Diabolic Tradition or Diablerie

Diabolist, Warlocks, “Locks”

 

Diabolists are wrought through a perilous rite called “Diablerie Servitoris”, where a symbiotic entity is introduced into a would-be Diabolist’s internal systems to assist in the channeling and usage of etheric energies. These spellcasters are able to inflict pain and ruin upon their body to empower their spells. However, they are more susceptible to Eldritch Corruption from the strain of what they do to their bodies.

Choose this Arcane Tradition if:

  • You want to cast spells quickly and are willing to suffer the costs of doing so.

  • You want your spellcasting to be wreathed with blood, darkness, and agony

  • You want an impetus to role-play a character that must contend with something alien within them in exchange for power

Somatic Gesture

Used by Adept Skills (e.g. Restoration Adept) to enhance your spells, these tend to require an empty hand.

  • Clutch with a free hand at your forearm/wrist or your neck to let out the magics of the Symbiote while you perform your Concentration count and/or invoke the name of the spell.

  • Immediately after the spell is cast, you suffer a “Pain 10” effect and it may not be Cured or negated. It must expire as per normal after 10 seconds.

--Blood Witch Aptitude: You can modify the above to be quicker but inflict more agony.

  • You waive the EConc if it is 3 counts or less

  • Augment and prefix the spell with “Sanguineous”.

  • While you invoke the name of the spell, clutch with a free hand at your forearm/wrist or your neck to let out the magics of the Symbiote.

  • Immediately after the spell is cast, a “Stun 10” effect affects the caster and may not be Cured or negated, it must expire as per normal after 10 seconds.

Gaining the Diabolic Tradition

You can gain this Tradition through the methods outlined below, making Diablerie the “easiest” of the Traditions to join.

— Character Creation: Choose this Tradition when making an Arcanist. This represents a mentor’s or organization’s actions or direct investiture from an Eldritch Guest.

— Symbiotic Investment: This is a Ritual action that involves summoning an Eldritch Guest from another dimension and safely investing it into a willing subject. This requires:

  • One unused Milestone to be spent on “Sorcerous Awakening”

  • A Stigmata that allows for spellcasting

  • Rare CMP x5 (Abyssal/Herbal/Shadow)

  • Outsider Obelisk or Biomancer Hatchery

  • A 10+ minute Craft-Ritual action from a Doctor with Alternative Remedies or a Transmuter with Master of Alteration

— Eidolonic Implantation: As part of the process of gaining an Eidolonic Graft, the implanted Spore can mutate and radiate magic as an “Eidolonic Guest”. This grants a Channeler the Diabolic Tradition. Not all Spores can do this, therefore not all Eidolons are Diabolists.

— Invite the Guest: A Diabolist’s Eldritch Guest can infest a willing Channeler using:

  • One 10 minute+ Ritual action from a Diabolist with Arcane Proficiency

  • A Stigmata that allows for spellcasting

  • One unused Milestone to be spent on “Sorcerous Awakening”

  • Rare CMP x5 (Abyssal/Herbal/Shadow)

Without an unused Milestone, this process fails or the subject is consumed from within. This costs nothing but it instantly inflicts a Spell Sever, even if the target already has one. Eidolonic Spores are unable to do this.

Prop requirements

The markings of a Diabolist are written on their flesh, manifested by their Guest.

  • A circle drawn upon the middle of your forehead

  • Two lines drawn across your face.

  • These runes can be of any ink color. It must be easily noticed for what it is.

  • These runes may be hidden, but they must be available for inspection by a Game Marshall -- failure to provide adequate props upon inspection may result in an inability to use any spells for the remainder of the Event or even the next Event.

Diabolic Ritual Abilities

As per usual with Ritual-Craft skills, once such a skill is used, that skill or any other Ritual or Craft skill may not be used until the current Period has passed and a 10 minute rest has been completed.

