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Chapter 3
by
Ralek
What's next?
Apostle of Cassandra
Becoming an Apostle of Cassandra can only be accomplished by encountering the legendary mage. Countless centuries ago, in a bid for Omnipotence Cassandra began a ritual she thought she could complete. But the ritual was powerful and dangerous; numerous spirits and deities felt the disturbance within the Ether and took action. It was a Paladin of Dagon empowered by all others who confronted Cassandra and brought her, her army and her pet dragon familiar down.
Bestowing a curse upon her, Cassandra was **** to pawn away her magic to individuals who showed her kindness and over the decades that is what Cassandra has done, her sole companion being Gwenevere; her dragon familiar turned cat. You are one such individual who came across Cassandra by happenstance and gave them a semblance of kindness and were rewarded with Magic!
You are allowed a total of four categories of magic to learn from Cassandra. You may NOT select the same category more than once, unless otherwise specified.
Boosting Your Prowess
Optionally, you may sacrifice one of your category choices. If you do, then pick one of the other categories that you have chosen, to be boosted, thus enhancing your prowess within it, as follows:
- Boost Spellslinging: You have 31 spell points to spend, instead of 21. OR the effort required to cast all spells is one step less.
- Boost Alchemy: You have 14 formula points to spend, instead of 9.
- Boost Omnimancy: You have 23 ritual points to spend, instead of 15.
- Boost Talismancy: You get all four talismans instead of two, as well as ONE of the following effects: your implement’s number of imbued spells is doubled, and these imbued spells never tire you while wielding the implement. OR you have 8 phylactery points to spend, instead of 5. OR you have 15 demesne points to spend instead of 10.
- Boost Familiarship: You may pick two further familiars for a total of three (each familiar has its own total of 13 points to spend), OR you gain only one extra familiar, but each of these familiars has 20 familiar points for you to spend.
- Boost Invocation: You have 14 invocation points to spend, instead of 9, OR you may select one zodiac aspect you have to count as always being in its sign’s month for you.
Spellslinging
You start with 21 points to spend, if you choose Spellslinging as one of your four categories of magic. In general, the amount of energy required for a spell is measured on a scale of Minimal to Low to Moderate to High to ****. Minimal is barely more difficult than gesturing with your hand, whereas **** brings you close to passing out. Points to purchase a spell will be listed as 1P for 1 point, 2P for 2 points…
- Blink 1P: You teleport to any location within 100 meters. Pick a direction and distance and you’ll be there. (If you arrive inside a solid object, you’ll be harmlessly shunted to the nearest available spot) Minimal. Tires you out as though you had walked that distance.
- Magic Missile 1P: Send a mystic bolt flying unerringly to your target with enough **** to shatter bone. Has the range of a rifle. You can create multiple bolts at once, aimed at the same or different target but this tires you out more quickly. Effort: Low (High if multiple bolts at once)
- Fireball 2P: Launch an orb of flame with the range of a shotgun. Explodes over an area of 20 yards around, with the sort of effects you’d expect. Will ignite flammable objects. Effort: Moderate
- Shield 1P: Create a one-directional, invisible **** field anywhere within 10 meters of you. It protects against all harmful effects for up to 10 minutes. It can be shattered by enough ****, but this would take a direct shot from a tank or artillery, or lots of gunshots in a short time. For extra effort, you can anchor it to a person or object, to move with them. Effort: Low (Moderate if anchored)
- Transform 1P: Grant yourself, or a target you touch buffs to strength, speed agility or toughness. Can also make minor physical changes such as hair color, sprouting claws, etc. Lasts only a few hours and effects do not stack. Effort: Moderate
- Summon 1P: Summon a creature to do your bidding for one hour. You may specify the species but not an individual. If you choose to stay on the Veil’s mundane side, you can only summon natural creatures. They can only obey simple commands such as “attack”. If you choose to stay on the Exotic side of the Veil, you are able to summon exotic creatures, but only non sentient ones.
- Invisibility 1P: Turn invisible for a few minutes. If you want to be invisible to infrared, you can do it, but it will tire you out more. Effort: Low (Moderate if invisible to infrared)
- Knit Flesh 1P: With a touch, close wounds and repair torn bones and ligaments; for serious injuries, scars might remain or a cast might still be needed for a short time. This does not restore lost blood, nor can it cure diseases, but it can temporarily alleviate symptoms. Effort: Low
- Mend 1P: Instantly make repairs to simple mundane objects, such as clothes and doors. Effort: Minimal
- Clean 1P: Instantly clean a person (as though he’s had a thorough bath) or object (as though thoroughly rinsed, soaped and scrubbed). Can be made intense enough to medically sterilize. Effort: Minimal (Low if intense enough to medically sterilize)
- Hold Person 1P: Prevent a target within 100 meters from moving out of their current place for a few minutes. If you expend more energy, they will be paralyzed completely, but it lasts only about a minute instead. Effort: Low (Moderate if paralysis)
- Blind 1P: Make a target within 100 meters blind, for about ten minutes. Effort: Minimal
- Compel 2P: Give a command to any single target that can hear and understand you, and they will feel compelled to obey it. The more the command goes against the target’s nature the more the spell tires you out. Commands cannot last longer than an hour; any command not completed in that time fades away. Targets do not find it unusual that they obeyed you. Effort Moderate (**** if against target’s nature)
- Telekinesis 2P: Telekinetically exert a great deal of **** or lift, up to a tank in size and weight. Not very dexterous (If you know the Mage Hand Spell, you can improve upon this) Tires you out relatively quickly. Effort: High
- Mage Hand 1P: Lift and manipulate small objects of up to 10 pounds in weight with fine dexterity and control. Effort: Minimal
- Raise Dead 2P: Raise temporary undead from nearby corpses as skeletons or zombies, that last until the next sunrise. IF no corpses are available, make them, otherwise the undead are created from scratch which tires you out a lot more and only lasts an hour. Effort: Moderate (**** no body)
- Fireworks 1P: You can create flashy light shows that can be seen for miles around. The light shows can replicate any visual that normal fireworks can do, but do not have a smell or smoke or any danger in using. Effort: Low
- Charm 1P: Make someone well disposed towards you, their newly friendly attitude will change based on how you treat them, and if you miss treat them it will be harder to charm them in the future. Effort: Low
