Abyss Arcanum
Abyss Arcanum
Abyss Arcanum
Abyss Arcanum
The Arcanum is beta, and is yet to playtest. There is no actual rule about how you learn the Arcanum, but there are a few options I suggest: Any mage from any path could learn Abyss, but its always considered an Inferior Arcanum. So it takes 8 x new dots experience points to learn. Whether a new character can or not start to play with dots in Abyss, is left to the Storyteller. Personally, I suggest no. A Storyteller might force a Wisdom roll to not gain a new mild derangement or to worse a serious one, without Wisdom loss. If he likes a darker World of Darkness, he could treat learning Abyss as a sin for a Wisdom 3. I dont consider Abyss inherently evil. Dark is not necessarily evil. A completely new path with Abyss as its only Ruling Arcanum, and no inferior arcanum. As any mage, he woud have 2 arcanum at 2 dots, one at one dot, and a free dot. At least one dot must be Abyss. The Storyteller could rule this new path is immune to derangement gained through learning Abyss, as well as not, if the upper option is applied. Anything else. This is meant to be a tool mostly for Storytellers.
DariusSolluman, Jesuncolo
Abyss Arcanum
Fallen Powers
When talking of Fallen Powers for the Abyss Arcanum, its about every supernatural effect not native of the Supernal Realms. At the first dots in this Arcanum, you can target thaumaturges and psychics (see Second Sight), vampires and their Disciplines, werewolves and their Gifts, prometheans Transmutations, changelings Contracts, sin eaters Manifestations and so on. The only powers that can be targeted by this Arcanum are supernatural merits (like those of thaumaturges and psychics), and supernatural powers from the other major archetypes, and only if they are rated with dots. You can affect a power at the same dots of your Abyss dots. You cannot target the Supernatural Traits (Blood Potency, Primal Urge, Gnosis and so on). A single Pattern cannot contain more than one Fallen Power obtained by Awakened magic before the fifth dot in the Abyss Arcanum. You cannot replicate Fallen Powers that have a direct and integral bond to the nature of the supernatural creature. Example: Coils of the Dragon, most of Mother Lunas Gifts, most Disquietism Transmutations, and so on. It is also impossible to learn Cruac, Theban Sorcery, Werewolves rites and the like. For more info on supernatural creatures you can read Vampire: The Requiem, Werewolf: The Forsaken, Promethean: The Created, Changeling: The Lost, Geist: The Sin Eater and other archetype books.
DariusSolluman, Jesuncolo
Abyss Arcanum
Eyes of Night
Practice: Knowing Action: Instant Duration: Prolonged (One scene) Aspect: Covert Cost: None Allows you to operate perfectly well in the dark. You suffer no penalties for blindness, even in magically created or otherwise unnatural circumstances. This sixth sense is not reliant on sound, scent, or any other sense; it is often expressed as an extension of feeling.
Storyteller could grant a bonus to scrying attempts: from +1 to +2 in case of very powerful or recent Paradoxes, or penalities from -1 to -2 for very old ones. Additionally, it grants a +1 bonus to examining the resonance of any Abyssal phenomena.
Scent of Vice
Practice: Knowing Action: Instant Duration: Concentration Aspect: Covert Cost: None Allows you to know what anyone elses Vice is, by sight.
Ignorance
Practice: Compelling Action: Instant Duration: Prolonged (one scene) Aspect: Covert Cost: None Sometimes Sleepers should forget they witnessed a Vulgar or Improbable spell. This spells is the best to assure the Veil isnt cut: calling the Abyss, it creates a little Disbelief aura. Within the mages sensory area, all Sleepers witnessing Vulgar or Improbable magic
DariusSolluman, Jesuncolo count as having 2 less Willpower dots to forget the effects.
Abyss Arcanum
DariusSolluman, Jesuncolo
Abyss Arcanum
Eyes of Sleep
Practice: Ruling Action: Instant Duration: Prolonged Aspect: Covert Cost: None Summons forth the Quiescence of Sleep, temporarily beholding the world through the eyes of a Sleeper. Although the mage remains Awake, he counts as a Sleeper for all other purposes save his own spells while Eyes of Sleep remains in effect, including adding dice to Vulgar Paradox rolls and invoking Disbelief.
