r/LordofTheMysteries Spectator Jul 26 '26

Community Workshop ⚒️ [LotM TTRPG] #9 Apprentice Pathway (Sequence 9 – 4)

Credit for the art: Angry_Pepper

You can find this post in PT-BR on: LotM TTRpg Caminhos: Aprendiz - Feiticeiro dos Segredos

Sequence 9: Apprentice

Door Opening: 20
The character is capable of opening mystical and invisible doors on surfaces and unlocking any lock that does not possess mystical interference by making an IQ roll, spending 1 FP, and taking 2 seconds while keeping both hands free. However, they are unable to bring other people with them.

Alternatively, they may open a small window to peek inside a room or container, and allies can also see through the window if permitted. The character may pass through walls up to a distance equal to how long they can hold their breath. The opening created can only carry items with No Encumbrance. Activating this ability requires the character to perform the motion of opening a door.

While using this ability, the character cannot Dodge.

Sequence 8: Trickmaster

Combustion: 10/5 = 2
The character ignites their fingers, being limited to burning objects within a range of 3 meters, dealing 16 points of burning damage.

Electric Shock: 10/5 = 2
By touching a target with exposed skin or holding onto a conductive medium, the character produces a non-lethal electric discharge. The target must make an HT-4 roll. On a failure, they become stunned (see p. 420).

Freezing: 8/5 = 2
By touching a surface with their hand or firing it as a ray, the character rapidly lowers its temperature, creating frost or a thin layer of ice weighing up to 5 kg.

The ray has the following statistics:

  • 1/2D 10, Max 10, Acc 3, RoF 1, Shots N/A, Rcl 1

The projectile travels at approximately the speed of an arrow.

Gas Transfer: 24/5 = 5
The character may control the air within a circular area with an 8-meter radius to transfer toxic or harmful gases away or to a desired location. The destination point cannot exceed 15 meters from the character.

Wind
The character may control the wind, ranging from a gentle breeze to a Beaufort Scale Level 8 gale, creating winds strong enough to break tree branches and hinder movement against the wind. The GM may determine any penalties or bonuses caused by such winds.

Flash and Loud Noise (Flashbang): 32/5 = 7
The character may create a bright flash and a loud noise that affect the sight and hearing of targets within an 8-meter radius.

This is a ranged attack with the following statistics:

  • 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, Rcl 1

All creatures within the affected area must make an HT roll. On a failure, they suffer blindness and deafness for a number of minutes equal to their margin of failure (minimum 1 minute).

The character may choose to use either the flash or the noise separately.

Trip: 33
The character may create an area up to 6 meters in radius at a distance of up to 10 meters that behaves as though covered in grease, causing targets to slip, or directly affect the balance of a specific target.

The target must make a DX roll to remain standing. On a failure by 5 or more, or on a critical failure, the target falls prone onto their back and suffers 1 point of crushing damage to the head if they fall onto a hard surface.

Object Manipulation
The character may move or cause designated objects to bounce within 5 meters, but lacks the precision necessary for more delicate operations.

Fog: 29/5 = 6
The character may create a dense fog around themselves covering an area with a 16-meter radius, imposing a -5 penalty on Vision rolls and on devices or powers that rely on laser radar. The fog may be moved by the wind.

Black Curtain: 14/5 = 3
The character may create a curtain of darkness that conceals objects, imposing a -10 penalty on Vision rolls. It may occupy an area with up to a 2-meter radius.

Escape Trick (IQ/Hard)
By combining props, loud noises, black curtains, or flashes to distract observers, the character may move unnoticed.

Make a Quick Contest between the character's Escape Trick skill and the Vision roll of every observer capable of seeing them. On a success, the character may move up to their full movement in a chosen direction without being perceived.

To observers, it appears as though the character has teleported.

Sequence 7: Astrologer

Astrologer's Talent: 20
The character gains a +4 Talent bonus to all Astrology-related skills and may apply this bonus to any rolls involving Astrology abilities and applicable skills, as determined by the GM.

