Of the four realms of power in Mythic Europe, Magic is at once the most familiar and the most alien. It’s the source of power wielded by Hermetic magi, but it cares nothing for human concerns. Elementals are the essence of the elements given form; what are emotions to them? Dragons are ancient beyond belief; why should they concern themselves with the affairs of men? Spirits are bound to the phenomena of the natural world, not to the creations of humanity. And even those humans transformed by Magic have their own strange ambitions, divorced from the petty desires of mortals. But despite this indifference, creatures and places of Magic are inexorably drawn into the lives of magi, as members of the Order of hunt for vis, familiars, covenant sites, and the mysteries of the Magic Realm. This book shows how to create creatures of Magic of all kinds, as player characters or antagonists. Extensive examples are included, from the Beasts of Virtue that exemplify animals to the spirits of emotions, from great fi re-breathing dragons to tiny fi re-breathing mice, and from elementals born of matter untouched by human hands to the walking corpses of the unquiet dead. AG0288 • ISBN 1-58978-102-3 Delve into these pages to uncover the secrets of vis, magic auras, and even the Realm of Magic itself!

AG0288 • ISBN 1-58978-102-3 • $29.95 52995

9 781589 781023 WWW.-GAMES.COM ©2008 Trident, Inc. All rights reserved. Magic Credits

Authors: Erik Dahl, Timothy Ferguson, Andrew Gronosky, Richard Author Bios Love, John Post, Mark Shirley, Andrew Smith, Sheila Thomas Development, Editing, & Project Management: David Chart Erik Dahl is grateful to live in Davis, California with his dear and Layout, Art Direction, & Proofreading: Michelle Nephew patient wife, who occasionally listens to him babble on about Ars Mag- Publisher & Proofreading: John Nephew ica and did so several times during the writing of this book. He would Cover Illustration: Grey Thornberry like to dedicate his work on Magic to the Playstation 2 game Katamari Interior Illustrations: Kelley Hensing, Bradley McDevitt, Jeff Damacy, which (much like traveling through the Magic realm) is an Menges, Robert Scott, Grey Thornberry exotic and strange but ultimately rewarding experience. Ars Magica Fifth Edition Trade Dress: J. Scott Reeves Timothy Ferguson wandered in briefly to write about cats, lounge Publisher’s Special Thanks: To Jerry Corrick and the gang at around on the sofa, and knock things over. Really he was more trouble the Source. than he was worth, but he’s cute, so what can you do? First-Round Playtesters: Christian Jensen-Romer, Lloyd Graney, Richard Love lives in New Zealand, which has sometimes been Kevin Sides, Luke Price, Ed Woods, Pete Hiley, Ben Hayes; Donna transformed into a magical place for film. He would like to thank his Giltrap, Malcolm Harbrow, Aaron Hicks, Richard Love; Matthew partner Paula for continuing to put up with his hobbies. He’d also like L. Seidl; Christoph Safferling, Andrew Smith; Angus MacDonald, to thank Gladia, Verus, Ulrich and the other inhabitants of the Fons Al- Brian Watson, Wendell “BSP” Joyner, Steve Woyach, Quetta Wat- bae chapter house for continuing to put up with Antaeus’ unexplained son, Kathy “Kat” Stricklen, Sarah MacDonald sojourns into the forest and his occasional lack of pants. Second-Round Playtesters: Mark Barltrop, Mark Lawford, David John Post is an attorney who lives and works in a magical, fog- Staveley, Simon Turner; Christopher Allen, Rob Andrusco, Eyal shrouded city by a bay. His lovely wife often drags him out to enjoy Barnea, Bard Bloom, Vicki Bloom, Dan Rice; Kevin Sides, Peter the natural beauty that surrounds them in Northern California. The Hiley, Christian Jensen Romer; Donna Giltrap, Malcolm Harbrow, flora and fauna there provided inspiration for his small contribution Aaron Hicks, Richard Love; Nicholas Peterson, Jennifer McPher- to this book. He hopes his ideas can make the most basic of Ars son, Michael Pisarsky, Kristi Pisarsky; Neil Taylor Magica adventures — the vis hunt — slightly more magical. SHIRD-Round Playtesters: Mark Barltrop, Mark Lawford, David Mark Shirley’s biographies in Ars Magica books have become more Staveley, Simon Turner; Bard Bloom; Matt Ryan, Alexis K. Heinz, interesting than his real life. Suffice it to say that his job and his home Tobias Wheeler, Mario Cerame, Dan Ilut, John Illingworth, Rob remain unchanged, although he is a little older and more grizzled. Llwyd; Neil Taylor Andrew P. Smith most closely resembles a Man of the Lake in Book of Mundane Beasts Playtesters: Neil Taylor; CJ Romer, Pete his Summer season. He briefly emerged from the regio of Lake Con- Hiley, Lloyd Graney, Ed Woods; Stephen Cobb, Dan Ilut, Jesse stance to make a minor contribution to this worthy tome. Koennecke, Matt Ryan; Angus MacDonald, Brian Watson, Wendell Sheila Thomas lives near Cambridge, England with her gor- Joyner; Alexander Bader, Tanja Bader, MaPhi Werner; Samuel Bidal, geous cat Elliott (his Powers include of Rightful Authority, Fe- Anne-Gaëlle Darmont, Jérôme Darmont, Gilles Marcvincent, Miguel line Lullaby, and Incredibly Cute) without whose involvement the Peca, Didier Rabour; Donna Giltrap, Malcolm Harbrow, Aaron work would have proceeded much more smoothly. Her local aura Hicks, Richard Love; Mark Shirley; Andrea C. Cofalik, Ulrich Will- promotes overwork. Sheila dedicates this book to her niece, Laura münder; Matthew L. Seidl, Soraya Ghiasi; Paul Tevis; Erik Tyrrell Sugrue, who will understand and use the contents.

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 prohib- ited. Ars Magica, Mythic Europe, Realms of Power: Magic, and Charting New Realms of Imagination are trademarks of Trident, Inc. Order of Hermes, Termere, and Doissetep are trademarks of White Wolf, Inc. and are used with permission.

DIGITAL VERSION 1.0

 Magic Contents

I. Introduction 5 New & Modified Flaws...... 47 Warders of Mystery...... 95 What is Magic?...... 5 New & Modified Abilities...... 51 Transformed Humans...... 96 Magic and Other Realms...... 6 Advancement...... 51 Drowned Men...... 96 Transformation...... 52 Revenants, the Walking Dead...... 97 II. Magic Auras 7 Acclimation...... 52 Daimons and Heroes...... 99 Essential Traits...... 54 Living Ghosts...... 99 Tethers...... 8 Magi in Final Twilight...... 99 Natural Tethers...... 8 Preternatural Tethers...... 10 V. Magic Animals 55 Aura Variation Rules...... 10 Beasts of Virtue...... 55 VII. Magic Spirits 100 Symptoms of Aura Variation...... 12 Designing Beasts of Virtue...... 55 Spirits as Characters...... 100 Magic Regiones...... 13 Example Beasts of Virtue...... 56 Powers of the Spirits...... 101 Aligned Auras...... 15 Creatures from the Bestiaries...... 66 Airy Spirits...... 103 Auras that Enhance Emotions...... 15 Birds of Nephelococcygia...... 68 Florae and Fauni...... 103 Auras Aligned with Arts...... 16 The Magical Lineages of Cats...... 70 Spirits of the Elements...... 104 Other Aligned Auras...... 16 Magical Powers...... 71 Imagines, the Spirits of Sensation....105 Cats’ Greater or Lesser Eidolons, the Spirits of Emotions....106 Magical Powers...... 71 Spirits of Place, Genii Loci...... 106 III. The Magic Realm 17 Personal Magical Powers for Cats.....73 Lugra, Spirits of Hardship...... 107 Magic Perspectives...... 17 Dragons and Dragon-kind...... 73 The Named Spirits...... 107 Worlds Within Worlds...... 18 Dragons as Characters...... 74 Theoi...... 107 The Magic Archipelago...... 18 Transformed Animals...... 78 Astra Planeta...... 108 Pages of History...... 19 Warping...... 78 The Leti...... 108 Fact and Theory...... 20 Example Warped Animals...... 79 Other Daimons...... 109 Rules of the Realm...... 20 Training Creatures...... 81 Primal Spirits...... 109 Into the Magic Realm...... 20 Taming Animals...... 81 Spirits and Magic...... 110 Boundaries and Vestiges...... 21 Tricks, Stunts, and Tasks...... 81 Spirits and Hermetic Magic...... 110 Magical Travel...... 23 Spirits and Non-Hermetic Magic....110 The Twilight Void...... 24 Example Spirits of Places...... 111 Advancement...... 26 VI. Magic Humans 83 Mount Etna...... 111 Magic Realm Magic...... 26 Magical ...... 83 The Rhinefalls...... 112 Designing Giants...... 84 The Desert of al-Meraya...... 113 Norse Giants and Trolls...... 86 Lake Brienz...... 114 IV. Magic Characters 9 Rok, the Storm Giant...... 87 Aillwee Cave...... 114 Magic Character Creation...... 30 Non-Human Giants...... 88 Ghosts...... 115 Concept...... 30 Spirit Votaries...... 88 Ghosts as Characters...... 116 Season...... 33 Magic Kin...... 89 Magic Might...... 34 Atlanteans...... 90 Finishing Touches...... 36 Flame Dancers...... 90 VIII. Magic Things 119 Qualities and Inferiorities...... 36 Forgotten Gods...... 91 Vis...... 119 Major Magic Qualities...... 37 Loamwalkers...... 92 Extraordinary Vis...... 119 Minor Magic Qualities...... 40 Lost Children...... 92 Dedicated Vis...... 122 Major Magic Inferiorities...... 41 Men of the Lake...... 94 Vis Storage...... 123 Minor Magic Inferiorities...... 42 Orphan Born...... 94 Herbs and Objects of Virtue...... 124 Abilities, Virtues & Flaws...... 43 People of the Clouds...... 94 Herbs of Virtue...... 125 New & Modified Virtues...... 43 The Stoneskinned...... 95 Objects of Virtue...... 126

 Realms of Power

Formed Stones...... 127 Appendix: Bull (Taurus)...... 142 Awakened Trees...... 128 Book of Mundane Beasts 140 Cat (Felis)...... 142 Trees of Virtue...... 128 Falcon (Falco)...... 142 Beast Statistics...... 140 Awakened Items...... 130 Horse, Courser (Equus)...... 142 Modifying Beast Sizes...... 140 Kelpie...... 131 Horse, Destrier (Equus)...... 143 Beast Virtues, Flaws, and Qualities... 140 Elementals...... 132 Hound (Canis)...... 143 Magic and Elementals...... 133 New Virtues for Beasts...... 140 Lion (Leo)...... 143 Designing Elementals...... 134 Beasts in Combat...... 140 Stag (Cervus)...... 144 Earth Elementals...... 135 Beasts of Mythic Europe...... 141 Wolf (Lupus)...... 144 Water Elementals...... 136 Adder (Viperis)...... 141 Air Elementals...... 138 Bear (Ursus)...... 141 Fire Elementals...... 139 Boar, Wild (Aper)...... 141

Sidebars

Theories Concerning Magic Auras 7 Bird of Nephelococcygia Spirits as a Source of Vis 101 Examples of Auras with Multiple Tethers 9 Character Guide 68 Daimons 102 Yearly Aura Modifier 10 Story Seed: Divine Gatekeepers 69 Airy Spirits Story Seeds 105 Aura Strengthening Table 11 Cat Character Template 70 Spell Spirits 106 Aura Weakening Table 11 Cats as Example 70 The Jar of Pandora 107 Aura Variation Story Seeds 12 Character Guide: A Scitalis 74 Genii, Gods, and Worship 108 New Spells and Spell Claw and Fang 75 Story Seed: A Faerie Apotheosis 108 Guidelines for Auras 14 Option: Constriction Attacks 75 Arcane Connections, True Names, Aura Effect Table 15 Dragon Story Seeds 76 and Synthemata 110 Aligned Aura Example 15 Character Guide: A Lindwurm 78 New Spirit Spells and Spell Guidelines 111 Story Seed: Uniformity 15 Minor Covenant Hook: Story Seeds for Spirits of Places 113 Aligning an Aura 16 Warped Livestock 79 The Restless Dead in Medieval Legend 115 Covenant Boons and Hooks 16 Intentionally Warping an Animal 79 Where do Ghosts Come From? 117 Story Seed: The Stubborn Summer 18 Taming Mundane Beasts 81 Story Seed: Repentance 118 Story Seed: South of the Sun 19 Animal Ken 82 Story Seeds for Lesser Enchantment Vis 120 Empedocles Was Sometimes Right 20 Primeval Giants 83 Story Seeds for Spell-like Vis 121 & 122 Story Seed: Crimes Revisited 21 Giants in the Medieval Romances 84 Hedge Magicians and Enriched Is This Twilight? 24 How Big is a Giant? 84 Things of Virtue 125 Senses in the Void 25 Giants in Combat 85 Hermetic Magi and Enriched Positive and Negative Traits 26 Character Guide: A Typical Giant 86 Things of Virtue 125 New Magic Realm Spells Giants Story Seeds 87 Shape and Material Bonuses and Spell Guidelines 27 & 28 Story Seed: Revenge 89 for Herbs of Virtue 126 Magic Character Creation Summary 30 Atlantean Character Guide 90 Shape and Material Bonuses Auras and Might Recovery 30 Story Seed: Woman from 90 for Objects of Virtue 128 Character Guides 31 Story Seed: Fuel for the Flames 91 Option: Brawl Skill for Animated Trees 129 Character Guide: A Magic Hound 31 Story Seed: No Gods Before Me 91 Story Seed: War for the Woods 129 Cunning Characters 33 Story Seed: The Trees Character Guide: An Animated Tree 129 PCs and NPCs 34 Conspire Against Us 92 Character Guide: A Mandrake Aeolus, Magical Horse 35 Story Seed Kidnapped! 92 Root of Virtue 130 Magic Powers 36 Story Seed: Men or Machinations? 93 Story Seed: The Mandrake’s Scream 131 Common Magic Powers 38 & 39 Story Seed: Ghostly Apprentice 94 Character Guide: A Kelpie 132 Possible Abuses of Storms 43 Story Seed: Sail Like the Wind 95 Story Seed: To Break a Kelpie 132 New Virtues 44 Story Seed: The Standing Stone 95 New Elementals Spells and Spell Guidelines 133 New Flaws 49 Story Seed: Stolen Glory 96 A Digression into Physics 133 Environmental Temperatures 50 Story Seed: The Lighthouse Keeper 97 Elemental Story Seeds 134 Social Abilities and Magical Beings 51 Option: Resistance to Piercing Weapons 98 Size, Might, and Characteristics of Elementals 135 Magic Qualities and Initiation Scripts 52 Character Guide: Revenant, Character Guide: An Earth Elemental 137 Vis Consumption 54 Corpse-Like Form 98 Character Guide: A Water Elemental 137 Suggested Familiars by Art 57 Character Guide: Revenant, Character Guide: An Air Elemental 138 Beasts of Virtue Story Seeds 58 & 63 Skeletal Form 99 Character Guide: A Fire Elemental 139 Bestiary Story Seeds 66 & 67 Taxonomy of the Invisible World 100

 Chapter One Introduction

The book you now hold in your hands Divine or the Infernal, Magic is not associ- fundamental nature. might be described by the magi of Mythic ated with what people do, so much as it is Magical beings are simply better than Europe as a great compendium of supernatu- a part of what they are. Theoretically, any mundane beings; and in this case “better ral knowledge and wisdom — a book that person can become more Divine or more than” means “idealized versions of.” Magical describes the true nature of the Magic realm, Infernal simply by behaving more or less vir- beings are closer to perfection. This is not and that outlines for the first time many of tuously, but to become Magical, the charac- always superior or desirable, since something the fundamental concepts of the world of ter must essentially change. Magic is in the can be a perfect failure or a perfect disaster. Ars Magica. Within its living pages you will blood, so to speak; it is part of the character’s However, to measure how magical a thing is, experience the full majesty of the medieval setting at its most ideal, as Magic causes all things to become everything they could be — or should be. Here, Magic makes the low- ly serpent into a fearsome dragon, it turns a tranquil clearing into a place of breathtaking beauty, and it transforms an ordinary and mundane person into a mighty wizard. This book has been divided into two parts. The first part, Places of Magic, covers Magic tied to a physical location, including auras, regiones, vis, and the Magic Realm it- self. This type of Magic is the most common sort experienced by people in Mythic Eu- rope. The second part of the book, Beings of Magic, describes how players can incorpo- rate the realm of Magic into their characters through magical influence, new Virtues and Flaws, Magic Abilities, and even ways to play magical beings as characters. It contains ex- amples of characters that have been changed by Magic, or that have left the Magic Realm and come to manifest in the world outside of its boundaries.

What is Magic? Of all the supernatural realms of power in Ars Magica, Magic is likely to be the one that characters will encounter most often, as covenants are usually located within Magic auras, and all Hermetic magi are aligned to the Magic realm. Yet unlike the power of the

 Realms of Power a good method is to examine how closely it be no single guiding hand behind Magic, but Magic and the Infernal conforms to an ideal. For example, a magi- rather a multitude of independent spirits and cal wolf is even more like the ideal wolf than magical beings that act upon the mundane Magic is easily assimilated with the pow- a mundane wolf, in that it has qualities that world and turn it towards their own ends. ers of the Infernal, though magical characters make it better at being a wolf, and inferi- In the same way that no one knows what might wish this was not so, as the Infernal orities that make it worse at being anything causes The Gift or a particular Virtue or Flaw realm can consume and corrupt anything it other than a wolf. to manifest, no one knows the true purpose touches. The power of nature can be turned To help players describe things that are of the Magic realm — and the less people to evil in the same way that it can be used for more or less part of the Magic realm, here know, the more powerful it is. For this rea- good. Demons often masquerade as magi- are three facts about Magic. Note that these son, beings of Magic typically prefer secrecy cal beings, especially ghosts and spirits, but facts are not necessarily known to all charac- and isolation. while many magical characters do not serve ters who are somehow aligned with Magic, According to these definitions, the most the Divine, they usually oppose the Infernal. including magi; only those who have at least magical beings would have nothing but es- When Magic resists giving over to the power a rudimentary knowledge of Magic Lore will sential qualities, would be as old as creation, of that realm, however, it is less potent — be able to recognize them. These facts also and would be almost entirely withdrawn fortunately demons are hindered in Magic relate back to how Magic is ideal, to make from mundane society. places as well. it easier to come up with ways that magical power can manifest. Magic is objective. The realm of Magic Magic and Faerie does not change depending upon the observ- Magic and er, but rather acts as a constant and measur- Other Realms Magic and Faerie both complement and able influence. In the Magic Realm, reality is act against each other. Magic is generally as- fixed, and a thing is what it is, though by the sociated with objective reality, while Faerie power of the realm it may become more or Magic primarily influences the mundane is typically concerned with subjective reality. less so. However, Magic cannot change what realm by making it more magical. That is, Magic is rooted in the past and evolves over something is at its most basic level; Magic it brings about the ideal, whether by mak- time, striving towards perfection, while Fa- cannot modify a thing’s essential nature. In ing certain qualities essential and removing erie almost constantly changes and yet rarely its most idealized form, a Magic being is qualities that are not essential, by preserving matures. Where Magic prefers to be left alone nothing but its essential qualities; and so in the magic of ancient places and beings, or by society and cloaks itself in secrecy, Faerie this respect the realm of Magic can be seen by causing them to become more distant and is primarily interested in interaction with as a great pattern upon which all the more withdrawn. Magic constantly improves upon humanity and seeks out company whenever common, less perfect things of the mundane nature as a supernatural force for change. It possible. Magic and Faerie are opposites in realm are based. is powerful and consistent. When Magic acts as much as what they desire from the world Magic is ancient. The longer something upon other realms, however, or when be- is completely different. has been magical, the more powerful it is. ings of other realms interact with the Magic On the other hand, both realms are often Thus, the most powerful magical beings have realm, the results are far less predictable. concerned with nature and what things are been around for thousands of years. This does instead of what they do. Many have theo- not mean that newer things cannot be magi- rized that magical and faerie creatures could cal, or even that they cannot be as powerful Magic and the Divine have a more direct relationship — that in the as ancient magical things, only that as time past they would easily cross over from one passes, Magic makes things more magical. In Most holy characters and Divine beings realm to the other, or that they both once a sense, time is an idealizing force of Magic, do not recognize Magic as a separate super- belonged to a single realm of power that split so that the most magical thing is usually the natural realm, treating it either as an expres- into two. Many races that exist in the Magic oldest version of that thing. Magic auras and sion of God’s gifts if used virtuously, or a tool realm may also be found in the Faerie realm, the Magic Realm embody this quality of of the Devil when used sinfully. Magical be- for example. Thus, while Magic and Faerie Magic especially well, as a force of change ings are seen as part of nature, and described are often opposed, they also tend to have upon mundane things and a supernatural re- as either blessed creatures if they serve God’s more in common with each other than with cord of their existence. will, or corrupted beasts if they act against either of the other supernatural realms. Magic is mysterious. Like fate, death, him. Magical power is lessened in the Do- love, or tomorrow’s weather, Magic is un- minion, and many magi believe this is be- predictable and strange. Unlike the power cause the power of the Divine is even more of the Divine or the Infernal, there seems to perfect than that of Magic.

 Chapter Two Magic Auras

A location with a Magic aura is one other displays of supernatural power accord- realm to leak through and infuse the region where things are in some way superior to ing to the rules in ArM5, page 183. Auras of under the aura’s influence. It is commonly normal, or more real, as described in ArM5, level six and above cause Warping according accepted that this constituent magical en- page 184. The extent of this difference de- to the rules in ArM5, pages 167-168. ergy takes the form of “fluid vis,” although pends on the strength of the aura and, even Magi have long debated the exact nature opinions differ as to the exact nature of this at moderate levels, may not be immediately of these Magic auras in which their covenants phenomenon. While this fluid vis is present obvious. Most commonly, the air is clearer, are located. Most agree that in such areas, everywhere, it flows into and is attracted to colors more vivid, sounds more piercing, the boundary between the earthly world and magical areas, and pools and concentrates vegetation more lush. All Magic auras have the Magic Realm is weaker, allowing some there, forming an aura of power. an effect on the use of Hermetic magic and measure of the magical energy of that pure

Theories Concerning Magic Auras

Auras of supernatural power fall under fluid vis that is highly concentrated into a when this phenomenon was observed. the purview of the Hermetic Art of Vim, physical form. When it is expended in spell- However, there is at least one recorded but the Hermetic theory and understand- casting, for example, this fluid vis is released. instance of a Perdo Vim botch stunting an ing of this subject is incomplete. Many As some magi have pointed out, this theory aura. There is one single magical activity, Intellego Vim spells for auras work reli- is not completely perfect, since fluidity (the vis extraction, that is generally agreed to ably, but magics which attempt to effect a quality of moisture) is antithetical to the ri- weaken a Magic aura, since it supposedly change in an aura are often ineffective or gidity of the dry quality, according to Aris- removes, converts, and concentrates some unpredictable. Some magi have even died totlean elemental theory. It has been noticed of the fluid vis into raw vis. A contrary or entered Final Twilight during an attempt that some sources of vis that are located in theory, which uses the analogy of water in to increase the aura of their covenant. This Magic auras do not always yield the same a pool for fluid vis in an aura, holds that vis lack of completeness in the theory is due number of pawns of vis. Some Hermetic extraction is actually beneficial, deepen- in part to a lack of agreement among magi. theorists reckon that the size of the harvest ing the “pool” in much the same way that There are two main areas in which opin- may be a reflection of the health of the aura; dredging a river channel will deepen it. ions differ. Firstly, there is the philosophi- that the fluid vis feeds the growth of vis in Most magi are generally unaware of cal question of what exactly the “fluid vis” the same way as a nutrient feeds a plant. the precise impact their activities have on is, and where (or what) it originates from. On the second matter, most magi be- the Magic aura of their covenant, although Secondly, there is the somewhat more lieve — perhaps arrogantly — that their these processes are at least partially un- practical issue of exactly how the activities own practice of magic, such as performing derstood by those who are well versed in of magi influence Magic auras. labwork, has a beneficial effect on a Magic the Art of Vim and who have undertaken On the first question, some magi prefer aura, theorizing that the mere repeated use a study of the subject. The functioning of to label the magical energy as “radiant vis,” of magic in an area will tend to cause fluid auras is certainly a fertile area for research. broadly equating it to the “,” Aristotle‘s vis to pool. (Most magi equate benefit with Any effect that reliably manipulates a Magic fifth element — the celestial fire that exists strengthening, since stronger Magic auras aura should probably require at least a - beyond the Lunar Sphere. Others still like to are generally desirable to them.) Some hold jor breakthrough or a Mystery Initiation. call it “tellurian vis,” implying that the earth that simply contemplating magic (such The rules for aura variation in this itself is the wellspring of magic. Whichever as during study) will enhance the latent chapter presuppose that the mainstream the label that is chosen, it seems clear that strength of an aura. Most believe that po- viewpoints are correct (for example, vis fluid vis forms the “fuel” for magical spell- tent magical accidents tend to strengthen extraction has a detrimental effect on an casting — the more fluid vis that is present, Magic auras, and with good reason, since aura). You may wish to change some of the the stronger magics will be. Under this the- there were several times in the Order’s his- numbers around if Magic auras behave dif- ory, raw vis is simply a manifestation of the tory, especially during the Schism War, ferently in your saga.

 Realms of Power

Tethers score. The natural aura score is equal to the Natural Aura Score (maximum 5) = sum of all natural tethers; it cannot exceed 5. sum of all natural tethers The preternatural aura score is equal to the A tether is a particular object or circum- strongest preternatural tether, plus one for Preternatural Aura Score (maximum 5) = stance of magical significance that acts like each additional tether. Likewise, it cannot strongest preternatural tether a magnet to the fluid vis, causing it to con- exceed 5. A base aura score of greater than + 1 per additional tether centrate and pool around it to form a Magic 5 thus always results from a combination of aura. Nearly all Magic auras have a tether as natural and preternatural tethers. Most such their basis and center. auras are legendary and those stronger still Tethers may either be natural, consist- are extremely hard to reach, and dangerous Natural Tethers ing of earthly or astrological features that are to set foot in. If there are no tethers, the base inherent to a place such as a mountain peak aura score is 0. Particularly perfect or magnificent exam- or solar alignment, or preternatural, built by Absent any other influence, the tether(s) ples of natural features are quite often associ- wizards or arising from other magical enti- normally generate a Magic aura of the same ated with low-level Magic auras and are the ties. Each individual natural tether has a strength as the base aura score. However, the most common type of tether. Other aspects score of 1 or 2; a preternatural tether may actions of magi and the influence of other au- of the natural environment that can cause or have a score between 1 (for the weakest) and ras may cause the current aura score to devi- enhance Magic auras are solar or astrological 5 (for the strongest). ate from the base score at any given time (see alignments, prevailing or perpetual weather If there is one tether present, then the Aura Variation Rules, below). conditions, perfect shapes, and antiquity. base aura score is simply equal to the tether Magi have undertaken research to try score. If multiple tethers are present, then Base Aura Score = natural aura score and establish whether it is the aura that the base aura score is determined as the + preternatural aura score brings about perfection in the landscape or natural aura score plus the preternatural aura the natural features that cause the aura; re- sults are inconclusive. Stronger auras occur when natural tethers combine; for example, in an area of outstanding natural beauty that is also astrologically favorable. The examples below describe only places with an aura up to a maximum score of 2, be- cause individual perfect natural features have never been known to demonstrate a stronger aura. As noted above, combinations of such features can produce auras of up to 5 (see the insert on multiple tethers for examples). Some of the stronger auras might be aligned with Arts (see below). The following are just examples; it is certain that auras centered on other special natural features exist, also. Additional possibili- ties include valleys, cliffs, gorges, massifs, des- erts, oases, springs, hills, islands, and so on.

Caves

Tether 1: A magnificent cavern displaying many natural pillars, stalagmites, stalactites, and other wondrous rock formations. A cave with walls and ceiling encrusted with crystals. Tether 2: A group of magnificent caverns linked by arches, tunnels, and shafts. Exten- sive caverns with some tunnels that lead down a long way towards the center of the Earth. As a result of Warping, inhabitants be- come accustomed to the enclosed environ- ment and low light levels. Suitable Minor Flaws are Sensitive Sight (see Chapter 4: Characters, New and Modified Flaws), a Fear of open spaces, or Disfigured due to unnatu- rally pallid skin or strange-looking eyes ad- justed to poor illumination.

 Magic

Forest Examples of Auras with Multiple Tethers Tether 1: An ancient copse containing a few trees over seven hundred years old. An Base Aura Score 3: A very high wa- (preternatural tether 2) with fire-breathing old forest with hardly a trace of human in- terfall broken into multiple white braids as dragons (preternatural tether 4). This aura terference where the vegetation is lush; flow- it tumbles down over rocks, spray flying is highly likely to be aligned with Ignem. ers, fruit, and fungi are larger than normal; (natural tether 1), which always catches Base Aura Score 6: The covenant of insects, birds, and animals are a little larger the morning sun and throws arcs of rain- Durenmar, the domus magna of House and more healthy. bow light all around (natural tether 1) be- Bonisagus, is located in a picturesque Tether 2: Ancient forest, verdant and fore tumbling with a thunderous roar into valley (natural tether 1) and has numer- undisturbed, where flowers, fruit, and fungi a very deep pool (natural tether 1). ous strong preternatural tethers from its are perfectly shaped and animals are notice- Base Aura Score 3: An underwater lo- monuments and magic residues (maximum ably larger than usual. cation with several strong currents (natu- possible preternatural aura score of 5). As a result of Warping, inhabitants be- ral tether 1) where water elementals are at Durenmar’s current aura score is 7, and has come attuned to the environment. Suitable home (preternatural tether 2). This aura is been for many years, due to the regular Minor Flaws are a Fear of open spaces or likely to be aligned with Aquam. magical activities of its magi. Oversensitive to damage to vegetation. An Base Aura Score 5: Labyrinthine cave Base Aura Score 7: A perfectly-shaped Animal Companion might be acquired. A complexes (natural tether 2) where drag- mountain peak (natural tether 1) where suitable Virtue could be Animal Ken or Wil- ons or other magical creatures have dwelt the rising and setting sun at the solstices derness Sense. for millennia (preternatural tether 1). At tracks the edges of some of the arêtes least one dragon still considers this to be (natural tether 2), and where crystal-clear home (preternatural tether 2). This aura ice and pure white snow lie all year round Ice might be aligned with Terram. (natural tether 2); it is the home of frost Base Aura Score 5: A primeval for- giants (preternatural tether 2). This aura Tether 1: A perfectly shaped pyrami- est untouched by man (natural tether 2), might be aligned with Ignem or Aquam. dal mountain peak where the snow and ice where some trees are semi-sentient and Base Aura Score 7: A cloud heaped retreat for just a few months in summer. A mobile (preternatural tether 2), and up into the rough shape of a palace (natu- remote ice-bound valley surrounded by bare tend the non-sentient trees (preternatural ral tether 2), which is periodically torn to rocky summits. tether 2); not a safe, tame place at all. This bits by a hurricane after which it reforms Tether 2: A cave in a crystal-clear glacier aura might be aligned with Herbam or differently (natural tether 2); air elemen- flowing from a pristine, angular mountain Animal. tals are at home here (preternatural tether peak. A landscape made entirely of ice, fantas- Base Aura Score 6: A thermally ac- 2) and winds are particularly strong here at tically sculpted by nature, which never melts. tive site (natural tether 1) over the place the equinoxes (natural tether 1). This aura As a result of Warping, inhabitants be- where, at depth, fire elementals dwell is highly likely to be aligned with Auram. come inured to the freezing temperature and brightness of sun on snow. Suitable Minor Flaws are Sensitive to Heat and Weak Sight (see Chapter 4: Characters, New and Modi- permanently wet. A suitable Virtue might be (see Chapter 4: Characters, New and Modi- fied Flaws). The obvious suitable Minor Vir- Dowsing, or Great Immunity: Drowning. fied Flaws), or possibly a Fear of vivid colors. tue is an appropriate Lesser Immunity. Such an aura may also be found among the ice floes of the distant north, if the tales Wind are to be believed. Water Tether 1: Wind blows continuously, Tether 1: Gentle rain falls almost con- never dropping below a lively breeze what- Volcanic stantly except when there is mist. There ever the weather nearby, and attractive or is very little ground that is not covered in curiously shaped clouds swarm across the Tether 1: A perfectly shaped, smoking water. A particularly beautiful or powerful sky. Wind swirls constantly about a small volcanic cone that periodically emits ash and waterfall. permanent tornado; clouds are twisted into lava, sufficient to be spectacular but rarely Tether 2: Rain falls continuously, often spiraling forms. catastrophic. An expanse of boiling mud and heavily, or there is always a thick fog. Inside Tether 2: A gale blows much of the time, sulfurous pools. a large waterfall or deep under the surface of often tossing towering dark clouds; storms Tether 2: A vigorous and dangerous vol- a lake. rage in their upper levels. cano that is most active at the turn of the As a result of Warping, inhabitants adapt As a result of Warping, inhabitants be- seasons. A powerful, boiling hot geyser that to see clearly through the fog and are not come inured to the constant wind and adapt spouts every seven hours. bothered by the precipitation. Suitable Mi- to catch sounds and scents even when up- As a result of Warping, inhabitants be- nor Flaws are Sensitive Sight (see Chapter wind. Suitable Minor Flaws are Sensitive come immune to sulfur in the air and water 4: Characters, New and Modified Flaws), a Hearing or Sensitive Smell (see Chapter 4: and can tolerate high temperatures. Suitable Weakness for natural bodies of water, and Characters, New and Modified Flaws), or the Minor Flaws are Weak Sense of Taste or Disfigured on account of webbing between ability to see Visions in cloud shapes. Weak Sense of Smell, and Sensitive to Cold the digits or skin that cracks and flakes if not

 Realms of Power Preternatural Tethers Magic Residues for every year until it vanishes. The site of the death or burial of a magical being, or a Places that have borne witness to ex- place where a magical being spent at least A preternatural tether is simply one that tremely powerful or legendary magics may half its life, has a permanent tether equal to does not have a natural origin, but is caused constitute a tether, if the magics have left (being’s Might / 20), rounded down. Other by mortals, magic beings, or vis. Individual a permanent imprint. Such sites are usually kinds of magical beings do not generate an tethers may have a score up to 5, and com- associated with a particular event. It is sug- aura, but are often instead dependent on binations of such tethers may produce a pre- gested that these places can be given a tether some other Magic aura (such as that arising ternatural aura score of up to 5, as described score equal to (Ritual spell level equivalent at a monument) for their abode. above. Such tethers usually come in one of magics - 40) / 10, rounded down. For of the following types: magic monuments, example, the site of a casting of the 75th- magic residues, magic beings, or vis sources. level spell Shadow of Life Renewed might have a Vis Sources tether score of 3. Places where raw vis manifests may also Magic Monuments form a tether for a Magic aura, especially if Magic Beings the vis harvest is large. Whether the aura Ancient buildings or constructs that are causes the vis to manifest, or vice versa, is a strongly associated with Magic might con- Some kinds of magical beings, which subject for some debate, although most magi stitute a tether. Examples include temples, may be animals, plants, ghosts, elementals, think that a harvest of vis is a by-product menhirs, stone circles, pyramids, cave paint- and so on, form tethers. Any place that they of an aura, not a cause of an aura. As a rule ings, and parts of ancient covenants. As a currently inhabit, and which they have in- of thumb, a source of vis not already in the rule of thumb, these places can be given one habited for at least a year, has a tether score presence of a tether may be given a tether point of tether score for every full century equal to (being’s Might / 10), rounded down. score equal to (pawns harvested per year / that they have seen active use. For example, For example, a cave inhabited by a dragon 3), rounding down. For example, a source a standing stone at the covenant of Duren- with a Might score of 40 has a tether score of vis yielding six pawns may have a tether mar, which has been used for more than four of 4. If such a being moves away or is de- score of 2. centuries, has a tether score of 4. stroyed, the tether score drops by one point Yearly Aura Modifier Aura Variation Rules

At the end of each year, the yearly aura season to season), treat the base aura score The strength of a Magic aura is not modifier is the sum of all relevant effects as that which occurs most frequently, always the same as its base aura score; in from the table below. It cannot exceed +9 and use this value for comparison. If two particular, weak Magic auras can even arise or be less than –9. strengths occur with equal frequency, take without a tether, although such auras are If the Magic aura fluctuates with re- the lower of the two. If there is a regio, somewhat rare and usually short lived. The spect to time (for example, changing in the aura score is the aura strength at the actions of magi (and other wizards) and the strength between day and night, or from top level. presence of a foreign aura that impinges on the aura may cause its score to become either Effect Add to Modifier higher or lower than the base aura score. Current aura score differs from base aura score +3 x (base aura Most forms of magical activity tend score – current to add to the reserve of fluid vis and thus aura score) strengthen an aura, except for vis extrac- Stronger foreign Magic aura impinges on aura +2 tion, which removes fluid vis from an aura’s Stronger foreign Faerie aura impinges on aura +1 reserve, and tends to weaken it. The expen- Stronger foreign Divine aura impinges on aura –6 diture of raw vis in the aura converts it into Stronger foreign Infernal aura impinges on aura –2 new fluid vis and thus adds to the aura. For Magical activity (labwork and non-Ritual spellcasting) example, the casting of Ritual spells such of a typical Spring covenant +1 as Aegis of the Hearth, the use of vis in certa- Magical activity (labwork and non-Ritual spellcasting) men, and study from vis all add to the fluid of a typical Summer covenant +2 vis reserve. However, using vis to enchant an Magical activity (labwork and non-Ritual spellcasting) item, attune a familiar, or create a Longevity of a typical Autumn or Winter covenant +3 Ritual does not count; in these cases the vis is Beneficial magical botch (2 or more Warping Points gained) +1 not released, but is instead concentrated into Detrimental magical botch (2 or more Warping Points gained) –1 a mobile entity (an item, beast, or person, re- Expenditure of vis (3 or more pawns) in study, +1 per instance spectively) that is not attached to the aura, spellcasting, or certamen and which may leave it. Extraction of vis from aura –1 per instance (one season by Impinging foreign auras tend to influ- one magus) ence a Magic aura in a manner consistent with the interaction of the realms (see the

