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[Homebrew] Abyssal Arcanum
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Yeah, Scelesti Lords definitely get access to this after bargaining with the Old Man. Good stuff!
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Originally posted by malonkey1 View PostInitiate 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
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Right, so I've updated the original post to a 2E format, but I've put the original here for anyone who still wants to see it.
The following came out of a bit of fridge logic as to how one could easily and simply represent Abyss-using mages. The simplest way I could think of was to make Abyssal magic function mechanically like regular Mage Arcana. Obviously, this is intended more for mages directly manipulating the Abyss than just making deals. Conjunctional spells with the actual Arcana would, of course, be warped perversions of the original Arcanum's effect. So, if you need an antagonist with a keen, intuitive control over the forces of the Abyss, I suggest you use this.
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.
Some are born into this power, molded by it. Such Magi are called Nightmare People, and they are spoken of only in whispers, even by the mightiest mages, as their command of the Abyss is so intuitive that if it weren't for the Abyss's fundamental impossibility, one might describe it as "natural".
Merit: Nightmare Person (•••)
You are a Nightmare Person, one of those who Awoke to a much more sinister force than the Oracles' Watchtowers. Your Awakening was horrifying and traumatic, taking you intothe depths of the Abyss to sign your name on a bizarre tower that defies all description. While you are less talented with true Supernal magic, you have nearly unlimited potential for manipulating the forces of the Abyss. You no longer have a Path, and instead you walk the Path of the Abyss. Prime becomes your Inferior Arcanum, and you have only one Ruling Arcanum: the Abyss. Your Paradox Dice Pool is determined as if your Gnosis was one lower, and your spells cast with the Abyss Arcanum no longer automatically invite Paradox. When you do invite Paradox, it is more likely to work in your favor. Your nature as a Nightmare Person doesn't reveal itself to Mage Sight, except as extremely subtle fluctations in your Nimbus, but a Prime or Abyssal Unveiling spell specifically designed to do so can reveal the truth.
Drawbacks: You are subtly unnerving to those sensitive to the Supernal world. Any rolls to persuade or interact with the Awakened, Sleepwalkers (excluding those with non-Mage templates), and Proximi lose the 10-again quality.
The Arcanum of the Abyss:
The Abyss itself is not as different from the rest of Mage reality as may would tell you. It is, like the Supernal Realms, a world made up of symbols representing the perfect truth of a concept. Unlike the Supernal Truths, however, the Truths of the Abyss are not true in the Fallen World. That doesn't make them unusable, however; in fact, the False Truths of the Abyssal Realm are some of the most potent secrets a Mage could wield. In the presence of Abyssal powers, fires cease to warm, math doesn't add up, and words lose meaning. The dangers of Abyssal spells are great, as all such spells have Paradox risk, regardless of whther they are covert or vulgar, but they The Abyssal Arcanum is an Inferior Arcanum for all Paths.
Abyssal Mage Sight: Nightmare People, owing to their unique Path, havean unusual form of Mage Sight. It can be disorienting at first, as the symbols that Nightmare People see are apparently random and disjointed, but eventually they learn to see connections between them. In truth, those connections are utterly false, and imagined in the minds of the Nightmare People alone. Despite this, they work. The world of magic shows up like a photo negative run through Google's Deep Dream, with the morbid dial set to 11, but a Nightmare Person can make sense of it just as any other Mage can make sense of their own visions.
Example Effects- 1-dot Practices (•)
- Knowing: Discerning Abyssal presences, reading Abyssal Symbols
- Compelling: Shape Abyssal matter, awaken an Abyssal creature, turn existing Paradox against a specific person
- Unveiling: Gaining sensory perception of Abyssal phenomena, sense connections to the Abyss
Warp Paradox (Abyss •, optional Prime •)
The caster weaves the forces of the Abyss, causing Paradox to flare up or die down as they choose. This spell must be readied to be released in response to a spell cast by another Mage or Proximus. This spell can either reduce or increase Paradox.
Raising Paradox: In this mode, covert spells are rendered Vulgar, and spells that invite Paradox add 1 success to their total if the Paradox roll succeeds.
Reducing Paradox: In this mode, subtract 1 die from the target's Paradox dice pool. If this would reduce it to a chance die, then the Paradox chance is totally negated.
