Braemen
General Information
Player Information
Player Name: NPC, available to be picked up as a PC
Screen Name: N/A
Date Character was Created: June, 2009
Game Platform: The Middle Kingdom.
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Character Profile
Name: Braemen, Bremon, Nevaar Shagura (alias in devil form)
Race: Arch Devil of Proxy
Clan: Honorary member of the Blackhorn Clan
Age: ancient, exact age unknown Age by Appearance: varies according to form, true form, 20s
Occupation/Rank: Agent of Saeed, Battlemage, Assassin and Spy.
Alignment: chaotic
Creed: fatalist
Nature and Demeanor: poised, observant, guarded, friendly to those he respects and esteems, apathetic to the rest. He once confided to Saeed, under the influence of exquisite pipe smoke, that he did not resent The Morning Star for the sins he had brought on him, or Haman for rejecting him for being one Promethius of many created by Lucifer. He believed it was his fate, a destiny which brought him to his present state of existence.
Location: Inaaksu or his residence in Acheron
Appearance: Braemen has feathered wings of a rich brown colour with a golden sheen, the same colour as his long chocolate locks of curling, gold streaked hair, which dips into a prominent widow's peak. His fingers are tipped with deadly, flesh and milk-chocolate coloured claws and his mouth is equipped with four large fangs. He can shapeshift and often assumes a human likeness of his devil form, but he can also possess or assimilate the forms of those he devours the souls of.
Allies and Friends: Om Betsumin (the Sandstorm Maurauders), King Saeed of Hassim
Servants
Saamek:, Duminor vampire, very loyal serf.
Raamir: Neffari demon kin, also called Saraad by his men (leader)
Sarash: Bhassir Namas, medium brown skin, black hair, blue-green eyes, rugged, hard looks with lots of scars.
Kharzaan: Ardda Elf (ranger and raider) Chocolate Brown hair with red highlights, light green eyes, earth-brown skin, lean build.
Khaez: Neffari, red-brown skin, scarred face, deep scar across left eye, bright blue eyes, once handsome but very beaten up, scarred, rough skinned in appearance now.
Aksul: Bhassir Namas, deep auburn hair
Al-Har: Shaamea
Braemen's Sons
Sextuplet Sons of Braemen and Saffiel (NPCs)
Erustaad: eldest son of Braemen and Saffiel, Warrior
Nisaame: second son of Braemen and Saffiel, Mage
Dumaare: third son of Braemen and Saffiel, Watcher
Ishmael: fourth son of Braemen and Saffiel, Warrior Mage
Rhavaar: fifth son of Braemen and Saffiel, Warrior
Akdir: youngest son of Braemen and Saffiel, Guard
These fraternal sextuplets are close and quite protective of each other, their King and their father. They also have a great love for their mother inasmuch as Braemen instilled in them love and respect for the mother they would not meet for some time to come.
Physically; they have some demon traits and some Neffari traits. These sextuplets, are very tough (+30 fort), strong (+1 strength per level) and are immortal. They are also highly resistant to magic and elemental attacks (95% fixed resistance) unless born as mages (25% fixed resistance). Mages have 4 born with paths from Horned Demon and Abyss Demon paths. All have 12 traits inherited between Abyss and Horned Demons.
Their appearance is quite attractive though demonic. They have sienna brown flesh with bony ridge plates down the brows to their nose, and across the bridge of their otherwise human noses. They also have handsome brow horns protruding from their eyebrows and a row of horns protruding from the side of their forarms like shark tooth shaped spikes. All have their mother's shapely lips and their father's strapping build. The 3 youngest have their mother's bright blue eyes, while three eldest have their father's black eyes. They have large fangs and sharp molars, while their incisors are human. Their hair is jet black, curly and kept long. Their fingers are armed with rather large, sharp, curved claws. All bear the marks of both Saeed and Braemen between their shoulder blades (Saeed's) and on their chests (Braemen's). The three eldest are also winged and have flaring goat-like horns. They are all in their mid-twenties in appearance and their bodies shall not age beyond that though they may fill out with more or less muscles and or weight.
Traits
Animal Kinship
Demonic Structure: claws, wings, fangs, horns, bony plates, sharp teeth
Soul Reaper
Mental Tower
Dark Presence
Vocal Domination
Telepathy
Immortal Constitution: +20 stamina, +25 regeneration, +30 Fortitude, +1 strength, stamina and regeneration per trait level.
Immunities: cold, disease, charms, abyss and shadow
Grand Improved Strength: +1 per level.
Reistance: resist arcane and elemental attacks 95%, mages by 25%.
Spiritous Stone: same thing as a phylactery, these Demons cannot be killed permanently until this gem stone is destroyed. Stone can be hidden anywhere in their own bodies. The power of this stone resurrects the Horned Demon 1 d6 days after a cursory death. Strength of gemstone is 120, +10 per trait level. Acts as HP and vs. strength or spells or destructive force.
Paths
Genomancy: Ishmael
Abyssmancy: Ishmael
Novomancy: Ishmael
Dead Realms Magic: Ishmael
Necromancy: Nisaame
Spectremancy: Nisaame
Piromancy: Nisaame
Sorcery: Nisaame
Background
Securing the Prince
Things Unremembered
Weapons and Armour
Weapons
Heritage Flail: +30 dmg, level 28, shockwave-stuns and inflicts added damage
Morning Star Mace: +40 dmg
Chainblades: +22 damage each, two heavy but sharp blades on either end of a heavy yard long length of chain
Lucky Knife: +18, a serpentine bladed long dagger which he can often be found playing around with, 75% luck vs. death, capture, critical injury, or catastrophe (and loss of knife).
Wrath Sword: drains -1 stamina per hit, -2 per ace per crit, on death by this blade, target plunges into the abyss and turns into a wrath demon, which the weilder of this sword can summon and command, and dismiss back into the abyss on command while holding this sword. Sword also does +25 arcane damage, +250 damage on a crit. Power of recall.
Defense
Heritage Buckler-Level 28 Riposte and +28 Improved Strength while held.
