Powers of
the Void
v
(1) 1-Drain Life: damages and depletes -1
called level as knowledge is drawn into the
void.
v
(1) 2-Soak Constitution: damages and
depletes stamina, strength and willpower -1, -1 per ace, increasing mage’s check
levels by amount drained.
v
(1) 3-Darkness of the Void: target is
temporarily blinded, lasts 1 turn, +1 turn per
ace.
v
(2) 4-Arcane Reaper: drains -1 arcane level,
increases mages level until level is spent. Mage can accumulate levels until another
power is used
v
(2) 5-Arcane Siphon: a black void opens
beneath target to siphon -1 MA level until level is
regained.
v
(2) 6-Abysmal Wall of Force-damages and
drains life -1 level in every field per AR
contacted.
v
(3) 7-Abysmal Armor-Body generates, black,
skeletal armor, AC-7, +1 per success rolled. Armor soaks energies equal to ma roll,
causes 9 damage and drains stamina -1, -1 per ace if
contacted.
v
(3) 8-Dismal Void: abysmal void surrounds
target to damage and drain strength, stamina, and willpower -1, -1 per ace each
turn until void is withdrawn.
v
(3) 9-Vacuous Vapors: abysmal vapors spread
over an area of up to 9 foot radius, +1 foot per success. Vapors drain health, doing aggravated
damage as long as targets are exposed to
vapors.
v
(4) 10-Vacuous Void: A void cast over an
item, cloak, or area which snuffs magic by capturing energies into its vacuum of
space.
v
(4) 11-Fingers of the Grim: chilling, black,
morose ethereal fingers grip target’s limbs like so many grim hands to drain
health, willpower, strength and stamina until victim is released. When willpower is at 0, these fingers
pull victim into the abyss where they are turned into a level 2 d6 wraith (see
Bestiary; Wraith). At level 13,
wraith ascends into an Abysmal Wraith and can learn Path of the Abyss and
attains a semi-corporeal, viable entity form (see Bestiary). Wraith can wear armor and wield weapons
in Viable Entity form.
v
(4) 12-Wraith Shield: An abysmal shield forms around party to
null damage from wraiths by soaking their power and phasing wraiths into the
void when they pass through shield.
v
(5) 13-Fingers of the Abyss: damages and
drains -1 stamina, strength, and willpower per success
v
(5) 14-Abyss Gate: gateway into the abyss or
shadow realm, does severe damage to anyone not selected to enter by draining
health, stamina, strength and willpower -1 per
success.
v
(5) 15-Abysmal Phase: phase past weapons and
reposition at up to +1 feet shadow step per success, or phase through armor to
drain -1 level life as called.
v
(6) 16-Abysmal Freeze: rapid freeze effect
which gets into the bone and marrow quickly to take the breath away, Stamina -1
per success, movement -2 per success. Freezes on a crit with 0 movement, stamina
-2 per success. Those immune to ice
and cold still take damage from this power as it is not an ice spell. Does double
damage.
v
(6) 17-Arcane Dead Zone: create a dead magic
zone in a radius of up to 100 yards, +100 yards per success. No magic can be used by any party in
this zone. Any plants will whither
and die rapidly in this area, and wildlife will retreat from area
immediately.
v
(6) 18-Dead Magic
v
(7) 19-Abyssal Death Plunge: turns warrior
victims into minion morbid knights (see Bestiary; Morbid Knights), and
non-warrior victims into Dead Realms Zombie minions (see Dead Realms Zombie in
Bestiary) which are loyal to mage.
v
(7) 20-Abysmal Form: take a shadowy, winged
form with flight which damages, health, and drains -1 stamina, strength,
willpower, and level on touch. Form
takes no damage from normal weapons and most magic, but fire, electricity,
spectral ascension, and holy does double damage to mage, and spectral ascension
dispels abysmal form. Immune to all mental powers, disease, and necromancy in
abysmal form, +1 d6 haste, +1 d6 per ace, haste doubled in
flight.
v
(7) 21-Dead Magic Form: is immune to all
magic and elements in this form.
v
(8) 22-Black Fusion: fuses a called element
or elements with flesh, or elements with other elements, up to 8 layered
elements max.
v
(8) 23-Black Elemental Minion: an elemental
minion created out of up to 8 combined elements is called from the abyss at
level +1 per success. Minion can
have weapons forged of called element, flesh of another element, armor of
another, breath of another, etc.
Lasts until killed or returned to the abyss. HP is level x 20, Unlimited
stamina and willpower, strength and movement=level, dexterity and reflexes 10+1
per ace, Intelligence, Logic and Wisdom equal to caster’s. There is a 10% chance that elemental
will turn against invoker if mage attempts to send them back to the
abyss.
v
(8) 24-Abysmal Sequester: plunge target into
the abyss, does critical damage each turn, and drains levels, stamina, strength,
willpower, -1, -1 per ace each turn trapped to mortal and quasi-immortal beings.
Traps immortals and drains their levels, willpower, strength, and stamina -1, -1
per ace each turn. Does no damage
to dark angels, demons, or creatures with path of the abyss, it simply traps
them.
v
(9) 25-Black Sleep: plunges victim into a
deep sleep which drains stamina, strength, and willpower -1, -1 per ace per
turn.
v
(9) 26-Life Tap: damages and drains all
levels -1 permanently, mage gains +1 wisdom and arcane level permanently as they
assimilate knowledge into their own
embodiment.
v
(9) 27-Wrath Plunge-Turns victim into a
Wrath Demon.
Ø
Wrath Demon -
Morgehtí
·
Levels: 4 d6
(4-24)
·
Information:
These jet black Demons are human in form, but of strapping muscle and never
shorter in stature than 6 feet. They have silky looking, leathery skin, black
hair, and black eyes which turn electric blue when they are harnessing power.
