Mortal Magic, a Whispering Vault Supplement

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Mortal Magic ABOUT THIS PDF The following pages of this PDF are exactly as they were cre- ated many years ago. The decision was made to release the contents of this product in their original form, a gesture to show our respect for the creators of this product. It was tempting to replace some art- work and rewrite some sections of the book but in the end we decid- ed it better to release this (and the other existing The Whispering Vault products) in its original form. In the future we will create and release a new edition of The Whispering Vault. That time is not near. For now, enjoy this and other products in The Whispering Vault universe. We hope you grow to love the setting as much as we have. – Philip Reed and Christopher Shy COPYRIGHTS Copyright © 2003 Philip Reed and Christopher Shy, All Rights Reserved. The Whispering Vault is a trademark of Philip Reed and Christopher Shy. The Sanguine Seal is a trademark of Mike Nystul, used with permission. Ronin Arts PDF Edition published March, 2003. www.roninarts.com www.studioronin.com • www.philipjreed.com MORTAL MAGIC A Supplement For The Whispering Vault Role-playing Game. Mortal Magic, The Whispering Vault, Dangerous Prey, and The Book of Hunts are trademarks of Ronin Publishing. Copyright 1998. All rights reserved. Table of Contents: CHAPTER ONE: THE POWER AND THE TRUTH. 1 CHAPTER TWO: MAGIC IN PLAY. 15 CHAPTER THREE: MOLDING THE DREAM. 23 CHAPTER FOUR: MOLDING THE FLESH. 45 CHAPTER FIVE: MOLDING THE ESSENCE. 67 CHAPTER SIX: MAGICIANS. 87 Adventure Hooks. 105 The Divine Spark. 111 Credits. Mortal Magic was written by: Main book: Kevin Hassall Scenario: Neal Darcy Additional Material: Chris Pramas, Neal Darcy, Mike Nystul. Edited By: Chris Pramas, Neal Darcy Art Direction and Layout: Neal Darcy Cover art: Front Cover: Tom Baxa Back Cover: Brian Despain Cover Design: Matt Sturm Play-testers: William Simoni, Brian E. Kirby, Jen Kirby, Rob Lawson, Chris Flaherty, Kim Pratt, Rob Toth, and Todd Miller. Special thanks: Though it is often customary to give special thanks to key individuals, without the help, support, and efforts of the proceeding people, we would have been truly lost. So, it is with heart- felt appreciation that we express our gratitude to Brian Despain, Brad McDevitt, Matt Sturm, Tom Baxa, and Bill Simoni. Thank you for your interest in our product, but before purchasing it we recommend you first read our all-purpose industrial strength disclaimer. What is magic? Magic \maj-ik\ n. 1: the use of means (as in charms or spells) believed to have supernatural power over natural forces. 2: the art of producing an illusion by sleight of hand. The book you are about to read details the magic of a fantasy world, in which—like the preceding first definition of magic—magic exists. But, it should also be clearly understood that—like the preceding second definition of magic—nothing in this book is real. So, if you are currently experi- encing or have ever experienced trouble identifying the difference between the two definitions given above (fantasy and reality), then we suggest you stop reading here and perhaps seek profes- sional counseling. For all those who grok the idea of role-playing being but a game and not an alternative lifestyle, we encourage you to proceed. But be warned, this is a hardcore look at the darker elements of raw magic; the manipulation of Essence—life itself. -THE Management Brian Despain Artist Brad McDevitt Credits Larry MacDougall Neal Darcy Dave MacKay Pat Coleman Raven Mimura hat role does magic play inside The Whispering Vault universe? A dark one to be sure. Magic is Wneither good nor evil, it is an anomaly; a perversion of the nature, of the Dream. At its most whole- some moment, it is still utterly unwholesome. Magic is a living force. As it works, it twists and corrupts the stability of reality, stretching and sometimes tearing the fabric of the Dream in order to fulfill foolish ambitions. There are many theories on how magic was initially introduced into the Dream. Some feel it was an Unbidden who desired to teach its “children” the powers of the dreaming. Others say that the secrets of magic were stolen long ago, by a group of Stalkers desiring the Dream to be free of the Aesthetics’ control. Still yet, others argue that logic, certain sounds, and math are all possible secret “keys” which may unlock the stability of the Dream; allowing it to be molded. Whatever the case may be, within the great vastness of the Dream, there is only one creature intelligent enough to even begin to understand the complex secrets of magic, but unfortunately that creature is also ignorant enough to try and claim those powers for their own. That would be man; slave to passion, craver of power, wielder of arcana, creator of Enigmas. Fortunately, there are immortal guardians to watch over the Dream; our last unknown line of defense from oblivion. Our protectors, Stalkers, do not forget their mortal roots and so they labor tirelessly to mend a reality that constantly threatens to be torn asunder. Until now, even the Stalkers may not have fully under- stood the terrible threat mortals have brought to the Dream. And if they thought their job was tough before, Mortal Magic now gives them a lot more to think about... hank you for choosing to purchase this product. As a small publisher we value each and every one of Tour customers, because it is you who keep us alive and kicking. We at Ronin Publishing are fellow gamers and we are quite passionate about what we do (we hope it shows). Our supplements are intended to enhance the games they support and increase the amount of fun you have playing them. So, it is our greatest wish that you enjoy Mortal Magic and derive many fun-filled hours of play from it. Mortal Magic was originally conceived a few years ago by Mike Nystul, the creator of The Whispering Vault role-playing game. The intentions of Mortal Magic’s author, Kevin Hassal, was to create a magic system which could capture the flavor of the game and yet be like no other. The fact that much of the game is interwoven with a fictional element known as “Essence”—the stuff of life in The Whispering Vault game—gave Kevin the perfect vehicle to create a convincingly disturbing vision of magic. He goes on to make characters aware that magic is neither compassionate nor pure; it is an entity unto itself and it cannot be mastered. It is made plainly evident that those fools who possess the desire to manipulate the natural, beyond all natural means, will, in the end become entirely corrupt and eventually they will be consumed by their own ignorance. Kevin has introduced the characters of The Whispering Vault to a new threat to contend with and a major twist in the setting of the game. With the addition of Mortal Magic into The Whispering Vault game setting, a whole new way of structur- ing the Hunt becomes available. Players can no longer can expect that all paths will lead to the Unbidden and that all Enigmas are a snap to find. Stalkers now have a chance to develop into multidimensional characters and have greater reason to interact between Circle members. Happy gaming. CHAPTER ONE: THE POWER AND THE TRUTH. o perform magic is to change the Dream. THE NATURE O MAGIC. TThis can only be done by sculpting and manipulat- ing Essence—for Essence is power; it is growth, change, Mortals are creatures of Flesh. Essence belongs to a foreign and strength; it is life. Usually, mortal magic is performed Realm. When mortals create enchantments, they take powers by imbuing mundane objects with Essence, though rarer beyond their control and comprehension, and mis-shape types of magic are known. All magics, however, begin and them into new forms, creating magics which warp the end with Essence, for only it can give mortals the power Dream. to over-ride the vision of the Aesthetics. There is nothing pleasant, comforting or innocent about this All living things in the Realm of Flesh have a small magic. To power their invocations, the most amoral sorcerers amount of Essence woven into them. Without this often resort to killing (they call it sacrifice) or tormenting Essence they would be as lifeless and static as earth or other beings. stone. This is what gives them their marvelous abilities to react, to reproduce, and even Magics pervert the Dream, spreading (in the species with the Magic requires suffering and pain, creating and enlarg- greatest concentrations of Essence. Essence is life. ing Enigmas. And then the Essence) to think. enchantments frequently run out of So, magic is itself alive. control, destroying their creators and Many mortals know that all sometimes many others along the way. living things have Essence in them (though they usually speak in terms of spirits). Sorcerers may begin their arcane careers full of greed and lust More “advanced” humans have tended to assume that for power, or they may be inspired by a love of humanity and only they have this spark of power—what they call a a desire to protect the world from the darker creatures of the “soul”. Power, spirit, soul, Essence—whatever name it is Unseen. But whatever their motives, most end the same dark given, this is the stuff that allows objects and beings of way—twisted and broken, prematurely senile; just the dupes the Flesh to act and react.
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  • Monsternomicon-01.Pdf

