You are on page 1of 144

You are an Hermetic

magus, one of the greatest wielders


of magic Mythic Europe has ever seen. You
can control the winds with a word, the beasts
with a gesture. You can create a forest in a matter of
moments, and destroy castles with a thought. No secret of
mortal man is safe from your investigation.
So, what do you do with all that power?
Build a covenant inside a volcano, or a tower that touches the sky.
Construct enchanted ships to sail any ocean, or even on the clouds.
Collect magical beasts from across Mythic Europe and beyond,
or become the most deadly opponent in Wizard’s War that the
Order has ever seen. You could even cheat death itself.
This book describes the spells and enchantments needed to
achieve these marvels, using the Hermetic magic taught
to every apprentice of the Order of Hermes.

AG0200 • ISBN 1-58978-126-0


What wonders will you create?

AG0299 • ISBN 1-58978-126-0 • $29.95


52995

9 781589 781269
WWW.ATLAS-GAMES.COM ©2012 Trident, Inc. All rights reserved.
Hermetic Projects

Credits
Authors: Mark Lawford (Great Tower, Hermetic Shipyard), Author Biographies
Richard Love (Burning City, Intangible Assassin), Matt Ryan
(Living Corpse, Menagerie) Despite living on England’s glorious southern coast, Mark
Design Contributions: Timothy Ferguson Lawford rarely ventures onto the water and considers the geol-
Development, Editing, & Project Management: David Chart ogy of the South Downs unsuited to the construction of unfeasi-
Layout & Art Direction: Michelle Nephew bly tall towers. Despite this, he’s had a great time trying to think
Proofreading & Art Direction Assistance: Jessica Banks of the kind of effects that just might tempt him to try both. Mark
Publisher: John Nephew would like to dedicate this book to Erik Dahl, Erik Tyrrell, and
Cover Illustration: Grey Thornberry the sunny July afternoon spent at The Winchester House.
Cartography: Andrew Smith
Interior Art: Cam Banks, Jason Cole, Keith DeCesare, Alan Dy- Richard Love lives on an island peppered with volcanoes and
son, Kelley Hensing, Grey Thornberry spends far too much time communicating with others through a
Additional Art: Ed. Ernst and Johanna Lehner, Astrology & Astron- complex web of intangible tunnels. His partner Paula has a lot of
omy; Gustave Doré, The Doré Bible; Gustave Doré, Doré Gallery; projects for him to work on around their home, which he really
Ed. Carol Belanger Grafton, Medieval Life and People; Ed. Carol should be getting on with.
Belanger Grafton, Medieval Life Illustrations; Michael Wolgemut,
Medieval Woodcut Illustrations; Julius Schnorr von Carolsfeld, Matt Ryan lives in the Finger Lakes region of New York State.
Treasury of Bible Illustrations A significant part of his childhood was (mis)spent reading the EC
Ars Magica Fifth Edition Trade Dress: J. Scott Reeves Comics Creepy and Eerie, and working on his uncle’s dairy farm.
Publisher’s Special Thanks: Jerry Corrick & the gang at the Source. Both experiences contributed to writing this book. “The Magical
Menagerie” was originally Timothy Ferguson’s idea, and Mr. Ryan
First Round Playtesters: Leon Bullock, Peter Ryan, Chris Bar- would like to thank Mr. Ferguson for allowing him to write the
rett; Toshi Casey, Erik Dahl, Danielle Goudeau, Theron chapter.
Goudeau, Thomas Scott, Erik Woodbury; Jason Fryer, Matt
Dyson, Emily Dyson; Donna Giltrap, Malcolm Harbrow,
Aaron Hicks; Pelle Kofod, Christian Rosenkjaer Andersen;
Christoph Safferling, Jan Sprenger; Sean Winslow
Second Round Playtesters: Jason Brennan, Justin Brennan, Eli-
sha Campbell, Robert Major; Jason Fryer, Matt Dyson, Em-
ily Dyson; Donna Giltrap, Malcolm Harbrow, Aaron Hicks;
Pelle Kofod, Christian Rosenkjaer Andersen; Sean Winslow,
John Geck

Ars Magica players participate in a thriving fan community by subscribing to email discussion lists (like the Berke-
ley list), compiling archives of game material (such as Project Redcap), maintaining fan-created web sites, and running
demos through Atlas Games’ Special Ops program. To learn more, visit www.atlas-games.com/ArM5. You can also
participate in discussions of Ars Magica at the official Atlas Games forums located at forum.atlas-games.com.
Copyright © 2012, 2013 Trident, Inc. d/b/a Atlas Games. All rights reserved. Reproduction of this work by
any means without written permission from the publisher, except short excerpts for the purpose of reviews, is
expressly prohibited. Printed in USA.
Ars Magica, Mythic Europe, and Charting New Realms of Imagination are trademarks of Trident, Inc. Order of
Hermes, Tremere, and Doissetep are trademarks of White Wolf, Inc. and are used with permission.

Digital Version 1.0

2
Hermetic Projects

Contents
I. Wonders of the The Heart That
Could Move Stone.......................18
Designing the Tower................. 35
Rate of Progress..........................36
Hermetic World 6 Tower of Lava.............................19 Workshops................................ 37
The Hermetic Projects................ 6 Solidity of Stone..........................19 Damage and Disrepair................38
Using this Book........................... 7 Effects to Live in Fostering an Aura...................... 38
Designing Your Own the Volcanic Crater................... 19 The Presence of Angels,
Grand Project. ............................... 7 Sculpt the Stone Machine............19 Demons, and the Fair Folk...........39
Additional Project Ideas.............. 8 Stone Harvester...........................19 Enchantments. .............................. 39
The Thermal Bath Construction Magic.................. 39
of Good Humor...........................22 Conjuring the Great Tower...........39
II. The Burning City 9 Well Ever-full..............................23 Heights of the Great Tower...........40
Why Build in a Volcano?................. 9 Effects to Deal with The Quarryman’s Gift of (Stone)...40
Volcanoes in Mythic Europe........... 9 Volcanic Inhabitants.................. 24 The Arms of Hercules..................40
The Greek Volcanic Islands........ 9 Basalt Cage.................................24 True Falsework............................40
Italian Volcanoes....................... 10 Commune with the Fire Soul.........25 The Stonemason’s Art..................41
Volcanoes in Iceland................. 11 Ring of Protection Against The Laborer’s Rest.......................41
Affecting Volcanoes Magical Creatures of Fire............25 The Water Wheel........................41
with Hermetic Magic............... 12 Sense the Hearts of Fire................25 The Flying Buttress.....................41
Effects to Help Find Volcanoes...12 Sublimation of Flame...................26 The Tower’s Environment......... 42
Scent of Ash................................12 The Entrapped Flame...................26 The Traveling Laboratory............42
Scribe of All That I Can See........12 Increasing the Lab Total............... 26 Wall Crawler..............................42
Trail of Ember.............................13 Shape and Material Bonuses...... 26 The Distant Council Chamber.....43
Vulcan’s Glass............................13 Laboratory Customizations....... 26 Gargoyles and Grotesques............44
Effects to Create Volcanoes...... 13 Features.......................................26 Capture the Wind........................45
Tear the Earth Asunder................13 Dormant Volcano........................27 The Waterfall.............................45
Awaken Sleeping Giant!...............13 Active Volcano............................27 The Endless Well.........................45
Hazards of Volcanoes.................. 13 Mineral Bath..............................27 Gardens and Orchards................46
Lava........................................... 14 Volcanic Spirit Forge...................27 The Outside World................... 46
Boiling Mud and Water............. 14 Hell Portal..................................27 Window on the World.................46
Heat.......................................... 14 Experimentation........................ 27 Story Magnitudes......................... 47
Fumes........................................ 14 Minor Stories: Once Per Year... 48
Eruptions................................... 14 Hermetic Visitors.........................48
Effects to Protect Characters.... 14 III. The Great Tower 29 Accidents....................................49
Pitch Brush.................................14 The Tower of Babel. ..................... 29 Mundane Stories.........................49
Cloven Hoofed Boots...................15 Medieval Buildings. ....................... 30 Significant Stories:
Steed of Vesuvius.........................15 Mundane Architecture.............. 30 Once Per Decade...................... 49
Dragon’s Blood............................15 Construction Techniques.......... 31 Beasts..........................................49
Covenant of the Dragon...............15 Raw Materials............................31 Crisis in the Region.....................49
Fumarole Mask...........................16 Falsework....................................31 The Warping of the Tower...........49
Effects to Control Volcanoes.... 16 Craftsmen and Artists..................31 Life-Changing Stories:
Creeping Earth............................16 Style, Symbolism, Once Per Generation................ 49
Flame Tongue..............................16 and Hidden Messages............... 32 Hermetic Influence........................50
Scorn of Aphrodite’s Tears............16 Laying the Foundations................. 32 The Tower Looking Inwards........50
Vulcan’s Warning Bell.................16 Selecting the Site...................... 32 Cataclysmic Events:
Colonizing the Volcanic Crater... 17 The Ruins of Babel......................32 Once In A Lifetime................... 50
Effects for Buildings.................. 17 High in the Mountains................33 Angelic Influence.........................50
Cold Marble Slab........................17 A Secluded Island........................34 The End of the Tower...................51
Fumarole Vent.............................17 Regiones and the Magic Realm....34 Moral Temptation
Repulsion of Earth.......................18 A Symbol of Mundane Power......34 and Fortitude............................. 51
Seed of Earth...............................18 Gaining Political Backing.......... 34 Faerie Stories............................. 51
Building the Tower....................... 35 A Far-off Tower......................... 51

3
Hermetic Projects
IV. The Hermetic Shipyard 53 Travel to the Magic Realm...........74
The Sailor’s Grimoire. ................... 74
Licking the Blade.........................87
Division According to Blood .......88
Medieval Ships and Shipbuilding..... 53 Spells to Aid Sailing.................. 74 Breath of the Glassworker............88
The Medieval Shipwright......... 55 Sail With the Tide.......................74 The Shattered Goblet...................88
Ship Construction..................... 55 Lifting the Storm..........................74 The Thirsty Dagger....................88
Centers of Shipbuilding............ 56 Ships Made From Miniaturist of Venice...................89
Founding the Shipyard................... 56 Unusual Materials..................... 74 Crystal Rain...............................89
Finding the Location................. 56 The Houseboat............................74 Glass Broom................................89
A Season’s Inning........................56 The Sandship..............................75 The Prodigal Returns..................90
Follow the Route I Command.......57 Support from Other Traditions. ... 75 Books and Laboratory Texts...... 90
A Mightier Channel....................57 Pages of the Unfinished Story......90
Remote Shipyards..................... 57 Blood Relative........................... 91
The Distant Slipway...................58 V. The Intangible Assassin 77 Blood of My Enemy....................91
The Distant Drydock..................59 Why Invent These Effects?............ 77 Certamen................................... 91
Recruiting and Training a Team...59 What is Wizard’s War?.................. 77 Wizard’s Breath Stolen................91
Building Out the Laboratory..... 59 Tunnel Spells................................ 78 Horoscopes............................... 91
Establish the Basic Laboratory.....60 What is an Intangible Convergence of Birth....................91
Equipping the Shipyard...............60 Tunnel Effect?............................ 78 Convergence of Place...................92
Improving the Tunnel Variants......................... 80 Simulacrum of the Spheres............92
Working Conditions....................61 The Minute of Reckoning............80 Names....................................... 93
Setting the Focus.........................61 The Cursèd Day.........................80 Signature................................... 93
Tools of the Trade........................61 Wizard’s Siege.............................80 Dance of the Spidery Ink.............93
Adding the Gallery......................62 The Evil Eye...............................80 Symbolic Representation.......... 93
The Hermetic Shipwright............... 62 The Master’s Message..................81 Mirror of the Frozen Scene...........93
Mundane Craftsmen.................. 63 Manipulating the Tunnel........... 81 Increasing the Casting Total........ 93
Craft Magic............................... 63 Arcane Seal.................................81 Vis............................................. 93
The Hands of Phereclus...............63 Break the Siege............................81 A War Party of Magi................. 94
The Unseen Shipwright...............64 Defending Against The Problem of the
The Conscientious Carpenter........64 Intangible Tunnels..................... 82 Aegis of the Hearth................... 94
Creo Rituals............................... 64 Assassin’s Bell..............................82 Absent Mind of the Scholar.........94
Conjuration of the Listen to the Bells.........................83 Guttering of the Home-Fires.........94
Seaworthy Cog...........................65 Eyes for the Lurking Assassin.......83 Removing the Hearth’s Keystone...94
Reparation of the Flesh Crawls at the
Wounded Vessel...........................65 Intangible Touch.........................83
Running Repairs.........................65 See the Light of Magic.................83 VI. The Living Corpse 96
The Mechanics of Wizard’s War Tunnel Effects........ 83 Creating a Living Corpse............... 96
Enchantment............................. 65 First-Magnitude Effects............. 83 A Living Corpse Using Spells... 97
Enchanted Items that Sense of the Lodestone...................84 Imprison a Ghost in a Vessel........97
Act Upon the Ship.......................67 Befuddled Speaker........................84 Animate the Slumbering Corpse....97
Building The Hermes. .................... 67 Searing Touch.............................84 Passing the Reins of Corpus.........97
Constructing and Chill Touch of Exposure..............84 A Living Corpse Using
Preparing the Vessel.................. 67 Fingers for Eyes...........................84 Magical Enchantments.............. 98
Enchanting The Hull................ 68 Breath of the Sleeper.....................84 Lesser Enchantments:
Shape of the Coastal Buss............68 Nails of Iron...............................84 The Walking Centurion...............98
Magical Ballast..........................68 Second-Magnitude Effects........ 84 Charged Items:
Aids to Navigation.................... 69 Sulfurous Membrane ...................84 The Necromancer’s Blades..........100
The Unerring Navigator.............69 Claw of the Gladiator..................85 Invested Device:
Follow the Coast.........................69 Close the Black Gate....................85 An Orb and a Crown................101
Into the Wind............................ 70 Snatched Voice............................85 Invested Device:
The Tillerman..............................70 Slap of Absent Magic..................85 The Necromancer’s Grimoire......102
Man the Sails..............................70 Touch of Falling Feathers.............85 Invested Device: The Lesser
Outfitting the Ship.................... 70 Break the Shield...........................85 Necromantic Manuals...............104
Gather the Wind.........................70 Third-Magnitude Effects........... 85 Talismans..................................104
Cutting the Waves.......................71 Trap of Amber.............................85 A Personal Living Corpse........ 106
The Ship’s Hearth........................71 Curse of the Blasted Heath...........86 The Living Corpse. ...................... 107
False Fire....................................71 Fading Star of Evening................86 On Ghosts and Spirits............. 107
The Finished Ship..................... 71 Fourth-Magnitude Effects......... 86 The Type of Ghost
Outlandish Vessels....................... 71 Lungs of Drowning.....................86 a Spirit Becomes........................107
Submarine Vessels..................... 71 Face of Molded Clay...................86 Magic Realm Living Corpse.... 108
Poseidon’s Chariot.......................72 Fist of Crippling..........................86 Magic Might............................108
The Mermaid’s Kiss.....................72 Kiss of Aging..............................86 Virtues and Flaws.....................109
Catching the Tidal Winds...........72 Paralysis of The Gift...................86 Characteristics..........................109
Ships of the Sky........................ 73 Gathering Connections. ............... 86 Abilities.....................................110
The Sky is My Ocean................73 Blood......................................... 86 Magical Qualities
Sailing the Void......................... 73 Eyes of the Hawk........................87 and Inferiorities.........................111

4
Hermetic Projects
Personality Traits......................111
Other Realm Ghosts............... 111
VII. The Menagerie of the Captured Beast.................129
The Staff of
Divine Ghosts...........................111 ofMagical Beasts 119 Convenient Shipping..................129
Infernal Ghosts..........................112 Location and Establishment......... 119 Feeding.................................... 129
Faerie Ghosts.............................112 Surveying the Lands for Magic.... 120 Healing.................................... 130
Life as a Living Corpse............ 113 The Building Site..................... 120 The Breath of Life Returned........130
Advantages...............................114 The Wand to Produce Common Creature Diseases........130
Disadvantages...........................114 a Forest Overnight....................121 Mystical Branding................... 130
A Necromantic Miscellany.......... 115 The Buildings.......................... 121 The Brand of Ownership...........130
Creating and Conjure the Mighty Barn..........122 The Brand of the
Animating Corpses.................. 115 The Backers............................. 122 Aroused Stallion........................131
Create a Human Corpse.............116 Livestock. ................................... 123 The Brand to Ward off Rustlers.. 131
Create a Dead Turb...................116 Finding Magical Creatures...... 124 Reproduction........................... 131
Control the Dead Turb...............116 The Chorus of the Breeding in the Menagerie..........132
Conjure a Dead Army...............116 Distressed Hare.........................125 Breeding Strategies.....................132
Control the Dead Army.............116 Creating Magical Creatures.... 126 Horn of Hearing the
Conjure the Horde of the Dead...116 Conjuring the Magical Wolf.....126 Cow Laden with Child...............134
Control the Dead Army.............117 Fashion the Ancient Worm .......127 Birthing and Weaning............. 134
Conjure the Walking Dead........117 Capturing Magical Creatures.. 127 Ease of Birthing.........................134
Conjure the Colossus .................117 A Ring to Approach Taming and Training............... 135
Awaken the Colossus.................117 Animals Undetected...................128 Staffing a Menagerie............... 135
Grave Hounds......................... 118 A Net of Immobilization............128 Hermetic Relations...................... 138
The Collar of Charon................118 Trap of the Humane Hunter.......128 Interactions............................. 138
The Wand of Commanding Transporting and Containing....128 Reactions................................. 138
Charon’s Pack...........................118 The Saddle of Settling Optional Rules for Breeding....... 140
the Wild Stallion.......................129 Producing Offspring............... 140
Instantaneous Transportation Inherited Traits of Offspring... 141

List of Inserts
Using Other Supplements.........................6 The Resting Place of Noah’s Ark.............59 The Third Method................................106
Story Seeds for Team Training Story Seed: Rate of Decomposition.........................108
Mythic Europe’s Volcanoes................10 Suspicious Minds................................59 Darius as a Living Corpse......................110
Volcanic Rock as an Laboratory Story Seeds: Far and Wide...59 Hermetic Interactions...........................113
Arcane Connection............................13 More on Laboratories..............................60 Destroying the Enchanted Device........114
New Virtue: Volcanic Minerals...............19 The Shipyard as Mundane Workshop....62 Animated Custos...................................115
Story Seed: Tophet’s Gate.......................20 Shipbuilding Story Seeds........................64 Created Corpse.....................................115
Story Seed: Tophet’s Gate (cont’d).........21 Support for Mysteries..............................65 A Walking Colossus..............................116
Story Seed: Vulcan’s Forge......................23 A Comment on Hermetic Architecture... 66 Created Revenant..................................116
Story Seed: Eternal Spirit of Flame... 24-25 Shape and Material Bonuses....................66 Grave Hound........................................118
Story Seeds for Medieval Buildings.........31 Story Seeds for Enchanting the Hull......68 Can I Make a Magic Lore Roll?.............120
Exempli Gratia: The Thirteenth Tower... 32 Using Ptolemaic Coordinates.................68 Story Seed: A Grisly Find......................121
Site Story Seeds......................................33 Interaction Between Integrating Covenants................... 122-123
Babel: Infernal or Divine?........................33 Navigational Effects...........................69 Magical and Faerie Animals..................124
Seneca’s Folly...........................................34 Story Seed: The Home of the Winds.....73 Insects....................................................124
Political Story Seeds................................35 The Art of Binding..................................73 Bees, a Preferred Stock..........................125
Covenant Boons and Hooks...................36 Story Seed: The White Whale................74 Story Seeds for Finding
De Architectura.......................................37 Story Seed: The Ship of the Damned.....75 Magical Creatures............................126
Using Alchemy to Support Craftsmen....38 Story Seed: The Demon Optional Grappling Rule......................127
Hermetic Architecture............................38 that Stared Back..................................79 Unicorns................................................127
Tower Environment Story Seeds.............43 Required Laboratory Totals.....................80 Story Seed: A Curiously Common Bait...128
Minor Story Seeds...................................48 Story Seed: Bridge to the Magic Realm... 81 Types of Animals...................................131
Significant Story Seed: Story Seed: Foot-Soldiers of the Master....87 Original Research: Creating
Where Angels Fear to Tread...............49 Story Seed: School of Assassins..............88 Inheritable Magical Traits.................133
Story Seeds of Moral Temptation...........51 Story Seed: House of the Assassin..........90 Modern vs. Medieval Terminology.......133
Faerie Story Seed: Out of the Shadows... 51 Story Seed: Vandals in the Library..........93 Magic Might and Maturity....................134
Far-off Tower Story Seed: The Fleshy Vessel....................................96 Powers as Tricks....................................135
Spire on the Horizon.........................52 Exempli Gratia:Bonding a Integrating Lords of Men......................... 136
Ship Damage...........................................53 Ghostly Warder to a Corpse..............97 An Animal-Keeper’s Library.......... 136-137
Ship Sizes and Capacity..........................54 Story Seeds..............................................98 Story Seed: An Illicit Love Affair..........138
Suggested Shipwright Muto Vim Spells and Story Seed: Never the
Virtues and Abilities...........................55 Enchanted Devices.............................99 Twain Should Meet..........................138
Story Seed: Vendetta...............................56 Spells to Make and Shape Shape & Material Bonuses
Story Seeds for Finding a Bone Book Cover...........................103 of Magical Creatures........................139
a Shipyard Location...........................57 Story Seeds: In the Graveyard...... 104-105 Story Seed: Enchanting a Live Egg.......141

5
Chapter One

Wonders of the
Hermetic World
The magi of the Order of Hermes are inclined to follow them can achieve the The Hermetic Shipyard describes the
among the most powerful practitioners of intended results. founding and construction of an Hermetic
magic the world has ever seen. They have laboratory in the form of a shipyard. The
the power to reshape the land, bind the laboratory is described as per the rules in
elements to their will, and hold life and The Hermetic Projects the Covenants supplement, and enables the
death within their thrall. But while some magus to complete the second part of this
magi seek to depart from their Hermetic The Burning City project sees the project: the building of an enchanted ship
learning by embracing secret mysteries construction of a covenant in the heart of called The Hermes. Effects are described to
that twist their Gifts, others use Bonisa- a volcano. The project moves from setting allow the Hermetic shipwright to build
gus’ great theory to its full potential and out to find a volcano to creating Hermetic vessels more quickly and more soundly
achieve the truly incredible. This book rituals that transform mountains into new than his mundane rivals. And exotic ships,
is for those ambitious magi who see the volcanoes; and from ensuring that magi which are only made possible through
power and wonder in Hermetic magic, and covenfolk alike can survive in the most enchantment, are also discussed, includ-
as passed from master to apprentice for inhospitable of environments to spells and ing ships that sail the skies, that skim the
generations. devices to control the volcano and its in- ocean floor, and even those that tack the
This book presents six grand Her- habitants, both natural and unnatural. void between the Magic Realms.
metic projects that magi, councils of The Great Tower is perhaps the most The Intangible Assassin project gives
magi, or covenants may undertake. The audacious project that the world has ever the maga the tools she needs to dominate
magi undertaking these endeavors need seen. It is by turn a celebration of man- her foes in Wizard’s War. The chapter
only know the core magical teachings of kind’s aspirations, and an arrogant affront describes effects that gather information
Bonisagus as presented in the Ars Magica to God’s Divine order. This project sees the about an enemy and provide unseen vec-
Fifth Edition core rulebook. They re- construction of a tower so tall that it might tors of attack, discusses how to increase
quire no Mystery Cult initiations, no stu- reach into Heaven itself. Angels, demons, the chances of penetrating Magic Resis-
dious original research, and no discovery passion, and pride all drive this potentially tance, and, of course, tells how to combat
of ancient lost secrets. The projects are endless project that could consume not just and defend against such attacks.
presented in such a way that any magus one magi, but generations of them. The Living Corpse is the chapter for
those magi who see death as something
to be cheated and life as a right not to be
Using Other Supplements surrendered lightly. The achievement of
immortality is the aim of this Hermetic
Magi undertaking any of these proj- ments. Rego Craft Magic and laboratory
ects require only core Hermetic magic project. There are Mystery Cults that jeal-
advancement from the Covenants supple-
as described in the Ars Magica Fifth ment are used to support some projects, ously guard the secret of immortality, but
Edition rulebook. But the projects also while others use material from Realms of their number is small and their secrets may
make use of some of the standard tech- Power: Magic, City & Guild, and Art & Aca- soon be lost. The effects described in this
niques and trappings open to all magi deme, all of which are areas open to all chapter are open to all magi of Hermes.
that have been explored in later supple- Hermetic magi. The Menagerie of Magical Beasts de-
scribes a collection of beasts, both mun-

6
Hermetic Projects
dane and magical, and the means to find, yet have a high enough lab total to com- to events, characters, or situations in their
ensnare, and contain them. Such a project plete the work in a single season. own sagas. Developing such a project is
is both a useful resource for the studious While the assumption is that all of not simply about designing a number of
mind and a symbol of great wealth and these projects have yet to be undertaken related effects. A grand project may oc-
prestige. This chapter discusses all as- by the Order of Hermes, storyguides may cupy the magi involved for a number of
pects of maintaining a menagerie, includ- like to use those that their players do not years and will present challenges along
ing the acquisition of prized specimens want to persue as background material the way. So here is a walk-through of
and their accommodation, handling, and for their sagas; no matter who builds the a project showing the major steps you
domestication. The enchantment of ani- Great Tower for instance, there is drama might want to consider when designing
mals through the application of magical to be had from the threat of Divine wrath your own project.
brands is also discussed, as is the potential at such Hermetic arrogance. First, you need to define what the proj-
to breed and cross-breed from the menag- ect is. This will include working out the
erie specimens. motivation behind the project and its ulti-
mate goal. This provides the direction and

Using this Book Designing helps to keep the stories, challenges, and
laboratory work focused toward the out-

For the player, the six Hermetic proj- Your Own come. This is likely to arise from events
already underway in your saga.

Grand Project
ects presented in this book are designed Exempli Gratia: For the purposes of this walk-
for a magus to follow from start to finish. through, let’s assume that we have a covenant in the
The various spells and devices advance the turbulent Roman Tribunal, in the wealthy city of
magus’ knowledge and ability and move The six Hermetic projects presented Verona. The covenant is beset on all sides by jealous
the project a step closer to completion. in this book are just the start of what’s neighbors both mundane and Hermetic. Fearful of
But the projects are also filled with story possible, and every troupe may develop an attack on their city, the magi decide to magi-
opportunities, whether as a result of cer- their own grand projects relating directly cally fortify it.
tain laboratory work, or as an obstacle to
be dealt with before work can continue.
Each project is distinctive enough to guide
a magus’ career through a saga, and some
may potentially guide the saga itself.
The items and effects described in each
chapter can also be used simply as sources
of inspiration. A magus may be looking for
a way to entrap a magical beast and find a
solution in the Menagerie chapter, while a
storyguide may be looking to present the
covenant with a deadly Hermetic chal-
lenge, in which case the Intangible Assas-
sin chapter will be invaluable to player and
storyguide alike.
The spells and devices that build to-
ward each project are fully described in
the usual way. However, they also have
an additional line that provides the mini-
mum laboratory total required to com-
plete the device in one, two, three, or
four seasons. This is to help players plan
their approach when following a given
project and to weigh up their options; a
device described as a Lesser Enchanted
Item could instead be created as a stan-
dard Invested Item if the magus doesn’t

7
Hermetic Projects
Some projects, such as building a cov- they create a ritual to do the same to the city walls. This book presents a covenant built
enant inside a volcano, require a specific As they also anticipate magical attacks, they train within a volcano, but other inhospitable
location. Others can be performed out a group of grogs and appoint a Parma Magica places are equally possible. Covenants
of the magus’ laboratory. So the troupe specialist from among the magi charged with pro- built beneath the sea or surrounded by
should decide whether they need to settle tecting these grogs. Further parts of the project see desert pose distinct challenges, including
in a new location. Finding and securing enchanted siege engines being created as well as tall, securing the covenant from its surround-
such a location might present story oppor- slender towers within the city, from which all of Ve- ings, ensuring a means of travel to the out-
tunities as the magi lay the foundations for rona can be seen. And from these towers, variants of side world, and bringing sufficient supplies
their project. subtle destructive spells, all with Sight range, can be to sustain it.
Magi undertaking significant projects rained down on attacking forces. Magi searching for the perfect sanc-
are rarely able to work independently. And, of course, no long-term project tum and laboratory may decide to build
They will need assistance, if not from would be complete without story poten- one in other unusual, unnatural, or uncon-
other magi, then from mundanes. The tial. Each stage of the project — finding ventional places. How might an Auram
Hermetic shipwright, for instance, needs a the location, securing supplies, gaining al- specialist built a sanctum in the clouds?
team of carpenters and laborers in order to lies and support, etc. — is an opportunity Would the sanctum be built on the ground
build his ships. Other projects may require to make story every bit as important to the and then enchanted to float, or would it
the magus to learn specific Arts or spells, project as laboratory time. be crafted from the clouds themselves?
and suitable books must be found and bar- Exampli Gratia: The magi of Verona have What would the magus need to do in or-
gained for. And then there is the question already had to find a larger and stronger magical der to harness and control the weather?
of how to fund the project, both in terms aura within Verona, negotiate support from the city And what airy spirits might object to this
of silver to pay for supplies and services, itself, and forge links with foreign magi to secure a new presence?
and vis for the enchantment of devices. supply of vis. The city may expect more out of the A covenant withdrawn from the world
Exampli Gratia: Following our example, with arrangement than the magi anticipated, or the sup- may surround itself with woodland, and the
the magi already based in and wanting to fortify ply lines with their foreign allies may be interrupted magi, who want to protect their home and
Verona, it is clear that they will conduct their proj- or discovered by their enemies. Nearby rivals and guard their secrecy, might then attempt to
ect from the city itself. But while the limited pockets enemies may learn of the fortification and stage pre- enchant that woodland to redirect travel-
of magical aura have so far been tolerable, the magi emptive attacks, testing the defenses before they are ers harmlessly away; they may command
search for something larger and more powerful. If ready. Or new allies may be found, eager to gain the birds to be watchful for intruders, and
they do find a stronger magical aura, there’s a risk similar defenses against mutual enemies. The culmi- the trees themselves to act as guards. And
that something else has already laid claim to it. nating story of the project will be in putting the long such a place may have need for a turb of
All of the covenant’s magi have committed to years of work to the test: an attack on Verona by magical or unnatural grogs: enchanted de-
this project, but they decide they have no alternative Hermetic rivals under the cover of a mundane siege. vices, summoned and bound spirits, or en-
but to skirt the Code of Hermes and approach the The fate of the covenant — perhaps even Verona thralled and ensorceled servants that can
city leaders for support and funding; the magi know itself — is then decided by the years of preparation bear the long years of isolation.
they will need to buy vis and other supplies, and for that came before. And finally, just as mundane minstrels
that they will need money. And so the creation of a grand project and troubadours roam Europe and be-
The troupe should then decide upon is not simply a device to account for a ma- yond making merry for their patrons, a
the steps toward completing the project. gus’ time. It provides direction to a magus’ master of Hermetic entertainments could
This may, as with the Hermetic Shipyard, study, and can be used by both storyguide roam from tribunal to tribunal providing
include creating a dedicated laboratory. and troupe to tell stories that directly re- unnatural distractions unmatched by the
It will certainly include creating multiple late back to that magus, his covenant, his mundane world: from unearthly music
spells, rituals, and enchantments. This tribunal, or even the Order. and a troupe of ghostly acrobats to feasts
stage also determines how you know of magical spices, never-ending food,
when you’ve accomplished your goal as and meats from the rarest of supernatural
each planned part of the project reaches Additional Project Ideas animals. A master of Hermetic entertain-
fruition. ment would find favor in the richest of
Exampli Gratia: The Verona covenant decides For players and troupes looking for covenants and the most ostentatious of
that they need to enchant the city gates in order to even more Hermetic project ideas, here tribunal halls.
strengthen them against siege activity. Similarly, are some brief options.

8
Chapter Two

The Burning City


The Burning City project is about con- can be done is enough of a reason. How- dane interference. Even many Her-
structing a covenant in the heart of a volca- ever, some other reasons for colonizing a metic or other supernatural foes would
no. The effects in this project involve con- volcano include: be reluctant to casually assault a cov-
structing buildings on either lakes of lava enant embedded in a volcano.
or the crater rim, effects to ensure that the • Living inside a volcano could be a part • A volcanic covenant may be allied to
magi and covenfolk can survive in this in- of a Mystery Cult initiation. indigenous inhabitants of the volcano.
hospitable environment, and effects to deal • The heart of the volcano could have The covenfolk could include fire el-
with the possible supernatural denizens of a very high magic Aura, which makes ementals and other magical creatures,
a volcano. Effects to find a volcano and to the effort of building a laboratory in faeries, or humans with lava flowing in
regulate its behavior are also detailed. the volcano worthwhile. their veins (perhaps due to ancestors
Although the Burning City is predi- • Laboratories built inside a volcano can who were volcanic creatures).
cated on an entire covenant constructed be designed to take advantage of the
within a volcano, there is no need for in- volcano’s natural features for a bonus to
terested magi in your saga to take this ap- appropriate laboratory work (some ex-
proach. Perhaps your magi are only inter-
ested in building a small chapterhouse, or a •
amples are given later in this chapter).
A magus whose magic suffers from a Volcanoes in
laboratory, on the lava fields. Alternatively,
your magi might not be interested in colo-
nizing the volcanic heart at all — maybe
particularly harsh Necessary Condi-
tion or Restriction Flaw (see ArM5,
pages 56 and 58) may only be able to
Mythic Europe
they only want to survive inside a volcano use his magic within volcanic regions. In Mythic Europe most volcanoes are
for a particular adventure. In any case, your • A magus with a Study Bonus Virtue or found in Greece, Italy, and Iceland. How-
magi only need to develop the elements of a Study Requirement Flaw (see ArM5, ever, there is nothing to prevent a volcano
the Burning City project they find useful. pages 49 and 59) who already has an occurring elsewhere in Mythic Europe,
Finally, if the particular effects of this Ignem Art Score in excess of 35 can in your saga — especially if the volcano
project are not useful in your saga, some only take advantage of his Virtue arises due to magic.
of the ideas discussed in this chapter may when he improves his Art (or improve
give the troupe inspiration for the con- his Art at all, if he has the Flaw) if he
struction of covenants, chapterhouses, studies in an extreme location, such as The Greek
or laboratories in the other inhospitable
places of Mythic Europe. •
a volcano’s heart.
The volcanic heart could contain vis
Volcanic Islands
sources that the covenant wants to en-
sure do not fall into the hands of other The Greek island groups of Methana,
magi, or other forces beyond the Or- Milos, Nisyros, and Santorini are all vol-

Why Build •
der of Hermes.
The volcano’s heart could contain
canic. Each group consists of dozens of
islands that have been formed by volcanic

in a Volcano? an entrance to the Magic Realm, the


Infernal Realm, or the Faerie Realm,
which the magi want to monitor, con-
activity, and there are further volcanoes
beneath the surface of the sea — the ac-
tivity of these marine volcanoes some-
Why might magi want to build a cov- trol, destroy, or explore. times causes the sea to boil. Many of the
enant inside a volcano? For some magi, • A covenant built inside a volcano is surface volcanic craters have broken their
merely the challenge and the fact that it likely secure and hidden from mun- walls and also been flooded by the sea, and

9
Hermetic Projects
feet into the air. Some legends say that
Story Seeds for Mythic Europe’s Volcanoes the two main craters are inhabited by
separate magical spirits who have trapped
Creeping Earth ers, so magi may decide to search for several brother-spirits beneath the earth.
the towns.
The escape of one of the brothers could
At Campi Flegrei parts of the earth It is possible that the violent erup-
cause a major eruption and the forma-
frequently creep, causing the earth to tion caused the towns to fall into a regio,
rise by 10 to 12 feet over a period of sev- and perhaps the inhabitants, or their de- tion of a new crater. Other legends say
eral years. This is fast enough for people scendants, still live within. Maybe there that there is only a single magical spirit
to observe, and the inexorably rising is even still a functioning Temple of beneath the crater (see Realms of Power:
earth can cause buildings to collapse Mercury within the towns. The entrance Magic, page 111).
and split. This is clearly a supernatural to the regio might be found within the Lipari is an island volcano in the Eo-
phenomena, and the recent collapse of a crater of Mount Vesuvius (or even oth- lian Islands. The volcano has a number
small town not long after a new church er volcanoes). The townsfolk (who are of small craters, which have been fairly
was constructed has convinced some surely supernaturally changed by their quiet of late — although there are re-
magi that the creeping earth is the work experience) could be recruited as coven- cords of a large explosive eruption sev-
of a magical spirit at the heart of Campi folk by the Burning City. Alternatively, eral hundred years ago. The island is
Flegrei, fighting against the encroach- perhaps the towns really are merely bur-
the pre-eminent source of pumice and
ment of the divine on natural places. ied beneath tons of ash and mud.
obsidian in Mythic Europe. Lipari has
In either case, the two towns are now
inextricably entwined with volcanism. been continuously occupied since before
Pompeii and Herculaneum This means that any artifacts recovered Roman times and there are a number of
from Pompeii or Herculaneum may be settlements on the island. The largest is
The Roman towns of Pompeii and used as a Sympathetic Connection of +1 the town of Lipari, which is the seat of
Herculaneum were destroyed in an to aid the Penetration of effects that tar- the bishop of Lipari (which has been a
eruption of Mount Vesuvius in 79 AD. get creatures that live in volcanoes. Arti- diocese since the fifth century).
If your saga follows history, then these facts from Pompeii or Herculaneum also Stromboli is another island volcano
towns are buried and their location is have a +3 Shape and Material bonus for in the Eolian Islands, with a number of
not precisely known in 1220. However, volcanism effects. This Shape and Ma-
the eruption and subsequent destruc- craters. The volcano is nearly constantly
terial bonus is in addition to any other active, and most evenings glowing frag-
tion was documented by Roman writ- bonuses for the artifact.
ments of lava are ejected hundreds of feet
into the air from the crater. Although the
there are also a number of hot springs and Naples. There are numerous craters and intensity of this continuous activity varies
pools heated by volcanic activity on the the last eruption was in the year 1158, in from week to week, it is fairly predictable
islands. There are frequent earthquakes on which the crater of Solfatara exploded. and not very hazardous. However, every
the islands, and the breaking of the islands Some of the craters have been flooded by few years, rivers of lava flow from the
by the shifting earth has revealed striking, the sea, creating harbors. volcano into the sea. These outflows can
brightly colored layers of rock deposited Mount Etna is one of the most active overwhelm the unprepared, but even this
by successive eruptions. These layers of volcanoes in Mythic Europe. It is almost hazard does not prevent people settling
volcanic rock are good sources of the 10,000 feet high and it dominates the on the island, and there are a number of
exotic minerals that are needed for some skyline above the Sicilian city of Cata- fishing villages on the coast. Even more
Hermetic laboratories. nia. At the summit of the mountain there rarely (perhaps once in a generation) a
Fishing villages dot the islands, and the are two main craters (Bocca Nova, and large explosive eruption occurs, which
larger islands have substantial towns. Many Voragine), and together the craters are can cause damage within several miles of
of the inhabitants use water heated by the nearly continuously sending forth show- the volcano.
volcanoes for bathing, and the island-dwell- ers of ash and molten rock. Every few Vesuvius is near Naples and is, like
ers could be recruited to act as covenfolk. years there are larger eruptions that cause Stromboli, almost continuously active at a
rivers of lava to flow from the mountain, low level, though it sometimes falls almost
and there are hundreds of frozen rivers dormant for periods of about a century.
Italian Volcanoes of lava on the volcano’s flanks. The last During times of activity, larger eruptions
large eruption was in 1194. Exceptionally might send fountains of lava into the air,
Campi Flegrei, or the Burning Fields, large eruptions occur every few hundred or rivers of lava down the mountain slopes.
is an area of volcanic activity about five years, and during these eruptions massive Vesuvius is also famous for unexpectedly
miles across located very near the city of fountains of lava are ejected thousands of erupting in a massive explosion, typically

10
Hermetic Projects
following a period of dormancy. The Ro- If your saga follows history, then there are the rest of northern Mythic Europe. The
man towns of Pompeii and Herculaneum subsequent eruptions in 1222, 1300, and most recent large eruptions were in 920,
were destroyed in such an eruption (see 1341. The eruptions of 1104 and 1158 950, 1150, and 1177. If your saga follows
nearby insert). were so vast that debris and ash landed history, then there are subsequent erup-
Vulcano is formed by two islands over most of Iceland. tions in 1245, 1262, and 1311. A smaller
in the Eolian Islands: the main island is The Ljósufljö volcanic field is a long volcano, Eyjafjallajökull, a dozen miles to
Vulcano and just north is a smaller island strip of steaming fissures and craters that the west and likewise beneath an icecap,
Vulcanello. There are a number of small covers an area about 30 miles long and 3-6 sometimes erupts in the months prior to
villages and monasteries on the larger miles across. The last major eruption oc- Katla; the spirits of the two volcanoes may
island, and the island is reputed to be a curred in 960. be somehow related.
very healthy place to live; many people The Reykjanes volcano is a cluster of Bárdarbunga is a large volcano partial-
bathe in hot mud pools on the beach. small craters. The last eruption was in 1211, ly hidden beneath the Vatnajökull glacier.
The rim of the main crater (La Fossa) is and if your saga follows history, it erupts The volcano periodically causes floods of
constantly blanketed in steam and sulfu- again in 1226. The similar, nearby Krísuvík glacier melt, and has occasional large, ex-
rous fumes. cluster last erupted in 1151 and 1188. plosive eruptions. The most recent erup-
The Brennisteinsfjöll volcano erupted tions were in 1080, 1159, and 1210.
in 1000, 1188, and 1200. The eruption of Öraefajökull is the highest peak in Ice-
Volcanoes in Iceland 1000 occurred at the same time as the Ice- land, and beneath it lies a large, dormant
landic parliament met at Thingvellier. volcano. The large central crater (about
Iceland, which was first settled by Vi- Katla is another highly active vol- two miles in diameter) is completely cov-
kings in the ninth century, is pockmarked cano, although it is usually hidden be- ered by the Vatnajökull icecap. Although
with dozens of active volcanoes. neath the Myrdalsjökull icecap. Because the volcano has been quiet for some time
One of the most active volcanoes is of its ice covering, large eruptions from (if your saga follows history), it spectacu-
Hekla, which has recently had major ex- the volcano spew an impressive amount larly erupts in 1362.
plosive eruptions in 1104, 1158, and 1206. of debris over most of Iceland, and even

11
Hermetic Projects
Affecting Volcanoes Effects to Help This enchanted quill helps a charac-

with Hermetic Magic Find Volcanoes ter to rapidly draw an accurate map of
what he can see. The item grants the user
special magical senses that allow him to
Volcanoes contain bubbling, liquid These effects are used to help find a vol- precisely estimate the distance, shape,
lava, volcanic rocks, sulfurous fumes, cano. Vulcan’s Glass and Scribe of All That I Can and relationships among geographical
and clouds of ash, all of which makes it See are enchanted items that could be used features, and figure out how best to rep-
hard to determine which Hermetic Forms by a team of grogs to help their master find a resent this information on a page. This is
should be used to target a volcano. The volcanic site. Scent of Ash and Trail of Ember are information that anyone with sufficient
following guidelines have been used in spells, but, of course, your characters could skill could determine by merely looking.
this chapter to decide which Hermetic invent similar effects as items if you wish. The quill does not draw the map by itself.
Forms are appropriate, and can also be The character draws the map. The quill
used as a guide to the development of only ensures that the subsequent map
your own spells:
Scent of Ash is accurate and that it can also be very
speedily drawn, by providing the char-
Create a volcano, volcanic rock, lava, InAu 15 acter with enhanced information about
or volcanic ash: Creo Terram R: Personal, D: Concentration, T: Smell what he can see.
Create volcanic fumes: Creo Auram. The caster can smell and identify, on It takes 1 Diameter to draw what can
Control/Cause/Stop the eruption of a the breath of the air, the ash that has car- be seen from a tree-top or church tower,
volcano: Rego Terram (Ignem) ried from volcanoes. This is enough infor- and it takes 3 Diameters to draw what
Control the flow of lava: Rego Aquam mation for the caster to determine the ap- can be seen from a mountaintop, or by a
Change lava: Muto Aquam proximate direction and distance to each flying character. If what is being mapped
Move volcanic ash about in the air: of the volcanoes he detects. A dormant includes something complicated (like the
Rego Auram volcano can be detected in this way from streets of a city) it takes an additional 3
Talk to a volcano: Intellego Terram within one league (three miles), a volcano Diameters to draw the map.
that has erupted within the last 100 years The map produced with the aid of
For Terram effects, volcanic ash is the can be detected from within seven leagues the quill can be used in conjunction with
same magnitude of effect as sand (which (21 miles), and a volcano that has erupted spells such as Trail of Ember and The Inexo-
is usually the base magnitude of the ef- in the last season can be detected from rable Search (ArM5, page 131). Having the
fect), and the base Individual is 10 cubic within 100 miles. Dormant volcanoes are map also gives a character a +3 bonus to
paces of ash. Volcanic rock, and an entire detectable in this way because ash from Area Lore rolls made to navigate the ter-
volcano, counts as the same magnitude of their violent eruption is still present in the rain depicted.
effect as stone (which is usually one more environment. The ash may have fallen to The character needs to provide
than the base magnitude of the effect), the ground, but some small (but detectable parchment and ink (or similar materials),
and the base Individual is a cubic pace. via Hermetic magic) fraction has been and he must be literate if he wishes to
Lava counts as the same magnitude of ef- blown up into the air again. annotate the map. If the map is not an-
fect as a metal (usually two magnitudes Of course, the huge plume of ash from notated it can only be used by a character
greater than base), and the base Individual a large on-going eruption can easily be who successfully makes an (appropriate)
size is a cubic foot. See ArM5 (page 152) identified without the aid of magic from Area Lore roll against an Ease Factor of
for details of how the magnitude of Ter- many hundreds of miles away. 12. If the map is annotated, it can be used
ram effects depends on the type of mate- (Base 4, +1 Concentration, +2 Smell) by any character literate in the language
rial being affected. Required Lab Total to invent spell: of annotation. The character who cre-
For Aquam effects, liquid lava counts as One Season (30), Two Seasons (23), Three ated the map can always use it, even if it
a corrosive liquid and the base Individual Seasons (20), Four Seasons (19). is not annotated.
is a puddle with a volume of about 0.2 cu- The requisites are required so that riv-
bic feet (which is a pool a foot across, and ers and forests can be mapped too.
six inches deep). See ArM5 (page 121) for
Scribe of All That I Can See (Base 2, +1 Touch, +1 Concentration,
details of how the magnitude of Aquam ef- +4 Vision, free requisites; + 5 item main-
fects depends on the material. InTe(Aq)(He) 25 tains Concentration)
For Auram effects, volcanic fumes and Pen: 0, 1 use per day, item maintains Required Lab Total to invest effect:
ash both have a base Individual that covers Concentration One Season (50), Two Seasons (38), Three
an area with a diameter of about 100 paces. R: Touch, D: Concentration, T: Vision Seasons (34), Four Seasons (32).

12
Hermetic Projects
Trail of Ember
Volcanic Rock as an Arcane Connection
InTe 20
R: Arcane, D: Momentary, T: Individual A volcanic rock is an Arcane Con- Hearth. A piece of volcanic rock would
nection to the volcano it came from that not usually be an Arcane Connection to
The caster of this spell throws a piece
lasts for years and gives a +3 Penetration any magical spirits, elementals, demons
of volcanic rock onto a map. The rock
multiplier. Of course, the Penetration or other creatures dwelling at the heart
lands on the location of the volcano it multiplier is only relevant in the rare case of the volcano, but it could be used as
was expelled from. If the volcano’s loca- that the volcano has Magic Resistance, a +1 Sympathetic Connection to such
tion is not bounded by the map, then the or if the volcano is within an Aegis of the creatures.
rock rolls off in the direction that the vol-
cano lies.
If the rock thrown onto the map is not
volcanic, then it just lands somewhere at
Effects to Required Lab Total to invent spell:
One Season (130), Two Seasons (98),
random. The caster can confirm this by Create Volcanoes Three Seasons (87), Four Seasons (82).
casting the spell several times: a volcanic
rock will always land on the same spot on Of course, it might be that the magi can-
the map. not find a volcano on a suitable site — per-
Awaken Sleeping Giant!
Note that a volcanic rock created via haps no volcano can be found with a Magi-
Creo Terram magic will not reveal what cal aura, or the volcanoes are far from where ReTe(Ig) 45
volcano it came from when thrown onto the magi want to live. This doesn’t have to R: Touch, D: Momentary, T: Part, Ritual
the map with the Trail of Ember spell. This is be a problem: the magi can raise their own This spell is cast in the crater of a dor-
because such a magically created volcanic fiery inferno from the protesting earth! mant volcano, and causes the volcano to
rock did not in fact come from a volcano. erupt into life again. The volcanic crater
(Base 4, +4 Arcane) can be up to two miles across, and the
Required Lab Total to invent spell:
Tear the Earth Asunder spell has no effect if cast in a location
One Season (40), Two Seasons (30), Three other than a volcanic crater. Obviously,
Seasons (27), Four Seasons (25). CrTe 65 the caster will be caught in the eruption,
R: Touch, D: Momentary, T: Individ- which may be a problem if he is not pro-
ual, Ritual tected by appropriate wards.
Vulcan’s Glass The caster of this ritual stabs a dagger Once the spell has been cast there is
into the ground: from the wound a volca- no active magical effect; the eruption is
InTe 20 no rises, and lava and scalding gases erupt. natural and does not need to Penetrate
Pen: 0, 1 use per day Over a period of a day, the volcano erupts, Magic Resistance. The effect is considered
R: Touch, D: Concentration, T: Vision darkening the sky with plumes of ash, and “slightly unnatural,” as it is natural for a
This enchanted mirror allows the forming a large volcanic crater. volcano to erupt, but the spell artificially
user to identify the volcanoes in a moun- Obviously, the eruption of the volcano triggered the eruption.
tain range. The user turns his back to the devastates villages, towns, monasteries, (Base 2, +1 Touch, +1 Part, +8 Size,
mountains, and studies the reflected image covenants, or other settlements built in its +1 affect Volcano (same as stone))
of the mountain range in the mirror. The shadow. Once the spell has been cast, there Required Lab Total to invent spell:
reflected images of the volcanoes glow is no active magical effect; the eruption One Season (90), Two Seasons (68), Three
with a red aura. is natural and does not need to Penetrate Seasons (60), Four Seasons (57).
This spell works because whether or Magic Resistance, and consequent rivers of
not a particular mountain is a volcano is a lava and falling ash can also pass unhindered
visible property that can be distinguished through an Aegis of the Hearth. The caster of
by someone with appropriate skill. This
spell compensates for the lack of appropri-
the ritual also needs some form of protec-
tion to avoid being killed in the eruption. Hazards of
ate skill in the observer.
(Base 2, +1 Touch, +1 Concentration,
+4 Vision)
The volcano region can be up to 20 miles
in diameter (though the crater will be a frac-
tion of this size), and the peak can be up to
Volcanoes
Required Lab Total to invest effect: 15,000 feet high (which would make it one The hazards of the volcano include
One Season (40), Two Seasons (30), Three of the taller mountains in Mythic Europe). lava, heat, noxious sulfurous fumes, and,
Seasons (27), Four Seasons (25). (Base 3, +1 Touch, +13 Size) of course, eruption.

13
Hermetic Projects
Lava Heat causes trapped characters to die from
asphyxiation. The character must
Molten lava has a base damage of +15. Even characters who are merely close make an air Deprivation check every
This is the level of damage sustained if a to a volcano can take damage from the 30 seconds (5 combat rounds); see
character walks on lava or is splashed by heat. Characters who approach within 30 ArM5, page 180.
lava. If a character has a limb or more of yards of molten lava suffer +3 heat damage
their body covered by lava, it causes +30 each diameter.
damage. If half or more of his body is cov- Effects to
ered by lava, then the character suffers
+45 damage. Finally, if his entire body Fumes Protect Characters
is immersed in lava, he suffers +60 dam-
age. The character continues to suffer this The noxious fumes from a volcano af- These effects are designed to pro-
damage each round, until he has been re- fect anyone who comes within 15 paces tect characters who either live within
moved from the lava. As lava may stick to of a crater or river of lava. This has two a volcano, or are temporarily visiting a
the character, it may be difficult to natu- effects: the fumes are toxic, and the char- volcano.
rally remove the lava from a character who acter cannot breathe due to the lack of
has been immersed in a pool of lava. Note safe air.
that, apart from defining the base damage
Pitch Brush
for molten lava, these rules are not new; • The lack of air to breathe means that
they follow the standard rules for heat and the character must make an air Depri- ReAq(Ig) 48
corrosion damage on ArM5, page 181. vation check every 30 seconds (5 com- Pen: +0, 6 uses per day.
Bonuses to the character’s Soak score bat rounds); see ArM5, page 180. R: Touch, D: Moon, T: Part
from any armor he is wearing only apply • The toxicity of the vapors also poi- This enchanted item is a brush that is
if the character has less than half of his sons the character. Every diameter used to paint a dark tar infused with volca-
body covered by the lava. This is because, that the character remains within the nic ash onto the hull of a boat. The brush
although the armor provides some protec- vapor, make a Stamina check for him causes the tar to magically seal, and until
tion from splash damage, the lava can flow against an Ease Factor of 6. If this is the effect expires the boat can be rowed or
through and behind the character’s armor failed, the character takes a Medium sailed on lava without damage.
once he is substantially covered. Bonuses Wound. Other items, such as oars or even a
to Soak from Virtues such as Tough, and person, can also be painted in the pitch.
the natural hide of some characters (such Each charge is enough to paint the hull of
as Bjornaer magi in Heartbeast form), can- Eruptions a small boat or a single person. However,
not be bypassed in this way. Most magi as the effect has a Part target, larger items
will also have a bonus to their Soak from Characters caught in a volcanic erup- can be fully protected by painting it with
their Ignem Form Score (see ArM5, page tion may be swamped by lava, crushed by several charges’ worth of the pitch. If
78), which cannot be bypassed either. falling rocks, overcome by fumes, or bur- only the hull of the boat is painted, then
ied beneath ash. other parts of the boat will not be pro-
tected if they come in contact with the
Boiling Mud and Water • The rules just given can be used to lava. This might happen if the boat cap-
cope with the lava and fumes from an sizes, for example.
Sometimes volcanic activity heats wa- eruption. This spell is based on the Rego
ter and mud to scalding temperatures. Bub- • Characters who are at peril from fall- Aquam guideline to ward against a mun-
bling pools of mud and geysers of boiling ing rocks may take between +5 and dane liquid, and the Ignem requisite pre-
water trap the unwary. Boiling mud and +20 damage, or even greater if the sto- vents the heat damage (with an addition-
water both cause +3 damage to a character ryguide chooses, depending on how al two magnitudes due to the intensity of
(+6 damage for immersion of a limb, +9 close the characters are to the center the heat).
damage for immersion of a torso, and +12 of the eruption. (Base 5, +1 Touch, +3 Moon, +1 Part,
damage for total immersion). • Burial by ash is a particularly in- +1 Ignem requisite, +2 intense heat; +3 six
Of course, mud pools and hot springs sidious danger. There is little danger uses per day)
of lesser temperature are not dangerous, from the falling ash itself, but ash can Required Lab Total to invest effect:
and some characters frequently bathe in sometimes rapidly cover a large area One Season (96), Two Seasons (72), Three
these for medicinal benefit. to a depth of dozens of feet. This Seasons (64), Four Seasons (60).

14
Hermetic Projects
Cloven Hoofed Boots

MuAq(Te) 24
Pen: +0, constant effect
R: Touch, D: Sun, T: Part
These boots turn the lava directly
beneath them into a solid. Although the
boots are constantly active, the effect
only solidifies the lava that the boots are
touching. This means that the character
wearing the boots can either walk across
or stand still on top of an expanse of lava.
However, once the character moves, the
solid lava that was beneath him melts
back into the bulk of the lava field. An-
other character may be able to quickly
follow behind, but this would require a
lot of agility.
The Terram requisite is free because it
is part of the guideline. Note that this ef-
fect does not change the temperature of
the lava, so a character using these boots
will likely need protection from heat.
(Base 4, +1 Touch, +2 Sun, +1 Part,
free Terram requisite; +4 constant effect)
Required Lab Total to invest effect:
One Season (48), Two Seasons (36), Three
Seasons (32), Four Seasons (30). Dragon’s Blood Required Lab Total to invent spell:
One Season (140), Two Seasons (105),
Mu(Re)Co(Ig)(Te) 70 Three Seasons (94), Four Seasons (88).
Steed of Vesuvius R: Personal, D: Year, T: Part, Ritual
This ritual changes the blood of the
MuAn(Ig) 45 caster into lava. This does no harm to the
Covenant of the Dragon
R: Touch, D: Sun, T: Individual caster himself, and his super-heated blood
This spell magically transforms a means that he is immune to any heat- Mu(Re)Co(Te)(Ig) 85
horse so that he is able to gallop across based damage that causes +15 or less dam- R: Touch, D: Year, T: Group, Ritual
molten lava as if it were a cobbled road. age (which includes lava). This ritual changes the blood of a
The horse also has no fear of the heat or If the character is injured in melee com- Group of up to 100 individuals into lava.
fumes expelled by the lava, and he does bat, his opponent(s) must make Dexterity This has the same effect on each member
not suffer from the heat of the lava or the rolls against an Ease Factor of 6 to avoid of the Group as the ritual Dragon’s Blood.
toxicity of the fumes. The rider of the being splattered by hot lava. Opponents This is an efficient way (in terms of vis)
horse does not receive any protection who fail take +15 damage. If the caster’s of protecting an entire covenant from the
from this spell. melee opponents are unaware of his lava heat hazards of living in a covenant locat-
When the spell expires, the horse suf- blood (that is, it is the first time they have ed in a volcano — although each person
fers a Long-Term Fatigue level. seen him injured), then the Dexterity roll will take 6 Warping points every year (see
The requisite is free because it is part of is made against an Ease Factor of 9. ArM5, page 168).
the guideline and required for the effect. The Ignem and Rego requisites are (Base 25, +1 Touch, +4 Year, +2 Group,
(Base 25, +1 Touch, +2 Sun, +1 Size, required to give the additional protection +1 size, +1 Ignem requisite, +1 Rego req-
free requisite) from heat. The Terram requisite is free be- uisite, +2 intentse heat)
Required Lab Total to invent spell: cause it is required for the effect. Required Lab Total to invent spell:
One Season (90), Two Seasons (68), Three (Base 25, +4 Year, +1 Part, +1 Ignem One Season (170), Two Seasons (128),
Seasons (60), Four Seasons (57). requisite, +1 Rego requisite, +2 intense heat) Three Seasons (114), Four Seasons (107).

15
Hermetic Projects
Fumarole Mask be evacuated, or (perhaps more usefully) ing on how much of it is covered by the
the Scorn of Aphrodite’s Tears ritual can be lava. The lava sticks to whatever it hits and
PeAu 34 cast, which suppresses the imminent erup- continues to inflict damage each round.
Pen: +0, constant effect tion. The Flame Tongue spell can be used to It takes several days for the lava to cool
R: Touch, D: Sun, T: Individual direct a belch of hot lava at an individual, naturally.
This mask is made from porous vol- which can be used as a weapon to discour- The heat of the lava is also sufficient to
canic rock and it destroys the toxic prop- age invaders. Creeping Earth makes the earth ignite anything flammable that it hits.
erties of any air that passes through it. rise over the course of a month, seriously Flame Tongue is an Aimed spell, with a
This allows the wearer of the mask to damaging buildings. +6 bonus to hit due to the size of the vol-
breathe without trouble in the heart of a ume of lava.
volcanic crater, or on a river of lava. The If the caster tries to totally immerse a
air affected by the mask tastes slightly
Creeping Earth person with the lava projectile, there is a
unpleasant, but this does not cause any –6 penalty to the Aiming Roll (effectively
damage to the wearer. ReTe 25 canceling the +6 size bonus). There is no
Although the mask is constantly ac- R: Touch, D: Moon, T: Part penalty to the Aiming Roll if the objec-
tive, once the toxicity of the air has been The caster of this spell stamps his foot tive is to merely splash someone. In some
removed, the air itself is no longer the on the ground and a patch of earth, cen- circumstances, the storyguide may decide
subject of a magical effect. This means tered on his position and 35 paces across, that a missed attack to immerse a character
that the air is not resisted by charac- slowly but inexorably rises up for the dura- results in a splash.
ters with Magic Resistance, so magi can tion of the spell. The earth rises at a rate (Base 10, +2 Voice, +1 Size)
breathe using the mask without lowering of about one inch per day (up to three feet Required Lab Total to invent spell:
their Parma Magica. over the spell duration). One Season (50), Two Seasons (38), Three
Note that Muto effects which change This is fast enough for people to ob- Seasons (34), Four Seasons (32).
the air to be non-toxic are of little value serve if they watch the earth for more
to magi, as the effect only lasts as long as than a Diameter, and the movement can
the spell duration. This means that when destroy buildings and other structures
Scorn of Aphrodite’s Tears
the magus tries to breathe the magically — even the strongest castle walls run the
changed air, his Magic Resistance will re- risk of collapse. ReTe(Ig) 70
sist the air as it is the subject of a magical This spell only works when cast within R: Touch, D: Momentary, T: Individ-
effect. So the magus must either asphyxi- a league of a volcano (three miles). This is ual, Ritual
ate or lower his Parma Magica — both op- because this movement is only a slightly This ritual is cast when the eruption
tions are hazardous. unnatural property of the earth in such of a volcano is imminent, and it climaxes
This spell is based on the Perdo regions, whereas it is a grossly unnatural with a vial of pure water being poured into
Aquam guideline to destroy a property of property of earth elsewhere. the crater mouth. The ritual prevents the
a liquid, and applied by analogy to the (Base 2, +1 Touch, +3 Moon, +1 Part, volcano from erupting.
Auram Form. +2 Size) The volcano region can be up to 20
(Base 15, +1 Touch, +2 Sun; +4 con- Required Lab Total to invent spell: miles in diameter (although the crater will
stant effect) One Season (50), Two Seasons (38), Three be only a fraction of this size), and the
Required Lab Total to invest effect: Seasons (34), Four Seasons (32). peak can be up to 15,000 feet high.
One Season (68), Two Seasons (51), Three (Base 3, +1 Touch, +13 Size, +1 affect
Seasons (46), Four Seasons (43). a volcano (equivalent to affecting stone))
Flame Tongue Required Lab Total to invent spell:
One Season (140), Two Seasons (105),
Effects to ReAq(Ig) 25 Three Seasons (94), Four Seasons (88).
Control Volcanoes R: Voice, D: Momentary, T: Part
This spell causes a glutinous glob of
lava (from a lake or river of magma) to
Vulcan’s Warning Bell
Vulcan’s Warning Bell is an enchanted leap out and hit something. The volume
item that is intended to give the covenant of lava moved is about 2 cubic feet, and it This enchanted bell is suspended in
due warning that the volcano is about to can be moved to hit any location within the vapors escaping from a volcanic cra-
erupt. In most circumstances, the warning Voice range. Whatever the lava hits takes ter. It detects when the volcano is prepar-
is sufficient to allow either the covenant to between +15 and +60 damage, depend- ing to erupt. Normally, the bell gives a

16
Hermetic Projects
number of days warning equal to 1 stress
die. If a 0 is rolled on the stress die, then Colonizing the Cold Marble Slab

the number on the botch die represents


the number of hours warning. If the botch
die is itself a 0 (i.e., a botch), then there
Volcanic Crater PeIg 34
Pen: +0, constant effect
R: Touch, D: Sun, T: Structure
is no warning. The variable warning is a In order to colonize the volcanic This marble slab, about a pace across,
feature of the eruption, not the bell; Her- crater, your characters need to be able is activated when it is hung above the en-
metic magic cannot predict the future di- to create solid ground from the lava to trance of a building, and it chills the build-
rectly, so the item must rely on advance build upon. Even if your magi build on ing. Normally, this would make continued
signs of the eruption, and they appear at the rim of a volcanic crater, the earth occupation of the building intolerable;
varying times. may need to be stabilized. In any case, however, if the building is in a very hot
Note that if the volcano unexpectedly the magi will need to ensure that day-to- location (such as a volcanic crater), then
erupts due to a supernatural effect, there day habitation is possible, by cooling the the cooling provided by the marble slab
may be considerably less warning. building interiors and preventing the in- cancels out the ambient heat and makes
There are two effects involved — one gress of toxic fumes. Designers must also the building habitable. This effect targets
to detect the imminent eruption and one provide for the feeding and watering of a base-sized Structure and is thus suffi-
to ring the bell. Note that it might be pos- the covenant. cient to affect a structure similar in size to
sible for a magus to design a single effect a Mystic Tower (see ArM5, pages 113 and
that both detects an eruption and rings a 153). Larger structures will require a larger
bell to convey this information, as a cos- Effects for Buildings Cold Marble Slab effect.
metic effect. That is not the approach The chilling effect is not sufficient to
taken here. These effects allow the construction of cool anything very hot, such as lava, that
buildings within the volcanic crater, or are happens to be in the building. However,
required to make the buildings habitable. it is sufficient to cool the air that is heated
The Vibration of Anticipation One strategy is to create a series of by the lava.
InAu 19 stable islands in the lava (using the Seeds (Base 4, +1 Touch, +2 Sun +3 Struc-
Pen: 0, Constant Duration Effect. of Earth enchanted items), upon which ture; +4 constant effect)
R: Personal, D: Constant, T: Touch Mystic Towers (see ArM5, page 153) can Required Lab Total to invest effect:
This effect gives the bell the magical be raised. The towers are cooled by Cold One Season (68), Two Seasons (51), Three
sense to detect the imminent eruption. Marble Slabs, and Fumarole Vents ensure Seasons (46), Four Seasons (43).
(Base 4, +2 Sun, +1 Touch, requisite that the air inside the towers is safe to
free; +4 levels Constant effect) breathe. An alternative approach is to use
Required Lab Total to invest effect: the Repulsion of Earth effect, which causes
Fumarole Vent
One Season (38), Two Seasons (29), Three a tower to float. A tower created near the
Seasons (26), Four Seasons (24). volcanic crater can then be floated and PeAu 44
pushed out over the lava lake; the float- Pen: +0, constant effect
ing tower will still need to be made habit- R: Touch, D: Sun, T: Room
Clarion Call able by Cold Marble Slabs and Fumaroles. A This enchanted item is a vent that
ReTe 17 third strategy is to create buildings made is placed over a window in a room. The
Pen: 0, unlimited uses from molten lava itself, using spells such fumarole vent destroys the toxic proper-
R: Personal, D: Momentary, T: as Tower of Lava. ties of the air passing into the room, in
Individual In addition, the Repulsion of Earth and the same way that a Fumarole Mask does
This effect rings the bell. The fre- The Heart That Could Move Stone effects (see earlier). This allows people to freely
quency of the ringing increases as the could obviously be the basis of a flying breathe in a room that is in a building con-
eruption time nears, and in the final covenant. For another technique that structed in (or very near) a volcanic crater,
hours the bell urgently rings every few achieves the same goal, see the chapter or on a river of lava.
seconds. on the Flying Castle of Thomae in Legends As the effect uses the Hermetic target
(Base 2, +2 effect metal; +10 unlimited of Hermes (page 122). If the same method Room, to target the air passing into the
uses, +3 linked trigger) were applied in a volcanic setting, pre- room, only one vent is required even if the
Required Lab Total to invest effect: cautions would have to be taken to pro- room has multiple openings. However, if
One Season (34), Two Seasons (26), Three tect the materials of which the flight disk a building has multiple rooms it requires
Seasons (23), Four Seasons (22). is comprised. a vent in each room. A version of the vent

17
Hermetic Projects
with a target of Structure could be invent- A Finesse Roll against an Ease Factor One Season (68), Two Seasons (51), Three
ed to protect the entire building. of 9 must be made if the building must Seasons (46), Four Seasons (43).
(Base 15, +1 Touch, +2 Sun, +2 Room; be torn from its foundations. If the roll is
+4 constant effect) failed, then any subterranean (i.e., base-
Required Lab Total to invest effect: ment) levels of the building are damaged
Seed of Earth
One Season (88), Two Seasons (66), Three and rendered unusable. This does not af-
Seasons (59), Four Seasons (55). fect the upper levels. This effect targets a MuAq(Ig)(Te) 59
base-sized Structure and is thus sufficient Pen: +0, constant effect
to affect a structure similar in size to a R: Touch, D: Sun, T: Part
Repulsion of Earth Mystic Tower (see ArM5, pages 113 and When this small piece of volcanic rock
153). Larger structures will require a larger is thrown onto molten lava, it solidifies a
ReTe 34 Repulsion of Earth effect. portion of the lava, creating a roughly
Pen: +0, constant effect Once it is floating, the building can circular island about 80 feet across and 50
R: Touch, D: Sun, T: Structure be moved. However, the building is still feet deep. The seed itself is buried 25 feet
This feather encased in amber is an incredibly massive and so it requires an down, in the center of the island. As the
enchanted item that is activated by be- enormous amount of force (or magic such effect has a constant duration, the island is
ing brought over the entrance to a stone as The Heart That Could Move Stone) to move. stable and suitable for building structures
building. When active, it causes the stone The building cannot be pushed by an in- upon. If the seed is removed, dispelled, or
building to float several paces above the dividual, normal strength man, nor will it destroyed, then roll a stress die; this is the
ground. If the effect ends (by the item be- blow away in the breeze. number of rounds that the island remains
ing removed, for example), then the build- (Base 3, +1 Touch, +2 Sun, +3 Struc- until it dissolves back into the lava. The
ing crashes to the ground. This may cause ture, +1 effect stone; +4 constant effect) Ignem requisite is for cooling the island.
significant damage to the building. Required Lab Total to invest effect: (Base 4, +1 Touch, +2 Sun, +1 Part,
+6 Size, +1 Ignem requisite, free Terram
requisite ; +4 constant effect)
Required Lab Total to complete proj-
ect, as lesser enchanted item: 118

The Heart That


Could Move Stone

ReTe 25
R: Touch, D: Diameter, T: Structure
The caster can move stone buildings
with incredible force. This usually causes
the stone building to collapse, as it is torn
from its foundations. Anyone inside takes
+10 damage from the falling structure.
However, if the building is floating
(through the Repulsion of Earth effect, for
example), then the character can push the
building to a new location. Characters in-
side the building when it is being moved
must make Dexterity rolls against an Ease
Factor of 6, each round, or lose their foot-
ing. Unless special precautions are taken,
laboratories inside the building are dis-
rupted by the movement, which ruins any
laboratory activities being conducted that
season. It takes a season to reorganize a
laboratory disrupted in this way.

