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B.2 Swapped Input

B.2.2 Odd-point correlators

(Necromancers, Diabolist, Demonologist, Thakathi, Mambabarang)

The Dark Arts deal with the power of death, decay and destruction. Practitioners of the Dark Arts believe they can gain power by interacting with and controlling entities from the lower dimensions. Many also seek to gain temporal power by overcoming death, something that none but the most powerful adherents ever gain.

Because of its morbid applications, practitioners of the Dark Arts accumulate knowledge of anatomy, physiology, and the general workings of the body. Due to cultural taboos regarding the dead across the Antediluvian world, Dark Arts practitioners are among the only experts in this field (one major exception being Khem Priests).

Dark Arts spellcasters learn their spells by studying the magical writings of ancient black-magicians, and by communing with devils and demonic powers. Aspirants need a great number of corpses and living beings to practice on; another reason why this Tradition is unpopular in

“civilized” lands. Dark Arts spellcasting is usually unpleasant in some way. Spells can be painful for the caster, the subject, or both. Bizarre and gruesome fetishes must be used to focus spells. In some extreme cases, actual death or suffering must be inflicted to empower the magic ritual.

Components

A practitioner of the Dark Arts must be able to gesture with both hands and speak aloud in order to cast spells. Certain necromantic devices and fetishes are also required, such as a necklace of bones, a bag filled with corpse-dust, a preserved skull, etc.

The chief component of all dark magicians is the demon that serves them. All magic is done through the demon. In most cases, the demon is quiet and hidden, but when its master is angered, it will show itself. The demon is a part of the diabolist and hides in shadows near the magic-user, or sometimes in the shadows of his heart. Most of the time, the demon is intangible and invulnerable to physical or magical attack. Typically, it only manifests when the magic-user wants something done.

The demon or evil spirit has a known name (given by the player) and a true name that it holds secret, but is known by the magic-user. The true name is what gives the dark magician his power over the demon. The demon is not a likable servant and is never happy with its subservience to the mage. He may be argumentative and combative or tries to lull the mage into a false sense of security, but will usually relent and perform the tasks of the magician.

Advantages

► Death and pain are not only the subjects of the Dark Arts — they are also its ally. The vast majority end up spending eternity enslaved to a demon or some other dark spirit, but a few are able to cheat death. Upon their demise, a Dark Arts practitioner has one opportunity to escape his final fate. A single D20 is rolled by the player. On a roll of 13, the character dies as expected but is resurrected as an undead creature within 24 hours. The form of undead assumed is purely at the discretion of the GM and should reflect the overall power and experience of the spellcaster at his time of death. This undead creature remains under the control of the player, but suffers a loss of 5 Skill Levels from all Skills known as a result of the horrific transformation (to a minimum of +0).

► The mage of the Dark Arts gains twice the normal benefit from bloodletting when a living creature is sacrificed.

Limitations

► Those who practice The Dark Arts are universally regarded with fear and suspicion by most decent folk. They are welcome in few lands. Nature spirits and other benevolent entities will not willingly cooperate with spellcasters of this Tradition, whom they consider cruel and vile. The mage gains an additional +2 to all Intimidation rolls, and in social situations suffers a penalty of -4 in addition to any social modifiers he may already have.

► Manipulate Effects: Dark Arts practitioners are able to manipulate many qualities, most commonly physical strength and power. In all cases, uses of the Manipulation Mode by a Dark Arts spellcaster manifest as a demonic appearance in the recipient’s augmentations in some way.

► Summoning Effects: Dark Arts adherents specialize in dealing with otherworldly entities,

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Many Dark Arts practitioners are adept at hiding their powers, either pretending to be mundane or another type of magician.

Never trust a magician that reeks of perfume—they’re hiding something. Many practitioners of the Dark Arts started out on other paths and fell prey to the lure of power.

Thalmia, Triton Sorceress but generally not of the benign type. Dark Arts summonings are always of demons and

other malign spirits.

► Those who know the true name of a Dark Arts practitioner’s demon gain a +5 to resist any magical effect that targets them.

► If a Critical Failure is rolled on any Mode Skill roll the demon may escape and cause some sort of mayhem for a time. The demon usually targets the magic-user’s friends and loved ones, in the hopes that it can make the magic-user suffer.

