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The Order of Hermes

is supreme, unchallenged in its


mastery of magic. All other magicians
are hedge wizards ... maybe interesting to
researchers, but certainly no threat. Or so magi of the
Order tell each other. And most of them actually believe it.
The four traditions in this book prove the folly
of that complacency:
The Amazons, female warrior wizards beyond the borders of
Europe, harbor a deep hatred of the Order for reasons that
no magus could ever guess.
The Augustan Brotherhood serves as court wizards, supporting its
political ends with mundane force as much as with magic discovered
in the tomb of Virgil.
In the icy north, the Muspelli plot to release their jotun masters
and destroy the world in frost and fire.
And in the the distant east, the powerful Soqotran sorcerers
dwell quietly on their island, staying out of politics and
looking nervously at the expansionist Order.

AG0294 ISBN 1-58978-115-5


How long can the Order of Hermes maintain
its pleasant illusion of superiority?

AG0294 ISBN 1-58978-115-5 $29.95


52995

9 781589 781153
WWW.ATLAS-GAMES.COM 2010 Trident, Inc. All rights reserved.
Rival Magic

Credits
Authors: Timothy Ferguson (Soqotrans), Chris Jensen Romer Author Biographies
(Augustan Brotherhood), Matt Ryan (Amazons), Mark Shirley
(Muspelli) Timothy Ferguson works as a librarian on the Gold Coast, in
Development, Editing, & Project Management: David Chart Australia. He lives with a patient wife named Linda, who he dedi-
Layout, Art Direction, & Proofreading: Michelle Nephew cates his books to, and two cats named after witches from a musi-
Publisher: John Nephew cal. His first dragon tree, which inspired his chapter in Ancient
Cover Illustration: Grey Thornberry Magic, was spotted as a fake by his mother. His parents gave him
Cartography: Sean MacDonald a real one and told him it was called Dracaena cinnabari. When
Interior Art: Jason Cole, Kelley Hensing, Robert Scott, he was researching it he read Marco Polos statement that the
Grey Thornbery Soqotrans were the most powerful sorcerers in the world, but did
Additional Art: Carol Belanger Grafton, ed. (Medieval Life not stray from their island. Local folktales also link Soqotra to the
Illustrations, Mineola, NY: Dover Publications, Inc., 1996); herons of Thoth, first mentioned in Sanctuary of Ice. He says this
reproduction by Bob Burkhardt for commons.wikimedia. was a pleasure to write, but would like to thank the playtesters for
com (Encyclopaedia Britannica, 11th ed., Vol. 6, 1911); John going beyond the usual call to fix the mechanics.
Leighton (1,100 Designs and Motifs from Historic Sources, Mineola, Chris Jensen Romer knows little Latin and less Greek, and
NY: Dover Publications, Inc., 1995); Fred Mason (Huon of has had more than his share of trouble with classicists over the
Bordeaux, London: George Allen Ruskin House, 1895); Marty years. Despite that he was soon hooked on the epic tale that is
Noble and Eric Gottesman (Dragons and Wizards, Mineola, NY: The Aeneid, and the weirder legends of Virgil current in our period!
Dover Publications, Inc., 2003) Hed like to thank everyone who attended Grand Tribunal 2007
Ars Magica Fifth Edition Trade Dress: J. Scott Reeves and 2008 for the inspiration and support, but dedicates his work
Publishers Special Thanks: Jerry Corrick & the gang at the Source. on this book to Matt Ryan and Erik Dahl they know why.
Matt Ryan leads a quiet, pleasant life in Ithaca, a small city in
First Round Playtesters: Donna Giltrap, Malcolm Harbrow, central New York State. During this project, he had the good for-
Aaron Hicks, Richard Love; Nicholas Peterson, Jennafyr tune to meet two of his three co-authors, the line editor, as well
Peterson, Kristi Pisarsky; Sheila Thomas as many other Ars Magica dignitaries in the UK. Recently, his
Second Round Playtesters: Mark Barltrop, Mark Lawford, David 9-year-old son started playing roleplaying games with the family,
Staveley, Simon Turner; Jerry Braverman, Kim Braverman, and he is regrettably certain that he has cursed his son with a life
Erik Dahl, Sally Hutchinson, Thomas Scott; Donna Giltrap, of polyhedral dice, charts, and hit points.
Malcolm Harbrow, Aaron Hicks, Richard Love Mark Shirley is (still) a zoologist working in the North of
Third Round Playtesters: Donna Giltrap, Malcolm Harbrow, England. He would like to dedicate his chapter to his ferrets
Aaron Hicks, Richard Love; Jason Fryer, Emily Dyson, Matt Phyllie and Georgie, who lived and died (and in Phyllies case,
Dyson lived and died again) during the course of this book.

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 2011 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.
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


Rival Magic

Contents
Introduction 6 Prohibited Amazon Abilities . .. 17 Incantations................................25
New Amazon Abilities.............. 17 Rites...........................................25
Common Rules for Living Language: Amazon...........17 Aiming Spells............................ 26
Non-Hermetic Magic....................... 6 Amazonia Lore............................17 Resisting Spells.......................... 26
The Gift...................................... 6 Amazonian Cult Lore..................17 Penetrating Magic Resistance......26
Opening The Gift..........................6 Amazonian Chant.......................17 Temple Activities....................... 27
Flawed Opening of The Gift..........7 Amazonian Spellcraft..................17 Learning Spells............................27
Social Penalty of The Gift.............7 Prohibited Amazon Teaching Spells............................27
Growing Used to The Gift.............7 Virtues & Flaws.......................... 17 Teaching Arts and
Wizards Sigils..............................8 Modified Amazon Arcane Abilities...........................27
The Limits of Magic.................... 8 Virtues & Flaws.......................... 18 Contemplation.............................27
Magical Arts and Clumsy Magic............................18 Enchanted Items...........................28
Supernatural Abilities.................. 8 Harnessed Magic.........................18 Scepters.......................................28
Difficult Arts.................................9 Magical Animal Companion.......18 Vis..............................................28
Accelerated Abilities.......................9 Poor Incantation Magic..............18 The Sacred Sickness.................. 29
Favored Abilities...........................9 Short-Lived Magic......................18 Apprenticeship.......................... 30
Magic Defenses........................... 9 Skilled Mistress...........................18 Additional Mysteries................. 30
Warping.................................... 10 Unpredictable Magic...................18 The Centaurs Heart.....................30
Vis............................................. 10 New Amazon Virtues................ 18 The Living Goddess.....................31
Virtues and Flaws....................... 11 Amazon......................................18 Magical Defenses...................... 31
Major Supernatural Virtue: Martial Connection to Magic......18 Integrating Hermetic
Potent Sorcery.............................11 Strong Magic..............................18 and Amazonian Magic.............. 31
Minor Supernatural Virtue: Proven Raider.............................18
Spells............................................ 31
Greater Magical Defenses............11 Amazon Sorceress........................19
Api Effects................................. 31
Minor Supernatural Virtue: Symbolic Understanding.............19
Alala Api....................................32
Lesser Craft Magic......................11 New Amazon Flaws................... 19
Maat Api...................................33
Major Story Flaw: Amazonian Slave........................19
Papaios Api................................33
Known Wizard...........................12 Beloved Slave..............................19
Kardia Effects............................ 34
Major Story Flaw: Pagan...........12 Bitter Mistress.............................19
Alala Kardia..............................34
Minor Supernatural Flaw: Frail Magic................................19
Maat Kardia.............................35
No Magical Defenses..................12 Magic Aura Temple.....................19
Papaios Kardia...........................35
Hermetic Virtues and Flaws.........12 Friendly Mistress.........................19
Nux Effects................................ 35
Prolonged Apprenticeship.............19
Hermetic Integration of Rival Magic 12 Alala Nux..................................36
Weapons and Armor...................... 20 Maat Nux.................................37
Amazonian Magic. ......................... 21 Papaios Nux..............................37
Amazons 13 The Arts.................................... 21 Soma Effects.............................. 37
The Amazon Nation. ..................... 13 The Vowels.................................22 Alala Soma.................................38
History...................................... 13 The Consonants..........................22 Maat Soma................................38
Location.................................... 14 Ranges, Durations, and Targets...23 Papaios Soma.............................39
Society...................................... 15 Non-Living Targets.....................24 Zoi Effects................................. 39
Amazonian Sorceresses................16 Non-Human Targets...................24 Alala Zoi....................................40
Characters.................................... 16 Changing Range, Duration, Maat Zoi...................................41
Amazon Sorceress and Target...................................24 Papaios Zoi................................42
Minimum Abilities.................... 17 Spell Types................................ 25 Viea............................................... 43


Rival Magic
Amazons and the Order................ 45 Opening the Gift: Apprenticeship.......................... 82
The Amazon Enemy.................. 45 The Tomb of Virgil......................66 Minimum Ability Scores..............82
Parma Magica Unveiled............ 46 Training......................................67 The Etin-Mod........................... 83
An Amazon Saga....................... 46 New Virtues.............................. 67 Designing the Etin-Mod..............83
Free Social Status, Court Wizard...67 Maintaining the Etin-Mod..........84
Minor Special Virtue, Magic Defenses......................... 85
Augustan Brotherhood 47 Generous Master.........................68 Gleipnir, Warping, and Heipt... 85
Secrets of the Augustan Typical Virgilian Muspelli Society........................ 87
Brotherhood.............................. 47 Wizard Abilities........................ 68 Muspelli as Antagonists...............89
History of the Augustan Life at Court. ............................... 68
Utiseta....................................... 89
Brotherhood.............................. 48 The Virgilian Magical Landscape... 69
Designing the Effect.....................90
The Story of Ludowicus...............48 The Tomb of Virgil................... 69 Casting Total..............................90
The Biography of Virgil..............50 Virgils Magic in Naples............ 70 Gathering the Power....................91
The Growth of the Brotherhood....51 The Musca The Bronze Fly.....71 Vis Use.......................................91
The Brotherhood and Frederick II....51 The Macellum The Marble Breaking the Jotnars Chains...... 92
Block in the Meat Market............71 Summoning the Jotun Patron.... 92
Virgilian Magic. ............................ 52
Ovum Incantum Opening The Gift........................93
The Schools and Virgilian Rites...52
The Palladium of Naples.............71 Sacrifice of Power........................93
The Mechanics of Virgilian Magic... 52
The Bronze Horse........................72 Advice and Teaching...................94
The Practice of
The Ferrean Gate.........................72 Improving the Etin-Mod..............94
Sortes Virgilianae...................... 53
Sortes Virgilianae Ease Factors....53 Virgils Villa and Garden............72 Muspelli Supernatural Abilities...... 94
Improving Sortes Virgilianae.......54 The Statue with a Horn...............73 Entrancement............................ 95
The Practice of Vigilo............... 54 The Healthful Baths....................73 Entrancement Utiseta Effects........95
The Six Schools of The Bones of Virgil......................73 Hex............................................ 95
the Vigilo Practice.......................55 Virgils Magic in Rome.............. 73 Hex Utiseta Effects......................96
Designing Vigilo Rites.................55 La Bocca Della Verita Shapeshifter............................... 96
Range, Duration, and Target.......55 The Magical Face.......................73 Shapeshifting Utiseta Effects........96
Words and Gestures.....................56 The Emperors Sepulcher...............73 Sjonhverfing.............................. 96
Vigilo Rites Guidelines.............. 56 Integrating the Magic of Virgil. ... 74 Sjonhverfing Utiseta Effects..........97
Example School of Boreas Rites....57 Sortes Virgilianae...................... 74 Spadomur.................................. 97
Example School of Major Hermetic Virtue: Spadomur Utiseta Effects.............98
the Naiads Rites..........................59 Sortes Virgilianae........................74 Storms Eye................................ 98
Example School of Consequences of Integration..........74 Storms Eye Utiseta Effects...........99
Prometheus Rites.........................59 Improved Watching Spells........ 74 Summon Animals...................... 99
Example School of Minor Hermetic Virtue: Summon Animals Utiseta Effects...100
the Stones Rites............................60 Watching Spells..........................74 Threads of Fate........................ 100
Example School of Consequences of Integration..........74 Threads of Fate Utiseta Effects...101
the Sylvan Dryads Rites.............60 Bibliography.................................. 74 Valgaldrar................................ 102
Example School of Valgaldrar Utiseta Effects..........103
the Vigilant Bees Rites.................60 Wildfire................................... 103
Learning Vigilo Rites...................61
Muspelli 75 Wildfire Utiseta Effects..............104
Laboratory Research...................61 Mythic Origins.............................. 75 Winters Breath........................ 104
The Practice of Animo.............. 61 Eschatology of the North......... 76 Winters Breath Utiseta Effects...106
Vulnerability...............................61 Dont They Know Its The Raudskinna Compact. ........... 106
Preparing an Item for Animation.....62 the End of the World?..................77 Formation................................ 106
Awakening the Animation............63 Jotun Patrons of the Muspelli...... 77 The Hreppar........................... 106
Further Refinements......................63 Aegir Sea-King.......................... 77 The Laws of Raudskinna......... 107
Inscribing Magic in Animations.....63 Gullveig the Wicked................. 78 Charity.....................................108
Magical Defenses...................... 64 Gymir Frost-Father.................... 78 Right to Payment......................108
Magical Dangers........................... 64 Leikin Hel-Queen..................... 79 Discretion.................................108
Botches...................................... 65 Nidhogg Corpse-Tearer Harvesting Vis..........................108
Fated Destiny............................ 65 & Fenrir the Devourer............... 79 Duties.......................................108
Favored by Fortune.....................65 Surtur the Black......................... 80 Trolldomur................................108
Cursed by the Fates.....................65 Urdur Fate-Spinner................... 81 Relationship with
Gates of Avernus.........................65 Other Lands, Other Villains..... 81 Mundane Society.................... 108
Character Generation................... 66 Muspelli Characters...................... 81 Relationship with the Muspelli..109


Rival Magic
Relationship with Soqotran Jinniyah (Good)........120 the Order of Hermes................... 137
the Order of Hermes............... 109 Olibanum Serpent.....................121 The Current State................... 138
Muspelli Saga: Council of Tribes Membership....124 What the Order Knows.............138
Approaching Twilight. ................ 109 The Council of Three Birds........124 What the Soqotrans Know........138
Magical Ability........................124 Points of Potential Conflict..... 138
Soqotran Magic....................... 124 In Response to Attack................139
Sorcerers of Soqotra 110 Unusual Ranges and Durations....124 In Response to Incursion
Origin......................................... 110
A Note on Ritual Magic...........125 into the Red Sea.........................139
Organization. ............................. 111
Aloe Grimoire............................125 In Response to
The Four Tribes....................... 112 Cinnabar Grimoire....................128 Mundane Aggression.................139
Aloe..........................................112 Myrrh Grimoire........................130 If Serapis Escapes......................139
Cinnabar..................................113 Olibanum Grimoire...................130 Points of Potential Dtente..... 140
Myrrh......................................113 Advancement............................... 133 Events That May Lead
Olibanum.................................113 Warping...................................133 to Conflict or Dtente............. 140
Lesser Traditions..................... 115 Resources.................................... 133 If a Fourth Spirit Sovereign Arises.. 140
Magical Abilities.......................... 115 Aura of Soqotra........................133 Contact with the Hesperides.......140
Sources of Power..................... 115 Geography of Soqotra...............134 Hermetic Breakthroughs
Auras........................................115 Population................................134 from Soqotran Magic................. 140
Incense Ceremony......................115 Industries...................................135 Greater Ease in Binding Familiars...140
Spirit Ally or Aide....................116 Trade........................................135 Greater Longevity......................141
Soqotran Giant Gecko...............117 Unusual Natural Resources.......135 New Durations.........................141
Herons of Light..........................118 Magical Endemic Creatures.......135 Preserved Rolls..........................141
Soqotran Jinniyah (Evil)..........119 Soqotran Sorcerers and The Spark.................................141

List of Inserts
Opening the Arts......................................6 Example of Casting a Rite.......................56 Sacred Sites.............................................93
The Limit of Magic Resistance..................8 New Targets............................................56 Example Initiation Scripts.......................94
Amazonomachy......................................15 Rite of Boreas Guidelines........................57 Designing Supernatural Powers..............95
An Amazon Sorcerer...............................16 Rite of the Naiads Guidelines.................58 Reflection Bonuses for Spadomur............98
Amazon Armor & Weapons.....................20 Rite of Prometheus Guidelines................58 Norse Burial Customs and
Polemusa, an Amazon Warrior................20 Rite of the Sylvan Dryads Guidelines........59 the Walking Dead............................103
Klymene, an Amazon Sorceress..............21 Rite of the Stones Guidelines..................59 Exposure and Frostbite..........................105
Consonant Base Range Rite of the VIgilant Bees Guidelines.......60 Norse Magicians....................................107
and Duration List................................23 Pseudo-Might..........................................63 Hermetic Integration
Ranges and Durations List.......................23 Designing a Wizard Simplified...............67 and Muspelli Magic..........................109
Alala Api Guidelines................................32 Bici, Court Wizard..................................68 The Secret of Vis...................................110
Maat Api Guidelines...............................32 Bronze Gates of the Tomb......................69 Dueling..................................................111
Papaios Api Guidelines...........................34 The Silver Hammer Men........................70 Whats In The Box?...............................112
Alala Kardia Guidelines...........................34 Trojan Warriors.......................................70 Aloe Incense..........................................112
Papaios Kardia Guidelines.......................35 The Mythology of the Muspelli..............75 Cinnabar Incense...................................113
Maat Kardia Guidelines..........................35 Loki.........................................................76 Myrrh Incense.......................................113
Personality Traits for Pronunciation and Glossary....................77 Olibanum Incense.................................113
the Four Humors................................35 What are the Jotnar?...............................78 Character Creation Notes.....................114
Alala Nux Guidelines..............................36 Gandar Story Seeds.................................79 New Major Virtue: Spirit Ally...............116
Maat Nux Guidelines..............................36 Gandar.....................................................79 New Major Flaw: Vulnerability (Tree).....117
Papaios Nux Guidelines..........................37 Names by Patron.....................................80 A Table of Comparisons........................125
Alala Soma Guidelines............................38 Supernatural Abilities Aloe Magic Guidelines..........................127
Maat Soma Guidelines............................38 by Jotun Patron..................................82 Seeding..................................................128
Papaios Soma Guidelines........................38 New Virtues and Flaws............................83 Cinnabar Magic and Aging...................128
Alala Zoi Guidelines...............................39 Mundane Qualities Cinnabar Magic Guidelines..................129
Amazon Spirits........................................39 Available to the Etin-Mod..................84 Myrrh Magic Guidelines.......................131
Maat Zoi Guidelines...............................40 A Valkyrie................................................86 Olibanum Magic Guidelines.................132
Styliane, an Amazon Sorceress Spirit....... 40 Heipt and Foreign Auras.........................86 The Church in Soqotra.........................135
Helene, an Amazon Warrior Spirit.........41 Kotkill Ulfsbrodir....................................87 Ambergris..............................................136
Papaios Zoi Guidelines...........................42 Gunnvara Jarnvidja..................................88 Story Seed: Lost City of Ubar..............136
Viea.........................................................42 A Lack of Collaboration..........................89 Saga Seed: Flower of Immortality.........136
Viea (contd)............................................43 Available Ranges, Durations, Ali, Known as Thomas, a Young
The Fate of Bonisagus.............................45 and Targets.........................................90 Warrior of the Olibanum Tribe........137
Is the Brotherhood a Threat?..................47 Practical Limits of Utiseta.......................91 Can the Order Ever Have
Which Virgil is this?................................51 Auras Aligned to Trolldomur...................92 Peace With Outsiders?.....................139
Limits of Virgilian Magic........................52 Aura-Damaging Story Seeds...................92 A Note on History................................141


Chapter One

Introduction
Welcome to Rival Magic! In this book
you will find described four complete Common his Gift Opened to the tradition, previ-
ously. This means that unGifted wizards

Rules for Non-


magical traditions who pose a threat to cannot Open The Gift of their Gifted col-
the hegemony of the Order of Hermes. leagues, and a Gifted wizard cannot Open
Unlike most hedge magicians, the tradi- his own Gift.
tions described here possess powers and
abilities that are the match of those of Hermetic Magic If the apprentice has no existing Su-
pernatural Ability or Art Scores, his Gift
the Order, despite lacking the flexibility is automatically Opened at the end of the
of Hermetic magic. The Amazons and These are common rules for non- season. Usually this gives him a score of
the Muspelli offer a physical threat. The Hermetic magic, although the traditions 0 in the magical Arts associated with the
Amazons harbor an ancient hatred for detailed in this book do not follow all of tradition, or makes a certain set of Super-
the Order that extends back to the days them. However, these rules apply unless natural Abilities favored (see later). It may
of the Founders. The Muspelli brood in the chapter explicitly says otherwise. also grant one or more Virtues. For de-
the extreme north, working hard to bring tails of precisely what Opening The Gift
about the end of this world and the birth achieves, see each individual tradition. If
of one where their giant masters rule. The
Sorcerers of Soqotra pose a more subtle
The Gift the master is not fully competent in the
Supernatural Abilities and Arts of the tra-
threat, since they are clearly powerful yet dition, then the Opening of The Gift may
offer no excuse to the Order for an all-out The traditions described in this book be flawed (see later).
war. Finally, the Augustan Brotherhood all require The Gift of any practitioner. If the apprentice already has Super-
poses a social threat; emerging from the natural Ability or Art Scores, these may be
very heartland of the Order, its wizards lost in the Opening process or it may not
perform magical tasks on behalf of mun- Opening The Gift be possible for his Gift to be Opened at
dane lords that magi will not do for fear of all. In this case an Opening Total is calcu-
breaking the Code. A Gifted wizard has to undergo a ritu- lated for the master and compared to an
al, similar to the Hermetic Opening of the Opening Ease Factor. See the individual
Arts, before he can fully utilize the powers traditions for details of precisely how the
Opening the Arts of his magical tradition. The particulars of
the ritual are unique to the magical tradi-
Opening Total is calculated.
The Opening Ease Factor is equal to
The Hermetic Opening of the tion, but the following general rules apply. twice the sum of the apprentices existing
Arts is the Order of Hermes equiva- In these rules, the wizard whose Gift is be- Supernatural Ability and Art scores of the
lent of Opening The Gift. Rules for ing Opened is referred to as the appren- apprentice, with an additional +12 if the
this are given in ArM5 (page 106) tice, and the wizard who is Opening the characters Gift has already been Opened
and again in Houses of Hermes: Societates apprentices Gift is referred to as the mas- by another tradition (including the Order
(page 128), but they do not address ter. Obviously, particular traditions may of Hermes). Treat each Supernatural Abil-
the possibility of the apprentices use different titles for these roles. ity or Art derived from a Minor Virtue as
Gift being already Opened by an- It takes one season to Open The Gift, if it has a score of at least 2, and treat each
other tradition. If a magus attempts which occupies both the apprentice and derived from a Major Virtue as if it has a
to Open the Arts of an apprentice the master for the whole season. Usually score of at least 6.
whose Gift has already been Opened this happens near the beginning of some
by a non-Hermetic tradition, add 30 sort of apprenticeship, but this depends on Opening Ease Factor:
to the Intellego Vim Lab Total re- the particular tradition. twice apprentices Supernatural Ability
quired by the magus. Both master and apprentice must have + Art scores (+12 if Gift already Open).
The Gift. The master must also have had


Rival Magic
If the masters Opening Total is less Growing Used to The Gift vides. These characters may have retainers
than the Opening Ease Factor, it is not and might form temporary associates with
possible for him to Open The Gift of the As previously expressed in ArM5, peo- members of the same tradition for various
apprentice. If the masters Opening To- ple do not get used to The Gift. They can ends. The Gift restricts such alliances, but
tal is greater than or equal to the Open- get used to a Gifted individual, however, does not absolutely prohibit them. Gifted
ing Ease Factor then the apprentices Gift and regular positive interactions eventu- wizards may work together if the greater
is Opened, however unless the Opening ally allow a person to ignore the negative goal or reward outweighs distrust and sus-
Total exceeds twice the Opening Ease social consequences generated by that picions they feel for each other. Debt has
Factor the apprentice loses his existing characters Gift. The type, frequency, and a certain social currency as well. A wizard
Supernatural Ability and Art Scores. If his length of such interactions have never might help a fellow so that he is owed a
Supernatural Ability and Arts Scores are been addressed in Ars Magica. Covenants debt of service or repayment in kind. Such
lost, he also loses any Virtues (or Flaws) implies that it takes fifteen years for an alliances will be fraught with distrust, and
associated with them. Even if the master average covenfolk to ignore the social storyguides should impose a 3 penalty for
is able to Open The Gift of the appren- penalty of the Gift (see Familiarity, page any sort of situation roll that involves loyal-
tice, the Opening may still be flawed as 40), although altruism and rewards might ty. Characters with the Blatant Gift should
described later. shorten this to seven years. receive a 6 penalty to loyalty rolls.
A character whose Gift has been This supplement introduces Gifted in- Over time, a wizard may gather sup-
Opened must subtract at least 15 from the dividuals who do not have an instantaneous porters who get used to his Gift. This group
source quality when attempting to learn a magical way to mitigate the negative ef- is never large; a group size of the wizards
new Supernatural Ability, just as for Her- fects of their Gift like Parma Magica pro- Leadership Ability score times two is a good
metic magi. If the sum of his Abilities and
Arts is higher, he must subtract the higher
total instead.

Flawed Opening of The Gift


To be a fully competent master the
character must have a score of at least 2
in each Supernatural Ability and Art of the
tradition. For every Supernatural Ability
or Art that the master fails to meet this
criterion, the apprentice gains a Flaw that
affects his magic use. Usually this is some-
thing like Deficient Art, but the troupe
may substitute other Flaws as appropriate.

Social Penalty of The Gift


The Gift imposes a heavy social pen-
alty on a character when he attempts to
interact socially with other characters (see
ArM5, page 75), including when he in-
teracts with other Gifted characters. Her-
metic magi have overcome this difficulty
through the innovation of Parma Magica;
one of its functions is to shield magi from
the social effect of each others Gift. Some
traditions who have Gifted members have
found other ways to overcome this social
penalty, while other traditions, for exam-
ple the Muspelli, have not solved the so-
cial problems of the Gift and consequent-
ly their Gifted members only interact in
small, factious, paranoid groups.


Rival Magic
rule of thumb. It takes a number of years they dont. The relationship depends on his limitations in precisely the same sys-
to form such bonds, fifteen for casual, day- the Personality Traits, and actions, of the tematic way magi do. Despite this, Her-
to-day relationships and fewer for wizards parties involved. If the master and appren- metic theorists have noted that there are
who are overly friendly and heavily reward tice both take active steps to build a good odd bits and pieces of some magical tradi-
their supporters. Triple the amount of time teaching relationship (which need not in- tions that do appear to break the Limits of
if the Gifted character has the Blatant Gift. volve actually liking each other), the pen- Magic. The discovery of these oddities is
Interactions between two Gifted wizards alty imposed on teaching by The Gift may very exciting for the Order of Hermes, as
are more complicated, and can be likened to be reduced, and eventually eliminated. it indicates possible errors in (and possible
two poisonous snakes sizing each other up. corrections to) Bonisagus theory.
Both are powerful, both distrust the other, It is recommended that traditions de-
and yet both realize that their power could Wizards Sigils vised by the troupe break no more than
increase with the others help. Reputation one of the Lesser Limits of Magic and do
becomes paramount in these encounters. The Gift expresses itself in a very in- not break the Greater Limits of Magic at
A more powerful wizard who undeniably dividual fashion, and one manifestation of all. Rival traditions should also not break
knows he is more powerful will almost cer- this is as a casting sigil. All characters with the new Limit of Magic Resistance (see
tainly kill the other wizard and take his pos- The Gift and a supernatural Ability, Art, or insert), unless the troupe wants the ex-
sessions. Mystery can be an advantage. power produce a sigil when they use their tremely prejudiced persecution of the tra-
Ultimately, the adventure designed by magic, which is akin to a signature. Like dition by the Order of Hermes to form a
the storyguide should determine the result the sigils of Hermetic magi (ArM5, page significant part of the saga.
of such encounters. Most likely the wizards 86), these sigils might affect the environ-
in this supplement will be antagonists. If ment in which the spell was cast, the wiz-
it serves the storyguide to have a pair of
Muspelli working together, then they can
ard herself, or the target of the spell; but
they always allow the identification of a
Magical Arts and
be assumed to have made some type of alli- cast spell to a specific individual, although Supernatural Abilities
ance. If the wizards are player characters, as it may require magical investigation to re-
in the case of two players wanting to play veal a sigil once a spell has been cast. Some magical traditions produce ef-
Amazonian sorceress and who want the fects via combinations of Arts in a man-
characters to be friends, they should either ner similar to how Hermetic effects are
include mistrust and suspicion in their early
stories, or be assumed to have been asso-
The Limits of Magic produced via combinations of Technique
and Form Arts. Other magical traditions
ciates for several years. While the social produce effects via Supernatural Abilities.
consequences of The Gift should penalize The Limits of Magic are Hermetic Finally, some traditions use both Arts and
teaching totals and loyalty rolls, it should theories that describe the boundaries of Supernatural Abilities (although for sepa-
not penalize storytelling. Hermetic magic, although some Hermetic rate effects).
Finally, wizards take apprentices to theorists believe that a few of the limits Magical Arts are not normally com-
enhance their abilities and continue their are merely errors in Bonisagus theory. The patible with Hermetic Arts (or with the
traditions of magic. While the length of Limits of Magic are described in detail in magical Arts of other traditions), so if a
any individual traditions apprenticeship ArM5 (pages 79-80). character somehow learns Arts from sev-
varies, it is sometimes long enough for Rival magic is likewise normally bound eral traditions, they may not be combined
the wizard and his apprentice to get used by the Limits of Magic, which adds cre- to produce exotic effects. However, this
to each other. This does not mean they dence to the theories of Bonisagus, al- could be a fruitful avenue for integration
like each other, but it also doesnt mean though a wizard might not conceive of research projects (see later).

The Limit of Magic Resistance


No non-Hermetic tradition of wiz- ent limit. It is unclear why this should be lies on magis ability to resist the magical
ards has a general resistance to magic. so, but it is undeniably convenient for effects of wizards, and the wizards cor-
This is obviously not a true Limit of the Order of Hermes. In fact, if a magical responding inability to resist the magic
Magic, as clearly a Hermetic magus has tradition did develop a method of break- of magi. Perhaps the historic efficiency
a general magic resistance from his Form ing the Limit of Magic Resistance, its of the Order of Hermes in identifying
Art Scores (augmented even further by members would be ruthlessly eliminated and destroying such challenges to their
his Parma Magica). However, Hermetic by the Order of Hermes. This is because power is sufficient to explain the appar-
theorists have noted that non-Hermetic the wider Order fully understands that its ent Limit of Magic Resistance.
traditions are constrained by this appar- hegemony over the magical traditions re-


Rival Magic
Difficult Arts Ability scores from the source quality to Magical defenses do not apply to ef-
learn other Abilities that are favored by fects that have a Personal Range.
Some magical traditions are under- that tradition. Usually, the character has Each magical Art or Supernatural Abil-
developed, or have theoretical shortcom- to undergo some sort of ritual Opening ity grants the wizard a maximum of one
ings, so the wizards find it difficult to im- The Gift before he gains this benefit defense. For example, the Muspelli Wild-
prove some (or even all) of their magical of the tradition. Favored Abilities have no fire Ability gives the wizard a Magical
Arts. Other Arts are difficult to improve meaning for unGifted characters as they Fortitude defense against Ignem effects,
because they encompass very wide and cannot learn Supernatural Abilities at all. and her Spadomur Ability gives her a Veil
disparate effects. In either case, such Arts Characters with favored Abilities must of Secrecy defense against effects with a
are noted as being Difficult Arts in their subtract the total of all their Supernatural Corpus or Imaginem Form.
description. This means that when gen- Abilities, including favored Abilities, from Note that it is the training of the tradi-
erating a character, scores in these Dif- the source quality when learning Super- tion that grants these defenses, so an un-
ficult Arts are purchased as if they were natural Abilities that are not favored. trained character with the appropriate Su-
Abilities (it costs 5 experience points for pernatural Virtues for one or more of the
a score of 1, 15 experience points for a powers of a tradition would not normally
score of 2, etc). A Difficult Art also uses
the Ability Advancement Table (ArM5,
Magic Defenses acquire the associated defenses.
Some magical defenses are listed below,
page 31) when the character studies or and a particular tradition may have access
otherwise earns experience points during As noted above, no wizard can resist to none, some, or all of these options:
play. This is the only difference between magic, but some wizards do have limited
a Difficult Art and a normal Art; the Dif- magical defenses that reduce the effect Accelerated Expiry: Spells cast on the
ficult Art may be improved through the of magic. wizard, in his area of specialty, expire
study of vis (if this is a possibility for the Magical defenses apply either a numer- unexpectedly quickly. Diameter Dura-
tradition), the Difficult Art is affected ical bonus to the wizard, or a penalty to an tion spells expire a number of rounds
normally by Virtues that affect Arts (such attacking caster, in an area of the wizards too early equal to the wizards Magi-
as Magical Foci), and it is not affected by specialty. If the specialty is a magical Art, cal Defense Bonus, but last at least
Virtues that affect Abilities. the bonus is equal to the wizards Score in one round. Sun Duration spells expire
Original research (either by the rival the Art divided by 5 (round up). If the spe- a number of hours too early, but last at
wizards themselves, or by helpful Her- cialty is a Supernatural Ability, the bonus least Diameter. Moon Duration spells
metic allies) could improve a magical is equal to the wizards Score in the Abil- expire a number of days too early, but
tradition and convert some of its Diffi- ity. Difficult Arts are treated as Arts, so for last at least Sun. Year Duration spells
cult Arts to normal Arts. This should be them the bonus is equal to Score divided expire a number of weeks too early,
at least as difficult as an Hermetic break- by 5 (round up), and Accelerated Abilities but last at least Moon. Spells with a
through, and may not be possible at all for are treated as Abilities. Momentary, Concentration, or Ring
some theoretically naive traditions. Many Duration are unaffected. If other
magi would frown upon such research, as Magical Defense Bonus: characters are affected by the same
it could reduce the Order of Hermes posi- Art divided by 5 (round up) spell, the spell lasts its usual duration
tion of dominance over wizards. or Ability Score. on them.
Alacritous Fortune: The wizard adds his
Magical defenses usually only assist Magical Defense Bonus to his Defense
Accelerated Abilities the wizard, and any companions are unaf- Total when spells are aimed at him.
fected. So if the wizard is part of a Group Confounding Magics: Add the wizards
Accelerated Abilities are the counter- or large Target then the magic effect may Magical Defense Bonus to the Ease
part to Difficult Arts, and were introduced be reduced for him, but any others within Factor of Concentration rolls made by
in Houses of Hermes: Societates. They advance range are affected normally. the casters of effects with Concentra-
in the same way as Arts, costing one expe- Magical defenses are not cumulative. tion Duration that target the wizard,
rience point for a score of 1, but are other- So, if a wizard has several possible de- and are in an area of the wizards spe-
wise treated as Abilities in all respects. fenses against an effect, use only the best cialty. Note that if the wizard is part
available defense. If the troupe is in doubt of a Group or large Target effect, only
as to which defense is the best, then the a single Concentration roll is made
Favored Abilities storyguide should adjudicate. by the caster. If several wizards with
Magical defenses are not optional or Confounding Magics defenses are in
Some traditions have a set of favored under the control of the wizard, and work the Group, then only the best Magic
Supernatural Abilities. Gifted characters even if he is unconscious. Note that this Defense Bonus is used to modify the
who belong to these traditions do not have means that magical defenses apply to Ease Factor of the Concentration roll.
to subtract the total of their Supernatural friendly effects, too. This is an instance where the effect of


Rival Magic
the wizards Magic Defenses can indi- receives a Magical Defense Bonus to If successful, the information that the
rectly benefit other characters. his Soak Total. spell provides is somehow reduced. It
Immovable Object: If the wizard is af- Strength of Form: If the wizard is affected might produce only a blurred image
fected by an effect in his area of spe- by an effect in his area of specialty that of his face, locate the general area in
cialty that physically or mentally con- changes his form (usually a Muto ef- which he can be found rather than the
trols him (usually a Rego effect), then fect), then he may make a Stamina + exact location, or pluck only a partial
a roll is made for the wizard to resist Magical Defense Bonus + simple die answer from his mind. The spell al-
the effect, each round, of Strength + roll against an Ease Factor of 9 to re- ways results in some useful informa-
Magical Defense Bonus Magnitude turn to his natural form. The Bjornaer tion; if it cannot be reduced in scope
of Effect + simple die against an Ease Heartbeast Ability grants a similar de- (e.g. a spell to determine whether the
Factor of 9. If the effect is still active fense that has been retained from the wizard is dead or alive) then it works
next round, he is still affected by it but Houses pre-Hermetic tradition. as intended.
another roll is made for him to resist. Veil of Secrecy: If the wizard is targeted
This defense could be disastrous if the by any effect in the area of the wiz-
wizard resists a friendly effect that al-
lows him to fly, for example.
ards specialty that tries to discover
information about him, the player
Warping
Magical Fortitude: If the wizard is af- can make a Perception + Magical
fected by an effect in his area of spe- Defense Bonus simple roll against an A rival wizard, like most characters,
cialty that causes damage, then he Ease Factor of (6 + spells magnitude). accumulates Warping Points, which con-
tribute to his Warping Score. The wiz-
ard gains Warping Points via the usual
methods (see ArM5, page 167), but as
these wizards draw their power from the
Magic Realm, he does not accumulate
Warping points due to living in a strong
magic aura.
The response of each magic tradition
to Warping is unique. Wizards Twilight
is the response of the Order of Hermes,
and no non-Hermetic tradition has this
particular response. Usually, unGifted
wizards react similarly to mundane char-
acters, gaining Flaws and Virtues (see
ArM5, page 168), but Gifted wizards re-
act more uniquely and unpredictably (see
individual chapters).

Vis
Some magical traditions use vis as
described in the tradition chapters. Of
course, even these wizards might use a
different word to describe vis or may only
recognize vis of specific Forms. However,
this invites an important question: how do
wizards detect vis?

Any character with the Supernatural


Ability Magic Sensitivity (ArM5, page
66) can detect whether an object con-
tains vis; make a roll of Perception +
Magic Sensitivity against an Ease Fac-
tor of (12 the number of pawns of
vis contained in the object). Some tra-

10
Rival Magic
ditions have alternative supernatural Major Supernatural Virtue: Minor Supernatural Virtue:
methods of detecting vis. Potent Sorcery Lesser Craft Magic
If the character does not have super-
natural means of detecting vis, then The characters magic is particularly The character may craft objects that al-
he may still have an understanding of potent in a fairly limited area. This area ready contain raw vis into magical devices
the types of objects that might contain must be smaller in scope than a single Su- with lesser enchantments (see ArM5 page
vis. If the character is presented with pernatural Ability, but may be spread over 96). He can instill any effect of a Super-
an array of objects that might contain several Supernatural Abilities such as natural Ability he himself possesses; this
vis (for example, he is searching a ma- the type of target that can be affected, Virtue is useless unless the character has
gus Laboratory) make a Perception + or a situation in which an Ability is used. some other magical ability. The vis needed
(Rival Magic) Theory or Magic Lore When the character uses his Supernatural must already be part of the raw material,
roll against an Ease Factor of 12. If the Ability within his potency, the Casting which is then crafted into a physical ob-
roll is successful then the character has Total receives a +3 bonus. Furthermore, ject from it; this takes the normal amount
successfully identified which objects the character can increase this bonus fur- of time to make (see City and Guild, page
are most likely to be vis, but whether ther by employing casting tools that have 68) generally speaking, the more du-
the objects really do contain vis or not Shape or Material Bonuses. Whenever rable the object, the more time it requires.
is unknown (to him) until he tries to both the potency and a Shape or Mate- During this time, the character must avoid
use the vis. rial effect applies, the character receives distractions and maintain concentration
Alternatively, a character can use his a bonus to his Casting Total equal to 3 + whenever he is working on the object, and
understanding of magic to predict Shape or Material Bonus. Only one bo- the character can only work on a single
where vis might be found. In this case, nus can be used to enhance an Ability at object at a time.
make a roll for the character of Intelli- a time. The Shape or Material Bonus can- Use the characters Casting Total in
gence + (Rival Magic) Theory or Mag- not be gained outside the focus. Like a place of his Lab Total, but this result only
ic Lore against an Ease Factor of 15. Magical Focus, a character may only ever needs to be greater than or equal to the
If this roll is successful, the character have one version of this Virtue, regardless Ease Factor, not twice that value as with
has successfully figured out that, for of its source (such as a Virtue granted by Lesser Enchantments. The effect imbued
example, the first fruit of the season is Lesser Craft Magic). can only be one possible with the Super-
likely to contain vis. However, actually Example: Gunnvara has Potent Sorcery with natural Ability; use the Ease Factor as the
finding the first fruit is a trial-and-error the focus of Men. When using her Entrancement base level, and alter the base Range, Dura-
process for the character, and may be Ability on a man she gets a +3 bonus. If she uses tion, and Target of the effect by adding 5
a significant adventure in and of itself. this Ability to make a man turn against his liege levels for each magnitude of change need-
See Covenants (page 72) for examples of lord, she can get a bonus of +6 by brandishing a ed. The usual effect modifications such as
the types of objects and places that the dagger (which has a +3 bonus for betrayal) when uses per day and Penetration can also be
character might suppose contain vis. she entrances him. She would not get any bonus, included. A character with a Virtue that
not even from the dagger, if she was trying to make only affects himself (e.g. Greater Immu-
a woman betray her husband. nity to Fire, Puissant Single Weapon) can
Virtues and Flaws This Virtue is available to any charac-
ter with one or more Supernatural Abili-
craft an item that other characters can use
for the same effect, though only if the ac-
ties or Hedge Arts, but it cannot affect tivity requires the crafted item to perform.
Note that some Story Flaws seem Hermetic Magic; instead use the Potent Use an appropriate Craft Total instead of
obligatory for rival magicians (such as Magic Virtue (The Mysteries Revised Edition, the Casting Total, and the base level of the
Pagan for Amazons and Muspelli, and pages 3132). effect is 5; it has default parameters of R:
Known Wizard where there are both Her- Per, D: Mom, T: Ind. The Casting Total
metic and non-Hermetic player charac- receives appropriate Shape and Mate-
ters). This does not restrict ones choice Minor Supernatural Virtue: rial bonuses just like a Lab Total, with a
of Story Flaw. For example, there is noth- Greater Magical Defenses maximum bonus equal to the Supernatural
ing to forbid a character with the Feud Ability used (or (Rival Magic) Theory if a
Story Flaw from also being a pagan; but The wizard is unusually difficult to Virtue is invested).
by choosing Feud over Pagan as a Story affect with magic; double his Magical If the effect normally requires the ma-
Flaw, the player has indicated to her sto- Defense Bonuses. This is only useful for gician to roll a stress die (such as part of
ryguide that she is more interested in be- a wizard whose tradition includes Magi- the Casting Total), he must still roll when
ing involved in stories having to do with cal Defenses. If the wizard acquires he makes the item to see if he botches, but
her characters enemies than she is with a Magic Resistance (he learns Parma he does not add the die result to his Lab
his faith. In this case, her pagan nature be- Magica, for example) it is not affected Total. The level of the invested effect can-
comes background color and a roleplaying by this Virtue. not exceed five times the number of pawns
opportunity instead. of vis in the object. Once invested, this vis

11
Rival Magic
cannot be used for any other purpose even The character does not observe Christian Magic, Study Requirement, Twilight
if it was not all needed for the enchant- holidays and he tries to avoid churchmen Prone, Waster of Vis; Careless Sorcerer,
ment. A character cannot invest more and the Dominion. The character can- Cyclic Magic (negative), Deleterious Cir-
pawns of vis in a season than his score in not pretend to go along with society, as cumstances, Disorientating Magic, Sus-
the appropriate Supernatural Ability; use he believes that this would displease his ceptibility to Divine Power, Susceptibility
the highest score if he employs more than gods and incur their wrath he might to Faerie Power, Susceptibility to Infernal
one in a season through this Virtue. suffer supernatural consequences if he Power, Unpredictable Magic, Warped
A Muspelli cannot use this Virtue to takes communion or appears to worship Magic, Weak Magic, Weird Magic.
enchant an utiseta ritual effect. gods other than his own. The character Other Hermetic Virtues and Flaws
Example: A character with this Virtue and the may be correct in this belief. The charac- may be suitable for individual traditions
Shapeshifter Virtue makes a cloak that will allow ter may begin with either Magic Lore or of magic; those are noted in the appropri-
its wearer to become a wolf. This is a level-14 ef- Faerie Lore depending on the specifics of ate chapter.
fect (Base 9, +5 Touch), and will need the pelt of a his faith. Note that this Flaw should only
magical wolf that contains at least 3 pawns of vis. be taken for the character if the troupe
His Lab Total is 3 (Stamina) + 6 (Shapeshifter) wishes to tell significant stories about the
+ 4 (aura) +4 (Shape and Material bonus for the
cloak), or 17; easily enough for success.
Example: A character with this Virtue makes a
characters pagan religion. This Flaw is not
appropriate for a character who is a non-
practicing pagan, or for a saga set in pre-
Hermetic
shield that he imbues with the Tough Virtue (which
he also possesses). This is a level-17 effect (Base 5,
dominantly non-Christian lands.
Integration of
+5 Touch, +5 Diam; +2 3/day), meaning he must
have a Dexterity + Craft: Shields total of 17. Since
he is making the item in a Magic aura of 4, and
Minor Supernatural Flaw:
No Magical Defenses
Rival Magic
a shield has a +5 Shape and Material bonus for Some Hermetic magi, particularly
protection effects, this is within his ability as long There is something flawed in the way those of House Bonisagus, eagerly hunt
he can find wood with which to make the shield that the wizards Supernatural Abilities and down rumors of exotic traditions so that
has at least four pawns of vis within it. Arts were developed. He has no Magical they may gain insights into magic theory.
(This is a Minor version of the Craft Defense Bonuses. This is only appropri- This is because some exotic traditions ac-
Magic Major Virtue, Houses of Hermes: Soci- ate if the magical tradition has magic de- complish unusual effects that could, with
etates, page 131.) fenses. This might be a suitable Flaw for considerable difficulty, be integrated into
a Gifted wizard whose Opening The Gift the Hermetic theory of magic, and thus
ritual was flawed. duplicated by Hermetic magi. A new ef-
Major Story Flaw: fect might even break a limit of magic, and
Known Wizard much prestige would accrue to the Seeker
Hermetic Virtues and Flaws responsible for extending the power of
The character is known to be a wiz- Hermetic magic in this way.
ard by many in the Order of Hermes. The The following Hermetic Virtues can be Since Hermetic encounters with the
approximate location of his home is well taken by non-Hermetic Gifted characters: traditions mentioned in this book are likely
known as is something of his capabilities. Gentle Gift, Mythic Blood*; Cau- to be hostile at least at first the prob-
The wizard is carefully watched by the tious Sorcerer, Cyclic Magic (positive), ability that a magus could have a meaning-
Order, and if he begins to demonstrate Enduring Magic, Free Study, Harnessed ful dialog with a rival magician regarding
great power he may be required to either Magic, Inoffensive to Animals, Personal the differences between their magical tra-
Join or Die. Vis Source, Side Effect, Special Circum- ditions is slim. However, should a dtente
stances, Study Bonus. be reached, suggestions for the Hermetic
Mythic Blood is permitted if the Mi- integration of aspects of the rival magic
Major Story Flaw: Pagan nor Magical Focus that is intrinsic to this traditions are given in their respective
Virtue is exchanged with a similar Minor chapters. The process for the integration
Some wizards are pagans they do Virtue, such as Special Circumstances. of exotic magic into Hermetic theory is
not follow the teachings of the Church The following Hermetic Flaws can be given extensive treatment in Ancient Magic
and have never been baptized. This upsets taken by non-Hermetic Gifted characters: pages 79, and Hedge Magic Revised Edition
those in authority in Mythic Europe, and Blatant Gift, Necessary Condition, pages 1416.
frightens common people who learn of it. Painful Magic, Restriction, Short-Ranged

12
Chapter Two

Amazons
Legends tell of a tribe of warrior wom- detailed their sorceresses and the incan- tered by the Amazons. They hold firmly
en, great in war, which has forsaken men tations and rites they perform. Lastly, their to their legends, and have customs rather
except for breeding. They fight, rule, and most powerful sorceress Viea is presented. than laws to govern themselves. They put
live together, refusing to join male-domi- This is the same woman whom Bonisagus more emphasis on their collective retelling
nated society. Theyre said to cut off one of captured, Trianomas twin. She is still alive, of myths than in any type of formal codifi-
their breasts, both to emulate the strength in a fashion, and plots a terrible revenge cation of social rules.
of men and to distinguish themselves from on the Order of Hermes, combining her The basic social unit is the raiding
other women. These Amazons are de- original magic, magic stolen from Bonisa- party. Led by a general, it consists of a
scribed by historians and epic poets, but gus, and the magical tradition and martial number of warriors banded together under
none present a detailed account of the leg- prowess of the Amazons. her leadership to raid and plunder. Several
endary women. Their stories are repeated raiding parties include a sorceress, whose
hearsay and gross fabrications, intended to arcane power aids the group. While she is
show how weird and wrong Amazons are mistrusted by all except her closest com-
compared to Greek society. Several stories
hint at the nature of Amazons, but many
are wrong.
The Amazon panions, the general recognizes her use-
fulness and utilizes it, despite the personal
misgivings she might have about such a
Most fantasy roleplaying gamers will
have heard of Amazons, as they are a com-
Nation dishonest, disreputable character.

mon inclusion in fantasy literature and


games. Mythic Amazons are just as well
known to the imaginations of Mythic Eu-
The Amazons are a society of women,
all trained in the art of war. The majority
History
ropeans. While the Amazonian exploits of Amazons live on the island Amazo-
described by Homer and Herodotus are nia, and are lead by their queen. Smaller Without written histories, Amazon
unknown, Virgil and Justin mention them, groups are scattered around the Black and elders rely on tradition and accepted my-
as do the vernacular tales of Justin of Ex- Caspian Seas, living in secret enclaves thology to explain their origin. The com-
eter and Benoit de Sainte-Maure. The tale with each group led by a general. Some of mon story, retold in a number of ways, is
of Penthesilea, the Amazon queen during these raiding parties are large, giving the that many centuries ago, a king and all his
the Trojan War, is most famous in the west, false impression that more than one tribe male warriors were defeated by a neigh-
and Queen Thalestris is the most famous of Amazons exists. Though removed, they boring kingdom. Rather than admit defeat,
Amazon in the east. are tied to Amazonia and their queen. the queen ordered the female population
Penthesilea went to aid Priam because Amazonian society is entirely militaris- to arms and they rode into battle. Aided
of his famous son, Hector, but arrived after tic and extremely competitive. There are by a priestess, the queens army routed
Hectors death. Loyally joining the Trojans, no Amazon craftsmen, traders, or farmers. the enemy, offering no mercy and tak-
she killed many Greeks, but was eventu- Every Amazon is a warrior, and every non- ing no prisoners. Different legends place
ally killed by Achilles son, Pyrrhus. military role is delegated to a male slave. this event in different countries, including
Thalestris was drawn by Alexander the Their society has existed longer than any Greece, Scythia, and Colopherus.
Greats illustrious reputation, and came to other, including those of the Romans, Relocation myths recount how the Am-
him offering to bear his child. Alexander Carolingians, and Egyptians, and has been azons spread, and are as popular as the vari-
agreed, and welcomed her into his war little changed by the passing of time. It is ous origin myths. Suffering a defeat, usually
tent for thirteen nights, but no tales are a completely oral society, meaning that at the hands of the Greeks, three ships full
told of any children of the royal pair. nothing is written down or recorded. They of Amazon captives were crossing a body
The Amazons are first described here eschew male systems of government and of water, when the captives seized the ship
as a whole: their history, location, and so- organization; everything other cultures and slew all the men. Having no skill with
ciety. Following this, Amazonian magic is do to control themselves is ignored or al- ships, the Amazons let the winds take them

13
Rival Magic
rum used for games, military training, and
community meetings, and the Amazonop-
olis, a large temple dedicated to Hestria
and the other gods and goddess the Ama-
zons worship. Almost 1,000 adult Ama-
zons call Poliochni home. The next-largest
community is to the east, near where the
land bridge is raised, holding perhaps 500
Amazon warriors. A smaller community of
around 250 sits on the southern shore of
the island. To the west lies the community
of men who were abducted in raids. They
live in near-confinement, supplying the
Amazons with husbands and menial labor.
The Amazons of Amazonia have no
formal interactions with their neighbors.
They make raiding forays to collect men,
but other than that have little interest in
foreigners. The greater area of the Caspi-
an Sea keeps them away from westerners.
Their neighbors are the Cumans to the
north, and the Sultanate of Khwarezm to
the south. The Cumans are steppe horse-
men, much like the Mongols, while the
people of Khwarezm are Sunni Muslim
Turks, former mumluk slaves of the Seljuq
Empire. For 200 years the Cumans and
Khwarezms have lived in a state of war,
defending the intervening march lands
to a foreign shore. There they quickly raid- and purposeful. Since their defeat at Troy, and making occasional sorties against
ed the neighboring kingdoms, stole horses Amazons have intentionally relocated to each other. This war zone provides ample
and men, and retreated to a distant loca- be as far away from male-dominated soci- opportunities for Amazon raiders, who at-
tion. Different myths move the Amazons ety as possible. When scholars say that the tack both groups without discrimination.
to and from different locations, including Amazons live at the southern, northern, or Cumans are essentially Mongols, minus
Egypt, Cappadocia, Libya, Ephesus, Delos, eastern edge of the map, they are correct. shamans as described in Ancient Magic, pag-
and other Aegean islands. In 1220, the Amazons have relocated es 16-18. The Sultanate of Khwarezm is a
The elements in common are that the once again, and currently live on a large fully functioning Islamic empire, and play-
Amazons resulted from a rebellious queen, island near the western shores of the Cas- ers wishing to detail Khwarezm characters
who broke the social norms and avenged pian Sea. The island is called Amazonia can use the rules found in Realms of Power:
her husband. This queen then spread her by its inhabitants. It is called Femyny, the The Divine, pages 114-120
followers, either through victory or defeat, Maiden Land, or the Land of Women by This local balance of power is about
making it difficult to trace their exact ori- others. The island is surrounded by mist to change, thanks to Genghis Khan and
gin. In typical conqueror fashion, the Ama- and difficult to find, so much so that the his ambitions. As a canonical saga be-
zons took aspects of the defeated culture Amazons neighbors dont even know of gins, Genghis Khan recently sent a group
for their own, incorporating the combative its existence. To cross to the mainland, a of ambassadors to Khwarezm to offer an
style of the Scythian horsemen, the reli- sorceress summons an earth elemental to alliance. The sultan, Ala ad-Din Muham-
gious trappings of Egyptian culture, and the build a connecting land bridge, allowing mad II, responded by beheading the en-
ethnocentric jingoism of the Greeks. the Amazonian cavalry easy access. The tire group. The sultans bravado has yet
islands interior is a rough, craggy land to be answered, but it will be. If your saga
scattered with caves and rocky defiles, follows medieval history, Genghis Khan
Location and several active mud volcanoes. Most of
the inhabitants live on the islands shores,
will invade Khwarezm in February 1220.
Within the year he will rout the sultans
where the only arable land exists. A walled army and slay the ruler and his family. Fol-
Any educated character can tell a city rests in the north, named Poliochni lowing the conquest of Khwarezm, Geng-
questioner where the Amazons live: At after one of the original Amazon cities. It his Khan and his descendants will move to
the edge of the map. This is both accurate houses the queens palace, an open-air fo- attack the Cuman tribes, defeating them

14
Rival Magic
by the middle of thirteenth century. facing Amazonia. She oversees the com- move excrement and other garbage. They
The Mongol invasions are a turning munity, adjudicates squabbles, judges ju- are also responsible for raising any male
point in Amazon history. Long isolated dicial trials of combat, and maintains the children the Amazons put with them.
and separate, they will decide to re-enter male slave community. She can stage raids, To take a husband, an Amazon must
the political arena, and voice their inten- but a queens raid is a short affair, and her first slay a man in battle, an ancient cus-
tions with blood and steel. troop is only gone from the island for a tom that is still predominately practiced.
few days. These are usually large forces It does occasionally happen that an Ama-
that ride to a selected target, attack it, and zon takes a man out of wedlock, a situa-
Society return as soon as possible. She rules until
she is unfit, meaning that a better warrior
tion more common with young Amazons
than their elders. In such a case, the man
has risen to power and replaced her. is generally removed from the woman by
The Amazons exist in an egalitarian so- When not raiding, Amazons are train- her family members. If the unwed woman
ciety that would scare visitors, if any were ing. At least half of the entire population produces a child, there is no social stigma
allowed. There are no classes or social is raiding at any given time, leaving the for the youth, and it is treated just like
distinctions. Every member is an Amazon, other half to improve their martial skills every other child born in Amazonian so-
pure and simple a woman trained in the and teach their daughters military skills. A ciety. If it is a female, the child is reared
art of war. Social ranking and advance- small percentage is old or infirm, but since by the mother. If it is a male child, the
ment focus on the warriors prowess and most Amazons prefer to die in battle, this mother has options. She can raise the
record of successes. Any Amazon can rise is an insignificant group. They assist as child, keeping him until he is seven years
to the rank of queen, providing she has the best they can, repairing armor, tending the old before sending him to the mens vil-
skill to claim and hold the position. wounded, or guarding the slaves. lage. Or she can immediately send him
The Amazons are essentially a collec- Amazon women take husbands, and to the mens village, although his chances
tion of raiding parties, each led by a gen- are monogamous only if it pleases them. of survival are small. Lastly, she can kill
eral and often assisted by a sorceress. Raid- Some Amazons keep their husbands with the child. Being the mother, the choice
ing parties do not live on Amazonia, but them, and househusbands are allowed, al- is hers, and none of the choices carry any
are scattered throughout the surrounding though a woman having a househusband social consequences.
countryside. Once a year or thereabouts, living with her does suffer some social em- The tale that every Amazon cuts off
representatives of the raiding party re- barrassment. Most husbands, once their one of her breasts is false. It is a myth
turn to Amazonia with the spoils of their reproductive duty is complete, are moved invented by Greek writers to explain the
efforts: material goods, livestock, and to the eastern village. This is intention- derivation of their name and is simply not
slaves. Gifted girls are especially sought, ally never a large community. They are true. A sorceress will sometimes disfigure
to continue the tradition of Amazon sor- responsible for the menial tasks assigned herself by removing a breast (see Scepters
cery. These goods are given to the queen, them, usually agriculture and domestic later), but it is not a common practice of
who distributes them the islands popula- services. Men plow the fields, watch the the Amazons.
tion. Amazons take note of the amount herds, clean the public buildings, and re- Amazons still worship pagan gods
and splendor of the goods, and remember
which raiding general supplied them. The
general herself is forbidden from entering
Amazonia, as custom dictates. There are
Amazonomachy
only two conditions that warrant a gen- Amazonomachy is a Greek word that Amazonomachy during the Trojan War.
eral returning. Either she is retiring from means Amazon battle, a battle in which Allied with King Priam, Queen Penthe-
raiding, having given her groups leader- the entire tribe of Amazons takes part. silia assailed the Greek army late in the
ship position to another Amazon, or she is Nearly any Greek writer who mentions war. Too late to save Hector, Penthe-
staging a coup against the current queen. the Amazons includes an Amazonomachy. silia ravaged the Greek lines. Though
In the second instance, she is accompa- Apollodorus Library recounts the siege of her efforts offered Priams forces a brief
nied by her raiding party, and the streets Attica, which resulted from Theseus and reprieve, she was killed by Pyrrhus and
of Poliochni will soon run with blood as Heracles raid on the Amazons. Heracles her army was decimated.
the queen and her bodyguards resist the stole the magical war-belt of the queen, While certainly entertaining, Ama-
invading general. Hippolyte, and Theseus kidnapped the zonomachies are myths invented by
Coming to power, the new queen queens sister, Antiope. Hippolyte and writers ignorant of the truth, usually to
brings her raiding party with her, includ- her army stormed Attica and laid siege to show how strong and valiant their he-
ing her captains and sorceress. She may Athens. Despite their best efforts, they roes are. Because of the animosity The
face resistance by Amazons still loyal to failed to rescue Antiope, who refused to Gift engenders, no group of sorceresses
the deposed queen, and the first years of return to her sisters. would be willing to work together for
her rule could continue to be violent. The The Aethiopis tells the story of the such an extended campaign.
queen makes every important decision

15
Rival Magic
primarily a blending of Greek, Scythian, children; the list is inexhaustible. The she lives an isolated life. Even though her
and Egyptian gods but Amazons dont winner gets her way, and since Amazons people prefer not to meet her, her name
expect much from their deities. Sorceress- rarely admit defeat, the loser is usually can live on in the repeated stories of her
es know that demons and faeries can take buried. Amazons do not have a feud-based exploits. Over time, sorceresses have be-
the guise of their gods, and are suspicious society, and the losers sisters and com- come the heart of Amazon raiding parties.
of any being claiming to be a god. They rades-in-arms do not pursue the victor The troop needs a general to govern it,
also know, thanks to their foremost sorcer- with vengeance in mind. Though their sis- though, which a Gifted sorceress cannot
ess Viea, that their magic is not channeled ter is dead, she died as an Amazon, sword be if the group is larger than about twice
from the gods but is a result of their Gift. in hand, and will join the ranks of Amazon her Leadership score. Consequently, most
Even though she uses the gods names in spirits who watch over Amazonia. raiding parties are lead by a general who
her invocations and rites, every sorceress is either a friend or a puppet of the sor-
knows that her magic is distinct and sepa- ceress. The most successful raiding parties
rate from the Amazonian gods. Amazonian Sorceresses have both a strong general to lead them,
Amazonian society has little patience and a powerful sorceress to advise and as-
with those who rail against accepted norms Sorceresses have a difficult time fit- sist her.
or refuse to participate. Malcontents are ting into Amazon society. Because of their Other sorceresses live in isolated caves
tolerated for only so long. Once a wom- Gift, Amazons regard them as untrust- or hidden valleys not far from Amazonia,
an has become too difficult for her com- worthy, dishonorable, and suspicious. Few and a very few live in the islands central
panions to handle, she is removed from have spent enough time with a sorceress area, despite the hostile terrain. They are
Amazon society. Typically she is forced to to realize that this is a consequence of her occasionally visited by Amazons; women
leave the island or the raiding group, tak- Gift and is not her personality. But no one seeking cures, magical assistance for child
ing whatever food and equipment she can doubts their efficiency and prowess with birth, or portents of their future. Such
carry, and is told never to return. Hence- magic. Most Amazon generals want a sor- sorceresses often have a small gathering
forth she is considered an enemy and will ceress in her army, just not necessarily liv- of kin living with them; biological sisters
be slain on sight. ing in her tent. who have grown used to the Gifted indi-
When Amazons disagree, they fight. Most sorceresses became raiders, as- vidual over time. Such a life is hazardous,
Such duels are the legal courts of the sisting generals or leading smaller bands and many fall easy prey to more power-
Amazons. The two combatants face off, of their own. Out on the plains or thread- ful sorceresses plundering their homes.
often in the forum but anywhere is accept- ing through mountainous passes she rarely Raised in the competitive environment of
able, and battle until one concedes to the encounters another sorceress. Her name Amazon society, their first response is of-
others wishes. Amazons fight over living is known in Amazonia by the spoils she ten violent. Nothing prevents a sorceress
space, spoils of war, husbands, livestock, sends, bolstering her reputation even while from killing another one; in fact, there is
much to gain from anothers defeat. Raw
vis, enchanted items, captive magical ani-
An Amazon Sorcerer mals, a Gifted apprentice, and a temple in
a higher Magic aura are tempting spoils
Since The Gift is rare, granted only Such a deception can only be han- of battle.
to a few, Amazon society faces a chal- dled through mundane means; no Ama-
lenge when an Amazon gives birth to a zon spells exist to change a subjects gen-
Gifted male child. Because of their huge der. Because a sorceress does not interact
gender bias, Amazons cannot accept a
man as a sorceress. Realizing how rare
The Gift is, and how few sorceresses the
regularly with society, merely dressing
in womens clothes may achieve the
desired end. Riding in raids and living
Characters
Amazons have, sometimes a conditional with Amazons in encampments would Amazon characters are created like
exception is made. If the boy child can prove more difficult, but not impossible. regular Ars Magica characters, with cer-
be made a woman, he can be accepted as The character must take great pains to tain exceptions. Certain Virtues and Flaws
an apprentice and trained in Amazonian continuously appear to be a woman. are not appropriate for Amazon charac-
magic. This process is usually shrouded Becoming wounded and seeking medi- ters, reflecting their closed society and
in secrecy, with only the childs mother, cal aid causes a problem, for example, strict adherence to tradition. A sidebar
siblings, and the accepting sorceress as do other types of social interactions. lists the prohibited Virtues and Flaws. Be-
aware of the deception. The ruse must be A male Amazonian sorcerer should take ing pagans, Amazons are not allowed any
maintained; however readily the sorcer- the Flaw: Transvestite, which is changed Divine Supernatural Abilities or powers.
esses admit that they need more mem- from a Minor Personality Flaw to a Ma- An Amazon is just as susceptible to in-
bers, seeing a man practicing Amazonian jor Story Flaw because of the conse- fernal and faerie agents as any person in
magic drives them into a blind fury. quences if the charade slips. Mythic Europe, so Virtues that grant Infer-
nal or Faerie Abilities are allowed. Several

16
Rival Magic
new Virtues and Flaws exist, as do a few Prohibited includes knowledge of the ancient gods
new Abilities. Other than the particular and their appropriate worship, an under-
Amazonian Virtues, Flaws, and Abilities, Amazon Abilities standing of current magical practices, and
a character must adhere to the normal the secret signals and arcane procedures
considerations for character generation, General Abilities: No General Abilities necessary for participating in rites. While
as specified in the Virtues and Flaws Rules that pertain to other societies are al- it involves spellcraft, it is not part of cre-
and Guidelines table (ArM5, page 37). lowed, especially Order of Hermes ating or casting Amazonian spells. Spe-
Amazons are split along gender lines, Lore and other (Organization) Lores cialties: any one Vowel.
an essential characteristic of the society, that lie outside Amazonia. Amazonian Cult Lore is only available
and cross-gender roles are not tolerated. to Amazon sorceress characters.
For most characters, warriors and sorcer- Academic Abilities: Dead Language: all
esses must be women, and men can only except Amazonian Chant.
be slaves. Amazonian Chant
If you are creating an Amazon sorcer- Arcane Abilities: Code of Hermes, Magic
ess, use the regular rules up until she is Theory, Parma Magica Academic Ability
taken as an apprentice, which is usually Amazonian Chant is the dead language
around the age of 9 or 10. She will likely of the Amazons founders, the language
have gained martial skills as a child. She
then undergoes 15 years of apprentice-
New Amazon Abilities used by the ancients in invoking the gods
and producing spells. Incantations and
ship, gaining 240 experience points from rites are always cast in Amazonian Chant,
which she has to buy Abilities, Arts, and These abilities were created for Ama- and the better a sorceress speaks Ama-
spells. If you want to create an older, zon Ars Magica characters. zonian Chant, the longer her spells lasts.
more powerful sorceress, use the rules for Since it is a language, those that know it
creating magi after their apprenticeship can also communicate with it, speaking a
(ArM5, page 52). For each year past ap- Living Language: Amazon type of secret language to their allies. Sor-
prenticeship she receives 30 experience ceresses typically use Amazonian Chant to
points, minus 10 from her yearly total for General Ability speak with their peers. It is an unwritten
each season that she spends undertaking The language of the Amazons is sim- language, meaning that symbolic charac-
another activity. ply called Amazon. It is a mix of Greek ters and letters do not exist. Specialties:
A starting Amazon sorceress must and Scythian with several Egyptian loan any one Vowel.
spend at least 60 experience points on words. It is similar enough to Greek to al- Amazonian Chant is available to Ama-
spells, either incantations or rites. She low limited communication. Modify the zon sorceress characters without the need
may start with more, depending on how Language score by 3 if a Greek and an for a further Virtue.
the player wants to spend the characters Amazon try to speak with each other.
starting experience points. The highest-
level spell that she can learn is equal to Amazonian Spellcraft
her Temple Total in the Vowel and Con- Amazonia Lore
sonant combination of the spell (Temple Arcane Ability
Totals are explained later). Assume that General Ability Amazonian Spellcraft details the uses
her mistress taught her in a temple with Amazonia Lore covers the current so- and procedures of creating Amazon incan-
a Magic aura of 1 when calculating her cial and geographical facts of the Amazons tations and rites. A sorceress must have
Temple Totals during this stage of charac- and Amazonia, as well as their history. It Amazon Spellcraft to learn or invent new
ter generation. includes knowledge of the roles and privi- spells, but not to cast spells. This is dif-
leges of the leaders, responsibilities of the ferent from Amazonian Cult Lore, which
community members, and traditional en- regulates participation in a rite. Special-
Amazon Sorceress emies and adversaries.
Amazonia Lore is available to every
ties: learning spells, enchanted items, a
single Art.
Minimum Abilities Amazon character.

Amazon Chant 3
Amazonian Spellcraft 1 Amazonian Cult Lore
Prohibited Amazon
Amazon Cult Lore 1 Virtues & Flaws
Arcane Ability
Total Cost: 40 Experience Points Amazonian Cult Lore covers the mys- Major Hermetic Virtues: All except for
tic rituals and practices of the religious Gentle Gift and Mythic Blood
and magical culture of the Amazons. It

17
Rival Magic
Minor Hermetic Virtues: All except for Harnessed Magic New Amazon Virtues
Affinity with Art, Cautious Sorcerer,
Cyclic Magic, Enduring Magic, Fast This is a Major Virtue for Amazons,
Caster, Life Boost, Puissant Art, Side since Durations can be much longer for These virtues have been specially de-
Effect, and Special Circumstances sorceresses than magi, and having the signed for Amazon characters.
ability to end a lengthy duration is more
Major Hermetic Flaws: All except for Bla- of an advantage.
tant Gift, Deficient Technique (which Amazon
affects a Vowel), Magic Addiction,
Necessary Condition, Painful Magic, Magical Animal Companion Free, Social Status
and Restriction The character is an Amazon a wom-
Since Amazons use magical animals to an warrior of good standing within the
Minor Hermetic Flaws: All except for make rites permanent, the character must community. The character may purchase
Careless Sorcerer, Cyclic Magic, De- decide how this animal fits into play. Is it Martial Abilities at character generation.
ficient Form (Consonant), Deleterious an animal waiting to be sacrificed? Or is it
Circumstances, Disorientation Magic, a real friend, who will draw the attention
Infamous Parens (Mistress), Suscepti- of every sorceress who knows about it? Martial Connection to Magic
bility to (Realm) Power, Warped Mag-
ic, and Weird Magic Major, Supernatural
Poor Incantation Magic The sorceress has a strong mental con-
This list of Hermetic Virtues and Flaws nection between her magic and her com-
is not exhaustive, and does not take into This adaptation of Poor Formulaic bat prowess. Every time she gains at least
account the many new Hermetic Virtues Magic is a Major Flaw for a sorceress. 2 experience points in a Martial Ability,
and Flaws presented in other Ars Magica through study or adventure, she also gains
supplements. Troupes will have to decide 1 experience point in Finesse. She cannot,
if those Virtues and Flaws are appropriate Short-Lived Magic through this Virtue, gain more than 1 ex-
for Amazon characters, keeping in mind perience point in Finesse per season, no
the inflexible, unwritten, non-spontaneous This is a Major Flaw for Amazons, not matter how many experience points she
nature of Amazon magic. a Minor Flaw. To determine how much puts into Martial Abilities, nor how many
shorter a spell is, roll a simple die. 13 Martial Abilities she raises. She may, how-
Minor and Major Social Status Virtues subtract one from the sorceress Amazo- ever, put adventure experience into both
& Flaws: All are prohibited for Ama- nian Chant score when calculating the Martial Abilities and Finesse, and claim
zon characters. Players should select spells duration, 4-6 subtract 2, 79 sub- the bonus point. The reverse is also true,
one of the modified or new Social Sta- tract 3, and on a 10 decrease the Duration and improving Finesse by at least 2 experi-
tus Virtues or Flaws for Amazons. by one step. Spells will always last at least ence points awards 1 experience point in
Momentary duration. any Martial Ability.

Modified Amazon Skilled Mistress Strong Magic


Virtues & Flaws
The Amazon variant of Skilled Pa- Major, Supernatural
There are a handful of Hermetic Vir- rens, this Virtue adds 60 extra experi- The sorceress magic is stronger than
tues and Flaws that Amazon characters can ence points at character generation. her sisters and is more difficult to resist.
select, modified to reflect Amazon magic It does not add more levels of spells at Resistance Roll Ease Factors start at 9 in-
instead of Hermetic magic. Besides the character generation. stead of 6.
listed changes, the Virtues and Flaws oper-
ate as normal.
Unpredictable Magic Proven Raider
Clumsy Magic The player must always roll a stress Minor, General
die both for casting an incantation and The character has gone on several
This is a Major Flaw for Amazons, since aiming it, making this a Major Flaw for raids and has shown she is extremely ca-
every incantation needs to be aimed. a sorceress. pable. She has an additional 50 experience
points to spend on Martial Abilities during
character generation.

