Origin World: Abyss of the Lost
Packet Color: Royal Blue
The Torpor calls upon the six planes of the Heavens and the six planes of the Underworlds within the Abyss, the physical realm obviously lying between the two. Practitioners innately feel a closeness to the Sunyé, and are more aware of the call of the Pramadya. As such, each spell reflects a different value of Pramadya; where a fully mastered practitioner of the school will have a balance of zero. This value directly reflects the call of the Pramadya to the individual Caster, of which the effects are FOIP. While practitioners would be advised by their seniors to remain closer to zero, this is not required, and entirely up to the player.
The largest informal network of occultists and practitioners of this school call themselves the Vidyadhara. They practice a form of magic known as the Torpor of the Unfathomable Void. There is no formal process of joining the Vidyadhara, nor are there any specific practices that differ radically from the mainstream of Rakshasa society. Unlike the Garuda School, they do not conceal their identities, and often work in the open to hunt and control the angered spirits that ravage cities and outposts. The Vidyadhara do however have a much stronger scholarly bent to their lives than their compatriots, and are often sought for council.
Not all practitioners may be Vidyadhara. Denizens that have unraveled the mysteries of the Torpor of the Unfathomable Void have inadvertently taken up the mantle of being tied to the constant flow of never ending Pramadya. Watching the ebb and flow recede further and further, Casters of the Torpor of the Unfathomable Void undertake their own journey of inner reflection. Whether seeking answers or seeking nothingness, the call of the Void, known as Sunyé, only grows stronger. Negative Karmic actions and spells intensifies this call. Denizens of the Abyss of the Lost are neither feared nor revered for these abilities. Rather, this is a tool that points to the inner reflection and truth of the Rakshasa; how close are they to falling into complete darkness and decay? How long until their anger becomes uncontrollable?
Packet color for the Torpor of the Unfathomable Void spells is royal blue.
|One With the Void||6th Plane of the Heavens||-3 Pramadya||Instant (Ward)|
|Silence of the Darkest Depths||5th Plane of the Heavens||-2 Pramadya||Instant (Packet)|
|The Impervious Akupara||4th Plane of the Heavens||-2 Pramadya||Readied (Special)|
|Tracking the Unseen World||3rd Plane of the Heavens||-1 Pramadya||Instant (Caster or Special)|
|Return from the Void||2nd Plane of the Heavens||-1 Pramadya||Instant (Special)|
|Pacify the Angered Soul||1st Plane of the Heavens||0 Pramadya||Readied (Special)|
|Siren of the Abyssal Plain||1st Plane of the Underworlds||0 Pramadya||Instant (Packet)|
|Call of the Pramadya||2nd Plane of the Underworlds||1 Pramadya||Instant (Caster or Touch)|
|Naga’s Jagged Teeth||3rd Plane of the Underworlds||1 Pramadya||Instant (Packet or Touch)|
|Maw of the Voracious Kala||4th Plane of the Underworlds||2 Pramadya||Readied (Caster or Touch)|
|Chaos, In All Things||5th Plane of the Underworlds||2 Pramadya||Instant (Packet or Touch)|
|Donning the Ethereal Mein||6th Plane of the Underworlds||3 Pramadya||Readied (Special)|
|Reflection of the Stars||15 min|
|Remembering the Fallen Star||10 min|
|Pujari of the Angered Spirit||5 min|
|Trials of Vigilance||5 min|
|Peer into the Void||1 min|
|Scavenger of Coral||3 sec|
|The City is Death||1 min|
|Interrogate the Interlopers||1 min|
|This Too Has Passed||5 min|
|Blood for the Vidyadhara||5 min|
|Death Speaks Louder||10 min|
|Maring the Placid Ocean||15 min|
One With the Void
The Caster must wear silver or gray Nail Polish or a silver/gray henna design on the left hand.
“Within the Sixth Nara of Heaven lies knowledge one should never seek. Having found it, I embrace the nothingness that I see, and I become one with the Void.”
