HEDGE WIZARD: It should be noted that this flaw usually only applies to House Ex Miscellanea. This flaw represent the disadvantage of being trained in a tradition not entirely Hermetic. Required for any character who is a self-taught sorcerer, as this character would be regarded with a great deal of contempt as an 'amateur.'
SECOND SIGHT: Second Sight allows you to invisible things such as ghosts and faeries. So does Faerie Sight. However, Second Sight allows you to see and enter magic regiones and Faerie Sight allows you to see and enter faerie regiones. Also, on a very good roll (generally 12+) Faerie Sight allows you to see through Faerie Glamours and illusions. Second Sight allows you to similarly see though magical (including Hermetic) illusions, but not through Faerie glamours.
Faerie Sight and second sight are quite similar, but work on different things. Faerie Sight is not simply a less powerful
version of Second Sight which only works on faeries.
MAGE-SMITH (+1 Hermetic): If you hand-craft a durable magic item, you may add your applicable Craft Ability score to your Lab Total. If you have several applicable Craft Abilities, the primary counts fully and each additional one adds one to your Lab Total. A item can be opened for magical investments in the same Season it is hand-crafted. Having an applicable Specialty in an Ability only adds an additional one toward the Lab Total if it is in the primary Ability applied.
CEREMONIAL MAGIC (+1 Hermetic): In the days before the Order, the study of magic was tightly interwoven with the practice of religion. The Cult of Mercury, the shape-shifting tradition of Bjornaer, the mystical tradition of Criamon, and the nature worship of Merinita and Diedne all had their roots in ancient theology. The working of magic as an act of worship has fallen into disuse, but has not been entirely forgotten. Magi with the Ceremonial Magic Virtue can gather together and, as part of an act of faith, combine their magical abilities more dramatically than any Wizard's Communion.
Requirements for Ceremonial Magic
Ceremonial magic must always be performed in a group; a magus cannot practice ceremonial magic alone. Practitioners of ceremonial magic must have a philosophy of magic that goes beyond theory and approaches theology. Religious belief per se is not necessarily required. Criamon magi, for example, do not worship a higher power, yet their mysticism can bond them together during a magical ceremony. All magical ceremonies must have a leader who conducts the ceremony. The group of magi assisting the leader in the ritual can be no larger than the leader's Com + Leadership. The leader must either know the spell to be cast during the ceremony, or must cast it from a text. Casting from text is much more common.Ceremonial magic involves rituals, chants, and the all the other trappings of the occult. The leader of the ceremony chooses which occult tradition to follow. As such, all participants of a magical ceremony must not only have the Ceremonial Magic Virtue, but must either a) come from the same tradition as the leader or b) have each performed enough research to participate. Exactly how much research is "enough" is up to the storyguide, and should be based on how esoteric the occult tradition being followed in the ceremony is. A rule of thumb: when in doubt, require a season's worth of research and a stress die + Int + Occult roll of 12+.
Performing the Ceremony
The spell to be cast must be determined before the ceremony begins. A magical ceremony itself lasts 15 minutes per magnitude of the spell to be cast (the spell level divided by 5). No rolls need be made during the ceremony itself, but players must follow the same rules for distraction and interrupting as casting spells. Once performed, the leader attempts to cast the spell. If the leader is casting from a text, follow the rules on page 78 of the rulebook. If the spell itself is a ritual, time spent performing the ceremony counts toward the time needed to cast the spell. Either from text or from memory, the spell casting roll is modified as follows in addition to all traditional modifiers: The scores of each participants appropriate Techniques and Forms are added to the roll.
The storyguide can reward an "appropriate ritual" bonus of -5 to +5, depending on how well the occult tradition followed "fits" the spell being cast. Botches usually affect the entire group rather than just the leader.
Example
The young magus Tempestus has "had it up to here" with the pirates operating out of a coastal Nordic town, so he decides to sink the place. He wants to cast Wrath of Whirling Winds and Water, an infamous CrAq 60 spell he stole from the private library of an elder magus. His Int + Creo + Aq is a mere 13, not nearly enough for him to learn it, and making casting from a text extremely unlikely. Unfortunately for the pirates, Tempestus and two of his friends (Alpha and Beta) are occultists with Ceremonial Magic. Tempestus' Communication is +2, and his Leadership is 1, for a total of 3, so he can easily handle 2 participants. Each spends a season researching the old ways of Merinita before that House devoted itself to the Fae. Each rolls a Int + Occult of 12+, and they are ready to sink the village.Because the spell is a 60th level ritual, Tempestus gathers 12 pawns of Aquam vis to cast it. The three friends journey to a desolate bluff in sight of the offending village, and begin their ceremony. The ceremony takes 3 long hours as they invoke ancient spirits of nature whose names have not be spoken for centuries (a 60th level spell = 12 magnitudes. 12 x 15 minutes = 180 minutes = 3 hours). Tempestus brought some grogs with him to make sure he was not interrupted. At the end of the ceremony, Tempestus reads the spell and offers the vis to the gods. Usually, reading a 60th level ritual from text takes 6 hours (12 magnitudes x 30 minutes = 360 minutes = 6 hours). The magi have already spent 3 hours in ritual, however, which are counted toward the total time needed. Alpha and Beta sit in anticipation while Tempestus reads for another 3 hours. Tempestus' player then rolls to cast the spell. Tempestus' total to cast the spell is 45: He rolls a 3, for a total of 48, 12 levels away from his goal. According to the rules of reading from a text, Tempestus loses 3 Fatigue levels, and the spell is cast. The village is completely washed away. |
AURA-SENSE (+2 Hermetic): You have an exceptional talent that allows you to feel the quality of any supernatural Aura you make contact with (i.e. Faerie, Magical, Infernal and Divine). A roll of 12+ allows you to recognize the supernatural power within a place, person or object (provided this doesn't go against the normal magical limits, i.e., a demon who wishes to lie about being a demon [most of them] will not be detectable as infernal). With a roll of 15+ you can determine the rating of the Aura (i.e., weak, moderate or strong; within of the actual rating. Because of your sensitivity you suffer the score of this exceptional talent as a penalty to all Natural and Magical Resistance rolls against all forms of supernatural.
