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?

—Illis Zinn to Anaximander Theophilos, just before his immolation.

This chapter is divided into two pages (this is the first). To access sections within either page, use the jump menu above or the buttons at the bottom of each page.

Mystics

Chiliad uses both the original magic rules and the alternate rules of spellcraft detailed in the Chill Companion. I use them the following way:

  1. The powers of the creatures of the Unknown are innate, that is, they don’t have to "craft" their spells: they are part of their nature and can use them at will. So, I apply the original magic rules to them only.
  2. Some spells are restricted to certain groups only. The alternate spellcraft rules in the Chill Companion allow everyone to use any spell in the book, however, there is no such extreme free for all spellcrafting here. For example, the Solomon Knights have powers unique to them, which I don’t allow any spellcrafter to imitate. I enforce that rule to keep each group unique. In addition, I restrict spells that I consider anathema to certain orders…unless the character decides to risk exposure to the Dark Path, for instance.
  3. The new power of the Loresavant doesn’t need any spellcrafting (they are already "made"), nor can they be replicated by spellcraft.

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:

  • ChR= Chill rulesbook
  • ChC= Chill Companion
  • VS= Voodoo Sourcebook

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

Type: Spell

Cost: 1d10 WPR/rnd

Roll: G

Range: Room

Area: Self

Modifier: -40

Here is how this spell was constructed:

Cause Potencies (Pc)

Effect Potencies (Pe)

Ritual

2

Range

1

Materials

3

Duration

3

Assistant

1

AoE*

2

SAP

3

Fatigue

5

Anti-magic

5

Armor

10

Total Cause: 9

Total Effects: 26

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.

Materials: Cinnabar (Sanguis Draconis) prepared with the Alchemy skill, droplet of blood from caster.

Description: a shimmering crimson field surrounds the caster. It is capable of reducing the SR of attacks by 8, and cancels any spells and psionic attacks whose roll is equal or less than the caster of Hermes’ Mantle.

Drawbacks: Canceled by Anti-Magic on an equal or better roll.

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Telepathic Sending

Type: End Result

Potency: 4

Roll: S

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

Type: End Result

Potency: 4/6/8

Roll: G/S

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.

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Hermes’ Mantle

Type: Spell

Cost: 2d10 CON/use

Roll: G

Range: Room

Area: 1 person

Modifier: -25


PC

PE

Ritual

1

Range

1

Materials

4

Duration

1

Assistant

1

AoE*

1

SAP

4

Fatigue

2

Anti-magic

5

Cure

4

Mystic Barrier

6

Total Cause: 10

Total Effects: 20

(PC-PE)+Fm=(10-20)+3=-7 (casting check modifier: -25)

Materials: Lapis Philosophorum (stage I), a silkworm, rare oils and herbs, a piece of a leaf from a 100+ year old oak, and a drop of blood. This is translated as Materials Potency of 4 and SAP of 4.

End Results: Cure (Potency 4), Mystic Barrier (Potency 6), Anti-Magic (Potency 5).

Description: the recipient of the spell is surrounded with a barrier that takes 80 Wounds before shattering. The barrier can also stop spells that do not have rolls higher than the caster. The person inside the barrier heals all of his physical damage in one round.

Drawbacks: Possessed characters or those whose EWS is 70 or greater are immune. Casters lose 4d10 Con and suffer 1d5 Wounds since they use part of their own life-force.

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Helm of Hermes

Type: Spell

Cost: 2d10 WPR/use

Roll: G

Range: Room

Area: Self

Modifier: -5


PC

PE

Ritual

1

Range

1

Materials

4

Duration

4

Assistant

1

AoE*

1

SAP

4

Fatigue

4

Invisibility

3

Total Cause:10

Total Effects:13

(PC-PE)+Fm=(10-13)+3=0

  • Materials: cinnabar, rare oils and herbs, water condensed from the vapors of a geyser.
  • End Result: Invisibility (ChC p. 89)
  • Description: caster is invisible for one hour.
  • Drawbacks: As in ChC p.89. Also, Anti-Magic, Illusion and Bind may make the caster visible on a higher roll.

