[ ] The Moon - Ephemeral Wonderland
Hmm, you gave me some idea to work with. Let's see...

[] Idea: [The Moon - Artist]

Infohazardous: With this ability, you possess a heightened awareness of when others become aware of your presence through their senses and perception. You have the power to manipulate the sensations and perceptions of those observing you. If someone sees, you can choose how they perceive you. If someone hears, you can alter the sounds they hear. If someone attempts to read your mind, you can control the specific information they receive through telepathic perception. This ability can function passively, instinctively protecting you by unconsciously hiding your secrets through redaction of perceptions.

Infectious Art: With this ability, you can create pieces of art that evoke specific emotions, experiences, and psychological effects when directly observed by people. Crafting such art is a challenging process, requiring you to perceive your creation as a work of art that effectively communicates the intended message. To successfully evoke sadness, for example, you must have a deep understanding of why it carries that particular meaning.

Moon Scorch: If you frequently alter other's perception of yourself, your body may undergo temporary and unpredictable changes. These changes can be physically and mentally painful. When creating art objects, you temporarily lose the ability to feel the intended emotions associated with the object. For instance, if you create a painting meant to convey sadness, you will temporarily be unable to experience that emotion in a normal way, it would be dulled or warped. While these effects are temporary, they can have a distorting impact on the psyche.​
 
Less stoned and more capable of expanding my earlier thoughts on the suits of the Minor Arcana. Still writing on my phone, so expect some autocorrect accidents and no fancy colors.


The Suit of Pentacles represents wealth, material possessions, and the physical world and the body. The Bearer of this Role gains control over the physical world around them as well as their own form. These abilities are expressed via the cards of the suit, some examples as follows:

Ace of Pentacles: Upright, a passive ability. The Upright Ace represents new opportunities, manifestations, and abundance. This ability increases the bearers potential in physical endeavors, not to the degree of a full Fool, but not insignificant. They will build muscle faster, become more dextrous quicker, and overall improve themselves at a faster rate. This is the first ability the Suit unlocks, and most likely, the first they learn to Reverse.

Reversed, this card represents loss of opportunity and lack of foresight, and when this ability is reversed it becomes an active debuff on the target of the bearers choosing, that foils others attempts at training, clouds their minds and makes it harder to plan.

Two of Pentacles: Upright, an active ability. The Two represents multiple commitments and time management. The ability it bestows makes it easier by cloning the bearer to allow for more to get done in a day. Only one clone at first, but more can be attained with training.

Reversed, the card represents over-commitment. When reversed, this ability recalls every clone in existence back to the bearer of the Role, and increases their power multiplicatively by how many clones there were, but only for a limited time, after which the bearer suffers severe burnout proportional to the power granted. This burnout can be mitigated with training, but will never drop below one evening of forced rest.

Three of Pentacles: Upright, a support ability. This card represents teamwork and collaboration, so this ability allows the bearer to create living manifestations of the physical world to aid in battle. These elementals are easier to create than the clones of Two, but are much less powerful and limited, though they may grow in power with training.

Reversed, this card represents disharmony and working alone. With this power, the bearer may dismiss their conjured elementals to dramatically increase their power and control over the elements. This power is trained at the same rate as Upright, and power gained by the bearer is shared by their conjured elementals, and vice versa. Essentially, either the bearer spreads their power among many minions, or becomes a powerhouse of elemental might, but not both at once, at least in the begining.

With time, the bearer may be able to train themselves to retain a fraction of elemental power while having minions active, but both will be weaker than they would be one way or the other.

Four of Pentacles: Upright, a passive defense. This card represents saving money and conservatism. The bearers' greatest resource will always be themselves, so this ability will aid in keeping them safe. This ability starts as a basic body-wide shield against physical harm. With training it may become more versatile, broader, or more tuned to certain energies.

