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Category: Mystic

Anima

Posted on November 11, 2015 in Mystic

Anima is the expression of Essence into its component Sparks elements that can manifest as a kindred presence to their nature (not necessarily a physical/material form). Animism is the organized presentation and manipulation of manifesting the sparks and using Anima Energy Reservoirs to control them. The Essence of things are manifested through the power of the Dream Sparks tied to the Dreamwild of creation and life and such a bond can be leveraged to protect and serve; Everything with Essence has animist potential. Anima itself is the expression of animist will. Anima is the opposite side of Lovigdril. All things are part of grand The Pattern – nothing exists truly “of itself”. A “thing” is infused with the fundamental Essence of the concept of that “thing”, and will always seek to retain or return to the properties which makes it such, using anima reservoirs to power this effort if possible. Advanced capabilities in manipulating Anima can be used to create Anima Objects.

Animist

Animism Advantages:

Animism Disadvantages:

Anima and the Divine

Finding faith is a journey. Most divinity have a very clear outlook, a clear portfolio of powers, and a set of tenets, motivations and values which lesser order beings will bond with to share in the advancement of them. Such divinities often do not divide their power and dilute their goals and tenets with the more vague and general ones of animism. Animists are not organized into institutions or hierarchy unlike followers… connection is truly unique and personal to the source of their animist fount. Animist are not necessarily solitary, but they are not compelled to “preach” (proselytize) or convert others necessarily – they exemplify their credo. Animists can and do often try and teach – but not to serve themselves or even their faith, and certainly only through intense personal tutorial to help the student enlighten themselves… each person must find their own path to the spark. Does this mean related followers or institutions won’t assist the animist? No. While in most cases, a divinity does not support a organized cadre of animists and followers, animists are considered part of the “flock”, in harmony with others of the divinity and worthy of support or succor if it can be provided.

Anima Powers

Anima powers most closely resemble those of the Warlock. They rely on [contentblock id=essence1], Charisma, and Sanity. There is a distinct emphasis on ceremony and ritual to enhance the powers gained, due to the alien thought processes required that inhibit them normally.

Learning:

Finding the Spark: Signs, Omens, Astrology

Anim

Animus

An Animus is a concentrated manifestation of of anima – when The Pattern takes on a will of its own – a sentience and sense of self. It is most often localized, and has a limited range of movement and sensing.

Communicating: This requires either a Personal Spark or some form of greater tie to the land such as a Faerie’s Flora Bound trait and spending [contentblock id=essence1] or possessing a Soul Gem.

Animus Creatures: They often take on the shape of powerful Dream Creatures.

The World Tree: Also called the All-Tree, these are special forms of animus for material worlds where great natural beauty and or Anima Founts exists. they commonly take the dream-shape of a Forrestal, most even refer to it as such. All-Tree’s are nearly immortal, and possess the memory of everything that has happened in its domain (sometimes the whole world), and the births, experience, and deaths of all living things nearby. As such, they are greats founts of knowledge if a way can be found to communicate with it.
An exchange of [contentblock id=essence1] may be accomplished as a Bond, but it requires a Soul Gem or something similar. If bonded in this manner, and bond with another Greater Animus requires an additional [contentblock id=essence1]. It is unique, but considered a Greater Animus.

  • Seeker: A single question may be asked of the tree for the exchange of ; Consider the All-Tree to have a skill in History of +15 – any event/person may be queried and any knowledge that was not blocked from divination may be envisioned as the answer. The character has a single action they may perform in response to this knowledge/vision, then must make a CON check of DC 15 or forget it forever.
  • Draw Upon Nature: The bonded character may use the Druid Craft cantrip at will.
  • Nature’s Shield: the bonded character is resistant to any natural poisons or toxins.
  • Nature’s Roots: When on the material plane of the All-Tree, the bonded character’s Spell DC is +1 (for any Druid or Cleric Life or Nature domains).
  • Nature’s Lore: The bonded character gains +1 on their Lore of Botany.
  • Greater Animus

    Lesser Animus

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Spark

Posted on October 19, 2015 in Mystic

Sparks are primal and fundamental blocks which comprise reality and cosmology, the fabric of threads within the unending weave of The Pattern. Each has a manifestation of and source of power for their ideal in Spark Realms/Elemental Realms. They are the mystic equivalent of particle physics – essential expression, sentience, and power. They are mixed and combined in ways to form the Essence which then manifests as a presence and physical form.

  • Rank 1: Least
  • Rank 2: Lesser
  • Rank 3: Greater
  • Rank 4: Superior
  • Rank 5: Mighty

Mighty presences are an order of magnitude rarely seen. They are unique, named, and cannot normally be summoned or controlled through the regular means; in many settings the most powerful are worshiped or venerated as a Principal demiurge.

When combined with knowledge, bound by anima energy (mana, etc.), and a perception based on aptitude, they form the underlying basis of magical powers. Summoners can bind it to their will, and then can then tap into their powers. All singular sparks are ideal and encompassing expressions themselves, and while most are abstract ideas which can be tapped from within oneself through perception and control of threads within The Pattern. They also manifest as an embodiment – a reflection of their nature and function. Directly manipulating Sparks is like channeling a typhoon – you can do incredible things, but it is very dangerous. Sparks are grouped into similar entities with roughly the same capability or impact [when controlled]. These components ultimately control every way in which the subject interacts with everything. They have no physical form or direct manifestation in and of themselves, but tie everything back to the Aether.

Unique Sparks: Res Draconis – the Essence of the draconic kind is unending.

Corrupted Spark: A spark that is decaying, volatile, and inimical to any who would control it. They cannot be summoned or conjured – they are found in places where The Pattern has suffered repeated sundering.

