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Anima 1

Detect Conspicuous Life

Detect Health
Detect Life

Conspicuous absences of life, such as barrens unhallowed by a demon's presence, may also be detected, though the mage must be
specifically searching for such unless they are exceedingly pronounced.
Discerns states of health and well-being, such as knowing what Health Level a subject is currently at.
The wizard can detect the presence of life and living beings of an earthly nature, even if they possess supernatural characteristics, such as a
werewolf or a Hermetic consor.

Anima 2
Change Lesser Life

The mage is capable of altering lesser life patterns, such as those found in flore, fungi, insects, invertebrates and the like. He may chang
such patterns as he pleases, so long as he does not elevate them to higher states.

Harm Lesser Beasts

The mage may harm lesser beasts. He may inflict up to two Health levels of bashing damage or one lethal per success.

Harm Self I

The mage may freely harm himself. He may inflict up to two Health levels of bashing damage or one lethal per success.

Heal Lesser Beasts

The mage may heal lesser beasts. He may heal up to two Health levels of bashing damage or one lethal per success.

Heal Self I

The mage may freely heal himself. He may heal up to two Health levels of bashing damage or one lethal per success.

Interact With Lesser Life

The mage is capable of altering lesser life patterns, such as those found in flore, fungi, insects, invertebrates and the like. He may, to a
limited degree, interact with the pattern with which he is most familiar, his own.

Mend Lesser Life

The mage is capable of altering lesser life patterns, such as those found in flore, fungi, insects, invertebrates and the like. He may heal up to
two Health levels of bashing damage or one lethal per success.

Ruin Lesser Life

The mage is capable of altering lesser life patterns, such as those found in flore, fungi, insects, invertebrates and the like. He may inflict up
to two Health levels of bashing damage or one lethal per success.

Anima 3
Change The Way
Harm Other I

He can alter the paramteres of higher (nonhuman) life and those of his own living pattern. He can freely create alterations that move
between higher and lower patterns, augment or stunt physical capabilities and bend the shape of such patterns to his liking, such as adding a
dot of Strength, Dexterity, Stamina or Appearance per success.
He may harm people with magic alone. He may inflict up to two Health levels of bashing damage or one lethal per success.

Heal Other I

He may heal people with magic alone. He may heal up to two Health levels of bashing damage or one lethal per success.

Vicissitudo I

The mage may add or remove a dot of Strength, Dexterity, Stamina or Appearance per success. To maintain this change on himself he must
spend 1 Quintessence point per dot per day.

Change Non-Sentient Life

He may made permanent changes to non-sentinent life, changes that will carry over to any offspring, though these effects may not enter the
realm of the blatantly magical (a roe is possible, whereas a gorgon not).

Anima 4

Harm Other II

He may harm people with magic alone. He may inflict one Health level of aggravated damage per success.

Harm Self II

The mage may freely harm himself. He may inflict one Health level of aggravated damage per success.

Heal Other II

He may heal people with magic alone. He may heal one Health level of aggravated damage per success.

Heal Self II
Vicissitudo II

The mage may freely heal himself. He may heal one Health level of aggravated damage per success.
He may manipulate the forms of fantastic creatures, provided they possess fleshly bodies.
The mage may add or remove a dot of Strength, Dexterity, Stamina or Appearance per success. To maintain this change on himself he must
spend 1 Quintessence point per dot per month. He may use Vicissitudo I on other people.

Anima 5
Conjure Plague

He may conjure a plague over a wide area.

Control Beasts

He can control the actions of all manner of dumb beasts by exerting influence over their bodily humors

Create Body
Create Life
Eradicate Pleague
Vicissitudo III

He can fabricate a human or any other terrestrial body out of magic, but it is an inanimate husk, unless inhabited by a spirit of some sort.
He may create life out of nothingness.
He may eradicate a plague over a wide area.
The alterations she makes to living beings may he truly fantastic, so long as they have a basis in Nature (such as using the regenerative
capabilities of the earthworm to make a hydra grow its heads hack when they are severed).

Corona 1
Detect Minds

The mage is able to perceive thought and intellection. All thinking minds, whether sentient or feral, are known to him (provided they are not
concealed by stronger magics)

Ward Mind

He can hone his own consciousness by analyzing it and acting upon what he sees (thereby creating, for example, a simple mind ward that
adds dice to Willpower rolls to resist intrusion or allowing for one parallel thought process per success, up to a limit of the mages Wits

Corona 2
Aura Reading
Empathic Bond
Empathic Contact
Impress Other
Little Lie
Make Friendship With

He can perceive the spiritual auras of other beings, reading their emotions as he might read a book.
This concoction compels the speaker to lie, no matter how much he wishes not to. Made with crushed rosemary, stagnant water and boiled
with rosehip wine, the result is indistinguishable from any mild red wine until the drinker is questioned.
This concoction compels the speaker to speak only the direct truth. Made with crushed rosemary, brook water and boiled with rosehip
wine, the result is indistinguishable from any mild red wine until the drinker is questioned.
He can forge bonds between minds, allowing one party to know the feelings and general state of another over vast distances.
He can speak with emotion alone and appeal to directly to the thoughts of his desired subject (by impressing a psychic imperative, such as
obedience, fear or joy, that influences the subjects actions).
Mages of the Order of Hermes use a simple spell to impress notions of friendship or respect in another (notions that must be enforced
through the wizard's actions in order to take root) .
Convince the listeners, every 2 successes add to Subterfuge die pools.
Wins the trust and allegiance of a normal beast.

Corona 3
Big Lie
Create False Emotions
Make Friendship
Mental Communication

Temporary convinces another of even an idea completely antithetical to her own beliefs, giving the mage plus one die to Subterfuge pools
per success.
Emotions can he created, though those inimical to the subject are likely to be pushed aside quickly.
Simply batters down a subject's resistance and forges artificial bonds of this nature.
He may communicate telepathically with his subject and speech is no longer fettered by the crude barriers of language.

Read Mind

Thoughts and memories may he explored, tampered with or even severed from a subjects conscious mind (though they continue to exist in
the subconscious).

Revoking The Gift Of Adam

Speech is what distinguishes men from beasts. Other than the grace of the Creator, it is only the power found in words that gives humanity
the means to subjugate the base life of the Earth. All of the learning in the world is contained within language. Well does the Order of
Hermes, stewards over the knowledge of the West, understand this. Conversely, to take language from a human being to steal from them
Adam's power to name and thereby control everything in the world, is to render that person subhuman. Revoking The Gift Of Adam does
just that, striking at the heart of what makes an individual human and making him incapable of using speech to express himself.
Success in casting this spell renders the chosen subject incapable of vocalizing his thoughts coherently. Somewhere between conceiving of
words to speak and forming those words in the mouth, this spell creates interference for a length of time determined by number of successes
rolled. Every time the subject wishes to voice a single thought ("We to go," rather than, "We need to go to the docks, where my cousin will
give us the books we need," for example), he must succeed in a Willpower roll (difficulty of 6, plus one per success rolled in the casting, up
to a maximum of 10), or else blurt out an incomprehensible garble of sounds. Telepathic contact, however, can still be conducted with the
subject normally.

