The Magic of Ohr - joshualuther.files.wordpress.com · Cartomancy magic encompasses all magic that...
Transcript of The Magic of Ohr - joshualuther.files.wordpress.com · Cartomancy magic encompasses all magic that...
THE MAGIC OF OHR
© 2013, Joshua Luther
PROLOGUE
“I once had a student approach me asking if I could teach him the basics of magic in only a few sentences. I asked him to let me meditate on it and to return the next day. I spent the night pondering his request.
The student returned to me the next day. This is what I told him:
‘All life is divine.
All magic is divine.
They are of the same divine source but different manifestations.
The secrets of both are available to those willing to learn.’
Now, let us study.”
- From the journal of Rav Abraham
INTRODUCTION
“I would love to let only the one true magic be allowed in Tarrocca. The problem is everyone disagrees on which one that is.” – Mario Aetherius, Enforcer
Magic and mysticism are integral parts of the Ohr setting. While most magic is either considered heretical or is strictly regulated by the Church, it still plays a very important role in Tarrocan society especially as the Guild Houses will take any and every advantage in the Unseen War. Magic is not a part of everyday Tarrocan life but its presence is felt throughout Tarrocan society.
THEME
The main theme that influences magic in the world of Ohr is the mystical practices of Hermetic Qabbalah. Most magic in Ohr is derived from its union of Hebrew mysticism and magical practices associated with the Tarot.
SOURCES AND INSPIRATION
Cartomancy magic is derived from the occult and mystical beliefs associated with Tarot cards especially the specific qualities of each card. Hermetic magic is also derived from the Tarot but is split into its own form of magic for balance and lore reasons. White and black magic is derived from Hebrew Kabbalah. The spells are based on the domains of each of the individual serfirot. Church magic is based on each saint and the inspirations that served as the basis for each one.
CARTOMANCY
“For every question, the Tarot has answers.” – Zindelo, Gitano Seer
Cartomancy magic encompasses all magic that requires a Tarot deck or draws its power from the Gitano Tarot pantheon. There are two types of Cartomancy magic: divination using a Tarot deck and individual spells corresponding to the major arcana. All Cartomancy spells require the Cartomancy feat and a Mystical Tarot Deck artifact.
DIVINATION
The ability to perform Divination magic requires the Cartomancy Feat. Each dot requires 3 XP (Multiplicative). To perform a divination, the character must have a flat surface to place the Tarot cards and enter a meditative state (Takes 5 minutes, requires a Composure + Meditation check). The character can then attempt one of 5 types of divination based on their Divination Level.
Divination Level 1: Divine Destiny (Self)
First level divination involves interpreting one’s own destiny or future in the weaving of the Wheel. Doing so requires a fetish (object) relating to the character. The fetish can be an object of emotional significance to the character or any object the bears a connection to the character’s past or identity. At this level though, the information received from the GM is usually vague and given through hints. This level does not allow the character to ask any follow up questions or for more detail/specificity.
Caster: (To Enter Trance) [Meditation + Intelligence]; (Divination) [Tarot +Intelligence]
Cost: 1 Quintessence
Casting Time: 5 minutes
Duration: 10 – 30 minutes
Divination Level 2: Divine Destiny (Other)
Second level divination allows the character to interpret the destiny of another in the weaving of the Wheel. Doing so requires a fetish (object) relating to the character. The fetish can be an object of emotional significance to the character or any object the bears a connection to the character’s past or identity. It is possible to divine the futures of people without their knowledge but the fetish requirement can make this difficult. It is also possible for some people to shield their destinies from the eyes of Divination rituals by harnessing other magicks. At this level though, the information received from the GM is usually vague and given through hints. This level does not allow the character to ask any follow up questions or for more detail/specificity.
Caster: (To Enter Trance) [Meditation + Intelligence]; (Divination) [Tarot +Intelligence]
Cost: 1 Quintessence
Casting Time: 5 minutes
Duration: 10 – 30 minutes
Divination Level 3: Divine Secrets (General)
Third level divination allows the character to ask the Tarot cards to reveal them a secret or information about the world. Doing so requires no fetish. At this level though, the information received from the GM is usually vague and given through hints. This level does not allow the character to ask any follow up questions or for more detail/specificity. It is also possible for some people to shield their secrets from the eyes of Divination rituals by harnessing other magicks.
Caster: (To Enter Trance) [Meditation + Intelligence]; (Divination) [Tarot +Intelligence]
Cost: 1 Quintessence
Casting Time: 5 minutes
Duration: 10 – 30 minutes
Divination Level 4: Divine Destiny (Explicit)
Fourth level divination allows the character to divine the destinies of themselves or others. The benefit of this level allows the player to perform the ritual without a fetish (though adding a fetish may strengthen the ritual) and confers a much more straightforward and detailed revelation. As part of the ritual, the character and others participating may ask the GM follow ups questions.
People may still attempt to obscure the info using other magicks but they require much stronger magic as this level of ritual can pierce lesser protections.
Caster: (To Enter Trance) [Meditation + Intelligence]; (Divination) [Tarot +Intelligence]
Cost: 1 Quintessence
Casting Time: 5 minutes
Duration: 10 – 30 minutes
Divination Level 5: Divine Secret (Explicit)
Fifth level divination allows the character to divine secrets and information with the same benefits Level 4 gives to divining destinies.
Caster: (To Enter Trance) [Meditation + Intelligence]; (Divination) [Tarot +Intelligence]
Cost: 1 Quintessence
Casting Time: 5 minutes
Duration: 10 – 30 minutes
ARCANA
Arcana magicks involve invoking divine Tarot energies through the Major Arcana of the Tarot deck. There is a specific Arcana spell for each of the Major Arcana. Casting the spell requires holding the corresponding card and channeling the magic through it.
The Fool Spell: Cleanse Self
A successful casting of this spell cleanses the caster of all negative effects (only the caster). The benefit is that the caster does not need to win any skill checks to dispel magic effects.
Caster: [Tarot +Fortitude]
Cost: 1 Quintessence
Casting Time: Main Action
The Magician Spell: Enhance Magic
The caster may cast a blessing on him/herself or another granting a bonus to all magic casting attempts.
Caster: [Tarot + Intelligence]
Bonus: +2
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 10 rounds
The High Priestess Spell: Obscura
The caster may cast this spell to obscure a person or some information from divination for a long period of time.
