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4 Offertorium

The Adepts

But this rough magic I here abjure ; and, when I have requir'd Some heavenly music, -- which even now I do, -- To work mine end upon their senses that This airy charm is for, I'll break my staff, Bury it certain fathoms into the earth, And, deeper than did ever plummet sound, I'll drown my book.
--The Tempest, V, i

Just as magic was torn from the essence and souls of the nonhuman races of the world, magic died for the sorcerers, shamans, and alchemists of human civilization. When the Debacle came, all mages became useless practitioners of a dead art. This killed many of the men and women whose magic made them immortal. They died without ever knowing why magic had disappeared or who was responsible.

Since the Debacle, not a single human was born with the ability to wield magic. Mages would never walk the earth again, until the Incubans decided to give pieces of their stolen magic back to a few, worthy humans.

Shortly after the Second Debacle, the mage Thalcos gave a small part of his magic, a Shard as he called it, to a young Austrian woman named Carola. He then taught her about the Debacle and the Incubans. Before he left, he gave her an ancient scroll which would teach her several spells. Before he left, he gave a Shard to her husband, Cristofer. Thalcos continued to do this across the world, gifting humans with a small amount of magical power, allowing them to wield magic once again.

The Incubans were furious when they found out what Thalcos did; they threatened to kill him and his Adepts. The Incuban Prospero, however, laughed and left the other six, immediately setting out to do what Thalcos did. Merlyn and Medea followed, creating their own mages, and finally Imhotep and Whio did the same. The Incuban Nebuchenezzer, however, refused to give any of his magical power to the humans, and swore that he would kill every last Adept.

The Adepts Today

Organized into six different "cults," each one headed by a specific Incuban, Adepts are the masters of a long-dead art. There aren't many of them in the modern world; the Incubans were careful not to create too many mages. There are about as many Adepts in the world as Majestati -- one in a hundred-thousand, or about six thousand altogether. They are roughly split up equally, except for the Cult of Thalcos, which is twice the size of any other Cult.

The Servants of Nebuchenezzer number about two thousand.

Organization

The Incubans are powerful creatures, so powerful that they cannot affect the world in small ways. The Incubans use the Adepts to do this; they are their common servants who can directly deal with the human world, as well as the Majestati.

The Adepts are a motley group. Though they all share a common bond in the Incuban that gave them their power, they come from vastly different backgrounds. A shepherd in Greece might be an Adept of Medea along with a used car salesman in Detroit. Even within a given Cult, the servants of the Incubans do not necessarily share the same beliefs or morals. No doubt the Incubans have a system when they choose who to gift with Shards, but the system is not immediately apparent.

Most Adepts are loners; they'll occasionally get together to share their knowledge, but then they'll go off by themselves. Some Cults are closer to each other than others, though none of them are "officially" organized.

The Need for Secrecy

Adepts are very secretive, but for very different reasons than the Majestati. The Majestati are secretive because it's their nature, and they don't want to attract human questioning. The Adepts are secretive because they have a lot of enemies.

There isn't a single Adept cult which isn't disliked by another; anybody who broadcasts the fact that he was a mage would quickly earn several enemies who would stop at nothing to destroy him, if nothing else to earn the favor of their own Incuban.

Additionally, the Incuban Nebuchenezzer despises all Adepts. He has assembled his own followers, who do not have the ability to use magic, and has ordered them to destroy any Adept that they find. The servants of Nebuchenezzer greatly outnumber -- and no doubt outgun -- the Adepts. Nebuchenezzer himself will not hesitate to personally destroy a powerful Adept from any cult.

Any Adept who reveals his secret to the world will suddenly find the eyes of several Incubans and their Adepts upon him. And unless he is very powerful, he should expect to be dead by the week's end.

Shards

Once an Incuban picks a human to become his disciple, he gives a piece of the world's mana inside of him to the human. The mana Shard mixes with the human's soul and transforms the mortal into an Adept, a human that can wield magic with the ability of a natural mage.

Sometimes an Incuban will gift an Adept with more power, another Shard of magic. This is reflected in the five various levels of Shards. Rare is the occasion when an Incuban gives an Adept more magical power all at once. Usually, when an Adept serves the Incuban, the immortal will bestow another Shard on the Adept.

Shards are unique to the Incuban who bestowed them. The Shard of Medea allows the Adept to use certain powers and spells, while the Shard of Whio allows a different spectrum of magic. An Adept will never have the Shard of two or more Incubans within him; they are incompatible, and will annihilate the soul of the human.

Learning Spells

Magic in GURPS Requiem works slightly different from ordinary GURPS magic, to reflect the concept of Shards and the fact that the earth is one giant no-mana zone.

Spells are still learned as Mental/Hard skills, with a few of them being Mental/Very Hard. Because Magery is not available, Adepts do not receive any bonuses to learning spells.

The spells from GURPS Magic, in general, are not available. Instead, Adepts may learn spells from the Universal Spell section, below. This "college" contains many basic spells, some of which are identical to GURPS Magic spells, others of which are entirely new.

Adepts from each of the six cults may learn additional spells, as detailed under the cult name.

Who Teaches Spells

The Incubans are the only ones that know hundreds upon hundreds of different spells, from spells of mass destruction to spells that impel brooms to clean rooms by themselves. However, the Incubans have forgotten most of these spells, as they no longer need to use them; they can use raw magic to manipulate the world now. The Incubans taught only the most basic of spells to the Adepts, who now share their knowledge with other Adepts.

A handful of spells have been "rediscovered" in old grimoires and tomes. The few magical reference books that survived the winds of time intact can impart great mystical knowledge to curious Adepts.

Casting Spells

Spellcasting in Requiemis almost identical to regular GURPS spellcasting. There is only one subtle difference.

Instead of drawing mana from the surrounding environment -- which is impossible because no mana exists there anymore -- Adepts are forced to draw magical power from their inner beings, from the mana stored in their Shard. Adepts cannot power their spells using Fatigue, like normal GURPS mages. Instead, they power spells through "Shard mana."

Adepts do not get casting cost breaks for having high levels of skill, which represent a mage having enough experience and power to draw the extra mana from the environment. Because the environment is a no-mana area, there is no mana to be drawn from it. If an Adept proceeds into a low-mana area, however, he will be able to draw the additional mana from the environment.

All mages have a "mana battery" equal to 1 + their Shard level squared. Therefore:

Shard LevelShard manaNotes
One 4
Two 9
Three 16
Four 25
Five 36
Six 49 Not possible for PCs.
Seven 64 Not possible for PCs.

All spell casting costs are subtracted from an Adept's mana battery. If the spell is successful, subtract the energy cost from the caster's Shard mana. If the spell fails, subtract one point.

An Adept's Shard mana will recharge at a rate equal to their Shard level in points per day. So, an Adept with three levels of the Shard advantage will recharge 3 points every day.

Otherwise, an Adept's Shard mana level performs exactly like Fatigue. Mages may still assist each other with bigger spells, enchant items, trade energy cost for skill, et cetera.

Universal Spells

These spells can be learned by all Adepts, regardless of which Incuban gave them their Shard.

Adept Speak Regular

When cast successfully, allows an Adept to speak telepathically with one other Adept. The other Adept involved in the spell can "talk" back without casting or knowing this spell himself.

Duration:1 minute.

Cost:1 to cast, 1 to maintain.

Time to cast:3 seconds.

Aura Information

Same as the magic spell on p.M53. Additionally determines the cult to which a mage belongs, or the race of a Majestati.

Cost:3 (for any size subject).

Time to cast:3 seconds.

Banish Nexus (VH) Regular; Resisted by IQ

One of the most feared spells, this actually attempts to destroy a Majestati's Nexus. The subject resists with IQ. If this spell fails, the subject will know that hostile magic has been directed towards him. If the spell is successful, the person's Nexus weakens; it will go to a Weak Nexus, then to a Frail Nexus, and finally die, leaving the Majestati an ordinary, non-magical human.

Duration:Permanent.

Cost:Equal to the subject's Will.

Time to cast:10 minutes.

Prerequisite:Contact Nexus, Destroy Shard.

Bless Regular

As with the magic spell (p.M54).

Cost:8 for a 1-point blessing, 20 for a 2-point blessing, 50 for a 3-point blessing.

Time to cast:1 hour.

