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Inceptum Terminus Magick System


The_Patriot

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Here is the first draft of the final version of the spell system as it will appear in the upcoming book Inceptum Terminus: Chronicles of the New Confederation for the HERO System. I hope you enjoy it with comments and questions appreciated.

 

Chapter Three



 

 

Inceptum Terminus Magick

 

 

Overview

 

 

There are four magick styles available in the United States in 2250 which is based upon their understanding of the spirit realms that comprise the sephirots or planes of power, but each version is based upon their understanding of God and Lucifer and their roles within the universe.

 

 

The first sephirot existed as the abode for God and is named Araboth. The other nine sephirots were created when he created the universe with his power flowing through the planes to reach the physical realm. This power created the sephirots in reverse order with the highest levels were concentrated which resulted in the creation of the planes Zebul, River Jordan, Jerusalem, Mathey, Machen, Shehaquim, Raquia, and Shamayim. With each creation of a plane a layer was added to heaven.

 

 

All was well with all the beings inhabiting the heavens rejoiced in the creation that God had wrought. Upon the completion of the earth and the rest of the physical universe the archangel Lucifer desired to be the greatest of all things and plotted to depose God as the greatest. God had seen this move coming and war broke out between the fallen and loyal angels that resulted in the banishment of Lucifer and the fallen angels from Araboth and the other eight heavens. When the last rebelling angel was thrown out of the heavens God created the nine hells as the residence for those that sought to usurp his power.

 

 

To replace the fallen angels God created man in His image and had them reside in the physical universe. The gift God gave to mankind was free will and they could choose who they wanted to serve freely. Since before recorded history man has sought to understand God and his will which resulted in the creation of various magickal cults that spread across the world. Most of these ancient cults have died out over the course of history, but only four remain in Inceptum Terminus. They continue to seek understanding of God or Lucifer and the universe depending upon which power they serve.

 

 

In the Middle East there arose Kabbalism based upon the Hebrew teachings of God. These practitioners meditated upon the Torah and Talmud to find the hidden meanings of God and to seek oneness with him. As the ages rolled by they learned how to harness the power of God to work miracles in his name.

 

 

In Africa at roughly the same time, there arose the Voodoo cults. Lucifer had deceived these early practitioners into worshipping him instead of God and granted them the vast powers of the nine hells to use on earth. Voodoo relies upon the power of blood to work its miracles.

 

 

Hermetic Theurgy was practiced in Europe and is the merging of pagan beliefs with the beliefs of Kabbalism. By merging the two a practitioner could be either good or evil and use magick that furthered the goals of God or Lucifer on the physical plane. However, by this merging of pagan beliefs and Kabbalism resulted in the practitioner seeking power for themselves and furthering their own goals on earth.

 

 

In the rest of the world, there arose Shamanism which based their understanding of the spiritual world on the natural world. Angels and demons are spirit animals that serve a specific totem. Unlike Hermetic Theurgy, the majority of Shamanism used their understanding of the spiritual world to protect their people from the machinations of the spirits. There were certain groups that used this knowledge to further their own goals while on earth.

 

Sephirot

 

 

The sephirot are the manifestations of God and Lucifer that magick users tap into in order to use spells. The sephirots were created as God’s power flowed from the spiritual to the physical realm when he created the physical realm. Each sephirot holds unique powers that a magick user seeks to understand and utilize for the betterment or detriment of mankind.

 

 

Each sephirot is a separate plane of existence that corresponds to a layer of heaven or hell. Before magick users can gain entrance into the higher planes they must fully gain understanding of the current plane they’re using for magick. A magick user decides if they wish to follow good or evil which determines which set of sephirots to use as a basis of their magick. Good aligned magick users have their spells based off of the nine heavens and the divine. Evil aligned magick users spells are based off of the nine hells and the infernal.

 

 

Each section on the individual sephirot’s will have the name of the plane, the ruler of that sephirot, and the types of spells and/or special effects that are associated with it. All of the magickal styles share a common name. Under the Ruler section there will be three names listed for the Divine and two names listed for the Infernal with the first name that Kabbalism and Hermetic Theurgy uses, the second name is what Shamanism uses, and the final name is the name used by Voodoo. This is also the form the Ruler uses when dealing with magick users from the magickal styles.

 

Sephirot: Araboth

Ruler: God, Great Spirit

Magickal Sphere(s): Divine Summoning

 

At the time of creation there was only one plane of existence and it was the one that God inhabits. Araboth is the dwelling place of God and the highest orders of angels. The plane is seen as a massive throne room wrought in the purest metals and gemstones. An impure person cannot gain entrance to this realm or they will suffer eternal death. With perfect understanding of God a magick user can summon divine beings for aid. Shamans visually see God as the Great Spirit.

Sephirot: Zebul

Ruler: Zachiel, Jaguar

Magickal Sphere(s): Sacred Consecration, Infernal Banishment

 

Zebul, the eighth layer of heaven, was the first to be created during the outpouring of power in creation. It is a place of harmony where mankind and the natural world co-exist peacefully side by side. The weather is perfect for each season allowing for perfect balance in the ecology. Through understanding of the harmony of all life a magick user may consecrate holy places and banish infernal beings.

 

Sephirot: River Jordan

Ruler: Sandalphon, Black Jaguar

Magickal Sphere(s): Resurrection

 

The seventh layer of heaven created is the River Jordan and is a massive winding river where an individual can purify their soul to gain entrance to Zebul. The purification is symbolic of the power over death and with understanding a magick user can resurrect the dead.

 

Sephirot: New Jerusalem

Ruler: Michael, Cougar

Magickal Sphere(s): Dreams

 

New Jerusalem forms the sixth heaven that is a massive city constructed of the purest metals and gems. It represents the hopes and dreams that mankind can achieve in the pursuit of God’s perfection. By understanding hopes and dreams the magick user can interpret dreams as well as provide a way for a person plagued by nightmares to have pleasant dreams.

 

Sephirot: Mathey

Ruler: Gabriel, Owl

Magickal Sphere(s): Aid

 

The fifth layer of heaven is Mathey which is a place of smoke and fire. It doesn’t have earth or sky. By going through the smoke and fires that are symbolic of man needing help from God in overcoming their sinful nature. By gaining forgiveness of their sins a magick user is able to bring help that need it and cast spells that aid people in their lives.

