Thursday, December 28, 2023

[Mage: Awakening 2e] Abyssal Arcana (Abyss part 5)

Ars Paradoxica

Chapter Five - Abyssal Magic

The Tree of Life (top end) and the Tree of Death (roots)

Systems of Archmastery and Arcana... these are the true power of the Aswadim.  Every time they solidify one of the Omens (which are inherently reality-threatening and mentioned in the final chapter of the Imperial Mysteries source book) they can permanently trade out their one of an Arcanum with equal dots in one of the Void Arcana (from there they can buy new dots for the Void Arcana with new dots x seven experience points, the extra cost indicative of the foreign aspect of the knowledge).  They gain a dot of Discordia for each Arcanum they trade out and roll Discordia instead of Gnosis for Improvised Castings of these spells.  All spells cast with the Void Arcana are Improvisedand cannot be codified into Rotes.  When they have completely traded out all  10Arcana and receive 10 dots of Discordia they can truly descend into the Abyss and become one of its Abyssal Gods.  Discordia dots can only be gained from trading out an Arcanum.

Qlippoth: the inverted Sephirah (The Abyssal Arcana)
Status equal to the mages that were consumed… these powers are only used by Qlippoth, Aswadim, and greater Abyssal Entities
Gnosis = Discordia – do not gain any additional Mana pool, cannot spend more Mana in a turn than what Gnosis allows.
Arcana: (Calls upon the 10 Great Dreamers, the Annunaki, Black Dragon Gods of the Abyss: Parts of the five headed monster (5 reflected towers) Tiamat = the Abyss itself) Inverted symbols for the Arcana (upside down and mirrored)
Shadowed or mirror forms of the Arcana.  These align with the Qlippoth of the Kabbalistic faith (per Magical Traditions).
((Note:
Wait!  Aren’t opposites to the Truth of the Supernal also Supernal Truths?  Yes they are.  The Truth of an Arcanum at its most basic form already has diapolar ends built into it.  A Forces master can make and unmake said elements of the grand Tapestry.  The Void Arcana (the anti-Sephira or anti-Arcana) are a twisted reflection of both those truths.  Perhaps there used to a more powerful pole to the positive aspect of each of the Sephiroth (Arcana).  Maybe there used to be the roots to the branches on the tree of life.  If so, now the Arcana rotate and spin like pulsars, emitting both positive and negative aspects of their truths.  Meanwhile below the fallen earth rot the old negative poles.  The real Tree of Death is now the fallen aspects of the higher Supernal Realms, trapped on earth (The Shadow, The Hedge, Abaddon, The Underworld, the Astral Realms).  They “fell to earth” and where the tree of Death used to stand lies the Abyssal reflection of the tree above.

Rules for lowspeech from Nighthorrors: The Unbidden
Rules for abyssal language of the gate.

The Anti-Truth
Represented as an inversion and reflection of the Kabbalahist Tree of Life where the draconic twin helixes move down instead of heavenwards.

