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The Mysteries

Credits
Writing: Neil Taylor and Christian Jensen Romer Playtesters: Andrew Gronosky, Vesna Gronosky, Andrew
Design Contributions: Erik Dahl Mitchell, Todd Posey; Donna Giltrap, Malcolm Harbrow,
Editing and Project Management: David Chart Aaron Hicks, Richard Love; Richard Alan Brentar, Skip
Based on concepts by Adam Bank and Jeremiah Genest Engle, Joseph Freistuhler, Gary N. Mengle, Sean Mitchell;
Cover Illustration: Grey Thornberry Matthew L. Seidl; Paul Tevis, Bob Portnell, Ryan P. Macklin,
Interior Art: Ross Bonilla, Alexander Bradley, Brad McDevitt, Mark Turnage; Phil Masters, Sheila Thomas; Andrea C.
Jeff A. Menges Cofalik, Olaf Mahl, Ulrich Willmünder; Alexander Bader,
Ars Magica Fifth Edition Trade Dress: J. Scott Reeves Tanja Bader, Stefan Ehret, MaPhi Werner; Matthew Law,
Art Direction: John Nephew Mark Philp, Alexander White
Layout: John Nephew, Jeff Tidball Special Thanks: Jerry Corrick and the gang at the Source
Proofreading: Spike Y Jones, Michelle Nephew, Jeff Tidball

About the Authors CJ Romer is a field parapsychologist in the UK, investi-


gating purported ghosts and hauntings and making dreadful
Neil Taylor is a Computer Scientist in Cambridge (UK), paranormal TV. He dedicates this to his wife Lisa, as their
running the Saxum Caribet Ars Magica saga since 1997. He’d honeymoon was filled with this book, and to Summer, Crowley,
like to dedicate this book to his wife Angela, who had to sit by and Marmalade. He would like to thank Neil for being so
and watch while the book was hammered into being; and to understanding about the flying rabbit hutch, burning noose,
thank CJ for his wildly entertaining excuses. and seance table inflicted injuries that delayed his writing.

Ars Magica players participate in a thriving fan community by subscribing to email discussion
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taining fan-created web sites, and running demos through Atlas Games’ Special Ops program.
To learn more, visit www.atlas-games.com/ArM5. You can also participate in discussion of Ars
Magica at the official Atlas Games forums located at www.atlas-games.com/forum.
Copyright 2006 Trident, Inc. d/b/a Atlas Games. All rights reserved. Reproduction of this work
by any means without written permission from the publisher, except short excerpts for the pur-
pose of reviews, is expressly prohibited.
Ars Magica, Mythic Europe, The Mysteries, Houses of Hermes: Mystery Cults, Covenants,
Guardians of the Forests, Houses of Hermes: True Lineages, Realms of Power: The Divine,
The Broken Covenant of Calebais, and Charting New Realms of Imagination are trademarks of
Trident, Inc. Order of Hermes, Tremere, and Doissetep are trademarks of White Wolf, Inc. and
are used with permission.

Digital Edition Version 1.0


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

The Mystery Houses are open par-


ticipants in the Order, keen to declare
that their practices are private but not
untoward. The Mystery Cults are more
magics are not common to the Order. In
other cases there is simply no reason for
The Mysteries secretive, and many magi distrust them
to a greater degree because of their dif-
the restriction of the Mystery, beyond and the Houses ference from the Mystery Houses. Other
the axiom scientia potentia — “knowledge magi, however, note that they themselves
is power.” The attitudes of the Houses to the can join the Mystery Cults, and perhaps
Nonetheless, like supernatural abili- Mysteries vary wildly. The following those secrets are private because they are
ties, Mystery Virtues can be taught to guidelines are simply that — guidelines. so tempting, so inviting.
those who have not been Initiated, under Individual members of Houses are free Many magi hear of the exotic magics
the proper circumstances. This usually to make up their own minds about each practiced by those with secret knowledge
requires a Minor Breakthrough (see Houses Mystery Cult. and yearn to try it, to join; these magi
of Hermes: True Lineages, page 26). This differ- often do become the recruits of Mystery
entiates Mystery capabilities from intrinsic Cults. Others turn their backs on the
magical abilities like Mythic Blood, which The Mystery Houses and Mystery Cults, asking why, if the cults
are born out of some accident of birth or the Esoteric Mysteries are so special and their magics so won-
Gift, and cannot be taught in any way derful, have they not come to dominate
whatsoever. Although an Initiated maga The Mystery Houses are the small- the Order? This is a valid question, and
who teaches her sodales Mystery abilities est of the 12 Houses of the Order, and the answer is that there is no answer, or,
without requiring them to be Initiated have a tendency to look inward. Their perhaps more accurately, that the answer
themselves, or who transcribes and sends rites and ordeals bind them in a way that is unknown. A magus who dedicates him-
her knowledge by Redcap to Durenmar, other magi are not bound — except those self to study of the Hermetic Arts, Magic
is not in breach of the Oath of Hermes, who take up Initiation in Mystery Cults. Theory, and his House magics can rise
there can be little doubt that terrible ven- To outsiders, the Mystery Houses seem far in his specialization. A magus who
geance will be brought upon her by her to be closed and their magi committed spends years pursuing vanishing secrets
fellow mystae in that cult. Many Mystery to each other; they say little about their may indeed discover exotic powers, but
Cults back up their bloodcurdling oaths practices. may also end up lacking in skill at the
of secrecy with equally bloodcurdling To progress in a Mystery House core Arts of Hermetic magic. Which is
threats of spells that slay those who reveal often requires as much dedication and the more powerful? This has never been
the cults’ secrets, even inadvertently, to effort as to progress in a Mystery Cult, tested; perhaps the magi of your saga can
outsiders. so members of Mystery Houses may provide the answer.


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

Entering the Mysteries


Now let us enter within the ancient crypt, where openly, others say that a secret shared or matters of public discussion. Chapter
the mysteries of the maggots await. You have come loses its potency, either figuratively or 3: Storyguiding the Mysteries, discusses
so far blindfolded, stripped of power, stripped of literally. different ways Mystery Cults might fit
prestige, and stripped of dignity, clothed only in Furthermore, a group whose extent into your saga to suit the atmosphere and
your shroud. Within await the Great Secrets, and membership are unknown can claim themes of your game.
secrets even death could not hold! Yet I must ask power and give rise to fear in excess of A Mystery Cult is more than a special
you — are you worthy to behold them? its true capabilities. A magus who finds interest group pursuing an obscure magi-
— Diana of Ex Miscellanea, a still-living raven nailed to his sanctum cal sideline; it is a spiritual and mystical
a Mystagogue of the Disciples door cawing a vile message, or who exploration that changes the practitioner
of the Worm awakens to discover a whispering dagger in ways that are not fully understood by
on his pillow, knows in a dreadful instant even the leading magical theorists of the
This chapter describes how one is that he has stumbled across a Mystery Order of Hermes. It is not merely that
Initiated into a Mystery, how a Mystery Cult. Initiates do not say what secrets have
Cult is born, what the benefits are to its Who can such a magus trust? Even been revealed to them; in some sense,
members, and the bitter truth that power his sodales in the covenant could be they cannot say. Such mystic understand-
always has a price. members — did not Lucius vanish ings are beyond expression in language.
The price of power can take many for three days last solstice? What of Even when general information about
forms. The time a magus spends pursu- Svetlana’s late-night journeys to Gallows a cult is widely known, however, its secrets
ing the mystical rites of his cult, learning Wood? She said she was harvesting vis, are still jealously guarded, and only an
its secrets, and preparing for Ordeals, but who was the crooked old hag who Initiate can fully understand and use its
Sacrifices, and Quests is the most obvious walked under the oaks with her? Can magics. Thus, while many Quaesitors have
price. An often overlooked but no less such a magus sleep well knowing he has observed the rites of the Pythagoreans of
real cost of membership, however, are the angered the mighty, yet not even know- the Samos Cult, and many magi of House
adventures and stories required to prog- ing their names? Bonisagus have studied them in search of
ress in the paths of the Mysteries. In addition to engendering fear of the a magical breakthrough that will allow
unknown, secrecy also keeps the members their incorporation in Hermetic magic
of a Mystery Cult safe. If the members of a theory, without the spiritual and mystical
secret order advertise their status openly, understanding that comes from Initiation,

Secrecy and their enemies can break up their meetings


and hunt down their members by Wizard’s
War. The unknown, however, are harder
it is simply impossible to replicate the
cult’s magical effects.
While it may be possible in some
the Mysteries to target.
Even with the advantages of secrecy,
instances for a non-Initiate to learn a
Mystery ability — and indeed this has
however, some Mystery Cults are more happened in the past, as Chapter 4 dem-
The first and central concept for any secret than others. The Mystic Fraternity onstrates — it is an uncertain business,
Mystery Cult is that secrecy is power. Part of Samos, for example, is a Mystery and without the mystical framework of
of the appeal of the Esoteric Mysteries Cult that openly advertises its existence, understanding provided by knowledge
is that they do not openly discuss what attracting recruits by providing hints of of the cult’s Organization Lore, a hazard-
they know; the veil of secrecy is drawn its curriculum of learning and philosophi- ous one. The Children of Hermes, for
tight around them, fastened by oaths and cal reflection, and even of the nature of example, introduced in Chapter 14, is
powerful rituals designed to prevent any the magics it can reveal. Indeed, in your a Mystery Cult that seeks to learn the
disclosure. While some simply believe saga the existence and general interests of secrets of other cults and introduce them
that sacred secrets should not be spoken the Mystery Cults could be open secrets, into its own messianic religion.


The Mysteries Revised Edition

Entering a Rhiannon’s Rite


Mystery Cult Alone in a dark and desolate place
just after sundown, Rhiannon was terribly
was it a hidden Initiate watching over
her, guarding her against the denizens of
apprehensive. The first requirement of the wood? She shuddered as she thought
If Mystery Cults wrap their very exis- the rite was very simple: She was to arrive of the tale of Hedvig of the Rhine, who
tence in secrecy, how does one even learn naked. Not physically naked — although turned up on the wrong night for her
of them? Although most Mystery Cults she imagined other cults also required induction — or had the Mystagogue
do not seek broad membership, there are that. Rather, she was to wear no enchant- forgotten her, or the cult betrayed her?
three main ways a magus may become ed devices or talismans, to arrive with- Accounts varied, but all of the legends
embroiled in secret rites. out spells protecting her, to forgo even agreed that she was set upon and con-
One possibility is that a magus might the benefit of her Parma Magica, which sumed by werewolves as she waited, a
learn of a particular Mystery and seek she had cast every nightfall since her classic piece of Order folklore about
admission. Such a wizard’s motives come Gauntlet many years ago. Feeling more those foolish enough to submit to induc-
under great scrutiny by the cult, and vulnerable than mere physical naked- tion into a Mystery Cult.
the methods by which the magus sets ness could explain, completely unpro- In the distance wolves howled,
about “applying” are of particular interest. tected, awaiting the Mystagogue, she and she heard them approaching. She
Blatant or indiscreet attempts, which draw had been warned not to use her magic smiled, for she had heard that the howl-
unwelcome attention to the Mystery, typ- in any way until sunrise. The Quest she ing of wolves drawing close was a com-
ically result in the supplicant being barred had endured as an Ordeal to bring her mon trick of the Mystagogues. Winifred
from admission forever (whether he ever to this moment seemed a small price of the Four Oaks had told her that
becomes aware of this status or not). An compared to the fear she felt now, as she the only reason she had passed her
aptitude for subtlety and intrigue is much waited, essentially helpless, in a cruel test own acceptance into the Knights of the
more useful. Carefully ambiguous phrases of endurance. Though strange noises, Green Stone was because she had been
spoken at Tribunal, or sealed epistles sent visions, and magic assail her, she knew frozen in fear, too terrified to run.
by bribed Redcap to certain magi are she must remain resolute — hobgoblins Finally, as fear left Rhiannon, a
much more fruitful routes to finding a and foul fiends ignored, she must await magnificent stag entered the clearing,
Mystery Cult. the Mystagogue whatever happened. and as the glade lit with light she
However, a word of warning: Even A noise in the trees! Could it be knew she would pass the test, and soon
inadvertently learning details about a some horror, stealthily approaching? Or become an Initiate of the Mystery.
Mystery can result in a very strongly
worded offer, in the words of Flambeau, Rules for creating these rare Initiated particularly brilliant in some area, owns a
“Adjungite nobis an perete!” — Join us or die! apprentices (that is, starting characters who powerful or ancient enchanted device of
Those who would sooner not join a par- begin play as members of a Mystery Cult), interest, or has shown noteworthy apti-
ticular cult had best not go looking. can be found later in this chapter under tude and interest in the field with which
Another way a magus may enter the heading “The Initiated Apprentice a Mystery concerns itself, that cult may
an Esoteric Mystery is via his parens. and Beyond.” Because of the story poten- decide to approach her.
Although a few apprentices learn of a tial in the process of joining a Mystery How, then, do Mystery Cults
Mystery from an Initiated parens, it is far Cult, however, and the complexity of the approach prospective recruits? Again,
more common for a Gauntleted filius to Mystery Virtues themselves, this is not nothing is said outright. It is often a mat-
be allowed to develop and show maturity recommended. It is less taxing for the ter of implication, circumlocution, and
before his parens considers drawing him player and more fun for the troupe when guarded phrases. Odd questions are asked,
further in, since it is well known that a character finds, joins, and is Initiated and the words of the would-be Initiate are
many young magi “fly the nest” after their into a Mystery Cult in the course of play. noted. Powerful members of the Mystery
Gauntlets, developing deeply ambiguous This has the added benefit of allowing the may set up tests to see if the candidate is
attitudes toward those who taught them player more time to learn how the Mystery suitable. These are not mundane tests, like
magic. That said, if the relationship Virtues conferred complement and add to exams, nor tactical trials, where magical
between a maga and her apprentice is her character’s existing abilities. creatures must be bested. Rather, they
very deep and trusting, or if the appren- But Mystery Cults do not always take the form of odd occurrences, moral
tice was born under peculiar omens of increase their membership by waiting for challenges, and situations that test one’s
interest to the Mystery, it is not unheard potential Initiates to find them. ability to hold one’s tongue. Such tests
of for a young magus to be taught the Perhaps the most common way to make excellent stories, and those already
first level of a Mystery — the first thresh- gain entrance to a Mystery Cult, is by Initiated may from time to time be called
old of the cult’s teachings — during invitation. And that is usually the result upon to help devise and prepare them for
apprenticeship. of the magus’s reputation: If a maga is those who may be under consideration.


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

Quests, ing a lost secret; passing a Gauntlet-like


test; delivering a message across Mythic Distractions and
the Initiate
Ordeals, and
Europe. A well-known Quest of the
Philosophers of Rome requires the seduc-
tion without direct mind-altering magic

Sacrifices of the mistresses of a prince of the realm,


cardinal of the Church and a faerie lord,
If a season of Initiation is spent in
study with the Mystagogue, the nor-
all in one season. mal study distraction rules apply (see
Power has its price is another of the cen- Such Quests are always stories; in ArM5, page 165).
tral maxims of all Mysteries. That price is some way they usually reflect the nature In addition, for each month lost to
paid in three distinct ways: through the of the cult, or the type of Virtue being distractions, reduce the Initiation Total
Initiation Ordeal, the Initiation Quest, Initiated. Sometimes several Quests are by one-third of its original amount
and the Initiation Sacrifice. required to gain the necessary degree of (rounding fractions up); this may make
An Initiation Ordeal is a terrible knowledge for Initiation.The magus may the Initiation fail so that no Virtue is
process such as being ritually branded or take his companions and fellow magi gained (although Ordeal Flaws are still
scarred, made to walk through a raging along on the story, but he must be the acquired), and the Initiation must be
bonfire without magic, or being pinned chief protagonist, and may well mislead repeated.
to a tree by a spear for nine days. Such them as to why he is attempting the If the Initiate is distracted from
rites permanently and magically scar the feat, so as not to reveal the secret of his reflection upon a successful Quest, this
Initiate; the mundane wounds slowly heal, mystery. is less of a disaster: she can simply take
but the body or mind is forever marked. All Initiation Quests take at least one more time to meditate and consider.
This is represented by a new Flaw, dictat- season. If the Quest ends early, the maga
ed by the nature of the Initiation Ordeal. must spend the rest of the season meditat- to confer the magical Initiation on an
These are generally Minor Flaws, although ing on her experiences. No other study is unprepared candidate.
Major Flaws are sometimes inflicted. Flaws possible, although Exposure experience Specific Quests, Ordeals, and
that arise from Ordeals cannot be lost in in (Mystery Cult) Lore can be granted. Sacrifices are called for by the Initiation
play or overcome by Hermetic magic. Some Quests may, of course, require Script for each different Mystery Virtue
Some cults doubtless have their own multiple seasons, or if initially failed, mul- Initiated, although most cults have several
unique Flaws, which mark those who tiple attempts to complete. An Initiation Scripts for each Initiation, reflecting the
have undergone their peculiar rites, but Sacrifice is the least taxing of the require- different abilities of the Mystagogues who
storyguides should feel free to use any ments of most Initiation Scripts. This lead the Initiations. The more powerful
Flaws they feel are appropriate in devising may be a Sacrifice of time, represented and knowledgeable in (Mystery Cult)
Initiation Scripts. by seasons teaching new Initiates and Lore the Mystagogue, the less difficult and
The Ordeal is a terrible price to pay, probationers on behalf of, writing books strenuous the Initiation, and the easier the
but has long-term benefits. If one under- for, inventing spells for or any other lab Script’s requirements are to achieve.
goes an Ordeal as part of an Initiation, activity required by the cult, or it may be
then, unlike Sacrifices and Quests, a further a Sacrifice of vast amounts of mundane
bonus is given to subsequent Initiations to
learn later Virtues from the cult. This
wealth, or magical books, or of one’s talis-
man or even one’s apprentice or familiar.
Time and Initiation
means that the most horrific Ordeals The Script specifies the exact Sacrifice
often come early in the cult’s Initiatory required, and is usually worded so that In addition to any time taken up
scheme, and later progress draws upon the no matter how rich or magically powerful by the Initiation Sacrifices and Quests,
price already paid. The mechanics for this the maga, is the Sacrifice reflects a real the Initiation (including associated
are discussed later. loss. Sacrifices generally make the small- Ordeals) itself requires an entire season.
The Ordeal is usually performed at est contribution to the Initiations success, The time may be spent in preparations,
the time of and as part of Initiation and is and the number of sacrifices that can be such as meditation and fasting, before
part of that season’s activities. called for in one Script is limited. the Initiation Ceremony (appropriate for
Initiation Quests are perhaps the Quests, Ordeals, and Sacrifices Virtues lacking an associated Ability), or
most common requirement of Initiation vary greatly between Mystery Cults and in time spent studying with a tutor. When
Scripts. They usually require a lengthy according to the specific Initiation, and a magus gains a Virtue through Initiation,
journey, great danger, and a series of should reflect the magical and spiritual the Initiation and the required process
challenges. Quests may take many forms: nature of the cult, as well as in some of reflection, contemplation, preparation,
journeying to a sacred mountain and way the nature of the Initiation being etc. (and in the case of Abilities, study-
capturing a dragon’s egg, infiltrating a conferred. They make the process of ing with a teacher) count as the study
covenant and stealing an item; defeating Initiation easier, as even the most power- for that season — no other activities can
a Tremere Archmagus at certamen; learn- ful Mystagogue finds it hard or impossible take place. The season spent being taught

12
The Mysteries Revised Edition

Time and the activities reward the storyguide, and in


turn the players’ characters. At the same
Virtues Initiated
Mystagogue time, we adopt the time-unit of the sea-
son, so that non-player characters may be It is possible to gain almost any
assessed for progress using the same scale Virtue through Initiation, although not
The Mystagogue who performs as player characters. We also extend the those that depend on circumstance such
the Initiation need not spend a sig- list of Flaws to include Hermetic Flaws, as as Landed Noble or Hermetic Prestige, or
nificant amount of time, unless he the Sacrifice of Power is mythically very accident of birth such as Faerie Blood or
teaches a Supernatural Ability through appropriate. Large, as common sense dictates. (Some
Initiation. However all Initiates require The storyguide and troupe should Virtues, such as Temporal Influence, True
some supervision and testing, which work together with the player of the Love, and Relic, are only Virtues if chosen
generally amounts to a seven-day dis- Initiate character, to make the Initiation during character generation; they may be
traction for the Mystagogue. process feel mystical and to make the gained through normal play without need
If the Mystagogue’s time is process into a story. of Initiation.)
required, this is noted in the descrip- Hermetic Virtues are favorites for
tion of the Initiation. Initiation., along with Supernatural

(Mystery Cult) Lore on first joining a


The Mystagogue Abilities. (As described in ArM5 page
166, Supernatural Abilities can be taught
cult as a probationer does not count as to anyone with The Gift, but the Study
an Ordeal. “Mystagogue” is a technical term for Total is reduced by the sum total of all
A probationer needs a single level of one who teaches a Mystery. It is used of levels in other supernatural abilities, and
(Mystery Cult) Lore, so as to understand any maga who conducts an Initiation, the sum all Art scores; Mystery Cults
the significance of what he is to perform, and is a role rather than a title. A charac- can avoid the penalties described there
and the rites that will be needed. He may ter who enters into a Mystery Cult may through Initiation rituals and Ordeals, so
be taught this whenever the cult approves well be called upon to Initiate Mystery that at the end of a season’s study with a
him, but before the first Initiation in any Virtues to suitable candidates once his teacher the Initiate reaches level 1 in the
case. He may be subject to an Ordeal first, knowledge is deep enough, and espe- Ability.)
or simply swear an oath of secrecy. The cially if the character is blessed with a
cult may impose any other requirements it high Presence. In a small cult, almost all
sees fit. Second and subsequent Initiations
typically require a score of at least 3 in
Initiations may be conducted by the cult
leader; in larger cults with many degrees,
Initiation Rites
(Mystery Cult) Lore. the Mystagogue may simply be a higher-
Mystery Cults are often organized ranking Initiate. In order to be Initiated into a new
into degrees of Initiation, which corre- Usually the Mystagogue and the Mystery Virtue, the Initiate needs at least
spond to ranks within the secret society Initiate are two different individuals, and (Mystery Cult) Lore 1; the Mystagogue
— each degree teaches a distinct Mystery the Mystagogue teaches a Mystery he must also know the same Lore, but gener-
Virtue. Some cults offer a choice of path, already understands, but this need not be ally needs a higher level if the Initiation
or may even be so informal that there is a the case. If the Mystagogue is attempt- is to succeed. To grant the Initiate a new
free choice made by the Mystagogue as to ing to discover a new Mystery path, or Mystery Virtue, the Mystagogue gener-
which Virtue is Initiated next. to recover and reconstruct a lost path ates an Initiation Total that determines
through recently discovered texts, he then the success or failure of the Initiation:
may be attempting to Initiate himself.
The key to the mystical rites of the Initiation Total: Presence + (Mystery

The Mechanics cult is the (Mystery Cult) Lore Ability,


which includes knowledge of these rites.
Mystagogues are drawn from those with
Cult) Lore + Script Bonus

There is no die roll; if the total is


of Initiation the best available (Mystery Cult) Lore
and are of a higher degree, or rank of
higher than the required target level the
Initiation succeeds — all that is required
Initiation, than those they are Initiating. is for the Mystagogue to be properly
Unlike character generation, where A high Presence makes leading prepared, and skilled enough to suc-
Virtues and Flaws are balanced against Initiations easier; to get the same results, ceed. Initiation Scripts and their bonuses
each other, progress in a Mystery Cult a Mystagogue with low Presence must are described in this chapter, Initiation
depicts an increase in power, with more rely on greater levels of (Mystery Cult) Scripts. The Target Level depends on the
gain than loss, and no fixed ratio. Indeed Lore, or more complex Initiation Scripts kind of Virtue to be Initiated, Major or
the greatest ‘currency’ transacted is the that are harder for the candidate to Minor:
unit of the ‘story’ in which character complete.

