Mordugoth - Shadow Lich

Stats

Phylactery: Artifact Item (has one power at level of Lich +4 which drains will of the bearer -1 each time power is used and gives Lich ability to see and locate bearer by power of will drained.  Artifact has Way of Destruction (WoD).  Artifact item has HP = level x 30. If the Lich uses the power of this item, they too loose willpower to the artifact, and can wind up being controled by the Artifact's intelligence. Otherwise the Lich conrols the artifact and the will of those it drains.

Levels and Paths: These Liches start at level 31 (or at levels they were in life if converted from a played character), and have the same paths practiced in life, but can cast any spell learned in life through the Blood Cauldron which created this Lich, meaning they have a blanket level for all of their paths equal to their level as a Blood Sorcerer. Shadow Liches gain +1 path at level 36.

Innate Paths
Umbramancy -- Master of the Black Veil
Sycophancy: full path

Arcane Paths
Blood Sorcery
        *Cauldron of Blood Specs: All Paths at level of cauldron.
Illusory Shroud: full path

Combat Levels: Combat levels are what they were in life, +1 level stealth advantage, or start at level 2 (owed to +1 level stealth advantage) if no combat levels have been learned yet.

Checks: Strength-{Level+8}, Dexterity-{+4}, Stealth-{+10}, Movement-{+10}, Stamina-{level+20}, Intelligence-{+1}, Instincts-{+3}, Willpower-{+10}

Physical Senses-{no smell, taste, or touch sense, they feel no pain. Vision and Hearing +2 each, +1 per five levels split between hearing and vision}

Traits: Shades are much like phantoms and are surreal in that they are both tangible and ethereal.  Their vital force makes them telekinetic, but a shadowy aura surrounds them, making them visible. They have the same shape as they had in life, in full vampire form, with wings, claws, and fangs, but have no features, as they are made up of physically viable black ether; as shadows with form.

Damage:
  All normal weapons do 1 damage per hit, and 2 damage per critical hit, by scattering their vital force, which acts as their health.  Sunlight, Fire and Electricity does them 2 damage per hit, and 4 damage per critical hit. Nothing else damages them.

HP: Level + 5 = Hits to Destroy (once phylactery is destroyed).

Immunities:  Mental attacks, Attacks that affect the will (including domination, charms, and presence), Disease, and Cold, All other attacks but those listed under damage.

Inborn Powers


Chill Touch: -1 stamina, -1 mvm per ace, -1 mvm per success on a crit
Dread Presence: -1 willpower and constitution, -1 per ace, -1 per success on a crit
Drain Soul: vampire can drain part of a victim's soul to weaken the will and control the will of the one whose soul they have weakened.  This soul thread is still connected to the target and will return to them after a duration of +1 turns per success unless the vampire touches them to maintain their grip on the soul thread.  This power relies on touch and requires the will to be weakened to less than the Lich's will to succeed.
Soul Eater: devour spirits to sustain viable shadow form. 1 spirit per week must be devoured, or 1 fresh spirit per 2 weeks. Each spirit consumed restores full health. 1 turn required to consume a spirit.
Telekinetic Blow: Strength=Damage
Telekinetic Shield: vital force of 5, +1 per ace, vs. number of hits taken to weaken shield. Critical hits do 2 damage to shield.
Shadow Form: lich can shift in and out of shadow form at no stamina cost, this form is completely ethereal and takes no damage from normal weapons, but it cannot affect anything physically in this form either.
Shadow Phasing: lich can phase in and out of shadows at no stamina cost.
Shadow Walking: lich can shadow walk to cross great distances at no stamina cost.
Shadow Gates: lich can formulate shadow gates at no stamina cost.
Manipulate Shadows: lich can move and control shadows as called at no stamina cost.

Information

    These Liches are Shadow Vampires which have transformed in phantom shades by the power of the Blood Cauldron they command.  They have a winged viable Shade form and can shift into an ether form of shadows as well. The difference between these forms is that the shade form can affect things physically while the shadow form cannot. The Phantom Shade form is substantial enough to bear arms, use its claws and fangs, and wear clothing or armor to better define the shape of their winged form.  Their wings are functional and they can fly. Their viable form will dissipate into shadow form if HP falls to 6 or below.  These Liches guard their cauldron well, and often sleep in the same room their cauldron is kept in, or in an adjacent room. Mordugoth always reside over a cavern, castle or keep.  Often, those whom served them as shadow vampires will serve them as Mordugoth after they ascend into Liches, and it happens, though more rarely, that a Mordugoth will serve a king or Lord they served in life. Other Mordugoth may live in complete isolation, practicing their powerful crafts in privacy, still others will isolate themselves to build armies in secret.

