Walk in Another’s Shoes

Art: Divination

Ruling Planet: Moon, Pluto

Sphere: Common

The “Walk in Another’s Shoes” magick is directly related to and derived from the “Read” skill, more specifically the “Read Body” skill, and is bound by the same rules regarding minimum POT required as a work of Sorcery.

IF the character has learned the “Read” skill and is not trained in this one, he may research it and develop it on his own from his “Read Body” skill. The “Walk in Another’s Shoes” skill is tracked separately in SL during play, according to the use it gets, normally, BUT does NOT require a skill slot of its own in the character’s trade memory but is considered as part and parcel of the “Read” skill for that purpose.

This charm conjures a continuous series of visions, raising physically insubstantial phantoms to re-enact the events experienced directly by the subject of the charm and within his immediate environs within (DUR), as allowed by POT, but counted back through time into the past from the point in time of the dweomer’s casting, for the practitioner’s benefit. It is up to the caster to use enough POT to make the DUR into the past yield a significant or useful period of time.

The subject of the charm must be living, or have been deceased for no longer than (caster’s HRT) + (POT) or + (trade SL) minutes, whichever is less. “Corpse Tale” must be used to read the past of those dead longer than this. If the subject is deceased, the caster must complete the casting by laying his hand upon the body, regardless of the form in which the charm is cast. Otherwise he must be within RNG or familiar to the caster through previous personal experience, or the caster must have an artifact to use as a Bond of Resonance to transcend that limitation.

For the purposes of the visions, the practitioner must pick a location at which he knows the subject of the charm visited. If it is a location the subject visits or visited frequently, the charm latches upon the most recent visit, or the visit the caster is most concerned with, if he have a day and date in mind. This becomes the point at which the charm guides the caster’s steps into those of the subject, and from which the steps of the subject of the charm are followed backwards through time.

While walking in the subject’s shoes by dint of this charm, the caster is subject to all of the sensory input experienced by him, seeing, hearing, smelling, tasting, and feeling (inside the body and on the skin/surface) all of the things the subject experienced for the DUR.

The caster has the option of stopping the progress of the visions at any point to enable him to turn and look about to study the environs and its features and occupants more closely, BUT the caster is constrained to walk ONLY in the subjects footsteps, following his exact path, making every motion and gesture, saying every word, performing every act that the subject did as the visions progress. He must take every step and follow his path in every way. If the subject gets injured, the caster suffers that pain (up to a limit in physical POT equal to the POT of the Walk charm), subject to P-RES checks, Stun and unconsciousness as if he suffered the injury himself, as applicable (GM’s discretion).

The immediate environs of the subject in whose shoes the caster Walks extends roughly (SPT) or (POT) feet in 360°, whichever is greater. Beyond this, the phantom visions conjured dissolve in a misty haze. While the caster is free at any time to deviate from this path and the reenactment he must perform through it, BUT doing so breaks the Walking Divination as surely as if the charm had been dispelled. The caster cannot stray from the subject’s path to examine any part of the surrounding scene without breaking the charm, although he is free to pause and examine the surroundings and its features and occupants from the subject’s own point of view as he likes – likely a great deal more than the subject himself did at the time being reenacted.

The vagaries and tricks of the mind and/or memory do NOT affect the visions the caster views in any way; the Divination always reveals to the caster those things that actually happened, viewing the vibrations impressed on the body of the subject by people, events, and places experienced. IF the subject in whose shoes the practitioner is walking encountered any Glamouries along the way, they will be perceived in the same manner in which the subject received them. The caster has the power to stop the vision when he suspects Glamourie, or knows it is in play due to previous personal experience where familiar locations are involved, and look aside from the specific point of view of the subject to see the setting as it currently is in contrast to that revealed by the charm.

The phantoms conjured by the Divination can be commanded to replay events commencing with those of the point in the subject’s path they have found and leading forward through time from there, if the DUR provides a long enough span of time and the path is old enough for that to provide a meaningful amount of information, OR start at that point and run backwards further into the past the same amount of time.

The visions may be scrutinized, replayed or even frozen on a single moment in the caster’s sight in order for him to glean all the pertinent information that he may desire for the magick’s DUR as allowed by POT if tied-off, normally, or for as long as the caster chooses to maintain the dweomer, if the optional DUR rules are in play. Reviewing what the Divination has to reveal has the potential for taking a great deal of time.

As the period of the past available for the caster’s perusal can be quite long and most of the events transpiring during that time very likely holding no interest at all for the caster, he is able to effectively “scan” through the visions and events played out by the phantoms conjured. This may be done in one of two ways; the first allows the caster to dictate a specific date and time from which the events are replayed. This may be changed and repeated as desired without restriction or penalty. The second allows the caster to skip along the emotional high-points of events in the AoE, as these are the easiest to find. In this approach the visions halt to replay only those events permeated by high emotion on the subject’s part, great love, bitter hate, tears of sadness or of joy, verbal and especially physical violence. The actual events replayed may be nothing more than the subject watching another pass by, but the emotion between them be sufficient in tenderness and love or bitter rivalry and hatred to make the dweomer stop and take note. This approach is best when the caster is not quite sure who it is he is looking for or exactly the nature of the events he is looking for.

The visions conjured are completely intangible, only visual in nature. The caster may interact with them in no way whatsoever.

These visions are visible only to the caster, only flutterings of movement may be peripherally perceived by others, and then only by those who are members of one of the magick-wielding trades, or who have or have been gifted with the Sight.

If it is not already in his repertoire, this charm provides the practitioner with a bridge to the “Conjure Shadows of the Past” charm, giving him the means and background to research it and develop a treatise on it such that he may learn it by virtue of his own studies and practice.

This magick may not be resisted.

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