This spell is Vulgar, and the target of this spell can feel the corrupt aura of it on them regardless of whether they successfully resist it, unless this spell is cast with conjunctional Prime to cover the Abyssal signature.
Practice: Compelling
Action: Instant (readied)
Duration: Transitory
Aspect: Vulgar or Covert
Dice Pool: Gnosis + Abyss vs. Wisdom
Cost: 1 Mana
Left-Handed Rote: Evil Eye
Dice Pool: Presence + Subterfuge + Abyss
Nightmare People are infamous in legend for inflicting Paradox on even the most mundane spells, turning a mage's own spells against them.- 2-dot Practices (••)
- Ruling: Worsening or mitigating Paradox, applying dice tricks to Paradox rolls, Activating an Abyssal item
- Veiling: Hide Abyssal sympathies, disguise one Arcanum as another
- Shielding: Protecting against the effects of Paradox, protecting against attacks by making them "untrue"
Liar's Shield (Abyss ••)
The user of this spell makes attacks against them inexplicably fail. Sure shots miss, telling blows barely make contact, and incredible blasts seem to bend around them. This spell is arguably the most frustrating of shielding spells, because in the end, it boils down to a magely form of children on the playground simply shouting "nuh-uh!" at each other. The attacks simply become less true.
The user gains an armor value of X/0, where X is their dots in the Abyssal Arcanum. You can expend 1 mana while casting thisto have it last 1 day instead of 1 scene. Successes are used to resist dispelling of this spell, as well as resisting damaging spells that don't deal aggravated damage. This spell doesn't apply to grapples, but it still protects against damage sufferedwhenoverpowered during a grapple.
Practice: Shielding
Action: Instant
Duration: Prolonged
Aspect: Covert
Dice Pool: Gnosis + Abyss
Cost: 1 Mana (optional)
Left-Handed Rote: Blessing of the Acamoth
Dice Pool: Intelligence + Occult + Abyss
As the name implies, this Rote is sometimes taught to promising Scelesti by Acamoth. By invoking the name of the Acamoth that taugh the rote, the Scelestus seeks protection from harm, all the while strengthening the influence of their Hellish teacher.- 3-dot Practices (•••)
- Weaving: Transfer properties from one item to anoth in impossible ways (e.g. freezing fire), control lesser Abyssal creatures, summon creatures from the Abyss
- Fraying: Harm or destroy abyssal creatures
- Perfecting: Increase the powers of an Abyssal being, reinforcing Abyssal resonance
Tongues (Abyss •••, Mind •••)
Language behaves strangely near the Mage. It's not that it breaks down, per se, but it ceases to follow normal rules. All those within sensory rangeof the Mage casting this spell losethe ability to understand normal speech, which just sounds like random babble. However, any who just randomly babble while focusing what they mean to say will be understood perfectly byany creature normally capable of understanding language, ignoringnormal linguistic barriers. This spell is often used when Scelesti areworkingin concert to confuse and disable groups of enemies.
Practice: Weaving
Action: Instant and Contested; Each target resists separately.
Duration: Prolonged
Aspect: Vulgar
Dice Pool: Gnosis + Abyss or Mind
Cost: 1 Mana
Left-Handed Rote: Curse of Babel
Dice Pool: Manipulation + Empathy + Abyss or Mind
Often used by Scelesti who claim that mainstream Orders are consumed by Hubris, this Rote is used to take them down a peg, destroying their ability to communicate and organize. The most terrifying part is that the gibberish spoken under this curse are eerily similar to High Speech.- 4-dot Practices (••••)
- Patterning: Changing an Abyssal effect into a different one, creating an Abyssal illusion, severely worsen Paradox
- Unravelling: Harm abyssal creatures, remove a Paradox effect, grant temporary Sleepwalker status
Crush Quiescence (Abyss ••••, Prime ••)
While most uses of the Abyssal Arcanum are terrifying to behold, this spell goes a long way to explaining its appeal. A Sleeper affected with this spell has the shard of Abyss within them crushed into dormancy for a brief time, temporarily granting Sleepwalker status. The target doesn't impose a Paradox risk, and doesn't cause Dissonance. Mages argue whether this is a suppression of the Abyss, or its total domination of the subject, but this spell can be invaluable for assaying very dire Paradox. You can spend 1 Mana per target to make it last a full day instead of 1 Scene.
