Meditative High Magic—High Magic Paths

This is an inside out style of high magic. The mystic traverses high magic regions within themselves. There are two types of regions; there are spheres of pure power and the paths between them. You begin by acquiring the high magic power, High Magic Paths (e) (MP).

High Magic Paths

When the skill is first acquired the mystic gains the ability to traverse Path 1: The Path of Initiation. Each path traversal requires an hour to traverse the first time. The mystic, and only the mystic, requires only a few minutes to traverse a path after the first time. Successful completion of a path has an invigorating effect; all who accomplish this acquire the condition Exhilarated (e) at the level of success of the path. This gives the character a positive outlook and directly works against negative influences. This condition is reduced by one pip per day until it reaches 0, when it is gone. Here are examples of specials for High Magic Paths:

Path 1: The Path of Initiation

To progress the magician uses this skill to magically project himself and any companions who wish to go along to the sphere of death. A successful High Magic Paths roll at -3 is required to begin. They must enter the Sphere of Death and then emerge, after a set of challenges designed by the GM, from the Sphere of The World. Any who are lost are dead. The level of success may then be used by all participants as a modifier for any skills or powers used in the path. The benefit of traversing this path is to acquire the high magic power Initiation into Death-Rebirth (e) (MP). The mystic, and all who accompany the mystic, gain a 3 point power detriment.

Initiation into Death-Rebirth: The character is now permanently initiated into death-rebirth requirements. Here is an example of a special for Initation into Death-Rebirth:

After this point the mystic, not the others who accompanied the mystic, may traverse this path at no risk to perform workings of initiation or indoctrination. This incurs a 3 power detriment.

Path 2: The Path of Dreams

Through either research, at -5, or through an increase in High Magic Paths, the mystic learns how to walk the Path of Dreams. A successful High Magic Paths roll at -7 is required to begin. Entrance is gained to the Sphere of Dreams and after a set of trials all emerge from the Sphere of the World. Any who are lost acquire one pip in the condition Insanity (e), the specific nature of the insanity is determined by how they were lost. The level of success may then be used by all participants as a modifier for any skills or powers used in the path. A benefit of success is to gain the high magic power Immunity to Illusion and Misdirection (e) (MP). This incurs a 7 power detriment.

Immunity to Illusion and Misdirection: This allows the character to ignore illusions, deception, or concealment. Here is an example of a special for Immunity to Illusion and Misdirection:

After this point the mystic, not the others who accompanied the mystic, may traverse this path at no risk to perform workings of concealment, illusion, or deception. This incurs a 7 power detriment.

Path 3: The Path from Death to Dream

Through either research, at -5, or through an increase in High Magic Paths, the mystic learns how to walk the Path from Death to Dreams. A successful High Magic Paths roll at -12 is required to begin. Entrance is gained to the sphere of death and after a set of trials all emerge from the sphere of dreams. Failure results in the possession of the individual by beings from the spheres of death or dream (depending upon where you are when it happens). This equates to a pip in the power condition Possessed (e). The level of success may then be used by all participants as a modifier for any skill used in the path. Success allows all who participated to gain the high magic power Higher Presence (e) (MP). Once the magician has traversed this path it may be traversed at any time to safely perform a divination. This incurs a 12 power detriment.

Higher Presence: This power makes whatever you do magical in some way, so long as you use it as a modifier. Here is an example of some specials for Higher Presence:

Path 4: The Path of Victory

Through either research, at -5, or through an increase in High Magic Paths, the mystic learns how to walk the Path of Victory. A successful High Magic Paths roll at -16 is required to begin. Entrance is gained to the Sphere of Victory and after a set of trials all emerge from the Sphere of the World. Failure results in the individual being cursed to fail any major task they attempt. This equates to a pip in the power condition Failure (e). The level of success may then be used by all participants as a modifier for any skill used in the path. Success allows all who participated to gain the High Magic Power Self-Mastery (e) (MP). Once the mystic has performed this path it may be traversed at any time to safely perform a work of victory or domination. This incurs a 16 power detriment.

Self-Mastery: This power confers the ability to control yourself at a magical level. Here are some examples of specials for Self-Mastery:

Path 5: The Path from Death to Victory

Through either research, at -5, or through an increase in High Magic Paths, the mystic learns how to walk the Path from Death to Victory.. A successful High Magic Paths roll at -22 is required to begin. Entrance is gained to the Sphere of Death and after a set of trials all emerge from the Sphere of Victory. Failure results in the individual succumbing to an addiction. This equates to a pip in the power condition Addiction (e). The level of success may then be used by all participants as a modifier for any skill used in the path. Success allows all who participated to gain the High Magic Power Willpower (e) (MP). Once the mystic has performed this path it may be traversed at any time to safely perform a work to overcome adversity. This incurs a 22 power detriment.

