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Ars Magica, Mythic Europe, The Mysteries, Houses of Hermes: Mystery Cults, Covenants,
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The Mysteries
Table of Contents
1. The Mysteries 4 6. Hermetic Astrology 47 10. The Great Talisman 89
Lexicon of the Mysteries.................... 7 Periapt............................................ 48 Great Talisman................................ 89
Celestial Magic............................... 48 Consummate Talisman..................... 90
Magical Armillary Sphere................. 51
2. Entering the Mysteries 8 The Magoi of the Star..................... 54
Secrecy and the Mysteries................. 8 Astrological Correspondences.......... 56 11. Arithmetic Magic 91
Entering a Mystery Cult.................... 9 Hermetic Numerology..................... 91
Quests, Ordeals, and Sacrifices........ 12 Hermetic Geometry......................... 93
The Mechanics of Initiation............. 13 7. Divination & Augury 58 Hermetic Architecture..................... 97
Inventing Your Own Cult................ 18 Divination & Augury....................... 58
The Initiated Apprentice Hermetic Dream Interpreter............ 62
and Beyond.................................... 19 12. The Mysteries of
Dreams 102
3. Storyguides & the Dream Magic................................ 102
Mysteries 21 The Greater Dream Grimoire........ 107
The Dream Landscape................... 110
The Volshebnii Mechtateli............. 111
4. Curious Common Magics 25
The Art of Memory......................... 25 13. Mercurian Magic 114
Spell Binding................................... 27 Mercurian Groups in the Order..... 114
Performance Magic.......................... 29 The Neo-Mercurians..................... 114
Planetary Magic.............................. 30 Hermetic Sacrifice......................... 117
Potent Magic.................................. 31
Vulgar Alchemy............................... 32
Withstand Casting........................... 36 14. Mystery Cults 118
Astrological Magical Focus The Legion of Mithras................... 118
and Potent Magic............................ 36 8. Hermetic Spirit Magic 64 The Philosophers of Rome............. 122
Astrological Cyclic Magic ............... 37 Hermetic Empowerment.................. 64 The Children of Hermes................ 124
(Astrological) Mutable Virtue Spirit Familiar................................. 66 The Mystic Fraternity of Samos..... 126
or Flaw........................................... 37 Inscription on the Soul.................... 69 The Disciples of the Worm............ 129
Vulnerable Casting.......................... 38 Living Ghost................................... 70 The Knights of the Green Stone.... 131
New Mastery Ability:
Ceremonial Casting......................... 38
9. Hermetic Theurgy 75 Appendices
Names of Power.............................. 76 A. Immortal Magi.......................... 133
5. Hermetic Alchemy 39 Invocation Magic............................. 78 B. Conversion............................... 136
Hermetic Alchemy........................... 39 Hermetic Theurgy........................... 78 C. Daimons................................... 137
Philosophic Alchemy....................... 40 Theurgic Spirit Familiar................... 81
The Lesser Elixir............................. 42 Ascendancy to the Hall of Heroes.... 82
The Great Elixir.............................. 43 Hermetic Synthemata...................... 86
The Order of the Green Cockerel... 44 Synthemata Magia........................... 87
Chapter One
The Mysteries
Welcome to The Mysteries Revised Bonisagus’s great theoretical framework this book, they do not receive full treat-
Edition! very well. Many of these are vestiges of ment here.
Within this book lie many secrets older magical traditions that were never Important as they are, affiliations
known by the magi of the Order of fully incorporated into the framework of House are not the only associations
Hermes. Some of these secrets are held of Hermetic magic. Others are newer of magi. Houses themselves have fac-
in common, known by all magi. Others, ideas, such as Hermetic Alchemy, which tions and groups within them. Some magi
however, are whispered only to chosen was developed from alchemical knowl- look to their parentes, and their parentes’
Initiates in dark caverns and moonlit edge first available in Latin translation as parentes, above fellow members of their
shrines. Herein are revealed new Virtues recently as 1134, and which comes from Houses. Magi also gather to live and work
and Flaws, new spells, and new paths the Islamic world. These “exceptions” to in covenants, where loyalty to those they
to arcane wisdom for those magi brave Hermetic theory form the basis of many live with often overcomes other loyalties.
enough to undertake the quest for hidden Mysteries. Further, there are political factions and
knowledge. Also detailed in these pages groups who gather at Tribunals and seek
are the magical societies that flourish power by agreeing to vote together on
within the Order of Hermes, providing matters of common interest.
knowledge and power (and story opportu- Finally, however, there are those who
nities) to those who join them or oppose gather in secret to share private knowl-
their plans. Read on to learn of their edge, hidden from outsiders. The activi-
secret magics, peculiar powers, unusual ties and goals of these groups of magi are
rites, secret devices, and powerful spells many and various. Perhaps all they share
— some of which surpass the known lim- is that each group counts members across
its of Hermetic magic! House boundaries, and each has secrets
from which they exclude others. These
groups are the Esoteric Mysteries, also
What are the Mysteries? called Mystery Cults, and are the subject
of this book.
From this point on, references to the
A Mystery — very simply put — is The Order of Hermes is divided Mysteries, Mystery Cults, or Mystery
a secret. It is a term used to describe into 12 Houses, which are familiar to all. magic always refer to Esoteric Mysteries,
both a cult that teaches secrets, and the Four are True Lineages: Houses Bonisagus, rather than Exoteric House Mysteries
secrets themselves. The latter meaning, Guernicus, Mercere, and Termere. Four unless specifically stated otherwise.
when used in this book, usually describes — Houses Flambeau, Jerbiton, Tytalus,
strange forms of magic that have been and Ex Miscellanea — are Societates. The
adapted to the Hermetic system but are
not widely known among Hermetic magi.
remaining four are Mystery Houses: the
followers of Criamon, Bjornaer, Merinita,
What Do the Mystery
Indeed, these secrets are taught only to and Verditius. Cults Believe?
Initiates, those who have proven their The four Mystery Houses are some-
worth and joined a Mystery Cult. times known as the Exoteric Mysteries. Each Mystery Cult has its own unique
Hermetic magic is a powerful and Every apprentice in the Order has heard view of the world. While not all agree or
successful system, yet there are some of them, and can tell you a little about uphold the same views, each teaches a
magics, such as the heartbeasts of House their traditions and beliefs. Although particular mythic history by which it
Bjornaer and the well-known Ritual they share some similarities with the claims descent from the Mystery Cults
Wizard’s Communion, which do not fit into secretive groups that are the subject of of antiquity. In truth, however, there is
The Mysteries Revised Edition
little direct connection between the 13th- to slip from practicing the true science of
century Mystery Cults and the ancient Hermetic magic to the blackest of sorcer- What The
cults — even the modern Cult of Mercury
is only indirectly descended from the
ies of the Infernal realm.)
Here Bonisagus made a great contri-
Mysteries Revised
Roman priesthood. Another common bution to the success of the Order: when Edition is Not!
thread across all Mystery Cults’ teach- he created his system of Hermetic magic,
ings is the idea that magic has changed he dispensed with the necessity to invoke The Mysteries Revised Edition discuss-
since antiquity, and that the ancients were spirits, call upon pagan deities, or recite es both “historical” medieval magic
more powerful and glorious than modern blasphemous names. Even pious prayer and the fictional magic of the Order of
magi. Even so, no one can actually prove was stripped from the workings of magic; Hermes. Although much of Ars Magica
whether magic is getting weaker, growing while some in the Order maintain a cau- is based on what people thought in the
stronger, or staying the same; or whether tious nine parts prayer to one part spell- 13th century, our chief aim has been
the magicians of old were actually more casting, Hermetic magic is truly a “her- to keep the reader firmly grounded in
potent, or simply different from those metic” (closed) system, with no need to the Order of Hermes and the game
of today. Even though the notion that call upon external forces, instead directly experience. The Mystery Cults in this
the world is degenerating is a powerful manipulating the very magical elements of book, while based on legend and magi-
mythic image, many have challenged the Creation. Although this “secular” method cal thought, are fiction created to work
idea that magic was more powerful in the of working magic is extremely potent, with your Ars Magica saga. If you seek
past, . The Knights of the Green Stone, some have found its refusal to deal with real occult power, or help with an aca-
for example, are a Mystery Cult who con- other spiritual intelligences — whether demic assignment, look elsewhere.
test this idea of the decline of magic; one demons, angels, faeries, or spirits — to
central concept of their mythos is the idea be one of its greatest restrictions. All While some Mysteries are just as secular as
of a quest meant to bring magic fully into that said, even standard Hermetic magic Hermetic magic proper, others are adapta-
the world, resulting in a magical golden sometimes contains names, abjurations, tions to Hermetic theory of older rites, and
age, the enchantment of Mythic Europe. and invocations best not uttered in front contain religious elements that some find
Mystery Cults are not religions, of pious but ignorant folk. On the other disconcerting. Pragmatism and discretion
and their truth claims are not mutually hand, holy magi (see The Divine, page 66) therefore restrict these spells and magics to
exclusive. Even in antiquity this was the relearn the standard ways of magic and those who have proven their loyalty, wise
case; their insights or paths of spiritual practice magic in a properly religious and counsel, and ability to hold their tongues.
advancement were merely ways of inter- respectful form. Another notable aspect of Hermetic
acting with pagan pantheons, much as magic is that it can be worked by any
a medieval Christian might further his Gifted individual who has mastered the
spiritual growth by going on a pilgrimage
to the shrine of a saint, or to the Holy
Bonisagus and appropriate knowledge. Furthermore,
any Hermetic magus can recreate any
Land. Some Mystery Cults are avowedly the Mysteries Hermetic effect given time and ability;
pagan, while others are mystical or magi- hence many young magi in Spring cove-
cal rather than religious. Many cults may Bonisagus was an enthusiast of the nants invent Ball of Abysmal Flame indepen-
be seen as fully compatible with mono- Mystery Cults of antiquity, and welcomed dently, if their covenants’ grimoires prove
theistic belief and practice. the four Exoteric Mysteries — those of lacking. Yet this is not true of the magic
The Church, for its part, often looks Criamon, Verditius, Bjornaer, and Merinita taught by Mystery Cults, whose secrets
askance at practitioners of magic, for — into the Order despite their imperfect require something greater, and cannot be
reasons both theological and mundane. match with Hermetic magic. Trianoma, reproduced without the correct tuition
Many unGifted people are terrified by likewise, worked long and hard to bring and often-harrowing Initiation rites.
blatant magic, and the problems caused the Order together, and despite the exotic It is not entirely established why the
by The Gift are well known. One of the nature of some of the Founders’ magic, all magical Virtues of the Mysteries cannot
major reasons the ignorant masses fear of the Mystery House Founders taught easily be taught to non-Initiates. In some
magicians, hedge wizards, and Hermetic secrets that shaped Hermetic theory. cases, it simply requires a peculiarity of
magi is the fact that many older rites New magics have continued to enter worldview, a strange and eccentric way of
draw on the names of pagan gods, or the Order as other magi have joined looking at things not possessed by those
involve complex invocations to angels or after the Founders, and some of their outside the cult. Other Mysteries actually
tutelary spirits, which the uneducated and ways have been adopted and reworked to change Initiated magi in some subtle way;
pious can mistake for appeals to demons. mesh with Hermetic theory, leaving their they are rendered magical themselves
(Indeed, infernal rites are not unknown, hedge magic origins far behind. Some of by the Initiation, or their Gift is altered
and the Corruption of House Tytalus is these have emerged as common Virtues to accommodate new ways of working
too recent a memory for anyone in the and Flaws of magi in the Order; others magic. The traumatic rebirth of Initiation
Order of Hermes to forget how easy it is became associated with Mystery Cults. itself may explain why some Mystery
The Mysteries Revised Edition
seem unlikely candidates for Mystery
Cults. And yet, there are those who
are less dedicated, who find another
calling draws them. Perhaps a Bjornaer
shape-changer finds something special
in alchemy, or a Verditius enchanter
yearns to bind spirits into her fabulous
creations. These magi may be looked
down on, or even distrusted, by those
of their House, but nevertheless find a
personal satisfaction in an alternative
path. It is likely that at some stage in
their careers, the conflicting designs of
House and cult may force a crisis for
such magi — a choice between loyalties.
Although difficult, this tension can be a
rich source of stories and development
for the character.
Non-Mystery Houses
and the Mysteries
Lexicon of the Mysteries
The following is a short guide to Esoteric Magic: Secret variations are represented in Ars Magica as Virtues
commonly used terms you may encounter on standard Hermetic magic practiced by and Flaws, but they differ from normal
in this book. those who belong to Mystery Cults. character Virtues and Flaws in that they
Cabal Legacy: A rare Story Flaw, Eremite: A magus who prefers isola- are acquired after character generation,
taken only with the storyguide’s permis- tion from the rest of the Order. A hermit. during the later life of the magus. They
sion. A magus with a Cabal Legacy was Exoteric Mystery: The House are usually acquired through stories and
Initiated into an Esoteric Mystery Cult Mysteries of Houses Criamon, Verditius, adventures.
while still apprenticed, and may take cult Merinita, and Bjornaer. Initiation into Mystery Cult: An organization
Virtues and Ordeal Flaws as part of his these Mysteries is synonymous with mem- that practices and teaches Mysteries, and
normal limits. See Chapter 2: Entering bership in these Houses. remains highly secretive as to its member-
the Mysteries, The Initiated Apprentice Gnostic: Those who sought salva- ship, rituals, and true purposes. A number
and Beyond. tion in secret knowledge; heretical magi- of Mystery Cults are described in Chapter
Common Magics: Mystery Virtues cal religions widely practiced in the first 14: Mystery Cults.
that were once secret and are still taught few centuries of the Christian era and Outer Mysteries: The most basic
to Mystery Cult Initiates, but which exterminated by the Church. Mysteries known to all Initiates of a given
have escaped the clutches of the cults Hierophant: One of many titles for Mystery Cult. The term applies most
and are now well known throughout the the leader of a Mystery Cult. Such titles precisely where the Outer Mystery is a
Order. Common Mystery Virtues may vary widely from cult to cult. prerequisite to learning more advanced
be taken freely during character creation House Mysteries: See “Exoteric Mysteries. Many cults teach magics that
by any character. Characters who know Mystery.” are less tightly coupled than this.
such “secrets” are likely candidates to be Initiate: A member of a Mystery Philosophy: The pursuit and love
approached to learn more in later life. Cult, or one undergoing the rite to of wisdom. Often used as a code word
Common Mysteries: See “Common become such for “magic.”
Magics.” Initiation: The process of learning Probationer: One who seeks entry
Cult of Mercury: Refers to both a new Mystery, entering a Mystery Cult, to a Mystery Cult but has not yet been
the ancient Roman priesthood and the or increasing status in a Mystery Cult. Initiated.
modern Hermetic group that has adopted This experience changes the nature of the School: A loose grouping of associ-
the same name. Hermetic magi like to magus magically and profoundly. ated Mystery Virtues. For example, the
link themselves to Roman legends, and to Initiation Script: A document that school of Hermetic Astrology contains
claim descent from Rome. sets out the rites, teachings, and prerequi- several Virtues, all concerned with the
Daimon: Daimons are spiritual intel- sites for Initiation, used by a Mystagogue influence of the stars on magic. Some
ligences — primarily those of pagan heroes to conduct an Initiation. Mystery Cults favor one particular
and ancient (now fallen) gods. Daimons Mystae: A magus who has Mystery school.
are typically more powerful than ghosts Virtues. Secular: Worldly, as opposed to reli-
and elementals, and have some unique Mystagogue: A magus who con- gious. When Hermetic magic is described
powers. Magi are very careful about spell- ducts Initiation or teaches Mysteries; as “secular,” this stresses the abstractions
ing and pronouncing this word (“DAY- often a senior member of a Mystery Cult. of Bonisagus and the ways he removed the
mon”), lest they be thought to be dealing In some cases the Mystagogue may be the invocation of names and powers from the
with Infernal spirits (“DEE-mons”)! Initiate himself, if self-Initiation is being abstract Techniques and Forms. Secular
Degree: A rank of status within a attempted. magic avoids some of the Church’s pro-
Mystery Cult. Not all cults are structured Mystery: A general term for the scriptions against magic.
this formally. secret magics of Mystery Cults. These
Chapter Two
The Mysteries Revised Edition
The Mysteries Revised Edition
Once a candidate has been found a death and rebirth experience designed remove his memory of what transpired, and
worthy, a formal offer is made. The can- to mark the psyche of the one seeking a further Creo Mentem spell employed to
didate may still not know the name of the power. Each cult’s rites reflect the unique confuse him with false memories of some-
cult, and the one who makes the offer may spiritual principles of that tradition. thing quite prosaic. Those who fail the test
do so while in disguise or using magic, for Induction into membership of the are never approached again, although they
example a talking rabbit or words appear- cult, and subsequent Initiation into the are certainly watched, lest their curiosity
ing in gold upon a wall. This protects the cult’s magical secrets, is a profound lead them to betray the secrets they have
identity of the one offering. Other formal moment in the life of a magus that is spe- failed to dare.
offers may be more open — or appear to cial and demands a story. It is an intense If the test is passed, the probationer
be. In any case, if the candidate accepts experience, and the tone of the session may be given a new magical name known
the offer he becomes a probationer, one should be that of a life-changing occur- only to him and his Mystagogue. While it
preparing for Initiation in the full secrets rence, a rite of passage. is a liability, it may be invoked for a sym-
of the Mystery Cult. After the probationer’s journey, the pathetic bonus to future Initiations.
The candidate is instructed to pro- arrival of the Mystagogue and his assistants The probationer must now commit
ceed to some ritual site, telling no one of marks the second phase of the ritual. The a season to learning the secrets of the
his plans. This may be a place sacred to Mystagogue generally appears with some cult, attaining a score of 1 or more in
the cult, or simply a lonely and frighten- degree of splendor: brilliant light, music, the Ability (Mystery Cult) Lore. Some
ing location meant to test the probation- and other Imaginem effects are not spared cults allow the probationer to study from
er’s resolve. It may be far away, or within to make the moment as portentous as books, or require the probationer to piece
the magus’s covenant. The journey may possible. Yet there is further mystery, for together a score of at least 1 on his
require symbolic and magical conduct each of the Initiates present is traditionally own from ancient records, but most pro-
significant to the cult. Whatever form the costumed, and cloaked in Imaginem mag- vide a season of one-on-one tuition from
journey and destination, once the proba- ics that conceal their true identities. Upon an experienced teacher in the cult. The
tioner arrives, he meets the one who will their arrival, they greet the probationer knowledge of the rites, traditions, and
induct him into the cult, referred to as and ask a series of ritual questions that may secrets of the cult that is learned through
a Mystagogue. The journey to meet the be about his willingness to endure pain, this process is needed before the Initiation
Mystagogue may later count as a Quest torture, and horrific death, or may instead of the first Mystery Virtue can proceed.
if it required a story, and thus give a later concern his spiritual progress, understand- During the formal test and accep-
bonus to the first Initiation. ing, and commitment to the cult and its tance into the Mystery Cult, one of the
The actual tone of the ritual experi- chosen path of magic. If the probationer duties of the Mystagogue is to outline for
ence varies markedly. Most reflect a sym- decides to turn back, refusing the Mystery, the probationer the nature of the Mystery
bolic transition from darkness to light, a Perdo Mentem spell may be cast to he is embarking upon and the require-
10
The Mysteries Revised Edition
ments for his first Initiation, which fol-
lows once those requirements have been Revised Ability: (Mystery Cult) Lore
fulfilled. The requirements are laid out in
a document called an Initiation Script, (Mystery Cult) Lore is the lore, as this codifies the Mystery and
discussed later in this chapter. (Organization) Lore of a particular cult. lets others share the same view of the
Once a magus has been inducted into It provides knowledge of the legends, cult. Others prefer the secrecy of an oral
a Mystery Cult, and has learned some of history, structure, operation, and goals tradition. Small cults may fade away from
its secrets (by gaining a (Mystery Cult) of the Mystery Cult in question. It lack of members, especially if they are
Lore score), he is ready to begin Initiation includes knowledge of the magics, rites, persecuted, but if they have committed
into the Mysteries of that cult. and secret passwords and symbolism of some of their lore to writing, the cults
Initiation, the process by which one the cult, how to covertly signal member- may be restarted by those who discover
progresses further into the Mystery, is ship, and how to assess another magus’s and understand the texts. Some cults risk
represented in game terms by gaining new membership or non-membership in the the loss of secrecy for this very reason: so
Virtues that are not balanced by Flaws, cult. Two magi with this Ability for the that their secrets and magical rites may
but rather by stories and by service to the same Mystery Cult may well be able to not be lost forever. Some magi search for
cult. In game terms, Initiation is a sea- hold a seemingly innocuous conversa- lost texts, containing secret lore of the
sonal activity that culminates in a special tion without outsiders realizing that a ancients, hoping to re-enact the rites and
rite, often celebrated with a special cer- second, secret, conversation is hidden rituals that led them to power.
emony in front of the gathered Initiates of within the innocent phrases. In order to In game terms, experience points
the cult, but sometimes by something as prevent outsiders from learning secrets in (Mystery Cult) Lore can be acquired
simple as a symbolic gesture between the of the Mystery, many Mystery Cults’ like any other knowledge, including
Mystagogue and the Initiate; cults vary in specialty books require a score in this through teaching, books, practice, and
their practices. Ability for a magus to decode their exposure. Learning (Mystery Cult) Lore
The completion of the special symbolism. (Mystery Cult) Lore also from another ensures that master and
Initiation rites changes the magus who covers the ceremonies of the cult, fre- pupil share the same rites; learning in
is Initiated. It grants a Mystery Virtue, quently enacted when the cult members isolation may lead to variant (or even
keyed to the Mystery Cult being joined, gather formally. It is a key knowledge deviant) rites and rituals — from such
and also in some cases inflicts one or for a Mystagogue’s performance of the discrepancies schisms sometimes arise,
more new Flaws, which are called Ordeal Initiation rites, to guide the Initiate and cults may break up and fragment.
Flaws. An Ordeal, Quest, or Sacrifice is a through Ordeals, ceremonies, and medi- A magus may build his (Mystery
process one undergoes as either part of, or tations to gain new Virtues. Cult) Lore from zero, even without
before, the Initiation. Knowledge of this Ability is passed instruction, but this means he has
The nature of the Initiation pro- from Mystagogue to Initiate, from mystae devised his own cult, and should treat
cess makes the changes a true part of to mystae, in a chain of living secrets. his Lore as an entirely new (Mystery
the magus, affecting the magus’s essential Some cults also write down their secret Cult) Lore.
nature. Thus magic cannot undo Initiation
effects. Even if a maga subsequently leaves
a Mystery Cult, she does not lose the (Mystery Cult) Lore and Degrees of Initiation
Virtues and Flaws she accrued.
Initiates often develop new Some Mystery Cults are very hier- a score below 3, but this is sufficient for
Personality Traits that mark the effects of archically defined, while others are quite most members of a cult.
the Initiation on the maga and reflect her informal and irregular in structure, but A score of 6 is normally required for
new perspective on the world. Typically there is a general pattern of (Mystery Initiation to the inner circle; this is not
such a trait begins at +1. Cult) Lore requirements. A level or rank necessarily a requirement for Initiation
To undergo Initiation requires more, of Initiation into a Mystery Cult is called to Major Virtues, but to those degrees
however, than a record of service to the a degree, and the number of degrees a that the cult considers its most private
cult and a requisite level of the relevant cult has — or whether there is a formal secrets, which are often synonymous
(Mystery Cult) Lore. It also requires that degree structure at all — varies from with the Major Virtues.
the candidate fulfill the initiatory require- cult to cult. Finally, those wishing to become
ments peculiar to that cult’s Initiation The first Initiation requires a single Mystagogues and Initiate others are also
in the Mystery Virtue, by following a level of (Mystery Cult) Lore, which well advised to study (Mystery Cult)
detailed set of instruction and rituals and explains the significance of what is to Lore, as it is an important factor in
undergoing peculiar magical rites. These be learned and how to participate in the successful Initiations. See the section
rituals and necessary obligations are called rites of Initiation. Further Initiations are entitled The Mechanics of Initiation,
Quests, Sacrifices, and Ordeals, and they unlikely to be offered to characters with below.
are explained in the Initiation Script.
11
The Mysteries Revised Edition
12
The Mysteries Revised Edition
13
The Mysteries Revised Edition
To Initiate a Minor Virtue known by
the Mystagogue, the Target Level is 15
14
The Mysteries Revised Edition
The Initiation Script
To Gain a Major Supernatural
Those who wish to be initiated have the custom, I
believe, to turn first to the ‘Father’ of the sacred rites,
Ability by Ordeal and Teaching
to map out what preparations need to be made. The Mystagogue needs a Presence grants an additional sympathy bonus of
— Tertullian + (Mystery Cult) Lore of 9, and must +1 for the place and time.
have the Virtue being Initiated (the The Script bonus is +10 (+3 (teach-
The Initiation Script is a written Target Level is 21). The Initiation Script ing) +3 (sacrifice) +4 (special place)),
text (similar to a Lab Text) that describes provides a bonus of +10 (Mystagogue’s which is not enough to guarantee suc-
a successful Initiation and the process time, Ordeal, “special place” and sympa- cess even with a Presence + (Mystery
followed: the chants and methods, the thy bonus). Cult) Lore of 9. However, if the previ-
places and times, and any sacrifices made. The Mystagogue must spend a ous Initiation had involved an Ordeal,
If this Script is followed exactly, the Script whole season teaching the Initiate after then the next Initiation would receive a
grants its bonus to the Initiation Total. the Initiation, which takes place on bonus of +3 – enough for this Initiation
Typical components of an Initiation Easter Saturday, in an ancient crypt in to succeed.
Script, and their bonus contributions, a regio beneath a cathedral, only acces- The Script calls for the Mystagogue
include: sible on this one day. The Initiate vol- to spend a season teaching after the
untarily undergoes a Sacrifice of Power Initiation ceremony, during which the
• +3: The Initiate has to travel far to (Ordeal: Deficient Form). special link of the Initiation permits the
reach a special place at a special time The “special place” of this ritual Initiate to learn the Ability and reach
(one bonus only). is particularly difficult to enter, as the level 1 at the end of study. Any breaks
• +3: The Initiate has to complete cathedral is very busy and full of wor- in the study must be made up as soon as
a specified Quest. The Quest may shipers and clergy at this time, and possible, until a full three months’ study
be performed any time prior to magic is hard to use in a cathedral. This is completed.
Initiation. Multiple Quests are pos-
sible. If the Quest is unique and no
similar Quester could repeat it, then To Gain A Minor Virtue By Ordeal and Sacrifice
the bonus is +6.
• +9: The Initiate suffers a Major The Mystagogue needs a Presence + a sacrificial pyre, mixed with herbs and
Ordeal inflicting a specific Major (Mystery Cult) Lore of 8, and must have incenses. The pyre is lit with magical
Flaw during the Initiation. the Virtue being Initiated (the Target fire, and as the books burn white hot,
• +6: The Initiate suffers a Medium Level is 15). The Initiation Script pro- the Initiate undergoes an Ordeal of fire,
Ordeal increasing a specific Minor vides a bonus of +7 (Ordeal, Sacrifice, plunging her arms into the flames.
Flaw to a closely related Major Flaw and “special place”). Magic is available to ensure that her
(e.g., Minor to Major Personality The Initiate must sacrifice several arms heal back to functionality, but she
Flaw). books, impressing the Mystagogue with is not allowed magical healing to restore
• +3: The Initiate suffers a Minor their worth and the pain of their loss. appearance — if the wounds appear to
Ordeal inflicting a specific Minor The ceremony is performed in a hidden be healing too well, the Mystagogue
Flaw during the Initiation. cave in the mountains, on the first day intervenes to rub in ashes from the pyre.
• +3: The Initiate has a Minor Virtue of Capricorn. The books are formed into The Initiate acquires the Disfigured Flaw.
that is required for, and being replaced
by, a Major Virtue; for example,
Major Potent Magic requires and
replaces Minor Potent Magic. This
To Gain A Minor Virtue By Questing
is equivalent to an Ordeal whereby The Mystagogue needs a Presence sufficiently powerful that it impresses
the Initiate loses the original Minor + (Mystery Cult) Lore of 6, and must the Mystagogue. Then he must discover
Virtue. have the Virtue being Initiated (the the secret location of the Initiation,
• +1: The Initiate sacrifices material Target Level is 15). The Initiation Script meeting the Mystagogue there. No cult
goods or wealth (one bonus only). provides a bonus of +9 (two Quests and member will assist in this task. The
• +1: The Initiate sacrifices time (typi- a “special place”). Initiation takes place on Midsummer’s
cally a season) serving another in the The Initiate must complete two Eve, on a remote island, in an ancient
cult (one bonus only). Quests. First, he must defeat a monster stone circle.
• +3 to +6: the Initiate sacrifices some-
thing of great and symbolic value (his • +3: The Mystagogue sacrifices Mystagogue requires for her time is
talisman or familiar, or a powerful time, such as teaching the Initiate a separate from the Initiation itself.)
invested device). Supernatural Ability. (Any price the
15
The Mysteries Revised Edition
• +0 to +3 (but can range from –5 to any component is invalid then the whole Example Initiation
+5): Sympathetic bonus for appro- Script is invalidated. Temporary suffering Script Designs
priateness of the rite to the Virtue does not provide a benefit — indeed in
being Initiated. Sympathetic bonuses many rites it is just a normal part of the An Initiation Script requires that the
should be agreed upon with the sto- process. Mystagogue have a minimum Presence +
ryguide or troupe. Quests (such as “Slay a fearsome (Mystery Cult) Lore, as specified in the
• If experimenting (see Experimental monster”) count toward a single Initiation Script. Such a Script can be applied to a
Scripts, below), the bonus is deter- only: a later Initiation that requires a nonplayer character by simply noting any
mined at the end of experimentation, similar Quest requires the slaying of a time costs (counting a Quest as a season)
once all flaws and benefits are known. new monster. Unique Quests must be very and any Ordeals imposed.
Experimental Scripts may be flawed, specific; for example, bringing the head Given the high totals needed, the
and include some Ordeals with no of the Minotaur. If your saga has a race Scripts for Major Virtues commonly
bonus. of Minotaurs, this is no longer a Unique fall short of providing the Initiation on
Quest. their own. However, note that previous
A bonus is granted only if the compo- Sacrificing items can be repeated but Ordeals provide a bonus to the Initiation
nent genuinely costs the character some- each significant item only counts once. If Total, and this usually provides the extra
thing. If, for instance, he lives very close a magus previously sacrificed his talisman, needed to succeed.
to the “special place” rather than having to and a new rite calls for a similar sacrifice, Note that the process of Initiation
travel far to reach it, then the travel takes then he must make a new talisman in relies upon the Mystagogue’s Presence +
no effort and is invalid. Worse still, if order to sacrifice it. (Mystery Cult) Lore, not the Initiate’s.
16
The Mysteries Revised Edition
However it is the Initiate’s Quests, There are many reasons to vary the The Ease Factor is 12 to make a
Sacrifices, and Ordeals that lower the Script: the Script may not be valid for change to a component, such as varying
Target Level. As there is no die roll, this Initiate, or the Script bonus may the place, the time, or the subject of a
either the candidate has fulfilled the obli- not guarantee success (particularly if this Quest. (Varying a Unique Quest should
gations required to meet the total and Mystagogue is less charismatic than his replace it with another Unique Quest.)
the Initiation succeeds, or it will not be predecessor). Scripts have a tendency to It is not possible to change which Virtue
attempted; the Mystagogue will not waste become long and elaborate over time, as it the Script Initiates, or to modify a Script
a season. is easiest to extend the original and quite to Initiate a Minor Virtue into Initiating
hard to simplify it. the Major Virtue.
To vary the Script, the Mystagogue The Ease Factor is 15 to remove a
Modifying the makes a roll of component from the Script, reducing the
Initiation Script Script bonus.
Stress Die + Intelligence + (Mystery The Mystagogue may only attempt one
Any time a Mystagogue leads Cult) Lore vs. Ease Factor of the above changes in a given Initiation. If
an Initiate (even himself) through an the attempt fails, the new Initiation Script is
Initiation rite, following a Script, he may The Ease Factor is 9 to extend the nonfunctional (and the Mystagogue knows
try to vary the Script. At the end of the Script by adding a new component, such this without attempting the Initiation), but
Initiation, if successful, he may write as an additional Quest. A magus with a the original Script works as normal. If the
down his precise actions as a Script for low Presence or (Mystery Cult) Lore may attempt is successful, the modified Script
others to follow. try to extend a Script in this way. can be used to generate the Initiation Total.
ordinary terms in return, at this time The storyguide runs the adven- two seasons’ more teaching from Pepino
at least. ture, and after the story, the nemesis is (who received vis and a lesser enchanted
The Minor Ordeal is that Darius (apparently) killed, having fallen into a device in return for his services) gave
must take the Flaw Dutybound: Serve chasm. While his death cannot be veri- Darius a score of Legion of Mithras
the Order of Hermes — this is little fied, Darius has defeated him, and after Lore 3. He is ready to undertake further
cost to a magus who has devoted his life a few seasons more of study he sets off Initiations, and the cult invites him to
to that cause. This and the Sacrifice of for his Initiation. He is loathe to lose his prepare for his second degree, Bride of
his long spear talisman will occur dur- talisman, but the Script demands it, and Mithras.
ing the actual ceremony of Initiation. he starts to plan its replacement. Sebastiano can use the normal Script
Neither will require any time beyond the The Initiation ceremony takes a this time, as Darius does not possess the
season he must spend on the Initiation few hours at the temple in front of Virtue Clear Thinker already. The Script
itself. This means that he must fulfill one the gathered assembly, and subsequent calls for a Quest, to investigate a pos-
Quest, and, as the sympathetic appro- study takes an entire season, but at the sible threat to the Order, and to show
priateness bonus of +1 suggests, it is end of it, Darius is a proud and valued clear signs of good judgment +3, and
somehow related to the gaining of Self- Raven of Mithras. His player writes the there is a sympathetic appropriateness
Confidence, the Virtue to be Initiated. Virtue Self-Confident on his charac- bonus of +1. This gives Sebastiano an
The Quest requires Darius to identify his ter sheet, reflecting Darius’s new-found Initiation Total of 14; less than the Target
nemesis, that enemy who is most con- confidence and mystically reinforced Level of 15 required for Initiation into
trary to what Darius personally stands self-assurance. a known Minor Virtue, but the Target
for, and his goals and aspirations, and Darius now needs to learn more Level is reduced to 12 as this is the first
who has personally thwarted or deceived about his cult and achieve an Ability Initiation after the Ordeal of taking the
Darius at least three times, and defeat score of Legion of Mithras 3 before he Flaw Dutybound (it’s also the second
that nemesis. Darius is already commit- can be Initiated into the second degree. Initiation after the Ordeal he underwent
ted to defeating a renounced magus, After several years’ more dedicated duty upon first entering the cult, but that
from whom he narrowly escaped (as and heroic adventure, he manages to would only reduce the Target Level to
detailed in his character history). learn the basics of the Ability Teaching, 13, so that Ordeal is ignored). Providing
After several seasons of lab work, so that in the future he can instruct new Darius completes the Quest set him, he
and serving his covenant, Darius finally is Initiates. During that time, the cult also is successfully Initiated into the Legion’s
ready to embark on his Quest. He decides asked him to carry a message, which second degree.
to take along a fellow maga from the cov- required a story, and Darius made a copy
enant , and several grogs and companions, of some useful laboratory texts in his pos-
but Darius must be the star of the story for session to give to the Legion, for which
it to count as his Quest; the others under- they were grateful. Most importantly,
stand that this is a personal score. his studies of a tractatus he was lent and
17
The Mysteries Revised Edition
Mystagogue also determines how much Roll a Simple Die + Risk Modifier +
Example: Darius risk she will take in experimenting: a Risk Intelligence + (Mystery Cult) Lore vs.
Undergoes Initiation, level from 0 to +3.
The Initiate carries out the steps of
Ease Factor of (9 + Proposed Bonus)
Revisited the rite, including all Quests, Sacrifices If experimenting on another Initiate
and Ordeals, and then the rite is checked rather than himself, the Ease Factor
In Darius’s first Initiation, discussed to determine success or failure. increases to (15 + desired bonus). If the
in the previous example, the Initiation First the Mystagogue checks wheth- validity roll fails, the rite fails too, with
Total was 22, and the modified Target er the rite invoked the correct sympathy no Virtues, although Ordeal Flaws are still
Level was 15. The Initiation Script with the desired goal, whether it had inflicted.
could have been less arduous, poviding the power to bring about change, and Third, the storyguide reviews the rite
a bonus of up to 7 less and still have whether experimentation went well or and awards a sympathy bonus (or penalty)
succeeded. If Sebastiano had felt that badly: according to how well the rite matches
the sacrifice of the talisman was unnec- Roll a Stress Die + Risk Modifier on the final Virtue. The sympathy bonus
essary and unlikely to be mystically the Extraordinary Results chart on ArM5, becomes part of the Script.
useful in granting Darius improved page 109. The Mystagogue now generates the
confidence, he could have decided to Initiation Total (no die roll):
try modify the Script by dropping the • Side effect and minor benefits or
requirement Darius sacrifice his talis- flaws results are usually (positive or Presence + (Mystery Cult) Lore +
man. Sebastino has an Intelligence of negative) Personality Traits related Revised Script Bonus + Risk Modifier
+3 and Legion of Mithras Lore 7. He to cult goals, affecting the Initiate,
would, therefore, have a total of 10 which become part of this Initiation If this equals or exceeds the Initiation
plus a stress die to try to beat an Ease Script. Target Level, the rite has worked, ben-
Factor of 15 to drop an element from • Major flaw results add an extra Ordeal efits are gained, and a Script can be writ-
the Script. If he succeeded, the Script Flaw (usually Minor), affecting the ten down for others to follow, including
bonus would be +7, and he could Initiate, which becomes part of this experimental flaws, benefits, and modifi-
record it for use in future rites. Initiation Script. A flawed rite offers cations. (The experimental Risk bonus is
If Darius had already possessed no Script bonus for this additional not carried over into the Script.)
the Flaw Dutybound: Serve the Order Flaw.
of Hermes before joining the Legion • A fatal flaw result inflicts an Ordeal
of Mithras, Sebastiano could have tried Flaw but fails to provide the Initiation
substituting Higher Purpose in the
Initiation Script, rolling against an Ease
Factor of 12.
Virtue.
• A major benefit is an increase or
stacking of the Initiated Virtue if this
Inventing Your
If a single change is not enough to
is possible (for example, Minor/Major
Magical Focus, or a double increase to
Own Cult
make this Script work, then either a differ- a Characteristic) or a second Minor
ent Script is needed, or the Mystagogue Virtue. The benefit becomes part of Ars Magica players being creative and
must study more (Mystery Cult) Lore, or this Initiation Script. imaginative sorts, the idea of the characters
experiment. • A discovery usually results in experi- creating their own Mystery Cult, perhaps
ence points in either (Mystery Cult) tied to a secret of their covenant, is bound
Lore or the Ability being Initiated, to arise. Perhaps the magi have estab-
Experimental Scripts affecting the Mystagogue. lished themselves in the site of an ancient
• Modified effect Initiates a different lost covenant, and discovered some old
If the Mystagogue has no Initiation Virtue, related sympathetically to the books that reveal much of the odd magics
Script, or only has an inadequate one, cult’s goals. The extent of change that were practiced there; or perhaps they
then she may experiment to discover a should be reviewed with the story- have discovered a hedge magic tradition
new Script. This involves risk and uncer- guide in the light of the suggestions that, following much work, and maybe a
tainty, with no guarantee of benefit at the in the Modified Effect table. Hermetic Breakthrough, seems adaptable
end, but it is the only way to begin a new • Disaster indicates that the Initiation to Hermetic theory. They now wish to
Initiation under such circumstances. fails completely, inflicting a Major establish their own Mystery Cult, based
Determine the Initiation rite com- Flaw on both the Mystagogue and upon their researches, and Initiate others
ponents (Quests, Ordeal, Sacrifices) that the Initiate. into appropriate Virtues and Flaws.
the Mystagogue proposes as a method The first steps are for the storyguide
for Initiation to this Virtue, and total Second, the Mystagogue must check to create a new (Mystery Cult) Lore for
the bonus this rite would have. The the validity of the rite. the new cult, and to assign some experi-
18
The Mysteries Revised Edition
ence to the characters based on their
work. If the new explorers of the old Experimenting To Discover a
ruined covenant of Natura Antiqua in the
Fens of the Stonehenge Tribunal have
New Minor Virtue Script
found secrets that seem appropriate, then Lucius of Flambeau has created a Checking the viability of the pro-
the Ability of Natura Antiqua Cult Lore 0 new cult, the Seventh Wave, a group posed rite,Lucius’s player rolls a simple
may be conferred upon them. dedicated to rediscovering the lost die, scoring 9, + Risk Modifier 1 +
Further investigations and seasons of magics of a ruined covenant where he Intelligence +3 + Lore 9 for a total of
study, as they read moldy ancient books, dwells. The first Initiation of the new 22 vs, an Ease Factor of 9 + 6 =15, and
learn the mystical secrets, and set about cult is designed to teach the Virtue so it is valid.
devising appropriate rites and magical phi- Affinity with Art (Aquam). Lucius acts The storyguide rules that the
losophies to pursue will grant increases in as Mystagogue, and desires but lacks the Personality Trait brings the Initiate more
this new Organization Lore, and eventu- intended Virtue, so his Target Level is into line with the cult, and awards a +1
ally one of the magi will be ready to experi- 18. Lacking an Initiation Script, he sets sympathy bonus, making the final Script
ment and create the cult’s first Initiation out to devise a new Script that can be bonus +7. With Presence +2 + Lore 9
Script, using the rules for Experimental used in future rituals of his cult. + Script +7 + Risk Modifier +1 vs. Ease
Scripts and Self-Initiation above. Within Lucius has studied an ancient book Factor 18, he succeeds.
a few decades, the Order of Hermes will on the magics practiced by his predeces- If he had failed, he would have
possess a new Mystery Cult. sors, and has also practiced on his own, wasted his time and effort, and could
Creating a new Mystery Cult should devising new chants and rites that he count neither the quest nor the putative
be arduous, intriguing, and the basis for has repeated with his circle of would-be special place in future attempts.
many sessions of exciting play, not least Initiates, and has reached Seventh Wave Succeeding, he gains the desired
when curious Quaesitors learn of the Lore 9. He is charismatic for a magus, Virtue, and also writes down his actions
strange goings on at the covenant. The with Presence +2, Intelligence +3. and rituals. The next Initiate will ben-
storyguide can base many stories on the He performs what he hopes will be a efit from his teaching, with an Initiation
adventures of the magi as they experi- Quest (discovering a lost magical wand in Script bonus of +7 (the Risk Modifier
ment, research, and learn Mystery Virtues ancient ruins guarded by ghosts, and pre- will not count for later Initiations). Since
from both the curious common magics senting it to the cult), and travels to the next time he will possess the Virtue,
and the established Mystery Virtues, or bottom of the deepest river in the Fens to Lucius’s own Initiate pupils will have a
any existing Virtue that is deemed appro- commune with the spirits on the spring Target Level of 15, not 18.
priate to this new mystical path. equinox (a day he hopes will be auspi- His apprentice Mystagogue, once
cious, as the high tide will rush up river Initiated, wishes to teach her own small
and create an odd natural phenomenon circle of Initiates, but her (Mystery Cult)
called a tidal bore). These will afford a Lore is only 6, and her Presence is 0. She
19
The Mysteries Revised Edition
stories, it is not encouraged for player Laboratory work (ArM5, page 32), each If a detailed Initiation Script is not
characters. season of Initiation or Questing means the available, you can create a sketched-
Initiation with a Script is designed character loses 10 experience points from out Script using the Initiation Rites
as a fixed process, much rules above. Note the
like other experience Presence and (Mystery
activities (although it is Cult) Lore of the parens,
more complex than oth- and add sufficient Script
ers), so that it can be components to provide
applied as background a Script bonus that lets
experience if necessary. the parens meet the
More details are provid- Initiation Target Level.
ed in the rules for The It is usually appropriate
Mechanics of Initiation, for a probationer’s first
but a summary follows Initiation to include an
here. Ordeal, as this also pro-
An Initiation Script vides a bonus for subse-
indicates how many quent Initiations.
Quests are required, Experimentation to
and any Ordeal (Flaw) discover new Mystery
imposed. The whole pro- paths is not really a mat-
cess takes one full season ter for background expe-
per Quest, and one for rience rules, and player
the Initiation itself. In characters should go
addition, the Initiation through a full roleplay-
may require sacrifice of ing process to achieve
items of value to a magus this. If you are design-
— books, vis or even an ing an nonplayer char-
invested device or similar acter cult founder, then
— and you must allocate you should discuss the
seasons of background process and estimate
experience to making the number of failed
such an item for sacrifice attempts, but assume
(the time expended is eventual success — else
a major part of the cost). You may wish the yearly 30; it is more cost-effective to they would not be founders of the path
to account for the vis expenditure too. group Initiation seasons into whole years you are creating!
As with background seasons allocated to of background, if possible.
20
Chapter Three
21
The Mysteries Revised Edition
or Personality Flaw — but even then
Mystery Cults in the Ars Magica setting the story often results in their fellows
from the covenant joining the afflicted
Although the existence of Mystery without upsetting the background of the character, and seeking to find a solution
Cults is an official part of the setting of saga — the organization was always pres- together. At the very least they are usu-
Ars Magica, the schools outlined in The ent, but only now have the magi become ally aware of the problem their sodalis
Mysteries Revised Edition mostly exist as aware of its existence. faces.
hidden traditions within the Order of Storyguides are positively encour- As the saga grows, House loyal-
Hermes. The Mystery Cults depicted aged to change the details of the cults ties crop up, and parentes attempt to
in this book are primarily examples, and here to suit their own sagas. A Mystery embroil filii in their own machinations.
while they may be referred to in future Cult whose details are freely available Magi develop long-term projects: creat-
Ars Magica supplements, storyguides to read, is, well, not very mysterious! ing greater invested devices or talismans,
should feel free to omit, alter, or change Changing things prevents players who or finding and bonding familiars — quests
them as required. have read deeply in this book from that take them away from the other magi
It is very unlikely that the entire set becoming jaded, and allows the sense — but the saga adapts, and players find
of Mystery Cults will be mentioned even of awesome secrets and strange enigmas characters within the saga who join the
fleetingly in a single saga. The apparent to pervade this part of the saga, as is errant magus, so that all the troupe mem-
absence of others does not mean they proper. It also allows troupes free rein to bers remain active. Characters acquire
do not exist; rather, by their very nature use their own imaginations and creativ- debts of favor: magi who have performed
Mystery Cults are secretive and hidden ity to great effect, making the saga an a vital service for a young magus (such as
from view. They can, therefore, be intro- expression of the ideas and desires of the creating an enhanced Longevity Ritual)
duced into a story at any time as required, whole group. inevitably call in that favor later.