Call Incuban Regular

Magically calls a specific Incuban, requesting him to show up at the caster's location. This is not a summoning spell, the Incuban does not have to show up. The GM may make a reaction roll; add the caster's Shard levels. If the roll is Good or better, the Incuban will show up and indulge the Adept. Repeated attempts can be made at a cumulative -1 to the roll. Woe to the Incuban who receives a Bad or worse reaction. Depending on the reaction roll, the Incuban could show up instantly, in a few seconds, or even in a day or so.

Casters may not summon any Incuban. The one they may call depends on the Cult to which they belong.

Cost:4.

Time to cast:1 second.

Challenge Faith Regular

The subject has horrible visions, all of which point to the fact that he is insane, and his insanity has hurt those that he loves. On ordinary humans, this causes them to make a Fright Check. Majestati must make a Faith Check against a 12.

Duration:Instant.

Cost:6. If the cost is doubled, the Fright Check is at -3, and the Faith Check is rolled against a 9.

Time to cast:1 minute.

Prerequisite:Death Vision, Two Shards.

Contact Nexus Information

This spell allows an Adept to examine and discover the past identity of a Majestati's Nexus. The caster can discover the Nexus' ancient name, occupation, along with a vague idea of his life and history. Specific questions cannot be asked.

The caster must be touching the Majestati for this spell to work.

Cost:3

Time to cast:1 hour for a quick examination, up to several hours for more detailed information.

Prerequisites:History, Sense Spirit.

Curse Regular

As with the magic spell (p.M54).

Cost:3 for a 1-point curse, 10 for a 2-point curse, 20 for a 3-point curse.

Time to cast:2 seconds.

Death Vision Regular

As with the magic spell (p. M72).

Cost:3.

Time to cast:15 minutes.

Destroy Shard (VH) Regular; Resisted by IQ

A common spell used whenever Adept's wage magical battles against each other, this will destroy one level of an Adept's Shard advantage. If the spell fails, the Adept is instantly Alerted to the hostile attempt.

Cost:20.

Time to cast:10 minutes.

Prerequisites:IQ 13+, Four Shards.

False Aura Regular; Area; Resisted by IQ

Replaces the magical emanations of a being, area, or object with false ones. A human could be made to have the aura of a ylphi, a sword could appear to be enchanted, or an area could appear to be extremely magical, when it's not. Roll a Quick Contest between the False Aura and any spell that can see or detect the emanations. If the False Aura wins, the other spell is fooled. False Aura also works against equivalent senses that some creatures may possess.

Unwilling subjects resist with IQ. The chosen False Aura must be familiar to the caster -- a mage could not put a false aura of a nibelung on a person unless he had met one before.

Duration:10 hours.

Cost:4 to cast, 2 to maintain. When cast on an area, the base cost is 4.

Time to cast:10 seconds.

Prerequisite:Aura.

Healing Regular

Restores up to 3 HT to the subject. Does not eliminate disease, but will cure harm already done by a disease or wound. This spell is risky if used more than once per day by the same caster on the same subject. Skill is at -3 for first repetition, -6 for second, and so on.

Cost:2 to 6; half amount restored to subject.

Time to cast:10 minutes.

Prerequisite:Three Shards.

History Information

Cast on any inanimate object (or 1-hex section of a large object), lets the Adept determine the past of the object, its user's personality, events of significance to the object, et cetera, but no names! The history can be detailed or general, at the caster's discretion. Detailed history can begin from the present and work back, or begin at some other point in time known to the caster.

Note: This is a slightly modified version of the spell from GURPS Magic (p. M48).

Cost:3.

Time to cast:1 hour for each month examined in detail; 5 for general sense.

Prerequisite:Seeker.

Immortality (VH) Regular

Bestows the Unaging advantage upon a person. Only one try is allowed for this spell; if the spell fails, the subject may never become immortal. Adepts of Whio may not learn this spell.

Duration:Permanent.

Cost:30.

Time to cast:6 hours.

Prerequisites:Five Shards.

Increase Faith Regular

Gives the subject additional levels of Strong Faith (p. 00).

Duration:1 hour.

Cost:4 per level (maximum 5).

Time to cast:1 minute.

Magical Life Regular

Cast on an inanimate object, this spell imbues the object with magical life. This spell is usually cast on statues and other humanoid objects, though it can be cast on any object. Most objects, however much alive, won't be able to do much. An intelligent sword has no control over itself, and though it can think and have basic desires, won't be able to do anything, including swinging itself. A magical gargoyle, however, would be able to tear itself from the building and fly away. The magic item will have a reasonable intelligence of IQ 6 and can be commanded by the caster through voice commands, though many casters eventually let their creations run amok. More like pets than slaves, if not treated well, magical creations will disobey the caster, run away, or even attack.

Duration:1 hour.

Cost:10, or 25 for a permanent creation.

Time to cast:10 minutes, or 1 hour for a permanent creation.

Prerequisite:Restore Mana.

Reduce Faith Regular

Gives the subject additional levels of Weak Faith (p. 00).

Duration:1 hour.

Cost:4 per level (maximum 5).

Time to cast:1 minute.

Remove Curse Regular; Resisted by subject spell

Nullifies a variety of curses, including the Age Body, Alter Age, Bane of Circe, Curse (and Bless), Curse of Desires, Furies, and Magelock.

Cost:20.

Time to cast:1 hour.

Prerequisite:Bless and Curse.

Requiem (VH) Regular

Conjures up the spirits of a single, specified nonhuman race that lived before the Debacle, and places their souls into the spirits of newly-born humans, creating a Nexus. This is the spell that the Incubans used to bring back the various Majestati.

Duration:Permanent. If one Majestati is created, he will be born almost instantly. Up to ten will take about a year. Up to 100 can take up to several years. More than a 1,000 will take more than a decade for all of them to be born.

Cost:15 per individual Nexus created.

Time to cast:10 minutes per Nexus created.

Prerequisites:IQ 15+, Create Mana.

Restore Mana (VH) Area

Creates mana in a dead area. A few Adepts, especially the rebellious ones, use this spell to slowly increase the world's mana. Extremely slowly. Most of the earth is no-mana, so the use of this spell will raise it to low-mana, which is enough to allow natural mages to be born.

The problem with creating extremely large areas of mana, other than the sheer energy cost, is the fact that this attracts the attention of the Incubans, who usually steal it back and destroy the Adept responsible.

Duration:Permanent.

Base cost:10.

Time to cast:1 hour.

Prerequisite:Four Shards.

Seeker Information

As with the magic spell (p. M54).

Cost:3. One try per week.

Time to cast:30 minutes.

Prerequisites:Summon Spirit.

Sense Life Information; Area

As with the magic spell (p. M25).

Base Cost:1/2 (minimum 1).

Sense Spirit Information; Area

As with the magic spell (p. M72). Can also be used to detect Majestati.

Cost:1.

Shard (VH) Regular

Removes a level of the Shard advantage from the caster and permanently places it into somebody else. This new Adept can now learn and use magic, and is considered a member of the cult that the caster belonged to. Anybody with a Shard already within them will resist with IQ + Shards. If the spell is successful anyway, they will perish from the conflicting magic mixing inside of their very being.

Cost:15.

Time to cast:10 minutes.

Prerequisites:Five Shards, Restore Mana.

Sidestep Regular

Allows the caster to pass in front of people unnoticed. The Adept could walk through a crowd and not be seen with ease. Anybody who is looking specifically for the Adept will, however, see him, so this is no use in combat. A person who is looking for "anybody," e.g. a guard, can resist this spell with IQ.

Duration:1 minute.

Cost:4.

Time to cast:3 seconds.

Prerequisites:Sense Spirit.

Spirit Arrow Regular

Shoots an invisible arrow of spirit energy at a spirit, damaging it. Spirits have regular attributes like humans, though most cannot affect the real world except through their own magical abilites. The caster must be able to see or sense the spirit in order to effectively use this spell. The caster must touch the subject, or occupy the same space as the spirit, to affect it.

Duration:Instant.

Cost:2-6. Each 2 points of energy does 1d damage.

Time to cast:1 second per energy point.

Prerequisites:Sense Spirit.

Summon Spirit Information; Resisted by spirit's IQ

Lets the Adept speak with a disembodied spirit or the spirit of a dead person. If in life the subject was a friend of the caster, it resists at -5. If the spell succeeds, the spirit will answer one question, to the best of its knowledge (GM's discretion), and one more for every minute it remains.

