Elemental Calkers

Those who wield elemental magic.

Astrologer

Type: Seer

A reader of the stars.

Astrologers train for years on reading the stars to know how their movements, positions, and qualities affect the lives of people. Astrological interpretation varies by culture, but in the region of Starfall, there are two major variations. Among the native folk, astrological interpretation is based on twenty figures of nature that are reflected in the stars. Among the colonials, most use the imperial standard, which is based on an ancient nature religion that was destroyed and assimilated into imperial culture.

Imperial standard:

Constellation Month Hour Year Description Element General Meaning
The First Tree Patienta 11 - Temperantia 3 12:01 a.m. to 1:30 a.m. 1735, 1751, 1767 The first tree whose seeds created every other tree Wood Generation, beginnings, longevity
The Green Shield Temperantia 4 - Temperantia 26 1:31 a.m. to 3 a.m. 1736, 1752, 1768 A folk hero who had a shield made of green metal who slew an evil dragon Metal Bravery, determination, sacrifice
The Druid Temperantia 27 - Pudicitia 18 3:01 a.m. to 4:30 a.m. 1737, 1753, 1769 A keeper of ancient lore who taught many ancient heroes Nature Wisdom, knowledge, cunning
The Bearer of the Firmament Pudicitia 19 - Mens Humilis 11 4:31 a.m. to 6 a.m. 1738, 1754, 1770 A giant who caught the sky when it fell Wind Strength, endurance, protection
The Three Dancers Mens Humilis 12 - Diligentia 3 6:01 a.m. to 7:30 a.m. 1739, 1755, 1771 Three women dancing as lovers, fated to dance forever after being killed as witches Moons Grace, love, communion
The Daughter of the World Diligentia 4 - Diligentia 26 7:31 a.m. to 9 a.m. 1740, 1756, 1772 The first daughter of Mother Shem who named all the animals Animal Learning, growing, understanding
The Observers Diligentia 27 - Operatio 18 9:01 a.m. to 10:30 a.m. 1741, 1757, 1773 Eight stoic figures tasked with recording all of history Time Witnessing, analysis, the past
The River Raft Operatio 19 - Humanitas 10 10:31 a.m. to 12 p.m. 1742, 1758, 1774 A hero whose raft carried them from river to river on a quest for a magical egg Water Flowing, transitions, urgency
The Great Boar Humanitas 11 - Prudentia 2 12:01 p.m. to 1:30 p.m. 1743, 1759, 1775 A giant boar who helped a hero find food when it was most needed during a quest, giving his life to help the hero in the end Earth Nourishment, giving, sharing
The Pouring Pitcher Prudentia 3 - Prudentia 24 1:31 p.m. to 3 p.m. 1744, 1760, 1776 A pitcher used to water a flower garden that grew a legendary blossom Flower Restoration, purification, renewal
The Tricow Prudentia 25 - Caritas 17 3:01 p.m. to 4:30 p.m. 1745, 1761, 1777 A three-headed cow grazing on the stars, a symbol of the three astral bodies (sun, moons, stars), the cosmos itself Star Universality, oneness, containing multitudes
The Mouth of the Worm Caritas 18 - Fides 8 4:31 p.m. to 6 p.m. 1746, 1762, 1778 The mouth of the great worm that will devour the universe, the great light of the end Light Ending, all-consuming, finality
The Headless Reader Fides 9 - Fides 31 6:01 p.m. to 7:30 p.m. 1747, 1763, 1779 A figure whose knowledge was unheeded, a figure of darkness Shadow Forewarning, dangerous knowledge, insight
The Five Brothers Concordia 1 - Concordia 23 7:31 p.m. to 9 p.m. 1748, 1764, 1780 Five heroic brothers who embodied different characteristics, but all working together in a way that complemented each other Storm Complementary skills, unity, community
The Mother of Many Concordia 24 - Sobrietas 18 9:01 p.m. to 10:30 p.m. 1749, 1765, 1781 Mother Universe's face in the stars Chaos Love, acceptance, nurturing
The Burning Scorpion Sobrietas 19 - Patienta 10 10:31 p.m. to 12 a.m. 1750, 1766, 1782 A scorpion whose sting burned like flame who killed a cruel tyrant who mocked it Fire Self-actualization, self-defense, self-esteem
Local variation:

Consult the Calendars for dates on the local astrological signs. Here are the descriptions and meanings:

Constellation Description General Meaning Notes
The Bowl of the Galaxy A bowl from which the universe spilled Creation, beginnings, empathy  
The Clever Thief The thief who steals the moon each month for the new moon Cunning, trickery, swiftness  
The Crescent Priestess A priestess who healed the fledgling moons Insight, reflection, energy  
The Voice of Twilight The singer whose song reverberates from the dawn of time Harmony, rest, heart  
The Allmother The mother of mothers who gave birth to all the peoples of the moons Giving, strength, acceptance  
The Bearer of the Firmament The great fish who carries the universe on its back Endurance, patience, constance  
The Hammer of the Universe The hammer that shaped the universe, wielded by a cosmic smith Power, creativity, warmth  
The Navigator The lost navigator who guides the ships through the infinite Guidance, mind, sense of place  
The Infinite Blade A blade given to a legendary hero, a sword that is said to never break, never end Bravery, ferocity, prowess  
The Jewel Cutter A maker of stars Beauty, presence, precision  
The Huntress A huntress who whose arrows killed the destroyer bull Determination, equality, love  
The Tricow A three-headed cow whose milk makes the galaxy Bounty, provision, body  
The Old Whale An ancient velikkit whale whose wisdom guides the peoples of the moons Wisdom, support, prudence  
The Twice Deep Maw The two-mouthed crocodile that lives in the asteroid belt Consumption, aspiration, defense  
The Duskywing A lepidopteran whose wings brings the dusk Grace, going with the flow, transitions  
The Dancing Sisters Three sisters dancing around the cosmos Connection, movement, coordination  
The Wolf Pack A pack of wolves whose howls call across the cosmos Community, family, communication  
The Cosmic Serpent A serpent that comes out of the depths of a blackhole Resistance, gravity, fertility  
The Gateway Beyond A gateway that leads to what is beyond the universe Endings, change, soul  
The Warring Beetles Two beetles who fight, creating meteors, comets, and asteroids Conflict, chance, perspective  

PRO -1 ATH / STR -1 AWA +3 WIL +2 PRS +2 STH /


Basu

Type: Puzzler

A basu is a wielder of elemental chaos who uses a puzzle box infused with anumun, the fluid from before the dawn of time that caused the universe to exist in the first place. The box responds to elemental energies and the wielder, randomly reconfiguring and releasing different powers. The most effective elemental power is that of elemental chaos, and the only one that does not work with it is natural law.

The box always has a small hole in it into which energy or materials may be entered, which will trigger a reaction. The more energy or material, the more powerful the effect. The material must be elemental or mundane, it must fit into the box, and it must be natural rather than mortalmade or shaped, with some rare exceptions being those made via pure elemental magic and material.

Each material or energy will have a different effect on the magic released, but only a tendency toward it. For example, putting fire into the box will mean there’s more of a chance of a fiery result, less of a watery one, but not guaranteed. Sometimes it will make an effect more fiery than it might have been - generating a fiery branch instead of a living one, for example.

The amount placed into the box affects how many rolls are made. Pure anumun will allow for three d100 rolls and three random effects for a single dose, with no tendency or alteration of percentages. Natural law or materials imbued with it will have no effect. Everything else will give one d100 roll for a single dose (dosages vary by material, consult the GM, but a rule of thumb is 1 oz. or 1 fl. oz. per).

The basu is immune to all effects unless otherwise noted. Effects will differ if not on the moons.

