Hermetic Magic

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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 Arts and Edges


Hermetic Arts deception or temptation, magical or not.
The Hermetic Arts are 15 special traits, rated from 1 to 5 (7 Terram grants resistance to stone and metal weapons and
with the Master in Art edge), that may be learned only by an mineral poisons.
Gifted character that have the art opened. The arts give access to Vim grants resistance to avoid Twilight.
all the rules described on Hermetic Practices and Hermetic Spell
Descriptions. Hermetic Edges
They are divided into 2 great groups, the 5 Techniques, Hermetic Edges are a group of edges related to the use of
Creo, Intellego, Muto, Perdo and Rego, and the 10 Forms, Animal, Hermetic Magic, and they can only be chosen by characters that
Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, have the Gift, usually learned only by a Magus, but many of them
Terram and Vim. work just fine for other gifted people.
To cast an spell, the Magus needs at least one dot on all the
related techniques and forms of the spell. The arts grants their Alchemy (1 to 5)
dots as enhancements on all the spell casting rolls, as described The Magus is adept on Alchemy, being more capable in the
on the Hermetic Practices section. creation of enchanted items than regular Magi. When enchanting
The Forms also grants resistance to attacks using the form an item, the character gains the dots in this Edge as enhancement
in question, even if not magical in essence, working as Soft Armor on the laboratory practices.
against direct attacks or enhancements to avoid indirect damage. The Magus can invent spells using this Edge in place of any
Imaginem, Mentem and Vim are exceptions, as they doesn't art he doesn’t have, but the invented spells can only be used in
protect against damage, but attacks against the Magus senses, enchanted items.
will and the twilight. The Magus can brew potions of rank up to the dots in the
Animal grants resistance to natural weapons and poisons edge. A potion is brewed following the same rules as for the
of animals. creation charged item, possibly having multiple charges, but the
Aquam grants resistance to Drowning, Thrist, water impact potion is consumed on the use. The target of the spell on the
and water jets. potion is always the one that consumes it, limiting to Range
Auram grants resistance to all kinds of suffocation and Personal and Target Individual, but the duration is defined by the
weather phenomenon, such as lightning. spell, limited to a scale no higher than 2.
Corpus grants resistance to human unarmed attacks and Finally, the Magus is capable of transferring vis between
diseases. recipients (but not capable of finding it at nature) using no spells,
Herbam grants resistance to wooden weapons, herbal limited to rank equal to the dots in this Edge.
poisons and starvation.
Ignem grants resistance to fire and cold. Artifact (1 to 5)
Imaginem grants resistance to confusion, deafening or The Magus have access to a enchanted item, a talisman,
nausea caused by sights, sounds, smells, tastes and other invested item or lesser item, with rank equal the edge dots. The
sensations (like motion sickness). Artifact was created by the Magus or specifically to his use.
Mentem grants resistance to all kind of persuasion,
Diedne Magic (3) Magical Focus (1 or 3)
The Magus is more capable of Spontaneous Casting and An Magical Focus is an area of study that the Magus is
Ceremonial Casting, reducing the tiring complication to half of the focused, and can be a Minor (1 dot) or a Major (3 dots), a minor
spell rank. It may inflict a 3 complication on social action against focus is a very restricted group of effects or targets, as diseases,
other Magus, if the other is against the use of traditional Diedne wind, lust, healing people, etc, while a major focus are wider, as
magic and see you spontaneously casting a spell. damage, weather, emotions, necromancy, etc. When casting a
spell from his Magical Focus, the Magus gains 2 enhancements.
Elemental Magic (3) Focus on an Art is a major focus, while focus on Certamen is a
When casting an Spell using one of elemental forms minor one (that apply to all the certamen rolls).
(Aquam, Auram, Ignem and Terram) ignore the requisite in any
other elemental form, using the highest of the elemental forms Master in Art (2)
used instead of the lowest. The Magus is above the others in his knowledge and power
related to an art. He can have up to 7 dots in one of the arts. This
Faerie Magic (3) edge don’t rise this value to 7, just allow the magus to rise it with
Prerequisite: House Merinita experience. A Magus can have this edge multiple times, once for
The Magus can use special options of range, duration and each art.
target, commonly related to faeries. This options must be invented
in the spell, or can be used casting spontaneous spells and if the Mercurian Magic (3)
caster knows the trick Flexible Formulaic Magic. Also, Faerie aura When casting a Ritual, you may cast using Vis 2 ranks
adds its full power to the casting rolls of the character (usually lower than usual. You invented the Wizard’s Communion Spell
only half). proper for the highest rank ritual you invented, and automatically
Road (Range Scale 1): the target is in the same road, path invents a new version of higher level when invent a new ritual of
or way as the caster. higher rank. If you have mastery on Wizard’s Communion, you
Fire (Duration Scale 1): the effect lasts for as long as the can add the mastery enhancement when casting any spell
fire is kept burning, and the caster feed the fire to prolong the targeted by it. Wizard’s Communion is a Muto Vim Spell using the
effect. If any person feed the fire the duration is not extended, Split Spell Casting effect.
even if the fire keep burning.
Bargain (Duration +1): bargain is a secondary duration, Mythic Blood (3)
used to set a point when the effect will start. To cast an spell with The Magus are descendent of a powerful magus, wizard or
this effect, the target must make a promise that, as long it’s not magical creature. When casting any spell, the difficulty of casting
broken, will keep the spell inactive. Once the promise is broken, it is reduced by 1. Additionally the Magus have a rank 2 or lower
the spell is activated, as if it was casted on the target at that spell that he can activate or deactivate freely as part of a mixed
moment. All the Penetration stunt is doubled during the cast. action with no need for roll. The Magus also gains a free Magical
Until (Condition) (Duration Scale 3): the effect lasts until focus (1 dot) related to the effect granted by this edge.
a determined condition is met. The spell automatically ends if the
target dies or enter Twilight. Performance Magic (Activity) (1)
Year +1 (Duration Scale 3): the target last until the day The Magus gain access to a new duration, (Activity). The
after the first anniversary of casting the spell. chosen activity can be of any kind, like playing music, craft items,
Bloodline (Target Scale 2): the target is the target and all hunting, speaking or walking. The entire casting of the spell
the living descendants and all the ones that are born during the became a part of the activity, including its gestures and words,
duration of the spell. It is connected to the blood of the target, so and the character can roll the casting as soon he start the activity.
non blood related are not affected. If the Magus can’t speak(sing or play an instrument) or speak too
low and can’t move or just do a few movements during the
Hearthbeast (3) activity, he faces the proper complications of No Voice, Quiet
Prerequisite: House Bjornaer Voice, No Gestures or Subtle Gestures. The character can use only
The Magus have a Hearthbeast, an specific animal form that one (activity) duration spell at any time.
is still able of casting spells (but have no voice nor capacity of (Activity) (Duration Scale 0): the effect lasts for as long
gesticulate, what causes the proper complications). A Magus in the caster keeps doing the chosen activity, dispelling as soon as
Hearthbeast form is treated as a animal for all definitions, and no the activity is finished or end for any reason.
magic can differentiate him from a regular animal of the species.
If needed, a Magus can use Survival + Resolve (difficulty 0) to Sympathetic Caster (3)
change shape, what can be part of a mixed action. The Magus the ability of developing a situational arcane
connection based on a sympathetic connection. A sympathetic
Hermetic Laboratory (1 to 5) connection is created by the caster to allow him to cast an Spell in
While wealth can buy lots of things, a proper Laboratory the target without any real connection to it.
with good source of Vis is not one of them. This edge define the Sympathetic connections works as an arcane connection to
availability of helping hands and vis for the Magus, and its dots target an spell and to add enhancements that can only be used to
are added to any Laboratory Practices roll the Magus do when in surpass spell resistance. Besides the time to create the mundane
his own laboratory. item, giving a regular object in a Sympathetic connection to a
target takes about 15 minutes of work similar to a ceremonial
Leper Magus (3) casting, but extremely simple and personal.
Prerequisite: House Tytalus A Sympathetic connection can add from 0 to +2 to the
The Magus have an magical version of Leper, causing penetration, according to the quality off the representation. The
horrible scars and disfigurations, giving automatically the Striking nickname of the target or use a generic figure (target form or
edge for its bad appearance. The curse allows the Magus to drain shape) can establish the connection, but add no enhancement, the
the energy from his body, causing injury conditions, in return the complete name or a specific figure (recognisable characteristics of
energy boost his magic greatly. A Bruised condition grants 2 the target) adds +1 and the true name or a perfect figure (an
enhancements to any casting roll and reduces the vis needed by realistic representation of the target) +2, the difference between
any ritual by 2 ranks, an Injured condition grants 4 enhancements them is related to the mundane representation and not the acting
to any casting rolls and reduces the vis needed by any ritual by 4 of establishing the connection.
ranks and a Maimed condition grants 6 enhancements to any
casting rolls and reduces the vis needed by any ritual by 6 ranks. The Enigma (1 to 5)
All the injury conditions caused by the use of this edge are Prerequisite: House Criamon
aggravated and deadly. This edge is not obligatory to all Tytalus The Magus have a deep understanding of magic, and can
magi, but it’s exclusive to them. add the Magic Skill to any roll to overcome Twilight. Unfortunately,
this understanding also makes the Magus more prepense to metal with a piece of wood locked in it without burning the wood.
entering Twilight, and Magic is added to the difficulty of any roll to Third advantage is that a Verditius Magus makes any
avoid entering Twilight. mundane item better than average without any effort, any item
have a +1 extra enhancement when used for the designed
Verditius Magic (1) propose, for example, an sword gains an +1 enhancement on
Prerequisite: House Verditius combat strike, a musical instrument gains a +1 when played, this
Verditius have 3 advantages on the creating items and one bonus can increase to +2 if the Magus use Vis on the
limitation on his spell casting. First part of this edge is that a manufacture, consuming vis as an item rank 1.
Verditius Magus can add his Technology skill as an enhancement A Verditius Magus is dependent on the use of Instruments
on the enchantment rolls of any enchanted items he creates. for Formulaic Spells, incapable of doing so without it. An
Second, when creating an mundane item, for later Instrument is a simple magical tool designed to aid the cast an
enchanting or not, he can create structures that are impossible for specific formulaic Spell. Constructing a instrument takes about
mundane ways, and it’s not considered a magic deed, the example one hour of work, usually its constructed during the invention of
is usually positioning a stone on a solid frame on a way that is the spell, but the Magus can construct an instrument at any
impossible to take it out without breaking the frame, or forging moment if it’s lost or out of reach.