Most of the time, this spell will summon the spirits of magical people, especially ones that lived before the Debacle. Adepts may try to summon specific spirits at -5. Once a specific spirit is summoned, the caster may then use the Requiem spell to have him reborn.

Duration:1 minute

Cost:6 to cast, 4 more to maintain each additional minute.

Time to cast:10 minutes.

Prerequisites:Sense Spirit, Death Vision

The Cult of Thalcos

Thalcos was the first Incuban to place a piece of himself, a Shard, into the spirit of a human, imbuing that mortal with magic. The other Incubans were furious at him, and most of them remain so to this day. The Cult of Thalcos outnumbers the other Cults by almost two to one. Over 1,500 Adepts are members of the Cult of Thalcos.

Personality

Thalcos is oldest of the Incubans -- he found the secret of immortality when he was almost eighty years old. As a result, he retained a lot of the quirks and habits that come with old age. He is just as powerful as the other Incubans, as are his Adepts.

Thalcos has the greatest sense of humor among the Incubans, and this becomes visible among his Adepts. He's not a practical joker, but he enjoys a good chuckle from time to time. He's always good-natured and friendly. Thalcos himself rarely steps in to punish those he thinks are abusing his power, though he'll gladly embarrass or scold them with a sparkle in his old eyes.

Friends and Enemies

Thalcos is universally hated by all the other Incubans, with the single exception of Prospero, who remains friendly to the rebellious Incuban, and Whio who remains neutral. The only other reason the other Incubans created their own Adepts -- according to them, at least -- was to destroy Thalcos' disciples and wreak revenge on him. Thalcos' Adepts know the truth; they were angry because they didn't think of it first.

The end result is that, with the single exception of the Cult of Prospero, other Adepts are ordered to kill any members of the Cult of Thalcos. Occasionally, an Adept of Thalcos will befriend another Adept (usually of Whio or Merlyn), but these friendships are rare and last for a very short time.

Organization

Thalcos believes his Cult to be organized; in reality, it is not. He still talks to Carolla and Cristofer, the first Adepts who then try to communicate with the other Adepts. The problem is that the Adepts have grown too much like their master, and often forget who else is the Cult and what they're trying to do.

The Cult of Thalcos has double the numbers of any other Cult. This makes it extremely disorganized, as keeping track of 1,500 people spread across the world and busily doing their own things is nearly impossible. Carolla and Cristofer tend to deal only with the higher ranking Adepts of Thalcos; they know most of them

Advantages and Disadvantages

Adepts of Thalcos who have three Shards may purchase the Life of Centuries advantage, but are required to have the Short Attention Span disadvantage (p. 00). When an Adept of Thalcos receives four Shards, he may purchase the Unaging advantage, but must also have the Absent-Mindedness disadvantage (p. B30).

Many Adepts of Thalcos have the Eidetic Memory advantage, making them interesting paradigms. On the one hand, they remember every bit of information they come across. On the other hand, they have a hard time recalling it, especially the trivial information.

Ceremony -- Hard Concentration

Adepts of Thalcos cast spells with hard concentration; they must forcefully think of the effect that they wish to accomplish. They must also point at the object they are casting a spell on; if it is themselves, they must clasp their hands together. See p. B148 for more information on distraction and injury.

Adept cannot make proper gesture. . . . . . . . . . . . . . -3

Additional Spells

Apportation Regular

As with the magic spell (p. M60).

Duration:1 minute.

Cost:1 for an object up to a pound in weight; 2 for an object up to 10 pounds; 3 for an object up to 50 pounds; 4 for an object up to 200 pounds; and 4 for each additional 100 pounds. Cost to maintain is the same.

Time to cast:3 seconds plus energy cost.

Counterspell Regular; Resisted by subject spell

As with the magic spell (p. M53).

Prerequisite:One Shard.

Divination Information

As with the magic spell (p. M48). Adepts of Thalcos divine through hard concentration, though some have been known to use crystal balls or tarot cards.

Cost:10.

Time to cast:1 hour, or 10 seconds for a really vague idea.

Prerequisites:History.

Foolishness Regular; Resisted by IQ

As with the magic spell (p. M57).

Duration:1 minute.

Cost:1 for every point of IQ reduction (maximum 5). Half that amount to maintain (round up).

Prerequisites:IQ 12+.

Forceful Apportation Regular

Like the Apportation spell, but this one yanks items forcefully and moves them at a greater speed (Move 5). Movement, however, must be in a straight-line. If used to pull things out of a person's hand, roll a Quick Contest of ST, with the spell's ST equal to the caster's skill.

Duration:1 second.

Cost:Same as Apportation, same to maintain.

Time to cast:3 seconds.

Prerequisites:Apportation.

Great Apportation Regular

As with Apportation (p. M60), but used to move larger objects. The object still moves at Move 1. This spell cannot be used on anything less than 1,000 lbs.

Duration:1 minute.

Cost:10 for an object of 1,000 lbs., 4 for each additional 500 lbs. Same to maintain.

Time to cast:10 seconds.

Prerequisites:Apportation, Three Shards.

Levitation Regular; Resisted by IQ

As with the magic spell (p. M61).

Duration:1 minute.

Cost:1 per 80 pounds (minimum 2) to cast; half cost (round up) each minute to maintain.

Time to cast:2 seconds.

Prerequisites:Apportation.

The Library of Thalcos Regular

The Adept is instantly transported to the Library of Thalcos, the Incuban's own personal library that is a vast warehouse of knowledge, both mundane and magical. A lot of information is available at Thalcos' library -- history, literature, philosophy, everything.

Unfortunately, the library is very cluttered and completely unorganized. There is not a card catalog, Dewey decimal system, or Acorn library computer. The place isn't even alphabetized. Not surprisingly, finding something is very difficult, and requires a Research-10 roll! Even when material can be found, it will take 10 minus the amount by which the roll was made to find the relevant books.

Still, despite the problems Adepts have sifting through the material, almost all of mankind's knowledge is contained in Thalcos' hidden library, both ancient and modern.

Duration:Until the caster decides to leave.

Cost:4.

Time to cast:5 minutes.

Poltergeist Regular

As with the magic spell (p. M61), but slightly modified.

Cost:1 for an item up to 10 lbs. (1d damage); 2 for something up to 50 lbs. (1d+1 damage), 3 for something up to 100 lbs. (1d+2 damage).

Time to cast:3 seconds.

Prerequisites:Apportation.

Teleport (VH) Special

As with the magic spell (p. 62). The skill penalty remains the same, but casting cost is doubled.

Time to cast:1 hour.

Prerequisites:IQ 15+, Apportation, Library of Thalcos, Three Shards.

The Order of Merlyn

Merlyn refuses to call his Adepts a Cult. They are an "Order," he maintains, which speaks greatly about the Incuban's personality. Merlyn respects order and organization above all things, as do his Adepts.

Personality

Merlyn is a strong, hard man. He does not take things lightly, and expects his Adepts to remain serious and dignified all the time. His Adepts have no problems accepting this and quickly adapt to Merlyn's stern ways.

Merlyn and his Order are very organized. When he teaches several of his Adepts a new spell, he summons them to a specific place at a specific time where he teaches a lesson, lecturing his students on all of the intricacies of the new knowledge that they learn. The Adepts do things in similar manners; they are never impulsive. They prefer carefully-constructed plans and need constant organization. Chaos is their ultimate enemy, and they will fight it wherever they see it.

Many Adepts of Merlyn go overboard on this very thought. They see the world as perfectly ordered, and if one thing, or person, sticks out of the world's structure, they'll seek to destroy it with unimaginable wrath. Worse, the eyes of these Adepts aren't always the most just; if they see a person that they dislike attain more power then they see fit, they'll blow him apart with raw magical energy.

Friends and Enemies

Merlyn is a true neutral Incuban, much more than even Whio, simply because Merlyn usually helps the other Incubans. His Adepts are not persecuted by any of the others, though they are targets for the Servants of Nebuchenezzer.

This doesn't mean that the Incubans always like Merlyn's Adepts. Occasionally, Merlyn will annoy another Incuban and fighting will break out. Merlyn ignores Thalcos and Prospero, the "renegade" Incubans in the eyes of the other four. He is usually close to Medea, and the two Cults mutually respect each other.

