So, lately, I've had an itch to write and the thing that has me hooked is writing a bunch of Shadow-related things; a Shaman's toolkit, as it were. Some of this is new, some of this is updates of things found elsewhere. A lot of it can be assumed to have ghost- or goetia-related equivalents without me needing to rewrite entirely.
Everyone good? Good.
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Touched by the Gods - Shadow-related Merits
What is a place that is not a place? Somewhere that is here yet is not? The Shadow is so easily thought of in the minds of mortals as another world; another place like this one, viewed through a glass darkly. Yet it is not. The Shadow and its inhabitants are here, all around us; they make their marks on us as surely as we on them, each only dimly aware of the existence of the other save for a few rare, powerful individuals who can pierce the barrier and slide their perceptions along the dimensional axis. If only ignorance were a ward against influence.
These merits represent the effects of the Shadow's touch; of what happens when a person's body and soul begin to resonate with the Other more and more, open to its beauty and terror.
Voice of the Dark Waters (●)
Prerequisite: Spirit ●, Summoner's Soul (Shadow)
The character's soul resonates with the spirits of the Shadow; so much so that some of the longest echoes of that strange place now resound within them as well. The character understands the strange, sibilant tongue of spirits on instinct alone and may, in turn, speak it just as easily. The character's natural intuition for spirit socialization also prevents any penalties from attempts to persuade, cajole, or threaten the spirit that may arise from their alien nature; the character simply knows what is most likely to get a reaction. Spirits (and werewolves) are often so surprised by this that they may be willing to hear out why the sorcerer is in their territory before trying to dine upon them.
Thyrsus manifest this gift more frequently than any other Mage, for obvious reasons, and many possess it without even knowing it; simply expecting that other Mages can understand it in the way they do High Speech. Thyrsus with this uncanny talent frequently become their Consilium's emissary to the Shadow, with the role and gift sharing the same name for how commonly they go together.
Summoning Circle (● to ●●●)
Prerequisite: Sanctum ●+
Through study, experimentation, meditation, pacts, bargains, or other means, the Mage has produced for themselves a dedicated summoning circle. This circle may be anything from an elaborate chalk diagram whose points are demarcated by candles to a simple rough-hewn circle carved into a rocky plateau; the result is ultimately an expression of the character's understanding of the flow of essence in the world and how their magic connects to it, meaning that no character can simply copy another's summoning circle to use as their own (though they may study it for inspiraiton).
The Summoning Circle merit adds its dots to the dice bonus provided by an Environment Yantra drawn from a particular summoning circle within the character's Sanctum. That is, the Yantra is +2 at one dot, +4 at three dots. This bonus only applies to spells made to summon, bind, banish, abjure, exorcise, or otherwise affect spirits or the Gauntlet within the circle itself. The character could not, say, benefit from the bonus of a circle in the cave beneath their house to bind a spirit to the TV in their living room, nor to command a spirit once summoned into the circle then to go and steal the Hope Diamond.
Drawback: Summoning circles tend to be strange and haunted places. Lower the Gauntlet around them by their dot rating, to a minimum of 1, whether the Mage wants it or not.
Vibrant Aura (● to ●●)
The character is... Different. Maybe they're a natural weak point in the Gauntlet; maybe their emotions produce a stronger resonance than most; maybe their soul is infected with ephemera; maybe they simply have something about them that is simply spirit-like. Whatever it is, spirits feel it and are intrigued by it. For Mages, this vibrancy often manifests in their Nimbuses in some way; flarings causing shadows to dance or objects to tremble as the spirits within them start to stir.
Characters with a Vibrant Aura add their merit dots to all Persuasion and Socialize rolls with spirits.
Drawback: The attraction spirits feel towards a character with this merit doesn't mean they will be nice, any more than a human character will towards someone with Striking Looks. This merit may make a torture spirit less likely to kill a character outright on their first meeting, but only so they can drag them back to their lair to properly make use of their new favoured victim.
In addition, the aura the character possesses makes them easier for spirits to find. Add the character's merit dots as bonus dice to all rolls by spirits trying to track them.