Introducing player characters into
the character deeper into the secrets of as a guideline and thinking of secrets and the Mystery Cults might seem to shift
the Mystery Cult and how they reflect the revelations that can be learned in the the balance away from the covenant and
ultimate aim of the school. course of play. Each revelation should troupe play. Certain characters acquire
For example, the Philosophers of change the way that the cult is perceived, new loyalties outside the covenant, and
Rome ultimately aspire to godhood, and be quite dramatic — and make the are oath-bound not to reveal the nature
yet their hedonistic orgies and libertine Initiate wish to know more. These stories of that secret. Attempts to uncover their
excesses may prevent that from being should be linked to the outline of the cult secret may be made, including formal
apparent until the interested party has provided in this book, but go beyond it, challenges to certamen duels, yet still
spent much time in the cult, trying to exploring and defining the role of the they refuse to divulge their activities.
reconcile the reckless pursuit of sensual- cult in the saga, and changing details or Suspicion can rapidly escalate to paranoia:
ity with the dry academic researches in even whole sections to better fit what This should not be pushed into causing a
early Christian texts that that group car- the troupe wishes to do with the cult. problem for the saga.
ries out. A story may be told in which, in Initiation into a mystery is a minor story The involvement of the character in
the course of an investigation of a hidden arc, yet in a well-plotted saga it can link a Mystery Cult requires some stories that
catacomb, a number of books clearly writ- back to the themes and motifs of the main focus on the relationship between the
ten by a Gnostic philosopher are found; saga arc in surprising ways. Initiate and the cult, and the adventures
yet shortly thereafter there are inscrip-
tions venerating the same man as a god.
In a later story the same being is met in
a hidden magical regio, yet by now the
young Philosopher has found records
showing that the mysterious author/deity
Character
was once a member of his own covenant,
and indeed worked in the very same lab
Focus
that today is used by that Initiate.
As each layer of the mystery is peeled It is, perhaps, normal in a saga for
away, new secrets present themselves, stories to focus on the covenant’s mem-
and new questions requiring answers are bers working together to achieve some
uncovered. The player’s and character’s shared aim, resolve a conflict, or defeat
growing knowledge of the cult natu- some threat. Of course some stories
rally creates many story ideas as well. The focus on individual magi or companions,
troupe should craft the Mystery Cult putting them in the spotlight — typi-
outline into something unique, using it cally those that focus upon a Story
22
The Mysteries Revised Edition
arising from this. Some of those adven- While player knowledge is not character, is the prime method of deter-
tures — the search for a lost temple, character knowledge, some troupes will mining how quickly magi should progress
or to slay a dragon, or to uncover a elect to conceal any knowledge of the in a Mystery Cult. In a fast saga, where
Hermetic criminal in clear breach of the Mystery Cult’s secrets from the players of years pass between stories, it should take
Code — can easily involve all of the non-Initiates. a very long period for the magi to achieve
magi who wish to participate, the char- a high degree in the Mystery Cult, and by
acter undertaking the Quest inventing a the time they do they should be ready for
cover story that explains the necessity the awesome power that can be attained.
to his sodales. Some stories, however,
especially Initiation ones, require that
magi to act alone — although even then
Progression in a In a slow saga, it may never prove possible
to progress far into a mystery, but the fig-
ure of three years per Initiation provides
he may have recruited a few loyal grogs
and companions who are affiliated with
Mystery Cult a reasonable rule of thumb, whereas in
a medium saga seven years could pass
the cult at the most basic level, for many between degrees of Initiation. Ultimately,
cults prize even unGifted members if The need to spread attention between though, progression is measured by sto-
they know how to fight or possess use- the players, and to ensure that an equal ries not years, and the number of stories
ful skills. number of stories concentrate on each that is required to attain each Initiation
23
The Mysteries Revised Edition
only slowly revealed. If you play with a
Mysterious Knowledge single storyguide and he alone tends to
buy Ars Magica books, then this may be
A wise old magus known to the and his nonstandard powers will not be a fun option, but it can be used even if
magi confides in them a secret. A maga counted as evidence, he can do noth- everyone in the troupe has read this book;
named Flora, who has been brought ing. However divination has provided simply declare chapters 5 through 14
before the Tribunal on a high crime, is him with a few seemingly contradictory off-limits, and make changes to frustrate
almost certain to be found guilty and clues as to the real culprit, who it seems players who succumb to the temptation
Marched tomorrow, so strong is the has faked Flora’s casting sigil and used to peek.
evidence against her. Yet, through the high-level spells to block the Intellego
secret art of Divination, taught in a magics of the Quaesitors.
manner he cannot reveal as part of his Can the player magi find enough
Initiation into an ancient Mystery, he
has learned that she is beyond all doubt
innocent. Because he cannot confess his
evidence before dawn to prevent a mis-
carriage of justice and bring the real
offender to light?
Mystery Cults
affiliation with the cult that taught him,
as Antagonists
is set by the storyguide and the Initiation excited by the idea of playing a magical
Script design. archaeologist uncovering lost secrets, and Those relatively new to Ars Magica
The number of characters in the chooses to play a member of the Neo- games may already be reeling from the
game also limits progression; a game Mercurians. In such a way all of the troupe wealth of options available to their char-
with only two players will see more rapid participate in deciding which mysteries acters, and may not be ready to embark on
advancement than a game with six. As are involve in the saga, and they may also the process of Initiation into the Esoteric
always, the troupe should set the pace to decide which of the Mystery Cults, if any, Mysteries. Most cults prefer to recruit from
suit their own tastes. Many of the Mystery become enemies of the covenant, and relatively mature magi, maybe ten to 30
Virtues do, however, require extensive purchase an appropriate hook at covenant years out of Gauntlet, and some, like the
commitment to lab work and consider- creation. Legion of Mithras, require an exemplary
able levels of ability in Arts and Magic This is the default option; it is record of service to the Order, or some
Theory, or other Abilities, which may also hard to restrict player access to books, equivalent degree of proof of worthiness,
prove decisive in establishing the pace of although some will cheerfully agree not before they consider a character a potential
Initiation. to read certain parts if it could spoil probationer. (There are, however, also other
their enjoyment of the game. Everyone societies, such as the Children of Hermes
at the every least should have access to and the Volshebnii Mechtateli, who prefer
Chapter 4: Curious Common Magics, to recruit from the younger magi of the
24
Chapter Number
25
The Mysteries Revised Edition
obscure details by spending several min-
Memorization Ease Factors utes in reflection, “exploring” the locus.
Multiple instances of this spell cannot be
9 (Average): Memorize a single- Tribunal); a whole manor house in detail; cast on the same subject. For example, a
page letter verbatim; a conversation up or the contents of a castle in detail. magus cannot use Enhance the Memory Palace
to five minutes long; a room as seen from Anything longer must be broken to memorize an entire text by casting the
a single vantage point; or the layout (but into sections and memorized as separate spell on one page at a time. The locus
not contents) of a castle. loci. If the subject matter is highly tech- can be destroyed with Perdo Mentem
12 (Hard): Memorize a letter of nical, add 3 or even 6 to the Ease Factor. magic. When the spell ends, so does the
up to 12 pages; an hour’s conversation, If the subject is technical and falls within memory.
lecture, or debate; a room explored and an Ability that the scholar possesses, the The magus may permanently memo-
seen from many vantage points; a whole scholar may use that Ability in place of rize the information by spending seven
manor house seen from a single vantage Art of Memory (but must still roll to days in meditation and succeeding in a
point in each room; or the contents (but recall as well as memorize); for example, roll of Intelligence + Art of Memory vs. an
not details) of a castle. a lawyer using Civil and Canon Law Ease Factor of 9 (Average). There is also a
18 (Impressive): Memorize an to memorize court proceedings, or a Ritual version of this spell, which creates
extended missive up to 100 pages; a magus using Magic Theory to recall a a permanent memory locus.
day’s lecture or debate (such as a day at Bonisagus expert’s lecture. Magically created loci may exceed
the limit on loci in memory: count them
Enhance the Memory Palace must be observed while the spell is being separately from normal loci. However, if
CrMe 20 cast. The subject can be a single object, the caster wishes to permanently memo-
R: Per, D: Moon, T: Ind all the objects in a particular location, a rize the locus to last beyond the spell, it
This spell magically constructs an discrete scene or event, or any written must fall within all normal limits.
extremely detailed locus in the caster’s material less than a complete text. While (base 5, +3 Moon)
memory palace. The subject of the locus the spell lasts, the caster can recall even
26
The Mysteries Revised Edition
Constructing the Memory Palace Fortification of the Memory Palace
CrMe 20 ReMe Gen Sustain a Spell
R: Touch, D: Mom, T: Ind, Ritual
The Target of the spell may con-
R: Per, D: Moon, T: Ind
Reinforces the target’s memory pal-
of (Form)
struct an extremely detailed locus in her ace against magical attacks or attempts
memory palace, as in Enhance the Memory to modify his memories. To affect the ReVi Gen
Palace. As ritual Creo magic, the locus protected target’s memories, a spell’s level R: Touch, D: Special, T: Ind,
becomes a natural, permanent part of the must exceed twice the (level of this spell Ritual
target’s memory, which remains after the – 15), as well as penetrating any Magic Req: Form (or Forms) of the spell
spell ends. Resistance. to be sustained
This ritual may create loci outside This spell protects the caster’s memo- Allows another spell to be bound
and above the normal limit of five per ries for a single Moon; longer durations to this and to a physical container.
room, number of rooms limited to Art are possible, but continuous protection The base level of this container ritual
of Memory score; for example, the locus brings magical Warping. must equal or exceed the spell to be
may stand in a normal room, but obvi- (General, +3 Moon) sustained. The container spell duration
ously distinct from the others, or may must maintain the container until cast-
have a new room created for it, away from ing begins for the spell to be sustained,
the “courtyard.” Count magically-created after which the spells are entwined.
and normally-memorized rooms and loci
separately from each other.
(Base 5, +1 Touch, minimum 20 for
New Virtues (General, special)
27
The Mysteries Revised Edition
Example: Delayed Sustenance of Fire, spell. Some spirits may manifest minor too hard for her: as a Perdo specialist, she is better
ReVi(Ig) Gen, R: Touch, D: Special (Sun), T: effects (similar to a magus’s sigil) in the off draining the spirit’s Might or using the Arcane
Ind, Ritual — will contain a spell up to (level bound spell; for example, a fire elemental Connection to locate and destroy the container.
– 10), if the fire spell is begun before the sunrise or sustaining a flame spell may appear within Finally, if the sustained spell has a
sunset after the Sustenance spell is cast. the magical flames. duration of Concentration, then the spirit
Once a spell is bound but before the If the physical container is broken, must concentrate on the spell — if it is
bound spell reaches the end of its normal the spells end; if the spells end, the spirit distracted from this purpose and its con-
duration, a magus may command a spirit is freed. If the spirit’s Might falls below centration lapses, then the spell contained
to enter the container, where it is trapped the level of the spell, the sustained spell lapses too. Needless to say, most spirits
and forced to sustain the contained spell fails (unless its initial duration has not are not inclined to tax themselves unduly
for as long as it remains trapped. Various yet ended), and the container fail with it to maintain concentration, and such spells
spells command spirits (see below), and (releasing the spirit). are to be avoided where possible.
it is also possible to trick a spirit into
entering the container without a spell to
command it. New Summon and
Command Spells
Suitable Spirits Mentem spells (using the Rego
Mentem guidelines, ArM5, page 151) can
The spirit must be a disembodied command any spirit with an Intelligence
spirit (not, for example, a Beast of Virtue) score; Animal spells likewise command
and must have a Might at least equal to beast spirits with Cunning. Some spir-
the level of the spell to be sustained. The its, such as some elementals, lack both
spirit should have something in common Intelligence and Cunning, and cannot be
with the spell to be sustained; for exam- commanded with Mentem or Animal, but
ple, an elemental can sustain any spell of only by their own Form.
its element, a ghost any Mentem spell. If The following new guidelines and
a spirit has a supernatural power or leaves spells are standard Hermetic magic, and
raw vis in defeat, the Form of that may A spirit may be magically command- require no special Virtue, but are useful to
provide the desired link. ed to leave the prison. Such a spell must magi working spell binding.
In addition, the realm of the spirit have a level that exceeds the level of the
must match the magus’s magic: for most container spell that binds both the spell Rego (Form)
magi this requires a spirit of the Magic and spirit, and must be able to command Spells of a specific Form can com-
realm, although magi with Faerie Magic the spirit as if it were free, but need mand any spirit tied to that Form: for
can use Faerie spirits. Those who succumb not exceed the spirit’s Magic Resistance example, Ignem can command any fiery
to the foul cause of diabolism may bind (because the spirit chooses not to resist spirit. Vim spells using these guidelines
Infernal spirits; whether magi who have such a command), although it must over- can command spirits aligned with one of
Divine links would have the temerity to come other magics that have been used to the four realms; Divine, Faerie, Infernal,
bind a Divine spirit is not known. ward or protect container. or Magic. The Form of the spirit is
Example: Constantine has prepared a stone as irrelevant.
a container with a level 25 Delayed Sustenance
Spirit, Spell and of Fire, casting the ritual before leaving his tower. Level 5: Control a disembodied spirit of
Container Combined Later that day he casts Sunlight Without (Form)
Flame (an enhanced, level 15 variant of Lamp Level 15: Summon a disembodied spirit
While trapped, a spirit is limited in Without Flame) in a faerie cave. While concen- of (Form)
what it can do. It cannot use its Might trating on the Sunlight spell, he commands a
for any purpose other than sustaining the small (Might 15) fire elemental (already com- For example, the following two spells
spell or resisting other spells cast at it. It manded to follow him) to enter the container and affect spirits of fire using the Form of
cannot leave the container. Many spirits sustain the spells. Ignem. There are similar spells for other
can perceive the world around them, and His rival Mari Amwithig comes across the Forms.
may be able to converse with passers-by scene some days later, and wishes to restore dark-
and attempt to bargain for their freedom. ness for the faeries. Observing an elemental pres- Coerce the Spirit of Fire
The spirit is trapped within the container ence flickering within the light, she contemplates ReIg 20
item, but may be able to perceive the commanding the spirit to leave: a Rego Ignem 20 R: Voice, D: Conc, T: Ind
world around the spell effect through the will coerce a fiery spirit, but here a level 25 spell Makes a fiery spirit obey the caster as
Arcane Connection linking container and is needed to overcome the binding magic. This is long as she can coerce it with threats. The
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The Mysteries Revised Edition
more lurid and dramatic her threats, the
more cooperative the spirit is. If the spell Performance Abilities
penetrates the spirit’s Magic Resistance,
make a stress roll of Com + Leadership Of the Abilities listed on ArM5, While Brawl and Martial Abilities
to see how effective the maga’s threats page 63, the following qualify for may be used in Performance Magic, the
are. The storyguide should always give Performance Magic (although not all magus needs to perform semi-ritualistic
a bonus or penalty depending on the are particularly effective, and some may movements to cast spells, responding to
potency of the threats, but note that any be hard to use effectively): the needs of the spell, not to the actions
roll other than a botch compels at least of an opponent. If the magus is in com-
minimal obedience, while increasing rolls Physical: Athletics, Brawl, Chirurgy, bat, then he may only use Performance
indicate a more cooperative spirit. Hunt, Legerdemain, Ride, Stealth, Magic (Brawl or Martial Abilities) if the
(Base 5, +2 Voice, +1 Conc) Swim, Bows, Great Weapon, Single player rolls a stress die with three extra
Weapon, Thrown Weapon botch dice, and treats all non-botches as
Summoning the Spirit of Fire Verbal: Bargain, Charm, Guile, Intrigue, die rolls of zero. (This represents ignor-
ReIg 40 Leadership, Teaching ing the opponent and casting the spell.)
R: Arcane, D: Conc, T: Ind Verbal and Physical: Animal Handling,
Calls a fiery spirit if the magus has Carouse, Music
an Arcane Connection or knows its full Variable: Craft (Type), Profession (Type)
name, and overcomes the spirit’s Magic
Resistance. (The name can be a non-magi-
cal name; it need not be a magical true Sorcerous Music (Performance Magic)
name or name of power). A fire serves as
an Arcane Connection to any elemental Performance Magic (Music) is often words, as he cannot sing while playing
fire spirit that resides in the area. known as Sorcerous Music. a whistle!
(Base 15, +4 Arcane, +1 Conc) Music is unusual among Sorcerous Music can be performed
Performance Magic Abilities — per- as singing-only and not replace gestures
haps because instrumental music is (with normal spellcasting penalties and
Performance Magic — similar to the human voice — in that
playing a tune on an instrument can
benefits of Subtle Magic), or can be per-
formed without singing (if the magus
Minor Hermetic Virtue freely replace either or both of gesture plays an instrumental tune), but cannot
and words. The magus needs to play an be performed silently.
In Mythic Europe, many Hermetic instrument in order to replace gestures, When using Voice Range with
magi have learned how to disguise their but has a free choice as to whether he Sorcerous Music, the spell carries as far
magical practices by incorporating them sings or plays a tune to replace mysti- as the music (song or instrument) could
fully into a mundane task or action at cal words. Indeed, wind instruments be heard. For some loud instruments,
which they excel. This Virtue lets the require that he play a tune to replace this may be a long way.
magus conceal spellcasting by using the
actions and/or words of some Ability to Magic does not let the magus use any Words or gestures that are not being
replace the normal Hermetic gestures and other Ability in magic. replaced by Performance Magic remain
words, and lets him maintain a spell with- It is the action or words of the as normal mystical components of spell-
out needing Concentration rolls. practice that are the focus of this Virtue, casting: use the normal ArM5 rules and
not the products of craft-working. An adjustments (including Virtues such as
Ability that is verbal (such as story-tell- Quiet Magic and Mastery Abilities such
Description ing) replaces the words of spellcast- as Still Casting).
ing; similarly, an Ability that is physical Example: Orlando is a musician and magus,
When the Virtue is acquired, spec- (such as hunting) replaces gestures. An and knows Sorcerous Music and Subtle Magic. He
ify the Ability to which it applies. You Ability that encompasses both verbal may cast spells while he sings (with no penalty for
may choose any Craft, Profession, or and physical aspects (such as music, or no gestures), plays his lute, or sings and plays. If
other Ability with a clear verbal or physi- mumming (acting)) allows the performer he sings or plays quietly, he suffers the normal –5
cal practice. You may not choose any more flexibility. penalty. He can cast spells silently, but only by not
Language, Supernatural, Academic, or The magus must actually perform the using Sorcerous Music.
Arcane Ability. Ability to count as using this Virtue, and His friend Furioso, another Sorcerous
There are distinct Virtues for each other Virtues or Mastery Abilities do not Musician, lacks Subtle Magic. If he has no instru-
possible Ability, as each allows different remove that requirement. For example, he ment with him, then, unlike Orlando, he must use
methods to work its actions into magic: cannot sing silently, although he can hunt normal Hermetic gestures or suffer the penalty for
knowing one method of Performance silently. no gestures.
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The Mysteries Revised Edition
but no Concentration or Ability rolls are planets, which are described in Chapter
Recognizing needed to maintain the spell while the 6: Hermetic Astrology, Appendix —
Performance Magic performance continues.
Formulaic spells must be devised with
Astrological Correspondences. Only
one planet, and thus one bonus, may be
Most people do not recognize the new Duration to use this Ability; if so invoked for any given season of work on
performing an Ability as spellcasting, designed, the spell cannot be cast without an enchantment.
so the performer may act more openly performing. The magus must then create a
than most magi; even other Hermetic Example: Harold knows Performance Magic Laboratory Horoscope for this season’s
magi do not automatically recognize (Hunt), and casts Hunter’s Tracks of the work to maximize benign influences of
his actions: Faerie Glow (a variant of Tracks of the the chosen planet, by working at the
If a Hermetic magus contemplates Faerie Glow), and succeeds with his simple Hunt correct times, and minimize unfavorable
Fast Casting to oppose a spell and the roll. His magically enhanced vision persists as long aspects by avoiding certain associations
caster is using Hermetic words and as he keeps up the hunt, even if he is distracted by or hours.
gestures, a magus may determine the chatter or other spellcasting. Decide in advance on an Astrological
Form automatically (ArM5, page 83). Example: Orlando sings while he casts a Modifier to the Lab Total, from +1 to +5.
In other circumstances, the magus must Sung Lamp Without Flame. The light con- To gain this bonus, you must succeed in
work the Form out. tinues while he continues to sing, however badly, a roll of:
but ends when he stops singing. Needing to convey
Determining the Form of a Magical urgent instructions to a recalcitrant grog, he uses an Stress Die + Intelligence +Artes
Effect: Stress Die + Perception + enchanted device with Maintaining the Demanding Liberales (Astronomy) vs. Three Times
Awareness vs. 15 – effect magnitude Spell to maintain the spell while he stops to shout the Desired Bonus
at the grog; before the Maintaining effect ends he
If the spell is being cast with mun- resumes his sung performance. If successful, add the Astrological
dane words or gestures, the Ease Factor Modifier to the Lab Total. If the roll
is adjusted as follows: fails, there is no effect other than losing
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The Mysteries Revised Edition
103), she is forced to include work at Major Potent Magic covers the same
unfavorable hours as well as favorable wide fields as a Major Magical Focus, Initiation into Major
hours. Because of this, she loses the ben-
efit of the Astrological Modifier if she is
and grants a +6 bonus to Lab Totals and
Casting Score.
Potent Magic
ever forced to miss a whole day away from A maga with Potent Magic may also Major Potent Magic may be (and
the laboratory. Other than this, distrac- invent new Potent spells (see below) normally is) Initiated as a progression
tions are as stated on ArM5, page 103. within the field of her Potent Magic, and from a Minor Potent Magic with a nar-
may vary spells she knows. See Potent rower span, in which case the Initiation
Magic and Potent Spells. requires and replaces Minor Potent
Lab Texts and Magic. This makes loss of the Minor
Planetary Magic Potent Magic an Ordeal, and so the
Potent Spells Initiation is easier than otherwise.
If the magus writes up his lab notes as
a Lab Text, he produces a normal Lab Text A Potent spell has a bonus known Example: A wand provides several bonuses
usable by any magus without special ben- as its Potency, which is arrived at by including +2 “repel things” and +4 “control things
efits or restrictions. To gain an Astrological combining one or more Casting Items at a distance.” A Potent version of Disguise of the
Modifier in a subsequent season using into the design of the spell. Casting Items Putrid Aroma could use either bonus in its Potency.
the Lab Text, a magus (even the origi- use the factors given in the Shape and Combining it with magnetite (+3 Animal) allows
nal magus) must create a new Laboratory Material Bonus table (ArM, page 110): a design with either Potency 5 (requires Magic
Horoscope using Planetary Magic. each Casting Item provides one bonus. (If Theory 5) or Potency 7 (requires Magic Theory
more than one bonus is possible, the spell 7). The caster must hold a wand and piece of
design states which one is used.) magnetite (or a wand set with magnetite) to add
Potent Magic — Potency Score = Sum of Bonus from
the Potency to his Casting Score.
Potency applies only to Formulaic
Minor or Major each Casting Item spells — Spontaneous Magic allows
Hermetic Virtue Potency Bonus: Add Potency to Casting
Ceremonial Casting to produce simi-
lar results, and enchanted devices use
Score Shape and Material Bonuses during
The maga’s magic can be particularly enchantment.
attuned to a narrow field, much as in a Potency is part of the spell design;
Magical Focus. The benefits of Potent a Lab Text for a Potent spell includes
Magic are compatible with a Magical the specified Casting Items and Potency Potent Magic and
Focus; unlike a Magical Focus, a magus Score. A magus teaching a Potent spell Potent Spells
may have more than one area of Potent teaches the formula he knows, including
Magic, although only one Potent Magic the Casting Items and Potency Score. A magus with Potent Magic may cre-
Virtue applies to any single activity. The level, for the purposes of invent- ate new Potent spells or alter Potent spells
Potent Magic provides the maga with ing it as well as for casting, of a Potent to vary the Casting Items.
a bonus in her field of magic, and permits spell is unaltered by the Potency Score. When inventing a spell within the
her to devise Potent spells that gain a cast- However, a magus may not invent a field of his Potent Magic (including from
ing bonus from the sympathetic magic in Potent spell with a Potency higher than a Lab Text), the magus simply chooses
shapes and materials. his Magic Theory score, even with the aid Casting Items for the design, and then
Potent Magic can be taught as an of a Lab Text or teacher. invents the spell as normal. Each chosen
alternative to a Magical Focus. Although Any magus can learn a Potent spell Casting Item (up to the limit of Magic
this is a Mystery Virtue, it is common for from a Lab Text or teacher, and apply Theory) adds a single Shape or Material
parentes to teach this to their filii, without Potency to his Casting Score; the Potent Bonus to Potency; if more than one bonus
deeper involvement in Mysteries, and Magic Virtue is required to design a might apply to the spell, choose one
therefore it is classified among the com- Potent spell from scratch, but not to and note it in the design. The total
mon magics. reproduce one from a Lab Text. Potency may not exceed the magus’s
To cast a Potent spell, the caster Magic Theory.
must touch the specified Casting Items. A Lab Text written for this spell
Description The items need not be large; they may includes the Casting Items and Potency,
be small and symbolic (for example, a and is usable by any other magus.
Minor Potent Magic covers the same shield-shaped brooch is still symbolically In addition, a magus who knows a
narrow fields as a Minor Magical Focus, a shield). If the caster does not have the spell within the field of his Potent Magic
and grants a +3 bonus to Lab Totals and Casting Items available, the spell cannot may invent a variant spell with different
Casting Score. be cast at all. Casting Items (including a variant with no
31
The Mysteries Revised Edition
Casting Items). If the only difference is a Cheating the Reaper, CrCo 30, Potency 8, Confusion of the Numbed Will, ReMe 15,
change in Casting Items, he may invent Casting Items: a disc inlaid with jas- Potency 7, Casting Items: a magnet
the variant in a single season. per (+2), amber (+3), and a sapphire (+2) carved in the shape of a minia-
(+3). ture human skull (+5).
Whispers Through The Black Gate, InCo 15, The Crystal Dart, MuTe(Re) 10, Potency
Designing Covenant Libraries Potency 9, Casting Items: green tur- 6, Casting Items: a dagger (+2) and a
quoise (+4) and a star ruby (+5). spade (+4).
When creating a covenant and Curse of Circe, MuCo(An) 30, Potency 7, Ward Against Faeries of the Mountain, ReTe 15,
choosing Lab Texts for the library, add Casting Items: a piece of pig skin Potency 9, Casting Items: an iron (+7)
Potency (if any) to spell level when count- (+7). horseshoe (+2)
ing Build Points, and record the Casting Grip of the Choking Hand, PeCo 25, Potency The Enigma’s Gift, CrVi 30, Potency 4,
Items required. 10, Casting Items: a wand (+4) of Casting Items: parchment inscribed
human bone (+4), bound with cord with Ink of Hermes (+4).
(+2). Sight of the Active Magics, InVi 40, Potency
Grimoire of Potent Spells Rise of the Feathery Body, ReCo 10, Potency 6, Casting Items: a hazel (+3) wand
8, Casting Items: a glove (+4) with a stained with Ink of Hermes (+3).
A number of familiar spells, modified magnet (+4) sewn into the fabric. Demon’s Eternal Oblivion, PeVi 30 (gen.),
by magi with Potent Magic who have Ward Against Faeries of the Wood, ReHe 25 Potency 12, Casting Items: red coral
contributed their own Lab Texts, are (gen.), Potency 9, Casting Items: an (+10) and frankincense (+3).
included in this volume. Variants of the iron (+7) horseshoe (+2)
spells obtained from other magi may have Pilum of Fire, CrIg 20, Potency 11, Casting The authors of these spells often
different Potency, or different Casting Items: a miniature lamp (+4), a min- prescribe the components as “a wand
Items. iature hearth (+7), and a wand (+3). inlaid with jade” or some such. This is
A magus cannot learn a Potent spell if The magus must hold or touch all convenient, but might require a great
its Potency exceeds his Magic Theory, so three items to cast the spell. many wands. Fortunately, while their pre-
some of these spells are powerful but very Trapping the Fire, MuIg 25, Potency 9, scription is inclusive (the wand must have
difficult to learn. Casting Items: a piece of fired clay jade in order to work with the spell), it
(+4) bound in a net (+5). is not exclusive; a hazel wand, with a
Shiver of the Lycanthrope, InAn 10, Potency Wizard’s Icy Grip, PeIg 30, Potency 7, handle of wolf bone, inset with silver,
8, Casting Items: silver-chased (+5) Casting Items: a wand (+4) with a magnetite, and aquamarine, would count
hazel (+3) wand. rock crystal sphere (+3). as the Casting Items for all of Shiver of
Beast of Outlandish Size, MuAn 15, Potency Haunt of the Living Ghost, CrIm(In) 35, the Lycanthrope, Cripple the Howling Wolf,
6, Casting Items: magnetite (+3) Potency 8, Casting Items: a rock crys- Mastering the Unruly Beast, Enchantment of
carved into the shape of Behemoth tal sphere (+5) set on a hazel wand the Scrying Pool, and Curse of the Desert.
(+3). (+3). Obviously magi favoring Potent spells
Cripple the Howling Wolf, PeAn 25, Potency Summoning the Distant Image, InIm 25, tend to construct elaborate wands with
7, Casting Items: wolf bone (+4) set Potency 8, Casting Items: a rock crys- multiple strips of inlay, and mounted with
with a piece of magnetite (+3). tal sphere (+5) set on a hazel wand precious and semi-precious stones.
Mastering the Unruly Beast, ReAn 25, Potency (+3). Large items such as “a spade” may
7, Casting Items: carved wand (+4) set The Captive Voice, ReIm 25, Potency 7, use a real spade, a miniature spade, or
with magnetite (+3). Casting Items: a mask (+3) and a even a toy, so long as it is properly
Mighty Torrent of Water, CrAq 20, Potency necklace (+4). The spell suggests the spade-shaped.
7, Casting Items: a piece of carved magus wears the mask, but it is suf-
jade (+4) inset with aquamarine (+3). ficient to have a small token mask on
Enchantment of the Scrying Pool, InAq 30,
Potency 7, Casting Items: a piece of
his person so long as he touches it
while casting the spell.
Vulgar Alchemy—
jade (+4) inset with beryl (+3). Weight of a Thousand Hells, CrMe 25, Potency Minor Hermetic
Curse of the Desert, PeAq 25, Potency 8,
Casting Items: a jade-inlaid (+4) wand
9, Casting Items: a dagger (+3) with
amethyst (+3) and frankincense (+3)
Mystery Virtue
(+4). inset in the hilt.
Stench of Twenty Corpses, CrAu 10, Potency Posing the Silent Question, InMe 20, Potency Vulgar Alchemy is said to derive from
6, Casting Items: a piece of green tur- 5, Casting Items: a silver-chased (+2) hedge alchemy, the brewing of potions
quoise (+4) and a pin feather (+2). hazel (+3) wand. and charms. With Vulgar Alchemy, a
Talons of the Wind, MuAu 20, Potency 8, Vision of the Haunting Spirits, MuMe(Im) 40, maga can discover new associations
Casting Items: a fan (+4) constructed Potency 8, Casting Items: green tur- between common ingredients and magical
from the fabric of a ship’s sail (+4). quoise (+4) and cinnamon (+4). enchantments. The incorporation of folk-
32
The Mysteries Revised Edition
magic associations into Hermetic magic
has brought benefits to laboratory work New Shape and Material Bonuses
for all magi. As a pre-Hermetic tradition,
it involves Magic Lore in addition to These shapes and materials are based on the discoveries of alchemists, but can
Magic Theory. be used by any magus. They are particularly useful in Potent spells and Hermetic
By experimenting with new shapes Alchemy.
and materials, a maga may create enchant- Aloe +3 friendship
ed devices in other than standard forms.
Verditius magi have a similar (more pow- Amethyst +3 dreams, +4 temperance
erful) ability, when they use Verditius Astrolabe +5 Astrology
Runes to add their Philosophiae to stan- Carving of Behemoth +3 great size
dard Shape and Material Bonuses. (Vulgar
Alchemy experimentation is not compat- Cinnamon +4 Imaginem, +2 destroying ghosts
ible with Verditius Runes.) Cinquefoil +4 resist poison, +3 drive away demons, +2
When a maga experiments (using making amends
the ArM5 Arcane Experiments rules, page
Copper +3 bloodshed, +2 passion
107), she may use the Experimentation
Bonus (simple die + Risk Modifier) to Emerald +2 calm
discover new Material Bonuses. Because Frankincense +3 Perdo Vim, +3 dreams
she is experimenting, and prepared to
Garnet +4 repel insects, +2 strengthen body and
change (and risk!) the device, she can
mind
make changes not otherwise possible.
As she experiments, she adds or removes Gold +4 nobility, +4 peace, +2 health
minor components such as herbs, crystals, Ink of Hermes +3 Vim, +5 books
slivers of wood, feathers or fur, she hopes
Iron +3 bonds
might provide a sympathetic bonus to
the enchantment; if she is making a set of Lead +3 hatred
charged devices, she can also experiment Lion’s Blood +4 protection from wild beasts, +3 courage,
with their shape, and discover new Shape +2 leadership
Bonuses.
Magnet +4 Rego Corpus, +4 Rego Terram, +2 Rego
Vulgar Alchemy is not usable on
invested devices, as these must be fully Mercury +3 arts and sciences
crafted and magically opened before the Myrrh +3 spirits
enchantment season begins, whereas
Opal +4 memory, +2 imagination
Vulgar Alchemy relies on tweaking the
design as the maga invests an effect. Pepper +2 Perdo
However, the process works well with Peridot +3 protection against nightmares
charged devices and lesser enchanted
devices. Red gold +4 war, +1 Perdo
Personal Shape and Material Bonuses Rock crystal +3 ice, +4 clarity
determined from previous experiments Ruby +3 battle wounds, +2 courage
may be used in any of the maga’s own
enchantments, including invested Saffron +4 physical strength
devices. Sapphire +3 reducing anger, +2 Perdo Vim against
spirits
Silver +5 lycanthropes in general, +2 Intellego,
The Experiment +1 Terram
33
The Mysteries Revised Edition
If this roll is a success, the magus has
Repeated Experiments Ink of Hermes correctly determined a Material or Shape
to Determine This ink (also called ”Hermaic
Ink”) is mentioned in many alchemical
Bonus for this component, and can record
this for future use. For example, if you
a Category texts. The ingredients are four drams of think “fur from the tip of a fox’s tail” might
The broader the category, and myrrh, three karian figs, seven pits of have contributed a Material Bonus of +4
the higher the proposed bonus, the Nikolaus dates, seven dried pine cones, in this experiment, then the Ease Factor
more the magus must experiment to seven piths of single-stemmed worm- is (3+[3x4]) or 15, minus the storyguide’s
confirm that the material is sufficient. wood, seven wings of the Hermaic story factor. The discovered component
The number of successful tests on a ibis, and spring water. The ingredients will also have added its bonus to this
component varies, but the following are burned, reduced, and mixed. When enchantment.
formula is suggested: properly prepared, the ink provides Work through all the components,
powerful Material Bonuses, listed on until you have used all points from the
3 x proposed bonus score, plus a the New Shape and Material Bonuses Experimentation Bonus, or you have test-
scope factor: table. ed each material or shape once. If you
run out of points before all components
+3 if the scope is similar to the field a bonus score you think it may have con- are tested, the remaining components
of a Minor Magical Focus (or tributed, and roll against Perception and are ignored. If you have points remaining
narrower) Magic Lore. If the storyguide agrees the after all components have been tested
+9 if the scope is similar to the field of bonus seems particularly appropriate, he once, those excess points are lost.
a Major Magical Focus can reduce the Ease Factor by a story fac-
+9 if the scope is a single Technique + tor of up to +5 (typically +1 to +3), but if
Form combination it’s inappropriate, he can increase the Ease Final Result
+12 if the scope is a single Hermetic Factor by a like amount.
Form When the testing of shape and mate-
+15 if the scope is a single Hermetic Simple Die + Perception + Magic Lore rial components is finished, you may
Technique vs. an Ease Factor of 3 + (3 x proposed return to the Lab Total calculation. The
Material or Shape Bonus) +/– story magus’s Vulgar Alchemy Lab Total for this
Wider scopes are not possible. factor experiment is:
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Intelligence + Magic Theory +
Technique + Form + Aura + Magic Example of Vulgar Alchemy
Lore + Experimentation Bonus +
Successful Component Bonuses Julius has Magic Theory 6, None of the remaining components
Perception +1, Magic Lore 5. He plans has enough of a connection to receive
As always, the total of Shape and to make powder (a charged device) to a story factor adjustment, but Julius
Material Bonuses is limited by the magus’s cast a concealing illusion over items. decides to continue, now looking at
Magic Theory. The final Lab Total deter- He included the maximum six items mint leaves for another +3 bonus, his
mines the success or failure of the project, (fur from the tip of a fox’s tail, foxglove player rolling 2+1+5 = 7: a failure. He
and how many charges are invested in a petals, mint leaves, dock leaves, rose tests the dock leaves for a +3 bonus,
charged device. petals, rose hips) in the experiment. his player rolling 6+1+5=12: a success
Once the magus has determined and Julius claims that foxes are masters of — they have a +3 bonus too.
reocrded the Vulgar Alchemy Lab Total, trickery, and their fur is particularly Six points have been allocated,
others can reproduce the item from the appropriate — the storyguide agrees. leaving 2 more. He tests rose petals for
Lab Text, but will not benefit from the He chooses a Risk Modifier of 2, and a +2 bonus: his player rolling 1+1+5=7
special Shape and Material Bonuses. The his player rolls 6, so the Experimentation against an Ease Factor of 9: a failure.
Lab Text does state which items worked, Bonus is 8. There is only one component left (rose
and allows the magus to omit the failed He must now divide the hips) and 2 points remain still. Julius
items in future repeats. Furthermore he Experimental Bonus between the com- may try for an easy roll for a +1 bonus,
need not experiment again to repeat the ponents. The first item he looks at is “fur or an average roll for a +2 bonus. Being
enchantment, and may include other from the tip of a fox’s tail” and tries for confident, he tries for the +2 bonus, but
known components. If he repeats without a +3 bonus. The roll has an Ease Factor his player rolls a 2 +1+5 = 8 vs. an Ease
experimentation, the Lab Total is: of 12 (3+[3x3]), with a –3 reduction Factor of 9: a failure. The excess points
from the storyguide for an appropriate are lost.
Intelligence + Magic Theory + connection. His player rolls 2 + Per 1 In this experiment, two +3 bonuses
Technique + Form + Aura + Magic + Magic Lore 5 = 8. No, fox fur did not were discovered, and the final 2 points
Lore + Component Bonuses help this experiment. were lost. Note that Julius could test the
Moving on to foxglove petals, try- bonuses in any order.
If the magus writes out a Lab Text ing again for the first +3 bonus factor. Julius can now include the dis-
for others, they must follow his design Again Julius claims that the foxiness of covered Shape and Material Bonuses
as to ingredients, but they cannot use his foxgloves is appropriate. This meets in his illusion powder, but only the +6
personal bonuses. with less agreement, and the story factor that were successfully tested, not the
only provides a –2 reduction. His player +8 of the Experimental Bonus roll, and
rolls 8 +1 +5 = 14 — success! The fox- only up to his Magic Theory score, as
The Bonuses glove did add +3 to the experiment. normal.
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Major Magical Focus (Sign or birth sign or house causes a penalty of –3. the year: The bonus or penalty is
Planet) or Major Potent Magic (Sign or (Planets do not oppose each other.) increased to 6.
Planet): Example: Stellus is being Initiated into astral
magics by his Mystagogue leader Astera. Stellus As stated in ArM5, page 41, the
• Any magus may have a Major Magical was born under the sign of Capricorn, with Venus bonus from Cyclic Magic only applies to
Focus or Major Potent Magic cov- in the fourth house. He may learn Major Potent Lab Totals if it covers the whole season.
ering effects governed by a single Magic Sign (Capricorn), Major Potent Magic A penalty from Cyclic Magic applies to a
astrological sign. (Venus) and Minor Potent Magic (Genitor, the Lab Total if it applies at any point of the
• Any magus may have a Major Magical fourth house), even though Astera was born under season.
Focus or Major Potent Magic cov- (and has learned Potency for) Sagittarius, Mars, Example: Stella has the Virtue Cyclic Magic
ering effects governed by a single and Valetudo (the sixth house). (Cardinal Signs) and the Flaw Cyclic Magic
astrological planet. For details of the range of effects gov- (Fixed Signs). During the signs of Aries, Cancer,
erned by the signs, planets, and houses, see Libra, and Capricorn (one-third of the year), she
Minor Magical Focus (House) or Chapter 6: Hermetic Astrology: Appendix has a magical bonus of +5, which doesn’t apply
Minor Potent Magic (House): — Astrological Correspondences. to her Lab Totals; during the signs of Leo, Scorpio,
Aquarius, and Taurus (one-third of the year), she
• Any magus may have a Minor Magical has a penalty of –5.
Focus or Minor Potent Magic cov-
ering effects governed by a single
Astrological Cyclic
astrological house. Magic — Minor (Astrological) Mutable
Spells cast with a benefit from Potent
Hermetic Virtue Virtue or Flaw
Magic or a Focus in a sign, planet, or or Flaw
house are Astrological spells. Other spells A Virtue or Flaw normally applies
cast by the maga need not be Astrological. Any magus may have astrologically all the time, but for some characters, it
Astrological spells are discussed further in Cyclic Magic, in which the cycles of the may only apply to the magus during the
Chapter 6: Hermetic Astrology. Virtue or Flaw may be astrological cycles. four mutable signs of the year, and is
Having such a cycle does not make the known as a Mutable Virtue or Mutable
magus’s magic Astrological, but just deter- Flaw. (Cardinal, fixed, and mutable signs
Initiating Magic for Birth mines when the Virtue or Flaw applies. are defined in Chapter 6: Hermetic
Sign, Planet, or House The properties (gender, tempera- Astrology, Appendix — Astrological
ment, element) of the signs of the Zodiac Correspondences.) Mutable Virtues
The Initiation of astrological Potent are explained and listed in Chapter 6: and Flaws do not mark magic as being
Magics and Foci differs slightly from the Hermetic Astrology: Appendix — Astrological; all that is affected is the
normal requirement that the Mystagogue Astrological Correspondences. time period over which the character is
have the Virtue being taught: if the In the Virtue and Flaw of Cyclic affected.
Initiate has a natal correspondence to Magic, it is stated that the bonus or pen- Mutability affects Major and Minor
the sign, planet, or house, then he has a alty must normally apply for an amount Virtues and Flaws differently:
special connection to that. (Without this of time equal to the time when it does
modification, the Mystagogue could not not. In the astrological cycles, the cycle • For a Major Virtue or Flaw, the effects
easily teach the magic of the Initiate’s may apply for less time than it does not, only apply in mutable signs, and the
birth sign unless he shared the sign with so the bonus or penalty is increased to Virtue or Flaw is reduced to being
the Initiate). match this: Minor. (If this is not possible or
An Initiate may be taught Potent sensible, then the Mutable variant
Magic for his own birth sign by any • Male and female signs divide the cannot be applied.)
magus who has Potent Magic (Sign), signs (and year) into two equal halves. • For a Minor Virtue or Flaw, the
no matter which Potent Magic (Sign) Cyclic magic (male signs) and cyclic effects only apply during the mutable
the Mystagogue has. Similarly for Potent magic (female signs) attract the stan- signs, but the effect is doubled in
Magic (Planet) and (House), and Magical dard bonus or penalty of 3. intensity. (If this is not possible or
Foci. • The cardinal signs, fixed signs and sensible, then the Mutable variant
Indeed, the connection is so strong mutable signs each occupy one-third cannot be applied.)
that magi Initiating into the magic of of the year and leave out two-thirds
their birth have a +1 sympathy bonus of the year: The bonus or penalty is Example: Raucus has a Mutable Blatant
for Initiation, while magi Initiating other increased to 5. Gift.: The extra penalties of the Blatant Gift
conjunctions have a sympathy penalty of • Signs of a single element (earth, air, apply only during the signs of Sagittarius, Pisces,
–1, and the sign or house opposite their fire, water) occupy one-quarter of Gemini, and Virgo, and he has a “normal” Gift
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The Mysteries Revised Edition
during the other eight signs. Mutable Blatant Gift loses 1 more Fatigue level than normal. in the course of play (from Initiation,
is a Minor Flaw. If the spell would have been cast with- Ordeals, or Twilight effects). In this case,
Effica has Mutable Puissant Terram. During out Fatigue loss, then she still loses no apply the vulnerability first, then with-
the three mutable signs she has a double bonus of Fatigue. stand the increased loss.
+6 to her Terram Art, but no bonus during the A maga may have, or acquire, this
other eight signs. Flaw more than once, losing 1 extra
As with Cyclic Magic, the bonus Fatigue level for each level of this Flaw.
from a Mutable Virtue would only apply
to Lab Totals if it covered the whole sea-
son, but this is never the case.
If she has Vulnerable Casting (2), then he
loses 2 extra Fatigue levels whenever she
casts a fatiguing spell.
New Mastery
Virtues and Flaws that normally
permit multiple application but with
Magi of the Mercurian cults often
succumb to this Flaw, but other magi
Ability —
stacking limits (such as Great or Poor
Characteristics) count Mutable Virtues
may suffer from it, regardless of their
affiliation. Ceremonial
Casting
and Flaws twice. Thus a magus may have a The Flaw increases the severity of
Minor Virtue Great Strength +1, or twice the Fatigue lost, in the exact manner of
for Great Strength +2, or a single Minor the existing Fatigue loss. Thus, if a maga
Mutable Great Strength (+2 when appli- casts a Formulaic spell, the Fatigue is
cable). Each Characteristic is assessed short-term Fatigue, easily recovered, and The maga may apply the rules for
separately. if she runs out of Fatigue levels she is ren- Ceremonial Casting (ArM5, page 83) to
dered unconscious, loss of extra Fatigue casting this spell. The option does not
levels results in her being unconscious apply to Ritual spells that already use
Vulnerable Casting — for one hour for each overflowing level,
and so does the Fatigue from Vulnerable
Ceremonial Casting.
This Mastery Ability is not com-
Common Minor Casting. If, on the other hand, she casts monly available to most magi, having
Hermetic Flaw a Ritual spell, then this is long-term
Fatigue, and losing more Fatigue than
been discovered by the Cult of Mercury,
but other Mystery Cults may teach it
she has remaining causes wounds, so the to their members if the cults know the
Some magi are better able to with- increased Fatigue of Vulnerable Casting Mastery Ability.
stand the Fatigue loss of casting spells, does the same. More Mastery Abilities are listed
and some less so. If a maga has this You may not start your character with for the Mercurian cults (see Chapter 13:
Flaw, then whenever she is about to both Vulnerable Casting and Withstand Mercurian Magic), some others of which
lose Fatigue from casting a spell, she Casting, but the maga may acquire either may be taught outside the tradition.
38
Chapter Five
Hermetic Alchemy
In the 13th century, the practice of also seek spiritual perfection, and the sci- Hermetic Alchemy —
alchemy is a new science that is proving
popular all over Europe, following the
ence draws upon what is believed to be an
ancient secret of mystical initiates.
Hermetic Minor Virtue
introduction of the alchemical principles Hermetic Alchemy is a specialized
from the Arabic world in the mid-12th branch of this knowledge that adapts the Hermetic Alchemy lets the magus
century. The alchemists seek to learn the insights of the alchemical science and extract more vis from an aura, or to extract
innate properties of materials, and by applies them to the Hermetic Art, in par- Form-specific vis rather than Vim vis.
their experiments to refine substances and ticular to the transmutation of vis. The
seek new discoveries, such as dyes, alloys, basic principle of this then-secret Art was
and useful chemicals or drugs. There are rediscovered by Jahm of Alexandria, an Improved Extraction of Vis
alchemists in most large European cities Ex Miscellanea magus, in the tenth cen-
and it is a growing and fashionable area tury, and he first adapted the alchemical A magus can increase his Lab Total
of study. The secret of turning lead in to sciences to Hermetic usage in a series of for vis extraction by crafting an object
gold is the ultimate goal of much mundane magical breakthroughs that also resulted in to provide the physical form for the vis,
alchemy, but even unGifted alchemists the discovery of Philosophic Alchemy. choosing one that provides Shape and
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If a maga already has Minor also has a Perdo Mentem Lab Total of 63, and doned. (A new extraction can be started in
Philosophic Alchemy when she seeks to wants to invent a level 30 spell, which she can do the next season.)
