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Fate of the Serpentine
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==Spirit Sight== Spirit Sight is the only opening to the world of spirits and magical forces available to non-Sorcerers - those natural sensitives with points in Lore but no knowledge of Sorcery - and even then only to those trained by the Church or the City Watch. With Spirit Sight, the gifted sensitives can see ghosts, and sometimes use their natural powers to heal Corrupted places, detect Sorcerers and follow their spoor, and spot Corruption. However, in Eversink the Church and the authorities frown on anyone with Spirit Sight acting as a free agent, and those sensitives who reveal their secret will either be drafted into the Sentinels or the Inquisition, or suffer at their hands. Spirit Sight acts like typical Sorcery, with rolls of the Lore skill, but no Corruption. However, its effects are far more circumscribed. It usually costs 1 point of mental Stress per point of the final effect, given the wrenching results of seeing the Spirit plane. It can be used to grant you 1 point of spiritual armour per point of the final effect, against attacks on the Spirit plane and magical attacks affecting Mental stress, for the duration of the conflict. It can be used to make insubstantial creatures vulnerable to physical attacks - for you, and for 1 additional person per point of the final effect. It can be used to admit you to the Spirit world in weak places where the Veil is thin - and 1 additional person per point of the final effect. You can use it to heal such spiritual rifts and Corruption in the world - at a cost of 1 point per level of Corruption erased, and a long and dangerous ritual.
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