- Phase 1P: Move through solid objects as though they aren’t there. If you end the spell while you're phased you will be harmlessly shunted to the nearest available space. Effort: Low
- Figments 1P: With each casting you can create a minor, short lived illusion that affects only one sense. Effort: Minimal
- Induce Emotion 2P: You can induce an emotion with a touch that lasts for several minutes. The stronger the induced emotion’s intensity is and the farther away it is from the target’s original state, the more it tires you. Effort: Minimal (from similar state to minor intensity, and while touching the target) to **** (from opposite state to great intensity, from blocks away) From neutral state to moderate intensity and up to 10 yards away, effort is generally only Low
- Fog 2P: Create a billowing fog that covers an area up to several square miles for a few hours. You can make it as thick or as thin as you like. You can see through the fog as clearly as if it weren’t there. Effort: Moderate
- Flight 2P: Once cast, you can fly (up to a running speed) until you’re exhausted or you end the spell. Hovering and levitation tire you out less than actual flight. IF you exhaust yourself or end the spell in mid-air you will float slowly to the ground. Low (Minimal if hovering or levitating)
- Alter Weather 1P: Change the weather for several blocks around. It takes a few minutes to take effect, less time if conditions are already similar to what you want. Your weather changes will last at least 10 minutes, or even longer if conditions are favorable. Effort: Moderate
- Invigorate/Exhaust 1P: Give a target (Within several meters of you) a surge of vigor or exhaustion. Lasts only for about ten minutes. This spell does not work on yourself. Effort: Low
- Locate 2P: Name a location or object that you are at least somewhat familiar with. You will know the direction it lies in, and the approximate distance between you and it. Effort: Low
- Dispel 2P: Cancel any targeted magic effect within 100 meters. This only affects still-active magic. To reverse any effect caused by magic, but not sustained by it will tire you out very quickly. Moderate (High for latter case)
- Animate Objects 1P: Animate small objects that can be held in one or two hands. They can move around on their own accord and will act generally as you want them to. You can also have control over them directly. This lasts only for 15 minutes. Effort: Low
- Purify Food 1P: Specified food or drink within a few meters of you are purified of bacteria, toxins and poisons. Effort: Minimal
- Mark/Recall 2P: Cast a mark to ‘remember’ a place. From then on, you can transport there by casting ‘recall’. You can only bring what you are wearing and carrying. You can make new marks as often as you wish, and choose which one to recall at each time. Effort: Low
- Read Minds 3P: You can read the surface thoughts of any person you can see within 100 meters. Effort: Moderate
- Chain Lightning 3P: Lightning strikes from your hands to a target within 100 meters. It then forks from the target to any number of other specified targets within 30 meters of the original target. Can do enough damage to instantly kill, but will tire you out. As this lightning is magical, protective insulation is only partially effective against it. Effort: Moderate (High if lethal)
- Prepare Food 1P: As long as you have the ingredients, this spell will let you instantly prepare them. Quality is as though prepared by a good home cook, though it is also dependent on the quality of your ingredients. Effort: Low
- Unlock 1P: Open any lock. Works on password protected or code locked or retinal scan locks devices that are in your physical presence. You can invert the spell to lock things instead. Effort: Minimal
Alchemy
While not as flashy as spellcasting, it is much more flexible. It’s far more than simply brewing potions, and demands a creative mind. There are seven primary mystic materials used in Alchemy. You can sometimes find them occurring naturally in ether rich environments, but most alchemists create them by combining ingredients that resonate with the material they are seeking to make. So for an example, if a mage was trying to make Orichalcum which represents the power of the sun, resolve, light, excellence and purity. A mage might melt down a purity ring and add it into the mixture and keep the brew under a sunlamp while it stews to create Orichalcum.
It takes anywhere from a few minutes to a few hours to conduct alchemical transmutation, and while most ingredients aren’t rare, you’ll need a few uncommon ones that might require a little extra money to acquire.
There are also three kinds of transmutations you can perform. Creation, Preparations and Infusions. Creations are physical objects and tools that you enhance by imbuing them with the essence of a mystic material; they last permanently. You can also construct brand new items out of the mystic material; this makes the effect more powerful, but is also much more complex and expensive. Preparations are what you probably think of when you think of Alchemy; potions, oils, poultices, and anything like that which is consumable. Their effects are always temporary. Infusions, on the other hand, grant permanent effects to living beings. Infusing a living being is more costly than brewing a Preparation, but not as much as making a Creation.
Also note that each formula only offers EXAMPLES of what it can do; feel free to invent things with similar effect type and power level.
Orichalcum
The power of the sun incarnate, orichalcum is about resolve, excellence, light and purity. It is straightforward and direct. While other mystic material might be better at specific things, Orichalcum does everything well.
It is unique among the materials in that it does not alter or change things, per se, only enhancing what is already there.
- Orichalcum Creation (1 formula point): By forming objects of orichalcum, or imbuing orichalcum into existing objects you make them better at what they do. An Orichalcum computer for example runs faster, has more storage and uses less energy.
- Orichalcum Preparations (1 formula point): Examples of temporary consumables you can make from orichalcum include Intelligence, Friendship, Magic Resistance, Cleanliness, Climate Proof, Ventriloquism, Never Lost and Tongues.
- Orichalcum Infusions (1 formula point): By infusing the essence of orichalcum into a living being, you can make them the peak of their species in practically every way, physically and mentally.
Moonsilver
Known by many names though each name such as quicksilver or mithril generally refers to one of its many alloys. As the emblem of the mysterious and mercurial moon, it deals with life, change, feral natures, and cycles.
- Moonsilver Creations (1 formula point): By forming objects of moonsilver, or imbuing the moonsilver into existing objects, you can make them light and flexible, without diminishing their sturdiness. You can also make them excellent conductors of energy (mundane and magical). Moonsilver creations tend to be very modular and easy to tinker with, and can even transform between liquid and solid based on the user’s will!.
