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Spellslinger Paths_JdcRqY
Spellslinger Paths_JdcRqY
OF THE BELT MAGE I stared in silence. The Rust Field is a peculiar area of
space. The site of the greatest battle mankind ever faced.
The rust nebula surrounding us was filled with the remains
“I met the Farrash in the tourist area of Kamber Depot, of hundreds of thousands of ships. Every child knew that,
the second-largest Protectorate base in the ‚Belt. We met especially in Sol. I knew too, but it has always been simply
incognito, pretending to be Consortium citizens visiting the knowledge—facts. A distant place. A distant war. It never
war memorial before heading back into the safe space of our affected me directly. Until this moment—when the weight
home worlds. While Vagrants are allowed to visit Kamber of the past became visible and tangible to me. I had never
Depot, they are only allowed to enter the docking and thought about the bodies before, assuming most of mankind’s
merchant levels in the lower bowels of the station. There’s a brave warriors had been disintegrated or vaporized by the
thriving black market for the passcards they hand out to the gruesome weaponry of the shanrazi fleet and the horrible
tourists, so getting in was just a matter of exchanging a few spells of their demonic masters. But out of several million
solids and dressing up for the occasion.” fallen, some corpses had to remain.
—Harram Bjodou, Seeker and Historian of the Red Moon
“You are here because you are human. Earth is our cradle.
I knew virtually nothing about him. K‘hastra was one And so I did.
of those people many regard as a legend or a fairy tale.
Lots of stories float around the ‘Belt about him, but most I realized much later that I never chose to become a Belt
disregarded them as spacefarer‘s yarns. Except for me. Mage. The stream chose me. My path was destined to
cross with K’hastra’s. He never charged me for his training
and wisdom. I didn’t visit him with the intention to leave
everything behind—seriously, I had spent all my savings
GAME INFORMATION
Aboard hybrid ships equipped with the right set of controls,
on that shuttle—but when he offered me his hand, I simply Spellslingers can adapt the Scale of their spells to the one
couldn’t stay behind. of the vessel they are on. Doing so is a little harder than
regular spellcasting and takes some specialized training.
I have seen the beauty of the Earth Belt. Creatures living Belt Mages, however, have literally taken their mystic
between the tumbling rocks and amid the frozen oceans. abilities to space and made it their own—a consequence of
Habitable shards of earth and stone, covered by vegetation the all-pervading mystic field of the Earth Belt.
old and new. Astral fish and fishermen catching them. The
Base Path: Spellslinger
dense and crushing forces of the core regions. Talking
rocks. Folks living in their own bubbles, completely isolated Belt Mages have access to Belt Spells.
from the rest of the universe—but in peaceful coexistence
with the stream.
BELT MAGE PATH POWERS
My old mentor is long gone now, and there are more A Belt Mage’s core abilities allow him to adapt to life in the
Belt Mages today than ever before. Still just a few, but Earth Belt. When in their natural habitat, coupled with their
our numbers are growing. I mostly offer my services as a innovative spells, Belt Mages can become as powerful as
guide while I wander from station to station, but others of any starship they encounter.
our profession dwell on their role as protector. Some seek
out the ‘Belt’s secrets, others just drift. We are united by
the stream, much like white blood cells in your body. The SPACEBORN
ecosphere of the ‚Belt is fragile in some places, and we are As long as the Belt Mage remains in a mystic field, he can
there to stabilize it. survive in space without life support or a space suit. The
mystic can even move by the force of his will—not as fast
That is why we are here. as a space ship, but he isn’t helpless or adrift out there.
The Power’s Energy determines the duration of its effects:
1=Order Turns, 2=Order Minutes, 3=Order Hours, 4=Order
Days, 5=Order Weeks.
Activation: Healing
SCALE
The Spellslinger can prepare a spell to work on a different
Scale, the Energy required to use this Power is equal to the
new Scale of the spell. Using this Power does not require the
Spellcaster Controls found on many hybrid ships.
