The Path of Suleiman

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Title: Fakir, Wonder Worker

Origin: Petition

Attribute: Social

School: Transmutation

Effects: Arcane, Earth, Fire, Shadow, Water, Wind, Sacred, Spirit


Sometimes called the Path of Circles or Pact Magic, this Path is used to contact the powerful Elemental Lords and Ladies, using ancient pacts made when the magician Suleiman bound the spirits of the Elemental Planes. Sorcerers call upon the Lords and Ladies of the Elemental Realms, making offerings of peace, in exchange for the services of the powerful Nobles. This Form of Sorcery involves intricate knowledge of language and etiquette, as Mage and Elemental negotiate and haggle for power over the other. Those who follow this Path are often Joshuite or Taw'hid, as Suleiman was one of the wisest members of the Taw'hid legend.


Those who follow this Path consider it a sacred style of magic, and one with a very long tradition behind it. The Nobles are treated with respect, and there are many customs involved with the invocations used to call upon them. Other forms of magic are not given as much respect, and can be seen as heretical in comparison.


Contents

Form Benefits

The character may choose to perform a Petition to summon a Faerie familiar. This ritual is a Results Roll and takes a number of hours equal to the Difficulty. Summoning the familiar requires an amount of DP equal to the desired Growth of the familiar, up to the character's Growth. The Potency becomes a Pool, which the character divides among the traits of the Familiar as follows:

  • Attribute: The Familiar begins with 1 in each Attribute. Each Pool grants the character one Point to increase an Attribute.
  • Size: -6. Each Pool increases the Familiar's Size by +1.
  • Skills: The Familiar begins with Occultism 1 and Search 1. Each Pool grants the character four Skill Points to split between Skills.
  • Talents: The Familiar begins with Nymph's Kiss. Each Pool grants the Familiar a Talent.
  • Merits: The Familiar begins with a Merit from one of the Elemental Bloodline.
  • Powers: The Familiar begins with Flight and Incorporeal. Every two Pool grants the Familiar a single Power. If the Power is favoured to the Familiar's Bloodline, the Power costs only 1 Pool.


The player assigns any new Pool to the Familiar.

Familiar Bond

The Familiar, once summoned, forges a bond with the character. The character can speak telepathically with the Familiar at any range as long as they are in the same Realm as a Free Action. If needed, the character can use the Familiar's Essence in place of any the character needs to spend as a Free Action. While the Familiar is within a number of yards equal to the character's Might, they gain a bonus to all Suleiman Spells and Form Benefits equal to the familiar's Growth, without using an Action. Any Spell the character casts upon themselves, can be duplicated onto the Familiar for 1 Essence immediately. If the Familiar is destroyed, a new one must be summoned with a +1 Difficulty for each former Familiar which has been lost, and the DP cost to replace the Familiar is increased by one.


Mirror

When the character performs a Spell using the Path of Suleiman, they may increase the Essence Cost by one and have the Familiar 'learn' the Spell. Once during the Scene, the Familiar may cast the Spell, using the Familiar's own Traits. If the character uses this Benefit again, the Familiar forgets any Spell that it has stored, and 'learns' the new Spell.

Seal of Suleiman

At Growth 1, the character knows how to craft a Seal of Suleiman. To make one, the character makes a Results Roll, using Physical + Occultism. The Resource Cost of the Seal is equal to the base Difficulty. Once the Potency is determined, the Seal takes a number of days equal to the Potency to craft. The Seal is permanent until destroyed, and has a Hardness equal to the character's Might + Potency. The Seal has a radius equal to the character's Might in feet. When using the Seal, the character gains a number of additional dice equal to the Seal's Potency to the character's conjuring roll.

Invocation of Suleiman

At Growth 3, the character may augment an Evocation or Transmutation Spell which uses the Earth, Fire, Shadow, Water, or Wind Spell Effect by spending 2 Essence. The Effect uses the full Potency of the Spell Cast rather than Effect Potency.


In addition, the Familiar gains the Spell Effect appropriate to the Familiar's Elemental Type, with a Potency equal to the Familiar's Might. This Effect has a range of Touch.


Sigil of Suleiman

At Growth 5, the character knows how to craft a Sigil of Suleiman. This is an amulet or pendant worn around the neck, bearing a Seal of Suleiman that the character can carry with them. To make one, the character makes a Results Roll, using Mental + Artistry. The Specialty of the Artistry Skill should be appropriate to the type of amulet being created, though Artistry (Artificing) is also allowed. The Resource Cost of the Seal is equal to the base Difficulty. Once the Potency is determined, the Sigil takes a number of hours equal to the Potency to craft. The Sigil has a Hardness equal to the Material used, plus the character's Might. When using the Sigil, the character can spend 3 Essence as a Free Action to gain a number of Additional Successes equal to the Seal's Potency when performing a Suleiman Spell or using a Suleiman Benefit or using Conjuring.


The Familiar can now spend 1 Essence to unleash the Spell Effect it possesses, releasing an elemental burst with a Range (Might) as an Action.


Binding of Suleiman

At Growth 7, the character can attempt to seal or ward an Entity from the outer realms by using either the Seal or Sigil of Suleiman and invoking the ancient pacts that Suleiman made with the creatures of the outer realms. The character makes spends an Action and makes a Spiritual + Occultism roll against the target's Resolve. The target may use Integrity as an Active Defence. If the character succeeds, the target's Initiative decreases by the character's Might + Successes, and reduces the target's Essence or Mana by the character's Successes. The target's Mana can not be reduced below 1 in this fashion. If this reduces the target to an Initiative of 0, or reduces the target's Essence to 0 or Mana to 1, the target is bound. The target is forced to remain in place, unable to depart without permission. The character can then question the entity, which must answer truthfully. At any time, the character can either banish the entity, sending it back to the target's native realm, or release it. If any bargains are made during the period, the target and the character are forced to abide by them. The character can not be forced to break a bargain made by outside influence, and finds it impossible to deliberately break a bargain they have made. The entity is under the same influence.


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