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Hermetic Magic
Hermetic Magic
Hermetic Magic
These file is based on Storypath System and Ars Magica second identical item. If the item require any product or vis
game, and you will need both to play, as it doesn’t have the basic beyond the regular sources, the character still need to provide it
rules and expect you to understand the concepts of magic to use this trick.
explained on Ars Magica. Quiet Casting: The Magus is trained on non verbal casting.
The only focus on this file is to make possible to play a By spending 1 momentum when casting, the Magus buy off the
Magus from Ars Magica using Storypath System. Also, it’s possible Quiet Voice complication or reduce the complication of No Voice to
to create Hedge Wizards, mostly by giving supernatural abilities, 2. The range of voice is not changed.
but possibly going as far as using an effect system similar to the Reflexive Casting: The Magus have magical reflexes, and
use of Hermetic arts, but with different focus. can cast spells as fast as reacts. Whenever the Magus can react to
an action, he can spend a Momentum to cast an spell that he can
Creating a Magus cast as a part of a mixed action (Mastered formulaic or
A Magus is created using the same rules as for regular Spontaneous), doing so causes a complication level 2, that, if not
humans, and have automatically The Gift (including extra edge bought off causes the spell to fail.
dots), 5 edge dots to distribute between Hermetic edges, 10 dots Subtle Casting: The Magus is trained on immobile casting.
of Hermetic Arts to be distributed (none higher than 2) and By spending 1 momentum when casting, the Magus buy off the
mastery in Parma Magica (check Rego Effects). Subtle Gestures or No Gestures complications.
If created before the training, the future Magus must learn
the Arts and his house Edge before be considered an Magus. Esoteric Skill Specialities
Occasionally a Magus would not open properly one of his arts, Some skills specialities are particularly useful during the
and, in this case would not have access to it. casting of rituals, there is a few examples. A character with an
esoteric Speciality is capable of minor magical effects, restricted
Magus Advancement to interpretation and use of natural occurrences, mainly if used in
Once fully trained and with all arts opened, a Magus can combination with the Magic Skill.
use experience to advance. Beside all that mundanes can learn, a Culture: Astrological horoscope, Mystical history
Magus can learn Hermetic Arts, costing 6 experience per dot. Empathy: Sensitivity, Telempathy
Mastery on an spell costs 1 experience per rank of the spell. Enigmas: Magical mysteries, Arithmancy
Humanities: Philosophy, Theology, Secret societies
New Skill Medicine: Oriental medicine, Bodylines reading
Science: Holistic science, Alchemy, Unnatural Elements
Magic
Survival: Magical creatures, Magical herbs
The Magic Skill represents the character knowledge of the
workings of magic, not only the ability to cast spells, but the
knowledge and practices that are used in the background of New Paths
rituals, enchantments and laboratory activities, as well as dealing All Magus are, one way or another, part of the Order of
with magical creatures of all kinds. While a mundane may learn Hermes, but the Order as a whole is not a proper path, as the only
this skill, it’s unusual to have a high score in Magic, and usually thing connecting all the order is the Hermetic Theory, not even all
just the more learned Magus have the dedication necessary to the magical practices are available to all Magus, being part of
became real master in Magic. Mistery Cults or available only to members of an specific house.
To fill the Society Path, the 12 Houses are available, also
Example rolls using Magic: Casting an spell (+ Resolve), House Diedne is available, if the game takes place before the
Understand the meaning of a magical inscription (+ Intellect), Schism War.
Trace a circle preparing for a Ritual (+ Dexterity), Inspire a The descriptions of the houses are focused only on the
apprentice to learn about the ancient magic (+ Presence), Prepare rules, for more info about the workings of each house, goes to Ars
a proper offer to a Fae in return from a favour (+ Manipulation). Magica.