Abyssal Garb
Practice: Shielding Action: Instant Duration: Prolonged (one scene, or optionally, 1 day) Aspect: Covert Cost: None (or 1 Mana to extend the Duration to 1 day) Invokes the Abyss around the mage, guarding them from harm. Provides their Abyss in points of Armor, but not against damage dealt in a grapple.
DariusSolluman, Jesuncolo Action: Instant Duration: Prolonged (one scene) Aspect: Covert Cost: 1 Mana Turns the next several Improbable or Vulgar spells cast by the mage into Covert, up to the number of successes rolled or the mages Abyss rating, whichever is lower. If the duration ends, all unused chances to turn spells Covert are lost.
Abyss Arcanum
Call Imp
Practice: Ruling Action: Instant and contested; target rolls Resistance reflexively Duration: Prolonged (one scene) Aspect: Covert Cost: None Calls forth an Imp of the Abyss (as per Mage: the Awakening, pg 273). Such spirits are drawn to the Fallen World only unwillingly, and often are as troublesome to the summoner as they are to any other mage present, unless bound with stronger magics (such as Command Spectre or Bind the Angel of the Void).
DariusSolluman, Jesuncolo
Abyss Arcanum
Imbue Quiescence
Practice: Weaving Action: Extended Duration: Lasting Aspect: Vulgar Cost: None Imbues the Quiescence of the Abyss into a place or thing. Thus imbued, such Quiessent devices count as Sleepers for purposes of determining Vulgarity and paradox. Cunning masters of the Abyss have also Imbued such items with benefical effects, such as Fate Charms or Talisman-like qualities, encouraging mages who find them to keep them secret. It requires Abyss 4 to Imbue Quiescence into a Hallow or Demense. Imbuing Quiescence into a Hallow must overcome the strength of the Hallow, having a Potency that exceeds the rating. Imbuing Quiessence into a Demense must overcome the Potency of the spell that created the Demense plus the number of Soulstones empowering the Demense. If successful, the Demense is destroyed, but the soulstones used to make it are unharmed. This is in addition to the normal effects of making an area Quiescent.
This spell summons forth the Abyss, reinfusing it into a mortal that has slipped the bonds of Slumber but is not yet Awake. They contest with Resolve + Gnosis. If the spell is successful, they cease being Sleepwalkers, returning to Sleep and counting as Sleepers for all pertinent reasons. Over the next several minutes, and until the spells Duration ends, they also forget the truth of Magic, although not their associations with any mages they may know. It requires Abyss 5 to return a mage to Slumber.
Return to Slumber
Practice: Perfecting Action: Instant and contested; target rolls Resolve + Gnosis reflexively Duration: Prolonged Aspect: Covert Cost: 1 Mana 7
DariusSolluman, Jesuncolo successes. The first roll represents only a second in the Void; the second a minute, the third an hour, the fourth a day, the fifth a month, and so on. It is impossible to tell time in the Void, nor do those in it require food or rest. These rolls must be made before returning to Creation, regardless of where in Creation the mage wants to return to. Any magic used in the Void is treated as being Vulgar with Witnesses, and the Paradox Pool is rolled with the 8-again property. Ironically, however, it is far easier to sense the Supernal realms from the Abyss; double the base casting roll. Spirits of the Abyss, such as the Acamoth or those summoned by a five success Paradox Backlash, frequent the Abyss, and many will be drawn to the light and life of any Mages that tresspass that blackness.
Abyss Arcanum rolled on Shadow the Road, the target loses a number of dice from any attempt they make at performing magic by your Abyss rating.
Command Spectre
Practice: Ruling Action: Instant and contested; target rolls Resistance reflexively Duration: Prolonged (one scene) Aspect: Covert Cost: None Issues a single, simple command per success to an Abyssal Spirit.
DariusSolluman, Jesuncolo Aspect: Covert Cost: 1 Mana If successfully cast, the target is left with a Derangement of the Storytellers choice. Shatter the Mind may also be used reflexively if you are aware that you are the target of a spell; if successful, your opponent is at -2 to resist. With Abyss 4, you may chose which Derangement to inflict.
