Evocation
Evocation is magic stemming from The Lustful Howl of Ashes. It's the broadest category of magic; spells that don't fit into other traditions fit well here.
If determining a random evocation spell, roll a die to determine if it is grey magic or black magic. Evens are grey, odds are black. If a black magic spell, roll a 1d4 to determine its strength, than 1d8 to determine the specific spell.
1- Petty
1 - The Hierodule's Hymn
2 - The Twinned Seals of Binding
3 - The Word of Winged Ruin
4 - Banishing the Earthly Tithe
5 - Rebuking Baron Death
6 - Hex of Wheels
7 - The Dew of the Anunnaki
8 - The Icon of Ouroboros in Nadir (arcane symbol that compels any human who views it to smash the item the rune is written upon. Initiation into magic of any kind, including players who make a Magic saving throw, renders targets immune to this effect. Occultists use it to make sure their grimoires aren't read by the uninitiated, or as the spring in a trap of some kind).
2- Minor
1 - Striking Root and Shattering Eye
2 - Reflecting the First Kingdom's Abstraction Resplendent
3 - Throwing Wide the Manor-Gates
4 - Mantra of Unseen Ascension
5 - The Rain-Making Glyph of Huasca
6 - Igigi Killing Curse (creates storms centered on the target)
7 - Calling Forth the Honored Guest (summons an individual from an exalted bloodline)
8 - Ascending the Red-Limned Stair (initiates with knowledge of this spell can teleport up to 60' in any direction after they kill someone with a melee weapon. Magicians are actually briefly slipping into Unfallen Akkad and traversing streets and back-alleys, so may not end up exactly where they intended. And may not always come back.)
3- Major
1 - The Argent Evocation of Lunar Shadow
2 - Calling the Storm Down to Earth
3 - The Scent of Sweetest Incense
4 - The Sign to Break Tongues
5 - The Gainful Hand
6 - The Sargonic Sequence
7 - Contact Enlightened Ancestors
8 - The Path of Hours
4- Grand
1 - The Palace in the Window
2 - The Curse of Abnegation
3 - The Howl of the Spheres
4 - Drawing Down the High Mystic Serpent
5 - Calcifying the Solar Spirits on the Cusp of Rubedo
6 - The Hidden Angles of Akkad
7 - Adjuration of the Ravening Masters
8 - Reigning Upon a Throne of Prisms
2 - The Hierodule's Hymn (Petty): The oldest and one of the most ubiquitous evocation spells in existence, it was famously created as a weapon by the Hierodule of Unfallen Akkad. Reciting the Hymn forces anyone able to hear the words to make an immediate Magic saving throw (including the speaker and caster; I=it's typical for black sorcerers to utilize earplugs or noise-cancelling headphones to protect themselves from the spell). Those who fail are frozen in paralyzing pain until the speaker stops reciting the Hymn, or until those affected succumb. Those who succeed manage to ignore the cursed syllables, though they will have to repeat the saving throw every minute unless the Hymn stops or they somehow block out its fearsome tones.
After 10 minutes of listening to the Hymn, or in the case of investigators 10 + their Constitution modifier in minutes, the victim must make a Physical saving throw. On a success, the victim "only" takes 2d6 (Slaughtering 1d10) damage from internal trauma. On a failure, the victim hideously vomits up his or her own innards. Worse, the viscera is animated into a grotesque facsimile of life, creating a "note" of the Hymn. This animate viscera will attack anyone present, save for those reciting the Hymn. If no targets are present, the viscera will crawl away into some dark and comfortable spot, lying in wait for prey. The magic animating the entrails and organ will disperse after a few hours, rendering it inert.
The Hymn is a favored weapon because it requires no special components or preparation to use. As long as the caster knows the blasphemous Hymn, they can use it with impunity. That said, it is a very long, hour-long spell, and it can be physically exhausting to perform. The GM might force the caster to make skill checks (such as Language/Akkadian or Art/Public Speaking) or even Physical saves to determine if their voice is up to the task. The spell is actually a pledge to the Howl, and use of it damns the soul of the speaker. Additionally if the speaker fails their own Magic save, they will be compelled to continue speaking the Hymn until some outside force stops them. Suicidal magicians may use the Hymn and listen to it willingly, sacrificing themselves to smite their enemies or spawn a note. This is a relatively rare use of the Hymn, however, and most sorcerers simply plug up their ears or utilize noise-cancelling headphones to protect themselves from the curse.