Reversed, a Last Chance ability. The reversed form represents greed and self-protection. This ability is very difficult to unlock. By retracting every expansion of the Upright ability to cover only the bearer, the bearer may, in turn, increase their own defense manyfold. If the bearer is in absolute mortal peril, he may burn his own powers, his experience, muscle mass, even his life force for a defense that nothing can penetrate. This is not to be used lightly, as it will never decrease in cost and any loss must be regained the hard way, as it will be gone forever otherwise. If facing an opponent that is too strong, the bearer may burn through their entire life attempting to preserve it.

Five of Pentacles: Upright, an offensive ability. This card represents poverty and isolation. The ability it grants allows the bearer to steal objects from other's possession without a trace. At first, they can only steal small things they aren't actively monitoring, like a coin purse, but with training they will be able to steal the armor and weapons from an enemy without their notice. This ability can be used either close-up with your actual hands, or from a distance with magic, but it gets harder to steal from someone the farther the bearer is, and the more physically involved the bearer is the bigger the stuff they can take with it.

Reversed, a power-up. The reversed card represents poverty of a more spiritual nature, so the reversed ability is the ability to temporarily steal the powers of others. The greater the power, the more temporary it is. The Suit of Pentacles is rooted in the physical, so this works best on abilities of a physical nature. The less appropriate the power is, the less powerful it is in the hands of the bearer. Both of these can be mitigated with training.

I only came up with defined abilities for five cards and their reversals, but I imagine that every card and the court cards would have corresponding abilities. I might come back and edit this with more cards, or another suit, but I'm more happy with this than with my stoned rambling.
 
talked a bit on discord voice chat and some funny things the batman expies level of competence is such that as long as there is a single percentage chance of victory he will win. Because hes just that competent. Also there are apparently a large number of magic roles in circulation several in superheroes alone. Sorry I couldn't remember all their names though. He seems to have a list for all the superheroes at the very least I'm fairly curious how many hes actually gotten written. Since there are already 32 classes and there seems to be around at least 20 in most classes and 40-50 for the bigger classes. So even if just 20 students graduated for every class there would be 640 roles.
 
Just asked birdsie if there's anything we should include for the magician and he said we could the minor suite. As in stuff like pentacles, swords, cups, wands. So maybe before the update we could include some of that in the power set?
 
Writing up some simple ideas for classmates rather than our protagonist himself. Nobody's done an Empress yet as far as I can see, so here's one of those. This one could feasibly be proposed by a girl who desires great beauty and a more support-oriented role.

[ ] Idea: [The Empress - Princess of Life]

Lifeweaver: The Empress can alter the nature of living things, primarily suited for healing and fostering growth. Attempting to use this power offensively, to twist, subvert, and harm life, causes the Empress's other powers to slowly invert as the Empress turns towards her reversed role. Only by embracing her upright role by healing and nurturing living creatures can she halt and reverse this decline.

Nurturer: The Empress is the card of growth and motherhood. As such, the Empress as a role grants the ability to foster growth among the people surrounding her, improving the rate at which they gain skills, increase fitness, and develop roles. This is more effective the closer to their "beginning" the people in question are - children benefit more heavily than adults, and Roles who are in the process of learning will have much better benefits than established Roles.

Flowering Beauty: The Empress is one of the most feminine cards in the tarot, representing a beautiful female authority figure and having associations with Venus, goddess of love, beauty, and sexuality. As such, The Empress boasts a supernatural beauty and charisma, appropriate for a mythological queen.
 
So here's some word from birdsie on how to best develop.
"The best way to develop is pick a means of development that don't require effort. Well you could argue a Magician should have spirits who do work for him and manifest them via the minor suite. which is really easy to argue for since the Magician has power over the minor arcana. Knight of Swords to kill your enemies Ace of Pentacles to buy you lunch. Three of Wands to make sure the books are in order etc"
 
I fear we are treading the same path as Scabbard of Excalibur. We picked the Hufflepuff option and spent the quest playing Ravenclaw anyways. Now we picked Ravenclaw/Slytherin, but we have collectively decided we must play Gryffindor. But you know, maybe that's not a bad thing?

