Desiree - Dark Prowess

Sharr Nephalim Powers

Menu: Home +++ Master of the Psychi +++ Dark Temple +++ Physical Temple +++ Disadvantages +++ Items


Paths Menu: Path of Shadows +++ Inner Sanctum +++ Necromancy +++ Sorcery +++ Elemental

Angelic Trait Powers

Master of the Psychi -- Magic Home

Angelic Allure: Alluring appearance, Scent, Charisma.

Angelic Presence
1-[1-3]  Influence - Calm, anger, sooth, influence emotions.
2-[4-6] Intrigue - Angel can cause another to be intrigued with them.  This can lead to obsession with a critical success.
3-[7-9]  Awe - Angel can hold others in awe.
4-[10-12]  Motivate - Angel can motivate another to have confidence, courage, willpower, etc., or motivate someone to do something with an improved state of mind (+1 per success select mental check).
5-[13-15]  Majesty - Angel not only intrigues and awes others, but attains their respect and admiration.
6-[16-18]  Command - Angel can command someone to obey a single command.
7-[19-21]  Overpower - Angel can overpower the will and influence another's actions.
8-[22-24]  Dominate - Angel can dominate the will and control dominated party.
9-[25-27]  Invigorate - Angel's presence can boost stamina (+1 per success).
10-[28-30]  Angelic Benefaction - Angel can boost the power of others (+1 per success).
11-[31-35]  Magnificence - Angel can project their presence to anyone within a certain radius of himself (1 foot radius per success).
12-[36-40]  Improved Presence - Any power of presence can be projected at these levels as gained.

Psychic Influence:  Ability to force visions on a subject's mind even past wards and to speak through those visions to influence subject. Requires concentration and focus.

Divine Visionary
1-[1-3]  True Sight - See past supernatural deceptions.
2-[2-6]  Dream Envision - Visionary dreams which come to angelican randomly, fortelling of future events.
3-[7-9]  Speak to the Dead - Hear and speak to the dead.
4-[10-12]  Telepathy - Receive mental words and tones directed to them, and channel mental words and tones to others.
5-[13-15]  Precognition - Angel can follow something which happens to another through dreams or visions.
6-[16-18]  Divination - Actively seeking visions and knowledge of things past, present and very near future.
7-[19-21]  Truth Sight - They can see past ANY lie, deception or untruth.
8-[22-24]  Mind Reading - Angel can hear thoughts of others.
9-[25-27]  Visionary Sending - Angel can project something seen or known, or visions to others.
10-[28-30]  Postcognition - Angel can summon detailed visions of things from the past.
11-[31-35]  Probe - Angel can detect and identify presence of power, energy, disease, and other conditions within select target.
12-[36-40]  Sublime Visionary - Angel can use any visionary power at these levels as gained.

Telepathy: Angels are strong telepaths and applying their Master of Psychi skill to their mental taps, they can strike subject with anything from mind crushes, to stupor, as well as 'Mind Meld' where they can create a mental projection of themselves to track a subject through their mental paths, and then transport himself into his projection to appear where he has located subject.
1- {1-3} Touching subject.
2- {4-6} Within 30 feet of subject.
3- {7-9} Within visual range of subject.
4- {10-12} Within same city/borough as subject.
5- {13-15} In same state/providence as subject.
6- {16-18} In same country as subject.
7- {19-21} In same world as subject.
8- {22-24} Able to contact various subjects at same time anywhere in the world.
9- {25-27} Able to contact subjects anywhere and at any distance.
10- {28-30} Able to create mind gates to influence subject through telepathic connection.
11- {31-35} Improved Power - Use any power in this path, at these levels, as mastered.
12- {36-37} Improved Power - Use any power in this path, at these levels, as mastered.