18
Rival Magic
Amazon Sorceress Amazons, having been either born in Ama- Frail Magic
zonia or captured during a raid. If the char-
Free, Social Status acter has an Amazon mother, he has spent Major, Supernatural
The character is an Amazon sorceress. his entire life in Amazonia and cannot take The sorceress magic is weaker than her
She begins play with a constructed temple any Virtues that give access to Martial sisters and is easier to resist. Resistance Roll
for her magical activities, situated some- Abilities. If he was captured in a raid, he Ease Factors start at 3 instead of 6.
where outside of Amazonia. The site has a may have pre-existing weapon skills.
Magic aura of 1. She may learn any Ability Magic Aura Temple
available to Amazons, including Martial and
Arcane Abilities, and must have The Gift. Beloved Slave Minor, Story
The sorceress character starts play with
Minor, Story her temple located in a +3 Magic aura.
Symbolic Understanding The character is male with an Ama- Others will try to take this from her, either
zon mother who loves him enough to through political, social, or violent means.
Major, Supernatural help him in his life as a slave. He may be
The sorceress has a more symbolic un- one of the rare few who dont live in the
derstanding of Amazon Vowels, viewing slave quarters, instead of being assigned Friendly Mistress
them as the beginning, middle, and end of as a personal attendant to another Ama-
Minor, Story
the day, a womans life, or a journey. Each zon or even still living with his mother.
The sorceress mistress went to great ef-
time she raises one Vowel score through While there are limits to her aid, his
forts to be friendly to her apprentice, and
study, she receives 1 experience point in mother will do her best to make life easier
the two had genuine affection for each oth-
the other two Vowels. for the character.
er. To maintain this friendship, the charac-
ter must continue to interact with her mis-
tress, spending one season assisting in the
New Amazon Flaws Bitter Mistress mistress temple every other year. The elder
sorceress is an ally and offers aid or resourc-
Major, Story
es if the relationship is maintained. Regard-
The following new flaws are appropri- The sorceress mistress loathes her
less of how often she sees the character, the
ate for Amazon characters. former apprentice so much that she will
mistress occasionally requests help.
do everything in her power to humiliate,
debase, and obstruct the character. Since
Amazonian Slave there are no customs to prevent violent Prolonged Apprenticeship
interactions between Amazon sorceress-
Major, Social Status es, this Flaw is worse than the Hermetic Major, Story
The character is a male slave of the equivalent: Tormenting Master. The sorceress character is still consid-

19
Rival Magic
single-edged battle axe called a sagaris and
Amazon Armor & Weapons a double-edged battle axe called a labrys
are traditional for the Amazon army. The
Armor Material Prot Load Cost labrys is used by the cavalry, along with
Amazon Armor 4 4 Std. the Scythian bow as the preferred missile
weapon, while the infantry uses both labrys
Weapon Ability Init Atk Def Dam Range Str Load Cost and sagaris. Both infantry and cavalry wear
Labrys Single +1 +4 +0 +6 n/a 0 1 Std. a cotton hauberk laced with metal rings for
Sagaris Great +1 +5 +0 +11 n/a +1 2 Std. armor, and carry a crescent-shaped shield
Pelta Single 0 0 +2 0 n/a 1 2 Inexp. called a pelta on their left arm.
Scythian Bow Bow 1 +3 0 +6 15 1 2 Std. Besides these classical trappings,
Amazons also use spoils of war, meaning
that any available medieval weapon can
ered an apprentice by her mistress, even
though she has spent 15 years under her Weapons be found in the Amazon army. Raid lead-
ers may wear better armor (chain mail)

and Armor
mistress care and received all the required and wield more effective weapons. Much
training in the Amazon Arts. The mistress depends on the predilections of the indi-
has not pronounced the character a sorcer- vidual Amazon. Wearing captured chain
ess, so she is still viewed by her contempo- mail at the Amazonopolis would be a so-
raries as an apprentice. No one will respect Amazons have a very distinctive style cial faux pas, but wearing it on the field
her, her temple, or her work until she re- of armor and a preference for specific might inspire bravery in a leaders troops.
moves herself from her mistress control. weapons. Two weapons in particular a The only weapon an Amazon wont use

Polemusa, an Amazon Warrior


Characteristics: Int +1, Per 0, Pre 0, Com Dead (21+) far west as Armenia and is just beginning
1, Str +2, Sta +1, Dex +3, Qik 0 Abilities: Athletics 3 (running), Amazon to encroach upon Trebizond. Polemusa
Size: 0 5 (concise statements), Amazonian has not had great luck as the groups gen-
Age: 27 (Appearance: 27) Lore 2 (Poliochni), Bow 4 (Scythian eral and has only returned to Amazonia
Decrepitude: 0 bow), Brawl 3 (fist), Caucasus Moun- twice, once with plunder and a second
Warping Score: 0 (0) tains Lore 3 (routes into Georgia), time to recruit new warriors after a de-
Confidence Score: 2 (5) Chirurgy 2 (field dressings), Hunt feat. She is quite sensitive about her lack
Virtues and Flaws: Amazon; Improved 2 (tracking), Leadership 4 (in com- of success and has challenged those who
Characteristics, Self-Confident, bat), Ride 3 (surprise attacks), Single criticize her.
Tough; Ability Block (other languag- Weapon 5 (labrys and pelta), Survival Her raiding party has recently ac-
es), Ambitious, Oversensitive 3 (mountains), Swim 1 (at sea) cepted an Amazon sorceress, and Pol-
Personality Traits: Ambitious +2, Brave Equipment: Amazonian armor, Scythi- emusa has high hopes that the sorceress
+2, Insensitive +1 an bow and quiver, labrys and pelta, will increase their number of successful
Combat: horse raids. However, she does not trust the
Dodge: Init 1, Attack n/a, Defense +3, Encumbrance: 1 (3) woman and never leaves her unguard-
Damage n/a Appearance: Polemusa is stocky and ed or unwatched. Until the sorceress
Fist: Init 1, Attack +7, Defense +4, square-shouldered, and looks very proves herself in battle, Polemusa re-
Damage +2 rugged when dressed for war. Para- mains aloof.
Labrys and pelta: Init 0, Attack +13, De- doxically, her facial features are ex- In combat, Polemusa can lead a group
fense +8, Damage +8 tremely fine, with narrow lips and a of warriors a trained group, serving as
Labrys and pelta, mounted: Init 0, Attack slender nose. both the leader and the vanguard (see
+16, Defense +11, Damage +8 ArM5, page 173). She can lead a group
Scythian bow: Init 2, Attack +11, Defense Polemusa is an Amazon warrior, the of four warriors for an Attack or Defense
+5, Damage +8 general of a small raiding party. Raised in bonus of +15 (counting her Leadership
Soak: +8 Amazonia, she has spent the last several specialty). Her preferred method of at-
Fatigue Levels: OK, 0, 1, 3, 5, years of her life away from home, raid- tack is to split the raiding party into four
Unconscious ing the mountain passes that interlace groups, each with a leader, and attack at
Wound Penalties: 1 (15), 3 (610), the Caucasus Mountains. Riding with a dawn just as a caravan is preparing for its
5 (1115), Incapacitated (1620), dozen other Amazons, she has raided as days journey.

20
Rival Magic
is a crossbow, as it is considered a weak-
lings weapon. Klymene, an Amazon Sorceress
Statistically, a labrys has the same com-
bat stats as an axe, a sagaris as a pole axe, Characteristics: Int +2, Per +2, Pre Contact the Fallen Amazon Helene (AlZo 15/
a Scythian bow as a short bow, a pelta as a 1, Com +4, Str 1, Sta 0, Dex 1, +13) This spell summons the spirit
round shield, and Amazonian armor is just Qik +1 Helene, as well as any other Might 5
like full metal reinforced leather armor. Size: 1 Amazon spirit Klymene may know.
Age: 25 (Appearance: 25) Hippolytas Strike (AlSo 5/+13) This spell
Decrepitude: 0 causes a Light Wound to a human
Warping Score: 0 (0) target at Range: Seen Stranger.

Amazonian Confidence Score: 1 (3)


Virtues and Flaws: The Gift; Amazon
Sorceress; Strong Magic, Symbolic
Order the Slain Servant (MaZo 5/+16)
Prick the Distressing Spirit (PaZo 5/+11)
This spell destroys 4 points of
Magic Understanding; Affinity with Zoi,
Improved Characteristics, Great
Might of a magic spirit. (Base 4, +1
Seen Stranger)
Communication; Short-Lived Mag- Surveying the Distant Realm (MaAp 5/+14)
Amazonian magic focuses on the in- ic, Dark Secret; Animal Companion, The Distant Eye (MaSo 15/+16) This spell
dividual warrior rather than the four ele- Driven, Small Frame is at Range: Cousin.
ments, demons, spirits, or other focuses Personality Traits: Determined +3, Appearance: Klymene is small, stand-
common to other types of magic. Tradi- Cautious +2 ing only slightly taller than a child.
tionally each spell was sung by a sorcer- Combat: Her weapons and armor have been
ess, who praised the mystical properties of Dagger: Init +1, Attack +4, Defense +4, made to fit her smaller propor-
the gods in hopes of enticing their atten- Damage +2 tions, so while small she does not
tion and achieving predetermined results. Dodge: Init +1, Attack n/ax, Defense +3, look comical.
Ancient Amazonian magic was practical, Damage n/a
meaning that much of it covered the mun- Scythian Bow: Init 0, Attack +6, Defense Born in Amazonia, Klymene is just
dane nuisances of life, including healing, +3, Damage +5 beginning her career, having recently
general health, leadership, and combat. Scythian Bow (mounted): Init 0, Attack +8, been released from apprenticeship. She
Since few of the sorceresses incantations Defense +5, Damage +5 lives along the southern shores of the
produced flamboyant effects, witnesses Soak: +4 Black Sea with a small band of raiders,
believed that spells were mere prayers, Fatigue Levels: OK, 0, 1, 3, 5, none of whom she has a sister relation-
and sorceresses simply priestesses. Noth- Unconscious ship with. In her apprenticeship she
ing could be further from the truth. Wound Penalties: 1 (14), 3 (58), somehow befriended a wild boar, which
While Amazonian magic is not visu- 5 (912), Incapacitated (1316), she has trained to serve a mount. For
ally spectacular, it is potent. Developed by Dead (17+) some reason, this animal does not react
warrior women with military persuasions, Abilities: Amazon 5 (songs), Amazon negatively to her Gift, and even seems
many incantations are meant to be cast in Chant 3 (Zoi), Amazon Spellcraft to like it.
combat at either an ally or an enemy. Like 3 (learning spells), Amazonian Cult Back in Amazonia, Klymene has a
a striking spear, Amazonian incantations Lore 3 (Zoi), Animal Handling 1 brother. She has secretly swum to the
are fast and accurate. They are not subtle, (boars), Athletics 2 (running), Aware- island to assist him in small matters and
and do not concern themselves with under- ness 2 (ambushes), Bow 3 (Scythian check up on him. Such a sibling rela-
standing nature or the magical universe. An bow), Brawl 2 (dagger), Finesse 2 tionship is highly frowned upon, and if
Amazonian sorceress serves her family best (Api), Penetration 1 (Zoi), Ride 1 discovered it could be used against her
by swiftly destroying its enemies. (shooting), Swim 1 (underwater) by other sorceresses.
Arts: Al 3, Ma 6, Pa 1, Ap 4, Ka 1; Nu Klymene specializes in magic that
1, So 6, Zo 6 summons Amazon spirits. She hopes to
The Arts Twilight Scars: None
Equipment: Scythian bow and Ama-
initially increase her archer skills with
Loukias help. Her preferred method of
zon armor attack is to shoot at enemy targets from
Originally, Amazonian magic was Encumbrance: 3 (3) afar while her warriors engage in hand-
praise songs sung to their gods hy- Spells Known: to-hand combat. Currently, she is scout-
brids of Hellenic deities influenced by Bearding the Bull (AlAp 10/+11) This spell ing the edges of the Tribunal of Thebes
the Egyptians and Scythians. The Ama- gives an animal with a melancholy looking for Magic auras, hoping to be
zon sorceress Viea, working with notes humor a Light Wound. (Base 5, +1 the first sorceress to find a covenant of
stolen from Bonisagus, was able to codify Seen Stranger) the Order of Hermes.
these prayers into a system that resembles

21
Rival Magic
Hermetic magic. Her system is not as el- and the Amazon sorceress Viea chose following the division of academic sci-
egant or flexible, but it did convert the Maat when converting their magic. ences and Mythic reality. Amazon magic
static prayers into a more comprehensive Maat is the informative Art. Measuring only deals with two of the four forms, and
system. While she was able to divert the for a sorceress is knowing, and taking the makes a distinction between them based
prayers from interacting with the actual measure of a thing provides the sorceress on their mythical associations. Api also
gods, wholly converting them to energies with information about its nature. Maat covers earth elementals, which the Ama-
from the Magic realm, she was not able to allows a sorceress to control and com- zons use for various purposes, and animals
alter the cultural conservatism of invoking mand a spirit by knowing it. Sorceresses whose predominating humor is melanchol-
these goddesses when casting spells. Con- can only measure using their eyes, mean- ic, because this humor is closely associated
sequently, several of the Amazon Arts still ing that the other senses cannot be used with the earth. (See the Api section under
bear the names of Amazonian goddesses. when casting Maat spells. While a ma- Spells for a list of melancholic animals.)
Amazon magic combines eight Arts, gus might be able to cast a spell to listen
called Vowels and Consonants, in an as- for silver, a sorceress is limited to visually
sortment of ways to produce magical ef- assessing things. Kardia (Ka) the heart
fects. Vowels and Consonants are more Amazon magic incorporated many
than a simple monosyllabic sound or sym- concepts from Egyptian magic, including
bol, and are instead ancient words for god- Papaios (Pa) to close classifying the body in different ways. The
desses who encapsulate a specific area or Papaios is the Scythian form of Zeus, heart was thought to be the seat of the soul
magical sphere of effect. the creator and the destroyer, and was and the center of good and evil thoughts.
The three Vowels are: Alala (to invoked to end things. The Art of Papa- Kardia magic targets the wholeness of
open), Maat (to measure), and Papaios ios closes things, bringing them to an the individual, the intangible properties
(to close). The five Consonants are: Api end. The setting sun closes the day, and that make a body sound. Kardia works on
(the earth/day), Kardia (the heart), Nux Papaios is seen as a more natural end to the bodys insides. Not its stomach, liver,
(the sky/night), Soma (the body), and Zoi things than those used by other sorts of or viscera, but on the subtle fumes or ener-
(the spirits). malevolent magic. The opposite of Alala, gies that make a body healthy and a mind
Papaios can also be both beneficial and capable. Kardia magic affects the bodys
destructive. Papaios closes wounds, yet humors an ancient Greek concept un-
The Vowels also closes the heart, causing exhaustion. derstood by Amazons.
The Amazonian vowels are Alala (Al), Perhaps its most powerful property is to Kardia magic can mimic and combat
Maat (Ma), and Papaios (Pa). close a sorceress from the effects of aging, disease. Rather than affect the disease it-
granting her an extended lifespan. Papaios self, Kardia influences the symptoms of
closes the mundane world to spirits, effec- the disease. Kardia can also create, de-
Alala (Al) to open tively banishing them. Like Alala, it has no stroy, and change a persons personality, as
Ares was the god of war the only direct Hermetic equivalent, and can some- another aspect of the humors. Exhaustion
male god for whom the Amazons built stat- times mirror Creo effects while at other and Fatigue are seen as a lack in a persons
ues and alters. Alala is the female personi- times seeming more like Perdo. heart, rather than the depletion of their
fication of Ares, and became popular with physical energies, and Kardia magic cov-
the Amazons after their many defeats at ers Fatigue loss and recuperation as well.
the hands of men. The Art of Alala starts The Consonants
things, begins things, makes things yield
as they are opened. Alala summons spirits The Amazonian consonants are Api Nux (Nu) the sky, the night
by creating an opening between their realm (Ap), Kardia (Ka), Nux (Nu), Soma (So), The first god who Gaia created was
and the casters, creates pits by opening the and Zoi (Zo). Ouranos, the sky, her consort. In ancient
earth, makes wounds by opening the body, Libya, Ouranos was worshipped as Nux,
and creates rain by opening the sky. It does a goddess of the night sky, and over the
not have a direct correlation to a Hermetic Api (Ap) the earth, the day centuries Nux replaced Ouranos in the
Art. Alala heals and harms, depending on Gaia was one of the first Greek god- Amazons ceremonies. The Art of Nux
the Consonant it is combined with. desses, springing from the nothingness of affects the sky, particularly weather phe-
Chaos and creating the rest of the gods. nomenon and the darkness of the night.
In the Scythian language Gaia was called Nux is the second elemental division of
Maat (Ma) to measure Api, the name the Amazons use to wor- Amazon magic. Like Api, Nux magic af-
Hermes was the god of weights and ship this powerful goddess. Api concerns fects air elementals and animals whose
measures, the god of boundaries. The the earth and the day, mirroring the el- predominating humor is sanguine, primar-
Egyptians called him Thoth in male emental form of Terram and the illumi- ily birds. (See Nux under Spells for a list of
form, and Maat in female form. Old nating aspect of Ignem. Hermetic magic sanguine animals.)
Amazon prayers used all three forms, treats the elemental forms independently,

22
Rival Magic
Soma (So) the body cient information; the sorceress must have
The Art of Soma affects the human met the target at some time in the past. Ranges and
body, as the physical aspect of the human
form. Incantations that deal with healing
Range: Seen Stranger is a foreigner or
enemy whom the caster can see and clear-
Durations List
and harming a human being are all Soma ly identify from his surroundings. This is
In order from lowest to highest,
incantations. Soma is closely associated most useful on the battlefield, when a sor-
this list gives the Ranges and Dura-
with Corpus affects, the main difference ceress can see her enemy approaching. tions for Amazonian magic.*
being that Amazons have greater control Range: Unseen Stranger is a foreigner
over permanent effects than their Hermet- or enemy whom the sorceress cant see, Ranges Durations
ic counterparts. but for whom she has a detailed account Personal Momentary
and description. The more information the Sister Exchange
sorceress has, the more accurate the incan- Cousin Hour
Zoi (Zo) the spirit tation will be. Less information means the Seen Stranger Day
While pagans, Amazons understand incantation fails to target anyone. During Unseen Stranger Month
that each human has a unique, everlast- casting, the sorceress must be able to re-
ing spirit attached to her body. While the cite at least five personal identifiers of the * Each step up or down adds +1 to the
target is living, it is impossible for Ama- target. For example, the man with the red final magnitude of the incantation.
zon magic to address its spirit. After the beard, who attacked our sisters two weeks
target has died, however, its spirit can be ago on the shores of the Thermodon River,
summoned opened to a new earthly rode a beige horse with a red bridle, carried tions Duration. Thus, an incantation with
existence and communicated with. Zoi a shield emblazoned with a white stag, and Duration: Exchange, cast by a sorceress
covers the aspect of Mentem that deals was wounded in the shoulder by Thelma with Amazonian Chant 5, lasts for 5 Ex-
with spirits and ghosts. qualifies for the Range: Unseen Stranger. changes (combat rounds).
Zoi can also target a persons Gift. Zoi Spells with this Range require some speed;
is the sphere of magic that opens her Gift if any of the identifiers change, the spell Actual Duration:
and allows her to use her magical potential will miss its target. Incantation Duration
to prolong her natural life. Once the emotional connection of a x Amazonian Chant
range is established, it does not worsen.
A friend who later becomes an enemy can The Target of a spell is always one spe-
Ranges, Durations, still be targeted with Range: Sister.
There are five Durations for Amazo-
cific person or thing Target: Individual
and cannot be augmented to include
and Targets nian magic: Momentary, Exchange, Hour, more than one individual like Hermetic
Day, and Month. Most of these are self- magic can. The Target must, however,
Amazonian magic differs from Her- explanatory. Exchange is a series of blows be adjusted for size, meaning that larger
metic Magic in that Ranges are not marked traded between combatants, and is equal targets can be affected as long as they are
by physical distance but by emotional con- to a combat round. The exact Duration still a specific, single thing. An incantation
nection. Physical distance is not an issue, of a specific incantation is augmented by can affect a giant, for example, but not a
and a spell designed to aid a warrior works the sorceress score in Amazonian Chant, group. (See Changing Range, Duration,
regardless of whether the warrior is right which acts as a multiplier for the incanta- and Target, later.)
next to a sorceress or a continent away.
Amazonian incantations have five Ranges:
Personal, Sister, Cousin, Seen Stranger,
and Unseen Stranger.
Consonant Base Range and Duration List
Range: Personal is the sorceress herself. Inventing a spell using the base Range and Duration of its Consonant does not
Range: Sister is a companion that the add to the spells level, regardless of how far up the scale any particular Range or
caster is very familiar with, usually a war- Duration is. The base Range and Duration for all five Consonants are listed here.
rior she has campaigned with in the past.
Familiarity is achieved through multiple Consonant Base Range Base Duration Base Target Size*
seasons of regular, steady interaction, in- Api Cousin Hour -1 to +1
cluding eating together, praying together, Kardia Sister Day -1 to +1
and similar close associations. Nux Seen Stranger Hour -1 to +1
Range: Cousin covers almost every Soma Seen Stranger Momentary -1 to +1
Amazon. The caster merely has to know Zoi Cousin Hour -1 to +1
the name of the Amazon target and be
able to draw a mental picture of her. Tell- * Amazons can only use Target: Individual.
ing the sorceress a targets name is insuffi-

23
Rival Magic

sorceress may have with an individual ani- mals those that have a predominating
Non-Living Targets mal. Earth and air elementals the only melancholic humor are associated with
two types of elementals that can be af- the element of earth and can be affected
The two primary non-living targets fected with Amazonian magic must be with Api magic. Nux magic affects animals
that sorceresses cast magic at are the earth targeted with incantations that have the with a sanguine nature. (Lists for appropri-
and the sky, using Api and Nux spells. Am- Range: Seen Stranger. Even thought the ate animals appear in the Api and Nux sec-
azonian magic uses metaphysical relation- earth is considered a cousin of the Ama- tions under Spells.)
ships to affect these targets. The earth is zons, earth elementals are more foreign
regarded as a cousin; always underfoot, it is than the normal mundane material of the
not known as intimately as a sister, but lies earth and sky, and must be targeted with Changing Range,
closer to a sorceress than a stranger. The an increased Range. Duration, and Target
sky, resting far above the Amazons heads, Spirits can be affected by any of the
is a stranger. Its unpredictable weather pat- Ranges, depending on the relationship Amazonian Ranges and Durations are
terns can be watched but not understood, the sorceress has with the spirit. Most ranked as listed in the insert. Each step up
much like an often-regarded foreigner. To spirits must first be targeted with Range: the ladder adds 1 to the final magnitude of
target the earth, a sorceress can use Range: Unseen Stranger. Once a connection is the incantation, just as in Hermetic magic.
Cousin, but to target the sky she must use made, meaning that the sorceress has Unlike Hermetic magic, each step down
Range: Seen Stranger. Spells that target the already correctly summoned the spirit, the ladder also adds 1 to the incantations
day or night count as targeting the sky. future incantations can have a variety of magnitude. With Hermetic magic, all Arts
While distance is not a factor, a sorcer- Ranges depending on the spirits relation- have the same base Range, Duration, and
ess cannot target any piece of earth or sky ship to the sorceress. Former comrades, Target Personal, Momentary, and Indi-
in the world; she must have some knowl- for example, can be targeted with Range: vidual. Amazonian magic differs in that an
edge of the targeted area. She must either Sister, ancient Amazons with Range: incantations base Range and Duration de-
be able to see it, or have seen it in the past. Cousin, and other incorporeal entities pend on the Incantations Consonant, and
If a sorceress wishes to target a non-living foreign ghosts, demons, and daemons its Target is always Individual.
target that she has never seen, she must can be targeted with Seen Stranger. Every incantation has a base Range
use a spell with Range: Unseen Stranger The sorceress probably wont be able and Duration depending on its Conso-
and have five identifiers for the target. to actually see the incorporeal entity nant. Inventing an incantation that retains
when she casts the spell; the Range: Seen the base Amazonian Range and Duration
Stranger indicates the type of relation- for that Consonant does not increase the
Non-Human Targets ship she has formed with the entity, not incantations level, regardless of how high
her ability to actually view it at the time up the scale that base Range and Duration
Amazons can affect non-human tar- of the casting. might be. Changing the Range or Dura-
gets, which include some animals, spir- Animals can be targeted with incanta- tion up or down the scale does add to the
its, and elementals. Incantations that tar- tions depending on their overriding hu- level of the spell.
get animals must have a Range of Seen mor, allowing sorceresses to affect perhaps The Target is always Individual, and can
Stranger, regardless of any familiarity the half the animal kingdom. Melancholic ani- only be adjusted upwards to affect a larger

24
Rival Magic
individual. A spells Target must match ex- is adjusted for Size). The incantations modified to Month. The requisite Art does
actly, meaning that a spell with the base level does not have to be adjusted if it re- not add to the magnitude of the spell, but
Target: Individual will only affect a charac- tains the Consonants specific base Range like Hermetic magic, the sorceress must
ter with Size 1 to +1. The spell must be and Duration. To create spells that do not adjust her casting total based on her score
increased a magnitude to affect a Size +2 use the base Range and Duration, an addi- in the requisite Art. Just like an incantation,
target. Decreasing the base Individual, for tional magnitude is required for each step a rite must be known either learned or
an individual of Size 2 for example, also away from the base Range and Duration taught before it can be cast.
increases the spell a magnitude. that you make. For example, Soma spells To make the rite permanent, the cast-
Amazonian Ranges, Durations, and have a base Range of Seen Stranger. Creat- ing sorceress must sacrifice one or more
Targets are not inclusive, meaning that an ing a Soma incantation for Range: Unseen magical animals during its casting. The
incantation designed at the Range: Seen Stranger adds a magnitude, as does a Soma total of the inherent vis in these animals
Stranger will not work on a sorceress incantation for Range: Cousin. must at least equal the magnitude of the
companion. The Range and Target must Incantations cannot have other req- rite, but it may be of any Art, in Hermetic
match the target exactly. uisite Arts involved, a distinct difference terms. Any sort of animal or creature with
from Hermetic magic. Any spell that in- a Might score, regardless of which Realm
volves a requisite Art must be a rite. it is affiliated with, works. Sacrificed de-
Spell Types To determine if an incantation is prop-
erly cast, compare the sorceress Commu-
mons, for example, can power rites. If
creatures other than magical creatures are
nication + Vowel score + Consonant score used, the rite is tainted, just as if a magus
There are two types of Amazonian + aura + a stress die against the level of used tainted vis as described in the various
spells: incantations and rites. Sorceresses the incantation. If the casting total equals Realms of Power supplements.
dont have the vast catalog of spells that or is higher than the level, the incantation Also, the sorceress Amazonian Cult
magi have. works. If the casting total is less than the Lore score must equal or exceed the mag-
level of the incantation, the incantation nitude of the rite. If it does not, one or
fails and the sorceress loses a short term more other sorceresses must join her. The
Incantations Fatigue Level. combined Amazonian Cult Lore scores of
the sorceress and her assistants must equal
Incantations are short spells sung on Casting Total: or exceed the magnitude of the rite. An
the battlefield, usually, that produce in- Communication + Vowel assistant sorceress does not need to know
stant effects. Higher magnitude incanta- + Consonant + aura + stress die the rite to assist the casting sorceress, but
tions have more complex verbal sound- must participate in the ceremony and suf-
ings than lower magnitude incantations. If the stress die rolls a 0, the player fers the same consequences as the casting
They are not necessarily longer, but must check for a botch, using the regular sorceress if the rite fails. This is one of the
harder to properly vocalize in song. All guidelines for a Hermetic magus botching primary motivators for a sorceress to take
incantations, regardless of magnitude, a spellcasting roll. If a botch occurs, the an apprentice, since few of them will work
can be sung in a single round. Volume is sorceress gains 1 Warping Point for each together past apprenticeship.
not a necessary component of an incanta- actual botch rolled. If the sorceress gains 2 Once these conditions are met, com-
tion, however, and the incantation works or more Warping Points, she is seized by pare the sorceress casting total to the level
based on proper intonation and verbal the Sacred Sickness (see later). A botched of the rite. Use the same casting total for-
clarity. A sorceress does not get a spell- spell can affect the caster instead of the mula for casting incantations. If the cast-
casting bonus or penalty based on the target, affect the target in an opposite way ing total equals or is higher than the level
volume of her voice when casting an in- than intended, or produce greater or lesser of the rite, the rite is properly cast. The
cantation. Since she is meant to be hold- magical effects. magical animal dies and its inherent vis is
ing a weapon and shield, incantations do drained to power the rite and make the ef-
not need gestures to work. They do need fect permanent. If the casting total is not
to be aimed, however. As the sorceress Rites higher than the rites level, the spell fails.
finishes her incantation, she points at its The animal is sacrificed but the rite does
target, using either her finger or a held Rites are longer, more complicated not work. If the rite botches, the player
weapon or object to indicate the direc- songs that produce permanent magical must roll one botch die per magnitude of
tion of the incantation. Incantations must effects, similar to Hermetic ritual spells. the rite plus the aura, adjudicating botch
be learned prior to casting, exactly like Compared to incantations, few rites exist. results as normal, including the possibility
Hermetic formulaic spells. Rites are designed like incantations, using of experiencing the Sacred Sickness.
An incantations level is determined a Vowel and Consonant base level of ef- Rites are extremely taxing. The sor-
much like a formulaic spell. The incanta- fect and modifying it for Range, Duration, ceress and any assistants lose 1 Long-
tions final level is the base level plus the ad- and Target Size. A rite must have at least Term Fatigue Level per 2 magnitudes of
justed Range, Duration, and Target (which one requisite Art, and its Duration must be the rite, regardless of whether the rite

25
Rival Magic
succeeds or fails. Consequently, any rite Factor is determined by the Range of the appropriate Form depending on the type
above the 8th magnitude will push the incantation or rite. Use the following table of effect. Against an Alala Soma incanta-
sorceress into unconsciousness. Know- to find the base Ease Factor for each Ama- tion, for example, a magus adds his Corpus
ing this, a sorceress will take great pains zonian Range. Form bonus.
to ensure that a companion is available Earth and sky get resistance rolls
to look after her unconscious body once Range Ease Factor based on the type of earth or weather
the rite is completed. An unconscious Personal 0 (Automatic) phenomenon they are. Magical earth
sorceress is vulnerable to other Amazon Sister 3 and sky add the absolute value of their
sorceresses, who would likely murder Cousin 6 aura to the Resistance Roll. If the earth
and rob any unconscious sorceress they Seen Stranger 9 or sky was Hermetically created or con-
came across. An apprentice could assume Unseen Stranger 15 trolled, add the magnitude of the spell
the task of protector, providing she isnt influencing it to the Resistance Roll.
involved in casting the rite and merely These two situations are not mutually The following table shows the value you
waits alongside her mistress to take care exclusive. If, in combat, a target does not should use as the Stamina value in the
of her once she falls unconscious. opt to make a Defense roll to avoid an in- Resistance Roll.
A rite focuses a great amount of magi- cantation, use the non-combat Ease Fac-
cal power at its target. An individual tar- tors to determine if the spell hits. Material or Weather Type Sta
geted by a rite gains Warping Points equal Clay, Minor Weather Phenomenon +2
to the magnitude of the rite. If the targeted Dirt, Normal Weather Phenomenon +3
individual is a sorceress, she may subtract
her Amazonian Cult Lore score from the
Resisting Spells Glass, Stone, Severe Weather
Phenomenon +4
Warping Points received from the rite. Metal, Gems, Very Severe
Regardless of her score, however, a tar- The great liability of Amazon magic Weather Phenomenon +5
geted sorceress will always receive at least is that every spell, whether an incantation
1 Warping Point from being the target of or rite, can be resisted by the target. Even
an Amazon rite. mundane human and animal targets have Penetrating Magic Resistance
a chance to resist Amazon magic, based
on their physical fortitude or will-power Targets with Magic Resistance get a
Aiming Spells measured against the strength of the sor-
ceress spell. Earth and sky have a chance
first line of defense before they have to
make a Resistance Roll, since Amazon
to resist based on their density or severity. magic, like any magic, must penetrate the
Because Amazonian magic was created A rock, for example, is more likely to resist targets magic resistance to be effective.
by warriors, every incantation and rite cast an incantation than dirt. If a target is hit Penetration is calculated in the normal
by a sorceress must be aimed at its target, by an incantation or rite, it may attempt to way by subtracting the level of the spell
just like a spear or an arrow. Successfully resist the magic. It does not have to, and from the sorceress casting total, then add-
casting an incantation is only the first step; a sorceress allies would hardly resist her ing her Penetration Ability score.
the incantation must then hit its intended beneficial incantations. Targets incapable
target to be effective. of choosing always attempt to resist. Penetration Total:
To successfully hit an intended target, An individual targeted by an Amazon Casting Total Spell Level
the player must make an aiming roll, us- spell gets a Resistance Roll. The player + Penetration Ability
ing the characters Casting Total + Finesse makes a Stamina + stress die roll against
against a variable Ease Factor. an Ease Factor of 6 + the magnitude of the If the spell penetrates the targets Mag-
spell + the sorceress Amazonian Chant ic Resistance, the target still gets to make a
Aiming a Spell: score. If this roll is successful, the spell is Resistance Roll.
Casting Total Spell Level + Finesse completely resisted. If this roll fails, the Hermetic magic makes a clear distinc-
target is affected by the magic. If this roll tion between aimed spells and spells that
In combat situations, compare the sor- botches, the target suffers more severe need to penetrate Magic Resistance to be
ceress aiming roll against the targets De- consequences of the spell than normal. effective. Essentially, if a spell is aimed,
fense total. If the aiming roll is higher, the it does not need to penetrate. This dis-
incantation affects the target. If the incan- Resistance Roll: tinction does not exist for Amazon mag-
tation misses the target, the magic is ef- Stamina + stress die ic, making it harder to adjudicate if the
fectively wasted. If the aiming roll botch- vs. 6 + magnitude of spell targets Magic Resistance applies. Spells
es, the incantation could hit someone else, + casters Amazonian Chant score targeted directly at a magic resistant tar-
including the caster, depending on the get must penetrate, but those that affect
situation and the storyguides judgment. A magus character adds his Form bo- nearby targets, like the ground under the
In non-combat situations, the Ease nus to this Resistance Roll, using the most targets feet, do not.

26
Rival Magic
Temple Activities 95). A sorceress must first describe the ties, like their Hermetic counterparts do.
spell using a Vowel and Consonant com- Since they do not recognize vis as any-
bination, augmenting by any changes in thing more than food for magical animals,
An Amazonian sorceress spends much Range, Duration, or Target Size she wish- they cannot study vis to increase their
of her time in her temple, creating incan- es to make. Once detailed and the spells Arts scores either. A sorceress character
tations and rites, as well as working on a level is calculated, she spends a season or can increase her Arts and Arcane Ability
handful of other magical projects. Her more learning it. Compare the characters scores by being taught from another sor-
temple is her workspace. Despite its name, Temple Total to the level of the spell. For ceress or Amazon spirit. Another way to
a temple has no religious connections; the each point above the level, the sorceress increase her Art scores is by contemplat-
term temple is more a nod to the old ways gains 1 point towards learning the spell. ing the Amazonian mysteries.
than any sort of reference to the ancient Once she has gained enough excess points Teaching another sorceress an Art or
gods. Amazonian magic is not academic, to equal the spells level, she has learned it. Arcane Ability follows the regular rules for
in that it does not require the various and If her Temple Total is double the level of teaching (ArM5, page 165). The number
sundry components, equipment, and bric- the spell, she learns it in a single season. of experience gained, repeated for easy
a-brac that Hermetic magi need in their reference, is:
labs. A sorceress temple appears more like
a small shrine than a proper laboratory. Teaching Spells Teaching Source Quality:
Her workspace costs less, is smaller, and is Teachers Communication + Teaching
more easily constructed than a magus. A sorceress may teach other sorceresses + 3 + bonus
It takes ten days to assemble the com- spells. Since few sorceresses completely
ponents for an adequate temple, once the trust their sisters, this usually happens only Teaching is problematic because of the
physical requirements are meet. A temple during a sorceress apprenticeship. Me- Gifts of the teacher and student. ArM5 page
must have at least 100 square feet of room, chanically, this works exactly like Hermetic 75 states that a Gifted individual suffers
four walls, and a roof to protect it from magic (ArM5, page 95). The teaching sor- the 3 penalty to all rolls and totals based
the elements. The sorceress must have an ceress may teach a number of incantations on social interaction, including training,
Amazonian Spellcraft of 3 to construct a equal to her highest-applicable Temple To- whether the maga is the trainer or the train-
working temple. Since most sorceresses tal. The student sorceress may learn any of ee. Teaching Source Quality is a total, and
are on the move, participating in raiding her teachers incantations, but is limited by if both teacher and student are Gifted, the
parties, it is common practice to create a her Temple Total for any specific spell in double 3 penalty is necessary. This pen-
temple, use it for a season or two, and then each Vowel and Consonant combination. alty cancels out the +6 bonus derived from
relocate and create a new one. As long A second way to be taught spells is one-to-one teaching that a student study-
as the sorceress can transport the various to summon a dead Amazonian spirit that ing from a single teacher normally receives.
temple components, she does not need to knows the desired spell and force the spirit A spirits Teaching Source Quality can also
purchase these ingredients again when she to teach it. This requires knowing the be penalized by the 3 modifier. The only
makes a new temple. The only time she name of spirit, which is not that difficult, spirits whose total is not penalized are those
must expend resources is when her temple summoning it with Alala Zoi magic, and that overcame the majority of their Sacred
is destroyed or abandoned and she must commanding it with a different Alala Zoi Sickness episodes (see later).
build a new one from scratch. incantation. A spirit can teach a number of
Amazonian sorceresses must calculate incantations equal to its Magic Might, and a
their Temple Total for the various types students Temple Total must be higher than Contemplation
of magic craftwork they undertake. This the level of each individual incantation she
total is very similar to a magus Lab Total. desires to learn. A player does not have to Contemplating the Arts is much like
subtract 3 from the Teaching Source Qual- practice experience. The sorceress spends
Temple Total: ity due to the characters Gift if the spirit is an uninterrupted season casting incanta-
Intelligence + Vowel + Consonant friendly to sorceresses (see Sacred Sickness tions in the Art she wishes to increase,
+ Amazonian Spellcraft + Aura Modifier later). Other powers of the spirit may not and studying the effect of the incantations
be learned, only incantations that the spirit through a series of trance-like states. She
can still cast as powers. gains experience points equal to her Con-
templation Source Quality.
Learning Spells
Teaching Arts Contemplation Source Quality:
Amazonian magic is unwritten. Incan- and Arcane Abilities 4 + Magic Aura
tations and rites must either be individual-
ly learned or taught by another sorceress. Because Amazonian magic is exclu- Both teaching and contemplation re-
Learning an Amazon spell is exactly like sively oral, sorceress cannot read books quire a temple. Since temples are easy to
inventing a Hermetic spell (ArM5, page to increase their Arts and Arcane Abili- construct, it is common for a sorceress to

27
Rival Magic
have more than one. Sorceresses seek out enchanted items add 0 to a sorceress aim- equal to the sorceress Communication +
areas with a high Magic aura expressly for ing roll. Increasing the level of the final Amazonian Cult Lore. Virtues and Flaws
the purposes of constructing a temple to incantation effect by 1 adds +1 to the that affect teaching, like Good Teacher,
contemplate their Arts. aiming roll. apply. These points build like an Art,
giving the scepter a score in the Conso-
nant. The scepters score in the Conso-
Enchanted Items Scepters nant is limited to the sorceress score in
the same Consonant.
Amazonian sorceresses may enchant The most powerful item that a sorcer- A sorceress may destroy her scepter
magic items simply by casting an incan- ess can manufacture is her scepter. A sym- and create another. This takes one sea-
tation on the item, which then holds the bol of sovereignty and power, a sorceress son, and is done to change the Conso-
enchantment, serving as a receptacle for scepter increases her potential when cast- nant to which her scepter is attuned. As
the magic. The first step is to make the ing or aiming incantations, as well as pro- long as there is an older scepter to de-
item, which each sorceress has to do in- viding overall benefits in a chosen Conso- stroy when the new one is created, the
dividually. The item, whatever it is, must nant. A scepter is longer than a wand and sorceress does not have to inflict a sec-
be of superior quality (see City & Guild shorter than a staff. It can be made of any ond wound upon herself to bind the new
page 67). The characters Primary Char- material wood, bone, and metal being scepter to her spirit.
acteristic + Craft Ability must equal 12. the most common and is covered in If a scepter is destroyed by other
Since this is a steep requirement, the sor- runes and mystical symbols. means, either in battle or some other egre-
ceress may continue working on the item It takes a sorceress one season to con- gious situation, the sorceress takes dam-
past the normal time that it would take struct her scepter, during which she makes age from the items destruction equal to
to make it. Each season, she gains points the item herself. During the process, to a stress die plus the Consonant score of
equal to her Primary Characteristic + bind a bit of her spirit into the scepter, the scepter. If she wishes to make a new
Craft Ability. Her Primary Characteris- she inflicts a mental or physical wound scepter, she must again undergo a season
tic is the Characteristic she would use in upon herself. This sacrificial cleaving of of self-mutilation to bind her spirit to the
manufacturing the item, often Dexterity her body or mind unites her spirit with the new scepter.
but sometimes Strength. Once these ac- device, making it part of her. She must se- A scepters Consonant score adds to
cumulated points equal 12, the item is lect a Consonant that she and her scepter the sorceress in three ways. First, it adds
ready for enchantment. The seasons do are most aligned with. Once selected, the directly to the casting total of any incan-
not have to be continuous, and a sorcer- Consonant may not be changed, and the tation that uses that Consonant. Second,
ess may interrupt this process. She may, scepter only aids the sorceress when she it adds to any Temple Total that concerns
for example, spend one season making is casting or learning incantations of the the Consonant to which it is attuned. Fi-
an item, spend two seasons adventuring, specified Consonant. nally, a scepter adds to any aiming rolls for
return and spend another season on the The player must select a Minor Flaw incantations in the Consonant to which it
item, spend a season learning a spell, and that describes the type of self-inflicted is attuned.
finish the item a season later. wound the sorceress receives. According
Once finished, the item can hold a to legend, the first Amazonian sorceress
number of magnitudes of incantations cut off her right breast to empower her Vis
equal to its Material and Size base points scepter (Minor Flaw: Disfigured), giv-
times multiplier (ArM5, page 97). Rites ing rise to the myth that all Amazons Amazonian sorceresses have an incom-
cannot be instilled in Amazon magic are missing a breast. Most Minor Gen- plete understanding of vis. As far as they
items. A bone skull, for example, can eral Flaws and many Minor Personality are concerned, vis is exclusively fodder
hold 9 magnitudes of incantations. Each Flaws are acceptable choices, although used to strengthen magical animals. While
instilled incantation must be completed the troupe must agree that the Flaw suits not every magical creature eats vis, many
in a single season, like Hermetic lesser the self-sacrifice. Flaws that pertain to a do. By feeding a captive creature vis, a
enchanted items, meaning that the sorcer- characters background Sheltered Up- sorceress intends to increase the creatures
ess Temple Total must be double the final bringing for example are not appropri- Might score, so that it can be used in more
level of effect of the instilled power. Once ate. If a character already has one or more powerful rites.
empowered, the magic works for as long Personality Flaws, the troupe should con- Amazonian magic can only indicate
as the device remains whole. A sorcer- sider carefully whether to allow a further two sorts of vis, depending upon what
ess may modify the effect using the same such flaw as the sacrifice. the vis is collected from Api vis from
rules that govern Hermetic instilled effects Once the scepter is made, the char- the earth and Nux vis from the sky. Her-
(ArM5, page 99). acter can begin teaching it the selected metic magic is more accurate in deter-
Since aiming is so important, a sor- Consonant. Each such session takes one mining the exact nature of vis. Api vis,
ceress may also modify an instilled incan- season, during which the scepter learns to a magus, is either Terram, Herbam,
tation by improving its aiming. Normal experience points in the Consonant or Vim vis. Nux vis is Aquam, Auram,

28
Rival Magic
or Vim vis. Since any sort of vis fed to a Overcoming the Sacred Sickness: Besides keeping track of her Warp-
magical animal will potentially increase Intelligence + stress die ing Score, an Amazon sorceress player
its Might, a sorceress is little concerned vs. Warping Score + stress die must keep track of the total number of
about the vis Form. Warping points gained from overcoming
Hermetic magic also distinguishes vis Roll a simple die to see how many and succumbing to the Sacred Sickness.
by which Realm it is associated with, but additional Warping Points the sorcer- Make a tally of these points on the char-
Amazonian magic does not. Consequently, ess gains while suffering from the Sacred acter sheet.
Infernally tainted vis could unintentionally Sickness. Subtract the sorceress Ama- When a sorceress Warping Score
be fed to a magical animal, as could Faerie zonian Cult Lore score from the die roll. reaches 10, her spirit departs from her
or Divine vis. Mechanically, the result is Add these to the Warping Points that body, and she dies. Often this occurs dur-
the same for a magus using tainted vis in a manifested the Sacred Sickness to calcu- ing a final seizure, in which the sorceress
ritual spell as for a sorceress sacrificing an late the total number of gained Warping thrashes and contorts herself to death.
animal fed tainted vis. Points. If the sorceress overcomes the Compare the number of Warping Points
Sickness, she gains benefits very similar gained from overcoming Sacred Sickness
to the benefits of a magus comprehending episodes to those gained from succumb-
The Sacred Sickness a Temporary Twilight. These are an in-
crease in the Arts used (double the Warp-
ing to it. If she overcame the majority of
her Sacred Sicknesses, meaning that the
ing Points worth of experience points), points gained from overcome Sicknesses
Like Hermetic magi and other hedge a new Minor Virtue (gaining between 7 are greater than those gained from suc-
magic traditions, Amazon sorceresses and 10 Warping Points), or a new Major cumbed Sicknesses, her spirit is friendly
can gain Warping points and they suf- Virtue (gaining more than 10 points). If towards her Amazon sisters. If she suc-
fer when gaining too many too quickly. the sorceress succumbs to the Sickness, cumbed to the Sickness more than she
The most common way to gain Warping these results are reversed: Arts experience overcame it, her spirit is hostile to the
points is botching while casting a spell, point loss equal to twice the gained Warp- Amazons. Summoning such an evil spirit
in which case the character receives 1 ing Points, a Minor Flaw, or a Major Flaw. is usually dangerous.
Warping point for each 0 rolled on the
botch dice. When a sorceress receives 2
or more Warping Points, she collapses to
the ground in an epileptic fit called The
Sacred Sickness.
During these magical seizures, power
surges through the sorceress. Her spirit
wrestles with itself, and as magical power
courses through her, her spirit contem-
plates its future fate when it will inevita-
bly depart the body. Will it be amenable
or antagonistic to other sorceresses after
its departure? These inner battles will an-
swer that question. This is an important
decision because other sorceresses will
be able to summon it once it has fled the
physical world.
The Sacred Sickness cannot be avoided
like Temporary Twilights can be. Once a
seizure begins, it last for a number of ex-
changes (rounds) equal to the sorceress
Warping Score +1. During that time she
thrashes and writhes on the ground. She is
completely vulnerable to attacks and other
life-threatening situations, and does not
gain the physical immunity that magi have
while in Temporary Twilight. While in the
seizure, the sorceress can attempt to over-
come it. This does not lessen the length of
the episode, though; it is more akin to wres-
tling with her inner fears and despairs.

29
Rival Magic
Apprenticeship sorceress teaches her apprentice this lan- ity or deliberate planning: The Centaurs
guage before other subjects. A character Heart and The Living Goddess.
cannot increase any Arcane Ability or Art These initiations take a season to per-
At some point in a sorceress career, associated with magic until she has at least form. The initiate must have a temple to
she will likely take an apprentice. Her a score of at least 1 in Amazonian Chant. work in and must serve as her own mys-
motivations are selfish; once her appren- A sorceress keeps an apprentice for fif- togogue (see The Mechanics of Initiation
tice has learned Amazonian Cult Lore, teen years, another convention stolen from in The Mysteries Revised Edition, pages 13-18).
the youngster can help the sorceress cast Bonisagus and instituted by the Amazons Initiation scripts are not readily available,
higher magnitude rites. Sorceresses rarely lead sorceress, Viea. Since the apprentice but some exist, and are memorized by a
share resources, and one of the few ave- will be remembered as being trained by a few sorceresses. Gaining this information
nues of assistance is an apprentice. Most particular sorceress, most mistresses en- usually requires paying favors and a term
sorceresses spend half the year orally sure that the apprentice receives some in- of service to the sorceress. Rather than
teaching the apprentice, while the other struction in the Arts. At the end of fifteen subject themselves to such treatment,
half is spent using the apprentice however years, the apprentice is dismissed as a full- most sorceresses invent their own Initia-
the mistress sees fit. These are not gentle fledged sorceress. No ceremony or other tion Scripts.
years. Because of The Gift, both women observation marks this transition, nor are Both The Mysteries Revised Edition and
often despise each other. It is not unusual there tests to take or oaths to swear. The Houses of Hermes: Mystery Cults list bonuses
for the girl to live in chains while under sorceress has fulfilled her customary duty for Initiation Scripts. Once a sorceress in-
her mistress care, to prevent the girl from and shoos the new sorceress out the door. vents a proposed script and the player
escaping or murdering her mistress. The Gift haunts the mistress and ap- lists the ingredients (quests, ordeals, and
A sorceress can automatically open a prentice throughout the apprenticeship sacrifices) the player must check to see
Gifted person to the Amazon Arts. She course, interfering with teaching and if the script will work.
must spend a season doing so, at the end other social intercourse. Eventually, pro-
of which the girl will have a score of 0 viding they make some effort to establish Script Viability:
in the eight Amazon Vowels and Conso- a good teaching relationship, the pair get Simple die + Risk Modifier
nants. If the apprentice has Supernatural used to each others Gift (see Chapter 1: + Intelligence + Amazon Cult Lore
Abilities, the sorceress must account for Introduction, Growing Used to The Gift), vs. Ease Factor of (9 + Proposed bonus)
them during the process. Calculate an and the penalty for social interactions will
Opening Ease Factor for the apprentice as slowly diminish. The 3 penalty reduces The player must also roll on the Ex-
explained in the introduction. The Super- to 2 after five years, and to 1 after ten perimental Result Chart (ArM5, page 109)
natural Abilities could continue, could be years. By the end of apprenticeship, the using a stress die + Risk Modifier (chosen
lost, or could be too strong to allow the sorceress can teach her apprentice without by the player: 0 to +3) to check for any
mistress to Open her Arts. penalty, should she wish to. Forever after, impurities in the script.
the two can be considered to be used to If both these rolls are successful, the
Opening Ease Factor: each others Gift. Not all sorceresses take sorceress receives an Amazon Script Bonus
twice apprentices Supernatural Ability this trouble, but those dont can often find equal to her proposed bonus made when
+ Art scores (+ 12 if Gift already that their apprentices become enemies, so initially generating the Initiation Script.
Opened by another magic tradition) tradition indicates that it is wise to do so. She then generates an Initiation Total:

The sorceress must have an Alala Zoi Initiation Total:


Temple Total of twice the Opening Ease
Factor to Open the apprentice to the Am-
Additional Mysteries Presence + Amazon Cult Lore
+ Amazon Script Bonus + Risk Modifier
azon Arts. If the Temple Total is just twice
the Opening Ease Factor, the Supernatu- Opening an apprentice to the Ama- There is no die roll involved. If the Ini-
ral Abilities are lost in the Opening. If the zon Arts is a type of initiation. A learned tiation Total is equal to or higher than the
Temple Total is four times the Opening practitioner guides a novice through the initiations Target Level, then the initiation
Ease Factor or more, the apprentice retains necessary procedures to allow a specific is successful.
the Supernatural Abilities. An apprentice transformation. Creating a scepter for the
Opened to another set of Arts, either Her- first time is another type of initiation, in
metic or Hedge, can be Opened to the which the sorceress intentionally wounds
Amazon Arts, but the Arts of these other herself, giving herself a Flaw, to craft the The Centaurs Heart
traditions are lost. item. Amazon magic used to have many
Opening the Arts does not allow an such initiations, most of which Viea dis- Target Level 18
apprentice to immediately learn spells or mantled in her codification of Amazon Raiders are most effective on horse-
increase her Art scores. Since Amazon Arts. Two remain, however, which she back, and the sorceress without a steed
magic is cast in Amazonian Chant, the didnt alter either through lack of ingenu- will soon be left behind. Regular Amazon

30
Rival Magic
magic cannot affect horses, which possess Api and Nux allow a sorceress to break gest problem is that most sorceresses are
a choleric or fiery humor. This initiation free from earth and air-type spells that con- too conceited to believe that their magic
allows horses, and horses alone, to be im- trol or restrain her, granting her the Immov- is inferior to any others, and have a great
mune to the social consequences of the able Object Defense against such spells. reluctance to bother with such lesser
sorceress Gift, effectively granting a boon Soma aids a sorceress in resisting spells magic. The Amazon sorcerss Viea would
equivalent to a limited version of the Mi- and spell-like effects that do physical dam- be most adept at this, having already done
nor Virtue: Inoffensive to Animals. This age to her body. She gains a Soak bonus something similar, but that was before her
is a common Initiation Script and many equal to her Magical Defense Bonus (Mag- transformation. Now she desires the Or-
sorceresses dont regard it as a closely kept ical Fortitude defense). ders demise, not its secrets.
secret, meaning they are more apt to share Zoi aids in resisting spells that target If a sorceress is interested in integrat-
it with other sorceresses. a sorceress magical potential, and Kardia ing Hermetic magic into her own magic,
helps resist spells that alter her Personal- she uses the same rules that her Hermetic
ity Traits and other forms of mental con- counterpart would. Enchanted devices
The Living Goddess trol. Both Arts grant her the Accelerated would allow Insights, but books and notes
Expiry defense. would have to be read, meaning that she
Target Level 30 must first learn how to read. For any such
The pinnacle of Amazonian mysteries, notes to be meaningful, she needs Latin 4.
this initiation changes a living initiate into
a magic human, mirroring the final effects
Integrating Hermetic If she cant read, she cant take notes dur-
ing her Original Research, meaning she
of the Sacred Sickness while keeping the and Amazonian Magic cant share Breakthrough Points with other
spirit in a living body. She becomes a be- sorceress pursuing the same Original Re-
ing of the Magic Realm, no longer ages, A magus could integrate aspects of search. Owing to most sorceresses nature,
and ceases to advance as a regular human Amazonian magic into Hermetic magic she wouldnt share anyways. If a sorceress
character. She loses the ability to cast using the Hermetic Integration rules (see player character undertakes such research,
Amazon spells, and any current spells be- Chapter 1: Introduction, Hermetic Inte- the storyguide and troupe should figure out
come magical powers of the creature. The gration of Rival Magic). He will first need which aspects of Hermetic magic are Mi-
initiates Magic Might equals her high- some inkling into the nature of Amazonian nor, Major, or Amazonian Breakthroughs,
est Art score. This initiation confers the magic either an artifact or a collaborator using the same guidelines for Hermetic
Major Supernatural Virtue: Transformed that provides an Insight. As Amazons are magic listed in the rules in Ancient Magic or
(Being) on the initiate (see Realms of Power: raised to be xenophobic, convincing one Hedge Magic Revised Edition.
The Magic Realm, page 47). This Script is to collaborate would require a number of
such a great secret that it is possible that stories. An artifact would be easier to gain,
no living sorceress knows it, and many do perhaps a scepter recovered from a slain
not believe it is even possible. However,
the Amazon sorceress Viea used it, and
determined sorceresses can track it down
sorceress. Bonisagus notebooks could also
be considered such an artifact.
The most obvious addition to Hermet-
Spells
through legends. ic magic is the ability to restore Fatigue, a Amazon spells in their current form
minor feat for an Amazon but a Hermetic are as follows.
Breakthrough for a magus. The Range Un-
Magical Defenses seen Stranger could provide Insight for
a Hermetic Breakthrough to allow magi
to affect things they cannot sense with-
Api Effects
Amazons, like every other tradition out needing an Arcane Connection. The
of magic besides the Order of Hermes, Ranges Sister and Cousin can provide In their convoluted Egyptian-Greco
do not have a general resistance to magic. Insight for a type of Arcane Connection mythology, Api is the Amazons goddess
Knowledge in the five Consonants, how- that relies on association rather than a of both the earth and sunlight. Api magic
ever, provides some protection against physical object, which would be a Major affects the earth, soil, and stone, opening
spells that affect those aspects of a sor- Breakthrough. Instilling aiming bonuses in and closing it under the direction of the
ceress (as explained in Chapter 1: Intro- an enchanted item would relatively easy, sorceress. She can also manipulate sun-
duction, Magical Defenses). A sorceress requiring only a Minor Breakthrough. light using Api spells, lighting a dark space
Magical Defense bonus equals her specific Amazonian Magic has much more or obfuscating a lit area.
Art divided by 5. to gain from Hermetic magic than the Api spells are typically Range: Cousin,
reverse. New Ranges would be Minor which metaphysically describes the rela-
Amazon Magical Defense Bonus: Breakthroughs, and New Vowels that mir- tionship between the sorceress and the sun
Art divided by 5 (round up) ror certain Forms (Ignem, for example) and the ground. This does not mean, how-
would be Major Breakthroughs. The big- ever, that she can target any stone or piece

31
Rival Magic
ras, which the Amazons see as the super-
Alala Api Guidelines natural breath of the land. Api incanta-
tions can also affect animals of the earth.
Alala Api spells open the earth and to create incantations that damage mel- Only animals with an earthy nature, hav-
earthworks, including buildings and ancholy animals. The Range of such in- ing a predominating melancholy humor,
structural defenses. They create gaping cantations must be Seen Stranger. can be affected. Common melancholy
pits that reduce stone to rubble. Incan- Counterpoised against this destruc- animals are: antelopes, badgers, bears,
tations that destroy earth cause perma- tive potential, Alala Api spells also boars, bulls, hares, hedgehogs, ibex,
nent destruction, despite the actual Du- open the dark places to Goitosyros moles, moose, goats, rats, wild asses, and
ration, since the earth cannot naturally (Apollos) rays, and can create and en- wild sheep.
repair itself. hance illumination. The base Range and Duration for Api
Alala Api spells can also summon Like other Api spells, Size is of para- spells are Cousin and Hour.
earth elementals, the embodiment of the mount importance.
earths spirit. The incantation that first
summons an earth elemental must be General: Summon an earth elemental Alala Api
cast at Range: Unseen Stranger. If that with Might equal to the base level
spell is successful, future incantations of the spell.
can be invented at Range: Seen Stranger Level 2: Greatly increase the amount
for that specific elemental. Incantations of sunlight in an area. The Aid of Goitosyros
must hit and penetrate the elemental Level 3: Create sunlight in an area Level 4
for it to be effective. Although this mir- with none. R: Seen Stranger, D: Hour, T: Ind
rors Zoi magic, elementals do not have Level 4: Subtly open an amount of This incantation brightens the illumi-
spirits per se, and are really rarefied con- earth enough to cause a tremor or nation of sunlight in an volume of 1000
glomerates of the atoms in question. natural change that would occur cubic paces (base Individual plus one).
Like Alala Soma incantations, Alala over time. Anyone standing in the designated volume
Api spells can open an earthy animal to Level 5: Violently open an amount of finds it difficult to see, as if he was staring
wounds. Use the Alala Soma guidelines earth. into the rising sun. Perception rolls suffer
a 3 penalty. Sunlight has to be present for
this incantation to work. Goitosyros is a
of metal she can imagine. She must have The land also has a spirit, in a sense, Scythian name for Apollo.
some knowledge of the target, either having and Api incantations can locate magic au- (Base 2, +1 Seen Stranger, +1 Size)
seen it before and inspected it closely, or be
able to see it when she casts her spell.
The base Individual size of an Api Maat Api Guidelines
spell is ten cubic paces of raw earth or
100 cubic paces of air. Increasing an in- Maat Api magic lets a sorceress mea- might hold, weighed in pawns for conve-
cantation one magnitude for Size multi- sure or know the land. Rudimentary in- niences sake. It cannot detect any sort of
plies this base Individual by ten, again, cantations can indicate precise lengths, supernatural taint to the measured vis.
just like Hermetic magic. Incantations distances, and areas. More complex in-
that effect stone need to be increased one cantations allow knowledge of specific General: Control an earth elemental
magnitude, and incantations for metals types of earth, stone, and metals. A sor- with Might equal to the base level
need to be increased two. ceress can use the earth as a medium to of the incantation.
Closed or opened earth remains in tell how distant her enemies are, and the Level 3: Discern vague mundane prop-
the changed state after the magic ends, if size of their army. Knowledge is power, erties of an area of earth.
it could stay that way by mundane means and knowing a specific elemental allows Level 4: Discern detailed mundane
alone. A pit, opened by Alala magic, re- a sorceress to control and command properties of an area of earth.
mains a pit, and a pit filled in by a Papaios it. Such incantations must have Range: Level 5: Discern vague magical proper-
Api spell stays filled in. It is useful to imag- Seen Stranger. ties of an area of earth or an earth
ine the effects of Alala and Papaios magic While Amazon magic can discern product (presence of an aura or indi-
as similar to a child playing in a sandbox. raw vis, it describes them as one of two cation of raw vis).
Opening the earth shifts dirt to the sides types: earth vis and sky vis. Earth (Api) Level 10: Discern detailed magical
to make the pit, while closing a hole means vis includes Herbam, Terram, and Vim properties of an area of earth or an
pushing the outlying dirt around and in it. vis. Maat Api spells do not recognize earth product (presence of a regio,
These changes are evident and scar the any type of vis besides those three. It can strength of an aura, amount of raw
land, which the Amazons, being warriors, measure the amount of raw vis an item vis in an object).
dont mind a bit.

32
Rival Magic
The Mouth of Hades Sense the Potent Fodder bridge between Amazonia and the shore.
Level 5 Level 5 The elementals power does not create a
R: Cousin, D: Hour, T: Ind R: Cousin, D: Hour, T: Ind permanent bridge. It takes the elemental
This incantation rips open the earth This incantation indicates if an item two to three hours to make the bridge.
under a targeted persons feet, plunging contains raw vis. (Base 15, Seen Stranger +1)
him into a ten-cubic-pace hole. (Base 5)
(Base 5)
Papaios Api
Surveying the Distant Realm
Summon the Guardian Level 5
of the Land Bridge R: Cousin, D: Hour, T: Ind
Level 25 This spell indicates the presence of Rob Them of Goitosyros Gift
R: Unseen Stranger, D: Hour, T: Ind a supernatural aura: Divine, Magic, Fa- Level 5
This incantation summons a particular erie, or Infernal. The aura must touch the R: Seen Stranger, D: Hour, T: Ind
Might 15 elemental, one that has lived in ground, which most do. The incantation This incantation targets an area 10
Amazonia for centuries. One of its powers does not indicate what type of supernatu- paces wide, 10 paces deep, and 10 paces
is to force an area of land underneath water ral aura exists or its strength. high and plunges it into darkness. It is
to rise to the surface, effectively creating a (Base 5) extremely useful for daylight battles, hin-
bridge. Since Amazons are not sailors, a sor- dering the enemy when they are suddenly
ceress traditionally casts this spell whenever overwhelmed by darkness.
a raiding party leaves or enters Amazonia. Command the Guardian (Base 3, +1 Seen Stranger, +1 Size)
(Base 15, + 2 Unseen Stranger) of the Land Bridge
Level 20
R: Seen Stranger, D: Hour, T: Ind The Moats Mortal End
The Fortress Unmade This incantation commands the ele- Level 10
Level 30 mental summoned by the incantation Sum- R: Cousin, D: Hour, T: Ind
R: Cousin, D: Hour, T: Ind (1 mon the Guardian of the Land Bridge, to build a This incantation pushes closed a moat,
Plethron)
The earth is rent asunder, causing
a single tower or stone manor house to
crumble to the ground. The rubble con-
tinues to shake until the incantation ends.
(Base 5, +4 size, +1 stone)

Maat Api

Find our Enemies


Level 5
R: Cousin, D: Hour, T: Ind
This incantation lets a sorceress know
where her enemies are. She casts the in-
cantation at a target with an area of 1,000
feet square (Size +2), then looks at the
ground at her feet, which acts as a medium
for her view. The ground before her vi-
brates according to the number of people
walking on the area of targeted ground,
indicating the general number of people,
with no other details. Since this spell tar-
gets a section of earth, it does not need
to penetrate the Magic Resistance of any
creature walking on the targeted area.
(Base 3, + 2 Size)

33
Rival Magic
Kardias second important function
Papaios Api Guidelines is targeting exhaustion, increasing and
decreasing a characters Fatigue Levels.
Papaios Api spells close the earth and General: Destroy a number of Might Like magical healing, magically restoring
cancel sunlight. They can dismiss or dam- points equal to the base level of the lost Fatigue Levels is not permanent un-
age earth elementals, as a direct counter- incantation; this is effective against less the associated spell is a rite, designed
part to Alala Api spells that summon them. elementals and magical animals with according to the rules that govern rites.
They can damage the Might of a magical an overriding melancholic humor. Since Fatigue Levels restore themselves
animal, if that creature is associated with Prevent creatures with Might from more readily and faster that physical
the melancholy humor. Their biggest entering an area, with the base level wounds, however, non-permanent spells
benefit is closing off a section of land from of effect equaling the prevented are less of a problem. Just like magical
supernatural creatures, preventing entities creatures Might score. healing, the body will not automatically
with Might scores from entering. Level 2: Greatly decrease the amount restore itself while under the influence of
Papaios Api spells can heal melan- of sunlight in an area. magic that restores Fatigue. When a non-
choly animals, closing their wounds. Level 3: Cancels sunlight in an area. permanent spell curing a Light Wound
Like rites that instantly heal a person, Level 4: Subtly close an amount of ends, for example, the body returns to
such a rite requires a Kardia requisite. earth. the wounded state it was in before the
Use the Papaios Soma guidelines to cre- Level 5: Violently close an amount of spell was cast. Spells that restore Fatigue
ate Papaios Api spells that heal animals. earth. operate the same way; once the spell
ends, the target reverts to its previous
condition of lost Fatigue. Incantations
allowing passage for besieging armies. The of a characters Essential Nature, usually that cure Fatigue Levels really just post-
water previously in the moat is forced out resulting from a Virtue or a Flaw, cannot pone lost Fatigue penalties.
by the moving earth or stone, and goes be affected. Amazon magic is limited even The base Range and Duration for Kar-
wherever it would naturally considering when working on mutable Personality dia incantations is Sister and Day.
the new terrain. If the moat is fed by an- Traits. Only rites can produce permanent
other body of water, the area surrounding effects, and each rite needs a requisite
the castle becomes a mire. Water is not a Art. Amazon magic has only two appro- Alala Kardia
necessity for the spell to work, as the incan- priate Arts to make permanent personal-
tation targets the moat, not its contents. ity changes: Api for melancholy person-
(Base 5, +1 Size increase) alities and Nux for sanguine personalities.
Personalities governed by the other two Athenas Breath
humors, choleric and phlegmatic, cannot Level 10
The Hut Made Safe be made permanent. A list of appropriate R: Sister, D: Day, T: Ind
Level 30 Personality Traits for melancholy and san- This incantation heals a lost short-
R: Unseen Stranger, D: Day, T: Ind guine humors is provided. term Fatigue Level. This low-level incan-
This incantation protects an area of 100
square feet from supernatural creatures of
Might 10 or less, who cannot enter the area
or affect it with their powers. Like wards
Alala Kardia Guidelines
from other magical traditions, this incanta- Alala Kardia spells open a target to 1 for a sick individual. Additional
tion has to penetrate to be effective. a new personality, and increase a current magnitudes yield additional +1
(Base 10, +2 Unseen Stranger, +1 Day, Personality Trait. It opens her spirit to bonuses.
+ 1 Size) fresh breaths of life, granting her rejuve- Level 10: Create a Personality Trait
nation and erasing Fatigue. Alala Kardia with a score of 1 or increase a Per-
can also open one aspect of the heart sonality Trait by 2, to a maximum
Kardia Effects over the others, effectively balancing the score of +2. Regain a lost short-term
humors of a sick individual so that she Fatigue Level.
does not incur penalties from a disease. Level 15: Create a Personality Trait
Kardia deals with the humors and per- Curing a sick person with Alala Kardia is with a score of 2 or increase a Per-
sonality of the human body, targeting the a temporary measure at best; it does not sonality Trait by 3, to a maximum
part of the individual erroneously labeled deal with the root cause of the sickness. score of +3. Regain a lost long-term
the heart by Amazon sorceresses. Most Fatigue Level.
peoples personality is mutable, meaning Level 5: Increase a Personality Trait Level 20: Create a Personality Trait
that Kardia magic can make permanent by 1. Decrease wound penalties by with a score of +3.
changes. Personality Traits that are part

34
Rival Magic
tation allows the sorceress shield-sisters to
exert in every round of combat. If a target Maat Kardia Guidelines
receives five or more of this incantation,
she will fall unconscious once the magic Maat Kardia spells measure the individual. The base level of the
eventually ends. Fatigue is recovered nor- health of a target. By deciphering a tar- spell must equal or exceed the
mally once the target awakens. gets symptoms, Maat Kardia spells can spirits Might.
(Base 10) indicate if she is suffering from a disease. Level 2: Indicate a strong Personality
They can also measure a persons state of Trait (+3 or more; -3 or less)
exhaustion, and indicate any Personality Level 3: Indicate a moderate Personal-
The Invalids Call to Arms Traits she might have. ity Trait (-2 or +2). Indicate the state
Level 15 of exhaustion of a human target.
R: Sister, D: Day, T: Ind General: Indicate the type of disease Level 4: Indicate a weak Personality
This incantation cancels the penalties spirit that has possession of an Trait (-1 or +1)
incurred from suffering a disease that acts
as a Medium Wound. It does not combat
the disease itself, providing the target tem-
porary relief only.
Personality Traits for the Four Humors
(Base 5, + 2 for additional bonuses) The following list presents Person- Tempered, Angry, Prejudiced, Cruel
ality Traits for the four humors, and is Melancholic: Caring, Loyal, Sensi-
reprinted from Art & Academe, page 40. tive, Altruistic, Creative, Idealis-
Recalling her Ancestors tic, Generous, Just, Pessimistic,
Level 15 Sanguine: Hopeful, Friendly, Amorous, Pompous, Vengeful, Touchy, Un-
R: Sister, D: Day, T: Ind Compassionate, Temperate, Restless, sociable, Envious
This incantation gives the recipient an Weak-Willed, Obnoxious, Insecure, Phlegmatic: Calm, Dependable, Con-
Angry Personality Trait of +2. It is com- Self-Obsessed, Lustful, Gluttonous templative, Easy Going, Peaceful,
monly cast on shield-sisters before a bat- Choleric: Self-Reliant, Optimistic, Loyal, Prudent, Lazy, Cowardly,
tle, especially one in which prisoners are Courageous, Brave, Decisive, Deter- Fearful, Stubborn, Paranoid, Self-
not desired. mined, Domineering, Proud, Hot- ish, Avaricious
(Base 15)

disease spirits Magic Resistance to work. Fear Our Wrath


Maat Kardia (Base 10, + 3 Unseen Stranger) Level 20
R: Seen Stranger, D: Day, T: Ind
This incantation lowers a targets Brave
Papaios Kardia Personality Trait by 2 points.
Sense the Stench of Sickness (Base 10, +2 Seen Stranger)
Level 25
R: Unseen Stranger, D: Day, T: Ind
This incantation will tell a sorceress if a
person is possessed by a disease spirit up to
The Faulty Strike
Level 15
Nux Effects
Might 10 and the nature of that spirit. Since R: Seen Stranger, D: Day, T: Ind
the disease spirit is unknown to the caster, This incantation makes the target lose Known by several other names, Nux
the Range must be increased to Unseen one short-term Fatigue level. was the goddess of the Milky Way, the
Stranger. The incantation must penetrate the (Base 5, +2 Seen Stranger) stars, and the night sky. She was also a fer-
tility goddess in some aspects, a protector
of rulers, and the goddess of cows. Dur-
Papaios Kardia Guidelines ing Vieas revamping of ancient Amazo-
nian magic, many original Nux spells were
Papaios Kardia spells close the heart, Level 10: Decrease a Personality Trait transposed to other Arts, leaving Nux it-
shutting down Personality Traits and ex- by 2. Cause the loss of two short- self with a fairly limited sphere of effect.
pending Fatigue. term Fatigue Levels in the target. Nux spells currently affect the night and
Level 15: Decrease a Personality Trait the sky, as well as animals that have a san-
Level 5: Decrease a Personality Trait by 3 (maximum). Cause the loss guine (air) humor.
by 1. Cause the loss of a short-term of a long-term Fatigue Level in a Nux magic can affect air elementals,
Fatigue Level in the target. target. using the same rules that Api magic uses
for earth elementals. It can also affect

35
Rival Magic
animals with an overwhelming sanguine Nux rites can detect Auram, Aquam, The base Individual size of a Nux spell
(air) nature, primarily birds. The category and Vim vis, depending on where the Vim is 100 cubic paces of sky. The base Range
birds safely covers the majority of san- vis comes from. It if is earthier, or derived and Duration for Nux effects are Seen
guine animals: bats, crows, cuckoos, doves, from an earthy source, it will appear as Api Stranger and Hour.
eagles, falcons, geese, herons, magpies, os- vis rather than Nux vis. Like Api, Nux can
prey, owls, partridges, storks, and swans, detect auras and regiones, but only those
to name the most common. associated with Aquam or Auram. Alala Nux

Mire the Fleeing Army


Alala Nux Guidelines Level 4
R: Seen Stranger, D: Hours, T: Ind
Alala Nux opens the sky, generating caused by the spell. Since the weather This incantation creates a severe rain-
weather phenomena. It can also open effect is controlled by magic, creatures storm that gathers quickly and rains for
current weather phenomena further, with Magic Resistance are protected. the duration of the incantation. After a few
rushing them to their eventual comple-
minutes, the rain turns the ground to mud.
tion. Thus, Alala Nux can both create General: Summon an air elemental
(Base 4)
a rain cloud, and force an existing rain whose Might equals or is less than
cloud to become a storm cloud. the base level of effect.
Alala Nux darkens an area, opening Level 2: Increase the amount of dark-
Mask Argimpasas Warriors
it to nights darkness. While it cant ex- ness in an area.
Level 5
tinguish existing flames or other sources Level 3: Create complete darkness in a
R: Cousin, D: Hours, T: Ind
of light, it can overcome their brilliance lit area; create a mild weather phe-
This incantation forces a fog to gen-
and cancel their illumination. nomenon that behaves normally.
erate around a single individual. The fog
Like Alala Soma and Alala Api magic, Level 4: Create a severe weather phe-
covers her and follows her wherever she
Alala Nux can open wounds in animals nomenon; change a mild weather
goes, closely adhering to her. Others can
with an overwhelming sanguine nature phenomenon to a severe one; create
see the fog but not the person hidden
(birds). Incantations that harm birds a mild weather phenomenon that
within. Argimpasa, the Amazon name for
must have the Range: Seen Stranger. behaves unnaturally.
Aphrodite, often masked her son the Tro-
Some weather phenomena can cause Level 5: Create a very severe weath-
jan hero Aeneas with such a spell.
damage to targets, including high winds er phenomenon; change a se-
(Base 4, +1 Cousin)
and lightning bolts. The ensuing dam- vere weather phenomenon to a
age is no where near as lethal as Her- very severe one; create a severe
metic versions of similar spells. Damage weather phenomenon that behaves
done to a target equals the base level of unnaturally.
Clipping the Sacrifices Wings
Level 10
the effect. Increasing an incantations Level 10: Create a very severe weather phe-
R: Seen Stranger, D: Hours, T: Ind
magnitude will add +5 to the damage nomenon that behaves unnaturally.
This incantation breaks a birds
wing, preventing it from flying away and
escaping.
Maat Nux Guidelines (Base 10)

Maat Nux magic lets a sorceress General: Command an air elemental


measure the sky and night, and was whose Might equals or is less than The Wrath of the Sky-God
originally used to forecast weather. the base level of effect. Level 20
Since Vieas introduction of early Her- Level 3: Discern vague mundane prop- R: Seen Stranger, D: Hours, T: Ind
metic methods, Maat Nux can read the erties of an area of sky. This incantation creates a thunder-
sky for magical influences, much like Level 4: Discern detailed mundane storm. Every other round a lightning bolt
Maat Api magic reads the earth. The properties of an area of sky. may be called to strike a target, for the
only types of vis that Maat Nux rites Level 5: Discern vague magical proper- duration of the storm. To change targets,
can discern are Auram, some Aquam, ties of an area of sky (presence of an the sorceress must make a new casting roll,
and Vim. The Aquam vis must be a re- aura or indication of raw vis). which acts as her aiming roll. Additional
sult of a weather phenomenon. Such Level 10: Discern detailed magical casting rolls have no effect on the spell ex-
rites require a Zoi requisite. properties of an area of sky (pres- cept for aiming the bolts of lightning.
ence of a regio, strength of an aura, (Base 20)
amount of raw vis in an object).

36
Rival Magic
Maat Nux R: Cousin, D: Day, T: Ind wounds and heal allies. Since most Soma
This incantation clears 10,000 cubic incantations were developed to slay ene-
paces of sky of any weather conditions. mies, Amazon magic is cumbersome when
Foresee the Oncoming Storm For the duration of the spell, weather phe- curing wounds.
Level 3 nomenon cannot form in the targeted area, Soma magic only works on human be-
R: Seen Stranger, D: Hour, T: Ind which is generally large enough to grant a ings. Other entities can be affected if they
This incantation allows the sorceress large building clear weather. have a human-shaped form, but they must
to know if a storm is developing. More ac- (Base 5, +1 Day, +2 Size) be made up of bone and muscle. Merely
curate information is revealed towards the resembling a human isnt enough. A giant
end of the incantation. or faerie prince could be affected, for ex-
(Base 3)
Soma Effects ample, but a human-shaped elemental or
an animated stone statue cannot be. Half-
Sense the Potential human targets, like centaurs, are immune
of the Sky Sacrifice Soma affects the physical part of the to Soma incantations. The walking dead,
Level 5 body the muscles and bones, sinews zombies, and skeletons are affected.
R: Seen Stranger, D: Hour, T: Ind and skins, and the overtly visual aspects of The base Individual for Soma magic
This incantation allows the sorcer- the human form. Soma incantations cause is a Size 1 to +1 human. Spells that tar-
ess to know whether a targeted bird has a wounds and cripple limbs, but also cure get larger or smaller individuals must add
Might score, although it will not indicate
how high its Might score is.
(Base 5)
Papaios Nux Guidelines
Weigh the Sky Sacrifice Papaios Nux magic closes the sky, nomenon; change a severe phenom-
Level 10 reducing the severity of weather phe- enon to a mild one; destroy a mild
R: Seen Stranger, D: Hour, T: Ind nomenon or canceling them complete- weather phenomenon that behaves
This incantation gives the sorceress ly. It dismisses or damages air elementals unnaturally.
knowledge of the Might score of a tar- and damages or reduces the Might of Level 5: Destroy a very severe weath-
geted magical bird. sanguine animals. er phenomenon; change a very
(Base 10) severe weather phenomenon to
General: Dismiss or damage an air ele- a severe one; destroy a severe
mental whose Might equals or is less weather phenomenon that behaves
Papaios Nux than the base level of effect. unnaturally.
Level 3: Destroy a mild weather phe- Level 10: Destroy a very severe
nomenon that behaves normally. weather phenomenon that behaves
Cleansing the Skys Face Level 4: Destroy a severe weather phe- unnaturally.
Level 20

37
Rival Magic
magnitudes to affect them. Hestrias Guidance long enough to cover the whole of the
The base Range and Duration for Soma Level 5 lengthy birth process. Hestria is the god-
spells is Seen Stranger and Momentary. R: Cousin, D: Hour, T: Ind dess of the hearth, and one of the Ama-
This incantation grants a +3 recovery zons most important deities.
roll bonus to a woman in childbirth. De- (Base 2, +1 Cousin, +2 Hour)
Alala Soma pending on the sorceress Amazon Chant
score, this incantations Duration may be
The Blade of Menhit
Level 10
Alala Soma Guidelines R: Seen Stranger, D: Mom, T: Ind
This incantation delivers a Medium
Alala Soma spells open the body, Level 1: Force a body to open a natu- wound to the target. Menhit was an an-
much like a sword stroke, doing damage ral orifice. cient Egyptian goddess of war.
to the target. Alala Soma incantations are Level 2: Provide a +3 bonus to recov- (Base 10)
personal favorites of many Amazon sorcer- ery rolls for a birthing woman, with
esses. Incantations are swift and often de- additional magnitudes yielding ad-
cisive on the battlefield, designed for use ditional +3 bonuses. Piecing the Titans Eye
against opponents. Like all Soma magic, Level 3: Cause a target pain. Level 25
Alala Soma incantations are only effective Level 5: Cause a Light wound. R: Seen Stranger, D: Mom, T: Ind Size
against human and human-shaped targets. Level 10: Cause a Medium wound +2+4
Alala Soma spells also assist in childbirth, Level 15: Cause a Heavy wound. De- This incantation blinds a giant of Size
gently opening the body to allow the stroy a minor sense of a person. +3. Similar incantations exist for giants of
newborn an easier exit. Childbirth is simi- Level 20: Instantly kill a person. De- different sizes.
lar to Wound Recovery, and is described stroy a major sense of a person. (Base 20, +1 Size modifier)
in detail in Art & Academe, page 6263.