Fortitude
Dice
Dice
HP: 1056
Regeneration: 50
Fortitude: 21
Resurrection Difficulty: 0%
Deaths: 0, Transient Deaths: 0
Combat: 25, +4 HB, +3 AR (includes +1 precision, +1 battle discipline)
Inborn Powers: 35, +3 HB, +4 AR
Abyssmancy: 32, +3, +3 AR
Pyromancy: 30, +3 HB, +2 AR
Umbramancy: 32, +3 HB, +3 AR
Spectemancy: 26, +3 HB, +2 AR
Necromancy: 26, +2 HB, +3 AR
Novomancy: 25, +3 HB, +2 AR
Check Dice
Strength: 33
Stamina: 32
Movement: 20
Dexterity: 20
Reflexes: 26
Stealth: 28
Mental Checks
Willpower: 31
Intelligence: 22
Wisdom: 19
Perception: 24
Charisma: 16
Skills
Combat Skills
Battle Fury: +2 HB, +10 strength, 0 defense, lasts until he or those he feels threatened by are dead or unconscious, or he is otherwise disabled. Braemen shifts into a dangerous state of rage when HP is at 50 or less, or if he is in a lot of pain (a pain check (touch) fails against LoD of pain with a higher roll).
Melee: blunt, bladed and polearm
Battle Discipline: +1 HB
Melee Precision: +1 HB
Death Blow: +1 HB on death blows
Dodge: +1 dex and mvm
Escape and Retreat Experitise: +1 save, +2 movement
Combat Tactics: +1 init
Capture and Retrieval Expert: +1 init, +1 on ambush rolls, on those actions
Ambush Tactics: +1 advantage on ambush actions
Assassin Tactics: +1 init and +1 HB on all surprise attacks
Special Skills
Desert Survival
Underground Survival
Street Smarts
Standards and Practices of Acheron
Herbalist: 20, find and process healing herbs, edibles, and poisonous plants and fungi
Ancient and Forgotten Lore: demonology, the lost arcanum, ancient seals and summoning practices.
Common Skills
Campfire Cooking: 20
Hunting: 26
Tanning and Leather Craft: 26
Horseback Riding: 18
Flight: 40
Swimming: 16, -10 level penalty when winged
Carpentry: 22
Traits
Checks
Fortitude: base Level +10
Strength: +12 when devil form is tapped
Stamina: +15 when devil form is tapped
Bestial Senses: +1 per level, adds to normal senses.
Inborn Powers
Domination: full path, unique knowledge option, change normals to custom abilities
Dark Presence: projects their will for a desired result -vs. Constitution
Dark Allure: Intoxicating scent, Charisma +8
Possession: full path
Metaphysical Sight: see and identify energy streams, auras, moods, alignment (see angel powers)
Shade Form: drains life or health, by contact meta-haste + 4d6
Divination: project mind to parallels and inner planes of knowledge, past, present and future to gain knowledge
Supernatural Haste: +1 mvm per success, +1 AR per ace.
Improved Regeneration: Level +10 Regeneration Level
Devil Form: Increases all physical, sense and affectable mental checks by +6, or +12 to one check field. Devil form can vary but is often a jet black, partially bestial, winged creature with claws, fangs, sharp teeth and horns or antlers.
Form Shift: Unlimited forms of up to +1 per level, form selection at level 40
Illusory Projection: same as phantasmancy, limited, they can create illusions that can be felt, smelled, and touched
Metaphysical Bonding: they can sense the vibes of, and locate anyone bound to them at will
Arcane Paths: Path of Chaos, Chaos Aspected, double stamina cost on light elements.
Forms
Possessed or Assimilated Forms: these can vary, and are disposed of when he shifts back to his true form.
Imprinted Form: a form he was able to morph into and imprint into his physical embodiment to enable him to shift into this form at will.
Partial Shifts: Claws+10, Bite+15, Wings have flail (strength=damage) and flight, tough flesh +20 fortitude.
Body Morph: he can gain up to +1 foot in height per ace rolled, or reshape +1 aspects of his body per ace as called.
devil Form: As described in appearance.
Innate Paths of Power
Abyssmancy
Pyromancy
Umbramancy
Learned Paths
Spectremancy
Necromancy
Elemental Morph
Advantages
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Intelligent: +2 intelligence
Persuasive: +3 charisma
Cunning: +3 intelligence
Soak Power: If subjected to any of the innate paths he commands he is actually strengthened by +1 strength and stamina per attack ace rolled.
Disadvantages
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Holy Relics may repulse him if they are Hebrew, Yamhan, or Sumerian in origin
Mark of Acheron: Marks the soul and flesh alike. This places him at the mercy of Acheron's King, who can locate and or summon him by his mark at any time. -10 WP vs. any commands from Acheron's high king.
Seal of Braemen: (scales held by snakes with their tails twined together) Allows for summoning of the Demon if his seal and the ritual required to summon him is known.
He is also susceptible to magic in general.
Pain Intolerence: though he may not show it, Braemen is very sensitive to pain. This can trigger a state of fury which is dangerous to him as well as anyone threatening him. Rather than lose heart or will, he gets angry.
Inborn Power
Soul Reaper
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Devour Soul: on death of a victim, demon can devour the soul, Full stamina is restored when a soul is devoured, and devil gains +1 permanent stamina and health per 'fresh' soul devoured. This act is not done lightly because it negates the possibility of resurrection or rebirth. It fails against those whose souls are protected.
Assimilate Form: if he chooses; he can assume the form of the one whose souls he reaped and maintain that form until he shifts back into his true form. The body he inhabits is only as strong as it ever was at its prime, while the devil can tap its strengths and traits and channel it to the borrowed body.
Devour Spirits: devil can also reap the souls of spirits haunting an area. These older spirits restore full stamina, but do not grant any additional stamina.
Spook Reaper: the devil can reap spooks which includes wraiths, poltergeists and phantoms, the higher order of spirits. These spirits restore full stamina and boost stamina by +1 per success until stamina is used.
Mental Tower
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Power and Willpower vs. Logic
Games: DM
1-{1-3} Stupefy - Mage scrambles subject's senses making them dazed and confused, -1 AR, -1 AR per ace.
2-{4-6} Reveal Reality - Subject sees, feels, and senses things as they really are.
3-{7-9} Mental Sanctuary - Subject is protected against attacks against the will or mind, and mental trespasses.
4-{10-12} Persuasion - Subject is swayed to see or believe things as the mage dictates.
5-{13-15} Mental Bequest - Mage bequeaths a mental advantage to subject, or enchants an item which improves a mental check. +1 called mental check, +1 per ace as called.
6-{16-18} Embed Memory - Mage implants 1 memory in subject's mind that the target believes to be true.
7-{19-21} Dementia - Subject's mental faculties are shattered, -1 all mental checks per success, or cause insanity with a permanent psychosis, the mage determining what triggers it and the effects of that trigger.
