Inspired by the ansho in Tokyo, here are some other Mysteries that have an adverse effect on magic, and can serve as fodder for Mysteries, antagonists, and what-have-you. Apotropaics are folkloric countermeasures to supernatural powers; protective amulets, talismans, etc.
GORGONEIONIC SIGILS / SEAL OF MEDUSA
In Greek folklore, a Gorgoneion is a particular kind of protective amulet or sigil, a display of the Gorgon's head. Most of these are, like most folkloric magical countermeasures, ineffective against Supernal workings. But every so often, a sleeper catches glimpse of Something out of the corner of their eye. In the pattern of cracks on glass, in the scattering of dust, in strange patterns of stars seen only momentarily. They've seen It, become a Gorgon. The Gorgon gets into their head, and changes their minds. These changes tend to be essentially neutral; favorite colors can change, musical tastes, particular interests or skills. Others can be malign or beneficial; kick or start a new addiction. Many do not even consciously know that they saw anything at all, and go on about their lives. Until the dreams, and the compulsions, and the visions of the Pattern everywhere they go start kicking in. Once Seen, the Gorgon can not be Unseen.
Some can learn to manipulate the Pattern, and create imperfect - but still powerful - copies by drawing, sculpture, scratches into the walls of their cell, even particular musical patterns. These are Sigils, and every Gorgon can create a few or learn more from others. Only the original copy, hand-made, has an effect; photographs and the like just read as simple patterns of circles, lines, and dots. Other Gorgons can read information contained within a Sigil; a communication strictly through intuition, rather than a conscious language, able to pass on simple concepts like "Danger!" or "Safety." Most Gorgons feel a deep desire to create new Sigils, though they cannot crank them out; it is an exhausting and demanding process, taking hours and causing a deep fatigue. Very few of those exposed ever discover that the Sigils can protect against (certain kinds of) magical beings, but their existence is known to some occult groups that nip at the heels of the Wise, ever jealous of power. Some Gorgons are enticed with excellent dental plans, others coerced, in service of these agencies.
An Awakened entity who perceives a Sigil is in for some trouble; while the Sigil is in their perception (field of view, they can hear it) or their short term memory (a minute or so after exposure) forming an Imago is almost impossible; the Mage takes a spellcasting penalty equal to their Gnosis. Something about the Sigil's particular shape and design is intensely poisonous to Awakened Gnosis; the more of the Hidden World you understand, the more you are aware of how deeply Wrong the Sigil is. The Sigil's pattern encodes in the mind and soul of the Gorgon, making efforts to read their thoughts or soul more difficult as well, and has a similar effect. Should a Mage conduct some sort of sympathetic or mystical bridge between their minds and the Gorgon, it's both A. very unpleasant and B. causes a more long lasting penalty. Visiting the areas of the Gorgon's Oneiros that have been transformed by the Sigil is potentially fatal; the Mage's astral form may become trapped. Even remembering the Sigil is unpleasant and confusing for a Mage, though not to the degree that it has a mechanical penalty.
Sigils can also have this effect on magic that intersects with them in some way; typically a sympathetic spell targeted against the Gorgon will be subject to the scrambling effect. A home protected by a Sigil is protected from being a target of magic - and it has to be a "home" - it has to be tied to the mental and spiritual landscape of the Gorgon, a place they think of as their own, an extension of them; this is usually just a person's house, but I suppose a workaholic's office would serve too. This means you probably can't send that death spell across the globe if the Gorgon is on the couch playing Madden, but you can probably get a piano to fall on his head when he's walking to the 7-11.
Looking at a Gorgon's soul in Mage Sight is dangerous, but potentially rewarding. Scrutinizing the true Sigil (the one encoded in the Gorgon; not the imperfect replicas they can make) in Mage Sight temporarily suspends a Mage's Gnosis as the Pattern tears through the Mage's intuitive understanding of the Supernal world, unless the Mage takes on a new obsession, "The Medusa."
If the Mage rejects the obsession, then they are unable to cast spells; their Awakened soul is "spiritually petrified." It feels claustrophobic and frustrating, like when you are trying to recall a word you know but can't quite remember. This lasts for a scene or so; the understanding comes back slowly, over the course of another scene. A mage gains some Arcane XP as their gnosis regenerates; a good way to learn about something is to take it apart and put it back together, after all.