► High-level spells taint the area with a malignant odor when cast. If the spell Effect level is 15 or higher, a taint is left in the area. The radius is equal to the 1m per point of MR and those in the area suffer a -1 penalty to all actions. The area will be tainted for a number of days equal to the levels above 15 (minim of 1 day).

Modes

Attack +1 Manipulate +1

Illusion +1 Sensory +1

Influence N/A Shield +0

Kinetic -5 Summoning +3

Manifest -3

Sample Diabolist

Asha Khum, a necromancer of Acheron, is displeased with a servant who has failed him.

(Asha Khum wants to burst the servant’s heart with an attack spell)

Asha calls the name of his demon, and the diabolic entity shambles forth from the shadows behind him. Asha commands that the heart of the man be brought to him. Before he can finish his request, the demon is upon the man, savaging him with its gibbering mouths and gnarled fingers.

(Asha does 15 points of damage to the man, killing him)

The demon rips the beating heart from the servant’s chest, and throws it at the feet of its master.

Enchantment

Common enchanted items created with the Dark Arts include:

► Talismans that ward away or control undead (Ward or Influence)

► Weapons or items enchanted with disease-causing spells (Manipulate)

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Sorcery

(Mages, Magi, Sorcerers, Elementalist, Wizards, Kashaph, Invokers, and Astrologers)

The invocation of elemental spirits through the use of arcane symbols, expressions, and concepts to provoke the entities to do his bidding.

Sorcery was discovered and “perfected” by First Age Atlanteans, but its practice can now be found throughout the civilized world due to Atlantean colonial ambitions of the past. While still most common in the Atlantean sphere of influence, local traditions of sorcery have sprung up in such diverse lands as Marhashi, Tharshesh, Taracua, Khitai, Minoa, Sheba, and Avalon.

Through experimentation and scholarly pursuit, the Atlanteans filled many books with the knowledge of invocation and their magic tradition is considered the most effective and versatile of all the known traditions.

Because of their knowledge of the natural world, the Atlanteans were able to make bargains, enslave, or coax through blackmail or threat the very elemental forces that compose the natural world. By no means were the elementals happy with this, but through pacts made long ago a mutual agreement was reached. The life essence of the universe would be allowed to flow in abundance and the elemental Lords would allow their minions to do the bidding of the Atlanteans.

The elementals and Atlantean sorcerers created a complex language of high concepts and ideas.

Powerful bits of this codified, arcane language later became known as “spells” and are now used by sorcery to coax, compel, or trick the elementals into performing acts in the material world.

Components

Those who practice Sorcery must gesture with both hands and speak arcane phrases aloud in order to invoke and direct the elemental spirits. Devices or components composed of one or more of the elements are sometimes used.

Advantages

► The Atlantean school of magic is much more disciplined than the other traditions because of the laws that govern agreements made between the elementals and the ancient Atlanteans. Ritual is very important to the sorcerer and any extra time taken doubles the bonus received.

► The Sorcerer may pick one Mode to represent the type of spells she regularly practices. The sorcerer must have one mode that is not available to her, one mode with a penalty of -5, and my allocate a total of 5 points to the other modes as she sees fit. They may also reduce a mode to negative numbers and add the points to another mode as a positive number (not the N/A mode or the -5 mode)up to a maximum of -3.

Limitations

► Spells of Atlantean Sorcerers are always accompanied by an effect defined by the type of spell being cast and the entities involved in the magic. An elemental summoned to throw a fireball may smell of brimstone and sulfur, and howl as it streaks towards the target. An Influence spell may manifest in the form of a bird composed of air that sings into the ear of a person to be seduced.

► Spells of Sorcery are always accompanied by some combination of glowing green Vril lights, an electrical charge in the air, or strange sounds. Anyone nearby that makes a successful PER roll with a bonus equal to half the spell level will be aware that magic is being used and will be able to discern its source. Because of this, subtle illusions that are meant to appear “real” are very difficult to accomplish with this Tradition. Likewise, anyone affected by a spell of Sorcery (magical influence, protection) will have a noticeable elemental aspect.

Modes

Attack * Manipulate *

Illusion * Sensory *

Influence * Shield *

Kinetic * Summoning *

Manifest *

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Sample Sorcerer

The Triton Thalmia is a practiced sorceress. When she casts a spell to move a set of keys from a guard belt to her hands, she invokes the name of the Empress of the Twelve Winds, Yansan.

