The Complete Reality Mage

Vasha looked from the guards at the doorway to the stolen diamond in her hand. She mustn't be caught with it. She couldn't be caught. Why, there was nothing to be caught with. She was just carrying... a sling stone. Yes, a large, smooth, sling stone. She concentrated on the nature of the diamond, changing it according to her will. When she was finally holding her lucky stone, she walked up to the door, submitted to the search, and went on her way.

Erik watched the rich merchant. The man was in a position to do him a much-needed favor. The sort of favor you'd do for an old friend. So they were old friends, naturally. Childhood playmates, perhaps, who hadn't seen each other in ages. Now he just had to force the merchant's memories to match...

The hunters were getting closer, and Bjorn had gotten trapped at the top of a cliff. No matter; he'd fly off of it. He tried to lose himself, Bjorn the human, just a bit, so he could change his identity to Bjorn the winged man. He tried - and failed. More of Bjorn started slipping than he had meant to let go. And more. And more. The hunters and dogs arrived on the scene in time to see their prey disappear in a cloud of black smoke. Bjorn had escaped - into oblivion.

1.0 Overview

So what is a reality mage and why would you want one? The answer you get depends on who you're asking and who you are. A PC asking one of the Brotherhood's Masters will hear tales of potentially unlimited power. The world is there for you to make or unmake, all according to your will.

The GM gets a more interesting story.

It's true that these new mages have unusual powers. They don't need spellbooks. They can create high-level effects at low levels. And if they're not careful, they can lose their very selves in the process. The Prime Requisite for reality "mages" is Wisdom. Despite what they think, they're not really mages at all. They're specialty priests of a new god - one of formlessness, lack of identity, and change. In my campaign, I call it the Shadow.

The reality mage class is a temptation for PCs who crave more magical power. It's an ultimately a self-destructive path, though. Depending on the tone of the campaign, redemption may or may not be an option. If restricted to an NPC class, it makes for some opponents with inscrutable motives and unusual powers.

Reality mages were developed specifically for my own campaign, and certain members of their hierarchy reflect that. It's easy enough to change certain things (like the fey'ri involvement) to suit your own campaigns.

This document will start at the top of the reality mage organization (or cult, if you will) and work down. Once we've covered who and what the Brotherhood really is, and what they think they are, we'll head into the game mechanics of reality mages. The Reality Mages were built for a AD&D 2nd Edition campaign, but borrowings from D&D 3rd Edition rules became useful as well.

2.0 The Brotherhood

Most of the Brotherhood doesn't know that it's headed by half-elven tieflings and is in the service of a new god.

2.1 Who's Who

2.1.1 The Shadow

The Shadow is a relatively new god, or is an old one who's never bothered to acquire priests and worshippers before. His portfolio contains formlessness and lack of identity - Nothingness, if you will. If oblivion isn't taken by another god, his portfolio should contain that, too. Curiously, since the Shadow is Nothing, it isn't restricted by the forms that are imposed on members of Everything Else. It can take any form it chooses, and so near-constant change is also included in the portfolio. The Shadow is chaotic and neutral, although very possibly with a dark, evil touch as well.

The Shadow is heavily influenced by the Legend of the Five Rings entity of the same name. I highly recommend picking up AEG's "The Way of Shadow" if the concept of Nothingness embodied interests you. There are a few key differences, however. This Shadow is a god, not a powerful kami. In a typical AD&D cosmology, that means it is interested in and needs worshippers and priests. It also means that it can't involve itself directly on the Prime Material Plane too much. The L5R version is also very Lovecraftian. Once a PC has accepted (or been coerced) into accepting something from it, they may as well kiss themselves good-bye. Eventually, the Shadow will take them. This is a viable version of the Shadow for an AD&D world as well. However, in my campaign, I prefer redemption scenarios to hopeless despair. A PC under the influence of Shadow can realize the danger he's in and get out.

