Remnant

From Atharen Wiki

Revision as of 12:31, 25 September 2021 by Sovereign (talk | contribs) (→‎Abilities)


Remnant.png


The Origins

WIP.

Concepts

Engrams: WIP.

Reclamation: WIP.

The 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.

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

Phantasmal Reckoning: Project Phantasms onto visual reality in the form of tangible illusions. Expert. WIP.

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

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