18
Hermetic Projects
(Base 3, +1 Touch, +1 Diameter, +3
Structure, +1 affect stone) New Virtue: Volcanic Minerals
Required Lab Total to invent spell:
One Season (50), Two Seasons (38), Three Free Laboratory Outfitting Virtue no benefit in taking this Virtue multiple
The laboratory is supplied with ex- times — once the laboratory’s demands
Seasons (34), Four Seasons (32).
otic minerals from a volcano. The labo- for exotic minerals have been met, ad-
ratory needs to be regularly resupplied, ditional minerals are of little value. –1
Tower of Lava otherwise this Virtue is lost. There is Upkeep, +1 Terram.

ReAq 50
R: Touch, D: Momentary, T: Part, Ritual Required Lab Total to invent spell: (see Covenants, page 110). Each Stone Har-
This spell sculpts a tower out of hot One Season (90), Two Seasons (68), Three vester can provide the Free Outfittings Vir-
bubbling lava. The resulting tower is solid Seasons (60), Four Seasons (57). tue Volcanic Minerals (see Insert) for up to
and rigid, but if its foundations remain in 5 Hermetic Laboratories. Note that the
lava, then the tower will dissolve back into laboratories do not have to be located in
the bulk within a day. The Part target is Effects to Live in the volcano — the minerals can be trans-
required, because the spell does not use all
the available lava.
the Volcanic Crater ported to a remote laboratory.
The Stone Harvester is a huge stone device.
The tower is about the same size and It requires 20 pawns to open for enchant-
dimensions as the one created by the spell These effects can provide health and ment (taking one season and a Magic Theo-
Conjuring the Mystic Tower (see ArM5, page wealth to the inhabitants of a covenant oc- ry Score of 10). The effects later require 13
153). A Finesse roll against an Ease Factor cupying the mineral-rich environment of pawns of vis to invest into the Stone Harvester.
of 15 is required to ensure that the tower a volcano. As the Stone Harvester is made of stone
is well made; failure means that the lava and only traverses the volcanic crater rim,
takes a solid but malformed shape. it does not need any particular protection
(Base 3, +1 Touch, +1 Part, +6 size, +3
Sculpt the Stone Machine from either heat or fumes. A version of the
elaborate design) Stone Harvester that actually enters the lava
Required Lab Total to invent ritual: CrTe 20 would obviously require some protection.
One Season (100), Two Seasons (75), R: Touch, D: Momentary, T: Individ-
Three Seasons (67), Four Seasons (63). ual, ritual
This ritual creates a machine made of Harvest Stone
stone that is suitable for use as the invested ReTe 43
Solidity of Stone item Stone Harvester. The machine appears Pen: +0, unlimited uses
to be a large stone beetle about one pace R: Sight, D: Diameter, T: Part
MuTe 45 in length. Until it is invested with the Stone The Stone Harvester uses this effect to
R: Touch, D: Moon, T: Individual Harvester suite of effects, the machine is collect stone/mineral/metal material of
This spell changes a mass of stone so merely a very elaborate statue. a particular sort that it encounters — the
that it has the unnatural property that it does (Base 3, +1 Touch, +3 elaborate design, stone is identifying material using the Stone
not melt, even when heated to tremendous +1 minimum ritual effect magnitude) Wealth effect. The collected stone is placed
temperatures. The purpose of this spell is Required Lab Total to invent ritual: in a large stone basket on the back of the
to prevent a building created out of molten One Season (40), Two Seasons (30), Three Stone Harvester which must be periodically
lava (like that created by Tower of Lava) from Seasons (27), Four Seasons (25). emptied by a grog (precisely how frequent-
dissolving back into the bulk lava. ly depends on the rarity of the collected
Obviously, this spell must be cast ev- stone). If the grog fails to empty the basket,
ery month otherwise the tower will melt
Stone Harvester the Stone Harvester will continue to harvest,
and collapse. but excess stone will fall out of the basket.
The stone will still be hot, even if it is This invested item is a beetle-shaped (Base 3, +3 Sight, +1 Diameter, +1
solid. So, a building protected like this will machine that crawls along the rim of the Part, +2 effect metal; +10 unlimited uses,
need to be cooled (or inhabited by charac- volcanic crater. It collects and sorts the +3 linked trigger (Stone Wealth))
ters immune to heat). volcanic debris for valuable and exotic Required Lab Total to invest effect:
(Base 4, +1 Touch, +3 Moon, +4 size, materials, which can be used to reduce One Season (86), Two Seasons (65), Three
+1 affect stone) the Upkeep of Hermetic Laboratories Seasons (58), Four Seasons (54).

19
Hermetic Projects
Stone Wealth (within about 5 paces). The Stone Harvester material. The Stone Harvester only identi-
InTe 19 contains a small compartment and it tar- fies Terram based objects, but of course
Pen: +0, constant effect gets materials that match the material in additional effects could be invented to
R: Personal, D: Sun, T: Smell the compartment. If there is no material allow the Stone Harvester to identify and
This effect grants the Stone Harvester in the compartment the Stone Harvester manipulate Animal, Aquam, Corpus, or
the sense to smell whether a particular continues to move about the crater rim, Herbam objects.
sort of stone, metal, or mineral is nearby but will obviously not find any matching This sense allows the harvester to smell

Story Seed: Tophet’s Gate


Many volcanoes are reputed to be stocks. Of course, this will be infer- lead to more dammed souls, regard-
gates to Hell. One well-known incident nally tainted. less of how it ends.
that demonstrates this occurred when Illusions: A foolish magus has committed The Hidden Coven: Although the magi
the heretical Ostrogothic king The- a crime under the Code of Hermes: do not make sacrifices to the devil,
odoric died in 526. A jet-black stallion perhaps he has endangered other a coven of infernalists hidden nearby
arrived at Theodoric’s palace in Ravenna, magi by interfering in the mundane, does. The coven infiltrated the ranks
gathered the dead king’s body, and then he has scryed upon the secrets of an- of the covenant grogs and secretly
galloped away to Mt. Etna, straight into other magus, or he has killed another cast sacrifices into the volcano heart.
the crater and down into Hell. magus. The devil offers to cover this Will the infernalists be found out?
If there is a hell portal in the volcano, indiscretion; his illusions cannot be The Devil’s Henchmen: The magi seek
it is likely accessed via an Infernal regio. broken by Hermetic magic. out and assassinate infernalists and
For ease, the story seeds that follow Ward Against Age: If the magi are very devil worshipers throughout Mythic
refer to a single devil interacting with elderly, they may find it difficult to Europe. Where possible they throw
the covenant. In your saga, a series of de- create an effective Longevity Ritual. the bodies of these executed heretics
mons could interact with the covenant, The devil offers a ward against age into the maw of the volcano. The
or one or two powerful demons could which will prolong the magi’s lives magi argue that they are performing
take on the role of the devil. far beyond the capability of Her- god’s work, but on the other hand
metic magic. by executing an infernalist the magi
have prevented him from repenting
Deals with the Devil and saving his soul, thus ensuring an-
Sacrifices other damned soul for hell. Are the
Even if they are not infernalists, magi the servants of heaven or hell?
the devil may offer the magi power. Of A portal to Hell is unlikely to remain
course, dealing with the devil imperils open without frequent sacrifice. Even if
the immortal souls of the magi, but if his it would, the devil would hardly inform Guardians
help is really needed, then what choice the magi of this fact, as making sacrifices
do the magi have? to the devil is a good way to damn your The covenant magi might neither
Some aid that the devil can offer is soul. Some stories that might arise from worship nor deal with the devil; instead
listed here. The devil may merely wait for sacrifices include: they might guard the hell portal and try
opportunities to offer his aid, or he may to prevent demons from escaping into
actively arrange circumstances where his Revolt in the Inferno: The magi sac- the world. Destroyer demons (see Realms
aid is needed. Corrupter demons (see rifice the children of the grogs to of Power: The Infernal, page 48) are the most
Realms of Power: The Infernal, page 48) are the devil by casting them into the likely to be involved in stories where
the most likely to be involved in stories volcano. Rego Mentem effects can Hell directly attacks the covenant. Some
concerning deals. easily keep the grogs under control stories that might arise from this are:
in even the most despicable circum-
The Portal: The magi need to rapidly stances, but one botched spell by the Ward Masters: It is well-known in the
travel. The devil offers the hell portal, magi could unravel all their careful Order that the covenant guards a por-
explaining that by traveling through plans and throw the covenant into tal to Hell. This is considered a wor-
it they can arrive at any crossroads in revolt against their infernal masters. thy duty and many other covenants in
Mythic Europe. The devil might even manufacture the Tribunal send gifts of vis to help
Vis: If the magi run short of vis, then the circumstances to make this happen maintain a powerful Aegis around the
devil is able to offer some from Hell’s — after all, a bloody revolt is sure to covenant and to assist in the regular

20
Hermetic Projects
things buried to a depth of about 1 pace. Stone Crawler Effect constantly, at the pace of a walking man, in
(Base 2, +2 Sun, +2 Smell, +1 smell ReTe 14 a clockwise direction around the crater rim.
through intervening material; +4 con- Pen: +0, constant effect (Base 3, +2 Sun, +1 affect stone; +4
stant effect) R: Personal, D: Sun, T: Individual constant effect)
Required Lab Total to invest effect: This effect manipulates the legs of the Required Lab Total to invest effect:
One Season (38), Two Seasons (29), Three Stone Harvester, enabling it to move around One Season (28), Two Seasons (21), Three
Seasons (26), Four Seasons (24). the crater rim. The Stone Harvester moves Seasons (19), Four Seasons (18).

Story Seed: Tophet’s Gate (cont’d)


casting of a network of wards that unrepentant sin. The magus intends to Accused of Infernalism
envelope the crater. Re-casting is re- study and then open the portal to hell,
quired as the bubbling volcano regu- so he can travel to Hell and rescue his A very real danger, of course, from
larly breaks the circular wards. The beloved from eternal damnation. The living in close proximity to a portal to
magi of the covenant are also well- magus’ plan may actually be the playing Hell is that regardless of the intentions
known as masters of warding magic out of a stratagem of a Deceiver demon of the characters they are vulnerable to
and other tribunal magi visit the cov- (see Realms of Power: The Infernal, page 48). accusations of infernalism. For this rea-
enant for instruction and study. Some stories that this might inspire son, the magi may want to keep the hell
Sunder the Gate: Rumors reach the include: portal secret. Some possible stories aris-
magi of a ritual that can destroy the ing from this concern are:
hell portal. Chasing leads and re- Recruitment: The magus tries to recruit
searching this project might require a small group of magi to help in his A grog goes missing: Has he merely fall-
travel throughout Mythic Europe, project. Can he trust them? Do they en into the lava, or has he run away?
and include many years of work. Of suspect he is an infernalist? What does he know about the hell
course, there is always the possibility The Devil’s Bargain: The devil rises from portal? Was he a spy from a rival cov-
that the rumored ritual is an Infernal the hell portal and offers to return the enant? Can the magi track him down
plot: maybe the ritual will summon soul of the magus’ lover in exchange before he reveals their secret?
a demonic horde to destroy the cov- for the souls of a wealthy family of Visitors: Foreign magi unexpectedly ar-
enant, or maybe the rumors are just aristocrats. Is the devil trustworthy? rive at the covenant. Can the hell
intended to distract the magi from Will dealing with the devil damn the portal be hidden from them? Can
warding the portal. magus himself? (No, and yes, obvi- the visitors be encouraged to leave
Devil’s Night: Once a year, the forces of ously, but the magus might convince promptly without arousing their
Hell batter against the covenant’s de- himself otherwise.) Can the magus suspicions, or do they already know
fenses. Usually, these efforts are fu- find a way to damn the aristocrats? about the portal? Can the demons on
tile, but this year Hell has managed Dead Martyrs: Carrying a collection of the other side of the hell portal be
to marshal an army of soldiers led by holy relics will help protect the ma- relied upon to keep quiet?
infernalists in the mundane world, gus as he walks through the wastes Framed: Even if the volcano is not really
near the covenant. The infernalists of hell searching for his beloved. The a hell portal, it is common knowledge
plan to attack the covenant in the magus can amass relics by raiding (right or wrong) that many volcanoes
hope of breaking the wards about the churches and monasteries. He might are. This means that a rival covenant
hell portal. As the covenant is more be able to buy relics, too, although might accuse the magi of infernalism,
used to dealing with supernatural he will need to be wary of fakes, and anyway. If the rival covenant is po-
assaults, there may be unexpected by buying relics the magus will com- litically well-connected, within the
problems in dealing with a large mit the canon law crime of simony. tribunal, the accusation could lead to
mundane attack. Heaven’s Labors: A saint appears to the an investigation by the Quaesitors.
magus in a dream and offers to pro- Dealing with the investigation could
tect him during his journey through be bothersome and disruptive to lab-
Tragic Heroes Hell. However, before the saint will oratory work even if there is nothing
help, the magus must found a monas- for the Quaesitors to find. Of course,
The covenant was founded by a tery dedicated to the saint on the rim a diabolically clever rival could even
magus whose lover (or beloved friend of the volcano. The prayers of the make their own deal with the devil to
or family member) secretly turned to monks in the monastery will aid the plant evidence of infernalism in the
infernalism and then died in a state of magus during his sojourn in Hell. volcano crater.

21
Hermetic Projects
perature, it activates the heating effect
Fill the Bath. If the bath is intended to be
The Thermal Bath of Scalded Flesh, then this
effect is invented to monitor around (and
activate the Fill the Bath effect at) the boil-
ing temperature of water.
(Base 2, +1 Touch, +2 Sun; +4 con-
stant effect)
Required Lab Total to invest effect:
One Season (18), Two Seasons (14), Three
Seasons (12), Four Seasons (12).

Fill the Bath Effect


ReAq 28
Pen: +0, unlimited uses per day
R: Sight, D: Diameter, T: Individual
This effect causes the water in the bath
to move through the air, pass over a volca-
nically heated region, and then back in a
circle into the bath. The water travels in
its circuit as a gentle stream suspended in
the air at about waist height. The water re-
turns to the bath warmed and dissolved in
the water are a number of beneficial min-
eral salts.
If the bath is being controlled to a
Stone Hammer Effect ing in these waters increases the health of comfortable bathing temperature, then any
PeTe 33 the characters. On the other hand, a ver- characters who bathe once a day for most
Pen: +0, unlimited uses sion of this bath The Thermal Bath of Scalded of the year receives a +1 Living Condition
R: Sight, D: Momentary, T: Part Flesh could be invented as a sadistic tor- modifier to their Aging Rolls for that year,
This effect is activated when the Stone ture device. and a +1 Modifier to any Recovery Rolls
Harvester detects that its target material is The bath is a huge item; if it is made they make during the year (see ArM5,
beneath the surface of the earth. The Stone of stone, it requires 20 pawns to open for pages 168 and 179). This modifier cannot
Hammer effect loosens up to one cubic pace enchantment (this takes one season and a be increased by more frequent bathing.
of intervening stone or dirt. This allows Magic Theory Score of 10). If the bath is These beneficial effects come from the
the target material to be lifted out of the made of metal (iron or copper), it requires mineral salts that are entrained in the wa-
ground. 25 pawns to open for enchantment (this ter. The beneficial effects are not magical
(Base 3, +3 Sight, +1 Part, +1 affect takes one season and a Magic Theory in origin, and a character who constantly
stone; +10 unlimited uses, +3 linked trig- Score of 13). The effects later only require uses the bath in this way does not gain
ger (Stone Wealth)) 1 and 3 pawns to invest, which means that Warping Points. The bath does not need
Required Lab Total to invest effect: there is plenty of room in the bath for to be able to detect the mineral salts as
One Season (66), Two Seasons (50), Three other effects. they are naturally present in the volcano.
Seasons (44), Four Seasons (42). If for some reason, the mineral salts are
lacking from the volcano (which would be
Test the Water’s Effect highly unusual) then the bath has no ben-
The Thermal Bath InIg 9 eficial effects on the bather — apart from
of Good Humor
Pen: +0, constant effect cleanliness, of course!
R: Touch, D: Sun, T: Individual If the bath is being controlled to a scald-
This invested item is a bath in which This effect determines the tempera- ing temperature, then any character im-
the covenfolk (and magi) can bathe in wa- ture in the bath. When the temperature mersed in the bath takes +12 damage each
ter heated by the volcano. Regular bath- drops below a comfortable bathing tem- round due to the elevated temperature.

22
Hermetic Projects
The effect requires both the presence able by characters with Magic Resistance. Fill the Well
of water in the bath and a volcanic region If there is a suitable river or lake near the ReAq 54
to heat the water within Sight range. If ei- covenant, then the well could source its Pen: +0, 2 uses per day
ther of these elements are missing the ef- water from there, without the need to re- R: Arcane, D: Momentary, T: Individual
fect does not activate. move the salt from the water. However, This effect is triggered every sunrise
(Base 1, +3 Sight, +1 Diameter, +2 many naturally-occurring volcanoes are and sunset. It instantaneously fills the well
very unnatural effect; +10 unlimited uses located on islands remote from sources of with water from the sea (which must be
per day, +3 linked trigger (Test the Waters)) fresh water. River and lake sources can also within seven leagues).
Required Lab Total to invest effect: be problematic as they may not be avail- The effect requires an Arcane Connec-
One Season (56), Two Seasons (42), Three able year-round (through either evapora- tion to the sea. Any water which remains
Seasons (38), Four Seasons (35). tion or freezing), and may even dry up from the previous triggering of the effect
completely for years at a time. is sufficient for this. However, if the well is
As the two effects require 6 and 3 ever completely drained of water, it must
Well Ever-full pawns of vis respectively, the well must be primed with a cup of water from the
be opened for enchantment using at least sea. If the well ceases to work (for some
This well is an invested item. It has two 9 pawns of vis. A well (a huge item made reason) for more than a few months, then
effects enchanted in it: one periodically of stone) takes 20 pawns of vis to open the well must also be refilled with a cup of
fills the well with water from the sea, the for enchantment (leaving room for extra water from the sea, as the Arcane Connec-
other removes the salt from the water. As effects to be invested if desired). It takes tion to the sea will have expired.
both effects are momentary, once the wa- one season to open the well for enchant- The volume of water that is transport-
ter has been affected it is no longer under ment, which requires a Magic Theory ed daily into the well is sufficient to supply
a magical effect. The water is thus drink- Score of 10. the water needs of a covenant of several

Story Seed: Vulcan’s Forge


The Roman God Vulcan (Greek, magi refuse to participate then Vulcan ArM5, page 97). This means that
Hephaestus) had forges beneath Vesuvi- will cause the volcano to erupt. On the the magi can invest items that are
us and Vulcano, and possibly other vol- other hand, as long as the magi per- large or made of exotic components,
canoes too. Many volcanoes thus contain form credibly Vulcan will let them stay, even if they lack the required Magic
faerie regiones that led to Vulcan’s court. even if they do not actually win the Theory to prepare the item for en-
Of course, whether the Vulcan presiding competition. chantment themselves. Items forged
over this hot and sooty realm is the real by Vulcan are also very cost-effec-
Vulcan, or merely a faerie portraying the Forge Companion: Vulcan offers to train tive as invested items — depending,
role, is unclear. Stories that might arise a character in the art of metalwork- of course, upon what Venus’ present
from Vulcan’s Forge include: ing (or the magi request this). The costs the magi.
The Competition: An emissary from character lives for several years in Outside Influence: If it becomes known
Vulcan arrives at the covenant and de- Vulcan’s court and gains an Affinity that the covenant is in contact with
livers a challenge. Vulcan claims that the Virtue with either Craft: Metalwork, Vulcan’s court, then representatives
volcano is his forge and will not allow Rego, Ignem, or something similar. of House Merinita and House Ver-
the magi to remain unless they beat him The years spent in the faerie court are ditius are likely to both be very in-
in a series of competitions. The competi- also spent learning Abilities or Arts terested. The covenant can expect
tions include: from Vulcan, working at his forge, or to be visited by many magi of these
adventuring in the faerie court. Houses, which could lead to com-
• Forging the strongest sword. Smith for Hire: Vulcan can make highly petition over local resources, the
• Creating the sharpest edged blade. complex devices and can find exotic establishment of a House Verditius-
• Smelting the largest amount of iron materials. He is willing to work for dominated chapterhouse on the very
from ore in one day. the magi, but they need to pay him doorstep of a covenant, and legal
• Manufacturing the most beautiful with presents for his wife Venus. wrangling at Tribunal over whether
and delicate copper tiara. Items created by Vulcan are espe- anyone is “molesting the faeries”
cially useful for magi, as when he of Vulcan’s court. At the very least,
The competition will be judged by uses his forge he automatically pre- many visitors are likely to distract
Vulcan’s wife Venus (Aphrodite). If the pares the item for enchantment (see the magi from their own work.

23
Hermetic Projects
hundred people. Note that the salinity of the water will This ritual creates a large cage made
The effect is based on the Rego Corpus not return once it has been removed. This out of basalt stone with a single gate (also
guidelines, applied by analogy to the Aquam is because salt is not part of the essential made of basalt) that can be opened and
Form. Note that the water is only transport- nature of water. shut. The cage is large enough to hold
ed a distance of seven leagues, so for this to (Base 15, +1 Touch; +3 linked trigger, ten man-sized creatures. Individuals in
be effective the well must be located with +1 2 uses per day) the cage may find it difficult to escape,
seven leagues of the water source. A ver- Required Lab Total to invest effect: if the gate is somehow locked or barred.
sion of this effect, using the guideline one One Season (48), Two Seasons (36), Three However, the main purpose of the ritual
magnitude higher, would enable the water Seasons (32), Four Seasons (30). is to create a cage which is subsequently
to be transported any distance. enchanted as an item with the effect The
(Base 30, +4 Arcane; +3 environmen- Entrapped Flame.
tal trigger, +1 2 uses per day) Effects to Deal with Note that, if your character is talented
Required Lab Total to invest effect:
One Season (108), Two Seasons (81),
Volcanic Inhabitants at Rego magics, he may find it easier to use
a Rego Terram craft effect to sculpt such a
Three Seasons (72), Four Seasons (68). cage from a hunk of basalt. However, re-
Volcanoes might be home to a number member to consider that the magus must
of supernatural creatures. These effects may make a Finesse roll against an Ease Factor
Cleanse the Undine’s Tears help the magi deal with their neighbors. of 24 to succeed in casting such a Rego
PeAq 24 craft effect, as it would be hard for a mun-
Pen: +0, 2 uses per day dane craftsman to sculpt such an item and
R: Touch, D: Momentary, T: Individual
Basalt Cage it would take him a long time to do so (see
This effect eliminates the salt in the Covenants page 49).
water in the well. This effect is triggered CrTe 20 (Base 3, +1 Touch, +1 Size, +1 complex
by the Fill the Well power, and is activated R: Touch, D: Momentary, T: Individ- structure, +2 minimum level of a ritual)
one round later. ual, Ritual Required Lab Total to invent spell:

Story Seed: Eternal Spirit of Flame


The volcano (or a regio within it) basic procedure is that the character noxious fumes could be very conve-
may be inhabited by a powerful magical performs a quest for the spirit and makes nient for living in the Burning City.
nature spirit, or possibly a spirit associ- a sacrifice (gains a Flaw) and in return Major Magical Focus, Major Supernatu-
ated with another realm. Once the char- the spirit grants the character a portion ral Virtue (ArM5, page 45), or Minor
acters have established themselves in or of his power (a Virtue). Each quest is a Magical Focus, Minor Supernatural
near the volcano, they can try to contact good opportunity for the troupe to tell a Virtue (ArM5, page 46): A major
and commune with this spirit. Alterna- story. Some example Virtues, quests, and focus in volcanoes or a minor focus
tively, the spirit may contact the magi sacrifices include the following. such as ash, fire elementals, lava,
itself. Bjornaer and Merinita characters volcanic fumes, or volcanic rock.
are particularly likely to be contacted, as Mythic Blood, Major Hermetic Virtue
they are generally the magi most con- Virtues (ArM5, page 47): The magus could
nected with nature, but any character have his blood mingled with that of
Elemental Magic, Major Hermetic Virtue
apparently interested in the welfare of Vulcan, a fire elemental, or a dragon,
(ArM5, page 41): Many of these
the volcano could be contacted. and thus inherit useful supernatural
projects use elemental Forms with
Communing with the spirit at the powers from this powerful lineage.
other elemental Forms as requisites.
heart of the volcano allows the charac- Special Circumstances, Minor Hermetic
A character with the Elemental Mag-
ters to access the Volcano Lore Super- Virtue (ArM5, page 49): Your magus
ic Virtue can ignore such requisites,
natural Ability (this is a type of Nature gains a bonus to his magic when
making the projects easier.
Lore; see Houses of Hermes: Mystery Cults, casting inside a volcano.
Greater Immunity, Major Supernatural Vir-
pages 102–106, or Guardians of the Forests: Ways of the (Volcano), Major General
tue (ArM5, page 43), or Lesser Immu-
The Rhine Tribunal, page 37). Virtue (ArM5, page 50): Your charac-
nity, Minor Supernatural Virtue (ArM5,
The volcano spirit can grant Virtues ter gains a deeper understanding of
page 44): Immunity to lava, heat, or
to characters who are loyal to it. The volcanic regions.

24
Hermetic Projects
One Season (40), Two Seasons (30), Three to Maintaining the Demanding Spell (ArM5, bonus of 22, +4 constant effect)
Seasons (27), Four Seasons (25). page 162) in order to maintain the Con- Required Lab Total to invest effect:
centration duration. On the other hand, One Season (70), Two Seasons (53), Three
a long multi-faceted discourse with an ac- Seasons (47), Four Seasons (44).
Commune with the Fire Soul tive volcano can be conducted in a frac-
tion of a round.
InTe 30 (Base 20, +1 Touch, +1 Concentration)
Sense the Hearts of Fire
R: Touch, D: Concentration, T: Individual Required Lab Total to invent spell:
The caster plunges his hands into lava One Season (60), Two Seasons (45), Three InIg 30
(which will cause damage if he is not pro- Seasons (40), Four Seasons (38). R: Personal, D: Sun, T: Vision
tected) and communes with the spirit of The caster detects whether creatures
the volcano. If the volcano’s spirit is a crea- he can see have an Ignem Form Might.
ture with Might, then this spell needs to
Ring of Protection Against This is a magical property of a creature
Magical Creatures of Fire
penetrate its Magic Resistance. made of flame. It has no effect on creatures
The length of time a conversation that are not made of Ignem, regardless of
with a volcano spirit takes is highly vari- ReIg 35 whether they have a Might or not. Crea-
able, and depends on the activity of the Pen: +22, constant effect tures apparently made of flame (creatures
volcano. The spell allows the caster to R: Touch, D: Constant, T: Individual of another Form, illusions, or the effects of
perceive and participate in the conversa- This ring, with an inset ruby, wards Hermetic Rego Ignem magic) who do not
tion at either great speed or very slowly, the wearer against creatures with an Ignem have an Ignem Form Might are also not
as appropriate. A conversation of a few Form who have a Magic Might of no more detected by this effect.
simple sentences with a dormant volcano than 20. Obviously, this spell needs to Pene-
could take many days, and would there- (Base Effect at level 20, using Sun trate the Magic Resistance of the detected
fore require either a spell with a differ- Duration instead of Ring and Individual creatures.
ent duration or magical effects similar Target instead of Circle; +11 penetration (Base 4, +2 Sun, +4 Vision)

Story Seed: Eternal Spirit of Flame (cont’d)


Quests turies have dispersed throughout Chaotic Magic, Major Hermetic Flaw
Mythic Europe. One of his children (ArM5, page 52): The character’s
Awaken the Sleeper: The spirit of the is trapped in the catacombs be- magic becomes like an erupting vol-
volcano is lonely, but he has a broth- neath a mundane king’s castle (the cano and difficult to control.
er who lies dormant beneath the fire elemental is used as a source of Difficult Spontaneous Magic, Minor
earth. The character must awaken central heating for the castle). The Hermetic Flaw (ArM5, page 53): Like
the brother (cause him to erupt), character must travel to the castle a dormant volcano, the character’s
creating a new volcanic crater. and rescue the fire elemental from spontaneous magic becomes diffi-
Blood to Flame: The character must its servitude. cult to rouse.
invent, and cast on himself, a ritual Stoke the Fire: The volcano has been Incomprehensible, Minor General (ArM5,
that permanently changes his blood weakened by long centuries of activ- page 55): The character’s under-
to lava. ity. The character must recharge the standing of magic changes and be-
Cleanse the Slopes: The slopes of the heart of the volcano by casting a rook comes full of allusions to bubbling
volcano have been colonized by a of Creo vis into the crater heart. lava and drifting ash that other magi
monastery that rings a bell to the cannot readily comprehend.
glory of God. Each peal of the bell Missing Hand, Minor General (ArM5,
strengthens the Divine and weakens Sacrifices page 56): The character cuts his
the magic aura that the volcano spir- hand off and casts it into the vol-
Blatant Gift, Major Hermetic Flaw (ArM5,
it feeds upon. The character must si- canic crater, linking him with the
page 51): The character sweats,
lence the monastery bell. volcano’s spirit.
puffs, fumes, and rumbles like a vol-
Gather the Embers: The spirit of the Unpredictable Magic, Minor Hermetic
cano on the brink of eruption; other
volcano has a number of children (ArM5, page 60): The character’s
characters find him very unusual.
(fire elementals) that over the cen- magic can erupt unexpectedly.

25
Hermetic Projects
Required Lab Total to invent spell: tures. Creatures with Ignem Magic Might have been drawn from other books in Ars
One Season (60), Two Seasons (45), Three up to 20 cannot escape from the cage. Magica Fifth Edition. The bonuses writ-
Seasons (40), Four Seasons (38). The cage has a gate, that can be ten in regular text are new suggestions.
opened and shut by characters who are
not affected by the cage. Shutting the gate Ash (burned debris, not the tree) (+2
Sublimation of Flame activates the effect. burning things, +5 affect things that
(Base Effect at level 20, using Sun Du- have been burned, +2 Ignem)
MuIg(Au) 30 ration, +2 Room; +11 penetration bonus Artifacts from Pompeii and Herculaneum
R: Voice, D: Diameter, T: Individual of 22, +4 constant effect) (+3 volcanoes)
This spell changes a fire elemental (or This item could be invented as a lesser Marble (+5 wards, +3 beauty, +3 cold)
another creature made of fire) into air for a enchanted item. Required Lab Total to in- Mask (+2 affect wearer’s sight, +3 hiding, +7 dis-
short period of time. This renders the fire vent lesser enchanted item: 90 guise, +2 affect wearer’s breathing)
elemental incapable of using many of its Alternatively, the item could be in- Mirror (+7 illusions, +5 see the truth)
powers for the duration of the spell. vented as an invested item. It takes 20 Vent (+7 affect air passing through it)
If the target is in a well-ventilated pawns of vis (huge, stone), one season Volcano (+5 volcanoes)
area (such as outside), then the air that and a Magic Theory Score of 10 to open
forms its body disperses. This inflicts an the basalt cage for enchantment. Then,
Incapacitating Wound on the fire ele- invest the effect. Required Lab Total to Laboratory
mental, and when its body returns to fire,
numerous small fires erupt throughout
invest effect: One Season (90), Two Sea-
sons (68), Three Seasons (60), Four Sea-
Customizations
the volume it has filled (about 50 paces sons (57).
across). These small fires cause +3 dam- Features can be added to a laboratory
age to anyone in the volume, and ignite which add a bonus to certain types of Lab
flammable materials. Totals, and elements of the laboratory’s
If the target is in an enclosed area
(such as inside a room), then the air is Increasing structure or location can also be auspi-
cious for some sorts of work. Many of the
closely contained, and the creature suf-
fers no damage. When the fire elemental’s
body returns to flame anyone else remain-
the Lab Total options presented in Covenants (pages 112–
121) could help with the Burning City ef-
fects. Some new Laboratory Virtues and
ing within the room immediately takes To complete many of the projects that Flaws include the following.
either +10 or +Might damage (whichever comprise the Burning City your characters
is greater) as the elemental’s incandescent might want to increase their Lab Total.
body of flame coalesces. These are some strategies that you might
Features
This spell must Penetrate the Magic like to employ.
Resistance of the fire elemental. This spell A Greater Feature is a Major Structure
is able to affect creatures of up to Size Virtue for a Laboratory and it adds +2 Aes-
+6 (this includes fire elementals of up to Shape and thetics and +3 points distributed among
Might 25)
(Base 5, +2 Voice, +1 Diameter, +2 size)
Material Bonuses the appropriate specializations. A Lesser
Feature is a Minor Structural Virtue and it
Required Lab Total to invent spell: adds +1 Aesthetics and +1 in an appropri-
One Season (60), Two Seasons (45), Three Shape and Material bonuses can give ate specialization.
Seasons (40), Four Seasons (38). your characters bonuses to their Lab To-
tal when inventing item effects (ArM5, Fumes: A sphere of glass rests on plinth in
page 99). Also, if a magus has a Talisman, the laboratory. Trapped in the sphere
The Entrapped Flame then its Shape and Material bonuses can are swirling, noxious vapors captured
be used to give him a bonus when casting from a volcanic vent. Specializations: Pe,
ReIg 45 appropriate spells (once the Talisman has Au, Ig.
Pen: +22, constant effect been attuned; see ArM5, page 98). Pool of Lava: The laboratory is either built
R: Touch, D: Constant, T: Room Some new Shape and Material Bonuses to enclose a pool of lava or a specially
This effect is enchanted into a cage made are listed later (the troupe should feel free constructed cauldron keeps a sample
from basalt stone (see Basalt Cage) which is to devise their own Shape and Material bo- of lava hot and molten. Specializations:
large enough to hold ten man-sized crea- nuses too). The bonuses written in italic text Ig, Te.

26
Hermetic Projects

Thermal Spring: A volcanically heated magus takes frequent baths while contem- • The effect only works when the vol-
spring bubbles up from the center plating his work. +2 Health, –1 Safety, +1 cano is erupting.
of the laboratory. Specializations: Cr, Aq, +1 Longevity Rituals. • The effect only works when used with-
Aq, Ig. in the crater of a particular volcano.
Volcanic Rock: In the center of the labo- • Tears of lava momentarily flow from
ratory is a huge slab of volcanic rock.
Volcanic Spirit Forge either the caster’s or the target’s eyes.
Specializations: Mu, Ig, Te. This causes +10 heat damage, and
Minor Supernatural Virtue blinds him for one diameter.
The laboratory contains a forge that is • The target (or caster) belches a pow-
Dormant Volcano heated by a volcanic spirit. –1 Upkeep, –1 erful sulfurous stench. This causes no
Safety, +1 Experimentation, +1 Re, +1 Ig. damage, but it is obnoxious and it
Free Structure Virtue draws attention to the character.
The laboratory is located in a dormant • The target (or caster) becomes very
volcano crater. +1 Aesthetics, +1 Ig.
Hell Portal hot, and sweats profusely. He must
make a Stamina check against an Ease
Major Supernatural Flaw Factor of 6 or immediately lose a Long-
Active Volcano The laboratory contains a fiery portal Term Fatigue level due to lack of water
to Hell. –2 Safety, +2 Warping, +1 Re, +3 Vi. (the Fatigue level can only be regained
Major Structure Flaw by drinking).
The laboratory is located in an active • Any flammable items held or worn by
volcanic crater. Note that the Safety, Up- Experimentation the caster (or target) ignite. This usu-
keep, and Health factors here assume that ally includes clothing, straps holding
this laboratory and the magus are both Your magus could try to accomplish armor together, etc.
somehow protected from the catastrophic some of these projects using experimen- • Metal objects held or worn by the
hazards of being in an active volcano cra- tation (see ArM5, pages 107–109). What caster (or target) melt. This causes
ter. +2 Upkeep, –2 Safety, –1 Health, +1 Experi- follows are some example side effects and no damage if he immediately drops
mentation, +3 Ig. modified effects that could result from ex- the item, although usually it ruins the
perimentation on these projects (if a side item. If the character holds onto the
effect or modified effect is rolled on the item, he takes +12 heat damage. If he
Mineral Bath Extraordinary Effects table; see ArM5, is wearing full metal armor, he takes
page 109). +48 damage; partial metal armor, +36
Minor Outfitting Virtue These are only suggestions: your damage.
The laboratory contains a mineral bath troupe should feel free to modify, or ignore • The caster’s (or target’s) clothing turns
that is heated by a volcanic source. The these, or create your own, as necessary. to ash. This causes no damage except

27
Hermetic Projects
to the clothing, but obviously it draws the fumes are too quickly dispersed, al- Living Condition Modifier. Note, that
attention to the character. Metal ar- though characters within Voice range this side effect only affects the charac-
mor and jewelry is slightly singed, but of the caster do smell the fumes before ter once, even if he is affected by the
otherwise unaffected. they disperse. spell/item effect multiple times.
• Fires within Voice range of the target • The humors of the caster (or target) • The outer layers of the target’s skin
(or caster) briefly flare up to a brilliant, become temporarily unbalanced. Make form a hard, black crust. This gives
searing heat and then extinguish. a Stamina check for the target against him a +3 bonus to Soak, which lasts
• Wherever the caster (or target) walks, an Ease Factor of 6. If this is failed, the for Sun duration. When this side-ef-
her footprints burn into the surfaces character develops a disease due to an fect expires, the crust of skin peels off
she walks upon. This leaves a clear excess of hot, dry, yellow bile, which over a period of about one week. This
trail of scorched earth and ash. This causes a Medium Wound. has no game-mechanical effect, but
side effect lasts for Sun duration. • The humors of the caster (or target) it is visually unappealing: the peeling
• The room briefly fills with toxic vol- become subtly, but permanently unbal- skin is broken, scabbed, and burnt.
canic fumes. An immediate Stamina anced. This causes no immediate effect, • The caster (or target) is imbued with
check, against an Ease Factor of 6, but the character’s subsequent Aging a warm internal glow. She does not
must be made for each character with- checks are made with an additional –1 suffer from exposure, hunger, or thirst
in the room. If this is failed the charac- Living Condition Modifier. Note, that until the glow subsides, which takes a
ter takes a Medium wound. If the room this side-effect only affects the charac- simple die of Sun durations. This side
is normally ventilated, the poisonous ter once, even if he is affected by the effect appears to bypass the Limit of
fumes disperse within 1 round. How- spell/item effect multiple times. Energy, which could make the spell
ever, if the room is sealed, the fumes • The humors of the caster (or target) Lab Text an important source of in-
persist and characters in the room are buffered against extreme swings. sight for a magus attempting research
need to take another Stamina check This causes no immediate effect, but in this area.
every Diameter. If the effect is cast the character’s subsequent Aging
outside, there is no damaging effect as checks are made with an additional +1

28
Chapter Three

The Great Tower


Now the whole earth had one language defined projects that magi and covenants But what kind of magus would dedi-
and few words. And as men migrated from can perhaps cooperate on, the tower pro- cate his life to the building of such a vast
the east, they found a plain in the land of vides a setting that grows over time, and tower? A Tytalus might enjoy the chal-
Shinar and settled there. And they said to against which the troupe can tell stories. lenge, not only to his own power and abil-
one another, ‘Come, let us make bricks, The fruits of this project can be harvested ity, but to the natural order, eager to seek
and burn them thoroughly.’ And they had throughout an entire saga, and maybe out and confront such supernatural pow-
brick for stone, and bitumen for mortar. into the next, and become a unique set- ers as would oppose him. For a Verditius
Then they said, ‘Come, let us build our- ting in itself. mason, the tower becomes his crowning
selves a city, and a tower with its top in the Such a project and setting also pro- achievement and perhaps one day hosts
heavens, and let us make a name for our- vides an opportunity to inject elements of the grand competition. For the politically-
selves, lest we be scattered abroad upon high fantasy into your Ars Magica saga, minded Bonisagus, perhaps the tower can
the face of the whole earth.’ And the Lord offering a contrast with the medieval tone offer a shining example of cooperation
came down to see the city and the tower, suggested for standard sagas. Once the among individuals, covenants, and Hous-
which the sons of men had built. And the tower is established, it continues to pro- es. As a House, Tremere may seek to show
Lord said, ‘Behold, they are one people, vide troupes with the option for unusual leadership and power. Such a tower could
and they have all one language; and this and unique stories: exploration of the for- reinforce the collective strength of the
is only the beginning of what they will do; gotten parts of the tower, beasts and spir- Order. A Criamon may be more interested
and nothing that they propose to do will its of the four realms claiming territory, in sending the tower through the divide
now be impossible for them. Come, let and different levels of the tower acquiring between the mundane and the magical
us go down, and there confuse their lan- their own motifs over time. worlds, escaping time, or as an exten-
guage, that they may not understand one The material presented here can be sion of their House motto that “The World
another’s speech.’ So the Lord scattered used in two ways. The project can be fol- Within is the World Without”. And scholars
them abroad from there over the face of lowed from its foundation through to its of magic from any House may look upon
all the Earth, and they left off building the conclusion. As the tower grows, both in the tower as a chance to escape the earth-
city. Therefore its name was called Babel, height and in terms of its enchantments, it ly realm and chart the lunar sphere. But
because there the Lord confused the lan- provides the impetus for new stories. Over whatever the driving ideology, the magus
guage of all the earth; and from there the time, the tower itself becomes the back- who controls it essentially rules his own
Lord scattered them abroad over the face drop against which the saga plays out. private kingdom.
of all the earth. But the various enchantments explored
— Genesis 11:1-9 later can also be applied to smaller, more
conventional, structures, allowing players
This chapter presents the building of
the tallest tower the world has seen since
and troupes to pick and choose the effects
they find useful. This helps support magi The Tower
man sought to reach the heavens at Babel.
Such a tower goes far beyond a simple
conjuration and becomes the object of a
and covenants who take on the roles or
guises of traveling mundane architects
and masons, or even magi specializing in
of Babel
life’s work, not just for a single magus but building covenants for other members of After the great flood that cleansed
for a covenant of magi, or perhaps gen- the Order. The story seeds and sugges- Earth of sin, the surviving peoples came
erations of magi. While a shipyard, the tions are also optional and troupes should together in the land of Sumer and built a
quest for everlasting undeath, and a cov- not feel limited in the stories that they great tower at the city of Babel. But this
enant hidden within a volcano are well- choose to tell. tower was not built for the glory or adula-

29
Hermetic Projects

Medieval
Buildings
Most buildings across Mythic Europe
are functional: a cobbler’s shop, a farmer’s
barn, or a serf’s home. But castles, church-
es, cathedrals, and even cities rise beyond
simple buildings into works of art. Beyond
any functional aspects, such buildings are
built for prestige: primarily, the promo-
tion and glory of a heavenly Lord or an
earthly one, and secondarily, the promo-
tion and pride of those who commission
and build them.
Cathedrals are among the largest and
most artistically impressive buildings in
Mythic Europe, while castles and city
walls, though very large, offer little be-
yond defense. A particular fondness for
the building of towers has grown up in
the Italian city-states. These towers often
exceed 100 feet in height and can take
years to build. Their purpose is primarily
as symbols of the importance, wealth, and
power of the commissioning family, but
they also serve as refuges and defensible
positions during the all-too-frequent fight-
ing between rival dynasties.

Mundane Architecture
tion of God. Instead, it was built for the tread the fine line between exemplifying Any construction is unlikely to suc-
glory of the men who commissioned it and the best of mankind and transgressing ceed unless some kind of basic plan is
those who built it. against God’s will? used. For simple buildings, anything from
Sources disagree on the fate of the Vestiges of the Tower may be found outhouses to one-room dwellings, the
tower itself. While it is clear that the build- in the Magic Realm, and maybe in more craftsman himself can be assumed to have
ers had their single language stricken from than one place and in more than one a sufficient plan in mind to complete the
them, the book of Genesis simply says form. Some might reflect the unchecked work. Anything larger requires an archi-
that building work on the tower stopped. pride of its architects, others might con- tect’s input.
Other sources indicate that the tower was tain the finished tower as the purest ex- Architects are most likely educated,
toppled by a great wind, while Jewish tra- tension of the plan. But aspects of the with either a Church or vernacular edu-
dition has it that the top was burned, the Tower of Babel are most likely to be found cation, and able to read, write, and draft
bottom swallowed up into the ground and associated with faeries, where the stories building plans. Their role involves not just
the middle left to the ravages of time. The of temptation, ambition, and pride feed the outward design of the building, but
story of the tower sets humanity in com- those faeries with vitality. As such, there also calculating the various stresses upon
petition with God, not humble before His may be many faerie towers laying claim the structure, determining the best use of
wishes. But while the actions of humanity to either be the tower of Babel itself or be space, and ensuring its stability.
angered God, there is also a story of great built from its ruins. As a guideline, assume an architect
cooperation. Could magi of the Order must work a single season on designing

30
Hermetic Projects
a standard structure, and one additional Centering consists of strong rigid a powerful presence at major works. There
season for each size magnitude after that frames designed in the shape of vaults and is more information on masons in City &
prior to building work beginning. So a arches. They are built or moved into place Guild, page 59.
structure of size +1, a moderate church or and the stonework is built around these Supporting the mason is an army of
a series of town walls, requires two seasons frames to ensure that the correct forms are carpenters, joiners, blacksmiths, stone-
of the architect’s time before construction achieved. cutters, brick-layers, plasterers, and other
can begin. The last type of falsework is shoring, laborers. All of these craftsmen, skilled
which consists of temporary supports that in their own right, are further supported
bear the weight of a structure, keeping its by local tradesmen selling food, lodging,
Construction Techniques proper alignment and shape, while the clothes, tools, and other necessities.
permanent supports are built. Construction projects of a certain size
Construction techniques, like the employ many masons. One of these is
designs themselves, are being refined all considered the master mason and is usu-
the time, but there are some key con-
Craftsmen and Artists ally the architect of the project; his Ability
stants. Building takes a lot of raw mate- scores should be used throughout. Every
rials, which need to be transported, and The main craftsman involved in build- trade represented in the construction, from
those working on the building need the ing any tower is the mason. More than blacksmiths to carpenters, stone cutters to
skill and manpower to build towards the just a laborer or worker of stone, he is a glaziers, is led by a master craftsman who
target design. learned engineer with knowledge of the is involved in the decision-making at the
Artes Liberales, an understanding of his highest level.
raw materials, and the leadership to orga- The construction of a building is
Raw Materials nize complex building projects. Masons only part of the project. Whether for the
are members of an international guild glory of the sponsor or for God, castles
Despite the army of craftsmen involved that governs their trade, and this guild is and cathedrals are augmented by the
in constructing great buildings, the main
cost comes from the raw materials, with
stone needing to be quarried and transport-
ed, wood needing to be felled and prepared,
Story Seeds for Medieval Buildings
and other materials such as glass expensive
The Cracked Stone ity nor the leadership to manage the
in their own right. With this in mind, every- job. Do they go after their old master
thing is done to reduce the cost of materials When part of the construction of works and hold him to his bond, or
as far as possible. This is why stone is usu- collapses under its own weight, it is look elsewhere?
ally shaped and carved at the quarry rather discovered that the stones have been
than at the building site, to make transport intentionally and magically weakened.
easier, quicker, and cheaper. Construction must stop while the other The Wisdom of Stone
stones are inspected, costing the project
After a new hall is built to support
time and money. And with the quarry
Falsework the prospering covenant, one of the
some miles distant, finding and stopping
covenfolk becomes obsessed with the
the culprit is no easy task.
edifice. His duties go ignored and, over
Falsework is the term given to all tem- the course of the season, he becomes
porary structures used in the construction The Apprentice more and more distracted and unpre-
of buildings. This generally breaks down dictable. As the magi investigate they
into three types of falsework: scaffolding, The master mason who has worked begin to see hidden messages within
centering, and shoring. on the great tower for much of his life the architecture, messages that convey
wants to leave, disillusioned at the end- meaning. Before long, they realize that
Scaffolding provides temporary el-
less nature of his allotted task. Facing the entire hall contains knowledge of
evated platforms, allowing craftsmen and
opposition from the magi, he offers the Infernal. But to determine its con-
laborers access to raised parts of the build- tent and purpose, one of the magi must
to train an apprentice to take over the
ing. Scaffolding can be built directly on the work from him. Within the year, he risk corruption and study the building.
ground, extending upwards on rigid frames, presents his apprentice and leaves. It is The most urgent question, however, is
or suspended from the building itself, usual- only then that the magi discover that who had the messages built into the hall
ly through wooden beams extending from the apprentice has neither the abil- in the first place, and why?
planned post-holes in the walls.

31
Hermetic Projects

Exempli Gratia: The Thirteenth Tower Laying the


In the 35th year of the building of
the Great Tower, one of the magi sets
vide a map of sorts.
The Thirteenth Tower can be stud-
Foundations
the craftsmen to work on a new slen- ied as a summa on Magic Lore and if
This chapter makes few assumptions
der tower constructed out of the Great the masons and the supervising magus
Tower’s side. Under his guidance, the incorporate magical substances, such about where the tower is situated, and
masons and sculptors create depictions as vis or items of virtue collected from troupes should pick the kind of location
of creatures and places the magus has the Magic Realm, it gains a +3 bonus that best supports the stories they want
seen in his long travels in the Magic to quality due to the resonant materi- to tell.
Realm. The measurements, lines, and als used in its construction. A further
angles all bear significance for the +3 resonance bonus for additional com-
boundaries and vestiges he crossed, and ponents gained through stories, such as Selecting the Site
careful study of these elements, from the bones of a dragon sought out and
the gallery that winds its way around slain for the purpose, is also available A tower of unearthly proportions
the outside of the tower, may even pro- (see Covenants, page 102). needs to be built on solid ground to sup-
port its size and weight. It also needs to
be accessible, or made accessible, to the
works of master artists. Columns and properly. Much of the building work stops scores of craftsmen needed to build it and
ceiling vaulting are designed, stained during the winter and is replaced with ac- the raw materials that they need. Wher-
glass installed, frescoes worked onto the tivities that can be performed inside, such ever the troupe chooses to erect the Great
walls, great tapestries created, and gold as stone carving, carpentry, and outfitting Tower, there are stories to be told in find-
and silver ornaments and fixtures spe- the building. ing the right location.
cially commissioned. More information
on artists can be found in Art & Academe,
page 114. Style, Symbolism, The Ruins of Babel
It can take many years to build a castle
or cathedral, so masons and artists alike
and Hidden Messages Perhaps the most obvious site for the
put down roots in a city until the job is building of this Great Tower is the site of
done, and then move on to the next city The masons jealously guard the mys- its inspiration, Babel itself. But to rebuild
and the next edifice. Master masons are in teries of their trade: the secrets of numbers, the tower, its location must first be found.
high demand as every project wants the angles, and proportion that turn a simple The account of its building places it in the
confidence and prestige of having the best building into a work of divine beauty. But land of Shinar, between the Tigris and the
craftsmen available. these secrets can, by the insightful ob- Euphrates, in the Mythic Middle East. Lit-
The workforce engaged to build a ca- server, be decoded and great knowledge tle more than this is known, and magi need
thedral or castle is made up of around 3000 gained. The Covenants supplement intro- to explore if they are to find the ruins.
craftsmen and laborers consisting of: duces the concept of the Great Work, a Finding the ruins is only the start. As the
building or other construction that can be site of a Divine intervention, the power of
• 400 masons studied as a summa or tractatus. Any large the Dominion is likely to be strong, both in
• 200 quarrymen and stone cutters construction costing 100 Mythic Pounds terms of the aura and, possibly, of the last-
• 50 smiths and carpenters or more can be used as a Great Work (Cov- ing effects of God’s miracle. Do the magi
• 100 craftsmen of other trades such as enants, page 102). find their revered Latin taken away from
roofers, glass makers, and sculptors There are no special rules for invest- them, replaced by multiple unintelligible
• 2000 laborers ing a building with knowledge, though a languages? Do the ghosts of those killed by
stone mason instructed to create a Great the sundering of the tower still haunt the ru-
As with so many activities, building Work needs rudimentary knowledge of ins as a warning to those who would repeat
tends to be seasonal work, taking advan- the subject matter. A character must be their mistake? Or can those same ghosts be
tage of the longest days and finest weath- able to spend time at the Great Work, drawn into rebuilding the tower?
er. Aside from potentially slowing the and perceive the medium through which And what if the Dominion contin-
actual construction through shorter days, the knowledge is transmitted, in order to ues to prevent anything from being built
the winter months bring the cold and the study from it. there? Does the mortar refuse to set, do
rain, which prevents mortar from drying the stones crack and crumble as they are

32
Hermetic Projects
laid? What do the magi need to do to find
an accord with God? Babel: Infernal or Divine?
But if the difficulties can be over-
come, the ruins of the Tower of Babel Individual sagas may differ on But the alternative is that God’s
whether the site of Babel carries an blessing was removed from the site, that
could carry immense magical resonance;
Infernal or a Divine aura, and story- the actions of those who chose to build
the site itself may generate an Aligned
guides are free to choose the one that the tower were driven by pride, greed,
Aura (Realms of Power: Magic, page 15) best suits their needs. As a place where and all manner of sins. Such a place, cast
with bonuses for the art of Terram or the will of God was made manifest on aside from God’s protection, could be-
the Driven personality trait, or even any Earth, the site of the ancient tower may come a bastion for evil, with ancient sins
magic that assists in the construction of still be infused with God’s own pres- infused into the ruins of the tower.
the Great Tower. ence. The tower, and by extension all In either case, humanity is free to
of mankind who were responsible for its attempt a new construction, whether at
construction, continues to be used as an Babel or elsewhere. Humanity has free
High in the Mountains example of God’s dominion, and it can will and God may choose to intervene,
be expected that the site of the origi- or not, at any point in the project. This
If the aim is to build the highest tower nal tower will bear a powerful marker free will, combined with God’s unknow-
of this. This is the default assumption able intentions, sets up one of the cen-
ever known to mankind, magi could look
made in this chapter. tral conflicts inherent to this project.
to the mountains for their site. Already

Site Story Seeds


The following story seeds support one way or another, either from outside The Ghost of Seneca
the suggested location possibilities: or from within.
A faerie appears to the magi, claim-
ing to be the ghost of Seneca, bringing
Before the Fall The Undersea Kingdom warnings of great calamity should the
tower ever be built. No matter how ef-
God’s will is ineffable and his might A far-off magical island has been
fectively the “ghost” is banished, it still
without limit; there is nothing He can- found, and the magi have discovered a
finds a way to come back. The magi want
not do. The magi find the fabled ruins ruined submerged city capable of feeding
to get rid of it, for no other reasons than
of the tower of Babel. But as they cel- their need for stone for decades. But the
it’s scaring the laborers. Can the magi
ebrate amid the sand and the stone, city is overrun with magical and faerie
find another target for the faerie’s atten-
they suddenly find themselves at the creatures. An accord must be reached, or a
tions? Perhaps another ambitious project
foot of the tower, stretching into the war the magi cannot win must be fought.
with sponsors more susceptible to the
distant sky. By some miracle, they have But if there was a way to set the factions
faerie’s prophecies and protestations?
been transported to the days before the against each other, perhaps the magi
tower was sundered. Can they stop the could overcome a weakened enemy.
tower from falling or is there a more im- Decision Point
portant message to be learned? Are they
dreaming, have they been driven mad, Echoes of an Idea The tower has been started. The
or have they been sent back in time? wealth of the magi has attracted the re-
Maybe if they can find the answer, they The idea of a tower that rises so
quired workforce, drawing them away
can get home. far that it escapes the mortal world is
from projects sponsored by Church
so powerful that it echoes through the
and Crown alike. As the tower grows,
Magic Realm, creating vestiges before
the magi face their first great challenge
Persuasion the tower itself has even been built. Sev-
from the mundane world. A delegation
eral magi, recently returned from the
of mundane nobles and churchmen de-
The most powerful and mystically Magic Realm, report seeing a never-end-
mand that the construction be halted.
aligned site for the tower has been found, ing tower, but each in a different place.
If the magi accede to this demand, the
high in the Alps. But the Tribunal of the Seen as an omen, news races through the
world carries on as before, but ignore the
Greater Alps is not known for its hospi- Order. Could these echoes be used to
demands and the Order asserts itself as a
tality or its openness. If the tower is to find the perfect regio in which to house
power in its own right.
be built, the Tribunal must be persuaded the Great Tower?

33
Hermetic Projects
warping under its own magic in any case,
Seneca’s Folly may become warped through exposure to
a high magical aura, as can be found in
It is worth remembering that the mood on any given day. While Seneca’s a regio.
building of a Great Tower has been at- aim may have been to build a colossal
Magi must also consider whether their
tempted before, by the magus Seneca tower, records available in the library
own efforts are likely to diminish the pow-
at Durenmar. Most agree that Seneca of Durenmar show that the tower never
was not in full possession of his mental exceeded Durenmar’s other structures in er of the aura or regio through damaging a
faculties, and all the remaining evidence height. However, this does little to re- site of natural purity or beauty. And what
of his construction suggests that the duce the value of the story of Seneca’s would be the effect of the regio collapsing
wooden tower was poorly conceived, Folly as a cautionary tale of ambition into the mundane world, taking the Great
with a design that hinged upon Seneca’s and hubris outstripping capability. Tower with it?

towering high above sea level and sur- a remote and secluded island may prove
A Symbol of Mundane Power
rounded by raw material that can be used attractive. The difficulties here will be in
to build the Great Tower, the mountains transporting the raw materials and finding While the other options allow the magi
seem ideal. the workforce to work on the construc- to construct their tower more or less free
But the difficulties are threefold. First, tion. What’s more, a secluded island will from mundane scrutiny and jealousy, this
the elements will work against the project. only remain so for a short while. Even option could be seen as a direct challenge
It is hard enough just to survive in some of many miles distant from land, the tower to mundane authority. The tower may
the higher regions, let alone build a super- will soon start to become visible above grow out of a more traditional covenant
naturally large tower. Second, while there the horizon. location, perhaps absorbing or replacing
may be plenty of stone to hand, the logis- the existing covenant buildings. In this
tics of procuring all the other raw materials case, the tower has more of an influence
needed for the project would be daunting.
Regiones and the Magic Realm on the mundane world with fear, resent-
Third, attracting, supplying, and retaining ment, and affronted pride playing more
a workforce would be incredibly difficult, Existing in a layer above the mundane part in the stories to be told. As it can be
given the remoteness of the location and world, magical regiones may present an construed as a challenge to the mundane
the harshness of the conditions. ideal location for the Great Tower. The order, the Order of Hermes may take a
But there are possibilities. There are aura in a magical regio is likely to be mod- concerned stance, which suggests political
thriving communities in the mountainous erately strong, which enhances magical stories as the magi seek to continue con-
regions of Mythic Europe, and a tower endeavors. The right regio may already structing the tower.
built close to these could draw upon a be aligned in such a way that it further This is also the option that has more
hardy workforce. And magic can be used supports the building work. But the main chance of changing the dynamic of Myth-
to both protect the growing tower from advantage is that the work can progress ic Europe, as the Great Tower could be-
the elements and ensure that supplies are and the tower can reach higher into the come a uniting force that brings potential
provided despite the difficulties (perhaps sky without exposing the mundane world mundane rivals together in the face of a
using the sky ships discussed elsewhere in to its ominous shadow. Echoes of the larger potential threat.
this book). Great Tower are likely to be expressed
As a further option, Chapter 2 looks in the regio levels around it, perhaps in
at building a covenant within a volcano, more building work being carried out in Gaining
a project which could be combined with
building the Great Tower atop the vol-
the mundane level, and strange ethereal
towers as the regiones extend to the Mag-
Political Backing
cano itself. ic Realm.
Of course, there are difficulties with With a site found and secured, the
this option. Mundanes are not used to magi must now turn to their peers and
A Secluded Island the strange cosmology represented by re- gain sanction for, or at least acceptance
giones and this could become disruptive. of, their plans. The building of the Great
Magi with such an audacious idea may Also, regiones typically attract magical Tower is not something that can be done
want to conduct their work away from the creatures, most of which are unlikely to in isolation and without word of it reach-
scrutiny of the mundane world and the take kindly to such an intrusion. The ing the Order. There must be some kind
interference of the Order. In that case, Great Tower itself, though in danger of of accord or else the project is doomed to

34
Hermetic Projects
failure before it even starts. nobles to support one side or the other in tall and is easily one of the tallest buildings
This may be easier in some Tribunals controlling the peninsula. in Mythic Europe. The Pharos lighthouse
than others. The Tribunal of the Greater The Tribunals of Stonehenge, Loch at Alexandria, fabled as it is, does not pass
Alps is tightly controlled by centuries of Leglean, and Hibernia still hold both an- even 450 feet. To put that in perspective,
tradition, and the magi there are unlikely cient magic and remote wilderness. The the tallest peaks in the Alps exceed 15,000
to accept any new magi who cannot prove more distant reaches of these places may feet, and this Great Tower is designed to
that they can support themselves. While hold the key, especially if the Great Tower exceed even that scale, though perhaps
it may easier to found a new covenant in can be seen as a way to draw those Tri- not within the lifetime of any one magus.
Normandy, especially with the support of bunals towards the center of Hermetic
powerful patrons, the lands of France are politics and influence. The same can also
the heartland of Mythic Europe. Mundane be said of the more distant reaches of the Designing the Tower
power rules supreme and a tower the size Order, such as Novgorod or the Levant,
of a town or city may not be tolerated by especially if the tower can be used to ei- It is for individual troupes to deter-
the magi of Normandy, for fear of provok- ther secure new unclaimed land or to wrest mine the style and design of the tower
ing the mundane nobles they share the it away from their Hermetic neighbors. they want to create, but the following ele-
land with. ments are likely to play a part.
The Tribunal of Rome poses differ- The ritual magic described later, and
ent challenges. While magi typically find the assumptions concerning mundane
it easy to establish covenants there, they
do so in an unofficial capacity. They find Building craftsmen, are based on a circular tower
structure a little over a mile in circumfer-
themselves tolerated by the existing cov-
enants so long as they offer no challenge
to the convoluted status quo of both open
the Tower ence, around 2000 feet in diameter, and
with individual levels each 20 feet tall.
The foundations are likely to be col-
and insidious conflict that reigns there. To give an indication as to how big umns sunk into the earth. These columns
And magi seeking to build the Great Tow- this tower is intended to be, Lincoln Ca- would take and spread the weight of the
er in Iberia will quickly find themselves thedral, started in 1092 (and not due to be tower, with more pillars being sunk across
pressured by both Christian and Moorish finished until 1311) reaches over 500 feet a wider area as the tower grows in height.

Political Story Seeds


These story seeds are concerned with could be reassessed, perhaps with proof the project and claim the vision for his
getting support for the project: brought before the Order to absolve own? These reactions give rise to conflict
Seneca and Durenmar of outright folly, that the magus must address while also
then House Bonisagus would be indebt- building his tower.
The Shame of Seneca’s Folly ed and would be prepared to support the
Great Tower.
With word of the intended tower With the library of Durenmar at their Shaken Conviction
spreading across the Order, the cove- disposal, the magi must find the evidence
nant of Durenmar announces that it will that House Bonisagus requires, whether The magus discovers that someone
finally make its position known. It is an it already exists or not. close to him, who has advised him and
influential voice and one that could end encouraged him in this project, has been
any talk of the Great Tower. Those be- possessed by a demonic spirit of temp-
hind the project must approach Duren- The Vision tation or pride for several years. Called
mar and persuade the Primus to side with to speak on his behalf at Tribunal, to tell
the project. With a project of this scale, the ma- the council what he knows of his friend
But it quickly becomes apparent that gus must decide whom to involve in its and his actions, the magus soon finds his
the shame of Seneca’s folly in attempting creation. What if he tells someone who intended project the focus of the Tribu-
just such a project still sits heavy with objects on strong religious grounds, see- nal’s inquiries. The magus must convince
House Bonisagus. The Primus will never ing the tower as an affront to God’s inef- the Tribunal that the Great Tower is
allow another tower to be attempted fable will? Or perhaps worse, what if he not a thing born of corruption, even if
where Seneca, Durenmar, and House involves a magus with too much zeal for it means deserting his long-time friend
Bonisagus failed. But if Seneca’s legacy the project, a magus who seeks to control and ally.