Speak Languages

Hermetic magi use a simple spell to overcome the fumblings of mundane languages.

Betray The Body

He also discovers the means by which the mind might he made to betray the body, assailing it with confused impulses such that damage to
the physical form ensues (inflicting a Health Level of hashing damage per success).

Corona 4

Convice Other
Enter Astral Umbra

Convinces another of even an idea completely antithetical to her own beliefs. It can be long lasting or even permanent.
The mage learns to tread the aether, casting off the chains of flesh to walk in the Astral Umbra as a being of pure thought.

Make Frienship With Hostile

Wins the trust and allegiance of a normal creature trained to be hostile or a normal enraged creature.
Mind Control

Mental afflictions can he created and cured, and the mage is capable of altering deeply held convictions in another with little more than a
single enchantment (the subject may, however, attempt to resist with Willpower).

Corona 5
Astral Shade
Create Consciousness
Destroy Consciousness
Destroy The Gift Of Adam
Exchange Minds
Mind Control Master

Exist long after physical death as an astral shade, moving from body to body as the mood takes him.
He may create new consciousnesses.
He may destroy existing consciousnesses.
Simply destroys the subject's awareness of language and ability to process it, making telepathic contact as useless as speech. When cast as
an Ongoing spell, this more powerful version of Revoking The Gift Of Adam renders the subject permanently (unless reversed by other
magic) incapable of using, comprehending or even learning language in any way, essentially taking away his ability to interact with
humanity on any level loftier than that available to trained animals.
She can move minds between bodies.
He can amplify his Intelligence or Wits, even to superhuman levels (one dot per success).
Controls utterly the will of another. The mage can selectively manipulate any aspects of the mind that she wishes.

Primus 1

Brazier Of Summoning

Desert nomads often use special braziers to light fires safely in lammable tents. They suspend these brass bowls from finely crafted tripods.
This particular bowl, however, differs in that it is ornately carved with leering, twisted faces that seem to laugh and jeer at whomever is
near. Sanskrit script is carved around the interior of the bowl, spiraling to the center. For the Solomonic mage who can read Sanskrit, the
words spell out magical instructions for summoning certain classes of spirits. The outermost script lists items needed to use the brazier:
charcoal, incense, animal dung, snake oil; the ingredients vary depending on what class spirit one wishes to summon (demon, elemental or
djinn). The inner script lists references from various unknown books and the Kabbalah. To use the item, a mage places charcoal into the
bowl and then lights it. By carefully following the instructions carved on the inside, the mage then sprinkles the incense and oils in the bowl
and says the key listed phrases. He repeats this operation until he succeeds or fails. (The mage rolls his Foundation plus his Primus Pillar in
an extended spell; once he achieves 10 successes, the spell activates. Note that the Brazier of Summoning provides the proper magical
ability; the mage need possess only one dot in the listed pillar.) Once the spell is active, the bowl flares into life, and the desired type of
spirit (which must be a demon, an elemental or a djinn) presents itself. Particular individual spirits cannot be summoned, only a general
spirit from the three classes. It could be malevolent, friendly or neutral the mage takes his chances with what he gets. The brazier merely
summons the being; it does not provide any protections against it. That requires the mage's personal power and knowledge.

Detect Quintessence

The mage is able to sense the flow of mystic energy around him: magics of all kinds, sorcerous creatures and those with the Gift, as well as
anything else that contains excess Quintessence (thus, the energy bound up in a normal pattern, such as a chair or cat, cannot usually he
discerned) and is not expressly concealed and warded against detection.

Quintessential Divining Rod

The mage makes this charm from a fig branch. It takes only a few moment's concentration to attune oneself to the branch and then begin its
use. It points the mage in the general direction of any cray or free Quintessence within a day's walk. If a node cannot be located within a
day's walk, the mage may spend an hour further attuning himseld to the world. At the end of the hour, the mage will be able to sense the
general direction of all crays within one week's walk. This requires the expenditure of one Willpower point.

Primus 2

Downsing Rod

This two-foot long yew rod, stripped of bark, has been polished to a shine by years of use. The end of the rod is split and forms a Y. When
this rod is used, it functions like a normal dowsing rod, tugging or pulling in the direction of water. This particular rod, however, can find
anything. All a mage needs do is hold the split ends of the rod in his hands and concentrate on what he is searching for (spending one
temporary point of Willpower); the rod will guide him to it, as long as it is within the area (200 yard radius) The mage must continue to
concentrate on the object or the rod will deviate, heading toward whatever mental objects may intrude on the mage's concentration.

Gather Quintessence

The mage is capable of altering the flow of magic to some small degree, gathering free Quintessence (that which is not bound up in extant
patterns) above and beyond that allowed by her Fount Background. Each success means one point of Quintessence

Harm Magical Beings

Soak Aggravated Damage
Store Quintessence
Visible Essence
Ward Against Magical Beings

He may infuse a weapon with Quintessence, in order to enable it to harm magical beings, respectively (thus inflicting aggravated damage
and harming fully spiritually beings).
Hermetic wizards often enchant garments or armor to protect against aggravated damage (using the item's normal soak pool and without the
cost of a point of Quintessence).
The mage is capable of altering the flow of magic to some small degree, storing free Quintessence (that which is not bound up in extant
patterns) above and beyond that allowed by her Fount Background. Each success means one point of Quintessence
She can also create purely Quintessential ideal forms visible to those with the appropriate mystic perceptions and which might act on and he
acted upon by mystic phenomena.
He may infuse a garment with Quintessence, in order to enable it to ward against magical beings, respectively (thus defending against
aggravated damage and warding against fully spiritually beings).

