Red Lines:

Spot Energy is an Active Ability until T4. In which it becomes Passive. It's duration remains 2 emotes.

 

Spot Energy will only detect mana being channeled. It will not detect passive effects of a magic caster.


Spot Energy can only be used 3 times in CRP within 24 hours, additional castings incur headaches. Requires Panaromic Spy to be active first.Spot energy has no penetrative quality until the seer has [T5] TRUESIGHT and does not go beyond truesight’s limitations.

 

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.

A Dormant charge of Spot Energy will be removed if the Seer is struck with Null-Arcana, a weapon coated in Auric Oil, Thanium, or other magic disrupting minerals. In addition to Abjuring Strike. (See Kani: Path of the Moon).

 

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.

 

 

Old Lore
[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.

 

New Lore
[S] Eyebite [Non Combative/Combative]

[T2]: 2 Emotes: Duration: [T2-T3] 1 Emote [T4 -T5] 2 Emotes

[T2]  2 Dormant Combative Casts [T5] 3 Dormant Combative Casts: 3 Emotes

[T2] 2 Combative uses before incurring Headache. [T4] 4 Combative uses before incurring Headache per 24 hours

 

[Non Combative]: Through visual illusion per seers’ affinity for fallacy they may afflict others with fleeting forms of blindness.
Mechanics:

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.

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.


[T2]: Eyebite can be cast dormant in up to 2 individuals.
[T3]: Eyebite can be cast dormant in up to 3 individuals.
[T4]: Eyebite can be cast dormant in up to 4 individuals.
[T5]: Eyebite can be cast dormant in up to 5 individuals.

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.
 

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 requires the subject have a soul.

A Dormant charge of Eyebite will be removed if the Victim is struck with Null-Arcana, a weapon coated in Auric Oil, Thanium, or other magic disrupting minerals. In addition to Abjuring Strike. (See Kani: Path of the Moon). In addition to the Blessings of Empowerments: Scorthuz, Akezo removing a dormant charge of Eyebite in a victim.


Ranged Eyebite Projectiles travel at the speed of an arrow. Contact with the projectile is defined as contact with the body. E.I A projectile will hit the shoulder would apply the effects of Eyebite. Eyebite hitting a plume, a piece of fabric held or the end of a weapon, would not apply the effects of Eyebite.

Medium to Heavy Armor blocks the effects of a ranged eyebite - and via touch.


Eyebite can be casted dormantly before or during CRP. T2: 2 Dormant casts can be applied on any small section of body. Either Hands, Either Elbows, Either Knee, Either foot, the Forehead. A finger, two fingers. One Eye, One Finger.

Victims of Eyebite enter a grace period where they can not be affected by another Eyebite for [5] Emotes in combat once their blindness and impairment ends.


[Combative] [Requires Panoramic Spy to be active] 2 emotes to cast.

The Seer channels their Witness, displaying visual tells as they enforce impairments upon others via the Witness. 
Mechanics:

Spoiler

Range: 20 Blocks


 


Combative Eyebite requires [2] emotes to prepare. 

Target is not required to look at the Seer for a Touch or Ranged Eyebite to be applied.

Touch: Eyebite applied Via touch requires skin contact to apply in Combat until the Seer gains [T4][Piercing Gaze]: After which, contact with the body, not items helm, regardless of what they adorn will apply Eyebite.

Range: Eyebite is channeled via Witness then launched with the speed of an arrow over the course of two emotes from the Seers ‘eyes’. This energy projectile will not cause any physical damage. Medium Armor/Heavy Armor, Air Walls/Air Domes, Rok-Argal, and Walling will cause the projectile to fizzle in Combat until the Seer gains [T4][Piercing Gaze]: After which, contact with the projectile regardless of what they adorn, or magical defense they stand behind will apply Eyebite. Auric Oil and Null Arcana will fizzle the projectile.  

 

Applying Dormant Eyebite: Eyebites can be stored away for later uses. Though applying a Dormant Eyebite requires [3] Emotes to store. Stored eyebites do not have a timer, but there are only so many a Seer may hold for their Witness.

Effects of the Eyebite:

IMPAIRED: Negates Casting and Aggressive Combative Actions. Defensive stances, blocking, retreating are still accessible.

BLIND: You can not see. If you were already blind, double blind.

[T2]: Eyebite blinds for 1 emote.

[T3]: Eyebite blinds for 1 emote and impairs for 1 emote.

