Difference between revisions of "Sorcerous Arcana"

From OakthorneWiki
Jump to navigationJump to search
 
(23 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
__NOTOC__
 
__NOTOC__
 
The spells sorcerers use are all invocations of magical power that draw upon extradimensional entities. In some cases, these entities are known to the earthly realm: gods, spirits, and other archetypes. In many instances, however, they are entities wholly unknown to mortal historians and theologians, their names and invocations revealed only to those with the magic to plumb the depths of the multiverse and discover them.
 
The spells sorcerers use are all invocations of magical power that draw upon extradimensional entities. In some cases, these entities are known to the earthly realm: gods, spirits, and other archetypes. In many instances, however, they are entities wholly unknown to mortal historians and theologians, their names and invocations revealed only to those with the magic to plumb the depths of the multiverse and discover them.
 +
==The Universal Arcana==
 +
The following spells are generally known to sorcerers the world over. They represent a corpus of knowledge sufficiently disseminated among magicians that it isn't uncommon for a sorcerer to know one of these spells, or an arcana in part or whole. Unlike the rare arcana that follow, it is assumed that modern magicians have sufficient access to magical lore to have discovered the formulae for these magical works in published books of arcane lore (through small presses and the like, generally), through a mentor or friend, through membership in some group or another, or even in an arcane repository in a tucked-away corner of the internet somewhere.
 +
{| align="none" border="0"
 +
| [[Image:Abbridon-sigil.jpg|left|150px]] || '''[[Abbridon]]'''<br>''The Lantern of Heaven, Light of Righteousness''<br>Abbridon is an angelic higher being associated with order and truth, called upon for magic associ- ated with revealing the truth or banishing darkness and deception. He is often depicted as a beautiful androgynous figure in flowing robes, with peacock feathered wings (the “eyes” of the feathers being his symbol) and carrying a torch or lantern. Sometimes addressed as “The Abbridon,” some mystics have suggested Abbridon may be a multifaceted entity or collective class of higher angelic beings, perhaps even an office held by one of them. Abbridon is also one of the three entities making up the mystic trinity of the ''Modrossus'', along with ''Heshem'' and ''Lamal''.
 +
|-style="background: gainsboro"
 +
| [[Image:Ahgrazul-sigil.jpg|left|150px]] || '''[[Ahgrazul]]'''<br>''Archmage of Atlantis, the Explorer''<br>Ahgrazul was a mighty archmage in ancient Atlantis, best known as a seer and diviner. He first explored the Cosmic Coil and blazed paths for the mystics who would follow him. Legend says Ahgrazul foretold Atlantis’s fall, but he departed for worlds beyond before the island- continent sank beneath the waves.
 +
|-
 +
| [[Image:BalHemoth-sigil.jpg|left|150px]] || '''[[BalHemoth|Bal'Hemoth]]'''<br>''The Binder, Lord of Chains''<br> The sinister Bal’Hemoth was worshipped in ancient Lemuria as the iron-fisted master of order and enslavement. He taught dominance and the power of the strong over the weak, although Bal’Hemoth’s ways were overthrown through gen- erations of slave rebellions against the Serpent People of Lemuria and their inheritors.
 +
|-style="background: gainsboro"
 +
| [[Image:Black-Goat.jpg|left|150px]] || '''The [[Black Goat of the Wood]]'''<br>''The Mother of a Thousand Young, Magna Mater''<br>A confusing entity whose lore seems to suggest masculine and feminine traits in different depictions, as well as suggesting certain caprine traits paired with other, more eldritch traits. The Black Goat enjoins those who seek them for power to "live deliciously," to pursue hedonistic excess as a path to power, and to embrace every facet of fecundity available to them. It is thought the Black Goat may have had ties of some kind to the old European witchcraft cults, to the Magister or "Black Man" who traveled between covens, but who is also somehow a woodland mother-goddess figure who seeks blood sacrifice.
 +
|-
 +
| [[Image:Ghorummaz-sigil.jpg|left|150px]] || '''[[Ghorummaz]]'''<br>''The Dragon Within the Earth, Lord of Storms, the Earth-Binder''<br> Ghorummaz is a primal, elemental force, often depicted as a serpentine dragon of stone and fire, spitting molten magma. It is strongly connected with “dragon lines” of force within the Earth and with the elements. Ghorummaz is Lord of Earthquakes and Storms, and a binder of what is unnatural.
 +
|-style="background: gainsboro"
 +
| [[Image:Heshem-sigil.jpg|left|150px]] || '''[[Heshem]]'''<br>''She Who Is Three, the Hooded One, Triformus''<br>Heshem is the dark goddess of the between places, usually depicted as an ancient crone, robed and hooded, and bearing a staff or cane and a glowing lantern (often suspended at the end of her crooked staff). Cats are associated with her for their night vision and glowing eyes. Although stern and fierce, she can be a power for great good, bringing light into the darkness. Heshem is one of the Three Powers of the ''Modrossus''.
 +
|-
 +
