Core Abilities of Any Realm Holder (Common amongst all Realm Magic)
Attack
Energy Attack - up to control rating point attackIf Defenses are up, cost doubles. Touch Attack 2 mana per point, Range LOS 4 mana per pointDefend
Energy Dissipation up to control rating point defenseDefending in conjunction with making Attacks costs 2X more
Double Cost for Physical as well as Energy DefenseDiscern
Add's to discernment - add up to your control rating in DiscermentNote: Cumulative with True Sight
Explanation: Discernment Doubles with true sight, then this can add add to that total)
This can NOT be used to add to base discernment score before true sight is consideredMergence ...The Gestalt
The ability to merge one's own energy (MANA) with another in order to produce stronger power effects.Note: Just because you start with an affinity does not eman you automatically understanmd how to use and focus even your basic abilities.
Realm: Cabalism
Gender: Male Only
Designation:
Cabalist
AlterationDescription: Changing the form of one thing into another thing.
Simple Changes: Color - Texture - Smell - Etc. -
No ability to affect how the target/Subject of the alteration functions.Notable Changes: Shape Size and Mass
Some ability to affect how the target/subject of the alteration functions.Extreme Changes: Complete Transformation
Alteration has three venues of effect. Physical, Mental, and Spiritual.
Living beings and other entities may or may not possess all three aspects. Inanimate objects have neither Mental nor Spiritual aspects.
One can not:
...create life form unlife.
Something that is dead is dead...you can not return life to that which is dead with alteration, however one could feasibly partially animate the dead with this power...(ie. movement and total concentration through bodily manipulation)..not recommended......create precious commodities or items of rarity (lead into gold - gold into even more gold, etc.)
..altering an item of essence (magick) will likely destroy that item - tampering with anything that is already permanent or semi permananet can bring unexpected results. This includes altering life to unlife.
In addition, alteration carries its own dangers as well. What one considers initially as a simple change, as it further becomes defined, can acutally become in reality quite complex. The user of said magic(s) may not even realize that their intial idea of a simple or notable cahnge, in reality has become quite complex. if one is unprepared for these changes,and for the realities with which they are altering, one could simply use more magic they intend, simply fail at their intended goal, or commit themselves utterly and burn themselves out by changing yet not understanding the true nature of the changes being effected. Other possibilities abound, but altering is / can be aninvasively insidious and is always deliberative.
Banishing
To drive away; to compel to depart; to dispel.
Returning an entity to its place of origin or current "dwelling".
This affects cretaures one has or even has not summoned, though it is far easier to banish a creature one has personally summoned. One may not use this power as a way to transport another PC or even NPC to their home. Banishment cvan be sued to send an enemy to a nether region of time, space, etc, however damning another to this fate can have severe consequences.
Banishing Costs: (200 essence for the realm, Control and/or Mask may be improved for a cost of 100 essence per +1)
Conjuring
Conjuring allows one to summon items from this reality to himself. Prepared items are the easiest, however it can be used on other things as well. This does not make the items themselves "magical"...A full knowledge of the items location, color, size, shape and function is best. The less one knows about something conjured, the more difficult it is to bring it forth. Attempting to bring forth an unfamiliar item is not recommended!
Conjuring could be looked at as subset of summoning - as it has similarities, however, conjuring in and of itself is unique due to the rules that apply to its use and how it functions.
One might ompare this to safekeeping but that wild talent actually draws forth a locked planar space that may only be "keyed: to the one who has that capability.
Living things may not be conjured.
Conjuring Costs: (200 essence for the realm, Control and/or Mask may be improved for a cost of 100 essence per +1)
DrainingThe ability to drain essence from another. Draining is inherently negative in use and function. It is the taking of essence from another to enhance oneself or abilities. There are many layers of draining, and many who know this power guard themselves agaisnt its full potential as it is possible to completely destroy another by drianing everything. Draining to this degree...the very life essence down to the core reduces attributes, can destroy wild talents, and even sap another's ability to use their own affinity power realms. Caution is the first rule in the use of this power.
Draining Costs: (200 essence for the realm, Control and/or Mask may be improved for a cost of 100 essence per +1)
Healing (Minor)This deals with "mundane", yet ancient healing methods. It also deals with rituals and methods of magical aid in strengthening. Healing can affect the Phsyical, Mental as well as spiritual, either as a whole or in part. It is one of the most celebrated of ares of magic in that its uses are immediately seen as beneficial (in most cases).
Healing Costs: (100 essence for the realm, Control and Mask may not be improved)
NecromancyThe knowledge of healing is reccommended before learning Necromancy. It is the atithesis of healing.
Necromancy all at once is a culmination of alteration, healing most directly, but also has elements of other areas of expertise. Unfortunately, it has few prerequisites, unlike the learnign of the master craft of nature for witches. Many cabalist have rushed in as fools and committed themselves to the very death they sought to fght against. A cabalist of advanced knowledge can alter himself in such manner as to create himself anew as a thing of death, yet with eternal life...the licheNecomancy Costs: (200 essence for the realm, Control and/or Mask may be improved for a cost of 100 essence per +1)
Summoning The ability to bring forth (summon) creatures to oneself. Those summoned are not necessarily controlled...One must be prepared to exact his will in the control and/or in bargaining with the creature summoned. The price of a failed summoning is usually death. One must be sure of the nature of the being summoned and must have specific things to be asked or requested and e fully prepared to meet the strictures of the agreement set.
Summoning Costs: (200 essence for the realm, Control and/or Mask may be improved for a cost of 100 essence per +1)