Paths

Umbramancy

Stamina 1
1-Manipulate Shadows - Cause shadows to shift, bend and move as called.
2-Shadow Veil - Hides target in shadows.
3-Shadow Stalk - sneak around unseen and unsensed while maintaining a physical form. Shadows disperse when an action is taken against another. Unseen for one action.

Stamina 2
4-Shadow Cloaking - Cloaks target and their presence.
5-Shadow Door - create a doorway of shadow where no doorway exists that opens and closes only to creator.
6-Shadowy Concealment - Make a called target take on appearance of shadows.

Stamina 3
7-Shadow Walking - close distance through shadow realm.
8-Shadow Bridge - Create a solid bridge of shadows 4 feet wide.
9-Shadow Perception - Allows for detection of shadow forms and active shadow applications.

Stamina 4
10-Gate of Shadows-which caster can take others through via the shadow realm.
11-Trap Door of Shadows - a trap door opens under someone and drops them into a cell of shadows which holds them captive.
12-Intercept Path - Allows shadow elemental to intercept other gate paths, even select ones with higher power (roll).

Stamina 5
13-Phasing-Phase out of material realm into corporeal form of shadows.
14-Aura of Shadows - nothing about subject protected by this gift can be sensed by any means.
15-Gateway of Vision - Allows shadow elemental to pierce the temporal layers of the shadow realm to see present, past, and future incidents. Elemental must be able to identify which subject of information sought by a name or location involving subject.

Stamina 6
16-Corporeal Assimilation -1 Form per 5 levels. Corporeal Disguise, can be any living creature.
17-Corporeal Shadow Form - Ability to take actions in shadow form.
18-Shadowy Keep - a tower or room of shadow is raised which can only be accessed by creator or those he selects to enter or leave the keep.

Stamina 7
19-Shield of Shadows - A dome of shadows surrounds called target/s and any powers or attacks aimed at target/s will pass into the shadows without hitting target. if attackers step through the shield, they come out on the other side of the shield past the shielded targets. Lasts until dispelled, protected targets cannot attack while guarded by shield, they too pass into the shadow veil if they step into the shield and another stride delivers them on unprotected ground.
20-Sanctuary of Shadows - Call the shadows into a lair, castle, manor, compound, or even a woodland area, to conceal those within. Very hard to detect. Also protects from sunlight..
21-Shadow Planes Walker - cross any distance and into any realm, world, alternate plane, or demi-plane.

Stamina 8
22-Black Oracle - Part the shadow veil to reveal those clan members selected, and use Shadow gates to intercept subjects within shadow realm and to intercept shadow gates.
23-Shadow Planes Gate - like a walker only shadow elemental can take others with them.
24-Eclipse in Shadows - Eclipse an area in the shadow veil, up to 10 feet per success. Protects from sunlight.

Stamina 9
25-Shadows and Stone - Haven, or even a select chamber, room, cave, etc., can be overlapped by the demi-plane of shadows to conceal overlapped area in an isolated fold of the shadow realm. Cannot be infiltrated without specific knowledge of Shadows and Stone, and intercept path abilities. Only higher power using correct applications can invade protected area/s.
26-Dungeon of Darkness - Sinks a subject or select area within the demi-plane of shadows where the shadow lands overlap an underworld, creating solid walls. Very hard to detect without the ability to find an overlap. Area is hard to escape as well where no gate can be formed to escape without specific knowledge of Shadows and Stone.
27-Dark Creationist - create any called, tangible, shadow effect, object or scope (such as shadow-bridges, doors, gates, keeps, castles, weapons, trees, ropes, ladders, vines, forests, lakes, etc.) with called effects which include selection of who creations are tangible to, and ethereal passage only to select subjects through doors and tunnels.