Maat Soma
Maat Soma Guidelines
Maat Soma spells allow a sorceress sible, but since it requires a Zoi requisite,
to gain information about the target. The it is a rite rather than an incantation, and The Discerning Eye
most common use of such spells is to keep combat situations rarely provide the time Level 5
an eye on distant raiders, especially those for a sorceress to cast a rite. R: Sister, D: Momentary, T: Ind
close to the sorceress heart. Though it is This spell grants immediate knowledge
easier to gain information about the en- Level 3: Determine the health and of the targets physical health, instantly in-
emy, this is less advantageous than one well-being of a target. forming the caster of the severity of the
might imagine. If the enemy is a man, Level 5: View a human target. targets wounds.
then sorceresses need to know little else. Level 10: Discern all information about (Base 3, + 2 Sister)
Determining if a target is Gifted is pos- a human target.

The Distant Eye


Papaios Soma Guidelines Level 20
R: Sister, D: Exchange, T: Ind
Papaios Soma spells close the body Level 1: Force a target to close a natural This incantation allows the caster to
for healing purposes, much like suturing orifice of its body. view a target with whom she has a per-
a wound. Because of the nuisances of Level 2: Provide a +3 bonus to recov- sonal relationship, no matter how distant
Soma magic, it is easier to heal an enemy ery rolls for a wounded person, with the target is physically from the caster.
than a companion, although few sorcer- additional magnitudes yielding ad- The caster must use some medium for the
esses design such rites. Instantaneous ditional +3 bonuses. image to appear: a bowl of water, a plate of
healing requires a Kardia requisite, as Level 10: Heal a Light wound (Kardia sand, or a pile of ashes, for example. The
the targets heart must be included in the requisite). image shifts according to what the target
magical procedure. Level 15: Heal a Medium wound (Kar- does, allowing a sorceress to watch a com-
dia requisite). panion while she is in battle.
Level 20: Heal a Heavy wound (Kardia (Base 5, + 2 Sister, +1 Exchange)
requisite).

38
Rival Magic
Papaios Soma
Amazon Spirits
Since Amazonian sorceresses can will not have to aim her powers for them
The Iron Gag summon the spirits of their slain com- to work, nor are her powers possibly re-
Level 3 panions, it is important to know the sisted, although Magic Resistance still
R: Cousin, D: Exchange, T: Ind Might of the targeted spirit. When an applies. Powers should be designed us-
This incantation forces a targets mouth Amazon dies, her ghost travels to an ing Amazonian magic guidelines, and
closed, which can be a great hindrance to obscure part of the Magic Realm, where use Amazonian Ranges, Durations, and
antagonistic sorceresses (10 on her cast- it rides, hunts, and fights in perpetuity. Targets. Magic spirits do not use Ama-
ing rolls). A version of this spell designed Her ghost has a Might equal to the Am- zonian Arts, however, so you must se-
for foreign spellcasters is only level 2, us- azons highest Martial Ability divided by lect the most appropriate Hermetic Art
ing the Soma base Range: Seen Stranger. two (round up). Most regular Amazon for the described power.
(Base 1, +1 Cousin, +1 Exchange) ghosts thus have a Might between 2 and The most common purpose for which
4. The ghosts of Amazonian sorceresses a ghost is summoned is to teach a sorceress
have a Might equal to their highest Art an Art or Ability. The ghosts of warriors
The Soothing Balm of Antiope at the time of their death. Both warrior are more easily commanded than those of
Level 20 and sorceress Amazon ghosts are crea- sorceresses. Warrior ghosts often have a
R: Cousin, D: Month, T: Ind tures of magic, and both have a Magic fairly low Might, making low-level Zoi
This incantation grants a +3 recovery Might score. As magic entities, they are incantations very effective against them.
bonus to a wounded target. The incan- entitled to Qualities and Inferiorities, as The ghosts of sorceresses are more prob-
tation must last as long as the necessary explained in Realms of Power: Magic. lematic because they have higher Might
length of the healing process. Legend has Warrior Amazon spirits generally do and may not be disposed to helping, in
it that Antiope originally designed this not have any magical powers, although contrast to warrior ghosts who generally
spell for her husband, Theseus of Athens. they might if they had a supernatural are more accommodating. A sorceress
(Base 2, + 1 Cousin, +4 Month) Ability during life. Sorceress spirits do ghosts relationship to a summoning sor-
have magical powers. Typically, the ceress depends on how she handled the
storyguide should convert a sorceress Sacred Sickness during her life. Those
The Shield-Sister Made Whole spells into powers. If you are using the who successfully overcame the majority
Level 45 character creation rules from Realms of of their Sacred Sicknesses more readily
R: Sister, D: Month, T: Ind, Rite Power: Magic, you must buy Qualities assist a sorceress. They are not bothered
Req: Kardia that grant magical powers, then use the by the sorceress Gift and do not suffer a
This rite instantly heals a Medium Amazon magic system to define those 3 penalty on Teaching Source Quality
wound. powers. Powers common to all spirits are totals. Those who succumbed to the Sa-
(Base 15, + 2 Sister, +4 Month) also allowed (Realms of Magic: the Magic cred Sickness are evilly disposed toward
Realm, pages 101103). Spirits follow living summoners, and suffer a double
the regular rules for magical creatures, penalty (6) on Teaching Source Quality
Zoi Effects meaning that an Amazon sorceress spirit totals that they are forced into.

Zoi incantations deal with spirits, Realms as well as the intangible individual vast plethora of incorporeal spirits, Zoi
both the incorporeal residents of the four spirit of a human target. Used against the magic summons, controls, and banishes
ghosts, daemons, and demons. Any spirit
agent, as long as it has Might, may be af-
Alala Zoi Guidelines fected by Zoi incantations, providing the
incantation hits and penetrates the target.
Alala Zoi incantations summon demons, and other incorporeal spir- Physical creatures with Might, magical
spirits, opening the path for them to its can also be summoned with Alala creatures, faeries, angels, corporeal de-
be drawn to the sorceress. Usually Zoi magic. The required Range of any mons, and others are not affected by Zoi
only dead Amazons are summoned, such incantation depends on the rela- magic. A faerie ghost would be affected,
often to teach the sorceress but also to tionship between the departed and the while an invisible faerie would not.
seek their counsel. Spirits have a spot- sorceress. Zoi magic has less control over a hu-
ty memory of their personal past, and man spirit that is still bound to a living
tend to focus on one or two traumatic General: Summon a spirit with Might target. Attached to the living, such a spir-
events from their living lives. Ghosts, equal to the base level of the spell. it cannot be summoned, controlled, or
banished. The spirit can be hazily inves-

39
Rival Magic
ed individuals and those with Supernatu-
Maat Zoi Guidelines ral Virtues and Flaws.
The base Range and Duration for Zoi
Maat Zoi incantations measure the pelling it to follow orders. Such spells incantations is Cousin and Hour.
spirits, and can be used to gain useful in- must penetrate the spirits Magic Resis-
formation about ghosts and other incor- tance. To summon a spirit, a sorceress
poreal spirits. Seeing a spirit is relatively needs one Alala Zoi spell to call it and Alala Zoi
easy, although it becomes harder if the another Maat Zoi spell (often of the
sorceress does not know the spirit. To see same level) to command it.
an unknown spirit, meaning one that is not
an Amazon, the sorceress must cast the General: Control a spirit with Might Summon the Slain Sister
incantation at Range Unseen Stranger. If equal to the base level of the Level 5
such a spirit exists within the scope of the incantation. R: Cousin, D: Hour, T: Ind
sorceress vision, it will appear to her. Level 2: Detect an active Amazonian This incantation summons an Ama-
The Gift can be detected with Maat spell on a target zon spirit of Might 5 or less. The spirit
Zoi incantations, as can other super- Level 3: See an invisible spirit. must have had a Cousin relationship with
natural powers that a human target may Level 4: Detect the unique identifier of the caster prior to its demise, and must
possess. Maat Zoi spells can also detect an active Amazonian spell. have previously been summoned by the
the personal traces inherent in each Level 5: Determine if an individual is caster. The spirit remains for the duration
sorceress spells. Magi call these unique Gifted or a person possesses magical of the incantation.
identifiers sigils, while sorceresses refer (supernatural) abilities. (Base 5)
to them as reflections of the spirit. Level 10: Determine the expected,
Maaat Zoi incantations also control natural lifespan of a person (Kardia
a spirit, measuring its nature and com- requisite). Contact the Fallen Amazon
Level 15
R: Unseen Stranger, D: Hour, T: Ind
tigated and subtlety manipulated, how- and extend life in those so awakened. Zoi This incantation summons an Ama-
ever. These types of incantations awaken magic can also identify targets whose zon spirit of Might 5 or less for the first
a Gifted warrior to her magical potential, spirit is tainted by magic, including Gift- time. Later spells do not need to have this

Styliane, an Amazon Sorceress Spirit


Magic Might: 20 (Corpus) use these Arts to cast spells, but can The common spirit power described
Season: Autumn teach these Arts to the sorceress who in Realms of Magic: Magic, page 103.
Characteristics: Int +1, Per 0, Pre +2, summoned her.) Styliane is aware of everything that
Com +2, Str 0, Sta 0, Dex 0, Qik 0 Powers: happens in her cave complex.
Virtues and Flaws: Magic Spirit; Magi- Cripple the Pestering Cousin, 1 point, Init +3, Vis: 4 pawn of Corpus vis in the eyes of
cal Master; Baneful Circumstances Corpus. Gives an Amazon a Heavy her fleshy form.
(being outside), Offensive to Peo- Wound. R: Cousin, D: Mom, T: Ind Appearance: When in corporeal form,
ple, Slow Power (Donning the Corpo- AlSo 20 (base 15, +1 Cousin): Great- Styliane appears as a tall, raven-
real Veil) er Power (20 levels, 1 Might Cost, haired woman of advanced age,
Magical Qualities and Inferiorities: +5 Init). dressed in Amazon armor and carry-
Greater Power (x4); Increased Might Cripple the Pestering Stranger, 1 point, Init +3, ing an ivory scepter.
(x3), Improved Recovery (x2) Corpus. This power gives a human
Personality Traits: Wicked +3, Brave +2 target a Heavy Wound. It will not Styliane is recently dead, having suc-
Abilities: Amazon 5 (military terms), work on Amazons. R: Seen Stranger, cumbed to the Sacred Sickness in the
Amazonian Chant 4 (rites), Amazo- D: Mom, T: Ind late twelfth century. She haunts her for-
nian Spellcraft 4 (inventing incanta- AlSo 15 (base 15): Greater Power mer temple a small system of caves in
tions), Amazonian Cult Lore 5 (Soma (15 levels, 1 Might Cost, +5 Init) the eastern end of the Pontic Mountains.
rites), Finesse 4 (Soma incantations), Donning the Corporeal Veil, 0 points, Init 1, Styliane is ill-disposed towards summon-
Penetration 3 (Soma) Corpus. Styliane can create a body ers. But if properly cajoled, she will teach
Arts: Al 12, Ma 4, Pa 10, Ap 3 , Ka 6, Nu for herself, made out of flesh (com- Arts and Abilities. She could also serve as
1, So 17, Zo 11 mon spirit greater power). a bodyguard to the sorceress for the dura-
(Note that as a spirit Styliane cannot Presence, 0 points, constant, Imaginem. tion of the spell that summoned her.

40
Rival Magic
Range to summon this spirit again, and
can use a Range based on the relationship
between the caster and the spirit while it
was living.
(Base 5, +2 Unseen Stranger)

Maat Zoi

The Presence of
a Meddling Sorceress
Level 2
R: Cousin, D: Hour, T: Ind
This spell tells the caster if a targeted
Amazon is under the effects of an Amazo-
nian spell.
(Base 2)

View the Steadfast Protector


Level 3
R: Cousin, D: Hour, T: Ind
The sorceress can see an incorporeal
Amazon spirit standing in proximity to her.
(Base 3)

Order the Slain Servant Measure the Thread of Life that may transpire along the way. It is a
Level 5 Level 10 less than useful rite, and is usually cast
R: Cousin, D: Hour, T: Ind R: Cousin, D: Hour, T: Ind, Rite at the command of the queen on a se-
This incantation controls a summoned Req: Kardia lected daughter.
Amazon spirit of Might 5 or less. While This rite measures the expected, nat- (Base 10)
the incantation lasts, the spirit will per- ural life of a woman. Traditionally, it was
form tasks assigned to it by the caster, to cast on an important persons daughter
the best of its ability. to foresee how long her life would last. Spot the Taint of Bonisagus
(Base 5) The rite still does that, but does not take Level 10
into account any accidental happenings R: Seen Stranger, D: Hour, T: Ind

Helene, an Amazon Warrior Spirit


Magic Might: 5 (Terram) Reputations: Fierce Warrior 4 (Amazons) Vis: 1 pawn of Terram vis in the dirt used
Season: Summer Abilities: Amazon 5 (military terms), Ama- to make her material form
Characteristics: Int +1, Per +1, Pre zonia Lore 3 (generals), Bow 6 (Scyth- Appearance: Helene is invisible in her
2, Com 0, Str +2, Sta +1, Dex +2, ian bow), Ride 3 (mounted combat), spirit form. In her coporeal form, she
Qik +1 Hunt 2 (tracking), Single Weapon 9 appears as an Amazon warrior carry-
Virtues and Flaws: Magic Spirit; (sagaris), Teaching 3 (single student) ing a sagaris.
Magical Champion, Famous, Good Powers:
Teacher; Proud Donning the Corporeal Veil, 5 points, Init - Helene was a famous raider who
Magical Qualities and Inferiorities: Im- 2, Terram. Helene can create a body fought Achilles and died by his sword.
proved Abilities (x3), Improved Re- made out of dirt to interact with oth- She is most often summoned to teach
covery, Lesser Power ers, pulling the dirt from the ground martial abilities, but can also serve as an
Personality Traits: Haughty +3, Loyal +2 to form her body. invisible scout to spy on an enemy.

41
Rival Magic
Persuade the Reluctant Mistress
Papaios Zoi Guidelines Level 30
R: Cousin, D: Month, T: Ind
Papaios Zoi incantations close spirits, General: Banish an incorporeal en- This incantation controls a summoned
either removing them from the mundane tity, whose Might equals the base sorceress spirit of Might 20 or less and
world or destroying their essence. Incan- level of the incantation, back to forces it to teach the caster. The Duration
tations that banish spirits only do so for as its home realm. Reduce a ghosts has been extended to cover the seasonal
long as the incantation lasts. Incantations Might by points equal to the base requirement of teaching, and the required
that destroy spirits do so in a moment, level of the incantation. summoning spell must also have its Dura-
even if the incantation itself lasts for the Level 5: Add a +1 bonus to Aging rolls. tion increased.
base Duration of Zoi spells (Hour). Additional magnitudes add addi- (Base 20, + 2 Month)
Papaios Zoi rites can close a sorcer- tional bonuses: +1 per added mag-
ess spirit from the ravages of time, ex- nitude. Requires a Soma requisite.
tending her expected life span. These Level 15: Suppress a targeted wizards Papaios Zoi
are the most common Amazon rites, and Gift for the duration of the spell.
must include a Soma requisite to protect Level 30: Destroy a targeted wizards
the body as well as the spirit. Gift.
Salting the Spirits Grave
Developed by the Amazon sorceress to distinguish between the Gift and Super- Level 10
Viea, this rite allows a sorceress to determine natural Virtues the target may possess. R: Seen Stranger, D: Hour, T: Ind
if a target is Gifted. It is not precise enough (Base 5, +1 Seen Stranger) This incantation destroys 5 points of

Viea
For all intents and purposes, Viea is a proved Confidence (x2), Improved 6 (Scythian bow), Brawl 3 (dodge),
monster. Her mind, once human, is now Might (x5), Improved Fatigue (x5), Concentration 3 (ignoring pain), Fi-
consumed with vengeance. Since her Improved Soak (x4), Lesser Power nesse 4 (aiming), Greek 5 (poetry),
nemesis Bonisagus is destroyed, this ha- (x4); Monstrous Appearance Guile 2 (secret motivations), Great
tred is focused on the Order of Hermes, Personality Traits: Wrathful +3, Jealous Weapon 4 (Sagaris), Hermetic Magic
his children. She is a ghastly figure, a +3, Blood-thirsty +2 Theory 1 (original research), Infernal
creature of dark crawl spaces and shad- Reputations: Living Goddess 4 (Ama- Lore 3 (demons), Latin 5 (Hermetic
owy tombs, horrible of visage and tem- zons), Trianomas Sister 1 (Order of usage), Leadership 3 (raiding party),
perament. While the Amazons as a whole Hermes) Magic Lore 3 (magic animals), Order
might be converted from their animosity Combat: of Hermes Lore 1 (House Bonisa-
towards men, Viea will never be swayed Dodge: Init +4, Attack n/a, Defense 3, gus), Penetration 5 (Corpus), Ride
from her murderous intentions. Damage n/a 2 (charging), Scythia Lore 3 (geog-
Labrys: Init +5, Attack +8, Defense +8, raphy), Scythian 3 (local dialect),
Magic Might: 40 (Corpus) Damage +7 Single Weapon 3 (labrys), Stealth 5
Characteristics: Int +3, Per +2, Pre Sagaris: Init ++6, Attack +10, Defense (sneak), Survival 3 (steppes), Teach-
3, Com +4, Str +1, Sta +2, Dex 0, +9, Damage +12 ing 3 (apprentices), Thessaly Lore 2
Qik +4 Scythian bow: Init +3, Attack +10, De- (The Witches of Thessaly)
Size: 0 fense +11, Damage +7 Powers:
Season: Winter Soak: +10 Call the Night, 2 points, Init +6, Vim. This
Confidence Score: 4 (9) Fatigue Levels: OK, 0, 1/1/1, 3/ power plunges a target 100 paces
Virtues and Flaws: Magic Human; 3/3, 5/5, Unconscious wide, 100 paces deep, and 100 paces
Magical Monster; Arcane Lore, Fa- Wound Penalties: 1 (15), 3 (610), high into complete darkness. R: Seen
mous, Great Communication, Great 5 (1115), Incapacitated (1620), Stranger, D: Hour, T: Ind
Quickness, Increased Characteristics Dead (21+) AlAp 10 (base 3, +1 Seen Stranger, +3
(x2), Keen Vision, Piercing Gaze, Abilities: Amazon 5 (military phrases), Size) Lesser Power (10 levels, +3 Init)
Self-Confident, Warrior; Enemies Amazon Cult Lore 7 (Zoi rites), Ama- Destroy the Son of Bonisagus, 2 points, Init
(Order of Hermes), Wrathful; Driv- zonian Chant 5 (Kardia), Amazonian +6, Vim. This power destroys a
en (Destroy the Order) Spellcraft 6 (inventing incantations), wizards Gift, permanently. R: Seen
Qualities and Inferiorities: Fatigue Mas- Artes Liberales 2 (logic), Athletics 2 Stranger, D: Hour, T: Ind
tery, Gifted, Greater Power (x3); Im- (running), Awareness 2 (spying), Bows AlSo 35 (base 30, +1 Seen Stranger)

42
Rival Magic
a targeted spirits Might. The sorceress Extend the Servants Service early age. Viea had a natural inclination
must be able to see the ghost to target it. Level 35 for the various rituals for summoning and
This incantation is designed as a catch-all R: Personal, D: Month, T: Ind, Rite commanding spirits of the witches, while
for foreign spirits who the sorceress has Req: Soma her sister was more prone to practicing
not summoned. This rite allows the target to add a +3 the various hexes that the witches knew.
(Base 5, +1 Seen Stranger) bonus to her Aging rolls. This rite remains They were nearly inseparable growing
in effect until the recipient suffers an Ag- up, and this closeness continued into
ing Crisis, at which point the spell fails. their young adulthood.
Gag the Sons of Bonisagus (Base 5, +2 additional magnitudes for ad- Trianomas dream and the sisters
Level 20 ditional bonuses, +2 Personal, +2 Month) journey to slay Bonisagus are recounted
R: Seen Stranger, D: Hour, T: Ind in Houses of Hermes: True Lineages, page 6.
Originally invented by the Amazon In brief, Trianoma had a vision that she
sorceress Viea, this incantation robs a and Viea were fighting, while Bonisagus
Gifted target of his Gift, essentially de-
priving him of the ability to cast spells for
the duration of the incantation. It also pre-
Viea looked on, and Trianoma killed her sister.
Vieas interpretation of this dream was that
the multitude of isolated wizards in the
vents a target with Supernatural Abilities Viea was born in 705, one of a pair of eighth century would force the sisters to
from using them. Gifted twins. She was always close to her raise arms against each other. To counter
(Base 15, + 1 Seen Stranger) sister, the Trianoma of Hermetic fame, this, Viea suggested the pair seek out and
and both were indoctrinated into the kill this wizard. They tried and failed, and
magic of the witches of Thessaly at an were captured by Bonisagus outside his

Viea (contd)
Greater Power (30 levels, 2 point The Stare of Death, 1 point, Init +9, Cor- the sorceress transformed into Viea the
cost, +2 Init) pus: Vieas stare can kill. This power Magic Human. She no longer has Ama-
Find our Enemies, 1 point, Init +7, Terram. instantly kills the target. R: Seen zon Arts and her main incantations have
Viea can sense the vibrations of mov- Stranger, D: Mom, T: Ind changed into powers.
ing creatures through the ground, as AlSo 20 (base 20) Greater Power (20 Viea is able to expend Fatigue levels
per the incantation. R: Cousin, D: levels, 1 point cost, +5 Init) instead of Might points to cast her pow-
Hour, T: Ind Equipment: Besides her clothing, Viea ers, and her Improved Fatigue Qualities
MalAp 5 (base 5, +2 Size) Lesser often carries a bow and a quiver full give her more Fatigue Levels to do this.
Power (5 levels, +4 Init) of arrows. Each spent Fatigue level equals 8 Might
Gag the Son of Bonisagus, 1 point, Init +9, Vis: 8 pawns of Corpus vis in her skull Points. However, since Might Points
Vim. This power mutes a targeted Appearance: Viea appears as a bent cannot be carried over to the next round,
wizards Gift for five hours, robbing old crone, her spine nearly bent and since Viea may only use one pow-
him of the ability to cast spells. R: double making her ragged nails er per round, most of these points are
Seen Stranger, D: Hour, T: Ind nearly scrape the ground. She wears wasted because her powers do not cost
AlSo 20 (base 15, +1 Seen Stranger) tattered, filthy robes, made all the very many Might points. Still, this com-
Greater Power (20 levels, 1 point more obvious by the gold tiara bination of Qualities allows her to use
cost, +5 Init) she places on her head. Her skin is her Fatigue levels instead of her Might,
Terrorize the Shield Grog, 3 points, Init +2, pock-marked and blistered. giving her maximum Penetration against
Mentem. This power reduces a tar- her enemies.
gets Brave Personality Trait by 3, Viea started her magical career as a Still lying in her secret tomb are the
lasting for 5 hours. R: Seen Stranger, Witch of Thessaly a practitioner of notebooks of Bonisagus. Troupes should
D: Hour, T: Ind the Goetic Arts. She lost her powers to decide for themselves how to handle
PaKa 20 (base 15, +1 Seen Stranger) command and summon spirits through these items. The notebooks would be
Lesser Power (20 levels, 1 point cost) those Arts when she was opened to helpful in allowing Corpus magic to re-
The Mouth of Hades, 1 point, Init +7, Ter- Amazon magic, and then lost more Ama- store Fatigue Levels, and in integrating
ram. A pit opens in the ground, as zonian magic capabilities when she was aspects of Amazon magic into Hermetic
per the incantation. R: Cousin, D: transformed into a magic human. On the magic. Retrieving these items would cer-
Hour, T: Ind plus side, she is immortal and, finally, has tainly make any magus famous through-
AlAp 5 (base 5) Lesser Power (5 lev- Magic Resistance. out the Order.
els, +4 Init) Many things changed when Viea

43
Rival Magic
Alpine cave. magic, Bonisagus moved to other facets ing Fatigue into the Art of Kardia. Still
Their confinement was excruciating of magic. burning with hatred, she rode in many
for Viea. At first, the pair planned to learn Viea returned home, angry at her sis- raids and volunteered to stay at several
some of the old wizards magic, since he ter and fearful that Bonisagus would track of the secret encampments the Amazons
seemed so keen to teach somebody his her down to retrieve his property. Sum- kept watch on their many enemies. In
marvelous system, but this changed as Tri- moning an ancient spirit, Viea asked it 783, while spying on her hometown in
anoma grew more attached to her captor. where she would be safe, both from phys- Thessaly, Viea observed her sister with
While Trianoma saw Bonisagus Hermetic ical reprisals and to plot her revenge. The a strange man, searching for powerful
magic system for the peace it could bring spirit voiced a single answer: Amazonia. witches who might wish to join their Or-
to all, Viea saw it as merely another weap- Every Greek had heard of the Amazons, der. Assuming the man to be Bonisagus in
on. Viea planned a second assassination, including Vieas tribe of witches, but none disguise, Viea attacked.
but Trianoma abandoned the scheme, say- knew where they lived. So began a ten- A short battle ensued, culminating with
ing that she would actually aid Bonisagus year search through the Greek islands, Viea facing her sister surrounded by a ring
if Viea attempted his murder. the coast of Libya, and finally the distant of burning huts. Several Amazons lay dead
Arguing escalated to violent verbal land of Scythia. Past Scythias eastern and the watching magus stood clutching
quarrels. Unwilling to take her sisters border Viea discovered Amazon raiding his wounded stomach. Driven into a blind
life, Viea fled in the night. Her revenge parties. Requesting their aid after proving fury and disregarding her sisters pleas
was to steal several of Bonisagus note- that she was a capable warrior in her own to withdraw, Viea struck using her most
books, hoping to forestall or even derail right, the raiders led her to Amazonia and potent Amazon incantations. As they re-
his theoretical progress. Always slightly their queen. bounded harmlessly off Trianomas Parma
arrogant, Bonisagus refused to admit that Forty years later, Viea had become Magica, Trianoma Pilum of Fire struck and
Vieas theft caused any dire effect at all. one of Amazonias most powerful sorcer- severely wounded Viea. Trianomas vision
He continued working and ultimately esses. Her tinkering with Amazon magic, had come true, under Merceres watchful
finished the Hermetic magic system. Tri- based on Bonisagus theories, allowed her eye, and Vieas companions carried away
anoma knew the truth: Viea had taken the to change it and make it a more flexible the bleeding sorceress.
notes on restoring lost Fatigue, and rath- system. Her greatest achievement was Viea recovered physically, but her
er than rework that aspect of Hermetic to incorporate Bonisagus ideas on eras- hopes to defeat the Order were dashed.
Besides the protective shield of Parma
Magica, Viea realized that she was grow-
ing quite old, while the magi with their
longevity rituals were staying spry despite
their advanced years. Amazon magic in-
cludes spells to prolong life, but even under
these enchantments she would eventually
wither and die. She turned to an ancient
mystery initiation, one of the few that she
couldnt adapt to Bonisagus codification of
magic. Retreating to the islands interior,
she spent years experimenting with vari-
ous initiation scripts in hopes of perform-
ing the initiation of the Living Goddess.
Just as she succeeded, the queens sorcer-
ess attacked her, envious of the power
that Viea commanded. Weakened from
the transformation, Viea retreated into her
temple. The queens sorceress sealed the
temple, turning it into Vieas tomb.
Nearly four hundred years later, un-
der the orders of a new queen, her tomb
was reopened. With the Order boldly
making territorial advances in the Levant
and Novgorod tribunals, the Franks tak-
ing Constantinople, and the Mongol clans
combining for war, the queen sought the
advice of the living goddess. Hoping that
Vieas lunacy hadnt consumed her, the

44
Rival Magic
queen unearthed the grotesque figure and
asked her advice. How was Amazonia to The Fate of Bonisagus
continue with enemies at every border and
the Order more powerful and prevalent Records kept in the Thebes Tribunal her should be difficult. Perhaps Viea still
than ever? recount that Bonisagus gathered a small has the founders skeleton, maliciously
And Viea, twisted and evil-minded, adventuring party to search for Viea in preserved in her tomb. On the other
had a plan. 836. These manuscripts are silent con- hand, if Bonisagus failed to find Viea, his
cerning his success, and as far as history travels could have taken him near Ama-
shows, he and his group never returned. zonia, and a group intent on following
Bonisagus final adventure has been left the founders final itinerary might ac-

Amazons purposefully blank. If his mission was


successful and he found Viea, you will
have to decide what happened. Viea will
cidentally run into an Amazon raiding
party. Regardless of Bonisagus success
or failure, investigation of the founders
and the Order certainly remember meeting her nemesis,
although gaining this information from
demise could be a subtle approach to in-
troducing Amazons into your saga.

In 1220, Queen Derimusa leads the


Amazons the same queen who ordered that if a raiding party searches for auras, ing Vieas plan, raiders appear out of the
Viea brought from her tomb ten years ago. they will eventually find a covenant of the night, bent on destruction. The location
Her primary concern is the recent intru- Order of Hermes. of your covenant determines how soon
sion of the Mongols into the lands of the Viea proposes a large campaign aimed a group of raiders might appear. Cov-
Cumans and the Khwarizms. Several of at the heart of the Order. Viea knows where enants in Novgorod, Thebes, and the Le-
her warriors are demanding an invasion of a few of the older covenants lie, including vant Tribunals are most at risk, based on
Khwarizm, stating that a nearby general, Durenmar and many of the domus magnae proximity, but other covenants eventu-
Alcibrote, is already preparing her raid- of the Houses. Elite strike forces of raiders ally become targets. The players should
ing party for such an incursion. Alcibrotes could penetrate into western Mythic Eu- first hear rumors that some force has de-
sorceress counselor, Bellolyte, thinks an rope, using numerous safe encampments stroyed a distant covenant, and, if Vieas
invasion would succeed if the Amazons to journey deep into enemy territory. So plan is successful, the rumors will indicate
enlisted the aid of the centaurs, as they as not to incite the Order against the Ama- that it was the covenants neighbors that
did thousands of years ago. Derimusa zons, the queen suggests that the raiders destroyed them. Such news is sad, but not
counters by saying that no Amazon has dress like Mongols. Little enough is known unduly troubling. When more covenants
seen a centaur in years, let alone a tribe about them, so even captured Amazons fall, however, or after a raid staged on Du-
of the creatures. Derimusas advisor, the might not expose the ruse. renmar or one of the older covenants, the
sorceress Antiera, suggests moving the is- Still, Queen Derimusa is undecided. Order becomes alarmed.
land, relocating from place to place within Amazons continue to raid the border lands Even with this overall agenda, player
the Caspian Sea so that their enemies can of the Cumans and the Khwarizm Empire. character covenants could be raided no
not find them. Unfortunately, she has not The Mongol invasion of Khwarizm, how- matter where they are. The storyguide
completed the powerful rites required to ever, will demand an Amazon response, could place an Amazon secret encamp-
do so, and needs time and resources to fin- and by the end of the year Derimusa will ment near the troupes covenant, perhaps
ish. Derimusa wonders how much time the have to decide on some action. Vieas plan hidden in the ground through Alala Api
Amazons have left. will win out, unless some other councilor spells. For whatever reason whether
Viea has the boldest claim, stating that perhaps a PC sorceress suggests a its personal vendetta, misleading informa-
mankind has risen to power because of the viable alternative. Unfortunately, Vieas tion, or blind mistake the covenant is
Order of Hermes puppet masters who plan will not affect the Mongol invasion, targeted before other, more well-known
hide in the shadows and control mens fate. regardless of its success or failure. covenants. The raiders appear suddenly,
Instead of worrying about these magis sol- led by a sorceress or two, and attack. The
diers, the Amazons should strike directly at Aegis of the Hearth spell will not stop such a
them, flush them from their rat holes and
leave their corpses to rot. Although this is
The Amazon Enemy group, although it will certainly diminish a
sorceress magic.
utterly wrong, the Amazons dont know Magi have many ways of discerning
it. Vieas plan is easy to initiate, which the If the Amazons follow through on the truth behind these raids, especially if
Amazons like. Raiding parties have en- their war against the Order of Hermes, an Amazon is captured, and Vieas plan will
tered the Thebes, Levant, and Novgorod there are several things to consider in your not prove as easy as shed hoped. Taking
Tribunals before, and while they havent saga. Having heard of Amazons only in the fight to Amazonia is difficult but not
searched for magi, they could. Viea knows legends, magi will have no idea of their impossible. Nearly every scholar knows
that magi like magical auras. She claims actual presence in Mythic Europe. Follow- that the Amazons live to the east, and Cu-

45
Rival Magic
man and Khwarizms might know that the tive reactions, she has asked sorceresses them, and many fight to the finish rather
Amazons live on an island in the Caspian to forward any acquired books to her. than surrender. The Amazon War should
Sea. A storyguide could create a series of Gaining a book in Parma Magica will un- be as enthralling as the Schism War, and
sorties and battles as Flambeau and Tremere lock the key to this Ability, and Viea will should help define the Order in the years
champions lead excursions into Amazonia, suddenly realize how easy it is to teach a to come. How the various Houses respond
where they will face fierce resistance. Gifted student Parma Magica. the individual heroes and villains, the
Other types of stories are possible Being a magic creature, the first difficul- battles and sieges will be entirely up to
including Amazons in your saga does not ty will be in her learning it herself. Realms you and your troupe.
have to mean combat, battles, or total war. of Power: Magic includes rules for magical
While predisposed to violence against beings to learn new Abilities. Essentially,
male enemies, Amazons are more recep-
tive to magae, and female player characters
she will need to consume vast quantities of
vis to offset the learning liability imposed
An Amazon Saga
may hope to interact peacefully with the by her magical nature. Once this is accom-
Amazons. Perhaps some Ex Miscellanea plished, she can teach Parma Magica oral- On the other hand, you could decide
followers of Pralix can bring the Amazon ly to any sorceress, who can then improve to play Amazon characters. A raiding
sorceresses into the Hermetic fold. This is the Ability through practice. Another tac- party consisting of a sorceress, a general
a tall order, and while a sorceress might tic would be to kidnap scholars who could (companion character), and several war-
listen to a woman wizard, she will have a teach the sorceresses to read. As soon as riors (grogs) is ideal for a group of players.
hard time accepting male wizards as her the sorceresses learn Parma Magica, they Each player should create a sorceress char-
equal. The queen would never submit to discover that they no longer automatically acter. Unlike Hermetic magi, these char-
such an alliance, even if a majority of sor- hate each other, and try to form a unified acters will not be able to work together,
ceresses thought it was a good idea. This front in attacking the Order of Hermes. so all members of the troupe should make
could lead to civil war, or an exodus of the If the Order is lucky, it discovers the Amazon warriors to fill out each ones raid-
Amazon sorceresses. theft of books and the abduction of schol- ing group. Initial stories could be simple
ars before the Amazons attack. A team raids, which would change into more
of player characters could be confronted complex military matters once the Mon-
Parma Magica Unveiled with this mystery, and successfully uncov-
ering Vieas plot would warn the Order of
gols invade Khwarizm. Riders seek slaves,
plunder, livestock, magical animals, and
the Amazons plans. If the group is very Gifted children. Since raids are far-ranging
The Parma Magica is a mystery to Viea. successful, they might be able to prevent expeditions, such stories could take your
She knows that some ritual is involved the Amazons invasion, although it should players anywhere. The Novgorod and Le-
and assumes it to be linked to Hermetic be equally satisfying for players to uncover vant Tribunals are the likely places to start.
magic, which it is. In reality, Parma Mag- the plot and then rush back to their Her- Stories can revolve from raiding party to
ica is merely an Arcane Ability, and any metic allies to warn them of the impend- raiding party, offering the players a chance
Gifted practitioner of any tradition could ing attack. to play all their characters.
perform the ritual, if they knew how to do Their first attack is critical. Protected by Once Vieas plan is accepted, and
so. Magi know this and jealously protect Parma Magica, several raiding groups and the Order of Hermes is your enemy,
this information. Many magi, however, in their sorceresses combine for the assault. your raiding party will inevitably target
their attempt to quickly gain knowledge The mythical Amazonomachy will become covenants. Viea only knows of the older
and power, have written and trade books a reality. As soon as this attack is made, the covenants, many of which have ceased
about Parma Magica. If such a book fell Order should react violently. Reports that to exist. Exploring a fallen covenant
into an Amazons hands, the Order could magic spells bounce off the Amazon attack- would still be entertaining, as raiders are
be in real trouble. ers as if they were magi should lead magi always interested in spoils and booty.
Although they have no interest in to conclude that the Amazons have Magic Both Guardians of the Forest and The Lion and
reading, Amazon raiders often take books Resistance. As soon as magi discover that the Lily list canonical covenants that make
as spoils of war. Many are decorated with the Amazons have the Parma Magica, war excellent targets: Fudarus and Confluen-
precious gems and gold leaf, which can will be declared. Petty feuds and personal sis (which will actually be Dragons Rest)
be removed for personal adornment. Viea agendas will dissipate as the Order unites in the Normandy Tribunal, and Duren-
knows that the Order is an academic one to destroy the Amazons. mar, Crintera, and Irencillia in the Rhine
and that books are priceless to magi. Un- Running a war saga should be ex- Tribunal. The targets in other tribunals
like her fellow sorceresses, she can read tremely dangerous. The Amazons are are left up to the storyguide.
both Latin and Greek. Since her transfor- fast, ruthless, and persistent. Their pas-
mation, having lost the Gift and its nega- sion for battle continually invigorates

46
Chapter Three

Augustan Brotherhood
Beyond the edges of Mythic Europe wizards, even in places like the court of of candidates regardless of ethnicity and
lie many threats to the Order of Hermes, Frederick II where their influence is en- upbringing allow them to function across
challengers to the Orders security. Yet trenched. The majority of such employ- the whole of Mythic Europe. In fact,
even within their own territory there is ees are merely charlatans, or academics their ambitions are educational in their
another threat, a secret and powerful fra- pursuing experimental philosophy (see dedication to the rebirth and support of
ternity of court wizards who hide in plain Art & Academe). How strong is the influ- classical literature; magical as heirs to the
sight, protected by their powerful patrons ence of the few true wizards, how pow- lost magical secrets of one of the great-
in the nobility. The Order disdains most erful their political connections, how est figures of pagan antiquity, the wiz-
court wizards as charlatans, or ineffectual potent their reach? There may be as few ard-poet Virgil; and political in that they
hedge magicians at best, and it is hard as a dozen or as many as three hundred strive for nothing less than the recreation
to act against them without interfering active brothers (and sisters, for though of the Roman Empire in the glory days
with the most powerful mundanes. Arro- less common owing to a strong cultural of Augustus.
gantly, the Order has dismissed them as prejudice against women, some excep- The Brotherhood is aware of the
irrelevant, mere entertainers for hire per- tional educated ladies are admitted to Order, though their information is frag-
forming duties that are below the dignity the group). mentary. They seek knowledge of the
of any Hermetic magus. This is an arro- Outsiders who witness a rite cast by Order, which stands outside of feudal
gance that could be the downfall of the these wizards may well suspect that they society and ultimately is likely to try to
Order itself; for the truly powerful court are pagans, or at the very least heretics. retain its autonomy rather than serve the
wizards, linked by a secret society that While it is certainly true that many of Brotherhoods empire. While educated,
knows no national boundaries, scheme the wizards may privately embrace pan- many Hermetic magi appear to them as
and ready themselves for the day the new theist or polytheist views, classical pagan uncultured and immoral outlaws, standing
emperor of their choosing ascends to the religion, or heretical beliefs such as rein- outside of the feudal society that is home
throne of a domain the equal of the Ro- carnation of souls, the group does not in to the Brotherhood. The Brotherhoods
man Empire. fact hold any religious doctrine in com- members pride themselves on their learn-
mon. They espouse tolerance on matters ing and etiquette, and are completely at
of faith and conscience, and as such cross home in the courts of Mythic Europe.
Secrets of the religious divides. Their open acceptance Even the Brotherhoods wizards, however,

Augustan Brotherhood
Is the Brotherhood a Threat?
The Augustan Brotherhood is a
group of potential rivals to the Order of That a small group of magician play for power. While their magic is lim-
Hermes, which exists within the courts scholars might dream of a return to the ited, if they were to turn the attentions
of Mythic Europe in 1220. A secret soci- Roman Empire is not surprising. Many of their mundane supporters against the
ety, they are dangerous not just for their in the Order of Hermes may feel sym- Order of Hermes, then terrible blood-
great magical ability, but also for their pathies for such tolerant and educated shed could ensue. While their magic
political intrigues and invisibility to the men of letters, but regard them as little may be relatively weak, the swords and
Order. While the Order knows almost more than dreamers. The discovery of a siege weapons of their allies are not.
nothing of these powerful wizards, the long lost repository of magical learning The Order of Hermes exists by the
Augustans are very much aware of the in the Kingdom of Sicily, where their Code, and the Code forbids war against
Order of Hermes, and regard the Order unusual ideas could take hold has, how- mundanes. If the mundane nobles were
with grave distrust. ever, raised them from utopian dreamers to take arms against the Order, could
The magical fraternity does not, of to a group who might actually make a the Order stand against them?
course, include the vast majority of court

47
Rival Magic
are outsiders by necessity, for they all suf- disintegrated and the siege was lifted. In Ludowicus was clutching a great book
fer from The Gifts negative penalties to September 1136 Roger tried again to take and carrying a sack that rattled ominous-
social interaction, and are extremely frac- the city via the harbor with a huge fleet. ly. No one saw where he came from, and
tious and independent minded. While the Just as the citys defeat seemed inevitable, when questioned he could only say the
Brotherhood tends to favor those with a tremendous tempest arose, scattering tomb, yet he was curiously unable to
the Gentle Gift and extremely high Com- and sinking most of the fleet and destroy- lead his captors there.
munication and Presence Characteristics, ing the invading forces. Tiring of questioning the frightened
their internal struggles have for decades In the summer of 1139 the Pope him- scholar, the crowd turned its attention to
prevented any real united effort against self led an army to attack the Kingdom of the book, written in Latin. But few were
the Order. Recently, however, the Broth- Sicily, until he was captured in an ambush willing to look upon the words within, for
erhood has learned of the Parma Magica, and was forced to cede Capua to Roger. was not Virgil the greatest of sorcerers?
or rather have learned it is not a spell, and Having seen off the Byzantine, imperial, The sack drew most attention. Within the
they are now actively conspiring to learn and now papal troops, Roger turned his at- sack was a human skeleton Ludowicus
the secret. Only when they have managed tention to revenge. Rebellious nobles were had succeeded in his quest, and found the
to learn and disseminate the Parma Mag- hanged, drowned, or thrown screaming very bones of Virgil, the greatest poet who
ica among their fellows can they hope to from towers, as Roger took terrible ven- ever lived.
confront the Order. They are a tiny group geance on those who had betrayed their The citizens of Naples had every rea-
in comparison to the Order of Hermes, oaths to him. Finally in 1139, Naples once son to be nervous. Within the great castle
but extremely potent in their own area of again submitted to Roger, again on very by the harbor was a curious glass egg, and
magical expertise. favorable grounds. But by now it was clear within it was a tiny model of the city. This
to King Roger that something strange, was the palladium made by Virgil when he
perhaps magical, was behind the citys in- was chief minister to Marcellus, the Ro-
History of the credible strength. man governor of the city. While it re-
mained safe, Naples was immune to being
Augustan Brotherhood taken by force. So seriously was this tradi-
The Story of Ludowicus tion taken, that vigilant soldiers guarded
In 1130, Roger II was declared King it day and night. It was widely known that
of Sicily. His ancestors were the Nor- In August 1139, the citizens of Naples the reason there were no flies in the city
mans who had captured Southern Italy, had reason to fear Rogers wrath. When was down to another talisman created by
and formed a new aristocracy ruling a Norman scholar came to the gates and the great magician the statuette of a
over the Lombard, Arab, and Hellenic declared he had come to seek the tomb of bronze fly that adorned one of the citys
populace. The area was also religiously the ancient Roman poet Virgil, no objec- walls. Even Mount Etna had until recent
diverse, containing Latin Christians, Or- tion was raised. This Englishman, Ludo- times been rendered quiescent by the
thodox Christians, Muslims, and Jews. wicus, would surely fail in such a foolish statue of an archer, which when erup-
Soon he was to extend his sovereignty quest? Yet some were frightened did tion threatened, released an arrow of pure
throughout southern Italy. The city of not the legends say that while the bones fire. On touching the volcano, the arrow
Naples chose to open its gates and join of Virgil slept peacefully in the city, that rendered it dormant again, doubtless sav-
Rogers kingdom. However, when a re- it could never fall to an enemy, or be ing the city many times. The statue was
volt later broke out, the city of Naples sacked? Throughout the hot summer days now broken, its magic dispelled after a
joined the rebels. Rogers Saracen cavalry curious boys followed the scholar, as he curious peasant struck it, yet some of
ravaged the countryside surrounding it, poked around ancient Roman ruins, and Virgils handiworks remained. Any meat
and a fleet of sixty ships was dispatched climbed over crumbling piles of masonry. cut on the great marble slab in the meat
to storm the harbor, yet Naples managed It was those boys shouts that first roused market would last for a full month, and all
to hold out successfully. Finally the city the crowd the Englishman had van- the produce of that market was immune
chose to submit, and remarkably peaceful ished! They had been following him, and to worms and creeping things. Or what
terms were negotiated that left the city suddenly he had disappeared right before of the curious face with an open mouth,
unsacked and its ruling class in charge their eyes, close by a rocky hill, just a mile which until recently had been used to
and unpunished. outside the city. test the fidelity of the citizens wives? If
In 1135 Naples rose again with the bar- Most of the crowd assumed the boys an adulteress placed her fingers within
ons of the south, and owing to the legend were lying, but a few curious folk and the mouth, and faced the great eyes of
of its impregnable walls it quickly filled a handful of soldiers decided to wait the round stone swearing her innocence
with people fleeing the fighting. Rogers and see whether the scholar returned of the charges, the mouth clamped shut,
army laid siege, but in the summer heat di- as mysteriously as he had departed. Just biting the fingers off and leaving her to
saster occurred. Attacked by clouds of flies after midnight, with the full moon high face humiliation and the scorn of her ag-
and swarms of vermin, which were swiftly overhead, their patience was rewarded grieved husband and onlookers. All these
followed by a terrible plague, the army and they seized the unfortunate scholar. marvels and many more were the legacy

48
Rival Magic
of the magic of Virgil, magician and friend storm ended as abruptly as it arose, Ludo- new empire to reunite Europe and conquer
of the city of Naples. wicus was unable to retrace his steps to the the world. He founded a secret society of
Even as the curious mob gazed upon place. The citizens now faced a dilemma wizards to bring such an Emperor to his
the bones in the sack, the sky was torn by if they killed Ludowicus, King Roger destiny, and to rule as a new magical aris-
lightning, and thunder roared as a mighty would exact brutal revenge. Yet Virgils tocracy under the heroic tyrant they plain
tempest blew in from the sea. Ludowicus bones could never be allowed to leave the to raise up.
was seized and taken to the Castello dell city. In the end they compromised. They Such are the origins of the Augus-
Ovo, the Castle of the Egg, for interroga- let the magus return to Sicily taking the tan Brotherhood. Based upon the potent
tion, as the seas surged and the heavens book, but the bones were placed in a niche magic that Ludowicus recovered from the
wailed their rage at his sacrilege. in the Castle della Ovo, behind a locked tomb, the secret society has developed a
Within the shelter of the walls, the grill of the type one finds guarding relics, system of magic that is markedly different
frightened leaders of Naples demanded an and two soldiers were set to watch them than the Hermetic system, yet still power-
explanation. In smooth and practiced Lat- day and night. ful in its own specialized scope.
in, Ludowicus addressed them. He con- That is the story as far as the Order of So who was Virgil, whose magical leg-
firmed their worst fears: he was an agent Hermes know it, and some scholars have acy the Brotherhood embraces? Everyone
of Roger II, he came on the Kings busi- wondered which pseudonymous magus in Mythic Europe, from the peasants to
ness, and he had indeed found the tomb. was Ludowicus, and to which House he the lords have heard his name. They know
He told them of the epitaph over the gate- belonged. A few have set off to see if the that he was a great pagan magician who
way Mantua was my birthplace; I died regio of Virgils tomb really exists, but if lived just before Christ, and predicted His
in Calabria; and now I rest at Parthenope. any found it they have not returned. nativity in one of his poems. Like Merlin,
I sang of pastures, farms, and leaders. Ludowicus did not return to Naples, he was a great magician, and especially a
inscribed in the stone and shaded by a but spent the rest of his days at the Court great prophet, who could see events in far
great bay tree. He explained how he had of Roger II, mixing with Muslims, Greeks, away lands and received visions of the fu-
learned of an ancient legend that led him and Latins, while silently reading the pa- ture. One of the cleverest men who ever
finally to the right spot. gan rites from Virgils magic book. He re- lived, he was fooled by a mere woman and
In the early days of Christianity, St. alized he had recovered one of the greatest humiliated by her wiles, becoming an ob-
Paul was taken as a prisoner to Rome, magical tomes ever written, and as soon as ject lesson to all men. He wrote the great-
where he learned of the prophecy of Christ he had committed its contents to memory, est epic poem of ancient history The
in Virgils Fourth Eclogue while in jail. He he threw it on the fire so that no one else Aeneid, a tale of the Trojan War and found-
was distraught that such a great man might would ever read it. Yet the secret did not ing of Rome an understanding of which
have died before hearing the Gospel, so he perish, for just as Virgil wrote of the new is necessary to understand many dynasties
made his way to Naples and found Virgils empire of the divine Augustus, so Ludo- claims to descent from its hero Aeneas and
tomb just outside the city. Paul entered, wicus, a lowly court wizard, dreamed of a his followers. To the educated, The Aeneid
and was there confronted with two great
silver hammer men, who silently strode
towards him with mighty war hammers,
yet God preserved him and he was able
to pass. Within the tomb he found twelve
bronze statues with flails, who beat at him
furiously, but yet again God preserved
him and he was able to pass through, to
reach the mosaicked room in which lay
the sarcophagus of Virgil. The room was
lit by a lamp that still burned after many
years (and still burns today, Ludowicus as-
sured the listeners), and contained a book
of magic and certain papers addressed to
Paul. The letter revealed that Virgil had
foreseen so clearly the coming of Christ
that he had died devout and a follower of
Christianity, albeit two decades before the
birth of Christ.
The citizens were amazed, but did not
doubt the truth of the story. Soldiers hur-
ried in from the storm they could not
find the tomb. Even at dawn, when the

49
Rival Magic
is also the book used to teach Latin and him his father was a baker, as he kept giv- But after the completion of the Bucolics,
grammar. Anyone possessing a score in ing him bread! The emperor, amused by which were read in the theaters to great
Latin or Artes Liberales has read many of the joke, had great wealth bestowed on applause, so impressed was the emperor
its passages, and been forced to construe the boy. that he restored Virgils family estates, and
them in their vernacular, making them Virgil became a large man of swar- gave him a further great fortune and title
perhaps more familiar with this book than thy complexion, and given to ill health of first minister to the governor of Naples,
any other. Every educated person knows himself no matter how good his medical Marcellus. Virgil traveled throughout the
something of the life of Virgil, and the treatments to others. He was reserved and south of Italy and Sicily, creating many
stories about him as told in inns, by trou- demure, and maiden-like in his demeanor, marvelous works of both literature and of
badours at court, and in the marketplace. though in youth a passionate man. When magic, and even helping in the construc-
Indeed, the biography of Virgil appears still young he fell violently in love with tion of roads. But his magic was always de-
in the front of almost every grammar text one of the emperors daughters. The girl signed to help the citizens and the state,
used by apprentices. spurned him, preferring more handsome rather than enrich himself. He did create
admirers, until one day, annoyed by his a wonderful herb garden in his villa, how-
persistence, she seemed to give in. She ever, and magically warded it so the rain
The Biography of Virgil bade him come to her tower at midnight, never fell upon it even the winds an-
where she would lower a basket from the swered his call.
Publius Vergilius Maro, whom we know window and have her servants pull him up Virgil then spent eleven years on his
as Virgil, was a Mantuan born of humble for a night of lovemaking. Virgil went to masterpiece, The Aeneid. He found time to
parents. His father was a beekeeper em- the tower found the basket, and climbed make a set of statues armed with spears
ployed by a summoner named Magus. He in. He was pulled up until he dangled that stood on a palace roof in Rome, each
married the magicians daughter, and be- high above the square, and then the girl bearing the emblem of a Roman province.
came rich by buying up woodlands. had the rope fastened, and taunted him Whenever war or rebellion broke out,
Virgil was born not far from Mantua. out of the window. there the statue struck a bell with its spear
His mother had an auspicious dream of a In the morning, the crowd gathered and troops were immediately sent out.
laurel tree springing up at her feet. The and mocked him, and Virgil was forced to Virgil also made a magical scrying mirror
next day while walking to see a friend flee the emperors wrath. Extremely angry, with which the emperor could watch over
she went in to labor, and delivered the he swore revenge for his humiliation. He distant provinces and ascertain the cause
boy in a ditch. So mild mannered was cast a great rite on the city of Rome, and of the problem. Virgil said these magical
the baby that he did not cry on being every single flame in the city was extin- devices would last until a virgin gave birth,
born. As was the custom, a poplar tree guished. By night everyone had to go in and the people praised him thinking he
was planted where the birth took place, darkness. He let it be known that only the meant forever, but within two decades af-
and it grew taller than any other in the girl could give flame, and she was forced ter his death they exploded with a mighty
region. It was prayed at by peasants in- to disrobe in the Forum, where a flame roar, as Christ was born in Bethlehem.
voking Virgils spirit for centuries, until was found in her most private parts. She In his fifty-second year, Virgil decided
one night it vanished. was made to stand all day while the crowd to retire to Greece to complete The Aeneid.
The boy was educated in literature, applyed torches to her person to rekindle En route to Athens he met Emperor Au-
Greek as well as Latin, and he also gave every fire. Virgil humiliated her as she gustus, who was returning to Rome from
himself to medicine and mathemat- had humiliated him, but from that day he the east. Augustus asked him to join him
ics. Eventually he came to take a job as scorned the inconstancy of women, and and return to Rome, but as they walked
a stable hand in the emperors stables, took only young men as lovers. Like Vir- the road to Megara, Virgil was struck with
where he excelled in veterinary medicine gil in the basket remains a proverbial way sunstroke. Virgils incredible prophetic
and was paid in bread. On two occasions of expressing a man betrayed by the wiles ability never worked on himself. Earlier
troublesome gifts were given to Emperor of women. he had made a marvelous talking head of
Augustus one was a fine foal, and the Virgil was restored to favor after the silver, which answered all the questions he
other a pack of Spanish hounds. Virgil emperors death, and studied more in the put to it. The head had assured him that
predicted the problems with both gifts, arts of magic. His father and two brothers he would live long and well, so long as he
and on hearing this so impressed was the died, and he unsuccessfully tried his hand protected his head. He thought the device
emperor that he ordered the boys bread as a lawyer, for although cleverer than all meant itself, and neglected to wear a hat
ration doubled. men he spoke very slowly and lost the that fateful day. Augustus took him aboard
Later, the emperor was troubled as to case. His great works of poetry the Ec- the imperial galley, where the best doc-
whether he was truly the legitimate son logues and Bucolics that every educated per- tors treated him, and finally he was taken
of his predecessor. Seeing Virgils great son reads when learning Latin he wrote ashore at Brindisi. Nothing worked, and
skill at divining the truth of such matters, when still a youth himself. he died of the sunstroke.
he called him to his palace to consult His fathers lands had been confiscated As he lay dying, he dictated his will,
him on this delicate matter. Virgil told and distributed to veterans of the war. and then demanded that the now almost

50
Rival Magic
entirely finished The Aeneid be burned. His
friends wept but agreed, but as soon as he Which Virgil is this?
was dead Augustus countermanded the
order and finished the last few lines that Vergilius was his name; Virgil is the Virgil is almost unrecognizable, probably
Virgil was revising. It is thanks to this in- modern English and French form. Others begin to emerge in the early 1200s, and
terference that we have The Aeneid today. use the more accurate Vergil, while in the by 1300 stories of Virgil tricking the dev-
Middle Ages he was often called Virgili- il, dealing with faeries, and flying through
us. Virgil as depicted in this biography the skies on a magic ship to a mountain
The Growth of based on the Life by Aelius Donatus, of iron to steal a magical gem containing
the Brotherhood with the later legendary stories woven a demon are becoming popular among
in does not bear any resemblance to storytellers. Having some of these stories
Ludowicus worked within one of the the historical poet. This representation is circulating in your sagas setting will ob-
most fascinating courts in Mythic Europe. accurate of Virgil as he was depicted in scure the real magic of Virgil, and it may
The court of King Roger II brought to- the 13th century, however; by the 15th be that some myths were deliberately
gether three religious groups Orthodox century his legend changed to include di- spread by the Augustan Brotherhood
Christianity, Latin Christianity, and Islam abolism, necromancy, control of spirits, to hide their secrets. In Mythic Europe,
and the many diverse peoples of south- and all kinds of fantastic additions from Virgil really was a great magician, unless
ern Italy. The civil service that developed the Romances. These wild tales, in which your troupe decides otherwise.
created a complex state, with power cen-
tralized in the court at Palermo, and with
law, finance, and administration all under Conrad realized immediately the cause of The Brotherhood
the eye of the king and his bureaucrats. the citys fall a hairline crack marred the and Frederick II
Within the many tiers of civil government, egg. Its magic, forged by Virgil twelve cen-
the Brotherhood founded by Ludowicus turies before, had finally been dispelled. In 1220, a Saracen revolt has led to
quietly plotted, their magical prowess de- Tancred died of a sickness that was many disaffected Muslims conducting guer-
veloping with generous patronage from perhaps murder. His young son, aged only rilla warfare from the mountains of central
their royal sponsors. three, was taken as a captive to Swabia Sicily (if your saga follows history, Frederick
When Henry von Hohenstaufen be- where he was blinded, castrated, and al- successfully suppresses it this year). Despite
came Holy Roman Emperor in 1191, he lowed to die. The Emperor Henry now this, the court of King Frederick II of Sicily
marched south, besieging forces loyal to became King of Sicily, and conducted a retains the ethnically and religiously diverse
King Tancred of Sicily in Naples. Once violent campaign of repression, slaugh- character of earlier monarchs. He is also a
again a pestilence broke out in the besieg- tering all who opposed him. On Christ- great enthusiast for learning of any kind,
ing army, and once again the city walls held mas Day 1194, the Holy Roman Emperor and a dedicated patron of the arts, including
as the army threatening it was destroyed. Henry VI was crowned King Henry I of the magical arts. With the Brotherhood he
Within the Augustan Brotherhood Sicily in Palermo, and celebrated by hav- has done much to encourage magicians from
itself, a short and sharp magical conflict ing everyone who had attended Tancreds all over Europe to join his court, and, unsur-
broke out. Tancred was suspicious of the coronation burned alive. Nonetheless, at prisingly given their role in his upbringing,
power of the wizards in the royal court, last the Augustan Brotherhood had their to encourage a major revival of interest in
and began investigations. A series of assas- Emperor, and they were more than willing poetry. Alongside Latin verse, some poetry
sinations and bitter in-fighting developed to overlook his brutality as he prepared to is being written in the Sicilian vernacular,
in the Brotherhood, and the victorious attack the Byzantines. At last a monarch fueling intense conflict between rival fac-
party supported Henry. How much easier might reunite the Roman Empire. tions in the Brotherhood as to the desir-
to re-found the glory that was Rome when Henry died suddenly of malaria in ability of this innovation. Within four years
beginning with the Holy Roman Emperor 1197. His three-year-old son, Frederick, his plans to found a university will see fruit
as candidate? As Henry continued his at- took the crown of Sicily. The Brotherhood in the University of Naples. With a strong
tacks, the Brotherhood switched sides. moved to take over his education, and tendency towards empiricism, he is known
How important this was to the political defend his regency this child, show- to personally conduct occasional research
outcome is impossible to tell, but with ing exceptional intelligence and aptitude in experimental philosophy, though his love
Tancreds death in 1194 it seems likely that for learning, seems to be the one theyve of his menagerie and his particular passion
one of the Brotherhood was responsible awaited. They plot his path to glory, and for falconry often distract him. Perhaps a
for the unthinkable; Naples finally fell to swear that he will be the new Augustus, the less desirable outcome of his upbringing
Henrys forces. Once of Henrys generals, ruler of the new empire. Now 26 years old is his intense religious skepticism; it is said
Conrad de Querfurt, was assigned the task and both Holy Roman Emperor and King he delights in blasphemies and mocking
of surveying the walls. During his inspec- of Sicily in 1220, in time he will become religions, and some have whispered that he
tion, he finally saw the magical glass egg known as Stupor Mundi the wonder has denounced Moses, Jesus, and Muham-
that had defended the city, the palladium. of this world. mad as all being frauds and deceivers of

51
Rival Magic
mankind. As yet, however, he does not ap- grammatician, so it is unsurprising that the Bees. A Vigilo School is roughly equiva-
pear to have any Infernal taint, despite the Order of Hermes magical system derives a lent in flexibility to a specific Technique/
claims of the Papacy. In 1220 that conflict few elements from Virgil. While one of the Form combination, as described later.
with the Papacy appears to be at an end, as precursor traditions of Hermetic Magic, Virgilian Magic is associated with the
he is crowned Holy Roman Emperor. The and similar in some respects, the magical Magic realm.
Brotherhood is triumphant, for it seems the systems are now very distinct in how they
glory that was Rome will now rise again. are taught and their scope, and Virgilian
They have no doubt that Frederick is the
new Augustus theyve awaited, and believe
magic is far more limited than its Hermetic
equivalent. Those who practice Virgilian
The Schools
Virgil to have prophesied. magic are frequently referred to as wiz- and Virgilian Rites
ards, owing to the Augustan Brotherhoods
practice of serving as court wizards. Schools represent potent areas of
Unlike Hermetic Magic, Wizards magical expertise. The Schools of the Vi-

Virgilian Magic do not learn Techniques and Forms, but


rather three Practices. The Practices are:
Sortes Virgilianae, a precursor of the Her-
gilo Practice allow for the casting of rites,
and the Animo Practice allows these and
Sortes Virgilianae effects to be placed
As we have seen, the magic of Virgil re- metic Divination mystery (see The Myster- into animations. Each point of score in
flects an unusual Roman magical tradition, ies Revised Edition, page 58); Vigilo, which a School is roughly equivalent to a Her-
but a very famous one. Virgil trained no deals with guarding magic; and Animo, metic magnitude so, for example, an
apprentices, and founded no school, but which entails the animation of objects and Ability School of Prometheus 8 is approxi-
from the legacy in his tomb the Brother- the awakening of their magical spirits to mately equivalent to a level 40 Hermetic
hood reconstructed some fragments of this create a new type of magical creature. score (appropriate Technique + Form, in
lost lore. Bonisagus was certainly aware The Practice of Vigilo is divided into this case perhaps Rego Ignem) for calcu-
of Virgils work, as were later theorists six Schools: Boreas, Naiads, Prometheus, lating Lab Totals.
like Notatus, who was a particularly avid Stones, Sylvan Nymphs, and Vigilant A School is a Difficult Art; that is, it
progresses in Experience points as an Abil-
ity, and follows the usual rules for such.
Limits of Virgilian Magic Virgilian magic does not employ Magic
Theory but instead an Ability called Virgil-
ian Theory, which while similar in scope is
Virgilian magic faces the same lim- quite normal. This may be a flaw in
its as Hermetic magic, although the rite directly associated with Virgilian magic.
Virgilian magic theory, but is believed
Sortes Virgilianae does seem to infringe to reflect the founders personality.
the Limit of Arcane Connections, as it
relies upon the ancient prophetic wis- If a specific School is not known, rites
associated with it or requiring it as a
The Mechanics
dom of Virgil to be found in The Aeneid.
In addition, the following limits apply: prerequisite may not be cast. A score
of at least 1 is required in a School for
All Virgilian Magic must be cast in
an elaborate and time-consuming
an associated rite to be attempted, as
is a score of at least 1 in that rite. of Virgilian
Magic
manner, or ritually cast (requiring Rites are usually more specific than
vis) for rites that have an Ease Factor Hermetic equivalents one can
of 33 or higher. create a Pentagram of Wolf Warding,
Wizards may not create enchanted but not a Pentagram of Beast Warding. Virgilian Magic is divided into three
devices, including Longevity Rituals A new rite must be created for each Practices: Sortes Virgilianae, Vigilo, and
and Talismans, nor may they bind individual target of City or Bound- Animo. Sortes Virgilianae and Animo
Familiars. These weaknesses are par- ary target. A rite to repel flies from are Supernatural Abilities, whereas the
tially compensated for by their use Naples will not work in Rome. Schools of Vigilo advance as Difficult Arts
of animations (see later). Virgilian magic does not add Artes (See Chapter One: Introduction, Difficult
They may not cast rites at Personal Liberals and Philosophiae to Ritual Arts). The six Schools of the Vigilo Prac-
range, or Circle duration. Virgilian Casting Totals, unlike Hermetic tice each reflect a certain area of Virgil-
magic may never be cast upon the magic. ian magic, equivalent roughly to the Au-
self. Virgilian magic cannot employ sym- ram, Aquam, Ignem, Terram, Animal, and
Virgilian Magic may not create ef- pathetic magic it is outside of Herbam Forms of Hermetic magic.
fects that harm an individual human Virgilian Theory. Opening the Gift to Virgilian Magic
directly, though indirect damage is gives a score of 1 in Sortes Virgilianae,
Animo, and one Vigilo School. Subse-

52
Rival Magic
quently, the Schools can be learned in ring at a distance, it cannot predict future Question Concerning Bonus
any order, and new Vigilo Schools learned events or directly answer questions about Personages* +3
normally, even by practice. the past. Importantly, if a specific divina- Ships +2
Sortes Virgilianae magic deals with tion fails, that particular question may not Sieges +3
divination-type effects, using a copy of The be asked again that day. Cities +3
Aeneid to access the prophetic wisdom of Sortes Virgilianae may not be per- Kingdoms +3
Virgil and applying it to ones current situ- formed without a full copy of The Aeneid. Carthage +5
ation. Vigilo magic can be used to create One peculiarity of Sortes Virgilianae, as Rome +5
long-lasting wards, and to then do things reflected in the fate of Virgil, is that it may Troy +5
to create magical effects which take effect never answer any question about the wiz-
when the ward is triggered. Finally, the ard herself. * A person with any Reputation 5 or above.
Practice of Animo allows the creation of
animated objects and magical items, but Sortes Virgilianae Divination Total: Multiple bonuses may stack. For
ones very different from the enchanted Perception + Sortes Virgilianae example,a question about Rome or Troy
devices of Hermetic magic. + Aura Modifier + Bonuses + stress die automatically gains a +8 bonus to the roll:
vs. Ease Factor +3 for city, +5 for Rome or Troy.