Flexible Formulaic Magic: The Magus can adjust House Bjornaer (Society)
formulaic spells slightly while casting. Spending a momentum Example Connections: Hermit, Herb gatherer, Hunter,
when casting a formulaic or ritual spell, the Magus can adjust the Lumberjack, Animal handler.
range, duration and target by one scale up or down (or change in Skills: Athletics, Close Combat, Magic, Survival
the same scale), adjusting the rank of spell accordingly. Edges: Animal Ken, Danger Sense, Direction Sense,
Magical Researcher: The character have a knack for Hearthbeast, Hardy, Hair Trigger Reflexes, Iron Will, Keen Sense
research magic, preparing a proper theory for your inventions and
enchantments. When inventing an spell or enchanting an item, House Bonisagus (Society)
you may spend a Momentum to grant your Culture Skill as an Example Connections: University Professor, Museum
enhancement on any Laboratory Practices roll. Curator, Librarian, magic researcher.
Magical Polymath: The character can understand magic in Skills: Enigmas, Humanities, Integrity, Magic
a very deep manner, using this understanding to copy some Edges: Hermetic Laboratory, Library, Lightning Calculator,
effects with easy after sensing it. Whenever the character follow Parma Magica
the use of some supernatural edge, you can spend a momentum
to add the Empathy Skill as an enhancement on the roll to House Criamon (Society)
spontaneously cast a similar effect. For example, after see a Example Connections: Hermit, Astronomy student,
shapeshifter transform himself in a bear, the character can use a Alchemist, Pagan cultist, seer.
momentum to add the Empathy Skill as an enhancement to Skills: Culture, Enigmas, Humanities, Magic
Spontaneous cast a Rego Animal/Corpus spell to transform himself Edges: Breath Control, Covert, Danger Sense,
in a Bear. Photographic Memory, The Enigma
Method Caster: The Magus have great facility to cast the
spells he invented. By spending a momentum while casting House Diedne (Society)
formulaic spells, you gain 2 enhancement on the casting roll. It Example Connections: Folk witches, member of pagan
don't work on rituals nor in spontaneous magic. cult, pagan priest, Hermit.
Methodical Enchanter: The character is a great enchanter Skills: Culture, Magic, Medicine, Survival
and can repeat any process recently used with easy. You can Edges: Animal Ken, Covert, Diedne Magic, Library, Patron
spend 1 momentum whenever the character is creating an
enchanted item, and the tests will result in the creation of a House Ex-Miscellanea (Society)
All the Ex-Miscellanea are member of one of many hedge Example Connections: Redcap, artifact creator, guide,
traditions, and have one unique supernatural ability that is not lost travelling seller, circus member.
in the opening of arts and can be learned with less experience. Skills: Culture, Integrity, Magic, Survival
Example Connections: Hedge wizard, alchemist, herb Edges: Artifact, Direction Sense, Free Running, Iron Will,
gatherer, artist. Patron
Skills: Culture, Empathy, Integrity, Magic
Edges: Adrenaline Spike, Big Hearted, Cover, Endurance, House Merinita (Society)
Iron Will, Skilled Liar, Speed Reading. Example Connections: Lunatics, fae touched, herb
gatherer, hermit, fae.
House Flambeau (Society) Skills: Culture, Larceny, Magic, Survival
Example Connections: Alchemist, war lord, assassin. Edges: Animal Ken, Artistic Talent, Faerie Magic, Mythic
Skills: Aim, Athletics, Magic, Survival Blood, Striking, Sympathetic Caster
Edges: Elemental Magic, Endurance, Hardy, Magical Focus
(Fire), Magical Focus (Perdo) House Tremere (Society)
Example Connections: Necromancer, Certamen Master,
House Guernicus (Society) tribunal leader.
Example Connections: Quesitor, judge, Mage Hunter, Skills: Command, Humanities, Magic, Persuasion
demon hunter. Edges: Iron Will, Library, Magical Focus (Certamen),
Skills: Command, Empathy, Integrity, Magic Mercurian Magic, Photographic Memory, Skilled Liar
Edges: Always Prepared, Hardy, Iron Will, Keen Sense,
Photographic Memory, Small Unity Tactics, Tough Cookie House Tytalus (Society)
Example Connections: Power hunger Magus, leper
House Jerbiton (Society) Magus, Titan worshiper.