Caster: [Subterfuge + Manipulation]
Cost: 1 Quintessence (May spend 1 Willpower to greatly extend the duration)
Casting Time: 5 minutes
Duration: 1 Month / 1 Year (If Willpower used)
The Empress Spell: Mystical Beauty
The caster may cast of blessing on him/herself or another granting them a large bonus to Socialize, Subterfuge, and Persuasion.
Caster: [Tarot + Presence]
Bonus: +4
Cost: 1 Quintessence
Casting Time: 1 minute
Duration: 30 minutes
The Emperor Spell: Command Animal
Target animal must make an opposed skill check to resist. If they fail they must obey any command you give them (under reasonable limits).
Caster: [Animal Ken + Presence]
Target: [Focus + Resolve]
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 7 rounds
The Hierophant Spell: Tarot Shield
Caster can cast a blessing on a person that conveys a large bonus to their Resistance attributes when making opposed skill checks against Church magic. It has a short period of duration.
Caster: [Tarot + Intelligence]
Bonus: +8
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 5 rounds
The Lovers Spell: Command Person
Target person must make an opposed skill check to resist. If they fail they must obey any command you give them (under reasonable limits).
Caster: [Persuasion + Presence]
Target: [Empathy + Composure]
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 7 rounds
The Chariot Spell: Unbreakable Will
The caster is immune to all mind-affecting effects for a short period.
Caster: [Tarot + Intelligence]
Cost: 1 Willpower
Casting Time: Main Action
Duration: 5 rounds
Strength Spell: Champion’s Strength
Target creature gains a bonus to Mettle attributes for a short period.
Caster: [Tarot + Intelligence]
Bonus: +2
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 7 rounds
The Hermit Spell: Library
The caster may cast a blessing making him/herself or someone else an expert on any non-magical topic for a short period of time.
Caster: [Academics + Intelligence]
Cost: 1 Quintessence
Casting Time: 1 minute
Duration: 1 hour
Wheel Of Fortune Spell: Luck
The caster may cast a blessing of luck on him/herself or another granting a bonus to everything that person does for a short time.
Caster: [Tarot + Presence]
Bonus: +2
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 3 rounds
Justice Spell: Retribution
For a short period, any damage dealt to the caster is also dealt to the attacker.
Caster: [Tarot + Wits]
Damage: Equal to Damage Taken
Cost: 1 Willpower
Casting Time: Main Action
Duration: 5 rounds
The Hanged Man Spell: Steal Magic
If the character makes a successful opposed skill check, s/he may steal a magical enhancement on an enemy and place it on him/herself.
Caster: [Tarot + Wits]
Target: [Strength of Spell Being Stolen]
Cost: 1 Quintessence
Casting Time: Full Round Action
Duration: Depends on spell stolen
Death Spell: Dispel Magic
If casting is successful, all magical effects must make an opposed check or be dispelled.
Caster: [Tarot + Intelligence] + 4
Target: [Strength of Spell Being Dispelled]
Cost: 1 Quintessence
Casting Time: Main Action
Temperance Spell: Sanctuary
The caster is enveloped in a protective sphere of magic that makes them immune to everything for a short period of time. The caster can take no action while this spell is active.
Caster: [Tarot + Resolve]
Cost: 1 Quintessence + 1 Willpower
Casting Time: Full Round Action
Duration: 5 rounds
The Devil Spell: Life Drain
If successfully cast, the caster’s weapon (or hands) become enchanted and connecting with an attack force an opposed skill check. If the enemy fails the caster drains some of their life.
Caster: [Tarot + Presence]
Target: [Defense + Resilience]
Damage: Presence
Cost: 1 Quintessence
Casting Time: Main Action
Duration: Until used OR end of the encounter
The Tower Spell: Quake
All people in a large area must make an opposed skill check or be knocked to the ground.
Caster: [Tarot + Presence]
Targets: [Balance + Resilience]
Cost: 1 Quintessence
Casting Time: Full Round Action
The Star Spell: Renewal
The caster’s target of this spell gains highly accelerated natural healing and can heal aggravated damage for a period of time.
Caster: [Alchemy + Resilience]
Cost: 1 Quintessence
Casting Time: 1 minute
Duration: 1 week
The Moon Spell: Illusions
The caster may conjure complex visual and auditory illusions.
Caster: [Tarot + Wits]
Target: [Observation + Wits]
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 5 rounds
The Sun Spell: Sol Healing
The caster may restore health to a character based on their magic.
Caster: [Tarot + Intelligence]
Healing: Lethal Damage Equal to Presence
Cost: 1 Quintessence
Casting Time: Full Round Action
Judgment Spell: Absolution
The caster may cast the spell to cleanse anyone other than themselves of all negative magical effects. Each negative spell effect has to make an opposed check and succeed to avoid being cleansed.
Caster: [Tarot + Presence]
Targets: [Strength of the Spell]
Cost: 1 Quintessence
Casting Time: Main Action
The World Spell: Perceive Whole
The caster gains full knowledge of the layout of local area. If in a town, building, cave, or ruin, they can hold the full map of it in their head for as long as necessary.
Caster: [Observation + Intelligence]
Cost: 1 Quintessence
Casting Time: 1 minute
Duration: 1 day
HERMETIC MAGIC
“No one seems to question that hermetic magic consists of the base forces of the universe, the problem lies in where those base forces come from.” – Sonia, Scholar of Magic
Hermetic magic is largely forbidden in the daily life of Tarrocans on the average city street. Known practitioners are required to have a license that entitles them to be able to use it as well as a prominent article of clothing that marks them as such. However Hermetic magicks are not as vilified as Tarot and Sefirot magicks since they are not seen as abominations in the eyes of the Church.
ELEMENTALISM
Elementalism is one of the two schools of Hermetic Magic. It deals with the elements that make up the universe. Each element corresponds with a suite of the Minor Arcana. Using Elementalism magic requires a talisman that corresponds to the element.
AIR (SWORDS)
Destiny cards that are played (or drawn) when casting Air Magic are multiplied by 1.5 when the cards are swords. Normal attribute multipliers do not apply (Non-magical opposed checks still operate normally).
Air Level 1: Conjure Air
The character can conjure a gust of wind to push or pull objects.
