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  1. Abilities

Inkbound Phantome

Spell

Within the pages of a phantome a timeless hell unfurls. The boundaries of storytelling and magic blur to create a false dream that ensnares spirits, demons, and lost souls. Bound within the book's enchantment, they become unwitting actors in a theatre of the mind, playing out the drama every time the book is read anew. The ink itself dances and shifts with every reading. The actual story and the physical circumstances of the entrapped entities are determined by the creator of the phantome. It is easiest to create a fictional tale, but it can also be an attempt to recreate true events. However, inkbound prisoners are only able to respond naturally to circumstances as dictated by their jailors.    

These books are more than just a dark diversion, however. They can be read like a normal book, but Spice Rangers have also discovered that reading a phantome in conjunction with tincture of nilmahal and rabt-ke-patta, which together create vivid and spiritual dreams, one enters a dream realm that mimics the story. This can be thrilling and profound. They can bend the story and shape it around themselves, but if they break character the prisoners can awaken and perhaps escape into the reader's mind. This can be especially dire when the prisoner is Demonic... Phantomes contain a world of endless possibilities, where readers become both witnesses and participants in a tale that transcends time. The ink flows, the imprisoned spirits awaken again for a time, and the readers, with each turn of the page, indulge in an enchanted realm of words. 

Process

First, Create Ink of Binding. Then, the magician must use it to write a book that defines the circumstances at play in the story, the character(s) that the imprisoned spirits will inhabit, detailing their personalities, memories, abilities, habits, and preferences, and the major events of the story. The number pages that are incorporated determines how many prisoners it can contain. To the imprisoned, a lengthier and more detailed manuscript will create a more credible illusion. Too few pages, and the characters will see through their charade and find it ridiculous. An overly simple or badly written manuscript will lead prisoners to rebel or go mad. Third, the bindings of the book must be obtained. Bones from a Vvurm are preferred, but the remains of any magical beast will suffice in creating the hard cover and spine. The pages of the manuscript are bound within this vessel, and then the phantome is ready to receive its inmates. A spirit, demon, or human soul must be captured and bound to the object. This spell does not do that, it merely creates the vessel. 

Reagents

A minimum of 10 scrolls per imprisoned spirit is needed. The remains of a Vvurm is used for its blood, bones, and venom. Further, one must Create Ink of BindingFurther, a skill check is needed during the manuscript writing process. The height will determine the quality of the writing, and thereby the persuasiveness of the illusory world. A minimum of height 4 is needed for it not to fail in some way, as determined by GM adjudication. 

Escape

If you find a reader in the grip of a phantome realm and wish to save them, it is not always as simple as shaking them or taking the book away. Their mind has entered a metaphysical plane made of words and ideas, shared by the inkbound spirits within. If a reader breaks character, the outcome is that the other characters also become aware of their situation. If a reader is forcibly removed from that realm, this can tear a hole in the narrative itself. 

Upon being forcibly removed from the book, the reader must make a Command check, without any relevant skill. There is a penalty of -1d per Demonic entity within the book. If the roll fails, then the highest die on you failed roll from the table below occurs. 

Phantome Rupture 

Highest Die

Result

1

The book explodes, and all inkbound entities escape. The reader suffers 4 shock damage to every location, and the exploding book causes an Area 5 blast. 
The phantome realm violently collides with reality, tearing apart space and turning some objects into mere words on a page at random. Any who die from this incident become a Haunt

2The book ruptures, and 1 inkbound entity escapes. The reader suffers 2 shock damage to every location, and the exploding book causes an Area 1 blast. Any who die from this incident become a Haunt. 
3

The mind of the reader trades places with that of their character and they lose consciousness for a day. 
The phantome permanently loses integrity due to one bad actor who always remembers their true self. This can only be undone if the character goes back into the book willingly. 

4The reader suffers 4 shock damage to every location. 
5The book ruptures, and 1 inkbound entity escapes. The reader suffers 2 shock damage to every location. 
6

All inkbound entities escape and becomes a Haunt or freed Demonic entity. Any Spirit becomes demonic (turns against the light of Karna).

7One inkbound entity escapes, as above. 
8The exploding book causes an Area 2 blast. 
9The reader suffers 2 shock damage to every location.
10The reader is unconscious for a day. They gain a Craving to Destroy the Phantome


Attributes

Unorganized
Intensity
2
Casting Time
10 - width Weeks
Duration
Forever
Attunement
Effect
Creates an empty phantome. Anyone who reads it automatically passes an Eerie check. The phantome can be used as a vessel for a bound spirit, and be forced to reenact the charade imposed by the creator.