Initiate the Major Virtue, the new Virtue in one season while also tending the digesting vis A magus may only manage a single
replaces the old. The “loss” of the Minor extraction. vis extraction in any season, whether
Virtue counts as an Ordeal Flaw (loss of a However, a party of covenant grogs has an using alchemical or standard methods.
Virtue) for the Initiation. unfortunate accident and needs rescuing, and she He cannot run two separate laborato-
Minor Philosophic Alchemy requires ries simultaneously and still maintain
a year (four continuous seasons) of fer- the magical harmonies necessary for lab
mentation and digestion before the vis work.
extraction is complete and the vis may The magus may not safely experi-
be used. Major Philosophic Alchemy ment while an extraction is digest-
allows a more efficient digestion ing, as the distortions in the aura
to be established, which is com- destabilize the extraction and it
pleted in a single season. will fail.
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Some time later, she has reinvented her Lesser
Elixir twice more, adding amber (+3 Corpus), and
laurel oil (+3 to healing oils, a Vulgar Alchemy
bonus devised by herself, so the bonus is doubled).
Her Elixir Points are now 3+4+5 (the laurel oil
double bonus of 6 is capped by her Magic Theory
of 5) = 12, and her Elixir Level is 4. Her Aging
Bonus is now 15+4 = 19.
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Grant Might
CrVi, Gen
Success! Effects of the Elixir
The Order
of the Green
Pen +0, constant effect The magus who succeeds in creating
R: Touch, D: Always On, T: Ind, the Greater Elixir ceases to be human, and
Mystery Effect becomes an immortal, alchemical being
If the Great Elixir works, the magus
gains Magic Might equal to half (effect
of the Magic realm, with a Might score
determined by the Great Elixir potion. He Cockerel
level–20). may be slain, but he will not die of lesser
Note that this is a Mystery Effect, wounds, nor age or Warping. While the new science of alchemy is still
outside of general Hermetic theory, and The transformation is complete and establishing itself in much of Europe, a secret
may not be replicated by those without irrevocable, and cannot be dispelled; for society of Hermetic alchemists meet to discuss the
the Greater Elixir Virtue. Hermetic theory example, by trying to dispel the Great Great Work; not the transmutation of base metal
does not in itself possess the ability to Elixir focus — indeed, the focus no lon- into gold, but the attainment of the Elixir Vitae
grant Magic Might to a human. It only ger exists, having been consumed and and eternal life.
functions as part of the Elixir ritual, and digested by the magus.
may not be cast as a spell. See Appendix A: Immortal Magi for
(Unique Mystery) description and rules for immortals and
immortal magi in particular.
The History of
the Order of the
Testing the Great Elixir Green Cockerel
Improving the Elixir
When the potion is complete, the after Transformation
maga drinks it, and tests the Elixir with The Green Cockerel was born out
a roll of: The now-immortal magus may later of the reconciliation of alchemy with
create a new Great Elixir with an improved Hermetic theory by Jahm of Alexandria
Simple Die + Stamina + Lesser Elixir Grant Might effect. The magus repeats the in 956AD. It received little attention
Level + Reroll Bonus vs. Ease Factor of process, creating and testing a Great Elixir in the Order of Hermes until, in 1144,
(Age/10, round up) potion. The Ease Factor to test the potion Roger of Chester published De Compositione
remains fixed at the age when the magus Alchemiae, the first Latin work to introduce
If the maga fails, then she knows transformed, as he now does not age. Any the ideas of Arabic alchemy to the wider
that the particular Become a Being of Magic cumulative bonus from a previous Elixir European community. This created a great
and Grant Might effects attempted did not process is reset when he starts to make a sensation and a wide spread of interest
work for her. However, all is not lost: new Great Elixir. among mundane, unGifted scholars, and
She merely needs to create another dose If the new Great Elixir fails the test, alchemists became common in most large
of Lesser Elixir (possibly reinvented to the Elixir is wasted, but no other ill effects cities as the new science developed.
include more Elixir Points), and use it to befall the immortal. The new potion Then a small Hermetic Mystery
create an alternative Great Elixir potion. grants a cumulative +1 bonus to testing Cult, patiently working toward the Great
The Lab Texts for the previous Great the Great Elixir until eventually success- Work, the Order of the Green Cockerel
Elixir enchantments give a similar spells ful, when the magus’s Might improves was instantly fashionable and popular in
bonus of (effect magnitude) to the new to that provided by the new Grant Might Hermetic circles, as more and more magi
Great Elixir effects, but no other benefit. effect. wished to learn more of the new science.
In addition, each attempt at the Great Example: Desperata finally succeeded four The existing society coped well with the
Elixir grants a cumulative +1 bonus to years, and two potions, later (aged 161). Her level influx of new blood and talent, and has
the roll, to a limit of the maga’s Magic 80 Grant Might enchantment gave her a Might achieved some repute. Its existence is
Theory. Score of 30. Forty years later, she has improved something of an open secret in the Order
Example: Desperata has studied alchemy her Arts and wishes to boost her Might further. She of Hermes, and members make few efforts
for many years, She is 157 years old. She has creates a fourth Great Elixir potion (with a level to conceal their interests or affiliation
Stamina +2, Magic Theory 10, and 53 Lesser 100 Grant Might), beginning a new series of with the group.
Elixir Points — an Elixir Level of 9. Her player tests. The Ease Factor to test the potion is the same
rolls 4 + Stamina 2 + Lesser Elixir Level 9 = 15 as when she became immortal (161/10 or 17). The
vs. Ease Factor 16 — failure. Desperata curses her
bad luck, and plans several seasons more to enchant
roll is Stamina 2 + Lesser Elixir 9 + roll 3 = 14
— failure. Undismayed, she creates another potion
The Order of the Green
different effects into her Great Elixir, and then to and tests this with a +1 bonus: 1+2+9 +roll 9 Cockerel Today
test the new formula. — success! Her Might Score improves to 40.
The Order of the Green Cockerel is
a learned society that studies advances in
44
The Mysteries Revised Edition
the new science of alchemy, attempting
to reconcile them with Hermetic theory.
When members deal with unGifted alche-
mists, they always don disguise, disassoci-
ate themselves as far as possible from the
Order of Hermes, and use cryptic hints
and demonstrations to encourage develop-
ment of the mundane science, rather than
explicitly explaining the secrets. Its role is
to guide and nurture the development of
the experimental science of alchemy, not
to reveal its secret mysteries.
The members of the Green Cockerel,
however, have a secret that would pos-
sibly cause much consternation among
their Hermetic sodales should it ever be
revealed: They are in frequent and friend-
ly communication with many wizards of
the Islamic world, whose knowledge of
alchemy is believed to far exceed that in
Mythic Europe. This communication goes
beyond the trading of magical secrets,
and it is rumored that members of the
Green Cockerel have actively worked to
prevent crusaders from interfering with
cities, or even from setting out, to further
their cultivation and protection of their
non-Hermetic allies. Many members of
the Green Cockerel are frequent visitors
to exotic locations in the Levant, North
Africa, and Granada. Arabic is taught with-
in the Order of the Green Cockerel, and
some high-level texts may only be found
in that language; all Green Cockerel texts
are highly coded in Hermetic alchemical
symbolism to prevent the inadvertent
betrayal of the secret mysteries.
The Great Convocation of poten-
tially all Initiates is held once every seven
years in Alexandria; pressing lab work,
however, prevents many from attending.
Here new devices, insights, spells, and
Shape and Material Bonuses are shared,
and a competition is held for the best Europe, although it is still rare in the Cockerel, and is referred to as the Secret
breakthrough in this period, known as the Novgorod, Hibernian, and Loch Leglean Master, although, confusingly, accounts
Fermentation Cycle. tribunals. The number of members is not vary greatly from those who have claimed
known, although it is probably one of the to have met this Initiate as to his actual
larger Mysteries given the current interest gender — Secret Mistress may be equally
Structure of the Order in alchemy among unGifted scholars.
What is certain is that the Great
appropriate.
The seven degrees of the Order of
of the Green Cockerel Work has only comparatively recently the Green Cockerel reflect the seven tra-
been achieved by the Hermetic meth- ditional stages of the alchemical process.
The extent of the Green Cockerel od, and probably only once, although Each of the degrees is associated with a
remains a matter for conjecture; what is some skeptics deny even that. The single planet, a color and a metal, and is named
certain is that mundane alchemy flour- Initiate who completed the Great Work is for an alchemical symbol. The rich sym-
ishes in the courts and cities of Mythic never seen by the members of the Green bolism of the Green Cockerel is some-
45
The Mysteries Revised Edition
times reflected discretely in the colors and The Green Kings The Unicorns
symbols that adorn Initiates’ robes. The
actual processes of alchemy are hence The third degree represents the pro- This degree covers the alchemical
reflected in the outer world, as the True cess of separation, is associated with the principle of fermentation. The symbolic
Work is not the alchemical processes, but planet Mars, the metal iron, and the color planet and metal is Mercury, and the
the purging and magical refinement of the green. Note that while red is the tradi- color is the purest white. Unicorns are the
spirit of the Initiate, as it prepares him for tional color of Mars, green is the comple- ambassadors and emissaries of the cult,
the Great Work. mentary color of red; the Initiate seeks to and watch over mundane alchemists with
symbolically separate out the “greenness” a kindly eye, guiding experiments and
of his physical “red.” After Initiation the helping research through veiled hints and
The Toads Green King (a term used for males and cryptic allusions. Now the Great Work
females of the third degree) removes begins in earnest, as the Initiate learns the
The first degree represents the first himself from contact with his alchemi- secret of the Virtue Lesser Elixir.
process: calcination, associated with cal brethren until he is ready to face the
Saturn, the color black, and the metal fourth-degree Initiation, and does not
lead. The unrefined probationer is exposed participate in any rites or Convocation. The Pelicans
to the heat of the Initiation, and learns of During this time the Initiate is
the invisible sun, and the influence of the expected to purge himself of material The sixth degree is the process of
planets. Regarded with awe by mundane dross and discover his true potential. The distillation. It is symbolically associated
alchemists they meet, owing to their great Mystagogue leads the way by Initiating with the Moon, the metal silver, and the
knowledge, Toads are the lowest members the Virtue Unaging before the exile color red. Now one learns the true secret
of this secret society, their role largely begins, in a rite designed to purge the of distillation as represented by Initiation
that of lab assistants, as yet unversed in Initiate. The principle of elimination of into the Virtue Philosophic Alchemy, and
the mysteries. Quests for rare ingredients unwholesome and negative personality takes on the role of Mystagogue and
or alchemical literature are common at traits features heavily in this degree, and earthly representative of the Order of
this degree. The Initiate learns the Virtue stories may reflect the attempt to over- the Green Cockerel, acting as interme-
of Planetary Magic. come Personality Flaws or Traits through diary between the true spiritual master
heroic endeavors. who has completed the Great Work and
the alchemical brethren, mundane and
The White Swans esoteric.
The Peacocks
The second degree represents the
alchemical process of dissolution. It is This fourth degree represents the The Phoenix
associated with the planet Jupiter, the color process of conjunction, as the now purged
grayish-white, and the metal tin. Now the and spiritually purified Initiate is rejoined The process of the seventh degree is
Initiate is asked to make sacrifices; to dis- to the Green Cockerel , welcome once that of coagulation, the planet the Sun,
solve his worldly concerns in the pursuit more amidst the alchemical community. the metal and the color gold. The Initiates
of the work that she is just beginning. To The planet Venus governs this degree. now learn the secret of the Virtue Great
prove her knowledge, she must add new The metal copper is associated with the Elixir, taught by the Secret Master. Should
knowledge to the corpus of alchemical Peacocks, and the Initiatess robes bear they succeed, they rise like a phoenix,
understanding, by creating at least seven the splendor of all the colors of the rain- having transformed themselves from base
new Shape and Material Bonuses before bow. They are now expected to serve as led to alchemical gold, and achieved mag-
progressing to the next degree of Initiation, active members for the cult, and learn ical immortality. This is the true secret
in addition to the usual requirements. some of the secrets of the Great Work. of alchemy of which mundane alchemy
Using exotic and difficult-to-obtain ingre- They are Initiated in the Virtue Hermetic is but the slightest distorted reflection as
dients found on quests is greatly admired. Alchemy. though seen through a glass darkly.
To assist in this aim, she is Initiated into the
Virtue of Vulgar Alchemy.
46
Chapter Six
Hermetic Astrology
From the earliest ages, man has against astrology and underscores the for powerful nobles and trusted retain-
sought wisdom in the stars and won- science’s incompatibility with Christian ers, and even barons often maintained
dered what influence the planets have beliefs. His sentiments are familiar to any a personal astrologer, while merchants
in shaping events on Earth. The most scholar who studies the stars. Augustine frequently consulted with the astrologers
famous astrologers of the past were the decries the lack of accountability in a and soothsayers who practiced in the
Chaldeans, and Babylonian astrological world where God rules the stars and the growing towns and cities.
lore was considered the epitome of the stars rule humanity. “How is any room left Astronomy is taught in the universi-
science. Astrologers point to the action of for God to pass judgment on the deeds ties as part of the liberal arts, and so astrol-
the tides and the turning of the seasons, of men,” he writes, “if they are subject to ogy could be included as part of the cur-
which are clearly linked to astronomical astrological forces, and God is Lord both riculum in this way. Regarding the influx
phenomena, as proof of their science’s of stars and men?” Further, the responsi- of Arabic learning, Abu Ma’shar’s Greater
validity. bility for human evil rests upon human- Introduction to Astrology was translated into
The Romans became great enthu- ity itself and not upon God. Astrologers Latin in 1133, and Ptolemy’s Tetrabiblos in
siasts for astrology, which came to rival blaspheme by claiming God and the stars, 1138. One of the most popular works is
and ultimately supersede many earlier as his agents, are the sources of human the Centiloquium, a collection of aphorisms
forms of divination owing to its claims wickedness. falsely ascribed to Ptolemy. Ulius Firmicus
to scientific precision; it was used both Most Christian philosophers, never- Maternus’ writings on astrology are also
to predict the future and to find the best theless, accept astrology’s place in medi- used extensively. Frederick II had his
time for certain types of activity, and soon cine and science, following the famous children’s horoscopes cast, and Michael
became an intrinsic part of many magical motto, “The wise one will rule the stars.” Scot gave astrological advice to the king
operations, as well as being much resorted Astral influence, they argue, can be over- when he entered his service.
to by private citizens. The influence of the come by the strength of will. Learning It was also considered that the influ-
stars encouraged fatalism, the belief that a astrology, in other words, helps to defeat ences of the heavens could also be artifi-
person’s destiny was written in the stars, astrology. cially drawn down and utilized through
and that his own actions were unable to Many astrologers are simply indif- the use of periapts — amulets inscribed
confound his eternal fate. Philosophies ferent to their theological critics, and with the names and sigils of the stars and
that encouraged courage and resignation do not bother to refute what they see as planets. A very small minority of writ-
in the face of this inevitability grew fash- irrelevant. ers claimed this process worked merely
ionable in the Roman Empire. Scientific astrology was rare in Europe through natural magic. One of the stan-
The Church fathers attacked astrol- before the 12th century, but popular dard Arabic texts for this process was that
ogy for three basic reasons. First, its astrology, based on phases of the moon, of Thabit ibn Qurra (836-901) and his
practice bears traces of pagan superstition was known from an early stage. This form formula for ridding a place of scorpions.
and star worship. Second, it denies the of astrology used charts showing which The best known work of astral magic is
fundamental Christian principle of free days in the lunar cycle were good or bad the Picatrix, translated into Spanish and
will. If the stars control all human action, for various activities. Scientific astrology, Latin under Alfonso the Wise. In addition
people are not responsible for their good involving the drawing-up of charts and to the use of astrological talismans, includ-
or evil deeds, and the hope of salvation detailed examination of planetary influ- ing images, to achieve various effects, it
is meaningless. Third, astrology exposes ences was, however, practiced extensively also includes sections on substances with
the stargazer to the operation of hostile by many magicians, and by court astrolo- magical properties, and how to pray to
spirits. gers who were gaining influence all over the planets.
St. Augustine makes the strongest Europe, often to the dismay of the other Astrology is seen as a reputable sci-
assault on astrology. In City of God he brings courtiers. A clever man could gain by ence in Mythic Europe, and while church-
together a number of ancient arguments this means an influence usually reserved men do, from time to time, denounce it,
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The Mysteries Revised Edition
it is generally considered acceptable and Lab Text for creating charged devices signs, planets, and houses into his work to
is tolerated, and indeed can be consid- (ArM5, page 102). The magus must have gain the greatest possible effect.
ered a mainstream form of learning and a Lab Total that equals or exceeds the This Virtue includes and replaces
discourse. level of the proposed enchantment. In the benefits of Planetary Magic, which
While astrology is known throughout addition, the Effect level instilled using is a required prerequisite. The benefits of
Mythic Europe, Hermetic Astrology deals a Periapt Horoscope is limited to the Celestial Magic include:
with working the influence of the heavens, enchanter’s Artes Liberales (Astronomy)
as they manifest on Earth, into Hermetic times 5. • Widens the scope of Laboratory
magic. Many systems of magic contain Horoscopes (from Planetary Magic)
ways of dealing with the astral influences, Number of charges = Lab Total / 5 • New celestial Durations
but Hermetic magic is able to ignore (rounded up) • Determine a favorable hour of the
them owing to Bonisagus’s breakthroughs. day for spellcasting
Astrological Mystery Cults often teach a Maximum Effect level = 5 x Artes • Creating astrologically linked
Magical Focus or Potent Magic relating to Liberales (Astronomy) score enchantments
their interests in Divination, covering vari-
ous aspects of Intellego magics. Divination A magus may work on several peri- An Initiate sacrifices Planetary Magic
by astrology is dealt with in Chapter apts that share a single Technique and in order to gain Celestial Magic, which
7: Divination and Augury. The most Form. A separate Horoscope is needed for counts as an Ordeal (Loss of a Virtue) for
basic principle of Hermetic Astrology is each formula he wishes to enchant. the Initiation.
Planetary Magic, which is known through-
out the Order and discussed in Chapter 4:
Curious Common Magics. Creating a Periapt Improved Laboratory
The Ability Artes Liberales Horoscope Horoscopes
(Astronomy) is often simply abbreviated
Astronomy, and is a key ability for the The Horoscope is prepared at the The magus may create a Laboratory
success of astrological magics. start of the season, on the day of the equi- Horoscope just as for Planetary Magic,
Astrological correspondences, and nox or solstice. This takes one hour, and but now may apply the bonus to any
the meanings of signs, planets, and hous- applies to that season only. To create the Laboratory activity. The magus maximizes
es, are explained in an appendix to this Periapt Horoscope, roll: the benign influences of the stars and
chapter. planets by working at the correct times,
Stress Die + Intelligence + Astronomy and minimizes unfavorable aspects by
vs. an Ease Factor of 9 avoiding certain associations or hours.
Periapt — If the roll fails, the magus knows
Decide in advance on an Astrological
Modifier to the Lab Total, from +1 to +5.
Minor Mystery Virtue that the Horoscope is faulty, and may To gain this bonus, the magus must suc-
consider a different activity instead of ceed in a roll of:
A periapt was originally a small amu- this enchantment. If the roll botches, the
let with astrological symbols, which con- magus doesn’t realize the Horoscope is Stress Die + Intelligence + Astronomy
tained a simple one-use enchantment; faulty and attempts faulty alignments: the vs. Three Times the Desired Bonus
Hermetic theory has allowed magi to gen- entire season is wasted. If a magus works
eralize this to make astrological amulets as on multiple periapts, then a botch on any If successful, add the Astrological
any form of Hermetic charged device. of the Horoscope rolls spoils the whole Modifier to his Lab Total. If the roll fails,
By creating a special Horoscope for season. there is no effect other than losing the
the season, the magus is able to infer the bonus; it is not possible to reroll this
correct aspects of the heavens to create season. On a roll of zero, roll a number
amulets with greater efficiency than nor-
mal: the charges resulting equal those that
Celestial Magic — of botch dice equal to the desired bonus;
any botch results in the entire season
the magus would produce if he already Major Mystery Virtue being wasted, as well as any vis expended
had a Lab Text for the enchantment. in the project.
The astrologer uses his great knowl- Example: Astra has Intelligence +3 and an
edge of the movements of the heavens Astronomy score of 6. She would like to improve
Creating a Periapt to determine the most effective times to her laboratory work in the coming season, and
perform magical operations in the lab, by considers casting a Laboratory Horoscope for her
A magus with this Virtue may create calculating the best hours and periods to work. She decides that she would like a bonus of
a Periapt Horoscope for a proposed activ- work, by modifying incantations, and by +4 in her work, so the Ease Factor for her proposed
ity, and use this as a temporary, single-use instilling astral influences from the ruling Horoscope is 12. Her player rolls 7+3+6 = 16,
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The Mysteries Revised Edition
succeeding easily. She adds 4 to her Lab Total
this season. Limits on the Use of Astrological Time
Horoscope Bonus: When opening
an invested device, subtract the Laboratory Astrological time varies from place 100 standard Boundaries, or a Size of
Horoscope bonus for the opening season to place, as the sun, stars, and heavens Boundary +2 magnitudes). A magus can-
from the number of pawns of vis required shine differently everywhere. Beyond not increase the area of measurement, as
to open the device (minimum of one modest limits, neither Daily Horoscopes it is the heavens’ own movements that
pawn). This does not reduce the number nor astrological times can be applied bring about the limit.
of enchantment spaces available. consistently. However, the steady incre- This limits, for example, the spread
Distractions: As with Planetary ment in time as the day progresses in a of a Group Target (all members must
Magic, if a maga commits her lab work single place is a natural part of astrologi- be within 500 paces of the measure-
to astrologically favorable hours, and cal calculations and is already included in ment point), and the Size of any Target
then loses time from the laboratory and calculations: a Daily Horoscope lasts for (which must fit within the measurement
attempts to catch up by working harder one day in the place it is calculated for. radius). If a Hermetic Target spreads
for the rest of the season, she is forced For the purpose of Hermetic spells, further than the measurement allows,
to include work at unfavorable hours as conditions are essentially identical over then no spell or effect using Astrological
well as favorable hours. Because of this, an area extending approximately 500 Time can affect that Target. (The target
she loses the benefit of the Astrological paces in all directions from the point may move out of the area once the spell
Modifier if she is ever forced to miss a of measurement (an area approximately has been cast.)
whole day away from the laboratory.
Other than this, distractions are as stated
on ArM5, page 103. Stress Die, but the magus can take extra New Duration: Signs = Year, Ritual
time and measurements and make a non-
stress roll. The maga can have a spell last a
Astrological Durations number of Astrological Signs. To calculate
New Duration: Minutes = Diameter the duration correctly, she must succeed
The astrologer can link spell duration in a roll of:
to the rising and setting of constellations, The magus can have a spell last a cer-
and the times when the constellations and tain number of Astrological Minutes then Die roll + Intelligence + Astronomy vs.
sun coincide. Although the true constel- end. To calculate the duration correctly, 6 + Number of Months Desired
lations and zodiacal signs vary in length he must succeed in a roll of:
along the zodiacal band, for convenience, The maximum duration is one year,
astrologers assume that all signs have Die Roll + Intelligence + Astronomy vs. regardless of all other factors.
equal size. 6 + Number of Diameters Desired If the magus fails the Astronomy roll
An Astrological Minute for spells is to calculate an Astrological Duration, he
the same as a Hermetic Diameter Duration New Duration: Hours = Sun has miscalculated, and the actual length
— the time for the sun to move across its of the spell effect is out by a number of
own diameter. Hermetic magic does not The maga can have a spell last a time units up to the error in the roll. (This
distinguish between the length of these certain number of Astrological Hours is a storyguide decision, as the magus
two periods. then end (regardless of sunrise/sunset). To won’t know until spell ends.) Botching
An Astrological Hour is the time for a calculate the duration correctly, she must the Duration calculation makes the spell
sign (its constellation) to move from rising succeed in a roll of: botch.
to centered over horizon, or centered to Example: Erratus wishes a spell to last ten
fully risen (12 signs, 24 hours per day). Die roll + Intelligence + Astronomy vs. Hours, with an Ease Factor of 16, but only rolls
An Astrological Day is marked by 6 + Number of Hours Desired 11. The actual spell effect lasts anywhere from five
the sun returning to the same constella- to 15 Hours, as determined by the storyguide.
tion. This is almost exactly one day of New Duration: Days = Moon
24 hours.
An Astrological Sign (“month”) is The magus can have a spell last a Favorable Hour for
marked by the sunrise moving through one number of Astrological Days then end Spellcasting
full constellation. Assume a calendar month (regardless of lunar phase). To calculate
rather than calculating exact periods. the duration correctly, he must succeed The maga can attempt to identify
Using Astrological Durations requires in a roll of: an hour of the day that will be favorable
a roll of Astronomy. Having aids or desir- to her and her intentions and gain an
ing extra precision can modify the basic Die roll + Intelligence + Astronomy vs. Astrological bonus to spells cast during
Astronomy roll. The roll normally uses a 6 + Number of Days Desired
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50
The Mysteries Revised Edition
Elements form opposed pairs: fire the information is most useful to magi Divine Heaven’s Aspect
vs. water and air vs. earth. If the maga using Astrological Durations. InVi 30
applies a bonus in one element’s signs, the To cast a spell relying on a measured R: Arcane, D: Mom, T: Ind
device receives an equal penalty in the astrological time it is sufficient to measure Reports all aspects of the astrologi-
opposing element’s signs. the astrological time near the target, pro- cal conditions (minute, hour, day, sign,
The astrological cycle adjustment is vided the measurement point and the tar- planets) at a point that the caster can see,
the maga’s Artes Liberales (Astronomy) get of subsequent spells are close enough. or to which he has an Arcane Connection.
score at the time she opens the device As such, these measurement spells are Identical conditions extend for some 500
for enchantment (or creates it, for lesser normally indirect and Aimed rather than paces away from this point (100 standard
devices or charged items). The whole Targeted (see ArM5, page 86). Boundaries).
device has a single astrological cycle, (Base 10, +4 Arcane)
governing all effects in the device, but the
particular adjustment is chosen when the
maga instills an Effect: New Enchanted
• Penetration Bonus: Add the bonus Device: Magical
or penalty to the Penetration score
of the Effect.
New Intellego Vim Guidelines
Level 5: Discern and measure a single
Armillary Sphere
• Frequency Bonus: Add (or sub- astrological factor in the environment.
tract) the astrological cycle bonus Discern and measure the astrological An armillary sphere is a complex
or penalty (round up) to the Effect time in the environment. (The caster mechanical device that indicates time and
levels used in the Effect Frequency is learning the conditions at the target the movements of the planets and stars.
table, and note the adjusted uses per location, not at his own locale, so usu- By making an accurate armillary sphere
day. If this takes the frequency levels ally extend range.) and marking it accurately with astrologi-
below 0 (one use per day), the effect Level 10: Discern and measure all astro- cal signs, the maga can set the wheels to
cannot be used while the adjust- logical factors in the environment. any configuration of the heavens, and
ment applies. There is no benefit to This provides sufficient information to read off from the wheels and dials the
increasing the frequency above ten reset a magical armillary sphere to the configuration of the heavens at an earlier
levels (Unlimited uses). conditions in a different environment. or later time. The prediction of astrologi-
cal conjunctions at times in the future is
Astrologically enchanted devices are Sense the Hour possible because the wheels of the heav-
by their nature more potent, but tend to InVi 10 ens continue to cycle indefinitely and
be limited by astrological factors. R: Touch, D: Mom, T: Ind precisely. (The armillary sphere does not
Example: Notara creates a wand of Pilum of Measures the astrological time in the predict or break the Hermetic Limit of
Fire. She attunes the wand to the cycle of elemental area around the magus. Knowing the hour Time, it just mechanizes the calculations
signs, and chooses the fire signs as the device’s exactly subtracts 3 from the Ease Factor of the astrologer.)
cycle. Her Artes Liberales (Astronomy) score is 7, of the Astronomy roll for an Astrological By linking an enchantment moving
so during the signs of Aries, Leo, and Sagittarius, Duration spell. the circles with a Know the Heavens effect,
the wand has a +7 bonus, but during water signs Measuring the conditions at a single the magus obtains a device that both
(Cancer, Scorpio, and Pisces), the wand has a –7 point is sufficient, as identical condi- reports the current astrological conditions
penalty. tions (suitable for Astrological Durations) and translates between those and some
Notara must choose whether the Pilum extend for some 500 paces away from the other time. This is of some limited use in
of Fire effect has a cyclic penetration or cycle point (standard Boundary area x 100). Horoscopes, which are mostly a matter
use level. She chooses use level, and enchants the Increasing the size of the spell Target of interpretation, but greatly assists in
effect with a basic +3 levels for six uses per day. serves no purpose, as the measurement calculating and working with Astrological
During the fire signs, this counts as +10 levels, or area is limited by changes in the astrologi- Durations.
Unlimited use, but during water signs the wand is cal conditions, rather than by the magus’s
unusable. For the other half of the year, she may spell.
use it six times per day. (Base 5, +1 Touch) Making an Armillary Sphere
Sight of the Astrological Hour A magical armillary sphere requires
Spells to Determine InVi 20 an actual functioning armillary sphere of
Astrological Time R: Sight, D: Mom, T: Ind considerable accuracy that is then animat-
Measures the astrological time in the ed by the invested effects. Making such
These spells do not require area around a point the caster can see. an armillary sphere requires a precision
Astrological Virtues to learn or cast, but (Base 5, +3 Sight) physical mechanism: its markings must be
51
The Mysteries Revised Edition
designed, he may perform other activ-
The Armillary Sphere ities — it is effectively a seven-day
distraction.
An armillary sphere, or spherical tinually adjusts itself as the heavens
astrolabe, is a model of the celestial shift, yet can be adjusted to indicate the
sphere, centered on the Earth. Its name heavens at any time past or present. Magical Duplication
come from armilla, a bracelet or circle, The planar astrolabe, or simply
which is to say that its form is that of astrolabe, is a related device that col- Crafting a precision armillary sphere
metal circles (graduated to mark signs lapses the design into a series of flat is sufficiently complex and time-consum-
and degrees) linking the celestial poles, disks and has sights to measure the posi- ing that many magi turn to magic to create
equator, meridians, and parallels, and tion of stars. It is used by navigators and one. An easy way to obtain a ready-built
the circle of the Zodiac (also known astrologers alike to measure the stars. (mundane) mechanism is to magically
as the ecliptic). The armillary sphere It is less suited to the special purposes duplicate an existing one.
was devised by Eratosthenes in antiq- of celestial magic than the armillary
uity, and is mentioned in the writings sphere; however, as a measuring device, Duplicate the Mechanism
of Ptolemy and other great authors on the astrolabe is favored in Divination Cr(In)Te 35
astronomy and astrology. The device (Astrology). R: Touch, D: Mom, T: Group, Ritual
indicates the motion of the stars around This spell creates an exact duplicate
the Earth, and can be extended to show of an existing mechanism. An armillary
the planets. New Shape and sphere itself is complex and fiddly, but
For the practical-minded magus, Material Bonuses nonmagical. The precision of the mecha-
the wonder of this device is that it may nism is limited by the precision of the
be adjusted to display any configuration Armillary Sphere: +5 display the heav- duplicated source.
of the heavens, and readings made from ens, celestial time Status-conscious magi may prefer the
the graduated circles are available for Astrolabe: +5 measure the stars and alternative Level 45 ritual Duplicate the Noble
astrological calculations. An enchanted heavens, astrology, and navigation Mechanism, which creates a precious metal
armillary sphere can be made that con- (silver or gold, or both) mechanism.
(Base 5 create metal, +1 Touch, +2
exact for the astrologer to be able to read him throughout the construction, offer- Group, +2 for finesse, +1 for Intellego
it accurately (and safely use it in magic). ing advice and corrections throughout. requisite).
The interplay of cycles and the precision This adds +3 to both design and craft A similar spell without an Intellego
markings makes the mechanism difficult Ease Factors. requisite, Craft the Mechanism, can create
to construct: a new mechanism, but is limited by the
Firstly, it is necessary to design the Design an Armillary Sphere to be Made magus’s understanding of what he is creat-
armillary sphere to work on astrological by Another: Stress Die + Intelligence + ing and requires Finesse to match design
principles. The designer (the magus) must Astronomy vs. an Ease Factor of 15 to instant magic.
succeed in a roll of:
Craft an Armillary Sphere Designed by Craft the Mechanism
Stress Die + Intelligence + Astronomy Another: Stress Die + Dexterity + Craft Cr(In)Te 35
vs. an Ease Factor of 12 Mechanisms vs. an Ease Factor of 15 R: Touch, D: Mom, T: Group, Ritual
To make an armillary sphere with
or the design itself is flawed. Then The Ease Factors are reduced by 3 Craft the Mechanism, the magus must
the magus must make his armillary sphere. if copying an existing precision armillary design the device with an Intelligence +
This requires the magus crafting the device sphere. Astronomy or appropriate Craft Ability
to succeed in a roll of: It takes a full season of mundane roll:
work to make an armillary sphere, during
Stress Die + Dexterity + Craft which the astrologer needs to test, diag- Stress Die + Intelligence + Astronomy
(Mechanisms or Clocks) vs. an Ease nose, and determine adjustments to the or Craft (Mechanisms or Clocks) vs. an
Factor of 12 growing mechanism, correcting anything Ease Factor of 18
that causes the alignment to slip. It takes
or the mechanism is faulty. He can a great deal of time because of a need to and then must guide the magic to
use Craft (Blacksmith) instead of Craft keep repeating astrological measurements the correct crafted form: Stress Die +
(Mechanisms), but with –3 to the roll as the heavens move and then rework Perception + Finesse vs. an Ease Factor
and +3 botch dice. The astronomer can parts of the mechanism. of 18
employ another as the craftsman to make If the astrologer is not the crafts- If either roll fails, then mechanism is
the mechanism, but must then supervise man but only testing a mechanism he flawed and imprecise; if either roll botch-
52
The Mysteries Revised Edition
es, then the flaw is subtle and overlooked The armillary sphere continually Consulting the
until used in a non-test situation, when senses the astrological time and the influ- Armillary Sphere
it introduces a botch into an important ence of the planets around itself.
calculation made with the device. (Base 10, +1 Touch, +2 and 4 levels Consulting the armillary sphere
for “always on”) before casting an Astrological Duration
spell mechanizes the difficult calcula-
Enchanting the Track the Heavens tions needed, providing instant access
Armillary Sphere ReTe 28 to current and predicted conditions as
Pen +0, unlimited uses the magus juggles the conjunctions in
Once the mechanism is crafted, it is R: Pers, D: Mom, T: Group his head and works the spell. This halves
ready to be enchanted. The mechanism The armillary sphere keeps adjusting the Ease Factor of Astrological Duration
must be opened as an invested device, itself back to the current local astrologi- calculations.
needing 15 pawns (base metal, x3 for cal time. The magus can use the armillary
skull sized), or 18 if constructed of silver, (Base 2, +2 metal, +2 group, +1 sphere without adjustment if the target
30 for gold. complexity, +10 levels unlimited uses, +3 location shares the magus’s astrological
Two effects are now needed: levels linked to Know the Heavens) time (all of the intended spell target
is within 500 paces of the instrument).
Know the Heavens The two effects combined consume To use the magical armillary sphere for
InVi 29 seven spaces and seven pawns of vis, leav- calculations based on a more distant
Pen +0, constant effect ing spaces for other enchantments should location, he must know the conditions
R: Touch, D: Always on, T: Ind the magus wish. there (for example, through casting Divine
53
The Mysteries Revised Edition
Heaven’s Aspect), and make an Intelligence + Divine limit according to these theorists, stance: They learn astrology so as to be
Astronomy roll against an Ease Factor of 9 and only God can have true knowledge able to use its secrets to counteract nega-
to adjust the armillary sphere settings. of the future. The stars dictate general tive influences and make themselves free
patterns, and forces that act upon men, of the objects astrologers study.
To Adjust the Armillary Sphere:Stress but do not actually
Die + Intelligence + Astronomy vs. an force them to make
Ease Factor of 9 certain decisions;
the Magoi rigor-
This takes but a single round; if the ously refute astral
roll is failed, the magus may try again (if determinism and
it’s botched, the spell botches too). When the resulting heresy
the magus finishes his readings and releas- of fatalism, where
es the armillary sphere adjustment wheels, a man has no con-
the enchantments adjust the settings back trol over his des-
to local time. Further readings require tiny. Did not God
another spell and more adjustment. who made human-
ity with the divine
gift of free will not
also set the stars in
54
The Mysteries Revised Edition
are not holy magi, however, and many of Degree of Saturn
their beliefs would be looked upon with Doctrine of Origen
deep suspicion by orthodox churchmen, This is the first degree of Initiation,
as incompatible with the wisdom of the and members traditionally wear black For Origen, there is no damnation
great Augustine. gowns, emblazoned with stars and moon of Hell; all things will eventually be
symbols for rites. To be Initiated requires saved and join God, in what is known
a knowledge of Artes Liberales at 4 or as the Perfectibility of Man, a heretical
The Magoi of the greater, reflecting a sound knowledge of
astronomy and the mathematical abil-
doctrine. Evil is the result of the soul’s
free will, not the result of matter. In
Star Today ity to construct astrological charts. The fact, for Origen, the soul pre-exists
Initiate is taught how to overcome plan- birth, and it makes an evil choice of
The Magoi of the Star are the Order etary influences, and how to use them its own to be put into a body in the
of Hermes’ greatest astrologers and to his advantage. The Virtue Initiated is first place. The embodiment of souls
experts on matters pertaining to astro- Planetary Magic. is therefore a kind of fall from grace.
logical magic. While the group is loosely Origen opposed the idea that a per-
organized, every member is expected son’s entire life could be determined
to make the pilgrimage to Cologne Degree of Jupiter from a horoscope.
Cathedral at least once to celebrate To admit the truth of horoscopes
Christmas Day, and many also brave the The second degree grants the Initiate annihilates free will. According to
journey to Bethlehem. The cult’s festi- the Minor Virtue Potent Magic in her Origen, the stars and planets are liv-
val is Christmas Day, December 25th, own birth house (Chapter 6: Appendix ing, rational beings comprised of both
and individual members also celebrate — Astrological Correspondences, and matter and spirit. The stars possess
their own birthdays with elaborate rites Chapter 4: Curious Common Magics, free will and glow because they are
— both occasions are marked by lavish Modified Hermetic Virtues and Flaws: filled with knowledge from the reflec-
gift-giving to fellow Magoi of the Star. Astrological Magical Foci and Potent tion of the everlasting light of God’s
The cult has recently become concerned Magic), as the Initiate learns how to use wisdom. The stars are even capable
with prophecies of an Antichrist, and her knowledge of the astral influences of sin. Origen interpreted a passage in
is fervently searching for information to even greater effect. The robes for this Deuteronomy to mean that the stars
as to the veracity and meaning of these degree are emblazoned with astrological have in general been assigned by God
portents. Their divination and astrology symbols and are often a deep blue color. to all the nations beneath Heaven.
allow an understanding of the present, He admits that the stars foretell many
but do not let them see into the future, things, and puts special faith in comets
and even the wisest diviner must know Degree of Mars as omens. Origen holds that the stars
the right questions to ask. are merely signs instituted by God, not
The Initiate, resplendent in robes of causes of the future. Divine foreknowl-
red, is now required to actively serve the edge does not impose necessity, and
Structure of the cult by watching for signs of the infernal,
and by actively opposing the schemes of
the wise individual is able to overcome
the power of the stars’ influence on the
Magoi of the Star diabolists and other infernalists. As his Earth.
knowledge deepens, the Initiate learns Despite his theological confusion
The cult teaches its secrets by direct the Virtue Periapts. He is often taught the on the issue of Hell, Origen is still
transmission from master to pupil, with ability Medicine for a season, as he learns greatly admired by the Church.
little structure beyond the teacher-student more about the four humors.
relationship. When the master believes
the pupil is ready, the pupil is Initiated to Degree of Mercury
another secret. When a master decides a Degree of Venus
pupil has learned enough, the pupil goes This degree requires the Initiate
forth to become a master. The group is Wearing a copper circlet and an begin to teach on behalf on the cult,
rumored to have cult headquarters (in emerald robe, the Initiate is now respon- and to train new Initiates in the mystery.
Bethlehem, Babylon, Cologne, and pos- sible for actively working to gather infor- It is the degree where the Initiate also
sibly other places besides) that contain mation in line with the cult’s current inter- travels most, to Cologne, Bethlehem, and
great repositories of astrological lore and ests, and must participate in the pilgrim- Babylon, seeking out astrological secrets
ancient magical books, but the truth of age to Cologne for Christmas Day if she and meeting with other leading astrolo-
this is a closely guarded cult secret. has not before now. The Initiate is taught gers, both from the Magoi of the Star and
The cult is organized into seven the secrets of astrology now, namely the from other traditions. He is taught the
separate degrees of Initiation. Major Virtue Celestial Magic. Virtue Major Magical Focus, relating to
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the Initiate’s Potent house (as taught in
the Degree of Jupiter), unless he already Signs by Category
has a Magical Focus, in which case he
Element Humor Gender Cardinal Fixed Mutable
may be taught Potent Magic for his birth
planet or sign. The robes for this degree Fire Choleric Male Aries Leo Sagittarius
are of orange or amber. Water Phlegmatic Female Cancer Scorpio Pisces
Air Sanguine Male Libra Aquarius Gemini
Wise One Earth Melancholic Female Capricorn Taurus Virgo
The 12 great constellations (the signs the heavens influence a person, place, or Intelligence + Artes Liberales (Astronomy)
of the Zodiac) and the seven planets event. roll against an Ease Factor of 9. Creating
revolve around the Earth in a complex As described in ArM5, page 84, a a Nativity Horoscope takes a day’s work.
sequence. (The magical armillary sphere, magus can calculate a Daily Horoscope for Note: Most magi are careful to conceal and
detailed earlier, can be used to track this a person, if he knows the person’s location, disguise information about their birth.
sequence, and by the use of cunning by succeeding in an Intelligence + Artes
mechanisms mimic here below the great Liberales (Astronomy) roll against an Ease
engine of the heavens above.) Astrology Factor of 9. Creating a Daily Horoscope Signs of the Zodiac
studies the influence of the signs and the takes one hour. A magus can create a
planets, and the complex calculations and Nativity Horoscope if he knows the target’s The signs of the Zodiac fall into sever-
charts known as a horoscope describe how time and place of birth, and succeeds in an al categories, some opposing others. Signs
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are accorded correspondence with the
Astrological Houses four elements (fire, water, air, earth), four
humors (choleric, phlegmatic, sanguine,
Number Name Province
melancholic — corresponding to the four
I Vita Personality, appearance, and childhood elements), three temperaments (cardinal,
II Lucrum Possessions and finance fixed, mutable), and two genders.
The 12 signs of the Zodiac govern the
III Frates Family, communication, and speech
world below, influencing different aspects
IV Genitor Parents, childhood home, and seclusion of the world. Each sign is also divided into
V Nati Offspring, sexuality, and creativity three sub-periods called decans, revealing
different aspects of the signs’ influence as
VI Valetudo Subordinates, work, and health
the sun passed through each house:
VII Uxor Marriage, partnership, and close friends
VIII Mors Death, accidents, and mysticism
The 12 Astrological Houses
IX Pietas Study, contemplation, and travel
X Regnum Career, ambition, and achievements At any time and place, one sign will
XI Benefacta Ideals, worthy causes, and society be rising over the horizon in the east.
The sign is known as the ascendant, and
XII Carcer Restriction, sorrow, and illness is the starting point of the horoscope.
In the horoscope chart, the circle of the
Zodiac is mapped into a circle of 12 divi-
Spheres of Influence of the Planets sions (known as houses) starting with the
ascendant sign, and the remaining signs
The Sun Influences rulership, kings, leadership, and authority, health, and placed in the remaining houses in coun-
well-being, and governs the characteristics Presence and Stamina. ter-clockwise order. Different signs reside
The Moon Influences emotions, tides, any cyclic magic, fertility, and child- in the houses depending on the time and
birth, and governs the characteristic Dexterity. place of the horoscope. The house a sign
resides in influences how the sign influ-
Mercury Influences journeys, writing, books, and messengers, and governs
ences the world. The 12 houses have their
the characteristic Quickness.
own influences, or provinces, as shown.
Venus Influences beauty, romance, marriage and the performing arts, and
governs the characteristic Communication.
Mars Influences war, violence, ambition, and sex, and governs the char- The Planets
acteristic Strength.
Hermetic magi have developed their
Jupiter Influences merriment, reason, prosperity, luck, and games of any
own understanding of the subtle astral
type, and governs the characteristic Intelligence.
influences of the stars. Using Planetary
Saturn Influences age, time, wisdom, and resisting distractions, and gov- Magic it is possible to select an appro-
erns the characteristic Perception. priate governing planet for most effects
instilled in enchanted devices.
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Chapter Seven
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Hermetic Divination
Hermetic Divination provides results
equivalent to casting Hermetic Intellego
spells of any Form. It is only available to
Hermetic magi, as it requires the magus
to have Hermetic Arts opened so as to
model their divination. (There are other
divinatory abilities available to hedge
magic traditions.)
It is more flexible than Formulaic
Magic spells, but weaker; it is gener-
ally more powerful than Spontaneous
Magic, but only within the Technique of
Intellego. Divination covers all ten Forms
by a single Ability but is hard to improve,
whereas a magus choosing a few Forms
can specialize and exceed the diviner.
A magus choosing this method is turn-
ing his back on general Intellego magics
and choosing to specialize in divination.
He is likely to study divination fairly
intensively, enchant ceremonial tools, and
devise methods to gather arcane connec-
tions; the Ease Factors are calculated on
this basis.
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Example Divinations
Did William steal my book? ing, the Ease Factor is 4. If considering tudes, increasing the Ease Factor back
This is an Intellego Mentem base 10 the matter en route to dinner, holding an to 20.
“discover the truth of a statement,” but Arcane Connection to the laboratory, the If vis is hidden inside the mountain,
as the information comes from William’s Ease Factor is also 4 (Base 1, +1 touching in caves or tunnels or buried, a Hermetic
mind, the total would also have to beat AC, +2 Room). spell to find the vis would need a Terram
his Magic Resistance, if any. requisite and add +1 magnitude, and that
The question “Who stole my book?” Will it rain during the Aegis ritual? magnitude is needed in divination too,
would use the same base, but the Target This is equivalent to the Formulaic making our final Ease Factor 25.
would vary depending on the number spell Sailor’s Foretaste of the Morrow, Intellego
of individuals to be investigated. A cov- Auram 20. The Ease Factor is 20. Will the Tribunal tomorrow
enant with grogs and covenfolk would convict me of interfering
have an Ease Factor of 30 (+1 Touch, +2 Is Etienne lying to me? with mundanes?