- Moonsilver Preparations (1 formula point): Examples of temporary consumables include Intelligence, Speed, Healing, Transfigure, Water Walking, & Cloud.
- Moonsilver Infusions (1 formula point): By infusing the essence of moonsilver into a living being, you can increase their speed, dexterity and/or intelligence slightly above peak for their species. Or you could give them minor shapeshifting abilities, able to change their faces, hair and skin color.
Adamant
A crystalline material, adamant is clear, pure and focused. While it is harder than darksteel, it isn’t as tough due to being brittle. Adamant deals with focus, beauty, and strength. It is a revealer of things hidden and discoverer of knowledge.
- Adamant Creations (1 formula point): By forming objects of adamant or imbuing adamant into existing objects, you make them extremely precise, brilliantly beautiful, and impossibly strong. Adamant objects are also ideal for revealing truths and information. It is not a conductor for magic, but is an excellent lens for it.
- Adamant Preparations (1 formula point): Examples of temporary consumables include Beauty, Friendship, Light, Truth, & Perception
- Adamant Infusions (1 formula point): By infusing the essence of adamant into a living being, you can give them radiant beauty, an eidetic memory, or absolute focus.
Darksteel
If there’s a way to destroy darksteel without disenchanting it first, it’s something at the level of a small scale nuclear strike. Darksteel, unlike many mystic materials, does not conduct magical energies; you cannot cast spells through it. It is a material of toughness, strength, inviolability, indestructibility, and stalwart endurance.
- Darksteel Creations (1 formula point): By forming objects of darksteel or by imbuing darksteel into existing objects you make them nearly indestructible, and they will remain reliably functional forever, without needing repair or maintenance. Darksteel items are also ideal for cutting through or defending against magic.
- Darksteel Preparations (1 formula point): Invictus, Climate Proof, Cleanliness, Sustenance, Water Breathing, Armor, Universal Solution/Solvent, & Magic Resistance
- Darksteel Infusions (1 formula point): Can make an infused living being tough enough to survive tank shells to the face without a scratch. This comes with a tradeoff, however; the tougher you are the less able they will be to use magic. This includes yourself, your magic will be weaker and more difficult to use if you infuse yourself with darksteel.
Starmetal
Starmetal’s nature is subtlety. Also known as meteoric iron, it is the material of fate, destiny, and astrology. The only indication of this transparent material’s presence is how the sheen of light against it reflects scintillating colors. Fate, destiny, luck, time, knowledge, foresight, mysterious, esoteric forces, and ephemeral things are associated with starmetal.
- Starmetal Creations (1 formula point): Make an item able to peer through time, alter destinies, or affect the spiritual world. Items designed for viewing such as binoculars, or transparent items like pools of water, tend to gain the best benefits of starmetal.
- Starmetal Preparations (1 formula point): Luck, Invisibility, Friendship, Sleep, Ventriloquism, Never Lost, Light, Perception, & Danger Sense
- Starmetal Infusions (1 formula point): Can enhance a living being infused with starmetal with enhanced or bestow their precognition and/or spiritual senses. You can also enhance their physical senses to slightly above peak for their species, and make them excellent trackers.
Soulsteel
Known as the impure metal, soulsteel is tied to the void and negativity. It is the material of ****, souls, entropy, suffering, endings, blood, silence and destruction. It is the end of all things, the silent desolation of oblivion and rare is the one who can resist it.
- Soulsteel Creation (1 formula point): Creating objects or imbuing it with soulsteel, you make them excellent at destruction in all forms, conceptual and otherwise. Weapons sap the very life from their victims, scalpels destroy the disease, and tools can even shave concepts off items worked into them. Destructive spells cast through them to have their power significantly increased.
- Soulsteel Preparations (1 formula point): Sleep, Climate Proof, Cleanliness, Universal Solution/Solvent, ****, & Vitriol.
- Soulsteel Infusions (1 formula point): Can enhance a living being that is infused with Soulsteel will grant them the ability to induce entropy, decay, and **** into those they touch, at accelerated rates. You can also give them the ability to ignore pain and damage for a short time, even in the face of grievous or fatal injuries.
Hihi’irokane
The material of passion, emotion and conduits, connections and strength. In many ways it is comparable to Orichalcum, but while that is focused on the physical. Hihi’irokane is focused more on the spiritual and emotional; the former is from the sun, the latter is from the heart of the world.
- Hihi’irokane Creations (1 formula point): By forming or imbuing an object with this you make them more powerful conduits for magical energies and passions. Magic made using these tools or implements is significantly easier. These can reduce the material cost of ritual spells by one step (not including Ultra Rare materials), reduce the drain of a specific spellslinger spell by one step and greatly enhance the power of Eromancy. (Multiple items of hihi’irokane does not stack). In addition, items of hihi’irokane tend to amplify emotions, usually positive ones.
- Hihi’irokane Preparations (1 formula point): Transfigure, Healing, Friendship, Beastspeaker, Tongues, and Universal Solution/Solvent.
- Hihi’irokane Infusions (1 formula point): By infusing the essence of Hihi’irokane into a living being, you can bestow magical potential into them or boost what they already have. It is also suitable for giving various sexual enhancements.
Preparations
The following is a list of the Preparations mentioned under the mystic material options. You do NOT buy these, instead what Preparations you can make is determined by whether you’ve spent a formula point on the Preparations formulas for any mystic metals earlier.
This following list simply details the effects of the Preparations that were noted earlier. Remember that Preparations can be made as a potion, poultice, oil or other consumable; and that this is not an exhaustive list, just examples. Also while there are a couple permanent effects Preparations here, they are the only ones you can make that have permanent effects.