Significantly, the Hymn retains its potency even if recorded. So long as the pronunciation and cadence is correct, a recording of the Hymn is just as dangerous as if it spilled directly from the sorcerer's foul lips.
3 - The Twinned Seals of Binding (Petty): By inscribing words of magic on a surface, black magicians can use evocation to bind any spell they know to an object. Breaking, burning or otherwise destroying the object releases the spell.
The targeted object can be anything from a supercomputer to a painted canvas, but needs to incorporate the magical symbols somewhere on the surface. To create the seal the caster imagines the spell they intend to cast, and satisfies any requirements for that spell (like human sacrifice) they need, then begins creating or marking the target item. The specific symbols used differ per spell, and arrive in the sorcerer's mind via "divine inspiration." This sanity-corroding community with an Outer Power is what makes this technique black magic.
If this is the only spell a black magician knows, roll again to randomly determine another spell. The random spell can
only be cast via the seal, since that is the only way the magician learned to cast it. This version of the spell sometimes comes to particularly devoted artists, crafstmen or scientists in dreams as wondrous designs or formulae they feel inspired to explore.
4- The Word of Winged Ruin (Petty): A dread curse pronounced in Akkadian will summon a thunderbird to destroy an inanimate object of the caster's choosing. This must be an object the caster has handled or at least seen themselves. A corrupted form of the thunder-chant discovered by an obscure Medieval occultist from continental Europe, its discoverer famously discovered its counter-curse as well: destroying the targeted item. If the target of the thunderbird's ire is destroyed by anything but the thunderbird itself,
The thunderbird will routinely kill any individual that stands between it and its target. The target of the curse also needs to be present to hear it. Recordings of the curse don't hold any potency, but cursing the target via phone or even voice chat works fine. The curse is instantaneous, but only a single thunderbird arrives to harry the victim, and it only arrives at night.
5 - Banishing the Earthly Tithe (Petty): This spell banishes a small inanimate object. The object must be small and light enough to be held in a single human hand, specifically the caster's. Properly targeting this spell requires knowledge of some extra-planar space or entity to serve as the object's destination. The banishment requires holding the target object and reciting a spell, the details of which differ depending on the exact target. Regardless of where the item is sent, all versions of this spell incorporate bleak oaths to the Howl. Use of it will permanently mar the caster's psyche, cursing the caster with bleak and mind-shredding nightmares of the atrocities committed in Unfallen Akkad's streets.
The targeted object is instantly teleported away once the spell is recited. If the gift is intended for a particular entity, the item will appear in roughly that entity's possession. This could mean gripped in one of its tentacles, in the possession of one of its minions, or even stored in an extra-dimensional vault.
Some black magicians use this spell to dispose of evidence, banishing paraphernalia where they know mundane authority will never reach.
6 - Rebuking Baron Death (Petty): Supposedly invented by a voodoo priestess as a weapon against the cults of the Pale King, this spell "revitalizes" a human corpse with a simple incantation of wildly disparate Nahuatl and Creole words combined with other, less identifiable syllables.
Many occultists believe this "revitalization" will restore a human carcass to life in a manner similar to
The Catabasis Protocol. Instead, this spell simply causes all human corpses within 50' of the caster to erupt with an effluvia of unnatural life. Once the five minute incantation is complete, nearby corpses will twitch and quiver for about an additional minute before disgorging 1d4 notes of the Hymn each. The notes will attack anyone except the caster of the spell.
Additionally, all living creatures who hear the spell will be infused with a wild, hedonistic energy. This inflicts 1d6 Madness on all present, but will allow NPCs to use their skill bonus as a damage bonus to melee attacks. PC investigators present instead gain a +2 bonus to damage rolls with melee attacks. This infusion of unholy vigor can be enough to incite an otherwise timid crowd into violence, though the individuals are in no way compelled to lash out, and are not under the direct control of the caster by any means. The mania lasts for the better part of an hour, but fades quickly once it has passed.
Hex of Wheels (Petty): This curse can target only means of human conveyance, like boats, automobiles, spacecraft or horses. It requires a sympathetic connection to the target, which is consumed during the casting, but requires no other major components, and can be performed within a round. The spell, once cast, causes the vehicle to malfunction in some unlikely but mundane-seeming way. This usually disables the vehicle entirely, but always causes a significant delay of some kind.