I am tired about worrying about power scaling and compatibility. Lets just go with whatever we think is going to be fun and interesting for Birdsie to write about. If Solomon runs out of Willpower, then so be it. The challenges that will come will just bring flavour to the story and force us to approach things creatively instead of relying on being Op.

I just want to experience all the plot and the side quests, the diverse array of characters. Watch Solomon laze off at every opportunity.
 
I fear we are treading the same path as Scabbard of Excalibur. We picked the Hufflepuff option and spent the quest playing Ravenclaw anyways. Now we picked Ravenclaw/Slytherin, but we have collectively decided we must play Gryffindor. But you know, maybe that's not a bad thing?

I am tired about worrying about power scaling and compatibility. Lets just go with whatever we think is going to be fun and interesting for Birdsie to write about. If Solomon runs out of Willpower, then so be it. The challenges that will come will just bring flavour to the story and force us to approach things creatively instead of relying on being Op.

I just want to experience all the plot and the side quests, the diverse array of characters. Watch Solomon laze off at every opportunity.
Eh I get what your saying but I'm not sure why it'd be so difficult to just integrate these things into the character. Also you know not making it suboptimal for our character. While actually looking at the themes.
 
Like I don't want have to deal with spending student credit to make a role work for our character when we could just add a few lines here and there.

Also the entire point of this vote is to write out things for the roles we want played later.
 
So here's some word from birdsie on how to best develop.
"The best way to develop is pick a means of development that don't require effort. Well you could argue a Magician should have spirits who do work for him and manifest them via the minor suite. which is really easy to argue for since the Magician has power over the minor arcana. Knight of Swords to kill your enemies Ace of Pentacles to buy you lunch. Three of Wands to make sure the books are in order etc"

Ooooh I love summoner powers. I wasn't enthused by the Slacking Loafer, but if he goes the summoner route that could be very interesting.
 
Ooooh I love summoner powers. I wasn't enthused by the Slacking Loafer, but if he goes the summoner route that could be very interesting.
magi kind of already even did it. But, the stuff right there could definitely be integrated into it more. But also need to actual look at the minor tarot cards and integrate potential powers for them to go with the larger theme.
 
So here's some word from birdsie on how to best develop.
"The best way to develop is pick a means of development that don't require effort. Well you could argue a Magician should have spirits who do work for him and manifest them via the minor suite. which is really easy to argue for since the Magician has power over the minor arcana. Knight of Swords to kill your enemies Ace of Pentacles to buy you lunch. Three of Wands to make sure the books are in order etc"
For that, this one:
[ ] Idea: Death - Inevitable Transformation
Seems like it would work. Plus I really like the themes involved and how they could interact with The Slacking Loafer Archetype.
 
For that, this one:

Seems like it would work. Plus I really like the themes involved and how they could interact with The Slacking Loafer Archetype.
Nah birdsie seemed to have been talking about manipulating the minor arcana as the magician as its apparently part of their perview. So development of those and the magician role maybe. But, I find it more likely we're probably just gonna wait for the next update.
 
I took the liberty to sort through the list of Roles.

It would seem so far we have 4 Hermits, 3 Worlds. 3 magicians, 2 Stars, 3 Devils, 2 Lovers, 2 Deaths, 3 Moons, 2 Chariots, 2 Wheels
1 of Emperor, Empress, Hanged Man, Tower, High Priestess, Judgement, Sun, Strength, Fool, Temperance, 2 of Minor Arcana, 5 Unique Roles
The Hierophant and Justice remain


Hermit blurb
Hermit: Mind Over Matter
Hermit - A Man is an Island
Hermit (Generalised)
The Hermit - The Honored One

World, Reversed ;
World: Curtain Call
World - Dungeon Master

Magician - King of Magi
Magician Vancian
Magician, Trismegistus ;
The Magician - True Alchimist

