Seers
(The contents of this page are NOT common knowledge)
"To see that which is unseen, whether it be past, present or even future. That is our duty."
History
Introduction
It was when the first Gaians sought to accumulate knowledge upon Gaia that the One-Eyed Prophet sought to grant those of similar minds with her blessings, revealing her single eye and watching the countless souls occupying the mortal realm. Some mortals caught this divine being’s attention and earned her blessings. In this they were tasked with accumulating knowledge and seeing futures across the continent. There was once a Summer Elf named Chyreus and as he grew, the light from his eyes slowly dimmed until by the time he was 16 he had lost his eyesight. However, he continued his passion for gathering tomes even though he could no longer read them and offered his knowledge to Kaimana. The One-Eyed Prophet soon blessed him with the ability to see again as well as the power to peer into the future, this blessing extended to the people that followed him. These people became the first Seers, amassers of knowledge, Seers of the soul and of the past, present or future. The counsel of a Seer is sought by all, as everyone seeks a clearer understanding of that which cannot be seen. His story is now found in our library…penned by my hand. The Seers have existed throughout many years as a neutral or positive presence in the world, often finding members of their order serving as history or story keepers among nations, as well as well sought fortune-tellers. Not many bear ill will towards the Seers though some, not in control of their power or have lost part of the mind from the visions are confused with Deceived. They have often been pulled between servants of the other Mortal Gods to pick a side in the war that rages silently in the background of the world. This split has even occurred among the Seers themselves as the futures they see are vague and each has their own opinion on how to prevent them. If one were to find a book on Seer history it would be rare to not see at least one story of a Seer civil war. The future is undetermined until the second it arrives. We must always choose the right path. Seers, however, are often factual and/or pragmatic and once the dust settles and a path is chosen, move on to enact whatever action is best for the future of Gaia. Those that remain honour those who had died, sometimes by committing their life to a book penned by the hand that killed them. In the days of modern times, these Seers travel in groups or alone with only a few to maintain their base of operations, their collection of knowledge unstopped and their duty to help maneuver people and/or the world onto the right road. In the case of Beastfolk, all species seem to have been partaking in Seer magic for as long as they can remember though they do not treat it the same way as the denizens of the Old World. To them, it is magically bestowed upon them by water spirits through standard offerings as well as their eyesight.Divines
There are few divines who create Seers who posess their will and powers. The One-Eyed ProphetThe One-Eyed Prophet is known as one of The Seven Mortal Gods, deities residing within the Material Plane in which the mortal races inhabit, designated as one of those who defend it from otherworldly threats. This God in particular takes on a serious role, gazing into the future, and controlling tides. They are, inherently, a “good” God, usually siding with The Pure Soul and The Divine Son but if achieving a favourable future requires going against them, they will.
Moloch is known as one of Divine Daemons, deities residing within the The Demonic Steppes where demons live. He has influence over the Demonic Steppe of Deciet, Decievers and Deceived. Their story is shrouded in mystery, much like other demons there are many stories of his creation and life up to the modern day but unlike others, even the Brother Church cannot fully agree on what or who they indeed are.
Forging a Connection
The One-Eyed Prophet
Becoming a Seer of The One-Eyed Prophet is no easy task, requiring one to receive their favor. They enjoy those who live lives on or in the ocean and strive to change fate, uncover secrets, look past the obvious or worship her. Most importantly are those who wish to gather knowledge for her, and grants them the ability to pierce the unknown. When these such individuals find themselves at their highest points, performing outrageous acts for the sake of knowledge or choosing the lesser of evils or challenging fate, they reach out a steady hand to guide them into her servitude with sight and promises of aid should they swear themselves to them. In this, they seek historians, librarians, myth keepers, sailors, fortune tellers and scribes to be their followers.
When this connection is formed, a shifting book is found by the Seer- sticking from the earth, falling from the sky, or merely appearing at their bedside with a mark of the selected patron on it. Any number of ways exist for a Seer to find theirs, but all do in time. With this book, they learn to cast spells, incantations and even an eye covering. To those who lack the gift of The One-Eyed Prophet, the book will merely look like a regular one with shifting sentences and words that make no sense, but for those who have been chosen by The One-Eyed Prophet, the book will reveal secret words explaining the various Spells. Following this, Seers will need to have their eyes/eye covered at all times while also having their normal vision reduced greatly or in the case of someone who is blind, increased. (See Body of the Seer).