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.

Fatigue Mastered Spells


Fatigue is the main limitation on spell casting, not only for An Mastered Spell is a formulaic spell that was studied to
Magus, but also to the most powerful Hedge Wizards. Magic is the point the Magus can cast it faster and can resist others using
tiring, both physically and mentally, taking unprepared caster to the same spell against easier. When casting a Mastered Spell, the
unconscious of over casting. All casting methods causes fatigue if Magus receive +2 enhancement or cast it as part of a mixed
not properly managed, Spontaneous more than others, but it’s the action (but both both).
price to invent and cast an spell at the same time. When a magus is targeted by one spell that use the same
Every fatigue complication applies to all casting rolls, but effect that he mastered, increase his spell resistance by 2.
also to any action that requires resistance attributes. All Fatigue He can still add enhancements for stunned conditions, and,
condition are stackable, and affect all future casting, recovering 1 if have the skill trick Flexible Formulaic Magic, can change it as
complication per hour of resting. usual. The magus gains mastered spells by spending experience.
Not buying the fatigue complications off not only makes the
action fail automatically, but also gives the Magus the unconscious Word and Gestures
condition. Getting unconscious don’t recover any fatigue, and also Casting Formulaic and Spontaneous spells require
no Hermetic Spell so far made it possible. concentration, a series of bold movements to be done and words
to be pronounced with firm voice (10m of voice range, 50m if
screaming). The Magus can avoid the use of it, but it cause
Casting Stunts complications, that, if this is not bought off, cause the casting to
Effect (effect level successes): That is the effect of the
fail.
spell, that’s the first stunt that must be bought and without it the
The complications related to casting are not stackable, so
spell fails. This stunt doesn’t cover damage and other conditions
the Magus can pick no more than one from each.
applied to the target, as described on spell effects.
Spell Casting Quick Reference
Roll: Magic + Attribute Spell Level: Highest Effect level +1 per additional Effect

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

Kind of Spell Attribute Enhancements Complications

Formulaic Intellect Technique + Form + Mastery + up to 2* Size + Word and Gestures

Spontaneous Cunning Technique + Form Size + Word and Gestures + Spell Rank**

Ritual Resolve 3 + Technique + Form + Specialities + up to ½ spell rank* Size

Ceremonial Resolve 3 + Technique + Form + Specialities Size + Spell Rank**

* Cause Fatigue if added ** Turn into Fatigue if not bought off

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.

Hermetic Laboratory Edge Enchanting Items


A Magus working on his laboratory receives the dots in the There are 3 types of enchanted items, Invested Items,
Hermetic Laboratory Edge as an enhancement in all the Lesser Items and Charged Items.
Laboratory Practices rolls. Several Magus can share the same Invested items are specially created items that can receive
laboratory and each one have a different edge dots, not related to a number of effects in it, but takes a large amount of vis and long
the physical structure of the laboratory, but to be used to the local time for preparing. The item rank of an invested ite','m is equal to
the rank of the highest spell invested in it plus 1 per additional
spell invested, minimum of rank 2. an enhancement to the caster when using, while the remaining
Lesser items are items permanently enchanted with an levels can be used to invest spells as usual.
specific effect, requiring some vis and some preparation for the Only the creator can fully use the talisman, while others
enchantment. The item rank of an Lesser item is equal to the rank can only use the invested spells, with no enhancement on the
of the spell invested in it, minimum of rank 1. casting.
Charged items are receptacles of effects to later use,
storing a effect in a way anyone can release with the proper Writing Books about Items
command. The item rank of an Charged item is equal to half of A book can be written about any item a character
the rank of the spell stored in it (rounded down), minimum of rank enchanted. Writing the book is a complex action using Magic +
1. Manipulation, has a number of milestones equals to the item rank
and difficulty 2. The rank of the book is 1, unless the writer spend
Preparation the last milestone extra successes to increase it, every rank
The first step on enchanting an item is the preparation, it increase require 2 successes.
starts by creating the proper item to receive the power intended.
It can be done by any mundane means, but usually requires Using Enchanted Items
special materials, the exact process of acquiring the materials is To use a enchanted item, the user must test Magic +
up to the story guide, but the number of milestones is equal to Cunning (difficult item rank), activating the chosen effect as
item rank, a rank 0 item can use rocks and sticks to be designed. Using a item can be part of a mixed action, possibly
constructed, while a rank 5 item will probably take an entire even activating multiple items.
adventure just to gather the materials, and a 10 will be the work If the item is used as an weapon, the activation roll is also
of an entire covenant. used to attack the target, and the attack have a enhancement
It’s important to notice that the item rank is defined before bonus equals to the item rank.
investing the spell, and the maximum spell rank (and number of The item is the origin of the effect, so a personal effect
spells) are limited by it, no the contrary. So, it’s possible to plan affect only the item, a touch effect need the item to touch the
for a item and invest a lower rank spell, but not invest a higher target.
rank spell on a lower rank item.
Once the item is read, invested items need to be opened to Familiar Bounding
the investment, while the others do not. The processes of opening Familiars have a magical forged bound to the Magus. The
is a complex Laboratory Practice action, difficulty equals to the process of creation of the void start with the befriend of the
item rank and a number of milestones equals to half of the item creature, using a normal bound of Camaraderie or Friendship, and
rank (round down), also it requires Vis according to the item rank. only one enhancement need to be established to move to the
magical Enchantment.
Investing Spells The process is a series of Laboratory Practices that result
Investing the spell in the item is a complex Laboratory on a magical version of a friendship bound, requiring Vis of rank
Practice (difficult equals to item rank), requiring a number of equals to the number of enhancements to be added to the bound.
milestones equals to double of the item rank and taking about 30 Different of a regular friendship, a Familiar Bound refill the
minutes per milestone. Using a book about the item to be enhancements used at a rating of 1 enhancement per day until it’s
enchanted grants the book rank as an enhancement to the maximum, and can’t be broken unless the magical connection is,
Laboratory Practice rolls. for example thru the death of one of them, because the Magus
Both Invested items and Lesser items require vis according entered twilight or if one of them decides to break the connection.
to the item rank. It’s impossible to invest a spell with Range, As with regular friendships, the Magus and Familiar can
Duration or Target scale 3 or higher. strength their bound thru magic, repeating the process of creating
By standard, the item have Penetration 0 and can be used the bound and spending Vis, unfortunately, the bound don’t stack
once a day (Invested and Lesser items) or have 1 charge. All the and it’s necessary to create a stronger bound to increase the
additional successes can be used to add this special Stunts, only original bound.
available to some items. For each 2 enhancements the bound have, the familiar
Extra Charges (2 successes, only Charged Item): gains some special powers, like the ability to speak each others
Invest extra Charged of the spell on the item. language, mental communication, magical natural weapons,
Extra Daily Uses (2 successes, only Invested and shared senses or sharing concentration (the familiar can keep a
Lesser Item): The item can be used one more time per day. concentration Spell active for the Magus). Besides this powers, the
Environmental Trigger (2 successes): The item self familiar has automatically receives the form resistances from the
activates on an specific environmental condition, for example Magus and it’s Parma Magica when active.
Sunset and Sunrise, New Moon, start raining, or item is attacked.
Restrict Use (1 success): The item have a restriction in Hermetic Breakthrough
its use, it can be as generic or as specific as needed, for example, Hermetic Breakthrough is an invention that takes the
just works for one specific Magus, any person in certain bloodline, Hermetic Theory further, adding a new Range, Duration, Target, or
only in the first night after the new moon. even a new Effect, represented by the creation of a new Hermetic
Penetration (2 successes): Add 1 to the penetration of Edge.
the item. Hermetic Breakthrough are hard to achieve, and hardly it is
An invested item can go thru the entire investing spell known when it will be reached, it is a complex action of Laboratory
process multiple times, accumulating multiple effects, as long the Practices (difficult 4 + rank), that have a number of milestones
highest spell rank +1 per additional spell is no higher than the equals 10 times rank, each taking up to an entire session.
item rank. The item have just one value of penetration, defined by Once finished, the character can use experience to gain a
the spell with the highest penetration on test. Hermetic Edge representing the Breakthrough, and can use it from
now on. He can also teach it to any other Magus and write books
Talismans about it. The rank of the Breakthrough is the number of dots of
Talisman is an special kind of invested item, usually a ring, the Hermetic Edge.
wand or a staff, used to focus the magical energy of the caster
during casting. It can only be used on Formulaic and Spontaneous Writing Books about Breakthrough
Cast, not on ritual, or ceremonial casting, and it grants its ranks A book can be written about any breakthrough a character
as Enhancements on casting rolls when used. reached. Writing the book is a complex action using Magic +
The process of creating an talisman is the same of a Manipulation, has a number of milestones equals to the edge dots
common invested item, but during the preparation of the item, and difficulty 5. A Magus studying the book can spend experience
when the item receives vis to be prepared for multiple effects, it’s to learn the edge without the need of an entire Hermetic
possible to set a part of the item rank as a talisman bonus, Breakthrough, as if was studying with the character.