8-{22-24} Purify the Mind - Subject's mind is healed of any damage caused by past emotional or physical traumas, while thoughts become clear and untainted by negativity. Also cleanses mind of any mental tampering.
9-{25-27} Restructure Memory - Part or all of a subject's memories are wiped clean and replaced with new memories of the Mage's invention.
10-{28-30} Immunity to Mental Tampering - Mages can make a subject immune to any kind of mental tampering, or all mental tampering.
11- {31-35} Smite the Mind - Lowers all mental checks to -1 per success (to as low as 2) permanently or temporarily as called, crit required to succeed.
12- {36-40} Arch Tower of the Mind - Improvise and create mental commands, applications, and spells as called. Level=Magic Level Used. LoD=Total MA roll.
Examples:
o Mental Asphyxiation-Gradual loss of mental faculties, -1, -1 per ace per turn, lasts 1 turn per success.
o Memory Displacement Ward-Anyone entering warded area will forget they were there when they leave warded area, +1 yard per success ward area.
Master of Domination
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Willpower vs. Willpower
1- {1-3} Influence the Will: Manipulate the will of those who fail check roll with a called influence.
2- {4-6} Dread Presence: -1 courage, -1 willpower per ace to all within sight who fail WP check roll.
3- {7-9} Commanding Presence: Those within sight of dominator show respect and will not oppose them if their willpower fails in dominator's presence.
4- {10-12} Command the Will: Dominator commands the will of the target that is subject to this power.
5- {13-15} Enslavement - by blood or imbuing subject with carnal essence. Escape is the only defense against this power.
6- {16-18} Blood Domination - permanent domination with blood and commands.
7- {19-21} Dominate the Will: will is dominated for a called duration or until power is broken.
8- {22-24} Dominate the Temple - dominate mind, will and soul for a called duration or until power is broken.
9- {25-27} Guardian Seal - brands or tattoos subject and lays specific commands of protection within subject by imbuing mark with their blood and commands. Protection can include Gate triggers which returns subject to a select location if injured or in peril, or which can protect subject from up to any three specific conditions as ordained by the Master of Domination.
10- {28-30} Master Seal of Enslavement - Burns a powerful blood seal of possession and domination on subject, making their will bend to whosoever the Master of Domination commands. If Slave runs away, OR is taken away, they begin to weaken the moment they leave those boundaries set by their master, unless IN their master's company, and within a few hours fall into a death like sleep which only their Master can awaken them from.
11- {31-35} Telepathic Domination - Dominate with the power of the mind, all mental checks vs. willpower. If dominator is not a telepath, they get telepathy at level 10.
12- {36-40} Use any power in this path, at these levels, as mastered.
Possession
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Willpower vs. Willpower
Demon and Devil types only
Note: The power of a demon or devil's soul is tremendously strong and infuses the body they possess to create an immortal being with powerful regenerative and arcane capabilities. A Primary form is the true form or the form possessing the greatest totality of the demon or devil's soul. A host form is another form the demon or devil possesses by splitting off parts of its soul. The Host has the same checks as the being they possess + demon or devil bonuses.
* Basic Possession: To possess the body of another, possessor can challenge a target's will to take over their body, with WP +1 WP per stamina level used vs. WP of target. If splitting soul to possess, Possessor transfers chosen amount of arcane levels (with equal loss to Primary form) to host form on success. No loss of will occurs with basic possession. Power is regained quickly as forms recovern +1 level per successful interactive arcane application. Possessor can also possess the body of a corpse without opposition.
1-{1-3} Phylactery - A percentage of the soul (1%-80% possesses a target object. Primary form has -% of their soul placed in object and loss of -1 WP per phylactery made. Phylactery has WP of possessor before loss of WP. Phylactery can have one called effect or contingency controlled by possessor's will which is activated by a called trigger. Power of phylactery is equal to possessor's magic roll + Soul Percent. Phylactery can only be destroyed by utter obliteration and with a greater power. Part of soul possessing object is also destroyed with object. If demon is killed (their soul destroyed) they can return through their phylactery or one of their phylacteries if they have more than one, by dispossessing their phylactery and possessing a new form.
2-{4-6} Empower Phylactery - A phylactery can be infused with more of the demon's will to give it more power, -1 WP per additional effect or contingency at power equal to magic roll, or +1 level of power for pre-existing power.
3-{7-9} Dispossession - Dispossess a Phylactery, Primary or Host form to repossess another form, or to return spirit to Primary or a Host form.
4-{10-12} Possess the Dead - Possess a dead target with entire soul if making body a Primary Form and body regenerates to prime condition. If making an additional form, possess the dead for a -1% loss of soul, and a -2% loss of soul if regenerating form to prime condition
5-{13-15} Animal Possession - Possess and control a live animal, -1% soul per animal, permanently or temporarily. If an animal is killed, soul fracture returns to Primary Form. Animals can only channel arcane power through their limbs extremities, bite, or an aura surrounding body.
6-{16-18} Possession - Spirit leaves the body to possess any chosen, sentient, living form to create a new Primary Form. Prior body is dead while spirit does not possess it and will decay if not properly cared for.
7-{22-24} Split Possession - Part of the spirit is cloven away from Primary form to possess and control a live, sentient form (at 50% arcane level). Possessed form has half of the Primary Form's arcane levels, and all normal skills and knowledge of primary form. Primary form has half +1 of its original arcane power. Both forms regain +1 level per successful interactive arcane application.
8-{19-21} Compound Possession - Split spirit to possess multiple targets at +1 Arcane level per -2% soul split between targets. Loss of -1 level arcane to Primary Form per -2% of soul split off. Primary Form loses arcane levels equal to those shared by host forms. All forms regain +1 arcane level per successful interactive arcane application.
Example: Demon possesses three targets with 6% soul each (-18% total) for loss of -9 levels arcane to primary form, while each target form has arcane level of 3.
9-{25-27} Renew Willpower - Recover lost willpower by +1, +1 per ace rolled. Willpower cannot be renewed beyond level 30.
10-{28-30} Renew Soul - Soul recovers from splitting by +1%, +1% per ace rolled. Soul cannot be renewed beyond 100%.
11-{31-35} Holistic Demon Phylactery - Create a Phylactery with no loss of Willpower to demon while Phylactery has WP equal to its creator's. Effects of the Phylactery are determined by the demon's will and can be a compound artifact or contingency, up to 1 effect and/or contingency, +1 effect and/or contingency per ace rolled.
12-{36-40} Holistic Possession - Possess multiple targets with no loss of power, up to 1, +1 per success. All willpower rolls must succeed.
