Demon

Arcane Abyss Reavers

Order of Divine Reavers

Divine Reaver Advantages


Base Powers:
Immune to Fire, Ice, and Wards (clan aside).
Special: Immunity to Marks of Possession (with exemption of Acheron's mark, and their own clan's mark), Highly Resistant to Forced Bonds of any kind including but not limited to domination, slavery and blood or spirit bonds by 125% (Both are side effects resulting from the heirophant Wyrvaust removing typically unremovable clan marks and bonds).
Animal Kinship: very strong kinship with animals, once mastered they can speak with and command animals.
High Magic Resistance: 125%
Magic Sight: Reavers can see magical, elemental and arcane energies, fields, weaves and patterns. This helps them to 'unweave, shatter, dismantle, absorb, or negate' magic, especially wards. Unlocked when Arcane Aura is mastered. Some rare 'unknown' magics may elude magic sight (like Wylde, and Technomancy, with Limited use against Quantum Physiomancy, will vs. will to detect).


Inborn Paths: see Inborn Powers and Arcane Reaver (special, see below).
Once all Trait Abilities are Mastered: Healing Void and Telekinesis


Forms:

A-Human form.
B-Partial Shifts.
C-Phantom Reaver Form- divine spirit form.
D-Seraph or Devil Form-(according to alignment)
Seraph Form - Feathered Wings, satiny smooth skin, silky soft hair, typically very attractive with wonderful intoxicating scent.
Devil Form - Humanish with wings, leathery skin, shark like teeth and large fangs, claws, massive black wings either feathered or dragon, snake like tail-whips and constricts, goat-like horns, crimson eyes with slit pupils, Massive Form can be attained with 10-15 stature. Scent in intoxicating but spicy compared to Seraph scents.

Heritage Weapons

Choose Two Weapon or Item Type; Sword, Bow, Scythe, Lance, Axe, Dagger, War Hammer, Mace, Ring, Pendant, bracelet, armour, etc.
Choose two spells for each item. Improvise power or choose from any spell book. Be sure powers do not oppose alignment. Power levels start at key path level unless GM allows higher levels. Set damage for weapons from Weapons Pages, and AC of armour from Armour pages. Spells which enhance damage can improve base damage by +5 per level.


Divine Traits

Divine Temple

  • Healing touch: Seraph lines only. Their touch (In Immortal Form) heals the living, can harm or heal the undead and can kill the raised dead. Heals +5-per success, +10-per Ace (6).
  • Divine Warmth: Seraph lines only, when not healing, their touch can radiate a very soothing warmth which seeps in deep to bask another with their heat.
  • Abyssal Touch: Devil lines only, absorbs health, stamina and will -1 each or -3 to one called check per time=AR touched. Their touch can also absorb common spirits (any spirit type categorized as common) to restore health and stamina at level of spirit.
  • Divine Chill: Devil lines only, when not absorbing, their touch can radiate soothingly cool temperatures which seeps in deep to cool those who are burned or overheated.
  • Fortress of Physique: They can take great physical dmg unless attacked with special weapons, enchantments, energy/magic and particularly opposing powers (x 2 damage).

See Bonuses for Fortitude and Regeneration on Health Bonuses Page.

Base Regeneration and Fortitude

     1st Gen: R-45, F-25 - devil lines can sire and have children, seraph lines can have multiple children but cannot sire.
     2nd Gen: R-35, F-15 - devil lines can sire and have 1-3 children, seraph lines can have 1-5 children but cannot sire.
     3rd Gen: R-25, F-15 - devil lines can sire and have 1-2 children, seraph lines can have 1-3 children but cannot sire.
     4th Gen: R-20, F-15 - devil lines can sire and have 1 child. seraph can have 1-2 children but cannot sire.
     5th Gen: R-20, F-10 - neither can sire but they can have 1 child.
     6th Gen: R-15, F-10 - cannot sire or have children.
Note: The amount of children they can have is how many they can conceive at one time.


Weaknesses:

  • Martydom: Seraph Reavers almost always a serve a higher purpose at a high price, and are often hunted for slaves, or destruction by their enemies.
  • Conflict - The Reavers are hunted by those who feel threatened by their powers to reave magic, bypass wards and first gens for their ability to destroy marks and bonds. Until the Reavers give up their crusade to save those enslaved by their marks and bonds, there shall be no peace between them and those who practice binding forces.
  • Opposing Powers: Dark powers do Seraph Reavers double damage while Divine powers weilded against devil Reavers do them double damage.
  • Death Journey: if a Reaver dies transiently or by their way of death, they suffer an underworld journey which can alter their fate drastically. See Resurrection rolls below.

WoD - Way of Death: Choose 1-3 Ways of Death, all other deaths transient. 3 resurrections from final death allowed. All other deaths transient-with free resurrections. Each resurrection from true way of death becomes more and more difficult. (+10% chance of failure each, up to 90%).

