Dichotom

The Dichotomy of Light and Dark magic. These spectrums of magic are opposite, but also balanced against each other. Dark magic is generally illegal, as many of its spells and mages cause huge amounts of undo harm. Light magic is almost completely extinct and is generally practiced in secret or by Inquisitors, as they are ruthlessly hunted by Dark mages. Many perils exist both from the magic and from others. These spells cannot be used wordlessly, but sign can be used in place of verbal. Players who wish to pursue these will have to work very closely with the Game Master throughout the Process.

Teaching, Learning
Both Light and Dark Magic require a teacher. The teacher must be at least Two ranks higher than their student unless they are a Master, to safely navigate instruction without both being consumed by pure Ardor during the process. This teacher may be a Player Character or Non Player Character and may be bought through Advantages if one isn’t currently present in the game. Down Time Actions (DTAs) cannot be spent to lessen the expense of learning Dichotom spells, but can be spent to gather materials or in gaining a teacher. Players may not use their One Spell Trade per In person Event on a Dichotom Spell either. Dichotom Spells Cost 10 Experience points per rank.


Given Core

A Core can be given willingly by a Dichotom Mage who has a strong emotional response to the recipient. Generally this is only when a family or loved one of the Dichotom Mage has died. This death cannot be of old age or natural illness in order for a given Core to work. This leaves a connection between the two. While this has no mechanical function, it should be used for Role Playing. Giving and receiving a Given Core leaves a white band on their wrists or arms.

Stolen Core

Stolen Core can be used to pay the toll at the Graveyard, but it can also be consumed. Consumed Core imparts a portion of the original owner’s power at a rate of 10 EXP per Rank. So, a Core of a level 5 creature releases 50 EXP. A Stolen Core can be used in any way a natural Core could be used for but can also be used to add 10 years to a life, making an older person 10 years younger. A Stolen Core can cure a Disease of equal or lesser rank to itself or regenerate a lost limb! 


Using Stolen Core leaves a permanent black ring around the user’s arm or wrist bearing in white the words “Ambitiosus” when Clear Sight is used. The consumed Soul will rise to the surface inside its new host in many ways. Dreams and nightmares are common. As are new food cravings or aversions. Voices may be heard, and new things may spark interests. In the most extreme cases, where the Soul is very at odds with its new host, or was very powerful, or many Core points have been consumed, full fragments of the soul’s personality will rise, causing madness.


Dichotom Ardor 

Dichotom ardor comes in two distinct forms, one for each path, however their creation and use are nearly identical. Dark Ardor is created by corrupting pure ardor into it’s Darkest form. Light Ardor is created by purifying pure ardor into it’s Lightest form. A person’s pool for Dichotom Ardor is a single pool that stores either Dark or Light path ardor, as such a person cannot contain both kinds of Dichotom Ardor at once. This pool is separate but related to the person’s Ardor pool, and can be increased at a base rate of 5 exp. A person can only create as much Dichotom ardor as they have determination, and pure ardor, in a single day. Casting spells with it does not use the created ardor, however a caster must have at least one of the correct Dichotom Ardor in them to cast spells of that path. Spending a Dichotom Ardor in the casting of a spell allows a Dichotom mage to forgo all components including verbal except Core, summa wand, or a target's body part, or increase the level of the spell by three.

Characteristics of Light

The Path of Light is of community, altruism, and stasis. The Light seeks to bring all beings onto the correct path, the path of Light, everyone equally cared for all things in perfect balance and harmony. It seeks to make a better world in the future in which no one’s needs are not met and there is no pain. But this sacrifices individual freedoms in favor of the good of the many.


Light Realm

While most believe the Light Realm is a myth, those myths tell of a place of unimageable plenty, of warmth and beauty where no being knows suffering or want, as every need is met almost before it becomes a need.