Primus 3

Aegis Magicus

Bolster Quintessence
Create Spells
Create Tass

Also called the Great Magical Shield, this rote is a version of Bonisaguss magic that helped bring the Houses of the order together in
peace. It sheathes its wearer in an unseen cloak that warps or cancels the energies of spells directed at him.
This rote requires a normal, simple casting (it cannot be cast hurried or extended), and its duration lasts for half a day, regardless of number
of successes rolled (if cast at sunrire, it lasts until sunset, and vica-cersa). The number of successes on the casting automatically subtract (on
a one-to-one basis) from the successes of any spell directed against the Aegis wearer, thus either reducing or canceling their potencies. One
point of Quintessence must be spent to fuel each such defense, however (regardless of how many successes are drained from an incoming
spell). This can be invested into the spell during casting (the caster spends up to three Quintessence to be later used up by the spell as
needed) or spent as the Aegis blocks spells. Obviously, if this is cast upon a non-mage, that person cannot spend Quintessence to resist
spells; the caster must invest such protective spells with his own Quintessence. If cast upon a mage, regardless of fellowship, that mage
may spend his own Quintessence to fuel the armor. A mage can choose to admit any incoming spell by not spending Quintessence. A nonmage cannot make this choice; the spell automatically blocks any magic (except for spells cast by the Aegis's caster), as long as it still has
invested Quintessence points to spend.

The Hermetic learns to manipulate any source of Quintessence not directly protected against such tampering, such as those bound tip in
living patterns or those of objects, or any Quintessence warded by magic more powerful than the mages own. Such sources may be
bolstered (one point of Quintessence per success), at the mages discretion.
He may create spells of any type may be directly attacked (dispersing successes accrued in the casting on a one-for-one basis).
He may create Tass (by distilling it into liquid or a powder, for example).

Drain Quintessence

The Hermetic learns to manipulate any source of Quintessence not directly protected against such tampering, such as those bound tip in
living patterns or those of objects, or any Quintessence warded by magic more powerful than the mages own. Such sources may be drained
(one point of Quintessence per success), at the mages discretion.

Create Self-Sustaining
Quintessential Pattern

She learns to create self-sustaining Quintessential patterns. Alone, these are unimpressive, but they can he melded with physical patterns to
create self-sustaining systems fueled by magic alone (this allows the creation of ongoing spells, such as talismans, for half the normal cost
in Quintessence and Willpower, rounding tip).

Draw Quintessential Energy

The mage can assail nonliving Quintessential patterns, drawing their energy out and using it as one would any other sorcerous power.
Naturally, the patterns of such forces or materials crumble out of existence (suffering an unsoakable Health Level of aggravated damage per
point of Quintessence drained; note that most objects have only a scant few points invested in them).

Primus 4

Summon A Ghost

Hermetic wizards are virtually without recourse in this matter (remember Bonisagus' prohibitions against acts that defy God's will), though
Primus 5 will allow a magus to wrench a restless soul from whence it dwells to come before him. This process, however, is messy and
unpleasant and almost always results in the immediate enmity of the spirit. (For those keeping track, this is also another way for a Hermetic
mage to summon, say, a demon. And, yes, it is just as painful an experience for fallen angels as it is for the dead.)

The Pact

In game term, gaining a familiar involves purchasing the Familiar Background (Dark Ages: Mage pp. 85-86). However, there is actual
magic involved, even if it's not played out in a story or even cast by the mage himself (many familiars arc provided by mages' Masters or
mentors as gifts upon their graduations) Most often, a spirit is contacted and convinced to join a Pact. It then Materializes (using the Charm
from Dark Ages: Mage, pp. 199-200) into the form in which it will serve. (Spirits without that Charm must he given a body through magical
means, which differ by Fellowship. The most important part, however, is the actual Pact, an ongoing spell that not only makes the
Materialization permanent, but also connects the mage and familiar on a spiritual level.

Primus 5
Create Cray

Cease / Destroy The Flow

Likewise, threads of power might he manipulated, with great care and at great risk, to beget new crays where before there were none (an
extended spell with no roll limit, one roll per day; every 10 successes equals one level of the new cray)
This, the final authority over magic itself, enables the wizard to completely cease or destroy the flow of magical energy that pervades all
things (inflicting a Health Level of aggravated damage per success that may he soaked only with Willpower). It is by means of this process
that the dreaded Gilgul rite is used to forever sunder the Gift in a mage. Permanent enchantments might he dispelled and sites of power torn
apart for the Quintessence they contain.

Vires 1
Candle Trick
Detect Lightning
Detect Sound
Detect Temperature
Detect Water

He can feel how long a candle has been extinguished by its residual warmth.
He can feel out where lightning will strike even as thunderheads gather.
He can extend his hearing and feel how much a sound traveled so far and which exact direction it was coming from. He won't be able to
hear sounds out of his normal hearing range and won't be able to hear sounds that normally would not reach him.
He can feel even the smallest change in tempreature and know exactly how warm or cold it is.
He can feel the running water's speed and it's direction.

Vires 2
Change Temperature I
Glass Of Water
Pebble Stone

He can conjure a candle flame.

He may change temperature of small objects or in a closed room by 1 C per successes scored.
He may increase the force of friction to the point that a wall could be scaled with bands and feet.
He can conjure water to a glass up to 0,2 liter per successes scored.
He creates a little source of light (0,25 yard radius) which sticks to an object and lasts one hour per successes scored - the mage may cancel
it at any time.
He can conjure medium pebble stones, 2 pieces per successes scored.
He can whisper her words directly into the ear of an ally from across a dining hall.

Wizard's Lock

The charm prevents a lock from opening without the presence of the wizards chosen focus. If the focus is unavaible, the lock simply will
not open, not even for the caster. Should a thief try to pick or otherwise desable the lock, she'll find it has been strengthened, though a few
lockpicks may break before this becomes obvious. Most brute force attempts to break the lock will remove the latches long before
damaging the lock. Enchanting the lock requires a small bit of sulfur and the key matching the lock. Should the mage fail to enchant the
lock, it will not be apparent until the first time he tries to lock it, which it will repeatedly fail to do.

Blood Boil

He boils the blood in another's veins inflicting a Health Level of lethal damage or two bashing per success. Spending two Quintessence the
process is faster and lasts for another turn, damaging the target another time.

Chain Lightning

After spending one Quintessence he can project a chain lightning from his fingertips inflicting a Health Level of lethal damage or two
bashing per success; the chain lightning jumps to success amount of targets. (the first target counts one target, so at 5 successes it jumpt to
5 people)

Vires 3

Change Temperature II
Cloak Of Darkness
Cold Blood

He may change temperature by 3 C per successes scored in a large area. He may change the temperature of objects or even change the
temperature of 100 liters of water per successes scored by 2C per sucesses scored.
He may wrap himself up in shadows that hang like a cloak, adding a die per success to Stealth die pools.
He freezes the blood in another's veins inflicting a Health Level of lethal damage or two bashing per success. Spending two Quintessence
the process is faster and lasts for another turn, damaging the target another time.


He may control and manipulate these elements: fire, water, earth, wind, light, shadow, sound, lightning.


