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Attaining true sight through blindness.
The Occulomancer (AKA Oracles, Prophets)
The world around you is contaminated with lies. But close your eyes, filter out the impurities, and you are left with truth.
The world you thought you knew is wrong. Everything you can perceive is a lie, or a half-truth, at best. And worse, this world of lies is perpetuated by the collective vision. So, the only reasonable thing to do is to slow the spread of this false image. Only by getting rid of the lies can you embrace the truth, the world for what it actually is. Or maybe you can make the liars themselves more honest and let you see things the way they were actually meant to be viewed...
Your eyes are the windows to the universe, but these lenses are flawed; they don’t show everything that is to be known about one’s surroundings, let alone the world. Worse still, sometimes they see things that aren’t really there. The Occulomancer strives to eliminate these flaws and create true sight by blocking or outright destroying their vision of the false world. Occulomancers come in two flavors: those who seek to improve their flawed sight and create the perfect eye, and those who choose to start with a clean slate. Regardless of which way you go about attaining true sight, all Occulomancers believe that only blindness can lead the way to perfect, true vision. While you may be unable to see what is happening right now, you can divine the secrets of the future and discover the nature of the astral plane.
Paradox: Practitioners of this school see the truth by obscuring or destroying sight, and they strive to eliminate the veil of our reality by crafting the perfect eye.
Occulomancy Blast Style
The Occulomantic blasts are considerably different from one another, due to the nature of their origins, but they both require the use of eyes to work. Oracles' minor blasts are very subtle and especially traumatic, but they are also difficult to pull off. Their significant blasts, which come from an ever-changing spell, make quite a scene, but are simple to execute and aim.
Stats
Generate a Minor Charge: Obstruct your own vision for 4 hours straight; be it through a blindfold, or simply keeping your eyes shut for the complete duration (you could gain a charge in your sleep, but any disruption in your period of blindness, including a dream, will prevent the charge from being gained - roll Mind upon attempting to garner a charge before falling asleep; with failure meaning that you start dreaming too early).
Generate a Significant Charge: Destroy the eyes and/or sight of a large animal (at least 70 lbs, includes humans), or spend a 4-day period not being able to see (the no dreaming clause of the minor charge does not apply here.).
Generate a Major Charge: Destroy the sight of a prominent figure or destroy a unique eye or vision enhancer, such as the emerald used by Emperor Nero to watch the gladiatorial games, the Hubble Telescope, or the one of the first prosthetic/mechanical eyes.
Taboo: Using any nonmagickal means to improve or protect your vision (ex: corrective lenses, binoculars, even cameras) only serves to enhance the flow of the illusory world into your perception. Wearing any eyewear that does not act to block sight immediately violates taboo, and prevents charges from being accumulated.
Random Magick: Occulomantic magick deals primarily in sight and truth. Oracles can do just about anything to improve their view of the world and blind others.
Starting Charges: Occulomancers start with four minor charges.
Charging tips: Occulomancers face an extremely tough dilemma when it comes to how they want to get their charges. While sighted oracles get to use the full range of available formula spells, they tend to have difficulties gathering charges and getting things taken care of at the same time. Oracles who take the plunge and blind themselves can pick up a significant charge immediately and are virtually guaranteed 4-6 minor charges a day and 1 or 2 significant charges weekly, they miss out on many of the standard spells, including both blasts, on top of all the normal problems of blindness. Really sadistic occulomancers will realize that they have charges walking all around them, but making a lot of noise is bound to cut the charging spree short really quickly.
Occulomancy Minor Formula Spells
Telescope
Cost: 1 minor charge
Effect: The caster’s clear sight range is doubled for each charge spent casting this spell, as though looking through a lens. However, resolution for nearby objects worsens at the same time. The effect lasts for at most an hour.
Sharpen Sense
Cost: 1 minor charge
Effect: The caster can improve one of his senses other than vision for half an hour. The quality of the improvement depends on how many charges are spent to cast this spell. The caster gains a 10% shift to the Notice skill for each charge spent while the spell lasts.
See Through the Lies
Cost: 2 minor charges
Effect: The caster will know when somebody is lying to him/her for the next hour. Of course, that doesn’t mean the caster will become aware of what the truth is, but the lies will be made obvious.
Chilling Stare
Cost: 3 minor charges
Effect: Minor Blast spell, requires eye contact with the target to perform, but constitutes a Rank-7 unnatural stress check for the target if successfully affected by the blast.
Pierce the Veil
Cost: 3 minor charges
Effect: The caster gets an Aura Sight skill equivalent to the successful roll for a number of hours equal to the ones place of the roll (0 counts as ten). This spell even works for blind occulomancers.