Organization

Merlyn divides his Adepts into three groups. The eldest of his Adepts are called the Masters. Merlyn takes the Masters under his wing and teaches them the art of magic constantly. Under the Masters are the Journeymen (four and five Shards) who learn their magic from the Masters. The Apprentices (two and three Shards) learn from the Journeymen, and finally the Vassals (one Shard) serve all of the other Adepts.

This ranking system is not a concrete hierarchy; the Adepts rarely order each other around based on their status. The only rule is that younger Adepts must respect their superiors. If an Apprentice does not respect a Journeymen, this will eventually be reported back to Merlyn himself, who will refuse to teach the Apprentice anything new because he obviously has not learned anything about structure and order.

The Adepts of Merlyn are not loners. They usually travel in small groups of two or three, called Schools. A typical School is composed of one elder Adept and two lesser ones. An example would be an Apprentice and two Vassals, or a Master and two Journeymen.

Advantages and Disadvantages

All Adepts of Merlyn have an Obsession to maintain order (-10 points). When an Adept receives his Third Shard, he may purchase the Life of Centuries advantage (p. 00). However, Merlyn only gives that advantage to those over 80 years old! His logic is that only if a man manages to survive that long on his own does he deserve a magical longevity. When he receives his Fourth Shard, he may purchase the Unaging advantage (p. 00), but also receive the Fanaticism disadvantage (p. B33).

All Adepts of Merlyn must know Latin at their IQ. No spell level can be greater than their Latin skill.

Ceremony -- Incantation

Adepts of Merlyn must speak specific Latin words at normal, conversational volume for their spells to work. If the words are not properly pronounced, the spell will fail.

Spell is spoken in a Romance language instead of Latin. . . . . . . . . -4

Spell is spoken in a "vulgar" language (English, Chinese). . . . . . . -6

Spell is spoken at a whisper. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . -3

Additional Spells

Air-Golem Regular

As with the magic spell (p. M61).

Duration:1 hour.

Cost:4 to cast, 2 to maintain.

Time to cast:10 seconds.

Alter Age Regular; Resisted by HT

Subject appears older or younger than he actually is. The caster can choose how much older or younger the subject looks. Unsuspecting subjects must make a Fright Check, but only if they realized what has happened to them.

Duration:1 minute.

Cost:3 to cast, 1 to maintain.

Time to cast:1 minute.

Enchant (VH) Enchantment

As with the magic spell (p. M38).

Prerequisite:Three shards.

Enchantment Spells

Adepts of Merlyn with at least Three Shards may learn the following Enchantment spells from GURPS Magic: Accuracy, Puissance, Quick-Draw, Loyal Sword, and Bane. All Enchantment spells require the Enchant spell as a prerequisite.

Adepts of Merlyn with at least Four Shards may learn the following Enchantment spells from GURPS Grimoire: Defending Weapon, Penetrating Blade, Graceful Weapon.

Adepts of Merlyn with Five Shards may learn the Weapon Spirit (p. GR41).

Energy Wash Regular

The caster channels raw magic from his body into the subject, damaging them severely. The attack has a maximum range of 3 yards; the caster does not need to roll "to hit" the subject; if the spell is successful, the caster has "locked on" to the subject and can continue to do damage until the subject gets out of range. Every second the subject is in an Energy Wash, he will take 1d damage. Anything but airtight armor does not protect.

Duration:1 second.

Cost:6 to cast, 2 to maintain.

Time to cast:3 seconds.

Prerequisites:Sense Spirit, Three Shards.

Familiar Regular

Summons a familiar, a magical animal companion for the Adept. The Adept can communicate mentally with the familiar, but only while touching it. He can give it commands, which it will obey without question. If, however, the familiar ever dies, the Adept will take the same amount of damage the familiar took.

An Adept's Familiars must be small animals -- mana is too weak to allow larger ones. Suitable animals include cats, ferrets, rabbits, and ravens. The type of animal summoned is random, and usually close to the caster's personality.

Duration:Permanent.

Cost:12.

Time to cast:6 hours.

Prerequisites:Three Shards, Summon Spirit.

Magelock Regular; Resists Remove Curse

As per the magic spell (p. M68), but this one can be removed by the Remove Curse spell.

Duration:6 hours.

Cost:3 to cast, 2 to maintain

Time to cast:1 minute.

Miraculous Death (VH) Regular

A powerful spell that is taught only to the eldest of Adepts. This spell does 3d damage to the caster. If the caster dies from this spell, his body will disappear. The caster then rolls against IQ-20 the next day. If the roll is successful, the caster returns, fully healed. If not, he rolls against IQ-19 the second day, IQ-18 the third day, et cetera. He always returns near the spot where he "died" (within 100 yards). The caster isn't in any one particular place while he's "dead;" he's just gone. He has no consciousness and does not even regain Shard mana. If this spell does not kill the caster, then he will take damage normally.

Duration:See above.

Cost:20.

Time to cast:1 second.

Prerequisites:Summon Spirit, Five Shards.

Reap the Years (VH) Regular; Resisted by HT

Ages or youthens a subject temporarily. For every five years the subject is aged over 80 (or 100 if he has Longevity), he must make a HT roll. If he fails, he suffers a malady due to old age, and will take 3d damage. If the subject is aged to a negative number of years, he disappears from the world for that many hours. Unsuspecting subjects must make a Fright Check.

Example: Nezmith casts Reap the Years on Old Jimmy (who is 75). He ages Old Jimmy 20 years to 95. Old Jimmy needs to make three HT rolls. He fails two, and takes 6d damage. Unfortunately, this is enough to kill Old Jimmy.

Example: Annoyed at his eight year old daughter, Nezmith casts the spell on her. She is youthened 20 years, making her -12! She disappears from the world for 12 hours.

Duration:1 minute.

Cost:6 per decade.

Time to cast:30 minutes.

Prerequisites:Four Shards, Alter Age.

Staff Enchantment

As with the magic spell (p. M41).

Energy cost to create:30.

Wizard Eye Regular

As with the magic spell (p. M48). The eye always appears a multi-faceted crystal.

Duration:1 minute.

Cost:4 to cast, 2 to maintain.

Time to cast:1 minute.

The Cult of Whio

Known to his Adepts as "He Who Remains Neutral In All Things," Whio holds the magic of the shaman, the savage, and the medicine man.

Personality

Whio is a problematic Incuban. He calls himself the "Master of None" and remains completely passionless, neutral, and sides with no one. Though his own Adepts claim to understand how a mage such as this came to join the Incubans and steal a seventh of the world's mana, nobody else does.

The Adepts of Whio argue that because there are seven Incubans, an odd number, it is Whio himself that could change the balance of power. Therefore, by remaining neutral, he keeps the other Incubans balanced, forcing them to negotiate with each other. Though this is undoubtedly flawed logic, the Cult of Whio seeks to emulate it; they try not to take sides unless one side is seriously outnumbered. Younger Adepts have a harder time doing this than the older ones; they usually help their friends and seek to serve justice. Elder Adepts are as decisive as statues; they stay out of all but the most important matters.

The road to becoming an influential Adept of Whio is a long one. He always chooses impulsive and energetic young men and women to start down the path, and these Adepts' personalities eventually change into somber, passive elders.

Friends and Enemies

Whio, in remaining neutral, has earned neither friends nor enemies. The other Incubans see him as a nuisance best ignored. They have long since given up trying to persuade him to their side. This policy of sorts extends to the other Adepts, who usually ignore the Cult of Whio. Younger Whio Adepts are more likely to assist in the various plots of the other Cults, and other Adepts use this to their advantage whenever they see the opportunity.

Organization

All Whio Adepts are aware of each other; Whio himself makes a point to keep all of his Adepts in loose contact. Whio usually grants his Adepts a Spirit-dream (see sidebar) every few months, where they can talk to each other and discuss their philosophies.

Whio Adepts are not particularly loyal to each other; cordial is a far better word. Younger Adepts will help each other when they need it, but elder Adepts will not act to benefit or harm another Adept of Whio in hopes of remaining neutral.

Advantages and Disadvantages

All Adepts of Whio must have the Spirit Vision advantage (p. 00).