| [[Image:HowlingDream-sigil.jpg|left|150px]] || '''The [[Howling Dream]]'''<br>''The Crying Chaos, the Primal Storm''<br>The Howling Dream is as much a place or state of mind as it is an entity. It is mad, primal chaos dwelling within the darkest depths of consciousness, the stormy sea of emotions and awareness from which all thought and imagina- tion first arose. It is that portion of the Great Mind that will not be tamed or subject to order. It is insanity incarnate. Magicians calling on the power of the Howling Dream skirt the edges of madness themselves.
 +
|-style="background: gainsboro"
 +
| [[Image:Idolon-sigil.jpg|left|150px]] || '''[[Idolon]]'''<br>''The Illusionist, Veil of Illusion, the Deceiver''<br>The mysterious Idolon has no true or fixed appearance apart from a pair of glowing eyes seen in the darkness or in the shadowy depths of a hood. It is capable of assuming any appearance, for Idolon is a power of illusion and trickery. Mages call upon it for aid in concealment and crafting cunning images.
 +
|-
 +
| [[Image:Ios-sigil.jpg|left|150px]] || '''[[Ios]]'''<br>''The Wayfinder, the Seer, Ios of the Eight Eyes''<br>Ios was an ancient archmage who ascended to a higher spiritual plane, becoming a guide and guardian of mystics to follow. She is most strongly associated with divinatory magic, connected with the symbol of the eye and with spells dealing with gates, both opening and closing them. Ios was known for her devotion to seeking truth and her opposition to the ancient Cult of Idolon, infamous deceivers and spies that they were.
 +
|-style="background: gainsboro"
 +
| [[Image:KarKradas-sigil.jpg|left|150px]] || '''[[KarKradas|Kar'Kradas]]'''<br>''The Whisperer in the Shadows Between Worlds''<br>Kar’Kradas is an ancient and powerful demon, known as the Whisperer in the Shadows Between Worlds. It is said he was bound in “the places between” long ago, perhaps even before time as we know it, and now he can only access the world through shadows, corners, and mirrors, perceived by some sensitives out of the corner of the eye in just a glimpse. Magicians call on the Whisperer for powers of darkness, deception, and transcending time and space. Cults have worshipped Kar’Kradas throughout time, and some have sought to free him from his imprison- ment, even though doing so would mean the unraveling of the Cosmic Coil and the end of all existence as we know it.
 +
|-
 +
| [[Image:Lamal-sigil.jpg|left|150px]] || '''[[Lamal]]'''<br>''The Law-Giver, the Legate, the Wise, the Great Balance''<br> Lamal the Law-Giver is an entity of perfect order but, unlike his brother Weyan, he is concerned with order amongst individuals and societies, rather than the perfect functioning of a well-maintained mechanism. Mortals know Lamal as “the Wise” and the “Great Balance,” a giver of laws, guidance, and wise judgment. For this reason, he is often a guide and patron of magicians seeking to use their powers wisely for the greater good. Lamal is one of the Three Powers of the Modrossus.
 +
|-style="background: gainsboro"
 +
| [[Image:Malador-sigil.jpg|left|150px]] || '''[[Malador]]'''<br>''The Mystic, the Maleficent''<br>Malador was a powerful and respected mage in ancient Atlantis who turned to dark and forbidden arts in his mad quest for immortality and power. He ironically gained his “eternal life” when his fellow mages bound him for all time in a tomb within the Temple of Sirrion. Malador’s name is still invoked by magicians seeking power over life and death.
 +
|-
 +
| [[Image:Modrossus-sigil.jpg|left|150px]] || '''The [[Modrossus]]'''<br>''The Lumenvirate, the Hand of Order, the Three-in-One, Triluminary''<br>The Modrossus is an amalgam of three potent mystic entities: Abbridon, Heshem, and Lamal, often depicted as a glowing being with three heads: male, female, and androgyne, or a lion, a serpent, and an eagle, each with a glowing rune on its forehead. The Modrossus is the single greatest force for positive and protective magic known to earthly magicians, and they often invoke its name and “the Magic of the Modrossus” or “Mysteries of the Modrossus” in their duties.
 +
|-style="background: gainsboro"
 +
| [[Image:Obroros-sigil.jpg|left|150px]] || '''[[Obroros]]'''<br>''The Screaming Spire, Obsidian Ward, Ever-Watchful''<br>Obroros is the name given to an ancient intelligent artifact, a double-terminated obelisk of gleaming black stone that serves as a guardian and gatekeeper to the netherworlds of the Cosmic Coil. Glowing eyes and mouths form on the surface of the spire when it deals with visitors or challengers. No one knows who placed Obroros on its eternal vigil, and the Spire remains silent on such matters. Its cries are terribly painful to dimensional intruders, driving them away, back from whence they came.
 +
|-
 +
| [[Image:Phoros-sigil.jpg|left|150px]] || '''[[Phoros]]'''<br>''The Burning Phantoms, Floating Flames, Mighty Lights''<br>The Phoros are immortal, immaterial magical beings from a realm of raw and chaotic energy. They appear as floating, glowing spheres of light or fire, and their full power can be damaging to unprotected material creatures. Some have likened them to “living stars.” Magicians call upon them and their realm for energy and power.
 +
|-style="background: gainsboro"
 +
| [[Image:Shatachna-sigil.jpg|left|150px]] || '''[[Shatachna]]'''<br>''The Iron Queen, the Lady of Pain, Mistress of Curses''<br>The Iron Queen and Mistress of the Seven Hells, Shatachna is an ancient demon associ- ated with pain and suffering. Those seeking power and dominion call her upon to inflict pain on others, and she has claimed the souls of more than a few would-be “magisters” as her personal slaves and attendants.
 +
|-
 +