Resurrection and Fate Rolls - 1 d6

     1-The Resurrection fails owed to past mistakes and the reaver is plunged into the realm of their pantheon. In one of these otherworlds the Reaver undergoes a Death Journey which pits them against their sins, fears, doubts, regrets and flaws, and if they fail their test, they become a ward of their pantheon (Aurundor/Acheron or Tuatha/Morgal Eshvah, etc), whose fate is out of their hands. If they succeed, a powerful denizen of the underworld they fell into raises them as a mortal with no memories of their past, power or greater knowledge.
     2-The Reaver's soul is seized by the Morning Star (or the Eternal Flame) and their spirit is ripped from their body and plunged into rebirth to be reborn as a mortal child of mortal parents. They live as a mortal until they die as a mortal to undergo a death journey in their pantheon which triggers an immortal resurrection if they triumph against their sins, fears, doubts, regrets, and flaws in one of their pantheon's otherworld. If they fail their test, they becomes a ward of their pantheon whose fate is out of their hands.
     3-The Reaver is resurrected but plunges through a dimensional gate to a random location and past time on Morashtar; 1-2: Mephais, 3-4: Arithendor, 5-6: An Morendor, and wakes in that country (a called number of) years before they died with no memory of their past, powers, or who they are. They are however immortal when resurrected. The Reaver may have lived ten or a hundred years before catching up to the present, days or weeks beyond their hour of death.
     4-The Reaver's resurrection leaves them completely vulnerable and either (1-2) their body and soul are snatched by a demon, powerful spirit, or devil who possesses their form and traps their soul within a powerful ring they wear; or (3-4) a powerful being snatches their body and soul to do with them what the being wills; or (5-6) the Morning Star (or the Eternal Flame) guides their destiny in rebirth or resurrects them in a chosen location.
     5-The Resurrection fails and their spirit bypasses a death journey to raise the Reaver in spirit form. They must remain in spirit form until the Morning Star (or the Eternal Flame) determines their fate by guiding their rebirth, choosing their destination and parents for them.
     6-A Self Resurrection goes as planned and as hoped for and all memories as they were are intact. If resurrected by another the Reaver suffers a penalty (as called by GM).


Note: If the Reaver comes under the control of another being (which the Reaver's mun plays), they can resist as they would any other influence which opposes them. Memories which are lost can be regained over time if they come across familiar people or places that may remind them of the past. If the Reaver survives long enough without dying, they may even recover all of their memories. Recalling a vast life time of experiences can be extremely overwhelming, confusing, even emotionally damaging depending on the events which have shaped them.


Clan Seals: Mark of Acheron-Marks the soul and embodiment with a lapis blue serpent coiling a black pentagram, the symbol of Acheron, and chaos. This mark cannot be removed, not even by death. Mark reappears when those marked possess another form. Mark of the Reaver Clan-The soul is marked by the Sire, the sire's seal marking the flesh with a black angel forming a pentagram in its pose holding a sword in one hand and a gun in the other (The first gens Felix and Nic are unmarked unless they mark each other)

Inborn Powers

Arcane Abyss Reaver - Devils
1-Eye of the Reaver - Reaver soaks stamina very rapidly through their eyes as they focus on a target while they are gathering energy to cast a spell. This 'releases' the stamina, at what time they absorb the stamina through a vacuume in their eyes. Their eyes turn into black voids when this occurs. This disrupts casting, as the stamina harnessed to cast a spell is captured. This void also does some damage.

2-Internal Tap - Stamina captured is stored internally by the reaver, and accumulates. They can tap this stamina to power their own abilities without spending their own stamina unless the store of stamina runs out.

3-Project Arcane Resistance - They can project their magic resistance to protect a select target, but their own resistance is lowered by 10% per target while doing so. They can recall their resistance at any given moment.

4-Arcane Aura - A vacuuous aura surrounds the reaver to soak the stamina and power of multiple targets when they cast, at up to a +10 foot radius per success. The aura lasts until the reaver uses another ability, which dispells the aura. The aura damages as well.

5-Invigorating Gaze - Stamina can be shared by the Reaver as it is released through his eyes to a target they focus on.

6-Occult Shield - Reaver spends enough stamina to project their MR over a select target as an 85% MR-Shield, while their own MR is not compromised. Shield lasts 1 turn per success, or until shielded subject uses magic.

7-Augment - Reaver can draw in a deep breath while concentrating on the natural energies surrounding them, and draw that energy into themselves to boost their MR or Power. Lasts 1 turn. +1% Resistance or +1 power per success.

8-Field of Augmentation - Like Augmentat, but covers a large area with +1% Resistance or +1 Power per success vs. called effects. Radius of +10 feet per success. Lasts 1 d6+1 turns.

9-Tear of the Abyss - Reaver can tear a hole in the universal fabric, by pulling the void through themselves and then pushing it outward to redirect the void, which soaks power, and can devour shields or wards in a large area (+10 foot radius per success). if a critical void is formed, it also damages and drains stamina.