With this spell up, a Caster may “burn” a TotUV charge to resist the effects of any single instance of hostile magic of any type or school, be it a packet-delivered spell, a hostile circle effect, or the invocation of a magical artifact or creature. Such a resist is called as “Ward,” when activated. The Caster can end this spell for a “free” instance of such a Resist, or to instantly Stabilize a single Critical individual, simply by saying “One with the Void,” and touching the injured character. One with the Void lasts until it is deliberately ended or for the Caster’s Mastery in hours. A character may only have one Ward up at a time.
The caster may burn a TotUV charge to activate the Stabilization ability under the conditions detailed above; this does not drop the ward. Anyone so stabilized gains a level of enhanced healing.
Silence of the Darkest Depths
The Caster must bear two silver or gray tear lines on their face, each of which runs from the eye to the jawline, else all remaining uses are lost.
“Only by virtue of meditation within the Fifth Plane of the Heavens can one resist Pramadya through the (Mastery)-fold silence of the darkest depths.”
“Within the silence of the darkest depths, your will fails you!”
“Within the silence of the darkest depths, your strength fails you!”
This spell manifests activations equal to the Caster’s Mastery. While this spell is active the Caster cannot call Feats of any kind, from any source. Each instance of this spell can be used to cast a Strength Drain or Will Drain effect, determined at the time of activation.
Strength Drain means that an affected target cannot call any offensive weapon tag-lines or Feats of Strength.
Will Drain prevents the target from calling upon any Feats of Will, activating rituals, or casting spells. Both of these effects end after the victim gets ten minutes of standard rest.
This spell is cast at +2 Mastery and the caster may spend Feats while maintaining it.
The Impervious Akupara
The Caster must take a turtle shell of at least 4” in length and anoint themselves for five minutes as a concentration effect. As an alternative, the Caster may also choose to anoint themselves for one minute using at least one gallon of water.
“As the Fourth Plane of the Heavens bear witness, I anoint myself with the blessing of the Impervious Akupara.”
This spell increases the maximum Vitality of the Caster by 2, then entirely restores their current Vitality, after the required concentration. As with all enchantments, this spell does not stack with itself, and simply replaces a previous, duplicate casting or similar Vitality enchantments. This spell does not grant levels in the Tough trait. The Impervious Akupara lasts a number of hours equal to the Caster’s Mastery.
While under this spell’s effects, the Caster may burn a TotUV charge to call “Threshold” against any attack that does 2 damage or less, reducing its damage to zero. Damage greater than 2 is taken in full.
Track the Unseen World
Instant (Caster or Special)
The Caster must wear silver or gray Nail Polish or a silver/gray henna design on the right hand. A blue glow stick for the [Special] version of this spell, attached to an extensive (2′ min) length of white ribbon.
Casting Verbal (Caster)
“Through the eternal guidance of the Third Plane of the Heavens, effortlessly I shall Track the Unseen World and deliver the Unnamed.”
Casting Verbal (Special)
“Restless grows the Unnamed, and thus the Third Plane of the Heavens unfurls to me as together we Track the Unseen World.”
This spell enchants the Caster to be immune to Bind, Shackle, and Slow effects. This enchantment lasts the Caster’s Mastery in hours.
Additionally, this spell may also be cast to manifest a glowing, baleful light which is anathema to all Spirit creatures. Anyone who holds this Spiritlight (as it is called) wrapped around one of their hands in a prominent fashion–and in no other way–allows them to add 1 to any Power Strikes they would call against the spirits; these altered maneuvers are instead called as “Spirit Strike X,” where X is their normal power strike damage + 1. These strikes are both physical and magical in nature and can be entirely resisted through both means. If any non-spirit creature is struck with a Spirit Strike, they are not harmed at all (“No Effect”). If a bearer of one of these lights cannot call Power Strikes in some way, then it is of no real benefit to them. Note that the light is entirely physical and can be handed off to anyone or used as a phosphor. Note also that Spirit creatures despise this magic and will aggressively target anyone who bears the light. The Spiritlight persists until it fades away naturally, it is switched off (for non-chemical phys-reps), or for one event, whichever comes first.
Please note that this spell does not permit the Caster or wielder of the Spiritlight to detect, view, or attack a spirit who is Immaterial.