10 Magic

Realm Interaction Table in ArM5, page 183). That is to say, Magic and Faerie auras have a Aura Aura beneficial effect, whereas Divine and Infernal auras have a detrimental effect. An “imping- Strengthening Table Weakening Table ing” aura may be either one that occupies the same space, or a neighboring one that Roll a stress die and add the yearly Roll a stress die and add the yearly brushes up against the Magic aura. aura modifier, or choose a suitable out- aura modifier (ignoring the minus sign), In order to determine any possible come. Unless otherwise stated each out- or choose a suitable outcome. Unless oth- changes in a Magic aura, you may calculate its come is temporary, and lasts for at most erwise stated each outcome is temporary, yearly aura modifier (see insert). This number one year. If there is a regio, increases in and lasts for at most one year. If there is is separate from and should not be confused aura strength apply only to the top level. a regio, decreases in aura strength apply with the aura score. If the yearly aura modi- only to the top level. fier is between –3 and +3, then do nothing Total: Botch Regio level appears: The area in which the — in this case there are no strong prevail- Total: Botch aura is located becomes a regio, if it was not Regio level disappears: If there is a regio ing effects and the aura remains stable. If the one previously, with a mundane level and present, one of its levels disappears (see yearly aura modifier is +4 or greater, consult a top level whose aura is the same as the below). Everyone present in that level the Aura Strengthening Table (see insert). If overall aura score. If there is already a regio, receives 3 Warping Points. If there is no it is –4 or less, consult the Aura Weakening then a new level appears. Everyone present regio then a new regio arises, but all the in the aura receives 3 Warping Points. Re- Table (see insert). The base number of botch buildings and inhabitants in the area re- giones can appear either benignly or in a treat into the magical level, leaving the dice for rolls on either table is zero. However, troublesome fashion (see below). mundane level deserted and bereft of any every roll made on either table that results signs of magic. Everyone present in the in a 9 or more causes the number of botch Total: 0 – 6 aura receives 3 Warping Points. No change to aura. dice for subsequent rolls to increase by one; Total: 0 – 6 a year in which no roll at all is made causes Total: 7+ No change to aura. the number of botch dice to decrease by one. Symptoms of aura strengthening noticed: See the insert for some suggestions. Total: 7+ These effects are cumulative. For example, af- Symptoms of aura weakening noticed: See ter four successive years of aura-strengthening Total: 9 the insert for some suggestions. Latent aura strengthening: Add 3 to next outcomes, the number of botch dice is four. year’s aura modifier. Total: 9 After an unexceptional year with a yearly aura Latent aura weakening: Subtract 3 from modifier of 0, say, the number of botch dice Total: 10 next year’s aura modifier. Spontaneous magic effects: Minor random drops back to three. Repeated fluctuations magical effects spontaneously appear; any Total: 10 and instabilities in an aura thus mean that persons targeted by such effects gain a Spontaneous magic stifled: Spellcasting a fracturing into a regio (which occurs on a Warping Point. Spellcasting totals for spon- totals for spontaneous magic receive a botch) becomes increasingly likely. taneous magic receive a bonus of up to +3. penalty of up to -3. An extremely potent magical botch may Total: 11 Total: 11 also trigger an immediate roll on either the Temporary aura increase: The aura score Temporary aura decrease: The aura score Aura Strengthening or Aura Weakening Ta- increases by 1 for one season. decreases by 1 for one season. bles. Magical botches of moderate severity, re- Total: 12 Total: 12 sulting in a gain of 2 or more Warping Points, Vis creation: 1 to 3 pawns of vis sponta- Vis wasting: 1 to 3 pawns of vis in the aura will affect the yearly aura modifier in an unpre- neously manifest in the aura. Either the expire and lose their magical power. Either harvest of an existing source of vis is in- dictable fashion. The majority of such botches creased, or the vis appears somewhere the harvest of an existing source of vis is add to the fluid vis reserve and are beneficial else, typically growing or coalescing in decreased, or vis stored anywhere in the to an aura, but some — most usually botches some fashion, which may not necessarily aura expires, for example rotting, shrivel- ling, or drying up, which may not neces- with the Art of Perdo — inadvertently destroy be noticed. This effect is temporary, but the vis gained is real and permanent. sarily be noticed. This effect is temporary, fluid vis and are detrimental. but the loss of vis is real and permanent. You may wish to monitor the player cov- Total: 13 Total: 13 enant’s aura, as well as any other important Patches of stronger aura: The aura strength Patches of weaker aura: The aura strength auras that the characters frequently encoun- increases by 1 in part of the aura, such as decreases by 1 in part of the aura, such as ter. You will probably not want to monitor one chamber or laboratory, perhaps at the one chamber or laboratory, perhaps at the center of the aura. Any mundane resident in edge of the aura. any other Magic auras in your saga, such as this part of the aura gains a Warping Point. those of other covenants. Mostly, the aura of Total: 14 a covenant should be fairly stable, with the Total: 14 Aura contracts (permanent): The aura Aura expands (permanent): The aura ex- yearly aura modifier sure to be between –3 contracts inward by several yards, so that pands outward by several yards, so that it it covers less physical space. and +3. In such years, there is no need to covers more physical space. calculate the modifier. Even abnormal yearly Total: 15 – 20 Total: 15 – 20 Current aura score decreases 1 (permanent). aura modifiers will only cause an occasional Current aura score increases 1 (permanent). change in aura strength, usually as a result of Total: 21+ Total: 21+ major events in the saga or perhaps due to Re-roll twice on this table, treating any to- Re-roll twice on this table, treating any to- tal of 21+ as a 20. deliberate efforts by magi. tal of 21+ as a 20. In the usual course of events, activities

11 Realms of Power that benefit the aura are mostly canceled out either precipitating a story by themselves or other natural resources gathered in the aura by vis extraction. However, a covenant that as hints to other events. — such as water from a spring or well, or gem- relentlessly and greedily extracts vis may find stones from a mine — may also increase in size, its aura temporarily dropping in strength, number, or perfection. Such prosperity may be whereas a vis-rich covenant that is profligate Magical Inhabitants reversed in the case of a weakening aura. with Ritual magic might find its aura eventu- ally increasing. Some old, autumn covenants If a Magic aura strengthens, resident have accumulated quite a strong Magic aura magical creatures may be seen to be pros- Weather and Air mostly from the activities of their magi alone, pering. If there are no such creatures, they with only weak tethers. may arrive. If the aura weakens, such magical With a stronger aura, the weather tends residents may suffer or decline, or they may to become more extreme and the air is often decide to leave. crisper or fresher, with a clean scent or tingle in the air. In a weaker aura, the weather may Symptoms of be drearier and more mundane, and the air Aura Variation Animals, Vegetables, more stale. and Minerals

This is a suggested list of phenomena The prosperity and condition of flora and Mood that may be subtly influenced by a Magic fauna in and around the aura may reflect its aura. Changes in these factors may reflect a strength. The sizes of flocks and harvests may A stronger Magic aura tends to enhance corresponding change in the aura strength. increase if the aura strengthens, and animals the eccentricity and creativity of its inhab- These effects can also be used as story seeds, and plants may become more perfect. Any itants; for instance, artists may find them- selves possessed of heightened inspiration. In a weaker aura, the inhabitants may find Aura Variation Story Seeds themselves more depressed, or that original thought is stultified. Creature Comforts Wizards’ Windfall

The covenant’s strengthening aura at- One of the covenant’s natural resourc- Sentience tracts a powerful magical creature, whose es increases in quality to such an extent presence will be a boon for the covenant. that its value is greatly enhanced, becom- If a Magic aura becomes stronger, for- However, it will need to be accommodated ing a viable source of monetary income. merly dumb creatures and objects may de- in a lair and it comes with certain unsavoury velop sentience, intelligence, or the ability habits, which may dismay the locals. to speak. If the aura dwindles, however, Foul Airs such entities may find their wits dulled, or may fall silent. The Squandered Source An outbreak of disease in nearby lands is blamed on foul airs. A large group of The covenant’s weakening aura causes peasants arrive from a low-lying village to Signs and a magical creature, whose presence is wel- escape the bad airs and come to the cov- Supernatural Abilities comed on account of the vis it produces, enant, where they have heard that the air to leave in search of a stronger Magic is much more pleasant. The strengthening of a Magic aura may aura. Unless the magi can persuade it to be reflected by an increase in portents, vi- stay or restore their aura, they will lose a sions, and dreams experienced and observed source of vis. The Statue’s Secret by the inhabitants. Or they may develop other strange new abilities. If an aura weakens, such An ancient statue at the covenant de- occurrences become less frequent, signs be- A Mundane Mood velops the ability to speak as a result of a come muddied, and eldritch talents are lost. As strengthening aura, and reveals a hidden a rule of thumb, for every point by which the A bad mood and poor work ethic is clue about the site’s history. aura score increases, one inhabitant can be (un- noticed among the covenfolk. The magi wittingly) given a new Supernatural Virtue, or suspect a sinister influence, but the true a character with an existing Supernatural Abil- cause, which they have overlooked, is sim- Tome of Prophecy ity may receive 20 experience points in that ply their slowly weakening aura and the Ability. It is best to choose a character who increasing mundanity that results. The otherwise mundane diary of one has recently gained a Warping Score of 5 and of the covenant’s educated servants is dis- who thus qualifies for a new Minor Virtue. This covered to be unnaturally accurate in its process can be reversed if the aura weakens; a predictions, causing the magi to clamour character with a Supernatural Ability loses 20 eagerly over this “tome of prophecy.” experience points. If this takes the Ability score to zero, the ability can no longer be used.

12 Magic

found to navigate between the levels. If the injuries and even deaths may result. In the Magic botch is not so severe, you may assume that case of a double botch (or worse), then the most of the aura’s contents (the buildings, if experience should be especially bad. In ei- the aura is that of a covenant) occur at the ther case, the creation of a regio is a good Regiones top level. It is possible to navigate the lev- opportunity for a story, and the storyguide els without magic, although this typically should determine the precise effects. Regiones (see ArM5, page 189) are requires a special route or method that may The appearance of new regio levels in an found within some Magic auras and some need to be discovered and practiced. Lower existing Magic regio is somewhat less trou- covenants. A regio in a covenant typically levels might either appear as a ruined or blesome than the instantiation of a new re- provides a number of benefits, such as being empty version of the top level, or as an exact gio. The upheaval for the inhabitants is less, able to guard more easily against intrusion or similar copy of it. In the former case, a although Warping is still suffered. into magical areas, separating the magi from covenant’s aura fracturing could appear to an Magic regiones can also arise due to the the covenfolk, and simply providing more outside observer as if the covenant itself has impingement of a stronger foreign aura, but space. Regiones can, however, be a bit of a been either destroyed or abandoned, which this is significantly rarer, at least for cov- mixed blessing, and their appearance often would likely require a good cover story. enants. The foreign aura compresses the causes problems. They may come to occur The appearance of a new regio in this area of the Magic aura so strongly that the within a Magic aura in several ways. fashion is rarely a positive event. All charac- Magic appears to vanish. Usually the Magic The most usual cause of a Magic regio is ters undergo Warping, typically causing one aura has indeed vanished, but sometimes it a powerful magical event or accident. Magic or more of the magi to experience Twilight. will instead move up into a regio, leaving the auras are places where the mundane world A great deal of and confusion among lower level in contact with the foreign aura. begins to overlap with the Magic realm. the covenfolk is caused by the appearance of Little is known about any other mecha- Where a change to a Magic aura happens a new level of existence in their home, and nisms for the creation of Magic regiones. too fast or too powerfully, the fabric of real- ity is put under too much stress and it tears, causing the aura to fracture into one or more regio levels. Irencillia, the domus magna of House Merinita, is an example of a regio that has arisen in this fashion (although their aura is Faerie, not Magic). Criamon magi often view such a regio as a type of adulteration (see Houses of Hermes: Mystery Cults, page 53). Hermetic magi have yet to discover any re- liable and trustworthy means of creating a Magic regio in such a fashion. As noted above in the rules for aura vari- ation, rapid and repeated instabilities in an aura, reflected by the number of botch dice for Aura Strengthening and Weakening rolls, increases the chance that a regio will arise. If this happens (a botch outcome), the new regio has two levels — a mundane level (aura 0) and a level with aura equal to the over- all aura score. Everyone present in the aura receives 3 Warping Points (This requires all magus characters to roll for Twilight). If there is already a regio, then an additional in- termediate level arises; determine the aura of such new levels randomly. A regio can never achieve more levels than the aura score plus 1, however. Each level must have a differ- ent aura strength, which cannot exceed the overall aura score (which is always the same as the top-level aura strength). If there is a double botch or worse, all Warping Points gained are doubled, and the aura fracturing occurs in a highly inconvenient or danger- ous way. For example, the sancta of the magi are found to be on the mundane level, but the guest quarters and the barracks are on the top level, or there is no way that can be

13 Realms of Power

Some magi have speculated that the secret of already a regio level whose strength is equal dormant, but there is at least one document- performing this feat is known to the practi- to the new, lower aura score; in this case, the ed case of a “lost” regio level reappearing in- tioners of a Mystery Cult, perhaps the Cult strengths of the levels do not change, but the tact after many years of absence. of Mercury. Other magi — usually those who top regio level vanishes. When a regio level If the aura score of a regio increases, have visited the Magic Realm and experienced vanishes, it becomes utterly inaccessible, and then the strength of the top regio level will Twilight — have claimed that the process of all living things in it immediately drop down usually increase. This does not cause any creating a regio is easier and more stable if it to the next-lower level and gain 3 Warping new regio levels to come into existence. The is done from the Magic Realm itself. Points. This could even cause magi to lose exception is if there exists a vanished or dor- If the aura score of a regio decreases, then access to their sancta and possessions. It is mant regio level of strength equal to the new, the aura strength of the top regio level will a matter of speculation whether such disap- higher aura score; in this case the dormant usually decrease. The exception is if there is peared regio levels are destroyed or merely level might become accessible again. New Spells and Spell Guidelines for Auras

Although magi have yet to master the New Creo Vim Spells New Intellego Vim Guideline art of manipulating and creating Magic auras and regiones, that doesn‘t stop them Feeding the Font of the Covenant Level 4: Discern the alignment of an from trying, and some have invented Ritual CrVi General aura. spells that they claim will strengthen auras R: Touch, D: Mom, T: Boundary, Ritual or even create regio levels. The few magi Causes an immediate roll on the Aura and covenants that have tried these spells, Strengthening Table for the Magic aura in New Perdo Vim Guideline however, report varying degrees of success which it is cast, with a modifier equal to (and, more rarely, disaster). the spell’s magnitude minus five, adding General: Potentially weaken a Magic aura; Magic auras might conceivably be cre- one to the number of botch dice for this roll on the Aura Weakening Table with ated or improved simply by the repeated roll and for subsequent yearly rolls. The a modifier equal to magnitude; the mod- expenditure of vis, although this is certain- modifier must be 0 or greater, thus the ifier must be 0 or greater, thus the mini- ly not a cost-effective use of vis. The abil- minimum possible spell level is 25. The mum possible base level is 4 (Ritual). ity to create permanent tethers lies beyond yearly aura modifier (including the +1 standard Hermetic magic, although magi bonus from the casting of this spell) does who have been initiated into the Mystery not add to the roll. If the casting of this New Perdo Vim Spell of Hermetic Architecture have a reliable spell is botched, a suitable outcome might — albeit difficult — method of improving be either to roll as above, but on the Aura Stripping the Superfluous Realities a magic aura by such means; see The Mys- Weakening Table instead, or to make the PeVi 30 teries Revised Edition, page 100. Under the roll an automatic botch, resulting in the R: Touch, D: Mom, T: Boundary, Ritual rules presented here, a Creo Vim structural regio outcome. Req: Muto enhancement to increase the aura score (Base effect, +1 Touch, +4 Boundary) An inverse variant of Stratifying the Subtle by 1 point should be interpreted as creat- Realities, this spell causes an immediate roll on ing a new preternatural tether of sufficient Stratifying the Subtle Realities the Aura Weakening Table for the Magic re- strength to increase the preternatural aura CrVi General gio in which it is cast, with a modifier equal to score by 1 point. It is also possible that oth- R: Touch, D: Mom, T: Boundary, Ritual 0, but treating a roll of 2 as a 0 and adding five er Mercurian rituals may exist that can ac- Req: Muto to the number of botch dice for this roll and complish this feat. The Founder Verditius A variant of Feeding the Font of the Cov- for subsequent yearly rolls. If a botch results was rumored by some to have the ability enant, this spell likewise causes an im- then the desired effect occurs, which is that to create portable tethers, known as mage- mediate roll on the Aura Strengthening the regio level in which it is cast is destroyed. stones. Durenmar and an urban covenant Table for the Magic aura in which it is Even if this spell does not immediately re- in the Rhine Tribunal are secretly in posses- cast, with a modifier equal to the spell’s move the targeted regio level, the extra botch sion of a small number of such stones. magnitude minus 6, but treating a roll of dice for subsequent rolls in following years 2 as a 0 and adding five to the number might cause it to later vanish. Depending of botch dice for this roll and for subse- on the outcome of the roll, this spell might New Creo Vim Guideline quent yearly rolls, meaning that a regio have the (probably) unwanted side effect of (or new regio levels) is somewhat more weakening the aura instead. If the casting of General: Potentially strengthen a Magic likely to result. The modifier must be 0 or this spell is botched, suitable outcomes might aura; roll on the Aura Strengthening greater, thus the minimum possible spell be to roll as above, but on the Aura Strength- Table with a modifier equal to magni- level is 30. ening Table instead, to inadvertently destroy tude; the modifier must be 0 or greater, (Base effect, +1 Touch, +4 Boundary, the wrong regio level, or to otherwise corrupt thus the minimum possible base level is +1 Muto requisite) the structure of the regio. 4 (Ritual). (Base 4, +1 Touch, +4 Boundary, +1 Muto requisite)

14 Magic Auras that Enhance Aligned Auras Emotions Aura Effect Table Most Magic auras are not aligned in any Aura Personality Trait special way, and few magi are aware of the There are some Magic auras that can Level Adjustment existence of such unusual auras. No aura has have a direct effect on the emotions and be- 1 – 3 +1 more than one special aspect, of which the havior of those who venture into them. This 4 – 6 +2 following are a few examples. If it happens does not affect characters with a supernatu- 7 – 10 +3 that more than one of the following is appli- ral ability derived from the Magic realm, cable — for example, if an aura is sustained (for example The Gift), but others find that by a natural feature tether of level 5 aligned they a new Personality Trait or that are unpleasant. Insects and animals are more with Auram and is the home of a Magic an existing one is modified. The exception aggressive than normal and have the arma- creature aligned with Greed that is powerful is that this cannot alter an Essential Trait. ments (bigger horns and claws, larger sting- enough to generate a tether of level 2 — the After spending a few minutes in such an ers, sharper teeth, etc.) to carry it through; level of the aura benefits from both but only aura, a character gains a temporary new at high levels some creatures acquire natural the Auram alignment is discernible since it is Personality Trait or a modification to an weapons not normal to the species. Edged the stronger. An Intellego Vim spell similar existing one, if he happens to have some- weapons grow sharper. People become more to Sense of Magical Power (ArM5, page 157) thing that supports or opposes the nature aggressive such that spontaneous fights can be used to determine whether the aura is of the aura, according to the Aura Effect break out. one of the following special types, but a dif- Table. The temporary effect fades within Carefree: Creatures display less wariness ferent spell is required from the one used to minutes once the character leaves the aura, than usual; people become relaxed, losing all establish that the aura is Magic, and the spell although any permanent Warping acquired motivation to do anything but take their ease must be modified to test for each variant. For there remains. in the stronger auras. example, an Intellego Vim spell might be cast To the perceptive, the nature of the aura Communicative: Plants gesticulate. to ask the question “Is this aura aligned with may be apparent in their surroundings. At Animals are very vocal at low levels; as the hunger?”; a slightly different spell is needed low aura levels, things that spend all or most aura increases in strength they may sound to ask the question “Is this aura aligned with of their time within the aura show slight as if they are trying to talk, and at the high- thirst?”, and another to test “Is this aura changes in line with the nature of the aura. est levels they actually can. Stone, even aligned with Mentem?”. At higher levels, the effects become stronger landscape, molds itself to try to convey Auras of this type up to and including and become noticeable in things temporarily information (usually about itself). People level 5 are generally safe to inhabit. At higher under their influence. At the highest levels, become more garrulous and may be unable levels, those who live there without having a the enhancements are very obvious and resi- to keep secrets. Magic mystical ability (e.g. The Gift) suffer dent creatures are archetypes embodying the Respectful: People become more con- permanent Warping and thus gradually be- Trait or feeling. cerned for the feelings and well-being of come attuned to the locale, while even visi- Examples of such emotion-enhancing others, first other people then creatures and tors may be affected temporarily. At its most auras include: plants; in the strongest auras they acquire a extreme, inhabitants become so adjusted to Aggressive: Leaves are pointed and have reverence for life so extreme that walking on the demands of the place that they find it sharp edges, many plants have big, sharp grass is impossible. very hard to leave. thorns; flowers shed irritant pollen; scents

Aligned Aura Example Story Seed: Uniformity

Two of the covenant’s grogs are es- They have camped in a place with a A scroll at Harco reports a possibly corting Bernard, a young novice, back Magic aura of level 3 that induces fear. unique locality with a Magic aura that to the priory where he lives. They have The grogs, Paul (normally Brave +3) and was once visited by a Redcap. She de- to go through the forest but he assures Ignatio (normally Courageous +2), are scribes walking through a region that was them he knows the way. Before long they feeling just a little less confident about entirely typical of the area she was trav- are lost and enter an area under the influ- the strange noises in the dark than usual. eling through, and soon finding that the ence of an ancient standing stone. It has Their Personality Traits are adjusted by environs were becoming more uniform started to get dark so they decide to make Fearful +1 and are now at +2 and +1 re- and eventually devoid of identifiable a temporary camp for the night. Bernard spectively. Bernard is normally Cowardly landmarks. It became so much the same is already anxious about the dangers he +2 but the aura has enhanced this to +3 in all directions that she started to feel perceives all around, but puts his faith and he is soon begging the others to disorientated and feared becoming lost in in prayer and says nothing as he settles draw their swords and protect him from this featureless landscape. Eventually she down to try and sleep. the wild beasts he knows are coming to found her way out, or was helped by a eat them. resident of that bland place, but was un- able to say for sure where she had been.

15 Realms of Power ample is the site of fertility rites. Auras Aligned with Arts Herbam: Inhabitants may grow hair of grass or wooden toenails and fingernails. Aligning an Aura Rarely, an aura promotes activities in a Warping Scores of 6+ cause skin to become way that magi interpret as an Art alignment. bark and slow down movement significantly. The library at Durenmar contains Sometimes such an aura is found where Ignem: Inhabitants may develop body several reports of experiments to delib- magic of a particular sort was practiced over a temperatures above or below the norm, or erately impose an alignment on an ex- long time. Often these are sites associated in their skin may start to glow softly. isting Magic aura. One researcher tried folk memory with pagan worship or working Imaginem: Inhabitants with a Warping using an enchanted item to repeatedly of ancient magic. Some in the Order claim Score of 6+ may be perceived more strongly cast Creo Ignem spells over a long pe- that study of such places was a key compo- by one sense than any other; they may be riod in hopes of aligning an aura with nent in the development of Magic Theory. vivid to sight but scarcely audible, or perhaps Ignem, without success. Another set There are powerful Magic creatures in almost invisible but easy to hear or smell. grogs to telling jokes and singing comic the world closely aligned with one Form. The Intellego: There is a particular clarity songs, in hopes of creating an aura long-term abode of that creature gradually in the air; sounds travel well; at the highest alignment with jollity. As yet no reliable acquires a Magic aura, and sometimes this levels, intuition is strong. For instance, at a becomes colored by the nature of the entity. way of imposing an alignment has been site where the stars were studied to learn of discovered, although serious botches Some strong auras that develop around current and future events. natural features are similarly aligned with one have produced detrimental alignments Mentem: Inhabitants may acquire a de- on more than one occasion. of the Forms of Hermetic magic (see above). gree of telepathy, or an affinity with ghosts. At the storyguide’s discretion, instead of the Muto: At low aura levels, things never Warping effects suggested above, manifesta- look quite the same twice; at the highest lev- tions of the Form may occur (see below). els, changes are so blatant that it is perilous to Because auras of this type behave as if be there — grogs can turn into pigs, a sword Covenant Boons aligned with the Techniques and Forms, they into a flower, etc. An example is Circe’s cave. provide a bonus equal to the aura level to the Perdo: At low aura levels, things decay and Hooks Casting Score for any spell cast under their and crumble faster than usual; at higher lev- influence that uses the relevant Art. Thus, the els, the damage is dangerous. For instance, at When designing a covenant, the aura modifer counts double when calculat- a site of funeral rites or destructive rituals. troupe may select from the following, in ing the Casting Score. In the same way, the Rego: At moderate aura levels, a regular- addition to those given in ArM5, Chap- aura strength gives a bonus to appropriate ity in the landscape, in the spacing of trees, ter 6 and Covenants, Chapter 2. The aura laboratory activities, so counts double when and the like. A site where magic was used to may have only one alignment, but that calculating the Lab Total. Benefits also apply exert control would be one example. may produce both a Boon and a Hook. to spell-like effects produced in other ways; Terram: Inhabitants may develop stone for example, by non-Hermetic magic. A crea- toenails and fingernails, or mottled skin like Major Site Boon ture with Might of the same type as the aura’s the local rock type, and reactions are slower. alignment need expend 1 point less than usual Vim: Inhabitants may develop any type of Fine Aura: The Magic aura of the to use a Power, if the usual cost is greater than weirdness that the troupe agrees is interesting. 0. Such auras do not impose a penalty for use At a Warping Score of 6, unGifted characters covenant has an alignment that benefits of an “opposed” Art; i.e. alignment with Perdo are likely to acquire the Magical Air Flaw. most of those within it. For example, it does not hinder use of Creo, and alignment is has the characteristic “lucky” or is fa- with Aquam does not penalize Ignem. vorable for healing. Some examples of Art-aligned auras are: Animal: Inhabitants gradually acquire Other Aligned Auras characteristics — physical, behavioral, or Minor Site Boon both — of a suitable animal. The choice may There are a very few auras with alignments be obvious from the nature of the character, that manifest that are not part of an Art. Such Favorable Aura: The Magic aura or can be selected by the storyguide. an aura has an effect on what goes on inside of the covenant has an alignment that Aquam: Inhabitants may find their skin it in an appropriate way, depending on the favors one particular activity. For exam- cracks if not kept wet. A character with a strength of the aura. A few examples follow: ple, it is aligned with one of the Arts, or Warping Score over 8 may move by flowing. Healing: Add half the aura strength with a characteristic that is often benefi- Auram: Inhabitants may become oblivious (round up) to the Recovery Total for wounds cial, such as “attentive” or “respectful.” to weather. A Warping Score of 8+ can push or disease. a character to lose solidity, becoming gaseous. Luck: At the storyguide’s discretion, add Minor Site Hook Corpus: Inhabitants become less likely to a bonus of +1, +2 (for an aura of strength 5 suffer minor illness, and scratches heal quickly. to 8), or +3 to rolls where luck plays a signifi- Troublesome Aura: The Magic aura This isn’t strong enough to affect recovery from cant role in the outcome for all characters in of the covenant has an alignment that wounds and disease until a Warping Score of the aura, including those who already have sometimes makes activities that should 6 is reached, when the character gains a bonus an advantage from the Minor Virtue Luck. have been simple much harder, and thus to Recovery Totals based on aura strength. Distracting: Characters daydream or provokes stories. An aura aligned to Creo: Things are healthy and grow their attention flits about. Concentration strongly, and are more abundant and/or larg- rolls should be more frequent, and at aura Perdo is an example, as would be one er than usual for a Magic aura; at the highest levels of 5+, concentration is hard to main- aligned to “rashness,” or “discourtesy.” aura levels, things spoken of appear. An ex- tain (set Ease Factors 3 higher than normal).

16 Chapter Three The Magic Realm

The Magic Realm is one of the greatest Lore would have the knowledge to even theo- to one of the Hermetic Forms, and the things mysteries of Mythic Europe. Many magi are rize about its properties. A saga that features found there tend to be especially representa- confident that this parallel to Heaven, Hell, a visit to the Magic Realm should seem a tive of the ideals of that Form. The second and Arcadia exists, for a few of those who wholly new experience for those involved, as part is known as the Twilight Void, and is traveled there have returned to tell of what characters must discover how the Realm func- generally thought to be sparse, dark, and they discovered. But these accounts vary so tions and adapt to it over time. foreboding, filled with omens and portents, wildly that no one has a clear idea of how There are essentially two parts to the and home to ancient and powerful beings this place functions or what it contains. It Magic Realm. The first part is the Realm that it is wisest not to disturb. is regarded as extremely dangerous and re- proper, believed to be comprised of an infi- The Twilight Void is described in more mote, but a great challenge for a masterly nite number of magical locations connected detail below. For the rest of the Magic magus to conquer or explore. Magi cannot by magical boundaries, which can contain Realm, here follows three different theories even agree on a name — there are as many magical beings or objects and are often filled about what may be found there, each based words to describe it as there are ideas about with semi-illusory objects and images called on interpretations of the rules that govern its nature, and so the only generally accepted vestiges. Many of these locations are aligned the Magic Realm (see Rules of the Realm, and understood term is “The Magic Realm.” (In this book, “Realm” is capitalized to distin- guish the place, as opposed to references to the realm of Magic in general.) No one in Mythic Europe understands the Magic Realm very well; it is hard to reach, and would be difficult to understand even if one could examine it at leisure. Thus, while this chapter includes some story hooks and descriptions that can be used to narrate ad- ventures in this land of mystery and majesty, its primary purpose is to present the rules gov- erning travel, magic, and long-term events in the Magic Realm. It also outlines three differ- ent perspectives about what is really going on, which are held by magi and others with knowledge of the realm of Magic.

Magic Perspectives Throughout history, many magi and oth- ers aligned with the realm of Magic have en- tered the Magic Realm, but few have returned, and those who do give conflicting reports of what they discovered there. No one knows enough about the place to be able to describe it with certainty, and only a master of Magic

17 Realms of Power below). Characters who have studied or vis- tained within a single thing. For example, it is thing. For example, all of the wolves in Eng- ited the Magic Realm may come to their own said among certain philosophical magi that a land might be part of the domain of the Wolf conclusions, of course, which may be very single tree can hold within it an entire forest. King, whose lair may be found in the Magic different from these. Each interpretation is The Magic Realm is thought to be the for- Realm. This is called a macrocosm — a world designed to serve as a starting point for sto- est that may be found inside every tree. Ev- that is greater than its parts. ryguides interested in developing a story that ery location a traveler can visit in the Magic Changes to a cosm are usually reflected takes place in the Magic Realm, and so each Realm is another world, where everything is back upon the connected worlds. Imagine theory has a story hook that can be used to somehow connected back to something else. that a badly injured man enters a microcosm introduce the idea to a saga. Each of these worlds is called a cosm, and of his own body, where all of his natural func- has a distinct place in the Magic Realm. tions are depicted as part of a great castle. A cosm can be bigger than the thing to Yet there is a great breach in the wall of the which it is connected. For example, a single castle, and the man struggles to repair it with Worlds Within Worlds pebble found on a road can contain an entire the stones and mortar he finds nearby. When country inside it. This is known as a micro- he returns to life outside the Magic Realm, Many travelers imagine the Magic Realm cosm — a tiny world inside a larger one. Or, he finds the worst of his wounds are patched as a collection of individual worlds each con- a cosm can embody one aspect of a greater and have begun to knit closed. Cosms generally relate back to things in the mundane realm, but not always. It is Story Seed: The Stubborn Summer thought to be possible for a microcosm to contain another microcosm within it, or even A prosperous covenant has an unusual soon return to the castle after a few hours. to be part of a macrocosm elsewhere in the problem: summer has never transformed The lord of summer and the lady of Magic Realm. Legend tells of an artist who into autumn and winter has not come. winter are said to have the power to visit drew a landscape so perfectly that he walked The temperature of the entire region has the mortal world, and to court with their into it, and when he looked back over his remained at a warm constant for the whole subjects at their palaces every season. If shoulder he saw the face of a woman admir- autumn season, and shows no sign of cool- there are any magical trees in the area, ing his work, and he knew this was his true ing off for winter. Drought and famine is they may be convinced to allow a repre- love. He quickly sketched a portrait of her, likely to follow in the next year. Then, sentative of the covenant to accompany and it was so lifelike that she came to life. one of the residents of the covenant ex- them to such an audience. Or, if the char- Soon after she died of a mysterious illness periences a vision — with the help of a acters find some way to gain the attention — the lady in the mundane world had pined human outsider, the lord of summer has of the lord or lady, such as by magically away, for love of the man who she could see taken the lady of winter captive, and holds altering the climate, they may find them- inside the drawing but could not touch. her prisoner in his magic forest. This act selves summoned by the lady to ask for Cosms usually resemble the mundane has thrown the climate of the region out their help, or by the lord to explain their world superficially, but many natural laws are of balance, since according to the natural challenge to his authority. often suspended, especially those concerning order of things, summer yields his power The members of the covenant could set geography and the natural tendency for ob- to winter every autumn, and winter yields things right by helping the lady to escape jects to travel downward (what modern peo- her power to summer in spring. and return to her own palace. They might ple usually think of as gravity). For example, The reason the lord succeeded in also ransom her, by offering the lord some- the microcosm of a precious stone might be an overpowering the lady is that he had the thing of great value for her release — their elaborate system of smooth, polished tunnels aid of a human minstrel who has entranced service to his cause, for example. In either that continually double back upon each other the lady with his song. The lord of sum- case, this is likely to lead to war between and even overlap in space. A traveler can de- mer rewarded the singer by promising him the two nobles, since summer must be scend down a passage and find himself back eternal life, but now he is as much a pris- conquered to force him to relinquish his at the top again, and if he happens to drop oner as the lady, since the lord fears he will dominion to winter. Another possibility is something, it might continue to fall endlessly, need his song again if she tries to escape. marriage — if summer and winter are wed- speeding past him again every few hours. The forest of summer is located within ded, their lands would belong to both of a cosm, which is connected to every de- them, and order might be restored. ciduous plant in the region. An enormous (Note: While this story may seem to castle may be found there, where the lord resemble a fairy tale, all of the supernatural The Magic Archipelago lives, beneath the hot summer sun and players are clearly part of the Magic realm, made of wood as hard as stone, surrounded since they are based in the natural world Some travelers imagine the Magic Realm by mighty oaks. The land superficially re- and do not particularly care about the hu- as a physical place, part of the world’s sphere sembles the region surrounding the cove- mans who live within their demesne. Since that is somehow connected to the rest of nant, and the geography may seem to make people in Mythic Europe do not necessar- Mythic Europe, overlaying it like a giant re- sense — perhaps the castle appears to be ily recognize the differences between the gio — over it, like a sphere of magic found located deep within a great forest near the realms of Faerie and Magic, though, they just below the lunar sphere; or beneath it, covenant — but when travelers try to leave might very well describe obviously inhu- as a kind of underworld at the center of the the area, they become turned around and man beings like these as “fairies.”) earth; or even beside it, on another end of the globe. Each location in the Magic Realm

18 Magic can be described as an island within a great sea, or perhaps as distant countries separated Story Seed: South of the Sun from each other and the rest of the world by mighty rivers. According to this perspec- If the Magic Realm directly corresponds • The magi land at a strange port to ask tive, the Magic Realm is an enormous chain to the mundane world, some scholars of directions and seek supplies, where of these metaphorical islands, called insulae Magic Lore theorize it should be possible men have the heads of animals instead (singular insula). to travel there directly, by exploring be- of faces and only assist those who best Insulae usually appear as places in the yond the furthest edges of Mythic Europe. them in battle. mundane world, but supercharged with Citing fabulous tales in ancient histories • The waters become completely trans- magical power, like a very strong Magic aura and the desire to see the lands described parent, so that the sailors and magi can or high-level regio. Some travelers with ex- in them before he dies, an elderly magus see down to the bottom of the ocean, perience in insulae theorize that the Magic commissions a fleet of ships to sail south, where they see evidence of an ancient Realm is made up of nothing but a series of beyond the equator and around the finis Af- civilization. high-level Magic regiones where the aura ricae (the edge of Africa) to reach India and • The characters rescue a group of sailors and boundary levels exceed 10, and where the magical kingdom of Prester John. He who have been stranded on an island the inhabitants are magical creatures that asks for younger magi to accompany him for hundreds of years, who are half- otherwise live as normal human beings, on the journey, to bring back word of their mad from isolation. working and praying and making war like discoveries once they reach their goal. • A water attempts to seduce the other medieval people. Each magus who accepts the invitation sailors, first charming them with her It is possible for some travelers to navi- will receive an item invested with Leap of song, then summoning a terrible storm gate the “waters” between insulae, ferrying Homecoming and probationary membership to dash them against the rocks. themselves and others back and forth be- in the magus’ covenant, which will become tween islands and between the magic and theirs once he reaches the Magic Realm. The seas of the Magic Realm are the mundane worlds. Like sea journeys in Each ship has two laboratories for the use bright and the air is healthy, though it may the mundane world, these magical journeys of the junior magi, and during the first part appear that the characters are sailing very are perilous, for strange creatures are said to of the journey they are free to leap back close to the sun, which never sets. Diving live in the deep Twilight Void, and all man- and forth between their home covenant into the water can take the traveler into ner of snags and whorls can assail and delay and the ships. After the expedition sails the Twilight Void, as can passing through those who risk their lives in the unknown. past the Pillars of Hercules they will soon the many boundaries that surround the Those who live in the Magic Realm often pass into the Magic Realm, where a num- various islands and other features of the have great respect for these “Ferrymen,” as ber of interesting challenges might pres- southern oceans. travelers might hear them described. ent themselves to the characters. Assuming the characters do eventu- The culture of this version of the Magic ally find Prester John’s kingdom, and he Realm is remarkably exotic. An insular city • The waters thicken and coagulate until agrees to accept the magus as his subject, might appear extremely foreign, with oddly the ships can go no further. The air is the characters must then return home to shaped architecture, strange animals, and very dry and parched, and oars placed in the claim their prize. Unfortunately, they will alien ways among its people. Other islands ocean become stuck fast. (The sailors find that their Leap of Homecoming spells no might seem isolated and sparse, dotted with call this phenomenon the Liver Sea.) longer work, since they have lost their Ar- structures built from scavenged materials, and • The ships are attacked by an enormous cane Connections to the mundane world. people who have become stranded there or sea monster that tries to pull the trav- They must journey back the way they who have been so changed by the power of elers down into the Void beneath the came, or find another route that leads to Magic that they cannot live without it. surface of the water. their homelands.

among Criamon magi, many of whom be- one tempus to another, visiting different Pages of History lieve that Twilight is a place outside of the events in the subject’s history. circle of time, and that there they can alter In a tempus, time might seem to behave An idea that may especially appeal to the past with their actions in the present. very strangely, perhaps held in place and more academic characters is the idea that To explain this concept through analogy, endlessly repeating a single event or series the Magic Realm is a sort of record of events travelers might describe the Magic Realm as of events, or proceeding backward instead in the mundane world — traveling into the the Book of St. Peter, in which all of a per- of forward. Magical beings who live in these Magic Realm is like traveling through the son’s thoughts and deeds are recorded for locales often believe themselves to be part of memories of the past. According to this the Final Day of Judgment. Each moment in the moment, so that travelers who discover view, each location in the Magic Realm is a the subject’s narrative is a single page in the what seems to be a famous battlefield might specific moment in history, called a tempus book, and by turning the pages, St. Peter can find and speak with the character who thinks (plural tempora). As travelers journey further travel from one moment to the next in that he is the commander. These historical re- from the mundane realm, they find records person’s life, traveling forward or backward enactments are believed by those who favor of older and older events, so that the most through the book, in order to better judge this interpretation to be scrupulously accu- powerful magical places and things are espe- how well the person has lived his life. So too rate views of history, as long as they have not cially ancient. This idea is especially popular can travelers in the Magic Realm pass from been tampered with by outsiders.