Dark Angelic Temple -- Magic Home

Healing Touch:    Their touch (In Immortal Form) heals the living or undead.  Heals +5-per success, +10-per Ace (6).
Devitalizing Touch:   Their touch (In Immortal Form) can drain health and stamina.  (damages, -1-stamina per success)
Angelic Warmth: Angels have a very soothing warmth which seeps in deep to bask another with their warmth.
Form Shift: Human form.  Angelic Form- {Inborn Power Level 30. This form is quasi-etheral and cannot be damaged by normal weapons}.
Bestial Form: {See Temple of the Beast below}.
Angelican Fortress: Can take great physical dmg unless attacked with special weapons, enchantments, energy/magic and particularly holy power attacks (× 2 damage). Angelic Fortitude and Regeneration.
Blood Regeneration: Their blood regenerates rapidly and they heal rapidly from physical damage, although the greater the damage, the more time it takes for them to heal.  No amount of blood loss can kill them.  -1-Regeneration per 100 damage.
Alluring Scent: Their scent is extraordinary, and a great allure to predatory types, and is very pleasantly intoxicating.
Intoxicating Blood: Their blood tastes like each individual angelican's scent.
Utopian Temple: Within each angel is a power which can bathe another with their soul, this power shared when the Angelican's soul flows or even explodes into another to fill them with intense sensations of euphoria, which vary from gentle waves, to explosive riptides of orgasmic rushes.  This power is most intense when they are immortal, and if their command over the spheres of power outside of themselves is stripped from them, their energies concentrate within their temporal, or physical centers, whereby the blissful sensations of their soul is immensly intensified, to mind blitzing degrees, while all their physical traits and innate powers also become stronger (stamina, and fortitude doubled, +10-strength, +3 d6-Inborn Power).  This power is always shared when they mate with another, on their release, and can be very addictive.
Angelic Haste:    Excellerated Motion quicker than the eye, distance dependant on experience.  The distance they can cover extends the more they practice this skill.
1- {1-3} Superhuman Movement - Five times faster than a human sprinter.
2- {4-6} Blurring Movement - Phasing speed which makes subject blur from vision.
3- {7-9} Blind Eye Movement - Quicker than the eye.
4- {10-12} Phasing Movement - Surpasses tangible and material objects.
5- {13-15} Active Applications - Hasted Weapons and combat.
6- {16-18} Phasing Gate - Phase out of one place and into another.
7- {19-21} Twain Haste - Ability to haste another with self, hasted subject must physically pull other with them.
8- {22-24} Time Gate - Phase past time effects.
9- {25-27} Twain Time Gate - Phase past time effects with another, hasted subject must physically pull other with them.
10- {28-30} Formulation of Commands - in creating improvised haste effects, blending haste with other gifts, creating haste imbued artifacts and items.
11- {31-35} Improved Power - Use any power in this path, at these levels, as mastered.
12- {36-37} Improved Power - Use any power in this path, at these levels, as mastered.

Telekinesis
1- {1-3} Up to 1 pound.
2- {4-6) Up to 10 pounds
3- {7-9} Up to 50 pounds.
4- {10-12} Up to 200 pounds.
5- {13-15} Up to 500 pounds.
6- {16-18} Up to 1000 pounds
7- {19-21} Up to a ton.
8- {22-24} Up to five tons.
9- {25-27} Up to 10, 000 tons.
10- {28-30} Formulation of Commands-Blend with other powers, create artifacts, items, wards, etc.
Note: When Affecting a character, Power of Roll vs. Strength Check or counter. Purchase each level (1-40) or learn each command through practice. Each character can learn to command their own affects (or take effects listed).
Examples of Effects
Push-Lift
Carry
Throw
Bruise
Snap
Crush.
Whiplash - If used with throw, doubles distance, otherwise is like a whip.
Grappling Hold
Dislodge
Bend the Physical - Bend an object, or person. Constitution acts as strength with power applied.
Physical Distortion - Distort the shape of an object or person.
Sculpt the Physical - Reshape an object or person.

