(MOH-dro-soos) The Lumenvirate, The Hand of Order, The Three-In-One, Triluminary
The Modrossus is an amalgam of three potent mystic entities: Ab- bridon, Heshem, and Lamal, often depicted as a glowing being with three heads: male, female, and androgyne, or a lion, a serpent, and an eagle, each with a glowing rune on its forehead. The Modrossus is the single
greatest force for positive and protective magic known to earthly magicians, and they often invoke its name and power in their duties. The legendary Manual and Medallion of the Modrossus are entrusted to Earth’s Master Mage.
Magic of the Modrossus is a collection of spells invoking the power of the Triluminary, known to include the follow- ing effects.
Magic of the Modrossus
Ranged Cumulative Affliction (blinding light; Resisted and Overcome by Fortitude; Impaired, Disabled, Unaware), Limited to Vision • 2 points per rank
Create Light Constructs • 2 points per rank
Ranged Damage (magic, searing blue-white light) • 2 points
per rank
Nullify Magic, Broad • 2 points per rank
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MAGIC POWERS
Mists of the Modrossus are sweet-smelling vapors able to blank out the memories of the uninitiated who witness those things they are not meant to know.
Mists of the Modrossus: Burst Area Affliction (Resisted and
Overcome by Will; Entranced, Compelled, Transformed), Progressive, Selective, Limited to Blanking Recent Memories • 4 points per rank
Sign of the Modrossus is a powerful ward against mystic creatures, visible as the glowing sign of the Triluminary drawn in fiery blue-white light.
Sign of the Modrossus: Burst Area Affliction (Resisted and
Overcome by Will; Dazed and Hindered, Stunned and Immobile, Incapacitated), Extra Condition, Limited to Magical Creatures • 2 points per rank +1 point per rank per +1 area rank
Judgment of the Modrossus is a fearsome invocation, calling upon the highest mystic order to appear and judge the petitioner’s worthiness. The judgment rendered by the triple-power is fair but dispassionate. Rather than a power in game-terms, this spell is more of a plot device, although a player might choose to invoke it by spending a hero point, the equivalent of asking the GM for inspiration (Deluxe Hero’s Handbook, page 21).
OBROROS
(ob-roar-os) The Screaming Spire, Obsidian Ward, Ever-Watchful
Obroros is the name given to an ancient intel- ligent artifact, a double-terminated obelisk of gleaming black stone that serves as a guard- ian and gatekeeper to the netherworlds of the Cosmic Coil. Glowing eyes and mouths form on the surface of the spire when it deals with visi- tors or challengers. No one knows who placed Obroros on its eternal vigil, and the Spire remains silent on such matters. Its cries are ter- ribly painful to dimensional intruders, driving them back whence they came.
Obscuring Orb of Obroros mystically “blinds” the sight and psychic senses of those the mage chooses within its radius.
Obsscuring Orb of Obroros: Ranged Burst Area Concealment
Attack 6 (Visual and Mental), Selective • 30 points + 6 points
per +1 area rank
Occult Exorcism of Obroros is a powerful ban against outside mystic influences on the mind.
Occult Exorcism: Nullify Mind-Influencing Effects,
Simultaneous • 2 points per rank
Omens of Obroros summons an extension of Obroros itself, a tall obelisk of polished obsidian appearing out of a cloud of grey smoke. It can answer questions posed to it by showing visions in its depths.
Omens of Obroros: Remote Sensing (Vision), Dimensional 3,
No Conduit, Subtle • 4 points + 3 points per rank
PHOROS
(FOR-os) The Burning Phantoms, Floating Flames, Mighty Lights
The Phoros are immortal, immaterial magical beings from a realm of raw and chaotic energy. They
appear as floating, glowing spheres of light or fire, and their full power can be damag- ing to unprotected material creatures. Some have likened them to “living stars” and they may be responsible for the legend of the will-o’-wisp. Magicians call upon them and their realm for energy and power.
Flames of the Phoros are actually several different ap- plications of the raw magical power that is the essence of the Phoros’ realm, capable of a number of discrete effects. In addition to the following, magical versions of the various other Fire Powers may be part of these spells.
Flames of the Phoros
Ranged Damage (magical fire) • 2 points per rank
Burst Area Ranged Damage (magical fire) • 3 points per rank Nullify Magic, Broad, Simultaneous (flames “burning” all the
magic out of the target) • 3 points per rank
Protection, Sustained (an aura of blue, green, or violet flames) • 1 point per rank
Reaction Damage (to being touched, magical fire) • 4 points
per rank
Perception Range Shapeable Area Fire Damage, Limited to Existing Fire • 3 points per rank
Phantasms of Phoros, also known as the “Fata of the Phoros,” shapes flickering light to create visual Illusions, the simplest being the appearance of floating orbs of light similar to the Phoros themselves. Unlike many magically made illusions, the images are formed of light, so they’re visible to all, not hallucinations in the targets’ minds.