Practice: Unraveling
Action: Extended (Target = Targets' Integrity)
Duration: Prolonged
Aspect: Covert
Dice Pool: Gnosis + (Abyss + Prime)/2
Cost: Optional 1 Mana/target
Left-Handed Rote: Initiation Rite
Dice Pool: Manipulation + Occult + Abyss
Abyssal Mages often use this to "initiate" Sleeper members of their subordinate cults, introducing them to magic Paradox-free magic. Those that Awaken are often horrified to learn how perilous Supernal magic really is, but by then it's too late.- 5-dot Practices (•••••)
- Making: Creating Abyssal creatures from nothing, creating short-lived Abyssal items, creating an Abyssal verge, imposing Sleeper status on a Sleepwalker
- Unmaking: Destroying an Abyssal creature entirely, Temporary immunity to Paradox, creating a Sleepwalker.
Innumeracy (Abyss •••••)
This spell causes utter madness, as mathematics break down entirely. Rolls succeed on odd prime numbers. 10-again becomes 3-again, 9-again becomes 3-and-7-again, and 8-again becomes odd-primes-again. Circles are comprised of 90 degrees, meaning that anything capable of turning 45 degrees can make a complete U-turn. Health boxes are affected backward, with the rightmost boxes filling first (existing boxes aren't moved over, and wound penalties don't apply unless they were already in effect, or new wounds are afflicted in the leftmost boxes). Finally, any attempt to move in a straight line, perform simple arithmetic, or activate a spell that has sympathetic range requires a Wits + Science + Abyss roll. Those affected by the Madness condition receive 3-and-7-again on this roll. Effects that change Target Numbers (such as some powers possessed by Mummies) require a a success vs.the caster in a Clash of Wills to function.
Practice: Making
Action: Extended (Target = User's Wisdom + Composure)
Duration: Prolonged
Aspect: Vulgar
Dice Pool: Gnosis + Abyss
Cost: 3 Mana
Left-Handed Rote: The King's Call
Dice Pool: Resolve + Occult + Abyss
This Rote, known only to the mightiest Scelesti, is regarded as proof of thesuperiority of Abyssal magic by some, and proof that the Scelesti should be wiped out by others. According to rumour, this bizarre rite is performed annually by particularly mad Scelesti in an attempt to coax themost powerful Abyssals into the Fallen World, especially one known as the King of Paupers, who once ruled over primitive peoples as a tyrranical god-king before being banished back home.- Imperial Practices (6+ dots)
- Dynamics: Corrupting Supernal magic, Influencing Awakenings toward the Abyss, creating spontaneous Paradox in response to specific conditions.
- Entities: Creating Abyssal Hallows, altering the fundamental un-nature of Abyssal beings, Grant Abyssal powers
- Excision: Remove a Sleeper's Abyssal Shard, Sever a target's connections to the Supernal, Immortality through making Death False, Destroying spells of any Arcanum (conjunctional with the intended Arcanum), Removing Paradox for non-Imperial spells
- Dominion: Create a portal to the Abyss, Forcibly change a normal Mage into a Nightmare Person, Bind Abyssals as Ananke, Create Abyssal Intrusions (e.g. the Nemesis Continuum)
- Transfiguration: Y͎̙͛ͮ̃̓͊̎̓O̤̯̦̤̥͂ͅU̘̎͊̚͜ ̣̏̍͂S͇̠͈͎̠͛͋̿͒Ẹ̘̲͖ͮ́͛̀r̨͉͇̙͓͊̔I̮̩̺̗̤͗́̚0ͫͣͪ0̻̖̥͚͘ ͎͖S̱̠̺͍͖̻̥ͫͯ̏̒̈́ͩ̐L̷̳̽ͥ̾ͫ̐̚Y͈͛̊̄͒͊ d̊͜O̖̺͒̋́̿̏̚n̥̫̏͟'̺̙͖̪͇͆t͇̠̻ ͔̦̠̪͎̍ͅW̪͚͕͖̳͍͂a̛̖͚NͨT̍͊ͫ̾͂҉̰͕̠̺ ̘̙͉ͮ͒͜t͈̟͓̃ͮ̀̈́O͔̞̣̪̽ͯ̚ ̫͔͇̦͚̎̂̽ͫ̂ͤ̍k̘̳̭̹̫͈̪̇̓͌̈̈͂N̘ͦ͑ͧͣO͋̿ͭͥ̀w̠ͬ̆ͤ.̙̘̠̥͊̕ ̦̭̳ ̡̝͔͒
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- 1-dot Practices (•)
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That's a perfectly valid Scelesti view, though it does clash with the idea that the Abyss has always existed.
