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Lore of the Realms

The Lore of the Realms allows the Slayer to manipulate the barrier between the physical and spiritual worlds, allowing travel and interaction between realms.

"The Lore of the Realms is the divine art of weaving through the tapestry that binds the physical and spiritual worlds. It is the sacred key that unlocks the gateways separating mere mortals from the ethereal plane. In the hands of a skilled Slayer, it allows for more than mere passage; it endows the wielder with the power to commune, influence, and traverse realms that dance just beyond mortal comprehension. This lore is not merely a tool; it is the very essence of connection between creation’s myriad dimensions."
Azariel Malphas

Powers from Lore of the Realms

Sense the Barrier
The Slayer is able to sense the relative strength of the barrier between the physical and the spirit realms in an area as large as a city block, allowing the demon to home in on regions where the boundary is exceptionally thick or thin.
Roll Perception + Awareness. If your roll is successful, your Slayer can zero in on any regions of unusual strength or weakness in the barrier between the realms. As a rule of thumb, the barrier between realms tends to be strongest in areas where the influence of human faith is weakest. Therefore, a science lab that promotes cold intellect over intuition might have a strong barrier, while a graveyard or church might have a weak barrier. Your demon can read an area that's 10 square yards multiplied by his Faith score.
Monstrous demons can sense only areas where the barrier is weak, drawn by the call of the spirit storm raging just beyond.
Example Usage
Step Beyond the Veil
This evocation allows the Slayer to physically cross the barrier into the shadow world, a lifeless mirror image of the mortal world. Doing so allows the demon to travel vast distances in the shadow realm at the speed of thought and return to the physical world at a corresponding location.
Roll Dexterity + Athletics. The difficulty is determined by the relative strength of the barrier in the area where your Slayer tries to cross. Doing so at a weak point (a church or graveyard) is difficulty 6. Crossing over in an old house or apartment building that has seen generations of occupants is difficulty 7. Crossing from a shopping mall is 8. Once in the shadow land, your character can fly across the bleak landscape with the speed of thought. Roll Dexterity + Athletics (difficulty 8), allowing the demon to cover a mile each turn per success rolled. The roads and buildings in the shadow realm are just as your demon as are their physical-world counterparts. She must traverse any physical obstacles and find her way to her destination just as she would in the mortal world. Upon reaching her destination, the demon can return automatically to the corresponding place in the physical realm, appearing as if from nowhere. All other actions are performed as normal in the spirit realm, but the furious storm raging there increases difficulties to 8, at the least. Furthermore, your Slayer loses a point of temporary Willpower each mile she travels until she loses half Willpower, so the storm from her mortal host. The body is returned to the physical realm and the disembodied soul must fight the pull of the Abyss while searching for another anchor (see page 259 of the Systems chapter for details). Your character cannot take passengers with her to the from the spirit or living realms. Your character cannot take passengers with her to or from the spirit or living realms. Encountering and communicating with spirits in the dead lands is similar to meeting people in the living world. Spirits have their own identities and agendas and may be willing or unwilling to interact with visitors. Demons can use Lore of the Spirit to encourage such interaction.
Encountering and communicating with spirits in the dead lands is similar to meeting people in the living world. Spirits have their own identities and agendas and may be willing or unwilling to interact with visitors. Demons can use Lore of the Spirit to encourage such interaction.
Example Usage
Ghostwalk
This evocation allows the demon to exist simultaneously in both the physical and spirit realms. She can interact with both mortals and spirits, and pass through objects in both places.