Activation: Memory
BROADCAST
The mystic can communicate and interface with every kind
of communication system, broadcasting messages to every
receiver in range. He can also control his target(s), sending
messages only to the receivers he wants to receive his
signals. This Power combines well with Spaceborn, enabling
the Belt Mage to communicate with ships, stations, and other
characters around him. The Power’s Energy determines the
duration of the interface: 1=Order Turns, 2=Order Minutes,
3=Order Hours, 4=Order Days, 5=Order Weeks.
Activation: Perception
THE HIGHER ROAD of it. The power is bigger than any of us. Each of us touched
by mystic talent see the universe through a keyhole; we see
OF THE RITUALIST only enough of the true picture to make it possible for us to
walk our Path.
“Jandar Sae‘rien is a deeply disliked Spellslinger whose But the world on the other side of that locked door,
journeys wind through Gateway every few months. He the world you can see only through that sliver of light, is
follows the Elite Path of the Ritualist, and once I dared to immense. It is impossible for any of us to conceive the
actually ask him about it. Jandar‘s sense of superiority is sum of it. But I, unlike most, have an advantage. A ritualist
profound—he makes his fellow Raé seem positively humble possesses the power to widen that keyhole. We do not yet
by comparison—but I found his words about his path perceive the whole of the greater truth, but what I see, what
strangely compelling. If it is true that he can do so much I understand, is an order of magnitude beyond what a simple
with his abilities, it is little wonder that the Consortium Soldier will ever grasp.
exhibits such control over its territories. Power like this can‘t
possibly be meant for mortal hands.” I imagine I sound quite arrogant. So be it—I have been
called worse by lesser men. But I do not think that my talents
—Dei of the Rock, Most Excellent Listener
and my insights make me superior. No… I have sacrificed
When I left that fell place—and I assure you, they were not Do you know what the hardest thing about mastering the
at all keen on my departure—I learned something important secrets of ritualism is? Return, if you will, to my keyhole
about myself. About the universe and the astral realm and all analogy. The hardest thing is not seeing a bigger view of the
secrets behind the door than your fellow man. The hardest
thing is to know that no matter how wide you make that
hole… there is always something still out of view.
Perhaps I have learned all that Triga and the others among
the Seven Shadows can teach me, but there are other
netherschools. Other ancient bastions of wisdom and lore
from the oldest of days. Somewhere out there, there is a
means to disregard keyholes altogether and simply throw
wide the door.
GAME INFORMATION
Rituals (as hinted at in the Equinox Match System Guide on GREATER WARDING
p.132) differ from general spells in that these require more Intended to protect a ritual team from outside effects,
mystic energy, discipline, effort, and preparation—Ritualists Greater Warding allows the Ritualist to inflict a Major
take spellcasting to the boundaries of their craft. Rituals Disadvantage on any Test made to harm or disturb members
always require the aid of a dedicated group of helpers, of the target group. The Power’s Energy determines the size
trained and led by the Ritualist to build up the effect. of the target group: 1=1, 2=2-4, 3=5-10, 4=11-20, 5=21+.
The duration of this power is equal to the Ritualist’s Order
Base Path: Spellslinger
in Days.
Ritualists have access to Rituals.
Activation: Perception
OF THE MIND BENDER springs back, sometimes. A nuisance, this looseness. Perils
of a perilous craft. And if you push too hard, if you strain
it past its limits, it will break. Once the shell of the egg
“He was a yol, though he acted little like it. When I cracks, there is no more time for art or craft. There is only
stumbled across him in the Pan-Ziar Market, I thought it the soft stuff, once inside, now out. Ruined secrets. Lost
accident. I thought myself doing a good deed. I helped him opportunities.