Phantasms of the Phoros: Illusion (Visual) • 2 points per rank
SHATACHNA
(sha-TAK-na) The Iron Queen, The Lady of Pain, Mistress of Curses
The Iron Queen and Mistress of the Seven Hells, Shatachna is an ancient demon associated with pain and suffering. Those seeking power and dominion call her upon to inflict pain on others, and she has claimed the souls of more than a few would-be “magisters” as her personal slaves and attendants.
Scourge of Shatachna conjures a many-tailed whip that inflicts burning pain with each strike.
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MAGIC POWERS
MUTANTS & MASTERMINDS
POWER PROFILES
Scourge of Shatachna: Cumulative Affliction (Resisted and
Overcome by Will; Dazed and Impaired, Defenseless and Stunned , Incapacitated), Extra Condition, Reach 4 • 4 points
+ 3 points per rank
Scythe of Shatachna is a wicked, curved blade at the end of a long black handle, wielded as a two-handed weapon, preternaturally sharp and deadly.
Scythe of Shatachna: Penetrating Damage, Reach 1 • 1 point
+ 2 points per rank
Servants of Shatachna is a demon-summoning spell. It’s also a commonly enacted ritual for cults worshipping Shatachna, calling on one of her many demonic slaves for aid. Different versions may have additional Summon modi- fiers applied to them.
Servants of Shatachna: Summon Demon, Broad Type • 4
points per rank
Shadows of Shatachna are more than mere darkness; they are hungry shadows from the depths of a dark netherworld, a darkness that feeds fear like oxygen feeds a fire. Victims often run into obstacles in the darkness in their blind efforts to escape from the dreadful terrors they feel lurking there.
Shadows of Shatachna: Ranged Burst Area Progressive
Affliction (Resisted and Overcome by Will; Dazed and Impaired, Defenseless and Disabled, Paralyzed and Unaware), Extra Condition • 4 points per rank
Shatachna’s Seal of Silence places an enchantment on the subject, preventing them from speaking of or commu- nicating about certain information in any way. The subject retains awareness of the information and of the spell, but they simply cannot communicate.
Seal of Silence: Perception Ranged Affliction (Resisted and
Overcome by Will; Controlled), Progressive, Limited Degree, Limited to Communication, Limited to Specific Information • 2 points per rank
SIRRION
(seer-ee-uhn) The Red Wizard, Scarlet Sorcerer, Scarlet Summoner, Starry Visitor
Sirrion, the Sorcerer in Scarlet, is a mysterious figure robed entirely in red, including a turban and veil, showing only a pair of glowing eyes in the shadows of his (her, its) face. Some associate Sirrion with Idolon, although there is no evidence of a connection between them. Sirrion is associated with the
starry heavens and with the star system known as Sirius in modern history. He is known as “the Starry Visitor,” perhaps indicating he was a wizard or entity from another planet or universe. The ancient Atlanteans built Temples in his name. Modern wizards call on Sirrion for spells of summoning, protection, and binding, amongst others.
Scarlet Shades of Sirrion summons “vermillion darkness,” a deep, red-tinted mist, blanketing a given area and block- ing all sight. Some versions of the spell add other senses to the effect, particularly mental or mystical senses, making the Scarlet Shades even more difficult to penetrate.
Scarlet Shades of Sirrion: Ranged Cloud Area Concealment
Attack (Visual) 4 • 12 points + 4 points per +1 area rank
The Shining Shackles of Sirrion, also known as the Scarlet Shackles or Bonds of Sirrion, are glowing red metal chains or crimson bands of energy that trap their target.
Shining Shackles of Sirrion: Ranged Affliction (Resisted by
Dodge, Overcome by Will; Hindered and Impaired, Disabled and Immobile), Extra Condition, Limited Degree • 2 points per rank
Shining Shield of Sirrion summons up a glowing red aura or a disk-shaped shield of crimson force able to deflect attacks. Some verions of the Shining Shield are Im- pervious as well.
Shining Shield of Sirrion: Sustained Protection • 1 point per rank Shining Suns of Sirrion calls forth a blazing reddish-gold light, used for several effects.
Shining Suns of Sirrion
Ranged Cumulative Affliction (Resisted and Overcome by Fortitude; Impaired, Disabled, Unaware), Limited to Vision • 2 points per rank
Ranged Damage (blazing light) • 2 points per rank Nullify Magic, Broad • 2 points per rank
Somnambulant Spell of Sirrion creates thin, pinkish mist, rising up from the ground or pouring forth from the caster’s hands or feet, putting targets into a deep sleep.
Somnambulant Spell: Cloud Area Cumulative Affliction
(Resisted and Overcome by Will; Dazed, Stunned, Asleep) • 3 points per rank
Star Demons of Sirrion conjures up one or more bat- winged beings formed of deep reddish shadow with burning red eyes that obey their summoner’s commands. Use the Imp archetype from page 137 of the Gamemas- ter’s Guide, without Shrinking but with Insubstantial 4.
Star Demons of Sirrion: Summon Star Demon 6 (90-point
minion), Controlled • 18 points + 12 points per doubling the
number summoned.