- Luck - The subject becomes very lucky for an hour. Due to how kismetic synchronization works, this luck does NOT apply to anything that could gain you wealth. Mystic Material: Starmetal
- Transfigure - The subject transforms into whatever physical shape was determined by you at the time of brewing. Any physical shape is possible, and all physical abilities (such as strength, toughness, agility etc,) can be increased tenfold though these won’t stack with another Transfigure. It lasts for three hours and you can not give special powers. Massive size is possible as well, but requires proportionately more ingredients in the potion. Mystic Material: Moonsilver or Hihi’irokane
- Healing - The wounds of a subject are closed, lost blood restored, poison/venom/toxins purged, and disease cured. This cannot regenerate limbs nor can it cure cancer or AIDS. Some supernatural diseases may be resistant as well. It also can’t heal conditions like paralysis, cerebral palsy, or near-sightedness. Mystic Material: Moonsilver or Hihi’irokane
- Intelligence - The subject becomes just shy of genius level and gains an eidetic memory. This lasts for twenty-four hours. Mystic Material: Orichalcum or Moonsilver
- Sleep - the subject falls into a deep slumber and can’t be naturally awakened. At the time of brewing, you may decide how long the sleep lasts, which can be up to a year. At this time, you may also select conditions by which the subject may awaken. Mystic Material: Starmetal or Soulsteel
- Invisibility - The subject becomes invisible for an hour. At the time of brewing, you choose whether this potion will also turn the subject’s clothes invisible or not. The subject can dismiss the invisibility before the hour is up, if desired. Mystic Material: Starmetal
- Friendship - The subject regards the next person they see as their best friend. If someone’s hair is included as an ingredient in the potion, then the subject will consider that person the friend instead. This effect generally lasts for twenty-four hours, but if the recipient of the friendship is too mean or callous, it may wear off sooner. Mystic Material: Orichalcum, Hihi’irokane, Starmetal or Adamant
- Never Lost - The subject always knows exactly where he is, and which direction north. This lasts for six hours. Mystic Material: Orichalcum or Starmetal
- Invictus - The subject can’t be mind-read, **** or mind-controlled against their will. He is resistant to pain too. This lasts for four hours Mystic Material: Darksteel
- Sustenance - The subject does not require food or drink for a certain time, chosen by you at the time of brewing: twenty-four hours, a week or a year. The longer the duration, the more ingredients are required for brewing. Mystic Material: Darksteel
- Ventriloquism - The subject becomes a masterful ventriloquist. This lasts for twenty-four hours. Mystic Material: Orichalcum or Starmetal
- Tongues - The subject becomes fluent in every known human language, both written and spoken. This lasts for twelve hours. Mystic Material: Orichalcum or Hihi’irokane
- Magic Resistance - The subject becomes highly resistant (but not immune) to unwanted magical effects. This resistance lasts for one hour. Mystic Material: Darksteel
- Water Breathing - The subject gains the ability to breathe underwater for twelve hours. Mystic Material: Darksteel
- **** - The subject is killed, via a manner of your choosing at the time of brewing; cell ****, radiation, cardiac arrest, etc. It takes the entire amount of Preparation to be fatal, and it must be used within a week of brewing to work. Mystic Material: Soulsteel
- Vitriol - Acid that can dissolve any material given sufficient time. Only specially prepared materials can contain it. It can purify any material absolutely, or blend any two materials together by dissolving both together and then allowing the vitriol to evaporate, with the blended material precipitating from the solution as a single block. Mystic Material: Soulsteel
Omnimancy
Omnimancy consists of rituals, which take time and materials more so than alchemy. All rituals require a circle of sigils drawn out in chalk as well; each ritual requires different sigils. Various chants are included as well. Common materials can be found at a normal store; uncommon materials can be found at specialty stores or ordered online. Rare materials are generally pieces of exotic animals, plants or pieces of Natural creatures.
If you selected Omnimancy as a field of magic from Cassandra you will be allotted 15 ritual points to pick the rituals you will know. If you boosted Omnimancy, you will have a total of 23 ritual points instead.
- Teleport (1rp) - Open a portal or directly transport to any location on the planet. For highly increased costs in time and material, you can go to other worlds. Time: Minutes Materials: Common
- Panacea (2rp) - Restore someone to perfect health. Heals all wounds, cures all diseases, regenerates limbs, restores mobility and damaged senses, cures conditions such as cerebral palsy, etc.. The person must still be alive. If the target of the ritual is a vegetable, then their spirit has already departed, and can not be fixed with this ritual. Time: Hours Materials: Uncommon
- Cornucopia (1rp) - Create, prepare, or preserve food and drink, enough to feed ten human adults. Created or prepared food is of five-star quality. Each time you perform the ritual, you can only choose one of these things. Create, prepare, or preserve. You can’t do two or three of them with one use of this ritual. Time: Minutes Material: Common
- Create Undead (1rp) - Create an undead servant: an animated skeleton if you have one; a zombie if you have a somewhat-intact corpse; or a ghost if you have no corporeal remains to use. Time: Hours Materials: Uncommon
- Resurrection (3rp) - Restore a dead person or creature to life (not undeath). Heals or cures whatever killed them. Does not work on those who died of old age. Takes longer and requires more material if the body isn’t available or if it’s in poor condition. Can be used on a living body in a vegetative state to restore its mind and spirit. Time: Hours Materials: Rare
- Dominate (2rp) - Permanently make someone your loyal ****. They retain all intelligence, personality and initiative they had before but will consider you their first and highest priority, and obey any and all commands you give. This requires some bit of the target’s body, such as a hair, this is only required for the ritual itself, and you do not have to retain this bit thereafter. Time: Hours Materials: Rare
- Conjure (1rp) Summon a person, object, or creature to you. Without a bit of your target (hair, blood, etc.) you can’t summon a specific someone/thing, just that fits general parameters. You gain a non sentient creature as a loyal servant for a year and a day, after which they vanish whence they came. You may give sentients a task, which can’t take more than a year and a day to do. They can’t act against you in that time, and vanish to whence they came once their task is complete. Time: Minutes Materials: Rare
- Ward Location (1rp) - Create an invisible field around an area up to the size of a house. Those with ill intent can’t enter. This applies to both humans and animals, and to supernatural creatures too. Lasts for a year and a day. Time: Minutes Materials: Uncommon
