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The dark delectations of unmitigated power…I would not change anything for that. To be a lightning rod made of flesh, blood, and bone, burning and forever consumed. To look at the eyes of my foes, watch them burst aflame by the heat of my stare, and breathe the sweet fumes from their charred meat... Doesn’t
that turn you on? |
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MysticsChiliad uses both the original magic rules and the alternate rules of spellcraft detailed in the Chill Companion. I use them the following way:
So, basically, I am allowing certain creative freedom to my PC mystics, and at the same time keeping certain limitations to keep the world of magic they inhabit interesting. Most of the rules in this chapter are for mystics/cultists. The Magic Factor (Fm) in Chiliad is 3. Spells included here are only for Mystics and characters with Ritual Magic. The CIP cost of Ritual Magic for a non-Mystic PC is [6, 12, 24], while for PC based on the Mystic template the cost is just [2, 4, 8]. This is to reflect how difficult it is to learn spellcraft for those not specialized in it. I will use the following abbreviations for the rest of the book:
All of the following sample spells and End Results are versions used by mystics of the Order of the Taro. Other mystical groups may have similar spells, varying in potency, subsidiary activities, and components. Armor of Hermes
Here is how this spell was constructed:
AoE = Area of Effect/# of individuals, SAP = Subsidiary Activity Potency, in this case it is the Alchemy Skill. PC - PE + Fm = 9 - 26 + 3 = 14. Therefore, according to the table in the Chill Companion, the casting check modifier will be -40.
Telepathic Sending
This spell allows the caster to send messages but not receive any answers, like the Telepathic Sending of the Art. It cannot penetrate anti-magic shell or unwilling individuals that roll better on their WPR. The Fatigue roll (ChC p. 85) is linked to WPR.
Telekinesis I
A potency of 4 can lift any non-anchored object up to 4 times the weight of the caster. A potency of 6 can lift any non-anchored object up to 6 times the weight of the caster. A potency of 8 can lift any non-anchored object up to 8 times the weight of the caster. If the object is tied or chained and the casting roll is a C, the caster makes a general WPR check to see if the tether of the object is broken. If the object is sentient and rolls equal better on his WPR, he/she is not moved. With an H or C roll, the object can be used as a thrown weapon. To hit the target, the caster must do a specific WPR check. The Potency of the spell determines the SR of the object. Use common sense here, though: a pillow thrown telekinetically will never have SR (unless it is used to suffocate), though it may be used to disorient a person for one round if thrown to the face. Taro mystics need cinnabar made during a lunar eclipse inside a pyramid, and 2 drops of water from the bottom of Cheops pyramid (which would be a materials Potency of at least 3). Anti-magic cancels it on a better roll. Also, users gets 1 Wound per minute sustaining it in addition to any Fatigue roll. Fatigue rolls are linked to WPR. Hermes’ Mantle
(PC-PE)+Fm=(10-20)+3=-7 (casting check modifier: -25)
Helm of Hermes
(PC-PE)+Fm=(10-13)+3=0
Herakles Arm
(PC-PE)+Fm=(12-13)+3= 2
Mystical Places, Artifacts, and SpellsSome of the mystical places that may be accessed on this Earth, or by crossing the Wyrd (also known as the Limen, and called the Schism by the Gash), or by carefully bordering the Unknown, are Atlantis, Lemuria, Hyperborea, Lyonesse, Shangri-La, Avalon, Dis, Gehenna, Sheolis, Leng, R’Lyeh, Kadath, Hellwell, and the N’Kai abyss. The risk of such venture is, however, considerable. Arcanums are rare and powerful artifacts inaccessible to most humans. There are still Atlantean treasures to be found. Atlantean weapons are lethal to many creatures that cannot be harmed by mundane weapons, including machines such as the Sigomechs. Of the few known Arcanum is the fabled Atlantean weapon Akkanda Itzamani or "Ebon Healer," Anaximander Theophilos' Atlantean Mask, and the antedilluvian blade of Umbriel Delacroix. Other important mystical items—of lesser potency that Arcanums, though—are the Hermeticums of the Order of the Taro (see below), the Taro crosses (like the Taro of Meggido and the Taro of Zoroaster), the Eye of Horus, and the Mask of Set. In addition, there are those who seem to have access to an extremely rare and ancient—possibly preglacial—mystical discipline known by some as the Old Art, and by others as the Loresavant of the Three (or simply Loresavant). Some examples of this discipline are listed below. No one knows who were the "three" creators of this forgotten art, though there are rumors that they are still around in mortal guise. Loresavant
Adamant Thews
This spell is similar to Feat of Strength, except that it can be used only for attacking. The user must also pay 1d10 CON once. Rolls: C adds 3 to the SR of the blows, H or M add 2 to the SR of the blow (maximum for T level), L add 1 to the SR of the blow (maximum for S level). This power negates any armor protection the opponent may have and shatters Mystic barriers on contact . This spell may indicate that one of "The Three" was a warrior of some sort. Breath of Lakshmi
The user must also pay 1d10 PER once. This spell makes the victims think they are either madly in love with the caster or they immediately idolize the caster. In that state, they would tell the caster things they would otherwise keep secret. The caster must engage the victim in conversation, close enough so that his/her breath touches the victim. Each effect is cumulative, so the result at the next level includes any effects listed at lower levels.