Roll Effect Mechanics
1 A plume of acid 30' long erupts from the box Roll AWA to hit vs. ATH, damage 13/18/23/28
2 A seed falls from the box and a plant appropriate to the region grows instantly out of the ground within 100' of the puzzler GM determines plant; effect varies by plant
3 An animal crawls out of the box GM determines animal; the animal is wild and not necessarily friendly, but more likely to be with the puzzler than not
4 A cone of 500' cubic feet of dry air erupts from the box Roll AWA to hit vs. ATH, anyone hit rolls STR vs. 10/14/18/22 or suffers dehydration
5 A plume of burning ash 30' long erupts from the box Roll AWA to hit vs. ATH, damage 11/16/21/26
6 An asteroid 500' in diameter forms from out of the box The asteroid drops if there is enough gravity (Grey Moon or Green Moon); everyone rolls dodge vs. escalating difficulty the closer to the puzzler they are - 25 if right next to puzzler, -1 for every 20' away they are; damage 40/50/60/70; puzzler is instantly teleported out of range unless they critically fail an AWA roll vs. 13; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range
7 The box fills the atmosphere around the puzzler with fresh air of density equal to the air around the puzzler in a 1000' diameter Only causes damage to industrial beings; they are automatically hit, damage 16/16
8 The box collapses and becomes a pinpoint blackhole Everyone within 1000' rolls STR against a gravitational pull of 75; failure is instant death; puzzler is instantly teleported away unless they critically fail an AWA roll vs. 13
9 Two effects fused together' Roll a d100 twice more, the two effects are fused together into one
10 A blade drops from the box and splits the ground into a canyon 500' long, 100' wide, 100' deep in front of the puzzler Anyone within range rolls dodge vs. an escalating difficulty depending on how close they are to the center of the canyon; 19 diff vs. ATH, -1 for every 4' they are away from the central line of the canyon; fall damage 20/27/34/41; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range
11 Stalagtites and stalagmites form as drops of water come out of the box and create them in the ceiling and floor instantaneously in a 40' diameter Anyone within range rolls dodge vs. 13; puzzler is safe; damage 10/14/18/22
12 A spirtz of anumun, power 8, comes out of the box Roll a d100 once more to see what new affect the anumun creates
13 A 100' tall and 400' long escarpment forms in an arc from the puzzler after a spray of energy drops from the box Anyone along the edge of the escarpment rolls dodge vs. 16 or suffers fall damage of 20/27/34/41
14 A massive 200' diameter comet erupts from the box and flies into the sky As the comet flies up, everyone within 200' rolls STR vs. cold damage 13; all who see it roll AWA vs. 15 to understand its portent
15 An image of a constellation forms (roll a d20 to determine which), and the legend they are based on forms to aid the puzzler Each constellation will create a figure that fights on behalf of the puzzler then vanishes after 5 minutes
16 A corona of sunfire forms in a 30' ring around the puzzler Everyone in range rolls dodge vs. AWA or suffers 17/24/31/38 fire damage and 13/18/23/28 radiation poisoning
17 A wave of radiation flows out of the box, flowing out 50' Everyone within range rolls dodge vs. AWA or suffers 16/22/28/34 radiation poisoning
18 A drop falls from the box, forming a crater 30' wide and 50' deep Anyone withing range rolls dodge vs. 13 or suffers 15/20/25/30 fall damage
19 Five basic tools form Lever, inclined plane, wedge, screw, and wheel form, made out of elemental materials
20 The box unleashes a cryovolcanic eruption of icy mist, liquid ammonia, nitrogen, and methane 200' in height, falling in a 1000' radius Anyone within range rolls dodge vs escalating difficulty based on proximity to puzzler - 25 for within 5', -1 diff for every 8' away they are; damage rating 18/24/30/36; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range
21 Three spinning orbs resembling the moons come out of the box and circle the puzzler Each moon acts independently on the puzzler's turn, lasting for 9 minutes or until destroyed; Grey Moon has all skills and abilities of an arktos or moonwitch (player's choice); Green Moon has the skills and abilities of a wyrder or laochra (player's choice); White Moon has the skills and abilities of an irritologer or hyperscientist (player's choice)
22 A zone of pitch darkness forms around the puzzle in a 100' diameter All skills, abilities, stats, or powers that require visual perception suffer -6 if in the zone unless they can see in the dark
23 A spike of sunlight as if from over the horizon comes out of the box, blinding everyone within 100' Everyone within range rolls AWA vs. 13 or suffers -6 to visual perception for 1 round (tie), 10 rounds (NF), 30 rounds (SF), 60 rounds (EF), or permanently (CF)
24 The heat of the lunar day spikes in a zone 200' around the puzzler Anyone without heat protection in the zone rolls dodge based on proximity to the puzzler, 25 if within 5', -1 for every 8' away they are; heat damage 19/27/35/43; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range
25 A ray of white light flows out of the box, 50' long, and instantly kills any target it hits (and does not stop if it hits something, only at 50') Roll AWA vs. dodge to hit, instant kill power 16/23/30/37 vs. WIL or STR, whichever is higher
26 A rippling wave flows out 50' around the puzzler and causes decay damage to all it hits All within range roll dodge vs. 13 or suffer bodily decay damage 13/19/25/31
27 A wrinkle ridge (dorsum) is formed as the box sprays the ground with teal water, 300' long, 50' tall, and 40' wide Anyone along the edge of the dorsum rolls dodge vs. 16 or suffers fall damage of 20/27/34/41
28 5 cubic feet of moonstone forms Well, you have a big chunk of moonstone that you can use now
29 A ball of flame erupts from the box and flies 50' in a direction of the puzzler's choice Puzzler rolls AWA to hit; anyone within 20' of the target zone rolls dodge vs. that AWA or suffers 16/22/28/34 fire and concussive damage
30 An electromagnetic pulse flows out from the box in a 50' diameter All electronics within range are instantly disrupted, rolling against a power of 16
31 A 50' diameter patch of fungi forms after spores spout from the box GM determines which elemental fungi grows; results vary
32 A plume of galactic milk spouts from the box, 30' long and 10' wide Every elemental being within range is fully nourished and healed; infernal beings roll dodge vs. AWA or suffer 14/19/24/29 elemental damage
33 A wall of lunar ice forms around the puzzler, 10' radius, 20' tall, 5' thick Anyone along the edges of the wall must roll dodge vs. 13 or suffer 8/12/16/20 fall damage; anything less than special success means they fall the direction closest ot them; better than that and they may choose which side they are on
34 A blade of teal glass forms from the box, making a +9/+9 blade that shatters after one use The blade may be used by the puzzler or anyone within range to grab it
35 The box drops a gravity bomb that causes gravity to increase to a strength of 50 in a 20' diameter zone Everyone within range except the puzzler without gravity protections rolls STR vs. 50 and suffers 13/18/24/31 crushing damage every round they remain in range
36 Silty water flows from the box, creating a puddle 10' in diameter Anyone moving within the puddle rolls ATH vs. 8 or fall prone
37 Dusty haze comes out of the box in a 50' diameter Anyone wiithin range suffers -3 to all skills, abilities, powers, or stats requiring visual perception
38 Coils of water come out of the box, snaking out in six directions, grabbing everyone within 30', and allowing the puzzler to know their emotions Everyone within range rolls dodge vs. AWA; failure means they are grabbed and they must roll PRS to resist their emotions being read, with penalties for failure rate - none for tie, -1 NF, -3 SF, -6 EF, -9 CF