Light Mage

When someone casts a light spell they glow for a short while after the casting, bathing those around them in a mild Euphoria. Master rank light mages glow at all times, as intricate patterns of glowing marks form all across their body, these marks can be hidden with makeup but as soon as a light spell is cast blaze once again revealing themselves. Light Mages are generally characterized by actions that better the community and help individuals. They are often kind, considerate and self sacrificing.


Forbidden Touch
Light magic requires a person to have first been touched by Dark magic before they can even begin to learn it. Many first dabbled as Dark Mages. They refer to this as the Forbidden Touch. It makes Light Mages surprisingly lenient against Dark mage Dabblers and Novices.

Characteristics of Dark

The Path of Darkness is one of the self, filling impulses and destruction. The Dark seeks to feed its unending hunger. It does not care how many people suffer to get what it wants. In fact, in many cases, it prefers there be less mouths to feed. The Dark is rooted in a world of famine and drought. It seeks to meet the individual’s needs at the cost of other’s comforts.


Dark Realm

No one believes the Dark Realm doesn’t exist as far too many have seen it and seen what crawls out of it. The Dark Realm is the home of the Innominatam. They tear holes between the realities to crawl into the Common Realm to feed their hunger. The Dark Realm is a blasted and forsaken place of darkness, drought and famine. There seems to be utterly no comforts and only hunger there.

Dark Mage

It is said that the Forbidden Rituals were taught to Dark Mystic’s by a cunning Innominatam that was able to take a human shape and speak in human tongue. Although opinions differ as to if the Innominatam tricked them or tempted them into these dark powers. Once a Caster has used a forbidden Ritual, they are permanently marked by a Black Band around their arm or their wrist with white lettering that is revealed to those who use the spell “Clear Sight,” although, they do not necessarily know what the black band, or the words on it mean. Each new Ritual they learn, leaves another. Dark Mages are generally characterized by actions the serve themselves. They are often secretive, power hungry and self serving.

Forbidden Aligned Object
In order to cast Dark Magic, the mystic must first cut for themselves a branch from a Summa tree to use as a Aligned Object. The piece of wood may be fashioned into whatever the mystic desires, although wands and staffs are traditional. Cutting a summa tree causes it to bleed- actual blood and the cut branch will never regrow. It is treason to possess summa wood, which carries the death penalty. However, when not in use, the summa wood appears to be just like any other type of wood.

Thresholds of Knowledge

As a Dichotom mage advances through their studies, there are certain expected stages that they go through. These are referred to as “Thresholds.” These are characterized by a depth of the mage’s knowledge of their path, but also in certain behaviors and desires which are detailed below and referred to by Dichotom mages as Hearing the Call. Sometimes the character’s actions will be in opposition to The Call, which will cause the Dichotom magic to rise within them and attempt to push them onto the correct path. It is a temptation, an impulse from outside of the character themselves. Generally, the character will be aware of the Call and where it comes from. The Storyteller is encouraged to remind the player of these expectations. The player will have the choice to fight the Call or accept it. If they fight it, it will be a Rock/Paper/Scissor against the Game Master. In a failure, the Character acts in the way that is expected by their path. In either case, the character may justify the action to themselves. There are also some spells that a Dichotom Mage simply cannot access until they are in the proper Threshold. Because the Threshold is more than just the number of spells, the Player may choose to remain at a Lower Threshold to avoid the stronger Calls of Higher Thresholds.


Dabbler/Touched

A person can be touched with light or dark, while in this state they are able to learn and dabble with both sides. A Mage who is Touched by either path may know up to 2 spells total, on both paths before choosing a side. At this stage, the mage is not strongly affected by the Call of either path, but depending on their personality are likely already leaning heavily towards one or another. More Knowledgeable Mages of the opposite path than the Dabbler’s Teacher will almost certainly try to convince the Dabbler to join their Path. The Dabbler will never loose access to the up to 2 spells on the opposite path once they have chosen the other path, but will be unable to learn any further spells from the opposite path.


