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[Homebrew] Abyssal Arcanum

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  • malonkey1
    replied
    Originally posted by GottaGoFeast View Post
    I shudder to think what an Aswadim (Scelestus Archmage) could do with 9 dots in the Abyssal Arcanum. I shudder in the best way.

    I also shudder when I imagine what might be the Quintessence used for that particular Imperial Practice of Transfiguration.
    At that level, I think the term "God of the Warp" becomes applicable.

    Leave a comment:


  • GibberingEloquence
    replied
    I shudder to think what an Aswadim (Scelestus Archmage) could do with 9 dots in the Abyssal Arcanum. I shudder in the best way.

    I also shudder when I imagine what might be the Quintessence used for that particular Imperial Practice of Transfiguration.
    Last edited by GibberingEloquence; 07-26-2015, 12:29 AM.

    Leave a comment:


  • Mangle77
    replied
    Originally posted by malonkey1 View Post
    The Abyss is a realm of madness and impossibility, where that which may not ever be resides, shadows without shape. The Abyss is a collection of Supernal Symbols with no antecedent in reality, shapes without shadows. The Abyss is the Lie, shapelessness without shadow and shadow given shape.
    "Then you see what CANNOT be, shadows move where light should be!"
    Originally posted by malonkey1 View Post
    freezing fire
    "I touch the fire, and it freezes me; I look into it, and it's black! Why can't I feel? My skin should crack and peel! I want the fire back!"
    Originally posted by malonkey1 View Post
    Some are born into this power, molded by it.
    Thank you, Bane.

    Seriously though, great stuff!
    Last edited by Mangle77; 07-26-2015, 12:22 AM.

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  • Yuukale
    replied
    I once thought of doing this in-chronicle, but eventually gave up as the ST decided to take a break.

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  • branford
    replied
    You post reminds me of the Nephandi from Mage: The Ascension and their use of Qlippothic Spheres, twisted reflections of the normal spheres.

    Leave a comment:


  • proindrakenzol
    replied
    I like it, it seems a lot like an AntiPrime Arcana... which makes sense since the Abyss is the False to Prime's Truth.

    Leave a comment:


  • malonkey1
    started a topic [Homebrew] Abyssal Arcanum

    [Homebrew] Abyssal Arcanum

    ABYSS
    Purview: Paradox, madness, incoherence, corruption, the Abyss, falsehood, contradiction

    The Abyss is a realm of madness and impossibility, where that which may not ever be resides, shadows without shape. The Abyss is a collection of Supernal Symbols with no antecedent in reality, shapes without shadows. The Abyss is the Lie, shapelessness without shadow and shadow given shape. The Awakened know and fear the Abyss, as it is the bane of their existence. However, some have found that there is power to be gained from this anathema. Deals with Acamoth, deadly Abyssal items, and yet darker secrets have been yielded from the World of Lies, and those who choose to can dig yet deeper.

    The truest form of the Abyss's expression is the Arcanum of the Abyss. While few Mages will even acknowledge its existence, this Arcanum is ultimately the same as the others: A set of symbols to be manipulated to affect the Fallen. The difference being that the symbols of the Abyss are ones that directly conflict with those of the Supernal. This is constraining and liberating at the same time, freeing mages from Earthly logic and Supernal restrictions, but binds the mage to chaos and madness.

    Corruption
    The Abyssal Arcanum leaves a mark on its subjects, one that tinges it with Paradox, sometimes without them even knowing. Many Abyssal spells inflict Corruption. Effectively, when a Mage suffers Corruption, all spells they cast have at least one Paradox die. This doesn't increase the Paradox dice pool, but it does guarantee that there will be one for as long as the effect remains. More advanced Corruption may even increase the size of the Paradox pool or apply dice tricks to it.

    False Spells
    Not strictly an effect of Abyssal magic, so much as a property of Abyssal magic, is that it is difficult to detect. Even when it wouldn't make sense, Abyssal Spells register as Prime to all but Focused Mage Sight, although Prime or Abyssal Unveiling spells specifically designed to suss it out will work like normal. Overtly unnatural and illogical things can still tip knowledgeable people to what's going on, but they won't register to Peripheral or Active Mage Sight as Abyssal.

    Attainments

    Slippery Magic (••): Your soul has been warped by the Abyss, and your magic is difficult to pin down as a result. Attempts to Counterspell your magic subtract your Abyss rating from their Dice Pool.
    Abyssal Armor (••): Your body doesn't behave like flesh and bone should, and only magical attack can fully injure you. You downgrade a number of Lethal damage equal to your Abyss dots from purely mundane attacks.
    Summon Abyssal (•••): Your ties to they Abyss have grown deep enough that you can weave its direct presence into the Fallen. Instead of summoning Supernal entities, you can summon Abyssal ones similarly to the "Targeted Summoning" Attainment. Abyssal Entities function as Supernal entities except that the primary Arcanum is always Abyss. You can, instead, choose to invite an Abyssal Intrusion, which can be a good way to bring something extremely dangerous into the world, but this is literally insanely dangerous.
    Abyssal Shard (••••): The Mages believe that the Awakening scours the Abyssal Shard from their souls completely, but this is, ironically, a lie. Abyssal Adepts can prove this by reawakening that dormant fragment of the Abyss in the Awakened soul. Getting an Exceptional Success on a spell targeted at a Sleepwalker, Proximus or Mage makes that target affect Paradox and suffer Quiescence like a Sleeper, even to their own spells, until the end of the Scene.


    Initiate of Abyss (•)

    Weave Bedlam: Influence Paradox in progress
    Reveal The Abyss: Expose Abyssal Magic
    Paradox Unleashed: Paradox becomes difficult to contain
    Wrong Place, Wrong Time: An unexpected Sleeper walks in
    See Lies: Perceive falsehoods

    Apprentice of Abyss (••)

    Abyssal Brand: Inflict an Abyssal Condition without need for Paradox
    Paradox Flare: Apply 9-again to a Paradox Roll
    Quiescence Abaited: Protect sleepers from Quiescence-related Breaking Points
    Veil of Lies: Hide Abyssal signatures
    Liar's Tongue: Lie perfectly

    Disciple of Abyss (•••)

    Intensify Paradox: Increase Paradox Reach
    Essential Corruption: Warp the effects of magical items
    Wretch: Weaken the body, inflict damage
    False Aura: Falsify an object's symbolism under Mage Sight
    Hume's Vengeance: Cut away parts of an object to generate Tass

    Adept of Abyss (••••)

    Truthful Lies: Make deceitful words come true
    Abyssal Investment: Imbue power and knowledge at the cost of Corruption
    False Sight: Grant a False Mage Sight that you can control
    Poison the Well: Inflict Corruption on those who draw from a Hallow
    Spell Rend: Inflict Paradox Reach on an active spell

    Master of Abyss (•••••)

    False Awakening: Grant a Sleepwalker a phony Awakening that causes a Breaking Point upon wearing off.
    Hell on Earth: Permanently taint a Hallow with the Abyss
    Innumeracy: Mathematics break down entirely
    Inversion: Reverse the effects of a spell
    Weave Chaos: Create an impossible object

    Last edited by malonkey1; 10-16-2016, 11:22 PM.
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