13
The Mysteries Revised Edition
To Initiate a Minor Virtue known by
the Mystagogue, the Target Level is 15

To Initiate a Major Virtue known by the


Mystagogue, the Target Level is 21

The Target Level is increased in


the unlikely event that the Mystagogue
does not know the Virtue to be Initiated.
This is most often the case when a maga
decides to Initiate herself in a Mystery
Virtue, usually while creating a new
Mystery Cult or reconstructing the lost
rites of an ancient Mystery Cult that has
died out.

To Initiate a new Minor Virtue, the


Target Level is 18

To Initiate a new Major Virtue, the


Target Level is 30

In addition, if the Initiate went


through a previous Ordeal for a previ-
ous Initiation, the next three Initiations’
Target Levels are reduced Gaining a Major
Flaw or losing a Major Virtue is a Major
Ordeal. Increasing a Minor Flaw to a
Major Flaw is a Medium Ordeal. Gaining
a Minor Flaw or losing a Minor Virtue is a
Minor Ordeal.

First Initiation after an Ordeal: –3


for a Minor Ordeal, –6 for a Medium
Ordeal, –9 for a Major Ordeal

Second Initiation after an Ordeal: –2


for a Minor Ordeal, –4 for a Medium
Ordeal, –6 for a Major Ordeal

Third Initiation after an Ordeal: –1


for a Minor Ordeal, –2 for a Medium
Ordeal, –3 for a Major Ordeal

Only the past Ordeal providing the


largest reduction to the Target Level of
a new Initiation is counted. There is a
minimum Target Level of 9 no matter how
great a reduction is applied.
If the Mystagogue’s Initiation Total
is too low, he may be able to vary
and extend the Script to make it more
effective. If that is still insufficient (for
example, no Script exists), then the
Mystagogue can experiment to attempt
to improve the Script.

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.

Example: Darius Undergoes Initiation


Darius filius Xerxes, follower of forward to further developing her idea After hunting around in the temple
Flambeau, is a Hoplite from the cov- of the mystical and magical principles of archives, Sebastiano discovers an old and
enant of Semita Errabunda. He has been the cult later, as Darius learns more. little-used Initiation Script that teaches
introduced by a fellow Hoplite, Pepino, Darius’ player now notes the result the Virtue Self-Confident. Sebastiano
to the Legion of Mithras, and has already of the season of teaching, and as Pepino himself does not have this Virtue, but
been accepted as a member at a robed is an accomplished teacher, Darius man- he can still Initiate it; the Target Level
conclave, after a night alone in an under- ages to gain an ability of Legion of is, however, 18 not 15.Luckily the Script
ground temple, where he faced various Mithras Lore 1, with 6 experience points grants a +12 bonus which, with his
magical tests and distractions, but brave- left over. Presence +3 and Legion of Mithras Lore
ly endured. His moral character is out- Darius is also told that he will be 7, provides an Initiation Total of 22;
standing, and he has long been a devoted expected to learn the Ability Teaching, more than the required Target Level of
servant of the Order, as his Personality so that he can serve the Legion in the 18. The Initiation Script prescribes a rite
Traits and Reputation clearly show. same capacity later, but for now he must that is much more arduous (Initiation
Following this test, he was formally prepare for his first Initiation, to be Total 22) than technically necessary to
admitted to the Legion and a great feast held when he has found time to prepare exceed the modified Target Level of 15,
was held, with 25 other Legionnaires adequately. He is now a probationer, but Sebastiano does not wish to try vary
attending, wearing colorful robes sym- awaiting his first Initiation. the Script to make it easier. The Target
bolic of their rank and ornate masks. The Legion of Mithras is well- Level is reduced by 3 to 15, as it is
Immediately after the feast ended he organized in the Tribunal, and picks Darius’s first Initiation after the previous
was introduced to his new teacher, who Sebastiano, Lion of Mithras, to be the pre- Ordeal. Darius is certain to be success-
would instruct him in the basic secrets siding Mystagogue at Darius’ Initiation. fully Initiated into the Self-Confident
of the cult. It happened to be his friend Sebastiano has a Presence of +3, and a Virtue if he can fulfill all the requirements
Pepino, and the two of them retired to Mithras Lore of 7. His Initiation Total of the Script.
Pepino’s sanctum, where they spent the before the Script bonus is, therefore, a The Script bonus is comprised of
rest of the season together, as Pepino respectable 10. He himself was Initiated a Minor Ordeal +3, a Quest +3, the
taught Darius the secret rites and phi- into the Virtue Strong Willed as a Raven; Sacrifice of a talisman +5, and a sym-
losophies of Mithras. if he was to teach this to Darius he would pathetic appropriateness bonus +1. The
The storyguide has invented some require a total of 15, as he knows the details of the Script have been outlined
secrets and ideals that are held by the Mystery Virtue he is Initiating. However, to Darius as the path he must pursue
cult; she now explains them, and a brief Darius is already Strong Willed, so that for Initiation; he sets out to fulfill the
overview of the nature and purpose of will not suffice. An alternative Initiation requirements, painfully aware that he
the cult to Darius’ player. She looks is required. is giving up much to receive little in

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

The Initiated Script bonus of +6 if they work out.


He experiments on himself, adding a
Risk Modifier of +1, and the Extraordinary
tries to vary the Script, adding a second
Quest to the rite.
Her player rolls Intelligence +3
Apprentice Results chart roll is 6: Side Effect. A 3
on the Side Effect table is a minor flaw
and Seventh Wave Lore 6 vs. an Ease
Factor of 9 (to add a component). She

And Beyond — he gains an undesirable Personality


Trait related to the cult’s activities; for
example, he may become over-dedicated,
succeeds if she avoids botching the roll.
The apprentice Mystagogue’s modified
Initiation rite requires more effort of her
If the troupe agrees, an apprentice becoming a fanatic who protects the Initiates, but will work under her tute-
whose parens is a member of a Mystery Fens from all threats, and who constantly lage, and she writes down the Script for
Cult may be Initiated while still an serves and protects his new cult. future Mystagogues to benefit from.
apprentice, and gain one (or very rarely
more) of the Mystery Virtues of that cult. Mystery Cult, membership in the parens’s most magi their powers grow by study
All starting members of House Criamon, cult is represented by a required Story and practice, and they do not normal-
House Merinita, House Verditius, and Flaw Cabal Legacy, representing the fact ly acquire additional Virtues. Initiation
House Bjornaer have passed through this that others suspect the master (and hence into Mysteries is almost always by story
process, but are not required to follow the apprentice) of participating in hidden and roleplaying, but (again with troupe
these rules — it is part of the standard and untoward activities, and therefore do permission, or to create an experienced
character generation process for Initiates not fully trust them. non-player magus), a magus who is being
of these Exoteric, or House, Mysteries. Once past Gauntlet and character advanced some years beyond apprentice-
For those who wish to play char- generation, the purchase of Virtues and ship may use some of those seasons for
acters already initiated into an Esoteric Flaws by character points ends — for Initiations. As this rules out interesting

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.

Cabal Legacy — Minor Hermetic Story Flaw


This Flaw applies to magi beginning specific Virtue or Flaw, then this is still From time to time (rarely more than
play as Initiates in a Mystery Cult; it is required during Cabal Legacy character once every few years) he is approached
not required of those seeking Initiation generation. by a senior mystae and commanded
later, by story actions, nor is it required for The magus’s master was an initiate to perform a laborious task or under-
membership in one of the four Mystery of a Mystery cabal and taught him its take a bizarre quest on behalf of the
Houses. It allows a magus character to secrets. As an apprentice, he was marked cabal, usually requiring a season’s worth
be designed with cult Virtues as nor- by the Mystery. Even if he renounces all of activity. Performing this task well
mal Virtues, part of the standard ten the occult trappings of the society, most increases his status with the mystae
Virtues and Flaws — something not oth- magi associate him with the Mystery, and deepens his perceived connections
erwise possible. These Virtues and Flaws especially the mystae themselves. When to them. Refusing or bungling the task
are accounted for exactly as normal: in a magus with Cabal Legacy speaks, magi earns their wrath.
particular, Flaws acquired now do not often think he speaks for his entire cabal. This Flaw is similar to a Minor ver-
later count as past Ordeals. Note that if When he acts, the mystae often assume sion of the Major Story Flaw Favors.
a particular Virtue requires some other he’s acting as their agent.

20
Chapter Three

Storyguides & the Mysteries


What duties are involved in mem- to pay for cult rituals and fund work on Lore. Those who volunteer to spend
bership of a Mystery Cult? What stories enchanted devices that are then used for time on cult business, especially in the
do they inspire? This chapter is written the benefit of the whole cult. In vis-rich tedium of lab work, gain respect and are
primarily with storyguides in mind, but sagas this amount should be significantly offered Initiation faster than those who
can be browsed by players, who may find increased. A donation of perhaps seven or seek power and privilege but do not offer
much of interest within. more pawns of vis seems appropriate for anything but the bare minimum in return.
Initiation into a new degree. Some cults This does not however replace the need
have almost no interest in vis; instead to participate in stories.
service is rendered in other ways. Overall, the vast majority of the

Responsibilities Storyguides should balance the cost


to the character against the slowing of
character progression; these costs should
character’s involvement with the Mystery
Cult should be in the form of participating
in actual stories, telling their adventures.
of Membership be significant enough to have some effect,
but not to make Initiation undesirable or
replace the fact that the new Virtues are
On joining the cult and undergoing
Initiation, the magus immediately takes on
board certain obligations and duties. Each
primarily paid for in stories, not magical
or mundane wealth.
Time is another consideration:
Mystery Stories
cult varies in its ideals, aims, and long- Commitment to a Mystery Cult will take Such stories can have many themes.
term ambitions: whereas The Children some of the maga’s available time that she Along with the requirement to attend
of Hermes require primarily the payment could otherwise choose to spend in the lab, Initiations and to participate in testing
of vis dues and the Initiation of more and also act as a brake on her progression probationers, many Mysteries have yearly
members into the Mystery Cult, the Neo- as compared to her non-Initiated sodales. festivals or ceremonies that require atten-
Mercurian temple may require an arduous The exact amount of time required by a dance — for example, the Neo-Mercurian
journey to the sands of Egypt and partici- Mystery can vary widely: If attendance celebration of Mercuralia — and story-
pation in a search for a lost shrine, or sev- at a festival or ceremony is necessary, guides should make the first attendance
eral seasons’ work mapping the magical the travel may be only a distraction from (at least) at each of these events the focus
energies of a stone circle in Loch Leglean. the season’s laboratory work, but at least of a story so that a sense of atmosphere,
Whatever the Mystery Cult, the magus is occasionally the magus should be asked people, and location is built. “Show, don’t
expected to participate in furthering the to spend a season extracting vis, writing tell” is good advice here; having the
aims of that cult by committing time and a book, teaching a new Initiate, creating character participate in a rite, smell the
effort, which might usually be spent on an enchanted device, or performing other incense, feel the strange magics, and hear
his own researches. While it is impossible duties that further the cause of the cult. the chanting makes the Mystery mysteri-
to generalize, participation in a Mystery It is up to the storyguide to ensure ous, and far more evocative. Mystery
Cult should generate stories; not just the that the price of commitment is felt, but Cults should feel strange, distinct, and
stories required to earn Initiation, but also not to render it so time-consuming that unlike other parts of the life of the magus;
other stories driven by the agenda and the the Initiate gains no practical benefit from there should be a strong contrast between
need to progress within the cult. his membership. Such duties, if freely the warmth and familiarity of the cov-
Some cults require annual dues. This undertaken on a voluntary basis, should enant, and the strangeness and sense of
is usually not specified in the cult descrip- eventually be rewarded with a loan of awe in participating in the rites of the
tion, and is a matter for storyguide discre- a book on the mystery of the cult, or a Mystery.
tion. A single pawn of vis a year is a rea- season being taught by the Mystagogue, When designing stories, the story-
sonable symbolic requirement, being used allowing progression in (Mystery Cult) guide should think about how they lead

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

How to Deal with Mystery Stories


Have the other players play cult- ly to Initiation Quests if they do things Internet chat, phone calls, letters, or
involved companions and grogs. If you with significance to the cult; then seek stories between the storyguide and the
can involve these other characters in a Initiation and favor within the normal player. It never takes up a session, but
Mystery Cult, it gives you opportuni- stories they engage in. Evangelize. Since events happen, stories unfold, and the
ties to have an adventure with everyone cults want members, make Initiating oth- plot is advanced through a non-tradi-
playing a part. It is quite normal to ers into the cult an important goal; tional roleplaying medium. The player
play adventures with only one magus, perhaps even a common Initiatory Quest keeps a book in which he records his
although players must be careful to keep can be held. If the character can get some character’s off-camera stories — but it
separate player knowledge and character or all of the other characters to join, you doesn’t have to be blue.
knowledge. can run Initiatory rites as a group activ- Make it secret. Since the other
Troupe play; beta storyguides. A ity, and all problems vanish; the covenant characters aren’t supposed to know that
Mystery Cult is a good opportunity for may become more cohesive than ever. the character is in a cult, or what goes
another player to do a bit of storyguid- This works particularly well when the on at the cult rites, arrange to game
ing. You can divide responsibilities and covenant members found their own new privately with the cult member’s player
even story time, with one group running cult. for those bits, and pretend that the char-
a Mystery Cult adventure, and another Instructions. Cults that are close acter is doing something else in-game.
running a different adventure or perform- to their members might give characters While possibly the most elegant solu-
ing laboratory activities. instructions to follow while on adven- tion, it depends on your time available
Non-player characters taken on tures, in lieu of a solo Mystery Quest. before the next session, and can result
by players. As at Tribunal, you can cre- This gives the Initiate a particular goal in problems if one story is taking a long
ate powerful story characters that are that the rest of the party might not know time, leaving the other characters play-
part of the Mystery Cult, and encour- about. It should, however, never include ing grogs facing mundane threats as they
age side-lined players to play them. It killing another player character: such wait for the mystery character to return
heightens the tension of an Initiatory betrayal rarely makes for good gaming so the game as a whole can progress at
rite when the Initiate is suddenly facing experiences. the same narrative rate.
four completely new characters wearing Catch up later. You might tell the Abstract it. Since it is a seasonal
black masks and judging his actions, and player of the Initiated character that the activity, you can do cult Initiation like
its easier (and more fun) for four players magus went on an adventure for his cult, you do other kinds of study. Everyone
to run four NPCs than for the storyguide but leave it aside to play at another time announces what they’re doing that sea-
to do it all. when there are fewer players present. son, and then you address each character
Proactive Quests. When the The player gains the Virtues but has no in turn, making the necessary rolls and
characters go on an adventure, have memory of the event until he goes back moving on. Not as much flavor this way,
them think about what their cult would to play it through. but it gets the job done, although it
want them to do. Perhaps they can apply Blue-booking. The Mystery sto- defeats the purpose of Mystery Cults as a
their adventure experience retrospective- ries are handled by exchange of e-mail, way of driving stories.

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

Player which outlines new Virtues and Flaws


that, while rooted in the Mystery Cults,
are now fairly common across the Order
Order.) It is usually wise to allow a player
time to familiarize herself with the rules,
setting, and Order of Hermes background
Knowledge of Hermes. In a troupe-style game, or if
you enjoy allowing players to seek the
before encouraging her to design charac-
ters who seek Initiation into the Mystery
best potential for their characters through Cults, where the rules and options become
The next question facing the troupe informed design, allowing access to this even more complex.
is whether to allow everyone access to book is probably the best way; however Troupes that are not yet ready to
The Mysteries or to allow its secrets only to you will need to make small changes to embark on Initiation into the Mysteries
those within a specific Mystery Cult. Both the Mystery Cult outlines, to ensure they should however consider another option:
approaches have their advantages. remain mysterious. Mystery Cults as antagonists. Mystery
In the first, players can and should With the second option, the story- Cults make superb villains, and unmask-
buy a copy, so that they may make intel- guide restricts knowledge to those who ing the threat of a Mystery Cult that has
ligent design choices when creating their are involved in a particular Mystery, per- designs inimical to the Order as a whole,
characters, and the major mysteries can haps allowing only a small part of the and the player characters’ covenant in
act as long-term goals to work toward. Mystery at a time to be revealed and particular, can make for a memorable long-
Perhaps one player loves the hedonistic the ultimate aim of the cult to be hidden term saga arc. Cultists are secretive, have
scholars who comprise the Philosophers from low-degree members. In fact, such hidden bases to uncover and loot, have
of Rome, and wishes to aim at apotheo- members may even be fed false myths and plans to disrupt, and have mysterious pow-
sis into the Hall of Heroes. Another is untrue information, with the truth being ers that must be learned and thwarted.

24
Chapter Number

Curious Common Magics


There are certain arcana known with review the choice if the Ability is ceasing ditional approach is a square villa, with a
the Order generally, yet of special inter- to be “uncommon.” central courtyard and entrance archway,
est to certain of the Mystery Cults: the although magi may choose more unusual
mysteries of the memory palace, how designs if they so wish, to reflect their
to render spells permanent by evoking New Ability: Art of Memory personal interests and background. Rooms
powerful magical spirits, and the secrets lead off this central courtyard, containing
of Hermetic Alchemy, Planetary Magic, This is the traditional Art of Memory five loci each, wherein distinct complex
and other curious and potent lore known as practiced by scholars throughout pieces of information can be retained for
to magi who study these magical paths. Mythic Europe. To memorize a complex later access. A scene one witnesses, the
These Virtues are available to all within scene, image, or piece of writing (such as details of a conversation, an alchemical
the Order of Hermes without Initiation, a long letter, but not as long as an entire formula, the names of all magi present
yet only the mystae fully comprehend text), the character must succeed at a roll at a tribunal or residing at a covenant, or
their significance and potential, and of: any other lengthy piece of information
understand the deeper secrets to which less than an entire text may be commit-
they provide a cryptic introduction. Stress Die + Intelligence + Art of ted to each locus. The number of rooms
Memory vs. Ease Factor of 9 (or higher) in the memory palace is equal to the
score in the Ability Art of Memory; for
The Ease Factor may be higher example, a maga with Art of Memory

The Art of depending on the length or complex-


ity of the item to be memorized. If the
character succeeds, he remembers the
6 may have access to six rooms and
30 separate distinct memories. Memories
stored thus may be deliberately forgotten
Memory item in exact detail, and may recall it at
will although it may take time to explore
at will at any time, to make space for new
memories.
a locus. Each memory thus stored should be
The Art of Memory deals with the Characters without the Art of marked on the floor plan, and a symbolic
creation of memory palaces, a form of Memory may memorize similar items representation noted. There are certain
mnemonic, in which one visualizes a num- with a stress die + Intelligence roll magical ways by which intruders may
ber of loci, where the scholar commits to (with three extra botch dice) against the enter a memory palace, so this floor plan
memory a symbolic representation of a same Ease Factors, but must also repeat and the symbolism may come into play.
fact to be remembered. the roll to recall the memory perfectly.
This was once a Mystery Ability, Each roll failed introduces errors in the
but even in antiquity had spread beyond memory, which are repeated each time Hermetic Memory Spells
Mysteries to be taught among scholars. it is recalled. Those without the Art of
It has entered common knowledge and Memory also lack the well-defined loca- Mentem spells have been devised
can be learned by any scholar, although tion system of loci. specifically to interact with a memory
it remains uncommon and many lack the palace. Since typically only scholars (and
Ability, even though there is no formal not all of them) know how to construct
barrier to their learning it. Constructing a a memory palace, most such spells have
The Ability may be taught or stud- Memory Palace been formulated with the caster’s own
ied during play as a normal Ability, or memory palace in mind.
acquired during creation by any char- It is perhaps helpful to diagrammati- For the following spells to be effec-
acter with access to Academic Abilities cally represent your character’s memory tive, the target must have already con-
— although the troupe may choose to palace by drawing a floor plan. The tra- structed a memory palace.

