Have the ability to walk through a place and they would feel a ghost whether they want it or not. If the ghost wants to communicate with them, it can force it, no matter the level of the seer. All skills need a Conduit.
The sacred gift of Seers, Second Sight, bridges the realms of the living and the unseen. A Seer can peer beyond the physical world and speak with spirits or read the residue of souls and energy left behind in people, places, or objects. The deeper the gaze, the more dangerous the reflection. Information can be acquired through notecards around the sim or at sim events. If it’s part of a story that involves another player, OOC approval is mandatory, and the other player can provide the information the spirit would give the Seer to fit their story.
Simple Task - GLIMPSE: Read psychic imprints left on people, places, or objects. You sense emotional residue or traumatic events, gaining symbolic or sensory insight into the past.
Novice level success: Receives a flash of emotion, fear, sorrow, joy, rage.
Intermediate level success: Gains a vague impression or single word, “Run,” “Fire,” “Grief.”
Expert level success: Picks up on a memory fragment or a symbolic vision (a burning rose, a child’s laughter)
Difficult Task - ECHO: Commune briefly with a ghostly presence or object. The caster attempts to extract specific impressions or messages from the past. You may ask one question or request guidance. The spirit may speak in symbols or fragmented emotion, and not all are cooperative. A player might: Try reading a murder weapon’s history, interpreting an abandoned building’s aura, speaking briefly with a lingering ghost.
Novice level success: Sees flickers of past events. Brief visuals with no sound. A spirit or entity notices the Seers presence but can only communicate in gestures like pointing or shaking their head.
Intermediate level success: Hears direct words or sees a scene replay in dreamlike fragments. And can receive a single-word response.
Expert level success: Experiences a short-lived two-way interaction; the ghost or echo speaks and may answer a question.
Challenging Task - CONFRONTATION: The Seer seeks communion with an entity, such as an ancient ancestor, demonic entity or spirit. These visions are dangerous and have the possibility of reshaping understanding or shattering sanity in those of weak will or skills.
Examples: Asking for a blessing from an ancestor, binding a wrathful spirit, seeking forbidden knowledge from something behind the Veil.
This task takes time to prepare and can take the form of a seance or ritual communication. The Seer tends not to take on this task alone but in a group setting. This task, depending on the entity, can be very dangerous and puts those involved at risk of spiritual harassment and even possession
This task MUST have a STer to help with the roleplay of Spirit or entities that the player might be communicating with. Alternatively, Notecards can be provided offering information to the player if they are successful. The goal is to provide the player with a set amount of insight or information that the Entities or spirits would provide, and then allow them freedom to roleplay around the topic.
Novice level success: The presence acknowledges them, natural phenomenon occur like flickering candles, cold or warmth, wind, smell as a form of answer, but it is ambiguous and sometimes contradictory.
Intermediate level success: A partial audience is granted, and the entity speaks in visions or symbols.
Expert level success: Full communion occurs; answers are clear, but come with a price or a condition.
This spell allows the caster to slip through the subconscious barrier and enter another being’s dreams. While the body remains asleep or in trance, the mind travels. Dreamwalking is a tool of seers and spies, used to observe, question, or influence from within the sleeping mind. Though the dreamer cannot block the entrance, the subconscious may resist, and what is found within depends on both the dreamer’s psyche and the caster’s skill. All dream encounters are remembered, whether as truth, vision, or nightmare; it is up to the dreamer. This skill can be used to heal, mentally harm, influence or gain knowledge.
In all cases, the Seer must achieve a successful roll to enter someone’s dream. Any level of manipulation, disruption, or suggestion the dreamer offers is only possible after a defense roll failure on the part of the dreamer. Entering someone’s dreams is not a guarantee the seer's task is successful.
While this skill can be attempted between players alone, it is suggested that a STer be on hand to help navigate any issue that may arise.
It is very important to remember that this is a two-ways role play and that consent must be given when it comes to gathering information or manipulating another player character and storyline. The success of this skill in roleplay depends on fair play and consent by everyone involved.
Information can also be acquired through notecards around the sim or at sim events. If it’s part of a story that involves another player, OOC approval is mandatory, and the other player can provide the information they would give the Seer to fit their story.
Simple Task - DEEP SLEEP: A soft breach into the mind of a regular human or a novice supernatural. This form of Dreamwalking is often brief and subtle. Delivering cryptic warnings, sending a feeling or vision, brushing the edge of memory.
Novice level success: The caster transmits a message or image, the dreamer feels haunted or inspired upon waking.
Intermediate level success: The caster silently observes the dreamscape or influences a moment without notice.
Expert level success: The caster subtly slips a suggestion into the dreamer’s subconscious. Simple, subtle suggestions.
Difficult Task - SOUL MIRROR: A deeper descent into the subconscious of an intermediate supernatural. The dreamscape begins to reflect thoughts and hidden power. Holding a conversation with the dreamer, reliving a memory, and gaining insight into fears or motivations.
Novice level success: The caster speaks with the dreamer briefly, though they remain partially unaware that it is not a regular dream.
Intermediate level success: A lucid exchange occurs; the caster may ask questions or guide the dream’s course.
Expert level success: The caster leaves a mark in the target's dream. The Caster can gain insight from the dreamer’s or plant's emotion, vision, or doubt. If successful, the dreamer only feels a slight odd feeling like their sleep was restless otherwise, a failed attempt would be remembered by the target.
Challenging Task - DREAMWALK: Entering the dream of an expert supernatural is akin to stepping into another reality, where defenses are conscious and entities may dwell within. Confronting repressed memories, discovering hidden truths, altering the dreamer’s view of the waking world.