They also have sharp, dagger-like claws, sharp fangs and retractable webbed
wings. The females are slimmer, but still tall. They are accomplished in Bestial
Combat and flight.
·
Stats:
o
Immune to Fire and
Ice
o
Claws and Bite,
+15
o
Deadly Possession: +5 SA, Demon destroys the
will of its victim then possesses them and devours their soul to create a Zombie
Minion of them. MA vs. Willpower
o
Holy powers hurt these demons x 2 damage.
o
Hell Fire: Claws, Bite and Inflict Command
to Imbue, +25% HP dmg per day. Antidote
Specific.
o
Each Wrath Demon starts out with 5 free
spell points. Abyssal Ice spells do double the dmg of standard ice elemental
spells and cost twice as much in XP. They can learn any ice spell at X 2 damage
and power.
·
Arcane Paths:
o
Abyssal
Ice
o
any ice
spells
o
Path of
Fire
o
Fire
ball-+25
o
Spark
Flame-+3
o
Flame
Burst-+20
·
Class: Arcane
Minion of Acheron, Fighter.
v
(10) 28-Create Void: A void opens which
captures matter and energy, snuffing spells and the life force of anything
within 10 feet of void as it pulls them into its
vortex.
v
(10) 29-Abysmal Domination: drains the will,
-1 willpower per success, and allows caster to dominate the will of a called
target to enslave or command them until the one dominated can overpower the
mage’s will. Willpower loss is
permanent until one dominated is freed of caster’s
will.
v
(10) 30-Abysmal Creature: a called creature, monster, or animal is
turned into a minion which serves caster, at level of creature +10. Creature gets 5 special abilities in
path of the abyss that can be channeled through eyes, extremities, breath,
wings, or flesh.
v
(11) 31-Life Snuff: The core of the void’s
crushing black abyss engulfs target to snuff their life. Soul is snuffed out as well on a triple
crit (Hit Dice roll of 20 without bonuses) Save vs. death and soul
destruction.
v
(11) 32-Black Storm: a black shadow moves
over a large area to damage everything within its perimeters, draining life,
stamina, willpower and strength -1, -1 per ace per turn, and damaging everything
it moves across. Shadow looms +1 foot high per success and rolls over an area of
up to +100 foot radius per success as called. Lasts up to 11
turns.
v
(11) 33-Black Doom: snuffs the souls of up to 11 targets as
called to plunge them into the abyss and out again as victims are turned into
Dead Realms Zombies (see Bestiary).
Crit required for success, damages otherwise. Save vs. death and re-creation.
v
(11) 34-Black Enslavement: drain any check, arcane, or skill levels as
called by -1 per success as called, and -1 willpower per success to recreate a
victim as desired while target is enslaved by overpowering their weakened
will. Losses are permanent until
victim is liberated from enslavement.
Only special wizard powers can liberate a victim once they are enslaved.
v
(11) 35-Abyssal Warding: create wards with abyss powers as called
over an area or fortress.
v
(12)-36-40-Master of the Abyss: Channel any
abyss element, cast any abyss power at higher levels, create abyss wards, items,
artifacts and creatures, formulate commands, factors and
contingencies.
Abysmal Ice The coldness and hunger of the Abyss
Double
damage and Power
Stamina
1
v
1-Deathly Chill – chills and drains -1
stamina and strength, -1 per ace, -1 movement per
success.
v
2-Abysmal Mirror - Forms glassy sheets of
ice on called surfaces which allows mage to see visions of select areas or
persons.
v
3-Black Ice - A very slippery sheet of ice
forms where called, very hard to walk on, and drains health while
contacted.
Stamina
2
v
4-Encase in Abysmal Ice - Sleet encases
target to suffocate and freeze with burning cold ice, -1 movement per success,
damages, freezes and suffocates at 0 mvm or on a crit until ice is melted for
aggravated damage.
v
5-Burning Ice Blindness - Freezes targets
eyes to burn and blind them.
v
6-Pond of Abysmal Slush - Forms a pond of
slushy ice (up to 10-30 feet across) where selected very rapidly. Power and Range vs. Movement, drains
stamina and strength -1, -1 per ace and damages, -1 mvm per success. Acts like quicksand, hard to
escape.
Stamina
3
v
7-Abysmal Freeze - Causes someone or
something to freeze, slows animate targets down by -1 mvm. and dexterity per
success, also makes them 'brittle', suffering X 3 damage per hit on successive
hits. Drains -1 stamina and
strength, -1 per ace. Lasts +1
turn, +1 turn per ace.
v
8-Abysmal Door of Ice - Anyone not selected
to pass will freeze, suffer damage, and be drained of -1 strength and stamina
per success when they attempt to pass through door of
ice.
v
9-Abysmal Pit of Ice - Deep pit of ice (up
to 10 feet deep per success) forms beneath someone. Drains -1 stamina and strength, -1 per
ace and damages per turn trapped.
Stamina
4
v
10-Embraced by Black Ice - Freezes someone
or something, makes them unable to move, target suffering X 3 damage while
frozen, drains -1 stamina and strength, -1 per ace. Lasts +1 turn per
ace.
v
11-Dome of Abysmal Ice - Protective barrier
of ice that damages and drains anyone who contacts dome by -1 stamina and
strength per success.
v
12-Burning Void of Ice - Makes target so
cold that their flesh burns with cold for x 4 damage with double aggravated
damage.
Stamina
5
v
13-Icy Sepulcher of the Void - Encases
someone or something in thick layer of ice which damages every turn encased,
draining -1 strength and stamina, -1 per ace, and -1 all skill levels per ace as
the void soaks mental falculties.
v
14-Bridge of the Abyss - Form a bridge of
ice, anyone not selected to cross will fall into the abyss if they fall off of
the bridge. Any who fall into the
abyss will be destroyed and rise again as an abysmal wraith, See Bestiary:
Wraith, Abysmal.
v
15-Wall of Abysmal Ice - Surrounds called
site or comes between called objects, damages and drains -1 stamina and strength
per success from anyone who contacts the
wall.