 

Sephirot: Machen

Ruler: Uriel, Lion

Magickal Sphere(s): Weather Manipulation

 

Machen is the fourth layer of heaven and the Garden of Eden resides. The garden is home to the tree of life and knowledge. By viewing the trees a magick user gains the knowledge of how to control the natural world and learn how to use weather manipulation to better humanity.

 

Sephirot: Shehaquim

Ruler: Anahel, Otter,

Magickal Sphere(s): Telepathy, Movement, Clairsentience

 

The third layer of heaven is Shehaquim that is a beautiful paradise in the north that is thought to be the Garden of Eden. The river of milk and honey flows through the eastern side and the river of wine and oil winds its way through the western side. Between the two rivers is an island that is filled with lush jungles. A magick user that understands this layer of heaven will be able to use spells of telepathy, movement, and the ability to see far off places.

 

 

Sephirot: Raquia

Ruler: Raphael, Eagle

Magickal Sphere(s): Divination, Persuasion

 

Raquia is the second layer of heaven which is a vast desert that is bombarded by the heat from twin suns that illuminate the desert twenty-four hours a day. By gaining understanding of this heaven and the symbolism of sacrifice a magick user is able to glimpse the future and persuade people to do greater acts of goodness.

Sephirot: Shamayim

Ruler: Zachariel, Buffalo

Magickal Sphere(s): Healing, Illusions

 

The first layer of heaven is Shamayim that is filled with water, clouds, and winds. Small islands dot the plane and provide shelter from the winds and water. Shamayim is symbolic of healing and illusions. By gaining understanding the magick user is able to heal the sick and to create illusions.

 

Sephirot: Lake of Fire

Ruler: Lucifer, Serpent, Gran Maître

Magickal Sphere(s): Infernal Summoning

 

With the rebellion of Lucifer and his followers God created the nine layers of hell. These layers are a mirror to the layers of heaven, but designed specifically for infernal purposes. The Lake of Fire serves as the throne for Lucifer and is the mirror of Araboth. By understanding the Lake of Fire a magick user can summon infernal beings to do his bidding.

Sephirot: Malebolge

Ruler: Azazel, Crow, Marinette

Magickal Sphere(s): Infernal Consecration, Divine Banishment

 

Malebolge is the eighth layer of hell and is surrounded by a massive cliff. Within the enclosure of the cliffs are stone ditches shaped in a circle that is filled with those that have committed the sins of fraud and treachery. There are a total of ten circles within Malebolge. A magick user can consecrate infernal places and banish divine beings.

 

Sephirot: River Phlegethon

Ruler: Beelzebub, Fox, Sousson-Pannan

Magickal Sphere(s): Necromancy

 

The seventh layer of hell is the River Phlegethon. The river is filled with boiling blood with razor sharp reeds on the riverbank. This is home to the sinners that committed murder or suicide. By comprehending the river a magick user can animate the dead to serve their purposes.

Sephirot: Hereticus

Ruler: Asmodeus, Coyote, Baron Samedi

Magickal Sphere(s): Nightmares

 

Hereticus is the sixth layer of hell which is a vast plane of burning tombs and desecrated graves. People that denied God are buried within the tombs and scream their situation to those that bother to listen. A magick user through comprehending this layer is able to control a person’s dreams to make them have nightmares that may kill the dreamer.

 

Sephirot: Dis

Ruler: Samael, Lizard, Maman Brigitte

Magickal Sphere(s): Drain, Suppress

 

The ruined city of Dis and the River Styx form the fifth layer of hell. The ruined city lies at the heart with the river forming a moat around it. People that were wrathful and full of hatred inhabit this layer. They throw themselves constantly into the river in hope they can cross to Hereticus. Spells that drain and suppress a person can be learned by a magick user.

 

Sephirot: Avari

Ruler: Abbadon, Spider, Bacalou

Magickal Sphere(s): Domination

 

The fourth layer of hell is Avari which is a large smooth mountain that has a ditch at the bottom of it containing large boulders. Within this hell the miserly and the wasters reside. The miserly are forced to push the boulders up the mountain while the wasters try to prevent it. By understanding this layer a magick user is able to dominate those around him to do his bidding.

 

Sephirot: Popinonis

Ruler: Baal-Berith, Jackal, Kalfu

Magickal Sphere(s): Telepathy, Movement, Clairsentience

 

Popinonis is the third layer of hell that is a vast plane of putrid frozen slush pounded by blood red freezing rain, black snow, and putrid green hail. The gluttonous inhabit this realm and are forced to lie in the slush. A magick user will be able to cast spells based on telepathy, movement, and seeing far off places.

 

Sephirot: Avidus

Ruler: Rosier, Vulture, Erzulie Freda Dahomey

Magickal Sphere(s): Divination, Seduction

 

The second layer of hell is Avidus. A vast circular upright shaft fills the plane that holds those that were overcome by lust. Along the walls inside the shaft are razor sharp blades that pierce the sides of the windblown inhabitants as they slam into the side. With comprehension of this layer a magick user can cast spells of infernal divination and seduction.

 

Sephirot: Limbo

Ruler: Forneas, Hyena, Ogoun

Magickal Sphere(s): Harm, Illusions

 

Limbo is the first layer of hell and is a vast void that has neither a sky nor ground. This is a way station for souls to be assigned to one of the other layers of hell based upon their sins. With understanding a magick user is able to cast spells that harm people and illusions.

 

Sephirot: Kingdom

Ruler: None

Magickal Sphere(s): Alchemy

 

The sephirot of Kingdom is the portal to the spiritual layers of heaven or hell. It is the second and final part of the physical plane that allows entry into the higher sephirots. With understanding of this layer allows the magick user to make items that can help or harm others.

 

Sephirot: Earth

Ruler: None

Magickal Sphere(s): Elemental Magick (Earth, Wind, Fire, and Water)

 

The final sephirot created was the physical realm that contains the physical universe. Here humanity lives and strives to find their place in the spiritual universe. A magick user that understands the physical realm can harness the powers of elemental magick which all life is based off of.

 

Character Creation: Magickal Styles

 

 

Within the United States there are four unique magickal styles of man’s understanding of the spiritual realms. These styles are similar, but distinct in their views of the spiritual universe. The styles are Kabbalism, Hermetic Theurgy, Shamanism, and Voodoo.