Whio does not grant his Adepts a longer lifespan, though many of them have natural Longevity. Adepts with three Shards receive the Mysticism disadvantage (p. 00), but they may purchase the Lunar Adept advantage. Adepts with four Shards receive the No Sense of Humor disadvantage (p. B00).

Ceremony -- Meditative Rituals

There is a single way an Adept of Whio to cast a spell -- through quiet meditation. The Adept must sit down, relax, and concentrate. Any distractions could ruin the spell:

Adept cannot sit down . . . . . . . . . . . . . . . . . . . . -3

Small noises can be heard. . . . . . . . . . . . . . . . . . -2

Loud noises can be heard . . . . . . . . . . . . . . . . . . -3

Small actions around caster (walking) . . . . . . . . .-2

Large actions around caster (combat). . . . . . . . . .-4

Caster is in a natural place (a desert, a cave). . . . .+2

Additional Spells

Animal Spirit Regular

Summons an invisible animal spirit that will guard the Adept. All animal spirits will alert the caster when another magical being -- mage or Majestati -- comes within sight of the caster. The spirits will also warn of any eminent danger, like the Danger Sense advantage (p.B00).

Duration:1 hour.

Cost:5 to cast, 2 to maintain.

Time to cast:10 minutes.

Prerequisite:Summon Spirit.

Debacle Phase Regular

Powerful Adepts of Whio can intentionally Debacle Phase (see sidebar on p. 00). Unlike regular Debacle Phasing, this allows only their souls to travel back to the past. Once in the past, the Adept can communicate using the Soulspeak spell. It is difficult to Debacle Phase accurately; intentionally hitting a precise moment in time is a -6. Debacle Phasing using this spell will usually produce some useful information, entirely up to the GM.

There is some danger to intentionally Debacle Phasing as a spirit; spirits are vulnerable to all magical attacks, and ghosts and demons roam the past, which can rend apart an Adept's spirit as easily as a tiger can tear apart a man.

Duration:2d hours.

Cost:10.

Time to cast:1 hour.

Prerequisites:Spiritwalk.

Eyes of the Hollow Spirit Regular

Turns the caster's eyes into hollow, glowing white fires, making the Adept extremely frightening to behold. Anybody looking at him must make a Fright Check. Friends of the Adept who know about this ability will be immune to this effect, as will other Adepts.

Duration:1 minute.

Cost:4.

Time to cast:3 seconds.

Guardian Spirit Regular

Summons an invisible Guardian Spirit, a supernatural creature that can lash out at certain attackers. The Guardian Spirit has ST 15, DX 12, IQ 10, HT 12. It can claw any magical being (Adepts, Majestati) for 2d cutting damage. When attacking, the Guardian Spirit becomes slightly visible, almost like a ghost, and can be attacked at -6. It can only be affected by magical weapons, magical creatures, or anything being touched by a magical creature -- a gun shot by a dwarf won't hurt it, but a bowie knife wielded by an elf will. If the Guardian Spirit dies in the service of the caster, the caster will be mentally stunned for 1d seconds, after which he can make an IQ roll to recover.

Guardian Spirits will follow a caster's instructions, but cannot interact or communicate with the outside world. The Guardian Spirit must stay within 10 yards of the caster.

Duration:1 hour.

Cost:8 to cast, 6 to maintain.

Time to cast:10 minutes.

Prerequisites:Sacrificing Spirit.

Nexus Speak Regular

Allows the caster to speak directly with a Majestati's Nexus. The caster may ask questions to the Nexus, which can answer back with all of the knowledge it once possessed in its original lifetime. One question can be asked every minute.

The caster must be touching the Majestati for this spell to work.

Duration:1 minute.

Cost:4 to cast, 3 to maintain.

Time to cast:1 hour.

Prerequisites:Contact Nexus, Soulspeak.

Rider Within Regular

As with the magic spell (p. M22). Caster's body will remain in a trance-like state. Caster will take the same amount of damage the animal that he possesses takes. This spell can also act "randomly," placing the caster in a random animal of a chosen type -- "I wish to ride the body of a tiger."

Duration:1 minute.

Cost:4 to cast, 1 to maintain.

Time to cast:1 hour.

Prerequisites:Animal Spirit.

Sacrificing Spirit Regular

Summons an invisible spirit that will try to protect the caster. The spirit will attempt to jump in the way of any incoming attack -- sword blows, bullets, fireballs. It cannot protect the caster against certain indirect damage types like flame, heat, falls, et cetera. The spirit has DX 12, HT 12, and must make a DX roll to successfully block a blow. The spirit can be killed like any other creature. However, if the spirit dies while in the service of the caster, the caster will be mentally stunned for 1d seconds, after which he can make an IQ roll to recover.

Duration:1 hour.

Cost:6 to cast, 4 to maintain.

Time to cast:10 minutes.

Prerequisites:Animal Spirit, Two Shards.

Soulspeak Regular

Allows the caster to speak normally when he is in spirit form.

Duration:4d hours.

Cost:10 per mile radius.

Time to cast:1 hour.

Prerequisites:Three Shards.

Spirit Strength Regular

Summons a spirit which "possesses" the caster and adds the strength it once possessed in real life to the casters. The ST of the spirit will vary -- the GM should roll 3 dice.

Duration:1 minute.

Cost:6 to cast, 4 to maintain.

Time to cast:10 seconds.

Prerequisites:Summon Spirit.

Spiritwalk Regular

Allows the caster's spirit to remove itself from its body and walk free. The spirit can move through walls and floors with ease (at double its Move speed), but cannot interact with the real world in any way except through spells. The only sense that works in spirit form is sight; the spirit cannot hear, smell, taste, or touch any normal objects. Even sight is not clear -- if the spirit was an audience member in a movie theatre, inanimate objects would be black and white on the screen, people and living creatures would be full-color forms, and other spirits would be fellow audience members, fully three-dimensional and real.

To the outside world, the spirit is usually invisible, but can appear ghost-like, most likely frightening those who see it!

While in spirit form, the caster's spirit (but not his body, which remains in a trance-like state) is immune to normal damage, though it can be attacked by other spirits, ghosts, or demons. Especially deadly are the jotuns, insubstantial trolls that can easily tear apart another spirit.

Duration:1 minute.

Cost:6 to cast, 4 to maintain. Add 2 to appear ghost-like.

Time to cast:1 hour.

Prerequisites:Four Shards, Summon Spirit.

Stalking the Prey Regular; Resisted by IQ

This spell places the caster's soul into a random animal of his choice. It then places the subject in the body of another animal, of the caster's choice, within the sight of the caster. Both caster and subject will take the same amount of damage that their animal forms take. If the animal dies, so does the caster or subject. A common technique used against enemies of Whio Adepts is to possess the body of a lion (or wolf, or similar predator) and then place the soul of an enemy into an antelope. The chase is on, with the caster trying to hunt down his enemy in the wild.

Duration:1 minute.

Cost:8 to cast, 2 to maintain.

Time to cast:1 hour.

Prerequisites:Three Shards, Rider Within.

The Cult of Medea

"Nothing is known of Medea's death, if indeed she died at all. According to one tradition, she became the consort of Achilles in the Elysian Fields. Some say that she was worshipped as a goddess, but there is disagreement about the truth of this claim."

--Edward Tripp, The Meridian Handbook of Classical Mythology

Personality

Medea is considered to be the most dangerous of the Incubans. Though her Adepts believe her to be a powerful woman with lofty goals, others believe her to be mad, loving and compassionate one day, and wicked and sadistic the next.

Medea communicates a great deal with her Adepts, appearing to them in one of her many forms. Rarely does she appear without a purpose, or a direct order for that matter; woe to the Adept who fails to please her and carry out her tasks.

Eventually, the Adepts gain Medea's personality. They too become selfish, filled with anger, and the closest companions of the Incuban herself. A few of the highest ranking Adepts have supposedly disappeared in a burst of hot flame, supposedly subsumed into the Mistress herself.

Friends and Enemies

Nobody trusts Medea or her Adepts. Medea herself is extremely unpredictable, so she may very well be friends with the other Incubans one day, and their bitter enemies the next. Despite her swaying personality, if Medea considers herself an ally to someone, she'll help them considerably. This even extends to the Adepts; a friendly Adept of Medea will be extremely helpful and the truest of friends, going out of his way to benefit whomever they feel is his friend. However, if someone earns the ire of an Adept of Medea, they will be dead by morning.