Spark Bonds

Binding: In order to gain familiarity with spark power, a character must follow a defined process. Familiarity always requires a bonding of pledged essence equal to the Rank level of the spark. Sparks have essence equal to their Rank Level +1, + the pledged essence the summoner gives it; if ever a spark has its essence reduced to zero, its power is gone and it fades back into the Pattern.

Summoning:

Spark Types

Air Spark

Bound Spark Powers: Faculties

All Spark

Earth Spark

Bound Spark Powers: Faculties

Fire Spark

Bound Spark Powers: Faculties

Lightning Spark

Bound Spark Powers: Faculties

Water Spark

Bound Spark Powers: Faculties

Mystic Transference

This is the ability to use [contentblock id=essence1] to imbue a target with the ability to use a spell. Normally, only the mystic using the ability can transfer spell knowledge to a willing target, and only to constructs such as Golems, Homunculus, etc.

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Lovigdril

Posted on September 17, 2015 in Mystic

Lovigdril

Lovigdril

Lovigdril is the belief that the Essence of things are bound by the Void Sparks tied to the Nightmare Realms of death and a cycle bound by chaos in which all comes to an end (extremists take it so far as all will be ‘consumed’ by The Void) and such a bond can be leveraged to change and ultimately move forward the ‘natural order’; Everything with Essence has Lovigdril potential. Lovigdril is the opposite side of Anima. If you practice it, bonds and attunements are a distraction, chaos is the driving ethos.

Costs

Essence: (Lovigdralized – PLEDGED) Returns at the rate of 1/Hour.

Sanity: (Lovigdralized – PLEDGED) Returns at the rate of 1/Hour.

Lovigdril Advantages

Lovigdril Disadvantages

Lovigril Powers

Lovigdril powers most closely resemble those of the Warlock. They rely on [contentblock id=essence1], Charisma, and Sanity. There is a distinct emphasis on ceremony and ritual to enhance the powers gained, due to the alien thought processes required that inhibit them normally.

Learning: There are few formalized learning paths within the pursuit of magic in this manner… but all share one thing in common – the price of Sanity in exchange for learning and operating magical powers by way of the void. There is no path of “learning” per se; Lovigdril powers operate more on the lines of “revealed” knowledge as opposed to “learned” knowledge. There is no studying of “how to” – there is only the presentation of an authority – usually some being or entity, but most often it is only a nebulous idea. Belief in the source to “reveal” the knowledge is what must be learned, if anything. Because this knowledge is not learned as part of an education, it is not gained after understanding, nor is it integrated as part of some larger body… each revealed power is seared into the psyche of the seeker, independent of everything else – a truth unto itself. This is anathema to non-void creatures, making it extremely difficult as it goes against all things sane and understood as part of existence. Those of faith come closest to this path, but still are far from the ultimate gap of non-causality that learning powers of Lovigdril represent.

Requirements and Governing Abilities: None. There are no minimums, maximums, prohibitions or absolute values in general. Specific avenues (called The Stipti) may have some of their own which facility an easier acquisition, but as a whole, the root of Lovig Stipti (as it is sometimes referred to) have no specific ones.

When a Lovigdril power fails, or when a character wants to enhance such powers, the character’s Essence is drained.

Lovigdril is where all the associated powers get their label from. All base Lovigdril seeks to do is channel the power of the void to mimic (as best and safely as it can) the seemng properties of creatures of the void.
Umbra Stipti

Lovigril has many names and guises it it referenced by. In many places it is known under a great many names. Lovigdril is an approach to magic, to learn its secrets and manipulations without the safe approach of a tried and true set of real skills which builds on knowledge. Lovigdril represents the myriad of ways in which the long path to controlling the powers of magic are bypassed. The outcome(s) of which are fraught with danger, insanity, and lost minds. Lovigdril is the label given to the closed doors of the void, doors which every traveler down its dark path hopes to open a back door to magical power. It is a paradox in itself – how can the path of the void lead to the threshold of the mystical. For those willing to throw sense and reason to the winds, to burn the notions of what “must” be, and to throw themselves into the ocean of the dark unknown to drown their concepts of logic, time, and knowledge… power unimaginable may wait.

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Magic (Mystical Arts, Practices, and Edifices)

Posted on September 17, 2015 in Mystic

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Magus – Anyone who is learned in the ways of magic and can Manifest it by their craft, art, class, etc. The presence of the mystical elements – Magic – depends on the prevalence or saturation factor of the various aptitudes in any given place.

Magic Institutions

Institutions and groups offers avenues of training that are faster and safer than self discovery. Characters must possess some rank and standing within the group.

  • Trivial Presence: Theme members get basic services – a place to rest, meager fare, replenish mundane supplies – for their modest minimum or 5% tithe. Services like legal advice come at a reduced price.
  • Minor Presence: Minor members largely go unheard and are mostly in it for a little knowledge without having to commit to a major tithe (10% of their income generally) and support. Services like legal advice are generally free (without complications).
  • Major Presence: Major members of the guilds are active and pay a major tithe (25% of their income generally). They report on their whereabouts and adventures (without giving away secrets of the PC’s) and information they have gained in order to better inform their brothers and sisters. Services like legal advice are free. They officiate some ceremony and participate in group administration.
  • Preeminent Presence: As with Major Presence, but they are leaders and representatives within the community and are part of higher group administration. A certain amount of time each year must be allocated to maintaining their presence.

Institution Services

  • Training: Skill, Feat, Spell knowledge, Lore knowledge

More Information

Principles of Magic

  • Magic uses the user
  • Magic cannot be destroyed or created, only transformed
  • Magic is in all things
  • Using Magic serves its purpose
  • All Magic requires Effort to evince Effect
  • Magic has both Form and Essence
  • To understand the nature of magic, is to be magic
  • Magic is sympathetic

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