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Natural Magic - Magic Items for the Aspiring Shaman
Not all magic in this world is Supernal in origin (or, at least, direct origin, if one wishes to dicker about theory); there are occult energies and alien powers which flow through this world and manifest in strange, curious ways. Sometimes, these things happen by accident, manifesting as cursed and blessed objects the world over; the relics of saints and the tools of heroes. Others are made by purpose, following ancient traditions or modern designs to achieve a particular end. Many are a mixture of both; purposing the former for the use of the latter.
These items are intended to be simple trinkets; objects that might grant a mortal significant power but fall into the category of "merely" useful to a Mage, especially one with a few dots in Spirit. Still, their effects are valuable and frequently persistent, making them more reliable and less taxing than casting spells, and able to be used openly around Sleepers (so long as the character isn't too concerned about the Veil, as many exorcists do not have the luxury to be).
Each item is listed as an iconic example it takes, but each is intended to be an archetype and has listed alternate forms that represent other cultural manifestations with identical properties.
Icon of St. Bruno
Dice Bonus: +2, Durability 0, Size 1, Structure 1, Availability ●●●
This icon of Saint Bruno, patron saint of those possessed, stings the hand when one touches it and leaves stains on anything it contacts, as if it has been dipped in some sort of weak acid. The colours of the icon itself are faded, and the paper is thin, flimsy, and prone to tearing; most icons such as these have been repaired with tape two or three times. Still, many an exorcist would kill for such an object: These enchanted icons add their equipment bonus to any rolls to abjure or exorcise a spirit. If used as a sacrament - usually requiring the burning of the object and sprinkling the ashes on the victim - the item acts as +3 Yantra to any spell to exorcise or banish a spirit.
Alternate forms: Taoist prayer scrolls; idols in the likeness of healing gods; the bones of a saint; the dedicated tool of a Thyrsus exorcist used for seventy-seven exorcisms; water from a sacred stream.
Fragment of the Old Law
Dice Bonus: N/A, Durability 1, Size 1, Structure 2, Availability ●●●●
The archetypal shaman's amulet, Fragments of the Old Law represent ancient pacts between the spirits and Man, passed between mentors and students for thousands of years. Though the meaning of the components is long forgotten, each follows roughly a similar pattern: A shard from a broken clay pot (and, yes, it must be clay, and it must be from a pot; a simple piece of clay shaped for the purpose will not do) into which is inscribed a series of symbols, the meaning of which is lost to time. The clay then has the reverse side coated with honey and pitch, into which is pressed a bit of hair from the shaman and a symbolic representation of the choir of spirits the amulet is being made for. The whole assemblage is then typically bound in string or twine to be worn around the neck, but that part isn't necessary; so long as it is on the shaman's person somewhere, its protection applies.
So long as someone wears the amulet - and it can be anyone, not merely the person whose hair was used to make it - they gain the benefits of the Spirit Warden merit (see Dark Eras, pg 50) with regards to the Choir of spirits associated with whatever material was used to make it.
Alternate forms: Phylactery containing an antique scroll bearing the secret name of one of the greater planetary spirits; an ancient stone tablet bearing the signature of a powerful spirit; a gold ring etched with the names of ninety-nine saints who banished nine-hundred-and-ninety-nine spirits.
Guardian Fetish
Dice Bonus: +2, Durability 3, Size 3, Structure 6, Availability ●●
Guardian fetishes are found around the world in one form or another: Stone carvings in the likeness of scowling or demonic figure, meant to keep away evil spirits. While their potency may be somewhat exaggerated, their reputation is not without merit. Properly carved, anointed, and placed, guardian fetishes can do a good deal to keep malicious entities from the Shadow at bay.
A single guardian fetish applies its dice bonus as a penalty to all actions taken by a spirit within an area approximately ten meters in radius. A set of them may be integrated into a Safe Place, applying the merit's rating dots as a penalty instead, if greater.
Notably, this penalty does not apply to any spirits the one who created or placed the fetishes invites into the area, meaning summoned entities are unaffected by the fetishes. Importantly, this exemption still applies if the entity decides to become hostile after being summoned, meaning summoning is still a risky business. If an entity is summoned and leaves the area, and later tries to return, the effect resumes.
