| This is Classic material. Some conversion will be needed to use with 4e, some of which may have been done for you. |
In Classic: Cabal (2001) the creatures of myth (be they vampires, the warlocks, the shape-changers and dopplegangers, the ghosts, trolls, and other creatures) exist and they're organized.
The Cabal is the conspiracy, trade union, and mutual-assistance society that lets all these creatures survive in a world of hostile humans.
Lies and Legends[]
- The History of Cabal
- The Geography of the Cabal
- Goals of the Cabal
- Whispers in the Darkness
Laws and Lodges[]
- The Nature of the Cabal
- The Structure of the Cabal
- The Ways of the Cabal
Realms and Spheres[]
- The Nature of the Reality
- The Four Realms
Hermetic Magic[]
- First Principles
- Astrological Modifiers
- The 36 Decans
- The Laws of Sympathy[1]
- The Law of Contagion
- The Law of Similarity
- The Law of Names
- Materia et Exempli
- Alchemy
- Magic Items
- Sacred Architecture
Cabal Campaigns[]
- Defining the Cabal
- Crossovers: Classic: Illuminati, Classic: Black Ops, Classic: Voodoo
- Defining the Campaign
Cabal Characters[]
- Character Types
- Character Races
- Humans
- Nonhumans
- Spirits
- Advantages, Disadvantages, and Skills
Wonders and Magics[]
- Magic Items
- Techniques
Gods and Mosters[]
- Beast of Assiah
- Creatures of Yetzirah
- Lords of Briah
- Things from the Abyss
References[]
- ↑ These also appear in Authentic Thaumaturgy