They are walkers of the Long Path, a philosophy that states that the more difficult path is the one that teaches the most lessons. By intentionally seeking this out - with discernment of what is a difficult path and what is an impossible one, what is a worthwhile path and what is unnecessarily difficult or dangerous - they generate deep wisdom and celestial mental powers.
To become a dialytis, one must have walked the Long Path for a third of their life. There are no young dialytises, for being a dialytis is an achievement defined by converting long life experiences into celestial magic. They are people who have attained at least 20 notable goals on the Long Path and gained magic and specific abilities from it. This means the player must develop an extensive backstory to justify this with notable life events and difficulties, including pivotal moments where they made crucial and difficult decisions, and the latter times when the knowledge gained from this was applied to improve the lives of those around them.
As a dialytis, they have learned hard lessons and shared deep wisdom with people for years. They spend much time meditating on it and seeking the wisdom and magic within themselves. They learn to draw it out and use it to understand special celestial puzzles called anapodal triskadekahedrons. These thirteen-sided boxes move, distort, and shift in response to the psionic power generated by the wisdom of the dialytis, and as they do this, it unlocks different abilities, bonus, and insights:
| Configuration | Difficulty | Ability | Bonus | Insight |
|---|---|---|---|---|
| 1 | 8 | Telepathy | +1 endurance | Speed reading |
| 2 | 10 | Sense thoughts | +1 precision | Quick learning |
| 3 | 12 | Mind reading | +1 read people | Eidetic memory |
| 4 | 14 | Mental soothing | +1 primary skill | Unexpected epiphanies |
| 5 | 16 | Mental shielding | +1 WIL | Extrapolation |
| 6 | 18 | Sharpen awareness | +1 AWA | Lateral thinking |
| 7 | 20 | Expanded awareness | +2 endurance | Understand animals |
| 8 | 22 | Transfer insight | +2 precision | Deep insight |
| 9 | 24 | Unlock memory | +2 read people | Understand languages |
| 10 | 26 | Unlock understanding | +2 primary skill | Clear memory |
| 11 | 28 | Instill wisdom | +2 WIL | Multiperspective understanding |
| 12 | 30 | Defiltering | +2 AWA | Expansive skills |
| 13 | 32 | Collective subconscious | +3 of any of the above (player's choice) | Expansive wisdom |
It is said there are 13 to the 13th configurations, but no mortal has ever gone past the first thirteen.
All abilities are psionic. Players would choose to have completed three or four configurations, choosing one ability, bonus, or insight for them. Bonuses stack. Consult the GM for details on the insights.
PRO +1 ATH +1 STR +1 AWA +3 WIL +1 PRS +1 STH -2
One's home may be anything from a mat on the ground to a sprawling town, but hearth mages need one with a hearth or other safe place for fire to wield their magic. They must identify it as their home consciously or subconsciously. Whether this is yearning to be there when times are hard, feeling safe there, or simply wanting to be there when you sleep, it is home. Any home with a safe placefor fire can generate hearth magic, but the most potent hearth magic is generated when the four qualities of home that are met:
Sanctuary: a home may not be truly safe, but one must feel safer there than elsewhere.
Comfort: a home must bring one comfort when one is there.
Identity: a home must feel part of oneself. This can be as simple as an association with one's personal space or as much as a part of the person's culture or personal self-identification.
Control: a home must be at least in part under one's control. This could be as simple as their ability to choose where to lie their head or in what decor to use or as much as full ownership.
Once they are living somewhere where hearth magic can develop, the hearth magic can be invoked and grown by keeping the laws of hospitality, making the home a place of comfort, relief, and sanctuary, and keeping it safe from infernal powers.
Hearth mages always have magic so long as their hearth (or equivalent) has a flame in it. Their magic comes in two categories: those centered on their home, and those they can use outside of it.
Home magic:
Ritual of hospitality: a ritual taking an hour’s time, any time a guest arrives, the hearth mage may perform this ritual to give them protection from instant death, disease, and poison for the night. This can be repeated each morning at dawn.
Comforting blanket: the hearth mage may enchant a blanket to give emotional comfort to anyone it is draped over, releasing them from any emotional magicks.
Light of relief: the hearth mage may direct a cone of light onto anyone within 30’ that relieves them of curses, hexes, geases, or infernal effects while they are in the house.
Circle of sanctuary: the hearth mage may create a magical circle 30’ in diameter that protects anyone in it from at least three of the following (hearth mage’s choice) - disease, poison, instant death, nightmares, fear, charm effects, paralysis, transfiguration, undeath, trauma, pain, domination, manipulation, control, despair, entropy, enslavement, misfortune, dismemberment, disabling, malnourishment, filth, loss of mind, body, heart, or soul, consumption, void, blasphemy, or weariness.
