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Path of Cunning

Source: M. A. Lloyd

The Path of Cunning is the magic of deception and illusion. Again be careful about conceptualization, glamours are considered almost physical - mist is a common metaphor. Subjective reality and psychological deception are modern ideas, and belong to the Path of Dreams.

Overview

Rituals
Fanfare: Path of Cunning -6
False Coins: Path of the Cunning -0
Fog: Path of Cunning -2
Guise: Path of Cunning -0
Invisibility: Path of Cunning -8
Magelight: Path of Cunning -2
Maze: Path of Cunning -4
Privacy: Path of Cunning -4
Veil: Path of Cunning -3
Mysteries
Mirage: Mystery of Cunning
Objectify: Mystery of Cunning and Dreams

Sample Rituals

Guise: Path of Cunning -0

As per p.SP92.

False Coins: Path of the Cunning -0

Causes small inanimate objects to look and feel like something else. The object(s) must fit in the magician's palm and can only be disguised as something of similar form. Traditionally used to turn a handful of pebbles into coins, or a cup of water into fine wine, but it can turn a handful of sand into cocaine or a stack of leaves into paper money or a passport as easily. The classic version dissolves at the touch of iron, but other traditions may have different drawbacks.

Remember glamours are partly illusion. A tool more complex than a knife conjured this way is unlikely to work, and while injecting sand cocaine will produce a drug high, the users may regret it when the glamour wears off.

Fog: Path of Cunning -2

The area fills with impenetrable fog, limiting visibility to two hexes. The fog may spill out a bit, but outside the target area has no significant impact on visibility. A common variation creates that fantasy favorite, the almost tangible darkness that sucks up light. This reduces the useful range of any light source to those same 2 hexes, but only works at night or in a dark environment.

Magelight: Path of Cunning -2

Enchants a light source so it is visible only to a specific class of people, perhaps just the magician, potentially everyone. The actual light source is simply a symbol, the magelight uses no fuel and burns for the ritual duration. At an additional -3 you can omit the symbol and have the light appear as a glowing globe atop your staff or a flame hovering over your cupped palm. Using a symbol does have the advantage the 'light' can be turned on and off in the usual way the source is controlled.

Veil: Path of Cunning -3

This ritual prevents magical observation of an area. Any attempt to scry into the area, locate something within it or use Spiritual Perception or other magical senses within it must win a contest of skills (or Alertness for senses) with the Veil or to reveal anything. The effect protects a stretch of space and time. Attempts to scry the past or future into a period where the sanctuary was/will be active are likewise opposed.

Maze: Path of Cunning -4

You can't get there from here. The maze ritual makes it impossible to locate the target area on purpose without winning a contest of Will with the ritual. This is most effective when applied to a travel chokepoint - a doorway, the only path up a cliff - denying access to an area without the difficulty of enchanting it all; but a sufficiently powerful effect can cause an entire nation to vanish. The area isn't entirely cut off, anyone can leave if returning isn't an issue, and occasionally someone might stumble in accidentally.

Privacy: Path of Cunning -4

The target area is somehow detached from the ordinary world. Sounds, odors and light sources within the area are not detectable outside its boundaries. Outside light sources do illuminate things within the circle, but outside observers see everything within as rather flat, dull and hazy, even in broad daylight. Treat this as camouflage.

Fanfare: Path of Cunning -6
Nonstandard timing.

Produces a familiar sound centered on the magician. The difficulty given is for a few seconds casting, and less than a minute duration. It is usually cast to generate trumpet fanfares, thunder cracks, the roar of a Krayt dragon or other dramatic announcement of the magician's presence.

Invisibility: Path of Cunning -8
Resisted by Will.

The target becomes invisible. This only screens it from sight, though variations against other senses are possible if the magician has or is very familiar with the sense. Most invisibility effects have significant limitations. Some suggestions: may not to let go of an object (the classic invisibility token) +1; doesn't work on mirrors, film, or other technology +1; doesn't work in sunlight +2; doesn't work on animals +2; doesn't work on a large class of people (women, children, honest citizens) +3; and ends if the target attempts to interact with/harm anything +4.

Mysteries

Objectify: Mystery of Cunning and Dreams

This Mystery allows the mage to create physical objects from intangible sources. The resulting objects are permanent, of the best quality, and often have minor magical properties reflecting their source metaphorically. The mage needs a craft skill (at 12) that could make a similar object; and if not the actual thing he wishes to objectify, at least a symbol of it. For example to make a gown of moonbeams he will need Weaving skill and a clear night with the moon visible. To create a sword from the courage of a dragon he will need Blacksmith and a dragon making a heroic speech - though the heart of a dragon will probably work.

One useful feature of this Mystery is it provides a source for the really strange artifacts that litter some tales. The properties of the object are up to the GM, and may not be quite what the creator wanted. For that matter there is nothing to say the mage wanted anything but a sharp knife when he conjured up the dagger of a maiden's scorn, but that doesn't mean it goes away once he is done with it.

Mirage: Mystery of Cunning

Produces an illusion of anything the mage can clearly imagine and which fits in the target area. The illusion is perfect, it looks, sounds, smells, tastes and produces sensor returns exactly as it should; though it will never inflict more than 1 point of damage (from flames, energy beams, toxic fumes or anything else). It can be laid over existing items as a mass disguise, and persists even if the items move out of the original area. The only real limitation is the mirage will not stand up to physical contact if the underlying reality is of a different shape. Sometimes that is what you want of course, as when you make a field of poisoned spikes look like the rest of the floor. Traditionally the most common uses are to convert a ruin to a fine manor or to conceal an army.

--Construction Zone--

Neccessary Expansions

Twist Time (speed/slow), touchstone.

--End Construction--

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