The Practice of If the divination needs to penetrate


Magic Resistance, then Penetration is cal- Sortes Virgilianae
Sortes Virgilianae culated as: Ease Factors
One of the best known aspects of Vir- Penetration: Ease Factor: 9
gils magic, this involves opening a copy Sortes Virgilianae Divination Total Effect: Get a mental image of an animal.
of The Aeneid at random, placing ones + Penetration Ability Ease Factor Gain an intuitive knowledge of a plant
finger on the page, and reading the line in- (know whether a given action would
dicated and the subsequent line. While the The following bonuses may apply, based harm a plant). Sense one property of
practice is widespread in Mythic Europe, on the mundane contents of Virgils text. a fire. Locate a fire. Detect magic of
and all educated folk know of the method,
to gain meaningful results from it requires
the secret understanding of Virgils magic
the Brotherhood alone possesses. For oth-
er people, and those whose Gift has not
been opened to Virgilian Magic, the pro-
cess simply fails.
The Practice of Sortes Virgilianae is a
precursor of the mystery of Hermetic Div-
ination. It is represented by a Supernatural
Ability. All Virgilian wizards begin with a
score of Sortes Virgilianae 1, which can be
subsequently improved.
Sortes Virgilianae done correctly re-
quires a lengthy ceremony. Time to per-
form the Practice is at least 3 minutes mul-
tiplied by the Ease Factor. A level of Long
Term Fatigue is also expended, requiring
restful sleep to regain.
This Practice is similar in scope to Her-
metic Intellego, and a set of Ease Factors is
given below for divinations. This magic
apparently breaks the Hermetic Limit of
Arcane Connection, and is capable of di-
vining facts about targets outside of senso-
ry range, but it does so by using The Aeneid
to access the ancient prophetic wisdom of
Virgil. It does not break the Limit of Time;
while capable of sensing what is occur-

53
Rival Magic
level 50 or higher. Detect the presence Detect the sigil of any magic you have Vigilo Penetration Total:
of a mystical aura. Detect the presence detected. Detect the Blatant Gift. De- Casting Total + Penetration Score
of raw vis. tect whether a creature or person has a Ease Factor
mystic Might score, and which realm it
Ease Factor: 12 is allied with (but note that demons are Note that Target: Pentagram Wards
Effect: Get an image of water within range. not discernible by this method). receive a Penetration Multiplier Bonus of
Learn a natural property of a liquid. +5 (see later).
Sense one property of the air, such as Ease Factor: 21 To calculate the casting time for a
if it is safe to breath. Sense the state Effect: Divine a single answer from the Vigilo rite, take the final Ease Factor and
of consciousness of a beast. Locate a mind of a target. Detect The Gift in divide by six, rounding up. This is the
person to whom you have an Arcane an individual. Detect whether a state- number of 15-minute periods needed to
Connection. Locate a plant. Learn ment made in your presence by an- complete the rite. For example, an Ease
general information, or a single spe- other is a lie. Factor 39 rite takes 7 x 15 minutes, so one
cific fact about a plant or an item made hour forty five minutes to cast.
from plant product. Learn one visible Ease Factor: 24
property of a stone, earth, or metal ob- Effect: Discern the magical properties of Vigilo Rite Casting Time:
ject (a property that someone with ap- a magical item, though not how to ac- (Ease Factor/6) x 15 minutes
propriate skills could determine just by tivate them. Detect the Gentle Gift in
looking). Detect magic of level 30 or an individual. Rituals do not take any longer than
higher. Detect the entrance to a regio, any other Vigilo rite, but do require vis ex-
allowing access. Determine the power penditure equal to the Ease Factor divided
and nature of a mystical aura. Improving Sortes Virgilianae by six, rounded up. For example, an Ease
Factor 39 rite would require 7 pawns of ap-
Ease Factor: 15 Sortes Virgilianae may be improved by propriate vis to be expended.
Effect: Sense the dominant drive of a practice, or by books written by another
beast. Learn the age, origin, and his- practitioner, or by being taught. But it is Vigilo Rite Vis Expenditure Required:
tory of something made out of animal usually learned by in-depth study of The (Ease Factor/6) pawns of appropriate vis
products. Learn a specific fact about Aeneid, which is a Level 10, Quality 8 sum-
an animals body. Learn all the magi- ma for this purpose. Casting a Vigilo rite always requires
cal properties of a liquid. Sense very the expenditure of a Long Term Fatigue
general information about a human Level, which is only recovered by a good
body, like is she sick? Learn the
magical properties of a fire. Divine the
The Practice of Vigilo nights sleep. Vigilo magic is extremely tir-
ing. If a rite fails, the wizard may be com-
current state of consciousness of one pletely exhausted. Subtract the Casting
intelligent being, like is the guard Vigilo is the second Practice of Virgil- Total + Stamina of the wizard from the
sleeping? Divine a single emotion in ian Magic. It consists of six Schools that Ease Factor of the attempted rite, and for
a being. Detect magic of level 15 or advance as Difficult Arts (See Chapter every 3 points (round down) it is less than
higher. Judge the amount of vis pres- One: Introduction, Difficult Arts). Vigilo the Ease Factor attempted the wizard takes
ent. Discern the Art of vis. magic deals with warding areas, and far one level of ordinary Fatigue.
surpasses Hermetic magic in this area.
Ease Factor: 18 The wizards score in a School com- Vigilo Rite Fatigue Loss:
Effect: Learn all the magical and mun- bines with a score in a specific rite, to gen- One Long Term Fatigue Level
dane properties of a mixture of liquids. erate the Casting Total. Any wizard with a + if failed (Ease Factor Casting Total
Sense all useful information about a score of at least 1 in a School has sufficient + Stamina)/3 in additional normal
body. Sense all of the emotions in a knowledge to attempt to create any rite Long Term Fatigue Level
being, including conflicting emotions within that School, but without spontane-
and their relative strengths. Learn a ous magic he must have learned the appro- If the Ease Factor is not met, the rite
fact that could be ascertained by an priate rite to be able to cast it. fails, unlike Hermetic spells that can fail
observer present in the target location by up to 10 and still be cast.
by simple observation, like is the city Vigilo Casting Score: Virgil was a master of elemental mag-
under siege? or is there water in the Communication + School + rite ic, and of the magic of fauna and flora, so
jar? or even is Theodoric in his sanc- + Aura Modifier versus Ease Factor of rite the Schools are equivalent to magic that
tum? Learn all the natural properties of would be based on the Hermetic Forms of
a stone, earth, or metal object. Detect Auram, Aquam, Ignem, Terram, Herbam,
any active magic and any trace of posi- Vigilo Casting Total: and Animal.
tive magnitude left by earlier magic. Casting Score + Stress die

54
Rival Magic
The Six Schools of thing, known as the warded area. The lating the rites Ease Factor, the modifier
the Vigilo Practice warded area may not move, but must for Target size is the area of warded area,
be a static area. Unlike most Hermetic or that of the magical effect triggered,
School of Boreas: Deals with magic magic, Vigilo rites do not take immedi- whichever is larger. A Pentagram which
related to the Auram form. ate effect, but are designed to invoke a if breached fills a room with foul smoke
School of the Naiads: Deals with magic specified magical effect when a defined (designed with Rite of Boreas) would be
related to the Aquam form. trigger action is performed or the warded +3 for Room, not the Base Ease Factor for
School of Prometheus: Deals with magic area is entered by a specific target, only Pentagram, as the area affected is larger
related to the Ignem form. then casting the second part of the rite than the area protected.
School of the Stones: Deals with magic on that initiator. All Vigilo rites must have an unambig-
related to the Terram form. For example, a School of Prometheus uous trigger action clearly specified at the
School of the Sylvan Nymphs: Deals with rite can be cast on a volcano to prevent it time of casting. The trigger must involve
magic related to the Herbam form. erupting as the mountain starts to stir, or the initiator (triggering person) of the rite
School of the Vigilant Bees: Deals with a School of the Vigilant Bees rite can be performing a very specific action within
magic related to the Animal form. designed that brings forth rats and vermin range of the warded area.
on an army besieging a specific city. A rite with a final Ease Factor of 33 or
On first having his Gift opened to This type of magic was incorporated higher is automatically a ritual, as is one
Virgilian Magic, the wizard chooses one in Hermetic magic as the ritual Watching that utilizes Boundary or City Target, or
School that begins at a score of 1. Subse- Ward, but Vigilo Virgilian rites are not au- Year Duration.
quently, he may learn the other Schools. tomatically rituals. The watching spell A Vigilo rite includes its magical ef-
All Schools advance as Abilities, being and the spell that holds it are combined fect, which must be to:
Difficult Arts (see Chapter One: Introduc- in a single rite, something impossible for
tion, Difficult Arts). Hermetic magic. Prevent something happening to the
Even Ritual Virgilian magic does not Vigilo magic is a central part of the warded area (in Hermetic terms, a
benefit from the Artes Liberales and Phi- Virgilian tradition, and often draws upon Rego and Form effect).
losophiae bonuses that Hermetic magi the wizards theoretical knowledge of divi- Bring something to afflict the initiator
gain, and Virgilian magic is incompatible nation to create elaborate triggers. Vigilo (a Rego and Form effect).
with sympathetic magic bonuses. These rites are used to design magical effects Destroy something in the warded area
flaws represent the weak nature of the that use the same Range/Duration/Target (a Perdo and Form effect).
Virgilian magic theory, which is not an format as Hermetic magic. Preserve something in the warded
integrated system of magical understand- The applicable School for a rite is de- area (a Creo and Form effect).
ing like Bonisagus Hermetic magic theo- termined by the nature of the effect trig-
ry. Rather, its a piecemeal system based gered, not the warded areas nature. So a Vigilo rites must penetrate Magic Re-
upon following ancient traditions that rite that summons rats if an army attacks sistance as normal. If the initiator has Mag-
work, but which lack understanding of a city is designed with School of the Vigi- ic Resistance higher than the Penetration
how. Virgilian magic is a poetic art, not lant Bees, for example, not School of the of the rite, the Vigilo rite is not triggered.
a science. Stones for the city. Target: Pentagram rites do, however, have
The Range is the range between the a +5 Penetration Multiplier Bonus, and
warded area and the initiator of the magi- this multiplier can lead to very high-Pen-
Designing Vigilo Rites cal effect (that is, the person or thing who etration wards.
triggers it, at the time of triggering), not
Wizards learn rites, and each rite is between the casting wizard (who may
learned as if it was an Art, and advances be on the other side of Mythic Europe Range, Duration, and Target
as an Art. So Virgilian magic requires an or even dead) and either area. Normally
individual score for each rite, but unlike this will be Touch, as the initiator must at- Range, Duration, and Target for Vigilo
Hermetic spells the score may be im- tempt to breach the ward, or be within it, rites are calculated similarly to Hermetic
proved at any time by the usual methods to trigger it. The wizard must, however, be spell guidelines, with two new Targets,
(practice, being taught, or even reading at Touch range to cast the Vigilo rite in the three unused Targets, and one unused
a tractatus on this specific rite) without first place. Range. Each step of increase in Range,
having to reinvent a new version of the The Duration is the length of time the Duration, or Target adds +3 to the Ease
rite each time. triggered magical effect lasts, not the rite. Factor required.
Vigilo rites have three main parts. Vigilo rites always persist until the trigger is The base Ease Factor of a rite in
They create a warded area and remain un- activated or they are dispelled (see later). the guidelines is given for Touch/
til the trigger condition is met, at which The Target for the rite must always Momentary/Pentagram.
point the magical effect occurs. be one of Pentagram, Room, Structure, Virgilian magic cannot be cast at
A Vigilo rite always protects some- Boundary, or City. However, when calcu- Personal Range, nor Voice Range, as the

55
Rival Magic

Words and Gestures


Example of Casting a Rite
All Virgilian magic requires the loud
Frederick intends to stay at the castle Pentagram of the Swirling Silver is Ease
declaration of a poetic series of stanzas
of a baron who is known for his avari- Factor 15. He spends a season working
to invoke the magic effect. Casting a rite
cious nature. His retinue has a chest full on it, and gains a total of 14 experience
is simply impossible if the Wizard can-
of silver, and he wishes it to be guarded. points in the rite, which converts to the
not speak, and speaking in a normal voice
His court wizard Tomas therefore pre- new rite Pentagram of the Swirling Sil-
gives a 6 penalty to the Casting Total,
pares a rite to make the silver rush out ver 4, with 4 experience points over.
speaking in a soft voice 12. Freedom of
of the box if the pentagram is entered or Tomas has Communication +3,
movement and gestures is less important
erased by anyone but Frederick, and the and School of the Stones 5, as well as
if seriously impeded a 3 penalty is suf-
silver coins swirl around in the air unnat- rite Pentagram of the Swirling Silver 4.
fered, but no bonus can be gained for ex-
urally as in a whirlwind, making a con- Unfortunately the aura of the Castle is
travagant gestures.
siderable noise. The appropriate Form is Dominion 1, so we subtract 3 from his
Terram, and the rite is therefore based Casting Score, for a total of 9. Tomas
upon the School of the Stones, and uses player must therefore roll 6 or higher
the School guidelines (Base Ease Factor on a stress die to succeed. He gets lucky Vigilo Rites Guidelines
6 for highly unnatural movement; +6 with a roll of 1, then 8 on the stress die,
for silver, a metal). He intends to draw and the trap works as expected.
Vigilo rites can only be used to create
a carefully constructed Pentagram on After he returns, he has time to
magical effects that either prevent some-
the flagstones, with Latin verses about spend three more seasons practicing
thing happening to the warded area, bring
thieves being dismayed chalked there- his rite, gaining 15 more experience
something to afflict the triggering force,
on. The area warded is the chest, and points in that rite. As rites are learned
destroy something in the warded area, or
the target is the Pentagram, larger than as Arts, he gains a score of Pentagram of
preserve something in the warded area.
any Individual trying to open the box. the Swirling Silver 6 (with 4 experience
Each Base Guideline is the Ease Factor for
The range from the thief to the box at points remaining). He still needs 1 or
a Touch/Momentary/Pentagram rite. Even
the time of triggering is Touch, and the higher to succeed in a neutral aura, and
though Vigilo cannot use Individual Tar-
desired duration Diameter (+3). So the 4 or higher in the castles aura.
gets, the base Individual for each School is
given to enable the calculation of the size
wards do not have voices. Virgilian magic can utilize the new of larger Targets.
Virgilian magic does not use Circle, Targets of Pentagram, equivalent to Part, Base Ease Factors are modified as
Individual, or Part Targets. and City, equivalent to Boundary. follows:

New Targets
Pentagram (Target): A Pentagram is a Virgilian magic with this Target of a city, within the walls; the base size is
magical figure drawn upon the floor, simi- receives a +5 Penetration Multiplier the whole city. If the city has no walls,
lar in many ways to the Circle spells of Bonus. This is a special feature of Vir- the traditional bounds mark the edge of
Hermetic magic. The figure is not always gilian Magic. the area affected. This target cannot af-
a pentagram hexagrams and other sym- Drawing a Pentagram requires 15 fect something that is not a city, not even
bols are also used, and an Intelligence + minutes and a Dexterity + Artes Liberales a smaller settlement. The key feature is
Magic Theory roll against an Ease Factor roll against an Ease Factor of 9, owing to whether people living there, and in the
of 12 will allow the School of the associ- its great complexity. If the Pentagram is surrounding area, think of a settlement
ated rite to be identified, with higher rolls erased, broken, or not clearly visible, it as a city. Hence a rite can affect Rome,
providing more specific information. In fails though this normally triggers any Naples, or Paris, each of which has the
addition, they always feature Latin verses Vigilo rite of which it is a part. As Virgil- area of several Boundary Target spells,
alluding to their purpose as a necessary ian wizards cannot use Target Circle, pen- without needing any increase in size.
part of their design, so an Intelligence + tagrams are used extensively. Pentagram City rites are designed for a specific city,
Latin roll against an Ease Factor of 9 may is equivalent to Part, and is the base Ease specified at the time of the rites design.
be substituted for the Magic Theory roll. Factor given in the guidelines. City is equivalent to Boundary (it adds 12
If the Ability Virgilian Theory is known, City (Target): Virgilian magic is de- to the Ease Factor of a rite), but City Tar-
it may be employed against an Ease Fac- signed to be used in cities and urban ar- get rites may be bound into animations
tor of 3. eas. This Target represents the whole area despite being rituals.

56
Rival Magic

Range: Sight +6, Arcane Connection +9


Duration: Diameter +3, Sun/Ring +6,
Moon +9. Year adds +12 and must be
a ritual.
Target: Group/Room +3, Structure +6.
Boundary or City adds +9 and must be
a ritual.

Targets and Sizes work as for Hermet-


ic Magic (see ArM5, page 113) with each
increase adding +3 to the Ease Factor.
Here follow example Vigilo rites, tai-
lored towards the kinds of magic that the
characters patron might request, rather
than magic the wizard might design for
her own benefit.

Example School of
Boreas Rites

So he speaks, and swifter than his


words, he calms the swollen sea
School of Boreas, Ease Factor 24, ritual
R: Touch, D: Sun, T: Boundary
Designed by Tomas of Sicily, this
rite wards a bay against the wind, and
activates when invaders threaten. So for

Rite of Boreas Guidelines


These rites usually affect air phe- weather phenomenon. area. Control a very severe weather
nomena, like winds or odors rather than Ease Factor 6: Bring forth a normal phenomenon. Ward something
gases, which is a modern concept. Indi- weather phenomenon: a cloud, wind, against a type of severe weather
vidual is a single phenomenon, such as fog, rain from a cloud that already ex- phenomenon.
one wind, one cloud, one bolt of light- ists. Control a normal weather phe- Ease Factor 15: Bring forth a very se-
ning. Group is several related phenom- nomenon. Ward something against a vere weather phenomenon: hur-
enon, such as the clouds, winds, and rain type of minor weather phenomenon. ricane force wind, lightning strike,
in a storm. A base Individual for this rite Ease Factor 9: Bring forth a severe tornado. Destroy a normal weather
is a weather phenomenon that affects the weather phenomenon: deafening phenomenon in the warded area: a
area within a standard Boundary an thunder, monsoon rain, impen- cloud, wind, fog, rain from a cloud
area 100 paces across. The steps are very etrable fog, gale force wind. Make that already exists. Ward something
severe, severe, normal, minor. the air stuffy and poor for breath- against a type of very severe weather
ing in the warded area. Control a phenomenon.
General: Ward against creatures of the severe weather phenomenon. Ward Ease Factor 18: Destroy a severe weath-
air from one realm (Divine, Magic, something against a type of normal er phenomenon in the warded area:
Faerie, or Infernal) whose Might is weather phenomenon. deafening thunder, monsoon rain,
less than or equal the Ease Factor of Ease Factor 12: Destroy a minor weath- impenetrable fog, gale force wind.
the rite (Touch, Ring, Pentagram). er phenomenon: a breeze, a mist, a Ease Factor 21: Destroy a very severe
Ease Factor 3: Bring forth a minor light drizzle in the warded area. Re- weather phenomenon in the warded
weather phenomenon: a breeze, a duce the intensity of a weather phe- area: hurricane force wind, lightning
mist, a light drizzle. Control a minor nomenon by one step in the warded strike, tornado.

57
Rival Magic
We wandered uncertainly,
Rite of the Naiads Guidelines in a dark fog
School of Boreas, Ease Factor
This Schools rites affect water General: Ward against creatures of wa- 24, ritual
and all other liquids. They cannot af- ter belonging to one realm (Divine, R: Touch, D: Sun, T: City
fect liquids in a body, such as blood. Magic, Faerie, or Infernal) whose Another of Tomas rites, this was de-
Individual is a stretch of water with the Might is less than or equal the Ease signed to deal with urban unrest in Paler-
same composition and current, such Factor of the rite (Touch, Ring, mo. When triggered by rioting in the city,
as a small pond, part of a stream, or a Pentagram). it causes an impenetrable fog to spring up
spring. Part is a part of an Individual. Ease Factor 9: Control a liquid in a within the walls, ending the violence in
This category applies easily. Group is a forceful but calm way, such as with a the ensuing confusion. Like all city rites it
number of Individuals that can include fast but constant current. must be designed for a specific city.
a large river where there are several Ease Factor 12: Ward against mundane (Base 9 , Sun +6, City +9)
different currents, a number of rivers water. Control a liquid in a violent
flowing together, or a lake. Room, way. Completely dry something in
Structure, and Boundary are as normal; the warded area, up to the size of a Weve confidence in the waves,
the rite affects all the liquids within the small house, that is wet. and the winds grant us calm seas
targeted area. Ease Factor 15: Control a liquid in an School of Boreas, Ease Factor 30
A base Individual for the School is extremely violent way. Greatly re- R: Touch, D: Sun, T: Structure
a pool of water about 5 paces (15 feet) duce the amount of a liquid in the Wards a ship against gale-force winds,
across, and 2 paces deep at the center. warded area without destroying it triggered when the ship first encounters
Naturally-occurring liquids, such as fruit completely. them. If the storm lasts beyond sunrise or
juice or olive oil, have a base Individual Ease Factor 18: Destroy a liquid in sunset the ship may still be lost, and the
1/10 the size, about 2 paces across and the warded area; requisites may be rite does not prevent loss of the ship to
about 1 pace deep. Processed liquids, such required. wave action, but this rite is still very potent
as wine or beer, have a base Individual Ease Factor 21: Destroy one property and is cast upon important vessels before
1/100 the size, a pool 1 pace across and of a liquid in the warded area (al- they leave harbor. The ship must use a sea
half a pace deep. Corrosive and other dan- cohols ability to intoxicate, or sea anchor, be grounded, or be otherwise im-
gerous liquids have a base Individual ten waters saltiness). mobile for the duration of the rite if the
times smaller again, a puddle about 1 foot Ease Factor 24: Destroy a small spring ship moves significantly from its position,
across and about 6 inches deep. Poisons or well in the warded area. the rite ends. It is often employed with a
have a base Individual of a single dose. casting of the rite Break the Stormy Sea.
(Base 18, Sun +6, Structure +6)

example it might be cast to trigger when


Genoan warships enter the bay, leaving
them becalmed and allowing defenses to Rite of Prometheus Guidelines
be prepared.
(Base 9, Sun +6, Boundary +9) The base Individual is a large Ease Factor 9: Control fire in a slightly
campfire or a fire in the hearth of a unnatural fashion (stop it from burn-
great hall. ing a person). Completely extinguish
Then a dark-blue rain all light in the warded area. Reduce
cloud settled overhead General: Ward against creatures of fire the size of all fires in the warded area
School of Boreas, Ease Factor 24, ritual belonging to one realm (Divine, without extinguishing them.
R: Touch, D: Sun, T: City Magic, Faerie, or Infernal) whose Ease Factor 12: Extinguish a fire in the
When a fire breaks out and consumes Might is less than or equal to the warded area, cooling the ashes to
a house, extremely heavy rain begins to Ease Factor of the rite (Touch, Ring, merely warm. Chill an object in the
fall, extinguishing the blaze before ca- Pentagram). warded area.
tastrophe engulfs the city. Fire is a very Ease Factor 6: Control fire in a natu- Ease Factor 15: Control fire in a very
real danger in medieval cities, so this rite ral fashion (control its direction unnatural fashion (fashion into a
is extremely useful to any ruler. Like all of spread). Move a fire quickly dancing humanoid shape). Strongly
city rites, it must be designed for a spe- through space while leaving it chill an object (freeze water) in the
cific city. burning naturally. Greatly reduce warded area.
(Base 9, Sun +6, City +9) the amount of light in the warded Ease Factor 18: Destroy one aspect of a
area. fire (heat or light) in the warded area.

58
Rival Magic
Example School of
the Naiads Rites Rite of the Stones Guidelines
The base Individual for this School Ease Factor 3: Control or move dirt in a
depends on the material involved. For slightly unnatural fashion.
Pentagram of Warding sand, dirt, mud, clay, or similar substanc- Ease Factor 6: Control or move dirt in a
Against Water es, it is about ten cubic paces of stuff. For very unnatural fashion. Weaken dirt
School of the Naiads, Ease Factor 18 stone, it is a single cubic pace. For base in the warded area.
R: Touch, D: Ring, T: Pentagram metals, it is a cubic foot, while for pre- Ease Factor 9: Destroy dirt in the ward-
Wards all within the pentagram against cious metals it is a tenth of that. For gem- ed area.
mundane water. stones, the base individual is one cubic Ease Factor 12: Keep all dirt away
(Base 12 , Ring +6) inch in size. The guidelines are for con- from your body, or ward a target
trolling or destroying dirt, sand, mud, or against dirt. Hurl a stone projectile
clay; add +3 to effect stone or glass, add with enough force to do +5 damage
It is best now to calm +6 for metal or gemstones. Manipulat- (range increment of 20 paces).
the raging waves ing objects with great precision may also Ease Factor 15: Hurl a stone projectile
require a higher Ease Factor. with enough force to do +10 dam-
School of the Naiads, Ease Factor 24
age (range increment of 20 paces).
R: Touch, D: Sun, T: Structure
General: Ward against creatures of Destroy one aspect of dirt in the
Wards a ship against wave action,
earth belonging to one realm (Di- warded area, such as its weight or its
triggered when the ship first encounters
vine, Magic, Faerie, or Infernal) cohesiveness.
a severe storm. If the storm lasts beyond
whose Might is less than or equal Ease Factor 18: Hurl a stone projectile
sunrise or sunset the ship may still be the Ease Factor of the rite (Touch, with enough force to do +15 dam-
lost, and the rite does not prevent loss Ring, Pentagram). age (range increment of 20 paces).
of the ship to gales, but this rite is still
very potent and is cast upon important
vessels before they leave harbor. Impor- We had set our course there when I am him whom you see scouring
tantly, the ship remains stationary unless stormy Orion, rising with the tide, the banks, with my full stream
driven by the wind, and if the ship moves carried us onto hidden shoals School of the Naiads, Ease Factor
the rite ends. It is often employed with School of the Naiads, Ease Factor 27, ritual
a casting of the rite Weve confidence in the 24, ritual R: Touch, D: Sun, T: Boundary
waves, and the winds grant us calm seas for R: Touch, D: Sun, T: Boundary This rite is cast upon river banks where
this reason. When an enemy fleet enters the har- they pass through a city, and activates as
(Base 12, Sun +6, Structure +6) bor, a fast-running current springs up ex- the river rises to a certain point, when it
pelling the ships from the bay. wards against water and prevents the river
(Base 9 , Sun +6, Boundary +9) from overflowing its banks.
(Base Ease Factor 15, Sun+6, Bound-
ary +9)
Rite of the Sylvan Dryads Guidelines
A base Individual for rites of this tire plant, moving it around as you Example School of
School is a plant roughly one pace in direct, although it remains rooted if Prometheus Rites
each direction. it is a rooted plant. Spoil an amount
of food in the warded area.
General: Ward against creatures associ- Ease Factor 12: Control an entire plant,
ated with wood from one realm with a moving it around as you direct, and Then in truth all Ilium seemed
Might less than or equal to Ease Factor it need not remain rooted. Summon to collapse in flames
of the rite (Touch, Ring, Pentagram). a mobile plant. Destroy an amount School of Prometheus, Ease Factor 12
Ease Factor 3: Prevent a plant from be- of dead wood in the warded area. R: Touch, D: Diam, T: Room
coming sick in the warded area. Ease Factor 15: Make a plant or thing This protective rite requires a large
Ease Factor 6: Cause the leaves to fall made of plant products move with hearth fire, and is placed upon a room. If
off a plant in the warded area. Pre- purpose and intelligence, without someone enters without giving the cor-
serve a dead plant from decay in the requiring your constant control. De- rect password, the fire immediately rushes
warded area. stroy a plant within the warded area. across the room at him, hopefully igniting
Ease Factor 9: Deflect a single attack by Ease Factor 18: Ward something against his clothes and doing normal damage.
a wooden weapon. Control an en- mundane plant products. (Base 6, Diameter +3, Room +3)

59
Rival Magic
Trojan walls, famous in war!
Rite of the VIgilant Bees Guidelines School of the Stones, Ease Factor
30, ritual
A base Individual for this School is products in the warded area. Cause a R: Touch, D: Sun, T: City
an animal of about the same size as a beast in the warded area pain, but do Causes besiegers rock projectiles to
pony, Size +1 or smaller. no real damage. Make a beast in the drop short of the city walls by warding
warded area lose one Fatigue level. the city against mundane stone. Activates
General: Warding against supernatural Ease Factor 15: Make an animal com- when a stone missile strikes the warded
animals from one realm with Might pletely passive. Injure an animal in area, the city. One shot is rarely enough to
less than or equal to the level of the the warded area so that it is ham- do serious damage.
rite (Touch, Ring, Pentagram). pered, but not damaged. (For ex- (Base 12, Sun+6, City+9, stone +3)
Ease Factor 3: Ward against a specific ample, make a horse lame, a bird
type of animal. (Touch, Ring, Penta- lose its voice, or weaken the scales
gram) Plant a single suggestion in the of a serpent. This roughly halves the Example School of
mind of an animal. Protect the target effectiveness of the targeted thing. the Sylvan Dryads Rites
from a specific type of animal attacks Recovery as from a Light Wound.)
(only affects animals without Might). Destroy an animals corpse in the
Protect a specific type of animal from warded area. Inflict a Light Wound
a specific disease or injury. on an animal in the warded area.
Ease Factor 6: Preserve an animal Ease Factor 18: Completely control an
Pentagram to Ward
corpse from decay. Damage some- animal. Inflict a Medium Wound on
the Woodland Dryads
School of the Sylvan Dryads, Ease
thing made out of animal products an animal in the warded area.
in the warded area. Ease Factor 21: Destroy a beasts minor Factor 15
Ease Factor 9: Calm an animal. Do su- senses. Inflict a Heavy Wound on an R: Touch, D: Ring, T: Pentagram
perficial damage to a beast in the animal in the warded area. Cripple The Pentagram prevents any action
warded area (for example, remove a beasts limb, so that it is unusable against those inside from faeries of Might
its fur). but could heal. Age a beast in the 15 or less.
Ease Factor 12: Manipulate an animals warded area by one twelfth of its (Base 15)
emotions. Paralyse an animal. De- natural lifespan, but only if the beast
stroy something made of animal has already reached maturity.
Bicis Secured Dwelling
School of the Sylvan Dryads, Ease
He enters among them, Example School Factor 27
veiled in shadows of the Stones Rites R: Touch, D: Sun, T: Structure
School of Prometheus, Ease Factor 15 If a certain phrase is shouted, the
R: Touch, D: Diam, T: Structure buildings doors and shutters all slam shut,
Taking an idea from The Aeneid where Ae- with a Strength equal to the casters score
neas, wrapped in shadows, moves through Pentagram Against Swords in School of the Sylvan Dryads. They
Carthage to his first fateful meeting with School of the Stones, Ease Factor 24 open only for those who know the correct
Dido, this rite greatly but subtly dims all R: Touch, D: Ring, T: Pentagram password, for the duration of the rite.
light within a building, adding +3 to Stealth Wards everyone in the Pentagram (Base 15, Sun +6, Structure +6)
rolls. The triggering action is usually when against swords. This rite is triggered when
the intruder wraps his cloak around himself. someone attempts to strike someone in
(Base 6, Diameter +3, Structure +6) the Pentagram with a sword. Example School of
(Base 12, Ring +6, metal +6) the Vigilant Bees Rites

Virgils Vengeance
School of Prometheus, Ease Factor 36, ritual And snatched his gleaming
R: Touch, D: Sun: T: City sword from the sheath Pentagram Against
Mimicking one of Virgils best known School of the Stones, Ease Factor 27 Corrupted Beasts
magical feats, this rite extinguishes all fires R: Touch, D: Diam, T: Structure School of the Vigilant Bees, General
in a city when triggered, until sunset or Wards everyone in the structure against R: Touch, D: Ring, T: Pentagram
sunrise. It can be used to fight the fires that daggers. This rite is triggered when some- The pentagram wards against all ani-
endanger medieval cities, or to plunge an one attempts to strike someone else in the mals with an Infernal Might that is less
entire city into darkness. Like all City rites building with a knife or dagger. than the rites Ease Factor. It activates when
it must be designed for a specific city. (Base 12, Diameter +3, Structure +6, such an animal tries to cross the boundary
(Base 21, Sun +6, City +9) metal +6) of the pentagram, and it prevents any ac-

60
Rival Magic
tion by the beast affecting those within, Learning Vigilo Rites existing rites score divided by 5, round-
including spell effects and ranged attacks. ing up.
(Base General) Vigilo rites are not, unlike Hermetic Schools may not be improved by labo-
formulaic spells, a carefully learned for- ratory research.
mula that may be employed with con-
Pentagram Against Wolves fidence, but represent study of a specific
School of the Vigilant Bees, Ease Fac-
tor 3
effect, with reference to individual aspects
that the more general Hermetic formulaic
The Practice of Animo
R: Touch, D: Ring, T: Pentagram spells neglect. Unfortunately, being sub-
Wards all within against mundane ject to astrological influences and varying The Practice of Animo is learned as a
wolves. Note this is far more specific than magical fields, they are also in no sense as Supernatural Ability, called simply Animo.
the Hermetic equivalent, Circle of Beast reliable as Hermetic spells. One of the most impressive powers prac-
Warding, but it is a trivially easy rite for A specific rite may be learned in any ticed by Virgilian wizards is the creation of
anyone with School of the Vigilant Bees. School known to the wizard with a score animations, that is objects (usually but not
Of course you have to have learned the of at least 1, and is treated as an Art. Thus, always statues) that, empowered by the
correct rite for the animal currently trou- each individual rite has its own score that awakening of their spirit, have taken on
bling you! is employed in the Casting Score formula. the semblance of life. Such animations are
(Base 3) Rites can be learned in the same ways as not automata as understood by the Order
any Ability, including practice and teach- of Hermes. They are the result of powerful
ing. When practicing rites, the wizard rites that awaken the Magic spirit of a mas-
Pentagram to Terrify does not actually have to cast the final rite terpiece. The animation can be shaped by
the Enemys Horse to achieve this there is no need to ex- other Virgilian rites in much the way other
School of the Vigilant Bees, Ease Fac- pend the vis to practice a rite, or risk the magicians instill magic effects in enchant-
tor 15 botch dice. It is equally possible to prac- ed devices. Animations are affected by au-
R: Touch, D: Diam, T: Pentagram tice Schools, and the Sortes Virgilianae ras as any creature of the Magic realm, and
The pentagram has no effect until Practice if a copy of The Aeneid is available. animations possess Magic Might, giving
crossed by a horse, at which point the them some Magic Resistance.
horse is overcome with utter terror and Not all animations are capable of move-
bolts, unless a Ride roll against an Ease Laboratory Research ment. Some, like the statue holding a horn
Factor of 12 is made each round, possi- that repelled the eruption of Mount Etna,
bly throwing the rider. This rite illustrates It is possible to improve a rite more are completely static, and unresponsive to
the ability to activate a magical effect by quickly by experimenting in a laboratory all stimuli but the phenomena they were
breaking a ward, and to use pentagrams if available for a season. It is not necessary created to ward against. Others, like the
with Durations other than Ring. to spend vis or cast the rite, instead the fo- hammer-men who guard Virgils tomb and
(Base 12,: Diameter+3) cus is on understanding the principles un- the stone horseman who rode the streets of
derlying this specific rite. The experience Rome striking down all who broke curfew
gained depends on the following formula: in ancient times, are highly mobile.
Even the air is unkind to the A human or animal form is not neces-
birds, and they plunge headlong Experience Gained: sary the Palladium (see later) that pro-
School of the Vigilant Bees, Ease Fac- Intelligence + Virgilian Theory + tected Naples from invasion was in the
tor 24 similar rite bonus +Aura Modifier form of a glass egg with a model of the
R: Arc, D: Sun, T: Structure city within. (A scratch in the glass allowed
Tomas invented this rite after Freder- Remember, rites advance as Arts not the final fall of the city, as noted in the
icks favorite falcon flew off during hawk- as Abilities, using the Art experience pro- discussion of that device and the Castello
ing. The triggering condition is if the gression. A completely new rite may be dell Ovo.)
hawk is not in the head falconers house learned this way in any School in which
at midnight. The hawk then develops a the wizard has a score of at least 1. It is
strong desire to return home (bringing common for wizards to start to learn a rite Vulnerability
something to the warded area), a mental they have no hope of casting, and slowly
suggestion that remains until sunrise. refine their understanding, improving Animations, as created magical crea-
(Base 3, Arcane Connection+9, Sun+6, their score in that rite until they can actu- tures, are permanent magical effects. But
Structure +6) ally cast it. each is flawed in that physical damage to
A similar rite is one that meets the sim- one part of the being, known as the animat-
ilar spell conditions (ArM5, page 95), and ing principle, can end the effect and render it
gives a bonus to the new rite equal to the inert. Once this weakness is learned and ex-

61
Rival Magic
ery component of the object to be animated
must be enchanted, but the more materials
employed the greater the potential.
It is first necessary to calculate the
animations base Magic Might.

Animation Base Magic Might:


(10 + Size + Material Base Points)/2

So for example a Size 0 hard stone


statue of a Gladiator is (10 + 0 + 4)/2, for
a base Magic Might of 7. Note that while
the Material Base Points (see ArM5, page
97) are used, the Size modifiers from that
table are not. If a bronze sword were add-
ed to the statue and a sapphire in its brow,
this would add to the Magic Might and
also the time and vis required for prepara-
tion. The number of materials used is lim-
ited by the wizards score in Animo.
Next the object to be animated must be
enchanted with vis of any type the troupe
feels appropriate to the planned design
of the animation. This always requires at
least one season, and the total vis needed
is calculated as base material modified by
Size multiplier, as with an enchanted de-
vice (see ArM5, page 97). The base for
the statue in our example is 4, multiplied
by 5 for human-sized for a total of 20, so
20 pawns of vis must be used in preparing
ploited, even if accidentally, the animating Perceive Vulnerability in the statue. If the bronze sword and a tiny
spirit is released back to the Magic realm, a Specific Animation: sapphire (precious gem) were included,
ending the effect. The animating principle Perception + Magic Lore the total would be 55 pawns plus an addi-
is always an aspect of the animation related vs. Ease Factor 12, or Ease Factor 6 tional 15 for the base metal sword and 20
to the Shape and Materials modifier appro- if Animo Ability known for the tiny priceless gem. The base Magic
priate for one of the effects instilled. For ex- Might is an impressive 20 ((10 + 0 + 4 +
ample, an iron statue of a miner with a pick Once the animating spirit has left, 5 +20)/2). As the Magic Might is also the
that can tunnel through rock at the wizards the animation may not be repaired by Ease Factor to awaken the item, it may be
command, would be rendered mundane if any means available to a Virgilian wizard. wise to be conservative here.
the pick (+4 destroy stone) were destroyed However most non-Virgilians, including The maximum vis that can be used in
or damaged. But attacks on its head or body Hermetic magi, do not know of the exis- preparation per season is
would have no effect unless the statue was tence of vulnerabilities, and are unlikely to
completely destroyed or trapped. This in- look for them. Maximum Vis Use per Season:
herent vulnerability can never be subject (Animo + Virgilian Theory) x2
to a protective ward; if the vulnerability
ceases to exist for some reason, so does the Preparing an Item It is likely that several seasons work
magic of the animation. The nature of the for Animation will be required to ready the item for ani-
vulnerability, and Shape and Material mod- mation, but they do not need to be con-
ifiers, are key to the form of the animation, The first stage is to prepare the item. secutive for this purpose. The wizard must
and an important clue as to the animating The item in question must be an Excellent decide whether the animation is static,
principle. Anyone making a Perception + piece of craftsmanship, which means it will like a statue, or mobile as appropriate to
Magic Lore test against an Ease Factor of cost at least five times the normal cost, and its shape. A statue of a man may walk or
12 can discern the vulnerability of the ani- must be made by a highly skilled craftsman. run, and a horse may be ridden or gallop,
mation and attempt its destruction, if the (See City & Guild page 67 for a full discussion for instance. The wizard may also decide
character knows to look for it. of how such items can be constructed.) Ev- whether any sense organs represented,

62
Rival Magic
like eyes or ears, should be functional. An a magical talking head strongly implies. The total of an animations scores in all
animation that does not move and is not The animation should be designed Abilities may not exceed the animations
aware of its environment is significantly with 7 points divided among the Char- Magic Might + Intelligence.
easier to make. acteristics, especially if mobile or with
awakened senses. The base is zero if a Limit on Animation Abilities:
Characteristic is not relevant it is ignored, Magic Might + Intelligence
Awakening the Animation but may not be reduced. So an immobile
statue may not be given Dexterity 3 to Anyone may teach an animation, and it
A season must now be dedicated to a make more points available for Percep- is common for a wizard to ask an acquain-
series of magical workings to awaken the tion, for example. Soak is based upon the tance to teach the animation an Ability he
spirit of the item. If the statue is to be mo- substance used to create the animation. does not personally possess, such as asking
bile, add 6 to the Ease Factor required. If On awakening, the animation can im- the captain of the guard to teach the ani-
the item is to be able to use its sense or- mediately be granted a single General or mation Single Weapon (sword).
gans as if alive, they must be represented Martial Ability at a score of 3, appropriate to Animations cannot speak, as noted
on the item, and this adds 6 to the Ease its shape and purpose. The animation is now above, and so cannot be taught to do
Factor (Multiple senses can be awakened complete. It may operate completely inde- so, nor taught any Abilities that rely on
for the single +6 cost). Mobile items al- pendently of the wizard, but will attempt to speech. They can be taught to understand
most by definition require eyes at least, to fulfill any request made by its creator. languages, however. In addition, anima-
be able to see where they are going. Awak- tions do not have The Gift, and thus can-
ening the spirit requires a test against an not be taught any Supernatural Abilities or
Ease Factor as follows: Further Refinements Virgilian magic or, indeed, any other
form of magic.
Awakening the Animations Spirit: Mobile and aware animations may be
Presence + Animo + Virgilian Theory taught Abilities. This follows the normal
+ Aura Modifier + Stress Die rules for advancement, but the animation Inscribing Magic in Animations
vs. Ease Factor of animations Magic must subtract its Might from the Advance-
Might + Complexity Penalties ment Total every season. If this reduces the It is often the case that a wizard wishes
(+6 if mobile, +6 if aware of environs) total to zero or lower, it learns nothing that to place a magical effect within an animation
season. The penalty may be reduced by 2 he has created indeed, this is the primary
For example, if the stone gladiator points for every pawn of vis sacrificed dur- purpose of most animations. Magic may be
(without bronze and sapphire additions) ing the teaching, so that an animation with inscribed on the spirit in an animation in a
is to be awakened, the Ease Factor is 7. a Might of 7 can be taught without penalty manner similar to how Hermetic magi may
If it is to be taught how to fight, senses at a cost of 4 pawns of vis per season. instill effects in enchanted devices.
and mobility are required, raising the Ease
Factor to 19. With the bronze sword and
sapphire, the Ease Factor would be a for-
midable 32.
Pseudo-Might
If the roll fails, the wizard may try again, One of the great theorists of Virgil- isting magical entity then animates in the
devoting another season to the attempt and ian magic was Argometto, slain in the way a Daimonic entity can be in several
gaining a cumulative +1 bonus per failed at- Brotherhoods internal disputes of the places at once, by apportioning some of
tempt. If the roll botches, the item may be late twelfth century. He noted that the its power. If so, then the Virgilian belief
destroyed, be animated but not under the Magic Might of Virgilian animations dif- they are creating life in the manner of
control of the wizard, or animate but un- fers from the way Might works in other God may be a dangerous hubris, and an-
fortunately be inhabited by a demon rather magical creatures, in that most beings imations may have their own agendas.
than a magical spirit. Such creatures tend possess Might roughly proportionate Virgilian magic theory is too weak to
to wreak havoc and bring the wrath of the to their magical power. Animations may determine the truth, but Hermetic re-
mundane populace and powerful enemies possess high Might, but have no intrin- search may well be able to uncover the
upon the wizard who created them. sic magical powers. Argometto theo- reality. In Argomettos last days he was
If the roll succeeds and the item is rized that the Might of animations may paranoid. He voiced concerns that the
awakened, the wizard automatically be Pseudo-Might, and that it reflects animation servants of the wizards might
knows the animations True Name, which power borrowed from an entity else- really be the pawns of other masters,
is necessary for placing Vigilo rites in it, where, whose nature remains unknown. manipulating the Brotherhood for dark
and may also now teach the animation In other words, the wizards may not be ends. His death in the struggle between
Abilities. Animations may never learn to creating magical life by animation, but those loyal to the throne of Naples and
speak; this may be a flaw in Virgilian magi- instead they create a body that a pre-ex- to the Emperor ended the debate.
cal theory, as the legend of Virgil creating

63
Rival Magic
The process is a seasonal Laboratory Vis Cost of Instilling Effect: Magical Defenses
Activity, and uses the following Lab Total: Ease Factor divided by 6 (round up)

Inscribing Vigilo Effect in an Animation: Appropriate vis must be used as in Her- Virgilian wizards do not have general
Intelligence + Virgilian Theory metic magic, and the animation must be in Magic Resistance, but they do have some
+ School + Animo + Shape & Material the wizards laboratory for the duration of limited magical defenses. This manifests
bonuses + Aura Modifier the work, although the rites inscribed on a as Confounding Magics. Add the wizards
static animation do not take effect until it Magical Defense Bonus to the Ease Factor
is installed in the intended location. of Concentration rolls made by the cast-
Inscribing Sortes Virgilianae Inscribed rites work as normal Vigilo ers of effects with Concentration Duration
Divination Effect in an Animation: rites, with three exceptions: that target the wizard, and are covered by
Intelligence + Virgilian Theory one of the wizards abilities. Note that if
+ Sortes Virgilianae + Animo + Shape & Animations may employ Touch Range the wizard is part of a Group or within
Material bonuses + Aura Modifier effects to affect themselves. another large Target effect, only a single
Mobile animations may use Vigilo ef- Concentration roll is made by the caster. If
fects while in motion, if the animation is several wizards with Confounding Magics
Limit on Effects Inscribed: the warded area and the rite only affects defenses are in the Group, then only the
Ease Factor may not exceed the animation itself. So a statue can be best Magic Defense Bonus is used to mod-
twice Magic Might. enchanted with a School of the Stones- ify the Ease Factor of the Concentration
based effect to prevent swords striking it, roll. This is an instance where the effect of
Unlike an Hermetic Lab Total, where for example. It could not be enchanted the wizards Magic Defenses can indirectly
the total must exceed the Effect Level, a with a School of Boreas-based effect to benefit other characters.
wizard instilling a Vigilo effect gains a strike an attackers (the initiators) sword A Virgilian wizards Magical Defense
number of points towards the goal equal with lightning, as this affects something Bonus is equal to his score in a School or
to the Lab Total per season, which accu- other than the animation itself. A static Sortes Virgilianae divided by 5, rounded up.
mulate until the Ease Factor is reached and animation could, in accordance with The bonus from each ability applies to a dif-
the enchantment completed. standard Vigilo guidelines. ferent kind of magic. Although most of the
Static animations may be inscribed descriptions are given in terms of Hermetic
Enchantment Takes Effect When: with Target: City or Target: Boundary Forms, the defense also applies to magic
cumulative Lab Total = Ease Factor effects without automatically requiring from other traditions, or magical creatures,
a ritual, so a large area may be warded if it too would fall under that Form.
If the rite desired is not known by the by a non-mobile animation. If a ritual
wizard it may still be taught, providing he would be required by other aspects of Practice/School Equiv. Vis
knows the appropriate School(s). the design, it requires a ritual still, and Animo Practice Vim
The number of uses a day adds to the the animation must have access to vis School of Boreas Auram
Ease Factor required as follows: to activate the rite. School of the Naiads Aquam
School of Prometheus Ignem
Ease Factor Uses The effects of rites are triggered as School of the Stones Terram
+3 Twice a day normal for the rite in question; so by School of the
+6 Up to 6 times a day something metal touching the animation, Sylvan Nymphs Herbam
+9 Up to 24 times a day for example. The rites must also be cast so School of the
+12 Unlimited uses. that they can be effective more than once. Vigilant Bees Animal
These casting triggers may take one of Sortes Virgilianae Any Intellego
For example, Tomas wants to inscribe four forms. First, any of the standard en- Practice or divination
a version of He enters among them, veiled in vironmental triggers may be used; sunrise
shadows on a mobile animation to shroud or sunset is a common trigger for rites with
it in shadows. The base Ease Factor is 6, a Sun Duration. Second, they may trigger
+6 for Sun Duration, and +3 for Room
Target. He wants the effect to be usable
twice per day, for a further +3 and a final
based on something that the animation
senses; this requires that the Animaations
senses be awakened. Third, they may be
Magical
Ease Factor of 18. He has a score of 4 in
School of Prometheus, Virgilian Theory
triggered by a linked divination effect.
Finally, they may be cast whenever that
Dangers
1, an Intelligence of +1, and is working in effect is activated; this is most useful for
Magic Aura of 2, so his final Lab Total is 4 rites with a Momentary Duration, as it Virgilian wizards are exposed to
+ 1 + 1 + 2 = 8. After three seasons in the automatically resets the ward to deal with several hazards through the use of their
laboratory, the inscription is complete. any future challenges. magic. Magic is a dangerous art, and at

64
Rival Magic
times things go wrong. Quite apart from tity leaves him untroubled. If this attempt Cursed by the Fates
the normal risks of magic gone awry, Vir- fails, the entity becomes deeply involved
gilian wizards are prone to drawing the henceforth in that characters life and Negative effects of failed Entreating
attention of powerful supernatural crea- fate, attempting to shape and influence it the Fates rolls are represented by Flaws.
tures, which do not have their best inter- to further its own goals. If the character The Minor Flaw Visions is always the first
ests at heart. succeeds in avoiding the attention of the gained, while the first Major Flaw gained
entity, nothing negative occurs except is Plagued by Supernatural Entity, which
the accumulation of Warping Points. reflects the entitys interest in the charac-
Botches Attention Avoidance:
ter. The entity often places the character
in situations where his own personality
Intelligence + (Realm Lore) + stress die traits come into play, relying on his flaws
Botches by magicians cause similar vs. Warping Score + Number of Warp- to shape the characters path or make him
problems as for Hermetic magi, and the ing Points Gained + aura + stress die pursue a course of action that ultimately
general guidelines one would use for Her- ends in tragedy. Such subtle meddling in
metic spells are applicable here. Botches If the player fails to avoid the entitys mortal affairs never directly controls the
involving divination give misleading in- attention, the characters relationship character, but instead allows his own traits
formation, often dangerously so. Botched with the entity now becomes important. to lead him to conflict and adventure, and
Vigilo rites may have the wrong trigger If the character is successful at an Entreat- forces hard choices upon him. Note that,
action that leads to catastrophe, or affect ing the Fates roll, the entity might grant once this Flaw has been gained, the entity
the caster rather than the initiating force, the character a small boon (see Favored interferes even when the wizard does not
or even cause unforeseen side effects in by Fortune), but if the character fails, the botch his magic or gain Warping in any
the warded area. Animo botches are even entitys enmity is earned (see Cursed by other way.
more dangerous items may become the Fates). For later incidents, the following Flaws
inhabited by demons or run amok, as de- are appropriate: Susceptibility to (Realm)
scribed in that section. Entreating the Fates: Power, Ambitious, Curse of Venus, En-
Communication + stress die emies, Higher Purpose, Lesser Maledic-
vs. Warping Score + stress die tion, No Sense of Direction, Overconfi-
Fated Destiny Once a wizard has attracted a particu-
dent, Prohibition, Supernatural Nuisance,
Warped Magic, Weird Magic, Deleterious
lar entitys attention, all further occurrenc- Circumstances, and Vow.
Wizards can gain Warping Points from es of Fated Destiny draw the attention of
all of the normal sources of Warping (see the same entity, at least unless the wizard
ArM5, page 167). Like Hermetic magi, resolves the issues in stories. The gods Gates of Avernus
wizards also gain 1 Warping Point for ev- are capricious, and the same entity often
ery zero that comes up on the botch dice blesses or curses the character, in line with Once the wizards Warping Score
when using a rite, Animo, or Sortes Virgil- its plans and whims. reaches 7, the character becomes subject
ianae. If a wizard receives 2 or more Warp- to long visionary trances, in which he sees
ing Points from a single event, he may suf- what appear to be the magical ghosts of
fer the attention of powerful entities. Favored by Fortune those he knew on Earth who have died.
The first time a wizard gains 2 or His body lies as in a coma, requiring no
more Warping Points from a single event, Usually positive effects of success- nourishment, and his spirit passes into a
he attracts the attention of a powerful ful Entreating the Fates rolls are repre- place that resembles Virgils depiction of
entity in much the same way that Ae- sented by gaining an appropriate Minor the underworld. Here he witnesses the
neas and his followers were troubled by Virtue, or by an award of 5 to 10 XP in punishment of the sins people committed
the attentions of Juno, whose wrath they a relevant (Realm) Lore, rite, or Super- in life, and those he has personally slain or
never managed to placate. The entity is natural Ability. Occasionally entities wronged berate him for his crimes. During
usually one of the magical or faerie spirits may grant knowledge of rites directly. this vision, which may last for many days,
invoked in Virgilian magic, but may even The first Virtue gained is often the Su- the character converses with the shades of
be an angel or demon. The prevailing pernatural Ability Premonitions. Major the dead. The wizard usually gains at least
aura at the time of the botch, the nature Virtues such as Ghostly Warder (a spirit one and occasionally several new Flaws
of the rite attempted, its motivation, and linked to the entity rather than a ghost), relating to his past misdeeds against the
the characters personality should be tak- Death Prophecy, Greater Immunity, and dead. These Flaws may be removed by a
en into account when selecting a spirit. Greater Purifying Touch can sometimes story in which the character seeks atone-
The wizard has an opportunity to deal be appropriate, if the event was triggered ment by carrying out some action. It is
well with this if the character is able by gaining a particularly large number of also rumored to be possible to remove the
to control the forces of his magic, the en- Warping Points. Flaws by renouncing magic, truly repent-

65
Rival Magic
ing, and embracing the Church. do not experience Twilight), Blatant Gift, in the care of a mentor. They are then
When the characters Warping Score Susceptible to the Divine, Susceptible to prepared for the Opening of their Gift,
reaches 10, the character faces a story in Faerie, and Susceptible to Infernal. receiving tuition worth 24 experience
which his death is inevitable, although he Wizards receive experience points us- points per year, which are applied to Latin
may influence the manner in which he fac- ing the normal character generation rules until it reaches a minimum of 5 and Artes
es it. Virgilian wizards fear that their souls before apprenticeship. Virgilian wizards Liberales until it reaches a minimum of 4.
pass on to the place they see through the often come to learn magic late in life, usu- This represents an in-depth study of clas-
Gates of Avernus, but there is no evidence ally after they have completed extensive sical literature, particularly the works of
either way; they may well face the same studies and are already noted scholars, Virgil, and a very thorough education in
judgment as everyone else. though some are selected for apprentice- grammar as well as the general curriculum
ship as early as twelve if exceptionally of the trivium and quadrivium. They are
brilliant. They are usually located by the then taught Virgilian Magic Theory until
manifestation of The Gift in some uncon- they reach an Ability score of 3. No other

Character trolled manner, and are then adopted as as-


sistants and trained by an existing wizard.
They may well have studied Experimental
abilities may be learned during this period
of intensive study, which many find ex-
tremely arduous. Finally, they are taught
Generation Philosophy see Art & Academe, pages 68
to 78 for details if you wish to pursue this
the secrets of the Brotherhood Organi-
zation Lore: Augustan Brotherhood 1.
option. A few individuals are drawn by On reaching the required minimum
All users of Virgilian magic must pos- their studies of Virgil to locate his tomb levels in the Abilities taught during ap-
sess The Gift, which is taken as a free themselves, or are clearly attempting to do prenticeship, the prospective wizard is
Virtue as normal. They may not choose through intensive research, and are then prepared for the Opening of his Gift, and
Hermetic Virtues or Flaws, with the ex- approached by the Brotherhood. Those is taken to the tomb of Virgil in Naples.
ceptions of Gentle Gift, Inoffensive to who refuse or show conflicting allegiances A gathering of several wizards then con-
Animals, Personal Vis Source, Side Effect, are assassinated. ducts the rites to bring him formally into
Twilight Prone (which makes the wizard After being approached by the Broth- the Brotherhood.
susceptible to Gates of Avernus; wizards erhood, prospective wizards are placed

Opening the Gift:


The Tomb of Virgil
The Opening ceremony is conducted
either by the Grandmaster of the Broth-
erhood, or the apprentices master. The
character journeys with his master to the
city of Naples, and is led to the tomb of
Virgil and into the regio. The magical de-
fenses are seen (see The Tomb of Virgil,
later), but do not attack if the character
is carrying a ceremonial wand and has
the Ability Organization Lore: Augustan
Brotherhood 1, which includes knowledge
of the correct passwords and rites to pro-
ceed to the heart of the tomb. On entering
a chamber with an empty coffin and ever-
burning lamp, the initiate is greeted by
the masked and robed assembly of wizards
participating in the ceremony, and swears
to uphold the rites of the Brotherhood. He
makes a sacrifice of incense sprinkled into
a fire to the genius of the true emperor.
This pagan rite is clearly idolatrous, as are
the invocations to Juno, Mercury, and the
tutelary spirits that follow. As laurel leaves
are heaped on the fire the initiate breathes
in the fumes, and falls in to a deep dream-

66
Rival Magic
like trance. When he awakens he is in new
robes and lying in the coffin, while the hi- Designing a Wizard Simplified
erophant (the person conducting the ini-
tiation) reads randomly selected passages Assign 7 pyramid points to Lore: Augustan Brotherhood 1. This rep-
of the ancient pagan Sibylline Oracles over Characteristics. resents his apprenticeship and a season
him. For a full year after this experience, Assign up to 10 points on Virtues, and being initiated. He has 288 experience
the character has Visions (as the Flaw in 10 points on Flaws to balance. You may points to spend to represent his training.
ArM5, page 60). not choose Hermetic Virtues or Flaws, He may take Academic and Arcane abil-
The character, now part of the broth- with the exceptions of Gentle Gift, Inof- ities, but may not learn Parma Magica.
erhood, is helped out of the coffin, and fensive to Animals, Personal Vis Source, If the Generous Master Virtue has been
finds a whole night has almost passed. He Side Effect, Twilight Prone (which makes taken, this adds another 72 points.
is led out to greet the dawn outside the the wizard susceptible to Gates of Aver- He starts with a score of 1 in Sortes
tomb, and there recites an ancient prayer nus; wizards do not experience Twilight), Virgilianae, 1 in Animo, and all Schools
to Apollo. Presenting him with a new copy Blatant Gift, Susceptible to the Divine, of Vigilo are opened with a score of 0
of The Aeneid, the company withdraws to Susceptible to Faerie, and Susceptible to at no cost. Remember that rites advance
Virgils villa to feast and welcome the new Infernal. The New Virtue Generous Mas- as Arts, and Schools are Difficult Arts;
frater or soror into the Augustan Brother- ter is the Virgilian equivalent of Skilled Sortes Virgilianae and Animo are Super-
hood. Inside the initiates copy of The Aeneid Parens. Add the free Social Status Court natural Abilities.
is a complex magical symbol, and therein Wizard. It is possible to take another So- This represents a newly initiated Vir-
is written his new magical name. The book cial Status representing the characters gilian wizard. If you wish to represent an
is forever after an Arcane Connection to background if you wish. experienced wizard, assign 30 additional
the wizard, and an implicit threat should Assign a childhood to the character experience points per year post-appren-
he be tempted to betray the secrets. The (see ArM5, page 31) ticeship, or ten per free season. Setting
character now has the Abilities Sortes Add a number of years experience up a laboratory takes two seasons. If vis
Virgilianae 1 and Animo 1, and opens all pre-apprenticeship at 15 XP per year. resources allow, it is likely that the wiz-
Schools at 0. He may now advance in any Age the character by 12 years, and ard will have created animations as well,
of the Practices and Schools freely. ensure he has Latin 5, Artes Liberales 4, and have a number of important political
This process is similar to the concept Virgilian Theory 3, and Organization connections and servants.
of Opening the Arts in Hermetic Magic.
The hierophants Opening Total is equal

Training
to his Sortes Virgilianae Lab Total as cal-
culated for Animo effects. New Virtues
Opening the Gift: Wizards acquire knowledge of their The following new Virtues are suitable
Intelligence + Virgilian Theory + Sortes magic in much the same way Hermetic for Virgilian wizards.
Virgilianae + Animo + Aura Modifier magi do. Training by a master is usually
the source of initial knowledge, followed
by the initiations. But once the fundamen- Free Social Status,
Opening Ease Factor: tals of the tradition are known, the student Court Wizard
Twice apprentices Supernatural Ability studies from texts. The texts of wizards are
+ (Art scores if applicable) written using the normal rules from ArM5, The character is a court wizard, and
+ (+ 12 if Gift already Open) page 165. Only three seasons per year are has a Reputation (Court Wizard) in Mun-
available for personal advancement the dane & Hermetic circles, starting at level
It is standard for the hierophant to di- remaining season must be dedicated to 1. He has an employer, usually a promi-
vine first to ensure the candidates loyalty direct magical support of the wizards pa- nent noble or even churchman, and can
to the Brotherhood before the candidate is tron, be it developing new Vigilo rites to build a laboratory to research his magic.
brought anywhere near the tomb of Virgil, meet specific needs, creating an animation The reputation can act as a positive or
so it is extremely unlikely that any person to serve in some way, or simply dedicating negative, depending on the individual
whose Gift was already opened would be the season to divinations for his benefit. dealt with Hermetic magi generally
brought for initiation. These tasks should be in keeping with the look with contempt on court wizards as
After initiation, the character gains wizards abilities and interests to some ex- petty hirelings, and they may not join the
24 experience points per year during tent, and so not punitive troupes should Order of Hermes. The wizard must spend
apprenticeship, which may be spent on allow considerable freedom, but it must al- at least one season a year working for the
Virgilian magic as well as on any other ways be remembered that the wizard is a benefit of his employer, in exchange for
Abilities he has. paid employee, and not as free as an Her- which he is kept in some luxury, with a
metic magi. +1 Living Conditions modifier, and sev-

67
Rival Magic
eral servants or guards. If the employer Minor Special Virtue, and Arts, and Organization Lore: Augustan
can feasibly obtain vis or other resources, Generous Master Brotherhood. This is roughly equivalent to
he will do so to assist the wizard if asked. the Hermetic Virtue Skilled Parens.
If desired, a second Social Status reflect- The wizards master spent time teach-
ing the characters former profession, ing more of the magic of the Brotherhood
such as Priest or Magister in Artibus, may
be taken.
than is normal. The character gains 72 ad-
ditional experience points to spend on rites,
Typical Virgilian
the Brotherhoods Supernatural Abilities Wizard Abilities
Virigilian wizards serve a very specific
Example Character: Bici, Court Wizard role in Mythic Europe, as court function-
aries, in line with the aims of the Brother-
Characteristics: Int +3, Per +1, Pre +3, School of the Stones 1, School of hood. The practitioners of this magic are
Com +5, Str 3, Sta 0, Dex 0, Qik 0 the Naiads 1 also superbly educated by the standards of
Age: 26 (Apparent: 26) Equipment: The Aeneid Mythic Europe. Depending on the Social
Decrepitude: 0 Rites Known: Status selected by the player, the character
Warping Score: 0 (0) Then in truth all Ilium seemed to collapse in is likely to have some knowledge of the
Confidence Score: 1 (3) flames 3. (School of Prometheus, following Abilities from before appren-
Virtues and Flaws: The Gift; Gentle Ease Factor 12) Casting Total +11 ticeship: Civil and Canon Law, Intrigue,
Gift; Generous Master, Educated, He enters among them, veiled in shadows 6. Etiquette, Languages, Medicine, Philoso-
Great Communication x 2, Im- (School of Prometheus, Ease Factor phiae, Profession (Scribe), Theology,
proved Characteristics x2, Personal 15) Casting Total +13 and Lore Abilities related to the nobility
Vis Source; Crippled, Oath of Fe- So the raging fires their fury cease, lurking of their area, as these are typical of those
alty; Ability Block (martial), Black- in the beams, with seeming peace 6 (1) who are considered desirable for recruit-
mail, Busybody, Mentor. (School of Prometheus, Ease Factor ment into the Brotherhood. After their
Personality Traits: Busybody +3, Curi- 15) Casting Total +14 Gift is opened they often study Concen-
ous +1. Trigger: Activates when a fire spreads tration, Penetration, and (Realm) Lores, in
Reputations: Court Wizard 1 (local area) beyond the hearth. Effect: Prevents addition to the powers of Virgilian magic.
Soak: 0 fire from burning anyone in the af- All magicians must possess minimum
Fatigue Levels: OK, 0, 1, 3, 5, fected area, allowing people time to scores of Latin 5, Artes Liberales 4, Vir-
Unconscious extinguish the fire. gilian Magic Theory 3, and Organization
Wound Penalties: 1 (15), 3 (610), Base 9 R: Touch D: Diameter +3 T: Lore: Augustan Brotherhood 1.
5 (1115), Incapacitated (1620), Room +3 All wizards must dedicate at least one
Dead (21+) The orchard-tree had fruited; hanging there, by season a year to working for their patron
Abilities: Animo (inscribing) 3, Artes mellowing autumn perfected 7. (School (see earlier).
Liberales 4 (rituals), Charm 2 (per- of the Sylvan Nymphs, Ease Factor
suade), Civil & Canon Law 2 (loop- 15) Casting Total +14
holes), Concentration 2 (rituals), Effect: Wards a group of ten small
Dominion Lore 1 (angels), Etiquette
2 (nobles), Faerie Lore 1 (weak-
nesses), Folk Ken 2 (rumors), Guile
fruit trees from all sickness for
Moon duration.
Base 3 R: Touch D: Moon +9 T:
Life at Court
2 (lying to authority), Infernal Lore Group +3 Setting a saga in a mundane court,
2 (weaknesses), Intrigue 2 (rumors), Bicis Secured Dwelling 14 (2). (School of instead of a Hermetic covenant, is an op-
Latin 5 (rituals), Living Language the Sylvan Dryads, Ease Factor 27) tion. Companions might be important
: Italian 5 (insults), Magic Lore 2 Casting Total +19 political figures in the area, or influential
(beasts), Medicine 2 (long term Appearance: Bici lost the use of his members of the court itself. The focus on
healing), Noble Lore 2 (local nobil- legs in a childhood accident, and mundane politics and the interaction with
ity), Organization Lore : Augustan is pushed around in a wheeled cart society will lead to a very different kind
Brotherhood 1 (personalities), Pen- by a servant when he travels around of saga than those involving Hermetic
etration 4 (School of Prometheus), the gardens of his patron. He favors magi. While the lord of the court prob-
Profession : Scribe 1 (copying), bright clothing and always wears ably remains a storyguide character, sto-
Sortes Virgilianae 1 (personages), elaborate and eccentric headgear. ries may focus on the great political and
Virgilian Theory 3 (Animo) He owns a bewildering number of ecclesiastical issues of the day, immersing
Schools: School of Prometheus 3, ridiculous hats. the troupe in an aspect of Mythic Europe
School of the Sylvan Dryads 2; that Hermetic magi attempt to distance
themselves from.

68
Rival Magic
While this book cannot detail courts
in full, the rules for designing covenants Bronze Gates of the Tomb
could be used to determine the resources
that are available. Animation, non-mobile. Magic Might open the gates without the correct
Noble courts do not revolve around ma- 9 (size +2, base metal +5; senses password. Effect: Wards the gates
gicians, and the wizards are at best highly (touch) aware +5) against stone or metal hammers.
influential functionaries, relying on their The gates of War, grim metal, Base 9 R: Touch D: Sun +6 T:
employer for magical and mundane resourc- narrowed by bars, will be closed Group +3
es, and beholden to him in return. Not all
court wizards need to be from the Virgilian School of the Stones 18. Trigger: With burning eyes suffused with
tradition they may represent hedge mag- Activates if someone attempts to blood and fire, lick at their hissing jaws
ic traditions, and a mixed troupe of Gifted open the gates without the correct with flickering tongues
and unGifted wizards is very likely. password. Effect: Locks the gate.
School of the Vigilant Bees 18. Trig-
As the court will be the center of the Base 9 R: Touch D: Sun +6 T: ger: Activates if someone attempts
saga, the troupe should design their em- Group +3 to open the gates without the cor-
ployer as a character, and draw up the ge- rect password. Effect: Brings all
nealogy of his dynasty pay particular at- Four times it stops at the threshold of the gates
snakes in the regio out to the gates.
tention to succession and to political and School of the Stones 18. Trigger:
ecclesiastical relationships. The patron Base 3 R: Touch D: Sun +6 T: Bound-
Activates if someone attempts to
may well be completely unsympathetic ary +9
to the Brotherhoods aims, and it is quite
possible that most of the characters are
unaware of what those aims are, or of the Brotherhood that might be discovered and ing it hard for those using Second Sight to
Virgilian wizards allegiance. After all, the investigated by Hermetic agents. find the entrance.
Brotherhood often seeks to place its mem- The first level of the regio contains the
bers in courts hostile to the Holy Roman same rocky hillside, but even if entered at
Emperor, to further their plans and win
them over to support of Frederick. Such
The Tomb of Virgil night it is lit by bright sunshine and far more
vivid than the mundane world the sky
characters do not usually conduct assas- is intense blue, the plants are lush green,
sinations or directly sabotage the court, The tomb of Virgil is mentioned in and a great bay tree leans over an archway
but rather work subtly to direct affairs in almost every biography of Virgil, and is with a intricately carved bronze gate. The
a manner that furthers the Brotherhoods therefore one of the best-known magical gate shows twelve scenes, one from each
ambitions. The support of the patron is sites in Mythic Europe. The Brotherhood book of The Aeneid. A plaque above the
the goal, not his destruction, and even in pays considerable attention to schol- gate bears the following inscription:
cases where there is direct conflict, espio- ars who seek it, and usually have agents Mantua gave birth to me, the Calabri-
nage is stressed over cold-blooded murder. loitering in the vicinity, as well as locals ans snatched me away, now it holds me fast
At least most of the time. well paid to report scholars asking unusual The city where Parthenope is buried; I
questions in the area. sang of pastures, fields, and princes.
Aelius Donatus, in his fourth-century Straying over the hill, or wandering off,
biography of the poet, records Virgils suddenly deposits the characters back in the

The Virgilian burial: His bones were transported to


Naples, and buried under a mound, which
is on the road to Pozzuoli, less than two
normal world. The only way to enter the
tomb is to advance straight forward, and
open the gates. Magical investigation, how-
Magical miles out from the city. The site is there-
fore one of several rocky outcrops in the
ever, reveals something of interest the
great bay tree is in some sense conscious,

Landscape vicinity. A Magic aura of 1 present only


at night makes the precise site, which is
close to a stone quarry and overlooking
with a powerful magical spirit invested in it.
It is possible that Intellego Herbam magic
might allow the trespassers to communicate
It is entirely possible that the secrets the road, quite easy to find. Physical in- with the trees spirit. It is has a great respect
of Virgils magic may be sought quite inde- vestigation reveals that a paved road once for Virgil and his work; the trees spirit is
pendently of the Augustan Brotherhood by ran to the cliff face, perhaps passing into loyal to Virgil, not to the Brotherhood.
Hermetic magi or other highly educated a tunnel, but now it halts abruptly some The tombs bronze gates are an ani-
magicians; the myths are, after all, very well thirty feet from the cliff. From this road mation, and are engraved with a stylized
known. In this section we deal with the re- the regio that holds the tomb may be en- mask of Virgil.
maining artifacts created by Virgil, with his tered, if appropriate magics are used. The It takes five rounds for the first serpents
tomb, and with other secrets known to the aura of the first level of the regio is 5, mak- to slither here in an unnaturally fast manner,

69
Rival Magic

The Silver Hammer Men


Animations, mobile. Abilities: Great Weapon 8 (hammer)
Magic Might: 13 (Terram) Equipment: Each statue is armed with
Characteristics: Int 0, Per 0, Pre 0, Com a wooden warhammer with a stone
0, Str +3, Sta 0, Dex +1, Qik 0 head.
Size: 0 Encumbrance: Not applicable
Combat: Vis: Each animation required 30 pawns
Great Hammer: Init 0, Attack +16, Defense to produce, and if destroyed con-
+9, Damage +21 tains 2 pawns of Terram vis.
Soak: +10 (soft metal) Appearance: The muscular statues are
Fatigue Levels: Not applicable. carved in ancient Roman clothes ap-
Wound Penalties: OK, 1 (15), 3 propriate to blacksmiths, with Latin
(610), 5 (1115), Incapacitated verses as embroidered trim.
(1620), Dead (21+)

Trojan Warriors
Animations, mobile. (1620), Dead (21+)
Magic Might: 13 (Terram) Abilities: Awareness 2 (intruders), Great
Characteristics: Int 0, Per 0, Pre 0, Com Weapon 6 (flail)
0, Str +3, Sta 0, Dex 0, Qik +1 Equipment: Each statue is armed with a
Size: 0 bronze flail.
Combat: Encumbrance: Not applicable
Flail: Init +2, Attack +10, Defense +9, Vis: Each animation required 25 pawns
Damage +11 to create, but if destroyed yields two
Soak: +12 (Bronze) pawns of Terram vis.
Fatigue Levels: Not applicable. Appearance: The martial statues are
Wound Penalties: OK, 1 (15), 3 carved in ancient Trojan clothing
(610), 5 (1115), Incapacitated and armed with flails.

but on their arrival they crawl from hollows courtyard, with each of the twelve columns of death may be found.
in the tree to fall upon those below, and a caryatid of a figure from The Aeneid. The Above the tomb, suspended from a
from cracks and crevices in the rock face. columns recite verses from each book. Less chain, is a burning glass oil lamp of great
Faced with maybe a thousand snakes, which obvious in the shadows of the walkway are brilliance, and just inside the door stands
arrive over the next fifteen minutes, most twelve bronze statues of ancient Trojan war- the bronze statue of an archer. If the tomb
mundane trespassers are forced to retreat. riors carrying flails, set in the alcoves in the is entered without the correct password be-
If the gate is opened, by means mun- stone walls. If the proper passwords are not ing spoken, the archer lets loose an arrow
dane or magical, a hallway with a beautiful given, the statues animate and furiously as- (Initiative +3) that shatters the lamp, and
mosaic floor that seems to glow with vi- sail the trespassers until destroyed. the intruders are instantly deposited out-
brant colors leads in. Just a short distance Beyond the courtyard is another short side the regio. This effect is not within the
down the hall stand two silver statues of passage with gorgeous frescoes that move, scope of current Virgilian magic, and may
men armed with great hammers. As the replaying scenes from Virgils life. Finally yield possible breakthroughs if studied.
door opens, they begin to pound furiously a leaden gate, which opens on being ap- In the event the tombs many defens-
on the shattered flagstone between them, proached, swings back to reveal the tomb es are circumvented, the tomb chamber
blocking further entrance. of Virgil itself a great marble sarcopha- may be explored. The room is elaborately
If the hammer men are evaded or de- gus of elegant simplicity that stands open carved, and careful cross referencing of the
stroyed, the hallway leads into an under- and vacant. It is housed in a room with paintings, mosaics, and carvings with Vir-
ground courtyard, yet one which opens to a murals depicting the pastoral idylls of gils poetry allow the room to be studied
beautiful starry Mediterranean night. A full nymphs and shepherds frolicking in an Ar- as a quality 10 tractatus on any Virgilian
moon hangs overhead, and from somewhere cadian paradise, yet beyond the tomb it- rite, a quality 12 tractatus on Magic Lore,
outside the buzz of sleepy bees can be heard. self is an image of a shadowy cave even or a quality 8, level 12 summa on Virgilian
There is a colonnaded walkway around the here in this celebration of life, the shadow Theory if the requisite seasons are spent

70
Rival Magic
studying here. The tomb has a Magic aura The Musca The Bronze Fly Preserve all meat in market building
of 7, and so inflicts Warping on mundanes that day from decay.
who spend a long time here. The Broth- Upon the great gate of Naples is a
erhood does not know that the tomb can small bronze statuette of a fly, little larger Base 6 R: Touch D: Sun +6 T: Structure
be studied in this way; they have treated it than a hand span in size. This item is an +6, +3 for 2 uses per day.
purely as a sacred site for initiations, and animation with a magical effect that re-
avoid disturbing it as much as possible. pels all flies from the city. It is mentioned
Were they to learn of its potential, this in John of Salisburys Policratus (1159), in Ovum Incantum
policy would be sorely tested. the anonymous Apocaylpsis Goliae (c.1180), The Palladium of Naples
in Conrad of Querfurts Epistolata (1196),
and Gervasius of Tilsburys Otia Imperialia The best-known of Virgils animations,
Virgils Magic (1211). Hermetic magi may well hear ru-
mors of it and seek it out. Byzantium has a
this small glass egg can still be seen by re-
quest in the Castella dell Ovo (Castle of
in Naples gnat and a fly of similar design said to have the Egg), the great fortress of Naples. It
been created by Apollonius of Tyana, and contains a beautifully worked model of the
As well as the tomb of Virgil, Naples has Paris is said to have had a magical statue of city in pure gold, the sea in lapis lazuli, all
a number of other magical devices created a rat in the sewers that kept them out, until contained within a glass egg, marred only
by Virgil that are well known to the gener- it was destroyed. by a hairline fracture. Magical investiga-
al populace and show to visiting scholars. tion reveals no trace of magic, for this is a
Theyre therefore a source of concern to Animation, non-mobile. Magic Might 4 forged copy of the original, which was long
the Augustan Brotherhood, as interested (size -8, base metal +5) ago removed from the city by the agents of
magicians often seek to understand their the Brotherhood for investigation. Agents
mysteries. An Intelligence + Magic Lore But when the swarms fly aimlessly abroad, disport of the Brotherhood do, however, report
roll of 9 reveals that similar items, when themselves in the heavens and spurn their homes those who show interest in the artifact. It
taken from their cities and investigated in is recorded in Conrad of Querfurts Episto-
Hermetic laboratories, have shown only Rite of the Vigilant Bees 21. Trigger: lata (1196) and is a frequent topic of local
traces of former non-Hermetic magic, Activates at sunrise and sunset. Effect: stories and minstrels songs throughout
and are therefore considered to be only Repel all flies from the City of Naples. Mythic Europe.
objects of popular superstition. In fact, re-
moving a non-mobile animation from its Base 3 R:Touch D:Sun +6 T: City +9, Animation, non-mobile. Magic Might 13
location automatically dispels its enchant- +3 for 2 uses per day. (size -8, gold +10, glass +1, semi-pre-
ment; a roll of 15 suggests this possibility. cious gem +12)
The only way to examine many of these
items properly would be to construct a lab The Macellum The Marble
around them, a difficult proposition given Block in the Meat Market Lead me to the Greeks again:
their locations, and something that would let me revisit the battle anew
be sure to attract the attention of the local The meat market in Naples is an an-
populace and the Augustan Brotherhood. cient building open to the skies. Food is Sortes Virgilianae 12. Trigger: Activates
Such items are not restricted to Naples, prepared here every day. At one end is a at sunrise each day. Effect: Detects if the
though Rome, Byzantium, Paris, and plain marble block used as a table for pre- city is currently under siege by an army.
other ancient cities also contain similar tal- paring meat, which radiates magic. It has If so, activates the following effect.
ismantia created using similar magics. the effect of preserving all meat in the
Each of the animations described here market from decay, and is well known to Base 15 R: Touch D: Mom, +3 for 2
was created by Virgil himself, and possess- all market traders, who viciously assault uses per day (-3 for city, -3 for siege)
es an animating spirit. An Hermetic Intel- strangers interfering with it. It is recorded
lego spell that allows communication with in the book De Naturis Rerum by Alexander Their feet all tangled together, in a sudden swarm
the substance from which the animation is of Neckam, written in the 1190s.
made would be a potentially useful source School of the Vigilant Bees 21. Trig-
of research toward integrating Virgilian Animation, non-mobile. Magic Might 8 ger: Activated by the above rite. Ef-
magic into Hermetic Magic Theory. But (size +1, hard stone +4) fect: Make all rats in the city swarm
the mundane populace and the Augustan out to the besieging encampment,
Brotherhood would deeply resent attempts And with his lolling tongue tested the taste, which shortly thereafter will fall vic-
to interfere with their magical guardians. thus fed with holy food tim to disease.
Each is described in terms of the me-
chanics of the animation, so to act as mod- Rite of the Vigilant Bees 21. Trigger: Base 3 R: Touch D: Sun +6 T: City, +9,
els for storyguides or players own designs. Activates at sunrise and sunset. Effect: +3 for two uses per day.

