Auspex Spell in The Golden Age | World Anvil
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Auspex

Description

 

Auspex is as much reflections of the Curse of Caine as the traditional banes, as it can lead to an obsession with minutiae and distraction from important matters due to focusing on minor details. Also, higher mastery of the discipline can result in Cainites who are accustomed to using Auspex to read the minds of people in any situation and may suddenly find themselves unable to shut the mind-reading down. These vampires find themselves overwhelmed with "background noise" or, if only in the company of one or two people, answering unasked questions.

It is one of the most common and favored Disciplines among Cainites due to its versatility and overall usefulness in just about every facet of vampiric existence. In addition to the individual powers granted at each level, Auspex allows someone the opportunity to see through illusions, such as from Obfuscate or Chimerstry, so long as the user possess at least an equal mastery in Auspex as the Discipline in question. Furthermore, it has been known to grant some degree of oracular ability, particularly when alerting a Cainite to danger, even if they are in torpor.

 

Use Investigation for retests

 

(Source: https://whitewolf.fandom.com/wiki/Auspex_(VTM), CC-BY-SA )

 

Abilities

 

Basic

  • Heightened Senses: Raise one of your five senses to superhuman levels. (See Faith & Fire p.157)
  • Soulsight: Learn various qualities of a person from their aura. (See Faith & Fire p.157)
 

Intermediate

  • The Spirit’s Touch: Learn something of an object and its previous owner from its resonance. (See Faith & Fire p.157)
  • Steal Secrets: Briefly probe someone's mind or project a telepathic message to them. (See Faith & Fire p.158)
 

Advanced

  • Anima Walk: Free your mind to travel the world in astral form. (See Faith & Fire p.158)
 

Elder

  • Babble: Similar to Telepathic Communication but can have several participants but has the disadvantage of being heard as outside stimuli can interfere. (See Clanbook: Malkavian (Revised) p.60)
  • Clairvoyance: See what is happening in a distant location. (See Camarilla Guide p.43)
  • Crocodile's Tongue: Know what someone wants to hear in order to get the best reaction. (See Clanbook: Toreador (Revised) p.72)
  • Farsight: Create a connection to something so you can find its geographical location. (See Faith & Fire p.159)
  • Prediction: Socially outwit someone by knowing what they are going to say ahead of time. (See Camarilla Guide p.43)
  • Sibyl's Tongue (See Clanbook: Malkavian (Revised) p.60)
 

Master

  • Anima Gathering: Take other people with you to travel astrally. (See Clanbook: Assimite (Revised) p.63)
  • Karmic Sight: View someone's aura, personality, morality, and other karmic qualities. (See Camarilla Guide p.44)
  • Soul Scan (See Laws of Elysium p.61)
 

Ascendant

  • The Call: A Malkavian-exclusive ability that enables the vampire to summon a clan gathering. (See Clanbook: Malkavian (Revised) p.60)
  • Psychic Assault: Make a powerful mental attack against a target's psyche. (See Camarilla Guide p.45)
 

Mathuselah

  • False Slumber: Astrally project while in torpor. (See Camarilla Guide p.46)

Progenitor Flaw

By being able to see more than their natural senses should allow, those with this Progenitor Discipline have their mind haunted by the tormented soul of every mortal they feed upon.

 

Curse

Derangement: Sanguinary Animism

(See: Laws of the Night, Revised, p.214)  

Benefit

Free Trait in Investigation


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