Physical Temple -- Magic Home

Angelic Wings

  • Retractable.
  • Flight.
  • Deflect Weapons and Magic-(+15-AC, 75%-MD)
  • Winged Cocoon-When embraced within the angel's wings, subject is bathed with their dark powers of presence, can also act as a necromantic life draining, or healing embrace.   Presence+4 d6.  -1 stamina per success, damage+4 d6.  +1-HB per success, +5-HP per ace (6), +4 d6.
  • Shadowy Aura: Angel can spread his wings and emit a radious of aural shadows which can bring subject trembling to their knees if within 10 ft radious of them, or repell those within sight of fallen angel to make a hasty retreat.  This shadow also drains -1 stamina and willpower per ace and can cause a terrible sense of depression if willpower drops too low (poor range).

    Quantum Leap: -Angel can leap from location to location, time line to time line, dimension to dimension, and travel light years across the Universe, although the more dramatic the distance in space and or time, the more energy the angel is drained of. When in immortal earthen form, they 'phase' into spirit form to become part of the temporal paradox to lapse through time lines and the dimensional folds to close distances.

    Form Shift:   Malezar can take Malkar (spirit) form for brief periods of time (no longer than 8 hours a month).   If they remain in Spirit form for longer than 8 hours in 30 days they remain in Malkar form and cannot be seen by earthly creatures, unless metaphysical sight is possessed.  In order to reclaim Malezar form, the angel must risk going to the White Pillars of Kardun and leap off the plane of the Upper Kingdom there to fall all over again.  The risk to Tarser is being intercepted by Alamascan at the Pillars, or having a very arduous fall.

    Temple of the Beast
  • Feral Prowess -Preternatural Strength+5, +10-Stamina.
  • Keen Senses -Smell and Taste-{+10}, Vision-{+7}, Hearning-{+6}, Instincts-{+5}.
  • Eye of the Beast -The ability to see through the eyes of animals.
  • Improved Haste -{+10 mvm}
  • Blood Bonding -Dark angels can bond others to themselves with their blood.  Stamina Level+4 d6 vs. Willpower.
  • Claws and Fangs - These natural weapons are retractable.
  • Claws - 4-5 inch, curved, razor sharp claws. +20 claws, +35-tears.  Death or torpor with heart tear.
  • Fangs - Bite-(+8/+16 tear)
  • Bestial Form - Dark angels have a bestial form that is part beast, and part angel.  The forms vary and all can have wings. +5-Added Strength.  +5-Added Fortitude.  +10-Added Stamina.  Animal type damage+5 each.
  • Disavantages -- Magic Home

  • Fixed Destiny - destiny is preordained and not their own. Mark of Lucifer - soul is marked by the devil and his will is their own when imposed on them. To defy him is to ask for agony, misery, or a hellish death.
  • Holy Powers - Divine powers do Dark Angels double damage.
  • Divine Conflict - The Tarseran Angels and their Dark brethren are hunted by the Alamansen angels, wherefore the Alamascan pit themselves as the enemies of the Tarseran and Dark Angels. Until the Almascan cease in their ordained crusade, there shall be no peace between them.


  • WoD: (Way of Death) Being murdered at the hand of a lover (present, not past).  All other deaths are transient.  Desiree's geis is written in the Book of Azriel (Palace of Lore-Hell).  3 resurrections from final death allowed. All other deaths transient-with free resurrections. Each resurrection from true way of death becomes more and more difficult (+10% chance of failure each).