10-Arcane Dead Zone - Reaver can pull the shadows of the abyss through an area of up to a radius of +10 feet per success, nullifying all arcane pathways in that area. To restore the area, reaver must recall those pathways from the abyss they seeped into, or area will become barren of all life within 5-6 days time. Nothing will grow in an arcane dead zone, and animals leave it for the oppressive feeling over such an area, nevermind the rapidly vanishing food chain.

Arcane Divine Reaver - Seraphs
1-Eye of the Reaver - Reaver soaks stamina very rapidly through their eyes as they focus on a target while they are gathering energy to cast a spell. This 'releases' the stamina, at what time they absorb the stamina through the light of auros in their eyes. Their eyes turn into glowing prismatic orbs when this occurs. This disrupts casting, as the stamina harnessed to cast a spell is captured. This light also does some damage.

2-Internal Tap - Stamina captured is stored internally by the reaver, and accumulates. They can tap this stamina to power their own abilities without spending their own stamina unless the store of stamina runs out.

3-Project Arcane Resistance - They can project their magic resistance to protect a select target, but their own resistance is lowered by 10% per target while doing so. They can recall their resistance at any given moment.

4-Arcane Aura - An aura of prismatic light surrounds the reaver to soak the stamina and power of multiple targets when they cast, at up to a +10 foot radius per success. The aura lasts until the reaver uses another ability, which dispells the aura. The aura damages as well.

5-Invigorating Gaze - Stamina can be shared by the Reaver as it is released through the eyes to a target they focus on.

6-Aural Shield - Reaver spends enough stamina to project their MR over a select target as an 85% MR-Shield, while their own MR is not compromised. Shield lasts 1 turn per success, or until shielded subject uses magic.

7-Augment - Reaver can draw in a deep breath while concentrating on the natural energies surrounding them, and draw that energy into themselves to boost their MR or Power. Lasts 1 turn. +1% Resistance or +1 power per success.

8-Field of Augmentation - Like Augment, but covers a large area with +1% Resistance or +1 Power per success vs. called effects. Radius of +10 feet per success. Lasts 1 d6+1 turns.

9-Folds of the Aurora - Reaver can fold the universal fabric, by pulling the light of auros through themselves and then pushing it outward to redirect the fold, which soaks power, and can devour shields or wards in a large area (+10 foot radius per success). if a critical fold is formed, it also damages and drains stamina.

10-Aural Fiel - Reaver can pull the light of auros through an area of up to a radius of +10 feet per success, nullifying all harnessed or exploited pathways in that area. To restore the area, reaver must recall the aural field back into Aurundor, the kingdom of light, or area will become permanently inaccessible to harnessing within 5-6 days time. Life however will flourish in an aural field, beit plant or animal life, thus protecting wild areas.

Master Reaver Abilities
Learned Only After all other Abilities are Learned by devils or seraphs.

•  Healing Void: Devils
•  Healing Aura: Seraphs
Reaver can pour their stamina into healing another by soaking a person's injuries, sickness, or poisons into themselves through a void (devil) or aura (seraph). Reaver feels the subject's illness or pain while doing so, though to a lesser degree than the actual victim. Level of stamina spent, and level of healing is dependant on what level the reaver applies. Resurrections can also be performed in this way, but with serious damage to the Reaver each round until full Health is restored to the deceased. Reaver takes Successes=Damage each round until subject is resurrected, and they will experience the subject's last dying moments. Heals and Restores: 5 HP per success, 10 HP per ace.

Healing Costs and Levels
1 stamina - Levels 1-3
2 stamina - Levels 4-6
3 stamina - Levels 7-9
4 stamina - Levels 10-12
5 stamina - Levels 13-15
6 stamina - Levels 16-18
7 stamina - Levels 19-21
8 stamina - Levels 22-24
9 stamina - Levels 25-27
10 stamina - Levels 28-30
11 stamina - Levels 31-35
12 stamina - Levels 36-40


Telekinesis

take one effect per level

  • Arrest Movement: catch someone or something mid-air to hold it suspension or let it down as called, up to +5 pounds per success, +100 pounds per ace
  • Bend: up to +1 strength per success, +5 strength per ace, vs. strength of object. Lift: up to +5 pounds per success, +100 pounds per ace.
  • Push: up to +1 strength per success, +5 strength per ace.
  • Throw: up to +1 foot per success, +5 feet per ace, damage=distance thrown, up to +5 pounds per success, +100 pounds per ace.
  • Shield: create kinetic armor around target by strength of roll.
  • Ward: protect an area with repelling kinetic energies by strength of roll. Weave other kinetic or path commands into these wards. Area of up to 10 sq yrds per success. Doubles on a crit. Lasts until broken down by higher power or damage over time.
  • Smite: strike a target as called, +1 damage per success, +5 damage per ace. Damage=strength.
  • Grapple: up to +1 strength per success, +5 strength per ace. Holds without damage.
  • Crush: includes death grips, choke holds, body crushes, and crush items. Up to +1 strength and damage per success, +5 strength and damage per ace.
  • Levitation: lift self or someone else up to +1 foot per success, +5 feet per ace. Includes descent as called. Up to +5 pounds per success, +100 pounds per ace.
  • Shield of Negation: negates weapons and magic damage by power of shield, +5% chance per ace that shield will deflect weapon or power back on attackers for normal damage. Shield lasts until recalled or broken. One shielded can take action while shielded.
  • Transference: carry a called object to self or another, up to +5 pounds per success, +100 pounds per ace.
  • Multiple Targets: affect multiple targets with any called feat next turn, up to +1 target per success or ace.
  • Shockwave: affects a potentially large area with a damaging and stunning wave of telekinetic energy in a radius of up to +10 yards per success, -1 AR per ace to anyone affected, +1 damage per success, +5 damage per ace.
  • Telekinetic Formulation: level 36-40 only, formulate feats as called.

