Dreaming Vision

Dreaming Vision (•)

 * Action: Instant
 * Dice pool: Unrolled
 * Cost: 1 Wisp
 * Duration: 1 scene

The Noble can perceive natives of the Dreamlands who have escaped to the waking world. If she spends a Wisp, for the rest of the scene she sees any Dreamlanders present in Twilight Form, and can make Perception rolls to notice Manifestation Conditions related to a Dreamlander in her vicinity. Physical objects still block her sight, so a Dreamlander can hide behind - or inside - such objects to evade her.

Entities from the Astral Realms who somehow get to Earth are also disclosed by the Charm.

Touching
By spending an additional Wisp, the Noble shifts her flesh partly into Twilight, allowing her to touch or attack Dreamlanders, and they her, until the Charm ends. All of her regalia (including weapons and armor) are carried into this state with her, and Dreamlanders are valid targets of her Charms.

Spiritual

 * Requires Legno •
 * Cost: apply Legno

One of the Wilds may attune herself to the presence of spirits. If she applies Legno instead of spending a Wisp, the Noble sees spirits in Twilight Form, and can make Perception rolls to notice Manifestation Conditions related to a spirit, or the presence of a locus [CofD 126]. She cannot see Dreamlanders and spirits at the same time. Applying Touching makes the Noble tangible to spirits, not Dreamlanders.

Ghostly

 * Requires Lacrima •
 * Cost: apply Lacrima

A follower of Tears can part the veil and see into the great beyond. If she applies Lacrima instead of spending a Wisp, the Noble sees ghosts in Twilight Form and objects made of ghostly ephemera, and can make Perception rolls to notice Manifestation Conditions related to a ghost, a ghost’s Anchor [CofD 133] or an Avernian Gate [CofD 136]. She cannot see Dreamlanders and ghosts at the same time. Applying Touching makes the Noble tangible to ghosts, not Dreamlanders.