Stamina 10
28-Shadow Catalyst - Allows caster to create a contingency, that triggers a shadow affect if catalyst is triggered. Caster calls catalyst, with power of up to +300 as called.
29-Protection from Shadows - Protects from any rivaling Shadow Effect
30-Shadow Scape - Create a corporeal scope of shadows that is ethereal and invisible to anyone not select to enter corporeal zone. Area is created via quantum visualization to create material wilderness, buildings and grounds, etc., all cast in a night-like scope of shadows. Moonlight and sunlight can penetrate area to create a filtered light effect if called. Up to one acre.

Stamina 11 (31-35)
Formulation of Commands - forumlate shadow powers, wards, items and artifacts as called at or below these levels as gained.

Stamina 12 (36-40)
Improved Power - use any shadow power at these levels as gained.

Minuome Potentia

Blood Sorcery

(Vitality vs. LoD, or Power vs. Power)

1-{1-3} Bestial Trance - Charms victim while mage is feeding
2-{4-6} Crimson Flame - Using blood energy to project a flame
3-{7-9} Enrapture - Using blood energy to enchant a subject
4-{10-12} Arcane Domination - Dominate channeling blood energy
5-{13-15} Blood Source - Transcendental transfusion of blood
6-{16-18} Dervish Flame - Ignites a victim's blood into flames
7-{19-21} Oblation of Life - Transcendental removal of blood
8-{22-24} Master of Enslavement - Use blood to enslave and burn mark of possession
9-{25-27} Arcane Prowess - Blood energy tapped to make mage incredibly strong and render them invulnerable to physical damage.
10-{28-30} Abyssal Decay - Mage can devour blood, will, essence, soul by touch through opening a metaphysical vacuum within themselves, decaying their victim rapidly.
11-{31-35} Blood Cauldron
Stage One - Mage can create a blood cauldron, out of an ordinary cauldron, by invoking Saolinín Dirgban the Goddess of Blood, with an offering of half their blood. When the goddess is invoked she tells the mage to spill their blood into the cauldron. The goddess in turn awakens the spirits of life and death inside the cauldron, of creation and ends. The goddess also protects the cauldron 44 d6-LoD vs. Power to Destroy or affect cauldron.The only blood within the cauldron is four pints of the mage's blood as it was first offered. If this blood is ever spilled out of the cauldron, the mage must offer half his/her blood to the cauldron again. Stamina is only paid ONCE to this cauldron, to invoke the goddess the first time. After that the cauldron feeds on blood offerings and its master's will.
Stage Two - The mage's will slowly becomes the cauldron's, and visa-versa, and no one but the mage who created the cauldron can command it. Blood must be given to the cauldron to activate its powers, in the amount of one pint for every command given the cauldron. All Blood Sorcery spells cast through the Cauldron are automatically sealed and proofed against disenchantments (+2), and can be cast at level 35. The cauldron soaks all blood spilled into it. When all the mage's will is gone, the cauldron turns the mage into a Shadow Lich. Cauldron uses -1 Willpower per command used through the cauldron.
Stage Three - The mage's will is returned to them as a Lich, while all the Shadow Lich's arcane power and a great deal of their life force is transferred to a secret object to form their phylactery, or vital force. This object must be destroyed to destroy the Shadow Lich. The cauldron's TRUE power is unlocked as the mage becomes a Lich. Through the cauldron the Lich can command any of their powers, formulate Blood Sorcery powers, enchant items with existing or formulated commands, create wards and artifacts, enslave others, kill them, even mutate, or create monsters out of other creatures, learn and practice Necromancy with up to 4 spells in each level. In a word...Shadow Liches are POWERFUL, and very difficult to kill. These Liches have a strong tendency to be as hungry for power as for blood and souls, and are not very nice with rare exceptions. It was an extreme lust for power which got them where they are in the first place, after all. See Shadow Lich Page.
12-{36} Tribute of Life - Shadow Lich only. Lich offers a victim to their Blood Cauldron to enhance cauldron's power, or to regain some of their former vampiric appearance. if the cauldron has devoured the blood, souls, and lives of 10 victims by the time the Lich reaches level 40, they gain a subrace shift, although IN this shift, they can only command levels 1-35. Tribute of Life powers the cauldron by +4 otherwise.
12-{37-40} God of Blood - Shadow Lich can call on the power of the cauldron even at a distance to improve their powers, and can Cast any Blood Sorcery or Necromantic powers at these levels when mastered.