| [[Image:Sirrion-sigil.jpg|left|150px]] || '''[[Sirrion]]'''<br>''The Red Wizard, Scarlet Sorcerer, Scarlet Summoner, Starry Visitor''<br>Sirrion, the Sorcerer in Scarlet, is a mysterious figure robed entirely in red, including mask, showing only a pair of glowing eyes in the shadows of their face. Some associate Sirrion with Idolon, although there is no evidence of a connection between them. Sirrion is associated with the starry heavens and with the star system known as Sirius in modern history. He is known as “the Starry Visitor,” perhaps indicating he was a wizard or entity from another planet or universe. The ancient Atlanteans built Temples in his name. Modern wizards call on Sirrion for spells of sum- moning, protection, and binding, amongst others.
 +
|-style="background: gainsboro"
 +
| [[Image:UnspeakableOne-sigil.jpg|left|150px]] || '''The [[Unspeakable One]]'''<br>''Lord of the Yellow Sign, Rune of Madness''<br>The entity known as the Unspeakable One has been worshipped by mad cults since the days of Lemuria and Atlantis. Its true name is known only to a few, for it is said to speak it invites its attention and, therefore, madness. The Unspeakable One is a force of primordial chaos, and its followers want nothing more than to summon it into the world to bring the “gift” of divine madness to all. A few with a slightly stronger grip on their sanity seek to use the Unspeakable One’s power for their own purposes, but they constantly risk falling deeper into a psychic abyss from which there is no return.
 +
|-
 +
| [[Image:Vhoka-sigil.jpg|left|150px]] || '''[[Vhoka]]'''<br>''The Destroyer, the Devourer, the Oathbreaker''<br>Vhoka the Destroyer is the legendary Eater of Gods, a primal force that destroys all in his path, consuming it so it may be reborn anew. He’s most often depicted as a many-armed man with a wide, toothy maw much like a shark’s, and wielding several swords. Although many fear Vhoka’s power, in many respects, he is an entity beyond good and evil. Still, he is opposed to the forces of creation, so magicians allied with order tend to call upon him with great caution, if at all, while those devoted solely to their own power have few qualms about calling Vhoka’s wrath down upon their foes.
 +
|-style="background: gainsboro"
 +
| [[Image:Weyan-sigil.jpg|left|150px]] || '''[[Weyan]]'''<br>''The Wheelwright, the Watcher, the White Hand''<br>Weyan the Wheelright is brother of Lamal the Law-Giver, and he is even more orderly than his divine twin. Weyan is an artisan, master of a vast and intricate clockwork of interlocking wheels and gears, always working to expand and maintain it. It is said the purpose of the vast mechanism is to perfect creation in some way. Perfection is Weyan’s ultimate purpose, and he’s called upon in matters of improving or perfecting things, or for the tremendous power contained in the wheels he makes and puts into motion. Unlike, Lamal, however, Weyan is less concerned with matters of justice, and wizards wield his power for their own purposes.
 +
|-
 +
| [[Image:Yig-sigil.jpg|left|150px]] || '''[[Yig]]'''<br>''The Father of Serpents''<br>Yig is the archetypal great ancestor, master of snakes and reptiles. He is a cold-blooded creature, befitting his nature, but willing to grant power to those who serve him and his chosen ones. Followers of Yig often assume reptilian and serpentine characteristics and call on him for magic dealing with serpents, venom, and similar such things.
 +
|}
 +
==Rare Arcana==
 +
These Arcana are not universal, and can only be learned from specific sources within the setting.
 +
{| align="none" border="0"
 +
| [[Image:Aion-sigil.jpg|left|150px]] || '''[[Aion]]'''<br>''Father of Seasons, the Star-Girded One''<br>Depicted as a lion-headed figure, encoiled by a serpent, and holding two devices (scepters in some depictions, key in others), and encircled by the whole of the zodiac, Aion is a master of cyclical time. Among sorcerers, Aion often appears as his lion-headed form or as a more humanoid aspect, albeit with skin the black of the universe, sparkling with stars, and encircled by a constantly-spinning golden ring emblazoned with the symbols of the zodiac.<br><br>''Restriction:'' Only members of the [[Zodiac Society]] have access to the Arcana of Aion.
 +
|-style="background: gainsboro"
 +
| [[Image:Ithaqua-sigil.jpg|left|150px]] || '''[[Ithaqua]]'''<br>''The Wind-Walker, the White Silence, God of the Cold''<br>An entity in the earthly realm, Ithaqua is referred to by some sorcerers as being one of the "Great Old Ones." A horrifying giant of roughly humanoid shape, with glowing red eyes, constantly surrounded by the fiercest of blizzards, Ithaqua is a ravenous entity that freezes the world and inspires deep hunger in creatures. It is thought that Ithaqua may have been the inspiration for yeti and the wendigo in various places around the world.
 +
|-
 +
| [[Image:Styx-sigil.jpg|left|150px]] || '''[[Styx]]'''<br>''The Veiled Skull, Lady of the Far Shore, Keeper of the River''<br>The goddess Styx is not merely goddess of the [[River Styx]] – she ''is'' that ancient and hallowed riverway. Most often seen as a figure shrouded in veils upon the far shore of the river (upon the side of the dead for the living who see her, and upon the side of the living when the dead catch their glimpses), Styx's powers are invoked for power over death and life. The undead are anathema to her, and her magics are frequently used in destroying them, but she also offers Achilles-like powers of invulnerability for the living who invoke her spells.
  