The caster version of the spell is now cast with a +2 Mastery bonus. As long as an Empowered Caster bears a Spiritlight (from any source), they gain a level of Enhanced Healing and their Spirit Strikes do an additional point of damage.
Return from the Void
The Caster must have a sizable bowl of water to peer into. For the secondary effect, the Caster must have a piece of their flesh or an item of value to the dead (tagged) or this spell cannot be cast (this is in addition to the bowl).
Casting Verbal (Caster)
“Peering into the Second Plane of the Heavens,
My Mind’s Eye opens through the Mists and Stars
That I might bear witness to the unseen history
And with its knowledge return from the Void.”
Casting Verbal (Secondary)
“Gazing across the Second Plane of the Heavens,
My soul transcends through the Mists and Stars to find you,
And fleetingly casts aside the eternal grip of Pramadya;
That your spirit may untarnished return from the Void.”
The Caster calls forth powerful images of terrible, unimaginable horror related to a unique or potent location, revealing the events of its history. This can reveal the grisly history of ancient ruins, the identity of an infamous murderer, or the presence of long forgotten terror, as examples, but cannot be used on the Pramadya itself or the spell will fail. This spell cannot be cast everywhere, however, as the site must have a powerful, dark history. The power of this vision is governed by the Mastery of the Caster. A Plot Member must be present to cast this spell, and a character may only do so once per location, per event.
As an alternative, this potent spell allows the Caster to use the water from the bowl in order to resurrect someone whose soul has left their body, so long as the soul has not been disembodied for more than the Caster’s Mastery in hours. A piece of their flesh or an item of value to the dead (tagged) must be present for the spell to succeed. Once prepared, the Caster concentrates for one minute, anoints the forehead of the deceased with the water from the bowl, and then speaks the verbal. Once this is done, the corpse is resurrected, vomiting black blood of the Pramadya, and they are treated just as if they had undergone a Coax Life. Once resurrected, the recipient will reset to a 35 point character of their world. All Deaths, Boons, Malefaction, Scionships, spiritual ties, etc will be removed and washed away, but they will retain their items, and will not receive starting coin. For the first hour, the resurrected character will roleplay temporary amnesia, remembering their background and arrival to the Fracture. Once stable after the hour, memories and knowledge will return to normal. This spell can only be cast on the character once per event.
This spell may only be cast in the presence of a Plot Member, who will assist in generating a new character sheet. The participant must be a willing recipient. Note that any character whose soul has passed on must seek out plot Out-of-Play before they may be resurrected through any means. Additionally, this spell cannot be used as a Coax Life directly, and retirement XP will be granted to the character that has Returned from the Void.
This spell is cast at +2 Mastery for both versions. Once per Event, the caster generates a Boon effect upon themselves should they die and have their Soul pass on. A boon is a mysterious enchantment useful for negotiating the vagaries of the afterlife.
Pacify the Angered Soul
One minute of Concentration in the area (10 ft) of a fallen Spirit, Ghost, or Soul. The Caster must hold the summoned Joss in their hands; any that is not held is immediately lost.
“By those fallen from the First Plane of the Heavens, I shall pacify X-fold Angered Souls.”
This spell manifests a number of Joss equal to the Caster’s Mastery. Joss is an ephemeral substance made from spirit-matter; spirits highly value it and most will bargain favorably for it. Joss must be carried in one’s hands at all times, or else it evaporates into brilliant lilac colored steam. If it is dropped, given to another person, or placed in a container, the Joss disappears. Spirits are the only beings to whom Joss can be given, though they cannot accept it if they already possess some (no matter the amount). In this way, spirits can only accept Joss from a single character at once, and that character cannot give them more until the spirit has exhausted their supply. This spell ends when the Caster is no longer holding any Joss.
This spell is cast at +2 Mastery. As an additional ability, once per Event, a character may spend 6 AoTL charges to summon forth a spirit by speaking its true name and performing a ritual involving physical sacrifice according to its nature. Note that this effect requires a Plot member. Note also that the spirit may not be happy at this forced summoning, this spell provides no guaranteed protection against them, and that they may take some time to manifest.
Siren of the Abyssal Plain
The Caster must wear a necklace with a large seashell. This must be a tagged item of rustic quality or a Simple Necklace.