Caster: [Hermetics + Presence]
Cost: None
Casting Time: Main Action
Air Level 2: Guiding Winds
The character can use their conjured air to assist people in running faster, jumping higher, or guiding projectiles (can also be used to hinder). The character also gets a passive resistance to Earth Magic.
Caster: [Hermetics + Manipulation]
Bonus: +2 to help / -2 to hinder (+-4 for projectiles)
Earth Magic Resistance (Passive): +10
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 5 rounds
Air Level 3: Wind Shear
The character’s conjured wind can now be turned into a vacuum shear dealing lethal damage to opponents based on their Air magic. Air magic cannot be dodged.
Caster: [Hermetics + Presence]
Damage: Caster’s Level in Air Magic
Cost: 1 Quintessence
Casting Time: Main Action
Air Level 4: Vortex
The character creates a large vaccum wave encompassing a large area. Anyone caught in it must make an opposed check or be pushed away/ pulled towards the character.
Caster: [Hermetics + Manipulation]
Target: [Balance + Dexterity]
Cost: 1 Quintessence
Casting Time: Full Round Action
Air Level 5: Flight
The character can use air to fly at the same speed they run for a medium period of time.
Caster: [Hermetics + Presence]
Cost: 1 Willpower
Casting Time: Full Round Action
Duration: 10 Minutes
WATER (CUPS)
Destiny cards that are played (or drawn) when casting Water Magic are multiplied by 1.5 when the cards are cups. Normal attribute multipliers do not apply (Non-magical opposed checks still operate normally).
Water Level 1: Conjure Water
The character can conjure water and shoot out a stream of water.
Caster: [Hermetics + Intelligence]
Cost: None
Casting Time: Main Action
Water Level 2: Heart of Ice
The character can now freeze the water they conjure so they can do damage with it. The character also gains a passive resistance bonus to Fire Magic spells. Ice projectiles can be dodged [Dodge + Reflexes] but using freezing magic through physical contact such as grappling cannot be.
Caster: [Hermetics + Intelligence]
Target (Projectiles): [Dodge + Reflexes] (No Damage if successful)
Target (Touch): [Defenses + Resilience] (Half Damage if successful)
Fire Magic Resistance (Passive): +10
Damage: Caster’s Level in Water Magic
Cost: 1 Quintessence
Casting Time: Main Action
Water Level 3: Water of Life
The character can now conjure magical Life Water which can be drunk to recover health instantly. The character can only conjure Life Water once a day. The caster can only support one flask of Life Water; no more can be conjured until the current flask is used.
Caster: [Hermetics + Wits]
Healing: Full Heal Boxes Equal To Caster’s Level in Water Magic
Cost: 1 Willpower
Casting Time: 5 minutes
Water Level 4: Frost Armor
The caster can cloak themselves or another in Frost Armor on a successful spell cast, granting them a bonus to armor. Anyone attacking someone with Frost Armor must make an opposed skill check or have their movement speed greatly reduced.
Caster: [Hermetics + Resolve]
Target (To Resist Slow): [Defenses + Resilience]
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 10 rounds
Water Level 5: Dessicate
To cast this spell, the caster must have a hold of the target through a successful Brawl or Grapple check. When the caster casts this spell, he or she begins draining the target of water through their link. The target must make an opposed skill check. If the target fails, they take aggravated damage based on the caster’s magic. If they succeed, they still take lethal damage based on the caster’s magic.
Caster: [Hermetics + Intelligence]
Target: [Defenses + Resilience] (Success takes Lethal instead of Aggravated)
Cost: 1 Quintessence
Casting Time: Full Round Action
FIRE (WANDS)
Destiny cards that are played (or drawn) when casting Fire Magic are multiplied by 1.5 when the cards are wands. Normal attribute multipliers do not apply (Non-magical opposed checks still operate normally).
Fire Level 1: Conjure Fire
The character can conjure magic fire and launch it at enemies dealing lethal damage. Fire magic projectiles can be dodged for half damage.
Caster: [Hermetics + Presence]
Target: [Dodge + Reflexes] (Success takes half)
Cost: 1 Quintessence
Casting Time: Main Action
Fire Level 2: Precision Conjuration
The character’s ability to conjure fire can be used to detonate any gunpowder weapon pre-maturely. The character also gains an innate resistance to Water magic.
Caster: [Hermetics + Manipulation]
Target (To Avoid Damage From Detonation): [Dodge + Reflexes]
Water Magic Resistance (Passive): +10
Cost: None
Casting Time: Move Action
Fire Level 3: Shroud of Flame
The character can surround his/herself is halo of flame that deals damage to anyone who tries to attack him or her without ranged weapons.
Caster: [Hermetics + Composure]
Damage: Caster’s Level in Fire Magic
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 7 rounds
Fire Level 4: Wreath of Flame
The caster can temporarily shroud their weapon in magical fire, increasing its damage value for a short period of time. The additional damage is dealt as lethal.
Caster: [Hermetics + Presence]
Damage: Caster’ Level in Fire Magic
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 5 rounds
Fire Level 5: Balefire
All fire damage dealt by the caster deals aggravated damage.
Caster: None (It’s a Passive Benefit)
Cost: None (It’s a Passive Benefit)
EARTH (COINS)
Destiny cards that are played (or drawn) when casting Earth Magic are multiplied by 1.5 when the cards are coins. Normal attribute multipliers do not apply (Non-magical opposed checks still operate normally).
Earth Level 1: Conjure Boulder
Character can conjure a magic boulder to launch at enemy dealing blunt damage.
Caster: [Hermetics + Intelligence]
Damage: 3 or Caster’s Level in Earth Magic (Whichever is higher)
Cost: 1 Quintessence
Casting Time: Main Action
Earth Level 2: Gaian Patience
Character recovers faster normally. The character can enter a trance to recover even faster. The character also gains passive resistance to Air Magic.
Caster (For Accelerated Healing): None (It’s a Passive Benefit)
Caster (To Enter Trance): [Meditation + Intelligence]
Air Magic Resistance (Passive): +10
Cost: None
Casting Time (To Enter Trance): 5 minutes
Earth Level 3: Stone Armor
Reduces attacks on self or other by one damage category to a minimum of Blunt for a short duration.
