Acheron's Inner Sanctum
Innate Path

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

      This path can only be attained if the Morning Star endows one of his followers, advocates, or sired acolytes with the knowledge of this path. He only ever endows it to his most faithful and loyal advocates or acolytes. It is a rare path and a GM must call what characters can take it. Only one character in a table top campaign should have it. Immortals alone can have the full path, while mortals, even long lived or quasi-immortal sorts can only learn it as a limited path. All dark angels have this path and only Soul Eaters can have the power of Eater of Souls in this path..

    Necromancy

    Stamina 1 (1-3)

  • Corpse Visage - Called person takes on appearance of a corpse.
  • Cause Fatigue - Causes lapse of extreme fatigue, -1 Stamina per success.
  • Necromancer's Lock - Locks a chest, door, book with a dark lock which causes extreme pain and damage as long as unauthorized person attempts to open locked object and is within a 10 foot radius of protected item or door.
  • Necromancer's Skeleton key - A key that unlocks any door, drawer, chest, etc. that is enchanted by locking it with the key, to open only with the key. key will fit any standard lock. Forced entry causes degeneration and intense pain as long as infiltrator is within 10 foot radius of protected item or door.
  • Hide in Shadows - Person disappears into shadows, but may be seen if they make sudden movements.
  • Stench of Decay - Fill an area with damaging stench of death.
  • Hidden Door - Hide a door with a necromantic phantasm.
  • Deathly Silence - Fill an area with absolute silence.
  • Healing Aura - Heals minor wounds.

    Stamina 2 (4-6)
  • Detect Undead - Detect vampires, zombies, wraiths, etc.
  • Stunning touch - Paralyzes 2 turns.
  • Chill touch - Chills to the bone and drains -1 HP, WP and Stamina per AR used to touch.
  • Shadow Form - Form shifts into shadow and cannot be seen where there are shadows.
  • Choke Hold - Unseen force grapple's target's throat and chokes them.
  • Shriek Of The Banshee - Several people who hear the Banshee's cry are unable to defend next turn.
  • Conceal Magic - Hides spell from detection.
  • Feign Death - Death looks real and one cannot tell they are living.
  • Summon Shadows - To conceal self or someone.
  • Healing Grave - Heals serious wounds.

    Stamina 3 (7-9)
  • Invigorate - Returns Stamina and strength to someone who is weak or fatigued, +1 per success.
  • Spectral Hand - The hand can make ranged touch attacks at +2 bonus to hit.
  • Sadist's Touch - Touch causes agonizing pain.
  • Vaporous Form - Shift into a vaporous, mist form.
  • Vampiric touch - touch causes -3 life.
  • Death Armor - Body generates +9-AC, +1 per success skeletal armor.
  • Necromantic Seal - Seals Necromantic spell against Dispelling, Disenchantments, etc. requires correct spell of higher level mage +2 to break magic Seal.
  • Mark of Mage - Seals spell against detection and identification with necromancer's mark of power.
  • Phantasm - Realistic illusion.
  • Protection against Evil - Protects again dark magic and powers and warns of encroaching evil.
  • Speak to the Dead - speak to souls and spirits.

    Stamina 4 (10-12)
  • Conjuration - A gate summoning spell of a called item.
  • Invoke Fear - Causes enemies to flee or miss in combat and others to retreat. Power and Willpower vs. Willpower.
  • Telekinetic Commands - Grapple, Push, Shove or throw someone telekinetically.
  • Contagion - Summon select disease to target
  • Enervation - Drain -2 levels until end of encounter.
  • Mask Of Death - Corpse takes on appearance of chosen individual.
  • Shatter Seal - Shatters mage's seal with higher power.
  • Shatter Mark - Shatters mage's mark. with higher power.
  • Delay Death - Delays death 1 minute per level or success. and 5 minutes per Ace rolled.
  • Deadly Vapors - drain life rapidly, 20% each turn, while caster and those selected are not affected.
  • Soul Beckoning - Summons spirits and souls.

    Stamina 5 (13-15)
  • Enervation - Drain -2 levels until end of encounter.
  • Shatter Seal - Shatters mage's seal with higher power.
  • Shatter Mark - Shatters mage's mark with higher power.
  • Mortis Decomposer - Inflicts someone with fatal withering disease.
  • Skeletal Trauma - Causes victim’s bones to quake and pulse causing massive pain, damages with -1 strength, Stamina, and WP, -1 per success for 2 turns, 4 turns on a crit.
  • Death Recall - Recalls the death of someone just passed away and restores them with 2 HP.
  • Enchant weapons and items - With known magic, effects are permanent.
  • Dread Shock – Damages, stuns and inflicts target with shocking terror, -1 turn, -1 turn per ace.
  • Hold Undead - Holds vampires, zombies, wraiths etc. even in vapor or shadow form.
  • Dome of Silence - A barrier which allows no one outside of dome to hear what is being said by those the dome surrounds.
  • Necronomican Curtain - Those behind curtain cannot be seen, sensed or heard, as this power makes subjects selected cease to exist to those who are not veiled.
  • Deathly Majesty - Command and summon souls, spirits, wraiths, and the undead at level 13-15 +1 per ace.

