Mage/Theme/Legacies/Eyes of Ain Soph

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Eyes of Ain Soph

Origins

Parentage: Obrimos, Mysterium
The vast majority of the legacy belongs to the Mysterium and walks the Path of the Obrimos. While other Obrimos are sometimes taken into the fold, they are mostly from the Free Council or the occasional Silver Ladder focused on the metamagic level study of Prime.

Background: The abstract academic or the in-the-field scientists are frequently called to the Eyes of Ain Soph. This could be a philosopher, research scientist, archaeologist, or others hwo seek out new knowledge from the world. As previously stated, this also includes technoshamans or others looking to blend the old ways with the new world and building knowledge in those manners.

Appearances: Often they are some sort of academic, and have a lot of those "College Professor" vibes, whether it is the cool professor, or the nerdy, awkward kind. Others might look like traditional or techno- shamans, interacting with the flow of magic and spirits. They all seem to be dreamers or research focused.

Doctrine

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

Initiation: Joining the legacy is a lot like earning one's PhD. One ha to research an intense, strange, magical phenomena whether Supernal or otherwise, and write a paper on it. Then one defends the thesis to a panel of three Eyes, including one's Legacy Mentor. If two of the three Eyes accept the thesis, they are allowed to join the panel. If all three approve, it is often the sign of a meteoric rise within the legacy, or a swift burnout. Additionally, the thesis is sent out to all active members of the Legacy, and those who can attend the meeting are welcome. Some members don't agree with this because they feel it privileges those who are good public speakers over those who can do the best research, and there are rumors of a rogue group who perform initiations on their own say-so. Those in favor of the thesis defense model maintain that it is good bc it also allows the new member to meet large segments of the Legacy at once.

Organization: The majority maintain academic trappings in their communication. While one member is based it Brigham Young University, another might be in the Yucatan at ruins, or up at Oxford. To communicate, they publish a Journal, with High Speech to conceal it. There are email lists, and even a conference annually to peer review everything.

Theory: Magic is at its heart a mystery. No one knows, or perhaps has ever known exactly how or why it works — why the 10 Arcana are arranged as they are, what creates the various limits on magic or why some few human awaken and most remain forever cut off from the Supernal World. The vast majority of mages consider these questions best suited for philosophers. Instead, most mages with an interest in theory focus their efforts on practical goals, such as creating new rotes, finding more efficient methods of harvesting Mana or easier ways to create imbued items.
However, just as Sleepers with an interest in science occasionally turn their intellects to abstract pursuits such as theoretical physics, some mages seek to investigate the nature of magic itself. The most devoted of these students of magic often choose to pursue this Legacy. The Eyes of Ain Soph are mages who dedicate themselves to learning to understand magic in its most complex and powerful manifestations. (taken from p. 166 Mysterium 1E)

Magic

Ruling Arcanum: Prime

Yantras: Place of Learning or Worship (+1), magic cast on someone/something studied by Seeker's Eye (+2), Artifacts, Fetishes, or other magical items (+1), Pieces of a Supernatural Creature, like vampire blood, wolf claw, ectoplasm of a ghost (+1)

Oblations: Studying an Artifact or imbued item, finding or examining an ancient relic, formulating or studying a scientific or occult theory, writing an academic paper, translating an ancient language

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.