The part used as a sympathetic connection need have no actual connection to the malfunction; a cultist who knows this spell could use some fibers ripped from the backseat of a car, for example, to bring that car to a sudden and screeching halt. This spell is black magic largely due to the highly unpredictable nature of its outcome. A magician who steals a part from an airplane, for example, may just cause it be delayed on the ground for hours, or may force it to crash mid-flight. Attempts to predict the outcome through the precognition discipline or other methods will fail, but the spell is guaranteed to delay travel for at least 2d6 rounds, if not much longer.
The Dew of the Anunnaki (Petty): This ward perfectly preserves an object (usually an object no larger than a human body), so long as no human observes the warded item. The ward renders the warded object indestructible to any mundane means. Heat, cold, crushing pressure or the passage of centuries will have no effect on the warded object. Magic can still target and destroy it, but the protected item is completely immune to non-magical harm.
This protection fades as soon as a human other than the caster lays eyes on it. The ward can be perceived for a moment before it fades, with witnesses describing it as a layer of slime or moisture coating the item before it seems to "evaporate." This has led to it being called "the dew of the anunnaki," "dew of the asura" or "dew of the gods" in occult scholarship or the few archaeological writings that mention it.
While largely used by sorcerers in antiquity to preserve their knowledge for future generations, modern occultists have found creative uses for it, such as burying caches of guns or equipment for later use. The ward takes only a few minutes to apply, and is permanent unless broken by human perception.
7 - Striking Root and Shattering Eye (Minor): Threading together knots of human hair while under the influence of powerful hallucinogenic tubers, the magician can create a sort of universal voodoo doll, one that can be used to affect any human who is viewing it. The token created can only affect humans, and only if they are aware of the object and can view it with their eyes, unaided by any device. For this reason, video recordings of practitioners using the totem has no effect on viewers.
Once created, the "doll" is considered a sympathetic connection to any human viewing it with their natural, unaided vision. This connection lasts only so long as the doll is viewed; removing the totem from sight immediately breaks the sympathetic connection until it is returned to an individual's line of sight. The doll can function as a sympathetic connection for more than one individual, and will in fact function for all viewers, no matter how many.
If the totem is destroyed by stabbing, crushing or burning, any human witnessing the act will need to make a Magic saving throw or be stunned for 1d4 rounds. This stun takes the form of burning, all-encompassing pain similar to that caused by the
Hierodule's Hymn, coupled with crippling grief similar to losing a beloved pet. Witnesses must also make a Physical saving throw, or suffer 2d6 damage (1d10 Slaughtering). This damage often appears to be an an aneurysm, stroke, or some other seemingly natural cause.
8 - Reflecting the First Kingdom's Abstraction Resplendent (Minor): Modern historians attribute the fall of Akkad to decadent leadership and the invasion of the Gutians, but the truth is much stranger. After the people of Akkad began to question the power of the Hierodule, she conducted a terrible ritual (
The Palace in the Window, see below) that allowed her to scour much of late Akkad from history, and withdraw into a parallel universe where she could reign as a god over the ancient city-state.
Despite the extreme isolation of Akkad, the Hierodule still permits visitors. Those who recite a short phrase in Akkadian pledging allegiance to her before crossing a threshold of some type are instantly transported into Unfallen Akkad. A twisted shadow of the historical city-state, Unfallen Akkad is a place of unending fire, violence, and anarchy. The Hierodule herself still persists here, reigning in a hell of her own making. Willingly stepping into Unfallen Akkad is usually a fate worse than death, but desperate occultists sometimes use this method to escape the justice of investigators. This spell only functions within a fane to the Howl.
9 - Throwing Wide the Manor-Gates (Minor): This spell opens a small tunnel into the earth, potentially causing seismic events in the process. The tunnel will lead about 10' to 30' down before flaring out in a small, 50' diameter underground chamber. Repeated castings of the spell can add additional chambers, and chambers may "overlap" to create larger subterranean spaces. These magically-conjured caves never accidentally collapse when created, no matter how unlikely their geometry or geology, though they can still be collapsed through skilled use of mundane demolitions.
Earth and stone in the path of this spell are removed by magical means, disappearing utterly and leaving behind unnaturally smooth walls in unsettling organic shapes. Valuable materials like ore, gem stones, oil or natural gas are left behind. It seems the distinction is largely made by what the caster personally perceives to be "valuable."