19 Realms of Power

as strangely-colored calluses on his skin, Empedocles Was Sometimes Right or as incandescent hairs in his beard, or as part of mundane objects he carries with him Many Criamon magi teach that time is None of these beliefs are demonstra- on his journey. Partial seasons spent in the a great circle, and that parts of the Magic bly false, but few magi outside House Cri- Magic Realm are treated as if the character’s Realm that they call Twilight exist outside of amon give them much credence. Howev- study had been interrupted, with the points that circle of time — ideas originating from er, there is much in the Magic Realm that divided between vis for the time spent in the an ancient philosopher named Empedocles would seem to support their viewpoint. Magic Realm and experience for the time (see House Criamon, Houses of Hermes: Mystery For example, travelers do not age there, spent in the mundane. Cults). By entering the Magic Realm, they be- a fact magi could take as a sign that the Because of this timeless quality, charac- lieve that they can throw off the chains that Realm exists at least partly outside of time. ters do not need to make Aging rolls while bind them to the physical world, escaping Whether or not these magi are correct in the Magic Realm, though time still passes the endless repetition of history it represents, about the reasons for this phenomenon, or and their actual age increases for each year and that it is their own actions that determine about the nature of the Realm itself, can- they remain there. They heal wounds and what they will find there, good or ill. not be objectively determined. recover Might and Fatigue levels as normal. Magical durations greater than Momentary do not end once their time has elapsed, how- accounts of a sequence of tempora that de- ever: durations of Diameter, Sun, and Moon Fact and Theory picted things that never happened. always last until the end of the current season If a group of magi devoted themselves to instead, and Year durations are effectively Although these three theories seem very exploring the Magic Realm over a consider- permanent for as long as the target remains different, it has not, so far, been possible to able period of time, they might be able to in the Magic Realm. determine which, if any, is true. This is be- make one or more of these theories more Arcane Connections to things outside the cause each theory can account for locations difficult to sustain. It has, simply, not yet Magic Realm are interrupted when they are within the Magic Realm that seem to fit bet- happened, but it might happen in your saga. brought into the Magic Realm, though they ter in the others. If so, the storyguide needs to decide on the are re-established once the object is returned For magi who believe that the Magic fundamental truth of the Magic Realm, and to the mundane realm. Arcane Connections Realm is composed of cosms, insulae are simply provide evidence pointing toward it. do not decay while in the Magic Realm (ex- particularly allegorical cosms, while areas that cept when brought through boundaries or appear to be tempora are cosms that capture vestiges, as described below), so something a moment of time that is particularly impor- touched by a person in the Magic Realm is tant for some object, although the object itself magically connected to that person for as need not be important. The Twilight Void is long as he remains in the area. described as the space between cosms. Rules of The entire Magic Realm has a Magic The Ferrymen have the easiest time ex- aura of 10. plaining the locations; there is nothing to the Realm stop an insula looking like a cosm or a tem- pus. They have more trouble explaining why Perhaps the most basic principle of the changes in certain insulae influence the mun- Magic Realm is the idea that its inhabitants Into the Magic Realm dane world, but argue that this is not uni- do not grow or mature; while there, they are versally true, so the cosms theory cannot be immortal, essential, and ideal. This is not to Finding passage to the Magic Realm from right. Cosm theorists, on the other hand, ac- say that they cannot do things or alter them- the mundane realm is in itself a great discov- cept that not all changes to the Magic Realm selves or their surroundings, only that while ery, for there are only three ways by which are reflected in the mundane world, because they are in the Magic Realm, they do not de- travelers can move from one to the other. not all changes to a cosm are fundamental to velop or improve as characters. It is almost These same methods can also allow travel the mundane thing to which it corresponds. as if time stands still while they explore the within the Magic Realm, and can sometimes Those who see the Magic Realm as pag- Realm, though the events of the mundane magically transport a traveler between regio- es of history concede that magical creatures realm still proceed as normal while they are nes and other places associated with Magic living within a tempus can change it. Realms gone, and time rushes to catch up with them in the mundane realm, causing the person to that do not look like history once did, they as soon as they return. pass through the Magic Realm only briefly. claim. And it is very difficult to disprove this. To represent this concept in game terms, For these magi, the Twilight Void is the time characters do not receive experience points between times, which is why there seems to while they are in the Magic Realm. Instead, Magic Regiones be even less time there than in the rest of the they can collect vis. Knowledge is power in Magic Realm. These magi claim that there the Magic Realm, and quite literally so. Over By crossing over the boundary of a Mag- are sequences of tempora representing his- the course of a season, vis of a single type ic regio, travelers can sometimes enter the tory; magi supporting other theories tend chosen by the player manifests within the Magic Realm. This is done in the same way not to have visited them, and thus remain character, a number of pawns equal to the that a traveler passes through a regio bound- unconvinced. On the other hand, the magi number of experience points he would have ary to another level, by following a particu- supporting a temporal theory would dismiss earned for that season. This vis might form lar ritual or applying a supernatural power or

20 Magic

Ability that allows him to see through the ings directly into the Magic Realm. Magi are finds himself in the Magic Realm and he boundary. There are very few of these gate- quite familiar with one version of this phe- doesn’t know how he got there, it is prob- ways into the Magic Realm known to exist, nomenon (Wizard’s Twilight), but many of ably because of this sort of disaster. and legend tells that they are always guarded them may not realize that it can also affect by fierce creatures on the other side. It is also other things aligned with Magic, including said to be rare for a regio boundary to open inanimate objects and even the entire region in both directions; most of the ones in myth in which a magical disaster has occurred. Boundaries and Vestiges and lore are said to have allowed passage Magical disasters are the most danger- into the Magic Realm but not out of it. ous means of entry, for they can leave the The Magic Realm is a seemingly infinite Some say that passage to the Magic traveler anywhere, potentially so far within array of interconnected places that travelers Realm may be found occasionally on “the ex- the Magic Realm that it is impossible for him call by many different names — cosms, in- terior side” of high-level regiones, meaning to ever leave. Among the most learned au- sulae, and tempora being the most popular. that the traveler steps past a regio boundary thorities of Magic Lore it is often suggested These are all joined together not just by their but does not move through it to the lower that this is what happened to Plato’s sunken proximity or their similarities, but also by two level. As he travels further from the bound- island of Atlantis, and the search for that other unique features of the magical environ- ary his surroundings begin to change, and lost city has driven and ultimately consumed ment, what those schooled in Magic Lore once he leaves the area that is defined by the many explorers of the Magic Realm. generally refer to as boundaries and vestiges. largest aura of the regio, he passes into the Characters affected by a magical disas- Nearly every location in the Magic Magic Realm. However, this is not always ter can attempt to avoid it in exactly the Realm is outlined by a realm boundary. This the case; sometimes the traveler is uncon- same way as magi avoid Twilight, by mak- is similar to how different levels of a Magic sciously turned back to the regio level he ing a Twilight Avoidance roll (ArM5, page regio are separated from each other by a re- left, or simply returns to the mundane level. 88), substituting the number of botches on gio boundary. the disaster roll for the number of Warping Realm boundaries have a level that rang- Points gained. If successful, characters may es from 0 to 10, like regiones, and this is add- Magic Powers still suffer consequences as their immediate ed as a bonus to all magic activities within surroundings are affected — if a great deluge the area, like a Magic aura. (This is in addi- Magic creatures occasionally have pow- of water fills the empty space where their is- tion to the bonus a character receives for the ers that allow them to travel from the mun- land once was, for example. constant Magic 10 aura.) Thus, a place with dane realm into the Magic Realm, and to take Some magical disasters are considered a boundary level of 1 would give a bonus of others with them as they go. They may also acts of God — no one knows exactly why +11 to magical activities, while another place be able to use these same powers to return to they happen, but they are presumed to hap- could have a boundary level of 10 and give a the mundane realm, though this is thought to pen for a good reason. When a character +20 bonus. Supernatural activities from a dif- be more difficult. Magi who have been trans- formed into magical beings may invent spells that duplicate these powers. This means that Story Seed: Crimes Revisited they can enter the Magic Realm at will, as- suming they can manage the effects — see A magus has a caller whom he has If it seems clear the magus is guilty, the Magic Realm Magic, below, for guidelines. never heard of before — an almost im- advocate suggests that the defendant try There are some things in the mundane possibly old man who requests a private to make restitution for his act in the inter- realm that have a special connection to audience with him. This man informs vening seasons. If there are special circum- things in the Magic Realm. All characters him that the magus himself has been ac- stances that warrant arguing his innocence, with a Magic Might Score have the power to cused of a crime, something he did many they gather as much evidence as possible. pass into the Magic Realm through these, and years ago when he believed no one else Then the advocate returns the magus to the lead others through them as well, as long as was watching. The man identifies himself mundane world and promises to return in a the object through which they are passing is as the appointed advocate for the magus year’s time to accompany him to his trial. associated with the same Form as their Magic in a court of Magic, where the complaint He also warns the magus that others in the Might. This process is described in more de- has been brought against him. This is not court will be watching him and will know tail below; see Boundaries and Vestiges for a Hermetic crime, but a crime in mundane what he does, so he should not think to flee the sorts of things that have a connection to society, such as murder or theft, and the or commit any other crimes. the mundane realm, and Magic Travel for the advocate describes an eyewitness account After a year passes, the advocate does rules that govern the use of this power. of the event that is eerily accurate. In fact, not return and there is no word from this for a small fee (perhaps ten pawns of vis), supposed court of magic. Has the magus the advocate can bring the magus into the been hoodwinked, or has something else Magical Disasters Magic Realm, to a tempus that demon- happened to the advocate? Perhaps the strates the entirety of the events in vivid court has dropped the case, or maybe in his When the raw power of Magic becomes detail as if they were both present when absence they have found him guilty. It may too much for the wielder, it can have unpre- the crime was committed. While there, behoove the magus to find some way to get dictable and disastrous effects. One of these the two of them can investigate the facts himself to court and defend himself, rather effects is to transport the wielder or the of the matter and prepare their case. than wait for the advocate to fetch him. things in the wielder’s immediate surround-

21 Realms of Power

of water instead of flesh. Vestiges may even appear solid to multiple forms, or behave in ways that seem very unnatural and strange, such as a person who removes his head from his shoulders in order to get a better look at the traveler, or a fire that burns cold and dark, dripping with water instead of ashes. Every vestige has a connection to some- thing in the mundane world, though the pre- cise nature of this relationship is a matter of great debate. Some call the vestiges reflec- tions of the mundane world, while others say it is the vestiges that are reflected. These connections might be between two similar things, such as a tree and a vestige of that tree; or they can be smaller or larger, such as a single tree that is the vestige of an entire forest, or a forest that is the vestige of a sin- gle tree. Concepts that do not fit neatly into Hermetic Forms may be represented with vestiges, such as the vestige of the owner- ship of Lord Theobald’s lands, or the vestige of the first day of winter in the Alps. Sometimes, changes to one cause changes to the other; if a traveler destroys the vestige ferent realm do not receive the bonus. Form. The connection between these places of a mundane tree, for example, that same Like creatures with Might, every bound- may not be obvious, and they can even be tree will sicken and die in the mundane realm. ary is somehow aligned to a particular Form wholly disconnected; for example, from an As Theobald grows unpopular, the vestige of of magic, such as Animal, Auram, Aquam, area that seems to be an underground cave, his lands in the Magic Realm will change to and so on. As with aligned auras (see Chap- a traveler might pass through a tunnel and reflect this. Should a magical creature capture ter 2: Magic Auras), this makes effects as- emerge from the archway of a ruined city on the Alpine winter and enslave it, spring will sociated with that Form more powerful by a hill, where there is no tunnel at all. not come to the Alps until it is released. Some doubling the bonus for the boundary. Thus The Magic Realm also contains what magi argue that this is always the case, but within a Corpus boundary of level 4, Corpus learned travelers call vestiges. Vestiges are that it is not always obvious what a vestige effects would receive a +18 bonus (4 x 2 for like perfect illusions — ghostly images aligned connects to in the mundane realm. A vestigial the boundary, +10 for the aura). Like regio- with a particular Form that encompass all five tree may be connected to a mundane leaf, for nes, however, boundaries bring with them senses, but which are ultimately insubstantial example, so that destroying the vestigial tree greater risk, and add a number of botch dice to all but magical creatures of the same Form. only causes the leaf to fall. equal to the level of the boundary to every A traveler may pass through vestiges as if slog- Things with Magic Might do not form roll that benefits from the Magic aura. ging through mud or swimming through wa- vestiges in the Magic Realm, though they Boundaries also produce vis. A num- ter. Their solidity depends upon their size — a may be affected by vestiges of concepts ber of pawns equal to (the modified level mouse vestige would hardly hinder a person at that encompass them. For example, imag- of the aura divided by 10, rounded up) ap- all, while the vestige of a castle is impossible ine a sleeping dragon that lives beneath a pear somewhere within the boundary every for even a giant to move through. Roughly covenant. The covenant has a vestige in the season, usually in non-magical things that speaking, if the traveler could move the thing Magic Realm, and this vestige might look have been brought to the Realm from out- in the mundane world, he can pass through like the sleeping dragon. If a traveler were to side. This vis is typically the same type as it in the Magic Realm. Vestiges do not have slay this vestigial dragon, the actual dragon the boundary, and fades within a season if it enough substance to suffocate a person, and so would not be killed. However, perhaps the is not harvested. Thus, there will always be a traveler who dives into the vestige of a lake consequence of slaying the dragon is that two pawns of Terram vis to be had within a might choke and gasp at the sensation of being the covenant’s aura fades to nothing, and this Terram boundary of level 4. surrounded by water, but would not drown. might wake the dragon from its slumber. Boundaries allow magical creatures to Some vestiges are animate, and others are Just as boundaries are interconnected in travel through the Magic Realm by passing not. There are said to be places in the Magic the Magic Realm, so too are vestiges. All ves- through them like regiones. They often define Realm that are fixed in a single moment cap- tiges that are associated with to the same thing an area that a traveler cannot go beyond if he tured in time, seeming like a living painting in the mundane realm are connected to each does not pass through the boundary, though where falling fruits hang motionless in the other, and magical powers can allow travelers if they do not hinder passage then leaving air and people stare unblinkingly at the hori- to pass between them in the same way that the area encompassed by the boundary takes zon. Vestiges may be associated with unusual they can pass through boundaries, moving the traveler to another place, usually with the forms, such as a Corpus castle built of bones from one vestige to another. Like boundar- same boundary level or aligned to the same rather than stone, or Aquam “animals” made ies, vestiges have a level that represents the

22 Magic strength of the connection to the rest of the tion in mind, his Familiarity modifier is 0. You length of their stay in the Twilight Void, and Magic Realm, which ranges from 0-10. An ex- should also note the amount by which the roll acts as a constant — they will reach their tremely powerful vestige might be level 8, and exceeds the difficulty, as this is the character’s destination once this amount of time has an average vestige would have a level of 4. A initial Speed modifier (see below). elapsed, no matter what else they do. vestige with a level of 0 is not connected to The character who brought the group anything, and cannot be used for travel. Familiarity familiarity Modifier through the boundary or vestige can at- Not everything in the Magic Realm is Enigmatic Wisdom score tempt to speed the journey by concentrat- a vestige, and the proportion of vestiges in Magic Lore score ing: treat the result of the following formula a region seems to be quite variable. Some Area Lore (Magic Realm) (score x 3) as the group’s new Speed Level for as long as magi have reported regions containing no Knows name or description this character concentrates. As the Twilight vestiges, but magi in the Magic Realm rarely of the destination 1 Void is essentially timeless, it is possible for search closely enough to be sure. On the Has seen the destination before 3 a character to maintain concentration indefi- other hand, some regions seem to contain Visited the destination before 6 nitely, but he cannot do anything else on the nothing but vestiges; regions like frozen Arcane Connection to journey. If he stops concentrating, they re- moments of history seem to be particularly the destination 15 vert to their initial speed. common, and are one of the main pieces of Like the initial travel total, this roll does evidence used by those who argue that the Vestiges and boundaries that are con- not include a bonus for the aura, but if the Magic Realm consists of tempora. nected to a specific location count as Arcane character has a Form bonus, the player can Connections to that location, but note that apply the bonus based on the type of vestige other Arcane Connections to places in the or boundary he is passing through. For exam- Magic Realm decay at a faster rate when trav- ple, when traveling through a Terram bound- Magical Travel eling through the Twilight Void (see below). ary, a magus can apply his (Terram / 5). The destination must be connected to Traveling through boundaries or vestiges the origin boundary or vestige, or else it must Twilight Void Travel: stress die is very similar to passing between levels of have a boundary or vestige level of at least + Stamina + Concentration + Form bonus a regio. The character attempts to see the 1, because otherwise there is nothing from destination he wishes to reach by looking which the characters may emerge. It is possi- A botch on either of these travel rolls through the boundary or vestige, and then ble to return to the mundane realm through a suggests that the leading character and his steps into it and beyond. Only characters boundary or vestige, but only if the destina- group are further delayed. Reduce the Speed with Magic Might or special powers like Sec- tion is connected to the boundary or vestige, Level by one step on this chart for each ond Sight or Magic Sensitivity can do this, because places in the mundane realm do not botch on the roll, so that two botches make although they can lead others through with have boundary or vestige levels. a Sun journey into a Moon journey instead. them. Do not include the aura bonus in this If successful, the traveler and those he If this lowers the Speed Level below 0, the roll, but you may add Form bonuses that cor- is leading with him find themselves in the leader loses his connection to the boundary respond to the boundary or vestige. For ex- strange magical landscape called the Twilight or vestige for which he is heading, and the ample, a magus with Second Sight could add Void. While there, the characters are drawn group is stranded in the Twilight Void. his (Herbam / 5) to the roll to see through to their destination at a constant speed, like It should be apparent that travel through the vestige of a tree or an Herbam boundary. floating down a river, using the character’s the Twilight Void is very dangerous. Few The more powerful the vestige or boundary, initial Speed Level on the chart below. magi ever return once they embark upon this the easier it is to travel through it. path. It is not very difficult to pass through Speed Level length of journey a vestige or boundary, especially one with a Boundary Travel: stress die + Perception –1 or lower permanent very high level, just as it is not very difficult + appropriate Ability + Form bonus vs. 0 seven plus a stress die for a magus to throw himself into Twilight. ((10 – current realm boundary level) x 3) (no botch) years Once through, however, it can take a very – Familiarity modifier 3 seven years long time to reach the destination, so long 6 Year that the character will effectively leave the Vestige Travel: stress die + Perception 9 one season game. Unless this journey is the focus of + appropriate Ability + Form bonus vs. 12 Moon the saga, players should be cautioned that ((10 –level of the vestige) x 3) 15 day (24 hours) blithely stepping into the Void could remove – Familiarity modifier 18 Sun their characters from play indefinitely. 21 two hours The durations of all supernatural effects The Familiarity modifier is based on how 24 Diameter (2 minutes) expire as soon as they are brought into or well the character knows the destination, and 27 one minute out of the Void, even unusual durations such reduces the Ease Factor for seeing through a 30+ Momentary as Until (Condition). This includes the Par- boundary or vestige as shown on the chart ma Magica — magi must perform the ritual below. Use only the highest Familiarity modi- The character leading the group is aware again each time they pass through a bound- fier for any given attempt. If the character has of the distance that must be covered, as he ary or vestige — but not Longevity Rituals never been to the place he wishes to reach but can perceive their destination (if he had no or other laboratory enchantments such as a is looking for something specific, or if he sim- destination in mind, this is the same place talisman or familiar bond that do not have a ply wishes to explore without a set destina- where they started). This is the maximum spell Duration.

23 Realms of Power

Passing into (but not out of) the Twilight vestiges in the Magic Realm. They cannot are essentially unaffected by the time spent Void also causes all Arcane Connections to affect travelers in the Void, and travelers within its provinces, and so travelers can sim- or from the character to degrade one level cannot affect them. There are some things in ply pass through the Void without interact- (see the chart on ArM5, page 84), so that the Void with substance, usually things that ing with their surroundings at all. However, an Arcane Connection with a duration of have been brought into the Void from the some travelers can also choose to explore the Months would become Weeks instead, and Void, and these adventures can lead to other an Arcane Connection that normally lasts for rewards if the traveler can make sense of the Decades would only last Years. This does not Is This Twilight? environment and navigate it successfully. affect Arcane Connections with Indefinite To determine how well a traveler can duration, though note that the connection is While many magi call the Twilight make his way through the magical environ- interrupted as long as only one of them is in Void by that name, it is not absolutely ment by striking off of the path and going in the Twilight Void. clear that this is where magi go when search of a particular goal, the player makes they are in Twilight. In particular, travel- a Twilight Comprehension roll (ArM5, page ers who believe they have met magi in 88), substituting a magic character’s (Might the Twilight Void have not been able to Score / 5) for his Warping Score. The Twilight Void confirm that those magi were in Twilight at the time they met them, and magi who Twilight Comprehension: Intelligence The Twilight Void is a part of the Magic have gone into Twilight and met travelers + Enigmatic Wisdom + stress die vs. Realm that is fundamentally different from during their experience cannot be sure Warping Score or (Might Score / 5) the rest of it. It is often described as a place that these travelers were not apparitions + stress die that connects other places — many experts or figments of their imaginations. On think of it as the moment between moments, the other hand, the Twilight Void is very Success means that the character has what some Criamon magi call Twilight or big, and few of the magi able to travel a positive experience. This can also speed their Founder’s realm outside of time. Oth- there have specifically gone looking for the character’s journey back to the Magic ers call it the spirit realm, or the “machina other magi to investigate this phenom- Realm: subtract Enigmatic Wisdom from the mundi” — the mechanism underlying nature. enon. The arguments in favor are mainly character’s Comprehension total, and if this Classicists consider it to be the incarnation circumstantial: magi in the Twilight Void exceeds the character’s Speed Level, use that of Plato’s Realm of Forms, the place from are unaffected by the mundane realm score instead. Failure means the character which all things originate. It is a mysterious, and time in much the same way as magi has a negative experience. If the character ghostly setting that, apart from a magical in Twilight, and there are no other ob- botches, this can delay his progress further, disaster, may be reached only by stepping vious candidates for places for magi to possibly stranding him in the Void forever. through a boundary or vestige. go at that point. Many Criamon do not Reduce the character’s speed by one step on There are at least ten different versions think that the Twilight Void is where the Travel Time chart above for each botch. of the Twilight Void: one for each of the dif- magi go in Final Twilight, however, be- As when a magus comprehends Twilight, ferent Forms that are associated with Magic cause it does not seem to them to be fully a positive experience in the Twilight Void Might (Animal, Aquam, Auram, etc.). These outside the cycle of time. has beneficial results. The character gains an are called provinces — when a traveler is in appropriate Essential Trait at +1, or increases the part of the Twilight Void associated with an appropriate Essential Trait by 1. If the animals, he is said to be in the Animal prov- world beyond, but these are rare and typi- character does not comprehend the experi- ince, and when in the part that corresponds cally guarded jealously by the natives who ence, the results are negative: the character to water and other liquids he is in the Aquam possess them. These beings are Daimons, gains an appropriate Essential Trait at –1, or province (magi and other travelers fluent in powerful magical creatures who live in the reduces an appropriate Essential Trait by 1. Latin would use the proper case, i.e. Provincia Void but cannot leave it without forming an Then, roll a simple die. The character gains Animalis and Provincia Aquae). Aspect (see Chapter 7: Magic Spirits). or loses twice this many experience points As travelers pass through the Void, they Travelers in the Void are immune to the in an appropriate Art or Ability, and like may recognize the ghostly images of the hardships of nature: they do not need to eat, other experience points gained in the Magic places that make up the rest of the Magic drink, or breathe. They do not age at all, Realm, this experience may manifest as vis if Realm, but only those things associated with and do not suffer Acclimation (see Chapter the player so chooses. Then, if the character the province in which they travel. For ex- 4: Magic Characters). Their wounds neither does not have a Might Score, he also gains ample, in the Herbam province, the traveler heal nor worsen naturally while they are this many Warping Points. would perceive plants, trees, and other veg- there, and they do not regain long-term Fa- During this process, the character gener- etation in a forest, but no animals. Instead, tigue. For characters without Might Scores, ally experiences the Void as a series of choices. animal shapes might appear as shadows in- or characters who have Might Scores that It is said that everything in the Void is con- terposed between the trees. No rocks would are not aligned to the province in which they nected to everything else, and so each choice be visible except when outlined by moss, travel, the Twilight Void is exactly like being serves to narrow down the myriad possibilities no sound of wind or water heard except the in Twilight. They are insubstantial and unaf- of what the traveler is seeking to one unique rustle and creak of trees as they move. Even fected by their environment. thing. As an example, suppose a magus is seek- the sky would appear dark and empty, with In the Void characters do not gain experi- ing a friend of his in the Corpus province, a no clouds, stars, or sunlight. ence, but they also do not accumulate vis like youthful Criamon maga believed lost. He All of these images are insubstantial, like they do in the rest of the Magic Realm. They leaves the path on which he entered the Void

24 Magic Senses in the Void

Travelers in the Twilight Void only Corpus: The dark landscape of the Cor- images typically show the events of a par- perceive species associated with the prov- pus province is broken up by glowing hu- ticular moment, and this can create a bewil- ince in which they travel. Here are some man figures and human remains, shrouded dering sense of redundancy and the feeling ideas of what that might be like. by clothing, so that a monk in a cloak and that time is out of sync, as the same bird- cowl would appear as a pair of hands, a dis- song might endlessly in the distance, Animal: Within the Animal province, embodied nose and a chin wrapped in shad- or the same figures on a road appear to walk travelers pick up powerful, musky smells, ows. Health and age are visibly recognizable the same stretch again and again. and animals out in the open are brightly and wounds and illnesses shade the image illuminated against the darkness. Animals of the person, so that a young and healthy Mentem: Emotions, thoughts, and hidden under brush and behind rocks are person with no injuries shines more brightly minds make up the Mentem province, and obscured, but might be barely recogniz- through the darkness than one who is old, these things are perceptible to anyone able. Sounds of animals or other creatures frail, and suffering. Unlike the province of aligned with it. This means that travelers with Cunning are magnified, such as their Mentem, where people appear ghostly and can easily understand all forms of speech. calls or breathing, and these transmit their translucent, here they appear solid and stark- Intelligent beings appear as ghostly outlines thoughts (such as they are) in a manner in- ly colored in the seemingly eternal night. of their physical forms, more or less solid telligible to the aligned character. Animal depending upon the power of their emo- products can be easily seen, so that the Herbam: In the Herbam province, ev- tional states, and tinted different shades of shape of a man dressed in skins might be erything seems full of life and the power of color roughly corresponding to the type invisible, but identified by his floating pair nature. All growing vegetative materials can of emotion they are experiencing — red of lambskin boots, woolen leggings, leather be seen, healthy plants brighter than strug- for anger, green for envy, blue for sadness, hauberk, and fur hat, for example. gling ones, their colors changing depending and so on. Other objects may also appear upon the season: green in spring, yellow in if they are emotionally associated with an Aquam: Water and other liquids shine summer, red in autumn, and brown in win- intelligent being who is present (such as his out through the gloom, and moistness and ter. Dead wood and other nonliving plant clothing or other possessions). temperature can be sensed by touch, so products appear nearly colorless. Wooden that a being suffering from chills might feel structures often blend in with nature, so Terram: In the Terram province, the recognizably colder — many things more that a village on a hill might seem a part of traveler’s surroundings brighten as they be- properly belonging to the Auram and Ter- the forest surrounding it, and wooden tools come more solid. The most remarkable ob- ram provinces can be easily recognized by and weapons feel stronger and heavier. A jects are precious gems and metals, which this, such as wet rain or cold stone. Trav- lush aroma permeates the environment, and shine like the sun through the dark. Base elers can move through water like walking it is possible to find a particular plant or tree metal and stone appear slightly less bright, through air, and can see shadows that sug- by its smell alone. packed dirt even less so, and dust can be only gest the presence of fish, plants, boats, or barely seen. Travelers can actually see color submerged objects. They can even walk Ignem: The Ignem province is an almost through loose material, making it easy to upon the surface of liquids as if they were monochromatic place of light and shadow, spot buried treasure. Solid objects made of solid if they wish. Visibility under water is heat and cold. The brightest things appear organic materials also give off a faint light, lessened, but sensitivity to motion in the as pure white against the utter blackness of much like loose dirt or clay, but have no dis- water is heightened dramatically. the darkest, and the hottest things appear tinguishing features. Through vibrations in fiery red and golden against the silvery-gray the ground, travelers can sense movement Auram: The world of the Auram prov- of coldness. A room would seem ruddy and far beyond their normal range of hearing. ince is misty and electric, charged with closed-in when lit by torchlight, but open energy. Moistness and heat can be felt and and bright in the pale yellow of the sun. Vim: The Vim province usually combines even smelled upon the air, and the sound Living beings normally give off heat, and the properties of other spheres into a strange of wind and weather is so strong that a may thus have a recognizable shape of color supernatural mixture. Magic things are visible traveler can follow a breeze simply by lis- against the colder surroundings. The sensa- to those aligned to Vim and become brighter tening carefully. Clouds and smoke shine tion of temperature is also increased, so that as their magnitude increases, but many of the brilliantly white against the black sky, and a traveler can sense movement within a few rules that places in the Magic Realm seem to aligned travelers can pass through these paces via a warmth or chill in the air. follow do not always apply in that sphere. phenomena as normal, or they can walk Spells and magical effects usually appear upon them as if they were solid, climbing Imaginem: Images nearly bombard the with properties of the sphere appropriate upon them like hillocks in the air. Warmth senses in the Imaginem province: colors are to their Form, as do magical beings. Divine, and wetness are perceptible to the touch, more vibrant, sounds are louder, and smells Faerie, and Infernal powers or beings are not just as they are in the Ignem and Aquam are more potent. Species travel much fur- visible unless they are somehow aligned with provinces, and any movement can be felt in ther in the Imaginem province than they do Magic (such as infernal powers made to ap- the air as a breeze against nearby travelers. in the mundane realm, making it possible to pear magical, or faerie spells cast using the eavesdrop on a conversation taking place as Faerie Magic of House Merinita). far away as the eye can see. Environmental

25 Realms of Power and comes upon two figures, a man and a wom- character that does not have a Might Score, Vis: 0 Transform a Minor Virtue into another Mi- an. He speaks to the woman, who steps aside allowing him to gain new Virtues and Flaws, nor Virtue, a Minor Flaw into another Minor to let him pass. Then he sees an old woman or to change his existing Virtues and Flaws. Flaw, a Major Virtue into another Major Vir- and a young girl, and when he touches the girl Generally only Hermetic, Supernatural, tue, or a Major Flaw into another Major Flaw on the shoulder, she points to the passage be- or General Virtues and Flaws may be affected Vis: 5 hind her. Further choices distinguish the color in this way, and they should be somehow ap- Gain a Minor Virtue and a Minor Flaw of her features, her temperament, when she propriate to the character’s experiences in the Vis: 10 lived, where she grew up, and so on. Magic Realm. For example, a character who Gain a Minor Virtue The traveler may never be aware of the journeyed there to learn from the ghost of a effects his choices have or what qualities are former Criamon maga might gain Enigmatic Vis: 15 Gain a Major Virtue and a Major Flaw being distinguished by any given set of possi- Wisdom, and a character who sought out the bilities, which is why it is not easy to compre- blessing of the king of the wolves might re- Vis: 20 hend the experience. Also, the more super- ceive a pelt that allows him transform into a Transform a Minor Virtue into a Major Vir- tue, a Minor Flaw into a Minor Virtue, or a natural the traveler, the harder it is for him to wolf (Skinchanger). Major Flaw into a Minor Flaw succeed at this, since his greater effect upon Characters do not experience more than his surroundings makes it harder for him to one transformation in a single season, though Vis: 25 Gain a Major Virtue and a Minor Flaw seek out anything other than himself. they do not have to use all of their vis at once. New Virtues or Flaws may take a little time to Vis: 30 manifest once the character returns from the Gain a Major Virtue Magic Realm, giving him time to adjust to his A Major Virtue commonly gained through Advancement new and improved self. If a Virtue or Flaw is transformation is Transformed (Being), which transformed into a different Virtue or Flaw, gives the character a Magic Might Score and As stated above, characters accumulate the two should be somehow related, and is described in more detail in Chapter 3: vis instead of experience while in the Mag- characters cannot transform Virtues or Flaws Magic Characters. ic Realm. Before returning to the mundane that affect character creation, such as an Af- world, this vis may be used to transform a finity with an Ability or Skilled Parens.

Positive and Negative Traits Magic Realm Characters can become more magi- Herbam: Traits that describe the color cal by exploring and comprehending the and texture of the character or that involve Magic Twilight Void. A common way for this to endurance and patience, or Traits that give Hermetic magic works well in the Magic manifest is with Twilight Scars and Essen- the character properties of a plant or tree. Realm, and magi typically enjoy the increase tial Traits (described in Chapter 3: Magic Ignem: Traits having to do with quali- of power that comes with an effective Magic Characters, Essential Traits). These are ties of fire and heat, such as being quick aura of over ten. Spells of a particular Form typically associated with the province in to judge, passionate, or giving off light, or affect anything associated with that form, which the character traveled, as the fol- Traits that describe the character’s Quick- so that Rego Corpus spells, for example, af- lowing effect suggestions indicate. ness or Presence. fect Corpus vestiges, human-like bodies, or Animal: Traits that describe how the Imaginem: Traits that affect the sound magical creatures associated with Corpus, no character responds to animals, or Traits of the character’s voice or the strength of matter what they look like. that describe a form the character inhab- his appearance, or Traits associated with Standard Hermetic magic, however, can- ited in the Magical Realm or that make the specific colors or images encountered in not affect the unique features of the Magic character resemble a particular animal. the Magic Realm. Realm, such as boundaries and vestiges. There Aquam: Traits having to do with the Mentem: Traits that affect what the is no profound reason for this; it is simply physical qualities of water, such as being character perceives or that influence the that neither Bonisagus, nor any of the other cold to the touch or changing in response to character’s Personality in a particular way Founders, had ever developed spells to do the moon, or Traits that describe the char- or to resemble a particular person, or any this, so that the techniques were not incorpo- acter’s Intelligence, Cunning, or Stamina. sort of mental Traits. rated into Hermetic magic at its creation. Auram: Traits having to do with quali- Terram: Traits having to do with quali- It is, however, not very difficult to extend ties of air and weather, such as crackling ties of earth and stone, such as being de- Hermetic magic to cover this case. All of the with electricity or being light and san- pendable, heavy, or cold, or Traits that de- guidelines given in this section become avail- guine, or Traits that describe the charac- scribe the character’s Dexterity or Strength. able as a result of a single Minor Breakthrough ter’s Perception or Communication. Vim: Traits that describe the charac- requiring 30 Breakthrough points (see Houses of Corpus: Traits that describe the char- ter’s magical focus or that make the char- page 26). However, a magus acter’s apparent age, or anthropomorphic acter resemble a magical being, or Traits Hermes: True Lineages, may not start researching such a Breakthrough Traits that make the character appear more that affect how the character interacts until he has visited the Magic Realm and dealt human or look like a particular person, or with magical beings or how he practices with either vestiges or boundaries, although any physical Traits. his magical influence. not necessarily through his own magic.