Mechanics: At the fundamental level the same purviews as the regular Arcana with access to a few more tricks of game mechanics associated with the Abyss.  There are no Rotes, it cannot be codified in such a manner.  These Anti-Arcana can alter the effects of things outside of the preview of the Arcana they represent (ie Doom can be used to manipulate magic not simply limited to Fate).  They are instead Lies that like Abyssal manifestations, respect no sane order of reality, representing the Lies they represent.The Void ArcanaShould be treated as a combination of Spirit Influence Rules while using what the Arcana can do as a guideline as well as the flavor text and mechanical framework outlined below.  The influence abilities give the Void Arcana greater flexibility and potency at the cost of feeding the hungry Abyss more Supernal energy, advancing the inevitable Supernal Death of the Universe.
Influence Rules:
1.      O Initiate:
a.      Influence Ability: Strengthen(Similar to Perfecting)
                                                              i.      Spend 1 Mana and instantly add dots of Discordia to aspects of preview the caster wishes to augment.  This is usually a state, attribute, skill, or derived trait.  It cannot boost dots in Arcana or Gnosis however.  Duration: 1 Minute per success. 
b.      Practices: Knowing, Unveiling, Compelling
2.      OO Apprentice:
a.      Influence Ability: Manipulate (Similar to Weaving)
                                                              i.      Spend 2 Mana and instantly make minor changes to the nature or behavior of something within its purview.  Effects last 10 minutes per success.
                                                            ii.      For an additional Mana the duration can be extended to one hour per success 1-2 dot influence abilities.
b.      Practices: Shielding, Veiling, Ruling
3.      OOO Disciple:
a.      Influence Ability: Control (Similar to Patterning)
                                                              i.      Spend 3 Mana and instantly make drastic changes to the nature or behavior of something within its purview.  Effect lasts 10 minutes per success.
                                                            ii.      For an additional Mana the durations of 1-3 dot influence abilities can be extended to 1 hour per success.
                                                          iii.      For an additional 2 Mana the duration of 1-3 dot influence abilities can be extended to a day per success.
b.      Practices: Perfecting, Weaving, Fraying
4.      OOOO Adept:
a.      Influence Ability: Create (Similar to Making)
                                                              i.      Spend 4 Mana and instantly create a new source of an aspect within its purview (emotion, behavior, object, force, entity).  Sources are always Abyssally corrupted in some fashion (naturally).
                                                            ii.      For an additional Mana the durations of 1-4 dot influence abilities can be extended to 1 hour per success.
                                                          iii.      For an additional 2 Mana the duration of 1-4 dot influence abilities can be extended to a day per success.
                                                           iv.      For an additional 3 Mana the duration of 1-4 dot influence abilities can be made lasting.  The spell cannot permanently alter a living being and defaults to a year in duration.
b.      Practices: Patterning, Unraveling
5.      OOOOO Master:
a.      Influence Ability: Mass Create (Similar to Making)
                                                              i.      Spend 5 Mana and instantly create multiple identical instances (emotion, behavior, object, force, entity) of an aspect under its purview.  The number of instances that come into existence is equal to the caster’s dots of Discorda +1.
                                                            ii.      Spend 5 Mana and instantly create a lasting instances(emotion, behavior, object, force, entity) of an aspect under its purview.
                                                          iii.      For an additional Mana the durations of 1-5 dot influence abilities can be extended to 1 hour per success.
                                                           iv.      For an additional 2 Mana the duration of 1-5 dot influence abilities can be extended to a day per success.
                                                             v.      For an additional 3 Mana the duration of 1-5 dot influence abilities can be made lasting.  This would allow for Mass Create (multiple instances) to be permanent instead of just one instance.  The spell cannot permanently alter a living being and defaults to a year in duration.
b.      Practices: Making, Unmaking
6.      OOOOO O Archmaster:
a.      Influence Ability: Dynamics
                                                              i.      Spend 8 Mana Extended action to use Dynamics (lasting)
                                                            ii.      Duplicate any Arcana practices within preview (Instant)(1-5 Mana based on dots needed) and they default to their base durations but can be manipulated with spell factors.
b.      Practices: Dynamics – requires Quintessence and Ritual casting, costs 2 Mana and 0 Arcane Experience Points
7.      OOOOO OO Archmaster:
a.      Influence Ability: Excision– 1. Spend 13 Mana to use Excision with an Extended casting (lasting). 2. Extending spells of any of the Common practices can be done with an Instant casting (1-5 Mana).
b.      Influence Ability: Entities - 1. Spend 13 Mana to use Entities with an Extended casting (lasting). 2. Extending spells of any of the Common practices can be done with an Instant casting (1-5 Mana).
c.       Practices: Excision, Entities– requires Quintessence and Ritual casting, costs 4 Mana and 2 Arcane Experience Points
8.      OOOOO OOO Archmaster:
a.      Influence Ability: Dominions - 1. Spend 19 Mana to use Dominions with an Extended casting (lasting). 2. Spend 19 Mana, The caster may achieve nearly anything within its preview as if it were using an Effect of the Practice of Transfiguration (Instant).
b.      Practices: Dominions – requires Quintessence and Ritual casting, costs 6 Mana and 5 Arcane Experience Points
9.      OOOOO OOOO Archmaster:
a.      Influence Ability: Transfiguration- Spend 27 Mana to use any of the Imperial Practices within purview as an Instant Cast! (Lasting)
b.      Practices: Transfiguration – requires Quintessence and Ritual casting, costs 8 Mana and 10 Arcane Experience Points
10.  OOOOO OOOOO Ascended/Descended Being:
a.      Influence Ability: ???
b.      Practices: ???