- Shape Terrain (3rp) - Change the terrain across an area of the size of a major city, sculpting it to your tastes. You can’t build structures with this, but you can create gorges, mountains, plains, and similar geographical features. You can also seed plants with this ritual. You can tune the ritual such that it will not harm people; if you do, you can exclude specific individuals and/or specify general parameters for exclusion. Time: Hours Materials: Rare
- Shape Climate (2rp) - Alter the weather climate of an area up to the size of a major city. Although results are indefinite, they can be changed thereafter by normal things that affect climates and weather. Time: Minutes Materials: Uncommon
- Scry (1rp) - Your ritual circle becomes a window through which you can view any place in the present. All your senses work through the window, but those on the other side will not know you are listening in, unless they possess keen supernatural senses or magical ones. Time: Minutes Material: Common
- Create Material (2rp) - Create nearly any type of raw material, though if it is valuable, the ritual takes extra time and materials. You can’t create alchemical mystic materials with this. Time: Minutes/Days Materials: Common/Uncommon
- Fabricate (2rp) Transform raw material into a working device. The material requirement is less if it is a device that you know how to construct in a mundane fashion Time: Minutes Materials: Rare/Uncommon
- Create Life (3rp) Create a living organism, or even a sentient person, though depending on the size, complexity, and intelligence of the organism, more time and materials will be necessary. The creature is not loyal to you, but will start out well-disposed towards you. Time: Hours/Days Materials: Uncommon/Rare
- Illusion (1rp) Create an illusion that can cover an area up to the size of a mansion. It can fool as many senses as you wish perfectly. It can be of anything or anyone you wish and can even interact somewhat intelligently with people. It is permanent. Time: Hours Materials: Uncommon
- Summon Familiar (3rp) Gain a familiar, similar to the Familiarship category. However, you only gain 5 familiar points to spend on your new companion. Performing this ritual does nothing, unless your familiar was destroyed no less than a year and a day ago; in this case it recreates your previous familiar as it was before. Time: Days Materials: Rare
- Imbue Phylactery (3rp) Create a phylactery, like one from the Talismancy category, but you only gain 3 phylactery points to spend on it. You can’t use this ritual any time when you already have a phylactery; if you do anyway your previous one will be replaced by the new one. Time: Days Materials: Rare
- Catalyze (3rp) You may create any of the example Preparations from the Alchemy category, but with significantly increased time and effort. You may NOT invent new kinds of Preparations with this ritual. Note that this does NOT allow you to make alchemical Creations or Infusions Time: Days Materials: Rare
- Spellcharge Item (3rp) Imbue an item with up to 10 spellcharges per use of this ritual, for any Spellslinging spell. Holding an imbued item allows you to consume a charge to cast that spell. Using the imbued item tires you like the spell, unless you know the spell from a source. An item charge capacity is based on its size and value: one charge for a plastic spoon, thirty for a golden spear. An item can hold charges for only one kind of spell at a time. The exception to this rule is your Talismancy implement, if you have one. Time: Minutes Materials: Uncommon
- Theory (3rp) Not a ritual, but notes on a magic theory. You can invent your own omnimantic rituals with this. But rituals you develop have a minimum of Hours and a minimum material cost type of Uncommon. Rituals you develop can only have a single effect, and can’t grant any sort of empowerment. You also can’t duplicate any of the listed rituals, nor any of the other magic categories. Time: Hours Materials: Uncommon
- Omnipotence (30rp) An incredibly complex ritual detailing a method for hypothetically at least achieving omnipotence. Time: Decades Materials: Ultra Rare
Talismancy
Talismancy deals with magical items. Although alchemical Creations are wondrous items, with Talismancy you can create unique, bonded talismans that only work for you. If you choose Talismancy as one of your four categories of magic to learn, then pick any TWO of the following: implements: Focus, Phylactery, Demesne.
Implement
Your implement can be anything wielded in the hand; a wand, sword, gun, even your remote control. Aside from any normal functions it already has it gains the following features.
- It becomes bonded to you. You will always remember where you last set it down. Its extra features will work only for you. You can shift this bond to a new implement any time you wish, with a brief ritual, but then the old implement loses all its extra features.
- Your implement becomes a very durable, easily surviving bone-breaking ****.
- In general your implement makes all your magic stronger, so long as you wield it in one hand. Spells you sling tend to get the greatest boosts in strength, but alchemy and ominimantic rituals will also be somewhat more effective, and your familiar will be overall slightly more intelligent and durable.
- Your implement can be used as a finding rod for alchemical ingredients, water and precious metals and stones within a few miles. Your implement will also point north whenever you want to know which direction is north.
- You can flick your implement a few times in order to magically write or draw anything you visualize upon a single surface, instantly. This is very handy for writing out the mystic sigils used in the magic circles necessary for omnimantic rituals.
- Imbued Spell: If you did NOT choose Spellsinging as one of your four categories of magic, you can pick one single spell that normally costs 1 point. Now you are able to cast that spell at will so long as you wield the implement, although it tires you out as normal.
- If you DO have Spellslinging, then pick three spells that you can cast that cost 1 spell point. For so long you wield this implement, these three spells never tire you out. In addition, pick any spell you know that costs more than one spell point. Three times per day, wielding your implement will allow you to cast that spell without tiring you.
- Familiar Spell: If you have a familiar, then it can cast any ONE spell you know. If you did not choose Spellslinging then this familiar spell can only be the imbued spell you are able to cast while wielding your implement.
- Lesser Wishes: If you also choose Wishmagic as one of your four categories of magic, then your implement lets your genie grant you one lesser wish per year. A lesser Wish is stronger than Unlimited Whims, but not as powerful as Three Wishes. Your genie MUST be touching your implement to grant your Lesser Wish.
- Invoker’s Rod: If you know any invocation aspects, all their effects are enhanced to a minor degree while you wield your implement. Furthermore, while wielding this, any zodiac aspect you have, you gain the benefits of its assigned month for an extra month beforehand and an extra month afterward.
Focus
Your focus is a wearable item of your choice, no smaller than a ring, no larger than your heart. It is bonded to you in the same manner as the implement, and is just as durable. While wearing it, it will never come off your body accidentally nor can it be forcibly removed. If your focus is lost or destroyed, you can create a new one, but this is a time-consuming process that takes about a month and requires uncommon components.
