Abyss Arcanum
Abyss Arcanum
This is the Arcanum that is forbidden, the Ars Abyssal, the mysteries of the blackness that
seperates the Fallen World from the Supernal. It is the art of Paradox, the mastery of Quiescence,
the death of Magic - but also the freedom from the lead weight of the chains that bind Mages to
the Fallen World, a way to reach out and beyond to the Supernal with an ease that is difficult to
imagine. It is corruption, but with the promise of salvation, if one is strong and sure. Few mages
have the moral fiber to daily look into the Abyss, the Abyss looking back - fewer have the
strength to win the blinking contest with the unblinking monsters that lurk therein.
Any mage may learn the Abyssal Arcanum as an Inferior Arcanum with the aid of a teacher, such
as a Nefandus or certain Abyssal spirits, akin to the Acamoth. The Nefandi may learn it as their
Ruling Arcanum.
A mage who studies Abyssal lore has their maximum Wisdom capped at (10 - Abyssal Arcanum).
So, a Mage that is an Adept of the Abyss may not have a Wisdom greater than 6. Such is the
price paid for learning truths man was not meant to know.
The Arcanum is beta, and is yet to playtest. There is no actual “rule” about how you learn the
Arcanum, but there are a few options I suggest:
Any mage from any path could learn Abyss, but it’s always considered an Inferior
Arcanum. So it takes 8 x new dots experience points to learn. Whether a new character
can or not start to play with dots in Abyss, is left to the Storyteller. Personally, I suggest
“no”.
A Storyteller might force a Wisdom roll to not gain a new mild derangement or to worse
a serious one, without Wisdom loss. If he likes a darker World of Darkness, he could treat
learning Abyss as a sin for a Wisdom 3.
A completely new path with Abyss as its only Ruling Arcanum, and no inferior arcanum.
As any mage, he woud have 2 arcanum at 2 dots, one at one dot, and a free dot. At least
one dot must be Abyss. The Storyteller could rule this new path is immune to
derangement gained through learning Abyss, as well as not, if the upper option is applied.
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DariusSolluman, Jesuncolo Abyss Arcanum
Fallen Powers
When talking of Fallen Powers for the Abyss Arcanum, it’s about every supernatural effect not
native of the Supernal Realms. At the first dots in this Arcanum, you can target thaumaturges and
psychics (see Second Sight), vampires and their Disciplines, werewolves and their Gifts,
prometheans’ Transmutations, changelings’ Contracts, sin eaters’ Manifestations and so on. The
only powers that can be targeted by this Arcanum are supernatural merits (like those of
thaumaturges and psychics), and supernatural powers from the other major archetypes, and only
if they are rated with dots. You can affect a power at the same dots of your Abyss dots. You
cannot target the Supernatural Traits (Blood Potency, Primal Urge, Gnosis and so on). A single
Pattern cannot contain more than one Fallen Power obtained by Awakened magic before
the fifth dot in the Abyss Arcanum.
You cannot replicate Fallen Powers that have a direct and integral bond to the nature of the
supernatural creature. Example: Coils of the Dragon, most of Mother Luna’s Gifts, most
Disquietism Transmutations, and so on.
It is also impossible to learn Cruac, Theban Sorcery, Werewolves’ rites and the like. For more
info on supernatural creatures you can read Vampire: The Requiem, Werewolf: The Forsaken,
Promethean: The Created, Changeling: The Lost, Geist: The Sin Eater and other archetype
books.
Reading through the Abyss Arcanum could easily make you realize that rotes about the Fallen
Powers are very specific, and give the most when combined with other supernatural creatures. In
case you don’t have or use vampire, werewolves and other supernatural creatures, you might
want to modify a little the Arcanum to work on legacy attainments. Attainments are this way
considered supernatural but not Supernal. In case the number of dots in the Arcanum used in the
powers are not listed, look at the requirements, and take the highest dots in arcanum as reference.
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DariusSolluman, Jesuncolo Abyss Arcanum
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DariusSolluman, Jesuncolo Abyss Arcanum
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DariusSolluman, Jesuncolo Abyss Arcanum
Grants Mage Sight, as per Dream of a Redirects the magic of other mages that
Dream, to another. would harm you. If a direct magical attack
targets you, you may spend 1 Mana and roll
Eyes of Sleep your Gnosis + Abyss. If you get more
Practice: Ruling successes than the Potency of the spell cast,
Action: Instant the spell is forced to hit someone else, as
Duration: Prolonged with a Havoc Backlash. You have no
Aspect: Covert direction over who the spell now targets.
Cost: None
With Abyss 3, you may specify that the spell
Summons forth the Quiescence of Sleep, hits anyone of your choosing except the
temporarily beholding the world through the casting mage. With Abyss 4, you may
eyes of a Sleeper. Although the mage specify that the spell hits anyone of your
remains Awake, he counts as a Sleeper for choosing, including the offending mage.
all other purposes save his own spells while
Eyes of Sleep remains in effect, including While using Aegis of the Void, the mage
adding dice to Vulgar Paradox rolls and appears to be suffused with unholy darkness
invoking Disbelief. to Mage Sight.