limiting further enchantment. Every rank used to this end grants
Hermetic Spell Descriptions
All spells are ranked only in the game rules, and there is no target is the content of the structure.
limit on the number of ranks a spell can have. Boundary (Scale 3): the target is all the possible targets
A Magus would use the descriptions of Range, Duration and inside a defined boundary. Natural (tree line of a forest, all land
Target as described, but would describe the effect as simple, between 2 rivers, etc), artificial (the inner side of a wall, the
complex, extremely complex or so, to describe the effect, not a outskirts of a citadel, etc) or imaginary (the boundaries of a
number as described here. country, the land of a family, etc) can be used as targets.
Part (+0): the target is a part of something, that can be
Spell Level and Scale any kind of target, for example a part of a person, a part of a
Spells are defined by its effects, ranges durations and country, as well as a part of a group. It don’t affect the scale of
targets, all fixed once the spell is invented. the the spell, but it is necessary to be able to target a part of a
The spell level is equal to the highest effect level +1 per target without affecting other parts, for example to target the
additional effect. As an example, a spell designed to heal 1 hand of a person or two members of a larger group.
Bruised condition from a target have a level 3 effect, but an spell Group (+1): the target is a group of targets, that can be
designed to heal 2 Bruised conditions from the target is a level 4 any kind of target, for example a group of rooms, a group of
effect (3 + 1). countries, as well as a group of parts. It rises the scale of the
The spell scale is equal to the sum of Range, Duration and target by 1, for example, a group of individuals is scale 1, a group
Target Scales. For example, a spell with Range Touch (scale 0), of rooms is scale 2.
Duration Moon (scale 2) and Target Room (scale 1) have scale 3.
The spell rank of spells is the highest value between the Sizes of Targets
spell level and the spell scale. For example, as Spell that is level 3 The size of the target isn’t a limitation on the spell rank, the
and scale 4 is a rank 4 Spell, while one with level 0 and scale 2 is same spell that works on a cat works on a bull or a whale (if
a rank 2 Spell. designed to do so), but it’s harder to affect bigger targets, causing
complications that, if not bought, will cause the spell to fail.
Ranges Individual, room and structure sizes are defined by their
The range define the interaction between the caster and the size scales and circles and boundaries by the size of the largest
target, not by the distance, but by the way the caster perceives possible creature that fit inside it.
the target. Individuals size 1 or 0 cause no complication, size 2 or 3
Personal (Scale 0): the target is the caster. causes complication 1, 4 or 5 causes complication 2 and 6 or
Touch (Scale 0): the target is touched by the caster. It larger complication 3. If the individual is size -1 to -3, it grants a
includes also the room, structure or boundary the character is in, enhancement 1 in the casting roll, and if the size -4 or smaller
and a group holding hands ones to the others, even if not all are enhancement 2.
touching the caster. Circle or Room size 2 or less cause no complication, size 3
Eye (Scale 0): the target is looking into the casters eyes. or 4 causes complication 1, 5 or larger causes complication 2.
Voice (Scale 1): the target can hear the caster casting. Structure size 3 or less cause no complication, size 4 or 5
Sight (Scale 2): the caster is capable of seeing the target. causes complication 1, 6 or larger causes complication 2.
Arcane Connection (Scale 3): the target is reached by the Boundary size 6 or less cause no complication, size larger
use of an arcane connection. than 6 causes complication 1 or more, up to the Story Guide to
define according to its size.
Durations A group, besides the size of the largest member of the
The duration is the time the spell stay active once cast group, also causes complications according to the quantity of
successfully. members it have, a group with more than 10 targets cause a
Momentary (Scale 0): the effect last a extremely short complication 1, and it increases by 1 for every ten times
time, just enough to make it happen. There are not many effects multiplication (2 to 100, 3 to 1.000, and so on).
that can be momentary (and useful), usually only effects that do
instant damage, heal or movement, but others are possible. Effects
Concentration (Scale 0): the effect lasts for as long the The effects are sorted by the Technique and Level, with
caster maintain concentration. descriptions of targets available for each Form.
Diameter (Scale 0): the effect lasts for the time the sun
takes to cross its own diameter in the sky, about 2 minutes. Specific or General Spells
Ring (Scale 1): the effect lasts for as long the target stays Spells can be as opens or as specific as they are invented,
inside the drawn circle in the ground. The circle can be the same it’s possible to create an spell that turn any animal into a dire
to be used as a Circle target. beast, or one that do that only to horses, and it is going to be the
Sun (Scale 1): the effect lasts until the first of sunset and use of the same effect, so the same rank, but still being different
sunrise. spells.
Moon (Scale 2): the effect lasts until both a full moon sets Creating a spell more precise can be positive or negative,
and a new moon sets. so it’s not going to affect the spell rank, but once invented, the
Year (Scale 3): the effect lasts until the sunrises in the spell is not going to change, and a spell more specific, more
fourth consecutive equinox or solstice. generic or with a different focus must be invented to achieve a
different result form the same effect.
Target
The target defines what can be targeted by the spell, not Direct Attacks with Spell
the form of the target, but if it targets a individual, a group or any Several spells cause damage, most of them by attacking
other reference. the target directly. When a spell is used to attack the target,
Individual (Scale 0): the target is a single creature, different form the Perdo Effects that cause injuries to the target,
object, element or spell. or effects that cause indirect damage, it will work as an one shot
Circle (Scale 0): the target is all the possible targets inside weapon.
a drawn circle in the ground. The weapon has enhancement equals to the dots in the
Room (Scale 1): the target is all the possible targets inside technique used and tags defined by the spell. The Quality tag is
a room. To target the room itself use individual, this target is the not available to this end.
content of the room. Check Aiming Spells on Hermetic Practices for more info on
Structure (Scale 2): the target is all the possible targets the attack.
inside a structure. To target the structure itself use individual, this
Damage Rating and Tags Feeding on Temporary Food
Several effects create situations or materials with a damage Any created material is perfect for all criteria, unfortunately,
rating, from fire to poison. For that end, some of the tags it will not last long, so will not the nutrients and effects. While the
presented for indirect damage must be bought using tags, as duration of the food, it’s common food, and will supply the body
happens to weapon tags. with all the regular nutrients, as if it was natural food, but it won’t
Continuous is the main issue, Continuous (hour) counts as last forever, and if it is the only thing the person eat for a while,
1 tag, Continuous (minute) counts as 2 tags and Continuous he will be hungry again immediately, but not hungrier then before
(round) as 3 tags. eating it.
Deadly counts as 2 tags. Same rules work for drinking conjured water and breathing
Non-Lethal counts as 1 Tag. conjured air, as long it’s there, there is no reason to not work,
The type of threat is treated as a tags too, some of them once it’s over it returns to previous condition and a new source,
are automatic according to the effect, Contact (0), Environmental real or created, will be necessary.
(1), Ingestible (0) or Injectable (-1).
It’s also possible to create an DR 0 condition, for example Creating Items and Knowledges
illuminating the environment, making it colder or wormer but not When creating a item, from scratch or by changing other
enough to be dangerous for humans. A condition that is not items, it’s impossible to create something the character don’t
dangerous to humans, but is for other creatures are treated as DR understand the inner workings on a deep level. For example, it’s
1, no matter the DR for the other creature, for example creating impossible to create a computer if the character don’t know how it
sun light to kill vampires treat DR 0 to humans but DR up to 5 to works on circuit level, or a gun if the character don’t know how
vampires, but is treated as DR 1 for level calculation. the bullet is shot, at least as a natural version of the object.
Magic have ways to make anything work, so it’s possible to
Creo Effects create a magical computer, capable of working, connecting on
Creo Technique is used to create things from nothing, heal internet and sharing files, even if the Magus have no idea how a
creatures, bring creatures to maturity and increase attributes. computer works, but it’s a unnatural object, requiring a effect one
General Throw element to attack (level 1 + tags). level higher.
Create elemental armor (level tags). Illusions don’t need to be trustful, as they are only the
Create dangerous condition (level DR + tags). image of the object, not an object itself. But a poorly made illusion
Raise the spell level (level). will bring the attention of an expert if it is flawed. An option is to
Heal injuries 10 x level times faster. use an Intellego spell to get the mental image of the object to be
Cause enhancement on casting roll up to level. replicate, creating all the details this way.
Cause level Warping Points (0 WP equal taint)
Level 0 Ensure health during effect. Intellego Effects
Heal injuries 5 times faster. Intellego Technique is used to learn information about the
Level 1 Create an object. target, from general conditions to natural and magical properties.
Create a simple element. Intellego spells are not affected by size complications, unless
Level 2 Create a simple creature. combined with other effects.
Create an unnatural object. General Learn if target is created by spell up to level.
Create a refined element. Level 0 Make a Sense unaffected by element.
Level 3 Create a common creature. Get the mental image of target.
Create a pure element. Sense the consciousness.
Cure Bruised Condition. Sense the conditions.
Age creature to full maturity in 1 sun. Sense the motivation.
Level 4 Create a complex creature. Learn natural properties.
Cure Injured Condition. Detect active magic rank 3 or higher.