Example of a Phylactery: Dagger, Soul percent-{8%}, Power-{46+8 vs. destruction}, WP-32. Effect: Dominates will of holder to the will of the dagger if dagger is held 3+ times by same individual, WP vs. WP for successful domination. Will of the Dagger: To drain -1 WP from bearer each time dagger is used and transfer will to the dagger, and for bearer to seek out the gate of Acheron in the Barren Lands and enter there. The dagger's WP is shared with the bearer while they hold the dagger or have the dagger on their person, while the dagger controls the bearer through that shared will.
Telepathy
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Constitution vs. Constitution
This power fails with no Aces and can backlash to damage constitution by -1 per 1 rolled for +1 day per success.
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 see, hear, and influence subject through a telepathic connection.
11- {31-35} Telepathic Visionary - Connect to someone met before telepathically and see them as well as hear them and their thoughts within their surroundings. See and hear those around them as well. Area of vision is +1 yard per success radius around target.
12- {36-40} Formulation of Commands - Formulate and Improvise telepathic effects and powers, and make telepathic items, wards, or artifacts.
Presence
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1 {1-3} Infatuation - Subject becomes intrigued with the enchanter and desires them.
2 {4-6} Induce Fear - Subject fears mage and compelled to retreat from enchanter's presence.
3 {7-9} Respect - Subject is awed with the enchanter and trusts what the enchanter says to them.
4 {10-12}) Euphoria - Enchanter can induce others to feel excessive euphoria with a loss of mental faculties, -1 all mental check, -1 per ace.
5 {13-15} Berserk - Subject goes berserk and will attack anyone in sight but the enchanter and anyone enchanter blinds from the subject’s sight, and gets +2 HB, +4 damage, +2 on all rolls, but -4 HB and -4 on all defenses.
6 {16-18} Induce sleep - Enchanter charms subject into a deep, restful sleep. Lasts up to +1 day per success as called.
7 {19-21} Subdue the Will - Enchanter's presence overpowers the will of another and brings their will under their command for up to +1 days per success as called.
8 {22-24} Command the Will - Used with Subdue the Will, the subject is under absolute command of enchanter until subject can overcome the LoD of the power over them, each attempt to break free exhausts -8 stamina for 12 hours. Stamina loss accumulates over a 1 day period. Lasts as called unless subject breaks free of power.
9 {25-27} Enslave the Will - The subject's will is enslaved to enchanter until the enchanter releases them. Lasts as called unless subject is freed of total power by a higher roll.
10 {28-30} Master of the Horde - Induce multiple targets within an area of a city with any emotion and influence that emotion towards an end. Lasts up to +1 day per success as called.
11 {31-35} Master of Presence – improvise powers of presence, imbue items, walls or the atmosphere of an area with presence to create wards, create charmed artifacts, create phylacteries to protect the souls and powers of subjects, make a power permanent, improve power of presence.
12 {36-40} Improved Power - Use any power in this path, at these levels, as mastered.
Willpower Loss
-1 WP per success if power succeeds. WP restored when Presence is no longer affecting target. Lasts up to +1 turn per success as called unless otherwise stated.
Innate Power
Abyssmancy
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Stamina 1
1-Drain Life: damages as well as depletes -1 HP, stamina, and strength per ace for brief duration of up to +1 turn, +1 per ace as life is drawn into the void. Duration can increase at higher levels.
2-Soak Stamina: damages and depletes stamina by -1 per ace, brief duration to temporary at higher levels, losses increase Abyssmancer’s stamina by amount drained until spent. Abyssmancer can accumulate stamina until it is used.
3-Darkness of the Void: target is briefly blinded for 1 turn, +1 per ace.
Stamina 2
4-Arcane Reaper: drains -1 on all MA levels, increases Abyssmancer’s level until level is spent. Abyssmancer can accumulate levels until another power is used. MA drain lasts 1 turn, + 1 turn per ace to target.
5-Arcane Siphon: a black void opens beneath target to siphon -1 on all MA levels as their spirit is soaked. Called duration at current level.
6-Abysmal Wall of Force-damages and drains health -1 HP for called duration at current level. for each +1 HP captured, wall’s power increases by +1 damage as HP is converted into negative energy.
Stamina 3
7-Abysmal Armor-Body generates, black, skeletal-like armor, AC-7, +1 per success rolled, +10 on crits. Armor soaks magical, elemental, and physical energies equal to AC of armor, causes 9 damage and drains stamina -1 each time contacted. Armor lasts a called duration at current level.
8-Dismal Void: abysmal void surrounds and moves with target to damage +8 per turn, and drain strength, stamina, and willpower -1 per ace each turn. Lasts +1 turn, +1 turn per ace or until Abyssmancer uses another power.
9-Vacuous Vapors: abysmal vapors spread over an area of up to +1 yard radius, +1 yard per success. Vapors drain health -1 HP per turn, and do aggravated damage as long as targets are exposed to vapors. Called duration at current level.
Stamina 4
10-Vacuous Void: A void cast over an item, cloak, or area which snuffs magic and elements by capturing energies into its vacuum of space. Called duration at current level unless a permanency factor is used.
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 5, 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.
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 or contact the shield. Lasts until those shielded attack a wraith.
Stamina 5
13-Fingers of the Abyss: damages and also drains -1 stamina, strength, and willpower per ace. Called duration at current level not exceeding Lasting Duration.
14-Abyss Gate: gateway into the abyss or shadow realm that does severe damage to anyone not selected to enter by draining health, stamina, strength and willpower -1 per success.
15-Abysmal Phase: phase past weapons and reposition at range of up to +1 yard per success, or phase through armor to drain -1 life (HP, Stamina and Strength).
Stamina 6
16-Abysmal Freeze: rapid freeze effect which gets into the bone and marrow quickly to take the breath away, Stamina and movement -2 per ace. Freezes on a crit with 0 movement for 3 turns, and aggravated cold damage for +1 turn, +1 per ace. Those immune to ice and cold still take damage from this power as it is not an ice spell.
17-Arcane Dead Zone: create a dead magic zone in a radius of up to 10 yards, +10 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. Called duration at current level.
18-Dead Magic Ward: creates a dead magic zone in any single called enclosed area. Called duration at current level.
Stamina 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 Abyssmancer.
20-Abysmal Form: take a shadowy, winged form with flight which damages and drains -1 life (HP, Stamina, and Strength) on touch for 1 hour, +1 hour per ace. Form takes no damage from normal weapons and most magic, but fire, electricity, raise the dead types, and holy does double damage to Abysmal Form, and raise the dead types dispels abysmal form. Immune to all mental powers, disease, and necromancy in abysmal form, +2 d6 mvm in flight.
