Seer (Specialization)

In Rivaini society, Seers are widely revered. Considered apostates and "hedge witches" by the Chantry outside of Rivain, these mages converse with spirits in order to divine the past, present, and future, and even allow themselves to be possessed for the benefit of their villages. They educate apprentices in their craft and have historically been allowed their freedom provided they assist Templars when needed. There are four Seer orders that correspond to the four Oracles of Rivain (and each focuses on one of the schools of magic).

Requirements
Requires: Spirit Magic (Journeyman),  Magic 3+, Willpower 3+

Base Abilities
Novice

You gain the Seer Empathy focus (described below). You learn to see through the eyes of spirits. By asking a spirit friend for aid, you can use the Scry ability to see and hear a particular creature of your choosing across the plane. Choose one additional Seer Spell or Skill now.

Journeyman

You learn how to make your body into a vessel for a benevolent spirit, so that you might draw upon its power. you must first enter a mode of Spirit Vessel, which requires an activate action and a successful TN 15 Magic (Spirit) test. Each spirit brings different gifts. Choose two additional Seer Spells or Skills now.

Master

You learn how to bring a twisted spirit (a demon) into your body and revert it to its original form through the process of Catharsis. This is a risky endeavor, but may come with great rewards. Choose two additional Seer Spells or Skills now.

Order of Chata (Sub-Specialization)
if you are a Seer of the Order of Chata, you gain access to the following spells.

Novice
=  Spirit Bonds  =

Once you learn the Spirit Vessel ability, you can forge bonds with powerful spirits. You must first befriend a spirit before you can summon it to you at will. You can achieve this by summoning it using a Summon Spirit ritual in the material plane or in the Fade.

While you are in Spirit Vessel mode, you gain access to special spirit abilities. These cost 0 mana to use.

A spirit may be angered if you act contrary to its nature while you are its vessel, and may abandon you or even turn against you depending on the circumstances.

The following spirits can be befriended, and once befriended you will gain access to their abiilties:


 * Awe
 * Command
 * Comfort
 * Compassion
 * Contempt
 * Courage
 * Curiosity
 * Delight
 * Desire
 * Despair
 * Doubt
 * Duty
 * Ecstasy
 * Envy
 * Faith
 * Fear
 * Fortitude
 * Honor
 * Hope
 * Humor
 * Hunger
 * Joy
 * Justice
 * Love
 * Malice
 * Perserverance
 * Pride
 * Prudence
 * Rage
 * Serenity
 * Sloth
 * Sorrow
 * Spite
 * Terror
 * Valor
 * Vigilance
 * Wisdom