- You can choose to make your focus and implement the same item; in this case, it must be either wieldable OR wearable. You can also choose to make your focus and phylactery the same item, in which it must still be wearable. In fact, you can even choose to make your familiar your focus, in which case your focus works for so long as your familiar is within fifty meters from you.
- But the real power of the focus depends on what you put into it. You can invest power into your focus, and then it will significantly amplify your abilities, but only while you're wearing it.
- Spellslinging: If you choose spellslingling as one of your categories of magic then you can choose to invest any number of known spells into your focus. Spells invested into your focus have their effort requirement reduced by one step. However, you can only cast these spells so long as you're wearing your focus.
- Alchemy: If you picked Alchemy, then you can choose to invest any of your known formulas into the focus. Preparations formulas invested into your focus allows you to make Preparations of that mystic Material(s) that have doubled durations, and you can make twice as much of any Preparation just with the time and materials required to make the normal amount. Unless you are wearing the focus you can’t make any of these invested Preparations.
- Infusion & creation formulas are twice as effective as long as you have invested those formulas into the focus and wear it.
- Omnimancy: rituals invested into the focus have no material requirements except those of Ultra Rare. Instead they tire you out in a way similar to Spellslinging. Like before, you can not perform these invested rituals without wearing the focus.
Phylactery
By bonding yourself to a phylactery; which can be any item that fits in your hand. Once bonded, the phylactery becomes as durable as a brick and tied to your life ****. So long as it is intact, then whenever you die, you will reappear alive and unharmed and naked next to your phylactery. This does NOT apply if you die of old age: in that case you will remain dead.
You will always know where you last left the phylactery. You have 5 points to customize it.
- Youth (1 point) - you will never look older than your prime, but will still die when your time is up.
- Durability (1 point) - Your phylactery is as strong and durable as titanium.
- Hearthstone (1 point) - With a moment of concentration, you can teleport to your phylactery from anywhere.
- Summon (1 point) - You teleport your phylactery into your hand.
- Danger Sense (1 point) You can sense when your phylactery is in imminent danger.
- Take Me With You! (1 point) Anything you were wearing and or holding upon your **** will appear next to your phylactery with you.
- Immortality (3 points) - You will live forever! The fabled Lichdom is yours, though you will continue to age unless you have the youth perk. If your phylactery is destroyed, then you will instantly begin aging, possibly leading to ****.
- Additional Phylactery (1 point) - You can buy this perk multiple times. Each time you may have one additional phylactery.
Demesne
A demesne is not your typical talisman; instead of being an object, it is a location, your Place of Power. You may only have one demesne at a time. To claim a location as your demesne, you must walk the perimeter of its intended boundary seven times while chanting a specific rite, between dusk and dawn.
By default a demesne can’t be more than the size of an acre, or any buildings within that acre. It extends the height of ten stories above ground, and five stories below. If there are no buildings larger than a cottage in your demesne when you claim it, then you may have a modest cottage magically constructed within it instantly. You can only do this once, when you first claim your demesne.
Your demesne has several properties by default.
- The weather, season and apparent time of day will always be what you wish inside your demesne. If you wish to change this, you must be inside your demesne, and the change will occur over several minutes. You can also will plant life to grow or wilt as you please, in any variety or form that is possible for mundane mortals to achieve; any changes to plant life will occur over a few minutes, and thus can’t be used as a means of attacking or ensuring foes.
- No hostile animals or insects will encroach on your home unless you allow it. This does not apply to sentient beings, unless you have Warded the location through rituals. You can sense when anyone trespasses in your demesne, you well as how many people.
- Your aging is slowed to half the normal rate while inside your demesne, and your healing within it occurs at twice the normal rate.
- You can open and close doors and windows freely within your home, and move small objects about, merely by willing it so. Willing the furniture to rearrange itself to your desire and apparent décor can be altered at will.
You can further customize your demesne with 10 points.
- Mansion (1 point) - stead of an acre, your demesne is four acres. Rather than a cottage, you may choose a mansion to be instantly and magically constructed for you instead. It is not decadently luxurious by default, but well-kept and old-fashioned. You can not choose this with any other demesne perk that affects its exterior size.
- Castle (3 points) - Instead of an acre, your home is ten acres. Rather than a cottage, you may choose a castle to be instantly and magically constructed for you. You can’t choose this with any other demesne perk that affects its exterior size.
- Luxurious (1 point) - Amenities within your home are comfortable and fine. This applies to any amenities, whether they existed before you claimed it or are subpar amenities installed later.
- Extradimensional (2 points) - Your demesne does not exist in normal space, but in an independent pocket dimension. It is accessed through any suitable means of your choice such as fairy rings or a garden gate. Anyone who walks through the entrance will be instantly transported to your demesne.
- Hidden (1 point) - Your demesne doesn’t attract much attention. It will escape official records and notice entirely, and you’ll only have a rare wanderer accidentally stumbling into your demesne, at the most. This does not apply to people who have knowledge of you.
- Bigger on the Inside (2 points) - Regardless of your demesne’s exterior it is far vaster within.
- Ageless (2 points) - For as long as you remain in your demesne, you will not age. However, whenever you leave time catches up with you.
- Timeless (4 points) - For as long as you remain in your demesne, your aging is halted. Your aging only resumes whenever you leave.
- Mobility (1 point) - The primary structure that is your demesne is given some means of mobility, whether it be chicken legs on a cottage or a flying castle.
- Senses (1 point) - you are aware of anything and everything in your demesne whenever you want.
- Utilities (1 point) - your demesne always has clean and hot running water and plenty of electricity, somehow. In addition cell phones and wi-fi have perfect receptions within your home.
- Extension of Self (2 points) - So long as you’re within your demesne, you count as wielding, wearing and or being near your implement, focus and or familiar.
- Guardians (2 point) - You gain protectors of your demesne. You can awaken dryads, animated suits of armor and statues, living scarecrows and they will faithfully stand watch for intruders, though they can’t talk except for the Dryads.