Add 1 dot on Attribute (up to average). Detect magical aura and determine power.
Age creature to full maturity in 2 hours. Detect Vis and determine rank and art.
Level 5 Create an unnatural creature. Detect Regio boundaries and ways.
Stop progress of a disease. Level 1 Learn magical properties.
Cure Maimed Condition. Locate target.
Add 1 dot on Attribute (up to max). Detect active magic.
Age creature to full maturity in 10 diameters. Level 2 Speak with conscious creature.
Level 6 Cure Taken Out Condition (not death). Get mental image of target and surrounds.
Add 1 dot on Attribute (up to Max + 1). Read conscious creature thoughts.
Age creature to full maturity in 1 diameter. Detect traces of powerful magic.
Level 7 Cure all injury conditions (not death). Detect recent presence of magic.
Add 1 dot on Attribute (up to Max + 2). Level 3 Speak with natural object or dead body.
Age creature to full maturity in a moment. Read conscious creature memories.
Level 8 Add 1 dot on Attribute (up to max +3). Detect traces of magic.
Level 9 Add 1 dot on Attribute (up to max +4). Level 4 Speak with artificial object.
Level 10 Raise from the dead. Thoroughly probe the creature mind.
Add 1 dot on Attribute (up to max +5).
Remote Sensing
Healing, Curing and Repairing Remote sensing is one of the most common uses of
Healing a creature is a improve on the natural healing Intellego, to do so it’s necessary to have a arcane connection to
process of the creature, tanking time, but allowing the creature to the target, and even so the effect is a mental image of the target
heal all the injuries faster for as long the effect is working, and surrounds, an general impression of it, enough to know the
including injuries caused during the Spell effect. general feeling of it, not properly the use of senses. To have a
Curing is a momentary effect targeting one specific injury, proper sense of distant location, it’s necessary to use Imaginem,
undoing it completely (it doesn’t improve, it vanishes leaving no as it will give the proper senses input from the target.
marks), closer to maturing the injury than healing the creature. For example, to locate a person it’s necessary to use
Repairing an object is not a Creo but a Rego effect, as it Intellego Corpus or Mentem (one get the body the other the
reshapes the material to fix the damage, but works in a conscience, no requiring the other), but to see what is happening
permanent way. But it’s possible to use Muto to give self around the person, it’s necessary to use Intellego Imaginem and
repainting property, than Creo to cure as it is working in the same target the location the person is.
way as a creature.
Magical Sense
Magical Sense is a special target for Intellego effects. Any already part of the effect. Giving claws to a person is a general
effect that use as target one magical sense will return its effects Muto Corpus/Animal effect, and making a floating rock is a level 1
thru the target senses, even if the natural ones don’t work. Muto Terram/Auram effect.
For example, it’s possible to add an effect of Intellego
Terram that allow to learn magical properties of objects using as Wizard’s Communion
target vision, if the owner of the affected vision sees any object Split Spell Casting is unique effect of Muto Vim, called by
with magical property (and the spell have penetration enough to the Mercurian name, it split the casting of a spell among multiple
go thru the spell resistance of the target), it will automatically be casters. This effect must be cast by several casters targeting one
learn as soon as seen, as easy as identifying the colour or spell that will be cast before the casting itself. Once this casting is
distance of the object. Even a blind person, once pointed to an complete, the casters must start casting the target spell at same
object, will be able to see it’s magical aura and learn its effect. time, and the successes after beating difficulty of each of them
Taste: +0 will be added together to buy of complications and effect.
Touch: +0 For example, 10 Magi are preparing to cast the Aegis of the
Smell: +0 Heart on their covenant, the spell is a Rego Vim rank 10 (level 10
Hearing: +1 scale 6), so all the casters target the Aegis with Wizard’s
Vision: +2 Communion, once finished, they start casting the Aegis, all them
start the ritual together, their successes, after difficult 7, are
Muto Effects combined and used to buy the Effect stunt.
Muto Technique is used to change properties and shape of
the target, transform into other kinds of creature, objects or Perdo Effects
materials (requires always the Forms related to the initial and final Perdo Technique is used to weaken, damage and destroy
conditions). the target. It also can take natural and magical properties from
General Give armor to target (level tags). the target.
Give weapon to target (level tags). General Dispel spell (level).
Give damaging property (level DR + tags). Cause disease (level complication + virulence).
Change Target of spell (level +2). Cause complication on casting roll (level).
Change effect of spell (level). Reduce duration of arcane connection (by level).
Change spell (level -2, require new arts). Level 0 Damage object.
Split spell casting (level +5). Do superficial damage to creature (no injury).
Level 0 Transform raw material in an item made of it. Cause pain to creature.
Transform an object into another of same Form. Cause Fatigue condition level 1 to creature.
Change appearance of creature. Spoil food and material.
Change the scale of one property of object. Remove residual element.
Level 1 Transform an creature in another of same Form. Level 1 Destroy creature corpse.
Transform an object into another of other Form. Destroy object or simple element.
Gives object a new property. Cause Bruised Condition.
Change the scale in one property of creature. Level 2 Cause Injured Condition.
Level 2 Transform an creature in other from other Form. Destroy refined element.
Transform creature into an object of same Form. Level 3 Destroy one of creature minor senses.
Transform the nature of element. Destroy pure element.
Gives creature a new property. Age mature creature by 1/12 of its lifespan.
Level 3 Transform creature into an object of other Form. Remove magical property of object.
Cause Maimed Condition.
Lasting Transformations Drive creature insane.
While all transformations, changes and properties given Level 4 Destroy one of creature major senses.
using Muto technique rests just for the duration of the spell, some Remove natural property of object.
of its effects may last longer. Anything that somehow destroy, use Cause Taken Out Condition.
or consume the result of a transformation will make the Level 6 Kill creature.
transformation last, for example, a rock turned into water and Level 8 Destroy one of creature properties.
then drank by a person will not turn back into stone until it’s out
of the person body, a person transformed into a statue will not Causing Injuries
turn back into a pile of meat if the statue is broken in pieces. Causing injuries is the main use of Perdo technique in battle
Other effects, like turning poison into water, may poison the target against creatures and even other Magus, as it ignores any kind of
once the effect ends, in the end it’s up to the story guide decide protection but spell resistance and require far less effort to cause
the results of the transformation. damage. It target the body of the target, so, to affect a human
you need Perdo Corpus, an animal Perdo Animal, a ghost Perdo
Properties Mentem and a pure magical creature (demon, for example) Perdo
Properties are the main focus of the Muto technique. Vim.
Properties include all kind of characteristics that an object or If the target lacks the targeted Injury condition box, the
creature have, like the burning capacity of fire, the size of a wound gets worse, as the body is already weakened, for example,
object, the strength of a structure, the senses of a creature, etc. using 2 Cause Maimed Conditions on a target, takes it out, as
It’s impossible to remove completely any property of a most of the targets lack a second Maimed Condition. The except is
creature (it’s a Perdo Effect), but it’s possible to reduce it to a the taken out condition, that can’t accumulate to kill the target,
lower scale. Reducing the heating property of a torch, without requiring the effect Kill creature to kill with no chance of surviving,
reducing its size or light emission, it’s possible to make it burn as a creature taken out, can, yet, die for the hurts, but it’s up to the
a candle, or oven less, but it will still burn. story guide.
It’s possible to give new properties to a target, making it It’s possible to cause injuries using magical attacks, like fire
unnatural, like fire with the property of being solid, a creature with balls, freezing rays and lightening bolts, or creating dangerous
the property of being immaterial, an object with the property of conditions, like toxic air, smoke area or acid water, but this spells
self repairing. The basic property is scale 1, for example giving a uses other technique.
flight property will allow it to fly at scale 1, to rise the scale it’s
necessary to give extra effects, increasing the spell level. Temporary Destruction
Besides this, all transformations that gives unnatural Perdo effects can be permanent, and it’s actually easier to
properties related to another form, like the emitting light (Ignem), make it so, just give momentary duration, but it’s possible to
claws (Animal), metal skin (Terram) have a requirement of that make a temporary effect by adding a duration to it, and once the
form, except it won’t increase the level of the effect, as it’s duration is over the target is back to normal. Unfortunately there
is a limit to it, it’s impossible to unkill a creature, so any Kill don’t stack.
creature effect is momentary, as well as any unintended kill. Some commands can cause an enhancement on the test,
for example suicidal commands and commands that force the
Rego Effects target to destroy things it loves or worked hard to build.
Rego Technique is used control the target actions, but also
to move it around and teleporting it. Animate
General Create a Ward (level). An animated object works as a mindless creature, being
Add armor against form attacks (level tags). commanded by the one that animated it unless the effect is taken
Use object to attack (level 1 + tags) by another caster. Different from control, the caster don’t need to
Transfer Condition to target (level complication). focus on the animated object to make it move and can give a
Sustain or suppress your spell (level +2). general order to the animated object to it follow the best it can,
Sustain or suppress any spell (level). with no chance of resistance.
Add spell resistance (level). The animated object have some crude senses of vision and
Move raw vis (level +2). audition, so cannot recognise specific features unless it’s obvious,