The hour long invocation in Akkadian is easy enough to learn phonetically, but the spell only has power when recited by a naga or the direct family member of a naga. This spell is used by certain naga-compromised clans of the Ivory Brotherhood to construct secret subterranean strongholds in rural areas, or else as an occult alternate to standard mining practices.
10 - Mantra of Unseen Ascension (Minor): Rumored to have been gifted by a Mesoamerican mystic to his disciples, this hour-long Nahuatal ritual is characterized by high, wordless shrieks and only works on the night of a new moon. This strange calling will attract 1d4 thunderbirds, who promptly pluck the caster up in their talons and transport them safely to a location of their choosing. This strange demon-flight is corrosive to the rider's sanity, but the thunderbirds serve the caster faithfully. The conjured birds are known to attack humans or destroy structures that stand in the way of either their charge or their destination.
Once the caster is deposited at their destination, the thunderbirds fly way, and cannot be called again in the same night. It is rumored that the summoned birds can transport the caster to places beyond earth and beyond this plane, but magicians who attempt such feats are seldom heard from again.
The ritual takes two hours to complete, and must either be cast in a place where a great deal of human blood has been recently spilled, or by someone who has enjoyed the
Sweetest Incense within the last lunar month. Successfully casting this spell once allows the magician to cast it again without further human sacrifice, though not all practitioners are aware of this liberty.
11 - The Argent Evocation of Lunar Shadow (Major): A central spell for both subservient and maltheistic branches of the storied Ivory Brotherhood, the
Argent Evocation must be cast at night, during the new moon. More importantly, it must also be cast in a location of great "psychic dissonance" between humans, as well a fane devoted to the Howl. This "psychic dissonance" is usually created by a massive orgy juxtaposed with torture of one or more individuals, though other methods of creating a tableau of hedonistic debauchery paired with human agony can also activate the spell.
The "festivities" occupy most of the evening, reaching a crescendo at midnight. The purpose of the spell is to manipulate the fane itself. The
Argent Evocation of Lunar Shadow can function identically to the spell
Binding Shut the Way, but functioning only on fanes to the Howl and only for a month's time. Cultists must repeat the ritual each month if they hope to keep the fane deactivated permanently. Other sects of the Ivory Brotherhood use the ritual strategically, to temporarily disguise or hide a fane from investigators or other enemies.
Alternately, the evocation can be used to personally empower a lone participant in the ritual. The recipient of this blessing can double their skill bonus for a lunar month, and at the GM's discretion learn a single black or grey magic spell as they attune their consciousness to the Howl. Investigators enjoy a +2 bonus to all skill checks, and may or may not learn a spell as well, but inevitably take d20 Madness for being a willing or unwilling participant in the ritual.
The
Argent Evocation of Lunar Shadow has a hidden danger in that it invites naga into the world. Every time the spell is cast, the GM should select a single target, likely either the victim of the torture fueling the spell, the magician performing it, or the individual receiving the evocation's "blessing" in the alternate form of the spell. If the save fails, the participant becomes a naga.
12 - Calling the Storm Down to Earth (Major): This grand ritual allows the summoner to produce a flock of thunderbirds. It can only be cast during a major storm of some kind, and only at night. Like many summoning spells of black magic, it requires a human sacrifice, or for the
Scent of Sweetest Incense to have been previously cast. Almost any available human victim will do, but the method of execution must involve bloodletting, drowning, or dropping the sacrifice from a great height.
The spell summons 3d6 thunderbirds, who arrive immediately. They weather will intensify and linger unnaturally for 2d6 days, and the thunderbirds will active even during the day time so long as they do not leave the cover of the storm.
The sorcerer does not have direct control over the thunderbirds, though they will not attack the caster unless provoked. They will attack nearly anything else, however, rampaging through the area unless directed with other magic.
13 - The Scent of Sweetest Incense (Major): This spell sacrifices a human subject to heal or magically uplift the magician. It is the classic "blood power ritual," and so ubiquitous in human thought and culture that its exact operation needs no further elaboration. All that matters is that a human life is spent in exchange for magical healing or occult power, and that the act is performed with utter certainty of will at a fane drenched with the Howl's power.
This rite is physically addictive to both human and naga, who are the most likely to know and perform it. Naga regain 1d10 hitpoints when drinking in the incense, while humans gain both 1d6 hitpoints and a +2 bonus to all skill rolls and saving throws for the next 24 hours. Certain dire spells require first imbibing the
Sweetest Incense as a prerequisite.