26 Magic New Magic Realm Spells and Spell Guidelines

New Creo Guidelines Adoration of the Magical Isle New Muto Guidelines CrAq 50 The Art of Creo allows magi to create R: Touch, D: Mom, T: Bound, Ritual Magi use the Art of Muto to change vestiges in the Magic Realm. By incorpo- This Ritual permanently increases the the way that things interact with the basic rating an Arcane Connection into the ef- strength of an Aquam boundary in the Mag- nature of the Magic Realm. fect, a vestige can be created so that it is ic Realm by one, to a maximum of 5. This linked to that place for the spell’s duration, effectively boosts the aura in the region by Level 5: Change the Form of a boundary enabling the character to travel through 1, or by 2 when casting Aquam effects. or vestige. (Requisite) that vestige. (Base 10, +1 Touch, +4 Bound, +3 Level 10: Associate a target with the Mag- Creo also allows the magus to create maximum level) ic Realm, as if it had Magic Might of the boundaries in the Magic Realm, or increase same Form as this effect. This means it the strength of existing boundaries. These can affect things of that Form with other boundaries are magically connected to other New Intellego Guidelines Magic Realm effects. boundaries, and characters can travel across Level 15: Cause a target in the Magic them, though it is impossible to predict ex- Intellego makes a magus able to recog- Realm to become perceptible as a ves- actly where in the Magic Realm this path may nize the connections between vestiges and tige to travelers in the Twilight Void. lead. If the caster has an Arcane Connection boundaries, allowing him to more easily Many features of the Magic Realm, but to another place in the Realm, he may con- see through them when attempting to trav- not all, have this property naturally. nect a newly created boundary to it. el into the Twilight Void. Once there, he OR Cause a target in the Twilight Void can also make it possible for him or others to become visible as a vestige in the General: Create a boundary in a part of to perceive vestiges that are not associated Magic Realm. the Magic Realm that has no boundary, with the province in which they travel. with a score equal to (the magnitude of the effect – 4), so that a Base Level 25 Level 3: Detect a vestige or boundary asso- New Muto Spells spell creates a level 1 boundary. The ciated with this Form. If it is cast with a Vi- boundary is associated with the Form of sion target, this effect provides enough in- Torch of the Realm-bound Reveler this spell, which must use T: Boundary. formation for the caster to pass through it MuIg 25 Level 10: Increase the score of a Magic (see the rules for Magical Travel, above). R: Touch, D: Sun, T: Ind Realm boundary associated with the Level 4: Perceive the Twilight Void For the duration of the spell, the target Form of this effect by 1, to no greater through a target vestige or boundary. may affect fiery objects with Magic Realm than 2. Each additional magnitude This gives the caster a +3 bonus to his Magic in the mundane world, as if it had increases the maximum score or the Travel roll, and each additional magni- Magic Might associated with Ignem. For amount by which the boundary level is tude increases this bonus by 3, so that a example, he could use an Intellego Ignem increased. base 15 spell gives a +12 bonus. effect to see through a flame into the Magic Level 15: Create a magical vestige, which Realm, and pass through it to a microcosm is tangible to creatures of the associ- of that flame. ated Form. If the caster has an Arcane New Intellego Spells (Base 10, +1 Touch, +2 Sun) Connection to something in the Magic See the Paths through the Void Realm, including another vestige, he Visions of Olympus InAu 20 may connect it to this vestige. MuMe 35 R: Per, D: Conc, T: Vision R: Touch, D: Diam, T: Group This spell allows the caster to recog- This spell causes a group of intelligent New Creo Spells nize the level of all boundaries or vestiges beings in the Mentem province of the Twi- he can see that are associated with Auram, light Void to become perceptible to others Locus of the Literatus and to pass through any of them into the outside of the Twilight Void. For example, CrIm 20 Twilight Void if he should desire to do so. a traveler in the Twilight Void might find R: Touch, D: Mom, T: Ind, Ritual (Base 3, +1 Conc, +4 Vision) his way to the lair of a particular creature With this spell, the caster creates a with which he wishes to communicate. drawing of his location as a vestige, illumi- Comprehending the Mystic Doorway This effect makes the creature able to see nated on a page inside a book that he car- InHe 30 and hear him and several others for the du- ries with him. By casting this spell in several R: Touch, D: Mom, T: Str ration, as if they were vestiges in the place different places, the caster produces a map The caster can see into the Twilight Void where that creature lives. that may be used with InIm spells to travel through the vestige of a wooden structure in (Base 15, +1 Touch, +1 Diam, +2 more easily through the Magic Realm. the Magic Realm, and lead others through it Group) (Base 15, +1 Touch) with a +9 bonus to his Vestige Travel Total. (Base 10, +1 Touch, +3 Str)

27 Realms of Power

A magus who accumulates vis in lieu of the research process are no use for this.) It is Note that the only Arcane Connections experience in the Magic Realm may also opt quite possible that this Breakthrough has been between the mundane world and the Magic to convert those points of vis into an Insight achieved in the history of the Order, but not Realm are vestiges and boundaries, since all into the magical manipulation of the Magic widely disseminated; most magi are not par- others are inaccessible once they are brought Realm (see Ancient Magic, page 8). For every ticularly interested in the Realm of Magic. out of one and into the other. Also remember pawn of vis he converts into an Insight, the These new effects can make travel in that in the Magic Realm, all environmental associated effect has one magnitude. This the Magic Realm easier and more comfort- Durations of less than Year last for a season, Insight allows the magus to create a single ef- able by magically manipulating vestiges and and that a ritual with Year duration is ef- fect according to the guidelines given below; boundaries, or even transporting travelers to fectively permanent. Once these effects are the details of the effect should reflect the ma- or from the mundane world. However, these brought out of the Magic Realm they revert gus’ experiences in the Magic Realm. A ma- effects draw upon the special Magic proper- to their original duration, and if it has ex- gus may only gain one Insight per season. ties of the Magic Realm, and so only work pired the effect ends immediately. Since this is a Minor Breakthrough, a ma- there or through links between the Magic The spells below use a wide variety of gus can also gain access to the guidelines by Realm and the mundane realm. Characters Forms as examples, but the guidelines are inventing a spell using them from a Lab Text with Magic Might are considered to have a the same no matter what the target. You may created by a magus who has completed the link to the Magic Realm, of the Form associ- also use these guidelines to design powers research. (Lab Texts for effects created during ated with their Might Score. for magical creatures.

New Magic Realm Spells and Spell Guidelines (con’t)

New Perdo Guidelines R: Per, D: Mom, T: Ind When traveling through vestiges or The magus disappears from the Magic boundaries, the traveler experiences the With Perdo, magi can temporarily de- Realm for a moment, long enough to avoid journey as if he were passing through the stroy vestiges and other things in the Mag- a killing blow or a blast of flame, or any boundary or vestige as normal, though the ic Realm, banishing them to the Twilight threat that immediately endangers him. If effect may be too swift for him to recog- Void for a time. For as long as the effect the danger is something physical, such as a nize any of the intervening details. lasts, the target is invisible and insubstan- large rock falling on the magus, he reappears tial, and trapped in the part of the Void either beside or on top of the intervening Level 5: Transport a target from one prov- that corresponds to his current location. material, never underneath or inside it. ince into another. (Requisite) The target often has no memory of the While good for desperate situations, this Level 10: Reduce the length of a target’s intervening time, as if he had been asleep effect is somewhat inconvenient for magi, journey through the Twilight Void by or removed from the world entirely. Some since the disappearance cancels their Parma one step. Each additional magnitude re- magi speculate that this is exactly what Magica ritual. It is useful for characters with duces the journey by another step. happens when a magus goes into Twilight. inherent Magic Resistance, though Level 35: Transport a target instantly Hermetic Magic can also reduce the (Base 10) through a vestige or boundary, so long strength of a boundary in the Magic Realm, as the target is either in the Magic even destroying it altogether, though this Repose of the Eternal Moment Realm or the caster has Magic Might as- always requires a Ritual. A place with no PeCo 35 sociated with this spell’s Form. boundary and no vestiges is almost com- R: Touch, D: Year, T: Ind, Ritual This ritual, which must be cast within pletely isolated from the rest of the Magic New Rego Spells Realm, since it is impossible to travel there the Magic Realm or by a character with without an Arcane Connection. Corpus Might, causes the target to disap- pear into the Twilight Void. As long as it The Night-Badgers’ Burrow ReAn(Te) 20 Level 5: Destroy a vestige for the effect’s lasts, it is as if he doesn’t exist; he will have no memory of the intervening time when, R: Touch, D: Mom, T: Group duration. Destroyed vestiges can no lon- Moves the targets from the Animal ger be used for travel, either from or to. and if, he returns. Note that when the effect is cast in the Magic Realm, it is effectively province to the Terram province in the Twi- Level 10: Remove a target to the Twilight light Void. This can allow them to leave the Void for the duration, so long as it is in permanent. A magus determined to ensure he no longer ages might use this effect on Void through a Terram vestige or boundary. the Magic Realm or the caster has Mag- (Base 5, +1 Touch, +2 Group) ic Might associated with this Form. himself, first creating a vestige of himself Level 15: Permanently reduce the score that can be used as a link to draw him back. (Base 10, +1 Touch, +4 Year) Swift Wings of Timeless Days of a boundary in the Magic Realm (of ReVi 20 no greater than Level 1) by one level. R: Per, D: Mom, T: Ind Each additional magnitude increases the New Rego Guidelines The length of the caster’s journey maximum level of the boundary or the through the Twilight Void is reduced by amount by which it is reduced by 1. As in the mundane world, Rego gives three steps from his initial Speed Level. With increased control over one’s surroundings a Speed Level of 6 the caster would return to New Perdo Spells in the Magic Realm, and allows magi to in- the Magic Realm after a year, and this spell crease the rate of travel through vestiges or would increase his Speed Level to 18, mean- When Fortuna Blinks boundaries. It can allow passage from one ing that he emerges after only a day. PeCo 10 province to another in the Twilight Void. (Base 20)

28 Chapter Four Magic Characters

For the purposes of this chapter, “magic the course of 24 hours, so that a character deprivation or exposure, magic characters do characters” are characters that have a Magic with Magic Might 12 would recover one not recover Might Points or Fatigue levels, Might Score, either because they have been Might Point every two hours. Resting in a and their wounds have an immediate chance created using the rules for Magic Character Magic aura can also increase this recovery of worsening, just as if they have overexerted Creation below, or because they have some- rate (as described in the Auras and Might themselves while injured. (Some magic char- how gained a Virtue that gives this to them, Recovery sidebar, below). acters struggle against this fact, especially if such as the Transformed (Being) Virtue de- Certain spells and powers (such as Perdo they were not born magical — it may be dif- scribed below — these characters are differ- Vim spells) can directly attack the Might ficult for a magic human to remember that it ent from characters that are merely aligned Score of a character. A magic character is de- does not need to sleep at night, or should not with the realm of Magic, like magi or hedge stroyed if his Might Score is reduced to 0 or inhale when underwater.) wizards. They have many innate advantages less. Magic characters usually have a Might Magic characters can consume vis, activat- beyond those accorded to all supernatural be- Score of at least 1, but it is possible for a very ing it in the same way that magi do. Each pawn ings in the Ars Magica Fifth Edition core rules weak character to be designed with a Might of vis from the same Form as the character’s (page 191), and these are described here. Score of 0. Such characters are destroyed by Might Score will immediately replenish 5

As mentioned in Ars Magica Fifth Edi- any effect designed to reduce their Might Might Points, or 2 Might Points if this vis is tion, Magic Might gives the character innate Score if it penetrates their resistance. The associated with any other Art; and when con- Magic Resistance equal to its Might Score, form of the destruction varies: a spirit might sumed, a pawn of vis will give the character and this does not stack with other forms of be banished to the Magic Realm, whereas an a +2 bonus to its Penetration when activating resistance, though it is compatible with the elemental may simply become inert. A char- powers appropriate to that type of vis. Magic Form bonuses magi receive from their Arts. acter transformed into a magic being during characters can also study vis or use it in other Magi who become magic characters, for ex- play may be rendered mundane again. Other ways described under Advancement, below, ample, can add these bonuses to their Magic characters may simply die. The fate of char- but the character can never spend more pawns Resistance, just as they do with the Parma acters who are destroyed by the loss of their of vis than its Might Score on a single activity. Magica, but they cannot add their Parma Might Score is up to the storyguide. Finally, by virtue of their Magic Might, Magica to their Might Scores; they must use Magic characters do not need to eat, magic characters have a mysterious connec- either their Parma or their Might for their drink, or sleep; they do not age, they have no tion to the Magic Realm that allows them to base Magic Resistance. need for shelter, and they do not even need to travel through it more easily and to interact Magic characters also have Might Points, breathe. However, they cannot benefit from with certain of its unusual features while they which they spend to activate their powers. this, because in conditions that would cause a are there. This is described in more detail in These are recovered at a constant rate over character without Magic Might to suffer from Chapter 3: The Magic Realm.

29 Realms of Power Magic Magic Character Creation Summary Character 1. Pick a Character Concept 3. Determine Magic Might Score, and Choose Magic Choose the character’s true form (animal, Qualities and Inferiorities Creation human, spirit, or thing), and determine its Characteristics, Virtues and Flaws, and Size. Magic Might Score depends upon the Characteristics: 7 points assigned as in power level of the saga and the character’s These rules show how to design characters standard Detailed Character Creation (see role within it. (See the table under Magic that have Magic Might, for use as companion ArM5 page 29), no Characteristic more Might, below.) Then choose Magic Quali- characters such as familiars or ghostly warders, than +3 or less than –3. ties, magical powers, and other advantages, as antagonists for a story involving the realm Virtues and Flaws: Assign the character’s taking a number of Quality points equal to of Magic, or to fill other roles in an ongoing Virtues and Flaws as in standard Detailed the character’s Might Score. Magic Inferi- saga such as magical servants, contacts, allies, Character Creation, including a Social orities give the character additional points enemies, or resources of a covenant. They are Status Virtue or Flaw. to spend on Magic Qualities; like Virtues for characters that begin the game with Magic Size: Assign Size, with 0 indicating an and Flaws, Minor Qualities and Inferi- Might, whether or not they were born with it average adult human. Add twice this value orities are worth 1 point, Major Qualities or were somehow transformed by magic — to the character’s Strength, and subtract it and Inferiorities are worth 3 points. Grog there are also ways for characters who do not from Quickness. characters cannot take Major Inferiorities have Magic Might to gain it, but these char- or Qualities. acters should be designed in the normal way and then given the appropriate Virtue later in 2. Determine Season and the saga, rather than use these rules. Assign Abilities 4. Finishing Touches

Season determines the magic charac- Choose appropriate equipment, com- Concept ter’s starting experience points, which are bat scores, Confidence (if applicable), and used to assign it scores in any Abilities the inherent vis. Choose at least three Person- character can learn, based on its Virtues and ality Traits that describe the character’s The first step of making a magic character Flaws. A spring character receives 120 expe- behavior, and an Essential Trait that de- is determining its essential qualities and shape rience points, a summer character receives scribes its true form. — what is often referred to as its “true form.” 360, an autumn character receives 720, and This is basically what the character would be a winter character receives 1200. if it were not magical, though it may have nat- ural advantages that make it especially suited to the realm of Magic. True form determines Like any other character, you should begin form would be able to use these scores, such a great deal about the character, including its with all eight scores at 0 and assign 7 points as when the character is an inanimate object appearance and instinctive behavior, and also to them — negative points in one Character- or even just a figment of the imagination. determines the character’s initial Characteris- istic give positive points in another, though at You should also decide if the charac- tics scores and starting Size. this stage they should not exceed +3 or –3. ter is intelligent or not. Many magic beings Once you have the character’s true form, These should be assigned as seems appropri- have human intelligence, as the power of the you should determine its base Characteristics. ate regardless of whether or not the character’s Magic realm often affects a character mentally

Auras and Might Recovery

Magic characters can recover Might subtotal recovery Time To determine how quickly individual Points more quickly when they rest in a 0 24 hours Might Points are regained, divide the Recov- Magic aura, though like mundane charac- 1 12 hours ery Time by the character’s Might Score. ters recovering Fatigue, the magic char- Recovery Rate: 1 Might Point per acter cannot engage in strenuous activ- 2 6 hours (Recovery Time / Might Score) ity while resting. The time in which the 3 3 hours character’s entire Might Pool replenishes 4 90 minutes In a Magic aura of 3, a Might Score 10 depends on the strength of the aura modi- 5 45 minutes character recovers all Might Points in 12 hrs., fied by the magnitude of the character’s 6 22 minutes or 1 Might Point per 1 hr. 12 min. of rest. Might Score, as shown below. In powerful auras, characters with low 7 10 minutes Might Scores recover almost instantly, Entire Recovery Time: Subtotal = Aura 8 5 minutes making them especially dangerous if given – (Might Score / 5), then refer to chart 9 2 minutes even a few seconds to rest.

30 Magic as well as physically, though it is uncommon in animals and extremely rare in magic things Character Guides like elementals. While it is possible to play a recurring character that does not reason as To quickly describe a magic character these do not have to balance out as with a humans do, this is generally not recommend- intended to fulfill a supporting role in an typical starting character, and if the char- ed (see the Cunning Characters sidebar). adventure, or a character that will not reg- acter guide requires more Virtues or Flaws During this step, you should also choose ularly associate with the other characters’ than that character can have, all of the the character’s Virtues and Flaws, which covenant, the storyguide can use a charac- character’s choices must come from this represent the natural advantages and disad- ter guide instead of a full character sheet. list. For convenience, required Qualities vantages associated with its true form. First, This is a summary of requirements for de- and Inferiorities (see below) may be listed you should take one of four Special Virtues signing magic characters that conform to here as well, with an asterisk to distinguish that describe the type of magic being you a particular type or purpose in the saga, them from Virtues and Flaws. are playing, described below. These include such as a species of magical animal or a Personality Traits: Any Personality Magic Human, Magic Animal, Magic Spir- race of magical human beings. It specifies Traits listed here are required, and those it, or Magic Thing. (There is also a Virtue what the character must have in order to with an asterisk are Essential Traits (see Es- called Transformed (Being) that gives a char- function in the game session, but ignores sential Traits, below). acter a Magic Might Score, but it is intended other aspects of the character that are un- Abilities and Combat Scores: These for standard characters to gain through play, likely to come into play. are the minimum values the character can not for use with these rules.) A character guide usually consists of: have in its Abilities, and calculated combat You must also assign the character one of Magic Might: This is the character’s scores based on these values. The charac- five Social Status Virtues and Flaws that gen- Might Score and the Form associated with ter cannot spend experience points on any erally describe how it interacts with human the character’s magical nature. It is often other aspect of the character until all of its society and how it will be treated by others listed as a range of values, to accommo- scores have reached these levels. in the saga. These are Magical Master (Major date similar characters designed to fill dif- Powers: If the character has any pow- Virtue), Magical Champion (Minor Virtue), ferent roles in the saga. ers, they should be described here. Magical Covenfolk (Free Virtue), Magical Characteristics and Size: These scores The magic characters listed in the Bes- Friend (Minor Flaw), and Magical Monster are the minimum values after points have tiary section of ArM5 (pages 193–194) may (Major Flaw), and are described in more detail been assigned, including modifications from be used as character guides, as can the ani- under Abilities, Virtues and Flaws, below. Virtues and other aspects of the character. mals in the Book of Mundane Beasts appen- You may then take as many additional Virtues and Flaws: These are the dix or those created using the rules in Houses points of Flaws as the character is typically en- character’s required Virtues and Flaws, but of Hermes: Mystery Cults on pages 38–43. titled to, balanced with the correct number of Virtues. If your character concept requires any Virtues or Flaws, you must take them before Character Guide: A Magic Hound choosing any others. You can take Virtues and Flaws that are associated with the character’s Magic Might: 0-10 (Animal) R: Arc, D: Conc, T: Ind magical nature later (these are called Magic Characteristics: Cun 0, Per +2, Pre –2, Once the hound is set on the scent of Qualities and Inferiorities), so these should be Com 0, Str 0, Sta +2, Dex +1, Qik +2 a creature or person, it can follow flaw- natural advantages and disadvantages that de- Size: 0 lessly for as long as is needed to locate scribe the character at its most basic level. Virtues and Flaws: Magic Animal; Im- it. The hound is not fooled by the var- Once you have finished choosing Virtues proved Fatigue*, Keen Sense of ious ruses of his prey, such as heading and Flaws, determine the character’s Size and Smell*, Lesser Power*, Long Winded, through water or doubling back. If the modify its Strength and Quickness, adding Sharp Ears, Tough* prey has Magic Resistance, this effect two times Size to Strength, and subtracting Personality Traits: Hound* has to Penetrate in the usual fashion. Size from Quickness. (If Size is negative, you Combat: Level 25 effect (Base InCo 3, +4 Arc, will end up subtracting two times this value Bite: Init +2, Attack +10, Defense +9, +1 Conc, +1 An requisite), Lesser from Strength and adding it to Quickness.) Damage +1 Power (25 levels) Size can also be increased or decreased later Soak: +5 in the character creation process, so you Fatigue Levels: OK, 0/0, –1, –3, –5, Un- This is a sample character guide for should always choose Size based on how the conscious a magic hound, such as one that belongs character would look if it were not magical. Wound Penalties: –1 (1–5), –3 (6–10), –5 to a character with the Magical Animal (11–15), Incapacitated (16–20), Dead Companion Flaw. It has everything a sto- (21+) ryguide needs to run the creature for a Magic Animals Abilities: Athletics 5 (distance running), game session, and if it were to join the Awareness 4 (keeping watch), Brawl 5 saga as a permanent character the other Magic animals are the most common sort (bite), Hunt 4 (track by scent) details (Flaws, Inferiorities, Season and of magic characters, having a beast for their Powers: the rest of its Abilities) could be fleshed true form. For the most part they look like the The Inexorable Hunter, 5 points, Init –1, Ani- out quickly using the Magic Character animals upon which they are based, though mal or Corpus Creation rules. they may seem larger, wilder or stranger than

31 Realms of Power mundane animals. To generate a magic animal Magic Humans magical beings to be human, and may decide character, you can use the stats of the mundane that the character is not a true magus once animal as a character guide (see the Character Magic humans are typically associated his magical nature becomes widely known. Guides sidebar). These might be taken direct- with Corpus, but have otherwise been so ly from the Book of Mundane Beasts appendix, changed by the Magic Realm that they can or generated using the rules in the Bjornaer no longer pass for human in their natural Magic Things chapter of Houses of Hermes: Mystery Cults (pages forms. They are perhaps the easiest charac- 38-43), but note that animals created using ter type to design, because for the most part There are some magic characters made those rules have free Qualities that are used to they are designed like other human charac- up of otherwise stationary matter from any determine their base Characteristics and other ters. However, all magic humans also have a Form made animate by the raw power of na- natural features, and that these are different monstrous appearance, giving them a –6 to ture and the influence of the Magic Realm. from the Magic Qualities described below. all social interactions with mundane humans This can include living things such as a magi- All magic animals have innate equivalents or animals (see Major Inferiorities, below). cal tree or a statue of an animal made flesh, of the No Hands and Mute Flaws. In addi- This does not necessarily mean that the or nonliving things made up of nothing but tion, mundane animals usually have several character is ugly, just that it is supernatural raw material held together by magic. In ei- minimum Ability scores and required Virtues in some obvious way: it could shine with a ther case, it is dependent upon its Size for and Flaws, and these are required for magic nimbus of golden light, for example, or ap- its Magic Might — to gain more Might, its animal characters based on those animals as pear unnaturally skinny or old. true form must somehow become larger. The well, except that any Personality Flaws are While magic characters that have The following chart shows the minimum Size re- optional — the player can take them as Per- Gift do exist, it is difficult to design such quired for each level of Might Score. sonality Traits instead. Many magic animals a character as a magus using these rules, as also take the Unaffected by The Gift Virtue the way magic characters learn Abilities and M ight Score minimum Size (see New and Modified Virtues, below). Arts is different from the normal Hermetic 0 –21 During the Magic Might phase of char- apprenticeship and not very compatible with 1 –18 acter creation, you must subtract the char- it. It is best to design the magus as a normal 2 –15 acter’s Size from its Might Score, or add to character and then allow him to obtain the 3 –12 it if Size is negative. (This does not change Transformed Human Virtue (see below) after 4 –9 the number of Magic Qualities the character he has completed his apprenticeship. Note, 5 –6 receives, as described below.) however, that many magi do not consider 10 –3 15 0 (+5) (+3)

A magic thing can become larger either physically, by absorbing some of its sur- roundings into itself, or metaphorically, by becoming part of something more magical than itself. This relationship depends upon the magic thing being in constant contact with the larger entity — if they are separat- ed, the character’s Might Score is immediate- ly reduced until they are reunited again. For example, a magical sword could increase its Might by acquiring a human wielder, but if that person should ever set aside or lose the weapon, then it would lose all of the power it had invested in that person by extension of its magical nature until they are reunited. Magic things do not necessarily have hands to grasp with, or feet to walk with, but they can still move themselves about, though they travel very slowly. They can pick up objects that are smaller than they are, and even carry them as long as they can touch them. This is often frightening and strange to see, and it may appear that an in- visible spirit is carrying the objects through the air or dragging them across the ground. Though magic things can speak and make other noises appropriate to their form, few of them do. Many of these characters will have

32 Magic the Crippled, Mute, or No Hands Flaws (or Limited Movement, Limited Voice, or Lim- Cunning Characters ited Gestures if they are grogs; see Minor Inferiorities, below). Characters with animal intelligence either abandon the task or return to their Like the claws of a magic animal, or a mag- are generally not as much fun to play as master for guidance. They may seem to ic person’s fists, magic things are not blocked characters with human intelligence, be- have a personality, but they do not inter- by Magic Resistance unless they are subject cause Cunning limits what the character act with humans or others of their species to an active supernatural effect. Since they do can reasonably know. Unintelligent char- beyond a superficial and predictable level, have Might, wards against magic things must acters are mostly concerned with their as they are motivated only by their natural in turn penetrate their Magic Resistance. next meal, or what they are going to do instincts in response to stimuli. Magi can enchant a magic thing as an in- that day, but rarely plan for the less im- Because the power of the Magic vested device just like any other object, and mediate future. They do not learn or study realm tends to improve characters over there are said to be secret paths of knowl- except when trained by an intelligent time, whenever an unintelligent charac- edge that allow magi to take advantage of a master, so rarely gain experience points ter is significantly changed by the realm magic thing’s Might Score (such as Hermetic through any means other than Exposure, of Magic, perhaps by gaining a Virtue Empowerment, page 64 of The Mysteries Re- and they cannot increase Abilities that or Flaw through Warping or exposure to vised Edition, or Bind Magical Creatures, page they do not possess naturally. They can- the Magic Realm, its player may choose 134 of Houses of Hermes: Mystery Cults). It is not not use Confidence Points unless they to transform its Cunning score into Intel- possible for most magi to have anything but have the Ferocity Virtue. They can follow ligence. Most players’ regular characters an animal as their familiar, but there are mys- instructions, but if they encounter a situa- will be intelligent, since there are no me- teries for binding a spirit familiar, and there tion that requires a decision or a judgment chanical benefits for choosing to play an may be variations on these Virtues for bond- call then they are unable to proceed; they unintelligent character. ing with a magic thing instead (see Spirit Fa- miliar, The Mysteries Revised Edition, page 66). Magic things always have Temporary bark might look like a dog, while the ghost istics (Cun –2, Per 0, Prs 0, Com –4, Str +4, Stm Might (see Major Inferiorities, below), which of a human might appear as that particular +3, Dex –2, Qik +2). These scores give Erik an idea means that they do not easily or quickly person did at the moment of his death. A fire of what Aeolus should eventually look like. He begins regain their spent Might Points and their spirit might look like a column of smoke and assigning points to his Characteristics, and ends up wounds are bound to their Might Scores, so flames. Within the Magic Realm, or among with Int –2, Per 0, Prs 0, Com +1, Str 0, Stm +3, that each injury a character suffers reduces other beings with the same sort of Might, Dex –2 and Qik +3 (the horse’s +2 Size will increase its Might Pool and manifests as vis. All mag- this is the character’s true form. Strength by 4 and decrease Quickness by 2). ic thing characters receive the No Fatigue Spirits are generally considered immortal, Looking at Virtues and Flaws, Erik sees that he Quality at no cost. though if a magic spirit’s true form is some- must assign Aeolus Long-Winded, Improved Charac- how destroyed or banished, it ceases to exist teristics, and Great (Quickness). With Improved Char- as a character. It may return later and appear acteristics, he increases his Presence to +2. He also has Magic Spirits exactly the same as it did before, but for the to take a Social Status, and chooses the Minor Social purposes of the game this new spirit is essen- Status Flaw Magical Friend to describe his relationship Many types of magic characters have an tially a different being. Magi familiar with the with the covenant and with Victor. He then takes two insubstantial form, like ghosts, animate il- secrets of magical theurgy might call each Minor Personality Flaws: Proud (like all chargers, lusions, or Daimons. These characters’ true manifestation an “Aspect” of the original. Aeolus is rather self-centered), and Lecherous (Aeolus is forms are not physical and cannot gener- Magic spirits always have an innate an expert in animal husbandry, so to speak). He must ally be perceived or affected except by other Magical Air that is very difficult for them also take Horse +3 as an Essential Trait. magic characters of the same form. Without to overcome. Even the spirits of magi who Aeolus is Size +2. After this is applied to his the power to manifest, they are invisible to possessed the Gentle Gift make others very modified Characteristics, his final scores are: Int –2, all others and can pass through solid objects uncomfortable with their presence. Per 0, Prs +2, Com +1, Str +4, Stm +3, Dex –2, with ease; but when interacting with other and Qik +2. spirits, they are as vulnerable as if they were flesh and blood. Example: Aeolus Ghosts played as characters are always aware of their incorporeal nature, and thus Neil’s character at Semita Errabunda, Victor of Season recognize their magical limitations (they Mercere, rides a magical horse named Aeolus, indi- are not able to unconsciously assume a solid cated by his Magical Animal Companion Flaw, and The next step in magic character cre- form, for example) and know the advantages Erik decides to design it as a magic character for him ation is determining the character’s experi- and disadvantages of their spectral form (see or one of the other players to play in the saga. Neil ence with the world in which it lives. In Ars Chapter 7: Magic Spirits). has already described most of the character’s personal- Magica, the number of experience points a To design a spirit as a magic character, ity and powers, so Erik will simply be applying those starting character receives is usually deter- begin with the Characteristics for a physi- ideas to these rules. mined by his age, since characters generally cal being: a human, an animal, or even an Erik looks up the stats for a horse in the Book of gain experience over the course of a year. inanimate object. For example, an Imaginem Mundane Beasts, and decides that Aeolus is a charger. Magic characters can still gain experience spirit that is based on the sound of a dog’s For reference, he copies down the charger’s Character- and develop like other characters, but it is

33 Realms of Power Magic Might PCs and NPCs

Every magic character in Ars Magica characters any Might Score that seems ap- You must decide upon the character’s is designed the same way, no matter what propriate for their purpose without regard Magic Might Score, and the magical Form its role in the saga, so that there really is for their role in the saga, and to give them with which the character’s Might will be as- no practical difference between a “player any Virtues or Qualities they like without sociated (usually based on the character’s true character” and a “non-player character.” worrying about whether or not the charac- form). Magic Might determines the super- That said, sometimes it is useful to make a ters are properly balanced. You can also use natural strength of the character, and should character that is more or less powerful than character guides (see the sidebar above) to vary depending upon the power level of the the others, perhaps to act as an antagonist make these stats easier to read, and so that if saga and the role that the character will play in a conflict or to serve as a temporary ally the character ever becomes more involved within it. This is probably the most impor- for other characters in the saga — as a sto- in the saga, you can then develop it more tant score on the character sheet, as all of the ryguide, you should feel free to assign these fully, so that it is suitable for the long-term. character’s powers and everything about its magical nature follow from this, and so here are some guidelines to help you choose an more difficult and not something that they of experience. A mundane human in the appropriate starting value. can do every year. A very old magic charac- winter season would be no younger than 50 ter is not necessarily more experienced than years old. They are considered extremely Power grog companion magus one who has only been around a short while, wise and powerful, but also distant and de- Low 0 5 10 since it may not have advanced as much or as tached, rarely involving themselves in the Medium 3 10 20 often in the intervening time. events of the outside world. Such creatures High 5 15 30 Season is a new statistic that replaces age often retreat to the Magic Realm where they Legendary 10 25 50 for magic characters, and indicates how ex- will not be disturbed. perienced the character is compared to other Season is how you will determine In this chart, a grog-level character characters. Much like magi use this concept the character’s starting experience points. is about the same power level as a grog, to explain the development of their cov- Choose which Season best describes the though it does not necessarily protect the enants, Season divides a magic character’s character, and consult the following table. covenant or act as another character’s body- existence into four distinct stages: spring, These points may be spent as you would for guard. The role works best for characters summer, autumn, and winter. any beginning character; you must have an that will be shared by several players in the Spring characters are underdeveloped, appropriate Virtue or Flaw to purchase Abili- troupe, or that will be played as a direct like children who are still adapting to their ties that are not General. If your character extension of another character — often a forms. They have only recently come into concept includes innate Abilities (as many good choice for a familiar or a character like being, and have little practical experience animals do) you will need to spend your a Ghostly Warder. with either the Magic Realm or the mundane starting points on these scores first. A companion-level character has spe- realm. A spring human would be approxi- cial status at a covenant, and is typically mately five years old. While they have little Character starting played by only one member of the troupe. practical experience, they also tend to seek season experience For many familiars, this might be the most out knowledge and new ideas. Spring 120 appropriate role, especially if the creature is Summer characters more closely resem- Summer 360 particularly independent or especially pow- ble young adults in outlook and maturity, the Autumn 720 erful — in these cases, one player typically equivalent of a human being of about twenty Winter 1200 plays the magus, and another plays his com- years of age. Where spring creatures wish to panion. Most characters associated with explore the world, summer characters gen- This will almost certainly be too few Magical Animal Companion are designed erally seek instead to make themselves part experience points to properly describe the to fill this role. of it, establishing communities and forming character, but you can gain additional expe- A magus-level magic character is a friendships with others of their kind, and rience in the next step of this process, as part character played instead of a magus, or embarking upon adventures together. of the character’s magical nature. designed to be approximately equal to a Autumn characters are more mature magus of the same power level. It is also creatures; for a human being, this would be possible for an actual magus to transform similar to a person of about 35 years of age. Example: Aeolus himself into a magical being, though it is Their experience tends to be focused in two often better to do this with the Transformed or three particular areas of knowledge, like Starting with Season, Erik decides that Aeolus is a Human Virtue (see New and Modified Vir- a master of his craft, and their involvement Summer character. This gives him 360 experience points tues, below), or through methods described with the world is more limited, confined to to spend. As he is a horse, he must take Athletics 4, in other sourcebooks. interaction with only a few worthy of their Awareness 3, Brawl 2, and Survival 3 as innate Abili- These values are intended to produce a attention. They often adopt the role of men- ties. This leaves Erik 235 points. He increases Brawl to character that is similar in power to others in tors to other characters. 4, and takes Area Lore 5, Charm 3, Folk Ken 2, Living the saga, but of course the storyguide should Winter characters are the eldest of be- Language 4, Profession: Mount 2, and Stealth 2. He feel free to assign the character any Might ings, ancient creatures with countless years also assigns appropriate specialties to all of these. Score that seems appropriate to the circum-

34 Magic stances. For example, if a magus manages to enchant as his familiar a beast with Magic Aeolus, Magical Horse Might 42, you should design the character that way, even though that value does not Magic Might: 8 (Animal) Appearance: His natural appearance is appear on this chart. (You could also design Characteristics: Int 0, Per 0, Pre +2, Com that of a horse of good but not excep- it with Might 30 and then increase that value +1, Str +4, Sta +3, Dex –2, Qik +2 tional breeding, with a chestnut coat with Magic Qualities.) Size: +2 and well-groomed black mane and tail. Magic Might gives the character its pow- Season: Summer For appearances’ sake when in public, ers, but also limits the character’s develop- Virtues and Flaws: Magic Animal; Magi- he will wear a bridle, but this has been ment, as described under Advancement, be- cal Friend; Great Quickness, Improved especially fashioned for his comfort low. You must subtract the character’s Might Characteristics, Long-Winded; Proud, and has no bit, since “he carn’t tork Score from all Advancement Totals, includ- Lecherous pwopuhlee wiv a bah ih hih mouf.” ing exposure, adventure, and other forms of Magic Qualities and Inferiorities: Gift Victor has obtained a fine, expensively study. This means that it is very unlikely for of Speech, Improved Abilities (x5), tooled and ornamented saddle for Ae- a character with a Might Score of 10 or more Lesser Power, Minor Virtue (x3) (Im- olus, to match his vanity, and Aeolus to ever increase any of its Abilities through proved Characteristics, Unaffected by prefers to wear it as much as possible. normal advancement. The Gift, Venus’s Blessing) It annoys Aeolus no end that Victor Once you have determined the Might Personality Traits: Horse* +3, Randy* +3, will insist on pointing out how the Score of the character, you also receive this Vain* +3, Skittish +2 saddle’s value draws undue attention same number of points with which to buy Combat: to them, and so they must generally Magic Qualities. Qualities are supernatural Kick: Init +4, Attack +4, Defense +8, Dam- share a plain saddle in public. aspects of the character that give it special age +5 advantages. Minor Qualities cost 1 point, Soak: +3 Aeolus is the Magical Animal Compan- and Major Qualities cost 3 points. You can Wound Penalties: –1 (1–7), –3 (8–14), –5 ion of Victor of Mercere, from Semita Er- also choose to take Inferiorities, supernatu- (16–21), Incapacitated (22–28), Dead rabunda. Out of earshot, Victor might say ral disadvantages that allow a corresponding (29+) that Aeolus is “his” horse, but Aeolus would number of additional Qualities in the same Fatigue Levels: OK, 0, –1, –3, –5, Uncon- have it that Victor is merely “his” rider. It way that Flaws allow a character more Vir- scious is Aeolus’ considered opinion that he is the tues. These are also similar to Virtues and Abilities: Animal Handling 3 (other hors- more intelligent and better-looking of the Flaws in that grog characters cannot take es), Area Lore (local Tribunal) 3 (geog- pair of them. It is he who comes up with all Major Qualities or Inferiorities. raphy), Area Lore: Semita Errabunda’s the bright ideas, though he allows Victor See Qualities and Inferiorities, below, for regio 4 (geography), Artes Liberales 1 to believe otherwise as it is less confusing a list of how these points may be spent. (logic), Athletics 5 (running), Aware- to outsiders. They often spend many hours ness 3 (alertness), Brawl 4 (fighting on the road discussing the meaning of life solo), Charm 5 (ladies), Folk Ken 2 and the nature of existence. Aeolus shares Example: Aeolus (Redcaps), Latin 4 (magi), Living Lan- Victor’s mad passions for the chase and the guage: Victor’s 5 (trail talk), Organiza- hunt, and is particularly vain and proud of For Magic Might, a base value of 10 seems tion Lore: Order of Hermes 3 (who’s his superior nature and his “way with the about right for Aeolus’s role at the covenant (it is who), Philosophiae 1 (metaphysics), females.” He is an intact stallion (with no a medium-power saga and Erik will play him as a Profession: mount 3 (ladies), Stealth 3 intention of ever being gelded), and while companion), and this Might is obviously associ- (moving quietly), Survival 3 (woods) he will often attempt to charm any human ated with Animal. Because he is a magic animal, Powers: ladies who admire him or will listen to what his Might Score is adjusted by his Size, giving him From Nag to Charger, 0 points, Init 0, Animal he has to say, he generally prefers to put his a score of 8. He also has 10 points to spend on R: Per, D: Sun, T: Ind magical good looks to use on other horses. Magic Qualities. Aeolus may change himself into any Victor owns a magical amulet that Erik takes a Lesser Power that allows Aeolus kind of horse, from a tired out palfrey he has woven into Aeolus’s mane. When to change his appearance, a level 15 effect, and to the finest war destrier. This effect someone speaks the command word, the converts the 10 spell levels left over into 2 points lasts until dawn or dusk, unless Aeolus charm grants the horse touching the amu- of mastery, reducing the casting cost from 2 Might cancels the effect in the meantime. let the power to ride across water, mud, Points to 0. He then takes Gift of Speech, as Aeolus Level 15 effect (Base MuAn 4, +2 Sun, +1 or any other surface once per day. Since is a talking horse. He also gives Aeolus three more size), Lesser Power (15 levels, cost -2) Aeolus can talk, he is generally the one Minor Virtues: Venus’s Blessing, Unaffected by The Equipment: Victor’s magical amulet, com- who decides whether the charm is used Gift, and Improved Characteristics, which raises fortable harness, ornate and expen- or not. (Aeolus wants a charm that will let his Intelligence to 0. He spends the remaining points sively tooled saddle him gallop through the skies, but Victor on Improved Abilities, since Aeolus has spent a lot Vis: 2 Animal, in head. has not yet been able to afford it.) of time with Victor in the mundane world, giving him 300 more experience points to spend. Erik does not see any Inferiorities that seem particularly ap- It would be possible to make Aeolus as a grog in- he would have a Might Score of 1 and only 3 points propriate to the character, so he decides he is done stead of a companion, since all of his Virtues, Flaws, of Qualities to spend, though he could take Inferiorities assigning Qualities. and Qualities are Minor. For a medium-power saga, to make up the difference.