If they accept the Obsession, they begin to seek out the source of the pattern; this is a synchronicity-bound path rich with potential Arcane Experience, attainments, artifacts, or just like a good story to tell. But they will start to see the Pattern in more and more mundane surroundings; hear it in birdsong or static. And it will lead them to "Her." The Mysterium records two apparently successful attempts to "glimpse the Medusa"; both resulted in the Mage in question comatose and motionless, beyond medical or magical help, until they passed away of natural causes. In neither case did the seeker believe the Medusa was a literal being, but instead an "error in reality - broken Supernal code." They both intended to "fix" it, thinking that perhaps repairing a broken part of the Supernal World would improve the Awakened condition somehow.
In game terms, the Gorgon Sigil is a Mystery with an Opacity set by the Storyteller as usual, but with the added complication of a Mage Sight itself being a risk. For playable Gorgons, whip up a Supernatural Merit or an Endowment.
What's really going on? Three options:
1- an archmage did it
2- the god-machine did it
3- the Supernal Realms did it; there's a damaged collection of supernal truths ("The Medusa") that a mage has to repair by "mirroring" the phenomenal with the supernal. This is the only way to banish the Medusa back to the supernal realm safely. Easier said than done.
Inspired by "Medusa's Web" (Tim Powers), "The Medusa" (Thomas Ligotti), "Details" (China Mieville), and "Everything's Eventual" (Stephen King.)
THE WELL OF THE NAMELESS / THE TRUE NAME OF NO MAN
It's easy enough once you know the instructions. Find a dark place, a deep place. Climb down. Ensure that there is no visible light whatsoever around you - none. Not your phone. Not a dim beam of light. Nothing. Total darkness. Meditate. Think about your name. How many people know what it is? Who gave it to you? Who else has it?
After some time, you may have caught the attention of the Well. If it feels like it that day, It will whisper to you, not in words, but in instinct. In that singular moment, say your name. Give it to the darkness. This has no mundane effect whatsoever. But no Awakened magic can, from that point on, target you sympathetically or directly. Which is not to say you cannot be affected by magic; a mage can set your hat on fire. He can conjure fire and throw it at you. He could summon a bunch of ants, and then give the ants the ability to throw fire, then scoop up all the ants, put them in a jar, and throw the magical fire throwing ants at you.
But you cannot be the target of a spell. Information gathering spells and Mage Sight can indicate that you have been somehow "de-registered" (metaphorically) from the Supernal World; in game terms, it's a Mystery with an Opacity as usual that solving grants a vision of the Well. These methods can also discern the location of the Well; basically scrying spells reveal the Well, rather than the actual target. The Well wants to be found, and it wants its Mystery to be solved.
A mage who tracks that down and descends will find your name (and anyone else who used that Well) carved into the wall, written in a book, or otherwise recorded at the location. It's a simple matter of erasing the name and ending the effect. It's also a really convenient place to target a person with sympathetic magic, as their True Name is just like, sitting right there.
But a mage entering a Well is at some risk, because the entire purpose of this enterprise is to entice mages down. The Well doesn't want the names of regular mortals; it puts out this little technique to witch-hunters via urban legend and occult texts because they act as the lure on an anglerfish. Once led to a Well that's been already used (a Mage can't just go to any dark place - it has to be "primed" by a lesser soul) they can meditate, and can make the same offer. Most mages just dealing with a bothersome would-be Wytch-Fynder don't do more than give the Well a few choice words and move on with their lives, but they talk to other mages, and occasionally a sorcerer has wronged the wrong Wise and gets just desperate enough to track down that dark place to strike a bargain.