    Stamina 6 (16-18)
  • Animate Dead - Bring Corpses to life to command at level 16-18, +1 per ace.
  • Illusory Mantle - Creates an illusionary area.
  • Shadow commands - Allows magic user to command the shadows and shadow walk.
  • Gate commands - Allows for gate creation on the fly or creation of fixed Gates and warding commands over gates.
  • Black mantle - Cloaking spell which resists TRUE sight or powers that pierce cloaks.
  • Spectral Steed - Creates quasi-real black demon steeds for several people at level 16-18 with Shadow Horse stats (see bestiary).
  • Scrying Eye - Ability to spy on someone at a distance.
  • Shape Change – into called form, take stats from bestiary if a living form.
  • Haunt - Summon ghosts to haunt a target. Chill on touch for -1 strength and Stamina.
  • Necromantic Sphere of Force - An orbic shield which drains life from anyone who contacts shield or who attempts to infiltrate it. if someone attempts to infiltrate shield a second time, they are struck with a rapid decomposition infliction, which will decompose them to ash.
  • Mortus Infliction - Rapid degeneration which results in death if infliction completes.

    Stamina 7 (19-21)
  • Cryptic Poison Spell - Antidote, ash of deadly nightshade, the cure itself unpleasant as it causes violent purging. Poison affects those who are immune to poisons, including immortals as poison is necromantic, 20% dmg every a day until Poison is cured by antidote. Caster can also specify antidote as they cast. Antidote can only be discovered by specific detection spells
  • Arrow Of Bone - Arrow can be fatal and causes extra damage against undead. 20% damage to mortals. 50% damage to undead.
  • Dead man’s Eyes - if someone meets necromancer's eyes using this, their gaze is deadly, draining the life from victim in moments to take the life into their soul to gain +1 level in necromancy. Succeeds on a crit, vs. save.
  • Deathly Joining - Dominate an undead creature to control it, Power vs. Willpower.
  • Control undead - Commands the will, mind and actions of an undead creature, Power vs. Willpower.
  • Diabolic Summoning - Powerful creature or demon summoning power that is increased by 3 levels, which allows for command of creature summoned.
  • Sepulcher’s Suffocation - Victim suffocates breathing in air which chokes with fatal, rotting stench
  • Master of Familiars - Turns target into a familiar for one day per level, or permanently if Will can overcome will of target.
  • Force Shape change - Victim Shape shifts into commanded form
  • Morbid Tomb - Victim is plunged into a sealed, ancient tomb which infects them with necromantic withering. Victim degenerates over period of three days until death results. Anyone entering tomb is trapped and inflicted with decomposition as well.

    Stamina 8 (22-24)
  • Enchant Weapons - Using available power.
  • Viable Phantasms - Life like phantasms controlled by user.
  • Dead Realm's Horrid Wilting - Wilts all who are not selected for bypass within a 22-24 foot radius of caster, doing double damage to the living
  • TRUE Life Projection - Project up to 4 quasi-real projections of self at 50% power 1 Projection per Ace up to 4.
  • Flesh to Skeletal Armor - Powerful armor generates quickly at +8-AC, +1 per success. Takes one turn.
  • Heart Of Stone - Changes selected target's heart to a stone heart, true heart guarded within stone. Caster rendered great defensive abilities but hard to heal at -50% healing.
  • Forced Alliance Catalyst - Turns target to caster's side, Power vs. Willpower.
  • Protection against the Light - Protects against sunlight, holy powers, or forces being employed by angels or divine beings, +5% resistance per success.
  • Soul Capture - Captures soul in item or called area. if performed on a living creature a zombie is created.
  • Dead Realms Warding - Wards buildings and areas. Area warded protected against magic, impact, infiltration and anti-warding powers.
  • Morbid Paralysis - Paralyzes and shrivels body to deathlike appearance.
  • Splintering Bones - Splinters victim's bones, causing great damage, and excruciating pain.
  • Dark Reincarnation - Reincarnates the dead into a new life as called. Two traits of corruption must be called into person being reincarnated. Example: (Greed and Obsession) (Sloth and Insanity) (Depression and Theft)
  • Resurrection - Knowledge of Soul Beckoning and Capture, Corporeal Restoration restores body. Soul Command, Union of Flesh and Soul, Vital Flame and Raise and Awake the dead to resurrect a person.

