Speak (Language) is a character’s fluency in a particular language. Speak (Language) is never rolled directly, but is helpful in determining ease of communication. In play, it is a guideline to roleplaying your character’s accent and ability to communicate:
Score | Fluency/Accent |
One | Basic ideas, barely comprehensible |
Two | Haltingly functional but heavily accented |
Three | Functional but accented |
Four | Equivalent to a casual native speaker, rather than an educated one |
Five | Equivalent to an educated native |
Seven | Complete mastery of the language’s intricacies |
When a player makes a roll based on any Social Skill, Charm, or Guile, the roll is modified by the difference between the speaker’s score in Speak (Language) and the listener’s. For example, Tobias is trying to bargain with Stentor. Tobias has a Speak Greek of 4, Stentor 5. Tobias’ bargain roll is at –1, while Stentor’s roll is at +1.
A character is automatically literate in a language once the character acquires a score in both Speak (Language) and Scribe (Alphabet) in the alphabet appropriate to that language. For example, a character with a Speak (French) 1 and Scribe (Latin) 1 is literate in French.
Speak (Language) limits a character’s ability to write in that language. If a character’s Speak (Language) is 4 or less, any score in Trivium or Scribe (Alphabet) above the character’s score in Speak (Language) is ignored when writing in that language. For example, a character with a Scribe Latin 4 and a Speak French 2 writes as if he had a Scribe Latin 2 when writing in French.
If a character’s Speak (Language) is 5 or more, this cap no longer applies, because the character has achieved the fluency of a fully educated speaker. For example, a character with Scribe Latin 7 and a Speak French 5 still uses his Scribe Latin 7.
Academic Skills
Academic Knowledges
Academic Genera
Geographia
Geographia is the formal study of geography. While Area Lore provides very local, specific information, Geographia is more theoretical and broad. For example, "Where would I buy books in Constantinople?" is an Area Lore question, "What kind of weather can I expect in the Colchis this time of year?" falls under both Area Lore and Geographia, and "What kind of topsoil can I find on the Pontic Alps, and what is its ideal crop?" is a Geographia question.
Historia
Historia is the formal study of history. While Legend Lore covers folklore and myth, Historia is based on the many academic chronologies of the classical and later periods.
Trivium
The Trivium is the foundation of the liberal arts, the analytical tools of grammar, logic, and rhetoric. Genera may be studied within the Trivium, although such specialization is extremely rare within the Order of Hermes.
Quadrivium
The Quadrivium is the discipline of mathematics in its classical forms of arithmetic, geometry, astronomy, and music. Studying genera within the Quadrivium is common within the Order of Hermes, as each genus of the Quadrivium has many applications for a magus.
Scribe (Alphabet)
The Scribe skill concerns the penmanship, speed and accuracy of writing with a particular alphabet. The known alphabets to the Aerie magi are: Arabic, Aramaic, Armenian, Cyrillic, Greek, Hebrew, Latin, Persian, and Syriac.
Genera (single, genus) are specific areas within a broad field of study. For example, Geometry is a genus of the Quadrivium. Focused study of a genus provides greater insight into that particular subject than wider examination would allow.
Whenever a character earns a Study Total in a genus, 1 experience point from that Study Total must be spent in the genus’ Academic Knowledge. Adventure experience or Study Totals of 1 cannot be spent in genera unless the storyguide specifically provides for it.
A genus modifies appropriate rolls. For example, when solving a geometrical proof, roll a stress die + Intelligence + Quadrivium + Geometry.
Assume standard rules from ArM4 apply except when specifically overridden by these rules.
Trivium replaces Scribe when determining a text’s quality.
Each season of writing generates (Dex + Scribe (Alphabet)) points toward completing the text. Strong Writers add +3 points per season. Once the scribe generations a total of points equal to or greater than the Quality (+ summa level, see below) of the text, the draft is complete. When writing a summa on a Hermetic Art, the level of the summa as added to the Quality. When writing a summa on a Knowledge, twice the level of the summa is added to the Quality.
Compendia
The compendium is a sister work, written to expound or clarify a summa. It is easier and speedier to write a compendium rather than a completely original summa. Thus, compendiums will be much more common in settings where scholars have extensive libraries.
Source Material: A compendium must be based on a summa written by another author. To write a compendium on a summa, the author must have first spent at least one season studying the summa, either as a primary or secondary source.
Subject: The compendium must be on the same subject as its source material.
Level: The author’s score in the subject matter must be at least twice the level of the source material. The level of the compendium is equal to the level of the source material, even if the author could write a summa with a higher level.
Quality: The author’s Com + Trivium +3 + 1 per season spent studying the source material.