Origins of the Shadow
Once upon a time, long ago, certain elves decided to call up some demons to play with. Other elves were very upset with these elves, and decided to banish them and their part-demon offspring (called fey'ri) back to the Abyss to be with their demon friends. But planar magic was new, and the spell didn't work as expected. Instead of sending the elves to the Abyss, it sent them to a demi-plane floating in the Ethereal. And here the fey'ri were trapped for a very long time. (For information on the fey'ri, see either the AD&D module Hellgate Keep or the 3e Monster Manual entry).

One of their number had become a shade. (For information on shades, see the January 1995 Dragon article "The Demiplane of Shadow"). In his dealings with the demiplane of Shadow, he discovered a great being living in that plane. The creature was Nothing. It was a child of the two great gates to the Negative and Positive Energy Planes. For doesn't the energy coming from each cancel the other and create Nothing? It had no name of its own, being Nothing, but they fey'ri needed something to call it, so they named it Shadow after its home plane. The shade took to serving the powerful Shadow, giving up much of his own identity in the process. He no longer keeps a name, but is called the Darkling by others.

The Shadow found that the adoration and worship it received from the fey'ri did wonderful things for it. But there were so few fey'ri, and they were all trapped in this one little dimension. How could it get more worshippers? It listened to the prayers of its followers, who all seemed to want to be sent to another place so they could seek revenge on those who had sent them here. The Shadow complied, happy to see what other beings it might be able to convert on this new world.

Goals of the Shadow
The Shadow wants more worshippers and more power. The fey'ri are a fairly small part of the world's total population, and it may well abandon its original followers if it thinks it can do better elsewhere. Or it might aid both they fey'ri and those opposed to them. It isn't a racial god and has no special attachment to its original followers.

As a new deity, the Shadow might find itself pushed into the service of another, greater god. A good-aligned superior doesn't quite fit (some of the Shadow's recruitment tactics are questionable) but neutral or evil gods of change, darkness, or shadow make appropriate superiors. I use Forgotten Realms deities, and the Shadow is a servant of Shar. This may be important, as Brotherhood reality mages may have links to the superior god. The Shadow itself doesn't much care who it serves, and would happily change its role to be servant or master to any number of gods.

2.1.2 The Darkling

The wizard-shade was once either an elf or a half-elven cambion. He is the elder half-brother to Sarya, the leader of the fey'ri. (Sarya is taken from the Hellgate Keep module). After his transformation into a shade, he found that he cared little for his sister's quest to revenge herself on the elves who had banished her. He still occasionally does her bidding, but only when it is convenient for him. (In my campaign, only descendants of the Darkling have they fey'ri shape change ability. Sarya generally calls on him for breeding programs, and he has participated less and less frequently).

Instead, he is the chief servitor of the Shadow. He has managed to maintain some of his ego while doing so - no mean feat. His nature never was very chaotic (perhaps more evidence that he was an elf when he became a shade, rather than a cambion), and he tries to plan for his master. It is hard to grow a religion when the god can't be counted on to grant spells or answer prayers! He is a moderator, a more sane mediator with whom the faithful can communicate.

His goals are the Shadow's goals. He has no particular loyalty to his old house, although he does keep a paternal eye over those fey'ri descendants of his who have also left Sarya and embraced the Shadow. He is not viciously evil, but he is generally ruthless. If something must be done for the Shadow, the Darkling will do it without hesitation.

2.1.3 The Masters of Reality

And we finally come to the organization itself. The Masters make up the top tier of the Brotherhood. At present, all are fey'ri, as no humans have been able to master reality magic yet. The Darkling's fey'ri are born as natural Form Mages, and can handle the Shadow's influence better than other races. It flows in their blood, after all.

The Masters are aware of the Shadow and worship it. A few have an inkling that their magic comes directly from it, rather than from their actual wills. To them, it doesn't matter. It has been their patron deity for generations. To worship it and get spells is simply a bonus.