Level 0 Control object or unconscious creature. but the caster can command it with nothing but a thought while
Plant suggestion in creature mind. on his presence. An animated object is still an object, not a
Calm creature. creature.
Level 1 Control creature’s emotions. An animated living plant is capable of unroot and move
Paralyse creature. around, but will need to root again to keep alive after some time.
Move target on walking speed to any direction. An animated dead creature will not be alive by any means,
Animate plant or dead creature. so there is no need of food or air, but it also have no memories
Repair a condition in an object. from previous life and will not behaviour as if it was alive, possibly
Level 2 Make creature completely passive. even rotting and smelling as any dead body.
Summon creature.
Animate object. Moving, Transporting and Summoning
Refine element. Using a Move effect on the target allows the caster to move
Move target on running speed to any direction. the target in any direction, including levitating and flying. If used
Transport target to close range. on itself, the effect is effectively flight, as the caster control its
Level 3 Completely control a creature. own position, but it’s not possible to allow the target to control
Purify element. itself, for that it’s necessary to give the target an unnatural
Move target on speed 2 to any direction. property.
Transport target to voice range. Transporting the target takes it from a place to another in a
Level 4 Move target on speed 3 to any direction. moment. The destination must be at range according to its level,
Teleport target to sight range. and the connection must be to the place, not an individual, if an
Level 5 Move target on speed 4 to any direction. individual is the destination, the spell will swap their positions. If
Transport target up to arcane connection range. the duration of a transport is not momentary, the target will return
to the location it was once the duration spires or the spell is
Wards dispelled, if momentary there is no automatic return. If the
Wards are an special kind of magic, capable of protecting destination have any sort of spell resistance, the caster needs to
against creatures and objects related to the Form used. The target have penetration enough to beat the highest of the target and the
of a ward is what is going to be protected, not the creatures and destination spell resistance.
objects to kept away. Summoning is different from transport, as it compels the
The target of the ward must be a circle, room, structure or target to came to the caster by its own means, running if
boundary, and it creates a invisible barrier just around the target necessary. As with Control, the target may resist if it goes against
that blocks the kind of creature or object to go pass from one side its nature, and the caster will have no control of the target (but
to the other. Creatures and objects that are blocked by the ward it’s possible to add an control effect to the casting).
also cannot touch or damage the limits of the ward (walls of a
room or structure or the line of the circle). Parma Magica
It is treated as a physical cover, having a combination of Parma Magica is a Rego Vim spell that all the Magus learn
soft and hard armor equals to the ward level. To cross the barrier, and get mastery as part of the initial training. It is invented on
the creature or object needs to break it, causing a number of level 1 initially, using the effect Add Spell Resistance, Range
injuries in the barrier equals to it hard armor. Any creature or Personal, Duration Sun and Target Individual, being easily cast by
object with spell resistance higher than the penetration of the anyone with Rego 1 and Vim 1.
ward can also cross the barrier at will as if it was not there. Most Magi invent more powerful Parma Magica as soon as
It’s possible to block spells (using Vim), treating the ward possible to be more protected from all kinds of magic, but it
level as Spell resistance to any spell trying to cross the barrier. requires more a experienced Magus as the spell becomes more
Any spell that does damage can also try to break it instead of powerful.
passing thru it.
Once the ward is broken, the spell is dispelled. Animal Targets
Animal effects target any kind of animal, animal products
Control Creature or Object (silk, leather, wool, bones, etc) and items made of animal
To control a creature or object the caster need to speak the products (leather armor, wool clothes, webs, etc).
commands high enough to the target to hear it, unless the spell Insects and similar creatures are simple creatures, fishes,
has a concentration duration, in this case, the target is under the amphibians and reptiles are common creatures and mammals and
caster mental control during the effect. birds are complex creatures.
An object being controlled will move the moving parts and
possibly bend if need, for example a chair will bend the legs to Aquam Targets
walk around as it is not capable to move the legs, and a tree will Aquam effects target bodies of water, from water drops and
bend its branches to hit or grapple creatures. inside cups, to pounds, springs, rivers, lakes and seas. To target a
Commanded creatures obey commands, and commands part of a larger amount, treat the part as a separated body of
that cause no harm to the target or go against its nature will be water. There can be also Aquam creatures, both spirits of
followed with no resistance. If commanded to do anything that elemental water and water elementals, all of them targeted by
goes against its nature or harm itself, the creature will try to this form.
resist, testing Integrity + Composure, adding its results to the Simple water includes any liquid, but cannot differentiate
spell resistance, and breaking the spell if it gets higher than the impurities, refined water can be used to manipulate a liquid
penetration of the target, this bonus is valid for 1 command and leaving solid particles and creatures behind and pure water can be
used to manipulate a liquid components of a mixture of liquids. Create ice armor, or Create objects made of ice. In the end, it’s up
to the Story Guide.
Auram Targets
Auram effects target air and weather phenomena (not the Imaginem Targets
modern concept of gases), so it targets winds, clouds, bolts of Imaginem effects targets sensations, that includes sensorial
lightning. There can be also Auram creatures, both spirits of illusions, but also can target immaterial things like shadows and
elemental air and air elementals, all of them targeted by this conceptual things people on a portrait.
form. The target, don’t matter the complexity of the original one,
Simple air includes all gases and common weather is always treated as element, that can be created (creating
phenomenon (rain, lightnings, wind), refined air can manipulate illusions), destroyed (invisibility), copied, moved, changed,
gases leaving particle behind and great weather phenomenon animated, etc.
(storms in general) and pure air can manipulate specific gases A simple image is seen or heard or tasted, smelled and
leaving other behind and extreme weather conditions (tornados). touched, a refined image combines any 2 of the 3 options and a
While a body of air is treated as a creature for defining the pure element cover all senses.
size, weather covers a much larger area, related to the range of
the effect from the centre, Close or short causes no complications, Mentem Targets
it includes effects inside structures, Medium range causes a Mentem effects target the consciousness of people, living or
complication 1, Long range 2, Extreme 3 and beyond that 4. dead, that includes ghosts and spirits, treated as creatures.
Besides it, thoughts and emotions can be treated as objects, and
Corpus Targets memories are treated as elements, simple memories have minor
Corpus effects target the body of people, living or dead, but effect on the owner, refined memories have meaning to the owner
not their minds. When controlling a body of a conscious person, but don’t change his personality and pure memories defines what
the mind is fighting against the caster, what may cause the owner is.
complications. To take a Mind in and out of the body, it’s necessary to
It’s possible to create a corpse, but not create a living transport it. While no mind is in, the body is a mindless husk,
person, even a mindless husk, as it is beyond the limits of magic. probably left unconscious unless hungry.
Returning a person from death doesn’t return the mind to it, so,
even if the body is technically alive, it’s a mindless husk. Terram Targets
Terram effects target any kind of mineral, mineral products
Herbam Targets (rocks, metals, mineral oils, etc) and items made of mineral
Herbam effects target any kind of plant, plant products products (metal armor, rock tools, etc). There can be also Terram
(cotton, wood, paper, etc) and items made of animal products creatures, both spirits of elemental earth and earth elementals, all
(clothes, wooden objects, books, etc). of them targeted by this form.
Living plants are treated as simple creatures, even if they Earth is treated as a body of element, simple earth includes
are incapable of moving around. There can be also Herbam sand, mud, dirt and any mix of them, refined earth includes
creatures, like ents, trents and spirits of trees and woods, all of common metals and crystals, pure earth includes rare metals and
them targeted by this form. gemstones, according to its size, to target a part of of a larger
amount, treat the part as a separated body of earth.
Ignem Targets
Ignem effects affect fire and it’s effects, light and heat, Vim Targets
including its absence, darkness and coldness. The target of Ignem Vim effects target magic, including magical auras, regiones,
effects are always elements, open flame (always simple element) vis, spells, casting roll and other targets.
or heat (purity according to the intensity), the size is according to Magical auras and regiones are treated as structures if
the size of the flame or the target to be heated. There can be also targeted directly, even without physical boundaries, there are
Ignem creatures, both spirits of elemental fire and fire elementals, magical ones that do the job.
all of them targeted by this form. Vis, spells and other targets are described in the effects,
Simple heat is enough to boil water or freeze water if treated as individuals, most of them general effects with level
removed, refined is enough to melt lead or condense methane if linked to the target spell or vis rank. In the case of Vis, the rank is
removed, and pure heat is enough to melt any metal or produce the same as the ritual or item it will be used on.
dry ice if melt. Vim also targets creatures of pure magic, as faeries, angels
Ignem can be used on reverse of fire, using Perdo Ignem as and demons, but, as humans are, they are impossible to create,
if it was Creo “Glaciem”. For example, using Perdo Ignem, it’s needing to be summoned to appear.