21-Dead Magic Form: is immune to all magic and elements in this form.
Stamina 8
22-Black Fusion: fuses a called element or elements with flesh, or elements with other elements, up to +1, +1 per ace layered elements max.
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, willpower, strength and movement=level, dexterity and reflexes 10+1 per ace, Intelligence, Logic and Wisdom equal to invoker’s. There is a 20% chance that elemental will turn against invoker if Abyssmancer attempts to send them back to the abyss.
24-Abysmal Sequester: plunge target into the abyss, does full damage each turn, and drains life and willpower, -1 each turn trapped to mortal and quasi-immortal beings. Traps immortals and drains their life and willpower -1 each turn. Does no damage to dark angels, demons, or creatures with path of the abyss, it simply traps them.
Stamina 9
25-Black sleep: plunges victim into a deep sleep which drains stamina, strength, and willpower -1 per turn. Called duration at current level.
26-Life Assimilation: damages and drains -1 called level (MA or PA) permanently. Abyssmancer gains +1 wisdom, and absorbs + levels permanently as they assimilate knowledge and abilities into their own embodiment. (Make a life assimilation sheet)
27-Wrath Plunge-Turns victim into a Wrath Demon.
See Wrath Demon - Morgehtí - TMK Home/Bestiary/People/Demon-Wrath.
* Class: Arcane Minion of Acheron, Fighter Mage.
Stamina 10
28-Create Void: A void opens which captures matter and energy, snuffing spells and the life force of anything that it pulls into its vortex. Strength vs. Power of the void to save if within 100 yards of the void.
29-Abysmal Domination: drains -1 willpower, -1 per ace, and allows caster to dominate the will of a called target to enslave or command them until the one dominated can overpower the Abyssmancer’s will. Willpower loss is permanent until one dominated is freed of caster’s will.
30-Abysmal Creature: a called creature, monster, or animal is turned into a minion which serves Abyssmancer at level of normal creature +10. Creature gets 5 special abilities in path of the abyss that can be channeled through eyes, extremities, breath, wings, or flesh.
Stamina 11
31-Life Snuff: The core of the void’s crushing black abyss engulfs target to damage them critically and snuff their life on a roll of 6 aces. Soul is also snuffed on a triple crit (Hit Dice roll of 20 without bonuses) Save vs. death and soul destruction. Power fails if a crit is not rolled.
32-Black Storm: a black shadow moves over a large area to damage everything within its perimeters, draining life (HP, stamina, and strength) and willpower -1 per turn, and damaging everything it moves across. This storm rolls in like a black thundercloud to throw its shadow over an area of up to +10 yard radius per success and continues to loom over an area until the Abyssmancer banishes it back to the abyss. Movement vs. Radius of Storm. Life and WP drains last a called duration at current level but cannot exceed long term.
33-Black Doom: snuffs the souls of up to +1 target, +1 per ace as called to plunge them into the abyss and out again as Dead Realms Zombies (see Bestiary). Crit required for each success, damages otherwise. Save vs. death and re-creation. Zombies can be commanded if domination is used on them and WP vs. WP succeeds.
34-Black Enslavement: after the victim’s will is overpowered, 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’s will is overpowered. Losses are permanent until victim is liberated from enslavement. Only special wizard, Kahiran blood magic, and anti-enslavement powers can liberate a victim once they are enslaved.
35-Abyssal Warding: create wards with abyss powers as called over an area, person, or fortress.
Stamina 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.
Abyssmal Ice
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Double damage and Improved Power, additional stamina cost.
Stamina 6
1-Deathly Chill – chills and drains -1 stamina and strength per ace, -1 movement, -1 per ace.
2-Abysmal Mirror - Forms a mirror sized glassy sheet of ice on called surface which allows Abyssmancer to see visions of select areas or persons.
3-Black Ice - A very slippery sheet of ice forms where called, very hard to walk on, and drains health -1 HP per turn contacted for temporary duration of up to 1 hour, +1 hour per ace. Area of up to +1 yard per success as called. Power and Area vs. Dexterity and Movement.
Stamina 7
4-Encase in Abysmal Ice - Sleet encases target to suffocate and freeze with burning cold ice, -2 movement per ace, damages, freezes and suffocates at 0 movement or on a crit for 3 turns, does aggravated (normal) damage for 1 turn, +1 turn per ace.
5-Burning Ice Blindness - Freezes target’s eyes to burn and blind them. Lasts 1 turn, +1 turn per ace with aggravated damage.
6-Pond of Abysmal Slush - Forms a pond of slushy ice where selected very rapidly (up to +1 yard per success perimeter). Slows -2 movement per ace per turn, drains stamina and strength -2 per turn, and does aggravated damage. Acts like quicksand, hard to escape, strength and movement vs. power of slush to escape.
Stamina 8
7-Abysmal Freeze - Causes someone or something to freeze, slows animate targets down by -2 movement and dexterity per success, also makes them 'brittle', suffering +10 damage per ace on successive hits. Freeze lasts 3 turns. Drains -2 stamina and strength per ace. Aggravated damage lasts +1 turn, +1 turn per ace.
8-Abysmal Door of Ice - Anyone not selected to pass will freeze for 3 turns, suffer damage, and be drained of -2 strength and stamina per success when they attempt to pass through door of ice.
9-Abysmal Pit of Ice - Deep pit of ice (up to 2 feet deep per success) forms beneath someone. Drains -2 stamina and strength, -2 per ace and damages per turn trapped.
Stamina 9
10-Embraced by Black Ice - Freezes someone or something on a crit, makes them unable to move, target suffering +10 PA damage per ace while frozen, drains -2 stamina and strength, -2 per ace. Lasts +1 turn per ace. Power fails if a crit is not rolled.
11-Dome of Abysmal Ice - Protective barrier of ice that damages and drains anyone who contacts dome by -2 stamina and strength per success.
12-Burning Void of Ice - Makes target so cold that their flesh burns with cold for x 4 normal damage with double aggravated damage. Lasts up to 1 turn, +1 turn per ace.
Stamina 10
13-Icy Sepulcher of the Void - Encases someone or something in thick layer of ice which damages every turn encased, draining -2 strength and stamina, and -1 on all MA and PA levels each turn as the void soaks spirit and knowledge. Power and Targeting vs. Movement to evade.
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.