Willpower: This power confers the ability to overcome temptation and hardship. Here is an example of a special for Willpower:

Gain the ability to help others overcome temptation and hardship, but only in great need.

Path 6: The First Dark Night of the Soul

Through either research, at -15, or through an increase in High Magic Paths, the mystic learns how to experience The First Dark Night of the Soul. A successful High Magic Paths roll at -40 is required to begin. Entrance is gained to the Sphere of Dreams and after a set of trials all emerge from the Sphere of Victory. Failure results in the individual succumbing to a lethargy which is paralyzing. This equates to a pip in the power condition Lethargic (e). The level of success may then be used by all participants as a modifier for any skill used in the path. Success allows all who participated to gain the High Magic Power Sacrifice (e) (MP). Once completed the mystic (and the mystic only) gains a magical power as though they were a spirit. This power must be appropriate to what the mystic has been doing. The power is at a level of 50. The mystic also increases their power detriment recovery rate by one per day. Once the mystic has performed this path it may be traversed at any time to safely perform a work to gain knowledge. This incurs a 40 power detriment.

Sacrifice: This power confers the ability to take on an adverse condition onto yourself, thus removing it from someone else. Here are some examples of specials for Sacrifice:

Path 7: The Path from Death to Mercy

Through either research, at -10, or through an increase in High Magic Paths, the mystic learns how to walk the Path from Death to Mercy. A successful High Magic Paths roll at -47 is required to begin. Entrance is gained to the Sphere of Death and after a set of trials all emerge from the Sphere of Mercy. Failure results in the individual gaining a pip in the condition Hateful (e). The level of success may then be used by all participants as a modifier for any skill used in the path. Success allows all who participated to gain the High Magic Power Friendship (e) (MP). Once the mystic has performed this path it may be traversed at any time to safely perform a work of friendship and companionship. This incurs a 47 power detriment.

Friendship: This power confers the ability to make friends with anyone. Here is an example of a special for Friendship:

Path 8: The Path from Dream to Mercy

Through either research, at -10, or through an increase in High Magic Paths, the mystic learns how to walk the Path from Dream to Mercy. A successful High Magic Paths roll at -55 is required to begin. Entrance is gained to the Sphere of Dreams and after a set of trials all emerge from the Sphere of Mercy. Failure results in the individual gaining a pip in the condition Weak-Willed (e). The level of success may then be used by all participants as a modifier for any skill used in the path. Success allows all who participated to gain the High Magic Power Healing (e) (MP). Once the mystic has performed this path it may be traversed at any time to safely perform a work of health and healing. This incurs a 55 power detriment.

Healing: This power confers the ability to heal wounds, diseases, and adverse mental conditions. Here is an example of a special for Healing:

Path 9: The Path from Victory to Mercy

Through either research, at -10, or through an increase in High Magic Paths, the mystic learns how to walk the Path from Victory to Mercy. A successful High Magic Paths roll at -64 is required to begin. Entrance is gained to the Sphere of Victory and after a set of trials all emerge from the Sphere of Mercy. Failure results in the individual gaining a pip in the condition Coward (e). The level of success may then be used by all participants as a modifier for any skill used in the path. Success allows all who participated to gain the High Magic Power Centering (e) (MP). Once the mystic has performed this path it may be traversed at any time to safely perform a working to restore balance to any situation. This incurs a 64 power detriment.

Centering: This power confers the ability to overcome detriments in character so that a task may be completed. Here is an example of a special for Centering:

Path 10: The Path from Dream to Power

Through either research, at -10, or through an increase in High Magic Paths, the mystic learns how to walk the Path from Dream to Power. A successful High Magic Paths roll at -73 is required to begin. Entrance is gained to the Sphere of Dream and after a set of trials all emerge from the Sphere of Power. Failure results in the individual gaining a pip in the power condition Vulnerable to Illusion (e). Success allows all who participated to gain the High Magic Power Realization (e) (MP). Once the mystic has performed this path it may be traversed at any time to safely perform a working to remove power detriments. This incurs a 73 power detriment.