Example Connections: Noble, seer, court Magus, king, Skills: Aim, Close Combat, Command, Magic
artist, craftsman. Edges: Adrenaline Spike, Always Prepared, Iron Will, Leper
Skills: Culture, Humanities, Magic, Persuasion Magus, Library, Sympathetic Caster
Edges: Artistic Talent, Fame, Speed Reading, Patron,
Wealth House Verditius (Society)
Example Connections: Artist, craftsman, artificer, artifact
House Mercere (Society) collector, rare material seller.
A house Mercere member can be a Gifted Magus, but Skills: Humanities, Magic, Science, Technology
usually is not, starting without The Gift and no access to the Edges: Artistic Talent, Fast Draw, Hermetic Laboratory,
Hermetic Arts. But the training of the ungifted Magus grants 100 Patron, Speed Reading, Verditius Magic, Weak Spots.
experience to be distributed as desired.
The Gift
The difference of a regular human and a Magus is The Gift, Blatant Gift: The Gifted modify the attitude of all people
the ability to handle magic, Hermetic or not. The Gift is a special and animals around to became 2 points to the negative and
supernatural ability with no cost, but that can’t be learned if not increase the difficulty of all the social interactions by 2. The Gifted
born with. The Gift gives the capacity of handling all kinds of gains 4 additional dots of edges.
magic, so, a character, even if not a Magus, can get any Regular Gift: The Gifted modify the attitude of all people
Supernatural Abilities thru training and can learn the Hermetic and animals around to became 1 point to the negative and
(and NonHermetic) Arts, if they are opened properly. increase the difficulty of all the social interactions by 1. The Gifted
Unfortunately, anyone that have The Gift causes an gains 2 additional dots of edges.
unnatural discomfort on all living creatures around them, humans Gentle Gift: The Gifted does not modify any reaction of
and animals, that become suspicious and possibly aggressive, how people or animals. The Gifted gains no additional dots of edges.
bad the others react the the Gifted is determined by the kind.
Warping
Accumulating Warping and Warping Score Supernatural ability with dots limited by the Warping Score.
The two reasons to get Warping points are the same, Unfortunately, their bodies also are warped by the effects of
botches, Living on High Magical Aura and Powerful Magic. magic, and when reach Warping Score 1, 3 and 5, the character
For every 5 Warping points a character have, his Warping gains one Warping side effect, it is usually related to the kind of
Score increases by one (Warp Score 0 Form 0 to 4 Warping points, magic he was exposed, and have minor game effects, usually
WS1 from 5 to 9, and so on). The Warping Score of a character some kind of mark or change on the appearance, like scars on the
affects the way a character receives Warping points. skin, excess or lost of hair or change in skin colour. This side effect
Aura: A character gains 1 point of Warping for every year may cause prejudice from common folk, as it usually indicate
living on a area with Magical Aura strength 6, half time for every excess use of magic or friendship with magical beings.
strength above. The Warping Score of a Character is subtracted
from the Strength of the aura to determine the time living on the Warping Gifted
aura needed to get a new Warping Point. A mundane person will not be able to gain any further
Powerful Magic: Any Magical Effect causes 1 Warping point Warping Point after reach Warping Score 5, but Magus and other
to the target for every 3 ranks, add to this 1 Warping Point if it people with supernatural abilities may thru botching.
lasts at least 1 year. If the effect is designed for the character, it Botching: A caster gains 1 point of Warping for every 1 he
causes 1 less Warping Point and the Warping Score of the gets on a casting roll, even when not using Hermetic Magic and
Character is subtracted from the number of Warping Points even if the cast was successful. Half of the Warping Score of the
received. caster (rounded down) is subtracted of the number of 1s rolled
(no negative values) to determine the number of Warping Points
Effects of Warping Score on UnGifted received. When casting rituals, the Warping Score is subtracted for
UnGifteds are not essentially magical, and their bodies each milestone, not every roll, increasing the effects of Warping
change as they are exposed to magic. When reach Warping Score and the magnitude of Twilight.