“As one who walks the path of the First Plane of the Underworlds, I shall become Siren of the Abyssal Plain.”
“As Siren of the Abyssal Plain, in your anger, I shall be all that you see.”
The Caster manifests their Mastery in packets. Targets struck by this spell are overcome with Anger against the Caster, as a mental effect, for 5 minutes. While angry, a target will do nothing but attempt to pursue the Caster in order to engage them with weapons or hostile spells. Note that this effect will end on a target if the Caster is damaged by them, they suffer from the angered target’s spell effects, or 5 minutes pass. While affected by anger, the target cannot attack other characters unless they directly impede their progress toward the Caster, but may defend themselves as normal. Although an angered target will not do anything that will place them in obvious harm’s way, they will ignore subtle effects such as circles or traps (not walls of fire), and will move through them if their target is on the other side. If the target cannot see the Caster—after they actively look around for them—the spell has no effect until the Caster is visible again.
This spell is cast at +2 Mastery. While this spell is readied, the Caster can burn one of its Activations to resist a Mental effect of any kind (“Invoke Resist!”).
Call of the Pramadya
Instant (Caster or Touch)
One minute of concentration.
Casting Verbal (Caster)
“Descending to the Second Plane of the Underworlds
Creatures of the Sunyé feast upon the flesh.
Yet even I cannot resist the call of the Pramadya.”
Casting Verbal (Touch)
“Descending to the Second Plane of the Underworlds
Gana, Deva, and Naga alike; their venom I will assume.
Even they cannot resist the call of the Pramadya.”
The Caster enchants themselves, and while under this spell, which lasts the Caster’s Mastery in hours, the Caster gains two levels of enhanced healing (see Healing skill).
The touch version of this spell, cast after one minute of concentration, enchants a short melee weapon such that it may be used to call a single Poison-Strike X, where X is equal to the Caster’s Mastery. Thrown weapons, fists, and arrows do not apply. This enchantment lasts for one event or until used, whichever comes first. Poison Strikes do their called number in damage and if they cause a wound, they cause Poison at a level equal to that damage, as above. As with all enchantments, this casting may not stack with itself. If cast on a weapon bearing this spell, it merely replaces the effect.
This spell is cast at +2 Mastery. The Caster version no longer requires a Charge in order to be cast.
Naga’s Jagged Teeth
Instant (Packet or Touch)
Tooth or Bone fragment
Casting Verbal (Packet)
“Like the splintered pillars of the Third Broken Plane of the Underworlds, you shall feel the bite of Naga’s X-fold Jagged Teeth.”
Casting Verbal (Touch)
“From the remnants of the fallen pillars of the Third Broken Plane of the Underworld, I shall soothe the bite of Naga’s Jagged Teeth.”
This spell allows the Caster to throw a single packet that inflicts the target with poison, the power of which is equal to the Caster’s Mastery. This effect can be resisted by effects that resist magic or poison. In addition, the touch version of this spell allows the Caster to cure at a level equal to their Mastery any persistent condition that the target has. Persistent conditions of higher level than the caster’s Mastery are unaffected.
This spell is cast at +2 Mastery. As a permanent passive ability, the Caster is immune to the Poison and Quick Venom persistent conditions.
Maw of the Voracious Kala
Readied (Caster or Touch)
One minute of concentration for both effects. The Touch effect requires a yellow band or ribbon.
Casting Verbal (Readied)
“As the putrescence of the Fourth Corpulent Plane of the Underworlds subsumes me, the inquisitive mind challenges the Maw of the Voracious Kala.”
Activation Verbal (Touch)
“Within the Maw of the Voracious Kala, become enlightened.”
Activation Verbal (Caster)
“Heed my presence and set aside your contempt, for we are the same inside the Maw of the Voracious Kala. Vetala.”
The readied version of this spell allows the Caster to conjure activations equal to their Mastery, enchanting a target such that they may participate in a free investigation over and above the one normally allowed them per day, or the bonus investigations granted by the Scholarship skill. If the recipient happens to have Advanced Inquiry, this enchantment instead generates a free Feat of Learning for the character whenever they participate in an investigation during its duration. The touch version lasts until sunset, and the bonus investigation, if not used within this time, is lost. Any investigation involving participants using this version of the spell will take on a chaotic nature, to various unknown effects.