Realization: This power confers the ability to perform any magical intention so long as it can be imagined. Here are some examples of specials for Realization:

Path 11: The Path from Mercy to Power

Through either research, at -10, or through an increase in High Magic Paths, the mystic learns how to walk the Path from Mercy to Power. A successful High Magic Paths roll at -84 is required to begin. Entrance is gained to the Sphere of Mercy and after a set of trials all emerge from the Sphere of Power. Failure results in the individual gaining a pip in the power condition Compassion (e). Success allows all who participated to gain High Magic Inclusion (e) (MP). Once the mystic has performed this path it may be traversed at any time to safely perform a working of cooperation or group identity. This incurs an 84 power detriment.

High Magic Inclusion: This power allows anyone so inclined and invited by the mystic to add one magical power to any working performed by the mystic. This incurs an 84 power detriment. Here is an example of a special for inclusion:

Path 12: The Path from Mercy to Glory

Through either research, at -10, or through an increase in High Magic Paths, the mystic learns how to walk the Path from Mercy to Glory. A successful High Magic Paths roll at -106 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of mercy and after a set of trials all emerge from the sphere of glory. Failure results in the individual gaining a pip in the condition Duty-Bound (e). Success allows all who participated to gain the High Magic Aura of Command (e) (MP). Once the mystic has performed this path it may be traversed at any time to safely perform a working to bring assistance. This incurs a 106 power detriment.

High Magic Aura of Command: This power allows the individual to be able to influence others in their tasks by contributing one skill, condition, or power that is appropriate. Here is an example of a special for Aura of Command:

Path 13: The Path from Victory to Glory

Through either research, at -10, or through an increase in High Magic Paths, the mystic learns how to walk the Path from Victory to Glory. A successful High Magic Paths roll at -117 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of victory and after a set of trials all emerge from the sphere of glory. Failure results in the individual gaining a pip in the condition Insanity (e), the details will depend n the circumstances of the failure. Success allows all who participated to gain the High Magic Retribution (e) (MP). Once the mystic has performed this path it may be traversed at any time to safely perform a working of righteous vengeance or justice. This incurs a 117 power detriment.

High Magic Retribution: This power allows the individual to magically right some wrong that has been done. Here is an example of a special for Magical Retribution:

Path 14: The Second Dark Night of the Soul

Through either research, at -15, or through an increase in High Magic Paths, the mystic learns how to walk the Path from Power to Glory. A successful High Magic Paths roll at -130 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of power and after a set of trials all emerge from the sphere of glory. Failure results in the individual gaining a pip in the condition Vulnerable to Magic (e). Success allows all who participated to gain the High Magic Balance (e) (MP). Once completed the mystic (and the mystic only) gains another magical power as though they were a greater spirit. This power must be appropriate to what the mystic has been doing. The power gained in the previous dark night and the new power are at a level of 100. The mystic also increases their power detriment recovery rate by one per day. Once the mystic has performed this path it may be traversed at any time to safely perform a working of gaining magical power. This incurs a 130 power detriment.

High Magic Balance: This power allows the individual to gain one attempt to remove or reduce the effects of adverse conditions. Here is an example of a special for Magical Balance:

Path 15: The Path from Mercy to Knowledge

Through either research, at -20, or through an increase in High Magic Paths, the mystic learns how to walk the Path from Mercy to Knowledge. A successful High Magic Paths roll at -152 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of mercy and after a set of trials (including crossing the Abyss) all emerge from the sphere of knowledge. Failure results in the individual losing a point of IN (and lowering all IN-based skills as a result). Success allows all who participated to gain the High Magic Know Associations (e) (MP). Once the mystic has performed this path it may be traversed at any time to safely perform a working of perception. This incurs a 152 power detriment.

Know Associations: This power may be used to discern how things are interconnected. Here is an example of a special for Know Associations:

Path 16: The Path from Power to Knowledge

Through either research, at -20, or through an increase in High Magic Paths, the mystic learns how to walk the Path from Power to Knowledge. A successful High Magic Paths roll at -175 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of power and after a set of trials (including crossing the Abyss) all emerge from the sphere of knowledge. Failure results in the individual losing a point of MP (and lowering all MP-based skills as a result). Success allows all who participated to gain the High Magic Learning (e) (MP). Once the mystic has performed this path it may be traversed at any time to safely perform a working of instruction or learning. This incurs a 175 power detriment.