- A Seer gains their connection through pursuing knowledge, trying to change fate, and worshipping her/showing devotion. The One-Eyed Prophet will reach out and offer them a place as her servant. This connection also allows the One-Eyed Prophet to force visions of important events ((past, present or future) in their dreams or while they are awake onto them. They usually speak through the Seers via riddles/prophecies.
- A Seer must be a Gaian.
- A Seer gains a book after forging their connection, allowing them to learn how to cast their spells and incantations, learned more properly as the Seer progresses through the magic Ranks.
- A Seer who loses their book ceases to progress as Seer until they recover it, or receives a new one through an event.
- Seers must have the appropriate eye coverage to cast their magic and to see (unless they have cast “Restore Vision”).
Becoming a Seer of Moloch is no easy task, requiring one to receive their favor. They enjoy those already under their influence (such as Decieved) but are open to grant their power to those who would bend their knee to him and act as a cog in the various plans and schemes he has in store. He especially loves those who yearn to know no matter what, who seek to know all even if they must resort to certain.."actions".
When this connection is formed, a shifting book is found by the Seer- sticking from the earth, falling from the sky, or merely appearing at their bedside with a mark of the selected patron on it. Any number of ways exist for a Seer to find theirs, but all do in time. With this book, they learn to cast spells, incantations and even an eye covering. To those who lack the gift of Moloch, the book will merely look like a regular one with shifting sentences and words that make no sense, but for those who have been chosen by Moloch, the book will reveal secret words explaining the various Spells. Following this, Seers will need to have their eyes/eye covered at all times while also having their normal vision reduced greatly or in the case of someone who is blind, increased. (See Body of the Seer).
- A Seer gains their connection through pursuing knowledge, trying to change fate, and worshipping her/showing devotion. Moloch will reach out and offer them a place as her servant. This connection also allows Moloch to force visions of important events (past, present or future) in their dreams or while they are awake onto them. They usually speak through the Seers via riddles/prophecies.
- A Seer must be a Gaian.
- A Seer gains a book after forging their connection, allowing them to learn how to cast their spells and incantations, learned more properly as the Seer progresses through the magic Ranks.
- A Seer who loses their book ceases to progress as Seer until they recover it, or receives a new one through an event.
- Seers must have the appropriate eye coverage to cast their magic and to see (unless they have cast “Restore Vision”).
Mechanics
Favor
Like all of The Mortal Arts, the use of the magic bestowed upon Seer is measured in “Favor.” A form of exhaustion measuring the loyalty of the Seer to their pragmatic Goddess, consumed upon the use of any of their Spells. At a base level, all Seer have Eight points of Favor; Eight instances where they can cast their magic before being unable to do so anymore. This Favor does not regenerate naturally however, the Seer being required to perform certain actions to regain it. A single action will restore anywhere from one to two Favor, and only one may be performed per IRL day. Due to the difficulty in regaining favor, most users of Mortal Arts try to refrain from casting where possible. The ways to regain favor are as follows:- Telling someone's fortune for a fee using tarot cards or something similar will grant the Seer a single point of Favor, provided they dedicate it to their divine. Offering a few gold coins or signed books to their divine will grant the Seer a single point of Favor. These offered objects will turn into glittering water and disappear into the nearest river or ocean.
- Convincing an unrelated mortal to tell them a secret, will grant the Seer two points of Favor.
Pact
A Seer who seeks to further the connection between them and their divine may perform one of Pacts. Those who take a deal will find that the Favor they have will always return to a minimum of two at the start of each IRL day. They cannot exceed this number still without performing the proper rituals mentioned above, however. To make this deal, a Seer may: 1. Remove one of their eyes (as long as it was capable of sight). Just as the Prophet did long ago, Seers offer up the eye to the One-Eyed Prophet to further their power. The eye must be offered to a shrine or the ocean where it will turn into a glittering liquid and disappear into the ocean by slithering across the ground.Useable by: The One-Eyed Prophet 2. If a Seer wishes for another way to form a pact they may instead offer up most of their eyesight to the One-Eyed Prophet. These Seers have their max normal sight (without covering) reduced to 30 blocks. They can cast Restore Vision to allow them to restore this sight to full.