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)

command ghosts, too, but as these usually


Ritual Magic) Knowledge of the following new have names, it is frowned upon by some
Virtues is widespread throughout the magi, and is classed under necromancy.
Memory Palace of the Sage Order of Hermes and any of these Virtues To sustain a spell in this manner, the
CrMe 25 may be taken by Initiates of some Mystery magus needs three things: the spell to be
R: Per, D: Mom, T: Ind, Ritual Cults or during character creation by bound and sustained, a container, and a
Creates a locus for the contents of an magi without Mystery ties. Some, such spirit to provide Might to sustain the spell.
entire text in the target’s memory palace. as Vulgar Alchemy and Planetary Magic, The spell to be sustained cannot be a Ritual
Once the locus is in place, the magus can were once Mystery secrets, taught only by spell, nor have a duration of Momentary.
recite the entire text and replicate any certain Mystery Cults. The secrets were The container is an inanimate physi-
illustrations. Perdo Mentem magic can betrayed and, despite efforts to suppress cal item — if that item should ever break,
destroy this locus. As with Constructing the the knowledge, the mystae were eventu- the magic is broken, the spells end, and
Memory Palace, a magical locus may exceed ally forced to accept the reality. the spirit is freed. The magus must trans-
the normal locus-count limit. It is not necessary to be a member of form the container with a general Ritual
As the spell is cast, the magus magi- a Mystery Cult to know these Virtues, and spell Sustain a Spell of (Form): the base
cally reads through the book, reading the it is possible to select them at character level of the container ritual must equal or
entire text (no matter the length) in the generation as part of your usual allot- exceed the spell to be bound.
exact time it takes to cast the spell. The ment of ten Virtues. Characters who are Normally the bound spell is cast
pages seem to rustle by as if caught in the Initiated into an esoteric Mystery Cult immediately after the container spell is
wind. Once memorized, the magus does in the course of play may well come to complete, but extended container spells
not require an actual copy of the text to gain these Virtues through Initiation, as exist that remain passive until linked to a
study or transcribe it. explained in Chapter 2, in which case spell — the passive duration is determined
The Library of Durenmar is per- they are in addition to the usual allotment as for a normal spell, adding magnitudes
manently enchanted to prevent this of Virtues. to increase from a Momentary passivity.
Ritual from being performed within its Once casting of the spell to be contained
walls, although only the Primus of the begins, the two spells become entwined,
House knows how this was achieved.
Additionally, rumors exist of texts that
Spell Binding — and both spells last together for the
duration of the bound spell — both
contain traps against such memorization, Minor Hermetic Virtue spells end if either spell ends or fails.
even fatal ones, and of the dangers of Now linked, the bound spell’s magical
memorizing a text written by an incom- Spell Binding teaches the secret of effect and the physical container become
prehensible Criamon or an author close binding spells into containers, within Arcane Connections to each other.
to Final Twilight. which a spirit may be confined and com- Example: Sustain A Spell of Fire,
(Base 5, +4 magnitude for pelled to sustain the spell indefinitely. The ReVi(Ig) Gen, R: Touch, D: Special (Momentary),
complexity) spirits so commanded are the lesser spirits: T: Ind, Ritual — will contain a spell up to its level,
elementals and airy spirits. It is possible to cast immediately after the Sustain ritual is cast.

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

28
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.

29
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

–3 if Hermetic words are spoken (and


Planetary Magic — the bonus; it is not possible to reroll this
season. On a roll of zero, roll a number
can be heard) Minor Hermetic Virtue of botch dice equal to the desired bonus.
+0 if Hermetic gestures are made (and If any botch results, the entire season
seen) Hermetic magi have developed their is wasted, and any vis expended in the
+3 if both words and gestures are own understanding of the subtle astral project is lost.
mundane influences of the stars. Using Planetary Example: Astra has Intelligence 3
Magic it is possible to select an appro- and an Artes Liberales (Astronomy) score
The magus may choose to vocalize priate governing planet for most effects of 6. She intends to create a device with
loudly, or move exaggeratedly, and gain instilled in enchanted devices. The magus an Aura of Rightful Authority effect. This is a
the equivalent bonuses as for loud words should select the most appropriate planet kind of rulership and is governed by the
or exaggerated gestures. Bystanders may for the nature of the enchantment, and sun, one of the astrological planets (see
notice this as unusual activity, and take invoke its influence when casting. Astrological Correspondences in Chapter
interest where they might not otherwise. This Virtue is commonly taught to 6). She would like a boost for her labora-
apprentices wishing to work the subtle tory work, and tries to create a Laboratory
influence of the stars into their magics. Horoscope for the work. She decides that
New Duration for It is also available by Initiation in cer- she would like an Astrological Modifier of
Performance Magic tain Mystery Cults, but has long since +4, so the Ease Factor for her proposed
passed into general knowledge through- Horoscope is 12. Her player rolls, and
New Duration: Performance. The out the Order, and may be taken without gets a 2, and fails.Astra curses, as she
spell lasts as long as the caster performs any need for Initiation during character needed those 4 points.
the Performance Ability. Performance is generation.
equivalent to Concentration Duration. Description: Allows a bonus to Lab
To cast a Performance Duration spell, Totals to create an enchanted device (and Distractions from
the magus must succeed in a roll (simple only to create an enchanted device), by Planetary Magic
or stress die, according to circumstances) calculating the best hours and periods to
of Characteristic (varies with Ability) + work, modifying incantations, and instill- If a maga commits her lab work
Ability against an Ease Factor of 3. ing astral influences from the planets to to astrologically favorable hours and
The spell fails if this fails, and botch- gain the greatest possible effect. then loses time from the laboratory, and
es if the roll botches. The spell ends when The instilled effect must fall with- attempts to catch up by working harder
the magus ceases to perform the Ability, in the area of influence of one of the for the rest of the season (ArM5, page

30
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

Begin a season of enchantment with Sulfur +3 binding tongues, +2 sowing discord


a selection of materials (and possibly Tin +3 weakness, +1 law
shapes) gathered in the laboratory. The Yellow sandalwood +3 binding people
magus may choose any number of compo-
nents up to the limit of his Magic Theory
score (since some components may be and Material Bonuses table for this pro- correspondences of the item. (Check with
rejected, it is best to include as many as cess, other than to verify that the bonuses the storyguide or troupe on this.)
possible). Do not use the normal Shape he seeks are compatible with the existing

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:

Complete the enchantment, and


determine the experimentation rolls. If he
avoids disaster, note the Experimentation
Bonus (as in ArM5, page 107):

Experimentation Bonus = Simple Die


roll + Risk Modifier

Testing the Components


Now the magus must determine
which experimental elements worked to
help the enchantment, and which failed.
(Record all the results for future refer-
ence.) This is done by dividing up the
Experimentation Bonus between the com-
ponents. If he included any materials or
shapes with a known bonus that apply to
the enchantment, it is assumed they auto-
matically succeed and use up their points
from the experimentation pool before any
others are tested; this may leave no points
to allocate.
For items without known bonuses,
for each Casting Item in turn, decide on

34
The Mysteries Revised Edition
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.

Initially, the bonuses are personal


to a maga’s own magic and to a specific troupe approval), she may merge these to Quality (Com + 6 + bonuses) for writ-
enchantment effect. She can apply discov- create a category similar to the Shape and ing the book is at least twice the Bonus
ered bonuses to enchantments (including Material Bonus table categories. Level.
invested devices) that satisfy the similar Example: Although Julius failed when he Those who study the book then both
spells relationship to the original effect, tested “fur from a fox’s tail” in his first glamor learn Magic Theory (Quality XP) and also
and they can be applied without fur- powders, he later succeeds in creating powders for learn how to use this component in their
ther experimentation. Magi sometimes a number of CrIm visual illusions, all with a +3 own enchantments. When they, in turn,
experiment at making charged devices in bonus from fox-tail fur. The storyguide agrees that teach students, through direct teaching
order to determine Shape and Material he has established a category of effects, and that or by writing in a summa, they incorpo-
Bonuses they can use for planned invested Julius may use “fur from a fox’s tail” for a bonus rate all their experience of enchantment
devices. “+3 to create a visual illusion” in any enchant- into their teaching. Eventually, the new
A new Casting Item may be refined ment, without further testing. magical correspondences may become a
into wider categories (such as those in Once the magus has determined a standard part of Hermetic theory taught
the Shape and Material Bonuses table) category to which a bonus applies, he to all students.
by performing more experiments using may teach this to others. When a magus
the same materials. Once the maga has writes a tractatus on Magic Theory, he
an item with a consistent bonus and sev- may choose a Shape or Material and its
eral applications, and all the applications particular bonus and category as the thesis
are compatible (subject to storyguide or for the book. He may do this provided his

35
The Mysteries Revised Edition

Withstand Casting — Vulnerable Casting from Ordeals or bad


Twilight effects).
the spell will fail (and she will still suffer any
remaining Fatigue loss). She cannot Withstand the
Minor Hermetic Virtue If this occurs, apply the extra loss base spontaneous casting Fatigue.
from Vulnerability first, then withstand It is, however, useful to have the
The Mercurian cult teaches a number the increased loss. Withstand Casting Virtue even with Life-
of Virtues and Abilities to its members; Linked Spontaneous Magic, in case that
some of which may be taught outside the shortfall is extreme; for example, if the
cult. One such is the Virtue Withstand Life Boost and Life-Linked magus botches and the Casting Total is
Casting, which bolsters the magus against Spontaneous Magic reduced to zero.
the draining Fatigue of casting spells, Example: Vita tries again, hoping to cast
knowledge of which is now reasonably Some Virtues, such as Life Boost and another level 20 spell. However, she botches, and
widespread in the Order. Life-Linked Spontaneous Magic, actually her Casting Total is zero. She would normally lose
If a magus has this Virtue, then use the magus’s life-force to power the 6 Fatigue levels (1 for spontaneous casting, plus 1
whenever he is about to lose Fatigue from spell: the lost Fatigue powers the spell, for Vulnerable Casting, plus 4 for the shortfall in
casting a spell, he loses 1 less Fatigue level and without that loss, no power boost is Casting Total), but she can withstand 3 Fatigue
than normal, with a minimum of 1 Fatigue possible. While a magus may choose to levels lost, and only suffers a net loss of 3 Fatigue
level — but if the spell would have been apply Withstand Casting to such a spell, levels.
cast without Fatigue loss, then he still if he does then he loses the benefits from
loses no Fatigue. withstood levels.
A magus may take the Virtue more Example: Vita, a maga with Life-Linked
than once, and withstand 1 Fatigue level
for each level of the Virtue, although the
minimum Fatigue loss remains. If he has
Spontaneous Magic, aims to cast a level 20
spell, but falls short and only generates a level
16 result. She will lose 2 Fatigue levels (1 for
Modified Virtues
Withstand Casting (3), he may withstand
up to 3 Fatigue levels lost, with a mini-
spontaneous casting, 1 for the shortfall in Life-
Linked Magic).
and Flaws
mum of 1. Although she has Vulnerable Casting (1)
The Virtue decreases the severity (from past Twilight experiences) so suffers an extra Normally Virtues and Flaws are
of the Fatigue lost in the exact man- Fatigue level loss, she also has Withstand Casting applied continuously or to the cycle of
ner of the existing Fatigue loss. Thus, (3) (from Initiations), and can use this to with- days, moons, or seasons. It is also possible
if the magus casts a Formulaic spell, stand the Fatigue lost to the Vulnerable Casting. for Virtues and Flaws to be linked to astro-
the Fatigue is short-term Fatigue, easily She has another 2 levels of Withstand logical cycles or subjects. A magus need
recovered, and if he runs out of Fatigue Casting, but if she eliminates the Life-Linked loss, not study Hermetic Astrology itself in
levels he is rendered unconscious, loss order to have (or Initiate into) astrologi-
of extra Fatigue levels results in him cally linked Virtues or Flaws.
being unconscious for one hour for each
overflowing level, and the respite of
Withstand Casting lessens this. If, on
the other hand, he casts a Ritual spell,
Astrological
then the Fatigue is long-term Fatigue, Magical Focus and
and losing more Fatigue than he has
remaining causes wounds — the respite
Potent Magic
of Withstand Casting reduces the sever-
ity of wounds, and this may result in him A Magical Focus or Potent Magic
taking no wounds (with the minimum covers a minor or limited area.
Fatigue lost rendering him unconscious). Examples are given in ArM5 for
both Major and Minor Magical
Focus. Potent Magic is defined
Withstand Casting and as covering the same possible areas as
Vulnerable Casting a Magical Focus. For details of Potent
Magic Virtues, see Potent Magic in this
You may not start your character with chapter.
both Vulnerable Casting and Withstand It is possible for the magical subject
Casting. However, she may acquire both area to be determined by astrological
in the course of play (Withstand correspondences:
Casting from Initiation rituals
or beneficial Twilight effects;

36
The Mysteries Revised Edition
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

37
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

The History of Alchemy


Alchemy is an ancient tradition. the Son of God, became one with Adam, ported transformation, thus enabling the
The earliest known Greek alchemi- in order to restore him to his place alchemists to dismiss De Congelatione as a
cal text, dating from the first century, among the Men of Light. blind.
is the Pysika kai Mystika by Pseudo- The Greek works were translated Thus, when alchemy entered Europe
Democritus. Synesius states that the into Arabic in the ninth century and the in the 12th century, the sulfur-mercury
work was originally in four books about theory expanded by Jabir Ibn Hayyan, theory of metals, the elixir, the color
the manufacture of gold, silver, gems, who stressed the role of mercury, and sequence produced during the process,
and purple. These, together with the the qualities of hot, cold, moist, and dry, the ferment, the separation and con-
school of Mary the Jewess (who was which were to become the cornerstone junction of elements or qualities, the
credited with inventing an efficient still, of alchemical theory. The simile of mar- process of distillation and the analogies
the water bath and the kerotakis), form riage for a chemical process first appears of marriage, death, and birth and their
the early basis for alchemical thought, in the Turba Philosoporum, a translation mystical interpretation, were all present
although the ultimate origin of Pseudo- of an Arabic work that may have been in Morienus Romanus’ Liber de Compositione
Democritus’ alchemical tradition was written as early as 900 AD. Rhases, the Alchemiae, the first Arabic alchemical work
probably Bolos of Mendes who lived great physician, also wrote on alchemical to be translated into Latin, by Robert of
two centuries before Christ. theory, discussing the production of an Chester in 1144. This was followed by
This tradition was later amalga- elixir through a process of coagulation. Gerard of Cremona’s translation of De
mated with Gnostic concepts, such as Avicenna in his work De Congelatione, Aluminibus et Salibus, attributed to Rhases,
the Ouroboros, in the Gold-Making of however, denied the possibility of real and the Aristoteles de Perfecto Magisterio. In
Cleopatra, and the Dialogue of Cleopatra, transmutation, although he did believe the 13th century Vincent of Beauvais,
which describe the working of metals in alchemists could make effective imita- Aquinas, Ramon Lull, and Roger Bacon
terms of the death and resurrection of the tions. This influenced Albertus Magnus, all discussed alchemy in their encyclope-
soul, and the late third century Visions of Vincent of Beauvais and Ramon Lull. dic works, and after their deaths alchemi-
Zosimos. In Zosimos, the alchemical proc- However, another work attributed to cal works attributed to them began to
ess is identified with Jesus Christ, who, as Avicenna, De Anima in Arte Alchimiae, sup- appear.

39
The Mysteries Revised Edition

Alchemical Equipment New Spell


An assortment of the following for re-distillation and subsequent Hermetic Alchemy fills an object
equipment can be found in any Hermetic further refinement. with several pawns of vis, but magi
Alchemist’s lab. Philosopher’s Egg: A special retort often find it useful to have individual
(similar to an alembic) into which pawns of raw vis in separate objects,
Flasks: Ceramic, crystal, or glass con- substances are distilled. Eventually handy for use when needed. The fol-
tainers in a variety of shapes, sizes, the Philosopher’s Stone will be lowing spell divides raw vis among
and thicknesses. “hatched” from this “egg.” several objects.
Still Heads: Flask lids, with glass pipes Kerotakis: A closed vessel in which
leading to other flasks. materials such as thick leaves of Divide the Gathered Essence
Cucurbit: A flask with a still head metal are exposed to vapors in order ReVi 25
attached. to distill essences. R: Touch, D: Mom, T: Group
Alembic: A distilling device that looks Funnels: Made of glass, with a selec- Transfers the raw vis from an item
like a flask with a narrow-necked tion of cloth and charcoal filters. into one or more containers. The maga
opening leading down from the Mortars and Pestles: Made of stone may freely choose how the vis is to be
top. or ceramic, designed for grinding divided.
Pelican: A still with two necks that down ingredients. (Base 10, +1 Touch, +2 Group)
allow a distilled substance to be Crystallizing Dishes: Shallow dishes
returned to its original nature, ready allowing for rapid evaporation. vis. (He would only have extracted four pawns
without Hermetic Alchemy.)
Material Bonuses for the activity (see Form Vis Extracted = one-twentieth Later he decides he would really like some
below). (round up) of Vis Extraction Lab Total Ignem vis, but lacks a ready source, so decides to
extract some from the aura. He posits a Ward
Alchemical Vis Extraction Lab Total Against Heat and Flames effect, and puts
= Creo + Vim + Intelligence + Magic Choosing Appropriate Shape together a piece of fired clay (+4 contain or protect
Theory + Aura Modifier + Shape and and Material Factors from fire) with a lead seal (+4 wards). The bonus
Material Bonuses from these is +8, which again exceeds his Magic
To determine whether a Shape and Theory. His Ignem score is 19, which is greater than
Vim Vis Extracted = one-tenth (round Material table Bonus applies for vis extrac- his Vim, so his Lab Total is again 44. Extracting
up) of Vis Extraction Lab Total tion, look for a single invested effect that Form-specific vis halves the yield to (44/20) rounded
might in principle be instilled in this up, so he extracts three pawns of Ignem vis.
A Verditius magus may also add his device and that uses the Form desired.
Craft Ability and incorporate Verditius (The object is not being enchanted or
Runes (Philosophiae). opened for enchantment at this stage, but
see Philosophic Alchemy).
Philosophic Alchemy —
Any component that would add a Minor and Major
Form-Specific Vis bonus to this guideline effect can be used
Mystery Virtue
to benefit the Lab Total for this extrac-
A magus using Hermetic Alchemy may tion. The object can take the form of a
choose to extract Form-specific vis, but the compound device (ArM5, page 97) with Philosophic Alchemy builds on
process is less efficient than extracting Vim multiple components, but the total Shape Hermetic Alchemy and lets the magus
vis, and the yield is halved. Technique vis and Material Bonus is limited by the settle the alchemical object into the pro-
cannot be extracted by this method. magus’s Magic Theory score. cess so that it digests and ferments on its
To extract Form vis, the magus choos- Example: Rufus wishes to extract Vim vis. own, and extract Vim or Form-specific
es the shape and material of the object He considers that Demon’s Eternal Oblivion would vis from the aura (by Hermetic Alchemy)
receiving the vis to be appropriate to be a Vim effect if enchanted, and so a piece of red with little attention from the magus. (This
the desired Form, and the Creo Vim Lab coral (+10 vs. demons) is appropriate. He has Virtue requires Hermetic Alchemy as a
Total is limited by a requisite of the Form Intelligence +3, Creo 15, Vim 7, Magic Theory 7 prerequisite.)
desired. and the aura is 5. His Magic Theory is less that Alternatively, the magus may pro-
the possible bonus from red coral, so limits it. His cess the object to create ready-opened
Form-specific Vis Extraction Lab Total Lab Total is: Creo 15 + Vim 7 + Int +3 + Magic enchantment spaces instead of raw vis.
= Creo + Vim (Form requisite) + Theory 7 + aura 5 + bonus (limited by Magic The decision whether to extract vis or
Intelligence + Magic Theory + Aura Theory) 7 = 44. Rufus extracts five pawns of Vim create ready-opened spaces is made at the
Modifier + Shape and Material Bonuses start of the process.