71
Rival Magic
He sees Aeneass fleet scattered all over the ocean Effect: Prevents any horse in the city (size +5, base metal +4) inscribed with
from breaking its back. the following effects.
Sortes Virgilianae 18. Trigger: Acti-
vates at sunrise and sunset each day. Base 3 R: Touch D: Sun +6 T: City+9. Smiled upon her with that very look
Effect: Detects if the city harbour is +3 for 2 uses per day. with which he cleared the sky of rain
under attack by a hostile fleet. If so,
activates the following effects. School of Boreas 27. Trigger: Activates
The Ferrean Gate at sunrise and sunset. Effect: Wards
Base 18 R: Touch D: Sun, +3 two uses against even severe rain within the
a day, -3 concerns a city Virgil conjured all the serpents in the garden of the villa.
city and magically trapped them under the
Hurling these words out, a howling blast Ferrean Gate, beneath an enchanted stone. Base 9 R: Touch D: Sun +6 T: Bound-
from the north, strikes square on the sail, No snake can live within the city. Conrad of ary +9, +3 for 2 uses a da
and lifts the seas to heaven Querfurts writes about this in the Epistolata
(1196), and it is also recorded by Gervasius So that the weeds dont harm the rich crops, in
School of Boreas 30. Trigger: Acti- of Tilsbury in his Otia Imperialia (1211). the other, so what little moisture there is doesnt
vated by the above rite. Effect: Bring leave the barren sand
forth a hurricane-force gale in the bay, Animation, non-mobile. Magic Might 7
destroying all shipping (the hostile (size 0, hard stone +4) School of the Sylvan Dryads 21. Trig-
fleet, as the initiating action). ger: Activates at sunrise and sunset.
A hundred serpents hiss about the edge Effect: Wards all plants against disease
Base 15 R: Touch D: Sun +6 T: Bound- within the garden of the villa.
ary +9 School of the Vigilant Bees 24. Trig-
ger: Activates at sunrise and sunset. Base 3 R: Touch D: Sun +6 T: Bound-
So he speaks, and swifter than his speech, Effect: Any snake within the city re- ary +9, +3 for 2 uses a day
he calms the swollen sea, scatters the gathered ceives a mental suggestion to slither
cloud, and brings back the sun through the sewers to the snake pit Now Phoenix, and tragic Ulysses,
hidden under the Ferrean Gate. the chosen sentries, watch over
School of the Naiads 27. Trigger: Acti-
vated by the above rite. Effect: Wards Base 3 R: Touch D: Mom T: City +9, Sortes Virgilianae 27. Trigger: Detects
mundane water (waves and rain) from +12 for unlimited uses per day. an attempt to enter the warded area by
the sea enclosed by the quays and any human except through the door-
harbour, protecting all vessels in the way of the villa. Effect: Activates the
docks of the city itself from the waves Virgils Villa and Garden Walls of Wind represented by the next
caused by the tempest in the bay. two effects described.
Outside the city stands Virgils villa, now
Base 12 R: Touch D: Sun +6 T: Bound- largely ruined though still inhabited. The Base 18 R: Touch D: Sun +6, +3 for 2
ary +9 herb garden here is enchanted with a wall uses a day
of air, and can only be entered by those who
know the right method to pass the invisible You made me lord of
The Bronze Horse barrier. No rain ever falls in the garden, yet the storms and the tempests
despite this many rare healing plants and
In a square in Naples stands the statue of flowers grow here with no trace of disease, School of Boreas 24. Trigger: Acti-
a bronze horse enchanted by Virgil. While their season unnaturally long. The site is vates when the detection rite above
it remains on its dais, it is said no horse in carefully watched by the Brotherhood, and triggers. Effect: Brings forth a gale
the city can break its back. It is recorded in one of their most potent wizards makes his force wind, which is then controlled
Conrad of Querfurts Epistolata (1196). home here. It is noted in the book De Naturis by the next effect.
Rerum by Alexander of Neckam (written in
Animation, non-mobile. Magic Might 9 the 1190s), in the Otia Imperialia of Gerva- Base 9, R: Touch D: Diameter +3 T:
(size +2, base metal +5) sius of Tilsbury (1211), and in Guiraut de Individual, +12 unlimited uses a day
Calansos Fadet Joglar (1200).
Free from their harness, graze the flowery ground; A stone fountain in the center of the Let Aeolus officiate in his palace, and be king
the love of horses which they had garden is the animation responsible for in the closed sanctuary of the winds
these effects.
School of the Vigilant Bees 21. Trig- School of Boreas 30. Trigger: Activates
ger: Activates at sunrise and sunset. Animation, non-mobile. Magic Might 10 when the rite above triggers. Effect:

72
Rival Magic
Controls the gale force wind, causing Rite of the Stones 24. Trigger: Acti- adultery by her husband, she was made to
it to circle the garden acting as an in- vates at sunrise and sunset. Effect: De- swear to have never embraced any other
visible wall. stroys all dirt in the Baths, purifying man, and place her fingers within the
the water. mouth. If she lied, the face bit them off. It
Base 9, R: Touch D: Diameter +3 T: In- is said that Virgil made it in spite after the
dividual, +6 for unnatural effect, +12 Base 9 R: Touch D: Sun +6 T: Structure affair of the basket.
unlimited uses a day +6, +3 two uses a day. One noblewoman who had a lover was
being escorted here one day in chains, to
face the trial, when her lover dressed as
The Statue with a Horn The Bones of Virgil a mad man ran from the crowd and em-
braced her. Her husband was amused by
When Naples is threatened by an erup- The bones of Virgil reside in a niche this humiliation, and the soldier drove
tion of Mount Etna, this marble statue blows in a high tower of the Castle dell Ovo, the madman away with little more than
its brass horn, and diverts lava flows and where they are protected by an iron grille laughter and insults. The woman placed
falling rocks from the city. Magi may learn like that one finds protecting reliquaries, her fingers in the mouth, and swore a
of this from Conrad of Querfurts Epistolata and guarded day and night by Neapolitan solemn oath that only her husband and
(1196), and it is also recorded by Gervasius soldiers (and extensive wards put in place that madman you just saw had ever
of Tilsbury in his Otia Imperialia (1211). by the Brotherhood.) If they are disturbed embraced her. The face was fooled, and
the sea in the harbor rises and a terrible her husband satisfied, but Virgil knew
Animation, non-mobile. Magic Might 7 tempest strikes, sufficient to destroy a fleet he had been defeated once again by a
(size 0, hard stone +4) approaching the city. Once again the sto- woman. The face remains to this day in
ry is known through Conrad of Querfurts the Church of Santa Maria, but has bit-
Raised high on smoking rocks; and, deep below, Epistolata (1196), and Gervasius of Tilsbury ten off no fingers in living memory. (The
in hollow caves the fires of Etna glow in his Otia Imperialia (1211). Dominion aura possibly prevents the
Of all the authors mentioned in this magic from working, or possibly Roman
Rite of the Stones 21. Trigger: Activates section, only Gervasius of Tilsbury and matrons are all faithful.)
when the animation sees an eruption. John of Salisbury recount the story of
Effect: Wards against any stone from Ludowicus discovery of the bones. They Animation, mobile. Magic Might 7 (size 0,
entering the city when Mount Etna is are not an animation, but some suspect hard stone +4)
erupting, preventing lava flows or falling they are actually an Arcane Connection to
rocks from the volcano entering the city. the Daimonic Virgil. Yet, if the heavens will hear my pious vow, the
Note it is designed specifically to effect faithless waves, not half so false as thou!
only material from Etna; other stone
items may enter the city normally. Sortes Virgilianae 21. Trigger: An ac-
Virgils Magic in Rome cused woman places her fingers in the
Base 6 R: Touch D: Sun +6 T: City +9, statues mouth. Effect: Detects the
+3 for two uses per day. Almost none of Virgils magics in truth of one statement from her. If she
the city of Rome are known to survive. is lying, then the mouth animates and
They reputedly included a magic scrying bites her fingers off for +10 damage.
The Healthful Baths mirror, the Salvatio Romae, a group of
statues of Roman soldiers that warned of Base 15 R: Touch D: Mom
The Roman baths at Naples are always rebellion in the provinces (and that ex-
of the right temperature owing to the ploded the day a virgin gave birth), and
magics of Virgil, and the water is always a stone horseman who rode the streets The Emperors Sepulcher
pure and free from disease. They are said and struck dead with a sword any who
to possess magical curative properties ow- broke curfew. There remains one other artifact of
ing to the exceptional quality of the ever- Virgils on display in Rome Caesars
pure water. A stone in the bath floor is the sepulcher. This is a great obelisk that
source of the magic. La Bocca Della Verita stands in front of St. Peters Basilica, and
The Magical Face is surmounted by a great bronze ball that
Animation, non-mobile. Magic Might 5 contains the ashes of Julius Caesar, still
(size -5, hard stone +4) One of the strangest items left in protected by Virgils warding magics. The
Rome by Virgil is the great round stone exact nature of the magical defenses is not
Tempering the mixture with her heavenly hands, face known as La Bocca Della Verita. It known, but the Mirablia Urbis Romae reports
she pours it in a bowl, already crowned, With juice was used in antiquity as a test of the fidel- the tale.
of medicinal herbs, prepared to bathe the wound ity of wives. If a woman was suspected of

73
Rival Magic

Integrating the Mystery Virtue Hermetic Divination,


as described in The Mysteries Revised Edi-
Consequences of Integration

Magic of Virgil
tion, page 58. (Note that the version of The principal consequence of inte-
Sortes Virgilianae used by the Augustans grating this effect is to greatly increase
remains sound, as does the Mystery Vir- the number of magical wards available
tue Hermetic Divination.) to magi. This makes magical defenses far
Virgilian magic is the source of poten- more prevalent, and slowly changes Her-
tial breakthroughs for the magus who inte- metic culture as sanctums become more
grates it with Hermetic magic theory. Consequences of Integration secure and magical traps more common.

This Mystery Virtue is already well


Sortes Virgilianae known to some Mystery Cult magi, and

Suggested Breakthrough Points: 45


they may be unhappy if it becomes more
widely available. The researcher may face
those groups responses, or recruitment of-
Bibliography
Virgilian Magic apparently breaks the fers if his research interests become known A number of 12th- and early 13th-cen-
Limit of Arcane Connections, but in fact to the Order at large. tury manuscripts that make excellent sourc-
does so utilizing the prophetic genius of es of inspiration are referenced in this chap-
Virgil, who in some unknown manner man- ter. Here are some useful modern works.
aged to break the Limit of Time, possibly
directly by a blessing from the Divine. As
Improved Watching Barbera, Henry. Medieval Sicily: The First
such, Sortes Virgilianae is a major possi- Spells Absolute State. Brooklyn, New York:
bility for investigation, but the research in Legas, 2000.
this field will result in a flawed and limited Suggested Breakthrough Points: 45 Camparetti, Domenico. Vergil in the Middle
version of the Virgilian equivalent. Hermetic magic currently lacks a way Ages. London: Swann Sonnenschein &
of binding a Watching effect and a spell Co., 1895.
together without a separate ritual, Watch- Kieckhefer, Richard. Magic in the Middle
Major Hermetic Virtue: ing Ward, which requires vis. Ages. Cambridge, England: Cambridge
Sortes Virgilianae University Press, 1991.
Spargo, John Webster. Virgil the Necro-
Once integrated into Hermetic Minor Hermetic Virtue: mancer: Studies in the Virgillian Legends.
magic, the link between The Aeneid and Watching Spells Cambridge, MA: Harvard University
the prophecies of Virgil is permanently Press, 1934.
broken for the integrated version of The magus is able to create Watch- Virgil. Trans. C Day Lewis. The Aeneid.
Sortes Virgilianae, so that the apparent ing Ward spells that do not need to be Oxford, England: Oxford University
breakthrough in the Limit of Arcane cast as rituals. A prerequisite of the Form Press, 1952.
Connections proves illusory. However, Vim is added to the spell, and vis is not
the magus will come to understand why required unless the spell would be a rit-
this has happened, and will learn the ual anyway.

74
Chapter Four

Muspelli
Brother will fight brother and be his slayer, being formed. This was Ymir, the progeni- the gods divided up dominion over the
Brother and sister will violate the bonds tor of all life and the world as it is now new creation.
of kinship; known. His limbs begat offspring on each The giant-twins Loki and Gull-
Hard it is in the world, there is so other. From his arms were born his elder veig had survived the slaughter of their
much adultery, brood a brother and sister named Mi- kin due to their fosterage among the
Axe-age, sword-age, shields are cleft asunder, mir and Urdur. And from his legs were gods. Odin believed that they could be
Wind-age, wolf-age, before the world produced his younger brood three sons turned to his side, but it was not to be.
plunges headlong. named Gymir, Aegir, and Surtur. The brother and sister seethed in secret,
No man will spare another. Urdur was the mother of Odin, Hoe- working their schemes under the very
nir, and Lodur, who were themselves the noses of the gods, but they were even-
Voluspa, The Seeress Prophecy progenitors of the three tribes of gods: tually both caught. Gullveig was burned
the Aesir, Vanir, and Alfar, respectively. at the stake, while Loki was confined in
The Muspelli are a tradition of wizards Gymir and his brothers, in the meantime, the underworld. With his imprisonment,
with horrifying ritual power at their com- were the progenitors of the three tribes the power of the giants was finally broken
mand. Their might eclipses that of the lo- of giants: frost, storm, and fire. In this and Odins power was complete.
cal wizards, and is potentially the match of primal age the gods and giants lived in Immediately prior to his capture, Loki
that of the Order of Hermes. The Muspel- peace, and there was prosperity and har- instructed certain humans in how to com-
li hide in the dark places of the world and mony. But this was not to last. The ambi- municate with him and the other jotun
foment their malicious spells; in the caves tious Odin slew his grandfather Ymir with giants imprisoned in the underworld, thus
in the Scandinavian mountains, in the fens the assistance of his two brothers. When making the first Muspelli. He intended the
of Denmark, and in the dales of the pagan they slit his throat, the blood that poured Muspelli to prepare the way for Ragnarok
Baltic. They are worshipers of the jotun gi- forth was of such great volume that most by amassing power, recruiting others, and
ants the implacable primal spirits who of the giants were drowned. At the behest subtly loosening the hold that the super-
embody the powers of nature and this of her son, Urdur wrapped the spirits of natural powers have over the world. Each
worship has given them enormous power. the dead giants in unbreakable threads of of the imprisoned jotnar (save Loki him-
Worse still, they are devoted to the release fate, binding them into the underworld. self) has such servants, who wait for the
of their imprisoned masters and the over- His aunt Mimir taught Odin how to forge day that the trumpet is sounded and war
throw of the current world powers Di- the world from the corpse of Ymir, and is enjoined.
vine, Infernal, and Faerie in favor of a
realm under the rule of the jotnar. In short,
they seek to cause Ragnarok, the Twilight
of the Gods.
The Mythology of the Muspelli
The legends of the Muspelli do not ister the running of Gods creation. At
necessarily match those of the pagan some point in the distant past, faeries
past of the Norse people. The Muspelli empowered by the prayers of man

Mythic Origins heard these stories directly from the jo-


tun giants, and so they consider their
version to be authoritative. However,
overthrew these primal spirits, took
their places, and ruled as gods. Since
the birth of Christ the power of the
Before there was land and sea, there the imprisoned jotnar are not necessar- faerie gods has diminished, and the
was a seething cauldron of ice and venom ily the most neutral of witnesses. primal spirits are testing their bonds,
in the north called Hvergelmir. It was As explained in Realms of Power: eager for the day that they will be
matched in the south by a boiling fountain Magic, the jotnar are mighty spirits of free. The Muspelli seek to aid them in
of fire called Urdarbrunn. Where the two magic (called kosmokrators) that admin- this task.
forces of fire and ice met, the first living

75
Rival Magic
From the east come the swarms of mon-
sters lead by Gullveig, and the damned
inhabitants of Hel brought by Loki to
the battlefield in an immense ship. The
southern horizon is red with the flames of
the giant-progenitor Surtur and his fam-
ily. Finally, to the west is the island-sized
head of the World Serpent.
The gods have not been standing idle,
though. They gather their own forces:
mortal men who have remained loyal; an-
cient heroes who have laid in their barrows
awaiting this day; and the slain who were
chosen for this very battle. The army of
the gods streams down the rainbow bridge
to support mankind on the battlefield, and
it breaks under the sheer weight.
When battle is finally joined, Odin is
the first casualty, perishing in the jaws of
the monstrous wolf Fenrir. Thor is killed
by his old adversary Jormungand the
Midgard Serpent, Freyr falls to Surturs
fiery sword, and Heimdall is slain by
Loki. All the gods will perish, as do all
the monsters, and all men. The flames of
Surtur scour the earth clean and consume
the dead, a purification that returns the
world to a pristine condition. The domi-
nance of the gods has passed, and their
Eschatology of the North Every supernatural creature living in mistakes and ambition are undone. How-
wood, mountain, and water fares to the ever, the new world does not remain va-
According to the prophecies of Ur- battlefield to support the giants. Mankind cant; the gods, the giants, and mankind
dur, mother of Odin, there will come a is beset from all sides. To the north the all have survivors, select individuals who
time of winter and war that heralds the horizon is darkened by snow and hail, were hidden away for this very eventual-
coming apocalypse. The strife sown by and the advancing army of the giants. ity, and a new age begins.
the twins Loki and Gullveig bears fruit,
and mankind degenerates, generation
after generation. The sun grows weaker, Loki
and battlefields proliferate as humans
numb their rising dread with bloodshed Loki claimed kinship to the Aesir and precipitating his confinement.
and debauchery. They abandon their since he, like Odin, was the grandson Loki is the messiah figure of the
gods and forget previous loyalties in the of Ymir; although it is not clear whether Muspelli. At the end of days it is said
slaughter. Monstrous wolves and ser- Gymir, Aegir, or Surtur was his father. that he will return from the underworld
pents will be seen on earth and feast on Loki has opposed the gods ever since and lead the Muspelli, giants, and oth-
the dead. they slew his family, though. His plans er monsters against the gods. Several
Next, the world is covered in snow were subtle at first, but he soon grew usurpers have tried to unite the Muspelli
and ice as the weather rages. Giants be- rash as his schemes were thwarted. He under the claim of being Loki, but all
come more numerous, and a poison-cold tried to steal the gods treasures Thors have failed and been torn apart by those
wind brings plague to the world. A mighty hammer, the apples of immortality, even they tried to fool. Loki does not serve
earthquake causes the World Tree to shiver the goddess Freyja herself who was the as a patron to any Muspelli; he is too
and groan as Loki bursts free of his bonds, fertility of the earth. He coordinated the closely guarded by his captors for him
and breaks those of his kin. The primal foes of the gods among the giants who to channel any power to mundane ser-
jotnar abandon their underground prison, had survived Odins genocide. Finally, he vants. He relies solely on the other jot-
and the watchman of the gods blows his caused the murder of their most beloved nar to marshal his forces in preparation
horn, signaling the final battle that will member, Baldur, revealing his true colors for the Twilight of the Gods.
end all battles.

76
Rival Magic
Dont They Know
Its the End of the World? Pronunciation and Glossary
It is unlikely that the world of Ars Magi- The spelling of Old Norse terms ch is pronounced as in Scottish loch,
ca Fifth Edition will end with Ragnarok; that in this chapter has been simplified: re- and as in German Mnchen. Old
which God has wrought will not be undone moving diacritical marks; replacing Norse is one of the most difficult Euro-
by a battle between Faerie and Magic be- with th, and with d; and standard- pean languages for native English speak-
ings. All three major Divine religions have izing the nominative endings of nouns. ers to pronounce, and the following is
prophecies regarding the End of Days, and Stressed syllables are given in capitals; intended as an approximation only.
while they differ in the details, they concur
on the main doctrinal points the coming Word Pronunciation Meaning
of the Messiah, the resurrection of the body, Aegir ACH-eer jotun of the sea
eternal bliss for the faithful in heaven, etc. blot BLOAT sacrifice, a power modifier
This differs substantially from the Twilight draugur DROWCH-uh an animated corpse
of the Gods. It seems likely that the powers Fenrir FEN-reer the jotun-wolf
of Magic know the truth, and that Urdurs gandur GAND-uh wand, a magical talisman; plural gandar
prophecy is false or at least, falsely in- gipt GIFT gift, the beneficial consequences of Heipt
terpreted. The jotnar have either deluded gleipnir GLAYF-neer binding, a score representing restrictions on
themselves or else deliberately lied to the the characters magic
Muspelli for whatever inscrutable reasons. Gullveig GOOL-vayg jotun of witchcraft
The story of Ragnarok was also recounted by Gymir GM-eer jotun of storms
the faerie gods to their followers; depending hamur HARM-uh shape, a power modifier
on the cognizance of these faeries for their heipt HAYFT deadly war, the Muspellis form of warping
own stories, the truth is either unknowable hreppur HREP-puh organization of Norse wizards; plural
or meaningless, and so they believe their hreppar
own propaganda. Despite potentially be- jotun YORT-oon primeval giant of Norse Mythology; plural
ing based on a lie, though, the power of the jotnar
Muspelli is very real, and the jotnar clearly Leikin LAKE-een jotun of death
have some purpose for them in mind. litur LEET-uh appearance, a power modifier
Loki LOW-kee chief enemy of the gods, leader of the jotnar
Muspelli MOOSE-pell-ee wielder of jotun magic
Nidhogg NEETH-horg the jotun-serpent
ond AUND breath, a power modifier
Jotun Patrons orlog-thattur ER-lorg THART-uh thread of fate; plural orlog-thaettir
Raudskinna ROWD-SKIN-nar Red-Skin, the founding principles of the

of the Muspelli hreppar


sjonhverfing SYOAN-VER-ving twisting the sight, illusion magic
spadomur SPAR-DOME-uh prophetic magic
stjori STYOR-ee a leader of a hreppur; plural stjorir
When initiated into the ranks of the
Surtur SOORT-uh jotun of fire
Muspelli (see Muspelli Characters, later), a
Urdur OORTH-uh jotun of fate
character acquires one of the jotun giants as a
utiseta OOT-ee SET-ah sitting out, ritual jotun magic
patron. In this section, the attributes of eight
valgaldrar VAHL-GARLD-rar corpse-spells, necromantic magic
jotnar are described the ones who attract
the most followers from among the Muspel-
li. There may be other jotnar with sufficient
Might to channel power from their place of is accorded much respect and fear even hall is bedecked with the gold he has plun-
imprisonment to Muspelli, but these are left by a sea-going race such as the Norse- dered from drowned ships, and his name is
to the individual storyguide to create. men. This brother of Gymir managed to linked with wealth.
escape the genocide of his kind by feign- Aegir takes the appearance of a king, be-
ing peace with the gods, but he is now decked in gold. His hair and beard are long,
Aegir Sea-King confined to the island of Hlesey where he
plots revenge under the guise of brewing
and plaited like the currents of the sea.
Gandur: A cauldron. Aegir possesses a
the mead and ale for the gods. Aegir has beer-kettle called Bodn that brews the best
Aegir means simply sea, but it is also also hosted feasts for the gods at Hlesey, ale, along with storms and fate.
connected to aegja meaning terror. The which is almost certainly a Magic regio, Closest Allies: His brother Gymir and
awesome strength of the western ocean and well hidden from mortal eyes. Aegirs his wife Gullveig, Lokis twin sister. Aegir

77
Rival Magic
other Muspelli do not agree.
What are the Jotnar? Favored Powers: Entrancement, Hex,
Summon Animals; Magic Sensitivity
The term jotun means simply gi- creatures of monumental power. How- Initiatory Major Flaw: Blind; the ap-
ant, and is sometimes used for all Norse ever, they are trapped in the underworld prentice plucks out her own eyes.
giants. In this chapter, the latter are re- (which is presumed to be part of the Common Virtues and Flaws: Night-
ferred to simply as giants (the Norse Magic Realm) and cannot manifest on walker (see Hedge Magic, pages 103 119);
term would be thurs), while jotun or earth while their chains remain intact. Lesser Immunity to Poison, Skinchanger,
jotun giant is used to describe a magi- Until the day that they are freed, they Student of Magic; Meddler, Transvestite
cal primal spirit of kosmokrator caliber may only interact with the mundane (for her male followers)
with a Magic Might of at least 50 (see world by sending Aspects, spirits who
Realms of Power: Magic, page 109 for more are vessels for a fraction of their power,
details). For beings with this much pow-
er the designation of spirit has little
and they are loath to do this lest it warns
their captors of their schemes. (For more
Gymir Frost-Father
meaning; they are theoretically capable details on the Aspects of Daimons, see
of forming vast bodies at will from the The Mysteries Revised Edition, page 75, or Gymir is the ruler of Jotunheim, a leg-
raw stuff of the universe, and are truly Realms of Power: Magic, page 102.) endary land of giants in the far east (or,
more accurately, the Magic Realm). He
takes the form of an immense eagle, and
detests his brother Surtur, and the two are mankind, the Aesir-gods burned Gullveig from his perch on the edge of the world he
often at odds. at the stake; but death could not hold her sends his freezing winds to torment man-
Followers: A follower of Aegir in the and she returned to the earth. Twice more kind. Some legends place Gymir chained
local area can mean ruin to a port as her they caught and burned her, and twice in the underworld from where he directs
powers can confine ships to harbor for more she escaped. She is now imprisoned the actions of the giants. Gymir has tried
months on end, or summon fearsome sea in the Ironwood doubtless part of the many times to wrest control of the world
monsters to imperil fisherman. A com- Magic Realm or a powerful regio to from the gods. He particularly lusts after
munity unlucky enough to be haunted by the far east, where she gathers about her the goddesses of fertility and the earth; if
such a Muspelli often bribes her with food the mightiest of witches while serving as he could control them and subsume their
and gold (which they take great delight mother to a fearsome race of werewolves. power, his domination of man would be
in), while simultaneously seeking heroes Gullveig goes by many names as part complete. On one occasion he actually
who are prepared to rid them of her pres- of her role as deceiver. She called herself managed to get his hands on Thors Ham-
ence. Many followers of Aegir seek the lo- Heid (witch) when she taught magic to mer the gods foremost weapon against
cation of Hlesey in the western ocean, or women, and Angurboda when she moth- his kind but he was tricked into relin-
an entrance to its regio that they presume ered Leikin, Nidhogg, and Fenrir on Loki. quishing it. With his wife Aurboda (that
is somewhere on an island. As Thokk she ensured that Baldur did not is, Gullveig), he was the father of the first
Favored Powers: Storms Eye, Sjonh- return from the dead. As Aegirs wife she generation of frost giants.
verfing, Threads of Fate; Dowsing calls herself Ran, as Gymirs wife she goes Gandur: A cloak of eagle feathers.
Initiatory Major Flaw: Crippled; the by Aurboda, and when she beds Surtur her Gymirs cloak, called Arnarhamur, grants
apprentices legs are smashed against rocks name is Sinmara. She can take any appear- him his eagle shape.
when swimming in a storm. ance she wishes, but always smells of burn- Closest Allies: His brothers Aegir
Common Virtues and Flaws: Greater ing flesh. and Surtur.
Immunity to Drowning, Ways of the Gandur: The scorched heart of a mag- Followers: The servants of Gymir are
Ocean; Puissant Swim; Avaricious, Feud ical creature (those from female wizards the scions of the giants of ice and snow.
(with a follower of Surtur); Vow (dwell are deemed the most powerful). Each time Most of Gymirs followers would be happy
near sea) Gullveig was burned, the only part that re- with the extermination of humans, and
mained was her fire-blackened heart. with them, their gods. His more moder-
Closest Allies: Her daughter Leikin ate followers aim to drive mankind back
Gullveig the Wicked and her sons Nidhogg and Fenrir.
Followers: A follower of Gullveig of-
to the south, and leave the pristine wilder-
ness alone. They want to control the num-
ten seeks to control other magicians, and bers of mankind to prevent the spread of
Gullveig is the sister of Loki, and the in Scandinavia it is not unusual to find one the Dominion, which is curiously resistant
Norsemen held them responsible for most of these Muspelli as the leader of a coven to their magic.
of the evil and strife in the world. Her fol- of folk witches (see Hedge Magic Revised Edi- Favored Powers: Storms Eye, Winters
lowers claim that this mischief was directed tion, pages 33 54). They believe they Breath, Wildfire; Wilderness Sense.
at the gods, not at mankind. For disobey- have natural authority over the Muspelli, Initiatory Major Flaw: Horrifying Ap-
ing the gods and teaching witchcraft to at least until Loki returns. Needless to say, pearance Three Heads. This Flaw per-

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Rival Magic
sists in etin-mod (see later), because it is
a Supernatural rather than General Flaw. Gandar
A follower of Gymir will travel long dis-
tances on the rumor of a child being born Each of the jotun patrons has a nificance of the object is more impor-
with this Flaw. This Flaw is either present gandur (talismanic object, plural gandar) tant, as embodied by the quest required
from birth or inflicted through the power that enhances the power of a Muspelli to obtain it. The powers of a gandur
of the jotun during initiation. during an utiseta ritual (see Trolldomur, can come from spell-like vis (see Realms
Common Virtues and Flaws: Giant later). These items are not necessarily of Power: Magic, page 121), items made
Blood, Greater Immunity to Exposure; enchanted, although many of them have with Craft Magic (see New Virtues and
Great Stamina, Large, Warrior; Hatred; unusual properties. Each gandur cannot Flaws, later), or some unknown artifice
Mentor (a giant), Disfigured be simply made; they must be quested of the jotnar. A Muspelli typically owns
after, although it is not unusual for a just one gandur, since it is of no direct
Muspelli to steal a gandur from a rival benefit to his magic to own more than
Leikin Hel-Queen follower of the same patron.
Gandar often have magical powers,
one; however, the magical powers that
gandar often have may make owning
but this is not necessary: the ritual sig- more than one worthwhile.
This daughter of Loki is the ruler of
Nifelhel, a dark and poisonous part of the
underworld filled with unimaginable tor- an ugly horse who drinks the blood of the Common Virtues and Flaws: Ghost-
ments. She was born to Loki after he ate dead, and she is accompanied by kveldrida ly Warder (a spirit of sickness); Arcane
the heart of Gullveig, and the gods were spirits of torture and death. She is im- Lore, Piercing Gaze; Blatant Gift, Plagued
so disgusted at her appearance that she was placable; her servants know that it is use- by Supernatural Entity (vengeful dead),
confined to the underworld. Nifelhel is the less to attempt to change her mind. Proud; Disfigured, Reclusive
prison of the spirits of the giants drowned Gandur: A knife forged in the venom-
in the flood resulting from the death of imbued rivers of the underworld. Leikins
Ymir, and since the giants need the permis-
sion of their gatekeeper to send power to
knife is named Sultur, meaning famine.
Closest Allies: Her only true ally is
Nidhogg Corpse-Tearer
their mortal servants, the Queen of Hel her mother Gullveig, but she occasionally & Fenrir the Devourer
is accorded respect. Leikin sometimes is able to coerce Urdur to do her will.
called Hel after her realm is queen and Followers: These necromancers hor- Nidhogg and Fenrir are the children of
prisoner herself; she is unable to leave her rify the Norsemen; through their power Loki. Like Leikin, they were born to Loki
own realm, and she is reluctant to allow over the dead they can stain the good ac- when he devoured the burned heart of his
anyone else to leave either. Leikin resents tions of a mans life with evil deeds com- sister. A Muspelli usually takes only one of
those who have escaped her grasp, and end mitted after his death. Their aim is to the brothers as his patron, but as each has the
up in the lands of bliss or Valholl, and she amass an army of the dead, ready for the same goals they are treated together here.
is willing to send power to those of her ser- day when Loki appears with his ship to Nidhogg is the mighty dragon that
vants who disrupt the sleep of the dead. take them to Ragnarok. seeks the destruction of the World Tree.
Leikin appears as a giant maid; half of Favored Powers: Hex, Spadomur, Val- His body is so immense that it is wrapped
her body is fair but the other half is that galdrar; Second Sight around the world, earning him the name of
of a rotted corpse, black and fly-blown, Initiatory Major Flaw: Enfeebled; the Jormungand (monster of the earth). His
and both her legs are broken. She rides touch of Leikin inflicts a terrible disease. head rests upon the corpse-beach in Nife-
lhel where he devours the bodies of those
consigned there. The god Thor is his par-
Gandar Story Seeds ticular foe, and the two have clashed on
multiple occasions. Nidhogg is content
A Gandur by Any Other Name The Serpents Heart with the knowledge that his victory over
Thor has been prophesied, even though
A Muspelli hears about or witness- A Muspelli devoted to Surtur is his own death is certain.
es a magus using an invested item that asked to make an enchanted gandur. As His brother Fenrir is a mighty wolf,
takes the form of his patrons gandur. well as requiring the raw ingredients, restrained in the underworld by a magical
This is an excellent way to introduce he also demands a fee: the heart of a cord made by the dwarfs out of impossible
the Muspelli to a saga. Depending on magical serpent. He does not reveal materials. It is the only fetter that he was
the personality of the Muspelli, he may that the serpent is the ally of a follower unable to break, and the gods had to resort
offer to buy it from the character, or he of Aegir. to trickery to bind him. At Ragnarok Fen-
may simply attempt to take it. rir is destined to swallow Odin Allfather,
but only after he has feasted on both the

79
Rival Magic
Favored Powers: Shapeshifter, Summon
Names by Patron Animals, Winters Breath; Animal Ken.
Initiatory Major Flaw: Mute; either
Followers of a particular jotun some- Gymir: Gymisson/Gymisdottir (son/ the tongue is slit lengthwise or the voice-
times refer to themselves by a distinc- daughter of Gymir) box is torn out. These disfigurements do
tive name to indicate that allegiance. Leikin: Draugadrottin (master of the not inhibit the Animal Ken Ability.
These names are somewhere between walking dead) Common Virtues and Flaws: Ways of
nicknames, family names, and titles. Nidhogg & Fenrir: Ormsbrodir/ the Forest; Berserk, Inoffensive to Animals,
Ormslifra (serpents brother/sis- Well-Traveled; Greedy; Animal Compan-
Aegir: Aegisson/Aegisdottir (son/daugh- ter), Ulfsbrodir/Ulfslifra (wolfs ion, Feral Upbringing
ter of Aegir) brother/sister)
Gullveig: Jarnvidja (dweller in the Iron Surtur: Suttungja (Surturs kin)
Wood) Urdur: Norn
Surtur the Black
sun and the moon. these Muspelli avoid civilization; it is only Surtur is the son of Ymir and brother
Gandur: A tooth from either a mon- when mankind invades their sanctuaries of Gymir and Aegir. He claims to have
strous serpent or an immense wolf. in the wild parts of the world that these learned the secrets of smithing magic from
Closest Allies: None really, being Muspelli go to war. Treated with friend- Mimir in the days before the gods turned
fiercely independent. Both Gymir and Sur- ship and understanding, such a Muspelli against the jotnar. His skin is the color
tur appreciate the brothers savage natures. can even prove an asset; its said that one of ash, but covered in cracks that reveal
Aegir would also like to court the brothers, summoned magical oxen to plow a field in the molten rock that seems to make up
but has thus far been blocked by Surtur. a single hour, while another transformed his body. He is the patriarch of a clan of
Followers: The followers of Nidhogg into a bear to defend the community who fire giants who rule the volcanoes and for-
and Fenrir are rapacious predators, but like adopted him. The Muspelli can never be est fires. Surturs wife is Sinmara (a guise
the wild creatures they command they are tamed, however; at the end of it all, he will of Gullveig) who sends evil dreams out to
not necessarily the foes of man. If left alone, align with forces inimical to man. haunt the nights of the pagan faithful.
Gandur: A fiery sword forged from
iron extracted from volcanic ores. Surturs
sword, called the Surtlogi, is destined to
end the world in flames, consuming cre-
ation after Ragnarok.
Closest Allies: His brother Gymir,
and he can occasionally rely on Fenrir.
Surtur and Aegir are actively hostile to
each other, and thwart each other when-
ever possible.
Followers: Surturs followers have an
affinity with making magical items. For
this reason they make themselves available
to the other Muspelli, creating gandar and
other enchantments. Many Muspelli see
them as obsequious and servile, but they
enjoy making themselves invaluable to the
rest of their kind, for it gives them political
power and a vast store of favors.
Favored Powers: Shapeshifter, Sjonh-
verfing, Wildfire; Lesser Craft Magic
Initiatory Major Flaw: Deaf; the roar
of Surturs voice in the caverns of the earth
can deafen an apprentice.
Common Virtues and Flaws: Greater
Immunity to Fire; Puissant Craft, Reserves
of Strength; Ambitious, Feud (with follow-
er of Aegir); Fear (the sea), Hunchback

80
Rival Magic
Urdur Fate-Spinner allowed to gain Confidence Points (al- brothers Nidhogg and Fenrir into a single
though she starts the game with none) but fearsome serpent-wolf. Gullveig is Lovi-
she cannot use them when not in etin-mod atar, the chief divinity of suffering and the
Urdur is the jotun of fate, the sister of since she has no Confidence Score. source of all evil. The Manala await the re-
Mimir, and matriarch of the three tribes of Common Virtues and Flaws: Death turn of Mana, after whom they are named,
gods. Even Odin Allfather has no power Prophecy; Common Sense, Luck; Com- and clearly a local version of Loki.
to break what she has wrought, and in the passionate; Higher Purpose, Visions. The Saxon people (from northern
early days of the world she dwelled among Germany and England) shared the closest
the gods as a neutral observer. She uttered connection to the Norse version of jotnar-
prophecy whenever asked, but as the ar-
rogance of the gods grew her pronounce-
Other Lands, worship, but it is believed that this lineage
has been thoroughly extirpated by Chris-
ments were ignored or twisted to their Other Villains tianity. They called the jotnar eoten, and
ends. When Baldur was killed despite her their followers were the Mudspilli. All of
warnings, she grew sick of the world and Scandinavia is the stronghold of the the jotnar were represented among the
retired to the underworld, where she now Muspelli; for this reason Norse terminol- Mudspilli: Urdur went by the name of
rules the realms of bliss. Without the force ogy has been used throughout this chap- Wurdh; Gullveig was called Fyren; Leikin
of fate at his side, Odins power has slipped, ter. It was only in Scandinavia that the was called simply Hel; and her brothers
and the days in which her prophecies will displacement, extermination, or assimila- were Grimwolf (Fenrir) and Fretanre (Ni-
be fulfilled come ever closer. Urdur contin- tion of the jotnar-worshiping aboriginal dhogg). Gymir, Aegir, and Surtur were
ues in her task of weaving the fate of men cultures was largely avoided. It is here that called Yst, Fifel, and Sweart, respectively.
and women as they are born; and in this the stories of the primal beings and their To be completely exotic, a storyguide
she is assisted by the norns, who include upstart offspring are best preserved; these might even desire to place Muspelli among
both supernatural and mortal servants. tales are still being told and recorded in the indigenes of Greece, as worshipers
th
Urdur takes the aspect of a stern-look- the 13 century. However, cognates of the of the titans who preceeded the gods of
ing elderly woman, although one unbowed Muspelli can be found throughout north- Olympos. The twelve titans have quite
by age. ern and eastern Mythic Europe, and this different characters from the Norse jotnar,
Gandur: A silver sickle. Urdurs sickle section is intended to extend the scope of and it may be necessary to redesign the pa-
Vidofnir is the only instrument known to the Muspelli to these other regions. As a trons of the Makhai (meaning battlers, the
be capable of cutting the threads of fate. consequence of the fragmented nature of Greek name for the Muspelli). Alternative-
Closest Allies: Urdur remains aloof jotnar-worship in other cultures, a more ly, the patrons could instead be the venge-
from the jotnar, although shes tentatively limited number of patrons may be present ful children of Mother Earth, born to pun-
allied to Aegir due to his former friendship in a non-Norse version of the Muspelli. ish the gods for their imprisonment of the
with the gods. She can dominate Gullveig Around six hundred years ago the Sla- titans. Gullveig would equate to Ekhidna,
into helping. Urdur detests Leikin for her vonic tribes expanded west into the Ger- a monstrous she-dragon who presides over
penchant for disturbing the dead. manic lands, north to the Baltic coast, and the corruption of the earth. Her children
Followers: Some followers of Urdur are south into the Balkans and even as far as are Kerberos the Hell Hound (Fenrir), Hy-
bitter that the gods have abandoned fate and Greece. This expansion fragmented and dra the She-Dragon (Nidhogg), and Gor-
seek to halt Ragnarok; and that they punish scattered the jotnar-worshipers among go the Witch of the Underworld (Leikin).
man for divine transgressions. Indeed, in the Goths, although remnants can still be Ekhidnas consort is Typhon (Gymir), the
Norse a misfortune or calamity is called nor- found. In Pomerania and Lithuania, Gymir monstrous storm-demon that put the gods
na domr the decision of the norns. Others and Aegir are still known and worshiped as to flight. Surtur is remembered as Kyklops,
feel it is their duty to guide others toward Weyas (wind) and Wandu (wave). The the brother of Ekhidna and Typhon, who
their destiny, and instead act as a friend to same pair of brothers are known further toils in his volcanic smithy.
man. Urdur seems to favor neither group south in Prussia and Poland, where they
over the other; it may be that both are fol- are called Firnez and Uogi.
lowing the plan she has devised. On the eastern shores of the Baltic, and
Favored Powers: Entrancement, Spa-
domur, Threads of Fate; Premonitions
Initiatory Major Flaw: Low Self-Es-
extending into the Republic of Novgorod,
the Muspelli are known as Manala. Urdur
manifests among her Finnish followers as
Muspelli
teem; the follower vows to abandon all
hope of an individual destiny, and figure
both the king and the queen of the under-
world, called Tuoni and Tuonetar, respec-
Characters
herself to be a tool of Urdur. Note that tively. Leikin goes by the name of Kalma,
in etin-mod (see later) a follower of Ur- the personification of Death, and she is Muspelli are all Gifted Companions,
dur loses this Flaw (along with all General guarded by the monster Surma who is ever with the free Virtue The Gift. They may
Flaws) so she can spend any Confidence ready to seize men in his murderous jaws have up to 10 points worth of Virtues and
Points she has. She should therefore be and swallow them whole combining the balancing Flaws some of which may

81
Rival Magic
ing The Gift occurs prior to the character
Supernatural Abilities by Jotun Patron being brought into play, then this Flaw is
counted as part of the characters normal
Aegir: Sjonhverfing, Storms Eye, (from Gullveig) OR Entrancement allotment of Flaws; otherwise it is ad-
Threads of Fate, and Dowsing; and Threads of Fate (from Urdur). ditional, and does not provide points to
plus EITHER Wildfire and Winters Nidhogg & Fenrir: Summon Animals, spend on balancing Virtues.
Breath (from Gymir) OR Hex and Shapeshifter, Winters Breath, and The Opening procedure takes a whole
Summon Animals (from Gullveig). Animal Ken; plus EITHER Storms season. The jotun teaches the Muspelli
Gullveig: Entrancement, Hex, Summon Eye and Wildfire (from Gymir) OR how to adopt the etin-mod that is the
Animals, and Magic Sensitivity; plus Sjonhverfing and Wildfire (from mainstay of Muspelli magic, and grants
EITHER Valgaldrar and Spadomur Surtur). him six favored Supernatural Abilities: four
(from Leiken) OR Shapeshifter and Surtur: Shapeshifter, Sjonhverfing, from the jotun itself, and two from one of
Winters Breath (from Nidhogg & Wildfire, and Lesser Craft Magic; its allies to complement its own. This pro-
Fenrir). plus EITHER Storms Eye and Win- cess grants no scores in these Supernatural
Gymir: Storms Eye, Winters Breath, ters Breath (from Gymir) OR Sum- Abilities, but his favored Abilities are not
Wildfire; plus EITHER Shapeshifter mon Animals and Winters Breath penalized by his other Supernatural Abili-
and Sjonhverfing (from Surtur) OR (from Nidhogg & Fenrir). ties when he does learn them. The season
Sjonhverfing and Threads of Fate Urdur: Entrancement, Spadomur, of Opening also forges a mystical link
(from Aegir). Threads of Fate, and Premonitions; (and Arcane Connection) between jotun
Leikin: Hex, Spadomur, Valgaldrar, and plus EITHER Hex and Summon An- and Muspelli. The jotun occasionally uses
Second Sight; plus EITHER En- imals (from Gullveig) OR Sjonverf- this Arcane Connection to monitor the ac-
trancement and Summon Animals ing and Storms Eye (from Aegir). tivities of its servants, and the reciprocal
Arcane Connection permits the Muspelli
affect their ability to use their Supernatu- the Trollsynir (see Hedge Magic, page 76), to summon the patron.
ral powers, or grant access to additional who also look among the giant-blooded Over the course of the following six
magical powers. Since Muspelli have un- for their apprentices. years the Muspelli remains secluded near
dergone a rite of Opening The Gift, they Once found, the novice spends a re- the sacred site of his patron and receives
have free access to an entire suite of Super- markably short period of time with his periodic instruction from its Aspect. The
natural Abilities. This benefit of tradition Muspelli master. He teaches him enough Muspelli acquires 240 experience points
membership is represented by the free about the Muspelli to gain an Organi- to divide among any Abilities. At the
Muspelli Social Status (similar to the Her- zation Lore: Muspelli score of 1; this end of this tutorial period, the Muspelli
metic Magus Social Status). Like all Gifted amounts to a single season. Opening The is a full-fledged magician equivalent to a
characters, a Muspelli can learn other Su- Gift is the true rite of passage, and what magus who has just passed his gauntlet.
pernatural Abilities (see ArM5, page 166); makes an aspirant into a Muspelli. He is Following his apprenticeship, a Muspelli
extra Supernatural Abilities learned in this taken to a site sacred to the Muspellis pa- is assigned the normal number of experi-
way are represented in character genera- tron, and an Aspect of that patron is then ence points for a companion character
tion by Supernatural Virtues. summoned (See Summoning the Jotun each year.
Unlike Hermetic magi, Muspelli have Patron for more details). Once the patron
no means of shielding each other from arrives, the Muspelli leaves; his part in
the social penalties of The Gift. This is a the process is done. Should he and the Minimum Ability Scores
strong contributor to the lone nature of novice cross paths again, there is no last-
this tradition. ing relationship such as exists between a After apprenticeship, a Muspelli
Hermetic master and his filii. must have a minimum score of 1 in the
It is the jotun who actually Opens The six Favored Supernatural Abilities of his
Apprenticeship Gift; this is automatic if the jotun is suc-
cessfully summoned. The challenge fac-
patron. It is also a good idea for a Mus-
pelli to have a score in the following
ing the aspiring Muspelli is the immediate Abilities: Concentration, Organization
Apprenticeship begins when a Mus- presence of an immensely powerful spirit. Lore: Muspelli, Dead Language: Jotun,
pelli finds a Gifted child and decides to Unless the aspirant actually lacks The Gift, and Penetration. Jotun is the language
initiate him into the magical tradition. his life is not in danger, but the experience spoken by giants and the jotnar, and is
Muspelli keep a close watch on families is both awe inspiring and life changing. also the sacred language of the Trollsynir
with known descent from giants, for they During this encounter the aspirant might as their equivalent of Pictish (Hedge Magic,
believe that children from such families choose to accept the initiatory Major Flaw page 56). However, Muspelli cannot un-
are more likely to develop The Gift. They of his patron, which stands him in good derstand or use the aspects of the jotnar
occasionally find themselves in conflict stead with his patron and allows him to language that serve as an equivalent to
with a group of hedge magicians called summon greater magical power. If Open- Magic Theory for the Trollsynir.

82
Rival Magic
The Etin-Mod
New Virtues and Flaws
All Muspelli are capable of taking on The following Major Supernatural Muspelli means little to the common
an immense physical form called the etin- Virtues are described later under Troll- Norseman or someone from outside
mod (or jotunmodur in Norse). The etin- domur. Each one grants a Supernatural Scandinavia, but strikes fear into the
mod is a true expression of the devotion of Ability at a score of 1. These Virtues hearts of Norse magicians from other
the Muspelli to the power of the jotnar; it can be taken by non-Muspelli, but only traditions. Should this affiliation become
is the most distinctive feature of the magic Muspelli can access the enhanced use of known, the character will be treated as if
of the Muspelli, for it is in this state that these Abilities through their ritual magic he had the Outsider Major Flaw.
they are capable of their most powerful (see Utiseta, later).
acts of magic (see Trolldomur, later).
The etin-mod is at least five times more Hex New Flaw: Horrifying
massive than the Muspellis human form. Sjonhverfing Appearance Three Heads
Furthermore, it has none of the frailties of Spadomur
the human form, and often has enhanced Storms Eye Major, Supernatural
physical characteristics and additional Summon Animals The character possesses a hideous
natural weapons. The giant form is both Threads of Fate deformity. Most commonly, the char-
more magically potent and magically re- Valgaldrar acter seems to have three faces on one
silient than her human form, and it is only Wildfire head, with each face sharing an eye with
while in the etin-mod that a Muspelli can Winters Breath its neighbor: thus the character has three
use her most powerful magic (see Utiseta, noses, three mouths, four eyes, and two
later). All rolls made in etin-mod use the ears. A more extreme variety has three
Characteristics of this giant form, rather
New Virtue: Muspelli separate heads. The extra features grant
than those of the human form. no enhanced abilities to their possessor.
Free, Social Status This Flaw occurs particularly in humans
Taking the etin-mod (and reverting to
The character has been initiated into descended from frost giants, and there
human form) takes one round, but does
the ways of the Muspelli, and has access is probably a tale attached to the reason
not require any Ability roll. The magic of
to six Supernatural Abilities; as deter- the character was not killed at birth or
adopting the etin-mod occurs only in the mined by his patron. The appellation while growing up.
round in which the change takes place;
there is no continuing magic that can be
dispelled. The giant form is still consid-
ered to be under the purview of Corpus character sheet for it. Make the following force him into sleep or unconscious-
magics, but is no longer a base Individual adjustments (in the indicated order): ness. If he should tire himself to the
since it is larger than Size +1. Like the Unconscious Fatigue level, then he re-
Shapeshifter Ability, the magic empower- Characteristics: Add up to 3 points to the verts to human form immediately.
ing the transformation to and from etin- physical Characteristics of the human Add the Greater Magical Defenses Virtue
mod occurs at the moment of the change form (Strength, Stamina, Dexterity, or (see Introduction). If the character al-
but is not a continuing effect, so the physi- Quickness). These points cannot be ap- ready has this Virtue, he gains no ad-
cal attacks of this form are not stopped by plied to a Characteristic that is already ditional benefit.
Magic Resistance. Shapechanging magics +3 or greater. The extra points can be The etin-mod has all the Virtues of the
(such as Muto Corpus spells) can force the added to more than one Characteristic, human form, but remove all General
character to revert form, but the Muspelli but if they cannot all be spent to increase Flaws (Major and Minor). If the char-
can simply change forms again in the fol- the Characteristics, then they are lost. acter has the Weak Characteristics
lowing round. Virtues and Flaws: Add the Giant Blood Flaw in human form, then the lost
Virtue. If the character already has this points are returned in etin-mod. Flaws
or the Large Virtue (both common that are not General Flaws are inher-
Designing the Etin-Mod among Muspelli), then the characters ited by the giant form.
etin-mod is Size +3 and he gains a fur- Abilities: Use the same Abilities as the hu-
The initial form of the etin-mod is de- ther +2 adjustment to his Strength and man form.
termined once, at character creation. It is a 1 adjustment to his Quickness. Qualities: Pick two Mundane Qualities
a central feature of a Muspelli character, Add the Greater Immunity to Sleep Vir- from the nearby insert.
and its game statistics can be altered over tue. The Muspelli in etin-mod still gets Special: Remove all Characteristic loss
time by communing with ones jotun pa- tired, but need not (indeed, cannot) due to Aging rolls, and all Decrepitude
tron (see Summoning the Jotun Patron, sleep while this form is maintained. points. The etin-mod has an intrinsic +3
later), so it is worth producing a second He is immune to spells or powers that to Soak. A character in etin-mod suffers

83
Rival Magic
a 6 to all social interaction rolls due to natural form, he must make a Deprivation it, the Ease Factor for the Deprivation roll
his highly unnatural appearance. roll (ArM5, page 180). While this roll uses resumes at the level it had reached when
Magic: When using any of his Supernatu- the Stamina of the etin-mod, the Fatigue he took human form; if it has been more
ral Abilities during an etin-mod epi- and Wound Penalties that result from than an hour, then it starts again at 3.
sode, the Muspelli can produce more failed rolls apply to the human form, and The storyguide should make these rolls
powerful effects as described later un- do not penalize any activities of the etin- on behalf of the character since he has no
der Trolldomur. mod except for future Deprivation rolls idea how much he will suffer from his de-
to maintain the giant form. Fatigue and privation from the human form. Once a
Wound Penalties resulting from sources character takes an Incapacitating Wound
Maintaining the Etin-Mod other than this Deprivation roll affect the from this deprivation, he reverts to human
etin-mod as normal. Fatigue levels lost form, disrupting any ritual taking place.
The etin-mod cannot be maintained from maintaining the etin-mod are Long- When this happens, he also gains sufficient
indefinitely. For every hour (or part there- Term Fatigue levels. If a Muspelli returns experience points in his Gleipnir Score (see
of) that the character maintains the un- to his etin-mod within an hour of leaving later) to increase it to the next level.

Mundane Qualities Available to the Etin-Mod


A Mundane Quality can only be tak- running. Advantage is used against him to de-
en once unless specifically indicated oth- Fins: No penalties to actions taken termine the success of the Venom at-
erwise. Other Qualities may be available underwater tack only.
at the discretion of the storyguide. Good Jumper: +3 to all rolls involving Teeth: The character has huge fangs or
jumping. tusks that she can use in combat.
Aquatic: The character can breathe water. Keen Sense of Smell: +3 to all rolls using These are Brawl weapons that have
Camouflage: +3 to all rolls to hide when- the sense of smell, +2 to all Hunt rolls. the following statistics: Init +0, Atk
ever the character is not moving. Horns/Antlers: The character has either a +4, Dfn +2, Dam +5
Claws: The character has huge talons set of antlers or a pair of horns (such Tireless: The character gains two extra
that she can use in combat. These as those of a ram or a bull) that she can Fatigue levels.
are Brawl weapons that have the fol- use in combat. These are Brawl weap- Thick Fur/Thick Scales: +1 to Protection;
lowing statistics: Init +0, Atk +4, Dfn ons that have the following statistics: this Quality stacks with the Tough
+3, Dam +4 Init +2, Atk +3, Dfn +2, Dam +3 Virtue and the Tough Hide Quality.
Constriction: The character has a long Shell: The character is encased in a pro- Tough Hide: +2 to Protection; this
sinuous body or muscular tail, and tective shell. This grants a +6 to Pro- Quality stacks with the Tough Virtue
can constrict an opponent whose Size tection, but the character suffers a 3 and the Thick Fur Quality.
is less than her own. Constriction is to all rolls involving fast or nimble Venomous: One of the characters attacks
based on the grappling rules (ArM5, movement. This does not stack with (usually the bite) also delivers venom
page 174). The Attack Total is com- any other Qualities that provide Pro- into the wound. Compare the Attack
puted using the Brawl skill, and a tection, and the character cannot Advantage to the victims Protection
constriction attack has the following wear armor. (not Soak). If the characters advan-
weapon statistics: Init 0, Atk +3, Dfn Skilled Climber: +3 to all rolls involving tage is higher, then the victim suffers
0, Dam n/a. As long as the character climbing. the effect of the venom, regardless
maintains the grapple, her opponent is Slippery: The character has a +6 to De- of whether the bite inflicts an actual
considered deprived of air (see ArM5, fense rolls against Grapple attacks. wound. The venom can be of one of
page 180). The victim must make a This Quality may be taken more two strengths (chosen when Quality
Stamina check every 30 seconds (that than once, and the bonus rises by +3 is taken) the character can chose
is, every five rounds), or suffer the nor- each additional time it is taken. from either: a venom that inflicts a
mal effects of deprivation. Once the Spiny: The character is covered in Light Wound if a Stamina roll with
character has successfully grappled an spines; these grant a +1 bonus to an Ease Factor of 12 is failed; or one
opponent (and begun constricting), Protection. If any opponent strikes that inflicts a Medium Wound but
on subsequent rounds she can con- at a Spiny character with a bite, claw, has an Ease Factor of 9 to avoid the
tinue constricting and still attack with or fist attack, he inflicts damage as effects. This Quality may be taken
other weapons. These attacks may be normal, but suffers +5 damage in more than once: each additional time
directed at the grappled victim, or at return. Some characters may poison increases the severity of the wound
another opponent. their spines (see Venomous, later); in inflicted or adds three to the Ease
Fast Runner: +3 to all rolls involving which case the attackers own Attack Factor to avoid the effects.

84
Rival Magic
Magic Defenses
Muspelli receive a Magic Defense
against certain Form-specific magical ef-
fects. The specific defenses they possess
are listed below, and their mechanics
are described in the introduction to this
book. If a character does not possess a
particular Supernatural Ability, she gains
no defense.

Supernatural Ability: Entrancement


Magical Defense: Immovable Object
Effect: Defense against Mentem effects.

Supernatural Ability: Hex


Magical Defense: Accelerated Expiry
Effect: Defense against effects with an Ar-
cane Connection Range.

Supernatural Ability: Shapeshifter


Magical Defense: Strength of Form
Effect: Defense against Animal and Cor-
pus effects.

Supernatural Ability: Sjonhverfing


Magical Defense: Confounding Magics
Effect: Defense against Imaginem effects.
Supernatural Ability: Winters Breath in Gleipnir whenever it is used. Note that
Supernatural Ability: Spadomur Magical Defense: Magical Fortitude a character does not use a Supernatural
Magical Defense: Veil of Secrecy Effect: Defense against effects that affect Ability when he learns it, teaches it, or
Effect: Defense against Corpus and Imagi- ice, snow, or cold. writes about it. If the score of a Supernat-
nem effects. ural Ability is zero or less when modified
by Gleipnir, it cannot be used. If a Super-
Supernatural Ability: Storms Eye
Magical Defense: Confounding Magics
Gleipnir, Warping, natural Ability grants different powers as
its score increases such as Shapeshifter
Effect: Defense against Auram effects. and Heipt then the character loses access to those
powers at the higher levels as his Gleipnir
Supernatural Ability: Summon Animals Like Hermetic magi, Muspelli do not score increases. Unlike an Ability, Glei-
Magical Defense: Accelerated Expiry acquire Flaws and Virtues from Warp- pnir can lose Heipt Points and decrease
Effect: Defense against Rego effects which ing. When exposed to powerful magical in score.
compel actions. energies beyond the characters con- Instead of Wizards Twilight, whenever
trol, the Muspelli risk invoking the heipt a Muspelli gains 2 or more Warping Points
Supernatural Ability: Threads of Fate the ancient and deadly feud between in a single event, he must make a Heipt
Magical Defense: Alacritous Fortune the giants and the gods. In response, the roll to avoid a visit from an emissary of the
Effect: Defense against aimed Rego effects. gods send one of their servants to punish Norse gods. This faerie tries to metaphori-
the interloper. cally wrap the Muspelli in chains that bind
Supernatural Ability: Valgaldrar All Muspelli have a Trait called Glei- his power, just as the jotnar are bound. If
Magical Defense: Magical Fortitude pnir (meaning fetter), which begins at 0 the Warping was taken in a Divine or In-
Effect: Defense against Corpus effects. and increases like an Ability through the fernal aura, a different type of spirit may
accumulation of Heipt Points. Gleipnir be invoked instead (see insert).
Supernatural Ability: Wildfire represents the restrictions on the charac-
Magical Defense: Magical Fortitude ters Gift as a result of magical mishaps and Heipt Roll:
Effect: Defense against Ignem effects. accidents. The effective score of any Su- Stamina + (Realm) Lore + stress die
pernatural Ability is reduced by the score

85
Rival Magic
Ease Factor:
A Valkyrie Warping Score + number of Warping
Points gained + aura modifier
Faerie Might: 20 (Corpus) Single Weapon 9 (giants) + stress die (no botch)
Characteristics: Int 0, Per 0, Pre 0, Com Powers:
0, Str 0, Sta 0, Dex +3, Qik +1 Fly: 0 points, constant, usually Corpus If the character succeeds in avoiding
Size: 0 (2 intricacy points on cost) Heipt, nothing happens other than the ac-
Virtues and Flaws: 3 x Increased Faerie Equipment: Arms, armor, wolf mount, cumulation of Warping Points. If the Heipt
Might, Faerie Sight, Faerie Speech, vast quantities of wine. roll fails, then a faerie creature sent by the
Humanoid Form, Personal Faerie Vis: 4 Corpus, in heart Norse gods arrives in the general proximity
Power; Incognizant, Visions* Appearance: Valkyries are shield maid- of the Muspelli. The Might of the faerie is
* Valkyries know where and when wor- ens or crones who ride wolves above equal to five times the characters Warping
thy men are likely to die. battlefields, and select the worthy Score, and it should have physical abili-
Personality Traits: Brave +5, Judgmen- dead. They have excellent equip- ties and powers appropriate to its Might.
tal +3 ment and extraordinary training. The most common creature responding
Combat: This one rides an immense wolf to Heipt is a valkyrie a female warrior-
Axe and Round Shield (unmounted): Init (Size +3) that is made from her faerie riding an immense wolf (see nearby
+2, Attack +16, Defense +12, Dam- glamour. The wolf can also attack insert for a typical valkyries stats). The
age +6 in combat; its combat statistics are valkyrie immediately attacks the character
Axe and Round Shield (mounted): Init +2, At- included with the valkyries above. and does not surrender or give quarter. The
tack+19, Defense +15, Damage +6 However, any wounds inflicted on fight takes place between the valkyrie and
Wolfs Teeth: Init 2, Attack +9, Defense the mount are counted separately the Muspelli alone; bystanders can watch
+9, Damage +3 from the valkyries, and wound pen- the battle but are incapable of interfering
Soak: +9 alties are based on its greater size. or affecting the outcome in any way. If the
Wound Penalties (Valkyrie): 1 (1-5), faerie inflicts a fatal or incapacitating blow
3 (6-10), 5 (11-15), Incapacitated This valkyrie responds to failed on the Muspelli he receives a gleipnir, or
(16-20), Dead (21+) Heipt roll by a Muspelli with a Warp- constraint. The Muspelli wins by killing
Wound Penalties (Wolf): 1 (1-8), ing Score of 4. Her abilities and pow- or incapacitating the faerie, or otherwise
3 (8-16), 5 (1724), Incapacitated ers should be adjusted appropriately rendering it unable to harm him. He can
(2532), Dead (33+) for a weaker or stronger encounter. See then claim the vis from its corpse. Alterna-
Pretenses: Awareness 9 (battlefields), Realms of Power: Faerie for more details on tively, he can consume that vis to receive a
Brawl 9 (einherjar), Ride 5 (wolf), Faerie characters and powers. gipt, or gift. All wounds even fatal ones
received during the fight with the val-
kyrie are glamour, and disappear once the
combat has been decided.
Heipt and Foreign Auras A gipt takes the form of increased
knowledge. The character gains a number
Muspelli rarely stray into Divine or whether the character is sincere. A char- of experience points equal to twice the
Infernal auras, but if they do, Heipt works acter who lies to the angel, or refuses to number of Warping Points taken, which
differently. While safe from the atten- repent, is attacked. See Realms of Power: The can be used in any of his Supernatural
tions of the valkyries, they may receive a Divine, pages 2733 for sample angels. Abilities. The character also subtracts a
visitation of a different nature, although In Infernal auras a demon appears number of Heipt Points from his Glei-
mechanically the resolution is the same on a failed Heipt roll. Demons see the pnir Score equal to the number of Warp-
a gipt or a gleipnir. Muspelli are severely opportunity to win a new recruit to the ing Points gained, although the Gleipnir
disadvantaged by Heipt in foreign auras, side of Hell. A demon summoned by Score cannot be reduced to below zero.
since they suffer a penalty to both Cast- Heipt is most often a member of the Example: A character has a Gleipnir Score of 1,
ing Totals and Magic Resistance whereas Order of Aerial Powers, which take the and gained 2 Warping points. He now has a Glei-
their opponents benefit; so they are al- form of giants; the character may be un- pnir score of 0 (3).
most certain to suffer a gleipnir. aware that this is an Infernal rather than A gleipnir works to limit the magic of
In Divine auras an angel is sent to Magical being. The demon may try to the Muspelli. The character adds a number
confront the Muspelli. This angel gives corrupt the Muspelli, or may simply of Heipt Points to his Gleipnir Score equal
the character the opportunity to repent, wait for a suitable opportunity to attack. to twice the number of Warping Points he
abandon his patron, and give up his de- See Realms of Power: The Infernal, Chapters gained. Example: A character has a Gleipnir
structive ways. A character can agree to 57 for sample demons, and page 68 for score of 1, and gained 2 Warping Points. He now
this to avoid attack, but the angel knows a sample Aerial Power. has a Gleipnir score of 1 (4).

86
Rival Magic
Muspelli Society yet pose a significant threat to Mythic Eu- their leader they serve the very es-
rope. However, it is prophesied that one sence of rebellion, after all. More likely is
day Loki will return and the restrictions on the formation of temporary cabals where
Muspelli have no incentive to work to- collaborative efforts between Muspelli will like-minded Muspelli work together to
gether. They gain no benefit from collab- be lifted. achieve some common, short-term goal.
orative magical effort, in fact their magic Leadership among the Muspelli is a Such alliances are usually between mem-
directly conflicts with each other. Coupled product of pure force. A physically and bers of the same patron since they share
with a lack of protection from the effects magically powerful Muspelli can domi- common goals, although a character oc-
of The Gift, there is little reason for Mus- nate others and force them to do his will. casionally requires an ally with different
pelli to maintain any sort of society. This But without direct supervision, subju- powers from his own. Muspelli also seek
is perhaps the only reason that they do not gated Muspelli are likely to work against alliances with magical creatures, particu-

Example Character: Kotkill Ulfsbrodir


Human Form +2, Feral +1. (wolves), Shapeshifter 7 (wolf),
Combat: Sjonhverfing 3 (animals), Wildfire 2
Characteristics: Int 0, Per 0, Pre 1, Com Fist: Init 0, Attack +7, Defense +6, Dam- (smoke), Winters Breath 3 (snow)
0, Str +1, Sta +3, Dex +1, Qik 0 age +1 Equipment: Partial fur armor
Size: +1 Soak: +4 Appearance: A wild-haired man with man-
Age: 25 (Apparent: 25) Fatigue Levels: OK, 0, 1, 3, 5, ic, amber eyes. A puckered scar on his
Decrepitude: 0 Unconscious throat is all that is left of his voicebox.
Warping Score: 0 Wound Penalties: 1 (16), 3 (712),
Gleipnir Score: 0 5 (1318), Incapacitated (1924), Thanks to his Gift, Kotkill was aban-
Confidence Score: 1 (3) Dead (25+) doned in the wild as a baby. Fortunately
Virtues and Flaws: The Gift; Muspelli; Abilities: Area Lore: Hladir 3 (forests), for him, the pack of wolves who found
Greater Immunity (Hunger); Affin- Area Lore: Svearike 2 (magical sites), him were lead by a Wolf of Virtue (see
ity with Shapeshifter, Inoffensive Athletics 2 (running), Brawl 5 (fist), Realms of Power: Magic, page 55) who de-
to Animals, Large, Rapid Convales- Hunt 2 (large game), Jotun 2 (re- cided to raise him rather than eat him.
cence, Special Circumstances (on spectful), Muspelli Lore 1 (followers His foster brother still runs at his side to
four feet), Study Bonus, Well-Trav- of Fenrir), Penetration 2 (Winters this day. Despite having the gluttonous
eled; Greedy, Mute; Clumsy, Feral Breath), Stealth 2 (woods), Survival appetite common among wolves, Kotkill
Upbringing, Animal Companion, 3 (cold), West Norse 4 (traders) need not eat; but he takes great plea-
Unpredictable Magic Supernatural Abilities: Animal Ken sure in doing so. Kotkills casting sigil is
Personality Traits: Glutton +3, Loner 5 (wolves), Summon Animals 4 gnawing hunger felt by his targets.

Etin-Mod Qualities: Teeth, Fast Runner spectful), Muspelli Lore 1 (followers


Personality Traits: Glutton +3, Loner of Fenrir), Penetration 2 (Winters
Characteristics: Int 0, Per 0, Pre 1, Com +2, Feral +1. Breath), Stealth 2 (woods), Survival
0, Str +4, Sta +4, Dex +2, Qik 0 Combat: 3 (cold), West Norse 4 (traders)
Size: +3 Teeth: Init 0, Attack +11, Defense +7, Supernatural Abilities: Animal Ken
Age: 25 (n/a) Damage +9 5 (wolves), Summon Animals 4
Warping Score: 0 Fist: Init 0, Attack +8, Defense +6, Dam- (wolves), Shapeshifter 7 (wolf),
Gleipnir Score: 0 age +4 Sjonhverfing 3 (animals), Wildfire 2
Confidence Score: 1 (3) Soak: +7 (smoke), Winters Breath 3 (snow)
Virtues and Flaws: The Gift; Muspelli; Fatigue Levels: OK, 0, 1, 3, 5, Equipment: none
Giant Blood, Greater Immunity (Hun- Unconscious Appearance: In etin-mod Kotkill is
ger), Greater Immunity (Sleep); Affin- Wound Penalties: 1 (18), 3 (916), nearly nine feet tall, and covered in
ity with Shapeshifter, Inoffensive to 5 (1724), Incapacitated (2532), coarse gray hair. His arms bulge with
Animals, Large, Greater Magical De- Dead (33+) muscles and are overly long, reaching
fenses, Rapid Convalescence, Special Abilities: Area Lore: Hladir 3 (forests), almost to the ground. He is as com-
Circumstances (on all fours), Study Area Lore: Svearike 2 (magical sites), fortable on four legs as he is on two.
Bonus, Well-Traveled; Greedy; Animal Athletics 2 (running), Brawl 5 (fist), His face is elongated into a muzzle
Companion, Unpredictable Magic Hunt 2 (large game), Jotun 2 (re- bearing two-inch fangs.

87
Rival Magic

Example Character: Gunnvara Jarnvidja


Human Form (Magic Sensitivity), Denmark Lore 2 pretty dimples. Anyone with a Per-
(witches), Folk Ken 4 (men in pow- ception of +3 or more can see her
Characteristics: Int +1 (1), Per 0/2, Pre er), Great Weapon 2 (staff), Guile 5 true form a wrinkled woman with
+3 (1), Com +2 (2), Str 0/2, Sta +1 (disguise), Jotun 2 (sea giants), Low rotting teeth and straggly gray hair.
(1), Dex 1/3, Qik 0/2 (2) German 3 (Flemish), Magic Lore
Size: 0 5+2 (magical sites), Muspelli Lore 4 Gunnvara has been blind from birth;
Age: 71 (Apparent: 21) (initiation), Penetration 5 (Entrance- there was no need for her to accept Gull-
Decrepitude: 2 (6) ment), Stealth 2 (nighttime), West veigs initiatory Flaw to gain her favor. She
Warping Score: 5 (19) Norse 5 (Gautlandish) is constantly attended by a spirit that she
Gleipnir Score: 1 (1) Supernatural Abilities: Entrancement summoned; those who can see it say that
Confidence Score: 1 (3) 9+2 (men), Hex 7 (rivals), Magic it takes the form of a sea-eagle. This spirit
Virtues and Flaws: The Gift; Muspelli; Sensitivity 4 (vis), Sjonhverfing 5 (il- whispers into her ear what she should be
Potent Sorcery (Men), Sjonhverfing; lusions of youth), Summon Animals able to see, were she sighted. On orders
Improved Characteristics, Puissant 4 (birds), Threads of Fate 4 (war), from Gullveig, Gunnvara has spent the
Entrancement, Strong-Willed, Stu- Valgaldrar 6 (warriors) last two decades in Denmark and north-
dent of Magic; Blind, Curse of Ve- Equipment: The shriveled heart of a folk ern Germany building a network of spies
nus**, Enemies, Lecherous; Arthritis, witch (enchanted gandur), quarter- and gathering worshipers among the Ger-
Palsied Hands** staff, clothes suitable for a wealthy man witches. She has spent six seasons
** Ordeal Flaw woman, collection of objects with sig- improving her etin-mod (+1 to Size, +2
Personality Traits: Domineering +3, nificant Shape and Material bonuses. to Pre, Piercing Gaze Virtue, Venomous
Lustful +3, Industrious +2 Her gandur is enchanted with the Quality, and Tough Hide Quality).
Combat: following effects: Gunnvara has an intrinsic +4 power
Staff: Init 0, Attack+3, Defense +4, Dam- Cloak of White Feathers. Once per day Gun- modifier (+1 for Blind, +1 for Pre +5 in
age 0 nvara can take the shape of an osprey etin mod, and +2 for an enchanted gan-
Soak: +1 (Shapeshifter 14; base 9, +5 Touch) dur). For her best Ability (Entrancement)
Fatigue Levels: OK, 0, 1, 3, 5, Battle Hex. Three times per day, Gunnvara she can expect a Casting total of at least
Unconscious can make a person automatically fail 45 + aura + stress die. If given the oppor-
Wound Penalties: 1 (15), 3 (610), an Attack roll (Hex 20; base 6, +12 tunity for preparation, she will charge
5 (1115), Incapacitated (1620), Momentary delay, +2 3/day) her gandur with utiseta effects such as The
Dead (21+) Appearance: Thanks to an utiseta Sjonh- Witchs Thrall and various Hexes and illu-
Abilities: Charm 3 (young men), Chirur- verfing, Gunnvara looks to be in her sions. Gunnvaras sigil is a lilting word-
gy 2 (on self), Concentration 3 early twenties, with flaxen hair and less tune at the edge of hearing.

Etin Mod Claws: Init +1, Attack +5, Defense +4, 9+2 (men), Hex 7 (rivals), Magic
Damage +5 & Medium Venom Sensitivity 4 (vis), Sjonhverfing 5 (il-
Characteristics: Int +1, Per 0, Pre +5, Com (Stamina roll of 9+ to avoid) lusions of youth), Summon Animals
+2, Str +1, Sta +2, Dex +1, Qik +1 Staff: Init +3, Attack +7, Defense +7, 4 (birds), Threads of Fate 4 (war),
Size: +3 Damage +3 Valgaldrar 6 (warriors)
Age: 71 (n/a) Soak: +7 Equipment: The shriveled heart of a folk
Warping Score: 5 (19) Fatigue Levels: OK, 0/0, 1/1, 3, 5, witch (enchanted gandur), quarter-
Gleipnir Score: 1 (1) Unconscious staff, clothes suitable for a wealthy
Confidence Score: 1 (3) Wound Penalties: 1 (18), 3 (916), woman, collection of objects with sig-
Virtues and Flaws: The Gift; Muspelli; 5 (1724), Incapacitated (2532), nificant Shape and Material bonuses.
Potent Sorcery (Men), Giant Blood, Dead (33+) Her gandur is enchanted with the
Greater Immunity (Sleep), Sjonh- Abilities: Charm 3 (young men), Chirur- following effects:
verfing; Greater Magical Defenses, gy 2 (on self), Concentration 3 Cloak of White Feathers. Once per day Gun-
Improved Characteristics, Puissant (Magic Sensitivity), Denmark Lore 2 nvara can take the shape of an osprey
Entrancement, Strong-Willed, Stu- (witches), Folk Ken 4 (men in pow- (Shapeshifter 14; base 9, +5 Touch)
dent of Magic; Curse of Venus**, er), Great Weapon 2 (staff), Guile 5 Battle Hex. Three times per day, Gunnvara
Enemies, Lecherous (disguise), Jotun 2 (sea giants), Low can make a person automatically fail
** Ordeal Flaw German 3 (Flemish), Magic Lore an Attack roll (Hex 20; base 6, +12
Qualities: Claws, Tireless, Tough Hide, 5+2 (magical sites), Muspelli Lore 4 Momentary delay, +2 3/day)
Venomous (initiation), Penetration 5 (Entrance- Appearance: In etin mod Gunnvara is near-
Personality Traits: Domineering +3, ment), Stealth 2 (nighttime), West ly 12 feet tall and startlingly beautiful;
Lustful +3, Industrious +2 Norse 5 (Gautlandish) if one is able to look past the foot-long
Combat: Supernatural Abilities: Entrancement claws that glisten with venom.

88
Rival Magic
larly giants (see Realms of Power: Magic,
pages 8388 for information on giants).
Some Muspelli recruit humans (usually
outlaws) to their cause, while others pre-
fer to work alone.
Muspelli are constantly guided by their
jotun patron. They appear in their servants
dreams to instruct them, and the Muspelli
can summon their patrons to earth, if they
dare (see Summoning the Jotun Patron,
later). The Muspelli is invariably left to in-
terpret how to complete any tasks himself.
Very rarely, a patron will send an Aspect
of itself to communicate with a servant.
However, this is a risky procedure, since
it has the potential to alert the Norse gods
or their servants that the bonds of the jot-
nar are slipping.

Muspelli as Antagonists
If unprepared, Muspelli certainly pose
no threat to a magus of the Order. How-
ever, a Muspelli is best suited to the long
game. If given sufficient time to prepare,
they can be truly dangerous.
For example: Gunnvara (described later) sus-
pects that some magi in the area (the player char-
acters) may pose a threat to her plans. She arranges
a chance encounter with them disguised as a faerie
lady, and manufactures an encounter with one of
Trolldomur Through these rituals called utiseta a
Muspelli is capable of vast magical effects.
However, his weakness is the time it takes
her cohorts, a giant. This allows her to witness their The term trolldomur literally, the to generate such power, and the state of
tactics in battle, and to gain both Arcane Connec- work of trolls is a generic term for exhaustion in which it leaves him.
tions (stray hairs, blood-soaked bandages, discard- magic in Old Norse, but is specifically
ed clothing) and Sympathetic Connections (their used in a negative connotation as legally
names). She then prepares an utiseta ritual tied
to each of her opponents, and loads them into her
proscribed witchcraft. In Ars Magica Fifth
Edition, trolldomur specifically refers to
Utiseta
gandur. When they finally confront her which giant magic, as practiced by Muspelli.
may be months later she has powerful magics Trolldomur is based on the use of Super- Utiseta, or sitting-out, is the name
of high Penetration to use against them. A magus natural Abilities, specifically the exten- given to a Muspellis ritual acts to raise the
who uses combat spells might be struck blind by a sion of those Abilities into ritual effects. power of a jotun. He sets up a platform
Hex, or Entranced to not attack her. Warriors can
be Hexed with Enfeeblement, or Entranced to attack
their masters, or have Fate Twisted against them
when they try to target her. She can only release
A Lack of Collaboration
one of these effects each round from her gandur; but Every Muspelli must work alone when pelli who shapeshifted a warrior can still
since each one has already been cast days or weeks performing utiseta, and if a character is the entrance him. A character suffering from
ago, any Wound or Fatigue Penalties inflicted on target of two utiseta rituals from different an utiseta can still be affected indirectly by
her during the fight do not affect her ability to use Muspelli, only the ritual with the highest a different utiseta if he is not part of the
them. Of course, she would not be alone; her giant Casting Total is applied. This is true even effects Target; the shapeshifted warrior
cohort is protecting her, and an army of the dead if the Muspelli use different Supernatural walking through a snowstorm magically
keeps grogs occupied. Finally, she has exchanged Abilities against the same target. Effects summoned by a different Muspelli is af-
appearances with a hostage using her Sjonhverfing, cast by the same Muspelli do not interfere fected by both, since the area is the target
and the characters may even end up rescuing her with each other; for example, the Mus- of the snowstorm, not the warrior.
from peril!