Time to write: The source material must be available during each season of writing (no one else can read the source material for benefit while the compendium is being written).
Revisiting
An author of a summa can revisit it by writing another summa on the same subject. The Quality of the new summa gains a bonus equal to the difference between the author’s score of the subject matter when he wrote the original summa and his score now. For example, Stentor writes a summa on Enigmatic Wisdom when he has a Enigmatic Wisdom score of 6 (text level is 3). Years pass, and Stentor’s Enigmatic Wisdom rises to 8. If he writes a second summa on Enigmatic Wisdom (text level is 4), the new text’s Quality has an additional bonus of +2. This rule was intended with knowledges in mind, for Arts add the difference/5 to keep the scale right.
The translation of a text combines the elements of drafting a new text and improving another, and is one of the most exacting tasks of a scribe. To translate a text, you must be literate in both the original language and the desired language. If two people are working on a translation, a reader and a writer, the following requirements must be me: the writer must be literate in the desired language; the reader must be literate in the original language; the reader and writer must both be able to speak the desired language.
Time to TranslateEach season spent in translation the translator accumulates (Com + Trivium) points toward translation. When translating summae, the translation is completed when the translator accumulates a number of points greater than or equal to the text’s (Quality + Level(x2 for summa on Knowledges)). For other types of texts, translation is complete when the translator accumulates a number of points greater than or equal to the text’s Quality.
Determining Quality of TranslationFirst, calculate the Quality of the text as if the translator himself wrote it ("the translator’s Quality"). Next, compare this Quality with the original text’s Quality. If original text’s Quality is less than the translator’s Quality, then the translation’s final quality equals (original text’s Quality + (translator’s Quality)/5). If the original text’s Quality is greater than the translator’s Quality, then the translations’ final quality equals (original text’s Quality – (translator’s Quality)/2), or the translator’s Quality, whichever is higher.
Translation of Hermetic SpellsHermetic spells are written in either Latin or Greek. When translating a spell from one language to another, the scribe can copy ((Dex + Scribe) x 40) levels of spells in one season, and a Strong Writer can copy ((Dex + Scribe) x 60) levels of spells in one season.
Once a reader exhausts a text, or if the text cannot be read otherwise, a reader can use the text as a secondary source. When using a text as a secondary source, a reader utilizes a text, not for the knowledge it contains, but as a springboard for his own research and investigation. A text can only be used as a secondary source once. Using a text as a secondary source takes one season. After which, the reader rolls a stress die + Intelligence + Trivium (+2 for summae, +1 for LQ). If the roll is greater than the reader’s score in the subject matter, he gains one experience point. If the roll is equal to or greater than twice the reader’s score in the subject matter, he gains two experience points. If the roll is equal to or greater than thrice the reader’s score in the subject matter, he gains three experience points. Each botch results in 1 level of befuddlement. The reader cannot gain any more experience points in the text’s subject until all levels of befuddlement are removed. One level of befuddlement can be removed by spending 1 season in research.
When adding Quality to a Study Total, add either the text’s Scholarship of Presentation, whichever is lower. The Art of Memory does not add to your Study Total.
Authorities use special rules. An authority can be read any number of times. After a season of examination, the reader rolls a quality die + Intelligence + Trivium. If the roll is less than the reader’s score in the subject mater, he gains one experience point. If the roll is greater than the reader’s score in the subject matter, he gains two experience points. If the roll is equal to or greater than twice the reader’s score in the subject matter, he gains three experience points. If the roll is equal to or greater than thrice the reader’s score in the subject matter, he gains four experience points.
Basic Totals:
Strong Writer Totals:
Modifiers:
When a classically educated Hermetic magus invents a spell, he writes a spell text. Writing a spell text takes no extra time, as is part of the spell invention process. The spell text is the very first transcription of the spell invented, and can be used by others to learn the spell. Before Bonisagus and his Hermetic Magic Theory, written spells were recorded in the form of cultic ceremonies, and therefore inaccessible to magicians outside of the religion of origin. With the proliferation of Hermetic Magic and the spell text, magic transformed from an article of Faith to a practicable high Art.
A spell text in its original form only usable by the original author, as they include all sorts of personal abbreviations and short cuts, unless they are translated. Once translated, a spell text can be used either for the text’s bonus or to learn the spell. Spell texts are far shorter than typical Hermetic works, and are easily incorporated into grimoires.
Benefit of Possessing a Spell Text
A magus who possesses a spell text does not need to learn the spell to benefit from the "similar spell bonus" (ArM4, p. 69). When casting a spontaneous spell that is considered similar to the spell text, a magus can add the magnitude of the spell text by spending 10 minutes contemplating the text. Using a spell text when inventing a spell or instilling an effect does not take any additional time.