Illusory Shroud

1-Alter Reality - create a minor alter reality of one thing as called in an area of up to +1 square foot per success.
2-Bypass Reality - pass in and out of the veil which lies between the Illusory world and the corporal, to conceal self and reappear elsewhere in immediate area.
3-Daydream Weaver - weave waking dreams which others see.
4-Alter Image - alter the image of something seen.
5-Dream Walker - pass through the illusory shroud to cross distances on land, over creeks, rivers, beyond walls, past fences as each stride covers a distance of up to +1 mile per success.
6-Visual Projection - Subject sees what vampire projects from his mind.
7- Sensory Reality - Vampire causes another to smell, feel, hear or sense things vampire creates.
8-Shroud Gate - Vampire can pass through the shroud to cross extreme distances
9-Alter Perception - Subject perceives of visions, scents, sounds, and touch sensations vampire creates.
10-Fractured Reality - Vampire causes another to lose all sense of reality while altering reality as they see it, leaving some elements of reality in the scope.
11-Alter Reality Gate - Vampire can pass through the shroud to journey into Alternate Dimensions.
12-Alter Reality - the curtain between Illusion and Reality is brought down and those who enter an alter reality area cannot decifer between reality and illusion as the illusionist reshapes the surrounding reality as they see fit.
13-Realistic Figures - create realistic living things.
14-Alter-Identity: illusionist creates a new appearance for themself or another as called
15- Livid Reality - Subjects selected perceives of whatever sense of reality illusionist creates while blinding subject's perception to their presence.
16-Dream Weaver - weave the dreams of a subject as called.
17-Reality Fork - Fork illusory power to affect up to +1 subjects per success within visual range.
18-Reality Scope - illusions and alter reality can affect anyone with a range of up to +10 yards per success, or up to +1 miles per success on a crit.
19-Dreamscape Weaver - weave dreams into an alter reality.
20-Illusory Gauntlet - Create a dangrous maze or path in which a subject or subjects encounter a variety of challenges as called, with up to +1 challenges to complete per success.  Damage done seems real, and can injure or kill if logic of one subject to the gauntlet fails against realism of the illusion, but when the illusion is finished, all damage, even deaths reverse themselves as reality returns.
21-Nightshade Entrapment - trap someone in their own dreams or in dreams woven as called.  Person subject to this power lies in a deep sleep while they live out the duration in their dreams.  Person can only be awakened when the dream ends.
22-Alter Reality Contingences:  formulate catalysts and the effects that they trigger using and combining illusory powers.
23-Daydream Walker - cause someone to act out the alter reality of a daydream illusionist controls.
24-Illusory Monster - conjure an illusory monster which becomes quasi-real if enough power pours into its creation (if a crit is rolled).  The monster is controlled by the illusionist of course and any damage it does is real if the monster becomes quasi-real, otherwise any damage it does reverses itself the moment the monster is dispelled.
25-Realistic Scope - weave a called alter-reality landscape.
26-Land of Enchantment - Realistic land where imageries can interact with subject and other aspects within that illusory-reality weave as illusionist directs. Seems as real as life in every aspect as the master illusions makes it.
27-Reality Scope - entrap subject in a precreated alter reality world.
28-Hellish Reality - ensnare victim in a hellish world of the illusionist's creation.
29- Architect of Reality -  creates a permanent zone of alter reality.
30- Master of the Shroud - Formulation of commands. - Use with other powers, improvise effects, create artifacts and items with alter reality effects, and use power for wards.
31-35-Improved Power
36-40-Improved Power

The one weilding these power can only learn them if they truly believe that there is no other reality than what the mind creates and envisions.  They must truly believe that the shroud between the imagination and reality is the only real illusion.

Power boosted by Logic vs. Logic.

On a Failure: illusionist's own illusion becomes their own reality for time=to number of successes. IF manipulation fumbles the illusionist is struck with a terrible backlash which sends them plummeting into a state of utter deluded insanity. Roll for Duration.

Sycophancy

Levels: Level of each creature summoned or created is up to Level of Power +1 per ace as called. Number Summoned is up to +1 per ace as called unless otherwise specified. See Bestiary for stats not listed. NPCs summoned only unless a player agrees for their character to be controled for SL reasons. Warning: on a botch those summoned are not controled by the Sychomancer, and there is a 45% chance they will turn against the summoner or creator.

