It would be an injustice to call Sammael a drifter; he doesn't mind settling down, getting comfortable, making friends. It lets one relax, after all. And connections are usually useful when they're not busy biting you in the backside. One just has to be careful how and when they burn bridges, and which bridges they burn.
But whatever the reasons Sammael has to pick up and move, it's made him very well travelled through the multiverse and given him a unique collection of friends, allies, resources... Assets, one might have called them once upon a time. And now it's time for him to settle back down again. Let the dust settle behind him, and see who comes knocking at his proverbial door.
Truth is, Sammael is a ...broker of sorts. For the right price, he might be able to find you your heart's desire, or just that perfect thing you need to get the job done.
The Art and the Deal
Sammael is an Illustrati, and leverages his magical talents to for his benefit. For the right price, he'll even leverage them for yours!
Invoke: Any time Sammael is making a deal, especially when using or leveraging his magic talents.
Compel: To get the better end of Sam's deals. To have Sammael come up short.
Good Help is Hard to Find
Sammael makes a habit of using bound entities to power his magical images. Extremely useful and helpful as long as nothing goes wrong. But bad day can turn into a really bad day.
Invoke: Whenever Sammael is making use of his magic.
Compel: To have a bound entity escape. To have someone, or something show up that doesn't appreciate Sammael's methods.
Well Travelled, Well Connected
Sammael has been to many places, both on Rifts Earth and elsewhere. He knows a great many things, and a great many people. Some of them like to help him, or owe him favors. We don't need to talk about the rest, do we?
Invoke: For his contacts or travels to come of use.
Compel: For his contacts or travels to come back to haunt him.
Major Gateway: Illustrati (Cost 1)
Illustrati are the keepers of magic-as-art. While any literate magus can create a scroll or - if they dare - a grimoire, Illustrati go one step further, encoding their magic into images in ink and paint, embroidering it into cloth or weaving it into stumptuous tapestries. Illustrati start with three purviews from the following list: Arcane Fundamentals, Blessings, Curses, Dimensional Transit, Elementalism (Any), Restorations, Sympathetic Magic. They suffer a -1 penalty whenever they cast a spell without a prepared medium (painting, scroll, magical tarot card or similar) Like techno-wizards, Illustrati must know the spells they encode into their work. Also like techno-wizards, they may give their encoded spells to others to use, which are activated similarly to techno-wizard devices.
Arcane Fundamentals (Free)
For those schools of magic that deal in study and learning – which is most of them – this Purview is often the first a new mage is taught. It’s a pretty mixed lot in general. Basic energy manipulation, basic armor spells, basic telekinesis, basic countermagic. The key word in there is ‘basic’. These are all things that are either relatively easy to teach neophyetes or essential to their future success and survival. As a rule, they tend to scale fairly well as a mage grows in knowledge. Very few people ever regret learning the fundamentals. Special Note: Practitioners with the Arcane Fundamentals purview may mark off one box of physical stress or take a physical consequence to restore one box of exotic stress.
Dimensional Transit (Free)
The shortest distance between to points is a jaunt through some other dimension. No one said anything about the safest or the smartest. Dimensional Magic makes short work of space for travelling just as Sympathetic Magic makes short work of space for communicating or observing. Teleportations, portals to other dimensions and the ability to influence the very rifts that define the present age are the rewards of those who study this field of magic.
Sympathetic Magic (Free)
There is a principle of magic that like calls to like and with the proper connections, a mage can make mockery of distance. That principle is the heart of the spells in this Purview. The two most common uses are communication and observation – using spells to talk to people and look at things that are distant. It can also be used to find things that are lost, though… or that don’t want to be found.
Summon and Control (Supernatural) (Cost 1)
There are a wide variety of supernatural beings in existence some benevolent, many not. The ones that are not often fall under the general heading of ‘demons’ (though not all of them call themselves that) and many of them can be spoken to, bargained with and drawn into this world. Whether or not that’s a good idea varies. Regardless of its wisdom, though, the spells of this Purview deal with the mechanics of doing that and perhaps surviving to tell the tale. This includes spells that contain, constrain and outright banish demons well as a couple of nasty tricks to harm or kill them. Then there are spells to control, compel and of course, summon both demons and a more nebulous group of spirit-like supernatural beings known collectively as ‘entities’. For rather understandable reasons, demon summoners are not often welcome or well liked especially in smaller communities and there is danger in consistently engaging with them and thus getting their attention. There’s no denying though that it’s damn useful magic. Emphasis on damn.
Summon and Control (Elemental) (Cost 1)
Calling forth the denizens of the elemental planes is a chancy thing. These beings are among the most alien that many casters will interact with. How does one bargain with Earth. What does Fire want? Those who have affinity with the elements, though, or simply dislike summoning demons find elementals powerful servants and allies if still dangerous in different ways.
Blessings (Cost 1)
Boons meant to enhance, lift up and empower are the province of those spells collectively known as blessings. The range of effects these spells can produce is rather staggering but they’re all united by the common theme of empowering or aiding someone or something. Many mages like to use these spells on themselves – in fact there are a number of these spells that are only possible to use on themselves. Others use them to enable servants or companions to perform in situations where they don’t otherwise have the means.
Curses (Cost 1)
Frightful witches casting maledictions against their foes or hapless passers by is an old magical tale. This field of study lets mages do exactly that. Curses are largely what they appear to be, spells that impair the victim in some fashion often somewhat indirectly. Some of them get a bit strange but all of them are fearful and at the high levels some of them can be deadly.
Restorations (Cost 1)
Practitioners of the healing magics are often in high demand and few more so than those who undertake to study the magic of Restoration. It is said that all life is magical and to a certain extent that seems to be true (even if it is also true that most life is not notably magical). Restoration spells nurture that magic, directing it to encourage the body and mind to knit back together, cure maladies and sooth souls. Special Note: Healing spells can reverse physical or mental stress by spending exotic stress on a one for one basis (plus one if the spell was cast at full power). Consequences from mild to severe can be cleared entirely if the healer is willing and able to spend as much exotic stress healing them as they absorbed. Extreme consequences cannot be cleared in this fashion. Healing spells can also serve as justification to begin consequence recovery, which does not require any exotic stress to be spent beyond whatever is required to cast the spell and make the Arcana roll. This is far more common, as it taxes the caster much less.