Post by ±Witchcraft± on Feb 16, 2008 21:06:20 GMT -5
Seer
ABILITIES
- By default, Seers gain the Clairvoyance ability.
Clairvoyance
A Seer when touching an object related to a scene can have the ability to open ones mind to the astral plain where time is non-existent. This lets them see images of the past or future related to the object they are touching. Because seeing into the Astral Plain takes a lot of energy seers can not see into it repeatedly.
With the first level Clairvoyance, Seers can only see one scene from the past or one line a future event can take.
# of uses per RP: unlimited
Duration: 2 Posts
Recharge time: After seeing future/past, 20 posts
Maximum: One image of the past or future
How it works
During an RP a Seer will be able to call a vision if they are holding an object connected with what they want to see. The first post will be them trying to call the vision while the second will be them immobilized when they have it.
- At level 10, Seers are granted access to special Class-based skills found in the Magic Shop.
- At level 25, Clairvoyance becomes Divine Sight
Divine Sight
# of uses per RP: unlimited
Duration: 2 posts
Recharge time: 10 posts
Maximum: 2 images of the past and/or future
Seers are now able to seer into the astral plane more often without ill effects. They can also see more clearly the different paths that the future can take and see more then one possible outcome at a given crossroads.
- At level 40, Divine Sight becomes Twilight Sight
Twilight Sight
# of uses per RP: unlimited
Duration: 2 Posts
Recharge time: 10 posts
Maximum: 5 images of the past and/or future
With the Twilight Sight, Seers can now see many different events that can happen in the future and also the likelihood that any single event will happen.
Special:ASTRAL TRANCE Once per roleplay, the Seer can go into a trance, immersing themselves in the astral plane and see ‘all’ possible outcomes at a given crossroads. They can then relate that knowledge psychically to their comrades.
WEAPON
Seer's usually depend on the protection of others until they learn aggressive psychic abilities, or from a small variety of spells. At the most they'll wield a staff or dagger, but otherwise do not use weapons.
Seers can wield staves or daggers.
ARMOUR
To reduce the energy required to access the astral realm, Seers normally wear light weight robes or other flowing garments.
Seers can wear robes.
MAGIC
Seers have a strong mind which lets them survive the astral plane. This also lets them use their mind for other effects such as lifting objects or reading minds.
Seers can use all psychic or mind based abilities.
COMMON RACES
Any race with a mind can be a Seer, it is predominately within the learned races of Humans, Elves, and Angels