While this spell is readied, it causes the Caster to appear pleasing to one spirit for five minutes. Spirits, as a result, cannot attack the Caster unless the Caster attacks first (Affinity), or they have personal grudge against that specific Caster. In addition, spirits are more likely to interact with those who have this spell up, and every statement made will be taken by them in the best possible way. This can turn accidental insults into charming blathering, and turn idle small talk into enchanting conversation, in the eyes of the spirit. This portion of the spell lasts for five minutes, and is denoted by the Caster wearing a yellow band of wide ribbon or fabric around their wrist. As with all “aura” based enchantments, the Caster should inform applicable beings that they are under its effects by saying “Vetala” (vee-tah-lah), and showing them its manifestation, otherwise the targets need not abide by its effects. Please note that this spell does not grant the Caster the ability to see or interact with immaterial spirits.
This spell is cast at +2 Mastery. While under the effects of the touch version of this spell, the caster may ask 1 free question at any time during a successful investigation.
Chaos, in All Things
Instant (Packet or Touch)
Casting Verbal (Damage)
“Within the Fifth tumultuous Plane of the Underworlds, where all can be both hidden and seen, I demand (2 *Mastery)-fold Chaos in all things.”
Casting Verbal (Healing)
“Within the depths of the Void, the Fifth Plane of the Underworlds whose power I command, I instill (Mastery)-fold Chaos in all things.” (after 3 seconds of concentration)
This spell allows the Caster to throw a single packet that does twice their Mastery in damage to a single spirit. Any spirit damaged by this spell may not dematerialize for 5 minutes. This spell will only affect spirits, or beings who count as spirits. If the Caster has some means of perceiving dematerialized spirits, they may target them with this spell, which forces them to materialize. Alternatively, this spell can restore up to the Caster’s Mastery in Vitality to a single spirit, which is cast as a “touch” effect (this second effect can be used on those spirits who are immaterial, if the Caster can perceive such).
If the Caster spends 3 TotUV charges, the packet version may be cast with the Arcane Might tagline. If the caster concentrates for one full minute before casting the touch version of this spell, it does not require a charge.
Donning the Ethereal Mein
The Caster must don a mask, cowl, or additional makeup that would be appearing as if they were a spirit. The Caster must clasp their hands to their chest in an exaggerated motion, steepling their index fingers to form the gesture for Immaterial. The spell ends the instant they drop this required gesture.
“By the fading tendrils of the Sixth Plane of the Underworlds, I cast aside my soul as I don the Ethereal Mein.”
This spell causes the Caster to shift into the Spirit World, becoming Immaterial; while in this state, the Caster can take no actions save walking, and in this they are limited to (Mastery x 10) steps. The absolute maximum duration of this spell is the caster’s Mastery in hours, and the Caster must remain conscious the entire time. Immaterial beings are immune to all attacks except effects that specifically state that they can target Immaterial creatures, and they can only be seen or heard by spirit beings or by characters that possess the Medium ability. All negative ailments such as bleeding, poison, and the like, are still in full effect while Immaterial. With this spell is active, the caster counts as a spirit for the purpose of effects that only affect such . If an Immaterial character drops the required gesture, moves at more than a normal walking speed, speaks above a whisper, or takes more than their allotted steps, or loses consciousness (sleep), the spell ends. When this spell ends—by whatever means—the Caster must say “I appear,” in a loud tone of voice, so that all those around them can “see” them materialize.
A character under this spell, though nearly untouched by the material world, is nevertheless in a strange reflection of it. The Spirit World has most of the same physical features as the material, meaning that this spell may not be used to negotiate physical challenges, barriers, or traps. Certain objects and locations only exist in the Spirit World, however, and only those in an Immaterial state may interact with them. Like all TotUV spells, becoming Immaterial through this spell places one’s soul at a certain level of risk, and may draw attention from the Sunyé, the effects of which are FOIP.
The Caster may move at full speed while under this spells’ effects, and they are no longer limited in the number of steps they may take. The maximum duration of this spell is 1 hour per Mastery.
