KULT: Divinity Lost; Book of Magic

Projection Range

This also affects power level — greater ranges increase the power final level.

RangeDescriptionRoll modifier
PersonalAffects only the projector.+2
TouchAffects the projector or something the projector is physically touching.+1
EyeAffects a target the projector can look directly into the eyes of.+0
Voice / GlareAffects anything the projector can clearly speak to (≈15–50 paces).-1
SightAffects anything the projector can see.-2
Arcane ConnectionAffects a target via a personal link (hair, name, etc.), even at great distance.-3

Notes:

  • Arcane Connections must be acquired and prepared ahead of time.
  • Power range impacts powe level. For example, increasing a power from Touch to Voice range raises the final power level by a set increment.
  • Ritual powers and some spontaneous powers may also leverage these ranges, but higher ranges make spontaneous projecting more difficult unless the projector has sufficient Form + Technique + Stamina + die roll.

Projection Targets

The Target of a power determines how much or what kind of thing the power affects. Like Range and Duration, the Target contributes to the final power level — more complex or larger targets increase the level.

TargetDescriptionRoll modifier
IndividualAffects a single person, object, or animal. The default, most common target.+2
PartAffects only a part of a single object or being (e.g., a limb, clothing).+1
GroupAffects a collection of similar things — up to ~10 individuals/items.+0
CircleAffects anything within a drawn circle at the time of projecting.-1
RoomAffects everything within a room (~100 paces in size).-2
BloodlineAffects all members of a bloodline; newborns are affected upon birth during the duration of the projection. Requires Talent??-2
StructureAffects everything in a building-sized structure.-3
BoundaryAffects everything within a large defined area (e.g., village or forest edge). Requires a ritual.-4

Notes:

  • Terram: one cubic pace of stone or one cubic foot of metal.
  • Group targets can be increased with size modifiers (for larger groups or items).
  • Circle powers end when the circle is broken — useful for ongoing effects.
  • Room, Structure, and especially Boundary targets require increasingly more powerful psychic power and are often Ritual powers.
  • The size of the Individual varies by Form:
    • Humans and xenos: one person
    • Animal and plants: one creature up to Size +1

Projection Durations

Duration defines how long a power’s effect lasts. Durations affect the final level of a power — longer durations require more power to sustain.

Here are the standard durations, in order of increasing power:


Standard Durations

DurationApprox. TimeDescriptionRoll modifier
MomentaryInstantaneousThe effect happens and ends immediately. Useful for damage, creation, healing, or destruction.+2
ConcentrationAs long as projector concentratesEnds when the projector stops concentrating. Can be disrupted.+1
DiameterAbout 2 minutesThe time it takes the sun to move its diameter across the sky.+1
SunUntil next sunrise/sunsetEnds at the next sunrise or sunset, whichever comes first.+0
RingAs long as a ring remains intactPower persists as long as the circle drawn during projecting remains unbroken. Often used with the “Circle” target.+0
MoonAbout 28 daysLasts until the next new or full moon.-1
YearUntil next solstice/equinoxLong-lasting power; requires a ritual.-2

Special Notes

  • Momentary is unique: it is used for permanent effects (like healing or creating things) that don’t need sustaining.
  • Ring duration is tied to the physical integrity of a drawn circle. It can last indefinitely — or end immediately if the circle breaks.
  • Moon and Year durations require Ritual powers.
  • Higher durations make Spontaneous power much harder (or impossible without Warp Essence).

Arcana Moves Framework

1. Parlour Tricks (Fool’s Arcana)

Small, subtle, or ambiguous effects

  • Stat Basis:
    Intuition, Perception, or Dexterity
  • Nature:
    • Quick, low-cost, often deniable
    • Coincidences, sensory tricks, minor manipulations
    • Feels like “luck” or “skill” rather than obvious magic
  • Examples:
    • Distract someone with a fleeting illusion
    • Nudge probability slightly in your favor
    • Conceal a small object
    • Create a brief sensory disturbance

2. Spell Projections (Lesser Arcana)

Direct, immediate magical effects

  • Stat Basis:
    (Reason OR Intuition) + Willpower
  • Nature:
    • Fast, forceful, clearly supernatural
    • Requires focus and control
    • Often used in conflict or decisive moments
  • Examples:
    • Deal harm or disrupt a target
    • Create force, barriers, or energy
    • Directly influence a mind or object
    • Alter the environment instantly

3. Ritual Projections (Greater Arcana)

Slow, powerful, reality-shaping workings

  • Stat Basis:
    (Reason OR Intuition) + Willpower
  • Nature:
    • Requires time, preparation, components, or conditions
    • More stable, far-reaching, or symbolic effects
    • Often interacts with Duration / Target / Range at higher scales
  • Examples:
    • Bind a place, bloodline, or entity
    • Create long-lasting enchantments
    • Summon or open pathways
    • Rewrite conditions of reality over time

Simple Roll Structure

Roll: 2d10 + relevant stats, advantages and modifiers

Roll ResultOutcome
15+Full Success – The projection works exactly as intended, with maximum control and no drawbacks.
10–14Success with Complication – The projection works, but with a cost, limitation, or unintended side effect.
≤9Failure / GM Move – The projection fails or partially manifests; the GM introduces consequences or escalation.
Double 1Botch – Catastrophic failure. Magic backfires, creates unintended consequences, or escalates the situation dramatically.