35
Hermetic Projects
The area between these pillars could be
turned into cellars, cisterns, sewers, and Covenant Boons and Hooks
crypts, all of which offer atmospheric
backdrops to scenes and stories. If you are using the Covenants supple- become Indebted (as the Major or Minor
ment, the Great Tower naturally pro- Resource Hook) due to the huge magi-
As the tower grows in height it also
vides a number of Boons and Hooks as cal and mundane cost of supporting the
spreads out at its base. Additional pillars,
it grows (pages 6–25). ongoing construction. Echoing the idea
towers, and buttresses need to be built The Vast and Labyrinthine Minor For- that communities may divide within
to support the unnaturally tall structure. tification Boon clearly represents the the tower, the Major Residents Hooks
Given the scale, each of these separate target state of the tower, with no liv- Divided Loyalty and Fractured Council may
structures could gain its own purpose, per- ing person having explored the entire develop as the tower matures. And the
haps being governed by a separate magus. building and discrete communities liv- Dedicated Covenant Major External Rela-
One way to reduce the amount of building ing almost independently within the tions Boon is certainly appropriate for
required is to leave a central shaft to run tower. The founding covenant may such a single-minded covenant.
through the center of the tower. It would
eventually be criss-crossed with bridges
and galleries. For simplicity, these are not penters, stone-cutters, and all manner of spaces: halls and cloisters, libraries, and
taken into account when considering how other craftsmen. laboratories. If the magi of the tower have
long the tower takes to construct; they The tower would be covered with pretensions of holding Tribunals, councils,
should be used as background flavor as the balconies, some to act as observation plat- and competitions within the tower, then
construction progresses. forms allowing magi to observe the heav- grand amphitheaters may be built to house
Given the immense size of the tower, ens and conduct their experiments, others them. Conversely, many areas of the tower
staging areas may be built every thousand to receive the enchanted crawlers that may eventually be left empty, cold, and si-
feet. These areas would allow the move- scale the tower taking passengers from lev- lent while life carries on elsewhere. These
ment of materials up and down the struc- el to level. Some might even be dedicated areas provide quiet and secluded spaces
ture; stone would be lifted from the stag- mooring points for the flying ships com- where intrigue can be carried out and pow-
ing area below before being sent up to the missioned from Hermetic shipwrights. erful unseen beasts may make their lairs.
next one. These staging areas would be As the pinnacle of magical achieve- As the tower approaches the size of
covered with cranes and windlasses, car- ment, there are bound to be many grand a town, it needs to be supplied just as a
town would. The tower must find ways
to feed its inhabitants, and levels may be
turned into gardens, fields, or orchards,
with sunlight and rain brought magically
from the outside.

Rate of Progress

While clearly slower than using magi-


cal rituals to create new levels of the tow-
er, mundane craftsmen can be engaged to
build the tower. This chapter assumes that
a sufficient workforce can be retained and
enough materials obtained to keep the
building work going in perpetuity. If us-
ing the rules on page 68 of City & Guild, a
mason with a Craft: Mason score of 5 can
build one complete level, 20 feet tall, of
the Great Tower each season. This means
that four new levels can be completed ev-
ery year. To maintain such a sustained ef-
fort, the mason needs sufficient assistants
to ensure he is not forced to spend every

36
Hermetic Projects
season on the project. Given the scale from an idea to an unnatural size. As the innovation, and finding a supply of supe-
of tower, this is a generous speed and is saga matures and the magi at its center rior raw materials, the mason can increase
far quicker than most mundane building gain in power, the tower starts to express his Workshop Total:
work. Individual troupes should feel free more of its own character and becomes a
to reduce or increase the rate of progress thriving community in its own right. And Workshop Total:
to suit their own play style. For compari- if the story of the tower is due to finish Intelligence + Craft: Mason
son, the Tower of London took around 20 with your saga, then build the tower’s final + Innovation + Raw Materials
years to complete, and the cathedral at stages into the final stories of your saga.
Chartres, started in 1194, will not be com- The actual height of the tower is not as The Workshop Total is then compared
pleted until 1260. important as the stories told throughout against the following Craft Levels to judge
Allowing a constant rate and no other its construction. the quality of the construction.
modifiers, the Great Tower grows by 560
feet between Tribunal meetings and 2,640 Craft Level For Shoddy Items: 3
feet between Grand Tribunal meetings. Workshops Craft Level For Standard Items: 6
However, there are magical effects de- Craft Level For Superior Items: 12
scribed in the sections later that enable the Hermetic magi have their laborato- Craft Level For Excellent Items: 15
mason to complete this work more quickly ries, and mundane craftsmen have their
by providing bonuses to his Craft: Mason workshops. The City & Guild supplement Superior and Excellent items provide a
ability. When the mason has an effective provides guidelines for these workshops bonus toward activities for which the item
score of 10, his work rate doubles and (page 65), and how they allow craftsmen is designed. In the case of the tower, the
eight new levels can be built each year. to produce fine examples of their skill. If troupe may decide that the bonuses apply
When he reaches an effective score of 15, using the rules in City & Guild, treat the to living conditions or strength (see stress
12 levels per year are achievable. The list entire building operation as the master checks later). Note that only the latest
below describes the rate of progress on a mason’s workshop. quality is used for these bonuses, as a poor
building’s height (given in feet) based on By improving his workshop through craftsman may introduce defects on top
varying Craft: Mason scores.

Craft: Mason Score of 5 De Architectura


Progress Per Year: 80 ft
Progress Per Tribunal: 560 ft Tractatus Craft: Mason (Quality 8), and any resulting copies. The full
Progress Per Apprenticeship: 1,200 ft Tractatus Artes Liberales (Quality text is a mixture of Latin and Greek.
8), Tractatus Mechanica of Heron In particular, the material concern-
Progress Per Grand Tribunal: 2,640 ft
(Quality 7) ing automata is written entirely in
Author: Vitruvius, a Roman engineer Greek. The surviving work has very
Craft: Mason Score of 10 Availability: Rare and expensive, acquir- few remaining diagrams. Vitruvius
Progress Per Year: 160 ft ing a copy is a story event involving also makes many references to older
Progress Per Tribunal: 1,120 ft wealthy patrons. and now-forgotten architects who
Progress Per Apprenticeship: 2,400 ft Description: De Architectura is one of came before him and he lists the
Progress Per Grand Tribunal: 5,280 ft very few surviving texts from the an- virtues that buildings should possess
cient world concerning architecture as firmitas, utilitas, and venustas, i.e.,
Craft: Mason Score of 15 and engineering. It discusses not just they must be robust, functional, and
Progress Per Year: 240 ft the architecture of individual build- attractive.
Progress Per Tribunal: 1,680 ft ings, but also the planning of whole Special Rule: Owning a copy of De
Progress Per Apprenticeship: 3,600 ft towns and cities. Entire volumes are Architectura provides a +1 bonus to
also dedicated to smaller engineer- a Mason’s Workshop Innovation
Progress Per Grand Tribunal: 7,920 ft
ing tasks, such as water wheels, siege Score (to a maximum of +3). Given
engines, and even automata pow- the significant material concerning
Storyguides may also wish to slow the ered by water, steam, and air. Cop- hydraulics, pneumatics, and au-
rate of construction as the tower grows ies of this text, which consists of ten tomata, the book can be studied to
larger, due to the increased effort involved volumes, are rare. Upon its redis- gain knowledge and insight into the
in supplying the work with raw materi- covery, the original text was taken lore of Mechanica of Heron, as de-
als. But the important measure of the to the Charlemagne’s scriptorium, scribed in the Ancient Magic supple-
tower’s progress is the pace of your saga. which then controlled access to it ment (pages 75–88).
During the early years, the tower grows

37
Hermetic Projects
it only needs to make stress checks during
Using Alchemy to Support Craftsmen the following events:

The learned magicians detailed in a Major Alteration subtracts 4 from the • Severe storms and hurricane winds
the Hedge Magic Revised Edition supple- Ease Factor. If not using the rules, as-
• Fires both inside and outside the
ment have access to the Mythic Alche- sume a dedicated season spent by the
tower
my Virtue (page 81). This allows them alchemist is enough to process enough
to create reagents, as described in Art & raw material using a Minor Alteration to • Earthquakes or subsidence
Academe, that reduce the Ease Factor for keep the work supplied. • Magical or mundane assault
crafting Superior and Excellent items The magus driving the project may
(page 74). If using those rules, a Slight seek out and retain one or more learned Storyguides may want to assign stress
Alteration subtracts 1 from the Ease magicians schooled in Mythic Alchemy check modifiers based on the severity of
Factor, a Minor Alteration subtracts 2, to keep his mason supplied with the best the event.
a Substantial Alteration subtracts 3, and possible materials. Lost damage levels represent partial
collapses somewhere inside the tower, at
its outer walls, or even potentially at its
of sturdy work, just as a master craftsman standard quality. foundations. These are significant events
may make good on the flaws and mistakes Certain events that carry the risk of and should include story effects. For in-
of his predecessor. damaging the tower force a stress check. stance, the covenant’s library may be dam-
The enchantments that follow list a aged as part of a collapse and the magi and
number of devices that contribute to the Stress Check: their covenfolk must salvage what they
mason’s Workshop Total. stress die + modifiers vs. Ease Factor 15 can from the rubble, or race against time
to find and rescue the librarian trapped be-
The following table lists some appro- neath tons of stone.
Damage and Disrepair priate modifiers: Damage to the tower can be repaired
by the master mason spending a dedicated
If using the damage rules in City & Guild, Situation Modifier season for each damage level to be repaired.
the number of damage levels an item has is Craft: Mason + Ability score No other construction work, magical or
dependent on two factors: its quality and Previously repaired –1 mundane, can take place during this time.
its size (page 77). An item of shoddy qual- Shoddy –1
ity has a base of 1 damage level, an item Superior +1
of standard quality has a base of 2 dam- Excellent +3 Fostering an Aura
age levels, an item of superior quality has
3 damage levels, and an item of excellent Some of the enchantments listed later Magi gain the most benefit from work-
quality has a base 4 damage levels. The also provide modifiers to the stress check. ing within Magical auras and will likely
tower itself has a multiplier of x4 as it is While the Great Tower has fewer dam- seek out a site with an existing Magic
size 10 or greater. This gives the tower 4, age levels than its great size might suggest, aura in which to build their tower, and
8, 12, or 16 damage levels respectively.
If the tower is built entirely through
Creo rituals, assume a standard quality with Hermetic Architecture
a base of 2 damage levels if the Finesse roll
succeeds, and a base of 1 damage level if As discussed in Chapter 4, The a laboratory so large that it contains the
any of the required Finesse rolls fail. Hermetic Shipyard, the Hermetic Ar- growing tower. The options are to en-
As the tower continues to grow, base chitecture Virtue can be applied to chant specific devices that can be used
enchant things too large to fit inside or embedded within the tower, or to use
the total damage levels on the lowest qual-
even a hugely modified laboratory (The Hermetic Architecture to craft mysti-
ity work currently represented in the tow-
Mysteries Revised Edition, page 97). The cally-tied devices that bind their magic
er. This means that the number of damage tower at the heart of this project is such to the tower.
levels may decrease as well as increase, rep- a thing. While the cost of enchanting This chapter does not explore the ef-
resenting potential weaknesses introduced the tower as a whole may not in itself be fects that Hermetic Architecture might
into the structure. A season of work by a prohibitive (the cost of opening a castle produce, but troupes are encouraged to
master mason and his team, dedicated to of size +10 made of hard stone (x4) is use that Virtue if they want to enchant
undertaking repairs and restructuring, can 40 pawns of vis), it is not viable to build the tower as a single device.
improve a section of tower from shoddy to

38
Hermetic Projects
the activity of magi can strengthen even portions, being only 80 feet tall. To even concludes, the walls of a vast tower rise
the slightest Magical aura. Realms of Power: start the Great Tower, a much more potent from the ground, surrounding those tak-
Magic provides rules for strengthening and ritual needs to be invented, and such a rit- ing part in the ritual. The walls are vast,
weakening magic auras (page 10). From ual may be beyond the abilities of a single but the real power of the spell is shown be-
those, we can see that the more laboratory magus to achieve without collaboration. low ground. The foundations extend deep
work is undertaken, the greater the chance But with that ritual in place, the magus into the earth, forming cellars, crypts, and
of the aura strengthening. This is further can then invent another ritual to conjure cisterns between the immense stone pillars
increased by expending raw vis in study, further levels onto the tower. The risks as- driven into the ground.
spellcasting, or certamen. sociated with Creo rituals mean that they The time taken to develop this ritual
cannot be used to indefinitely build the is spent not only in learning how to draw
Great Tower. In that case, various small- the complex magical forces together, but
The Presence of Angels, er effects to make the work of mundane also in designing the foundations and
Demons, and the Fair Folk
craftsmen easier can be created. the lowest levels of the tower, which are
Both Creo rituals and Rego craft magic filled with rooms, cloisters, courtyards,
While magical activity strengthens the rely on the Finesse ability to ensure the and arcades.
Magic aura surrounding the Great Tower, quality of conjured and worked things. Creo magic that creates artificial
the motives and secrets of those who live Creo rituals always produce items that are things, such as this huge tower, requires
there may attract other powers. at least the right sort of thing and are fit an Int + Finesse stress roll against an Ease
Angels may be drawn to those they for their intended purpose. The aesthetic Factor, in this case, of 12. If the roll fails,
must protect, guide, or judge; demons quality may be lacking given a low Fi- the tower is still successfully conjured but
seek opportunities to corrupt and ensnare. nesse roll but sections of tower created may require additional work to improve its
Meanwhile, faeries, like moths to a candle, through Creo ritual magic only fail if the appearance or to repair defects introduced
flit around the magi of the tower drawing roll botches. A failed Finesse roll creates a by the casting. A failed Finesse roll creates
vitality from their troubles and triumphs. section of tower of shoddy quality, while a section of tower of shoddy quality, while
All of these bring the possibility of pock- a successful roll creates a standard qual- a successful roll creates a standard qual-
ets of foreign auras being created within ity section, which has a bearing on how ity section. If the Finesse roll botches, the
the Great Tower. robust the tower is. See ArM5, page 77, foundations are not strong enough to sup-
for a discussion of Creo magic and Finesse. port the tower and a stress check against
Magi and their craftsmen alike would do damage is required each year.
well to learn and practice Finesse, so that The +7 magnitudes for size creates a

Enchantments spells and enchanted tools can be used to


best effect.
circular tower of two levels, 2,000 feet in
diameter, standing 40 feet above ground
Many of the craft magic devices lat- level. The high modifier for the elaborate
There are three types of enchantment er give the mason a bonus to his Craft: design is required for the precise place-
described in this section. The first assists Mason score for determining how long ment of the foundations, a hugely impor-
in the building of the Great Tower, provid- a given level of the tower takes to com- tant factor in a tower this large.
ing magical means of speeding up the con- plete. The bonuses from each device are Casting this ritual causes a +1 preter-
struction work. The second set of effects cumulative, but each type of device can natural tether, as per Realms of Power: Magic,
represents everyday magic used within the only be counted once, so two chisels en- page 10. If the site has no supernatural
tower, while the third governs the tower’s chanted with the same craft magic effect aura, this creates a level one Magic aura.
connection to the outside world. only provide the bonus once. The total (Base 3, +1 Touch, +7 size, +4 elabo-
bonus received by the mason is capped by rate design)
his Craft: Mason score. Required Lab Total: 1 season (110), 2
Construction Magic seasons (83), 3 seasons (74), 4 seasons (69)
The high Lab Total required to in-
The most obvious way to begin the
Conjuring the Great Tower vent this ritual may persuade a magus
construction of the Great Tower is to cre- to invest time in designing a laboratory
ate a vast tower through ritual magic. The CrTe 55 to help with this and later effects. And
existing Conjuring the Mystic Tower ritual R: Touch, D: Momentary, T: Individ- even after such bonuses as that provides,
(ArM5, page 153) widely known across ual, Ritual experimentation may still be an attrac-
the Order does just this, but the tower it This ritual creates the foundations and tive option. Side effects may include the
creates is somewhat mundane in its pro- first two levels of the tower. As the ritual over-expression of the magus’ sigil or per-

39
Hermetic Projects
sonality in the tower, or the tower may (Base 3, +1 Touch, +7 size, +3 elabo- The Group target, combined with
be made of an unknown stone, the prop- rate design) an additional magnitude for size, allows
erties of which the magus must investi- Required Lab Total: 1 season (100), 2 the crane to lift 100 cubic paces of stone
gate. They may also make the Finesse seasons (75), 3 seasons (67), 4 seasons (63) blocks with each use.
roll more difficult as the magical energies Use of the Arms of Hercules crane
strain away from where the magus tries to adds +1 to the Mason’s Craft: Mason abil-
direct them.
The Quarryman’s ity for the purposes of determining how
Gift of (Stone)
long the structure takes to build (City &
Guild, page 68).
Heights of the Great Tower CrTe 35 (Base 4, +3 Sight, +1 Concentration,
R: Touch, D: Momentary, T: Individ- +1 Group, +1 Size; +10 Unlimited Use)
CrTe 50 ual, Ritual Required Lab Total: 1 season (80), 2
R: Touch, D: Momentary, T: Individ- Safer than conjuring thousands of tons seasons (60), 3 seasons (54), 4 seasons (50)
ual, Ritual of stone atop an already growing tower, The crane’s shape bonus provides +5
This ritual conjures four fully-formed this spell creates enough stone for quar- to the Lab Total.
levels of the Great Tower, each 20 feet in rymen and stone cutters to keep mundane
height and building directly onto the level craftsmen supplied for as long as it takes
below, adding 80 feet to the tower in an to build one new level. The amount of
True Falsework
instant. As with conjuring the founda- stone created is vast, something like ten
tions, this ritual requires an Int + Finesse million tons, or a block of stone 215 paces ReHe 30
stress roll against an Ease Factor of 12. on each side. Pen: +0, 24/day
A failed Finesse roll creates a section of The type of stone created is particular R: Touch, D: Momentary, T: Group
tower of shoddy quality, while a success- to the ritual’s design, so variants must be A character using this enchanted leath-
ful roll creates a standard quality section. designed for each of granite, limestone, er glove is able to build a discrete section
Botch dice on this Finesse roll are equal to and marble, for instance. of falsework, scaffolding, shoring, or cen-
1 + 1 for each other level where the ma- (Base 3, +1 Touch, +7 size) tering in a moment by touching the glove
gus failed to meet the Finesse roll (failures Required Lab Total: 1 season (70), 2 to a pile of wood and rope. Wooden dow-
should be recorded for future reference). seasons (53), 3 seasons (47), 4 seasons (44) els are formed to pin the joints together,
This represents the inherent complexities which are strengthened with the rope to
and dangers of the project. provide a stable structure. The falsework
Botches on this roll should be handled
The Arms of Hercules can be of any design.
as story events, but clearly a botch in cre- The standard Rego craft magic Percep-
ating and assembling several thousand ReHe 40 tion + Finesse stress roll is required against
tons of stone is going to be significant. As Pen: +0, Unlimited Use a variable Ease Factor:
the tower grows, the complexity of con- R: Sight, D: Concentration, T: Group
trolling the magic also grows, as does the This large crane is used by mundane Falsework Ease Factor
risk of disaster, which may act as a limit- craftsmen to raise blocks of stone from Scaffolding 9
ing factor on the number of levels a magus hundreds of feet below them to where Shoring 12
would feel safe in conjuring. they need it, solving two problems from Centering 15
Note that by increasing the level of which its mundane counterparts suffer.
this spell by one magnitude, 40 levels of First, it can move the stone from any point Particularly elaborate falsework may
the tower could be produced, and 400 that the operator can see to any other such have higher Ease Factors.
levels could be produced by increasing place under the operator’s guidance. Sec- Having one or more characters use the
the spell by two magnitudes. But doing so ond, the crane can effortlessly lift huge glove for a year adds +1 to the mason’s
should have a direct impact on the number weights in a controlled manner where oth- Craft: Mason score for the purposes of
of botch dice for the required Finesse roll. ers strain and buckle. determining how much is achieved during
For each additional magnitude of size, add The Arms of Hercules is a huge wood- that year.
+3 to both the botch dice and the Finesse en structure, requiring 10 pawns of vis to (Base 5, +1 Touch, +2 Group, +1 flex-
roll Ease Factor. prepare it for enchantment. As a crane, it ibility; +5 24/day)
Casting this spell creates a preternat- provides a shape bonus of +5 to effects that Required Lab Total: 1 season (60), 2
ural tether of 1 and adds +1 to the aura lift things. This effect only uses four of the seasons (45), 3 seasons (40), 4 seasons (38)
variation modifier. available 10 pawns of space in the device. The Lab Total benefits from a +4 bo-

40
Hermetic Projects
nus for affecting things by touch, due to The Laborer’s Rest his Workshop Total. This cannot take
its Shape and Material bonus as the effect the workshop’s total innovation bonus
is enchanted into a glove. ReTe 25 beyond +3.
Pen: +0, Unlimited Use (Base 3, +4 Arcane Connection, +2
R: Voice, D: Concentration, T: Individual Sun, +2 Group, +1 size; +1 for 2/day, +3
The Stonemason’s Art This small wooden wand allows the triggered at sunrise/set)
wielder to move blocks of stone with the Required Lab Total: 1 season (88), 2
Re(Pe)Te 15 power of his voice. The blocks are hefted seasons (66), 3 seasons (59), 4 seasons (55)
Pen: +0, Unlimited use into the air by magical forces, following The shape of the wheel provides a +2
R: Touch, D: Momentary, T: Individual their master’s commands. bonus to constant effects.
Given a single block of stone, this Use of this device adds +1 to the ma-
chisel enchanted with a Rego craft mag- son’s Craft: Mason when determining how
ic effect chips away at the stone under long construction takes.
The Flying Buttress
the control of its wielder to create the (Base 3, +2 Voice, +1 Concentration,
correctly formed shape, be it part of a +1 stone; +10 for unlimited use) ReTe 29
column, a ceiling rose, or a fully-formed Required Lab Total: 1 season (50), 2 Pen: +0, Constant Effect
statue. seasons (38), 3 seasons (34), 4 seasons (32) R: Personal, D: Sun, T: Individual
A Per + Finesse stress roll is required The wand provides a +4 bonus to con- One distinctive feature of cathedrals
to control this spell against an Ease Fac- trol things at a distance. Experimentation across Mythic Europe is the set of ex-
tor that increases with the complexity of may distort the effect, so that any one ternal supports, or buttresses, that help
the piece. stone block can only be targeted once, or strengthen and support the structure’s
the effect might be restricted to certain walls. These work by distributing the
Item Ease Factor types of stone. weight, load, and lateral forces placed on
An even stone block 9 the structure by its own mass and, in par-
A column drum 12 ticular, the roof.
A ceiling vault rib 15
The Water Wheel Buttresses in mundane buildings need
to be anchored firmly into the ground to
Use of this device adds +1 to the ma- ReHe 44 disperse the forces, but this is impossible
son’s Craft: Mason when determining how Pen: +0, Constant Effect with the Great Tower. In this case, the but-
long construction takes. R: Arcane Connection, D: Sun, T: Group tresses must support themselves through
The Perdo requisite is required as the This water wheel is seeded with ar- Rego magic.
spell does not simply process or rearrange cane connections to other water wheels These devices take the form of small
components but diminishes the stone, by located elsewhere in the tower. As an- pillars external to the Great Tower. They
destroying parts of the block, in order to other water wheel is made, one of the are connected through stonework built
do its work. slats of the wheel is processed to make out from the tower to the buttress, usually
(Base 2, +1 Touch, +1 stone, +1 flex- a fixed arcane connection. This arcane in a sweeping arch, but a straight bridge
ibility; +10 for unlimited use) connection is then fitted into the central of stone may be used. Each buttress is
Required Lab Total: 1 season (30), 2 wheel, allowing the device to act over the enchanted such that the pillar floats in
seasons (23), 3 seasons (20), 4 seasons (19) remote wheel. mid-air and resists all attempts to move
This device is best designed as a lesser As the main water wheel turns, each it from its position. This provides a +1
enchantment, as even a small iron tool other wheel to which it has an arcane con- modifier to stress checks against events
takes 10 pawns of vis to prepare for en- nection turns at the same pace, as though that threaten to damage the tower. The
chantment. The shape of the chisel pro- it was pushed by the same force of water. Great Tower can benefit from a number of
vides a bonus of +4 to shape or destroy By tying the action of the targets to these devices equal to the master mason’s
stone, which means that the magus only the action of this wheel, the base effect Craft: Mason score.
needs a Lab Total of 26 to enchant this is reduced, from moving the target in an The buttress may be used for other
effect in a single season. Experimentation unnatural fashion to a natural fashion, be- purposes, such as a supporting a watch-
may help to reach this, in which case the cause of the action of the water. In this tower, though building any more than a
chisel may produce particularly attractive way, the central water wheel powers grain simple room on top of the pillar detracts
or unsightly work, or may introduce flaws mills, forges, cranes, and other devices. from its primary purpose and negates the
to the stones that may only be noticed Each craftsman that can make use of +1 bonus.
when it is too late. a wheel gains a +1 Innovation bonus to The additional magnitudes for size in

41
Hermetic Projects
the effect design ensure that the buttress of a number of seasons but the end result is
resists the weight of the tower bearing a laboratory with the following statistics,
down on it. Virtues & Flaws, and specializations.
(Base 3, +2 Sun, +1 stone, 3 size; +1
for 2/day, +3 triggered at sunrise/set) Virtues and Flaws: Greater Feature,
Required Lab Total: 1 season (58), 2 Highly Organized, Mobile; Elemen-
seasons (44), 3 seasons (39), 4 seasons (37) tary, Greater Focus
The relatively low lab totals required Characteristics: Size –3 (0), Refinement
for this device means that it could be en- 0, General Quality –3, Upkeep –3,
chanted as a lesser device in a single sea- Safety 0, Warping 0, Health –3,
son. The resulting lab text makes subse- Aesthetics 2
quent copies easier still. Specializations: +1 Experimentation, +7
Rooms

The Tower’s The Greater Feature and Focus are


Environment responsible for the room specialization,
while Mobile allows the laboratory to be
easily packed up and moved from room
The following enchantments are used to room. The Elementary flaw represents
to make life within the Great Tower safer the limited features that the laboratory
and easier. provides. The laboratory does have the
Highly Organized virtue, which it needs
to work around some of its limitations.
The Traveling Laboratory The laboratory room specialization ap-
plies to all things that generally make up
This laboratory is designed so that it a room, such as the entire room itself, the
can be taken down and reassembled in floor, ceiling, doors, and windows. Things
another room. It is specialized to enchant that could be found in a room, such as
entire rooms, including items and devices chairs, tables, or beds, are not covered by
installed into rooms; rather than hav- the specialization merely by being within
ing the thing to be enchanted contained a room; in fact, usually the room must be
within the laboratory, the laboratory exists cleared of all such clutter for the labora-
within the target device. The laboratory is tory to be assembled. Devices designed
flexible enough that rooms, corridors, and to be installed into a location, such as an
cloisters can be enchanted, the shape of enchanted circle or magical window, are
the laboratory adapting to its target. Any covered by this specialization. The Gen-
space that meets the minimum size for an eral Quality of –3 is applied to all lab ac-
Hermetic laboratory can be enchanted. tivities, including those concerning rooms.
The central feature of this labora- This makes a net +4 bonus to effects en-
tory is the scaffolding that is assembled chanted into rooms.
along each wall of the target room. This is
configured to allow the magus to inspect
every part of every wall, and both the
Wall Crawler
floor and ceiling without causing disrup-
tion to any part of them. All of the tools, This device is modeled after a spider of
equipment, and materials are suspended huge proportions, clinging to the outside
on large boards, strung from the scaffold- wall of the Great Tower. Its body is fitted
ing. To the untutored eye, the laboratory with mechanical, articulated legs and it
looks like the scaffolding used by artists pulls a carriage slung below it. The crawl-
when painting large frescoes on chapel ers are used to take passengers up, down,
walls and ceilings. and around the tower, coming to rest at
Designing the laboratory is the work special balconies dotted about the walls.

42
Hermetic Projects
Note, the actual design of the carriage tower. When the magus enters the circle ber, with each circle containing identical
and its spider-like means of locomotion is set into his chambers, his image and the trappings. For instance, members of the
essentially cosmetic, and the device is not image of everything else within that circle covenant may each have a copy of the
truly mechanical. Once animated through is displayed in the remote, central circle. council room table within their circles,
the Rego enchantment, it takes on the ap- In addition, everything visible within that and each magus may have an appointed
pearance of an automaton, but no such remote circle is also copied and made vis- place around that table.
mysteries are at work. ible to the magus. In this way, as magi join To secure the arcane connection to
The size of the device means that it the council, they become visible to those the central council circle, a season is first
would be costly to prepare for enchant- already in session. spent magically forging a piece of that
ment. So instead, the magic is enchanted It is likely that covenants using such a central iron circle into an iron nail. This
into a small copper spider embedded into device will use a large circle in each cham- takes the magus a season and a pawn of
the larger mechanical. An alternative is to
enchant the mechanical spider itself as a
lesser enchanted device, though this still Tower Environment Story Seeds
requires a large laboratory.
The Fallen Spider of the Hearth to be welcomed anew into
the covenant. But this year they haven’t
One of the wall crawlers falls from arrived. Unable to delay the ritual, a
The Spider’s Gift the tower, something that should be search party is sent to find them and
ReTe 34 impossible given the enchantment. It bring them with all due haste.
Pen: +0, Constant Effect falls so far that little but a crater re- The birds are gone, and all the grogs
R: Touch, D: Sun, T: Individual mains. But when the magi investigate, find is the last remaining crow, deep into
This is the effect that allows the Wall they find human remains, yet no sign her winter, her feathers sparse and her
Crawler both to cling to the wall with no of the crawler’s control mechanism. wings weak. She says that her grandsons
danger of falling, and to move itself under Was it stolen or destroyed? Is this a and granddaughters have all flown away,
direction from the occupants of the car- tragic accident or something more sin- tempted by a silver-tongued youth who
riage trailing behind the great iron spider. ister? Perhaps communing with what’s flew on white wings, who offered them
left of the occupant may shed light on all the treasure they could want, if only
(Base 3, +1 Touch, +2 Sun, +2 Metal,
what happened. they came to his tower.
+2 Size; +1 for 2/day, +3 triggered at sun-
But the fickle crows, in their desire
rise and sunset) for riches, have been tricked. They have
Required Lab Total: 1 season (68), 2 The Dead Watcher been captured by a wind wizard intent
seasons (51), 3 seasons (46), 4 seasons (43) on selling them to a magus who main-
The shape of the spider provides a bo- When the council is called to order, tains a grand menagerie of enchanted
nus of +5 to effects concerning climbing. the magi discover the projection of a beasts. The crows are locked in cages,
dead body in their council chamber. It their powers suppressed, awaiting such
appears that it is being produced by one fate as their new masters decide.
The Distant Council Chamber of the circles used by each council mem-
ber, but the body’s identity is unknown
and all the known circles are accounted A Fish Out of Water?
Magi living in the Great Tower may for. Who is it? How did he die? Does
not necessarily spend their time together this mean the council has been spied One of the covenfolk takes a strange
as magi in other covenants do, but they upon? For how long and by whom? And fish to her husband, who takes it to the
must still come together for councils to how did they get the laboratory text and steward, who takes it to the magi. The
decide covenant and tower business. To the arcane connection needed to create silver-scaled fish has a long tail, fins that
facilitate this, each magus in the tower can their own circle? spread like wings, and the appearance of
create an enchanted wooden circle that is legs at its hind quarters. In fact, it looks
set into the floor of his sanctum or another very much unlike a fish, but it was ap-
Fickle Servants parently found in one of the ponds fed
chamber of his choosing. This forms part
by the great waterfall. But what’s more
of the floor but is well defined through an A flock of magical crows has been strange is that it appears not to be dead,
outer ring. persuaded to make the tower their home but to be sleeping. What is the creature,
The wooden ring has an arcane con- in exchange for watching the skies for how did it get into the pond, and just
nection to a further remote iron ring set signs of danger. Each year, the crows how do the magi wake it up?
into the floor of the council chamber, appear at the ritual casting of the Aegis
which could be anywhere within the

43
Hermetic Projects
Vim vis, after which the nail becomes a These carvings also include gargoyles, similar to that possessed by a human.
fixed arcane connection to the iron circle. statues or spouts that pour rainwater away As this is magical vision, the effect does
Each wooden circle must then be opened from the tower, and grotesques, strange need to penetrate the Magic Resistance
with (2 x 5) 10 pawns of vis and the pre- twisted demonic forms designed to scare of anything within the item’s field of vi-
pared nail hammered into it. The device away evil spirits. In the Great Tower, these sion (ArM5, page 114). Entities that re-
is then ready to receive the following en- grotesques could act as watchmen, scan- sist this effect are not “seen” and do not
chantment, which uses six pawns of the ning the skies for danger and reporting it trigger any effects linked to this. Giving
available space. to their masters. the effect a higher Penetration increases
Hermetic magi have many options the effect’s overall level.
when providing enchanted watchmen for (Base 1, +2 Sun, +4 Vision; +1 for
Convening the Council their tower. These include finding and bar- 2/day, +3 triggered at sunrise and sunset,
Cr(In)Im 59 gaining with magical creatures, or simply +21 Penetration of 42)
Pen: +0, Constant Effect enslaving spirits and binding them into Required Lab Total: 1 season (80), 2
R: Arcane Connection, D: Sun, T: Circle the forms of grotesques. Either of these seasons (60), 3 seasons (54), 4 seasons (50)
Projects the image, affecting of all the overcomes the limitations of simple devic-
senses, of everything in this circle into es, chiefly their lack of thought and will.
another circle to which it has an arcane Particularly adept Verditius craftsmen may Projecting the Watchman’s Gaze
connection. The Intellego requisite also know the secrets of building automata CrIm 19
shows the contents of the remote circle, and these, again, do not suffer the limita- Pen: +0, Constant Effect
linked through the arcane connection tions of simple enchanted stone. Likewise, R: Arcane Connection, D: Sun,
present in the device, including all magi- those who have rediscovered the ancient T: Individual
cally created species. It operates over all secrets of Heronic automata may build The images detected through the
five senses, so that the magus in his own sentient devices, which can be put to work power of sight granted by the previous
circle can see, hear, touch, smell, and as guardians. effect are projected onto the mirror asso-
taste everything that is projected into the The following effects can be enchant- ciated with the bronze shard held by the
distant council chamber. ed into a single stone grotesque, carved in- grotesque. The mirror shows exactly what
Note, the species given off by the ma- dependently of the Great Tower, and they the grotesque “sees” at that moment and
gus in the circle are not encumbered or allow the statue to act as watchman, alert- the image fills the mirror’s surface. There
inhibited by his Parma Magica and can ing the tower inhabitants to approaching is no restriction on the size of the mir-
therefore be sent from the local circle to danger. Each grotesque holds a small sliver ror, and the larger it is, the more detail
the remote target. This is essentially an of bronze taken from a mirror kept within it displays.
application of the common Haunt of the the tower. These large mirrors are nor- Given the weakness of the stone watch-
Living Ghost spell (ArM5, page 144) in mally kept together in a viewing chamber, man’s vision, potential threats with strong
device form. arrayed such that the observer can scan magical resistance will not be relayed to
(Base 5, +4 Arcane Connection, +2 the skies surrounding the tower from the the mirror. But the nature of the magical
Sun, +2 for moving images, +1 intricacy, center of the room. vision means that a silhouette within the
+1 Intellego requisite; +1 for 2/day, +3 The enchanted grotesques must first image will be apparent, allowing an astute
triggered at sunrise and sunset) be opened with 12 pawns of vis (base observer to make assumptions about what
Required Lab Total: 1 season (118), 2 4 for hard stone, x3 for medium size). happens to be there.
seasons (89), 3 seasons (79), 4 seasons (74) The effects listed nearby use nine pawns (Base 1, +4 Arcane Connection,
The Lab Total benefits from a +2 bo- of vis, leaving another three for further +2 Sun; +1 for 2/day, +3 triggered by
nus to constant effects granted by the de- effects. sunrise/set)
vice’s shape, a ring, and a further +4 if the Required Lab Total: 1 season (38), 2
Traveling Laboratory is used to enchant seasons (29), 3 seasons (26), 4 seasons (24)
the device in situ. The Stone Watchman The lab total receives a bonus of +1
InIm 40 thanks to the prior Imaginem effect.
Pen: +42, Constant Effect
Gargoyles and Grotesques R: Personal, D: Sun, T: Vision
This effect gives an enchanted de- The Restless Watchman
Buildings of status across Mythic Eu- vice the power of sight. The grotesque Re(Mu)Te 24
rope are highly decorated, often with in- is carved such that it has discernible eyes Pen: +0, Constant Effect
tricate stone carvings of allegorical scenes. and this effect gives it a field of vision R: Personal, D: Sun, T: Individual

44
Hermetic Projects
Grotesques are designed to scare away Required Lab Total: 1 season (68), 2 This enchanted bucket draws water
evil spirits and often take the form of seasons (51), 3 seasons (46), 4 seasons (43) from a remote well, by instantly trans-
winged demonic beasts themselves. This Defects introduced through experimen- porting it into the bucket as it is tipped
enchantment increases the fearsome effect tation may cause the device to fail in certain up. Given the height of the tower, it
by giving the stone figure constant motion. weather, such as rain or snow, or it may give may not be feasible for covenfolk to
The grotesque shifts on its perch, flexes its the effect a Penetration score, which may fetch and carry water between levels, so
wings, peers around with its beady eyes, allow it to capture a small spirit of the air these buckets replace the need for wells.
and snatches at imaginary insects with its that the magi might need to release. Such a device may also be useful aboard
stone claws. a ship, where it can reduce the need to
This has two side effects. The first is carry fresh water, or to those crossing
that it increases the grotesque’s field of vi-
The Waterfall the desert.
sion, increasing the area of sky it observes. This device is first prepared by having
The second is that regardless of whether ReAq 59 an arcane connection to a spring, well, or
any evil spirits are fooled by the statue, Pen: +0, Constant Effect other body of water fixed into a bucket.
mundane birds will rarely roost anywhere R: Arcane Connection, D: Sun, T: Part A season is spent preparing the bucket in
near the constantly moving stone beast. Deep underground, amid the founda- water collected from the well and a pawn
This effect could easily be enchanted tions of the tower, several great cisterns of Vim vis. The magus must attend to the
into a separate stone grotesque as a Lesser collect and store the water that runs in activity throughout the season, at the end
Enchanted Item. from a nearby stream. This device, in the of which the bucket has become a perma-
(Base 3, +2 Sun, +1 Muto requisite, +1 form of constantly turning waterwheel, nent connection to the well.
affect stone, +1 precise control; +1 for 2/ magically draws water through a chan- It is then opened for enchantment
day, +3 triggered by sunrise/set) nel up into the tower and over the wheel, with 10 pawns of vis (base 5 for iron, x2
Required Lab Total: 1 season (48), 2 where it then cascades back down again. for medium size) during a second season,
seasons (36), 3 seasons (32), 4 seasons (30) Water can be collected and channeled and the effect can be enchanted from the
from both the ascending stream and the third season. Although primarily of wood,
waterfall. The constant flow of water the bucket is strengthened with iron
Capture the Wind helps to freshen the environment, and straps. It is opened as a compound device,
chambers can be built within the tower with the iron straps the most expensive
ReAu 34 to collect the water, allowing small ponds part to open.
Pen: +0, Constant Effect and streams to form. A base effect level of 40 has been
R: Touch, D: Sun, T: Group The wheel’s rotation can be stopped, used for this device. The starting point
Enchanted into the arms of a windmill, which suspends the effect. This is done so for this is the base effect for “Control liq-
this effect calms and channels the winds that the wheel can be raised to a new high- uid in an extremely violent way,” as per
associated with even the strongest storms. er position within the tower. This is likely ArM5, page 124, which is then modified
This is essential for protecting the Great to become an event of some significance, based on the difficulty of transporting a
Tower from powerful winds that could representing as it does not just the passing Corpus target over a range of distances.
cause the tower to shift and sway. of time, but also the growth of the tower. Applying one magnitude for transport
The base fifth magnitude design con- (Base 10, +4 Arcane Connection, +2 over five paces, two magnitudes for
trols severe weather phenomena, and the Sun, +1 Part, +2 size; +1 for 2/day, +3 transport over 50 paces, etc. By follow-
Group target allows it to control and chan- triggered by sunrise/set) ing the progression under the Rego Cor-
nel 10 individual storm winds. These winds Required Lab Total: 1 season (118), 2 pus guidelines, we arrive at a base effect
flow around the tower, causing no harm. seasons (89), 3 seasons (79), 4 seasons (74) level of 40 allowing the effect to trans-
But sustained storms, either natural or mag- The wheel provides +2 bonus for a port water to a location defined by an
ical, can overwhelm these devices. And of constant effect. arcane connection.
course, these devices have no Penetration, (Base 40, +4 Arcane Connection; +5
so elemental winds are unaffected. for 24/day)
If using the rules for damaging objects
The Endless Well Required Lab Total: 1 season (130), 2
presented in City & Guild each of these seasons (98), 3 seasons (87), 4 seasons (82)
devices provides a +1 modifier to stress ReAq 65 As a bucket, the device provides a +5
checks caused by storms (page 77). Pen: +0, 24/day bonus to transporting water.
(Base 5, +1 Touch, +2 Sun, +2 Group; R: Arcane Connection, D: Momen- Of course, there are alternatives to
+1 for 2/day, +3 triggered at sunrise/set) tary, T: Individual enchanted buckets or unnatural waterfalls.

45
Hermetic Projects
Window on the World

Throughout the Great Tower, there


are large circular windows framed with a
ring of stone. Some are glazed while oth-
ers are open to the elements.
These windows normally look out
over the sky, offering light to the tower
but no connection with the world beyond.
But the stone ring is enchanted with two
key effects. One effect affords a complete
view over a distant place, and another dis-
plays that view within the ring.
The Arcane Connection used by the
first effect is placed in a small recess next
to the window. The effect then shows the
scene around the target, maintaining it
constantly for as long as the Arcane Con-
nection is active.
A third effect allows the device’s user
to manipulate remote elements revealed to
him by the window.
It takes a lot of vis to enchant these
devices. The ring is stone (base 4 pawns)
and of a large size, for a multiplier of x5
and a total of 20 pawns of vis to prepare
for enchantment. Given this investment,
Devices could be enchanted that trans- ject to constant magical effects, warping a number of effects are included to make
ported water less frequently but in greater will accumulate at the rate of one Warp- these devices more efficient.
quantity, in order to refresh cisterns built ing Point per year. This means that trees The Traveling Laboratory can be used
at intervals as the tower rises. and other plants that remain within the or- to enchant these windows in situ and this
chards will eventually show signs of warp- provides +4 to all lab totals.
ing. This may manifest either as flawed
Gardens and Orchards crops, reduced yield, or even a slowly-
growing sentience. Summoning the Distant Senses
CrHe 19 (Base 1, +1 Touch, +2 Sun, +2 Room, InIm 54
Pen: +0, Constant Effect +1 size; +1 for 2/day, +3 triggered at Pen: +0, Constant Effect
R: Touch, D: Sun, T: Room sunrise/set) R: Arcane Connection, D: Sun, T: Special
A number of large halls within the tow- Required Lab Total: 1 season (38), 2 This effect uses all senses at Arcane
er serve as gardens, fields, and orchards. seasons (29), 3 seasons (26), 4 seasons (24) Connection range, whether that connec-
This effect, enchanted using the Travel- The Traveling Laboratory provides +4 tion is to a person or a place. All of these
ing Laboratory described earlier, ensures to the lab total. senses are gathered from the target area
that the plants grow well throughout the of approximately the same size as the
year. The plants still need soil, sunlight, room in which the device is housed. This
and rain, and this spell has little effect if The Outside World is accommodated by the Special target,
the plants do not have at least these es- based on Room +1 magnitude. The effect
sentials. But gargoyles can collect rain as it These effects allow the inhabitants has no particular point of view or field of
falls and route it to these indoor gardens, of the Great Tower some connection vision, and species for all senses are gath-
and simple magic or large open arcades with the outside world, a place that, as ered equally.
can provide all the sunlight that the grow- the years advance, becomes ever more If the target is mobile, then the effect
ing plants need. distant. follows the target and the scope of the col-
As the gardens and orchards are sub- lected images change as the target moves.

46
Hermetic Projects
The information gathered is directly The Lab Total benefits from the +2 (Base 3, +4 Arcane Connection, +1
accessible to the device’s user, but the ad- ring bonus and +1 for the prior Imaginem Concentration, +3 Special based on Room
ditional effect described next ensures that effect, and a further +4 if the Traveling +1, +2 affect metal and gemstones; +10
all present in the room can also see the re- Laboratory is used. Unlimited Use)
mote images. Required Lab Total: 1 season (110), 2
(Base 5, +4 Arcane Connection, +2 seasons (83), 3 seasons (74), 4 seasons (69)
Sun, +3 Special based on Room + 1 mag- The Wizard’s Touch The high level of this device effect
nitude; +1 for 2/day, +3 triggered at sun- ReTe (AnAqCoIgHe) 55 may have magi seeking for assistance, pre-
rise and sunset) Pen: +0, Unlimited Use paring to invest more time, experimenting,
Required Lab Total: 1 season (108), 2 R: Arcane Connection, D: Concentra- or reducing the scope of the effect.
seasons (81), 3 seasons (72), 4 seasons (68) tion, T: Special Experimentation may introduce a
Experimenting on this effect could re- Through this effect, the magus may Perdo distortion to the effect such that
duce the senses that are collected, could manipulate any chosen item within the anything “touched” by the magus is
distort the images, or the effect could be- room or space to which the device has somehow diminished. Or the effect may
come tied to a single Arcane Connection, an active arcane connection. In fact, it is be limited in what it can pick up, perhaps
unable to change. more proper to say that the magus may by form, size, or weight. But given the
As this effect is enchanted into a manipulate the room and its contents, but investment in both time and vis, the risks
ring, the Lab Total has a bonus of +2, the illusory view of the place allows the inherent in experimentation may not be
and a further +4 if the Traveling Labora- magus a degree of control fine enough to attractive. The most productive option
tory is used. identify and affect individual items. is for the covenant to view this device
The prior effects enchanted into this as an investment and cooperate on the
device give him the sensory information project, producing a Laboratory Text
Sight of Distant Places he needs to be able to lift, turn, inspect, that can be used to create similar devices
CrIm 44 and move objects of size, up to the stan- in the future.
Pen: +0, Constant Effect dard individual of its type. Typically this Other than this, the standard +4
R: Touch, D: Sun, T: Room effect is activated by the magus physi- rooms bonus is gained if the Traveling
This effect displays the images gained cally interacting with the illusion of the Laboratory is used, and a further +1 for
by the initial Intellego Imaginem effect. objects cast around him in his own room. any experimentation during the creation
The illusion fills the room connected to But there are limits to what the magus can of this effect.
the window. All of the information gath- do. As the spell has no Perdo requisite, the
ered by the first effect is reproduced and magus cannot destroy items (for instance,
the user is able to move through the image by crushing the illusions in his hands), but
by walking and turning within the room.
The purpose of this effect is to dis-
he could lift the item into the air and drop
it, or throw it against a wall, perhaps caus- Story
play the Imaginem information gathered
by the first effect. Without this second
effect, the images (and sounds, tastes,
ing it to smash.
The effect design has a base Rego Ter-
ram level of 3 to control or move dirt in
Magnitudes
smells, sensations) are accessible only to a very unnatural fashion, which allows for With the Great Tower in place as the
the device user, identified as the person fine manual control by the device’s user. It backdrop for the saga, it is useful to look at
who triggered the device by inserting also has two additional magnitudes allow- the magnitude of stories and decide how
the arcane connection into the recep- ing stone, glass, metal, and gemstones to frequently stories of a given scale are likely
tacle. A variant device could be created be affected. The requisites listed are free, to occur.
that omitted this effect, which would and simply allow the device to affect non- Minor events are those notable occur-
limit the experience to a single user at living objects made of materials covered rences that draw magi from their studies,
a time. by those requisites. or push companions and grogs beyond
(Base 5, +1 Touch, +2 Sun, +2 Room, Note an Arcane Connection range, their day-to-day duties. They may rep-
+2 moving and complex images; +1 for 2/ not Sight, is required in order to allow the resent stand-alone episodes in the life of
day, +3 triggered at sunrise and sunset) user to manipulate these remote objects. the magus or his covenant, or they may
Required Lab Total: 1 season (88), 2 As discussed in Magi of Hermes, the species be chapters in a much larger story. In any
seasons (66), 3 seasons (59), 4 seasons (55) displayed by the device are not sufficient case, these kinds of stories are likely to oc-
As with the first effect, experimentation to form a sight-based link between the ma- cur maybe once a year throughout the life
may result in distorted or deceitful images. gus and his target (page 101). of the tower.

47
Hermetic Projects
A Significant event, occurring once
Minor Story Seeds per decade, sees some change, crisis, or
prolonged hardship that the tower and its
The Weary Scholar peared, in one case causing part of the inhabitants must face. At the resolution
upper level to collapse, a demonstra-
of such a story, life may return to nor-
An elderly magus, warped from tion of what could happen if the effect
mal inside the tower with the status quo
years of magic and Twilight, from a far- is not stopped. Can the magi reach the
off Tribunal arrives at the Great Tower, center of the phenomenon and reverse largely retained.
keen to study at the highest point in the it before the whole level disappears and There are some stories that leave a last-
tower. He offers great wealth in return topples the entire tower? ing effect on the tower and its inhabitants.
for being accommodated. But over din- These Life-Changing events happen once
ner, he is evasive about his origins, his in a generation, and have consequences
covenant, and even his House. In truth, The Stone Masons and repercussions that irrevocably change
he is an accursed magus from the early life within the tower.
One by one, the masons working
days of the Order, given a Death Proph- The last types of story are those that
on the tower seem to be going missing.
ecy by a creature of infernal or faerie mark out the life of the tower itself. These
No amount of Intellego Corpus magic is
origin, and warped beyond the capa- Cataclysmic events are experienced only
able to find them. The workers are grow-
bility to use his magic. He has traveled
ing restless and are refusing to work any once in a lifetime, and have the potential
the world, across Mythic Europe and
further until their colleagues are found, for repercussions far beyond the tower
beyond, to find the place where he may
which is a shame, as the new gargoyles are alone. The founding of the Great Tower
“walk among the clouds.” Only there, he
testament to their skill. But then, nobody is the first such event, and its ultimate fate,
eventually explains, will he finally die.
can actually remember crafting any new for good or for bad, is perhaps the last.
This tower is his final hope.
gargoyles. And come to that, nobody has The sections that follow present sto-
Do the magi of the Great Tower help
seen the visiting Terram specialist for over ry ideas that can be threaded through a
him to reach the highest reaches? Do
a week. He was using a spare laboratory
they try to learn from his obvious knowl- saga to chart the lives of covenfolk, magi,
in the upper levels when last heard from,
edge before doing so? And what happens covenants, and ultimately the Great
but now even the doorway into that labo-
if he doesn’t die? Do they turn over part Tower itself.
ratory can’t be found. There is clearly a
of the Tower to him and just... wait?
magical effect running wild in the tower,
and the magi must rescue both the visit-
War Comes to the Tower ing magus and the transformed masons. Minor Stories:
A foreign magus seeks to exchange
Once Per Year
vis for a season spent studying or copy- The Feast of Stephen
ing from the Great Tower’s library. He’s The story ideas that follow represent
Every year, the masons and their la-
willing to pay a handsome price. But the kind of events that are likely to happen
borers celebrate the Feast of Stephen, pa-
within days, several other magi arrive each year. You do not have to play these
tron saint of Masons, on the 26th day of
in pursuit of the visitor. A state of Wiz- stories each game year, but they certainly
December. Most years, this takes the form
ard War exists between them, and these
of two noisy teams and their appointed represent the most common type of story
pursuers demand he be turned over to
champions going from house to house, related to the Great Tower that the troupe
them. If they refuse, it is made clear to
or chamber to chamber within the tower, may experience.
the magi of the tower that they will soon
collecting items of food and drink with
be subject to Wizard War themselves.
which to make an enormous feast. The
feast is prepared for the opposing cham- Hermetic Visitors
The Disappearing Tower pion, and the intent is to make a meal so
foul that the champion cannot finish it.
There are likely to be three kinds of
A magical accident starts a cascade But this year, the magi notice that,
Hermetic visitor to the Great Tower: those
of temporary regiones forming, each apparently by accident, the teams seem
to be brewing a potion filled with mysti- who come to study within it, those who
swallowing a single room. The magi of
the Great Tower are alerted when the cal symbolism. Is this an accident or is come to study the Great Tower itself, and
kitchens on one level are reported miss- there some other force at work. And can those who come to condemn the Tower
ing along with the kitchen staff. Upon the magi discover both cause and effect and those in possession of it.
investigating, they find several other before the potion works its magic on the Magi coming to the tower to study
rooms and walkways also have disap- two champions? may be doing so because of a Study Re-
quirement (as per the Flaw) or to gain a

48
Hermetic Projects
Study Bonus (as per the Virtue). The sheer
magnitude of the Great Tower gives it a Significant Story Seed:
potent connection with both Terram and
Auram. Others may want access to the
Where Angels Fear to Tread
laboratory texts of the wondrous effects The children of the tower have mind. So of course, several of them
found within the Great Tower, and may heard stories of a distant and forgotten decide to prove the stories wrong. But
come with other items, vis, books on the cellar, deep in the foundations. It is said the warped aura preys upon their fears,
arts, or laboratory texts to trade. But each that no one can spend a night in the turning them inwards. Are they strong
magus who arrives at the covenant may cellar without losing their life or their enough to last the night?
also bring stories with him.
There are many reasons that magi may
condemn the construction of the Great Mundane Stories still be drawn to the tower and their pres-
Tower. Some may see it as an affront to ence becomes a menace to those who live
the Divine order of the world. Others may Being in a magical tower does not in the tower’s shadow.
see such a project as an overt threat to the prevent mundane stories from visiting
mundane authority that the Order is care- the magi. Nobles may appeal to these
ful to respect. For others still, their motives legendary masons for help in building
Crisis in the Region
are filled with jealousy or mischief. Magi their own castles, entire villages may
with these kinds of motives rarely operate seek sanctuary from a ruthless lord, or Though the Great Tower seeks to be
alone and seek to gain political backing that ruthless lord may attempt to take self-contained, it can never truly deny the
for their actions, and this can draw the the tower by force of arms. Closer to outside world, and the troubles of that
magi of the Great Tower into conflict with home, the covenfolk and the craftsmen world are reflected in the tower. War,
the Tribunal. may have their own festivals that embroil drought, famine, flood, and earthquake all
Others may simply arrive at the Great the magi in stories. send envoys to the tower looking for al-
Tower, seeking magi of great vision with liance and help. And where the troubles
whom to share their own adventures and continue, refugees flock to the tower seek-
tales. Hermetic explorers in flying ships, Significant Stories: ing shelter and sanctuary.
or perhaps magi determined to seek the
center of the Earth, might look for support
Once Per Decade
and inspiration from the magi responsible
The Warping of the Tower
for such a vast project. More significant stories are those un-
usual events that help mark time in the The powerful magic used to build and
Great Tower. sustain the tower may also start to warp
Accidents it, changing the aura in places, giving it
personality. This may create places within
In any given year, with magi working Beasts the tower that earn their own stories. Does
towards their own projects and to prog- this warping extend to those who live in
ress the Great Tower, magical accidents The building of this great artificial the tower? Does it warp to a pattern or is
are a risk, if not caused by the native mountain may attract beasts traditionally it seemingly random? Is it possible for a
magi, then possibly their visitors. Such found in the deep and dark places. While magus to take advantage of the warping?
accidents may be contained or channeled less powerful faeries, spirits, and demons Perhaps it is even worth creating a labora-
by the Great Tower, rooms or entire lev- may be attracted by the toils of the magi tory within these areas. And are there side
els may become lost within regiones, or and covenfolk, these stories concern older effects not yet apparent?
the laborers continually building at their and more powerful entities. These might
masters’ behest may themselves become include a dragon returning home after
statues. centuries away and finding the tower built Life-Changing Stories:
But accidents don’t just happen around
magic. With so many craftsmen working
above her lair, or a pride of griffons try-
ing to nest in the highest reaches, or a fa-
Once Per Generation
on the tower, it is only a matter of time erie king who builds his court around this
before life or limb is lost. The stories here mightiest of castles. Some events bring a lasting change
focus on the circumstances of accidents, While the Aegis of the Hearth will keep to the Great Tower, or threaten the sta-
likely uncovering a nefarious cause. the less powerful beasts at bay, they may tus quo.

49
Hermetic Projects
Cataclysmic Events:
Once In A Lifetime
The greatest and most profound
events happen perhaps once in a life-
time. From the Hermetic perspective,
the founding of a new covenant within
the tower is something that changes the
dynamic, perhaps forever. Suddenly,
with the aura growing, the tower more
sparsely inhabited, and magical power
growing, a new wave of young magi
looks to the tower. Perhaps they are the
apprentices of the original magi, keen to
govern themselves. Or perhaps they are
magi with nowhere else to go, looking to
the Great Tower for refuge.
Such events may either be the result
of, or precipitate, Wizard’s War within the
tower. The conflicts of magi rarely escalate
to violence, but the confines of the tower
increase the dangers, as the magi put aside
concerns for the structure and its people
and seek to destroy each other. And the
vendettas carried out by magi of Verditius,
though not deadly to the participating
magi, pose the same dangers to innocent
bystanders as a full-blown Wizard’s War.
Hermetic Influence covenfolk dedicated to their magi, there
is potential for conflict as both sides
The tower may become a center of perceive the other as being favored and
Angelic Influence
Hermetic power, and as such, conflict may being granted undue benefit. One fur-
arise within the tower as magi vie for dom- ther aspect is the division of the magi. As the tower grows closer to the heav-
inance. But conflict with Hermetic magi The Great Tower becomes so vast that ens, encounters with angels become more
outside the tower is also possible as the the magical aura is unlikely to remain common and their secrets may start to be
Tribunal or individual Houses attempt to constant throughout the structure. In- revealed. Members of the covenant —
claim the tower, taking it away from those deed, even where the strength remains magi, companions, or simple grogs — may
who founded and built it. constant, the aura may acquire differ- now throw off their earthly guise and show
But not all Hermetic influence is de- ent traits in different parts of the tower, themselves to have been angels all along,
structive. The tower’s spectacle and symbol- enough to draw the magi apart. Eventu- watching from within. Or characters may
ism may attract great councils of magi, in- ally the saga might see them living their see increasing opportunities to atone for
cluding the hosting of the Verdi contest, the own lives with their own separate turbs past sins, as though the world is conspir-
meeting of the Tribunal, or even the gather- and covenfolk — a single covenant in ing to have them confess themselves and
ing of the Grand Tribunal, held outside of name only. be absolved.
Durenmar for the first time in its history. And as the tower grows ever larger, But the magi of the tower may dis-
parts of the tower, especially the lower cover that the conflict between angels and
levels, begin to fall into disuse and disre- demons still rages, unseen to those many
The Tower Looking Inwards pair. Accidents happen, even those with thousands of feet below. The magi are
no supernatural cause, and endanger life faced with protecting their tower and their
With an army of craftsmen dedicated and limb. covenfolk from powers they now realize
to the Great Tower, and a community of they do not understand.

50
Hermetic Projects
The End of the Tower er ascends into the sky, getting closer to
the heavens. While it is for each troupe to Faerie Story Seed:
The last and greatest story of the tower
is its ultimate fate. Each troupe must make
decide whether the tower can ever breach
the lunar sphere, the risk of it is present
Out of the Shadows
their own way when introducing the Great and can be preyed upon by angel and de- An apprentice, of the Order or
Tower into their saga, but the two arche- mon alike. masonic, faces the decision whether
typal fates are the final breach of Heaven The Great Tower may have an Aegis to stay within the Great Tower or
by the tower, or its toppling. of sufficient strength and penetration to leave to find his way in the world.
What happens when the Great Tower protect against moderate entities. In that Drawn to this moment, a faerie shows
breaks through the earthly sphere, what case, the angels and demons that come the apprentice the possible roads
ahead. The apprentice sees the future
the magi experience, and what there is to to the tower will either be powerful ex-
of Great Tower without him, and his
greet or challenge them, is for each troupe amples or will work through proxies and
own life to come both inside and out-
to determine. But such events almost cer- agents. Common tactics may be to mani- side the walls.
tainly mean the end of the project, and the fest in or threaten other places essential
magi, craftsmen, and the covenfolk must to the magi. And if it suits the story,
find ways to come to terms with that. angels are themselves agents of the Di-
But there is a precedent for what hap- vine and their path is always unimpeded
A Far-off Tower
pens when mankind tries to build a tower should God wish it.
to reach Heaven. The tower at Babel The Great Tower can also be used as a
was toppled, its people scattered across backdrop for stories, even when your cov-
the land, and the common language sun- Faerie Stories enant or troupe is not the driving force
dered. Babel was founded out of the unity behind it. The magi of the tower may
of mankind, and as a result, mankind was The magi of the Great Tower face a reach out to new blood to join the effort
fractured. The Great Tower was founded number of defining moments through the or to take up residency in the tower. Or
by the ambitions of the Order of Hermes, construction and life of the tower; from the the tower could slowly become a threat,
so will the toppling of the tower also inception of the project, to the first moral turned from its once-noble ambition,
resonate through the Order? Will Divine sacrifice to preserve it; from the end of the and now scouring the land for vis and re-
judgment fracture the Hermetic Arts, scat- master mason’s life when he looks back sources. The presence and growth of the
tering the magic of the Order across the over his achievement, to the moment the tower could cause concern at both local
land? The magi of the tower must face this apprentice chooses to leave the only life and Grand Tribunals, and the troupe’s
possibility. And their choices and their ac- he’s ever know. All of these moments can magi may be called upon to examine the
tions, at this point, will decide the fate of be interrupted, magnified, and reshaped to case or act as impartial ambassadors to the
the Order. feed faeries the vitality they crave. Great Tower.

Moral Temptation Story Seeds of Moral Temptation


and Fortitude The Judgment of Angels The Temptation of Devils
Many of the ideas in the preceding The Great Tower is suddenly turned A mysterious book is unearthed in
sections concern events that surround into an angelic court, with the magi on the library claiming to reveal the se-
characters and draw them into stories, trial with their lives and their lives’ work cret knowledge of the masons. It seems
potentially forfeit. The angels recount genuine, as the master mason working
so that some threat or conflict can be
the sins of each magus, contesting that on the Great Tower is keen to take
resolved. But the magi of the tower, by
the Great Tower is a malign and evil in- ownership of it. But the book makes
virtue of pursuing such a daring and bold
fluence, and should be struck down. The mention of rituals and dedications in-
project, must face events intimately tied to angels take them to places within the trinsic to the craft that suggest a dark-
their own choices. tower where sins have been committed ness within the mason’s art. Studying
The moral powers of both the Di- or plotted, and the magi must face up the book corrupts the reader’s knowl-
vine and Infernal may bring the magi to to these sins and justify their actions to edge, and suddenly the Great Tower is
account, forcing them to defend their ac- their accusers. To be found guilty could at risk from within.
tions and their motives. These stories may mean the end of everything.
become more important as the Great Tow-

51
Hermetic Projects
some way and that they will finally rival
Far-off Tower Story Seed: Spire on the Horizon the Order of Hermes.
The tower could also provide oppor-
A secretly built tower suddenly and ensure that peaceful relations can tunity for exploration. A failed project
looms over the horizon far to the west. be established. Or failing that, find
without the ongoing protection of an Ae-
The magi are appointed by the Grand the tower’s weaknesses and report
gis of the Hearth could soon be overrun by
Tribunal to make contact with those back to the waiting Tremere council
responsible, find out their intentions, at Coeris. supernatural beings. Such a place may at-
tract legend and exaggeration enough to
tempt magi from their laboratories. The
More worryingly, could there be an it will grant them Divine power. Perhaps Order itself may assemble a team of Hop-
Order of wizards unknown to the Order it is not just one Order but many, intent lites and explorers under the leadership
of Hermes who are working on a tower to on rebuilding the tower in the hope that of the troupe’s magi, so as to reclaim the
breach the heavens? Perhaps they believe their disparate magics will be unified in tower for the Order.

52
Chapter Four

The Hermetic Shipyard


One of the most important and prof- are required. The laboratory rules from the saga, but the following briefly describes
itable industries across Mythic Europe is Covenants supplement are used extensively, some of the numerous vessels found across
shipbuilding. Whether for trade, trans- but the relevant sections are referenced and, Mythic Europe.
port, or war, merchants and princes alike where appropriate, the laboratory totals for River barges are flat-bottomed, low-
need ships. Ships are vital to the flow of all activities are provided. As this is a project draft vessels designed to navigate streams
goods and wealth across Mythic Europe, inspired by an existing mundane craft, City and rivers. Barges generally have a single
to say nothing of armies and pilgrims. & Guild provides good background informa- deck on which cargo is stacked. The hulk
Given the importance of ships, and tion and additional rules that you may find is a blocky vessel, usually as wide as it is
the profit to be made in their construc- useful. But importantly, while there is an ob- tall, again designed for inland waterways,
tion, it is not unusual for Hermetic magi vious attraction for Verditius magi, magi of with limited capacity for coastal or seago-
to become involved in the trade. Working all Houses can achieve these enchantments. ing travel.
shipyards can be used as sources of income The cog is a high-sided vessel, mount-
(Covenants, page 61), and this makes owning ed on a straight keel and often with a flat
and running shipyards attractive to cov- bottom designed to settle when the tide
enants located on appropriate sites. The
covenant of Oculus Septentrionalis in the Medieval Ships recedes. Cogs have a flat stern and it is
becoming more common for them to be
Rhine Tribunal is home to Marcus Navicu-
larius of House Verditius. He is the most
accomplished shipwright in Lübeck and
and Shipbuilding steered through a central rudder. These
vessels are the primary merchant ship of
the northern seas. Smaller than the cog,
has earned his fortune by selling enchanted The City & Guild supplement provides the buss is a round-bodied seagoing vessel,
ships to other covenants. Their bitter rivals more information on using ships in your usually put to carrying cargo, though they
at the covenant of Waddenzee also oper-
ate a number of magical vessels and have
their own shipwright, though his power is
far from Hermetic. Additionally, Memnos
Ship Damage
of Verditius maintains a working shipyard City & Guild provides rules for dam- Ships normally only take damage
in the Tribunal of Thebes. He has already age that objects, ships included, can from storms, fire, naval combat, and
produced the four enchanted vessels upon take before breaking (page 77). In brief, magical attacks. In addition, enchanted
which the covenant of Favonius has been the item has a number of Base Damage items, ships included, gain a bonus to
founded, and is currently planning the fifth. Levels determined by its quality. This any Stress Checks equal to the magni-
This chapter presents the founding of number is multiplied by a modifier deter- tude of all invested effects. These things
mined by its size. For ships, this is listed combined make enchanted ships par-
an Hermetic shipyard and the building of
in the Ship Sizes and Capacity table. ticularly hardy.
its first vessel, The Hermes. It takes the project
If you are not using the City & Guild
through from start to finish: finding the best Quality Base Dam Lvl
sourcebook, it is enough to remember
location, constructing the basic laboratory, Shoddy 1
that enchanted devices are tougher
expanding it out to encompass the ship- Standard 2
than their mundane counterparts, and
yard, laying The Hermes’ keel, and enchanting Superior 3
the magic invested in them continues
the completed vessel. The construction of Excellent 4
to function until the device is com-
Supernatural * 5
the shipyard and all the effects enchanted pletely broken.
into the ship use only standard Hermetic * Wondrous Items as in City & Guild.
magic; no Mysteries or restricted Virtues

53
Hermetic Projects
laying flush against each other.
Ship Sizes and Capacity Though outdated by the 13th century,
the dromon is a long-keeled warship pow-
Though there are some variations, given the range of sizes in which some of ered by both oar and lateen sail. Designed
these ships can be built, the table that follows presents a guide to the size, capacity,
for speed, the dromon houses a hundred
crew, cost, and Damage Level Modifier of some typical ships.
oarsmen arranged in two banks of 25 oars
Size Capacity Crew Cost Dam Example on each side. In addition, the dromon car-
+3 1 ton 2 1/5 pound 2 Small river ferry ries armed marines as well as engines to
+3 8 tons 2 2 pounds 2 Lighter launch stones, arrows, and Greek fire into
+4 20 tons 3 4 pounds 2 River barge enemy vessels. The galley is also still in
+5 20 tons 8 8 pounds 2 Coastal buss, knarr, small cog use, especially in Byzantine waters, and
+6 100 tons 12 40 pounds 3 Medium cog, large nef like the dromon carries both oarsmen and
+7 240 tons 18 100 pounds 3 Large merchant cog sails. Unlike the dromon, the galley is a
+8 800 tons 150 320 pounds 3 Mediterranean grain barge cargo ship with little adaptation to fight-
+9 1200 tons 200 600 pounds 4 Large Mediterranean grain barge ing at sea.
The knarr is an open Scandinavian
Lateen-rigged ships typically require larger crews than square-rigged ships, add-
vessel used for long Atlantic voyages,
ing half as many crew again to the numbers listed earlier. The grain barges described
typically taking passengers and livestock
earlier are only found in the Mediterranean and already have the larger crews fac-
tored into their descriptions. to Iceland and Greenland. The knarr
travels under sail and is steered through a
steering oar at the rear of the ship. With
make good fishing boats. Variations on as the cog and is commonly used in the little or no cover, travel in a knarr, espe-
the cog can be found in every sea across Mediterranean. This ship has lateen sails cially to cold northern destinations, is a
Mythic Europe. The nef fills the same role and is carvel-built, with the hull planks harsh experience.