1-Raise Skeleton - raise up to +1 skeleton per ace from graves in immediate area. Number of skeletons that can be raised in one area is limited to number of graves.
2-Summon Common Wraith - summon a wraith to guard an area of up to +100 square yards as called. Wraith does cold damage with -1 mvm per ace, drains -1 stamina per ace, and drains -1 willpower per ace on contact.
3-Zombie Lord - imbue a weapon with this power (natural ones like claws and fangs included). A death blow or critical hit allows the Sycophancer to devour the soul and turn victim into a zombie which will serve them obediantly. Power good for any encounter, even a battle, before it must be recast. Each soul devoured restores full stamina.
4-Cursed Ground: a small cloud of vapors rises from the ground and then dissapates, but leaves a patch of cursed ground from which a zombie or bone warrior as called shall rise from if someone passes within ten yards of the affected ground.
5-Summon Zombie: summon up to +1 zombies per ace as called to fight or to guard an area..
6-Summon Living Dead: summon up to +1 living dead per ace as called to fight or to guard an area..
7-Summon Bone Warrior: summon up to +1 bone warrior per ace as called to fight or to guard an area..
8-Summon Elemental: summon up to +1 called elemental (name type) per ace as called to fight or to guard an area. Each elemental can control the element they are embodied of.
9-Graveyard Trap: a mist forms which spreads over a graveyard or graves which will cause up to +1 dead (zombies, living dead, or bone warriors) per success to rise and attack anyone but the Sycophancer or those they select not to be harmed who trespasses within 10 yards of the graves.
10-Summon Beast: summon a called animal type to fight, defend, spy on someone, or guard an area.
11-Poltergeist Summoning: summon a called Poltergeist type to haunt a called area of up to 50 square yards. Hard to control beyond them not attacking the one who summoned them.
12-Death Trap: like graveyard trap, only this cursed mist forms and spreads over any called area of up to +10 yards per success, which will cause the dead (zombies, living dead, and or bone warriors as called) to rise and attack anyone but the Sycophancer or those they select not to be harmed who trespasses within 10 yards of the affected area.
13-Necronomus: an artifact created as called from power stolen from spirits, or even by entrapping spirits in the item to give it its power as called. Power of the artifact must be related to the spirit types borrowed from or sealed inside of the artifact.
14-Summon Undead: summon any type of undead creatures to fight, defend, or guard.
15-Demon of Knowledge: when seeking knowledge, a demon of knowledge is summoned by this power which will answer any 3 questions asked of it. The answers can be tricky, depending on the question.
16-Demon of Protection: summon a demon of protection to protect someone for up to +1 day per success. This demon must be properly provided for (according to its dietary and daily needs to maintain its health) in this time or it may turn against the summoner.
17-Haunt: summon called spirit types to haunt an area. Spirits remain in area until expelled or destroyed.
18-Summon Wraiths: summon any wraith type to command them.
19-Summon Phantoms: summon and control phantoms.
20-Summon Vampire: summon and control called vampire types.
21-Govern: command the actions of any targeted being for up to +1 turn per ace.
22-Summon Lycanthrope: summon and control called lycanthrope type.
23-Summon Planar: summon and control called planar type.
24-Soul Possession: enslave the will of another by drinking in their soul and storing it in the ribcage. Crit required to succeed. Does not kill the victim but gives Sycophancer control of the victim as long as they immure their soul. The soul or souls are freed if the ribcage is opened and exposed to air.
25-Summon Demon: summon a called demon type.
26-Summon Divine: summon a called angel type.
27-Summon the Fallen: summon called fallen angel types.
28-Sycophant Ward: summon up to +1, +1 creatures of any called type within mage's power to summon, to protect any area of up to +10 yards per success. These creatures only appear if a trespasser not selected for protection crosses the outer boundary of the ward's called perimeters.
29-Create Monster: calling on the powers of spirit and life, the Sycophancer creates a creature as called, that is under their control. Each being has a base level of +1, +1 per ace when created, unless a lower level is specified.
30-Raise Army: raise and control an army of undead, planars, and or living dead from the dead realms and spectral planes.
31-35-God or Goddess of the Underworld: summon a god or goddess of the underworld to obey any one request. If this power fails, the God or Goddess may either curse the summoner or retaliate in some other way. If this power botches, the God or Goddess may claim the summoner as their servant, or do them serious harm.
36-Formulation of Commands: create spells, items, artifacts, wards, and items of sycophancy.
37-40-Improved Power




Contents by JD and Sparky © Copyright 2008