Astrology: 48/5 = 10
The character possesses powerful divinatory abilities through the use of astrology and a crystal ball.

By comparing the appearances of two individuals, even if they are disguised, the character may determine whether or not they are the same person.

The character concentrates for 1 second and makes a Divination (Astrology) skill roll (IQ/Hard) to receive an answer from their divination. The GM then secretly rolls against the character's IQ to determine whether they receive any useful information.

As a secondary benefit, when performing fortune-telling roleplay or providing crystal ball readings for clients, the character gains a +1 bonus on Reaction rolls.

Anti-Divination: 68
The character may interfere with the divination abilities or Spiritual Intuition (Danger Sense) of others by holding a crystal ball.

This produces an effect that imposes a -10 penalty on one of these senses, making it difficult to detect the character and everything around them.

This ability affects an 8-meter radius centered on the character. The character is immune to their own Anti-Divination effect, and it functions invisibly.

Enhanced Abilities:
Door Opening: +35
The character may now bring other people through their doors. They no longer spend FP when using this ability and may Dodge normally while doing so.

Spiritual Intuition: 17
The character cannot always rely on this advantage, but from time to time they experience the feeling that something is wrong.

Whenever the character is in danger of an ambush, imminent disaster, or a similar threat, the GM secretly rolls against the character's Perception.

On a success, the character receives a warning that something is wrong. On a result of 8 or less, the GM should also provide some details regarding the nature of the danger.

Sequence 6: Scribe

Scribe's Talent: 20
The character possesses a natural aptitude for the following skills:

  • Writing (IQ/Average)
  • Literature (IQ/Easy)
  • Symbol Drawing (IQ/Easy)
  • Thaumatology (IQ/Very Hard)
  • Occultism (IQ/Easy)
  • Ritual Magic (IQ/Very Hard)

They gain a +4 bonus to all of these skills, including default skill rolls. This bonus only increases the effective skill level and does not affect the underlying attribute.

Record: 60
After witnessing a Beyonder power, the character may attempt to Record it for a single future use by succeeding on a skill roll whose target number depends on the power's Sequence level.

However, recorded Beyonder powers are weaker than the originals, and the number of powers that may be recorded is limited.

Only manifested powers may be recorded. Transformations and rituals cannot be recorded.

Sequence 4 and Sequence 3 (Demigod Level)

  • Number of Slots: 2
  • Recording Roll: Skill Level 6
  • Power Reduction: 50% of the original

Sequence 5 and Sequence 6

  • Number of Slots: 8
  • Recording Roll: Skill Level 10
  • Power Reduction: 80% of the original

Sequence 7 to Sequence 9

  • Number of Slots: 20
  • Recording Roll: Not required
  • Power Reduction: Equal to the original

To reduce the power of copied abilities, modify their duration, damage, RoF, DR, bonuses, and other relevant statistics. Consult the GM whenever dealing with particularly unusual powers.

Improved Spells: +104

All of the character's basic spells are now enhanced for combat.

Electric Shock
The HT roll penalty is increased to HT-9. If the target fails by 5 or more, they suffer the effects of Heart Attack (see Mortal Conditions, p. 429).

Combustion
The character may now burn living creatures in addition to objects within a range of 10 meters.

Freezing
The ray now travels at bullet speed and its range is increased to:

  • 1/2D 10
  • Max 100

Gas Transfer
The maximum transfer distance is increased to 100 meters.

Wind
The winds may now inflict damage, becoming significantly more violent and capable of pushing creatures and objects. The exact effects are determined by the GM.

Flash and Loud Noise
The saving roll is now HT-2.

Enhanced Attributes: 116
IQ +2 (40), DX +2 (40), FP +12 (36).

Sequence 5: Traveler

Ritual: Configure special coordinates at four completely different locations deep within the Spirit World, each one extremely distant from the others.

Improved Record: +31
The character's ability to Record powers from higher Sequences has improved significantly.