These fey'ri formed the Brotherhood, thinking it would please the Darkling and the Shadow. Their goal is to spread the gospel of the Shadow throughout humanity. Humans seem amenable to the promises of power the Shadow can give, and think in the short-term enough to be blind to the larger risks. All Novices are given pamphlets espousing the virtues of Nothingness as it relates to reality magic. They make sure all of the Brotherhood realizes the importance of Nothing. It's not quite the same as organized worship services, but it still counts as veneration of the Shadow.

The Masters are happy to see the Brotherhood prosper as a cult, drawing in new members and initiating them in the ways of Nothingness. When they have sufficient membership, they may begin to hatch other, grander plots. But for now, the idea is to stay secret and elite and out of the notice of any powerful adventurers who might like to squash them while the cult is young.

2.1.4 The Adepts of Reality

These are the higher-level human reality mages. They have been slowly giving up more and more of their identities in exchange for more power. (Each voluntary loss also feeds the Shadow, who incorporates it into its being). The highest Adepts have given up their names and look entirely average - average height, average weight, and average hair and eye color for their race. If anyone were to see a group of Adepts standing all together, they might think that they were all siblings, so alike do they look in their sheer drabness.

Appearance option: Based on The Way of Shadow, Adepts and Masters of Reality might have a very distinct appearance when viewed with true seeing. Their faces are like mannequins or smoothed pebbles, giving physical reality to the inner truth that they are losing their identity and self-ness.

Most Adepts feel very superior to be in such a fine cult. They have the power to bend reality to their will. They have done away with their spellbooks and reached a higher sort of magic. Obviously, they are better than the average person.

Most also share a love of secrecy. Their powers give them an advantage, one that they are loathe to lose. If progression through the ranks didn't involve some selective recruitment, they would possibly never bring anyone else into the cult. (To advance to the next level, an Adept must recruit a new Novice of Reality for the Brotherhood). They tend to use their magic to give them advantages in business or personal matters, subtly manipulating things to assist them.

The Adept level is where reality mages start running higher risks as they work their magics.

2.1.5 The Apprentices of Reality

These are the new reality mages who are putting their spellbooks behind them for the first time. They select a Path to walk - the sort of reality they want to be able to change best. The two basic Paths are the Path of Forms and the Path of the Mind. Paths of Dreams and Shadow are also known. Paths are discussed later.

Apprentices are sometimes disappointed that their new powers are not as spectacular as what they have seen the Adepts perform. However, they run fewer risks than the Adepts. (Not, of course, that any Master or Adept will inform an Apprentice or Novice of the risks involved in reality magic). The identity sacrifices they are asked to make are small - nervous tics, bad habits, favorite hobbies. And they can dabble in new spells without fearing grave repercussions if they fail.

2.1.6 The Novices of Reality

The Novices are people who a reality mage has identified as a potential recruit. They are given pamphlets describing the philosophy of the group as well as an identifying badge. They are charged with understanding the philosophy and enacting it in their lives as best they can. When they feel that they understand it fully, they can find a Master of Reality and present themselves for initiation.

Most Novices are mages, often illusionists, transmuters, or shadow mages. Reality magic seems like a better way of doing what they're doing. But a fighter or rogue who shows appropriate tendencies may be recruited. Clerics, unless they seem clearly unsure of their faith, are not approached to be Novices.

2.2 Cult Structure

The Brotherhood is a loose network of cells. Members all have an identifying badge which they can wear to spot other members. The current badge is a mosaic of a few fragments of broken mirror, mounted in plaster. A pin can be attached to the back, or it can be worn as a pendant.

The cells are centered on the homes of local Masters. All major changes in rank - from Novice to Apprentice, Apprentice to Adept, and Adept to Master - take place in a ceremony at a Master's home. Some Apprentices choose one Master to study with. Others wander, using their pins to spot local members of the Brotherhood. They'll then ask them for an audience with the local Master.

The Masters meet occasionally to discuss the direction of the cult, but they operate independently, by and large. Since they have no grand plans at the moment, this isn't much of a handicap.