1 or more, the character can use experience to gain one
Twilight attention of common folk, what may be good or bad, and it’s
Twilight may happen anytime a Magus (only to the ones possible to sense the scare as an active magical effect.
with opened Hermetic arts) receive at least 2 Warping Points for
any reason, when it happen, the Magus must roll Magic + Warping and Other Traditions
Resilience against difficulty equals to the number of Warping Other magical traditions don’t goes thru Twilight, as their
Points received + The Enigma dots. If fail on the test the character arts are different from the Hermetic arts. Almost any effect is
vanish from reality and enters Twilight, a magical space out of possible, and most of the effects usually are simple accumulation
reach from all. of effects and conditions as the Warping Score rises.
The Magus goes thru an unique experience, usually related A non Hermetic Elementalist may be forced closer to his
to the reason the Magus end up in twilight, and can comprehend it main element, for example becoming more explosive if he is
or not, resulting in a more positive result if the Magus does. focused on Fire or more stubborn if focused on Earth, to the point
Comprehend the Twilight is a complex action with a number it is the only way he behave, receiving complications of acting in
of milestones equals to twice the Warping Score (minimum 1). the oppose way and gaining elemental physical traits after
The process can be an solo adventure thru the twilight or, Warping Score 6. Once reach Warping Score 10, the elementalist
simplified to, a complex action of Magic + Attribute (difficulty 2), is so warped that became more elemental than person.
with a complication equals to the Warping Score (minimum 1) for An Necromancer may slowly turn into a living dead, at least
every milestone. If the complication is not bought off, the result is on appearance, loosing body weight or inflating slowly as the
a Warping Point for every level of complication bought off. Warping Score rises, with a pale or purplish skin and whitened
The time in the twilight is different from real, and the eyes after Warping Score 6. When reach Warping Score 10, the
Magus get out of twilight according to his Warping Score by the Necromancer became a corpse, feeding of souls to feel the lack of
end of the twilight, if it’s 1, it takes a few minutes, 5 takes a moon his own.
circle, 9 takes several years and if it’s 10 is the final twilight, A Witch may be turned into a hag as she accumulate
lasting forever. Once again, the Enigma edge dots are subtracted Warping Score, it may be the traditional green skin and long nose
from the Warping Score to define the time spent on the twilight, looks, or more like a troll appearance, or any other magical
and if it’s reduced to 0 or less, it will be an instant in real world, creature related to the tradition. When reach Warping Score 10,
but still the normal time to go thru the Twilight for the Magus. the witch looses all the humanity and became a monster.
A theurgist versed in the art of summoning spirits and
Twilight Scar magical beings may attract the attention of powerful creatures
Once out the Twilight, the Magus reappears on reality, that start working against him on some situations, that action may
usually where he was when entered Twilight or near it, but now became more frequent or more powerful, culmination to the
with a Twilight Scar, a magical effect permanent on the character. abduction of the theurgist once the Warping Score is 10.
A twilight scar usually is a sensible magical effect, like bright eyes, A wise woman may loose her magical powers for a period of
a weird smell, the fact the Magus now floats about a centimetre time every time she increases her Warping Score, getting sick
from any solid surface he stands, or the fact the Magus floats in with a weird fever. The time without powers starts around a week,
the air while sleeps. and gets longer and the sickness gets worsen as the Warping
The scar is not positive or negative per se, but may be in Score increases, until the last time when rise to Warping Score 10,
certain conditions, for example the most visual effects brings the loosing the Gift permanently if don’t die of the sickness.