Useable by: One-Eyed Prophet, Moloch Those with absolutely no sight are required to always keep their covering on and already have the pact free of sacrifice. They can cast Restore Vision to allow them to remove their covering.
Body of the Seer
The price of a divines’s intervention in your casting however does not come without sacrifice. Whereas an Enigma Magi may grow physically vulnerable or weaker from many sessions casting their spells, the Seers suffer modifications to their emotional and mental state. You see, the exchange and connection to that of the Divine is not a fair deal for both sides. The Spells of the divine slowly whittle away at the mental state of each of their connected followers with every single spell that one may cast. An idle drain of the essence in one’s soul which often leaves the Truthseeker relatively worse off than how they may have started. The progression of this madness goes as follows: All forms of Magic come with a price. An Enigma Mage grows physically vulnerable from the strain of their casting, Darkspawn slowly ceases to function as living entities. Seers, however, begin to undergo a mental strain as they progress through the four stages of progression. Not only is this due to their connection with the Prophet but due to the myriad of futures that they may see in their dreams.- A Basic Seer undergoes no “physical” alterations per se but they do experience a change in their normal vision. Basic Seers cannot see beyond 20 blocks and their vision cone is set to 120 degrees. Fledgling Seers also receive the new ability to read and write in a text that shifts around on pages, making it indiscernible to any who are not among their number. The One-Eyed Prophet’s influence only just now beginning to make its way within the corners of the Seer’s being. Slight changes in mental state, still in its early stages and oftentimes negligible.
- An Adept Seer begins to undergo the first instances of change. They are minor and allow them to maintain the same kind of lifestyle; They experience a small amount of anxiety or fear of something. For example, a Seer may develop a small phobia or social anxiety. Adept Seers cannot see beyond 25 blocks but their vision cone is increased to 175 degrees.
- An Expert Seer undergoes larger mental changes, such as a clear phobia or anxiety. Expert Seers cannot see beyond 35 blocks but their vision cone is increased to 215 degrees. This also translates to a +1 to perception checks.
- A Master Seer undergoes no further mental changes, having already reached the outer limits. Master Seers instead suffer from an extreme phobia or anxiety with a minor of the other. For example an extreme phobia and minor anxiety (or vice versa). Expert Seers cannot see beyond 50 blocks but their vision cone is increased to 235 degrees. Master Seers may role twice and choose the higher number when making perception checks.
The Four Ranks
To judge the progression of a Truthseeking Seer, four Ranks are given in accordance with the base magic rules. Basic, Adept, Expert, and Master spellcasters. A Truthseeker must abide by their Rank for a minimum of Two Months, allowing them to become a Master Truthseeker at six. Each Rank achieved grants the Spellcaster access to a new list of abilities: Basic Seer | Reading, Eyetrap, Ocular PowersAdept Seer | Read Language, Appraisal
Expert Seer | Truesight, Scrutinize
Master Seer | Blind, Scrying -=-
Magical Abilities
Spells
The Spells present in a Seer's arsenal span mostly across the domains of sight and knowledge. Some Spells require careful planning and preparation while others are spontaneous. Each and every spell however is marked within a Seer’s book, though unable to be utilized until the Seer is of the appropriate Rank, having gained the practical knowledge to manage the magic.[ Reading ]
Rank: 1 | Description: Seers can peer past the flesh and body to see the very soul of their target, seeing personality traits, fears, and desires but if a Seer digs deeper, more importantly, attachments to their soul. These could be curses, blessings or magics. This requires OOC consent and the target must be within 3 blocks. Personality traits can be described in terms of:Extraversion
Openness
Conscientiousness
Agreeableness
Neuroticism Fears can range from phobias or subconscious things they are unaware of. Desires and wants can span from very specific things like an object or service to things over long periods of time. T2: A Seer unlocks Soul Seeing. This requires a Seer to dig deeper and again requires OOC consent.
- Soul Seeing involves a Seer projecting a visualization of themselves into the Soul of the target. Upon doing this their body remains still and their sight changes to that of their visualization, they can, however, speak outside. The environment of the soul is defined by the player of the target, it can be a place or moment in time that is important to the character or just a wide-open magical place.