THE VOID ARCANA (Abyssal Arcana)
These are the Ultimate Lies of the Annunaki, the Great Dreamers:
1.    SUBLUXATION(Anti-Prime)
a.      Sephira: Inverted Keter (Keter is called “The Crown,” the holiest singularity, above consciousness)
b.      Description:  While the Keter is the universal oneness, the infinite unknowable all, Subluxation is the separation of self and separation from the divine.  It is the sealing of Prime from the fallen World and the ultimate source of the Quiescence.  Where Prime represents the source of all magic and unity, Subluxation is the concept of duality or separating from the one.  It is the refusal of self-realization and the purity of spirit.  It is resists the urge to create and replaces it with nilism. It also can represent excision, or the creation of disunity and the force of creating polar-opposites instead of wholes.
c.       Other names/entities:The Nil, The Inversion, The Separation, Shadow, the Final Lie,Discordia, Disunity, the Scorching Light, Aten,The Pollution, the Adversary.The Crimson Kingis a Greater Abyssal God aligned with this greater entity.
d.      AnnankiPatron:AngraMainyuaka Ahriman, Moloch, or Malech
e.      Abyssal Realm: Thaumiel(aka Cathariel)
f.        Minions:The Broken – realm lackslacks denizens, it is the separation from them instead.  It creates dark versions of any who enter, creates a copy that is not a duality but instead a shadow or twisted reflection of that which comes in contact with it.  The realm is filled with Shadow Twins, the Polluted of the Divine.
g.      Magic:Can cause a mage to temporarily be cut off from their magic, the soul to be cut off from the Astral, cut the soul from the body, cut the own from the other (sympathy),  Magical negation such as corrupted forms dispellation, and the mind from its earthy senses.  It can create illusion and magical constructs but these are always horrid lies. It could also be used to set up tainted or Anti-Demenses using soul stones hollowed out by the Abyss.
2.      NEGATION (Anti-Forces)
a.      Sephira:Inverted Chockma (which means Wisdom, creation from nothing, part of the conscious intellect of the phyche)
b.      Description:Negation is about confusion, lies and superficialisms (as opposed to Reality and Wisdom), it rapes the natural acts upon matter.  It negates or refuses to be pinned down by the restrictions of cause and effect.  It reflects back that which enters it in such a way that it distorts and cancels out that which it takes in.
c.       Other names:The Empty Gap, The Void, Perfect Annihilation, Cancelation, Anti-isum, The Mirror, what looks back, The Anti-Reality Bomb.
d.      Annanki Patron:Chogiel– meanings - "That which goes forth into the place empty of god."It’s better known as The Mirror at the End of All Things.
e.      Abyssal Realm:Ghagiel
f.        Minions:Augiels: The Hinderers
g.      Magic:Removes aspects of the fundamental nature of elements, ice may burn and fire may refuse to consume fuel.  It also can completely remove fundamental forces of nature.  Aspects of gravity, temperature, velocity, kinetic force, sound, electricity, any radiation, etc can be negated or forced to act in a way that is against its fundamental nature.  It can also be very effective at degrading any“acting” element the castercan perceive within the confines of physics.  It can also create or edit Forces so that they cannot be bound within the normal matrixes of physical law or magic to counter it.  It can also stick two aspects together and cause cosmic confusion which fuses those aspects together (ie. fire also burns and also gravitationally pulls things into it.)
3.      DOOM (Anti-Fate)
a.      Sephira:Inverted Binah (Which means Understanding, part of the conscious intellect of the phyche.)
b.      Description:Hides the face of divinity and shrouds the mercy of chance.  There is no providence and all accelerates towards the head death of the universe.  Chaos and happenstance strike out maliciously.  The spiritual principle remains hidden from view, it veils perfection.
c.       Other names/entities:Destiny Dead, The Sea of Chaos, The Vile Occlusion, The Heat Death, Doom, Whore of Inevitability,
d.      AnnankiPatron:Sateriel“The Concealer of Spirit” “One who flees light”
e.      Abyssal Realm: Sheireil – a black place of endless chaotic mazes and unwinnable riddles
f.        Minions:The Concealers – frail looking entities hidden in darkness, living shadows of whispy shrouds, jelly veils, and burning eyes.  The Darkness that Thirsts was one of these.
