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.
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.
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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