Antimancy
by Jared Sorensen
(Jared@memento-mori.com)
a very rare and even more dangerous breed of sorcerer, antimancers
are known as hunters (or synonyms to that effect;
slayer, stalker, etc). dedicated to the tenets of order and freedom,
the antimancers believe that attempting to control primal
forces leads to an inevitable increase in entropy and evil (the
analogy they use is that of a stagnant pool of water becoming
infested by disease-carrying vermin). by liberating magick from the
hands of mortals, they feel that this constant flow of
magick will contribute to increase order and stability; not only
through liberation of the magick itself, but also by removing the
dangerous, chaotic wielders of magick.
antimancers are loners by nature and by necessity -- contact with
another antimancer would drain both of their magickal
reserves and possibly their life. when undergoing training, they're
usually sought out by an adept who teaches them what they
need to know, then goes her own way. hunters rely on their mundane
skills to track and kill rogue magicians, preferring not to
take on whole cabals. at last count, there are only a score of
hunters in existence. rumor has it that both the new inquisition
and the order of st. cecil each have a hunter in their ranks...
Antimancy blast style: antimantic blasts ignite charges
built up inside the victim's body, forcing them to erupt from the
magician's eyes and mouth in a fiery blast of magickal energy. the
damage done by these blasts is twofold; the stored
charges are wiped out in the resultant explosion and those charges
damage the victim relative to their strength. example: a
dipsomancer is attacked by an antimantic blast. he has two minor
charges and one significant charge. the attacking
antimancer spends two minor charges and successfully casts a minor
blast spell and rolls two minor blast attacks (one for
each of the boozehound's minor charges). if the antimancer cast a
significant blast, the boozehound's single significant charge
would ignite, causing significant blast damage.
hunters must spend at least as many charges as their victims
possess, else the spell will fail. they may spend more (to be on
the safe side) but most antimancers rely on the appraise formula
spell to gauge their target's capabilities before attacking.
Generate a minor charge: physically destroy a minor
magickal artifact or kill a magickally-active being in hand to hand
combat who has built up at last one minor charge.
Generate a significant charge: physically destroy a
significant
magickal artifact or kill a magickally-active being in hand to
hand combat who has built up at last one significant charge.
Generate a major charge: physically destroy a major
magickal artifact or kill a magickally-active being in hand to hand
combat who has built up at last one major charge.
Taboo: physical contact with magickally charged
individuals or items will cause the antimancer to lose all charges he is
currently holding.
Random magick domain: antimancers deal with a very specific
area: the location and destruction of magickal items and
magic-wielding individuals. as such, their spells most often deal
with perception, stealth and tracking. except for their powerful
blast spells, hunters employ few, if any combat spells.
Starting charges: newly-created antimancers receive three
minor charges.
Antimancy minor formula spells
- go underground
- cost: 1 minor charge
effect: go underground allows the antimancer to conceal his
true nature from spells akin to early warning and appraise for
twenty-four hours. underground also makes the hunter invisible to
beings that can sense magick, such as astral parasites.
this spell is one of the few beneficial antimancy spells that can be
cast on others.
- early warning
- cost: 1 minor charge
effect: by casting this spell, the antimancer will "feel" when
another magcian is present. the source of this "feeling" will not be
readily apparent and only alerts the hunter to physical presences.
this effect lasts for twenty-hour hours and will function even
when the hunter is asleep (causing him to wake up).
- appraise
- cost: 1-3 minor charges
effect: when this spell is cast, any magickal item,
creature or charged magician in the hunter's sight will appear surrounded
by a halo of energy that only the hunter can see. by spending
additional charges, the hunter can discern the strength of the
charge and/or the number of charges present. hunters use this spell
both for indentifying potential targets and as a precaution
against touching magickal items.
- mindburn
- cost: 1+ minor charges
effect: the animantic minor blast is called mindburn. with it,
the hunter can ignite minor charges stored within a magician's
body. the blast is explained above in the blast description.
- know thy enemy
- cost: 2 minor charges
effect: to cast this spell, the hunter needs to hold a
physical document that contains important details about his target's life
(information on a computer screen must be printed out). this
information can take many forms; from dental records to a tax
return. when this information is in the hunter's possession and he
casts the spell, he will be able to "see" a clear vision of the
target's true appearance in his mind's eye. this spell is commonly
used to see through disguises (both magickal and
mundane) that the hunter's target might adopt in order to conceal
his presence. if used on a target who has been altered
through epideromancy, the target's current form and visage will be
seen.
Antimancy significant formula spells
- soulfire
- cost: 1+ significant charges
effect: this spell is the antimantic significant blast. it
works exactly like mindburn except that the damage, and pyrotechnics,
are much greater.
- replicate
- cost: 1 significant charge
effect: this spell enables the antimancer to create an exact,
non-magickal duplicate of any artifact in his possesion.
antimancers employ this spell when stealing artifacts to destroy,
leaving a mundane replica in its place as to not alert the
item's owner. of course, they'll find out it's a fake when they try
to use it, but...
- fear of the dark
- cost: 1 significant charge
effect: when cast on a target, the hunter and anything in his
possesion will be totally invisible to that target for twenty-four
hours, unless he wants to be seen. the spell will not mask noise or
scent. this spell may be cast on multiple targets by
spending additional significant charges.
- blood trail
- cost: 2 significant charges
effect: if the hunter's target had ever cast a spell in the
hunter's presence (or on the hunter herself), every time that the target
uses magick from that point on, the hunter will know where his
location. the blood trail will end if the hunter ever loses all of
her charges.
- negation
- cost: 3 significant charges
effect: quite simply, negation cancels the effects of any one
spell cast (or being cast) on the antimancer. as long as the
hunter is aware that the spell is being cast, a successfully cast
spell is turned into a failed spell. cherries and OACOWA rolls
are similarly changed to sour cherries and BOHICA rolls.
Antimancy major effects
with a major charge a hunter could conceivably destroy a sorcerer's
ability to use magick, make any spell's effects
permanent, destroy an item's ability to produce charges (or place's
ability, when dealing with cliomancy) or utilize any
antimantic spell on a global or cosmic level.