Stamina
6
v
16-Frozen
v
17-Sphere of Abysmal Ice - A large globe of
ice which can be used as a missile, or called to form around someone or
something. Damages and drains -1
stamina and strength, -1 per success per
hit.
v
18-Abysmal Ice Blades - Sharp blades of ice
streak at targets, 1 blade per success.
Damage+18, +MA damage, -1 stamina and strength per success per hit, -1 MA
level per hit.
Stamina
7
v
19-River of the Abyss - Freezes a river with
ice from the void. Contact or
passing over the river causes massive damage and drains -1 level, -1 per ace to
all skills and power as the void soaks memories, also drains -1 stamina and
strength per success. Does no harm
to those selected for bypass, or to underwater creatures beneath the ice in the
river itself, only to those above or on top of the ice as the surface of the ice
is where the abyss overlaps it.
v
20-Vaccuous Quick Freeze - Freezes target in
moments to drain -1 all levels, -1 all levels per ace, damages each turn frozen,
and drains -1 stamina and strength, -1 per ace per turn. Lasts until spell is broken. Damage will halt when HP is at 2, but
levels will continue to drain until all levels are at 1. Level loss is permanent until they are
restored by spells geared for restoring
memories.
v
21-Abysmal Tower of Ice - Tower made of 12
foot thick walls of black ice forms on called site. Those not selected to enter tower are
frozen for +1 turn per success if they contact the tower, suffering damage each
turn, and -1 stamina and strength per success, and -1 permanent level
loss.
Stamina
8
v
22-Abysmal Sea of Ice - Freezes a sea and
overlaps surface of the ice with the abyss. Any air breathing sea life will
perish. Anyone not selected for
bypass who contacts the surface of the sea suffers an HP drain of -44, -2 per
success, or double critical damage if ice does critical damage, with stamina
drain of -1, -1 per ace.
v
23-Immutable Ice - Protects any object made
of ice from melting and breaking, 10% per
success.
v
24-Abyss Ice Elemental - An abysmal ice
dragon, or other called form, made of semi-immutable ice is invoked from the
elemental plane. Abysmal Ice
elemental will guard any site called, and commands all ice elements at up to Level 24, +1 per ace. Resists
melting by 10-30% per success.
Level=Strength, Stamina is unlimited, HP is Level x 20. All other checks at 5 d6 total.
Willpower and Ethics commanded by invoker, Intelligence equal to invoker’s. Can be damaged by normal weapons. Lasts until killed or sent back to the
elemental plane of the abyss.
Stamina
9
v
25-Storm of Abysmal Ice - Dagger like
icicles rain down from the sky with stinging ice crystals that damage, drain
stamina and strength -1, -1 per ace per hit. +1 ice crystal per success split between
called targets with +5 HB, +1 HB per ace per crystal to
hit.
v
26-Fortress of Black Ice - A fortress of
abysmal, black ice is raised out of the elemental plane on a called site. The fortress has ramparts, towers,
gates, a keep and the floors and courtyards glassy sheets of ice. While the surface is of the fortress is
freezing cold, the air inside the keep and chambers is tolerably warm (60
degrees), the walls acting as an insulator. Those not selected to enter will freeze
if they enter fortress, losing -1 level, stamina, and strength, -1 level per ace
permanently as the void within the fortress walls soaks their memories, health,
stamina, and strength.
v
27-Vacuuous Shield of Ice - Forms a shield
of vacuous ice around someone or something. Damages and drains -1 stamina and
strength per success, and -1 level, -1 level per ace permanently, also drains
health for -1 permanent HP loss per success from anyone who contacts shield from
without.
Stamina
10
v
28-Icy Prison of the Void - Captures someone
into a prison cell of immutable abysmal ice, resists melting and breaking 10%
per success. Cell forms around
target and shifts through elemental plane to a called destination. Cell drains health, stamina, strength,
and levels by -1, -1 per success
per turn until health, stamina, and strength are at 2, and all levels are
at 1, then drain halts. Losses are
permanent until prisoner is released by mage, or until prisoner is extracted and
losses can be restored by a wizard or mage who has the right
knowledge.
v
29-Abysmal Gateway of Ice - A gate which
leads through the elemental plane to any called destination. Any who are not selected to enter turn
to ice and lose -1 HP per success permanently, and -1 level power and skills
permanently if they enter the gate's
threshold.
v
30-Abysmal Ice Catalyst - Allows caster to
create a contingency, that triggers an ice affect if catalyst is triggered. Caster calls catalyst, with up to +100
dmg as called.
Stamina
11
v
31-35:
Master of Abysmal Ice:
create magic items, spells, elementals, weapons, wards, artifacts,
creatures, etc out of abysmal ice powers.
Stamina
12
v
36-40:
Improved Power: Use abysmal
ice powers at these levels as gained.
Necromancy Raise and Summon the Dead, Decay and Death
Stamina 1
(1-3)
v
Corpse Visage - Called person takes on
appearance of a corpse.
v
Cause Fatigue - Causes lapse of extreme
fatigue, -1 stamina per success.
v
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.
v
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.
v
Hide in Shadows - Person disappears into
shadows, but may be seen if they make sudden
movements.
v
Stench of Decay - Fill an area with damaging
stench of death.
v
Hidden Door - Hide a door with a necromantic
phantasm.
v
Deathly Silence - Fill an area with absolute
silence.
v
Healing Aura - Heals minor
wounds.