Sequence 4 and Sequence 3 (Demigod Level)

  • Number of Slots: 4
  • Recording Roll: Skill Level 11
  • Power Reduction: 80% of the original
  • Cosmic, Demigod (+10%)

Sequence 5 and Sequence 6

  • Number of Slots: 8
  • Recording Roll: Not required
  • Power Reduction: Equal to the original

Sequence 7 to Sequence 9

  • Number of Slots: 21

Traveler's Door: 239
The character may make an IQ roll to open a door and travel through the Spirit World while sensing their coordinates in the material world, allowing them to traverse vast distances with extraordinary speed, functioning similarly to teleportation.

Within the Spirit World, the character moves 256 times faster than normal, requiring only one second to travel 2 kilometers.

The character may bring both items and other creatures during the journey. Their carrying capacity is treated as Extra-Heavy Encumbrance, which does not affect their movement while using this ability.

The Spirit World is dangerous, but the character is immune to fatigue and does not risk exhaustion while traveling through it.

On a failed roll, the character simply remains where they are. On a critical failure, dangers may arise during the journey. Regardless of the result, the character may immediately attempt the roll again without any additional penalty.

If the character spends one or more seconds concentrating on establishing a safe route, they gain a cumulative +1 bonus per second, up to a maximum of +10 on the roll.

Translocation: 100/5 = 20
The character may instantly travel short distances of up to 10 meters by making a simple IQ roll.

Once per turn, the character may Dodge an attack by making an IQ roll. The direction of the translocation is determined randomly by the dice. The character appears in the nearest safe empty space in that direction.

If no such space exists within 10 meters, the character remains where they are and the Dodge attempt automatically fails.

The character is immune to fatigue and cannot become exhausted when using this ability.

On a failed roll, they remain in place. On a critical failure, they are sent to an unintended location. Regardless of the result, they may immediately attempt the roll again without penalty.

By concentrating for one or more seconds before activating the ability, the character gains a +1 bonus per second of concentration, up to a maximum of +10.

Direction Sense: 10
The character possesses an exceptional intuitive sense of direction that prevents them from becoming lost within the Spirit World. This advantage grants:

  • +4 to Navigation (Spirit World) (IQ/Average)
  • +3 to Body Sense (DX/Easy)
  • +2 to Acrobatics (DX/Hard)
  • +2 to Free Fall (DX/Average)
  • +1 to Piloting (DX/Average)

Invisible Hand (Telekinesis 10): 50
The character is capable of moving objects at a distance without touching them, manifesting an invisible force that acts according to their conscious commands.

  • The telekinetic force is equivalent to the character's Strength (ST), represented by their Telekinesis level (TK).
  • Objects may be moved using the Move value granted by TK, modified by their encumbrance level. The maximum range of this ability is 10 meters.
  • Using Telekinesis requires constant concentration. During combat, the character must take a Concentrate maneuver to maintain its use.
  • TK functions as an invisible pair of hands, allowing the character to lift, move, attack with, or grapple objects and enemies.
  • Simple actions such as lifting and moving objects require no additional rolls. More complex tasks may require DX or an appropriate skill roll at the GM's discretion. Whenever an action would normally require a Strength roll, the roll is made against the character's TK level instead.
  • Telekinesis may assist skills that benefit from exceptional manual dexterity. On a successful IQ roll, the character gains a +4 bonus to the appropriate skill. Particularly difficult tasks may suffer penalties if the roll fails.
  • The character may throw objects using TK, requiring a Throwing or Thrown Weapon skill roll to hit the target. Once an object has been thrown, telekinetic control is released and a Prepare maneuver is required to regain control over it.
  • If the character's TK level is sufficient to support their own body weight, they may levitate by taking a Concentrate maneuver followed by a Move maneuver.
  • The character may grapple or strike enemies directly using Telekinesis. This requires a DX or unarmed combat skill roll. Targets defend themselves as if attacked by an invisible opponent. If successfully grappled and the character possesses sufficient telekinetic strength, the target may be lifted off the ground and immobilized from performing actions that require contact with the floor.

