Remnant

From Antarok
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Possession is the power for spectral entities such as Ghosts to shadow and take over the bodies of others. Possession requires expending a Minor Merit to purse.

Title

History

While within Avernus, Remnant is recognized by many magi to be the most powerful form of Arcana, its most proficient wielders serving as demigods, warlords, and wardens of the afterlife from within their vast Memorandums.

Acquisition

Initiation/acquiisition

Playing as a Memorare

Total Recall

As one progresses with Remnant, they will begin to remember the experiences of their life in more detail and granularity, leading to more accurate Phantasms. Eventually, they will recall great detail about events that happened even in their peripheral, scouring the time they spent for every last grain of memory. This can lead to such beings being fairly contractual, chasing new experiences or trying to find context that escapes them. They will even go so far as to impart the distasteful Miasemata of their memories upon others to forget them or collect memories associated with their own traumas, creating an economy of memories between the undead and spirits.

Total Recall is a form of divination, and so it will not work upon the details of Blights or other beings that derive a resistance to such.

Concepts

Memories

Memorare wield memories they have experienced, in life or in their unlife. However, they will forget the memories they use unless they are first added to a Memorandum. Beings with attachments such as Ghosts and Onryo will feel as though a piece of themselves is missing forevermore should they somehow lose memories important to them.
Memories may be traded, stolen, or imparted through the Syphoning of Miasmata by one who is also a Memorare. If this is done to a Memorandum, then its owner will forget that memory.

Spells

Phantasm

Phantasm is the spell by which a Memorare creates an object or experience from memory out of Psychoplasm. The quality of these memories depends on the Memorare's ability to recall them; the more clear the memory, the more accurate their Phantasms may be. Experiences and events will play out on a loop, corporeal or incorporeal, ignoring or responding to interlopers depending on how accurate its recall is. A single cast of Phantasm can depict an entire battle with the predetermined events therein. They can recall very specific things, such as feelings or sensations, or broadly overlay an environment with a place they had been. Spell Reserves, creativity and one's own litany of experiences being are the main limitations.
Caveats
Memorare will lose a memory they conjure with Phantasm unless it is first added to a Memorandum. It can recall abilities which are first added to a Vestige within the Memorare's Memorandum, but memories of Blights will always be distorted and inaccurate in some way.
Sovereignty does not work with Phantasm, even with Conjurations. However, a spell or ability will be cast at the Sovereignty it was remembered as.
Any ability recalled would have that exact affect, reach, and form, and must be first witnessed to be recalled, and it will only be as powerful as their own equivalent Spell Reserves allow. This means they must experience an ability with many facets several times to then recall them, and they would have little control over the actual spell, even to the point of being harmed by their own creations. The same could be said of Remembered Artifacts and Conjurations - except for true Alkahest, or Abrogations, as memories cannot unweave something, reduce the cost of, absorb, or create permanent Metaphor, only damaging or supporting falsehoods that will cause the creation to become undone once the Phantasm fades or leaves its Memorandum for long enough.
While mundane objects and places may be freely recalled within reason, a character must experience an ability such as a spell in-character through play or else possess it themselves to then recall it.

Vestige

A Vestige is an autonomous person, vehicle, or creature created carefully out of many layered Phantasms within a Memorandum. There will always be something 'off' about these false individuals, and they will have no direct control over them unless they are Tethered through Nekros, and will still dissipate after leaving the Memorandum they are from for long enough. They will typically add remembered spells to a Vestige, but this being would expend the Memorare's Spell Reserves to cast the Phantasm spells written into it should the Memorare accept their aid.
You must also ask permission from an author to create a facsimile of their NPC or Player Character.

Hex

To Hex another is to insert a memory of something experienced into an object, or the soul of a person. If inserted into an object, all who touch that object will experience the Hex, and this may even expand to entire buildings. If inserted into a soul, that being will then experience an illusion of whatever it is forevermore, as if on a loop. This will recur even if they die, and Syphon must be of an equivalent tier to Syphon or Impart it away. Only the victim will experience the illusion, and the harm will never leave behind a permanent wound, or create phenomena that another can perceive. The Memorare is immune to their own Hexes, allowing them to create a hexed weapon that strikes with brief illusions on contact with the skin of another soul-inhabiting person or entity.

Memorandum

The Memorare may weave into a place of their choosing within Avernus the memories they’ve bound themselves to in order to claim it. Within their Memorandum - sometimes referred to as a 'Memory Palace' - they have an increased ease of control of the Phantasm within and their casting can expend less Miasmata than normal to cast - from anything using that as its Spell Reserves.
To make a Memorandum, the Memorare must first select a location within Avernus, infusing their memories into the very land around them. If the location already has memories given form with Phantasm, they can hybridize them with their own creations. The methods by which the Memorare populates the land with their Phantasms varies from individual to individual, with some spreading their dominion through trails of Phantasmal forests, buildings, and disjointed city streets, and others approaching this in a logical way with creative thoughtforms made entirely by their own creativity.
Additionally, individual Memorare may come together and form a communal Memorandum, either creating a memory sprawl of their own together, or joining into one that already exists. If a Memorandum already exists, the original Memorare has to open their magic to the other or be forcefully overpowered. A Memorare may only be a part of one Memorandum at any given time. Individual Phantasms may be created within their Memorandum over and over to safeguard the memory against erasure.
Any damage done to the Memorandum will cause the Memorare to feel immense psychological discomfort, like a fog sweeping into their mind. They will know when someone or something has trespassed into it without their approval, able to track them down in this way. When a Memorandum is destroyed, those memories are lost forever unless they are Syphoned.

Tiers of Mastery

Novice

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Apprentice

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Journeyman

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Expert

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Master

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Ascension

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Creations

Ensorcelling

Alchemistry

“Blurb! Or a mote of history.” - The person.

Articles on Galdr

Definitions

Arcana · Arcana List · Theorem · Metaphor · Ascension

Galdr

Galdr · Ensorcelling
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Variants [ Paragon ]