He spends one Quintessence and launches a fireball which explodes at contact inflicting a Health Level of lethal damage or two bashing per
success in a 15 yard area.


He can project a firebolt from his fingertips inflicting a Health Level of lethal damage or two bashing per success.


He can defy his own earthbound nature to take to the skies at his walking speed. Spending one Quintessence point makes him able to
manoeuvre better and to fly as fast as a horse. He may even carry other large objects, for example, a greatsword or even a horse.


He may create fog which reduces all perception based pools by 1 die per successes scored.

Game Of Shadows
Ice Spike

He may manipulate the shadows to act like as he wishes.

He can raise ice spikes from under his targets feet in 0,5 yard radius inflicting a Health Level of lethal damage or two bashing per success.
Spending one Quintessence point the radius of the spell increases to 2 yards.
He can project an icebolt from his fingertips inflicting a Health Level of lethal damage or two bashing per success.
He may create a large source of light (up to 5 yard radius) which for spending 1 Quintessence point levitates and lasts for one hour per
successes scored - the mage may cancel it at any time. This source of light does not blind anyone but inflicts 1 Health Level of lethal
damage per turn to supernaturals vulnerable to sunlight.


He creates an aura of an element on himself for a moment and explodes inflicting a Health Level of lethal damage or two bashing per
success (the spell does not deal damage to the caster).


Blasts an area with a tremendous cacophony inflicting a Health Level of lethal damage or two bashing per success to every creature or
person able to hear.

Sound Blast

He launches a sound blast to his target inflicting two Health Levels of bashing damage or one lethal per success and pushing him back 3
yards per successes scored.
He can raise earth spikes from under his targets feet in 0,5 yard radius inflicting a Health Level of lethal damage or two bashing per
success. Spending one Quintessence point the radius of the spell increases to 2 yards.
The caster may move objects or creatures by concentrating on them, 1kg weight per success, and he is able to move these objects at the
speed of a horse.
He may create now 10 liters of water per successes scored.
He can project a thunderbolt from his fingertips inflicting a Health Level of lethal damage or two bashing per success.

Vires 4
Earth Wall

He creates a sound blast which fastens the burning process of the surrounding objects and sets aflame every combustile matter.
He can create a large earth wall which lasts for 2 minutes per success which blocks all air, fire, ice and lightning based spells which got less
success in their making than the earth wall.

Ever-Opening Door

Sometimes, a shounds nip at your heels, an exit is never as close as it need be. The exit you were certain was just over there is actually a
ladies dressing closet. There's never the door that you need when you need it. In the realm of magic, anything becomes possible, something
every mage is thankful for at least once in his life.
The Hermetic Order has a talisman that aids in making a quick exit. A small charm in the shape of a birds wing when touched to a door
before opening it forms a gateway to the outermost door of the structure.


He can create a large firewall which lasts for 2 minutes per success. People walking through the wall are dealt two Health Levels of lethal
damage or one aggravated per success.


He may hat aside an entire volley of arrows with a wave of his hand or do any kinetic work with his magic. He is even able to inflict two
Health Levels of lethal damage or one aggravated per success.

Freeze River
Ice Wall

He can freeze rivers solid at midsummer.

He conjures a large wall of ice stopping air and water based spells which got less success in their making than the ice wall. The wall stands
for 2 minutes per success.


He controls the weather summoning rain for an hour in a large area.


The mage spends one Quintessence and he conjures a protective earth shell around his target wich soaks bashing, lethal and aggravated
damage for 1 minute per successes scored. The target is able to breath, lay, speak, but can not come out till the spell is up and can't see
what is outside the shell, because it blocks his sight.

Water Wall

He creates a rain of snow for one hour per successes scored. It's winter, yay!
He may create a stone stairway up to 20 yards and for10 minutes per sucesses scored.
He controls the weather summoning a storm for an hour in a large area.
She can create true sunlight which can literally blind people if they stare it for too long.
He conjures a large wall of water which blocks all fire based spell which got less success in their making than the water wall. The wall
stands for 2 minutes per success.

Vires 5
Acid Rain
Lava Beam
Lava Eruption

Acid rain falls from the sky. Acid rain dealth one Health Level of Aggravated damage per success.
An intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground,
and more. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell
depends on the nature of the terrain where it is cast. The Earthquake lasts for 1 minute per successes scored.
Firebolts, fire arrows and explosive fireballs fall from the sky.
The mage creates a great icestorm. Ice shards deal one Health Level of aggravated damage.
He launches a lava beam from his left hand striking targets in a straight line, going through steel, stone, flesh and bones inflicting two
Health Levels of aggravated damage per success scored.. Its starting range is 20 yards and can be increased by spending one Quintessence
for another 10 yards, up to 50 yards.
Lava erupts from the earth.


Creates a great sandstorm which lasts for one hour per success. Every perception based roll pools are reduced by 3 and every movement is
slowed within the sandstorm.


Creates a great snowstorm which lasts for one hour per success. Every perception based roll pools are reduced by 2 and every movement is
slowed within the snowstorm.


Lightning balls fall from the sky. Lightning balls deal one Health Level of aggravated damage. There is a 10% chance that the balls hit
someone per success. Adding two Quintessence, there is 20% chance that the balls hit someone per success.
He creates a great thunderstorm.


Creates a large tornado.


The elemental master creates a great tsunami.

Complex Spells
Animate Corpse I
Animate Corpse II
Vires or
Animate Corpse III
Animated Tools
Vires or

Animate a simple walking dead, one per success, costing a point of Quintessence apiece.

Requires total concentration on the mage's part for the duration of the spell. Animates a simple walking dead, one per success. No Quintessence is needed because of Vires 3 (for one body) or
4 (for many; up to one per success).

Most disturbingly, a mage of the Order can, with Anima 5, Corona 5 ,Primus 4, create a self-sustaining undead pattern with a consciousness (the capacity for reason and intellection) and give
it an inviolable "programming." Naturally, this latter spell is best undertaken as an ongoing spell.

Many an hour in the alchemist's lab is used up preparing ingredients just so. Such things can be dangerous, and is not work meant for a bumble-headed apprentice who can barely be trusted to
fetch fresh water. The simpler, and safer, solution is to animate the tools themselves. They do as told, waste no time daydreaming and never fall asleep in the sulfur. These things are difficult
to create, taking great skill and patience. Perfecting a mortar and pestle is often the first sign an apprentice is ready to strike out on his own. Similary, such a tool might be an aid in other
ways, providing adice of a sort, or supervising a situation for its mistress. A generations-old anvil speaks encouragement to the apprentice smith, reminging him when it is time to reheat the
iron or if he strikes too softly. Grandfather's walking stick knows every path in the country and never gets lost.
Hermetics use their will to force a semblance of life into an item, thus making it capable of following simple orders and performing equally simple movements. It requires Corona 3 and Vires
3 (Vires 4 for the item to levitate) and 20 successes per item.