    Stamina 9 (25-27)
  • Wilting Presence - Shadow cast on Targets Wilts them with degenerative life drain -2 levels per ace, -1 per success, and damage.
  • Hold of Subservience - Brings target to their knees with head bowed in complete submission.
  • Dead Realms Warding Factor - Increases power of Dead Realms wards with 150% MR.
  • Life Siphon - Drain Life, Soul, and Essence. Drains -1 level, -1 strength, and -1 Stamina from target, -1 each per ace rolled.
  • Necromantic Ward - Places a deathly shield around and beneath a building or area, which inflicts anyone trying to enter area, who is not permitted safe entry, with violent nausea. if person tries to enter warded area again, they are struck with a deadly force which decomposes them very rapidly, until nothing but ash remains.
  • Artifact Zombie Ward - Places a necromantic ward around and beneath a building or area, which inflicts anyone trying to infiltrate area with a deadly force, which snatches their soul and will from them to transform intruder into a Zombie Minion at present level, who will obey the Necromancer who placed the wards implicitly. The wards entrap the soul in its barrier, but the person's will is devoured by the ward's powers, increasing its strength by +1. Only those selected to be bypassed can enter the warded area safely.
  • Dark Warding - Necromantic Selection for warding havens, areas, items and buildings.

    Stamina 10 (28-30)
  • Active Negative Force Commands - Allows magic user to command and manipulate negative energies at will.
  • Prison of Obsidian - Encases target, or their soul (on death) in obsidian. They are preserved if captured alive.
  • Spell Reversal - Can alter alignment of spells or reverse them back on caster.
  • Thief of Life – Drains Blood, Strength, Health, Stamina, Levels, and Willpower. Does great deal of damage. Increases mages power by levels taken until spent.
  • Dead Realms Walk - Ability to walk to any death dimension, plane, world, underworld, hell, or other realm of the dead. Soul must be marked for passage to enter any underworld's forbidden corridors.
  • Crack of Doom Spell - Snuffs out the life force of several creatures, +1 target, +1 per ace as called.
  • Immutable Death Crush - Spirit hand grapples vital area to crush windpipe, heart, brain. Will pass through magic/energy fields.
  • Dark Creation - Powers of Necromantic and Dark Temple Spells; Commands; Factors; Improvised Casting (failure with failed chaos roll of 1 d6 roll of 1 fails); Recreation and Creation of Monsters, Flesh Crafting; Artifacts; and items Creation.

    Stamina 11 (31-35)
  • Arch Necromancer - Create death spells, curses, artifacts, magic items, improvise dark magic, create wards, monsters and creatures.

    Stamina 12 (36-40)
  • God of the Dark Temple - Ascension into Lich, Demon, Devil, Vampiric Deity, and Angelican vampire only. Holistic creation and command of the Dark Temple's powers. Any Life and Death command can be invoked. Improved Ward Creation, Stable Weaves and unbreakable seals to any not exceeding their power with the knowledge of disabling powers selectively. Failure with more 1s than successes.
  • Resurrect Army - Does what it says. Massive aural wave blasts over an army like a gust of shadowy wind and restores corpses, then the bodies begin to glow as their souls plunge back into their bodies and vital flames are sparked, and with command, Raise the Fallen, the dead rise fully resurrected with 100 HP each. Caster is KOed for a day and requires a week of recuperation.
  • Necromantic Corruption

      Any alignment can take necromancy, but if used for evil; this power will corrupt its wielder and shift their alignment. Typically; those of chaotic or evil alignments learn this path. Those who become supreme masters of Necromancy, become so infused with the powers of the dead realms that they ascend into a dark being (see level 12, God of the Dark Temple). Good aligned must at least become chaotic if this occurs.

    Curse Weaver

  • Curse of Embodiment: curse someone with a physical altered state (or forced shape change) which is brought on by a called trigger.
  • Curse of Debilitation: curse someone in a manner which affects their health as called.
  • Curse of Intellect: curse someone with a mental affliction as called.
  • Curse of Disfigurment: disfigures as called when triggered.
  • Curse of Death: subject is cursed with fatal decay which will end in death if the contingency of the curse is not met in 3 d6 days.
  • Curse of Infestation: subject is infested with a swarm of called insects which inhabit their clothes, hair, and even their flesh.
  • Curse of Ineptitude: subject is unable to perform a called action.
  • Curse of Black Fortune: subject suffers bad luck in everything they do. Every action they perform stands a +10% chance of failure per ace.
  • Curse of Remembrance: subject stands a +10% chance per ace of not remembering something each time they try to.
  • Curse of Spirits: subject is haunted by a called spirit type which follows them everywhere they go, tormenting the subject in every way they can.
  • Curse of Regression: subject regresses rapidly as called, full regression occuring within +1 day per success.
  • Curse of Consequence: subject is cursed with a called affliction which can only be cured by meeting called conditions, else suffer any called consequence.
  • Curse of Time: subject is cursed with any called contingency involving time, such as not aging, rapid aging, having no sense of time whatsoever, etc.
  • Curse of Fate: subject will suffer a called fate if they do not meet certain conditions.
  • Curse of Destination: subject is cursed with a +5% chance per ace of phasing from one place to another at any given moment when traveling.
  • Curse of Sentimentality: curse affects the emotional state as called when a called catalyst is triggered.
    • Conditions
    • Chaos Penalty: if 0 aces are rolled, weaver takes damage equal to power of curse and curse stands a 20% chance of backlashing on weaver.
    • Level of Curse: is as called up to level of path.
    • Catalyst: each curse has a called catalyst which determines how each curse is triggered
    • Solution: each curse has a called solution which breaks the curse.
    • Duration: any curse cast without a solution lasts a called duration, or until it is broken by someone else with a higher roll than power (LoD) of curse.
    • Damage: curses which damage cannot deplete health by more than power of roll per day.