This has some side-effects. The Mage can no longer be the target of a spell, even ones they cast on themselves. This is a powerful protection if you've made enemies with better magic than yours. The Well will also do a good job protecting your Name; it doesn't record it at the Well as it does for regular mortals. This is how things are for a little while; a few days, maybe a week. It can last indefinitely if the Mage resists any of their Obsessions. But after this point, doing the usual "occult detective" stuff; gaining Arcane XP, and so forth, doesn't allow the Mage to advance, not yet. It gets banked until it would be enough to acquire a new dot of Gnosis, and then it triggers a new Awakening. The Mage goes down, into the Well, a place of darkness, a cold place, where none of the Supernal Realms hold sway and the only truth is that of absence. If you were to somehow visit the Mage's original Watchtower, their name would be gone, scratched out. Congratulations, you've awakened to the Lower Depths!
You can still absorb Mana, but you consume it and it goes...somewhere. There are forms of "anti-Mana" that pools in low places, in isolated places, in places defined by absence, hunger, or need. You can use it just like Mana, and you can gain Arcane XP just like you used to, but it starts to overwrite your Gnosis. You gain an understanding of the Hidden World defined not by Supernal Truths but by absence, omission; the blank spaces between symbols. Heal with anti-mana, and you're going to start seeing some physical changes. It also has an unpleasant, coppery aftertaste. Eventually, Magic stops working on you entirely. Stops working near you. At high levels of Anti-Gnosis, it might not even work in the same city as you. Want to know what a ley-line tastes like? Eat one!
By this point, the Awakened community has probably deemed you a threat and run you over with a bus, but it was fun while it lasted.
In game terms, the protection against direct spellcasting is a Mystery that requires some adventure tourism. The mages have to go find the Well, then they can do the usual Mage Sighting on it to get more information, and if they really want they can dynamite it shut.
So what's really going on? Three options.
1- It's a Lower Depth awakening, as above. The Well is a Lower Depths entity and this whole scheme feeds it Mana.
2- An Archmage did it
3- The Oracles did it; each Watchtower had an associated Well. They were designed to be used by a Mage who wanted to renounce magic; you would descend the Well, transfer your name. The Well would then aid you in healing Wisdom, and eventually rejuvenate your Gnosis. Something broke in the whole process and now the Wells are desperate and parasitic. It might be possible to repair the Wells, and restore them to a place of healing and sanctums of Wisdom.
Inspired by: The Ring, The Descent, The Dresden Files (Jim Butcher - specifically the True Name stuff, and the trade offs between supernatural power and free will), and that bit where Odysseus tells the Cyclops his name is No Man.
GORGONEIONIC SIGILS / SEAL OF MEDUSA
In Greek folklore, a Gorgoneion is a particular kind of protective amulet or sigil, a display of the Gorgon's head. Most of these are, like most folkloric magical countermeasures, ineffective against Supernal workings. But every so often, a sleeper catches glimpse of Something out of the corner of their eye. In the pattern of cracks on glass, in the scattering of dust, in strange patterns of stars seen only momentarily. They've seen It, become a Gorgon. The Gorgon gets into their head, and changes their minds. These changes tend to be essentially neutral; favorite colors can change, musical tastes, particular interests or skills. Others can be malign or beneficial; kick or start a new addiction. Many do not even consciously know that they saw anything at all, and go on about their lives. Until the dreams, and the compulsions, and the visions of the Pattern everywhere they go start kicking in. Once Seen, the Gorgon can not be Unseen.
Some can learn to manipulate the Pattern, and create imperfect - but still powerful - copies by drawing, sculpture, scratches into the walls of their cell, even particular musical patterns. These are Sigils, and every Gorgon can create a few or learn more from others. Only the original copy, hand-made, has an effect; photographs and the like just read as simple patterns of circles, lines, and dots. Other Gorgons can read information contained within a Sigil; a communication strictly through intuition, rather than a conscious language, able to pass on simple concepts like "Danger!" or "Safety." Most Gorgons feel a deep desire to create new Sigils, though they cannot crank them out; it is an exhausting and demanding process, taking hours and causing a deep fatigue. Very few of those exposed ever discover that the Sigils can protect against (certain kinds of) magical beings, but their existence is known to some occult groups that nip at the heels of the Wise, ever jealous of power. Some Gorgons are enticed with excellent dental plans, others coerced, in service of these agencies.