High Magic Learning: This power may be used to reduce the time taken to learn any skill by a number of days equal to the level of success. Here is an example of a special for Learning:

Path 17: The Path from Mercy to Wisdom

Through either research, at -20, or through an increase in High Magic Paths, the mystic learns how to walk the Path from Mercy to Wisdom. A successful High Magic Paths roll at -198 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of mercy and after a set of trials (including crossing the Abyss) all emerge from the sphere of wisdom. Failure results in the individual losing a point of IU (and lowering all IU-based skills as a result). Success allows all who participated to gain the High Magic Awareness (e) (MP). Once the mystic has performed this path it may be traversed at any time to safely perform a working of intuitive knowing. This incurs a 198 power detriment.

High Magic Awareness: This power may be used to discern magical effects, even at a distance, even on other planes, that are of interest to the character. Here is an example of a special for Awareness:

Path 18: The Path from Glory to Wisdom

Through either research, at -20, or through an increase in High Magic Paths, the mystic learns how to walk the Path from Glory to Wisdom. A successful High Magic Paths roll at -223 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of glory and after a set of trials (including crossing the Abyss) all emerge from the sphere of wisdom. Failure results in the individual losing a point of PY (and lowering all PY-based skills as a result). Success allows all who participated to gain the High Magic Power Illumination (e) (MP). Once the mystic has performed this path it may be traversed at any time to safely perform a working of inspiration. This incurs a 223 power detriment.

High Magic Illumination: This power may be used to gain insight in the form of clues to solving any mystery. Here is an example for a special for Illumination:

Path 19: The Third Dark Night of the Soul

Through either research, at -30, or through an increase in High Magic Paths, the mystic learns how to walk the Path from Knowledge to Wisdom., crossing the Abyss. A successful High Magic Paths roll at -250 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of knowledge and after a set of trials (including crossing the Abyss) all emerge from the sphere of wisdom. Failure results in the death of the individual. Success allows all who participated to gain the High Magic Power Cosmic Awareness (e) (MP). Once completed the mystic (and the mystic only) gains another magical power as though they were a spirit. This power must be appropriate to what the mystic has been doing. The powers gained in the previous dark nights and the new power are at a level of 200. The mystic also increases their power detriment recovery rate by one per day. Once the mystic has performed this path it may be traversed at any time to safely perform a working of prophecy. This incurs a 250 power detriment.

Cosmic Awareness: This power may be used to learn of secrets within the universe, and to learn of hidden threats and allies. Such knowledge will be in the form of visions, riddles, and clues. Here is an example of a special for Cosmic Awareness:

Path 20: The Path from Mercy to The Crown

Through either research, at -30, or through an increase in High Magic Paths, the mystic learns how to walk the Path from Mercy to The Crown. A successful High Magic Paths roll at -274 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of mercy and after a set of trials (including crossing the Abyss) all emerge from the Crown. Failure results in the death of the individual. Success allows all who participated to gain the High Magic Power Higher Spark (e) (MP). Once the mystic has performed this path it may be traversed at any time to safely perform a working of communication with the divine. This incurs a 274 power detriment.

Higher Spark: This power may be used as a modifier to any action to make it be considered High Magic (this means it does not emanate vast magical power and it acquires the divine level for spell effects). Here are some examples of specials for Higher Spark:

Path 21: The Path from Knowledge to The Crown

Through either research, at -30, or through an increase in High Magic Paths, the mystic learns how to walk the Path from Knowledge to The Crown. A successful High Magic Paths roll at -294 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of knowledge and after a set of trials all emerge from the Crown. Failure results in the death of the individual. Success allows all who participated to gain the High Magic Power Higher Lore (e) (MP). Once the mystic has performed this path it may be traversed at any time to safely perform a working of bestowing knowledge or skill. This incurs a 294 power detriment.

Higher Lore: This power may be used as a modifier to any attempt to gain skill or knowledge, and it allows such to be gained without taking time. Here is an example of a special for Higher Lore:

Path 22: The Path from Wisdom to the Crown

Through either research, at -30, or through an increase in High Magic Paths, the mystic learns how to walk the Path from Wisdom to the Crown. A successful High Magic Paths roll at -315 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of knowledge and after a set of trials all emerge from the Crown. Failure results in the death of the individual. Success allows all who participated to gain the High Magic Power Higher Understanding (e) (MP). Once the mystic has performed this path it may be traversed at any time to safely perform a working of wisdom or understanding. This incurs a 315 power detriment.