[T4]: Eyebite blinds for 2 emotes and impairs for 1 emote.

[T5]: Eyebite blinds for 2 emotes and impairs for 2 emotes.


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 requires the subject have a soul.

The Seer will be disrupted if the Seer is struck with anti-magic weaponry, knocked over or pain is strong enough to disrupt the casting or other disrupting effects. (E.I: Hounds Howl).

A Dormant charge of Eyebite will be removed if the Seer is struck with Null-Arcana, a weapon coated in Auric Oil, Thanium, or other magic disrupting minerals. In addition to Abjuring Strike. (See Kani: Path of the Moon).


Ranged Eyebite Projectiles travel at the speed of an arrow. Contact with the projectile is defined as contact with the body. E.I A projectile will hit the shoulder. Eyebite hitting a plume, a piece of fabric held or the end of a weapon, would not apply the effects of Eyebite.

Medium to Heavy Armor blocks the effects of a ranged eyebite - and via touch.


Eyebite can be casted dormantly before or during CRP. T2: 2 Dormant casts can be applied on any small section of body. Either Hands, Either Elbows, Either Knee, Either foot, the Forehead. A finger, two fingers. One Eye, One Finger.

Victims of Eyebite enter a grace period where they can not be affected by another Eyebite for [5] Emotes in combat once their blindness and impairment ends.


 

Old Lore
[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.

New Lore
[S] Hypnotic Gaze/Hypnotic Blast [Non Combative/Combative] [T3]: 2 Emotes to cast.
[T3]: Two Non Combative/Combative casts per 24 hours before incurring a Headache

[T5]: Three Non Combative/Combative casts per 24 hours before incurring a Headache
[Non Combative] 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. When used during Combat, this spell becomes Hypnotic Blast.

Mechanics:

Spoiler

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.

[T3]: Hypnotic gaze can be cast dormant in up to 2 individuals.
[T4]: Hypnotic gaze can be cast dormant in up to 3 individuals.
[T5]: Hypnotic gaze can be cast dormant in up to 4 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.

[Non Combative] 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. 

 

The Seer will be disrupted if the Seer is struck with anti-magic weaponry, knocked over or pain is strong enough to disrupt the casting or other disrupting effects. (E.I: Hounds Howl).

Hypnotic Gaze requires the subject have a soul.


[Combative] Hypnotic Blast [Requires Panoramic Spy to be active] 2 emotes to cast.

Through their Witness the Seer may spread a small cone of this dazzling light to ensure victims with a flood of colors and lights the Witness see’s upon Mundas. Rendering the subject into a state of near catatonic shock.


Mechanics

Spoiler

Affected individuals are first hit by a wave of drowsiness which clouds their vision and warns them upon [1] Emote of exposure to the cone. Reducing movement down to 4 blocks. [2] Emotes of Exposure, they become ensnared by the spell and become immobilized, their block movement 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.

Range: 

 

[T3]: Helms, Visors, and other eye coverings will protect a victim from these effects. Defensive spells such as Air Walls, Air Domes, Rok-Argal, Walling, will protect a victim from these effects. 

[T4]: The Seer gains Piercing Gaze. Helms, Visors, and other eye covers will no longer protect a victim from these effects.  Defensive spells such as Air Walls, Air Domes, Rok-Argal, Walling, will no longer protect a victim from these effects. 


[T4]: 1x2x3 from the Seer in a cone outward, with the block directly ahead of the Seer as block 1x.
[T3]: 1x3x3 from the Seer in a cone outward, with the block directly ahead of the Seer as block 1x.
[T5]: 1x3x4 from the Seer in a cone outward, with the block directly ahead of the Seer as block 1x.

[T3]: Hypnotic Blast can be maintained for a maximum of 3 emotes.

[T4]: Hypnotic Blast can be maintained for a maximum of 4 emotes.

[T5]: Hypnotic Blast can be maintained for a maximum of 4 emotes, in addition the subject is considered to be fully sown and cultivated (See Sow Fallacy and Cultivate Fallacy). Requires OOC consent to sow the subject.

 

Red Lines:

Hypnotic Blast can only effects [1] target at a time.

 

An outside party on the edge of the effects may brave the [1] emote to drag a victim out. The subject may fully turn their back to the Seer  to avoid the effects of the Hypnotic Blast. The Seer will be disrupted if the Seer is struck with anti-magic weaponry, knocked over or pain is strong enough to disrupt the casting or other disrupting effects. (E.I: Hounds Howl).