35 Realms of Power

sure the character does not go against its Magic Powers fundamental nature; the character cannot act against this Trait, and magic cannot force the There are four Magic Qualities that lated as shown on page 191 of Ars Magica character to behave contrary to it. give magic powers to a character, and Fifth Edition: Might Score – (5 x Might You should calculate all of the charac- these powers are designed like Hermetic Point cost) + Penetration bonus. This means ter’s combat scores, including its Soak and effects of four different types. Each Qual- that to increase a power’s Penetration Total, Wound level ranges, and assign any equip- ity includes a number of spell levels, a you must decrease the power’s cost, increase ment you imagine it could have reasonably Might cost, and an Initiative score, which the character’s Might Score, or improve the acquired and maintained, keeping in mind vary depending upon the type of power. character’s Penetration score. the character’s strength and encumbrance. These are summarized here for easy com- If a magic character receives an Inca- Finally, calculate the character’s inherent vis, parison. Note that with the exception of pacitating wound, in addition to the usual choosing its type, location, and the amount Lesser Power and Personal Power, all of effects (ArM5, page 178–179) the character (this is typically equal to its Might Score di- these are Major Qualities. There are also cannot spend any Might points. He can still vided by 5, rounded up). Virtue equivalents for characters who do activate any powers with a zero cost. If the not have a Might Score (see New and character has constant-effect powers with a Modified Virtues, below). non-zero cost they expire at the next sunrise Like Ritual spells, Ritual Powers are or sunset and cannot be reactivated until the always at least Level 20, and all powers character is no longer Incapacitated. with effects of Level 50 or more must be A character whose Might pool has Qualities and designed as Ritual Powers. An effect that reached zero can no longer activate any would require a Ritual spell (such as a powers unless they have a cost of zero. Inferiorities Boundary Target or Year Duration) also Powers that have already been activated requires a Ritual Power. continue until their duration expires; if In much the same way that all characters A Greater, Lesser, or Personal Power they are constant-effect powers with a have Virtues and Flaws, and covenants have can be made constant, triggering auto- non-zero cost, then they cease at the next Boons and Hooks, magical beings designed matically at both sunset and sunrise and sunrise or sunset unless the character has as characters have Qualities and Inferiorities. continuing perpetually as long as the char- regenerated sufficient Might points in the These represent how the character has been acter has a Might Score and the Might intervening period to reactivate them. altered by the realm of Magic. They are clas- Points needed to activate it. The effect Wound and Fatigue penalties do sified as Major and Minor, like Virtues and must be designed with Sun duration, and not apply to powers. However, you can Flaws, though they differ from Virtues and costs an additional magnitude on top of change this to make supernatural creatures Flaws in that they can only be taken by char- that. If the power has a Might cost, it is less challenging, or to make their powers acters with a Might Score, and in that they subtracted from the character’s Might work more like Supernatural Abilities and do not have to balance each other during Pool every sunrise and sunset, whether the other magical effects. One way to do this character creation. A character starts with character is aware of it or not. If the char- is to subtract Wound and Fatigue penalties a set number of Quality points equal to its acter does not have enough Might Points, from the character’s Penetration Total. In Might Score, and while taking Inferiorities the power is temporarily interrupted until a similar way, you could treat powers that gives the player more points, they are not the next activation. A character can also cost Might Points to activate as spells that required. Like Virtues and Flaws, the player spend a Confidence Point to prevent a require Fatigue when determining whether spends one point for a Minor Quality, and constant power from triggering. a magic character’s wounds worsen because three points for a Major Quality. Penetration for a Magic Power is calcu- of activities undertaken while injured. Qualities and Inferiorities are important for characters with Magic Might because they can Quality spell Levels effect Type might Cost initiative gain new Qualities and Inferiorities through Focus Power 25 Spontaneous magnitude Qik – magnitude play more easily than Virtues and Flaws, and Lesser Power 25 Formulaic magnitude Qik – (magnitude x 2) they can also lose them over time if they be- Greater Power 50 Formulaic (magnitude / 2) Qik – (magnitude / 2) come too distant from the power of the realm. Ritual Power 25 Ritual magnitude Qik – (magnitude x 2) This distinction is unnecessary for characters Personal Power 25 Limited (magnitude / 2) Qik – (magnitude / 2) that do not have a regular or recurring role in a saga, though — Qualities and Inferiorities can be treated as Supernatural Virtues and Flaws Finishing Touches has the Ferocity Virtue, give it a Confidence when it is not necessary to balance the charac- Score of 1 and 3 Confidence Points to start. ter’s statistics against other characters. Every magic character has a special Per- Most Qualities and Inferiorities can be Magic characters are completed just sonality Trait, typically at +3, that describes taken more than once, but characters who are like standard characters: make sure it has at its true form. This is usually something sim- intended to serve a grog role in a saga may least three Personality Traits, and that any ple, like “Raven,” “Person,” or “Tree,” and is not take Major Qualities or Inferiorities, just Reputations are described. If the character is distinguished from other Personality Traits as they cannot take Major Virtues or Flaws. intelligent, is not a grog and does not have with an asterisk (*). This is an Essential Trait The term Qualities is also used to de- the Low Self Esteem Flaw, or if the character (see Essential Traits, below) that helps en- scribe the natural advantages that determine

36 Magic a mundane animal’s Characteristics, found Magical Air, this Quality removes all the so- child (Size –2) would become the size of a in the Bjornaer chapter of House of Hermes: cial penalties associated with the character’s large adult (Size +1), but would still have the Mystery Cults, pages 40-43. These “mundane magical nature, as if it did not have The Gift proportions and features of a child. Qualities” are not necessary for magic char- at all. If the character is both Gifted and has acters, and should not be listed on the char- an inherent Magical Air, this lessens the pen- Size Size Strength Quickness acter sheet to avoid confusion. However, alty from a Blatant Magical Air to that of the Increase Bonus Penalty they are especially useful for determining the normal effects of The Gift. –11 or less +5 +10 –5 required scores of a magic animal character Gifted: The character has The Gift, or –6 to –10 +4 +8 –4 (see the Character Guides sidebar, above). something very like it, in that it can learn Su- –2 to –5 +3 +6 –3 Human characters with Magic Might pernatural Abilities, can initiate new Virtues +1 to –1 +2 +4 –2 may take Heroic Virtues and Flaws (Houses of and Flaws through a Mystery Cult, and has a +2 or more +1 +2 –1 Hermes: True Lineages, pages 104-109) as Magic disturbing magical presence, as if it had the Qualities and Inferiorities. Magical Air Flaw. The character can even If the character has other Virtues, Flaws, be opened to the Hermetic Arts, though Qualities, or Inferiorities that modify its its master’s Intellego Vim Lab Total must Size, you should apply them in this order: equal or exceed ((30 + the character’s Might Flaws, Inferiorities, Virtues, Qualities. You Major Magic Qualities Score) x 2) for the opening of the Arts to be should determine its Characteristics first, successful. Only intelligent magic characters so that they may be modified appropriately. Fatigue Mastery: The character can can take this Quality. For example, a base Size 0 character with Str spend its Fatigue levels instead of Might Gigantic: The character’s Size is magi- 0, Qik 0, Improved Characteristics, Small Points. Each Fatigue level is worth a num- cally increased, making it obviously superior Frame, and Gigantic would apply Improved ber of Might Points equal to the character’s to mundane creatures. Because of this, the Characteristics first, increasing its Str to +2; (Might Score / 5). character is also stronger and proportionally then Small Frame, reducing Size to –1; and Focus Power: The character has a magical slower to react. Consult the following chart finally Gigantic, increasing Size by +2, Str power with a narrow range of effects, like the to determine the amount by which the char- by +4, and reducing Quickness by –2, for a ability to cast spontaneous spells that are asso- acter’s Size, Strength, and Quickness should final result of Size +1, Str +6, and Qik –2. ciated with a single type of magic. This power be adjusted. Also note that this Quality does This Quality may be taken more than is like a magical focus, in that all of the pos- not change the relative shape or apparent age once. If it is, apply the effects one at a time, sible effects have to be related to a specialty of the character, so that a Gigantic human and base the Size increase on the Size after that is smaller than a single Hermetic Form. The player receives 25 spell levels to spend on this power, which indicates the highest level effect that the power can pro- duce. You can take it more than once to allow for more-powerful effects, but you are also limited by the character’s Might Score — the level of effects that this power generates can- not exceed it. You can always take the power at a level higher than the character’s Might and increase its Might Score later, and you can also allow the character to create effects of a level exceeding its Might Score with mastery points (see Minor Magic Qualities, Improved Powers, below). This power has a Might Point cost of the magnitude of the ef- fect cast, and an initiative score of (the char- acter’s Quickness – the power’s maximum magnitude). You should also note the Form or Forms associated with the effect, for the purposes of evaluating magic resistance. Any spell levels that are left over may be used to increase the effect level of other Fo- cus Powers, or converted into mastery points, with 5 full levels of effects equal to 1 mastery point. These may be spent like the mastery points gained from the Improved Powers Mi- nor Quality on any of the character’s Focus Powers. Note that the cost of a Focus Power cannot be reduced with mastery points. Gentle Air: For those with Gifted or

37 Realms of Power the previous Qualities have been applied. For can be combined with the spell levels gained Any spell levels that are left over may example, a base Size 0 character who took Gi- when taking this Quality more than once to be used to increase the effect level of other gantic twice would increase to Size +2 from allow for greater level effects. The power has Greater or Lesser Powers, or converted into the first, and then, because his Size is now +2, a Might Point cost equal to (the magnitude of mastery points, with five full levels of effects by +1 for the second, to a final Size of +3. the effect / 2), and an initiative score equal to equal to one mastery point. These may be Greater Power: The character has a spell- the character’s Quickness – (the magnitude of spent like the mastery points gained from the like power designed like a formulaic spell. the effect / 2). You should also note the Form Improved Powers Minor Quality on any of Taking this Quality gives the character 50 or Forms associated with the effect, for the the character’s Greater or Lesser Powers. spell levels to spend on this power, and these purposes of evaluating magic resistance. Improved (Characteristic): Increase by one

Common Magic Powers

The following powers are common Equine Shape tim. Each creature may have more than among beings associated with Magic, and one power of this type, each bestowing a are good examples of the sorts of things that 2 points, Init equal to (Qik – 2), Animal different Flaw. The creature can decide to a magic character might be able to do. R: Per, D: Sun, T: Ind bestow the Flaw permanently or temporar- The character can transform into a ily. If permanent, the power is a ritual-like power and costs points from the creature’s Crafter of (Form) horse until the sun rises or sets. MuFo 25 (base 10, +2 Sun, +1 size): Might score as well as Might pool (see Rit- Variable points, Init equal to (Qik – 5), Personal Power (25 levels) ual Power, below). If temporary, the Might appropriate Form points spent on this power are only recov- ered when its effects are withdrawn. R: varies, D: varies, T: varies Flight of the Hummingbird Duplicates any of a range of non-Ritual No Hermetic equivalent: Ritual Power Creo or Rego spells pertaining to the speci- 0 points, Init equal to (Qik – 2), ap- fied Hermetic Form, at a cost of 1 Might propriate Form Grant Puissance in (Ability) point per magnitude of the effect. The R: Per, D: Sun, T: Ind level of the effect cannot be greater than The character can fly through the air in 4 points, Init equal to (Qik – 3) Corpus the creature’s Might, or 25, whichever is any direction, simply by concentrating. If R: Voice, D: Sun, T: Group lowest. This power affects only one Form, distracted, this control is lost but the power Bestows prowess in a given activity. For but some creatures have this power more still holds the character aloft indefinitely. every Might point invested, ten men can than once, for different Forms. ReFo 15 (base 4, +2 Sun, constant): be given a +1 to all rolls in a general situ- Cr(Form) or Re(Form) 25: Focus Power Personal Power (15 levels, –2 Might cost) ation (such as combat, or woodcraft); or 1 man can be given a +3 to a specific Total or Ability (such as Soak or Hunt). Might Enliven the Gross rant ajor law G (M F ) points spent on this power are only recov- (Elemental Form) ered when its effects are withdrawn. 10 points, Init equal to (Qik – 20), Vim MuCo 20 (base 2, +2 Voice, +2 Sun, +2 4 points, Init equal to (Qik – 10), ap- R: Touch, D: Mom, T: Ind, Ritual Group): Lesser Power (20 levels, +1 Init) propriate elemental Form Imposes the named Major Flaw upon a R: Touch, D: Mom, T: Ind, Ritual victim. Each creature may have more than This ritual-like power rarefies (creates) one power of this type, each bestowing a Grant (Major Virtue) an elemental of the appropriate type (see different Flaw. The creature can decide to Chapter 8: Magic Things, Elementals) from bestow the Flaw permanently or temporar- 10 points, Init equal to (Qik – 20), Vim a sufficient amount of raw elemental mat- ily. If permanent, the power is a ritual-like R: Touch, D: Mom, T: Ind, Ritual ter. The elemental can have any Might less power and costs points from the creature’s Imposes the named Major Virtue upon than that of the creature using this power. Might score as well as Might pool (see Rit- a target. Each creature may have more than The elemental is automatically under the ual Power, below). If temporary, the Might one power of this type, each bestowing control of the creature; this power can points spent on this power are only recov- a different Virtue. The creature can de- also be used to control elementals which ered when its effects are withdrawn. cide to bestow the Virtue permanently or are not of the creature’s own making, but No Hermetic equivalent: Ritual Power x 2 temporarily. If permanent, the power is a in this case must Penetrate the elemental’s ritual-like power and costs points from the Might. When the creature has no further creature’s Might score as well as Might pool Grant (Minor Flaw) use for the elemental, its control lapses but (see Ritual Power, below). If temporary, the the elemental remains. Might points spent on this power are only 5 points, Init equal to (Qik – 10), Vim CrFo 30 (base 25, +1 Touch): Ritual recovered when its effects are withdrawn. R: Touch, D: Mom, T: Ind, Ritual Power x2 (20 levels, –2 Might Cost, +2 Init) No Hermetic equivalent: Ritual Power x 2 Imposes the named Flaw upon a vic-

38 Magic a Characteristic that is already +5 or more. This cal Meditation at 1 (see New and Modified Virtue has requirements or restrictions on the boost is applied before the character’s Strength Abilities, below). characters who may take it, the magic charac- and Quickness are adjusted for Size, so that a Major Virtue: The character gains a Major ter must meet them. For example, only a magic Size +2 and Quickness +3 character (Quick- Virtue, usually either General or Supernatural character with The Gift (or the Gifted Quality ness +5 before Size is subtracted) who took this (Magic), to represent an advantage of its magi- described above) can take Hermetic Virtues. Quality could raise its Quickness to +4. This cal nature. Note that while this Quality may Natural Appearance: The character Quality may be taken more than once. be taken more than once, only Virtues that appears to be a normal human being, with Magical Meditation: This Quality gives allow a character to take them multiple times no traces of his magical nature. Just as the the character the Supernatural Ability Magi- may be duplicated multiple times. Also, if a Gentle Gift hides all traces of The Gift in

Common Magic Powers (con’t)

Grant (Minor Virtue) concentrate to do anything other than 1 Might point per magnitude of the effect. carry the object, including dropping it or The level of the effect cannot be greater 5 points, Init equal to (Qik – 10), Vim taking something else. than the creature’s Might, or 25, which- R: Touch, D: Mom, T: Ind, Ritual ReTe 15 (base 3, +1 Touch, +2 Sun, +1 ever is lowest. This power affects only one Imposes the named Minor Virtue upon constant): Personal Power (15 levels, –2 Form, but some creatures have this power a target. Each creature may have more than Might cost) more than once, for different Forms. one power of this type, each bestowing Mu(Form) or Pe(Form) 25: Focus Power a different Virtue. The creature can de- Healing cide to bestow the Virtue permanently or Oath-Swearing temporarily. If permanent, the power is a 3 points, Init equal to (Qik – 9), Ani- ritual-like power and costs points from the mal or Corpus 10 points, Init equal to (Qik – 10), Vim creature’s Might score as well as Might pool R: Touch, D: Mom, T: Ind, Ritual R: Touch, D: Mom, T: Group, Ritual (see Ritual Power, above). If temporary, the Heals a human or animal — the worst of Enforces the power of a solemnly-sworn Might points spent on this power are only the target’s wounds improves by one level. oath between two or more parties. All parties recovered when its effects are withdrawn. The healing is achieved when the recipient must agree to the oath of their own free will, No Hermetic equivalent: Ritual Power performs a specific action, such as drinking and it must Penetrate the Magic Resistance from a sacred spring, or swearing a vow. This of all parties to take effect. If a participant Guide is a Ritual Power that subtracts from the crea- in the oath tries to act in direct contraven- ture’s Might Score as well as from its Might tion of it, he immediately becomes aware of 3 points, Init equal to (Qik +1), Mentem Pool (see Ritual Power, below). If possessed this. If he carries on regardless, then he is R: Voice, D: Conc, T: Group by a genius loci and the target creature is in- struck with a Minor Flaw. This Flaw can be Subtly influences a group of beings digenous to the spirit’s locus, then all wounds removed by re-swearing the oath in front of toward a specific course of action. Some are healed, not just the most serious one. the original participants. This power persists creatures can use this power to direct the CrCo 30 (base 25, +1 Touch): Ritual until there is no further record of the oath, movement of a group, taking it to a de- Power x 2 (30 levels, –3 Might cost, +1 Init) either in the memories of the participants or sired location. Other creatures can guide in written form. New participants may be added to the oath by swearing to it in the humans toward rash actions, or brave ac- Human Shape tions, or wise actions. Each time this power presence of the creature, and if it pays the is used, it can subtly influence the actions 1 point, Init equal to (Qik – 2), Corpus original Might cost again. Unlike the Grant of a single person for a day. The storyguide R: Per, D: Sun, T: Ind (Flaw) power, the Might points spent on should provide advice to the character in a The character transforms itself into the Oath-swearing regenerate normally. similar way to the Common Sense Virtue, shape of a normal human being, allowing No Hermetic equivalent: Ritual Power. except that the advice serves the creature’s it to move through mundane society rela- agenda, not that of the character. There is tively unnoticed. Sight Beyond Sight no compulsion to follow this advice. MuFo 20 (base 10, +2 Sun): Personal ReMe 30 (base 5, +2 Voice, +1 Conc, +2 Power (20 levels, –1 Might cost) 1 point, Init equal to Qik, approp. Form Group): Greater Power (30 levels, +4 Init) R: Per, D: Conc, T: Vision All five senses of the creature operate Master of (Form) Hands of the Magical Animal at a distance, as far as the creature can see. Variable points, Init equal to (Qik This gives the creature supernaturally aware 0 points, Init (Qik – 2), approp. Form – Might cost), appropriate Form of everything which occurs, and it is excep- R: Touch, D: Sun, T: Ind R: varies, D: varies, T: varies tionally difficult to catch it by surprise This allows an animal to manipulate Duplicates any of a range of non- InIm 30 (base 5, +1 Conc, +4 Vision): and carry an item as if it had human hands Ritual Muto or Perdo spells pertaining to Personal Power x 2 (20 levels, –2 Might and a Strength of +5. The character must the specified Hermetic Form, at a cost of cost, +2 Init)

39 Realms of Power a magus, this allows Magic Humans to hide fect, and Initiative for the power is equal to Any spell levels that are left over after their inherently monstrous appearance, and the character’s Quickness – (the magnitude the Ritual Power is designed may be used to Magic Things in the shape of humans or of the effect x 2). You should also note the increase the effect level of other Ritual Pow- animals to seem to be living flesh and blood, Form or Forms of the effect, for the purposes ers, or converted into mastery points, with five rather than animated matter. of evaluating Magic Resistance. full levels of effects equal to one mastery point. No Fatigue: The character is tireless, Besides reducing the character’s Might These may be spent like the mastery points meaning that it has no Fatigue levels, does Pool, Ritual Powers also require the player to gained from the Improved Powers Minor Qual- not suffer Fatigue penalties, does not need subtract one from the character’s Might Score ity on any of the character’s Ritual Powers. to make Fatigue rolls, and cannot fall un- for each point in the Might cost, whenever it Vis Mastery: The character may expend conscious. It also cannot exert itself as other activates the effect. This lost Might may return some of its magic as vis. Each pawn manifests characters do, though the character can still over time, at the storyguide’s discretion, but at as the same Form as that associated with the simulate the loss of a Fatigue level by spend- a much slower rate than recovering lost Might character’s Might Score, and either costs the ing a Confidence Point, if necessary. Points. For example, each point of lost Might character a Confidence Point or subtracts one The character does not need to sleep, Score could require the character to rest for an from the character’s permanent Might Score. which means that it effectively has two ad- entire season in a Magic aura of no less than The character may also consume vis in ditional seasons each year in which to study. (its Might Score / 5), or perhaps to consume place of Confidence Points. Each pawn is However, because of the limitations on mag- vis of the same type as its Might, a number of equivalent to a single Confidence Point, and ic character advancement, it is unlikely the pawns equal to its original Might Score. the player may spend them to activate any character will be able to take advantage of Alternatively, instead of reducing its power the character possesses that requires this extra time. Might Score, the character can lose one Confidence Points, but the player cannot Ritual Power: The character has 25 Confidence Point for each Might Point in spend more pawns at once than the charac- levels of powers that replicate Ritual-level the activation cost. It can do this whenever ter’s Confidence Score in this way. effects, and if this Quality is taken multiple it has enough Confidence Points, even if the times, these spell levels can be combined number of Confidence Points would exceed to allow for an effect of greater magnitude. the character’s Confidence Score. If the char- Any effect can be designed with this sort of acter has Confidence because of the Ferocity Minor Magic Qualities power, even effects that break Hermetic lim- Virtue, it can only use them to activate the its. These powers have a Might Point cost, Ritual Power in the specific circumstances as- (Form) Resistance: The character’s Mag- which defaults to the magnitude of the ef- sociated with that Virtue. ic Resistance is aligned to a particular form, and it begins with a score of 1 in the corre- sponding Supernatural Ability (see New and Modified Abilities, below). Gift of Speech: The character can speak and make sounds as a human. (This Quality allows a Magic Animal to overcome its natu- ral inability to talk.) Improved Abilities: You gain 50 expe- rience points, which may be spent on any Abilities or Arts that the character can learn. This Quality may be taken more than once. Improved Attack: One of the character’s natural weapons is magically enhanced, making it more accurate. Increase its Attack value by 2. This Quality may be taken more than once. Improved Confidence: The character’s Confidence Score is increased by one. A starting character also gains two additional Confidence Points to spend. This Quality may be taken more than once. Improved Damage: One of the charac- ter’s natural weapons is magically enhanced, making it sharper, heavier, or somehow more dangerous. Increase its Damage value by 3. This Quality may be taken more than once. Improved Defense: One of the charac- ter’s natural weapons is magically enhanced, so that the character can better parry or dodge. Increase its Defense value by 2. This Quality may be taken more than once. Improved Fatigue: The character can last

40 Magic longer before becoming tired, as its resistance more effective at warding away blows and mastery point. These may be spent like the to fatigue is magically increased. The charac- physical injury. Increase the character’s Soak by mastery points gained from the Improved ter gains an additional Fatigue level each time 2. This Quality may be taken more than once. Powers Minor Quality on any of the charac- you take this Quality. The new Fatigue levels Lesser Power: The character has 25 lev- ter’s Personal Powers. are added in descending order, not counting els of powers designed like a formulaic spell. Fresh or Unconscious, so that a character If this Quality is taken multiple times, these with 2 additional Fatigue levels has 2 Winded spell levels can be combined to allow for an levels, 2 Weary levels, and 1 of each of the effect of greater magnitude. These powers Major Magic Inferiorities others. A character with 6 additional Fatigue have a Might Point cost, which defaults to the levels would have 3 Winded and Weary lev- magnitude of the effect, and Initiative for the Acclimation Prone: It is twice as difficult els, and 2 each of Tired and Dazed. power is equal to the character’s Quickness – for the character to protect itself against Ac- Improved Initiative: One of the character’s (the magnitude of the effect x 2). You should climation (see Acclimation, under Advance- natural weapons is magically enhanced, mak- also note the Form or Forms of the effect, for ment, below). You must treat the character’s ing it faster. Increase its Initiative value by 3. the purposes of evaluating Magic Resistance. Might Score as double its actual value when This Quality may be taken more than once. Any spell levels that are left over after the remaining in a Magic aura or accounting Improved Might: Increase the charac- Lesser Power is designed may be used to in- for pawns of vis consumed, and double the ter’s Magic Might Score by 1. Note that this crease the effect level of other Lesser Powers, number of seasons necessary to avoid Ac- does not give a starting character additional or converted into mastery points, with 5 full climation with magical effects. For example, Quality points to spend. This Quality may levels of effects equal to 1 mastery point. These each year a character with Might 25 would be taken more than once. may be spent like the mastery points gained need to remain in a level 10 aura, consume Improved Powers: The character is more from the Improved Powers Minor Quality on 25 pawns of vis, or participate in a constant skilled with its magical powers, making them any of the character’s Lesser Powers. magical effect all year to avoid losing one of more potent, activate faster, or cost fewer Minor Virtue: The character gains a Mi- its Magic Qualities to Acclimation. Might Points. This Quality gives the charac- nor Virtue, usually either General or Super- Major Flaw: The character has a Major ter 5 mastery points to spend on any of his natural (Magic), to represent an advantage of General or Supernatural (Magic) Flaw, which powers, and each point can increase Initiative its magical nature. Note that while this Qual- represents a disadvantage of its magical nature. by 1, reduce the Might cost of a power by 1, ity may be taken more than once, only Virtues This Inferiority may be taken more than once. or give the character 5 experience points in that allow a character to take them multiple Miniature: The character has been mag- Concentration, Finesse, or Penetration. Also, a times may be duplicated. Also, if a Virtue ically shrunk in size, making it smaller and mastery point can increase the maximum level has requirements or restrictions on the char- harder to catch, and much weaker than other of a Focus Power by 5, so that it exceeds the acters that may take it, the magic character beings of its type. It is otherwise exactly character’s Might. Personal, Lesser or Greater must meet them. For example, only a magic the same, simply on a reduced scale. This Powers can have a Might Point cost of 0; Ritu- character with The Gift (or the Gifted Virtue reduces the character’s Size and Strength, al Powers have a minimum cost of (the effect’s described below) can take Hermetic Virtues. and increases its Quickness, as shown on the magnitude / 2, rounded up), and you cannot Personal Power: The character has a chart below. modify the cost of Focus Powers at all. spell-like power, which is designed like a At the storyguide’s discretion, this Qual- Greater Power (see Major Magic Qualities, Size size strength Quickness ity can also be used to modify a power in the above) except that the effect is limited in Decrease penalty bonus same way magi can master a Hermetic spell. some way. The effect must meet at least one –10 or less –5 –10 +5 Each time this Quality is taken, the character’s of the following criteria: –5 to –9 –4 –8 +4 mastery score with the power is increased by • The effect must be Range: Personal, OR –1 to –4 –3 –6 +3 1, and this gives the character a spell mastery +2 to 0 –2 –4 +2 special ability (such as those listed on page • The effect must be constant (see the Mag- +3 or more –1 –2 +1 87 of Ars Magica Fifth Edition). Note that ic Powers sidebar, above). activating powers does not require a die roll, Taking this Quality gives the character If the character has Virtues or Flaws that so many of the typical benefits of mastering 25 levels to spend on these powers, which modify its Size, or other Qualities or Inferi- a spell (such as reduced botch dice) do not can be combined with the spell levels gained orities with a similar effect, you should al- apply to mastered powers. This Quality may from taking this Quality more than once to ways determine its base Characteristics first, be taken more than once. allow for a power with a higher level. and then apply the changes for Size in this Improved Recovery: The character re- Personal Powers have a Might Point cost order: Flaws, Inferiorities, Virtues, Qualities. covers Might Points in half the normal time. equal to (the magnitude of the effect / 2), and For example, a Size 0 character with Str 0, Instead of completely refreshing its Might an initiative score equal to the character’s Improved Characteristics, Large, and Minia- over the course of 24 hours, the character re- Quickness – (the magnitude of the effect / ture would first apply Improved Characteris- stores its entire Might Pool in only 12 hours. 2). You should also note the Form or Forms tics to raise its Str to +2, then Miniature to A magical being with Magic Might 30 and associated with the effect, for the purposes reduce Size to –2 and Str to –2, and finally this Quality would recover 1 Might Point of evaluating Magic Resistance. Large for a final result of Size –1 and Str –2. approximately every 20 minutes. This Qual- Any spell levels that are left over may This Inferiority may be taken more than ity may be taken more than once. be used to increase the effect level of other once. If it is taken more than once, the Inferi- Improved Soak: The character’s natural Personal Powers, or converted into mastery orities should be applied one at a time, and the protection is magically enhanced, making it points, with 5 full levels of effects equal to 1 reduction is based on the Size after the previ-

41 Realms of Power ous Inferiorities have taken effect. For example, Minor Magic Inferiorities Reduced Damage: One of the character’s a base Size 0 character who took the Inferiority natural weapons has been magically blunted, twice would drop to Size –2 from the first, and making it less damaging or dangerous. De- then by a further –3 from the second because Limited Gestures: This Inferiority is crease its Damage bonus by 3. This Inferior- his Size is now –2, to a final Size of –5. similar to the No Hands Flaw, except that the ity may be taken only if the character’s Dam- Monstrous Appearance: Something about character can still grasp and manipulate objects age bonus for that weapon is greater than 0, the character looks strange and frightening, be with its appendages, just like characters with though it can be taken more than once. it horns, scales, sharp teeth, claws, an enor- hands. Its control is limited, so that it cannot Reduced Defense: One of the char- mous head, double-jointed arms, unnaturally make more than vague gestures, and cannot acter’s natural weapons has been magically colored skin, or other supernatural features. wield a weapon with any degree of skill. Magi weakened, making it less effective at block- These qualities give the character a –6 penalty with this Inferiority suffer a –5 to all spellcast- ing or dodging other attacks. Decrease its in all social situations, or to any rolls involving ing totals, though this penalty may be offset Defense bonus by 2. This Inferiority may be the trust or loyalty of others. Most people will by taking the Subtle Magic Virtue. (Magic taken only if the character’s Defense bonus attack or run away from the character on sight, Animals and characters with the No Hands or for that weapon is greater than 0, though it rather than engage it in conversation. Arthritis Flaws cannot take this Inferiority.) can be taken more than once. All Magic Humans have this Inferiority Limited Movement: The character can Reduced Fatigue: Each time you take inherently, for no benefit. move and turn in place, and even move about this Inferiority, the character loses one of Reduced (Characteristic): This reduces freely within a limited area, such as in a room or its Fatigue levels, removed in descending a Characteristic that is already –5 or less be- on horseback, but is otherwise unable to trans- order and not counting Fresh or Uncon- cause of the Poor (Characteristic) Flaw by a port itself further than short distances without scious. Thus, a normal character who takes further 1. This penalty is applied before the assistance. Magic Things may take this Inferi- this Inferiority twice would have only Tired character’s Strength and Quickness are ad- ority; cloaks slither, for example, tables could and Dazed Fatigue levels. You cannot take it justed for Size, so that a character with Size walk, and a sword jerks along the floor. It is more than four times unless the character has –1 and Strength –5 would have Strength –8. impossible for a character with this Inferiority extra Fatigue levels. Also, this Inferiority cannot reduce a Char- to carry itself further than about ten paces in Reduced Initiative: One of the character’s acteristic any further than the inverse value an hour’s time, even when pushing itself in a natural weapons has been magically slowed, of the character’s greatest Characteristic, cart or trolley. (Characters with the Crippled making the character less able to act quickly. again before Size is applied, so that a Size +2 or Lame Flaws cannot take this Inferiority.) Decrease its Initiative bonus by 3. This Inferi- character with Stamina +8 could not reduce Limited Speech: The character can- ority may be taken only if the character’s Ini- its Quickness below –10. not speak intelligibly, though it can make tiative bonus for that weapon is greater than Temporary Might: The character does noises that allow it to gain attention, and 0, though it can be taken more than once. not replenish its Might Pool every day, but can shape these sounds into words that may Reduced Might: Decrease the char- instead only recovers Might Points when be understood with effort. The character is acter’s Magic Might Score by 1. Note that resting in a Magic aura of no less than (its probably silent most of the time, and suffers this does not give a starting character fewer Might Score / 5), and at an extremely slow a –3 to all Communication rolls when it does Quality points to spend. This Inferiority may rate. It takes the character an entire season speak. Magi with this Inferiority suffer a –5 be taken more than once. to recover all of its spent Might in this way, to all spellcasting totals, though the penalty Reduced Power: Subtract 5 mastery though like other magic characters it can still may be offset with the Quiet Magic Vir- points from any of the character’s powers. regain Might Points immediately by consum- tue. (Characters with the Mute or Afflicted Each lost mastery point increases the number ing vis: 5 Might Points for every pawn of vis Tongue Flaws cannot take this Inferiority.) of Might Points spent to activate a power by associated with same Form as its Might, or Minor Flaw: The character has a Minor 1, or subtracts 1 from the character’s Initia- 2 Might Points for every pawn of vis associ- General or Supernatural (Magic) Flaw that tive score for a power. This Inferiority may ated with any other Art. represents a disadvantage of its magical nature. be taken more than once, but the activation When the character is injured, it loses This Inferiority may be taken more than once. cost for a power may not exceed the charac- Might Points equal to the penalty of the Reduced Abilities: Subtract 50 experi- ter’s Might Score, and you cannot reduce a wound — a Light wound removes 1 Might ence points from the character’s existing power’s Initiative below 0. Point, a Medium wound 3 Might Points, and Abilities — this represents the fact that Reduced Soak: The character’s natural a Heavy wound 5 Might Points. When inca- the character has somehow lost some of its protection is magically weakened, making it pacitated, it loses 5 Might Points. Each time memories or has magically reverted to an more vulnerable to physical damage. Reduce the character is wounded, part of its body earlier stage of life. This Inferiority may be the character’s Soak by 2. This Inferiority is separated from the rest, and these pieces taken more than once, but you cannot take may be taken only if the character’s Soak is contain some of the character’s vis, a number this Flaw unless the character has at least 50 greater than 0, though it can be taken more of pawns equal to ((total Wound penalty / experience points to lose. than once. 5) – the number of pawns already lost). For Reduced Attack: One of the character’s Susceptible to Deprivation: Unlike example, a Light wound would separate a natural weapons has been magically wors- other magical beings, the character cannot pawn of vis from the character, and produce ened, making it less accurate and less likely survive without air, food, or water, and suf- another pawn after five more Light wounds. to hit. Decrease its Attack bonus by 2. This fers all the normal consequences when going All Magic Things have this Inferiority Inferiority may be taken only if the character’s without them. The character is still immune inherently, for no benefit. Attack bonus for that weapon is greater than to aging, unless it has the Age Quickly Flaw. 0, though it can be taken more than once.