Higher Understanding: This power may be used as a modifier to any attempt to understand, it is sort of like a divine-level Discern Reason. Here is an example of a special for Higher Understanding:

Path 23: The Sphere of Kingship

Through either research, at -40, or through an increase in High Magic Paths, the mystic learns how to walk the Sphere of the Kingship. A successful High Magic Paths roll at -316 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of the world and after a set of trials all emerge from the sphere of the world. Failure results in the transformation of the individual into a lesser elemental spirit under the total control of a divine elemental power. Success allows all who participated to gain the High Magic Power Elemental Command (e) (MP). The mystic, and the mystic only, gains the power Divine Command (e).

Elemental Command: This power may be used to shape magical manifestations of the elements in the physical world for the given duration. Here are some examples of specials for Elemental Command:

Divine Command: This power allows the mystic to activate their soul, allowing them to command any specific element of the mundane world. Divine Command may only be increased by again visiting the sphere, incurring the 316 detriment, and increasing the level of the power through HP expenditure. Here is an example of a special for Divine Command:

Path 24: The Sphere of Foundation

Through either research, at -40, or through an increase in High Magic Paths, the mystic learns how to walk the Sphere of Foundation. A successful High Magic Paths roll at -318 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of death and after a set of trials all emerge from the sphere of death. Failure results in the death of the individual. Success allows all who participated to gain the High Magic Power Creation (e) (MP). The mystic, and the mystic only, gains the power Divine Presence (e).

Creation: This power allows the user to create mundane items. Here are some examples of specials for Creation:

Divine Presence: This power allows the mystic to activate their soul, they are no longer subject to the detriments of being in a spiritual or divine presence. Divine Presence may only be increased by again visiting the sphere, incurring the 318 power detriment. Here are some examples of specials for Divine Presence:

Path 25: The Sphere of Splendor

Through either research, at -40, or through an increase in High Magic Paths, the mystic learns how to walk the Sphere of Splendor. A successful High Magic Paths roll at -321 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of dream and after a set of trials all emerge from the sphere of dream. Failure results in the individual being completely mind-wiped, their spirit and soul will remain forever in the sphere of dream within themselves. Success allows all who participated to gain the High Magic Power Illusion (e) (MP). The mystic, and the mystic only, gains the power Divine Splendor (e).

Illusion: This power allows the user to create any illusory effect. Here is an example of a special for Illusion:

Divine Splendor: This power allows the mystic to activate their soul, radiating a divine presence, thus anyone trying to cast magic upon them will have all the detriments of trying to influence the divine. Divine Splendor may only be increased by again visiting the sphere, incurring the 321 power detriment. Here is an example of a special for Divine Splendour:

Path 26: The Sphere of Victory

Through either research, at -40, or through an increase in High Magic Paths, the mystic learns how to walk the Sphere of Victory. A successful High Magic Paths roll at -325 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of victory and after a set of trials all emerge from the sphere of victory. Failure results in the individual being completely at the mercy of their greatest enemy. Success allows all who participated to gain the High Magic Power Victory (e) (MP). The mystic, and the mystic only, gains the power Divine Mastery (e).

Victory: This power allows the user to succeed at anything. Here is an example of a special for Victory:

Divine Mastery: This power allows the mystic to activate their soul, they may now try to influence others using divine power. Divine Mastery may only be increased by again visiting the sphere, incurring the 325 power detriment. Here is an example of a special for Divine Mastery:

Path 27: The Sphere of Mercy

Through either research, at -40, or through an increase in High Magic Paths, the mystic learns how to walk the Sphere of Mercy. A successful High Magic Paths roll at -330 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of mercy and after a set of trials all emerge from the sphere of mercy. Failure results in the individual gaining a pip towards the power condition Tainted (e). Success allows all who participated to gain the High Magic Power Mercy (e) (MP). The mystic, and the mystic only, gains the power Divine Mercy (e).

Mercy: This power allows the user to instill a feeling of mercy on someone else. Here is an example of a special for Mercy:

Divine Mercy: This power allows the mystic to activate their soul, allowing them to instill a desire for mercy in others. Divine Mercy may only be increased by again visiting the sphere, incurring the 330 power detriment. Here is an example of a special for Divine Mercy:

Path 28: The Sphere of Power

Through either research, at -40, or through an increase in High Magic Paths, the mystic learns how to walk the Sphere of Power. A successful High Magic Paths roll at -336 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of power and after a set of trials all emerge from the sphere of power. Failure results in the individual gaining a pip towards the power condition Tainted (e). Success allows all who participated to gain the High Magic Power Call Upon Higher Power (e) (MP). The mystic, and the mystic only, gains the power Divine Power (e).