- Mage Tower (3 points) - Your magic is enhanced while within your demesne. Spellslinging within your demesne is powered by the land it’s tied to and thus does not tire you out whatsoever, with the exception that High-effort and **** effort spells. Alchemy takes half the time and requires half the materials to use within your demesne. Omnimantic rituals with a time requirement of Days or less have their time requirement reduced by one step. However, if you perform Omnimantic rituals with the normal requirements, effects and durations, you can ‘project’ the result of those rituals to anywhere of your choice within five thousand miles.
Familiarship
It binds you to another creature, thus gaining a servant and companion. You have 13 familiar points.
Pets
This sort of familiar can be up to any small dog in size, and must be a type of animal that is ordinarily mundane. For example a raven, cat or monkey. It becomes more stealthy and agile if it wasn’t already.
Beast Companion
This sort of familiar can be up to a grizzly bear in size, and must be a type of animal that is ordinarily mundane, and must also be a quadruped such as a bear, lion or horse. It becomes quite strong and fast if it wasn’t already and you can mount it, even without a saddle.
Golem
A magical construct formed of clay, stone, flesh or metal. Roughly humanoid in shape and size it is clearly not human. It is very strong, incredibly durable and has hands with opposable thumbs, but is slow and not very adroit with its hands.
It is also entirely without volition and will not do anything unless you command it. You can program it with simple orders and conditions. Its height can be up to ten feet as you choose. The familiar does not age and becomes a specimen of peak health for its species. If your familiar dies or is destroyed in the case of the golem, you lose all the perks you purchased below. You can repair or resurrect your familiar, this is done with a simple incantation on the night of a full moon after a year and a day has passed. Upon the resurrection or restoration in case of the golem, you may redistribute your 13 familiar points.
- Intelligence (2 points) - Your familiar gains above-average humanlike intelligence as well as the ability to speak in any language you understand.
- Loyal Follower (1 point) - No matter where it is, your familiar can teleport to your side instantly.
- Watchful Master (1 point) - You can teleport to your familiar’s side instantly.
- Shared Sight (1 point) - you can see through your familiar’s eyes whenever you choose. Likewise you can let your familiar see through your eyes but your familiar.
- Shared Libation (2 points) - Whenever you or your familiar uses an alchemical Preparation, you may choose to let the other one gain the same Preparation effects.
- Durability (1 point) - Your familiar becomes extraordinarily tough and resilient. Golems already have this. Your familiar also gains a rapid healing factor and even regrows lost limbs over time.
- Shared Sustenance (1 point) - Any sleep, drink food, or breathed air also gives the other sustenance.
- Stealth (1 point) - Make a golem or beast companion unnaturally quiet.
- Spell Focus (2 points) - You are able to cast spells through your familiar even if you aren’t there.
- Empowerment Spellslinging (4 points) - Gain access to Spellslinging but you only have 10 points to spend. Your familiar must be within 50 meters of you to access these spells. If you already had Spellslinging as one of your four fields of magic, these count as extra points for you.
- Empowerment Alchemy (4 points) - you gain 4 formula points. To use these formulas you must be within 50 meters of your familiar to use them. If you already had Alchemy as one of your four choices of magic, these count as extra points.
- Empowerment Omnimancy (4 points) - You have access to 7 ritual points. To use these rituals you must be within 50 meters of your familiar to use them. If you already had Omnimancy as one of your four choices of magic, these count as extra points.
- Empowerment Wishmagic (4 points) - You gain access to Unlimited Wishes (these wishes are halved) or Three Wishes (only 1 wish). To access these wishes, you must be within 50 meters of your familiar.
- Empowerment Invocations (4 points) - You gain access to the Invocation category of magic, but with only 4 points to spend instead of the usual amount. You must be within 50 meters of your familiar to benefit from these magics. If you already have Invocation as one of your four choices of magic, these count as extra points.
Invocations
Old magics, primal with very little fuss or fanfare required. Invocations are more art than science, even compared to other magics. A Tarot aspect can be active all the time, without needing any anchor, however, you can only have one Tarot active at any given time, though you can switch on the fly.
A totem aspect requires an anchoring object, typically a mantle or charm of appropriate make; such an item will do, so long as you know the relevant invocation. Lastly, Zodiac aspects are based on the astrological constellations; they are always active, like Tarot's aspects, but you can have all your Zodiac aspects active at once. Zodiac aspects require no anchor save the stars themselves but their effects become much more powerful during the associated sign’s month.
You have 9 points to spend on aspects if you chose Invocations as one of your four categories of magic to learn from Cassandra.
Fool (1 point)
Your learning speed is vastly increased, you don’t lose what you learn when not aspected as the Fool, you merely stop learning more at that high speed. This aspect also applies to your rate of attaining physical fitness. Lose weight and or build muscles fast.
Tower (2 points)
You can passively or selectively bring minor ill luck to those around you. You can also impose severe and life-changing bad luck on someone with a touch. With willpower you can release yourself from any forms of physical or magical binding that are put on you. Manacles or geas are easy and instant to free yourself from; but collapsing a thick prison wall or throwing off a total mind control are difficult and will take time and effort. At will, you may accelerate the entropy of things you touch; buildings will erode years or centuries in an instant, people will age months or years, electrical power will drain out, etc.
Wheel of Fortune (2 points)
You gain an excellent sense of balance, dexterity and precision. Pick one element at a time to gain minor protection against it. Fire is resistant to heat and flame, water resistant to water pressure and cold. Air can easily hold your breath for several minutes, earth is resistant to piercing damage from rocks and metal. You can alter chance in your presence but for every alteration you make, an exactly balanced alteration must also be made. You could for instance make a dice roll a 6, but then would also have to make a die roll a 1 thereafter; but giving yourself good luck does not require you to direct the bad luck toward yourself and vice versa.
Autumn (3 points)
This aspect requires the wearing of a mantle such as a garment of autumn leaves or perhaps carrying a staff made of a branch of a tree in autumn. Any transformative magic you use is more effective and longer-lasting. With a touch, you can grant vigor to elderly things, animals, or people. This lasts for a week unless it's autumn, in which case it lasts a month. You do not age during the autumnal season; i.e. a 3 month period around the autumnal equinox. If you die while wearing the mantle or die in autumn you will reincarnate if you wish with your choice of circumstances (such as being born into a privileged family) and will regain your memories and powers upon your eighteenth birthday.