Group, +1 Size). A modest medieval city The Ease Factor is 15 (Base 10, +1 At first glance this appears to breach
is a Boundary Target, and has an Ease Eye, or +1 touching an AC). Unlike the the Hermetic Limit of Time, but what is
Factor of 35 (+1 Touch, +4 Boundary). common spell Frosty Breath of the Spoken really being asked is, at this time, before
Lie, the question is momentary and the they have heard the evidence, “What is
Is Thurydices the Redcap merely answer personal — no frosty breath the gut feeling of those magi who have
delayed, or has he been slain? emerges. heard the charge is to be brought?” Such
Overlooking the fact that using a question can be asked, but the answer
magic to answer questions about a fel- Is there a hidden regio is unlikely to prove very helpful in mak-
low member of the Order is a breach in the covenant? ing an informed decision, as many of the
of the Code, the question is really, “Is Detecting a Regio is straightfor- magi will change their minds on hearing
Thurydices still alive?” Since he is not ward, but given the uncertainty as to the evidence, or hear of the case for the
present, the maga has no idea where he location, a Boundary target seems best. first time, after the divination is cast.
is, she requires an Arcane Connection to The Ease Factor is 20 (Base 3, +1 Touch, This is Intellego Mentem, base 15,
him. An Intellego Corpus level 4 allows +4 Boundary). This reveals the presence “pick a single answer from the mind of
her to “sense general information about and rough shape of the boundary. a target,” affecting a group of up to 100
a body.” The Ease Factor is therefore 5 magi, for an additional +3 magnitudes,
(adding one magnitude for Touching the Is there a vis source on +1 for Touch (including the caster in
Arcane Connection). that mountain? the Group). The Ease Factor is therefore
Ease Factor is 20: Intellego Vim base 30, but the caster also has to defeat all
Did I put out all the candles 1 “detect the presence of vis,” +3 magni- their Magic Resistances, and is in breach
in my lab before setting tudes for Sight range, +4 magnitudes for of the Code, having scryed upon his
out vis gathering? Boundary target. sodales. As some will undoubtedly resist
This can be formulated either as a If the diviner holds an Arcane the divination, the answer will be based
Group target (the candles) or a Room Connection to the mountain, the range on those with poor Magic Resistance,
target (the laboratory). The guideline is drops to Touch, and the Ease Factor and since others may change their minds
level 1 “locate a fire.” drops to 10. tomorrow, the caster could be much bet-
As a Casual Divination, standing on If the vis source is to be precisely ter employed intriguing, bargaining, and
the threshold of the room before leav- located, this complexity adds 2 magni- preparing his defense.
get (other than Sense targets), and of The Ease Factor for Hermetic Penetration
Momentary Duration can be attempted Divination is the level of the equivalent
using Divination. Hermetic spell. The divination answers The Penetration (if needed) of a
In Divination, an Arcane Connection truly if the magus succeeds in a roll of: divination is:
held in the hand may be interpreted as
if the diviner were Touching the target Stress Die + Characteristic + Divination Divination Total + Penetration Bonus
(rather than at Arcane Range). + Aura + Bonuses vs. Ease Factor – Ease Factor
Divination may answer questions
about Boundary Targets without the nor- Bonuses are explained under Casual The rules on increasing Penetration
mal ritual requirement. Divination and Ceremonial Divination. Bonus on ArM5, page 84 apply as normal.
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Divination in Practice refer to the tables on ArM5, page She has also invested a level 35 Intellego effect
84. Calculate the “multiplier” for in the book, so gets +4 from a Magical Bonus.
The magus has two options, casual any Arcane Connection to the She has a piece of rock from the target (lasts
divination and ceremonial divination. subject of the divination, and for years — bonus +3) and has drawn a picture
the other factors in the sympa- of the mountain (symbol, +2). Her sympathetic
Casual Divination thetic connection table. The “mul- bonus is +3+2 = 5.
Casual Divination takes one round, tiplier” calculated is then added She has Intelligence 3 Divination 7, and the
and allows the magus to observe signs in as a bonus to the Divination roll. laboratory aura is 5.
his immediate environment; for example, Most of the “multipliers” also apply Numera’s Ceremonial Divination roll is a
the flight of birds, or the exercises of the again to the Penetration calcula- stress die + 3 + 7 +5 + bonuses of 5 + 4 + (3+2),
turb at practice. tion. Having a good set of sympa- or die + 29. She is ready to start asking questions
thetic connections to a subject may about the mountain.
Stress Die + Perception + Divination yield very high penetration results.
+ Aura + Bonus vs. Ease Factor Example: Determinata wishes to locate her
(Equivalent Spell Level) shield grog, missing after a night on the
town. She knows his nickname (+1), has
The storyguide may add a bonus of his signature (+1), and has a lock of hair
+0 to +3 (very rarely +4 or +5) if the (an Arcane Connection lasting years, +3),
omens picked are especially relevant to for a total sympathetic magic bonus of +5.
the subject matter; for example, the cloud • Note that the caster can only add
patterns as an indication of weather. Daily and Nativity Horoscope bonus-
(Note that this is not open-ended es if he is divining using astrology.
like Spontaneous Magic: the magus makes For this reason, perhaps, astrology is
the Ease Factor, or fails, although you can, a popular method among Hermetic
of course, add Confidence.) magi. Hermetic Dream
Ceremonial Divination
• Magical Bonus: The magus can
make a specially enchanted device
Interpreter —
Ceremonial Divination takes 15 min- (e.g., mirror, astrolabe, silver dish Major Supernatural
utes per 5 Ease Factors (the same as 15
minutes per magnitude), and allows the
for water) appropriate to his meth-
od of divination. The nature of
Mystery Virtue
magus to include sympathetic magic and this device commonly reflects the
devices. diviner’s method (see the table of Hermetic Dream Interpreter is a spe-
Stress Die + Intelligence + Divination Ceremonial Augury Phenomena). cialized method of Hermetic Divination.
+ Aura + Bonuses vs. Ease Factor The magus enchants the Mystery It is similar to the Divine Virtue Dream
(Equivalent Spell Level) divinatory general Effect Enchantment Interpreter (see the Realms of Power: The
of the Scrying Device into the device, Divine).
which may be an invested device or Hermetic Dream Interpretation per-
Divination Bonuses a lesser enchanted device. Diviners mits Casual and Ceremonial Divination in a
A number of different bonuses can often enchant their talisman for this specialized manner through the interpreta-
be applied to the Ceremonial or Casual purpose, and choose the shape and tion of dreams. If a maga lacks other meth-
Divination roll. material of their talisman to allow ods of divination, she may only perform
attunements relating to divination. divination as below. If she has the Virtue
• Ceremonial Bonus: The ceremo- Divination, she may Initiate into Dream
nial bonus is determined by the rela- The magus adds Ceremonial Bonus, Interpretation as an additional method as a
tionship between the phenomenon sympathetic bonus, and Magic Bonus to Minor Virtue, and vice versa.
observed to infer the answer, and the the roll against the Ease Factor for the When she learns her first method of
nature of the question if the method divination. divination, the Initiation rites enable her to
of divination is sympathetic to the Example: Numera is a Hermetic Numerologist, learn the Supernatural Ability Divination
question asked. This ranges from +1 and has chosen a copy of Bonisagus’ De Theoria at level 1. Specialties: particular methods
to +5. Magica as her text. She has spent 8 pawns of vis to of divination, particular times of day for
• H ermetic N umerology (see open the pages of the book for numerology, making questions, particular types of target.
Chapter 11: Arithmetic Magic) adds this a lesser Numerologist’s Book (see Chapter 11). (If she later Initiates additional meth-
specific bonuses for the numerolo- She wants to learn more about a mountain that she ods as Minor Virtues, those Initiations
gist’s book. suspects harbors a Magical regio. grant no additional levels of Divination
• Sympathetic Magic Bonus: To She is engaged in Ceremonial Numerology, so Ability, but do allow her to change her
find the sympathetic magic bonus, gets a Ceremonial Bonus of +4 from the book. specialty if she wishes.)
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Hermetic Dream
Interpretation Enchantment of the Scrying Device
Dream interpretation helps translate In(Forms) Gen Example: Notarius creates an enchanted
the confusing symbols within dreams Pen +0, uses per day: as enchanted astrolabe that he uses to measure the positions of
to make clear their deeper meaning. R: Touch, D: Mom, T: Ind stars as he performs Ceremonial Astrology. He
Hermetic Dream Interpretation uses the The effect may be enchanted with enchants this with Intellego Corpus (Mentem,
rules for Hermetic Divination and Augury any Hermetic Forms desired, applying Vim) — his three best Forms. He has Intelligence
in this chapter. them as requisites to each other (no cost 3, Intellego 19, Corpus 17, Mentem 16, Vim 15
This Ability has special uses, for extra requisites). The Forms enchant- (the lowest Form is thus 15), Magic Theory 7,
described below. ed (main and requisites) limit the range aura 5. The storyguide agrees that the astrolabe
of divinations possible with the device. merits a Shape Bonus of +5 for Astrology. He
Divinatory Interpretation Such a device adds a magical bonus of +1 has a Lab Total of 54. He has previously opened
The magus may use Dream per 2 magnitudes of effect (round up). the astrolabe as an invested device.
Interpretation as Ceremonial Divination He chooses a level 31 effect, which is enough
by focusing his mind through ritual prepa- Magical Bonus = Effect level / 10 for a +4 bonus on Ceremonial Astrology.
ration before going to sleep. This takes (round up) He also wishes to consult the astrolabe
approximately half an hour of prepara- several times per day, so adds 5 levels for 24 uses/
tion, and he must sleep until he naturally The effect’s uses per day limit its use day. The final effect level is 36, and (Lab Total
wakes; he must sleep for at least as long as normal, but do not count toward the 54 – Effect level 36) = 18, so he can just invest
as a waking Ceremonial Divination. If he magical bonus. the effect in the two seasons he has free.
is woken before this time, his dreams are
interrupted and he learns nothing. Symbolic Interpretation sequences. You should discuss the inter-
He may also interpret other people’s The magus may instead look for a pretation with your storyguide, creating a
dreams using this ability, by spending at symbolic interpretation of dreams. Roll an symbolic tale between you, and try work
least an hour discussing the symbols in the interpretation total: it into the story.
dream with the subject. He may use this
discussion as both Casual and Ceremonial Stress Die + Intelligence + Divination Dream Calling
Divination. The magus may work more (Dream Interpretation) By touching another as he approach-
than one question into the discussion: for es sleep and talking to him about the
game purposes, simply add the time taken This is purely interpretative, not subject matter, the dream interpreter can
for each Ceremonial question (15 minutes divination, and is unaffected by aura and ensure that when he sleeps, he will have
per magnitude) to find the total time spent other such factors. The symbolic mean- a dream that generally concerns a subject
discussing — Casual Augury questions ing of dreams is also notoriously vague of the interpreter’s choosing. This is a
about the dream take only moments and and ambiguous. Compare the result to supernatural action, with an Ease Factor
need not be counted. If the magus cuts the Ease Factor table (ArM5, page 7) to of 6. Penetration (if needed) is determined
short the discussion, he might not be consider how clearly you might interpret as normal.
able to pose all the divinatory questions the dream.
he wishes. An Average result (9+) suggests an Stress Die + Presence + Dream
Refer to the section on Ceremonial outline of the dreamer’s state. A Hard Interpretation + Aura vs. an Ease Factor
Divination for more details, including (12+) or Very Hard (15+) result sug- of 6
Divination Totals, bonuses and magical gests some or more of the reasons for
enchantments that may help the dream the dream. Impressive or greater results You may interpret this dream later, as
interpreter. may hint at underlying causes and con- described above.
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Chapter Eight
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The Mysteries Revised Edition
bypass that restriction, and cannot not brave. He decides to prepare a wand enchanted
empower the effect. to invoke a Disenchant Ritual effect, and to send it Suitable Spirits for
• If an effect is a Ritual because it has
Year duration or Boundary target
into the rival cult’s fortress carried by a brave grog
who will fight through the guards and touch the
a Magus’ Magic
(or similar special RDT granted by wand to the shield.
other Virtues), then the maga can use In general, if a magus seeks to
Empowerment to permit that Range forge a close link to, or to draw special
or Duration. Powering Ritual Effects advantage from, a spirit, then the realm
• If an effect would be a Ritual to pro- of the spirit must in some way match
vide vis for a Momentary Creo spell, The Virtue enables a magus to the magus’s magic. Close links include
then the caster can use Empowerment enchant Ritual effects into a device, but taking a spirit as a familiar; special
to supply that vis and create spell effects remain inactive and unusable unless advantages include draining Might to
results made real. there is also some spirit bound in the same power Ritual Magic.
• If as a Formulaic spell the level device with enough Might Score remain- For most magi this requires a spirit
exceeds 50, and the spell would be ing to power the effect. of the Magic realm, although magi
a Ritual only because of this, then The vis cost of the Ritual is provided with Faerie Magic can also use Faerie
in fact no Ritual Magic is needed to by draining Might Score points equal to spirits. Those who succumb to the foul
place the effect in a device (and the the vis cost of the powered effect each cause of diabolism may bind Infernal
caster do not need Empowerment). time the Ritual effect used. Loss of Might spirits. Perhaps magi who have links
Score is permanent, unlike the normal use to the Divine could forge links to a
Invoking a spirit-powered vis-using of (temporary) Might Points that a spirit Divine spirit (see Realms of Power: The
effect takes no more time or effort on the uses to fuel its own powers. (If the spirit is Divine), although they may quail at
part of the person triggering the device somehow freed, it may find ways to slowly the thought of draining Might from a
than any other device invested effect. recover.) Divine being!
This is because the spirit is performing Might Score drained = (Ritual
the magic as a spirit power, not as an level/5) (round up) Medium Wound (CrCo 25) and to Heal
actual Ritual. Note that this means the spirit is an Incapacitating Wound (CrCo 35). The
drained and permanently reduced by hav- staff has a Might 27 spirit bound into it: healing
ing its Might tapped, and hence spirits a Medium Wound drains 5 Might Points, while
Enchanting the Device generally are extremely hostile to those healing an Incapacitating Wound drains 7 Might
who would perform this operation upon Points. After a battle, Medica is forced to heal
Instilling Ritual effects into a device them. Any spirit aware of itself is torment- two critically wounded companions, using up 14
is identical to instilling normal, non- ed by loss of Might Score, and deeply Might: the spirit now has a Might Score of 13.
Ritual effects, except that the design resents the process; however, in the nor- The spirit can no longer power the level 35 Ritual,
should note that the Mystery of Hermetic mal course of events, there is nothing a but can still power one use of Heal a Medium
Empowerment was used to instill them. bound spirit can do about this, unless the Wound, which will drain 5 Might, reducing it
Just like a Ritual spell, the minimum device is broken. to Might Score 8, when it will be unable to power
level of a Ritual effect is 20, even if the The level of the Ritual effect to be either Ritual.
final effect level calculation would make powered cannot exceed twice the spirit’s If the device is broken (or the bind-
it lower (see Ritual Spells, ArM5, page Might Score. If it has too little Might ing enchantment disenchanted), any spir-
114). Using a Lab Text for a Ritual effect remaining, it cannot power this effect. its bound into it are released. The released
requires the worker to have the Virtue Any suitable spirit in the device can power spirits are typically enraged, both by
Hermetic Empowerment. the Ritual effect — powerful devices may their confinement and the torment of
Once instilled, the effect remains have several spirits bound within them. having Might drained from them. If a
powerless and ineffective until further Might Score x 2 must equal or magus takes advantage of the unlimited
steps are complete. However, once the exceed Ritual level enchantment spaces in a talisman, and
device is powered, any normal triggering Since the spirit’s Might must exceed then should ever break his talisman, all
event may be used to create the Ritual the effect powered, the spirit’s diminish- the spirits bound into the device are
effect; just as if a normal effect were ing Might will fail eventually, leaving a released together, and the breaker of the
invoked, apart from the greater power. device with a permanently bound spirit talisman had better beware.
Example: Ignavus wishes to destroy a power- unable to act upon it. If other, lesser Ritual To contain the spirits the magus
ful magical shield protecting a treasure belonging to effects were invested in the device, the also instills one or more enchantments of
rival cultists. He could cast a Disenchant Ritual weakened spirit may be able to power Empowering Prison of the Declining Spirit, and
to destroy the protecting shield if he could touch it some effects but not others. then coerces a spirit into each Empowering
and remain long enough to cast the Ritual spell, but Example: Medica’s Staff of Healing Prison. Any spirit command spell can be
the shield has many fierce guards, and Ignavus is has Momentary healing Rituals to Heal a used, or the spirit may be tricked into
65
The Mysteries Revised Edition
The Lab Total for binding a spirit
Empowering Prison of the Declining Spirit familiar is the same as an animal famil-
iar: any appropriate Technique and any
Empowering Prison of the Ritual effect. If a Ritual effect uses a appropriate Form. As with animal famil-
the Declining Spirit Form that was not instilled as a requisite iars, a Technique or Form is appropriate
Re(Mu)Vi(Forms), Gen, Mystery in the Empowering Prison, that Ritual effect if it corresponds with the spirit desired as
enchantment cannot be powered by this Prison. spirit familiar. The Technique of a spirit
Pen +0, uses per day as enchanted When the Empowering Prison effect matches the Hermetic Technique of their
R: Per, D: Mom, T: Ind is used, the current Might Score of the best powers. The Form of spirits is usually
This Mystery enchantment can only bound spirit must equal or exceed twice obvious, as most spirits have powers with
be instilled by those with the Virtue the level of the Ritual effect to be pow- effects similar to Hermetic Forms: almost
Hermetic Empowerment. The enchant- ered, or both effects fail and no Might any spirit corresponds to Vim; ghosts may
ment has requisites of all the Forms is drained. correspond to Mentem or Imaginem, or
of effects that are to be powered by (General level Mystery effect, based even Corpus; elementals correspond to
this enchantment. The base level of the on twice spirit’s Might) their elemental Form; plant and animal
enchantment must equal or exceed twice Example: Empowering Prison of the spirits are often tied to living bodies, but
the Might of the spirit that will be bound Declining Spirit of Corpus and Mentem, there are some that are incorporeal, per-
to it. Uses per day limits the number of Rego (Muto) Vim (Corpus, Mentem) 50, three haps inhabiting a sacred grove.
times per day that the Empowering Prison uses per day. The base effect is level 48, with +2
can power other effects. levels of Effect frequency. A spirit with a Might
An Empowering Prison drains Might score no more than 24 may be commanded into Finding a Suitable Spirit
Score from the bound spirit, and can the device and trapped in this enchantment.
power Ritual effects in the device pro- Thereafter, the enchantment can drain Might The maga needs to visit places inhab-
vided that the Prison has requisites of from the spirit to power Ritual effects of Corpus, ited by spirits, as, unlike animals, they are
the Form and any Form requisites of Mentem, or Vim. not normally found in the places of man
(summoning, with its innate compulsion,
is not a good way to start a relationship
entering (see Spell Binding in Chapter 4). The spirit is limited in what it can — the maga should go to the prospective
The spirit must be a disembodied spirit do: It cannot resist the Empowering Prison, ally and offer herself). A maga setting out
(for example, a magus cannot bind a liv- it cannot use its Might for any purpose on a quest to find a spirit familiar would
ing magical beast, although he can bind other than to resist spells cast on it, and it do well to research spirits and such places
a ghost). Most magi must locate a spirit cannot leave the Prison. Many spirits can before setting out.
with Magic Might, unless they have a perceive the world around them, and may On locating a suitable place and
Virtue such as Faerie Magic that lets them be able to converse with passers-by, and finding a spirit, the maga’s next step is to
tie effects to spirits of another realm. attempt to bargain for their freedom. The persuade the spirit that she is a welcome
Empowering Prison of the Declining Spirit spirit is freed if its Empowering Prison is dis- ally, and not a rival or enemy, and that
is a special Mystery general enchant- enchanted, or if the device is shattered. she has something to offer. Unintelligent
ment that both traps a spirit and drains spirits respond like animal candidates for
its Might Score to power Ritual effects familiars, and are generally positive if
in the same device. The level of the
enchantment must equal or exceed twice
Spirit Familiar — they are in sympathy with her magic.
Intelligent, free-willed spirits are harder
the Might Score of any spirit to be bound Minor Mystery Virtue to ally with and may desire to retain their
into it, and the enchantment requires freedom (just as an intelligent, free-willed
Form requisites for the Forms of any This Virtue lets the magus ally him- beast may) — they must be bargained
Ritual effects it is to power. It is possible self with a ghost or other incorporeal with. Elemental spirits may welcome the
to enchant a Prison that can only power spirit as a spirit familiar, using rules similar freedom to move beyond their appointed
some of the Ritual effects in a device, and to those for binding an animal familiar. A place and prove willing allies; the ghosts
to have other Prisons that can power the magus may only have one familiar, be it of departed relatives are often willing to
other Rituals. animal or spirit — he cannot ally with a assist their descendants.
Once a spirit is bound to an Empowering spirit if he has a familiar already. If he had, If the maga has the Faerie Magic
Prison it is trapped as long as the enchant- but lost, a familiar, he can later ally with a Virtue, she might ally with a Faerie spirit.
ment remains, even if its Might falls below spirit as his spirit familiar. If she does, then the type of faerie also
a useful level. The spirit may be destroyed Spirit familiar is also known as genius provides a correspondence — faeries of
with Perdo Vim spells, however even this umbrae (shadowy guardian spirit) or (by the woods, of the sky, etc.
does not “empty” the Empowering Prison for those with knowledge of ancient tradi- A tiny minority of magi might con-
re-use. tions) the Greek name parhedros. sider a demon as spirit familiar, but since
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The Mysteries Revised Edition
this immediately afflicts them with an need an Aegis Token, which can be held
Infernal taint, others are likely to notice by the magus, and an invitation to enter. Becoming Immortal
this. For those Infernally inclined, a
demonic pact is usually a more certain
He should trust his ally; however he
may need to persuade his sodales in the
with a Spirit Familiar
route to power (and both routes lead to covenant.
damnation). Demons can correspond to The following rules are similar to Mysteries elsewhere in this book
any Technique or Form. Infernalism and those for bonding with an (animal) famil- show how, with great effort, a magus
its realm will be deal with in a future Ars iar, which can be found in ArM5, page may become an immortal being of
Magica supplement. 104. magic. Normally the magus risks los-
Some magi claim to have allied them- The magus now determines the spirit ing his familiar in this transformation
selves with angelic spirits. Whether they familiar bonding lab total: unless he includes additional raw vis in
are indeed both pious and impious to his final rites. However, a spirit famil-
have so bound one of God’s servants, or Any Technique + Any Form + iar is already an immortal being, and
whether they are deluded fools taken in Intelligence + Magic Theory + Aura will accompany its magus through the
by fallen angels, is not certain, nor dealt Modifier transformation with no further effort.
with in this book.
Eventually the maga should be able The aura modifier is the worse of the
to find a spirit whose nature (Technique magus’s modifier and the spirit’s. The spirit The Three Cords
and Form) corresponds to her best Arts, familiar bonding level is:
and such a spirit will automatically be in The three cords are formed, using the
sympathy with her magic. Spirit’s Might + 25 same rules as for animal familiars, (ArM5,
page104) although Hermetic magi using
Spirits do not have Size. The spirit spirit magic give the three cords of the
Bonding the Ally as familiar bonding cost is: spirit familiar different names, as they
Spirit Familiar have additional powers:
1 pawn of vis per 5 levels or fraction;
The spirit should accompany the which must match the Technique or • The Hermes Cord corresponds to
magus back to the laboratory, and will Form the golden cord, but also adds to any
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Sample Powers
Mental Communication day: 24 uses per day adds 5 levels, for a per day. (The power does not actually
As in the example in ArM5. final level of 35. lower temperature.)
rolls involving Enigmatic Wisdom points equal to his bond score by other, and neither needs to overcome
(even if the magus lacks Enigmatic spending 1 level of Fatigue (once the other’s Magic Resistance. The spirit
Wisdom). spent, Temporary Might points do uses the better of its Magic Resistance
• The Isis Cord corresponds to the not naturally regenerate). Might or the magus’s Form resistance, but nei-
silver cord, but also adds to Lab Totals points gained this way but left ther stacks with Parma Magica; alter-
and Casting Score involving spirits. unused disappear once he recovers natively the magus may choose to use
• The Hekate Cord corresponds to the Fatigue level spent. the spirit familiar’s Magic Resistance but
the bronze cord, but in addition, the this does not stack with Parma Magica.
magus can apply his Hekate Cord The spirit familiar gains a score equal
score to any Stamina roll (including The Bonded Spirit Familiar to the magus in any language he knows
Fatigue rolls) if his spirit familiar (unless the spirit knew the language
spends 1 point of Might. The bonus- As with a familiar, the magus and better before), and can understand any
es are cumulative, so by spending spirit familiar both gain the Minor Virtue language understood by its ally. It can-
3 Might points he gains a bonus of True Friend, relating to the other half of not learn Hermetic magic, although it
(Hekate score) x 3. Up to 5 Might the partnership, and the Personality Trait can learn Magic Theory and assist in the
points may be spent on one roll. Loyal (partner) +3. The magus and spirit laboratory if it has magical assistance or
Likewise, he can give his spirit famil- familiar are magically linked — each powers to enable it to manipulate objects
iar a number of Temporary Might serves as an Arcane Connection to the in the laboratory.
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The spirit retains any powers it had previous talisman a Major Sacrifice for the
before the bonding. Initiation Ritual. If the magus did not have Hermetic Empowerment
You must determine the charac-
teristics of the spirit: it has the three
a talisman beforehand, he has to make one
so as to have a Sacrifice to offer.
and Inscription
Characteristics Intelligence, Perception, The magus’s spirit and body are on the Soul
and Communication. If the spirit was not opened initially with 15 pawns of vis
intelligent before the ritual of bonding, (as if “bone and flesh” and “huge” Size in The Mystery of Hermetic
then it is made intelligent by the bond. the Material and Size table), requiring Empowerment permits spirits to be
In game terms, you may determine a Magic Theory score of 8. The special enchanted into a magical device
its three Characteristics as if it were a abilities of the Verditius Mystery do not (including a talisman), and for the
character, using the pyramid scale to pur- apply to Inscription on the Soul, which device to have and trigger Ritual
chase positive and negative scores. You has its roots in other ancient mysteries. Magic effects. It is possible to com-
have (Might/5) pyramid points to start The vis is consumed during the bine Hermetic Empowerment with this
with, rather than the 7 points of a normal Initiation ritual, and the maga must then Virtue: instilling the Empowering Prison
character. immediately spend an undisturbed season Mystery enchantment and binding a
The initial bond grants the magus completing the attunement as a talisman, spirit into a maga’s body or spirit is so
the power to understand the silent speech or the vis and opening is lost and must be intimate and unnatural that it inflicts
of his familiar, but the familiar relies on tried again. Once attuned as a talisman, a Warping Point; triggering a Ritual
the magus’s spoken words. Silent com- the maga may reopen the enchantment effect is sufficiently powerful that it too
munication by the magus and giving in another season, and invest more vis to inflicts a Warping Point.
the spirit the ability to speak to others create further enchantment spaces, with
require empowering the bond with magi- no limit other than available time and the
cal effects. Those who can understand the vis he may manipulate each season. Spirit vs. Body Enchantments
silent speech of spirits (such as those with
Second Sight) may “overhear” the basic Normally it makes no difference
silent speech of this spirit — enchanted Enchantment and whether spirit or body is enchanted: an
bond effects permit the spirit to place Magical Attunements enchantment of either affects the other,
words directly in the mind of the magus just like the enchantments shared with a
without being overheard. A magus gains the usual talisman familiar.
bonus of +5 to Lab Total for enchant- If the difference matters, then assume
ments to his talisman, for his close con- the enchantment is of the spirit, unless
Empowering the Bond nection to the talisman. the magus uses any Shape and Material
In addition, his body and spirit qual- Bonuses deriving from his physical body.
The normal familiar rules apply ify for effect expiry as if they would If the magus uses Blending With Substance,
directly to empowering the bond with a expire in 70 years — the Biblical three- this is also an enchantment of the body.
spirit familiar, including the limit that the score-and-ten (although, in fact, they The difference between enchanting
bond powers must target the magus, spirit will not expire until the magus dies, and body and spirit does matter to the spe-
familiar or both. sometimes not even then). As such, the cial rituals of the Mystery of the Living
enchantment excess (Lab Total – modified Ghost, detailed below. Magi who plan
effect level) is doubled, as per the table on to become a Living Ghost should avoid
Inscription on the Soul — ArM5, page 99.
One of the functions of a talisman
enchanting their bodies, and remain pure
and spirit-only.
Minor Mystery Virtue is the attunement of Shape and Material
Bonus effects for spellcasting. As with
Inscription on the Soul is a vainglorious title any other talisman, the magus may use Blending with Substance
for an ability that encompasses the spirit only, Shape and Material Bonuses, and may use
for the immortal soul is of the Divine and beyond any item incorporated into his body. The This is an enchantment effect that
any influence of Magic: this is naught but a spirit human body and spirit only support a permits the magus to take a small item
talisman. limited number of effects, derived directly and embed it within his flesh so as to
This Virtue lets the magus enchant from his own shape and substance; for incorporate it within his substance. Such
his spirit or body as his talisman. A magus example: human bone, human skull (as an item can later be attuned for talisman
may only have one talisman at any given listed in ArM5, page 110). bonuses. Not all items can be plausibly
time, so any previous talisman must be Magi are rarely satisfied with such incorporated, but crystals, small objects,
destroyed. a restricted range, and so have devised and some animal body parts can be. Some
Mystery Cults teaching Inscription means to incorporate other elements into substances are also toxic, and the magus
on the Soul often make the Sacrifice of the their bodies. cannot use magic to tame the substance
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The Mysteries Revised Edition
any known means, other than by death
The Great or Vulgar Alchemy or Final Twilight. The enchantments
Consummate Talisman and Blending in his spirit can only be removed by
Disenchantment Ritual Magic; enchant-
With Substance ments in his Body are also destroyed if the
The magus does not benefit from body is physically destroyed. Removal or
the Minor Virtue Great Talisman Vulgar Alchemy (see Chapter 5: destruction of the effects bound into his
(Chapter 10), as Blending With Hermetic Alchemy, Vulgar Alchemy) talisman can result in Twilight, insanity,
Substance already permits him to abuse allows the magus to discover new Shape or death.
his body in this way. He does benefit and Material items. However when first
from the Major Virtue Consummate discovered, they only apply to Vulgar
Talisman and may then instill Muto
Vim effects and Names of Power into
Alchemy enchantments of charged and
lesser enchanted devices. To use such
Living Ghost —
himself. an item in Blending With Substance Major Hermetic
If a magus wishes to Initiate
Consummate Talisman, he does not
requires the magus to experiment fur-
ther until he has incorporated the new
Mystery Virtue
need Great Talisman as a prerequisite item fully into Hermetic theory. (That
if he has Inscription on the Soul. is, when he is able to write a tractatus This terrible and mysterious rite
Consummate Talisman does not replace about the bonus item, according to the teaches the secret of binding a willing
Inscription On The Soul in the way Vulgar Alchemy rules.) magus’s spirit to an area (the Haunt)
that it replaces Great Talisman; the before death, and then ritually murder-
Initiate gains no Ordeal bonus from the caster suffers a second separate ing him so as to allow him to become a
having Inscription on the Soul. Warping Point. He cannot negate free-willed ghost. Suicide is, of course,
The magus can accept the required this penalty by “designing the effect a mortal sin, and this rite has been sup-
Ordeal of Deleterious Circumstance, for himself,” as the effect is for the pressed and is regarded with horror by
but in practice need not worry about item incorporated. many sane magi.
loss of his talisman. Unlike many true ghosts, the Living
Once he has incorporated the item Ghost retains his consciousness, abilities,
without losing its effectiveness — he can into his body, he may attune any of its and the ability to learn; however, some
alter himself, although that leads to long- bonuses. He may attune one bonus in the personality traits are modified or elimi-
term warping. (Blending with Substance is first season of incorporation. Blending with nated by the lack of a body (see Ghosts in
similar to the Virtue Great Talisman; see Substance ties the enchantment to his Body Ars Magica, in this chapter).
Chapter 10: The Great Talisman.) as well as his spirit. Note also that one’s protection under
Distorting the body by incorporat- the Code of Hermes nominally ends at
ing foreign substances always inflicts a death; while he may retain sympathy and
Warping Point on the magus. The method Talisman Connection friendship with his sodales, all Hermetic
used is: status and legal protections are immedi-
Although the normal benefits of ately lost. However Living Ghosts are
• Determine the highest bonus the being connected at Range: Personal and very rare, and the issue has never been
item offers, for example a sapphire via an Arcane Connection and sharing tested at Tribunal.
has three bonuses: +2, +2, and +3; Magic Resistance might seem moot for The binding and ritual murder is a
a snake tongue has a +6 and +3 body and spirit, there is a similar ben- form of Mystery Ordeal, discovered as
bonus. efit: If the magus’s spirit leaves his body part of the Initiated Virtue Living Ghost.
• Total the highest bonus, and half by some means, then body and spirit The transformation requires a long prepa-
the sum of any other bonuses, and remain connected as if at Personal Range, ration, expressed in game terms by the
multiply by 5 to get an effect level. and both share the magus’s full magic invention and casting of Mystery Ritual
(Sapphire is 5 x (3+(2+2)/2) = 25; resistance. Magic spells.
snake tongue is 5 x (6+3/2) = 40; Magic Resistance of separated body
round up when dividing by 2, and and spirit varies, but typically the active
then multiply by 5. magic and active resistance (Parma Preparing for the
• The magus must enchant a Rego Vim Magica) leaves with the spirit, and the Transformation
effect with Muto, Corpus, and (Form body is protected by Form scores only.
of item) requisites, of the level calcu- The body and spirit also remain The magus must invent versions of
lated above. Arcane Connections to one another while the Mystery spells Bind the Living Ghost
• If the level of the effect has level 30 separated. The link to the magus’ spirit, and Transformation of the Living Ghost. The
or above (a “high-power” effect), then once established, cannot be severed by rituals are described in terms of Hermetic
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The Mysteries Revised Edition
spells, but this is just to describe the as a ghost. There is a transformation A Living Ghost
process of working in the laboratory to limit to the Might Score he may achieve,
prepare them — they are really time- equal to his best Technique and Form To invoke the transformation, the
consuming preparations for the coming combination, including Puissant Arts, magus casts Transformation of the Living Ghost
Ordeal of death. Each magus requires his and any applicable Magical Focus; e.g., to prepare the spirit to accept a Might
own unique versions of these spells, and self-transformation, death, or ghosts and Score, and then Bind The Living Ghost,
only magi Initiated into the Mystery of corpses. which destroys the body and binds the
the Living Ghost can invent or cast the spirit to the Haunt.
spells. Transformation Limit = Best Technique The magus only gets one chance to
and Form Combination perform this Ordeal, as he dies whatever
Bind The Living Ghost the result. If he succeeds, he gains Magic
Cr(Pe/Re)Me(Co) (30 + area Size) The magus must also include levels Might and becomes a ghost: an immortal,
R: Per, D: Special, T: varies, Mystery in the spell design for the size of Haunt in unaging spirit. (See Appendix A: Immortal
Ritual his Bind the Living Ghost Ritual Magi for descriptions and rules for immor-
The magus’s Bind the Living Ghost Ritual tals and immortal magi.)
defines his Haunt, the area his ghost is Size Levels = Levels Added to Increase Becoming a Living Ghost transforms
bound to, which provides a place of safety Target of Bind the Living Ghost the magus’s spirit into something more
within which the ghost is immune to the powerful and more flexible than the ghost
call of death. This is the culmination of Example: Graculus’ best combination is Rego of a dead person. Living Ghosts, as the
the Mystery, in which the magus dies, and (28) Mentem (26). He has a Major Magical name implies, are akin to the free spirits
his body crumbles away not even leaving Focus in Necromancy (ghosts and corpses), so that roam Mythic Europe: They are fully
dust — there must be nothing left to tie his maximum transformation limit is 28+(2 x aware of themselves and their situation,
the magus to life, only his Haunt. 26) or 80. retain full memory and form new memo-
The magus must increase the design He chose a 1,000-pace area (Boundary +2 ries normally, and may learn and change
target of the spell to one of the area magnitudes) as his Haunt, which increases Bind (although their immortal nature makes
Targets: Circle, Room, Structure, or the Living Ghost by 30 levels. He must dedicate this difficult). A Living Ghost has no more
Boundary, and may increase the Size 30 levels of his transformation limit to match the or less reason to continue its existence
beyond the basic Size. (Circle Target size of Haunt. than a living being and cannot be laid to
appears to offer an easy design level, but The base level of the Ritual (before rest simply by completing a task, like a
is very risky due to the number of rolls additions for Size) determines the Living many simple, dead, ghost, as it has chosen
needed to scribe a circle correctly (see Ghost’s Might Score after transformation, immortality by these means and retains its
ArM5, page 112: Ring) and the ease with but Might Score cannot exceed his trans- will and purpose. It is, however, depen-
which the scribed circle may be broken. formation limit. In addition, the final level dent on the continued link to its Haunt.
Boundary is the favored Target.) of the Ritual must be at least equal to the As detailed below (Ghosts in Ars
Note the number of levels used to transformation limit. Magica), ghosts retain all their character-
increase the target size, as it is used in the istics except solidity. They are insubstan-
design of Transformation of the Living Ghost. Might Score = Ritual Spell Level – Size tial to the real world but appear solid to
(Base 30, + magnitudes to increase Levels other ghosts and insubstantial spirits.
area from Individual) The magus retains a link to his talis-
Example: Graculus is preparing to become The Might Score is limited by the man, and may continue to enchant and
a Living Ghost, and chooses a generous Haunt, transformation limit. The Ritual spell level improve it. If he used Inscription on
an area about 1,000 paces across (Boundary must equal or exceed the transformation the Soul to enchantment his spirit, then
+2 magnitudes). His Bind The Living Ghost limit. those enchantments continue, and he may
Ritual will be level 60 (base 30 +30 to increase Example: Graculus’ transformation limit is continue to enchant the spirit directly.
Size). The Haunt includes his laboratory and the 80 so the final spell level must be at least 80: he Otherwise he must protect and care for
tower in which he has lived and worked, and the plans a spell of exactly that level. (His ultimate the physical talisman, and hide it carefully
area around it, limited by a low wall that the grogs limit is whatever he can devise with his Lab Total.) within the Haunt.
build to his instruction. His Haunt requires 30 levels, so his Might Score
will be (80 – 30) = 50.
Transformation of the Living Ghost His ritual is thus The Living Ghost,
(Te)(Fo) Gen Rego Mentem 80, Pers, Mom, Boundary +2, and
R: Per, D: Special, T: Ind, Mystery provides him with a Might of 50. He can expect an
Ritual immortal existence as an extremely powerful spirit.
This is a unique transformation, spe- Without the Magical Focus, he would have been
cific to the individual magus. The spell much more limited and forced to trade Might for
uses his best Arts, and defines his power the size of Haunt.
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Learning and the
Immortal Spirit
As an immortal and unaging spirit,
the spirit is now resistant to change, and
so also resists attempts to study and learn.
As the Living Ghost of a magus, he may
circumvent this limit by enchanting his
talisman as in Appendix A: Immortal
Magi.
The Haunt
A Living Ghost depends on the con-
tinued existence of its Haunt; if the Haunt
ceases to exist, the spirit is unbound and
loses its integrity, becoming a normal
ghost and eventually fading away. It is
unwise therefore to use a Circle target
unless the caster is very certain of its
permanence — any break destroys its
effectiveness.
A Room or Structure can be damaged
and even fall into ruin, and yet remain and show a fondness for walking through conventionally follows the floor level
as a Haunt; but if it is demolished and doors or gazing out of windows that have and environment of the new boundary,
the site cleared, it ceases to exist. This is been subsequently bricked up! Despite although it can, of course, pass insubstan-
the reason why ghosts are so often seen this they are fully aware of the changes; tially through walls.
during renovation and especially demoli- it’s just that old habits die hard.
tion work on old buildings; any changes A Boundary is the most stable and
made threaten their continued existence. long-lasting choice of Target. If the Magic and the Living Ghost
It is also why one does not hear of ghosts boundary of the place changes, the place
apparently “walking in the air” on the may change but does not cease to exist; Once the magus becomes a Living
upper stories of no–longer-existing build- it may shift, contract, expand, or even Ghost he has a Magic Might score as
ings; when the building goes, so does the merge with other places, but in most determined by the Ritual spell. He can
spirit. Ghosts do however often regard cases it takes extreme destruction to make spend and regain Might points like a nor-
the environment as it was in their time, a bounded area cease to exist. The ghost mal ghost, including:
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The Mysteries Revised Edition
Fatigue and inflict Wounds, and Living Magi are also advised that Church
Possess the Ghosts may be rendered unconscious exorcism of a possessed body can be
Living Host (which causes the ghost to fade away until
consciousness returns). Loss of all Might
frighteningly effective.
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Chapter Nine
Hermetic Theurgy
Name magic, or theurgy, is the magi- ern France in the 740s, who composed a Solomon, may date to the first century
cal school that deals with the names of prayer to the angels Uriel, Raguel, Tubuel, AD., when a book of incantations for sum-
spirits, and how to invoke names in magic. Michael, Adinus, Tubuas, Sabaoc, and moning demons attributed to Solomon
Such practices are actively pagan, and Simiel. These latter appear Gnostic — existed, although the text may not have
would be subject to obvious persecution Sabaoc obviously deriving from Sabaoth. been identical; it is the key grimoire in
were the Church to discover them, so In addition to this, Simiel was identified the middle ages.
such practices are performed in secret, with Samael, Satan. Such practices continue throughout
and the cults that teach name magic High magic was greatly in vogue the period, and the knowledge of Gnostic
are necessarily among the more secretive during the reign of Louis the Pious in the magical philosophies still persists at a time
Mystery Cults. ninth century, when every lord had an when the Graeco-Roman Mystery Cults
The belief in the magical power of astrologer, and in the tenth, when Gerbert are long forgotten.
names is a very ancient one, as is the belief of Aurillac, who studied in Spain, was sus- The Hermetic understanding of the
that knowing a person’s or entity’s true pected of being a magician after his eleva- magical law of names derives heavily
name gives a magus power over it. The idea tion to the papal see as Sylvester II. In the from the Gnostic cults that flourished in
that magical names of power and secret Church canons collected by Dionysus the first four centuries of the Christian
signs and symbols (or synthemata) could Exiguus, revised by Pope Hadrian I (772- era. Many of these cults dealt with the
be used to conjure beings, or to allow safe 795) and incorporated into Carolingian accession of the soul through the magical
progression past the magical guardians of law, the use of the names of angels other underworlds after death, and the correct
the afterlife, was very important in Gnostic than those mentioned in Scripture is names and titles of the spirits that could
thought and its influence is still felt in the explicitly banned. be encountered there. Initiates learned
magical thinking of the 13th century. The material in most grimoires is long lists of these names that would expe-
Regarding the invocation of spirits largely drawn from Greek and Egyptian dite their progress.
or angels, this appears in the case of magical texts dating from c. 100-400 Yet these names did not just provide
Aldebert, a heretical preacher in north- AD. The greatest grimoire, the Key of protection after death; as a name was
Daimons
Daimons are ancient, named, indi- will just fade away to nothingness if the latria, praise and honor that should only
vidual spirits: the spirits of heroes and Daimon wishes. (See also Theurgic Spirit be accorded to God. Magi who deal with
of ancient pagan deities, or the powerful Familiar, The Daimonic Aspect.) spirits and adjure them by name are often
spirits of sacred groves. Unlike simpler Summoning Daimons is typical- accused of surpassing dulia, and straying
spirits, a Daimon can manifest in several ly difficult, and based on remnants of into worship of these Daimons — a ter-
places simultaneously, projecting only an non-Hermetic magic. It involves long rible sin.
Aspect of itself. invocations, typically in praise of the A magus must know something of
Magi do not summon or bind the spirit to be summoned, and invoking a Daimon in order to create a spell to
Daimon itself: the pact spell below sum- and imploring other spirits, and as such summon it (see Appendix E: Mysterious
mons an Aspect of the Daimon. It is the Church would frown most heav- Beings for sample Daimons), or have a
difficult to effectively threaten a spirit ily on it. St. Augustine, in The City of Lab Text for the Invocation. Unlike spell
that sends no more than an Aspect, as God,distinguishes between dulia, or praise spirits, only specific Daimons exist, and
the spirit can discard the Aspect at any and honor accorded to a man or power lab work alone is not enough to invent
time with no real loss to itself. Even if the in accordance with their proper dignity, a spell.
summoner magically binds the Aspect, it such as the veneration due to a saint, and
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The Mysteries Revised Edition
the spell but convey no special benefit to before beginning to cast the boosted spell. firm or loud voice so that the powers hear
other magi when learning or casting the The Invocation Magic bonus is limited by his call. (The caster cannot use quiet or
spell. Many Invoke spells that have been the magus’s Magic Theory score. silent casting for Names of Power.)
handed down contain Names as part of A magus can combine Invocation
the Invocation. Invocation Magic Bonus = Total of Magic bonuses with theurgic spellcasting
Name of Power Spell Bonuses, Limited and consummate talisman effects.
by Magic Theory
Invocation Magic and
Names of Power The caster may apply the bonus to the Consummate Talisman
Casting Score of any spell (Spontaneous, and Names of Power
Invocation Magic (see the Invocation Formulaic, or Ritual) that matches the
Magic Virtue, below) lets a magus use scope of the Names used. (Since the The Consummate Talisman Virtue
Names of Power as meta-magic spells to meta-magic affects the magus’s Casting (see Chapter 10: The Great Talisman,
add to his Casting Score for another spell. Score, not the cast spell, it can be com- Consummate Talisman) lets a magus instill
To do so, choose and cast one or more bined with Spontaneous Magic.) meta-magic effects in his talisman, and
Name of Power spells in sequence (taking Invocation Magic requires the magus have the talisman affect his own spell-
normal casting time for each) immediately to cast Names of Power as spells, using a casting. He may instill known Names
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The Mysteries Revised Edition
invoked, affecting the magus’s Magic
Spell Spirits Resistance or Casting Score, or (for really
bad botches) his Gift itself. The sever-
Most spell spirits have limited intel- summon a spirit to match it, rather than ity (number of botch zeroes) determines
ligence, just a spark of magic: They finding a spirit and determining what what is affected and how badly. Botch
are not usually great conversationalists. spell it can cast. It is not clear whether effects are separate from any Warping
While in attendance on one who has the spirit knew the spell beforehand, Points or Twilight effects.
Invoked them, they can be seen by those or the magus’s spell research in some
who can see invisible spirits (e.g., with way taught the spirit. (Since the spirit’s
Second Sight). Others can attack the
spirit, or attempt to force it to submit to
power directly reflects Hermetic magic
in both strengths and weaknesses, some
Hermetic Theurgy —
their will. The spirit resists others with argue that the theurgist must teach the Minor Hermetic
its Might, and spells or powers that try
to command or subvert the spirit must
spirit; however, theurgists deny this, and
claim that they simply summon spirits.)
Mystery Virtue
also exceed the level of the Invoke spell If the magus has links to other
that commands it. realms, such as the Virtue Faerie Magic, This Virtue teaches a magus how to
In game terms, the laboratory spell then he may invent spells to summon invent spells that form a pact with a spirit.
design work allows the magus to choose spirits of those realms; otherwise the Each Invoke spell relates to a specific,
an arbitrary spell and invent a spell to spirit will have Magic Might. named spirit: indeed, a magus can invent
two spells identical in all respects other
of Power and have the effects boost his wishes to cast, then he may cast the Name than the name of the specific spirit sum-
Casting Score. The actual name, spoken of Power as a Muto Vim spell, targeting moned. If a magus invents his own spell
out loud, is a required trigger for such an himself. The spell adds its bonus to his from a theurgic Lab Text, then his spell
effect. Casting Score for one other spellcasting, invokes the same spirit as the original;
To benefit from Name of Power begun immediately after he finishes utter- a Lab Text he writes also summons that
effects, the magus chooses one or more ing the Names of Power. same spirit. (This may cause conflicts if
Name effects instilled in his talisman, A magus can utter (cast) several two magi summon the same spirit.)
casts the spell in a firm or loud voice and Names of Power in sequence, and they The base level of all Invoke spells is the
includes the triggering names in the spell- add to a maximum bonus from all names Might of the spirit called; the base level is
casting. He may apply a Name of Power equal to his Magic Theory score. usually all that is needed to summon the
effect to the Casting Score of any spell spirit. The Range, Duration and Target of
(Spontaneous, Formulaic, or Ritual) that Invocation Magic Bonus = Total of an Invoke spell govern the Invocation only,
matches the scope of the Name of Power. Name of Power Spell Bonuses, Limited not any spell or effect performed by the
Add the total bonus of triggered effects to by Magic Theory spirit. The Target is the individual spirit,
the caster’s Casting Score, limited by his which has no size.