Stamina 2
(4-6)
v
Detect Undead - Detect vampires, zombies,
wraiths, etc.
v
Stunning Touch - Paralyzes 2
turns.
v
Chill Touch - Chills to the bone and drains
-1 HP, WP and stamina per AR used to touch.
v
Shadow Form - Form shifts into shadow and
cannot be seen where there are shadows.
v
Choke Hold - Unseen force grapple's target's
throat and chokes them.
v
Shriek Of The Banshee - Several people who
hear the Banshee's cry are unable to defend next
turn.
v
Conceal Magic - Hides spell from
detection.
v
Feign Death - Death looks real and one
cannot tell they are living.
v
Summon Shadows - To conceal self or
someone.
v
Healing Grave - Heals serious
wounds.
Stamina 3
(7-9)
v
Invigorate - Returns stamina and strength to
someone who is weak or fatigued, +1 per
success.
v
Spectral Hand - The hand can make ranged
touch attacks at +2 bonus to hit.
v
Sadist's Touch - Touch causes agonizing
pain.
v
Vaporous Form - Shift into a vaporous, mist
form.
v
Vampiric Touch - Touch causes -3
life.
v
Death Armor - Body generates +9-AC, +1 per
success skeletal armor.
v
Necromantic Seal - Seals Necromantic spell
against Dispelling, Disenchantments, etc. requires correct spell of higher level
mage +2 to break magic Seal.
v
v
Phantasm - Realistic
illusion.
v
Protection against Evil - Protects again
dark magic and powers and warns of encroaching
evil.
v
Speak to the Dead - speak to souls and
spirits.
Stamina 4
(10-12)
v
Conjuration - A gate summoning spell of a
called item.
v
Invoke Fear - Causes enemies to flee or miss
in combat and others to retreat. Power and Willpower vs.
Willpower.
v
Telekinetic Commands - Grapple, Push, Shove
or throw someone telekinetically.
v
Contagion - Summon select disease to
target
v
Enervation - Drain -2 levels until end of
encounter.
v
Mask Of Death - Corpse takes on appearance
of chosen individual.
v
Shatter Seal - Shatters mage's seal with
higher power.
v
Shatter
v
Delay Death - Delays death 1 minute per
level or success. and 5 minutes per Ace
rolled.
v
Deadly Vapors - drain life rapidly, 20% each
turn, while caster and those selected are not
affected.
v
Soul Beckoning - Summons spirits and
souls.
Stamina 5
(13-15)
v
Enervation - Drain -2 levels until end of
encounter.
v
Shatter Seal - Shatters mage's seal with
higher power.
v
Shatter
v
Mortis Decomposer - Inflicts someone with
fatal withering disease.
v
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.
v
Death Recall - Recalls the death of someone
just passed away and restores them with 2
HP.
v
Enchant weapons and items - With known
magic, effects are permanent.
v
Dread Shock – Damages, stuns and inflicts
target with shocking terror, -1 turn, -1 turn per
ace.
v
Hold Undead - Holds vampires, zombies,
wraiths etc. even in vapor or shadow form.
v
Dome of Silence - A barrier which allows no
one outside of dome to hear what is being said by those the dome
surrounds.
v
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.
v
Deathly Majesty - Command and summon souls,
spirits, wraiths, and the undead at level 13-15 +1 per
ace.
Stamina 6
(16-18)
v
Animate Dead - Bring Corpses to life to
command at level 16-18, +1 per ace.
v
Illusory Mantle - Creates an illusionary
area.
v
Shadow commands - Allows magic user to
command the shadows and shadow walk.
v
Gate commands - Allows for gate creation on
the fly or creation of fixed Gates and warding commands over
gates.
v
v
Spectral Steed - Creates quasi-real black
demon steeds for several people at level 16-18 with Shadow Horse stats (see
bestiary).
v
Scrying Eye - Ability to spy on someone at a
distance.
v
Shape Change – into called form, take stats
from bestiary if a living form.
v
Haunt - Summon ghosts to haunt a
target. Chill on touch for -1
strength and stamina.
v
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.
v
Mortus Infliction - Rapid degeneration which
results in death if infliction completes.
Stamina 7
(19-21)
v
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
v
Arrow Of Bone -
v
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.
v
Deathly Joining - Dominate an undead
creature to control it, Power vs. Willpower.
v
Control undead - Commands the will, mind and
actions of an undead creature, Power vs.
Willpower.
v
Diabolic Summoning - Powerful creature or
demon summoning power that is increased by 3 levels, which allows for command of
creature summoned.
v
Sepulcher’s Suffocation - Victim suffocates
breathing in air which chokes with fatal, rotting
stench
v
Master of Familiars - Turns target into a
familiar for one day per level, or permanently if
v
Force Shape change - Victim Shape shifts
into commanded form
v
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)
v
Enchant Weapons - Using available
power.
v
Viable Phantasms - Life like phantasms
controlled by user.
v
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
v
True Life Projection - Project up to 4
quasi-real projections of self at 50% power 1 Projection per Ace up to 4.
v
Flesh to Skeletal Armor - Powerful armor
generates quickly at +8-AC, +1 per success. Takes one
turn.
v
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.
v
Forced
v
Protection against the Light - Protects
against sunlight, holy powers, or forces being employed by angels or divine
beings, +5% resistance per success.
v
Soul Capture - Captures soul in item or
called area. If performed on a
living creature a zombie is created.
v
Dead Realms Warding - Wards buildings and
areas. Area warded protected against magic, impact, infiltration and
anti-warding powers.
v
Morbid Paralysis - Paralyzes and shrivels
body to deathlike appearance.
v
Splintering Bones - Splinters victim's
bones, causing great damage, and excruciating
pain.
v
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)
v
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)
v
Wilting Presence - Shadow cast on Targets
Wilts them with degenerative life drain -2 levels per ace, -1 per success, and
damage.
v
Hold of Subservience - Brings target to
their knees with head bowed in complete
submission.
v
Dead Realms Warding Factor - Increases power
of Dead Realms wards with 150% MR.
v
Life Siphon - Drain Life, Soul, and Essence.