Innate Powers

Note: Immortal transition only, all at level of Innate Powers. Stamina cost of -1 per 3 levels.

1st Gen: take all
2nd Gen: take 4
3rd Gen: take 3
4th Gen: take 2
5th-6th Gen: take 1


Telepathy

  • Receive: thoughts and impressions sent by others.
  • Channel: thoughts and impressions to the minds of others
  • Mind Crush: very painful, -1 AR, -1 per ace, and lowers constitution by -1 per ace.
  • Stupify: -1 AR, -1 per ace,
  • Tranquilize: -1 turn, -1 per ace,
  • Mind Blazer: track a subject through their mental path and phase to that place.
  • Visionary Sending: project something observed, envisioned, or known as vivid and even auditory images to others.
  • Project Chimera: project illusions, sound included to others as called
  • Haze: clouds the mind so completely that the subject cannot physically see for +1 actions, +1 per ace. If alarmed suddenly, subject can snap out of the haze.
  • Mind Scanner: scan a mind to glean +1 bit of searched for information per success. (a name, a location, a relative, hopes, ambitions, alliances, present plans, etc. as called)
  • Dream Strider: enter the dreams or nightmares of another, implant self or added visions in that dream, or Celestial can share his dreams with another
  • Psychic Influence: Ability to force visions on a subject's mind even past wards and to speak through those visions to influence subject. requires concentration and focus.

Judicious Presence

  • Influence - Calm, anger, sooth, influence emotions.
  • Intrigue - cause another to be intrigued with them. This can lead to obsession with a critical success.
  • Awe - hold others in awe.
  • Motivate - motivate another to have confidence, courage, willpower, etc., or motivate someone to do something with an improved state of mind (+1 per success select mental check).
  • Majesty - not only intrigues and awes others, but attains their respect and admiration.
  • Command - command someone to obey a single command.
  • Overpower - overpower the will and influence another's actions.
  • Dominate - dominate the will and control dominated party.
  • Invigorate - presence can boost stamina (+1 per success).
  • Benefaction - boost the power of others by up to +1 per ace).
  • Magnificence - project power of presence to anyone within a radius of 1 foot per success.
  • Imprint Presence - imprints their will in an object, creature, plant, etc. as called. Their will becomes the will of what-or-whoever their commands or desires were imprinted in. Permanent until broken by a higher power.

Augury

  • Use knowledge gained to enhance story lines, to gain wisdom, and to initiate action sequences.
  • True Sight - See past supernatural deceptions.
  • Dream Envision - Visionary dreams which come randomly fortelling of future events.
  • Sixth Sense - See and hear the dead and speak to them, gain +1 bit of called information per ace.
  • Intuitive Sense: gain one bit of knowledge or understanding from the impressions someone or something gives off.
  • Precognition - follow something which is soon to happen through dreams or visions.
  • Truth Sight - see past ANY lie, deception or untruth.
  • Postcognition - summon detailed visions of things from the past.
  • Decipher: helps makes sense of sketchy dreams and visions by bringing further clarity to them. A candle must be lit to use this power.
  • Reshuffle Fate: see what can come of things being done differently.
  • Auspicious Probe - detect and identify presence of power, energy, disease, and other conditions within select target.
  • Divination - Actively seeking visions and knowledge of things past, present and very near future.
  • Sublime Visionary - use any visionary power at these levels as gained.

Divine Command

(Seraph Line Only, Add Wizardry to Divine Command)
1-[1-3] Heal Living - Heals 1 HP per success.
2-[4-6] Heal Undead - Heals 1 HP per success.
3-[7-9] Infiltrate the Unknown - Allows Celestial to bypass unknown and unidentifiable magics
4-[10-12] Summon Soul - Summon the soul of the dead.
5-[13-15] Soul Arrest - Arrest soul of the dead.
6-[16-18] Resurrection - Includes restore body, Soul Commands, Spirit Joining, Restore Functions, Vital Flame, and Resurrect. Must roll for each stage
7-[19-21] Bolt of Virtue - A powerful bolt of very pure energy strikes target with a corruption tear. The more corrupt target is, the more damage is done. Double damage to Evil alignments. No damage to good alignments. Instead, one who is good receives a blessing of protection through the divine bolt as called.
8-[22-24] Holy Purgatory - Raises evil into a holy tower of power which send continuous streams of holy energy through subject until they are cleansed of all evil and dark traits.
9-[25-27] Ascension of the Damned - Raises the soul of target into ascension of the light, destroys the body, preserves and purifies the spirit.
10-[28-30] Command the Paths - Allows Celestial to formulate Gifts of their own out of their Alingments.
11-[31-35] Formulation of Command: called effects; spell, artifact, and item creation; warding and set power by roll
12-[36-40] Improved Power: use powers at these levels as gained

Abyssal Command
(Devil Line Only)
Take Path of the Abyss as an innate path.