Caster: [Hermetics + Resolve]
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 5 rounds
Earth Level 4: Earth Shape
Character can shape Earth based on magical strength (Molding rocks versus opening fissures). This can be used to attack enemies without a chance for them to dodge. In addition, by expending a Willpower, all earth attacks by the caster deal 1.5x blunt damage.
Caster: [Hermetics + Wits]
Cost (Earth Shape): 1 Quintessence
Cost (Empowered Earth Attack): 1 Willpower (In addition)
Casting Time (Earth Shape): Full Round Action
Casting Time (Empowered Earth Attack): Main Action
Earth Level 5: Insurmountable
The caster is unable to die for a short period of time. The caster is fatigued when the spell ends.
Caster: [Hermetics + Fortitude]
Cost: 1 Quintessence + 1 Willpower
Casting Time: Full Round Action
Duration: 5 rounds
THEURGY
Theurgy is the second school of Hermetic Magic. It deals with the fundamental forces that make up the universe. Each magical type corresponds to a suite of minor arcana. Using Theurgy requires a talisman that corresponds to the force.
SWORDS
Destiny cards that are played (or drawn) when casting Swords Magic are multiplied by 1.5 when the cards are swords. Normal attribute multipliers do not apply (Non-magical opposed checks still operate normally).
Swords Level 1: Warrior’s Spirit
Character can cast a blessing on someone that grants a bonus to attack skills (Brawl, Weaponry, Projectiles, Firearms, Throw) for a short period of time.
Caster: [Hermetics + Might]
Bonus: +2
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 5 rounds
Swords Level 2: Guardian’s Endurance
Character can cast a blessing on someone that grants a bonus to defense skills (Focus, Grapple, Defense, Tumble, Balance) for a short period of time.
Caster: [Hermetics + Fortitude]
Bonus: +4
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 5 rounds
Swords Level 3: Manifest Weapon
The caster can create a magical weapon whose power is based on the character’s Sword magic for a limited time.
Caster: [Hermetics + Might]
Damage: Caster’s Level in Sword Magic (Aggravated)
Cost: 1 Quintessence
Casting Time: Main Action
Duration: End of scene or encounter
Swords Level 4: Shred Magic
The caster can fire a magical shear that can shred enchantments and magical effects from the object they affect causing the spell to dispel.
Caster: [Hermetics + Might]
Target: [Strength of Targeted Spell]
Cost: 1 Quintessence
Casting Time: Main Action
Swords Level 5: Blade Barrier
On successful cast, the player surrounds him/herself with a barrier of spinning magical blades that inflict large amounts of lethal damage to players for a short period.
Caster: [Hermetics + Might]
Damage: Caster’s level of Sword Magic (Lethal)
Cost: 1 Quintessence + 1 Willpower
Casting Time: Full Round Action
Duration: 3 rounds
CUPS
Destiny cards that are played (or drawn) when casting Cups Magic are multiplied by 1.5 when the cards are cups. Normal attribute multipliers do not apply (Non-magical opposed checks still operate normally).
Cups Level 1: Trickster’s Guile
Character can cast a blessing on someone that grants a bonus to certain agility skills (Athletics, Larceny, Stealth, Technology, Balance) for a short period of time.
Caster: [Hermetics + Wits]
Bonus: +4
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 5 rounds
Cups Level 2: Perception Veil
The character may cast on themselves or others a magical veil that grants the target the ability to hide in plain sight (AKA use the stealth skill despite no hiding places). Creatures trying to observe the target suffer a large penalty to their skill check.
Caster: [Hermetics + Wits]
Penalty: -6
Cost: 1 Quintessence
Casting Time: 1 Minute
Duration: 10 Minutes
Cups Level 3: Cup of Wonder
The caster can fill a cup with a magical draught that only they can consume. The drink must be consumed immediately restoring a small amount of health and granting a large bonus to Larceny and Stealth. This spell can only be used every few hours.
Caster: [Hermetics + Wits]
Healing: 2 Lethal
Bonus: +4
Cost: 1 Quintessence
Casting Time: 1 minute
Duration: 10 minutes
Cups Level 4: Haste
The caster may bless him/herself with supernatural speed. The character gains a small bonus to all Agility attributes, can move at double their normal speed, and gain an extra attack in combat for a short period. The character is fatigued after the spell wears off.
Caster: [Hermetics + Intelligence]
Cost: 1 Willpower
Bonus: +2
Casting Time: Full Round Action
Duration: 5 rounds
Cups Level 5: Shadow Walk
The caster may use a shadow to instantly travel 100 feet in any direction, emerging from another shadow. The character must enter and exit a shadow for the spell to work and must wait 15 minutes before being able to cast the spell again.
Caster: [Hermetics + Wits]
Cost: 1 Quintessence
Casting Time: Main Action
WANDS
Destiny cards that are played (or drawn) when casting Wands Magic are multiplied by 1.5 when the cards are wands. Normal attribute multipliers do not apply (Non-magical opposed checks still operate normally).
Wands Level 1: Sage’s Knowledge
Character can cast a blessing on someone that grants a bonus to Mental skills for a short period of time.
Caster: [Hermetics + Wits]
Bonus: +4
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 5 rounds
Wands Level 2: Mage Sight
The character gains the ability to see the world based on the magical signature around them. This allows them to get descriptions on any magic in the area. This also provides a bonus to identifying spells.
Caster: [Hermetics + Intelligence]
Bonus (Identify): +6
Cost: None
Casting Time: Main Action
Duration: 10 minutes
Wands Level 3: Sphere of Resistance
The caster may cloak him/herself in a sphere of magical energy that provides a bonus to Resilience, Reflexes, Resolve, and Composure for a short period of time.
Caster: [Hermetics + Resolve]
Cost: 1 Quintessence
Bonus: +4
Casting Time: Main Action
Duration: 5 rounds
Wands Level 4: Copyspell
Caster must make a check to identify a spell that has just been cast. The caster may then cast this spell to mimic the spell they just witnessed. Normal rules for the copied spell apply.
Caster (To Identify Spell): [Tarot/Hermetics/Occult + Wits]
Caster (To Copy Spell): [Hermetics + Intelligence]
Cost: 1 Quintessence
Casting Time: Full Round Action
Duration: Depends on spell copied
Wands Level 5: Magic Ball
The caster may conjure an orb of pure (Non-elemental) magic and launch it at an enemy. The orb explodes on contact dealing aggravated damage.