40
The Mysteries Revised Edition
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.

Automatic Ready-Opened Devices


Extraction of Vis
Philosophic Alchemy can
The magus prepares produce a device with already-
an object just as he would to opened enchantment spaces.
extract with Hermetic Alchemy, Opening a device for enchant-
with the same bonuses, and the ment uses Vim vis, so a Creo Vim
same amounts of vis extracted. vis extraction Lab Total is used.
However, he understands how the The number of spaces open is equal
process may be settled and left to to the number of pawns of Vim vis
itself, and may perform other labora- that would have been extracted into it as
tory activities, treating the vis extraction automatic vis extraction. (No vis can be
as a seven-day distraction from other extracted: It is as if Vim vis was extracted
lab work. (He can do other things while and opened into the device at the same
in the laboratory, such as study from is called away from her lab for 11 days. This is time.)
books or vis, even though these are not a 12-point penalty to vis extraction, reducing her An item opened by Philosophic
laboratory activities.) Since the vis extrac- Creo Vim Lab Total to 49, so only five pawns of Alchemy is ready for enchantment, or
tion proceeds largely by itself, he is not vis are extracted at the end of the season. may be opened normally in the season
restricted to another activity of the same The 11 days’ absence adds to the seven days’ immediately following the alchemical
kind, Technique, and Form. However, he distraction from spell research (for attending to the process. The magus opening the device
cannot run another vis extraction, not vis extraction) and her Perdo Mentem Lab Total is normally need not be an alchemist. A
even one that does not use the Virtues of penalized by 18 days or 26 points. Her spell Lab magus may count the already-open spaces
Hermetic Alchemy. Total is now 63 – 26 = 37. She does not complete either as a bonus on top of what the device
He must attend daily to the extrac- the spell, but only accumulates (37 – 30) = 7 could normally contain, or as reducing the
tion, so whatever activities he plans must points toward inventing it, and threatens to turn pawns of vis required to open the device.
revolve around being in the laboratory. the grogs into toads. Example: Parella repeats her vis extraction in
Any distractions from the laboratory are a later season, without distraction, but chooses to
applied to the vis extraction Lab Total settle the object to create open enchantment spaces.
as well as any study or lab work running Time Needed for Automatic Her Lab Total + bonus is 71, so (71/10 rounded
in parallel; if the distractions exceed 20 Extraction of Vis up) eight open spaces are created.
days, the digestion is spoiled and must be She is using a small piece of red coral (semi-
abandoned (ArM5, page 103). (Add the Minor Philosophic Alchemy requires precious gem, x2 size) that requires 24 pawns of
seven-day distraction (for attention to vis the process to continue for a complete Vim vis to open. Since she has a Magic Theory of
extraction) to the other activity only.) year. For each of the four seasons, record 9 she can handle 18 pawns of vis, which is nor-
Example: Parella starts a Major Philosophic the Lab Total (less any distractions). At mally not enough to open such a device. However,
Alchemy vis extraction in her laboratory. She has the end of the year, the vis extracted is since eight spaces are already open, she chooses to
a Creo Vim Lab Total of 62, plus a bonus 9 determined by the lowest of the four Lab reduce the vis requirement instead of creating bonus
(limited by her Magic Theory 9) for the Shape Totals. If any season is lost (more than spaces: she only needs 16 pawns of vis — well
and Material of the device, and hopes to get 20 days out of the lab), then the whole within her capacity.
(71/10 rounded up) eight pawns of Vim vis. She extraction is lost, and should be aban-

41
The Mysteries Revised Edition

The Lesser Elixir — Longevity Ritual Vis Limits


Minor Mystery Virtue
When a Longevity Ritual is designed Thus, if the magus obtained a
Alchemists quest for eternal life. in the laboratory, the enchantment Longevity Ritual formula from a special-
Some believe that if only they can create requires one pawn of vis for every five ist potion brewer, with a bonus set to last
the perfect Longevity Ritual, they can live years of age (rounded up). The magus him several centuries (in principle), he
forever. As a stage along this path they designing the Longevity Ritual can han- can rebrew replacement doses for him-
have discovered an improved formula dle twice his Magic Theory in vis in self without needing to spend his whole
known as the Lesser Elixir of Life. a season-long laboratory activity. This life studying Magic Theory.
The Lesser Elixir increases the aging places a ceiling on the age of the magus In practice, since the Longevity
bonus of a Longevity Ritual by incorpo- for whom the potion is designed. Ritual itself inflicts Warping Points for
rating additional ingredients. The Lesser When rebrewing the Longevity a continuing effect, most magi succumb
Elixir is a personal formula, unique to the Ritual after an Aging Crisis (or to prepare to Final Twilight before the limits of the
magus; unlike a Longevity Ritual, it can- a dose as base for the Lesser Elixir), using enchanter’s ability to design aging bonus
not be created for another. the Lab Text for the ritual, the process formulae. Even the extra bonus points
Most magi choose a consumable for- takes no significant investment of time awarded by the Lesser Elixir are mostly
mula for their Elixir, such as a potion, as — in practice, it takes about 15 minutes cosmetic, a stay in the face of the loom-
they are probably working toward the per magnitude of the Lab Text of the ing end of Twilight.
Great Elixir. Longevity Ritual, as if casting a ritual The only way the alchemist can
The Lesser Elixir requires Hermetic spell. The limits on the vis handling for hope to extend their Longevity Potions
Alchemy. this process are those of a magus casting into true immortality is to discover the
Magi questing for eternal life often a ritual: Art specific vis is used, limited for secrets of the Great Elixir.
also seek to gain the Virtue Unaging (pos- each Art by the magus’s Art score.
sibly through cult Initiation), as this adds
to the seeming of immortality. Elixir Points = Total of Points from Elixir Points
Extra Ingredients
Elixir Points for each ingredient are
Creating the Lesser Elixir The Elixir Level is determined from determined from the Shape and Material
Elixir Points, limited by Magic Theory Bonuses table, choosing items that are
The magus may invent a Lesser score: appropriate to the form and function
Elixir formula, adding ingredients to his Elixir Level Elixir Points of the potion (Creo, Corpus, longevity,
Longevity Ritual, and increasing the mod- healing, health, and the physical form of
ifier of the combined formula. 1 1 the formula), or by qualities of the maga
The magus performs his Longevity 2 3 herself (based on her best Arts, or Magical
Ritual and invests the required vis, which 3 6 Focus, or whatever best defines her magic
prepares a dose of the formula. This may — you should discuss this with the story-
be done even if he has a currently active 4 10 guide or troupe).
Longevity Ritual. The magus’s Longevity 5 15 Alchemists have an especially close
Ritual may be his own invention or the 6 21 affinity with bonus items they devise
invention of another magus (such as his personally (by experimenting with Vulgar
parens), but the Lesser Elixir must be the 7 28 Alchemy), and the Elixir Points for such
magus’s own work. 8 36 items are doubled. No single item may
By spending a season in the labora- have a bonus exceeding the alchemist’s
9 45
tory, the magus creates or extends a list of Magic Theory score.
special ingredients. Each time the magus 10 55 Example: Desperata’s Longevity Ritual was
reinvents the Lesser Elixir, he adds an created by her parens, and with her assistance he
ingredient to the list: each ingredient Aging Bonus = Longevity Ritual had a Lab Total of 74, so her Longevity Ritual
adds points to a total of Elixir Points. Modifier + Elixir Level grants an Aging Bonus of 15.
The Elixir Level is determined like an Now 53, she has learned the secret of the less-
Art, using Elixir Points instead of XP, but The Lesser Elixir replaces the normal er Elixir, so she invests another (53/5) = 11 pawns
may not exceed his Magic Theory when Longevity Ritual modifier while the Lesser of vis to create a dose of her Longevity Ritual. She
he devises the formula. The Elixir Level is Elixir remains active. adds bloodstone (+4 blood and wounds) as her
added to the normal Aging Bonus of the first special ingredient, so her Elixir Level is 2. Her
base Longevity Ritual. combined Aging Bonus is 15+2 = 17.

42
The Mysteries Revised Edition
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.

Repeating the Lesser Elixir


If the magus suffers an Aging Crisis,
the Lesser Elixir loses its effectiveness,
and must be repeated. He may reper-
form the Lesser Elixir ritual, taking lit-
tle more time than repeating the exist-
ing Longevity Ritual: first, repeat the
Longevity Ritual with a new investment
of vis, then add the Lesser Elixir special
ingredients.
The alchemist may instead reinvent
his Lesser Elixir formula at any time,
consuming another dose of his Longevity
Ritual formula, and a further season in the
laboratory. Spending a season reinventing
the Lesser Elixir lets the magus add other
special ingredients to the list.

The Great Elixir —


Major Mystery Virtue
The ultimate goal — the Elixir of Life
— achieved so far by very few alchemists
is to transform themselves into beings of
magic, truly immortal, although at the
cost of the loss of their humanity. This
Virtue teaches a method that is itself a
form of Mystery Ordeal, creating and
consuming a Great Elixir potion.
The magus must have both the
Virtues Unaging and the Lesser Elixir. on non-Hermetic rituals. Each time the If the Great Elixir works, the magus
enchantment is prepared, it is unique to transforms into a being aligned to the Magic
the magus and the dose of Lesser Elixir; if realm, making him a magical creature.
Preparing the Great Elixir the Great Elixir must be attempted more Note that this is a Mystery
than once, the Lab Texts from previous Enchantment, outside Hermetic theory,
The magus opens an invested device attempts only grant similar spell bonus and may not be replicated by those with-
in the form of a consumable item such as points to the next attempt. out the Greater Elixir Virtue. Hermetic
a potion. He also prepares a dose of his theory does not in itself possess the ability
Lesser Elixir formula. The Lesser Elixir uses Become a Being of Magic to transform a human into a being of the
up (Longevity Ritual level/10) enchant- MuCo(Vi) 50 Magic realm. It only functions as part of
ment spaces in the Great Elixir device. Pen +0, constant effect the Elixir ritual, and may not be cast as
The magus invests the following as if R: Touch, D: Always On, T: Ind, a spell.
they were enchantment effects, but based Mystery Effect (Unique Mystery)

43
The Mysteries Revised Edition
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,

47
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,

48
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

49
The Mysteries Revised Edition

Options: Calculating an Astrological Duration The Time of the


Option: Calculate a Daily juggle factors for both the current astro-
Favorable Hour
Horoscope. As described in ArM5, logical time and the time when the spell
page 84, this requires an Intelligence + will end. An enchanted armillary sphere Rather than consult genuine astro-
Astronomy roll vs. an Ease Factor of 9, (see below for description and construc- logical tables to determine when a favo-
taking one hour to complete. Having tion) can be created that will adjust itself rable hour would arise, the storyguide
a Daily Horoscope for the target loca- to show astrological time now and at the may use the following simple process:
tion subtracts 3 from the Ease Factor of end of the spell, for both the caster and roll a simple die read as 0-9 and multi-
Astronomy rolls for duration calculation. (the location of) the target of a spell, ply by 10, and add another simple die
The Horoscope is valid for spells cast which greatly eases the calculations. (a number from 1 to 100), then divide
over the course of that day, but only for The Ease Factor of the Astrological by 4 (round up). Reroll results of 25 (or
the area it was created for (see Limits on Duration Astronomy roll is halved. The choose a number to suit). The hours of
the Use of Astrological Time for distance halving is done after all additions to and the day are most easily counted from
limits imposed by astrological time). subtractions from the Ease Factor. midnight to midnight. If the hour indi-
If the the roll fails, the magus realiz- Option: Non-stress calculations. cated has already passed, then either
es this and may ignore the Horoscope.;If The magus must know the exact astro- the magus has missed the opportunity,
the roll botches, the magus doesn’t real- logical time (see Sight of the Astrological or this indicates an hour after the next
ize until he uses the Horoscope in a Hour) and have already calculated a midnight.
spell, and that spell botches because of suitable Daily Horoscope or consult a
the miscalculation. magical armillary sphere. He needs to Astrologically Linked
Option: Measure the exact astro- check his calculations by making obser- Enchantments
logical time. Using a spell such as Sight vations of the changing conditions over
of the Astrological Hour subtracts 3 from the the course of a full Diameter, that is two A maga may create enchantments
Ease Factor to calculate an Astrological minutes. that are astrologically linked to a particu-
Duration. If he does this, then although he lar target or time of the year.
Option: Precision astrology. The may still make errors in the calcula- Astrological link to a Target: Linking
maga can choose to specify exactly tion, you can use a simple die and avoid an enchantment to a single target requires
when the spell will end, to the nearest disasters. a Nativity Horoscope for the target, and
Astrological Minute (even up to months may also use an Arcane Connection if
away). Precision astrology adds 3 to Calculate Daily Horoscope: Subtract available. The enchantment is automati-
the Ease Factor of the roll to calculate 3 from Ease Factor cally restricted to acting on the single
the exact duration. She must also either target, without the usual +3 Effect level
calculate a Daily Horoscope for the Measure Exact Astrological Time: cost for restricting Effect use, this is part
day of the planned end of the spell, or Subtract 3 from Ease Factor of the astrological link.
consult a magical armillary sphere. The The maga gains a bonus to her Lab
effect is largely cosmetic, but can be Precision Astrology (Specify Exact Total for this effect. To calculate the bonus,
quite striking! End Time): Add 3 to Ease Factor add the bonus for a Nativity Horoscope
Option: Consult a magical armil- (+2) and if she has an Arcane Connection,
lary sphere. The calculations for Consult a Magical Armillary Sphere: consult the Arcane Connection Bonus
Astrological Durations are complex and Halve the Adjusted Ease Factor (after table on ArM5, page 84, and add the
easy to mistake, requiring the magus to all Additions and Subtractions) multiplier bonus.
Example: Notara wants to enchant her talis-
that hour. Only one hour in any day will If successful, add the bonus to the man to help make herself fly. Her talisman counts
favor the maga. casting scores of spells cast during the as an Indefinite Duration AC (bonus +4), and
The maga must create a spellcast- favorable hour. she has previously calculated her own Nativity
ing Horoscope for herself, which takes The maga will not know the success Horoscope (bonus +2). She applies a bonus of +6
one hour. Decide in advance on the of this until the hour begins (so you may to her Lab Total. The effect is automatically limited
Astrological Modifier you desire as a choose to delay the roll until then). If the to Notara only (at no cost to the Effect level).
spellcasting bonus, from +1 to +5. To gain roll fails, the calculation was wrong and Seasonal Enchantments: It is pos-
this bonus, you must succeed in a roll of the influences invoked are of no benefit. sible to create a device that is attuned to
If the roll botches, the maga determined a particular astrological cycle: either one
Stress Die + Intelligence + Astronomy the wrong factors and suffers a penalty particular sign, such as Leo, or to a group
vs. Three Times Desired Bonus equal to the intended bonus for the whole of signs associated with one of the four
hour. elements.

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

The Magoi the sky? To assert


that astrology is
incompatible with
of the Star free will is clearly
nonsensical.
The Magoi are
Wise astrologers who see in their arts a means heavily influenced
of defeating the destiny of the stars and practicing by the thinking of
God-given free will. Origen, a theolo-
gian and biblical
scholar of the early
The History of the Church. During the
persecution under
Magoi of the Star Emperor Trajan
Decius (250 AD),
Since ancient Rome, scholars have Origen was impris-
argued about whether the influence of oned and tortured
the planets is compatible with human free but survived to die
will. If the stars dictate our every action, several years later. His tomb at Tyre is They claim to be descended from
and the astrologer can tell the course of a held in honor by the local church to this the magi of the Bible who brought gifts
man’s life just by looking at his Nativity day and is a site of great importance to the of gold, frankincense, and myrrh to the
Horoscope, are we not bound by their Magoi of the Star, yet even more impor- infant Jesus, having followed a bright
influence? Can one punish a criminal tant to their minds are the relics of the star. Avowedly Christian, they pay par-
when his actions were dictated by the three Persian magi in Cologne. ticular reverence to the Three Wise Men,
planets at the time of his birth? Does the The Magoi of the Star hold that Caspar, Melchior, and Balthasar, whose
ability to foretell the future mean that our despite the fact the influence of the plan- bodies lie in The Shrine of Kings at
eventual salvation or damnation is already ets cannot directly dictate one’s future, Cologne Cathedral, having been brought
established? their influence is still felt and strong. Many there from Milan in 1164 by Frederick I,
The Magoi say no; they believe that human weaknesses and mistakes result and having originally been discovered by
Christian principles of free will are com- from the baleful influence of the planets, the Empress Helena on her pilgrimage to
pletely compatible with the influence of which cloud one’s reason and cause unfor- the Holy Land. The secrets of the magi
the stars, which are influences, not deter- tunate choices. Only by understanding of the Bible were those of the astrological
minants. A man born under a well-aspect- what the influences are, and by acting in sciences, and some say the Magoi of the
ed Mars may well be a great warrior; yet full knowledge of their impact, can one Star are awaiting the Second Coming, and
if he chooses to ignore the call to arms truly exercise free will and reason and pay particular attention to the prophecy
and become a farmer, the stars cannot be freed completely from the dictates of of the end times given in the Book of
make him a soldier. The Limit of Time is a the planets. Therefore they take an ironic Daniel and the Book of Revelation. They

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

55
The Mysteries Revised Edition
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

Now considered a leading member of


the cult, the true secrets of the cult phi-
losophy and activities are finally revealed
Signs and Decans
in full. Wearing a robe of silver bearing Sign First Decan Second Decan Third Decan
the symbol of the New Moon, this degree
Aries adventure, zeal, nobility, leadership propaganda, scandal
confers some of the great secrets of astrol-
dishonor, and
ogy on the Initiate, and she is taught the
misfortune
secrets of the Major Virtue Divination and
Augury: Astrology (see Chapter 7). Taurus determination struggle, mastery, physicality,
competition materialism
Gemini mastermind, fidelity reason, objectivity
The Hierophants deduction
Cancer moods, poetics, revelation, energy, research, curiosity,
The greatest astrologers of all, the
drama emotion restlessness, and
three Hierophants who lead the Magoi
sexual confusion
of the Star are said to know many Virtues
concerning Astrological magic, and be Leo conqueror, hedonism astute observation ruthless ambition
able to Initiate a large number of astro- Virgo achievement, great experience, duty, renunciation
logical Virtues on those who attain this tasks diplomacy
position of cult leadership. The three
current Hierophants’ true identities are Libra wisdom, subtlety independence, arts and letters, out-
mysterious, and only when one of them rebellion witting others
dies or passes into Final Twilight will a Scorpio excess energy, restriction, vivid victory, vivid ideas,
new opening become available. fertility passion intuition, sex
Sagittarius devotion, instinct questing illumination, reveal-
ing illusion
Capricorn organization, martyrdom, tireless idealism, knowledge
Appendix: Aquarius
coordination
manipulation,
effort
inspiration, convinc- repression
Astrological Pisces
teaching
mysticism,
ing others
barriers, self-sacrifice vicissitudes, sex
Correspondences truth-seeking

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

56
The Mysteries Revised Edition
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.

57
Chapter Seven

Divination & Augury


Augury and divination were known will recover.” Other divinatory practices magus’s knowledge of Hermetic magic.
throughout the ancient world, and com- including casting dice, and writing vari- The divination is inherently interpretive
prise possibly the most practiced magical ous talismans that would allow the user in nature and not predictive, and is sub-
tradition in Mythic Europe. In the 13th to see the thief who stole his property in ject to the Limit of Time, like the rest of
century, the most prestigious divinatory his dreams. Hermetic magic. Therefore, it is entirely
art was astrology, which had become Dream interpretation remains a very possible to make judgments by divination
ascendant in the Late Roman Empire and popular form of augury, but opinion as about future actions like “Is the Quaesitor
was certainly known to the Founders. The to its efficacy is mixed. Medieval writ- Remus intending to visit the covenant?”
noble and royal courts are increasingly ers were indirectly influenced by early — the question addresses the future, but a
becoming breeding grounds for astrology critics of astrology and divination, such success will only give information current
and other divination, and some say this as Carneades (219-126 BC) and Cicero to the Quaesitor’s motives at this time. If
is because courtiers who have little real (106-43 BC). In his treatise On Divination, the answer is no, but later that day Remus
power can wield enormous influence over Cicero ridiculed the notion that the discovers evidence pointing to a breach
the magnate. John of Salisbury (1115- gods communicate messages in dreams, of the Code and decides to visit after
1180), in the Policraticus, complains about which were in fact merely confused and all, the successful divination has become
the various types of diviners common at ambiguous recollections from waking inaccurate.
court: augurs, astrologers, chiromancers, life. Besides, if the gods wanted to com- Not wishing to publicly acknowl-
dream interpreters, and crystal-gazers. municate their truths to mortals they edge the limitations of their oracular pow-
This role is strictly forbidden to Hermetic could find some better and more digni- ers, some diviners prefer to couch their
magi by the Code, and preparing a horo- fied way than to “flit about” people’s beds answers in deliberately vague or cryptic
scope of a king or kingdom is usually and “when they find someone snoring, ways when explaining their knowledge to
viewed as a treasonable offense by the throw at him dark and twisted visions” their sodales, while others are unabash-
king in question. that he has to take next day to some edly direct “Remus is not currently planning
Divination and augury are, as one interpreter. Furthermore, according to to visit the covenant.” This liability of
would expect, a staple of 13th-century one penitential, that drew part of its things to change given time has caused
hedge magicians, and many forms are less material from the Synod of Ancyra, even great diviners problems, as their less
exalted than in previous ages as astrol- anyone celebrating auguries, omens from knowledgeable fellows often accuse them
ogy has come to be seen as preeminent. birds or dreams, or using other pagan of being misleading or wrong.
There is also a link with mystical names. forms of divination, including inviting The Limit of Time, however, plays a
The Leiden papyri contain a list of 37 the magicians who used such techniques, vital role in the defense of augury against
substances and plants with their mystical was, when he became a penitent, to be its critics, especially in the Church. One
names. In England, John of Mirfeld gives cast out if he was a member of the clergy, of the objections brought against oracles,
a series of techniques for prognosis using or, if he was a lay person, to do penance diviners, soothsayers, and augurs is that
magical means, including one specimen of for five years. by their actions they actually cause the
onomancy or divination through calcula- future events that unfold. The foreknowl-
tions based on names: “Take the name of edge of the events is believed by supersti-
the patient, the name of the messenger
sent to summon the physician, and the
Divination & Augury — tious folks to cause those events, and it
is widely feared that demons can mislead
name of the day upon which the messen- Major Supernatural Virtue the diviner to bring about catastrophic
ger first came to you, join the numerical results. Hermetic Divination, however, is
values of all their letters together, and if Hermetic Divination allows interpre- carefully designed to avoid both the lures
an even number result, the patient will tation of signs and connections to answer of the infernal and the abrogation of free
not escape, if the number be odd, then he questions in a manner inspired by the will that lesser divinations may entail.

58
The Mysteries Revised Edition
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.

Method and Additional


Methods
You chooses your character’s method
of divination when the Virtue is acquired:
This is the manner in which she makes
her divinatory interpretations. Particular
methods give a bonus for certain types of
question posed in Ceremonial Divination.
(Some methods have other Virtues as ferent ways and use different tools, and let Limitation
prerequisites.) him gain further bonuses in Ceremonial
When a magus learns his first method Divination. Divination only answers questions; it
of divination, the Initiation rites enable Note: Astrology and Numerology cannot provide senses, or allow the maga
him to learn the Supernatural Ability as methods of divination are branches to “speak with X.” This is represented
Divination at level 1. Specialties: particu- of this Supernatural Ability; Hermetic by limiting the effects to those with
lar methods of divination, particular times Astrology and Hermetic Mathematics are Momentary duration (see ArM5, page
of day for questions, particular types of concerned with working influences into 149: “a momentary spell can answer a
target. general Hermetic magic. (See Chapter single question, although the answer need
If he later Initiates additional meth- 5: Hermetic Astrology and Chapter 11: not be brief.”).
ods as Minor Virtues, those Initiations Arithmetic Magic.) Hermetic Divination cannot simulate
grant no additional levels of Divination Hermetic Divination (Astrology) the effects of Ritual Magic.
Ability, but do allow him to change his requires Planetary Magic as a prerequi-
specialty if he wishes. site; Hermetic Divination (Numerology)
If he has access to further Initiations, requires Hermetic Numerology as a pre- Ease Factor
he can acquire additional divination requisite; Hermetic Divination (Dream
methods as Minor Virtues once he has the Interpretation) requires the Virtue Dream Any question that can be posed as
Major Virtue of Divination. Additional Interpreter (which is itself a variant of, and a non-Ritual Hermetic Intellego spell
methods let him phrase questions in dif- compatible with, Divination and Augury). (of any Form), of any range and tar-

59
The Mysteries Revised Edition

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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The Mysteries Revised Edition

Ceremonial Augury Phenomena


Technique Description Important Uses
Aeromancy Patterns in the air Health of nobles +3, weather +5
Alectryomancy Eating behavior of chickens Corpus +2, Mentem +3
Aleuromancy Burning or cooking flour Herbam +2, crops +5
Alomancy Patterns in thrown salt Aquam +1, Terram +2, weather +3
Alphitomancy Eating barley bread Guilt or innocence +5
Apantomancy Chance meetings with animals Locations and buildings +3
Ashagalomancy Casting bones Ghosts +3, Corpus +4
Astrology (requires Planetary Magic) +5 +Horoscope bonus
Axinomancy Balancing a hatchet Search for treasure +3, detect thieves +5
Belomancy Shooting arrows in the air Auram +1, battle +3
Botanomancy Burning sticks carved with questions Herbam +5
Capnomancy Fumes from burning poppies Imaginem +2, dreams + 2, mental illness +3
Causimomancy Behavior of objects placed in a fire Curses and bindings +3, Ignem +2
Cephalomancy Severing the head of a goat or donkey Animal +5, travel +5
Ceroscopy Patterns of wax dripped in water Marriage +1, happiness +3
Cleidomancy Dangling a key from the Bible Sin +3, lying +5
Cleromancy Casting dice or lots Courts of justice +2, business +3, money +5
Crystalomancy Crystal-gazing Friends +1, enemies +2, Vim +3
Dream Interpretation (see Hermetic Dream Interpreter) +5
Geomancy Patterns in earth Kingdoms +2, Terram +5
Haruspicy Entrails of sacrificed animals Animal +4, disease +5
Hippomancy Behavior of horses Nobles +3, war +4
Hydromancy Observing water Judgments +3, Aquam +5
Lecanomancy By bowls of fluid Ghosts +5, spirits +3
Myomancy Behavior of mice and rats Battle +2, disaster +5
Numerology (requires Hermetic Numerology) book bonus — see Chapter 11
Onomancy Comparing names Mentem +2, Corpus +3, conflict resolution +5
Ooscopy Burning or cooking eggs Youth +4, children +5
Ophiomancy Behavior of serpents Spirits +3, sciences +4
Phyllorhodomancy Rose bush leaves Love +3, desire +5
Pyromancy Observing flames Ignem +5
Rhabdomancy Divining rods Hidden objects +4, things underground +5
Scapulomancy Roasting shoulder blades Farming +2, herds +5
Scrying Gazing into reflective surfaces Clairvoyance +5

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The Mysteries Revised Edition
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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The Mysteries Revised Edition
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.