[Non Combative] 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. 


Hypnotic Gaze/Hypnotic Blast 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. Hypnotic Blast requires the subject have a soul.

 

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.


Hypnotic Blast 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).


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.


 

ADDITIONS
[T4]: The Madness Network [Non Combative] [Passive Connection]
It is never wise to linger where the gods play with toys. Seers slowly spread their influence to those around them by simply existing with others. Over the course of a week, the Seer may passively apply a Sow Fallacy upon a subject that they interact with upon a regular basis {Daily/Bi-daily interaction}. Allowing them easier access to cultivate their plots. 

Seers may deny access to subjects they are uninterested in to the Madness Networks latent effects.

 

[Effects on the Un-Sown]

Mortals latently feel slightly uneasy around Seers. As if they are being watched, even when the Seers not looking at them.


[Effects on Sown]

The Sown of the Seer find the presence comforting. Entering a state of near delirium like an intoxicating high.


Mechanics:

Spoiler


[T4]: [3x3x3] Around the Seer with them at its center.

[T5]: [4x4x4] Around the Seer with them at its center.  

The Madness Network follows all rules of Sow Fallacy and Cultivate Fallacy. The Madness Network requires the subject have a soul.

The Aura of The Madness Network does not travel through solid objects such as walls/glass. It will seep through iron bars/gates/leafs.

 

A Seer that blocks an attack, via shield etc, will suffer a Headache to keep The Madness Network active combatively. The Seer may not channel other magics that are not Seer with The Madness Network Combative Aura active.

Combative Madness Network Aura will be disrupted if the Seer is struck with anti-magic weaponry, knocked over or pain is strong enough to disrupt the casting or other disrupting effects. (E.I: Hounds Howl). The Madness Network only reduces the emote timer Eyebite and Hypnotic Blast.


Eyebites and Hypnotic Gaze cast with a reduced timer still incur to the Seers daily use, and will incur Headaches if these spells are used beyond their limits.


CREDITS:

Zaries: Original Lore Witer
ThatFunkyBunch: Did this with it.

Lemonke: Feedback
Operator_Bugman: Feedback


Explanation:
What has changed over all? Combative Abilities have been altered from looking at the Seers eyes to being within range of the Seer.  Older Eyebite required a Sown item to be used to cast as well, this changes this to have Panoramic Spy be the connection to the Witness. 

Everything else a Seer does with the Witness have an AoE, several targets, or manipulating the world around them via the Witness. I don't believe Seers should hit to hard combatively. The primary objective with this is to shift it to allow Seers to better defend themselves and further use this as a way to Sow victims.


Breakdown of Spell Format.

[Tier Here] [Spell name here] [Spell Type] [Cast Time]
[Number of Uses a Seer has per 24 hours without incurring a headache]

[Number of times the spell can be Stored away like Eyebite]

[Range]

[Non Combative Mechanics here]
[Combative Mechanics here]


Panoramic Spy: Replaced the Sown Item Casting implement.

Spot Energy: Changed Spot Energy to be more useful in both combative and non combative means by expanding range to the Seers 20 block vision and allowed it to become a passive ability at T5. Effectively giving Seer the ability to equip several alchemical lenses in one go.

Eyebite: Non-combative: No Change. Combative: Augmented from touch and range + Eye contact to Touch and Range without the requirement for Eye Contact.  Changed the emote time to store an eyebite away into a body part to three emotes. Allowed for Seers to apply Eyebite to hands, elbows, fingers, eyes, etc.

Hypnotic Gaze/Hypnotic Blast: Non-combative: No change. Combative: Augmented from eye sight based slow draw in that no one ever emoted looking at to a spread cone based off the Mindflayers Mind Blast. Allowed at T5 for a subject held under a full Hypnotic Blast to Cultivate a Fallacy on the spot.

The Madness Network: TDLR I played Bloodlines when I was younger. The Madness Network is both a reference to the Wrymm in the World of Darkness. A Witness is effectively just an Eldritch Horror slapped onto a Soul Blueprint, the Madness Network is a small attempt to their passive influence on the world.



Change Log


 

Spoiler

Removed Spurious Blade

Added reasoning, played with formatting (womp womp)

Changed The Madness Network range down by a block.

Changed Madness Network added timers, emote count, daily use, flushed out Madness Networks combative mechanics. Added more redlines to stuff.
 

Added more stuff. Tried to mess with Formatting.