15-Wall of Abysmal Ice - Surrounds called site or comes between called objects, damages and drains -2 life (HP, stamina and strength) per ace from anyone who contacts the wall.
Stamina 11
16-Frozen Lake of the Abyss - Freezes a lake in moments with abyss ice, damages and drains -2 stamina and strength, per ace, from anyone not selected for bypass who contacts the ice, or passes over it within 100 feet.
17-Sphere of Abysmal Ice - A large missiled globe of ice. Damages and drains -2 stamina and strength, -2 per ace per hit. Affects an area of up to 1 foot per success as called.
18-Abysmal Ice Blades - Sharp blades of ice streak at targets, 1 blade per success. Damage+32, -2 stamina and strength per ace per hit, -1 MA level spirit damage per hit.
Stamina 12
19-River of the Abyss - Freezes a river with ice from the void. Contact or passing over the river causes massive damage and drains -2 MA and PA levels, -2 per ace as the void soaks spirit and knowledge, also drains -2 stamina and strength per ace. Does no harm to those selected for bypass, or to underwater creatures beneath the ice in the river itself, only to those above (range of 100 feet) or on top of the ice as the surface and area above the ice is where the abyss overlaps it.
20-Vaccuous Quick Freeze - Freezes target in moments to drain -2 MA and PA levels, -2 per ace, damages each turn frozen, and drains -2 stamina and strength, -2 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 and checks are at 5. Level loss is permanent until they are restored by spells geared for restoring stamina, strength, spirit and knowledge.
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 -2 stamina and strength per turn frozen, and -2 permanent MA and PA level loss.
Stamina 13
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 a life drain (HP, stamina, and strength) of -2 per ace, and cold damage.
23-Immutable Ice - Protects any object made of ice from melting and breaking, +2% per success.
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 five called abysmal ice elements at up to Level 24 as called. Resists melting by +2% 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. Can be damaged by normal weapons. Lasts until killed or sent back to the elemental plane of the abyss.
Stamina 14
25-Storm of Abysmal Ice – Dagger-like icicles rain down from the sky with stinging ice crystals that damage and drain stamina and strength -2 per hit. +1 ice crystal per success split between called targets with +1 HB per ace per crystal to hit.
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 -2 MA and PA levels, HP, stamina, and strength, -2 levels per ace as the void within the fortress walls soaks their knowledge, spirit, and life.
27-Vacuuous Shield of Ice - Forms a shield of vacuous ice around someone or something. Damages and drains -2 stamina and strength per success, and -1 MA or PA level as called, -1 level per ace permanently, also drains health for -1 permanent HP loss per success from anyone who contacts shield from without.
Stamina 15
28-Icy Prison of the Void - Captures someone into a prison cell of immutable abysmal ice that resists melting and breaking +2% per success. Cell forms around target and shifts through elemental plane to a called destination. Cell drains levels (PA and MA) and life (HP, stamina, and strength) by -2 each turn until health, stamina, and strength are at 2, and all levels are at 1, at what time drain halts. Losses are permanent until prisoner is released by the Abyssmancer, or until prisoner is extracted and losses can be restored by a wizard or mage who has the right knowledge.
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 MA per success permanently if they enter the gate's threshold.
30-Abysmal Ice Catalyst - Allows caster to create a contingency, that triggers an ice affect if catalyst is triggered. Caster calls catalyst and the powers it triggers at Total Roll=Power.
Stamina 16
31-35: Master of Abysmal Ice: create magic items, spells, elementals, weapons, wards, artifacts, creatures, etc out of abysmal ice powers.
Stamina 17
36-40: Improved Power: Use abysmal ice powers at these levels as gained.
Duration
Use for all draining effects to determine how long losses persist.
Brief Durations: last up to 1 turn, +1 turn per ace. {levels 1-8}
Temporary Durations: lasts up to 1 hour, +1 hour per ace. {levels 9-16}
Lasting Durations: last up to +1 day per success, or +1 week per success on a crit. {levels 17-24}
Long Term Durations: last up to +1 month per success, or +1 year per success on a crit. {Levels 25-32}
Called Durations: can last any duration called up to Total Roll=Years or be called as permanent. {Levels 33-40}
Freeze Effects
Lasts 3 turns before thawing occurs, aggravated (normal damage) lasts 2 turns, +1 per ace, -2 movement, stamina, and dexterity per ace, 0 movement for 3 turns on a crit. Those frozen take no magic damage, but +10 additional damage per ace on weapons because those frozen are brittle.
Pyromancy
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Stamina 1 (1-3)
Spark Fire - Light fires, candles, etc.
Burning Hand - Hand burns target with touch.
Dancing Flame - Flame leaps up on any called surface to burn brightly.
Detect Fire - Detect any source of fire within a 100 yard radius per success.
Stamina 2 (4-6)
Protect from Flames - Called target is protected from fire for up to 1 turn per success.
Shield of Fire - Forms around select target and burns anyone who contacts it, +10 damage.
Hot Embers - Searing embers cover the ground or floor beneath targets feet, up to 1 yard per success. Remain at full heat until elementalist casts again or stamina gets low.
Stamina 3 (7-9)
Throw Flame - A stream of fire that elementalist controls direction of.
Flame Transfer - Move fire already present to another location as called.
Heat of the Flame - Affects targets with heat of flame and not the flames themselves. 50% chance of affecting those with heat and fire resistance.
Flame Burst - Called target bursts into flames.
Stamina 4 (10-12)
Halo of Fire - A slow burning halo of fire which surrounds target.
Extinguish Flames - snuffs fires.
Flame Trap - A called item is enchanted to explode in flames when touched while object remains unharmed.
Flaming Weapon - A weapon is enchanted with fire to do added damage. Spells lasts until dispelled by caster or until engagement ends. Level up to 1 per Level+Aggravated damage.
Stamina 5 (13-15)
Torch - Make a fire brand out of anything.
Doorway of Flames - if a door enchanted with this is touched, person not selected to enter is severely burned. +10 dmg, per success.
Flame Minion - A loyal and obedient flame minion is invoked from the elemental plane of fire. They are 6 foot in height and resemble an angel with feathered wings and horns in an ethereal flame form. They can fly and are swift and dexterous in motion, Checks 5 d6, +1 HB per five levels. Lasts until vanquished by caster or destroyed. Can be damaged with normal weapons. Level Used to create = Damage and Hit Points to Destroy. 1 hit does 1 damage, crits do 2 damage.
Bridge of Flames - A bridge of fire forms where called and can only be crossed by those called.
Stamina 6 (16-18)
Fork Fire - Fire hits up to +1 targets, +1 per success.