g.      Magic:Powerful occlusions of fate, very vengeful curses, chance twisted to its worst outcome (afflict Dramatic failures), clouding Mage Sights from Truth, altering one’s path to that of Doom.It is the Backbite of Destiny, Kin-slaying, betrayal, legendary curses, power of the Oathbreakers, control over the random for vile and paradoxical purposes.
4.      REGRESSION (Anti-Time)
a.      Sephira:InvertedChesed (Meaning Empathy, part of the conscious emotions of the phyche)
b.      Description:Time is the first gift given to existance, but instead this gift is consumed and stolen away.  Eating up the substance and thought of creationg, unraveling progression to its source and snuffing out the light.  It is the hate, the disturber of all things.  The Supernal truth of Time is spread so far and thin it breaks, time paradoxes occurr and the universe collapses.  It represents the misguided and imbalance of love.  Love and hate are an inch away.
c.       Other names/entities:The Three A.M., the Doom’s Day Clock, The End, The Neverwas,Forever-now, The End of Time, The Great Devourer, The Breaker,
d.      AnnankiPatron:Azariel“The Binding One”
e.      Abyssal Realm: Gasheklah
f.        Minions:The Devourers, The Smiters, the Breakers,The Red Prince of 100,000 Leavesis one of the Greater Abyssal Gods under this Annunaki.  It is a horrible separate timeline trying to become real.  The entities represent the opposite turns of life, the ones that break.  They are temporal paradoxes with enormous all-consuming mouths at eats all the time/space around them, creating a black hole of sorts.
g.      Magic:Time Compression, Temporal paradox, concepts of agitation of time, vampirism of time (consuming Time), the Unmaking of time and the cancelling out of possibilities.  Manipulating Time to disorder, disrupt, trouble, distort or dishevel timelines of people, places and things, even the caster.  It creates Lies in the past that change the subject of the spell.  It also grants control over the Hedgework, mazes and thorns.
5.      DEMENTIA (Anti-Mind)
a.      Sephira:InvertedGeburah(Meaning Severity, the Strength and Judgment of the human Will)
b.      Description:The Mind is the truth of logic of restraint, it casts away the unnecessary and strives for balance and wisdom.  Instead Demntia throws this out of balance.  Emotions and thoughts infect and “burn” away all that a person is painfully and horribly.  Where Mind is control, conservation of effort, Demantia is unbridled radicalism and tyranny that twists the very soul.  It is will untested and unopposed, undirected, rampant activity,
c.       Other names/entities:The Brain Burn, The Dreaming Sickness, The Mind Virus, The Fatal Bias, The High Calamity, The Black Ruination of God, the Black Signal.
d.      AnnankiPatron:Zaphiel “The Flaming One,” or “One Adorned with Fire” Zaphiel is the reanimated corpse of the great Astral dragon Orouboros.  It’s putrid and rotten body drips with horrid self-destructive ideas and disillusionment that also will never die or go away.
e.      Abyssal Realm: Golachab – a volcanic cave inside the subconscious.  It may seem similar to aspects of Pandemonium but it is a prison that burns away the self instead of testing it.  Like all the Abyssal realms they undo what they reflect.
f.        Minions:The Burners aka The Arsonists, they burn with volcanic Abyssal fires and lava and have enormous heads and bodies of the hard substance of Matter in opposition to the ephemeral quality of the mind.Molten golems that are mercilessly violent. They are the inceptions of thoughts that infect and drive mad.  They are insanity of the utterly alien, the Abyssal Memes.  The Nemesis Continuumis an Intruder in the fallen world from Golachab.This is also the home place of many Astral Intruders.
g.      Magic:Utter destruction of neural pathways, the stripping away the self and inflicting madness and mental prisons.  Sensory Deprivation. Deprecation, madness, Degeneration, Access/control with Acamoth and Temenic Madness Realms, disassociation or loss of self, or utter megalomania and self-godhood.
6.      ISOLATION (Anti-Space)
a.      Sephira:Inverted Tiphereth(Meaning Harmony, mercy and compassion and the Sympathies and associations that make Space magic work).
b.      Description:
c.       Other names/entities:
d.      AnnankiPatron:
e.      Abyssal Realm: Gamchicoth
f.        Minions:The Disputers aka the Hagglers,
g.      Magic:



http://en.wikipedia.org/wiki/Sephirot

1.      Life = Mutagen – cancerous, virus, uncontrolled, create beings and evolutions that subsist on filth, poison, and harsh chemicals; The BlackwormJism, The Zero-Point Pathogen
2.      Spirit = Subjugation – blood, Plastic shaman, adaptation over integrity, summoning from outside and purview over the anti-beings, Abyssal Spirits.  How to grow and tend to them, how to convert the Shadow into a horrible Garden to sustain him.Ammut? The Filth,
3.      Matter = Corrosion - Tarnish , oxidation, consumption, decay and impurity of chemicals, accelerated entropy of the physical, Eater,
4.      Death =Entropy – Spiritual entropy and decay, darkness, putrid ectoplasm, draws power from Nergal
5.      Space = Isolation – , darkness, Access to The INBETWEEN, breaks down sympathy and possibly distance itself, punches holes in reality and violent tears in the fabric of the tapesty, ?-Orochi
11. Anti-Da’at (or Daath) – This is the source of Paradox and the Quiescence in the Fallen World.  It is the Greater Qlippoth of The Gate, the mysterious 11th Exarch and Aeon of the Abyss.  It represents the way into in order to access these Arcana.  Baalim and Archmasters of the Abyss (the Aswadim) further master the Abyss through entretees with the Gatekeeper in his hovel on the shores of Orouboros.



From Books:

greater Abyssal entity: A stillborn or castoff world within the Abyss, made of hundreds of smaller Abyssal beings.

Royal Avatar: A representative of a spirit entity of godlike
power; a rank 5 “face” for a rank 6 or more being.

Qliphoth: A once-human “shell” fi lled with the lies of
the Abyss, created from a failed aspirant or an established
archmage who succumbs to the most severe forms of Paradox.

Aswadim are drawn to Quintessences that reject the laws
of the Fallen World — impossible items and creatures that
reject creation’s rules, changed things left behind in the wake
of Abyssal intruders, and the creations of human hubris.

Aswadim Princes of the Abyss
Aswadim (“Dark Ones”) walk deep within their desires,
letting them bloom to the point where everything human is
all but extinguished. They accept paradoxical urgings: to be
king and slave, to live forever, but reside in death. An Aswad

might explain that he desires freedom — the liberty that
comes when all law and meaning has been extinguished.
And there is only one truly lawless, free realm: the Abyss.
Aswadim believe the so-called “Prison of Forms” traps the
will in endless patterns and codes. The way of the Abyss is
honest and responsible. In the Void, a mage’s will is the only
law — but it is a law one must obey absolutely.
Weak souls allow themselves to be consumed by utter
freedom. They conceive of it as an external entity to bargain
with and are soon entangled in the contradictions of their
undisciplined, personifi ed passions. Aswadim no longer
truck with the Abyss as an external source of power. They are
the Abyss: a pathless domain of limitless possibility within
them, surging to assault the frontier of Being.
Scelesti might become Aswadim, but few attain the necessary
power. They fall to enemy magi, errant summoning
rites, and the other ravages of service. A Seeker might enter
the entente after a distinguished career in the Pentacle (and
occasionally, the Seers of the Throne). Upon the Threshold
Seeking, they feel compelled to study the most forbidden secrets.
Silver Ladder mages populate stories of power-hungry
mages willing to break the Abyssal taboo — and the order
seems almost proud of that.
Agenda: Before the Supernal existed, primordial, paradoxical
desires seared the Tellurian. Did they come from
God? Was God nothing but Desire? No matter; every want
imposed a Law. When contradictory Laws clashed — as they
do in even Awakened hearts — they created Paradoxes:
beautiful, clashing truths, places and entities that balanced
on the edge of collapse.
Agreeable Laws clustered and accumulated in stable
realms: the embryonic Supernal. The ephemeral Lords of
Paradox, who were always being created, destroyed and
changed, withered in these islands of logic. But to grow,
the Supernal needed the power of change — to encounter
Paradoxes, conquer them, and lay new realms on their
bones. That’s why the Abyss lurks in every soul. The
so-called Sleeping Curse is the soul’s way to reconcile its
limitless nature with the restriction of Form. The Exarchs
just made the process easier by keeping souls ignorant of the
power possible by studying Supernal Forms, but even this is
another form of enslavement.
The Aswadim would open the glory of the Abyss, of
freestanding Paradox and clashing desires, to conquer the
Realms of Form. Limited souls oppose them, speaking of
madness and unspeakable things that might be loosed, so
Dark Ones prepare the way quietly with cults and blasphemous
sciences that infect the minds of students. When their
servants are ready, the real work begins: to bring Verges and
entities from the Void to consume fi rst the Phenomenal,
then the Supernal Realms.