Alternate forms: European gargoyles; wooden idols inlaid with precious stones; runestones; sacred knots carved into boulders.
Secret Hierarchy of Names
Dice Bonus: +3, Durability 0, Size 2, Structure 2, Availability N/A
La Hierarchie Secrete des Noms - The Secret Hierarchy of Names - is a 17th century French grimoire which contains the rote for Spirit Summons. Were this its only feature, it would be an otherwise unremarkable text, relegated to some Athenaeum's library and largely forgotten except as bait to tempt a newly Awakened Thyrsus.
However, the Secret Hierarchy is a truly staggering census of the Shadow. By consulting it, a student gains its equipment bonus on any roll to identify a given spirit's nature, ban, or bane. Likewise, by studying it beforehand, the character may apply its bonus to social rolls with a given spirit by playing to its nature.
More impressive than even this, however, are the secret names. Each secret name is an inscription in First Tongue; the sympathetic names of powerful and fearsome spirits. The inscriptions in the pages were penned by the spirits themselves, largely begrudgingly, and thus bear sympathy still to these beings; sympathy that may be borrowed for use in summonings by a sufficiently skilled and powerful shaman. Of course, many of the names no longer work - the entities that made the signatures are either dead or too powerful to be affected - but those that do bring forth truly terrifyingly potent beings. A shaman who dares to summon one should best be on their toes.
Raven's Blessing
Dice Bonus: +2, Durability 0, Size 1, Structure 1, Availability ●
It is a matter of some scholarly debate whether this particular oddment's name refers to simply the bird or the trickster god. Each is a necklace made of woven strands, over which is wrapped a square of black cloth such that two points hang down and are stitched with three raven feathers. The square is stuffed with tobacco before being stitched closed and carries the aroma of the dried herb for weeks before ceasing to make any smell or sound.
Anyone who wears one of these amulets gains a +2 on contested rolls to hide from spirits (or inflict a -2 on uncontested rolls). This bonus is inflicted as a penalty, too, on any roll a spirit makes to strengthen a Resonant Condition the character carries.
Alternate forms: Boots taken from a dead man; censer stuffed with lavender; garlic oil rubbed over every bit of exposed skin on the character.
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Alright, that's all for now. Enjoy!
Everyone good? Good.
---
Touched by the Gods - Shadow-related Merits
What is a place that is not a place? Somewhere that is here yet is not? The Shadow is so easily thought of in the minds of mortals as another world; another place like this one, viewed through a glass darkly. Yet it is not. The Shadow and its inhabitants are here, all around us; they make their marks on us as surely as we on them, each only dimly aware of the existence of the other save for a few rare, powerful individuals who can pierce the barrier and slide their perceptions along the dimensional axis. If only ignorance were a ward against influence.
These merits represent the effects of the Shadow's touch; of what happens when a person's body and soul begin to resonate with the Other more and more, open to its beauty and terror.
Voice of the Dark Waters (●)
Prerequisite: Spirit ●, Summoner's Soul (Shadow)
The character's soul resonates with the spirits of the Shadow; so much so that some of the longest echoes of that strange place now resound within them as well. The character understands the strange, sibilant tongue of spirits on instinct alone and may, in turn, speak it just as easily. The character's natural intuition for spirit socialization also prevents any penalties from attempts to persuade, cajole, or threaten the spirit that may arise from their alien nature; the character simply knows what is most likely to get a reaction. Spirits (and werewolves) are often so surprised by this that they may be willing to hear out why the sorcerer is in their territory before trying to dine upon them.
Thyrsus manifest this gift more frequently than any other Mage, for obvious reasons, and many possess it without even knowing it; simply expecting that other Mages can understand it in the way they do High Speech. Thyrsus with this uncanny talent frequently become their Consilium's emissary to the Shadow, with the role and gift sharing the same name for how commonly they go together.
Summoning Circle (● to ●●●)
Prerequisite: Sanctum ●+
Through study, experimentation, meditation, pacts, bargains, or other means, the Mage has produced for themselves a dedicated summoning circle. This circle may be anything from an elaborate chalk diagram whose points are demarcated by candles to a simple rough-hewn circle carved into a rocky plateau; the result is ultimately an expression of the character's understanding of the flow of essence in the world and how their magic connects to it, meaning that no character can simply copy another's summoning circle to use as their own (though they may study it for inspiraiton).