Victims slain by this spell (and they can be slain by almost any method conceivable) rapidly transform into a black mist. Inhaling this mist imparts the effects of the spell, and can be shared among seven individuals.
14 - The Sign to Break Tongues (Major): This curse renders the target incapable of speaking about a certain subject or object. It requires a a fane to the Howl, and consists of a day-long occult ceremony conducted in total silence by the magician, culminating with the sacrifice of a gagged human victim. Dipping one's fingers into the spilled blood enables the magician to make fell hand-signs of warding and binding. After making the sign, all who witness it must make a Mental save. On a failure, the magician dictates the banned subject of conversation. The magician is aware of any individual that made their save, and can repeat the hand-signal once per round until the blood dries. The hand-sign is quick to perform, and does not take the magician's action for the round.
As part of the spell, the magician can also preserve vials of this bloody pigment for later use. 1d6 such doses of blood can be extracted from a single victim over the course of the ritual.
15 - The Gainful Hand (Major):
16 - The Sargonic Sequence (Major): A powerful apotropaic pattern applied to a person's arms, torso, and feet, the sigils are described in occult literature as a "prism" reflecting away dark magic. The sigils can be painted on with pigments, or expressed through tattoos, scarification, or other methods. Modern occultists have experimented with more exotic methods of application, with unpredictable results.
If correctly applied, the sequence inoculates the warded person or object against both black and grey evocation magic. All spells fail to affect the target as expected, with no need of a saving throw. Black magic from other schools is still effective, though the sequence allows the warded individual to add their skill bonus to the saving throw.
The sequence does have a hidden danger, however, as this "prism" can intensify the magic of the Howl if exposed to too much of it. If someone protected by the sequence is brought into an active fane of the Howl, or if they witness or participate in the The Argent Evocation, they will have their soul devoured by a naga. The sequence lures naga into this reality, all but guaranteeing the possession. On a failed saving throw, they become a naga, and must repeat the save if ever exposed to the raw stuff of the Howl ever again.
Most are unaware of this danger of the sequence, but some black magicians have made the connection. It is possible to use the Sargonic sequence to intentionally summon naga, though such uses are invariably black magic.
17 - Contact Enlightened Ancestors (Major): Grants the caster telepathic contact with an exalted bloodline in some other reality.
Some bloodlines know certain arcane formulae, which they will eagerly teach the contactee, formulae that can summon the exalted to our reality, or transport the caster to theirs. Some can spread their "blessings" to others through these means, or accomplish other, stranger things...
18 - The Path of Hours (Major): This spell allows psychic communion with a nagual, a totemic force that can grant knowledge of disciplines but will also warp the unwary into an atavistic monster. Initial contact is made in dreams.
19 - Curse of Abnegation (Grand): Also called "The Claws of the Dragon" as it a favored weapon of the great serpents, and in fact can only be cast by a dragon. A mortal with knowledge of a specific dragon can attempt to summon it and leverage this knowledge to cast
20 - The Palace in the Window (Grand):
Requires: Underground, residue of naga, an exotic animal, an unwitting innocent. Two days to cast. Creates a bubble of artificial reality that gradually sloughs off from the consensus. It dissolves into Chaos soon after this process is complete, but the caster has full control of his new demense until this occurs.
21 - The Howl of the Spheres (Grand): Summons a wendigo by sacrificing a naga, cutting it open to unleash the horrible potential inside. Magicians sometimes do this believing they are tapping into the infinite energy of the Howl. Any wendigo created immediately slaughters all present and begins casting the Palace in the Window.
It requires creating a totem of metal, stone, clay, bone or horn, carved with four specific sigils. These sigils can optionally be split between multiple totems. All the sigils must be inlaid with silver, requiring talented artisans meeting exacting standards. The totems need to be erected in a place of worship. The exact definition of "place of worship" is murky, but roughly speaking, at least a dozen humans must have gathered there for a year or more to worship someone or something. The totems can be hidden in architecture or other objects, or even buried.