54
Hermetic Projects
Lighters are small vessels designed to Ship Construction ships are more common in the calmer
take goods from larger ships unable to southern waters, and are constructed
dock at the quayside. They are typically There are two types of ship construc- with the strakes butting against each oth-
around 25 feet long and carry around eight tion: clinker-built and carvel-built. Clin- er, forming a smooth-sided hull. They are
tons of cargo. ker-built ships have hulls constructed generally stronger than clinker-built ves-
with overlapping strakes, or planks. Clin- sels, allowing for larger ships, but tend to
ker-built hulls are able to flex along the be slower in the water.
The Medieval length of the vessel, the better to cope Ship builders generally treat the hull
Shipwright with the rough northern waters where
they are more common. Carvel-built
as one entity and any upper works, such
as fore and aft towers or castles, as sepa-

Mundane shipwrights are educated


men, able to read and write at least their
vernacular language and, more than likely,
Suggested Shipwright Virtues and Abilities
Latin. They are highly skilled in design- A mundane shipwright character Hermetic Shipwright
ing boats and ships and understanding the will need certain academic and profes-
qualities and properties of materials, and sional abilities. The Vernacular Educ- Of the standard Virtues open to
they possess the leadership qualities need- tion Minor General Virtue (City & Guild, Hermetic magi, affinities and puissance
ed to lead a team of craftsmen and labor- page 109) can be taken, as this grants with both Magic Theory and Finesse
ers for seasons at a time. The shipwright access to Academic Abilities. It also give extra weight to the shipwright’s
rarely builds the ship himself, but rather gives the character 50 additional expe- ability to prepare ships for enchantment
rience points to be spent on academic and to work Creo rituals and Rego craft
designs the vessel and leads the team of
and professional abilities. The descrip- magic. And a Major Magical Focus with
craftsmen who undertake the construction
tion of the virtue suggests Profession ships benefits the magus with any effects
on his behalf. Merchant, but this can be changed to enchanted into his magical vessels.
A shipyard is a large area of land with Profession Shipwright. The points can The Mysteries, either Cult or House,
direct access to a significant waterway, also be spent on an Organization Lore provide useful additional Virtues. Spell
providing space for a range of craftsmen ability, likely for any guild to which the Binding (The Mysteries Revised Edition, page
to ply their trade in the building, repair, shipwright belongs. 27), allows the magus to bind both a
and decommissioning of ships and boats. The Guild Master Minor Social Vir- spell and a spirit into a container or ves-
Larger yards have dedicated docks and tue (City & Guild, page 53) also grants sel, the spirit extending and maintain-
enclosed buildings within which ves- access to Academic Abilities and repre- ing the spell indefinitely. Philosophic
sels can be worked on. But for the most sents the character’s freedom to practice Alchemy (The Mysteries Revised Edition,
part, shipyards tend to be a collection of his profession under his own name and page 41) allows the magus to extract vis
employ journeymen in his team. With- directly into items and reduce the num-
workshops arranged around a series of
out at least the rank of master, the ship- ber of pawns needed to fully prepare the
slipways, allowing vessels to be launched
wright will fall afoul of the guild if he device for enchantment. And of course,
into and/or pulled from the water. Ship- openly conducts his trade. magi of House Verditius use their Craft
yards are busy with carpenters shaping While the business of the shipwright Abilities to reduce the pawns they must
keels, planks, and strakes; blacksmiths involves large sums of money passing use to prepare devices for enchantment,
sharpening tools and making nails and through his hands, the shipwright is as which allows them to enchant poten-
fittings; and laborers putting the parts likely to be rich or poor as any other tially very large devices.
together. profession, and the Wealthy virtue and Note that magi of House Verditius
There are also likely to be special- Poor flaw can be taken to represent his gain a bonus from their Craft Abilities,
ist facilities for the making of rope and financial situation. not Profession. A Verditius shipwright
sails. Ropes are generally made in long The core abilities the shipwright will need both Craft: Carpenter and Pro-
buildings called ropewalks, though long needs are: Latin, Artes Liberales, Profes- fession: Shipwright. The first represents
sion: Shipwright, Leadership, Organi- his hands-on crafting of the enchanted
stretches of open road are also used, where
zation Lore: Shipwright Guild, and Bar- vessels, allowing him to work his magic
the hemp fibers are spun and wound to-
gain. This gives him the learning that he into the timbers, and the second rep-
gether to form ropes of different lengths needs, his proficiency in designing and resents the managing of the workforce
and weights. Sailmaking is another highly building ships, and the ability to man- necessary to build ships under his
specialized trade and is usually carried out age his team, suppliers, and customers. guidance.
in sail lofts.

55
Hermetic Projects
direct access to the water. Shipbuilding is
Story Seed: Vendetta a craft that is both resource and labor in-
tensive, and so relies upon strong supply
A rival Verditius declares vendetta motion? The magus must keep his friend lines. Huge quantities of wood, iron, can-
against the Hermetic shipwright, and alive against an unknown threat that is
vas, rope, and other materials are needed.
makes it known that the shipwright’s perhaps closer than he dares think. See
In addition, the workforce needs to be
venditor will die before the setting of the Houses of Hermes: Mystery Cults, page 115,
next full moon. Is this an idle threat, or for more information on the the culture housed, fed, entertained, and have their
has the Verditius already set his plans in of vendetta within House Verditius. spiritual well-being tended to. This en-
sures that shipbuilding is located at, or is
the catalyst for, large population centers.
rate constructions. Magi can do the same
within their laboratory work, treating Founding As this is a Hermetic shipyard, a Magi-
cal aura is advantageous. Magical auras are

the Shipyard
a ship with a rear castle as a compound usually found away from the encroaching
device. influence of man. They are usually sites of
secluded natural beauty and primal forces,
In Mythic Europe, it is unlikely that and often home to supernatural entities.
Centers of Shipbuilding a magus, or even a covenant, can estab-
lish a shipyard without the involvement
Perhaps more importantly, another mem-
ber of the Order is likely to have a claim
Every nation with a coastline has a or even permission of certain mundanes, over them. And even if the land can be se-
shipbuilding industry, and even land- not least the local guild of shipwrights. cured, can the magus claim the whole area
locked kingdoms need boats for use on Swearing an oath to a guild leaves a magus as his sanctum? After all, his laboratory
navigable waterways. Portsmouth, Small open to accusations of putting himself at will cover the whole shipyard in time, and
Hythe on the river Rother, and London the service of mundane powers. A magus Tribunals often take a dim view of magi
are key shipbuilding centers in the Stone- swearing such an oath to a guild would stepping outside what might be consid-
henge Tribunal, with the Thames home to be relying on Tribunal support to avoid ered normal.
many shipyards, large and small. Lübeck, punishment if discovered, so it is more Regardless, the following spells may as-
Bremen, and Antwerp are prominent in likely that a magus would work through sist in preparing or improving a location.
the Rhine, while the wider Bruges area and a proxy. This proxy would perhaps be the
Barfleur support shipbuilding in the Nor- official face of the shipyard and act as the
mandy Tribunal. mundane conduit through which the Her-
A Season’s Inning
The major communes of Genoa, metic shipwright would sell his services.
Pisa, and Venice in the Roman Tribunal This is particularly apt for magi of House ReTe(Aq) 25
own shipyards dedicated to building and Verditius where the mundane shipwright R: Touch, D: Momentary, T: Bound-
maintaining commune ships, as well as can act as either a forge-companion, con- ary, Ritual
private enterprise. Those in Genoa and tributing to the construction of ships, or a Some waterways, especially those near
Pisa are kept busy by the cities’ mutual venditor procuring contracts for his ma- estuaries, are surrounded by marshland.
antipathy and near-constant state of war. gus (Houses of Hermes: Mystery Cults, pages However, there are techniques for build-
It was the Venetian shipyards that sup- 135–136). ing up and draining the land. This can take
plied the Fourth Crusade with the ships it many seasons of work, with a large team
needed to transport thousands of men to of laborers working in very difficult condi-
the Holy Land. Further afield, shipyards Finding the Location tions. The draining of marshland through
can be found in any coastal city engaged the digging of drainage channels and the
in trade, mostly undertaking repair and Shipyards need to be located on ma- building of dykes is known as inning. This
maintenance work on visiting merchant jor waterways: not necessarily on the ritual allows the magus to drain an area
vessels, such as the important shipbuild- coast, but on rivers deep and wide enough 300 by 300 paces to the point that it is dry
ing port of Koločep on the Dalmatian to support ships. They are often located and stable, as though a season had been
coast. Byzantium in particular, command- alongside ports and harbors, as they tend spent inning the land. The Aquam req-
ing a large coastal domain, is home to to share a common infrastructure and have uisite is used to move the standing water
many shipbuilding ports. similar needs. outside the spell boundary, which makes
The ideal location provides land for a the inning work easier than normal.
dry dock that is protected from the vaga- This spell uses the rules for Rego Craft
ries of storm and tide, but with easy and Magic (Covenants, page 49) and as such the

56
Hermetic Projects
magus must make a Perception + Finesse river barge, or a larger waterway to take a way distant from a waterway. While this
roll to determine the success and quality buss or cog. makes things more complicated, Hermetic
of his work. In this case, the Ease Factor (Base 3, +1 Touch, +1 Part; +3 size, +1 magic can overcome most difficulties.
is 15 (base 9 + 6 for a season’s work). Fail- to affect stone) There are many reasons for building
ure means that, while the drainage ditches Required Lab Total: 1 season (50), 2 ships away from rivers and the sea. For
may have been dug, they are either too seasons (38), 3 seasons (34), 4 seasons (32) one, it allows the construction work to be
shallow or too few to drain the land. If left, carried out unseen by curious eyes, and for
the land is likely to remain waterlogged another, the magus is less restricted with
and building on it is impossible. Remote Shipyards regards to Magical auras.
(Base 2, +1 Touch, +4 Boundary, +1 A secluded lake allows the Hermetic
Size, +1 Aquam requisite) Some magi or covenants may choose shipwright to test the boats he makes,
Required Lab Total: 1 season (50), 2 to build or enchant a ship, either without and there are almost certainly streams
seasons (38), 3 seasons (34), 4 seasons (32) a shipyard or with a shipyard built some and rivers that drain the lake that can be

Follow the Route I Command


Story Seeds for Finding a Shipyard Location
ReTe 25 The following story seeds may be an interesting subject for a magical me-
R: Touch, D: Momentary, T: Part useful when looking to secure a loca- nagerie, or a familiar for an ambitious
This spell carves a new channel in the tion for a shipyard. Flambeau. It could be bound to some
ground with both ends connected to an device by a skilled Verditius, or even
existing waterway. As the spell completes, put to death with little effort and its vis
the water flushes into this new section and Mundane Title taken. But then its mother awakens from
the spoil from the work starts to fill the old her centuries-long sleep. What is her
Having found the ideal location, the reaction to how the magus has treated
channel. The magus must be touching the
Hermetic shipwright and his agents must her child?
ground that he wants the new channel to secure title to the land. But the monas-
pass through. tery that owns the land has discovered
The movement of a large amount of the magical truth behind the approach The Lovers Parted
earth, while time-consuming, requires and are now reluctant to sell. The ship-
little skill. A Perception + Finesse roll wright must find a way to convince the The magus re-routes the river in a
against Ease Factor 12 is needed. Failure monks of his good character. mastery of magic over nature. But in the
means that the channel is incomplete, following weeks, the covenfolk report
or the old route is still flooded. If the hearing the sounds of a ghostly weep-
Hermetic Negotiation ing coming from beyond the river’s new
Finesse roll botches, the work appears
complete but the land is now liable to course. What is it that weeps so mourn-
The shipyard’s future site comes with fully, and why? As the sadness spreads
flooding, causing damage to crops and only one small problem: a vis source across the land, can the magus be per-
homes alike. contested by two rival covenants. How suaded to mend a broken heart at the
(Base 3, +1 Touch, +1 Part, +3 size, +1 can the shipwright secure the land with- cost of changing his own plans?
to affect stone) out making powerful enemies? Does
Required Lab Total: 1 season (50), 2 he petition to join one or other of the
seasons (38), 3 seasons (34), 4 seasons (32) covenants, challenge for rights over the The Heir, Apparently
site, or look for political leverage to use
at Tribunal? As the spell to dredge the river com-
A Mightier Channel pletes its work, a body bubbles to the
surface. It is the remains of a nobleman,
A Supernatural Presence unlawfully slain so that his inheritance
PeTe 25 passes to a treacherous usurper. Do the
R: Touch, D: Momentary, T: Part The Magic aura is home to a small magi lay the now-awakened spirit to
On casting this spell while touching water dragon, no larger than a hound, rest, help it find and confront its mur-
the river bank, the river is dredged, deep- that lives and hunts in this stretch of derer, or simply send it on its way to do
water. It poses little threat to the magus its own vengeful bidding?
ening and widening it as required by the
or his shipyard. It could perhaps make
casting magus. A single casting is enough
to prepare a small waterway to take a large

57
Hermetic Projects
Sight of the Distant Slipway
In(Cr)Im 35
Pen: +0, 1/day
R: Arcane Connection, D: Concentra-
tion, T: Special
This effect collects sight and sound
from the target arcane connection and
projects these senses around the lower end
of the slipway, making it appear that the
slipway extends out into the remote loca-
tion. Once activated, the illusion is main-
tained by the device until canceled.
This effect is similar to the commonly
known spell Summoning the Distant Im-
age, with an additional Creo requisite to
create the appropriate species around the
device.
This device effect is required to survey
the site before launching the ship to the
remote location. This helps to avoid the
catastrophic accidents that could occur
when blindly pushing several tons of ship
into the remote sea.
(Base 2, +4 Arcane Connection, +1
Concentration, +2 Special based on
Room, +1 Creo requisite; +5 device main-
tains concentration)
Required Lab Total: 1 season (70), 2
seasons (53), 3 seasons (47), 4 seasons (44)
used to move the vessels. But while such The Distant Slipway
facilities are less obvious than those by
the sea, they still draw at least mundane This slipway, formed of two long Launch the Distant Vessel
attention. It is possible to build a ship- wooden runners secured into the ground ReHe (AnAqCoTe) 55
yard deep within a forest, which allows and spanned by sleepers angled to take Pen: +0, 1/day
easy access to raw materials, while being and support a hull, is first prepared by R:Touch, D:Momentary, T:Structure
easy to protect by redirecting unwanted soaking the wooden structure in water This effect transports the target vessel,
visitors. Other magi may choose to site from a target distant waterway and pro- launched down the slipway, to the distant
their shipyard high in the mountains, cessing it with a pawn of vis in order to waterway associated with the arcane con-
making construction difficult but almost fix the arcane connection. This takes a nection bound into this device.
guaranteeing secrecy. dedicated season, after which the de- Although the intent of the effect is
Shipyards that have no easy access to vice can be opened for enchantment. to transport the ship, the effect design
rivers or the sea, or even capable portage The large wooden structure provides a is based on the Rego Corpus guideline
routes, need enchantments to launch their capacity of (2x5) 10 pawns. This is suf- to transport an individual to a location
ships. A slipway, like the example device ficient for the version represented here identified through an Arcane Connection.
that follows, can be enchanted to trans- but other parts of the device, such iron This base effect is used by analogy to af-
port the fully-formed ship and its crew fastenings or runners, provide additional fect the target ship, represented by the
from the site of its construction to any wa- capacity. Structure target.
terway to which the device has an arcane The arcane connection is fixed into Any crew present on board are simply
connection. Note that alternatives, such this device for simplicity, as it is designed taken with the ship when it is transported
as using the common Hermes Portal ritual, to send ships to a single remote location, thanks to the free requisites. This particu-
cost 30 pawns of vis to establish a connec- though this detail of the device can, of lar device effect does not have Penetra-
tion for just a year. course, be changed. tion built in, though others might to allow

58
Hermetic Projects
ships containing bound spirits or other is going to enchant the ship itself, the given that it is in effect a large workshop,
resident supernatural entities to be trans- laboratory needs to contain the entire and provision needs to be made for this
ported. Vessels larger than a medium-sized ship and is therefore best constructed as activity. A gallery allows the magus both
cog will also need a different launch with a boat yard. to take an overview of the construction
an additional +1 magnitude to account for The Hermetic shipwright will need a work and show clients his work. All of this
the ship’s size. laboratory modeled after a mundane ship- makes the laboratory far larger than is nor-
(Base 35, +1 Touch, +3 Structure) yard. This means one or more central work mal for a Hermetic magus, susceptible to
Required Lab Total: 1 season (110), 2 sheds in which vessels can be constructed the elements, and inherently unsafe.
seasons (83), 3 seasons (74), 4 seasons (69) or repaired; several outer workshops for A host of enchanted tools and features
carpenters, blacksmiths, and other trades- are needed to ensure the safety of the
men; and storehouses. The site also needs workforce and the laboratory itself. Fur-
The Distant Drydock to be on a significant waterway, either the ther enchantments make the work of the
coast or a major river to allow ships to be shipwright and his crew easier and quicker.
A similar device can be enchanted and hauled to and from the main work sheds. A magus who builds a Hermetic shipyard
installed at the waterway to allow ships to At any one time, a dozen or more trades- is likely to either maintain a separate sanc-
be sent back to the remote shipyard. The men will be within the laboratory itself, tum or simply be realistic about the status
effects are the same, providing a view of
the distant slipway and transporting the
vessel and its crew, though the arcane
connections and triggering actions are
The Resting Place of Noah’s Ark
different and the ship is deposited on the The resting place of the biblical itself provides a bonus to ship-based
slipway rather than in the water. Ark, built by Noah to God’s design, magic, and far from suppressing magic,
is almost certainly the site of an Em- may support it instead. If the Ark itself
pyreal aura (Realms of Power: The Divine, can be found, then its cedar timbers
Recruiting and page 12). While this would normally
hamper the use of magic, it may be
may provide shape and material bo-
nuses for shipbuilding far in excess of
Training a Team within God’s choosing that the site natural wood.

As has been discussed, a magus needs


to recruit or attract skilled craftsmen and
laborers to his venture. Stories can be told
Team Training Story Seed: Suspicious Minds
that chart the assembling of his team, per- One of the shipwright’s workforce suspicion on their minds, and condem-
haps having to battle the fear and distrust becomes unsettled by the frequent dis- nation not far behind. Can the magus
that come with The Gift, or offering a plays of magic in his new workplace, hide the traces of magic he’s worked
skilled journeyman a wondrous alternative and approaches the Church to tell of hard to put in place, pass the priest’s
to a harsh master. what he’s seen. An inquisitive priest and inspection, and root out the snitch in
his entourage soon visit the shipyard, the end?

Building Out
the Laboratory Laboratory Story Seeds: Far and Wide
Devices need to be enchanted within The construction of the shipyard it- Hermetic interest will also be
self presents opportunities to run stories. piqued and a magus with the facilities to
a Hermetic laboratory; there are spe-
The buildings that will contain the magi- enchant large devices will draw custom-
cialist tools to be used, environments to
cal power to be invested in the boats may ers from across his Tribunal and beyond.
be controlled, and magical forces to be require special components, such as wood Covenants and mundanes alike who de-
channeled. But the average Hermetic from a magical tree. The shipyard itself sire their own magical ships will come
laboratory is not designed to contain may be plagued by faeries or demons calling, or rival Hermetic shipwrights
large-scale projects such as the building during and after its founding who can (such as those mentioned in Guardians of
of ships. This project assumes that the perhaps see some ill or good that might the Forests) may attempt to sabotage the
ship’s keel and/or hull is the focus for the come from the shipyard in the future. shipyard and the magus’ business.
enchantment activity, and if the magus

59
Hermetic Projects

More on Laboratories
Further Laboratory Options the style of the individual magus and this to maintain, and what impact it has on
project assumes him to be a fully-fledged the health of the magus. The laboratory
Rather than enchanting the ship’s shipwright. also provides a number of specialties: bo-
hull, variations might see the ship’s mast, nuses to certain Arts or activities. These
sails, or even the ropes used to rig the are usually gained through taking Vir-
ship being used to carry the enchant- Laboratory Rules tues. Virtues are paid for through spend-
ments. These options might influence ing time (one season for a Minor Virtue,
The Covenants supplement provides two for a Major Virtue), money, and the
the type of laboratory that gets cre-
full rules on designing and modifying acquisition of Flaws to balance the new
ated. If the magic is to be contained in
laboratories. In short, laboratories have virtue.
the rigging, then the laboratory may
a series of Characteristics, Virtues, and The steps described as follows pro-
be constructed as a rope walk (the long
Flaws. The characteristics determine vide enough information for the magus
shed housing the ropemakers and their
how large the laboratory is, how aesthet- to follow the project and build an Her-
tools), or as a sail loft if the sails them-
ically pleasing it is, how much it costs metic shipyard.
selves are enchanted. But this is down to

of his sprawling laboratory. This labora- After two seasons of preparing the site good order. The activity has also removed
tory has the Missing Sanctum Marker flaw, and providing laboratory equipment, cost- the Empty flaws that the laboratory had
as even if the magus was careful to display ing 15 pounds of silver, the new laboratory upon its founding. The Greater Expan-
the sign somewhere in the yard, it can eas- has the following statistics and requires 3 sion also provides two points of special-
ily be missed. pounds per year to maintain in good order. izations, which are used to give a +2 bo-
Note: Covenants, page 109, states that a The base cost will be used throughout, nus to Ships, used for the enchantment of
Hermetic laboratory must occupy a single though heavy usage may increase this. ships and sailing paraphernalia and the
chamber. But in this case, the shipyard The upkeep sections in Covenants, pages 64 designing of spells concerned with ships
encompasses one or more central work and 111, explain these costs. and sailing.
sheds and a number of outbuildings. This
is represented by the Exposed free struc- Virtues and Flaws: Spacious; Exposed, Virtues and Flaws: Greater Expansion,
ture flaw. Missing Sanctum Marker, Empty x3, Spacious; Exposed, Missing Sanctum
Damp Marker, Damp, Empty
Characteristics: Size +6 (+1), Refinement Characteristics: Size +6 (+4), Refinement
Establish the Basic Laboratory 0, General Quality 0, Upkeep +2, 0, General Quality +2, Upkeep +6,
Safety 0, Warping 0, Health –6, Aes- Safety –3, Warping 0, Health –4, Aes-
A magus can establish a basic Her- thetics –5 thetics –2
metic laboratory by spending two dedi- Specializations: +1 Auram, +1 Aquam Specializations: +2 Ships, +1 Aquam, +1
cated seasons setting up the workspace. Auram
A standard laboratory has no intrinsic vir-
tues or flaws, and characteristics of 0. The
Equipping the Shipyard At this point, if not before, the pur-
default size for a laboratory is a space of pose behind the construction will become
500 square feet housed in a single cham- With the infrastructure now com- clear. There is little that can be done to
ber protected from the elements. But the plete, the magus must equip the many disguise a shipyard, and the local ship-
physical size of the laboratory can be areas of the shipyard. This is represented wrights’ guild will become very interested
chosen freely when the laboratory is first through acquiring the Greater Expansion in anyone trying to operate as a shipwright
constructed. The laboratory size chart Major Outfitting Virtue. Major Virtues outside of their authority. The Hermetic
(Covenants, page 110) shows that a labora- take two seasons to gain and the magus shipwright now finds that he needs to
tory of size +6 provides 2000 square feet spends this time overseeing the construc- make an accommodation with the guild in
of space, a good size for a shipyard. Build- tion of outbuildings and providing equip- order to operate.
ing a laboratory in the form of a shipyard ment. All this activity costs 18 pounds of The guild presses for the magus to
naturally grants a number of Virtues and silver to complete. join, under oath, and submit to all rules
Flaws, due to the exposed nature of the At the end of this period, the labora- and conditions set by the guild. Refusal
space, the proximity to water, and the tory has the following statistics and re- sees the guild use all its power to prevent
large area it occupies. quires 21 pounds per year to maintain in the magus doing business. The magus may

60
Hermetic Projects
see a parallel with the Order’s own rarely- per year and the laboratory has the fol- Tools of the Trade
used “join or die” mantra, and there is an lowing statistics.
opportunity to run such events alongside There are two Free Virtues that the
each other during your saga. Virtues and Flaws: Greater Expansion, Hermetic shipwright would do well to
Spacious; Exposed, Missing Sanctum gain for his laboratory. Given that his
Marker shipyard already has provision for external
Improving the Enchantments: The Soak (+1 Health) workshops, talented mundane craftsmen
Working Conditions
Characteristics: Size +7 (+4), Refinement should be engaged and retained on-site in
0, General Quality +2, Upkeep +5, order to provide Superior Equipment and
Being so close to water the laboratory Safety –3, Warping 0, Health –3, Aes- Superior Tools (Covenants, page 116). As
is continually damp and decidedly un- thetics –2 these are Free Virtues, no seasons are spent
healthy. The following item can help, and Specializations: +2 Ships, +1 Aquam, +1 in acquiring them but they should be the
as the effect has more than 20 levels, it can Auram result of a story event:
be used to improve the laboratory’s Health
characteristic by +1. • Interacting with a guild to find the best
Setting the Focus craftsman in town
• Appealing to a patron saint of crafts-
The Soak As a shipyard, all the activities are men for inspiration (Saint Dunstan, for
ReAq 24 geared towards building, repairing, and instance)
Pen: +0, Constant Effect refurbishing ships. The central boat shed • Stealing away a famous craftsman from
R: Touch, D: Sun, T: Structure needs to be equipped to handle large ves- a nearby noble, town, or covenant
This wooden sewer grate about the size sels, and this forms the central feature of
of a large shield is installed in the deepest the laboratory. If the craftsmen can be brought into
point of the boat shed. It draws all uncon- It takes two seasons to install the nec- the shipwright’s covenant, they impose no
tained water currently within the structure essary winches, cranes, and scaffolding additional upkeep burden on the labora-
to it, where it falls through the grate and inside the boat shed, and to align them tory. For the purposes of this laboratory’s
into the sewer to be flushed away. The with the magical energies that will ulti- statistics, it is assumed that this is the case.
effect is subtle, so as not to unnerve the mately flow through them. This grants The bonuses for these Virtues are included
craftsmen and laborers who work in the the Greater Feature Virtue, which is bal- in the statistics later.
boathouse. The effect is also restricted to anced by taking the Major Focus Flaw. The craftsmen may become troupe
the inside of the boat shed so that rainfall The Upkeep has risen again, meaning the characters and, given their level of abil-
is not unnaturally affected. work undertaken costs six pounds of sil- ity, the rules in City & Guild, from page 63
The device needs three pawns of Rego ver and the yearly upkeep now costs 21 onwards, are particularly useful. And of
or Aquam vis and a laboratory total of 48 pounds of silver. course, once the craftsmen have been re-
to complete in a single season as a lesser This gives the shipyard the following cruited, they may become targets for other
enchanted device, otherwise the device statistics: magi also keen to use them.
needs to be opened for enchantment with Much of the work undertaken in the
eight pawns of vis. Virtues and Flaws: Greater Expansion, shipyard involves heaving large planks and
(Base 1, +1 Touch, +2 Sun, +3 Struc- Greater Feature: boat shed, Spacious; beams of wood from one place to another,
ture, +1 subtle effect; +1 for two uses, +3 Greater Focus: ships, Exposed, Miss- occasionally with some delicacy. The fol-
triggered at sunrise/set) ing Sanctum Marker lowing effect further improves the labora-
Required Lab Total: 1 season (48), 2 Enchantments: The Soak (+1 Health) tory by making these tasks easier.
seasons (36), 3 seasons (32), 4 seasons (30) Characteristics: Size +6 (+4), Refine-
ment 0, General Quality 0, Upkeep
The laboratory at this point provides +6, Safety –3, Warping 0, Health –3, The Wheel
a +1 bonus to Aquam effects, which ben- Aesthetics 0 ReHe 30
efits this device. Experimentation may Specializations: +9 Ships, +1 Aquam, +1 Pen: +0, Unlimited Use
provide a bonus given that the side ef- Auram R: Touch, D: Concentration, T: Individual
fects are likely to be inconvenient rather This is a horse-driven wheel con-
than dangerous. At this point the shipyard provides a nected to a number of chains, ropes, and
At the end of this period, the cost of significant bonus to all ship and sailing-re- pulleys that feed into the main boat shed.
upkeep has been reduced to 15 pounds lated magical effects. These ropes can be connected to the vari-

61
Hermetic Projects
ous cranes and winches that are used to lift Enchantments: The Soak (+1 Health), Safety –2, Warping 0, Health –1, Aes-
and move the great wooden beams from The Wheel (+1 ships, +1 Rego) thetics –1
which the ship is formed. Characteristics: Size +6 (+5), Refinement Specializations: +10 Ships, +1 Enchant-
The wheel provides motive power, 0, General Quality +1, Upkeep +9, ing Items, +1 Rego, +1 Auram
which allows fewer craftsmen than nor- Safety –2, Warping 0, Health –3, Aes-
mal to construct the ship, which in turn thetics 0 This is the last stage in the construc-
adds +1 to the ships specialization, and Specializations: +10 Ships, +1 Enchanting tion of the Hermetic Shipyard, a task that
adds +1 to a Rego specialization. The Items, +1 Rego, +1 Aquam, +1 Auram has taken 11 seasons, assuming one each
horse is entirely incidental; it is there for the Soak and the Wheel, from break-
simply because mundane visitors would ing the ground on the new shipyard to
expect it.
Adding the Gallery completing the gallery.
(Base 3, +1 Touch, +1 Concentration, The laboratory suffers for its special-
+2 size; +5 device maintains concentra- The increase in Refinement releases an- ization, with penalties to Safety, Health,
tion, +10 unlimited use) other Virtue slot, which is used to provide and Aesthetics, but these could be fur-
Required Lab Total: 1 season (60), 2 a gallery as per the Minor Virtue. The gal- ther improved with additional work. The
seasons (45), 3 seasons (40), 4 seasons (38) lery consists of a raised walkway around the final build cost for this laboratory is 214
Three pawns of Rego or Herbam vis and inside of the boat shed, high enough that it points.
a laboratory total of 60 is required in order provides a view over the entire construction.
to create this as a lesser enchanted device. It is separate from the scaffolding that sup-
The alternative is to open the device for en- ports the ship while under construction.
chantment with eight pawns of vis.
Acquiring the equipment, tools, and
After the season spent constructing
the gallery and improving the drainage (to The Hermetic
installing the wheel device increases the
laboratory’s Upkeep and costs 24 pounds
of silver initially and 45 pounds of silver
remove the Damp Flaw), the laboratory
Upkeep has reduced and now costs 36
pounds of silver each year. The laboratory
Shipwright
each year. has the following statistics: There are three options for construct-
The Wheel is installed as a Minor Fea- ing the ship prior to enchantment. The
ture, which gives the laboratory the fol- Virtues and Flaws: Greater Expansion, first and most straight-forward way of
lowing statistics: Greater Feature: boat shed, Gallery, constructing a ship is to rely on mundane
Lesser Feature: Wheel, Spacious; skill and labor. A skilled shipwright, lead-
Virtues and Flaws: Greater Expansion, Greater Focus: ships, Exposed, Miss- ing a team of around 10 craftsmen and
Greater Feature: boat shed, Lesser ing Sanctum Marker laborers, can finish a ship in two seasons.
Feature: Wheel, Spacious, Superior Enchantments: The Soak (+1 Health), This is based on a shipwright with a score
Equipment, Superior Tools; Greater The Wheel (+1 ships, +1 Rego) of 5 in the Profession: Shipwright ability.
Focus: ships, Exposed, Missing Sanc- Characteristics: Size +6 (+6), Refinement This decreases to a single season when
tum Marker 0, General Quality +1, Upkeep +8, the shipwright gains a score of 10 in the
ability. See City & Guild, page 68, for fur-
ther detail.
The Shipyard as Mundane Workshop The second option is to use Rego
craft magic (Covenants, page 49) to process
While the magus improves his labo- differently to a mundane craftsman, in and assemble the parts of the ship. This
ratory to enhance its magical qualities, seasons of activity rather than Labor approach requires a high Finesse ability,
the craftsman improves the mundane Points, it is most convenient to have a
but can reduce the time taken to build a
aspects of his workshop to improve mundane shipwright work with the ma-
ship. Liberal use of craft magic, to process
the quality of his craftsmanship. But gus. This mundane shipwright can be
a Hermetic shipwright is concerned treated as a specialist supported by the smaller components, can double the effi-
not only about enchantment, but also magus or his covenant. The mundane ciency of the shipwright, effectively halv-
about the quality of the vessels his shipwright earns Labor Points as de- ing the time it takes to build a ship.
shipyard produces. Ideally, the magus scribed in City & Guild, and the excess, The third option is to use Creo ritu-
will want to improve both aspects of beyond those required to sustain him, als to conjure the ship. This is clearly
his shipyard. can be put to improving the workshop the fastest way of “building” a vessel, but
As the magus accounts for his time or shipyard in this case. again relies upon Finesse and the expen-
diture of vis.

62
Hermetic Projects
Mundane Craftsmen
As per the insert in City & Guild, page
70, we can expect most enchanted ships
to be of Superior or Excellent quality,
though this depends on the shipwright’s
skill. Superior vessels add a bonus of +1
to specific activities, such as navigation or
ship-handling rolls. Excellent quality ships
may have a higher bonus, which may be
applied to the same areas as well as provid-
ing the same bonus to laboratory totals for
enchanting that device.
If the Hermetic Shipwright is leading
the construction of the ship, its quality
is based upon his Profession: Shipwright
score plus any bonus from the workshop
as enhanced by the mundane shipwright
(see the nearby insert).
The four ships belonging to the cov-
enant of Favonius, designed by Memnos of
Verditius, are of Excellent Quality, giving
pilots a +2 bonus to any navigation rolls,
and captains a +2 bonus to any ship-han-
dling rolls. The same +2 bonus also applies
to laboratory totals for any future effects
enchanted into the ships.

Craft Magic
sociated with Craft Magic. up to size +8. The free Terram requisite al-
Rego craft magic has one advantage It should be noted by eager followers lows control and manipulation of the nails,
over Creo rituals: it does not require vis. of Verditius that a ship assembled through bricks, and other mineral elements, but it
But as with Creo rituals used to create Rego Craft Magic does not benefit from a cannot prepare them from raw materials;
artificial items, the results of Rego craft Verditius’ craft ability for the purposes of they must be in the required state.
magic are dependent on Perception + reducing the pawns required to open it for As with all craft magic, a Perception
Finesse rolls against Ease Factors that in- enchantment. The mysteries of the Verdi- + Finesse roll is required and, given the
crease with the complexity of the task. tius art cannot be replicated with simple difficulty of creating a full vessel in little
The creation of complex items that would craft magic. more than an instant, the Ease Factor is
normally take a season or more to create relatively high. Small ships, up to size
has a very high Ease Factor. Magi do have +5, can ordinarily be built in a single sea-
ways to help themselves though. Page 68
The Hands of Phereclus son, while larger ships take multiple sea-
of Art & Academe details the creation and use sons. The following table takes this into
of Ligatures, small single-use charms based ReHe(Te) 40 account and provides a guide to Craft
on mundane Artes Liberales, Philosophiae, R: Touch, D: Momentary, T: Group Magic Ease Factors for creating vessels of
or Medicine. These provide a small bonus Given enough lumber and prepared different sizes:
(up to +3) for a single roll, which effec- iron nails and other fixtures, this craft
tively reduces the target Ease Factor. The magic spell constructs an entire ship from Ship Ease Factor
Precise Casting spell mastery ability (Houses the assembled raw materials. The design River Barge 15
of Hermes: Societates, page 34) adds +1 to of the ship can be decided as the magus Coastal Buss 21
the caster’s Finesse total, which provides a works the spell, and enough lumber can be Large Cog 27
means to reach the high Ease Factors as- controlled by the spell to create a ship of Grain Barge 30

63
Hermetic Projects
In the table earlier, building a river The Unseen Shipwright but appropriate laboratory bonuses can
barge is a relatively easy task for a ship- be applied. Experiment side effects might
wright, which is a base Ease Factor of 9, ReHe(Te) 30 include the repairs being obvious or weak-
but the construction is likely to take up R: Touch, D: Momentary, T: Group ened, or the Ease Factors for the Finesse
to a season, which adds +6 to the Ease The magus selects a pile of wood and rolls may be modified.
Factor for a total of 15. Building a Medi- formed iron fixtures, and the spell cuts,
terranean grain barge is an impressive carves, and joins the wood into the hull
feat (Ease Factor 21) and would normal- of a target ship, repairing splits and holes
The Conscientious Carpenter
ly take a shipwright a year (+9), which under the magus’ direction. The worst
means a magus faces an Ease Factor of 30 damage is repaired first so that the vessel ReHe 30
to create such a vessel with craft magic. is always left seaworthy and the repairs are Pen: +0, Unlimited Use
Given the relatively high Ease Factors practically seamless. R: Touch, D: Momentary, T: Group
involved, this spell is most likely to be A Perception + Finesse roll is required One advantage of Rego craft magic
used in constructing small vessels very against an Ease Factor set by the story- is that Finesse can be taught to anyone,
quickly as a means of income for the guide. The table on Covenants, page 49, Gifted or not. This means an enchanted
shipyard. is a useful guide, but a rule of thumb is device in the hands of a Finesse-trained
The spell is named for Phereclus, a that repairing a small leak or a splintered mundane craftsman can be put to work
master shipbuilder of Greek antiquity. rudder is a task of average difficulty tak- as effectively as a magus casting the spell
(Base 5, +1 Touch, +2 Group, +3 Size, ing no more than a day for an Ease Fac- himself.
+1 intricacy) tor of 12, while refloating a wrecked ship When touched to pile of wood, this
Required Lab Total: 1 season (80), 2 is almost impossible, with an Ease Factor wand cleans, cuts, and shapes the wood
seasons (60), 3 seasons (54), 4 seasons (50) of at least 27 (plus any modifiers that the into the strakes that make up a ship’s hull.
Rego effects designed in the shipyard storyguide imposes based on how long it The wand is limited to creating strakes
gain a +1 bonus from the Rego specializa- might take a mundane shipwright to re- and cannot be used to work other parts of
tion and a further +10 as this is directly float the vessel). the ship.
related to ships. Experimental side effects The magus must have appropriate ma- Use of this wand throughout the build-
may include the design of the ships never terials to hand in order to make repairs. ing of a ship adds +1 to the shipwrights
quite matching what the magus intended, (Base 5, +1 Touch, +2 Group, +1 size, Profession: Shipwright ability for the pur-
perhaps taking on a Greek aspect as per +1 flexibility) poses of deciding how long the ship takes
the spell’s inspiration. Modified effects Required Lab Total: 1 season (60), 2 to complete (City & Guild, page 68).
may provide bonuses or penalties to the seasons (45), 3 seasons (40), 4 seasons (38) (Base 5, +1 Touch, +2 Group; +10 un-
Finesse Ease Factors. No shape or material bonuses apply limited use)
Required Lab Total: 1 season (60), 2
seasons (45), 3 seasons (40), 4 seasons (38)
Appropriate laboratory bonuses apply
Shipbuilding Story Seeds to this effect (+1 Rego) as does a further
+4 bonus as the wand is made of wood.
The Vessel Recovered him? See Magi of Hermes, page 70, for
more information on Maris of Tytalus.
A ship is found damaged, crewless,
and drifting. The captain who found The Unskilled Shipwright Creo Rituals
it tows it into dock, looking for some-
one skilled in the magical arts to repair After seasons spent experimenting Creo rituals have the benefit of being
it, for the ship is obviously enchanted. with the creation of spells and rituals more reliable than Craft Magic but at the
Very quickly, the Hermetic Shipwright to repair and create ships, the magus cost of expending vis on their casting. Ar-
realizes that the ship, the Paregro Mare, is visited by a carpenter specializing in tificial items created through Creo rituals
is the talisman of Maris of Tytalus and the construction of ships. It seems that require an Intelligence + Finesse roll to de-
it can take little more punishment be- the magus’ experiments have somehow termine their quality, as outlined in ArM5,
fore it loses all its magic. But where is robbed the carpenter of all his skill. Can page 77. As with Rego craft magic, the Fi-
its owner? What has separated him from the magus put the damage right, or is
nesse rolls associated with Creo rituals can
his talisman? And what will Maris’ reac- there an even stranger explanation for
tion be to those who might wish to help be aided through the use of ligatures and
the carpenter’s condition?
spell mastery.

64
Hermetic Projects
Conjuration of
the Seaworthy Cog Support for Mysteries
CrHe(Te) 45 There are magical mysteries used of Celestial Magic reduces the number
across the Order that make the prepa- of pawns that must be spent to open
R: Touch, D: Momentary, T: Struc-
ration for enchantment of large devices the device (The Mysteries Revised Edition,
ture, Ritual
easier. The Verditius Magic virtue allows page 48). Philosophic Alchemy allows
This ritual creates a fully-formed cog. the magus to reduce the pawns of vis re- the magus to extract vis from an aura
The resulting ship is an exact copy of the quired to open the ship for enchantment directly into a device. This can be used
cog used as a template during the design by his Craft: Carpenter score (ArM5, to part-prepare the device for enchant-
of this spell, even down to the knots in the page 97). The Verditius inner mystery ment. The example on page 41 of The
hull and the adze marks on the keel. The of Elder Runes allows the shipwright to Mysteries Revised Edition shows how this
only difference is that, assuming the magus use a number of pawns of vis equal to can be used to help the magus open de-
makes the Intelligence + Finesse stress roll his Magic Theory score multiplied by vices ordinarily beyond his capabilities.
against an Ease Factor of 9, the conjured his Philosophiae score (Houses of Hermes: Shipwrights intent on enchanting larger
ship is in perfect condition, as though each Mystery Cults, page 127). The Mystery vessels should consider these options.
part of its construction has only just been
finished. Any flaws in the original template
are rectified where they would have made
Reparation of Running Repairs
the Wounded Vessel
the conjured ship weaker or less seaworthy.
A Terram requisite is required to create CrHe(Te) 30
the bolts, nails, and other fixtures. CrHe(Te) 45 R: Touch, D: Momentary, T: Struc-
Given the nature of the spell, a dif- R: Touch, D: Momentary, T: Struc- ture, Ritual
ferent ritual is required for each different ture, Ritual This ritual repairs a single damage
type of ship that the shipwright wishes This ritual repairs all the damage to level to a vessel, represented by the ma-
to conjure. To achieve this, the Hermetic the target ship, restoring all it sdam- gus identifying and targeting the dam-
shipwright must create a new ritual using age levels regardless of its condition. aged area of the ship. This ritual may
the existing laboratory text as a guide and All components considered intrinsic to be cast on a ship that has lost multiple
apply the principles to a new design. the ship are affected by the ritual, in- damage levels, but only one of those lev-
Unless cast on a waterway, the ritual cluding the rudder, masts, castles, sails, els will be repaired. A Terram requisite is
should be cast within a boat shed pre- oars, and so on. The spell works on any required to mend or replace bolts, nails,
pared to receive the conjured vessel so vessel and returns it to the peak of its and other fixtures.
that it does not topple and damage itself seaworthiness. If cast on a ship with at least one re-
or its surroundings. Making the prepara- Unless the ship is completely wrecked maining damage level, any enchantments
tions forms a significant part of the ritual. (having lost all of its damage levels), any in the ship are preserved. If the ship has
Botches in casting are likely to conjure the Hermetic effects enchanted into the ves- no damage levels remaining, then the en-
ship in a position the magus did not ex- sel are still retained. Enchantments are chantments are lost.
pect, which could cause significant dam- only lost where all damage levels have (Base 3, +1 Touch, +3 Structure, +2
age to his laboratory or bystanders. been lost. for treated and processed Herbam, +1 Ter-
(Base 3, +1 Touch, +3 Structure, +2 A Terram requisite is required to mend ram requisite)
for treated and processed Herbam, +3 in- or replace bolts, nails, and other fixtures. Required Lab Total: 1 season (60), 2
tricacy, +1 Terram requisite) (Base 3, +1 Touch, +3 Structure, +2 seasons (45), 3 seasons (40), 4 seasons (38)
Required Lab Total: 1 season (90), 2 for treated and processed Herbam, +3 in-
seasons (68), 3 seasons (60), 4 seasons (57) tricacy, +1 Terram requisite)
If designed in the Hermetic Shipyard Required Lab Total: 1 season (90), 2 The Mechanics
described earlier, the +10 bonus for ships
applies to this laboratory total. Magi may
seasons (68), 3 seasons (60), 4 seasons (57)
The +10 ships bonus afforded by the
of Enchantment
want to experiment to raise their lab totals, laboratory applies to this effect. Experi-
in which case the type or size of ship created mentation may reduce the effectiveness of Shipwrights consider the various
may be different, the quality of the ship may the ritual, leaving the ship with at least one parts of the ship as being separate enti-
be worse than intended, or the completion damage level lost, or in the worst cases put ties. The keel (where present) and the
of the ritual may destroy the template ship. the enchantments at risk. hull comprise one, the mast makes an-

65
Hermetic Projects
other, any upperworks (such as castles at
A Comment on Hermetic Architecture the fore and aft) are separate, as are the
sails, rigging, and finally the rudder or
The Hermetic Architecture Virtue suming and vis-hungry. To enchant a the steering oar.
presents a method of enchanting very wooden ship of size +7 (a large cog),
But for the magus, one of the most im-
large objects through the use of mysti- the Hermetic Architect would at mini-
portant questions is one of size: can the
cally attuned proxy devices (The Myster- mum need to open seven separate de-
ies Revised Edition, page 97). These devices vices with 14 pawns of Vim vis each. magus actually use enough vis in a single
are prepared and enchanted separately Each of these devices would then need season to open the vessel for enchantment?
and then joined through a ritual with to have the target enchantment invested Conventional ships are primarily con-
the ultimate target of the enchantment. separately. This process is followed by structed of wood. Looking at the Material
This approach has a number of a further ritual of level 40 (assuming an and Size Tables on ArM5, page 97, we can
benefits. The proxy devices are small original enchantment of level 30). This see that wood requires a base 2 pawns of
enough that they can be enchanted is a total of 127 pawns of vis over poten- vis, but the table only describes items up
within a standard Hermetic laboratory tially 14 seasons. to the size of a boat or wagon and gives
under carefully controlled conditions. For the Hermetic shipwright, it is them a size multiplier of x5. Most ships are
The devices can be applied to structures preferable to build a large working Her- an order of magnitude larger again, so we
of any size. Finally, the Mystery permits metic laboratory. The time taken is like-
should expect a size multiplier of x6 for a
Boundary effects to be enchanted into ly to be less than the 14 seasons needed
moderate vessel and x7 or x8 for a large
the devices, something ordinary Her- by the Hermetic Architect and the vis
metic understanding does not support. required in the enchantment of the ship ship. The largest of all ships have a size
But the process is both time-con- is an order of magnitude lower. multiplier of x9.
The table that follows lists the num-
ber of pawns of vis that must be used
to open various parts of the ship for
Shape and Material Bonuses enchantment.

Being constructed from wood, ef- Crystal +5 water related effect


Component Base Size Total
fects enchanted into a ship almost cer- Cypress +3 necromancy Pawns Pawns
tainly benefit from at least the usual +4 +3 spirits
bonus to affect dead wood. The type of Fan +4 banish weather Hull (huge) 2 9 18
wood used provides additional material phenomena Hull (very large) 2 8 16
bonuses and different parts of the ves- +4 create or control Hull (large) 2 7 14
sel have different mystical resonances, winds Hull (moderate) 2 6 12
which provide their own shape and ma- Fir +3 darkness
Hull (small) 2 5 10
terial bonuses. +1 malicious faeries
The table that follows lists the ap- Garnet +2 navigation Keel (alone) 2 5 10
propriate bonuses according to the Lilac +2 travel Mast 2 4 8
shapes and materials commonly used Mast +2 protection from Rigging 2 5 10
in ship construction. There are also a temptation
Sails 1 5 5
number of shapes and materials not tra- Mercury +3 Aquam
ditionally associated with shipbuilding Oak +7 protection from Rudder/Steering Oar 2 4 8
that provide useful bonuses and may storms Castle 2 4 8
find their way into enchanted devices. Oar +4 affect currents Anchor 5 4 20
Opal +4 travel
Shape/Material Bonus Pine +3 light
Agate +3 air +1 friendly faeries As described in Ars Magica Fifth
+5 protection from Rope +4 restraint or binding Edition, on page 97, there are two ways
storms Sea Shell +2 the sea to prepare the vessel for enchantment.
Anchor +3 prevent movement +3 sea creatures The first is to prepare only a part of the
Aquamarine +3 water Ship +5 sailing vessel, the steering oar for instance. As
Ash +2 harm people Ship’s Sail +4 affect winds part of the ship, effects invested in the
Bellows +4 create wind +7 sailing oar benefit from shape (but not material
Beryl +3 water Wood (dead) +4 affect dead wood
bonuses) inherent in the ship, but the
Boat +3 sailing +3 affect living wood
magus does not have to prepare the en-

66
Hermetic Projects
tire ship. Alternatively, the ship can be
treated as a compound item, in which Building by hand. The quality of the construction
has not been factored into the laboratory
case the ship can be prepared for en-
chantment for a number of pawns equal
to the highest-cost part, or the sum of all
The Hermes calculations later as this will be variable
according the shipwright’s skill.

included components. The first vessel to be built at the


This means that a small buss with a completed Hermetic shipyard is a large Constructing and
single mast and a steering oar can be pre-
pared for enchantment with either 10 or
ocean-going cog, The Hermes, so named
for the Order and for the Greek god in
Preparing the Vessel
26 (10 pawns for the hull, 8 for the mast, his role as patron of travelers. The Hermes
and 8 for the steering oar) pawns of vis. is opened for enchantment and invested Assuming that The Hermes is constructed
A magus can use twice his Magic Theory with a number of effects to make the ves- by the shipwright’s team with no magical
score in pawns of vis per season. So in or- sel more manageable and seaworthy. The intervention, the ship takes two seasons
der to prepare the buss for enchantment key enchantment allows the ship to re- to complete to seaworthiness. During the
as a single item with 26 pawns of vis, the configure the shape of its hull such that it second season, the shipwright can prepare
magus needs an effective Magic Theory can sail shallow inland waterways, as well the vessel for enchantment, a process that
score of 13. as navigating the more challenging north- takes a season.
ern seas. The Hermes is a small merchant cog
This section takes the project from with a single mast and a castle at the rear
Enchanted Items the physical construction and outfitting of of the vessel. It is opened as a compound
that Act Upon the Ship
the hull to the launching of the completed device: the hull and the castle are treated
magical vessel. as separate elements. This takes a total
Enchantments do not necessarily With a shipyard and team of craftsmen of 18 pawns of vis (10 for the hull and 8
need to be invested into the ship itself. and laborers available, The Hermes is built for the castle) and requires an effective
By increasing the range of enchantments
to Touch and adding one magnitude to
the effect’s cost, smaller devices can be
installed within the ship to much the
same effect. This may limit the interac-
tions between effects, and it increases
the risk that any one device might be lost
or broken, but it does allow less-skilled
magi to create helpful devices for use on
board ships.
There are drawbacks to this ap-
proach. If lesser enchanted devices are
used, the level of their effects is likely
to be lower that those enchanted into a
ship prepared for enchantment, due to
the need to enchant the device within a
single season. On the other hand, indi-
vidual invested devices must be opened
for enchantment in their first season,
which potentially adds many seasons to
the overall project.
While this approach is certainly viable,
especially for younger shipwrights as they
grow in experience, this chapter assumes
the attention of a skilled or knowledgeable
magus capable of opening the ship’s hull
for enchantment.

67
Hermetic Projects
transformation. The Hermes itself maintains
Story Seeds for Enchanting the Hull concentration on the transformation and
the effect is ended either by command or
The Lost concerning a lost son, be the key to by the vessel taking on another shape.
this mystery?
The transformation is likely to be un-
Long after The Hermes has been
nerving to first-timers, but the center of
launched, the crew loses their most
loyal and trusted member at sea. And The Dogged Adversary the top deck near to the mast is quite safe.
at that moment, the magic of The Those at the side of the ship must take
Jealous at The Hermes’ ease of handling, their chances.
Hermes stops. None of the effects en-
a rival merchant plants a spy aboard the A distinct effect using the same level is
chanted into the vessel obey the crew’s
vessel to see how the crew load the ship required for each shape that the vessel can
commands, and not the slightest spark
and how they control her when under
of magic can be found in the ship. Can take, which means the same laboratory text
sail. But the spy sees more than he bar-
the ship be mourning her lost crew- cannot be used for subsequent shapes.
gained for, and the magical nature of the
man? How can she be restored to or- (Base 5, +1 Concentration, +3 Struc-
vessel is in danger of being exposed.
der? Could the crewman’s last words, ture, +1 Muto requisite, +1 intricacy; +3
for 6 uses per day, +5 device maintains
concentration)
Magic Theory of 9, within the reach of Triggered by the captain or a crew- Required Lab Total: 1 season (86), 2
an experienced enchanter. Options for man holding firm to the ship and calling seasons (65), 3 seasons (58), 4 seasons (54)
reducing the amount of vis required are for it to change, the ship reshapes itself, The laboratory bonus of +10 for ships
discussed earlier. This allows for a maxi- strakes pulling themselves free, decks fold- applies to this effect, as does the +4 bonus to
mum of 180 levels of effects to be en- ing themselves, planks stretching and con- affect dead wood. While the aim of the ef-
chanted into The Hermes. tracting, and nails loosening themselves fect may be to make the ship easier to sail in
Built of oak, The Hermes has the follow- before finding new homes. At the end of certain circumstances, the +5 bonus to sail-
ing base shape and material bonuses: the transformation the original cog is re- ing does not apply. Magi who experiment
placed by a smaller coastal buss. The ef- in creating this effect may see the effect
Shape/Material Bonus fect is total, such that, where required, the warped, for instance through the new shape
Oak +7 protection from construction of the ship can also change, being obviously mystical (perhaps express-
storms from clinker-built to carvel, or vice versa. ing magical symbols in its hull) or they may
Ship +5 sailing The ship’s rigging is also affected by these find the ship’s new shape capable of travel-
Wood (dead) +4 affect dead wood shape-changing spells, changing the sails ing further and faster than anticipated.
+3 affect living wood in size and shape where needed.
While the Rego technique governs the
movement and control of the component Magical Ballast
Enchanting The Hull parts, the Muto requisite changes them in
size and shape, so that no new material ReHe 24
The following enchantments are in- is required and none is lost through the Pen: +0, Constant Effect
vested into the hull of the ship.

Shape of the Coastal Buss


Using Ptolemaic Coordinates
The Hesperides chapter in the An- be collected but can be derived through
Re(Mu)He(Te) 43 cient Magic supplement presents a sys- study, learned from a teacher or a book,
Pen: +0, 6/day tem of coordinates devised by Claudius or gained through direct observation of
Ptolemaeus that can be integrated with the heavens.
R: Personal, D: Concentration, T: Structure
Hermetic magic. Ptolemy’s system can The zero point for Ptolemy’s system
This effect allows The Hermes to change
be used to derive coordinates from a set is within the Purple Islands of the west
shape; its keel, deck, and strakes can trans- zero point that then describes a given lo- coast of Africa, and searching for their
form from one design to another, in this cation. The coordinates work according secrets is a whole series of stories that
case to a coastal buss able to navigate shal- to the law of Names rather than the law especially fit the captain and crew of an
lower waters and travel further upriver of Contagion, so they do not need to enchanted ship.
than a cog.

68
Hermetic Projects
R: Personal, D: Sun, T: Structure
Weight and its distribution through Interaction Between Navigational Effects
the ship is vital to its handling. This ef-
fect ensures that The Hermes always comes It is possible for more than one navi- Constantinople, but the instruction to
gational effect to be active at any one follow the coast remains in effect.
to rest true and level in the water. The
time. Where The Hermes has been com- The ship’s crew are not left powerless
Hermes is treated as carrying a constant
manded both to sail for Constantinople by such effects. Most of the navigation-
load, evenly distributed across the ship, and to follow the coast, these effects are al enchantments on The Hermes control
no matter what cargo it is loaded with. designed to work in harmony to ensure the larger-scale movements of the ship,
This ensures that the crew can handle the that the ship sails the coastal route to but it is the crew who ultimately control
ship as easily fully loaded as they can with the city. Where there is a clear conflict, her. Left to its own devices, The Hermes
an empty hold. the most recent command takes prece- may, unless protected, run aground in
Exceeding the ship’s tonnage causes dence. Any subsequent use of an effect following the line of the coast. But the
the effect to fail and the ship’s handling replaces any currently running instance crew can steer her through treacherous
to degrade, though it reasserts itself when of that effect, so a command to sail for waters while still benefiting from the
the load has been reduced. Sicily replaces the command to reach ship’s enchantments.
(Base 3, +2 Sun, +3 Structure; +1 2/
day, +3 triggered at sunrise/set)
Required Lab Total: 1 season (48), 2 gus or crewman calling for The Hermes but does not thereafter need to be kept
seasons (36), 3 seasons (32), 4 seasons (30) to find a place represented by an arcane in sight by the crewman, as the enchant-
The +10 bonus for ships and the +1 connection. The effect allows The Hermes ment grants this limited sensory ability to
bonus for Rego from the laboratory both to recognize the direction in which the the vessel itself.
apply. The +5 shape bonus to sailing also target can be found. The arcane connec- The effect ends either by command by
applies as does +1 for prior Rego and/or tion must remain in contact with the ship any of the crew or when the ship sails out
Herbam effects. If the magus experiments through the effect’s duration. of sight of the targeted coastline.
while instilling this effect, it could fail While this effect, on its own, does The effect works by determining
when the ship sails under certain condi- not provide any bonus toward navigating the direction and distance to the coast
tions, when cargo is loaded into certain the ship, later effects invested into The throughout the effect’s duration, which
areas, or could increase or decrease the Hermes can use the knowledge that this The Hermes itself maintains. As a navigation-
ship’s base tonnage. effect provides. al effect, it provides no bonuses or benefit
(Base 4, +4 Arcane Connection, +1 to the crew unless used together with the
Concentration; +5 maintain concentra- Tillerman enchantment.
Aids to Navigation tion, +10 for unlimited use) (Base 2, +1 Concentration, +4 Vi-
Required Lab Total: 1 season (80), 2 sion; +10 unlimited use, +5 maintain
A ship is of little use without a naviga- seasons (60), 3 seasons (54), 4 seasons (50) concentration)
tor to plot its course. A magical navigator Bonuses of +16 apply to this labora- Required Lab Total: 1 season (60), 2
can plot courses with surety, and issues tory project: +10 as the ship is enchanted seasons (45), 3 seasons (40), 4 seasons (38)
commands directly to the ship to ensure in the shipyard, +5 as it is a sailing effect, Enchanted in the Hermetic Shipyard,
the course is closely followed. The effects and +1 for prior Terram effects. this effect benefits from the usual +10 for
that follow present the means by which ships, and the effect is so closely linked
The Hermes plots and tracks its course, as to sailing that the shape bonus of +5 to
well as providing autonomous control to sailing also applies here. In addition, there
the ship.
Follow the Coast are prior effects that include Intellego and/
or Terram effects, so the laboratory total
InTe 30 gains an additional +2 bonus.
The Unerring Navigator Pen: +0, Unlimited Use Potential side effects from experimen-
R: Personal, D: Concentration, T: Vision tation might see the effect misjudging the
InTe 40 Activated by a crewman with clear distance to the coast or recognizing only
Pen: +0, Unlimited Use sight of the coast, The Hermes can be com- certain types of coastline, such as beaches,
R: Arcane Connection, D: Concentra- manded to follow the indicated coastline harbors, or cliffs.
tion, T: Individual at a given distance. The coast must be
This effect is activated by the ma- sighted initially for targeting purposes,

69
Hermetic Projects
Into the Wind navigation and/or sailing rolls to reach the earlier and the cost of the triggers for
specified location, and +1 to navigate in both of these are accommodated in the
There are two primary means by relation to it. effect design.
which the ship is controlled: the rud- It has been enchanted as a constant (Base 3, +1 Touch, +2 Group; +10 for
der or steering oar, and the sails. While effect but the additional control mecha- unlimited use, +3 triggered by the Unerr-
the rudder controls the direction in nisms have also been accounted for in the ing Navigator, +3 triggered by Follow the
which the ship faces, allowing the crew effect design. Coast)
to swing the ship to port or starboard, This effect allows The Hermes to sail Required Lab Total: 1 season (52), 2
management of the sails provides the en- with a smaller crew than normal without seasons (39), 3 seasons (35), 4 seasons (33)
ergy to propel the ship forward along its penalty to the ship’s handling. Assuming this effect is enchanted
course. This effect has been enchanted into within the Hermetic Shipyard, the ma-
A ship with the wind behind it is The Hermes as the rudder is often vulner- gus receives the following bonuses to his
said to be running, but sails do not al- able and prone to damage in difficult wa- Lab Total: +10 for ships, +5 for sailing,
ways need the wind behind them for the ters. This allows the rudder to be replaced +1 for Rego, and +3 for prior Rego and/or
ship to follow its course. By close-haul- without losing the magic. Herbam effects.
ing, ships can run diagonally upwind. To (Base 3, +1 Touch, +2 Sun, +1 size; +1
stay on course, a ship may tack or turn for 2/day, +3 triggered at sunrise/set, +3
through the wind; a ship close-hauled on triggered by the Unerring Navigator, +3 Outfitting the Ship
the port side may swing its bow to the triggered by Follow the Coast)
opposite side of the wind and close-haul Required Lab Total: 1 season (50), 2 The following effects are not enchant-
to the starboard side. These maneuvers seasons (38), 3 seasons (34), 4 seasons (32) ed into The Hermes itself, but are separate
allow the sails to catch enough wind for Bonuses of +10 (ships), +5 (sailing), enchantments that either act on the ship’s
the ship to make progress, even against and +1 (Rego) apply to this enchantment, environment or provide effects not direct-
the direction of the wind. as does a bonus of +2 for prior Rego and/ ly related to sailing.
The following effects either aid the or Herbam effects.
crew in sailing The Hermes or, in some cases,
take over altogether.
Gather the Wind
Man the Sails
ReAu 14
The Tillerman ReHe 26 Pen: +0, Constant Effect
Pen: +0, Unlimited Use R:Touch, D:Sun, T: Individual
ReHe 25 R: Touch, D: Momentary, T: Group This enchanted sail amplifies the force
Pen: +0, Constant Effect When a crewman calls out his com- of any wind that touches it, collecting
R: Touch, D: Sun, T: Individual mands loudly and clearly, The Hermes more of the wind than would normally
The Hermes is fitted with a large rud- obeys and draws the sails into the de- pass across the sail.
der controlled by a sturdy tiller under the sired configuration. The target of the ef- An unfamiliar sailor or captain suf-
rear castle. Ordinarily, the tiller is manned fect is whatever sails and rigging, treated fers a –1 penalty to any ship handling
with the tillerman taking commands from as a Group, are rigged to the mast. Sails rolls for the first season working with the
the captain or mate forward of the mast. can be raised, lowered, or close-hauled, device, but once familiarized, he gains a
But this effect allows the ship to take con- allowing the ship to tack through the +2 bonus to any sailing rolls and totals
trol of the rudder. wind. The crewman must make a Per- for speed. Vessels normally rigged with
By default, this effect keeps the tiller ception + Finesse Stress Roll against multiple sails need to be fully rigged with
in the last position it was manually moved Ease Factor 6 to complete the action these devices in order to gain the benefit.
to. But this effect is unusual in that it is successfully. If they are not, the –1 handling penalty
linked to and controlled by two other Use of this effect allows The Hermes to applies.
enchantments. The tiller is controlled ac- sail with a smaller crew than would oth- If using City & Guild, these enchanted
cording to the headings determined by erwise be needed, and makes manipulat- sails need to be of at least Superior con-
both the Unerring Navigator and the Fol- ing the sails quicker than mundane ves- struction to withstand the greater forces
low the Coast effects, shifting the rudder sels, which also helps to make her more to which they are subject. As this effect
to keep The Hermes on course to its destina- maneuverable. is third magnitude, it does provide a +3
tion. While the tiller is being controlled This effect is also controlled through bonus to all stress checks against storm
by these effects the ship’s crew gain +3 to the two navigational effects described damage.