39 A pebble falls from the box and causes a hill 50' tall and 30' in diameter to form Anyone within range rolls ATH vs. 15 or tumbles down the hill, suffering damage escalating by how close they were to the top (center); 15/20/25/30/35 for center; -1 per 5' from center; all who fall are rolled to the edge of the hill; all who succeed remain standing on the hillside
40 A wave of sunlight flows out in a 100' radius, and anyone it touches shines if they are honorable people Anyone within range rolls dodge vs. AWA; failure means they roll PRS vs. 15 to hide their honor or dishonor from the puzzler, with penalties for failures, none for tie, -1 for NF, -3 for SF, -6 for EF, -9 for CF
41 A large predator appropriate to the region comes out of the box GM determines predator; animal is wild and may or may not be helfpul, but is more likely to be helpful than not
42 An aura of silvery elemental lifeforce forms around the puzzler in a 30' radius, healing everyone within it Puzzler rolls power of 16 vs. wound or illness level of those any range; if anyone wishes to dodge, it's ATH vs. AWA; undead suffer damage 16/21/26/31
43 An intense blast of elemental light shines from the box, anyone within 50' rolls to not be blinded Roll AWA vs. dodge to hit anyone within range; failure means rolling against 16/20/24/28 or be blind for 1 round, 3 minutes, 30 minutes, or permanently
44 A bolt of lightning flows from the box in front of the puzzler, hitting everything in a 100' line Roll AWA vs. dodge to hit; lightning damage 20/26/32/38
45 A grown tricow crawls out of the box Tricow is wild and may or may not be friendly; is more likely to be friendly or not; roll a d4 - 1 means the tricow is female calf; 2 means tricow is male calf; 3 means tricow is sow; 4 means tricow is bull
46 A drop of molten rock is flung out of the box 50' in front of the puzzler Roll AWA vs. dodge to hit; magma damage 22/28/34/40; anyone special hit or worse rolls STR vs. stun roll to see if the magma clings; cling repeats damage roll every round until cooled (varies by temperature of area); if cooled, target rolls STR vs. stun to try to break out
47 The box becomes intensely and strongly magnetic Anything ferric within 50' rolls against a power of 16 or is drawn to the box; any sharp or large objects flying at the box require the puzzler to roll ATH or PRO to not be harmed by them
48 A pebble falls from the box and causes the ground within 500' of the puzzler to flatten to resemble the lunar maria Anyone on ground above 'sea level' within range rolls ATH vs. 14 or suffers 13/17/21/25 fall damage; anyone below 'sea level' rolls ATH vs. 10 or falls prone as the ground rises; 'sea level' is the height of the ground directly under the puzzler
49 A cluster of 16 small orbs resembling the mesoplanets of the solar system come out of the box, each one circling the puzzler Each mesoplanet has its own powers or abilities - Aram is a visionary; Ziezi is a naufragium; Asshur is a draquestrian; Arphaxad is a law-hammer; Elam is a numerologer; Lud is a weaponmaster (sword); Venok is a viledancer; Yeltara is a wraith; Bossetta is an imperator; Eltevra is an armstrong; Hijai is a mercator; Kena-Kunara is a survivalist; Nechozach is a priest of an unknown deity; Q'kzaaha is a plicator; Xaucha is a shadowweaver; Hieghedon is an arcanist; they last 5 minutes or until destroyed
50 A 4' long spike of sinawery metal erupts from the box The box is a club with +4/+1 impact damage or 13/17/21/25 piercing damage
51 A 100 lb. meteorite comes out of the box and flies in a direction of the puzzler's choosing Roll AWA vs. dodge to hit; damage rating 35/42/49/56
52 A 10' diameter microbe-rich slime flows out of the box Any non-elemental being who touches the slime rolls STR vs. 15 or is infected with a mild disease
53 A ripple of air flows out of the box (even where there is no air) in a 50' radius, allowing the puzzler to read the thoughts of everyone it touches Anyone within range rolls dodge vs. AWA or must roll WIL vs. 15/20/25/30 to resist having their conscious thoughts read
54 A liquid metal skin flows out of the box, covering the puzzler, reflecting all esoteric energies directed at them Puzzler has armor of +12/+12 liquid sinawery with esoteric reflectiveness power 20
55 A chilling mist flows from the box in a 100' diameter Anyone within range rolls ATH vs. escalating difficulty depending on proximity to the puzzler; within 5' is 25, -1 for every 4' further out; any non-elemental being suffers 13/17/21/25 cold damage and suffers -3 to visual perception-requiring skills, powers, abilities, or stats; puzzler gains +3 STH and can teleport instantly anywhere within the mist zone, which remains centered on their original position
56 A crescent blade, a gibbous helm, a halfmoon bowl, and a fullmoon shield drop from the box Crescent blade is +6/+6; gibbous helm is +4/+4; bowl can store lunar magic power 16, 5 doses anumun, or 12 fl. oz. water; shield is +3/+3
57 A wave of anumun flows out in a 20' diameter, allowing the puzzler to know the True Name of everyone it touches Everyone within range rolls dodge vs. AWA or must roll their highest stat vs. power 25 or reveal their character sheet to the puzzler
58 A cloud of nebula dust 500' in diameter forms around the puzzler Anyone within range rolls dodge vs. escalating difficulty depending on proximity to puzzler, 25 at center, -1 per 20' further away; failure means 15/21/27/33 radiation poisoning and -9 to any visual perception-requiring skill, stat, power, or ability; for every round someone is in the nebula, they must roll against the radiation poisoning again; anyone who suffers triple critical becomes part of the cosmic dust; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range
59 A delicious meal comes out of the box Meal will be edible by the puzzler
60 A minuscule copy of the entire universe comes out of the box Puzzler knows their exact cosmic position and rolls AWA+6 vs. STH of any person, place, or thing of anything within the universe that they know about to know their exact location in relation to the position of the puzzler (i.e., 1000' north of them, 5 lightyears that way, etc.)
61 A wave of heatless flame roils out from the box in a 30' range, allowing the puzzler to know what passions those touched have Everyone in range rolls dodge vs. AWA or must roll PRS vs. 15/18/21/24 to resist the puzzler knowing their listed passion motivations
62 A set of 16 orbs resembling the planets of the solar system come out of the box and orbit the puzzler Each planet acts independently on the puzzler's turn; they have the following abilities: Colos - wayfinder; Behial - weaponmaster (sword); Jahur - visardeur; Shem - mahra; Salit - mahra; Kruurach - petrologer; Avagen - gyroxene; Inoxuil - engourdissant; Gallyneg - magonian; Weptaram - law-hammer; Thurudrill - tempestarii; Mytoth - red mage; Daialoth - frostheart; Parsadus - metallowright; Unim - arcanist; Ane - recursor; they last for 5 minutes or until destroyed
63 A pebble falls from the box, creating a plateau 500' in diameter, 200' tall Anyone along the edge of the plateau rolls dodge vs. 14 or suffers 15/21/26/31 damage
64 A zone of polar ice forms around the puzzler in a 500' diameter Anyone within range rolls ATH if they move on the polar ice vs. 15 or falls prone; anyone within range rolls dodge vs. escalating diff depending on proximity to puzzler, 25 within 5', -1 for every 20' further out; suffering cold damage 11/16/21/26; re-roll every round they are in the zone if they have no cold protection; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range; puzzler remains safe in place if they have cold protection; puzzler is instantly teleported out of range unless they critically fail an AWA roll vs. 13 if they do not have cold protection