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DariusSolluman, Jesuncolo Abyss Arcanum
Call Imp
Practice: Ruling
Action: Instant and contested; target rolls
Resistance reflexively
Duration: Prolonged (one scene)
Aspect: Covert
Cost: None
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DariusSolluman, Jesuncolo Abyss Arcanum
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DariusSolluman, Jesuncolo Abyss Arcanum
second in the Void; the second a minute, the a number of dice from any attempt they
third an hour, the fourth a day, the fifth a make at performing magic by your Abyss
month, and so on. It is impossible to tell rating.
time in the Void, nor do those in it require
food or rest. These rolls must be made Chart a Sunless Course
before returning to Creation, regardless of Practice: Perfecting
where in Creation the mage wants to return Action: Instant
to. Duration: Special
Aspect: Vulgar
Any magic used in the Void is treated as Cost: 1 Mana
being Vulgar with Witnesses, and the
Paradox Pool is rolled with the 8-again Strengthens a target’s connection to the
property. Ironically, however, it is far easier Supernal, thinning the Abyss that lays
to sense the Supernal realms from the between the Fallen and mystic realms. For a
Abyss; double the base casting roll. number of spells equal to the successes
rolled, the target gains a number of dice
Spirits of the Abyss, such as the Acamoth or from any attempt they make at performing
those summoned by a five success Paradox magic by your Abyss rating.
Backlash, frequent the Abyss, and many will
be drawn to the light and life of any Mages Beckon the Eldest Gods
that tresspass that blackness. Practice: Weaving
Action: Instant and contested; target rolls
Command Spectre Resistance reflexively
Practice: Ruling Duration: Prolonged (one scene)
Action: Instant and contested; target rolls Aspect: Vulgar
Resistance reflexively Cost: None
Duration: Prolonged (one scene)
Aspect: Covert Summons an Abyssal Spectre of any rank,
Cost: None known or unknown, to the mage. Such
entities are always massively resentful of
Issues a single, simple command per success being pulled into the presence of the Fallen
to an Abyssal Spirit. World, and the summoning mage is
frequently the closest and easiest target at
Shadow the Road hand to vent that frustration.
Practice: Fraying
Action: Instant and contested; target rolls (Author’s Note: I didn’t feel like formally
Composure + Gnosis reflexively writing the rest of the Spirit analogs; treat
Duration: Special Abyss as Spirit for dealing with Abyssal
Aspect: Covert Spectres)
Cost: None
Shatter the Mind
Shadow the Road makes it more difficult for Practice: Fraying
other Mages to use their magic, twisting the Action: Instant and contested; target rolls
connection they have to the Supernal. For a Composure + Gnosis reflexively
number of spells equal to the successes Duration: Prolonged (one scene)
rolled on Shadow the Road, the target loses Aspect: Covert
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DariusSolluman, Jesuncolo Abyss Arcanum
Cost: 1 Mana
Temptation
Practice: Ruling
Action: Instant
Duration: Transitory
Aspect: Covert
Cost: None
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DariusSolluman, Jesuncolo Abyss Arcanum
Binds an Abyssal Spectre, as with the Spirit Afflicts a target with a Branding (as per
effect Bind Spirit (pg 251) page 272). The target is afflicted by the most
powerful Brand they could normally incur
Create Anomaly (as in, based upon their highest Arcanum),
Practice: Patterning and lasts as long as it normally would (based
Action: Instant upon their Wisdom).
Duration: Prolonged (one scene)
Aspect: Covert Consume the Fallen World
Cost: None Practice: Unravelling
Action: Instant
Creates an Anomaly (as per pg 271). You Duration: Lasting
choose which Realm is most strongly Aspect: Vulgar
represented in the Anomaly, and describe the Cost: None
general form it takes.
Tear open a gate to the Abyss, letting the
Feed Pride Void fly forth into the world. It’s acidic
Practice: Unraveling touch slowly dissolves anything it lands
Action: Instant and contested; target rolls upon. In full sunlight, the darkness
Resolve + Gnosis reflexively summoned forth lasts for only one turn;
Duration: Prolonged (one scene) otherwise, it lasts a number of turns equal to
Aspect: Vulgar your successes. Each turn it deals your
Cost: None Abyss in Bashing damage to anyone it was
directed at, or who comes in contact with it.
The target suffers a penalty equal to the If directed against a solid object, it ignore
successes rolled for any check to maintain Durability and dissolve your Abyss in
Wisdom while afflicted by Feed Pride, and Structure each turn.
checks for derangements with a -2 penalty.
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DariusSolluman, Jesuncolo Abyss Arcanum
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DariusSolluman, Jesuncolo Abyss Arcanum
Such an effort is fraught with danger, as it With Archmastery of the Abyss, it may be
entails crossing the infinite breadth of the possible to use Darken Soul on the
Abyss. It requires the mage first cast Walk Awakened.
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DariusSolluman, Jesuncolo Abyss Arcanum
Nefandi
(Left-Handed Legacy of the Abyss)
It is uncertain if it began as a Moros or Mastigos Legacy, but it is certain that the Nefandi can
corrupt a willing member of any Path to their cause. It is rumored that the Silver Ladder may
secretly train Nefandi, for their unparalleled mastery of the Abyss - a neccesary evil, if the Abyss
is to be overcome and a new Celestial Ladder built. If such were revealed to be true, it could
destroy the Order.
Nefandi learn the Abyss Arcanum as their Ruling Arcanum, losing their previous Ruling Arcana
and Inferior Arcanum. All other Arcana become Common to them. They may teach the Abyssal
Arcanum to other Mages, who learn it as if it were an Inferior Arcanum. Many spirits of the
Abyss (such as Acamoth) may also teach the Abyssal Arcanum as well, to a greater or lesser
degree.
Second Attainment: Requires Gnosis 5, Abyss 3 - Activate “Sail the Starless Ocean” as an
instant action by spending 1 Mana and rolling Composure + Occult + Abyss. May be activated as
a Reflexive action by spending a Willpower point as well.
Third Attainment: Requires Gnosis 7, Abyss 4 - Activate “Consume the Fallen World” for 1
Mana. It lasts a number of turns equal to your Gnosis.
Suggested Oblations: Engaging in your Vice, spending 4 hours contemplating a black sky,
making a Morality check, causing another to make a Morality check
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