==The Arcana of Aion==
+
|}
'''Aion''' is considered a relatively obscure Hellenic deity by historians and mythologists, but those initiated into the mysteries of sorcery know they are so much more. They dance eternally within a circle formed by the zodiac, representative of cyclical time, and their daughters are the Horae, the spirits of the seasons. These are the invocations associated with Aion.
 
 
 
These invocations are learned first as "breaths," specific rhythms of breathing which are sacred to the ''horae'' spirit in question. These breaths have subtle effects, often allowing for magics seemingly from nowhere. Once the Sacred Breath is mastered, it may be used to invoke the zodiacal spirits to aid the magician in manipulating time and fate.
 
 
 
Once all four of the Dances are mastered, the magician may learn to combine them in occult ways, learning the sacred Dance that is holy to the ''horae'' as a whole, or how to invoke the powers of all twelve of the zodiac to work together to perform mighty feats of magic.
 
 
 
===Dance of Eiar===
 
'''Eiar''' is the first daughter of Aion, a spirit of Spring, and into her care have been entrusted the constellations of Aries, Taurus, and Gemini. The spells associated with this invocation are:
 
* '''Breath of Eiar:''' Speaking Eiar's name, you invoke the powers of spring to quicken and heal the body of the one you bless. Time speeds up around wounds, knitting them closed, and the area is filled with the scent of fresh spring flowers.
 
** ''Healing'' • Standard Action, Perception Range, Instant, 4 p/r + 7 flat • Energizing, Increased Range (Close to Perception), Indirect 4, Subtle 2 • Check Required (Expertise: Magic)
 
* '''Invocation of Aries:''' The gift of Aries is sudden, unexpected violence. Stopping time for a moment, you set a projectile or impediment winging its way toward your target. When time resumes, the attack appears as though from nowhere, striking the target.
 
** ''Damage'' • Standard Action, Perception Range, Instant, 2 p/r + 4 flat • Increased Range (Close to Perception), Indirect 4 • Check Required (Expertise: Magic)
 
* '''Invocation of Taurus:''' The gift of Taurus is to stop and consider, but sometimes this hesitation can defeat one. You trap a target in a bubble of slowed or even stopped time, their perceptions and actions slowed or even halted entirely by the spell.
 
** ''Affliction'' • Standard Action, Close Range, Instant, 2 p/r • Resisted & Overcome by Will, Dazed > Stunned > Incapacitated • Increased Range (Close to Perception) • Check Required (Expertise: Magic)
 
* '''Invocation of Gemini:''' The gift of Gemini is seeing in two directions at once, past and future alike. You gain the ability to see both the past and the future, switching between them to understand events. (In order to learn this Alternate Effect, you must be able to afford to purchase this ability at 4 ranks.)
 
** ''Senses'' • No Action, Personal Range, Permanent, 1 p/ 2 r • Precognition (3 ranks) + Postcognition (3 ranks) • Limited (time is based on check: DC equals Ranks in Time on chart) • Check Required (Expertise: Magic)
 
 
 
===Dance of Theros===
 
'''Theros''' is the second daughter of Aion, a spirit of Summer, and into her care have been entrusted the constellations of Cancer, Leo, and Virgo.
 