Wind (2 points)
This aspect requires a mantle such as a garment of feathers. You can fly like a bird, the garment transforms into wings. You can create gusts of wind, sufficient in strength to knock a person flat on their back. It doesn’t have the precision to lift and manipulate things. You can send messages along the wind to anyone in the same atmosphere who is not separated from you by airtight seals.
Wolf (2 points)
This aspect requires a wolf-head amulet or a fur belt. While worn you can see in the dark, gain perfect vision. Your speed and strength are greatly enhanced and are able to fight a Lycan at Stage 2 to a standstill. Wolves will be friendly to you as long as you aren’t hostile to them. On nights when the moon is full, your strength is further enhanced to let you fight a Lycan or Verum Immortui vampire to a standstill and you are able to transform into a wolf-like hybrid and even grow claws.
Taurus (3 points)
The Taurus aspect gives you an energy storage ability; you can store some of your physical or ether energy into objects like rings, staffs etc with a touch. To draw on that stored energy merely place your hand upon the object. You can allow others to draw on them too, even mundane folk. Typically only half of what energy you put towards storing is saved, except during Taurus’ sign’s month every bit of energy you put towards storing is saved. Energy stored does not dissipate no matter the time nor place.
You can anchor objects in midair, holding them in abeyance from gravity at that point indefinitely. This takes more energy based on the size of the item you wish to anchor. Items anchored become immovable until such a time you will it to be otherwise.
Gemini (4 points)
This aspect doubles much of your magic during the Gemini sign’s month. Your slung spells have double the effects, strengths and duration and or targets if you wish. Each of your familiars get an identical twin; they have the same abilities but duplicate empowerment abilities have ZERO effects. You get an extra phylactery; it has all the same perks you bought for your first one. Omnimantic rituals and Alchemical Preparations you perform take half the normal required time. You can have two Tarot aspects (that you know) active at once for this month. All these effects are active only during the Gemini sign’s month, except the phylactery loses its perks but still acts as a backup phylactery.
Dragon (5 points)
- When you pick the Dragon aspect, you decide if you get its extra benefit during the sign’s year (once every 12 years) or during its month (once per year); this decision can not be changed.
- At all times, you gain an eidetic memory. You can sprout and retract draconic claws at will which are sharp enough to rend steel. You are more charismatic which will be increased again during the month or year of your choice.
- Your familiar gains Intelligence perk for free if it doesn’t already have it. If your familiar is a Pet, you can make it a mini-dragon having flight and the famed dragon fire.
- During the Dragon sign’s time, all your spells are that much easier to cast, your alchemical work requires half the amount of ingredients and your rituals require less time, lower them by one, Seconds>Minutes>Hours>Days>Months>Decades.
- You also gain access to a rare artifact called a Dragon’s pearl. It offers many abilities related to the dragon aspect, but you will lose these abilities if the pearl is not in your possession (on you or in your demesne) or is destroyed. Be careful this artifact can not be repaired easily nor can it be replaced if destroyed. The pearl gives you knowledge of and ability to use any magic from Spellslinging or Magic Schools that the other paths offer. Once per week, you are also able to breathe Dragon Fire in a line or cone. Once per year you can transform into a Dragon of your choice.
- Finally, you can sacrifice the dragon’s pearl utterly destroying it for a permanent power boost. You become a Dragon permanently but can assume your previous shape at will. You retain the ability to cast spells the pearl previously offered you, so all the spells from the Schools, but you lose all your Invocations and your status as an Apostle returns to Cassandra making it impossible for you to defeat and take an Apostle's power, but that works both ways. What power you now have is your own and it can never be taken..
Wishmagic
Wishmagic is not something humans can do. Most races are not very proficient with it. But the Genies can, they are masters of it. Wishmagic can do almost anything, but only if the wisher’s desire is great enough. Wishmagic draws on the user’s deepest cravings for its power.
If you picked Wishmagic as one of your four categories of magic to learn you pick ONE of the options below. Once you’ve made your wish or wishes the Genie will remain as a faithful servant.
- Unlimited Whims - Wish for as many minor things as you like at any time. Each month, choose your limit: either you can only gain the equivalent of $1000 USD in material goods and services. OR you can get unlimited things so long as they are each under $50 USD. You may also wish for things such as slight boosts to luck and charm, as well as various convenience magics like minor repair or curing colds.
- Three Wishes - You get only three wishes, but they can be quite major. Unthinkable wealth, world peace, resurrection, love and so forth are all possible. But only three, no wishing for more wishes, you know the drill.
- Heart’s Desire - You gain one and only one wish. But it can be anything so long as it is your heart’s desire. It must be something you want, truly and deeply. Omnipotence isn’t an option. But eternal, unshakable bliss; a harem of true loves; true immortality and invulnerability; and more are examples.
No Magic?
You ponder over all the magic and knowledge Cassandra offers you and turn them down wishing for none of it. Should you turn it down you lift the curse that was bestowed upon her so long ago. No longer an old crown but the lushes youthful vibrant femme fatale she once was. Her cat companion is also freed, restored to their original draconic fury once again. But is this a good thing? Cassandra was once a plague upon the world, will she seek out those whom she gave her power and take them back? Will you stop her? Join her? Either way magic is now a part of your life..
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The Veil
Become aware of the supernatural creatures around you, learn and practice magic, live your life overshadowed and hidden by the Veil as one of those supernatural creatures. Or will you maintain your humanity and fight against the monsters around you?
An Urban Fantasy setting that has the world split, separating the modern mundane world of technology, science and mythology from the Naturals; monstrous creatures and and supernatural powers. Will you be a good sheep and hide behind the Veil or will it be torn away, awakening you to the real world?
Updated on Jun 23, 2023
by Ralek
Created on Jun 23, 2023
by Ralek
- 11 Likes
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- 7 Chapters
- 3 Chapters Deep
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