    Monsternomicon-01.Pdf

    Jason Andresen (order #1578489) 96.255.236.195 TM TM A D20 System Sourcebook of Monstrous Proportion Wordsmiths Rob Baxter • Colin Chapman • Andrew Flynn • Brett Huffman J. Michael Kilmartin • Joseph Miller • Doug Seacat • Matt Staroscik Jon Thompson • Matt Wilson Editorial Overseers of Original Brett Huffman • J. Michael Kilmartin • Jon Thompson Illumination Mechaniks Brian ‘Dolomite’ Snoddy • Matt Wilson Special Guest Illuminators Brian Despain • Tony DiTerlizzi • Chippy Dugan • Scott Fischer Gerald Lee • Ron Spencer Visual Design Architekt Mike South 3.5 Revision Editors 3.5 Revision Management and Layout Brian Gute • Joseph Miller Bryan Cutler Privateer Press wishes to thank everyone who made the original Monsternomicon such a success. The writers who gave the creatures purpose, the artists who brought them to life, and the players and fans who unleashed the excitement upon their unsuspecting friends and characters all contributed to the popularity of the original. The efforts of these people made it possible to print the revision to this award-winning book, and we hope the revision you now hold in your hands can continue to bring fun and enjoyment in the original’s tradition. Dungeons & Dragons, Player’s Handbook, Privateer Press This product requires the use of the Dungeons and Wizards of the Coast are trademarks & Dragons® Player’s Handbook, Version 3.5, of Wizards of the Coast, Inc. in the United 2601 NW Market St published by Wizards of the Coast®. This States and other countries and are used Seattle WA 98107 product utilizes updated material from the with permission. ‘d20 System’ and the ‘d20 Voice: (206) 783-9500 v.3.5 revision.