Eyes of Ain Soph

= Eyes of Ain Soph = “Quote.”

Description

Origins
Parentage: Obrimos, Mysterium Background:

Appearance:

 

Doctrine
Prerequisites: Prime 2, Investigation 2, and one of the following at 2 or higher: Academics, Empathy, Occult, or Expression

Initiation: 

Organization:

Magic
Ruling Arcanum: Mind

Yantras: A library, laboratory, or similar place of research (+1); verbally explaining the theories behind the spell (+2); Detailed study of a notebook or journal containing one's research notes (+2); physical representation of the imago of the spell (+1 to +3, with the same rule for sacrament Yantras)

Oblations: Studying an Artifact or imbued item; finding or examining an ancient relic; proving or disproving a magical theory by testing in physically and personally; engaging in peer review on theories of magic

Attainments
Description of attainment philosophy

First: Seeker's Eye
Prerequisites: Mind 1, Initiation

Perfect Recall (Reach: Casting Time):

In their efforts to perfect their own abilities and thus 'approach' the enlightened state of wisdom required to fully understand the Mysteries, a Seeker must first correct that most fallible of human capacities, memory. With a momentary effort a member of the Eyes may recall with vivid clarity a number of their own memories up to their Mind dots. These recollections are unerringly accurate in regards to all things the Seeker might have perceived at the time, even if they were not consciously aware of these details.

Optional Arcanum: Prime 1

Supernal Vision (Reach: Casting Time):

Through study of each Mystery the Eyes glean fragmentary insight into the truth that underlies all magic and that Supernal Wisdom may in turn be used as heuristic by which to judge new findings. Through a moment's effort and intensive scrutiny a Seeker may study a location place or person in order to determine if it is connected to the Supernal and ask questions regarding said connection. The Eyes may ask a number of questions equal to their Prime dots taken from those for Supernal Vision. Any supernatural attempt to veil the target from the Seeker's sight provokes a Clash of Wills on which the Eyes gain automatic successes equal to their Prime dots.

Second: Seeker's Reserve
Prerequisites: Mind 2, Investigation 3

One Mind, Two Thoughts (Reach: Casting Time, Accelerated Mental Tasks):

In order to better study the Mysteries they encounter, the Eyes must be able to hold and pursue multiple lines of inquiry in tandem so as not to be blinded by a preferred hypothesis. The Seeker may activate this attainment to allow themselves to pursue two primarily mental actions simultaneously. This effect persists for a number of turns equal to the Eyes' Mind dots + 1.

Optional Arcanum: Prime 2

Supernal Veil (Reach: Advanced Duration):

Given their intensive focus on perfecting the act of studying the Mysteries, many Eyes come to the realization that they too are under constant scrutiny. In order to combat this, as well as handily preventing their Supernal signature from tripping various Awakened traps, the Seekers have developed a series daily rituals by which they can erect a concealing veil over themselves and thereby hide any sign of their nature as one of the Wise. Any active supernatural attempt to detect the Eye provoke a Clash of Wills on which they gain automatic successes equal to their Prime dots.

Third: Seeker's Veil
Prerequisites: Mind 3, One of Academics, Empathy, Occult or Expression at 3

Mental Shield (Reach: Advanced Duration, Resist Goetia):

The observer cannot allow themselves to be influenced by that which they watch lest the entire exercise collapse into falsehood. The Seeker's take this truism to heart and use focused meditative exercises to erect a lasting mental shield over themselves which protects from all psychic influences as well as the touch of beings of the Astral. This barrier provokes a clash of wills against any such assault upon which the Eyes receive automatic successes equal to their Mind dots.

Optional Arcanum: Prime 3

Ward's and Signs (Reach: Casting Time, Potency Primary):

In order to fully study many Mysteries it is necessary to approach and engage with them. This can often provide a wealth of useful insights and opportunities for study, but it can also open the Seeker up to significant danger. In order to undertake their studies with some degree of confidence the Eyes have developed the power to erect short lived barriers of protective energy that can be used to defend themselves and those who might happen to have stumbled upon their experiment. With an act of will, the Seeker may extend this protection out to surround an area around themselves out to a couple meters. This field persists for 2 turns, and grants everyone within it a Withstand of the Eye's Prime dots against spells directly targeted at them.

Fourth: Seeker's Mantle
Prerequisites: Mind 4, Investigation 4

Augment Mind (Reach: Casting Time, Multiple Attributes):

A scientist can only be as accurate as the tools he is given, and while a Seeker's tools are more numinous in nature, honing said implements is of paramount importance. With a moment's focus the Eye collapses the results of years worth of mnemonic exercises and cognitive training into a single supernal blast of insight. The Seeker may divide a number of points equal to their mind dots between any two Mental and Social attributes, raising them up to their normal limit for 3 turns.

Optional Arcanum: Prime 4

Light Under a Bushel (Reach: Advanced Duration, Casting Time, Sensory Range):

While the members of the Eyes strive to ensure perfect objectivity in their studies, any who have gone about the practice of truly scrutinizing a Mystery know just how difficult it can be to fully prevent one's influence from seeping in to contaminate things. This is of course doubly true for those with less refined skills as a researcher and in order to remedy this, the Seekers developed this attainment. With an effort of will, the Eye may choose two people they can see (they may target themselves) and grant them an additional number of scrutiny rolls equal to their Prime dots before risking corruption of any Mystery they study for the next 24 hours.

Fifth: Seeker's Command
Prerequisites: Mind 5, One of Academics, Empathy, Occult or Expression at 4

Gain Skill (Reach: Casting Time, Sensory Range):

All puzzles can be approached through the same systems of logical thought and problem solving. For a master of the Eyes' philosophy this principle can be extended to almost any obstacle through a nigh-on transcendent exercise of their enhanced cognition. The Seeker may choose any skill and grant themselves a rating equal to their Mind dots (max 5) in it for 3 turns.

Optional Arcanum: Prime 5

Supernal Dispellation (Reach: Casting Time, Complex Form):

To understand a thing is to know the key to its unmaking, and the Seeker who has attained mastery of their arts can unpick the truths that underlie all magic. By speaking the antithesis of a particular spell into their cupped hand, the Eyes may conjure forth a luminous mass of high speech runes which they may press or toss onto the corresponding spell to suppress it for a period of 24 hours. This affects any spell with a potency of up to the Seeker's Prime dots.