65 A pebble falls from the box and a mountain forms from it, erupting from the ground, 2000' tall, 1000' in diameter Anyone within range rolls ATH vs. escalating difficulty depending on proximity to the puzzler; within 5' is 25, -1 for every 40' further out; failure means 20/28/36/44 fall damage if at center, -1 for every 100' feet further out; if they choose not to dodge, they may roll ATH vs. 16 to remain standing or suffer similar fall damage based on proximity to center; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range; puzzler remains stable at the peak of the mountain
66 A pebble falls from the box, forming a lunar rille 500' long, 30' high, and 50' wide Anyone along the edge of the rille rolls ATH vs. 13 or suffers 10/13/16/19 fall damage
67 A powerful current of water flows out of the box in a 500' winding line Puzzler may draw the line; length does not include windings; may only wind within 20' in width and must return to center every 50'; roll AWA vs. dodge to hit; 14/19/24/29 concussive damage and roll vs. stun to not be knocked prone; anyone knocked prone, stunned, or unconscious within it must roll vs. stun again to not be drowned (EF or CF on drowning rolls)
68 A cone 50' long and 30' wide of elemental salt erupts from the box Roll AWA vs. dodge to hit; 7/11/15/19 rasping damage; anyone with an existing wound suffers 11/17/23/29 stun
69 A cloud of moon dust 50' in diameter comes out of the box Anyone within range suffers -3 to any roll requiring visual perception; anyone within range rolls any used or passive magical power vs. power of 13 or has it reflected back at them
70 A cloud of smoke 50' in diameter comes out of the box Anyone within range suffers -3 to any roll requiring visual perception; anyone within range rolls dodge vs. 11 or suffers 11/16/21/26 choking damage
71 A lb. of lunar soil drops from the box You have a pound of loose lunar soil to do with as you will
72 A white mist flows from the box in a 50' diameter, allowing the puzzler to see the souls of all who it touches Anyone within range rolls dodge vs. 13 or must roll highest stat vs. power of 16/21/26/31 or have their soul seen by the puzzler, which will reveal all their magical powers and motivations
73 A super loud sound emanates from the box, anyone within 100' rolls against it to not be deafened or stunned Anyone within range rolls against escalating difficulty based on proximity to the box; 25 within 5', -1 for every 4' further out; sonic damage 13/18/23/28; deafness lasts 1 round for tie, 10 rounds for NF, 5 minutes for SF, 1 day for EF, permanent for CF; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range
74 A blast of starfire erupts from the box 50' in a direct line Roll AWA vs. dodge to hit; radiation poisoning 13/17/22/28
75 A blast of cold air comes from the box, freezing any it hits into stasis, in a 50' diameter Roll AWA vs. dodge to hit; cold damage 14/19/24/29, EF or CF stun means target is locked in stasis
76 A blast of hot steam erupts from the box in a 50' direct line Roll AWA vs. dodge to hit; heat damage 16/20/25/31
77 A pebble falls from the box and opens a chasm 50' in diameter deep into the sublunar realm Depth varies by height; it will open to nearest cave directly below the puzzler; roll a d100 to determine depth if not already established or unless GM decides to dictate; 1-20 is measured in feet x 100; 21-40 is measured in yards x 100; 41-60 is measured in miles; 61-80 is measured in miles x 10; 81-100 is measured in miles x 100; anyone in range rolls ATH vs. 15 or suffers fall damage 14/19/24/29, +6 for every level of depth up from 1-20 on the d100; puzzler is instantly teleported out of range unless they critically fail an AWA roll vs. 13;
78 A wave of sunfire in a 100' diameter flows from the box Roll AWA vs. dodge to hit; heat damage 20/26/32/38; radiation poisoning 15/20/25/30; target rolls AWA vs. 15 or is blinded for 1 round (tie), 10 rounds (NF), 10 minutes (SF), 10 hours (EF), permanently (CF)
79 A pebble falls from the box and causes a 500' diameter earthquake around the puzzler Everyone within range rolls ATH vs. power of 19 or falls prone; all objects over 5' tall roll similarly or fall over; anyone within range of a falling object roll ATH vs. 13 or suffer varying damage depending on object; anyone prone rolls ATH -6 to dodge; prone-ness is determined first
80 A 300' diameter thunderstorm flows out of the box Everyone within range rolls dodge vs. AWA or is hit by lightning on the second round of the storm's existence (puzzler immune); lightning damage 17/24/31/38
81 A stream of ecru water flows out of the box in a winding 500' line, instantly aging anyone it touches Puzzler may draw the line; length does not include windings; may only wind within 20' in width and must return to center every 50'; roll AWA vs. dodge to hit; target rolls STR vs. power of 10/14/20/27 or age 5d20 +0 for tie, +3 for NF, +9 for SF, +15 for EF, +21 for CF years instantaneously
82 A zone of tropical humidity and heat forms out of the box in a 500' diameter Anyone in range rolls dodge vs. escalating difficulty if they do not have heat protection; 25 for within 5', -1 for every 20' further away; rolling STR vs. 9/14/19/24 or suffer exhaustion and dehydration (-1 tie, -3 NF, -6 SF, -9 EF, -12 CF); any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range
83 A 100' diameter zone of snow forms around the puzzler Anyone in range rolls dodge vs. escalating difficulty if they do not have cold protection; 25 for within 5', -1 for every 4' further away; cold damage 8/13/18/23; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range
84 A pyroclastic bomb erupts from the box and is hurled 500' in any direction the puzzler chooses Anyone within 200' diameter of the target location rolls dodge vs. escalating difficulty basd on proximity; 25 for within 5', -1 for every 20' further away; concussive, fire, and poison damage 18/24/30/36
85 Arrows of flame fly out of the top of the box, falling around the puzzler in a 500' radius Anyone within range rolls dodge vs. AWA or suffers 15/21/27/33 fire damage
86 A zone of water 100' diameter and 10' deep forms around the puzzler Anyone within range rolls ATH or swimming vs. 9 or must roll not to drown - 10/15/20/25
87 A rainstorm 300' in diameter comes out of the box Anyone within range will roll ATH vs. +3 for every round for every movement after the first round or slip and fall
88 A dustdevil comes out of the box Roll AWA vs. dodge to hit; wind, concussive, and rasping damage of 20/27/34/41
89 A wind (even if there is no air) comes out of the box and hits like a gale in a 300' line Roll AWA vs. dodge to hit; wind and concussive damage of 17/22/27/32
90 A zone 500' in diameter drops to the coldest lunar winter temperatures Anyone in range rolls dodge vs. escalating difficulty if they do not have cold protection; 25 for within 5', -1 for every 20' further away; cold damage 19/24/29/34; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range
91-100 A burst of moonlight comes from the box in a 500' diameter Anyone in range rolls dodge vs. escalating difficulty if they do not have cold protection; 25 for within 5', -1 for every 20' further away; any failure means rolling any active or passive magical power or ability vs. 13/19/25/31 or have it reflected back on them; anyone who fails is blinded (1 round tie; 1 minute NF; 1 hour SF; 1 day EF; permanent CF; and roll WIL vs. 13/19/25/31 or suffer intense delusions; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range
Basus must find their puzzle box in a natural place where anumun is found. This is usually a magical quest in their backstory. They must be taught to wield it by a mahra (elemental chaos witch) or other basu.