Hermetic Practices
Casting Spells Penetration (spell resistance of target): This stunt
must be used to surpass target Spell Resistance. Any target of the
All Spells use a dice pool equals to Magic + Attribute
spell with Spell Resistance higher than the number of successes
(difficulty 1 + spell scale). The casting roll just shows the
used on this stunt is not affected by the spell. In case multiple
character did it properly, don’t means the spell worked completely.
targets, the caster just buy this once and all targets with a equal
To be successful, the caster needs to buy the Effect Stunt,
or lower value of resistance are affected while higher resistances
otherwise the spell will have no effect.
are not.
Besides this, the caster needs to go thru the target Spell
Extended Duration (varies): This Stunt add an additional
Resistance, requiring the Penetration Stunt, otherwise the effect
duration of the same kind to the spell, for example 1 sun (to the
will not affect the target at all.
next sunrise or sunset) became 2 suns (the second sunset or
sunrise). The cost of this stunt is equal to 1 + Duration scale
Arts, Casting and Requisites
successes, for the Sun example, it would be 2. This stunt can be
To be able to cast an spell, the Magus must have at least
used as many times as desired, but cannot affect spells with
one dot in each of the arts used, if the spell uses multiple
Duration Momentary, ring or any other that require a physical
techniques and arts, the caster needs to have at least 1 dot in all
condition, like fire or runes.
of them.
Critical Casting (4 successes): This Stunt add 1 level to
When casting an Spell, the caster receives the dots in the
the effect of the spell if it is a General level spell. Occasionally it’s
lowest technique and the lowest form used with the spell as
possible to add a secondary effect to the spell to turn the level up
enhancements on the test. For most of the spells, that use only
(cure a second injury), or use a similar effect of higher level (cure
one technique and one form, it means the Magus adds both as
a Maimed condition instead of a Injured condition), but it’s
enhancements on the roll.
impossible to change the effect of the spell to something too
different.
Casting Inside Auras
Auras have huge effect on the casting results, sometimes
positive, sometimes negative, according to the kind of aura. There Formulaic Spells
are 4 kind of aura, Magic, Faerie, Divine and Infernal, with a Formulaic spells are the standard way to cast, taking a
power that range from 0 (mundane) to 10, usually never higher round to be completely cast and allow the use of Mastery. It relies
than 5 unless for the most rare conditions. The power of an aura, on the caster memory, being cast using Intellect.
according to the kind, have impact on all spells casting rolls or During a Formulaic Casting, a Magus can add up to 2
milestones of rituals and enchantments. additional enhancements to the casting, but doing it will apply a
Magic aura adds power as enhancement. Fatigue Condition with complication equals to then enhancement
Faerie aura adds half power as enhancement. granted on himself too.
Divine aura causes 3 times power as complication. If failing to cast the spell, the caster will receive a Fatigue
Infernal aura causes power as complication. condition with complication 2.
Notice that this is the impact on magic, and the effects on Formulaic cast can’t be part of a mixed action, as it needs
faerie powers, divine powers and internal powers are different. full attention of the caster.
Difficulty: 1 + Spell Scale Spell Scale: Sum of the Range, Duration and target Scales
Stunts: Effect + Penetration Spell Rank: Highest between Spell Scale and Spell Level
Spontaneous Cunning Technique + Form Size + Word and Gestures + Spell Rank**
Quite Voice (complication 2): The caster is using whispers esoteric medicine can be used only on living things, So it’s up the
to cast. Any spell with range voice is limited to 5m, even if the story guide to define which tools can be used on each ritual.
complication is bought off. The ritual tool of each speciality is chosen and prepared
No Voice (complication 5): The caster is not pronouncing during the ritual preparation and few (like incense) are consumed
any words to cast. Any spell with range voice is limited to by the use, each one granting the skill speciality enhancement to
personal, even if the complication is bought off. the ritual casting roll (no more than one tool per speciality).