Magic Theory score. It takes the normal spellcasting time An Invoke spell cannot be instilled as a
to invoke each Name of Power preceding device effect, even if the device can speak,
Talisman Name of Power Bonus = Total the main spell, so the overall casting may since the magus must first seal a pact with
of Name of Power Effect Bonuses, take several rounds. To invoke a Name of the spirit, and devices cannot have such
Limited by Magic Theory Power in this manner, the caster must use a a pact.
firm (or loud) voice: otherwise he will not Invoke the Spirit of (spell) and Invoke
A magus can combine talisman name attract the attention of the names. If he the Spirit of (Form) call specific spirits to
magic bonuses with theurgic spellcasting uses Loud Voice, or Exaggerated Gestures, perform spellcasting for the magus. He
and Invocation Magic. the normal +1 bonus is doubled (only for summons the spirit and instructs it as to
casting the Name of Power itself). the casting required, which takes extra
The magus can boost his casting score time but allows him to vary the spell (in
Invocation Magic — for any spell (Spontaneous, Formulaic, or
Ritual) that matches the scope of the
the manner of Flexible Formulaic Magic).
The spirit casts the spell as a power, so no
Major Mystery Virtue Name of Power, as the spell twists his die roll is involved and the spirit cannot
own magic. botch the spell. There are many minor
The magus knows how to work If the magus botches while working spirits in Mythic Europe, and the labora-
Names of Power into the casting of other Invocation Magic, the consequences can tory work to invent the spell is enough to
spells. This Virtue requires the Virtue be dire — the Muto Vim botch targets discover the name of a spirit that suits the
Names of Power as a prerequisite. his magic, and may have any conceiv- magus’s need.
If the magus knows a Name of Power able effect (ArM5, page 159), including Like most beings, a spirit can only be
that governs the area of the spell he drawing hostile attention from the power in one place at a time, which may cause
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problems for rival theurgists who have spell (which takes time). The spirit creates The first time the spirit is called, it
shared a grimoire. However, a magus may the spell effect as a power (no die roll), so resists and the magus must overcome its
summon several spirits intended to invoke it cannot botch. Magic Resistance. Once successfully sum-
the same spell power. A magus do not need to know the moned, the magus seals the pact and the
Invoke the Pact of (Daimon) calls a specif- name of the spirit before he starts — his spirit will answer his call in future without
ic Daimon, an intelligent, powerful spirit, laboratory research guides him through resistance, and cooperate willingly with
that will send one of its Aspects to attend the spirits to find one that answers his call. his instructions.
the summoner. Daimons may know many Once the research is complete, the name When a magus casts an Invoke spell,
things, and usually perform some favored is fixed, and only this spirit will answer the invisible spirit appears next to him.
service for their summoner, or the sum- this Invocation spell. If a Lab Text is used, He may then instruct it to perform its
moner can bargain for other services. the Lab Text determines the named spirit. spell-like power: this takes an extra round
The name of the spell spirit serves as an (or two if he has the Slow Caster Flaw),
indefinite duration Arcane Connection but he may also instruct it to vary the
Inventing Theurgic Spells allowing the magus to summon the spir- power, as if the spirit had the Virtue
in the Laboratory it and to use sympathetic magic on it Flexible Formulaic Magic (it may increase
(ArM5, page 84). or decrease one only of Range, Duration,
All theurgic spells are researched Invoke spells are Mystery magic and and Target by one step, within the limits
using a modified Lab Total: use the Arts of the spell the magus wishes of Formulaic (non-Ritual) magic). Casting
the spirit to cast, unlike other normal success and Penetration are determined
Technique + Form + Intelligence + summoning magics. If the spell-like power according to the increased or decreased
Magic Theory + Aura + (Realm) Lore + the magus desires has requisites, the spell level.
Bonuses Invoke spell has the same requisites. The The spirit will cast the spell once,
magus does not need to know the normal then depart until next summoned. The
If the magus knows Names of Power Hermetic spell to invent a spell to sum- spirit uses its own (Might + aura modi-
governing Invocation or the magic of the mon a spirit that will invoke the spell for fiers) as the Casting Score; it succeeds
invoked spirit, he may add their bonuses him (nor is a Lab Text for the other spell so long as the Casting Total is at least
to his Lab Total and Casting Score, to of any assistance, although a Lab Text for (adjusted spell level –10). If the magus
a limit of his Magic Theory score. If a an Invoke spell can be used). summoned the spirit in advance, it still
magus works Names of Power into his The Might of the spirit must equal or takes time to instruct it to perform, and
Lab Total, they become a fixed part of the exceed the level of the spell-like power, the spirit’s Casting Score is adjusted by
spell design, and he must utter them out and spirit Might determines the base the aura when it evokes the final effect.
loud, in a firm voice — so that the names’ level of the Invoke spell. The magus may
attention is gained — as he casts the extend the Duration of the Invoke spell, Spirit’s Casting Score = Spirit’s Might +
Invocation spell. Those around him may and this determines how long the spirit Aura Modifier
react to the names even if they do not will wait for instruction — Momentary
react to the Invocation spell itself. Duration requires that the caster immedi- Formulaic Casting Total = Casting
ately instruct the spirit. Score (no die roll)
Penetration for the spirit is deter-
Invoke the Spirit of (spell) mined like an enchanted device effect: it Adjusted Spell Level = Level of Spell-
has a base of zero (that is, Might – Spell Like Power, possibly adjusted by one
Invoke the Spirit of (spell) level), but when devising the Invoke spell magnitude step
(Te)(Fo) Gen the magus may increase Penetration like a
R: Arcane, D: Mom, T: Ind, Mystery device effect: each Invoke spell level added Spellcasting Succeeds if Casting Total is
spell gives a +2 Penetration bonus. at least (adjusted spell level –10)
The base level is the Might of the
spirit summoned. The magus can add Invoke Arts are the Arts of the spell-like Penetration Total = Spirit’s Casting
levels to increase Penetration, and can power of the Spirit Total – Spell Level + Invoke Spell’s
extend Duration to have the spirit wait to Penetration Bonus
be instructed. Spirit Might must equal or exceed level
This generic spell represents a pact of spell-like power Note that no die roll is needed for
with a single named spirit that can per- the spirit — it just performs the spell as
form the equivalent of a single Hermetic Base level of Invoke spell equals Spirit instructed.
Formulaic (non-Ritual) spell as a spell-like Might The players should substitute their
spirit power. The spirit can vary the spell own name for the spirit, not using (spell).
when cast, as if it had Flexible Formulaic Penetration Bonus = 2 x added levels of Example: Gunnar of Ex Miscellanea wishes
Magic, but must be instructed to cast the Invoke spell to be able to summon a spirit that can cast the level
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20 spell Pilum of Fire for him. He does some Invoke the Spirit of (Form) The spirit will cast one spell, then depart
research, and discovers that the spirit Akkala (the until next summoned. The spirit uses
name of a place in Finland, the storyguide lacked Invoke the Spirit of (Form) its own (Might + aura modifiers) as its
inspiration) is a spirit that has the power to confer (Te)(Fo) Gen Casting Score and divides by 2 to deter-
that spell effect. Akkala has a Might of 20, the R: Arcane, D: Mom, T: Ind, Mystery mine Casting Total. If the magus sum-
same as the spell (the minimum needed). spell moned the spirit in advance, it still takes
Gunnar recognizes that taking time to sum- The base level is the Might of the time to instruct it to perform, and the
mon Akkala and then instruct him may take longer spirit summoned, and the inventor can spirit’s Casting Score is adjusted by the
than he can afford, so he decides to make this a Sun extend Duration to have the spirit wait to aura when it evokes the final effect.
duration summons: once summoned Akkala will be instructed.
remain until sunset (or sunrise), or until instructed This generic spell represents a pact Spirit’s Casting Score = Spirit’s Might +
to cast Pilum of Fire. with a single named spirit, that can per- Aura Modifier
Gunnar’s spell is Invoke the Spirit form effects as if casting Spontaneous
Akkala for a Day, CrIg 30, R: Arcane, D: Magic. The Invoke spell itself is a Formulaic Casting Total = Casting Score/2 (round
Sun, T: Ind. When he has invented the spell, he spell, which the magus may be able to cast up) (no die roll)
performs it in his laboratory. Akkala agrees to without fatigue; the spirit then creates the
serve in future. Gunnar may now Invoke Akkala spell effect as a power (no die roll), so Penetration Total = Spirit’s Casting
at the start of a day, then later ask Akkala to use cannot botch. Total – Spell Level
his Might of 20 to inflict a Pilum of Fire on an The Invoke spell is a Mystery secret
indicated target. and uses the Arts of the magic the magus Note that no die roll is needed for
When instructed to cast Pilum of Fire, wishes the spirit to cast, unlike other the spirit — it just performs the spell as
Akkala can be instructed to increase Range to summoning spells. A magus may create instructed.
Sight, or reduce it to Touch, or create a blast an Invoke spell with specific requisites to
that will burn on for two minutes (Diameter). summon a spirit for an Art combination
If Gunnar and Akkala are in a level 4 Faerie with requisites, however, he requires a
aura, which adds 2 to the Casting Score of a specific spirit and Invoke spell for each
Magical spirit, Akkala’s Casting Total is 22. combination he desires; e.g., a Muto
Boosting the spell to Sight range adds 5 levels, Corpus (Animal) spirit can only produce
so Akkala’s Casting Total exceeds level – 10. If, MuCo(An) effects, and not MuCo or
say, the spell’s Penetration Total is 22 (Casting MuAn effects — he needs separate spirits
Total) –25 (modified spell level), or a total of –3 for each.
successful if the building targeted has no Magic The magus does not need to know the Invoke the Pact of (Daimon)
Resistance. name of the spirit before he starts — his
If Gunnar survives an encounter requiring laboratory research guides him through Invoke the Pact of (Daimon)
such firepower, he may summon Akkala again, also the spirits to find one that answers his ReVi Gen
to remain until sunset. call. Once the research is complete, the R: Arcane, D: Mom, T: Ind, Mystery
Example: Gunnar also decides that he would name is fixed, and only this spirit will Ritual
like to have more Penetration in his spirit’s spells, answer this Invocation spell. If a Lab The base level is the Might of the
and works again in the laboratory to find another Text is used, the Lab Text determines the Daimon, but should be increased in order
spirit of Pilum of Fire. (He now knows a similar named spirit. The name of the spell spirit to summon the Daimon.
spell — to summon Akkala — for a +7 bonus.) serves as an indefinite duration Arcane This spell represents the forma-
He searches for a new spirit to answer this call (as Connection allowing a magus to summon tion of a pact with a powerful named
it is his habit to keep Akkala in attendance each the spirit and to use sympathetic magic on Daimon. The Ritual nature of the spell
day). He creates an Invoke the Spirit Nissila spell, it (ArM5, page 84). conveys part of the vis spent as a gift
with basic Might 20, Momentary Duration and The first time the spirit is called, it to the Daimon. Daimons are difficult
15 levels added for Penetration — an impressive will resist and the caster must overcome to summon, but with this spell a maga
+30 bonus. its Magic Resistance. Once successfully can call the Daimon repeatedly until it
Gunnar finds himself faced with an angry summoned, the magus seals the pact and hears her call and sends an Aspect of
hedge wizard in town (Divine aura 3). He uses the spirit will answer his call in future itself to answer her. This does not com-
his new spell (losing fatigue, as he only just man- without resistance, and cooperate will- mand the Daimon, but most will per-
ages the Invocation spell). Nissila has a Casting ingly with his instructions. form a specific service when summoned.
Total of 20 –(3x3) or 11, which is just enough. When a magus casts an Invoke spell, (See Appendix E: Mysterious Beings for
The Pilum of Fire Penetration Total is 11 – 20 the invisible spirit appears next to him. examples of Daimon spirits and typical
+ 30 = +23. Gunnar is thankful for this new He may then instruct it to perform its services.) Many Daimons will perform
Invoke spell! spell-like power: this takes an extra round unusual services, beyond simple spell-
(or two if he has the Slow Caster Flaw). casting, and often beyond the limits of
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Hermetic magic. Most will at least listen
to the maga, and consider bargaining for The Daimonic Aspect
further services.
The part of the Daimon that a maga Daimons and similar unique power- There are limits to this: An Aspect
sees before her when she creates such a ful spirits have a special power of creat- cannot be summoned into a place where
pact is not the whole of such a powerful ing an Aspect. The Aspect is a fraction there is already an aspect of the same
spirit, but just a part, or Aspect, sent to of the whole spirit sent into the mortal Daimon, nor where there has been an
answer her call. A maga cannot bind an world to interact temporarily with oth- Aspect in the past day. A Daimon’s
Aspect — it will just fade away, discarded ers, while the core of the spirit remains Aspect, conjured elsewhere and moving
by the parent spirit; she can only bind the in its place of power, such as the Hall through the world, will not willingly
Daimon itself if she can find the core spirit of Heroes. enter a place where there is or has been
in the realm where it resides. Each Aspect is like an independent another Aspect within a day. The size
A maga may (should!) invent the spirit that can be created or allowed to of “place” that prevents an Aspect is not
Ritual at a level greater than the Daimon’s lapse in an instant. Each starts without well defined, but is at least several miles
Might. When she casts the ritual, she must wounds, and with its own pool of Might across: this is in part to keep stories
overcome the Daimon’s Magic Resistance points (Daimons are untiring spirits, and simple by avoiding “collisions.” This
for it to hear her call. If she succeeds, she do not have fatigue levels). The Daimon also prevents an Aspect from leaving and
accumulates points equal to (spell level may have powers that are limited in returning within a day.
– Daimon Might). uses per day (for example, an ascended In addition, no permanent changes
magus’s talisman enchantments), and can be made to any Aspect, as they
Daimon Summoning Points = Spell each Aspect counts these separately. never last. The most that can be done
Level – Daimon’s Might An Aspect does not recover wounds is to seal a pact with the Daimon to
or Might points used while on Earth, provide an Aspect to attend the magus;
When the maga has accumulated rather it is eventually dispelled and later this is what a Daimon bound as theurgic
points equal to its Might, the spirit sends replaced by another Aspect. spirit familiar provides.
an Aspect to answer her call. A maga can There is no fixed limit to the endur- If the Daimon is encountered in its
re-invent a spell to summon the same ance of an Aspect, but they only remain place of power, outside the world, then
Daimon, with a higher spell level (and while they are conscious and have Might this is its one true form, and no Aspect
a similar spell bonus to invent the new remaining. of it may appear in that place – except
spell). A spell of twice the Daimon’s An Aspect is normally a disembod- when returning to the place to merge
Might can summon the Daimon in one ied spirit, but can create a earthly, bodily with the true spirit. Daimons frequently
casting, if the maga can overcome Magic form at will. While disembodied they encounter other Daimons and spirits
Resistance. are like ghosts (see Chapter 8: Hermetic in their true places, but almost never
Spirit Magic: Ghosts in Ars Magica). encounter mortals. It may even be that
Summoning Success: Accumulated While embodied they can suffer wounds the Hall of Heroes is beyond the Lunar
Summoning Points = Daimon’s Might but are untiring; if this body is slain, the Sphere, which might explain why magi
Aspect returns to its parent Daimon. cannot find it.
It is possible to cast Invoke the Pact
of (Daimon) without the Virtue Hermetic greater part of the spirit will not usually
Theurgy, but the magus is limited as Theurgic Spirit inform her of this (as it does not concern
follows: Familiar — its relationship with her). Her Daimon
Aspect does retain the ability to manifest
• He cannot create his own Invoke spell Minor Hermetic in more than one place, and it can use this
from scratch, but must have a Lab
Text for the spell (or a teacher)
Mystery Virtue in cooperation with the maga. Note that,
while a single Aspect attends the maga,
• In order to accumulate Summoning This is essentially identical to the her bond is with the Daimon itself, and
Points between castings, he needs Virtue Spirit Familiar described in Chapter the attending Aspect may be reunited
Hermetic Theurgy. Without 8: Spirit Magic, except insofar as Theurgic with the Daimon, which sends another
Hermetic Theurgy, a magus may cast Spirit Familiar is part of the school of Aspect to fulfil the bond.
the spell, but the spirit will only name magic rather than spirit magic. Also,
attend the magus if the single casting if powerful enough, a maga may seek to
is powerful enough to summon it. (It ally with a Daimon spirit as her familiar. Finding and Binding
is common, but not mandatory, for If a maga binds a Daimon, she only a Daimon
non-theurgist magi to cast this ritual binds a single Aspect of the Daimon,
in a group, with the aid of Wizard’s not the entire spirit — others may still A magus who seeks a Daimon famil-
Communion.) summon Aspects of the Daimon, and the iar must research a likely Daimon, deter-
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The target (the hierarch) is tested Count Major Flaws and Virtues as 3
Familiars and the by the ritual, and appears wreathed in point each, Minor as 1 point each.
Ascendant Magus lambent flame and golden nimbus for the
duration of the spell. He is also subject to Flaws are Excessive if Flaws Exceed
intense agony as the spell courses through Virtues.
If a magus has a spirit familiar, his body, but he must endure this in order
then it automatically stays with him, to ascend. The hierarch makes a Stamina Transformation Needed = Ascendant
and requires no extra vis to do so, as it roll against an Ease Factor of 9, or passes Form Level + 3 x cost of Negative
is already a free spirit. out (although he still benefits from the Characteristics + 5 x Decrepitude + 5 x
Otherwise, the familiar faces a ritual unless he botches the Stamina roll). Flaw Points if Excessive
choice when its master ascends: it may When the Transformation spell ends, the
remain in life and lose him, or join him Ascendant Form ends too. Transformation Points = Transformation
in ascendancy by sharing the ritual (Special Mystery) Level – Ascendant Form Spell Level
Ordeal, provided additional pawns of
raw vis equal to the Familiar Bond Given the constraints of the rituals, When accumulated points equal the
Score/5 (round up) are expended in the it is likely that the hierarch will work total needed, the ritual cycle is complete,
Ritual. (The mystery allows for this — with a group of magi in the laboratory so and the hierarch ascends, becoming a
see also Appendix A: Immortal Magi, that a celebrant invents (and learns) the being of pure Might — a Daimon.
Becoming Immortal with a Familiar.) Transformation Ritual and can cast it on the Example: Gloria has been selected by her
Ascended heroes with companion hierarch. The hierarch invents his own cult as a perfect maga, and the cult desires to see
familiar spirits form some of the famous Ascendant Form Ritual (but may accept the her ascend to godhood, to join the Hall of Heroes.
heroic pairs in the Hall of Heroes. celebrants’ assistance in the laboratory). She has best scores of Rego 34 and Animal 32,
The cultists can then cast the and devises a level 66 Ascendant Form ritual
Transformation as a group, relying on spells for herself. She and her followers work together to
The Technique and Form of this such as Wizard’s Communion to boost their devise a Creo Vim 75 Transformation ritual,
Ritual are the hierarch’s best Arts, and the Penetration and overcome the Magic working as a group so that Servus (her most senior
level of the Ritual must equal or exceed Resistance of their ascendant hierarch. follower) invents the spell for himself with the assis-
their total, and a minimum level of 40. tance of the others.
When the whole process is complete, the Gloria has suffered a number of aging failures
ascended hierarch will have a Might of The Cumulative and has 16 aging points (Decrepitude 2), and has
(this Ritual’s level/2). Transformation Process Qik –1, Str –2, Per –1. (Her other Characteristics
Once begun, the ascendant form are positive or zero.). She began her career with
continues until the Transformation of the If the Transformation Ritual overcomes an equal balance of Virtues and Flaws, but has
Ascendant Hierarch has been performed, the hierarch’s Magic Resistance, accu- gained four Minor Virtues and Ascendancy to the
after which either the magus ascends mulate transformation points equal to Hall of Heroes (a Major Virtue); and suffered two
as a Daimon, or both spells end. The Transformation spell level – Ascendant Form Minor Ordeal Flaws, and two Twilight-driven
Transformation Ritual must be completed level. The base total of points needed is Minor Flaws.
before sunrise or sunset. the level of the Ascendant Form spell. In She needs a transformation total of 66 (her
(Special Mystery) addition, points are needed to perfect any Ascendant Form level) + 3 x (1+1+3) (pyra-
failings the hierarch suffers from: mid cost of negative characteristics –1, –1, –2) +
Transformation of the 5 x 2 (decrepitude 2) = 91.
Ascendant Hierarch • Count the pyramid point cost of any She has 17 Virtue points (10+4+3) and
CrVi Gen negative characteristics the hierarch only 14 Flaws (10+2+2): her Virtue exceeds her
R: Voice, D: Diam, T: Ind, Mystery has and multiply by three (ignore Flaws, so there is no effect.
Ordeal Ritual positive characteristics). The total transformation needs 91 points, Her
Transformation of the Ascendant Hierarch • Add five times Decrepitude score. followers grant her 75 – 66 = 9 points each time
is cast on a magus who has already cast • Total the number of Virtues (Major they succeed in their ritual, so it will take 11 ritual
Ascendant Form of the Intendant Hierarch upon Virtue = 3 points, Minor Virtue = ceremonies to perfect her form.
himself. The level of this ritual must 1 point); total the number of Flaws
exceed that of the Ascendant Form ritual, (Major Flaw = 3 points, Minor
and the caster must overcome the target’s Flaw = 1 point). If Virtues equal or Ascension
Magic Resistance (which cannot be sup- exceed Flaws, the magus is satisfac-
pressed — see that spell description). tory but gains no bonus; if Flaws The magus becomes a pure, per-
(It is normal for a group of celebrants exceed Virtues, then additional fected, unchanging immortal, divorced
to use Wizard’s Communion to aid their Transformation points are needed, and cut off from the mundane world. The
Penetration). equal to five times total Flaw points. new spirit may be seen in the heavens as
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a nova stella, or new star. When he first
ascends, he shines brightly, to announce Invoke the Pact of (Daimon)
his presence to the world, but over time
his brilliance may fade to reflect his rela- The normal Daimonic summoning him with the pact benefits in return for
tive status among the other heroes. It is spell is more of a contractual bargain his providing a magical service, just as
said that the greatest heroes and gods than initially appears, as the Daimon with a normal Daimon spirit. Players
from the time of myths ascended to form gains spiritual strength that can be used may well find that gaming out such ser-
entire constellations, but no new constel- for learning, and in return a summoned vices provides a new and different story
lations have arisen in known time. Daimon performs an agreed-upon ser- theme for the troupe.
Such ascended spirits form some of vice. This may explain why Daimons are The Daimon gains a benefit equal
the heroes in the Daimonic bestiary: It is generally agreeable when summoned, to the Invocation spell level/5 (round up)
now possible to summon the magus. in contrast to other summoned beings, — this is the same as the vis cost of the
The magus’s talisman, if he has one, who generally resent the summons. Invocation Ritual spell. The spirit gains
becomes a part of his immortal being, a A player-character Daimonic magus the benefit when the Invocation points
source of power from which he can invoke may be summoned by an Invoke Pact total equals his Might, and he is called
effects — just as he could in life. (This spell devised for his spirit. This provides to appear.
is true whether the talisman is a normal
object, or his spirit or body — see Chapter summoning their Daimonic leader; but The Daimonic magus is immune to
8: Hermetic Spirit Magic, Inscription on the they often destroy the larger part of the aging and Warping. He has the immortal
Soul and Spirit vs. Body Enchantments.) body lest it fall into enemy hands. benefit of resistance to, and undoing of
The magus’s mortal body is left change (see Appendix A: Immortal Magi).
behind as a useless empty shell. Any However, the Daimonic magus has sur-
enchantments still on the body are dis- The Daimonic Magus rendered all earthly ties, including labo-
pelled and any remnant vis is consumed ratory use, and cannot use the talisman
by the ascending spirit. The body remains As a Daimon, a magus has the enchantments of Appendix A to study
an Arcane Connection to the Daimon Daimonic power to manifest Aspects in and improve. This might seem to mean
spirit. Most cultists take some small por- multiple locations simultaneously (see that the Daimon magus cannot learn as
tion, such as a bone, as a relic to use when The Daimonic Aspect). he cannot change, but players should not
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despair for their favorite characters, for season the spell was learned. If not mata to each mystical being or power.
the cultist magi left behind may perform fully fixed, the spell is lost at the end Hermetic magi with this Virtue have
rituals to aid the spirit, granting further of the second season. learned how to use synthemata as a key to
powers and abilities. • Increase Might: 5 Daimon Points overwhelm Magic Resistance. Any being
A Daimon is an untiring spirit, with can be used to increase Might Score with a Might score has synthemata.
no Fatigue levels. (In this, it is similar to by 1 point. Synthemata are especially useful in
a faerie.) Mundane activities that might • Increase Characteristic: 10 summoning Daimons, as the Daimon
tire a mortal being do not tire a Daimon. times the character purchase cost summoning spells must exceed the
For magical activities that call for the of a Characteristic increases a Might of the spirit to accumulate binding
expenditure of Fatigue, the Daimon Characteristic by 1 point. (Improving points, but must also overcome Magic
expends 5 Might for each Fatigue level negative characteristics take as many Resistance. Synthemata let the magus do
normally expended. This includes cast- points as they gave originally, so to this (although the Daimon will be ill-dis-
ing Spontaneous Magic, Formulaic spells increase a –3 Quickness to –2 takes posed toward him if he does).
where Casting Total is below spell level, (3 x 10) or 30 points.) There is no A synthemata formula is unique to
Ritual spells, and Virtues like Life-Boost practical limit to the characteristics one being, and increases Penetration so
and Life-Linked Spontaneous Magic. of Daimons, other than the enthusi- that the magus with this spell may inflict
If the loss of Might to replace Fatigue asm of their followers. any spell he desires upon his victim. The
takes an Aspect to 0 Might or below, • Learn from Other Spirits: Daimon victim, in turn, is made aware if the spell
it fades away and returns to the par- Points can be bargained and traded is cast in its presence, so merely cast-
ent Daimon. (The spell succeeds or not with allied Daimonic spirits: typi- ing the spell acts as a lever to demand
according to the normal rules for Fatigue cally a spirit will teach a spell or cooperation.
loss; in most cases the effect is produced spell-like power to another in return
and then the magus loses Fatigue or for Daimon Points. Half the points Synthemata of (X)
Might.) are lost in the transfer, so the teacher MuVi Gen
charges (spell magnitude) Daimon R: Per, D: Mom, T: Ind, Mystery
Points, and but this costs the pupil The spell is unique to one named
Learning and Improving twice (spell magnitude). The teach- being, and the spell level must equal or
as a Daimonic Spirit ing takes a season, taught as a spell, exceed its Might. The synthemata spell
and the magus spirit must then spend affects the caster so that the caster adds
Daimon Points provide a ways for a second season to “fix” the spell (as the synthemata level to the Penetration
cults to help their favored spirits grow. above). Total of any spell cast (or begun) immedi-
The player of the Daimonic spirit may ately after the synthemata spell.
accumulate Daimon Points for her char- Clearly Daimons need to accumu- (Base named being’s Might)
acter, and use these points as below. She late a number of ritual summons ben-
may save and accumulate points until efits before embarking on some of these Momentary Duration works for a
needed. processes. spell cast immediately after the synthe-
The Daimonic pact spell Invoke the (Note that disembodied “pagan gods” mata spell, but magi often research a
Pact of (Daimon) grants spiritual strength, are not normally found studying by turn- spell with extended Duration, allowing a
expressed in game terms as: ing the pages of books in libraries, or slav- delayed or multiple casting.
ing over grimoires and glassware in a lab-
Daimon Points = (spell level) / 5 oratory — they have other calls on their The Lasting Synthemata of (X)
time. Learning by practice, or teaching MuVi Gen
Daimon Points may be spent as from other spirits is the normal method, if R: Per, D: Diameter, T: Ind, Mystery
follows: such can be considered normal.) The spell is unique to one named
being, and the (spell level – 5) must equal
• Study: 1 Daimon Point can be used or exceed its Might. The synthemata
to “fix” a study experience point, so
that it is not lost. This takes place in
Hermetic Synthemata — spell affects the caster so that the caster
adds the synthemata (level – 5) to the
a second season, the season after the Minor Hermetic Penetration Total of any spell cast (or
season of study. If not fixed, excess
study points are lost at the end of the
Mystery Virtue begun) after the synthemata, until the end
of the synthemata spell.
second season. Diameter duration synthemata are
• 1 Daimon Point can be used to “fix” There are many meanings and pow- especially popular, as the synthemata can
a magnitude of spell learned so that ers attributed to the name of a being. The be used several times without concentra-
it is not lost. This takes place in a ancients attribute special names, symbols, tion. In addition, while the synthemata
second season, the season after the signs, and passwords they called synthe- spell is in effect, the being is aware of
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The Mysteries Revised Edition
the spell and its threat, and usually very Curiously, some beings have a nega- inflicts a 0-level full-Penetration effect on
much inclined to negotiate if the caster tive name hiding. Middle- and low-rank the being which, as it penetrates, informs
allows it to. demons are rumored to make their names them that his has its synthemata.
(Base named being’s Magic Resistance, especially easy to discover, as command-
+1 Diameter) ing them into unspeakable acts is exactly
what they desire. Grimoires
Each season, the magus accumu-
Researching Synthemata lates the adjusted points total. When he Clearly the spell design process is
believes he has enough points to have long and uncertain, For this reason, magi
Synthemata are very diffi- place great value upon grimoires
cult to research, and most easily (Lab Texts for synthemata spells).
learned from Lab Texts.
The base level of the spell
must equal or exceed the Might of Revealing Synthemata
the target being; if a magus does
not know its Might, then he must Most spirits do not know
guess. In addition, the magus uses their own synthemata, either
(Realm) Lore instead of Magic through ignorance or through
Theory in his Lab Total for this choice. The result of this is that
research. a magus cannot normally expect
to command a spirit to reveal its
Lab Total = Muto + Vim + own synthemata. However, pow-
Intelligence + (Realm) Lore + erful spirits may have spirits that
Aura + Bonuses they themselves command, and
they often do so by knowing the
A magus may use sympathet- synthemata of those spirits. If a
ic magic factors to add to the Lab magus successfully commands a
Total. Calculate the “multiplier” (as powerful spirit, it might reveal
on ArM5, page 84) that would be one or more of those synthemata.
given by the Arcane Connection, If a spirit reveals synthemata
secret name, Horoscope, etc. and to a magus, the magus may ignore
add this value as a bonus to the name hiding when researching
Lab Total. those synthemata in the labo-
Unfortunately, many power- ratory, thus making the process
ful beings have means to hide much faster and removing the
their synthemata from magi uncertainty.
(known as name hiding) that are As a guideline, assume a
reflected in an adjustment to the powerful spirit may know synthe-
spell design difficulty (although mata of other spirits whose Might
not the level of the actual spell produced). completed the spell, he may try it. Or he Scores add up to no more than its own
The magus devises the spell as normal, may continue to accumulate points until Might, and no individual higher than its
subtracting spell level and accumulating he feels more confident that the spell will own Might/2. Especially powerful spirits
points to reach the spell level when the work — little annoys a summoned being know synthemata of spirits who in turn
spell is complete. However, name hiding more than a failed attempt at inflicting know those of lesser spirits.
is subtracted from the normal points per synthemata on it (only inflicting real
season: synthemata, but then they have no power
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The Mysteries Revised Edition
is slow, but very powerful, while the non- to the spirit that it may use to bypass the Researching Synthemata
Hermetic method is much weaker, but magus’s Magic Resistance.
might let a magus intuit synthemata at a If the magus succeeds, he has deduced A magus may also try to research the
glance. a magical synthemata. He cannot teach synthemata of a being he has previously
The Virtue uses the (Realm) Lore this intuited synthemata — it is a unique encountered in person. He can do so even
Abilities. link between him, his magic, and the if he failed to intuit its synthemata.
being whose synthemata it is. By fasting and invocation, over the
Learning the synthemata grants the course of an entire season, the magus
Intuit Synthemata magus (and only the magus) access to attempt to research the synthemata. He
a Muto Vim guideline to boost Casting learns the synthemata on a success in a
If the magus is in the presence of a Score against the named being: roll of Perception + (Realm) Lore + aura
being or spirit with a Might Score, then modifier against an Ease Factor of the
even a brief interaction with the being Muto Vim being’s Might + name hiding (no aura
may let him intuit the synthemata. If General: Add spell level to the caster’s modifier):
the being lacks a Might Score, then the Casting Score for spells cast while
magus cannot use this talent against it. this spell lasts. Momentary duration Stress Die + Perception + (Realm) Lore
He intuits synthemata if he succeeds at a is sufficient to affect spells cast in the + Aura Modifier + Bonuses vs. Might +
roll of Perception + (Realm) Lore against next round. Name Hiding
an Ease Factor of the being’s Might +
name hiding. For intuit synthemata, both The magus may cast synthemata as a If the magus has a sympathetic or
the magus’s roll and the Ease Factor are spontaneous spell, or invent a Formulaic Arcane Connection to the being, he may
adjusted according to the local aura: spell. Unlike Hermetic Synthemata, there use this in a similar manner to those
are no special laboratory requirements: with Hermetic synthemata: calculate the
Stress Die + Perception + (Realm) Lore there is no minimum level, Magic Theory “multiplier” as in ArM5, page 84, and add
+ Magus’s Aura Modifier vs. Might + is used (not Realm Lore), and name hiding the score as a bonus to the synthemata
Spirit’s Aura Modifier + Name Hiding is ignored (as he already knows the name). research roll.
Lab Texts for such a spell are no use to Failing this roll does not prevent
If the magus fails this roll, he cannot others — they embody the unique, per- future attempts. Botching the roll may
intuit the spirit’s synthemata. He may not sonal link that the magus gained above. still attract the attention of the being, but
try again until his abilities improve — that hopefully the covenant’s Aegis of the Hearth
is, his (Per + (Realm) Lore + any Virtue The Hedge Lord’s Synthemata of (X) can ward out the offended spirit.
bonuses) increases to a higher score. MuVi Gen
If you botch the roll, the spirit is R: Per, D: Diam, T: Ind
immediately made aware of his attempt, The spell adds its (level–5) to the
and is likely to be hostile. If you roll more caster’s Casting Score against the named
than one zero in the botch roll, the magus being for two minutes.
inadvertently creates a temporary channel (Unique guideline, +1 Diam)
88
Chapter Ten
Standard Talisman
When a maga first creates her talis- allow the most talisman attunements, a Magic Theory of 6, so she can use 12
man, she must take an item prepared for she should create and open a compound pawns of vis and open a staff with five
enchantment (ArM5, page 97) by herself, item with as many components as her additional components. She chooses a
and then attune it as her talisman. Once Magic Theory score permits. A com- wooden staff shod in iron, with a quartz
attuned she can increase the enchant- pound item can be prepared either with crystal bound on top, set with an ame-
ment spaces, and each time she reopens the sum of the pawns of vis for each thyst and an agate, and with a golden
it for enchantment or instills an effect she component, or with the vis required coin depicting a crown. The stones each
can also open the talisman to one magi- by the highest single component. Magi require 12 pawns of vis, the coin 10, staff
cal attunement based on the Shape and have a seasonal laboratory limit of han- 8, and the iron shoe 5; the highest single
Material Bonuses available in the item dling pawns of vis equal to twice their component cost is the cost of one of
(ArM5, page 98). Magic Theory score, so most will open the semi-precious stones, or 12 pawns,
Although a maga may attune an their talisman with the “single highest which Dolorosa can just manage. Her
item with instilled effects (instilled by component” option. talisman has 11 Material Bonuses and
herself), she cannot add components to Example: Dolorosa wishes to make 10 Shape Bonuses that she can attune in
an existing device, even a talisman. To a talisman in the form of a staff. She has later seasons.
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The Mysteries Revised Edition
an attunement bonus over the course of
a season, as if working on his talisman Inscription on the Soul
— even when he does no work on the
talisman in the laboratory, or works on
and Talisman Virtues
other tasks. He can still only open one
attunement per season, even if he reopens A magus with Inscription on the
or invests an effect in his talisman. Soul (see Chapter 8: Spirit Magic,
When a magus reopens his great Inscription on the Soul) and Great
talisman to increase enchantment spaces, Talisman can open magical attunements
he may also craft in one or more new in his body or spirit while performing
components, although the total number other activities. However, to incorpo-
of components is still limited by his Magic rate components into his body he must
Theory score. The method of working use the methods of Blending With
new components into a great talisman is Substance even with Great Talisman.
part of the enchantment process (similar A magus may use Inscription on
to that of Verditius magi forging items the Soul (instead of Great Talisman)
from raw materials), and no Craft roll as a prerequisite to Initiate the Virtue
is required. The season’s opened attun- Consummate Talisman.
ement may be chosen from the Shape and
Material Bonuses of the existing talisman, This is one of very few ways to bypass
or from the new components. the limitation that Muto Vim effects in a
device may only affect other effects in the
same device: the consummate talisman
Consummate Talisman may affect the magus’s spellcasting.
The side-effect of this is that the
— Major Hermetic magus must put so much of himself
Mystery Virtue into his talisman that he gains the Flaw
Deleterious Circumstances (when not
touching talisman) (magic totals halved).
The magus may enchant Muto Vim This counts as an Minor Ordeal
effects, with Personal Range, into his talis- for Initiating the Consummate Talisman.
man, and may use them on himself when If he already has similar Deleterious
he casts Formulaic spells. Circumstances, he may subject him-
In addition, he may enchant Names self further and instead suffer the Major
of Power (see Chapter 9) into his talis- Ordeal Flaw Necessary Condition: must
man, and have the device invoke these for wield talisman (or else magic fails).
him as he casts spells, even Spontaneous Gaining this new Flaw counts as a
spells. When he invokes Names of Power, prior Ordeal for subsequent Initiations.
he is still limited to a maximum bonus of If he already has his talisman as a
his Magic Theory, but need not spend Necessary Condition or Restriction, then
extra time to invoke the names. He does he may still count that as an Ordeal for
still need to speak the Names aloud, firm- this Initiation, and need no further Flaw.
ly, as a required trigger for the Name of If he already has these Flaws, he gains
Power effect, but this can be incorporated the Initiation Script bonus for an Ordeal,
into spellcasting, although it does not but it will not become a prior Ordeal for
permit silent or quiet casting. The magic subsequent Initiations.
of the device carries the spoken word to
the attention of the powers.
90
Chapter Eleven
Arithmetic Magic
From the time of Pythagoras onward, understanding of Arithmetic — that is, by the magus’s score in Artes Liberales
the magic of numbers has fascinated Artes Liberales (arithmetic). (arithmetic).
men. In this chapter are uncovered the Hermetic Numerology permits
secrets of Hermetic Arithmetic, the magi- the magus to devise small spell-like Lesser Numerologist’s Book Opened
cal application by Hermetic scholars of formulae called Rotes, and to enchant with 8 Pawns of vis
the principles of Euclid that comprise a Numerologist’s Book to gain a book
Hermetic Geometry, and the potent mar- bonus. Rotes are mental exercises, are Lesser Book Bonus is +4
vels of Hermetic Architecture, that allow cast without a die roll, and benefit as if
great magical structures to be erected. the magus had the Mastery special abili- Greater Numerologist’s Book Opened
In the 13th century, there is a fascina- ties of Quiet Casting and Still Casting. with 16 Pawns of vis
tion with magic number squares, and The Numerologist’s book bonus adds to
the influence of Jewish numerological Numerology and to Hermetic Geometry Greater Book Bonus is +8
systems like gematria led to a number of and Hermetic Architecture.
gentile variants. However, the outstand- Hermetic Numerology is also Consulting the Numerologist’s Book
ing breakthroughs in this area in this a prerequisite Virtue for Divination provides a bonus to Numerological
century were not Hermetic, but rather in (Numerology) (see Chapter 7: Divination activities:
the work of architects who, using only and Augury).
simple, non-magical tools, created the • If the magus performs Divination
great gothic cathedrals, masterpieces of (Numerology) (see Chapter 7:
the Dominion. The Numerologist’s Book Divination and Augury), and con-
Numbers fascinate many magi, and sulted as part of the Ceremonial
insights into the mystery of numbers lead The Numerologist derives great Divination, the magus adds the book
to Divination (Numerology). Numbers meaning from the patterns of words and bonus as a ceremonial bonus.
also form the basic of many puzzles, codes letters in texts. To achieve this takes a • If the book is consulted while work-
and ciphers — these are not Mysteries, great deal of study, and there are many ing in the Laboratory, the book
just mysterious to those without the key! interpretations promoted by hedge magic bonus can be added to Lab Totals for
Artes Liberales (arithmetic), often traditions (for example, Gematria in Realms Numerology, including Rotes, and to
abbreviated to Arithmetic, is a key of Power: The Divine). There are many ways Lab Totals for Hermetic Geometry
Ability for magical Numerology; Artes in which Hermetic magi seek to incorpo- and Hermetic Architecture.
Liberales (geometry) for Geometry and rate texts into their magic. • If the book is consulted before invok-
Architecture. The Numerologist should choose a ing a Rote (taking an extra round to
great work as the basis of her study: many look in the book), the book bonus is
magi choose either the Bible or Bonisagus’ added to the Rote Casting Score.
Hermetic Numerology — De Theoria Magica (the Authority on
Magic Theory). To aid her magic, the The bonus is based on the numero-
Minor Mystery Virtue Numerologist may enchant her book and logical principle of insight in numbers
attune it to Numerological magic, and — that opening the book, seemingly
In Numerology, the magus sees cor- gain a book bonus. at random, and inspecting the relation-
respondences between the number and As detailed below, the magus may ships between words on the open pages
form of elements in all things, even those create either a lesser Numerologist’s Book provides a connection to numbers (and
seemingly unconnected. These corre- with a book bonus of +4, or a greater objects) in the environment. The magical
spondences are governed by the magus’s Numerologist’s Book with a double book attunement of the Numerologist’s Book
bonus of +8. The book bonus is limited helps the magus to quickly open the book
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The Mysteries Revised Edition
with Enchantment of the Scrying Device. The
Magical Books Numerologist performing Ceremonial
Divination then gets both a Ceremonial
A normal medieval book has wood- (It is also possible to include gems and bonus and a Magical bonus; see Chapter
en boards making up the covers (in turn, metal binding, to make a particularly 7: Divination and Augury — Ceremonial
usually covered in leather), and parch- large compound device, if the magus can Divination).
ment or vellum (leather) pages. An aver- handle the vis requirements.) (See also
age medieval book is “large” sized for Chapter 10: The Great Talisman, for
enchantment (about the size of a shield). more ways to improve a device attuned Rotes
To open just the parchment or just the as a talisman).
wooden covers takes 8 pawns of vis (and By studying arithmetic and preparing
requires a Magic Theory of 4). It is also formulae that are memorized “by rote,” the
possible to open the whole book as a New Shape and maga may invent small spells called Rotes.
compound device, including both the Material Bonuses: Rotes are similar in action to the
wooden boards of the cover and the non-Fatiguing Spontaneous casting of
parchment pages, requiring 16 pawns of Book: +2 Intellego, +3 Divination, +4 spells (where the Casting Total = Casting
vis (and a Magic Theory of 8). Numerology Score/5), and no die roll is made to invoke
Both methods of opening provide Rotes. Rotes are more powerful than non-
the “book” Shape Bonus; opening the If investing Numerological effects Fatiguing Spontaneous Magic (Casting
parchment provides a Material Bonus into a lesser or greater Numerologist’s Total = Casting Score/2) but limited to
for parchment (also leather or animal Book, the magus may benefit from both similar levels (Lab Total/5).
hide), while opening the cover boards the Shape and Material Bonus, and from As an arithmetic formula, a Rote is
provides a Material Bonus for wood. the special Numerologist’s book bonus. largely a mental exercise and benefits as
though the maga had the Mastery special
abilities of Quiet Casting and Still Casting
Creating the Numerologist’s Book for the Rote. As this is a numerological
activity, the maga gains a book bonus if
If a magus knows Hermetic pages: it takes 8 pawns to open the she has a Numerologist’s Book to consult
Numerology, and opens his chosen text parchment for enchantment (and before invoking a Rote.
as an enchanted book, then he may requires a Magic Theory of 4). The In addition to any book bonus, the
attune it as a Numerologist’s Book at the lesser Numerologist’s Book provides a maga gains a bonus to her Rote Lab Total
same time as opening it. The process of +4 book bonus. equal to Artes Liberales (arithmetic), lim-
attunement is relatively short and sim- The greater Numerologist’s Book ited by Magic Theory.
ple, and adds just a seven-day distraction is created by opening the whole book
to the laboratory work. Only the magus as a compound device, including the Rote Lab Total = Technique + Form
who opened and attuned the book may wooden boards of the cover, requiring + Intelligence + Magic Theory +
gain the book bonus. The book bonus 16 pawns of vis (and a Magic Theory Arithmetic + Book Bonus + Aura
is limited by the magus’s score in Artes of 8); see ArM5, page 97. The greater Modifier
Liberales (arithmetic). Numerologist’s Book provides a doubled
The lesser Numerologist’s Book book bonus of +8. The design of a Rote has a level
is created by opening the parchment limited to the maga’s Rote Lab Total/5
(round up),
to significant pages, almost as if the book pages of the book, and the magus must
opens itself for him. carry the book with him. The magus may Maximum Rote Level = (Rote Lab
Many Numerologists also attune the create more than one enchanted book, Total) / 5
book as their talisman. (As a talisman, the but only benefits from one consulting
book can be reopened for enchantment, book at a time. and may be invoked without die roll
which allows the magus to improve a The Numerologist’s Book may also be or fatigue to produce the supernatural
Lesser Book to a Greater Book.) invested with normal enchanted effects. In effect specified:
Consulting the book advises and this case the Shape and Material Bonuses
assists the magus, provided that the for enchantment apply separately from Rote Casting Score = Stamina +
Numerologist consults its pages for insight the Numerological bonuses, and can be Technique + Form + Arithmetic + Book
throughout the activity (Rote-casting or combined if appropriate. Bonus + Aura Modifier
laboratory work). Consulting the book If the magus knows Hermetic
when casting Rotes takes an extra round Divination (Numerology), it is possible Rote Casting Total = Casting Score / 2,
of casting time to select and examine to also invest the Numerologist’s Book rounded up.
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The Mysteries Revised Edition
Penetration is calculated as for any and their equipment, and invokes her formula: a
other spell: light glows in her hand. (If she had brought her New Spell Guidelines
(large, heavy) book with her, she could take an
Penetration Total = Casting Total extra round to look in the book and add her book
– Spell Level + Penetration Bonus bonus to her Casting Score.) Intellego (Form)
If she were to try Spontaneous Magic Level 2: Count the number of indi-
If the Casting Total equals or exceeds instead of Rotes, her non-Fatiguing Casting viduals in the spell Target (a visible
the level of the Rote, then the Rote is Total in the church would be (Stamina +1 + property determined just by look-
invoked. Otherwise there is no effect. Creo 14 + Ignem 12 + aura [–3 x 4]) / 5 = ing at the target).