(Thalmia cast a level-8 Kinetic spell)

In the invocation, she recites the name of the 10 Atlantean bargainers who originally made the pacts, and asks the Empress to send aid in her endeavor. The air around Thalmia swirls into a small, vaguely human, shape. The small form wisps toward the keys, lightly tugs them from the sleeping guard’s belt, and bring them to the waiting hands of the sorceress.

Enchantments

• A ring housing a wind elemental that allows the wearer to produce a wall of wind to negate damage a number of times per day. (Shield Mode)

• A shirt made with the spirit of an earth elemental lord bound inside. The shirt allows the user to invoke the strength of the lord a number of times. (Manipulate Mode)

The Elemental Lords There are four Elemental lords that are invoked when performing sorcery.

Ruwa Bhūmi Lord of the Earth, and all that crawl and slither on it.

Yansan Pavan Empress of the Air and all that fly in it.

Jala Uthlanga Mistress of the Waters and all that swim in it.

Qamata Iosis Sovereign of Fire and all things burning.

The four lords were realized and given awareness in the early times by Olódùmarè to help in his task of ordering the universe. After Olódùmarè’s dismemberment, the Elemental Lords and their progeny were imprisoned by Ba’al and Set near Mount Meru.

Thousands of years past, and the Atlanteans soon discovered the Elementals Lords. The Sorcerers controlled and harnessed Vril (the primal elemental energy), forging a way to release the Elemental lords and their kin back into the world for an exchange of services. The Elemental Lords saw these little favors as a small price to pay for their freedom, and agreed. To the Atlanteans, it was a windfall; but to the Elemental Lords it was a pittance.

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Witchcraft

(Witch, Warlock, Mamba, Druids, Sangoma)

The magic of the natural world is subtle, mysterious, and in harmony with its environment. The spellcasters that practice this tradition are similarly at peace with their surroundings and are known in most civilized lands as Witches (both male and female casters). Looked down on by most casters of more scholarly traditions, Witches are more common in primitive and rural places than in cities and civilized lands. There are a few exceptions; in the lands of Havar, for example, the ruling class is comprised of practitioners of this tradition, known collectively as Druids.

Unlike the sorcery of the Atlanteans, witchcraft comes from a tradition of stewardship and communing with the spirits of nature. One should not be fooled by its placid appearance, however.

Nature has fury and strength; it should not be trifled with.

Witchcraft relies heavily on physical components for its spells to work. A connection must always be made between the witch, the materials of the spell, and the target. This connection is often metaphorical — a witch may break a handful of twigs to symbolize the breaking of bones, for example — but the spell will work so long as the metaphor has meaning for the witch. The act of association connects practitioner, component, and end goal as if they were one. The most powerful spell components are personal effects owned by a subject or, better yet, discarded parts of the target;

for example, a splinter from a wagon-wheel or a lock of hair.

The magic of witchcraft is about relationships, not power. If a witch wants to break a stone in two, he does not hurl destructive energy at the stone. Rather, he associates the stone with a bit of clay, and breaks that instead. To bring a curse on someone, the witch might obtain an article owned by the victim and cast his magic upon it, thereby doing harm to the intended victim. Witchcraft is one of the most subtle forms of spellcasting, often having none of the obvious external effects of other Traditions, such as lights or loud noises.

In most realms Witchcraft is passed down by oral tradition. In addition, aspiring Witches must be “right” for the teachings to work for them. Overly violent or destructive attitudes conflict with this Tradition, making the magic ineffective.

Components

A witch must have both hands free and be able to speak aloud in order to cast spells. Some sort of a symbolic object must also be used, and is often destroyed as part of the magic ritual. The player is free to improvise appropriate metaphors for the spell components.

Advantages

► Witches possess the power of Binding, allowing them to work their magic across any distance, provided they have a strong mystical connection to their target. Any object that has been on the target’s person for three or more days, or a physical piece of the target (such as hair, fingernails, or blood) will suffice. This material can be used for a single ritual only, and is consumed as the spell is cast. Spells that incorporate the power of Binding act as if the witch is touching the target.