Reflection of the Stars
Duration – 15 minutes
Meditate on a bowl, pool, or body of water, in which is placed a leaf, stick, or other natural object that represents the loss of a falling star, and the hope that resides within you.
Remembering the Fallen Star
Duration – 10 minutes
Create a makeshift shrine in remembrance of Vathriagni, the Fallen Star, ideally in shadow or shade. Light incense or a candle and meditate on what once was. This Shrine cannot be a tagged item, but can be phys-repped by an altar, idol, incense holder, small chest, or a crudely assembled altar of natural materials, preferably with oceanic components. A pearl necklace may be used as a decoration or an offering.
Pujari of the Angered Spirit
Duration – 5 minutes
Speak amiably to a spirit for 5 minutes without further angering it, further offending it, or driving it off during this time. If no spirit is around, hold a conversation with a deceased, angered friend, family member, or loved one through a hand-made effigy. Confide in them that the actions you are taking on your current path will bring them peace.
Trials of Vigilance
Duration – 5 minutes
Walk with at least two comrades for the duration of this ritual, in arms, with no one coming to harm. A player is considered harmed if they take a wound or are the successful target of a harmful spell. If one or more of the players stop walking for more than 15 seconds, including the Caster, this ritual fails. Discuss the ultimate temptations or guilty pleasures of life.
Peering into the Void
Duration – 1 minute
The Caster carefully draws or redraws a purple eye central upon their forehead; oblong and open to all the paths of reality. The eye must be clearly visible to all observers, and must remain in place until it naturally wears off, or until the character does the ritual again. The ritualist must recite or mumble incantations of a divinatory nature during its inscription.
Scavenger of Coral
Duration – 3 seconds
Grind Decrepit Coral into your food and eat it. Obviously, the coral must be an in-game item that is Destroyed in the process (give the destroyed tag of “coral” to a Marshal). Though the Caster need only mime the action before they eat their food, using salt or sugar to mimic a ground coral is encouraged.
The City of Death
Duration – 1 minute
Vividly recite the dangerous and wary qualities of your home city as if possessed or in a trance: from the protective achievements of some of its prominent citizens, how travelers and refugees are handled, to descriptions of its defenses to ward off death and decay. The Caster must have an audience of two or more individuals throughout the duration of the ritual, else it fails. The audience must participate or contribute to the conversation in some manner, else the ritual fails.
Interrogate the Interlopers
Duration 1 minutes
Interrogate an enemy or neutral relation, declaiming on the foolishness of a position they hold very strongly, and the ways and means by which you must change their outlook in order to change this position for mutual survival. The interrogated must be sentient, and give useful advice of some substance, and cannot leave your presence, or the ritual fails. Alternatively, you may lecture a group of at least 6 people as to the specific problems they have caused due to excessive open mindedness; if you are interrupted or anyone leaves your presence, the ritual fails.
This Too Has Passed
Duration – 5 minutes
Give or receive an object (a tagged item with an in-game value) to/from another player, explaining to them the nature of all things once its purpose is gone, and accepting the inevitable descent into the Void. If the player returns the object before Sunset, the ritual is Fouled for the remainder of the event.
Blood for the Vidyadhara
Duration – 5 minutes
Placate, flatter, or apologize to the “angered spirit” of at least 3 objects or structures. That is, talk to inanimate objects or buildings as if they were actually angered spirits who have been shown immense disrespect or are outright hostile for one reason or another. If a location does have a spirit, and it deigns to talk to you, this does not disrupt the ritual. If combat between the ritualist and the spirit occurs, the ritual fails.
Death Speaks Louder
Duration – 10 minutes
While in the company of at least two other players, remain silent during its duration in either meditation or contemplation. If the other players leave their presence or the Caster speaks, the ritual fails. If the Caster does not remain conscious for the entire time, the ritual fails.
Marring the Placid Ocean
Duration – 15 minutes
Meditate with closed eyes while in the presence of continuous silence and emptiness of the Void. The ritual fails if the Caster opens their eyes, does not remain conscious for the entire time, or if nearby energetic sounds grow boisterous for more than 1 minute.