Rotes are invented by the usual spell 3; her Fatiguing Spontaneous spell total would Level 3: Count the number of indi-
design process of accumulating (Lab Total be (15 + stress die) / 2, which has an average viduals in the spell Target, divided
– spell level) points to exceed spell level. of 11, but requires her to speak in a firm voice, into apparent categories.
Given the low level of Rotes, this is more fatigues her, and risks four extra botch dice. Level 4: Sort the individuals in the
easily expressed as inventing a Rote if Lab Numera is glad that she prepared her Rotes. spell Target into categories and
Total points equal to twice Rote level are It is possible to Master Rotes and count them.
assigned. If the maga has a Lab Text for benefit from other special abilities, and
a Rote, she invents it if she assigns Lab add the Mastery level to the Casting spell allows any restriction within the
Total points equal to Rote level. Given the Score, but few magi bother. (The mental parameters that define a standard Group
low level of Rotes, the maga can expect exercise benefits do not provide actual Target; for example, “How many one-
to invent several Rotes (of the same Spell Mastery levels.) legged men are in the crowd?”
Technique and Form) in a single season. Numerologists claim to be able to
When a maga invents a Rote, she gain insight from such numbers.
may write a Lab Text for the Rote, but Numerologist’s Spells (Base 2, +2 Voice, +2 Group)
only one with Hermetic Numerology can
make use of it, and only as a Rote. Numerologists have a great inter- Numbering the Host
Example: Numera has a Creo Ignem Rote est in numbers, and like to count things. InCo 15
Lab Total of Intelligence +3 + Creo 14 + Ignem The following spells do not require R: Per, D: Mom, T: Sight
12 + Magic Theory 6 + Arithmetic 6 + lesser Numerology: Indeed, Numerologists have The Numerologist knows the number
book bonus 4 +Lab aura 5 = 50. She can devise been encountered trying to interest other of people he can see, and may distinguish
Rotes with a maximum level of (50/5) = 10. She magi in these spells. them by appearance: men and women, old
can invent two level 10 Rotes (20 points each) and Intellego spells do need to penetrate or young(-looking), and so on.
a level 5 Rote (10 points). If she has Lab Texts for Magic Resistance, and counting spells miss (Base 3, +4 Sight sense)
some Rotes, she could use as many as five level 10 out those who resist the spell. Counting
Rote Lab Texts in one season (10 Lab points each magi is technically the high crime of
from a Lab Text). She could mix inventing new
Rotes with inventing Rotes from Rote Lab Texts.
“spying on your sodales using magic,” but
no-one has yet pressed the issue.
Hermetic Geometry —
Example: Numera has a Lab Text for a Minor Mystery Virtue
Rote to ignite flammable matter (CrIg 10, Voice, Numbering the Flock
Mom, Ind: GL 4 +2 Voice), another Lab Text InAn 20 The ancients, in the form of the
for a Rote to create daylight (CrIg 10, Touch, R: Per, D: Mom, T: Sight philosopher-wizard Euclid, recorded prin-
Conc, Ind: GL 4 +1 Touch, +1 Conc), and one The Numerologist instantly knows ciples of geometry that form the funda-
to keep a person warm (CrIg 5, Touch, Sun, Ind: the number of animals she can see, and ment or base from which magi study the
GL 2 +1 Touch, +2 Sun). how many of each kind. matter. The five postulates of particular
She wants to invent a new Rote to make The pattern of such numbers is con- importance are:
an object red-hot (CrIg 10, Touch, Mom, Ind: sidered to be far more significant than the
CrIg 5 +1 Touch). This is 10 + 10 + 5 + details of the numbers. Numerologists • that a straight line may be drawn
(2x10) = 45 levels, which she can achieve in a often use this spell in connection with from any point to any other point
single season. Casual Augury (Numerology) to interpret (thus all points are linked),
Later, prowling around a church in the the numbers. • that a straight line may be produced
dark, she desires a light, and considers casting (Base 4, +4 Sight Sense) to any length (and thus lines are
her daylight Rote: her casting Score is Stamina unbounded links between points),
+1 + Creo 14 + Ignem 12 + Arithmetic 6 + The Significance of the Group • that given any point as a center, a
aura (–3 x 4) =21. Casting Score/2 =11, InCo 10 circle of any radius may be inscribed
which is enough to make the Rote work. She R: Voice, D: Mom, T: Group (and thus there is sympathy between
pauses to consider the size and shape of the The Numerologist instantly divines points and circles),
church, the number of her companions and her the number of people in a group. The
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The Mysteries Revised Edition
must be able to draw and trace symbols
Drawing a Perfect Shape on a cleared, smooth surface at least
two paces across, and inscribe geometric
The standard Ring and Circle Drawing freehand, or drawing a shapes in accordance with the numbers.
Targets are not particularly strict about circle using a prepared center post and For spells up to sixth magnitude, shapes of
the shape drawn: so long as it is closed string, takes no extra time over that circle (1, 2), triangle (3), square (4), pen-
and continuous, and the magus success- required to trace the line for spellcast- tagon (5), and hexagon (6) are inscribed,
fully traces the line while casting the ing. Placing and positioning extra posts together with numbers and formulae at
spell, even rough approximations to a for triangles, squares etc., typically takes the points and center of the inscribed
circle count as Circle Targets. at least two minutes. In any case only shapes.
Hermetic Geometry grants bonuses one Scribe roll is needed to check the For spells of higher magnitude, the
(see Ceremonial Figures) for regular quality of the line. If the Scribe roll fails, magus requires additional components,
shapes, and the new Target Arcane the magus knows and may choose to one per additional magnitude. Typical
Circle and Duration Arcane Ring require start again; if he is stressed and botch, he components include:
a perfect circle or ring. fails to notice the error until it is too late
A perfect shape is drawn without (and the spell may botch). If the magus • candles
deviation or irregularity. This is very has plenty of time and no distractions, • incense
hard if attempted freehand, and easy this can be a simple die roll. • powders (minerals, metals) sprinkled
if using tools. Drawing a perfect shape Magi are often tempted to cheat, along the lines of the figure
succeeds with a roll of scribing the shape magically (Scribe the • purified water sprinkled along the
Perfect Circle) and then simply tracing lines of the figure
Die Roll + Dexterity + Profession: over the scribed line. • oils sprinkled along the lines of the
Scribe vs. an Ease Factor of 15 if Spells with Circle or Ring Target figure
drawn freehand, require the magus to trace the shape
moving no more quickly than ten paces The magus’s player is encouraged to
Die Roll + Dexterity + Profession: per round, and make Intelligence + be inventive in preparing her list.
Scribe vs. an Ease Factor of 6 if drawn Concentration rolls of 6+ every round.
with the aid of posts and string. Tracing the shape for spellcasting is
required even if the shape is already New Range and Targets
drawn.
New Range: Line
• that any two right angles are equal the magus gains a bonus of +3 to his Equivalent to Sight.
(and being equal are connected Casting Score. A straight line may be produced from any
sympathetically), point (the magus) to any other point (calcu-
• that given a line and a point that is lated by the magus), and may be produced to any
not on the line, there is exactly one Ceremonial Figures length.
line through the given point that The advantage of Line Range is that
does not intersect the first line (and When casting any spell involving it extends as far as Sight but does not
thus this second line is special and a regular geometric figure — circle or require that the magus can see the target.
connected to the first). line, but also regularly formed Room and However, he must be able to sense it in
Structure targets — the magus may use some other fashion: Hermetic magic can-
These postulates provide sympathet- Ceremonial Casting (even for Formulaic not in general affect an unsensed target.
ic magic via Geometry. spells) and include complex Geometric For instance, the magus may hear some-
Calculations within this Mystery use and Numerological correspondences to one talking on the other side of a wall.
Artes Liberales (geometry). gain a bonus of +3 to the Casting Score To successfully target a spell at Line
Hermetic Geometry grants the fol- (cumulative with the bonus for circular range, the magus must accurately calculate
lowing benefits. or linear figures, if that applies — A the location of the distant point where
room has a regular geometric form, if, the spell will take effect, succeeding in
for example, it has circular or rectangular an Intelligence + Artes Liberales (geom-
Bonus for Circles, (right-angled) shape; a structure is regular etry) roll against an Ease Factor equal to
Rings, and Lines if its rooms are regular and are gathered the Distance Level (see insert). This is a
into a regular form: a cathedral is regular, non-magical exercise in Geometry, and
When casting any spell that involves but most farms are not. requires scribing lines and circles on the
tracing a circle or line, including standard No additional time is required above ground or similar surface. This takes one
Circle and Ring spells, and the new Line the 15 minutes per magnitude of spell for whole round for each 3 points of Ease
and Circle forms of Hermetic Geometry, Ceremonial Casting. However, the magus Factor or part thereof.
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The Mysteries Revised Edition
Ease Factor = Distance Level (minimum 9)
Distance Level
Die Roll + Intelligence + Artes
Liberales (Arithmetic) vs. Ease Factor Treat the length of the line in paces as if points to purchase a score in an Ability.
Thus a distance of 200 paces has a Distance Level of 8 (between 180 and 225).
Time Taken = (Ease Factor / 3) Rounds
(round up) Distance Distance in Distance Distance in
Level Paces Level Paces
If the magus can directly see the 1 5 11 330
target point, then he may cast a Line spell
as if it were a Sight spell, with no calcula- 2 15 12 390
tions needed. 3 30 13 455
If the magus fails the roll but does not 4 50 14 525
botch, then the target point is a distance
away from the desired point by an amount 5 75 15 600
equal to the Ease Factor multiplied by the 6 105 16 680
shortfall, in a direction chosen by the 7 140 17 765
storyguide, or by rolling a die. If the roll
botches, then the spell cast botches too. 8 180 18 855
Example: Lineus knows Centrus is ten paces 9 225 19 950
away, directly beyond a wall. Ten paces has a 10 275 20 1,050
Distance Level of 1 — the Ease Factor for the cal-
culation is therefore 9 (minimum Ease), and takes
3 rounds to calculate and scribe a design on the is cast, and accurately targets the point indicated. ing Centrus crept round the wall and is about to
ground. Lineus has Intelligence 3, Artes Liberales Unfortunately, Lineus is not as perceptive as he is tap him on the shoulder while Lineus stands won-
5, and rolls 4: he easily makes the roll. The spell clever, and is unaware that while he was calculat- dering why his spell failed.
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ed about the target point. Large circles The spell scribes a mathematically
New Spell Guidelines require both Dexterity and Concentration perfect shape on the ground. Most com-
rolls for each round of tracing or drawing monly this is a circle, but any perfect,
Rego Terram (Hermetic (ArM5, page 112). regular shape can be scribed: triangle,
Geometry) The location of the center point of square, pentagon, hexagon, etc.
Level 2: Reshape dirt so that it the Arcane Circle is calculated just like A magus wishing to scribe a perfect
take on a more perfect shape (Creo a Line Range — indeed, if the Range is circle for a circle spell may trace the circle
requisite). This reshaping is no more Line or Duration Arcane Ring, only one drawn by this spell.
than a team of workmen could achieve calculation is needed. (Base: 2, +1 stone, +1 Touch)
with expert guidance. The perfection
refers to geometric perfection; adjust- New Duration: Arcane Ring Perfection of the Well-
ing lines to be straight, loops into Equivalent to Moon. Designed Chamber
perfect circles, and near-rectangles into Since all circles are connected by sympathetic Re(Cr)Te(He) 20
perfect right angles. magic, then by scribing one circle the magus may R: Touch, D: Momentary, T:
Level 2: Reshape dirt so that it connect to another circle elsewhere. Structure
take on an imperfect shape (Perdo The benefit of this new Duration is An irregular building is reshaped so
requisite). Right angles bend, straight that a maga may cast a spell with Ring that a single room in a building becomes
lines wobble, and circles kink. Irregular Duration, but need not be able to reach perfectly regular. The spell fails unless this
shapes are not affected. the target to trace the ring in-place. can be accommodated by small adjust-
Level 3: Substantially reshape dirt Instead, by tracing a circle she can reach, ments to the rest of the building.
so that it takes on a perfect shape she may affect the remote circle too. A room so perfected counts for the
(Creo requisite). The reshaping is what The spell creates a circle of magic Ceremonial bonus options of Hermetic
workmen could achieve with magical about the target point. The magic circle Geometry. The magical perfection is
assistance, but the result must be able may be seen with magical senses such as momentary, and then slowly fades as
to sustain itself or the spell must main- Second Sight (as an invisible thing, Ease the building structure decays naturally
tain the perfection magically. The per- Factor 9), or detected by Intellego Vim. over time; for Ceremonial purposes most
fection refers to geometric perfection; The disadvantage is that the spell buildings remain perfected for a day or so
adjusting lines to be straight, loops is broken if either of the two circles before they settle slightly and lapse.
into perfect circles, and near rectangles is broken. (Anyone who can sense the The specified room becomes regu-
into perfect right angles. magical circle can break it as if it were a lar: right-angled with straight sides, or
real line.) perfectly circular (most real buildings are
New Target: Arcane Circle The line traced must be a perfect not particularly straight). If this is not pos-
Equivalent to Part. circle. The magical circle is exactly the sible because the room is highly irregular,
Since all circles are connected by sympathetic same size as the scribed circle, but locat- then the spell fails. If there is any doubt,
magic, by scribing one circle the magus may con- ed about the target point. Large circles a Perception + Artes Liberales (geometry)
nect to another circle elsewhere. require both Dexterity and Concentration roll against an Ease Factor of 12 or higher
The benefit of this new Target is rolls for each round of tracing or drawing resolves the issue. (Difficulty depends
that a maga may cast a spell with Circle (ArM5, page 112). upon the irregularities that need perfect-
Target, but need not be able to reach the The location of the center point of ing, however, if the Ease Factor would be
target to trace the circle in-place. Instead, the Arcane Ring is calculated just like a less than 12 (Hard) the spell will perfect
by tracing a circle she can reach, she may Line Range — indeed, if the Range is Line the target without guidance.)
affect the remote circle too. or Target Arcane Circle, only one calcula- The Structure Target is needed to
The spell creates a circle of magic tion is needed. effect small adjustments to neighboring
about the target point. The magical circle (Arcane Ring is equivalent to Ring+1 parts of the building to fit around the
may be seen with magical senses such as magnitude) new room. (If they were not includ-
Second Sight (as an invisible thing, Ease ed in the spell, the structure would fall
Factor 9), or detected by Intellego Vim. apart as the room pulled away from the
The disadvantage is that the spell Geometer’s Spells rest.) The remainder of the building need
is broken if either of the two circles not be regular — indeed may be decid-
is broken. (Anyone who can sense the Geometers have some favored spells, edly imperfect given medieval building
magical circle can break it as if it were a and some new spell guidelines to draw practices.
real line.) upon. (Base 2, +1 stone, +1 Touch, +3
The line traced must be a perfect Structure, +1 Herbam req.)
circle (as opposed to the standard Circle Scribe the Perfect Circle
Target). The magical circle is exactly the Re(Cr)Te 4 The Perfected Structure
same size as the scribed circle, but locat- R: Touch, D: Mom, T: Ind Re(Cr)Te(He) 20
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R: Touch, D: Mom, T: Structure (geometry) roll against an Ease Factor of The Mystery of Sacred Architecture
An entire building is reshaped to be 12 or higher resolves the issue. (Difficulty teaches a number of disciplines, one
perfect, if this can be accommodated by depends upon the irregularities that need of which is the placement of several
small adjustments to the whole and to perfecting, however, if the Ease Factor enchanted devices within a larger context,
the rooms within. Both the exterior and would be less than 12 (Hard) the spell will in a particular and necessary pattern, so
the rooms within become regular: right- perfect the target without guidance.) that the separate devices may be united to
angled and with straight sides, or perfect- The Mystery of Hermetic Architecture work as one, as though the larger whole
ly circular. Irregularities in workmanship teaches how to enchant this effect into a were enchanted instead.
are easily perfected, but the building is building so that the enchantment sustains The Material and Size tables (ArM5,
not redesigned. the perfection indefinitely. page 97) are extended to determine the
Normal medieval building design (Base 2, +1 stone, +1 Touch, +3 amount of enchantment that is required.
often prevents this spell from working: Structure, +1 Herbam req.) The Extended Material and Size Table,
most medieval buildings have irregular above, covers giant objects, single large
extensions and out-buildings requiring rooms, groves or glades, or a single com-
redesign to count as regular — although
demolition of the extensions is an easy
Hermetic Architecture — pact complex “structure.”
Determine the material of the large
corrective option. If the whole structure Minor Mystery Virtue structure to be enchanted: typically this is
cannot be perfected, the magus can usual- wood, earth (soft stone), or hard stone. It
ly perfect individual rooms using Perfection Hermetic Architecture concerns is very rare for architectural constructs in
of the Well-Designed Chamber. itself with the construction of large-scale Mythic Europe to be made from anything
A building so perfected counts for the enchantments: of rooms, buildings, or other than these substances.
Ceremonial bonus options of Hermetic even stone circles. It also deals with Multiply Material cost times the Size
Geometry. It is also stronger and more the creation of permanent paths and multiplier of the structure to be enchant-
stable against tremors and storms, and gateways. ed; for example, to enchant a wizard’s
has a pleasing air to those beholding it, or One problem that faces many tower of ten floors, 10 paces by 10 paces
living and working within. The magical Hermetic enchanters is the problem of (Size 7), in hard stone is (material 4) =
perfection is momentary, and then slowly fitting the enchanted device into their 28 points.
fades as the building structure decays laboratories. If the device is exception-
naturally over time; for Ceremonial pur- ally large (a sailing ship) or immovable
poses most buildings remain perfected (a sacred grove), then the magus may be Compound Component
for a day or so before they settle slightly faced with attempting to create a labora- Devices
and lapse. tory around the device. At times, even this
If there is doubt about the limits of may not be possible. Next the magus identifies some other
perfection, a Perception + Artes Liberales substance, in a convenient size, that has
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The Mysteries Revised Edition
is the actual structure being enchant-
Seasonal Vis Limits and Very Large Structures ed by the components. The range of
such effects may be Personal (affects
Since a magus is limited to twice score); and Philosophic Alchemy may the structure itself) or Touch (affect-
Magic Theory pawns of vis in a single be used to pre-fill an object with opened ing those within the Boundary).
season in the laboratory, the largest spaces, again reducing the spaces a
structures may seem too large to open. magus need open.
However, the magus intending to A team involving an alchemist with Completing and Binding
apply Hermetic Architecture himself Philosophic Alchemy preparing objects the Enchantment
need not open the component devices with opened enchantment spaces,
for enchantment — he can attempt to handing over to a Verditius maga with To link the finished component
persuade another magus to do so. The Celestial Magic to open the device, devices together, the magus places them
Mysteries of Verditius reduce the vis and then to a magus with Hermetic in the locations he has devised, and casts
requirement by the magus’s Craft Score; Architecture, could together enchant a Mystery ritual. (This is formulated as a
Celestial Magic also reduces vis require- some of the largest structures known. spell for calculations and vis consumption,
ment (by the Laboratory Horoscope but is actually a rite of the Mystery, to
finalize enchanted items prepared accord-
a Material times Size multiplier equal to invested components. This option relies ing to the Mystery):
that calculated for the desired structure. on harmony and symmetry to work.
(If a single component does not provide a Example: Continuing the example of the stone Bind the Mystical Structure
perfect match, a compound device can be tower, the tower can be enchanted by creating seven ReVi Gen
invested instead: see ArM5, page 97.) identical compound devices made of silver (staff- R: Arcane, D: Special, T: Group,
Finally, the magus requires a number sized) with a tiny stone in each. The calculation Mystery Ritual
of identical items equal to the structure’s requires a roll of Intelligence + Artes Liberales The base level of the ritual must
Size multiplier, which will be placed into (geometry) against an Ease Factor of 13. equal or exceed 5 + level of the highest
the structure in a particular pattern calcu- component device effect levels. Arcane
lated to invoke resonances in the structure Connection Range is required for the
and so link the devices. Typically these Investing the Effects spell effect, even if the magus can touch
are placed at the imagined points of all of the devices to be combined: in
an inscribed geometric shape, but some The component devices are each casting the ritual, he touches one of the
allowances must be made for the actual opened and invested with the effects emplaced devices and establish a connec-
shape of the structure. This requires a desired for the overall structure they are tion between them.
Geometry roll: to enchant, using the normal rules for The base effect provides for a Group
laboratory enchantment, with the follow- Target — the minimum that can include
Intelligence + Artes Liberales ing exceptions: multiple components. However, extra lev-
(Geometry) vs. an Ease Factor of 6 + • The magus may use Material Bonuses els of Bind ritual spell are needed to match
Size Multiplier from the component materials, and the size of the architectural structure that
Shape Bonuses from both the shape is to be enchanted if it exceeds Group
Failing the roll means the magus of the component devices and the size.
needs to recompute the locations for the intended architectural structure (even (Create a conduit for spells up to
devices and ensure the structure is modi- though this is not present during the (level + 5 magnitudes), +4 Arcane, +2
fied to accommodate them. This takes enchantment). Group)
between one day (reposition posts in a • Effects may be invested assuming Example: To bind a level 50 enchantment
field) and one month (carve niches in a their target is either the architectural into a tower (Structure-sized), the seven compo-
building and fill in the previous ones). structure as a whole, or the com- nent invested devices must be bound together with
The magus can usually employ masons ponent devices (but this requires a a Bind the Mystical Structure ritual of at
or laborers to perform the craft work. If Group target), or both. This includes least level 60 (ReVi 60, R: Arcane, D: Special, T:
the Geometry roll botches, then the error Personal Range effects that target Group: GL (50+5), +1 magnitude for increased
is not noticed until too late, and some the device itself (they can target the Size from Group to Structure).
disaster befalls. combined group of devices as “self,”
In some cases — for example, a or the structure). Each effect must
portal that transports people — several specify which target is intended. Breaking the Device
of the components may be combined • The magus may ignore the limit that
into one physical object (such as a pair of Boundary Targets require ritual spells Each component device must have
pillars on either side), often simply using and cannot be invested in devices, a special place, such as a niche, made
Muto or Rego Terram to shape the already providing that the Boundary affected for it.
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The Mysteries Revised Edition
The binding ritual permits the devic- tion would need the whole structure and can only be used by those initiated in the
es to be safely removed from the places only components are present, the magus’s use of Hermetic Architecture.
provided for them, although the architec- investigative Lab Total is halved.
tural effect ceases while any are missing. Further, many such enchantments rely
So long as the devices and their holding on the Mysteries of Hermetic Architecture Enchantments to Manipulate
places are all intact, they may be returned or Hermetic Geometry, and these are Auras and Regiones
to their places, reactivating the architec- opaque to those who do not comprehend
tural effect. the Mystery — they may understand Increase of the Room’s
If the Bind the Mystical Structure ritual that it is partly Hermetic, and the Modest Aura
is designed with a Muto requisite, then Technique, Form, and Level, but CrVi 84
the binding places briefly soften and meld little more can be deduced. Pen +0, constant
with the enchanting devices, so that they effect
form a united whole and cannot later be R: Touch, D:
separated without breakage. For this to be Boosting always on, T: Room,
work, the invested effects must not rely Magical Auras Mystery enchantment
on any Shape Bonuses in the component Increases the
devices. One of the great- Magical aura in a room
est properties of Hermetic by +1, to a maximum
Architecture is the ability to aura level of 5.
Investigating the Structure manipulate magical auras (Base 55, +1
and regiones, something Touch, +2 Room, +14
It is possible to investigate the com- normally beyond the abil- levels always on)
ponent devices in a normal Hermetic ity of Hermetic magic. A standard Room
laboratory. However, since full investiga- The following guidelines is Size 6, and a tower
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The Mysteries Revised Edition
the Mystical Structure ritual of at least level
New Aura Magic Guidelines 114 (base level 99 + 5, +2 for increased size from
Group to Boundary).
The following guidelines can only aura. Areas may be changed by a
be used in structural enchantments factor of four, volumes by a fac- Enchantment of the Magnified Regio
(not spells) of the Mystery Hermetic tor of eight.) To increase beyond MuVi(Te) 39
Architecture. double adds 1 magnitude per addi- Pen +0, constant effect
tional doubling, and requires a Creo R: Touch, D: always on, T: Boundary,
Creo Vim requisite. To decrease beyond half, Mystery enchantment
Level 35: Increase the level of a Magical adds 1 magnitude per additional Increases the size of a Magical regio,
aura by +1 to a maximum of 1 halving, and requires a Perdo req- doubling its size to a maximum of 200
Level 40: Increase the level of a Magical uisite. If the regio shrinks below paces across.
aura by +1 to a maximum of 2 one pace across, it may “pinch off” (Base 4, +1 Touch, +4 Boundary, +14
Level 45: Increase the level of a Magical — this can be used to close a regio levels always on)
aura by +1 to a maximum of 3 by shrinking just the “interface”
Level 50: Increase the level of a Magical between levels (+1 magnitude to Example: Alyssa has discovered a small
aura by +1 to a maximum of 4 restrict shrinking). magical regio, in which she plans to perform some
Level 55: Increase the level of a Magical Level 4: Double or halve the size of mystery rites in privacy. The problem is, it is only
aura by +1 to a maximum of 5 a Magical regio (Terram requisite). 30 paces across — too small to work comfortably
Level 60: Increase the level of a Magical To increase beyond double adds 1 on her rites, which require more space. She therefore
aura by +1 to a maximum of 6 magnitude per additional doubling, decides to expand the size of the regio magically.
Level 65: Increase the level of a Magical and requires a Creo requisite. To A standard Boundary is enchantment Size 8,
aura by +1 to a maximum of 7 decrease beyond half, adds 1 mag- multiplied by earth (x2) = 16 spaces, and requires
Level 70: Increase the level of a Magical nitude per additional halving, and eight component devices such as staff-sized stone
aura by +1 to a maximum of 8 requires a Perdo requisite. pillars (4x4). To place the pillars correctly requires
Level 75: Increase the level of a Magical an Intelligence + Geometry roll vs. an Ease Factor
aura by +1 to a maximum of 9 Rego Vim of 14 (6 + Size 8). To finalize the enchantment,
— greatest increase possible Level 15: Create a connection between she needs to cast a Bind the Mystical Boundary
two levels of a single Magical regio. ritual of at least level 54 (base level 39 + 5, +2 for
Muto Vim (Muto requisite). To connect between increased size from Group to Boundary).
Level 4: Double or halve the linear size regio levels usually requires Arcane Alyssa therefore carves and sets up four of
of a Magical aura. (That is, double Range and an Arcane Connection the stone pillars placed around the perimeter of the
or halve the diameter of a circular for each regio level. original boundary of the Regio, and four more
placed just next to them. She casts her Bind the
is made of hard stone (x4), requiring 24 Bountiful Boundary’s Splendid Aura Mystical Structure rite, then carries the second
pawns of vis. To enchant the magus’s own CrVi 99 set of pillars to the new larger perimeter where they
laboratory is straightforward — he can Pen +0, constant effect are set in place, doubling the size of her regio to a
enchant it in-place and need only enchant R: Touch, D: always on, T: Boundary, comfortable 60 paces across.
the room itself, once. (Although this Mystery enchantment
does not require the structural aspects of Increases the Magical aura in a stan- Closed Privacy of the
Hermetic Architecture, aura manipulation dard Boundary by +1, to a maximum aura Enchanted Regio
enchantments still require the Virtue.) level of 6. Mu(Pe)Vi(Te) 79
To enchant a room other than the (Base 60, +1 Touch, +4 Boundary, Pen +0, constant effect
magus’s laboratory requires the structural +14 levels always on) R: Touch, D: always on, T: Boundary,
aspects of Hermetic Architecture, prepar- Mystery enchantment
ing six devices each with 24 enchantment A standard Boundary is Size 8, mul- If a regio has an open boundary, so
spaces, such as staff-sized silver wands tiplied by earth (x2), requiring 16 spaces, that any who see through may step into
(6x4). When the six staves are ready, plac- and as an architectural enchantment needs the regio, but the inhabitants desire to
ing the six components correctly with the eight components, such as staff-sized close this off, they may do so.
proper carved symbols and such, requires stone pillars (Size 4 x hard stone 4). This enchantment shrinks the inter-
an Intelligence +Artes Liberales (geom- Example: Julia of Jerbiton wishes to increase face of a regio (rather than the whole
etry) roll with an Ease Factor of (6 + her covenant’s aura, so she prepares and enchants regio) until it falls below one pace across,
Size 6) = 12. Finalizing the enchantment her stone columns. To place the eight pillars cor- when it pinches off and detaches from the
of the placed staves requires a Bind the rectly requires an Intelligence + Geometry roll adjacent regio level. (To shrink only the
Mystical Structure ritual of level 89, Arcane, against an Ease Factor of 14 (6 + Size 8). To interface between levels adds 1 magnitude
Momentary, Room. (base level 84+5). finalize the enchantment, she needs to cast a Bind (equivalent to a Part Target) on top of the
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The Mysteries Revised Edition
normal Size of the Target.) Any pre-exist- place, so she prepares and enchants the required enchanted as a single device: it requires
ing gates remain active. There is no lon- eight stone columns (the regio is Size 8, soft four devices, usually combined in pairs
ger a path that can be walked between the earth). To place the pillars correctly requires an to make two tall pillars (so one may walk
two levels, nor can anyone see between Intelligence + Geometry roll vs. an Ease Factor of between the two).
regiones by any of the normal means 14 (6 + Size 8). To finalize the enchantment, she A single gateway allows travel in one
— to cross from an adjacent regio level needs to cast a Bind the Mystical Structure direction only; to make a gate bidirec-
now requires an Arcane Connection and a ritual of at least level 94 (base level 79 + 5, +2 for tional, the caster needs two gates (eight
transportation spell. increased size from Group to Boundary). component devices).
The base level enchantment to halve If created as a single set, one Bind the
the size of a regio is 4, but for extra Conjunction of the Mystic Veils Mystical Structure ritual will serve for all the
shrinking, the magus also needs a Perdo Re(Mu)Vi 45 component devices of a bidirectional pair
requisite and increased magnitude. To Pen +0, unlimited uses of gates.
shrink a 100–pace diameter to below one R: Arcane, D: Mom, T: Ind, Mystery (Base 15, +4 Arcane, +10 levels
pace, requires seven steps (halving seven enchantment unlimited uses)
times, divides by 128), so the base effect This enchantment creates a magi-
is level 35. cal connection between two levels of a Placing the pillars correctly, with the
(Base 35, +1 Touch, +4 Boundary, single magical regio, which opens when a correct carved symbols and such, requires
+1 to affect the interface only, +14 levels password is spoken, allowing one to step an Intelligence + Artes Liberales (geom-
always on) through a doorway and emerge in the etry) roll against an Ease Factor of 11 (6
other level. + Size 5). A Bind the Mystical Structure ritual
Example: Julia of Jerbiton and her sodales This effect relies on the Mystery of finalizes the enchantment, to make the
wish to make their covenant’s regio into a secret Hermetic Architecture, and cannot be gate(s) function.
101
Chapter Twelve
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The Mysteries Revised Edition
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The Mysteries Revised Edition
ers (possibly including the caster). The
Dream Vis New Spell Guidelines travelers’ bodies lie in a trance while in
the dream.
Dreams of all things can be found, Muto Mentem (Dream, Mystery) The spiritual travelers appear in the
including dreams of raw vis (even if The Range of these spells is the dream with their clothes, a dream copy
the dreamer has no idea what the greater of the range to the dreamer or of their talisman (if any) and dream vis
substance is). A traveler in a dream can the bodies of those whose spirits are to equivalent to any vis left on their bodies.
use dream vis like normal vis, except enter dream. The travelers have Arcane Connections
that it can have no effect whatsoever to their own bodies, and may use these to
outside dreams. It is quite easy for magi Level 15: Change the dream of the leave the dream before the spell ends.
to find dream vis in dreams. Dream vis caster to include the caster’s own (Base: 30, +1 Touch, +1 Dream
is nearly always Imaginem vis (the gen- spirit (Intellego requisite). duration)
eral Form of all within dream). Level 20: Change the dream of anoth-
To have any effect beyond a er to include the caster’s spirit Example: Metrodorus, an elderly dream
dream, including persistence between (Intellego requisite). magus, seeks answers to recent puzzles. He wishes
dreams and moving dream objects into Level 25: Change a person’s dream to to search within his dreams, and to bring his
the real world, real-world vis is needed. include another’s spirit (Intellego raven familiar with him, so casts The Road To
To use real-world vis within a dream, it requisite). Lemnos, so that both may enter the dream. He
must either be on the body of a trave- Level 30: Change a person’s dream appears at the beginning of his dream, with his staff
ler (linked by Arcane Connection), or to include a group (up to ten) of and raven, on an empty plain
brought in by a physical traveler (see spirits (Intellego requisite). The
The Greater Dream Grimoire). number of spirits included is mul-
tiplied by 10 for each magnitude Time and Travel
added to the guideline.
New Target: Dream Navigation in a dream is associa-
This new Target, Dream, allows trav- tive rather than geographical. Dreamers
el into the dream of a sleeping individual. traveler may use that real-world vis via the find places by entering similar places: an
The sleep may be magically induced, as Arcane Connection to his body. entire peasant village, for example, can
long as dreaming is possible. Dream only (Base: 15, +1 Dream duration) be found by walking through a single hut.
applies to Mentem spells. A similar process can lead to objects: a
Dream Target is equivalent to The Path To Lemnos key may lead to a door, through which in
Individual. Size does not matter (as is nor- Mu(In)Me 30 turn the dreamer may enter a completely
mal for Mentem spells), but also Dream R: Touch, D: Dream, T: Dream, different region (and the door may disap-
is fixed as an actual dream of one sleeper Mystery pear behind him as it closes). Magically
— it is not possible to work dream magic The magus touches a dreaming created items (even illusions) are quite
on several dreams or dreamers together. sleeper, and the target dream changes to real within dream, and can be used to aid
(Dream spells exist to merge several trav- include the caster’s spirit; the caster slips navigation by association.
elers into one dream.) into a trance while in the dream. Example: Metrodorus seeks to brew a better
The spiritual traveler appears in the longevity potion. Deciding that his youth before
The Lucid Dreamer dream with his clothes, a dream copy apprenticeship, over a century before, holds the key
Mu(In)Me 20 of his talisman (if any), and dream vis to his new design, he decides to seek his long-forgot-
R: Per, D: Dream, T: Dream, equivalent to any vis left on his body. ten childhood innocence in a dream. Unfortunately,
Mystery The magus has an Arcane Connection to the dream devolves into a twisted series of visions
The magus lies down to sleep and his own body, and may use this to leave of past Tribunals and past sodales. Suddenly he
casts this spell, slipping easily into dream- dream before the spell ends. remembers the sound of a stream outside his parents’
ing sleep — except that his conscious (Base: 20, +1 Touch, +1 Dream hut where he used to fish, and he resolves to cast a
spirit appears in the dream and may move duration) spell to create a stream, then follow it back until he
and interact freely. He may wake any arrives at the hut in the dream.
time he wishes (and may settle again for The Road To Lemnos Time, too, is no longer linear and
normal sleep, if he so desires). Mu(In)Me 40 fixed — a dreamer may skip time, rolling
The spiritual traveler appears in the R: Touch, D: Dream, T: Dream, up long periods to pass in an instant, or
dream with his clothes, a dream copy Mystery make a brief moment seem like days (or
of his talisman (if any), and dream vis The magus touches a dreaming sleep- longer). Travelers who part and reunite
equivalent to any vis left on his body. er (or the magus, as in The Lucid Dreamer), in a dream may find that each group
Using this dream vis has no effect on the and the target dream changes to include has taken a different time to reach the
real-world vis left behind; however, the the spirits of a touched group of travel- juncture. Almost any change is possible
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in dreams, and most physical laws can magus can look for other things and find To notice dream travelers as figures in
be broken. Also, time in dreams bears them in pouches, packs, or even just lying a dream, and be aware of oddities in their
little relation to time in the waking world around. The storyguide rules on this, but actions, the dreamer must succeed on a
— years may seem to pass in a dream, modest quantities of common things may roll of Perception + Awareness against an
while only a few moments pass in the real be found, although frequent checking Ease Factor of 9.
world. is likely to turn up something dreadful To try to reshape the dream, the
Spiritual travelers in dreams do not instead. Things found like this are particu- dreamer must succeed on a roll of
actually sleep, either: if they lie down as larly impermanent, and disappear if the Intelligence against an Ease Factor of 9.
if to sleep, time passes around them in an magus ceases to pay attention to them. The dreamer gains bonuses to this roll if
instant, and they wake at some new time. After all, it is all a dream. she can work magic relating to dreams:
If they forget to sleep, they suffer no ill Conveniently for magi, most magi
effects. This is akin to the ‘…and some consider vis to be a common object such • +3 if the dreamer is a magus (or of
years pass…’ effects of dream time. They as might be in a magus’s pouches. A magus similar power)
cannot have a dream within a dream. may hope to find a modest amount of • +3 if the dreamer has Dream Magic
Permanent change may appear pos- dream vis if he checks for it. Large quanti- • +3 if the dreamer has Hermetic
sible within the dream (indeed it is within ties of dream vis or uncommon objects Dream Interpreter (see Chapter 7:
the bounds of dream logic, which permits require actual quests to find them. Divination and Augury)
any change, including undoing perma- • +1 per other supernatural ability
nence), but all is lost when the travelers relating to illusions or dreams in gen-
leave the dream and return to the waking The Dreamer in Control eral (maximum +3)
world (or when the dreamer wakes). (Lucid Dreaming)
If the storyguide portrays the chaotic If she succeeds, she may arbitrarily
shuffling they have experienced in their When someone dreams, she may reshape the dream.
own dreams, and allows players to invoke dream of herself, or of others. The dreamer If it is necessary to judge the actual
the same for their own deliberate move- may feel she is participating in the dream, extent of the change, treat the rolled
ments, then dream adventures can be or witnessing it from a distance — even total as the magnitude of a dream spell
greatly enhanced. Travel by dream logic is watching herself “from the outside.” as if cast by a spiritual dream traveler,
also similar to travel in Arcadia, and ideas Dream travelers choose their own although much of the magnitude is used
may be taken from tales of Faerie. path and may move through the dream to make the change affect an area of the
to places the dreamer is scarcely aware dream landscape. (This can produce enor-
of, and may avoid the areas the dreamer mous changes to the dream landscape,
Encounters in Dream is creating. (Whether the dream travel- but this is normal in dreams.) Travelers
ers create or explore these far corners is with Magic Resistance typically resist, but
Almost anything can be found in moot.) find the landscape around them to have
dreams; and the ability to create things As perceived and explored by dream changed.
with Imaginem magics and make them travelers, the dreamer may be present as A dreamer with Dream Magic may
solid (see below for Magic in Dream) an inhabitant of the dream (or not), and use real dream spells if she is aware of the
makes finding things especially easy. this dreamer-figure has a variable link to situation.
It is possible to encounter dreams of the dreamer in life. In some dreams, the
animals, fantastical beasts, or even of real dreamer-figure may be flat and unrespon- To Become Aware of Travelers: Stress
people. Dream-people are people as per- sive, as the dreamer watches from outside; Die + Perception + Awareness vs. an
ceived by the dreamer (not the traveler). in others the dreamer may believe she is Ease Factor of 9
They know only what the dreamer dreams “there” and the figure is alert and lifelike.
them as knowing, which may differ from In game terms, if the dreamer is To Reshape a Dream: Stress Die +
what the dreamer would think about them focused on herself, treat her as an alert Intelligence + Bonuses vs. an Ease
if he was awake. (In either case, it is in traveler; if she is watching herself remote- Factor of 9
truth limited above all to what the dreamer ly, treat her as a dream inhabitant — part
knows.) of the landscape of figures. Dream Shaping Magnitude = Rolled
Dream-people created by spells cast The dreamer may be able to switch Total
by travelers know what the spellcaster her attention and participate fully, even
intends them to know (again limited by if she had been viewing remotely. If the If the dreamer does not become
what the caster knows). dreamer realizes what is happening, she intelligently aware of travelers, but the
Dream logic also means that a magus may be able to take control and reshape travelers remain in the vicinity of the
may check in his pockets and may “find the dream — this is difficult to control dreamer-figure, the storyguide may feel
something there.” A “found something” and largely random, but may have major it appropriate for the dreamer to change
may be almost any common object. The effects on the dream. the dream unconsciously. The storyguide
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may make an arbitrary change, or roll to Fatigue and Wounds he overcomes the shock, the Wound and
reshape the dream as above. its Wound Penalty accumulate during
Spirits in dreams do not experience the combat, making subsequent Wound
Fatigue, and ignore all Fatigue loss (and shocks harder to overcome. Apply penal-
Time and Experience in Dream penalties). They may eat and drink dream ties from previous wounds to the Stamina
food, but they do not need to, and suffer roll, as well as the benefits and penalties
Travelers may learn information in no ill-effects if they do not. Likewise, they of Virtues and Flaws relating to pain
dream travel, by interpreting what they believe they need to breathe, but if they and wounds, and also strong and weak
see, by prying into hidden cor- will. If the traveler survives the
ners of the dream where shad- encounter, it is easy to recover
ows of the mind appear, or by from the wounds once suffi-
encountering other beings in cient dream time has passed. If
the dream. the traveler wakes, it was only
However, the passage a dream.
of time is illusory and they Example: The dream maga
do not gain real experience Morphea is exploring the dreams
(that is, they do not gain game of a local worthy, seeking out a
points for Arts and Abilities). demon. On entering dream she uses
Laboratory work is also impos- Phantasm of the Human Form
sible in the shifting conditions to create some shield grogs and sets
of dreams, so magi may not off. She soon finds the demon, which
invent spells (from texts or appears and attacks her.
from a teacher), nor perform Her phantom grogs (quite solid
enchantments. Spells are a in the dream) take the brunt of the
matter of illusion in this dream- attack, while she casts spells past
ing world, and are governed by them. However, the demon hurls sever-
Imaginem. al of its spines past the grogs to strike
Morphea. She suffers two Medium
wounds, and must make two Stamina
Spell Botches rolls against an Ease Factor of 3 for
in Dream the first wound, and 6 for the second.
Fortunately she has Stamina +2 and
Travelers may cast spells Strong Will (+3 to Will rolls), and
in dream, and if stressed may adds this as a bonus to her rolls to
botch their spells. Spell botch- stay in dream. She rolls 7+5 = 12 for
es typically produce effects in the first wound, and 5+5 = 10 for the
that area of dream similar to second, so she remains in the dream.
a nightmare, which may make Her attacks are quite effective
the area quite unpleasant for and the demon is slain. Morphea takes
both travelers and inhabitants, stock of her situation, and decides not
and for the dreamer whose dream is find themselves immersed in dream water, to continue immediately, but to recuperate. “Some
affected. they find that it is all an illusion again. time later” she has fully recovered from her wounds,
A sufficiently bad nightmare may Wounds may be taken, but are not and sets off again. (Nothing significant happens
shock the dreamer into wakefulness. real, although the shock and pain is real. in this time — it is just an exercise in dream time
A magus botching a spell accumu- If a traveler is wounded, he must succeed and logic. The dreamer whose dream she is in may
lates real Warping points and must check in a roll of vaguely recall this period, but lack any details. No
for Twilight as normal. If he is thrown time passes in the real world.)
into Twilight, his spirit is thrown into real Stress Die + Stamina + Modifiers vs. an As a spirit in a dream, the spiritual
Twilight, and the duration is measured in Ease Factor of Total Wound Penalty traveler is also vulnerable to magics that
real-world time, not dream time. attack spirits from the Mentem and Vim
While in Twilight, the magus is If he fails the roll, he wakes from guidelines. (Spiritual travelers perceive
effectively not in the dream (his real- the shock, and is thrown out of the these as Imaginem spells). If the attacker
world body remains entranced). When dream into the normal physical world. An uses Might reduction spells, similar to
the Twilight ends, he returns to the dream Incapacitating wound has an Ease Factor Demon’s Eternal Oblivion, the spiritual trav-
if possible. If the dream has ended, he of 9, and leaves the traveler Incapacitated eler should use his Imaginem score instead
returns to his body and wakes. even if he is not thrown out of dream. If of Might. His Imaginem score is not actu-
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ally lost beyond the duration of the spells, While the spirit is in a dream, the Morphea, a spiritual traveler. Both started in the
but if his Imaginem “Might” is reduced to body is subject to all normal effects, same room in the magi’s tower, and agreed to meet at
zero, he is forced into the waking world. including aging. It is possible for the body a recognizable landmark. Metrodorus has tramped
If he is beyond connection to the to be wounded, age, or even die while for several hours to get here, and is somewhat foot-
waking world, he may be destroyed like in the spirit is in a dream, and for the sore and bothered.
any other spirit. spirit to remain in the dream. If a spiritual Morphea arrives walking through the air,
Example: Morphea has now realized that she traveler returns from a dream and find his on dream steps, having taken no time at all.
faces a diabolist dream traveler, and has tracked body has died, then his spirit passes into Metrodorus takes undue exception to Morphea’s
him down in the dreamer’s memory palace. She death when he leaves the dream. unreasonably cheerful entrance, in the light of his
chases him from room to room, until they come It is possible for a traveler to achieve own peevish state, and he casts a Rego Corpus
face to face. a form of evanescent immortality in a spell to bring Morphea to the ground (he casts
Morphea has Stamina +2, Perdo +20, dream, if she never returns to the waking this as normal). Morphea attempts to resist the
Imaginem +20, Parma Magica 3, Penetration world. (Normally she would wake when spell, but uses her Imaginem Form to do so, as all
3; she knows a level 10 Demon’s Eternal her dreamer wakes, but if she has left an is illusion to her. She succeeds, and decides that
Oblivion that she hopes will work in this situa- individual dream through some portal, she Metrodorus is not entering into the spirit of things,
tion. The diabolist magus has the same abilities and may remain.) so casts a Muto Imaginem “grow ass’s ears” spell
a similar level 10 Dreamer’s Eternal Oblivion at Metrodorus. Metrodorus resists her spell with his
spell. The dreamer has a memory palace with a Corpus Form score, as to him this is a MuCo(An)
level 2 Magical aura.
The diabolist wins the initiative contest, and
The Greater Dream spell.