 

Kabbalism



 

The oldest of these styles are the Kabbalists. Kabbalism used the Torah and the Talmud as a starting point in their question to understand God. Each of the sephirots represents an aspect of God and his power over the universe. By their deep understanding of God they gain closeness to him. Rarely do they use the power of God for magickal purposes. Kabbalists often work alone, but do gather together to discuss their latest findings.

 

 

Currently, there is only one society dedicated to Kabbalism. The Essenes have survived by cloaking themselves in Jewish society and remaining hidden out of fear of Christianity and Islam. The members will have secret meetings at prearranged times known only to members. Joining the Essenes requires several members to vouch for the initiate after going through an extensive background check. Once admitted to the group the initiate begins to explore the mysteries of God and the goodness in his works. In each cell of the society there exists only one master with many students learning from him.

 

Kabbalist Package Deal

 

Skill Cost

20 point Variable Power Pool 21

Talent: Sephirot (Earth) 5

Faith (EGO+1) 5

KS: Judaism 3

KS: Arcane and Occult Lore 3

KS: Kabbalism 3

KS: Sephirot 3

KS: Spirit World 3

Oratory 3

Persuasion 3

Total Cost of Abilities 52

 

Disadvantages Cost

Psychological Limitation: Devoted to God 25

and His Purposes (Very Common, Total)

 

Total Cost of Package Disadvantages: 25

 

Hermetic Theurgy

 

 

 

 

Hermetic Theurgy was founded informally by European pagans roughly 3,000 years ago. They studied this arcane art in the hopes of using the powers of the gods for the benefit of themselves and mankind. As the centuries passed the art became more and more ritualized with each spell requiring longer times to cast and more casters needed to cast the spell. Over the centuries this arcane art has cloaked itself in the guise of popular religions and survived to the 23rd century.

 

 

Two societies are said to have belonged to the Hermetic Theurgists. One was the Illuminati and the other the Freemasons. The Illuminati sought to gain control over the infernal powers in order to influence society around them. Within the Illuminati there are eleven levels of mastery representing a specific order and led by a grandmaster.

 

 

The other society was the Freemasons and they dealt with the God to better society around them. They allowed people of many different faiths to join them in their quest, so long as the members dealt with the divine powers. The Freemasons had eleven levels of mastery within their order and each level was overseen by a grandmaster. The Freemasons were originally founded under the auspices of the Catholic Church in Scotland. Both the Freemasons and Illuminati are thought to be extinct, but there have been rumors of their activities.

 

Hermetic Theurgist Package Deal

Skill Cost

20 point Variable Power Pool 21

Faith (Ego +1) 5

Talent: Sephirot (Earth) 5

KS: Arcane and Occult Lore 3

KS: Astrology 3

KS: Flora and Fauna 3

KS: Herbalism and Healing-Lore 3

KS: Hermetic Theurgy 3

KS: Religious Doctrine (Players Choice) 3

KS: Spirit World 3

Total Cost of Abilities 52

 

Disadvantages Cost

Psychological Limitation: Devoted to the 25

Gods and Their Purposes (Very Common, Total)

 

Total Cost of Package Disadvantages: 25

 

Shamanism

 

 

Early man found solace in the world by creating a religious worldview by giving each natural occurring phenomenon an animal spirit. In doing so certain members of the tribe would seek knowledge on how to control these animal spirits for the betterment of the tribe or for themselves. Out of this research shamanism was born and the particular style presented here is from the American Indians. The core beliefs that form the basis of this magickal style have publicly persisted until the American Indian genocide of the early 1970’s.

 

 

Unknown to the world at large there is one organization that continues to practice shamanism. Out in the vast countryside members of the Dancers of the Spirits gather at sacred sites to enact their rituals and to enjoy fellowshipping with each other. Individual members can choose freely whether to follow the path of light or the path of darkness with no repercussions from other members.

 

Shamanism Package Deal

 

Skill Cost

20 point Variable Power Pool 21

Talent: Sephirot (Earth) 5

Follower: Totem Animal Spirit* 10

Faith (EGO+1) 5

KS: Flora and Fauna 3

KS: Herbalism and Healing-Lore 3

KS: Shamanism 3

KS: Spirit Lore 3

KS: Spirit World 3

Total Cost of Abilities 52

 

Disadvantages Cost

Psychological Limitation: Devoted to Gods 25

and Their Purposes (Very Common, Total)

 

Total Cost of Package Disadvantages: 25

 

*The follower a shaman gets is a spirit animal that is one of the player’s choosing. It can be built with more points and to have disadvantages.

 

Voodoo

 

 

Voodoo was originally founded in Africa and slowly spread across the globe via the slave trade in the early 1500’s. Over time the slave owners grew to distrust the native religion of the slaves and banned its worship. In response the slaves cloaked their religion behind the façade of Christianity to avoid persecution. From then to today Voodoo remains a powerful religion in the United States with the majority of its practitioners hiding in the swamps and bayous of the former state of Louisiana.

 

 

The only sect still known to exist by the Corporate States is the Cult of Nagash. The cult focuses its religious attention to the evil loas because they believe the primarily good loas turned their back on humanity during Armageddon. The members use ritual human sacrifice in their worship services to further strengthen the bond between the loas and themselves.

 

Voodoo Package Deal

 

Skill Cost

20 point Variable Power Pool 21

Faith (Ego +1) 5

Talent: Sephirot (Earth) 5

Multiform: Possessing Loa* 10

KS: Astrology 3

KS: Flora and Fauna 3

KS: Herbalism and Healing-Lore 3

KS: Loas 3

KS: Religious Doctrine (Christianity) 3

KS: Spirit World 3

KS: Voodoo 3

Total Cost of Abilities 62

 

Disadvantages Cost

Psychological Limitation: Devoted to the 25

Gods and Their Purposes (Very Common, Total)

 

Total Cost of Package Disadvantages: 25

 

*The multiform is a possessed version of the character and can have different characteristics, skills, perks, powers, talents, and disadvantages than what the base character has.

Spells and the Sephirots

 

 

Casters of magickal spells will purchase a Variable Power Pool to represent their ability to cast spells. The pool uses INT+EGO in order to determine the maximum allowed points the character may have to cast spells. Each of the sephirots serves to limit the character to specific special effects and/or spheres of learning when casting spells. To gain access to the sephirots the character must purchase the appropriate Knowledge Skill of their magickal style to a certain level and the Talent associated with a specific sephirot. The table shows the Talents and the Knowledge Skill roll necessary to cast the spells derived from a sephirot.