SEER (+4 Virtue)
You are a seer, an observer of the Invisible World. You listen to the whispering of the wind, and know the secret language of the trees and fishes. This Virtue confers the Exception Knowledge Seer at an initial level of 1, which can be increased like any other Knowledge.
To catch a glimpse of the invisible world, you must first determine the desired effect. For this purpose, Seer functions just like Hermetic magic, with the following limitations: the Technique of the effect must be Intellego, and the duration must be either Diameter, Concentration, or Momentary. The observations of a seer are bound by the limits of Hermetic magic.
Once the level of effect is known, you must spend a round in
concentration and roll a stress die + Per + Awareness + Seer + aura. If you possess Exceptional Talents of magical perception, such as Second Sight, Aura Sense,or Magic Sensitivity, you can add your score in that Talent to your roll if appropriate (for example, if you are using Seer to look for ghosts, you can add your Second Sight score). If your roll is greater than or equal to the level of effect, your observation is successful. Regardless of success, using Seer costs one fatigue level.
Seers have Arcane as a base range as well as the base Range provided in the guidelines. Thus, for InCo spells (for example), Arcane range is the same as Sight range (the base range).
STUDY BONUS (+2 Hermetic): When given the opportunity to study an Art from books or raw vis in the presence of the Form or Technique of the Art, your surroundings give you new insights into your studies. Add two to die rolls to study from vis (before multiplying) and add two to the quality rating of any text you study from. Your current Art rating determines the magnitude of the surroundings you must be in to gain a study bonus. While a waterfall is sufficient inspiration for raising your Aquam score from three, you may need to locate yourself in the middle of the Aegean Sea to increase your Aquam score from 14.
THE GIFT OF DAEDALUS (+5 Virtue):
Daedalus was the father of a Mystes tradition known as Daedalian Magic. Daedalian magicians are artificers of luxury and wonder. In game terms, Daedalian Magic is a +5 Virtue, and confers the Exceptional Ability Daedalian Magic at level 1.
Daedalian Magic has three primary effects:
Great Works: The artificer’s Daedalian Magic score is added as a bonus to any roll involving a Craft skill, as long as the artificer actually possesses the Craft in question. An artificer cannot rely on Daedalian Magic to sew if he has never picked up a needle and thread. The artificer can specify whether this bonus goes toward speed of work, or quality of craftsmanship.
Wild Magic: All of the artificers creations possess minor enchantments whether the artificer wants them to or not. The magical effects of the creations are uncontrollable, directed by the fancies of the gods (i.e., the storyguide). Typically, the effects are reflective by the Craft roll (if any), the artificer’s personality and mood, and the "personality" of the object created. An object’s personality can be discerned from its purpose and the Form & Effects table. The effects of wild magic are not necessarily malign, just unexpected.
The only way to rid a creation of wild magic is to deliberately
enchant it.
Enchantment: An artificer can enchant an item in the act of creation. If anitem is successfully, deliberately enchanted, it loses any wild magic it might have possessed. If the item has already been crafted, it cannot be opened to enchantment.
The artificer determines the effects of enchantment as per ArM4 rules, with the following exceptions:
*Multiple effects are cumulative into a single effect total. For example, a ring that allows the wearer to become invisible and/or fly an unlimited number of times per day has an effect total of 50 (Wings of Soaring Wind, Level 20, Unlimited Use, + 10, Veil of Invisibility, Level 10, Unlimited Use, + 10).Like all Mystes traditions, Hermetic magi can learn a great deal from them. When a Hermetic magus studies the Arts of Creo or Rego from vis while under the tutelage of a Daedalian magician, increase the multiplier by((Daedalian Magic + Communication)/2).
*Creo effects with a duration of Sun can be moved to Permanent by adding +10 to the effect total, allowing the artificer to create truly effective horns of cornucopia. No enchantment can mimic the effects of ritual magic, however. While crafting the item, the artificer must spend 1 pawn of vis (in an appropriate form) per 10 levels of effect. Creating an enchanted item, however, takes no longer than it would to create the item otherwise. Once the task is completed, the artificer rolls a stress die + Craft (appropriate) + Daedalian Magic + Form & Effect Bonuses + Aura. If the roll is equal to or higher than the effect level, the enchantment is a success. If the roll is a failure, wild magic takes hold in a spectacular and dangerous fashion. If the roll is a botch, the item is accursed, or becomes the house of a malignant spirit, or worse.
