Demiror

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 generally practiced in secret or by Inquisitors, as they are usually hunted by Dark mages. Many perils exist both from the magic and from others. These spells cannot be used wordlessly. Players who wish to pursue these will have to work very closely with the Game Master throughout the Process.


Scale of Values
When a mage begins on the path of Demiror, they start at Zero on the Scale. Neutral, neither Light nor Dark. (Technically all characters are Neutral unless they start learning Demiror or are affected by it.) At this time, The Player and Game Master will get together and set up a Scale of Values, listing out 10 examples of what the character would consider the values or behaviors on that path. These will be increasing in strictness to the path from 1 to 10. If the character crosses one of these lines, the Game Master will Discuss with them the action. The first time, the player will have the choice that the character may justify the action to themselves and every time they will have the choice to fight it or accept it. If they fight it, it will be a Rock Paper Scissor against the Game Master. In a loss, or acceptance, they will take a point on their Scale.

The point a Demiror Mage is on their path is indicated on the scale from 10 to 0 and 0 to 10. With 0 being Neutral and each side increasing from 1 to 10 with 10 being “pure” either light or dark. If a character reaches 10 on either side of the scale, they will become an NPC. When a character passes a 3 on their Value Scale, they may not use spells from the other side.


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 Demiror 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 Demiror Spell either. Demior Spells Cost 10 Experience points per rank.



Levels of Knowledge
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 may know up to 2 spells, on either path. A Novice knows 2-4, an Adept knows 5-7, and master Knows 8-10. In order to Learn spells of a higher Rank above Touched, a mage must first know the minimum number of spells in their Current Rank.
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.


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.

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.


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.



Given Core
A Core can be given willingly by a Demiror Mage who has a strong emotional response to the recipient. Generally this is only when a family or loved one of the Demiror 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.









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.