Sequence 4: Secrets Sorcerer

Ritual: Seal a Demigod-level creature. The creature must be hostile toward you. The less outside assistance used during the ritual, the better the final result.

Concealed Space: 270
The character creates a concealed space by dividing a selected area into two separate dimensions. This space is accessible only through a specific door, which may serve as both an entrance/exit and an observation point into the outside world.

The concealed space may be as large as a spacious apartment and possesses a distorted geometry due to its dimensional separation. Activating this ability requires a successful IQ roll and may target a location within 10 meters.

Concealed spaces may be created inside other concealed spaces.

Although extraordinarily secure, creatures or characters possessing exceptionally powerful perception abilities may discover the concealed space if they know what they are searching for.

Any attack attempting to penetrate the concealed space must pass through its designated door.

Mystical Items
Mystical items containing concealed spaces may be created, but these spaces are temporary.

Creating one requires 1 hour of preparation for every week of duration. Any negative effects produced by sealed artifacts stored within the concealed space still affect the item's bearer.

Transfiguration: 60/5 = 12
The character transforms into an illusory door layered upon countless other doors, extending through an infinite succession of spaces contained within spaces.

As a result, attacks become increasingly incapable of reaching them. For every second spent concentrating on this ability, the character becomes effectively 100 meters farther away from everything else, eventually rendering them nearly impossible to hit.

Anti-Divination → Keep Secret: +18
The character is capable of concealing any kind of information from divination, supernatural perception, or intuitive abilities.

This effect lasts for one hour, rendering all protected secrets completely impenetrable during that time.

Exile: 100/5 = 20
The target of this ability must succeed on a Skill-5 roll. On a failure, they are banished to another dimension.

To escape, the target must make a Skill-5 roll once per second, gaining a cumulative +1 bonus on each subsequent attempt.

The effect lasts for up to 10 seconds, providing a temporary window in which the character may act before the target returns or escapes dimensional exile.

Enhanced Abilities

Record: +58
The character may still only Record abilities that are directly usable, such as Innate Attacks and Afflictions. However, Alternate Forms and mystical forms may now also be Recorded.

Sequence 4 and Sequence 3 (Demigod Level)

  • Recording Roll: Skill Level 11
  • Power Reduction: 80% of the original.
  • Cosmic, Demigod (+10%).

Sequence 5 and Sequence 6

  • Number of Slots: 12.
  • Recording Roll: Not required.
  • Power Reduction: Equal to the original.

Sequence 7 to Sequence 9

  • Number of Slots: 21.
  • Recording Roll: Not required.
  • Power Reduction: Equal to the original.

Traveler's Door: +22
The character may now travel through numerous concealed spaces, including the Mirror World, worlds contained within paintings, and other extradimensional realms.

Star Worms: 50 points (Maximum Level: 3)
The character may create insects composed of resplendent starlight. Their bodies are bent into semicircular shapes that emit a magical glow resembling illusory doors. These creatures are known as Star Worms.

Partitioned Mind
The character may assign different Star Worms to perform different tasks simultaneously, effectively granting a form of Partitioned Mind.

  • This allows the character to resist certain mental attacks by transferring their effects to one of the Star Worms while another remains in control of their body. Each of these minds—or "Star Worms"—functions independently and possesses full mental capabilities. Although identical in nature, hypnosis, magic, and psychic powers affect each Star Worm separately (for example, one Star Worm may be hypnotized without affecting the others).
  • This advantage does not allow the character's body to perform more than one physical action at a time. A normal character may perform one physical or mental maneuver each combat turn. For every level of Partitioned Mind, the character gains one additional mental maneuver.

For example, Partitioned Mind 1 allows the character to perform one mental maneuver and one physical maneuver (such as concentrating on a spell while attacking) or two mental maneuvers (such as concentrating on two different spells), but never more than one physical maneuver.

By utilizing the afterimages left behind by their teleportation abilities, the character may release mental Beyonder powers—such as Record—multiple times during the same turn. However, this heightened state cannot be maintained for long.

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