The Summoning Circle merit adds its dots to the dice bonus provided by an Environment Yantra drawn from a particular summoning circle within the character's Sanctum. That is, the Yantra is +2 at one dot, +4 at three dots. This bonus only applies to spells made to summon, bind, banish, abjure, exorcise, or otherwise affect spirits or the Gauntlet within the circle itself. The character could not, say, benefit from the bonus of a circle in the cave beneath their house to bind a spirit to the TV in their living room, nor to command a spirit once summoned into the circle then to go and steal the Hope Diamond.
Drawback: Summoning circles tend to be strange and haunted places. Lower the Gauntlet around them by their dot rating, to a minimum of 1, whether the Mage wants it or not.
Vibrant Aura (● to ●●)
The character is... Different. Maybe they're a natural weak point in the Gauntlet; maybe their emotions produce a stronger resonance than most; maybe their soul is infected with ephemera; maybe they simply have something about them that is simply spirit-like. Whatever it is, spirits feel it and are intrigued by it. For Mages, this vibrancy often manifests in their Nimbuses in some way; flarings causing shadows to dance or objects to tremble as the spirits within them start to stir.
Characters with a Vibrant Aura add their merit dots to all Persuasion and Socialize rolls with spirits.
Drawback: The attraction spirits feel towards a character with this merit doesn't mean they will be nice, any more than a human character will towards someone with Striking Looks. This merit may make a torture spirit less likely to kill a character outright on their first meeting, but only so they can drag them back to their lair to properly make use of their new favoured victim.
In addition, the aura the character possesses makes them easier for spirits to find. Add the character's merit dots as bonus dice to all rolls by spirits trying to track them.
---
Natural Magic - Magic Items for the Aspiring Shaman
Not all magic in this world is Supernal in origin (or, at least, direct origin, if one wishes to dicker about theory); there are occult energies and alien powers which flow through this world and manifest in strange, curious ways. Sometimes, these things happen by accident, manifesting as cursed and blessed objects the world over; the relics of saints and the tools of heroes. Others are made by purpose, following ancient traditions or modern designs to achieve a particular end. Many are a mixture of both; purposing the former for the use of the latter.
These items are intended to be simple trinkets; objects that might grant a mortal significant power but fall into the category of "merely" useful to a Mage, especially one with a few dots in Spirit. Still, their effects are valuable and frequently persistent, making them more reliable and less taxing than casting spells, and able to be used openly around Sleepers (so long as the character isn't too concerned about the Veil, as many exorcists do not have the luxury to be).
Each item is listed as an iconic example it takes, but each is intended to be an archetype and has listed alternate forms that represent other cultural manifestations with identical properties.
Icon of St. Bruno
Dice Bonus: +2, Durability 0, Size 1, Structure 1, Availability ●●●
This icon of Saint Bruno, patron saint of those possessed, stings the hand when one touches it and leaves stains on anything it contacts, as if it has been dipped in some sort of weak acid. The colours of the icon itself are faded, and the paper is thin, flimsy, and prone to tearing; most icons such as these have been repaired with tape two or three times. Still, many an exorcist would kill for such an object: These enchanted icons add their equipment bonus to any rolls to abjure or exorcise a spirit. If used as a sacrament - usually requiring the burning of the object and sprinkling the ashes on the victim - the item acts as +3 Yantra to any spell to exorcise or banish a spirit.
Alternate forms: Taoist prayer scrolls; idols in the likeness of healing gods; the bones of a saint; the dedicated tool of a Thyrsus exorcist used for seventy-seven exorcisms; water from a sacred stream.