    Items -- Magic Home

  • Dark Heritage Dagger
  • Shorn Wound -{+50-damage, dagger does extreme damage as wounds tear open, deepen, and regeneration halts}
  • Even Ground -{When dagger is thrust into the ground, an arcane dead zone within 50 yards of dagger occurs.  The dead zone retreats when the dagger is removed from the ground by its weild master.  No one other than Desiree can touch this dagger while it is in the ground.  If so, the subject touching the dagger will be unable to break contact with the dagger, while it drains them of life [damages and -1 level arcane energy per success per turn] and stamina [-1 stamina per success per turn], very rapidly, decomposing the person whose hold is locked onto the dagger}.
  • Azriel's Tooth -{This dagger will pierce metal, hardwood, mineral, and stone, Piercing 100 vs. AC.}
  • Innate Powers

    Path of Shadows -- Magic Home

    Stamina 1
    1-Manipulate Shadows - Cause shadows to shift, bend and move as called.
    2-Shadow Viel - Hides vampire in shadows.
    3-Shadow Stalk - sneak around unseen and unsensed while maintaining a physical form. Shadows disperse when an action is taken against another. Unseen for one action.
    Stamina 2
    4-Shadow Cloaking - Cloaks vampire and their presence.
    5-Shadow Door - create a doorway of shadow where no doorway exists that opens and closes only to creator.
    6-Shadowy Concealment - Make a called target take on appearance of shadows.
    Stamina 3
    7-Shadow Walking - Close distance through shadow realm.
    8-Shadow Bridge - Create a solid bridge of shadows 4 feet wide.
    9-Shadow Perception - Allows for detection of shadow forms and active shadow applications.
    Stamina 4
    10-Gate of Shadows-which vampire can take others through via the shadow realm.
    11-Trap Door of Shadows - a trap door opens under someone and drops them into a cell of shadows which holds them captive.
    12-Intercept Path - Allows shadow elemental to intercept other gate paths, even select ones with higher power (roll).
    Stamina 5
    13-Phasing-Phase out of material realm into corporeal form of shadows.
    14-Aura of Shadows - nothing about subject protected by this gift can be sensed by any means.
    15-Gateway of Vision - Allows shadow elemental to pierce the temporal layers of the shadow realm to see present, past, and future incidents. Elemental must be able to identify which subject of information sought by a name or location involving subject.
    Stamina 6
    16-Corporeal Assimilation -1 Form per 5 levels. Corporeal Disguise, can be any living creature.
    17-Corporeal Shadow Form - Ability to take actions in shadow form.
    18-Shadowy Keep - a tower or room of shadow is raised which can only be accessed by creator or those he selects to enter or leave the keep.
    Stamina 7
    19-Shield of Shadows - A dome of shadows surrounds called target/s and any powers or attacks aimed at target/s will pass into the shadows without hitting target. If attackers step through the shield, they come out on the other side of the shield past the shielded targets. Lasts until dispelled, protected targets cannot attack while guarded by shield, they too pass into the shadow veil if they step into the shield and another stride delivers them on unprotected ground.
    20-Sanctuary of Shadows - Call the shadows into a lair, castle, manor, compound, or even a woodland area, to conceal those within. Very hard to detect. Also protects from sunlight..
    21-Shadow Planes Walker - cross any distance and into any realm, world, alternate plane, or demi-plane.
    Stamina 8
    22-Black Oracle - Part the shadow veil to reveal those clan members selected, and use Shadowgates to intercept subjects within shadow realm and to intercept shadow gates.
    23-Shadow Planes Gate - like a walker only shadow elemental can take others with them.
    24-Eclipse in Shadows - Eclipse an area in the shadow viel, up to 10 feet per success. Protects from sunlight.
    Stamina 9
    25-Shadows and Stone - Haven, or even a select chamber, room, cave, etc., can be overlapped by the demi-plane of shadows to conceal overlapped area in an isolated fold of the shadow realm. Cannot be infiltrated without specific knowledge of Shadows and Stone, and intercept path abilities. Only higher power using correct applications can invade protected area/s.
    26-Dungeon of Darkness - Sinks a subject or select area within the demi-plane of shadows where the shadowlands overlap an underworld, creating solid walls. Very hard to detect without the ability to find an overlap. Area is hard to escape as well where no gate can be formed to escape without specific knowledge of Shadows and Stone.
    27-Dark Creationist - create any called, tangible, shadow effect, object or scope (such as shadow-bridges, doors, gates, keeps, castles, weapons, trees, ropes, ladders, vines, forests, lakes, etc.) with called effects which include selection of who creations are tangible to, and ethereal passage only to select subjects through doors and tunnels.
    Stamina 10
    28-Shadow Catalyst - Allows caster to create a contingency, that triggers a shadow affect if catalyst is triggered. Caster calls catalyst, with power of up to +300 as called.
    29-Protection from Shadows - Protects from any rivaling Shadow Effect
    30-Shadow Scape - Create a corporeal scope of shadows that is ethereal and invisible to anyone not select to enter corporeal zone. Area is created via quantum visualization to create material wilderness, buildings and grounds, etc., all cast in a night-like scope of shadows. Moonlight and sunlight can penetrate area to create a filtered light effect if called. Up to one acrea.
    Stamina 11
    31-Permancy Factors - Makes a shadow effect permanent (as anything is considered permanent).
    32-Warding Factors - Boosts power to wards and guards against counter magics by power of MA-Roll.
    33-Kingdom of Shadows - Must have shadow scape to use this power. Create a shadow kingdom with land area of up to 1 square miles per success.
    34-Lord of the Black Veil - Enhance any shadow power by power of this application (+34 d6).
    35-Counter Veil - Shadowy rift opens to draw an opposing power into shadow veil and nullify it.
    Stamina 12
    36-Formulation of Commands - Manipulating use of powers to select commands, Creating Wards for Havens using powers, and creating artifacts of power.
    37-Abysmal Cloak - A normal cloak can be enchanted to soak power, and energy into a void.  This void can also be used to store things like weapons and equipment which can be summoned the cloak's void, placing the item near at hand.
    38-Master of Shadows - Apply any shadow power at this level.
    39-Arch Master of Shadows - Apply any shadow power at this level.
    40-Supreme Master of Shadows - Apply any shadow power at this level.

