The Anti-Forces, Undead, and the Shadow Realm
As discussed elsewhere, there is another side of reality, a dark mirror to the creative energies of the Cosmos. Each of the realms of existence - the physical, the mental, and the spiritual - have a corresponding anti-force, which is primarily found where there is a lack or a loss in the world. Hence, shadow can be a gate to the dark reality, where the positive energy of light cannot be felt. Likewise, the anti-forces can be felt in death, when the spirit and some of the mind have departed, leaving behind a gap in reality. And as once-living things rot, there is a similar, physical, hole created. Thus, the anti-forces are felt naturally in the world, and this is part of the balance, although it can still be dangerous for those exposed to this darkness. Worse are those beings who seek power from the anti-forces; there is much they can offer, but this power is inherently dangerous and corrupting.
On Tainted Magic
Anyone with at least 1 point of anti-trait is considered Tainted; anyone who has more of an anti-Trait than the corresponding positive trait is Corrupted. By the same token, derived attributes can be tainted or corrupted; anyone who has at least 1 anti-Spirit produces Tainted Ka; 1 point of anti-Mind is enough to have Tainted Stability. In most cases, these do not prevent the use of abilities or magics, although some deities may object to their servants being Tainted. On the other hand, there are some powers that require Tainted Ka or Stability, and there are even a few that require Corruption.
Anticratic Lore
The Anticratic Lore skill can be used for knowledge of the anti-cosmos and associated magics, undead, etc. It can also be used to start down the path of tainted magics.
- Sense the Darkness: Apprentice. The character may attempt to sense the presence of the anti-forces. Physical contact is necessary for Taint; merely being close is enough for Corruption. This involves a Perception roll with this ability. Anyone "opening" themselves up in this way is somewhat vulnerable to detection in return. This ability can also be tied to other effects, such as Wards.
- Embrace the Darkness: Journeyman. The character may use a ritual to bestow 1 point of a chosen anti-Trait on himself. This is highly dangerous; if the ritual fails, the character must make another roll to avoid receiving 1d4 anti-points to either of his two other Traits. On a botch, he receives 1d6 points to all three Traits.
- Dim the Light: Journeyman. The character may use his Tainted will to reduce the light in an area. This does not create darkness, but simply reduces the amount of available light. Thus, sunlight will fall to the light of a cloudy day, a torch will seem as a candle, and a candle will be a mere spark. The effect must be centered upon something with Taint, normally the mage himself. It requires Concentration and the expenditure of 2 Tainted Ka. It lasts as long as the mage Concentrates, or he may leave it by expending Tainted Stability. The amount expended varies based upon the amount of light being suppressed; normal values are 1 per round to 1 per minute. The TN also varies based upon what light source is being Dimmed; it is easier to Dim a candle than daylight. The radius of this affect is approximately 5 feet per Rank.
- Call the Corrupted: Journeyman. The character may send out a summons to any Corrupted creatures in the area. This is not a compulsion; individual creatures may choose to respond or not. This power grants no ability to control or even converse with the creatures called. The Call requires Concentration and at least 3 Ka. This produces a Call with a radius of 500 feet. Each additional point of Ka extends the radius by 250 feet. Using Tainted Ka doubles the radius.
- Repel the Corrupted: Master. A mage who has studied Anticratic Lore, but not succumbed to its temptations, may attempt to discourage any Corrupted being from coming too close. This requires Concentration, 3 Ka, and a roll against TN 16. This roll is also used a TN for a contested Will roll by Corrupted beings to approach any closer than 5 feet per Rank. This power is maintained by Concentration only. Tainted Ka cannot be used for this power.
- Douse the Fire: Master.
- Poisoning the Will: Master. The character may, through speaking to a target, burden his spirit with the knowledge of the darkness within and without. The mage may choose to assault either Ka or Stability, or to switch between them. Only one may be affected in a given round, however. The mage speaks and Concentrates upon the target; he must perform no other actions while using this ability. The target obviously must be able to hear him. The mage's TN is 14, and his roll is contested by a Will roll by the target. Each round the mage succeeds the target loses either Ka or Stability equal to the amount the mage succeeded by. The mage must expend 2 Ka or 2 Stability each round (based upon which he is assaulting) whether successful or not.