Roll Stamina + Awareness. The difficulty is determined by the relative strength of the barrier in the area where the Slayer performs the evocation. Doing so at a weak point (a church or graveyard) is difficulty 6. Crossing over in an old house or apartment building that has seen generations of occupants is difficulty 7. Crossing from a shopping mall is 8. If your roll is successful, your demon becomes a hazy, insubstantial form, able to see and be seen by individuals on both sides of the barrier. She passes through objects without harm, and vice versa, though she can interact with one realm or the other in a given turn with a Willpower roll (difficulty 8). If the roll succeeds, the Slayer can speak to individuals, handle objects, attack or be attacked in the realm to which she has attuned herself, just as if she were solid. The effects of this evocation last for a number of turns equal to the character’s Faith rating. Your character cannot take any other beings with her to this “middle ground” between realms.
When monstrous demons perform this evocation, it causes the energies of the spirit storm to leak into the physical realm around her, causing wild and unpredictable spirit manifestations and hauntings.
Example Usage
Reach Across the Barrier
The Slayer can peer into and reach across into spirit realm the same way a mortal retrieves something from a cupboard, placing or retrieving items between the realms at will. During the War of Wrath, this evocation was used extensively to place powerful weapons or other items beyond the reach of the Slayers’ enemies. Many still remain there to this day, waiting to be found.
Spend one Faith point and roll Dexterity + Awareness. The difficulty is determined by the relative strength of the barrier in the area where the Slayer performs the evocation. Doing so at a weak point (a church or graveyard) is difficulty 6. Crossing over in an old house or apartment building that has seen generations of occupants is difficulty 7. Crossing from a shopping mall is 8. If your roll is successful, your character can see into and “reach” across the barrier between realms — her hand and arm literally vanishes from mortal eyes until she withdraws it again. She can place or remove any item that can be easily lifted with one or two hands. Mortals or demons cannot be forced across the barrier using this evocation. Items can be hidden away from the spirit world, however, placing them in the material world, out of reach from dead-land inhabitants. (But, of course, that might mean that real-world beings could find the items.)
Monstrous demons who perform this evocation risk allowing traces of the spirit storm to leak through into the physical world, causing surreal and terrifying side effects. If the evocation succeeds, the Storyteller makes a Willpower roll with the difficulty equal to your Slayer’s Torment. If the roll fails, the winds of the storm seep through, subjecting all mortals in the immediate area to Willpower rolls (difficulty 8). If their rolls fail, they flee in terror. If their rolls botch, they also suffer a temporary derangement.
Example Usage
Pierce the Barrier
This evocation enables the Slayer to create a temporary doorway between the living and dead realms, allowing other demons to cross into the shadow lands if the portal’s creator wishes.
Spend one Faith point and roll Stamina + Awareness. The difficulty is determined by the relative strength of the barrier in the area where the Slayer performs the evocation. Doing so at a weak point (a church or graveyard) is difficulty 6. Crossing over in an old house or apartment building that has seen generations of occupants is difficulty 7. Crossing from a shopping mall is 8. If your roll succeeds, your Slayer creates a portal that other demons may bodily pass through into the shadow realm, allowing them to interact with the spirits of the dead and to travel through the dead lands. As many other demons may enter as you get success on your roll. Living mortals and thralls cannot pass. Non-Slayers who make the transition are at a considerable disadvantage compared to the Halaku, being more susceptible to the ravages of the Maelstrom than those of the Seventh House. Furthermore, they cannot travel as quickly across the shadow realm as the Slayers can. They cover distances only as fast as they could in the physical realm. The dice pools for all actions taken by uninitiated demons are halved (round up), and these fallen lose one temporary Willpower point each day that they remain in the spirit realm. When their Willpower is exhausted, the demons become catatonic. Their bodies lose one point of Stamina each day thereafter. When a demon’s Stamina is exhausted, her mortal body dies and her spirit is drawn back to the Abyss. The doorway created by this evocation lasts for only a single turn, and it is one-way. Spirits from beyond cannot normally use it to enter the living world.
Monstrous demons who perform this evocation cause the effects of the spirit storm to rage in the physical world while maintaining the integrity of the doorway, drawing spirits and causing horrifying manifestations to linger for a number of days equal to your character’s Torment.
Example Usage