Thaumaturgic Variations – Amnesia Magic

   Like most of the magic systems in Eclipse, Thaumaturgy is open-ended. Characters are free to name and develop their own fields of magic and the eight occult skills within it – and most Thaumaturgists do so, making each one unique.

   This time around, it’s one of the more off-the-wall fields out there – Amnesia Magic. That isn’t a common field – or at least, if it is, no one seems to remember that.

   In any case, before I forget about it, here are the eight magical skills of Amnesia Magic:

  • Ability Removal. This straightforward skill allows the user to take away learned abilities and to make creatures forget how to use inherent ones. In general, the more deeply ingrained the ability, the harder it is to remove it. Making a wizard forget a few of his or her most powerful spells is fairly easy; that ability is complex and was acquired relatively recently. Making someone forget how to walk is a great deal harder.
  • Forget the Trauma. This subtle skill allows the user to counter mental disturbances and problems – at least for a time – at the lower levels, to accelerate the healing of wounds and injuries that would heal naturally given time at middle levels by “pushing them into the past” or to temporarily wipe away greater problems. At the highest levels it will allow even death to be forgotten temporarily and can instantly heal fairly severe injuries.
  • Forget The Prophecy. This skill covers breaking the chains of destiny. At lower levels it can remove lesser curses, minor blessings, and other low-grade “permanent” effects. At middle levels it can remove effects of greater power and cause mildly unlikely events to become likely At the highest levels it can allow individuals to break free from the confines of fate, break almost any destiny or curse, and repurpose dedicated items.
  • Forgetfulness. This straightforward skill covers spells that make creatures forget. At it’s simplest, this can wipe away a few recent moments, cover social gaffes, and make creatures hesitate in combat. Midrange spells can unbind weaker ghosts and make creatures forget about their abilities, or perhaps which side they’re on. High level effects can expunge major chunks of memory, allow easy retraining, or reduce an unfortunate victim to near-infancy – at least on the mental level.
  • Remembering What is Not. This skill covers creating memories of things which did not happen. At the lowest levels this can make people seem like casual acquaintances, suggest odd ideas, and make people think they’ve been paid. At middle levels it can create detailed memories and create “old” traumas and phobias. At the highest levels it allows the user to overwrite old memories with powerful, detailed, new memories of things which never happened, recall events from other dimensions and alternate realities, and to remember accurate information that he or she never had in the first place.
  • The Universe Has Forgotten. This skill allows the user to bury things in the past. At it’s simplest, it can be used to end spells other effects with durations, to wipe away trails, magical and psychic residues, and to make things seem old. At middle levels it covers dispelling effects, wiping away long-term records, and actually making objects older. At the highest levels it covers restoring objects and areas to their original conditions, banishing objects and creatures into pocket dimensions, and rendering things out of phase.
  • This Seems Familiar. This skill covers knowing how to do things without actually having to learn how to do them. At low levels this can be used to cast spells which enhance existing skills or to operate unfamiliar items and equipment. At middle levels the user can gain bonuses to skills that he or she does not actually have. At the highest levels this can be used to perform exotic magical rituals, cast minor spells from other fields, and to temporarily bestow formidable skills.
  • Willful Ignorance. This skill allows the user to ignore or misinterpret things. At it’s lowest level it covers resisting mind-influencing effects. At middle levels it can be used to baffle divinations, operate devices that are attuned to particular races, abilities, or alignments, to fail to understand things that annoy you, or to ignore other conditions, such as nausea. At it’s highest levels it allows the user to get things to work that shouldn’t, such as simply ignoring the physical environment, getting fire spells to work underwater, or gluing someone’s arm back on and having it take.

   Amnesia Magic is thus mostly relatively subtle. In general, it won’t blast your foes, teleport you from place to place, conjure monsters to defend you, or weave illusions.

   It can, however, make your enemies into friends and allies, persuade sea-captains to carry you where you want to go, confuse monsters into attacking each other, or make people remember a years-long past relationship that never happened – and, if you use it cleverly, that’s often more than good enough.

One Response

  1. […] Using Theurgy: How to use the Theurgy advanced magic system. Also, in the same category, Amnesia Magic. […]

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