Abyss Arcanum
Temptation
Practice: Ruling Action: Instant Duration: Transitory Aspect: Covert Cost: None If the target has the oppurtunity to engage in their Vice, they must pay successes rolled in Willpower to not do so.
DariusSolluman, Jesuncolo
Abyss Arcanum
Create Anomaly
Practice: Patterning Action: Instant Duration: Prolonged (one scene) Aspect: Covert Cost: None Creates an Anomaly (as per pg 271). You choose which Realm is most strongly represented in the Anomaly, and describe the general form it takes.
Feed Pride
Practice: Unraveling Action: Instant and contested; target rolls Resolve + Gnosis reflexively Duration: Prolonged (one scene) Aspect: Vulgar Cost: None The target suffers a penalty equal to the successes rolled for any check to maintain Wisdom while afflicted by Feed Pride, and checks for derangements with a -2 penalty.
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DariusSolluman, Jesuncolo With Abyss 5, Consume the Fallen World deals Lethal damage, dealing twice your Abyss in damage to objects.
Abyss Arcanum
Entry to the Tartarian Sea may be used to allow you to usher several people into the Abyss, or to try and trap another within the infinite black. If used offensively, the target resists with their Defense.
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DariusSolluman, Jesuncolo
Abyss Arcanum
Forge Ruin
Practice: Making Action: Instant Duration: Prolonged Aspect: Covert Cost: None Transforms an area into a Ruin. Within a Ruin, treat all magical effects as if they were cast within the Abyss, without any of the benefits. Namely, any magic used in the Void is treated as being Vulgar with Witnesses, and the Paradox Pool is rolled with the 8-again property.
Without Fear to reach the border between the Abyss and the Supernal. It then requires 50 successes, rather than 5, on the prolonged Intelligence + Occult roll to navigate the Abyss. It is this ultimate lure that tempts many otherwise good Mages into studying Abyssal magic, as it provides a shortcut around the dangers of building a second Celestial Ladder. It is unknown if a mage who reaches the Supernal can return, or if they simply chose not to. What is certain is that nothing has been seen or heard from again of the few mages that have made the effort.
Darken Soul
Practice: Unmaking Action: Instant and contested; target rolls Resolve reflexively Duration: Lasting Aspect: Vulgar Cost: 1 Mana Either kills a Sleeper, or permanently prevents them from ever Awakening. With Archmastery of the Abyss, it may be possible to use Darken Soul on the Awakened.
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DariusSolluman, Jesuncolo
Abyss Arcanum
Nefandi
(Left-Handed Legacy of the Abyss) It is uncertain if it began as a Moros or Mastigos Legacy, but it is certain that the Nefandi can corrupt a willing member of any Path to their cause. It is rumored that the Silver Ladder may secretly train Nefandi, for their unparalleled mastery of the Abyss - a neccesary evil, if the Abyss is to be overcome and a new Celestial Ladder built. If such were revealed to be true, it could destroy the Order. Nefandi learn the Abyss Arcanum as their Ruling Arcanum, losing their previous Ruling Arcana and Inferior Arcanum. All other Arcana become Common to them. They may teach the Abyssal Arcanum to other Mages, who learn it as if it were an Inferior Arcanum. Many spirits of the Abyss (such as Acamoth) may also teach the Abyssal Arcanum as well, to a greater or lesser degree. First Attainment: Requires Gnosis 3, Abyss 2 - Activate or deactivate Eyes of Sleep as a reflexive action. It lasts for as long as the Nefandus wills it to. Second Attainment: Requires Gnosis 5, Abyss 3 - Activate Sail the Starless Ocean as an instant action by spending 1 Mana and rolling Composure + Occult + Abyss. May be activated as a Reflexive action by spending a Willpower point as well. Third Attainment: Requires Gnosis 7, Abyss 4 - Activate Consume the Fallen World for 1 Mana. It lasts a number of turns equal to your Gnosis. Suggested Oblations: Engaging in your Vice, spending 4 hours contemplating a black sky, making a Morality check, causing another to make a Morality check
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