Novice

Once a Dabbler has chosen a side and moves on into the Novice Threshold, then the Call makes itself known. Generally, a Novice will learn up to a total of 5 spells on their Path before advancing to the next Threshold. At this stage the Dichotom Mage is generally enthusiastically throwing themselves into their Path. They are full of energy and eager to prove themselves. They often rely on their Dichotom mage heavily as they revel in the feeling of their path. This also makes this stage the most dangerous for most Dichotom Mages, as they are the most likely to be noticed by Masters of either Path besides their teacher, or the Empire. The Novice’s teacher has their work cut out for them as the Novice needs the most care, but is also the most likely to be rebellious and determinately Independent.

Light Call
Awash in kindness, feels joy in doing little things to make others happy. Giving to others and uplifting them. At this Threshold, they may struggle with a hopelessness over all the wrongs in the world.

Dark Call
Impulsiveness, power hunger and power drunk, Desires more power. Taking from others and satisfying all the Self’s desires. At this Threshold, they may struggle with self-control or restraint.


Adept

Generally, an Adept will learn up to a total of 10 spells on their Path before advancing to the next Threshold. An Adept has almost certainly learned the dangers of their path as well as Mages of the opposite Path. Adepts have often lost or left their original teacher and most will never fully commit to become a full Master and be Consumed by their path.

Light Call
Little things are good, but bigger things are more important. Long lasting community impact is the goal. Many Light Adepts start community projects and donate all their things and time to it. They desire to build things. At this Threshold they may struggle to make choices that benefit only themselves.

Dark Call
Fleeting power often no longer satisfies the Dark Adept. Long lasting control is the goal. Politics, governing or military power are often sought. It is never enough. They desire to break things and people. At this Threshold they may struggle to make a choice that benefits someone else.


Master

Generally a Master has learned a minimum of 10 Spells on their Path before committing to this Threshold. Once they have crossed this threshold, they are Consumed by the Light or the Dark. Once Consumed, the Dichotom Mage is no longer fully themselves anymore, but a Part of their Dichotom path. The Call is no longer something they hear, but rather something they Are. As such, if a player character reaches this level, they are retired as an NPC. This is, as always, the Player’s choice, they can remain an Adept as long as the player likes. While, in order to learn Master Level spells, this Master must still be taught them by another Master, committing to this Threshold is a deeply personal moment that no one else can teach. It is a moment of fully giving themselves over to powers higher than themselves.

Consumed Form
Both paths of Dichotom Mages lead to a Consumed form. While the Mage may of course take on their former form, their true form is now actually a creature of their Path. Dark Master become Twisted, hideous creatures of Darkness- the Nameless, Innominatam. Light Masters become creatures of unfathomable beauty wreathed in light and warmth. Ever Master’s form is unique to them and them alone


Exposure

Being exposed to Dichotom magic has consequences, each event of exposure causing more symptoms in the person being exposed. Event of exposure is not measured in the number of spells. For example, if a character was attacked by a dark mage and exposed to numerous spells during the combat, that only counts as 1 Exposure. However, if after the combat and getting healed, the character is then attacked again, now it is 2 Exposures. This is caused by someone else casting on someone who is not on the path of Dichotom. Dichotom Mages are not affected by Exposure on this chart, rather they find comfort in being exposed to magic on their path, and discomfort at the opposite path. The only known way to cure Dichotom Exposure is to bathe in an elemental wellspring, it takes a full minute of soaking per rank of exposure. Once the Exposure is fully washed away, the Exposure rating goes back to Zero, no matter how many times the character has been Exposed.

Choose your path and Continue on to read about the Dichotom Spells:

Please be aware:
Traveling down these paths of magic requires approval and participation of the Game Master. Reaching higher levels of this type of magic will result in your character being retired as a Master. Many of these spells are listed only for transparency of some of the abilities that the NPCs, the antagonists or allies might have.