- Slumbering targets can be pulled from their dream to join the visualization.
- The environment is affected by current emotions (for example being angry could lead to a storm or earthquake etc.).
- Not far from where a visualization enters will be the large, sold, floating “core” of the soul. Color is up to the character. The core shape is defined by the race:
Humans: Sphere
Beastfolk: Cone
Dwarves: Cube
Near-Fey-Fey/Elves: Sphere (half Fae-Spark, half-sphere)
Rehks: Pyramid
Golems: Octahedron
Darkspawn: Dodecahedron
Demi-Celestials: Ellipsoid
Blooded will have clear demonic corruption.
Undead will not glow.
Nachzehrer's core will drip blood.
- Enigma Magics will display their respective Essences swirling around the core as well as Tear displayed as cracks.
- Alterations to the soul through Essence magic will be shown on the core aswell as the amount of Essence inside them.
- User of Mortal Truths will have a symbol of their god on their core.
- Seers can also tell if the soul is from the body or not.
- Depending on the hostility of the soul a Seer’s visualization may take damage. This causes a Seer’s physical body to shake, sweat and twitch.
- Can be ended by the target or the Seer being physically hit in the real world or the target forcing them out.
- Utilizing a crystal ball or a scrying pool can allow the target or others to watch what the Seer does inside.
[ Eyetrap ]
Rank: 1 | Description: One of the few combat spells of a Seer holds, they can place a harmful trap within the eyes of their target that can be triggered later by an event or immediately. Alternatively, they can place a trap on an object or surface that when looked upon by others causes the same effect. The Eyetrap temporarily distorts sight (fuzzy, blurry shapes etc.). Once the effect starts aiming and swinging are impeded. Effects can be double vision, farsightedness, nearsightedness, scotoma, astigmatism or eye floaters. A trap can last forever on an object or in someone's eyes but a Seer may only have 1 trap on standby (waiting to be activated). Messages or words may be placed in an Eyetrap. These must fit in the allowed emotes. A trap that will activate later must have a trigger along the lines of “if you see [Noun], activate”. This could be as vague as, “your home”, “your lover” etc. 10 block range. Redlines:- If a trap is activated the Seer must be notified.
- T1: Eyetrap works for 1 emote.
- T2: Eyetrap works for 2 emotes.
- T4: Eyetrap works for 3 emotes.
[ Ocular Prowess ]
Rank: 1 | Description: Seers possess a range of visions that allow them to see things that others cannot. From Darkvision to Thermal Vision to seeing through water like glass. T1: Darkvision, Spyglass Vision, Magnify Vision T2: Thermal Vision, Water Vision T3: Restore Vision, Enigma Vision T4: Two-Sights Darkvision: A Seer can adjust their sight to work perfectly in the dark.Spyglass Vision: A Seer can adjust their sight to work like a spyglass. Combining it with an actual spyglass allows them to see great distances.
Magnify Vision: A Seer can adjust their sight to work like magnifying glass.
Thermal Vision: Heat is in a rainbow scale, dark/purple/blue and heat appearing yellow/orange/red/bright. Allows Seers to see invisible entities. Alternatively, a Seer may simply see invisible things with a light blue outline around them. Cannot see through walls.
Water Vision: This allows a Seer to see through the water as if it was slightly fogged glass.
Restore Vision: This allows a Seer to restore their normal vision to how it was before connection and remove their covering.
Enigma Vision: Allows a Seer to peer into the Primordial Dream before them. Redlines:
- Two Sights allows for two effects at the same time for 1 Favor each.
- Each effect can last up to 4 IRL hours.
- Utilizing a crystal ball or a scrying pool can allow others to see what they see.
[ Read Language ]
Rank: 2 | Description: Seers are capable of reading any native, non-magical language of the Prime Materia with precision. Magical languages are a toss-up to fate.- On activation, Seers can understand any written language of the Prime Materia that they see, but they must be touching the surface on which the words are written.
- Magical languages that are written are discerned with far less precision (1 word from a sentence) or not at all.
- This does not decode secret messages in a text or a glyph, or arcane annotations, that aren’t part of a written language.
- This can last up to 1 IRL hour.