Drains -1 level, -1 strength, and -1 stamina from target, -1 each per ace
rolled.
v
Necromantic
v
Artifact Zombie
v
Dark Warding - Necromantic Selection for
warding havens, areas, items and buildings.
Stamina 10
(28-30)
v
Active Negative Force Commands - Allows
magic user to command and manipulate negative energies at
will.
v
Prison of Obsidian - Encases target, or
their soul (on death) in obsidian. They are preserved if captured
alive.
v
Spell Reversal - Can alter alignment of
spells or reverse them back on caster.
v
Thief of Life – Drains Blood, Strength,
Health, Stamina, Levels, and Willpower. Does great deal of damage. Increases
mages power by levels taken until spent.
v
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.
v
Crack of Doom Spell - Snuffs out the life
force of several creatures, +1 target, +1 per ace as
called.
v
Immutable Death Crush - Spirit hand grapples
vital area to crush windpipe, heart, brain. Will pass through magic/energy
fields.
v
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)
v
Arch Necromancer - Create death spells,
curses, artifacts, magic items, improvise dark magic, create wards, monsters and
creatures.
Stamina 12
(36-40)
v
God of the
v
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.
Sorcery
Control the fabric of matter and the elements
Wizards can choose from these as long as spells do not oppose good alignment with ‘cruel spells’. Cruel spells are those which focus on pain, terror or cruel deaths.
Clan Path
Stamina 1
(1-3)
v
Arcane
Seal - Seals a Spell within an item or subject and protects against dispels,
shatters, dissolves, disenchantments, disjoining, and detection, total MA roll =
protection.
v
Whispering
Wind - Message to one person, very quiet.
v
Suspension
- Lift someone gentle or catch someone or something falling to let them or it
down softly.
v
Fire
Burst -
v
Trip
- An invisible force trips someone in
motion.
v
Ethereal
Light - Lights the way in dark places with a pale, azure blue
light.
v
Kaleidoscope
Vision - Make someone see ten of everything.
v
Chameleon
Cloak - Blends a person into their
environment.
Stamina 2
(4-6)
v
Mental
Commands - Spells can be cast w/o speaking.
v
Visual
Sentry - All round vision.
v
Jinx
- Causes someone to drop a weapon, fall down, or other minor called
effects.
v
Air
Hike - Jump 15 feet in the air and remained suspended for 1
turn.
v
Quicken
Blade - One thrust becomes three rapid thrust, One swipe three,
etc.
v
Hasten
- Hasten another person or an object by +1 movement per
success.
v
Conjure
Item - Any small item, like a weapon, bottle of wine, etc. A minor gate
summoning power.
v
Displacement
- Target vanishes from one place and appears in another in immediate area as
called.
Stamina 3
(7-9)
v
Arcane
v
Arcane
Lock - Locks a door, gate or window to prevent
entry.
v
Arcane
Proofing - Protects a spell, magic item, or select object against specified
effects or threats. Roll for each Proof cast. Success Roll = Power of Proofing
+MA level of caster.
v
Arcane
Quickening - Spells cast faster.
v
Boomerang
Effect - A dagger or sword when thrown hoops rapidly, able to hit a target
multiple times, and comes back to wielder, +1 hit, +1 hit per ace, +1 HB per
ace.
v
Guardian
Gate - Weaves any gate power with a contingency to seize a person in a gate
under called circumstances. User must have pre-existing gate
power.
v
Disenchant
– removes enchantments with a higher roll.
Stamina 4
(10-12)
v
Soul
Net - Captures Soul of the newly dead.
v
Holding
Force - Arrests movement and ALL action.
v
Channeling
Fork - Forks power to hit various called
targets.
v
Resilient
Sphere of Arrest - Encase creature/object in a resilient sphere of energy which
resists physical and arcane infiltration.
v
Negation
- Negates various powers as called.
v
Id
Cloak - Protects against race, power, alignment, and presence being identified,
and guards again sight, mental probe, visionary, divination and aural sight
powers.
v
Shatter
Spell – with a higher roll.
Stamina 5
(13-15)
v
Ultimate
Stony Grasp - very powerful and hard to break
grasp.
v
Bypass
Wall - Walk through walls
v
Wall
of Force - Invincible wall of force, often used in warding rooms and
buildings.
v
Proofing
Factor - Proofs against various effects as
called.
v
Arcane
Factor – factor a spell with one called contingency which results when spell is
cast.
v
Enduring
Sleep - Places target in deep, lasting
sleep.
v
Seizure
Gate - Seize someone in an arcane gate and transfer them to called
destination.
v
Binding
Honor - An agreement is bound with a called contingency which takes effect if
agreement is broken. The contingency cannot be dismantled once one has agreed to
terms. One has to agree to binding honor for agreement to count. Beware
loopholes.
v
Binding
Contract - A written contract when signed is bound by its signature, and if
terms are broken, punishment as called on contract occurs. Proofed against all
manners of dispels, disenchantments, shatters, reversals, negations and
anti-magic.
v
Shield
of Negation – Any powers that hit shield are lowered by power of shield. Up to 5’ radius per
success.
Stamina 6
(16-18)
v
Arcane
Immunity - Saving throw bonus per success against
spells.
v
Control
Weather - Controls natural conditions of weather without
extremes.
v
Transmute
Rock To Mud - Happens very rapidly.
v
Fabricate
- Create normal items.
v
Shatter
- Shatters an object.
v
Shadow
Walk - Folds dimensional layers as mage walks through the demi plane of Shadows.
v
Flame
Armor - Armor which ignites an enemy in flames each time enemy hits or makes
contact. Invisible until contact.
v
Ring
of Rune Stones - Rune Stones appear to circle area party is in, absorbing all
magic and energies cast on party. Can not be dispelled by hostile
parties.
v
Anti-Factor
- Protects a power or target against called power or effects. Must be used prior
to any engagements.