Caster: [Hermetics + Intelligence]
Damage: Intelligence or Wands Magic (Whichever Higher) Aggravated
Cost: 1 Quintessence
Casting Time: Full Round Action
COINS
Destiny cards that are played (or drawn) when casting Coins Magic are multiplied by 1.5 when the cards are coins. Normal attribute multipliers do not apply (Non-magical opposed checks still operate normally).
Coins Level 1: Royal Beauty
Character can cast a blessing on someone that grants a bonus to Charisma skills for a short period of time.
Caster: [Hermetics + Presence]
Bonus: + 4
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 5 rounds
Coins Level 2: Charm Person or Animal
The caster may cast this spell on a person or animal. The target must win an opposed skill check or be charmed. Charmed creatures must obey any reasonable command given by the caster and remain charmed for a medium period of time.
Caster (Charm Animal): [Animal Ken + Manipulation]
Caster (Charm Person): [Persuasion + Manipulation]
Target: [Empathy + Composure]
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 10 Rounds (In combat) / 5 minutes (Out of combat)
Coins Level 3: Mesmerizing Gaze
Upon casting this spell, the caster may stare at a target person. The person must make an opposed skill check or be lost in the eyes of the caster. For the duration of the gaze the target can take no action. During the gaze the caster may ask the target questions. For each question, the target may make a skill check to break the spell. If they fail they must answer the caster’s question as truthfully as possible.
Caster: [Persuasion + Presence]
Target (To Break Gaze): [Focus + Resolve]
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 5 rounds
Coins Level 4: Glammer Cloak
The caster cloaks him/herself in a magical illusion that allows them to take on the appearance of any person they have seen before. Their appearance and voice are changed to match by the magic of the cloak, however the caster receives no information on how the person they are impersonating acts.
Caster: [Disguise + Manipulation]
Target: [Empathy + Composure]
Cost: 1 Quintessence
Casting Time: 1 minute
Duration: 30 minutes
Coins Level 5: Dire Charm
A much more powerful version of Charm Person or Animal, the target receives a penalty to their opposed skill check. The target must also obey any and all commands they are given. The target is charmed for a medium period of time.
Caster (Charm Animal): [Animal Ken + Manipulation],
Caster (Charm Person): [Persuasion + Manipulation],
Target: [Empathy + Composure] – 4
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 10 Rounds (In combat) / 5 minutes (Out of combat)
SEFIROT MAGIC
“The light of God is all around us. One must simply learn how use it.” – Ravi Ada
Sefirot magic is a form of magic harnessed by the Tzadikim based upon their theology and philosophy. Sefirot magic involves harnessing the magic power of the ten sefirot which are the divine emanations of the infinite. Those energies are then either directed towards the “Right-hand way” (White Magic) or the “Left-hand way” (Black Magic). The structure of the Sefirot and their relations map the creation and structure of the universe.
Without the Sefirot Magic feat, a character cannot learn more than three dots in Sefirot Magic and can only use one of the “ways” (determined with the first dot you buy). Buying a dot in Sefirot Magic gives you access to two Sefirot that must each be purchased additionally. Knowing a Sefirot gives you access to both the White Magic and Black Magic spells.
SEFIROT LEVEL 1
**MALKUTH**
The Malkuth Sefirot embodies the material world and the kingdom of mortals.
ORDER (WHITE)
Ordered Body - By channeling the emanation of Malkuth to the Right Hand Way, the caster may cure anyone of any disease or poison.
Caster (Non-Magical Affliction): [Alchemy + Wits]
Caster (Magical Affliction): [Occult + Wits]
Cost: None
Casting Time: Full Round Action
ANARCHY (BLACK)
Lawless Soul – By channeling the emanation of Malkuth to the Left Hand Way, the caster may target a person with a hex. The target must win an opposed skill check or go into a crazed rage. Character’s affected this way can only attack and can’t distinguish between friend or foe. The target may make a [Resolve + Focus] check to end the rage each turn after the first.
Caster: [Occult + Manipulation],
Target (To Resist): [Empathy + Composure],
Target (To Break): [Focus + Resolve]
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 3 Rounds
**YESOD**
The Sefirot Yesod is the sphere in which the light of the divine is reflected and projected into the Malkuth (The Kingdom). Yesod deals with collecting and balancing all of the opposing energies of the world, serving as the engine driving all of creation.
FOUNDATION (WHITE)
Soul Chain – By channeling the emanation of Yesod to the Right Hand Way, the caster may cast a spell linking two people together through a magical bond. Any damage to either of the bonded characters is divided between the two of them. This magical bond lasts for a medium period of time.
Caster: [Occult + Intelligence]
Cost: None
Casting Time: Main Action
Duration: 1 minute
IMBALANCE (BLACK)
Shared Affliction – By channeling the emanation of Yesod to the Left Hand Way, the caster may target a creature. That creature must succeed at an opposed skill check or be placed under a hex that connects them to another target creature (only the first creature has a chance to resist). While bonded, any damage dealt to one causes the same amount to be dealt to the other. This lasts for a short period of time.
Caster: [Occult + Intelligence]
Target: [Empathy + Composure]
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 5 Rounds
SEFIROT LEVEL 2
**HOD**
The Sefirot Hod is the sphere of prayer. It is a sphere of majesty and splendor but also of prayer and supplication, submitting to the glory of the Divine Infinite.
SPLENDOR (WHITE)
Awe Shout – By channeling the emanation of Hod to the Right Hand Way the caster may release a wave of glory. All enemies within a nearby area must win an opposed skill check or be stunned for one round.
Caster: [Expression + Presence]
Targets: [Empathy+ Composure]
Cost: 1 Quintessence
Casting Time: Full Round Action
Duration: 1 Round
DISMISSAL (BLACK)
Baleful Subdual – By channeling the emanation of Hod to the Left Hand Way the caster may shout a magical command at a target. The target must then win an opposed skill check or prostrate themselves before the caster (losing a turn) and taking mental damage. If the target succeeds at the skill check they resist prostrating themselves and losing a turn but still take the mental damage.
Caster: [Intimidation + Presence]
Target: [Empathy + Composure] (Success prevents turn loss)
Damage: Presence (Blunt)
Cost: 1 Quintessence
Casting Time: Main Action
**NETZACH**
The Sefirot Netzach is the first sphere that deals with the actions of man. It is the sphere through which the divine energy emanates to humanity, providing people with the endurance and patience to bear hardship until victory.