    Acheron's Inner Sanctum -- Magic Home

    Practices

    Stamina 1
    1- Command Seal - Marks powers specific to caster making it harder to undo them by any one else. Seal must be broken before power can be dealt with.
    2- Targeting Proficiency – any and all missiled or targeted spells from any path get +1 HB per ace precision.
    3- Mortus Presence – Shadows fall and spread over an area to drain energy from those the shadow is cast upon. Drains strength and stamina by -1, -1 per ace, and damages.

    Stamina 2
    4- Gravedigger's Lock - Locks a door, chest, tome, seals an area, etc. with a necromantic field of negative energy, draining life from and decomposing any who overstep locked boundary unless selected to be excluded by commands. -1 HP, stamina and strength per ace, +MA damage. Power = LoD of lock or seal.
    5- Curse Reaver - Removes even very powerful curses from selected subject with critical power.
    6- Temple of Healing - transfer any select target to Acheron's Temple of Healing and then recall them from the temple at will.

    Stamina 3
    7- Hellish Retaliation-When enraged, the power of Acheron's flame is called into the flesh, doing no harm to the Magus, while anyone, but those selected not to be affected, who touches them is inflicted with hellfire. if Magus has claws and or fangs they are also imbued with this fire. Hellfire burns with a cold so bitter that it blisters one from within to without, and degenerates victims rapidly. 25% HP damage per day. There is only one antidote for Hellfire. (Water from the River of Souls in Acheron must be drunk. It tastes like death and causes severe nausea and vomiting to most but cures Hellfire).
    8- Soul Net - Captures dead subject's soul and holds it within a spatial sphere.
    9- Beast Master - Command of beasts that Magus summons, up to 1 beast, +1 per ace. See Bestiary for beasts called.