Information
This Abyss Demon subrace was created by Mekkor in the 2nd Month, year 641, of the 12th Age in Morashtar (July 7th, 2006). Two clan members, Niculaie and Felix, were chosen to recreate through elaborate blood rituals as these 'Mage Slayers.'

Order of Arcane Reavers
1st Gens: Niculaie Lutrova, and Felix Argentier
2nd Gens: Gemora (Tsetar Reaver out of Felix), Declan Wyven (Crusader Reaver out of Felix), The Hell Hounds (pair of Hadra hounds out of Felix), Gosha (born abyss reaver out of Nic).
Abyssmancy
Powers of the Void Devils

Stamina 1
1-Drain Life: damages as well as depletes -1 HP, stamina, and strength per ace for brief duration of up to +1 turn, +1 per ace as life is drawn into the void. Duration can increase at higher levels.
2-Soak Stamina: damages and depletes stamina by -1 per ace, brief duration to temporary at higher levels, losses increase Abyssmancer's stamina by amount drained until spent. Abyssmancer can accumulate stamina until it is used.
3-Darkness of the Void: target is briefly blinded for 1 turn, +1 per ace.

Stamina 2
4-Arcane Reaper: drains -1 on all MA levels, increases Abyssmancer's level until level is spent. Abyssmancer can accumulate levels until another power is used. MA drain lasts 1 turn, + 1 turn per ace to target.
5-Arcane Siphon: a black void opens beneath target to siphon -1 on all MA levels as their spirit is soaked. Called duration at current level.
6-Abysmal Wall of Force-damages and drains health -1 HP for called duration at current level. for each +1 HP captured, wall's power increases by +1 damage as HP is converted into negative energy.

Stamina 3
7-Abysmal Armor-Body generates, black, skeletal-like armor, AC-7, +1 per success rolled, +10 on crits. Armor soaks magical, elemental, and physical energies equal to AC of armor, causes 9 damage and drains stamina -1 each time contacted. Armor lasts a called duration at current level.
8-Dismal Void: abysmal void surrounds and moves with target to damage +8 per turn, and drain strength, stamina, and willpower -1 per ace each turn. Lasts +1 turn, +1 turn per ace or until Abyssmancer uses another power.
9-Vacuous Vapors: abysmal vapors spread over an area of up to +1 yard radius, +1 yard per success. Vapors drain health -1 HP per turn, and do aggravated damage as long as targets are exposed to vapors. Called duration at current level.

Stamina 4
10-Vacuous Void: A void cast over an item, cloak, or area which snuffs magic and elements by capturing energies into its vacuum of space. Called duration at current level unless a permanency factor is used.
11-Fingers of the Grim: chilling, black, morose ethereal fingers grip target's limbs like so many grim hands to drain health, willpower, strength and stamina until victim is released. When willpower is at 5, these fingers pull victim into the abyss where they are turned into a level 2 d6 wraith (see Bestiary; Wraith). At level 13, wraith ascends into an Abysmal Wraith and can learn Path of the Abyss and attains a semi-corporeal, viable entity form (see Bestiary). Wraith can wear armor and wield weapons in Viable Entity form.
12-Wraith Shield: An abysmal shield forms around party to null damage from wraiths by soaking their power and phasing wraiths into the void when they pass through or contact the shield. Lasts until those shielded attack a wraith.

Stamina 5
13-Fingers of the Abyss: damages and also drains -1 stamina, strength, and willpower per ace. Called duration at current level not exceeding Lasting Duration.
14-Abyss Gate: gateway into the abyss or shadow realm that does severe damage to anyone not selected to enter by draining health, stamina, strength and willpower -1 per success.
15-Abysmal Phase: phase past weapons and reposition at range of up to +1 yard per success, or phase through armor to drain -1 life (HP, Stamina and Strength).

Stamina 6
16-Abysmal Freeze: rapid freeze effect which gets into the bone and marrow quickly to take the breath away, Stamina and movement -2 per ace. Freezes on a crit with 0 movement for 3 turns, and aggravated cold damage for +1 turn, +1 per ace. Those immune to ice and cold still take damage from this power as it is not an ice spell.
17-Arcane Dead Zone: create a dead magic zone in a radius of up to 10 yards, +10 yards per success. No magic can be used by any party in this zone. Any plants will whither and die rapidly in this area, and wildlife will retreat from area immediately. Called duration at current level.
18-Dead Magic Ward: creates a dead magic zone in any single called enclosed area. Called duration at current level.

