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Solomancy

The power of loneliness.

Loneliness is a strange and terrible thing. Humans are social creatures, and we define ourselves according to the ways that other people see us. This keeps us grounded, keeps us acting like more or less normal human beings. A person who is truly alone can become anything, from a monster to a prophet to a sad loser.

Solomancers are a bit of each. They stand outside human society, simultaneously above and below the common people. Free from the social and legal norms of our civilization, they are free to become something not quite natural. Something magickal. The farther they get from other humans and the reality-enforcing power of their presence, the stronger and stranger they can grow.

Generate a minor charge: Spend at least a day without anyone acknowledging your existence, even to themselves. People can see you, but if anyone actually pays attention to you then you don’t get a charge.
Generate a significant charge: Spend a month without anyone seeing you or hearing any sound made by you. You can get a significant charge in a week instead of a month if you’re in an urban environment, so abandoned towns are good places for Solomancers to charge.
Generate a major charge: Spend five years, or two years in an urban environment, without anyone else being at all aware of your existence. If there’s anyone who won’t just forget about you, you’ll probably need to fake your own death. Or maybe kill them.

Taboo: If you ever have an actual conversation with anyone, you lose all charges. The exact definition of conversation is a bit vague, but you’ll always know if you’re about to break taboo. You can sometimes get around this taboo partially by talking to empty air while someone you want to talk to does the same nearby, or through anonymous online message boards. As a general rule, if it might cause you to feel even a slight human connection then it makes you lose all charges.

Symbolic Tension: The Solomancer is defined by their relationships with other people, specifically because they don’t have relationships with other people. Most of them both fear and long for human contact. What they most want is what they can never have.

Random Domain: Solitude, psychological pain, going unseen, empty places, and inner strength. Watching people from afar.

Blast Style: Solomancy has no blast. It can still mess someone up pretty badly though.

Starting Charges: 3 minor charges.

Charging Tips: Charging isn’t too difficult, but it’s slow and it can be psychologically damaging. Try and find an abandoned place which is difficult to stumble upon where you can charge in peace, and stock it well with necessities and with solitary pastimes like movies. You can’t gather more than one type of charge at once, so you’ve got to decide which one you’re going for when living alone.

Minor Formulas:

It’s Not So Bad
1 minor charge
The Solomancer, or another nearby person, can ignore a single Isolation check.

Outside Society
1 minor charge
A police officer or other agent of the social order ignores the Solomancer as long as they’re not doing anything terribly notable. This spell causes the Solomancer to be regarded more or less as a wild animal, at least for a brief moment.

A Taste of Loneliness
2 minor charges
A single person within the Solomancer’s sight must immediately make a rank-5 Isolation check.

Ignore Me
3 minor charges
For the next 33 minutes, the Solomancer may use their Solomancy skill to hide and sneak around. This spell doesn’t actually grant any stealth ability, it just makes people ignore the existence of the Solomancer. It doesn’t work on cameras, animals, or monsters.

Tough It Out
4 minor charges
The Solomancer ignores all pain and all wound penalties until they next sleep.

Stand Alone
5 minor charges
Whenever the Solomancer is subject to some form of mental influence, whether it’s magickal or mundane, the Solomancer can immediately cast this spell to negate that influence.

Significant Formulas:

This Is How I Disappear
1 significant charge
A single record of the Solomancer’s existence vanishes. A picture, their driver’s license, a security camera video…whatever. The Solomancer can choose which one, and doesn’t need to be nearby to do so.

I Don’t See You, You Don’t See Me
1 significant charge
The Solomancer becomes invisible and inaudible to everyone else, and everyone else becomes invisible and inaudible to the Solomancer. This effect lasts until the Solomancer sleeps or touches someone.

Curse Of Incomprehensibility
1 significant charge
One person who just spoke to the Solomancer loses the ability to speak or understand any language. They can still read and write, but anything they say or hear sounds like gibberish. This lasts until the target next sleeps, and is generally worth a rank-7 Isolation check and a rank-5 Helplessness check.

Gateway To The Empty Earth
1 significant charge + 1 for each additional person
The Solomancer travels to a world just like this one, but without people. 3 hours, 3 minutes, and 3 seconds later, the Solomancer returns to our world. This is an effective way to get around unimpeded, but it can be dangerous: although there are no people in the other world, there are things there. The Solomancer can bring other people along, whether they’re willing or not, just by touching them while casting. This costs an extra significant charge for each passenger.

Abandoned Park Invocation
2 significant charges
The Solomancer walks in a circle around an area no more than 333 meters in circumference. The area becomes subtly unpleasant to all other humans, and nobody will voluntarily go or stay there without good reason. Forcing your way into the area inflicts a rank-3 Isolation stress check and ends the spell.

The Weight Of Solitude
3 significant charge
Everyone near the adept must make an immediate rank-10 Isolation check. This effect does not discriminate between friend and foe.

Leave Me Alone
4 significant charges
Being around the Solomancer becomes incredibly unpleasant for the next 33 minutes. When the Solomancer enters a place, everyone leaves. Anyone unable to leave suffers a rank-7 Helplessness check. Anyone who forces themself to stay, or to attack the Solomancer, suffers a rank-9 Unnatural check instead.

Major Effects: Cause a town to become totally abandoned. Permanently leave this world and go somewhere without any people. Curse someone with permanent total solitude.

What You’ve Heard: There’s a Solomancer living in an abandoned town nearby. He was about halfway to a major charge when some kids stumbled across him, and now he’s pissed. Somebody should probably save those children, but who wants to get in between a powerful adept and some helpless strangers?

2 thoughts on “Solomancy

  1. Sanctaphrax says:

    I’ve never written a school before, so this is probably terribly flawed.

    Let me know if anything looks off.

    Reply
  2. Kaminari says:

    I like this school. May be hard to play yourself, but you still can make an important npc for your game.

    Reply

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