There are two methods by which a magus can translate a spell. The most common is individual translation: the magus translates the inventor’s personal style into his own. One of the great breakthroughs of Hermetic Magic Theory, however, is the possibility of universal translation. Hermetic Magic Theory provides magi with a common, technical language so that any classically trained Hermetic magus can read it. A personal translation, on the other hand, can only be used by the translator himself.
Personal Translation
If a spell text has been encrypted (see below), the translator must first break the code before making a personal translation.
A magus can personally translate ((Per + Scribe) x 40) levels of spells per season. It is possible to partially translate a spell in one season and complete the translation in another.
Universal Translation
If a spell text has been encrypted (see below), the translator must first break the code before making a universal translation.
A magus can universally translate ((Com + Scribe) x 20) levels of spells per season. It is possible to partially translate a spell in one season and complete the translation in another.
Spells
A magus can make rote copies of ((Dex + Scribe) x 60) levels of spells per season. To make a rote copy, the magus must be able to read the spell itself. Thus, a magus cannot make rote copies of another magus’ spell text, another magus’ personal translation, or an encoded text without first breaking the code.
Texts
A magus can make copies of ((Dex + Scribe) x 2) points of Quality per season. When copying summae, add the level of the summa to the Quality for copying purposes. For example: the summa Bounty of the Mind has a Quality of 7 and a Level of 11. Illario, with a Dex + Scribe Greek of 3, requires 3 seasons to copy it.
Strong Writer Virtue
With the Strong Writer Virtue, a magus can personally translate (Per + Scribe) x 60) levels of spells per season, universally translate ((Com + Scribe) x 40) levels of spells per season, and copy ((Dex + Scribe) x 90) levels of spells per season. Other texts can be copied at a rate of ((Dex + Scribe) x 5) points of Quality per season.
Cryptography is an ancient tradition. Cryptography is a specialization of Quadrivium, the knowledge of mathematics. There are three methods of encoded a text: encryption by code, sabotage by writing in false information, and entrapment by writing in dangerous information.
Encryption
A code takes one season to design. A code has an Ease Factor equal to a simple die + Intelligence + Quadrivium.
Encrypting a Spell or Text
When using a code to copy or translate spells, reduce the magus’ multiplier by 5. For example, if Stentor was writing an encoded universal translation of his spell book, he would write 245 levels per season (2 (his Perception), plus 5 (his Scribe Greek), x 35 (because of his Strong Writer virtue)).
When using a code to copy a text, reduce the magus’ multiplier by 2 (minimum of 1). For example, Ilario with his Dex + Scribe of 3, could only copy 3 points of Quality per season.
Reading a Encrypted Text with the Code
Magi are trained during the apprenticeship to read encoded texts regularly. Thus, there are no penalties to reading an encoded text as long as the reader knows the code. The code can either be given to the reader, or the reader can attempt to crack the code himself.
Decrypting a Text
Decrypting a text takes at least a season. At the end of the season, the magus decrypting rolls a stress die + Per + Quadrivium. If the decryption roll is greater than the text’s encryption value, the decrypting magus has developed a code. Each attempt at decrypting a code earns a cumulative +3 bonus to the decryption roll.
Sabotaging A Text
Any text on any subject can be sabotaged. Sabotaging a pre-existing text other than a spell takes one season, at the end of which the magus produces a sabotaged copy of the original text (the original text still exists unless the magus intentionally destroys it) with a sabotage Ease Factor equal to a simple die + Int + Trivium. If the encoder is writing an original work or copying a spell, sabotaging takes no extra time.
The encoder can also produce curing notes that, if used in conjunction with the sabotaged text, prevents the reader from being sabotaged. Preparation of curing notes takes no extra time.
Reading a Sabotaged Text
If a sabotaged text is read without the sabotage being detected, roll a stress die + Per + Trivium. If the roll is less than the text’s sabotage Ease Factor, calculate the Study Total as if the text had a Quality equal to the sabotage Ease Factor. Experience gained from the Study Total, however, is placed in "Misled in (appropriate Subject)." If the reader does not already have Misled in (Subject) he gains it. The Misled in (Subject) score cannot be increased more than 3 points in 1 season.
Affects of Misled in (Subject)
The reader’s score in Misled in (Subject) acts as a direct penalty on any roll involving the subject. If the sabotaged text is a spell, the spell still works, but the spell roll is made at a penalty equal to spell’s sabotage Ease Factor. A reader is aware that he has been misled. A reader’s Misled in (Subject) score is removed once the reader gains 1 or more experience points in the subject itself. Such an experience point still counts toward mastering or increasing an Ability or spell.