Of all the other Incubans, Medea is the closest to Merlyn. They aren't really friends, but have a great mutual respect for each other's power.

Adepts of Medea are rarely neutral. They are men and women of duality, of black and white, of good and evil. Like players in a melodrama, they are quick to take sides, quick to condemn, and quick to bless a friend. PCs playing Adepts of Medea should consider this when they roleplay their characters.

Organization

Like most Cults, the Cult of Medea is not extremely organized. There exists in Colchis, a Greek Isle, a small group of powerful Adepts who often speak to Medea directly. These Adepts, however, do not communicate with other Adepts of Medea. They are Medea's elite guard, powerful mages who will follow her orders directly and keep her actions a secret. These Colchis Adepts are feared by both the Adepts of Medea and of the other Incubans. Vicious, powerful, and horribly unpredictable, they are avoided.

When an Adept of Medea feels that it is his right to join the Colchis Adepts, he sails to the island presents his claim to the Adepts there. A trial then begins, with the final judgment belonging to Medea herself. If Medea approves the new member, he is welcomes. If not, he never makes it back to mainland.

Advantages and Disadvantages

Adepts of Medea who have three Shards may purchase the Life of Centuries advantage, but are required to have the Jealousy disadvantage (p. B34). When an Adept of Medea receives four Shards, he may purchase the Unaging advantage, but is required to have the Bloodlust disadvantage (p. B33).

Many Adepts of Medea have the Manic-Depressive disadvantage.

Ceremony -- Cheironomia

Adepts of Medea cast all of their spells through Cheironomia, sets of symbolic gestures meant to go hand-in-hand with poetic incantations of the spells. These are very graceful movements, usually slow and smooth, with the words being spoken in a loud, clear voice.

Movements cannot be made. . . . . . . . . . . . . . . . . . . . -3

Words cannot be spoken loudly . . . . . . . . . . . . . . . . . -3

Words cannot be spoken at all . . . . . . . . . . . . . . . . . . -5

Additional Spells

Apsyrtus' Circle Area

When cast upon an area that contains an animal, or a group of animals, they will be unable to leave the area or take 3d damage. This spell only works on a race creatures with an IQ of 8 or less.

Duration:1 hour.

Base Cost:2, or 10 for a permanent circle that will last until the caster is dead.

Time to cast:1 hour.

Chariot of Flame Regular

Summons a ghostly chariot covered in hot flames. Up to two people may ride the chariot, who are automatically immune to any fire damage. The chariot will take the caster to any one spot requested, traveling at 200 mph, where it will land and then disappear into the sky. The chariot will not know any "secret" or hidden spots, e.g. it won't know where to take you if you asked it to go to Atlantis, or Kirsjanin.

Duration:Until the destination is reached.

Cost:10.

Time to cast:5 minutes.

Prerequisites:Four Shards.

Choke Regular; Resisted by HT

The subject becomes unable to breathe (or speak) and suffers the effect of suffocation (see sidebar, p. B122). Every ten seconds, the subject gets another resistance roll against the original spell skill roll to break free of the spell. A critical success also breaks the spell.

Duration:10 seconds.

Cost:4 to cast, 2 to maintain.

Time to cast:3 seconds.

Circe's Bane (VH) Regular; Resisted by IQ

Legend has it that Medea slew her aunt, the enchantress Circe, shortly before joining the Incubans. After studying her grimoires, Medea learned Circe's most feared magic -- the ability to turn a man into an animal.

If successfully cast, the subject will transform into an animal -- any ordinary sort the caster wishes. The subject retains his own IQ, though he must roll against IQ every hour. On a failure, the subject loses a point of IQ! Should the subject's IQ drop to 8, he is trapped in beast form forever unless the spell is removed by Remove Curse. Lost IQ is regained when human form is reassumed.

Duration:Permanent.

Cost:15.

Time to cast:5 minutes.

Prerequisites:Three Shards.

Dismemberment (VH) Regular; Resisted by HT

A horrible curse that causes the subject's limbs to become amazingly fragile. Muscle tissue loosens so that the slightest pull will yank the limb off! (A ST roll is required for this). Any hit that does enough damage to cripple the limb will sever it.

Duration:1 hour.

Cost:10.

Time to cast:1 hour.

Prerequisites:Four Shards.

Furies Regular

Summons one or more furies that will torment the subject until slain or disbanded by the caster, or the Remove Curse spell. The furies are spirits (ST 12, DX 14, IQ 10, HT 12) and can be slain by anybody who is a spirit, or by a Majestati in his true form. Normal humans can't even see them, though some report they can hear them at night. Furies plague the subject's mind when he is both awake and asleep. The subject must make a Fright Check every day, at -1 on the second day, -2 on the third, -3 on the fourth, et cetera.

Duration:1 day.

Cost:6 to cast, 4 to maintain.

Time to cast:1 hour.

Prerequisites:Three Shards, Summon Spirit.

Illusion Disguise Regular

The same as the magic spell on p. M46. It can only be used on the caster, or somebody touching the caster.

Duration:Until the illusion ends.

Cost:3.

Time to cast:1 minute.

Prerequisite:Two Shards.

Poison of Hecate Regular

Cast upon water, this spell transforms it into a deadly ingested poison. Optionally, the spell can be cast on mud, which will make it a caustic poison. Either way, the effects are similar. Anybody coming in contact with the poison will take 6d damage and be at -2 ST and DX for a week, or 4d damage and -2 ST and DX for a day if a HT roll is made. If the HT roll critically succeeds, no damage is taken. If it is critically failed, the subject dies instantly.

Duration:The poison will remain active for a day, after which it will turn back into water.

Cost:4.

Time to cast:10 minutes.

Sikinnis Regular; Resisted by IQ

Causes the subject to leap around, laughing, making lewd gestures, slapping himself, and generally acting like a buffoon. The subject will lose 1 Fatigue every minute of this behavior, until he collapses.

Duration:1 minute.

Cost:3 to cast, 2 to maintain.

Time to cast:10 minutes.

Youth of Aeson (VH) Regular

A horrible rite, this spell involves killing somebody, draining their body of blood, and then refilling their body with a magic brew. This effectively youthens a person to a quarter of their original age (e.g. an eighty year old man will be reborn as a 20 year old). Though this spell is actually cast after killing the subject; the caster doesn't have to cast it.

Duration:Permanent.

Cost:30.

Time to cast:2 hours.

Prerequisites:Four Shards.

The Cult of Imhotep

Personality

Unforgiving and deadly serious, both Imhotep and his Adepts are pillars of ancient magical tradition. Their magic is the most darkly spectacular of the Adept's magic; they are able to bring victims to undead life, or curse people with the darkest of curses. Naturally, the Adepts who cast these spells usually have black hearts; some of the younger Adepts are not as vile as their elder counterparts, though all Adepts of Imhotep have the personality to enjoy what they do.

Friends and Enemies

Imhotep's Adepts are actually on friendly terms with the Servants of Nebuchenezzer; the Servants do not seek to destroy the Cult of Imhotep, though they rarely work together. Imhotep and Medea share no great love for each other, though their Adepts have been known to assist each other. Merlyn's Adepts are on cordial terms with the Cult of Imhotep.

The Cult of Imhotep is on definite unfriendly terms with Prospero and Thalcos; in fact, Imhotep has ordered his cult to destroy those Adepts on sight.

Organization

The Cult of Imhotep is the most organized of all the Cults. There is a very strict hierarchy within the Cult, with Imhotep himself at the top. Surrounding him are his "high priests," the eldest of the Adepts who serve and council their master.

Below the high priests are the High Procession of Imhotep (with five Shards), the Priests (four Shards), the Obelisk Guardians (three Shards), the Attendants of Imhotep (two Shards) and finally the Servants of Imhotep (one Shard).

This ranking system is extremely strict. Each has a sacred uniform which they wear in their high rituals. Disobeying the command of a superior Adept means death.

Imhotep has incorporated several djinni into his Adept ranks. Though a few have rebelled against the Incuban and joined the Agnes, these djinni are the most powerful servants of Imhotep. Djinni Adepts are titled "Dark Magnates," and have rank equal to Obelisk Guardians.

Imhotep himself holds council with his high priests in a buried sanctuary underneath the Valley of Kings in Egypt. Orders are constantly passed down the chain of command. Rarely does a month go by without an Adept receiving a direct order from his superiors.