70
Hermetic Projects
(Base 3, +1 Touch, +2 Sun; +1 for 2/ ship if not contained quickly. This circu- northern seas. She can sail under heavy
day, +3 triggered at sunrise/set) lar hearth, made of fired brick and mortar, load with no loss of performance, and
Required Lab Total: 1 season (28), 2 creates its own magical fire of +5 intensity. can even chart and sail her own course.
seasons (21), 3 seasons (19), 4 seasons (18) The Rego requisite ensures that no flame Her magically controlled rudder and
The sail provides a +4 bonus to ef- or ember can leave the hearth. sails make her faster and more maneuver-
fects dealing with wind while the shipyard (Base 4, +2 Sun, +1 Rego requisite, +1 able than mundane ships, able to outpace
laboratory adds +1 for each of Rego and 2/day, +3 triggered at sunrise/set) her rivals, and the combination of magi-
Auram. Required Lab Total: 1 season (38), 2 cal effects means she sails with a smaller
seasons (29), 3 seasons (26), 4 seasons (24) crew.
This device does not benefit from the And of course, with The Hermes now
Cutting the Waves laboratory bonus to ships, as it is separate finished, the Hermetic Shipwright has a
from the hull and does not affect the ship library of Laboratory Texts that he can
ReAq 19 itself. But as a hearth, it does gain a +7 to employ on his next and possibly more
Pen: +0, Constant Effect create fire and heat. powerful vessel.
R:Touch, D:Sun, T: Individual
This device is a shaped wooden
plank, attached to the stem, or leading
False Fire
edge, of the ship. The Rego Aquam en-
chantment breaks the waves ahead of the CrIg 9 Outlandish
vessel, which eases the path of the ship
through the water. Each wave is treated
as an individual, rather than a part of a
Pen: +0, Constant Effect
R: Personal, D: Sun, T: Individual
These enchanted lamps shine with
Vessels
larger whole. This is by analogy with an unending inner light equivalent to The Hermes, as enchanted as it is, rep-
Rego Auram, which treats distinct winds torchlight. The lamps generate neither resents a mundane sailing ship. For all
as individuals. heat nor smoke, which makes them ideal the magic that has been invested into
The effect, once the captain and crew for lighting the ship. The Hermes has a it, The Hermes is limited in where it can
are familiar with the ship’s handling, is to number of these, as they are cheap and sail and by what means. But the ambi-
improve its speed through the water. An easy to produce, and most magi are able tious magus need not be constrained,
unfamiliar crew or captain suffers a –1 to create multiple lamps in a season, es- and the following sections describe ships
penalty to any ship handling rolls for the pecially given the easily obtainable Lab- that sail above the clouds, beneath the
first season working with the device, but oratory Text. oceans, and beyond imagining in the
once familiarized, they gain a +2 bonus to (Base 3, +2 Sun; +1 for 2/day, +3 trig- Magic Realm itself.
any sailing rolls and totals for speed. gered by sunrise/set)
(Base 4, +1 Touch, +2 Sun; +1 for 2/ Required Lab Total: 1 season (18), 2
day, +3 triggered at sunrise/set) seasons (14), 3 seasons (12) Submarine Vessels
Required Lab Total: 1 season (38), 2 If the effects are enchanted into lamps
seasons (29), 3 seasons (26), 4 seasons (24) as described earlier, the project benefits Ships are constrained to the surface of
The Hermetic Shipyard provides a +1 from a +7 bonus to produce light, making the sea, which in Mythic Europe may be
bonus to the lab total for each of Rego and the devices very easy to make. Given the considered limiting. There are many sunk-
Aquam. low level of the effect, it is recommended en cities and faerie kingdoms waiting to be
that these lamps be lesser enchantments, discovered and rediscovered, and a ship
which avoids the need to open each lamp that can plumb the depths of the oceans
The Ship’s Hearth for enchantment. can reap wealth and rewards undreamt of
by mundane sea captains.
Cr(Re)Ig 19 Three key effects are required: an ef-
Pen: +0, Constant Effect The Finished Ship fect to plunge the vessel beneath the sur-
R: Personal, D: Sun, T: Circle face and control its ascent and descent;
All ships have at least one hearth of Though it has taken years and many an effect to ensure the crew can breathe
some kind, and these are usually built into pawns of vis, with the completion of the underwater; and finally an effect to sail the
the vessel as it is constructed. Ships need final two effects, The Hermes is an incred- undersea currents.
fire for cooking, light, and warmth, but ible vessel, able to confidently sail shal-
a fire that escapes can ravage and sink a low coastal waters and survive the rolling

71
Hermetic Projects

Poseidon’s Chariot Triggered by the Poseidon’s Chariot fects, such as boats that can be launched
effect, this effect wards the ship against from the ship while protecting their crew,
ReHe 30 the inrushing ocean. The effect protects and helmets with variations of Lungs of
Pen: +0, Unlimited Use all below-decks areas and any enclosed the Fish (ArM5, page 122).
R: Personal, D: Concentration, T: Structure parts of the vessel’s structure above deck,
This effect allows the ship to be com- such as a castle. All doors and hatches
manded to sink into the sea, overcoming are warded, as are any damaged sites that
Catching the Tidal Winds
its natural buoyancy. The enchanted ship would normally let in water. The open
maintains concentration on the effect deck, and in particular the mast and the ReHe 33
and keeps the ship at the depth specified rigging, is not protected by the ward, as Pen: +0, Unlimited Use
by the crew. The effect can be canceled this is considered to be on the outside of R: Personal, D: Concentration, T: Structure
and the ship commanded to rise back to the structure. This effect propels the ship through
the surface. Crew members needing to go up on the water, riding the undersea currents as
(Base 3, +1 Concentration, +3 Struc- deck must protect themselves from the though the sails had caught a wind. The
ture; +5 maintain concentration, +10 Un- ocean and its currents, and submarine movement of the ship is controlled by
limited Use) ships should be designed and outfitted both the rudder and the sails, allowing the
Required Lab Total: 1 season (44), 2 with this in mind. crew to sail the ship under water just as
seasons (33), 3 seasons (30), 4 seasons (28) The effect is named after the story they would on it.
If enchanted in the Hermetic Ship- that a drowning sailor, kissed by a mer- As with the previous effect, this ef-
yard, the usual bonuses apply (+10 ships, maid, gains the ability to breathe water as fect is activated when the vessel plunges
+1 Rego), as do +5 sailing and +4 to affect though it were air. into the sea under the power of Poseidon’s
dead wood, which both come from the (Base 5, +1 Concentration, +3 Struc- Chariot.
ship itself. ture; +10 Unlimited Use, +5 maintain (Base 3, +1 Concentration, +3 Struc-
Experimentation may influence the concentration, +3 triggered by Poseidon’s ture; +10 unlimited use, +5 maintain con-
way in which the ship plunges into or Chariot) centration, +3 triggered by Poseidon’s
rises from the sea, perhaps violently or Required Lab Total: 1 season (86), 2 Chariot)
even dangerously. seasons (65), 3 seasons (58), 4 seasons (54) Required Lab Total: 1 season (66), 2
The Hermetic Shipyard provides bo- seasons (50), 3 seasons (44), 4 seasons (42)
nuses of +10 for ships and +1 each for The Hermetic Shipyard provides bo-
The Mermaid’s Kiss Rego, Aquam, and Auram. As the ship al- nuses of +10 for ships and +1 for Rego.
ready has one Rego effect invested, a fur- The ship itself provides bonuses of +4 to
ReAq 43 ther +1 is gained. affect dead wood and +5 for sailing. And
Pen: +0, Unlimited Use A submarine vessel is likely to have as the ship has been enchanted with two
R: Personal, D: Concentration, T: Structure other devices enchanted with similar ef- prior Rego effects, a further +2 is gained.

72
Hermetic Projects
Ships of the Sky
The Art of Binding
Stories of ships that sail the sky have
been popular since classical times. Some of Goetic sorcerers, described in in Hermetic magic that his Gift won’t
Realms of Power: The Infernal, page 114, bend to accommodate the required
these are doubtless idle tales told around
have access to the Art of Binding, learning. There are other ways, how-
hearths to enliven the evening, while some
which could be used to bind a spirit to ever. He hunts down a practitioner of
are the work of angels, demons, faeries,
a ship. In binding the spirit, any power the Goetic Arts and demands that he
and other spirits making their journeys for it uses with a Personal range directly teach an apprentice that he will then
their own supernatural reasons. But some affects the vessel it is bound to. If a take as his own student, not to learn
of these ships may be magical enchant- magus could find a spirit with the pow- Hermetic magic, but the art of ship-
ments created by powerful Hermetic magi er to enter or leave the Magic Realm building. How long before the Order
or even wizards of other traditions. at will, and foster a sorcerer powerful discovers this arrangement? Will the
The creation of a magical sky ship enough to bind it, the enchanted ship apprentice even have the capacity for
follows much the same pattern as for an could travel to and from the void at the loyalty once the sorcerer has finished
ocean-going vessel, but with two key dif- behest of its captain. with him? And will the temptation of
ferences: first, it needs an enchantment to Note that the Goetic Binding Art the Goetic prove too much for the
loft it into the air, and second, freed from is different from the practice of Spell shipwright?
the confines of the ocean its hull can take Binding, as described in The Mysteries
on any design the magus desires. Revised Edition, page 27, widely known
across the Order. Spell Binding involves Story Seed: Reunited Lovers
trapping a spirit in a container so that it
The Sky is My Ocean There are tales of two ghosts, the
may power another spell also bound to
ghosts of lovers who met their ends in a
that container. It cannot force the spirit
most violent way. They are now cursed
to express its own powers, nor can the
ReHe 39 never to see each other again, as one
spirit’s powers affect the container.
Pen: +0, Constant Effect only walks the mortal world during the
R: Personal, D: Sun, T: Structure day, while the other only walks abroad
As a constant effect, the ship is lifted Story Seed: at night. It seems that these lovers return
into the air. The effect is controlled by a The Sorcerer’s Apprentice to the Magic Realm when their time on
modified tiller and rudder mechanism that Earth is done. If these ghosts could be
both controls how the ship rises and falls Having learned of the Goetic Arts, summoned, captured, or coerced, they
the Hermetic shipwright sees an op- could be bound to the ship and their
and how it is propelled forwards. A ves-
portunity to use the Art of Binding powers controlled. But where can they
sel enchanted with this effect has no need
to directly bind supernatural powers be found? And under whose curse do
of sails or oarsmen, but without additional
to his ship. But he is so entrenched they remain?
means of propulsion, the movement of this
vessel is leisurely, as though from a calm
and steady breeze. wright would do well to design the ship If enchanted in the Hermetic Ship-
The high base magnitude allows the with legs that can be set down for just this yard, the usual bonuses apply (+10 ships,
ship to remain on a chosen course, with purpose. +1 Rego), as do +5 sailing and +4 to affect
adjustments and corrections being made (Base 10, +2 Sun, +3 Structure; +1 for dead wood, which both come from the
by the crew. 2/day, +3 triggered at sunrise/set) ship itself.
The effect can be suspended by land- Required Lab Total: 1 season (78), 2
ing the vessel on the ground, and the ship- seasons (59), 3 seasons (52), 4 seasons (49)
Sailing the Void
Story Seed: The Home of the Winds There are places beyond the mortal
world, entire realms unseen and untouched
A magus in possession of a fly- him navigate and sail his ship beyond by mortal hand.
ing ship invites others to undertake a the clouds. On the way, the ship passes
As described in Realms of Power: Mag-
most marvelous journey with him. He through strange unexpected regiones,
claims to have discovered the home of containing a kingdom ruled by birds ic, page 26, Hermetic magic has not yet
the Four Winds, powerful spirits of Au- and a court of airy spirits planning war tamed the Magic Realm. But a minor
ram. He needs a crew of magi to help against the clouds. breakthrough (see Houses of Hermes: True Lin-
eages, page 26) makes a series of new effect

73
Hermetic Projects
Required Lab Total: 1 season (70), 2
Story Seed: The White Whale seasons (53), 3 seasons (47), 4 seasons (44)
If designed in the Hermetic Shipyard,
There are tales of a great white lus, now living out his days at Fudarus. this spell benefits from a +1 bonus to the
whale that swims the frozen seas of the The Tytalus is willing to help the magi
laboratory total for each of Rego and
far north. Some say that it lives in the find the whale, but it soon becomes ap-
Aquam.
Magic Realm but enters the world of parent he has his own reasons, reasons
men to hunt. The last known sighting that endanger both the venture and the
is recorded in the journal of an old Tyta- magi themselves. Lifting the Storm

guidelines available.
While it may be unlikely that the The Sailor’s ReAu 45
R: Voice, D: Sun, T: Group
Hermetic shipwright himself has both
mastered the enchanting of ships and
made a breakthrough concerning the
Grimoire Poor weather can keep ships anchored
in harbor for weeks, while their captains
wait for the weather to turn. This spell
Magic Realm, two magi may bring these The following spells are useful for controls even the strongest of storms,
achievements together by working with the ocean-going magus and could eas- carving a channel through the weather
each other. Either the scholarly magus ily be reworked into device effects and through which ships can sail.
must teach the shipwright how to af- enchanted into magical ships. Additional Note that the spell is powerful
fect the Magic Realm, or he must lead spells and ideas for maritime magic can enough to lift a storm across a harbor,
the enchantment of the ship, using the be found in Magi of Hermes, from page 70 but the effect is somewhat localized.
shipwright’s facilities and his expertise in onwards. This means that the weather may still be
enchanting large devices. problematic out to sea, but at least the
If a ship could be taken into the ships are able to safely leave the more
Magic Realm, it may need enchantments Spells to Aid Sailing treacherous inshore waters. The Sun du-
to enable it to swiftly sail the Twilight ration allows multiple ships to sail under
Void, that place between places, and fur- These spells were designed to help in a single casting.
ther effects to breach the boundaries that sailing a ship. (Base 5, +2 Voice, +2 Sun, +2 Group,
separate magical insulae that float within +2 size)
the void. Required Lab Total: 1 season (90), 2
Sail With the Tide seasons (68), 3 seasons (60), 4 seasons (57)
If designed in the Hermetic Shipyard,
Travel to the Magic Realm ReAq 35 this spell benefits from a +1 bonus to the
R:Voice, D:Concentration, T: Part laboratory total for each of Rego and
If the aim is to take a ship into the Ships must usually wait for the tide be- Auram.
Magic Realm, there is another way. Some fore they leave port. Waters dangerous at
creatures aligned with the Magic realm low tide become navigable at high tide, al-
have the ability to step directly from the lowing laden ships to leave port safely. This Ships Made From
mortal world into the magical, and many
are able to take others with them. If such a
means that there are limited times in the
day that ships can enter and leave port.
Unusual Materials
beast could be found, and bargained with This spell draws a magical high tide
or coerced, then the ship and its crew to an area chosen by the caster, which is The following effects provide alterna-
could enter the Magic Realm. maintained for as long as the caster con- tives that allow a magus to conjure a ship
It is unlikely that the Hermetic Ship- centrates. The swell is enough to float a out of unusual materials, for use in excep-
wright would have the skills necessary to large ship and the caster is able to move tional circumstances.
find and coerce such a beast, but a magus the tide in relation to the ship.
dedicated to finding and keeping magi- The effect Duration is Concentration,
cal creatures could be engaged to do this which means the caster may need to main-
The Houseboat
for him. tain concentration for some time, likely an
hour or two. Mu(Re)Te(He) 44
(Base 4, +2 Voice, +1 Concentration, Pen: +0, Constant Effect
+1 Part, +3 size) R:Touch, D:Sun, T: Structure

74
Hermetic Projects
When hammered into the floor of a strengthens the structure to allow a crew Shipwright may seek out and work with
freestanding structure, this large iron nail to sail the ship. other traditions, to take advantage of
reforms the building into a boat of ap- However, being made from sand, the their abilities where his own are lacking.
proximately the same size as the structure, ship is weak and cannot stand up to dam- The following presents further options for
changing the nature of the materials such age. If using the damaged goods rules from shipwright characters.
that stone becomes buoyant. The Rego City & Guild, page 77, the ship has three Shipwrights are generally drawn from
requisite reshapes the building into a sea- damage levels but has a –5 penalty to any the learned class, and are able to apply
worthy vessel. The specifics of the design stress check made when the ship is put at their knowledge of the natural world
can be amended with each casting, but risk of damage. through experimental philosophy (Art
the origins of the boat are clear, with the A Perception + Finesse roll against an & Academe, page 67). But their arts are
roof turned into a hull, or a chimney stack Ease Factor of 9 is required to make a sea- more inclined to assist individuals, rather
turned into a mast. worthy vessel. than affect the vessel itself. They could
The caster must make a Perception + The effect is ended by drawing the be useful to shipwrights, as the charms
Finesse roll against an Ease Factor of 9 to staff from the ship’s mast. they make provide bonuses to ability use,
produce a seaworthy vessel and the effect (Base 4, +1 Touch, +2 Sun, +1 Part, +3 but the impact on the ship is likely to be
is canceled by removing the nail, at which size, +2 intricacy; +1 for 2/day, +3 trig- minimal.
point the structure returns to its natural gered at sunrise/set) Learned magicians (Hedge Magic Revised
state, wherever it is. Required Lab Total: 1 season (98), 2 Edition, page 79) with the Mythic Alchemy
(Base 4, +1 Touch, +2 Sun, +3 Struc- seasons (74), 3 seasons (66), 4 seasons (62) virtue are able to prepare the raw materials
ture, +1 Herbam requisite, +1 stone; +1 If designed in the Hermetic Shipyard, used by craftsmen, so making the creation
for 2/day, +3 triggered at sunrise/set) this spell benefits from a +10 ships bonus of superior goods easier. Being drawn from
Required Lab Total: 1 season (88), 2 to the laboratory total. the educated community, such a magician
seasons (66), 3 seasons (59), 4 seasons (55) may use his mundane and magical learning
If designed in the Hermetic Shipyard, to forge a career as a shipwright. The ves-
this spell benefits from a +1 bonus to the sels built by such a shipwright would be of
laboratory total for the use of Rego, and
a further +10 as the spell directly con- Support the highest quality.
The Vitki (Hedge Magic Revised Edition,
cerns ships.
from Other page 120) are potent runesmiths with the
ability to bind magical effects into objects

Traditions
by inscribing runic scripts into them. Vi-
The Sandship king longships were almost always deco-
rated with runes, and the use of seafaring
Mu(Re)Te 49 Beyond the Order of Hermes, there rune scripts is a common magical focus.
Pen: +0, Constant Effect are others who know how to harness and The Vitki and related runesmiths can em-
R:Touch, D:Sun, T: Part direct natural and supernatural forces. Just power vessels without the need for sea-
This staff, when struck into the sands as Hermetic magi might apply their skills sons spent in a laboratory as the perma-
of a shoreline, draws up the sand, shapes to the building of ships, so might these nent inscription of runic effects (to calm
it, and transforms it into a ship of magi- other practitioners. In fact, the Hermetic storms around the ship or to speed the
cal enchanted sand, the mast forming
around the staff. The effect draws the
sand together, forming a channel from Story Seed: The Ship of the Damned
the beach to the sea that this vessel can
Some magi have become so ob- bones and the sails stitched from skins.
float down.
sessed with death that they immerse The magus also wants a ghostly crew
The ship’s hull, deck, mast, and all
themselves in its trappings. As the Her- bound to the ship to serve as its captain
other parts of it are made from sand, metic shipwright is not limited in the commands. Does the shipwright take
including the rigging and the sails. The materials he can use to build ships, a the commission? Where does he get
ship maintains the appearance of wet death-obsessed magi, such as the ma- the supply of bone for the ship’s hull?
sand throughout, but it is never truly gus who follows the path to lichdom, What effects does he need to create
waterlogged. The Art of Muto makes approaches him to build a vessel to his to make the ship seaworthy? And how
the sand light enough that it can float, design. does he hide the construction from the
ensures that it is non-porous so that wa- The ship is to be constructed out of mundane world?
ter doesn’t seep through the hull, and

75
Hermetic Projects
ship along its journey, for instance) can any of its powers; where those powers af- propriate spirits to his vessels. But these
be complete in days (see Ancient Magic, fect the spirit itself, even those that allow powers are Infernal, and magi should be
page 133). it to enter and traverse the Magic Realm, wary, lest they fall to temptation or give
Sorcerers with knowledge of the those powers also affect the ship. The their enemies a means to tarnish their
goetic Art of Binding have the power Goetic Binding power does something reputations.
to bind spirits into devices, ships in this that current Hermetic magic cannot, It is unclear how these exotic magics
case (see Realms of Power: The Infernal, page and a Hermetic shipwright may either might interact with Hermetic enchant-
117). While Binding is an Infernal power, use this as the basis for original research ments, and attempts to do so would cer-
spirits of any realm may be bound by the to expand his own power, or simply call tainly mean experimenting within the
sorcerer. While bound, the spirit can use upon the services of a sorcerer to bind ap- laboratory.

76
Chapter Five

The Intangible Assassin


The Intangible Assassin project is a beau, and also to other magi who are heav- be because he has resources he suspects
series of spells based around effects like ily involved in political conflicts. Magi others desire, or because he is embroiled
Opening the Intangible Tunnel (ArM5, page who wish to hunt down the enemies of in political conflict within the tribunal.
162). The main purpose of the effects is the Order (such as infernalists and those Alternatively, the magus could merely be
for the magus to be effective at waging sentenced by a Tribunal for high crimes) paranoid.
Wizard’s War, although of course, this is might also be interested in developing If the magus is worried about others
not the only strategy for excelling at Wiz- these effects to attack other magi. declaring Wizard’s War on him, then he
ard’s War. Many of the components in this The Intangible Tunnel based effects are might choose to publicize some of these
project are also useful for gathering infor- also useful for dealing with supernatural effects (by submitting the Lab Texts to the
mation about and attacking opponents creatures from the safety of the magus’ Great Library at Durenmar, for example).
other than magi. laboratory. Mundane characters, such as The reason for publication is that, by
A lot of the effects in this project are princes, bandits, or even lowly peasants can demonstrating his possible competence at
low level, as one of the challenges encoun- also be attacked, helped, or manipulated Wizard’s War, the magus might dissuade
tered in Wizard’s War is Penetrating the via the use of Intangible Tunnel-style effects. others from declaring Wizard’s War on
Magic Resistance of your opponent. Note Intangible Tunnel effects are particularly use- him. Another strategy he might adopt is
that this means that although many of the ful for attacking mundane rulers because to invent some of these effects, and then
effects might be easily cast spontaneously, (unless the court employs a magus as a demonstrate his efficacy (without reveal-
it is still worthwhile for a magus to invent court wizard) there is little evidence that ing too much of his methods) by declar-
the formulaic spells — Penetration is the can be pinned on the Order of Hermes, ing and prosecuting Wizard’s War on an-
key to using these spells. and the death of the mundane ruler may other (politically unconnected) magus. Of
The components of this project can appear to be due to “natural” causes such course, this is quite a sociopathic strategy
be easily invented by a single magus act- as an accident or disease. which may cause other magi in the tribu-
ing alone, or by a group of magi work- Intangible Tunnel effects are good for at- nal to view the magus with suspicion and
ing together. Of course, magi who work tacking characters who are located within fear — although that is partly the intent.
together on this project must trust each urban Divine auras (such as mundane rul-
other a lot. Naturally, it is not compulsory ers, or magi who have sought sanctuary
for a magus to invent all of the effects in on church grounds). This is because an
this project. attacking magus can cast spells such as
the Intangible Tunnel from the safely of his What is
Laboratory, within a Magic aura. Thus, he
does not suffer from the casting penalties Wizard’s War?
Why Invent (or risk the botch die) associated with the
Divine aura surrounding the target. The Wizard’s War is the ultimate conflict

These Effects? target still receives a bonus (or penalty)


to his Magic Resistance based upon the
local aura, but this only matters if the
between two magi. Hermetic Law allows
Wizard’s War to be declared for any rea-
son, and there can be no Tribunal sanction
The obvious reason for a magus to character has a Magic Resistance score against a magus for killing or otherwise
invent these effects is that he intends to at all. harming his foe during a justly declared
declare Wizard’s War on other characters. A magus might also invent these ef- and executed Wizard’s War.
This reason might especially appeal to fects because he fears that others will A formal Wizard’s War is initiated by
magi of House Tytalus and House Flam- declare Wizard’s War on him. This could the delivery of a declaration (usually via a

77
Hermetic Projects
Redcap messenger) on the night of the full be made in response to a Wizard’s War is can get away with, particularly if his foe
moon. The Wizard’s War itself begins one one month later, on the eve of the origi- has a reputation for reclusively working
month later, on the night of the next full nal War, and these declarations will not long hours in his laboratory.
moon, and lasts for one month (until the have legal effect until the close of the first Sometimes an individual declares
rise of the next full moon after that). Wizard’s War. Wizard’s War on many individuals, such
Wizard’s War is usually fought for Magi often use the month of grace as everyone living at a particular covenant.
political gain, to settle personal disputes, after receiving a declaration of Wizard’s This strategy prevents a magus from be-
or to capture resources. Sometimes a War to organize their defenses. There is ing prosecuting for causing damage to the
magus declares Wizard’s War merely to not usually enough time for a magus to re- persons or property of the sodales of the
force his opponent to cower within the search or learn any new spells, so often his true Wizard’s War target. Groups of magi
sanctuary of his covenant, rather than as preparation consists of traveling to a place might also declare Wizard’s War on an
a serious attempt to cause direct harm. of safety (perhaps one of the major cov- individual or another group, such as an-
This might occur when one magus is enants of Mythic Europe which are pro- other covenant. This allows the legal use
wanting to prevent another weaker ma- tected by high magnitude Aegis of the Hearth of spells such as Wizard’s Communion when
gus from attending some event, such as rituals), gathering vis, and casting defen- casting Intangible Tunnel-style effects. If an
a Tribunal or a Mystery Cult activity like sive spells that he already knows. A partic- entire covenant of magi declares Wizard’s
the Gathering of Twelve Years. Declar- ularly devious magus might try to prevent War on an individual or another covenant,
ing Wizard’s War for these reasons can his foe from preparing, by surreptitiously it is a good idea for one of the magi to
be risky, as the supposedly weak target attacking and killing his foe prior to the refrain from declaring Wizard’s War on
of a Wizard’s War may have unexpected declaration of Wizard’s War. Necromantic their enemies, and remain uninvolved.
allies who could counter-declare against magic can then be used to keep the death This tactic offers the aggressors’ own cov-
the aggressor magus. from being discovered until the legitimate enant some legal protection from counter
As declarations of Wizard’s War must Wizard’s War period. Clearly, such a plan attacks during the Wizard’s War, as the
be delivered on the night of a full moon, would be a Hermetic crime, but it is one uninvolved magus’ life or property cannot
the earliest that counter-declarations can that a well-prepared magus might feel he legally be damaged.
More general information about Wiz-
ard’s War can be found in Houses of Hermes:
Societates, pages 22–25, and Houses of Hermes:
True Lineages, pages 47–48.

Tunnel Spells
The essential ingredient for waging
Wizard’s War in this manner is the spell
Opening the Intangible Tunnel (ArM5, page
162). A few variations on this spell, and
ways to manipulate the tunnels, are de-
scribed here.

What is an Intangible
Tunnel Effect?
Intangible Tunnel effects are all Rego Vim
effects. These effects all create a mystical
conduit, a tunnel, between the caster and
the target. The following general rules ap-
ply to these tunnels.

78
Hermetic Projects
• Both the caster and target can cast
spells through the tunnel. Story Seed: The Demon that Stared Back
• The caster and target are considered to
be within Touch range of each other. It is not possible for non-Hermetic who recognizes the tunnel and can, in
powers to be used through an Intan- fact, use his powers back through the
• The tunnel only allows spells of a
gible Tunnel-style effect. This means that tunnel. Another possibility is that the
particular level (and lower) to be
a “safe” way to hunt infernalists (and demon manages to open a similar tun-
cast through it (see individual tunnel hedge wizards) is to employ grogs to nel straight back to the magi, and then
descriptions). hunt down Arcane Connections to the disguises his parallel tunnel with impen-
• Any number of spells (that are each in- quarry, which can then be safely elimi- etrable diabolic illusions. Either way,
dividually of the permitted size) may nated via an Intangible Tunnel from the the demon has managed to control the
be cast through the tunnel, as long sanctuary of the magi’s laboratory. minds of some of the demon hunters,
as it is open. For example, in a single Within the tribunal, there is a secret and sets about using these pawns to cor-
round, three multi-cast Searing Touch group of demon hunters who slay infer- rupt the Order.
(each level 5) and a Fast Cast Claw of nalists using this strategy. The group is The player characters might be
the Gladiator (level 10) could all be cast secret because collecting Arcane Con- caught up in the machinations of the
through a tunnel that accepts spells up nections to infernalists is considered demon-controlled demon hunters. Al-
highly suspicious and likely evidence ternatively, they could be uncorrupt
to level 10.
of infernalism itself. Unfortunately, the members of the secret group of demon
• Spells cast through the tunnel must
demon hunters stumble upon a infer- hunters who gradually come to realize
target the original target of the tun- nalist who is accompanied by a demon that their allies have been corrupted.
nel (or the original caster, if cast in
the other direction). It is not possible
to cast, say, a Demon’s Eternal Oblivion range and does not exceed the per- • The tunnel spell must Penetrate the
effect through the tunnel to target mitted level may be cast through the Magic Resistance of the target. All oth-
a demon standing near the original tunnel. Spells do not have to be spe- er spells cast through the tunnel must
target. It is, however, possible to tar- cially designed to work with the tun- also Penetrate the Magic Resistance of
get other characters in addition to nel. Touch range spells may be used whomever they target, as normal.
the original target. For example, it is through the tunnel by both the caster • The caster and target (and other magi
possible to cast a spell with a Group and the target. Voice range spells may using the tunnel) receive bonuses or
target through the tunnel to affect the be used through the tunnel by any- penalties to their Magic Resistance
original target and his companions. body within Voice range of their local and Casting Total, depending on their
Touching a member of a Group is suf- tunnel end. Sight range spells are us- local aura. The caster and target could
ficient to affect the whole Group. It able by anybody within Sight range of obviously each be in auras of different
is also possible to cast a sense spell to their local tunnel end. Remember that level and type.
see the location of the target, which such spells must target either the origi- • Tunnel spells, and spells cast through
might also reveal information about nal target of the tunnel, or the original tunnels, interact normally with the Ae-
other characters. It is possible to cast caster, as described earlier. gis of the Hearth ritual. If either the target
spells through the tunnel that affect • Anybody using the tunnel must first (or the caster) are standing within an
the Room, Structure, or Boundary that sense it. Only the caster automati- Aegis, then any incoming spells must
the target is in, as touching a thing cally senses the presence of the tun- Penetrate the level of the Aegis, unless
in a Room, Structure, or Boundary is nel. Other characters (including the the caster of the spell either participat-
sufficient to affect the entire Room, target) must use Intellego Vim effects ed in the Aegis casting or has a token to
Structure, or Boundary. Of course, (or similar) to detect the tunnel. Note the Aegis. Outgoing spells do not need
if the target is not actually within a that a Hermetic magus with sufficient to Penetrate an Aegis that protects the
Room, Structure, or Boundary, such Magic Theory may well be able to in- caster. However, note that if the target
spells will be ineffective. fer the presence of a tunnel, but this or caster is standing within a hostile
• Other magi can also cast spells through does not by itself allow him to cast Aegis, then his Casting Total will be re-
the tunnel (from either end) on either spells through the tunnel. duced by half the level of the Aegis (as
the target or the caster. The effective • The tunnel does not provide the caster is normal).
range is the range to the local end of or target with any sense impressions • The tunnel remains in place for the
the tunnel. of their opposite, although obviously duration of the spell that created it,
• Any spontaneous, formulaic, or ritual spells that provide sensory informa- unless it is dispelled or similar. Spells
Hermetic spell that is at least Touch tion may be cast through the tunnel. cast through the tunnel with a dura-

79
Hermetic Projects
tion that exceeds that of the tunnel duration of Diameter. This has advantages
Required continue to have their effect after the (the caster doesn’t need to maintain con-
Laboratory Totals tunnel closes and expire normally. The
exception is spells that require Touch
centration) and disadvantages (the tun-
nel cannot be swiftly closed by ceasing to
A number of spells in this chapter, range to be maintained. The troupe concentrate).
including the Intangible Tunnel variant will need to decide on a case-by-case Note that, despite the name of this
spells, are general spells. Depending basis whether a spell requires Touch spell, a Diameter duration spell actually
upon the level of the spell desired the range to be maintained; many Touch lasts for two minutes.
following Lab Totals are required to range spells do not. (Base effect, +4 Arc, +1 Diameter)
invent each spell. • It is possible to use Hermetic effects in Required Lab Total to invent spell: de-
items or talismans through a tunnel. pends upon level (see insert).
Level 5 Lab Totals • It is not usually possible to use non-Her-
metic magic, creature powers, or Super-
One Season (10), Two Seasons (8), natural Abilities through a tunnel, al-
The Cursèd Day
Three Seasons (7), Four Seasons (7). though your troupe may, of course, rule
that a particular non-Hermetic power is ReVi Gen
Level 10 Lab Totals an exception. Most magi would be very R: Arcane, D: Sun, T: Individual
surprised if non-Hermetic magic were This spells opens a magical tunnel
One Season (20), Two Seasons (15), used through an Intangible Tunnel. between the caster and the target. Spells
Three Seasons (14), Four Seasons (13). However, Hermetic effects that incor- cast through this tunnel must be at least
porate exotic ranges, durations, targets, one magnitude less than the level of this
or guidelines — Merinita Faerie Magic, spell.
Level 15 Lab Totals
or the result of integration of a hedge This spell has duration of Sun.
One Season (30), Two Seasons (23), tradition, for example — can be used (Base effect, +4 Arc, +2 Sun)
Three Seasons (20), Four Seasons (19). through a tunnel. Required Lab Total to invent spell: de-
• Although the target and caster are pends upon level (see insert).
mystically considered within Touch
Level 20 Lab Totals range of each other, they are not lit-
erally within Touch range. The tunnel
Wizard’s Siege
One Season (40), Two Seasons (30),
Three Seasons (27), Four Seasons (25). is intangible. It is not possible, for ex-
ample, to attack with melee weapons ReVi Gen
through the tunnel. R: Arcane, D: Moon, T: Individual
Level 25 Lab Totals This spells opens a magical tunnel
between the caster and the target. Spells
One Season (50), Two Seasons (38),
Three Seasons (34), Four Seasons (32). Tunnel Variants cast through this tunnel must be at least
two magnitudes less than the level of this
These spells are all variants on the spell.
Level 30 Lab Totals Opening the Intangible Tunnel spell (ArM5, This spell has a duration of Moon. A
page 162). confident magus might cast this spell im-
One Season (60), Two Seasons (45), mediately after the Wizard’s War begins.
Three Seasons (40), Four Seasons (38).
(Base effect, +4 Arc, +3 Moon)
The Minute of Reckoning Required Lab Total to invent spell: de-
Level 35 Lab Totals pends upon level.
ReVi Gen
One Season (70), Two Seasons (53), R: Arcane, D: Diameter, T: Individual
Three Seasons (47), Four Seasons (44). This spells opens a magical tunnel be-
The Evil Eye
tween the caster and the target. Spells cast
Level 40 Lab Totals through this tunnel can be up to the level ReVi Gen
of this spell. R: Sight, D: Diameter, T: Individual
One Season (80), Two Seasons (60), Unlike the Opening the Intangible Tunnel Sometimes a magus cannot acquire
Three Seasons (54), Four Seasons (50). spell, the caster does not need to maintain an Arcane Connection to his quarry. This
concentration on this spell; this spell has spell opens a tunnel between the magus

80
Hermetic Projects
and any target within Sight Range.
The advantage of this is that it lowers Story Seed: Bridge to the Magic Realm
the effective range between the magus and
the target — which means that lower mag- The player characters discover a a fraction of a round, but if it does
covenant (or maybe the laboratory of a happen, then characters within Voice
nitude effects can be used on the target,
sodales) seemingly overrun with magi- Range of the botch may be drawn into
which should increase the effective Pen-
cal creatures, and the magus missing. the Magic Realm. Avoiding this is sim-
etration Total. The remains of the magus’ laboratory ilar to avoiding Twilight (see ArM5,
Effects cast through The Evil Eye tunnel notes indicate that he was experiment- page 88). If the characters do not avoid
can be up to one magnitude greater than ing with variants on The Intangible Tunnel. being drawn into the Magic Realm,
the magnitude of The Evil Eye spell. Can the player characters find the miss- then they must find another way back
(Base effect, +3 Sight, +1 Diameter) ing magus, and deal with the magical to the mundane world. It is possible
Required Lab Total to invent spell: de- creatures? that creatures from the Magic realm
pends upon level. One possible explanation for the may also find their way back along the
magus’ disappearance is that, when bridge. The magnitude of the Might of
an Intangible Tunnel-style of effect is such creatures cannot exceed the mag-
The Master’s Message botched, one possible result is the nitude of the botched spell. The Magic
brief creation of a tunnel to the Mag- Realm is described in Realms of Power:
ic Realm. This tunnel opens for only Magic, pages 17-28.
ReVi Gen
R: Touch, D: Moon, T: Individual
This spell opens a tunnel between the to concentrate on the tunnel. However, effect, because this spell uses the “suppress
magus and a character that he touches. the more flexible variants presented here own spell” guideline (see ArM5, page 161).
Once it is cast, the tunnel remains in have long durations and thus cannot be The tunnel is sealed for the duration of
place, even if the characters break contact. simply stopped. The following spells can this spell, and spells can no longer be cast
The purpose of this spell is to enable the be used by the caster to control when the through the tunnel in either direction.
magus to open a tunnel between himself Intangible Tunnel-style effects are open. When this spell expires, or it is ended
and a grog. The grog can then depart on In addition, the spell Unravelling the Fab- some other way, the tunnel may be used
a mission, and the magus is able to moni- ric of Vim (ArM5, page 161) may be used to again (if it has not expired in the mean-
tor his progress and cast spells through the collapse a tunnel from either end. How- time). This spell may be used to seal In-
tunnel as required. ever, note that only the original caster of tangible Tunnel type effects of a level up to
Even if the grog character has no Mag- the tunnel spell can easily destroy the tun- one magnitude less than this spell. The
ic Resistance, it is a good idea to record nel in this way. Other characters (includ- seal itself appears as a Hermetic sigil em-
the Penetration of this spell, as the grog ing the target of the tunnel) must first use blazoned in the air.
may try to pass through a hostile Aegis. some sort of magical sense (usually Intel- Note that the seal itself is a spell, and
Effects cast through The Master’s Mes- lego Vim magic) to detect the tunnel spell. so can be dispelled. However, the seal is
sage tunnel can be up to one magnitude Alternatively, a Room or Structure variant only present at the caster’s end of the In-
greater than the magnitude of The Master’s of Unravelling the Fabric of Vim would not re- tangible Tunnel. There is nothing to dispel at
Message spell. quire the actual tunnel to be detected, as the other end.
(Base effect, +1 Touch, +3 Moon) long as one of the ends of the tunnel were (Base effect, +1 Touch, + 2 Sun)
Required Lab Total to invent spell: de- within the Room or Structure. Of course, Required Lab Total to invent spell: de-
pends upon level. unless he is excessively paranoid, a char- pends upon level.
acter still needs to somehow infer that a
tunnel is (or might be) present.
Break the Siege
Manipulating the Tunnel
The Intangible Tunnel and similar spells
Arcane Seal ReVi Gen
present the caster with a problematic vul- R: Voice, D: Sun, T: Individual
nerability: the target can use the magical ReVi Gen This spell suppresses a magical tun-
tunnel to cast spells back at the caster. A R: Touch, D: Sun, T: Individual nel created by Hermetic Vim magic, if the
conventional Intangible Tunnel is a Concen- This spell can be cast on a magical tun- level of the magical tunnel creating spell
tration duration effect, so it is relatively nel created by an Intangible Tunnel-style of is less than or equal to half the level of
easy for the caster to close the magical effect, but it may only be cast by the ma- this spell + 1 magnitude. For the duration
tunnel if events go awry by merely ceasing gus who originally cast the Intangible Tunnel of this spell, spells can no longer be cast

81
Hermetic Projects

through the tunnel, in either direction. Lurking Assassin is still required in order to Hearing the Tearing
When this spell expires, or it is ended some actually target the tunnel. InVi 49
other way, the tunnel may be used again (if Some magi also learn an Intangible Tun- Pen: 0, constant effect
it has not expired in the meantime). nel-style of spell and then master it taking R: Personal, D: Sun, T: Hearing
It is a good idea to master this spell the Magic Resistance mastery (ArM5, page This effect enables the bell to hear
taking the Fast Casting mastery (ArM5, 87). This works because all of the Intangible when an Intangible Tunnel-style of effect is
page 87). Tunnel-style effects are similar spells, and within Hearing distance (about 15 paces),
This spell can be cast at either end of it considerably reduces the magus’ vul- which easily encompasses a normal-sized
the magical tunnel. However, note that, nerability to all such spells. However, as laboratory.
without the aid of magical senses, only the this usually occupies at least two seasons Note that this spell requires no Pene-
original caster of the magical tunnel can (one to learn the spell, another to master tration as an Intangible Tunnel does not have
target it. Of course, the Break the Siege effect it), many magi do not take this precaution, any Magic Resistance.
is a spell, and can be dispelled itself. How- being too busy with their own projects. This effect triggers the Clarion Call
ever, the Break the Siege spell is only present Note that this spell mastery only protects bell-ringing effect.
at the end which it was cast at. There is a magus against the casting of an Intangible (Base 5, +2 Sun, +3 Hearing, +3 de-
nothing to dispel at the other end. Tunnel-style spell; it does not give any extra tailed information; +4 constant effect)
(Base effect, +2 Voice, +2 Sun) protection against spells cast through an Required Lab Total to invest effect:
Required Lab Total to invent spell: de- Intangible Tunnel once it exists — regardless One Season (98), Two Seasons (74), Three
pends upon level. of who cast the Intangible Tunnel. Seasons (66), Four Seasons (62).

Assassin’s Bell
Defending Against Clarion Call
Intangible Tunnels This invested item is a copper bell. It
ReTe 17
Pen: 0, unlimited uses
is designed to be hung in a magus’ sanc- R: Personal, D: Momentary, T: Individual
The obvious way to defend against tum. A magus might even carry this bell This effect rings the bell continuously,
Intangible Tunnel-style effects is to dispel with him at all times during a Wizard’s if the Hearing the Tearing effect detects an
the tunnel, using an effect like Unraveling War. The copper bell is a small base metal Intangible Tunnel.
the Fabric of Vim (see ArM5, page 161). Of object, which requires 10 pawns of vis to (Base 2, +2 effect metal; +10 unlimited
course, to do this, the character needs to open for enchantment. This requires a uses, +3 linked trigger)
know that an Intangible Tunnel is present. For Magic Theory of 5 and one season. The Required Lab Total to invest effect:
this purpose a device like the Assassin’s Bell bell has two effects that require 5 and 2 One Season (34), Two Seasons (26), Three
can be invented. An effect like Eyes for the pawns of vis to invest respectively. Seasons (23), Four Seasons (22).

82
Hermetic Projects
Listen to the Bells The caster feels his skin crawling when also detected.
he is the target of an Intangible Tunnel-style (Base 5, +1 Diameter, +4 Vision)
InTe 30 tunnel. This provides sufficient informa- Required Lab Total to invent spell:
R: Touch, D: Diameter, T: Individual tion to use the tunnel or target the tunnel One Season (60), Two Seasons (45), Three
The caster of spell holds a bell and itself with spells. Seasons (40), Four Seasons (38).
he can sense whatever the bell can sense However, note that this only works
with its magical senses. Usually a bell has if the caster is himself the target of the
no magical senses, but this spell is useful if tunnel. It does not work on tunnels that
the bell has been enchanted with some, as
is the Assassin’s Bell.
are cast on other characters. As with Eyes
for the Lurking Assassin, a general detec- Wizard’s War
In the case of the Assassin’s Bell, using the
bell’s senses provides enough information to
use or target tunnels that the bell can hear.
tion spell might be useful too, but would
perhaps make it more difficult to rap-
idly identify the tunnel in an emergency
Tunnel Effects
(Base 20, +1 Touch, +1 Diameter) situation. These effects are designed to be cast
Required Lab Total to invent spell: (Base 5, +1 Diameter, +1 Touch, +3 through Intangible Tunnel-style effects. They
One Season (60), Two Seasons (45), Three detailed information) are grouped according to magnitude. As
Seasons (40), Four Seasons (38). Required Lab Total to invent spell: these effects are low magnitude, a magus
One Season (60), Two Seasons (45), Three may be tempted to attempt these effects as
Seasons (40), Four Seasons (38). spontaneous spells. However, if the target
Eyes for the Lurking Assassin has a Magic Resistance (as most magi do,
due to the Parma Magica) then the caster
InVi 45
See the Light of Magic will be able to Penetrate much more easily
R: Personal, D: Diameter, T: Vision with a formulaic effect.
This spell detects the presence of an InVi 30 A character truly proficient at Wiz-
Intangible Tunnel-style tunnel, and reveals its R: Personal, D: Diameter, T: Vision ard’s War would likely learn several of
sigil. This is sufficient information to use the The caster can detect all active magi- these effects. This is because many magi
tunnel or target the tunnel itself with spells. cal effects. Spells appear as glowing are unusually resilient against particu-
Note that a general Intellego Vim spell lights with a brightness proportional to lar Forms (due to both the Form bonus
to detect magic might be used to provide their magnitude. This spell provides suf- to Magic Resistance and special Virtues,
similar information. This spell, however, ficient information to target the sensed such as Immunity). Spell masteries, such
specifically detects only Intangible Tunnel ef- magical effects, but the magus does as Multiple Casting and Penetration (see
fects. This is useful because, as a magus is not receive any information about the ArM5, page 87), can make some of these
likely to be often among a lot of magical magical effects, and therefore he does spells delivered via Intangible Tunnels much
effects, he does not want to take time to not know which effect is which, if he is more effective.
scan his surroundings individually identify- looking for a particular one. However, if If a character has a high Parma Magi-
ing specific effects as he searches for an In- the caster has used this spell previously, ca (or is sheltering within a high-level Ae-
tangible Tunnel (see See the Light of Magic). This he can identify the presence of a new gis of the Hearth), then it may only be pos-
is important because, if the magus suspects effect. If there is a large number of ef- sible to affect him with the lowest-level
he is under attack by an Intangible Tunnel, he fects present, the troupe may rule that a effects. One possible strategy is to use
may only have moments to react. Perception + Awareness roll is required low-level effects, such as the Chill Touch
(Base 5, +1 Diameter, +4 Vision, +3 to notice this detail — the Ease Factor of Exposure, to render the magus uncon-
detailed information) should be modified by the total number scious. He can then be easily dispatched
Required Lab Total to invent spell: of effects the caster can perceive and the with mundane means, such as a knife to
One Season (90), Two Seasons (68), Three magnitude of the new effect (relative to the back.
Seasons (60), Four Seasons (57). the other effects).
There may be a large number of mag-
Flesh Crawls at
ical effects active within the vicinity of First-Magnitude Effects
the magus — Parma Magica, longevity
the Intangible Touch
rituals, Aegis of the Hearth, familiar bonds, These effects have the lowest magni-
enchanted items, and of course, any ac- tude, and thus the highest Penetration.
InVi 30 tive spells will all be detected. Active,
R: Personal, D: Diameter, T: Touch non-Hermetic, but magical, effects are

83
Hermetic Projects
Sense of the Lodestone Chill Touch of Exposure This spell detects whether the target is
asleep or not.
InCo 5 PeIg 5 (Base 4, +1 Touch)
R: Touch, D: Concentration, T: Individual R: Touch, D: Momentary, T: Individual Required Lab Total to invent spell:
The caster senses the distance and The target shivers like an unwanted One Season (10), Two Seasons (8), Three
direction to the target. The caster must baby left alone in a cold and frosty dell, Seasons (7).
have an Arcane Connection to the losing a Fatigue level. Repeated casting of
target. this spell can cause the character to even-
A Momentary duration version of tually become unconscious; this usually
Nails of Iron
this spell would actually be sufficient to takes 5 castings. Mastering this spell with
determine the distance and direction of the Multiple Casting mastery can reduce PeVi 5
the target. However, by concentrating the time that this takes. Once the target R: Touch, D: Momentary, T: Individual
for several rounds, the caster can also is unconscious, additional castings of the The touch of the caster tears at the fab-
use this spell to estimate the speed and spell increase the length of time that the ric of stories. The target faerie is weakened
direction of the target (if the target is in target naturally remains unconscious (see and loses 10 Might Score. This must Pene-
motion). ArM5, page 179) trate the faerie’s Magic Resistance. If the fa-
(Base 3, +1 Touch, +1 Concentration) If the target is unconscious at either erie is reduced to 0 Might it is destroyed.
Required Lab Total to invent spell: sunrise or sunset, then his Parma Magica Note that this spell is of little use in a
One Season (10), Two Seasons (8), Three will go down. Wizard’s War. However, it is a good way
Seasons (7). (Base 4, +1 Touch) to attack a faerie if the magus has discov-
Required Lab Total to invent spell: ered an Arcane Connection to it (and can
One Season (10), Two Seasons (8), Three therefore open an Intangible Tunnel to the
Befuddled Speaker Seasons (7). faerie). Similar spells can be used to attack
creatures of other realms.
ReCo 5 (Base 4, +1 Touch)
R: Touch, D: Sun, T: Individual
Fingers for Eyes Required Lab Total to invent spell:
The target stutters and slurs. Commu- One Season (10), Two Seasons (8), Three
nication rolls made for the target are at –3, InIm 5 Seasons (7).
and he has a –6 penalty to spoken spell- R: Touch, D: Diameter, T: Room
casting (and an additional botch die). The caster can see the Room that the
(Base 2, +1 Touch, +2 Sun) person he touches is in. The spell can be Second-Magnitude
Required Lab Total to invent spell:
One Season (10), Two Seasons (8), Three
used by a blind magus to “see,” by mov-
ing around with his hand on the shoulder
Effects
Seasons (7). of a servant. It can also be used to see the
location that an Intangible Tunnel-style effect While these effects have a slightly
terminates in. lower Penetration, they are substantially
Searing Touch This spell only works if the person more effective.
touched is actually in a Room. This spell
CrIg 5 must Penetrate in order to sense creatures
R: Touch, D: Momentary, T: Individual with Magic Resistance.
Sulfurous Membrane
The caster’s fingers burn the target, (Base 1, +1 Touch, +1 Diameter, +2
leaving a brand in the shape of the cast- Room) MuAu(Co) 10
er’s hand. The target takes +5 damage. Required Lab Total to invent spell: R: Touch, D: Sun, T: Part
Note that if this spell is not cast through One Season (10), Two Seasons (8), Three This effect transforms the air entering
an Intangible Tunnel, the caster will receive Seasons (7). the character’s lungs into a noxious sulfur
damage too. vapor that causes +1 damage each round.
(Base 4, +1 Touch) (Base 1, +1 Touch, +2 Sun , +1 Part,
Required Lab Total to invent spell:
Breath of the Sleeper +1 Corpus requisite)
One Season (10), Two Seasons (8), Three Required Lab Total to invent spell:
Seasons (7). InMe 5 One Season (20), Two Seasons (15), Three
R: Touch, D: Momentary, T: Individual Seasons (14), Four Seasons (13).

84
Hermetic Projects
Claw of the Gladiator The target forgets how to consciously legitimate reasons for knowing this spell
use one Form for the duration of the spell. — prosecuting Wizard’s War and hunting
PeCo 10 This includes casting spontaneous, formu- Marched magi are entirely legal and un-
R: Touch, D: Momentary, T: Individual laic, and ritual spells of the Form. It also controversial pursuits.
This spell opens a bloody wound on includes spells that use the Form as a req- Like all spells, this spell must Penetrate
the target, which serves as a Light Wound. uisite. Unconscious use of the Form (for to be effective.
(Base 5, +1 Touch) example, the Form bonus to Magic Resis- Higher-level versions of this are pos-
Required Lab Total to invent spell: tance) is unaffected. sible for attacking targets with greater
One Season (20), Two Seasons (15), Three When this spell ends, the target recalls Parma Magica scores.
Seasons (14), Four Seasons (13). how to use the Form. Note that this spell uses the Perdo
(Base 4, +1 Touch, +1 Diameter) Vim guideline, which dispels magic ef-
Required Lab Total to invent spell: fects of a specific type (ArM5, page
Close the Black Gate One Season (20), Two Seasons (15), Three 160). Parma Magica is an example of a
Seasons (14), Four Seasons (13). magical effect of a specific type, which
PeCo 10 all Hermetic magi are familiar with. This
R: Touch, D: Momentary, T: Individual is why Wind of Mundane Silence (ArM5,
This spell destroys a corpse, turning it
Touch of Falling Feathers page 161), which dispels all magical ef-
into a black pool of sticky, viscous liquid. fects is effective against Parma Magica.
This effect can be used to stop the so- ReMe 10 This spell does not dispel Magic Resis-
dales of a Wizard’s War victim from using R: Touch, D: Diameter, T: Individual tance generated via other sources, nor
a Whispers Through the Black Gate to ask his The target rapidly falls into a deep is this spell effective against any other
ghost how he was attacked. sleep. As the spell has a non-Momentary sorts of magic.
Obviously, there are other techniques duration, the target cannot be naturally (Base 5, +1 Touch)
for communicating with a ghost. However, wakened until either this spell is dispelled, Required Lab Total to invent spell:
Whispers Through the Black Gate is the most or the duration expires. One Season (20), Two Seasons (15), Three
common such spell in use in the Order. If the target is asleep either at sunrise Seasons (14), Four Seasons (13).
(Base 5, +1 Touch) or at sunset, then his Parma Magica will
Required Lab Total to invent spell: go down.
One Season (20), Two Seasons (15), Three (Base 4, +1 Touch, +1 Diameter) Third-Magnitude Effects
Seasons (14), Four Seasons (13). Required Lab Total to invent spell:
One Season (20), Two Seasons (15), Three Although the level of these spells may
Seasons (14), Four Seasons (13). make their Penetration a bit too low, the
Snatched Voice use of sympathetic connections to boost
Penetration totals can make them very
PeIm 10
Break the Shield effective.
R: Touch, D: Diameter, T: Individual
The target loses the ability to make PeVi 10
sound. If she is a maga and attempts to R: Touch, D: Momentary, T: Individual
Trap of Amber
cast spells, she suffers the penalties for This spell dispels the Parma Magica
silent casting. of the target. The target’s Parma Magica ReCo 15
(Base 3, +1 Touch, +1 Diameter, +1 Score must be less than (25 + stress die) R: Touch, D: Diameter, T: Individual
changing image) divided by 5. The target can, of course, The caster freezes the target in place
Required Lab Total to invent spell: recast his Parma Magica in subsequent for the duration of the spell. As well as be-
One Season (20), Two Seasons (15), Three rounds, but the target may not notice that ing unable to move, the target can neither
Seasons (14), Four Seasons (13). his Parma Magic has been dispelled until speak nor use gestures in spell casting, and
it is too late. he takes the appropriate penalties if he
Obviously, this spell is only really does try to cast spells regardless.
Slap of Absent Magic useful for attacking other magi. Thus, (Base 5, +1 Touch, +1 Diameter)
some tribunals may view magi who are Required Lab Total to invent spell:
PeMe 10 known to have invented this spell with One Season (30), Two Seasons (23), Three
R: Touch, D: Diameter, T: Individual suspicion. On the other hand, there are Seasons (20), Four Seasons (19).

85
Hermetic Projects
Curse of the Blasted Heath to die unless the spell is repeatedly cast (Base 15, +1 Touch)
on him. Required Lab Total to invent spell:
PeHe 15 (Base 4, +1 Touch, +1 Diameter, +1 One Season (40), Two Seasons (30), Three
R: Touch, D: Momentary, T: Part Part, +1 Corpus requisite) Seasons (27), Four Seasons (25).
This spell destroys all wooden items Required Lab Total to invent spell:
that the target is carrying. Note that many One Season (40), Two Seasons (30), Three
magical items and talismans are made of Seasons (27), Four Seasons (25).
Paralysis of The Gift
wood or have wooden components.
(Base 5, +1 Touch, +1 Part) PeVi 20
Required Lab Total to invent spell:
Face of Molded Clay R: Touch, D: Diameter, T: Individual
One Season (30), Two Seasons (23), Three The target feels The Gift becoming
Seasons (20), Four Seasons (19). Mu(Pe)Co 20 dull and moribund. Reduce all the Casting
R: Touch, D: Sun, T: Part Totals of the target by 10.
The caster molds the target’s face into (Base effect, +1 Touch, +1 Diameter)
Fading Star of Evening a horrific and ugly visage. The destruction Required Lab Total to invent spell:
of the character’s features cripples his sens- One Season (40), Two Seasons (30), Three
CrVi 15 es and makes others unable to understand Seasons (27), Four Seasons (25).
R: Touch, D: Momentary, T: Individual his speech. It is obvious to all who see the
This spell causes wild, uncontrolled character that he has been cursed by some
magic to course through the target. He magical effect.
gains two Warping Points, and if he is a
magus, he must check to see whether he
The target has a –3 penalty to all
speech (including spellcasting) due to his Gathering
enters Twilight.
(Base 10, +1 Touch)
Required Lab Total to invent spell:
malformed mouth, and a –3 penalty to
sight, smell, and hearing based rolls.
(Base 3, +1 Touch, +2 Sun, +1 Part, +1
Connections
One Season (30), Two Seasons (23), Three Perdo requisite) In order to wage an effective Wiz-
Seasons (20), Four Seasons (19). Required Lab Total to invent spell: ard’s War, the caster must have an Arcane
One Season (40), Two Seasons (30), Three Connection to his quarry. This is true
Seasons (27), Four Seasons (25). even if the caster is not using an Intangible
Fourth-Magnitude Tunnel-style effect to target his quarry,
Effects Fist of Crippling
as most effects that are worth using in
Wizard’s War must either Penetrate the
Magic Resistance of the target, or pass
These are the highest-level effects PeCo 20 through a hostile Aegis of the Hearth. The
that really make sense for Wizard’s War. R: Touch, D: Momentary, T: Individual effects listed here are various strategies
Any higher, and if the magus can mus- This spell inflicts a Heavy Wound on that can be used to gather an Arcane
ter the necessary Penetration, he is most the target. Connection.
likely overwhelmingly more powerful (Base 15, +1 Touch) Some Tribunals may consider the
than his opponent. Required Lab Total to invent spell: use of these techniques to be scrying or
One Season (40), Two Seasons (30), Three deprivation of magical power. This may
Seasons (27), Four Seasons (25). make a magus hesitant to use some of the
Lungs of Drowning more dramatic and obvious of these ef-
fects until after Wizard’s War has been
CrAq(Co) 20
Kiss of Aging declared.
R: Touch, D: Diameter, T: Part
This spell fills the target’s lungs with PeCo 20
water, causing him to experience the R: Touch, D: Momentary, T: Individual Blood
sensation of drowning. The character The target instantly ages five years.
begins to suffer deprivation due to lack If the target is age 35 or older for any This suite of spells — Breath of the
of air (see ArM5, page 180), but as the of these accelerated years, immediately Glassworker, Crystal Rain, Division Accord-
spell only lasts for Diameter duration make an aging roll for each such year as ing to Blood, Eyes of the Hawk, and Licking
(two minutes), the character is unlikely normal. the Blood — are intended to make the

86
Hermetic Projects
target bleed by catching them within a
hail of glass and then collecting the spilt Story Seed: Foot-Soldiers of the Master
blood in a glass phial for use as an Arcane
Connection. If the magi of a saga invent the Intan- The Wandering Scribe
gible Assassin effects, then many good sto-
An alternative strategy is to create,
ries can be told about the adventures of A magus and his grog scribe spend
with the ritual The Thirsty Dagger, a dagger
the trusted grogs and companions who a season in Durenmar copying spell
with a special reservoir in its hilt to store are sent out to recover Arcane Connec- texts. The scribe is nominally making
the blood. The dagger is then thrown at tions for their masters: copies of books for his magus, but has
the victim (or he is stabbed with the dag- instead been secretly tasked with sneak-
ger), which is then returned to the hand ing around Durenmar, collecting Arcane
of the magus with the spell The Prodigal Re- “We always get Connections to the other magi visiting
turns. The blood stored in the hilt can then the good jobs” the covenant.
be used as an Arcane Connection.
A team of grogs are sent to sneak into
Of course, an ordinary sword or the middle of an enemy covenant to re- The Hunters in the Woods
thrown weapon can be used injure the cover Arcane Connections to the enemy
victim, and either the bloodied weapon magi. Can the grogs avoid the mundane A band of grogs is sent to lurk in the
or the spilt blood can be gathered by the and magical protections of the covenant? forests near an enemy covenant. Their
caster. task is to trail magi approaching and
Recovering blood from weapons is a leaving the covenant, and attempt to
good way to gather Arcane Connections The Sleeper Awakes recover Arcane Connections from their
(which can then be fixed) a long time campsites and trails.
A grog character has his memory
prior to any declaration of Wizard’s War. altered and is then put into a situation
A patient magus may find many oppor- whereby an enemy covenant recruits Seduction
tunities to gather Arcane Connections him. Sometime later, the grog regains
without revealing himself to his targets. his memory. Having remembered it, he The grogs are sent to a town near
Many magi surreptitiously collect blood can now begin to complete his mission: the enemy covenant. Their mission is
from their apprentices, just in case their to collect some Arcane Connections and to befriend or seduce the enemy grogs
apprentices turn against them in the fu- escape back to his original covenant. A when they visit the town. The plan is
ture. Likewise, many Mystery Cults col- good way for this story to begin is with to then take advantage of this friendship
lect blood from members — indeed, the grog slowly regaining his original to recover Arcane Connections to the
many Mystery initiations involve blood memories while he is working inside the enemy magi.
enemy covenant.
— in case a member betrays the cult at
a later date.
When casting this spell, the caster This spell works because once the
holds a glass phial in one hand. When blood of a character has been spilled, it
Eyes of the Hawk cast, the spell instantly transports a does not inherit the character’s Magic Re-
quantity of spilled blood that the cast- sistance. Versions of this spell that instant-
MuCo(An) 4 er can see and is within one league (3 ly transport the blood a shorter (or longer)
R: Personal, D:Sun, T:Individual miles) into the phial. The blood can be distance can obviously be invented. The
The caster gains the eyes of a hawk, used as a +3 Arcane Connection to the blood might be spilled by a spell effect
which allows him to clearly see for vast character(s) from which it came. The such as Crystal Rain, or it might be spilled
distances. Arcane Connection lasts for years (see via mundane means such as a sword blow
(Base 2, +2 Sun, free requisite) ArM5, page 84). or a punch in the face.
Required Lab Total to invent spell: If the blood comes from a mixture The caster may require some sort of
One Season (8), Two Seasons (6), Three of individuals, it must be sorted using a enhancement to his senses (such as Eyes of
Seasons (6), Four Seasons (5). spell such as Division According to Blood be- the Hawk) to target the spilled blood at the
fore it can be used as an Arcane Connec- extremes of the range of this spell.
tion. The exception is that the unsorted (Base 25, +3 Sight)
Licking the Blade blood can be used as an Arcane Connec- Required Lab Total to invent spell:
tion for effects that use a Group target to One Season (80), Two Seasons (60), Three
ReCo 40 affect the entire group from which the Seasons (54), Four Seasons (50).
R: Sight, D: Momentary, T: Individual blood came.

87
Hermetic Projects
Division According to Blood Breath of the Glassworker volume of the original goblet (about 1,000
cubic paces).
Re(In)Co 25 CrTe 15 If spread about on the ground, the
R: Touch, D: Momentary, T: Part R: Touch, D: Sun, T: Individual glass shards cause +5 damage to anyone
To cast this spell, the caster holds a The caster of this spell makes an “O” who walks over the ground, but this dam-
glass phial in each hand. One phial con- shape with his thumb and index finger, age can be totally avoided by wearing
tains blood which may come from a mix- into which he then blows. This forms and hard-soled boots or shoes. The glass can
ture of sources. The other phial is empty. inflates a small glass phial. The phial only cover an area about 60 paces across in
Upon casting the spell, all the blood from lasts for a day, but this is often long enough glass 1 foot deep.
one individual only (in the first phial) is to hold a sample of some substance until it The glass shards are intended to be
instantly transported into the second is either used or taken to the magi’s labora- used with the Crystal Rain spell. The glass
phial. By repeatedly casting this spell (and tory and repackaged. shards can be reduced in size to be more
having a sufficient quantity of empty phi- (Base 3, +1 Touch, +2 Sun, +1 elabo- easily carried, using the Miniaturist of Ven-
als available), the caster may separate out rate shape) ice spell.
the blood from a number of individuals. Required Lab Total to invent spell: (Base 3, +1 Touch, +2 Group, +2 Size)
If the first phial contains only blood from One Season (30), Two Seasons (23), Three Required Lab Total to invent spell:
one individual, then all of it will instantly Seasons (20), Four Seasons (19). One Season (40), Two Seasons (30), Three
transport into the second phial. Seasons (27), Four Seasons (25).
The Intellego requisite is required to
distinguish between the different sorts
The Shattered Goblet
of blood in the phial. The target is Part
The Thirsty Dagger
because only a fraction of the blood (that CrTe 20
belonging to one individual) is instantly R: Touch, D: Momentary, T: Group, CrTe 20
transported into the second phial. Ritual R: Touch, D: Momentary, T: Individ-
(Base 10, +1 Touch, +1 Part, +1 requisite) At the conclusion of this ritual, the ual, Ritual
Required Lab Total to invent spell: caster throws a glass goblet onto the This ritual creates a metal dagger. The
One Season (50), Two Seasons (38), Three ground which splits into thousands of blade contains cleverly designed gutters
Seasons (34), Four Seasons (32). sharp glass shards, with many times the that feed into a reservoir in the hilt. This
means that if anyone is injured by the dag-
ger (takes a Wound), then a sample of their
Story Seed: School of Assassins blood is collected in the dagger’s hilt. A
version of this ritual could be created with
What if a group of magi cooperate An Army of Wizards as a spell with a duration (such as Sun) for
to develop this project? use in emergency circumstances. Howev-
A cadre of characters (perhaps with- er, the dagger created with the ritual is not
in House Tytalus or House Tremere) de- magical, so it does not need to Penetrate
School Master velop the Intangible Assassin effects. This Magic Resistance to harm a target (which
cadre and their powers could be a pow-
House Flambeau contains a number a spell with a non-Momentary duration
erful weapon in the event of a new war
of schools dedicated to using magic in would need to do).
within the Order of Hermes.
combat. However, none of the schools The dagger can be used as either a
concentrate on the use of Intangible Tun- thrown or melee weapon. It is less use-
nel-style effects. So, the characters are War of the Assassins ful in Defense than a normal dagger, and
approached by senior magi of House less aerodynamic than a throwing knife.
Flambeau who invite them to join House The magi cooperate together to In both cases, this is because The Thirsty
Flambeau as the masters of a new fighting develop these Intangible Tunnel-style Dagger is oddly weighted due to the blood
school. Do the characters accept? How effects, but then, in a fit of paranoia, reservoir. The dagger’s weapon character-
do the characters go about teaching these start hunting each other down. This istics are:
techniques without compromising their could be a good idea for a very short
own safety from the attacks of ambitious player versus player saga that only lasts Ability: Brawl, Init: +0, Atk: +2, Dfn: –1,
students? What do the characters’ current for the duration of the month of bitter Dam: +3, Str: –1, Load: 0
House(s) and political allies think? Wizard’s Wars. Ability: Thrown, Init: –1, Atk: 0, Dfn: –1,
Dam: +2, Str: –1, Load: 0

88
Hermetic Projects
(Base 5, +1 Touch, +2 elaborate design) (see ArM5, page 86). This Aiming bo- Required Lab Total to invent spell:
Required Lab Total to invent spell: nus is for a cloud of shards that contains One Season (60), Two Seasons (45), Three
One Season (40), Two Seasons (30), Three 100 cubic paces of glass. If the cloud of Seasons (40), Four Seasons (38).
Seasons (27), Four Seasons (25). shards contains only 10 cubic paces of
glass, the Aiming bonus is reduced to
only +6. Remember to count Defense
Glass Broom
Miniaturist of Venice bonuses because of shields.
This spell requires that the caster has ReTe 30
MuTe 50 large collection of sharp glass shards, R: Sight, D: Concentration, T: Group
Pen: 0, constant effect which need to be mundane in order to This spell moves a lot of glass objects
R: Touch, D: Sun, T: Group bypass Magic Resistance in this way. The around. The spell can be used to move
This spell reduces 100 cubic paces of shards could be created using a momen- around glass created by The Shattered Gob-
glass into a small volume, about 1 cubic tary Creo Terram ritual (such as The Shat- let. It can also be used to move other glass
foot. The shrunken glass can be more eas- tered Goblet), or they could be acquired around.
ily transported. from a mundane craftsman, although this If a Finesse Roll against an Ease Factor
When the spell ends, the glass bursts is probably more expensive and inconve- of 9 is failed, then the glass is broken dur-
back into full size. Anybody within 9 pac- nient for most magi. As long as the fallen ing transit (which is not a problem if the
es of the shrunken glass takes +10 damage glass shards remain within Sight range of glass is just glass shards).
from flying shards of glass. Bursting back the caster, the same shards can be used (Base 3, +3 Sight, +1 Concentration,
in this manner breaks any complex glass to cast the effect again in a subsequent +2 Group, +1 affect glass)
objects. round. Required Lab Total to invent spell:
The spell is based on the Muto Terram (Base 3, +3 Sight, +2 Group, +1 Size, One Season (60), Two Seasons (45), Three
guideline that increases the volume of an +1 affect glass) Seasons (40), Four Seasons (38).
object by 8, but instead is used to decreas-
es its volume by a factor of 8.
(Base 4, +1 Touch, +2 Sun, +2 Group,
+1 Size, +1 affect glass, +3 increased
shrinking effect)
Required Lab Total to invent spell:
One Season (100), Two Seasons (75),
Three Seasons (67), Four Seasons (63).