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Herakles Arm

Type: Spell

Cost: 3d10 WPR/1 Wound

Roll: G

Range: Touch

Area: 1 being

Modifier: 0


PC

PE

Ritual

1

Range

1

Materials

6

Duration

2

Assistant

1

AoE*

1

SAP

4

Fatigue

3

Enchant

6

Total Cause:12

Total Effects:13

(PC-PE)+Fm=(12-13)+3= 2

  • Materials: cinnabar, pewter Herakles figurine, hair from a Nemean lion.
  • End Result: Enchant STR
  • Description: Works like Feat of Strength at M level (ChR p.42). In addition, the enchanted character’s Untrained Melee, Melee, Boxing, Wrestling, or Martial Arts skill has a +1 SR. If the character wields a piercing or blunt object, like a crowbar or mace, or if he/she has a Martial Arts skill of at least T, the enchanted character also gets +4 PR.
  • Drawbacks: Since it is a temporary enchantment, Anti-Magic may cancel it on a greater roll. When the spell is over, subject gets 1d5 Wounds from the strain.

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Mystical Places, Artifacts, and Spells

Some 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.

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Loresavant

I met a witch with amber eyes
Who slowly sang a scarlet rune,
Shifting to an icy laughter
Like the laughter of the moon.
—“The Witch With the Eyes of Amber,” by C.A. Smith

Loresavant spells are similar to the Powers of Twilight described in Chill's Voodoo Sourcebook since their nature is such that they can be used by good or evil alike. However, the effects vary depending on the purpose of the mystic. Also, some Loresavant spells are obviously meant for non-evil practitioners, while others are obviously engineered for those with EWS. The Sign of Ahura, for instance, cannot be used by creatures of the Evil Way, while the powers of Ill Scar could be considered Gray or Dark. Unlike ordinary spells, these do not require material components. Unlike the Art, which is basically paranormal, Loresavant powers are definitely preternatural.

There are two requirements to be at the very least eligible to use the Loresavant. First, a WPR of 60 or more, or EWS of 80 or more. Second, a Loresavant practiotioner must use Endow Discipline (VS p. 48) on the person to, well, endow the person with the capacity of casting Loresavant spells. All that remains now is to find the spells and, due to their rarity, that is even more difficult than finding someone to endow you with the discipline (which is already hard enough, since Loresavant users guard their secret fiercely—some for selfish reasons, others because they feel the lore should not be given to just anyone).

 

Adamant Thews

Cost: 10 WPR/round

Roll: S

Range: Self

Area: Unlimited

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

Cost: 10 WPR/round

Roll: S/O

Range: Touch

Area: 1 char.

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.

  • If the recipient rolls higher than the caster, the attempt fails.
  • The recipient and caster have equal result levels: the recipient is favorably disposed towards the caster and tells him/her one additional piece of information willingly.
  • The caster rolls a result level 1 higher than the recipient: the recipient is charmed by the caster and tells him/her one additional piece of information.
  • The caster rolls a result level 2 higher than the recipient: the recipient is enthralled by the caster and tells him/her one additional piece of information. Also, the recipient may introduce the caster to a select group of personal contacts if the caster asks for it. (Maximum at S level).
  • The caster rolls a result level 3 higher than the recipient: the recipient is enamored or bewitched by the caster and tells him/her one additional piece of information. Also, the recipient may do for the caster anything that doesn’t involve putting himself/herself in danger. (Maximum effect at T level.)
  • The caster rolls a result level 4 higher than the recipient: the recipient idolizes the caster and tells him/her anything he/she wants to know, and may do for the caster anything, even if it places the recipient in danger. There is a slight possibility that recipients may lie to the caster if what they are asked about is beyond their knowledge, since they do not want to disappoint the caster in any way. Also, the spell will last as long as the caster wants by spending only 1d10 WPR per day (distance is not a problem, and Anti-Magic spheres cannot block the link), otherwise the spell wears off.

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Contact Princeps

Cost: 30 WPR/use

Roll: S

Range: Unlimited

Area: 1 spirit.

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 caster—and only the caster—away 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

Cost: 20 WPR/use

Roll: S

Range: Touch

Area: 1 char.

This is nearly identical to the Evil Way Wound discipline (ChR p. 161), with the following exceptions:

  1. The SR for each apprenticeship level is 1 rank greater than that listed in the description of the Wound discipline
  2. If a C is rolled, and then a K, the person becomes cursed. Anyone helping the victim directly will suffer a disease with a Target# of 100 until they die or abandon the victim to his/her fate.

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.

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Imago

Cost: 10 WPR/round

Roll: G

Range: Unlimited

Area: 1 char.

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

Cost: 10 WPR/round

Roll: G

Range: Touch

Area: Room.

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

Cost: 30 WPR/use

Roll: G

Range: Touch

Area: 1 object

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.

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Summon Guardian

Cost: 20 WPR/use

Roll: S

Range: Unlimited

Area: 1 guard.

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

Cost: 10 WPR/use

Roll: G

Range: Self

Area: Unlimited

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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