Mage/Theme/Legacies/Eyes of Ain Soph

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Eyes of Ain Soph

Origins

Parentage: Obrimos, Mysterium

Background:

Appearances:


Doctrine

Prerequisites: Prime 2, Occult 2, two dots in one of the following skills: Academics, Survival or Streetwise

Initiation:

Organization:

Theory:

Magic

Ruling Arcanum: Prime

Yantras:

Oblations:

Attainments

First: Seeker’s Eye

Prerequisites: Initiation

The mage attunes himself to the flows of magic so closely that he can see the subtle flows of magic. This Attainment duplicates the effects of Supernal Vision (pg 166 MtAw2E). The mage can use these abilities at will, and many who follow this Legacy use this continuously so that they will never miss a chance to see some rare and unusual wonder. Reach is assigned to Instant Cast.

Optional Arcanum: Spirit 1

If the mage also possesses Spirit 1, he can also use his same enhanced perception to see across the Gauntlet in a manner similar to the “Exorcists Eye. This same Attainment also allows the mage to see all spirits in Twilight, including possessing spirits. Reach is assigned to Instant Cast.

Second: Seeker’s Truth

Prerequisites: Prime 3, Occult 3, two additional dots in initiation skills

The Seeker has learned how to pull down elements of the Truth into Reality. This fortifies a number of Yantra, equal to the user’s dots in Prime, into 9-again tools like As Above, So Below. Reach is assigned to Instant cast.

Optional Arcanum: Spirit 2

Just as the Seeker knows the Truth in Supernal ways, they also know the Truth of Spirit. This works as Know Spirit, mechanically. In addition to the questions that the spell normally provides, they can claim the spirit near them as an Environmental Yantra. They know a number of questions equal to their dots in Spirit. Spirits of Rank 0 to 3 are a +1 Yantra and Spirits of Rank 4 & 5 are +2 Yantras. They may be targeted by the primary use of this attainment as well. The user’s Spirit Arcanum is withstood by the rank of the spirit.

Third: Seeker’s Aegis

Prerequisites: Prime 4, Occult 4, Two Additional Dots in Initiation Skills

As the mage learns more of this Legacy, he can use his knowledge of magic to protect himself from the magics he is observing. The mage can call upon a protection similar to the “Wards and Signs" spell (pg 169 MtAw2E) to avoid harm while not interfering with the operation of a particular fascinating magical effect. In addition to protecting himself from harmful magics, the Seeker can also protect others, but to do so, they must be in physical contact with him when he rolls to divert the spell. A mage only protects a number of others equal to his score in the Prime Arcanum. Reach is assigned to instant and duration.

Optional Arcanum: Spirit 3

Mages skilled in the Spirit Arcanum also learn how to protect themselves from the powers of spirits. The mage can call upon a protection similar to the “Ephemeral Shield” spell (pg 181 MtAw2E). Reach is assigned to protect against physical attacks from spirits and instant.

Fourth: Seeker’s Replenishment

Prerequisites: Prime 4, Occult 5, two additional dots in initiation skills

Eyes of Ain Soph with this amount of mastery have learned how to move Potentia itself without casting a spell. This acts as Channel Potentia (p 168 MtAw2E) and is limited to dots in the Arcanum x 2 per scene.

Optional Arcanum: Spirit 4

While easier for the Spirit Adept than the Prime Adept requirements, this attainment level allows the Seeker to move essence just as well, with the same Arcanum x 2 per scene limit. Additionally, the Seeker has learned how to innately transform Essence into Potentia and vice versa. Reach assigned to Instant and to be able to convert the essence. Seekers with Death and or Mind can use the Attainment on ghosts and Goetia.


Fifth: Seeker’s Mastery

Prerequisites: Prime 5, two additional dots in initiation skills

Having now mastered this Legacy, the mage understands all forms of Supernal Magic well enough to see the Images of those around them. Acting like the spell Display of Power (P. 168 of MtAw2E), but only the Seeker themself can see it. This allows them to counterspell any spell that much easier. Reach is assigned to Instant and to allow rote quality on rolls to counterspell.

Optional Arcanum: Spirit 5

Mages who investigate the most profound and dangerous mysteries can always use potent guardians. This Attainment allows the mage to call upon such guardians as those summoned by the “Spirit Summons” spell (p. 182 MtAw2E). Most mages who bind spirits in this fashion also agree to make an offering of Essence, services or some other recompense in return for the spirit acting as a guardian, and many mages seek out spirits who are filled with curiosity and agree to share their knowledge with the spirit in return for its services. Reach is assigned for Instant, Simple Command (Defend me), and advanced duration.