Crystal Rain

ReTe 30
R: Sight, D: Momentary, T: Group
This spell causes a vast cloud of sharp
shards of glass fly to a point in the sky,
and then fall to the earth. From a dis-
tance, as the light refracts through the
plunging glass, it looks like a curious sort
of localized rain. The area covered by
the falling glass is about 10 paces across,
and anyone in (or passing through) the
area takes +10 damage. If a wound is
caused, blood from the victim falls onto
the earth.
This is an Aimed spell that conse-
quently bypasses Magic Resistance, and
there is a +12 bonus to the Aiming roll
to hit due to the number of glass shards

89
Hermetic Projects
The Prodigal Returns One Season (50), Two Seasons (38), Three Connection only lasts for weeks after it is
Seasons (34), Four Seasons (32). written (see ArM5, page 84), so most magi
ReTe 25 keep their texts for a month or so before
R: Sight, D: Concentration, T: Individual lending it or submitting it to a library, such
This spell causes a metal weapon (such
as a sword or dagger) to fly through the
Books and that at Durenmar. Alternatively, they can
destroy the Arcane Connection with a
air, safely returning to the outstretched Laboratory Texts Perdo Vim spell.
hand of the caster. Nonetheless, acquiring a newly writ-
(Base 3, +3 Sight, +1 Concentration A book or Lab Text is an Arcane Con- ten book or Lab Text, or even one that
+2 affect metal) nection (worth a Penetration Bonus of +2) is still being written, is a good strategy
Required Lab Total to invent spell: to the scribe who wrote it. The Arcane to gathering an Arcane Connection to
a character. One strategy is to gather a
sample of the quarry’s writing (by find-
Story Seed: House of the Assassin ing a Lab Text or book at Durenmar or a
similar library). The magus can then use
It becomes well known within the King-maker a spell, such as Pages of the Unfinished Story,
Order that the character has consider- to gather more recently written material
able expertise in prosecuting Wizard’s The character has a nephew (or other from the covenant of the author. This re-
War. Some stories that might arise from relative) who is a minor noble. The char- cently-written material can then be used
this include: acter uses mundane spies to gather Arcane as an Arcane Connection.
Connections and Intangible Tunnel-style
effects to wage war on the other nobles
Assassin for Hire within the Tribunal, and slowly his rela- Pages of the Unfinished Story
tive rises to become a king (or a duke or
The character is approached by
earl). Although this is clearly interference
another magus who will pay him hand- Re(In)An 45
with the mundane, it could be quite dif-
somely to fight Wizard’s War on his be- R: Touch, D: Momentary, T: Structure
ficult for other magi to detect as the work
half. Accepting this commission could This spell requires a piece of parch-
of a fellow magus — investigating magi
embroil the character in the political ment written on by a character, such as
would have to actually have an interest
intrigues of the Tribunal. a page of Lab Text or part of a tractatus.
in the deaths of nobles, and would need
to be present in the noble courts to de- The caster holds the piece of parchment
Officer of the Tribunal tect the spell traces of the Intangible Tunnel. against the wall of a structure (such as a
The unlucky noble families would have tower), and all pages of parchment written
The character is charged by the almost no way to connect the deaths in on by the same author, in the last week,
Tribunal with eliminating magi who the courts to the Order of Hermes. So, within the tower instantly transport into
have been Marched, and the character although this is a risky endeavor, a very the caster’s hand.
may be invited to join the ranks of the careful magus may be able to avoid the
Most authors would immediately no-
Quaesitors as a recognition of his role. censure of the Tribunal. A similar story
tice that their work has been stolen when
There is considerable potential power could be told about a magus arranging for
a relative to rise in the ranks of church- they return to their writing table. If more
in this role, as by choosing how en-
men, perhaps even becoming pope. than two weeks’ writing is stolen through
thusiastically he prosecutes a March,
the magus can allow a Marched magus successive castings of this spell, any Labo-
time to flee. The assassin magus could ratory work on which the author is work-
even conspire with a Marched magus to
Scapegoat ing will be interrupted.
fake the death of the Hermetic outlaw. This spell uses the Rego Corpus guide-
The character becomes so well
Of course, the assassin magus will need line to instantly transport a body, by anal-
known for his proficiency at assassina-
to be very careful and very confident, ogy, to transport animal products.
tion that other magi invent Shroud Magic
as abusing the trust of the Tribunal in Note that who wrote the text on a
effects that make their own Intangible
this way is itself a Marchable offense. piece of parchment is a part of the his-
Tunnel effects appear as if cast by the ma-
However, the magus’ political alliances, tory and origins of an animal product (the
gus assassin. He must defend himself in
Mystery Cult allegiances, or whatever parchment), which can be detected with
Tribunal against numerous accusations
the Marched magi pay could make the
of murder. Note that the presence of an Intellego Animal effect. This is why an
risk worthwhile.
Shroud Magic can be detected. Intellego requisite is required.
This spell only gathers material writ-

90
Hermetic Projects
ten by the same character who wrote the character’s true essential nature merely re- Wizard’s Breath Stolen
sample. Thus, if the sample piece was in turns when the Muto spell ends.
fact written by a scribe, instead of by the (Base 3, +2 Sun, +1 Part) ReAu 4
expected magus, then this spell will collect Required Lab Total to invent spell: R: Touch, D: Momentary, T: Individual
work written by the scribe. One Season (20), Two Seasons (15), Three This spell traps the breath of a char-
An equivalent Herbam spell could be Seasons (14), Four Seasons (13). acter and seals it into a glass phial held by
used to gather text written on paper or the caster. The target’s breath is a short-
papyrus, but parchment (which is made lived Arcane Connection to him (lasts
from animal hide) is the most common Certamen hours; ArM5 page 84), but if the caster
form of writing surface used in the Order can quickly get to a Laboratory, he can fix
of Hermes. Certamen can be used to gain an the Arcane Connection.
(Base 20, +1 Touch, +3 Structure, +1 Arcane Connection in two ways. First, This spell must Penetrate the Magic
Intellego Requisite) a character can challenge another char- Resistance of the target to be effective.
Required Lab Total to invent spell: acter for some item that can be used as (Base 3, +1 Touch)
One Season (90), Two Seasons (68), Three an Arcane Connection. Examples of this Required Lab Total to invent spell:
Seasons (60), Four Seasons (57). could include: One Season (8), Two Seasons (6), Three
Seasons (6), Four Seasons (5).
• A claim that the book a character is
Blood Relative writing is plagiarized. Certamen is
fought for possession of the manu- Horoscopes
Being a blood relative of a person gains script. The manuscript is a short-lived
the caster a +1 Sympathetic Connection. Arcane Connection to the writer. The horoscope for a target (either his
The spell Blood of My Enemy can be used • A claim that a character’s favored eat- horoscope for today or his nativity horo-
to temporarily create such a blood con- ing knife is stolen. Certamen is fought scope) can be used as a Sympathetic Con-
nection. Of course, this is risky, as being for possession of the knife, which is an nection to increase the Penetration mul-
a blood relative can be used as a Sympa- Arcane Connection to the true owner. tiplier bonus of an Arcane Connection.
thetic Connection for spells cast in either The following spells can be used to help
direction. Of course, such Certamen challenges prepare horoscopes.
are likely to be considered vexatious by Some of these spells require an Arcane
the Tribunal. However, Tribunals only Connection to the target, which is re-
Blood of My Enemy occur once every seven years, by which quired to make use of a Sympathetic Con-
time the Wizard’s War may well have been nection anyway. It may seem that these
MuCo 10 fought. In this case, paying a small vis fine spells are pointless, but spells such as Con-
R: Personal, D: Sun, T: Part to the estate of the victim to compensate vergence of Place and Convergence of Birth can
The caster of this spell eats a small for injudicious use of Certamen is not too be used to gather Sympathetic Connec-
piece of bread dipped in the blood of troubling — assuming the case is ever tions that can then be used to boost the
another character, although any Arcane brought to the Tribunal at all. Penetration of higher-magnitude spells to
Connection to the other character will The other, less controversial use of finally attack a victim.
work. The spell changes the blood of the Certamen to gain an Arcane Connection is
character so that he becomes a blood rela- the “free” spell a victor may cast on the un-
tive of the character from whom the con- conscious loser, which bypasses the loser’s
Convergence of Birth
sumed blood came. This effect only lasts Parma Magica. Of course, for this to be
for the duration of this spell. This does not successful the character must win the Cer- InCo 10
stop the character from also being a blood tamen match, without his opponent with- R: Touch, D: Momentary, T: Individual
relative to his natural relations. Being a drawing prior to total defeat. In addition, as This spell, which can use an astrolabe,
blood relative is worth a +1 Sympathetic the Technique and Form of the “free” spell determines the birth place and time of the
Connection (ArM5, page 84). must match those with which the Certamen target. This is sufficient information to cal-
This spell is possible because, al- match was fought, the Certamen match culate the nativity horoscope of the target,
though being a blood relative is a part of must be fought using a suitable Technique for a +2 Sympathetic Connection; Int +
a character’s essential nature, Muto spells and Form combination to allow the harvest- Artes Liberales (astronomy) roll against an
can violate a character’s essential nature ing of an Arcane Connection. A possible Ease Factor of 9 (see ArM5, page 84). Cal-
(turn a man into a wolf, for example); the example is the Wizard’s Breath Stolen. culating the horoscope itself takes a day.

91
Hermetic Projects
This spell must Penetrate the Magic Int + Artes Liberales (astronomy) roll are inscribed with astronomical signs. The
Resistance of the target to be effective. against an Ease Factor of 9 (see ArM5, device senses the motions of the planets
This spell is intended to be cast through page 84). Calculating the horoscope it- and other celestial bodies, and moves the
an Intangible Tunnel. self takes an hour. wheels to indicate the state of the heavens.
(Base 5, +1 Touch) This spell must Penetrate the Magic The device can be used as an astrolabe,
Required Lab Total to invent spell: Resistance of the target to be effective. and it is so accurate it gives a +3 bonus
One Season (20), Two Seasons (15), Three This spell is intended to be cast through to the calculation of horoscopes (ArM5,
Seasons (14), Four Seasons (13). an Intangible Tunnel. page 84) and astrological inceptions (Art
(Base 3, +1 Touch) and Academe, page 73). In order to use the
Required Lab Total to invent spell: astrolabe, a character must have an Artes
Convergence of Place One Season (8), Two Seasons (6), Four Liberales of at least 1.
Seasons (5). The invested device (the rock crystal)
InCo 4 is a tiny semi-precious gem and so requires
R: Touch, D: Momentary, T: Individual 12 pawns of vis to prepare for enchant-
This spell, which can use an astrolabe, ment. This requires a Magic Theory Score
determines the current celestial location
Simulacrum of the Spheres of 6 and one season of work. The two ef-
of the target. This is sufficient informa- fects, Sense the Heavens and Move the Wheels,
tion to calculate a daily horoscope for the This invested item is a rock crystal, set require 3 and 4 pawns of vis to invest
target, for a +1 Sympathetic Connection; in a complex mesh of metal wheels that respectively.

Sense the Heavens


InIm 24
0 Pen, constant effect
R: Personal, D: Sun, T: Hearing
This effect gives the device the sense
to listen to the barely-perceptible sounds
of the celestial bodies in motion (see Art
and Academe, page 16).
(Base 3, +2 Sun, +3 Hearing; +4 con-
stant effect)
Required Lab Total to invest effect:
One Season (48), Two Seasons (36), Three
Seasons (32), Four Seasons (30).

Move the Wheels


ReTe 37
0 Pen, constant effect
R: Touch, D: Sun, T: Group
This effect is triggered by the Sense the
Heavens effect, and constantly moves the
wheels in a way that represents the move-
ment of the celestial bodies. This allows a
character with an Artes Liberales Score of
at least 1 to read the astrolabe.
(Base 3, +1 Touch +2 Sun, +2 Group
+2 affect metal; +4 constant effect +3
linked trigger)
Required Lab Total to invest effect:
One Season (74), Two Seasons (56), Three
Seasons (50), Four Seasons (47).

92
Hermetic Projects

Names Story Seed: Vandals in the Library


The birth or nickname of a character
can be used as a +1 Sympathetic Connec- The librarians at Durenmar have apparently missing content.
spells that can test for the completeness The player characters may either be
tion. The secret ritual name of a character
of texts (see Covenants, page 100). A rou- responsible for this vandalism, or called
can also be used as a +1 Sympathetic Con-
tine audit reveals that several books are upon to help find the vandals.
nection. It is relatively easy to discover the
nickname of a character, but a Christian
magus is often careful to ensure that his
nickname is his baptismal name. This is In order to preserve the sense of the text, This enchanted item is a mirror. When
because a baptismal name cannot be used the caster must make a Dex + Finesse roll the device is activated, the image reflected
as a Sympathetic Connection. against an Ease Factor of 9 (if he under- on the mirror surface is frozen until the ef-
A spell like Posing the Silent Question (see stands the text) or 12 (if he does not un- fect duration ends. This frozen image can
ArM5, page 149) might be used to lift the derstand the text). be used as symbolic representation of any-
birth or secret ritual name of a character For this spell to work, the ink must be one or anything depicted for a +2 Sympa-
from either his own mind or the mind of made of a plant product (which is com- thetic Connection.
others who know him well. mon). A similar spell designed with an As the reflected image of a character is
Animal, Corpus, or Terram Form will be a species, this spell does not need to Pene-
needed if the ink is an animal, human, or trate the Magic Resistance of the depicted
Signature mineral product. characters.
Similar spells with longer durations Note that strictly the mirror actually
A character’s signature can be used as and a Group target could be invented to creates an image that depicts what it “saw,”
a +1 Sympathetic Connection. It is rela- transfer the entire text from a large work. rather than truly freezing an image.
tively easy to gain the signature of most For a Lab Text, for every magnitude of ef- (Base 1, +2 Sun; +5 24 uses)
magi, as many magi sign the Laboratory fect (level divided by 5), it takes one hour Required Lab Total to invest effect:
Texts that they deposit at the various li- to move the text. For a summa or tractatus, One Season (16), Two Seasons (12), Three
braries of the Order of Hermes (such as it takes one hour to move the text per point Seasons (11), Four Seasons (10).
that at Durenmar). This is because most of Source Quality. Note that this only
magi deposit Lab Texts at such reposito- moves the text from one place to another;
ries to enhance their personal reputation it does not create a copy of the text.
as a worthy magus, and an anonymous text
does not enhance reputation.
The Muto requisite is required to
make the ink stick to the new piece of Increasing the
A spell such as Dance of the Spidery Ink
can be used lift a signature from a text.
This could allow a character to steal a sig-
parchment.
(Base 5, +1 Touch, +1 Part, free
requisite)
Casting Total
nature from Durenmar without damaging Required Lab Total to invest effect: Gathering more powerful Arcane
the original Lab Text. One Season (30), Two Seasons (23), Three Connections and a suite of Sympathetic
Seasons (20), Four Seasons (19). Connections is one method of increasing
the Penetration Total. Another method is
Dance of the Spidery Ink to increase the Casting Total directly.
Symbolic Representation
Re(Mu)He 15
R: Touch, D: Momentary, T: Part A symbolic representation of a tar- Vis
This effect causes a small quantity of get can be used as a +2 Sympathetic
text (up to a page) to form into a spidery Connection. Spending vis on spell casting is a good
creature and walk from one piece of paper method of increasing the Casting Score
or vellum to another. The two pieces of pa- for a single spell casting (see ArM5, page
per or vellum are held in either hand of the
Mirror of the Frozen Scene 82). A moderately experienced magus
caster. Casting the spell transfers the text with a lot of vis to spend could easily get a
to the second piece of paper or vellum. CrIm 8 Casting Score bonus of 20 to 40, depend-
Note that this spell does not attempt Pen: 0, 24 uses per day ing on his Art Scores.
to understand the moving text in any way. R: Personal, D: Sun, T: Individual On the other hand, if the caster wants

93
Hermetic Projects
to cast a group of spells at high Penetra- than the Aegis. Nonetheless, the following an Intangible Tunnel-style effect while the
tion (an Intangible Tunnel-style effect, and spells could be invented for interacting Wizard’s War is legitimately in progress,
then several damaging effects through the with an Aegis. and the target (believing that the Wiz-
tunnel), then using vis is unlikely to be a One high-risk strategy a character ard’s War occurred during the previous
sensible course of action, as each spell will can use is to secretly lower an enemy’s month) stops taking protective measures,
require vis. Aegis of the Hearth via the Guttering of the and leaves the sanctuary of the Aegis of the
Home-Fires effect, and use the opportunity Hearth. Obviously, this strategy will fail if
to cast spells within the enemy’s cov- the target is convinced by another charac-
A War Party of Magi enant to recover Arcane Connections to ter that their memory is in error. However,
the quarry of the Wizard’s War. Once the it might be very difficult to convince a
A group of magi acting together can Aegis is raised again, the character can magus that their memory is incorrect, and
use Wizard’s Communion (see ArM5, page use the harvested Arcane Connections to be effective this strategy only requires
160) to cast high magnitude Intangible Tun- to open high penetration, low magni- the magus to make a single absent-minded
nel-style effects with high Penetrations. tude, Intangible Tunnel-style effects to his mistake, such as briefly leaving the Aegis of
The Wizard’s Communion can also be used to Wizard’s War target. the Hearth.
cast effects through the tunnel. Another strategy is to completely de- (Base 3, +1 Touch, +2 Sun)
For example, 4 magi who each know stroy an Aegis of the Hearth via the Removing Required Lab Total to invent spell:
Wizard’s Communion of at least level 10 the Hearth’s Keystone effect. The magus can One Season (20), Two Seasons (15), Three
work together to cast a level 20 Intangible thus attack his target before the Aegis is re- Seasons (14), Four Seasons (13).
Tunnel-style effect. Only one of the magi cast by the covenant inhabitants. A clever
needs to actually know the Intangible Tun- magus could even contrive to secretly
nel-style effect. When that magus casts participate in the recasting of the Aegis,
Guttering of the Home-Fires
the Intangible Tunnel-style effect the Pen- perhaps by magically disguising himself as
etration is calculated as if the effect was another magus. ReVi Gen
only level 5. Under most circumstances, destroy- R: Touch, D: Diameter, T: Individual
Using Wizard’s Communion combined ing an Aegis of the Hearth is likely to be This spell temporarily suppresses an
with Intangible Tunnel-style effects is a good considered deprivation of magical power Aegis of the Hearth effect. The Aegis of the
strategy for members of the Tribunal to by a Tribunal. However, by declaring Hearth effect must be less than half the lev-
take when trying to eliminate a magus Wizard’s War against an entire covenant, el of this spell + 3 magnitudes. The known
who has been Marched. Groups of magi the aggressor magus is protected against Lab Texts of this spell incorporate a side
can also work together in this way to such concerns. Of course, fighting Wiz- effect: while the Aegis of the Hearth is low-
prosecute a Wizard’s War, although to be ard’s War simultaneously against several ered, the temperature within the affected
strictly legal, all the magi involved in the foes is its own problem. Destroying the boundary is lowered slightly, which sensi-
Wizard’s Communion must declare Wizard’s Aegis of the Hearth is also quite difficult, tive characters might notice.
War on the victim. and is probably best achieved by several This spell must penetrate the Aegis of
magi acting together (using Wizard’s Com- the Hearth effect, of course.
munion). Obviously, to be strictly legal, Note that if the Aegis of the Hearth is of
The Problem of the all the participants in the Wizard’s Commu- a high level, then this spell may need to
Aegis of the Hearth nion need to have declared Wizard’s War
on the magi affected by the dispelling of
be a ritual.
(Base effect, +1 Touch, +1 Diameter)
the Aegis. Required Lab Total to invent spell: de-
The Aegis of the Hearth ritual that sur- pends upon level (see insert earlier).
rounds most covenants can be used by a
magus for shelter during Wizard’s War. A
Absent Mind of the Scholar
young magus (with a low Parma Magica
Removing the
Hearth’s Keystone
score) gains the most benefit from cower- MuMe 10
ing in this way within an Aegis cast by his R: Touch, D: Sun, T: Individual
more competent sodales. The Aegis of the This spell changes the target’s memory PeVi Gen
Hearth is often of less importance in Wiz- so that he believes that Wizard’s War was R: Touch, D: Momentary, T: Individual
ard’s War between experienced magi. This declared on him one month prior to when The caster dispels an Aegis of the Hearth
is because their Parma Magica scores may it actually was. effect. There is no other evidence that
provide much more effective protection The intent is that this spell is cast via the Aegis is absent, but alert magi crossing

94
Hermetic Projects
the supposed boundary of the Aegis may stone spell + 3 magnitudes + stress die. This (Base effect, +1 Touch)
notice that they do not feel the charac- spell must penetrate the Aegis of the Hearth Required Lab Total to invent spell: de-
teristic tingle which indicates the pres- effect, of course. pends upon level (see insert earlier).
ence of an Aegis. Note that if the Aegis of the Hearth is of
The Aegis of the Hearth effect must be a high level, then this spell may need to
less than the level of the Removing the Key- be a ritual.

95
Chapter Six

The Living Corpse


Wizards have long sought to cheat ed item can maintain a similar spell-like mated corpse. The magus must create a
death, to avoid the reaper’s blade through effect forever. spell that animates a corpse, a spell that
cunning art and powerful invocations. Combining necromantic spells with summons a specific spirit, a spell that
Hermetic magi have only a few options enchanted devices, a magus can create a anchors the spirit to the corpse, and a
to successfully become immortal, op- human corpse and unite a ghostly appari- spell that allows the spirit to control the
tions that are restricted to initiates of tion with the corpse to form a semblance corpse. The magus must decide how he
a handful of Hermetic Mystery Cults. of human life. Called a living corpse, such will make these spell effects permanent,
Frustration awaits the magus who desires a creature is beyond the limitations of and a constructed enchanted item is the
immortality but is excluded from these death, and can serve the magus for eter- most obvious.
secret and esoteric rites. Human life can- nity. With careful preparation and pains- A magus who knows the Minor Her-
not be created or indefinitely retained by takingly enchanted magic items, a necro- metic Virtue: Spell Binding could sum-
Hermetic magi. mancer can create a personal living corpse mon other spirits to maintain the spells,
But the components of life, the shell and achieve eternal existence. creating a small group of inanimate ob-
of the body and the animation of the spir- jects to sustain the spells and linked spir-
it, can be manipulated. Several Hermetic its (The Mysteries Revised Edition, page 27).
spells can already accomplish these ends; While common, and reportedly wide-
spirits can be summoned, bound, and co-
erced into compliance, and a human body Creating a spread throughout the Order of Hermes,
not every magus knows how to bind
can be created, preserved, and controlled.
Successful castings of these necromantic
spells are only limited by their duration,
Living Corpse spells. But every magus does know how
to enchant magic items, which means
that a living corpse is attainable to all
but even this obstacle can be overcome. A To create a living corpse, the ma- who seek to be one.
spell will naturally cease, but an enchant- gus needs to bind a ghost to an ani-

The Fleshy Vessel


Hermetic magi know that ghosts can ghost. The container does not have to be damage without releasing the ghost, as
be bound to places, things, events, and a hollow vessel: a book, rock, or corpse long as the specified container remains
passions, each somehow providing a su- all count as containers. whole.
pernatural tether connected to the spirit. Like spell binding, however, if If the magus chooses a body part as
The common magic of spell binding (The this container is broken, the spirit is the vessel, that part needs to be available
Mysteries Revised Edition, page 27), requires released. A magus creating a living for the spirit-binding, either by sight or
that the magus use an “inanimate physi- corpse therefore selects a specific part by touch, depending on the Range of the
cal” container as a vessel to imprison the within the corpse to house the ghost. spell or spell-like effect. It is impossible
ghost, but this is an anchor for a second If he chooses the entire corpse, any to enchant a spleen to bind a ghost, if
spell as well as the spirit, whose bound scratch, wound, or puncture counts as the spleen remains hidden in the body.
essence empowers the spell indefinitely. breaking the vessel. A clever magus This can be difficult if the necromancer
The Rego Mentem spell Imprison a Ghost binds the ghost to the corpse’s liver, decides he wants to self-transform into a
in a Vessel is more relaxed concerning stomach, heart, or skull. This ensures living corpse.
the actual container housing the bound that the corpse can sustain considerable

96
Hermetic Projects
(Base 5, +2 Voice, +2 Sun)
Exempli Gratia: Required Lab Total: 1 season (50), 2
Bonding a Ghostly Warder to a Corpse seasons (38), 3 seasons (34), 4 seasons (32)

A magus wants to bind a weak ghost ing Corpse (ReCo (Me) 30), and finally
to a corpse. He has an arcane connec- Passing the Reins of Corpus (MuVi 35). The
Animate the Slumbering Corpse
tion to a ghostly warder (ArM5, page magus has successfully created a living
193) and has a fresh corpse. He first corpse that will stay active until sunset, ReCo(Me) 35
summons the ghost, using a variant of when both Imprison a Ghost in a Vessel and R: Voice, D: Sun, T: Ind
the ritual spell Incantation of Summoning Animate the Slumbering Corpse spells end A variant of Awaken the Slumbering Corpse
the Dead (ArM5, page 152), with Dura- (Duration: Sun).
(ArM5, page 134), this spell allows a caster
tion Diameter instead of Duration Con- The living corpse has all the abili-
to control a corpse through mental, rather
centration. This Rego Mentem level 40 ties and powers of both the ghostly
spell must penetrate the 10 Magic Re- warder and the corpse. It is not under than verbal, commands.
sistance of the ghost. Once summoned, any compulsion to follow the magus’ (Base 10, +2 Voice, +2 Day, +1 Men-
the magus casts the level 25 Rego Men- commands, although it can be com- tem requisite)
tem spell Imprison a Ghost in a Vessel, which pelled to obey through magic (Coerce Required Lab Total: 1 season (70), 2
must also penetrate the ghost’s Magic the Spirits of the Night, for example). seasons (53), 3 seasons (47), 4 seasons (44)
Resistance. The magus forces the ghost When the spells end at sunset, the
into the corpse, which acts as the vessel. corpse flops to the ground and the
The magus then casts Animate the Slumber- ghost is released. Passing the Reins of Corpus

MuVi Gen
A Living Corpse of the spell. While the spirit cannot affect
its prison with magic to force its release,
R: Touch, D: Mom, T: Ind
Cast at the same time as another spell,
Using Spells its powers are not otherwise limited. this spell lets the caster pass control of the

A living corpse combines the physi-


cality of an animated corpse with the
mental aspects of an attached spirit, mag-
ically joining that which death has pulled
apart. A ghost is bound to a magically
animated corpse, then given control of
the spell that animates the corpse, letting
it control the body. The simplest exam-
ple is a living corpse created by casting
spells; the most complicated example is
a personal living corpse, one that a ma-
gus designs for himself using enchanted
items that activate upon his death. Both
creation processes use variations of three
spells, in addition to others specific to the
creation process. Those three spells are
as follows:

Imprison a Ghost in a Vessel

ReMe 25
R: Voice, D: Sun, T: Ind
This spell forces a ghost into a con-
tainer of some type. The spirit remains
bound within the vessel for the duration

97
Hermetic Projects

Story Seeds
An Innocent Introduction to the manufacture of a living corpse, or who made many such devices during
could set up a rivalry between the finder the Schism War. Magical investigation
During some routine task, a grog and the owner. An insidious complica- shows that the item isn’t that old, con-
finds a young boy hiding on the cove- tion would be if the book states that the structed just five years ago. Is it pos-
nant’s grounds. Frightened and dirty, the owner plans to slay the apprentice to see sible that Balento is still alive, working
boy clutches a large tome. He says that if the spell for summoning a ghost works. away somewhere and still making items
he stole it from his master, who was us- While not an infraction of the Hermetic of fiery destruction? The annals of the
ing it to cast unholy spells and incanta- Code, it could raise moral objections in a war state that Balento was almost 200
tions on him. The boy is taken to the compassionate reader. years old during the conflagration. If he
magus, who ascertains that the boy is is still making magic items, he must be
an apprentice and holds a collection of more than 400 years old, an unheard-
Hermetic Lab Texts. The spells are not Interview with Balento of feat in the Order of Hermes. Curi-
infernal, but necromantic. Legally, the ous characters might attempt to locate
A recently acquired magic item Balento, perhaps by following his sell-
magus should return the text and appren-
that casts Ignem spells bears the sigil ing agent, and discover that the magus
tice to the owner. This story seed could
of Balento, a famous Verditius magus is a living corpse.
serve as a simple in-game introduction

first spell to another person. The level of the of enchanted item to construct: invested to complete the task. If the assistant fails,
affected spell must be less than the level +1 device, lesser enchantment, charged item, there is little that the magus can do about
magnitude of Passing the Reins of (Form), and it or talisman. Lesser enchantments and it, since he will be dead at the crucial time
only works on spells with Duration longer charged items work well on others, and are of activation. A talisman is a good choice
than Momentary. The spell does not change a good choice if the magus wants to cre- for the necromancer who is determined to
the target of the affected spell. As with other ate living corpses as henchmen and staff become a living corpse, since it can hold
Muto Vim spells, the caster must succeed at members. A lesser enchantment necessi- many more powers than an invested de-
an Intelligence + Concentration roll against tates high Lab Totals in the required Tech- vice, and its total allotment of powers is
an Ease Factor of 9 (ArM5, page 159). nique and Form combinations. Charged not limited by its shape or form.
(Base effect, +1 Touch) items don’t cost vis and allow for lower
Required Lab Total: Dependent upon Lab Totals, but have a limited number of
level of spell uses before the magic is exhausted. Lesser
Lesser Enchantments:
The Walking Centurion
enchantments and charged items must be
created in a single season, and both types
A Living Corpse Using of enchanted items can only have a single Of the four necessary spells to create
Magical Enchantments power. A Muto Vim spell-like effect can be
instilled in an enchanted item, but to be
a living corpse, lesser enchantments can
be used for two: the ghost-binding spell
useful, the effect must be instilled in the and the corpse-animating spell. A spell to
The longest a living corpse can remain same enchanted item with the other effect summon a ghost cannot be instilled in a
using Hermetic spells is one year, the it is intended to affect. lesser enchantment — or any enchanted
maximum duration of Hermetic formulaic Invested devices can be created over device — because it is a ritual spell. A
spells. This serves for some purposes, but several seasons and can hold multiple Muto Vim spell cannot be instilled in a
if a magus wants to create a longer-lasting enchantments, including linking trig- lesser enchantment because it must be
living corpse, he must create enchanted ger enchantments that can activate other instilled with the power it is working
items that can maintain their spell-like ef- powers. This combination of linking trig- with, and only one power can be put into
fects indefinitely. He still needs to person- gers activating other spell-like powers is a lesser enchantment. Two examples of
ally cast the spell that summons the ghost, especially important if the magus wants to lesser enchantments are listed later. Af-
because Incantation of Summoning the Dead is a become a living corpse without the aid of ter constructing the two lesser enchant-
ritual spell, and ritual spells cannot be in- an assistant (see Personal Living Corpse, ments, the magus is ready to make a living
stilled into enchanted items. later). While he could rely on someone corpse. He first provides a fresh corpse
Just like any enchanted item, the magus else to activate the magic, using an as- for the ghost’s attachment. He places the
must decide the physical shape and mate- sistant or collaborator to activate an en- Denarius to Hold the Recalled Centurion
rial of the enchanted item and the type chanted item means trusting that person on the floor and the Greave of Reveille

98
Hermetic Projects
on the corpse. He might encircle the area After summoning the ghost using the which binds the ghost to the coin. He
with a Ring of Warding Against Spirits to regular Hermetic spell, Incantation of Sum- then speaks the command word for the
make sure the summoned ghost does not moning the Dead, the necromancer speaks Greave and at the same time casts the
immediately flee. the command word for the Denarius, spell Passing the Reins of Corpus. Because he

Muto Vim Spells and Enchanted Devices


Muto Vim spells affect other spells, He must also beat the magical item’s are certain worn items that are more ap-
as described in the Muto Vim Guidelines Penetration with his Muto Vim spell’s propriately thematic for necromantic
(ArM5, page 159). Muto Vim spells can Penetration. Because Muto Vim spells purposes. These have a long history of
also affect spell-like effects instilled in are Form specific, he must also correctly use in pre-Hermetic magic traditions and
enchanted devices, as long as certain identify the Form of the device’s spell- have remained popular among magi with
conditions are met. Some of these con- like effect. Use the Determine Form of necromantic persuasions. An amulet is an
ditions are explicitly stated in the Muto Magical Effect formula (ArM5, page engraved gem, coin, figurine, or pendant,
Vim Guidelines, and others have to be 83) to determine whether the magus is popular since the time of Pliny’s Natural
interpreted. To avoid confusion, they successful. If the magus correctly identi- History. A hamsa, or “hand of Fatima,” is
will be made explicit here. fies the Form, succeeds with a fast cast a popular palm-shaped amulet used in
A Muto Vim effect can be put into a defense roll against the item-activator’s Arabic lands. A phylactery is a small con-
magical item, as long as it affects another Initiative roll, and casts his spell with tainer or box worn strapped to the arm,
power instilled in the item. If spell-like higher Penetration than the device’s Pen- used in various Greek traditions of magic.
powers in a magical item can be manipu- etration, his Muto Vim spell affects the A tefillah (plural: tefillin) is a small leather
lated by Muto Vim effects, then spell-like device’s spell-like effect. cube tied to the arm or forehead, used by
powers can also be manipulated by Muto All other Muto Vim spell rules apply. Jewish holy men and magicians.
Vim spells. The reverse is not true; a gen- The magical item must be Hermetic. The
eral purpose Muto Vim spell-like effect Muto Vim spell can have Range Touch if
cannot be instilled in a magical item with the magus is holding the magical item, Pertinent Material
the intent to affect spells that the wielder but must have Range Voice if someone and Size Tables
desires to target. Muto Vim spell-like ef- else is holding the magical item or he
fects can only affect other spell-like ef- Derived from the regular Material &
triggers it from a distance.
fects in the same magical item. Size Tables chart (ArM5, page 97), the
If the magus casting the Muto Vim following table lists the final number of
spell is the same person activating a Amulets, Phylacteries, points for specific items useful for necro-
magical item, then the standard rules for and Tefillin mancers. This number is both the pawns
casting a Muto Vim spell apply (page of vis needed to open the item for en-
159). The caster must succeed with an Personally worn items are ideal for chantment, and the maximum number
Intelligence + Concentration roll against creating a living corpse because they of pawns of vis that can be instilled in
an Ease Factor of 9. can operate at Range Touch. This keeps the device to empower spell-like effects.
If the magus is not the same person the level of the effect manageable, and The material is the determining factor
activating the magical item, the rules circumvents the problems involved with rather than the actual item; for example,
governing a Muto Vim spell cast on an- higher-magnitude ranges. Voice and an amulet made out of bone has the same
other magus’ spell apply. If an ally acti- Sight, for example, are difficult to use points as a figurine made from bone.
vates the magical item, and the magus when the enchanted item has neither a
and item-activator have worked out the mouth to speak, nor eyes to see. These Item Points
timing issues before hand, the two are difficulties can be overcome, but doing Amulet, bone 3
considered to be cooperating. The cast- so adds magnitudes to the spell-like final Amulet, precious
er must succeed with an Intelligence + effect of each enchantment. Managing engraved gem 15
Concentration roll against an Ease Fac- the final level of effect reduces the cost Amulet, semi-precious
tor of 9. of the vis necessary for each instilled engraved gem 12
If the caster and the item-activator power, maximizes the magus’ Lab Total Coin pendant, gold 10
have not worked out the timing issues to allow him to instill additional level of Coin pendant, silver 6
beforehand, then they are not cooperat- Penetration, and decreases the time re- Hamsa, clay 3
ing. An enemy using a magical item falls quired for enchanting each effect. Phylactery, iron 5
into this category. In this case, the ma- While rings, necklaces, earrings, and Phylactery, wood 2
gus must fast cast the Muto Vim spell. other personal items will suffice, there Tefillah, leather 2

99
Hermetic Projects
is activating the lesser enchantment at the A Denarius to Hold Required Lab Total: 1 season (68), 2
same time that he is casting the Muto Vim the Recalled Centurion seasons (51), 3 seasons (46), 4 seasons (43)
spell, the player must make an Intelligence ReMe 44 This effect costs 4 pawns of vis.
+ Concentration roll (see insert). Because Pen: 20, Constant Effect
the necromancer is not holding the lesser R: Touch, D: Sun, T: Room
enchantment, the Range of the Passing the An antique Roman silver coin, a de-
Charged Items:
The Necromancer’s Blades
Reins of Corpus spell must be Voice. Against narius, is instilled with the spell Imprison a
its will, the ghost is bound to the silver Ghost in a Vessel, which forces a ghost inside
coin and given the ability to command the the silver coin. The silver coin is place on A magus who wishes to use charged
animated corpse. The ghost is not imme- the floor of the room in which the ghost items to create a living corpse still needs
diately forced to follow the necromancer’s is present, and once the command word to cast spells to start and complete the cre-
commands. A few hectic seconds may en- is spoken, the magic targets the room and ation. Charged items can only perform half
sue before the necromancer can command the enclosed ghost. of the necessary spells, the ghost-binding
the ghost, using Coerce the Spirits of the Night. (Base 5, +1 Touch, +2 Sun, +2 Room; spell and the corpse-animating spell. The
Note that while the spell-like effects of +1 frequency, +3 environmental trigger, benefits of using a charged item are two: a
the Denarius and the Greave can last in- +10 penetration.) magus’ Lab Total only has to be greater than
definitely, due to the Constant Effect dura- Required Lab Total: 1 season (88), 2 the calculated total spell-like effect level,
tion, the spell Passing the Reins of Corpus has seasons (66), 3 seasons (59), 4 seasons (55) not twice that amount, and a charged item
a much shorter lifespan, depending on the This effect costs 5 pawns of vis. does not require vis to instill the spell-like
Duration chosen when the necromancer effect. Like lesser enchantments, charged
invented the spell. items must be created in a single season.
The Denarius to Hold the Recalled The Greave of Reveille The following charged items are a pair
Centurion assumes that the ghost is weak- ReCo(Me) 34 of daggers made by a necromancer who
er than Magic Might 20. A more powerful Pen: 0, Constant Effect desires a large following of weak living
ghost would require that the device have R: Touch, D: Sun, T: Ind corpses. Having first summoned a ghost,
a higher Penetration. The Greave of Rev- This iron leg armor is instilled with the necromancer points the Blade of Lead
eille does not need Penetration because the spell Animate the Slumbering Corpse, which at the ghost and imprisons it in a small clay
the corpse it targets does not have Magic will animate the non-magical corpse wear- pot that he has conveniently brought with
Resistance. The coin and leg armor are ing it. The command, “Stand at attention,” him. He then opens the corpse’s torso and
merely examples of items that could hold is issued as soon as the magic activates. encloses the clay pot within the cadaver’s
these instilled powers, ones that a ma- (Base 10, +1 Touch, +2 Sun, +1 Men- chest cavity. Finally, he animates the corpse
gus with antiquarian Roman affectations tem requisite; +1 frequency, +3 environ- with the Blade of Amber and at the same
might use. mental trigger) time casts Passing the Reins of Corpus to the

100
Hermetic Projects
ghost. Because these charged items are ul- vested item. An invested item is not limited the creation of the invested device. Every
timately disposable, the necromancer pur- by the number of powers it has, but by its sunrise and sunset this power activates,
posefully uses ghosts with a Magic Might shape and material. Several of the necessary constantly scanning the room the invested
of 10. For this example, the necromancer’s effects for creating a living corpse can be device is touching for a specific ghost. If
Passing the Reins of Corpus spell has a Dura- instilled in the same invested item. the spell-like effect detects the ghost and
tion Moon. Since the living corpse ends These two sample devices contain all penetrates its Magic Resistance, this effect
when this spell expires, there is no point the spell-like effects necessary to create activates the device’s primary power and
in having either charged item’s spell-like a living corpse, except for the ritual spell binds the ghost within the gold globe.
effect last longer than a month. that is required to summon the ghost. (Base 5, +1 Touch, +2 Sun, +2 Room;
The gold orb binds the summoned ghost +1 2 uses per day, +3 environmental trig-
within it. The crown animates the corpse ger, +15 penetration)
The Blade of Lead and passes control of the animated corpse Required Lab Total: 1 season (98), 2
ReMe 36 to the bound ghost. Both invested de- seasons (74), 3 seasons (66), 4 seasons (62)
Pen: 12 vices have a magically linked trigger, so This effect costs 5 pawns of vis. Com-
R: Voice, D: Moon, T: Ind that the primary effect can be activated bined with its primary power, these ef-
This lead dagger is instilled with the through conditional factors rather than fects costs 11 pawns of vis. A hand-sized
spell Imprison a Ghost in a Vessel, which by a spoken command word. As they gold orb can hold a maximum allotment
forces a ghost inside a container selected are designed to capture and bind a more of 20 pawns of vis (gold material 10 x 2
by the wielder at the time of activation. powerful ghost, the Penetration has been Size small).
Lead grants a +3 Lab Total bonus for increased accordingly. The two devices
binding ghosts. detailed here might be enchanted by a
(Base 5, +2 Voice, +3 Moon; +6 magus with an egotistical personality, A Crown for the
penetration.) fashioning the living corpse as the king Sovereign’s Host
Required Lab Total: 1 season (36, plus of the dead. This gold crown rests atop the corpse’s
1 charge for every 5 points above 36) head. It has three powers, The Rising of the
King, The Anointing of the King, and Perceive the
An Orb for the Presence of Magic.
The Blade of Amber Spectral Sovereign
ReCo(Me) 40 ReMe 52
Pen: 0 Pen: 30, Constant Effect The Rising of the King
R: Voice, D: Moon, T: Ind R: Touch, D: Sun, T: Room ReCo(Me) 37
This dagger made of amber is instilled A hand-sized gold globe is instilled Pen: 0, Constant effect
with the spell Animate the Slumbering Corpse. with the spell Imprison a Ghost in a Vessel (see R: Touch, D: Sun, T: Ind
Because the corpse does not have Magic earlier), which captures a ghost inside it. When activated, this spell-like effect
Resistance, the spell-like effect does not The power activates when triggered by causes the corpse to stand, using the spell
need Penetration. the linked spell, Detect the Presence of the Spec- Animate the Slumbering Corpse. The effect’s de-
(Base 10, +2 Voice, +3 Moon, +1 tral Sovereign. fault command is, “Stand up.”
Mentem requisite) (Base 5, +1 Touch, +2 Sun, +2 Room; (Base 10, +1 Touch, +2 Day, +1 Men-
Required Lab Total: 1 season (40, plus +1 frequency, +3 environmental trigger, tem requisite; +1 frequency, +3 environ-
1 charge for every 5 points above 40) +3 linked trigger, +15 penetration) mental trigger, +3 linking trigger)
Required Lab Total: 1 season (104), 2 Required Lab Total: 1 season (74), 2
seasons (78), 3 seasons (70), 4 seasons (65) seasons (56), 3 seasons (50), 4 seasons (47)
Invested Device: This effect costs 6 pawns of vis. This effect costs 4 pawns of vis.
An Orb and a Crown

Because the magus may not always be Detect the Presence of The Anointing of the King
on hand to speak the command word, he the Spectral Sovereign MuVi 48
may want to instill linked triggers in the de- InVi 49 Pen: +30, 1/day
vices to activate their powers. Even though Pen: 30, 2 uses per day R: Touch, D: Mom, T: Ind
a linked trigger is attached to another R: Touch, D: Sun, T: Room This effect casts Passing the Reigns of Cor-
power instilled in an item, it is still a second This effect detects the presence of a pus, which allows the ghost to control the
effect, requiring the construction of an in- specific ghost, which is determined during animated corpse.

101
Hermetic Projects
(Base effect 25 (to affect a level 30 romancer’s Grimoire looks like any other necessary enchantments, which require 27
Corpus effect), +1 Touch; +3 linked trig- large tome in a Hermetic library, big and pawns of vis to instill.
ger, +15 Penetration 30) heavy and filled with pages of parchment. Preparing this compound invested
Required Lab Total: 1 season (96), 2 Closer inspection reveals a more gruesome device for enchantment is truly a feat,
seasons (72), 3 seasons (64), 4 seasons (60) construction. The front cover is fashioned especially considering that, in a single
This effect costs 5 pawns of vis. from a human skull and decorated with season, a magus can only use a number of
an amber gem and a turquoise stone, two pawns of vis equal to his Magic Theory
reputedly sinister gemstones popular with times two.
Perceive the Presence of Magic necromancers. Once the physical book is constructed
InVi 24 Human skulls are not hard to find for and its component items are prepared for
Pen: 0, Constant effect Hermetic magi, even those who live in the enchantments, the magus instills the fol-
R: Touch, D: Sun, T: Room center of society, surrounded by opulence lowing spell-like powers.
This spell detects if magic of the and grandeur. The two main sources for
sixth magnitude or higher (level 30) has skulls are cemeteries and battlefields. Find-
recently been cast in the targeted room. ing a fresh battleground could be a chal- The Turquoise Stone-Soul
Its intent is to notice when the spell-like lenge or trivial, depending on where the ReMe 63
effect, An Orb for the Spectral Sovereign, is ac- magus lives and how close he is to marcher Pen: 52, Constant Effect
tivated, at which point it will activate its lands or other violently disputed areas. R: Touch, D: Sun, T: Room
two linked powers in the crown. There Most human settlements have cemeteries, The book is instilled with Imprison a
is a chance that it notices other spells. on the other hand, and a magus might not Ghost in a Vessel, which captures the ghost
If so, it activates its linked powers and even have to leave his covenant to mine inside the turquoise gem that adorns
the corpse is again animated. Since the the soil for skulls. However, it might be its cover. The book must be placed face
corpse is already animated, there is no a better idea to raid a cemetery a few vil- down, so that the turquoise gem can touch
visible effect. lages away, since the deceased’s relatives the floor.
(Base 3, +1 Touch, +2 Sun, +2 Room; will certainly mind if their loved one’s (Base 5, +1 Touch, +2 Sun, +2 Room;
+1 frequency, +3 environmental trigger) skull is exhumed from its eternal rest. The +1 frequency, +3 environmental trigger,
Required Lab Total: 1 season (48), 2 cover’s gems can be acquired from a repu- +3 linked trigger, +26 penetration)
seasons (36), 3 seasons (32), 4 seasons (30) table jeweler, although the turquoise stone Required Lab Total: 1 season (126), 2
This effect costs 3 pawns to instill. is rarer than the amber gem. Turquoise seasons (95), 3 seasons (84), 4 seasons (79)
Combined with the previous two powers, stones are more common in the East than This effect costs 7 pawns of vis.
it costs 12 pawns to animate the corpse. A in the West.
gold crown has 20 available slots for vis The Necromancer’s Grimoire is first
(gold material [10] times small size [2]). prepared as a compound item, as explained Detect the Presence
in ArM5, page 97. Each of the three com- of the Specter
All five spell-like effects could be in- ponents must be enchanted to grant the InVi 60
stilled within a single item, which would associated shape and material bonuses to Pen: 52, 2 uses per day
need to be able to contain 23 pawns of the magus’ Lab Total. The front cover re- R: Touch, D: Sun, T: Room
vis. Remember that the previous examples quires 9 pawns of vis to be prepared for This is the same linked trigger used
will work against a ghost whose Magic enchantment (human bone [3] x medium previously. A specific ghost must be se-
Might is lower than 30. A more power- size [3]). A magus must expend 12 pawns lected as the target of this effect.
ful ghost will require a binding spell with of vis to open the amber gem for enchant- (Base 5, +1 Touch, +2 Sun, +2
higher Penetration, which will increase ment (semi-precious stone [12] x tiny size Room; +3 environmental trigger, +26
the number of pawns needed to enchant [1]), and the same number of pawns for penetration)
the device. the turquoise stone (semi-precious stone Required Lab Total: 1 season (120), 2
[12] x tiny size [1]). Like any compound seasons (90), 3 seasons (80), 4 seasons (75)
invested device, the magus must then de- This effect costs 6 pawns of vis.
Invested Device: cide to prepare the invested device using
The Necromancer’s Grimoire
either the sum of the component parts
(33 pawns of vis) or the highest required Rousing the
Another example of an invested device single component (12 pawns). In this case, Receiving Fleshy Host
combines all the necessary enchantments merely preparing the device with 12 pawns ReCo(Me) 42
into a single item. At first glance, a Nec- of vis doesn’t allow enough room for the Pen: 10, Constant effect

102
Hermetic Projects
R: Touch, D: Sun, T: Ind control the Rousing the Receiving Fleshy Host spell. He ties the book to the revenant and
This instilled effect casts Animate spell-like effect. commands it to lie on the floor facedown,
the Slumbering Corpse. The book must be (Base effect 25 (to affect a level 30 so that the book touches both it and the
touching the corpse. The effect needs Corpus effect), +1 Touch, +3 linked trig- floor. He then summons a specific ghost.
Penetration because the target is not ger, +26 Penetration 52) As soon as the ghost enters the chamber,
a regular corpse, but a revenant with a Required Lab Total: 1 season (118), 2 the linking trigger Detect the Presence of the
Magic Might of 9 (see “A Necromantic seasons (89), 3 seasons (79), 4 seasons (74) Specter detects the ghost and activates The
Miscellany,” later). Although the rev- This effect costs 6 pawns of vis. Turquoise Soul-Stone, which imprisons the
enant is already animated, moving under ghost in the turquoise gem. Perceive the Pres-
the control of its own animating spirit, ence of Magic detects the activation of the
this effect will override the revenant’s an- Perceive the Presence of Magic effect The Turquoise Soul-Stone, and activates
imating spirit and place the bound ghost InVi 24 Rousing the Receiving Fleshy Host and Grant
in charge. The effect’s default command Pen: 0, Constant effect Control to the Ghost.
is, “Stand up.” R: Touch, D: Sun, T: Room Once completed, the living corpse is a
(Base 10, +1 Touch, +2 Sun, +1 Men- This is the same linked trigger de- combination of the summoned ghost and
tem requisite; +1 frequency, +3 envi- scribed previously. The power The Turquoise the revenant. The living corpse’s Magic
ronmental trigger, +3 linking trigger, +5 Stone-Soul will activate this effect, which Resistance is the ghost’s. Both ghost and
penetration) will in turn activate both Rousing the Receiv- revenant have Magic Resistance prior to
Required Lab Total: 1 season (84), 2 ing Fleshy Host and Grant Control to the Ghost. combining the two into a living corpse,
seasons (63), 3 seasons (56), 4 seasons (53) (Base 3, +1 Touch, +2 Sun, +2 Room; but after the living corpse is created, the
This effect costs 5 pawns of vis. +1 frequency, +3 environmental trigger) ghost’s Magic Resistance supersedes the
Required Lab Total: 1 season (48), 2 revenant’s Magic Resistance. The ghost is
seasons (36), 3 seasons (32), 4 seasons (30) bound in the Grimoire, so its Magic Resis-
Grant Control to the Ghost This effect costs 3 pawns to instill. tance protects the book, just like a magus’
MuVi 59 The total cost of all five spell-like effects Parma Magica protects his clothes and
Pen: +30, 1/day is 27 pawns of vis. worn personal items. Because the revenant
R: Touch, D: Mom, T: Ind is wearing the book, it too is covered by
The spell-like effect, Passing the Reigns After the book is enchanted, the nec- the ghost’s Magic Resistance. If the living
of Corpus, is instilled to allow the ghost to romancer creates a revenant using a ritual corpse detaches the book, the revenant is

Spells to Make and Shape a Bone Book Cover


Bequeathing same as the base level to create the tic property, but retains its new shape.
Salome’s Request whole corpse, adjusted by the increased If later used in an enchanted item, the
Target: Part. reshaped skull still gives the magus the
CrCo 20 Required Lab Total: 1 season (40), same Shape & Material bonus (ArM5,
R: Touch, D: Mom, T: Part, Ritual 2 seasons (30), 3 seasons (27), 4 sea- page 110).
This spell creates a human head, sons (25) (Base 3, +1 Touch, +1 Conc)
complete with skin, eyes, teeth, and hair. Base Level Interpretation: A base
The particulars of the head’s appearance level 1 Muto Terram spell will change
are up to the spell’s inventor. Castor of Forging the Bone Cover one property of dirt. The base level to
Sicily’s version of the spell makes cre- create dirt is Creo Terram 1, and the
MuCo 5 base level to create stone is base level
ated heads look like his own. The spell is
R: Touch, D: Conc, T: Ind 3. A base level 3 Muto Terram would
named after Salome, the stepdaughter of
This spell changes the inelastic na- change one property of stone. Bone is
King Herod, who asked for and received
ture of bone, making it elastic and able harder than dirt but softer than stone,
the head of John the Baptist, according
to be reshaped under pressure. The so a base level 1 would not be enough,
to Biblical history.
skull becomes as pliable as clay for the but base level 3 would. Thus: Muto
(Base 5, +1 Touch, +1 Part: however
duration of the spell. Once this spell is Corpus base level 3, change one prop-
the lowest level a ritual can be is 20)
cast, a human skull can be pressed into a erty of bone.
Base Level Interpretation: Accord-
book-shaped wooden frame. When the Required Lab Total: 1 season (10),
ing to Magi of Hermes, page 84, the base
spell ends, the skull reverts to its inelas- 2 seasons (8), 3 seasons (7), 4 seasons (7)
level to create part of a corpse is the

103
Hermetic Projects
no longer protected by the ghost’s Mag- will prepare the item for enchantment by spell-like effects into his talisman. Un-
ic Resistance. Note that once the living only paying the most expensive cost (15), like other types of enchanted devices, a
corpse is created, the book does not have which requires a Magic Theory of 8. talisman is not restricted in the number
to touch the revenant to allow the ghost Two books are necessary. The first is of powers, it can hold by its shape and
to control it. instilled with The Turquoise Stone-Soul and material form. Rather, the sum of the ma-
Detect the Presence of the Specter. Together gus’ highest Technique and Form deter-
these powers cost 13 pawns of vis. The mines the talisman’s maximum capacity
Invested Device: second volume is instilled with Rous- of pawns of vis, which in turn determines
The Lesser
Necromantic Manuals ing the Receiving Fleshy Host, Grant Control to the number of instilled powers the talis-
the Ghost, and Perceive the Presence of Magic. man can hold, and the limit increases as
These three powers cost 14 pawns of vis the magus improves his Arts. A second
These books are similar to the Necro- to instill. A pair of Necromantic Manuals benefit of using a talisman is the Range
mancer’s Grimoire in appearance and func- will achieve the same effects as the Nec- of the instilled powers. Because a talis-
tion. Each is also a compound item, but romancer’s Grimoire. man is considered part of a magus, the
with only two elements: a lead cover and a spell-like effects can be instilled with
turquoise stone for adornment. The stone Personal Range. This decreases the final
costs 12 pawns to prepare for enchantment
Talismans spell-like effect total by a magnitude and
(semi-precious stone [12] x tiny size [1]) bypasses any residual Parma Magica the
and the lead cover costs 15 pawns (base If a necromancer wants to become a magus may have (see “A Personal Living
metal [5] x medium size [3]). Most magi living corpse, he can instill the necessary Corpse,” later). Two example talismans

Story Seeds: In the Graveyard


At some point in a necromancer’s 20- to 30-foot-high stone monument re- The best supernatural protection
life, he will probably go rooting around sembling a lighthouse with a lantern at a graveyard offers is to the soul of the
in the local graveyard, looking for mate- its top, which is lit for important vigils departed, for if he was buried with the
rial components or a supply of corpses. and feasts. Like most of medieval soci- proper Christian rites, his soul and spirit
While it’s easy enough with Hermetic ety, a graveyard is segregated according are immune to magical tampering. How-
magic to create corpses, it costs vis to to status. Ranked nobility and clergymen ever, his body is not, and his parts and
make them permanent. Most magi find are buried near or even in the church, remains may prove useful to necroman-
it easier to send a group of grogs out on with elaborately carved stone headstones cers. A skull taken from consecrated soil
a rainy night to retrieve various charnel and funerary arrangements. Cheaper provides the same Shape and Material
bric-a-brac from a nearby graveyard. headstones exist for those who can af- bonuses as one found on a battlefield or
In medieval parlance, a “graveyard” or ford them, and blacksmiths will fashion conjured in the laboratory.
“boneyard” is an enclosed space lying ad- iron crosses for those who can’t afford
jacent to a church. It is not interchange- stone. Even the destitute are buried with
able with “cemetery,” which refers to a a wooden cross to mark their grave. An Extraordinary
subterranean burial crypt like the cata- Built on consecrated ground, most Coincidence
combs found beneath Rome. graveyards have a Divine aura. While
In many parts of Mythic Europe, the not as strong as the aura in the church On the night that a band of grogs is
graveyard is surrounded by a stone wall itself, the graveyard’s aura likely stays dispatched to retrieve something from
to discourage vagrants and body snatch- positive day and night. Because of this the graveyard, another group of shad-
ers, who retrieved corpses for natural holy atmosphere, many Infernal, Magic, owy figures is exhuming a body when
philosophers and other more nefarious and Faerie denizens avoid a graveyard. If the grogs arrive. None of the figures are
clients. A graveyard has an obvious open- the Divine aura is low, however, power- recognizable, especially the leader, who
ing, primarily to allow easy access to reli- ful creatures will not shy from the grave- stands apart, hidden under the folds of a
gious processions for feasts and ceremo- yard. In society, graveyards are often a black cloak. Is he an infernalist, stealing
nies. Several graveyards in England have place for the local population to gather, corpses for his foul masters? Is he anoth-
a “lych-gate,” a roofed entrance where and though it is frowned upon by the up- er magus, directing his turb of grogs in
the priest and mourners gather before a per echelons of the church, weekly mar- the same mission as the watching grogs?
body’s internment. A notable feature of kets and holiday festivals are sometimes Maybe he is a priest and has decided
French graveyards is a lanterne des morts, a held in graveyards. that the body does not deserve religious
burial, and is thus directing its removal

104
Hermetic Projects
are the Hand Mirror of Circe and the
Staff of the Witch of Endor.
The Hand Mirror of Circe is a small,
silver mirror with a shaped skull handle
and decorative amber and turquoise stones
set around the mirror’s face. This collec-
tion of materials provides several Shape
and Material bonus for the talisman’s en-
chantments. A mirror provides a Shape and
Material bonus of +3 for both summoning
and controlling ghosts. Instead of shap-
ing a human skull into a book cover, it is
shaped into a handle, which provides a +3
bonus for corpses. A turquoise gem grants
a +4 bonus for necromancy, and an amber
stone provides a +3 bonus for corpses. A
magus might also want to invent effects
that make the item more durable. Circe
was the most powerful necromancer in
the Classical Greek myths, having taught

Story Seeds: In the Graveyard (cont’d)


from consecrated ground. As the grogs Bodies are not buried that deeply in the demise, Lupersus still views itself as a
ponder their predicament, one of the Middle Ages, and the grogs get suspi- protector, and spontaneously decides to
diggers spies them and raises the alarm. cious when they keep digging and don’t protect all those buried in this consecrat-
What will they do? unearth the corpse. The soil is easily ed ground. Will the grogs slay a Divine
removed, as if it has been recently dis- creature to continue their mission?
turbed beneath the sod covering. Sud-
An Unfortunate Witness denly, the pit collapses and the grogs
tumble into an underground tunnel. Mysterious Grave Goods
While prowling the graveyard for a Has some horrible beast been tunneling
corpse, the assigned grogs hear a com- under the graveyard, snatching corpses The practice of burying a corpse
motion coming from the nearby mortu- from below the earth’s surface? The dark with personal goods is diminishing in
ary chapel. The door opens and a woman tunnel yawns in both directions, and the 13th century. The Church frowns on
departs, after giving the resident priest a recent rumors of a burrowing dragon this because it is reminiscent of pagan
lingering goodbye kiss. The woman is frighteningly rise up in the grogs’ heads. practices, and secular rulers have found
recognized as the wife of a prosperous Their master has sent them to the grave- that burying people without possessions
local merchant. An hour later, when the yard because he does not want to be in- cuts down on grave robbing. Unearth-
grogs are truly engaged in grave robbing, terrupted. Does this bear mentioning, or ing a corpse and finding personal arti-
a second woman arrives in the dead of the should the grogs investigate without his facts is the exception, rather than the
night and knocks at the priest’s door. She prior approval? rule, and it should surprise even the most
is also a wealthy merchant’s wife. What’s dull-witted grog when he finds a gold
going on? Necromancers are notorious rod clasped in the hands of the corpse
for casting love spells. Is the priest really A Divine Interruption he has just exhumed. Later, laboratory
a necromancer who has put the village’s investigation triggers a curse, and the
affluent women under his control? Midway through their nocturnal magus realizes that he holds one of the
excavations, a silver-gray wolf leaps the rare enchanted items crafted by Himinis
graveyard’s wall and intrudes on the the Mad (Houses of Hermes: Mystery Cults,
An Unearthly Surprise grogs’ grave robbing. The grogs have page 122). Who was this man buried
inadvertently selected the grave of a with such a device, and will clues to his
The magus wants a human skull, and hermit, whom the wolf, Lupersus, was identity lead to the hidden sepulcher of
the grogs have selected a fresh grave. charged to protect. Despite the hermit’s Himinis himself?

105
Hermetic Projects
Ulysses enough necromantic lore to jour- insist that his compatriot use it, instead of keep spirits out, the ward can also keep
ney to Hades. another. The necromancer might wear the spirits in, barring a spirit’s passing from
The Staff of the Witch of Endor enchanted items in anticipation of becom- one side to the other. The necromancer
is carved from a cypress tree. Cypress ing a living corpse. Needless to say, the places the various enchanted devices about
provides a Shape and Material bonus of necromancer must trust this assistant im- himself, on the floor, on his body, depend-
+3 for necromancy, which would cover plicitly, literally placing his un-life in the ing on how he has designed them. With-
all the necessary instilled effects. It is second magus’ hands. If the magus refuses out further, ado he kills himself. Drink-
not uncommon for a wizard to have a to summon the necromancer’s ghost, then ing hemlock has a certain philosophical
staff, and few would suspect that a liv- all is for naught. flair, and cutting one’s throat is dramatic,
ing corpse’s staff is actually keeping him Not every necromancer has such a but any method that culminates in death
whole. Whereas Circe is the most famous trusted friend. Because summoning a ghost works. When his heart beats its last, the
pagan necromancer, the witch of Endor is a ritual spell, and ritual spells cannot be spirit departs, to be barred by the Ward
is the most famous necromancer in the put into enchanted devices, it would seem Against Spirits. The necromancer’s enchant-
Christian tradition. that an assistant is mandatory. There is a ed devices activate, grabbing the spirit
way around this, however, for the few dar- and forcing it into a container, animating
ing enough to undertake it: ritual suicide. the necromancer’s corpse, and binding the
A Personal The idea is simple. When a person dies, two together.
Living Corpse his soul and spirit depart his body, rush-
ing off to whatever destination awaits
Becoming a living corpse unassisted
is not a guaranteed process, and there
them. While manipulations of the soul are are many complications. Most impor-
A necromancer who wants to become beyond Hermetic magic, containing the tantly, it is probable that a magus’ spirit
a living corpse has two options. The easi- spirit is not. The plan is for the necroman- will become a ghost, but not automatic.
est is to ask a trusted associate to perform cer to kill himself and trap his departing Hermetic magic can affect ghosts in many
the living corpse operation after the spirit so that it cannot escape. The ghost’s ways, but it cannot create a ghost, and no
necromancer’s death. The necromancer presence triggers a cascade of spell-like existing Hermetic process gives even the
constructs the required enchanted items, effects emanating from a previously pre- slightest chance of doing so. If a ghost
instilling as much Penetration as possible. pared enchanted device, whose effects does result, it could be aligned to any of
Once complete, he entrusts the enchanted bind the ghost, animate the corpse, and the four supernatural realms, depending
items to a second magus, who promises pass control of the corpse to the ghost. on the nature and prior experiences of the
to summon the necromancer’s ghost af- Once decided, the necromancer casts magus. Because Hermetic magic must be
ter death. The magus needs to provide a as powerful a Ring of Warding Against Spirits realm-specific, the ward and devices will
fresh corpse for the ghost, and affix the en- as he can, keeping in mind that the spell have to target the realm that the ghost is
chanted items to it. If the necromancer is must Penetrate the Magic Might of the actually aligned with. An overly cautious
particularly fond of his own body, he could forthcoming spirit. Primarily designed to magus could cast four Wards Against Spirits,
to anticipate all four possibilities, and cre-
ate four binding devices. If a ghost results
The Third Method from the suicide, and if the necromancer
has correctly anticipated to which realm
Not every magus is prohibited from so rare and not generally available for the ghost is aligned, he should become a
instilling Ritual spell-like effects into the typical magus, this chapter will not living corpse.
enchanted devices. The Minor Mys- deal with it other than to mention its If any of these falls short — the ghost
tery Virtue: Hermetic Empowerment existence. After reading this chapter, it flees, the spell-like effect is targeting a
(The Mysteries Revised Edition, page 64) should be relatively easy to create your ghost from a different realm that it was
allows this very activity, and a magus own spell-like effects to incorporate designed for, or the effect fails to Pen-
privy to this secret lore can create an Hermetic Empowerment, if it exists in
etrate — the process fails. Timing can be
enchanted device that can summon a your game. A necromancer could con-
important. If the process works, the ghost
ghost. The frequency — or even exis- struct a single enchanted device that
tence — of this Virtue depends on your summons a ghost, binds it to a vessel, is still stopped by the Ward Against Spir-
troupe and the saga you are playing. It animates a corpse, and passes control its. The necromancer must calculate how
might not exist. If it does it should be of the animated spell to the ghost long he wants the ward to last, compared
rare, like the other Mystery Virtues, through a series of linked triggers and with when his device to bind the ghost
and difficult to acquire. Because it is cascading effects. will trigger. Using the Orb for the Spec-
tral Sovereign example (see earlier), the

106
Hermetic Projects
necromancer must ensure that the ward the necromancer wanting to become a tion, he hopes his spirit becomes a ghost
lasts past sundown, when the orb’s link- living corpse hopes his ghost becomes an affiliated with the Magic realm, which is
ing trigger activates the primary power, apparition, to retain the highest degree far from automatic.
but ends afterwards. Using standard Her- of memory. Coming back from death as Hermetic magic has no control over
metic Durations, this means that the ward a shade will severely limit his capabilities, what type of ghost a spirit becomes, or
must have a Duration: Moon, giving the and returning as a specter is little better even if a spirit forms into a ghost. The
living ghost plenty of time to acclimate than the animating spirit that controls a spell The Shadow of Life Renewed shows the
to his new condition. Another solution shambling corpse. difficulties Hermetic magic has in delv-
would be to create a Perdo Vim device Theologians are unanimous in stating ing into the area of spirits and reattaching
that the living corpse could use to remove that a living person has both a soul and a them to a material form. To determine how
the ward. spirit, and that both reside in the whole successful that spell is, the player must roll
body. There is less agreement on what dif- a simple die, and a higher roll produces
ferentiates the spirit from the soul, but all a more cognizant revived person. The
agree that both exist within man. While random result of this spell is problematic

The Living alive, a man’s spirit and soul reside within


him, and after death his soul travels to
because few other Hermetic spells have a
random effect; the vast majority of spells

Corpse whatever destination has been ordained


for it. Academics debate what happens to
the soul, some claiming it goes straight to
do what they are designed to do. Is the
random result due to the nature of the
spell, or because the spell is affecting a
If everything works as planned, the Heaven, Purgatory, Hell, or another des- difficult and perhaps undecided medium?
character — presumably a magus — be- tination. Ideas are more mixed regarding Perhaps the player must roll to see what
comes a living corpse, and the player the spirit’s fate. Does it follow the soul or type of spirit comes back because spirits
needs to redo his character sheet. He take a separate route to another supernatu- are undecided things and, during its tran-
must remake his character and, while ral location? Hermetic scholars agree that sition from material attachment to imma-
he has some latitude, other choices will a spirit separated from its material form terial separation, a spirit undergoes many
already be fixed by choices made in the often exists in one of the supernatural changes. Instead of stating de facto the
character’s life. Realms of Power: Magic is realms, or an aura aligned with that realm, metaphysical rules of spirits and ghosts in
an essential tool for creating the living and while attached to its material form Mythic Europe, this chapter instead offers
corpse character. it resides in the material form. It makes two options for troupes to choose from.
sense that at death, when the material These options are only relevant in this
form ceases to function, the spirit quickly specific application: the magus is trying to
On Ghosts and Spirits changes locations. It is during this change, capture his fleeting spirit in a ward spell
this transition from material-attachment and the troupe needs to determine what
Spirits are the overall rubric used to to solo supernatural existence, that a spirit type of ghost the spirit becomes.
describe immaterial supernatural entities. can be trapped.
They are “a mind, memory, image, or idea
somehow brought to life” (Realms of Power: Option One: Random Chance
Magic, page 45). Genius spirits are those
The Type of Ghost Being affiliated to the Magic realm
a Spirit Becomes
that are created as such, and animus spir- — possessing the Gift — has absolutely
its are those that were once material but no bearing on what type of ghost a magus’
ceased to be. Ghosts fall under this sec- When creating a non-personal liv- spirit becomes. The instant a magus dies,
ond type of spirit. Hermetic theory cata- ing corpse, a necromancer has a good roll on the following chart to see if an im-
logues three types of ghosts: apparitions, chance of summoning the type of spirit material ghost manifests from the spirit.
shades, and specters. Apparitions have he wants to inhabit the corpse. Research-
the most memories of their life and spec- ing ghosts, he’ll find one from the realm Roll Result
ters the least, with shades falling some- he desires and with a Might score he can 1 No spirit remains — there is sim-
where in the middle. An additional sub- handle. If he is summoning the ghost of ply no spirit to summon, now or in
class of ghosts is the animating spirit that a lost friend or companion, he might not the future.
controls a revenant, one of the walking know the Might of the ghost or which 2 The spirit becomes an Infernal,
dead. Much weaker than even a specter, realm it is aligned to, and will have to Divine, or Faerie ghost, whichever
this animated spirit is intricately entwined make a calculated guess. If he is perform- best suits the magus.
with the corpse that it controls. Ideally, ing a personal living corpse transforma- 3 The spirit is mindless and passion-

107
Hermetic Projects
character becomes a living corpse, and the
Rate of Decomposition players must decide what type of ghost his
spirit becomes, use the listed options but
Bodily decomposition is easy to pre- character’s death. Characteristics linger ignore any mention of shades and appari-
vent with Hermetic magic; a mere sec- at –5 for a year, at which point they too
tions. Unless he has supernatural Abilities
ond magnitude Creo Corpus spell averts change to “n/a.” If animated after a year
affiliated with the Magic realm, an unGift-
human putrefaction. Without such ef- dead, use the animating wizard’s Finesse
fects, however, a body decomposes score in place of any formula that would ed character always becomes a specter, if
fairly rapidly. It may be the case that a require a physical Characteristic on the he becomes a magic ghost at all.
necromancer is animating a corpse not animated corpse’s part.
recently deceased. Perhaps he is animat- This rate of decomposition assumes
ing a companion who has lain dead for a that the corpse is buried in a coffin in Magic Realm
week, or tearing one from a month-old
grave mound. Using the original stats
the ground, and different environments
affect the rate at which the corpse
Living Corpse
of the animated character, adjust them putrefies. Tropical temperatures and
accordingly to the time between death remaining above ground quicken de- The most common type of spirit at-
and reanimation. composition, and storyguides should tached to an animated corpse is a magic
Mental faculties fade immediately, increase the time it takes for the body
spirit. Not that the Magic realm has more
and an animated corpse automatically to rot, for example, reducing physical
ghosts than the other realms — it may or
has “n/a” in all four Mental Characteris- Characteristics by one each hour. Cold
tics. Physical Characteristics decompose or dry environments lengthen the time may not — but magi, being already asso-
slowly. Reduce each Physical Char- taken for decomposition, and periods of ciated with the Magic realm, usually use
acteristic by –1 for each day after the putrefaction should be extended. spirits from that realm. Because a Her-
metic necromancer is more inclined to use
magic ghosts — he has sworn an oath not
less, with a Magic Might of 0 and er is highest). The character’s Personality to meddle with Infernal spirits — magic
no magical powers. traits indicate how firmly attached he is to ghosts get more coverage than their other
4-5 The spirit is a simple animating the world and other human affairs, some- realm counterparts.
spirit, similar to one that exists in thing that creatures from the Magic realm
a revenant. have no interest in. If the storyguide’s roll
6-7 The spirit becomes a magic ghost is higher, the spirit becomes a ghost affili-
Magic Might
specter. ated with another realm (whichever Lore
8 The spirit becomes a magic ghost score the storyguide used). If the player The living corpse’s Magic Might starts
shade. botches the roll, the spirit does not be- at 0, as described by the Major Supernatu-
9-10 The spirit becomes a magic ghost come a ghost. If the player rolls equal to ral Virtue: Transformed (Being) (Realms
apparition. or higher than the storyguide, the spirit of Power: Magic, page 47). A player may
becomes a magic ghost. If the player’s roll change this by buying Magic Qualities
The results mirror those possible is three higher than the storyguide’s, the that increase Might and paying for them
when casting The Shadow of Life Renewed. ghost is a specter; if it is six higher, the with Magic Inferiorities. Because a magus
The statistical ramifications of the dif- ghost is a shade; and if it is nine points is already affiliated with the Magic realm,
ferent types of magic ghosts will be ex- higher, the ghost is an apparition. a Gifted living corpse character may start
plained later. with a Magic Might higher than 0, de-
Player’s Death Roll: pending on the option the troupe used
Aura + Magic Lore + Vim Form bonus to determine if the magus’ spirit became
Option Two: Magic Has Impact + stress die vs. Storyguide’s death roll a ghost. Such a character’s starting Magic
Being affiliated with the Magic realm Might depends on the power-level of the
indicates a distinct possibility that the ma- Storyguide’s Death Roll: saga and the type of magical ghost it be-
gus’ departing spirit will become a magic Absolute Value of all Personality Traits came: specter, shade, or apparition. Use
ghost. When the character dies the play- + Divine/Infernal/Faerie Lore + stress the following guidelines when determin-
ers rolls a stress die + Magic Lore + Vim die (no botch) ing starting Magic Might.
Form bonus + aura. The storyguide rolls a
stress die (no botch) + the absolute value These options should only be available Power Specter Shade Apparition
of all the character’s Personality Traits + for Gifted characters, those already associ- Low 0 5 10
Divine, Infernal, or Faerie Lore (whichev- ated with the Magic realm. If a non-Gifted Medium 3 10 20

108
Hermetic Projects
High 5 15 30 in the total balance of Virtues and Flaws. ceptable choices.
Legendary 10 25 50 Essentially, being a living corpse is just
To increase the character’s Might, the as socially problematic as being a magus,
player must purchase the Minor Magic and to the same degree.
Characteristics
Quality: Improved Might, which in- The player must next repurchase any
creases the character’s Magic Might by Virtues and Flaws the character had in life, The living corpse has the same Char-
one point each time it is purchased. A adhering to the maximum number of Vir- acteristics that the character had while
character can have the same number of tues and Flaws allowable by the character living. Physical Characteristics will only
Qualities and Inferiorities as he had start- type. It is not necessary to purchase a So- be necessary if the spirit can take material
ing Virtues and Flaws (not counting the cial Status Virtue or Flaw because a living form, but since it is bound to a corpse,
Free Virtue every magus starts with due corpse does not fit into any imaginable becoming material isn’t necessary. Players
to his House). social framework. Virtues and Flaws must should use the corpse’s Physical Charac-
You must also select the Form that the balance at the end of the process. There is teristics in place of the character’s when
spirit character is associated with. For a a possibility that some Virtues and Flaws the corpse is doing physical things,
magus, this could be his highest Form. For may be lost; the player must select those which will be most of the time. Both sets
an unGifted character, the Form will likely that are most important to keep. No new of Characteristics, the ghost’s and the
be Mentem, the Form most magic ghosts Virtues or Flaws may be selected; only corpse’s, should be retained on the char-
are connected to. those that the character had in life are ac- acter sheet. Aging Points can be ignored,
A side effect of possessing Might is
that the character now has raw vis circu-
lating inside of him, like other magical
creatures. If slain, this vis can be harvest-
ed. The spirit has one pawn for every five
points of Might, rounded up, of the Form
that it is associated with.
The ghost has Magic Resistance
that is equal to its Might. If the ghost is
bound within a vessel inside the corpse,
the corpse has the same Magic Resis-
tance as the ghost.