42 Magic

is not necessarily cast on the storm itself. The character receives one generally Abilities, The length of an entirely natural storm beneficial Essential Trait at either +3 for Mi- can be quickly estimated by rolling a stress nor or +6 for Major, which either positively die and dividing the result by 2 — this gives affects rolls associated with a particular Char- Virtues & Flaws the number of hours that the storm will last. A acteristic in certain situations, like Intuitive botch has no consequence, excepting that the +3 or Good Aim +6, or gives the character a Here are new and modified Supernatu- storm will dissipate in a number of minutes. beneficial Personality Trait that is part of its ral Abilities, Virtues and Flaws that charac- The storyguide should secretly determine essential nature and cannot be influenced by ters can choose from when designing magic how long the storm will last — although an magic (see Essential Traits, below). characters or characters that are somehow InAu spell, or Wilderness Sense Ability Roll You can take this Virtue more than once, associated with the realm of Magic. could easily reveal this information. so long as you choose a different Essential Unless otherwise noted, all of the Super- For determining the spell level, Storm is Trait each time. natural Virtues and Flaws described below the same duration as Concentration. are always associated with the Magic realm, Body-of-water (Target): A spell with this Extractor of (Form) Vis and cannot be used with any other realm of target targets an entire body-of-water, wheth- Minor, Hermetic power (with the possible exception of False er this is a lake, a river, or a sea. Use the same The magus can extract (Form) vis from Powers from Realms of Power: The Infernal, see guidelines as water-way to determine where a a Magic aura, but only if the features of the pages 88-89 of that book). body-of-water begins and ends. aura exemplify the Form. For example, an For determining the spell level, body-of- aura on the shores of a lake might exemplify water is the same level of Target as Structure Aquam, an aura at a burial-site exemplifies (remember to increase the spell magnitude Corpus, etc. Extracting vis in this way is a New & Modified Virtues to effect a very large body-of-water, like a Laboratory activity; the magus extracts a sea or the ocean). number of pawns of Vis equal to a tenth of Atlantean Magic his Creo Vim (Form) Lab Total (round up). Minor, Hermetic Composer of Power Obviously, he needs to have a Laboratory in The magus, or an ancestor in his lineage, Major, Supernatural the aura too, and of course, the magus can has studied the magic of exiled Atlanteans The character is a recognized composer chose to extract Vim vis instead (see ArM5, and has developed several useful extensions of magical music. This means that he can page 91). This Virtue may be taken multiple to Hermetic magic. The magus has access to teach songs of power to other characters. times (once for each Form). a special Range: Water-way, a special Dura- Such a song allows the character that learns tion: Storm, and a special Target: Body-of- it to replicate the effect of a single Power Ferocity water, that he may utilize with Spontaneous that the composer character knows, by ex- Minor, General magic and in Formulaic or Ritual spells. pending vis of the appropriate Form equal This Virtue may only be taken by magic Water-way (Range): The magus can target to (1 + the Might Point cost of the Power). characters played as grogs, or who do not anyone, or anything, on (or in) the same wa- For example, a bird that is taught to sing Call have Intelligence, or who have the Low Self- ter-way as him. For example, a river, or canal, the Flock must expend 3 Animal vis each time Esteem Flaw. or lake, or sea is a water-way. Tributary streams that it sings the song. The character has Confidence Points, of a river are the same water-way as the main In a season, the character can teach a sin- like a magus or companion character, but river, but are not the same water-way as other gle song to a number of characers equal to his you may only use these Confidence Points tributaries to the main river. In some cases the Leadership Ability score, and the students only in certain situations where the character’s troupe will need to decide precisely where retain the ability to sing the song for a year. natural ferocity is triggered. Describe the one water-way begins, and another ends. circumstance that activates the character’s The magus must touch the water-way, Essential Virtue Confidence, and take three Points to use when casting the spell, and the target must Major or Minor, General when those conditions are met. be either also touching the water-way or floating on it (in a boat, for example). A per- son on the bank of a river cannot be targeted Possible Abuses of Storms by this spell. The magus need not be able to see the target, but he must be able to sense it A ReAu spell with Storm duration in- nitely. It merely creates a storm that lasts in some way, unless the spell is an Intellego tended to “keep a storm raging” will not result for the duration of whatever storm existed effect intended to determine whether some- in a storm that lasts indefinitely. It will keep prior to the casting of the spell. That is, if thing is in the water-way. the storm raging for whatever its original no storm previously existed this spell will For determining the spell level, water- life-time was. A ReAu spell with a duration have no effect. A CrAu spell with a dura- way is the same range of effect as Sight. of Sun, for example, can be used to keep to tion of Storm cast on an existing storm will Storm (Duration): A spell with this dura- a storm raging for a day, of course, and re- however help to prevent the storm from tion must be cast during a storm and lasts until peated castings of such a spell will keep the being dissipated by PeAu effects before it the end of the storm. Normally, a storm lasts storm present until the caster gives up. should naturally expire. A CrAu spell with a number of minutes or hours, but some large Similarly, a CrAu spell with Storm du- a duration of Sun can be used to create a storms may last for days. The form of the spell ration will not create a storm lasts indefi- storm with a duration of a day, of course. must be either Aquam or Auram, but the spell

43 Realms of Power

Homing Instinct New Virtues Minor, Supernatural The character always knows precisely Special Minor, Supernatural how to get from where they are to a number Magic Animal Homing Instinct of locations equal to her Intelligence Score Magic Human (Land) Regio Network (a minimum of 1). To add a location to the Magic Spirit Lesser Power character’s repertoire she must be at that Magic Thing Magical Blood location, the location must be open to the Master of (Form) Creatures air (so it cannot be inside, for example), and Major, Social Status Personal Power the player must make an Intelligence + Con- Magical Master Variable Power centration Roll against an Ease Factor of 6. Voice of the (Land) If this would increase the number of known Major, Supernatural locations beyond the character’s limit, then Composer of Power Minor, Hermetic another location must be “forgotten.” Focus Power Atlantean Magic For example, all Birds of Nephelococ- Greater Immunity (Deprivation) Extractor of (Form) Vis cygia (see Chapter 5: Magic Animals) know Greater Power Imbued with the Spirit of (Form) the location of Nephelococcygia, and this Ritual Power location cannot be “forgotten.” In addition, Transformed (Being) Minor, General the character has a fixed Arcane Connection Essential Virtue to locations that she knows, which may be Ferocity Major, General exploited in the usual ways (see ArM5, page Essential Virtue Inoffensive to (Beings) 84). This Arcane Connection is an artifact of Magical Warder Magical Mount the mind, and so may not be given to an- Unaffected by The Gift other character. Minor, Social Status Free, Social Status Magical Champion Imbued with the Spirit of (Form) Magical Covenfolk Minor, Hermetic The magus has absorbed some of the powers of an elemental or other magic ob- Focus Power Full-blooded giant characters use the rules ject (perhaps by consuming it). This act Major, Supernatural for magic humans, taking the Major Magic taints the magus, so that any being with a The character has a magical power ac- Quality Gigantic during character creation. Magic Might associated with the Form of tivated at will. This is designed like a Focus this Virtue can sense his nature when near- Power, as described under Major Magic Qual- Greater Immunity (Deprivation) by. Typically, weak creatures will be afraid ities, but since the character does not have a Major, Supernatural of the magus and powerful ones will attempt Might Score the calculation of maximum level (See the Virtue on ArM5, page 43.) to kill him. of effect and Penetration is different. Much like magical beings, the character is Whenever casting a spell or perform- This Virtue grants a pool of 25 points. The immune to deprivation, suffering no loss of Fa- ing a Laboratory Activity that requires vis of maximum level of effect and Penetration both tigue or wounds from going without air, food the chosen Form, the magus may substitute start at zero. It costs 2 points to raise the maxi- or drink. However, like magic characters, she Long-Term Fatigue Levels for the vis. Each mum level of effect by 1, and 1 point to raise cannot regain long-term Fatigue without rest Long-Term Fatigue Level lost reduces the vis the Penetration by 1. Thus, 25 points can al- and sustenance, and if she is injured depriva- requirement of the spell or effect by 1. When low a maximum level of 10 with a Penetration tion could cause her wounds to worsen. casting a spell the Fatigue Levels are lost af- of 5, or a maximum level of 5 with a Penetra- ter the spell is cast. For Laboratory Activities tion of 15, or combinations in between. Greater Power the Fatigue loss lasts for the duration of the It costs a number of Fatigue levels to ac- Major, Supernatural Laboratory process (that is, at least a season), tivate this power equal to (the power’s Might The character has a magical power that and Fatigue Levels substituted for vis do not Point cost divided by 5, rounded up). This he can activate at will. This is designed like count towards the magi’s limit of vis expen- means it is always at least one Fatigue level, a Greater Power as described under Major diture in a season. and if the effect is greater than level 25, it Qualities above, but since the character does Note that studying vis is not a Laborato- costs two Fatigue levels. not have a Might Score, it costs him a number ry activity, so the magus may not substitute This Virtue may be taken more than once, of Fatigue levels to activate equal to (the pow- Fatigue Levels for vis when studying. and the points gained may be combined. er’s Might Point cost divided by 5, rounded For example, a magus casting an Enchant- up). This Virtue may be taken more than once. ment of the Scrying Pool ritual (InAq 30, ArM5, Giant Blood You may trade in levels for Mastery Points, as page 122), requires 6 pawns of some com- Major, General normal, and use them to reduce the Might bination of Intellego and Aquam vis. If the (See the Virtue on page 43 of ArM5.) Point cost, and thus Fatigue cost. You may also magus is Imbued with the Spirit of Aquam, This Virtue represents a character with spend levels one-for-one to give the power he may tire himself (losing three Long Term both the blood of giants and the blood of Penetration; otherwise, it has a Penetration of Fatigue Levels), and reduce the vis require- humans in his lineage, not a true giant. zero, as the character has no Might Score. ment by 3.

44 Magic

Inoffensive to (Beings) Minor, General Only characters with The Gift or an in- herent Magical Air may take this Virtue. The character’s magical presence does not disturb a single type of being: animals, spirits, or those aligned with the Magic realm. This Virtue may not be taken more than once; to design a character that is not dis- turbing to more than one sort of being, in- stead take the Gentle Gift and the Offensive to (Beings) Flaw, below.

(Land) Regio Network Minor, Supernatural The character has access to an extensive network of regiones, perhaps located in the depths of many lakes throughout Mythic Eu- rope, or hidden above the clouds in the sky, or buried in subterranean caves under the ground. The character is associated with one particular type of regio network. Once the character is in such a regio he may travel to any other regio in the network; travel time is one Diameter regardless of geographic distance. To determine whether the character knows the location of a net- worked regio in a particular locale an Intel- ligence + (Area) Lore roll is made against an Ease Factor of 9. The character knows how to enter these regiones and can, if he choos- es, guide other characters into the regiones — although other characters must be able to Magic Animal The character is a mind, memory, im- survive in the environment of the regio. Special age or idea somehow brought to life by the Access to the network may be ultimately The character is a magical animal, either power of Magic. It is designed with a Magic controlled by other characters or powers. a perfect example of its species that is gener- Might Score according to the Magical Spirit ally known as a Beast of Virtue, or else some rules for Magic Character Creation, above. Large other sort of magical being born in an ani- Such characters are insubstantial and always Minor, General mal shape. It is designed using the Magical have the Magical Air Flaw, as if they pos- (See the Virtue on page 44 of ArM5.) Animal rules for Magic Character Creation, sessed The Gift, and only a Gentle Magical This Virtue changes a magic charac- above, which gives it a Magic Might Score Air can lessen this effect. If the character has ter’s Size, but does not modify Strength or and other advantages over mundane crea- the Gifted Quality, this gives the character a Quickness. tures. It must also deal with the innate limi- Blatant Magical Air instead. tations of an animal form, such as having no Lesser Power hands. Subtract the character’s natural Size Magic Thing Minor, Supernatural from its starting Might Score. Special The character has a power which is lim- The character is a magical thing made up ited in some way, designed as a Lesser pow- Magic Human of elemental atoms or possessed by the raw er described under Minor Magical Quali- Special power of nature, something that gives it a ties, above. Activating it costs the character The character is a magical human, may- semblance of life and provides it with a Mag- a number of Fatigue levels equal to (the be descended from an ancient race of magi- ic Might Score. Magical beings of this sort power’s Might cost divided by 5, rounded cal beings or somehow blessed with magic in always have the Magic Inferiority of Tempo- up). This Virtue may be taken more than his blood, born with a Magic Might Score rary Might, which means that it takes them a once. You may trade in levels for Mastery and the Monstrous Appearance Inferior- very long time to recover their spent Might Points, as normal, and use them to reduce ity (though he is not necessarily ugly). He Points, and whenever they are injured, some the Might Point cost, and thus Fatigue cost. should be designed using the Magic Human of their Might is separated from their physi- You may also spend levels one-for-one to rules for Magic Character Creation, above. cal bodies as vis. They also receive the No give the power Penetration; otherwise, it Fatigue Quality at no cost. They should be has a Penetration of zero, as the character Magic Spirit designed according to the Magic Thing rules has no Might Score. Special for Magic Character Creation.

45 Realms of Power

Magical Blood smell like smoke, and a power that lets her of this special group generally defer to the Minor, Supernatural walk on water might cause her to become character, and perhaps even worship or ven- The character’s essential nature has been semi-transparent, like water. erate it depending on their sophistication improved through exposure to the Magic and beliefs. Outside of this community, the realm, often from a magic being, which gives Magical Champion character does not command any special re- her true form special supernatural properties. Minor, Social Status spect; if it looks human it will be treated like This typically changes the character’s appear- Only characters designed using the rules a person, otherwise it will probably be per- ance enough that others can recognize that for Magic Character Creation may take this ceived as either a dumb beast or a monster. there is something unusual about her, and Virtue. This Virtue may be combined with other people might say that she has magical blood A small group of individuals considers Social Status Virtues and Flaws that are ap- — or “faerie blood” (since many people in the character to be their particular represen- propriate to the character’s form. Mythic Europe do not understand the differ- tative, by virtue of its magical nature. They ences between the Magic and Faerie realms). might be the grogs at the covenant, or all the Magical Mount The character may learn Magic Lore animals in a single pack, or all the magical Minor, General during character creation, and is resistant to trees in a particular forest. These beings give The character has a mount, beast-of- aging, receiving a –1 bonus to all of her Ag- the character special respect, and so others burden, or “guard dog,” a creature that has ing rolls. In addition, she receives a minor typically recognize and deal with the charac- Cunning instead of Intelligence and a Magic physical advantage appropriate to one of the ter as the leader of the group. Outside of this Might Score of up to 25. It has an extra Per- four different types of magic beings (magic group, the character does not command any sonality Trait (Loyal 0) and will obey simple animals, magic humans, magic spirits, and special respect because of its magical nature; verbal commands. If it has a positive Cun- magic things), the one that is associated with if it looks human it will be treated like a per- ning score, the creature is also able to per- the character’s background. Some examples son, otherwise it will probably be perceived form limited acts on its own initiative. If the are below, or you can make up your own. as either a dumb beast or a monster. character is incapable of training the creature Magic Animal: The character has a This Virtue may be combined with other himself, it must have been a gift from an- physical feature normally associated with Social Status Virtues and Flaws that are ap- other character (probably a powerful magus) animals, such as wings, scales, gills, teeth, propriate to the character’s form. and the character must take the Major Story or claws. These give as much as a +3 bonus Flaw: Favors, to represent his debt to his pa- to appropriate activities, or may allow the Magical Covenfolk tron — in this case, only a companion or ma- character to perform actions that a normal Free, Social Status gus-level character can take this Virtue. character could not manage (such as fly, or Only characters designed using the rules breathe underwater). This feature is very for Magic Character Creation may take this Magical Warder difficult to hide, making the character obvi- Virtue. Major, General ously different from other humans. The character is a magical being that is The character has a magical being that Magic Human: The character may in- generally accepted by the other people at accompanies him, watches over him, and sees crease one of his Characteristics by 1, but not the covenant as an equal. The character does that he comes to no harm. It does not require above +3. This is often Strength or Stamina not command any special respect because of anything from the character in return for its (to represent the blood of giant ancestors), its magical nature, however, and how outsid- service, but note that the more powerful the or Presence (to represent the blood of god- ers treat it depends upon its appearance; if it warder, the less willing or able it is to help the like beings). This often gives the character looks human it will be treated like a person, character, and the less often it is available to an otherworldly appearance. The charac- otherwise it will be seen as either a dumb protect him. Design this being as a magic char- ter also has a positive Reputation at level 3 beast or a monster. acter — a Ghostly Warder is a good example among others of his bloodline. This Virtue may be combined with other of a companion character; less powerful and it Magic Spirit: The character gains an Social Status Virtues and Flaws that are ap- is basically an extension of the character’s will, appropriate Supernatural Ability (one asso- propriate to the character’s form. while a more powerful Warder’s assistance is ciated with a Minor Virtue), such as Magic rarer and even more circumstantial. Sensitivity, Premonitions, Second Sight, or Magical Master (Besides enabling other sorts of warders, Wilderness Sense, with an initial score of Major, Social Status this version of the Virtue makes it possible 1, though whenever the character uses this Only characters designed using the rules to take a Ghostly Warder designed with a Ability, her appearance becomes obviously for Magic Character Creation may take this Might Score that is more appropriate to the supernatural. For example, her eyes might Virtue. power level of the saga and the character’s turn black, she might rise a foot from the The character is recognized as a higher role within it.) ground, or her hair might be blown about by power by a relatively large group, and this a wind no one else can feel. status depends on its magical nature. This Master of (Form) Creatures Magic Thing: The character has a Lesser group might be everyone in a particular vil- Minor, Supernatural Power associated with an object or thing. lage or covenant, or all the animals in a single The character can tame animals and oth- Whenever she activates the effect, her ap- forest, or all of the trees of a particular vari- er unintelligent beings whose Magic Might pearance also changes in a way appropri- ety in Mythic Europe. There is something is aligned with a particular Form. During ate to the form of the power. For example, about the character’s powers or physical ap- character creation, the character may take a power that protects against flames would pearance that allows members of the group Magic Lore, and this Virtue may be taken cause her skin to become dark with soot and to easily recognize the character. Members multiple times, once for each Form.

46 Magic

Personal Power character’s Might in some way. New & Modified Flaws Minor, Supernatural Characters with a Might Score associat- The character has a power which is ed with any realm of power other than Magic limited in some way, designed as a Personal cannot take this Virtue. If the character has Anchored to the (Land) power described under Minor Magical Qual- Supernatural Virtues or Flaws associated with Minor, General ities, above. Activating it costs the character other realms, these are also affected by the The character suffers from feelings of a number of Fatigue levels equal to (the pow- transformation. Generally, divine powers are loneliness and depression when she cannot er’s Might cost divided by 5, rounded up). lost, faerie powers become magic ones, and see or hear a particular type of environment. This Virtue may be taken more than once. infernal powers become magic but tainted In game terms, the character has a –3 penalty You may trade in levels for Mastery Points, with evil (see Realms of Power: The Infernal for to all rolls when traveling through any other as normal, and use them to reduce the Might more information about tainted powers). For sort of environment (it is assumed that once Point cost, and thus Fatigue cost. You may example, a character’s Strong Faerie Blood the character has time to recover from the also spend levels one-for-one to give the might become a Greater Power, infernal journey, she will find some reminder of her power Penetration; otherwise, it has a Pene- Entrancement would become magical but natural environment to help her rest). For tration of zero, as the character has no Might would be infernally tainted, and True Faith example, a character who is Anchored to the Score. If the Power has a range of Personal, would be gone forever. Sea would suffer the penalty when traveling it does not need Penetration, as it can affect overland, but once settled can easily comfort the character without needing to penetrate. Unaffected by The Gift herself — with the sound of the sea heard in Minor, General a sea shell, perhaps. Ritual Power The character is not affected by the Major, Supernatural negative effects of The Gift or Magical Air Age Quickly The character has a magical power that in others. Even a Blatant Gift does not espe- Major, Supernatural he can activate at will. This is designed like a cially bother the character. (See the Flaw on page 51 of ArM5.) Ritual Power as described under Major Quali- If this Flaw is taken by a character with ties above, but since the character does not Variable Power a Magic Might Score, or by a character who have a Might Score, activating it always costs Minor, Supernatural later gains a Magic Might Score, the charac- him a number of Fatigue levels equal to (the One of the character’s magic powers ter is not immune to aging like other magic effect’s Might Point cost divided by 5, round- (Greater, Lesser, or Ritual) becomes more characters, but only has to roll for aging ed up). In addition, activating the power costs powerful over time, based on either (age / once a year. For these characters, this aging a number of Confidence Points equal to the 10), (Might Score / 5), Warping Score, or cannot be halted with a longevity ritual as it Might Point cost of the power. This Virtue his score in an appropriate Ability. (Age and is already slowed by their magical natures. may be taken more than once. You may trade Warping should not be allowed as variables if in levels for Mastery Points, as normal, and the character is immune to their effects.) For Baneful Circumstances use them to reduce the Might Point cost, and example, an effect that allows the character Minor, Supernatural thus Fatigue cost. You may also spend levels to change his shape into an animal might Something about the character’s super- one-for-one to give the power Penetration; be associated with a special Ability, and his natural nature weakens him in relatively otherwise, it has a Penetration of zero, as the score in that Ability would determine how common circumstances, such as when touch- character has no Might Score. many different animals he could become. ing the ground or when in the presence of Generally speaking, a single power can women. At these times, the character can- Transformed (Being) have its effect level increased by five, or in- not recover Fatigue, heal wounds, or recover Major, Supernatural clude another effect of the same level that Might, and if at the end of the year the char- The character has been transformed by is similar the original, for each level of vari- acter has spent more than half of his time the power of Magic, losing his mundane ance. For a character with Variable Powers subject to these conditions, he must make an nature and changing into a supernatural be- based on his age, for example, this would additional Aging roll even if he is normally ing — see the Special Virtues Magic Ani- mean the effectiveness of one of his powers immune to aging because of a longevity ritu- mal, Magic Human, Magic Spirit, or Magic would be increased by a total of five magni- al or Might Score. Thing, above, for examples of how Magic tudes after he has lived for 50 years. changes a character. This Virtue may be taken more than Blatant Magical Air Initially the character has a Might Score once, if the character has more than one Major, Supernatural of 0 and no Magic Qualities, though the power, but it only applies once to a single Only characters with a Magical Air or player may take a number of Magic Inferiori- power. The Gift may take this Flaw. ties equal to his maximum allotment of Flaws The character is especially disturbing to during this transformation — three points Voice of the (Land) others, so much that they can barely toler- for a grog character, and ten for a magus or Minor, Supernatural ate its presence. The character suffers a –6 companion — and gaining a corresponding The character can speak with any crea- penalty to social actions, and is immediately number of Magic Qualities. The magic char- ture whose natural habitat is a particular hated and feared by members of the mun- acter also gains an Essential Trait at +3 that environment associated with this Virtue (in- dane population. This effect is the same as describes the character’s origin or true form, cluding animals and magic beings), and the the Blatant Gift, and a character may not what the character is at a fundamental level. character is not normally perceived as either have both Flaws. This should be related to the Form of the a threat or a prey object by these creatures.

47 Realms of Power

bad air, salt water, or extreme temperatures. Whenever the character is exposed to these conditions, he has a –3 penalty to his Stam- ina for any debilitation checks (see ArM5, page 180).

Essential Flaw Major or Minor, General This Flaw gives the character an Essential Trait that negatively affects rolls associated with one of his Characteristics in a particular situation, such as Poor Runner, Face Curdles Milk, or Stutter, with a starting score of –3 if Minor, or –6 if Major. The effects of this Flaw are always detrimental to the character. Magical powers cannot help you overcome this limitation because it is part of your es- sential nature (see Essential Traits, later in this chapter). You can take this Flaw more than once, but only affecting a different Characteristic each time.

Exiled Atlantean Minor, Supernatural The character is an exiled Atlantean; she is tainted by her contact with the surface world, and cannot return to her magic re- gio. This exile is enforced by the very nature of the magic regio to which the Atlanteans are native, so there is no authority figure to Bound to Magic ers linked to Might and a Might Score of 25 which she may appeal, or any obvious meth- Major, Supernatural would have one of his powers reduced by 5 od of returning to favor. The exile applies The character is no longer able to sur- magnitudes when his Might Pool is empty. even if the Atlantean left her native magic vive in the mundane world, and sickens if it is This Flaw may be taken more than once, regio involuntarily. outside a Magic aura for an extended period if the character has more than one Power. of time. The character must live in a Magic (Form) Monstrosity aura of 5 or greater to remain healthy; if it Dwarf Minor, Supernatural spends most of a season outside such an aura, Major, General The character is a monstrosity with a make a Stamina Roll against an Ease Factor (See the Flaw on page 53 of ArM5.) monstrous feature, or mutation, which cor- of (9 – Size). If you fail the roll, the character This Flaw represents a human being who responds to a magical Form. The feature may sustains a Heavy wound, unless the previous is born much smaller than average, but who be beneficial in limited circumstances, but season it also failed such a roll, in which case is still mundane. For a character of magically generally gives the character no advantage it sustains an Incapacitating wound instead. reduced Size, take the Miniature Inferiority over its non-mutated peers. Other versions of this Flaw may exist for instead. Animals are not usually bothered by the other supernatural realms. monsters — the character still has the cor- (This Flaw is especially appropriate for Environmental Magic Condition rect scent, and behavior — and a single animals that have been Warped by Magic; Major, Hermetic monstrous bull might be found happily liv- see Chapter 5: Magic Animals, Transformed All of the character’s Casting and Lab ing among a herd of otherwise normal cattle, Animals.) Totals are halved in certain common con- for example. People, on the other hand, are ditions related to his environment. For ex- highly troubled by the appearance of mon- Deteriorating Power ample, whenever he is inside. Note that this strosities, which they invariably attribute to Minor, Supernatural should be significantly more restrictive than malign influence; obviously monstrous ani- Like the Variable Powers Virtue, this the Hermetic Flaw Deleterious Circumstanc- mals are usually killed by peasants. Often, 1 Flaw reduces the effectiveness of one of the es (ArM5 page 53). pawn of Muto vis may be extracted from the character’s powers (Greater, Lesser, or Ritual) corpse of a monstrous character, found con- over time. This penalty is linked to either the Environmental Sensitivity centrated in the monstrous feature. character’s (age / 10), (Might Score – Might Minor, General Some examples of possible monstrosities Pool / 5), or Warping Score. For example, The character is unusually sensitive to an are listed below, but the troupe may devise a magic character with Deteriorating Pow- uncommon environmental feature, such as their own, as required:

48 Magic

Form monstrosity Animal an additional head New Flaws Aquam gills, or webbing on land animals

Auram wings on a land or sea animal Major, Hermetic Minor, Social Status Corpus human-like limbs or eyes Environmental Magic Condition Magical Friend Herbam a branch for a tail Ignem fiery breath, or an extremely Major, Social Status Minor, Story elevated body temperature Magical Monster Magical (Being) Companion Imaginem unnatural hide (tiger fur on a horse, for example) Major, Story Minor, Supernatural Mentem sensitivity to spirits (animal can Servant of the (Land) Baneful Circumstances both sense and is afraid of spirits) Wanderlust Deteriorating Power Terram teeth or claws of stone Exiled Atlantean Vim sensitive to magic (animal feels Major, Supernatural (Form) Monstrosity pain when in a magical aura) Age Quickly Monstrous Blood Blatant Magical Air Restricted Power (This Flaw is especially appropriate for Bound to Magic Slow Power animals Warped by Magic; see Chapter 5: Hunger for (Form) Magic Tainted by Magic Magic Animals, Transformed Animals.) Major, General Minor, General Hunger for (Form) Magic Essential Flaw Anchored to the (Land) Major, Supernatural Environmental Sensitivity The character has been repeatedly ex- Minor, Personality Essential Flaw posed to magic and has thus become depen- Warped Senses Offensive to (Beings) dent upon magic to survive. The character Poor Concentration must consume 1 pawn of vis each season, corresponding to the Form that it has been mostly exposed to. If the character is unable is best, and a magus-level character might be Magical Monster to consume a pawn of vis in a season, it loses condescending or wild, and rarely act except Major, Social Status a Long-Term Fatigue Level that cannot be re- on its own initiative. Only characters designed using the rules gained until a pawn of the appropriate vis is (Besides enabling other sorts of magical for Magic Character Creation may take this consumed. For example, a character that has companions, this version of the Flaw makes Flaw. Hunger for Ignem Magic and has not con- it possible to take a Magical Animal Com- The character is a magical being that sumed a pawn of Ignem vis for a whole year panion designed with a Might Score that is has no strong connection to human soci- will have lost 4 Long-Term Fatigue Levels, more appropriate to the power level of the ety, such as a person who looks after it or and so be Dazed with a –5 penalty to activi- saga and the character’s role within it.) a community that accords it special respect. ties. If the character then consumes 1 pawn Generally people treat it as an outsider if it of Ignem vis, it will regain a Fatigue Level Magical Friend appears human, or as a beast if it does not. and become Tired after an hour has elapsed. Minor, Social Status The character might know how to interact (This Flaw is especially appropriate for Only characters designed using the rules with human beings, and might even be good animals that have been Warped by Magic; for Magic Character Creation may take this at it, but even a well-spoken and social Magi- see Chapter 5: Magic Animals, Transformed Flaw. cal Monster will never be treated as a person Animals.) Like a Magical Monster, the character is based on its own merits. considered to be less than human, but favored Magic (Being) Companion by one or more human characters (or other Monstrous Blood Minor, Story characters that are generally accepted as hu- Minor, Supernatural The character is accompanied by an intel- man). Among people who know the charac- The character’s essential nature has been ligent magical being, one that is smart enough ter’s associate, the character is treated better changed through exposure to the Magic to follow orders or disobey them on its own than it would otherwise be, perhaps as that realm, often because of a relationship to initiative, which the character must regularly person’s pet or bodyguard. Others most likely a magic being, which gives her true form look after. This might be an animal, a spirit, a treat the character as an outsider or a brute, or unfortunate supernatural properties. This human-like creature, or even an animate ob- perhaps as a dumb beast or a monster. changes the character’s appearance enough ject. Design this being as a magic character This Flaw is intended as the counterpart that others can immediately recognize that with the Magical Friend Social Status Flaw to another character’s Magical (Being) Com- there is something wrong about her, and (see below), and note that the greater the panion, but it is also particularly appropriate people might say that she has tainted blood. character’s Might Score, the more indepen- for Hermetic familiars or any characters with The character is more resistant to age and re- dent it will be. A grog-level character might nonhuman forms that are strongly associated ceives a –1 bonus to all Aging rolls, and may be essentially an extension of the character’s with someone at a covenant. Characters cre- learn Magic Lore during character creation. will, while a companion-level character might ated to be Magical Companions cannot them- However, the character also gains a mi- follow instructions but often do what it thinks selves have Magical Companion characters. nor physical deformity appropriate to the

49 Realms of Power magic being type that is associated with the song). This Flaw may be taken once for each fects his behavior in certain uncommon cir- character’s background. Some examples are power the character possesses. cumstances. Some examples include: below, or you can make up your own. Sensitive (Sense): One of your senses Magic Animal: The character has a Servant of the (Land) is so sensitive that it is overwhelmed under physical feature normally associated with Major, Story circumstances that others find normal. If it is animals, such as wings, scales, gills, sharp Some powerful magical creature has sight, normal daylight dazzles you. If it is hear- teeth, or claws. These are not usable by the saved the character from death and in return ing, sounds above normal speaking volume character, and give a –3 penalty to appropri- the character has been set a task. Possible hurt your ears. If it is taste, only bland food ate activities (such as running or climbing) as tasks include: preaching a message, operat- is tolerable. If it is smell, strong odors, good these deformities get in the way. ing a lighthouse, or preventing hunting in a or bad, are nauseating. You suffer a –2 penalty Magic Human: The character must de- certain area. Usually the task is either diffi- on all activities under relevant circumstances. crease one of his Characteristics by 1, but not cult or time-consuming, and while it remains (It is inadvisable to combine Sensitive Sight below –3. This might be Strength or Stamina incomplete the character has the Minor Per- with Keen Vision, and Sensitive Hearing with to represent weakened blood, or Presence to sonality Flaw: Prohibition (ArM5, page 58), Sharp Ears, and these are incompatible with indicate a dowdy appearance. The character but this does not count toward the charac- Blind and Deaf, respectively.) also has a poor Reputation of level 3 among ter’s total number of Virtues and Flaws. The Weak (Sense): One of your senses is so other magic beings. Prohibition means that if the character does weak that it is useless under circumstances Magic Spirit: The character has a men- not spend at least one complete season ev- that others find normal. If it is sight, you can tal block against many activities that are not ery year working toward his assigned task, only see well in good illumination (e.g. broad supernatural, possibly due to a noticeable a curse afflicts him. Possible curses include: daylight). If it is hearing, you can only hear difficulty with retaining memories. Subtract a magical compulsion to return to the land sounds above normal speaking volume. If 3 from all of the character’s Intelligence and where the character must explain himself to taste, only highly flavored food is palatable. Perception rolls that do not involve a Super- his master, turning into an animal, or acquir- If smell, you can only detect strong odors. natural Ability or Art. ing a Supernatural Flaw. You suffer a –2 penalty on all activities under Magic Thing: The character has a con- relevant circumstances. (Weak Sight is in- stant Lesser Power that is mostly detrimental Slow Power compatible with Sensitive Sight, Keen Vision, to it in some way, such as a ward that prevents Minor, Supernatural and Blind and you cannot take Weak Hearing it from picking up wooden objects, or that One of the character’s powers is very with Sensitive Hearing, Sharp Ears, or Deaf.) causes books it touches to burst into flame. slow, so that it requires an additional round Sensitive to Cold: You function normal- The effect normally occurs involuntarily, but of preparation to activate. This Flaw may be ly at temperatures considerably above the the character can spend a Confidence Point taken more than once, if the character has norm for your part of the world. You lose 1 to prevent it from triggering. multiple powers, but not more than once for Fatigue level for every hour you spend in an a single power. environment two steps or more below your Offensive to (Beings) accustomed conditions on the Environmen- Minor, General Small Frame tal Temperatures chart (see sidebar). Your re- The character has a magical presence Minor, General sponses to heat are reduced in intensity by 2 very similar to The Gift that is especially (See the Flaw on page 59 of ArM5.) (see ArM5, page 181). disturbing to a particular type of creature: This Flaw changes a magic character’s Sensitive to Heat: You function normal- animals, spirits, or characters aligned with Size, but does not modify its Strength or ly at temperatures considerably below the Magic. Only characters who are not Gifted Quickness. norm for your part of the world. You lose 1 (or whose Gift does not affect others) may Wanderlust take this Flaw. Major, Story The character feels compelled to travel Environmental Poor Concentration with a passion that is so strong that he can- Minor, General not spend more than a season in the same Temperatures While the character may have a mind place. The character can only spend two that is quick to make decisions, he has a (nonconsecutive) seasons each year in the • Unnaturally hot short attention span. The character has a –3 same Magic aura, and must spend the inter- • As hot as being next to a raging fire, penalty to Concentration rolls. vening seasons traveling to different locales molten lava, or molten iron — places he has never been. If for some rea- • Tropical mid-day Restricted Power son he cannot travel, he will become very • As warm as a fine summer’s day in Minor, Supernatural uncomfortable; this could manifest in many southern Europe The character must perform some special appropriate ways, such as being unable to • Comfortable for a normal inhabit- ceremony to activate one of its powers, such spend or gain Confidence Points or restore ant of the Normandy, Rhine, Stone- as drawing symbols on the ground or gestur- Might Points until he leaves. henge, and Hibernia Tribunals ing and chanting like a magus, or else the • As cold as a chilly winter’s day in power only functions on a limited class of tar- Warped Senses Western Europe gets (such as men, wolves, sounds, or sand) or Minor, Personality • Arctic winter in specific circumstances (like at night, under The character has become overly sensi- • Unnaturally cold water, when touching iron, or after singing a tive to environmental conditions, which af-