    Stamina 4
    10- Gateway to Acheron - Magus can at any time open a gateway into a lair in Acheron reserved for their use and take refuge there, or take others there, but they cannot venture into Acheron beyond this lair unless they have right of passage.
    11- Curse of the Dragon's Eye - Subject is cursed with visions of being horrifically tortured. -1 Constitution per ace per day if Constitution check fails. Loss cannot exceed check of 5.
    12- Invoke Demonic Gang Attack - Up to 1 Demons, +1 per ace are summoned to attack a selected target. See Bestiary for demons called. Levels cannot exceed +1 per success. Demons may turn on Magus when he attempts to send them back to Acheron if the Mage’s Willpower rolls fail against the Demons’ Willpower rolls.

    Stamina 5
    13- Curse of Atlas – The spirit of Arioch is invoked to lay this curse and expects a gift of treasure or a feast in return. Subject feels as if burdened with a tremendously oppressive weight, their breath becoming labored, motions very sluggish, eventually collapsing to their knees under the invisible weight of their curse. Curse drains all physical and mental checks by -1 per ace per day cursed until all checks are at 5. If Arioch (level 36) is displeased with his offering he will manifest in the flesh, revoke the curse, and attack the invoker to leave the magus on the edge of death.
    14- Ring of Pigmy Demons - Pigmy demons are summoned in a tight formation around target and while laughing and chattering maniacally they leap in randomly to bite and tear at victim with sharp claws and teeth, and stab at them with daggers, growing more and more frenzied until it is an all out attack, and demons cover the victim, in a frenzied quarrel to devour the victim. 1 quarrel, +1 quarrel per ace. (see Pigmy Demons in Bestiary)
    15- Invoke Curse of the Leper - Causes decomposer, starting with extremities, fingers, toes, nose, then arms and legs etc. Spell endures until the curse is revoked and damages every day until death results.

    Stamina 6
    16- Invoke Curse - Selected Victim is inflicted with a curse as called with called effects and antidote. Demons can also be invoked to curse a subject (use any curse at current or lower level from curses spell book).
    17- Fanatical Bondage - When target is touched by magus and given a command under this path, a glowing azure tattoo of a chain appears around their throat and subject begins to obey the command and continues to labor until they drop from exhaustion. Command is always one of physical labor or exertion and depletes stamina = AR per turn. Subject will rest and then repeat this cycle of labor until magus retracts the bondage or it is shattered or neutralized by another. Power vs. Willpower to resist.
    18- Eater of Souls – (Soul Eaters ONLY) An eater of souls can breathe the souls of others into their body to convert that soul into energy. Range 6 feet, damages, damage and drains double with physical contact. -1 Stamina, MA level, PA level, Strength, and WP, -1 per ace. When victim dies their soul is consumed on death, whereof their vital energy feeds the soul of the Magus, and what remains of their victim’s spirit becomes a wraith under their command. Magus can summon these wraiths at will. Magic classes become death wraiths. Magus gains +1 Life (HP, Strength, and Stamina) permanently per soul eaten. Adjust total HP accordingly. 18 (b) – Demonic Endurance – Target gains +5 stamina and strength, +1 per ace briefly when casting this spell.

    Stamina 7
    19- Restore Memories - restores altered or erased memories
    20- Beloved of Acheron - Owed to having the Morning Star's favor, Magus can communicate with the Morning Star and request the presence of a demon, devil, or dark angel at any given time, from any place. Choose from Acheron NPC Guide.
    21- Invoke Curse of the Ancients - Immortal target is reduced to a frail mortal's strength, a mortal is reduced to an infant's strength. Adjust all checks appropriately and submit to player of affected character. Power vs. Base Level of targeted character. Frail Human
    o Checks: 9 on all physical checks, 0 on fortitude. Infant Checks: 4 on all physical checks, 0 on fortitude.