Contact Princeps
This spell summons a powerful spirit, dark, light or gray, depending on the caster, from which the casters may ask a favor. The favor is non-offensive in nature, such as asking for advice, directions, information, or even rescue (the spirit may take or teleport the casterand only the casteraway to another location). The information is not necessarily crystal clear, as some spirits use symbolic language , riddles, rebuses, or mere double-talk to convey their information. The caster must know the ritual name of the spirit they are calling. The CM must be aware that there may be other forces at work out there that may hamper the spirits’ ability to grant their services (it also depends on the spirits’ power level when compared to the opposing force). The generic word "Princeps" is used here to designate an entity of the Unknown or the Limen with a respectable amount of power and influence in their place of origin. Some say that one of these "Princeps" was the real originator of the Loresavant, giving the Atlantean mystics known as The Three the occult knowledge in exchange for some unknown services.
Ill Scar
This is nearly identical to the Evil Way Wound discipline (ChR p. 161), with the following exceptions:
Cursed individuals may be cured only by another practitioner of the Loresavant using the Contact Princeps spell, by the original caster automatically, or by finding the legendary Sounding Chamber within the Atlantean stronghold that lies several miles beneath the permafrost of Antarctica (the existence of that ancient stronghold is secret, though... finding it could be a campaign itself). The Chamber is said to cure any disease and lift any curse no matter how old. Imago
This spell creates an exact duplicate of a person or the caster him/herself, down to genetic structure. It has no WPR or PER to speak of, though. The real PC can remote control this double from a safe distance and use it to interact and even combat other characters. If the PC has any Disciplines, they may be cast through the double as well. The Imago is immune to most effects that normally would affect the PC. For instance, it is immune to WPR drain, and others cannot use the Imago to drain the original PCs WPR. It is (and makes the original PC immune to) Communicative, Mental, and Distortive attacks. It also suffers no Wounds, and all STA losses are downgraded by 2CS (column shifts). However, the original PC may be blinded using a bright flash of light or with a Darkness spell. In addition, placing a Sphere of Protection around the Imago severs momentarily the connection between it and the caster, and it may dispel the Imago if sustained for 3 consecutive rounds. The only way to affect the original PC is to find him/her and attack him/her directly. The caster cannot do any other thing while sustaining the Imago, and he/she has only a limited awareness of his/her surroundings (PCN is halved).
Sign of Ahura
The inscription of this mystic symbol causes the room to become impervious from attacks from creatures of the Unknown. If there are any such creatures within the room, they are expelled out violently and, if there are walls, they smash against them suffering from SR 5 impact, and SR 3 crushing effect each round the Sign is in place if the wall didn’t give way. The protection doesn’t work against any other type of harm.
Spirit Cache
Certain creatures attack others by draining their life force or WPR. The Spirit Cache is a special protection where the caster "places" his/her vital force inside an inanimate object. The object can be anything from a small gem to human-sized object (like a statue), but nothing bigger than that. If the cache is bigger than human-sized, the protective ward around the life force weakens, and it can be subject to incorporeal attacks, life drain, or worse, it may seep away into the ether killing the caster in the process. Once done, the caster maintains the vital force within the object by spending 1d5 WPR per day. The life force cannot be drained from the object, and the caster is likewise immune to such effects. If the object is destroyed somehow, the vital force "returns" to its owner, and the caster received 2d10 Wounds and 3d10 STA loss. Summon Guardian
This spell summons an incorporeal entity of the caster’s choosing as a guardian. The entity then either uses Corporeal Manifestation to take a particular shape or remains incorporeal. A roll of L means the guardian remains for 30 minutes and has a SR of 4 and a WPR or EWS of 50. M or H rolls means the guardian remains for 3 hours, has a SR of 5 and a WPR or EWS of 80. A C roll means the guardian remains for 8 hours, has a SR of 6 and a WPR or EWS of 100. It is said these "guardians" were Atlantean criminals who were punished by banishment into the Limen and eternal servitude to those who use the Loresavant. The nature of their crimes is, however, unknown.
Wyrdwalk
Wyrdwalk is the ability to walk the Limen, also known as the Wyrd: a twilit realm between the Known and the Unknown. In the Limen the trees move without wind and the familiar becomes unfamiliar. Even the constellations are unrecognizable. In the Limen the distances, laws of physics, causality, and even thought, are warped beyond recognition. A general WPR check must be done daily to avoid suffering from a mild case of insanity that lasts 1d5 hours. The Wyrd or Limen must be entered and exited consciously, so if the character falls asleep, unconscious, or becomes insane in the Limen, he/she remains there until the power is used again to leave the place. Humans’ solar plexus’ glow in the Wyrd like ghostly lamps and show the degree of the taint of the dark if any is present. There are some creatures walking the Wyrd which are attracted to those lights like moths to a flame, so extreme caution must be taken when entering that place. Casters may take with them up to ten people if they hold hands together in a circle. But remember, the only way to get out again is with the casters’ help. CM's Note: Apart from Wyrdwalk, there are very few other powers than can allow a person to enter the Limen. Remjocks can enter the Limen incorporeally while dreaming, but they cannot enter bodily (although they could employ a kind of Corporeal Manisfestation) nor take anyone with them. Some very rare, and very unstable spells to enter the Limen have been created by Ritual Magic users in the past, but they often require the Mystic to be near a Nexus (a place where the veil between the Known and the Limen is very thin). It is rumored that there are also artifacts capable of opening such portals, but if they do exist they are either lost or jealously guarded by their owners. Chill and the Chill logo are trademarks owned by Mayfair Games, Inc. Chiliad and the Chiliad: Dark Millennium logo are copyrights of Edwin Astacio ©1999, 2000. The image in the Loresavant section is a copyright of Joseph Linsner. The images in "Caballeros de Salomon" and "The Grand Cabal of Undying Set" are copyrights of Brom. The image beside "The Cult of the Night Claw" is a copyright of Luis Royo. |
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