ETERNITY (WHITE)
Enduring Victory – By channeling the emanation of Netzach to the Right Hand Way the caster may cast a spell of divine light. The light strengthens all nearby allies granting them a measure of damage resistance for a short period of time.
Caster: [Occult + Intelligence]
Damage Resistance: Occult (Lethal)
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 3 Rounds
FAILURE (BLACK)
Deny Strength – By channeling the emanation of Netzach to the Left Hand Way the caster may target a creature and shoots forth a magic occult shear that cuts of the target from the divine emanations (stripping them of all magical benefits) if it fails an opposed skill check.
Caster: [Occult + Intelligence]
Target: [Focus + Resolve]
Cost: 1 Quintessence
Casting Time: Main Action
SEFIROT LEVEL 3
**TIFERET**
The sefirot Tiferet serves as the center of the Tree of Life and serves as the source of light and glory as well as the sphere from which all miracles emulate. It bridges the dual natured sefirot of Chesed (Compassion) and Gevurah (Judgment).
BEAUTY (WHITE)
Blood of the Martyr – By channeling the emanation of Tefiret to the Right Hand Way the caster may internalize the beauty, love, and glory of Tefiret. Doing so grants them the essence of martyrdom. Whenever the caster takes damage, for a short period of time, all nearby allies heal that much damage.
Caster: (Empathy + Resilience)
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 5 Rounds
HORROR (BLACK)
Howl of the Damned – By channeling the emanation of Tefiret to the Left Hand Way the caster internalizes the essence of Tefiret and inverts it. The caster then releases the emanation in a torrent of hate, ugliness and fear. All creatures within a nearby must win an opposed skill check or flee in fear for a short amount of time.
Caster: [Occult + Intelligence]
Target: [Focus + Resolve]
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 3 Rounds
**GEVURAH**
The sefirot Gevurah is the sphere of the soldier angels of the Divine Infinite. It is the sphere of strength, judgment, and power.
SEVERITY (WHITE)
Divine Fervor – By channeling the emanation of Gevurah to the Right Hand Way the caster may inspire divine fervor in themselves or another. The divine fervor grants the character a bonus to mettle and agility skills for a short period of time.
Caster: [Expression + Presence]
Bonus: +6
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 3 Rounds
WEAKNESS (BLACK)
Debilitation - By channeling the emanation of Gevurah to the Left Hand Way, the caster may pick a target who must win an opposed skill check or be afflicted with magical weakness. Targets afflicted with magical weakness receive a large penalty to all skill checks.
Caster: [Occult + Intelligence],
Target: [Defense + Resilience]
Penalty: -6
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 3 Rounds
SEFIROT LEVEL 4
**CHESED**
The Sefirot Chesed is the sphere of kindness and viewed as one of the primary virtues set forth by the Divine. Because of the necessity of love and kindness, it is seen as the Sefirot necessary to repair the world.
KINDNESS (WHITE)
Divine Healing – By channeling the emanation of Chesed to the Right Hand Way, the caster may perform a spell of fast healing mid-battle to restore health to an ally.
Caster: [Occult + Intelligence]
Healing: Occult
Cost: 1 Quintessence
Casting Time: Main Action
SADISM (BLACK)
Pain Edge – By channeling the emanation of Chesed to the Left Hand Way, the caster may bestow a character with an enchantment increasing the pain their weapon strikes inflict. The character gains a temporary increase to the damage they inflict for a short period of time.
Caster: [Occult + Intelligence]
Damage: Intelligence (Lethal)
Cost: 1 Willpower
Casting Time: Main Action
Duration: 3 Rounds
**BINAH**
The Sefirot Binah represent the union of the brain, heart, and left eye. It is the sphere of understanding, contemplation, and “processed wisdom.”
UNDERSTANDING (WHITE)
Knowledge Trance – By channeling the emanation of Binah to the Right Hand Way, the caster may enter a meditative state in which they become the utmost authority on any subject or knowledge. While current events, secrets, and politics may elude them, the character is granted the unlimited knowledge of all histories and sciences.
Caster: [Meditation + Intelligence]
Cost: 1 Quintessence
Casting Time: 1 minute
Duration: 10 minutes
CONFUSION (BLACK)
Pernicious Confusion – By channeling the emanation of Binah to the Left Hand Way, the caster sends out a wave of divine energy. All enemies in the wave are inflicted with anxiety. The affected must succeed at an opposed save every time they take an action or lose their turn for a short period of time.
Caster: [Subterfuge + Manipulation]
Target: [Focus + Resolve]
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 3 Rounds
SEFIROT LEVEL 5
**CHOKHMAH**
The Sefirot Chokhmah is the sphere of learning and wisdom. It is the ultimate goal of all scholars and conveys ultimate knowledge and understanding.
WISDOM (WHITE)
Sefirot Potency – By channeling the emanation of Chokhmah to the Right Hand Way, the caster may gain unlimited Quintessence for a short period of time.
Caster: [Occult + Intelligence]
Cost: 1 Willpower
Casting Time: Main Action
Duration: 5 Rounds
IGNORANCE (BLACK)
Mind Death – By channeling the emanation of Chokhmah to the Left Hand Way, the caster may hex a target creature with Mind Death. A creature afflicted by Mind Death is unable to make any rolls that involve Mental Skills or Charisma Skills.
Caster: [Occult + Intelligence]
Target: [Resolve + Composure]
Cost: 1 Willpower
Casting Time: Main Action
Duration: 10 Rounds
**KETER**
The Keter Sefirot is the top most of the Sefirot and is referred to as the “Regal Crown” of the Sefirot. It is invisible; the most hidden of all hidden things. Its nature is sublime and incomprehensible.
CROWN (WHITE)
Breathtaking Glory - By channeling the emanation of Keter to the Right Hand way, the caster is subsumed by divine light. The caster receives a large bonus to armor and all resistances. Enemies must make an opposed skill check to attack the caster and his or her allies.
Caster: [Occult + Presence]
Target: [Focus + Resolve]
Bonus: +4
Cost: 1 Willpower
Casting Time: Main Action
Duration: 5 Rounds
TYRANNY (BLACK)
Law of the Tyrant – By channeling the emanation of Keter to the Left Hand way, the caster is subsumed by divine darkness. The caster may give commands to all intelligent creatures within an area for a short period of time. Each creature must succeed at an opposed skill check or be forced to obey any commands given by the caster. There are no restrictions on the caster’s commands.