Fragment of the Old Law
Dice Bonus: N/A, Durability 1, Size 1, Structure 2, Availability ●●●●
The archetypal shaman's amulet, Fragments of the Old Law represent ancient pacts between the spirits and Man, passed between mentors and students for thousands of years. Though the meaning of the components is long forgotten, each follows roughly a similar pattern: A shard from a broken clay pot (and, yes, it must be clay, and it must be from a pot; a simple piece of clay shaped for the purpose will not do) into which is inscribed a series of symbols, the meaning of which is lost to time. The clay then has the reverse side coated with honey and pitch, into which is pressed a bit of hair from the shaman and a symbolic representation of the choir of spirits the amulet is being made for. The whole assemblage is then typically bound in string or twine to be worn around the neck, but that part isn't necessary; so long as it is on the shaman's person somewhere, its protection applies.
So long as someone wears the amulet - and it can be anyone, not merely the person whose hair was used to make it - they gain the benefits of the Spirit Warden merit (see Dark Eras, pg 50) with regards to the Choir of spirits associated with whatever material was used to make it.
Alternate forms: Phylactery containing an antique scroll bearing the secret name of one of the greater planetary spirits; an ancient stone tablet bearing the signature of a powerful spirit; a gold ring etched with the names of ninety-nine saints who banished nine-hundred-and-ninety-nine spirits.
Guardian Fetish
Dice Bonus: +2, Durability 3, Size 3, Structure 6, Availability ●●
Guardian fetishes are found around the world in one form or another: Stone carvings in the likeness of scowling or demonic figure, meant to keep away evil spirits. While their potency may be somewhat exaggerated, their reputation is not without merit. Properly carved, anointed, and placed, guardian fetishes can do a good deal to keep malicious entities from the Shadow at bay.
A single guardian fetish applies its dice bonus as a penalty to all actions taken by a spirit within an area approximately ten meters in radius. A set of them may be integrated into a Safe Place, applying the merit's rating dots as a penalty instead, if greater.
Notably, this penalty does not apply to any spirits the one who created or placed the fetishes invites into the area, meaning summoned entities are unaffected by the fetishes. Importantly, this exemption still applies if the entity decides to become hostile after being summoned, meaning summoning is still a risky business. If an entity is summoned and leaves the area, and later tries to return, the effect resumes.
Alternate forms: European gargoyles; wooden idols inlaid with precious stones; runestones; sacred knots carved into boulders.
Secret Hierarchy of Names
Dice Bonus: +3, Durability 0, Size 2, Structure 2, Availability N/A
La Hierarchie Secrete des Noms - The Secret Hierarchy of Names - is a 17th century French grimoire which contains the rote for Spirit Summons. Were this its only feature, it would be an otherwise unremarkable text, relegated to some Athenaeum's library and largely forgotten except as bait to tempt a newly Awakened Thyrsus.
However, the Secret Hierarchy is a truly staggering census of the Shadow. By consulting it, a student gains its equipment bonus on any roll to identify a given spirit's nature, ban, or bane. Likewise, by studying it beforehand, the character may apply its bonus to social rolls with a given spirit by playing to its nature.
More impressive than even this, however, are the secret names. Each secret name is an inscription in First Tongue; the sympathetic names of powerful and fearsome spirits. The inscriptions in the pages were penned by the spirits themselves, largely begrudgingly, and thus bear sympathy still to these beings; sympathy that may be borrowed for use in summonings by a sufficiently skilled and powerful shaman. Of course, many of the names no longer work - the entities that made the signatures are either dead or too powerful to be affected - but those that do bring forth truly terrifyingly potent beings. A shaman who dares to summon one should best be on their toes.
Raven's Blessing
Dice Bonus: +2, Durability 0, Size 1, Structure 1, Availability ●
It is a matter of some scholarly debate whether this particular oddment's name refers to simply the bird or the trickster god. Each is a necklace made of woven strands, over which is wrapped a square of black cloth such that two points hang down and are stitched with three raven feathers. The square is stuffed with tobacco before being stitched closed and carries the aroma of the dried herb for weeks before ceasing to make any smell or sound.
Anyone who wears one of these amulets gains a +2 on contested rolls to hide from spirits (or inflict a -2 on uncontested rolls). This bonus is inflicted as a penalty, too, on any roll a spirit makes to strengthen a Resonant Condition the character carries.
Alternate forms: Boots taken from a dead man; censer stuffed with lavender; garlic oil rubbed over every bit of exposed skin on the character.
---
Alright, that's all for now. Enjoy!
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