Stamina 7
(19-21)
v
Disintegrate
- Disintegrates an object or element.
v
Sequester
- Banishes Target through a dimensional gate from a select place to their
residence or a called location and prevents their re-entry within a radius of up
to 5 miles per success.
v
Mantle
of Invisibility - Renders target invisible and utterly
undetectable.
v
Deadly
Shocking Grasp - If held for longer that 10 seconds, is deadly, power vs.
strength.
v
Secret
Door - A secret door can only be seen, and opens only for caster unless others
are selected to enter with him.
v
Reverse
Gravity - Gravitational pull on a select thing is reversed to make it
float.
v
Polar
Inertia - Reverses the inertia of something in motion to send it whip lashing
back.
v
Telekinetic
Sphere - A resilient sphere that can be moved with
mind.
v
Limited
Wish - Allows a minor wish. A type of
conjuration.
v
Plant
Lore - Make plants grow quickly and move.
v
Permanence
Factor - Makes a power permanent, seals and marks a
power.
v
Soak
Power – target soaks power equal to power of spell next turn taking less or no
damage, while effects are negated to damage
only.
v
Arcane
Prodigy – wizard or sorcerer has innate arcane powers with limited path and can
seal, mark, proof, factor, modify, fork, layer, quicken spells, use compound
targeting, cast silently, and make spells permanent.
Stamina 8
(22-24)
v
Orb
of Arrest - Arrests target in an Orb of holding
energy.
v
Vampires
Blood Bane - Spell does 5 dmg per success, each round until 1 LP remains. Spell
can be cast 3 times of day. This spell burns a vampires blood, then their bodies
from within to without, and hinders
regeneration.
v
Arcane
Tendrils Orb - Orb floats around a called area at guard and attacks enemies
within a 50 yard radius as long as targets are in range. One or rarely three of the six rays
conjured by this orb hits a target, each with a different power: 1 d6, 1-4=1 tendril, 5=2 tendrils, 6=3
tendrils, 1 d6 for each attack effect.
o
1-Stun:
damages, stuns -1 turn, -1 AR per ace, keeps attacking while target is
stunned
o
2-Solidify:
damages, -1 movement per success, 0 movement on crit, -1 stamina per success,
effects last 1 turn, +1 turn per ace.
o
3-Health
Siphon: damages and drains -1 strength per
success.
o
4-Fatigue:
-1 stamina, reflexes and dexterity per
success.
o
5-Attack
Stream: stream of energy grips target and damages until hold is broken, lasts 1
turn, +1 AR per success or until stream is broken by getting out of
range.
o
6-Jolting
Shockwave: damages and throws
targets 3 d6 feet with 2% chance per success of targets dropping anything in
their hands, blow also staggers -1 AR per
success.
o
Called
o
Orb
Stats: Movement: 23, Reflexes and Dexterity:
16+1 per ace.
o
Level:
8, +1 per success, or level 1-24
o
Vital
Energy (acts as HP): 640.
o
Orb
cannot be dispelled, disjoined, or shattered. Its energy must be scattered by
attacking it with normal weapons until vital energy is at 0 and orb is
destroyed.
v
Trap
of Souls - Traps the soul within a photonic sphere. If touched the soul would
suffer damage, and if the soul should lapse through the sphere, it would destroy
it.
v
Quantum
Leap - Leap through time and dimensions.
v
Arcane
Dead Zone - Creates a dead magic zone up to 100 yard radius, +100 yards per
success. No magic can penetrate or be used inside of
zone.
Stamina 9
(25-27)
v
Magic
Gate - Opens Gate in any solid object and past wards with higher
roll.
v
Arcane
Sphere - Protective Sphere of Magic woven with 9 various effects, each with a
kick if sphere is touched. Each time sphere is contacted, an additional power
woven into the globe strikes them, so that number of effects equals times
touched. Each power must be dismantled in order it was woven with correct
dismantling spells.
v
Succor
- A protective contingency placed on another to protect them against certain
circumstances.
v
Imprisonment
- Traps victim within a select room or space with warded powers preventing their
escape.
v
Elemental
Aura - Protects from attacks of a called element and allows the casting of all
spells levels 1-9 in that element.
v
Wish
- Allows one wish on success. A form of conjuration. Must be something within
the realm of possibility. Wish must be
material.
v
Compound
Targeting – combine with other spells to affect up to 1 target per
success.
Stamina 10
(28-30)
v
Curse
of Death - 10% dmg every RP day curse remains. Allows for no healing. Curse can
only be dispelled by caster. Curse of death is a contingency spell, contingency
terms named by caster. The only way the spell can be removed is for the
contingency to be met.
v
Estate
Transference - Move keep to an elemental
plane.
v
Sphere
Of Ultimate Destruction - Create a temporary Sphere of Annihilation. Lasts +1
turn, +1 turn per ace, and soaks the matter of everything it contacts to damage
and disintegrate on a crit. Mage controls movement of
sphere.
v
Sphere
of Arrest - Arrests target and will reverse attacks on anyone attacking the
sphere for double damage.
Stamina 11
(31-35)
v
Arcane
Mastery - Create spells, artifacts, arcane items, powers, wards and commands,
animate inanimate objects to create non-living creatures with select
capabilities.
Stamina 11
(31-35)
v
Improved
Mastery – Cast any spell at these levels as they are
gained.
Stamina 12
(36-40)
v
Improved
Power
Earth
- Terramancy Invoke the earth and its elements... stone, soil, sand, salt, minerals
Note: Precision of all targeted or missile spells are determined by Magic HB plus Missile and/or Targeting bonuses. In cases of multiple missiles HB of each missile must be rolled.