Advantages and Disadvantages

All Adepts of Imhotep have the Incuban's attractiveness -- at least Unattractive. They also have a Duty to Imhotep, the point cost and frequency of this Duty will vary with the Adept's rank. Adepts of Imhotep who have three Shards may purchase the Life of Centuries advantage, but are required to have both the Bloodlust and Intolerance (ordinary humans) disadvantage. When an Adept of Imhotep receives four Shards, he may purchase the Unaging advantage, but is required to have the Appearance: Ugly disadvantage (p. B15).

Many Adepts of Imhotep have Sadism.

Ceremony -- Sacred Focus

Adepts of Imhotep always cast their spells through sacred objects. The more powerful the spell, the larger the sacred object needs to be. Spells cannot be cast without these objects. These objects cannot be ordinary; they need to be specially blessed. Most are ancient, many are magical.

The Enchantment Cost is the cost to create such an item using the Sacred Blessing spell (below).

Spell CostEnchantment CostSacred Object
1 n/a None
2-5 5 A ring, amulet, or other piece of jewelry
6-10 10 A statuette or large scarab
11-20 15 A fountain, pool of oil, or an altar
21+ 20 A sacred temple, pyramid, or building

Additional Spells

Body of Stone (VH) Regular; Resisted by HT

As with the magic spell (p. M29).

Duration:Permanent.

Cost:8.

Time to cast:1 hour.

Curse of Desires Regular; Resisted by HT

The subject seeks to fulfill a single desire, as designated by the caster during the casting of this spell. It can be anything ordinary -- food, water, sex, excitement, et cetera. The curse of this spell, however, is that the subject can never fulfill these desires. If he eats a feast, he'll still be hungry.

Duration:Permanent.

Cost:10.

Time to cast:1 hour.

Prerequisites:Three Shards.

Curse of Ra Regular; Resisted by HT

The subject becomes extremely vulnerable to sunlight. Exposure to the sun will do 1d damage to the subject every minute he is exposed. If it is a cloudy day, or he is wrapped in heavy clothing, he will take 1d damage every 5 minutes. Rumor has it that Imhotep teaches a permanent version to some of his elder Adepts.

Duration:1 day.

Cost:15, 5 to maintain.

Time to cast:10 minutes.

Prerequisites:Three Shards, Immolation.

Embalm Regular

Preserves a dead body for eternity. Usually used in combination with the Zombie spells to create mummies. After bring cast, the body cannot see the light of day for one week, or it will be destroyed.

Duration:Permanent.

Cost:4.

Time to cast:1 hour.

Immolation Regular

Completely ignites the subject in ordinary, but extremely hot, flame. The subject will take 1d-1 damage every turn until the fire is extinguished. If the victim drops to the ground and rolls, he can extinguish the fire after 2d seconds.

Duration:Until extinguished.

Cost:10.

Time to cast:10 seconds.

Prerequisites:Three Shards.

Monument (VH) Regular

Creates a large building of any shape or type. To create anything other than a simple hut or pyramid, the caster needs the Architecture skill. Generally, the higher the caster's Architecture skill, the more complex the building can be. Adepts usually create their own personal towers, laboratories, or pyramids with this spell.

Duration:Permanent.

Cost:10 for a simple hut, 20 for a warehouse or pyramid, 30 for a skyscraper.

Time to cast:1 hour.

Prerequisites:Four Shards.

Sacred Blessing Enchantment

Blesses an object with Imhotep's magic, allowing it to be used as a Sacred Focus by Adepts of Imhotep. If the object is not ancient (originating from before the Debacle), double the cost.

Energy cost to cast: See the Sacred Focus Table, above.

Prerequisites:Two Shards.

Suggestion Regular; Resisted by IQ

As with the magic spell (p. M59).

Duration:10 minutes.

Cost:4 to cast, 3 to maintain.

Time to cast:10 seconds.

Vile Extraction (VH) Regular; Resisted by HT

Once a practical spell that allowed a priest to remove a corpse's organs before mummification, modern Adepts have put this spell to use on living subjects.

This deadly spell will extract an organ from the subject, usually very painfully. Eyes will fall out, hearts will tear through the person's rib cage, brains will leak out through the subject's nose. Loss of an eye will blind, lungs, heart, or brain will kill almost immediately, any other organs will usually cause slow death. Anybody seeing this spell in effect must make a Fright Check -3! This spell must be learned separately for each organ.

Duration:Instant.

Cost:20.

Time to cast:1 hour.

Prerequisites:Five Shards, five other Imhotep-specific spells.

Visage of Anubis Regular

Turns the caster's subject into the head of a jackal. Anybody seeing this must make a Fright Check! Additionally, the head can bite for cutting damage, based on the caster's ST (p. B140).

Duration:1 minute.

Cost:4.

Time to cast:1 minute.

Zombie Regular

As with the magic spell (p. M64).

Cost:8 for a human-sized or smaller corpse; more in proportion for creatures of larger size.

Time to cast:10 minutes.

Prerequisites:Four Shards, Summon Spirit.

The Cult of Prospero

Now does my project gather to a head. My charms crack not, by spirits obey, and time Goes upright with his carriage. How's the day?
--Prospero, The Tempest, V, i

Personality

Prospero is the most human of the Incubans. He has not forgotten what it is like to live on the earth without supernatural power, and he is quick to use his magic in the world to benefit those he considers friends, or torment those he considers enemies.

Prospero treats his Adepts as children; he protects them, teaches them, and cares for them. He is not overprotective -- if an Adept of Prospero finds himself in deep trouble they shouldn't expect to see the Incuban himself appearing to rescue him.

Friends and Enemies

Prospero is good friends with Thalcos, and the two have always gotten along. Thalcos, however, is disliked by the other Incubans, and their animosity has been passed on to Prospero.

Much of Prospero's magic relies on controlling others; enslaving them, even. Because of this, other Adepts distrust and fear the Cult of Prospero. The Cult of Imhotep despises the Cult of Prospero.

Prospero and his Adepts are the greatest allies to the Majestati. Prospero was the one that rebuilt Elfhame and taught many of the first Majestati who they really were and how to use their magic. Most of the Agnes -- Majestati gifted with Shards are of the Cult of Prospero.

Organization

Prospero's Adepts are, for the most part, loners. They enjoy isolating themselves from the world to study magic, rediscover ancient places and texts, and helping the Majestati. They are not hermits (not usually), and will travel to civilization if they need to, though they won't enjoy it. The Cult of Prospero is very loyal to each other. If other Adepts of Prospero need their assistance, they'll definitely give it, and may even go well out of their way to do it.

When Prospero feels that one of his Adepts has progressed to a point where they understand the truths of the world, he takes them to his abode -- an island somewhere. Here, he and his Adepts hold council and decide what goals they should be pursuing. Some say that they plan for the Abjuration, a reverse Debacle!

Advantages and Disadvantages

All Adepts of Prospero with two or more Shards have the Sense of Duty (Majestati) disadvantage (-5 points). Adepts of Prospero who have three Shards may purchase the Longevity advantage (even after character creation), but are required to have a form of the Reclusive disadvantage (p. 00). When an Adept of Prospero receives four Shards, he may purchase the Life of Centuries advantage, but is required to have the Stubbornness disadvantage (p. B37).

Ceremony -- Casting

The Adepts of Prospero don't need a lot of ceremony to cast their spells. They usually need to inscribe something in the ground or dirt to cast a spell, though if that's not possible a small gesture or two will also work.

Caster cannot inscribe a symbol in the ground. . . . . . . . . -1

Caster cannot gesture. . . . . . . . . . . . . . . . . . . . . . . . . . . .-4

Additional Spells

Abjure Magic Regular; Resisted by IQ

Temporarily disables an Adept's Shards, making him unable to use magic while this spell is maintained. When used on a Majestati, makes him unable to use his true Nexus form. This spell cannot be used on Majestati in low-mana or better areas.

Duration:1 minute.

Cost:5 per Shard of the subject; half to maintain.

Time to cast:10 seconds.

Prerequisites:Two Shards.

Mass Sleep Area; Resisted by HT

As with the magic spell (p. M57).

Base Cost:3. Minimum radius 2 hexes (cost 6).

Time to cast:1 second for each energy point spent.