    Stamina 8
    22- Harness Memories - Captures select (normal power) or all memories (crit) of a subject in a photonic sphere which Magus can peruse until sphere is dispelled.
    23- Beast of Burden - Subject is morphed into a burrow or nag laden with heavy sacks of grain in cloth enchanted that it cannot be torn, while an unbreakable bottle of water dangles in front of the beast's face from a pole and rope. The beast appears in the badlands vast desert as the transformation occurs. The badlands is a plane that lies between Morashtar and Acheron’s Receiving Grounds, which can be accessed from northern An Morendor through the dangerous black caverns of Shadow Mountain. A powerful, dangerous, and ancient planar gold dragon (level 40) guards the gateway which bridges the plane between the mountain and the badlands. if killed on the upper world, the dragon sinks into the spectral plane where it reconstitutes, and returns five days later to guard the gate again. Power vs. Base Level or Strength of target.
    24- Mental Fortress - Protects a mind from tampering and acts as an immunity.

    Stamina 9
    25- Guardian Warding - Guardian Weave is invoked and using select commands a ward is created within subject to protect them against specified effects. Ward acts as contingency and is triggered by opposing effects.
    26- Memory Erasure - Select Memories to be erased, up to +1 memory erased per success. Full erasure can only occur on a crit. Full erasure vs. save. Power vs. Constitution.
    27- Abominate Distemper - Target suffers rabid state of gloom and doom and is unable to function other than to retreat and sit down muttering and hissing, incoherently at times, about being doomed. State of paranoid delusion which consumes them with morbid and terrified thoughts. -1 Constitution, Charisma, Logic, and Willpower per success if spell succeeds. Called duration at current level.

    Stamina 10
    28- Gateway to the Sprawl - Victim is sent and sealed in Acheron's Metropolis, a high tech, super polluted, high rise city known as the Sprawl. Everyone is a hard core criminal element, wicked clubs are common. Slaves are bought and sold like candy in the Sprawl. Power vs. Strength to break away from gate plunge.
    29- Overlord of Kindred - Ability to scry, summon, seize and capture, command the will, and break past mental barriers of anyone who is born of Magus’s blood line, whether as a child or a sired progeny.
    30- Dead Realms Creation – Cast Dead Realms spells, create dead realms curses, artifacts and items, summon the Living Dead, raise the dead, spectral ascension, summon and create Living Dead monsters. (see Living Dead in bestiary for Living Dead and their powers)

    Stamina 11
    31- Crystal of Souls - Summons a crystal from Acheron’s Chamber of Souls and with a select command, the soul of a dead subject is captured and sealed into crystal and cast into the Chamber of Souls inside the crystal. Countless other crystals are strewn and heaped in this vast chamber, and the only escape is for Lucifer to call on a specific crystal and free the soul held within.
    32- Echo Obliteration - Destroys memory and soul echoes to prevent any memories from being restored and to make resurrections impossible without using powerful time spells.
    33- Gateway to Arcador: gate which opens on the main square of Acheron’s city of vampires.
    34- Temple of the Eternal Flame – a gateway which delivers Magus to Acheron’s most powerful temple. All powers succeed at critical force, with +4 levels as called in this temple, unless a botch or failure occurs. On a failure; the eternal flame backlashes with level 44 critical damage to Magus. On a botch, critical damage is doubled and often deadly.
    35- Artifact Creation – All artifacts must have a critical or unfavorable consequence which a specific action triggers. Call power of artifact, effects on bearer, and what catalyst triggers the consequence. MA roll=Power of Artifact and Level used to create artifact defines the artifact’s active level if additional rolls are needed.