2.3 Cult Connections

The Brotherhood may be allied or associated with a temple of the god the Shadow serves. The Adepts and the ranks below them won't know exactly why. The logical conclusion is that the temple espouses a doctrine similar to their own, and so they should help each other out. The temple may also not know about the Brotherhood's connection to the Shadow, or even of the Shadow's connection to their god. They might just be making common cause, or perhaps received an omen from the god to assist these mages.

If a cell is connected to a temple, things may get slightly more complicated. The temple almost certainly has plans beyond "baby-sitting delusional mages." They'll expect some sort of assistance from their allies in exchange for whatever protection and healing they have provided them. Reality mages in this situation need to be particularly discreet. Not only do they run the risk of exposure, but of association with a temple that's probably evil. Very bad for business!

Brotherhood members can also approach each other for favors. Many members are influential members of the community, and can provide a business tip, a letter of recommendation, or a loan. They are unlikely to do so out of the goodness of their hearts, however, and will surely expect to be able to ask a favor in return some day.

The Brotherhood does not want to draw the attention of Sarya and the other fey'ri. She is unhappy that any fey'ri at all should back out of her mission of revenge. Her organization is much larger and more powerful than the Brotherhood, and they would just like to stay out of her line of sight.

2.4 Black Pajamas

If you have read The Way of Shadow, then you know the L5R Shadow is tied up with the L5R ninja. If you like the idea of shadow warriors in your campaign, then you might have the Brotherhood recruit certain fighters to be their elite guardians. They might, in exchange for chipping away at their identities, receive benefits like Dexterity bonuses, Hide in Shadows, Move Silently, and even shape change

3.0 Reality Magic

The Brotherhood's official line is that its members are bending and reshaping reality according to their wills. Each member is attempting to embrace the nature of Nothing. Once they have let go of their identities and all the inherent limitations their identity places on them, they can be Anything and do Anything.

It's mostly true. The source of the magic isn't actually the mages' will, though. It's the Shadow. The Wisdom checks they have to make isn't to see if they can bend reality to their will; it's to see if they can avoid giving away too much of themselves.

Apprentices of Reality generally start down one of the Paths. Some seek out a Master of a Path they want; others just follow the Path of the nearest Master. The Paths represent ways of looking at reality. Which sort of reality is "really real" is a topic for debate amongst the mages.

Casting methods, abilities, and restrictions have quantum changes at Apprentice, Adept, and Master levels. A discussion of each will follow the discussion of the Paths.

Many, many sorts of spell effects can be created through reality magic. If the GM and the PC are both reasonable and flexible, the GM can allow the PC to create unique spell effects and decide on an appropriate level for them. If the GM thinks the PC is liable to abuse this ability, then restricting reality mage effects to spell effects found in the Player's Handbook or Tome of Magic is a viable alternative.

3.1 The Paths

3.1.1 The Path of Form

The Path of Form is an Alteration-based path. These mages feel that physical reality is the ultimate in being. Anyone who isn't a Form Mage just can't handle bending "real" reality to their wills. Form Mages tend to have very high opinions of themselves and their abilities.

Form Mages can follow specialized sub-paths as well. Usually such specialization only starts at the Adept level, but some cocksure Apprentices choose their specialty right away. There are no real benefits to specialization except a larger choice of the sort of spell effects the mage prefers.

The Path of Self is the easiest Path. It contains Alteration spell effects that affect the caster only. It also contains versions of more general spells changed to affect the caster only.

The Path of Others focuses on those spell effects than alter the physical form of others, from Spider Climb to Polymorph Other. It is not a popular path, since most reality mages are rather self-centered.

The Path of Creation is the most challenging Path. This involves bringing something which did not previously exist into existence, and includes spell effects from Evocation, Summoning, and Conjuring schools.

Alteration spells that affect the caster only are learned as one level lower than normal (to a minimum level of 1st) by Form Mages. They may elect to learn caster-only versions of more general spells to gain this advantage, but the caster-only and general versions take up two separate spell slots. So a Form Mage may learn Levitate Self as a 1st level spell, but will have to spend a 2nd level slot to learn the more general version of Levitate.