63
Chapter Eight

Hermetic Spirit Magic


The summoning and binding of spir- orbits and the spirits associated with the reason: Those who would make deals
its is one of the most ancient of all magical moon, but also the damned souls present with named spirits and powerful Daimons
practices, and is widely practiced within in the wind. usually practice Hermetic theurgy (see
Mythic Europe. The basic principle of this The necromancers invoked God, Chapter 10) instead.
school is spell binding, which allows the Christ, the saints, and sometimes the
magus to extend spells by binding spirits angels to conjure up spirits, although
into the very fabric of a magical working.
The term “necromancy,” used originally to
Arnold of Villanova and John of Frankfurt
stated that spirits could not be coerced,
Hermetic Empowerment —
mean the practice of conversing with the and came voluntarily, although they Minor Mystery Virtue
dead, was by the 13th century being used claimed they had been forced to comply.
to describe both the evocation of spirits Necromancy and the summoning of There are those who see the invisible, who say
and rituals to call up demons, so Hermetic spirits is clearly denounced by the Church, they hear spirits cry in torment.
magi interested in this field tend to prefer yet remains a ubiquitous magical practice Hermetic Empowerment allows a
to use the term “spirit magic.” in the 13th century, and ghost stories are device to be powered by draining a spirit
Belief in magical spirits and in the universally popular. The Church is not bound into it, thus enabling a device to
spirits of the dead haunting the living, particularly harsh in punishing those who create effects requiring vis, such as certain
and knowledge of rites to conjure them dabble in magic; during the pontificate of Ritual spells. There are many tales of
up or banish them, form an important Alexander III (1159-81), a priest in the enchanted devices with spirits bound into
part of all medieval magical traditions. diocese of Aquileia was suspended for two them, which reflect this magic (and per-
John of Salisbury describes staring into years for calling up a demon. haps similar magics in other traditions).
his fingernails as a pupil as part of a crys- The Church and the Order look This Virtue requires the Virtue Spell
tal-gazing experiment to see spirits bound with some distrust upon those who would Binding (see Chapter 4) as a prerequisite
by his teacher and William of Auvergne call on spirits. A 13th-century instruction and builds upon the theoretical under-
claims that he saw manuals of necroman- manual for inquisitors catalogs the types pinnings of that Virtue. (Spell Binding
cy, detailing the rites for the conjuration of magical practices for which a person is a requirement, but is not replaced by
of spirits, when he was a student at Paris. could be tried. Forbidden practices include Hermetic Empowerment, and provides no
In the 13th century, the archbishop of scrying with reflecting surfaces, invoca- Initiation benefits.)
Paris condemned “books, rolls, or book- tion of demons, use of magic circles, sac- The maga can invest effects requiring
lets containing necromancy or experi- rifices to demons, use of human heads or Ritual casting and vis use, subject to the
ments of sorcery, invocations of demons, other body parts to obtain love or hatred, following limitations:
or conjurations hazardous for souls.” observation of the inauspicious Egyptian
The use of necromancy to cause days, use of charms over herbs, baptism of • If the effect is a Ritual because of
actual corporeal harm is rare, although images, and the use of the Eucharistic host complexity or the use of non- or pre-
it can be used to cause severe, damaging or oil in magical operations. Hermetic rites then the caster cannot
discomfort. For example, a 12th-century Dealing with demons is explicitly use Empowerment to bypass those
manuscript from Reims has a spell for banned by the Code of Hermes, and those restrictions.
causing spirits to prevent someone from who practice spirit magic must at all times • If the casting of a spell to create the
sleeping, eating, drinking, or doing any- be careful to be seen not to transgress the magical effect requires special actions
thing else. boundaries between dealing with Magic beyond those of an instant-triggered
Necromancy was also believed to spirits and infernalism. Hermetic spirit device — e.g., “marching the bounds,”
be linked to astral magic. According to magic therefore often seems oddly imper- as in The Bountiful Feast — then the
Michael Scot, astrological images conjure sonal when compared with other spirit- caster cannot use Empowerment to
not only the powers ruling the astral related magical traditions, and for good

64
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

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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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The Mysteries Revised Edition

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.)

Shared Senses Apparition Corporeality


As in the example in ArM5. Allowing the spirit familiar to mani- Making a spirit solid is Muto
fest itself in a variety of ways requires Mentem with a Form requisite. This is
Location Creo Imaginem. The spirit familiar usually Corpus, but may be Animal or
As in the example in ArM5, except itself is affected, so cannot use a vis- Herbam for nature spirits. Elemental spir-
it is Intellego Mentem to find the spirit ual Apparition at the same time as a its can appear as a portion of their native
familiar (the magus may be able to sub- Phantom power. Choose a base level for Element, or in an appropriate human or
stitute a different Form if it is appropriate the number of senses, and the complexity animal shape. The bond effect is then:
to the spirit.) of appearance, and whether the image MuMe(Form) level 25, +1 for Touch.
moves or not. A simple Apparition power The duration needs to be Concentration,
Speech at the base guidelines provides a single with the bond maintaining concentra-
Allow the spirit to make audible narrow category (“a horse,” “a man,” “a tion. Since it is useful to end the effect
sounds requires Creo Imaginem, base boulder” — as in the examples in ArM5 and become incorporeal again, it is worth
level 1 + 2 magnitudes to make clear Imaginem spells). By adding 1 or 2 mag- increasing the uses per day: 24 uses per
sounds as directed, +1 for Touch. The nitudes to the base level, the maga gains day adds 5 levels, for a final level of
duration needs to be Concentration, with a degree of flexibility as to the apparition 45. Many spirits value this power, and
the bond maintaining concentration, for image. Concentration duration with the may gain an initial bias toward a maga
a final level of 10. The maga needs to bond maintaining concentration is use- who promises to enchant this power for
maintain the ability at sunrise and sunset, ful, as are a number of uses per day. (+1 them.
but can reactivate it once per day if she magnitude, +5 levels to maintain concen-
forgets. tration, +5 levels for 24 uses per day) Incorporeality
Examples include: Allowing the magus to take ghost-
Phantom Illusory object — base 1 (simple, ly form requires Muto Corpus with an
Making a spirit visible is Muto static), +1 for flexibility to cover any Auram requisite: level 30, +1 for Touch.
Mentem (Imaginem requisite), base level household item: level 13 for 24 uses per The duration needs to be Concentration,
15, +1 for Touch. The duration needs to day. with the bond maintaining concentra-
be Concentration, with the bond main- Illusory chill — base 2 (simple, tion. Since it is useful to end the effect
taining concentration. Since it is useful moves with spirit), makes anyone within and become corporeal again, it is worth
to end the effect and become invisible the man-sized volume occupied by the increasing the uses per day: 24 uses per
again, it is worth increasing the uses per spirit feel a “chill” — level 13 for 24 uses day adds 5 levels, for a final level of 50.

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 Mysteries Revised Edition
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

69
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

70
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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The Mysteries Revised Edition

Ghosts in Ars Magica


The following first appeared in Calebais: doing very easily. Characters studying power to make their spells “real,” affect-
The Broken Covenant, but is repeated here as from a ghost must start over each day ing the living as if their spells were cast
it is important to define ghosts properly. of study, reintroducing themselves every in flesh. These powers usually cost them
Many ghosts are dark, sinister souls, time. This is frustrating for the character some of their Might to activate, but they
living tormented existences in the physi- and for the ghost, and should be more gain this back over time, and a day is typ-
cal world without being able to affect it trouble than it is worth. ically sufficient to bring them back to full
in any real way. They are often confused, Many ghosts do not realize they strength. If they lose all their Temporary
sometimes violently insane, and may are dead, and refuse to believe those Might Points, or are injured or killed by
hate and fear the living or take pleasure who say that they are. Only ghosts who magic or other ghosts, they return after
in sharing their suffering. Others may accept their nature and have become a day or so, as whole as before, with no
be of good heart and only seek to put used to their incorporeal forms can move memory of what happened.
right what their passing made wrong, or through solid walls, ignore Fatigue pen- Permanently destroying a ghost
have become ghosts because they lived alties or wounds, or in any way act as if is extremely difficult. However, every
too long in a magical aura. Ghosts are as they were not living, breathing humans. ghost has fetters that binds it to life.
individual as living beings, and each has For most ghosts, the physical world is as When the ghost deals with the tasks
its own distinct personality. real as ever, except that people seem to it left unfinished, or address whatever
The appearance of ghosts can vary, play tricks on them or do not always see circumstances prevent it from passing
from seeming completely substantial, so them. Ghosts are solid to one another, of on, it fades away forever. This should
real that they even feel solid, to simply a course, and interact in all ways as if they be a very rare occurrence, worthy of
luminous haze in the air with only vague were flesh and blood. For most ghosts, more than a simple declaration; the sto-
similarities to the human form. Most the physical world is as real as ever, ryguide should describe the process in
ghosts can become invisible at will, hid- except that people seem to play tricks on detail, portraying a vivid event. A ghost
den except to those possessed of Second them or do not always see them. leaving the confines of the mortal world
Sight or similar abilities, but only a few Ghostly magi can also cast spells, is an awe-inspiring event. Treat this
can come close to a state resembling just as they did in life. These spells are scene with the reverence it deserves,
solidity; most remain translucent and rip- not physical and cannot affect the physi- and make it memorable.
pled, like a reflection in deep water. As cal world, but they are realistic illusions. When they pass on, ghosts can
they spend their Might Pool, they also A Perdo Corpus spell might cause a flash leave raw vis behind. This vis is often as
lose their clarity, fading away completely of pain, while a Creo Aquam spell might ghostly as they were, tied to a memen-
when exhausted. cause a powerful chill as ghostly waters to of the haunting, although there are
Apart from coming to terms with rush past. However, Imaginem, Mentem, magical ways to harvest this. A Muto
their noncorporeal nature, ghosts cannot and Vim magics still affect the living Mentem spell with a physical requisite
learn or change; they are trapped with normally, as can some Animal (animal can make the item and the vis temporar-
the mindset and skills they when they minds) and Ignem (light) effects. ily solid, and the vis will change with it.
died. They may be able to teach others Most ghosts have some sort of magi- Rego Mentem can transport the ghostly
some of what they knew, but the distance cal power to affect the physical world, objects, and Rego Vim can siphon the vis
of the grave combined with the difficulty even if it is only a mundane activity into some other container. Finally, even if
of maintaining their existence means appropriate to their duties and desires they cannot move it, magi can always use
that they tend to forget what they are in life. Ghostly magi typically have the ghostly vis simply by touching it.

Hazards of Becoming a Living Ghost


If the magus enchanted his body, then when he destroys his body the physi- of the rituals will have already expired
the enchantments are broken when his cal part of his talisman is shattered and when he emerges, so when (if) he leaves
body is destroyed. If he had the Virtue those intimate enchantments and attune- Twilight, he will be dead but unbound,
Inscription on the Soul, and became his ments broken; he gains 1 Warping Point having failed the Ritual. If he avoids
own talisman, he had the option to restrict for every body- or item-linked attunement entering Twilight, then the Ritual bind-
himself to enchanting his spirit only. If he that is broken. This is one single Warping ings of the Mystery transform his spirit
kept to this restriction, there is no prob- event so he must check for Twilight if he as it leaves the body and he becomes a
lem in becoming a Living Ghost. If, how- gains 2 or more points. Living Ghost.
ever, he succumbed to the temptation to Entering Twilight during the proc- (See also Inscription on the Soul
enchant his body as part of his talisman, ess of dying means that the Moment earlier in this chapter.)

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The Mysteries Revised Edition
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.

Familiars and the


Living Ghost
If a magus have a spirit familiar,
then it automatically stays with him,
and requires no extra vis to do so, as it is
already a free spirit.
Otherwise, his familiar faces a choice
when he chooses the path of death: it
may remain in life and lose the magus,
or join him in living death by sharing
the Ritual ordeal, provided the magus
expends additional pawns of raw vis equal
to the Familiar Bond Score/5 (round up).
(The Mystery allows for this — see also
Appendix A: Immortal Magi, Becoming
Immortal with a Familiar.)

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.

points also makes the ghost fade away


ReCo 30 temporarily. Re-Enchanting the Spirit
R: Touch, D: Moon, T: Ind
Allows a ghost to enter and take The expenditure of Might Score to
complete control of a body. While in Manipulating the take the place of vis is powerful and
control of the body, the possessing World as a Ghost useful, but leaves the ghost reduced in
spirit may use the body’s senses. The strength. However, it is possible to restore
spell does not control the mind of the Insubstantial beings cannot directly (or even increase) Might Score. To do so,
possessed body, nor provide access to handle substantial objects, which hinders the Living Ghost opens additional spaces
the skills or memories of the host, and work in the laboratory and elsewhere. in her talisman, but leaves them unused.
if the possessing spirit is distracted Magi preparing to become Living Ghosts Then she recasts her Transformation of the
and fails to direct the body, the living typically prepare with spells and enchant- Living Ghost Ritual spell, and the unused
mind may attempt to control the body. ments that help a ghost affect the world. spaces are used up, and converted to
The possessing spirit may use Mentem Ghosts can use magic such as Rego Terram Might Score (capped by the Transformation
magics to read the host’s memories. to move objects, or Rego Corpus to ani- ritual design).
When the spell ends, the host will mate a body as a vehicle for the spirit. If Example: Graculus Defunctus found himself
remember all that has happened, unless the Living Ghost uses a Rego spell that in a sticky situation, and used 15 points of Might
Perdo Mentem magics are used to erase allows willed control over a body, he may Score as vis, reducing his Might Score from 50
memories. possess the body and use its senses too to 35. His Haunt is a Boundary+2 magnitudes
A very similar spell, Possess the while the spell lasts. (1,000 paces across), so his Transformation
Deceased Host, allows the ghostly magus They may also prepare enchanted of the Living Ghost Ritual provides him with
to possess a corpse and animate that. devices that function at mental command a maximum Might Score of (level – 30) points.
Charm Against Putrefaction, CrCo 10, is (and so can be triggered without expendi- Fortunately, he prepared a powerful level 80 ritual
also recommended. ture of Might). before he died, so he can restore his Might to a
The ghost can leave his Haunt if pos- maximum of 50.
• Ghostly Body, 0 points, constant, sessing a body. However, if the possession He has a store of vis in the laboratory: he
Mentem: a Living Ghost is aware spell ends, or the ghost is otherwise forced spends a season and opens another 12 spaces (12
that he is a ghost, and can turn from the body while outside the Haunt, pawns of vis) in his talisman (his spirit, as he
invisible at will, pass through walls, he “dies” and becomes a non-living ghost. has Inscription on the Soul), and then repeats his
ignore physical attacks and fatigue or It may be difficult for outsiders to tell a Transformation of the Living Ghost ritual,
wound penalties, and otherwise take non-living ghost from a Living Ghost, but spending another 16 pawns of vis. His Might is
advantage of the spirit form. he is now fixed and can no longer learn, restored to 35+12 = 47, still less than his maxi-
• Ghostly Magic, 1 or more points, and has a rigid, locked personality. (See mum Might of 50. The 12 spaces in his talisman
by Initiative, by spell: a Living Ghost above for descriptions of ghosts.) should be noted as used — they cannot now be
can make a spell he casts affect the The Living Ghost can work in a instilled with effects (although Graculus can still
physical world, by spending 1 point laboratory, provided he can manipulate open more spaces).
of Temporary Might per magnitude objects in the lab (via spells or devices), The magus can also create an
of the effect. and can use vis normally if in contact improved Transformation of the Living Ghost
• Ghostly Vis, 1 or more points with it. In particular, he can invest further ritual, if he can devise one and remember
(special), by Initiative, by spell: enchantments into his talisman. it — although it will take a considerable
the Living Ghost can permanently Some magi are content to live out effort to keep such a powerful Ritual
expend points of Might Score, with the years in their laboratory, discouraging using the methods of binding it into his
each point equivalent to one pawn any intervention from the outside world. talisman.
of raw vis. Others find the urge to move around The magus may then open more
from their confines to be too much, and spaces and cast the improved Ritual to
As ghosts, they still have Fatigue lev- succumb to the temptation to bind their increase his Might Score above the origi-
els even though they may ignore Fatigue spirit into various corpses, and have been nal level. His Might Score is still lim-
penalties. Spellcasting, and spellcasting perhaps the source of various tales of “liv- ited by his best Technique and Form
Virtues may still require expenditure of ing dead” monsters. combination.

74
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

Name of Power Spell Synthemata Spirits and Realms


Name of Power (X) The ancients described synthe- As mentioned in Chapter 8: Spirit
MuVi Gen mata as “divine names,” which cannot, Magic, some relations with spirits
R: Special (Per), D: Special, T: in fact, be true, as the pagan spirits are require the magus to share types of
Special (Individual) not part of the Divine realm; being magic with the spirit. All magi can
Learning this spell embodies the pagan spirits they are Faerie or Magical work with spirits with Magic Might.
maga’s special understanding of a sin- beings. However, synthemata do exist, Faerie Magic allows the magus close
gle aspect of the magic of one of the and Hermetic magi understand them as links to Faerie spirits, invoked to cast
great powers. signs, symbols, or passwords that link spells, or as a Faerie spirit familiar.
This knowledge provides a bonus the magician to the spirit. Many theur- Diabolic practices let the magus work
to other magical activities, with a scope gic spells include these magical words with Infernal spirits, and Divine magic
and bonus similar to those found in the in the formula of incantation, they are (see Realms of Power: The Divine) may let
Shape and Material Bonus table. A required as part of the formula, but do him form links to Divine spirits.
specific name spell provides one bonus not bring special benefit to most magi.
only (even if the example in the Shape Some magi have the ability to cess itself, or the effect the summoned
and Material Bonus table has several work the correct synthematas into spirit produces, then she can work the
factors). A maga may invent multiple their magic as an intense and powerful Name of Power into the Invoke spell.
spells for a given name, to allow differ- channel to a spirit, so that they may Add the Name of Power bonus to
ent scopes or multiple bonuses. command them through this chan- the Lab Total for inventing this spell, and
The scope and bonus values pos- nel. Virtues to work such magic are also to the Casting Score when casting
sible for a power should be agreed with described in Hermetic Synthemata and this spell. The total value of all Names of
the troupe, and should be consistent Synthemata Magic. Power combined in a spell cannot exceed
with the mythological nature of the her Magic Theory when she invents the
power whose name is invoked. the names of the great powers as meta- spell.
The level of spell is five times the magic — Muto Vim acting on other If she designs Names of Power into
desired bonus. Range, Duration, and spells. Most great powers have many an Invoke spell, then in order to cast the
Target are fixed. names, each applying to different Aspects spell she must speak the names out loud in
(General level) of magic, and a maga can learn each of a firm voice (and cannot use quiet or silent
them separately. casting), although this takes no longer
power, they allowed the Daimons to be All uses of Names of Power require than normal casting of the Invoke spell.
conjured, and gave influence and the that the maga speak the names out loud
power to command them in this life. in a firm (or loud) voice, so that the pow- Theurgic Name Bonus = Total Name
This Mystery School differs from that ers’ attention is drawn to her. She may not of Power Bonuses, Limited by Magic
of Hermetic spirit magic, for spirit magic use quiet or silent casting combined with Theory
deals with relatively minor unnamed (to Names of Power.
the knowledge of men) spirits, which it In game terms, a Name of Power is Add Theurgic Name Bonus to Theurgic
uses simply as a power to allow the sus- learned as a Muto Vim spell that provides Lab Total
tenance and empowering of the magi’s a magical bonus equal to the Name’s spell
magic. Name magic instead deals with the magnitude. Once learned, the Name of Add Theurgic Name Bonus to Theurgic
making of deals and bargains with potent Power may be used in other specific Casting Score
magical entities. magical methods, requiring other Mystery
Virtues — it is no use on its own; how- When using Names of Power in
ever, with those Virtues, Names of Power Hermetic theurgy, a maga does not cast
Names of Power — are of great value. them as actual spells.
If a maga writes a Lab Text for
Minor Hermetic an Invoke spell that includes Names of
Mystery Virtue Hermetic Theurgy and Power, they are part of the formula for
Names of Power
The maga may invoke names of the If a maga is inventing a Hermetic
great powers (angels, planets, pagan gods, theurgy (see the Hermetic Theurgy
faerie lords, and such) in her magic, even Virtue, below) Invoke spell in the labora-
if she cannot summon and bind them tory, and knows a Name of Power whose
directly. Hermetic magi can learn to use scope matches either the Invocation pro-

