Friday, 8 August 2025

Cloak and Sword: The Magicien

Class: The Magicien

Start with a knife, 2d4 random Ritual Components (roll D12s), and a dark cloak.

Black Book. You have a book bound in ink-stained flesh (traditionally human, practically often pig-leather). It contains your soul, and if it is ever destroyed so are you. It is also necessary for your Workings and holds Devil-Names.
Devil-Names. Your Black Book contains the names of devils. The only one it currently has is the name Pasau (see Summoning a Serpent). When you find new names, the GM will grant you new Workings allowing you to summon them. Any devil in your Black Book holds Esprit for you.
Outlaw. You are a wanted criminal. Every week you stay in a town has a 1-in-6 of bringing the law down on your head. You are invisible to God.
Devil-Sworn. You have -1 reaction rolls from peasants and -2 reaction rolls from angels and princesses, but +2 reaction rolls from Devils. You hold Esprit for faeries (this means they may make an Esprit reaction roll against you, the results of which you must obey).
Witchflesh. You cannot feel pain unless pierced with silver needles. You can be harmed and dismembered to the point of incapacity, but may only be permanently killed by fire or by the hand of an ordained priest.
Ritual Components. You can gather/make 1 Ritual Component/day with 1d4 hours of effort. While in town or city, roll a D12. In a village, roll a D8. In the wilderness, roll a D4. In a dungeon, roll 1d6+6. Components take up 1/4th of an inventory slot each.
  1. Feathers

  2. Bloodsoaked braid

  3. Jawbone shavings

  4. Blackmarrow root

  5. Consecrated salt

  6. Kidney stones

  7. Spiced chalk

  8. Half-silvers

  9. A pickled organ

  10. Faerie flowers

  11. Murder talisman

  12. Human teeth

Workings. 

You can cast any of the following Workings, so long as you have the components for them and your Black Book. Casting a Working takes 1 minute and uses up the components. You cannot cast Workings within a church, and all Workings take 10 minutes during holy days or the Lord’s Day.

A Protective Circle. Feathers, bloodsoaked braid, jawbone shavings. Draw a circle on the ground, up to ten paces across. Spirits, devils, the possessed, and other similar beings may not cross the circle until a mortal disturbs it.

Calling of the Unhallowed. Pickled organ, murder talisman, human teeth. All corpses you could see if you spun in a circle (which you must do) spring to life until dawn. They desire the flesh of the living. You may designate up to 3 people as safe from them, +1 per additional component expended.

The Facetaking Rite. Kidney stones, murder talisman, faerie flowers. As part of this working, kill a human and bathe a participant in their blood. The participant takes on the victim’s form in all respects, and may mimic them perfectly. This is permanent.

False Rest. Jawbone shavings, half-silvers, picked organ. At any time, you or someone else you cast this spell on may pretend to be dead. This is perfectly convincing, and you may stay in this state for up to 3 days before reality catches up with you.

Summoning a Serpent. Bloodsoaked braid, consecrated salt, spiced chalk. You produce a venomous serpent (secretly a devil named Pasau) from the mud. It has all the capabilities of a regular serpent (biting, slithering, lying, etc).

Transforming of Self. Feathers, blackmarrow root, kidney stones. Take on the form of a raven, cat, or toad. Lasts until dawn.

Transforming of Things. Spiced chalk, half-silvers, human teeth. Swallow an object or small creature (you must be able to swallow it whole without damaging it). You then spit out any other object or small creature that can fit up your throat. Doing this with metals other than iron has a 1-in-6 of making you deathly ill from metal poisoning, and gems cannot be produced or transformed at all.

The Vanishing. Blackmarrow root, consecrated salt, faerie flowers. One object or living thing becomes invisible until submerged completely in water. Each hour a living thing is in this state, they become undetectable to another sense (1d3: 1=touch, 2=hearing, 3=memory). If someone is wholly undetectable, they stop existing