 

Table IV: Sephirot Talents

Sephirot

Talent Required

Knowledge Skill Roll

Earth

Earth

KS

Kingdom

Kingdom

KS+2

Shamayim

Shamayim

KS+4

Limbo

Limbo

KS+4

Raquia

Raquia

KS+6

Avidus

Avidus

KS+6

Shehaquim

Shehaquim

KS+8

Popinonis

Popinonis

KS+8

Machen

Machen

KS+10

Avari

Avari

KS+10

Mathey

Mathey

KS+12

Dis

Dis

KS+12

New Jerusalem

New Jerusalem

KS+14

Hereticus

Hereticus

KS+14

River Jordan

River Jordan

KS+16

River Phlegethon

River Phlegethon

KS+16

Zebul

Zebul

KS+18

Malebolge

Malebolge

KS+18

Araboth

Araboth

KS+20

Lake of Fire

Lake of Fire

KS+20

 

The sephirots limit the arcane ability to cast spells as well as they govern the type of spells and special effects known by the caster. A magick user’s Knowledge Skill represents their raw ability to wield the power of the sephirots to use in casting spells. The magick user’s alignment with the divine or infernal will also further limit the spells available. The following describes in detail the sephirots and the spell types and/or the special effects used.

 

 

The sephirot of Earth governs elemental magick and the ability to cast spells based off of the four elements. All spells used by the caster must have a special effect of Earth, Wind, Fire, or Water. Divine orientated magick users may use the sephirot’s power for weak defense and minor summoning spells while infernal orientated spells are used for weak offense and minor summoning that are no more than 20 Active Points.

 

 

Kingdom governs alchemy and the making of minor potions and all spells cast will result in a Focus built as OAF (Fragile) -3/4. Divine based magicks are limited to healing, defense, and aid based potions. Poisons and other types of harmful potions can only be created by infernal magick users.

 

 

The sephirot of Shamayim governs healing and illusion magicks. The caster is able to cast spells that will heal a person back to full health and to cast illusions usually for protection. The limitation of the healing spells is that it cannot resurrect a dead person.

 

 

Limbo enables a magick user to cast spells that directly harm a character and illusions for protection. The limitation for harm spells is that they are unable to kill a person.

 

 

Raquia allows a magick user to have the ability of prophecy that is bought as Clairsentience limited to a specific person. The caster is unable to scan the future in specific areas. The other ability governed by this sephirot is one of persuasion and friendship. It does not give the ability of the caster to mind control someone, but to persuade the target that what magick user wants is the best course of action.

 

 

Avidus governs the ability to see the future of certain areas, but not of individual people. The caster cannot divine possible outcomes and actions of a person directly. Seduction and charming are the other types of spell that can be cast from this sephirot. By using seduction and charming a target a magick user offers great power and wealth in exchange for the soul of the target usually.

 

 

The sephirots of Shehaquim and Popinonis governs a magick user’s ability to read minds, improved movement, and to see far off places. Reading of minds allows the caster to delve into the mind of the target and to understand the motivations behind them. Magick users also gain the ability to cast spells to improve their movement through running, flying, and the like with the special effect of divine or infernal limbs sprouting from the character’s body. Hermetic Theurgy and Voodoo requires the use of a focus in order to perform scrying while Shamanism and Kabbalism the caster travels to the place in astral form.

 

 

Machen grants a magick user the ability to control the weather and to cast spells based off of the weather special effect. Casters are able to use the weather special effect for spells ranging from offensive to defensive spells. Other uses of the spells cast are to alter the environment to help mankind with crops or other beneficial things.

 

 

The sephirot of Avari governs the ability of a magick user to dominate others around them. Domination can be used against humans and animals to have them perform the bidding of the magick user. However, domination cannot make a target permanent and requires the caster to use the Perk: Follower for a permanent willing subject. The special effect for domination is a cloud of insects swarming over the target.

 

 

Mathey controls a magick user’s ability to use spells that are based on the Power: Aid. The spells are limited to enhancing characteristics only and cannot be used for Skills, Perks, Talents, and Powers. The special effect of a spell is divine light.

 

 

Dis governs the use of spells that are based on Drain and Suppress. Like Mathey limits Aid to enhancing characteristics, Drains and Suppress spells can only drain or suppress a characteristic of the target. The special effect for drains and suppresses is fire and brimstone smelling fog.

 

 

New Jerusalem grants the magick user the ability to interpret and control dreams. In controlling dreams, the caster is limited to allowing pleasant types of dreams for the benefit of the target. The special effect is soft music, the scent of roses, and an overall feeling of warmth.

 

 

The sephirot of Hereticus governs the ability for a magick user to interpret and control nightmares. The magick user is limited to creating nightmares in the target that will disrupt mental health. The nightmares have the possibility of killing the target if they do not wake up in time. The special effect for these types of spells is the buzzing of flies, the scent of rotting flesh, and an overall feeling of coldness.

 

 

The River Jordan allows a magick user to cast spells to resurrect the dead. The caster is able to bring the dead back to life and reverse the effects of decomposition. The special effect for resurrection is a flock of doves descending from the sky, the scent of sweet perfume, and the sounds of a slow moving river.

 

 

The sephirot of the River Phlegethon offers a magick user the ability to reanimate corpses. The soul of the dead oftentimes does not come back to reside within the body. By bring back the dead the corpse enters into a state of fast decomposition which results in the disintegration of the body into a fine dust. Magick users can also summon spirits of the dead for communication and to serve the caster. The special effect for necromantic spells is a flock of ravens descending onto the body, the smell of death, and the sounds of snake’s hissing.

 

 

Zebul and Malebolge grant the magick user the power of consecration and the banishment of infernal and divine creatures. Consecration transforms an area into holy/unholy ground in order to allow the casting of spells and worship. Through the act of consecration divine/infernal creatures are prohibited from entering the area. The special effect for the divine version is a blinding light, the sounds of a harmonic singing, and the smell of incense. The infernal version’s special effect is hellfire, sounds of souls agonizing screams, and the scent of brimstone.