Cleansing salt: the hearth mage may sprinkle salt on a target and cleanse its body, heart, mind, or soul, depending on how much magic they use.
Sealing mark: the hearth mage may mark with soot from their hearth a target and seal it in a single room of the house.
Hearthfire: the hearth mage may draw fire from their hearth and direct it at a target, hitting them with celestial fire, damage rating 16/22/28/34.
Welcoming gesture: the hearth mage may perform this when a guest enters the house to release them from any anxieties of being in the space.
Prepared space: the hearth mage may magically prepare a room for a guest.
Home advantage: the hearth mage takes the high die after invoking this in their home.
Outside magic:
Rebuilding spell: the hearth mage can rebuild their entire home if they can rescue a single object from it after it has been destroyed.
Returning step: if the hearth mage can take a step, they can instantly return to their home, so long as it still stands.
Cleansing salt: the hearth mage may sprinkle salt on a target and cleanse its body, heart, mind, or soul, depending on how much magic they use.
Sealing mark: the hearth mage may mark with soot from their hearth a target and seal it in a single room of the house.
Hearthfire: the hearth mage may draw fire from their hearth and direct it at a target, hitting them with celestial fire, damage rating 16/22/28/34.
Circle of sanctuary: the hearth mage may create a magical circle 30’ in diameter that protects anyone in it from one of the following (hearth mage’s choice) - disease, poison, instant death, nightmares, fear, charm effects, paralysis, transfiguration, undeath, trauma, pain, domination, manipulation, control, despair, entropy, enslavement, misfortune, dismemberment, disabling, malnourishment, filth, loss of mind, body, heart, or soul, consumption, void, blasphemy, or weariness.
Other abilities may be possible. Consult the GM.
PRO / ATH / STR +1 AWA +2 WIL +3 PRS +1 STH /
Mirabilians are mages who create illusions and effects that instill wonder by drawing from their own sense of wonder. They themselves must be overtaken by wonder at the world around them, the people, the art works, the goodness and sense and wield the emotional resonance of their own wonder.
To do this, they must first learn to sense emotional resonance (often taught to them by a mentor) and capture it, sometimes in a jewel called a dumaqu, in a crystal, or in a work of art. The method they use is determined mostly by who taught them. This object becomes the focus of their power, and they must have it present when they use their magic. To generate wonder, they must create works of art that instill wonder in others. That feeling will make their own wonder resonance amplify, and they can capture it in their jewel, crystal, or work. This becomes their fuel for magical abilities:
Wondrous image: they can create an illusion that is full of light and power that instills wonder in those who see it. If they roll well enough, it attains solidity.
Rainbow wall: they can create a wall of rainbow light around them that repels anything infernal.
Heron’s call: they can send out a beacon that calls wondrous birds to them to assist them for a short while.
Amazing formation: they can shape metal, stone, wood, or other solid materials into a statue that permanently instills wonder in an area. The statue can move and act if they roll well enough, but it will not have consciousness.
Crystalline beam: they can emit a beam of splintered, rainbow light that opens minds and inspires people, causing those who serve imperial powers to temporarily or permanently renounce their roles.
Other abilities are possible. Consult the GM.
PRO +1 ATH / STR +1 AWA +3 WIL +2 PRS +2 STH -1
| Roll | Effect |
|---|---|
| 1-2 | The venefict is stunned |
| 3 | All allies within 33' and the venefict gain +6 to any stat that they choose for 5 minutes |
| 4-7 | Food fills the larders of every house within 1 mile |
| 8-10 | All enslaved or imprisoned people within 1 mile are teleported 10 miles away to a safe place |
| 11 | The venefict's next spell is an automatic special success |
| 12-13 | The venefict's next spell is an automatic normal success |
| 14-15 | The venefict falls asleep |
| 16 | The third person to the left of the venefict, no matter how far, is polymorphed into a songbird for an hour |
| 17-23 | The venefict and allies are teleported 10 miles away to a random location |
| 24 | Everyone within 33' has their gender presentation altered for an hou |
| 25-26 | The venefict loses on of their five primary senses for 5 minutes |
| 27-28 | The venefict's next spell is an automatic normal failure |
| 29-32 | Everyone within 33', including the venefict, is soothed of any stomach ailments |
| 33 | An angel appears |
| 34-35 | The venefict loses next action |
| 36 | Everyone within 33' is stripped nude |
| 37-43 | A wave of bluest water washes over everyone withinn 33', harming the infernal and helping everyone else |
| 44 | All enemies within 33' take -6 to a stat, skill, or power of the venefict's choosing for the next round |
| 45-47 | Everyone, including the venefict, within 33' hallucinates for 5 minutes |
| 48-51 | Bright lights shine on the venefict and her allies, revealing them to everyone nearby |
| 52-54 | All documents of mortal law within a mile are mixed up and altered at random |
| 55-56 | The venefict suffers a normal wound |
| 57 | The fifth person to the right, no matter how far, of the venefict is polymorphed into an apex predator mammal for the next hour |