For example, Tobias eagerly learns Macros’ version of Hermes Portal. In his haste, he neglects to acquire the curing notes of the text, which otherwise has a sabotage Ease Factor of 12. Tobias learns the spell, but has a –12 penalty whenever casting it. The only way to rid himself of this penalty is to gain an experience point in Hermes Portal.
Curing a Sabotaged Text
If a reader suspects a text is sabotaged, he can spend one week in cursory examination of the text and make a stress die + Per + Trivium. If the reader’s roll exceeds the text’s sabotage Ease Factor, the sabotage is revealed. Curing a sabotaged takes a season. At the end of the season, the book is cured; the decoder has written in the marginalia, warning readers of the tricks or lies.
Entrapping A Text
Entrapping a text is the pinnacle of the Hermetic cryptographer’s art: placing traps within a text so that an unsuspecting reader has extra botch dice when using the spell or Art.
Only spell texts or texts on Arts can be entrapped. Because entrapment relies on the inherit mystical properties of Hermetic learning, texts on Knowledges or other Abilities cannot be trapped. Entrapping a text takes a season. At the end of the season, the encoder rolls a simple die + Int + Magic Theory the ease factor as follows:
Base Ease Factor: 8
Type of Text Ease Factor Modifier*
Spell text + (3 x number of traps)
Text on Hermetic Form + (4 x number of traps)
Text on Hermetic Art + (5 x number of traps)
*the number of traps equals the number of extra botch dice. The number of traps cannot exceed the cryptographer’s Magic Theory score.
If successful, the magus produces a trapped copy of the original text (the original text still exists unless the magus intentionally destroys it) with a number of traps as desired. Naturally, the traps should be kept secret from the players.
Reading a Trapped Text
If an unaware reader reads and acquires experience points from a trapped text, every botched roll the reader makes involving the subject of the text has a number of extra botch dice equal to the number of traps set by the encoder. If the storyguide is kind, the reader can discover that he is a victim of a trapped text the first time he rolls for a potential botch. To correct traps, each season the victim dedicates to reexamination cures him of one trap.
Curing Trapped Texts
Traps cannot be revealed by cursory examination. The only way to discover traps in a text is to root them out. Rooting out traps takes a season. At the end of the season, the storyguide secretly rolls a stress die + Per + Trivium for the decoder, and consults the chart below:
Roll | Result |
Botch | The text gains an extra trap due to the decoder’s marginalia |
>6 | The text seems safe. |
6+ | 1 trap is rooted out |
9+ | 2 traps are rooted out |
12+ | 3 traps are rooted out |
15+ | 4 traps are rooted out |
18+ | All traps are rooted out |
Once a trap is rooted out, the decoder places a warning in the marginalia and the trap no longer affects readers. Unless the decoder rolls a 18+, he can never be sure that he has found all the traps in a text.
Warding A Text
Truly paranoid writers can ward a text, placing a deadly spell upon it. Because Watching Ward is requires the target of the spell to be present at the time of the ritual, the Watching Ward can only be used to ward a text is the spell contained within the Ward is of Personal range. A spell with a range of "Personal" within a ward is centered on the warded object itself, not the caster or the breaker of the ward.
A rather secretive member of House Bonisagus solved this "problem" long ago by inventing the Ward Against Prying Eyes (ReVi gen ritual).
Ward Against Prying Eyes ReVi gen
R: Touch, D: Spec. T: Individual (Spec.), Ritual
Spell Focus: a book clasp (+2)
The Ward Against Prying Eyes can only be cast upon a written word. Once the Ward has been cast, it is open to a spell that is less than or equal to half the Ward’s level. The spell must meet the following requirements: it must be non-ritual; it cannot have a duration of Permanent, Instant, or Concentration; it cannot have a range of Arcane Connection, and; "Personal" ranged spells are centered on the word rather than the reader or caster. Multiple spells can be placed in the Ward as long as the total level of spells is less than or equal to half the Ward’s level –10 (why, I don’t know, but that’s the way it works in Dave Chart’s Mythic Europe).
Whenever someone reads the word, the spells within the Ward activate. If the spell is targeted, the Ward’s Finesse equals the level of the Ward/10. The penetration of the spell is equal to the level of the Ward/2. The Ward can be activated a number of times equal to the Ward’s magnitude x 2, after which the Ward expires. (for example, a 50th Ward Against Prying Eyes can activate 20 times before dispelled).
The Ward can only be removed with a Disenchant or similar ritual spell, although the spells it casts may be subject to lesser PeVim defenses.
Last modified: Mon Jan 11, 1999 / Jeremiah Genest