Virtues and Flaws

As soon as a magus becomes a living


corpse, the character replaces the Special
Virtue: The Gift with the Special Virtue:
Magic Spirit. If the character did not
have The Gift, he still gains the Magic
Spirit Virtue. He also gains the Major
Supernatural Virtue: Transformed (Being)
and the General Major Flaw: Magical Air.
Transformed (Being) counts against the
total number of Virtues and Flaws the
character can have, but Magical Air does
not. If the magus had the Gentle Gift, the
living corpse does not receive the Magi-
cal Air Flaw. If the magus had the Blatant
Gift, the Magical Air Flaw is intensified
to the Major Supernatural Flaw: Blatant
Magical Air. It this case, Blatant Magi-
cal Air replaces Blatant Gift and counts

109
Hermetic Projects
but the possibility of putrefaction still ex-
Darius as a Living Corpse ists (see insert).

This example takes Darius of House Abilities: Artes Liberales 2 (grammar),


Flambeau (ArM5, page 34) and recasts Athletics 2 (running), Awareness Abilities
him as a living corpse. It assumes that he 3 (alertness), Bavaria Lore 2 (ge-
constructed a Necromancer’s Grimoire ography), Brawl 3 (fist), Civil and
as a talisman, the ritual suicide worked Canon Law 1 (local customs), Code A spirit is a shadowy fragment of the
in creating a ghost, and his ghost was of Hermes 3 (Wizards’ Marches), former magus, and does not have all of
bound to a fresh corpse. Speculating Concentration 3 (spells), Domin- the Abilities and memories that the ma-
that Darius’ saga is Medium Powered ion Lore 2 (divine creatures), Faerie gus had in life. To determine what Abili-
and that he became a shade at death, Lore 2 (faerie forests), Finesse 4 ties are retained, the player must buy
he begins with a Magic Might of 10 and (precision), Folk Ken 2 (peasants), them again. To determine how many
720 experience points to repurchase German 4 (merchant slang), Guile experience points the character has for
Abilities. He has 10 additional Qualities 3 (fast talk), Hunt 2 (tracking), In- repurchasing Abilities, the troupe will
that are balanced with a like number of fernal Lore 2 (demons), Intrigue 3 have to decide what Season the spirit is.
Inferiorities. He has magically created a (plotting), Latin 4 (Hermetic), Lead- Season is a new Characteristic described
fresh corpse (see stats listed later) for his ership 3 (intimidation), Magic Lore
in Realms of Power: Magic, pages 33–34,
ghost to control. 2 (creatures), Order of Hermes Lore
and is used to describe the age of a magic
4 (criminals), Penetration 6 (Perdo),
Magic Might: 21 (Corpus) Philosophiae 2 (moral philosophy), creature. If the ghost was summoned by
Spirit Characteristics: Int +3, Per +1, Second Sight 3 (invisibility), Stealth another necromancer and bound to a
Pre –3, Com –1, Str +2, Sta 0, Dex 2 (shadowing), Survival 1 (forests) living corpse, it could be any Season. If
+1, Qik +2 Powers: the necromancer has succeeded in kill-
Corpse Characteristics: Int –2, Per –2, Clenching Grip of the Crushed Heart, 2 points, ing himself and trapping and binding his
Pre 0, Com –2, Str +3, Sta +3, Dex Init –2, Corpus: This power mimics spirit, it could be a Spring ghost. On the
+1, Qik 0 the spell of the same name, one of other hand, if it is an archmagus doing
Size: 0 Darius’ favorites in life. Because it is the ritual suicide, the ghost could be a
Confidence Score: 1 (3) a magical power, the spirit’s Quick- Summer or an Autumn spirit. There is a
Virtues and Flaws: Hermetic Magus, ness was used to calculate the pow- loose correlation between the type of the
Magic Spirit; Transformed Spirit; er’s Initiative.
spirit and its associated Season, but this
Enduring Constitution, Hermetic Grip of the Choking Hand, 0 points, Init
is not definitive. Ultimately the troupe
Prestige, Second Sight, Strong- +4, Corpus: Mimics the spell of the
Willed; Blatant Magical Air, Driven makes this decision.
same name. Mastery points reduce
(Hunt Enemies of the Order), Dis- the cost to 0 and increase the Init.
figured (horrific appearance). Master of Corpus, variable points, Init (Qik Type of Spirit Season Experience
Qualities and Inferiorities: Focus Power – Might cost), Corpus: Duplicates any Animating Spirit Spring 120
(Master of Corpus), Greater Power Perdo or Muto Corpus effect. The ef- Specter Summer 360
(x2); Improved Might (x11); Major fect level must be lower than Darius’ Shade Autumn 720
Flaw (Hunger for Corpus Magic), Might. This power costs one Might Apparition Winter 1200
Temporary Might; Limited Speech, point per magnitude of the effect.
Minor Flaw (Weak Sight), Minor Flaw Equipment: Former robes and his Nec- Like Virtues and Flaws, the player can
(Sensitive to Heat), Reduced Fatigue romancer’s Grimoire talisman only buy Abilities for the living corpse
Personality Trait: Dedicated to Cause +6 Vis: 4 pawns of Corpus vis that the character had in life. Supernatu-
Reputations: Dedicated Hoplite +3 Appearance: A dull-eyed corpse clad in
ral Abilities are allowed only if the living
(Hermetic magi) Darius’ ominous robes, with his tal-
corpse retained the associated Supernatu-
Combat: isman tied to his chest.
Fist: Init +0, Attack +5, Defense +4, ral Virtue. If the living corpse does not
Damage +3 As a newly created living corpse, have enough experience points to buy all
Soak: +3 Darius has lost several Abilities and a the Abilities that the character had while
Fatigue Levels: OK, –1, –3, –5, handful of Virtues. His new powers and living — and most won’t — the player has
Unconscious Magic Might barely compensate for his to choose which are most important. The
Wound Penalties: –1 (1–5), –3 (6–10), lost Arts, spells, and Parma Magica. He player can always select the Minor Magic
–5 (11–15), Incapacitated (16–20), will surely want to increase his Might Quality Improved Experience Points and
Destroyed (21+) and gain new powers. gain 50 experience points for each time he

110
Hermetic Projects
buys that Magic Quality. (Form), which allows the spirit to dupli- is possible in the ineffable machinations of
There is a possibility that the attached cate any non-Ritual Muto or Perdo effect the Divine.
ghost will have some of the same Abilities (again with the same limits). Both are Specific mention must be made of Fa-
as the corpse. In this case, use the ghost’s Major Qualities. erie ghosts, which are not exactly ghosts
Ability instead of the corpse’s Ability. If an but faeries occupying the role of a ghost.
activity calls for an Ability that the ghost Made of glamour, like other faeries, such
doesn’t have but the corpse does, use the
Personality Traits an entity is not made of the same imma-
corpse’s Ability, since it is being controlled terial substance, whatever that substance
by the ghost. A magus has a variety of Personality is, as other ghosts. It is more theoreti-
Traits, indicative of the complexity of cally likely that a necromancer’s spirit
the human psyche. A ghost does not; it would change into a true ghost — Magic,
Magical Qualities has one overriding Personality Trait that Divine, or Infernal — than into glamour
and Inferiorities
consumes its thinking. The character’s that then assumes the role of a ghost. But
highest Personality Trait becomes its sole Mythic Europe is by nature mystical, and
Spirits have magical powers, which Personality Trait, and its value is doubled it could be possible within its ambigu-
are represented by Qualities. A living to reflect the passion and directness of ous cosmology for a spirit to change into
corpse character, like other magical crea- purpose of a returning spirit. In the case glamour. Such decisions must be deter-
tures, may have as many Qualities as he of a tie, the player may choose the ghost’s mined by individual troupes, taking into
has points of Might. He does not have Personality Trait. account the nature of the necromancer
to buy off these starting Qualities with character.
Inferiorities. As a player character, a liv-
ing corpse may buy additional Qualities Other Realm Ghosts Divine Ghosts
as long as they are paid for by Inferi-
orities. He may have as many additional Spirits from other realms besides
Qualities as he was allowed Virtues. Just the Magic realm can be summoned and Classifying Divine ghosts is difficult.
as Flaws must balance with Virtues, In- bound to a living corpse. If a magus is They are neither angels nor saints, nor
feriorities must balance with additional making a living corpse instead of becom- can any theologian state definitively
Qualities. A player may select Qualities ing one, he can decide which type of how they fit into the celestial hierarchy.
from the list on pages 36–41 in Realms of ghost to summon, bearing in mind that In medieval stories, Divine ghosts often
Power: Magic. spells and devices must be realm-specific. take the form of holy men, which further
Perhaps the best use of Qualities is For example, if he wants to summon and blurs the distinction between them and
selecting Powers. A newly transformed bind a Divine ghost, spells and enchanted saints. While a Divine ghost is not a saint
living corpse has no Powers, and the devices must be invented to target Divine and is not venerated, it usually has simi-
player can only gain magical powers by spirits. All such spells will still be Rego lar powers.
purchasing them with Qualities. A sec- Mentem spells, but a Rego Mentem spell A Divine ghost typically can re-
ond good use of Qualities is to increase designed to summon a ghost affiliated call all of its former memories. Rather
Magic Might, especially if the character with the Magic realm (Magic Might) will than revolving around an ideal, specific
started with Might 0. Most powers cost not work on a ghost affiliated with any memory, or tragic reenactment, a Divine
Might Points to invoke, and a ghost with other realm. ghost is usually created to advance God’s
powers and no Might is rather flaccid in A necromancer attempting to become plan. The most common example is a Di-
play. Ghosts of magi do not have Arts a living corpse without assistance also vine ghost warning its former loved ones
nor do they know any spells. Instead faces the possibility that his spirit will not against some evil or impending doom. A
they mimic their former Hermetic spell become a ghost connected to the Magic player character Divine ghost won’t have
casting by using innate magical powers realm. If his spirit becomes a Divine or this heavenly foresight, and may instead
that mirror spells they once knew. The Infernal ghost, the enchanted devices he act as wise companion or spiritual guide to
most useful Qualities in this regard are constructed to trap and bind the spirit will his former friends and sodales. Due to his
Crafter of (Form), which allows the liv- not work, unless he has had the foresight Divine nature, he is unable to commit an
ing corpse to mimic any non-Ritual Creo to instill powers aimed at a creature of evil or selfish act.
or Rego effect for the chosen Form up those realms. Because suicide is a sin, it is Use the method described previously
to a level equal to the spirit’s Might or highly unlikely that a necromancer’s spirit to determine the Divine Might of the
25 (whichever is lower), and Master of will become a Divine ghost, but anything ghost, cross-referencing the character-lev-

111
Hermetic Projects
of Power: Infernal.
An Infernal ghost has all of the
memories and passions that it had in
life, allowing the player to utilize every
Personality Trait of the character. Un-
less otherwise commanded, however, an
Infernal ghost can only act on the evil
Personality Traits, or use his passion to
commit evil deeds. This could be a diffi-
cult role for a player, who cannot aid and
assist his former allies directly, although
a clever player could calculate methods
to indirectly aid his companions. Being
evil doesn’t necessarily dictate that the
ghost isn’t civil, and he could maintain a
degree of social interactivity with other
magi.
If you need to create an Infernal ghost,
determine its Might the same way you
would for a Divine ghost. You must then
assign the ghost to one of the nine orders;
the troupe will need to determine which
order best suits the necromancer’s ghost,
based on the character’s past and personal-
ity. A wicked magus might fall under the
order of the Vessels of Iniquity, a necro-
mancer trying to mimic God’s miracles
— like creating a type of life — might
become a Deluder, and an exceptionally
violent necromancer might become a Fury.
An Infernal ghost automatically receives
the Obsession power (Realms of Power: The
Infernal, pages 31–33). Additional powers
depend on the ghost’s order, including any
additional Virtues and Flaws that order
may include.

Faerie Ghosts

el-role that the ghost will play against the Infernal Ghosts As mentioned, there is no such thing
power-level of your saga. Unlike a Magic as a “faerie ghost,” only a faerie occupy-
ghost, a Divine ghost is not able to aug- An Infernal ghost is a damned soul ing the role of a ghost. Because faeries
ment its Might through additional Virtues whose spirit is allowed to wander the are near-perfect actors, this distinction is
or Qualities. A Divine Ghost’s powers are material world. Its essence is the same as immaterial as the faerie itself. A faerie
similar to a saint’s and created the same immaterial substance that other realm ghost anchors itself around a particular
way (Realms of Power: The Divine Revised Edi- ghosts are made from, not the “invisible story of the necromancer’s past, con-
tion, page 89). Select powers whose total smoke” that makes up a demon’s spiritual tinually replaying the story for new au-
point cost equals the ghost’s Divine Might form. While not originally demons, In- diences and hoping to pull participants
divided by five. fernal ghosts fit within the same Infernal into the yarn. More cognizant faeries,
hierarchy and must occupy one of the those who know that changing the story
nine Infernal orders described in Realms allows them to change, eventually aug-

112
Hermetic Projects
ment the favorite tale to allow for per- cus on certain Abilities and spells that the potentially volatile. A living corpse has a
sonal growth. necromancer had in life, which are now single, intensified Personality Trait that
Even though this is a faerie and not mirrored and amplified with faerie Pre- overrides his thinking, coloring every
a ghost, it is still bound by the Hermetic tenses and powers. decision he makes. Spiritually, a living
enchantments that bind it to an animated corpse is lost. The connection that bound
corpse, provided that those enchantments soul to spirit is severed, and however a
are designed to target Faerie realm spirits. Life as a Living Corpse soul and spirit are connected in a living
A faerie ghost’s Form should be Mentem, man, they are forever separated in an un-
so the enchantments described previously The living corpse transformation dead man.
will still work. completely changes the necromancer, Although it can no longer cast spells,
Creating a faerie ghost player char- with physical, mental, and spiritual con- a living corpse has magical powers, many
acter is exactly the same as creating a fa- sequences. Physically, he retains a sem- of which copy favorite spells the charac-
erie player character, and the player will blance of life and may pass for one of ter could cast during life. A former magus
need to use the rules provided in Realms the truly living. Not every living corpse who becomes a living corpse might try
of Power: Faerie. A player character faerie’s looks like a rotting, shuffling dead man. participating in Hermetic society. Many
Might always starts at 5; ignore any rules Hermetic spells and magical powers can wizards are secretive, sanctums are pri-
given in this chapter for determining the easily alter the appearance of the host, vate places, and Temporary Twilights
Might of a ghost. The faerie must take disguising putrefaction, coloring pal- leave scars from Warping. A living corpse
the Flaw Intangible Flesh, but other Vir- lid flesh, and growing lost hair. A living may not seem that weird when compared
tues and Flaws can be selected as desired. corpse is mentally impaired; at best, he to other, older magi. If he is only seen oc-
Pretenses and powers should be designed retains many of his memories but not all, casionally, the living corpse might con-
that aid the faerie in the particular tale it a condition that leaves him emotionally tinue to fool his sodales into thinking he
wants to re-enact, and the player may fo- temperamental, probably unhinged, and is alive. If he is careful, other magi will not

Hermetic Interactions
A living corpse is rare; canonical- did not participate in may prevent it from has to animate the new corpse, not
ly, there isn’t a single example of one. entering, depending on how powerful a difficult task, but one that the ghost
Hence, there are no Hermetic legal pro- both the Aegis and the ghost are. While will need Powers to perform rather than
visions that pertain to an undead magus. wards present a greater obstacle, a living spells. If successful, the ghost retains all
The assumption that a magus is no lon- corpse can be invited into an Aegis, after the advantage of being a living corpse,
ger covered by the Code of Hermes after which its magic is uninhibited. If a magus but with a new body.
he dies may be false. Those looking for becomes a living corpse after participat- Doing this does not cancel the ef-
a precedent will find one in the Rhine ing in an Aegis ritual, he is still considered fects maintained by the enchanted de-
Tribunal, which does not recognize magi a participating member and so can enter vice that made the living corpse in the
entering Final Twilight as dead, merely and exit the Aegis at will. first place. Once the new binding spell
retired, and their sigils are still available ends, the ghost falls back under the mag-
(Guardians of the Forests, page 16). ic that bound it to the original corpse. A
The Code of Hermes probably Changing Corpses living corpse can use this to his advan-
won’t change. Instead, each tribunal will tage. For example, he could hide his ves-
have to make rules in its own Peripheral A player may decide that he wants sel, corpse, and enchanted devices in a
Code to govern a living corpse. House his living corpse character to be con- distant location, and when he wants to
Tytalus excels in debating new addi- tained in another corpse, rather than travel, bind his ghost to another corpse.
tions to the Peripheral Code, and rules the one that currently houses him. Re- He is then bound to the new corpse for
governing such debates can be found in gardless of whether the ghost’s vessel is the duration of the new binding effect.
Houses of Hermes: Societates (pages 90–92). an interior organ or the entire corpse, Once this ends, the ghost is pulled back
Nothing stops a living corpse from ar- this is not easy to do. A more powerful to the original vessel by the first binding
guing the case himself, adding another Rego Mentem binding spell needs to be spell. If this second corpse is damaged,
interesting story to the saga of a living cast, one that can overpower the spell breaking the vessel containing the ghost,
corpse character. currently imprisoning the ghost to the the magic of the original enchanted de-
As a creature with Magic Might, an corpse, and bind the ghost to another vice takes over and pulls the ghost back
Aegis of the Hearth that the living corpse vessel. Bound to a new vessel, the ghost to the first vessel.

113
Hermetic Projects

Destroying the Enchanted Device


Keeping the enchanted device that When the enchanted device is A damaged enchanted device can be
empowers the living corpse intact is of threatened with physical harm, the repaired only by a Verditius magus who
prime importance. According to the player rolls a Stress Check to avoid knows the Minor House Mystery Vir-
Damaged Goods rules in City & Guild, losing a Damage Level. Whatever ac- tue: Reforging Enchanted Items (Houses
pages 77–79, an item that is physically tual shape the enchanted device takes, of Hermes: Mystery Cults, page 125). It
damaged must make a Stress Check to it has 5 Damage Levels, based on the seems logical that a destroyed enchant-
avoid losing Damage Levels, which op- Item Quality (Supernatural) and its Size ed device, whose destruction signals
erate much like Fatigue Levels. Hermeti- (–5 to +1). the end of the living corpse character,
cally enchanted items have a bonus to could be put back together and, once
this check, equal to the total number of Stress Check: so reforged, would again create the liv-
magnitudes invested in them. stress die + modifier vs. 15 ing corpse.

know he is undead and may treat him as ter makes are not affected, examples being enough to have the entire corpse as the
they always have. Lore, Folk Ken, and other mental or social ghost’s vessel, he should shy from any ac-
A living corpse gains a host of new Ability rolls. A living corpse can ignore tivity that could damage the body. The
advantages — primarily that he no lon- the rules for Activities While Wounded ghost cannot voluntarily leave its ves-
ger has to fear the ravages of time. But (ArM5, page 178). sel unless it has Powers that it can use to
new concerns become paramount, and If your troupe is using the Wealth temporarily bind to a different vessel. If
just as many disadvantages come along and Poverty rules from Covenants (pages the vessel is substandard, attaching to a
with the benefits. 56–70), a living corpse costs 0 points of second is not easy. If the fleshy vessel is
inhabitants. Although still living in his permanently destroyed, the character is
sanctum and laboratory, a living corpse merely the ghost of a magus. What hap-
Advantages cannot undertake Hermetic lab work. pens next is up to the storyguide and the
His lab needs to be financially main- troupe, although in most cases the ghost
The primary advantage of becoming tained if he is keeping up the façade of will depart. A storyguide may allow a
a living corpse is eternal life. The liv- a living magus, though, using materials player to have a ghost character, but in
ing corpse does not eat, sleep, or even and supplies and making the covenant most cases the ghost is whisked to the su-
breathe, and is immune to aging. The pay for them. This cost isn’t mandatory, pernatural realm it is affiliated with, and
player no longer has to make annual Ag- but if the magus stops buying candles and removed from play.
ing rolls for the character. Affiliated with parchment, the covenant’s staff and magi Protecting the enchanted item or
the Magic realm — or one of the other may become suspicious. items is equally as vital as protecting the
supernatural realms — a living corpse is vessel. If the item is destroyed, the body
immune to Warping and Final Twilight. collapses, the ghost cannot control it, and
As long as the magic that holds the liv-
Disadvantages the ghost is no longer bound to it. Perdo
ing corpse together persists, the entity Vim magic that cancels the magic with-
exists. The two biggest concerns of a living out destroying the device can also bring
Physical afflictions are a thing of the corpse are its vessel, which must be pre- ruin upon the living corpse. As soon as the
past. A living corpse is not as hindered served and protected, and the enchanted ghost is unbound from the vessel, either
by damage and disease as living things. device that holds the living corpse to- because the vessel is broken or the magic
Physical wounds still provide a pen- gether. It is debatable which is more that connects the two ends, the ghost
alty for physical activities, but the living important, for the destruction of either departs. If the Perdo Vim magic that can-
corpse cannot be Incapacitated. He liter- causes the living corpse to disassemble. celed the enchanted item’s effects is not
ally needs to be hacked to bits to be de- Constant protection of the two are the permanent, the enchanted item might
stroyed, but even dismemberment can be order of the day, and a living corpse who activate its spell-like effects if the linking
remedied. A disease still inflicts a Disease ignores sound precautions will not be a triggers’ conditions are met. However, the
Penalty (see Art & Academe, page 45), but living corpse for long. ghost is most likely not in proximity, and
this only reduces physical rolls that the For the combined spirit-corpse to the enchanted item will not be able to tar-
damaged corpse must make. Die rolls that properly function, the vessel must be get the ghost.
the ghost half of the living corpse charac- kept whole. If the living corpse is unlucky Ghosts themselves are susceptible to

114
Hermetic Projects
Perdo Vim magic that destroys Might, and
the living corpse is no exception. Might Created Corpse
destroyed by Perdo Vim spells is perma-
nently lost, and the living corpse also Characteristics: Int n/a, Per n/a, Pre n/a, Equipment: None
Com n/a, Str +3, Sta +3, Dex +1, Encumbrance: 0 (0)
loses Qualities equal to the number of lost
Qik 0 Appearance: The appearance of a
points, further decreasing its power. If the
Size: 0 newly created corpse is up to the
living corpse’s Magic Might is reduced to Combat: magus. It could appear as a leath-
0 through Perdo Vim spells, the ghost is Fist: Init 0, Attack +5, Defense +4, Dam- ery, bloated corpse, or as fresh as a
permanently destroyed, erased from the age +3 sleeping man.
supernatural fabric of Mythic Europe. Soak: +3
Rego Vim and Rego Mentem spells Fatigue Levels: OK, 0, –1, –3, –5, A magically created corpse has the
are also problematic, although not as Unconscious same stats as a revenant (Realms of Power:
dangerous as Perdo Vim spells. Rego Vim Wound Penalties: –1 (1–5), –3 (6–10), Magic, page 98), minus Magic Might,
and Rego Mentem wards prevent a living –5 (11–15), Incapacitated (16–20), Mental Characteristics, Virtues & Flaws,
corpse from entering (or exiting), provid- Dead (21+) Magical Qualities & Inferiorities, Pow-
ed the spells are strong enough and carry Abilities: Brawl 3 (fist) ers, and Vis.
enough Penetration to affect the living
corpse. Because a living corpse is a combi-
nation of ghost and corpse, Mentem spells bond, and if the living corpse had a famil- A story could revolve around a vengeful
that summon and bind a ghost are also a iar prior to his transformation, he loses familiar seeking a player character living
threat. It is possible that a Rego Mentem his connection to the beast. If the famil- corpse’s destruction.
spell more powerful than the one initially iar survives the sundering of the bond at Advancing Abilities, increasing Mag-
used to bind the spirit could control a liv- the magus’ death, which it may not, its ic Might, and learning new powers are
ing corpse. powers may diminish. Furthermore, it difficult. Like other magical creatures, it
Death severs the magus-familiar will inherently loathe the magus’ ghost. must undergo a transformation to learn
new things (Realms of Power: Magic, page
52), and even then, the only new things
Animated Custos it can learn must be represented as Magi-
cal Qualities.
Characteristics: Int n/a, Per n/a, Pre n/a, Language 5 (talking about fight-
Com n/a, Str +1, Sta +1, Dex +2, ing), Singe Weapon 7+2 (Heater
Qik +1 Shield)
Size: 0
Virtues and Flaws: Covenfolk; Affin-
Equipment: axe, heater shield, full scale
armor A Necromantic
ity with Single Weapon, Puissant
Single Weapon, Warrior; Afflicted
Tongue (stammer), Obsessed, Poor
Encumbrance: 3 (4)
Appearance: A day spent dead makes a
telling difference. The corpse is pal-
Miscellany
Communication lid and slightly bloated, although A Hermetic wizard’s necromantic
Combat: this might not be instantly apparent
interests will likely spill over into other
Axe & Heater Shield: Init –1, Attack +16, when he is wearing his armor. His
areas tangental to summoning ghosts and
Defense +14, Damage +7 movements are stiff and jerky.
animating corpses, and it is reasonable to
Soak: +8
Fatigue Levels: OK, 0, –1, –3, –5, The animated custos is an example assume that he will have a collection of
Unconscious of a slain grog character, animated to spells and magic items pertaining to this
Wound Penalties: –1 (1–5), –3 (6–10), continue serving the magus. Based on predilection.
–5 (11–15), Incapacitated (16–20), the Specialist grog template, a common
Dead (21+) sample shield grog (ArM5, page 21),
Abilities: Area Lore 3 (warriors), Ath- the example character has lain dead for
letics 3 (running), Awareness 4 an entire day before being animated.
(in combat), Bargain 2 (weapons), Without preservation magic, putrefac-
Bows 1 (short bow), Brawl 5 (dodg- tion will continue to reduce the corpse’s
ing), Carouse 1 (drinking), Living physical Characteristics.

115
Hermetic Projects
Creating and spell to control a corpse is a level 25 Rego Required Lab Total: 1 season (40), 2

Animating Corpses Corpus spell. Variations of these might in-


clude some of the following examples:
seasons (30), 3 seasons (27), 4 seasons (25)

Creating a human corpse and animat-


Create a Dead Turb
ing it is easy and hardly needs a specialist
Create a Human Corpse
magus. Those who do specialize in necro- CrCo 20
mantic magic may desire more complex CrCo 20 R: Touch, D: Mom, T: Group, Ritual
spells, and there are a variety of useful R: Touch, D: Mom, T: Ind, Ritual This ritual creates ten human corpses.
spells available. This ritual creates a human corpse. The (Base 5, +1 Touch, +2 Group)
The standard spell to create a corpse is lowest level a ritual spell can be is 20. Required Lab Total: 1 season (40), 2
a level 20 Creo Corpus ritual. The standard (Base 5, +1 Touch) seasons (30), 3 seasons (27), 4 seasons (25)

Control the Dead Turb


A Walking Colossus
A colossus is simply a giant corpse, Unconscious ReCo 40
which uses the same stats as a regular Wound Penalties: –1 (1–9), –3 (10–18), R: Voice, D: Sun, T: Group
animated corpse, adjusted for its in- –5 (19–27), Incapacitated (28–36), A group of ten corpses animate and
creased size. Dead (37+) follow the caster’s verbal commands.
Abilities: Brawl 3 (fist) Individual commands cannot be is-
Characteristics: Int n/a, Per n/a, Pre n/a, sued to a particular member of the group;
Com n/a, Str +11, Sta +3, Dex +1, The colossus is not a subtle creation. every corpse follows the caster’s com-
Qik –4 Standing over 15 feet tall and weighing mand. While they each perform the same
Size: +4 around two tons, it will be difficult not task, they are not considered a trained
Combat: to notice it. A magus who wishes to
group for combat purposes.
Fist: Init –10, Attack +5, Defense +4, keep his necromantic proclivities secret
(Base 10, +2 Voice, +2 Sun, +2 Group)
Damage +11 should opt for another type of corpse
Soak: +3 minion. An egotistical necromancer Required Lab Total: 1 season (80), 2
Fatigue Levels: OK, 0, –1, –3, –5, need not worry about such things. seasons (60), 3 seasons (54), 4 seasons (50)

Conjure a Dead Army


Created Revenant CrCo 25
A created revenant has the same Fist: Init 0, Attack +7, Defense +4, Dam- R: Touch, D: Mom, T: Group, Ritual
stats as a revenant found in the field. age +5 This ritual creates 100 corpses.
Add the following information to the Soak: +11 (Base 5, +1 Touch, +2 Group, +1 for
stats for the Created Corpse. Fatigue Levels: None larger group)
Powers: Required Lab Total: 1 season (50), 2
Magic Might: 9 (Corpus) Breath of Corruption, 1 point, Init +2, Au- seasons (38), 3 seasons (34), 4 seasons (32)
Characteristics: Int –2, Per –2, Pre 0, ram. The revenant’s foul breathe can
Com –2, Str +3, Sta +31, Dex +1, infect a person within 2 paces with a
Qik 0 disease (Ease Factor 9 effect as Me- Control the Dead Army
Confidence Score: 1 (3) dium Wound).
Virtues and Flaws: Magic Human Rise from the Grave, 1 point, Init –, Terram.
ReCo 45
Magic Qualities & Inferiorities: Greater The revenant can cause the earth
Power; No Fatigue; Improved Soak over its grave to open for one Di- R: Voice, D: Sun, T: Group
(x4); Baneful Circumstances (in ameter so it may enter or leave. The This spell causes 100 corpses to animate
daylight) ground then seals, leaving no trace and follow the caster’s verbal commands.
Personality Traits: Vengeful +6 of the revenant’s passing. Individual commands cannot be issued
Combat: Vis: 2 Corpus in eyes. to a particular member of the group; every
corpse follows the caster’s command. While

116
Hermetic Projects
(Base 5, +1 Touch, +1 Size increase,
they each perform the same task, they are the nearest living creature. The Auram and
min level 20 for a Ritual)
not considered a trained group for combat Terram requisites are necessary for instill-
Required Lab Total: 1 season (40), 2
purposes. ing the revenant’s magic powers. seasons (30), 3 seasons (27), 4 seasons (25)
(Base 10, +2 Voice, +2 Sun, +2 Group, (Base 45, +1 Touch)
+1 for larger group) Base Level Interpretation: A level 10
Awaken the Colossus
Required Lab Total: 1 season (90), 2 Creo Animal spell creates the corpse of
seasons (68), 3 seasons (60), 4 seasons (57) a mundane animal, while a base level 5 ReCo 35
Creo Corpus spell creates a mundane hu- R: Voice, D: Sun, T: Ind
man corpse. A level 50 Creo Animal spell This spells causes the Size +4 colossus
Conjure the Horde will create a magical beast, meaning that corpse to animate and follow the caster’s
of the Dead verbal commands.
a level 45 Creo Corpus spell will create a
(Base 10, +2 Voice, +2 Sun, +1 Size
magical human.
increase)
CrCo 30 Required Lab Total: 1 season (100), 2
Required Lab Total: 1 season (70), 2
R: Touch, D: Mom, T: Ind, Ritual seasons (75), 3 seasons (67), 4 seasons (63) seasons (53), 3 seasons (47), 4 seasons (44)
This ritual creates 1,000 corpses.
(Base 5, +1 Touch, +2 Group, +2 for
larger group)
Conjure the Colossus
Required Lab Total: 1 season (60), 2 CrCo 20
seasons (45), 3 seasons (40), 4 seasons (38) R: Touch, D: Mom, T: Ind, Ritual
This ritual creates a huge human
corpse of Size +4. It is similar to a regular
Control the Dead Army conjured corpse in every way except size.
Spells designed to control a colossus must
also take into account its larger Size.
ReCo 50
R: Voice, D: Sun, T: Group
This spell causes 1,000 corpses to animate
and follow the caster’s verbal commands.
Individual commands cannot be issued
to a particular member of the group; ev-
ery corpse follows the caster’s command.
While they each perform the same task,
they are not considered a trained group
for combat purposes.
(Base 10, +2 Voice, +2 Sun, +2 Group,
+2 for larger group)
Required Lab Total: 1 season (100), 2
seasons (75), 3 seasons (67), 4 seasons (63)

Conjure the Walking Dead

CrCo 50
R: Touch, D: Mom, T: Ind, Ritual
Req: Auram, Terram, Vim
This ritual creates a revenant — one of
the magical walking dead. Different from
an animated corpse, a revenant is a malefic
creature with a Magic Might of 9. While
it is lacking intelligence, a revenant pos-
sesses a violent personality and, if not im-
mediately magically controlled, it attacks

117
Hermetic Projects
Grave Hounds The Collar of Charon (Base 10, +1 Touch, +2 Sun; +1 frequency,
+3 environmental trigger)
Dogs are popular companions and ReAn 29 Base Level Interpretation: Rego Cor-
guardians. But living dogs must be fed and Pen: 0, Constant Effect pus base level 10 animates a corpse.
maintained, and shy from a Gifted magus. R: Touch, D: Sun, T: Ind Required Lab Total: 1 season (58), 2
Dead dogs provide similar services without This effect animates a dead animal. seasons (44), 3 seasons (39), 4 seasons (37)
daily upkeep, or balking at a magus’ Gift. The animal can be Size +1 or smaller.

The Wand of
Commanding Charon’s Pack
Grave Hound
ReAn 39
Despite its name, a grave hound is Virtues and Flaws: Improved Charac- Pen: 0, 12 uses per day
simply a dead dog animated by Hermet- teristics, Sharp Ears, Reckless R: Voice, D: Sun, T: Ind
ic magic. A grave hound is not a magical Personality Traits: Loyal +3, Reckless When pointed at an animal and the
beast and does not have a Might score +3, Savage +3
command word spoken, the animal will
or powers. Because the grave hound is Reputations: Loyal 2 (local)
follow the orders of the wielder. Once
not a Magical Animal but merely an ani- Combat:
so enchanted, the animal will follow the
mated corpse, it does not have mental Bite: Init +2, Attack +8, Defense +7,
commands of the wielder until the effect
Characteristics. Its physical Character- Damage +1
istics and Abilities assume that it is ei- Soak: +2 expires. Multiple animals may be com-
ther recently dead or has been magically Wound Penalties: –1 (1–5), –3 (6–10), – manded individually or as a group, at the
preserved from putrefaction. As a dead 5 (11–15), –5 (16–20), Dead (21+) discretion of the wielder.
thing, a dead dog does not have Fatigue Abilities: Athletics 3 (distance running), While designed to allow the wielder to
Levels. Similar to revenants, a dead dog Awareness 3 (keeping watch), Brawl command dead dogs, animated by Collars
cannot be Incapacitated. 3 (bite), Hunt 4 (track by scent) of Charon, the wand affects living beasts
Appearance: Depending on how long just as easily.
Characteristics: Cun n/a, Per n/a, Pre the dog has been dead, it looks very (Base 15, +2 Voice, +2 Sun; +4
n/a, Com n/a, Str 0, Sta +2, Dex +1, much like a live dog. Closer inspec- frequency)
Qik +2 tion will reveal its glassy, opaque Required Lab Total: 1 season (78), 2
Size: 0 eyes and fetid breath. seasons (59), 3 seasons (52), 4 seasons (49)

118
Chapter Seven

The Menagerie of
Magical Beasts
Medievals loved their animals, as is personal obstacles that may spring to life. four-legged, winged, or finned treasures,
obvious from their ornate bestiaries to No maga will be able to manage a sizable and have a notion as to where she wishes
their legendary animal tales. The rich and operation alone, and she will need a loyal to keep them.
powerful would maintain menageries — staff trained in the intricacies of handling The first consideration is the Magic
collections of exotic animals kept for en- magical animals. aura of the location. Few magi can adjust
joyment and prestige. Forerunners of the Many of the stages of running a an aura, and while some Hermetic mystics
modern zoo, menageries were not open to magical menagerie can be accomplished claim this power, the safer bet is to find
the public and were accessible only by the by magic, but achievement shouldn’t de- an aura powerful enough to serve as a lo-
owner and his select friends. pend upon Lab Totals and casting totals. cation site. Besides the assistance in cast-
A magus might also desire a me- Adventures should be the building blocks ing spells and creating enchanted items, a
nagerie, but no collection of mundane of success, and a working menagerie Magic aura will also provide the magical
beasts, however exotic, would satisfy his should be founded, fueled, and finalized essences necessary for magical animals to
arcane proclivities. His affiliation with by stories played by the troupe. A story- live. A maga must carefully consider the
the Magic realm would demand that he guide should consider each stage of the Magic Might of the beasts she wishes to
keep magical animals, since no mere lion, project a story seed, and a player whose contain, for the more powerful they are,
camel, or leopard would tickle the fancy magus desires a menagerie should expect the higher the Magic aura will need to
of his sodales. Perhaps his motivation — nay, insist — that a story be had to de- be to avoid Acclimation, the process by
is mercantile, not simply aesthetic, and termine how successful each step of the which magical creatures lose Might when
he wishes to collect and breed magical venture is. deprived of a Magic aura (Realms of Power:
animals for the Hermetic society. The Magic, page 52).
demand for magic beasts is high, after The second reason locations are im-
all — for familiars, for novelties, and for portant is because that is where the wild
their vis. Managed correctly, a magical
menagerie could be a profitable invest- Location and magical animals are. Often, the hunt for
a magical beast will begin with the search
ment, reaping large sums of vis for rela-
tively little work.
Easy to imagine, a menagerie is dif-
Establishment for its habitat. Bestiaries can offer valuable
insight about a creature’s lair, and while
this isn’t always specific, it will narrow the
ficult to actualize, and several stages of Whether a maga wants a private me- field. The indication that the “boa is an
development must be successfully com- nagerie or a magical animal stud farm, the Italian snake” aims a search at the Roman
pleted before conception becomes re- location of the final venture is important. Tribunal, and knowing that a manticore is
ality. Magical animals must be found, Only the smallest, most personal menag- a beast “born in the Indies” means search-
captured, and transported. In captivity, erie will fit in her sanctum; if she has any ing outside of the geography of the Order
they must be fed and safely contained. ambition, she will need a larger space. The of Hermes.
If sold as pets, they must be tamed and location of the wild animals is also im- Powerful magic auras are hotly con-
trained, and if sold as livestock, they must portant, since few magical beasts will be tested by magi in most Tribunals, and
be bred. Once available on the market, found within walking distance. She will only in the more rustic tribunals — Hi-
the maga must circumvent any legal or need to visit many distant sites to find her bernia, Novgorod, and perhaps Transyl-

119
Hermetic Projects
Surveying the Lands for Magic

InVi 20
Pen: 0, 1/day
R: Touch, D: Sun, T: Vision
Instilled in a small rock crystal (+5
shape and material bonus to Lab Total),
this effect grants the holder the ability to
detect magical auras through his vision.
Similar devices must be constructed to de-
tect other types of auras (i.e., Divine, In-
fernal, and Faerie). Any seen location with
a magic aura will appear as if covered by a
shimmering violet veil.
(Base 1, + 1 Touch, +2 Sun, +4 Vision)
Required Lab Total: 1 season (40), 2
seasons (30), 3 seasons (27), 4 seasons (25)

The Building Site


Besides the strength of the magic aura,
the acreage of the potential site is also
important. Creatures need space, and the
more room an animal has to move around,
the happier it will be. The more closely
the containment site mirrors a creature’s
vania — might one expect an excess of in hidden valleys and winding streams of natural habitat, the more likely it will be
unclaimed auras and regiones. But this the Rhine and Normandy tribunals. Weak to breed. The spot selected for the me-
expectation could easily prove false, and magic auras are fairly common through- nagerie should closely resemble the area
it is up to your troupe to decide how out Mythic Europe, and depending on the the creature is used to. If a maga plans an
available a powerful magic site is in any ambition of the maga and the scope of the assortment of livestock, he might have to
given area. Pockets of them might exist project, a weak aura may prove sufficient make many changes to the menagerie’s
under the very nose of the Order, located to the task. landscape if she wishes to house all of her

Can I Make a Magic Lore Roll?


Magic Lore covers knowledge of determine how successful a Magic Lore Magic Lore Ease Factor: 12+
“magical creatures, areas, and tradi- roll is when asked about an area and a Habitat Query: Specific geographical
tions,” and the prospective menagerie magical creature. features
manager’s player will want to make Creature Query: Creature’s general
Intelligence + Magic Lore rolls to dis- Magic Lore Ease Factor: 6+ Personality Traits
cover where to begin his search, as well Habitat Query: Preferred climate
as to find answers to a great many other Creature Query: Basic information Magic Lore Ease Factor: 15+
questions. A storyguide must be care- (e.g., winged carnivore) Habitat Query: Approximate strength
ful how much information a successful of preferred aura
Magic Lore roll reveals, always mindful Magic Lore Ease Factor: 9+ Creature Query: Approximate Might
that a good roll should propel a story Habitat Query: The type of terrain of the creature in magnitudes
forward, not circumvent the session’s (e.g., swamp)
adventure with an easy victory. The fol- Creature Query: Creature’s diet and
lowing guidelines may help a storyguide natural enemies

120
Hermetic Projects
creatures in the same area.
Hermetic magic is a very powerful Story Seed: A Grisly Find
tool for landscaping, and nearly any fea-
ture can be molded, changed, or created The characters are charged with Verditius magus was breeding the goats
visiting a Verditius magus who has lost and then siphoning off the Magic Might
at the maga’s whim. Trees can be grown
touch with the Order, perhaps as a com- of the young to empower his enchanted
or removed, hills leveled or piled, rivers
mon courtesy, or on important covenant devices. The cracked skull of the human
diverted, and ponds created in an instant. business. Traveling to a distant location, skeleton suggests that perhaps one goat
Created features, using Creo ritual magic, the magus’ last known residence, they victim overcame its captor. With a little
will need vis to make the changes perma- find an abandoned building hidden in a work, the building could be restored,
nent, but Rego and Muto magic easily regio. The interior is moldy and dusty, with the added bonus of a ready pair of
accomplish many of the same feats with- and the characters accurately surmise magic goats.
out the need for vis. Rego Aquam spells that no one has lived within for several Unfortunately, the ghost of the Ver-
with a Terram requisite can divert a river, decades. In the sanctum, they find sever- ditius magus still haunts the sanctum,
and if the water still runs downhill, it will al rotting skeletons, one human and the determined to slay the creatures that
remain in the new shape after the magic rest goats. Locked in a stall in the rear brought about his demise. His pow-
of the spell ends. Muto Terram can level of the sanctum are two living goats, one ers are ineffectual against the goats, so
male and one female, who bleat angrily. he contents himself with pestering and
the ground by changing it all into water,
Reading through the available laborato- harming human workers who hope to
letting it settle, then canceling the magi-
ry notes, the characters discover that the restore the building.
cal effect. Trees, brambles, and unwanted
shrubs can be removed with Perdo Herbam
magic, but this type of magical destruction however, and will mature any plant from barn, a menagerie might need granaries
always leaves a mess behind. On the other a seed to full growth. to store feed, aviaries to house birds, or
hand, Perdo Aquam spells are perfect for (Base 20, +1 Touch, +2 Sun; +10 un- apiaries to keep bees. Aquatic beasts need
draining swamps and drying out marshes. limited uses) ponds or cisterns.
Naturally, steps will have to be taken to Required Lab Total: 1 season (90), 2 A stud farm needs several barns,
prevent the ground from become water- seasons (68), 3 seasons (60), 4 seasons (57) as each breed requires a specific barn,
logged by whatever natural processes cre- separate pastures for males, females, and
ated it in the first place. young, and secure paddocks for breeding
A cautious magus should avoid dam- The Buildings and birthing. A personal menagerie needs
aging any existing tethers, which draw separate pens for the various curiosities,
mystical energies to create the magic aura. “The stables for the livestock will be comfortable lounges for viewers, re-
Preternatural tethers are usually safe from such as not to be affected by either cold stricted areas for livestock management,
Hermetic landscaping, but too much alter- or heat. For the draught animals there and living quarters for the staff. Fresh air
ation may destroy a natural tether. Teth- should be a double set of stalls for win- and water must be provided, as well as
ers are explained in Realms of Power: Magic, ter and summer; for the rest of the live- protection from the elements and any
pages 8–10. stock that belongs within the farmstead unwanted visitors that may wander past.
there should be paddocks surrounded by Pens have to be mucked out, and accom-
a high wall to prevent attacks by wild modations for feeding must be included.
The Wand to Produce beasts, and with a roofed part where the Breeding rooms should be private enclo-
a Forest Overnight
animals can rest in winter and an open sures so as to not rile up other beasts, and
part for the summer …” rooms must be set aside for healing and
CrHe 45 — Columella, On Agriculture medical needs. The opulence and gran-
Pen: 0, unlimited uses deur of the structure is another consid-
R: Touch, D: Sun, T: Ind While it’s common for peasants to live eration. Since appearance is everything,
Instilled in an oak wand, this effect with their livestock, sharing a single-room the architecture must match the prestige
matures a plant in about two hours. Typi- hovel with the family ox, few magi will of its occupants.
cally, a person carries the wand and a want to share their laboratory with a wild If the presiding maga wants to engage
sack of live acorns. Pushing the acorn animal. Even a tamed animal is problem- in any seasonal arcane activities while on
into the ground, he then touches it with atic, sure to cause unintentional mischief site, she needs a laboratory. A menagerie’s
the wand, speaks the command word, and trouble. Outbuildings are the solu- laboratory would have several unique fea-
and gets out of the way. This enchanted tion, their size and structure dependent tures: a larger room, if lab activities in-
device is not limited to oaks and acorns, upon the desires of the maga. Besides a clude large beasts; access to pens and oth-

121
Hermetic Projects
er containment units; stalls and bindings structed entirely of wood, including pad- one season of lab work a year, in return for
to keep animals immobile; and a variety of docks, stalls, and a loft. The barn is 100 annual payouts.
enchanted items to assist the magus. paces long and wide, and twenty feet The scale of the backers’ investment
The complete set of buildings should high. The interior’s design is determined depends on the final vision of the me-
be arranged in a pleasing and auspicious by the caster. nagerie. A small-scale menagerie, hold-
manner. For example, Palladius writes that (Base 3, +1 Touch, +3 size, +2 elabo- ing only a dozen exotic animals, might
the granaries should be placed in the north rate design) be intended solely as a meeting place for
of the farm and ox-stalls in the south. A Required Lab Total: 1 season (50), 2 Hermetic gatherings, and a backer who
garden is a nice finishing touch, provid- seasons (38), 3 seasons (34), 4 seasons (32) supplied a rook of vis for its start-up might
ing a pattern to the completed menagerie. be able to use the facility for one weekend
Popular from one end of Mythic Europe to a season. A menagerie that produces magi-
the other, a garden should be landscaped The Backers cal offspring might be required to give
with trees, shrubs, and flowers, interwoven the backers one magical animal a year. A
with idyllic paths and manicured groves. Constructing a menagerie takes con- large-scale stud farm might be required to
Exotic magical birds could live in the flora, siderable time and resources, and not ev- pay the backers back in vis, perhaps ten
augmented perhaps by a handful of unique ery magus will have the wherewithal to percent of their initial outlay in perpetu-
magical herbivores. A small pool serving accomplish the goal alone. Those with an ity. It all depends on what the backers are
as a centerpiece can contain magical fish, entrepreneurial spirit may seek out back- willing to give, and what the menagerie
amphibians, or reptiles. ers, magi of means willing to finance the manager is willing to give back.
operation in return for future benefits. The There are no mechanical rules for
initial investments vary: vis is always ap- backers, how many any player character
Conjure the Mighty Barn propriate, money can pay the staff and needs or what type of resources each has
provide supplies, land allows for building to give. A backer exists primarily to drive
CrHe 25 sites, or personal magical assistance can stories, as his wants and demands have
R: Touch, D: Mom, T: Ind, Ritual help with specific magical requirements. A an impact on the functioning menagerie.
This spell creates a large barn con- maga could, for example, agree to donate Backers have a variety of motivations for

Integrating Covenants
A menagerie could be designed as a The Major Boon Aura could increase an alarming rate, or have magical means
covenant, and a covenant could be de- the entire covenant’s aura, allowing a to escape capture. Warping to a Pattern
signed to include aspects that lend them- menagerie to be placed anywhere within (Minor) would always grant the Minor
selves to a menagerie. If you are in the it. A Mystical Portal (Minor) could draw Supernatural Flaw: (Form) Monstrosity
position of designing a covenant and roaming magical beasts. Vast Aura (Mi- to the covenant’s animals, providing a
wish to include features earmarked for nor) is good for stud farms that contain a steady supply of Transformed Animals.
a menagerie, the following suggestions large number of beasts, granting winter, Under Fortifications (page 11), a
might be useful. All page numbers refer summer, and spring pastures that all fall dedicated barn is a free choice, which
to the Covenants supplement. under the magical influence of the aura. can be improved or denigrated by ad-
Site Boons (page 6) are of primary Site Hooks are equally valuable (page ditional Fortification Boons and Hooks.
importance. An Aura (Minor) would al- 9). A Monster (Major) would be an inter- Vast and Labyrinthine (Minor Boon)
low a section of the covenant grounds to esting addition to a menagerie if it was a would allow space for a planned but not
have a higher magical aura, which would magical beast. A Road (Major) explicitly yet existent menagerie. Outbuildings
be good for magical beast containment. states that mystical creatures “often turn (Minor Hook) are good spots to place
Fantastic Environment (Major) could up at the covenant.” While these all won’t a stud farm, especially if escaping beasts
conceivably contain a specific type of be magical beasts, some will be. A hid- or invading creatures are going to be a
exotic beast. A Regio (Major) could act den Regio (Major) would allow access to focus of the saga.
as an anchor point to a path to the Magic the covenant that the player characters A covenant with a Right (Minor Re-
Realm, which some magical beast regu- can’t control, perhaps allowing magical sources Boon) to fish a specific stream or
larly travels. It could also serve as a hid- creatures to invade at random. Resident hunt a forest might come across magical
den nook to keep a menagerie in, avail- Nuisance (Minor) could be magical creatures as it reaps the benefits of the
able to the magi’s guests but away from beasts. Corralling them should be excep- land. The Residents free choices would
the prying eyes of mundane visitors. tionally difficult. Perhaps they breed at include all of the types of manpower

122
Hermetic Projects
becoming involved, some altruistic, some • A Verditius maga offers to make three every Spring for ten years, in return for
financial, and some insidious. Backers do items of enchantment in return for a a magical, talking horse (he leaves as
not have to be storyguide characters; a magical hedgehog aligned with Ter- soon as he gets his horse).
player character could willingly finance ram (a future familiar). • A Flambeau magus offers ten pawns
another player character’s menagerie, and • A Verditius magus offers to make six of vis annually for ten years, in return
if the storyguide can encourage such be- lesser enchanted items for the menag- for the chance to battle every dragon
havior all the better. erie, in return for six magical animals the menagerie owner finds (he’ll start
Potential backers might be: of any type (he only wants them to demanding that the owner find him a
drain their Magic Might to empower dragon after the second year).
• A magus’ parens donates two pawns of his magic items).
vis a year and asks nothing in return. • A Criamon maga offers a large patch
• A magus’ parens reluctantly gives three of land with a magical aura in the Alps,
pawns of annual vis for ten years, with
the agreement to receive two pawns of
in return for thirty pawns of vis over
fifteen years. Livestock
annual vis for the next twenty years. • A Jerbiton magus offers a large patch
• A Bonisagus magus offers to donate a of land in the Alps, in exchange for a The vast majority of magical animals
season of lab work a year in return for painted picture of the menagerie (the are Beasts of Virtue, described in detail
the opportunity to experiment on one land is plagued by an Infernal beast that in Realms of Power: Magic, pages 55–66.
of the livestock for one season every the Jerbiton accidentally released). Beasts of Virtue are exemplary versions
other year. • A Tremere magus offers a magi- of the mundane kinds, so much so that
• A Tytalus magus offers ten Mythic cal wolf protector, in exchange for they gain Magic Might and often magical
Pounds a year to pay for the staff if constant visiting rights (because a powers. A Beast of Virtue does not simply
the menagerie owner agrees to capture menagerie is a new idea, he wants to pop into existence, but is derived from
every magical hawk he sees (naturally, keep tabs on how powerful the cap- the mundane line, much like a magus has
there is a specific hawk the magus has tured beasts become). a mundane, unGifted mother and father.
in mind). • A Mercere redcap offers his assistance Hermetic magic cannot create a Beast of

Integrating Covenants (cont’d)


needed to manage a menagerie, but could serve as a prototype for a magical 4 points. For carnivores, double the point
the players will still need to spend cov- stud farm, or if combined with another cost. Keeping a pack of 12 wolves, for
enant build points on specialists (see Boon or Hook that allows an aura in the example, could cost 3 inhabitants points.
Staffing, later). Several of the other Res- chase, be the actual magical menagerie. A wolf is Size 0. Eight Size 0 herbivores
idents choices include magical beasts as If you are detailing the wealth and cost 1 point, so four Size 0 carnivores
steeds (Magical Soldiers) or magical ani- poverty of your covenant (pages 56–71), cost 1 point. Thus, 12 1-point carnivo-
mals (Inhuman Residents). Prestige (Mi- you will need to specify the expenditure rous wolves cost 3 points.
nor External Relations Boon) could be a cost of the menagerie’s animals and han- A menagerie could also be used as a
consequence of a magical menagerie at dlers. Regular staff cost the same number realia, a collection of magical examples
covenant start-up, or a Boon that crops of expenditure points as Other Coven- of typically mundane things (creatures)
up once the menagerie is established. A folk on the Points of Inhabitants table used for study. Like books, whose author
covenant with Hermetic Services (Ma- (page 63), and the overseer specialists cannot study the book he writes, the
jor External Relations Hook) could be count as Specialists. To determine the collector cannot study the collection.
bound to provide magical animals to inhabitants points of each animal, com- To determine the Quality of the realia,
other magi as familiars or vis sources, pare it to a horse (1 point). The typical count breeds instead of individual ani-
meaning that maintaining the menag- covenant horse is Size +3. For each Size mals, so that a collection of 30 magical
erie is of primary importance. Mystical smaller than +3, double the number of horses of 2 breeds counts as a tractatus
Allies (Major Surroundings Boon) could animals that cost 1 point. Two Size +2 of Quality 2. A menagerie realia usual-
provide a source of livestock if the al- animals, four Size +1 animals, and eight ly provides study only in Magic Lore;
lies are magical animals. Harvesting the Size 0 animals all cost 1 point. For larg- however, a collection of several different
herd might, however, affect the ally rela- er animals, double the number of points types of magical animals, all connected
tionship. A Chase (Minor Surroundings for each Size increase. A Size +4 animal to the same Form, could allow study of
Boon) is a mundane breeding farm that costs 2 points and a Size +5 animal costs that Form.