 

 

Araboth and the Lake of Fire govern a magick user’s ability to summon divine/infernal beings into existence and to have the creatures do the caster’s bidding. Success is not guaranteed since the creature can rebel to attack the caster. For divine spells the special effect is a brightly lit portal, the sounds of humming, and the smell of frankincense. The infernal version’s special effect is a flame engulfed portal, the sounds of inhuman screeching, and the smell of burnt flesh.

 

Talents and Astral Travel

 

 

Characters may travel to the sephirots by using an astral form while leaving behind their physical body. Traveling to the planes/sephirots is a risky business that can result in the death of the magick user. For protection a magick user employs two things to ensure that they aren’t attacked. The first is the use of their respective Knowledge Skill in their mystical art. Their knowledge grants them insight into how the inhabitants of a specific sephirot will react to a mortal and how to interact with the inhabitants. If the magick user lacks the sufficient knowledge for safe passage and leaves them vulnerable to attack.

 

 

The other ability is the use of a specific Talent for the sephirot. The Talent functions as an access pass to enter the sephirot freely and not be bothered by the inhabitants. The magick user is allowed to explore the sephirot as they see fit with impunity. The other use of the Talent is that it allows the magick user to tap into the power present in the sephirot in order to cast their spells. Each individual Talent will cost 5 Character Points to acquire and can be purchased at any time.

 

 

For travel to the planes a character may use their Variable Power Pool to cast an Astral Travel spell that is based off of the Power Extra-Dimensional Movement to a single plane. The Power Limitations on the spell will be determined by the magickal style of the caster that will be explained later in this chapter. Travel to the sephirots is limited by whether the magick user is aligned with the divine or the infernal. If they are aligned with the divine they are limited to only traveling to the divine sephirots. Infernal casters are limited to traveling only to the infernal sephirots.

 

 

How the character views and experience the sephirots is determined by their magickal style as well. Hermetic Theurgists may see the inhabitants as Greek, Roman, Norse, or other western religions based upon the character’s chosen religion. Kabbalists will see it according to Judaism and the inhabitants as being angels. The Voodoo magickal style sees the inhabitants as a mockery of the Catholic saints. Shamanists will see them as man/animal hybrids.

 

 

The passage of time while traveling in the sephirots is the same as it would be in the physical realm. It may seem shorter or longer depending upon the sephirots overall setting and how the character views it. A paradise like Zebul can seem like an eternity due to its beauty while Limbo would be the same due to its darkness. In any case, the passage of time doesn’t change.

 

Magickal Style Variable Power Pools and Spell Casting

 

 

Each of the magickal styles are built with a Variable Power Pool for spell casting. This allows the character to cast any spell he would like within a specific sephirot’s spell type. It frees up the character from having to spend points on every spell and allows for great flexibility when casting spells. Every magickal style has their own specific limitations required in order to cast a spell.

 

 

The Kabbalist Variable Power Pool has the following limitations placed on the control cost of the pool:

Concentration (0 DCV; -1/2): When spell casting the kabbalist may take no other actions during their meditations. They are aware of events around them.

Extra Time (1 Hour, Caster May Take No Other Actions, -3 ¼): When casting a spell the Kabbalist must meditate and spend time casting the spell. During this time they cannot do anything else or the spell will fail to work.

Focus: Obvious, Accessible Fragile (Talmud, Torah, Zohar, and an object to hold the spell for later casting; -1 ¼), Arrangement (-1/4), Requires Multiple Foci or functions at reduced effectiveness (+1/4): The Judaism holy books consisting of the Talmud, Torah, and the Zohar must be present for the kabbalist to refer to in their meditations and they must be arranged in the ordered listed around the caster. Failure to have the books will result in the spell not being able to be cast. A kabbalist may cast the spell at the end of the time they have meditated or they can store it in an object for later use.

Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 10 Active Points; KS: Kabbalism; -1): The kabbalist must make a skill roll using their Knowledge Skill: Kabbalism to cast any spell that suffers a -1 for every 10 Active Points the spell costs.

Side Effects (Failure Results in Spirit Being Uncontrolled and Attacks the Caster or Damage from the Spell is Equal to the Amount of Dice in the Spell; -1): Failure of the Knowledge Skill roll will result in the kabbalist being attacked by the spirit they were attempting to summon or taking the amount of damage equal to the dice in the spell.

 

 

Hermetic Theurgy Variable Power Pool has these limitations on the control cost of the pool:

Concentration (0 DCV; -1/2): When spell casting the theurgist may take no other actions during their meditations. They are aware of events around them.

Extra Time (1 Hour, Caster May Take No Other Actions, -3 ¼): When casting a spell the theurgist must use gestures and incantations when casting the spell. During this time they cannot do anything else or the spell will fail to work.

Focus: Obvious, Accessible Fragile (Herbs, Ceremonial Dagger, Small Wooden Stave, Censer, Chalice, Crown, Magic Circle: Pentacle [Good Aligned Spells] or Pentagram [Evil Aligned Spells], Talismans, Sword, Tarot Cards, and an object to hold the spell; -1 ¼) Arrangement -1/4, Requires Multiple Foci or functions at reduced effectiveness +1/4: Not all of the items listed are required during the casting of a spell, but not having one of the items needed results in spell failure. Theurgists require the items to be on hand just to ensure they have the necessary components.

Gestures, Requires Gestures Throughout, (Requires both hands; Complex; -1 ½): All of the spells that a theurgist casts uses gestures of the hands to make the complex signing necessary for a successful casting of a spell. Interruption of the gestures results in spell failure.

Incantations (Requires Incantations throughout; Complex; -1): The spells cast by a theurgist have a vocal component which can be spoken or sung to complete the spell. Missing a word while reciting the incantation correctly will is a spell failure.

Increased Endurance Cost (x3 END; -1): The casting of a theurgist spell is very draining on the caster. The spells are long and involved which takes its toll on them.

Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 10 Active Points; KS: Hermetic Theurgy; -1): A theurgist must make a skill roll using their Knowledge Skill: Hermetic Theurgy to cast any spell that suffers a -1 for every 10 Active Points the spell costs.

Ritual ([5-8] casters; -3/4: Theurgist spells are rituals that require multiple casters due to their innate complexity. If the theurgist lacks the necessary minimum number of casters all spells cast will incur an additional -1 penalty for each caster under the minimum. If the theurgist has more casters then that the maximum spells gain a +1 bonus for each caster above the maximum. Since the spells cast are a joint effort, the Active Points in the spell are split equally between the participating casters.