Subtle Gestures (complication 1): The caster is using
subtle gestures to cast. Ceremonial Spell
No Gestures (complication 2): The caster is not moving a A ceremonial spell is a ritual cast without precious
muscle to cast. invention, giving flexibility but making it fatiguing. It relies on the
caster mental resistance, being cast using Resolve.
Spontaneous Spells Ceremonial casting don’t require proper preparation, but
Spontaneous spells are formulaic spells cast without require vis and takes advantages of the ritual tools, so it may take
previous invention, but the spell is specially fatiguing and limited. some time to gather the vis and prepare some tools (15 minutes if
It relies on the caster fast thinking and perception, being cast in a Hermetic laboratory with enough vis, to hours in a low magic
using Cunning. forest).
When casting an spontaneous spell, the caster receives a It works like a ritual, but the caster receives a tiring
tiring complication equals to the spell rank, that, if not bought off complication equals to the spell rank, that, if not bought off is
is turned into a fatigue condition with same complication. The turned into a fatigue condition with same complication. The caster
caster can’t add any enhancement in exchange of fatigue. can’t add any enhancement in exchange of fatigue.
Spontaneous cast can be part of a mixed action, as it take If failing to cast the spell, the caster will receive a Fatigue
no more than the strength of will of the caster. condition with complication equal the spell rank.
If failing to cast the spell, the caster will receive a Fatigue
condition with complication equal the spell rank. Spell Resistance
The value of Spell resistance determines the minimum
Ritual Spells number of successes needed in the penetration stunt to affect the
Ritual spells are cast with a action that takes the spell rank target. There are several sources of spell resistance, usually
times 15 minutes. Rituals require previous preparation, not just to related to Vim spells, but it’s common for magical creatures to
invent the spell used, but to acquire the proper materials and vis have some natural resistance, hardly higher than the Desperation
to be performed. It relies on the caster mental resistance, being pool.
cast using Resolve. Hermetic magi are particularly resistant to spells thanks to
A ritual is not just a series of movements and words, as the Parma Magica. Parma Magica is a simple and powerful spell
formulaic and spontaneous spells, they require vis and takes great Mastered by all Hermetic Magus as soon as the training start.
advantage from several fields of knowledge the caster may use as Parma Magica grants the spell level as Spell resistance to all kinds
references. The time it takes for the ritual, as well as the use of of magic.
vis, grants 3 extra enhancements to the caster. A Magus adds +2 to his Spell resistance against any spell
Vis is a requirement to cast any ritual, consuming vis the he mastered, working against any Hermetic Spell with same
same rank as the ritual, as described on Laboratory Practices effects, even with different Range, Duration or Target, but not
below. The caster may use ritual tools (see below) to grant some other kinds of spells with similar effects.
extra enhancements to the casting, as fit to the effect and target. Spell resistance only protects the magus from spells that
During a Ritual Casting, a Magus can add up to half the target the magus. For example, to use a Creo Ignem to set the
spell rank additional enhancements to the casting, but doing it will Magus on fire, it’s necessary to pass his spell resistance, but to set
apply a Fatigue Condition with complication equals to then fire around him and let him burn, it’s not necessary, neither to
enhancement granted on himself too. throw a rock on him or open a pit under his feet.
If failing to cast the spell, the caster will receive a Fatigue
condition with complication equal to half the spell rank. Aiming Spells
Spells that don’t target directly the intended target, like
Ritual Tools using magic to open a pit under another magus, needs to be
Ritual Tools are a set of esoteric items the caster uses to aimed, the same way as any attack. The attack is considered a
increase the effectiveness of the ritual by adding his knowledge part of the casting, and use the successes of the casting to
and specialisation on several subjects, according to the desired surpass defence, buy stunts and possibly buy off complications
effect and target. To be capable of using ritual tools, the caster related to the attack. On the positive side, it isn’t affected by Spell
need to have esoteric specialisation on skill. The time it takes for Resistance of the final target.
the ceremony, as well as the use of vis, grants 3 extra
enhancements to the caster. Arcane Connections
While some tools, like astrological horoscopes, arithmancy Arcane connections, beside being useful as spell ranges,
and alchemy can be useful to most effects, others are limited, like can also be used to increase the penetration of spells. The
s t r o n g e r c o n n e c t i o n s l a s t l o n g e r a n d p r ov i d e s b e t t e r and the people working there.
enhancements that can only be used to buy the Penetration stunt.