possible to Throw Ice to attack, Create extreme cold condition,

Supernatural Abilities and Hedge Wizards


Supernatural Abilities tradition abilities and never costs more than 8 experience per dot.
House Ex-Miscellanea traditions are one example, each one
Magic goes beyond the Hermetic Theory, and it’s possible to
have a tradition ability that isn’t erased and costs less experience.
find people capable of magical effects that don’t have the Gift and
who’s magical abilities may not be part of the hermetic theory.
Gifted people, Hermetic Magus or not, can develop any (Realm) Adjuration (1 to 5)
The character is able to bind the will of creatures from a
supernatural ability thru mere practice, spending experience, but
chosen realm. The creature is bound to the caster and must obey
non gifted need to be born this way or be changed by magic
all orders given by the caster. The binding have Range Eye, Target
somehow (check Warping for more info). Learning a new ability
Individual and Duration Sun. To bind the target, roll Magic +
costs 8 experience per dot. To a Magus, due to the opening of the
Resolve (difficulty 5), gaining (Realm) Adjuration as enhancement,
arts, each dot in a supernatural ability costs 12 experience.
extra successes are used to gain Penetration Stunt. During the use
Even Gifted people have difficulty to have multiple
of this Ability, a character can add an additional enhancement up
supernatural abilities, once reached a total of 6 Supernatural
to his dots in the ability, but doing it will apply a Fatigue Condition
abilities dots, any further dot costs 12 experience to be added.
with complication equals to the enhancement granted on himself
Additionally, the process of opening the arts, not just the
in the end of casting.
Hermetic arts, but any art, usually erases all the supernatural
The creature is incapable of direct act against the adjurator,
abilities the character had before. Traditions that are focused on
and must obey every command given, but it’s up to the creature
supernatural abilities usually have a way to open the arts without
interpret the command. The bound is broken if the summoner dies
erasing some specific abilities, these abilities are treated as
or is sent to twilight, what the creature can try to indirectly cause.
Entrancement (1 to 3)
Animal Whisper (1, 3 or 5) The character is able to entrance people by looking into
The character is able to interact with animals with easy, as their eyes. This ability works on a similar way as Influence,
if was capable of talking. With this Ability, the character can use granting 2 Enhancements per dot on tests to Block Influence,
his social skills to interact with animals the same way he does to Encourage or Prevent Behavior or Thought, Shift Attitude or
people. Optionally, a character with this ability can use Survival, Atmosphere, on people looking directly to the character’s eyes.
instead of social skills, to interact with animals with the same
results. The one dot allows the character to speak to a restrict Flight (3 or 5)
group of animals (snakes, cats, birds, etc), while the 3 dots allows The character can fly with maximum speed 2. Flying in
to speak to all kinds of reptiles, birds or mammals, and the 5 dots maximum speed is tiring the same way as running, but a
version allows to speak to any animal. character can fly at speed 1 for long periods as if was walking.
Taking off require some effort, a test of Athletics + Dexterity
Blessing (1 to 5) (Difficulty 1), but once airborne it don’t require more effort than
The character is able to bless with good luck. The effect of a regular movement, maybe some Athletics tests to do some
bless is a enhancement or a complication to any character trying manoeuvres.
to go against the target on an general group of tests, it can focus The 3 dots version allows to fly, but it is necessary an flight
on an Skill, Attribute or an context of situations. The Bless have broom, an mundane broom prepared to allow this ability to be
Range Touch or Eye, Target Individual and Duration Diameter. To used, without it the user is unable to fly and fall immediately if
bless the target, roll Magic + Resolve (difficulty 2 + enhancement lose contact to it at any time (and so does the broom).
granted), gaining Blessing as enhancement, extra successes are Transforming a regular broom in a flight broom takes about one
used to gain Penetration Stunt. During the use of this Ability, a hour of work similar to a ceremonial casting, but extremely
character can add an additional enhancement up to his dots in the simple. The 5 dots version allow the character to fly without the
ability, but doing it will apply a Fatigue Condition with complication broom.
equals to the enhancement granted on himself in the end of
casting. Healing (1 to 5)
The character is able to cure wounds and fatigue from the
Cursing (1 to 5) one he touch, it’s a action that can’t be part of a mixed action.
The character is able to curse with bad luck. The effect of a The power have Range Touch, Target Individual and Duration
curse is a complication or a enhancement to any character trying Momentary. To heal the target, roll Magic + Resolve (difficulty 1),
to go against the target on an general group of tests, it can focus gaining Healing as enhancement, the extra successes are used to
on an Skill, Attribute or an context of situations. The Curse have heal the target, 2 successes to cure 1 Fatigue condition, 3 for 1
Range Touch or Eye, Target Individual and Duration Diameter. To Bruised condition, 4 for 1 Injured condition and 5 for 1 Maimed
curse the target, roll Magic + Resolve (difficulty 2 + complication condition and 6 for Taken Out condition. During the use of this
caused), gaining Cursing as enhancement, extra successes are Ability, a character can add an additional enhancement up to his
used to gain Penetration Stunt. During the use of this Ability, a dots in the ability, but doing it will apply a Fatigue Condition with
character can add an additional enhancement up to his dots in the complication equals to the enhancement granted on himself in the
ability, but doing it will apply a Fatigue Condition with complication end of casting.
equals to the enhancement granted on himself in the end of
casting. Immunity (1 or 3)
The Character is completely immune to one source of
Death Sense (2) damage or material, for example acid, fire or iron, so you never
The character can sense spirits around you as an special receives a Injury or Stun caused by this material. The 3 dots
sense. Any time the character is near an spirit, he can feel it version grants immunity to a fairly common source of damage,
somehow, as easy as a person hears a sound when it’s silence. while the 1 dot version grants immunity to a rare source or one
More spirits and a long list of deaths in the place add “noise” to that is limited to Stun.
the feeling, and it’s became a hard to pinpoint the individual spirit.
If trained in Magic Skill, it’s possible to determine some simple (Realm) Invocation (1 to 5)
informations about the spirits with a test of Magic + Cunning The character able to invoke creatures from a chosen
(difficulty 10 - spell or item rank), for example, how long the spirit supernatural realm (divine, infernal, magic or faerie). The
is dead, what kind of death it was (disease, violence, nature, age, character does a ceremonial casting to invoke a supernatural
etc) or the intentions of the spirits. creature directly from the chosen realm, bounding to the caster’s
will for one sun, sending it back to the original realm when it’s
Dowsing (1) over. The invoker must know the name of the target to invoke it.
The character is able to detect Vis in the nature, usually To use this ability, roll Magic + Resolve (difficulty 6),
used to find water or some special material by attuning to the gaining (Realm) Invocation as enhancement as well as any skill
proper kind of vis. To use this ability is necessary an dowsing rod, speciality enhancement related to the chosen realm. Extra
an mundane roughly 30cm long wood stick, without it the user is successes are used to gain Penetration Stunt, combined to the
unable to attune to any kind of Vis. Transforming a regular stick in ones granted by the arcane connection. It takes about one hour of
a dowsing rod takes about 15 minutes of work similar to a activity to finish the invocation. During the use of this Ability, a
ceremonial casting, but extremely simple and personal. Finding character can add an additional enhancement up to his dots in the
Vis using this ability takes a Complex action of Survival, difficulty ability, but doing it will apply a Fatigue Condition with complication
2, with milestones equals to the rank of ritual or item to be equals to the enhancement granted on himself in the end of
enchanted. Every 2 additional successes can be used to remove casting.
one milestone of the total. The time for each milestone is The creature is incapable of direct act against the invoker,
proportional rarity of this kind of vis in the environment, for and must obey every command given, but it’s up to the creature
example find Aquam vis in a desert may take years, but in the see interpret the command. The bound is broken if the invoker dies or
only a few minutes. is sent to twilight, what the creature can try to indirectly cause.