An Awakened entity who perceives a Sigil is in for some trouble; while the Sigil is in their perception (field of view, they can hear it) or their short term memory (a minute or so after exposure) forming an Imago is almost impossible; the Mage takes a spellcasting penalty equal to their Gnosis. Something about the Sigil's particular shape and design is intensely poisonous to Awakened Gnosis; the more of the Hidden World you understand, the more you are aware of how deeply Wrong the Sigil is. The Sigil's pattern encodes in the mind and soul of the Gorgon, making efforts to read their thoughts or soul more difficult as well, and has a similar effect. Should a Mage conduct some sort of sympathetic or mystical bridge between their minds and the Gorgon, it's both A. very unpleasant and B. causes a more long lasting penalty. Visiting the areas of the Gorgon's Oneiros that have been transformed by the Sigil is potentially fatal; the Mage's astral form may become trapped. Even remembering the Sigil is unpleasant and confusing for a Mage, though not to the degree that it has a mechanical penalty.
Sigils can also have this effect on magic that intersects with them in some way; typically a sympathetic spell targeted against the Gorgon will be subject to the scrambling effect. A home protected by a Sigil is protected from being a target of magic - and it has to be a "home" - it has to be tied to the mental and spiritual landscape of the Gorgon, a place they think of as their own, an extension of them; this is usually just a person's house, but I suppose a workaholic's office would serve too. This means you probably can't send that death spell across the globe if the Gorgon is on the couch playing Madden, but you can probably get a piano to fall on his head when he's walking to the 7-11.
Looking at a Gorgon's soul in Mage Sight is dangerous, but potentially rewarding. Scrutinizing the true Sigil (the one encoded in the Gorgon; not the imperfect replicas they can make) in Mage Sight temporarily suspends a Mage's Gnosis as the Pattern tears through the Mage's intuitive understanding of the Supernal world, unless the Mage takes on a new obsession, "The Medusa."
If the Mage rejects the obsession, then they are unable to cast spells; their Awakened soul is "spiritually petrified." It feels claustrophobic and frustrating, like when you are trying to recall a word you know but can't quite remember. This lasts for a scene or so; the understanding comes back slowly, over the course of another scene. A mage gains some Arcane XP as their gnosis regenerates; a good way to learn about something is to take it apart and put it back together, after all.
If they accept the Obsession, they begin to seek out the source of the pattern; this is a synchronicity-bound path rich with potential Arcane Experience, attainments, artifacts, or just like a good story to tell. But they will start to see the Pattern in more and more mundane surroundings; hear it in birdsong or static. And it will lead them to "Her." The Mysterium records two apparently successful attempts to "glimpse the Medusa"; both resulted in the Mage in question comatose and motionless, beyond medical or magical help, until they passed away of natural causes. In neither case did the seeker believe the Medusa was a literal being, but instead an "error in reality - broken Supernal code." They both intended to "fix" it, thinking that perhaps repairing a broken part of the Supernal World would improve the Awakened condition somehow.
In game terms, the Gorgon Sigil is a Mystery with an Opacity set by the Storyteller as usual, but with the added complication of a Mage Sight itself being a risk. For playable Gorgons, whip up a Supernatural Merit or an Endowment.
What's really going on? Three options:
1- an archmage did it
2- the god-machine did it
3- the Supernal Realms did it; there's a damaged collection of supernal truths ("The Medusa") that a mage has to repair by "mirroring" the phenomenal with the supernal. This is the only way to banish the Medusa back to the supernal realm safely. Easier said than done.
Inspired by "Medusa's Web" (Tim Powers), "The Medusa" (Thomas Ligotti), "Details" (China Mieville), and "Everything's Eventual" (Stephen King.)
THE WELL OF THE NAMELESS / THE TRUE NAME OF NO MAN
It's easy enough once you know the instructions. Find a dark place, a deep place. Climb down. Ensure that there is no visible light whatsoever around you - none. Not your phone. Not a dim beam of light. Nothing. Total darkness. Meditate. Think about your name. How many people know what it is? Who gave it to you? Who else has it?
After some time, you may have caught the attention of the Well. If it feels like it that day, It will whisper to you, not in words, but in instinct. In that singular moment, say your name. Give it to the darkness. This has no mundane effect whatsoever. But no Awakened magic can, from that point on, target you sympathetically or directly. Which is not to say you cannot be affected by magic; a mage can set your hat on fire. He can conjure fire and throw it at you. He could summon a bunch of ants, and then give the ants the ability to throw fire, then scoop up all the ants, put them in a jar, and throw the magical fire throwing ants at you.
