Remnant
Contents
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.
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.
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.