89
Rival Magic
utiseta is calculated in the normal manner;
Available Ranges, Durations, and Targets by subtracting the Ease Factor from the
Casting Total and adding any Penetration
Ranges, Durations, and Targets that New Duration: Decade The spells bonus.
are usually restricted to ritual spells can effects expire on the tenth anni-
be employed by Muspelli during utiseta versary of its casting. This Dura- Casting Total:
rituals, even without the use of vis. tion adds five magnitudes to the Characteristic + ((Ability Gleipnir)
spells level. x Power Modifier) + Aura bonus
Ranges: Personal, Touch, Eye, Voice, New Duration: Lifetime The spells + stress die
Sight, Arcane Connection effects last until every target has
Durations: Momentary, Concentration, died. This Duration cannot be used Penetration Total:
Diameter, Sun, Moon, Year, Until if the target is an inanimate object. Casting Total Ease Factor
(Condition), Decade (see later), If the target is immortal, then the + Penetration Bonus
Lifetime (see later) spell has an indefinite duration. This
Targets: Individual, Part, Group, Room, Duration adds six magnitudes to the Since the character must be in etin-
Structure, Boundary spells level. mod to perform an utiseta, he uses the
Characteristics of his giant form. Utiseta
is a magical practice, and uses the Magic
made of logs and stones, and gathers ap- ity, allowing him to turn into a monstrous column on the Realm Interaction Table
propriate ritual materials. He then climbs creature rather than a natural animal. (ArM5, page 183). Remember to reduce
atop the platform, assumes his etin-mod, Only Supernatural Abilities that are the characters Ability score by his Glei-
and begins the magic. The utiseta begins granted by a Major Virtue can be affected pnir Score before multiplying by the Pow-
with the preparation of a ritual meal, in- by utiseta, and all the Supernatural Abili- er Modifier.
cluding the slaughter and butchery of an ties commonly possessed by Muspelli have The sources of Power Modifier are giv-
animal, which is then cooked in its own their base parameters listed in the follow- en below. These are cumulative; use any
blood. Once the meal has been consumed, ing sections. Modify the effect by altering that apply, but only one from each cate-
the Muspelli chants sagas about his pa- the Range, Duration, and/or Target just gory can be chosen. The minimum Power
tron, and composes praise-songs that are like you would alter an Hermetic spell, ex- Modifier is 1 even if no Power Modifiers
toasted with mead. There are ritual dances, cept that each change in magnitude adds are available.
and the adoption of unusual postures that three to the Ease Factor of the effect. Thus,
must be maintained for hours. Throughout a Shapeshifter effect that is Range: Voice Hamur, the shape or skin:
this ritual the Muspelli is gathering power, adds 6 to the Ease Factor (since Shapeshift- +1 for having the Major Flaw favored by
which is released at the end of the ritual in er normally operates at Range: Personal). his patron;
an immense burst of magical energy. The Example: Kotkill is performing a Shapeshifter +1 for having an etin-mod that has the
etin-mod must be maintained throughout utiseta to turn a village into wolves. The base Ease Characteristic used in this Supernatu-
the duration of the ritual; if he adopts hu- Factor is usually 9 for a Range: Personal, Dura- ral Ability at +5 or greater.
man form for more than a round for what- tion: Concentration, Target: Individual effect. He +2 if the caster inflicts a mutilation on
ever reason, then the ritual fails with po- wants the effect at Range: Voice (+6), Duration: himself that results in the effects of a
tentially disastrous consequences. Moon (+6), Target: Group (+6), and also needs Minor Flaw, such as gouging out an
a size modifier to affect up to a hundred individuals eye (Missing Eye), splitting his tongue
(+3). The total Ease Factor is therefore 30. (Afflicted Tongue), or removing a
Designing the Effect The calculated Ease Factor for an utiseta hand (Missing Hand). This results in a
should be considered to be the level of ef- Medium wound, which does not count
During utiseta, a Muspellis Supernatu- fect for the purposes of detecting, dispel- towards a Blot modifier (see later).
ral Abilities are greatly increased in their ling, and suppressing the Muspellis magic. Already possessing such a mutilation
scope. All Supernatural Abilities are usually does not grant this bonus.
fixed in terms of Range, Duration, Target,
and/or effect, typically capable of altering Casting Total Ond, the Muspellis magical power:
one of these parameters but unable to af- +1 for possessing another of the patrons
fect the others. During utiseta, any or all The Casting Total for an utiseta effect Supernatural Abilities at a score of 5
of the parameters of the Ability can be al- is calculated in the same manner as for any or greater;
tered. For example, a Muspelli performing Supernatural Ability, except that the score +2 if the ritual is performed in a Magical
a Shapeshifter utiseta can extend the Range in the Ability is multiplied by a Power Aura that has an alignment appropri-
to Voice and the Target to Group, turn- Modifier. This Power Modifier is derived ate to the power or patron (see Realms
ing a number of his enemies into wolves. from the ritual elements brought to bear of Power: Magic, pages 1516).
He can also extend the effect of the Abil- during the utiseta. The Penetration Total of

90
Rival Magic
Blot, a sacrifice of power: 3 for a total of 14, which contributes 5 points to outside forces, or by botching the initial
+1 for inflicting a Medium wound on one- his ritual total. In the next five hours his Gathering Casting Total. If an utiseta ritual is ended
self during the utiseta ritual; Power totals are 12, 16, 14, 16, and 13, giving him prematurely, calculate the number of accu-
+1 for inflicting a fatal wound on a crea- a total of 31 points. The ritual took six hours, and mulated points that the Muspelli is short of
ture with a Might score during the uti- thus requires six Deprivation rolls; although Kotkill completing the ritual. For every 10 points
seta ritual. does not discover the toll on his body until he retakes or fraction of this shortfall, treat it as one
+2 for destroying a gandur appropriate to his human form. botch. This is very similar to botching an
the patron in an symbolic manner. Sur- Upon successful completion of an uti- Hermetic spell, and the severity of the
tur requires that the object is burned, seta, the Muspelli can choose to continue negative effects varies depending on the
Nidhogg would want it devoured, the ritual for one more hour to transfer the severity of the botch. The character also
Gullveig would desire it dissolved in control of the effect into a gandur of his receives 1 Warping Point for each botch
poison, and so forth. patron. This item then acts like a charged or 10 levels short, and if a character gains
item, holding the effect of the utiseta in 2 or more Warping Points from this he
Litur, the apparel of an individual: abeyance until the Muspelli decides to must check for Heipt (see Gleipnir, Warp-
+1 for possessing a gandur of the patron; discharge it. However, it can only be dis- ing and Heipt, earlier).
+2 for possessing a gandur enchanted with charged against the target or targets des- Example: Assume that Kotkill was interrupted
at least 30 levels of magical effects. ignated during the design of the ritual. For in the third hour of his utiseta. He had only ac-
example, it is not possible to hold a generic cumulated 8 points of the 30 he needed, leaving
Example: Kotkill has a Stamina of +4, the utiseta effect that turns anyone into a wolf. him with a shortfall of 22. This translates into a
Shapeshifter Ability at 7, and has found a Magic Instead, the gandur holds an effect that triple botch and 3 Warping Points, requiring him
aura close to the target village with an aura strength turns a specific target into a wolf. If the ef- to check for Heipt. Due to this disastrous result, the
of 2. He has the following ritual elements: he is a fect is not discharged within one year of storyguide decides not only that the villagers have
follower of Fenrir who is Mute (Hamur +1), he its creation, it spontaneously releases its become werewolves rather than ordinary wolves;
has a giant wolfs tooth as a gandur (Litur +1), charge, taking effect on any applicable they have also determined the cause of their trans-
and he uses the tooth to inflict a Medium wound target within its range. This uncontrolled formation and are waiting for Kotkill once he has
on himself (Blot +1). This gives him a total Power discharge also inflicts 1 Warping Point per dealt with the consequences of the Heipt.
Modifier of x3. His Casting Total is therefore 4 + 10 points of the effects Ease Factor on the
(7 x 3) + 2 + 7 (stress die), or 34; this is sufficient Muspelli who made it, regardless of the dis-
to produce the desired effect. tance between the item and the character. Vis Use
The Muspelli can choose to end an uti-
seta ritual prematurely. The most common Muspelli can employ vis in their utiseta
Gathering the Power reason to do this is because it has gone on to assist in the gathering of power more
too long; the etin-mod can only be main- quickly. They must use vis of an Art ap-
The power of an utiseta ritual is not de- tained for so long without risk of serious propriate to the ritual performed. When
livered immediately. The power gradually injury. Rituals can also be interrupted by vis is used during utiseta, the Muspelli starts
builds over time, with repetition of the
ritual, until the requisite amount of power
has been gathered to power the effect. Practical Limits of Utiseta
This typically takes hours to achieve.
For every hour of the ritual, the player Performance of utiseta is ultimately these predictions, and since the char-
makes a Characteristic + Supernatural Abil- less dependent on the Muspellis Abil- acter is unaware of how much his hu-
ity simple roll appropriate to the magic ity and/or Power Modifier as it is on man form is suffering while in etin-mod,
used. As always, subtract the Gleipnir Score the duration of the etin-mod. Even ju- most err on the side of caution.
from the Supernatural Ability score. The nior Muspelli who have good Power A Muspelli with a Supernatural Abil-
Ease Factor for this roll is 9. For every point Modifiers can achieve immense utiseta ity of 5 can rely on gathering an aver-
over 9, he accumulates one point. Once totals, but sustaining the etin-mod long age of only 2 or 3 points towards the
the accumulated total equals or exceeds the enough to gather sufficient power to completion of a ritual each hour. As
Ease Factor of the utiseta, he can safely end complete those rituals would kill them. the score in the Supernatural Ability
the ritual and the effect takes place. A character with Stamina 0 can spend increases, the speed at which power is
an average of 7 hours in etin-mod before gathered also increases, allowing much
Gathering Power: risking exhaustion, and has an average greater Ease Factors to be achieved be-
Characteristic + Supernatural Ability of 13 hours before a forced change into fore injury or death occurs. Of course,
+ simple die, versus Ease Factor of 9 human form. Each point of Stamina ex- even an inexperienced Muspelli can
tends these numbers by 1 hour. Lucky perform immense utiseta rituals if she is
Example: Kotkill begins the ritual to transform or unlucky Deprivation rolls will affect prepared to accept the risks.
the village into wolves. In the first hour he rolls a

91
Rival Magic
with an accumulated ritual total equal to
the number of pawns employed. Each Aura-Damaging Story Seeds
pawn contributes an extra botch die to the
stress die involved in the Casting Total. If Molesting the Faeries of the Magic aura, which a Muspelli
the ritual is terminated early, before the has destroyed.
requisite power has been gathered, the vis A Muspelli deliberately performs a
used is lost. powerful utiseta ritual in a Faerie aura with
Muspelli can also use vis of an ap- the express purpose of weakening the An Insidious Taint
propriate Art to power non-ritual uses of inhabitants therein. The characters have
Knowing of the Muspellis ability to
their Supernatural Abilities. This grants to deal with this apparently motiveless
destroy auras, the characters might seek
a bonus to the Casting Total of +1 per magical molestation by the Muspelli.
one out to remove the particularly in-
pawn of vis expended.
sidious taint of a corrupted Infernal aura
Vis Use (Utiseta): Lost and Gone Forever that has been discovered during a previ-
ous story. However, the Muspellis mag-
+1 to ritual total per pawn
The characters discover that one of ic is keyed towards destruction, and the
their vis sources (preferably one distant characters will need to pick a suitable
Vis Use (Supernatural Abilities):
from the covenant) has dried up. The target. Further, the Muspelli is unlikely
+1 to Casting Total per pawn
vis accumulated due to the alignment to perform this service for free.
Vis Limit:
Score in Supernatural Ability used Ease Factor of the utiseta is equal or greater Infernal auras are unusually resistant since
than that indicated in the table below, the forces of Hell are foreign to the Mus-
then the aura decreases by 1 point. pellis magic.
Magic auras are a special case; when-
Breaking the Aura Utiseta Ease Factor to Weaken ever the aura level drops due to the drain-
Jotnars Chains Faerie
Magic
Aura level x 5
Aura level x 10
ing effect of utiseta, the aura simultaneously
gains a point of a particular alignment to-
Infernal Aura level x 20 ward Trolldomur magic. This alignment is
One of the duties given to the Mus- resistant to being removed by utiseta, unlike
pelli by Loki was the destruction of the Divine auras are immune to this effect, other alignments of Magic auras. In effect,
chains that bind the jotnar in the under- but due to the paucity of Divine auras in the lost point of aura strength is converted
world. Whenever a Muspelli performs the lands frequented by the Muspelli, this into a type of Magic aura that can only be
utiseta in a supernatural aura, that aura has is not commonly known. If the aura is tar- used by Muspelli. (See the nearby insert
the possibility of being weakened by the nished or corrupted, aligned, or tinted (see for details on this alignment.)
Muspellis magic. The Muspelli believe the appropriate Realm books for Infernal,
that every time this happens, a link in the Magic, and Faerie auras, respectively), then
chain of their masters bonds is consumed
and the jotun moves one step closer to
this special feature is removed by the utiseta
instead of the loss of a point of strength.
Summoning the
its release. Faerie auras are particularly vulner- Jotun Patron
Once an utiseta has been successfully able to this effect due to the vehemence
completed in a supernatural aura, if the of the jotnar against their faerie captors. All Muspelli have the capability to sum-
mon an Aspect of their jotun patron; the
process is taught to them during their ap-
Auras Aligned to Trolldomur prenticeship under the jotun. Every Muspel-
li is actually an intrinsic Arcane Connection
A Magic aura acquires this align- only get the benefit of the underlying to his patron, making this process possible.
ment after a powerful utiseta is performed Magic aura, if any. Jotnar are summoned through a number of
within. Trolldomur alignments have rat- Giant magic includes not only any closely related rituals, each intended for
ings between +1 and +9. Add the level magic produced by Muspelli, but also a different purpose (described later), and
of the aura to the rating of the Trolldo- the magic used by gruagachan and their each with its own difficulty. These rituals
mur alignment to obtain the aura bonus Norse counterparts, the trollsynir (see are never used frivolously, since the process
received by any practitioner of giant Hedge Magic, pages 55 and 76 for more has some inherent danger.
magic. Other characters with magical details on these magical traditions). It Summoning a jotun must take place at
Abilities or powers cannot derive ben- might also include other magical powers a site sacred to the patron (see the Sacred
efit from the Trolldomur alignment, and at the discretion of the storyguide. Sites insert). It also requires two individuals,
the Muspelli and an assistant, who take the

92
Rival Magic
Opening The Gift
Sacred Sites
The most common use of summoning
Sites that are sacred to a patron are haunted by monsters. the jotun patron is to Open The Gift of a
essential to summoning the jotun pa- Gymir: Vatnajokull on Iceland (a gla- new Muspelli (as described earlier under
tron. Some of sites are well known to cier which spans half the island); Apprenticeship). The ritual must be modi-
the Muspelli and used regularly, while icefields. fied to take into account the prior magical
others are long forgotten. A site must Leikin: The fens of Jamtland in Norway; training of the novice; it is more difficult
have a Magic aura of at least 3, although marshes and moors aligned with to persuade the jotun patron to answer the
some or all of this can consist of a Troll- death. summons if the aspirant has substantial
domur alignment (see Auras Aligned to Nidhogg: Aranaes in southern Sweden magical training already.
Trolldomur, earlier). (where Beowulf fought a dragon);
beaches where corpses are washed Bonus to Summoning Total:
Aegir: The Maelstrom off the west coast up. Aura Modifier
of Norway; whirlpools. Surtur: Hekla, a volcano on Iceland;
Fenrir: Valaam Island on Lake Ladoga in fires in a magical forest. Ease Factor:
Finland; islands on lakes. Urdur: Gronli Cave in Norway; caves in Varies (see Introduction)
Gullveig: Pomeranian Forest; woods total darkness.
The only involvement of the elder Mus-
pelli in this process is to summon the jotun;
roles of the siblings Loki and Gullveig, re- that it will alert the enemies of the jotnar he usually departs as soon as his part is over.
spectively. The process takes about an hour. that they are not as tightly imprisoned as
believed. Consequently, an Aspect cannot
Summoning Total: spend more than one season in any given Sacrifice of Power
Intelligence + Muspelli Lore + bonuses year on earth. This limits Summoning the
Jotun Patron by any given Muspelli to If a Muspelli chooses not to take the
The Ease Factor required varies ac- once a year, at most. Initiatory Flaw of his patron when his Gift
cording to the reason for the summons;
see the sections later for more details. De-
tails on the Summoning Bonuses are also
given there.
Although the summoning total does not
usually include a die roll, the player must
still roll a stress die. If a botch results, then
the gods have become aware of the sum-
moning attempt, and they send a servant
(typically a valkyrie) to investigate, exactly
as if the character had failed a Heipt roll
(see Gleipnir, Warping and Heipt, earlier).
The Muspelli also acquires one Warping
point for every zero on the botch.
UnGifted participants in the ritual of
summoning the jotun patron are likely to
be taken by the jotun as a sacrifice when it
arrives. Due to the lack of cooperation be-
tween Muspelli, finding a Gifted assistant
is not always easy. Some Muspelli trick un-
suspecting accomplices into assisting with
the ritual, knowing that they will be slain.
Others attempt (sometimes successfully)
to bargain with the jotun to spare the life
of their companion; they usually have to
accept some concession or onerous duty
for this to occur.
An Aspect does not risk spending too
much time in the mortal world for fear

93
Rival Magic
is Opened (see Apprenticeship, earlier), to be self-sufficient and capable of advanc- mod. Some example scripts are given later.
he has the option of acquiring it later in ing their cause without constant advice. Alternatively, he can modify or invent his
life by summoning his patron. This Flaw The Muspelli often receives this advice as own script (as described in The Mysteries
gives him a Power Modifier, so it is often part of a season of training; if not, then the Revised Edition, pages 1718). All Initiations
worth the penalty imposed. Ease Factor for the Summons is 9. have an intrinsic +3 bonus, because the Ini-
tiated effects can only be used while the
Bonus to Summoning Total: Bonus to Summoning Total: character is in his etin-mod. Ordeal Flaws
Aura Modifier Result of the stress die rolled are often General Flaws, since these are
lost when the character is in etin-mod.
Ease Factor:
15 Warping Score Ease Factor: Desired Improvement Ease Factor
6 + Source Quality desired; minimum 9 Increase Size by 1, up to +5 18
If the Ease Factor is exceeded, the Mus- Increase Size by 1, over +5 30
pelli undergoes the ordeal and acquires the Increase Characteristic by 1,
Major Flaw. If the Flaw is taken during play up to +5 (other than Int) 18
in this manner, then it is in addition to the Improving the Etin-Mod Increase Characteristic by 1,
characters normal allotment of Flaws, and over +5 (other than Int) 30
he does not receive Virtue points to spend The basic etin-mod of a Muspelli char- Improve Attack or Defense
in recompense as he would have during acter can be improved through commun- modifier of a natural
character generation. ing with her patron. This application of weapon by +2* 18
summoning the jotun patron is very simi- Improve Initiative or Damage |
lar to Mystery Initiation (more details on modifier of a natural
Advice and Teaching the process can be found in The Mysteries weapon by +3* 18
Revised Edition, pages 1318). Acquire a new Quality 15
The jotun patron can provide training Acquire a Minor Virtue** 18
in any of its favored Supernatural Abilities, Bonus to Summoning Total: Acquire a Major Virtue*** 30
and in Muspelli Lore. The patrons Aspect Script Bonus
remains at the sacred site for a season, * Modifiers do not stack; if Initiated
providing instruction. Muspelli also sum- Ease Factor: more than once, the character must
mon their patrons to inform them of the Varies (see table) affect a different modifier and/or a dif-
progress of their plans, to receive instruc- ferent natural weapon.
tions, and to ask advice. The jotnar gen- A Muspelli must learn, steal, or discov- ** Minor Virtues available: Enduring
erally disapprove of being summoned for er an Initiation Script for each individual Constitution, Keen Eyesight, Lesser
trivial matters; they expect their servants modification he desires to make to his etin- Immunity, Lightning Reflexes, Long-
Winded, Perfect Balance, Piercing
Gaze, Rapid Convalescence, Reserves
Example Initiation Scripts of Strength, Sharp Hearing.
*** Major Virtues available: Greater Im-
The Jaws of the Fenriswolf Stature of the Mountain munity, Ways of the (Land).

Ease Factor: 15 Ease Factor: 18


Script Bonus: +9 Script Bonus: +10
This script initiates the Teeth Quali-
ty. The Muspelli must seek out a pack of
This script initiates an increase in Size
by +1, but to no greater than 5. The char- Muspelli
wolves and induce them to attack him;
he must take at least three wounds from
three different wolves before he can de-
acter must seek out a giant who is at least
Size +5 and who has a Magic Might (+3).
She must serve the giant for a full season,
Supernatural
fend himself against their attacks (+3).
Before these wounds heal, the Muspelli
doing whatever he says to the best of her
abilities and without question (+1). The Abilities
must summon his patron at the dark of character takes the Deleterious Circum-
the moon closest to the winter solstice stances Flaw as an Ordeal, making her The following sections describe the Su-
(+3). The Muspelli also benefits from magic weaker when she is not touching pernatural Abilities employed by Muspelli,
the intrinsic +3 bonus to initiating the bare ground with her bare feet (+3). The and the effects achievable during utiseta. The
etin-mod only. Muspelli also benefits from the intrinsic example effects given are not spells, and do
+3 bonus to initiating the etin-mod only. not need to be learned separately; they are
merely illustrations of typical effects.

94
Rival Magic
Entrancement
Designing Supernatural Powers
Entrancement can be used against ani- Some Supernatural Abilities of the nor Virtue) is designed like an Hermetic
mals if the character also has the Animal Muspelli allow the creation or summon- effect, with a Level + Penetration of no
Ken Virtue. A Blind character can still make ing of, or transformation into, creatures greater than 25. It costs one Fatigue lev-
sufficient eye contact to use this Ability with supernatural powers. If you have el to use, and has an Initiative modifier
if she knows roughly where her target is. Realms of Power: Magic, these powers can of (Qik twice magnitude).
(See Ars Magica Fifth Edition, page 65 for be designed as either Magical Qualities A Greater Power (equivalent to a
information on Entrancement.) (if the creature has a Might score) or by Major Virtue) has a Level + Penetration
using the Greater Power or Lesser Pow- of 50 or less, costs one Fatigue level to
er Virtues if it does not. Thus, a creature use, and has an Initiative modifier of
Entrancement Utiseta Effects with 6 points of powers could have one (Qik half magnitude). Creatures with
Greater Power and three Lesser Powers; a Might Score spend 1 Might point
Entrancement is equivalent to R: Eye, or one Greater Power, two Lesser Pow- per magnitude (for Lesser Powers) or
D: Conc, T: Ind. To derive the base Ease ers, and a Minor Virtue; and so on. If 1 Might point per two magnitudes (for
Factor, assume a target with a Stamina of you do not have access to that book, use Greater Powers) instead of Fatigue, and
0 and an average die roll of 6. Thus an the following guidelines. use the usual mechanism for calculating
innocuous request has a base Ease Factor A Lesser Power (equivalent to a Mi- Penetration (ArM5, page 191).
of 9.
Utiseta adds much more utility to En-
trancement. Even the standard effects Otherwise, the effect ends only when the the hex, anywhere from an effect that oc-
listed in ArM5 can be improved with the person has killed at least one other. curs immediately to a hex that will affect
much higher casting totals and thus (Base 18, +3 Voice, +9 Until, +6 the third generation of the victims descen-
much higher Penetration achievable Group, +9 size) dants. Generally speaking, the sooner the
with utiseta. effect manifests, the less potent it will be;
the longer the hex delays, the more pow-

The Witchs Thrall


Hex erful it will eventually become. For this
reason, you must always apply the delay
Entrancement Ease Factor 27 modifier below to the Hex total:
R: Eye, D: Decade, T: Ind (This Ability was first published in
The designated target becomes the Realms of Power: The Infernal, page 92.) Delay Modifier
servant of the Muspelli for ten years. The The character has the power to bring moment 12
Muspelli can make any innocuous, ques- about injury or ruin upon her enemies. hour 9
tionable, or dangerous request of the tar- There are three ways for her to activate day 6
get during this period, but any heinous this power: by making eye contact with week 3
or suicidal request ends the enslavement. her victim and proclaiming her purpose month 0
Note that the intent need not be heinous, loud enough for him to hear, by tracing season +3
just the request; a warrior thrall who is temporary occult signs and symbols on year +6
commanded to kill an enemy who hap- her target that indicate the dark fate she generation +9
pens to be his brother throws off the ef- intends, or by acquiring an Arcane Con- lifetime +12
fect even if the Muspelli is unaware of nection to her target and fashioning a rec-
their relationship. ognizable representation that can channel When you have framed the hex ap-
(base 15, +12 Decade) the effect through sympathetic magic. propriately, roll Intelligence + Hex + Aura
To hex a target, the character must bonus + the delay modifier and compare
make clear her will for it: she must declare this to the Ease Factor on the nearby list.
An Axe Age, a Sword Age her wishes to the victim aloud, or indicate The severity of these effects is comparable
Entrancement Ease Factor 45 the specifics of the hex in writing on or to the effects of botching a roll with a spe-
R: Voice, D: Until (death occurs), T: very near the target, or do something to cific number of zeros on the botch dice, as
Group the representation that is similar to what noted in the sidebar. If you should botch
A whole city of people, up to a thou- she intends to happen to the target. There the Hex roll, the hex may still happen, but
sand people, are turned to murder. Each is always a physical component to the hex with unpredictable and unintended results
person turns upon the nearest person and (common practices include tying knots possibly affecting the character or some-
attempts to kill him; but if the nearest in a line, spitting, or giving the target the one close to her instead. Or she may suf-
person is a loved one, then that target is evil eye). fer Warping Points, Fatigue loss, or other
immediately freed from the compulsion. You must also state a time frame for unfortunate effects.

95
Rival Magic
Hex Total: This is because with utiseta, the very high pernatural creatures. Even if the Muspelli
stress die + Intelligence + Hex Ease Factors for an instant curse are possible. turns into a supernatural creature, he does
+ Aura bonus + modifiers It is much more potent than the Threads of not gain Might of any sort; powers must
Fate Ability to bring ill-luck (see later), but be paid for with Fatigue levels.
Ease Factor: 6+ comparatively more difficult to pull off.
Severity: Minor (1 botch) Art & Academe divides diseases into the Ease Factor: 12
Example: Automatic failure at an impor- same five levels of severity as Hexes, and Outcome: Change into a creature as small
tant task these are directly comparable. A Minor Hex as a mouse (Size 10).
can cause a Minor disease, and a debilitat-
Ease Factor: 12+ ing illness is equivalent to a Major disease Ease Factor: 15
Severity: Serious (2 botches) such as ague, or febris semitertiana (see Art & Outcome: Change into a creature with a
Example: Struck blind Academe, pages 4546 for more details). minor unnatural feature, such as horns
or much thicker fur. Apply one of the
Ease Factor: 18+ qualities from the list given under the
Severity: Major (3 botches) Grettirs Death Curse Etin-Mod (earlier).
Example: Debilitating illness Hex Ease Factor 27
R: Arc, D: Mom, T: Ind Ease Factor: 21
Ease Factor: 24+ The mighty hero Grettir was slain by Outcome: Change into a minor supernatu-
Severity: Critical (4 botches) this foul curse, cast by his enemys mother- ral creature. The resultant creature can
Example: All Characteristics reduced by 3 in-law through driftwood carved with evil have 1 point of powers (see Designing
runes. Within a week the victim contracts Supernatural Powers, earlier).
Ease Factor: 30+ a dreadful case of gangrene from an appar-
Severity: Terminal (5 botches) ently minor scratch. The festering ulcer Ease Factor: 27
Example: Sudden death starts small, but it relentlessly worsens un- Outcome: Change into a major supernatural
til it is an Incapacitating illness. The char- creature, with up to 3 points of powers.
A potential victim can avoid the ef- acter thus cursed must recover from In-
fects of a hex by seeking out supernatural capacitation (ArM5, page 179), and then Ease Factor: 33
protection of some sort, usually from the recover from the illness normally. Outcome: Change into a wholly supernatu-
Divine. If a character receives absolution (Base 24, +3 week delay) ral entity, with up to 6 points of powers.
in a religious ceremony, all hexes that
have targeted him are permanently un-
done. Characters can also remove hexes
with other supernatural effects, such as
Shapeshifter Scion of Fafnir
Shapeshifter Ease Factor 33
a Perdo Vim spell, a faerie blessing, or a R: Per, D: Conc, T: Ind
holy miracle. Treat the hex as having a You may change your shape into that The Muspelli turns into a dragon that
spell level equal to the number of botch of a mundane animal. (See Ars Magica is 6 Size points larger than the biggest
dice it approximates, multiplied by 10, so Fifth Edition, page 67 for full details.) animal form he can adopt as part of the
that a Serious hex is a level 20 effect, and a Shapeshifter Ability. He has the same game
Critical hex is level 40. statistics as that animal form, except it has
Specialties: A specific duration, one Shapeshifting Utiseta Effects a +12 to Strength, a 6 to Quickness, and
method of hexing, a particular effect. has the wound increments appropriate to
(Supernatural) Shapeshifter is equivalent to R: Per, a creature of his new Size. He can choose
D: Conc, T: Ind, and has a base Ease Fac- up to three points of powers, and can ex-
tor of 9. change 1 point of powers for 2 qualities.
Hex Utiseta Effects Muspelli can use utiseta to change (Base 27, +6 Size)
another persons form by extending the
Hex is equivalent to a R: Arc, D: Mom, range of the effect. Size modifiers can be
T: Ind effect. The Delay modifier can be
built into the effect by reversing the sign
included to change the Size characteristic
of the creature to unnatural proportions;
Sjonhverfing
of the modifier. Although the default each magnitude adds 3 to the final Size of
Range is Arcane, a Hex can be delivered the creature. Muspelli also have access to The character can create visual illu-
at Touch (by drawing symbols) or Voice further base effects, which modify one of sions through twisting the sight, which
(by audibly cursing) Range, but the Ease the creatures that the caster can already is the literal meaning of Sjonhverfing.
Factor remains unchanged. turn into as part of the Shapeshifter Abil- This Ability is often associated with fire
The power to lay an akvaedi (curse) is one ity (see the list below). See the sample ef- through smoke, heat mirages, and colored
of the most feared effects of the Muspelli. fect for guidance on how to generate su- flames, but it operates in a similar manner

96
Rival Magic
to the Hermetic Art of Imaginem rather Ease Factor: 21 question she wants answered. Spadomur
than through flame itself. Sjonhverfing can Effect: Illusion of up to ten different ob- needs absolute focus from the character;
both create new images and overlay exist- jects moving in a simple repetitive any outside event that would normally
ing images with illusion, although in the manner; e.g. a landscape with trees, a provoke a Concentration roll (even an
latter case the illusion must be the same river, and clouds. easy one) breaks the meditative state
size as the object or person to be covered. Ease Factor: 24 and the character must begin again. The
The largest illusion possible is equal to Effect: Illusion of up to ten different ob- choice of reflective surface used may be
the size of a small hut, and only a single jects moving in a natural or complex significant since certain mediums favor
object is possible. A Sjonhverfing can be manner; e.g. a scop reciting a tale to particular subjects; see the nearby insert
dispelled by its creator at any time, else it a group of warriors who are waited on for Reflection bonuses. Successful Spa-
lasts one hour. by serving wenches. domur results in an allegorical vision that
The visual illusions created are not per- addresses the desired question. Spadomur
fect; they sometimes waver and shimmer, never results in a simple and clear answer,
and if the difference between the Sjonhver- Vision of Glaesisvellir no matter how high the Casting Total. A
fing Total and the Ease Factor is less than Sjonhverfing Ease Factor 42 failure, or a success that fails to penetrate
the viewers Perception, they will notice in- R: Voice, D: Sun, T: Boundary Magic Resistance, results either in a vision
consistencies that betray the illusion. Alters the appearance of an entire val- that simply restates the question, or no vi-
ley to make it a place of bliss and tranquil- sion at all. A botched Casting roll grants
Sjonhverfing Total: ity. The dale is filled with flower-strewn an irrelevant or false vision. For these rea-
Intelligence + Sjonhverfing meadows and fields filled with golden sons, the storyguide should always roll
+ Aura modifier + stress die grain, and warm sunshine appears to re- the stress die in secret and inform the
place whatever weather was present be- player of what her character sees. A target
Ease Factor: 9 fore (although characters still suffer the of Spadomur who possesses the Premoni-
Effect: Simple static illusion; e.g. a rock. ill effects of the real weather, they dont tions Virtue has an opportunity to receive
notice it). Birds sing exultant songs, and a vision of the character employing Spa-
Ease Factor: 12 everything seems at peace. Glaesisvellir is domur, if he makes a successful roll on
Effect: Illusion moving in a simple repeti- a paradise in the underworld, where the that Ability.
tive manner; e.g. a fire, or a tree mov- truly blessed dwell after death.
ing in the wind. (Base 24, +6 Boundary, +12 to affect Spadomur Casting Total:
four extra senses) Perception + Spadomur
Ease Factor: 15 + Reflection bonus + Aura modifiers
Effect: Illusion moving in a natural or + stress die
complex manner; e.g. a horse. Spadomur It is easier to gain visions of major
Specialties: animals, natural features, events that affect the lives of many people
soldiers The character can induce visions that than ones concerning trivial issues. Further,
grant her an insight into a problem. This is the consequences of those events on the
similar to the Visions Flaw, but the charac- lives of the affected people is important.
Sjonhverfing Utiseta Effects ter can both deliberately summon a vision
and choose its subject. Spadomur takes Importance: Major
Sjonhverfing is equivalent to R: Voice, about an hour to perform. The character Ease Factor: 9
D: Sun, T: Room. must have a firm question in mind about Example: Crop failure of a village.
The giant Skrymir was able to fool an event affecting a person, and she must
Thor with an enhanced version of this have a symbolic connection to the subject Importance: Minor
Ability, and Muspelli are capable of simi- of the vision in the form of an Arcane or Ease Factor: 12
lar acts of immense illusions. They often Sympathetic Connection. The question Example: Disappearance of the local priest.
add magnitudes to increase the duration or must pertain to an event in the present,
size of the illusion. They can add further within the last 12 hours or so. Importance: Trivial
senses to the complexity of the illusion for To use this Ability, the character must Ease Factor: 15
one magnitude (3 levels) each. They also surrender to the vagaries of fate rather Example: A theft from a farmer.
have access to a number of new effects. than trust in ones own capabilities; in
game terms she must spend a Confidence The Ease Factor is also modified ac-
Ease Factor: 18 Point per attempt at Spadomur, and does cording to the simplicity of the event un-
Effect: Illusion of up to ten similar objects not get the usual +3 bonus to her roll for der question. While the character receives
moving in a natural or complex man- this point. The character stares into a re- an answer as a vision, the complexity is
ner; e.g. a group of warriors. flective surface and concentrates on the judged according to how simply the ques-

97
Rival Magic
Voluspa
Reflection Bonuses for Spadomur Spadomur Ease Factor 33
R: Arc, D: Lifetime, T: Ind
Characters employing the following Item: colorless crystal The Volvas Prophecy reveals a vision
items to induce visions using Spadomur Subject Matter: l ocating things of Ragnarok to the character. From this vi-
receive a +3 bonus to their Casting To- sion, she may determine whether, at this
tal if the subject matter of the question Item: spring water point in time, her actions have brought
is appropriate. Subject Matter: natural places, crops the world closer to its fiery end or not.
Casting the Voluspa allows the character to
Item: polished sword blade Item: silver mirror see the likely outcome of events she her-
Subject Matter: war, physical conflict Subject Matter: structures, habitation self has set in motion. This is as close to
delving into the future as a mortal Mus-
Item: childs fingernail Item: bowl of ink
pelli can achieve.
Subject Matter: health Subject Matter: death
(Base 9, +18 Lifetime, +6 lengthy
explanation)

tion could be answered in plain language. Uncover the Witch


Use the highest modifier which applies: Spadomur Ease Factor 21
R: Arc, D: Moon, T: Ind
Storms Eye
Complexity: Could be answered by a The visions induced by this utiseta per-
single word. tain to the identity of the individual who The character can raise storms. These
Modifier to Ease Factor: +0 laid a curse on another within the last have limited power on land; it is over the
month. A distinctive feature of the malefac- sea that their full fury is unleashed. To use
Complexity: Could be answered by a tor (such as a single eye, or a certain color) this effect the caster merely has to call to
short sentence. appears in the vision, allowing the charac- the sky; clouds gather within moments. If
Modifier to Ease Factor: +3 ter to recognize him when they meet. he is on land, the clouds produce just rain;
(Base 9, +9 Moon, +3 proper noun) but by the shore or on open water, the rain
Complexity: Answer requires a
proper noun.
Modifier to Ease Factor: +3

Complexity: Would require a


lengthy explanation.
Modifier to Ease Factor: +6

Specialties: deaths, wars, love

Spadomur Utiseta Effects


Spadomur is considered equivalent to
R: Arc, D: Mom, T: Ind.
Utiseta is capable of interrogating the
past through Spadomur. The Duration of
the effect should be increased to the de-
sired period of past-delving, although the
magical effect lasts as long as the normal
use. For example, asking a question about
something that happened in the last month
increases the Duration to Moon.
Spadomur usually provides informa-
tion about an event affecting a single per-
son, but increasing the Target can expand
this restriction to families, organizations,
towns, or nations.

98
Rival Magic
is accompanied by winds, sudden swells, waves crash into the sides of the craft. Storms Eye; and three thunderclaps can be
and treacherous waves. Each failure results in a damage level; exchanged for a lightning strike (like Incan-
The caster becomes the center of a most ships have 6 to 12 damage levels tation of Lightning, ArM5 page 126). To di-
storm approximately 100 paces in diam- depending on workmanship. When all rect either of these effects against a specific
eter. Should the caster move, the storm damage levels are gone, the ship sinks. target requires the caster to be within the
moves with him; but at the time of casting See City & Guild, page 77 for more de- storm and to see his victim, and requires a
the character can transfer the focus of the tails on damaging objects. Dexterity + Finesse roll equal to or exceed-
storm onto any person or object he can ing (12 Size) of target (a hut is Size +6, a
touch. The caster is immune to any effects Ease Factor: 15 large building is at least Size +9).
of a storm he has summoned; he doesnt Effect Over Land: Torrential rain; becom-
get wet from the rain, nor buffeted by the ing soaked through takes mere sec-
wind. This is not true of his companions onds, and travel times are reduced to Theft of Thors Thunder
or any vessel that he might be on. A char- a quarter. Anyone in the rain loses a Storms Eye Ease Factor 21
acter who employs this effect at sea often Long Term Fatigue level for every hour R: Sight, D: Sun, T: Ind
does so from within the water, for him they are exposed. Crops lashed by this The principal purpose of this utiseta is
there is no greater risk of drowning than rain lose half their produce. to put the reins of the lightning into the
on a calm sea. Effect On Water: A gale; boats and ships hands of the Muspelli. For every 3 points
The storm lasts until the character dis- cannot leave harbor; those caught on of his Storms Eye Ability, he can direct
misses the clouds, or until the sun rises, the open water take a damage level one bolt of lightning against any target he
whichever comes first. every hour. Anyone in the water must can see; requires the Dexterity + Finesse
make Strength + Swim rolls of Ease roll described earlier. Each does +30 dam-
Casting Total: Factor 15 or start to drown. age should it hit.
Strength + Storms Eye (Base 9, +6 Sight, +6 for thunder and
+ Aura modifier + stress die Ease Factor: 18 lightning)
Effect Over Land: A deluge; like torren-
The Ease Factor achieved determines tial rain, except that rivers will burst
the strength of the resulting storm: their banks, roads will be washed out, Beating of Hraesvelgs Wings
and crops are destroyed. Towns close Storms Eye Ease Factor 30
Ease Factor: 6 to rivers will be flooded. R: Sight, D: Moon, T: Ind
Effect Over Land: Thick fog; visibility Effect On Water: A tempest; boats and A whole region is laid waste in a month-
drops to 10 feet; ships in harbor suffer one damage level long gale. This can be devastating to the
Effect On Water: A sudden squall; any per hour if the harbormaster or ships prosperity of a coastal town; a month of
boats pilot must make a Dexterity + crew fail a Dexterity + Profession: trade is lost, along with a good proportion
Profession: Sailor roll of Ease Factor 9 Sailor of Ease Factor 15; those caught of their ships. Hraesvelg is a name given to
every hour or drift off course. on the open water take two damage the jotun Gymir in his eagle form.
levels per hour with no chance of (Base 15, +6 Sight, +3 Moon, +6 size)
Ease Factor: 9 avoiding. Anyone washed overboard
Effect Over Land: Light rain; clothing be- has no chance of survival.
comes sodden after a quarter hour, and
an extra Fatigue level is lost for more Specialties: coasts, mountains, at night
Summon Animals
than two hours of travel;
Effect On Water: A downpour; any boats (This Ability was first published in
pilot must make a Dexterity + Profes- Storms Eye Utiseta Effects Houses of Hermes: Societates, page 105.)
sion: Sailor roll of Ease Factor 12 every This Ability allows the character to
hour to keep on course. Storms Eye is equivalent to R: Touch, summon mundane animals from potential-
D: Sun, T: Ind. ly long distances away. To use this Ability,
Ease Factor: 12 Extending the misery of Storms Eye the character must be capable of making
Effect Over Land: Heavy rain; clothing through increasing the Duration or Target an audible call to the creatures he wishes
becomes sodden after a few minutes, of the storm is a popular ploy of destruc- to summon, and must be within one days
and travel times are reduced by on tive-minded Muspelli. journey of a habitat where the required
half. An extra Fatigue level is lost for Through utiseta a character can com- species are found. The number of animals
more than two hours of travel; mand the thunder and lightning. For any that respond to his summons is determined
Effect On Water: A violent storm; any storm (Ease Factor 9 or greater), adding by the score of the characters Ability; see
boats pilot must make a Dexterity + 6 to the Ease Factor allows the Muspelli the table nearby. He must then make a
Profession: Sailor roll of Ease Factor to cause one thunderclap (like Jupiters Re- Communication + Summon Animals roll
12 every hour just to keep afloat as the sounding Blow, ArM5 page 125) per point of against an Ease Factor of 9. If successful,

99
Rival Magic
the animals arrive within 1 hour of the improve the Range to Arcane Connec- ible material within the infested area will
character making the call, although ex- tion, allowing him to summon animals be consumed.
ceeding the Ease Factor by 3 makes them from anywhere, not just near to its habitat. (Base 9, +6 Sun)
come in 2 minutes, and exceeding it by 6 Of more interest is the ability to summon
summons them in a single round. magical creatures with some additional
The character cannot directly com- Ease Factors. The Penetration Total of the Spawn of Jormungand
municate with the animals unless he has utiseta must exceed the Magic Might of the Summon Animals Ease Factor 27
another Ability that allows him to do so creatures summoned, else the utiseta has no R: Sight, D: Mom, T: Group
(such as Animal Ken), and they depart effect. The Muspelli still has no control Summons a Lindwurm (see Realms of
naturally as determined by the storyguide. over the creatures he summons; he must Power: Magic, page 78) from a river, the sea,
Even if the character lacks the ability to bargain with them to persuade them to do or a burial mound. The Lindwurm is a leg-
communicate with the animals, they act as what he wants, or else leave them to act less dragon with a Magic Might of 13 and
if friendly towards him; if naturally aggres- naturally. Supernatural creatures have a Size +5; the Muspelli must therefore have
sive, they may fight to defend him. maximum number of points of powers (see a Summon Animals score of at least 8 to
Designing Supernatural Powers, earlier) attempt this utiseta.
Ability Score: 1 equal to their Might. (Base 27)
# Animals Arriving: 1 animal of Size 2, or
equivalent mass (3 of Size 3, 5 of Size Ease Factor: 21
4, 10 of Size 5, 30 of Size 6, etc.) Effect: Summon one creature with a Might Empty the Ironwood
of 5 that is up to the maximum size de- Summon Animals Ease Factor 33
Ability Score: 2 termined by the characters Summon R: Arc, D: Mom, T: Group
# Animals Arriving: 3 animals of Size 2, or Animal Ability. Summons werewolves with a Magic
equivalent mass (1 of Size 1, 5 of Size Might of 10 and Size 0. The caster must
3, 10 of Size 4, 30 of Size 5, etc.) Ease Factor: 24 have a Summon Animals of at least 3 to
Effect: Summon one creature with a Might employ this utiseta; his Summon Animals
Ability Score: 3 of 10 that is up to the maximum size score should be treated as 2 higher when
# Animals Arriving: 5 animals of Size 2, or determined by the characters Sum- determining the number arriving, and they
equivalent mass (1 of Size 0, 3 of Size mon Animal Ability. may arrive in human or wolf form. The
1, 10 of Size 3, 30 of Size 4, etc.) Ironwood is a mythical location where
Ease Factor: 27 werewolves are amassing numbers in prep-
Ability Score: 4 Effect: Summon one creature with a Might aration for Ragnarok.
# Animals Arriving: 10 animals of Size 2, of 15 that is up to the maximum size (Base 24, +3 Arc, +6 size)
or equivalent mass (1 of Size +1, 3 of determined by the characters Sum-
Size 0, 5 of Size 1, 30 of Size 3, etc.) mon Animal Ability.

Ability Score: 5 Each additional +3 to the Ease Factor


Threads of Fate
# Animals Arriving: 30 animals of Size 2, allows an extra +5 Might to the creature
or equivalent mass (1 of Size +2, 3 of summoned. The character has the power to alter
Size +1, 5 of Size 0, 10 of Size 1, etc.) her fate. Fate called orlog in Old Norse
is viewed by the Norse as implacable
Specialties: a particular type of animal The Corpse-Plague bonds around an individual that only god-
(Supernatural) Summon Animals Ease Factor 15 like powers are capable of severing. How-
R: Sight, D: Sun, T: Group ever, a character with this Ability has the
Creates millions of maggots from a power to put a twist in the threads of fate
Summon Animals Utiseta Effects patch of soil. So many vermin are cre- (orlog-thaettir) and nudge outcomes in her
ated that the Muspellis score in Summon favor. To enact a reweaving of her fate,
Summon Animals is equivalent to a R: Animals makes little impact; maggots are the character must state the event she is
Sight, D: Mom, T: Group effect. The base Size 15. The maggots expand in all di- affecting and the effect she is attempting.
Ease Factor is 9. rections from their point of origin at three The event must be specific; permissible
The time until the arrival of animals paces per hour, so at the end of the Du- examples include the coming battle with
summoned by an utiseta effect is the same ration they could cover an area nearly 80 Kotkill, my journey to Tomafjord, or
for the standard use of the ability, starting paces across with a solid carpet of writh- rescue my daughter. They cannot be nar-
at the completion of the ritual. Muspelli ing, corpse-white worms. Once the Dura- rower than this; a practitioner of Threads
can add size modifiers to the Target, and tion expires no new maggots will appear, of Fate cannot name a specific action.
each size modifier acts like an additional but the existing ones continue to wriggle The character then makes an Intelli-
point of Summon Animals. He can also away from their point of origin. Any ed- gence + Threads of Fate stress roll. The

100
Rival Magic
Ease Factor for each effect has a base num- giving the player a chance to decide fects a particular event; competing threads
ber; but fate being a fickle thing, the story- her next action depending on the re- cancel each other out as fate can only be
guide should add the result of a simple die sult of the die. She should not wait too twisted in one direction. If the Muspelli
to each Ease Factor. The caster can choose long to use the die, else the storyguide has the Magic Sensitivity Ability, she may
any effect appropriate to the Ease Factor will ask for a frivolous action to re- be able to determine whether someone is
or lower. The caster cannot retry to cast move the hint. already affected by this power in the usual
a failed Threads of Fate roll for the same manner (ArM5, page 66). Increasing the
event; it simply proves resistant to tamper- Ease Factor: 9 + simple die Target to Group does not affect the num-
ing with destiny. The chosen thread can Effect: Avoid the Shears: This thread is ber of people who can be affected, but in-
be applied to a number of actions dur- activated before rolling any botch creases the number of different fate-threads
ing the event equal to half the characters dice. The player rolls one less botch a single character can experience. Target:
Threads of Fate score, rounded up. The die for every point difference between Group allows the caster to divide the usual
storyguide should use his discretion over her Casting Total and the Ease Factor. allotment of threads between two differ-
whether my journey to Tomafjord is part This can result in zero botch dice. ent effects chosen at the time of casting;
of the event of rescue my daughter if the these can be of the Ease Factor achieved or
childs kidnapper is hiding at Tomafjord. If Ease Factor: 12 + simple die lower. Each size modifier added to Target:
unsure, determine randomly to represent Effect: Tilting the Spindle: The fates favor Group allows an additional type of thread
the fickle hand of fate. the character; this thread is activated to be employed. Only one thread can af-
before an action is taken. The player fect any one roll.
Casting Total: rolls the dice for the action twice, and A more insidious use of a Threads of
Intelligence + Threads of Fate may take whichever result she prefers. Fate utiseta is to reverse the effects and
+ Aura modifier + stress die lay a baleful fate or doom on an oppo-
Ease Factor: 15 + simple die nent. This incurs no additional difficulty,
Number of Uses: Effect: Spinning the Fate: The character but requires that the caster specify which
Threads of Fate/2, rounded up receives an extra Confidence Point that particular action during the event is to be
she can use in the normal manner at affected. Alternatively, the Muspelli can
Only a single thread can affect any any point during the specified event. If decide whatever actions are affected by
action, and all threads expire once both this Confidence Point remains unspent his threads of fate if he is within sight of
the new moon and full moon have risen. once the event is over, it is lost. his foe. The advantage of this Ability over
A character can only perform a twist in Hex is that Threads of Fate is triggered by
the orlog-threads for herself, and she can Ease Factor: 18 + simple die circumstance, and it may strike more than
only have one type of fate on her at any Effect: Fortunes Weft: The character can once with no additional effort.
one time; all subsequent attempts to use reroll a failed or botched roll. The de-
the Threads of Fate Ability automatically cision must be made after the result is Ease Factor: 3 + simple die
fail until all threads have been used or the known, but before the consequences Effect: Warped Luck: The character is
Duration has expired. are revealed. In the case of a botch, more likely to be favored by misfor-
she can use this thread when the ini- tune; this works just like Luck of the
Ease Factor: 3 + simple die tial zero is rolled, or when the botch Woof but the random event is biased
Effect: Luck of the Woof: In an event that is confirmed. She must accept the sec- against the character.
relies on luck rather than skill, the ond result.
character will be favored. For example, Ease Factor: 6 + simple die
if she and a companion have an equal Specialties: mercantile enterprises, Effect: Nudge of Ruin: A simple die becomes
chance of being targeted by a bowman, battle, rescue a stress die, or an action that would nor-
a character with a Luck thread would mally not require a roll does now.
instead be targeted if the storyguide
rolls a 13 on a simple die, rather than Threads of Fate Utiseta Effects Ease Factor: 9 + simple die
15 (which would be the default). Effect: The Snip of the Shears: Activates
Threads of Fate is equivalent to R: Per, when the character rolls a zero on a
Ease Factor: 6 + simple die D: Moon, T: Ind. The base Ease Factor is stress die; he receives an extra botch
Effect: Hint of the Weave: When the nominally those given in the table, but the die for every point between the Cast-
character activates the effect, she gets Muspelli should make allowances for the ing Total and the Ease Factor.
an inkling of how things will turn out vagaries of fate when designing effects.
in the immediate future. The player A major use of utiseta in Threads of Fate Ease Factor: 12 + simple die
rolls a stress die, and leaves the result is to increase the range so that the effects Effect: Spindles Wobble: The player rolls
before her. The next stress action that can be granted to other people. However, the dice for the action twice, but must
the character takes will use that die, only one person can have an orlog that af- use the lower of the two rolls.

101
Rival Magic
Ease Factor: 15 + simple die R: Arc, D: Moon, T: Ind lowing the character to converse with it
Effect: Doomed Fate: The character takes The caster curses the target with a directly. A character who is particularly
a 3 to the specified action whenever Warped Fortune. She can affect anyone to skilled can cause the corpse to rise out
this doom activates. whom she has an Arcane Connection, but of the grave and walk abroad. The char-
must specify the event as usual. She can pre- acter asks questions or issues commands
Ease Factor: 18 + simple die determine the types of action affected by by making a Communication + Leader-
Effect: Fortunes Warp: The character each use of this thread; or else, if she can see ship roll; the corpse does nothing unless
automatically rolls a zero when he at- the target, she can choose it at any time. commanded to do so using a roll of this
tempts the specified action, and must (Base 18, +12 Arc) type. Single-word commands have an Ease
check for a botch as usual. Factor of 6, simple questions or commands
require a 9, and more-complex instruc-

Blink of Fate
Valgaldrar tions or questions need a 12 or more. The
character must know the language that the
Threads of Fate Ease Factor 21 corpse spoke in life to ask it questions or
R: Sight, D: Moon, T: Ind The character can use Valgaldrar issue it commands. If the character is not
The caster imposes the Spindles (corpse spells) to temporarily revive a fluent in this language (i.e. score of 5),
Wobble on his target, who must be within corpse. The target of this Supernatural then the characters Leadership is limited
Range: Sight. It is often used to affect a Ability cannot have received any burial by his Language Ability. Once the charac-
battle between the caster and his foe. rites from the Church (or from any other ter has failed three commanding rolls, the
With a suitable vantage point, this rela- Divinely sanctioned religion), and the corpse sinks back into its grave or ceases
tively easy utiseta can often be completed corpse must be relatively intact. Most im- movement, and cannot be subject to Val-
as an enemy approaches. portantly, the head must still be attached galdrar again until the moon has risen. All
(Base 12, +9 Sight) and the body must have some flesh and corpses are also laid to rest if their heads
skin still adhering to the bones. It takes are removed from their bodies.
fifteen minutes to chant the corpse-spells Walking corpses typically have a Mag-
Calamitous Fortune sufficiently to awaken the dead. ic Might of 9 (see Realms of Power: Magic,
Threads of Fate Ease Factor 30 The corpse animates and sits up, al- page 97 for more details). The Penetration
Total of the Valgaldrar must exceed this
Might to cause it to leave its grave, other-
wise it is confined to the earth.

Casting Total:
Communication + Valgaldrar
+ Aura modifier + stress die

Commanding Roll:
Communication + Leadership
+ stress die; Leadership may be limited
by Language Ability

Compare the result against the follow-


ing Ease Factors to determine success:

Ease Factor: 9
Outcome: Speak to the dead. The corpse
is not compelled to answer truthfully or
directly, although it may do anyway.

Ease Factor: 12
Outcome: Speak to the dead and compel
it to speak truly.
Protect a corpse from being affected
by further valgaldrar. Any attempt to
do so has the Ease Factor increased by
the Valgaldrar score of the character.

102
Rival Magic
Ease Factor: 15 tually prevented by the dwarf Mondull, Wildfire
Outcome: Animate a corpse. Orders will who protects them from being affected
be followed to the best of the corpses by valgaldrar. This utiseta effect duplicates
abilities, but the character must remain Grimurs power by raising up to 100 slain The character has control over flames
in sight of the corpse else it will cease soldiers. and smoke. While he cannot start any fires
all movement until he returns. (Base 15, +3 Sun, +6 Group, +3 size) with this Ability, he can cause a fire to
spread further, or intensify its heat so that
Ease Factor: 18 it causes more damage to things it touches.
Outcome: Animate a corpse and place it Death Begets Death Skilled practitioners can produce unusual
under the direct mental control of the Valgaldrar Ease Factor 33 colors, shapes, or smoke from a normal
character; if he can see the corpse he R: Touch, D: Moon, T: Ind flame. The caster can affect a fire about one
can issue it orders. He can leave the Raises a dauding with a Magic Might of pace across; this is equivalent to the main
presence of the corpse and it will con- 18 and the following Virtues: Greater Im- fire of a great hall, or the burning crown
tinue to obey its orders, but once they munity to Edged Weapons, Shapeshifter; of a small tree or bush. Using this Abil-
are complete it remains motionless un- Arcane Lore (used to gain a Shapeshifter ity requires extravagant gestures (but no
til given another order by its creator. score of 4), Tough, Reserves of Strength. sound); the caster flamboyantly describes
It was designed by a Muspelli for the pur- with his hands the changes to the existing
Specialities: kings, soldiers, compel- pose of killing a rival. flames. He must be within line of sight of
ling truth, animating the dead (Base 24, +6 Moon, +3 for a total of the flames he wishes to affect, and can be
nine Virtue points) no more than 15 paces away. The effects of

Valgaldrar Utiseta Effects


Valgaldrar approximates to R: Touch,
Norse Burial Customs and the Walking Dead
D: Conc, T: Ind. The icy conditions of Scandinavia The Norse have a complex fauna of
The principle effect of utiseta with this are exceptionally good for the preserva- walking dead. The dead that live on in
sort of magic is the simultaneous raising of tion of corpses, which are often mum- their howes are called haugbui (meaning
many dead using Target: Group (and often mified by the desiccating conditions of barrow-dweller), and their main func-
a size modifier). If the duration of the ef- frozen soil. Bodies that are hundreds tion is to remain within the barrow and
fect is increased, then the corpse does not of years old are potentially within the protect it against those who would steal
return to its grave once three Leadership reach of this Ability. Ancient heroes their treasure. The aptgangur (literally
rolls fail; it serves the Muspelli until the a common target of this magic were after-goer, i.e. one who goes on after
duration expires. Muspelli also have access often preserved in barrows formed like death) are generally considered to be
to further base effects, as listed below. artificial caves. Within, the heros trea- peaceful, rising from the grave to check
sures would be heaped up at the feet on their families or to complete one task
Ease Factor: 21 of a throne, upon which was propped before permanently returning to their
Outcome: Animate a corpse (as Ease Fac- the corpse of the deceased notable. graves. More dangerous is the draugur
tor 18), but the corpse has a Magic Kings and mighty lords were often bur- (meaning harmful spirit), an animated
Might of 12 and 3 points of powers ied with their favorite thralls, horses, corpse that comes out of its grave mound
(see Designing Supernatural Powers). hounds, and hawks; even occasionally to travel abroad and do harm. Finally, a
with their wives. draugur that has been specifically raised
Ease Factor: 24 Men who died a particularly violent to do the malevolent will of a necroman-
Outcome: As above, but with a Magic death, and who were noted for living evil cer is known as a dauding. Game statis-
Might of 15 and 6 points of powers. lives, were often beheaded and had long tics for the walking dead can be found
Each additional 3 points of Ease Factor iron nails driven into the soles of their in Realms of Power: Magic, page 98. They
yields 3 extra Might and 3 extra points feet to prevent them from walking after typically have a Magic Might of 9 and
of powers. death. Heavy slabs of stone, graven with game statistics very similar to a human.
runes, were placed over the grave to fur- Nearly all walking dead in Scandinavia
ther hinder the dead from leaving their can produce an effect similar to Stench
An Army of the Dead graves. The fingernails and toenails of of the Twenty Corpses (ArM5, page 125).
Valgaldrar Ease Factor 27 all dead men and women were carefully Draugur are sometimes intelligent beings
R: Touch, D: Sun, T: Group trimmed, since it was believed that the with substantial magical powers such
In Gongu-Hrolfs Saga, the wizard ship that will be piloted from Nifelhel as shapeshifting and control over the
Grimur raises the dead soldiers of his em- by Loki at Ragnarok is made from the weather. These draugur commonly have
ployer every night so that they can wage nail-clippings of the dead. a Greater Immunity to edged weapons.
war against his foe every day. He is even-

103
Rival Magic
the magical change to the fire last only one a Muspelli to tap into another source of fers a 3 penalty to all actions. The vapors
round, but the results can last longer. For fire the earth-fires that are imprisoned linger for a day before they disperse.
example, a fire that is momentarily doubled beneath the ground. The molten rock (Base 21, +6 Sun, +12 Boundary)
in size might ignite new fires at its increased is, or so the Muspelli believe, the bile of
size before retuning to its previous size. Ymir, and it is hot enough to melt metal.
Fire is an inherently dangerous medi- If even a small portion of someones body Surturs Mighty Exhalation
um, and characters always suffer two extra is touched by lava, he takes +20 damage; Wildfire Ease Factor 51
botch dice when using this Ability. greater exposure is invariably fatal. Lava R: Sight, D: Mom, T: Bound
normally flows at walking pace, and ig- Causes a volcano to erupt. Everyone
Casting Total: nites anything flammable in its path. within Sight Range of the fire mountain
Presence + Wildfire + Aura modifier (including the caster) must make a Stamina
+ stress die Ease Factor: 21 stress roll of 9+ or be deafened by the re-
Effect: Crack the earths crust to allow lava sounding crack of the exploding mountain.
Ease Factor: 9 to seep out. If deafened, a character can make a Stam-
Effect: Cause a fire to spread in a natural ina simple roll every minute against the
fashion. Ease Factor: 24 same Ease Factor to recover his hearing.
Double the amount of smoke pro- Effect: Direct the flow of lava in a natu- The explosion hurls boulders several miles;
duced by a fire. The smoke lingers un- ral manner; e.g. make it flow around the chances of an individual character be-
til dispersed. a village. ing hit by a boulder is small, but larger
structures and settlements are in immediate
Ease Factor: 12 Ease Factor: 27 peril of being destroyed. A cloud of poi-
Effect: Increase the intensity of a fire, add- Effect: Direct the flow of lava in an unnat- sonous smoke is the next emission from the
ing +5 to its damage. ural manner; e.g. make it flow uphill. volcano; anyone downwind of the moun-
Halve the size of a fire. This extin- tain within Sight Range can be swallowed
guishes some of the fire, and it is not Ease Factor: 30 by the superheated vapors, which inflict
restored to its previous size once the Effect: Causes a volcano to erupt, spewing +15 fire damage as well as the same effects
magic has passed. lava in all directions. as Fetid Breath of the Earth-Fires, above. As if
these effects were not bad enough, mighty
Ease Factor: 15 rivers of molten rock spill from all sides of
Effect: Double the size of a fire; if there is Surtlogi the volcanic crater to envelope anything
no fuel to support the new size it re- Wildfire Ease Factor 24 remaining on the mountains sides.
turns to its previous size after a round. R: Voice, D: Conc, T: Group (Base 30, +3 Sight, +12 Boundary,
Cause a fire to move in a slightly un- The caster trails a fire behind him, +6 size)
natural fashion; for example, leaping spreading it to anything within Voice
between two buildings. Range. While he maintains concentration,

Ease Factor: 18
he moves like a living firebrand and can
set a whole forest (or town) alight simply
Winters Breath
Effect: Increase the intensity of a fire, add- by walking through it. He has no control
ing +10 to its damage. of the fires he sets, and if he is not careful A character with this Ability is capable
Cause a fire to act in a very unusual he can easily block off his own route of of creating frost, ice, or snow. To invoke
fashion; for example, hovering in the escape. The surtlogi is the fiery brand that the winter weather, the character must
air or burning a different color. Surtur will carry at Ragnarok, which will beat on an immense drum. The weather
consume the world in its purifying flame. conditions summoned appear after a few
Specialties: burning forests, changing (Base 15, +3 Conc, +6 Group) minutes, and last until the character stops
size, hearth fires, pyrotechnic tricks drumming or until the maximum Duration
expires, which depends on the season. In
Fetid Breath of the Earth-Fires the summer the effects last just one hour,
Wildfire Utiseta Effects Wildfire Ease Factor 39 while in the winter they last for up to 12
R: Voice, D: Sun, T: Bound hours. In the spring and autumn, the du-
Wildfire is equivalent to a R: Voice, D: Causes a crack in the earth to let forth ration has a maximum of 3 hours. If the
Mom, T: Ind effect. smoke poisoned by the earth-fires. Every- character wishes to continue the effect, he
The major utility of utiseta is to in- one within the target area suffers a Medium must make another Casting roll.
crease the scope of the fires. Muspelli have wound if they fail a Stamina roll of Ease The created weather effects are magi-
been known to spread fires to encompass Factor 9. Furthermore, everybody within cal, and must penetrate Magic Resistance to
whole forests, or to choke cities with their the target even those who succeed in cause their ill effects. Characters exposed to
smoke. More dangerous still, utiseta allows their Stamina roll is nauseated and suf- the weather must immediately make an ex-

104
Rival Magic
posure roll (see Exposure and Frostbite) un- Ease Factor: 9 Ease Factor: 18
less they are prepared for the cold weather, Weather Summoned: A heavy frost, Weather Summoned: A snow storm,
in which case they make their first roll after enough to form a crust of ice on small which inflicts the effects of a major
the appropriate amount of time has elapsed. bodies of water. level of exposure; four inches of snow
The weather phenomenon created covers a falls per hour.
circle a hundred paces across, or else it can Ease Factor: 12 Freeze a sufficient thickness of river
be formed into a more complex shape (such Weather Summoned: A snow flurry, to cross.
as surrounding the caster) with a Dexterity which inflicts the effects of a minor
+ Music roll against an Ease Factor of 6. Any level of exposure; a half inch of snow Ease Factor: 21
ice or snow formed by this Ability melts at falls per hour. Weather Summoned: A blizzard, which
the normal rate once the effect ends. inflicts the effects of a critical level of
Ease Factor: 15 exposure; a foot of snow falls per hour.
Casting Total: Stamina + Winters Breath Weather Summoned: A snow fall, which Freeze sea water into ice floes.
+ Aura Modifier + stress die inflicts the effects of a serious level of
exposure; one inch of snow falls per Specialties: during the spring, snow,
Ease Factor: 6 hour.Freeze a sufficient thickness of a over water
Weather Summoned: A mild chill, which lake (or other still body of water) to
makes breath steam in the air and wilts walk on. However, if the whole lake is
tender plants. not frozen then the ice sheet will tip.

Exposure and Frostbite


Exposure to extreme cold is a form fects worse; add the following Condition Survival 5 can protect 1115 characters
of Deprivation. The severity of the cold Modifiers to the roll to avoid Depriva- from exposure with a 6 penalty.
determines the interval between Depri- tion (use all that apply). Frostbite is an additional danger of
vation rolls. low temperatures. Characters who have
Armor Condition successfully found shelter need not wor-
Intensity: Minor Type Modifier ry about this danger, but those who have
Interval: 3 hours Partial quilted or fur armor +1 failed their Survival rolls or who have
Ease Factor of Survival Rolls: 6 Full quilted or fur armor +3 not tried to shelter themselves from the
Frostbite Damage: 3 Thick Fur mundane quality +3 weather take damage from frostbite ev-
Temperature: around 40F / 4C Damp 3 ery time they make a Deprivation roll.
Soaking wet 6 The damage is listed on the table above.
Intensity: Serious Partial metal scale or Do not include the Protection of armor
Interval: 1 hour chainmail armor 3 in the Soak Total to avoid frostbite; in-
Ease Factor of Survival Rolls: 9 Full metal scale or stead use the Condition Modifier listed
Frostbitae Damage: +3 chainmail armor 6 above. Characters also get a bonus to
Temperature: around 0F / 18C their Soak Totals against frostbite equal
Characters (and animals) can make to their Survival Ability. A Medium
Intensity: Major Survival rolls to lessen the effects of wound from frostbite normally means
Interval: 30 minutes exposure; make an Intelligence + Sur- the loss of a few toes or fingers. A Heavy
Ease Factor of Survival Rolls: 12 vival roll against the Ease Factor listed wound causes the loss of a hand or foot,
Frostbite Damage: +9 in the table; on a success the character resulting in the Missing Hand or Lame
Temperature: around 20F / 29C has managed to shelter himself from Flaw; although this can be avoided if he
the worst effects of the weather, and recovers under the care of a competent
Intensity: Critical can treat it as one category lower. If the physician (Medicine 3 or better).
Interval: 15 minutes Survival roll is made by a margin of 6
Ease Factor of Survival Rolls: 15 or more points, then the level of expo- Exposure Deprivation Total:
Frostbite Damage: +15 sure is treated as two categories lower. A Stamina + Condition Modifier
Temperature: around 40F / 40C character can protect a number of other + stress die
individuals equal to his Survival score
Warm clothing especially furs without penalty; to protect larger groups Frostbite Soak Total:
can provide protection against ex- he takes a 3 penalty for each multiple of Stamina + Survival + Condition Modi-
posure, while metal armor makes the ef- his Survival score. Thus a character with fier + stress die

105
Rival Magic
Winters Breath Utiseta Effects
The Raudskinna of wizards hunted down and slain by jotun
magic. There seemed to be no hope for the

Compact
Winters Breath is the equivalent of R: survival of Norse magic against such foes.
Voice, D: Conc, T: Ind. The three authors of its salvation were
Through utiseta, a Muspelli can clothe Saemund Sigfusson, Bodvar Egilsson, and
a whole valley or city in ice with sufficient Halla of Straumfjord. Saemund The Wise
th
size modifiers. With an increase in Dura- Contrary to the beliefs of some mem- was a Gifted Icelander of the late 11 cen-
tion, the snow might continue to fall for bers of the Order of Hermes, there is no tury who trained at the University of Bolo-
days or months; for Duration: Sun read Order of Odin lurking in Scandinavia gna and was a member of a nascent magical
hour in the description of the Ability as with a rapacious eye on the southern lands. tradition called the mathematici (see Hedge
twelve hours; for Duration: Moon read These stories have circulated for as long as Magic, pages 79102). Struck by the simi-
hour as week; and for Duration: Year the Order of Hermes has existed, originat- larities between the magic of the mathema-
read hour as month. These durations ing in the battle against Damhan-Allaidh, tici and the galdramen of his homeland,
are not affected by dawn or dusk, and the where rune-wizards deployed their art Saemund returned to the north in search of
Muspelli only needs to maintain the drum- against Pralixs forces (see Ancient Magic, wizards, with a new drive to preserve Norse
ming for the duration of the ritual. Further- pages 133136 for more details). magic. There he met Bodvar, a vitki and son
more, throughout the Duration the ice or The coming of Christianity to a society of the famed rune-wizard Egil Skallagrims-
snow is continually refreshed, so does not that has always been hostile to magic near- son. Bodvar introduced him to Halla, the
appreciably change in overall volume until ly proved the death-knell to Norse magical leader of a coven of folk-witches. Together
the Duration expires. traditions, whose magic has always gone they conceived a compact that would regu-
hand in hand with heathenism. However, late and protect the Norse wizards, regard-
in the last hundred years many Norse magi- less of tradition. Over the next ten years
The Fimbulwinter cians have joined forces under an agreement they vigorously promoted the compact and
Winters Breath Ease Factor 27 called Raudskinna; an attempt to form a recruited other wizards to their cause. It
R: Voice, D: Year, T: Ind sense of society and community to preserve became known as Raudskinna (red-skin)
A region the size of a small town is their traditions before it is too late. because it was distributed in books bound
trapped in perpetual snow. In places this This section provides an option to in red leather. In 1116 at a gathering near
will drift into snow banks about four feet troupes who wish to run stories pitting the Uppsala, 164 magicians from all over Scan-
high, but the level of exposure is mild. If Muspelli, the Norse magicians, and/or magi dinavia swore to uphold the Raudskinna
cast during the winter, this effect lasts for of the Order of Hermes against one anoth- compact. Saemund returned to Iceland,
a full year. Crops automatically fail if agri- er. It may be that the magi fail to distinguish founded a school at Oddi, and became one
cultural land is affected; livestock produce between the two types of Norse magic and of the most famous Icelanders of the age.
just one quarter of their usual productivity. pursue both with equal vengeance. Alterna-
The fimbulwinter (mighty winter) is one tively, a covenant might side with either the
of the first heralds of Ragnarok.
(Base 12, +9 Year, +6 size)
Muspelli or the Norse magicians against the
other, following the adage that the enemy
The Hreppar
of my enemy is my friend.
Raudskinna operates and is maintained
Sea-borne Castles of Ice through the hreppur (plural hreppar), local
Winters Breath Ease Factor 36
R: Voice, D: Moon, T: Group
Formation organizations of 10 to 30 magicians who
provide each other with mutual support
Creates icebergs that float according and share duties. The hreppur also settles
to the local currents. This Ease Factor cre- As remnants of the old pagan ways, disputes between its members, and pun-
ates one iceberg at Size +15, ten at Size magicians of all types were put under suspi- ishes those who break Raudskinnas laws.
+12, a hundred at Size +9, and so forth. cion in Christian Scandinavia. They were The hreppur meets three times a year,
A small ship is typically Size +9, the same dismissed from their positions as advisors, at the equinoxes and the summer solstice. It
as Target: Structure. The icebergs cause and the practice of witchcraft was soon is governed by three leaders, or stjorir (sin-
a major hazard to shipping, and double outlawed. King Olaf II of Norway (later gular stjori), whose main role is to represent
the journey times of all sea-borne travel Saint Olaf) instituted a crusade against their constituents should they be accused
through the region. Incautious captains pagan places of worship in the 11th cen- of witchcraft by the mundane authorities.
who stray too close are in danger of los- tury, executing those found following false Those chosen to be a stjori often have a
ing their ships, and on average two ships idols. As the Dominion flourished, sup- respectable position in society, which
will be lost every month that the icebergs planting Faerie and Magic auras, it seemed helps them negotiate on behalf of their
remain around a moderately busy port. that the wizards of the north were doomed members; they are often unGifted for simi-
(Base 21, +6 Moon, +9 Group) to extinction. Not only this, but ancient lar reasons. Stjorir are appointed by vote,
evils were stirring and rumors circulated and maintain their position for life unless

106
Rival Magic
misfortune leads to the Gifted magician be-
Norse Magicians ing blamed for a calamity, or being accused
of being in league with the Muspelli. In
The Norse magicians have been this is perhaps the smallest group of general, Gifted members of the Raudskin-
detailed in Hedge Magic. The principal Norse magicians but also the most na find that they must constantly defend
types are summarized here. likely to be involved in Raudskinna. themselves from groundless accusations of
The trollsynir (singular trollson or breaking its laws, and only the most toler-
The vitkir (singular vitki) are rune- trolldottir) are Norse gruagachan. ant play an active role for long. The result-
magicians and perhaps the most nu- In the early days of Raudskinna they ing feuds have destroyed several hreppar
merous wizards in Scandinavia. were confused with the Muspelli, since over the years, and remain a threat to the
The seithkonur (singular seithko- both draw power from their giant an- future of the Raudskinna Compact. The
na) are folk-witches. Included here cestors. While still treated with sus- rarity of The Gift, and the relative youth of
are those individuals who have the picion, trollsynir have won for them- the organization, mean that Raudskinnas
Nightwalker Virtue (which may in- selves the right to join Raudskinna. members have not yet fully understood the
clude the folk-witches themselves). threat The Gift poses.
Seithkonur and others with divina- Other members of the Raudskinna
tory abilities are often called volur compact include characters with Su-
(singular volva, or prophetess). pernatural Virtues who are not mem-
The galdramen (singular galdra- bers of an organized tradition. Raud- The Laws of Raudskinna
man) are the Norse version of the skinna does not discriminate between
mathematici. Largely brought to Gifted and unGifted characters, and
The purpose of Raudskinna is to pro-
the North by Saemund the Wise but even Hermetic magi could partake if
also combining native spirit magic, they agree to the compact. vide a buffer between magicians and soci-
ety, separating prejudice from malpractice.
It regulates the profession of magician, de-
they are removed from office by a majority others due to their superior strength. Of termines the allocation of magical resources
vote of the hreppur. One stjori represents course, this acceptance often lasts only un- and sharing of duties, and acts as a court of
the vitkir, and is called the asa-stjori; an- til the combination of The Gift and some dispute between members on matters that
other represents the seithkonur and volur,
and is called the vana-stjori; and the third
stands for the galdramen and is called the
alfra-stjori. This threefold division reflects
the three tribes of Norse gods: Aesir (war
gods); Vanir (nature gods); and Alfar (cul-
ture gods). Those who are not members of
one of these traditions (such as the troll-
synir) are called the utgardar (those on the
outside), and must appeal to one of the
three stjorir to represent them. The stjorir
also act as judges of Raudskinnas members
if a dispute arises between them, or if a
complaint is raised that someone has bro-
ken the compact. Punishment usually takes
the form of fines of silver or vis, which are
paid to the hreppur coffers and used to sup-
port the needs of the community. Failure
to pay a fine results in expulsion from the
hreppur and compact for a year; the magi-
cian can apply to rejoin after a year if he
can present three times the defaulted fine
to his hreppur. Stjorir of different hreppar
occasionally meet to share information.
The Gift can threaten the coherence of
a hreppur through the distrust it engenders,
yet most accept that it is better for their
most powerful neighbors to be restrained
by Raudskinna than for them to prey on

107
Rival Magic
cannot be taken to the mundane authori- ic, the magician must pay the stjori a fee of attacks are permitted is in the pursuit of
ties. It determines the tariff for magical ser- 6 marks. If the charge is a result of circum- outlawed magicians.
vices, and attempts to protect its members stances beyond the magicians control, the If the magician chooses to involve him-
from malicious accusations of black magic. stjori defends him without charge. self in a mundane conflict, he can only use
mundane means. Magic cannot be used in
any way to further the conflict. Doing so
Charity Harvesting Vis forfeits the protection of the hreppur.
If a magician is attacked while at home
A member who has lost more than Any member may lay claim to any or on an innocent journey, then he can use
one quarter of his wealth through misad- source of vis that lies on his own lands. If magic to drive his attackers off or aid his
venture can recover half his loss from his the site is on common land, then the first retreat. Even in these circumstances, the
hreppur, although no individual is required member to harvest the vis can claim the magician is not permitted to deliberately
to supply more than 1 coin in every 120 of source. Anyone found harvesting anothers cause injury and his life must be under
his total worth. Members who are elderly, claim must return the vis and pay 1 mark threat. The magician may still be liable
infirm, or destitute are assigned to the care for each pawn taken. for paying his defending stjori 6 marks if
of another member with sufficient means, If a magician dies with no heir, then his charges result from his actions.
although this burden lasts no more than claims become vacant and the first person
one year, after which they are reassigned. to harvest the site can establish a new claim.
Others can claim sites that are abandoned.
If this abandonment is later disputed, the
Relationship with
Right to Payment hreppur decides the case on its merits. Mundane Society
Much like any specialist, a magician In most Scandinavian lands the profes-
can demand payment (in coin or in kind) Duties sion of magician is recognized, if not ac-
for performing his services on behalf of cepted; employing a magician is relatively
a commoner, lord, or other magician. A Muspelli are the declared enemies of all commonplace to keep mice from the
vitki, galdraman, or seithkona may charge hreppar, and aid is forbidden them. Failure grainstore, to protect sheep from blight,
one ounce of silver each day (or part) spent to promptly inform ones stjorir about the to gain fine weather for travel, or for luck
in performing a service, to a maximum of existence of a Muspelli is the most terrible in war. Legal proscriptions against magic
two standard marks (16 ounces) for each crime, resulting in expulsion, forfeiture of of which there are many only for-
season. Members of the utgardar may only belongings, and outlawry. A hreppur must bid trolldomur (defined in law as magic
charge half these rates. Vis use is charged expend any and all resources to secure the intended to harm others), not magic in
at one mark per pawn. elimination of a Muspelli. general. Practitioners of magic are treated
Trolls and violent spirits plague many no differently than members of other un-
of the trade routes and wild places. Part of savory professions such as debt collectors
Discretion a hreppurs duty is to keep these paths safe, or grave diggers; the unease they engen-
through wards (for those capable of them) der is inseparable from their craft.
Members should do their best to ensure and patrols. The work and expense of main- Most mundanes are unaware of the
their magic is discreet. Any householder taining these defenses is divided among the existence of Raudskinna and the hreppar.
employing a magician should give his as- available membership as evenly as possible. Those who are party to this information
surance that none of his household will Those who cannot contribute to the effort are alternately comforted by the knowl-
take offense before magic is performed. If must provide at least three pawns of vis per edge that the magicians regulate their
this assurance is broken, then the magician year, instead. Those too poor to contribute activities, and perturbed that they are
is not held to account. Every effort should do not have to pay, but cannot sit as stjorir. organized. The authorities are generally
be make to limit the number of witnesses. No member of the hreppur should pro- content to allow them to police them-
Supernatural affairs are not to be dis- vide magical services to anyone blacklisted selves. When charges of witchcraft are
cussed with outsiders unless it is unavoid- by it. The list is reviewed each year. Pro- brought against a member of a hreppur, his
able. No affair of the hreppur should be viding such service will result in a 3-mark stjori acts as his legal defender; but should
made common knowledge. At the stjorirs fine, plus the fee charged for the service. a trial end in defeat, the hreppur abandons
discretion, he may inform men of rank the defendant to the will of the court re-
about magical matters of which they gardless of whether the trial was fair. The
should be aware. Trolldomur stjorir take pains to earn allies among local
If a charge of witchcraft is brought dignitaries and nobles for the benefit of
against a member, the magicians stjori will Any member who casts malign magic their constituents, but if the magical and
defend him in court. If the charge results on a human forfeits the protection of the the mundane ever clash, they err on the
from unjustified and indiscreet use of mag- hreppur. The only occasion where magical side of the mundane.