PRO -1 ATH -1 STR -2 AWA +3 WIL +2 PRS +1 STH /

Blue Mage

Type: Esotericist

Blue mages wield elemental water magic.

Blue mages gain the power to control elemental water by communing with it. They submerge themselves in the largest nearby bodies of water, tying an iron jug to their bodies to weigh them down, letting the waters fill their lungs, and release themselves to it. Their mentors or other supporters are there to help them if they fail, but if they succeed, engaging in a deep trance while drowning, they become one with the waters. When they are brought back up, if they can drink the water collected in the iron jug, they may gain even more magic. They are trained for years to learn how to do this, and many are severely injured in the process.

To be worthy of being a blue mage, one must understand the lore and be at one with the flow of the water. One must be an ally to the waters of the world, one who will not despoil them, one who is not an enemy to Mother Shem. And one who is attuned to the tides.

During the drowning rites of a blue mage, they wear special rags made of simple fabric (never anything magical). When they emerge from the waters, these rags are collected by the others present and the student is toweled off (unless it's an underwater culture, then they are rubbed down with mud). After the student is dry, they are questioned about their experience. If they are found to have passed the test, the rags are sent to their room, home, etc. If they are found to have failed, the rags are saved for them for their next try. The towels are buried in the mud until the next time the moon is full (whichever full moon they are under). The rags are kept as the blue mage's armor, giving them instant access to the elemental magic permanently encased in them and protection from fire.

If the blue mage has hair, their hair will also be permanently imbued with elemental water. If they submerge it in water, they will be able to better control the flow if the water flows through their hair.

Though they use an iron jug during their initiation, they transfer new water to use into shell-encrusted jugs, jars, or other vessels. They also use aquatic shells, pearls, fishscales, and frogskins in their magic.

Some common abilities include the following:

  • Water control: any water can be controlled by a blue mage, but moving water is easiest. They can urge it onward, change its direction, or fling it about, even turning it into other forms (ice, for instance).

  • Purify water: if they breathe into the water, they can purify it of pollutants in a 30’ diameter circle.

  • Waterbreathing: a blue mage need only suck on their own hair or on a piece of their rags to be able to breathe underwater. This will also make them adjust to the pressure and cold easily.

  • Fluid body: a blue mage in their rags can stretch their bodies a little beyond normal and increase their own athleticism greatly.

  • Aquaspeech: any underwater beings can be communicated with by blue mages if they spend even a short amount of time with them.

  • Improved swimming: blue mages in their rags become much better swimmers very quickly.

  • Water form: powerful blue mages can merge with currents for brief periods, though they risk losing themselves to it.

  • Sense currents: the blue mage can place any part of their body in flowing water and know things about it.

  • Shift current: their touch makes the currents turn, slow down, speed up, or reverse.

  • Rippling splash: a quick slap to the water, will cause both the water and the sound to ripple outward, making the sound seem like it is coming from far away and causing minor disruption to the waters nearby.

  • Murky waters: by shaking up the water in a bottle or other object, they can turn it dark, then wash it over an object to make it less noticeable.

  • Turbulent wake: churning the waters in the wake of a vessel with their hands creates a disruptive, dangerous wake that others must take precaution to sail through.

  • Rising swell: striking the water with a fist will create a large wave that heads off in the direction of the strike.

  • Quiet tide: sprinkling water from their water-carrier into the waters ahead of a vessel while approaching the shore will mask the sound of their approach.

  • Diluvian wall: pouring a gallon of water out around them creates a flood going in all directions, waters rising 6" per round, leaving only a circle of 10' of dry ground around the blue mage.

  • Steam blast: holding a mouthful of water and spewing it out creates a 30’ cone of hot steam.

  • Summon wave: if near a body of water, they can gesture and move with it to build up waves of different sizes.

  • Tidal attunement: if they live near the ocean, they can attune to the tides via meditation, gaining different senses depending on the level of the tide.

  • Alter salinity: if they whirl the water around a little, they can change it from fresh to brackish to saltwater or vice versa.

  • Rain dance: they can perform a little dance to bring a little rain, but not a thunderstorm.

  • Waterheart: blue mages can submerge in water and have empathic senses.

While they can affect ice and snow, it is much harder than liquid water. Vapor is harder as well, save for their steam blast ability.

If a blue mage visits specific kinds of natural bodies of water, they may gain other abilities:

  • Ocean or sea: tsunami.

  • River, stream, creek: sensing magical currents.

  • Lake, pond, pool: aquafauna sense.

  • Wetland: plant speech.

  • Lagoon, bay, gulf: fish form.

  • Strait or channel: water armor.

  • Rain puddle: teleporting between puddles.

Blue mages are sometimes used on ships. Captains and crews look the other way, ignoring the illegal magic use.

PRO / ATH +3 STR -1 AWA +3 WIL +2 PRS / STH /


Camarli

Type: Channeler

A camarli is an astrologer who attunes to a specific star and channels its power. There are an uncountable number of stars to choose from, but most connect to ones with powerful significance to Shem and her moons. The sun is not an option. Only stars outside the solar system work.

To attune to a star, a camarli must study it in depth, have an understanding of astrology, and spend hours and hours communing under the night sky, meditating on the star, its meaning, its power, and more. After years of this, once they are deemed ready by their mentor, teachers, or the stars themselves, they are guided to seek a potent hallucinogen to have a vision-quest. On this quest, if they are worthy - if they are not a polluter or enemy of the moons or the world or the cosmos - they will be tested to see if they have the power to hold the strength of the stars. This means needing a significant WIL and AWA.

Abilities vary by stars. These are the most common stars used:
Star Description Abilities
Kyel Ennasrion The chief star of the Kyel cluster; bright and powerful; wise and heroic Protective abilities, such as forcefields, star-metal shields and armor, and auras
Sol Aestate Nearby star that shines brighter in the summer months Warmth and heat abilities; more powerful in summer; some healing abilities
Sol Felicitos Nearby blue and violet star that is said to be lucky Abilities to alter fortune and luck
Miquelon The "breathing star" (it pulses, fades, and brightens) Cosmic and astral magical abilities
Kyel Sothasil Twinned with Palyrus, smaller star in the Kyel cluster, considered a scholar Astrological abilities and magic, scholarly and intelligent
Kyel Palyrus Twinned with Sothasil, smaller star in the Kyel cluster, considered a warrior Astrological abilities and magic, combative and navigational
Kyel Tithiana Ancient star in the Kyel cluster; used for tracking cosmic time Astrological abilities and magic and some temporal magic
Kyel Shezeralaq Medium star in the Kyel cluster; patron of artisans Astrological abilities and magic, crafting and creative
Kyel Harchem Medium star in the Kyel cluster, patron of shipwrights Astrological abiliteis and magic, shipmaking and navigational
Kyel Tellurian Medium star in the Kyel cluster, important in astrology Greater astrological abilities and magic, more of a researcher than mage
Kyel Hyparia Large star in the Kyel cluster, considered a leader Astrological abilities and magic, respectful and insightful
Kyel Yviqarim Medium star in the Kyel cluster, important in astrology Greater astrological abilities and magic, more of a mage than a researcher
Kyel Viviane Medium star in the Kyel cluster, considered a warrior Astrological abilities and magic, combative and skilled
Kyel Yshael and Kyel Kyemechos Twinned medium stars in the Kyel cluster, considered traitors Radiation abilities
Sol Invictus The invincible sun, nearest star, a powerful warrior Solar magic and combat abilities, temporary invincibility
Camarlis are very rare and powerful.

PRO +1 ATH +1 STR +1 AWA +2 WIL +4 PRS +1 STH -3

Dimmer

Type: Witch

The witches of the mists are very powerful, an ancient tradition with deep secrets. On the moons, mists are rare, existing only on the Green Moon and very rarely on the Grey Moon, and dimmers thus only come from these places. However, if they are strong enough, they can carry the mists with them.

Dimmers gain their powers first by learning from mentors or coven-mates, learning deep secrets as they earn the trust of their elders, then by taking a quest into the mists themselves. This quest starts on a starry night when the mists are thick. They wander into them blindfolded, and when they take off their blindfolds, they will find themselves in an elemental realm of mist and mystery. There, they answer deep questions about themselves, the universe, and more, and if they pass, they are attuned to the cycles of the magical, elemental mists.

New dimmers are called lourmaids; experienced ones are called dimwitches; ancient ones are mist crones.