Novice level success: The caster manages brief lucid contact but risks being overwhelmed by the dreamer’s awareness.
Intermediate level success: A detailed conversation occurs. The caster can experience significant memories or buried truths, fears, and hopes of the dreamer.
Expert level success: The caster walks freely, touching the dreamer, moving through symbolic architecture, or even confronting inner monsters alongside them. You may explore, speak, or change the dream, though meddling comes with spiritual risk, and the dreamer always remembers the visit.
Through this skill, Seers can peer ahead and can interpret fate’s shifting patterns, glimpsing likely outcomes and potential futures both immediate and long term. This spell allows the Seer to pierce through the wall of What Will Be, catching fragmented images, symbols, or whispers from the threads of fate. These visions are cryptic and shifting, influenced by emotion, proximity to the subject, and the caster’s willpower.
When used on another player, it requires OOC consent or collaboration. For wide-reaching or community-altering outcomes, Storyteller approval is mandatory. Also, information might be found around the sim through notecards.
Information can be acquired through notecards around the sim or at sim events. If it’s part of a story that involves another player, OOC approval is mandatory, and the other player can provide the information the spirit would give the Seer to fit their story.
Simple Task - MOMENT OF PAUSE: The task offers heightened intuition. The Caster can sense what’s about to happen seconds in advance, allowing a reaction just before a threat occurs. Examples: Seeing a storm before an argument, a hand reaching through fire, the sound of bells before a proposal.
Novice level success: You hesitate at just the right moment, avoiding a tripwire, ducking a punch, or noticing a concealed hand gesture.
Intermediate level success: You preemptively react to a sudden threat, sidestepping an attack, interrupting a spell, or grabbing an ally out of danger.
Expert level success: You shift the entire flow of a moment, disarming a trap mid-trigger, interrupting a supernatural effect, or responding to a future second before it happens.
Difficult Task - OMENWEAVING: Through ritual tools (cards, bones, flame, stars), the Seer reads signs and impressions of what might come.The insight is symbolic and open to interpretation.
These threads are harder to hold and often twist unexpectedly. Examples: Foreseeing a betrayal, sensing an imminent awakening of power, glimpsing a future crossroads.
This must occur in a controlled environment and could take hours to perform
Novice level success: You receive a hazy impression of a single choice: danger, opportunity, or change. The image is brief and unclear.
Intermediate level success: A short-term glimpse into a situation or person yields symbolic imagery that can be interpreted
Expert level success: You read multiple converging threads and clearly foresee a near-future consequence, e.g., this path will bring betrayal within days, or your ally will suffer loss if you act now.
Challenging Task - ORATE: An attempt to perceive a world-altering fate, something that touches the city, the supernatural balance, or an ancient force. This vision can unearth truths that ripple through timelines. Examples: Foreseeing the death of a group leader, sensing a breach in the Veil, glimpsing a great convergence.
Requires Storyteller guidance or collaboration (No exceptions).
Novice level success: You sense a fleeting future for someone—a death they’re moving toward, a love they’re about to find, a journey not yet taken. Emotional impressions linger.
Intermediate level success: You gain a fragmented but powerful vision of a future event, perhaps a few days or weeks ahead. Key details are vivid but outcomes remain uncertain.
Expert level success: You are fully immersed in a branching vision, seeing a pivotal choice with multiple outcomes.
A defensive invocation used by gifted Seers to call upon protective ancestral spirits in moments of peril. These summoned guardians form a temporary barrier between the caster and harm, absorbing, diverting, or redirecting attacks. Specter’s Mercy may also be used to shield allies, making it a revered act of both power and grace.
These skills are not for the weak or uncertain. To call a spirit to aid takes strength and confidence. Not unlike when trying to tame a wild animal. As with other skills, the witch must use the conduit. If at any point the conduit is released, the connection is severed and the spirit will leave.
Simple Task - Instinctive Protection: A faint invocation asking an ancestral or local spirit to offer subtle protection. Often instinctual and performed with minimal ritual. Examples: Distracting a would-be attacker, turning a blade slightly, momentarily confusing a spell.
Novice level success: The spirit deflects minor interference (e.g., a shove, a small object, a thrown spell fizzles)
Intermediate level success: The spirit causes hesitation or a glancing blow, giving the caster or an ally time to act
Expert level success: A brief shimmer wards off a novice magical effect or redirects a minor curse.
Difficult Task - SPIRIT GUARD: A focused plea for a guardian spirit to intervene in direct danger. This requires clarity of purpose and a trace link, such as a name, relic, or grave soil. Examples: Blocking a spell, absorbing a strike, shielding a ritualist during casting.
Novice level success: The spirit absorbs a physical hit from a non magical weapon or projectile for 1 post.
Intermediate level success: The guardian takes the brunt of a supernatural effect or enhanced weapon, protecting the caster or chosen ally from injury or control for 2 posts.
Expert level success: The spirit intervenes with authority, halting intermediate spells mid-air, banishing a minor entity, or disabling a weapon for 3 posts.
Challenging Task - SPECTRAL INTERCESSION: A potent summoning that draws upon ancestral strength, sacrifice, or ancient allegiance. Often done to shield from death, break possession, or intervene in major Veil events. Examples: Protecting an ally on the verge of death, pushing back a Mora, and severing a binding ritual.
Novice level success: The spirit delays a disabling blow, just long enough for escape or healing.
Intermediate level success: The spirit breaks through a binding, wards off possession, or shields an area from corruption.
Expert level success: The spirit embodies full power, banishing a spirit or hostile entity or supernatural, absorbing a fatal strike, or turning an expert magical attack back on its caster. This spirit will disappear whether it was successful or not.