* '''Breath of Theros:''' Speaking Theros's name, you invoke the powers of summer to steal the combat-luck of your foe, as summer is the time for war. The area is filled with the scent of bright green fields under the summer sun, and your target feels overheated and weakened.
 
** ''Affliction'' • Standard Action, Close Range, Instant, 3 p/r + 7 flat • Resisted & Overcome by Fortitude, Impaired + Vulnerable > Defenseless + Disabled • Extra Condition, Indirect 4, Insidious, Subtle 2 • Limited Degree
 
* '''Invocation of Cancer:''' The gift of Cancer is to go within and to heal. You can cause time to work faster on your body's natural healing reserves, speeding them up in such a way that allows you to recover from injuries faster. As you heal, the spirit of Cancer also toughens you, strengthening you against harm while it works.
 
** ''Regeneration'' + ''Protection'' • No Action, Personal, Permanent, 2 p/r • Remove [rank] penalties or damage conditions from yourself per minute, spread out over that minute • Regeneration: Persistent (may regenerate even Incurable injuries), Protection: Impervious • Check Required (Expertise: Magic)
 
* '''Invocation of Leo:''' The gift of Leo is an overwhelming, dazzling charisma which wins over others entirely. By some measure of good fortune, your appearance and words are an encouraging balm to those around you. While this power is invoked, you are immune to effects that would alter your emotions: Leo influences, but is not influenced.
 
** ''Affliction'' + ''Immunity'' (emotion effects) • Standard Action, Close Range, Instant, 3 p/r + 5 flat points • Resisted/Overcome with Will, Entranced > Compelled > Controlled • Area, Concentration, Cumulative • Check Required (Expertise: Magic)
 
* '''Invocation of Virgo:''' The gift of Virgo is orderly, modest energy, a reversion to the natural state of things by means of the will. With this spell, you can dispel magical effects, untwisting the Fate that binds the magics to that spot or person, and freeing them to dissipate.
 
** ''Nullify'' (Magic) • Standard Action, Ranged, Instant, 4 p/r • Area, Broad (magic), Simultaneous, Selective • Check Required (Expertise: Magic)
 
 
 
===Dance of Phthinoporon===
 
'''Phthinoporon''' is the third daughter of Aion, a spirit of Autumn, and into her care have been entrusted the constellations of Libra, Scorpio, and Sagittarius.
 
* '''Breath of Phthinoporon:''' x
 
* '''Invocation of Libra:''' x - charming, diplomatic, polished, indecisive
 
* '''Invocation of Scorpio:''' x - passionate, perceptive, emotional, clingy, vindictive
 
* '''Invocation of Sagittarius:''' x - ambitious, moral, enthusiastic, lazy, tactless
 
 
 
===Dance of Kheimon===
 
'''Kheimon''' is the fourth daughter of Aion, a spirit of Winter, and into her care have been entrusted the constellations of Capricorn, Aquarius, and Pisces.
 
* '''Breath of Kheimon:''' x
 
* '''Invocation of Capricorn:''' x - driven, strategic, disciplined, greedy, rigid
 
* '''Invocation of Aquarius:''' x - inventive, friendly, altruistic, scatterbrained
 
* '''Invocation of Pisces:''' x - mystical, intuitive, sensitive, escapist, submissive
 
 
 
Temporal Shift: Teleport 2 - By stopping time, moving to a different spot, then restarting the flow of time again, you make it appear as if you have “jumped” from one location to another without crossing the space in between, even though you actually did so “outside” of ordinary time. The power’s rank isn’t technically the distance you can go, it’s the time you have to move while time is stopped for everyone else. 1 point (Accurate Teleport, Limited to places you can
 
reach physically)
 
 
 
===Dance of the Horae===
 
'''Prerequisites:''' Dance of Eiar, Dance of Theros, Dance of Phthinoporon, Dance of Kheimon; Complication (Patron: Aion)<br>
 
Once a magician has mastered the invocations of the four individual Horae, the mysteries of Aion teach how to combine them to invoke all of the daughters of Aion at once, providing incredible feats of time and fate manipulation.
 
 
 
Temporal Sidestep  - Grabbed from Power Profiles: Time Powers. You can evade attacks by stopping time, moving out of the path of the “frozen” attack, and re-starting time again, making it appear that you have moved faster than the eye can follow, or simply teleported from place to place. Temporal Sidestep requires some conscious effort on your part (to know when to stop time and move), so it is useless against attacks you can’t perceive or that catch you by surprise.  32 points (Immunity 80 (Dodge and Parry based attacks), Concentration, Limited (not against surprise attacks); Reaction Teleport 1 (when attacked)
 
 
 
Time Stop Quickness 8, Speed 3 - You can put time on “pause”, freezing the entire world and allowing you to move and look around at the tableau at your leisure. You cannot affect anything while time is stopped (for that, see Temporal Ambush). Still, this power allows you considerable opportunity for scouting and surveillance, such
 
as stopping time, walking into a place and having a good look around before walking out and restarting time again.
 