There are many spells they might have, but some common ones are as follows:
  • Shrouding spell: target receives a subtle shroud of mist and gains +3 STH.
  • Dimming spell: ambient light dims in a 100' radius, giving penalties to AWA to any within it.
  • Farlight spell: lights appear in the distance to draw people away, roll PRS vs. AWA.
  • Cold mist spray: a spray of cold mist erupts from the fingers of the dimmer, 15' cone, causing cold damage 13/18/23/28, AWA to hit.
  • Chilling aura: dimmer gains an aura of cold around them that gives +3 intimidate.
  • White turmoil: mists swirl around the target, causing intense confusion.
  • Mistskin: target is wreathed in a skin of mist that acts as +6/+6 armor, +3/+3 more vs. heat, +3 STH.
  • Mistwalking: dimmer may teleport anywhere within mists, even unconnected mists, up to 100 miles.
  • Summon mists: dimmer summons deep mists that have various effects, including confusion, blindness, cold damage, or soul damage.
Other spells are probable. Consult the GM.

PRO -1 ATH -1 STR -1 AWA +3 WIL +3 PRS +1 STH +2

Domicilier

Type: Masker

An astrologer who wears special masks that gives them powers of the planets. Domiciliers (who refer to attuning to different planets as being attuned to the "house" of the planet, hence their name) gain the power to do this by studying the movement of the all orbiting bodies in the system of Sol Angelos, meditating when a planet is in ascendancy, and performing rituals. They must also craft a mask that reflects the power of all of the planets. If they do this and perform the rituals successfully, the gain special powers from wearing their mask:
Orbital body Title Type Acendancy Mask feature Power Description
Colos The Messenger Lava/iron planet Fides 17 - Concordia 5 Wings along the edges Super speed +6 speed
Behial The Warrior Lava/lead planet Concordia 6 - Concordia 29 A bloodstain Increased prowess +3 PRO
Jahur The Temptress Stormy green planet Concorida 30 - Sobrietas 23 A green leaf Seductive aura +3 seduction/PRS
Salit The Blue Jewel Ocean planet, twin to Shem Sobrietas 24 - Patienta 20 A blue jewel Primordial generation Create one natural object
Kruurach The Stone Giant Stone megaplanet Patienta 21 - Temperantia 14 A brown stone Raw strength +6 STR
Avagen The Eye Red desert planet Temperantia 15 - Pudicitia 9 An eye Visions of chaos GM-dictated vision
Inoxuil The Mindflayer Jungle toroidal planet Pudicitia 10 - Mens Humilis 4 Tentacles Mindflaying Steal thoughts or AWA from a target psionically, roll WIL
Gallyneg The Happy Marble Super puff Mens Humilis 5 - Mens Humilis 27 Marbles Happy clouds Clouds that cause euphoria, power 16
Weptaram The Marshal Gas giant Mens Humilis 28 - Diligentia 22 A sceptre Commanding presence +3 command/PRS
Thurudrill The Duke Gas giant Diligentia 23 - Operatio 16 A net Summon storms Summon a thunderstorm 500' wide
Mytoth The Duchess Gas giant Operatio 17 - Humanitas 10 A crown Repelling shield A magical forcefield that has power 16 against any esoteric energy
Daialoth The Ice Giant Ice giant Humanitas 11 - Prudentia 4 Ice or an approximation Freezing blast A 50' blast of frost, damage rating 15/21/27/33
Parsadus The Knight Iron megaplanet Prudentia 5 - Prudentia 28 A sword Increased toughness +3 toughness
Unim The Wanderer Irregular mystery planet Prudentia 29 - Caritas 22 Pink crystal Super stealth +6 STH
Ane The Daughter Tiny icy marble Caritas 23 - Fides 16 A small dot Repeating moment Return to the start of a round or go back in time one minute
Domiciliers are considered heretics and burnt at the stake if caught in the colonies. See Calendars for lunar dates.

PRO +1 ATH / STR -1 AWA +2 WIL +3 PRS / STH +1

Dust Mage

Type: Esotericist

Dust-covered mages who wield the elemental power of moon dust. They wield it through moonstones.

All dust mages must learn dust magic from another who knows it or from some elemental being. Part of their training is to learn about dust and stone, geology and lunar science, and the geological history of the moon they are on.

Dust mages start their magical education by being buried alive while fully awake and naked (being given a narrow tube to breathe through) while their mentor performs a ceremony. The dust that covers them after this must not be washed off. They remain buried until their mentor releases them (usually 12 hours). While naked and caked in dust, they must also seek out their own moonstone. A good mentor will have hidden one nearby or performed the ceremony where one may be found; a cruel one will not. Once the dust mage finds the moonstone, the dust covering them is absorbed into their bodies, and they begin training on how to wield the elemental magic of moon dust. After years of training, they are usually able to adequately control moon dust and stone with their magic. Common abilities include the following:

  • Dust cloud: by breathing in a little dust and then out again, they can expel a 40' diameter dust cloud that they can control.
  • Shaping : shaping lunar stone requires throwing dust on it, then willing it to change. Difficulties vary by the amount of shaping done and the timeframe.

  • Purifying the moons: removing pollutants from a patch of ground is done by lying atop it and breathing into the dirt. A patch of ground 30’ in diameter is an 8 difficulty.

  • Stonespeech: speaking to the moons itself is a profound power of earth mages that requires long hours of meditation in mudflows, deep caves, or buried to the neck in dirt.

  • Lunaompass: a dust mage can sense a specific target of dust or stone by holding their moonstone up and focusing on it. Examples include sensing gemstones, a specific geographical feature, or a specific kind of stone.

  • Stone wall: a dust mage can create a stone wall around them 25’ long (usually in an arc), 8’ tall, and 18” thick by slamming their moonstone into the ground.

  • Rille leaping : a dust mage can leap from rille-top to rille-top by stamping their feet while holding their moonstone aloft.

  • Reinforcing stone: making stone stronger, more compacted, more resistant to magic or impacts is done by moving dust onto it and then willing it to absorb and strengthen.

  • Cave sense: sensing where caves are and how far they go can be done just by touching the nearest stone, closing one’s eyes, and focusing.

  • Canyon sounding: knowing the size of a canyon by shouting into it and listening to the echoes.

  • Calm the grounds: if the moon shakes, a dust mage of considerable power can calm it by tamping their feet upon the ground.

  • Fissuring: a dust mage can create a fissure in ground up to 100’ long by sacrificing a moonstone.

  • Petrify/crystallize: to cause something to petrify or crystalize, the dust mage must cast dust upon the target while the moon they are on is full.

  • Crumble: a dust mage can make stone crumble or decay if they have enough power and some stones to crash together.

  • Cliff step: a dust mage can step to the top or bottom of a cliff instantaneously and without falling or climbing if they are barefoot and holding their moonstone, and if the cliff is less than 1,000’ tall.

  • Rockfish: "rockfish" is the state of being able to treat solid rock as if it were water. This elite skill is only possible if the dust mage is covered in gem dust.

  • Stoneskin/bones: turning one's own skin or bones to moveable, living stone in order to make oneself better able to resist attacks is done by using dust to cover oneself and then channeling power from the moonstone for a minute or more.

  • Lunar strength: the dust mage may bury themself under the ground for 12 hours and come out with +3 STR for four days.

  • Mountain walk: dust mages can rub dust on their feet or the feet of a target and make it easier to traverse mountains, including walking up steep slopes, resisting cold and air pressure changes, and alleviating fear of heights. This must be re-applied each hour.

  • Avalanche: dust mages may call down an avalanche while in the mountains by bracing themself on a slope and holding their moonstone out, focusing, and pulling. This may break their legs if they are not careful, and if they really fuck up, the avalanche might hit them.