108
Rival Magic
Relationship
with the Muspelli Hermetic Integration and Muspelli Magic
No specific rules for Integration are Flexible Ritual Magic: Like the Major
The hreppar of Raudskinna consider the offered in this chapter due to the unlike- Virtue Flexible Formulaic Magic, this
Muspelli to be their most bitter enemies. lihood of a Muspelli providing a magus allows a magus to adapt a ritual spell
For those who are pagan, the Muspelli are with sufficient opportunity to gain a to be stronger or weaker as desired.
the most inimical foes possible since they magical insight. In any case, integrat- Aura Alignment: Allows a magus to
are humans who have chosen to associate ing utiseta would require a complete re- convert points of a Magical aura to a
with the enemies of the gods. For Norse design of Hermetic magic, since it is so specific alignment, probably as part
wizards who follow Christ, the fear that dependent on channeling the power of of the Hermetic Architecture Mys-
Muspelli inspire is not diminished; they are the jotnar through an alternative form tery Virtue (The Mysteries Revised Edi-
akin to diabolists of the darkest sort, since that is capable of withstanding the vast tion, page 97).
they are not just servants of the Devil, but magical energies of an utiseta. However, Potent Mythic Blood: Allows a ma-
those who actively seek the destruction of a particularly brave researcher might gus with a supernatural ancestor to
all humanity. There can be no accord be- survive the climate and monsters of the adopt an alternative form for short
tween the two groups; and unfortunately North long enough to pursue the fol- periods, benefiting from improved
for the future of Raudskinna, the magic of lowing types of research: characteristics and stronger magic.
the Muspelli is the more terrible. Only their
disorganization and comparative scarceness
has prevented the Muspelli from wiping out unlikely, while mutual existence is hardly Under assault from apparently natural
the Norse magicians entirely. probable; so once the two groups formally forces, populations may be forced to relo-
meet, war seems a dreadful inevitability. cate just to survive. Hordes of refugees from
the coming winter are liable to place undue
Relationship with pressure on their southern and/or western
neighbors, and the meddling of Muspelli
the Order of Hermes
Contact between the Raudskinna and
Muspelli Saga: may increase tensions into open warfare.
Norse magicians habitually establish
wards to protect important trade routes
the Order of Hermes has been tenuous
and sporadic. Several hreppar are aware of
Approaching from natural and supernatural hazards. As
these protective measures are assaulted, the
the existence of the Order, and they have
been openly discussed. The prevailing
attitude is tentative curiosity; the stjorir
Twilight expansion of the Muspelli is noted by the
Raudskinna. Characters may be involved in
either defending or removing these wards.
would like to know more about the Order, Portents indicate that Ragnarok is ap- When the Muspelli encounter the
but since most contacts between the two proaching fast, and Muspelli are becoming Dominion for the first time, they will be
groups of wizards have been either hostile more active on the orders of their patrons. checked. It is likely that it will be inter-
or fleeting, the stjorir council caution. Other Norse magicians have become preted as some faerie trick: an aura that
The Order of Odin has been a bug- aware that a peril they thought dead and diminishes their power and is immune to
bear to magi since Pralixs days, although gone is stirring once more. A saga based the sapping effect of trolldomur. A Mus-
they know next to nothing about it. Magi on this threat could involve characters pelli might approach mortals in disguise to
have called for crusades against the Norse who are Muspelli, other Norse magicians, learn more about this foreign aura.
magicians, particularly in the Rhine Tribunal or magi of the Order; although the latter The Muspelli are not the only servants
where the threat from the North has been a only works if the characters are members of the jotnar. Muspelli characters may find
political platform for one of the main fac- of a northern Tribunal. themselves in embassies to the disparate
tions (see Guardians of the Forests, page 113). The first aim of the jotnar is to establish clans of giants to court their assistance. Al-
If the two sides ever do meet, they a firm base from where they can work. To ternatively, characters may be involved in
would probably be appalled at each oth- this end, Muspelli are directed to Magic au- fighting an ancient evil that has resurfaced
ers practices. Members of the Raudskinna ras and instructed to make the area around after many centuries.
would detest the idea of isolating them- them inhospitable to mankind. As the Mus- Loki is prophesied to be the first jotun
selves from their families and society, and pelli flex their power, these foci of trolldo- to break free, but there may well be pre-
withdrawing from mundane activities and mur spread, leaving increasingly narrow tenders to his name before this actually
income. A magus would consider the Norse pathways between them. Once all the gaps happens. A faerie who adopts the mythol-
magicians to violate the central tenets of have been filled with ice-fields, glaciers, and ogy surrounding the jotun-prince could
the Code of Hermes. Assimilation of the monsters, the jotnar plan to gradually spread cause havoc among vitkir and Muspelli
Norse wizards by the Order seems very southwards, driving humanity before them. alike, before its deception was uncovered.

109
Chapter Five

Sorcerers of Soqotra
Soqotra, in the Arabian Seas Gulf of The serpent fed the merchant and, when num, and Myrrh Tribes.
Aden, is an island that is the stronghold of rescuers arrived, gave him a cargo of gold, During the brief empire of Alexan-
a caste of sorcerers. It is famous through- jewels, and incense. This royal serpent der, priests of Zeus from Minos were
out Arabic lands, but the Orders members claimed that there were 75 great serpents sent with a military escort to colonize
only became widely aware of it when an on the island, and one young girl. the island. Many locals believe that Al-
Arabic work was translated for the Book of The Soqotrans believe that girl was exander conquered the island himself,
Roger a geographic compendium com- the first Soqotran sorceress. These in- while returning from India. The King of
pleted for the King of Sicily in the pre- digenous magicians subsequently dealt the Olibanum Serpents forged a unified
vious century. The wizards of Soqotra are with the spirits of the island, controlled army from the indigenous magicians to
famous, but only one detail is certain: they the forces of the ocean, and discovered fight the Hellenic invaders, but was un-
choose not to stray far from their island. the mystical uses of Soqotras animals and able to force them from the island. Peace
plants. The early magical history of So- was negotiated.
qotra is a series of half-remembered wars The original settlers sent by Alexander
between individual magicians. Over time, were re-enforced by further colonists, sent

Origin the familiar spirits of magicians who per-


formed similar styles of magic were able
to negotiate truces with each other. Four
periodically by the Ptolemies. This dynasty
of Egyptian pharaohs was descended from
one of Alexanders generals, and claimed
One of the earliest accounts of the distinctive but disorganized alliances spiritual kinship with Alexander. During
island was recorded by the ancient Egyp- dominated the island, each based on a this time the worship of Zeus waned and
tians. An enormous, gold-encrusted ser- style of magic ands the tree whose es- that of Serapis, a Hellenist imposition on
pent that called itself the islands king sence powers it. These alliances were the the older Egyptian pantheon, waxed.
aided a shipwrecked Egyptian merchant. ancestors of the Aloe, Cinnabar, Oliba- Soqotrans have three differing sto-
ries to account for the disappearance of
the Helleno-Egyptian priest caste. Some
The Secret of Vis believe they refused to take local wives,
while others say that all of them took lo-
During the ancient wars, a magician the essences of aloe and cinnabar can cal wives and their descendants were ab-
of the Cinnabar Tribe discovered that only be found on their islands, though. sorbed into the islands population. Yet
magical creatures contain a substance And while they are aware that olibanum others say their magic was religious, and
that can be used to power spells, instead and myrrh essence can be found in select that when Saint Thomas converted the is-
of the magical essences of the trees. Sev- places elsewhere, they do not consider landers to Christianity they forsook their
eral younger spirits were slain for their it worth traveling for. This lack of de- gods. The invasion and cohabitation with
vis, as a result. The King of the Oliba- sirable essences in foreign places makes the Greeks and Egyptians made Soqotran
num Serpents killed that magician per- Soqotran wizards hesitant to leave the magic systematic, and created the islands
sonally, and commanded that this never islands, which suits the spirits that are political structure. A council of indigenous
happen again. One of the effects of the their aides and allies. magicians has replaced the high priests of
dependence of Soqotran wizards on their The essences of trees can be used earlier times.
spirits is that none of them know that the as vis by Hermetic magicians. Cinnabar Soqotran magic may have also gath-
essences of the trees are simply examples vis is equal parts Perdo and Creo. oliba- ered contributions from the states that
of a broader class of magical substances. num is Rego, aloe is Creo, and myrrh is came briefly to dominate its surrounding
Soqotran sorcerers use the essences Mentem or Vim vis. Soqotrans use vis area. The Roman Empire, the Ethiopian
of the trees to cast spells; if they knew vis in sparks. A spark is one tenth of an kingdom of Axum, and the Imanate of
existed, they could use it. They believe Hermetic pawn. Oman were, for a time, significant politi-
cal and economic powers in the Red Sea.

110
Rival Magic
Their magical practices may have been
seen, and perhaps incorporated, by the Dueling
Soqotrans. Soqotra is also regularly visited
by traders from India and from even more Soqotrans, both magical and Soqotran wizards use this form of
obscure places further to the east. mundane, duel for prestige at public dueling instead of magical battle, since
events by trading poems from memory. they lack a form of limited warfare
Each person recites a poem suited to a equivalent to Hermetic certamen. This
subject at hand, and then his rivals in is mechanically an opposed roll of

Organization turn recite. The person who runs out of


poems last is deemed the wisest, which
grants prestige and aids in negotiations.
Communication + appropriate Magical
Ability, or Communication + Folk Ken
for duels between mundanes.
In 1220, Soqotra and some of its near-
by islands are ruled by a caste of magicians.
These magicians are only able to maintain serpents. This restricted form of com- of this section of the palace has been
their society with the continual aid of the munication, which appears completely removed, for rain never falls upon it. An
magical spirits that act as their intermedi- normal to the magicians on the island, ancient dragon-blood tree serves as the
aries and allies, circumventing the nega- was devised by magical spirits in ancient canopy for the meeting, which is con-
tive effects of their Gifts. Eight magicians times to prevent the mistrust and unnec- trolled by the King of the Olibanum Ser-
are selected through a system of election essary violence that occurred between pents. The king is the ninth member of
and chance to form a ruling council called Gifted individuals. the council, and guides it when it is dead-
the Council of Tribes. These magicians When the council meets, each coun- locked. During the meeting, the King of
communicate through spirit messengers, cilor waits in a room that abuts a court- the Olibanum Serpents reclines coiled
and practice governance through a small yard, from where he can see and hear ev- about the Couch of the God appar-
caste of unGifted assistants, who are usu- erything that is said, but cannot himself ently a block of gold six cubits long by
ally descendants of magicians. be seen or heard. Each sends an olibanum four wide and four high, which was the
The magician caste is divided, politi- serpent as his representative. The roof altar of the Serapis cult.
cally, into four tribes. Each tribe contrib-
utes two members of the ruling council:
one by a vote of the members, and one
by a random selection. Each tribe is de-
scended, theoretically, from one of the in-
digenous traditions of magic that predated
the Helleno-Egyptian invasion. Each style
of magic uses the vis of the tree it is named
after aloe, cinnabar, olibanum, and
myrrh and commands, while subtly be-
ing commanded by, some of the mystical
inhabitants of the island.
Each magician is specialized in one of
these four styles of magic. Each tribe also
teaches the basic forms of magic of the
other three tribes to its adolescent magi-
cians. It is not unusual, for example, for
a young magician to specialize in deadly
Olibanum magic, but gain more skill in
Cinnabar magic as he ages and mellows.
Magicians change tribes only very rarely,
and only early in their lives. After they
gain a spirit aide, as described later, chang-
ing tribes is impossible.
The members of the Council of Tribes
usually live in a gilded temple raised by
Hellenic priests soon after their inva-
sion, but they rarely truly meet. In most
circumstances, they negotiate through
messages carried by lesser olibanum

111
Rival Magic
and is under twenty one years of age, he
Whats In The Box? does not vote in the ruling council. Simi-
larly, he does not gain the increased power
The altar of Serapis is not a solid his nature to immediately pour his spirit that his station on the council would usu-
block of gold; it is instead an ark. Arks into a person, and then use that fleshy ally permit. His place is not, however,
are gilded boxes used to hold sacred puppet to conquer the world, skipping filled by a fresh drawing of lots, and if he
objects. The King of the Olibanum Ser- from body to body until he is emperor turns twenty one during his tenure of of-
pents always coils tightly about the ark of everything. fice, he will be invested and gain access to
when he brings the Council of Tribes Serapis is a very powerful faerie, greater power. The sorcerers believe this is
together, but only the Myrrh Tribe sus- even after the fall of his cult in other because younger people lack the capacity
pects why. On the Myrrh Tribes list of places, because this cult centre contin- to channel that added magical force safely.
the dates of the births and deaths for ues to provide him with vitality. The It may, however, be that younger people
gods, Serapis has no date of death. stories the common Soqotrans tell are more malleable to Faerie powers, and
Serapis, the faerie god that the Ptol- about their magicians, and the bizarre inducting a young person into Serapis
emies designed, is trapped inside his ark, tales that their servants spread abroad, priesthood (the Council of Tribes) may
held in place by the coils of the King keep the imprisoned Serapis healthy. give the faerie god a chance to manipulate
of the Olibanum Serpents. He con- Player characters may become aware of that person, and seek escape.
tinues to provide power to his priests, Soqotras existence by finding a similar
because the king threatens him with cult site. In one of the stories contained
destruction. Were he ever to escape, he in the the Ancient Magic supplement, for Aloe
might devastate the region. He is likely example, the characters hunt for the
insane from his lengthy imprisonment, magical items of Heron in the Sera- The Aloe Tribe is skilled in magic that
and even if he is not, he was designed as pieum of Alexandria. A map or scrap of restores damaged things. Its magicians are
the ancestor god of a family dedicated text might lead the characters to other disproportionately women. Bitter aloes,
to subduing the world by conquest. It is Serapieums, including this one. which provide the vis for this tradition,
are harvested only in years when the rain
is good. This led, in ancient times, to the
The Four Tribes tem, create other magicians and so there Aloe Tribes defeat by the Olibanum Tribe,
is no concept of apprenticeship. The one which has the ability to control the weath-
Each of the styles of magic practiced notable distinction is that if a magician is er. The animosities between these tribes
on Soqotra is practiced by a political group elected to the Council of Tribes by lot, faded long ago, though. Today Aloe magic
called a tribe. The members of a tribe al-
most never meet in person; spirits act as
their intermediaries, instead. The Soqo- Aloe Incense
tran wizards believe this is an attempt to
prevent the wars that led to the formation Medieval European students of used in mummification rituals, and it is
of the current political system, but it also medicine are in two minds concerning mentioned as having been used in the
allows the King of the Olibanum Serpents aloe. Some claim that bitter aloe, a pur- entombment of Jesus. It has a complex
to control the flow of information between gative medicine, and aloewood, resinous smell, like mushroom and carrot.
the Soqotran magicians. Each tribes mem- heartwood used as incense, come from Assuming, as the rest of this chapter
bers are aided in their magical work by a the same tree. Others deny this. In this does, that Soqotran aloe incense comes
group of allied spirits. chapter it is assumed that the folklore from bitter aloes, then it lacks a distinc-
Each of the tribes is led by a potent that links aloewood and bitter aloes is tive smell. This is because the vis in aloe
spirit, which is related to the lesser spirits false, because in the real world it is false. plants is contained not in their wood,
that act as aides for sorcerers. It is these Player characters may not know this but in their juice. This juice is hung in
great spirits that open the Gifts of chil- and troupes may prefer, for simplicity or leather bags to evaporate into a powder,
dren. These children are then, usually, thematic reasons, sagas in which bitter which is then mixed with fuel before
taught by their spirit aides. The mysti- aloe does come from aloewood trees. burning. That aloe incense is so bland
cal patrons of each tribe can generate an Aloewood, often called agarwood in compared to the other tree essences is
Opening total of 12, and each has some modern times, is a tree that suffers fungal no longer considered remarkable by
understanding of the practices of the other attack in its heartwood, and in response Soqotrans. Hermetic magi attempting
tribes, so that new sorcerers do not usually it creates a dark resin that soaks the to convince Soqotrans that the essenc-
suffer Deficiencies. wood. This wood is cut into small pieces es are merely an expression of a larger
All Soqotran sorcerers, regardless of or powdered. It is particularly good for class, vis, find aloe magicians the most
their age, are instructed in a similar way. preserving things, which is why it was receptive to the idea.
Magicians do not, in the Soqotran sys-

112
Rival Magic
is highly prized by warrior magicians of the
Olibanum Tribe, because it allows slow, but Cinnabar Incense
complete, magical healing of injury.
Aloe magicians are found randomly The term cinnabar is used for two etable cinnabar is stored as garnet-col-
scattered on the island, excepting the completely different substances, one ored droplets that are ground to powder
mountainous areas. The plant from which mineral and the other vegetable, which before being mixed with fuel to make
their tradition accrues is spread widely, can both be used as a blood red dye. conventional incense. Soqotran sorcer-
perhaps from ancient farming. The aloe Pliny notes that even doctors find them ers do not need to do this when casting
is not found off the island, though, which confusing, which sometimes leads to their spells, although they usually do if
limits the tribes desire to leave. the death of their patients. Mineral cin- the spell has Censer Duration. Cinnabar
The mystical patron of this tradition nabar cannot be used as incense. Veg- has an earthy, tangy smell.
is the bennu, a sort of phoenix that nests
upon Soqotra. It is served by its relatives,
the herons of light. Aloe sorcerers believe
the bennu became the patron of their tribe
Myrrh Incense
only in more-recent historical times. They
Myrrh incense is a reddish-brown res- is also used in anointing oil, particularly
think that the elephant mentioned in the
in, with stronger incense having a darker among Eastern Christians. Myrrh does
origin story for the cinnabar trees was
color. It has a heavy, earthy smell that is not need to be ground to powder when
their patron in an ancient age. slightly bitter. It is associated in much of mixed with fuel for burning, as it does
Mythic Europe with funereal customs. It not liquefy as many other resins do.
Cinnabar
The Cinnabar Tribe is skilled in magic Olibanum Incense
that preserves objects and circumstances. It
draws its vis from the cinnabar trees. The Olibanum incense, called frankin- ventional incense. Soqotran sorcerers
trees flourish 4,000 feet above sea level, so cense in English, is a resin that is pale may, however, use it in the raw form.
the magicians of this tribe live in the moun- yellow and chunky. The paler and more They usually prefer to grind it if casting
tains. Cinnabar magic is primarily defensive opaque the incense, the greater its qual- spells with Censer Duration. This has
in effect, and so it is popular as a secondary ity is. Large single pieces are of higher no mechanical advantage, but is seen
skill among the sorcerers of other tribes. quality than combined smaller pieces of as the correct way to treat the essence.
Like the Aloe Tribes namesake, the the same weight. Olibanum is ground Olibanum smells spicy, resinous, and
plant from which cinnabar is taken is not and mixed with fuel before use as con- slightly citric.
found outside the archipelago, so far as the
sorcerers are aware. This, combined with Myrrh The Myrrh Tribes allies are led by a
the defensive focus of their magic, makes senior jinniyah, their queen, who has little
Cinnabar magicians hesitant to leave the The Myrrh Tribe has magic that com- to do with humans. She entered into a
islands. Each sorcerer of this tribe is aided memorates, and draws them closer to, an pact with the King of the Olibanum Ser-
by a spirit in the shape of a huge, blood- historic ideal. Magical myrrh plants are pents at the end of the final war between
red gecko lizard. usually found on the almost inaccessible the Olibanum and Myrrh Tribes. The de-
Cinnabar can be harvested every two southern parts of the island. The Myrrh tails of this agreement are hazy, but seem
years, and the vis of the tree takes two Tribe is allied to faeries, although the So- to have included the kings effective gov-
years to form, although it can be stored in qotran sorcerers do not clearly distinguish ernance of the island, and the queens ac-
the tree for up to a further two years with- between Magical and Faerie spirits. quiescence in his policy of isolation from
out loss. The magicians of this tribe do The Myrrh Tribe often battles wicked the world. The queen also keeps many of
not, at the present time, co-ordinate their jinniyah female jinns that cause sickness the kings secrets; for example, she knows
harvests. In the wars before the unification and ill fortune. They do this by perform- the real nature of vis yet chooses not to
of the indigenous traditions, it was com- ing simple folk magic that allows them to share it with her tribe.
mon for a group of Cinnabar magicians to personally contest the spiritual power of
all harvest their vis at the same time, and the jinniyah, or by calling up friendly jin-
use this material for pre-emptive strikes on niyah that live near the afflicted person. Olibanum
their enemies. Burning the cinnabar trees, The friendly jinniyah, aided by the folk
an obvious tactic when fighting Cinnabar magician, can drive off the wicked jinniyah. Olibanum magic commands things,
sorcerers, offends the spirits of all of the Members of the Myrrh Tribe are often aided like minds and winds. Sorcerers of this
tribes, and so has never been widely prac- by one or more friendly jinniyah, and many tribe tend to dwell in the fertile north of
ticed during Soqotran warfare. have the Faerie Blood Virtue (jinniyah). the island. They are the most skilled war-

113
Rival Magic
riors of the four tribes. The current d- serpentine allies dispense magical justice not on Soqotra.
tente, under the King of the Olibanum on the island. Theophrastus, a student of Aristotle,
Serpents, can be seen as a final victory for Magical olibanum is collected only for records that sailors were sent by Alexander
this tribe over the others. a fortnight each year, when the star Sirius the Great to spy out Soqotra. When they
Each magical olibanum tree has a mys- rises at dawn. Harvesting olibanum, even arrived on the island they were thirsty and
tical serpent that guards it. These creatures from trees that do not produce vis, is be- ventured inland to look for water. Seeing
aid the magicians, and are well-disposed lieved to be a sacred act. Those who are no guards, they stole olibanum and myrrh
toward them, but are hesitant to be dis- not skilled in handling the required tools from the trees. Unskilled harvesters usual-
covered by outsiders. Their existence con- can easily injure or kill the olibanum trees. ly damage the trees. This theft and injury
tributes both to the defensibility of the is- This is a crime, and is punished by the may have led to the alliance of the Oliba-
land and the reluctance of these magicians sorcerers. Olibanum is also called frank- num and Myrrh Tribes, traditionally rivals,
to engage with emissaries from the Order incense which literally means the in- against the Greek invaders.
of Hermes. The Olibanum Tribe and their cense of the French in some areas, but

Character Creation Notes


A Soqotran sorcerer is designed Finesse, Magic Lore, and Penetration Senior Soqotran Sorcerer:
using the rules in the core book, with Abilities. Soqotran sorcerers do not have Major Virtue
slight changes. a Magic Theory, but they have a cosmol-
ogy that is quantified using the Artes This Virtue is suited for respected and
Liberales Ability, and access to that Abil- powerful members of Soqotran sorcerer
Virtues ity is provided by this Virtue. Some So- tribes. It is rare for a character younger
qotran sorcerers also have Martial Abili- than thirty five to have this virtue. Char-
Soqotran sorcerers are similar to ties, which are unblocked by this Virtue. acters with this Virtue have spirit aides,
Hermetic magi in design. They are per- All Soqotran sorcerers have a spirit as described later. In brief, this allows the
mitted 10 points of Flaws, balanced by ally that can act as a protector, tutor, and character to have a higher casting total,
the same quantity of Virtues, plus one spellcasting aide. Note that, theoretically, by spending up to twice as many points
Minor Virtue. This minor Virtue is Puis- a sorcerer might go through the Soqotran from his spirits Might pool.
sant (Favoured) Magic. It grants +2 on training and be bound to any spirit, and
spellcasting rolls in the nominated style gain aid from that spirit. The division into
of magic. All Soqotran sorcerers have four tribes is not due to a limit of Soqotran Abilities
The Gift, which is a free Virtue, and magic, it simply suits the four regal spirits.
they must take the Soqotran Sorcerer The tree that the spirit controls pro- All Soqotran sorcerers gain the usual
Free Status Virtue. vides 120 sparks of vis per year, and in free experience points from childhood.
Soqotran Sorcerer is a Virtue that re- some circumstances Soqotran sorcerers This includes a score of 5 in their native
places Hermetic Magus for the purposes may borrow additional vis from the se- areas language and 45 other points to
of character design. Just as Hermetic magi nior members of their traditions, leaders spend on Abilities from a restricted list
have powers and obligations that are not of the council, or spirits that lack magi- on page 31 of the core rulebook. Many
reflected in their Virtues, similarly So- cians. All Soqotrans need to use vis to Soqotran sorcerers speak Arabic as their
qotran Sorcerers do not have Virtues or cast spells, but this Flaw is already fac- childhood language, and learn Soqotri
Flaws detailing their unique spellcasting tored into the Soqotran Sorcerer virtue. after being taken to the island.
style or the resources granted to them by They possess an Ability score of 0 in During subsequent training, which
their society. The Soqotran Sorcerer Vir- a favored Ability for each style of magic often takes 15 years, Soqotran sorcerers
tue bundles these features much as the (Aloe, Cinnabar, Myrrh, and Olibanum). earn 240 experience points and 72 levels
Hermetic Magus Virtue does. Characters may exceed the usual maxi- of spells. Artes Liberales plays an impor-
mum for Abilities by age given on page tant role in Soqotran ritual spellcasting,
51 of ArM5, in the magic of their tribe. so it is higher than in equivalent Her-
Effects of the Soqotran metic magi.
Sorcerer Virtue Soqotran sorcerers are effectively re-
quired to do what their spirits ask. This For every additional year, the charac-
does not prevent the character selecting ter earns 30 points that may be spent on
Soqotran sorcerers are treated as
a Story Flaw, much as Hermetic magi are Abilities at the rate of 1 point per experi-
hedge magicians outside the area where
required to keep the Code and may still ence point, or may be spent on spells at
legends of them are well known. This
have other Story Flaws. the rate of 3 levels for every 5 points.
Virtue allows the character to access the

114
Rival Magic
Lesser Traditions Casting Total: Incense Ceremony
Stress die + Aura + Communication
+ Magical Ability + additional sparks of An incense ceremony is required for
There are a few hedge witch tradi- vis spent + points due to spent Might all spellcasting. All incense ceremonies re-
tions on the island, members of which are from spirit ally or aide (+ Artes Liberales quire the sorcerer to burn at least a little
best constructed using the rules given in for ceremonial magic) essential incense, which is what Her-
Hedge Magic Revised Edition. Soqotran hedge metic magi would call vis. The amount
witches are skilled at cursing people, par- A character who meets or exceeds the consumed is called a spark by Soqotrans,
ticularly to cause sickness, transform vic- spell level casts successfully. A character which is one-tenth of a Hermetic pawn.
tims into civets, or ruin crops with poor who misses the level by up to 6 points still A perfunctory incense ceremony oc-
weather. Some hedge witches can call casts the spell successfully, but loses a Fa- curs when a character, startled by enemies
up evil jinniyahs to cause mischief. The tigue level. A casting total less than this is or in some other way lacking time, simply
witches of Soqotra are also renowned a failure and costs a Fatigue level. A char- destroys a small quantity of the appropri-
throughout the Arabic lands for their abil- acter who botches is subject to the same ate essential incense with a touch and a
ity to bewitch sailors with their smiles so sorts of negative effects suffered by Her- thought. This ceremony allows spell cast-
that boats run aground on rocks, and to metic magi. A character using additional ing in the same round. A perfunctory cer-
transform into seals. sparks of vis gains a single extra botch die, emony adds nothing to the Casting Total:
On Soqotra using witchcraft, particu- unless he is using more than 10 sparks, it is required for a spell to be possible.
larly to harm others, is a crime. Those ac- in which case he divides the number of A character may create Censer Du-
cused are tested by being weighted with sparks by 10 and rounds up. ration spells with a perfunctory incense
heavy stones and dropped into deep wa- As a rule for the construction of non- ceremony, provided that the sorcerer has
ter, then pulled back to the surface. If the player characters, Soqotran sorcerers of prepared a censer in advance. The censer
accused has mud, sand, or pieces of shell equal age to a new Hermetic magus will ignites magically as the spellcasting ends.
on her feet, she is pronounced innocent. have a score of 5 in the Ability favored This magical ignition occurs provided that
If she fails this test three times, then she by their tribe, with a +2 bonus due to the censer has been used for casting spells
is securely bound and returned to shore. Puissance. The leaders of each tribe will before, contains mundane fuel, and con-
The leader of her community then coats usually have a score of 9, with a +2 bo- tains a tenth of a pawn of vis. The Soqo-
her head and eyebrows with the sap of nus for their Puissance. Some characters, tran unit for measuring essential incense,
a local tree. This makes all of her hair with Affinities in the Ability of their tribe, the spark, comes from the observation that
fall out, and prevents its regrowth. The reach these scores more quickly than their a smaller amount will not self-immolate
woman is then shipped off the island on tribemates. Rather than racing to greater during perfunctory incense ceremonies,
the next available boat, and forbidden heights of power, they tend to broaden causing them to fail.
to return. This test technically only de- their study into the abilities of the other A minor incense ceremony involves
termines if the woman is a witch, not if three tribes. the burning of a single spark of essential
her powers were ill-used. There are some incense (vis) and a small quantity of com-
male witches of Soqotra, but female ones mon incense, the amount of common in-
are far more common. Sources of Power cense increasing with the magnitude of
the spell. A minor ceremony takes fifteen
minutes to complete, and adds the charac-
Soqotran sorcerers gain their power ters Artes Liberales score to the Casting

Magical from several sources. The sorcerer gains


the highest bonus in each category.
Total. This is the Soqotran form of Cer-
emonial Magic.
A full incense ceremony takes fifteen
Abilities Auras
minutes to complete. It requires a spark
of essential incense per 3 points of Ease
Factor, and a pile of common incense the
Soqotran magicians have access to Soqotran sorcerers gain the same bo- size of the sorcerers fist. As with a minor
four Supernatural Abilities, called Aloe nuses from the presence of a Magic aura incense ceremony, the characters Artes
Magic, Cinnabar Magic, Myrrh Magic, as other magicians. Much of the island has Liberales score is added to the Casting
and Olibanum Magic. They may be used a Magical aura of 2. The aura is far higher Total. This is the Soqotran form of Ritual
to produce spell effects according to the in the caves that have housed generations Casting, but it is faster than the Hermetic
following formula. of sorcerers. method. There is, however, one weakness
to the Soqotran method that Hermetic

115
Rival Magic
magic does not share: a Soqotrans spirit
ally must be present for this style of cast- New Major Virtue: The Spirit Ally
ing to be possible.
A character using any of the three All of the magical characters below tion doesnt affect faeries.
forms of ceremony gains no Casting To- have a Major Virtue called Spirit Ally. A Spirit Ally has an Arcane Con-
tal bonus for the vis consumed in that This virtue has the following effects: nection to his sorcerer, or, for those
ceremony. The sorcerer may, however, The character does not suffer Accli- sorcerers who have multiple allies, to
choose to use vis in addition to that which mation. Acclimation, described in Realms any other ally of the same sorcerer.
the ceremony requires, to make it easier to of Power: Magic, is a process in which The sorcerer, or any other spirit ally of
manifest the desired magical effect. magical creatures become progressively the same sorcerer, may use this link to
Every additional spark of appropriate more mundane if they remain in the sense the direction and emotional state
vis used adds 1 to the Casting Total. A char- mortal world. Hermetic familiars do not of the ally.
acter may not spend more sparks to increase suffer acclimation because of their tie to A spirit ally that is touching the
the Casting Total than the characters score a magus. Similarly, Soqotran spirit allies sorcerer extends that sorcerers Touch
in the appropriate magical Ability. do not suffer acclimation either because Range, which is of greatest use with
they have a link to a sorcerer, or, in the olibanum serpent allies since they can
case of the jinniyah, because acclima- reach over twenty feet long.
Spirit Ally or Aide
Soqotran magic is intimately tied to the acters should select the Soqotran Sorcerer quest is a test of the characters Gift, learn-
natural forces of the island, and these forces Virtue and Flaw package and an appropriate ing, resourcefulness, and moral character.
are represented by the local tree spirits. A Soqotran Supernatural Ability of at least 5. Characters who are senior in their
character who enters a relationship with Characters lacking this Virtue may develop tribe are eventually offered closer com-
the local spirits finds his mystical pow- it during play, by undergoing a quest on be- panionship with their spirit ally. The form
ers magnified. All Soqotran sorcerers have half of one of the spirits that they wish to this closer companionship takes varies.
magical allies from the completion of their have as an ally, the leader of their tribe, or The different forms of relationship offered
training. Players desiring this for their char- the King of the Olibanum Serpents. This by the four types of spirit are discussed in
their respective statistic blocks, later. This
sign of respect is offered to magicians who
perform heroic deeds on behalf of the is-
landers, who have gained great insight
into their magic (represented by a score
of 9), who have become elected leaders of
the council, or who have need of addition-
al power to complete an otherwise-insur-
mountable task that the King of the Oliba-
num Serpents wishes to assign them.
A spirit ally or aide may spend points
from its Might Pool to grant a +1 bonus
per Might on a single spellcasting roll. A
spirit ally cannot expend more Might than
the characters score in the related magical
Ability. A spirit aide cannot expend more
Might than twice the characters score in
the related magical Ability. This bonus can
only be granted to the spirits sorcerer, and
can only be granted when casting magic
related to the spirits tribe and tree. A spir-
it may spend the same amount of points
originally spent to destroy any spell that
its own Might helped to create.
Although the spirits of the other three
tribes never offer aideship without the per-
mission of the King of the Olibanum Ser-
pents, the jinniyah of the Myrrh Tribe fre-

116
Rival Magic
quently do. Sorcerers of all tribes studiously Improved Abilities, Improved Attack, fused friends. This power also assists in
ignore mentioning this one area of friction Improved Damage, 2 x Improved De- hunting goats for sport.
between the two great supernatural powers. fense, Improved Initiative, Improved PeIm 25 (Base 4 +1 Touch, +2 Sun +1
The Queen of Myrrh knows that although Powers, Improved Soak. Group, +1 changing image) Greater
there is a practical limit to the number of Personality Traits: Gecko +3, Sociable Power 25 levels, 25 spare levels con-
magicians who can draw on additional pow- +2, Fierce +1, Lazy +1 verted to Mastery points and spent on
er through their spirit aides, the magicians Combat:* cost and Init.
on the island come nowhere close to that Teeth: Init +3, Attack +14, Defense +12, The Blessing of the Third Brother, 0 points, Mo-
maximum number. The king has reserved mentary (triggered by successful bite),
aideship as a reward for diligence and obe- Vim: The bite of these geckos is tremen-
dience, and the queen generally follows his
policy. There is actually nothing to prevent
New Major Flaw: dously dangerous, because exposure
to gecko blood exposes a character to
the king from offering aideship to every ma- Vulnerability (Tree) powerful and conflicting magical forces.
gician on the island in time of war, for An object or creature subjected to these
example although he has never done so. Three of the four types of spirit forces gains five Warping points and
The spirit allies of Soqotran sorcerers ally on Soqotra die, or are at least must check for Twilight, or its equiva-
aid them in the practice of magic, but do banished to their respective realms, if lent, if a magician. If the character suf-
not cast magic in a human style. The statis- their tree is destroyed. The tree shares fers Twilight, he appears to mundane
tics for them that follow have magic scores the spirits Magic Resistance, and the people as an incorruptible statue that is
for the purpose of teaching their humans. spirit can tell when its tree is harmed. immune to any form of mundane dam-
Troupes using Realms of Power: Magic to play It can always find the direction of its age, until the Twilight ends. Characters
magical characters may prefer to fold the tree with a Concentration + Aware- who have injured a gecko, and then
magical and lore Abilities of the characters ness roll of 6+. Herons of light do not botch later in the same combat, may
together. The experience points from the have this flaw. suffer the effects described above as
discarded Ability score may be spent on some of the geckos shed blood enters
other Abilities to differentiate this spirit their eyes, mouth, or a crack in their
from others of its tribe. Damage +6 skin. The blood becomes inert within a
Note that several of the powers given * +3 on all Grapple attacks minute or two at most.
below are similar to, but cannot be simu- Soak: +3 CrVi 45 (Base 25 (5 Warping points) +1
lated by, Hermetic effects. Similar Her- Wound Penalties: 1 (16), 2 (712), 5 Touch (usually requires successful bite
metic effects have been used to provide (1318), Incapacitated (1924), Dead attack), +5 interesting Twilight effect,
scale for their mechanics, but the spirits of (25+) +10 Constant) Greater Power: 45 levels
Soqotra share, with the local sorcerers, the Abilities: Awareness 2 (supernatural things), (5 mastery points from Improved Pow-
ability to do some things that Hermetic Bargain 3 (sorcerers), Brawl 5+2 (bite), ers Virtue spent on cost, 5 spare levels
magi simply cannot do. Charm 2 (magic users), Cinnabar Lore converted to a Mastery point and spent
5 (teaching), Dominion Lore 2 (Soqo- on Init of Ambush Predator power.)
tran), Etiquette 3 (magic users), Faerie Gecko Skin, 5 points, Init -5, Animal. This
Soqotran Giant Gecko Lore 2 (Soqotran), Folk Ken 3 (Soqo- focus power allows the gecko to per-
tran festivals), Hunt 1 (goats), Infernal form magical feats similar to the re-
Magic Might: 23 (Animal) Lore 2 (Soqotran), Magic Lore 3 (Cin- markable tricks of small, mundane
Characteristics: Int +2, Per +1, Pre 0, Com nabar), Penetration 2 (Olibanum), So- geckos. The gecko targets its own
+2, Str +2, Sta +2, Dex +2, Qik 0 qotra Lore 2 (magical places), Sorcerers skin with small magical effects, allow-
Size: +1 of Soqotra Lore 2 (motivations), Speak ing it to slowly move over apparently
Confidence Score: 2 (5) Socotri 5 (magic users), Swim 3 (sea), impossible surfaces, much as little
Virtues and Flaws (Size 0): Magical Ani- Teaching 3+2 (sorcerers). geckos do. A gecko using this power
mal, Magical Friend, Spirit Ally, Ar- Ambush Predation, 0 points, Init 0, Imagi- can climb a vertical wall, regardless
cane Lore, Puissant Brawl, Puissant nem: This power makes the gecko, of the walls flimsiness or slickness. It
Teaching, Self-Confident, Unaffected and anyone it touches, invisible to can walk across water, despite waves,
By the Gift, Oath of Fealty (to the normal sight, regardless of what the without sinking. It can cling to ceil-
King of the Olibanum Serpents), Vul- individual does. This effect allows the ings, without consideration of its own
nerability (Tree), Carefree (minor) gecko and its magician to sneak about weight or the fragility of the ceiling.
Qualities and Inferiorities (Size 0): 1 Fo- unobserved; but, more sensationally, it As a final useful effect, the gecko can
cus Power, 2 Greater Magical Power, allows an invisible gecko to make a foe cause its riders clothes to adhere to its
No Fatigue, Gift of Speech, 3 x Minor similarly invisible, and slaughter him own skin, so the rider will not fall if
Virtue (Improved Characteristics), 2 x while he screams for the aid of his con- carried on strange paths.

117
Rival Magic
Like all Focus powers, this power can the least active and adventurous of all of Size: +1
be extended to greater Range, but by the spirit ally types, generally being happy Confidence Score: 1 (3 points)
limiting its effects. The gecko can to laze in the sun and tell each other sto- Virtues and Flaws: Magic Animal, Magi-
Touch the boots of his sorcerer and ries. They particularly enjoy hunting and cal Friend, Spirit Ally, Arcane Lore, 2
impart a similar ability to walk on wa- devouring goats in groups. They do not x Improved Characteristics, Puissant
ter. The sorcerer may stumble, though, require sustenance, but this is a significant Teaching, Second Sight, Unaffected
and only his enchanted clothes will social ritual that most geckos participate By The Gift, Oath of Fealty (Bennu),
not break the waters surface. Alterna- in at least once per month. Diurnal*, Higher Purpose**, Offensive
tively, if the gecko grants the correct Of the four spirit groups, the geckos To Flying Snakes***, Proud, (minor),
property to his gloves, the sorcerer are the most fervently opposed to the Is- Restricted Power (Reviving Flame re-
may climb walls or hang from ceilings lamization of the island. They believe that quires fatal wound, although this may
that can bear his weight. one of the hadith the recorded sayings be self-inflicted), Temperate.
Sorcerers of the Cinnabar Tribe gener- of the Prophet indicates that good * Like the Nocturnal Flaw, but inverted
ally wear leather boots and gloves, so Muslims should destroy unclean creatures, for activity during the day.
that they can benefit from the geckos and that geckos are unclean. In contrast, ** The herons of light are fanatically reli-
ability. They do not generally wear the Christians have driven to extinction gious, but their religion is very difficult
leather or woollen clothes, though, the conventional lizards from which these for humans to understand.
because the desert climate of Soqotra spirits originally took their shape. They *** The flying snakes of Arabia are the
makes these unbearable. Most have a did this by eating the lizards, or rendering hereditary enemies of the herons, and
suit of light leather armor, used in war. their flesh down into cooking oil. they have fought annual wars for thou-
Focus power : 25 levels. Soqotran giant geckos are spiritually sands of years. The herons ability to
Restoration, 0 points, Animal: This power- linked to a particular cinnabar plant, and revive from fatal injury makes these
like effect allows the gecko to restore will die if that plant is destroyed. The battles rather one sided.
itself to health after it has been dam- geckos vary in size, in accord with their Qualities and Inferiorities: Gigantic, 4 x
aged. It regrows lost limbs over the plants age. They are said to grow an inch Greater Magical Powers, No Fatigue,
course of a season and heals lesser in length each year, although half of this Ritual Power, Gift of Speech, Im-
injuries in a day. This power is free; length is the geckos tail. The oldest liz- proved Attack (claws), 3 x Improved
its an effect of the natural form of the ards, who interact with senior sorcerers at Abilities, Improved Initiative (claws),
gecko and mystically parallels things the behest of their younger allies, are over Improved Recovery, Improved Pow-
that common geckos can do. a hundred years old. The magicians of the ers, Improved Soak, 4 x Minor Virtue
Vis: 5 pawns, blood island believe that venerable, ancient trees (Improved Characteristics)
Appearance: Soqotran giant geckos are live in the remote mountain valleys of the Personality Traits: Heron +3, Inquisitive
spirits that take the form of large liz- island, and in times of tribal war the spirits +3, Hopeful +2, Superior +1
ards, with prominent eyes and spatu- of these trees aid their smaller brethren. Combat:
late toes. They are a deep red color, Folklore records that some geckos have Claws: Init +5, Attack +5, Defense +6,
and have small, angular bumps around reached eighteen feet in length. Damage +3*
their eye ridges. Some geckos can The geckos do not have a powerful * +5 if using Incinerate power.
stand upright for brief periods of time. spirit lord to serve, like a king, queen, or Soak: +4
Soqotran giant geckos regrow any lost bennu. Just before Opening a child to Wound Penalties: 1 (16), 3 (712), 5
body part almost instantly. her magic, an elderly gecko will remove (1318), Incapacitated (1924), Dead
its tail and replace it with a tail it keeps (25+)
The blood, and therefore the bite, of in an ivory box. This is, perhaps, the still- Abilities: Aloe Magic 6 (teaching), Ath-
the gecko is particularly dangerous. When living tail of its spiritual sovereign. When letics 3 (flying), Awareness 3 (preda-
a magical gecko bites its enemy, its saliva the ritual is complete, the gecko sheds the tors), Bargain 3 (magic users), Brawl
usually contains blood, because the teeth royal tail and resumes using its own. The 2 (dodging), Etiquette 1 (other birds),
of the gecko are covered for much of their geckos serve the King of the Olibanum Dominion Lore 1 (angels), Infernal
length with gingivitic tissue that tears Serpents, but their lack of any sense of ur- Lore 2 (things that fly), Faerie Lore
when pressure is placed upon it. This ex- gency makes them poor agents. 2 (Soqotran), Folk Ken 2 (Soqotran),
poses the victim to the blood of the gecko, Magic Lore 3 (Soqotran), Penetration
which causes a character to seem to be- 3 (incinerating), Second Sight 4 (de-
come unhinged from time. Herons of Light mons), Soqotra Lore 2 (places where
Soqotran giant geckos are highly social aloes grow), Sorcerers of Soqotra
and have no territorial instinct. They pair Magic Might: 31 (Animal) Lore4 (Aloe sorcerers), Speak Soco-
exclusively, and the sorcerers of a pair of Characteristics: Int +3, Per +2, Pre +2, Com tri 5 (formal), Teaching 4+2 (Aloe
geckos are generally allies. The geckos are +2, Str +1, Sta +2, Dex +1, Qik +3 Magic).

118
Rival Magic
Powers: the power to infanthood. The target, refuse if encroached on by another of
Dispel Shadowy Spirits, 0 points, Init 0, Form: if human, retains his memories and their own kind. Night herons seem to pre-
This spell restores places to whole- Abilities, but is generally unable to fer sorcerers with the Gentle Gift as their
someness by destroying the minor use them because of the lack of co- allies, so they are relatively rare. Night
demons that cause sickness, poor luck, ordination inherent in his baby body. herons have the powers noted above, and
bad weather, and many other ills. Infant animals may be more effective although they are identical mechanically,
PeVi3 0 (Base 20, +2 Voice): Greater combatants, depending on the devel- their observed effects are related to shad-
Power (30 levels, 20 remaining levels opment cycle of their species. ows and cold.
converted to Mastery points and spent MuCo 20 (Base 3, +2 Voice, +2 Sun, The herons are aligned to a creature
on reducing cost) +1 requisite): Greater Power (20 lev- called the bennu, which is similar to the
Incinerate: 0 points, Init +1, Ignem: The els, with 5 levels spent to reduce cost Greek phoenix and nests on inaccessible
heron can set things afire merely by by 1. Remaining levels spent on Incin- parts of the island. This being rarely inter-
commanding them to burn. This pow- erate power.) acts with humans, but is incredibly pow-
er does +5 damage per round and can Vis: 5 pawns Ignem, plumes erful. It is, for example, able to cast vast
be used to augment the herons claws. Appearance: These spirits take the shape illusions. It was perhaps responsible for
CrIg 10 (Base 4, +2 Voice, +1 Diame- of large herons. Each heron is con- the inability of Saladins brother to find
ter): Greater Power (15 levels 2 Might nected spiritually to an aloe patch, the island of Soqotra when he combed
cost, remaining levels have been used which it considers to be its charge. the Red Sea with a war fleet, seeking it.
to purchase Undesired Rejuvenation However, unlike the other spirits of The bennu can also appear to prevent the
Power and reduce its cost by 1). the island, if a herons plants are de- sun rising.
Reviving Flame, 4 points, Init 11, Animal: stroyed it is merely infuriated; it does The nature of the detente between
The heron bursts into flame, and ap- not die. The herons form a loose so- the bennu and the King of the Olibanum
pears to be consumed by it. But when ciety that meets at formalized times. Serpents is unclear. The bennu may be the
the terrible light of the fire fades, it is The herons demand politeness and only creature on the island, other than the
completely healed of all wounds. The order, and have an abrupt manner to- king, able to definitively answer questions
light does no harm to observers, but ward those who interrupt the rhythms concerning the kings identity.
may temporarily blind those who stare of island life.
at it directly.
CrAn 35 (Base 35): Ritual Power (35 The herons who act as allies and aides Soqotran Jinniyah (Evil)
levels, 15 remaining levels converted to for sorcerers are the youngest of their kind.
Mastery points and used to reduce cost) Elderly herons leave their patches of aloe Faerie Might: 15
Travel on the Wing of Sunset, 0 points, Init for duties assigned by their leader. They Characteristics: Int 0, Per 0, Pre +3, Com
2, Animal or Corpus: This power also assist in the teaching of powerful Aloe +1, Str +1, Sta 0, Dex 0, Qik 0
transforms its target into optic species magicians. Herons vary in size from a foot Size: 1
a sort of particle that is carried by tall to three feet tall. There is no obvious Virtues and Flaws: Greater Faerie Power,
light and whisks him away to a dis- reason for this variation: it is not a mark Cognizant Within Role, Faerie Sight,
tant location. This visual effect aside, of age or a reflection of the health of the Faerie Speech, Feast of the Dead, Hu-
the power is designed as a version of birds aloes. manoid Faerie, 2 x Increased Faerie
Seven League Stride based on Rego Ani- The herons of light are brightly col- Might, Lesser Faerie Powers, Obser-
mal with a Corpus requisite. The spell ored. Each has purple feathers on its chest vant, Personal Faerie Powers, Re-
allows the heron to flee enemies, but and a saffron-yellow neck. The legs are the stricted Might (day), Sovereign Ward
also allows the heron to transport its color of ocher. The backs of the birds vary (destruction of tree), Small Frame, Tra-
enemies so that they reappear on des- with the majority being a deep sea blue, ditional Ward (folk charms).
olate islands many miles from Soqo- but red-gold and an iridescent mixture Personality Traits: Bold +3
tra. The heron must know the place it of all the colors of the rainbow are also Combat:
is sending the target. widely seen. The birds each have a pair Claws: Init 0, Attack +11, Defense +10,
ReAn(Co) 45 (Base 30, +2 Voice, +1 of lengthy plumes as a crest. The bones of Damage +5
requisite): Greater Powers (45 levels, 5 herons of light are delicate and fragile, but Fangs: Init +1, Attack +10, Defense +8,
remaining levels converted to Mastery are made of gold. Damage +4
points and spent on reducing cost. 4 A few members of this tradition are Soak: 0
Mastery points from Improved Powers served by night herons. These spirits look Wound Penalties 1 (1-4), 3 (5-8), 5
to reduce cost) like white ravens with black skullcaps. (9-12), Incapacitated (1316), Dead
Undesired Rejuvenation, 1 point, Init +1, Night herons are inactive during the day. (17+)
Animal or Corpus: This power is used A heron of light and a night heron may Pretenses: Athletics 5 (mountain trails),
offensively. It reverts the target of share territory in a way that either would Awareness 3 (humans), Brawl 6 (dark

119
Rival Magic
areas), Carouse 3 (shepherds), Charm creased Faerie Might, Lesser Faerie similar to the evil jinniyah of the is-
3 (lonely men), Etiquette 2 (dining), Powers, Observant, Sovereign Ward land, who eat night travelers and
Faerie Speech 5 (conversation) (destruction of tree), Small Frame, Tra- cause shipwrecks. Myrrh jinyah ap-
Powers: ditional Ward (folk charms). pear to be beautiful women, and are
Extended Glamour: 0 points, constant, Personality Traits: Bold +3 often happy to marry sorcerers who
Mentem Combat: have attained sufficient status to de-
Coils of the Entangling Plants: 2 points, Init. Myrrh Harvesting Knife: Init 0, Attack +8, serve spirit aides. The descendants of
2, Herbam: as the spell of the same Defense +6, Damage +11* these unions have the Myrrh Blood
name, ArM5 page 138. Kick: Init -1, Attack +6, Defense +5, Dam- Virtue, which provides Faerie Sight.
Enthralling Sound: 3 points, Init 3, Mentem: age +4 If a jinniyahs grove is destroyed, she
May create an infatuation with the * Includes +5 for Improved Damage Virtue. appears to die, though actually just
sound of her singing. As the jinniyah Soak: 0 shifts roles.
approaches a man, she sings a beautiful Wound Penalties 1 (1-4), 3 (5-8), 5
lament for him. Some of these spirits (9-12), Incapacitated (1316), Dead The Queen of Myrrh looks much like
instead have the Enthrallment power, (17+) her daughters, but is a creature of far
and cause shipwrecks with their smiles. Pretenses: Athletics 5 (mountain trails), greater power. She guards an object, which
A stress roll with an appropriate Per- Awareness 3 (humans), Brawl 6 (dark was first mentioned by an ancient Greek
sonality trait against an Ease Factor areas), Carouse 3 (shepeherds), Charm author who swore that the island and its
of 9 allows a victim to overcome this 3 (lonely men), Etiquette 2 (dining), relic were fictitious. It is a golden stele
powers effect. Faerie Speech 5 (conversation) that records, in ancient script, the date of
CrMe Base 4 +2 Voice +2 Sun +2 Powers: the birth and death of all of the gods. It
Group Coils of the Entangling Plants: 0 points, Init.2, is not clear if the stele records the date of
Transform Into Human: 0 points, Init. 0, Ani- 2 intricacy points on cost, Herbam: death of those gods yet to pass from the
mal (3 intricacy points on cost, 2 on As the spell of the same name, ArM5 mortal world, or if it predicts gods yet to
initiative): This power transforms the page 138. be born.
character between human and com- Emulate the Honored Dead: 4 points, Init -5, It is the duty of the queen and her fol-
bat form. The combat form has knife- Corpus: This spell transforms an en- lowers to burn myrrh in commemoration
sharp teeth and sharpened claws. emy into a cloud of ash, like the ashes of these gods, and recite their names. It
This is treated as a Personal level 25 of a cremated warrior, which is scat- is unclear what would occur if the queen
MuCo(An) effect. tered by the wind. A character in a suf- abandoned her duties. Similarly, it is not
Equipment: Clothes, bangles. ficiently still place, like a closed room, know what would happen if the stele was
Vis: 3 pawns Perdo, a dead spider may be able to hold himself together stolen from the island. The existence of
Appearance: Sorcerers know that the jin- until the spell ends. the stele may have proven decisive in the
niyah of the island may be linked with MuCo(Te) 45 (Base 30, +1 Touch, +2 wars between the early tribes. The King
any grove of trees, but those that aid Sun), 1 intricacy point on cost of the Olibanum Serpents can seriously
the Myrrh Tribe are the spirits of an- Extended Glamour: 0 points, constant, harm the Queen of Myrrh by destroy-
cient myrrh groves. They eat night Mentem ing her stele, for example. But he cannot,
travelers and cause shipwrecks. Myrrh Enthralling Sound: 0 points, Init 3, Mentem, in turn, be blackmailed with threats to
jinniyah appear to be beautiful wom- 3 intricacy points on cost: May create his tree since either he lacks one or the
en. If a jinniyahs grove is destroyed, an infatuation with the sound of her Myrrh Tribe was unable to ascertain its
she appears to die, though actually just singing. Some of these spirits instead location.
shifts roles. have the Enthrallment power. A stress A secret known only to the myrrh
roll with an appropriate Personality jinniyah is that their similarity to the jin-
trait against an Ease Factor of 9 al- niyah who feed on humans is not coinci-
Soqotran Jinniyah (Good) lows a victim to overcome this powers dence. The evil jinniyah are the juvenile
effect. form of the good jinniyah. Accepting a
Faerie Might: 25 CrMe Base 4 +2 Voice +2 Sun +2 sorcerer as an ally is part of the process
Characteristics: Int +2, Per 0, Pre +3, Group of role change. Good jinniyah eventually
Com +1, Str +1, Sta 0, Dex 0, Qik 0 Equipment: Clothes, bangles. change role again, into a sort of filial an-
Size: 1 Vis: 5 pawns Creo, in tree cestral spirit, and these sometimes teach
Virtues and Flaws: Greater Faerie Power, Appearance: Sorcerers know that the their descendants, or sorcerers they claim
Cognizant Within Role, Faerie Sight, jinniyah of the island may be linked as descendants, on behalf of their sis-
Faerie Speech, Humanoid Faerie, Im- with any grove of trees, but those that ters. The queen also trains skilled sorcer-
proved Characteristics, Improved aid the Myrrh Tribe are the spirits of ers occasionally.
Damage, Improved Powers, 4 x In- ancient myrrh groves. They are very

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Rival Magic
Olibanum Serpent 7+2 (bite), Charm 2 (magic users), Do- ReCo 25 (Base 15, +1 Touch, +5 for Ani-
minion Lore 2 (Soqotran), Etiquette 2 mal requisite): Greater Power (25 levels).
These creatures refer to themselves as (magic users), Faerie Lore 2 (Soqo- Peering Into the Mortal Mind, 2 points, Init 8,
olibanum serpents, but from a Hermetic tran), Finesse 1 (moving objects), Folk Mentem
perspective, and from the perspective of Ken 4 (Soqotran festivals), Olibanum R: Sight, D: Mom, T: Ind
the classifications given in Realm of Power: Magic 9 (teaching), Guile 1 (magic us- As the spell on page 149 of ArM5, but
Magic, they are worms. They have the ers), Infernal Lore 2 (Soqotran),Magic the target does not need to make eye
Magical Animal virtue, which is explained Lore 5 (Olibanum), Magic Sensitivity contact with the serpent. On the other
in Realms of Power: Magic, but do not have 3 (places), Penetration 2 (Olibanum), hand, the serpent only has a moment
a classic dragon shape. In most cases they Soqotra Lore 3 (magical places), Sor- and thus may not read more than sur-
lack wings and claws, and they have some cerers of Soqotra Lore 4 (motivations), face thoughts.
features that are not reptilian. Speak Socotri 5 (magic users), Swim 1 InMe 40 (Base 25, +3 Sight): Greater
(sea), Teaching 4+2 (sorcerers). Power (40 levels, 2 Might cost).
Powers:*** Perfumed Breath, 0 points, constant, Mentem
Large Olibanum Serpent Gift of Vigor: 0 points, Init 7, Corpus and Animal
Magic Might: 33 (Animal) This effect is very similar to the Her- R: Scent D: Sun T: Incensed
Characteristics: Int +3, Per 2, Pre +3, metic spell of the same name (ArM5, The serpents breath is perfumed
Com 0, Str +4, Sta +2, Dex +2, page 134). It differs in that, unlike magi, with olibanum. Those people or ani-
Qik 4 olibanum serpents do not have Fatigue mals who smell its breath fall under
Size: +2 levels; they are tireless, supernatural its control. This allows the dragon
Confidence Score: Generally higher than creatures. Each use of this power mere- to give complex commands to char-
2 (5 points) ly reinvigorates the person the serpent acters, which they try to carry out to
Virtues and Flaws: Magical Animal, Magi- touches, who is generally their sorcerer. the best of their ability, but it does not
cal Friend, Spirit Ally, Arcane Lore, Soqotran sorcerers do not lose Fatigue grant complete control over thoughts
Magic Sensitivity, Puissant Brawl, when casting spells. This power does, and emotions. The serpents gener-
Puissant Teaching, Tough, Unaffected however, allow them to fight continu- ally choose not to exercise control
By The Gift, Oath of Fealty (King of ously, without sleeping, for weeks. over their sorcerers, because it Warps
the Olibanum Serpents), Vulnerability
(Tree), Oversensitive (to bitter smells,
particularly smoke), Prohibition (may
not tell the secret of vis to humans)
Qualities and Inferiorities:* 4 x Greater
Magical Powers, No Fatigue, Gift of
Speech, 3 x Minor Virtue (Improved
Characteristics), 3 x Improved Abilities,
2 x Improved Attack, 3 x Improved De-
fense, 3 x Improved Initiative, Improved
Powers, 3 x Improved Soak
Personality Traits: Olibanum Serpent
+3, Loyalty to the King of the Oliba-
num Serpents +3, Sneaky +2, Easily
Amused +2
Combat:
Fangs: Init +5, Attack +19, Defense +15,
Damage +9
Constriction:** Init +2, Atk +16, Dfn +9,
Dam n/a
Claws (optional variant): Init +4, Attack +17,
Defense +14, Damage +10
Soak: +9
Wound Penalties: 1 (17), 3 (814), 5
(1521), Incapacitated (2228), Dead
(29+)
Abilities: Awareness 3 (supernatural
things), Bargain 3 (sorcerers), Brawl

121
Rival Magic
them over the long term. Characters Medium Olibanum Serpent Perfumed Breath, 0 points, Init 7, Mentem
who leave the dragons presence may Magic Might: 25 (Animal) and Animal
disregard their instructions at the next Characteristics: Int +3, Per 2, Pre +2, R: Scent D: Sun T: Incensed
sunrise or sunset. Com 0, Str 0, Sta +2, Dex +2, Qik 2 See Large Olibanum Serpent for details.
Characters may protect themselves Size: 2 to +2 ReMe 50 (Base 20, +2 Scent (as Voice),
from this effect by plugging their nos- Confidence Score: 2 (5 points) +2 Sun, +2 Incensed (as Group):
trils with wax, but this is not immedi- Virtues and Flaws: Magical Animal, Magi- Greater Power (50 levels +1 on cost to
ately apparent to those unfamiliar with cal Friend, Spirit Ally, Arcane Lore, affect a second form, -6 cost).
Soqotran magic. The lairs of olibanum Magic Sensitivity, Puissant Brawl, Unseen Servants, 1 point, Init 5
serpents are often filled with tame cen- Puissant Teaching, Tough, Unaffected See Large Olibanum Serpent for details.
tipedes, lesser magical serpents, rats, By the Gift, Oath of Fealty (King of ReTe 20 (Base 3, +2 Scent (as Voice),
and spiders, which can all be com- the Olibanum Serpents), Vulnerability +1 Conc, +2 Incensed (as Group)
manded to attack intruders who have (Tree), Oversensitive (to bitter smells, Wreath of Choking Smoke, 1 point, Init 3,
wax nose plugs. particularly smoke), Prohibition (may Auram
ReMe 50 (Base 20, +2 Scent (as Voice), not tell the secret of vis to humans) R: Touch, D: Diam, T: Incensed
+2 Sun, +2 Incensed (as Group), +5 Qualities and Inferiorities:* 3 x Greater See Large Olibanum Serpent for details.
levels for constant, 7 cost). Magical Powers, No Fatigue, Gift of CrAu 15 (Base 3, +1 Touch, +1 Diam,
Unseen Servants, 1 point, Init 7 Speech, 3 x Minor Virtue (Improved +2 Incensed): Greater Power (15 levels)
This effect, similar to The Unseen Porter Characteristics), 2 x Improved Abilities, Vis: 3 pawns, skin
(ArM5, page 156), allows the serpent Improved Attack, 2 x Improved De-
to alter its environment without the fense, 2 x Improved Initiative, Improved
benefit of hands. At any instant, the Powers, 2 x Improved Soak Small Olibanum Serpent
serpent may command up to a dozen Personality Traits: Olibanum Serpent Magic Might: 17 (Animal)
objects within the cloud of air scented +3, Loyalty to the King of the Oliba- Characteristics: Int +3, Per 2, Pre 0, Com
by its breath. The serpents control is num Serpents +3, Sneaky +2, Easily 0, Str 4, Sta +2, Dex +2, Qik 0
still comparatively clumsy, so it com- Amused +2 Size: 2
mands animals to move objects that Combat: Virtues and Flaws: Magical Animal, Magi-
require precise placement. Serpents Fangs: Init +4, Attack +15, Defense +11, cal Friend, Spirit Ally, Arcane Lore,
with claws often have different powers Damage +5 Magic Sensitivity, Puissant Brawl,
than this. Constriction:** Init +1, Atk +13, Dfn +7, Puissant Teaching, Tough, Unaffected
ReTe 20 (Base 3, +2 Scent (as Voice), Dam n/a By the Gift, Oath of Fealty (King of
+1 Conc, +2 Incensed (as Group)) Claws (optional variant): Init +3, Attack +13, the Olibanum Serpents), Vulnerability
Wreath of Choking Smoke, 1 point, Init 5, Defense +12, Damage +6 (Tree), Oversensitive (to bitter smells,
Auram Soak: +7 particularly smoke), Prohibition (may
R: Touch, D: Diam, T: Incensed Wound Penalties: 1 (15), 3 (610), 5 not tell the secret of vis to humans)
This spell causes the cloud of olibanum (1115), Incapacitated (1620), Dead Qualities and Inferiorities:* 2 x Greater
that surrounds the serpent to become (21+) Magical Powers, No Fatigue, Gift of
acrid for a few minutes. Those within Abilities: Awareness 2 (supernatural Speech, 3 x Minor Virtue (Improved
the cloud must make a Stamina stress things), Bargain 3 (sorcerers), Brawl Characteristics), 2 x Improved Abili-
roll of 3+ each round or lose a Fatigue 5+2 (bite), Charm 2 (magic users), Do- ties, Improved Defense, Improved
level. Once the character reaches minion Lore 2 (Soqotran), Etiquette 2 Initiative
unconsciousness, further failed rolls (magic users), Faerie Lore 2 (Soqo- Personality Traits: Olibanum Serpent
cause a Light Wound instead. This tran), Folk Ken 3 (Soqotran festivals), +3, Loyalty to the King of the Oliba-
spell is useful for destroying vermin in Olibanum Magic 5 (teaching), Guile 1 num Serpents +3, Sneaky +2, Easily
caves, and for incapacitating humans (magic users), Infernal Lore 2 (Soqo- Amused +2
who have discovered that the serpents tran), Magic Lore 3 (Olibanum), Mag- Combat:
cannot control the minds of those who ic Sensitivity 3 (places), Penetration 2 Fangs: Init +3, Attack +10, Defense +8,
plug their noses, to make them less ef- (Olibanum), Soqotra Lore 2 (magical Damage +1
fort to kill. A character skilled in Olib- places), Sorcerers of Soqotra Lore 2 Constriction:** Init +0, Atk +10, Dfn +5,
anum Magic may add his or her Ability (motivations), Speak Socotri 5 (magic Dam n/a
score to the Stamina roll. users), Teaching 3+2 (sorcerers). Claws (optional variant): Init +2, Attack +8,
CrAu 15 (Base 3, +1 Touch, +1 Diam, Powers:*** Defense +10, Damage +2
+2 Incensed): Greater Power (15 levels) Gift of Vigor: 0 points, Init 5, Corpus Soak: +2
Vis: 4 pawns, skin See Large Olibanum Serpent for details. Wound Penalties: 1 (13), 3 (46),
ReCo 25 (Base 15, +1 Touch, +5 for Ani- 5 (79), Incapacitated (1112), Dead
mal requisite): Greater Power (25 levels). (13+)

122
Rival Magic
Abilities: Awareness 2 (supernatural 180). The victim must make a Stamina like the serpents skin comes loose, crawls
things), Bargain 2 (sorcerers), Brawl check every 30 seconds (that is, every forward, and pulls its body along behind.
2+2 (bite), Charm 1 (magic users), Do- five rounds), or suffer the normal effects Olibanum serpents, unlike snakes, can
minion Lore 1 (Soqotran), Etiquette 1 of deprivation. Once the serpent has crawl backwards with perfect ease. This is
(magic users), Faerie Lore 1 (Soqo- successfully grappled an opponent (and of particular advantage to the rare, double-
tran), Folk Ken 1 (Soqotran festivals), begun constricting), on subsequent headed serpents.
Olibanum Magic 3 (teaching), Guile 1 rounds it can continue constricting and A note on aging: The rules in Realms
(magic users), Infernal Lore 1 (Soqo- still attack with its claws or bite. These of Power: Magic divide the lives of magical
tran), Soqotra Lore 2 (magical places), attacks may be directed at the grappled characters into four seasons. The serpent
Sorcerers of Soqotra Lore 2 (motiva- victim, or at another opponent. ally of an adolescent human is generally a
tions), Speak Socotri 5 (magic users), *** The powers listed here are typical, but Spring character, and is of a Size smaller
Magic Lore 2 (Olibanum), Magic Sen- serpents have varying powers. This than 0. The ally of an adult sorcerer is gen-
sitivity 2 (places), Penetration 2 (Olib- variance is partially innate, as it is erally a Summer character, and is of Size 0
anum), Teaching 2+2 (sorcerers) more common in those serpents with to +2. The aide of a skilled sorcerer is an
Powers:*** additional limbs, but is also partially Autumn character, and is of Size +4. Old-
Gift of Vigor: 3 points, Init 3, Corpus under the control of the King of the er, larger serpents tend not to have magi-
See Large Olibanum Serpent for details. Olibanum Serpents; serpents set par- cians as allies, spending much of their time
ReCo 25 (Base 15, +1 Touch, +5 for Ani- ticular tasks often develop powers ap- in the Magic Realm. The change between
mal requisite): Greater Power (25 levels). propriate to those tasks as they age. seasons, for serpents, is not as abrupt as
Unseen Servants, 1 point, Init 3 the change in social status is for their hu-
See Large Olibanum Serpent for details. It is rare, but some olibanum serpents mans, but is still marked by celebrations
ReTe 20 (Base 3, +2 Scent (as Voice), have additional limbs, which may be ves- and physiological changes. As a serpent
+1 Conc, +2 Incensed (as Group) tigial or effective. The most common type moves from one state to another it may
Wreath of Choking Smoke, 1 point, Init 1, are added forelimbs, which, if effective, can shed its skin, a process that often results
Auram manipulate objects and claw enemies. Oth- in changes of color, pattern, and even the
R: Touch, D: Diam, T: Incensed er serpents have four feet. Vestigial wings sloughing off or addition of limbs.
See Large Olibanum Serpent for details. are often seen on juvenile serpents, but There are perhaps 75 olibanum trees
CrAu 15 (Base 3, +1 Touch, +1 Diam, they shed these with age. A few serpents of virtue on the island, and most of the
+2 Incensed): Greater Power (15 levels) retain true wings into adulthood. A handful powerful olibanum serpents that are their
Vis: 2 pawns, skin of serpents have heads at both ends. guardian spirits have a human sorcerer
Olibanum serpents are spiritually tied who acts as an ally or aide. Because a ser-
Appearance: Olibanum serpents are spir- to a particular olibanum tree of virtue. It pent whose tree is destroyed dies, it is rare
its in the form of enormous worm- is believed that winged olibanum serpents for these creatures to travel far from home.
lizards. They have scales that vary in are the spirits of olibanum trees that have When one does leave temporarily, the
color from pink, to white, to lemon, survived lightning strikes on mystically other olibanum serpents protect the tree
then pale amber as the serpent ages; significant days. Other limbs might, simi- of the traveler.
the King of the Olibanum Serpents larly, be an effect of mystical damage to the Olibanum serpents are served by lesser
is blue. These creatures have deep- serpents tree. Some of the older sorcerers magical snakes. Many fly, and these are
set eyes, lack visible ears, and have claim that serpents with added limbs and the basis of the dreaded syrenus of Her-
tails that taper oddly if compared to wings are more common than they were a metic folklore. Others are called red leap-
a snake. Olibanum serpents are not hundred years ago. ers and act as site guardians. These lesser
strictly poisonous, but they do pro- The length of an olibanum serpent is snakes have only animal intelligence, but
duce venom that has mystical effects. exactly equal to the height of its tree, so the they are connected mystically to their
serpents vary in length from a few inches commanding olibanum serpent. When
* Olibanum serpents sometimes have for the smallest of seedlings, to over twenty following detailed instructions, they often
claws or wings, and in some cases feet long. The more senior a serpent, the appear to be highly intelligent.
both. Claws and wings, either vesti- more concerned it becomes with its appear- The King of the Olibanum Serpents
gial or functional, are free choices for ance; many of the oldest have ornaments does not, it appears, have a tree. Soqotran
Magical Animals. made of gold and precious stones that they sorcerers rarely realize this, though; they
** A serpent can only constrict a victim wear. Magical olibanum trees do not die of tend to assume that his tree is in one of
whose Size is less than its own. Con- old age, so a single venerable serpent may the inaccessible valleys in the mountains.
striction is based on the grappling rules ally with a series of sorcerers. If its tree dies, The Myrrh Tribe, whose members are
(see Non-Lethal Combat on page 174 though, so does the olibanum serpent. able to travel through the wilderness with
of ArM5). As long as the serpent main- Olibanum serpents move like other comparative ease, searched diligently for
tains the grapple, its opponent is con- worm-lizards, which is distinct from the the kings tree when the tribes were at war.
sidered deprived of air (see ArM5, page flowing movements of snakes. It looks They believe that it simply doesnt exist.