Stamina 7
19-Abyssal Death Plunge: turns warrior victims into minion morbid knights (see Bestiary; Morbid Knights), and non-warrior victims into Dead Realms Zombie minions (see Dead Realms Zombie in Bestiary) which are loyal to Abyssmancer.
20-Abysmal Form: take a shadowy, winged form with flight which damages and drains -1 life (HP, Stamina, and Strength) on touch for 1 hour, +1 hour per ace. Form takes no damage from normal weapons and most magic, but fire, electricity, raise the dead types, and holy does double damage to Abysmal Form, and raise the dead types dispels abysmal form. Immune to all mental powers, disease, and necromancy in abysmal form, +2 d6 mvm in flight.
21-Dead Magic Form: is immune to all magic and elements in this form.

Stamina 8
22-Black Fusion: fuses a called element or elements with flesh, or elements with other elements, up to +1, +1 per ace layered elements max.
23-Black Elemental Minion: an elemental minion created out of up to 8 combined elements is called from the abyss at level +1 per success. Minion can have weapons forged of called element, flesh of another element, armor of another, breath of another, etc. Lasts until killed or returned to the abyss. HP is level x 20, Unlimited stamina, willpower, strength and movement=level, dexterity and reflexes 10+1 per ace, Intelligence, Logic and Wisdom equal to invoker's. There is a 20% chance that elemental will turn against invoker if Abyssmancer attempts to send them back to the abyss.
24-Abysmal Sequester: plunge target into the abyss, does full damage each turn, and drains life and willpower, -1 each turn trapped to mortal and quasi-immortal beings. Traps immortals and drains their life and willpower -1 each turn. Does no damage to dark angels, demons, or creatures with path of the abyss, it simply traps them.

Stamina 9
25-Black sleep: plunges victim into a deep sleep which drains stamina, strength, and willpower -1 per turn. Called duration at current level.
26-Life Assimilation: damages and drains -1 called level (MA or PA) permanently. Abyssmancer gains +1 wisdom, and absorbs + levels permanently as they assimilate knowledge and abilities into their own embodiment. (Make a life assimilation sheet)
27-Wrath Plunge-Turns victim into a Wrath Demon.
Wrath Demon - Morgehti
Levels: 4 d6 (4-24)
Information: These jet black Demons are human in form, but of strapping muscle and never shorter in stature than 6 feet. They have silky looking, leathery skin, black hair, and black eyes which turn electric blue when they are harnessing power. They also have sharp, dagger-like claws, sharp fangs and retractable webbed wings. The females are slimmer, but still tall. They are accomplished in Bestial Combat and flight.


Stats:

  • Immune to Fire and Ice
  • Claws and Bite, +15
  • Deadly Possession: +5 SA, Demon destroys the will of its victim then possesses them and devours their soul to create a Wrath Demon Minion of them. MA vs. Willpower
  • Holy powers hurt these demons x 2 damage.
  • Hell Fire: Claws, Bite and Inflict Command to Imbue, +25% HP dmg per day. Antidote Specific.

Each Wrath Demon starts out with 5 free spell points. Abyssal Ice spells do double the damage of standard ice elemental spells and use +5 stamina each. They can learn any ice spell at X 2 damage and power.
Arcane Paths:
Abyssal Ice
Ice Mastery
Path of Fire
Fire ball: +25
Spark Flame: +3
Flame Burst: +20
Class: Arcane Minion of Acheron, Fighter Mage.

Stamina 10
28-Create Void: A void opens which captures matter and energy, snuffing spells and the life force of anything that it pulls into its vortex. Strength vs. Power of the void to save if within 100 yards of the void.
29-Abysmal Domination: drains -1 willpower, -1 per ace, and allows caster to dominate the will of a called target to enslave or command them until the one dominated can overpower the Abyssmancer's will. Willpower loss is permanent until one dominated is freed of caster's will.
30-Abysmal Creature: a called creature, monster, or animal is turned into a minion which serves Abyssmancer at level of normal creature +10. Creature gets 5 special abilities in path of the abyss that can be channeled through eyes, extremities, breath, wings, or flesh.