Prerequisites:Two Shards, Sleep, IQ 13+

Pain Regular; Resisted by HT

As with the magic spell (p. M23), but may be maintained.

Duration:1 second.

Cost:2 to cast, 1 to maintain.

Time to cast:2 seconds.

Prerequisite:Spasm.

Rend the Oak Regular; Resisted by HT

Similar to the Entombment spell (p. M29), this spell places the subject inside any tree large enough to fit his body. The person is placed in suspended animation but will awaken if the tree is split open. Both the subject and confining tree must be within the caster's sight in order for this spell to work.

Duration:Permanent.

Cost:20.

Time to cast:1 hour.

Prerequisites:Four Shards.

Rooted Feet Regular; Resisted by ST

As with the magic spell (p. M25).

Duration:Until the subject breaks free.

Cost:3.

Time to cast:5 seconds.

Prerequisites:Spasm.

Sleep Regular; Resisted by HT

As the magic spell (p. M57).

Cost:4.

Time to cast:3 seconds.

Spasm Regular; Resisted by HT

As with the magic spell (p. M23).

Duration:A moment.

Cost:2.

Time to cast:3 seconds.

Spirit Servant Regular

A powerful spell that summons a Nexus (which, in this case, can be the spirit of any being from the magical past), which forms its own body and becomes enslaved to the caster. The GM should roll 3d for each of the spirit's attributes. The spirit, who will have a distinct personality (GMs are encouraged to randomly generate the servant using the rules on p. B84-85), is able to turn himself invisible at will. The Spirit Servant will never be of average appearance, and will also have the Distinctive Appearance advantage (p. 00).

The caster may only have one Spirit Servant at a time. Once the spell is cast, the Spirit Servant remains in the caster's service until released; after the servant is released it becomes a unique being, similar to a Majestati.

Duration:Permanent.

Cost:25.

Time to cast:2 hours.

Prerequisites:Servant, Four Shards.

Servant Regular; Resisted by IQ

Causes the subject to see the caster as a powerful man. The subject will usually obey the caster's wishes, though if this spell is maintained for a long time the subject may eventually grow to dislike the caster, and may seek to harm or annoy the caster, especially if he is not treated well. The subject will rarely directly attack the caster without a lot of help; the spell causes him to think that his master's retribution will destroy him.

Duration:1 minute, or Permanent.

Cost:6, or 20 if the spell is made permanent.

Time to cast:1 hour.

Prerequisites:Two Shards.

Spell of Sycorax Regular; Resisted by IQ

This spell is cast at other mages or Adepts. The caster will "steal" a spell from the subject, and can cast it normally for the duration of this spell, even if he does not have the right prerequisites. The spell "stolen" is random; the caster cannot choose which he will learn.

Duration:1 hour.

Cost:6.

Time to cast:1 minute.

Prerequisites:Three Shards, Seeker.

Tempest Regular

Creates a storm of legendary proportions; one that will last up to a day. Hurricane winds, sheets of rain and hail, and thunder and lightning combine to make a Tempest truly devastating. Houses that are not well-built will collapse, trees will be uprooted, ships will sink. Anybody unfortunate enough to be stuck outside in the storm will be tossed about, taking whatever damage the GM sees fit. (A person in a ship might drown, while one in city might take 1d damage every five minutes from the hail and flying debris.)

Duration:4d hours.

Cost:10 per mile radius.

Time to cast:1 hour.

Prerequisites:Five Shards.

Weather Control Regular

All Adepts of Prospero may learn this spell, but the effect of it varies with the number of Shards the Adept possesses:

Each Shard allows up to a 10-degree temperature change in a single day. Thus, an Adept with three Shards can drop the temperature by 30-degrees in a day.

Each Shard allows a wind change, one Shard being a light breeze, three being a windy storm, five being hurricane winds.

Each Shard allows precipitation, one shard being light rain or snow, three being sleet or torrential rain, five being flood rains, blizzard snow, or grapefruit-sized hail.

Duration:1 hour, 1 day, or 1 week.

Cost:2 per mile radius. 4 for a day storm, 6 for a week.

Time to cast:1 hour.

The Servants of Nebuchenezzer

Nebuchenezzer has not given any Shards of magic to humans, so there is no Cult of Nebuchenezzer or any Adepts who bear his name. He has, however, enlisted the help of several dozen humans who, under his orders, seek out to destroy any and all Adepts they stumble across. The Servants of Nebuchenezzer try to ignore Adepts of Imhotep, though if an Adept of Imhotep gets in the Servants' way, he will find that he has earned several enemies.

The Induction

Nebuchenezzer himself visits those he deems worthy to be his servant. He presents himself as a god and demands that the person become his eternal servant. He promises no gifts or rewards. Those that refuse are killed; those that agree are introduced to the other Servants and given a rank.

There is a lot of ceremony involved with the Servants, ceremonies that date back to ancient Babylon. Before each assassination there is a ritual, complete with incense and chanting by Nebuchenezzer's acolytes. The Servants see the Incuban as the only worthy god in the world. Failing him means death, and the Servants prefer death to failure. Nebuchenezzer himself has no problems personally dealing a horrible, painful death to any that fail him.

The Servants are a strict organization; disobeying a higher-ranking Servant means death, as do a hundred other smaller infractions. The Servants use a Draconian system of punishment; the penalty for any offense is always death. Examples include not bowing one's eyes to an acolyte, singing, not including "Our Lord" in front of Nebuchenezzer's name, et cetera.

There are two divisions within the Servants, the Assassins and the Acolytes, each with three levels of rank.

PC Servants

If a PC wishes to be a Servant of Nebuchenezzer, or an ex-Servant, they should consider the following:

All Servants have the Extremely Hazardous Duty disadvantage (-20 points), and many have Fanaticism.

All Servants of Nebuchenezzer have Magic Resistance; the Incuban "gives" them this upon their induction. Servants may purchase Rank within the order for 5 points per level (see below).

Servants must have the Savoir-Faire (Nebuchenezzer) skill, which is the knowledge of the rites and ceremonies of the Servants. Additionally, Servants need special skills:

Rank Rank Cost Prerequisites
Servant Assassin0 Any weapon skill at 12+
High Assassin 5 points Weapon skill at 15+, Stealth 12+
Royal Assassin 10 points Weapon skill at 20+, Stealth 15+
Acolyte 0 Occultism 12+
Dark Acolyte 5 points Occultism 15+, Debacle Lore 12+
Royal Acolyte 10 points Occultism 15+, Debacle Lore 15+, Theology 12+

The Assassins

The assassins are the hunters and killers of the Servants. They have only one purpose -- to slay Adepts, and any Majestati that oppose Nebuchenezzer. Usually, this last category applies to all Majestati especially the djinni. Nebuchenezzer's brother was killed by a powerful djinn, and his Servants still seek revenge. Assassins use a variety of weapons. Many are assault-rifle wielding madmen, others are subtle and devious, preferring a well-placed knife.

The sacred uniform of the assassins is a thin gold, embroidered robe, with a black, hooded mask. They only wear this uniform in Nebuchenezzer's presence, at ceremonies, or on special missions.

There are three ranks within the assassins: the Royal Assassins, the High Assassins, and the Servant Assassins. Each rank has a single leader, effectively one rank higher than his comrades.

Royal Assassins are not permitted to use guns; Nebuchenezzer believes that his highest ranking assassins must use only the most difficult of weapons. Some say that the highest ranking Royal Assassin uses a small club to kill his victims.

The Acolytes

The acolytes are the priests of Nebuchenezzer. They act as spies watching the world carefully for Adepts. As soon as they find an Adept, they call in the assassins to finish them.

The acolytes know and teach all of the rituals of Nebuchenezzer, and they are the only ones that he speaks to or visits directly. A small group of men have both the rank and skills of assassin andacolyte; these are a deadly, elite few that rarely leave the presence of the Incuban.

The sacred uniform of the acolytes is dark blue, gold-trimmed robes. The uniforms are only worn during a sacred ceremony, or in the presence of Nebuchenezzer.

There are three ranks within the acolytes: the Acolytes, the Dark Acolytes (who trim their robes with silver), and the Royal Acolytes (who trim their robes with red). Acolytes have the power to order any assassin of equal rank or less; technically, even the lowest of acolytes can command the highest of assassins, but this is never done.