| 58-63 | Impenetrable darkness surrounds the venefict and allies for five minutes |
| 64 | Every door within 33' is unlocked if it is locked and locked if it is unlocked |
| 65-71 | Beautiful music plays within 33' of the venefict |
| 72 | A rainbow bridge appears allowing the venefict, allies, and any oppressed or exploited to cross it to a safe location of their choosing |
| 73-74 | The venefict suffers a deep wound |
| 75 | The venefict communes with celestial chaos, gaining one piece of ancient wisdom |
| 76-77 | All plants within 33' release soothing scents or a foul stink |
| 78-80 | Folie a deu for everyone within 1 mile |
| 81 | A celestial storms sweeps over the area for 3 miles around |
| 82-83 | The venefict falls ill for the next hour |
| 84 | The venefict's favorite non-sentient animal appears |
| 85-86 | All wounds of everyone within 33' are healed |
| 87-91 | All illnesses of everyone within 1 mile are healed |
| 92-95 | Everyone within 33' can sense each other's emotions and thoughts for 1 round |
| 96 | A rainbow serpent appears |
| 97-99 | +9 to the lowest stat of everyone within 33', ally or enemy, but not the venefict |
| 100 | Celestial chaos reigns for a day and a night |
A visardeur is someone who at some point in their life experienced love and loss. Their loss resonates with them deeply, and they gain the ability to sense and understand their own emotional resonance when it comes to love. This can take many forms - being taught by a mentor, learning it through trial and error (often weaker if no one helps them), or being guided by a celestial being. However they learn, eventually, they fashion the loss they feel into a blue jewel dumaqu mask.
The mask allows them to sense emotions, initially, but it also lets them understand their own better. As they do, they begin to sense when they feel different kinds of love, and if they act when these different forms of love are felt and resonate with them, they can empower their mask for new abilities:
Acceptance: acceptance as a form of love means taking someone as they are without judgment. This form of love grants the mask the ability to absorb inferally charged emotions and convert them to love.
Admiration: admiration is looking up to someone. This form of love grants the mask the ability to take on one feature or characteristic of those they admire if they are within 50’.
Communal love: communal love is love of one’s nation or group, community, etc. This form of love grants the mask the ability to speak without words to other members of their community.
Compassion: compassion is understanding the pain and suffering of others and wanting to help regardless of how much they are like you. This form of love grants the mask the ability to heal psychological damage to someone with their touch at a power of 13.
Crush or puppy love: the affection and desire of inexperienced or new love. This form of love grants the mask the ability to have an aura of joy once per day.
Desire: desire for people, places, or things. This form of love grants the mask the +3 seduction/PRS.
Divine love: love of the Divine or semi-Divine beings, worship of something greater. This form of love grants the mask the ability to roll PRS to gain favor with the Divine if they are a sincere worshiper thereof.
Familial love: love of family, blood or chosen. This can be between siblings, parent to child, child to parent, grandparent love, etc. This form of love grants the mask the ability to create an aura of protection around any children within 50’.
Friendship: love of one’s friends and acquaintances. This form of love grants the mask the ability to extend protection to anyone they call friend within 100’, giving them +3 vs. infernal attacks.
Grief: love of someone or something lost. This is the love that starts a visardeurs journey. This form of love grants the mask empathic senses and the ability to see the visardeur’s emotional resonance.
Kindness: generosity and altruistic love, love for strangers. This form of love grants the mask the ability to give one point of any stat to another person within 50’.
Passion: love for something like a hobby, pursuit, job, or action. This form of love grants the mask the ability to _
Pet love: love for a pet, usually an animal. This form of love grants the mask the ability to call their pet from anywhere within 5 miles.
Romantic love: love for a life partner or intimate partner. This form of love grants the mask the ability to sense their romantic partner anywhere and go to them instantly, within 1,000 miles.
Self love: love of one’s self. This form of love grants the mask the ability to alter one aspect of themselves once per year to better match their inner sense of self. These incongruities must be predetermined.
Sexual attraction: physical attraction to others. This form of love grants the mask the ability to heal physical injuries with a touch at a power of 10.
True love: probably mythical, or perhaps only supernatural. This form of love grants the mask the ability to destroy anyone who harmed their true love with a wave of blue flame 50’ in radius at a power of 19/28/37/46.
Unconditional love: love not only without judgment but without chance of losing it. This form of love grants the mask the ability to trade their life for someone else’s.
To wield any of these, they must be listed in the character’s motivations.
Other forms of love are possible, including more specific versions of the above. Consult the GM.
PRO / ATH +1 STR / AWA +2 WIL +1 PRS +3 STH -1
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