Ethos: Reason, occult principles, even sanity itself limit
the soul’s full potential. The Dark One approaches the Abyss
as a sage bereft of the fi nal answers who realizes he must
change his very essence to attain them. But an archmaster’s
being is more than his body and mind. Creation is an exten-

sion of his innermost self, and its limitations are his own.
Thus, a Dark One becomes an evangelist for the Abyss.
Dark Ones experiment with the sense of self by degrading
themselves before an Abyssal entity, but they’ve gone
beyond mere enslavement — they switch allegiances or
abandon Abyssal patrons as their souls move them. Travelers
and Sleepers require a more stable path to liberation.
Bloody altars and blasphemous litanies exist for their sake,
as they have yet to abandon the social patterns that wed
them to the Prison of Form. Even though most will break
before they attain Abyssal liberation, one freed soul is worth
a billion crippled shades.
Strategy: Their war is against logic and the cohesion that
binds minds, Patterns, spirits and fates. They spawn Abyssal
cults and inscribe rotes capable of bringing the Outermost
Ones heaving and twitching into the material plane, but
these methods are so obvious compared to infecting entire
cultures with the Void.
The quick path to mad enlightenment will always be
the province of an elect; societies need to be taught that
madness is banal and paradoxes are only political problems.
To abhor violence, but applaud and crave it; to demand
responsibility, yet crave anonymity; to love nature, and yet
poison it: the human soul has a piece of the Abyss in it, an
appetite for contradiction. An unrefi ned soul denies the
truth of its desires and that these might array themselves
against everything “natural.” That’s the Sleeping Curse.

The Aswadim promote hypocrisy and incoherence in target
cultures to push their souls beyond mere Sleep. They idealize
a “Nightmare Curse,” where victims either Awaken to
the Abyss straightaway, or spread the potential to do so as
carriers of toxic memes.
A nation under Aswadim stewardship soaks in collective
pain, but suffering is only a side effect; Dark Ones aren’t
sadists. Too rigid to bend to the truth, we break.

Legends of the Aswadim
• “They won. This world is a facade. The Prince’s
world, the 100,000 Leaves — they’re real. We’re a
fading afterimage of what was. We already live in
the Abyss!”
• The Libertine Nike boasted that she switched
from the Acanthus Path to a “Watchtower of the Liquid
Sword.” She says she needed to enter the Abyss,
where the “Impossible Watchtowers” drift, guarded
by Aswadim. She won’t say what she did to earn
their favor. If anyone lends the story credence, it’s the
two Guardians of the Veil and a Mysterium Censor
who’ve tried to kill her.
• The Old Man, Aeon of the Abyss, mediates meetings
between Aswadim and other mages. Participants
are never permitted inside the Old Man’s hut but they
may converse by the fire, under a flag of truce. The
Old Man guarantees safe passage without prejudice,
setting reasonable conditions. Aswadim debate
philosophy with mages of all ability, or just share the
sense-memory of an excellent pot of tea. They say
certain archmasters use these meetings to bargain
away part of the universe to the Dark Ones every century,
too: a tax paid to preserve the Pax Arcanum

the Dragon’s offspring rule the Void.

the Aeons are sacrosanct and require protection
from the rare and mighty plots that could harm them. The
only exception is the One Other, Aeon of the Abyss, who
neither need nor wants protectors.

Every Tetrarchy possesses a hidden fifth councilor:
an Aswadim representing the Gate, a secret
Exarch of the Abyss. This individual usually poses
as a lowly servant and relays messages to the Gate
through omens or telepathy.


Abyssal Entities
The insane emanations of the Abyss are sometimes
expressed as corrupting entities that slither
and chew their way into the world. These beings,
the Acamoth and Gulmoth, use similar rules to
other ephemeral entities. Acamoth are treated as
Goetia, while Gulmoth are treated as spirits.
The Resonance an Abyssal entity feeds from is
reflective of its nature — the truth it exists to corrupt.
For example, the Gulmoth Anumerus, which
twists mathematics into insane anti-numbers, may
draw Essence from the Resonance of “numbers.”
All Abyssal entities treat the presence of Sleepers
undergoing a breaking point, Quiescence,
or Dissonance, as well as mages releasing
Paradoxes, as Resonant.
Unlike Goetia and spirits, Abyssal entities have
unique and bizarre Influences, Numina and other,
weirder expressions of their corrosive natures.
Acamoth and Gulmoth twist and taint reality just
by existing, and their powers are turned towards
the purpose of furthering that. Gulmoth corrupt
matter and warp the laws of physics; Acamoth
reforge Astral realms into hellscapes of Abyssal
insanity and nonsense.

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