30 Days of Mystery Cult Content

Athanasios the Living Ghost is a leading member of the Disciples of the Worm. He was made into a living ghost around 1170 and maintains his haunt in a secret regio containing a temple to Pluto and an entrance to the underworld, which he has dedicated himself to studying (see the Necromanteion below for more on this).

If the location and nature of this haunt doesn’t suit your saga he can easily be relocated to anywhere a reputed passage to the underworld can be found. Just swap his scores in Area Lore (Ancient Greece), Area Lore (Thebes), and Greek to: Area Lore (Ancient wherever his haunt is), Area Lore (tribunal his haunt is in), and the the local language.

Athanasios is obsessed with the Magic Realm, believing it to be the key to a superior form of immortality, with all the power of a living ghost but not bound to an earthly haunt. He possesses 18 points of insight into Magic Realm Magic (see RoP:Magic pg. 26). He has yet to find a way to enter the magic realm directly as a living ghost, because the possession effects which permit a living ghost to leave their haunt expire instantly on passing into the twilight void. Arcane connections cease to function while something (or someone) is in the magic realm, so he cannot even scry on an explorer and must rely on second hand reports. Through his partial breakthrough he has spells which can transport living people into the magic realm, though they must find their own way back to the mundane world.

There is no greater mystagogue in the cult, but Athanasios is not always willing to assist supplicants, considering his research to be of greater importance. Often he will require the magus to provide help with some part of his research which is difficult to achieve from within the confines of his haunt before he will agree to act as mystagogue. In particular, he may demand that the character enter the magic realm via the vestige in his haunt, to return with new insights for use in his research.

Athanasios is intended to be used as a reluctant mystagogue for magi who have reached the higher levels of the cult. The degree of effort required to convince him to initiate a PC can be adjusted depending on how fast you want the character to progress towards the final mystery of the cult.

Magic Might: 37 (Mentem)

Characteristics: Int +3, Per +2, Pre +1, Com +1, Str -1, Sta -1, Dex -1, Qik -1

Size: +0

Virtues and Flaws: Obsessed, Affinity with Magic Lore, Good Teacher, Magical Memory, Poor Memory (People), Weak Enchanter

Mysteries Known: Second Sight, Spell Binding, Hermetic Empowerment, Inscription on the Soul, Potent Magic: Ghosts, Spirit Familiar, Living Ghost

Mystery Ordeal Flaws: Vow (Never betray or act against the cult), Visions, Major Deleterious Circumstances (Living Target)*

*Described below.

Personality Traits: Obsessed with Magic Realm +3, Bad at Remembering People +3, Restless +2

Reputations: Hermit +2 (Hermetic), Master of the Necromanteion* (Disciples of the Worm) +6

*This reputation is only applicable to members of the Disciples of the Worm. Those of below the fifth degree of initiation may know of a master of the cult who inhabits somewhere called the Necromanteion, but not the personal identity of Athanasios or his nature as a living ghost.

Fatigue Levels: OK, 0, –1, –3, –5, Unconscious

Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)

Abilities: Area Lore (Ancient Greece) 6, Area Lore (Thebes) 4, Area Lore (Roman Tribunal) 2, Area Lore (Magic Realm) 1, Artes Liberales 2, Athletics 2, Awareness 4, Charm 2, Concentration 7, Disciples of the Worm Lore (Places of Power) 12, Dominion Lore 1, Finesse 5, Guile 4, Infernal Lore 1, Intrigue 6, Latin 5, Greek 5, Magic Lore (The Magic Realm) 10, Magic Theory 9, Parma Magica 7, Penetration 4, Philosophiae 2, Second Sight 8, Teaching 6, Faerie Lore 3

Arts: Animal 14, Aquam 7, Auram 11, Corpus 10, Creo 10, Herbam 6, Ignem 6, Imaginem 5, Intellego 15, Mentem 13, Muto 15, Perdo 12, Rego 16, Terram 9, Vim 21

NB: While he is a living ghost Athanasios will typically be possessing a corpse for practical reasons. PCs could feasibly interact with him quite regularly without comprehending his true nature. He is not particularly careful to keep a consistent look to the corpses, which may be a hint at something being off.

Spells and Trappings: Athanasios has a variety of spells for interacting with spirits, both ghosts and airy spirits. He also has a range of commanding spells (Animal and Mentem) which he uses to interact with the physical world.

Remember that as a living ghost, any spell other than Vim, Mentem, and Animal (when influencing animal minds) requires 1 point of might spent per magnitude to make the effect tangible.

His research into magic realm magic, though not yet complete, has produced a single formulaic spell:

Don the Mantle of Charon ReMe 40

R: Touch, D: Momentary, T: Individual

This spell allows the caster to send one person instantly through a Mentem vestige into the magic realm. This requires the caster to have magic might associated with Mentem. This inflicts a point of warping on the target.

(Base 35, Touch +1)

Of course such a vestige can be found in Athanasios' haunt, and he has Mentem might. The spell would not be especially useful for anyone else, however, unless they also have Mentem might or spells which let them act like they do. Note that because of his Major Deleterious Circumstances (Living Target) flaw, if the target is a living being, Athanasios needs to use 15 pawns of Mentem and Rego vis to boost his casting total to the point of guaranteed success (casting under calm conditions with a simple die).

Athanasios does not have a familiar. His talisman is his own spirit which is enchanted with the following effects. It has the capacity for many more enchantments, but Athanasios’ Weak Enchanter flaw made even these a struggle.

Command the Bestial Servant ReAn 40

Allows for complete mental control of an animal at touch range. Often used in conjunction with an Intangible Tunnel to control distant animals. Concentration duration with the item maintaining and unlimited uses per day.

Commune with the Bestial Servant InAn 45

Allows the user to completely read the mind of an animal at touch range, including the common sense. Concentration duration with the item maintaining and unlimited uses per day.

The Iron Portal

An item commissioned by Athanasios and installed in his haunt before his transition to a living ghost. It takes the form of an iron doorway inscribed with Verditius runes, set into the wall of the chamber Athanasios occupies.

The item contains a level 30, penetration 40 Intangible Tunnel effect, a touch range, penetration 40 Summoning the Distant Image , and a modified touch range Leap of Homecoming (ReCo(An)(Te) 40) . The last effect has no penetration, and is used by Athanasios to summon objects to his haunt. It can summon animals and people as well as inanimate objects, so long as they have no magic resistance.

New Flaw

Major Deleterious Circumstances

Major, Hermetic

All your magic totals are halved under certain common circumstances. This can be your state, such as sober or uninjured, the target of the magic, such as living things or elemental matter, or the place where you are casting the magic, such as on land or outdoors.

This is identical to Deleterious Circumstances except for the likelihood of the circumstance happening. It should be significantly more restrictive than the minor flaw version. The flaw Environmental Magic Condition is equivalent to this flaw.

Major Deleterious Circumstances (Living Target)

Major, Hermetic

Your magic is noticeably weaker when used against living beings, apart from in matters of the mind. Any effects beside Mentem, Vim, or Animal (only to effect the mind of an animal) targeting a living plant, animal, or person have their casting total or lab total halved. Effects targeting non-living matter from these forms (e.g. wood, corpses, leather etc.) are unaffected.

NB: This is just a result of there not quite being a major flaw that fitted what I wanted in terms of penalty. It's basically Environmental Magic Condition but a little broader. By my reckoning having your casting totals halved against most foes is worth a major flaw, and it forces Disciples of the Worm characters to rely on necromancy a bit even before becoming a living ghost. If anyone can think of a better way to get the end result I'd be all ears!

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