Stamina 11
31-Life Snuff: The core of the void's crushing black abyss engulfs target to damage them critically and snuff their life on a roll of 6 aces. Soul is also snuffed on a triple crit (Hit Dice roll of 20 without bonuses) Save vs. death and soul destruction. Power fails if a crit is not rolled.
32-Black Storm: a black shadow moves over a large area to damage everything within its perimeters, draining life (HP, stamina, and strength) and willpower -1 per turn, and damaging everything it moves across. This storm rolls in like a black thundercloud to throw its shadow over an area of up to +10 yard radius per success and continues to loom over an area until the Abyssmancer banishes it back to the abyss. Movement vs. Radius of Storm. Life and WP drains last a called duration at current level but cannot exceed long term.
33-Black Doom: snuffs the souls of up to +1 target, +1 per ace as called to plunge them into the abyss and out again as Dead Realms Zombies (see Bestiary). Crit required for each success, damages otherwise. Save vs. death and re-creation. Zombies can be commanded if domination is used on them and WP vs. WP succeeds.
34-Black Enslavement: after the victim's will is overpowered, drain any check, arcane, or skill levels as called by -1 per success as called, and -1 willpower per success to recreate a victim as desired while target's will is overpowered. Losses are permanent until victim is liberated from enslavement. Only special wizard, Kahiran blood magic, and anti-enslavement powers can liberate a victim once they are enslaved.
35-Abyssal Warding: create wards with abyss powers as called over an area, person, or fortress.

Stamina 12
36-40-Master of the Abyss: Channel any abyss element, cast any abyss power at higher levels, create abyss wards, items, artifacts and creatures, formulate commands, factors and contingencies.

Abysmal Ice

Double damage and Improved Power, additional stamina cost.

Stamina 6
1-Deathly Chill: chills and drains -1 stamina and strength per ace, -1 movement, -1 per ace.
2-Abysmal Mirror - Forms a mirror sized glassy sheet of ice on called surface which allows Abyssmancer to see visions of select areas or persons.
3-Black Ice - A very slippery sheet of ice forms where called, very hard to walk on, and drains health -1 HP per turn contacted for temporary duration of up to 1 hour, +1 hour per ace. Area of up to +1 yard per success as called. Power and Area vs. Dexterity and Movement.

Stamina 7
4-Encase in Abysmal Ice - Sleet encases target to suffocate and freeze with burning cold ice, -2 movement per ace, damages, freezes and suffocates at 0 movement or on a crit for 3 turns, does aggravated (normal) damage for 1 turn, +1 turn per ace.
5-Burning Ice Blindness - Freezes target's eyes to burn and blind them. Lasts 1 turn, +1 turn per ace with aggravated damage.
6-Pond of Abysmal Slush - Forms a pond of slushy ice where selected very rapidly (up to +1 yard per success perimeter). Slows -2 movement per ace per turn, drains stamina and strength -2 per turn, and does aggravated damage. Acts like quicksand, hard to escape, strength and movement vs. power of slush to escape.

Stamina 8
7-Abysmal Freeze - Causes someone or something to freeze, slows animate targets down by -2 movement and dexterity per success, also makes them 'brittle', suffering +10 damage per ace on successive hits. Freeze lasts 3 turns. Drains -2 stamina and strength per ace. Aggravated damage lasts +1 turn, +1 turn per ace.
8-Abysmal Door of Ice - Anyone not selected to pass will freeze for 3 turns, suffer damage, and be drained of -2 strength and stamina per success when they attempt to pass through door of ice.
9-Abysmal Pit of Ice - Deep pit of ice (up to 2 feet deep per success) forms beneath someone. Drains -2 stamina and strength, -2 per ace and damages per turn trapped.

Stamina 9
10-Embraced by Black Ice - Freezes someone or something on a crit, makes them unable to move, target suffering +10 PA damage per ace while frozen, drains -2 stamina and strength, -2 per ace. Lasts +1 turn per ace. Power fails if a crit is not rolled.
11-Dome of Abysmal Ice - Protective barrier of ice that damages and drains anyone who contacts dome by -2 stamina and strength per success.
12-Burning Void of Ice - Makes target so cold that their flesh burns with cold for x 4 normal damage with double aggravated damage. Lasts up to 1 turn, +1 turn per ace.

Stamina 10
13-Icy Sepulcher of the Void - Encases someone or something in thick layer of ice which damages every turn encased, draining -2 strength and stamina, and -1 on all MA and PA levels each turn as the void soaks spirit and knowledge. Power and Targeting vs. Movement to evade.
14-Bridge of the Abyss - Form a bridge of ice, anyone not selected to cross will fall into the abyss if they fall off of the bridge. Any who fall into the abyss will be destroyed and rise again as an abysmal wraith, See Bestiary: Wraith, Abysmal.
15-Wall of Abysmal Ice - Surrounds called site or comes between called objects, damages and drains -2 life (HP, stamina and strength) per ace from anyone who contacts the wall.

Stamina 11
16-Frozen Lake of the Abyss - Freezes a lake in moments with abyss ice, damages and drains -2 stamina and strength, per ace, from anyone not selected for bypass who contacts the ice, or passes over it within 100 feet.
17-Sphere of Abysmal Ice - A large missiled globe of ice. Damages and drains -2 stamina and strength, -2 per ace per hit. Affects an area of up to 1 foot per success as called.
18-Abysmal Ice Blades - Sharp blades of ice streak at targets, 1 blade per success. Damage+32, -2 stamina and strength per ace per hit, -1 MA level spirit damage per hit.