Shining Star - Smiling Through the Trials
[Star - A Guiding Light]

[Devil - Tempter of Hell]
Reverse Devil - Breaking through Decadence
Pagan Devil

Lovers, Brothers
[Lovers - Conjoined Twins]

Death - Inevitable Transformation
Death - All Roads Lead To Rome
Death - Inevitability

Hierophant - A Wise Counsel From the Past
Hierophant, Serpent and the Dove
Moon - Ephemeral Wonderland
[Moon - Artist]
Upright Moon - Wary Wanderer

Wheel of Fortune - Bringing Predestination
Wheel - An Endless Procession]

Fool
The Fool (lore post)

Emperor - Authority of The King
[Empress - Princess of Life]
Hanged Man
Tower - Pride Before a Fall
High Priestess - Keeper of Secrets ;
Judgement - Judge Dredd
Upright Smiling Sun - Hero of Innocence ;
[Strength - Unyielding Lion]
Temperance - Statue
Upright Justice- The Bullet Piercing Falsehood

[Suit of Pentacles]
[Eight of Pentacles - Star Pupil]
Ace of Swords - Swordsman
Minor Arcana Summons

Fate Seeker - To Question The Future]
[Fortune Teller]
Tarot Spread
The Cartomancer
The Fates
Raksha
 
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Just another random idea, which may help people with inspiration.

[] Idea: [Ace of Swords - Swordsman]

Swordsmith: You possess the unique ability to craft swords that possess extraordinary and supernatural properties. The more esoteric and potent the effect, the higher the quality of materials and more time required for forging. You have the capability to incorporate the essence of other individuals abilities into the weapons by utilizing their body parts or the remains of the deceased. Additionally, you possess exceptional talent and expertise in wielding melee weapons, particularly those of the bladed variety, although you can also use it with other weapon types.

Rampage: Once you land the initial strike on an opponent, your subsequent attacks become increasingly more devastating. Each successive blow inflicts twice the damage of the previous one. For example, if your first hit is a minor abrasion, the second strike will be twice as severe, and the third strike will be eight times more potent than the initial wound. However, this escalation can be weaken and disrupted if you switch targets too often or if there is a long enough pause between attacks, causing the damage multiplier to decrease or even reset. Keep in mind that there is no limit to the number of targets on which this ability can be applied simultaneously.​
 
[] Idea: The Hierophant - A Wise Counsel From the Past
Theme: Return to Roots - The Hierophant is focused on knowledge, both its aquisition (the role of student) and its spreading (the role of teacher). That said, it is especially focused on the aspect of spiritual knowledge and, in some interpretations, the embracing of knowledge that was passed down from ancestors to their descendants.
Power: Discerning Eye - Upon looking at a person in search of spiritual guidance, a Hierophant can see what it is that ails said person. As the Hierophant grows in strength, this power will evolve, permitting the Hierophant to see a person's history (more specifically, it offers informations about their spiritual beliefs and about their ancestors);
Power: Embrace the Past - After successfully helping out a person that was in need of guidance, the Hierophant can tap into one of their ancestors or religious beliefs in order to confer them a boost in power that is related to whatever aspect the Hierophant chose to use in their strenghtening process of the person that is targeted by this power. Later on, this can be used to confer temporary new abilities based on what was tapped into.
Limitation: Constancy - One who embraces the role of Hierophant must stick by the principles they had when they first received the role. Any deviation will result in the weakening of the Hierophant's powers. Anyone who benefits from the effects of Embrace the Past must also stick by the principles they had when they received the boost from said power, otherwise that boost will diminish in time and any benefits they might have received from Embrace the Past will be lost.
Limitation: No Man is an Island - The Hierophant's powers are very much support oriented, therefore a Hierophant is in need of at least 1 other person who can serve as a receiver of the Hierophant's gifts and who can in turn protect the Hierophant and aid them in whatever it is they seek to accomplish.