But you cannot be the target of a spell. Information gathering spells and Mage Sight can indicate that you have been somehow "de-registered" (metaphorically) from the Supernal World; in game terms, it's a Mystery with an Opacity as usual that solving grants a vision of the Well. These methods can also discern the location of the Well; basically scrying spells reveal the Well, rather than the actual target. The Well wants to be found, and it wants its Mystery to be solved.
A mage who tracks that down and descends will find your name (and anyone else who used that Well) carved into the wall, written in a book, or otherwise recorded at the location. It's a simple matter of erasing the name and ending the effect. It's also a really convenient place to target a person with sympathetic magic, as their True Name is just like, sitting right there.
But a mage entering a Well is at some risk, because the entire purpose of this enterprise is to entice mages down. The Well doesn't want the names of regular mortals; it puts out this little technique to witch-hunters via urban legend and occult texts because they act as the lure on an anglerfish. Once led to a Well that's been already used (a Mage can't just go to any dark place - it has to be "primed" by a lesser soul) they can meditate, and can make the same offer. Most mages just dealing with a bothersome would-be Wytch-Fynder don't do more than give the Well a few choice words and move on with their lives, but they talk to other mages, and occasionally a sorcerer has wronged the wrong Wise and gets just desperate enough to track down that dark place to strike a bargain.
This has some side-effects. The Mage can no longer be the target of a spell, even ones they cast on themselves. This is a powerful protection if you've made enemies with better magic than yours. The Well will also do a good job protecting your Name; it doesn't record it at the Well as it does for regular mortals. This is how things are for a little while; a few days, maybe a week. It can last indefinitely if the Mage resists any of their Obsessions. But after this point, doing the usual "occult detective" stuff; gaining Arcane XP, and so forth, doesn't allow the Mage to advance, not yet. It gets banked until it would be enough to acquire a new dot of Gnosis, and then it triggers a new Awakening. The Mage goes down, into the Well, a place of darkness, a cold place, where none of the Supernal Realms hold sway and the only truth is that of absence. If you were to somehow visit the Mage's original Watchtower, their name would be gone, scratched out. Congratulations, you've awakened to the Lower Depths!
You can still absorb Mana, but you consume it and it goes...somewhere. There are forms of "anti-Mana" that pools in low places, in isolated places, in places defined by absence, hunger, or need. You can use it just like Mana, and you can gain Arcane XP just like you used to, but it starts to overwrite your Gnosis. You gain an understanding of the Hidden World defined not by Supernal Truths but by absence, omission; the blank spaces between symbols. Heal with anti-mana, and you're going to start seeing some physical changes. It also has an unpleasant, coppery aftertaste. Eventually, Magic stops working on you entirely. Stops working near you. At high levels of Anti-Gnosis, it might not even work in the same city as you. Want to know what a ley-line tastes like? Eat one!
By this point, the Awakened community has probably deemed you a threat and run you over with a bus, but it was fun while it lasted.
In game terms, the protection against direct spellcasting is a Mystery that requires some adventure tourism. The mages have to go find the Well, then they can do the usual Mage Sighting on it to get more information, and if they really want they can dynamite it shut.
So what's really going on? Three options.
1- It's a Lower Depth awakening, as above. The Well is a Lower Depths entity and this whole scheme feeds it Mana.
2- An Archmage did it
3- The Oracles did it; each Watchtower had an associated Well. They were designed to be used by a Mage who wanted to renounce magic; you would descend the Well, transfer your name. The Well would then aid you in healing Wisdom, and eventually rejuvenate your Gnosis. Something broke in the whole process and now the Wells are desperate and parasitic. It might be possible to repair the Wells, and restore them to a place of healing and sanctums of Wisdom.
Inspired by: The Ring, The Descent, The Dresden Files (Jim Butcher - specifically the True Name stuff, and the trade offs between supernatural power and free will), and that bit where Odysseus tells the Cyclops his name is No Man.
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