Caster: [Occult + Presence]
Target: [Focus + Resolve]
Cost: 1 Willpower
Casting Time: Main Action
Duration: 5 Rounds
CHURCH MAGIC
“The magic of the Church is the one true magic. All other magic is heresy.” – Inquisitor Ambrogio
Church Magic is the magic harnessed by practitioners of the Chuch of St. Abel. Church magic is performed by channeling the mystical energy of the saints through a token to cast spells. The saints may also choose not to lend their magic to a channeler. It is the only form of magic not strictly regulated or forbidden by the church. Once each level of Church Magic is bought each Saint’s blessing must also be purchased (One blessing is chosen when a level of church magic is bought).
LEVEL 1 - INITIATE
The rank of Initiate is the lowest rank of magician the church employs. Any member or layperson of the church can achieve this rank. Being initiated into the magical tradition of the church at this level is quite common amongst the more faithful worshippers. All priests of the church are trained at this level or above.
ST. GASSOVA – SCRYING
St. Gassova is the Saint of Lost Things. His energy may be channeled to see the past, future, and hidden things.
Scrying – St. Gassova’s blessing may be invoked to peer through time. This functions similarly to Cartomancy’s divination but focuses on events of the past and future. The visions given of the past tend to be more concrete than the visions of the future.
Token - Small Mirror
Caster: [Occult + Intelligence]
Cost: 1 Quintessence
Casting Time: 5 minutes
Duration: 15 minutes
ST. MURRUM – SPEAK WITH THE DEAD
St. Murrum is the Saint Of Lost Spirits. His energy may be channeled to summon the souls of the departed for questioning.
Speak With The Dead – St. Murrum’s blessing may be invoked to conjure the spirits of the recently dead for conversing. The spell inclines the spirit to answer the caster’s questions but the spirit may still resist.
Token – Bone Charm
Caster (To Summon): [Occult + Intelligence]
Caster (If The Spirit Resists): [Occult + Manipulation]
Target (Resist Questioning): [Empathy + Composure]
Cost: 1 Quintessence
Casting Time: 5 minutes
Duration: 15 minutes
ST. XASH – SUMMON FAMILIAR
St. Xash is the Saint of Loyalty. His energy may be channeled to summon a divine familiar to assist the caster.
Summon Familiar – St. Xash’s blessing may be invoked to summon a wisp to serve as the caster’s familiar. The Familiar can be summoned or dismissed at will and leaves the mortal realm when its body is destroyed and can’t be re-summoned for a full day. Summoning the familiar for the first time requires a small ceremony.
Token - Quartz
Caster: [Occult + Intelligence]
Cost (First Summon): 1 Willpower
Cost (Resummon): 1 Quintessence
Casting Time: 30 minutes
Duration: At will
ST. B’THIAN – ASTRAL PROJECTION
St. B’Thian is the Saint of Alchemy being an expert on precious stones and herbs. His energy can be channeled to communicate over long distances.
Astral Projection – St. B’Thian’s blessing may be invoked to astral project. By invoking the blessing, the caster may project an image of him/herself across great distances to communicate with others.
Token – Compass
Caster: [Occult + Intelligence]
Cost: 1 Quintessence
Casting Time: 5 minutes
Duration: 1 hour
LEVEL 2 - PRACTITIONER
The Practitioner rank of church magic is the most common of the advanced levels. Most of the best soldiers, priests, and operatives of church work to attain this level to best perform their duties as faithful followers. At this level the church magic becomes more powerful but most of the church’s secrets are still kept from the practitioners.
ST. JERAEL – AFFLICTION
St. Jerael is the Saint of Archery and Victory. His energy can be channeled to fire a bolt of occult energy.
Bolt of Affliction – St. Jerael’s blessing may be invoked to fire a bolt of occult energy from the caster’s left hand. The bolt is treated as a projectile attack. If the bolt connects then the target takes a small amount of damage and must make an opposed skill check. Failing the skill check causes the target to be inflicted with the magical disease Consumption. While afflicted, the character cannot be healed by non-magical means and takes damage over time until cured.
Token – Arrow
Caster: [Occult + Intelligence]
Target: [Defense + Resilience]
Damage (On Hit): Occult (Lethal)
Damage (Per Turn): 1 Blunt
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 3 rounds
ST. RABENIUS – SILVER TONGUE
St. Rabenius is the Saint of Rhetoric and the great orator. His energy can be channeled to improve one’s ability to persuade others.
Silver Tongue – St. Rabenius’ blessing may be invoked to cast a blessing on any target. The target receives a large bonus to subterfuge and persuasion. Anyone tricked while the caster has the blessing has no memory of the conversation.
Token – Piece of Silver
Caster: [Occult + Manipulation]
Bonus: +6
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 5 minutes
ST. RUFASC – PYROMANCY
St. Rufasc is the Saint of Cleansing Holy Fire. His energy can be channeled to smite the heathens.
Holy Fire – St. Rufasc’s blessing may be invoked to fill both hands with holy fire. The caster may then throw the two fireballs at any target(s). The fire is holy fire and deals occult (not fire) damage. The target cannot dodge the occult fire.
Token: Flint
Caster: [Occult + Intelligence]
Damage: Occult (Lethal)
Cost: 1 Quintessence
Casting Time: Full Round Action
ST. SUMODEAS – CHARM
St. Sumodeas is the Saint of Persuasion. His energy can be channeled to charm members of the opposite sex.
Seduction – St. Sumodeas’ blessing may be invoked to charm members of the opposite sex. The caster becomes ridiculously attractive to the target to the point where they will obey any command for a short period of time. The caster retains full memory of the events that transpire.
Token – Two Sticks
Caster: [Occult + Presence]
Target: [Empathy + Composure]
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 5 minutes
LEVEL 3 - DEVOTEE
The Devotee rank of church magician is usually reserved for upper level priests and inquisitors as well as some high level crusaders though there are some exceptions. At this point the magician is begun to be taught some of the secrets and secret knowledge the church keeps from the public.
ST. THORASTA – POWER OVER SERPENTS
St. Thorasta is the Saint of Serpentbane. His energy can be channeled to command serpents or harness their power.