  • Tectonic shift: one of the most potent weapons of an earth mage, they can create small tremors or massive earthquakes by commanding the tectonic plates themselves, usually by slamming their hand as hard as they can into the ground and channeling not just the dust magic in their moosntone, but as much as they can from around them and from themselves, which may kill them if they are not careful.

  • Dust form: to take the form of living dust or stone completely risks not being able to return (and thus becoming unliving dust or stone), but it allows the dust mage to channel more dust magic than otherwise, and is thus used in extreme circumstances. It requires the dust mage break their moonstone, thus losing it.

Lava (molten stone) and ice (which is technically a rock) can be affected by dust mages, but they are much more difficult to wield.

Dust mages do not wash the dust from their bodies. They let it magically absorb to give them powers. If they lose their moonstone, they lose their abilities. As they use their magic, they must regenerate it by returning to the dust and ground periodically.

PRO -2 ATH -2 STR +2 AWA +1 WIL +3 PRS -2 STH +1


Moonwitch

Type: Witch

There are three moons around the world of Shem: the Grey Moon, the Green Moon, and the White Moon. The cycles of the moons affects the amount of elemental moon energy cast upon the world. The White Moon is the weakest, but it is better when used for attacks and bindings. The Green Moon's is the next weakest, but it is best used for transformations and emotional magic. And the Grey Moon's is the most potent, which is best used for protections, healing, and findings.

Each moon has a cycle ranging from new (unseen) to full (wholly visible), waxing and waning from crescent to gibbous. The White Moon has a 26 day cycle; the Green Moon has a 30 day cycle, and the Grey Moon has a 28 day cycle. Lunar magic is solar magic reflected from the moons. When a moon is new, it produces no accessible lunar energy. When it is full, it is at its greatest strength. (This is reverse if you are on the moons, but that is unlikely to come up.)

The phases of a witch's life are reflected in the phases of the moon:
  • Maiden (waxing): associated with the Green Moon (Devica), the Maiden phase is a witch before she reaches maturity. In this phase, she is associated with youthfulness, innocence, newness, rising, energy.
  • Mother (full): associated with the Grey Moon (Mati), the Mother phase is a mature witch (not necessarily a mother). In this phase, she is associated with nurturing, protecting, healing, fullness, power.
  • Crone (waning): associated with the White Moon (Krona), the Crone phase is an elderly witch. In this phase, she is associated with wisdom, death, withering, age, insight.
Each phase comes with its own powers. A witch casts spells based on the moon her phase is associated with, so if a crone uses magic under a full White Moon it does not matter if the Grey Moon is new.

The practice of witchcraft is a series of rituals, dedications, and traditions that allow them to access the flow and cycles of lunar energy. The practices include sacrifices to the moons. These rituals involve a set of symbolic materials, a giving of blood, and either incantations or readings from ancient texts.

Witches often gather in covens, groups in multiples of threes (no less than three, no more than 27 - though the latter would be a massive coven). A coven always has a maiden, a mother, and a crone for every three witches. These always form subgroups within the coven, each teaching the other generationally. Covens, when gathered and performing rituals together, are immensely powerful. In the colonies, they tend to be covens of three to eleven. Witches may join a coven either by inheriting it via a matrilineal succession or by being initiated. Those who are not born of a matrilineal line of witches must be initiated. Initiations are rituals that occur under a waxing moon.

A brother-witch is a witch who, regardless of gender, serves as a counterpoint in a coven or triad, a fourth member of any three witches who represents the masculine (whether they are or not), represents outsiders, represents the sun. They still wield all the powers of a regular witch, but their outsideness gives them the ability to use certain powers without the presence of moonlight. To become a brother-witch, a witch must be literally or symbolically resurrected after dying (again, literally or metaphorically) under a new moon. The ritual to cause this resurrection is one of the most closely guarded secrets of witchcraft. The power of the brother-witch derives from their crossing of lines between day and night, gender lines, ancestral lines, etc. These are very rare.

Powers that reflect the powers of the Moons:
  • Soft light: a witch make create a soft glow of moonlight, usually an orb of it, to appear via simple incantation.
  • Finding: a witch may cause a missing or hidden object to glow with soft light via incantation and simple ritual.
  • Light step: a witch may make herself or others lighter, as if less affected by gravity, by sigils on clothing or shoes or by potent ritual.
  • Tidal draw: a witch may make water react to herself, her will or her gesture, by washing in pure water under the full moon and performing a blood ritual within it.
  • Returning cycle: a witch may invoke the ending or re-beginning of a cycle of any kind through powerful ritual.
  • Invisibility: a witch may, under a full moon, become invisible by invocation of a complex ritual, washing themself and their clothing in blood, moonwater, and ash.
The most powerful ability witches have is reflecting other powers. Lunar energy repulses other energies, especially infernal ones, providing protections to anyone affected by it. Witches have many rituals, traditions, superstitions, and spells that provide protections to others, giving them lunar energy in some form or another to repel other powers. Marking with one's own blood, creating a poppet or mirrored amulet, or drawing a circle of power are the most common ways.

Witches can engage in a form of divination by looking into mirrors, which absorb lunar energy when left out under the full moon.

Witches can heal and soothe people by using their breath to drive away other energies. They supplement this with herbalism and other arts.

By affecting emotional resonance with lunar energy, witches can affect the emotions of others. They do this through simple incantations.

Powerful witches who have tapped into their ancient, ancestral magic can use the power of the new moon, the absence of lunar energy, the deep night, to draw in and devour targets. This is done via an ancient blood rite.

The most commonly used power of witches is to bind a person, place, or thing to a cycle. This is done via ritual involving something belonging to the target. When the target is bound to something, it will be affected by the cycle of it; for instance, witches use lunar energy to connect themselves to a moon during their initiation (unless they inherited a binding). For others, they may use lunar energy's senstitivity to cycles to cause something to be attuned to a cycle, thus making them react to the cycle. This can be binding to a different energy, or it can be binding to a natural cycle, etc. Unbinding is done similarly, but using lunar energy's reflective properties to break a cycle.

Witches bind to animal familiars via rituals that synchronize their living cycles with the animal. This allows them to sense the thoughts and feelings of the familiar, draw powers from it, see through its eyes, and influence its behavior.

Witches can send their consciousness into the flow of lunar energy around them during full moons. They do this by falling into a special sleep. They can send their consciousness anywhere under the light of the full moon.

The completion of a cycle is a moment of transformation. When witches complete a cycle, they have a moment of transformation, which usually results in their moving from one phase to another in a larger cycle (cycles within cycles, leading to greater and greater transformations). Knowing when they are near a completion, they can tap into the power of lunar energy to transform as the moon shifts phases. They must never do this going to or from a new moon, but any other phase shift will work. They can use a ritual in these circumstances to transform themselves or others (including objects or places), usually subtle changes such as an improvement or penalty, but sometimes major changes, including changing physical or metaphysical forms. The ritual to create a brother-witch is the most powerful example of this.

PRO / ATH -1 STR -2 AWA +4 WIL +4 PRS +1 STH +2

Mycologer

Type: Esotericist

A wielder of elemental fungi magic.

To do this, they must first commune with fungi. This requires burying themselves beneath a bed of fungi and sleeping there for six days with no food or water save what nature provides. They then must rise up without washing off any of the fungi, which will be growing into them, and going under a new or full moon to bleed into another bed of fungi of a different species. They repeat this process every month for thirteen months. If they survive, they will begin to understand fungi deeply and sense their magical properties. They will also permanently have mushrooms growing out of parts of their bodies, whom they speak to and hear answers from that never make sense and are only audible to themselves. This is never distressing to them.