Future Sight
Cost: 4 minor charges
Effect: The caster gets a vision of an event that will occur to him or her within the next week. Depending on what he or she sees, stress checks may still apply. The vision is more useful if the successful roll is a match.
Eye in the Sky
Cost: 4 minor charges
Effect: The target of this spell must be given eye-to-eye contact in order to cast this spell. The caster can then watch what the target is doing, from a third-person perspective, for a few hours.
Hypnotic Gaze
Cost: 4 minor charges
Effect: The caster of this spell can prevent one target from moving, so long as eye contact with the target is maintained and no damage is inflicted upon the target while the spell is in effect. It is vital that the eye contact for this spell is absolute; even glasses or contact lenses will prevent the spell from working. Of course, Helplessness checks apply here, depending on the circumstances.
Occulomancy Significant Formula Spells
Alter Sight
Cost:1 significant charge
Effect: The caster may permanently change one aspect of their eyes or vision (e.g. eye color, being able to see in infrared.)
Share Vision
Cost:1 significant charge
Effect: The caster can make any target have the same stress meters and stimuli as another person whose eye or sight-improving object he has at the time of casting the spell. Any failed or hardened notches obtained during this time will be applied to the target’s original meters after the effect of the spell wears off. The duration of the spell depends on the object being used to cast it, and each object can be used for this purpose only once: while something as replaceable as a set of contact lenses will only last about a day, an actual eye could last for as long as it is not destroyed.
True Seer
Cost:1 significant charge
Effect: The caster bestows upon a target other than himself a vision of the future, in the same manner as Future Sight. The caster is not able to see what is shown to this target, unless a matched or critical success is rolled.
Explosive Tears
Cost: 2 significant charges
Effect: Significant blast for this school, no extra effects. (The nature of this spell has changed greatly over time. When the spell was first formulated, shed tears would turn to gold. Until about a decade ago, the tears had healing properties, leaving several occulumancers quite shocked when their tried-and-true medicine started blowing their friends to smithereens.)
Petrifying Glare
Cost: 3 significant charges
Effect: The oldest trick in the book. The caster can turn any target with whom he or she has eye contact to stone. This petrification lasts for about an hour; while petrified, the target cannot be harmed, but is rendered incapable of action. Once the petrification wears off, the target cannot fall under the effects of this spell for 24 hours.
Occulomancy Major Effects
Assume features of the perfect eye: gain a vast wealth of knowledge, make a lesser spell or feature permanent, do something a famous eye can do.
HeroTwo | profile | Feb 08, 13 | 8:42 pm
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There are a lot of things that I love about this, but I think there is a massive dealbreaker here: if an occulomancer blinds themselves (which seems quite likely to happen), then they can never again break taboo, but they keep on generating sig charges constantly. That feels kind of wrong. The other thing that I'm not sure about is, if you can't use a telescope or a camera, what about mirrors? Also, what happens when you look at a photograph? Even if you're not taking the photo, you're still using technology to see something that your eyes normally wouldn't be able to see. waitingforgodzi | profile | Feb 10, 13 | 8:05 am |
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Thank you for taking a look at this and taking the time out to compose a well thought-out comment! I do understand your point about blind occulomancers, and this was something that I thought about for a very long time when I was writing this up. Ultimately, I asked myself whether the benefits of having a very hard time breaking taboo (putting in glass eyes to replace the real deals would do the trick) would outweigh the cost of losing access to almost all of the formula spells and enjoying a large penalty on every action he or she would try to perform. Simply put, I felt that the answer was no. While it's easier to build charges, they lose out on many ways to use said charges. HeroTwo | profile | Feb 10, 13 | 11:06 pm |
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I'm also uncomfortable about the charging scheme. Tink | profile | Feb 12, 13 | 12:33 am |
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I would reconsider the tone and effect of your blasts. Do they need to have blasts at all? They are visionaries, after all. What if they give someone the evil eye (for x minor charges, force someone to take a rank-x unnatural check) or possibly curse them (have some effect on their next roll), without having a direct damage spell. Tink | profile | Feb 12, 13 | 2:13 am |
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(Sorry, still going) Tink | profile | Feb 12, 13 | 2:17 am |
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Tink, I am amazed that anybody would offer such an extensive comment on anything I've written, and I'm equally amazed that someone would make an account to make this many comments. But holy cow, it's an awful lot to address all at once. I'm gonna need some time to take a look at all of that. HeroTwo | profile | Feb 12, 13 | 8:47 am |
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I'm likely just dense, but what is the minor blast? And why has the significant blast changed over time? Anon | profile | Feb 24, 13 | 9:43 pm |
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Hmm, yeah, the sig blast sounds iffy. Adept magick only works because of the power of the adept's intense belief. If an adept really believes that their tears should have magickal healing powers, then they probably do. waitingforgodzi | profile | Feb 28, 13 | 2:15 am |