Your effect rank determines how much subjective time you get; with rank 9, for example, you have an hour “outside” of time to do things, then time returns to its normal flow. The Subtle modifier means no one notices you “move” when time is stopped.  (Quickness 8 (Subtle 2), Speed 3 (Subtle 2), Quirk: Limited
 
to routine actions while active (–4 points))
 
 
 
===Wheel of the Zodiac===
 
'''Prerequisites:''' xxx<br>
 
xxx
 
 
 
Replay - You cause time to “jump” backwards, essentially replaying the recent past in a way that allows events to occur differently for a different outcome. For example, after a victim is struck by an oncoming car, you might replay the moment the victim steps off the sidewalk, allowing you the opportunityto intervene and save them. In game terms, this power is a Feature added to Precognition; you gain knowledge of the future by living through it, and can use that knowledge to “re-do” certain events, trying to cause them to come out differently. You can do this once per game session per rank in Feature. (Senses 4 (Precognition), Feature 1 (retcon events)
 
 
 
 
 
 
 
 
 
 
 
 
 
Manipulative Temporal Shift: Teleport Attack (+self) 8 - You may also be able to take other objects or people with you when you shift “outside” of time, in which case, apply the Perception Range and Attack modifiers to this power. This allows you to, for example, snatch something out of someone’s hand (or off a table, etc.), making it “disappear” from their perspective, or to move a frozen person from one spot to another, making them “jump” from place to place like you do. 1 point (Perception Range Teleport Attack, Limited to things you can physically move)
 

Latest revision as of 19:02, 8 August 2020

The spells sorcerers use are all invocations of magical power that draw upon extradimensional entities. In some cases, these entities are known to the earthly realm: gods, spirits, and other archetypes. In many instances, however, they are entities wholly unknown to mortal historians and theologians, their names and invocations revealed only to those with the magic to plumb the depths of the multiverse and discover them.

The Universal Arcana

The following spells are generally known to sorcerers the world over. They represent a corpus of knowledge sufficiently disseminated among magicians that it isn't uncommon for a sorcerer to know one of these spells, or an arcana in part or whole. Unlike the rare arcana that follow, it is assumed that modern magicians have sufficient access to magical lore to have discovered the formulae for these magical works in published books of arcane lore (through small presses and the like, generally), through a mentor or friend, through membership in some group or another, or even in an arcane repository in a tucked-away corner of the internet somewhere.