A permanent connection, like the connection between a Vis
Magus and his familiar or his talisman, provides 3 enhancements. Controlling quantities of Vis is not going to be used on this
A lasting connection, like a body part, an Invested Item or system so the process can be simplified. Instead, vis extraction
rocks from a specific place, lasts for years or even decades and became a part of the preparation of a ritual or of the enchanting
provides 2 enhancements. of an item.
A established connection, like the favourite equipment or When casting a ritual or enchanting a item that require Vis,
cloth, hair, feathers and scales or lesser items, lasts for weeks or a Magus can search for the need in his laboratory, and don’t need
even months and provides 1 enhancement. to worry about any ritual or item that has rank equals or lesser
A weak connection, like a equipment or cloth recently or than his Hermetic Laboratory Edge, as it’s abundant enough.
frequently used, a wound and the weapon that caused it, a A Higher rank item or ritual may need some harvesting,
Charged item or mundane item created, lasts for hours or days rolling Laboratory Practices (including Hermetic Laboratory Edge)
and provides no enhancements. with difficulty equals to the ritual or item rank, with success the
If the connection don’t affect all the targets, the connection Magus could gather all the needed Vis, but for the rest of the
is used only against the target it does, but not for others, that season, his Hermetic Laboratory Edge is lowered by 1. A Magus
need regular penetration stunt. can’t do it if his Hermetic Laboratory Edge is 0, even if temporary.
The use of multiple connections don’t stack, so only the If it was not enough, a Magus may need to go after some
most powerful connection will be used against each target. But it’s Vis, dowsing or using spells to find it, check the Dowsing Edge and
possible to use multiple connections with the same spell to affect Intellego Vim spells for more information.
multiple targets.
Inventing Spells
Certamen As the spell cast by a Magus is unique for him, every Magus
Certamen is a rite that links two magi in a unique non lethal must invent his own spells, what he can do based on someone
combat. To start the rite, one of the magi choose one Technique else inventions. The process is a complex action of laboratory
and the other chooses one Form, both of them can choose to veto practices (difficult equal to the spell rank), taking a number or
the choice of the other, forcing to pick another. milestones equal to twice the spell rank, and each milestone takes
Certamen is treated as a regular combat of the two a number of hours equals to the the spell rank.
phantasms of the Magi in combat. The phantasms have just 5 Using a book about the spell to be invented, grants the
basic values, Force, Finesse, Resilience, Form and Technique. book rank as enhancements to the test.
Force is equals to the Intellect, Finesse equals to the Cunning and The caster need to have at least one dot in every art used
Resilience equals to Resolve of the Magus, Form and Technique in the spell, but it’s not necessary to cast the spell by yourself to
are the ones chosen by the Magi in the beginning of the Certamen invent the spell, except that it’s impossible to be sure the
(each one chooses one of the skills). invention was finished unless the spell is cast.
Initiative roll is done using the highest skill (technique or
form) + Finesse. Formulaic or Ritual Spells
The only actions the alter egos can take are close combat The spell is invented as Formulaic or as Ritual Spell, not
strike, and can use any of the stunts described to close combat both, so even if the Magus has invented an Ritual and later is
strike. The target of the attack have defence 1, but add the other capable of casting that as a formulaic, he will need to invent it
skill (if attacker used Technique, defence uses Form and vice again.
versa) as Soft Armor. Formulaic are limited in relation to a ritual, as it’s
Every Injury in the phantasm causes 1 Fatigue to the impossible to guide the amount of vis necessary to some effects
caster, impacting all the future actions from the caster. The first when casting formulaic.
one that loses concentration (for example for failing to pay all the Formulaic spells can’t have any of the scales 3 or higher.
fatigue complications on the actions) loses. The Magus also loses Formulaic spells can’t have rank higher than 6.
if loose concentration for any reason and if the chosen art wasn't
opened. Inventing Similar Spells
When inventing an spell that uses the same effect as
Laboratory Practices another already invented, it’s possible to use that in your favour.
