
- Antimancy
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- a very rare and even more
dangerous breed of sorcerer, antimancers are known as
hunters
(or synonyms to that
effect; slayer, stalker, etc). dedicated to the tenets of order
and freedom, the antimancers believe that attempting to control
primal forces leads to an inevitable increase in entropy and evil
(the analogy they use is that of a stagnant pool of water becoming
infested by disease-carrying vermin). by liberating magick from
the hands of mortals, they feel that this constant flow of magick
will contribute to increase order and stability; not only through
liberation of the magick itself, but also by removing the
dangerous, chaotic wielders of magick.
-
- antimancers are loners by
nature and by necessity -- contact with another antimancer would
drain both of their magickal reserves and possibly their life.
when undergoing training, they're usually sought out by an adept
who teaches them what they need to know, then goes her own way.
hunters rely on their mundane skills to track and kill rogue
magicians, preferring not to take on whole cabals. at last count,
there are only a score of hunters in existence. rumor has it that
both the new inquisition and the order of st. cecil each have a
hunter in their ranks...
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- antimancy blast
style: antimantic
blasts ignite charges built up inside the victim's body, forcing
them to erupt from the magician's eyes and mouth in a fiery blast
of magickal energy. the damage done by these blasts is twofold;
the stored charges are wiped out in the resultant explosion and
those charges damage the victim relative to their strength.
example: a dipsomancer is attacked by an antimantic blast. he has
two minor charges and one significant charge. the attacking
antimancer spends two minor charges and successfully casts a minor
blast spell and rolls two minor blast attacks (one for each of the
boozehound's minor charges). if the antimancer cast a significant
blast, the boozehound's single significant charge would ignite,
causing significant blast damage.
-
- hunters must spend at least
as many charges as their victims possess, else the spell will
fail. they may spend more (to be on the safe side) but most
antimancers rely on the appraise formula spell to gauge their
target's capabilities before attacking.
-
- generate a minor
charge: physically
destroy a minor magickal artifact or kill a magickally-active
being in hand to hand combat who has built up at last one minor
charge.
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- generate a significant
charge: physically
destroy a significant magickal artifact or kill a
magickally-active being in hand to hand combat who has built up at
last one significant charge.
-
- generate a major
charge: physically
destroy a major magickal artifact or kill a magickally-active
being in hand to hand combat who has built up at last one major
charge.
-
- taboo: physical contact with magickally
charged individuals or items will cause the antimancer to lose all
charges he is currently holding.
-
- random magick
domain: antimancers
deal with a very specific area: the location and destruction of
magickal items and magic-wielding individuals. as such, their
spells most often deal with perception, stealth and tracking.
except for their powerful blast spells, hunters employ few, if any
combat spells.
-
- starting
charges: newly-created
antimancers receive three minor charges.
-
- Antimancy minor formula
spells
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- go underground
- cost: 1 minor charge
- effect: go underground allows the antimancer to
conceal his true nature from spells akin to early warning and
appraise for twenty-four hours. underground also makes the hunter
invisible to beings that can sense magick, such as astral
parasites. this spell is one of the few beneficial antimancy
spells that can be cast on others.
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- early warning
- cost: 1 minor charge
- effect: by casting this spell, the antimancer
will "feel" when another magcian is present. the source of this
"feeling" will not be readily apparent and only alerts the hunter
to physical presences. this effect lasts for twenty-hour hours and
will function even when the hunter is asleep (causing him to wake
up).
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- appraise
- cost: 1-3 minor charges
- effect: when this spell is cast, any magickal
item, creature or charged magician in the hunter's sight will
appear surrounded by a halo of energy that only the hunter can
see. by spending additional charges, the hunter can discern the
strength of the charge and/or the number of charges present.
hunters use this spell both for indentifying potential targets and
as a precaution against touching magickal items.
-
- mindburn
- cost: 1+ minor charges
- effect: the animantic minor blast is called
mindburn. with it, the hunter can ignite minor charges stored
within a magician's body. the blast is explained above in the
blast description.
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- know thy enemy
- cost: 2 minor charges
- effect: to cast this spell, the hunter needs to
hold a physical document that contains important details about his
target's life (information on a computer screen must be printed
out). this information can take many forms; from dental records to
a tax return. when this information is in the hunter's possession
and he casts the spell, he will be able to "see" a clear vision of
the target's true appearance in his mind's eye. this spell is
commonly used to see through disguises (both magickal and mundane)
that the hunter's target might adopt in order to conceal his
presence. if used on a target who has been altered through
epideromancy, the target's current form and visage will be
seen.
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- Antimancy significant
formula spells
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- soulfire
- cost: 1+ significant charges
- effect: this spell is the antimantic
significant blast. it works exactly like mindburn except that the
damage, and pyrotechnics, are much greater.
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- replicate
- cost: 1 significant charge
- effect: this spell enables the antimancer to
create an exact, non-magickal duplicate of any artifact in his
possesion. antimancers employ this spell when stealing artifacts
to destroy, leaving a mundane replica in its place as to not alert
the item's owner. of course, they'll find out it's a fake when
they try to use it, but...
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- fear of the dark
- cost: 1 significant charge
- effect: when cast on a target, the hunter and
anything in his possesion will be totally invisible to that target
for twenty-four hours, unless he wants to be seen. the spell will
not mask noise or scent. this spell may be cast on multiple
targets by spending additional significant charges.
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- blood trail
- cost: 2 significant charges
- effect: if the hunter's target had ever cast a
spell in the hunter's presence (or on the hunter herself), every
time that the target uses magick from that point on, the hunter
will know where his location. the blood trail will end if the
hunter ever loses all of her charges.
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- negation
- cost: 3 significant charges
- effect: quite simply, negation cancels the
effects of any one spell cast (or being cast) on the antimancer.
as long as the hunter is aware that the spell is being cast, a
successfully cast spell is turned into a failed spell. cherries
and OACOWA rolls are similarly changed to sour cherries and BOHICA
rolls.
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- Antimancy major
effects
-
- with a major charge a hunter
could conceivably destroy a sorcerer's ability to use magick, make
any spell's effects permanent, destroy an item's ability to
produce charges (or place's ability, when dealing with cliomancy)
or utilize any antimantic spell on a global or cosmic
level.
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