Abbridon-sigil.jpg
Abbridon
The Lantern of Heaven, Light of Righteousness
Abbridon is an angelic higher being associated with order and truth, called upon for magic associ- ated with revealing the truth or banishing darkness and deception. He is often depicted as a beautiful androgynous figure in flowing robes, with peacock feathered wings (the “eyes” of the feathers being his symbol) and carrying a torch or lantern. Sometimes addressed as “The Abbridon,” some mystics have suggested Abbridon may be a multifaceted entity or collective class of higher angelic beings, perhaps even an office held by one of them. Abbridon is also one of the three entities making up the mystic trinity of the Modrossus, along with Heshem and Lamal.
Ahgrazul-sigil.jpg
Ahgrazul
Archmage of Atlantis, the Explorer
Ahgrazul was a mighty archmage in ancient Atlantis, best known as a seer and diviner. He first explored the Cosmic Coil and blazed paths for the mystics who would follow him. Legend says Ahgrazul foretold Atlantis’s fall, but he departed for worlds beyond before the island- continent sank beneath the waves.
BalHemoth-sigil.jpg
Bal'Hemoth
The Binder, Lord of Chains
The sinister Bal’Hemoth was worshipped in ancient Lemuria as the iron-fisted master of order and enslavement. He taught dominance and the power of the strong over the weak, although Bal’Hemoth’s ways were overthrown through gen- erations of slave rebellions against the Serpent People of Lemuria and their inheritors.
Black-Goat.jpg
The Black Goat of the Wood
The Mother of a Thousand Young, Magna Mater
A confusing entity whose lore seems to suggest masculine and feminine traits in different depictions, as well as suggesting certain caprine traits paired with other, more eldritch traits. The Black Goat enjoins those who seek them for power to "live deliciously," to pursue hedonistic excess as a path to power, and to embrace every facet of fecundity available to them. It is thought the Black Goat may have had ties of some kind to the old European witchcraft cults, to the Magister or "Black Man" who traveled between covens, but who is also somehow a woodland mother-goddess figure who seeks blood sacrifice.
Ghorummaz-sigil.jpg
Ghorummaz
The Dragon Within the Earth, Lord of Storms, the Earth-Binder
Ghorummaz is a primal, elemental force, often depicted as a serpentine dragon of stone and fire, spitting molten magma. It is strongly connected with “dragon lines” of force within the Earth and with the elements. Ghorummaz is Lord of Earthquakes and Storms, and a binder of what is unnatural.
Heshem-sigil.jpg
Heshem
She Who Is Three, the Hooded One, Triformus
Heshem is the dark goddess of the between places, usually depicted as an ancient crone, robed and hooded, and bearing a staff or cane and a glowing lantern (often suspended at the end of her crooked staff). Cats are associated with her for their night vision and glowing eyes. Although stern and fierce, she can be a power for great good, bringing light into the darkness. Heshem is one of the Three Powers of the Modrossus.
HowlingDream-sigil.jpg
The Howling Dream
The Crying Chaos, the Primal Storm
The Howling Dream is as much a place or state of mind as it is an entity. It is mad, primal chaos dwelling within the darkest depths of consciousness, the stormy sea of emotions and awareness from which all thought and imagina- tion first arose. It is that portion of the Great Mind that will not be tamed or subject to order. It is insanity incarnate. Magicians calling on the power of the Howling Dream skirt the edges of madness themselves.
Idolon-sigil.jpg
Idolon
The Illusionist, Veil of Illusion, the Deceiver
The mysterious Idolon has no true or fixed appearance apart from a pair of glowing eyes seen in the darkness or in the shadowy depths of a hood. It is capable of assuming any appearance, for Idolon is a power of illusion and trickery. Mages call upon it for aid in concealment and crafting cunning images.
Ios-sigil.jpg
Ios
The Wayfinder, the Seer, Ios of the Eight Eyes
Ios was an ancient archmage who ascended to a higher spiritual plane, becoming a guide and guardian of mystics to follow. She is most strongly associated with divinatory magic, connected with the symbol of the eye and with spells dealing with gates, both opening and closing them. Ios was known for her devotion to seeking truth and her opposition to the ancient Cult of Idolon, infamous deceivers and spies that they were.
KarKradas-sigil.jpg
Kar'Kradas
The Whisperer in the Shadows Between Worlds
Kar’Kradas is an ancient and powerful demon, known as the Whisperer in the Shadows Between Worlds. It is said he was bound in “the places between” long ago, perhaps even before time as we know it, and now he can only access the world through shadows, corners, and mirrors, perceived by some sensitives out of the corner of the eye in just a glimpse. Magicians call on the Whisperer for powers of darkness, deception, and transcending time and space. Cults have worshipped Kar’Kradas throughout time, and some have sought to free him from his imprison- ment, even though doing so would mean the unraveling of the Cosmic Coil and the end of all existence as we know it.
Lamal-sigil.jpg
Lamal
The Law-Giver, the Legate, the Wise, the Great Balance
Lamal the Law-Giver is an entity of perfect order but, unlike his brother Weyan, he is concerned with order amongst individuals and societies, rather than the perfect functioning of a well-maintained mechanism. Mortals know Lamal as “the Wise” and the “Great Balance,” a giver of laws, guidance, and wise judgment. For this reason, he is often a guide and patron of magicians seeking to use their powers wisely for the greater good. Lamal is one of the Three Powers of the Modrossus.
Malador-sigil.jpg
Malador
The Mystic, the Maleficent
Malador was a powerful and respected mage in ancient Atlantis who turned to dark and forbidden arts in his mad quest for immortality and power. He ironically gained his “eternal life” when his fellow mages bound him for all time in a tomb within the Temple of Sirrion. Malador’s name is still invoked by magicians seeking power over life and death.
Modrossus-sigil.jpg
The Modrossus
The Lumenvirate, the Hand of Order, the Three-in-One, Triluminary
The Modrossus is an amalgam of three potent mystic entities: Abbridon, Heshem, and Lamal, often depicted as a glowing being with three heads: male, female, and androgyne, or a lion, a serpent, and an eagle, each with a glowing rune on its forehead. The Modrossus is the single greatest force for positive and protective magic known to earthly magicians, and they often invoke its name and “the Magic of the Modrossus” or “Mysteries of the Modrossus” in their duties.
Obroros-sigil.jpg
Obroros
The Screaming Spire, Obsidian Ward, Ever-Watchful
Obroros is the name given to an ancient intelligent artifact, a double-terminated obelisk of gleaming black stone that serves as a guardian and gatekeeper to the netherworlds of the Cosmic Coil. Glowing eyes and mouths form on the surface of the spire when it deals with visitors or challengers. No one knows who placed Obroros on its eternal vigil, and the Spire remains silent on such matters. Its cries are terribly painful to dimensional intruders, driving them away, back from whence they came.
Phoros-sigil.jpg
Phoros
The Burning Phantoms, Floating Flames, Mighty Lights
The Phoros are immortal, immaterial magical beings from a realm of raw and chaotic energy. They appear as floating, glowing spheres of light or fire, and their full power can be damaging to unprotected material creatures. Some have likened them to “living stars.” Magicians call upon them and their realm for energy and power.
Shatachna-sigil.jpg
Shatachna
The Iron Queen, the Lady of Pain, Mistress of Curses
The Iron Queen and Mistress of the Seven Hells, Shatachna is an ancient demon associ- ated with pain and suffering. Those seeking power and dominion call her upon to inflict pain on others, and she has claimed the souls of more than a few would-be “magisters” as her personal slaves and attendants.
Sirrion-sigil.jpg
Sirrion
The Red Wizard, Scarlet Sorcerer, Scarlet Summoner, Starry Visitor
Sirrion, the Sorcerer in Scarlet, is a mysterious figure robed entirely in red, including mask, showing only a pair of glowing eyes in the shadows of their face. Some associate Sirrion with Idolon, although there is no evidence of a connection between them. Sirrion is associated with the starry heavens and with the star system known as Sirius in modern history. He is known as “the Starry Visitor,” perhaps indicating he was a wizard or entity from another planet or universe. The ancient Atlanteans built Temples in his name. Modern wizards call on Sirrion for spells of sum- moning, protection, and binding, amongst others.
UnspeakableOne-sigil.jpg
The Unspeakable One
Lord of the Yellow Sign, Rune of Madness
The entity known as the Unspeakable One has been worshipped by mad cults since the days of Lemuria and Atlantis. Its true name is known only to a few, for it is said to speak it invites its attention and, therefore, madness. The Unspeakable One is a force of primordial chaos, and its followers want nothing more than to summon it into the world to bring the “gift” of divine madness to all. A few with a slightly stronger grip on their sanity seek to use the Unspeakable One’s power for their own purposes, but they constantly risk falling deeper into a psychic abyss from which there is no return.
Vhoka-sigil.jpg
Vhoka
The Destroyer, the Devourer, the Oathbreaker
Vhoka the Destroyer is the legendary Eater of Gods, a primal force that destroys all in his path, consuming it so it may be reborn anew. He’s most often depicted as a many-armed man with a wide, toothy maw much like a shark’s, and wielding several swords. Although many fear Vhoka’s power, in many respects, he is an entity beyond good and evil. Still, he is opposed to the forces of creation, so magicians allied with order tend to call upon him with great caution, if at all, while those devoted solely to their own power have few qualms about calling Vhoka’s wrath down upon their foes.
Weyan-sigil.jpg
Weyan
The Wheelwright, the Watcher, the White Hand
Weyan the Wheelright is brother of Lamal the Law-Giver, and he is even more orderly than his divine twin. Weyan is an artisan, master of a vast and intricate clockwork of interlocking wheels and gears, always working to expand and maintain it. It is said the purpose of the vast mechanism is to perfect creation in some way. Perfection is Weyan’s ultimate purpose, and he’s called upon in matters of improving or perfecting things, or for the tremendous power contained in the wheels he makes and puts into motion. Unlike, Lamal, however, Weyan is less concerned with matters of justice, and wizards wield his power for their own purposes.
Yig-sigil.jpg
Yig
The Father of Serpents
Yig is the archetypal great ancestor, master of snakes and reptiles. He is a cold-blooded creature, befitting his nature, but willing to grant power to those who serve him and his chosen ones. Followers of Yig often assume reptilian and serpentine characteristics and call on him for magic dealing with serpents, venom, and similar such things.

