Author Topic: Maeghar Discs  (Read 78 times)

  • Administrator
  • Jr. Member
  • *****
  • Posts: 71
    • View Profile
Maeghar Discs
« on: September 12, 2017, 05:53:15 am »
Mytherceria is a Discipline that manifests in faerie-blooded vampires such as the Kiasyd and Maeghar. It grants the vampire mystical senses, the ability to steal knowledge, and other powers attributed to fae.

A  collection of powers attributed to the faeries and inclined toward the exposure of new knowledge, Mytherceria has driven many of its victims to babbling madness, or at least frustration.

Fey Sight: Sense changelings and fae glamours

Folderol : Determine whether a statement was a lie

Darkling Trickery: create all sorts of effects that are normally associated with faeries

Fae Sight: Sense glamours, and can Sense any form of magic unrelated to ghosts and undead

Aura Absorption: Remove the resonance from an object

Ward: Place symbols that confuse and disorient people

Phantastique Speak riddles that make people do nothing but sit and ponder it

Stone Travel : The vampire can tunnel underground

Steal the Mind: Remove memories and knowledge from a victim temporarily

Earth Sword : cause spikes to shoot at a target from any large structure

Absorb the Mind: Permanently take Ability  from a victim for yourself

Basilisk's Touch: turn a victim into stone at a touch

The Grandest Trick: Become a mortal for up to one day
« Last Edit: September 12, 2017, 02:32:33 pm by Smurfy »

Share on Bluesky Share on Facebook


  • Administrator
  • Jr. Member
  • *****
  • Posts: 71
    • View Profile
Re: Discs and other things
« Reply #1 on: September 12, 2017, 06:28:31 am »
Necromancy paths, similar to their Thaumaturgy counterparts, are collections of reliable powers which revolve around a particular aspect of the dead.

The Sepulchre PathEdit
This path allows the necromancer to command, interact with and combat ghosts.

Insight
See the last moment's of a corpses life.

The Bone Path
This path allows the necromancer to animate and control the dead corpses of animals and people, letting him/her create zombies of a sort.

Tremenes:
 making the flesh of a corpse shift once

Apprentice's Brooms:
allowing the dead to rise and perform simple functions like lifting a heavy box.

Shambling Hordes:
 allows the dead to rise and perform attacks.

Soul Stealing:
remove one soul from its body.

Daemonic Possession:
place a soul in a fresh corpse.

The Ash Path
This path allows the necromancer to pierce the Shroud and enter the Shadowlands that the various ghosts and Wraiths dwell in.

Shroudsight:
allows you to see into the Shadowlands

Lifeless Tongues:
allows you to speak with the dead in any language.

Dead Hand:
allows to you reach into the shadowlands and touch objects there.


The Vitreous Path

Eyes of the Dead :
 Use the Deathsight of nearby Wraiths

Hour of Death:
 Grants the necromancer Deathsight of his own which can be used to determine nearness of death or diagnose illness

Aura of Decay:
 Infect an object with the taint of Oblivion

Breath of Thanatos:
 Release necrotic energy as a deadly weapon


The Path of Haunting
A path practiced by the Maeghar and also pioneered by Giovanni during their time as a bloodline of the Cappadocians. It revolves around the ephemeral nature of the Shadowlands and the fascination associated with death.

The Path of the Skulls

Calvaria Emissius:
See through the eyes of a prepared skull

Consilium Mortuus:
 Draw upon the memories of a severed head

Ammorsus Vicarius:
 Animate a skull to bite attackers

Exedo Animus:
Place a memory of a skull into your own mind
 
Compel:
Compels a victim to obey a Necromancer's commands


The Mortuus Path

Reaper's Shroud:
Causes an individual to resemble a walking corpse, temporarily

Resume the Coil:
Awaken from Torpor or help another vampire do so

Mercy for Seth:
Infects its target with a virulent plague that kills mortals or puts vampires into Torpor