 

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Lore reasoning behind changes: Every thing else a Seer does goes to further plots, and effect large groups. Combatively this is not reflected. So I've decided to opt a. The Seer does non combative stuff, The Witness, performs the combative abilities to further give Seer an Eldritch feeling and keeping its niche, niche with pieces like Divination coming in.

Not Lore Reasoning: Y'all been doing that /looks down shyly at feet to much in CRP for every Seer I meet to go 'Why Bother with CRP?'


Edit: If this gets passed in the next patch we'll see the Hands of God being able to catch fades.

 

Spoiler

 

 

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1 hour ago, ThatFunkyBunch said:

The Spurious Blade

Could have done anything such as force pull/push kind of shit, or anything mind-based. A "Blade" and with the quality of daemonsteel seems a bit out of place, not gonna lie. You should fix the formatting also, it's difficult to understand the changes!

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Tbh I think force choke would of been nice instead of a blade but nice stuff

 

 

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i wish i was a seer

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5 hours ago, lemonke said:

Could have done anything such as force pull/push kind of shit, or anything mind-based. A "Blade" and with the quality of daemonsteel seems a bit out of place, not gonna lie. You should fix the formatting also, it's difficult to understand the changes!

Formatting is work in progress but I like this feed back

3 hours ago, Callum said:

I don't think this fits with the lore piece and in parts goes against such

Trash feed back, give examples and explanation 

4 hours ago, TeawithFrisket said:

Tbh I think force choke would of been nice instead of a blade but nice stuff

 

 

 

The idea is to give more tools for Sowing on the go because ten emotes and a week later five more is a hassle. A force grab or push will likely be an alternative as suggested by Lemonke. 

 

For formatting what I got is what I got Seer itself is ******* massive. And what it looks like when I preview the page does not match the live page. 

 

 

Basic Lay out and edits to come: format toying. 

 

Why does it look like this? Because Seer has an insane amount of mechanics hidden in fluff on spells for pages. The formatting for combative stuff etc here has been altered to show mechanical data before fluff.

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16 minutes ago, ThatFunkyBunch said:

Formatting is work in progress but I like this feed back

Trash feed back, give examples and explanation 

 

The idea is to give more tools for Sowing on the go because ten emotes and a week later five more is a hassle. A force grab or push will likely be an alternative as suggested by Lemonke. 

 

For formatting what I got is what I got Seer itself is ******* massive. And what it looks like when I preview the page does not match the live page. 

 

 

Basic Lay out and edits to come: format toying. 

 

Why does it look like this? Because Seer has an insane amount of mechanics hidden in fluff on spells for pages. The formatting for combative stuff etc here has been altered to show mechanical data before fluff.

I can see where you are coming from—to give the magic some cool stuff. Perhaps work more on what Seer is all about (other than scheming). Aesthetic, this blade offers nothing but one niche, while Seer is more "open." So to speak. I'd directly work on some paths, or maybe a choice to make for a more warrior-themed seer and one for more passive ones. In the end, seer as a whole is a very broad theme. Still, subtle telekensis or eldritch shit might be your best bet for a more offensive path. Force user type of shit.

 

 

Generally, I'd give more thought to this and take your time to release something more of what Seer could offer as FOR ME, now it looks kind of rushed. Heck, you could also give more to a seer that gets a TA, there is a lot you could actually do. Piece of advice; do join the seer discord again, silly. There are people willing to help you out!

 

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34 minutes ago, lemonke said:

I can see where you are coming from—to give the magic some cool stuff. Perhaps work more on what Seer is all about (other than scheming). Aesthetic, this blade offers nothing but one niche, while Seer is more "open." So to speak. I'd directly work on some paths, or maybe a choice to make for a more warrior-themed seer and one for more passive ones. In the end, seer as a whole is a very broad theme. Still, subtle telekensis or eldritch shit might be your best bet for a more offensive path. Force user type of shit.

 

 

Generally, I'd give more thought to this and take your time to release something more of what Seer could offer as FOR ME, now it looks kind of rushed. Heck, you could also give more to a seer that gets a TA, there is a lot you could actually do. Piece of advice; do join the seer discord again, silly. There are people willing to help you out!

 

For now I yeet the blade but the idea of Ensnaring a victim directly for a Sow or something could be good. This was a little flash patch. For the Discord, we'll see. I've enjoyed my time more not in it.

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This has gotten much better since its initial release, very excited to see where it goes.

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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