Attempted to make a theorycraft role for the Hierophant card. Opinions are welcome.
 
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Idea

Upright Justice- The Bullet Piercing Falsehood

Standing in front of you was gunman, eyes are piercing through your very soul. You can't hide anything, all your deeds, thoughts and beliefs are laid before him.

Theme

The Truth will never be hidden- To enforce justice means knowledge of deeds done and rules broken. As long you are trying you will find the truth of what had happen regardless of deceit and trickery applied to hide it.

The world will bend to ensure it, if a necessary evidence was destroyed another will be created the moment the holder of this Arcana begans it's earnest pursuit.

Sin Piercing Bullets- There are moments where even the knowledge of the truth will not be enough for justice to be enforced, at that moment you're allowed to personally enforce your justice. These bullets are particularly effective to everyone you deemed to have committed an injustice or when believe that your actions are justified.

Drawback

The One Person You Can't Truly Fool Is Yourself- The power of this Arcana was based on the inner thoughts of it's user. If the user think that the actions of their target are justified or their attacks stray any justifications then their attacks are weakened proportional to how unjustified you believed the act was.
 
So here's some word from birdsie on how to best develop.
"The best way to develop is pick a means of development that don't require effort. Well you could argue a Magician should have spirits who do work for him and manifest them via the minor suite. which is really easy to argue for since the Magician has power over the minor arcana. Knight of Swords to kill your enemies Ace of Pentacles to buy you lunch. Three of Wands to make sure the books are in order etc"

So since no ones looked at possible summons yet especially for the king of magi I thought I'd give it a shot. Especially since summons was a focus of that build. So Birdsies said that the Magician should have control over the minor tarot as part of their purview so I'm going to write out some possible summons based off that. Mostly so they can progress and get stronger and we get the gains as time goes by since the best thing for loafer is gains that don't actually require effort. pentacles, swords, cups, wands. Though going with the solomon theme I think we could eventually develop into summoning spirits or demons.

Pentacles
The Ace of Pentacles or Ace of Coins can be seen as a card that represents small steady steps towards long term goals and accumulating great results. So for that I think it could be a possible visually giant coin held by a giant floating hand who finds us investments and gathers things for us. A coin that tends to our mundane and resource needs. A coin that gathers or creates resources for us to abuse. A coin that helps us get the things we need for research, to eat, to enjoy, to build our giant towers. Its all about support and potential in some interpretations it represents alchemy so I assume it could probably do alchemical things for us. Overall a weak yet useful summon that is basically our butler, investor, finder, and sometimes even crafter.

I'm mostly just writing cards that birdsies mentioned but if others want there are 14 cards for the swords, the wands, the pentacles, and the cups.

The Wands
The three of wands is a card about going with your intuition and finally making your move. Birdsie mentioned it as something that could organize our books. I think visually it could be seen as a few staves that float around us when summoned doing their things to help. I think overall their a card that does quick and expedient gathering of amenities and organizes them into the best way possible for us to utilize when needed. Coaming through notes and doing the legwork for us.
The Knight of Wands represents a wand where focused action must be taken. representing like other wands desire, ambition, and drive. It represents a card of proactive action and often instigation of action and violence. So for it I think it would make sense if it enhances us and itself in combat. Causing fires, blowing stuff up, or even just performing an on the spot ritual for max devastation. A wand for combat and such that helps us. It even represents a tendency towards overkill!

I believe other wands if others want to can be made for specific summons and such overtime for different situations. It like others have 14 total cards.
The Swords
The swords are all about challenges, conflict, and harnessing the strength of the mind. I believe the Knight of the swords is an appropriate summon who would directly do combat for us. As in summoning an actual knight as our vassal who serves high level combat against those we need them to and protecting our very likely squishy body. For their appearance they may be a woman as thats how the card looks like for old interpretations of women acting as knights in secret. Maybe it can come with the ability of transferring damage that we take to their less squishy self as their goal is the protection of their liege.