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The Mysteries Revised Edition

Gnosticism and Theurgy


Those who practice the magical magical mastery of secret knowledge and initiation into a series of secrets is central
beliefs of Gnosticism are concerned with hidden rites. to these practices.
the magic of synthemata, and the school Many pagan polytheists, on the Hermetic theorists who subscribe
associated with learning these true names other hand, simply see the Divine as one to these beliefs differ wildly in their
and using these names and pursuing power amongst many that has risen to theologies, but many believe that by
a magical religion, is also known as dominance. For them, the Divine auras attaining the correct magical knowledge
Hermetic theurgy. The Divine aura’s are nothing more than the flexing might one can escape the judgment of God
interference with magic has led to many of a powerful god named Jehovah, who and Heaven, Hell, or Purgatory, and on
radical ideas among the Order’s theur- has become so powerful that he has death that the soul of the Initiate travels
gists, and some believe the Divine aura claimed to be the only true god. Such instead to the realm of Magic, which is
to be the product of the Demiurge, God’s polytheists are fond of citing the open- where the guardians await. Others accept
intermediary, but different schools of ing verses of Psalm 82 and other early that the final path will be through the
theurgy see the Demiurge in different traditions that seem to imply the Jewish Divine realm, or even the Infernal, but
roles. and Christian god as merely the most believe the magical secrets learned, rath-
Most monotheistic theurgists believe potent of the deities, but not the only er than morality or the sacraments of the
in one, good Demiurge. For them, the deity. Church, will be the ultimate influence on
Divine aura is a product of mortals liv- The idea of attaining salvation by the destination of the Initiate’s soul.
ing lives without the spiritual rites of practicing rites and magical secrets takes Finally, and most intriguingly, there
theurgy. By living lives devoted more to many forms, but one of the most common are those seek the greatest secret of all,
bodily needs than spiritual, mortals wrap is the psychopompic tradition, where the that of apotheosis. They wish to tran-
their surroundings in the Demiurge’s ter- emphasis is on the process that follows scend mortality and become as gods,
restrial influence. Monotheistic theur- bodily death. There are believed to be a just as many heroes in classical myth
gists pray to the Demiurge and even to number of realms through which the soul were able to eventually cast off their
the pagan gods in much the same way as must traverse, and there one faces a suc- flesh and become deities. Whether this is
medieval Christians pray to saints, and cession of spiritual guardians who block actually possible, or just a terrible snare
see these beings as heralds or intermedi- the way. By knowing the right secrets, of the Devil to lure souls to damnation,
aries between humanity and God. passwords, and signs, one can command is a matter of considerable dispute, but
Some monotheistic theurgists the attention of these guardians and gain rumors persist that magicians have, in
believe in various Gnostic principles. passage so that the soul may continue fact, accomplished this, and by being
For them, the Demiurge is an evil spirit its ascent to its final reward. The magi- worshiped and venerated, and through
blocking the path to the true god. The cian uses his life to gain the knowledge the rigorous pursuit of their own way,
Demiurge creates Divine and Infernal of spiritual beings, secret signs or pass- have finally, after demanding rites, been
auras to thwart humanity’s attempts at words to influence them (synthemata), able to ascend to godhood. If it can be
true salvation, which is attained not and other potent spiritual knowledge done, few have achieved it, and they are
by conventional religious means but by to prepare for this post-mortem ascent; not sharing the secret.

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

77
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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Immortal Magi Ascendancy to the The Hall of Heroes


as Familiars Hall of Heroes —
Major Hermetic Little is known by mortals of the
Hall of Heroes. In Christian times,
The Mystery Ascendancy to the Mystery Virtue most people, including magi, would
Hall of Heroes transforms a magus deny that any such thing remained
into an immortal Daimon spirit. It This Virtue teaches a Mystery path at all. (Many Hermetic magi prefer
would then be possible for a living enabling the magus to ascend to the Hall to stress the secular nature of their
magus, perhaps a follower of the cult of Heroes and join the pagan gods; a learning, and describe Daimonic spirits
that assisted in the ascendancy of the process known as apotheosis. The Virtue as “just part of the spirit bestiary.”)
Daimonic magus, to ally an Aspect of requires the Hermetic Theurgy Virtue as Nevertheless, Daimonic spirits appear
the Daimonic magus as his own spirit a prerequisite. to exist, and there are significant num-
familiar. It is favored as a path to immortality bers of them, even just counting those
This would be an interesting way by pagan-oriented name magic Mystery known to Hermetic magi. Pagan magi
to draw an ascended immortal into Cults, and by the Gnostic Philosophers of claim that the pantheon of gods still
stories in an on-going saga. Rome. Apotheosis was a common motif in exists, if mostly cut off, with access to
Greco-Roman legend, and Simon Magus, and by worshippers today confined to
mine its abilities as they are understood father of Gnosticism, professed to believe the sacred groves, which often exist in
by magi (including determining whether he had attained godhood. magical regios.
they are in sympathy with his magic), This is in some ways perhaps the The new spiritual magus may
learn as much as he can of its name, hardest method of reaching immortal- encounter other Daimonic spirits; some
history, past life (if any), its beliefs and ity, as it cannot be followed by the lone may prove to be allies if approached
habits — and whether it is likely to magus, but requires co-operative effort. favorably, others may be hostile (or
respond well to the suggestion of bond- By means of this Virtue, a hierarch may part of enemy groupings in the Hall of
ing itself to a magus. (As a rule of thumb, devise two ritual spells to enable his Heroes). Spiritual allies may guide the
if the (Technique + Form) proposed for ascension to the heavens, or at least to new magus, or even assist him. They
the bond is less than 2 x Might, it is the remnant pagan pantheon (or, as the may perhaps be bargained with for
likely to reject the magus as not worthy.) cruder, secular Hermetics might say, into assistance, as all the remnants of the
(Consult Appendix C: Mysterious Beings the pages of the Daimonic bestiary). old pantheons desire the “worship,”
for examples of Daimon powers and These two ritual spells are non-Hermetic observance, prayers, and offerings of
characteristics.) Mystery Rituals — for game mechanic mortals.
If the magus judges it a good match, purposes they are designed and cast as
then he may invent a version of the Invoke spells, but they are non-Hermetic magic. all that is best in his magic. The hierarch
the Pact of (Daimon) ritual to summon this The spells are designed specifically temporarily takes on an aura of power and
Daimon, and offer himself to it as ally. for one magus, so no Warping is inflicted perfection. While the ritual effect lasts,
(Noting that use of Hermetic synthemata for a high-level effect. the hierarch’s followers cast Transformation
to compel attendance will not generate The Initiated hierarch gains the of the Ascendant Hierarch, in the hope that
a favorable opinion.) Unlike the lesser knowledge to devise the ritual for his their hierarch will make progress to per-
spirits, summoning a Daimon is an accept- own ascension, but cannot cast it himself fection. During the ritual’s effect, all of
able means to initiate contact — indeed, — rather he requires a group of celebrants the hierarch’s abilities (except his future
essentially the only means. (cultists) who provide the magical energy Magic Might) are manifest in their stron-
If the magus has judged the Daimon to the hierarch to allow for his apotheo- gest form, although the hierarch is carried
well, and impresses it, then it may agree sis through their faithful devotion and away by his own immanent glory and
to join him; if he misjudges, annoys, or worship. cannot usefully act other than to accept
irritates it, it may take affront at his sug- ritual offerings.
gestion and even attack; or if generous, Ascendant Form of the The Mystery rite requires the inten-
it may decline his offer but consider the Intendant Hierarch dant hierarch prove himself and his cel-
normal pact service for the magus. (Te)(Fo) Gen ebrants’ worth: the celebrants must prove
If it agrees, then the magus must R: Per, D: Sun (Special), T: Ind, their worth by overcoming the inten-
begin by sacrificing a number of pawns Mystery Ritual dant hierarch’s Magic Resistance with
of vis to the Daimon equal to its Might/5 This is specified and researched as their own Ritual spell. No short-cuts
(round up) and it will then accompany a Ritual spell, but is really a rite of the are permitted, so the magus must have
him to his laboratory, if he is not already Mystery. performed his full Parma Magica, and
there. The hierarch constructs a prototype manifest (not suppress) his full Magic
ascendant form for himself, embodying Resistance.

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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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The Mysteries Revised Edition
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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The Mysteries Revised Edition
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

Spell Points Accumulated = (Lab Total


over the caster). Note that a magus will
know when he ought to have completed
Synthemata Magia —
– Spell Level – Name Hiding) the spell with no hiding. Major Supernatural
The value of name hiding varies, but
The completed spell, when it works,
boosts the magus’s Penetration against the
Mystery Ability
if a spirit hides its name, the name hiding named target being by the spell’s base level.
is usually around (Might/2) points. This ensures that even Spontaneous Magic This is a non-Hermetic method, the
spells should penetrate the being’s Magic predecessor of Hermetic Synthemata
Typical Name Hiding = (Might / 2) Resistance. If the magus casts synthemata research, but still of considerable value
in the presence of the being, it effectively to Hermetic magi. The Hermetic method

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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

The Great Talisman


Many cults teach magi how to power or force. Such a personal talisman An occult property of an item is one that
improve their talismans. This lore is not is a direct expression of the magus’s indi- cannot be explained by the complexio, or
tied to any specific Mystery School. A vidual Gift; an intimate reflection of the elemental composition, of an item, but is
talisman is an intensely personal item, magical core of his being. nonetheless a very real property — such
and the Knights of the Holy Stone (see The attunement bonuses illustrate as the ability of lead to create effective
Chapter 14) often choose a heraldically another important theme in medieval wards, or the ability of crystals to influ-
charged shield as their personal talismans. magic. Such bonuses rely upon intrinsic ence water.
Other traditions may also have a uniform properties of the materials used to craft
style of talisman. the talisman, which are hidden or occult.
13th-century magic is filled with
enchanted devices, amulets and, in pos-
Great Talisman —
sibly the most famous case of all, the Minor Hermetic
Brass Head, which was built by the
learned divine Albertus Magnus, and later
Mystery Virtue
rumored to be smashed by his pupil
Thomas Aquinas, who went on to become A magus with a great talisman attunes
the greatest theologian of the medieval the Shape and Material Bonuses of his
Church. talisman more easily than others, and may
The term “talisman” is often used to add additional components to an existing
refer to a small image or amulet that is talisman.
carried and believed to invoke magical A magus with a great talisman is
powers, but the Order uses the term in the much closer to his talisman than other
sense of the Arabic magicians who craft magi; so close that merely by using his tal-
items that are expressions of a magical isman in regular magical life he may open

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.

89
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

91
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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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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The Mysteries Revised Edition
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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Extended Material and Size Table


Size Description Size Wood Soft Stone Hard Stone
Multiplier (x2) (x3) (x4)
tiny 1 — — —
small 2 — — —
medium 3 — — —
large 4 — — —
huge small room (3 paces by 3 paces) = Ind x 10 5 10 15 20
huge x 10 Room = Ind x 100 6 12 18 24
huge x 100 Structure = huge room (30 paces by 30 7 14 21 28
paces) = Ind x 1,000
huge x 1,000 Boundary = Structure x 10 = immense 8 16 24 32
room (100 paces by 100 paces)
huge x 10,000 Boundary x 10 =Structure x 100 9 18 27 36
huge x 100,000 Boundary x 100 =Structure x 1,000 10 20 30 40

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

97
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.

98
The Mysteries Revised Edition

Sample Enchanted Structures


The Perfected Tower ture, so the shape of the final project is Trajan of Tytalus wishes, for his
Re(Cr)Te(He) 34 allowed too. The Shape Bonuses amount amusement, to construct an arena that
Pen +0, constant effect to +15, limited by the magus’s Magic makes any combatants within it fight in
R: Touch, D: always on, T: Structure, Theory (which must be at least 14 to a berserk rage:
Mystery enchantment open the devices for investment with 28 (Base 4, +1 Touch, +1 Conc, +5
This enchantment effect combines pawns of vis). levels maintain concentration, +10 levels
the Mystery of Hermetic Geometry When the devices are finished, their unlimited uses)
applied to perfect the regularity of a correct placement is determined by a roll The arena effect is triggered (once
stone tower (or other building), with of Intelligence + Geometry against an per round) on anyone who starts to
Hermetic Architecture so that the struc- Ease Factor of 13 (6 + Size 7), and the fight, and continues on each while they
ture can be enchanted without fitting enchantment sealed by casting a Bind the continue to fight. If someone manages to
into the magus’s laboratory. Mystical Structure ritual of at least level 44 stop fighting, the effect ends for him.
A basic structure has a Size of 7, so (base level 34 + 5, +1 magnitude for size An arena is roughly a stand-
seven component devices are needed, increased from Group to Structure). ard Boundary, 100 paces across. This
with 28 spaces in each (Size 7 x 4 for The perfection of the tower is is enchantment Size 8, and soft earth
hard stone). The magus fashions seven maintained continuously, and the natu- (x2), so has 16 spaces. The whole can
small wooden yokes (Size 2 x 2 for ral decay and imperfections of wood be enchanted by preparing eight stone
wood) and seven silver staves (Size 4 x and stone are prevented. The tower pillars.
6 for silver), attaches the yokes to the counts as a perfected entity for Hermetic When the eight pillars are ready,
staves and opens them for enchantment. Geometry, gains extra strength, and is placing the components correctly with
The investment process benefits more pleasant to live and work in. the proper carved symbols and such
from shape bonuses of: yoke +5 enhance requires a roll of Intelligence + Geometry
strength of wearer (in this case: the Trajan’s Arena vs. an Ease Factor of 14 (6 + Size 8). The
tower), staff +4 control things at a dis- CrMe 25 stone pillars can then be bound together
tance, and room +6 affect everything Pen +0, unlimited uses, device main- with a Bind the Mystical Structure Ritual of
within at once. Although the staves are tains concentration at least level 40 (base spell level 25 + 5,
not rooms, they are part of a Hermetic R: Touch, D: Conc, T: Ind, Mystery +2 magnitudes for increased size from
Architecture project to enchant a struc- enchantment Group to Boundary).

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

The Mysteries of Dreams


This Mystery School deals with dreams and creation is a dream in the mind of God) is also familiar with these dream mag-
their substance, giving the magus the power to con- The close association between the realms ics; a Gnostic papyrus containing a spell
trol or even enter dreams, and to become part of the and dreams is clearly apparent in many entitled Agathocles’ Recipe for Sending a Dream
stuff of dreams. While the nature of dreams remains miraculous visions: dreams of the dead, shows that the heretical opponents of the
mysterious, even to Hermetic magi, this mystery is in which ghosts manifest through dreams, early Church experimented with these
surprisingly powerful and the nightmares of those dreams sent by God, the chaotic dream ideas, but with, it would seem, very lim-
who cross its adherents are memorable indeed. realms associated with fairies and decep- ited success.
In the 13th century, a fierce academic tive dreams sent by demons to mislead
debate rages within the Church about the unwary.
the true nature of dreams, building upon
centuries of learned inquiry. While dream
Dream Magic —
interpretation is still popular, attempts to Minor Hermetic
enter and control dreams are far less com-
mon. In medieval Novgorod, however,
Mystery Virtue
there was a peasant tradition of visiting
others in dreams, and of attempting to The Hermetic mystery of dream
control one’s dreaming. magic originates from a Baltic folk tradi-
Dreams have long been seen as tion that was brilliantly synthesized into
omens, and the interpretation and under- Hermetic theory by Raisa of Novgorod in
standing of them, and the role of dreams the early tenth century.
in prognostication and divination, are
dealt with in Chapter 7: Divination and
Augury. Hermetic understanding now Dreams are probably the closest most Spiritual Dream Travel
states that dreams result from the effect ordinary folk in Mythic Europe get to
of the humors on the mind and body. experiencing magic and The Gift. Mystery spells can change a dream
Experimentation has shown that dreams The process of controlling or direct- to include an aware spirit, as though one’s
are intimately linked to the Form of ing one’s dreams, called lucid dream- spirit travels into the dream leaving the
Mentem, which is to the Imaginem of ing, has roots in antiquity. A number of body and possessions behind. Within the
the dream substance as the brain is to the systems for dream incubation certainly dream, all seems real, but all is in fact illu-
mind, or the heart to the emotions. That existed in ancient Rome and were men- sion: dream logic and dream time apply. A
is, the capacity to dream is a function tioned by St. John Chrysostom as late as magus can use spiritual travel to enter his
of Mentem and Mentem magics allow the fourth century, who himself heeded own dreams.
entrance to or control of dreams, yet their dreams of divine origin, but denounced While traveling in a dream, the trav-
substance is of Imaginem — not physical those who attempted to work magic eler’s bodies lie in a trance, as if sleeping
species of sensation, but instead essence or through dreams. dreamlessly (and recovers as if sleeping).
nous; an idealized form of a species. The Eastern Church holds that peo- Physical disturbances to a traveler’s body,
Dreams are therefore linked to all ple are not responsible for their dreams, such as being shaken or yelled at, require
supernatural realms as they are not, like but should feel appropriate shame for Concentration rolls (as to maintain a
mundane existence, limited by time or sinful or unworthy dreams. This is quite spell; see ArM5, page 82), and if failed,
physical boundaries; like the realms they different from Jewish rabbinical inter- the traveler wakes from the trance, pulled
are transcendent — beyond time, space, pretations, where sinful acts in dreams out of the dream. Otherwise, the dream
and the logic of creation. (This has led may actually be portents and are of no ends when the dreamer wakes, and any
some heretical thinkers to claim that all moral consequence. The Western Church traveler in that dream is forced out. (It is

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The Mysteries Revised Edition

The Stuff of Dreams Magic in Dream


Dreams are qualitatively different Spirit travelers find magic in dreams ing a formal Ritual spell, using the rules
from other mental states; while desire, both strange and powerful, and governed for Ceremonial Magic.
sadness, or madness are clearly related by the Hermetic Form of Imaginem. Momentary Ritual effects within
to the humors as direct expressions Form: A spirit traveler in a dream dreams create objects that are real with-
of Mentem, the content of dreams casts a spell of any Form as an Imaginem in the dream, but lost when the dreamer
is always the stuff of sensation, and spell. Spontaneous Imaginem magic can wakes, or (if affecting the dream trave-
therefore Imaginem. Hence to create, produce any effect: Use the guidelines ler) on returning to the waking world.
enter, or change a dream from outside for the Form that would apply in the Dream Rituals require dream vis.
one uses Mentem, but to enact changes real world, but use the magus’s score in Dream vis can be found and collected in
within the dream one uses Imaginem. Imaginem ignoring other Forms. If a spir- the dream world, and used freely — it all
it-form magus knows a Formulaic spell appears to have the Form of Imaginem.
possible to leave dream through portals, of another Form, he casts it using his Real-World Vis: Real-world vis
to places such as the imagination.) Imaginem score while within dreams. can only be used for known (non-
While traveling in dream, a magus For example, Creo Ignem 10 “cre- Spontaneous) Rituals, and in this case
has an Arcane Connection to his body ates a fire doing +15 damage,” so Creo the duration is determined by real-world
— he may leave the dream by “waking” Imaginem 10 can create dream fire caus- time, not dream time. Real-world dura-
and therefore returning to his body. The ing +15 dream damage; Rego Corpus tion can make dream effects persist
Arcane Connection also lets him use 25 “transports the target instantly up across and between dreams, lapsing
real-world vis in spells, consuming the vis to one league,” so Rego Imaginem 25 while the dreamer wakes, then resum-
permanently just as if a spell were cast in can transport a dream inhabitant or a ing when she starts to dream again.
the waking world. A dream traveler can dream traveler up to one league. A Muto Momentary Rituals cast using real-world
also find and use dream vis, but this lacks Corpus (Animal) spell becomes Muto vis become real, and last indefinitely
substance beyond dream. Imaginem — the Animal requisite also across dreams (subject to change, like
It is also possible to enter bodily becomes Imaginem and is ignored. any other thing).
into a dream, but that is a Mystery of the Duration: The Duration of spells Rituals using real-world vis can use
greater dream grimoire. cast in dreams is based on dream time, the real-world spell’s Technique and
Those intending to travel into dream not the passage of time in the waking Form vis, or substitute Imaginem vis.
also make use of standard Mentem spells world. Aura: The aura for magic worked
affecting dreams or dreams. Magic Resistance: Form-based inside a dream is all illusory, and is
Magic Resistance uses the Imaginem whatever the current setting demands,
Form exclusively (and the magus’s Parma so a dream cathedral has a Divine aura,
The Spiritual Traveler Magica). a dream world hell-pit is Infernal, and a
Dream Rituals: Ritual Magic dream world covenant is Magical.
The traveling spirit has the full spell- affecting the dream world can be cast The aura around the traveler’s body
casting abilities and magic resistance of spontaneously, without the magus know- is not relevant once inside dream.
the traveler’s mind — in the case of a spiri-
tual magus, his five Techniques, Imaginem tected by its Form scores, but the Parma end, any spiritual traveler in the dream is
Form (other Forms are ignored for a spiri- Magica protection “travels” with the spirit. evicted and wakes up in the real world.
tual traveler, as detailed in the insert), and A magus preparing for dream travel may Dream Magic allows the following
his Parma Magica. choose to extend his Parma Magica to new duration and target to be employed
His Virtues and Flaws apply as nor- cover his body and spirit as separate enti- in spells.
mal (subject to interpretation if neces- ties (using the rules in ArM5, page 66),
sary). Some otherwise irremediable Flaws, reducing his effective Parma score by 3. New Duration: Dream
such as missing limbs, are easily remedied The spell functions for the length of
with a quick Imaginem illusion. an actual dream of a sleeping individual.
Magical equipment other than a tal- Dream Magic Spells The spell ends if the dream ends, or the
isman is not available to the spirit trav- sleeper wakens. The dream can be natural
eler, but a dream copy of his talisman This Mystery deals with the substance or sustained magically.
accompanies a traveler. The real talisman of dream, giving the magus the power to It is possible to bypass the waking end
remains with the body. enter into dreams, becoming part of the of a dream in various ways, such as passing
The body left behind is without stuff of dreams. Once in a dream, the trav- through a portal into the imagination.
spellcasting abilities or conscious resis- eler may move and interact with the dream Dream Duration is equivalent to
tance. This means that the body is pro- world around her. If the dream comes to an Concentration.