Side Effects (Failure Results in Spirit Being Uncontrolled and Attacks the Caster or Damage from the Spell is Equal to the Amount of Dice in the Spell; -1): Failure of the Knowledge Skill roll will result in the theurgists being attacked by the spirit they were attempting to summon or taking the amount of damage equal to the dice in the spell. Since the spells require multiple casters the spirit will randomly attack one of the casters until they are dead then return to their home sephirot. However, in the case of spells that use dice to determine the effect the damage is split equally between the casters involved.

 

 

The Shaman Variable Power Pool has the following limitations placed on the control cost of the pool:

Concentration (0 DCV; -1/2): When spell casting the shaman may take no other actions, outside of dancing or meditating. They are aware of events around them.

Extra Time (1 Hour, Caster May Take No Other Actions, -3 ¼): When casting a spell the shaman will dance or meditate and spend time casting the spell. During this time they cannot do anything else or the spell will fail to work.

Focus: Obvious, Accessible Fragile (Drums, mind altering natural herbs, totem fetish, and an object to hold the spell for later casting; -1 ¼), Arrangement (-1/4), Requires Multiple Foci or functions at reduced effectiveness (+1/4): Drums, mind altering natural herbs, and a fetish dedicated to their totem spirit are used to help the shaman enter into a trance to enable them to cast spells. Failure to have these items will result in the spell not being able to be cast. A shaman may cast the spell at the end of the time they have meditated or they can store it in an object for later use.

Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 10 Active Points; KS: Shamanism; -1): The shaman must make a skill roll using their Knowledge Skill: Shamanism to cast any spell that suffers a -1 for every 10 Active Points the spell costs.

Side Effects (Failure Results in Spirit Being Uncontrolled and Attacks the Caster or Damage from the Spell is Equal to the Amount of Dice in the Spell; -1): Failure of the Knowledge Skill roll will result in the shaman being attacked by the spirit they were attempting to summon or taking the amount of damage equal to the dice in the spell.

 

 

The Voodoo Variable Power Pool has the following limitations placed on the control cost of the pool:

Concentration (0 DCV; -1/2): When spell casting the Voodooist may take no other actions during their rituals. They are aware of events around them.

Extra Time (1 Hour, Caster May Take No Other Actions, -3 ¼): When casting a spell the Voodooist must dance and sing to appease the loas to cast the spell which requires a minimum of an hour’s time. During this time they cannot do anything else or the spell will fail to work.

Focus: Obvious, Accessible Fragile (Alter, Ceremonial Dagger, Censer, Blood Sacrifice, Talismans and an object to hold the spell for later casting; -1 ¼), Arrangement (-1/4), Requires Multiple Foci or functions at reduced effectiveness (+1/4): To cast a spell the components needed are an alter dedicated to the loas, a dagger to perform the blood sacrifice, a censer that contains burning herbs, talismans of the loas, and either a human being or an animal for the blood sacrifice. Failure to have any of these items will result in the spell not being able to be cast. A voodooist may cast the spell at the end of the time they have meditated or they can store it in an object for later use.

Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 10 Active Points; KS: Voodoo; -1): The voodooist must make a skill roll using their Knowledge Skill: Voodoo to cast any spell that suffers a -1 for every 10 Active Points the spell costs.

Side Effects (Failure Results in Spirit Being Uncontrolled and Attacks the Caster or Damage from the Spell is Equal to the Amount of Dice in the Spell; -1): Failure of the Knowledge Skill roll will result in the voodooist being attacked by the spirit they were attempting to summon or taking the amount of damage equal to the dice in the spell.

 

 

Attached is the Map of the Planes for Hermetic Theurgy, Shamanism, and Voodoo and the Map of the Sephirots for Kabbalism which is how the magickal styles view the sephirots and/or spiritual realms.

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Re: Inceptum Terminus Magick System

 

Well I would, but unfortunately I have no clear idea what that means, or how it would run in a Hero game.

 

Sorry.

 

Basically, the system of magick is based off of the sephirots found in Kabbalism, but broken down to be shared by Voodoo, Kabbalism, Shamanism, and Hermetic Theurgy. Each sephirot is a magickal plane of existence and grants the user certain spell abilities that fall within the spehirot's sphere of influence. The sephirot is the expression of how God created the world for good magicks and how Lucifer is trying to usurp God for evil magicks.

 

For example, the sephirot of earth grants spells based off of the four elements and requires the user to have a base knowledge skill roll in order to learn that is based upon their specific style of magick like KS: Voodoo or KS: Shamanism.

 

Each sephirot is a separate plane that corrosponds with a layer of heaven or hell depending upon if the style of magick is good or evil. Good magicks use the layers of heaven and evil magicks use layers of hell. The skill roll is used to limit access to the sephirots since the beings living on that plane will be more then willing to kill the individual for trespassing. Once a character acheives the necessary skill roll they can access those spells without fear of reprisal from the spirits inhabiting that plane. However, the downside is that spells incur a -1 for every 10 AP in a spell to the caster's magick roll and failure in the roll results in the magick's used backfiring on the caster and in the case of summoning creatures results in the creature attacking the caster.

 

Each style of magick will have separate limitations put on the spells. Hermetic Magick will require multiple casters, incantations, foci, gestures, concentration, extra time, side effects, and requires a skill roll. Voodoo, Shamanism, and Kabbalism will require incantations, gestures, foci, concentation, extra time, side effects, and requires a skill roll. Voodoo and Shamanism will require a blood sacrifice. Each type of magick can be preloaded into items for quick casting ie talismans and fetishes. That's the long and short of it.

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Re: Inceptum Terminus Magick System

 

Could you post a sample character design process to showcase how the decisions and numbers correspond to those decisions?

 

The first post is very cluttered and hard to read as well.

 

Overall, it sounds very interesting to me, I just need more clarifications to wrap my head around it.

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Re: Inceptum Terminus Magick System

 

Could you post a sample character design process to showcase how the decisions and numbers correspond to those decisions?

 

The first post is very cluttered and hard to read as well.

 

Overall, it sounds very interesting to me, I just need more clarifications to wrap my head around it.