Like other cards this one also comes with 14 options.
The Cups
For one of the weaker cups that usually symbolize stuff like drinks, resources, and such. I believe one of these cups could represent a sort of cornucopia of items which we can use for celebrations and just general things to pull out to eat maybe some healing or even pouring out entire environments of water and wine possibly drowning our enemies in a veritable ocean of the stuff. I also think the Ace of Cups could be used for rituals and powers that involve the power of love, fantasy, communication, and feelings. Whether that means communicating despite dimensions and distances, manipulating or using the love of others as fuel, or creating vast imagined fantasies through rituals through the cup. I think these are all things that these items can do. Also knight of cups that says it is time to apply yourself fully. So maybe a cup summon we make that just increases our willpower via the power of drugs.

If others can think of others possible summons and abilities and visuals they have this would be appreciated. I just wanted to help a bit here as summons seem to be a focus of king of magi and birdsies said they can circumvent some of our faults and generate power for us which is best for us as power accumulation that doesn't require effort is the best if we want power according to birdsie. I think we could have a summon someday for each tarot cards in the minor arcana its less summons than solomon had after all. 56 summons in total after all if one was given for every minor arcana which the magician has control over. Hell maybe if developed enough you could give ever minor arcana a super summon by combining all of them!

A warning for these summons try and treat them like people and take their feelings into account otherwise you may face rebellion!
 
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Hmm, this could be an ability to summon Minor Arcana spirits as servants. Perhaps they should be gradually achieved one by one. Like, we only have four spirits to summon at the start - one for each suit. Maybe call it Royal Court?
 
Hmm, this could be an ability to summon Minor Arcana spirits as servants. Perhaps they should be gradually achieved one by one. Like, we only have four spirits to summon at the start - one for each suit. Maybe call it Royal Court?
That seems fairish. Like I'm sure there are classes that can summon thousands if not countless beings. Like the alienist has well entire fleets really, some of the magicians probably have thousands, etc etc. Some of the roman class definitely have thousands. So if our numbers are small I expect them to be fairly strong for summons. Which makes sense for tarot. Like no idea how strong like I'm not expecting overpowered bullshit probably at least not early on but each should be above mook level.

Edit: Maybe like final fantasy summons in usefulness who just live in our tower if we get one.
 
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[] Idea: [Death - Inevitability]

See the End: You possess the unique ability to perceive the impending cessation of existence in objects. It is as if each object contains an internal timer that counts down the remaining time until its destruction, providing you with a visual representation of its likelihood to be destroyed and how it would probably happen. Your actions have the power to alter the numbers on the timer and the accompanying imagery. For instance, a vase that is destined to shatter in half an hour due to the carelessness of your friend can be saved if you relocate it to a safer location. However, it is important to note that your intervention may not always be effective, as you could inadvertently become the catalyst for its demise, trapped in a self-fulfilling prophecy that is exceedingly difficult to change. You see these numbers and images in the people too.

Endbringer: You possess the ability to induce entropy, decay, and aging upon objects that you come into contact with. By channeling your power, you can transform an item into a withered, deteriorated version of itself, draining and accumulating the lifetime of that object for yourself. The stolen time can be harnessed in various ways, such as utilizing it for personal healing or extending your own lifespan. Alternatively, you can summon controlled black sand that, upon contact with items, causes them to wither and vanish, consuming the stolen time in the process. But it made it possible to wither things from distance. However, it is important to note that the nature of your abilities is inherently self-centered, preventing direct usage for the healing or rescue of others due to various limitations or maybe side-effects.​
 