    Stamina 12
    36- Arch-Lord of Acheron - Create wards, spells, scrolls, artifacts, items, enchanted weapons, creatures, and commands, gate to any location in Acheron but private lairs and havens.
    37- Legionnaire of Acheron – Gain one legion of (1000) minions to command, plus one additional legion each level gained from this point. Minions can be spirits, demons, devils, vampires, dragons, or other dark kinds. War Pack or Condensed War Games Guide is required to play armies.
    38- Summon Elite of Acheron – summon a powerful demon, devil, dark angel, vampire, wraith, lich, or other dark kind to aid or protect target. Refer to Bestiary or Acheron NPC Guide for character type and its powers. Magus should take care not to anger those summoned.
    39- Chosen Form – Magus takes a chosen immortal form that they can shift into at will. Select any form from Bestiary. Form has levels and powers of Magus, even if it is an animal form, but has all physical and inborn abilities of form selected, with fortitude and regeneration of 10, +1 per ace, and immortality. For permanent forms, Use this power and roll only once (re-rolls allowed) and attain up to 1, +1 per ace chosen forms.
    40- God of Acheron – Ascension into a deity of Acheron as a demon, devil, vampire, wraith, lich, dark angel, avatar, or other dark kinds. Gods must commit to a specific cause which contributes to Acheron to become a god. Gods get +4 levels of power in this path or any path level 40 is reached in. Gain further legions at cost of 10,000 XP each. Gods of Acheron attain a palace in Acheron (designed to player’s standards) which god can ward as called using what powers they have. Wards have no effect on the ruling deity of Acheron or its regent.

    Information

    For Limited Path:

    Note:

    Paths of Power

    Necromancy -- Magic Home

    Any (choose Spells, Levels 1-40 as they are learned)

  • 1-Cause Fatique-{cause lapse of extreme fatigue, -1 stamina per success}
  • 2-Deathly Silence - Fill an area with absolute silence.
  • 3-Detect Undead - Detect vampires, zombies, wraiths, etc..
  • 4-Healing Grave - Heals serious wounds.
  • Sorcery -- Magic Home

    Any (choose Spells, Levels 1-40 as they are learned)

  • 1-Arcane Seal - seals a spell and protects against dispells by power of roll
  • 2-Trip - an invisible force trips someone in motion
  • 3-Suspension - Lift someone gently or catch someone or something falling to let them or it down softly
  • 4-Guardian Light - a radius of soft green light surrounds target to light their way in dark places. Light brightens if danger is near and will repell creatures which have low tolerance to light, doing mild damage to light hating creatures, but only those which are a danger to target.
  • 5-Conjure Item - Any small item, like a weapon, bottle of wine, etc. A minor gate summoning power.
  • 6-Jinx - Causes someone to drop a weapon, fall down, or other minor called effects.

    Elemental -- Magic Home

    Earth
    (choose Spells, Levels 1-40 as they are learned)

  • 1-Shower of Pebbles - pebbles rain down from the sky
  • 2-Mud Pit - a pit of mud forms rapidly where called
  • 3-Reveal Stone - Reveals what types of stones there are, and where they are in an area a mile wide.
  • 4-Volley of Stones - Stones rain down, +1 stone per success, radius of up to +10 feet as called. Power equals damage of each stone.
  • 5-Earth Speak - Speak to the earth to gain knowledge that has occurred in an area.
  • 6-Quicksand - Quicksand (or lightning sand in deserts) forms where called. Those caught in quick sand sink to their deaths if they do not follow correct procedures of being still, relaxing, and laying back to let their body float on the surface until someone rescues them. They will sink eventually regardless if no one finds them within eight hours. Lightning sand can only be escaped if target can clamber away from the hourglass-like funnel of sand in time with power vs. movement and dexterity.


  • Electrical
    (choose Spells, Levels 1-40 as they are learned)
  • 1-Static Shock - Mild shock but enough to startle or distract someone.
  • 2-Electrify Object - Electrifies one object to cause shock if object is touched.
  • 3-Electrical Aura - Aura of electricity surrounds target to do mild damage each turn until aura is dispelled.
  • 4-Lightning Bolt - Can be deadly if heart stops, but usually just does a lot of damage, stuns and burns, +30 dmg. Targeted spell.
  • 5-Protection from Electrical - Protects from electrical elements (10% per success).
  • 6-Electrical Doorway - Door protected radiates a pale blue aura, and delivers potent shocks and burns anyone who contacts it that is not selected to enter. +10 dmg, per stamina spent electrical burn, -1 AR per ace electrical shock.
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