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where they left the real world; real-world Any spell effects brought on by or New Guidelines
objects vanish and reappear when the sustained by dream vis disappear on the
sleeper begins to dream again. return to the waking world. If the trav- Creo (Form)
It is possible to hide real objects in eler moves from one dreamer’s dream to Level 15, Mystery ritual: Give an object
dream. Physical travelers who find such another’s, then dream spells are unaffected encountered in dream substance so
objects may easily retrieve them, just by by that move. that it can exist in the real world. This
carrying them; spiritual travelers need Note that Momentary Creo ritual must be cast in a dream by a physical
spells and real-world vis to do so. spells have real effects in the dream, and traveler as a Momentary Ritual, using
also the spell magic stops immediately, so real-world vis. Size is as normal for the
real healing (over time) is possible, even if Form. Form is the Form of the object
Life and Limb wounds have been healed by dream vis. in the real world, but only physical
Example: Morphea uses a Moon Duration travelers see the dream world as hav-
Physical travelers are subject to all spell to physically enter a dream. While there she ing Form other than Imaginem). If the
the normal effects on their bodies: They suffers a Light Wound. She patches herself up with object given substance is enchanted,
suffer Fatigue and Wounds, and require a Creo Imaginem healing spell, using some dream add the sum of all levels of enchant-
normal nourishment and sustenance. vis she found lying around. This makes her appear ment to the required level, and add
They also need sleep, odd though this healed within the dream — but since the magic has requisites of Vim, and any Arts used
may seem. Consuming dream-food is gone away, her body continues to heal underneath in the enchantments. If this is not
like consuming food created by magic the glamour. After a week within the dream, she done, the object will be mundane
but without vis — it appears to be makes a recovery roll, and the Light Wound is when extracted. (Requisites Muto,
nourishing but lacks any real long-term truly gone. Mentem)
nourishment. Note that no-one has ever success-
Given the passage of time around fully given living substance to a dream-
them, physical travelers may recover Spells of the Greater person, as Hermetic magic cannot create
Fatigue and heal Wounds, at the same Dream Grimoire a soul, although beasts have been made
rates as the normal world. They also age real.
normally. The greater dream grimoire permits
physical travel into dream targets, and Substance Over Form
transporting real objects into or out of Cr(Mu)Te(Me) 20
Spellcasting dream. Range of these spells is the greater R: Touch, D: Mom, T: Ind, Mystery
of the range to the dream target, or to the Ritual
Physical travelers cast spells as nor- people or objects affected. This spell can only be cast in a dream
mal, responding to the Forms of dream by a physical traveler and the caster must
as if they had normal Hermetic Forms. use real-world vis for the ritual. The target
(Storyguide consultation may be required object may appear unchanged for now, but
to agree upon Forms for some dream it has a reality that extends beyond dream,
elements.) so that if a physical traveler leaves a
Physical travelers can cast spells dream bearing the object, it
described as “cast in the real world to travels with him and appears
affect dreams” even while in dream, as in the real world. If the spell
they are still real-world people. This can is cast without real-world vis, the
make them much more powerful than object vanishes as it is brought into the
spiritual travelers. real world.
The aura of dream locations is deter- (Base 15, +1 Touch)
mined as for spiritual travelers, according
to the dream-world environment. Rego Corpus
Level 35, Mystery: Send the caster into
a dream. The caster passes through
Vis and Physical Travelers a portal that remains in the dream
until she returns. (Requisites
All travelers to dream may use any Mentem, Muto) The traveler
vis as if it were real. However true reality is ejected back into the real
is confined to real-world vis brought in world when a dream she is in
by physical travelers. If real-world vis is ceases.
used, it is gone forever, just as if used in Level 40, Mystery: Send the body of
the real world. another into a person’s dream.
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(Requisites Mentem, Muto) Similar Level 35, Mystery ritual: Give a dream A small object (up to Size –3 — the
spells exist for Animal and Herbam object, of Size +1 or smaller, substance size of a baby or a cat), is given real
(for living plants and animals). so that it can exist in the real world. substance, and appears in the real world.
Level 45, Mystery: Send the bodies of a The spell can only be used by a spiritual
group of people into a person’s dream. Creo Imaginem spells to give sub- traveler; since he is in dream, the spell can
(Requisites Mentem, Muto) Similar stance to an object must be cast in a dream in fact be a spontaneous ritual — but it
spells exist for Animal and Herbam by a spiritual traveler as a Momentary must use real-world vis, either on the cast-
(for living plants and animals). Ritual, using real-world vis (either on the er’s body, accessible through the Arcane
traveler’s real-world body, or brought in Connection from dreamer to body, or
The Morphean Gate by a physical traveler). The magus can brought in by a physical traveler.
Re(Mu)Co(Me) 40 use Creo, Imaginem, or vis of the Form of The real-world vis must be either
R: Touch, D: Mom, T: Dream, the real-world object. Dream vis does not Creo or Imaginem vis, or the Form of the
Mystery suffice, as it cannot sustain objects outside real-world object created. The caster’s
The caster is transported bodily of dream. Target size modifiers apply to score in the real-world Form determines
through a portal from the real world all the “give substance” guidelines, along the number of pawns of Form vis his body
into a dream. He is transported with all with a Muto requisite. No Form requisites can use, limited in this ritual by his score
his belongings and equipment, just as if are required for spiritual dream travelers. in Imaginem as if a requisite on the real-
transported by a Rego Corpus spell. He If the object given substance is world Form.
remains there until the dream he is in enchanted, add the sum of all levels of A copy of the object given substance
ends, he leaves by the portal he entered enchantment to the required level, and appears by the side of the entranced body
through, or he finds some means to escape add requisites of Vim and any Arts used in of the magus casting this ritual.
by using a spell. the enchantments. If this is not done, the (Base 25, +1 Touch)
At the place in dream where he object is mundane when extracted.
entered, a dream portal is created by the Note that no-one has ever success- Rego Terram
act of his entrance. The portal can only fully given living substance to a dream- Level 15, Mystery: Send an inanimate
be affected by spells exceeding the level person, as Hermetic magic cannot create object, including any enchantments,
of the Morphean Gate ritual. (Paranoid magi a soul. Beasts have been made real. through a portal into dream. The spell
have been known to devise more powerful must have enough range for the caster
versions of the spell to protect their exit The Oneiropomp’s Treasure to encompass both the dreamer and the
portal.) CrIm 30 object. The object ceases to exist in the
Any physical traveler in this dream R: Touch, D: Mom, T: Ind, Mystery dream if the dreamer wakes, but reap-
may leave through the portal, stepping Ritual pears in the dream when the dreamer
out to emerge by the body of the dreamer. returns to sleep. (Requisite: Mentem,
The portal remains as long as the dream Muto; requisites for the Form(s) of
persists. It is possible to encounter the object transferred, Vim requisite if the
portals of other travelers, and to leave object is magical. The spell level must
through their portals. at least equal the level of the strongest
(Base 35, +1 Touch) enchantment in the object.)
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such a place has been prepared magically The Mind’s Imagination ficult for real-world exorcists to exorcise
— otherwise the object must be searched the spirit.
for in dream. In the imagination, one finds past
The caster may use cast this spell dreams and strange combinations of
while awake to send objects into his own memories and dreams. Imagination is a The Mind’s Memory
dream, provided he lies down to sleep land very similar to dream, and the rules
directly after casting the spell. given for dream (time, travel, etc.) may be In the memory, a traveler can find all
applied here too. However, the imagina- of a person’s memories. A normal person
tion persists beyond sleep, into waking has a memory that is disorganized and
The Dream Landscape time, so a traveler who finds a portal into
imagination may remain inside the mind
without structure: The memories appear
as objects or persons, but in isolation
of a waking person, rather than being from each other. Travel between memo-
There are natural portals from dreams expelled when the dreamer wakes. ries may be sequential, following the
to the imagination and memory of the Possessing spirits, such as ghosts, path that laid them down, or random is
dreamer. These portals are rare and hid- demons, and even faeries, may take up if shuffling through the papers piled on
den, but some magi claim to know spells residence in the imagination, from where a table.
to help find them. Memory and imagina- they may affect the dreams and memo- A person who has the Art of Memory
tion both have portals to each other, and ries, and even the waking behavior of the Virtue, and has constructed a memory
back to dream, and the return portals are possessed person. A traveler in a dream palace, has a physical palace that a trav-
usually much easier to find than the dream entering the imagination may encounter eler from dream may enter. He may move
portals. these spirits (Imaginem beings for spiri- through this palace, and discover the
Physical travelers entering dreams tual travelers, Corpus, Animal or other memory loci and the objects within the
also leave portals that lead back to the forms for physical travelers) — they may loci, and read the memories within. He is
places they entered from. be bargained with, or defeated here, and akin to a burglar in a regular palace.
Any travelers in dreams — spiri- if defeated, the possession ends. A pos- It is possible for a traveler to move
tual traveler, physical traveler, demon, or sessing spirit may have taken advantage memories around while he is invading a
faerie — may pass through dream portals of dream logic to construct fortifications dreamer’s memory. This may make it hard
if they can find them. for itself, which may make it very dif- for the dreamer to recall things, or the
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traveler may retrieve lost memories and However, a traveler’s spirit can be the long nights and the great vault of the
place them where they are easy to find. destroyed by dream Mentem and Might heavens above the forests of one region
It is also possible to use dream magic attack spells — and lacking an escape to of the Novgorod Tribunal gave birth to
to strengthen memories or even make the real world, would actually die. (The one of the most peculiar dream theorists
memories solid. A solid memory can be body would remain locked in a mindless of all time, Raisa of Ex Miscellanea. She
removed (stolen) into the real world. A trance, indistinguishable from that left by was an imaginative child, given to flights
memory made solid and then removed is the spirit traveling normally.) This is one of of fancy. As an apprentice, she traveled
lost from the dreamer’s mind. the few ways to kill a magus in dreams. many times with her parens to a small
village in the Baltic area, where the locals
practiced dream magics unknown to the
The Dreamscape Dreamscape — Dream Order. Her mistress was so driven to
or Reality? distraction by her inability to concentrate
It is rumored that there are por- she almost gave up teaching her many
tals to other places than imagination Some would say of the dreamscape times, but The Gift was so strong in her
and memory, and even to a dreamscape that it is all an extended dream. No physi- that she relented, and continued to teach
or dreamland that extends beyond and cal form has ever crossed from a dream the exasperating girl.
between dreams. into the dreamscape, and no-one has ever Raisa’s natural aptitude with Imaginem
Spells of the greater dream grimoire taken real-world vis through; likewise was immense, and her Gauntlet is still
might be able to create portals to the the normal Arcane Connection to the whispered of among those who study
dreamscape, and even create portals from entranced body of the spirit traveler is the Art. It was held before the entire
the dreamscape into the dreams of others lost while in the dreamscape. Thus, no Tribunal, and she was able to pass easily
encountered there. permanent change can be made real in the — and then reveal she had not done so,
It is said that the shared dreamscape dreamscape, although dream forms and but merely convinced everyone she had
may include the dream-persons of real dream vis suffice for almost all purposes. completed the task set. From that time
people dreaming, who may travel to the If one opens a portal from the dream- onward people did not mock her as much
dreamscape unawares; some dream magi scape to dream, the traveler can take no — a new maga able to cast such magics
claim that they can open portals to the real-world vis, and so cannot make any in the powerful Aegis of the Tribunal was
dreams of those dreamers. real changes to the remote dream. Does clearly deserving of respect.
Physical travelers and real-world that remote dream actually exist — or The pain of the taunting she had
objects (and vis) are unable to cross is it in fact a dream of a dream? Dream endured in her childhood stayed with
portals into this dreamscape, but spir- magi claim it is real, but it may not be Raisa though. Withdrawing often into
itual travelers may leave the current so. Some even claim to have arranged her lab, yet never producing any enchant-
dream and enter the wider realm of the rendezvoused with other dream travelers ments and rarely writing books, her cov-
dreamscape. Here dream travelers may equipped with real-world vis on the body enant mates dismissed her as a waste
gather and meet, and perhaps share of the remote dreamer. of magical resources. Apart from cast-
dream creations. ing enchantments to hide the covenant
Since this is a dream landscape, all from mortal eyes, and her very occasional
the normal rules about things in dream and sadly incomprehensible writings on
apply, except that there is no direct path
back to the waking world, so wounds
and real-world disturbances do not force
The Volshebnii Mentem and Imaginem, she seemed to
have little to offer. She became with-
drawn, rarely bothering with meetings,
travelers out of the dreamscape. The
entranced body cannot be woken while its
Mechtateli and almost uninterested in the news that
the others avidly sought from Redcap
spirit is in the dreamscape, and the travel- visits. Apart from three visits to the Baltic
er’s mind is unaware of any changes to his In dreams begin responsibilities. Be they village that had fascinated her as a child,
body — indeed his body may be killed or decadent dreamers or utopian idealists, the dream she seemed introverted to the point of
die naturally and he would not know until witches have sinister reputation, as befits a cult that insanity.
he left the dreamscape and then left the truly possesses the power of nightmares. Yet one day when the covenant was
dream for the waking world. attacked by a potent faerie drake that
Wounds, even incapacitating wounds, had long slumbered in the forest nearby,
can be healed given dream-time out of
combat, and if a traveler’s dream body is
The History of the it was she who came to the rescue.
The creature could only be defeated, it
killed by dream-wounds his body vanishes Volshebnii Mechtateli was said, by the tears of a rhinoceros
and he temporarily lose consciousness, — which are hard to find indeed in the
but he can form another dream-body with Dreams hold a particular fascination forests of Novgorod. Yet emerging from
dream magic (Imaginem). for those who live in northern climes; her lab, Raisa had just such an item —
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and said, when asked, that she had found — for who can be sure what was real, witches, as they are commonly known
it within dreams. Recalling odd visions, and what was not? Sensual delights and by non-members, are feared and hated
and peculiar sensations in their dreams, exotic passions abound there, and ter- perhaps more than any other Hermetic
her covenant mates suddenly realized rible fears and nightmare beings stalk the group, and while Durenmar has many
that somehow Raisa had found a way hallways, ready to rend apart the spirit of texts related to dream magics, they are
to make the stuff of dreams real. From those unwary folk who stumble upon its forbidden to almost all, deliberately lost
that day, Raisa’s tradition, the Volshebnii mysteries and defile it by their presence. in that covenant’s archives. Learning
Mechtateli, has been accorded much the magics is not illegal; only a magus
respect. The name is derived from the practicing them on his sodales in the
Russian for “Magical Dreamers,” Raisa’s Order, or using them to interfere with
grasp of Latin was mediocre at best, and mundanes. But the practice is definitely
her incomprehensible ramblings led to discouraged.
the term being misunderstood as the The Vermilion Temple persists
name of the cult, rather than as a beyond all dreams, and some say it is
description of the magic it taught. a dream in the mind of an Eternal
The Volshebnii Mechtateli Sleeper, whose identity is known
are an example of the application only to the lords and ladies of the
of Hermetic theory by a single cult. Perhaps within the Temple’s
genius to an idea inspired by a inner sanctum lie clues that
hedge magic tradition. would establish the dreamer’s
existence and identity, or even
allow him to be awakened
The Volshebnii and return once more to the
world. Many have speculated
Mechtateli Today as to the Eternal Dreamer’s
identity, and rumor suggests a
While the majority of the dreaming old one, the sleep-
Order chooses to live in cov- ing king under the hill, or even
enants, there are always those Tytalus the Founder forever
who participate little in the ensorcelled in an enchanted
communal life of the magi, or sleep. The truth is no doubt
who choose to live entirely on their as strange and startling as our wildest
own, being known as eremites. While this While an Initiate may invite guests into dreams and fancies.
is the stereotype of insular and solitary the Outer Chambers of the Courtyard
dream magi, many others are outgoing, (known as the Slumbering) to proceed
filled with life and highly sociable — yet
have secret inner lives that are beyond the
further without Initiation is to defile the
Mystery, and the penalty is a thousand
Structure of the
imagination of their sodales. In fact, the deaths, enacted nightly in dream; the first Volshebnii Mechtateli
Volshebnii Mechtateli are highly sociable, time as the dreamer is torn apart by his
but many of their meetings, their discus- own personal nightmare, and every night The Volshebnii Mechtateli did not
sions, and the strangest of their rites are thereafter for one thousand nights, by start out as a Mystery Cult, but rather as
conducted far from the waking world, in which time the victim has long since been a series of magical breakthroughs. Soon
the lands of dream. lost to madness. dreamers began to aspire to change the
Living geographically across the The cult deals in both whimsy and world, and as is the way of dreamers,
Tribunals of the Order, in dreams they terror, in aesthetics and in corruption. their utopian vision began to change to
meet, feast, and attempt to outdo each As mirrors of mortal desires, dreams are the stuff of nightmare. A small group of
other in creating new and fantastic forms places terrible beyond despair, yet beau- Volshebnii Mechtateli enthusiasts began
and places and beings of pure fancy. The tiful beyond words. The power to shape to play with the dreams of the great
Vermilion Temple of Wistful Sighs, their dreams is a form of mental invasion that and the mighty, both within the Order
sacred place, has no mirror on Earth; no sane person would wish to allow, and within the world. They knew no
made of emeralds, it floats above lemon and in the early 11th century a number boundary but imagination and no moral-
clouds hanging over an azure sea never of leading members of the Volshebnii ity beyond desire, and who in a dream can
rippled by wave or tide. Within its count- Mechtateli were Marched when it became truly be hurt?
less halls, many secrets are spoken, and clear that they were attempting to shape When the reaction came it was rapid
many strange desires made real, yet travel- the dreams, and hence the aspirations, and brutal. There were probably less
ers there rarely speak of what they learned of several magi in the Order. The dream than ten dream Initiates in the Order at
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The Mysteries Revised Edition
that time, and six perished in a series of Order, and following an agenda that
Marches that saw incurable madness and would allow the flowering of a new age of The Death of A
death by sleep deprivation befall three
of the magi who dared oppose them. If
beauty and peace.
Dreams change swiftly, and while
Thousand Nightmares
terror can strike a powerful magus in his the motto remains, idealists rarely live
dreams, where is there to run to? When bounded by rules. This is a truly horrible fate. The
the Sharp Awakening (as the cult call this The cult has almost no hierarchy unwary or unwise intruder who stum-
period) ended, all the known dream magi or structure. It acknowledges only two bles upon the Vermilion Temple is
were dead. Yet a few lived on, now hiding degrees — the Lords (and Ladies) of attacked by a creature that in some
their interests, and unwilling to ever show The Passions, who know the Minor way embodies his own worst and most
their powers in public. Time passed, the Virtue Dream Magic, and the Monarchs terrible nightmare. Because it is his
Order fell back into slumber, and today of the Veiled Court, who maintain the personal nemesis, there is no escape
dream witches are a bogeyman used to sacred dream of the Vermilion Temple, for those who are not Initiates of
scare apprentices. and may enter its innermost chambers, the school of dream magic, although
Yet the Volshebnii Mechtateli lived The Sanctuary of Lost Dreams. Initiation Imaginem magics can be used by
on in dreams, and one young maga from is offered in dream only to those who Initiates who choose to intervene on
Loch Leglean, Agnes of Tremere, saw have proven an aptitude in Imaginem and behalf of the afflicted magi.
the terrible misery dreams had inflicted. Mentem as a specialty that far exceeds
She decided to refound the group, not the norm, and usually to relatively newly him the Virtues Potent Magic (dream) or
as an informal association who would Gauntleted magi, for the weight of years Magical Focus (dream), or an Aptitude or
teach their Hermetic specialty to any- crushes the dreams of those who live too Affinity in Imaginem or Mentem. Many
one, but as a Mystery open only to long in this vale of tears. Individual magi are brought into this secret in the final
those whose dreams were beautiful, and are Initiated by a single individual, and years of their apprenticeship, and those
whose hopes were pure. Taking as the never know the real identities of the others who react with horror are often brutally
motto of the reformed cult “In Dreams they meet while in the realms of dreams. killed before they can divulge the secret,
Begin Responsibilities,” she envisioned Although not part of a formal degree, an and while they have no legal rights within
the Volshebnii Mechtateli as serving the Initiate may persuade his elder to teach the Order.
113
Chapter Thirteen
Mercurian Magic
The Order of Hermes was born out
of the memory of the Roman Cult of
Mercury, which is comprised mainly of
members of House Flambeau and some
The Neo-
Mercury. Much of that knowledge was
lost forever, yet fragments were to survive
to the era of Bonisagus and the Founders,
magi of House Mercere, and which is
described in Houses of Hermes: True Lineages.
Furthermore, some members of House
Mercurians
including certain elements incorporated Guernicus also have a strong interest No one alive in 1220 can claim a
into the design of well-known rituals of in Mercurian magic. Another group, the full understanding of the ancient rituals
the Order of Hermes, such as Aegis of the Neo-Mercurians, is a Mystery Cult, who of the Cult of Mercury, and while the
Hearth and especially Wizard’s Communion. practice what they believe to be a recon- Cult of Mercury expresses one Mercurian
By far the best known remnant of that struction of authentic Mercurian magic. tradition, there is also a distinct and rival
tradition is the magical technique repre- group in the form of the Neo-Mercurians,
sented by the Virtue Mercurian Magic a Mystery group.
(ArM5, page 45). It is widely known in As long as the Order has existed
the Order, and while not all who are inter- there have been those who have looked
ested in the magic of the parent tradition back to the magics that came before, and
possess this Virtue, it is the root of the marveled at what fable tells. Some see
Mercurian tradition and the part that is in the system of Bonisagus a new dawn,
generally accepted as authentic. Beyond The Cult of Mercury and a turn of some cosmic cycle of his-
that, and what can be reconstructed by tory, but they are rare; almost all Initiates
analyzing the fragments of non-Hermetic This is a group founded by Priamitus, seek to learn the wisdom of the past. The
magic incorporated by Bonisagus and oth- the apprentice of Mercere, who came immediate past of the magical tradition,
ers and found within certain non-standard to see it as his duty to become a priest before the anarchy of the Dark Ages that
spells, all is uncertain. Within various of the Cult of Mercury, and recreate the the Founders ended, was the ancient Cult
Houses traditions remain that relate to ancient priesthood within the new Order of Mercury.
Mercurian practices, and, in particular, of Hermes. Mercere is seen by the cult- The Neo-Mercurians seek to rede-
within House Mercere groups that draw ists today as Mercury reborn, and they velop what they believe to be the ancient
upon the heritage are known to exist, as worship him as the greatest manifesta- Cult of Mercury; what they see as the
outlined in Houses of Hermes: True Lineages. tion of their Mercurian heritage. Many foundation of Hermetic magic. The
In addition, there is a Mystery Cult, The cultists believe that when they die they cult is far from unified in its Mystery,
Neo-Mercurians, who seek to reinvent the will ascend through the Magic realm to and varies from Tribunal to Tribunal; in
tradition anew. join him. A pagan group, the Cult of Rome, Provencal, Levant, and Thebes,
Mercury does not practice Initiation and it recruits often from within the modern
the Mystery tradition, but rather gladly Cult of Mercury, yet elsewhere members
Mercurian Groups teaches its beliefs to all who wish to adopt
its Mediterranean nature-worship.
are distinct and often hostile to their co-
religionists, having no patience with the
in the Order There is another group of Mercurians Cult of Mercury, which they castigate
active in 1220 that constitutes an authen- as a pale shadow of the real Mercurian
There are now several groups within tic Mystery tradition that teaches only tradition. The cultists have developed
the Order that claim to practice Mercurian Initiates its secret rites. Known as the Neo- a number of Initiation Rituals designed
rites, and many who possess the Virtue Mercurians, it curiously blends claims to to develop Mercurian characteristics in
Mercurian Magic yet who are unaffiliated have reconstructed authentic Mercurian their Initiates, and research Vim magics
with any of these groups. The best known rites with a dedication to applying them to assist with Ritual and group-ceremo-
of these groups is the exoteric Cult of to the insights of the Hermetic system. nial magic.
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As a group of theorists, they are
further divided into those who sincerely Mercury The Cult of Heroes
worship the gods, and Mercury as patron,
and those who see the pagan gods only The Roman deity Mercury, As described in Houses of Hermes:
as potent magical spirits to bargain with, often represented as a youth wearing True Lineages, the Cult of Heroes is a
whose power can be utilized by paying winged sandals, was primarily associ- small non-Mystery group comprised
them praise, and whose altars form little ated with trade, profit, and commerce, of worshipers in the Cult of Mercury.
more than a reserve of magical power to but also looked after travelers, roads, They believe the great heroes of antiq-
be tapped. and thieves. The Latin words mercator uity still walk the Earth. Heracles,
The Neo-Mercurians proudly assert and merx (“merchant”) are related to Arthur, Beowulf, Gilgamesh — they
that their magic is authentic and freed Mercury. His main festival, Mercuralia, say these legendary figures and others
from the innovations of Priamitus; yet was celebrated on May 15th. The like them were descended from the
they equally proudly assert that their Greeks knew him as Hermes, and his gods, and the cult members believe
magic is adapted to work within the symbol is the Caduceus, or a winged that they can be born again. The
theoretical insights of Bonisagus. They staff with entwined serpents. Children of Hermes (see Chapter 14:
admit it is a recreation of the ancient Mystery Cults) is another group of
cult, but also insist that all the true magi- • The Congregation: Rank-and-file mystery cultists who subscribe to this
cal secrets were lost, and assert that the Initiates who work to recover lost idea and believe that their leader is
modern Cult of Mercury and that tradi- secrets of ancient temples, uncover actually Hermes, the Greek form of the
tion represented by the Virtue Mercurian and research ancient magics, and god Mercury, reborn.
Magic are debased forms of the true serve the Priests while learning the
power and spirit of Mercurian magic that mysteries of the Neo-Mercurians. The Virtues the cult teaches or
only their lovingly reconstructed magics • The Priests: A single Priest is respon- Initiates are described below. Storyguides
truly represent. sible for the care of each temple, may select those that they feel are most
In the same way, they seek out the and for organizing the rites of the in line with their particular vision of how
ancient temples of antiquity and the lost yearly Festival of Mercuralia on May the Neo-Mercurians would have recre-
magical glades that still exist in hidden 15th, when the Priest sprinkles the ated the magics of the Mercurians; it is
regiones, and attempt to restore them Congregations’ hands with enchant- not necessary to use all of them if this is
to full splendor. Neo-Mercurians gener- ed water as was done in ancient not desired.
ally attempt to practice their rites within times.
the boundaries of the ancient Mercurian • All Initiates are required to possess
temples, or temples of associated deities. They organize loosely in congrega- (or to spend a year at the Temple
It is believed by them that Wotan was tions based at a temple, served by one learning through Initiation and
the Germanic form of Mercury, and Odin officiating Priest. Initiation is based on study) the Virtue Mercurian Magic
the Norse. In Celtic lands he was praised aptitude and the Priest decides in which (ArM5, page 46).
as Lugh. Greece knew him as Hermes, order the Initiate learns the Mystery • The Neo-Mercurians teach by
and in Egypt, temples once dedicated to Virtues. Despite this lack of local organi- Initiation the Virtue Performance
Thoth provide the preferred location for zation, the Neo-Mercurian Cult maintains Magic, for Neo-Mercurian Magic
the practice of his rites. temples across Mythic Europe, or so it (an Organization Lore ability): while
Research and investigation of ancient is whispered, and it is rumored to have performing the ceremonies and rites
sites and the planting of new congrega- an excellent network of communications, of the cult, Initiates gain the benefits
tions is a major concern and aim of the and a hierarchy of Priests, all looking to of Performance Magic.
Neo-Mercurians. a secret temple somewhere within the • It teaches by Initiation the Virtue
The Neo-Mercurians have no system ruins of old Rome, outside the modern Hermetic Theurgy, to call ancient
of degrees or ranks at local level, beyond city boundaries. Only those who have pagan gods to attend cult members
a very simple three-fold division: contributed greatly to the recovery of the in sacred groves, where the Priests of
ancient secrets and risen to the rank of Mercury hope to strike bargains with
• The Messengers of Mercury: Priest know the truth. the ancient gods.
UnGifted servants who perform The members preserve, as far as pos- • It lauds the Divinatory abilities of
vital tasks of running messages and sible, imperial Roman dress, customs, and the ancient Romans, as reported
gathering information, and assisting traditions, and are fond of using Classical in the available texts, so members
in the discovery, excavation, and Latin, as opposed to more modern forms seek to learn Divination and Augury
restoration of lost temples. Senior of the language (although they are mutu- — choosing to Initiate methods that
Messengers possess lesser enchanted ally intelligible), and seek out even the are believed to be the most “Roman,”
devices that allow them access to non-magical Roman authors whose works such as alectryomancy (or divination
temples hidden in magical regiones. still circulate within the Order. by throwing grain to a hen in a circle
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The Mysteries Revised Edition
inscribed on the floor and seeing poses of spell level calculation, Road is the (to enchant a feature of the grove itself),
where it goes). same level as Voice.) the key is typically a small item, an actual
• It teaches a number of Mastery spe- wooden or stone key, that is fashioned
cial abilities (first mentioned in House New Range: Road Network elsewhere and brought to the grove.
of Hermes: True Lineages), as detailed A maga may cast spells that reach There it is embedded within an appropri-
in their own section below. These anyone or anything on a road or path ate existing item: a large tree, boulder,
require no Initiation, just insight or connected by an unbroken series of roads stone pillar, or such, which protects it and
teaching by a magus with that special or paths to her, provided she can sense hides it from prying eyes.
ability. him somehow.
• It Initiates the Virtue of Withstand Bridges and fords break a road net- Key to the Mystic Veil
Magic, the better to bear the cost of work. Roads also terminate in yards and InVi 30
casting Ritual spells. such, but in general they do form an Pen +0, 24 uses per day
• It Initiates the Virtue Hermetic extensive connected network. (For pur- R: Touch, D: Conc, T: Vision
Sacrifice, which allows the power of poses of spell level calculation, Road This enchantment instills an effect
the ancient altars to be tapped. Network is the same level as Arcane granting sight across a regio boundary.
• It teaches in one season Road Magic: Connection, and requires ritual magic.) A key to a grove is typically activated
new Ranges and Targets. A maga by touching the item (or, if it is embedded
with Mercurian Magic can learn New Target: Road in a pillar, the pillar) and uttering a desig-
these by teaching; or the maga may The road and anyone or anything on nated prayer. The cultist may then see the
be Initiated into it, as with a Minor it. The size of a Road is normally mea- regio boundary while she concentrates,
Virtue. sured in lengths: a standard Road size is and so may step through into a hidden
100 paces long; it may be any width up regio, and the grove proper.
to ten paces wide (wider roads require an (Base 3, +1 Touch, +1 Conc, +4
Neo-Mercurian Road Magic: increased Size or reduced length, but nar- Vision, +5 levels for 24 uses)
New Ranges and Targets row paths do not reduce the Size). (For
purposes of spell level calculation, Road is Some magi prefer to go further and
Since they believe that the ancient the same level as Room.) create a Voice range effect, triggered by
Cult of Mercury had a magical respon- the supplicant’s spoken prayer — if the
sibility for the Roman roads, the Neo- New Target: Road Network words reach the device, so does the effect
Mercurians have developed new Ranges A road network and anyone or any- reach the supplicant. Such a device can be
and Targets for Formulaic and Ritual thing on it. (Connection as in Range Road very effectively hidden from prying eyes,
spells, but not Spontaneous Magic — the Network). A standard Road Network is while having a profound effect on those
Neo-Mercurians have no gift for teach- 10,000 paces long; it may be any width triggering the device.
ing Spontaneous Magic. Road and Road up to ten paces wide (wider roads require
Network are an expanded part of the an increased Size or reduced length, but Hiding the Mystic Key
Virtue Mercurian Magic. narrow paths do not reduce the Size). (For MuTe(He) 15
A maga who has Mercurian Magic purposes of spell level calculation, Road R: Touch, D: Conc, T: Part
can be taught to use Road Magic in one Network is the same level as Boundary, This spell lets the caster soften a
season by one who knows the magic, with and requires ritual magic.) rock, pillar, menhir, tree, or
no additional Virtues. (Starting characters other stone or wooden
whose parens has Mercurian Magic may be object so that he can
assumed to have learned Road Magic with New Spells and mold a cavity, hide
the consent of the rest of the troupe.) Enchantments a small item, and
It would be possible for a magus then close it over
who doesn’t have Mercurian Magic to The Neo-Mercurians find many of as if it had never been
be Initiated into Road Magic as a Minor their sacred groves confined to regiones in changed. This enables
Virtue — but only if he self-Initiated, or these days of the encroaching Dominion. him to embed an item
could find someone to prepared to Initiate So that all members of the cult, including under, but near the surface
him. the unGifted, may approach the sacred of, a natural feature of a
place when on cult purposes, cult mem- grove — favored for dis-
New Range: Road bers have created a number of devices that guising the location of a Key
A maga may target anyone or any- let one touch, pray, and be granted sight to the Mystic Veil item. (The
thing on the same road or path as her, of the path into the regio (and so cross cultist touches
provided she can sense him somehow. A over and enter the regio). the pillar or tree
Road is defined exactly as in the Faerie To overcome the difficulty of setting just above the
Magic Virtue (ArM5, page 92). (For pur- up a Hermetic laboratory in each grove hiding place.)
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The Mysteries Revised Edition
(Base 3, +1 Conc, +1 Part, +1 stone, pagan deities. The sacrifice takes the place while a pure lion is worth the full six.
+1 for requisite to change wood as well of (some of) the vis needed for Ritual Magically created or altered beasts are
as stone) spells to summon the deity, cast via the not acceptable (and would in any case be
altar. The deity must consider the sacrifice a waste of vis).
pleasing — at the very least, the beast Mercurian magi have worked long to
Hermetic Sacrifice — must be pure and unblemished.
A pure and satisfactory sacrifice sub-
resurrect the ancient sacrificial rites of the
ancients, and this is a close as they have
Minor Hermetic stitutes for between one and six pawns come yet.
Mystery Virtue of vis, depending on the nature of the
animal. As a rule, the rarer, more noble,
Note that sacrifice implies coopera-
tion by the summoned spirit, so magics
and harder to obtain the animal, the that force the spirit (such as True Names)
The magus knows how to make sac- more vis it substitutes for. Thus, an sour the relationship, and spoil the altar
rificial offerings on an altar dedicated to unblemished lamb is worth one pawn, for future use.
117
Chapter Fourteen
Mystery Cults
This chapter outlines several more aspect of magic. Storyguides should feel Initiation Script to confer an alternative
Mystery Cults that serve as examples of free to design Mystery Cults that serve Virtue upon that magus. Most Mystery
the range of interests and different forms a specific function in their saga, and that Cults have Initiation Scripts for at least
of organization one finds hidden within will appeal to the players’ sensibilities a few alternative Virtues, and for each
the Order of Hermes, and that cover — these cults are intended as examples commonly Initiated Virtue they possess
the new Virtues available in The Mysteries of what is possible, not limits on the a small library of Scripts, outlining differ-
Revised Edition. More cults can be found in storyguide’s imagination. ent methods of Initiation at varying levels
chapters that deal with a particular sub- The cults presented are designed to to allow for charismatic, or less gifted,
ject; The Green Cockerel, for example, fit in any Tribunal, but details of their Mystagogues.
can be found in Chapter 5: Hermetic size and influence are very sketchy. It is
Alchemy. unlikely that any single cult has more
As explained in Chapter 3: than a hundred members, and all are far,
Storyguiding the Mysteries, not all of
these cults will come into play in every
saga; indeed it is highly probable that
far weaker in influence and power then
even the smallest of the 12 Houses of
the Order. While they may feel generic
The Legion
only one or two will ever be important
and have player magi join them, while
and lacking in local detail, that was the
aim here: They are examples and are
of Mithras
maybe another one or two will be men- designed to fit with ease into most sagas,
tioned in passing in a story. As they are although some will be out of place in any Heroic defenders of the Order, and heirs to an
Mystery Cults, this is not a problem; very one troupe’s saga. The storyguide should ancient magical tradition, the Legion of Mithras
few in the Order of Hermes have heard of pick and choose which, if any, are to be recruits from among the most loyal members of
them, and to have even heard a rumor of a featured in her saga. the Order, although its enemies whisper of secret
particular cult’s existence usually requires Many of the cults provide an Initiatory schemes.
success in a roll of: schedule of degrees and Virtues con-
ferred, but not all. Some cults reconstruct
Communication + Order of Hermes
Lore vs. an Ease Factor of 15
Initiations by recovering lost knowledge,
and therefore each Initiate tends to follow
The History of the
a path dictated by his own aspirations Legion of Mithras
The cults are given little more than and interests, and the strange magics he
brief outlines here, and the true secrets translated from the peculiar clay tablet he The Legion of Mithras is one of the
and powers of the organizations, if they found in the ruins of the Sumerian city he most public of the Esoteric Mysteries,
exist at all, are left to the individual sto- explored last story. and it is likely that most in the Order of
ryguide and troupe. Sample Initiation Even where a system of degrees of Hermes have heard at least rumors of this
Scripts are specified and it is hoped that Initiation exists, it is exemplary, not pre- organization.
the examples provided within these pages, scriptive. No cult is forced to follow this Mithras was a pagan deity, a redeem-
together with the rules in Chapter 2, will pattern exactly, and individuals may be er god whose mysteries are reputed to
provide a sound basis for the storyguide granted different Virtues at Initiation to have been celebrated on December 25th,
when it comes to developing her own reflect their particular skills and weak- and who many in the Order see as pre-
esoteric mystery traditions. nesses, or their role in the cult. In the saging in pagan antiquity the truths of
The cults provided cover a wide event that an Initiate already possesses Christianity. Just as the Lord, by his min-
range of interests; from reconstructed rites a Virtue that would be conferred at the istry, crucifixion, and resurrection, fulfilled
of classical antiquity to groups of like- next Initiation, the Mystagogue invari- the prophecies of the Hebrew Scriptures,
minded scholars working on a particular ably finds or attempts to create a new adherents of the Legion also believe
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The Mysteries Revised Edition
his work of salvation and ministry were but avidly seeks such wisdom. Joachim is “neither male nor female in Christ,”
foreshadowed by many of the Mystery claimed to have found an Initiatory manu- and therefore the Legion accepts both
Cults, which were prevalent in the Roman al that revealed many truths, including the male and female Initiates. Candidates for
Empire at the time of the ministry of the Christianized rites of Mithras, devoid of Initiation are chosen on account of dem-
Apostles. Legionnaires see the original any possible suspicion of infernalism. This onstrating what is referred to as “heroic
mysteries of Mithras as just such dim pres- book provides the basis of the modern virtue,” that is the bravery, honesty, dili-
ages of the light that was to come. Known Legion of Mithras, and is kept under lock gence, and loyalty one would expect of a
as the doctrine of foreshadowing, in this and key in the secret Great Temple of the truly noble person worthy of upholding a
way the renewed practice of pagan rites of Order, where it may be accessed only by mighty task and honor. They must dem-
the old magic is justified to those who are the current Father of the Legion. onstrate they are able to withstand temp-
concerned about celebrating an avowedly tation, and that they will stand alongside
pagan practice. In reality, however, reli- their brethren in battle, obeying orders
gion has little to do with a Mystery Cult
that celebrates both personal virtue and
The Legion Today without question, yet always honoring
their sacred duty to the Code and the
excellence, through severe dedication to Order. It is a rare Legionnaire who has not
truth and unfailingly loyalty to the Order Today’s Legion maintains its role as managed to gain a Reputation as “Devoted
of Hermes. an association of those who have served to the Order” or similar. Gaining such a
While the original Cult of Mithras and are devoted to the protection of reputation is the surest way to come to the
was avowedly a pagan mystery, the modern the Order of Hermes, although even Legion’s attention and to be approached
Legion’s mysteries reflect a more pragmatic those who have rarely performed Hoplite by recruiters.
approach. Within the Order there is a duties (as part of that group or on their The degrees of the Legion are
grouping of those magi who are called upon own initiative) are welcomed if their loy- referred to as ranks, and are derived from
from time to time to serve the Quaesitores alty, bravery, and honesty are matters of the ancient cult. A quasi-military com-
in their protection of the Code, magi public repute. Outstanding moral quali- mand structure is enforced; lower ranks
known as Hoplites. These Hoplites may ties are required by the Legion; whereas unquestioningly respond to the com-
be called upon to March renegade magi, Christianity accepts that all men are sin- mands of higher Initiates. The system
to assist in protecting Quaesitors on their ners, the Legion’s pagan roots emphasize of secret signs and passes is well known
official business, and to confront hostile extraordinary moral virtue rather than within the cult, and all members are aware
magical creatures or enemies from outside penitence, exuberant and heroic living of the identity of the Legionnaires of the
the Order, or to perform any other duty over humble confession of guilt. This rank immediately above theirs, although
that is required of them. It was a group stress on great virtue leads to a tendency they are not aware of the names of those
of such magi, all of whom had acted with toward pride, overconfidence, and a rather higher in the chain of command. Temple
great diligence as Hoplites on many occa- black-and-white view of morality, with lit- functions maintain anonymity, with all
sions, who first established the Legion tle patience for those who would indulge symbolically garbed and masked, both
of Mithras as a fraternal organization. in morally ambiguous or deceptive behav- mundanely and magically. It is rumored
Today not all Legionnaires are Hoplites, ior. The Legionnaires are not fools; they that Magvillus has a list of all members of
and many Hoplites are not members of don disguise, and hide their purpose from the Legion, and chooses its Hoplites from
the Legion of Mithras, but Hoplites have those they are investigating or seeking to this list in preference to all others, but
been traditionally well represented in the confront if such is required to fulfill their Legionnaires are taught not to reveal their
Legion’s ranks. role, but they do their utmost to protect membership in the cult to Quaesitors,
One of the early theorists of the the innocent, and do nothing to hurt the and there are many outside the Legion
new society was Joachim of Jerbiton, Order they love, honor, and serve. who wonder if the Legion’s claims of a
who in the course of his research not Some whisper that this loyalty to close affiliation with the Quaesitores have
only discovered the doctrinal ideas that the Order and idea of virtue can lead to any basis in fact. The truth is that no one
legitimized, in the cult’s eyes, the use of Legionnaires who have no compunction except the Father of the Legion and the
a pagan mystery (and also legitimized about committing terrible atrocities or Primus of House Guernicus really know,
the whole Order’s use of Mercurian rites, employing dubious means against known and neither is speaking on this matter.
and the basis of the Order in pagan mag- enemies and their associates, arguing that Whether the Quaesitores as a group sup-
ics, as being foreshadowing of the later whatever is done to protect the secu- port or distrust the Legion, there are cer-
Christian Truth), but also wrote exten- rity of the Order is justified, but perhaps tainly Quaesitors within the structure of
sively on the role of the original Mithraic those are merely the empty words of their the Legion. As with most Mystery Cults,
cult in the Legions of Rome, where it was enemies. much is uncertain and up to the individual
a cult favored by soldiers serving in the While traditionally the ancient cult storyguide to decide what suits his saga.
imperial armies. was restricted to men, the new form of The size and scope of the Legion is
The modern Legion of Mithras knows the mystery takes into account the words also widely disputed. It is generally felt
very little about the ancient mystery, of St. Paul in Galatians 3:28, that there that the Legion is large, powerful, and
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the senior member of the Legion in the who is well known within the Church ciples he believed to be the path to
Tribunal, and acts as a general. He carries for his confrontation with the Apostles, magical power, and ultimately to apotheo-
a symbolic sickle made of silver, and the depicted in the Bible (Acts 8:9-24). This sis, or deification. Nonetheless, from his
Initiation to this rank usually calls for the passage recounts how he attempted to mistaken doctrines, the Church argues,
sacrifice of the magus’s existing talisman, purchase the Holy Spirit, believing it to stemmed all subsequent Gnosticism, and
so he can enchant the sickle as a replace- be a magical secret. Renowned as the hence most heresy. It took the Church
ment. The Persian is always Initiated into father of Gnosticism and false doctrines, many centuries to refute his errors, and to
the mystery of spirit familiars, and fully Church tradition places him later in Rome stamp out these beliefs, but ultimately the
understands many secrets that cannot be where he founded a cult that worshiped Church triumphed, and Gnosticism was
made plain here, but are left to the story- him as a god, as attested by St. Justin. seemingly destroyed.
guide’s devising. The Persian has consid- Two versions of his death are told Yet among magicians, there were
erable influence over the members of the by the Church Fathers. Hippolytus of many who saw in Gnosticism much that
Legion, and is invited to the inner rites Rome, in his book Philosophumena, tells they perceived as true. Was it possible,
of the Legion held at the Great Temple, how Simon Magus, having been rebuked they mused, to step outside of creation
where he will meet those of the sixth again by St. Peter, went home to his by magic, and to become as the pagan
rank, both the seven members of the rank native Samaria, and having boasted of his gods of old, an immortal magical deity?
of Heliodromus, clad in golden robes, ability to survive death and be resurrected Were not the heroes of old able to achieve
and the Father, clad entirely in Black, was buried in a grave from which he never transcendence, and by apotheosis and
who some whisper has long since left this emerged despite his claims. knowledge of secret names and awesome
world and remains only as a Living Ghost, The apocryphal Acts of St. Peter, magical secrets finally able to become
forever chained to the temple by duty that however, tells a different story, and one Daimons themselves?
extends far beyond death. perhaps better known and often depicted While most believe this secret was
in Church art and in sermons. Simon was lost in the Golden Age, and that Daimons
once again confronted by the Apostles, are not truly the spirit or genius of those
at the court of Emperor Nero. Nero who lived, but rather magical reflections
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sis, becoming a god by ascension to the
Hall of Heroes. Some whisper that those Typical Initiation Script for Philosophers of Rome
who achieve this goal are seen in the
heavens as a new star, or nova stella, but The Philosophers’ unique mixture of power under a full moon (sympathetic
others deride this as legend. Whether it of sensual gratification and scholarly bonus +1), and for the Initiate to be
has been, or even can be, achieved is a and spiritual concerns leads to very odd robed in a costly white gown, wearing a
matter of dispute. Initiation Scripts. The cult tends to attract golden crown, and barefoot. An expen-
The group has a peculiarly paradoxi- Initiates with high Presence (which is sive incense with rare Middle Eastern
cal lifestyle. On the one hand, members useful, as self-Initiation after researches herbs must be prepared; the total cost
engage in rigorous study of ancient theo- in ancient crumbling papyri and devising and difficulty in making the arrange-
logical texts denouncing Gnosticism, to your own experimental Scripts is com- ments to acquire these things is signifi-
learn from what is condemned the secrets mon in this cult) and a (Mystery Cult) cant (mundane Sacrifice wealth +1). At
they wish to pursue. (Gnostic manu- Lore of at least 6 The Script bonus is usu- least a season must be spent studying
scripts themselves are treasured but rare; ally about +6 for this Initiation. with the Mystagogue, to master the
it is often easier to reconstruct from their A typical Initiation Script for basis of Synthemata, the “grammar,” of
opponents’ denunciation what the cor- Hermetic Synthemata (usually the first how these potent symbolic expression
rect paths are.) In stark contrast to this Initiation taught to new Philosophers) of the entities’ natures are constructed
scholarly emphasis, they also embrace a is based on an ancient Gnostic papy- (+3 bonus for Mystagogue sacrificing
passionate love of earthy pleasures and rus codex recovered from the sands time). The Mystagogue must be hand-
the sins of the flesh. If challenged on near Alexandria. It has been heavily somely rewarded, both materially and
their libertine ways, they tend to remark modified by successive generations of by the Initiate’s labor, requiring a further
that Scripture teaches there is more joy Mystagogues, but still involves the season of work at the Mystagogue’s
in Heaven over one sinner who repents chanting of one thousand and one names behest (Initiate sacrifices time +1).
than 99 good men, and therefore by
repeatedly sinning and repenting they
raise themselves in the eyes of God. Such the flesh by accepting, embracing, and magi, who already stand far above the
theological cynicism and absurdities are in some sense fulfilling it, allowing them mundane crowd in power. Members of
beloved of these deeply heretical cultists, eventually to pass on to greater glory in the Philosophers believe that their Gift
whose only real interest in studies within the next world, prepared for deification renders them at least potentially immor-
the Church is to learn the secrets of those by embracing absolutely their humanity tal and capable of deification. Other
whose magical beliefs and practices the in this one. The cultivation of incredible magi have in the past wondered if they
Church suppressed. pride and absolute self-confidence are themselves are entirely human, and the
The licentiousness, depravity, and important parts of their path, and while Philosophers see themselves as something
carnal passions in which these magi it is said that Alexander the Great had to more and greater. Oddly, they are often
indulge are in fact not a mere distraction be reminded he was not a god, it is the charismatic and popular people, and their
from the pursuit of the Philosophers’ cult, honest desire of Philosophers that their bizarre beliefs do not often result in the
but an important part of their celebration friends remind them that they are as gods kind of resentment one might expect.
of their own personalities and egos; by daily. Mere licentiousness and excess alone are
pursuing their own desires and creating While overconfidence, pride, and an not however a path to magical power —
a legend around themselves and their incredible zest for life may seem highly without the magical and mystical teach-
exploits, and attracting confused worship- unattractive virtues, they are perhaps not ings of the cult, they are merely a high
ers and devotees, they hope to transcend uncommon attributes among Hermetic road to damnation.