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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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The Mysteries Revised Edition
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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The Mysteries Revised Edition
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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The Mysteries Revised Edition
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.

casts his spell: roll 9 + (Stamina 2 + Perdo 20 + Grimoire — Minor


Imaginem 20) + aura 2 = 53, and Penetration is
Mystery Virtue Time, Travel, and Objects
53 –10 + Penetration 3 = 46. This easily beats
Morphea’s Magic Resistance (Imaginem 20 + (5 Physical travelers are subject to nor-
x Parma 3) + aura 2) = 37. Morphea cries out as This Virtue requires the Dream Magic mal time and movement in their imme-
the spell drains her Imaginem score by 10. Virtue. It teaches how to enter physically diate environment, as they are, in fact,
Morphea now casts her spell, matching her into another’s dream, and how to extract awake throughout the whole experience.
reduced Imaginem score of 10 to cast the Perdo real items from dream into the waking The dream world is solid and substantial
Vim spell. Since this is dream, the storyguide agrees world, giving them substance. Few are to them in all ways.
with Morphea’s player that the Demon’s Eternal ever taught this dangerous magic. Dream time does not leap forward
Oblivion spell working through Imaginem can Traveling physically into dreams is around them, and they must walk, ride, or
affect a diabolist magus. She casts her spell, and her like crossing into a Regio, unlike spiritual travel magically through the dream world.
player rolls 7 + (2+20+10) +2 = 41, Penetration travel. A portal is created in the dream They have no ability to “find” objects on
= 41 –10 +3 = 34, which does not quite match that permits the traveler to cross out their person.
the diabolist’s Magic Resistance. Cackling with again. Dream navigation does apply, and
glee he casts another Oblivion spell, for which With physical travel, the traveler travelers may attempt to follow connec-
the roll is 1+1+10, casting total 40+42+2=84. is subject to real and permanent effects tions to move between places.
Now cackling manically, he watches as Morphea and threats that will affect him even after They can apply dream logic to the
is struck down. returning to the waking world. On the landscape and dream inhabitants around
Losing another 10 Imaginem points reduces other hand, he finds it easy to retrieve them, but dream logic does not apply to
her to 0, and she is forced out of the dream. She objects hidden in the dream, and has a the actual physical travelers, or to physi-
wakes with a start, covered in a cold sweat, crying solidity greater than dream constructs. cal objects brought into dream. They can
out loud. (Her real-world Imaginem score is unaf- If travelers encounter each other in resist the arbitrary changes of the dream
fected, as a quick Spontaneous spell verifies.) a dream, each perceives the encounter in world. If the dreamer notices a physi-
his own way: in particular if a physical cal traveler, she can affect the landscape
traveler encounters a spiritual traveler, around the traveler, but not the traveler
Aging in Dream then the physical traveler sees the other himself.
as “real” and endowed with normal Forms When they return to the real world,
A spiritual traveler in dream ages, or — any magic cast by the other is per- usually the time as elapsed for the trav-
not, depending on the time she perceives ceived in the categories of its “proper” elers corresponds to real elapsed time.
as passing, and whether she chooses to Forms. A spiritual traveler encountering a Sometimes, as with travel to faerie places,
obey that time. Spiritual dream travel- physical traveler perceives her as the stuff the time may be longer or shorter than
ers may remain unaging if they wish. of dreams, and all she does is a matter of the real world.
They may use spells to make themselves illusion (and Imaginem). If the dreamer wakes, her dream ceas-
younger or older — it is all a matter of Example: Metrodorus, a greater dream mage, es to exist. Physical travelers in that dream
appearance in dream. enters the dream of Somnius, where he encounters are expelled from the dream, reappearing

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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.)

Creo Imaginem The spell level needs to be increased


Level 15, Mystery ritual: Give if the real-world object is greater than
a dream object, of Size –7 or smaller, normal size for its Form. For example, a
substance so that it can exist in the boat is a Group of Herbam items: roughly
real world. ten cubic paces of wood and linen. This
Level 20, Mystery ritual: Give a dream adds 2 magnitudes to a spell needed to
object, of Size –5 or smaller, sub- send a boat into a dream.
stance so that it can exist in the real
world. Gift of the Oneiropomp
Level 25, Mystery ritual: Give a dream Re(Mu)Te(Me) 15
object, of Size –3 or small- R: Touch, D: Mom, T: Dream,
er, substance so that it can Mystery
exist in the real world. Sends a non-magical stone or metal
Level 30, Mystery ritual: Give object through a portal into a dream.
a dream object, of Size –1 or smaller, The caster must be touching both object
substance so that it can exist in the and dreamer. The caster can designate
real world. where in the dream the object appears, if

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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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The Mysteries Revised Edition
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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The Mysteries Revised Edition
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.

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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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The Mysteries Revised Edition
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

Cult of Mercury and Neo-Mercurian Spell Mastery Special Abilities


Mercurian magicians excel in Adaptive Casting Lab Mastery
Formulaic and Ritual Magic, and have
developed an extensive range of Mastery This special ability may only be taken The maga understands the theory of
Abilities. These Mastery Abilities were for General spells. The magus may use his this spell so perfectly that she may add
originally described in Houses of Hermes: mastery score and all the special abilities her spell mastery score to her Lab Total
True Lineages, but for convenience they are associated with this spell whenever he when designing effects that are similar to
repeated here. casts the same spell at a different level. it (see Similar Spells, ArM5, page 101).
These Mastery Abilities can be This is in addition to the standard similar
learned by any magus who studies with spell bonus.
another who knows the ability — if a Ceremonial Casting
magus has studied with a maga who
knows a particular special Mastery The maga may use ceremonial Learn From Mistakes
Ability, then any time the magus earns methods when casting this spell, increas-
a level in Spell Mastery, he may opt to ing the casting time and adding her The first time in a session that the
choose that special ability instead of Artes Liberales and Philosophiae to her magus botches a roll for this spell or fails
those in ArM5. total. This cannot be taken for Ritual it by exactly 1 point, he gains 5 experi-
Most magi in the True Lineages pre- spells, which always require Ceremonial ence points toward mastery of this spell.
fer to share this specialized knowledge Casting. The roll must come up naturally in the
only with their apprentices, although course of the story.
their methods may be written down in
books that anyone can read, and it is Disguised Casting
not impossible for a master to decide to Stalwart Casting
teach a student with very similar goals When casting this spell, the magus
and loyalties. However, most remain cult may suppress or alter his sigil, to hide This spell is less exhausting for the
secrets, with the exception of Ceremonial his identity or make the spell appear to maga. If it is a Ritual, she loses nor-
Casting (detailed in Chapter 4: Curious have been cast by someone else. Since mal Fatigue instead of long-term Fatigue
Common Magics). this actually changes his sigil, it is impos- when casting it, and half as many Fatigue
Characters who take Mastered Spells sible for others to recognize the magus levels, rounded up (but always at least 1).
during character creation and who have from it, although magi might be able to If it is formulaic, she never loses Fatigue
access to these abilities during appren- recognize that a fake sigil is not genu- levels because of a low casting total, even
ticeship may spend their mastery points ine. When the caster mimics the sigil if the spell doesn’t succeed.
on them if they wish. They are known by of another magus, he may add his Spell
both worshipers of the Cult of Mercury Mastery score to the roll that determines
and members of the Neo-Mercurians. how difficult it is to recognize.

(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

118
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 Mysteries Revised Edition

Structure of the Legion by higher-ranking Initiates, should a crisis


threaten the Order. Their role is to carry
messages, and act as the eyes and ears of
The rites of Mithras are practiced the Legion, watching for signs of cor-
in underground temples, sited in strong ruption and gathering vital information.
Magic auras. The temples usually feature They are taught the Virtue Strong-Willed
a great deal of Roman-style decoration: by a process of training that lasts for an
mosaics, statuary, and columns, all with entire season, as they learn of the duty of
strong military motifs. The celebrations the Legion to serve tirelessly and without
traditionally held on December 25th were complaint.
moved by Constantine to the more appro- A small item in orange is usually used
priate date of the summer equinox, so that to adorn the maga’s everyday dress, as a
members could attend church if they so sign of her new commitment.
wished.
The temples are staffed by loyal
grogs, or Auxiliaries, who are extremely Second Rank: Brides
disciplined and well-trained in the arts of
combat, and who are often called upon The second rank of the Legion is
to support members on missions. The Bride of Mithras. The Brides are called
Auxiliary Legion is open to faithful grogs upon to actively organize the Ravens, and
and companions, and its ranks reflect the to assign reconnaissance and informa-
Legion’s structure, but it is independently tion-gathering missions. The Initiation of
commanded. A maga on Legion business Brides usually involves an Initiation Script
may meet with a group of mercenaries on calling for a Quest to investigate some
the road, who apparently decide to throw minor matter of possible concern, and to
in their lot with the maga — and only the assess if there is a risk to the Order as a
Initiate knows that they are Auxiliaries whole. If the Initiate shows appropriate
from the temple, as they do much to hide restraint and judgment, and comes to
their affiliation, seemingly paying scant a reasonable conclusion, he attains this
attention to the maga they serve. When rank. Brides are symbolically married to
the business at hand is completed, they the Order, and must show the dutiful
depart as quietly as they came. loyalty that a wife shows to her husband.
The Legion is divided by ranks equiv- Initiates are often taught by a season of
alent to the degrees of other Mystery careful tuition under the Lions (high-
Cults. Here follow the official titles and ranking Initiates who reside at the temple)
well ordered and has spread through- roles of the various ranks, together with the Virtue Clear Thinker, driven home by
out every Tribunal, but because of the their symbolic emblem and planet, which strange magical rites.
rank system, secrecy, and the Tribunal- determines the colors of robes and accou- Brides usually adopt an item of green
based structure no one below the rank of trements carried during ceremonies. clothing as a secret sign of their rank. The
Heliodromus can say for certain. Only symbol of this rank is a lamp, representing
very high-ranking members are invited the light of truth which must be brought
to attend meetings at the Great Temple, First Rank: Ravens to bear on the enemies of the Order.
the exact location of which is a closely
guarded secret, but which legend places in Raven of Mithras is the first rank of
a cavern somewhere in the Tribunal of the Initiates. Ravens are chosen from those Third Rank: Soldiers
Greater Alps. Whether it is a potent and who demonstrate the required ideal of
well-organized force of devoted Hoplites, heroic virtue. The actual ceremony of The Soldiers of Mithras are the hero-
or a small and informal association of Initiation is simple, and yet requires an ic champions of the Legion. They are
mystae, no one can be certain. It could Ordeal, the swearing of a magical oath that the majority of members, and most never
well be that the exact power and influ- sears into the Initiates’ being a new minor progress beyond this degree of Initiation,
ence of the Legion varies from Tribunal personality flaw: Dutybound (Legion of or indeed desire to. The Initiation Script
to Tribunal; only the storyguide knows Mithras). They are then taught a series of almost always calls for a Quest to find
for sure. Whatever the truth, the Legion secret words and phrases, and are given a and defeat a terrible enemy of the Order,
is talked about a great deal, and serves as cup containing a broth of bitter herbs, as be it a powerful hedge magician, a raven-
a basis for many legends and rumors in a symbol of their new duties. From now ing monster, or a sinister conspiracy. No
the Order. on they may be called upon at any time specific enemy is indicated, but rather the

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The Mysteries Revised Edition

The Truth About A Typical Raven Initiation Script


Mithraism Mystagogues who Initiate aspir- rescue, rather than betray the secrets of
ants into the Ravens are normally the Legion to the enemy. (+3 Quest)
The tiny handful of Hermetic Lions, have gained a Legion of Mithras The Initiate must then dedicate
scholars who have investigated the Lore of at least 6, and usually have a a season to working with the cult on
matter have little doubt that the roots Presence of +1 or higher. They will exercises designed to improve his will,
of the original Mithraic cult were in have been Initiated themselves into enduring harsh conditions and priva-
Zoroastrianism and an astrological the Strong-Willed Virtue, and so with tion, and resisting temptation in the
mystery. However, the adherents of the –3 reduction in target level for the name of duty, which grants exposure in
the Zoroastrian Mysteries (detailed in first Initiation after a Minor Ordeal, Legion of Mithras Lore and a +1 bonus
Realms of Power: The Divine) are largely the Target Level is 12 and an Initiation to the Script. There is a +1 bonus for
indifferent to the Legion. Mithraism Script that grants a bonus of +5 is typi- sympathetic appropriateness, for a total
has also been linked to Sol Invictus, cally employed. of a +5 Initiation Script.
but the magi of Sol Invictus and the The usual Script has two com- More arduous Scripts are some-
Legion have little in common today. ponents: a Quest that must be played times employed by less charismatic or
through, and a seasonal activity (Sacrifice) lower-ranking Mystagogues with less
prospective Soldier is told of the require- undertaken under the Auxiliaries at the knowledge of Legion of Mithras Lore,
ment and left to fulfill it. Some have saved temple. The Initiate must complete a requiring greater efforts on the part
the lives of a Quaesitor; others have lengthy journey, traditionally seeking of the Initiate. The cult has many var-
assisted a parens in slaying her Marched out and delivering a message to a loyal ied Scripts at various levels for this
filius, while others have discovered cor- Legionnaire who is currently deeply Initiation, but rarely uses less than a +5
ruption and been instrumental in bringing immersed in combating the enemies of Script even if the Mystagogue is very
justice to bear. The feat must be heroic, the Order, and facing whatever perils capable, as it desires that the Initiate
and while the assistance of their sodales this throws at him. If he is captured or prove his worth. If Strong-Willed is
and the Legion does not discount the leads the enemy to the Legionnaire, already possessed, another Virtue (such
value of the act, it must be primarily insti- he is expected to commit suicide if he as Self–Confident) is Initiated instead,
tuted by, led by, and feature most signifi- cannot escape or effect an immediate generally using a similar Script.
cantly the prospective Initiate. Once such
a story has been enacted, the Initiate is and show discretion yet perseverance The Lions are required to spend
called to the temple again, and undertakes in doing so, are tested for suitability for seven years living at the temple, serving as
a third season of training, in the course admission to the higher degrees. The Initiators and developing the strength of
of which he is taught one of the mystical requirement here is wisdom; candidates the Legion in their Tribunal (and gaining
Virtues of the warrior; the Virtue Reserves who can demonstrate unfailing good a +5 bonus to their next Initiation Total,
of Strength or Enduring Constitution. judgment are invited, but they must first despite the normal limit on the bonus of
Presented with a lance as a symbol prove their worth. +1 for time spent serving a Mystery Cult,
that they have defeated the dragon of The Initiation Script always requires as seven years is exceptional service).
iniquity, a blood red cloak is favored by Quests, including one in which the Initiate While they maintain their affiliation to
Soldiers, although others adopt the sym- commands a number of Soldiers and asso- their home covenants, and may spend one
bol of Mars or a bull, the sign of Mithras, ciated Auxiliaries on a mission of vital season a year there fulfilling their duties,
as an emblem of their affinity with the importance. The Virtue Inscription on the they are primarily now involved in deeper
Legion. Soul is taught, but the mundane power of mysteries. Many Lions, however, delight
the position in the Legion outstrips the in Initiating their covenant mates, and in
benefits of this secret. leading them into heroic adventures in
Fourth Rank: Lions (Captain) Lions are also taught the secrets service of the Legion.
of how the Cult of Mithras presaged
Very few members of the Legion Christianity, and learn many of the mys-
aspire to the rank of Captain, as the Lions teries of antiquity. The symbol of this Fifth Rank: Persian
are also known, for the mortality rate rank is a spade; the Lion symbolically
and price of service is high. Those who dies to her old life, and is reborn as a This is the highest rank to which
have undoubtedly proven their loyalty servant of the Order, yet in that servitude player characters are likely to aspire. The
to the Legion and the Order learn that gains strength. Deep blue is the color origin of the title is lost in the mists of
the Legion has secrets preserved from the favored by the Lions, who often wear a time but is sometimes given as Perseus.
ancient Cult of Mithras. Those who then golden lion badge as a symbol of their Robed in silver, and wearing the sign
inquire as to the nature of these secrets, authority. of Taurus, the Persian is almost always

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The Mysteries Revised Edition
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

The was impressed by Simon’s abilities and


suggested a competition between Simon
Magus and the Apostles Peter and Paul,
of their achievements, others remain
equally convinced that it is possible to
ascend, and become immortal magical
Philosophers to be conducted in the Forum in full view
of all the leading citizens of Rome, who
heroes. To express such thoughts openly
is to invite trial for heresy if the Church

of Rome would decide whose doctrines were cor-


rect. Simon Magus called upon spirits that
carried him up into the air, allowing him
hears, and few are so bold in their think-
ing, so reckless in their ambition, so full of
pride. Those few who are often find them-
Once upon a time, I, by my power, turning air into to levitate high above the crowded Forum selves approached by the group that goes
water, and water again into blood, and solidifying to the astonishment and delight of the by the innocuous name The Philosophers
it into flesh, formed a new human creature — a boy emperor and the citizens. Peter and Paul of Rome.
— and produced a much nobler work than God the refused to participate in this vulgar con-
Creator. For He created a man from the earth, but I test, and instead simply prayed to God,
from air — a far more difficult matter; and again I
unmade him and restored him into air, but not until
and Simon suddenly fell screaming from
the air, and was horribly injured as he
The Philosophers Today
I had placed his picture and image in my bedcham- crashed to the stones of the Via Sacra just
ber, as a proof and memorial of my work. outside the Forum. He died of his injuries There are two competing strains
— Simon Magus, from the Clementine shortly thereafter, and the spot where he in Gnostic thought: the Ascetic, which
Recognitiones fell is now a church dedicated to the two seeks spiritual purity through mortifica-
holy saints, Peter and Paul. Travelers to tion of the flesh; and the Sensual, which
Rome can visit the church to this day, seeks power and glory, and to achieve
and many pious members of the Order of immortality through living life to the
The History of Hermes do so as a reminder of the terrible fullest, especially by enjoying the praise
price of hubris. and worship of others, and gratification
the Philosophers However, most sources concede that of the flesh. The Philosophers of Rome
Simon Magus was not a diabolist, or allied are definitely of the latter school, and
This highly secretive group, explic- to the Infernal realm, but a magician. their reckless pursuit of wine, women
itly non-Christian, is perhaps one of the A sincere seeker of magical power, his (and/or men), and song are a peculiar
most deeply hidden Mystery Cults within beliefs (which are discussed and refuted manifestation of the desire for immortal-
the Order of Hermes. It claims descent in the Pseudo-Clementines) revolved around ity. The aim of the cult is clear: immor-
from the arch-heresiarch Simon Magus, a complicated set of philosophical prin- tality through achievement of apotheo-

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The Mysteries Revised Edition
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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The Mysteries Revised Edition

The Structure of the text to obscure the path. Therefore the


Initiate who seeks ascension must devise
Cult at all; certainly none of the other
cults wish to be associated with it, leading
Philosophers of Rome his own experimental Initiation Script perhaps in no small way to the Children’s
— becoming a god is no easy matter. paranoid obsession with the conspiracy
The Philosophers of Rome form The final secret requires a consid- that they believe controls and enslaves
loosely structured congregations of like- erable number of magi to support the the majority of the Order of Hermes.
minded scholars, and sometimes attract Initiate’s ascension, and aspirants often Facts are rare where the Children are
Initiates who act as worshipers, both try to build a powerful network of Gifted concerned, but opinions are not. Their
magical and mundane. Ultimately they cultists who serve to assist and perform leader is known today as Hermes the
hope to use these congregations to pro- whatever duties are required, magical or Blessed One, and the advent of the cult
vide the necessary power for ascension, physical, in the hope of small rewards and can comfortably be dated to the last years
although that remains a theoretical ambi- magical blessings, or out of misplaced loy- of the 12th century, about 30 years ago.
tion for most Philosophers, who tend to alty and devotion. Such devotion remains While the original identity and House
succumb to their dissipated lifestyles or important even after a successful ascen- affiliation of the magus now known as
accidental death long before they could sion; only by continued calling upon the Hermes is lost, and a subject of bitter
hope to reach that goal. new Daimon can it hope to grow and dispute, it is known that the revelation
All Initiates who are tutored by an become more powerful, and the Aspect that began the cult convinced him that
existing cult Mystagogue are first taught that is summoned can reward and assist he had ascended to immortality. The
the secret of the Virtue True Naming, those who helped it achieve immortality. cult’s critics are quick to denounce this as
and usually then the mystery of Hermetic nothing more than a result of a terrible
Evocation, but ruthless ambition and great Twilight episode in an already confused
promise are needed for the masters of the and highly warped magus. While his
cult to teach any other Virtues.
The Philosophers have a loose sys-
tem of passwords and secret signs by
The Children origin and the facts underlying the epi-
sode remain confused, very few outside
of the Children accept his claim to have
which they can identify each other, but
many are quite solitary in their pursuits,
of Hermes achieved apotheosis.
Today he appears as a tanned male of
and often the signs are little more than approximately 21 years of age, of incred-
slipping references to avowedly pagan A magical messianic cult led by a char- ible beauty. His charisma is undeniable
or Gnostic philosophers into a seem- ismatic leader believed to be a living god that is — he is blessed with a mythic Presence —
ingly innocuous conversation. There is causing outrage and dismay across the Order with and his disciples, both male and female,
no set system of degrees or order in its extraordinary claims. Could they be true? often appear to be madly in love with
which Virtues are acquired; often the him, venerating him as a living god, and
Initiate must discover them himself, work- serving with a slavish devotion.
ing hard to acquire fragments of ancient
texts and then study the magical secrets
The History of The The cult first came to the attention
of the Quaesitores during a visit of the
to acquire Philosophers of Rome Lore, Children of Hermes Blessed One to the Hibernian Tribunal,
before inventing his own Initiation Scripts were he made a number of prophecies
and serving as his own Mystagogue. Some Most Mystery Cults profess to of the imminent collapse of the Order of
members of the Philosophers have very embody the wisdom of the ancients, yet Hermes and its control by secret societies.
little formal contact with the cult after few due so as literally as the leader of An attempt was made to bring him to trial,
they are introduced to the teachings by this small yet increasingly active cult yet somehow he convinced the Tribunal
an existing member. that challenges in every way the nor- of his innocence, and one of the young
The congregations of the Philosophers mal idea of what a Mystery Cult is and Quaesitors, Erin, left with him, and today
do teach their secrets. But the egotistical how it behaves. Whereas many Mystery serves at the right hand of the Blessed
and self-centered nature of the cult means Cult members seek to hide from view One as one of his most loyal disciples.
that Initiates are even then not taught and to guard their secrets, the Children While most cults are rooted in a long
often. However, the ruthless, dissipated, of Hermes like to bask in their rapidly and dark history of magical tradition,
and extremely egotistical member of the increasing notoriety within the Order of the Children hold that the Blessed One
cult who gets on well with the others Hermes. Most Mystery Cults are extreme- is none other than Hermes Trismegistus
will be Initiated into all the Virtues of the ly selective about who they choose to reborn. Among his disciples, he is also
school of hermetic theurgy, and eventually divulge their secrets to and Initiate; the believed to have been in previous lives
can hope to learn the secret of ascension proselytizing and evangelical fervor of Pythagoras, Simon Magus, Alexander the
to the Hall of Heroes, although no known the Children of Hermes make them some- Great, and a host of other powerful and
Initiation Scripts for this rite exist; if it has thing quite exceptional. Some have gone mythic figures. And he is said to be able
been achieved the new god destroyed the as far as to suggest it is not a Mystery to help his followers recall their past

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The Mysteries Revised Edition
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

125
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

126
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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The Mysteries Revised Edition
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.