► Practitioners of witchcraft who use Cooperative Effort with other members of the Witchcraft Tradition add +2 to the final level of the spell being cast for each member in the

“circle” beyond the first. This bonus does not add to the difficulty of the spell.

Limitations

Witches suffer a casting roll penalty of -0 to -5 while using their magic in cultivated areas, such as cities or settlements.

Modes

Attack -3 Manipulate +1

Illusion +0 Sensory +1

Influence +4 Shield +2

Kinetic +0 Summoning -5 Manifest N/A

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Sample Witch

The Lemurian Chaska, a wandering witch-woman of Tamoanchan, poles through one of the swamps in a low, dugout canoe. She spies some local tribesmen on the shore, but they are Nethermen. Seeing that they have bows, she calls to the spirits, chanting to herself. Finally, she drives a bone needle into the palm of her hand. As her blood wells, red and rich, she makes a fist around it.

(Chaska wants to cast a protective spell to shield herself from the arrows.)

Her canoe sails past the Nethermen tribesmen, and their arrows seem to halt just above her skin before falling harmlessly into the canoe.

Enchantment

► Wooden staves or wands enchanted with spells of Witchcraft (Attack, Shield, etc.)

► Medallions or brooches that protect from harm (Shield)

► Rings or stones that render a subject invisible to scrying (Sensory - Obscure)

► Crystals or mirrors for viewing distant locales (Sensory)

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Range: 2-meter circle within 20 meters of caster

Calling upon Jala Uthlanga and Yansan Pavan, the caster of this spell causes a freezing wind filled with shards of ice to swirl through an area. The winds last but a few moments but continue to freeze anything caught in its swirling winds. While this spell is in effect, the caster’s eyes glow green and they too are surrounded by winds that swirl and catch at their clothing and hair.

Spell Construction: -5 (DR) + additional radius (-6) + burning (-3)

Winds of Thought Sorcery Influence, DoD-14 Area: 1 Target in line of sight Duration: 5 rounds

Her words, given strength and quickness by Yasan Pavan, are used in this spell to bend the mind of another to her will. While winds whisper with the echoes of her words, the target of this spell will do as she commands. The target can resist her commands with a WIL + Resolve roll, DoD-10.

Calling upon the spirits of the air to bear her aloft, Thalmia can use this spell to cross a span of open air. Though she cannot move rapidly, the air spirits will keep her in the air as if she were walking on a flat and level surface. Alternately, she can ask them to lift an object nearby and move it at the same slow walking speed.

Spell Construction: -1 (lift) + increased Speed (-12) Infusion of Vril

Sorcery Manipulate, DoD-17 Area: Up to three individuals Duration: 1 minute (10 rounds)

By calling upon the old Atlantean masters and the elemental gods, Thalia can clasp her hands with two others, directing some small measure of the local flows of Vril into all three of them. For a short time after, each individual will crackle with bolts of green aetheric energy during which time each gains the benefit of +5 to PR as the flows of Vril turn aside any incoming attacks.

Spell Construction: -15 (PR modifier) + additional targets (-2)

Flow like Water Sorcery Shield, DoD-12 24 HP for 1 Minute (10 rounds)

With this spell, Thalmia surrounds herself with swirling streams of water drawn from nearby or condensed from the air.

These streams and flows of water intercept incoming attacks from opponents, stopping them until 24 points of damage are absorbed.

The spell also makes her slightly more supple and able to avoid attacks (+4 to Evade attempts).

Spell Construction: -12 (damage absorbed), secondary effect at 1/3 level (level 12 divided by 3 = 4. Level 4 Manipulate effect = +4 to Skill)

Asha Khum’s Obsidian Tome

Claim the Heart’s Blood Dark Arts Attack, DoD-15

DR 15

Range: 20 meters

With an intonation and gesture to focus the diabolic energies, Asha Khum can send forth a summoned diabolic creature. The hideous fiend flies shrieking toward a target where it unerringly strikes the victim’s chest, attempting to pierce through to reach the heart. The caster must still roll an attack roll to direct the vicious, blood-drinking fiend.

With an intonation and gesture to focus the diabolic energies, Asha Khum can send forth a summoned diabolic creature. The hideous fiend flies shrieking toward a target where it unerringly strikes the victim’s chest, attempting to pierce through to reach the heart. The caster must still roll an attack roll to direct the vicious, blood-drinking fiend.

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