Pride, indeed, goeth before destruction, and a haughty spirit to the fall A handful of Magister Mundi, arrogant beyond hubris, know that the precepts set down by Bonisagis are less strict
rules to be adhered to and more like guidelines for what they, the greatest mages on earth, should and should not attempt. Of course they can create true life of course they can resurrect
the dead of course they can travel beyond the lunar sphere And of course they can summon and bind demons
System: Roll just roll This rote is not so much a stand alone spell as it is a collection of nigh heretical applications of Hermetic theorem taken to their most extreme. By reaching out
to touch the Void just beyond his mystical fingertips, the Master can pierce the barrier that separates Terra Firma from That Which Lies Beyond

Commanding The Void


With Corona: 5, Primus: 5, Demons (not demons, which can refer to powerful, but Umbrally local spiritual entities, but Demons beings that have existed since before the temporal world
as it is known even came to be; entities whose power is very much curtailed in the physical world, but whose spiritual strength is, quite literally, unlimited) may be summoned from the
Beyond and bound to a localized area in the Penumbra or the physical world (generally for one scene per success if the Penumbra, or one turn per success if in the physical world; the
advantage of the former is it still keeps the Demon at bay and (hopefully) unable to directly influence the magus while being questioned or bargained with it also is easier to keep them there
in a spiritual state; the advantages of the latter is it can provide the Demon with a means of performing immediate service for the summoner as well as allowing it to begin transforming faith
into miracles even if it does leave the mage more vulnerable to direct influence and is also harder to maintain. By adding Anima:5, the Demon can be bound to either a host body, or have
one fashioned for its use in the physical world; this makes it easier for it to exist here and makes the duration extended per the normal rules, rather than turn for turn. Alternately, Materia: 4
can be used to fashion a physical object, such as a statue(tte) or even a building or similar structure, to house the spirit as a (mostly) inanimate form this also makes the duration permanent
with 6+ successes and the consent of the Demon, though provides for less flexibility in terms of activity.
Common Foci: Contemplation of the Void; Names, both spoken and (more importantly) those which are unutterable; Codex of Angelic Lore; Pure, flawless materials (Materia :4 can help
with this); Sacrifices of an unmentionable nature

Concealed Journal
Enter Arcadia
Primus or
Hermes' Brand

A wizard's thought should stay his own. What knowledge these minds hold is not meant for mortal men. What compels a mage to put such dangerous things to pen where a Commoner can
read them (well, those who can read) is beyond comprehension. Fortunately, for those who have the knack, this simple enchantment makes a wizard's secret journal exactly that - secret. The
oldest form of this journal probably comes from the Batini, who calim to have relearned this skill from those who came long before them. The written work, or materials to be written upon, is
dusted with a fine coat of dander from a mouse. The dander must be allowed to sit for a day before being brushed off with the feather of a bird of prey. Once enchanted and cleaned, anything
written upon it is visible only to the caster; everyone else sees only an empty surface. If closed, sealed, or similarly shut and again dusted with dander of a mouse, the item will be unobtrusive
in plain sight or invisible if hidden. Closed items hidden in plain sight are -4 to spot; deliberately hidden items are -8. Invisible text may be seen only if the hiding ward is broken.

The Order of Hermes' libraries contain references to a handful of spells designed to beseech the Fair Folk directly, all of them either using Corona 4, Primus 4 to form a Quintessential shell
(using the mage's own normal Attributes) capable of traversing the barriers that sever Arcadia from the world of men, or Primus 5 at a place of crossing to force the gateways wide.

A recent innovation in the Massasa War, Hermes' Brand is a defensive weapon, designed to dissuade the nocturnal demons from slaking their infernal thirst on mages of the Order. By
ensorceling one's own vital humors with a lingering enchantment, the blood itself becomes a deadly weapon when used as sustenance by a vampire, as the mystic sustenance derived by the
parasite transforms into a raging inferno within the lifeless monster's gullet. As fire is bane to such creatures (a fact the Order learned early on in the war), this enchantment typically proves
fatal to the offending vampire.
Each success scored on the roll to create Hermes' Brand is one blood point of blood (the caster's or that of another) that will react violently with the vampiric physiology a specified period of
time after ingestion and transformation into the mystic substance that sustains the massasa. For each success scored (up to a maximum of the number of blood points the vampire ingests), the
blood explodes into flames, inflicting two Health Levels of nonsoakable aggravated damage, as fire erupts out of the creature's body and devours it from the inside out. Note that this
enchantment lasts for the normal duration, given number of successes, even if the recipient of this spell dies, so long as the blood retains the mystic energy consumed by the massasa, making
it possible for a slain mage to have his final vengeance.

Difficulty: 11; Successes Required: 1 per additional action/division of time attempted, limited toWits or Dexterity, whichever is highest. Also requires one Quintessence per success, per
The vast majority of Hermetic mages, regardless of House affiliation, usually envision Hermes in his magistus identity, that of an older, bearded, wise willworker , or simply think of his
Caduceus and its underlying mystical properties. But the god Hermes also had another identity that of a lithe, youthful, swift conveyor of knowledge, both in body and mind. By
contemplating this latter aspect, the powers of both swift action and comprehension can be made manifest in the mundane world.

Hermes' Speed

System: Roll Modus + (Anima or Vires) + 3. Anima and Vires provide great physical speed and force while maintaining the bodys integrity. Corona allows for both mental multi-tasking
and for enhanced processing of information, both environmental and in abstract (such as reading or writing). Primus fuels all the Patterns involved so as to maintain equilibrium, both
internal and external. As described above, for each success and Quintessence spent (to the limit of either natural Dex or Wits), the mage gains an extra action per turn for the duration of the
scene (somewhat similar to Celerity, or the Warrior Pillar). However, where such multiple actions for others are often limited to physical endeavors, this more comprehensive rote also
provides for mental ones as well, and as it is tempered by Vires and Corona, such actions have effects that extend beyond the mages immediate body. Thus, he can not only read and process
a book at a much greater rate, he may also transcribe it at haste without fear of his quill breaking or ink spilling due to speed; he can throw multiple daggers in the space of a quick breath, and
each carries with it great force upon impact (successes add to damage pools, though not to attack pools, as the spell does not grant accuracy or precision, merely empowered swiftness; also,
the use of re-directed force, such as a bow or crossbow, does not gain bonus dice); multiple attacks may be dodged and/or parried with great ability (bonus to dodge or parry rolls that the mage
makes, as long as some means however remote- to perceive such attacks is available to him).
This spell, while useful, can be dangerous when not used in moderation; frequent users often grow impatient with the slow passage of normal time, and may even become physically dependant
on any chemical foci used. Common Foci: Stimulant herbs; the hair or body parts of beasts known for speed; Winged sandals or a talisman of such; a token item from a Fae being or land.