Rare Arcana

These Arcana are not universal, and can only be learned from specific sources within the setting.

Aion-sigil.jpg
Aion
Father of Seasons, the Star-Girded One
Depicted as a lion-headed figure, encoiled by a serpent, and holding two devices (scepters in some depictions, key in others), and encircled by the whole of the zodiac, Aion is a master of cyclical time. Among sorcerers, Aion often appears as his lion-headed form or as a more humanoid aspect, albeit with skin the black of the universe, sparkling with stars, and encircled by a constantly-spinning golden ring emblazoned with the symbols of the zodiac.

Restriction: Only members of the Zodiac Society have access to the Arcana of Aion.
Ithaqua-sigil.jpg
Ithaqua
The Wind-Walker, the White Silence, God of the Cold
An entity in the earthly realm, Ithaqua is referred to by some sorcerers as being one of the "Great Old Ones." A horrifying giant of roughly humanoid shape, with glowing red eyes, constantly surrounded by the fiercest of blizzards, Ithaqua is a ravenous entity that freezes the world and inspires deep hunger in creatures. It is thought that Ithaqua may have been the inspiration for yeti and the wendigo in various places around the world.
Styx-sigil.jpg
Styx
The Veiled Skull, Lady of the Far Shore, Keeper of the River
The goddess Styx is not merely goddess of the River Styx – she is that ancient and hallowed riverway. Most often seen as a figure shrouded in veils upon the far shore of the river (upon the side of the dead for the living who see her, and upon the side of the living when the dead catch their glimpses), Styx's powers are invoked for power over death and life. The undead are anathema to her, and her magics are frequently used in destroying them, but she also offers Achilles-like powers of invulnerability for the living who invoke her spells.