Enchanting Music (1 to 3) Magic Sense (1)


The character is able to enchant people using his music. The character can sense magic around you as an special
This ability works on a similar way as Influence, granting 1 sense. Any time the character is near an enchanted item or an
Enhancements per dot on tests to Block Influence, Encourage or active spell, he can feel it somehow, as easy as a person hears a
Prevent Behavior or Thought, Shift Attitude or Atmosphere, on sound when it’s silence. More spells and enchanted items add
people or groups of people listening to his music. “noise” to the feeling, and it’s became a hard to pinpoint the
origin. If trained in Magic Skill, it’s possible to determine example is the Death Connection that allows contacting spirits of
technique, form or rank of spell or item with a test of Magic + the unknown, while the hermetic necromancers need to use
Cunning (difficulty 10 - spell or item rank). Powers that don’t have arcane connections, or the healing ability that allows to cure
a technique and form are identified as the closer combination fatigue, what is impossible on Hermetic theory. But some arts may
possible. treat the same effect as a level higher or lower than the Hermetic
version.
Premonitions (3)
The character can sense the future, the proper situations it Ability Arts
happens is up to the story guide. In the beginning of every scene, Ability arts are mere expansions of the Supernatural
the character roll Cunning (Difficulty 0), the successes are granted abilities, sometimes allowing the Gifted to turn the ability into
as momentum but only the character can use it in that scene, something more flexible. This kind of art requires the character to
loosing any not spent by the end of the scene. The character can have at least one of the affected abilities before can develop the
also spend 5 momentum to “anticipate” the situation, having an art, and the art complement the abilities, granting enhancements
small item on his pocket that is useful to solve the problem, on the Casting rolls, allowing to Invent Formulaic or Ritual Spells,
remembering the way the situation can be solved, or something or making it more flexible. For example:
similar. - Charm and Uncharm are arts used in combination with
Blessing, Cursing and Healing abilities to invent, cast and dispel
Formulaic and Spontaneous spells with related effects. Blessing
Second Sight (3)
can be used to move, enhance or protect, Cursing can be used to
The character can see thru all kinds of illusions with easy.
weaken, hurt or control and Healing to heal, cure or remove
This ability allow the character to see thru almost any illusion,
condition (including Fatigue with Level equal to the complication).
with no need to surpass any magical resistance, but the character
They have access to the Undirect target option.
require a Empathy + Cunning (difficulty spell level) to notice, what
- Magic Sight is an art that can be combined with Death
can be a reaction to the presence of the illusion.
Sense, Magic Sense, Premonition, Second Sight and Sensitivity to
refine the effects of all these abilities and be able to combine
Sensitivity (1) them.
The character can sense the past, touching an person or - Skinchanging is an art that allow a Gifted with the
object, or when entering in a place where important events Shapechanger ability to create transformation skins of creatures
happened. Whenever the character touch an person or object, a that he doesn’t have the ability related, and even create forms by
piece of its history camera to the mind of the character, usually an combining the skins of several creatures to build a chimera,
important event that defines the target essence. The character needing to test the art to create a new transformation skin and to
can suppress the sensation, but shocking events will always pass change to forms he doesn’t have the ability.
thru the buffer, and may cause some impact. - (Realm) Binding is an art they allow a Gifted with the
(Realm) Adjurator and (Realm) Invocation invent and cast rituals
Shapeshifter (1 or 3) of summoning, binding, banish and dispelling creatures and
The character able to change shape, turning into an specific effects related to the chosen Realm.
animal. The shape must be of an animal from size 0 to 2, it’s
usually of an mammal, but it’s possible to be a reptile or bird, and Pairing Arts
in extremely rare cases a fish or amphibian. The shapeshifter, Other arts are similar to the Hermetic Arts, allowing the
when turned into animal, is treated as human and animal for Spell gifted to cast and invent spells, rituals and possibly enchant items.
targeting, and shapeshifting is treated as a magical effect of These arts are always used in pairs of Technique and Form,
Animal and Corpus Forms. It’s impossible to cast spells when in sometimes having other names, but the idea is the same. For
animal form, but the animal keeps all magical effects after example:
shapeshifting, except if it change the shape of the shapeshifter, in - A Glamourist hedge tradition have 2 Techniques, Charm
this case the effect is dispelled with the transformation. and Uncharm (same that are combined to the abilities), and 3
If needed, the character can use Survival + Resolve Forms, Body, Shape and Vision, allowing, thru combination,
(difficulty 0) to change shape, what can be part of a mixed action. conjuration (ChBo) and vanish (UnBo) of material things,
It’s possible to have multiple animal forms if this Ability is picked transformation (ChSh) and reversing (UnSh) of material things,
multiple times. creation of illusions (ChVi) and invisibility (UnVi).
The 1 dot variation require the shapeshifter to build an - A Necromantic hedge tradition have 2 techniques,
transformation skin from the skin of the intended animal, what Command and Commune, that combined with the 2 forms, Body
takes about one hour of work to enchant it (still requires to kill and Spirit, allow to command the dead spirits and dead bodies,
and skin the animal). The character can have any number of skins Sense and communicate to the spirits of the dead and read the
of the same kind of animal, but it don’t change the appearance of past and future thru the dead bodies.
the shapeshifter on animal form, and having skins from different - A Druidic hedge tradition have 3 techniques, Control,
animals won’t work. The 3 dot variation allows the shapeshifter to Empower and Transform, that combined with the 4 forms, Animal,
assume the form with no need of transformation skin. Herbs, Human and Spirit, working similar as the Hermetic Magic,
but limited to Spontaneous and Ceremonial casting.
Wilderness Sense (1)
The character have a unnatural connection to nature, Focused Arts
allowing to instinctively sense direction, weather changes and The last kind of arts are sets of arts, used one by one,
natural hazards on the region. When using the Survival Skill to never combining with each other, less powerful than the other
any of this situations, the character gains 3 enhancements, and arts, as they don’t combine with each other, but versatile as each
can do it even when not exposed to nature, for example from art have a few uses and the set of arts are large.
inside a cavern or structure, during a complete dark night and - A True Namer knows the true names of several things,
even when blinded and deafened. being able to control this things when call their names. There are
a few dozens of names, each one capable of controlling a small
NonHermetic Arts group of similar targets, from the clouds to different kinds of
animals.
Many traditions have their own arts, that work on a similar
- A Hiperborean singer can sing the effects with the notes
way to the Hermetic Arts. To be able to develop an NonHermetic
that play, each few sequences of tones build an art that have a
Art, the character must have the Gift and have the art opened, in
meaning, musics about the weather can make wind and rain, or
a similar way to what happen to a Magus. Non Hermetic Arts are
bring a clear day, while musics about war can incite the fury of the