Hermetic Tome

The Order of hermes takes its duties to preserve lost lore seriously. Many mages not only collect ancient tomes, they often compose new ones themselves. This focus is just such a personal
tome, a collection of the mage's own writings about his magical experiences. It does not have to be written in a common tongue, or even a tongue known to any one else (it can be a special
alphabet or a glyph series created by the mage for himseld). When he thumbs through its pages and spends a point of its stored Quintessence, he remembers some fact or imagining he once
had during its composition that provides an incredibly relevant insight to a current problem, adding one die to his player's Enigmas or Academics die pool for one roll only (choose which skill
the tome affects when it is attuned; it cna be affect only one of them).
A Hermetic Tome can be used for any Forma Pillar, for it is created to store insights concerning that Pillar's use.



A Homonculus is a magical construct created in the image of a tiny man, rarely standing more than three feet tall, and more typicall only one foot high. It is meant to be both servitor and
watchdog for the mage, fetching and gathering his magical materials and always on guard for danger or untoward circumstance. The problem is that Homunculi have no hearts, and thus feel
no human emotion. They can become cruel and even spiteful against their master's enemies or even friends, and some are even known to turn on their masters. Once for each year of game
time make a Willpower roll for the Homonculus against a difficulty of 6; should this roll fail, the creature loses one dot of Chrarisma. Should it ever lose all dots, the homonculus has gone bad
and will act maliciously toward anyone but its master. From this point on, failed Willpower rolls will drain Manipulation; should this Trait drop below one, the homonculus turns on its own
master. For this reason, few mage keep the same Homonculi around for more than five years at a time, destroying the bad ones and creating fresh ones anew.
Attributes: Strength 2, Dexterity 2, Stamina 3, Charisma 2, Manipulation 2, Appearance 0, Perception 3, Intelligence 2, Wits 2
Abilities: Alertness 3, athletics 2, Awareness 2, Brawl 2, Dodge 2, Melee 2
Willpower: 5
Health Levels: OK x 2, -1 x 2, -2, -3, Incapacitated
Armor: +1B / +1L / +1A
Attacks: Fist (Strength+Brawl), Dagger (Strength+1L)
Weaknesses: Homonculi cannot soak fire damage; they fear uncontrolled fire and will flee from any flame not contained by a firepit or fireplace.
Tass: Homonculi carry no recoverable Quintessence; their magic dissipates with their destruction.

The mage sends a relaxing breeze to his foes. Every breathing person or creature affected feels tired and wants to stop fighting. They have to roll a Willpower roll (difficulty: 6) and if they
fail, they will make everything to stop the fight and rest a little bit.

This charm of the Hermetic Order protects the contents within a cask or bottle from spoiling due to age, weather or poor care. Whether wine, mead or water, no natural or supernatural source
may foul the contents. Even poisons added are rendered inert. To provide this protection, the mage must coat the outside of the container with a mixture of volcanic ash and river clay,
carefully baked at a constant temperature for three days.

Difficulty: 10 (OR, no roll required if the mage spends a point of Willpower and Quintessence) Successes required: 1 per scene (or none, if a WP and Q is spent each scene).
The concept of a Daemon, Eidelon, Avatar, Djinn, et al, is not unknown to many with a mystical bent, including most members of the Order. With concentration and an applied
understanding of Quintessential Ideals, a sort of proxy-avatar can be fashioned and directed to either investigate happenings in other locations, or sent on brief sojourns to the astral realms
where it can deliver messages or receive information/insight while the magus, himself, is occupied with other activities. While this shadow-daemon is not the true essence of the mages
mystic self, it can act in a more mundane manner to spy on others, subtly manipulate their dreams or conscious thoughts, or even simply act as an impromptu watch-dog one the mage
can trust, literally, as if he were there himself

Sending Forth the Lesser


System: Roll Modus + Corona + 1 (or spend appropriate points). Corona channels a portion of the Hermetics consciousness as if preparing for normal astral projection, but Primus then
forms an artificial Ideal body to house the allocated essence, thus permitting the casters overall self to remain with his physical body while the partitioned essence is sent out into the
Astral/Penumbral worlds. The character must determine at the time of creating the Lesser Daemon what form it will take, what its instructions are, and where it is going to go/remain. Those
who may encounter the faux-avatar can communicate with it, and possibly even believe it is the mage, as it possesses most all the mundane knowledge of the character, but will note almost
immediately that there is something off about the apparition, for while it can act to accomplish its mission, avoid harm, casually converse with others, etc, it possesses no true drive or sense of
determination other than what the character initially invests it with. Thus, it acts as a more or less glorified automaton of psychic energy. It has the appropriate Attributes and Abilities of
the character, including health levels equal to the mages Corona or Primus Pillars, whichever is higher. The Lesser Daemon may even, by the mage spending a point of Quintessence and
Willpower per applicable roll, cast Simple Corona or Primus spells, though only affecting those targetable by it via the descriptions of those Pillars.
There are, however, several caveats to employing the Lesser Daemon, as might be expected for such a useful but taxing enchantment: as long as the spell is in effect, it counts towards the
number of multiple mental actions the character can take per turn (though the initial aspect of this is included in the spells conception), and only one such projection can exist at any one time
(though rumors abound of Batini who can not only make multiple such excursions at once, but can even exist physically in multiple locations at the same time; however, most Hermetics write
that off to overactive imaginations on the part of those claiming such things); in any given turn, only the mage or the daemon may cast a spell, but not both; except as otherwise noted, the
daemon has no Willpower, as such, and cannot spend Willpower on any rolls or actions (though it still defends with a Willpower pool equal to the characters own); while the two aspects of
the character share a general empathic connection and the mage has a peripheral awareness of what is happening with the daemon, no other information or additional instructions are related
unless the mage pauses for at least one or two turns to communicate with the distant eidelon and even then, the bulk of those experiences are only related when it returns to and reassimilates with the mage, directly. As a last ditch escape, or to bring more supernatural might to bear on a situation, the mage may shift his entire mind to the Lesser Daemon, as if he had
always been astrally projecting normally the entire time. He must then, however, find his way back to his body via the usual processes. Lastly, if the daemon is destroyed or unable to return
to the mage in time, its essence simply disperses and most all the relevant knowledge or experience it gained while away is lost, and the mage loses a temporary Willpower point and takes an
unsoakable Bashing health level of damage from psychic feedback (or two Bashing, if no temporary Willpower remains). Common Foci: Concentration, Mantras, a small physical idol of the
Note: In the case of short jaunts to the High Umbra, it usually takes at least a scene to arrive at the target destination (assuming the mage understands how to get there, himself), at least one
scene to interact with the situation, and another scene for the astral shade to return home. Also, while using this method to deliver messages TO someone is generally accepted in the High
Umbra, it is a major social gaff to send one in response to a summons FROM a High Umbral being, especially one of the powerful lords, unless there is some truly pressing reason why the
character cannot communicate directly, himself. Tread carefully