A magical knife must be used to slay a naga to finalize the spell. Weapons affected by the spells
The Silvered Blade of Sacrifice,
Binding the Crimson Sword, or
The Rite of the Wetted Knife (attuned to naga, of course) are sufficient, but need to be constructed entirely of silver. More powerful magical weapons will also work, regardless of their composition. If this act is performed while the compromised temple is in the path of a solar eclipse, the slain naga will immediately transform in a wendigo. If performed at any time other than a solar eclipse, the naga will simply die, but its death will be treated as if by natural causes. After its normal incubation period, a wendigo will emerge, provided the corpse isn't moved more than 100' away from any of the sigils.
22 - Drawing Down the High Mystic Serpent (Grand): This dread rite summons a dragon, a dangerous prospect but that one that allows for the possibility of bargaining with mighty outer being in exchange for potentially limitless occult knowledge.
23 - Calcifying the Solar Spirits on the Cusp of Rubedo (Grand): This spell is believed to be the "philosopher's stone" of legend, capable of transmuting an substance into any other substance. This "perfect transmutation" requires a full week of black ritual,
24 - The Hidden Angles of Akkad (Grand): This spell promises time travel, connecting two points in time with a physical and metaphysical gate. All who traverse this tenuous bridge risk plummeting into Unfallen Akkad. Worse are the consequences of actually successfully casting this spell, and completing the psychedelic balance-beam journey through time. The paradoxes created by such an event might buckle the noosphere, or at the very least slough off large chunks of it into alternate timelines.
Adjuration of the Ravening Masters (Grand): The writings of a Coptic priest and secret grey magic occultist warns against the 'adjurations of ravening masters who teach the left-handed path of the serpent.' What at first appears to be a generic ban against magic and occultism is actually a dire warning against a particular black magic spell. The 'Adjuration of the Ravening Masters' as it is now known, is seen by some as a path to immortality. Specifically, it allows the caster to swap minds with another person, trading an old, ailing or absent body for a new one. The target is left in the caster's former body or vessel.
The caster must prepare their target by first initiating them into the ways of magic. Forging and then corrupting a student and teacher relationship is vital to this spell, though this relationship does not need to be amicable. Teaching any first level grey magic spell or initiating the target into any discipline will be sufficient, but the caster can teach more advanced magics if they so choose. The teaching will involve complicated purification rites that are actually secret components of the spell that will allow the mind transfer to take place. The actual magic taught must be real and true, however, as the black magician needs the reality-bending influence of true magic to lay their trap.
A portion of this tutelage must take place underground, such as in a cellar or cave, one that has been ritually sanctified by the caster in some way (spells such as the
Pandect of Light or the
Cleansing Light of Dawn are more than sufficient, as are runes, sigils or religious paraphernalia of many traditions). Additionally, a snake must bite the student once during the lessons, and a snake must also bite the teacher. This need not be the same snake, and the bites don't need to happen at the same time, but 'piercing the flesh with the venom of knowledge' is a vital component described in the few black grimoires that detail this rite.
If all this comes to pass, and the student actively learns and attempts to use the magic offered, the caster can utter the trigger word to complete the mental transfer. Investigators get only a Mental saving throw to resist. On a failure, they can continue playing their character in a foreign body, but take d20 Madness as a result of the trauma.
While repeatedly casting this spell on a string of apprentices allows for theoretical immortality, in truth there is always a small chance that this spell will go awry, transforming one of the mentally-swapped individuals into a naga. This danger of the spell is obscured to even the most experienced sorcerers, such as the Man Who Wears Dead Faces.
Reigning Upon a Throne of Prisms (Grand): This terrible curse alter's the target's worldview. Many black sorcerers mistake this for mind control or a memory-altering spell, but its design is actually much more insidious.
Upon culmination of the lengthy targeting ritual, the recipient of the curse will believe one statement that the sorcerer utters on the wind. Even if presented with obvious evidence that the statement is untrue, a target who has succumbed to the curse will continue to believe it. For minor lies, this functions essentially as mind control. For major lies or alterations to the subject's character or history, however, they may encounter metaphysical "friction" that drags the cursed individual further away from consensus reality. If enough of this "friction" occurs, they will be completely closed off from the noosphere, left to fend for themselves in the Howl as their personal reality fragments around them.
The greatest black magicians alive today, such as the Man Who Wears Dead Faces and his ilk, have come to see
Reigning Upon a Throne of Prisms as their greatest weapon against enemy spellcasters. Implanting an idea as incongruous with consensus reality as "the sky is green" or "oxygen is poisonous to you" will quickly lead to a rival dying, disappearing or worse.
This message was last edited by the GM at 06:29, Wed 11 Dec 2019.