Elementalism
Stamina 1
(1-3)
v
Volley
of Pebbles - Pebbles rain down to do +1-3 damage each pebble that hits. Radius of up to +10 feet per success
with +3 pebbles per success within called radius. Missiled
spell.
v
Rolling
Stone - Cause a stone to roll in called
direction.
v
Mud
Pit - a mud pit forms where called.
v
Reveal
Stamina 2
(4-6)
v
Volley
of Stones - Stones rain down, +1 stone per success, radius of up to +10 feet as
called. Power equals damage of each
stone.
v
Quartz
Arrow - Arrow of quartz streaks at target, +1-HB. Power of roll equals damage. Missiled
spell.
v
Earth
Speak - Speak to the earth to gain knowledge that has occurred in an
area.
v
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.
Stamina 3
(7-9)
v
Hurdling
v
Earth
Spring - Reveals any springs in the earth.
v
Cavern
Sight - Reveals nearby caverns and what is in
them.
v
Open
Doorway - Opens a doorway in solid rock.
Stamina 4
(10-12)
v
Sand
Storm - damage each round. Target/s are blasted by stinging sand which is so
fine it gets past all but solid elements, the wind so strong it tosses Level X
10 pound objects like tumble weed.
Radius of up to +10 feet per success as
called.
v
Shift
v
Raise
Pillar - Raises a pillar of stone from the ground, or a floor. Power equals strength of
pillar.
v
Dome
of Rock - Rock dome with diameter of 20 feet, with 12 foot deep walls forms over
called area. Power equals strength
of rock dome.
Stamina 5
(13-15)
v
Barrage
of Boulders - Boulders fly at target area like they were slung from catapults,
+1 boulder per success, power of roll equals damage of each boulder, range of up
to +10 feet per success. Missiled
spell.
v
Heal
Nature - Heals a damaged earth element as
called.
v
Will
of Stone - Affected target's will enhanced by +1 per success. Lasts 1 turn, +1 per
ace.
v
Earth
Morph - Change shape of stone or mineral, or morph minerals into another earth
element, turn quartz to sand, stone to dirt, metal to sand, another type of
stone, etc.
Stamina 6
(16-18)
v
Desert's
Hottest Elements - Alters called area into a perilously hot and dry barren.
v
Stairway
of Stone - raises stones to form a stairway.
v
Heart
of Stone - Heart has strength of stone to stand up against heart wounds, +Spell
Level Used per success = Fortitude.
Lasts 1 turn, +1 turn per ace.
If made permanent, Regeneration and Healing take a -50%
penalty.
v
Stone
Door - A door is hidden by a thick wall of stone and can only be accessed by
those caster calls.
v
Earth
Door - open a door in earth, stone, sand, etc. and conceal doorway as same
element. Select who can or cannot enter and see door, or mark door with a riddle
or contingency which reveals a word of power. Door otherwise remains unrevealed as
solid stone, earth, sand, etc. as called.
Stamina 7
(19-21)
v
Earth
Tremors - The ground shakes to unbalance those on shaken ground, -AR, -1AR per
ace.
v
Minor
Earth Quake - The ground tears open in area called in a rift that is up to +5
feet long and +1 foot wide and deep per success. Movement and Dexterity vs.
Power and Area affected. Damages
those who fall in rift. If
Terramancer dispells the fracture it closes in on those trapped in rift to crush
them fatally on a crit. Aggravated
damage otherwise as targets climb out of rift as it
closes.
v
Land
Bridge - A bridge of stone and earth forms over called area, up to 10 feet long
per success.
v
Flesh
of Stone - Target's flesh becomes tough as stone, with +Spell Level Used per
success = Fortitude. Lasts 1 turn, +1 turn per
ace.
v
Flesh
to Stone – turn called target into solid stone. Mage can choose to preserve life within
the stone, otherwise life can only exist cast in stone for 1 d6
days.
Stamina 8
(22-24)
v
Land
Slide - Brings a hillside, mountain, fortress or
v
Rejuvenate
Earth - +1-dmg to caster per ace. Restores the earth exactly as it was prior to
destruction in a matter of minutes within a radius of up to +10 feet per
success.
v
Morph
Element - Caster can alter one earth element into another element of any kind or
vice versa of same or like size.
v
Earth
Tower - Raise a tower composed of earth elements. Power of Roll determines strength of
tower.
Stamina 9
(25-27)
v
Severe
Earth Quake - Brings down buildings and mountainsides, and opens deep fissures
in the ground. Rifts open up as
called that are up to +10 feet long, and +5 feet wide and deep per success.
Critical damage to anyone near center of quake, death if buried beneath a
landslide or large building on a crit, or if a rift is closed on targets caught
into fissures.
v
Fiery
Fissure - Earth and Fire Taps. A rift of lava and incinerating fire opens
up. Aggravated damage to those
nearby unless selected for bypass, death to those who fall in fissure (unless
immune to fire), critical aggravated damage to those near rift on a
crit.
v
Mercury
Vapors - Deadly poisonous, even to immortals, aggravated
damage.
v
Rock
Storm - Hail of boulders and rocks - Dmg X Successes to all in area affected at
up to +10 feet perimeter per success.
Stamina 10
(28-30)
v
Raise
Volcano and Awake - Ground shakes and a volcano pushes upward to spew lava,
burning ash fills the air, glowing rocks batter and damage all within in its
10-40 mile radius.
v
Earthquake
to Canyon - Violent earthquake rips the ground open as called, opening canyon
like rifts that are up to +50 feet wide, +25 feet deep, and .50 mile long per
success. Those who fall into canyon
suffer impact damage equal to depth of canyon plus damage of
roll.
v
Earth
Fortress - Raise a fortress composed of called earth elements. Strength of
Fortress is equal to power of roll.
v
Elemental
Wards - Ward something, someone or an area with earth elemental
powers.