 

I haven't gotten that far with character design, but when I do I'll be more than happy to post up a character. :)

 

I uploaded the overview of the Sephirots and the information that was in the first post as a .doc file.

 

The first post was just basically an overview of what I intend to do for Inceptum Terminus: Chronicles of the New Confederation, since I have a few characters that are magick users. White Wolfe is a shaman and Slipstream is a voodoo priest.

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Re: Inceptum Terminus Magick System

 

The sephirot are the manifestations of God and Lucifer that magick users tap into in order to use spells. The sephirots were created as God’s power flowed from the spiritual to the physical realm when he created the physical realm. Each sephirot holds unique powers that a magick user seeks to understand and utilize for the betterment or detriment of mankind.

Each sephirot is a separate plane of existence that corresponds to a layer of heaven or hell. Before magick users can gain entrance into the higher planes they must fully gain understanding of the current plane they’re using for magick. A magick user decides if they wish to follow good or evil which determines which set of sephirots to use as a basis of their magick. Good aligned magick users have their spells based off of the nine heavens and the divine. Evil aligned magick users spells are based off of the nine hells and the infernal.

 

Sephirot: Araboth

Ruler: God/Great Spirit

Magickal Sphere(s): Divine Summoning

 

At the time of creation there was only one plane of existence and it was the one that God inhabits. Araboth is the dwelling place of God and the highest orders of angels. The plane is seen as a massive throne room wrought in the purest metals and gemstones. An impure person cannot gain entrance to this realm or they will suffer eternal death. With perfect understanding of God a magick user can summon divine beings for aid. Shamans visually see God as the Great Spirit.

 

Sephirot: Zebul

Ruler: Zachiel (Jaguar)

Magickal Sphere(s): Sacred Consecration, Infernal Banishment

 

Zebul, the eighth layer of heaven, was the first to be created during the outpouring of power in creation. It is a place of harmony where mankind and the natural world co-exist peacefully side by side. The weather is perfect for each season allowing for perfect balance in the ecology. Through understanding of the harmony of all life a magick user may consecrate holy places and banish infernal beings.

 

Sephirot: River Jordan

Ruler: Sandalphon (Black Jaguar)

Magickal Sphere(s): Resurrection

 

The seventh layer of heaven created is the River Jordan and is a massive winding river where an individual can purify their soul to gain entrance to Zebul. The purification is symbolic of the power over death and with understanding a magick user can resurrect the dead.

 

Sephirot: New Jerusalem

Ruler: Michael (Cougar)

Magickal Sphere(s): Dreams

 

New Jerusalem forms the sixth heaven that is a massive city constructed of the purest metals and gems. It represents the hopes and dreams that mankind can achieve in the pursuit of God’s perfection. By understanding hopes and dreams the magick user can interpret dreams as well as provide a way for a person plagued by nightmares to have pleasant dreams.

 

Sephirot: Mathey

Ruler: Gabriel (Owl)

Magickal Sphere(s): Aid

 

The fifth layer of heaven is Mathey which is a place of smoke and fire. It doesn’t have earth or sky. By going through the smoke and fires that are symbolic of man needing help from God in overcoming their sinful nature. By gaining forgiveness of their sins a magick user is able to bring help that need it and cast spells that aid people in their lives.

 

Sephirot: Machen

Ruler: Uriel (Lion)

Magickal Sphere(s): Weather Manipulation

 

Machen is the fourth layer of heaven and the Garden of Eden resides. The garden is home to the tree of life and knowledge. By viewing the trees a magick user gains the knowledge of how to control the natural world and learn how to use weather manipulation to better humanity.

 

Sephirot: Shehaquim

Ruler: Anahel (Otter)

Magickal Sphere(s): Telepathy, Movement, Clairsentience

 

The third layer of heaven is Shehaquim that is a beautiful paradise in the north that is thought to be the Garden of Eden. The river of milk and honey flows through the eastern side and the river of wine and oil winds its way through the western side. Between the two rivers is an island that is filled with lush jungles. A magick user that understands this layer of heaven will be able to use spells of telepathy, movement, and the ability to see far off places.

 

 

Sephirot: Raquia

Ruler: Raphael (Eagle)

Magickal Sphere(s): Divination, Persuasion

 

Raquia is the second layer of heaven which is a vast desert that is bombarded by the heat from twin suns that illuminate the desert twenty-four hours a day. By gaining understanding of this heaven and the symbolism of sacrifice a magick user is able to glimpse the future and persuade people to do greater acts of goodness.

 

Sephirot: Shamayim

Ruler: Zachariel (Buffalo)

Magickal Sphere(s): Healing, Illusions

 

The first layer of heaven is Shamayim that is filled with water, clouds, and winds. Small islands dot the plane and provide shelter from the winds and water. Shamayim is symbolic of healing and illusions. By gaining understanding the magick user is able to heal the sick and to create illusions.

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Re: Inceptum Terminus Magick System

 

Sephirot: Lake of Fire

Ruler: Lucifer (Serpent)

Magickal Sphere(s): Infernal Summoning

 

 

With the rebellion of Lucifer and his followers God created the nine layers of hell. These layers are a mirror to the layers of heaven, but designed specifically for infernal purposes. The Lake of Fire serves as the throne for Lucifer and is the mirror of Araboth. By understanding the Lake of Fire a magick user can summon infernal beings to do his bidding.

 

Sephirot: Malebolge

Ruler: Azazel (Crow)

Magickal Sphere(s): Infernal Consecration, Divine Banishment

 

Malebolge is the eighth layer of hell and is surrounded by a massive cliff. Within the enclosure of the cliffs are stone ditches shaped in a circle that is filled with those that have committed the sins of fraud and treachery. There are a total of ten circles within Malebolge. A magick user can consecrate infernal places and banish divine beings.

 

Sephirot: River Phlegethon

Ruler: Beelzebub (Fox)

Magickal Sphere(s): Necromancy

 

The seventh layer of hell is the River Phlegethon. The river is filled with boiling blood with razor sharp reeds on the riverbank. This is home to the sinners that committed murder or suicide. By comprehending the river a magick user can animate the dead to serve their purposes.