Call Upon Higher Power: This power allows the user to be able to call upon a power for aid. Here is an example of a special for Call Upon Higher Power:

Divine Power: This power allows the mystic to activate their soul, they may influence any of their skills to make the outcome in some way divine. Divine Power may only be increased by again visiting the sphere, incurring the 336 power detriment. Here is an example of a special for Divine Power:

Path 29: The Sphere of Glory

Through either research, at -40, or through an increase in High Magic Paths, the mystic learns how to walk the Sphere of Glory. A successful High Magic Paths roll at -343 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of glory and after a set of trials all emerge from the sphere of glory. Failure results in the individual gaining the condition Disgraced (e) at the level of success. Success allows all who participated to gain the High Magic Power Glory (e) (MP). The mystic, and the mystic only, gains the power Divine Glory (e).

Glory: This power allows the user to instill a feeling of awe and/or fear in someone else. Here is an example of a special for Glory:

Divine Glory: This power allows the mystic to activate their soul, they may commune with divine beings. Divine Glory may only be increased by again visiting the sphere, incurring the 343 power detriment. Here is an example of a special for Divine Glory:

Path 30: The Abyss

Through either research, at -50, or through an increase in High Magic Paths, the mystic learns how to walk the Abyss. A successful High Magic Paths roll at -351 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the abyss and after a set of trials all emerge from the abyss. Failure results in the individual disappearing from the universe for all time. Success allows all who participated to gain the High Magic Power Self Knowledge (e) (MP). The mystic, and the mystic only, gains the power Blessed (e).

Self Knowledge: This power allows the user to know themselves completely. Here is an example of a special for Self Knowledge:

Blessed: This power allows the mystic to activate their soul, they may no longer be harmed by mundane or magical means. Blessed may only be increased by again visiting the sphere, incurring the 351 power detriment. Here is an example of a special for Blessed:

Path 31: The Sphere of Knowledge

Through either research, at -50, or through an increase in High Magic Paths, the mystic learns how to walk the Sphere of Knowledge. A successful High Magic Paths roll at -360 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of glory and after a set of trials all emerge from the sphere of glory. Failure results in the individual gaining IN 0. Success allows all who participated to gain the High Magic Power Knowledge (e) (MP). The mystic, and the mystic only, gains the power Divine Knowledge (e).

Knowledge: This power allows the user to know something as though they had a knowledge skill in it. Here is an example of a special for Knowledge:

Divine Knowledge: This power allows the mystic to activate their soul, they may then task spirits to either teach them, or to find out something for them. Divine Knowledge may only be increased by again visiting the sphere, incurring the 360 power detriment. Here is an example of a special for Divine Knowledge:

Path 32: The Sphere of Wisdom

Through either research, at -50, or through an increase in High Magic Paths, the mystic learns how to walk the Sphere of Wisdom. A successful High Magic Paths roll at -370 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of wisdom and after a set of trials all emerge from the sphere of wisdom. Failure results in the individual gaining IU 0. Success allows all who participated to gain the High Magic Power Wisdom (e) (MP). The mystic, and the mystic only, gains the power Divine Wisdom (e).

Wisdom: This power allows the user to give good advice. Here is an example of a special for Wisdom:

Divine Wisdom: This power allows the mystic to activate their soul, they may then ask for guidance from higher powers. Divine Wisdom may only be increased by again visiting the sphere, incurring the 370 power detriment. Here is an example of a special for Divine Wisdom:

Path 33: The Crown

Through either research, at -60, or through an increase in High Magic Paths, the mystic learns how to walk the Crown. A successful High Magic Paths roll at -381 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the Crown and after a set of trials all emerge from the Crown. Failure results in the individual losing all high magic abilities. Success allows all who participated to gain the High Magic Power Holy Light (e) (MP). The mystic, and the mystic only, gains the condition Master of the World (e).

Holy Light: This power allows the user to learn of the inner mysteries of their faith. Here are some examples of specials for Holy Light:

Master of the World: This power allows the mystic to delve into their innate divine powers; they choose one power they currently have to become divine. From this point on they become living divine beings. Master of the World may only be increased by again visiting the sphere, incurring the 381 power detriment. Here are some examples of specials for Master of the World:

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