Shadow Tentacles

Soak Aggravated Damage


Survive In Nature

Creates 4 animated shadow tentacles which strike the casters enemies and raise up from the floor/earth. Each tentancle deals 1 Health Level of bashing damage and one lethal damage. A
simple Vires 3 Light spell can destroy these shadow tentacles.

If caught without protection, the magus may use this complex spell to soak aggravated damage, subject to the normal rules outlined above.

A wizard of the Order of Hermes uses her Anima to simply shield her body against the vicissitudes of the natural world and weather conditions. If she must have dominion over animals, she
uses Corona to draw them to her and to compel them to placidly accept death.

Difficulty: target beings Willpower (or 6, whichever is higher, or for an inanimate object; 8 for an area); Successes Required: 3x target Willpower, or normal per an Ongoing Spell for an
area/object ST discretion.

The Charms Of Saturn


Another powerful spell lost to current Hermetic theory that suspends time for a given target. By entreating the divine essence of Saturn (and its shard realm) and re-writing the fundamental
underpinnings of reality, the mage can effectively preserve (or imprison) a person, place, or thing for ages to come. Such things affected are inert and unaware of the passage of time: the
instant the ritual is completed, time for the target simply ceases to be.
System: Roll Modus+Primus+1. The non-standard difficulty results from the mage being a facilitator for a foreign, astral power, and not the direct cause, per se, of the mystical effect itself.
Corona both connects to the astral essence of Saturn (whether the planet or some deific essence is a debate for many) and suppresses conscious resistance on the part of a sentient target.
Primus allows for the flow of mystical power around/through the area to be suspended or preserved, thus allowing time, itself, to be suspended. Treated in most respects as an ongoing spell,
and thus requiring a significant investment of both Quintessence and Willpower, though the resulting enchantment is particularly resistant to unweaving and counterspells. Obviously, this
spell cannot be fast cast at least, not as it is currently structured Common Foci: Drawn diagrams; Conjunctions/ Astrological timing with Saturn; Specially crafted time-telling devices;
Water which is then solidified.

The Incorruptible Water


Traffic With Spirits

Unfolding Structure

Utterance Of The 72 Names


More so than any other mystic society known to the civilized world, the Order of Hermes makes use variety of longevity elixirs designed to preserve notonly flesh and bone, but also to protect
the mind against the rigors of days beyond counting. The ultimate conquest, that of Death itself, is not, however to be had easily or by the inexperienced and this enchantment requires
considerable knowledhe and power. Still, the potentially limitless life span offered by this spell, which almost invariably takes the form of a potion of some sort, is sufficient of itself to inspire
many mages of the Order to puruse such knowledge and power. By means of this enchantment, a handful of Hermetic mages have dwelt among the living since the days when the Founders
first gathered the keepers of Hermes' arts together to speak of unification.
For each success on this rote's roll, the mage staves off the ravages of aging for then years. There are two considerable drawback to this process, however (as might be expected of a spell
designed to hold the Reaper himself at bay). First, one point of Quintessence must go into the casting of this spell for each year (chronological, not biological) of the caster's life and this power
must be garnered from sources conductive to lengevity (suc as dragon's blood or the tears of an angel) or physical health (a healing spring, for example). Also, every 1 rolled in the casting
(provided the effect does not botch, in which case the wizard has other problems...) must be recorded, as these 1s stack over the course of the caster's life in regards to this spell. These 1s are
always treated as though they had been rolled in the process of casting each use of The Incorruptible Water, for the purposes of figuring botches. To alleviate this latter effect, though, the
mage may expend a point of permanent Willpower to reduce his running total of 1s by his previous permanent Willpower. In this fashion have a handful of mages eked out many centuries of
life, though the sources of Quintessence suitable for this effect grow fewer and fewer as the years march on. Perhaps such eternal life will soon probe unsustainable.

Hermetics use Corona 4, Primus 2 to compel an astral being (such as an angel) to manifest as a partially physical construct (one that might be acted upon by other magics, at the very least)

The mix of will, sulfur and iron can aid in the strengthening of almost any creation. Hermetic smiths create this effect through precisely forged iron, tempered in a mild copper solution
exactly 22 times. Once cooled, the item is packed in red clay for 2 days. When removed, the item is imprevious to all but the most grievous of damage dealth by the hand of man. Even
powerful magic finds difficulty harming these creations. The forged item has an effective armor rating of +8B/+8L/+4A and delivers +3 bashing damage)

The tightly bundled pack of sticks, when untied, moves swiftly to take the shape of a necessary object. The user need only speak the appropriate words as he unties the knots to have an instant
bridge, hut or ladder. More creative - and dangerous - uses are not uncommon. The power is limited, allowing the owner to create things that are no more than one hundred times the size of
the bundle. A sixty-foot, simple bridge or a similary sized ladder is possible, but one can not shape large fortifications or a massive longboat.
The Hermetics create ladders of rope and oak that are portable and compact, but not nearly so versitale in function. This craft requires 5 successes on three rolls as the ladder's rope legs are