 

Sephirot: Hereticus

Ruler: Asmodeus (Coyote)

Magickal Sphere(s): Nightmares

 

Hereticus is the sixth layer of hell which is a vast plane of burning tombs and desecrated graves. People that denied God are buried within the tombs and scream their situation to those that bother to listen. A magick user through comprehending this layer is able to control a person’s dreams to make them have nightmares that may kill the dreamer.

 

Sephirot: Dis

Ruler: Samael (Crow)

Magickal Sphere(s): Drain, Suppress

 

The ruined city of Dis and the River Styx form the fifth layer of hell. The ruined city lies at the heart with the river forming a moat around it. People that were wrathful and full of hatred inhabit this layer. They throw themselves constantly into the river in hope they can cross to Hereticus. Spells that drain and suppress a person can be learned by a magick user.

 

Sephirot: Avari

Ruler: Abbadon (Spider)

Magickal Sphere(s): Domination

 

The fourth layer of hell is Avari which is a large smooth mountain that has a ditch at the bottom of it containing large boulders. Within this hell the miserly and the wasters reside. The miserly are forced to push the boulders up the mountain while the wasters try to prevent it. By understanding this layer a magick user is able to dominate those around him to do his bidding.

 

Sephirot: Popinonis

Ruler: Marou (Jackal)

Magickal Sphere(s): Telepathy, Movement, Clairsentience

 

Popinonis is the third layer of hell that is a vast plane of putrid frozen slush pounded by blood red freezing rain, black snow, and putrid green hail. The gluttonous inhabit this realm and are forced to lie in the slush. A magick user will be able to cast spells based on telepathy, movement, and seeing far off places.

 

Sephirot: Avidus

Ruler: Rosier (Vulture)

Magickal Sphere(s): Divination, Seduction

 

The second layer of hell is Avidus. A vast circular upright shaft fills the plane that holds those that were overcome by lust. Along the walls inside the shaft are razor sharp blades that pierce the sides of the windblown inhabitants as they slam into the side. With comprehension of this layer a magick user can cast spells of infernal divination and seduction.

 

Sephirot: Limbo

Ruler: Luvart (Hyena)

Magickal Sphere(s): Harm, Illusions

 

Limbo is the first layer of hell and is a vast void that has neither a sky nor ground. This is a way station for souls to be assigned to one of the other layers of hell based upon their sins. With understanding a magick user is able to cast spells that harm people and illusions.

 

Sephirot: Kingdom

Ruler: None

Magickal Sphere(s): Alchemy

 

The sephirot of Kingdom is the portal to the spiritual layers of heaven or hell. It is the second and final part of the physical plane that allows entry into the higher sephirots. With understanding of this layer allows the magick user to make items that can help or harm others.

 

Sephirot: Earth

Ruler: None

Magickal Sphere(s): Elemental Magick (Earth, Wind, Fire, and Water)

 

The final sephirot created was the physical realm that contains the physical universe. Here humanity lives and strives to find their place in the spiritual universe. A magick user that understands the physical realm can harness the powers of elemental magick which all life is based off of.

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Re: Inceptum Terminus Magick System

 

Further thoughts concerning the actual mechanics.

 

Each sphere will have a specific talent associated with it and will cost 5 points per talent. The talents will allow the caster to enter the plane in astral form and to use the special effects of the plane in spell casting.

 

Magick is done via a VPP with the maximum allowed active points in the pool being the total of INT+EGO. The limitations on the control cost will be by magickal type. For example, here is Kabbalism and Hermetic Theurgy.

 

11 Kabbalism: Variable Power Pool (Magic Pool), 10 base + 1 control cost, (15 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF Fragile (Talmud, Torah, and an object to hold the spell for later casting; -1 ¼), Arrangement (-¼), Requires Multiple Foci or functions at reduced effectiveness (+¼), Side Effects (Failure Results in Spirit being uncontrolled and attacks the caster or damage from the spell is equal to the amount of dice in the spell; -1), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 10 Active Points; KS: Kabbalism; -1), Concentration (0 DCV; -½)

 

11 Hermetic Theurgy: Variable Power Pool (Magic Pool), 10 base + 1 control cost, (15 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 ½), OAF Fragile (Herbs, Ceremonial Dagger, Small Wooden Stave, Censer, Chalice, Crown, Magic Circle: Pentacle [Good aligned spells] or Pentagram [Evil aligned spells], Talismans, Sword, Tarot Cards, and an object to hold the spell; -1 ¼), Arrangement (-¼), Requires Multiple Foci or functions at reduced effectiveness (+¼), Side Effects ((Failure Results in Spirit being uncontrolled and attacks the caster or damage from the spell is equal to the amount of dice in the spell; -1), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 10 Active Points; KS: Hermetic Theurgy; -1), Increased Endurance Cost (x3 END; -1), Incantations (Requires Incantations throughout; Complex; -1), Ritual ([5-8] casters; -¾), Concentration (0 DCV; -½)

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Re: Inceptum Terminus Magick System

 

Added maps to the first post. The first map is how Hermetic Theurgists, Shamans, and Voodooists see the Sephirots. The second map is how Kabbalists view the Sephirots. With the Kabbalist map the yellow is the paths to each plane and the order they can be accessed starting with Earth.

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Re: Inceptum Terminus Magick System

 

Added maps to the first post. The first map is how Hermetic Theurgists' date=' Shamans, and Voodooists see the Sephirots. The second map is how Kabbalists view the Sephirots. With the Kabbalist map the yellow is the paths to each plane and the order they can be accessed starting with Earth.[/quote']

 

I didn't see maps...

 

edit - OKAY, see it now.

 

You know some Gnosticism too don't you?

 

Lucius Alexander

 

The palindromedary saw a great Tree of Life, upside down with its roots in the heavens

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Re: Inceptum Terminus Magick System

 

Well I would, but unfortunately I have no clear idea what that means, or how it would run in a Hero game.

 

Sorry.

 

I had a professor begin a lecture once with the statement "I do not understand Kaballah. Nobody understands Kaballah."

 

Lucius Alexander

 

Nobody really understands the palindromedary either.

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Re: Inceptum Terminus Magick System

 

I didn't see maps...

 

edit - OKAY, see it now.

 

You know some Gnosticism too don't you?

 

Lucius Alexander

 

The palindromedary saw a great Tree of Life, upside down with its roots in the heavens

 

Awesome that you can see the maps. Yup, I understand Gnosticism and other religions. It's amazing how many of them are so similar.

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