Difference between revisions of "Remnant"

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'''Engrams:''' WIP.
 
'''Engrams:''' WIP.
  
'''Reclamation:''' WIP.
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'''Mnemonic Depth:''' WIP.
  
 
'''The Memory Palace''': WIP.
 
'''The Memory Palace''': WIP.

Revision as of 15:28, 25 September 2021


Remnant.png


The Origins

WIP.

Concepts

Engrams: WIP.

Mnemonic Depth: WIP.

The Memory Palace: WIP.

Initiation

WIP.

Threshold Sickness

The drawbacks listed below do not always come in pairs, and certainly not simultaneously. Some may come and others may not.

Lesser: Nausea, fatigue, headaches, muscle spasms, dehydration

Moderate: Bleeding through the nose, eyes and ears, intense cramps, seizure-like shocks and spasms, internal bleeding, vomiting and weakness

WIP: X

Severe

WIP: X

Mutations

X

Abilities

Voyage: The ability to enter one's Palace. Your own at Novice, others at Apprentice. WIP.

Guidance: The ability to locate Engrams. Novice. WIP.

Junction: Rekindle memories through Engrams. Apprentice. WIP.

Pervade: Suffuse an object or place with an idea, concept or thought, often around an Engram, or from a concept related to one's Palace. Apprentice. WIP.

Phantasm: Memorize aspects, particularly visual or physical experiences, apparitions or entities from another's Palace into your own. Journeyman. WIP.

Falsification: Adjust existing memories in subtle ways, affects Palace. Must be reasonably in line with target individual's reality/experiences. Journeyman. WIP.

Phantasmal Reckoning: Project Phantasms onto visual reality in the form of tangible illusions. Consumes exponentially more ether based on the complexity of the Phantasm, especially if trying to induce other magical effects. Expert. WIP.

The Mask: Masks present self with projected self from the past, altering appearance and even rekindling past physicality and health. Can mask mutations. As one oversteps, the mask begins to dwindle and eventually fully recede, marginally losing effect from Light to Severe overstepping. Expert. WIP.

Astralization: Project aspects of an entire Palace onto the world. Master. WIP.

Trial: Pulls the target individual and the Remnomancer, physically, into the Remnomancer's Palace or the target's Palace. Master. WIP.

Abyssal Abilities

Mind Leech: Inserts a 'Mind Leech' into target's Mindscape, rapidly consuming their memories, the integrity of their dreamscape and their cognitive capabilities. WIP.

The Bridge: Links the Abyssal's Palace to the target's. WIP.

Novice

X

Apprentice

X

Journeyman

X

Expert

X

Master

X

Ascension: The Abyssal

X

Notes

  • The Remnomancer cannot determine facts about another individual's Palace without their consent. This magic is meant to be collaborative and must be played as such.