Stamina 12
19-River of the Abyss - Freezes a river with ice from the void. Contact or passing over the river causes massive damage and drains -2 MA and PA levels, -2 per ace as the void soaks spirit and knowledge, also drains -2 stamina and strength per ace. Does no harm to those selected for bypass, or to underwater creatures beneath the ice in the river itself, only to those above (range of 100 feet) or on top of the ice as the surface and area above the ice is where the abyss overlaps it.
20-Vaccuous Quick Freeze - Freezes target in moments to drain -2 MA and PA levels, -2 per ace, damages each turn frozen, and drains -2 stamina and strength, -2 per ace per turn. Lasts until spell is broken. Damage will halt when HP is at 2, but levels will continue to drain until all levels are at 1 and checks are at 5. Level loss is permanent until they are restored by spells geared for restoring stamina, strength, spirit and knowledge.
21-Abysmal Tower of Ice - Tower made of 12 foot thick walls of black ice forms on called site. Those not selected to enter tower are frozen for +1 turn per success if they contact the tower, suffering damage each turn, and -2 stamina and strength per turn frozen, and -2 permanent MA and PA level loss.

Stamina 13
22-Abysmal Sea of Ice - Freezes a sea and overlaps surface of the ice with the abyss. Any air breathing sea life will perish. Anyone not selected for bypass who contacts the surface of the sea suffers a life drain (HP, stamina, and strength) of -2 per ace, and cold damage.
23-Immutable Ice - Protects any object made of ice from melting and breaking, +2% per success.
24-Abyss Ice Elemental - An abysmal ice dragon, or other called form, made of semi-immutable ice is invoked from the elemental plane. Abysmal Ice elemental will guard any site called, and commands five called abysmal ice elements at up to Level 24 as called. Resists melting by +2% per success. Level=Strength, Stamina is unlimited, HP is Level x 20. All other checks at 5 d6 total. Willpower and Ethics commanded by invoker. Can be damaged by normal weapons. Lasts until killed or sent back to the elemental plane of the abyss.

Stamina 14
25-Storm of Abysmal Ice: Dagger-like icicles rain down from the sky with stinging ice crystals that damage and drain stamina and strength -2 per hit. +1 ice crystal per success split between called targets with +1 HB per ace per crystal to hit.
26-Fortress of Black Ice - A fortress of abysmal, black ice is raised out of the elemental plane on a called site. The fortress has ramparts, towers, gates, a keep and the floors and courtyards glassy sheets of ice. while the surface is of the fortress is freezing cold, the air inside the keep and chambers is tolerably warm (60 degrees), the walls acting as an insulator. Those not selected to enter will freeze if they enter fortress, losing -2 MA and PA levels, HP, stamina, and strength, -2 levels per ace as the void within the fortress walls soaks their knowledge, spirit, and life.
27-Vacuuous Shield of Ice - Forms a shield of vacuous ice around someone or something. Damages and drains -2 stamina and strength per success, and -1 MA or PA level as called, -1 level per ace permanently, also drains health for -1 permanent HP loss per success from anyone who contacts shield from without.

Stamina 15
28-Icy Prison of the Void - Captures someone into a prison cell of immutable abysmal ice that resists melting and breaking +2% per success. Cell forms around target and shifts through elemental plane to a called destination. Cell drains levels (PA and MA) and life (HP, stamina, and strength) by -2 each turn until health, stamina, and strength are at 2, and all levels are at 1, at what time drain halts. Losses are permanent until prisoner is released by the Abyssmancer, or until prisoner is extracted and losses can be restored by a wizard or mage who has the right knowledge.
29-Abysmal Gateway of Ice: A gate which leads through the elemental plane to any called destination. Any who are not selected to enter turn to ice and lose -1 HP per success permanently and -1 level MA per success permanently if they enter the gate's threshold.
30-Abysmal Ice Catalyst: Allows caster to create a contingency, that triggers an ice affect if catalyst is triggered. Caster calls catalyst and the powers it triggers at Total Roll=Power.

Stamina 16
31-35: Master of Abysmal Ice: create magic items, spells, elementals, weapons, wards, artifacts, creatures, etc out of abysmal ice powers.

Stamina 17
36-40: Improved Power: Use abysmal ice powers at these levels as gained.

Duration
Use for all draining effects to determine how long losses persist.
Brief Durations: last up to 1 turn, +1 turn per ace. {levels 1-8}
Temporary Durations: lasts up to 1 hour, +1 hour per ace. {levels 9-16}
Lasting Durations: last up to +1 day per success, or +1 week per success on a crit. {levels 17-24}
Long Term Durations: last up to +1 month per success, or +1 year per success on a crit. {Levels 25-32}
Called Durations: can last any duration called up to Total Roll=Years or be called as permanent. {Levels 33-40}
Freeze Effects
Lasts 3 turns before thawing occurs, aggravated (normal damage) lasts 2 turns, +1 per ace, -2 movement, stamina, and dexterity per ace, 0 movement for 3 turns on a crit. Those frozen take no magic damage, but +10 additional damage per ace on weapons because those frozen are brittle.