[ ] Idea - Raksha
-[ ] Exalted's Wyld, an endless chaosrealm with gradually lower degrees of identity and relation to our own reality as 'distance' from 'Creation' increases, has one- ish- primary class of denizen- the Raksha. These come in variants- Noble, Commoner, Unshaped- but for our purposes, Noble is most relevant, though most of the relevant features apply to all. a Noble Raksha is generally a naturally-arising self-sustaining arrangement of Wyldstuff, which weaves itself a 'heart' without aid (Whereas Commoners are created by Nobles.)- Anyway, the relevance these have to Tarot is their graces, Cup, Ring, Staff and Sword, which each correspond to a Tarot suit (obviously for two; Ring corresponds to Pentacles/Coin, and Staff to Wands.) and a virtue (Compassion, Temperance, Conviction, Valor.). These Graces aren't just virtues, of course; they are also categories of reality-bending action. In an action often known as 'shaping combat', Rakshas shape the Wyld around them. The effectiveness and methods by which they do this, as well as many of the charms they can learn, depend on their levels in their Graces; Ring is associated with situations, physical-law style restrictions, and physical objects, Cup with emotions, Staff with rules of the social and bureaucratic variety, and Sword with... valor. fighting.
-[ ] Raksha's physical form is not really them; they are sustained patterns. To truly kill a Raksha(under normal circumstances), their heart grace, a physical object they guard heavily, must be destroyed. (This is less true when they interact with Exalted Creationborn, but those are fundamentally inimical to the Wyld in a way I wouldn't expect our current world to be.) Their other graces are also physical objects and stealing or destroying them can give other problems to the Raksha in question. Absent these situations, the severity of a wound suffered by a raksha is determined by the damage to the narrative they attempted to enforce, not by the literal destruction of their form; if they attempt a seemingly-mutual-destruction scenario, their bodies death is no harm to them when it succeeds.
-[ ] (these are rather too much for an immediate ability, so presumably the rolebearer would slowly gain access to, and improve, the various powers of the Raksha over time. There may also be an aspect of territory-marking- this isn't Creation, but it's also not the Wyld they're suited to.)
 
[] Idea: Hierophant, Serpent and the Dove

The Builder, The Framework of Manifestation, The Receptacle of All Powers, The Kindly Shepherd, Keeper of Mysteries, Threshold between realms, Bridge-maker

Vav - the nail, that binds the firmament and Earth. "Ï have"

Hierophant is to tie together the Great Above to that which is Below. Magus of the Eternal Gods, connects to Chesed (Mercy) with Chokmah (Wisdom) on the Tree of Life below the Abyss.

Divine Intermediary: Perform ritual to unseal the Bridge of Divinity, joining the realms of mortals and celestials. Call upon the services of the Brilliant Ones, Chasmalim. Elephantine beings of the flames of creation. Commune with celestial beings to learn mysteries. Each time they use the Bridge, they must present a sacrifice.

Ethereal Skyway: build ethereal paths and bridges of light that only they and their allies can traverse. These paths can exist in a separate plane or in the air.
Vav's Convergence: Summon forth nine nails, each embodying a facet of the Lunar force. Pin objects, people and concepts in place. Merge and combine various elements, objects, into their archetypal permutations.

Crowned Sceptre of the Triune - harnesses the blessings of the Aeons of Isis, Osiris, and Horus together into powerful Threefold Spells. For instance, a single spell that mends allies while animating their injuries into vengeful wraiths at the assailants. Osiris to cool and absorb a fiery bolt, while Isis's protection shields against the impact.
Builder's Apex: ritually anoint a boundary, summoning a mystical pyramid at great cost. The Temple. Wherein channeling the Framework of Creation, the Hierophant dictates the laws of space and time for that localized reality.

Limitations: Gevurah's Geas - Forever bound to never use the mantle for evil, abiding by the sacred principles of the Heavens.
Scales of the Serpent & the Dove (Wisdom, Mercy) weigh his deeds, should they tilt in either direction the other aspect of his powers wane.
Night of Nuit - Gates of the Bridge of Divinity opens and seals with the cycle of the Moon. The Hierophant cannot hear the hidden mysteries in her absence.
 
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