Fireball - Missiles ball of fire that explodes in 50 yard radius, all it consumes bursting into flames. Very damaging, even to allies if too close.
Quick Fire - An inferno which blasts through an area with vaporizing heat. Spent only when the roaring blitz of flames can go no further. Used in open spaces, it billows up into an enormous cloud of fire incinerating everything in sight before it is spent. Exhausts more quickly when not confined.
Infernal Beast - requires domination, bonding or possession. An animal's will is brought under the mage's control and then animal is imbued with the element and vital force of fire. With subsequent commands the animal is given the ability to shift into flame form, imbue their feet or claws with fire, and to breathe fire. The Vital force makes the animal immortal until slain. MA-Level is 1 level per success. Vital Force-Level X 3. Vital force covers HP and Stamina, and checks are otherwise adjusted by type of animal Infernal Beast is.
Flame Gate - Allows mage to create a gate of flames which delivers those selected to enter to a called destination through the elemental plane of fire. Gate can close great distances, and damages those not selected to enter if they attempt to do so. +100 damage.
Stamina 7 (19-21)
Sulfuric Vapors – Poisonous, explosively flammable vapors which burn the skin, lungs, throat, and eyes.
Exploding Sphere of Flame - Like a fireball but covers an area of 100 yard radius.
Flame Catalyst - Allows mage to set contingencies with fire affects, that when a catalyst is triggered, a fire effect occurs as called.
Sphere of Lava - Ball of Lava which covers target to encase them in incinerating heat.
Back draft - Even the most powerful flames are rapidly snuffed as they are sucked back into the elemental plane of fire.
Gate of Flames – An Acheron gate. Unlike flame gate, only creatures of Acheron can enter this gate of blue fire to enter Acheron or to close distances to various destinations, and only those with right of passage to and from Acheron can tap this power. Only those selected by caster can enter this gate period.
Stamina 8 (22-24)
Lava Bombardment – 7 spheres of flaming lava rain down on a tight target area of 10-20’ radius as called. Lava encases those it strikes in incinerating heat. Does critical damage on a hit, +2 HB to hit.
Wall of Flames - Flames rise between called subjects to act as a protective barrier.
Talisman of Fire - Mage creates a talisman imbued with fire elemental commands which protects subject who wears it. if attacked, an aura of fire forms around subject which does damage to anyone contacting the aura, contact including being struck with a melee weapon. +36 damage.
Sheet of Lava - A sheet of lava five inches deep forms where called and covers up to 1 foot per success, +50 damage.
Stamina 9 (25-27)
Pool of Lava - A deep boiling pool of fiery lava rises out of the ground, +95 damage.
Prison of Fire - A cell of flames is called out of the elemental plane to surround a target, then shifted through the elemental plane of fire to a called site. floor and ceiling of cell are cool but impassable, but if walls are touched prisoner is burned. if prisoner attempts to pass through the walls, there is a high chance of vaporization (vs. 1 d6 save, 4-6 saves for -50% HP.) +40 aggravated damage for contact. time for cell to entrap - MA+Wisdom vs. Dexterity and Movement.
Tower of Fire - A tower of fire, rock and lava forms on called site and is partially within the elemental plane of fire, unseen on the material plane, while it can be accessed there. Tower can be immense and warded with other command, and heat does not affect those who are selected or permitted to enter.
Flame Projection - A quantum gift which allows caster to project fire in any way they can imagine with called effects. Wisdom of 22+ ONLY.
Stamina 10 (28-30)
River of Fire - A river of Lava forms as called.
Fortress of Fire - A castle of fire, rock and lava forms on called site and is partially within the elemental plane of fire, unseen on the material plane, while it can be accessed there. Fortress has towers, gates, large keep, lava moat, bridge of fire, the courtyards, ground and floors having the appearance of cooling molten rock.
Flame Ward - Raise wards with fire elements which can be used to protect a site with set catalysts and commands which cause the wards to trigger.
Stamina 11 (31-35)
Bypass Immunity - This bypasses fire immunities to allow 50% of damage to affect someone who is otherwise immune to fire and heat. This is done by taking the actual 'fire' out of the spell and projecting the force (damage) of the spell alone.
Stamina 12 (36-40)
Master of the Flame - elementalist can formulate fire commands, use them for warding, and blend them with other gifts.
Damage Stats
All do aggravated (normal) damage for +1 turn, +1 per ace, unless otherwise stated. Use HB for all targeted or missiled spells.
Umbramancy
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Stamina 1
1-Manipulate Shadows - Cause shadows to shift, bend and move as called.
2-Shadow Veil - Hides target 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 target 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 caster 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 Shadow gates 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 veil, 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 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.
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 acre.
Stamina 11 (31-35)
Improved Power
Stamina 12 (36-40)
Improved Power
Information
All Shadow walking, cloaking, and gate powers in this path either fail or succeed on their roll. Checks cannot be rolled against them unless Sixth Sense or special Shadow Sight powers are applied. One phases through material things while in shadow form or cloak thus an Umbramancer cannot attack while phased into shadows.Learned Paths
Spectremancy
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Stamina 1
1- Soothe Spirit: Calm or placate the spirit of the living or the dead.
2- Spirit Sight: Ability to see spirits and identify what kind they are.
3- Commune with Spirits: talk to spirits and understand what they are saying.
Stamina 2
4- Spirit Empathy: Sense what spirits and living creatures are feeling.
5- Spirit Summoning: Summon a called spirit type, up to 1, +1 per ace. Level of spirit is equal to level used to summon them.
6- Spirit Command: Command summoned spirits, vs. level of spirit.
Stamina 3
7- Capture Spirit: Capture and hold spirits of the recently dead.
8- Spectral Entrapment: Trap a spirit to hold it indefinitely in a mineral or metal object.
9- Intransience – Makes a called spirit affect permanent or summons a spirit to stay until it is destroyed.
Stamina 4
10- Spectral Ascension: Raise spirits (such as wraiths) out of the spectral plane to destroy them or to free them of earthly entrapment as called.
11- Healing Spirit: Heal wounds by +5 per success, and +10 per ace.
12- Spectral Vision: See spirits, identify them, even of the living, and recognize their disposition and alignment by the auras they radiate.
Stamina 5
13- Union of Spirits: Transfer a spirit aspect to self, an item, or someone else. An aspect is any one ability or power that a spirit has, whether alive or dead. Refer to elements or bestiary for called ability or power.
14- Spirit Binding: bind a disembodied spirit or projected forms with its body or prime spirit form. Power vs. level of target.