All other Alteration Spells are at their normal levels.

Evocation/Invocation and Conjuration/Summoning spells are considered one level higher than usual when a Form Mage is trying to learn them.

Form Mages do not learn spell effects based on Enchantment, Charm, or Illusion schools - the Mind is a lesser reality. A Form Mage with shadow school effects can expect condescension from her comrades. Obviously she couldn't handle real matter and has to resort to mere shadow-stuff.

3.1.2 The Path of Shadows

This is a child of the Path of Form. Practitioners focus on effects similar to those from the Shadow school. They often require forming shadow-stuff as the Shadow Mage wills it. Other Form Mages look down on Shadow Mages (then, Form Mages look down on everyone else, anyway). But the Masters - even ones who aren't Shadow Masters - seem to look favorably on the Shadow Mages.

Shadow Mages can learn spells that are Shadow school only (as stated in the spell's description) as one level lower than normal. They can learn general Illusion/Phantasm school spells as one level higher than usual. Any spell described as being a mix of Shadow and another school, or which clearly involves the demiplane of Shadow (like the Illusion/Phantasm spell Shadow Monsters) is learned at its usual level.

3.1.3 The Path of the Mind

If I can make you believe that I have a sword, what do I need a real sword for? This is the thinking of the Mind Mages. Physical reality is dull and clumsy compared to the abstract realities of the mind.

The Path of Persuasion is a very popular one. Its effects mirror Enchantment/Charm spells. Mind Mages looking to move up the social ladder in non-Brotherhood life find this Path very useful.

The Path of Deception is much like Illusion school magic. Like illusions, Deceiver magic can be disbelieved. Form Mages laugh at Deceivers, who they consider to be dabbling in only the merest edge of true reality. The Deceivers, for their part, smile into their hands when the Form Mage spends a half an hour trying to get a "stain" out of his best shirt. Deceivers specialize in small, subtle illusions that most folk wouldn't dream of disbelieving.

Mind Mages learn Enchantment/Charm and Illusion/Phantasm spells at their normal levels. They may cast Shadow and Necromancy schools as one level higher. At the GM's option, Mind Mages may have access to psionic disciplines; these should be assigned levels and treated as spells.

3.1.4 The Path of Dreams

This was a sub-path of the Mind Mages until it grew enough to break off on its own. Oneiromancy has been a lost art for many years in the traditional schools of magic. Dream Mages focus on altering the realities of a person's dreams. (See Dragon Issue 221 for "In Dreams," for ideas on appropriate levels for various dream spell effects.)

Dream Mages are the only ones with access to Dream school spells, which they cast at their usual levels. They also cast Enchantment/Charm and Illusion/Phantasm spells, but as one level higher than usual; the Dream Mage is not used to working outside of the dreamscape, and finds these spells more difficult in the "real world." However, the Dream Mage can use these spells in dreamscapes to affect the dreamer or alter her dream.

3.2 The Levels

First, scale the headings of Apprentice, Adept and Master to fit the power level of your campaign. I run a mid-level campaign, where 5th level characters are seen as skilled and feared adversaries by the general populace. World leaders and Archmages can be 9th or 10th level. So I have set Apprentice to levels 1-4, Adept to levels 5-8, and Master at levels 9 and above. You can easily scale this for your own world by selecting a Master level and working down. In, say, the magic-rich Forgotten Realms, I would say a Master should be at least 15th level. Then an Apprentice would be levels 1-7 and an Adept levels 8-14.

For each level, you need an identity sacrifice. Apprentices are charged with giving up smaller things: quirky habits, hobbies, flashy clothes, favorite foods or regional accents are good examples. Adepts have to dig deeper. Adepts give up personal relationships, any sort of distinctive appearance, and, finally, their names. There should be very little left to give up by the time Master level is achieved. This will depend, somewhat, on the level scaling used. Continued loss of identity past Master level is left to the discretion of the GM.