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lives — his closest associate and consort, The exact extent or spread of the The actual system of Initiation of the
Cleopatra, was apparently the Egyptian Children of Hermes is not known, and Children is highly unusual. Members of
queen of that name in a previous life. rumors currently place the Blessed One the Inner Circle claim Hermes knows all
Outside of the Inner Circle little is as residing in a fortified covenant high mysteries, and is familiar with all schools,
really known of the actual theology or on a Carpathian mountain, as a perma- having created them all. Missionaries are
beliefs of the Blessed One, as his teach- nent guest at Durenmar, or — perhaps sent out to recruit new members. On
ings are held sacred, but the Quaesitores most likely — in a covenant based on a accepting the truth of the Blessed One’s
are sure that he has on occasion made ship endlessly traveling the seas, moving claims, the maga is taught Children of
comments that arrogate to himself a mes- from one Tribunal jurisdiction to another Hermes Lore for a season, and is then
sianic role that would have him executed before the Quaesitores can take action Initiated into a Mystery Virtue, and given
for heresy of the darkest hue should the against him. with a copy of the Initiation Script. She
Church ever catch up with him. While for then becomes liable for the yearly dues
many this would be a very useful solution that are paid in two or more pawns of
to a thorn in the side of the Order, the vis, sent via Redcap to a different loca-
Blessed One’s doctrines dictate that only tion each year. She is now encouraged
the Gifted may participate in his system to Initiate more magi into the Children,
of salvation, and he makes no attempt and serves as a local Guardian of the
to proselytize even among the grogs Faith, collecting the same vis tax from
and companions of the Order, who (it is each of their new recruits, who in turn are
rumored) he has claimed possess the souls required to recruit more magi, and gather
of dogs and pigs respectively, reborn in their dues. Large quantities of vis have for
them by metempsychosis. some years been collected and passed on
to the secret headquarters of the cult; the
purpose of this is unknown. The process
The Children of is not always one way; sometimes long-
serving members of the Children, or even
Hermes Today seeming random youngsters are presented
with a huge amount of vis; perhaps two
While many claims circulate as to rooks (20 pawns). Such seemingly ran-
the exact teachings and belief of the dom gifts are said to serve the Blessed
Blessed One, it is clear that he believes One’s goals, but no one truly understands,
that he must reform the Order, and that except the Inner Circle and they remain
a conspiracy of Mystery Cults currently silent on the issue.
controls almost every covenant. Two of New Initiation Scripts are sometimes
his followers were recently Marched for passed around the cult, and those who
crimes committed while raiding the cov- provide an Initiation Script and the magi-
enant of Duresca in the Iberian Tribunal, cal traditions of another cult by teaching
which Hermetic folklore has long placed Structure of the the Lore of that cult to a missionary are
as the center of a conspiracy by House
Guernicus to control the Order in ages
Children of Hermes often feted and rewarded for their loyalty
and service to the Children, and may even
past. Members of the cult often hint survive the retribution of those they have
darkly of such matters, and suggest that The Children are an example of a betrayed.
the Sundering of House Tremere was modern cult, founded by an intensely Books, apprentices, and other
not as effective as the Order chooses charismatic leader, who claims to have resources are also occasionally asked for
to believe, or even that House Diedne ascended to godhood. How widely they by the Blessed One’s messengers, and
may have been entirely innocent of any are known is a matter for individual sto- rare is the member of the cult who fails
wrong-doing but destroyed for trying to ryguides, but the beliefs of a dark conspir- to make a “love offering” of this sort.
expose the terrible truth of the Secret acy, imminent catastrophe, and a magical There are rumors of great rites celebrated
Masters. Such allegations generally prove salvation for the (Gifted) elect by a reborn in secret with Wizard’s Communion that
impossible to prove, as witnesses refuse to Hermes are attractive to some disen- lend power to the Blessed One, but little
testify, and those investigating the magus chanted by the Order, especially younger is known to outsiders.
come away after a full and frank personal magi. There are probably no more than The teachings of the Blessed One are
interview with the belief there may be 30 members of the cult spread through- known to be a highly complex magical
some truth in his teachings, and that he is out Mythic Europe, with the Inner Circle system of theology that may well have
in every respect an admirable and useful comprising the Blessed One, Cleopatra, Gnostic or Eastern roots, and that is high-
member of the Order of Hermes. Erin, and four other magi. ly syncretistic, combined with a simple
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The Mysteries Revised Edition
truth, the Order as a whole. Such is their of numerology, purification, friendship,
Sample Initiation view of the Mysteries; all Mysteries are honesty, loyalty, and secrecy. Pythagoras
Script for the ultimately to them but fragmented expres-
sions of their own magical and theurgical
reputedly lived for well over 100 years,
before meeting a tragic end at the house
Children of Hermes belief system. Once a fragment of another of Milo, one of his disciples.
cult’s lore is learned, the Children are able There are various accounts of what
There is no single method or pre- to draw upon it and incorporate it into led to this disaster, but what is clear is
ferred series of Initiations used by the their own teachings, by assimilating it that Pythagoras refused to accept a rich
Children of Hermes, so Scripts vary into the system espoused by the Blessed young man as a disciple, as he felt he
wildly. It is believed by the Children One, a process always conducted by the lacked the necessary moral qualities for
that the Blessed One mystically influ- Inner Circle. The group therefore has Initiation. The offended man gathered his
ences the Mystagogue’s choice, so that a large and extremely varied selection friends and formed a raiding party that
choice is always correct for that candi- of Initiation Scripts, which have been attacked the Pythagoreans, slaying many.
date; any Initiate is always taught the modified and experimented with to render Pythagoras himself possibly died in the
mystery it is right for him to know. them part of its own lore, via a process not house of Milo, although some say that he
One example Script was once an known to any other group. survived through the heroic sacrifice of
Initiation used by a small Mystery his adepts, and died very soon afterward
Cult of witches, and teaches the of grief.
Major Supernatural Virtue Augury The Pythagorean system, with its
and Divination based on the form of
ophiomancy; that is answering ques-
tions based on the movements of the
The Mystic emphasis on mathematics, harmony, geom-
etry, and astronomy, is well known, but the
Initiatory secrets that doubtless allowed the
sacred snakes in the grove. A typi-
cal Mystagogue of the cult is not
Fraternity full beauty of his system to be understood
were lost in the centuries that followed his
especially charismatic, so Presence 0
can be assumed, and his Children of
Hermes Lore may be as low as 7, so
of Samos death. Forms of Pythagorean knowledge
remained, however, both in academia and
in the Mystery Cults. It was inevitable
the Initiation Script is designed to The wisdom of Pythagoras is known that someone would eventually attempt
give a +14 bonus. It is assumed that throughout the Order, and beyond. The Fraternity to merge the Pythagorean mysteries with
the Mystagogue knows the Virtue in of Samos preserves what it holds to be his mystical, Hermetic theory, and the Fraternity of
question. The Initiate must be quite musical, and mathematical legacy, and, almost Samos claims that Bonisagus himself was a
advanced in cult lore and possess a uniquely among Mystery Cults, members openly Pythagorean of the highest degree.
score of 6 to be Initiated into a Major and proudly admit their membership — but never Whatever the truth, the Fraternity
Virtue. their secrets. of Samos is among the most respect-
The first part of the Initiation able of the Mystery Cults, both for the
Script is a Quest to find a sacred grove moral excellence of its members and for
where the sacred serpents dwell, and to
befriend them (+3). Then the Initiate
The History of the the immense body of learning that it
is believed to have preserved, although
must spend an additional season study- Fraternity of Samos how far the rites mirror those of antiquity
ing the serpents (+1), while offering and of Pythagoras himself is open to dis-
costly sacrifices that must be ritually A native of the Ionian island of pute. Very popular with magi of House
burned on a pyre of cedar, yew, and Samos, Pythagoras (circa 560-450 BC) Jerbiton, the cult was organized in the
sandalwood (+1). Finally there is the trained in Egypt and became a master early tenth century by Anaximander of
Ordeal that marks the culmination mystic/theoretician in Babylon, famous Thebes, and it is believed to be based on
of the ritual and involves a complex home of magical secrets. Pythagoras his Hermetic researches into Pythagorean
and weird magical ritual that as a by- returned to Samos to found a school, the number theory and Euclidean geometry,
product bestows the Major Flaw Study Semicircle. He lived in a cave outside the and their adaptation to Hermetic magic.
Requirement (+9). city, where he delved into the myster-
ies and researched the conundrums of
system of moral philosophy emphasizing
fraternity, love, devotion to the cult, and
mathematics. Gaining few followers in
his native country, he moved to Croton,
The Fraternity of
personal freedom. Accepting all magi- established a renowned school of phi- Samos Today
cal truths as expressions of the Greater losophy and religion, and began his cult,
Truth of the Blessed One, missionaries called the Society. The members of the The Fraternity of Samos is perhaps
use the analogy of the Order of Hermes; Society, comprised equally of women and misnamed, for while Samos was the birth-
each House represents a facet of a greater men, dedicated themselves to the pursuit place of Pythagoras, the cult does not
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The Mysteries Revised Edition
currently maintain a temple (or as they are
known in the Fraternity, a School) on that Beliefs of the Sample Initiation
island. Appealing mainly to those with
an interest in mundane scholarship and
Fraternity Script for the
music, and greatly appreciated by magi of Fraternity of Samos
House Jerbiton, the Fraternity is likewise At its deepest level, reality is
not a brotherhood in the strictest sense, mathematical in nature. The first degree of the Outer
for strict equality of men and women Philosophy can be used for spir- Order deals with the principles of
is practiced. Asceticism, combined with itual purification. mathematics, and Initiates the Virtue
academic study and an exhausting cur- The soul can rise to union with Hermetic Numerology. The average
riculum of at least six, and some claim the divine. Pythagorean Mystagogue may be rea-
12, Initiations, prevent many magi from Certain symbols have a mystical sonably charismatic, with a Presence of
being tempted to explore the mysteries significance. +1 not being unusual, and very learned
of the cult, but it is rumored there are a All brothers and sisters of the in Fraternity of Samos Lore, with that
sizable number of Initiates who adopted fraternity should observe strict loyalty ability at 7. Initiation Scripts with a
the Pythagorean belief system and seek and secrecy, and bear responsibility for bonus of +7 are very common, but
to master philosophy and mathematics as one another. many variations exist.
the first stage in the path that will eventu- We are reborn many times by Having already proven her ability
ally lead them to magical immortality. the process of metempsychosis, or with Artes Liberales, Mathematics and
There is no real need for secrecy transmigration, in lower forms, such the other cult Abilities, (+1 special
or the cultic framework, for today the as animals, or as humans, and that bonus), the Initiate may spend a season
Fraternity has few known enemies, and eventually one can aspire to ascend studying with the Mystagogue at a
even the Flaw: Cabal Legacy merely rep- beyond mortality and become a magi- School learning the secrets of number
resents constant badgering by would-be cal immortal. magic and the Pythagorean system
Initiates and resentful candidates who (+3) before taking a Minor Ordeal
were refused, although Pythagoras’ death
demonstrates just how dangerous that can Structure of the Vow to follow the Sacred Precepts of
Pythagoras (+3) for a total Initiation
be. Yet the traditional Initiatory system is Fraternity of Samos Script bonus of +7. Scripts used by
rigidly adhered to, and the cult has not Mystagogues with lower Presence or
forgotten the lesson of the House of Milo. The Pythagorean Fraternity follows Fraternity of Samos Lore typically add
While candidates can probably find where a strict system of Initiation and hierarchy, a Quest.
to apply fairly easily, as Pythagoreans do and is an archetypal Mystery Cult in
not hide their existence the way most terms of its degrees of Initiation. It is said and confer a +1 bonus to the Initiation
Mystery Cultists do, the requirements for that mastery of the complete system, or Script employed.
membership are extremely stringent and syllabus, of Initiation takes a minimum of There are two Orders of the
require excellence in a number of mundane 33 years, but that 84 is the usual figure. Fraternity: the Outer Order, or
abilities as well as proven moral character The Fraternity does not follow the Akousmatics, and the Inner Order,
and discretion. Those who speak openly exact Initiatory system laid down by the or Mathematikoi. Initiates must pass
of cult secrets or, worse still, teach them, early Pythagoreans, but a variant there- through the Akousmatics before admis-
can expect to receive as brutal and swift of; the incorporation of the rites into sion to the Mathematikoi. The three
a response as from any other cult, and to Hermetic theory is justified in that the degrees of the Akousmatics that must be
on death find their spirit reborn as a green Initiates had already studied the older passed through by all members of the
bean — or so it is said. (Pythagoreans do mysteries of Pythagoras in previous lives. Fraternity are, in order:
not eat green beans, as they may contain There is far more emphasis on tests of
the souls of the dead.) mundane ability than in most Mystery
A large number of Akousmatics Cults — it is required that the prospective Mathematicus
(Outer Order Initiates) proudly display probationer can pass examinations in phi-
their affiliation in Pythagorean symbols losophiae and artes liberales, which can The first degree of the Fraternity
worn on their robes, marking them as be represented by having attained a score of Samos is that of the Mathematicus.
part of an intellectual and moral elite. of 3 in both those abilities. Also required In the original system of Pythagoras it
The most important sign known of the is some ability with a musical instrument required the development of great skill in
Akousmatics is that of the pentagram; as well as theoretical knowledge of music, mathematics and geometry. Knowledge
that used by the Mathematikoi (the Inner represented by a score of 1 in Music. of mathematics is seen as the basis on
Order), gained only by the most dedi- These requirements are in addition to the which all other knowledge is based, and
cated, is the triangle, the most perfect of usual Initiation Script and Organization in the Hermetic system the aspirant is
shapes. Lore requirements for a first Initiation, expected to have the skill to demon-
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Scripts for this degree should always
involve considerable astrological symbol-
ism, and the need to draw up a correct
natal chart for the Initiate, which is held
by the Initiators.
The Initiators also take a lock of hair,
which is fixed as a permanent Arcane
Connection, and record the Initiate’s birth
name and signature. Together with the
Nativity Horoscope, these provide one
who uses these items with a bonus of eight
times Penetration score when casting spells
against the Initiate. This is similar to the
various Flaws relating to Flawed Parma
Magica and Limited Magic Resistance, and
constitutes an Ordeal for Initiation.
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The Mysteries Revised Edition
There is also a requirement that mem- taught in a series of Initiations at this Associated with the notorious Flambeau
bers of the Mathematikoi should train as degree. Outsiders are not party to such Julius of the Oder, he spent some 14 years
many apprentices as possible, and train- secrets. in a series of campaigns that devastated
ing an apprentice may well be a suitable the hedge magicians of the Greater Alps,
Sacrifice for some of the higher degrees’ Rome, and Transylvania, as the grim pair
Initiation Scripts, conferring a +6 bonus Pythagorean, or sought out potential rivals to the Order
for the 15 seasons sacrificed. A sound True Initiate and offered them the choice of joining or
theoretical knowledge of Magic Theory, dying. Many joined the Order, but many
Philosophiae, and Teaching, represented The final degree of the Pythagorean others perished.
by very high scores in those areas, grants Initiation is said to require a vow of silence Death was not the final indigni-
one additional favor and respect within that must not be broken for five years, ty however: After they had perished in
the Fraternity. rendering spellcasting difficult; this counts a fiery blast, Vespillo would take their
as a Major Ordeal for Initiation Script charred corpses, and summon their spirits,
purposes. A strenuous series of Initiatory to carry out detailed interrogations as to
Tertius, or 3=4 Quests and Sacrifices is required as the final their known associates and plans against
mysteries are approached. Some say that the Order. Those spirits who refused to
The Initiate now has left behind Pythagoreans are taught the Virtue Potent cooperate were to suffer terrible agonies
earthly concerns, and prepares to deal Magic (Artes Liberales and Philosophiae), a from his new magics, and to be forever
with her understanding of metempsycho- focus that covers these two abilities, or the bound in magical prisons of his devising.
sis, the transmigration of souls. Three, secret of the Virtue Names of Power, while Some say that it was during this cam-
the name of this fourth degree, repre- others say that it teaches the final libera- paign, during which the pair often killed
sented by the perfect Pythagorean tri- tion from the chains of being and metem- first and questioned later, that the idea
angle, is the first real number according psychosis, and ascendancy to immortality, struck Vespillo that the same method used
to Pythagorean Lore, for the numbers as reflected by the Virtue Ascendancy to to ensnare ghosts might somehow been
one and two represent the super-mun- the Hall of Heroes. applied to magical spirits and the older
dane spheres of existence, into which A few non-Initiates have speculated dead. Others say that he came across
the Initiate plans to ascend. The Initiate that, based on the principle of the triad the secret in a tiny village nestled high
learns the secret of the application of the and three as the most perfect of all num- in a hidden pass in the Alps, where for
geometrical solids to the elements; earth bers, each of the above claims is true, and centuries a sinister cult had bound spirits
particles are cubic, fire is tetrahedral, the Pythagorean truly passes through 12 to their will, and his breakthrough came
water is icosahedral, and air octahedral. Initiations to master all the Mysteries of from adapting their rites to the Hermetic
Vim, as magic or spirit, is a dodecahedron, their syllabus, but none can say for sure. system rather than original thought.
a 12-sided form, the most difficult and Whatever the truth, Vespillo was to pio-
mysterious of the five geometric forms. neer a great deal of what magi now know
Based upon these principles the Virtue as Hermetic spirit magic.
Hermetic Architecture is now Initiated.
Yet some have claimed to meet those of
this Rank with the Virtue Great Talisman,
The Disciples There can be little doubt that Vespillo
was a changed magus after his great real-
ization. As the ancient magics of those
and others with the Virtue Performance
Magic (Sorcerous Music).
of the Worm who would not join the Order were lost
forever, he increasingly began to seek out
the tombs of the wizards of antiquity, dis-
Necromancy is rarely considered to be a turbing their rest to question them about
Secundus, or 2=5 noble profession, and the ancient grave robbers of their long-forgotten magical secrets. He
the Disciples of the Worm have a sinister reputa- used spells to access the long-buried
The fifth degree, confusingly called tion. Yet the secrets they have learned and the mag- streets of Pompeii and Herculaneum; he
The Second, shows how, based upon the ics they wield are perhaps some consolation. explored Etruscan burial shafts; and finally
principles already outlined, the Initiate he led a group of magi deep within the
comes to a true understanding that sur- catacombs of Rome, kicking aside early
passes all normal human ability. It is
rumored that some Initiates learn the mys-
History of the Disciples Christian remains as useless to him, pas-
sionately searching for the tombs of the
tery of the Virtue Inscription on the Soul, of the Worm Mercurian priesthood.
and it is also possible that the Virtue When he emerged from the cata-
Hermetic Theurgy is taught at this level, Early in the tenth century the magus combs, he was alone. The other magi,
or the Virtue Theurgic Spirit Familiar. Titus Herennius Vespillo of Rome was including Julius, had perished within, and
Perhaps Scripts exist for all three and a renowned throughout the Order for Vespillo stated calmly that their spirits
choice is made, or possibly all three are his knowledge of necromantic rituals. were now laid to rest. Rumors circulated,
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The Mysteries Revised Edition
but he refused to say exactly what had
transpired or what he had found deep Example Initiation Script for the Disciples
beneath the city of Rome.
Within a year, however, he had The Disciples of the Worm can pos- survive a test of her endurance by enter-
founded a new brotherhood, the Disciples sess Presence as much as any other magi, ing the ancient tombs and spending a
of the Worm. His highly secretive group but as their reputation is perhaps a little period there, surviving whatever ter-
had discovered one of the most potent dark its assumed that a Mystagogue with rors come at them and trying to locate
magical secrets of all: the ability to bind a Presence 0 is the best available to aspir- an item concealed by the Mystagogue
spirit to power a spell, so that its duration ing new Initiates. The Mystagogue will (+3). There follows a season of being
could be extended indefinitely. Dedicated normally possess a Worm Lore of at least taught by the Mystagogue the actual
to the pursuit of ancient magical secrets, 6; a +9 Script is commonly employed to secrets of Hermetic Evocation (+3); the
and surrounded by spirits that they bound Initiate second degree disciples into the talent is only awakened at the end of the
to their wills, the disciples began to travel Mysteries of spell binding. season when she, dressed in a shroud,
throughout Mythic Europe seeking the The Initiate must spend a season must enter a tomb with the Mystagogue
tombs of ancient wizards. Many perished working for the cult first, transcribing and there make lavish offerings to the
at the hands of grim grave guardians or copies of Lab Texts on the creation of spirits, (+1), and undergo the terrifying
deadly exotic magics, while others were enchanted devices (+1). She is then rite (sympathetic bonus +1), for a total
driven insane by terrible insights from taken to an ancient catacomb, and must of +9.
beyond the grave, but slowly the cult
gained power and influence. of its unrivaled knowledge of summoning, the Initiation Scripts, which are among
The Disciples of the Worm have controlling, and binding spirits into its the most nerve-shattering and terrifying in
been accused repeatedly of infernalism magics, and away from the magical inter- the Mystery Cults. Organized into cells of
or practicing demonology. Somehow the rogation and torture of the dead in the three members living within a geographi-
cult members who were investigated have hope of learning their secrets, although cal district, but not necessarily from the
always managed to prove their innocence, both practices continue. Very occasional- same covenant, only one member knows
or have died during the investigation. The ly a Disciple will meet with high-ranking the name of one senior member from the
most famous example of this was that of mystae from other cults to trade secrets cell above in the hierarchy.
Bellephon of Prague, devoured alive by or favors, and the usual contact for such The degrees reflect the grim fascina-
maggots while being questioned by the deals is the only known member of the tion of the cult:
Quaesitors in 1034. Worm cult, the necromancer Pertinax of
Tytalus, who travels throughout Mythic • The first degree teaches the
Europe leaving nightmares and shaken Supernatural Ability Second Sight.
The Disciples of magi wherever he stays. A less-than-ideal
dinner guest, he is said to take delight
This is extremely useful in the work
of the cult. The lowest-ranking mem-
the Worm Today in whispering some of the more maca- bers of the cult, they are privy to few,
bre secrets of the grave to any freshly if any, secrets of the cult.
Very little is known in the Order of Gauntleted magi he encounters, although • Second Degree Initiates learn the
this most secretive of Mystery Cults, and he never betrays cult rites. Minor Virtue Spell Binding, a pow-
it is almost universally abhorred. Rumors erful rite that allows minor magical
of breaches of the Code, of dead magi spirits or ancient ghosts to be bound
bound as spirit familiars, and of obscene
rites and even human sacrifice abound,
Structure of The into spells to sustain them.
• The third degree is a difficult one to
yet it seems clear that in fact the Worm Disciples of the Worm reach; the Initiation Script always
cult merely seeks magical knowledge and demands the Initiate must enter an
power by an unusual, and some would The Disciples of the Worm is a grim undesecrated pagan tomb and force
say unsavory, method. No one is going group, and its Initiation rites do nothing the spirit within to reveal a magical
to admit to membership, however, and to help its image. Members are tradition- secret unknown to the cult. Many
while there are rumors that the secrets of ally robed in shrouds, and all cult rites are perish in this task. For those who
the Disciples have saved the Order many celebrated in ancient tombs, usually on succeed, the reward is the Virtue
times, and that they are an altruistic group the eve of All Hallows — October 31st. Hermetic Empowerment.
dedicated to protecting magi and serving Yet the aims of the cult are lofty: the pres- • The fourth degree teaches some
the Code occasionally surface, no one ervation of ancient magics, and the final of the ancient magics the cult has
really believes them. understanding of death and its mysteries. learned, as represented by the Virtue
Today there are far fewer undis- Initiates are divided into seven degrees, Inscription on the Soul.
covered pagan burials, and the cult has each of which teaches a new Virtue to the • The fifth degree Initiates the Minor
moved slightly more toward application aspirant on her successful completion of Virtue Potent Magic: Ghosts. Such
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The Mysteries Revised Edition
Initiates now are told of the cult’s as they sang their poems to the courts of The Knights of the Green Stone
secret repository of magical texts, Germany, accompanied by a lyre or harp were founded at the Wartburgskrieg, or
and suitable candidates are taught they played as they sang. Tourney of Poets, in the
the true aims of the cult. Unsuitable Within the group of over 300 first years of the 13th
candidates never attain this rank. noble minnesingers, there exists a century, when the
• The sixth degree teaches the Initiate small Mystery Cult of Hermetic minnesingers com-
how to properly coerce, bind, and magi who add their magical peted at a German
intimidate the spirits of the dead, power to the undoubted court for favor and
and teaches the binding of a spirit talents possessed by honor (see the
familiar. all minnesingers. The Ars Magica sup-
• The seventh degree teaches the Knights of the Green plement Guardians
Major Virtue Living Ghost. On being Stone extol the virtues of of the Forests). One
ritually killed and bound to one of chivalry, love (a mystery competitor, Gunnar von
the cult’s sacred places, one attains beyond Hermetic magic!), Falster, a knight of Danish
the seventh degree; his magic is now and heroism, and embody origin, was also a member
forever available to the cult, which these virtues in their quest of House Tytalus and a
is keen to keep its members long for the Stone of Creation, great lover of challenge,
beyond this life. a mysterious rock said to romance, and epic adven-
have fallen from Heaven ture. Recognizing other
before time began. Some magi among the throng,
say it is the key to eternal he told the strange story
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The Mysteries Revised Edition
be in a regio with several entrances that
Example Initiation Script for the Green Stone move across Mythic Europe, facilitating
easy access to the remote wildernesses
The first Virtue taught is Free courteously, and bravely. This is the and eastern cities where much of the quest
Expression, and the Mystagogue is Minor Ordeal, which creates the flaw seems to be undertaken. The cult knows,
usually at least a Squire with Green Dutybound (+3), and the Initiate then but is not saying.
Stone Lore 4 or higher, and a positive must accept the great mundane cost of The Knights divides its Initiates into
Presence. This Initiation Script con- outfitting herself in the garb of a noble three degrees, each of which offers up to
fers a +7 bonus; it contains a Minor knight, which grants a +1 bonus for the three Initiations. Members may choose to
Ordeal that lowers the target level for sacrifice. take more Initiations at the same degree
this Initiation to 12. The new Initiate Some Initiates have to learn spells after their first, or progress directly to the
for the Knights always faces the same that allow them to magically render a next degree, forsaking the other powers
challenge as part of the Initiation Script: horse docile and unafraid of their Gift, on offer. All members play the role of
using Parzival as her guide, she must find but traditionally the Knights appeal knights, and having adopted that status
the castle of the Knights, and journey mostly to Gentle Gifted magi. in public may be considered to possess
there to arrive and present herself for It is also a requirement of the that Minor Status Virtue for free, but the
Initiation on the feast of Pentecost (+3). Initiation that the new page should benefits thereof, a horse and armor, must
She swears oaths to maintain the rules study the ability Music to a score of at be provided by the magi. No Initiation is
of the Order, and behave chivalrously, least 1. required for this Virtue, as really the magi
remains a Hermetic magus merely acting
The Knights of the in the use of Performance Magic: Music,
or, as they call it, Sorcerous Poetry. The
out a role.
132
Appendix A
Immortal Magi
The only truly immortal magi are However, if an immortal desires to Acquiring new Virtues or Flaws (such
those who have transformed themselves change, then magic can do what nature as Initiation grants to mortals) may be
to become beings of one of the super- resists. An immortal magus may make possible, but is sufficiently difficult to be
natural realms, in the process ceasing to learning permanent by binding knowl- beyond the compass of this book — you
be human. edge into his talisman, if he has one. should negotiate with your storyguide for
This appendix provides common an acceptable series of quests and rituals.
rules for immortal magi, especially the (Note that Ordeals cannot be used for
three paths described in this book. This
book only covers those who join the
Immortal Beings and Initiation of immortal beings, as Flaws
are as difficult for them to acquire as
Magic realm — other realms are possible Permanent Change Virtues!)
through other methods of immortality.
A being of one of the realms has Immortal beings resist change, and
a Might score — having a Might score have a natural tendency to return to their Learning Arts or Abilities
marks him as being part of that realm but basic immortal selves. Those who are
does not of itself make him immortal. (see recently transformed often wish to con- After an immortal magus studies and
ArM5, page 182). A being with a Might tinue their studies, and thus seek ways to gains experience points, whether in Arts
score is subject to Warding spells, includ- reinforce their learning so that it does not or Abilities, his unchanging nature asserts
ing Aegis of the Hearth, and may choose to fade away. itself and the change fades over the course
resist spells with their Might Score or A Hermetic maga who transforms of the next season as the spirit “repairs”
with (Form + [5xParma Magica]), but the into an immortal magical being (via the itself. The magus can prevent this by
effects do not combine. Great Elixir) or into a ghost (the Living spending the next season creating an
An immortal ceases to make Aging Ghost) and retains her talisman may bind enchanted effect to bind the experience
rolls — he truly does not age — and her learning into her talisman and so into his talisman. This needs already
is beyond the effects of Warping and retain the knowledge. A magus who has opened spaces before the enchantment
Twilight. He does not need to eat, drink, Inscription on the Soul can continue to starts, so the magus is advised to prepare
or breathe, although he may do so if he invest such effects into his spirit talis- before study begins.
wishes. (It is, for example, hard to talk man. This requires a laboratory to work An immortal should be especially
if he forgets to breathe.) Depending on in. (Ascended Daimon magi have their careful not to lose the device, as it con-
the kind of immortal, he may be slain (if own ways to improve through the efforts tains part of his life.
he has a body) or destroyed (if his spirit of their cults on Earth. See Chapter 10: The immortal transformation informs
is destroyed magically; e.g., by Perdo Hermetic Theurgy, Ascendancy to the the magus how to perform these rites
Vim). Hall of Heroes, Learning and Improving — once a magus is immortal, it seems
An immortal also sacrifices change as a Daimonic Spirit.) obvious, but mortal magi lack the insight,
for everlasting continuity, and in conse- All of these effects are bound into the which comes from the Mysteries.
quence has a natural tendency to revert magus’s talisman and, like talisman attune-
to stasis. This is generally a benefit: The ments, are only available when the magus Binding the Immortal Memory
effects of spells imposed on the magus is touching the talisman. They are lost CrMe Gen
fade once the spell is no longer main- if the device is lost or broken. Legends Pen +0, constant effect
tained, mental changes fade, and wounds of items of great power associated with R: Per, D: Always on, T: Ind, Mystery
heal — even potentially lethal wounds or fabulous spirits and enchanters may have enchantment
severed limbs. The immortal does keep a arisen from tales of magi who have fol- This enchantment binds a learned
memory of events, but cannot study with- lowed this or similar paths. study period into the magus’s talisman,
out magical reinforcement. so that the magus retains the benefits of
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The Mysteries Revised Edition
The magus may invest the spell, even a
Becoming Immortal with a Familiar Ritual spell, as a normal effect into his
talisman. A Ritual cannot be cast from
A mortal magus’s familiar will not to join the magus in his immortal state: the talisman, but that is not the point;
die of old age as long as the magus is ghostly, Daimonic, or as an alchemical the point is a to provide a foundation
alive, and only suffers ill effects from magical beast. for The Immortal’s Grimoire. The magus may
aging when the magus does; the familiar In game terms, the magus must add create the invested effect over multiple
ages along with the magus, generally extra raw vis to his transformation rite, seasons, but must accept that he loses
dying a few days before or some weeks equal to their Familiar Bond Score/5 the incompletely fixed spell each time he
after the magus (ArM5, page 105). (round up). If this is done, the familiar does so. After each season of enchant-
As the paths to immortality vari- transforms along with her magus, oth- ment, he must return to the source of the
ously involve dying, removing from erwise she remains as a mortal beast, spell and relearn it, alternating a season of
the world, or transforming into an severed from the new immortal, and will spell-learning and a season of investment,
alchemical being, these changes would die soon. until the bound spell effect is complet-
normally sever the link to the familiar, A magus with a spirit familiar ben- ed. (Creating an ordinary invested effect
and leave it to die. However, the exist- efits, as his familiar is already an immor- without knowing an equivalent spell is
ing bond to the familiar allows the tal disembodied spirit: no extra vis is still possible, but does not provide a key
magus to draw it along his chosen path needed to transform a spirit familiar. to create The Immortal’s Grimoire and let the
magus cast the spell normally.)
study. If the talisman is destroyed, any This invested enchantment enables Because this process relies on learn-
study bound into it is lost. The Effect level the magus’s talisman to hold the knowl- ing and relearning a spell, the magus
needed is 10 x XP to be retained. The edge to cast a spell. The effect cannot be must ensure that the spell has been
effect must be completed in one season triggered as a normal device effect, but is reinvented as a perfect match, with no
or all new experience points will be lost always on, as a “memory.” unintended variations. He must succeed
to the repair effect. If the full effect can- Once complete, the magus may cast in a roll of Intelligence + Magic Theory
not be invested in a single season, a lesser the spell as normal. against an Ease Factor of 6 + the mag-
enchantment can be used to retain some The invested effect level must equal nitude of the spell. To bind a spell as an
XP, losing the remainder. the level of spell to be retained. The effect effect over multiple seasons, the magus
(Mystery Guideline level) must be completed in one season or the must relearn the spell after each season
spell knowledge is lost. The magus gets a of enchantment.
Example: A maga studies a tractatus with similar spell bonus for this enchantment, To match each partial spell-binding,
Quality 10 for a season. The next season, she instills regardless of the spell’s Technique and roll a stress die + Intelligence + Magic
another Binding the Immortal Memory effect into her Form — he is in effect enchanting the Theory vs. (6 + Magnitude of Spell). If
talisman. She has a Creo Mentem lab total of 90, spell. this roll is failed, the relearned spell does
and can invest a level 45 effect in one season. This is (Mystery Guideline level) not match the partial enchantment, but
enough to permanently bind 4 XP (a level 40 effect), the magus notices and abandons the sec-
but she will lose the remaining 6 XP. The advantage of instilling The ond season. He may continue the cycle,
Immortal’s Grimoire is that by casting the spell taking up from relearning the spell.
normally the magus uses his full Casting If the roll is botched, the magus fails
Learning Spells Total, gets full Penetration (Casting Total to notice the mismatch and ruins the
– Spell level + Penetration Bonus), and investment, and may risk his talisman.
When an immortal magus learns a has unlimited uses per day. A device effect For each botch zero rolled, roll on the
spell then, again, the natural tendency of has zero Penetration and one use per day, Modified Effect or Side Effect tables of
the immortal spirit is to repair itself over unless extra levels are invested. A magus the Extraordinary Results chart in ArM5,
the next season, so the spell fades from who can instill The Immortal’s Grimoire in page 109 and apply the alteration to an
memory unless prevented. The magus one season can expect to cast the spell far existing effect in the talisman. Roll to
can bind the knowledge of a spell by more effectively than an equivalent effect determine the effect, or decide in consul-
creating an enchantment in his talisman. instilled in a single season. tation with the storyguide. If the magus
This requires already opened spaces in was experimenting, add the Risk Modifier
the talisman. to the number of botch dice; if such an
Binding High-Level Spells experiment botches, then roll on the
The Immortal’s Grimoire Disaster table as well as the Modified or
ReVi Gen If the magus cannot invest The Side Effect tables.
Pen +0, constant effect Immortal’s Grimoire effect into his talisman Once the Effect has been invested,
R: Per, D: Always on, T: Ind, Mystery in one season, then he may undertake the magus may invest the Immortal’s Grimoire
enchantment a particularly laborious process instead. Effect over a number of seasons.
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The Mysteries Revised Edition
135
Appendix B
Conversion
The following notes discuss convert- know, adding one Mastery Level for each Magical Imagination
ing characters from Fourth Edition’s The Ability added. Many lineages and cults
Mysteries to The Mysteries Revised Edition. refer to Virtues and Flaws from Fourth Magical Imagination is replaced by
Edition supplements, and you should sim- the Ability Art of Memory (that requires
ply pick the closest ArM5 equivalent. no Virtue) and either the Virtue Potent
General Conversion Magic (Dream) or Minor Magical Focus
(Dream). Oneiromancy becomes Dream
Magical Methods Magic and Greater Dream Magic. Dream
Follow the guidelines in ArM5, on Interpreter becomes Hermetic Dream
page 223, on converting characters. Use Ceremonial Magic can be found on Interpreter — a variant of Hermetic
your judgment to re-balance points spent ArM5, page 83; sympathetic magic can be Divination.
on Virtues, but note that The Mysteries Revised found on ArM5, page 84. Augury is replaced by Hermetic
Edition places much more emphasis on sto- Divination, a separate Mystery Magic;
ries paying for Initiations rather than Flaw multiple Divination methods share one
points, and so converted characters will be
much more Flawed than comparable The
Mystae Magics Divination Ability. Inscription on the Soul
is now part of spirit magic.
Mysteries Revised Edition characters. When
converting, you may wish to drop some The Mysteries Revised Edition divides
of the extra Flaws acquired as Ordeals for Mystery magics into informal schools Theurgy
Fourth Edition The Mysteries. rather than formal mystae magics. You
should look at the style of character as Hermetic theurgy and thaumaturgy
well as the names of the Virtues. become Hermetic theurgy. Thaumaturgists
Abilities may wish to add Hermetic synthemata
or ascendancy. Parhedros is a variant
Outer Mysteries are no longer Alchemy name of spirit familiar (spirit magic).
“Magical Affinity” Abilities. You may place Ars Notoria has no equivalent, however
experience from removed Abilities into Hermetic Alchemy, Vulgar Alchemy, Names of Power and Invocation Magic
(Mystery Cult) Lore, Magic Theory, or and Philosophic Alchemy have direct call upon the powers.
similar Abilities. Some new Virtues use equivalents. You may wish to include
(Realm) Lores, so you may wish to spread Potent Magic or Magical Focus for Muto
points into those Abilities. Terram (Minor). A magus with The Elixir
should replace this with the Virtues Lesser
News Schools
Elixir and Great Elixir together. and Mysteries
Non-Mystae Virtues and Flaws
Spirit magic is new, gathering mag-
Cabal Legacy is retained, Sorcerous Astrology ics for non-Daimon spirits. Potent Magic
Music becomes Performance Magic and Potent spells are new; Mystery Cults
(Music), Sacred Architecture becomes Replace Hermetic Astrology with often favor these specialist magics, as
Hermetic Architecture. Mastery Virtues Planetary Magic, and keep Celestial Magic. magi may only have one Magical Focus.
are replaced by Mastery special abilities; Hermetic Inception has no equivalent. Astral Numerology and Geometry are new, and
see ArM5, page 87. Magi with these Magic is most nearly equivalent to Periapts, work together with Architecture to form
Virtues should add the relevant Mastery but is very different. Divinatory aspects are the school of Arithmetic.
special ability to all Formulaic spells they covered by Divination (Astrology).
136
Appendix C
Daimons
Magi who pursue the study of the
Mysteries often deal with strange and
es their power as described in Chapter 9:
Hermetic Theurgy, Ascendancy to the
Sample
powerful magical beings. The section that
follows provides examples of the kinds of
Daimons, potent magical creatures that
Hall of Heroes, Learning and Improving
as a Daimonic Spirit.
The service provided by the Aspect
Daimons
the mystae may call upon or encounter in and sealed by the pact varies by the spe- Here are game statistics for a few
the course of their rites. cific Daimon invoked. All Daimons have sample Daimons. Storyguides may design
Daimonic spirits are powerful and powers, which are the most commonly others using their knowledge of mythol-
unique beings, and the storyguide should invoked service. For example, a maga who ogy and the needs of their sagas that may
craft them to allow for the telling of inter- is suffering from a terrible non-Hermetic offer similarly useful powers or knowledge
esting stories. The following examples curse laid upon her, and is unable to find to those who wish to enter into pacts with
may act as useful models for designing a way to remove it by magic, may invoke them.
your own Daimonic entities. the pact of Hipta, one of whose powers
Daimons and some spirits and ghosts is the removal of curses, and ask her to
usually manifest physically. If they are
taken to wound level Banished, they are
perform this service. A theurgist involved
in a terrible magical conflict might call
Chnoubis the Serpent
dismissed and it may be many years upon the ancient Albanian deity Gydryty-
before they return to Earth; Daimons are kom, a giant who can swallow spells, and Magic Might: 30 (Mentem)
never killed or incapacitated by physical use this to protect himself from the ritual Characteristics: Int +3, Per +6, Pre 0,
combat. being cast against him. Com +2, Str 0, Sta +3, Dex +3, Qik
A Daimon also does not respond in Daimons can serve in many other +5
person — it sends an Aspect of its spirit. ways. Chnoubis the Serpent is often Size: –1
The Aspect behaves as an independent invoked to spy on one’s enemies, while Personality Traits: Curious +4, Diplomatic
earthly spirit while it is active, but when Lasa Vegoia is well-known for her capac- +3, Proud +2, Noble +1
its reason for existence ends, it is absorbed ity to teach theurgy by her powers. Combat:
back into the Daimon, residing among the Many Daimons have mundane abili- Bite: Init +5, Attack +8, Defense +8,
stars, so the Daimon knows what all its ties, and these can be used to provide Damage +5*
Aspects have done. However, binding or answers to questions or to reveal ancient * On being bitten the victim must make
destroying an Aspect has no effect on the secrets, or the synthemata and secrets of a Fatigue roll against an Ease Factor of 9
Daimon itself. The ability of Daimons to other lesser Daimons. For example, the or lose a Fatigue level each round until
create multiple Aspects in different places Welsh bard Aneirin, now an ascended he has succeeded for three consecutive
permits more than one magus to enter Daimon, can be conjured to describe many rounds or fallen unconscious. While suf-
into a pact with a single Daimon. Other of the ancient ways of the Stonehenge fering these effects, the victim is unable
spirits in general lack the ability to create Tribunal with his excellent Area Lore skill. to tell a lie (penetration 25, Mentem),
multiple Aspects. Magi will undoubtedly be creative in how and is eager to talk to anyone present
Hermetic Theurgists often enter they summon and use these mighty spirits about anything on his mind, talking to
into pacts with Daimons, conjuring them to further their plans, and the storyguide himself if necessary. Once the victim falls
as described in Chapter 9: Hermetic should consider creating a number of unconscious no further Fatigue is lost,
Theurgy, and bargaining for a service new Daimons who can be summoned but he awakens with a terrible headache
by using the rite and making a gift of to provide odd services that reflect their and must make a Stamina stress roll (plus
vis that is part of the Invoke the Pact of traditional areas of knowledge and the Art of Memory if he has that Ability)
(Daimon). Daimons are usually happy to secrets of whose pacts can be learned in at an Ease Factor of 6 to recall what
have an Aspect summoned, as this increas- moldering grimoires. transpired.
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The Mysteries Revised Edition
Soak: +9 were Formulaic spells; no extra time or favors the form of a lovely dove. Her
Wound Penalties: –1 (1-5), –3 (5-9), –5 vis is required. name and spells to summon her can be
(10-14), Banished (15+) Swallow Spells, 5 points, Init +3, Vim: Can found in the several ancient texts. She
Powers: swallow any magical spell or effect is invoked for forgiveness from curses
Augury, varies, Init +5, Mentem: By using with a level of 50 or less, completely and magical harm.
this power Chnoubis is able to per- dispelling it.
form auguries as the Virtue Divination Vis: When he is banished, his tongue
and Augury, with each Might Point
allowing 10 levels of success.
remains. It contains eight pawns of
Auram vis.
Lasa Vegoia
Aura of Rightful Authority, 4 points, Init +5, Appearance: The master of hail, Gydryty- the Matron
Mentem: Equivalent to the ReMe20 kom is a giant who can stretch his
Hermetic spell. mouth from the ground to the clouds. Magic Might: 30 (Aquam)
Discorporation, varies, 1 point, Init +7, He swallows storms and lighting, but Characteristics: Int +5, Per +3, Pre +5,
Mentem: Becomes a discorporate spir- grows angry when summoned because Com +2, Str –1, Sta +2, Dex 0, Qik
it that can move as fast as lightning it interrupts his eternal battle with a +3
and is only visible to Intellego Vim Daimonic snake of fog that threatens Size: 0
magics or Second Sight. He sneaks up to swallow the world. Gydryty-kom Personality Traits: Secretive +4, Confident
on victims invisibly and bites them, was once highly regarded in the lands +3, Matronly +2
then listens to their secrets as the of the Albanians, but his power has Combat:
toxin takes effect. faded thanks to Christianity. Brawl: Init +3, Attack 0, Defense +3,
Vis: On being banished his scales remain, Damage –1
containing three pawns of Intellego Soak: +2
and two of Mentem vis.
Appearance: Chnoubis is a lion-headed
Hipta the Nurse Wound Penalties: –1 (1-5), –3 (6-10), –5
(11-20), Incapacitated (21-25)
serpent called upon for his abilities to Abilities: Art of Memory 10, Augury 20,
scry and ferret out secrets. He claims Magic Might: 15 (Animal) Magic Lore 10, Teaching 12
to be a native of the Nile, but theur- Characteristics: Int +3, Per +1, Pre +3, Powers:
gists across Europe can successfully Com +2, Str varies, Sta varies, Dex Primal Theurge, varies, Init +3, Vim: Can
summon him. True to his appearance, varies, Qik varies perform any spell from the tradition
Chnoubis is a powerful fighter, but is Size: Varies from –5 to +2 of Hermetic theurgy at the cost of
much more interested in the power Personality Traits: Calm +4, Protective 1 Might point per magnitude. Spells
of words. +2 that involve the form Aquam cost
Combat: only 1 point per 3 magnitudes.
Varies with form Teach Theurgy, varies, Init +3, Mentem:
Gydryty-kom the Giant Soak: Varies
Wound Penalties: Varies by form.
Can teach any Hermetic theurgy spell
at the cost of 1 Might point per mag-
Substitute Banished for Incapacitated. nitude; she teaches it then departs,
Magic Might: 40 (Auram) Powers: but the student must spend the season
Characteristics: Int 0, Per +1, Pre 0, Com Shapechange, 1 point, Init +5, Animal: May committing it to memory.
–2, Str +8, Sta +6, Dex +3, Qik +3 change form into any natural or fan- Teach Augury and Divination, 5 points, Init
Size: +3 tastic beast from Size –5 to +2. The –10, Mentem: the successful sum-
Personality Traits: Hates Being Interrupted change is instantaneous, and she can moning and creating of a pact by the
+4, Determined +3, Protective +2 always speak in any form. would-be Initiate of Divination and
Combat: Dispel, varies, Init +5, Vim: May perform Augury as part of an Initiation Script
Brawl: Init +3, Attack +10, Defense +10, any Perdo Vim spell at will, at a grants a bonus of +5 for the purposes
Damage +8 cost of 1 Might point per magnitude. of that Script.
Soak: +20 Hipta counts as familiar with all styles Vis: Leaves six pawns of Intellego vis in
Wound Penalties: –1 (1-8), –3 (9-16), –5 of magic for this purpose, and has her gown, which remains when she is
(17-24), Banished (25+) a Penetration Ability of 30, making banished.
Powers: invoking her a common way to end Appearance: A powerful nymph and great
Auram Magic, varies, Init +3, Auram: May malevolent curses. spirit of water, Lasa Vegoia taught
perform effects equivalent to any Vis: Leaves three pawns of Animal vis, the Etruscans secrets of theurgy and
Auram magic at a cost of 1 point per in the form of a white feather, when divination. She is a matron spirit of
magnitude, or for spells involving hail, banished. augury, and is usually invoked by
1 point per three magnitudes. Can Appearance: The nurse of Dionysus, those desiring to learn magical secrets
perform Auram Ritual spells as is they Hipta is a powerful shapechanger who related to divination or theurgy.
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