    Shadow Weaver

  • 1-[1-3] Shadowy Oneness: target blends into any shadows present to appear as shadows.
  • 2-[4-6] Bend Shadows: make shadows spread, bend, or fall where called within radius or range of stamina level used=feet per success.
  • 3-[7-9] Shadow Strider: sink into the shadow plane to close distances or to walk on the edge of the shadow veil within visual range of the upper planes.
  • 4-[10-12] Shadow Phase: phase target through the shadow plane and displace them to alter position or phase past attacks.
  • 5-[13-15] Shadow Illusions: conjure shadowy phantasms to trick, distract, and confound the mind.
  • 6-[16-18] Embodiment of Shadows: take a called shadow form that can command shadow aspects at current level, but which cannot contact material things, all that is worn or carried becoming part of this form.
  • 7-[19-21] Gateway to the Shadow World: invoke a gate which accesses the shadow plane which others can enter as well. Use to cross great distances by passing through the shadow plane as well.
  • 8-[22-24] Imbue with Shadows: target melts into shadows to become shadows. Lasts until dispelled.
  • 9-[25-27] Shades: weave or summon creatures from the shadow plane that will protect or support the shadow weaver. Creatures command shadow powers. Levels are +1 per success. Roll for each skill or for level as a shadow weaver.
  • 10-[28-30] Quick Shadows: haste shadow form or next power used by +1 mvm per success.
  • 11-[31-35] Shrine of Shadows: weave a shrine of shadows that is warded with shadow aspects as called. Only those selected to enter the shrine can see it or enter it.
  • 12-[36-40] Shadow Weaver: weave quasi-real shadow world aspects within the shadow realm including alternate forms, shelters, gardens, forests, fortresses, creatures etc. as called in a radius of up to stamina level used=feet per success. Aspects can be raised into the upper plane to manifest as quasi-corporeal things with a shadowy appearance. Strength, Fortitude, or power of aspects is +1 per success each.
  • Morph Elements

    Size Chart

  • Stamina 1 (1-3): bullet, ring, quarter, pencil, pebble sized
  • Stamina 2 (4-6): large bullet, small dagger, necklace, silverware, large pebble sized
  • Stamina 3 (7-9): small rock, plate, large bullet, belt, knife sized
  • Stamina 4 (10-12): cloak, short sword, long dagger, sized
  • Stamina 5 (13-15): large rock, battle shield, sword, shrub, window sized
  • Stamina 6 (16-18): boulder, door, suit of amour, bush sized
  • Stamina 7 (19-21): car, wagon, gate, boat, small tree, huge boulder sized (Base MA backlash dmg.)
  • Stamina 8 (22-24): large tree, small ship, house, tower, hill sized (Base MA backlash dmg.)
  • Stamina 9 (25-27): mountain, lake, ocean liner, small island sized (Base MA backlash damage.
  • Stamina 10 (28-30): Multiple Morph – morph up to +1 targets per success at one time.
  • Stamina 11 (31-35): Formulation of Commands - create wards, magic items, spells, catalysts and contingencies with morph commands. (Base MA backlash damage on failures)
  • Stamina 12 (36-40): Live Morphs - morph animals, humans, creatures with elements or other living things. (Base MA backlash damage on failures)

    Morph Information

      Elementalist can alter one Element into another of specific kind - Stone to water, Mud to wood, Metal to air, etc. The larger the morph target is, the more stamina it uses. Very large morphs cause damage to caster but as Morphomancer masters this path, damage occurs only on failures.

    Path of Chaos

    Classes 1-5 Learned
    Path Bonuses
  • Wisdom: +5
  • Health: +50
  • Stamina: +1
  • Aspected Paths: +5
  • Chosen Aspects: Shadow Weaver, Curse Weaver, Disease Aspects, Story Teller Aspects, and Pentacles Aspects