50 Magic

Fatigue level for every hour you spend in an environment two steps or more above your Social Abilities and Magical Beings habituated conditions on the Environmental Temperatures chart (see sidebar). Your re- When a person becomes a magical Bargain: Used with any intelligent being. sponse to ice is reduced in intensity to 0 (see being, it ceases to be human, and so some ArM5, page 181). social Abilities are no longer useful for Carouse: Used with any intelligent being. This is a common Flaw for characters who describing its behavior or motivations. Charm: Used with any intelligent being. become Warped by a strong magic environ- The same principle applies to social skills ment (see Chapter 2: Auras, Aligned Auras). that deal with training animals and other Etiquette: Used with any intelligent being. unintelligent beings, since when they become magical they often also become Folk Ken: This is an understanding of hu- New & Modified Abilities intelligent (see Chapter 5: Magical Ani- man beings only, though it may pro- mals, Training). vide insight into the motivations of Here is a summary of how different human-like beings or magic characters Animal Handling Abilities apply to magical beings. who were once human. Besides being able to train and take care of animals (as described in ArM5, page 62), Animal Handling: This Ability is useful Guile: Used with any intelligent being. you can apply the same principles when in- for knowing how to take care of a be- teracting with other beings that have Cun- ing with an animal form, though not for Intrigue: Used with any intelligent being. ning instead of Intelligence. For example, social interactions with an intelligent (Language): All intelligent beings can with this Ability you can manage and train animal. To predict how such an animal learn to speak languages, and without elementals, animate trees, or animal spirits. might respond or behave, use Magic a common tongue they must attempt to Specialties: magical beings associated Lore. As noted above, this Ability may communicate through other means. with a particular form, a type of magic be- also be used to manage other unintel- ing (magic spirits, magic things), a specific ligent beings. Leadership: Used with any intelligent being. sort of handling (training Abilities, inspiring loyalty). (General) Animal Ken: This is a Supernatural Abil- Magic Lore: This may be used like Folk ity with an effect that allows commu- Ken when attempting to understand (Form) Resistance* nication with any animal, magical or the motivations and personality of Only characters with a Magic Might not, but does not affect other sorts of magical beings. Score can possess this Ability. beings. It does not give any special in- Through exposure to a particular magi- sight into the mind of the animal. Teaching: Used with any intelligent being. cal Form, the character has developed a nat- ural resistance to things associated with that Form, in the same way that magi become • As long as the character concentrates, it more resistant by studying the magic of the recovers 1 Might Point for each level of associated Hermetic Form. You may add the the Magic aura over the course of about Advancement character’s score in this Ability as a bonus to ten minutes, so that when concentrat- attempts to resist damage from things of that ing in a level 5 Magic aura, a character For magic characters, advancement is the Form (as described in the examples on pages with this Ability would recover 30 Might mystical process of becoming more magical. 78-79 of ArM5). For example, you may add Points every hour. It is striving toward the truest embodiment your score in Vim Resistance to rolls to resist of the concept that defines the character, • By concentrating within a Magic aura, Agitation and to your soak total against dam- enhancing and focusing the character’s most the character may prevent Acclimation at age inflicted by your own magical powers. essential nature. In this way the character twice the normal rate. For example, a char- Like Form bonuses for magi, this also in- can become more like what it already is: acter with 30 Might could prevent accli- creases a magic character’s Magic Resistance more powerful, more knowledgeable, more mation as if it had a Might Score of 15. against spells of that Form, but this is only important, or more mysterious. It does this compatible with Magic Might; it does not While concentrating, the character usu- through a process called Transformation. stack with the Parma Magica. ally appears to be asleep. Magical beings Magic characters also need magic in order to Specialties: a single source of damage with nonliving forms may appear complete- survive, to feed the part of them that is sus- inflicted by that Form. (Supernatural) ly inanimate to outsiders during this time. tained by magic. If they go too long without If disturbed, the character must roll on the refreshing this magical thirst, some of their Magical Meditation* Concentration table (ArM5, page 82), us- magical qualities are lost. This process of los- Only characters with a Magic Might ing this Ability instead of Concentration. ing magic over time is called Acclimation. Score can possess this Ability. Failure means that the effort is wasted for Being fully part of the realm of Magic, such By concentrating, the character enters a that period. characters are not as concerned with mundane trance-like state in which it can absorb magic Specialties: recovering Might Points, things. They are bound in a state of perfec- from its surroundings at an increased rate. preventing Acclimation, maintaining con- tion, and cease to naturally grow or change This has two effects. centration (Supernatural) over time. For this reason magic characters do not advance as other characters — they do not

51 Realms of Power gain experience points each season or improve reason, these improvements cannot go against Experience Points: 5 their knowledge and abilities through practice the character’s essential nature — a magical Gain a Minor Magic Quality and a Minor and discovery. Upon becoming a magical be- dog that becomes more magical must still be Magic Inferiority ing, all non-magical learning ceases, and the a magical dog, even if it gains the power to character becomes only what it already is on fly, breathe fire, or change itself into a human Experience Points: 10 a fundamental level: forever, eternal, and im- shape. Any time a character experiences the Gain a Minor Magic Quality mortal, like a memory or an ideal. This is not to say that a magic character Experience Points: 15 cannot advance. It can, but it is much more Gain a Major Magic Quality and a Major difficult. Magic characters can accumulate Magic Qualities and Magic Inferiority and spend experience points just like normal Initiation Scripts human characters, save for one important Experience Points: 20 limitation: the character’s Might Score is al- It is possible to teach other magical Transform a Minor Magic Quality into a Ma- ways subtracted from its Advancement Total. beings new Magic Qualities by writing a jor Magic Quality, a Minor Magic Inferiority For example, a character with Magic Might book about them, but this is an incred- into a Minor Magic Quality, or a Major Mag- 10 that would gain 15 experience points ibly rare phenomenon, since few magic ic Inferiority into a Minor Magic Inferiority must subtract 10 for his Might Score, yield- characters can read and write. Such a ing only 5 points to spend. For most magic book might resemble an Initiation Script Experience Points: 25 characters, this is a significant enough pen- for a particularly esoteric Mystery Cult Gain a Major Magic Quality and a Minor alty that the character will never improve its (see The Mysteries, Revised Edition pages Magic Inferiority scores beyond their initial values at character 15-18), and at the troupe’s discretion it creation, and it is not unusual for powerful may be adapted by a Mystagogue for the Experience Points: 30 beings with Might Scores of 20 or more to Initiation of an appropriate Virtue. Books Gain a Major Magic Quality live for hundreds of years without signifi- on other mystic subjects — such as Mag- cantly changing in the slightest. ic Lore or a Mystery Cult’s Organization Magic characters may also consume vis There is a relatively simple way for the Lore — that collect Initiation Scripts may as a transformational study source, and can character to circumvent this limitation, also be treated as transformational study spend the experience points to gain new however. If the character consumes a pawn sources if they are particularly applicable Qualities and Inferiorities, without subtract- of magic vis of any type, he may reduce the to the Magic Quality in question, again ing its Might Score from the Advancement penalty to his Advancement Total by two. with the troupe’s approval. Total. The character must use a number of For example, if the character in the above pawns of vis of any type equal to its Might example were to spend 5 pawns of vis, it Score. Then, roll a stress die and add the could assign all 15 experience points in its process of transformation, the troupe should bonus for the aura in which the character Advancement Total. If the same character agree that the change does not fundamen- studies. The result is the number of experi- consumed 4 pawns, it would have 7 expe- tally conflict with its true form, otherwise the ence points gained. If you roll a 0, you must rience points to spend. (Note that this vis transformation cannot happen that way. roll one botch die for every 5 pawns of vis lessens the penalty, but does not increase the The basic mechanic for transformation that the character consumed, and each botch Advancement Total.) uses experience points. Magic characters can gives the character a Minor Inferiority, or a Characters with the Gifted Virtue may gain new Qualities and Inferiorities by de- Major Inferiority for every three botches. learn Supernatural Abilities like other char- voting experience to their study. These can acters with The Gift, but they must also be experience points gained from practice, subtract the sum of their scores in all other adventure, or a teacher who possesses the Supernatural Abilities, in addition to their desired Quality. (Practicing a Quality that Acclimation Might Score. They may spend vis to offset you already possess with the intention of im- this penalty as usual, though they can use no proving upon it has a Study Total of 5.) You Magic characters are nurtured by the more than a number of pawns equal to their must still subtract the character’s Might Score power of Magic, and they rely upon it to sur- Might Score in a single season. Gifted magic from the study total, as described above, and vive. Over time, those magic characters that characters may also initiate new Virtues and as usual the character can offset this penalty do not maintain a connection to the realm Flaws through a Mystery Cult in the same by consuming vis. The number of experience of Magic slowly lose some of their magical way as magi (described in The Mysteries, Revised points necessary for each type of Quality is power. This process is called Acclimation: the Edition and Houses of Hermes: Mystery Cults). shown on the table below. character becomes less magical as it becomes more conditioned to the mundane world and Experience Points: 0 more distant from the Magic Realm. Transform a Virtue into a Magic Quality of Acclimation is handled as follows. At Transformation the same type (Major or Minor), a Flaw into the end of every year, when other characters a Magic Inferiority of the same type, a Magic make Aging rolls, a magic character either Transformation is the term for bringing Quality into a different Magic Quality of the loses a Magic Quality, or else reduces its about permanent improvements to a magic same type, or a Magic Inferiority into a dif- Might Score by 1 — the player of the char- character’s form, making it more magical with- ferent Magic Inferiority of the same type. acter may choose which of these takes place. out changing what it essentially is. For this This loss is permanent. If the character can-

52 Magic not do either of these things, it ceases to be a 40 days’ absence, however, and the aura will being the targets of powerful Magic effects magic character, losing the Virtue that made not prevent Acclimation that year. Likewise, that do not originate from a creature with it a magic character and becoming a mun- for “half time within” the character should at Might, or by using their own powers to pe- dane being appropriate to its true form. least reside within the aura, perhaps going riodically affect an individual that is aligned There are three ways to protect a magic there when other characters go to sleep, or with the Magic realm, but who does not have character against this effect, and all magic else spending about two seasons each year Magic Might. This creates a supernatural characters should ensure that they meet at within it. “Frequent visits” is about a quarter link between the two that sustains the magic least one of these conditions every year. These of the character’s time, or one concentrated character for as long as it lasts. are: living in a strong Magic aura, affecting or season every year. Perhaps the most common example of being affected by others with magic, and con- As shown on the chart, a magic character this is the bond between magus and familiar, suming a sufficient amount of magical vis. with a Might Score of greater than 50 can- where the familiar becomes magically bound Which method a magic character choos- not avoid Acclimation by living in a Magic to the magus through magical cords that help es to avoid Acclimation depends mostly aura. The most powerful and reclusive magic it resist Acclimation — this explains why upon its Might Score, but also upon its tem- characters typically live in the Twilight Void, many intelligent magic creatures are willing perament. Magic characters with low Might that part of the Magic Realm in which they to submit to the bond, since it means they generally rely upon the Magic aura where never gain Acclimation, and only occasionally will never suffer Acclimation again. Another they live. Intelligent magic characters with manifest in the mundane world at all. For the example is when a magical being acts as a low Might Scores often seek out a ward or purposes of a character that visits but does not warder for a non-magical character, using master with which they can bond. More remain there all year, treat the Magic Realm as its powers to protect and advise its charge powerful intelligent characters might seek an aura of 10 and halve the character’s Might throughout the year — by doing so, it en- out people and things aligned to Magic that Score. For example, a character with Might sures its own survival. they can watch over or prey upon selectively 20 could avoid Acclimation by spending one The chart below shows the number of throughout the year, or else retreat into the season each year in the Magic Realm. seasons each year that the character must af- Magic Realm where they do not need to fect its counterpart with its powers (based on worry about Acclimation at all. Unintelli- its Might Score), or must be affected by its gent characters of all sorts typically have a Effects counterpart’s magic (based on the level of the natural drive to seek out vis and consume it, effect), in order to avoid Acclimation. The ensuring both that they avoid Acclimation Magic characters can also protect first column shows how many seasons of and grow more magical over time. themselves against Acclimation by constant effects are necessary, while the

Auras

If a magic character lives in a Magic aura, or has a low Might Score and spends a lot of time there, it can avoid Acclimation. The strength of the aura required depends upon the character’s Might (rounded up), as shown on the table below.

Minimum Aura Strength Might Always half Time frequent Score Within Within visits 0 1 5 8 1–5 1 6 9 6–10 2 7 10 11–15 3 8 - 16–20 4 9 - 21–25 5 10 - 26–30 6 - - 31–35 7 - - 36–40 8 - - 41–45 9 - - 46–50 10 - - 51+ - - -

To be considered “always within” an aura, the character must spend nearly all of its time there, though occasional forays into the outside world are allowed. More than about

53 Realms of Power Vis Consumption Essential

Whenever a magic character avoids sumed. For example, the character might Acclimation by consuming vis, roll a stress spontaneously generate a magical effect, Traits die and consult the following chart. The temporarily gain or lose Might Points, or number of botch dice is equal to the num- perhaps increase or decrease an appropriate Part of the power of the Magic realm is ber of pawns of vis consumed. Essential Trait (see Essential Traits, below). devoted to the pursuit of unchanging ideals, Special or Story Event: This is usually making things more of what they are at the Roll result something that involves the whole troupe, most fundamental level, and because of this, 0 Possible botch, otherwise no effect or that happens without the character’s characters with a Magic Might Score do not 2–4 No effect knowledge. It could also be an effect that easily develop new Personality Traits, or in- 5–6 Side effect (negative) adds to the story or that is not covered else- crease or decrease their existing Personality 7–8 Side effect (positive) where. For example, perhaps the character Traits. Their Personality Traits become Es- 9 Special or story event becomes pregnant, experiences a vision of sential, meaning that they are an unchang- 10+ Transformation the past or future, or gains the attention of ing part of the character’s nature. However, a more-powerful magical being. these Essential Traits also define how magic Botch: The character gains a Minor In- Transformation: The character is characters behave, and so they become a feriority for every botch, or a Major Inferi- changed for the better by the process of kind of magical protection — magical effects ority for every three botches, though other magical transformation, and gains a num- that would force a character to act against its negative effects appropriate to the situation ber of experience points equal to the result Essential Traits always mysteriously fail. are also possible, such as a personal injury, of the roll, which may be applied to a new Many Essential Traits describe a special- loss of Fatigue, or a ruined project. Quality (see Transformation, above) or to ty of one of the character’s Characteristics Side Effect: The character (or some- any appropriate Abilities. The character (this is called a Character Trait to distinguish thing very close to it) is affected by a magi- does not have to subtract its Might Score it from a Personality Trait, though it can be cal side effect, one that is either positive or from this Advancement Total unless the written under Personality Traits on the char- negative and is somehow appropriate to character is Gifted and wishes to learn a acter sheet). For example, a character might the circumstances and the type of vis con- new Supernatural Ability. be Sure-footed (Dexterity) +2, or he might be especially Shy (Presence) +3. These Es- sential Traits modify the appropriate Char- second shows seasons of effects that are ap- climation. (Magic characters that are some- acteristic in circumstances applicable to plied regularly (approximately once a day), how associated with a covenant should be the specialty like so: if the Characteristic is and the last shows seasons of effects applied able to easily meet this requirement.) positive and the Trait is beneficial, use the only occasionally (approximately once a greater of the two; if the Characteristic is week). For example, a magic character with negative and the Trait is detrimental, use the Might 15 would need to constantly affect a Vis lesser of the two; otherwise, add the Trait to mundane character for three seasons every the Characteristic. (This is the same method year, and a level 30 effect cast by a character Magic characters can consume vis to en- used to determine a shapechanger’s charac- without a Might Score will protect a magic sure that they do not suffer Acclimation. A teristics in Houses of Hermes: Mystery Cults.) character for two out of every four seasons. magic character is safe any year in which it Characters typically develop Essential consumes (Magic Might Score / 2) pawns of Traits upon returning from the Magic Realm, S e a s o n s E a c h Y e a r magic vis, of any type. For example, a char- in much the same way that magi gain Twi- Effect Level constant Regular Occasional acter with Magic Might 15 would need to light Scars (and Twilight Scars are basically or Might Score effect effect effect find 8 pawns of vis every year. This is how Essential Traits for magi). They can also be 0 - - - many magic creatures survive in the wild, by gained from Virtues and Flaws (see Essen- 1–10 4 - - hunting down vis and feeding on it. With tial Virtue or Essential Flaw, above), and all 11–20 3 - - preparation, magic characters with access Personality Flaws come with a correspond- 21–30 2 4 - to a lot of vis can endure being distant from ing Essential Trait as well. To make Essential 31–40 1 2 4 Magic for a very long time. Traits easier to distinguish from Personality 41–50 1 1 2 Whenever a magic character avoids Ac- Traits, you should always mark them with an 51+ 1 1 1 climation by consuming vis, the player must asterisk on the character sheet. make a roll on the Vis Consumption chart. At the end of each year, the storyguide This determines how exposure to the vis af- should determine whether the magic charac- fects the character over time, since subsisting ter affected its partner or was affected by its on vis can have interesting side effects and al- partner to a sufficient degree to prevent Ac- ways carries some degree of supernatural risk.

54 Chapter Five Magic Animals

Magic animals cover a very wide range of part of the body that contains this vis may must also take an Essential Virtue (as either creatures, from mice that occasionally cough be made into an Object of Virtue by a hedge a Minor or Major Magical Quality) to rep- fire to the mighty dragons. Many of them are magician (see Chapter 8: Magic Things). resent those areas in which it excels. This not intelligent, but even so they are often Essential Virtue always typifies the species sought out by magi, both as sources of vis and to which the character belongs — a Viper as potential familiars. Some magic animals of Virtue might have Deception as an Es- seek magi out in turn, aiming to steal their vis Designing Beasts sential Virtue, but could not take Friendly sources or prey on more-mundane resources. of Virtue or Keen Hearing. This chapter details a variety of such crea- Your storyguide will also indicate wheth- tures, suited to a wide range of saga roles. er there are any Virtues and Flaws that are Beasts of Virtue should be designed ac- intrinsic to the species to which you belong, cording to the rules in Chapter 4: Magical and you must buy these with your normal al- Characters. The following sections provide lotment of Virtues and Flaws. You may then guidance on how to use those rules specifi- spend any unused Flaw points on Virtues, cally to create a Beast of Virtue. The key fea- and take more Flaws to purchase new Vir- Beasts of Virtue tures that make a magical animal into a Beast tues up to your limit for the character type of Virtue are the Inherited Virtues and Flaws (3 points of flaws for a grog character, 10 Beasts of Virtue are highly sought after by listed below, and the absence of Flaws that points otherwise). You cannot take any Flaw Hermetic magi, because they are well suited to represent physical defects. that makes your character a worse example being familiars. However, they are rare: in any of its base creature; nor any Virtue that hin- given habitat of reasonable size (a forest, a lake, Inherited Virtues: Magic Animal; Essential ders it from being the epitome of its species. or so forth) there may be only one Beast of Vir- Virtue (Major or Minor) Beasts of Virtue are therefore never Lame or tue. Further, they aren’t naturally distinguished Inherited Flaws: Any Personality Flaw (Ma- Blind. Most Beasts of Virtue have the Magi- from their mundane fellows without magic — jor or Minor) cal Creature Social Status Flaw. they are more-perfect creatures of their spe- Common Virtues and Flaws include: cies, but this isn’t always apparent to the eye. A Beast of Virtue epitomizes all the traits of Concept Greater Immunity, Ways of the (Land); its species, often to a supernatural degree. The Ferocity**, Intuition, Large***, Lesser Immu- mythic qualities assigned to animals in Physio- You have 7 points to spend on Character- nity, Magic Sensitivity, Premonitions, Puis- logus and the Bestiaries are actually possessed istics, just as other characters. The creatures sant Ability, Reserves of Strength, Second by Beasts of Virtue rather than their mundane in the Book of Mundane Beasts appendix or Sight, Strong-Willed, Tireless*, Tough, Un- counterparts, and they only have powers that those generated with the rules in Houses of affected by The Gift*, Wilderness Sense; Es- relate to the perfection of their mythic proper- Hermes: Mystery Cults (pages 38–43) all have 7 sential Flaw (Major)*, Greater Malediction, ties. Other magical beasts exist with different points spent on the four physical Character- Wanderlust*; Essential Flaw (Minor)*, Lesser powers, but these are Transformed Beasts (see istics only, and have predetermined scores for Malediction, Magical Air; any Personality below), not Beasts of Virtue. the four mental Characteristics based on the Flaw; Heroic Virtues and Flaws from Houses of No Hermetic attempt to create a Beast of type of animal. You may choose to accept the Hermes: True Lineages, pages 103–109. Virtue has succeeded; such attempts result in mental Characteristics as given (suitable for a Transformed Beast, if the creature manages storyguide characters), or determine mental * See Chapter 4: Characters, New and to survive the experimentation process and Characteristics in the usual fashion. Beasts Modified Virtues and Flaws the Warping. Many magi liken the Beasts of of Virtue rarely have Intelligence rather than ** The Ferocity Virtue is described in Houses Virtue to a Gifted human, and thus in their Cunning; however, those played as characters of Hermes: Mystery Cults, page 40, or the arrogance make themselves the epitome of are often exceptional in this regard (because Book of Mundane Beasts appendix. the human species. it’s no fun playing an unintelligent creature; see *** A creature with the Large Virtue has 1 less The corpse of a Beast of Virtue typically Chapter 4: Characters, Cunning Characters). point of Quickness and 2 more points of contains 1 pawn of vis for each 5 points (or All Beasts of Virtue possess the Special Strength than its base statistics. fraction) of Might it possessed; and often the Virtue, Magic Animal. Every Beast of Virtue

55 Realms of Power Season and Abilities monly a Lesser, Personal, or Greater Power Example Beasts rather than a Focus or Ritual Power), but A Beast of Virtue typically has the speed cannot take powers that do not relate to their of Virtue of growth of a mundane animal, so a Spring role as species epitomes. Thus a Dog of Virtue character has usually reached prime condi- cannot have the Power to breathe fire, but it tion for a member of its species, at about five can have a supernaturally enhanced capacity years old. As Summer characters, Beasts of for tracking. Inspiration for magical powers Black Boar of the Bog Virtue have exceeded the natural lifespan of possessed by Beasts of Virtue can be obtained creatures of their species. Very few Beasts from the descriptions in medieval bestiaries. Magic Might: 20 (Animal) of Virtue are Autumn or Winter characters. Characteristics: Int 0, Per +1, Pre –2, Com You must spend some of your allotted expe- –2, Str +6, Sta +5, Dex 0, Qik +1 rience points on the Abilities of a creature Finishing Touches Size: +2 of your species, at the scores they normally Season: Summer possess. You may spend the rest of your Abil- Animals typically have natural weapons in Confidence Score: 2 (5) ity points as you see fit, but cannot typically the shape of teeth, claws, or horns; and may Virtues and Flaws: Magic Animal; Magical spend points on human languages or human have a Protection score provided by their thick Champion; Ways of the Wood; Berserk, social Abilities unless you have had substan- hide, fur, or scales. Additionally, some animals Improved Characteristics, Self-Confi- tial contact with humans. have bonuses to certain types of rolls — goats dent; Wrathful, Fury; Nocturnal are good at climbing, cats are good at jump- Magic Qualities and Inferiorities: Gigantic, ing, and so forth. In Houses of Hermes: Mystery Greater Power (x2); Animal Resistance, Might and Qualities Cults (pages 40–43), these are called Qualities Ignem Resistance, Improved Abilities and are natural properties of the animal rather (x3), Improved Attack (x2), Improved Once you’ve decided the role of the than the Magical Qualities discussed in Chap- Damage (x2), Improved Fatigue (x3), Beast of Virtue in your saga, determine its ter 4. You should consult with your storyguide Improved Soak (x2), Minor Virtue: Great Might and spend these points on Magical for details of all these final touches. Characteristic (Stamina), Minor Virtue: Qualities, taking Magical Inferiorities if you Remember to subtract the Size of a Beast Tough, Terram Resistance; Monstrous want more points to spend. of Virtue from the initial Might score to get the Appearance; Susceptible to Deprivation Beasts of Virtue often have Magical Qual- final Might score. This doesn’t affect the points Personality Traits: Territorial* +6, Venge- ities that grant magical powers (most com- available to spend on Magical Qualities. ful*+6, Boar* +3, Brave* +3, Curious –1 Reputations: Truculent 2 (local) Combat: Tusks: Initiative +1, Attack +14, Defense +9, Damage +11 Soak: +12 (+17 when using Protect the Herd) Fatigue Levels: OK, 0/0, –2/ –2, –4/–4, Un- conscious Wound Penalties: 0 (1–6), –2 (7–12), –4 (13–18), Incapacitated (19–24), Dead (25+) Abilities: Animal Handling 4 (boars), Ani- mal Resistance 4 (claws), (Area) Lore 5 (woods), Athletics 4 (running), Aware- ness 5 (predators), Brawl 5 (tusks), Ig- nem Resistance (spells) 4, Penetration 2 (10) (Mentem), Survival 3 (woods), Swimming 1 (swampy waters), Terram Resistance 4 (spears) Powers: Protect the Herd, 4 points, Init –4, Animal R: Voice, D: Sun, T: Group When this power is used, the Boar and all of his animal allies receive a bonus of +5 to their Soak totals for Sun Duration. MuAn 45 (Base 25, +2 Sun, +2 Group): Greater Power (45 levels, –1 Might cost) Terror of the Charging Boar, 3 points, Init –2, Animal or Mentem R: Voice, D: Sun, T: Ind Anyone or anything the Boar charges be-

56 Magic comes overwhelmed with a mortal fear of the Boar for Sun Duration. The target must flee immediately from the Boar and Suggested Familiars by Art is reluctant to ever face him again. The Arts used to bond a familiar must Aquam: coot, duck, frog, kingfisher, otter, ReMe(An) 25 (Base 4, +2 Voice, +2 correspond to either the animal itself, or swan, any amphibious or semi-aquatic Sun, +1 special effect: lingering effect): its powers (see ArM5, page 104). The fol- animal Greater Power (25 levels, +25 xp in Pen- lowing list expands on the suggestions in Auram: crow, kingfisher, spider, any bird etration) ArM5 for animals that may be suited to or bat Natural Weapons: The Boar’s tusks are Init particular Arts. Corpus: caladrius, cat, dog, goose, man- +0, Atk +4, Dfn +2, Dam +5. drake (see Chapter 8: Magic Things, Vis: 2 pawns of Animal vis in each tusk. Creo: beaver, eagle, lizard, pelican, weasel, Herbs of Virtue) Appearance: A very large, black boar with any animal that can rejuvenate itself Herbam: beaver, mandrake (see Chapter crimson-stained tusks and yellow eyes. Intellego: cat (tortoiseshell), crow, goat, 8: Magic Things, Herbs of Virtue), The Black Boar guards a swampy portion raven, woodpecker, toad, any animal monkey, squirrel, woodpecker of a larger wood that is filled with gnarled with keen senses, any animal thought Ignem: eagle, hercinia, salamander, scitalis trees. The dense canopy of the wood gives it to foretell the future (see Dragons), very small dragons a foreboding feeling, but it is filled with wild- Muto: cat (white or tortoiseshell), fox, Imaginem: chameleon (lizard), cricket, life. This section of the wood is a haven for hare, moths and butterflies, toad, other magpie, partridge, peacock, scitalis (see herbivores because the Black Boar guards it amphibians Dragons) jealously. He attacks all large predators and Perdo: asp, hedgehog, salamander, shrew, Mentem: ape, cat (black or tortoiseshell), men who enter the area, regardless of their weasel, any venomous animal fox, owl, wolf, any animal with an In- intentions toward the inhabitants. The Black Rego: badger, cat (black), cockerel, dog, telligence score (before bonding) Boar is a solitary creature, but quickly lends lion, owl, wolf, any pack leader or simi- Terram: badger, hedgehog, ferret, frog, his protection to any inhabitants of his area larly dominant animal fox, mole, mouse that come under attack. Animal: any animal Vim: hoopoe, any magical animal The Boar’s tusks may be Enriched by soaking them in the blood of the Boar for one month and then using the tusks to strike Soak: +8 R: Voice, D: Sun, T: Group the killing blow on a predator that hunted Fatigue Levels: OK, 0/0, –1, –3, –5, Uncon- Any canine that hears the voice of the the area where the Boar lived. If this is done, scious Black Dog is strongly inclined to obey any character carrying the tusks in battle is Wound Penalties: –1 (1–7), –3 (8–14), –5 his orders. This is similar to the spell granted the Berserk Virtue. (15–21), Incapacitated (22–28), Dead Aura of Rightful Authority. (29+) ReAn 35 (Base 5, +2 Voice, +2 Sun, +2 Abilities: Animal Handling 5 (canines), Ani- Group): Greater Power (35 levels, –3 Black Dog of the Moor mal Resistance 4 (claws), (Area) Lore 5 Might cost) (hunting trails), Athletics 4 (running), Leader of the Pack, 2 points, Init –3, Animal Magic Might: 25 (Animal) Awareness 5 (prey), Brawl 5 (bite), Folk R: Voice, D: Sun, T: Group Characteristics: Int 0, Per +1, Pre 0, Com Ken 4 (travelers), Hunt 6 (tracking), When the Black Dog is present in any –1, Str +4, Sta +3, Dex +1, Qik +1 Magic Lore 1 (regiones), Penetration 7 group of canines, they fight as a trained Size: +2 (Corpus) , Stealth 5 (stalking prey), Sur- group and all of their attack rolls are at +2. Season: Autumn vival 4 (moors), Swimming 2 (quietly) ReAn 40 (Base 10, +2 Voice, +2 Sun, +2 Confidence Score: 2 (5) Powers: Group): Greater Power (40 levels, –2 Virtues and Flaws: Magic Animal; Magical Nose of the Bloodhound, 1 point, Init –2, Corpus Might cost) Champion; Ways of the Moor; Self- or Animal Shadow Form, 1 point, Init –3, Animal Confident, Sharp Ears; Fury; Greedy, R: Arc, D: Conc, T: Ind R: Per, D: Conc, T: Ind Nocturnal, Proud Once the Black Dog picks up the scent of When the Black Dog enters a shadow Magic Qualities and Inferiorities: Gigantic, a creature, he may track it to the ends of that is big enough to cover his Size +1, Greater Power (x5); Animal Resistance, the earth. If the Black Dog frequents the he may take the form of shadow. While Improved Attack, Improved Abilities, same location as the quarry or examines in shadow form, the Black Dog adds +4 Improved Damage (x2), Improved Fa- one of its personal effects and makes a to all Stealth rolls and is unaffected by tigue, Improved Soak, Minor Virtue: Im- Perception roll against an Ease Factor of physical attacks. proved Characteristics (x2), Minor Vir- 6, the Black Dog picks up the creature’s MuAn 35 (Base 30, +1 Conc): Greater tue: Tough; Susceptible to Deprivation scent. As long as the Black Dog is track- Power (35 levels, –3 Might cost) Personality Traits: Territorial* +6, Dog* +3, ing the quarry, he always knows the direc- Natural Weapons: The Black Dog’s bite is Brave* +3, Gluttonous* +3, Overconfi- tion of the shortest path to the quarry. Init 0, Atk +4, Def +1, Dam +3. dent* +3 InCo(An) 25 (Base 3, +4 Arc, +1 Conc, Vis: 5 pawns of Animal vis in his hide. Reputations: Murderous 2 (local) +1 special effect: scent serves as Arcane Appearance: A gigantic, black hound that Combat: Connection): Greater Power x2 (25 levels, is similar in appearance to a monstrous Bite: Initiative +1, Attack +13, Defense +8, –2 Might cost, +65 xp in Penetration) rottweiler. Damage +13 Dominate Canine, 1 point, Init –3, Animal

57 Realms of Power

quarry attacks first, and then the Black Dog Beasts of Virtue Story Seeds drags the person off, never to be seen again. The hide of a Black Dog may be Enriched by tanning it in total darkness. It must then A Noble’s Folly The Imprisoned Caladrius be buried under a new moon and left undis- turbed for one month. The resulting hide The son of a local noble becomes Both kings and magi greatly prize the may be fashioned into a cowl that grants the obsessed with the stories of a monstrous caladrius for its healing powers. Such a wearer the Puissant Stealth Virtue. black boar that cannot be killed. The heir powerful character has captured a caladri- is killed hunting the Black Boar of the Bog us and plans to keep it until his next aging and the noble swears revenge on it. The crisis. The kind-hearted bird wants only to Caladrius noble’s advisor comes to beg the charac- be set free so it can use its healing power ters for their assistance in defeating the to help others. Perhaps it finds a way to If anyone is ill, the caladrius will tell whether the boar. The magi realize that the advisor ask the characters for help, or maybe it patient will live or die. is withholding something from them. In escapes on its own and the characters are truth, the advisor thought the heir unfit to accused of stealing it. — Pierre de Beauvais rule and persuaded him to hunt the beast, knowing that it would likely kill him. Now Magic Might: 14 (Animal) the advisor fears the same fate will befall The Cockerel’s Crow Characteristics: Cun –1, Per +2, Pre +1, Com his lord, or, worse, that his role in the –2, Str –4, Sta +3, Dex +1, Qik +2 heir’s death will be uncovered. Invisible demons (in spirit form) have Size: –2 been menacing a village for years, but a Season: Spring Cockerel of Virtue has kept them away. Virtues and Flaws: Magic Animal; Magical Hunt for the Black Dog Recently, the magic cockerel lost a fight Friend; Essential Virtue (magnificent ap- to a mundane bird and has stopped crow- pearance), Unaffected by the Gift, Lesser A local noble beats his hounds when ing, so the demons are now free to terror- Immunity (to non-lethal diseases); Non- the hunt is unsuccessful. After a Black Dog ize the villagers. The characters can either combatant, Compassionate (minor) of the Moor witnesses this, he attacks the confront the spirits themselves, or find Magic Qualities and Inferiorities: Ritual noble and frees the hounds. While the some way to restore the bird’s confidence. Power (x2); Improved Abilities, Im- noble hunts the Black Dog, he interferes proved Might (x2), Ignem Resistance, with the covenant’s vis collection, harasses Improved Powers, Personal Power; Mi- the local faeries, and generally makes a The Stallion Guide nor Flaw: Restricted Power, Susceptible nuisance of himself. Finally, the noble to Deprivation demands the assistance of the covenant The characters need to locate some- Personality Traits: Ibis* +3, Magnificent Ap- in hunting the magical beast. A problem one or something in the Camargue. The pearance* (Presence) +3 arises when the characters discover that Great Stallion of the Camargue knows Combat: a powerful maga has allied with the Black the area better than any other living crea- Dodge: Init +2, Attack n/a, Defense +5, Dam- Dog, who uses his tracking powers to ture. How do they approach him for as- age n/a great effectiveness in Marching her ene- sistance? The Stallion and his herd flee Soak: +3 mies. The maga encourages the Black Dog from any humans. Once the characters Fatigue Levels: OK, 0, –1, –3, –5, Uncon- to kill the noble, whose lands are far from are able to communicate with the Stal- scious her covenant. The characters are forced to lion, what can they offer him in exchange Wound Penalties: –1 (1–3), –3 (4–6), –5 (7– mediate the dispute. for his information? 9), Incapacitated (10–12), Dead (13+) Abilities: Athletics 3 (flying), Awareness 4 (food), Brawl 2 (dodging), Ignem Resis- The Black Dog of the Moor dominates as they are known throughout northern Eu- tance (solar heat) 4, Survival 3 (wetlands) all canines in his area and considers it his rope — Ireland (Coinn Iotair), Wales (Cwn Powers: duty to protect dogs, wolves, and jackals, Annwn), England (Gytrash), Isle of Manx Healing Gaze, 4 points, Init –14, Corpus where present. He fights any canine in the (Mauthe Dhoog), France (Rongeur D’os), R: Eye, D: Mom, T: Ind area that challenges his authority, but only and Brittany (Youdic Dogs). The Black Dogs By gazing into a person’s eyes, the ca- kills when the food supply is insufficient to are solitary and have well-delineated habi- ladrius can draw out any non-fatal dis- support the local canine population. The tats. They often prowl a moor, swamp, or ease from a sick person into itself. This Black Dog of the Moor is generally indiffer- abandoned castle. removes any disease of up to Incapaci- ent to the activities of humans, but in some Some people believe these hounds to be tating strength, or resolves a critical or areas, where wolves or jackals are hunted, he agents of the Infernal, but this is largely based lesser aging crisis. The caladrius must takes a more active role and discourages the on fear of the unknown and the hounds’ habit immediately fly up toward the sun or else hunts by harassing or killing the hunters. of prowling their territory at night. A Black the disease returns to the patient (this is The Black Dog of the Moor is one exam- Dog will assert its dominance over the territo- a Restricted Power). ple of a class of creature called Black Dogs. ry by closely following or chasing nighttime CrCo 40 (Base 30, +1 Eye, +1 affect ei- The Black Dogs go by many different names, travelers. A Black Dog never attacks unless its ther disease or aging): Ritual Power x2