3.2.1 Novice Level

Novices of Reality do not create reality effects. They are given information on the Brotherhood's philosophy and are charged to understand it and implement it as best they can in their lives. For many, this means resorting to mind-bending con games or practical jokes that leave the victims wondering what really happened. When a Novice feels that he or she understands the philosophy of Nothing, they return to a Master for induction as an Apprentice.

3.2.2 Apprentice Level

I happily break 2nd edition AD&D dual and multi-class rules. If you feel inclined to follow them, Apprentices must be human, as they will have to dual-class. Moreover, they must have a 17 Wisdom (the Reality Mage Prime Requisite) to become an Apprentice. I allowed my demihuman PC the opportunity to dual or multi-class at this point, regardless of the fact that his Wisdom was a mere 13.

I used the Sorcerer Tables from the D&D 3rd Edition Player's Handbook for Apprentice casting. Ignore the 0th level spells; they do not fit well with AD&D 2nd edition rules. The Apprentice knows as many spell effects as a Sorcerer of the same level, and can safely cast them as many times per day as a Sorcerer. The types of spells he can select will depend on his Path (see Section 3.1, The Paths).

Casting Additional Spells
Once the Apprentice has used his spells for the day, he may make Wisdom checks to cast more. The penalty to the check is the "check number" times the level of the spell you are attempting. The "check number" is the number of times today the Apprentice has tried to use this ability. Once a check is failed, no further spell casting is possible - even if he had spells of other levels naturally available.

Example: Steve has used up all his 2nd level spells and has two 1st level spells left. He decides he really needs to cast Wraithform (which is 2nd level for him, since he's an Apprentice of Forms). It's his first attempt to surpass his natural limits, and he wants to cast a 2nd level spell, so his Wisdom check is at -2 (check number 1 * 2nd level). If he succeeds, he gets the Wraithform off. If he fails, the Wraithform doesn't work and he loses the two 1st level spells he had left.

Casting Unknown Spells and Spells of Higher Level
An Apprentice can also attempt to create spell effects for spells he doesn't currently know - of any level - once per day. He may only do this for spells of his specialty. If the PC has not selected a specialty sub-path, the defaults are Alteration for Form Mages, Enchantment/Charm for Mind Mages, Shadow for Shadow Mages, and Dreams for Dream Mages. The GM may limit spell effects to those in published material or may allow the PC to invent his own. A Wisdom check must be made with a penalty of:
1 + spell level + 2*level discrepancy
The level discrepancy is the difference between the highest level spell the mage can cast and the spell level he wants to cast. If the mage is out of allowed spells or isn't allowed spells of that level, this counts as the first Wisdom check of the day for repeat spellcasting purposes (i.e., if he tries to cast beyond his limits later on, as above, his "check number" will be 2). Failure results in loss of further spellcasting for the day.

Example: Steve, our Apprentice of Form, wishes to Levitate himself only up the side of a cliff, but he doesn't know Levitate Self. For him, it's 1st level, and he can cast 1st level, so there's no level discrepancy. His total penalty is -(1 + 1 + 2*0) = -2.

Example: Gareth, an Apprentice of the Mind, wishes to make his gnome ally Xipe forget something. This requires Forget, which is 2nd level. But Gareth can't cast 2nd level spells yet! The level discrepancy is 1 (2nd - 1st). So his penalty in this case is -(1 + 2 + 2*1) = -5 and if he fails, he won't be able to cast any more spells at all for the rest of the day.

This is how the reality mage adds spell effects to his repertoire without training. If the check is successful and the mage desires it, the spell can be added to his known list when a space opens up. He should decide beforehand if he wants it as a new spell.

3.2.3 Adept Level

The Apprentice must seek out a Master of her Path to ascend to Adept level. The rite which raises the Apprentice up involves the sacrifice of something near and dear to her - a long-held friendship or ideal, for instance. The Adept may be marked in some way, to discourage abandonment of the Brotherhood. An Apprentice who never becomes an Adept has little knowledge which can threaten the Brotherhood. But if an Adept were to turn coat, the Brotherhood would surely seek to hunt her down.