Etheric Arcana (Basic Channeler):

-- Diabolic Renewal: Mend your injuries and blight

  • Step 1: Fill out a Craft-Ritual sheet

  • Step 2: Perform 5+ minutes of roleplay that reflects this magical Ritual

  • Step 3: You are affected by “Heal 10”, “Cure Wounds”, Cure Blight”, “Lasting Resolve 3”

-- Diabolic Ichor: Turn your blood into an Elixir

  • Step 1: Fill out a Craft-Ritual sheet

  • Step 2: Give Game Staff the necessary CMP for any one of the basic Elixirs

  • Step 3: Label the one of your ATN with the Elixir’s name, replacing the word “Elixir” with “Ichor” and have Staff sign off it.

  • Step 4: Perform 5+ minutes of roleplay reflecting this Craft before you gain the Ichor’s benefits. Ichors and Elixirs have the same limitations, except that Ichors are not counted as “Food” effects.

Empowered Arcana (Complex Channeler):

-- Imbue Ichor: As per Diabolic Ichor except that you can bestow 1-3 allies with a basic Ichor, paying the CMP cost for each. They must be Bonded to you by Blood, Oath, or Allegiance.

-- Binding Blood: You can use the Bond of Blood skill to magically tether yourself to an ally. With some exceptions, you receive “Resolve” or a “Cure Strike” whenever they do and vice versa.

Arcane Proficiency (Erudite Channeler):

-- Spirit Ichors: As per Diabolic Ichor and Imbue Ichor except that you can now create Ichors with the effects of Expert Elixirs and Eldritch Elixirs.

-- Pact Bond: You may Pact-Bond yourself with one other person -- this is identical to the Bond of Blood skill except that you may also have a Blood Bond at the same time.

Prop Requirement: This requires a visible matching rune on both individuals.

-- Invite the Guest: You can allow your Eldritch Guest to propagate a willing Channeler. This follows the procedure for “Eldritch Infestation” above.

Eldritch Corruption or Spell Sever

Whenever an Arcanist or a Spell-user (any character that can use a Spell) gains a Milestone, they are affected by Eldritch Corruption. While the character does not make this choice, the Player chooses which effect (see list below) they receive. Spell-Severs may be cured as though they were an Anathemic Curse that requires 3 Pure omponents to cure. 

If you currently have at least one uncured Eldritch Corruption, then you no longer gain Eldritch Corruption whenever you gain a Milestone. A greater description of Eldritch Corruption is here.  

  • Something calls from beyond and the spell-user listens.

    You suffer minor visual and auditory hallucinations which confuses your perceptions of what is real. Some organizations consider this a major problem and relinquish status or influence from an individual known to have this. This has the following effect:

    • You are unable to use Detection Spells

    • You are unable to use Inquiry and Sense effects.

    • Once per Period, Game-Staff may give you special information or inflict a Dominate Strike or Wound upon you from a distant entity.

    • Game Staff may choose to subject you to a specific effect that represents your proximity to the Eldritch dimensions and their dangers/benefits.

    Phys-rep requirements: Black veins near the eyes and/or dark spots beneath the eyes.

  • Your soul has been fractured by unstable magical energies during your use of them.

    Individuals with this effect are sometimes lost in their thoughts or harboring some intangible ache in their chest.

    This has the following effects:

    • Three of your ATN become unusable, labeled as “Shivered Soul 1”, “Shivered Soul 2”, and “Shivered Soul 3” They cannot even be occupied by Afflictions.

    • You are unable to Augment the Iron Defiance Skill, although you can still use it if it is Unaugmented.

    Phys-rep requirement: Black veins near the eyes and/or dark spots beneath the eyes.

  • This has the following effect:

    • You are not able to use any Skill to negate or cure any Wound, Blight, or Disease effect on yourself.

    • Your maximum HP cannot exceed 7 HP

    Phys-rep requirement: Black veins near the eyes and/or dark spots beneath the eyes.