BINDING SIGIL (-2 Hermetic): Your Wizard's Sigil is so intimate to you that any remains of your spells form an Arcane Connection to you.
TWLIGHT PRONE (-3 Hermetic): You enjoy running excessive amounts of magical current through your body, or you have trouble controlling the power you summon. When you use a stress die for spell casting, an extra Botch die is rolled. IF it indicates a Botch, roll for Twilight automatically, aside from any other Botch effects indicated by other Botch dice rolled.
DIFFICULT LONGEVITY POTION (-3 Hermetic): Something in your magical nature makes it very difficult for you to make longevity potions for yourself. An Intellego Corpus Lab Total of 30+ is required for you to make your potion, and two pawns of raw vis must be spent for every five years of your current age. Two additional pawns of raw vis must be used for each point which you want to increase your Lab Total. A Lab Total of 40+ is required of anyone else who creates a longevity potion for you.
Hermetic PrestigeThese rules replace the Virtues and Flaws: Hermetic Prestige, Hedge Wizard, Infamous Master, and Discredited Lineage. Magi often spend as much as fifteen years training under a single Master, and sometimes more. The influence of your teacher during these formative years will have a great impact on the kind of wizard you become. Other magi know this, and will tend to judge you by the reputation of your Master, until you are old enough to make a name for yourself. It can take years before other wizards judge you on your own merits however, and in some cases, if your Master was famous or infamous enough, you may never get out from his shadow. Your Hermetic Prestige score works like a Reputation, except that it never increases or decreases. Like a Reputation, it is descriptive. Some possible examples include code-breaker, inventive, skilled with Ignem, or radical. Obviously, you should take something that reflects the reputation your Master would have passed down to you. Your Hermetic Prestige applies only to other wizards, and you should take a specialty to indicate a particular area you are known for. Ie, Skilled with Ignem (flame wards). You may also wish to use your Hermetic Prestige to intimidate other wizards, or to affect your influence at Tribunals. Add the Virtue/Flaw cost of your Hermetic Prestige to any appropriate die rolls (e.g., if you are trying to Charm other wizards at a Tribunal, you might add your Hermetic Prestige cost of +1 to your rolls. The wizards have heard good things about your Master, and are more likely to listen to you). Eventually your own deeds will become more important than those of your Master, but first you must gain an independent Reputation among wizards of equal or greater score to your Hermetic Prestige. At this point other Magi start to judge you on your own merits, though the stigma (or blessing) of a Master's reputation never really leaves you. Some Hermetic Prestige Virtues allow you to take other Virtues for a slightly lower cost. These Virtues should go towards making your magus stand out in areas relating to your reputation. For example, if your Master passed on a reputation of Knowledgable (magic auras) to you, you might take a +1 Virtue, Magic Sensitivity, for free. If your Hermetic Prestige is Skilled with Ignem (flame wards), you might take Deft Art (Ignem), or Extra Arts. The same can be done with a bad reputation; Flaws like Stingy Master or Clumsy Magic can represent your poor training. A Hermetic Prestige of 0 (no points spent) means that your magus was trained by an average Master. She was not especially well known, though local wizards will recognize her name. Your fellow wizards will have very few expectations of you, either good or bad. You will have to blaze your own reputation. A Hermetic Prestige of +1 means your magus is well-thought of by other wizards. He may have been trained by an old and knowledgeable Master, or a wizard known for a singular invention or talent. Other wizards will assume you are well-trained and will probably amount to something. Decide why. |
Memory: This educated knowledge represents the Ancient Art of Memory. With it one develops a mnemonical system, based on loci and images, with which one can store large quantities of information.
Athletics: Add the full Athletics score to the Encumbrance total (Enc = Str + Athletics + Load), maximum 0. This way, Athletics also helps Combat Totals other than Fatigue hampered by too-heavy armor (Init, Atk, Dfn), making general fitness drills just as important as weapon drills for your grogs.
Some people practice an ability so extensively, almost as an obsession, that the ability is ingrained on their very soul. This is not an easy task, it takes years of obsessive effort and a large degree of natural talent. However, its benefits can be many.
If a player wishes for a character to master an ability they must fulfill the following conditions: they must have a score of five and they must have a positive attribute in that most important to the ability (if there are several, all must be positive). Fulfilling this they must then spend six experience points. This does not raise the ability higher, but instead pays for the mastering. In addition, mastering an ability may only be done with the approval of the storyguide, and should represent a long trend of roleplaying in that direction.
A mastered ability may always be rolled with a simple die. If the player chooses, they may roll for stress, with a one less botch die rolled (minimum of one).
Mastered spells may be fast cast (this is a holdover from earlier editions and makes sense to us.... So, we've kept it despite it not being in the current version.
Last modified: Tue Jan 5, 1999 / Jeremiah Genest