Serpent Strike – St. Thorasta’s blessing may be invoked to imbue the casters strike with a magical poison. For a short period of time, whenever the caster hits someone with their weapon, the person must make an opposed skill check or be inflicted with a magical poison. The poison deals damage over time until cured.
Token - Serpent Fang
Caster: [Occult + Intelligence]
Target: [Defense + Resilience]
Damage (Per Turn): 1 Lethal
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 5 Rounds
ST. RURUFF – THUNDER AND LIGHTNING
St. Ruruff is the Saint of Protection from Storms. His energy can be channeled to harness the power of storms.
Thunder Charge– St. Ruruff ’s blessing may be invoked to charge the caster with holy thunder. All nearby creatures take damage while the caster is charged with energy. The charge lasts for only a short period of time so the caster must discharge it as a lightning bolt against an enemy or let it dissipate harmlessly.
Token – Metal Rod
Caster: [Occult + Intelligence]
Damage (From Proximity to Charge): Occult / 2 (Lethal) (Rounded Down)
Damage (From Lightning Bolt): Occult (Lethal)
Target (Dodge Bolt): [Dodge + Reflexes] (Success Takes Half)
Cost: 1 Quintessence
Casting Time: Full Round Action
Duration: 5 Rounds
ST. ZEBEBEBUL – INSECT SWARM
St. Zebebebul is the Saint of Protection From Insects. His energy can be channeled to command insects.
Swarm of Insects – St. Zebebebul’s blessing may be invoked to summon a swarm of insects to assault all enemies within a nearby area. All enemies in the nearby area must make an opposed skill check if they want to attempt any action without losing their turns for a short period of time.
Token - Vial of Honey
Caster: [Occult + Intelligence]
Target: [Focus + Resolve]
Cost: 1 Willpower
Casting Time: Main Action
Duration: 3 Rounds
LEVEL 4 - ELDER
The rank of Elder in the Church’s magical tradition is reserved for only the highest level priests, inquisitors, and crusaders.
ST. SEO – INSANITY
St. Seo is the Saint of Truth. His energy can be channeled to inflict insanity on foes.
Insanity – St. Seo’s blessing may be invoked to afflict an enemy with magical insanity. The target must win an opposed skill check or be unable to act for a medium period of time.
Token - Medallion
Caster: [Occult + Wits]
Target: [Focus + Resolve]
Cost: 1 Willpower
Casting Time: Main Action
Duration: 7 Rounds
ST. SARIO – SHAPESHIFTING
St. Sario is the Saint of Astrology and holds dominion over all the stars and planets. His energy can be channeled to shapeshift.
Shapeshift – St. Sario’s blessing may be invoked to shapeshift. The caster may take any form other than another human. Forms that have their own offensive capabilities must obey certain rules. The caster may also shapeshift their hands into magical claws and use them as a weapon.
Token: Metal Star
Caster: [Occult + Intelligence]
Damage (Occult Claws): Intelligence (Aggravated)
Cost: 1 Willpower
Casting Time: Full Round Action
Duration: 10 rounds (In combat) / 5 minutes (Out of combat)
ST. BRETHI – COVENANT
St. Brethi is the Saint of Law. His energy can be channeled to impose a covenant on someone.
Geas – St. Brethi’s blessing may be invoked to entrap an enemy in a magical covenant. The caster may impose on another person a covenant. The person must win an opposed skill check or be forced to obey the dictates of the covenant.
Token: Lotus Flower
Caster: [Occult + Wits]
Target (To Resist): [Focus + Resolve]
Target (To Break): [Focus + Resolve]
Cost: 1 Quintessence
Casting Time: Full Round Action
Duration: Lasts until broken
LEVEL 5 - CHOSEN
The rank of Chosen is the highest possible rank of Church magic and secrets one can be initiated into. Very few hold such status as such knowledge is reserved for offices such as the Pope, High Inquisitor, and Grand Crusader.
ST. ABEL – CROWN OF ABEL
St. Abel is the Lord Saint of Salvation and Patron of the Church. He is the prophet of the Lord reborn upon this earth to transform the world into a form able to rise to a new form of being.
Crown of Abel – St. Abel’s blessing may be invoked to achieve a higher level of being. The caster gains a divine bonus to all checks, their weapons are wreathed in Holy Fire for bonus damage, and the caster is temporarily immune to Blunt and Lethal Damage.
Token – Idol of St. Abel
Caster: [Occult + Intelligence]
Bonus: Occult
Damage: Occult (Lethal)
Cost: 1 Quintessence + 1 Willpower
Casting Time: Main Action
Duration: 3 Rounds
ST. TULMASH – DIVINE ARMOR
St. Tulmash is the Saint of Divine Protection. His energy may be channeled to shroud someone in occult armor.
Armor of Tulmash – St. Tulmash may be invoked to endow the caster with occult energies in the form of armor. The caster receives a large bonus to armor and all resistances. The armor also grants immunity to other forms of magic.
Token: A Small Shield
Caster: [Occult + Intelligence]
Bonus (Armor): +6
Bonus (Resistances): +2
Cost: 1 Quintessence
Casting Time: Main Action
Duration: 5 Rounds
ST. PEMTHOBA – DUALITY
St. Pemthoba is the Saint of Duality and Dichotomies. His energy may be channeled to split the caster into two separate beings.
Split Soul – St. Pemthoba’s blessing may be invoked to split the caster into two beings for a short period of time. Each split being may take their own actions but suffer from a minor penalty. Resources such as Quintessence are shared between the two.
Token - Two Identical Carvings
Caster: [Occult + Intelligence]
Penalty (While Split): -2
Cost: 1 Quintessence + 1 Willpower
Casting Time: Main Action
Duration: 5 Rounds
EPILOGUE
“The fires burned strong and our soldiers marched through the streets of the ghetto. Soldiers smashed windows and set more fires as we attempted to round up the remaining Tzadikim. Most had been killed, captured or fled but we managed to corner some who had not yet escaped. My men began to approach them to take them in when one of their elders stepped forward. We began to laugh at the old man’s foolish courage until he raised his hands. There was a flash of light and then darkness.
That is the last thing I remember about that night. Those Tzadikim were never caught.”
- An account of the raid on the Intrigo Ghetto during the First Inquisition