learned thru experience, the same way as the Hermetic do,
gods in the warriors or make the enemy shake in their armours.
costing 6 experience per dot in the art.
- A Power Speaker can say the words used by gods to
Different arts don’t need to respect the same rules nor have
create several things, the more words he knows, more effects he
the same difficulties on the same effects as Hermetic Arts. One
can cast, from screams that cause damage, to soft words that Range by Distance
cure wounds and whispers to command the one who listen. The range by distance is a more fixed target, not connected
to psychological bounds but to distances.
Combination of Arts Personal (Scale 0): the target is the caster.
The arts don’t need to combine with each other as the Short (Scale 1): the target is within a short range.
hermetic arts, some magical schools teach the Gifted arts from Long (Scale 2): the target is within a long range.
multiple traditions, without combining them on a single set of arts. Out of Range (Scale 3): the target is anywhere, including
- A school teach Charm and Uncharm that are combined other dimensions.
with the natural abilities of Blessing, Cursing and Healing and with
the 3 forms, Body, Shape and Vision, also teach Alchemy and Durations by Time
several esoteric specialties from mundane skills that are used on The duration by time is a more fixed duration, not
rituas. connected to celestial movement, but the flow of time itself. It
- A tradition of witches and warlocks teach some ability arts also allow the caster to get longer durations by adding successes
(exploring the natural abilities), several esoteric Specialities that to it.
are used to cast previously written rituals, while the students rely Momentary (Scale 0): the effect last a extremely short
on their natural abilities to faster spell casting. time, just enough to make it happen.
Concentration (Scale 0): the effect lasts for as long the
Different Ranges, Durations and Targets caster maintain concentration.
Hermetic Magi are strongly connected to the position of the Minute (Scale 0): the effect lasts for 1 minute, plus 1 per
celestial bodies to define duration and uses a lot of symbols to additional success invested.
reach and define targets, but it may not be the way other Hour (Scale 1): the effect lasts for 1 hour, plus 1 per
traditions developed their magical theories. You can find a few additional success invested.
examples of how the spell can use other definitions to be cast. Day (Scale 2): the effect lasts for 1 day, plus 1 per
Veil of Death (Range Scale 2): the target is a spirit of the additional success invested.
dead, no matter the distance or connection. The caster can choose Month (Scale 3): the effect lasts for 1 month, plus 1 per
to target a specific spirit or a random spirit with the same easy. additional success invested.
Veil of Time (Range +2): The target is not in the present,
but in the past or future. Besides the increase in scale, this range Target by Area
adds a complication that reduce the level of detail of the vision. The target by area is a more fixed target, not connected to
The level of the complication is determined by the distance in physical barriers but to distances to a chosen point in space, that
time, and can be partially bought off, 1 for up to a Diameter in the point needing to be at range to the caster.
Past, 2 for up to a Diameter in the future or a Sun in the Past, 4 Individual (Scale 0): the target is a single creature,
for up to a Sun in the future or a Moon in the Past, 6 for up to a object, element or spell.
Moon in the future or Year in the Past and 8 for up to a year in the Close (Scale 1): the target is all the possible targets inside
future or more in the Past. Notice that it’s a possible future, not a close range to a position.
necessary the one that will happen. If the leftover complication is Short (Scale 2): the target is all the possible targets inside
0, the information received have details, people and objects are a short range to a position.
recognisable and the flux of time is clear. Leftover of 1 takes the Medium (Scale 3): the target is all the possible targets
details away, but it’s still possible to identify the main people and inside a Medium range to a position.
objects, and most of the time flow. Leftover of 2 takes most of the
sensibility of time, it’s hard to define the order of events and NonHermetic Enchanted Items
relate the people to actions, but it’s possible to identify people and Almost all traditions have the capacity of creating magical
objects. Leftover of 3 take most of the identifications, it’s possible items with different limitations. Invested Items, are probably the
to identify the most important person or object, but any other will rarest, requiring many refined techniques, but lesser Items and
be no better than a blur. Leftover of 4 gives flashes of the event, Charged items are common.
maybe some information about the protagonist of the event or Among the traditions more connected to the nature and
why the importance (if not already known). Leftover of 5 or more healing, simple items and potions are even more common, even
leaves no proper information. among traditions that lack any art. Hedge wizards from those
(Realm) Name (Range Scale 3): the target is reached by traditions have the Alchemy Edge as basic part of their training.
the use of its true name, as long the target is original from the The alchemy edge, in this case, allows the Gifted to invent spells
chosen realm. using the tradition abilities even if not learned, for example, a Folk
Indirect (Target +0): the target of the spell is indirect, the Witch that lack the Healing ability, can still brew a Healing Potion.
spell is cast into a direct target, but don’t affect it, affecting only Many traditions have ways to create Enchanted Items that
those that interact to the direct target of the spell in a specific don’t fit on the Hermetic Theory or Alchemy, or at least are not of
manner. For example targeting anyone that touch the target, or common use by Hermetic Magus. It’s possible to find some
the weapon used against the target. mysteries that have special items, requiring specific Edges to do
it, as described below.

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).

Rune Caster (1)


The Gifted can create items enchanted by the written magic
in it. The caster can create the enchanted item thru writing the
effect on it using the magical alphabet, working as a charged
item, but the effect must have the new Duration and Target. The
caster must have a system of magic to describe the effects.
Rune (Duration Scale 2): the effect lasts for as long the
runes are not damaged. It must be used with the Inscription
target.
Inscription (Target Scale 0): the target is the object or
creature where it is written, must be used with the Rune Duration.

Supernatural Enchanter (1)


The Gifted create items based on supernatural abilities as if
they were spells. These items are created considering the rank of
the spell as twice the dots of the ability, and the gifted must have
the proper ability to be able to use it. Items like this grants the
user the supernatural ability for as long as the item is held
properly. An charged item will grant the ability to the user for a
diameter as standard, but can grant for a sun increasing the item
rank by 1, a moon increasing by 2 or a year increasing by 3.

Talisman Constructor (1)


The Gifted can create talismans to other casters. If
designed for an specific person, it will work as if it was made by
the person, working with half of its rank to others. It’s possible to
create a large amount of talismans and let others to pick the ones
that work best, possibly finding one that works as it was made by
the person.
Unless the character is capable of creating Invested Items,
it’s impossible to invest spells on the talismans created with this
Edge.

Tattoo Inscriptor (1)


The Gifted can enchant tattoos, giving the user a limited
number of uses of a Spell per day by touching the tattoo, as a
Lesser Enchantment.

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