[ Appraisal ]
Rank: 2 | Description: Seers are able to peer into the past of objects within their grasp or in their sight, discerning their properties and who made them. T2: A Seer must be touching the object or brand. T3: A Seer may appraise an object within 20 blocks in line of sight. T4: A Seer may appraise organic objects.- If it is a normal item a Seer learns who forged it. As well as quality and materials.
- If it is a magic item or some other magic-imbued object they learn its properties (quality, materials, aura) and how to use it if possible, whether it requires attunement to use, and how many charges it has if any. They learn whether any spells are affecting the item and what they are.
- If a Seer is touching an object they may also learn who created the item.
- The details of the item can become vague, mirky or missing depending on the state of the item.
- At Tier 4 a Seer can use appraisal on organic objects (not an animal or sapient creature), learning whether or not it is edible, if poison is within them, if edible what it will taste like, what stage of life it is at, what climate it prefers to live in and its texture.
- Utilizing a crystal ball or a scrying pool can allow a visual for some history of the item.
- If they instead touch a core in the soul of a creature they learn what spells or boons, if any, are currently affecting it.
- No specific information can be gathered on an organic object; only the biome is available.
- Appraising organic objects gives only basic information and cannot be used on alchemical creations or in any situation where the organic object has been mixed in with other things.
[ True Sight ]
Rank: 2 | Description: By focusing energy into their eyes a Seer can pierce through illusions or see incredibly small details.- This spell can last for up to 20 emotes and allow one to look through all magical illusions, and discern details too small for a normal eye.
- With OOC consent, a Seer can use True Sight to read the mind of a target at the surface level of thoughts.
- Utilizing a crystal ball or a scrying pool can allow others to see what they see.
- This can last up to 1 IRL hour.
[ Scrutinize ]
Rank: 3 | Description: The gaze of a Seer is always looking for the best path forward, the best action to take. A Seer can spot traps, safe paths and weaknesses in creatures. On casting Scrutinize Seers may choose one of the following effects:- Seers can sense the presence of any trap within their line of sight. A trap, for the purpose of the spell, is anything that would inflict a sudden or unexpected effect the Seer considers harmful or undesirable, which was specifically intended as such by its creator. Thus, a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole is not considered a trap. This spell merely reveals that a trap is present.
- Seers can spy the strengths and weaknesses of a target. These are damage vulnerabilities, damage resistances, damage immunities, condition immunities, and general strengths or weaknesses and possibly a sentence from their wiki page. (These are all according to their wiki page if they have one though this is subject to LT judgement).
- [For Events Or Large AOE Spells that Require Rolls] One of the first instances of a Seer’s precognition abilities, in the midst of chaos a Seer can find the best path forward in dangerous terrain or sporadic area attacks. This gives advantages on roll that do the above.
- Against players, a weakness could be a recent injury or a part of their armor that is weaker than normal. A Seer attacking either does increase damage (extreme bleeding, breaking/damaging armor, shield or weapons etc.)
[ Blind ]
Rank: 3 | Description: Another of the direct combat spells of a Seer holds, they can temporarily remove the light from someone's eyes. A Seer can lock their gaze on the eyes of another creature and take their sight from them for 3 emotes.- Requires a Seers gaze to see a target's eye(s).
- While blind, the scleras of the afflicted become black.
- Abilities or spells that the target requires their sight for cannot work.
[ Scrying ]
Rank: 3 | Description: By using a crystal ball or a scrying pool a Seer can see and hear a particular creature they choose that is on the same plane as them. This spell requires the OOC consent of the target and the spell requires a drawing, possession, garment, body part, lock of hair, bit of nail, or something else connected to the target within grasp. For 4 Favor they can enchant their crystal ball or pool and place an invisible, intagible eye around the target. They can look through the eye via the crystal ball/scrying pool to see and hear what they are doing.- This can be done by sending screenshots.
- Scrying does not work on Divine+ beings.
- Seers can only Scry creatures on the same plane as them.
- This last for 10 emotes of the target.