In this state, they can speak to and understand other fungi as well, and with those abilities, they can coax fungi to create many strange effects:

  • Mycelium communication: the mycologer can mark any six people as part of their mycelium network and silently communicate with them.

  • Strange visions: the mycologer can hallucinate and see unexpected things.

  • Molding spread: the mycologer spreads mold with their touch.

  • Spore cloud: a cloud of spores 20’ in diameter floats away from the mycologer.

  • Poisonous wind: mycologers can unleash a cloud of poison that flows like the wind, 5’ diameter cylindrical blast 100’ long.

  • Liquifying acid: mycologers can spew a stream of acid from fungi in a flat 20’ cone, damage level 10/14/18/22.

Mycologers are not at all understood or even known about well enough to be persecuted.

PRO / ATH -1 STR +1 AWA +3 WIL +2 PRS -2 STH +1


Speculomasker

Type: Masker

Speculomaskers wield lunar magic via reflective masks that allow them to repel and control esoteric energies.

They gain the power to make and wield these masks by attuning themselves to a moon, usually the one they are on (most often the Grey Moon), and studying its cycles, lunology, history, lore, and magic. After decades of study, they must find special materials to make their mask out of - sinawery metal, tokamaran moonstone, lunar ice, lunar crystals, or moonglass. Crafting it requires not only skill in the art of mask-making, but also in deep magic of the moons. They are often assisted by moonwitches.

Once they have their mask, they must learn how to wield it. While wearing it, they gain the following abilities, if they can learn how:
  • Moonsight: the ability to see esoteric energies, cast one's vision to other perspectives, and to see behind oneself.
  • Reflective focus: the ability to direct one's gaze at energies and reflect them back at their source.
  • Lunar beam: the ability to focus a beam of moonlight out of the mask and cause any who are hit to suffer delusions.
  • Mirror image: the ability to create mirror images of oneself.
  • Reversed form: the ability to become a reverse version of oneself.
  • Mirror-gating: the ability to look into a mirror and open a gate to another place.
They may gain many other abilities as well. They usually find roles in their socieities as information gatherers and seekers of secrets.

PRO +1 ATH +1 STR -2 AWA +3 WIL +2 PRS +1 STH +1

Tempestarii

Type: Channeler

Tempestarii are weather mages who use folk traditions for their magic. They are distrusted around the world, but they are also often found in villages where they are paid to keep bad weather away.

The most basic thing a tempestarii can do is direct the weather. Targeting weather at an area requires merely nudging storm clouds or winds, usually, which requires using a vane, a special staff tipped with a weather vane (usually but not always made of bronze). The vane must be attuned every day to the local weather by letting it "soak" in the weather for the first hour after dawn (or the first hour after midnight if in a place where the sun does not rise or does not set within a 24 hour timeframe). After soaking the vane, in order to direct the weather, the tempestarii must take the vane to the highest place they can find (the closer to the clouds, the better), and then sacrifice something--animal, vegetable, or something of personal value--with either a bronze knife or hammer. In order to direct the weather from that position, they must then take nine coins and place them on the ground in a circle around themselves, then tap the bottom of the vane to the coins in the direction they wish to direct the weather. If their will is powerful enough, it will work.

They have up to six of the following to start:

  • Clement aura: everywhere within 30' of the tempestarii is pleasantly warm without any unpleasant weather effects.
  • Blast of hail: a cone of wind and hailstones hits 30' in front of the tempestarii, damage rating 13/19/25/31.
  • Sleet slick: sleet falls in a 30' radius around the tempestarii, slickening the ground.
  • Hazy blur: the tempestarii becomes a hazy blur, gaining +3 to dodge and +1 to STH.
  • Cloak of mist: a cloak of mist forms around the tempetarii, giving +3 to STH and +1 to dodge.
  • Bank of fog: a roiling wall of fog forms in a 50' radius around the tempestarii, obscuring everyone within it.
  • Torrential rain: rains fall hard in a 100' radius around the tempesarii, obscuring everyone within it, soaking them, dousing fires, and possibly causing flooding.
  • Soothing rain: a gentle rain falls in a 100' radius around the tempestarii, calming emotions, damepning everyone, and making it harder to maintain fires.
  • Snowwalk: the tempestarii can walk easily on snow.
  • Sunshower: a sunshower (sunlight and sprinkling rain) falls in a 50' radius around the tempestarii, calming emotions, warming or cooling people, and on an exceptional success or more, reducing wound levels by one.
  • Thunderous boom: a shattering peel of thunder causes 12/18/24/30 concussive damage in a 30' radius, deafening anyone who makes a special stun failure or more, and breaking glass on a special hit or more.
  • Lightning bolt: a bolt of lightning, damage rating 19/26/33/40 streaks out from the tempestarii's vane in a line 50' long. If someone is within 10' of the line, they must roll dodge or be hit by a branch of it.
  • Dark cloud: a dark cloud forms in the skies over the tempestarii, reducing light levels significantly.
  • Galeforce wind: winds of STR 35 flow in a 100' line out from the tempestarii's vane.
  • Pleasant breeze: a pleasant, cooling breeze flows out in a 100' line from the tempestarii's vane.
  • Brutal gust: a short, hard puff of air flows out in a 30' line, STR 25.
And one of these:
  • Harrowing windstorm: a windstorm 500' wide forms around the tempestarii, winds STR 30, wreaking havoc everywhere within the range.
  • Rasping sandstorm: a sandstorm 500' wide forms around the tempestarii, winds STR 25, blinding anyone within it, and rasping anything susceptible to being rasped down (metal, stone, etc.) at a power of 20.
  • Ominious storm: a powerful thunderstorm 500' wide forms around the tempestarii, winds STR 20, thunder power 15, lightning power 16/23/30/37 hitting at random, torrential rains, and possible hail.
  • Blizzard winds: snow-laden winds at STR 16 flurry around the templestarii in a 500' wide circle, dumping 10" of snow and bringing cold damage to all within it.
  • Tornado: a tornado of STR 50 forms near the tempestarii and unleashes all hell.
And these must be earned in-game:
  • Summon nor'easter: a non-tropical cyclone 30 miles wide brings massive devastation, coming in from ten miles away, moving at 50 mph, bringing winds STR 40, thunder power 15, lightning power 16/23/30/37, massive waves if near water, short-burst tornadoes, possible hail, and torrential rains.
  • Summon cyclone: a tropical cyclone 100 miles wide brings massive devasttion, coming in from 25 miles away, moving at 100 mph, bringing winds STR 60, thunder power 15, lightning power 16/23/30/37, massive waves if near water, short-burst tornadoes, possible hail, and torrential rains.
  • Wall of storms: a wall of storms 1 mile wide (a derecho) rolls in from 5 miles away, moving 30 mph toward the tempestarii, bringing devastating thunderstorms with it - winds STR 25, thunder power 25, lightning power 19/26/33/40, torrential rains, possible hail, and maybe a tornado.
  • Firewhirl: a fiery tornado of wind STR 30 and fire damage 20/26/32/38.
  • Waterspout: a waterspout tornado of wind/water STR of 40.
  • Dustdevil: a tornado of dust and sand with wind/sand STR of 30 rasps at a level of 35.

Other spells may be possible. Consult the GM.

Large, loud bells, especially church bells, will dissipate a tempestarii's storms if run twelve times in the midst of the storm. Flowers blessed by any legitimate faithful and tied to a post in an area targeted by a tempestarii will protect crops from their magic.

PRO / ATH +1 STR -1 AWA +2 WIL +4 PRS -1 STH -2

Topic revision: r7 - 23 Aug 2025, SallyJaneBlack
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