15- Spectral Companion: Summon a spectral animal from the spectral plane for up to 1 hour, +1 hour per ace, per day (all at once or divided over the day). When killed or fatally wounded; the animal returns to the spectral realm for five days before it can be summoned again. Animal has enhanced strength, thus damage over that of normal animals of +5 per ace, and fortitude of level +1 per ace, and check bonuses of +1 per ace. Only one spectral animal can be called at the same time. Level of companion is Level of Power Used +1 per ace. Refer to Bestiary for animal type and add bonuses.
Stamina 6
16- Sentient Weapon: Create a sentient weapon by binding a spirit with the weapon. Weapons become part of the spectral plane’s ether and can phase through armor if power is greater than strength of armor. Weapon can be made permanent and can be summoned by its wielder at will from the spectral plane. Weapon has +1 HB, danger sense = level of weapon, resists breaking by 10%, +10 per ace, and has up to 3 powers of creature or elemental spirit type bound with the weapon. Weapon has WP and intelligence (use random NPC roll by level) and can influence wielder. Evil weapons can potentially overpower the will of its wielder and control them.
17- Elemental Spirit Summoning: Summon an elemental spirit type at level equal to level used to summon it. (see elemental spell book for powers of spirit). each spirit can have up to 3 powers up to level of spirit.
18- Command Elemental Spirits: Command summoned Elemental spirits
Stamina 7
19- Planar Beckoning: Summon a creature or spirit from the spectral, dead, or an elemental plane. Highest level creature that can be summoned is +1 per success, +5 per ace. Target appears in a protective cell which can be dispelled on command.
20- Resurrection: Resurrect the dead by healing and restoring the body, and summoning the spirit to fuse it with the body.
21- Projection: Create a projection by reflecting the spirit of target with all aspects of its embodiment to a chosen location. Spectremancer or target must be familiar with destination. Up to 1 projection, +1 per ace. Projections are quasi-ethereal and are simply dispelled if killed. They have the same abilities as the primary form. HP of each projection is Level Used X 10.
Stamina 8
22- Netherworld Summoning: Create a cell of protection and summon by name an ancient denizen of knowledge from the underworld, an otherworld, the Spectral Realm, or an elemental plane to ask it any one question which the power of the spell obliges it to answer. if creature’s power is greater than the power used to summon it and keep it within the protective cell it might escape into the world it is summoned into and wreak havoc, or even kill its summoner. if it escapes there is a 60% chance that it will attack the Spectremancer who summoned it. Level of creature is +1 per success, +5 per ace. Check Bonuses: Strength +8, WP +10, Intelligence +3, Wisdom +10, and Ethics -8 each. if the creature refuses (5% chance) to answer the question it is destroyed by powers unleashed by the cell of protection. if this happens, an associate of the destroyed creature might hunt the Spectremancer down and attempt to destroy them.
23- Spirit Form: Take any chosen spirit form at present level temporarily. See Bestiary for stats of spirit type.
24- Banishment: Banish a spirit to the dead realm, an elemental plane, or the spectral realm. Banishment lasts up to ten years per success. if Banishment is used against a living being, their physical form is also transferred and they become a creature of the realm they are banished to. Banishment can be ended by summoning the one banished using Planar Beckoning.
Stamina 9
25- Planar Form: Spectremancer gains a temporary Planar form that they can take for up to six hours a day, and can walk the planes while in this form. if fatally wounded or killed in Planar Form they sink into the Spectral Realm for five days and there remain before they can return to the upper world, where they emerge in their home or a pre-selected location. Location of return must be selected when this form is gained or altered by reapplying this power. if killed in this form more than three times they become a Planar Creature permanently and can only survive in the upper worlds for six hours a day before they must return to the Spectral Realm. Planar Form has Strength, thus damage over that of normal people of +5 per ace, fortitude of level +1 per ace, and check bonuses of +1 per ace.
26- Oblivion: Snuffs a soul by plunging them into the core of the Great Abyss. Save vs. Spell alone can counteract this power on a success. Can only be used on spirits of the dead.
27- Holistic Obliteration: Destroys a spirit. This power is deadly if used on a living being and can result in the creation of a zombie if the target’s will to live was strong (WP of 18+). Creatures whose souls have been obliterated cannot be resurrected and the only way to recover their souls is through time commands. Save vs. Spell alone can counteract this power on a success
Stamina 10
28- Knight Specter: Create Planar Knight Specters out of the Spectral Realm that will serve a called person loyally. if killed or fatally wounded these Planar companions will return to the Spectral Realm for a period of ten days before they can be summoned again. Appearance can resemble any race of people as called. Knight has enhanced strength, thus damage over that of normal people of +5 per ace, and fortitude of level +1 per ace, and check bonuses of +1 per ace. Level of companion is up to +1 per success, +5 per ace. Refer to Bestiary for people types and add bonuses. These knights can be summoned at any time and can survive for up to 6 hours a day outside of the Spectral Realm before they must return there. Up to ten of these knights can be summoned at the same time, but each knight must be created separately. These knights have all knight abilities at their created level, can planes walk, and have phasing ability. (note: spectral creatures can only truly be killed if they are killed in the spectral realm)
29- Dispossession: Dispossess a subject of a demonic or spirit possession and restore them to full health.
30- Protection
Stamina 11
31- Spirit Enchantment: Enchant a called object or person with a mastered power as called.
32- Spirit Fork: Apply any spirit power to effect compound targets of up to 1, +1 per ace.
33- Living Dead Creation: Raise skeletons or corpses by calling a spirit into them. Level is up to +1 per success. See Living Dead in Bestiary.
34- Planar Fortress: Create a fortress in a chosen spectral plane.
35- Spirit Warding: Build wards using spirit powers.
Stamina 12
36- Spirit Ascension: Ascend into a powerful Planar, Wraith, Living Dead, Elemental Creature, or other spirit type before attaining further levels. This creature can pass between the planes and reside in them without penalties.
37- Holistic Projections: Create projections with undivided power and HP of Level x 20.
38- Arch Spirit Master: Formulate commands as called. Create artifacts, magic items, wards, etc. with spirit powers.
39- Spirit Army: Summon an army of spirits.
40- Deific Incarnation: +4 MA in Spectremancy.
Spirit Types
Spirit Types include; Ghosts, Specters, Poltergeists, Phantoms, Wraiths, Elemental Spirits, Apparitions, Planar Creatures, and Spirit Aspects
Necromancy
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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.Novomancy
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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)