to his feet, and I decided to buy him a drink. He stared at it
coldly and then, when I dared to ask him his name, he told I was still young when I learned to strike the mind with my
me this. Not his name though—nowhere in his rambles did a spells. When I learned to twist the thoughts around me into
name slip from his puckered lips. I do not think our meeting new shapes, I thought I was going mad. To touch the soft,
was chance. But now, looking back on it, I don’t remember supple mind of another, you must look upon it, you see. I
quite what was happening when I ran into him. Truthfully, I looked upon it! I opened myself up to the world of mystic
am not even sure why I was at Pan-Ziar at all. Strange.” energy that flows around us all, and I learned to see images
where you see colors. I learned to taste emotion where you
—Eddagon Draebl, Pilot of the Realmheart
taste ozone. I learned to hear secrets where you hear the
But that was a long time ago, you see. A lifetime of sending When you know the truth of all around you, when you taste
an ending to those most in need, when slinging spells and their resentment and fear and you hear their loathing in your
bringing hells were one and the same to a man whose grip ear, you start to break a little. Our shells are not just to keep
on sanity was challenged less and managed more. Or was it our soft insides on the inside after all. When we fall, when
managed less and challenged more? we break, it is in the little holes that the worst of us gets in,
gets out, gets turned around.
But I found that fire is only fire, and it burns only reality.
Spells can do so much more, you see. Why crack the shell We shouldn’t know what others think. We shouldn’t see
of the egg when you can instead whisk about its innards, what others are. They leave us always disillusioned, you see.
making new that which was, before, so commonplace? Yes, you see.
Everything is soft on the inside. Everything, if beaten just When you look at me, do you see? Do you see a man who
right, froths and churns and changes. can change your very world with a nudge and a wink, with a
budging, grudging blink? All you are, and all you perceive,
Stop looking at me like that. Don’t make me make you stop. is filtered through the simple sieve of a mind that I have
I can. I will. learned and yearned to change. What I call blue, you may
call red, but when I am through, there in your head, you will
There. I have. Don’t fret, regret only that it is the least of see it as I do, and more’s the fool that does not fear that.
what I will.
But I do not. I do not worry about what is and what may be.
The secrets kept in the heart of greedy corporate I worry only about my me. The inner me, the self within, the
executives, selfish Protectorate officers, and even sinister soft and squishy inside my skin. It matters not that which
Consortium directors are delicate things. Gossamer and silk, we see, from which we hide or cower or flee. It matters only
easily scorched to ruin. To learn to do what I do, to spin the that we be—that we hold ourselves in our inner eye and
soft stuff on the inside of a man into new shapes, to tug and stand resolute against the tide.
pull and stretch it until it behaves as you wish… you must
forsake the fire. I have not burnt anything in a very long For there are others, just like me, you see. Oh yes, you see.
time. I have not used the mystic forces to… Others who will pull you out, out of your shell, rung like a
bell, twisted and shaken and turned all about. Then you will
You see, don’t you? I see you seeing. Even after I told you slip you back inside yourself, different than before, and will
not to look. Clever boy, a clever ploy. Distracting me from you ever know that once, just maybe, you were more?
my distraction. But no matter. Mind matters. Matter doesn’t
mind. It is hard not to change the mind of those you love and
those you find. When the power comes so easily, you use it
not so queasily. Instead you embrace the power to change,
to foster love and spurn on hate… because to leave such
greatness silent and still is to accept the value of others’
GAME INFORMATION
Mind Benders focus their mystic energies to enhance their
will. empathic abilities, which make the yol naturally suited
for this Elite Path. Mind Benders specialize in controlling
And I do not, you see. Not anymore. Why should I care and manipulating people. They can sense influence and
what you will? Why should I care what you want? Wanting is corruption among them and have the right spells to exorcise
a thought. Will is a notion. For eons man has bought a potion these effects.
that can kill the care and pain and dream, and I am but that
Base Path: Spellslinger
idea fulfilled. Sip no more a draught of joy or death. I will
change you, breath by breath. Mind Benders have access to Mind Bending Spells.
B elt Spells and Mind Bending Spells are two new Spell
Categories exclusively available to followers of their
respective Elite Paths.
Parameters: Range
Casting: Command
Target: Physical
READ
This spell allows the Mind Bender to read a mind and gain
answers to a number of questions equal to the Spell‘s Energy
Rating. The Mind Bender experiences the answers to these
questions as if he were there when the target learned them,
although he can skip backward and forward as needed. All
regular parameters for this spell remain set at
(Low). The time it takes to experience the answers is the
actual Duration of the spell.
Parameters: Number of Questions
Casting: Memory
Target: Mental
RITUALS ritual and must be trained by the Ritualist to perform certain
actions to make the process work.