123
Hermetic Projects
Virtue, just as it cannot instill someone
Magical and Faerie Animals with The Gift. Beasts of Virtue can breed,
however, and it is the breeder’s wish that
Ars Magica Fifth Edition draws a faerie dragons, cats, hippocampuses, its inherited Virtues and Flaws will pass
clear line between the nature of magical eagles, and whales.
on to its offspring. It is not clear to Her-
and faerie creatures. In essence, magi- Maintaining a menagerie of magi-
metic magi if Beasts of Virtue are immor-
cal creatures are perfect examples of a cal creatures is eminently possible;
particular group and have no need or maintaining a menagerie of faerie crea- tal. Like starvation and breathing, some
concern for human interaction. Faeries, tures is far more difficult. Faeries do Beasts of Virtue are susceptible to these
on the other hand, need human interac- not breed. nor can they be bound as deprivations, while others are immune.
tion for healthy existence, and are made familiars by the majority of Hermetic Aging may fall under a similar category,
manifest by stories, passions, and recur- magi. Most faeries are locked within relevant to each Beast of Virtue on a case
ring events. Yet within this distinction, their stories, few of which pertain to by case basis.
ArM5 has not officially categorized menageries. Escaping from a menag- A second type of magical beasts is
supernatural creatures, allowing us to erie might be part of a faerie’s story, or Beasts of Legend, which includes the many
decide if a creature is magical or faerie, avoiding capture for one, but the faerie sorts of creatures associated with the Mag-
depending on the motivations and na- needs to repeat the story to maintain ic realm. Unlike a Beast of Virtue, which
tures of our stories. It is entirely possible its vitality, meaning that the escape or
must be a superior version of its mundane
that both versions exist, and that within capture cycle needs to be re-enacted
brother, a Beast of Legend can be any-
your saga players could find magical and again and again.
thing: exemplars, perversions, chimeras,
and utterly fantastic. The mirmicoleon,
catoblepas, leucrota, charadrius, griffon,
Insects phoenix, roc, kraken, basilisk, manticore,
and dragon are all Beasts of Legend, but so
In his Natural History, Pliny divides • An insect’s Mental Characteristics too are the magical lineages of the Found-
animals into four categories: land ani- are as follows: Cunning –1, Percep- ers’ cats and the birds of Nephelococcy-
mals, creatures of the sea, birds, and in- tion –1, Presence –6, and Commu- gia. If an animal has Magic Might and is
sects. ArM5 lists four categories of ani- nication –4. not a Beast of Virtue, it is by default a Beast
mals as well: birds, fish, hoofed beasts, • Physical Characteristics are bought of Legend.
and clawed beasts (Houses of Hermes: Mys- with 7 points, similar to human
The least, and most tainted, type of
tery Cults, Appendix: Mundane Beasts, characters. Once Physical Char-
magical beast is Transformed Animals,
pages 38–43). The division of land acteristics have been assigned, add
animals into hoofed and clawed is a use- twice Size (usually –30) to Strength creatures warped by powerful magic. A
ful distinction for generating game sta- and subtract Size (usually +15) from Transformed Animal does not have Magic
tistics. Because magical animal stats are Quickness, making insects excep- Might, nor will it reproduce a second ver-
based on mundane animal stats, it is dif- tionally weak and exceedingly fast. sion of itself. Without Magic Might, it
ficult to assign stats to a magical insect, • A mundane insect’s basic Abilities would live in a menagerie only as a curios-
without rules for mundane insects. This are Brawl 2 (bite or horn or dodg- ity. However, a Transformed Animal offers
insert offers information for creating in- ing), Survival 3 (home terrain), good practice for staff members, who can
sects, following the guidelines set forth Awareness 3 (food), and Athletics 5 learn to deal with a weak magical beast
in Houses of Hermes: Mystery Cults. (flying or hopping or scurrying). before being charged with the care of a
• An insect’s Natural Weapon is either proper magical animal.
• Insects are Size –15, although larger a bite (Teeth) or a stinger (Horn).
and smaller types may be encoun- • Virtues & Flaws and Qualities can be
tered. An Ethiopian Ant of Virtue is as selected from those mentioned in
large as a dog (Size –1), for example. Houses of Hermes: Mystery Cults. Finding
Magical Creatures
Example Physical Characteristics of Insects
Type Size Str Sta Dex Qik Example Magical creatures need magical au-
Aggressive Flier –15 –30 +1 +3 +15 Wasp ras, but they are not specifically bound
Non-Aggressive Flier –15 –29 0 +2 +17 Butterfly to particular areas, nor do they need to
Aggressive Crawler –13 –26 0 +3 +14 Ant spend their entire lives in them. Hunting
Non-Aggressive Crawler –15 –30 +2 +1 +17 Dung Beetle for populated auras and regiones is a good
start, but often the trail begins in rumors,

124
Hermetic Projects
hearsay, and legend. Some creatures have
a Reputation score to aid the seeker, but
these are usually local reputations that
don’t spread far. Nor does a Reputation
automatically include details of a creature’s
lair, although it might. In the many wild
patches of Mythic Europe, any clue is a
good beginning.
Bestiaries sometimes include a descrip-
tion of an animal’s location, but even these
are general and encompass a great expanse
of territory. Methods of narrowing down
larger areas into smaller ones are preferred,
allowing the seeking maga to continually
narrow her search until it proves fruitful.
Different types of terrain allow for dif-
ferent types of searches.
Flying is always useful. The flying ma-
gus can cover ground quickly, and has a
better vantage point to view likely quarry.
Flying works particularly well over mead-
ows and open grasslands, but is less suc-
cessful over dense forests and overgrown
Bees, a Preferred Stock
marshes. Swimming and breathing under- Bees are universally held in high ac- (Magic Might 25, if taken as a result of
water is almost required for any aquatic claim. They are mysterious, intelligent, the Virtue: Magical Animal Compan-
livestock the maga wishes to find. Despite and holy; their wax is used to make ion). The drawback is that magical bees
the advantages of magic, many searches church candles; and their honey is one are Intelligent, not Cunning, and cannot
boil down to a group of trackers and beat- of the few sweeteners available in the be tamed or trained, but must reside in
ers combing an area, searching for spoor, Western medieval diet. Many people, a state of friendship or mutual benefit.
tracks, and possibly finished kills. from rich to poor, desire bees and sub- Capturing a live hive and putting it in
Having the creature come to the magus sequently know a lot about them. Bees an apiary might work for mundane bees,
must be informed of all goings-on of but magical bees will surely depart if the
is another preferred method, and baiting
the household or they will depart. They proscribed conditions aren’t met. Friend-
an animal with its favorite food can draw
easily take offense at rude words or loud ly bees will let a magus draw off some
it out of its hiding place. During mating arguments, and many people claim they of their honey (which might be raw vis)
season, tethering a fertile female to an area have heard bees hum hymns on Christ- and even provide a companion or two,
might attract a rutting male. Capturing an mas and other holy holidays. Bees mimic but they cannot be coerced into this be-
aroused male is another story. Clever magi the natural order of man, with the king havior. Because of their Magic Might,
can also create scents and sounds to attract leading the hive, the knights protecting bees need a high Magic aura to prosper.
magical animals. the hive, and the many workers happily A magical bee would make an in-
Some creatures are readily recognized providing the food. teresting companion-level character, or
as magical, such as griffins, manticores, and Because of their small size (–15), even a magus-level character in a low-
rocs. Others are not, especially from a dis- magic bees can be extremely potent powered saga.
tance, and a magic hawk might look like a
mundane hawk. Hermetic magic can detect
magical animals. Intellego Vim spells can be realms have Magic Resistance as well, so a The Chorus of
designed to indicate that a target creature is spell failing to Penetrate may only mean the Distressed Hare
magic. Such a spell must Penetrate the tar- that the beast is supernatural, not specifi-
get to reveal any information. However, a cally magic (i.e., possesses Magic Might). CrIm 9
spell failing to Penetrate a targeted creature Remember that Intellego Vim spells are Pen: 0, 2/day
usually means that the creature has some realm-specific. A spell designed to tell if a R: Per, D: Conc, T: Ind
sort of Magic Resistance, as every creature creature is magic will not reveal whether This effect, instilled in any small device,
with a Magic Might has. Creatures of other the creature is a faerie. produces terrified rabbit shrieks upon com-

125
Hermetic Projects
mand. Such noise is very effective in drawing minded to think that finding a magical A spell that creates a magic animal is al-
curious predators, especially those that eat animal is a needless bother. Correct to ways a ritual, and cannot be instilled in an
rabbits. Because the device maintains con- a degree, the rub is that such rituals are enchanted device. For the magical animal
centration on the spell it can be commanded always high-magnitude ritual spells, and to have magical powers, requisites need to
to stop, which lets it be set and used in two the time spent researching and inventing be included, based on the Form of the indi-
different locations in a day. The created spe- one of these rituals could be spent gath- vidual powers, and Vim is always a requisite.
cies of sound need not penetrate a magical ering a multitude of different types of If the beast is intelligent — having an Intel-
creature’s Magic Resistance to be heard. creature. These rituals are creature-spe- ligence Characteristic instead of Cunning
(Base 1, +1 Concentration +1 clear cific, in that a Creo Animal spell with an — the ritual needs a Mentem requisite. Ac-
sounds; +1 frequency, +5 maintains Ignem requisite designed to create a sala- cording to the definition of requisites (ArM5
concentration) mander will not create another magical page 114), the Vim requisite shouldn’t add
Required Lab Total: 1 season (18), 2 beast that may also be aligned with Ig- magnitudes to the spell (it allows the ritual
seasons (14), 3 & 4 seasons (12) nem. Besides creating a specific creature, to have an effect), but other Form requisites
the ritual also creates a pre-designed gen- should (they add effects to the ritual, such as
der for the created beast, meaning that magical powers to the created beast).
Creating one ritual will not create both a male and
Magical Creatures a female. A second ritual will need to be
invented if the maga wants to ultimately Conjuring the Magical Wolf
breed her created creatures, otherwise
The Order of Hermes has spells that she will have to find a partner for the CrAn(Me, Vi) 60
create magical animals, causing the lazy- creature she created. R: Touch, D: Mom, T: Ind, Ritual

Story Seeds for Finding Magical Creatures


The Bottomless Pool could prove problematic. The village has The Spring Hunt
always been noted for its large flocks of
A grog hears of an accident in the local swallows, and many see this as a sign of One of the covenant’s grogs knows
village. A villager’s hay wagon overturned good fortune. Taking the swallows could of a curious superstition of a nearby vil-
and fell into a stagnant pool. Efforts to remove the village’s luck, and the villag- lage. On the first day of spring, the vil-
retrieve the wagon failed, and divers re- ers will react negatively to those trying lagers gather in a meadow, armed with
ported that it had disappeared entirely. to take away their good luck charms. hats and sticks, and search out the sea-
Nor could they discover the bottom of son’s first butterfly in an effort to kill it. A
the pool, which seemed to go on forever. white butterfly signifies good luck for the
A local wise woman says that the pool, ig- Fish Falls village’s harvest, while a black butterfly
nored by the populace, is magical; legends indicates difficulties. The dead butterflies
Rumors say that a town in a distant part
differ as to its inhabitants. Some say a trea- of years past are all saved by the village
of the tribunal has had repeated rainfalls
sure is submerged below, others claim an elder, and magical investigation of these
that leave live fish in their wake. Thinking
entire village lies at the uncharted bottom, corpses reveals that each is worth a pawn
that such a supernatural weather condition
while tales from a generation past say that of Imaginem vis. Scouring the meadow
must produce magical fish, the characters
a dragon used to live below its brackish reveals small pockets of Magical auras,
rush to the town to retrieve living samples.
surface. What magus could resist? none especially large or powerful, but a
In actuality, it is a miracle of the local saint,
Any and all of the legends may prove great number of isolated auras in a rela-
who produces a rain storm that leaves ed-
true. Alternatively, the player charac- tively small field. Could a magus capture
ible fish on her feast day. Each fish has a
ters could find something completely the butterfly, which is surely magical,
Divine Might of 1 and, when eaten, pro-
unexpected. According to bestiaries, and produce a stock of these magical in-
vides a +1 aging bonus to a character’s an-
swallows hibernate underwater, and in- sects? A clever ruse will have to be con-
nual Aging roll. The townsfolk know that
stead of finding a reptilian monster, the cocted. The villagers will not let a Gifted
their saint is responsible for this miracle,
characters could discover sleeping swal- stranger and his men participate in the
and fear that refusing to eat the fish might
lows, tucked in the nooks and crannies event, nor will they willingly forego
result in her displeasure. There is no way
of the pool’s walls. A Swallow of Virtue’s their annual ceremony at the request of
they will allow a foreigner to take any liv-
powers are left to your storyguide to de- a wizard.
ing fish from the town.
velop, but even this happy coincidence

126
Hermetic Projects
This ritual spell creates a magical wolf,
as described in ArM5, page 193. Once cre- Optional Grappling Rule
ated, the wolf is not naturally friendly with
the caster, and instantly reacts according Grappling is a type of non-lethal is offered.
combat, described in ArM5, pages Every time a grappled character at-
to its own motivations.
174-175. Using the rules as listed al- tempts to break free from his attacker
(Base 50, +1 Touch, +1 Mentem
lows a character to wrestle a beast to and fails, he must make a Stamina +
requisite) the ground, provided of course that the stress die roll against an Ease Factor of
Required Lab Total: 1 season (120), 2 character’s martial skills are up to the the Grapple Strength. Failure results in
seasons (90), 3 seasons (80), 4 seasons (75) job. The difficulty is that the grappled the loss of a Fatigue Level. Botching this
character (or beast, in this instance) roll costs two Fatigue Levels, with addi-
never tires, and the two can keep grap- tional Fatigue Levels lost for additional
Fashion the Ancient Worm pling all day and all night without pen- zeros on the botch dice. Most animals
alty. For players interested in grappling will not wrestle themselves into Uncon-
CrAn(Co, Ig, Me, Vi) 80 live beasts to capture them, an optional sciousness, and cease struggling when
R: Touch, D: Mom, T: Ind, Ritual addition to the regular grappling rules they are reduced to Dazed.
This spell creates a dragon, which has
the same statistics and powers as Stellatus
(ArM5, page 194). This dragon is not actu-
ally Stellatus, who is an individual, but the
Unicorns
creature mirrors his powers and Abilities. First described by the Greek Cresias a unicorn is also universally sought by
(Base 50, +1 Touch, +2 Size in- in the fourth century B.C., the unicorn is magi and physicians. A magus who can
crease, +3 Corpus, Ignem, and Mentem an Indian beast as large as a horse, with breed and provide unicorns will be re-
requisites) a white body, red head, and blue eyes. vered far and wide, and will be wealthy
Required Lab Total: 1 season (160), 2 sea- Its foot-long horn is also tri-colored: beyond imagination. Analogous to its
sons (120), 3 seasons (107), 4 seasons (100) white at the base, black in the middle status in legend, a unicorn is terribly
and bright red at the tip. The unicorn difficult to capture, and the only known
is uncatchable, swifter than any other method is to bait the creature with a
Capturing animal and extremely fierce. Described
again in the Physiologus (Naturalist), a
virgin, leaving the maiden to sit in a
glen in the beast’s environs. Authori-
Magical Creatures third century collection of animal de- ties differ in what happens next. Some
scriptions compiled in Alexandria, the suggest that the unicorn arrives and
unicorn is only the size of a young goat lays its head in the girl’s lap, remaining
“It is strange that most animals know and completely white in color. This uni- docile as long as the maid is in proxim-
why they are hunted, and almost all of corn is also swift and fierce, regularly ity. Others provide more lurid details.
them know what to be on guard against.” killing elephants and other dangerous A Syrian bestiary says that the maiden
— Pliny, Natural History, Book VIII beasts. Rather than one description be- “offers [the unicorn] her breasts, and
ing false, in Mythic Europe these texts the animal begins to suck the breasts
Once found, a creature will have to be describe two breeds of unicorns, one of the maiden and conduct himself fa-
captured, and people have historically used Western and the other Eastern. miliarly with her.” Whether this tale is
many clever methods for trapping various Symbolic of military prowess and true or merely a shocking suggestion is
creatures. Snares are a favorite for small ani- purity, unicorns are highly desired by up to you. In either case, it might not
mals, but they have to be checked regularly princes and knights. Because of the be easy to find a virgin willing to act
magical properties attributed to its horn, as a lure.
to make sure a captive animal hasn’t chewed
its own leg off to get out of the snare. Larg-
er animals are often chased to exhaustion Beasts can also be lassoed from a dis- age. Once the initial attack succeeds, the
and then lassoed. Fish can be caught using tance with rope, and then held until they beast is roped and begins struggling to es-
hooks and lures, nets, and sometimes under- have exhausted themselves struggling to cape. The attacker may make additional at-
water traps. Birds are usually captured while escape. Lassos are not common to most of tacks, as per the grappling rules, but these
young, before they can fly, although elabo- Mythic Europe, and are generally only used attacks are not new ropes thrown around
rate wooden traps can also be erected and in northern lands (Finland) and by people the animal; rather, they represent pulling
sprung once the bird has flown inside. Larg- of the Near East (Mongols and Turks). To the already attached rope. If the animal
er animals might be driven into concealed lasso a beast, make a Thrown Weapon at- beats the Grapple Strength of the attack,
cages or prepared pits in the ground. tack that grapples rather than does dam- it breaks the rope and is free. A lasso has

127
Hermetic Projects
Trap of the Humane Hunter

ReAn 57
Pen: 30, 3/day
R: Sight, D: Sun, T: Ind (up to Size +3)
Instilled in a wand or a staff tipped
with a topaz (+5 Shape and Material Bo-
nus to Lab Total), this effect paralyzes an
animal when the command word is spo-
ken. The effect must Penetrate the target’s
magic resistance to work. Care must be
taken when used on birds and fish, because
sudden paralysis will affect their means of
locomotion and could cause injury. This
effect will not prevent a magical animal
from using its powers, which it can invoke
without any necessary physical activity.
(Base 5, +3 Sight, +2 Sun, +2 Size; +2
frequency, +15 Penetration)
Required Lab Total: 1 season (114), 2
seasons (86), 3 seasons (76), 4 seasons (72)

the following stats: Ability: Thrown, Init sunset after the net is removed, which may
0, Atk +1, Def 0, Dam n/a, Range 5, Str aid transportation depending on its Size. It Transporting
–1, Load 0, Cost Inexp. is ideal for capturing smaller animals.
(Base 5, + 1 Touch, +2 Sun; +1 fre-
and Containing
quency, +3 environmental trigger, +15
A Ring to Approach Penetration) Once captured, the bound beast
Animals Undetected
Required Lab Total: 1 season (78), 2 needs to be moved back to the menag-
seasons (59), 3 seasons (52), 4 seasons (49) erie and kept. After capture, beasts often
PeIm 14
Pen: 0, Constant effect
R: Touch, D: Sun, T: Ind
This lesser enchanted device is a ring
Story Seed: A Curiously Common Bait
(+2 shape and material Lab Total bonus) According to several bestiaries, ill omen. Discovering that a magus is
that destroys the wearer’s scent, allowing cow’s milk is one of the most desired baiting such animals will not bode well,
easier access when sneaking up on animals. food substances of many magical ani- and the neighbors will seek to stop the
(Base 3, + 1 Touch, +2 Sun; +1 fre- mals. Many creatures delight in climb- efforts by any means possible. There is
quency, +3 environmental trigger) ing a cow at night and supping from nothing wrong with the cow, so steal-
Required Lab Total: 1 season (28), 2 her udder, including snakes, bats, and ing it is always an option. What peasant
seasons (21), 3 seasons (19), 4 seasons (18) hedgehogs. A bestiary’s more fantastic doesn’t need an extra cow? Chasing off
tales usually recount the behavior of a the watching grogs is another option;
magical Beast of Virtue instead of mun- if no one sees an adder suck from the
A Net of Immobilization dane examples of the breed, making a cow, maybe it didn’t happen. Hungry
maga think that any animal that follows animals won’t drink from a dead cow’s
such behavior must be magical. A com- udders, so slaying the bovine will also
ReAn 39 mon ploy is to leave a cow unattended stop the threat of summoning bad luck.
Pen: 30, Constant effect in a field all night and wait for a magical But theft or violence isn’t the only way
R: Touch, D: Sun, T: Ind animal to appear for dinner. to stop such a dangerous practice, and
This simple device is a net (+5 Shape Any animal so situated, however, villagers may instead contact their local
and Material Bonus to Lab Total) that para- is universally regarded by superstitious priest or secular authority to order the
lyzes any animal caught in it. The target is peasants as evil or, at the very least, an wizard to cease.
immobilized until the following sunrise or

128
Hermetic Projects
need to be moved again, from summer Required Lab Total: 1 season (88), 2 Changing to the
pasture to winter, one pen to another, and seasons (66), 3 seasons (59), 4 seasons (55) Convenient Shape
from owner to buyer. Magic can greatly MuAn(He) 55
assist this operation. A maga can create Pen: +30, 24/day
spells and devices that shrink, immobi-
Instantaneous Transportation R: Touch, D: Moon, T: Ind
of the Captured Beast
lize, or instantly transport beasts from This power turns an animal into a
one place to another. Besides magic, sev- crate for a month. The animal does not
eral mundane means will also transport ReAn 60 need to eat, sleep, or breathe while under
beasts. Wheeled cages can be drawn by Pen: 30, 24/day this effect.
oxen, sacks and barrels will hold smaller R: Touch, D: Mom, T: Ind (Base 15, +1 Touch, +3 Moon; +5 fre-
quarry, and docile beasts can be driven or Instilled in a shepherd’s crook, this de- quency, +15 Penetration)
pulled by a leash. vice instantly transports an animal to any- Required Lab Total: 1 season (110), 2
Transportation stories allow the story- where that the wielder has an arcane con- seasons (83), 3 seasons (74), 4 seasons (69)
guide to highlight the nature of travel in nection to, typically a predetermined pen
Mythic Europe, including the problems or cage. The wielder holds the arcane con-
and poor travel conditions that regularly nection against the crook’s shaft and touch- Feeding
occur. The caravan leader should expect es the animal. Once the command phrase is
washed-out roads, fallen bridges, flooded spoken, the animal is transported away. A cow can eat up to 30 pounds of grass
river fords, and ever-present gangs of ban- (Base 35, + 1 Touch; +5 frequency, in a day and a wolf can gobble down 20
dits, to name the mundane troubles that lie +15 Penetration) pounds of meat in a single meal. But more
ahead. Magical nuisances, including faer- Base Level Interpretation: Rego Corpus important to Ars Magica Fifth Edition
ies, demons, and other magical beasts may base level 35 instantly transports the tar- stories are the type and availability of a
be drawn to the travels, interested in the get to a place that the caster has an arcane beast’s food, rather than how much of it
rarity of hauling a griffin, Beast of Virtue, connection to, and the Rego Animal guide- is necessary for survival. Magical animals
or other exotic creature. lines explicitly state that the Rego Corpus do not need to eat, although most enjoy
Once at its destination, a beast needs guidelines can be used for animals. it. Magical creatures that are starved will
to be contained. Hopefully, the maga Required Lab Total: 1 season (120), 2 not die, but will desperately desire to
has had the foresight to construct an ap- seasons (90), 3 seasons (80), 4 seasons (75) escape, be more prone to violence, and
propriate building (see earlier). If not, or will refuse to reproduce. Providing ad-
if she has captured a creature she didn’t equate food and water can be one of the
anticipate, the beast will need to be held
The Staff of many challenges that hinder developing
Convenient Shipping
in a makeshift pavilion or ad hoc pen un- a menagerie.
til an adequate structure is built. Magical Feeding captured animals is the most
wards are invaluable for keeping crea- This staff has two powers. It shrinks an labor intensive part of the operation.
tures, provided the beast can be held in animal to a more easily managed size, and There are no holidays from feeding live-
check until the ward is finished. Delays then changes it into a crate. These small stock, and a magus who personally man-
and unforeseen events are always good crates can then be stacked and shipped, al- ages his menagerie needs to spend part of
targets for stories. lowing easy transport of large orders. each day feeding his creatures. A kind sto-
ryguide will allow such a magus a regular
laboratory season, counting the ten days
The Saddle of Settling Shrinking to the Convenient Size that any magus can miss without decreas-
the Wild Stallion
MuAn 60 ing Lab Totals as the time spent tending
Pen: +30, 24/day the animals. Any other sort of mishap or
ReAn 44 R: Touch, D: Moon, T: Ind distraction will count as missed time and
Pen: 30, constant effect This power shrinks the animal 4 Sizes. affect a Lab Total. A less kind storyguide
R: Touch, D: Sun, T: Ind (up to Size +3) It will not affect animals that start at great- might impose an automatic penalty to Lab
When placed on an animal’s back, this er than Size +7. Totals, depending on the number of crea-
saddle calms the beast, allowing it to be (Base 4, +1 Touch, +3 Moon, +2 ad- tures the magus needs to feed, balancing
easily handled and even ridden. ditional Size reduction, +2 Target Size ad- the character’s score in Animal Handling
(Base 4, +1 Touch, +2 Sun, +2 Size justment; +5 frequency, +15 Penetration) against the number of animals.
increase; +1 frequency, +3 environmental Required Lab Total: 1 season (120), 2 Oats, grains, and raw meat can usu-
trigger, +15 Penetration) seasons (90), 3 seasons (80), 4 seasons (75) ally be acquired easily, although a story

129
Hermetic Projects
could be derived from a lack of adequate This spell returns a mundane animal of stiffness and hampering mobility. Once
food stocks. Magical animals should have up to Size +1 to life. inflicted, this disease is nearly impossible
other dietary staples as well; a griffin eats (Base 75, +1 Touch, Ritual) to remove.
gold, a Siberian six-legged antelope eats Required Lab Total: 1 season (160), 2 sea- Symptoms: Spavin is very difficult to
bark from a sacred birch tree, and a roc sons (120), 3 seasons (107), 4 seasons (100) diagnose because the symptoms are not
eats an entire elephant once a month. easily noticeable. Sometimes a joint will
Finding exotic foodstuffs is an adventure appear swollen, but usually only over a
in itself, and maintaining the supply will
Common Creature Diseases very long time.
be a challenge. Adequately feeding a roc
might mean maintaining and breeding a The following are ailments that crea-
herd of elephants. tures are susceptible to. Mystical Branding
A magical alternative is to create food-
stuffs using appropriate Creo spells. Nu- Just like a tattoo on a Criamon magus,
tritious food can only be created using Gingivitis an animal’s brand can also be enchanted as
rituals spells. Formulaic spells will create Minor Sanguine Disease, Severity 7 a magical device. After being branded, the
the food, which the animal will eat, but Stable: 6, Improve: 12, Interval: Month animal will need to be kept in the magus’
will not provide the same satisfaction as Gingivitis is a very common ailment laboratory for a season or more, depend-
permanent food. Non-permanent food is for large herbivores, often the result of too ing on what type of enchanted device
better than no food, but will still leave the much stored grain as food and not enough the magus is creating. A brand has a ma-
animal agitated and temperamental. living grass. If left untreated, gingivitis terial score of 2, multiplied by the size
causes tooth loss. modifier. A regular brand, about the size
Symptoms: Swollen gums, odorous of the magus’ palm, has a multiplier of 2.
Healing breath, loose teeth Larger brands have a larger multiplier, but
cause the animal increased discomfort. A
Just like humans, magical creatures brand that covers an animal’s haunch has
are susceptible to ill health, the most Hoof and Mouth a multiplier of 3, and a brand that covers
common cases being either trauma (inju- Mild Phlegmatic Disease, Severity 9 its entire back a multiplier of 4. The in-
ry) or disease. Both are treated the same Stable: 4, Improve: 18, Interval: Week stilled effect will cause Warping on a mun-
way for creatures as they are for humans While not fatal, this disease spreads dane animal, since it is either a constant
(Art & Academe, pages 56–61), and both quickly among the herd, primarily cows, or powerful mystical effect (depending
can be remedied by Hermetic magic. The sheep, and goats, and is difficult to cure. on the magnitude of the spell). Magical
main distinction is that the only neces- Hoof and Mouth disease causes extreme creatures are immune to such Warping.
sary Ability for treating both trauma and discomfort in the animal and ultimately In fact, constantly being under the effect
disease is Animal Handling. Medicine reduces milk production. of an enchanted brand may help prevent
and Chirurgy are ineffectual when used Symptoms: Lesions on the hoof and Acclimation points (Realms of Power: Magic,
on animals and are solely used for curing ulcers in the mouth page 52).
human beings. Animals may have multiple brands,
Another difference from human pa- limited only by the size of their hide.
tients is that animals can be returned from Rabies
the dead with Hermetic magic. The ani- Serious Choleric Disease, Severity 13
mal must have died due to trauma, disease, Stable: 9, Improve: 18, Interval: Week
The Brand of Ownership
deprivation, or starvation. Those that are Rabies is detailed in Art & Academe, page
slain must be put back together first. Un- 49, and only the statistical information is CrIm 30
fortunately for the menagerie owner, only repeated. This animal disease can also af- Pen: +30, unlimited uses
mundane animals can be automatically fect humans. R: Touch, D: Dia, T: Ind
raised from the dead. This brand creates an illusory im-
age of the beast’s owner, sitting atop or
Spavin standing next to the creature. The illusion
The Breath of Life Returned Minor Melancholic Disease, Severity 12 looks like the owner and announces his
Stable: 12, Improve: 18, Interval: Season name repeatedly until the effect ends. It
CrAn 80 Spavin is the hardening of the car- is activated whenever anyone touches the
R: Touch, D: Mom, T: Ind, Ritual tilage in a quadruped’s joints, causing beast. The owner should be aware that

130
Hermetic Projects
this brand is a blatant display of magical Required Lab Total: 1 season (50), 2 somewhat understood, and is similar to
power, and might not work in areas where seasons (38), 3 seasons (34), 4 seasons (32) the way that a man and a woman repro-
subtlety is preferred. duce. Both male and female have semen,
(Base 2 (create an image that affects and this semen must be released and com-
two senses), +1 Touch, +1 Diameter, Reproduction bined for reproduction to occur. The ex-
+1 for clear words; +10 frequency, +15 act method that a female uses to release
Penetration) “In every kind of quadruped it is a male semen is a mystery, but breeders know
Required Lab Total: 1 season (60), 2 of fine appearance which is the object of that it is released from some interior or-
seasons (45), 3 seasons (40), 4 seasons (38) our careful choice, because the offspring is gan to another chamber, the uterus, where
more often like its sire than its dam.” her semen mixes with the male semen.
— Columella, Rei Rusticae Other factors contribute to conception,
The Brand of for not every mating guarantees offspring,
the Aroused Stallion
Beasts in the wild naturally reproduce, but breeders are at a loss to explain why
following God’s commandment to be fruit- coupling sometimes fails. Like in humans,
ReAn 35 ful and multiply (Genesis 1:22), but those breeders speculate that temperature, tem-
Pen: +20, 1/day in captivity are less happy to capitulate. perament, and other factors contribute to
R: Touch, D: Sun, T: Ind (up to Size +2) Animals that have long been domesticated successful reproduction.
This brand arouses the creature as a more readily reproduce in captivity, but Animals that aren’t considered “prime
prelude to mating, usually used on the lead those new to it actively resist producing stock” are allowed to breed however it is
stud of the herd, or a male with highly de- young. Herders and animal handlers have convenient. Generally a cow herder doesn’t
sired physical characteristics. It works on learned several methods to induce repro- care how or when the cattle mates, as long
the animal’s emotions and is much more duction, and many of these work on newly as it is not inconvenient to his overall en-
helpful for males than females, whose acquired magical creatures. Hermetic terprise. He keeps them together in a herd
bodies might not be in season despite magic is helpful, but not a guarantee. and lets nature take its course. Breeders
the sudden mental urge to procreate. The Breeding is the act of pairing animals use selective breeding and crossbreeding
brand is triggered by a command word in captivity to producing offspring. Ani- in animals with more valuable character-
spoken by a trainer or groom. Once ac- mal breeding was studied by a handful of istics. A maga interested in magical animal
tivated, the animal becomes increasingly Greek and Roman authors, whose insights breeding would use available breeding
aggressive and might prove dangerous to allowed the Roman Empire to produce practices in the animals that interest her.
its handlers. quality livestock. Most of that knowledge It is perfectly understandable for a maga
(Base 5, +1 Touch, +2 Sun, +1 Size has been lost in the 13th century. That to use selective breeding in her magical
modifier; +10 Penetration) which exists is applied only to dogs and hares, even though no one else would ever
Required Lab Total: 1 season (70), 2 horses, seemingly the only animals that think of paying that much attention to the
seasons (53), 3 seasons (47), 4 seasons (44) matter to the wealthy nobility. The ma- mating of such lowly animals.
jority of domesticated livestock — cows, Some animals don’t breed but repro-
sheep, and pigs — are not subjected to duce through simpler generation, as ex-
The Brand to supervised breeding programs. plained in Art & Academe, page 30. Such
Ward off Rustlers
The biology of animal breeding is animals are called worms, from the Latin

CrMe 25
Pen: 0, unlimited uses Types of Animals
R: Touch, D: Sun, T: Ind
The brand protects a beast from a Of the different types of animals breeds of horses, and the greyhound,
— birds, fish, hoofed beasts, clawed alaunt, and mastiff are all breeds of
mundane thief. When a human hand
beast, insects — each type has several dogs. Lions have two breeds, accord-
touches the beast, the brand creates an
kinds or groups. Lions, tigers, wolves, ing to bestiaries: short lions with curly
overpowering fear of the beast in the per- bears, and dogs are a few of the kinds manes, and tall lions with straight
son’s mind, hopefully causing him to flee. of clawed beasts. Many kinds are again manes. The number of breeds of any
The effect has no penetration, so that the divided into breeds, lineages distin- kind of creature is entirely up to you,
maga can easily handle the animal herself guished by particular physical quali- and in Mythic Europe there can be a
when necessary. ties. The Norman destrier, the Irish variety of breeds of griffins, unicorns,
(Base 4, +1 Touch, +2 Sun; +10 hobby, and the Spanish jennet are all or hedgehogs.
frequency)

131
Hermetic Projects
vermes, and include such creatures as mice, mals reproduce more readily than anxious, feel bound by any mundane measure of
frogs, eels, spiders, centipedes, and bee- angry animals in ill health. animal reproduction.
tles. Most insects are worms, as are small Males are separated from the females In Mythic Europe, the male’s heredi-
to medium-sized fish and some smaller in both summer and winter, and are only tary traits dominate the females, and nine
rodents. If the beast is a pest, to humans, combined when mating is desired, typical- times out of ten the young will inherit the
beasts, or agriculture, it is likely a worm. ly in the spring. A ratio of one male to ten male’s Virtues and Flaws over the female’s
Magical species of worms can exist, as females is standard in hoofed and clawed (Realms of Power: Magic, page 55). Magic
do versions of such beasts from the other animals, with the ratio for the other types Might is usually inherited, although there
realms. A maga could encounter an Infer- of animals standing at one-to-one. Once a are cases where the offspring’s Might is not
nal spider, a Faerie ant, or a Magic fly. hoofed or clawed male has covered a fe- as great as its sire. Powers are generally in-
male, he is again separated from her. The herited and Characteristics are influenced
female continues to stay with the other by the father, but are not usually exactly
Breeding in the Menagerie females until her time of birthing draws the same.
near, at which point she is isolated. Rep- External factors also influence breed-
The inclination to reproduce in cap- tiles have been known to devour their own ing: the wind, the direction the female
tivity depends mostly on the nature of young, so the fertilized eggs are removed is facing, and the proximity of nearby
the beast. Onagers (wild asses) are noto- from the breeding pool and put in another objects. The most famous story is that
riously over-sexed, while lions only breed pool to spawn. Birds remain paired, for of Jacob’s sheep in Genesis 30: 31–43, in
in captivity once every seven years. Randy both male and female will take turns incu- which Jacob produces speckled and spot-
males merely have to be introduced to bating the eggs, but they are isolated from ted goats and sheep by having them face
ready females, but reluctant reproducers other birds. The procedure for legendary peeled rods of poplar, hazel, and chestnut
need more encouragement. Diet, habitat, beasts is left up to the troupe’s imagination. rods. The hidden virtues, qualities, conta-
and proximity to fellow creatures all play a A hippogriff, for example, might have the gions, affinities, and sympathies of things
part, as does temperature, human involve- mating strategy of a hoofed beast and the affect animals just as they affect humans,
ment, and privacy. Healthy, happy ani- incubation strategy of an eagle. Do not although not always in the same way, and
if a breeder knows that a certain plant,
stone, mineral, or astrological conjunction
will enhance reproduction he will use it.
Unfortunately, most of this lore has been
lost, and is only recently being rediscov-
ered by academics, who use this knowl-
edge on humans rather than animals.
That doesn’t stop a menagerie owner from
making her own investigations. Treat such
activities as ligatures, as explained in Art &
Academe, page 68. Mechanically, ligatures
allow a bonus for a single die roll. Using
ligatures to breed animals will only be
relevant if you use the optional breeding
rules found at the end of this chapter.

Breeding Strategies

There are two types of specialty


breeding used for animals that count as
preferred stock. Selective breeding, or
“breeding for the best,” is the mating of
closely related animals in the same breed
to enhance and strengthen particular
traits. Most animals are measured by vari-
ous categories. A horse, for example, has

132
Hermetic Projects
four categories: shape, color, merit, and
beauty. These qualities are specific to re- Modern vs. Medieval Terminology
gion; Normans like their horses large, so
breeders use the larger specimens of the Selective breeding and crossbreed- with a Norman horse, for example — is
ing are modern terms. A medieval breed- still focusing on the desired physical
herd instead of the smaller specimens
er would never use the terms “selective qualities. When crossbreeding along
during the breeding season. Animals that
breeding” or “crossbreeding.” Using kinds, a medieval breeder would say
matter, those that have a social value be- animals that have the desired physical he is breeding mules, referencing the
yond the simple value of their meat, milk, characteristic — be it shape, color, size, final product as a name for the activity.
or wool, are bred for the best. The best or temperament — as studs and dams If, in your saga, a magical female horse
specimen male is bred with the best speci- is simple common sense. The breeder is could breed with a magical male eagle
men female. If long-necked camels are breeding for the best results; he doesn’t and produce a hippogriff, the breeder
deemed more valuable than short-necked know that there is a specialized term would call it “breeding for hippogriffs,”
camels, the breeders pair the male with for what he is doing. Crossbreeding rather than “crossbreeding” a horse with
the longest neck with the female with along breeds — mating an Irish horse an eagle.
the longest neck. When breeding magi-
cal animals, the breeder uses the best ex-
amples of the beasts that she has on hand. fierce long-maned breed, trying to gener- in specific kinds of magical animals. In
The goal is to reinforce specific desired ate a medium-maned lion with an even Mythic Europe, however, it might be pos-
physical traits. There is a slim chance that keel. Because the male’s inherited traits sible to crossbreed different kinds of ani-
the magical offspring will develop a bet- usually suppress the female’s, the breeder mals. A griffin is an amalgamation of a lion
ter Virtue (Minor into a Major or a new must wait for the rare occasion when the and an eagle, and as well as mating a pair
Minor), higher Might, and as a result, an- male’s traits augment existing traits instead of griffins, it might be possible to produce
other power (since Might determines the of overriding them. Crossbreeding also a griffin by mating a magical lion with a
number of Qualities a creature may have). includes breeding different kinds of crea- magical eagle. One of the Inner Mysteries
There is also a chance that none of this tures to make a third; a horse and a donkey of House Bjornaer allows a Bjornaer ma-
happens, and since magic by its very na- can crossbreed and produce a mule. While gus to create an inner heartbeast chimera
ture is quixotic, there is a chance that the many breeds can generally crossbreed, that is a hybrid of more than one mundane
offspring gains a new Flaw. most kinds of mundane animals cannot. animal (Houses of Hermes: Mystery Cults, page
Crossbreeding, or “breeding for the A mundane wolf cannot crossbreed with 31). This suggests that creating chimeras
beast,” is the process of mating two crea- a mundane bear. (hybrids of two or more animals) might be
tures from different breeds to produce a With mundane creatures, breeding possible through breeding for the beast.
new type of breed or to induce physical for the beast is most successful in certain Breeding for the beast also refers to the
traits from one breed into the other line. In kinds of animals, namely horses and dogs. practice of breeding a magical beast with
a menagerie, a magus might want to cross Breeding for the magical beast can fol- a mundane beast of the same type, hoping
a timid, short-maned magical lion with the low similar lines. Success is possible only that the offspring will be magical or that a

Original Research: Creating Inheritable Magical Traits


The most common way for a magus powered to remain in effect. However, tation process, and collect 60 Break-
to make a mundane animal magical is by since this magical trait is received from through Points to create inheritable
giving it Warping Points and hoping for Warping Points, an industrious maga magical traits. Qualifying spells would
the Supernatural Flaw: Monstrosity of could challenge the Limit of Warping, be those inflict Warping Points and
(Form) to result. In this case, the conse- a lesser limit that could theoretically be somehow specially change the beast,
quential Power received from the Flaw is changed with a Hermetic Breakthrough. the most likely combination being the
not part of the creature’s essential nature, If Warping could be affected by Hermet- Arts of Creo, Muto, Animal, and Vim.
meaning that the beast cannot pass it ic magic, then maybe the traits gained Various legends from the East tell
on to its offspring. Creating spells that through Warping could be passed on. that Persian wizards knew how to do this,
change a target’s essential nature is con- Using the rules in Houses of Hermes: and could create and breed magical ani-
sidered impossible; Hermetic magic can- True Lineages, a character would need to mals from mundane livestock. Whether
not permanently affect a target’s essential experiment with spells that resemble this is true, or just another tall tale from
nature, and the spell must be continually this effect, succeed with the experimen- the Orient, depends upon your saga.

133
Hermetic Projects
mundane offspring will inherit some type This hollowed-out cow horn, placed spring. For fish, the maga should remove
of magical trait. If both sire and dam are against an animal, will indicate to the the offspring from the birthing pool im-
magical animals, the offspring will also be holder if the targeted animal is pregnant. mediately, for nothing is as appetizing to
magical, but if only one parent possess a The intent is for the animal handler to use a hungry fish as its own young. For birds,
Magic Might, it is exceptionally rare for this on a female after mating to see if con- the offspring should stay with the par-
the offspring to be a magical creature. ception occurred. ents, who feed it and zealously defend it
Because Hermetic magic is ineffectual in (Base 4, +1 Touch; +5 frequency, +15 if it is approached. Magical insects gener-
permanently changing the essential na- Penetration) ally disregard their young, who are born
ture of a beast, a magus’ spells have little Required Lab Total: 1 season (50), 2 with the skills and instincts to survive.
effect in this process. But that shouldn’t seasons (38), 3 seasons (34), 4 seasons (32) For hoofed and clawed beasts, the young
stop a magus interested in breeding magi- should stay with the mother for at least
cal creatures from trying. Possible solu- a year, but the male should be separated
tions include feeding a mundane female from the young.
vis during her pregnancy, penning the Birthing and Weaning Birthing is generally not hazardous
female in a field with a powerful magical for a helping handler because the moth-
aura, or developing spells that maintain a In Ars Magica Fifth Edition, birthing er becomes exhausted in the process. Of
magical trait or feature in the female dur- a beast follows the same rules as birthing course, this is dependent on the kind of
ing its pregnancy. a child, as detailed in Art & Academe (page creature and its Personality Traits. A birth-
Breeding can be assisted by magi- 62). Essentially, treat the female as if she ing manticore might be even more danger-
cal spells and enchanted devices. Rego had a Medium Wound and make Recov- ous than it usually is.
Animal spells can induce mating, and ery Rolls at regular intervals. For a Size Weaning is the process of remov-
Creo Animal rituals might ensure suc- 0 and smaller beast, make the roll every ing the young from the mother’s care.
cessful mating, although some trial and two hours. For larger beasts, double the Some beasts are removed immediately
error would need to be involved. Intel- interval for every Size category earlier from parental care, but others must be
lego Animal spells can tell if an animal 0. If she recovers, she delivers. A char- weaned. This is one of the more danger-
is capable of mating, or if copulation has acter skilled in Animal Handling can add ous tasks for handlers, as even the most
been successful. her score to the recovery roll. This only docile mother resists being deprived of
applies to live births: hoofed beasts and her young.
clawed beasts. Animals that hatch survive
Horn of Hearing the on a Stamina + Survival + stress die vs.
Cow Laden with Child Ease of Birthing
9. As in live births, a trained handler can
add his Animal Handling score to hatch-
InAn 25 ing young. CrAn 39
Pen: 30, 24/day The type of beast determines what a Pen: 20, Constant effect
R: Touch, D: Mom, T: Ind maga should do with the newborn off- R: Touch, D: Sun, T: Room
Instilled in a small wooden statue,
this effect grants a mammal a +9 Recov-
Magic Might and Maturity ery bonus to delivering its young. It is
usually placed in a stall or pen, and the
Is a magical animal born with its full has a Magic Might of 5. We suggest that animal must spend the entire delivery pe-
Magic Might score, or does it increase other magical animals follow suit. riod in the room to receive the benefits of
during the animal’s youth, reaching its A rough rule of thumb to determine the statue. Created to aid magical beasts,
maximum value when the animal reach- its Might during its early years is to di- who are immune to Warping, it can be
es its maturity? Realms of Power: Magic vide the adult creature’s Magic Might by used on mundane animals, but will inflict
does not answer this question, but does 5. If a creature matures sooner, say after
a Warping point because it is a powerful
state that it takes many magical animals 3 years, divide its adult Might by 3 to
mystical effect.
five years to reach full maturity, at which determine its Might at birth and in its ju-
point they should have all their required venile stage. Your storyguide is the final (Base 4, + 1 Touch, +2 Sun, +2 Room;
Ability scores. The griffins described in arbiter. A magus interested in taming a +1 frequency (2 uses per day), +3 environ-
Legends of Hermes do gain in Might as magical animal will find it easier to train mental trigger, +10 Penetration)
they grow in years; a mature male has a youngling than an adult specimen, Required Lab Total: 1 season (78), 2
a Magic Might of 30, while a hatchling which makes a certain amount of sense. seasons (59), 3 seasons (52), 4 seasons (49)

134
Hermetic Projects
Taming and Training
Powers as Tricks
It is much easier to deal with a tamed
beast than a wild one, and easier still with Commanding a magical creature to than costly Powers. The Ease Factor is
perform one of its Powers is exactly like three, plus three times the point cost of
a trained animal. A magus who seriously
commanding a tame animal to perform the Power.
contemplates creating a menagerie will
a trick, as described in Realms of Power:
probably take the time to tame the lead an- Magic (page 82). The character issuing Ease Factor:
imals. Taming and training magical animals the command makes the following roll: 3 + (3 x Power’s Cost)
is covered in detail in Realms of Power: Magic
Command Beast: In the wild, a magical beast totally
(pages 81–82); these rules are repeated depletes its Might Pool only in the
here for ease of play. Once captured, tam- Presence + Animal Handling
(or Ride or Magic Lore) + stress die most dire situations. Saving its life is
ing a beast is usually a matter of time. It is one example. Because of this tendency
vs. Ease Factor
a laboratory activity, in which the magus to reserve Might, each magical crea-
generates a Lab Total based on his Rego The Ease Factor depends on the cost ture has a threshold of its Might Pool
plus appropriate Form and compares it to of the Power. Creatures naturally con- that it resists being commanded to
the beast’s Magic Might score. The Lab To- serve their energy, using it only when perform. This threshold number is the
tal must be greater than the animal’s Might, necessary. For example, a deer only runs absolute value of the beast’s Cunning
and excess points accumulate. Once the when threatened, and a lion only runs Characteristic. Commanding a beast
accumulated points equal or exceed the when hunting or attacking. Since Pow- to perform a power when its Might
ers cost Might Points, it stands to reason Pool is below this threshold doubles
creature’s Might, the beast is tamed.
that cheaper Powers tax the animal less the Ease Factor.
Magus Taming Points
Accumulated each Season:
Re(Form) Lab Total – Creature’s Might Only magical creatures with Cunning herders. By her own efforts, a maga will
can be tamed and trained. Intelligent crea- only be able to manage a small number of
Magical and mundane trainers can tures are too smart to be bound so, and magical beasts, depending on the amount
also tame beasts. A magical trainer is a so a character must create another type of time she wishes to invest and the type
character with the Minor Supernatu- of relationship with an Intelligent beast of beast(s) in her menagerie. If she has
ral Virtue: Master of (Form) Creatures if he wants to include it in his menagerie. larger aspirations, she needs help.
(Realms of Power: Magic, page 46) and a Keeping an intelligent beast in a menag- Each aspect of a menagerie needs
Might score. erie is not universally praised, though, and someone to oversee it, supported by
some magi even liken it to keeping slaves enough people to adequately complete
Magical Trainer Taming Points or prisoners. the job. Consider that a medieval work-
Accumulated each Season: Taming is not essential in breeding er’s scope is rather narrow, and manag-
Might + Animal Handling beasts, and the proprietor of a magical me- ing livestock is a specialized field. Rarely
– Creature’s Might nagerie could certainly succeed without will one man know how to manage every
training a single individual. It all depends sort of animal. Most will specialize in
If the magical trainer’s Form is the on how he wants to profit from his stock. the care necessary for a single breed. A
same as the Form the beast is connected If he wants to offer domesticated magical small menagerie could have a person in
to, double the trainer’s Might for the ear- creatures to fellow magi, he might want to charge of the grounds, another oversee-
lier calculation. A magical trainer with- train it to do a few tricks. If he is merely ing the hunt, a third in charge of feed-
out a Might score substitutes his Magic basking in the glow of having these crea- ing, and a fourth in charge of breeding.
Lore Ability score for his Might score. tures live captive in a zoo, or breeding Much depends on the creatures involved.
A mundane trainer must rely upon his them for vis, simply containing and man- One man might be able to take care of a
Intelligence rather than his non-existent aging them will suffice. dozen magical dogs of different breeds,
Might score or his knowledge of the but perhaps only if all the dogs are hunt-
Magic realm. ing dogs and require the same diet and
Staffing a Menagerie type of boarding. This same man might
Mundane Trainer Taming Points be at a loss when managing a lapdog.
Accumulated each Season: The list of necessary helpers is ex- The larger the facility, the more diverse
Int + Animal Handling tensive for mantaining a menagerie, and breeds involved, the larger the number
– Creature’s Might includes beaters, feeders, handlers, and of people needed to care for it all. Spe-

135
Hermetic Projects
and often dangerous, activities involved
Integrating Lords of Men in tracking, capturing, and transporting
wild creatures.
Lords of Men lists the capacity, main- For magical animals besides dogs, It is difficult to estimate how many
tenance cost, and staff size for kennels, horses, and raptors, you can also make
animals a single character can manage.
stables, and mews in the “Running an adjustments for the tables provided in
Much of it depends upon the Size of the
Establishment” section (pages 58–61). Lords of Men to roughly determine the
beast and its temperament. A single grog
While these tables are aimed at mundane size of staff for the number of animals.
could oversee a herd of 25 magical goats
beasts, they can also be used for magical For small herbivores, double the ca-
beasts. As a rough rule of thumb, reduce pacity listed for kennels. Continue in- without too much trouble, depending on
the capacity by 10 percent (rounded creasing the capacity for even smaller the goats’ exact powers, but an aggressive
up), and increase the maintenance cost animals, remembering that herbivores magical male elephant might require three
by 10 percent for any kennel, stable, or are easier to care for than carnivores. or four men. Historically in the 13th cen-
mews that houses magical dogs, horses, For horse-sized carnivores, halve the tury, a family of four Mongols could man-
or raptors. If the beasts in question are capacity listed for stables, and for those age 30 mares and 3 stallions. Rather than
especially magical, with a high Might bigger than horses, further reduce the Leadership, you should use a character’s
and several powers, further reduce the capacity as you see fit. For an aquarium, Animal Handling score to determine how
capacity and increase the maintenance double the capacity used in the mews many beasts he can effectively manage. A
cost as you see fit. For example, a horse table. Make further adjustments on the simple guideline is that an animal handler
that can breathe fire will require more mews table for herbivores (double ca- can manage 10 domesticated herbivores
care than a horse that can run over wa- pacity) and the creatures’ Size (larger for every point the character has in Ani-
ter. The exact percentage adjustments than raptors, decrease capacity; smaller mal Handling. Divide this number by half
are up to you. than raptors, increase capacity). if the animals are carnivores, and divide
again by five if the animals are wild. This
rough rule of thumb will need to be ad-
cialized training is also a factor. It doesn’t est floor. Breeding and birthing magical judicated by the storyguide on a case-by-
require much skill to move manure or creatures in captivity requires great skill, case basis.
stand in a driving line, beating the for- as do many of the more complicated, Perhaps the most valuable Virtue for a

An Animal-Keeper’s Library
Animal Handling is the preeminent plies these principles to cows, sheep, Georgicon, written by Virgil around 19
Ability for a character who hopes to raise goats, or swine. Consequently, those B.C., is a widely distributed tractatus
animals. Several ancient authors have breeds have shrunk and become homo- of Quality 9.
written books about the subject, starting geneous. Cows, sheep, goats, and pigs Naturalia Historiae is a massive encyclope-
with the Philosopher himself, Aristotle. exist in uniform populations with little dia written by Pliny in 77 A.D. Sec-
Many of the texts focus on breeding variation, depending upon location. The tions of Book Eight can be read as a
and maintaining horses, with only a few average height of a 13th-century cow is tractatus, Quality 7.
commenting on other livestock. In either approximately 110 cm at its withers (ap- Hippiatrica is a veterinary treatise that
case, the knowledge is broad enough to proximately three and a half feet). Se- was written by Hierocles in the mid-
cover other quadrupeds. The texts that lective breeding wasn’t applied to other 10th century. The complete book
are most readily available in the 13th livestock until the 14th century. This is unavailable, but sections survive
century are listed first, followed by those doesn’t mean that your covenant cannot which can be read as a tractatus,
harder to acquire. Animal Handling is apply these methods to other animals; Quality 6.
the subject of every text. being slightly anachronistic and ahead Opus Agriculturae is a popular work, writ-
Historically, such information was of the historical curve is all well and ten by Palladius around 350 A.D.,
only used in regard to animals owned good for magi. and is a tractatus, Quality 7.
by the privileged: horses and dogs. The Rei Rusticae, written by Columella around
selective breeding and maintenance Historia Animalium was written by Aristotle 53 A.D., is a tractatus, Quality 6.
programs that the Romans applied to and translated into Latin by Michael Res Rusticae was written by the Roman
other livestock ended when the empire Scot around 1217. It is a tractatus Varro, and is the basis for Columella’s
fell. In the 13th century, no one ap- Quality 10. work. It is a tractatus, Quality 6.

136
Hermetic Projects
companion or grog-level animal handler
is the Minor Supernatural Virtue: Master
of (Form) Creature (Realms of Power: Magic,
page 46), because it allows this charac-
ter to efficiently train magical beasts.
Remember that the Virtue is limited to
one of the ten Forms, and a character
with Master of Terram Creatures cannot
train a creature aligned with Ignem, for
example. This Virtue may be selected
several times for a character, so it is pos-
sible to create a companion-level char-
acter who can train beasts aligned with
every Form (ten selections of this Virtue).
While such a character may be invaluable
in the training yard, he could be next to
useless anywhere else. A storyguide could
stipulate that such a character must be a
player character and not bought as an
NPC specialist.
As characters with vocations, a me-
nagerie’s staff needs to spend half of the erie for a season or more, he needs to be conditions, and other perks. Training and
year working, with the other half open for replaced. During this off-time, many staff teaching are effective ways to increase
training, teaching, adventures, and other members develop their vocational skills, the skills of younger staff members, and
departures. Since maintaining a menag- either through training or teaching, and study is advantageous for older, more ex-
erie is a daily affair, this is an abstraction. magi often make this a rewarding propo- perienced crew.
If a character actually leaves the menag- sition with wage increases, better living

An Animal-Keeper’s Library (cont’d)


All of these books are in Latin. His- a book for retained knowledge — al- since every beast described is a Beast of
toria Animalium and Hippiatrica were origi- lowing it to act as a Source Quality for Virtue rather than a mundane specimen.
nally written in Greek, and if a character advancement — a character must be
can find a Greek copy, the Quality in- able to read (Artes Liberales 1) and be Roman de Renart is a popular cycle of po-
creases by 1. fluent in the language in which it was ems written in the French vernacular
written (Latin 4). In the overall scheme by several anonymous authors. The
The Kitab al-Hayawan (The Book of Ani- of things, it would make sense for a ma- poems recount the adventures of Ren-
mals) is an Arabic translation of three gus or scribe to translate these texts into art the Fox and include a cavalcade
of Aristotle’s works: Historia Animalium, the staff’s vernacular language, remov- of characters: King Noble the lion,
De Partibus Animalium, and De Genera- ing the obstacle of knowing Latin. Rules his wife Queen Fiere, Tibert the cat,
tione Animalium. Like the Latin trans- for translating texts can be found in Art Bernart the Donkey, and Renart’s ever-
lation mentioned earlier, each of the & Academe (page 87). popular foil Isengrin the wolf. The
three parts can be read as a tractatus Bestiaries are extremely popular, and tales describe several moralistic and
of Quality 10. In 1220, copies of this any good library will have a lion’s share of clever episodes, highlighting the par-
text are only available in the Levant them. Unlike the previous texts, bestiaries ticular character’s personality and hab-
and parts of Spain. do not instruct in the care and manage- its, and can be read as a tractatus on
ment of beasts, but rather describe their Magic Lore, Quality 4. Versions exist
A magus may find this collection fantastic nature, magical sympathies, in German, Reinhart Fuchs, and Italian,
more useful to his staff than himself, and theological correspondences. At the Rainardo e Lisengrino, but it has not been
and may require grooms and animal storyguide’s discretion, a good bestiary translated into English in 1220. No
handlers to read certain books. To read could serve as a tractatus on Magic Lore, Latin copies of the poem exist.

137
Hermetic Projects
it is more likely that a magus will want
Story Seed: An Illicit Love Affair to purchase an individual beast, rather
than mimic the entire operation. Visits
One of the grog handlers of the meeting her lover, is devoured by the are rarely single-day events, and a ma-
menagerie has been making secret, lion. Her paramour discovers the grisly
gus with a menagerie might want to have
nocturnal visits to the daughter of a remains and panics. Perhaps he flees in
rooms and suites available for those who
nearby village mayor. He has already the night, leaving the dead woman as
anticipate a week-long visit.
been warned to leave the woman alone, a mystery for the magi to solve. Per-
Since the majority of magi will view a
but neither he nor she has abided the haps he frees the lion, later claiming
father’s commands. Lately, he has been that the beast prowled the village and menagerie as a notable venture, the owner
telling the woman to sneak into the returned with the woman already dead. should gain a good Reputation for his ef-
menagerie at night, where they meet in Or, consumed by grief, the grog at- forts. The owner gains experience points
the unoccupied lion’s garden. One day, tacks the lion and is also slain. In the that build toward this Reputation. The
the grog in charge of putting the lion morning, the magi find a dead animal storyguide will fine-tune the amount of
in its cage at night forgets and leaves handler, a partially eaten woman, and experience points gained for specific ac-
the beast in the garden. The woman an angry mayor and his thugs beating tivities to match this saga. Some sugges-
climbs over the wall but, instead of on the front gate. tions are: 1 experience point for every 10
visitors; 1 experience point per magnitude
of captured animal’s Might; 1 experience
point for every year that the menagerie
Story Seed: Never the Twain Should Meet continues past the first; or 1 experience
point per animal sold to another magus. As
Two elder magi admire a maga’s me- so many Wizard’s Wars, often not do- the owner’s Reputation grows, more social
nagerie and want to visit. Both are polit- ing anything besides declaring, that the events could take place at the menagerie.
ically powerful enough to suggest when maga is not even sure if one is currently If it is attached to a covenant, it could be-
they will come and, unfortunately, both underway. Regardless, the maga must
come the new site of tribunal meetings.
select the same week to visit. The prob- somehow decline one invitation, which
Newly gauntleted magi might petition for
lem is that the magi hate each other, and will surely lead to resentment and repri-
membership, and elder magi might ask if
have a history of declaring Wizard’s War sal, or manage to host both magi and
they can retire at the covenant. Indeed,
against each other. They have declared somehow keep them apart.
an exceptional menagerie could result in a
never-ending stream of visitors.
Once a maga starts successfully breed-

Hermetic a formal reprimand for the owner of the


menagerie.
ing magical animals and offering them for
sale, the demand for her creations could

Relations grow exponentially. Small animals that


perform one or two useful tricks might be

Once operational, a menagerie draws


Interactions in higher demand than larger, more pow-
erful animals. If the demand grows greater
visitors and a stud farm requires buyers. Like most people in the 13th cen- than the supply, a waiting list will form.
While mundane guests might occasion- tury, most magi view beasts as inferior While this might ensure future profits, it
ally partake of these services, the major- creatures, and are not opposed to seeing will certainly lead to politicking, favorit-
ity of clients will be other magi and their captured animals. Viewing a caged lion ism, and bribes, as magi further down the
associates. Because these are grand un- thrills rather than repels, watching an queue try to jump ahead.
dertakings, requiring the efforts of many Eagle of Virtue hunt provides a delightful
people, it is difficult to keep a large me- afternoon, and observing a blindfolded
nagerie secret, and curious admirers are basilisk prowling around its pen fills a Reactions
almost guaranteed. Many will want to watcher with spine-chilling glee. Many
see the curiosities displayed and several of the magi of the tribunal in which the Not every magus is going to con-
may wish to purchase magical beasts for menagerie resides will want to visit, view- gratulate a menagerie’s owner. Driven by
themselves. But negative responses will ing the displayed beasts and chatting jealousy, revenge, ill-temper, past slights,
mix with the positive, and some might with the owner about the creatures’ magi- or other resentments, some magi may de-
clamor for the release of captured beasts, cal natures and proclivities. A small few spise the menagerie and its owner. The
the cessation of the operation, or even may want a menagerie of their own, but degree to which such a magus acts against

138
Hermetic Projects
the menagerie varies. A magus mindful of construct a story that revolves around the great affront at the sale of magical
his Hermetic Oath will do nothing more maga leading her herd of magical animals animals for familiars, saying that it
than slander the owner, unless he is will- in a desperate escape from a more power- perverts the emotional bond between
ing to declare Wizard’s War. Legally, a ful Hermetic aggressor. magus and beast, decreasing the beast’s
magical menagerie should be considered It is true that magi are individuals, and honor and heightening the magus’
the property of the owner and protected their behavior is not determined by their weak character for refusing to find his
by the Code of Hermes. Tampering with House. With that in mind, here are some familiar in the wild.
a menagerie is a crime. However, magical suggestions on how some magi might • A trio of Flambeau hunters sees the
menageries are likely a new idea in most react, deriving their response from their menagerie as depleting the stock of
tribunals, and few have enough experi- House, rather than their personalities: their favorite quarry, and wants the
ence with them to have legal precedents. animals released immediately. They
While protected, the question is to what • A Tytalus magus considers it a supreme promise to take matters into their own
degree. Is stealing a magical chicken as le- challenge to create a persona so con- hands if their demand is not granted.
gally wrong as stealing a maga’s chicken vincing that he can freely mix with the • A confraternity of Verditius magi
familiar? Probably not. The punishment menagerie staff, and ultimately fool claims that the sale of a certain beast
could be no more severe than a slap on the magical beasts themselves. Taming that mimics the enchantment of their
the wrist. and training a magical beast under the preferred magical devices is threaten-
For those willing to illegally interfere, very nose of its owner is his goal. ing their livelihood, and promise to
there are many ways to wreak ruin on a • A powerful Merinita archmagus takes take the claim to the next tribunal if
menagerie, and every step that the owner
undertook to construct a menagerie can
be undermined. Barns can be burned,
livestock let loose, feed fouled, and pets
Shape & Material Bonuses
poisoned. An enemy does not have to act of Magical Creatures
personally; staff can be bribed to do great
Another reason a magus might want Hippogriff liver +6 flying,
damage without the magus ever setting
to breed magical beasts is the Shape +5 freedom from
foot in the menagerie. Considering the & Material Bonuses their parts lend restraints
time and stories necessary to construct a to laboratory activities. Because these Hydra teeth +8 regeneration,
menagerie, the storyguide is almost guar- beasts are rare, the bonus provided is +6 Creo spells
anteed that some magus somewhere feels quite high. While stocking and breed-
Leucrota tongue +6 mimic
slighted or threatened by the menagerie, ing a rare beast makes it more common
human voices
and his revenge could be the source of (for the right buyer), it does not dimin-
many stories. ish the high bonus. Most of the listed Manticore teeth +5 swiftness,
creatures are legendary beasts. Shape & +4 ferocity
A magus who wishes to remain within
the law can always declare Wizard’s War Material Bonuses for Animals of Virtue Myrmecoleon +6 deprivation
can be derived by using the suggestions exoskeleton and starvation
against the menagerie’s owner. His intent
found in Realms of Power: Magic (pages Panther of +6 song and
could be to destroy the menagerie, in-
66–68). Virtue’s hide melodious sounds
stead of killing the owner. If the maga is
weak and unable to stand against the at- Pelican of +8 healing and
Shape/Form Bonus
tacking magus, she will be hard-pressed to Virtue’s beak nurturing
Basilisk eye +8 kill at a distance
protect her menagerie. In a Wizard’s War, Phoenix ashes +11 rejuvenation
her property is a fair target. She could Catoblepas +7 kill or harm and regeneration
ask for help. Will other magi be willing esophagus humans Remora of +7 slow or halt a
to step in and assist her, willingly placing Chimera tongue +8 create fire Virtue’s fins moving object
themselves between the menagerie and a Dragon eye +8 protection Salamander of +8 extinguish fire
legal attacker? Attacking the attacker is a against ghosts Virtue’s skin
breach of an ally’s Oath of Hermes. How Dragon heart +7 Intellego magic Siberian six-legged +6 speed, quickness
does an ally manage helping the maga antelope hoof
Dragon teeth +6 invisibility
and not break his Oath? Perhaps the Unicorn horn +11 fertility,
maga decides to go into hiding for the Griffin feather +6 flying,
+10 detect poison,
length of the Wizard’s War and take her +5 strength
+8 healing
menagerie with her. A storyguide could

139
Hermetic Projects
Producing Offspring
Breeding is a seasonal activity that
involves both the act of the male cover-
ing the female, and the fertilization that
leads to successfully producing offspring.
As mentioned, animals in captivity are
reluctant to breed, so breeders take great
pains to assist their captured beasts. If a
male and a female are put together in the
same pen, the player may make a Breed-
ing Roll to see if they produce offspring.
This Breeding Roll is modified by several
conditions.

Breeding Roll:
stress die + modifiers vs. 9

If the Breeding Roll is successful, the


animals produce offspring. If the roll
fails, they do not, and if the roll botches,
something bad happens. Either one or
the other escapes (one botch), is actually
sterile (two botches), is harmed during
mating (three botches), or worse. The
offspring must still survive birth, as de-
the owner does not stop breeding and the captive beasts. Acting on principle, tailed in the Birthing & Weaning section,
selling the beasts. While there is no they continue the conflict well after earlier. The number of offspring should
legal precedent for their claim, they the initial livestock is freed, doing their be appropriate for the type of beast, with
persist. As they prepare for tribunal, best to prevent the owner from rebuild- equal chance that any individual offspring
they attack caravans transporting sold ing his menagerie. An added complica- is male or female — roll a simple die for
animals to their new owners. tion would be if the beast actually is a each, with evens being male and odds be-
• The prima of House Mercere demands Great Beast. Are the Bjornaer magi in ing female.
that the menagerie owner breed and the right in freeing the beast?
sell magical horses that can walk on Condition Modifier
water, saying that the horses would Adequate diet +1
be ideal for many of her House’s red- Aggressive – Ferocity
caps. Unfortunately, the menagerie is
comprised of magical birds, and re- Optional Rules Agreeable
Personality Trait
+1
tooling it for horses would be a vast
undertaking, even if the owner knew
where such horses could be found. Yet
for Breeding environment
Appropriate +1 per 2 magni-
Hermetic spell tudes of effect
the weight of the prima’s requests is The success of any breeding strategy
staggering, and refusing it could lead should be decided by the storyguide, with Carnivore –1
to political consequences. troupe input, and the sorts of stories that Competent +1/5 lead handler’s
• The Bjornaer magi of Clan Ilfetu worry the group will enjoy in the future. Roll- handler Animal Handling
that one or more of the captured beasts ing dice takes a certain narrative emphasis (rounded up)
in the menagerie is a descendent of an away from the situation, but there may be Enlightened +1/5 lead handler’s
ancestor spirit. Rather than investigate, times when the troupe would rather del- handler Magic Lore
and deal with the ambiguity that could egate the outcome to luck rather than the (rounded up)
lead to, they make midnight sorties into storyguide. These rules are provided for Herbivore +1
the menagerie in heartbeast form to free such situations.

140
Hermetic Projects
Inadequate diet –2
(crossbreeding). The outcome depends 1-3 Offspring is weak (Stamina
Magical Creature – Magic Might on what breeding strategy the menagerie reduced by –1)
(in magnitudes) owner used. 4-12 Offspring resembles parent
Only beast of its –3 If breeding within the same breed, 13-15 Offspring is exceptionally hardy
kind besides mate breeding for the best will usually result (Stamina increased +1)
Similar animals +1 in an offspring identical to the parents. 16-17 Minor Supernatural Virtue or
in proximity However, there is a chance that the in- Magical Quality gained
Tamed animal +3 herited trait of the parent will become 18+ Major Supernatural Virtue or
more dominant in the offspring. Roll a Magical Quality gained
Unsatisfactory –2
environment stress die and consult the following chart.
Ignore the addition of Supernatural Vir- At the storyguide’s discretion, an-
tues and Flaws if the beasts in question other physical Characteristic can replace
are not magical. Stamina in the preceding chart. If an
Inherited Traits animal is known for speed, for example,
of Offspring Roll Breeding for Best Result a storyguide can replace Stamina with
Botch Major Supernatural Flaw or Quickness for the weak and exception-
Besides merely producing more Magical Inferiority gained ally hardy results.
beasts, breeding can breed for the best 0 Minor Supernatural Flaw or A breeder can also use the hidden vir-
(selective breeding) or breed for the beast Magical Inferiority gained tues, sympathies, and affinities of various

Story Seed: Enchanting a Live Egg


Rather than gamble on the whimsical the shell longer; for example, a crocodile determined while instilling the effect.
process of breeding for the best, a ma- hatches in 90 days (1 season). Since the For example, if the instilled effect has a
gus might want to instill magical effects magus wants to enchant the baby, not frequency of 1 use per day, and the beast
into an unborn magical creature while the egg, he must make tiny incisions pe- has a Magic Might of 10, the power costs
still in its egg. Success would mean that riodically throughout the process, using 10 points of Might to activate. If the in-
the creature will have additional powers Muto and Rego Animal spells to briefly stilled effect has a frequency of 3 uses
beyond those native to its kind. Magi open the egg during certain procedures. per day, it would cost the same animal 4
cannot instill powers in living magical Lastly, the Material and Size tables need points of Might to use (10 divided by 3,
mammals because they need to touch to be consulted. The closest appropriate rounded up).
and manipulate the fetus during the Material match is bone (3 base points)
season, which will usually terminate it of Size: tiny (modifier x1), meaning that
or its mother. Eggs and their living oc- only effects of level 30 or lower may be The Lens of Avian Inspection
cupants could be manipulated, however, instilled.
without fear of destroying the subject. If the maga has the capacity to per- InIm 23
Such an operation would be a Minor form the necessary spells during the en- Pen: 30, Constant effect
Breakthrough, using the rules found in chantment, and has a high enough Lab R: Touch, D: Sun, T: Ind
Houses of Hermes: True Lineages. Total to instill the effect within the lim- Instilled in a clear glass lens (+5
Once the breakthrough is achieved, ited duration of incubation, she should Shape & Material Bonus), this effect lets
the complicated process has several pre- succeed. The storyguide should roll on a viewer see through an egg’s shell and
liminary steps. First, the maga must sense the Experimentation: Extraordinary Re- view its interior. Using the same prin-
the unborn creature before her magic can sults chart (ArM5, page 109) because of ciple as the spell Prying Eyes, the lens
affect it. Intellego Animal spells allow this unorthodox procedure. If the magus allows the viewer to inspect the develop-
sight through the shell. Secondly, the augmented his Lab Total by experiment- ing chick inside the egg. The lens must
length of time spent enchanting must co- ing, two rolls are warranted. If everything touch both the egg and the viewer at the
incide with the length of incubation for worked, the hatchling has an additional same time.
the creature being instilled. A raven’s egg power over and above those commonly (Effect: Base 1, +1 Touch, +2 Sun;
hatches in just under four weeks, which inherited, granting the creature a free +1 frequency, +3 environmental trigger,
means a severe penalty to the maga’s Lab Magical Quality. Determine the Might +15 Penetration)
Total if she wishes to instill an effect in Point cost of the power by dividing the Required Lab Total: 1 season (46), 2
1/3 the standard time. Reptiles remain in creature’s Magic Might by the frequency seasons (35), 3 seasons (31), 4 seasons (29)

141
Hermetic Projects
substances to influence the outcome of If breeding for the beast, in hopes of 14 Offspring resembles male parent
breeding. Use the rules for ligatures found creating a new line, roll a stress die on the and has one Minor Virtue or
in Art & Academe (page 68). If the breeder is following chart, applying the same condi- Quality of the female parent
breeding supernatural animals, the player tional modifiers to the die as when breed- 15+ Offspring resembles male parent
may substitute an appropriate Lore Abil- ing for the best. The possibility of two dif- and has one Major Virtue or
ity for the Academic Ability. A successful ferent kinds of animals breeding is up to Quality of the female parent
ligature must be applied to the creature for the troupe and, ultimately, the storyguide.
the entire period of gestation to affect the No die roll will force the storyguide to de-
creature’s offspring. cide that one kind of animal can success-
The stress die roll to determine the fully breed with another kind.
offspring is modified by the following
conditions, which usually pertain to the Roll Breeding for Beast Result
mother during gestation. Botch Offspring dies days after birth
0 Offspring is weaker than male
Condition Modifier parent (reduce Stamina or
Adequate diet +1 increase the cost of one power)
Agreeable environment +1 1-12 Offspring resembles male parent
Appropriate Hermetic spell +1/magnitude 13 Offspring resembles female
Inadequate diet –2 parent (if female, this beast will
Ligature +1 to +3 provide a +3 bonus to future
Unsatisfactory environment –2 crossbreeding rolls)

142

You might also like