By mean of this Kabbalistic ritual, a Hermetic magus is capable of raisin a greater golem to his service. The wizard must first purify himself in mind, body and spirit, undertaking a lengthly
period of meditation and reflection. During this time, he seeks to divest himself of unworthy influences that can (and will) sully the final product and, prehaps, render it mad or even evil. He
then combines rich soil, unworked by human hands before its gathering, and pure, fresh water, to form a stiff mud out which the body (which should be no less than eight feet in height and
many hundreds of pounds in weight) can be sculpted. (Alchemically perfected clay is also suitable for use in crafting the golem's body.) The rite culminates with the invocation of the 72-Part
Name Of God, the slightest mispronunciation of which can strike the speaker dead instantly. If performed successfully, this spell will grant the mage a faithful and steadfast (if mute) servant
possessed of a titan's strength and a pure heart. (Note that this latter means that the golem will often wordlessly refuse to enact cruel or immortal commands.)
Naturally, this spell is best undertaken as an Ongoing Spell (and, thus, likely requiring a massive outpouring of Quintessence and a not-in-considerable investment of Willpower). If
successfully cast, the Utterance Of The 72 Names animates a free-willed golem of the highest order, with the following stats:
Attributes: Strength 10, Dexterity 2, Stamina 8, Charisma 1, Manipulation 1, Appearance 0 (a massive, blocky, bipedal-yet-completely-inhuman shape), Perception 2, Intelligence 2, Wits 2
Willpower: 3
The Golem has 10 Health: OK x 4, -1 x 2, -2 x 2, -5, Incapacitated, Destroyed
Armor: 4 dice that can soak any kind of damage
The golem is a thaumavore and must consume a point of Quintessence per day or else lapse into a deathlike slumber. The creator may, at his direction, deactivate the golem at will (incurring
no ill will from the creature), reawakening it whether he chooses by "feeding" it a point of Quintessence (often imbued into a piece of paper, inscribed with one of the Names of God, that is
placed in the golem's mouth). The golem may be "healed" of any damage short of its destruction with an Anima 4, Primus 4 spell (one Health Level mended per success). A botch rolled in the
casting of this spell is liekly to cause Scourging Backlash (see Dark Ages: Mage, pg. 139) or to instantly animate the golem with dark, twisted and brutally destructive spirit.

Difficulty: 10; Successes Required: 1 per Health Level/Quintessence

An evolved form (though some conjecture it a debasement) of the old Cult of Mercury rote Legions Life, this spell allows the mage to momentarily violate a living beings pattern and
convert her life essence back into Quintessence. It is considered an improvement as it doesnt require the rigorous training, resonant connection, or great numbers of people to glean
Quintessence for the mage; it is of questionable merit in that botched applications can have especially detrimental effects on those drained by the spell, and the magus himself can begin to
manifest disturbing qualities and behaviors.

Vitae Cruorem

Wave Of Pain

Wrath Of Apollo

System: Roll Modus + Primus +2. Each success inflicts a lethal health level to a living target and converts it to a point of Quintessence for the mage. The requirement of Anima and Primus
is obvious; less obvious is the need for Corona, which helps to break down even subconscious resistance on the subjects part and gain a level of consent that most cannot consciously give, were
they even willing. Beings affected must make Willpower rolls vs. (7) and accumulate 2 or more successes in order to take any action or offer retaliation while the spell is in active effect.
Botches are harmful for both parties involved: the subject takes one level of aggravated damage per botch die (with no resulting gain in Quintessence for the mage) while the caster often
suffers backlash in the form of undead pallor, affinity for darkness, and a desire to drink blood. Worse yet, repeated use of this rote over time can result in the mage seeking Quintessence
from other living beings *exclusively*, as mystical energy from Crays, Tass, and even his own Fount no longer suffice for his ever deepening desire for the energy of others. It should be
noted that given the difficulty of this rote, most mages with a less than rigid grasp of their Modus (i.e. Modus of just 1 or 2) often only break even in the exchange, given they often must
expend energy commensurate to what they gain for the effect to work; this is one of the primary reasons why many Hermetics believed that such violation of anothers pattern was
impossible. Technique and preparation go a long way to circumventing the obvious hurdles involved. Common Foci: Blood, Chalices, Personal Submission.
**Curiously, this specific rote will not work on the undead, though Primus-3 can drain the Vitae/Pathos they may have as normal. (Health levels or Corpus can be drained as above by
upgrading to Anima-4, Corona-4, Primus-4 though this may have permanent effects on the mages very essence, possibly transforming him into a wraith or vampire if he is not careful
the year 1022 comes to mind it also inflicts Aggravated damage in lieu of Lethal). Also, the aggravated damage to targets resulting from botching only occurs accidentally, and never by
intention, though such instances can give insight into how such a thing might be accomplished and thus allow the advancement of Anima or Primus with experience.**

The mage unleashes a wave which causes affected people (able to breath) to feel pain in their head. They have to roll a Stamina roll (difficulty: 6) and if they fail, they will receive -1 die to
every pool.

Easily the most spectacular of the Order's offensive sourceries, Wrath Of Apollo summons an unrelenting curtain of solar flame with which to scourge the life from one's foes. As Hermetic
elemental theory maintains that the sun is formed of pure Quintessence, this mystic energy is used to ignite the very air, projecting withering heat that renders steel to liquid sludge, stoe to a
bubbling mass and flesh and bone to a bare handful of cinders. Within this conflagration, virtually nothing without some manner of mystic shielding can survive, for no natural barrier or
proof will endure.
This rote is virtually unsurvivable by any being not completely shielded against its power. Each success scored inflicts three Health Levels of aggravated damage on everything within fifty feet
of the spell's center per success scored on the casting roll. The effect siphons most of the Quintessence out of nonliving matter in the area of the spell, so nearly all physical objects caught
within the Wrath Of Apollo are obliterated, even if they would normally be highly resistant to fire (naturally enchanted objects are considerably likelier to endure than ordinary ones). The
caster may direct the center of this spell anywhere within one hundred yards per success (though he is apt to be harmed by the blast and by flaming debris if he cannot or does not center the
enchantment more than two hundred yards distant). Note that the use of this spell also creates a rift in the Quintessential pattern of the area it affects that only slowly recovers a natural flow of
mystic energy.

The Code Of Hermes


I swear everlasting loyalty to the Order and its members. The Orders friends and
enemies are my friends and enemies, and I shall not spun a friend nor succor an enemy.


I shall not through action or inaction endanger the Order, nor consort with devils or the
undead, nor anger the fae.


I shall not deprive any Order mage of magical power, nor through action or inaction
attempt to bring harm to an Order mage, except in justly declared and open certmen.


I shall not spy by any means or manner upon another Order mages private works, nor
read an Order mages mind, nor invade or observe and Order mages Sanctum, save to
guard against a clear, direct, forceful and imminent threat to the safety of the Order.


If called before a Tribunal, I shall abide by its verdicts. If called to sit upon a Tribunal, I
shall vote wisely, respect the votes of others, and support the Tribunals verdicts.


Upon reaching the Fifth Degree or higher, I shall train apprentices and instruct them in
this Code. I bear entire responsibility for my apprentice, and shall duly admonish,
restrain, discipline or arrest and apprentice who endangers the Order, and shall yield
same apprentice to the Orders lawfully appointed agent or Tribunal.


I solemnly swear to uphold this sacred Code of Hermes, and venture any risk or sacrifice
to protect it. Should I breach it, may all the mages of the Order rise as one united and
hunt me down and destroy me forevermore.