Two Paths of the Occult

1. Ecstatic / Intuitive Path

“I experience the truth.”

Core Traits

  • Intuition, emotion, altered states
  • Embodiment, trance, possession, dreams
  • Direct contact with hidden reality

Methods

  • Ritual trance, dance, breathwork
  • Vision quests, dreams, psychedelia
  • Symbolic thinking rather than logic

Strengths

  • Flexible, adaptive, creative
  • Strong connection to Dream, Gaia, Chaos
  • Can bypass rigid structures of the Illusion

Weaknesses

  • Unstable, unpredictable
  • High botch risk (loss of control)
  • Hard to reproduce or teach

Archetypes

  • Shaman
  • Mystic
  • Witch
  • Oracle

2. Academic / Rational Path

“I understand and control the truth.”

Core Traits

  • Reason, structure, systemization
  • Knowledge, symbols, formalized magic
  • Control over forces rather than surrender

Methods

  • Grimoires, formulas, sigils
  • Precise ritual structure
  • Naming, classification, logic

Strengths

  • Reliable, repeatable
  • Strong control over outcomes
  • Works well with large-scale effects (rituals, structures)

Weaknesses

  • Rigid, limited by paradigm
  • Can reinforce the Illusion instead of breaking it
  • Requires preparation and knowledge

Archetypes

  • Magus
  • Occult scholar
  • Priest
  • Alchemist

1. Aeon of Ignorance (Paradise)

Humanity exists in divine unity, aware of its true nature. No separation, no suffering.

Planes:

  • Metropolis (Truth layer) — fully present, but experienced directly as reality
  • Paradise — the only perceived state of existence
  • No division into other planes

2. Aeon of Wilderness (Nod)

Post-Fall wandering. Reality becomes unstable; fragments of truth remain visible.

Planes:

  • Illusion (Surface) — begins forming as a separating veil
  • Gaia (Human-adjacent) — primal life and instinct dominate
  • Metropolis — partially hidden but still bleeding through
  • Early overlap with Dream Realms

3. Aeon of Magic (Hyperborea / Atlantis)

Awakened elites manipulate reality. Boundaries between worlds are thin.

Planes:

  • Dream Realms (Human-adjacent) — actively accessed
  • Inferno (Control vs Suffering) — emerges as destructive force
  • Gaia — still strong
  • Illusion — unstable and permeable
  • Metropolis — reachable through magic

4. Aeon of Monuments (Early Civilizations)

Reality is stabilized through ritual, architecture, and hierarchy.

Planes:

  • Elysium (Control) — manifests as order, hierarchy, divine authority
  • Illusion — anchored and strengthened
  • Inferno — suppressed but present beneath
  • Dream Realms — begin to withdraw
  • Gaia — increasingly controlled

5. Aeon of Empires (Imperial Order)

Large-scale systems enforce law and control.

Planes:

  • Elysium vs Inferno — dominant opposing forces shaping reality
  • Illusion — stabilized through institutions
  • Gaia — marginalized
  • Dream Realms — largely inaccessible
  • Early formation of Underworld (Death layer) as systemized afterlife

6. Aeon of the God (Monotheism)

A single divine authority governs existence. Magic is suppressed.

Planes:

  • Elysium — dominates as divine order
  • Inferno — redefined as moral punishment
  • Underworld — structured realm of the dead
  • Illusion — reinforced through belief
  • Other planes largely hidden

7. Aeon of Horizons (Exploration)

The world becomes mapped and finite. Mystery fades.

Planes:

  • Illusion — expands globally and becomes totalizing
  • Gaia — pushed to edges and wilderness
  • Dream Realms — retreat further from waking reality
  • Underworld — remains but distant and abstract

8. Aeon of Reason (Scientific Age)

Reality is defined by rationalism and materialism.

Planes:

  • Illusion — becomes rigid and self-sustaining
  • Limbo (Breakdown) — emerges as suppressed truths and forgotten realities
  • Labyrinth (Breakdown) — manifests as psychological and existential disorientation
  • Other planes are denied, ignored, or pathologized

9. Aeon of Collapse (Present Age)

The system destabilizes. The Demiurge is absent. Reality begins to fracture.

Planes:

  • Void / Outside (Beyond) — begins to encroach at the edges of existence
  • All planes begin to overlap and bleed into each other
  • Metropolis (Truth) — increasingly visible beneath the Illusion
  • Inferno & Elysium — lose stable control
  • Dream, Gaia, Underworld — re-emerge into waking reality
  • Limbo & Labyrinth — expand and consume weakened structures