Stamina 11
(31-35)
v
Master
of the Earth - Terramancer can formulate earth commands, use them for warding,
formulate catalysts, make enchanted items and artifacts, and blend them with
other gifts.
Stamina 11
(31-35)
v
Improved
Power - Terramancer can apply any earth elemental command at these levels as
gained.
Umbramancy The Path of Shadows... what the shadows hide and touch and span
Path of
Shadows
Stamina
1
v
1-Manipulate
Shadows - Cause shadows to shift, bend and move as
called.
v
2-Shadow
Veil - Hides target in shadows.
v
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
v
4-Shadow
Cloaking - Cloaks target and their presence.
v
5-Shadow
Door - create a doorway of shadow where no doorway exists that opens and closes
only to creator.
v
6-Shadowy
Concealment - Make a called target take on appearance of
shadows.
Stamina
3
v
7-Shadow
Walking - Close distance through shadow
realm.
v
8-Shadow
Bridge - Create a solid bridge of shadows 4 feet
wide.
v
9-Shadow
Perception - Allows for detection of shadow forms and active shadow
applications.
Stamina
4
v
10-Gate
of Shadows-which caster can take others through via the shadow
realm.
v
11-Trap
Door of Shadows - a trap door opens under someone and drops them into a cell of
shadows which holds them captive.
v
12-Intercept
Path - Allows shadow elemental to intercept other gate paths, even select ones
with higher power (roll).
Stamina
5
v
13-Phasing-Phase
out of material realm into corporeal form of
shadows.
v
14-Aura
of Shadows - nothing about subject protected by this gift can be sensed by any
means.
v
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
v
16-Corporeal
Assimilation -1 Form per 5 levels. Corporeal Disguise, can be any living
creature.
v
17-Corporeal
Shadow Form - Ability to take actions in shadow form.
v
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
v
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.
v
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..
v
21-Shadow
Planes
Stamina
8
v
22-Black
Oracle - Part the shadow veil to reveal those clan members selected, and use
Shadow gates to intercept subjects within shadow realm and to intercept shadow
gates.
v
23-Shadow
Planes Gate - like a walker only shadow elemental can take others with
them.
v
24-Eclipse
in Shadows - Eclipse an area in the shadow veil, up to 10 feet per success.
Protects from sunlight.
Stamina
9
v
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.
v
26-Dungeon
of Darkness - Sinks a subject or select area within the demi-plane of shadows
where the shadow lands 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.
v
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
v
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.
v
29-Protection
from Shadows - Protects from any rivaling Shadow
Effect
v
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
acre.
Stamina 11
(31-35)
v
Improved
Power
Stamina 12
(36-40)
v
Improved
Power
Shamanism Summon, invoke, command, harness spirits and their energies
Hierophant of Chaos
v
1-{1-3}
Healing Song – heal +1 HP per success, +5 per ace with healing song, gourd
rattle, and medicine bag.
v
2-{4-6}
Spirit Song – invoke a subject’s patron spirit to aid them in a called endeavor,
+1 d6 per success, +1 HB, +1 HB per ace, +1 to save, +1 to save per ace, or +2%
chance of triumph per success as called.
v
3-{7-9}
Healing Chant – heal serious wounds and illness, +5 HP per success, +10 HP per
ace.
v
4-{10-12}
Advocate – summon a powerful spirit which will shield another from harm until
the spirit is vanquished. Spirit soaks -1 damage or power per success per hit to
protected subject no matter what kind of damage it is. Advocate has +1 save, +1 save per ace
vs. banishment. This spirit is not
affected by raise the dead.
v
5-{13-15}
Invoke Dark Spirit – summon a dark spirit into a target or area to curse target
with a called affliction that is triggered as
called.
v
6-{16-18}
Spirit Union – the shaman falls into a deeply meditative state as they dream
walk to the other side where they can gain knowledge, or tap aspects of the
elements, spirits, life force, or an entity to either draw energy from it and
channel that power, or to expel a spirit from a person or area. At high levels the shaman can join with
multiple spirits (max number=AR).
Aspects tapped through union of spirit can last up to +1 turn, +1 turn
per success.
v
7-{19-21}
Alliance of Spirits – like union only it is not used for exorcism but for
joining with a spirit to absorb aspects of that spirit permanently, such as the
spirit of wind, earth, life, or of a creature. Level of Aspect = Power of Roll,
+1 aspect gained on success.
v
8-{22-24}
Resurrection – restore life to the dead through spirit conduits, the life force,
and restorative healing.
v
9-{25-27}
Purification – Purify blood, mind, body, food, water, air, etc. as called, by
drawing undesirable matter into the dead
realm.
v
10-{28-30}
Mutual
v
11-
{31-35} Union of Flesh – shaman dream walks to the nether marches to tap echoes
of spirits and harness their living embodiment of the past to call the flesh of
a called creature into self or another to shape shift. Shape shift ability can become permanent
on a crit if called.
v
12-
{36-40} Arch Shaman – advent spirit realms and netherworlds in the flesh by
opening paths through dream walking, shamanistic creationism, spirit wards,
protection spells, create creatures through elemental, life and spirit taps,
enchant items, create artifacts, improvise
spells.
Pentacle of the Elements The elements are life, are in all things and connect all things
Hierophant of Chaosv Axis: Perpetual Change - The Great Cycle (culmination of all driving forces) Elemental and Biological Chaos
v1st Point: Darkness: Shadow, Absence, Vacuity, Dimension - Dormancy
v2nd Point: Fire: Light, Electrical, Inertia, Destruction, - Matter
v3rd Point: Earth: Plant, Animal, Mineral, Chemical - Particle
v4th Point: Air: Spirit, Spectral, Time, Astral - Vibration
v5th Point: Water: Storm, Ice, Harmony, Disruption - Metamorphos