The Seer Rings and Sacred Sacraments
Seers are not required to do so, but those who seek further understanding of their divine powers often form into a Ring. This allows for them to combine their Favor into one larger pool depending on how many join them, using their Spells collectively. This allows for certain Spells to spread their use to any other Seer’s within their respective Ring. Truesight for instance, allows all Ring Seers to see through the eyes of another Seer. Seers of the same Ring can read each other's secret writing. A Seer may always scry the location of a fellow Seers within their Ring for only 1 Favour instead of 2. Lastly, a Seer Ring gains access to three new abilities referred to as their Sacred Sacraments, provided the Ring exists with at least three Seers of Master Rank or higher. On casting any of these abilities, a total of three Favor must be spent from their now collective pool. None of these spells may be performed in the midst of combat, though may have adverse effects on it after the initial casting.[ Crystal/Water Eye ]
Description: This Sacred Sacrament is more of an enchantment cast on a large crystal ball or scrying pool to allow for the other Communions to be cast. Mechanics:- A Seer Ring may use 3 Favor to enchant a room-sized crystal ball or a large scrying pool.
- This spell requires an ET/LT present to create an item that verifies its magical properties.
- This allows for the other Sacred Sacraments to be used on the crystal ball or scrying pool.
- Seers may use this large crystal ball or pool in their normal spells where applicable.
- This can last up to 10 emotes.
- A room-sized crystal ball is in a spherical shape within a 5x5x5 cube.
- A room-sized scrying pool is a circle or square within a 5x5x1 cube.
- A room-sized scrying pool can also be made vertically (making a sort of aquarium) or upside down (creating a kind of ceiling).
- A Seer Ring may only have 1 large crystal ball or scrying pool.
[ Greater Scrying ]
Description: Greater Scrying is the first of the three Sacred Sacraments available to a Seer Ring. This Communion is considered to be the most basic, as the Seers come together in a large room before a room-sized crystal ball or a large scrying pool with a drawing, possession, garment, body part, lock of hair, bit of nail, or something else connected to the target within one of their grasps. They may see through the planes to see the target. Mechanics: The spell requires a room-sized crystal ball or a large scrying pool and a drawing, possession, garment, body part, lock of hair, bit of nail, or something else connected to the target within grasp.- In the case of a location, this must simply be from the area.
- This can be done by sending screenshots.
- Scrying does not work on Divine+ beings.
- This spell requires the OOC consent of the target or ET/LT present.
[ Foresight ]
Description: This Sacred Sacrament allows for a Seer Ring to perform a ritual in order to see more precise visions of possible futures and imminent events. This could be anything from a monster appearing, a weather phenomenon, or even a visitation from a greater creature relevant in lore. Mechanics: Once per IRL week a Seer Ring may use 3 Favor to receive more vivid visions of what may come.- These visions can be vague or specific, hinting at events or the weather.
- This spell requires an ET/LT present.
- The spell requires a room-sized crystal ball or a large scrying pool.
- This can last up to 10 emotes.
Summary
Seers offer a range of utility spells and abilities that allows its users to see the unseeable, whether it be the past, present or the future. The counsel of a Seer is sought by all, as everyone seeks a clearer understanding of that which cannot be seen. Seers strive to part the curtains of space, time, and consciousness so that they can find knowledge or secrets for their divine. They work to master spells of remote viewing, supernatural knowledge, and foresight. In terms of generally summarized redlines and other tidbits they go as follows:- Aesthetic actions, done in good faith in which no parties are hurt, and done in a way that makes proper sense, are completely fine. This could be a Seer receiving a dream of someone tripping and preventing that occurrence.
- Any spells that greatly affect the landscape, such as some Sacred Sacraments, require RO Consent if used on a region tile.
- By attaining Seerdom, you are no longer able to gain any other magics. The only exception would be Feats which may be applicable to one’s race (E.q. Fel Flame/Golemancy).
- A Seer must ensure to follow the proper guidelines outlined in the appropriate rank as for their physical form.
- You may not cast a spell without properly practicing and researching said spell through RP means, whether this be via lessons from a teacher or going out into the world to study how the mechanics of such spell could be easily executed.
- For the sake of moderation tracking, ease of access, and for one’s own benefit, it is highly suggested that the player keeps their persona’s Favor Value in their persona prefix.
- Attempts to maliciously and knowingly powergame, loophole, or generally provide a low standard of RP with this and any other magic may lead to one’s MA being revoked.
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