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Sidhe Misterium

by: Dare A Legacy Article from Sanguinus Curae

Sidhe Misterium is an ancient form of magic once possessed only by the elder beings that inhabited the world before the coming of mankind. Over time these magics were disseminated in small ways to human sorcerers and mages and in recent centuries to certain 'Holy Warriors' that fight in the cause of the vanishing Faey, Fey, and Sidhe folk. Very recently, actions on the part of both kindred and the Aelfannan have caused a drastic change in this discipline, both expanding and limiting its ability.

The Sight
Similar to the Kindred discipline of 'Auspex' at its lower levels. 'Sight' allows the perception of powers and energies that are normally hidden from mortal view. With 'Sight', the hidden folk that walk amongst Kin and Kine are visible as ghostly images. Elves, Faey of every sort, Daemons, Angels and Avatars all become visible to the initiate with the 'Sight'. Further, the general power, health, and well-being of body and soul can be perceived.
System: The user must make a 'Perception + Humanity'. The difficulty varies according to what it is the user is attempting to 'see'.
Health of a subject's body - difficulty 5
Aspects of a subject's aura - difficulty 6
Aspects of strength, agedness, and power in a subject - difficulty 7
The interplay of magics and other energies, including discipline use, cast spells and enchanted items - difficulty 8
Veiled or hidden beings, true aspects of beings using illusory abilities - difficulty 9
The residue of recent powerful events or the passing-by of creatures of power as lingering auras or tracks, to the point of determining what powers were used or what type of being passed by - difficulty 10

The Dreaming ●●
This allows the user to voluntarily enter a state of dreaming that allows them visions of past, current, and future events. There are times when the dreaming can be triggered involuntarily by significant turns of events directly affecting the user - functioning almost as an 'early warning system'. Past and current events will be true and relatively clear, while future events will be somewhat shadowy and surreal since they will only represent a 'possible' future that may be changed or avoided, but is an extrapolation from the current state of affairs. Some advanced users can even enter the Dreaming through mediation without sleeping (difficulties are increased by 1)
System: (Blood Cost: 1) The user must make a 'Perception + Empathy'. The difficulty varies according to what it is the user is attempting to 'see'. In each case a focus of the Dreaming is required, usually a place, object, or person.
Current events - difficulty 5
Immediate past events (up to one year) - difficulty 6
Distant past events (up to ten years) - difficulty 7
Historical events (greater than ten years past) - difficulty 8
Immediate future events (up to a year) - difficulty 9
Distant future events (up to ten years) - difficulty 10
(nothing beyond a decade can usually be seen, as the possibilities become too diverse to present a clear picture)

Thousand-League Eyes ●●●
This ability is similar to both clairvoyance and astral projection, allowing the user to project their sight beyond the limitation of their surroundings. By focusing on a specific place distant from themselves, the kindred can 'project' their sight to that place and then 'move' about that locale in the fashion of 'flying' to perceive whatever may be occurring there at the present. In any case, the kindred is limited to a range of movement of approximately one mile in radius around where they have projected to. This disembodied sight is wraith-like in application, allowing the vision to pass through solid objects in the process of movement.
System: (Blood Cost: 2) The user must make a 'Perception + Intelligence' roll. The difficulty varies according to how far the user is attempting to 'see'.
1 mile (within the same town) - difficulty 6
10 miles (within/just outside a city) - difficulty 7
100 miles (a neighboring city) - difficulty 8
1000 miles (within a country/continent) - difficulty 9
10,000 miles (another continent) - difficulty 10

Wraith-sight ●●●●
This ability allows the kindred to extend a clairvoyant sight into other realms in the fashion similar to 'Thousand-league eyes'. The vision will begin at the closest point in that realm to the user's location in this, and then will allow them to explore outward from there as they desire.
System: (Blood Cost: 3) The user must make a 'Perception + Will'. Difficulty is modified by where the user is attempting to see.
Periphery, Penumbra - difficulty 6
Mirror Zone, Near Umbra - difficulty 7
Umbra Realm or sub-Realm - difficulty 8
Vista realm, Dream Zone - difficulty 9
Deep Umbra - difficulty 10

Wraith-hand ●●●●●
With this the kindred is able to reach through solid barriers to obtain objects and bring them back. When it is used the kindred's hand and arm become wraith-like and translucent, but can still be seen on both sides of the barrier.
System: (Blood Cost: 4)The user must make a 'Perception + Dexterity' roll. The difficulty varies according to how much the user is attempting to move.
less than 1 lb - difficulty 6
1 to 5 lbs - difficulty 7
5 to 25 lbs - difficulty 8
25 to 125 lbs - difficulty 9
125 to 625 lbs (upper limit, more mass requires the spending of 1 blood point per 100 lbs or portion added over 600) - difficulty 10

The Touch ●●●●●●
The Touch acts as a form of prestidigitation, allowing the user to summon to hand objects or items at will. While in its weaker forms it can resemble telekinesis, the Touch has the ability to transcend space and time in its more powerful applications. Strong users of the Touch can summon items to hand almost instantly even from other places and from within sealed rooms or closed containers. The truly powerful can actually draw portions of things away from the whole, and discern substances suspended in mixtures and draw the pure form from the solution. In all cases the weight or mass is restricted to what the person can hold easily aloft in one hand.
System: (Blood Cost: 5)The user must make a 'Perception + Will', a botch means that the object is moved beyond this realm, lost forever. Difficulty is modified by what the user is attempting.
Objects in view brought to hand (in the manner of telekinesis) - difficulty 6
Objects hidden or unseen brought to hand (in the manner of telekinesis) - difficulty 7
Summoning objects whose exact form and location are known - difficulty 8
Summoning objects whose exact form alone is known - difficulty 9
Summoning objects from other realms whose exact form alone known - difficulty 10

Transference ●●●●●●●
This level of ability expands upon the basis of the Touch, allowing the kindred to summon larger objects into their presence. In any case the object will appear directly in front of the summoner, pushing aside or crushing anything that is in its way. The application of this ability is limited to objects within this realm, but is not affected by range from the kindred. It also cannot be applied to living beings. The exact nature of the object is required to be known.
System: (Blood Cost: 6) The user must make a 'Perception + Will', a botch means that the object is moved beyond this realm, lost forever. Difficulty is modified by what the user is attempting.
up to 100 lbs - difficulty 6
100 to 500 lbs - difficulty 7
500 to 1000 lbs - difficulty 8
1000 to 1500 lbs - difficulty 9
1500 to 2000 lbs (upper limit, more mass requires the spending of 1 blood point per 500 lbs or portion added over 2000) - difficulty 10

Summoning ●●●●●●●●
This level of ability builds upon the Touch and Transference, allowing the kindred to summon both living beings and objects from other realms into their presence. In any case the object will appear directly in front of the summoner, pushing aside or crushing anything that is in its way. This can be resisted by an effort of will on the part of cognizant or gifted creatures. The exact nature of the object is required to be known.
System: (Blood Cost: 7) The user must make a 'Perception + Will', a botch means that the object is lost forever. Difficulty is modified by what the user is attempting.
up to 50 lbs - difficulty 6
50 to 100 lbs - difficulty 7
100 to 200 lbs - difficulty 8
200 to 400 lbs - difficulty 9
400 to 800 lbs (upper limit, more mass requires the spending of 1 blood point per 100 lbs or portion added over 800) - difficulty 10

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