The Abyss has never been about -just- madness and chaos though. Heck, those are usually just byproducts.
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I'm sorry if I'm sounding bad or stupid, since I'm not entirely read up on Mage, but if I may put forth an idea I had on the Abyss that could help this arcana?
Before the Abyss existed, the world was basically a place of infinite possibilities, untouched by paradox and disbelief. It was where trees could bear apples one day, pears the next, and cactus thorns the day after. In short, reality wasn't structured the same way it was today, and awakening and magic taught mortals how to direct the fluid reality that was existence. But when the Exarchs ascended the Celestial Ladder and began their war upon the Supernal, it was the beginning of when reality began taking a structured form according to the Exarch's whims. The Exarchs basically ordered reality into what it is and should be. This tree could only bear apples, the next can only bear peaches, and the thorns could only remain on cacti. Simply put, the Exarchs were shaping what the truth of the world was to be, but in the aftermath, the rejected concepts simply could not die. They were once true, and the Supernal and Magic's existence proves that. But they were now False as the world becomes more structured. They lash out in the form of a paradox when a mage uses magic that makes their concept true, The Abyss is all of the untrue concepts of reality that the Exarchs rejected, and all of the fallen gods thrown out of the Supernal can cannot return back to their divine homes.
Therefore, the Arcanum of the Abyss is more than just manipulating madness and chaos. It is the Arcana that with each casting brings the world back to how it once was, a world of infinite possibilities. It is the arcana that threatens to take off the lead chains that bind the Fallen World and slip past the reality that the Exarchs made. It is the Arcana that tempts many off the Path of Wisdom and into the spiraling and hateful madness the Abyss is now.Last edited by SaulottheGentle; 04-17-2016, 03:12 PM.
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Originally posted by Prometheus View PostI see Arcana as frameworks for concepts and Abyss as an extremely entangled mess, that lacks that framework. So I'm not sure if Abyss as an Arcanum would qualify.
That said, fighting the Abyss on your own terms by having some sort of grasp on its nonexistence sounds cool. I've always imagined the Parametric language to sound like the Black Speech of Mordor. Not inherenty evil, but there is a reason it feels like shit listening to it. *Imagines Gandalf on the Council of Elrond giving the elves migraine* Good times...Originally posted by Mrmdubois View PostThe Old Man in the Astral can grant the Abyss as an arcana to Scelesti. So yeah, there's a precedent for that framework.
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The Old Man in the Astral can grant the Abyss as an arcana to Scelesti. So yeah, there's a precedent for that framework.
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I see Arcana as frameworks for concepts and Abyss as an extremely entangled mess, that lacks that framework. So I'm not sure if Abyss as an Arcanum would qualify.
That said, fighting the Abyss on your own terms by having some sort of grasp on its nonexistence sounds cool. I've always imagined the Parametric language to sound like the Black Speech of Mordor. Not inherenty evil, but there is a reason it feels like shit listening to it. *Imagines Gandalf on the Council of Elrond giving the elves migraine* Good times...
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Originally posted by Mrmdubois View PostIt's likely they'd be very unhappy about it. Secretly there'd be Mages from any organization though who would come up with a justification for looking into it.
I'd like to see the OP updated to 2e, or at least 1.5 >_>
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It's likely they'd be very unhappy about it. Secretly there'd be Mages from any organization though who would come up with a justification for looking into it.
I'd like to see the OP updated to 2e, or at least 1.5 >_>
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Oh my god. The possibilities that come with this arcana....I definitely want to make use of it in one of my games sooner or later. Perhaps as a general question, how would the Pentacle and Seers react or respond to the existence of the Abyss Arcana? I'm sorry if it's a stupid question at all. >>
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Originally posted by atamajakki View Post...come to think of it, why doesn't The Gate govern an Arcana like all the other Exarchs?
The right question is- why does the Abyss requires an Exrach to govern its like it was Arcana?
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