123
Rival Magic
This is another matter they do not discuss The Council of Three Birds Soqotran Magic
with outsiders, because they believe it will
annoy the King of the Olibanum Serpents The Council of Three Birds is com-
for no good purpose. prised of all those sorcerers that have both Soqotran magic uses spells that have
the trust of the King of the Olibanum Ser- levels taken from the tables in the follow-
pents and the Gentle Gift. Perhaps one ing sections. Soqotran magic differs from
Council of Tribes Membership sorcerer in ten has the Gentle Gift, so this Hermetic in that:
group always remains small, and has a con-
The members of the Council of Tribes tinuum of ages in its members. They are All spells require one tenth a pawn of
are spiritual descendants of the leadership the only Soqotran magicians, other than vis, at minimum, to be spent.
of the Helleno-Egyptian priests that once the members of the Council of Tribes and Changes in magnitude for Soqotran
worshiped in the temple on Soqotra. The the intimates of the Queen of Myrrh, who spells adjust the level by 3, not 5. This
current council contains two members from meet on a regular basis. They are primarily is because Soqotrans are making Abil-
each tribe. The elected leader of each tribe used as tool of influence in foreign ports. ity, not Art, rolls.
is a member of the council, and continues in The tribal leaders on the ruling council are Level calculations are given in levels,
this role for a seven-year term. The second aware of this second councils existence, al- not magnitudes, because Soqotran spells
member from each tribe is appointed by the though those elected by lot are sometimes do not become markedly easier the way
drawing of lots on midsummers day, and considered unworthy of this knowledge. Hermetic spells below level 5 do.
serves until the following midsummer. The Council of Three Birds is unusual All spells over level 18 are powerful
The members of the council do not in that it is able to co-operate without mag- mystical effects (as described in ArM5,
have their mystical powers increased until ical assistance, since its members do not page 168) and cause the target to suf-
they participate in a minor ritual supervised suffer the mutual suspicion caused by Gift- fer Warping.
by the King of the Olibanum Serpents, edness. This allows them, in emergencies, Soqotran magicians do not have the
and do not lose this deep connection to to act as a tightly structured team. In less ability to cast Spontaneous spells.
power until their successors participate in difficult times, they are sent to mainland Most can make simple magic items
the ritual. The ritual is generally held on ports to deal with situations that the Coun- using Perpetual spells, but there is no
midsummers day, following the selection cil of Tribes believes could become prob- indigenous tradition of creating en-
of lots, but it can be delayed indefinitely. lematic. The bird councilors, in comparison chanted objects.
If one of the councilors dies, then either a with their more sheltered tradition-mates,
new leader is elected for the tribe or a new are less capable magicians, but are far more The King of the Olibanum Serpents
lot is drawn. The new councilor undergoes skilled at dealing with the mundane world. does lend magic items to his magicians,
the ritual alone, and this does not affect They may each use up to 10 Might pool like the scepters carried by the priesthood
the status of the other councilors. points per day from the faerie god Serapis. of the faerie god Serapis (i.e. the Council
Council members increase their magic Members of this council can join the of Tribes). These are ancient items from
potency by, unknowingly, drawing power ruling council, but they gain no benefit in the Egypto-Hellenic period that were
out of the faerie god Serapis. Each point terms of their powers. This demonstrates captured by the spies of the ruling coun-
added to a dice roll drains a Might Pool that there is no mystical significance to cil in foreign areas, or are Hermetic items
point from Serapis. He recovers his Might the number of members in the Council constructed by Verditius magi. Who these
more quickly than other faeries, over the of Tribes. magi are, and how their items came into
course of four hours. The bonus from spell- the possession of the King of the Oliba-
casting due to the aid of Serapis (a faerie), num Serpents is not detailed but may serve
and the benefit granted by most spirit al- Magical Ability as a story hook to lead the characters to-
lies (magical animals) cannot be combined ward Soqotra.
in a single spell. The Myrrh Tribe, whose An obvious way to become more skilled
spirit allies are faeries, is able to combine at controlling magical forces is to study
these bonuses, however. the nature of those forces. Soqotran magi- Unusual Ranges
The Might of Serapis is rationed out cians may learn how to manipulate magic and Durations
by the King of the Olibanum Serpents. A through training and practice of their Abil-
member of the council by lot may draw ities. Their spirit allies may withhold train- Soqotran magicians also have a distinc-
up to 5 Might a day. A member of coun- ing from magicians who have undesirable tive set of Ranges and Durations that they
cil by election or appointment may draw Personality Traits. They do this to avoid may use in addition to those employed by
10 Might per day. In desperate times, the the appearance of powerful magical villains Hermetic magi.
king relaxes this restriction as seems wise, on the island. The culture of the Soqotran Censer: This Duration allows a magi-
but Serapis Might though large (65), is magicians is such that they do not think cal effect to continue while a censer of in-
limited. Each point of might adds +1 to that it is unusual to provide service to the cense, lit during its casting, remains alight.
the characters casting total. spirits in exchange for training. Only the caster may add additional fuel

124
Rival Magic
to the censer: if another person adds fuel,
the spell expires when the original fuel A Table of Comparisons
would otherwise have burned away. The
censer may be extinguished or have its Range, Duration, Hermetic Equivalent How Far? How Long?
fuel spilled by anyone, using normal me- or Target for Level Calculation Who or What?
chanical means. Censer is treated as being Scent Voice As far as the smell of burning
equivalent to Diameter duration. incense travels.
Players mostly familiar with modern, Censer Diameter As long as the censer burns.
directly burned incense of the Indian style Regrowth Diameter Permanent after an extended
should note that Soqotran incense is indi- delay.
rectly burned. That is, to burn Soqotran Perpetual Year Until destroyed
incense it is either mixed with fuel and Incense One below Individual Incense and tools for incense
burns as the fuel burns, or it is placed in harvesting.
a container that burns fuel to heat a metal Incensed Group Stuff touched by the smoke of
plate, and the incense rests on that plate. the sorcerers incense.
Charcoal is the usual fuel for censers.
Soqotran magicians use three styles of
censer. Braziers are used when casting a self-perpetuating process, like plant- ceremonies. This special type of magic is
spell with Censer Duration. The dish-like ing a seed. Perpetual is treated as Year rarely performed, and is entrusted only to
shape of braziers allows extra fuel to be duration for the purposes of calculat- the senior members of each tradition. Many
added easily. Censers with handles allow ing the magnitudes of effects, but does Soqotran sorcerers do not realize that the
for easy movement, such as when casting not necessarily require that the spell full ritual is mandatory, rather than a reflec-
Boundary effects on rough ground. Cen- be cast as a Ritual. tion of their level of skill. This gap in knowl-
sers with chains allow the caster to widely Regrowth: This Duration, which is equiva- edge occurs because many of the lesser
scatter the smoke of the incense, which is lent to Diameter, allows magic to linger rituals performed by Hermetic magic, for
useful for spells with Incensed Target, or in an object, allowing it to heal so that example those related to healing and ward-
Scent Range. it is restored at sunrise. Spells begun ing, are not used by Soqotran sorcerers.
after midnight complete their healing In general, spells require a full incense
Diameter: Soqotran magicians tend to use at the second following sunrise. Every ritual if they have an Ease Factor of 30 or
Censer in lieu of the Diameter dura- Regrowth spell is cast with the light- more. The Perpetual Duration does not,
tion, but may use it if they wish. ing of a censer. The censer must burn of itself, require a full incense ritual, but it
Incense: This special Target for Soqotran for that complete period until the sun- does raise the underlying level of effect so
magicians is treated as one magnitude rise, or the restoration will be partial much that one is often required.
lower than Individual. It affects only in proportion to the censers burning
unburned incense, traditional contain- time and the time to the sunrise.
ers for unburned incense, or tools used Scent: This Range affects all people who Aloe Grimoire
to prepare incense. It also, necessarily, can smell incense that was ignited by
includes every form of vis that Soqo- the caster during the recitation of this Each spell given in the Grimoire sec-
tran sorcerers use. spell. It is treated as an alternative to tions of this chapter has an Hermetic
Incensed: This Target affects all things Voice. Hermetic magic already has a equivalence in the brief design notes that
touched by the smoke of a censer that Smell Target, although its use is rare follow its description. These equivalences
the sorcerer has touched or carried compared with Soqotran practice. are used for calculating dice rolls when
during the casting of the spell. It is characters of Soqotran heritage clash with
treated as Group. Hermetic characters, but do not guide in
Perpetual: Soqotran sorcerers believe, and A Note on Ritual Magic the creation of Hermetic spells that mimic
are taught, that magic does not expire Soqotran workings.
unless specifically designed to do so. Soqotran magic usually has a ritualistic Some Soqotran effects cannot be repro-
It is possible to dispel magical effects element, as described in Sources of Power, duced by Hermetic magic, but have equiv-
by crushing them with more power- below. Soqotran sorcerers do not, howev- alence notes to allow players to calculate
ful magic, by having a spirit consume er, divide their magic into Formulaic and Magic Resistance and Penetration if their
its own magic (described later), or by Ritual effects. Powerful sorcerers may cast characters are struck by Soqotran effects.
bringing magical objects into contact the same effect with a momentary incense For example, The Fresh Minting of Swords isnt
with items close to the Divine, but ceremony that their less-skilled tribemates precisely duplicable by Hermetic magic,
these are exceptions. Spellcasting in must fuel with a full incense ceremony. but an Hermetic spell with similar effect
general is thought of, by Soqotran There are, however, some potent effects would be Rego Terram. The spell has an
sorcerers, as the creation of a naturally that can only be produced with full incense Hermetic equivalence of CrTe 40, though,

125
Rival Magic
because thats what, in Hermetic terms, the ficial damage from cutting or stabbing Restoring the Injured Warrior
Soqotrans magic is actually doing and the weapons. It is also suited to repair injuries Aloe 18
amount of mystical force hes using. from many work accidents that involve R: Touch, D: Regrowth, T: Individual
Other Soqotran effects can be re- accidental skewering on sharp objects. This spell completely cures a charac-
produced Hermetically, but at a level of It does not heal Wounds, but makes the ter of wounds, but the process is painful
power that differs. For example, Repair the entire injury stable so that the character in proportion to the injuries the character
Tools of the Sorcerous Craft is an Aloe spell of can continue to work without threat of the has suffered. In many cases it is kinder to
Level 21, with an Hermetic Equivalence of wound worsening. Similar spells exist to render the character unconscious before
CrAn(HeTe) 35. An Hermetic magus who cure bruising and crushing injuries, inju- casting the spell, but mundane methods of
tried to make a spell that did the same ries from fire, and poisoning. distraction like alcohol and blows to the
thing would, however, need a spell 15 Aloe Magic Level 9 (Base 6 +3 Touch) head are healed early in the process.
levels higher than this, because Hermetic / CrCo 15 (Base 10 +5 Touch) Aloe Magic Level 18 (Base 15 +3
magic has no Incense Target; Individual Touch) / CrCo 30 (Base 25 +5 Touch)
would be required instead (+5 levels) and
Hermetic spells need requisites (+5 per Regrowth of the Lost Finger
requisite for an added 10 levels). Aloe 9 Repair the Tools of
Note that Hermetic equivalences use R: Touch, D: Regrowth, T: Individual the Sorcerous Craft
levels, not magnitudes. They translate So- This spell is used as a reward for good Aloe 21
qotran spells into Hermetic terms, and So- service. Characters often lose fingers due R: Touch, D: Regrowth, T: Incense
qotran magic does not change scale in the to work injuries, or in warfare. This spell Versions of this spell are used to repair
way Hermetic magic does at level 5. causes them to regrow over a period of damaged sorcerous tools. This includes
up to two days. The process is painful, so the knives and censers of the islands
Soqotrans chew qat an herb imported sorcerers.
Closing Lacerations of the Skin from Africa to dull the pain. Aloe Magic Level 21 (Base 21 3 In-
Aloe 9 Aloe Magic Level 9 (Base 6 +3 Touch) cense +3 Touch) / CrAn(HeTe) 35 (Base
R: Touch, D: Regrowth, T: Individual / CrCo 15 (Base 10 +5 Touch) 35 5 Incense +5 Touch)
This spell is used to repair the super-

Suitability For Burial


Aloe 21
R: Touch, D: Regrowth, T: Individual
This spell allows Aloe sorcerers to force
a damaged corpse to repair itself, so that it
is suitable for public burial by its kinfolk.
Even the tiniest sliver of the missing person
can be used to grow a satisfactory corpse,
although that sliver must be placed in suf-
ficient water, meat, and bone to be able to
form this matter into a corpse. This spell
also works perfectly well for characters
wanting to fake their own deaths, or pro-
vide food for cannibalistic jinniyahs. Even
fish can be used to make human corpses
this way, because humans are, from a local
perspective, made from meat.
Spells similar to this can be used to
reconstruct the corpses of animals before
they are bought back to life with high-
level Aloe magic. They can also be used
to change one sort of meat into another,
or freshen it. For example, the rotting
corpse of a camel might be used to feed
a piece of wool until it becomes the fresh
carcass of a lamb.
Aloe Magic Level 21 (Base 18, +3 Touch)
/ Cr(Mu)Co(An) 35 (Base 30 +5 Touch)

126
Rival Magic
The Fresh Minting of Swords Aloe Magic Level 24 (Base 21, +3 ber structure, so the roofs of houses and
Aloe 24 Touch) / CrTe 40 (Base 35 +5 Touch) minor fortifications can also be repaired in
R: Touch, D: Regrowth, T: Individual this way.
This spell allows a character to create Aloe Magic Level 30 (Base 18, +3
useful weapons out of random and rusted Repairing The Boat Touch, +9 Structure) / CrHe 50 (Base 30
bits of metal and wood, provided he already Aloe 30 +5 Touch, +15 Structure)
has one excellent sword. The magician chips R: Touch, D: Regrowth, T: Individual
pieces off the sword, and casts this spell on This spell allows the character to re-
each one, being careful to ensure that each pair the hull or masts of a ship by laying Return to Vigor
piece has sufficient metal to rebuild itself, plant matter on its deck, and then wait- Aloe 30
and that the growing swords are not so close ing for the craft to heal itself. Despite the R: Touch, D: Regrowth, T: Individual
together that they simply merge. name, it works perfectly well on any tim- This spell removes the Impotence

Aloe Magic Guidelines


Aloe magic restores things, even of the same substance, from which complete, non-magical, animals or
things that have been seriously damaged it gradually absorbs material during plants. A separate spell is required
by magic or natural forces. It can lend a the process. Characters require a dif- for animal and plant targets. These
biological attribute to damaged objects, ferent spell for each substance, so a spells requires 1 pawn of vis per 3
so that they regrow their lost parts. The magician may have separate spells levels of effect, but take no longer to
table below assumes that the base Range for pottery and metalware, for exam- cast than other Aloe spells. Soqotran
is Personal, and the base Target is Indi- ple. Some spells are instead designed magic cannot raise dead humans to
vidual. The base Duration is Regrowth. for single types of object, which are life or undeath.
Note that no Aloe effect is designed spe- made up of multiple substances. For Ease Factor 27:* A Minor Flaw that
cifically for the person it is cast upon, and example, it is possible to have a spell the character has gained may be re-
so the Warping rules apply. that just repairs saddles, or barrels. moved. A separate spell is required
Ease Factor 15: Living things regrow for each Flaw. Flaws based on the
General: Dispel a currently active magi- lost parts. This makes the subject loss of body parts may be healed by
cal effect of the Aloe style that is of of the spell ravenously hungry. The spells of lower level.
lower level than this spell, or another process of nerve regeneration is also Ease Factor 30:* A Minor Virtue that
supernatural effect that the Aloe very painful. Wounds are treated the character has lost may be re-
school could mimic at a level lower with spells of this type, as are the ef- stored. A separate spell is required
than this spell. fects of diseases. for each Virtue.
Ease Factor 6: Living things cease to Ease Factor 18: Biological, but dead, Ease Factor 33:* A Major flaw that the
degrade and they repair superficial things regrow their lost parts. The character has gained may be re-
damage. For humans, this includes item must be placed next to another moved. A separate spell is required
scars, minor abrasions, burns, the item made of the same substance, for each Flaw. Flaws based on the
loss of teeth or nails, or a brief ill- from which it gradually absorbs ma- loss of body parts may be healed by
nesses like a cold. terial during the process. Characters spells of lower level.
Ease Factor 9: Biological, but dead, require a different spell for each sub- Ease Factor 36:* A Major Virtue that
things cease to degrade and they stance or for each type of object. the character has lost may be re-
repair superficial damage. The item Ease Factor 21: Non-biological things stored. A separate spell is required
must be placed next to another item regrow their lost parts. The item must for each Virtue.
made of the same substance, from be placed next to another item made
which it gradually absorbs mate- of the same substance, from which * Note that Aloe magic does not work
rial during the process. Characters it gradually absorbs material during on many Virtues and Flaws, and
require a different spell for each the process. Characters require a troupes should consider each spells
substance, so a magician may have different spell for each substance or appropriateness. Social status, for ex-
separate spells for leatherwork and for each type of object. Objects that ample, cannot be altered using these
timber goods, for example. contain both biological and non-bio- spells. Similarly, characters marked
Ease Factor 12: Non-biological things logical substances are repaired with by other Realms, by Warping, by in-
cease to degrade and they repair su- this level of spell. adequate teaching as an apprentice,
perficial damage. The item must be Ease Factor 24: Dead plant or animal or by age are unlikely to find relief
placed next to another item made products can be returned to life as through these spells.

127
Rival Magic
the islands distant past. A sorcerer friendly
Seeding to the character casts this spell, and the
character immediately tries to climb a
Spells like The Fresh Minting of Swords Seeding has significant limitations: nearby wall. The player rolls an 8 on his
demonstrate a trick that Aloe magicians Athletics Ability. While the spell remains
use called seeding. Seeding is the du- The copy is exact. It cannot be var- in place, the player may instead of rolling
plication of objects by removing a small ied with Finesse. Athletics, simply act as if he had rolled an
portion of a complete object, and then A seed only remains active while it 8. If the player had rolled a lower number,
using Aloe magic to have this portion re- retains an Arcane Connection to the he could choose to disregard it and roll as
grow to wholeness. This sliver is called a original object. normal when next climbing. This would
seed, hence the name of the technique. A seed copies the material, but not cause the spell to end.
Aloe magicians, and those who traffic the magical nature of the object Cinnabar Magic Level 9 (Base 3 +3
with them, prize useful seeds. The sorcerer needs sufficient material Touch +3 Censer) / ReVi(CoMe) 15 (Base
Aloe magicians use this trick for all to nourish the seed of the object be- 5 +5 Touch +5 Censer)
kinds of things. For example, an Aloe ing created. Duplicating gold coins,
magician with a similar spell designed for example, is impossible unless the
for stone can build a wall for his new characters have sufficient gold to The Maintenance of Bravery
house, then knock the wall down. Us- feed their coins up to final size. Cinnabar 9
ing magic, the sorcerer then regrows the Duplicates grown from seed are nev- R: Touch, D: Censer, T: Individual
wall from a single block and a mound of er alive, but may seem to be freshly The target makes a Brave check, then
gravel. This leaves the sorcerer with suf- dead. Additional spells can be used to this spell is cast. This permits the charac-
ficient dressed stones to build the next bring these animals and plants to life. ter to use to use that score in lieu of any
wall, and repeat the process; this allows Note that this does not work on spir- further Brave check until the spell expires.
the magician to create large structures its, who merely seem to be animals. It If the Brave check was poor, the player
with little manufactured material. also does not work on humans. may ignore it and roll at the next check,
but this ends the spell. It is common for
this spell to be cast after a stirring speech
Flaw. Impotence is one of the side ef- For example, a character wishes to is made, to force the Brave check.
fects of chewing qat, a popular recreation climb one of the cliffs in the mountains to Cinnabar Magic Level 9 (Base 3 +3
among merchants on Soqotra. explore a cave complex said to have been Touch +3 Censer) / ReMe15 (ReMe 5 +5
Aloe Magic Level 30, (Base level 27, used as a retreat by the Egyptian priests in Touch +5 Censer)
+3 Touch) / CrCo 50 (Base 45 +5 Touch)

Cinnabar Grimoire
Cinnabar Magic and Aging
Characters skilled in Cinnabar magic they feel that additional study of Cinna-
As noted in the Aloe Grimoire, age more slowly than mundane humans. bar magic is not worth the effort.
above, the Hermetic levels given in the This power does not stack with similar There are several reasons why this
design notes of each of these spells are effects offered by other traditions of occurs. Cinnabar magic is far weaker
for use with Hermetic Magic Resistance magic. A character making an Aging than Hermetic Creo Cropus magic,
and countermagic. They should not be Roll may claim a Longevity Ritual modi- so every season of additional study to
read as indicating Hermetic magi could fier equal to half the characters score in gain longevity is less profitable than it
produce the same effects at the nomi- Cinnabar Magic. As soon as the char- would be for an Hermetic magus. Ad-
nated levels. acter does this the first time, he or she ditional study also involves running a
gains a Warping point and loses the abil- succession of distracting errands for the
ity to have children. The character then older Soqotran giant geckos. These be-
The Continuance gains a Warping point every year, much ings can provide instruction in higher
of Good Fortune as magicians with Hermetic Longevity Cinnabar magic, but have such lacka-
Cinnabar 9 Rituals do, because their life is being, in daisical natures that the magicians cor-
R: Touch, D: Censer, T: Individual part, sustained with mystical energy. rectly suspect that many of these tasks
This spell allows a player to use the Many Soqotran sorcerers gain some are futile and performed simply for the
roll his character makes directly after the understanding of Cinnabar magic in amusement of the lizards. Then theres
spell is cast in future rounds, until the du- their early thirties, to stave off aging the Warping incurred, and the fact that
ration of the spell expires. The player may for a few decades. But eventually most many Soqotran sorcerers are Christians
choose not to continue to use the roll, Soqotran sorcerers reach a point where and feel no dread of death.
which causes the spell to end.

128
Rival Magic
The Continuance of Ill Fortune an enemy warship successfully, by remain- alternative, after this spell has been used
Cinnabar 15 ing at bow range and peppering the rival to soften the victim, the rival ship can be
R: Sight, D: Censer, T: Individual crew when they attempt to work their boarded and seized.
This spell causes the character to con- ship. The Red Sea is notoriously difficult Cinnabar Magic Level 21 (Base 9, +3
tinue to suffer a negative modifier on a to navigate, so with sufficient patience and Touch, +6 Group, +3 Censer) / MuCo 35
dice roll, even if the cause of that modifier the steady elimination of anyone who tries (Base 15 +5 Touch +10 Group)
is removed. to steer his ship clear of obstacles, the en-
For example, a wizard wants to be emy ship can be driven onto rocks. As an
able to sneak past a sentry later in the day.
He waits until the morning fog, and casts
this spell on the sentry. The sentry has a
3 modifier on Awareness rolls, as if there
were a fog regardless of the actual weather,
Cinnabar Magic Guidelines
until the spell ends. The spell ends if the The cinnabar tree has magic that effect that the Cinnabar school
sentry ceases to watch, for example to eat preserves things, such as health and luck. could mimic at a level lower than
his lunch, because it only affects continu- The spell effects of this tribe last a very this spell.
ous activities. long time, and its most-skilled users live Ease Factor 0: Add +3 to Soak rolls
Cinnabar Magic Level 15 (Base 3 +9 to tremendous ages. There are relatively against a single material no broader
Sight +3 Censer) / ReVi (CoMe) 25 (Base few young magicians skilled in Cinnabar than an Hermetic Form, or to a de-
5 +15 Sight +5 Censer) magic, but most older magicians in the privation roll (ArM5, page 180), or
other three tribes learn at least a little, to to a roll to resist damage from dis-
extend their span of years. ease or poison (ArM5, page 180).
Preservation of the Harvest Cinnabar magic is effective in four Add +3 to all rolls to sustain a cur-
Cinnabar 9 main ways. It allows characters to pre- rently active passion or emotion.
R: Touch, D: Ring, T: Circle serve their bodies by resisting damage Ease Factor 3: Add +6 to Soak Rolls
This spell prevents all of the food and deprivation. It allows characters to against a single material no broader
within a circle from being attacked by sustain useful Personality Trait checks than an Hermetic Form, or to a de-
rodents. It does this by giving the grain over vast lengths of time. Skill in Cin- privation roll, or to a roll to resist
a Soak score of 3 against rodent attacks. nabar magic acts as an age retardant. damage from disease or poison.
This means that the occasional, incredibly Cinnabar magic also allows characters A spell cast successfully against this
lucky, mouse will still be able to steal a to maintain good or poor fortune. Ease Factor forces a target to main-
mouthful of grain. Mechanically, this means that a tain good or bad luck, carrying a roll
Cinnabar Magic Level 9 (Base 0 +3 player can roll an Ability stress die at or roll modifier into future rounds of
Touch, +6 Ring, +0 Circle) / ReAn 15 the beginning of the spell, and then a continuous activity.
(Base 0, +5 Touch +10 Ring) choose to use that rolled number, Ease Factor 6: Add +9 to Soak rolls
instead of rerolling, on all suitable against a single material no broader
checks until the spell expires. Simi- than an Hermetic Form, or to a de-
Safety In the Burning Nest larly, a character can force an enemy privation roll, or to a roll to resist
Cinnabar 12 to continue using a single unfavorable damage from disease or poison.
R: Personal, D:Sun, T: Individual Ability roll, instead of rerolling on all Ease Factor 9: Add +12 to Soak rolls
This spell increases the sorcerers re- appropriate checks, for the duration against a single material no broader
sistance to injury from fire, by increasing of the spell. A Confidence point, if than an Hermetic Form, or to a de-
the characters Soak against heat sources used to increase the roll, affects only privation roll, or to a roll to resist
by +9. It is particularly useful in ship- the rolls first use. The preservation damage from disease or poison.
board combat. of Ability checks may not be used for Ease Factor 12: Immunity to a single
Cinnabar Magic Level 12 (Base 6, +6 spellcasting or checks that abstract a material no broader than a Her-
Sun) / MuCo 20 (Base 10, +10 Sun) lengthy period of work. metic Form.
The base Range for these spells is Ease Factor 15: Immunity to a particu-
Personal, the base Duration is Momen- lar poison or particular disease.
Unfair Naval Dueling tary, and the Base Target is Individual. Ease Factor 18: Immunity to depriva-
Cinnabar 21 tion of water.
R: Touch, D: Censer, T: Group General: Dispel a currently active Ease Factor 21: Immunity to depriva-
This spell, used for the defense of the magical effect of the Cinnabar tion of food.
island and to aid piracy, makes the crew style that is of lower level than Ease Factor 24: Immunity to depriva-
of a vessel all but immune to arrows (Soak this spell, or another supernatural tion of air.
+12). This allows a friendly crew to attack

129
Rival Magic
Myrrh Grimoire Myrrh Magic Level 9 (Base 3, +3 Harvesting Knife
Touch, +3 Censer) / MuCo 15 (Base 5 +5 Olibanum 3
As noted in the Aloe Grimoire, above, Touch +5 Censer) R: Touch, D: Concentration, T: Incense
the Hermetic levels given in the design This spell controls the harvesting knife
notes of each of these spells are for use used by the Olibanum magician, allowing
with Hermetic Magic Resistance and The Motion of the Sprite it to levitate and perform simple tasks. It
countermagic. They should not be read as Myrrh 12 may be used to attack a foe, but this re-
indicating Hermetic magi could produce R: Touch, D: Sun, T: Individual quires an Attack roll using Finesse instead
the same effects at the nominated levels. This spell grants the Lesser Faerie of the characters combat Abilities. This is
Power Virtue, and the Faerie Power Flight generally the first spell taught to young
(as described in Realms of Power: Faerie, pag- Olibanum magicians, as it aids them when
Eyesight of the Ancient Hero es 54 and 62). practicing Finesse and Concentration.
Myrrh 6 Myrrh Magic 12 (Base 3 +3 Touch, Older wizards often have more compli-
R: Personal, D: Diameter, T: +6 Sun) / MuCo(Vi) 20 (Base 5 +5 Touch cated versions of this spell, or other spells
Individual +10 Sun) that affect their knives, to take advantage
This spell grants the Keen Vision Virtue, of the relative ease of spells targeted on
which allows +3 on rolls involving eyesight. olibanum harvesting equipment.
This is a facet of the Awareness ability. Olibanum Grimoire Olibanum Magic 3 (Base 0, Touch +3,
Myrrh Magic Level 6 (Base 3, +3 Di- Concentration +3, Incense 3) / ReTe(An)
ameter) / MuCo 10 (Base 5 +5 Diameter) As noted in the Aloe Grimoire, 5 (Base 0, +5 Touch, +5 Concentration 5
above, the Hermetic levels given in the Incense)
design notes of each of these spells are
Enormity of the Ancient Hero for use with Hermetic Magic Resistance
Myrrh 9 and countermagic. They should not be Theft of Essences
R: Touch, D: Censer, T: Individual read as indicating Hermetic magi could Olibanum 6
This spell grants the Large virtue, and produce the same effects at the nomi- R: Sight, D: Momentary, T: Incense
adjusts the characters wound ranges to suit. nated levels. This spell attempts to steal an oppo-
nents incense. This spell is used to grab
and throw the essences that a rival magi-
cian is using to cast his spells. It is inef-
fective if the essences are tightly held or
enclosed in something that is secured, like
a bag, so its practical use is rare. It is, how-
ever, known by virtually every Olibanum
sorcerer, and they take childish delight in
its successful use. A spell of the same level,
Deprive the Adversary of the Gift of Prometheus,
is used to knock over censers, which often
extinguishes them.
Olibanum Magic 6 (Base 0, +9 Sight,
3 Incense)/ ReVi 10

Flying Knife
Olibanum 12
R: Touch, D: Perpetual, T: Incense
One of the most popular of the spells
used on harvesting knives is this one: it
allows the knife to fly while carrying tre-
mendous weight. Its not particularly com-
fortable or dignified for a sorcerer to fly
this way, but it is far easier than spells that
are targeted at the magicians own body. A
character flying this way for more than five
minutes must make a Strength check against
an Ease Factor of 3. If the character fails, he

130
Rival Magic

Myrrh Magic Guidelines


The Myrrh Tribe has magic that General: Dispel a currently active magi- suit the style of story they wish to play,
commemorates things. Myrrh magic cal effect of the Myrrh style that particularly those that are highly adapt-
is able to enhance objects, places, and is of lower level than this spell, or able. Many Faerie and Magical Virtues
people so that they become more like another supernatural effect that the like Focus Powers, for example al-
mythic predecessors. The Myrrh Tribe is Myrrh school could mimic at a level low characters to simulate spontaneous
linked to stories, and to memory, and so lower than this spell. spellcasting, and they are not accept-
they are the tribe most strongly linked Ease Factor 3: Grant Minor Virtue. A able for Soqotran magicians.
to the islands faeries. Minor Virtue must: be listed in an Ars To partially compensate for this,
Myrrh magic grants Virtues, but not Magica supplement; or grant a +3 Myrrh magicians are aware, through
every Virtue is available. Virtues that bonus in a situation far narrower than their spirit allies, of which spells are
require a particular role in society, that an Ability; or grant a +2 bonus in an available as favors from other members
would rewrite the characters past, that Ability, through the Puissant Ability of their extended clan. This poses a
are due to the influence of the Divine Virtue; or grant a +1 bonus in a situa- second problem for players: spells that
or the Infernal, or that provide immu- tion wider than a single Ability. are highly useful in dramatic situations
nity from harm cannot be granted with Ease Factor 6: Grant Minor Flaw. Simi- may garner them less social status than
Myrrh magic. Most Hermetic Virtues larly, a Minor Flaw must: grant a 3 more modest powers that can be used
are also inappropriate: the Gentle Gift on rolls narrower than an Ability; regularly. A magician who has a spell
and Magic Resistance are particularly or grant a 2 on rolls as broad as an that creates Lesser Purifying Touch
so. Myrrh magic can also only grant Ability; or grant a 1 on rolls wider for toothache is far more likely to be
attributes that are recorded in folklore; than an Ability. sought out than one who has the power
players should limit their effects to at- Ease Factor 9: Grant Major Virtue to turn enemies to stone with his gaze,
tributes commonly seen in European Ease Factor 12: Grant Major Flaw or crush them with his massively en-
faerie tales. hanced Strength.
The base Range for these spells There are no spontaneous spells Myrrh magic cannot be tailored to
is Personal, the base Duration is in Soqotran sorcery, which prevents individuals, and so constant effects pro-
Momentary, and the Base Target is Myrrh magicians from having the ap- cured from it grant Warping. Soqotran
Individual. propriate Virtue for every situation. magic appears to be incapable of grant-
Troupes should veto Virtues that do not ing Magic Resistance.

must land in the following round or lose his and non-magical people. commanded to stay in place and attack in-
grip and fall. A new check is made in every With smooth, natural pebbles, this truders. Spiders and rats are also frequent
subsequent minute, and the Ease Factor in- spell does +10 damage; but nails, usually choices. Vermin are also particularly use-
creases by 1 for every added check. carried by a magician planning to cast this ful for sabotaging crops and damaging the
Olibanum Magic 12 (Base 0, +3 Touch, spell, can cause +15 damage. personal possessions of enemies.
+12 Perpetual, 3 Incense) / ReTe(An) 20 Olibanum Magic 12 (Base 0, +6 Voice, Olibanum Magic 24 (Base 3, +3 Touch,
(Base 0, +5 Touch +20 Perpetual 5 Incense) +6 Group) / ReTe 20 (Base 0, +10 Voice +12 Perpetual, +6 Group) / ReAn40 (Base
+10 Group) 5, +5 Touch +20 Perpetual +10 Group)

Rain of Rocks
Olibanum 12 Command Centipedes Mark of Justice
R: Voice, D: Momentary, T: Group Olibanum 24 Olibanum 33
This is a simple offensive spell that R: Touch, D: Perpetual, T: Group R: Touch, D: Perpetual, T: Individual
works by flinging gravel and small stones The centipedes of Soqotra are venom- This spell is the most famous cast by
at a designated target. It is a common of- ous and around a foot long. This spell com- Olibanum magicians; its effects are known
fensive spell used by dueling sorcerers mands a nest of them, in perpetuity, even if by virtually every pirate in the Red Sea.
because the material for it is ubiquitous, those commands will result in the death of When this mark is upon part of a vessel, it
but this means that most of the other the centipedes. The people of the island, will not leave port regardless of the wind
tribes know to expect this effect. In turn, who are aware of the venomous nature of or tide. The sorcerers of Soqotra use it to
this means the Olibanum sorcerers may the centipedes, must make a Brave check prevent the escape of pirates who have
choose not to employ it, because they against an Ease Factor of 6 to face a nest harmed locals. Drawing a mark in cin-
assume countermeasures are in place. In- of them. Olibanum sorcerers often have nabar dye onto the hull of the ship is not
stead, they may reserve it for wild animals nests of vermin near their caves, which are actually a necessary part of the spell, but

131
Rival Magic
it is good theater and has a psychological Olibanum Magic level 33 (Base 18, +3 used to prevent escape from the island, but
effect on troublemakers. Touch, +12 Perpetual) / ReHe 55 (Base 30, can also be used to draw ships onto rocks.
Mark of Justice is very rarely used, be- +5 Touch +20 Perpetual) Some magicians do this to allow their mun-
cause it is a difficult spell. That being dane allies to scavenge through the debris,
noted, there is a second spell, called the which shows an attitude to the value of vis
Lesser Mark, which has a Censer duration Control Wind entirely alien to the European mindset, while
and has an Ease Factor of 21. The public Olibanum 33 others use it to defend the island from inva-
ceremony of marking the ship is visually R: Sight, D: Censer, T: Individual sion. A similar spell commands seawater.
indistinguishable between spells, because This spell allows Olibanum magicians to Olibanum Magic 33 (Base 21, +9
it is pure theater in both cases, rather than order the wind to draw a vessel to any par- Sight, +6 Censer) / CrAu 55 (Base 35, +15
a requirement of the spell. ticular place on the islands shore. It can be Sight, +10 Censer)

Olibanum Magic Guidelines


Olibanum magic allows its users to the type of object affected, or the action other, and each cast a similar spell at a tar-
issue magical commands. Of the four that the type of object must perform, but get. These spells have a cumulative effect
styles of magic practiced on the island, not both. Some Hermetic magic is mark- on the target; so, for example, if several of
Olibanum magic is most similar to a style edly more flexible than this. these magicians are gathered to change the
of Hermetic magic. Rego specialists can As an example, it is possible for an winds and current to stop a ship escaping
produce many of the effects produced by Olibanum magician to have a spell that the island, then the minor contribution of
Olibanum magic. The only substantial commands a knife to follow commands, each is sufficient to complete the task by
weakness of Olibanum magic compared or a spell that makes any object fling it- making the water too rough to navigate.
with Hermetic Rego magic is that Rego self toward a given target. He cannot, The base Range for these spells is
permits orders that are implied, whereas however, create spell that allows him to Personal, the base Duration is Momen-
Olibanum magicians have never learned give any command to any small metal tary, and the Base Target is Individual.
that this is possible; indeed, it may not object, as Hermetic magi can with Rego
be for Soqotran magic. Terram spells. General: Dispel a currently active magi-
Olibanum magicians must give ver- Olibanum magic cannot affect the cal effect of the Olibanum style that
bal orders to the targets of their spells. mind directly. An Olibanum sorcerer is of lower level than this spell, or
As an example, the Hermetic spell Repel wanting a person to leave his cave can another supernatural effect that the
the Shafts of Wood allows the magician to command him to leave, but it is obvi- Olibanum school could mimic at a
prevent any arrows from striking him, ous to the victim that muscle control has level lower than this spell.
for the duration of the spell, regardless of been taken away, as he is marched out Ease Factor 0: Control the movements
how far he travels. An Olibanum magi- the entrance. Olibanum magic may af- of a non-living object smaller than a
cian would only be able to deflect those fect ghosts, spirits, and demons because loaf of bread.
shafts within range when the spell was they are thought of as subtly physical Ease Factor 3: Control the movements
created, because his spells are orders to things. Manipulation of the emotions is of a living thing smaller than a loaf
particular objects. A Soqotran sorcerer left to Myrrh sorcerers. of bread.
warding himself against arrows would Olibanum magic does have some ad- Ease Factor 6: Control the movement of
instead use Cinnabar magic to make vantages over Hermetic magic. Although a non-living object of human size.
his Soak against arrows so high that he these are slight, they would fascinate Ease Factor 9: Control the movement of
could not be harmed by them. researchers. Olibanum sorcerers do not a living thing of human size.
Note that the target need not hear the require, indeed do not understand the Ease Factor 12: Control the movement of
sorcerer, and need not speak Soqotri, to need for, requisites when casting spells a non-living object the size of a hut.
be forced to obey. Dumb rocks at the bot- on items made of mixed materials. Also, Ease Factor 15: Control the movement
tom of a river will respond to Olibanum Olibanum magic does not differentiate of a living thing the size of a hut.
commands, provided the magician can between materials, so it is no harder to Ease Factor 18: Control the movement of
see them or has an Arcane Connection to control sand than plants, or even people. a non-living object the size of a ship.
them, and can enunciate what he wants Olibanum magicians often work Ease Factor 21: Control the movement
them to do. Commands must be simple. together to create large, impressive ef- of a whale, or any other living thing
Olibanum magic has a second limita- fects. This is not, however, accomplished the size of a ship.
tion, which its practitioners call the limit through combined ritual magic. Instead, Ease Factor 24: Control all visible parts
of object or action. A spell by an Oliba- the serpent allies of each magician have of an object of enormous size, like
num sorcerer can only have one variable: them gather, slightly out of sight of each the ocean, sky, or mountains.

132
Rival Magic

Advancement * Sparks used are limited by the teach-


ers score in the appropriate Magical
Ability.
Ease Factor:
Warping Score + number of Warping
Points gained + aura modifier
Soqotran wizards are trained in magic by + stress die (no botch)
other magicians, their spirit allies, or by the Levels Gained Under
other members of the spirit tribe to which Spirit Teacher Each Season: These trees are magical, and after many
their ally belongs. Soqotran sorcerers could Communication + (3 x Magical Abil- years of care they produce vis. After many
learn from books or vis, but do not. Their ity) + Teaching + Aura + Might Pool more years they develop the capacity to
society has been designed (by the spirits) so points* Ease Factor of the spell, until generate spirit guardians. Many Soqotran
that they do not understand the potential of gained points equal Ease Factor. sorcerers believe that these spirit guard-
vis, and do not scribe magical books. ians are, in fact, the dead sorcerers them-
The social obligations that surround * No more than equal to students Magi- selves, returned through a form of spiritual
teaching vary markedly in each tribe. The cal Ability if he has an ally; no more transmutation. It does appear that some of
olibanum serpents grant sorcerers the most than twice the students magical Abil- the memories of the magician are vested in
skilled aides, and these act as teachers but ity if he has an aide. the spirit guardian of his tree form, but this
also control the lives of these sorcerers to is an inconclusive proof.
a marked extent. The herons of light, in The method of teaching is faster for
comparison, only appoint spirits of mid- Soqotran sorcerers than Hermetic magi,
dling power as aides, so older magicians but the political considerations that
are required to seek and bargain with older
birds to gain additional teaching. A similar
process of bargaining occurs in the Cinna-
surround Soqotran training limit their
development. High-level spells must al-
ways be taught by ancient spirits, who
Resources
bar Tribe, while the Myrrh Tribe uses the seek favors in exchange. Training in The Soqotran sorcerers are unusual,
bonds of family to constrain the develop- spells from outside the characters native from a Hermetic perspective, in that their
ment of its magicians. school, is usually similarly purchased by tradition has access to the complete re-
Myrrh spirits evolve into more mature doing favors for a magician or spirit from sources of a kingdom. The islands of the
forms using the rules given in Realms of the desired school. archipelago, although they are admittedly
Power: Faerie, pages 64 65. As faeries draw Hermetic magi cast minor spells spon- small and distant from the Order, are rich
some of their vitality and concepts of role taneously, and save their study for a few po- in desirable products like incense and met-
from their surroundings, the Myrrh faer- tent spells. In contrast, Soqotrans sorcerers als, and have access to trade links that
ies show greater individual variation than often have many small spells instead, since stretch as far as Serica.
the magical spirits of the other tribes. Like they are easier to obtain training in. They
most faeries, jinniyah cannot train humans try to work out ways to use little spells in
in skills. This creates a need for human versatile combinations, as a result. Aura of Soqotra
teachers, which accounts for the filial
structure of the Myrrh Tribe. All of the main island of Soqotra, and
A Soqotran magician gains added ex- Warping the lesser islands that the magicians have
perience in Supernatural Abilities through claimed for their own, have a Magic aura
practice or training (as described on page Instead of suffering Twilight, Soqo- of 2 in any place that is not otherwise
166 of ArM5). Soqotran Supernatural tran sorcerers transform into the shape of influenced. That is, the island is filled
Abilities do not reduce the Source Quality the tree corresponding to their tribe. This with magic, the largest exception be-
for training in other Soqotran Supernatu- transformation may be triggered whenev- ing the city and the port, which have a
ral Abilities. er the character gains 2 or more Warping Dominion aura. Many villages and burial
A Soqotran wizard gains levels toward points in a single event. The characters grounds have Dominion auras, and there
spells each season that he studies with a ally can transform the sorcerer back by are rings of faerie sites around each hu-
teacher. The number of levels gained de- spending Might points equal to the Warp- man settlement. A few Infernal sites are
pends on whether the teacher is a sorcerer ing gained during the following spring. found in the wilderness, as well. This aura
or a spirit, as the formulae below show: After returning to human shape, the char- does not increase in size if the sorcerers
acter gains Experience points in his Magi- claim more territory away from the is-
Levels Gained Under cal Ability related to his tribe equal to the land. The political and mystical boundar-
Sorcerer Teacher Each Season: number of Warping points gained. In the ies of Soqotra are identical because the
Teachers Communication + Magical tree form the character is not self-aware. magicians choose not to expand their
Ability + Teachers Sources of Power* territory beyond the area richly endowed
Ease Factor of the spell, until gained Transformation Avoidance Roll: with magic.
points equal Ease Factor Stamina + Magic Ability + stress die

133
Rival Magic
Geography of Soqotra population to suit the stories they wish on the island. Ancient writers claimed that
to tell. A larger population makes a big- the people of the island lived communally,
The main island in the archipelago, ger ruling caste of magicians possible, but and had a warrior caste for the defense of
Soqotra, is approximately 80 miles long, also provides armed naval forces, for sto- the island, but this is not true in 1220.
and around 20 miles wide for much of its ries involving the clash of nations. When The Council of Tribes maintains a
length. It has three basic terrains: plains, Soqotras population increases, its deficit special group of servants, called the Date
mountains, and plateau. Discontinuous of locally produced food becomes more Tribe. The members of the tribe have two
coastal plains ring the island, but these severe, which tempts its people to conquer key responsibilities. They are sent as in-
are widest and most fertile at the north. neighboring port cities and convert them formation gatherers into the mainland
Most Soqotrans live on these. The Hagge- into tributaries. If a storyguide selects a cities that surround the island, and alert
her Mountains fill the center of the island. heavily populated Soqotra, he might also the islanders if one of those states be-
These are considered uninhabitable, ex- consider a stronger Soqotran presence in gins preparations for a military campaign.
cept by sorcerers. The rest of the island is Red Sea ports. They also seek out children with The Gift,
filled with limestone plateau. The population of Soqotra is concen- and transport them to the island for train-
The plateau is dotted with caves, and trated on the northern side of the island. ing as sorcerers. Some members of the
these have been inhabited by Soqotras The people who live here are a mixture Date Tribe select Gifted children simply
poorer people since the earliest of times. of indigenous South Arabians, Arabs, Af- by finding those with the magic air that
Caves are also used as cool places to store ricans, and some few from places further causes distrust and loathing. Others have
perishable trade goods. Some of the larg- east. There is a single city, Panara Tamara, pet Soqotran chameleons that have been
est caves, either natural or human-extend- although a town called Shiq (a loanword trained to spot Gifted people. The Date
ed, have been passed from one sorcerer to from the Arabic suq, or market) serves as Tribes name comes from the use of ground
the next for thousands of years, and have the main marketplace for outsiders, and is dates as long-lasting, easily carried, high-
potent Magic auras. Other caves are used also populous. The mountainous interior energy provisions by those planning to
as family burial sites, and are protected by of the island is far more sparsely populated travel long distances in harsh country.
the spirits of the dead. than the coastal communities. The popu- The people of the islands speak So-
The three smaller islands in the archi- lation of the interior highlands predates qotri, an indigenous language not found
pelago are low lying. The largest, Abd Al the arrival of the Arabs. The small villages elsewhere. Many townsfolk also speak
Kuri, has a few hundred inhabitants; the scattered across this region elect their Arabic, because it is the language of com-
smallest, Darsah, lacks any inhabitants. own headmen, who are then approved by merce with outsiders. Young sorcerers of-
a representative of the sorcerers. ten speak poor Soqotri, because they are
In this chapter the island is assumed bought to the island from Arabic-speaking
Population to have a permanent population of 25,000 areas and are insulated from Soqotri speak-
people, which increases by up to 1,000 ers by their spirits, who act as translators
The population of the archipelago during the peak seasons of trade and pira- and messengers. These spirits speak the
varies, historically, from around 1,000 to cy. This supports a population of 80 Gift- young magicians native language to dis-
about 40,000. Storyguides should vary the ed sorcerers, most of whom were not born tance him from the native population.

134
Rival Magic
Industries
The Church in Soqotra
Soqotras population lives in an agrar-
ian economy. The coastal people are often The Soqotran Church is a Nestorian continue with it. Most Soqotran sorcer-
fishermen, and their surplus fish are dried Church that was founded by St. Thomas ers are practicing, although not fervent,
and exported. Soqotra is also famous as the when he was shipwrecked on the island Christians. The bishop does not excom-
source of four different kinds of tortoise- in 52 AD. It is headed by a bishop who municate them, because he feels that
shell. Some Soqotrans engage in whaling, is appointed by the Patriarch of the As- would just make matters worse.
as well. They spear the whale with a har- syrian Church, and its writings use the A common burial practice on the is-
poon made of iron, with a rope and float East Syriac script. The Bishop of Soqo- land is to wall up the dead in caves. This
attached, so that they can track the whale tra does not approve of magic, and has creates little pockets of the Dominion
and recover its body once it has died of its formally condemned its sinfulness to the in otherwise wild-seeming places. The
injury. Others scavenge from the corpses inhabitants of the island on many occa- sorcerers of the island can feel the flick-
of whales that wash up regularly on Soqo- sions, but the locals simply dont agree. ering of The Gift in these places, much
tras beaches. The most valuable substance They counter that magic is their ances- as Hermetic magi do, and avoid them
taken from whales is ambergris (see the in- tral custom, and that as such they will when casting magic.
sert, later). Whales also provide cetacean
oil, meat, and ivory.
Farming of the four great trees aside, trade route. It is independent of any of the predators on the islands are crocodiles.
Soqotrans supplement their fishing with neighboring states, and able to repel raids Civets have been introduced to the island
crops that include millet and vegetables. on its harbors. It has a population and and are hunted for meat and for civet paste,
Dates are also grown and exported in trade network sufficient to purchase plun- which is an extract that acts as a fixative in
quantity. Goats and an unusual breed of der at a profit. Soqotras Christian rulers do perfume so that its scent lasts longer. Ma-
miniature cow are raised, and killed for not persecute pirates so long as they limit gicians can capture civets and harvest their
special celebrations. The island exports their predation to Muslims. Soqotras pi- excretions without killing them, but this is
ghee, which is made by clarifying butter, rates are a scourge for neighboring states, unusual. Dogs are unknown on the island.
and this is the main cooking oil on the but are forced to behave themselves while Soqotrans unfamiliar with them react par-
island. Ancient writers claimed the main on the island by the magic of the Oliba- ticularly badly, assuming they are likely to
cooking oil on the island was rendered num Tribe. behave like wild animals.
from the meat of enormous lizards, al- Soqotra is cut off from the rest of the Most deadly of the native inhabitants
though they do not mention if these were world during the monsoon. The ports are of Soqotra is a fly that is found in marshy
farmed or hunted. closed from June to September, although areas. If swallowed, it causes the victim to
The island exports few manufactured some local fishing still occurs. die of pneumonia. There are few cures, so
goods, but cotton and pottery are both the areas where the fly is found are avoid-
produced. Many other manufactured ed; many people wear masks or stuff their
goods are bought to the island by pirates, Unusual Natural Resources beards into their mouths in marshy areas.
who trade them for the exports listed The fly makes a distinctive noise, so many
above, or for valuable metals or gemstones Soqotra has some native animals that older men, who have heard the fly before
mined on the islands plateau. are unusual, and can be commanded by and know to shut their mouths when they
Soqotran sorcerers to useful effect. hear its unique sound, do not take precau-
The islands contain many enormous, tions against it.
Trade venomous varieties of vermin found in
other places. Natural spiders with bod-
Soqotra is on an ancient trade route, ies a hand span wide, and venomous Magical Endemic Creatures
an alternative to the overland Silk Road. centipedes 18 inches long are both of-
The Red Sea route was supported by the ten found in the caves. One of the na- There are several Soqotran creatures
Romans as a way of cutting the natives tive scorpions of Soqotra has a sting that that have unusual magical abilities. The
of the Middle East out of their trade does not poison the victim, but instead sorcerers of Soqotra control these crea-
with the East, to reduce the prices paid creates a sort of chemical burn into the tures, and use them to harm their enemies.
for spices; the route is well known to flesh, which rapidly necrotizes and is The Soqotra chameleon is an unusual
any student of the classics. Most of the often fatal. Plagues of grasshoppers animal that contains a pawn of Imaginem
spices exported from Egypt come along sometimes swarm out to the island from vis. In addition to the power of changing
the Red Sea route, rather than by way of Africa, devastating crops that they are its color to match its surroundings, it has
the Silk Road. guided toward. the ability to steal a mans voice simply by
Soqotra is a perfect haven for pirates. Soqotra lacks any native amphibians, staring at him. The power, similarly, pre-
It lies on a valuable and highly trafficked or mammals other than bats. The apex vents animals from crying out. The sorcer-

135
Rival Magic
of campsites, and larger groups can be
Ambergris scattered over territory to deny its use
to the enemy. The red leapers are called
Ambergris is a grey waxy substance who is rushed by the battles about him, spear snakes, or iacului by some an-
usually found floating in the sea, or in the snaps off a piece of the tree and chews it cient writers.
digestive tracts of whales. It is highly val- down, some small fragments break free Soqotra is also home to a species
ued as medicine and as a base for perfume. like the crumbs of a cake. These bits of small winged snake, called a syrenus
Soqotrans extract ambergris from the float to the surface and are, eventually, in Hermetic lore. These snakes, which
whales they kill, and often find it washed deposited on the beaches of the island. are of conventional size, have skins of
up on beaches. There are two stories that The Arabs have another story, re- bright, metallic colors. They have bat-
explain the tremendous amount of am- corded in one of the voyages of Sinbad, like, leathery wings. The creatures are
bergris found in these waters. which indicates that on one of the is- guardians of mundane olibanum trees,
The Soqotrans believe that deep lands in the Red Sea there is a river of and live in close association with the
beneath the ocean, there is a great tree ambergris that flows from caves deep olibanum serpents, whose commands
made of ambergris. This tree is browsed in the earth. The ambergris congeals at they understand and obey. These snakes
by whales, which eat it as a medicine night and when it strikes the cool wa- are social and may be tamed by magi-
when they are ill. To grab branches from ters of the ocean, but is liquid when the cians with sufficient patience and Ability
the ambergris tree, the whales must fight day is hottest. This river of liquid am- in Animal Handling. These creatures are
their way through the trees defenders. bergris is hidden in a valley with cliffs used as spies, to carry written messages,
To make this simpler, some whales at- on all sides, which Sinbad found only by and to protect valuable sites. Any char-
tack the tree in pods. When the whale, chance, and escaped only through luck. acter who makes an Intelligence + Magic
Lore roll against an Ease Factor of 9 or
more will recall that these creatures can
ers of Soqotra see little advantage to this packs. A group of leapers can be used be scattered by burning the resin of the
power, because no predator that stalks the to create perimeter lines for the defense storax tree.
chameleon uses a cry to co-ordinate with
others. The effect lasts only as long as the
chameleon concentrates.
Soqotran chameleons can be trained
Story Seed: The Lost City of Ubar
to recognize The Gift. Some are trained The olibanum serpents recall that lars, fabled for its incredible wealth. A
to respond by immediately stealing the in ancient times there was an even Soqotran magician might pretend to be
voice of any Gifted person they see other more powerful king than their own. from Ubar when making contact with
than their owner. Others change color. He dwelt near a town called Ubar, fa- Hermetic magi, or if interrogated. An
This is of little use against Hermetic magi, mous for its olibanum. The Koran re- expedition to Ubar by Hermetic magi
because the chameleon lacks Penetra- cords that God pushed Ubar into the would force the King of the Oliba-
tion. It is useful when seeking apprentices, sands, as chastisement for the spiritual num Serpents to respond, since it
though, because the Soqotrans lack magic transgression of her people. Ubar is hides information and power he wants
that detects The Gift directly. another name for Irem, the City of Pil- to remain hidden.
The red leaper is a sort of serpent
that hides in a burrow beneath the earth,
covering the entrance to its lair with a
fine layer of sand, or with leaves. When a
Saga Seed: The Flower of Immortality
creature approaches its burrow, the leap- The story of Gilgamesh is little Red Sea where coral is found. This also
er shoots forth with tremendous speed known in the European part of Mythic provides a possible origin story for the
and force. Local forklore varies concern- Europe. It is the saga of a great hero King of the Olibanum Serpents.
ing the deadliness of these snakes. Some king, part god, who fears death and Gilgamesh is best known to modern
think they kill merely with their swift completes a series of quests to find readers through a group of 12 tablets that
and deep bite, which leaves the victim deaths cure. At the end of his quest, remained hidden for thousands of years
and serpent coated in blood. Others Gilgamesh goes to an island and plucks in the destroyed Library of Ashurbanpil
state that the red leaper has venom that a flower from deep beneath the water. in Nineveh. These were excavated after
always kills if the person is bitten above Following this, he goes to a cool lake the Ars Magica game period, but could
the waist, but that its victim may be to bathe, and a serpent steals the flower provide a suitable treasure object for
saved by quickly delivered medical care and eats it. Some students of Soqotran characters on a quest to unlock an ancient
if the strike is lower. lore think the flower was a coral, and mystery. Characters finding the tablets
These serpents are used individually Soqotra is one of the few places near the might follow Gilgameshs footsteps.
as traps, but can also be commanded in

136
Rival Magic

Soqotran The sorcerers of Soqotra are not


driven by a hatred of the Order, and lack
lieve that the Order is likely to attempt
to exterminate or enslave them, which

Sorcerers
any desire to expand their territory. This makes them aloof and secretive with the
means that the Order as a whole can safe- magi. For this reason, too, initially they
ly ignore them, or can attempt to develop are unwilling to enter into talks with

and the Order peaceful relations. This is the default state


for the Soqotrans.
House Ex Miscellanea or other ambas-
sadors of peace. And of course, there are

of Hermes Conflict between parts of the Order


and the Soqotrans may, however, be-
come inevitable. The Soqotrans do be-
elements in the Order who, once they
discover how rich the Soqotrans are, live
up to Soqotran prejudices.

Ali, Known as Thomas, a Young Warrior of the Olibanum Tribe


This young sorcerer is keen to test Confidence Score: 1 (3) Equipment: This magician pretends to be
himself in battle, but his olibanum ser- Virtues and Flaws: The Gift, Soqotran a merchant, so he often has trade items
pent and superiors know that he has little Sorcerer, Gentle Gift, Puissant Olib- and a cart, plus pack animals or a small
experience and may find mystical threats anum Magic, Special Circumstances boat to carry them. His serpent hides
too difficult to deal with. His body does (Major: Member of the Council of in one of the barrels. The sorcerer of-
not react normally to Cinnabar magic, so Three Birds), Well-traveled, Oath of ten pretends to be an Arabic trader.
he will age at close to the normal human Fealty (effectively the servant of the Encumbrance: 0 (0)
rate. Knowing this, he has specialized Soqotran spirits), Higher Purpose, Spells Known:
in military magic, determined to lead a Difficult Longevity Ritual. Closing Lacerations of the Skin: Aloe 9/+4*
glorious, if brief, life. This character is Personality Traits: Brave +2, Proud +1 Enhanced Resistance to Bone: Cinnabar 9/+4*
designed to substitute for a player char- Combat: Adds +6 to Soak against teeth and
acter Hermetic magus of similar age. Harvesting knife (dagger): Init 0, Attack +5*, bone weapons, although not, unfor-
His Gentle Gift has made him suitable Defense +3*, Damage +3 tunately, claws. (Base 3, +6 Sun)
as a recruit to the Council of Three Birds, * Assumes the knife is being wielded Enhanced Resistance to Steel: Cinnabar 9/+4*
so characters may encounter him distant magically, using Finesse; if being Adds +6 to Soak against steel weap-
from Soqotra. When in strongly Chris- used manually, reduce each by 1. ons. (Base 3, +6 Sun)
tian areas he uses the name Thomas, Soak: +3 (1 point from sturdy travel Flying Knife: Olibanum 12/+10*
after the saint who bought Christianity clothes) Harvesting Knife: Olibanum 3/+10*
to Soqotra. Many members of the Coun- Fatigue Levels: OK, 0, 1, 3, 5, Rain of Rocks: Olibanum 15/+10* Ali car-
cil of Three Birds do this a small flaw Unconscious. ries a pouch of nails for use with this
in their information-gathering network Wound Penalties: 1 (15), 3 (610), spell, so that it does +15 damage.
that they have not detected. His place 5 (1115), Incapacitated (1620), Theft of Essences: Olibanum 6 / +10*
in the Council of Three Birds, which is Dead (21+) The Toughness of Achilles: Myrrh 9/+4*:
sponsored by the King of the Olibanum Abilities: Aloe Magic 1 (healing), Area Grants the Tough Virtue (+3 Soak).
Serpents and contains co-operative ma- Lore 1 (Shiq), Artes Liberales 1 (in- Stacks with Enhanced Resistance to Steel
gicians, has allowed Ali to develop spells cense rituals), Athletics 1 (walking), and similar spells. (Base 3, +6 Sun)
outside his tribes usual focus. Awareness 1 (magical animals), Bar- He has learned 3 spell levels toward
His greatest flaw is that he lacks skill gain 2 (peasants), Brawl 2 (sailors), another, unlisted, spell.
in conventional weapon use. Soqotran Charm 1 (peasants), Cinnabar Magic * Includes Communication, Ability,
magicians have great difficulty overcom- 1 (self-defense), Concentration 1 specialization in Ability and Puis-
ing Magic Resistance, so many are skilled (Olibanum), Etiquette 1 (other magi- sance if applicable, but does not in-
with non-magical weapons. His ability to cians), Faerie Lore 1 (Soqotran), Fi- clude aura, minor incense ceremony
fly and Soak attacks even without armor nesse 2 (Olibanum Magic), Folk Ken 2 (+2 for Artes Liberales score), assis-
provides him combat advantages that he (Soqotran), Magic Lore 2 (Soqotran), tance from spirits Might (up to +5
has yet to learn to exploit. Myrrh Magic 1 (heroic), Olibanum in Olibanum Magic), or assistance
Magic 5+2 (moving objects), Penetra- due to membership of the Council of
Characteristics: Int +1, Per 0, Pre 0, tion 1 (magical animals), Profession 3 Three Birds (up to +10 per day, split
Com +2, Str 0, Sta +2, Dex 0, Qik 0 (traveling merchant), Speak Arabic, between spells if desired.)
Size: 0 or as suits saga 5 (peasants), Speak Appearance: A young man of Arabic
Age: 21 (Apparent: 21) Soqotri 5 (spirits), Swim 1 (ocean). heritage.

137
Rival Magic
The Current State The line of Pralix has often considered long expeditions from Britain, where
sending an expedition to Soqotra, and has most of the Pralixians live, more practi-
collected information about the Soqotrans cal. House Bonisagus has always been
In 1220 the sphere of influence that from the surrounding states, generally us- supportive of this sort of contact, but the
the Soqotrans maintain, in order to en- ing Redcaps already in the Tribunal of the recent interest in Arabic culture in Houses
sure grain deliveries to their islands, Levant. The quality of the information Jerbiton and Criamon make a co-sponsor-
is on the very fringes of the Hermetic they have received is poor. They believe ship of this expedition more likely. Finally,
world. The two groups are beginning to it exaggerates the powers and size of the covenants in the East may serve as supply
become aware of each other, although group, although it does not. It casts them points for the expedition.
the information they have is incomplete as tribes of elementalists and spirit wor-
and misunderstood. shipers, although this isnt the case. The
Line of Pralix also thinks a dragon mon- What the Soqotrans Know
arch of a human kingdom of Christian sor-
What the Order Knows cerers seems unlikely, particularly as part The Soqotrans know rather more about
of a ruling triumvirate with a faerie queen the Order than the Order knows about
The Order of Hermes is aware that and an aloof phoenix. the Soqotrans. The King of the Olibanum
the sorcerers of Soqotra exist. They have Pralixs descendants have always been Serpents has been aware of the Orders
played no role in the history of the Or- able to find new traditions to interest them growth since the time of the Founders, but
der. They are far away too far for the closer to their own places of power. In the was unwilling to send a participant to in-
initial gathering of Founders, and too far 13th century, there are some changes that vestigate it. He knows that the members
for the wars of expansion under Flam- may make this expedition more practical, of the Order hunt magical animals for vis,
beau, Tytalus, and Tremere. Trianoma though. The Order has more Arabic mem- which is not practiced on Soqotra, and that
certainly traveled by this area when bers, which makes the members of the ex- they have been belligerently expansionist.
she ventured deep into Africa to find pedition less conspicuous. Trade flourishes The king thinks that if the Order discovers
the dragon that sent her to the cave of in the Mediterranean, and this leads to how wealthy his magicians are, then the
Bonisagus, but theres no record of con- greater opportunities for travel. Shipbuild- magi will try to seize the island by force.
tact in her (known) diaries. ing has improved markedly, which makes Many of the councilors are also aware that
there is a more powerful order of wizards
in Europe, and that it is the policy of the
Soqotrans to avoid contact with them.
The Soqotrans have a good idea of
the structure of the Order, insofar as they
know the names, philosophies, and pre-
ferred magical styles of the various Hous-
es. They know Tribunals exist, and that
they are law-making bodies. They know
of the Redcap network, and what it is for.
The King of the Olibanum Serpents and
Queen of Myrrh have some understand-
ing of the diversity of Hermetic spells,
and it is clear to them that Hermetic
magic is more powerful than their own.
They are aware that Hermetic magi have
generic Magic Resistance, although they
dont know how the Parma Magica or Ae-
gis of the Hearth work.

Points of
Potential Conflict
Soqotran wizards might come off their
island and contest with Hermetic magi for
a variety of reasons.

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Rival Magic
In Response to Attack
Can the Order Ever Have Peace With Outsiders?
If a raid is attempted on the island,
the Soqotrans deal with the immediate There is the possibility that a Grand this, and a series of stories might be con-
group of aggressors. They capture the Tribunal might nominate the Soqotrans structed around a special covenant set up
raiders if it is safe to do so, to interrogate as allies of the Order. The Code theo- to develop and police the relationship
them. Then they gather further informa- retically states that all magi must accept with the Soqotrans.
tion about the Order, by having one of the allies of the Order as their own allies. An alternative, that the Soqotrans
the Council of Three Birds contact the What this means in practice is unclear, be- might enter the Order as a new House,
Lineage of Pralix. They hope that the cause a group as potent as the Soqotrans is initially even more difficult. The Or-
recruitment enticements from the Pralix- has never been permitted to continue to der has, currently, no way of accept-
ians will be sufficient to allow them to exist in the Hermetic area of influence. ing that a spirit can be the Primus of a
gain enough information about the Order Can magi, for example, declare Wizards House. The addition of another House,
to formulate a strategy. War on individual Soqotrans if they are with so many members, also changes
The Parma Magica is a fantastic allies of the Order? Can magi cheat them the voting structure of the Order. If the
prize, and joining the Order is one way in mercantile transactions, and if they do, Soqotrans become a House in the Or-
to procure it. At this point it will be clear how is this resolved? The Orders mecha- der, then their society must change, as
to the Soqotrans that the possession of nisms for maintenance of peace are weak, the relationship between the spirits and
the Parma Magica is considered a cause but the Orders more peaceful magi know humans must be renegotiated.
for war among Hermetic magi. It is also
clear that there are political alternatives
to war. In Response to of the ruling class of a city will come to
The Soqotrans are averse to joining Mundane Aggression the attention of Hermetic magi. Her-
the Order, though, because their king metic magi often suffer when other types
does not wish it to be known that he In the past, various mainland rulers of magician anger the nobility of an area,
kept the nature of vis from his sorcerers. have attempted to conquer the Soqotrans. so the Orders members may wish to curb
That being noted, once his magicians With the exception of Alexander the Great the activities of the Soqotrans. They may
have the Parma Magica, the structure of they have always failed and the Soqo- not, initially, realize that the Soqotrans are
his society must change. It may be easi- trans now keep Alexandrias faerie god in a more than a cabal of hedge magicians.
est for him to claim that this information box. The last to make an earnest effort was
is new, and to pass it on to his troops as the brother of Saladin, from whom they
a spoil of war. just hid the entire island using Aloe illu- If Serapis Escapes
sions and Olibanum currents, so that his
fleet could not find it. He decided to ig- The faerie Serapis is a god of empire.
In Response to Incursion nore Soqotra, which was just conveniently He chooses a human vessel, and then with
into the Red Sea placed on his way to conquer Yemen. The the patience of the immortal, builds his
Soqotrans dont see the need to waste their forces before striking down his potential
A permanent Hermetic presence in the mundane servants on wars with the rulers enemies. After Serapis escapes, his Soqo-
Red Sea triggers an information-gathering of neighboring states. There is, however, tran army conquers a section of Africa.
response from the King of the Olibanum an exception: ports never close on Soqo- After sufficient time to bed down his con-
Serpents. The king sees the Redcap net- tran vessels. quest and train the locals as his armies,
work as the weak point in the Order, and Soqotras population can subsist for a crusading horde of African Christians
he uses the Myrrh Tribe to draw as much about two years on stored food. Beyond emerges from the desert and attacks
information out of them as he can. This is this, the people of the island would starve. Egypt. Emissaries are sent to the major
followed by an attack, if that seems wise. Some rulers have attempted to use this courts of Europe, asking for aid to crush
In this scenario, at least initially, there against the islands ruling Council of Tribes, the Muslims.
is no war between the Order and the So- to demand their subservience. The Soqo- Once Serapis has Egypt back, his pup-
qotrans, merely between the sorcerers and trans have always made an example of such pet emperor plays the courtly Christian
local covenants perhaps including the rulers, either by sending Date Tribe assas- ruler to Europeans. Simultaneously, Sera-
covenant of the player characters. On this sins or, on rare occasions, by the Olibanum pis ruthlessly subordinates the economi-
scale, the Soqotrans are far more threat- Tribe riding their serpents to the city and cally valuable portions of Africa using his
ening. It may be that distant members of slaughtering much of the ruling class. Soqotran magicians and new allies. This
the Order do not see a benefit in contest- This action may cause friction with process may take decades, but once Africa
ing for power with a remote, if powerful, Hermetic interests. Now that there are is subdued and its resources are available,
hedge tradition. covenants in the Levant, the destruction Serapis turns his eyes to Europe.

139
Rival Magic
Points of them about the nature of vis. To protect about where she found her dragon, or that
his people and himself he has cowed, and Ladon is an astral spirit that can manifest
Potential Dtente in the case of the Cinnabar Tribe perhaps multiple avatars. A third magical garden
destroyed, the other spirit sovereigns. ruled by a different serpent king who
The Order and the Soqotrans do not Matters may change if a fourth spirit sov- wishes to forge a mystical order, though,
need to fight a war of obliteration. Other ereign arises. begins to look like a pattern.
alternatives exist, and may be motivated One source of a new sovereign is the The meaning of this pattern isnt clear.
by events that force contact between the Cinnabar Tribe. They may gain a sovereign Each serpent, if asked, will answer from his
two groups. by a Soqotran giant gecko simply becom- own cosmology. Ladon may think that So-
The King of the Olibanum Serpents ing so old he takes the role, by one of the qotra was an Atlantean colony. The King
needs an excellent reason to break his poli- geckos refusing to give back the tail of the of the Olibanum Serpents will believe
cy of isolation, but the other groups in this sovereign, or by a Bjornaer with the right that the Garden of the Hesperides is an-
book may give him one. The Order is a Heartbeast falling into Twilight and feel- other concentration of magic, like Soqo-
threat, but not an imminent one. If the Or- ing compelled to travel south. Note that tra. Either explanation that the gardens
der might be replaced by something worse, this doesnt need to be a gecko; originally were left as markers by an ancient, waning
like the empire-building Mongols, or if the the gecko spirits took the shape of a differ- society to aid those who followed, or that
magi are facing a threat that could destroy ent lizard. The new sovereign may make the gardens are a pattern that naturally re-
the world, like the Muspelli, the king may contact with outsiders part of the price of curs in places of great magical significance
send aid to them. Alliance with the Order his fealty to the King of the Olibanum Ser- leads to stories. If the gardens were left
might be the best of his limited options. pents, may refuse to bow to the king and by a falling civilization, what other aids,
An Order that is merely humbled, call in Hermetic aid in a civil war, or may and what sleeping threats, have they also
either by civil war or by successful war swear to abide the decisions of the king left behind? If the gardens naturally occur,
against a powerful external group like the and run a secret policy of international then are there others where are they,
Amazons, might draw the King of the contact behind his back, seeking to build and can the mystical links between them
Olibanum Serpents into negotiation. A up his tribe so that it can rebel or force a be used for communication or travel?
weakened Order is more likely to agree more equitable political arrangement.
to the kings demands for non-interference Each of the other sovereigns may die,
and the establishment of the Gulf of Aden or be replaced. The bennu is destroyed and
and the Red Sea ports as an area for the
exclusive use of his sorcerers. In this sce-
nario, the king hopes that distance, well-
reborn periodically. The Queen of Myrrh
may pass into Arcadia seeking new stories.
The King of the Olibanum Serpents may
Hermetic
wishes toward an ally, and careful politics
will protect his people from the more vio-
become some other form of spirit not tied
to the island. New sovereigns may have
Breakthroughs
lent Houses. new policies.
from Soqotran
Events That May Lead Contact with the Hesperides Magic
to Conflict or Dtente In Ancient Magic, characters are given
incentives to voyage to the Garden of the A number of breakthroughs are pos-
Some events may push the two groups Heperides, located off the northwest coast sible to researchers who incorporate So-
of magicians into each others way, with of Africa, which is the only other place qotran magic into Hermetic practice.
only luck deciding if the contact is bellig- where the cinnabar tree is known to grow.
erent or amicable. There they may discover a great serpent
named Ladon, born of the destruction of Greater Ease
Atlantis, with stored mystical knowledge in Binding Familiars
If a Fourth Spirit and a desire to create a new age of magic.
Sovereign Arises Coupled with this, they know there is an- As a Major Breakthrough, the Soqatran
other garden of magic ruled by a dragon method of binding children to spirits may
The current policy of the Soqotrans in deep Africa, because it is there that be incorporated into Hermetic magic. Af-
is driven by the paranoia of the King of Trianoma was told to seek out Bonisa- ter this occurs, for a highly limited range
the Olibanum Serpents. He knows that gus, beginning the current era of mystical of potential familiars the Might score of
the Order, at times, is a genocidal war ma- co-operation. the creature does not increase the Familiar
chine that would gladly consume his peo- When there were but two gardens, Bonding Level, described on page 104 of
ple. He also knows that his servants may one observed and one reported, there was Ars Magica Fifth Edition.
hate him if they discover he has deceived some chance that Trianoma simply lied

140
Rival Magic
Greater Longevity
A Note on History
Soqotran sorcerers live longer simply
by being skilled in the magic of preserva- Oral folklore records that when So- ers. The stories from neighboring states
tion. Their limited knowledge in this field qotra was invaded in 1800, the Wahhabi often contain fanciful geography, econ-
is inferior to that of the Corpus special- destroyed every book on the island that omy, history, and ecology for the island
ists of the Order, but the inclusion of their was not the Koran. There is no record, chain. Similarly, some Soqotran folklore
knowledge, as a Major Breakthrough, adds written by the Soqotrans themselves, has been preferred over fact, so the spi-
an extra modifier to the longevity ritual concerning what their beliefs were dur- ders of the island are poisonous and the
total, equal to (the Corpus score of the ing the medieval period. pneumonia fly exists. This book also
rituals recipient /10). Records from surrounding cultures takes many liberties to create distinctive
giving examples of the great power of styles of magician that are fun to play.
the Soqotran magicians, and limited The author apologizes to anyone of-
New Durations oral records given by modern Muslim fended by this chapter, which, by neces-
Soqotrans, provide only snippets and sity, must be a fiction constructed from
A character who begins researching vague outlines of the medieval sorcer- these scraps of history and folklore.
the Censer Duration may find that similar
work, based on the Fire Duration found
in the faerie magic of House Merinita, is to Hermetic magi. It is perhaps a ReMe(Co) has followed the opposite approach, and
already complete. This should be treated effect. Hermetic researchers require a Ma- embraced casting with tools as superior to
as guaranteed Insight, but characters must jor Breakthrough to mimic this effect. casting with gestures alone, then abstract-
seek out the magician whose experiments ed the individual tools. Verditius magi re-
they hope to gain from, and bargain for searching Soqotran integration have guar-
access to the research. As this is a Minor The Spark anteed Insight due to the flaw that requires
Breakthrough, and research assistance them to use casting tools.
may come from unexpected places (House The most valuable secret of Soqotran Research into Soqotran casting rap-
Flambeau, for example) this project is one sorcery, to Hermetic magi, is their ability idly makes obvious that a magus who in-
of the simplest of Minor Breakthroughs for to use fractions of vis as though they were tegrated the vis handling techniques of
a character to attempt. whole pawns. This is superficially remark- the two traditions could use them simul-
The Perpetual Duration is a Hermetic able, but it isnt a completely alien way of taneously. Verditus magi currently use a
Breakthrough. It is of great interest to all spellcasting for Hermetic magi. Verditius casting tool at the beginning of a spells
magi, as it would allow, as an example, magi cast spells much the same way So- conception, then pour vis into the spell to
wards that do not require periodic renew- qotrans do. Verditus magi create a casting give it strength. Similarly, a Verditius who
al. Similar research may have been done tool that is suited to each spell. The Soqo- had integrated Soqotran techniques could
by other magi, since this is an obvious and trans use vis, which is connected to every use vis as a casting tool, and then add vis
widely applicable idea. possible spell that the vis could be used again during the casting as Hermetic magi
for, instead of specific tools. do. This allows the caster to sidestep the
Hermetic magi have traditionally limitation that they may only spend their
Preserved Rolls thought of casting tools as the crutches Art score in vis to aid any particular spell,
of a weak tradition. Research into casting by allowing them to use their Art score in
The ability to preserve luck (or from tools has tended to make them better in sparks as a casting tool. It also allows mag-
the player perspective, dice rolls) would be the Hermetic sense, so they are fewer, sim- ic to be made far cheaper in some, limited,
invaluable in mundane combat. How this pler, cheaper, or incorporated into magi- circumstances by moving the cost of spells
feature of Soqotran magic works is unclear cal items. The Soqotran form of magic from the Hermetic to the Soqotran scale.

141

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