- Kiss of Darkness: Grandmaster. The character may attempt to Taint another creature with a kiss. To do this, he must expend 3 Tainted Ka and successfully roll against a TN of 16. Then he must actually kiss the target, expend 1 Ka, and win a contested roll against the victim's Will. If successful, he must also accept 1 point of anti-Trait of the same type bestowed upon his victim. The Kiss is painful and Distracting. The mage who bestows the Kiss can sense the victim as if the victim were Corrupted, and the Kiss serves as a link between them for the purpose of other magics.
Necromancy
Necromancy is the study of the magical implications of death. In Rhean, this is bound up with the study of the anti-cosmos, due to its presence in dying or dead beings. As with Anticratic Lore, any mage can learn the non-magical side of this skill, but most of the actual abilities require the mage to be Tainted. This has caused Necromancers to be even more feared and despised than other mages. Of course, most mages consider themselves to be above the common man anyways, so this is not much of a deterrent in itself.
- Touch of Darkness: Novice. By allowing his Taint to flow through him, the necromancer may cause damage to any living being he touches. The mage must Concentrate and manage to touch his target; he then expends 2 points in any or all pools he wishes to damage and makes a roll against TN 14, +2 for each additional pool. He may only damage attributes that are Tainted within him. For example, if he has Tainted Ka, he may affect Ka and Stamina. He causes damage equal to his anti-Trait score to each applicable pool. This is a somewhat risky power; if he botches, he immediately gains 1 point of anti-Trait in each that he was drawing upon.
- Command Animated Dead:
- Animate Dead:
- Corruption of the Newly Fallen: As mentioned above, death creates a void which can be filled with the anti-forces. This can occur naturally, but this power makes it stronger and more likely.
- Calling of the Unclean Spirit:
- The Long Sleep Betrayed:
Rules for Undead
An undead being is one that was once alive, but has since died and had some part of its being replaced by the anti-forces. This may be any or all of Body, Mind, or Spirit. Different forms of undead have different traits corrupted. If Body is replaced, the being becomes a void, a dark shadow, such as a wraith. If Mind is replaced, the creature loses all memory of its former life, although it may still know certain destructive things, such as how to fight. If Spirit has been corrupted, the creature has its own will replaced by the desire to destroy and feed upon the living, and will lack all sympathy for anything in its past, even if it can remember and act upon them. In any case, corruption invariably spreads between areas, and even if the being has not completely lost all of a particular positive realm, they are still tainted and influenced by the anti-force. All of the anti-forces grow by corrupting their counterparts, and this manifests in any so tainted.
Different degrees of taint are possible (see also Damage). An important concept is that a living being may contain some anti-force. An undead creature is only created if a being dies while having a higher anti-trait than the corresponding trait (note, however, that death can provide points to an anti-trait, so anyone who is close is in danger). The amount of anti-trait relative to the positive trait determines the nature of the undead. For example, a creature that still has some Mind may keep some memories, even if they are dim and overshadowed by dark thoughts and desires. Undead generally continue to corrupt, as they are unable to gain any positive traits (since they are not alive), but find it very easy to gain anti-traits.
Undead types
- Ghoul
- Lich: a powerful mage may learn to invite the anti-physical into himself in a controlled way, granting him a much longer existence when he dies and ensuring that his Mind and Spirit remain intact. Some Body is still left (to work magic, the mage must be able to manipulate the physical) but the mage cannot hold onto even a semblance of life, but instead becomes as a walking corpse.
- Vampire: a vampire has at least some Body and Mind left; they vary widely in the status of their Spirit. Vampires feed on living blood to stop their continuing corruption; hence, some individuals choose to become a vampire, as it allows a semblance of life to be held for a very long time: a form of immortality.
- Wight: at least some Body remains, but Spirit is very close or actually destroyed.
- Wraith: no Body remains. This is the defining characteristic of a wraith, although most have also lost most of their Spirit and Mind.
- Zombie: Mind is destroyed.