An Adept experiences a quantum change in power. Spell books and spell lists are behind her now; consider her as having access to any spell in whatever reference books are allowed. Sorcerer tables can still be used to determine the number of spells cast per day; if the GM wishes Adepts to be even more powerful, the 2nd Edition Table 21 in the Player's Handbook, "Wizard Spell Progression," may be used instead.

The Adept can attempt to cast beyond her maximum number of spells per day and beyond her level, just as she could as an Apprentice. It gets easier for her to do so, however. When trying to go beyond her normally allowed spells for the day, her Wisdom check penalty is now:
check number * spell level - "level in Adept" + Shadow Points
"Level in Adept" will vary from campaign to campaign, as it depends on how many AD&D "levels" are encompassed by Apprentice, Adept, and Master. In my campaign, Adepts are 5th - 8th level. A 5th level Adept would have 1 "level in Adept", a 6th level Adept would have 2 "levels in Adept," and so on. Shadow points are explained below.

When casting spells of a higher level, however, the penalty is now only:
1 + spell level + level discrepancy + Shadow Points
making it easier for her to attempt higher-level spells.

Shadow Points
If the Adept fails her Wisdom checks now, she no longer loses her remaining spells or spell-casting abilities for the day! She does, however, gain a Shadow Point. These points make it more likely that future improvised spell casting will fail - resulting in yet more Shadow Points!

The GM should set an upper limit on the number of Shadow Points a PC can safely have. Once they reach that limit, they achieve true Nothingness and dissolve into oblivion! Masters of Reality recognize when an Adept has reached 75% of her Shadow Point total and, if they feel the Adept is useful, may warn her and recommend some ways to rid herself of them. The Adept herself may begin having ominous, dark dreams of oblivion as well.

Shadow Points are cumulative and can only be gotten rid of in a few ways:

Sacrificing yet more personality traits. An Apprentice-level sacrifice will rid the Adept of 1d2 Shadow Points. An Adept-level sacrifice gets rid of 1d6 points. Recall that an Adept-level sacrifice is a long-term relationship, a closely-held ideal, a name, or other basic component of identity.

Recruiting a Novice of Reality gets rid of 1 Shadow Point. If the Novice becomes and Apprentice, 3 Shadow Points are lost. (If the Adept has no Shadow Points when the Novice becomes and Adept, this benefit is lost). If that same Apprentice becomes a fellow Adept, 5 Shadow Points are lost.

Abandoning the Brotherhood and seeking out a temple of law or stability and having Restoration cast gets rid of all Shadow Points. The Brotherhood takes a dim view of this, and is likely to hunt the traitor down.

3.2.4 Master Level

Masters of Reality are, at present, all NPCs under the control of the GM and are all high-level fey'ri shapeshifters. No human has survived the elevation from Adept to Master - yet.

How do they fey'ri manage this? How do they rise so high in the ranks of the Brotherhood, yet maintain enough ego to be effective leaders? Answers can be left up to the GM, but the most probably one is: they cheat. They may be dual or multi-classed in reality magic and regular wizardry. Even a few low levels of reality magic, combined with their innate shapeshifting, is enough to keep up the illusion that they are advanced Master of Reality. But in truth, their great and wondrous spell effects come from regular magic, especially illusion and shadow school magic.

When you start the club, you can make your own rules.

3.3 Reality Magic and Other Magic

At present, no Reality Mages have access to anything approaching the Abjuration and Divination schools. If any did manage to create such effects through research, they would most assuredly be kept secret. Being able to detect or dispel reality magic would be an advantage that the mage could hold over his fellows.

At present, reality magic and normal magic (wizardly and divine) just don't mix. They can't detect or dispel one another. Some Reality Mages believe that they should be able to find out how the "regular" enchantments are tied to reality and undo the knots, dispelling them - but so far, none have succeeded in the attempt.

This means that a gem of true seeing won't reveal a shape-shifted Forms Master. On the other hand, the Mind Adept can't tell if her ally has been charmed by a wizard or cleric.

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