Thru the point of view of a Hermetic Magus, the magic The number of milestones is reduced by the spell level and the
theory set by Bonisagus is science, as it works is a similar way as scale of Range, Duration and Target that are not changed. If
science works, except that the Magus uses his gift to induce the nothing is change, but an in effect option (the animal in which the
result, making it repeatable by any other magus that also repeats target turn into, or the new spell affects only horses and not all
the same Hermetic process. Magic is the main skill to use on a the animals) the new spell takes just one milestone to be
Hermetic laboratory, but also Technology to handle the refined and invented.
precise equipments and possible Culture, Humanities and Science To invent a higher level of the same spell, for example
to analyse the external aspects of the results, like astronomical Parma Magica, the Magus just need go thru a number of
conditions and regional differences on the paradigms involved. milestones equal to the new spell level. The Magus automatically
Most, if not all, actions on a laboratory are mental. knows all the lower levels of a spell once invented the higher level
Any Laboratory Practices can use extra successes to add of the spell, limited to the same range, duration and target.
the following stunts. Laboratory practices, no matter for what end,
can use the following stunts, but any other stunt need to be Writing Books about Spells
bought using only the last milestone successes. A book can be written about any spell a character invented.
Further Advance (2 successes): The Magus grants 1 Writing the book is a complex action using Magic + Manipulation,
enhancement on his next Laboratory Practices to invest the effect has a number of milestones equals to the spell rank and difficulty
on this item. 2. The rank of the book is 1, unless the writer spend the last
Breakthrough (4 successes): This stunt can be used to milestone extra successes to increase it, every rank increase
solve one additional milestone with no need of extra time. require 2 successes.
Ranges by Affection
Fast Enchanter (2)
The range by affection connect the target to the caster by
The Gifted can enchant Charged Items in minutes. The
emotions and not distance.
creation of the item takes only 1 minute per milestone, and can be
Personal (Scale 0): the target is the caster.
done out of the laboratory (in this case not using the Hermetic
Friend (Scale 0): the target is bounded by a love or
Laboratory Edge). Invested Items and Lesser Enchantments can’t
friendship to the caster. Includes also the caster’s favourite tools
be enchanted this way.
and equipments.
Colleague (Scale 1): the target is or was bounded by
camaraderie to the caster. Includes also all the regular tools and Fetiche Caster (2)
The Gifted can create fetiches, a physical vessel containing
equipment of the caster, as well as the favourite tools and
an elemental spirit to sustain the magic. It’s possible to charge the
equipment of any brother.
Fetiche with some magic effect, gaining the access to the new
Known (Scale 2): the caster know the target, and can
duration Fetiche. Construction a Fetiche is similar to enchant an
identify it in the middle of others.
Lesser Item rank equals to the spell rank, including vis consuming
Seen (Scale 3): the target has been saw by the target at
during the casting of the spell.
least once, but the target don’t know anything about him and
Fetiche (Duration Scale 2): the effect lasts for as long the
possibly can’t recognise him if in the middle of similar people. It’s
Fetiche is intact, dispelling if the Fetiche is damaged or
impossible to target the unknown.
disenchanted.
Powerful Enchanter (1)
The Gifted can create items using spells with range,
duration and target scale 3 or higher. The process is the same, but
it is necessary to add vis as if it was 1 rank higher (invested and
lesser items) or according to the spell rank (charged items).