The Inner Order:


Mathematikoi
Next the Initiate enters the Inner
Order, the Mathematikoi, and wears robes
of black or white, demonstrating her
knowledge of the philosophical system,
worldly renunciation and spiritual purity.
She must abstain from the eating of meat,
and that of green beans, which Pythagoras
believed to have the potential to act as the
recipient for the metempsychosis of souls.
In the Languedoc Tribunal the robes have
the unfortunate problem that it makes the
maga appear to an uninitiated eye much
strate his knowledge of these principles They are also tested thoroughly in their like one of the perfecti of the Cathars, and
through tests of his artes liberales, which ability in Hermetic Numerology, both by marking her as a possible heretic.
means possessing at least a score of 3 in being required to create a Numerologist’s Members of the Mathematikoi must
Artes Liberales (Mathematics) as out- Book, and to apply and demonstrate skill possess the mundane ability Teaching at
lined above. Initiation Scripts usually with Rotes while undergoing a journey to a score of at least 2, and are responsible
call for sacrifices of time, to be spent a destination set by the Fraternity. Other for imparting their knowledge to new
writing books on mundane knowledg- Initiation Scripts may be used, but this is Initiates. They must also, by Pythagorean
es, or Quests to seek out and demon- typical. The Initiate learns the principles tradition, dwell with other members of
strate wisdom and learning. Initiates are of the Virtue Hermetic Geometry. the Fraternity, but the requirement is
taught the secret of the Virtue Hermetic interpreted loosely, and the normal pro-
Numerology. cess is to induct a suitable candidate into
Electus the Mystery from within one’s own cov-
enant, hence honoring the requirement
Theoreticus The third degree of the Fraternity without a need to travel and relocate.
teaches the application of the principles Another duty is the requirement to feed
The second degree of Initiation into and understanding of the teachings to the and house visiting Initiates, for as long as
the Fraternity requires the beginnings of mysteries of the planets. While mundane required, offering generous and unstint-
the application of the principles learned in astrology falls under the auspices of the ing hospitality. A covenant where an
the first degree. Initiates now are required ability Artes Liberales, the Initiate now Inner Order member dwells becomes a
to pass a test in geometry, as they previ- learns the esoteric principles underly- School, and is publicly known, a focus for
ously proved their knowledge of math- ing that art, and is therefore capable of interested magi seeking Initiation and cur-
ematics, which means possessing at least a working them into his magic, gaining the rent members of the Akousmatics seeking
score of 4 in Artes Liberales (Geometry). Virtue Planetary Magic. The Initiation further knowledge or teaching.

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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,

129
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

130
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

The Knights life, while others whis-


per that it was a great
gem set in the brow
he had heard from a
beautiful maiden in an
enchanted castle deep
of the Green of Lucifer, and sent
flying to Earth by a
within a regio in the
forests of East Prussia.

Stone blow of Michael’s


sword as Lucifer
was dealt the ter-
She had told him of
the Green Stone, and
charged him to found
Magical questing troubadours, seeking a rible blow that sent him a company of magician
stone that fell from Heaven. Poets, Lovers, and tumbling from Heaven. knights of the highest
Chivalrous Warriors, they seek the ultimate secrets Others claim the stone was later noble virtue who would
of Creation, not the Holy Grail. carved into the Holy Grail, and undertake this adven-
only when it is found will Jerusalem ture. The story was soon confirmed by
finally be forever secure in the hands of strange omens, weird apparitions, and a
History of the Knights the Christians, and the heathens forever
defeated. Some legends claim that as a
misshapen dwarf who came among the
gathering of magi that night, leading a
of the Green Stone stone from beyond the Lunar Sphere, it unicorn on a halter made entirely of emer-
is the source of magics that are beyond alds, and who said that what was spoken
Within the Rhine the minnesingers understanding, and that could reshape was true.
are the great knightly poets, lovers, and Creation to the desires of its wielder. That very night the Cult of the
troubadours of the chivalric tradition. Magic stones and the peculiar magic Knights of the Green Stone was born,
The name derives from Minnesang, mean- properties of stones that fall from Heaven and despite the requirement that Initiates
ing lyric poem, and in the 12th and 13th are not unknown to the Order of Hermes should live as knights errant, whatever
centuries the minor German nobles began or medieval society, such as the one that their real background, practice the graces
a tradition of writing these poems to bestowed invincibility in combat which of Etiquette, Music, and Charm, and
married ladies of higher rank, expressing Hubert de Burgh was supposed to have incorporate themselves into noble society,
their passionate love and bemoaning the stolen from the royal treasury. The clas- many magi of House Jerbiton and House
lady’s cruel rejection. Highly formalized sic text for the magical use of such gems Tytalus in particular find the challenge
as part of the tradition of the Courts of is the 11th century Lapidary of Bishop and mystery irresistible. Swearing vows of
Love, the minnesingers also praised war, Marbode of Rennes. Although there was chivalry and romance, they set out upon
tournaments, valor, and the perfect man- some skepticism over some of the claims, the epic quest. It is said that deep within
ners of the gentle knight, well-versed in such lapidaries were defended by Gervase the Rhine Tribunal in a forest the Knights
the arts of etiquette. Yet they were no of Tilbury, and authorship of one was maintain a castle where their secrets are
mere minstrels, but rather heroic knights even ascribed to King Alfonso the Wise hoarded, and Initiations conferred, yet no
who lived by the principles they extolled of Castile and Leon. outsider knows the truth of this.

131
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.

Green Stone Today magi knights also practice a strange tradi-


tion: Almost all choose their shields to Page
Less than 20 years old, the Mystery act as their talismans, and believe that in
Cult is still in expanding, and many some magical sense their heraldry dictates New Initiates, who are Initiated
say there are signs the quest is soon to what role they will play in the completion into the mysteries of the Virtue Free
be completed, while others believe that of the Great Adventure. Expression, and then after composing
the goal may be years off. The Knights several poems, may be Initiated again into
have recently turned their attention to Performance Magic: Music. The third
the Baltic shoreline, following rumors
of the Green Stone, while others have
Structure of the Knights Virtue taught is the ancient secret Virtue
Art of Memory.
journeyed deep into the Levant, and some of the Green Stone
quest in places as remote as Loch Leglean,
Hibernia, and Iberia. Wherever the quest All of the Knights of the Green Stone Squire
takes them, strange magical creatures and are first and foremost magi of the Order of
weird omens appear from time to time, Hermes, and despite their epic adventures The middle rank of the Cult of the
guiding them toward resolution of the and wanderings, most still spend most of Knights of the Green Stone, the Squires
mystery. each year at their home covenants learn- are expected to play an important sup-
The cult recruits largely from those ing magic and working on projects like porting role in equipping and accompany-
who have become fascinated by the min- any other magus, yet dreaming of their ing the third degree Knights on the quest.
nesinger Wulfram Von Eschenbach’s epic next chance to participate in the glorious The Virtues Vulgar Alchemy, Hermetic
poem Parzival, which is said to contain quest. Surprisingly, women are admitted Numerology, and Consummate Talisman
a coded allegory about the Knights and as full members, but they are expected to can be conferred at this degree.
their quest, and even symbolic direc- don arms and armor and pass themselves
tion to find their Grail Castle, the cult as men while upon the quest — among
headquarters. Outwardly a story of Sir the unGifted folk at least. Knight
Percival’s quest for the Holy Grail, it is While taking on the role of knights,
rumored that Gunnar Von Falster com- there is no need to swear a vow of fealty The heroic leaders of the quest, who
posed the epic himself as an allegory to to a mundane noble; indeed the taking of meet regularly on the feast of Pentecost
promote his cult, then “handed it on” to such a lord is expressly forbidden. The to discuss progress and new revelations.
Wulfram Von Eschenbach using magic. cult maintains a headquarters, referred to They learn the Virtues Planetary Magic,
The truth or otherwise of this claim is as the Castle of the Grail, probably within Major Magical Focus: Gemstones or
open to dispute, but there can be little the Rhine Tribunal, although others have Potent Magic: Gemstones, and Hermetic
doubt that the mystical brotherhood is placed it elsewhere, leading some inter- True Names as they pursue the mystery of
very serious about their quest, and skilled ested outsiders to speculate that it may the elusive Stone.

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

133
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

Immortal and Unchanging


The unchanging nature of the wise the Immortal Remains Stable but compare the effect with wound-causing
immortal means that while temporary Incapacitated. magics, rate the loss on the wound scale,
changes are possible, they fade unless and make recovery rolls as above.
bound by magic. If a change is caused Roll to Recover from Light, Medium, If a whole season passes, assume all
by a magical effect with a duration lon- and Heavy Wounds Once per Week: trace fades without rolling.
ger than Momentary, recovery or fading Improve if Recovery Total is 10+
does not begin until the effect expires. (Light Wounds), 12+ (Medium Recover from Mental Changes as a
As a guideline, once the cause ends, Wounds), 15+ (Heavy Wounds), Comparable Physical Wound.
no unbound, temporary change lasts Otherwise an Immortal’s Wound is
beyond a season — after a season all Stable (+3 Bonus to Future Rolls) See the accompanying table.
trace will have faded. If a whole season Might damage, such as from Perdo
passes, then simply assume that wounds A ghost may be wounded by other Vim magics equivalent to Demon’s Eternal
and scars fade completely — no die roll ghosts, but its wounds disappear within Oblivion, only results in temporary Might
is needed. a day (see Chapter 8: Hermetic Spirit loss if the spirit is not utterly destroyed
Magic, Ghosts in Ars Magica). An Aspect — full Might recovers by the next day.
Any Temporary, Unbound Change will of a Daimon may be wounded if it takes The sacrifice or drain of Might Score
Fade Completely over a Season. bodily form, but can be discarded at caused by Mystery rites or rituals is a
will — the Daimon cannot be killed by permanent loss, although methods exist
An immortal with a body may be bodily wounds to an Aspect. to improve Might Score. For example, a
wounded, and if the wound is deep Mental changes, such as those inflict- Living Ghost may sacrifice Might Score
enough (beyond Incapacitated), he can ed by spells or powers, recover similarly. points to replace vis in spells, but may
die. If he is wounded but does not die, Other spells can be compared across increase his Might Score later by repeat-
then his wounds will always heal. In guidelines, or an approximation can be ing his Transformation of the Living Ghost
game terms, if you need to monitor used. If the speed of recovery matters, ritual.
wounds over a short period, then make
a Recovery Roll for every wound once Spell GL Heal as... Perdo Corpus Effect Perdo Mentem Effect
per week (regardless of severity), and 3 Light Wound Remove minor detail of
no wound worsens — a wound can memory.
only remain stable or improve. Since the 4 Light Wound Remove important detail
immortal cannot get drastically worse, of memory. Diminish
the normal stress roll becomes a simple mental capability.
roll.
If a whole season passes, just assume 5 Light Wound Inflict Light Wound.
that all wounds fade completely; this 10 Medium Wound Remove minor mem-
includes regenerating crushed or severed ory. Reduce all mental
limbs. (Recovery from wounds is detailed capabilities.
on ArM5, page 179, and summarized 15 Medium Wound Cripple a limb.
below.)
15 Heavy Wound Destroy minor sense. Remove a major mem-
Recovery Total: Simple Die + Stamina ory, or all emotions.
+ Medic’s Chirurgy or Medicine Score Drive insane.
+ Magical Aid 20 Heavy Wound Destroy a major sense.
20 Incapacitating Incapacitating Wound.
Roll to Recover from Incapacity at Destroy or sever a limb.
Sunrise and Sunset: If the Recovery
Roll is 9+, all Incapacitating Wounds 25 Incapacitating Leave a mindless husk.
Improve to Heavy Wounds, other- 30 Dead Kill a person.

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.

137
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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The Mysteries Revised Edition

Portunes, Spirit Wound Penalties: –1 (1-5), –3 (6-10), –5


(11-20), Incapacitated (21-25)
* Although small, Pukis is long and thin.
It can engage two opponents without
of Safe Harbor Abilities: Athletics 4, Great Weapon penalty, attacking one with its jaws and
(long spear) 6, Leadership 6, Teaching the other with its quick tail. It is also
Magic Might: 25 (Auram) (leadership) 3 burning hot, and can ignite easily flam-
Characteristics: Int +1, Per +3, Pre 0, Powers: mable materials on touch.
Com +1, Str 0, Sta 0, Dex 0, Qik 0 Instill Leadership, 5 points, Init +4, Mentem: Soak: +8 (leathery hide)
Size: n/a With a touch of his long spear, Wound Penalties: –1 (1-3), –3 (4-6), –5
Personality Traits: Watchful +3 Honos can teach 17XP in the ability (7-9), Banished (10+)
Combat: Leadership, to a maximum of ability Powers:
None. Vanishes if attacked. Can only be score 6. The Theurgist receives the Invisibility, 3 points, Init +6, Imaginem:
harmed by Perdo Vim spells. insights immediately, but must then Pukis can turn itself completely invis-
Soak: n/a (never materializes) devote a season to study and reflecting ible and inaudible, for as long as it
Wound Penalties: n/a upon them to gain the increase. chooses or until it touches a person
Powers: Centurions’ Feast, 30 points, Init +4, Corpus: or animal.
Safe Harbor, 12 points, Init 0, Auram: Produces a magical feast sufficient Mischievous Flame, 2 points, Init +6, Ignem:
Guarantees calm weather in the har- to feed 100 people. All who partake With a glance, Pukis can set anything
bor of a port for an entire season, and of the feast who possess the Flaw slightly flammable aflame.
resists with a Magic Resistance of 60 Dutybound are instantly cured of any Sneak Thief, 5 points, Init +6, Terram: By
all spells that would disrupt this. Light and Medium Wounds, and gain touching any object weighing less
Opening Enchanted Locks, 8 points, Init 0, +10 on their next recovery checks. than three pounds, Pukis can instantly
Vim: Portunes can dispel any magical The food lasts for one hour, then dis- teleport the object to the dragon’s
lock with a level of less then 40 with sipates, but the effects are permanent. home so that it appears at the edge of
this power. Vis: Leaves six pawns of Corpus vis in his its master’s hearth.
Vis: None armor when banished. Sacred Fire, 0 points, Init +6, Ignem: As
Appearance: A spirit charged with ports Appearance: Honos is a Roman Daimon long as Pukis lives in a particular
and harbors, the Greeks called him of morality and military honor, with hearth, and the fire is kept hot year
Palaemon and Melicertes. His pur- several temples built in his name. round, the ashes from the fire can be
view also covers keys, locks, and Honos appears as a young warrior collected for 1 pawn of Ignem per
domestic animals. In Rome he was in ancient armor, carrying a lance season.
worshipped as a god, with a temple and a cornucopia (“horn of plen- Vis: two pawns of Ignem vis, one of Rego
located near the Forum Boarium. His ty”). Honos’s temples in Rome have Appearance: First summoned by Baltic
feast, the Portunalia, is observed on been destroyed or blanketed by the wizards, this Daimon takes the form
August 17th. The rite to summon him Dominion, although the Legion of of a small dragon of fire that dwells
involves throwing keys into a fire. Mithras is rumored to know the loca- in the hearth or a fireplace. It enjoys
When summoned, he appears either tion of one surviving shrine where he napping amongst burning logs and
as a ghostly serpent or the shadowy can be invoked. coals, coiling its long snake-like body
vision of a bearded man in a leather beneath the flames to conceal its pres-
apron, but he never takes on a solid ence. It leaves gifts for the master of
physical form. Pukis, Dragon the household, possibly stolen from
somewhere else, and attacks strangers
of the Hearth if they act destructively. If it is treat-
Honos Magic Might: 10 (Ignem)
ed poorly, it causes mischief before
departing.
Characteristics: Int –1, Per +3, Pre 0,
Magic Might: 30 (Corpus) Com 0, Str –1, Sta +4, Dex +3, Qik The magus Andrilikes, a theurgist of
Characteristics: Int 0, Per +1, Pre +2, +6 the Novgorod tribunal, wrote a Hermetic
Com +1, Str +3, Sta +5, Dex +4, Size: –2 ritual for summoning this lesser Daimon
Qik +4 Personality Traits: Loyal +3, Mischievous to his sanctum. He has given copies of
Size: 0 +3, Fickle +2 Daimonic Adjuration of Pukis to several of his
Personality Traits: Honorable +6, Combat friends.
Authoritarian +3, Disciplined +3 Bite: Init +5, Attack +6, Defense +9,
Combat: Damage +3*
Long Spear: Init +7, Attack +14, Defense Lashing Tail: Init +6, Attack +10, Defense
+12, Damage +10 +13, Damage +0*
Soak: +14 (silver cuirass)

139
The Mysteries Revised Edition

Aneirin the Bard Cambrian Mountains. His spirit wanders


across the entire mountain range, helping
only to a maximum of +3. Increasing
Presence this way is a very useful aid
those who further his ideals and punishing to the aspiring Mystagogue.
Magic Might: 15 (Corpus) those who go against them, but he is most Vis: Seven pawns of Rego vis.
Characteristics: Int +3, Per +3, Pre +2, powerful within his own tomb.
Com +4, Str n/a, Sta n/a, Dex n/a, A hero in German poetry and song,
Qik n/a Dietrich was the boy-king of Bern after
Size: n/a
Personality Traits: Careful +3, Observant
Dietrich von Bern the fall of Rome. During his reign, sev-
eral great Nibelungen heroes (including
+2 Siegfried himself) were loyal members
Combat: Magic Might: 35 (Rego) of his court. When his uncle Ermenrik,
n/a Characteristics: Int +2, Per +3, Pre +5, German ruler of Rome, conquered Bern,
Soak: n/a (never materializes) Com +3, Str +5, Sta +5, Dex +5, Dietrich fled to the court of Attila the
Wound Penalties: n/a Qik +3 Hun, where he went on many adventures
Abilities: Magic Lore 8, Music 12, Size: +2 and became one of the greatest warriors in
Stonehenge Tribunal Lore 10, Personality Traits: Proud +3, Barbarous history. He returned after his uncle died,
Teaching 5 +2, Crafty +2 retook Bern and captured Rome. He died
Powers: Combat: in a quest for revenge against a friend who
Discorporate, 0 points, Vim: Aneirin never Great Sword: Init +5, Attack +19, Defense betrayed him, and was buried in an ornate
physically manifests, save as a shadow +17, Damage +15* tomb in the Lessini Mountains, where
and a melodic voice. He can only be *Dietrich’s sword has been dipped in the Alps cross over into Italy. His tomb
harmed with magic. dragon’s blood. No magical spell of is a treasure trove of weapons and armor,
Names of Power, 0 points: Aneirin knows a level 40 or lower can deflect, harm, enchanted by being dipped in the blood
many names of minor spirits and can or control it. After being hit, the of a great dragon Dietrich slew.
teach them as a result of a pact. dragon’s blood burns, causing an extra When anyone enters the tomb, how-
Vis: If his spirit is somehow bottled rather +5 damage per round (armor does not ever, the Daimon of Dietrich animates
than banished, two pawns of Imaginem soak) unless an alchemist, herbalist, or his hulking corpse. If the intruder comes
vis remain. healer can cure the wound. seeking wisdom and proves herself wor-
Soak: +22 (full chain mail drenched in thy, he will dispense kingly advice. If she
One of the five great Welsh poets dragon’s blood) comes seeking power, she faces one of the
believed by the Order to have left Daimons Wound Penalties: –1 (1-7), –3 (8-14), –5 greatest warriors on Earth, even in death.
behind after their death (the other four (15-21), Banished (22+) Another legend propagated by the
being Taliesin, Talhaearn Tad Awen, Abilities: Athletics 6, Great Weapon 10, Church says Dietrich, a heretic suspected
Blwchbardd, and Cian). Famous for a single Intrigue 6, Leadership 8 of Arianism, was thrown into the volcanic
poem, Y Gododdin, Aneirin praises his fel- Powers: Mount Etna.
lows among the war band of Mynyddawg Sacred Kingship, 10 points, Init +3, Vim: The legend of Dietrich appears in
Mwynfawr (Mynyddawg the Wealthy) of By laying hands on another character, Das Heldenbuch (“The Book of Heroes”) a
Caereidyn (near Edinburgh), an army 300 Dietrich can permanently increase the collection of German romances published
strong sent on a doomed mission to recap- character’s Perception, Presence, or in the early 13th century, organizing the
ture an old Roman stronghold from the Communication by 1 point. He can tales of the Ostrogoths and Franconians
Saxons. His tomb lies somewhere in the only do this once per person, and into two epic cycles.

140

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