SUGGESTED ABILITIES
Spellslinger Path Powers: Anchor, Dispel, Ward
Crossover Path Power: Authority (Peacekeeper)
Other Powers: Ask, Converse, Enmesh, Probe, Suspect
Spells: Mostly Health and Illusion spells, with one or
two Destruction spells to convince even the hardest
sceptic of their prowess.
PURIFIER
It is only in respectful and reverent tones that ‘Belt Vagrants
talk about Purifiers. Granted, most of them behave in obtuse
ways, incomprehensible to most mundanes and even other
mystics, but you can’t hold that against them, knowing what
they go through for us, can you? And by us I don’t just mean
TECH WEAVER
These wizards are among the funkiest of all Spellslingers.
humans—I mean anything not corrupted. Excuse the sloppy jargon, but it is the best fit to describe the
gadget-adoring Tech Weaver. Instead of binding spirits into
Purifiers step through the veil and take their spell-forming incompatible or malfunctioning tech, they use their Powers
arts into the very astral realms themselves. Often followed and spells to make that junk work—and in the process, they
by sworn companions and led by spirit guides, they journey create the weirdest technical constructs you can imagine.
through the astralside, venturing further into much deeper
astral planes, always on the search for corruption and its Tech Weavers are very versatile, and while they are rare,
sources. They don’t shy away from the dangers of these they can be encountered in many places: bigger station
perilous worlds, and the alien predators have no chance of markets, repair workshops, scavenger ships, Vagrant
scaring them off of their quest. crews, and ‘Belt Pirate ships. Their expertise in technical
knowledge and skill combined with their Powers and spells
gives everything they touch that… special extra.
SUGGESTED ABILITIES
Spellslinger Path Powers: Cleanse, Dispel, Ward
Crossover Path Power: Shift (Conjurer)
SUGGESTED ABILITIES
Spellslinger Path Powers: Anchor, Cleanse, Store
Other Powers: Adapt, Fortune, Locate, Summon, Truth
Core Crossover Path Power: Rig (Crafter)
Spells: Mostly Health and Enhancement spells, with
Other Powers: Create, Override, Power, Remote, Repair
some Destruction spells to fight whatever astral
predator they might encounter. Spells: Mostly Enhancement and Transformation spells.
SPELL CANNONEER
Military training combined with the will of a seasoned
DISHARMONIST
Disharmonists are what Vagrants cautiously call Spellslingers
combat mage is a potent combination. Pair that up with an that use their arts in a more deconstructive manner. I’m not
experienced crew and a hybrid battle-cruiser and you’ve got saying destructive. We’re not talking about the evil wizard
the most destructive force known to modern warfare at your who goes on a rampage and destroys whole stations with his
disposal—Spell Cannoneers. spells. No, these shady individuals work in the background
and weave their threads of discord and maleficence in much
These highly decorated crew members are found on any subtler ways.
Protectorate Marauder, but ‘Belt pirates have caught up and
increasingly count such individuals among their own ranks, They usually travel from station to station, leaving behind
making space-conflicts more brutal and bloodier than ever. whatever trouble they’ve caused like slick ‘Belt eels. Some
Battle-hardened, they shred their enemies’ weapons with work out of their own mischievous ambitions, some follow
their sheer will and rain havoc down on their opponents dubious cults, and some work under contract to the sorts of
even when their own ship is engulfed in flames. people that want to hurt their opponents in devious ways. I
cannot confirm it, and such statements are unprofessional
to make, but it would be naïve not to believe that more than
SUGGESTED ABILITIES a few Disharmonists work for a much darker presence.
Spellslinger Path Powers: Dispel, Store, Ward
Core Crossover Path Power: Focus (Soldier)
SUGGESTED ABILITIES
Other Powers: Adapt, Disable, Regenerate, Support, Spellslinger Path Powers: Anchor, Dispel, Store
Stunt
Core Crossover Path Power: Blame (Venturer)
Spells: Mostly Destruction and Transformation spells.
Other Powers: Blank, Contract, Ensnare, Mimic,
Possess
Spells: Mostly Illusion and Destruction spells, with
some of the more negative Health spells mixed into
their repertoire.