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Twisted Confessional | Jastivad

Shacamaan Jameendaelr

SchemataGame

Player

Mike Holmes?

Fate PointsX

Concept

A human member of the Cult of the Dead God uses his position to acquire knowledge of Deep Magics.

Aspects
High Concept Delver of Deep Magics
Trouble Adherent of the Cult of the Dead God
PersonalAvid Researcher
RelationshipConcerned About Sister

Boon

Human

Description

Humans are supposed to be here. Everything else is either a mistake or a sin. Unfortunately, you are the lesser of the sum of your parts

Mechanics

  • You may reroll any one blank, after rerolling for stance.
  • You may treat any plus, or any excess minus, as a blank. (yes, any)

Unique Trait
Arcane
When you
...use an arcane ability with which you are skilled.
Linked Augment:
Scope
Secondary Trait
Patience
When you
...take time to prepare.
Linked Augment:
Preparation

Consequences
MildNone
ModerateNone
MajorNone
CriticalNone
Exploits
Because I am...I can...
A RitualistCreate magic effects through rituals.
Learned in the subtleties of magicAdjust the GM's Strangeness result slightly (with their permission).
Attuned to the Azuneas' RunestoneUse it to tap into ley lines and use magic over long distances.
Member of the Cult of the Dead GodGet strange random blessings sometimes after worship.

Notes

Long Bio

Shacamaan (age 40) is one of the Magi at the university, and this is his public identity. What most people do not know about him, however, is that for years now he has been mixed up with the Cult of the Dead God. His interest is not a very philosophical one, in that he's not very dedicated to the Dead God in principle. His interest lies mostly in that through association with the other members of the cult, and through certain rituals of communing, he's been able to ascertain some things about the strange and especially esoteric forms of magic that he studies. Magic that was performed in the distant past, when "time" began... or perhaps from before that.

DW's character (replace when name is available) works as his assistant, and is his nephew, being son of his sister and an orc. Shacamaan's parents were both human, and he has some deep concerns about this miscegenation of the blood line. And it just sort of hits him in a strange place deep down, something he can't put his finger upon. His sister harangued him for a few years as the boy came up to take him on as an assistant. He resisted for a while, but finally gave in to his sister's wish. Since then the boy has become of considerable use to Shacamaan, and he has come to rely upon him for several things. One of which is keeping an eye out on those who might be after the members of the Cult of the Dead God, as he is not really the conspiratorial sort, and doesn't have a head for that sort of thing. Whereas the boy seems to be a natural in this sort of thing.

Shacamaan's parents are both still alive, though getting to be pretty elderly now. He has to visit them regularly to help them out, but tries to get his assistant or sister to do that whenever possible, considering his work to be more important that such socializing. He's far from asexual, however, and has always felt like he needed a wife. But he doesn't have any real talent in attracting women, and doesn't put enough effort into it, and so has never even had any really serious girlfriends.

Magic

Shacaman belongs to the University, at which he does a little teaching, but mostly conducts research. The University let's him stay on mostly because of the advancements he's made, and because he is part of a a team of high profile magic-users who draw a lot of talent to the schools. Publicly his school of magic is a study of wizardly arts that graduates students into the Order of the Veiled Monster (a metaphorical reference). They have several tomes from which they work, but their primary source of knowledge is a book known as Grozmond's Dancing Lexicon (which actually bounces around slowly by itself in the air when not bound to a pedestal). In going through some of the more obscure passages in that book, Shacamaan became aware of the existence of some caverns under the university (discovered by Grozmond himself), and a strange rune stone. In this cavern, with the help of more strange passages from the Dancing Lexicon, he eventually began to delve into some very abstruse magical mysteries. He has continued these studies in relative secrecy for years now, and knows many a ritual that nobody else does now.

At around the same time Shacamaan has been recruited somewhat hesitantly into the Cult of the Dead God. He wasn't much of a participant in the cult until he discovered that they had relics that could give him information that would benefit his studies of the Deep Magics. Since that time he has used his magic to help the clergy of the Cult further their objectives in return for access to said artifacts. The information he has so gleaned has tainted his magical studies toward thing that deal with old spirits and the gods.

Rituals

These are some of the rituals that Shacamaan knows:

  • Great Cat's Spirit Infusion - ritual gets the attention of a major Cat spirit that sends a more minor cat spirit to infuse into the caster, causing the caster to take on the aspect of a cat.
  • Celestial Breath Magic - this ritual causes the caster to be able to think about a subject and then exhale a mist of stars and space that can then be read by trained diviners.
  • Crystal Negation - ritual sends out power via a ley line that turns off a crystal at a ley-line power node, thus preventing it's use in the network.
  • Dire Divination of Cth Tholon- by this ritual, the caster can observe part of a canyon created by Cth Tholon, and get a divination regarding the nature of the cutting. These divinations are never good news.
  • Forbidden Acid Shield - This ritual creates a barrier of floating green acid in the shape of a disk that floats in the air. It is banned by the University and other organizations for it's tendency to ruin floors and other nearby objects.
  • Goblet of Elven Tactics - this ritual involving drinking out of a cup used frequently by elves bestows upon the drinkers insights into the combat specifics of any coming battle.
  • Good Chimes of Water - in this ritual, the ritualist rings chimes over silver bowls of water in order to purify the water for various uses, including several other rituals that can benefit from it's use during the ritual.
  • Knight's Charm of Conjuration - used by a few orders of knights, this ritual temporarily enchants a charm to hold a weapon inside of it, ready to come out at the knight's need.
  • Rite of Calling the Crazed Haunt - summons an ancient sorcerer from places unknown. He is unstable, but if properly dealt with, may distribute wisdom and magical knowledge.
  • Suns of Great Muteness - brings forth balls of blinding heat of an unknown origin deep in the earth. These can be felt to hum, but no sound can be heard. The effect tends to daze most folks who are not prepared for these amazing apparitions.