Rune of Insight
Rank 4 Thaumaturgy, based on Hermetic and Kabbalistic principles.
Much like it's predecessor, Rune of Clairvoyance, Rune of Insight is a permanent version of a power of the Path of Warding. It duplicates the power of the Glyph of Enlightenment, but does not fade with time or use. The caster may use the glyph as an extension of his own body for the purposes of perception, communication and casting path magic.
System: The rune must be carved or etched into a durable surface (wood, metal, glass, but not paper or cloth.) The process takes two hours, during which the glyph absorbs three points of the caster's blood. To complete the ritual, the caster must spend one point of willpower.
Unlike Glyph of Enlightenment, the rune is not any more vulnerable to fire or sunlight than is the material into which it is carved. Attempts to damage the rune will alert the caster, though it is likely that he will not be able to respond before the rune has been irreparably marred. A thaumaturge may have up to his rating in Thaumaturgy in Runes of Insight. Any more, and the caster must give up his connection to one of the previously existing runes. Even though the caster may use the rune as if it were an extension of his body, there is no way to physically harm the caster by affecting the rune. At worst, the rune is destroyed and the caster can no longer use it.
One success is all that is necessary for the Rune to have all the powers described. Additional successes refine the ability of the caster to remain in contact with the rune and retain awareness of his own physical surroundings. With one success, the caster is deaf and blind to things in his own vicinity while in contact with the rune. With two successes, he remains peripherally aware of his surroundings (Perception + Alertness = 8 to notice important matters). Three successes reduce that difficulty to 6. Four successes allow the vampire to act normally for a number of rounds equal to his wits rating while also being in contact with the rune. Five successes allow the caster to divide his awareness and actions equally between the two physical locations. The caster may only be in contact with one glyph at a time.
Part of the Far-Seeing series