58 Magic

(40 levels, –2 Might cost), Improved er (nocturnal spirits only) Great Stallion Powers (–2 Might cost) Magic Qualities and Inferiorities: Greater of the Camargue Perceive the Afflictions of Mortal Flesh, 0 points, Power; Improved Might, Improved Pow- Init +1, Corpus ers, Minor Virtue: Sense Holiness and Magic Might: 15 (Animal) R: Per, D: Mom, T: Sight Unholiness; Susceptible to Deprivation Characteristics: Int 0, Per +1, Pre +1, Com By sight, the caladrius can identify any Personality Traits: Cockerel* +3, Proud +3 –3, Str +5, Sta +3, Dex +1, Qik +4 diseases a person has and how serious Reputations: Proud (local) 3 Size: +2 they are. Combat: Season: Summer InCo 25 (Base 5, +4 Sight): Personal Spurs: Init +3, Attack +8, Defense +10, Dam- Confidence Score: 1 (3) Power (25 levels), Improved Powers (–3 age –5 Virtues and Flaws: Magical Animal; Magical Might cost) Beak: Init +4, Attack +8, Defense +8, Dam- Champion; Great Characteristic (Quick- Vis: 3 Corpus (1 in each eye, 1 in the wings) age –5 ness), Improved Characteristics, Long- Appearance: The caladrius is a magnificent, Soak: 0 Winded, Strong-Willed; Overconfident; all-white bird somewhat resembling a Fatigue Levels: OK, 0, –1, –3, –5, Uncon- Close Family Ties, Higher Purpose (pro- heron (but with shorter legs and beak). It scious tect the herd) has a long, gracefully curving neck and a Wound Penalties: –1 (1–3), –3 (3–4), –5 Magic Qualities and Inferiorities: Greater short, slightly downward-curving beak. (5–6), Incapacitated (7–8), Dead (9+) Power, Improved Quickness, Major Vir- A caladrius is a mystical bird much Abilities: Athletics 1 (balancing), Awareness tue: Ways of the Marsh; Animal Resis- sought by royal households. It can deter- 3 (invisible spirits), Brawl 3 (spurs), Mu- tance, Improved Abilities (x2), Improved mine whether a sick person will live or die. sic 3 (crowing), Penetration 4 (Mentem Defense, Improved Fatigue (x2), Personal If the patient is to die, the caladrius sadly effects), Sense Holiness and Unholiness Power (x3); Susceptible to Deprivation turns away from him, but if he is to live, it 3 (invisible spirits) Personality Traits: Brash* +6, Stallion* +3, gazes deeply into his eyes, drawing the sick- Powers: Stubborn* +3, Loyal* +3, Proud +2 ness into itself. It then flies away toward the Scourge the Spirits of the Night, 0 points, Init +4, Reputations: Elusive 2 (local) sun, going so high that the sun’s rays burn Mentem Combat: away the disease (but they do not harm the R: Per, D: Sun, T: Sound Hooves: Initiative +6, Attack +6, Defense caladrius itself). When the Cockerel of Virtue crows, any +12, Damage +6. A caladrius will not absorb a terminal ill- nocturnal spirits who hear the sound (and Soak: +2 ness (its Lesser Immunity would not protect whose Magic Resistance fails to protect Fatigue Levels: OK, 0/0, –1/–1, –3, –5, Un- it), but it will gladly heal any lesser ailment. It them) are stricken with panic and flee conscious can heal either spontaneous diseases, which the area, remaining away until the next Wound Penalties: –1 (1–7), –3 (8–14), –5 result from aging crises (see ArM5, page 168) sunrise or sunset. This power is effective (15–21), Incapacitated (22–28), Dead or diseases due to an external cause (ArM5, against spirits of any Realm, as long as (29+) page 180). As long as the crisis is not ter- they are only active at night (including Abilities: Animal Handling 5 (horses), Ani- minal or the disease does not cause a Lethal most ghosts and some demons and dark mal Resistance 4 (claws), (Area) Lore Wound, a caladrius can cure it. It can only fae, at the storyguide’s discretion). 7 (Camargue), Athletics 6 (running), heal wounds caused by disease, not those re- CrMe 20 (Base 4, +2 Sun, +3 Sound): Awareness 3 (predators), Brawl 3 (dodg- sulting from poison, combat, or other causes. Greater Power (20 levels, +1 Initiative, ing), Survival 3 (Camargue) It cannot remove Decrepitude. –2 Might cost, 15 xp Penetration) Powers: The eyes of a caladrius are Enriched by Vis: 2 Vim in comb Sense the Feet that Tread the Earth, 2 points, Con- grinding them to a paste, which is then used The Cockerel of Virtue benefits farmers stant, Terram to fill a hollow wing bone taken from the same through its crowing, which drives away evil R: Touch, D: Sun, T: Part bird. This must be soaked in the urine of a vir- spirits. A mundane cockerel normally crows The Stallion feels what is moving on gin girl for a season, after which time it grants to herald the coming of dawn, so the Cock- the ground within one mile of his loca- the wielder the Puissant Medicine Virtue. erel of Virtue’s cry terrifies spirits of darkness tion. He can tell the direction, distance, through the Law of Sympathy. A variant ef- weight, number, and manner of locomo- fect for the Cockerel’s crow may be found on tion of the moving things. (See ArM5, Cockerel of Virtue page 29 of Houses of Hermes: Mystery Cults. page 154). Cocks fight one another for dominance. InTe 40 (Base 4, +1 Touch, +2 Sun, +1 Magic Might: 9 (Animal) The winner is the proudest of all creatures Part, +3 Size, +1 Constant): Greater Characteristics: Cun –2, Per +2, Pre +2, and struts regally around the barnyard, but Power (40 levels, –2 Might cost) Com 0, Str –6, Sta 0, Dex +2, Qik +4 the loser becomes dejected (temporarily Sprint of the Zephyr, 1 point, Init +2, Animal Size: –3 gaining the Personality Flaw, Depressed) and R: Per, D: Diam, T: Ind Season: Spring does not crow. The horse may gallop at amazing speeds Confidence Score: 1 (3) The comb of a Cockerel of Virtue can be for relatively short distances. Unencum- Virtues and Flaws: Magic Animal; Magical Enriched by stretching the skin over an am- bered, it can travel one league in one Di- Champion; Essential Virtue (proud, mi- ber bead which must then rest on consecrated ameter. Add one Diameter to the travel nor), Ferocity (battles for dominance); ground for a period not less than 12 Sundays. time for each Burden level of the horse. Compulsion (fight for dominance), When worn around the neck, the wearer gains ReAn 20 (Base 15, +1 Diam): Personal Overconfident (minor), Restricted Pow- Second Sight with an Ability of 3. Power (20 levels, –1 Might cost)

59 Realms of Power

The Unimpeded Traveler, 3 points, Constant, Pentele, a Lion of Virtue ReAn(Me) 30 (Base 5, +1 Diameter, +3 Animal Sound, +1 Mentem requisite): Greater R: Per, D: Sun, T: Ind So I first speak and begin with the lion because he Power (30 levels, +2 Initiative, 10 xp This steed is not impeded by poor terrain is the king of all beasts. Penetration) and may move at maximum speed along Trackless Step, 1 point, Init 0, Terram even the poorest of terrain, achieving 30 — Pierre de Beauvais R: Touch, D: Conc, T: Ind miles a day. It may even cross open water By sweeping the ground behind him with and chasms, unsupported by ground, but Magic Might: 31 (Animal) his tail, a Lion of Virtue can wipe out his can do this only at a trotting pace. Characteristics: Int +1, Per 0, Pre +3, Com tracks as he walks. The requirement to use ReAn 25 (Base 10, Sun +2, +1 Constant): –2, Str +6, Sta +2, Dex +2, Qik +1 his tail makes this a Restricted Power. Personal Power (25 levels) Size: +2 ReTe 10 (Base 4, +1 Touch, +1 Conc): Great Leap, 0 points, Init +2, Animal Age: 12 Lesser Power (10 levels, –1 Might cost, R: Per, D: Mom, T: Ind Season: Autumn 15 xp Concentration; Might cost equal The Stallion is able to leap instantly up Confidence Score: 2 (5) to magnitude to meet criteria for a Lesser to 30 paces vertically or 50 paces hori- Virtues and Flaws: Magic Animal; Magical Power) zontally. The Stallion must make a Dex- Master; Essential Virtue (brave, minor), Circle of Beast Warding, 1 point, Init +2, Ani- terity – Encumbrance stress roll of 0+ to Improved Characteristics (x4), Puissant mal land without injury. Brawl, Self-Confident; Difficult Under- R: Touch, D: Ring, T: Circle ReAn 15 (Base 15): Personal Power (15 lings, Proud (major); Ability Block (lan- A Lion of Virtue can trace a circle on the levels, –2 Might cost) guages), Fear (wheels), Infamous, Weak- ground that no mundane beast can cross. Natural Weapons: The Stallion’s hooves are ness (helpless creatures) It sometimes uses this to capture prey. Init +2, Atk +2, Dfn +2, Dam +1. Magic Qualities and Inferiorities: Greater ReAn 5 (Base 2, +1 Touch, +2 Ring): Vis: 3 pawns of Animal vis in his hooves. Power; Improved Abilities (x2), Im- Lesser Power (5 levels, +2 Initiative, Appearance: A beautiful white stallion. proved Attack (x2), Improved Defense 10 xp Penetration; Might cost equal to The Camargue is a large, flat, and (x2), Improved Fatigue, Improved Might magnitude to meet criteria for a Lesser marshy delta region of the Rhône River. (x8), Improved Soak (x4), Lesser Power Power) Within the marsh live the magical, wild (x2), Minor Virtue: Animal Ken, Mi- Sleep with Eyes Open, 0 points, Init n/a, Animal horses of the Camargue. They are a herd nor Virtue: Wilderness Sense, Personal R: Per, D: Sun, T: Ind that can run faster and leap higher than any Power; Minor Flaw: Restricted Power, A Lion of Virtue sleeps with its eyes mundane horse. Susceptible to Deprivation open, so enemies have a hard time tak- They are nearly impossible to capture Personality Traits: Lion* +3, Brave* +3, ing it by surprise. because they are led by the Great Stallion Wild +3, Merciful +3 ReAn 10 (Base 4, +2 Sun, +1 continu- of the Camargue. The Stallion has an ex- Reputations: Dangerous Beast 4 (local) ous effect): Personal Power (10 levels, –1 tensive knowledge of the Camargue and a Combat: Might cost, 10 xp Penetration) magical ability to sense any potential trap. Large claws: Init +1, Attack +19, Defense +17, Vis: 6 Rego in mane The Stallion leads the herd away from trou- Damage +10 Pentele is literally the King of Beasts. All ble whenever possible. The Great Stallion Large teeth: Init +1, Attack +17, Defense +14, other animals yield to his majesty — except of the Camargue cannot be broken without Damage +9 the cockerel, which struts so proudly that even magic, but may grant a particularly brave or Soak: +10 Pentele is cowed. Pentele rules an animal king- noble warrior the honor of riding it for a Fatigue Levels: OK, 0/0, –1, –3, –5, Uncon- dom in some remote part of Mythic Europe short time. scious (deep in the wilderness, or perhaps in a strong The Stallion leads a herd of Horses of Wound Penalties: –1 (1–7), –3 (8–14), –5 Magic aura or regio). Just as there are many Virtue. The horses are largely similar to the (15–21), Incapacitated (22–28), Dead nations and many rulers in the lands of men, so Great Stallion, except they are Magic Might (29+) there are many different Lions of Virtue, each 10 and do not possess the Stallion’s ability Abilities: (Area) Lore 4 (forest animals), Ani- ruling over a different animal kingdom. Like to Sense the Feet that Tread the Earth, the Ways mal Ken 5 (felines), Athletics 5 (pounc- any ruler, Pentele is attended by nobles, court- of the Marsh Virtue, or the Improved Abili- ing), Awareness 4 (prey), Brawl 7+2 iers, guards, and lackeys — a retinue of Beasts ties Quality, which reduces their (Area) Lore (claws), Concentration 2 (maintaining of Virtue of many different species. (Camargue) to only 3. powers), Etiquette 3 (Beasts of Virtue), If, during his travels, a Lion of Virtue The Stallion’s hooves may be Enriched Guile 3 (misleading), Hunt 5 (deer), catches scent of humans, it covers its tracks by carving them into various accoutrements Leadership 6 (felines), Penetration 3 (Ani- by sweeping the earth behind itself with its for a bit, bridle, and saddle to outfit a single mal effects), Stealth 4 (stalking), Survival tail. Ever watchful for hunters and enemies, horse. The leather used to construct the tack 4 (forests), Wilderness Sense 4 (hazards) it sleeps with its eyes open so as not to be must be of the finest quality and anointed Powers: taken unaware. with oil infused with one dozen leaves of Terrifying Roar, 3 points, Init +2, Animal or Though mighty and very wild, a Lion of coltsfoot harvested under a full moon. The Mentem Virtue is merciful by nature. Pierre be Beau- rider who uses the resulting tack is granted R: Per, D: Diameter, T: Sound vais writes that the lion spares small, defense- the Puissant Ride Virtue. A Lion of Virtue can unleash a roar caus- less animals; it refrains from attacking women, ing all who hear it to freeze in terror. This children, and unarmed men. A person who power affects both humans and animals. throws herself on the ground in submission to

60 Magic a Lion of Virtue will receive mercy. A Lion of Virtue is afraid of the sound of turning wheels and, like most beasts, it has a healthy respect for fire. It is a natural enemy of dragons. To Enrich a Lion of Virtue's mane, each individual hair must be plucked and spun into thread, then woven with gold thread into a fabric collar worn by its maker. Once per day, the wearer can make eye contact with an animal and duplicate the effects of Mastering the Unruly Beast (ArM5, page 120) as a Greater Power that has a Penetration To- tal of 5. However, the collar’s wearer cannot show fear when commanding an animal; if the animal is threatening him he must make a Brave roll (with an Ease Factor determined by the fierceness of the animal in question). If he gets scared while controlling an animal, the power automatically fails. Alternatively, the mane can be Enriched by curing the skin with potash and anoint- ing it with oil made from sage plants every three days at noon. When made into a belt, it grants a Lesser Immunity to Fear.

Panther of Virtue

Its is said that all four-footed beasts are wonder- fully delighted and enticed by the smell of panthers; but Claws: Init +1, Attack +12, Defense +11, immune to its effects. [the panthers’] hideous looks and crabbed countenance Damage +3 ReAn 35 (Base 15, +1 Conc, +2 Scent, +1 which they betray so soon as they show their heads, Teeth: Init +2, Attack +12, Defense +8, Dam- Mentem requisite): Greater Power (35 lev- scares them as much again: and therefore their man- age +2 els, –2 Might cost, 5 xp Concentration) ner is, to hide their heads, and when they have trained Soak: +4 Vis: 3 Rego in tongue other beasts within their reach by their sweet savor, Fatigue Levels: OK, 0, –1, –3, –5, Uncon- Appearance: The Panther of Virtue is about they fly upon them and worry them. scious the size of a large dog. Its fur is white Wound Penalties: –1 (1–5), –3 (6–10), –5 and covered with small spots of many — Pliny the Elder, Naturalis Historia (11–15), Incapacitated (16–20), Dead colors. The face of a Panther of Virtue (21+) is hideous to behold, with bulging eyes Magic Might: 15 (Animal) Abilities: Athletics 3 (pouncing), Awareness and a twisted, evil expression. It has a Characteristics: Cun +2, Per +2, Pre –3, 2 (laying ambush), Brawl 3 (claws), Con- pronounced muzzle and a gaping maw Com –2, Str +1, Sta 0, Dex +4, Qik +2 centration 1 (maintaining effects), Hunt filled with sharp teeth. Size: 0 3 (5) (antelope), Stealth 3 (hiding), Sur- Season: Spring vival 3 (forests) The Panther of Virtue is a dangerous Virtues and Flaws: Magic Animal; Magical Powers: predator whose fragrant breath lures animals Monster; Essential Virtue (cunning am- Pleasing Breath, 2 points, Init +1, Animal or to their doom. The animals walk, mesmer- busher), Great Dexterity, Perfect Bal- Mentem ized, toward where the panther lies in hid- ance, Puissant Brawl, Puissant Stealth; R: Per, D: Conc, T: Scent ing. The spell is broken when they see its Essential Flaw (savage appearance), Ha- The breath of the panther has an irre- hideous face, but by then it is too late. tred (minor, of other beasts) sistible, savory smell as of all the spices The Panther of Virtue preys mainly Magic Qualities and Inferiorities: Greater in the world. Any human or beast who on weak animals — it is not a brave beast Power; Improved Abilities, Improved smells it becomes entranced unless it and flees if it encounters serious resistance. Might (x5), Improved Soak (x2); Sus- succeeds on a Stamina roll against an When it attacks from hiding, it automatically ceptible to Deprivation Ease Factor of 9. Entranced victims fol- wins Initiative in the first round of combat, Personality Traits: Panther* +3, Hateful +3, low the scent to where the panther lies and gains a +3 to its attack total for the first Cunning Ambusher* (Cunning) +3, Re- in ambush. The panther’s breath travels round only. clusive +2, Brave –1 on the wind and is effective at up to 100 Pliny the Elder writes that panthers were Reputations: Deceitful 2 (local) paces in ideal conditions. Dragons are brought from Africa to Italy for use in the Combat: Roman circus. Some might have escaped to

61 Realms of Power survive in Mythic Europe, either in the re- The Raven of Virtue is a bird of ill omen. Devouring the Heat of the Fire, 0 points, Init +14, mote wilderness or in regiones. It can foresee many calamities and intention- Ignem The tongue of a Panther of Virtue can ally appears to humans as an enigmatic warn- R: Touch, D: Mom, T: Ind grant the Entrancement Ability at a score of ing. It does this not to be helpful, but because The Salamander of Virtue can instantly 3. It must first be Enriched by coating it with a it enjoys causing anxiety and consternation. extinguish any fire it touches, even the thin layer of silver every week for a season, and Ravens eat carrion as well as insects hottest furnace. If the fire is very large, then be inscribed with the words SAPHAT and small animals. When they come upon a only a three-pace radius around the Sala- ELONAI METHIAX written in blue enamel. corpse, they eat the eyes first. They do not mander is extinguished. Even if it does The tongue must be placed in the character's feed their young until the fledglings develop not use this power, the Salamander of mouth to work (a Necessary Condition). black plumage. Before that time, the raven Virtue is completely unharmed by heat chicks must subsist on dew, but after their and flames. feathers grow their parents recognize them PeIg 15 (Base 4, +1 Touch, +1 Part, +2 Raven of Virtue as their own and are careful and attentive. Size): Greater Power (15 levels, +5 Ini- The vis in a Raven of Virtue is Enriched tiative, –2 Might cost) The ravens of all other birds, seem to have a by turning the whole corpse inside out, wrap- Sense of the Bright Flame, 0 points, Init n/a, Ignem knowledge of their own significations in presages and ping the bloody flesh in the leaves of plant R: Per, D: Sun, T: Hearing fore-tokens: for when the mercenary hired soldiers of called eyebright, then suspending it in the top The Salamander of Virtue can locate Media were all massacred under a pretense of enter- branches of an ash tree for a season. The de- fires as if by sense of hearing. This power tainment and hospitality, the ravens flew all away out tached claws then grant the wearer the Keen is continuously active. of Peloponnesus and the region of Attica. The worst Vision Virtue. If buried under the roots of a InIg 15 (Base 2, +2 Sun, +3 Hearing, +1 token of ill luck that they give, is when in their cry- willow instead, the raven’s skull grants the In- continuous effect): Personal Power (15 ing they seem to swallow in their voice as though they tuition Virtue when crafted into a ring. levels, –2 Might cost) were choked. Poisoning the Well, 1 point, Init +9, Aquam R: Touch, D: Moon, T: Ind — Pliny the Elder, Naturalis Historia Salamander of Virtue The Salamander of Virtue can poison water (or other liquid) by touch. The Magic Might: 9 (Animal) [I]f, by any chance, [the salamander] falls into a amount affected is ten times the base Characteristics: Int +1, Per +2, Pre –2, Com very hot fire, it extinguishes the fire right away. Individual target. The material remains 0, Str –7, Sta 0, Dex +1, Qik +5 poisonous for Moon Duration; if ingest- Size: –4 — Pierre de Beauvais ed, it inflicts an Incapacitating wound Season: Spring to any who fail a Stamina roll against Virtues and Flaws: Magic Animal; Magical Magic Might: 24 (Ignem) an Ease Factor of 12. Since the poison Friend; Essential Virtue (understands Characteristics: Cun –2, Per +1, Pre –3, Com is magical, Magic Resistance can protect portents), Keen Vision, Unaffected by –3, Str –13, Sta +3, Dex +2, Qik +10 against its effects. The Salamander of the Gift; Compulsion (steal shiny ob- Size: –8 Virtue automatically invokes this power jects), Weak Characteristics Virtues and Flaws: Magic Animal; Magical when it dies. Magic Qualities and Inferiorities: Improved Monster; Greater Immunity (to heat and MuAq 45 (Base 10, +1 Touch, +3 Moon, Abilities (x2), Improved Defense (x2), Mi- flames); Essential Virtue (cold-blooded), +1 Size): Greater Power (45 levels, –3 nor Virtue: Premonitions, Minor Virtue: Unaffected by the Gift; Noncombatant, Might cost) Second Sight; Susceptible to Deprivation Weak Characteristics Poisoning the Fruit of the Vine, 4 points, Init +9, Personality Traits: Raven* +3, Understands Magic Qualities and Inferiorities: Greater Herbam Portents* (Intelligence) +3, Morbid +3, Power (x4); Improved Might, Improved R: Touch, D: Moon, T: Ind Nurturing +2 Powers, Personal Power Similarly, by touching a fruit tree or edible Reputations: Bad luck (local) 2 Personality Traits: Salamander* +3, Cold- plant, the Salamander of Virtue can make Combat: Blooded* (Stamina) +3, Destructive +2, that plant poisonous to eat. The effects of Dodge: Init +5, Attack n/a, Defense +12, Timid +2 the poison are identical to those from the Damage n/a Reputations: Immune to Fire 6 (local) Poisoning the Well power, above. Beak: Init +5, Attack +7, Defense +11, Dam- Combat: MuHe 50 (Base 20 (new guideline), +1 age –6 Dodge: Init +10, Attack n/a, Defense +12, Touch, +3 Moon, +2 Size): Greater Soak: 0 Damage n/a Power (50 levels), Improved Powers (1 Fatigue Levels: OK, 0, –1, –3, –5, Uncon- Soak: +3 mastery point, –1 Might cost) scious Fatigue Levels: OK, 0, –1, –3, –5, Uncon- Poisonous Skin, 0 points, Init n/a, Aquam Wound Penalties: –1 (1), –2 (2), –3 (3), In- scious R: Touch, D: Sun, T: Ind capacitated (4), Dead (5+) Wound Penalties: –1 (1), –3 (2), –5 (3), In- Finally, the Salamander of Virtue’s skin is Abilities: Athletics 3 (flying), Awareness 3 capacitated (4), Dead (5+) continuously coated with a contact poison (shiny objects), Brawl 3 (dodging), Hunt Abilities: Awareness 2 (5) (fires), Brawl 1 that causes an Incapacitating Wound to 1 (voles), Premonitions 4 (homicide), (dodging), Stealth 4 (hiding in crannies), any who touch it and fail a Stamina roll Second Sight 4 (ghosts), Stealth 1 (hid- Survival 2 (wetlands), Swim 3 (standing against an Ease Factor of 12. Magic Resis- ing in trees), Survival 3 (fields) water) tance protects against this effect normally. Vis: 2 Intellego, 1 in each eye Powers: CrAq 40 (Base 20, +1 Touch, +2 Sun, +1

62 Magic continuous effect): Greater Power (40 levels, –2 Might cost), Improved Powers (2 mastery points, –2 Might cost) Beasts of Virtue Story Seeds (con’t) Vis: 5 pawns of dedicated Vis in the Art com- Under Pentele’s Protection bination of Perdo Ignem (see Chapter 8: magus might want the Salamander of Vir- Magic Things, Dedicated Vis) tue as a familiar, but the creature cares little Appearance: The salamander is a tiny lizard The magi follow stories of a wondrous for humans and is not easy to befriend. only two or three inches long. Its smooth, garden to a magical place inhabited by moist skin is covered with dark spots. many Beasts of Virtue. However, all the The word “salamander” comes from animals there are under the protection of A Magical Quarry Greek. Magi use it as a kind of blanket term Pentele. If a means of communication can for various beings associated with the Form be found, Pentele may be willing to let the The characters need the healing pow- of Ignem. The term “Salamander of Virtue” characters explore his realm and even hunt ers in the antler of a Stag of Virtue to heal specifically refers to a small lizard with re- there, provided they perform some favor a sick friend. They can either hunt the stag markable powers over fire. (such as driving away a small dragon that or try to find one of its buried antlers. In A Salamander of Virtue is very cold by lives nearby). many parts of Mythic Europe, hunting nature and seeks out any source of heat: fires, large game is a privilege reserved for the or even warm-blooded creatures. When it nobility. The characters may be accused finds a fire, a Salamander of Virtue eagerly The Panther’s Lure of poaching, or they may find that the lo- crawls into it and extinguishes it. cal noble is hunting the Stag of Virtue for The body of a Salamander of Virtue, if The covenant or its neighbors are suf- himself. Because the Stag has the Ways of dried by smoking it over embers of alder fering mysterious disappearances of ani- the Forest Virtue and an impressive Ath- wood, is Enriched into a Thing of Virtue. mals. Stealing livestock is a serious crime letics score, it can be a difficult quarry. When touched to the hands, heart, and in most parts of Mythic Europe; in many forehead (a Necessary Condition), it grants places it is punishable by death. Suspicions Immunity to Fire for as long as its possessor may fall on the magi, but a Panther of Vir- The White Warder touches it. tue is actually to blame. Incautious char- acters who investigate may themselves fall Unknown to the magi, their grogs are victim to the Panther’s lure. hunting the forest of the White Stag of the Stag of Virtue Wood. Not only does this risk problems with the local noble, who hangs poach- ...[W]hen the stag knows where the serpent is, he A Bad Omen ers, but the White Stag is upset by it. The goes and fills his mouth with water and spits it down Stag attacks any grog entering the wood. where the serpent is and draws him out ... and stamps A Raven of Virtue can be a , if If magi begin to accompany the grogs, the him underfoot and thus kills him. somewhat heavy-handed, way to launch a Stag captures or devours as many of the story where something bad happens at the covenant’s vis sources as he can locate. The — Pierre de Beauvais covenant. The Aegis of the Hearth keeps it magi must gain the trust of the Stag and out, so it must deliver its omen to grogs or mediate a truce, or destroy him. If the char- Magic Might: 17 (Animal) covenfolk whose daily business takes them acters kill the White Stag, the deer popula- Characteristics: Cun –2, Per +2, Pre +2, Com outside the covenant walls. tion is quickly depleted and a pack of Infer- –3, Str +4, Sta +3, Dex +1, Qik +2 nal wolves takes control of the forest. Size: +2 Season: Summer Cold-Blooded Intruder Confidence Score: 1 (3) What the Owl Saw Virtues and Flaws: Magic Animal; Magical A Salamander of Virtue finds its way Monster; Ways of the Forest; Essential into the covenant — its Might is high The Wise Owl of the Forest witnesses Virtue (healthy, minor), Ferocity (when enough that it can go right through a weak the characters doing something that they at bay), Great Quickness, Lesser Im- Aegis of the Hearth. In its never-ending search wish to keep quiet. A Quaesitor discovers munity (fevers), Long-Winded, Puissant for warmth it extinguishes cooking fires, the minor transgression and brings it up at Athletics; Hatred (of serpents, major); puts out the blacksmith’s forge, and even- the next Tribunal. The characters are left Higher Purpose (protect its herd), Re- tually finds its way into the magi’s labora- wondering how the Quaesitor uncovered stricted Power (x2) tories. The creature is so small, it can easily their misdeeds, until they encounter a Magic Qualities and Inferiorities: Ritual crawl through cracks under doors or hide magical owl on their return trip who wants Power; Improved Abilities, Improved itself among the rushes on the floors. Grogs to talk for hours. If the characters exact re- Might (x7), Improved Powers, Improved and covenfolk are probably terrified of the venge on the Owl, they lose a potentially Soak (x2), Personal Power (x2); Major Salamander of Virtue because of its poison, valuable source of information about pow- Flaw: Hunger for Animal Vis; Suscep- though it is quite easy to kill by mundane erful magical creatures, vis sources, and tible to Deprivation means (if it can be found). An ambitious hidden regiones in the forest. Personality Traits: Stag* +3, Noble +3, Healthy (Stamina) +3, Brave +2

63 Realms of Power

of Virtue tramples it to death. A Stag of Virtue enjoys vigorous health and can live a very long time (in fact, like other Beasts of Virtue, it can live forever). To keep itself youthful and healthy, this stag swallows a live, venomous serpent. Then it drinks a large quantity of water to neutralize the venom. After this process, its antlers fall off and its vigor is restored. Hermetic experts concur that the Stag of Virtue actually con- sumes Magical serpents for this process and that it becomes weak and looks aged when it cannot find snakes to eat (such as during the winter). The Stag of Virtue lives only in places where Magical snakes can be found. The right antler of a Stag of Virtue has healing powers and is greatly sought by hedge wizards and magi alike. The stag al- ways buries its antlers after shedding them. Anyone who consumes the flesh of a Stag of Virtue gains a Lesser Immunity to fevers for Moon duration. The stag itself is immune to fevers and the venison transfers this immu- nity through the Law of Contagion. The right antler of a Stag of Virtue may be Enriched by carving it into a cup, which every day for a season is filled with the blood and powdered skull of a viper. If filled with clear spring water with a leaf of dittany (a Neces- sary Condition), the cup neutralizes any poi- Reputations: Noble 2 (local) The Stag of Virtue is magically warded son (Greater Purifying Touch (Poison)) Combat: against poison. Any poison introduced Antlers: Init +4, Attack +10, Defense +10, into the Stag’s body takes no effect un- Damage +7 til the next sunrise or sunset (whichever White Stag of the Wood Hooves: Init +4, Attack +8, Defense +9, Dam- comes first). This power activates when- Magic Might: 22 (Animal) age +5 ever such a poison is introduced, and Characteristics: Int 0, Per +2, Pre +2, Com Soak: +7 thus has an Intellego requisite. –3, Str +4, Sta +2, Dex +1, Qik +3 Fatigue Levels: OK, 0, –1, –3, –5, Uncon- Re(In)Aq 20 (Base 5, +2 Sun, +1 Intel- Size: +2 scious lego requisite): Personal Power (20 lev- Season: Summer Wound Penalties: –1 (1–7), –3 (8–14), –5 els, –1 Might cost), Improved Powers (1 Confidence Score: 1 (3) (15–21), Incapacitated (22–28), Dead mastery point, –1 Might cost) Virtues and Flaws: Magical Animal; Magical (29+) Alleviate the Serpent’s Bite, 1 point, Init +1, Master; Ways of the Forest; Improved Abilities: Athletics 8+2 (sprinting), Aware- Aquam Characteristics; Ambitious, Enemies (ob- ness 5 (hunters), Brawl 5 (antlers), R: Per, D: Mom, T: Ind sessed hunters); Higher Purpose (protect Stealth 3 (hiding in undergrowth), Sur- A Stag of Virtue can permanently neu- the wood) vival 4 (forests) tralize any poison already inside its Magic Qualities and Inferiorities: Greater Powers: body. This is a Restricted Power, which Power (x2), Vis Mastery; Animal Re- Healing, 3 points, Init –8, Animal the Stag must drink water to activate. sistance, Terram Resistance, Improved R: Per, D: Mom, T: Ind PeAq 15 (Base 15): Personal Power (15 Abilities (x2), Improved Attack (antlers), The stag can heal one of its own Heavy levels, +1 Initiative, –1 Might cost) Improved Defense (antlers), Improved or lesser wounds. This is a Restricted Vis: 3 Creo in right antler. This is spell-like Fatigue, Improved Soak, Personal Power Power: the stag must eat the herb dittany (see Chapter 8: Magic Things, Spell-Like (x3), Minor Virtue: Great Characteristic to activate it. Vis) with an effect similar to Restoration of (Quick), Minor Virtue: Long-Winded, CrAn 25 (Base effect): Ritual Power (25 the Defiled Body (ArM5, page 129). Minor Virtue: Sharp Ears, Minor Virtue: levels), Improved Powers (2 mastery Tough, Minor Virtue: Wilderness Sense; point, –2 Might cost) A Stag of Virtue is a great enemy of ser- Susceptible to Deprivation Delay the Serpent’s Venom, 0 points, Init n/a, pents and kills them whenever it can. It does Personality Traits: Territorial* +6, Stag* +3, Aquam this by filling its mouth with water and spit- Protective* +3, Brave +2, Lecherous +2, R: Per, D: Sun, T: Ind ting it down the serpent’s hole; when the ser- pent emerges to escape drowning, the Stag Reclusive +1

64 Magic Reputations: Lucky 2 (local) Might cost) Busybody, Nocturnal Combat: Trackless Step, 0 point, Constant, Terram Magic Qualities and Inferiorities: Greater Antlers: Initiative +5, Attack +13, Defense R: Per, D: Sun, T: Ind Power; Gift of Speech, Improved Abili- +14, Damage +7 The Stag leaves no tracks in the earth ex- ties (x4), Minor Virtue: Animal Ken, Hooves: Initiative +5, Attack +9, Defense cept when he stops, such as to eat, sleep, Minor Virtue: Improved Characteristics +11, Damage +5 or fight. (x2), Minor Virtue: Gift of Tongues*, Soak: +7 ReTe 15 (Base 4, +2 Sun, +1 Constant): Minor Virtue: Keen Eyes, Minor Virtue: Fatigue Levels: OK, 0/0, –1, –3, –5, Uncon- Personal Power (15 levels, –2 Might Unaffected by The Gift; Susceptible to scious cost) Deprivation Wound Penalties: –1 (1–7), –3 (8–14), –5 Natural Weapons: The Stag’s antlers are Personality Traits: Loquacious* +6, Owl* (15–21), Incapacitated (22–28), Dead Init +2, Atk +3, Dfn +2, Dam +3 and +3, Inquisitive* +3 (29+) his hooves are Init +2, Atk +2, Dfn +2, Combat: Abilities: Animal Handling 5 (deer), Animal Dam +1. Claws: Initiative +5, Attack +5, Defense +12, Resistance 3 (teeth), Athletics 4 (run- Vis: 4 pawns of Rego vis in his antlers. Damage –4 ning), Awareness 4 (predators), Brawl Appearance: A large elk with a pure white Soak: +2 6 (antlers), Penetration 2 (Mentem coat and an impressive rack of antlers. Fatigue Levels: OK, 0, –1, –3, –5, Uncon- effects), Terram Resistance 4 (arrow The White Stag does not ever shed its scious heads), Stealth 4 (hiding), Survival 3 antlers as mundane deer do. Wound Penalties: –1 (1), –3 (2), –5 (3), In- (forest), Wilderness Sense 4 (forage) The White Stag of the Wood is a power- capacitated (4), Dead (5+) Powers: ful magical elk that rules a large forest. The Abilities: Animal Ken 4 (forest animals), Defense of the Herd, 2 points, Init –1, Animal Stag prevents predators from over-hunting (Area) Lore 6 (woods), Athletics 5 (fly- R: Voice, D: Sun, T: Group the forest and keeps other animal popula- ing), Awareness 4 (rodents), Bargain 3 When the White Stag is present in a group tions from outgrowing their food supply. (small talk), Brawl 2 (dodging), Charm 3 of deer, the deer fight as a trained group The Stag selects the weakest animals when it (inspiring confidence), Faerie Lore 4 (vis and all of their defense rolls are at +2. must thin a herd, but attacks the pack leader sources), Folk Ken 3 (travelers), Hunt 2 ReAn 40 (Base 10, +2 Voice, +2 Sun, +2 when predators over-hunt their prey. (rodents), Magic Lore 4 (regiones), Pen- Group): Greater Power (40 levels, –2 Although the local peasants tell stories etration 2 (Animal), Survival 3 (woods), Might cost) of the Stag, and sighting it is seen as a sign Wilderness Sense 3 (find prey) Confuse Predator, 0 points, Init +2, Animal or of good luck, the White Stag only becomes Powers: Mentem concerned with humans when they hunt his Immobilize Prey, 0 points, Init +6, Mentem or R: Voice, D: Sun, T: Ind woods. In most areas of Mythic Europe, only Animal. This power allows the Stag to confuse nobility are allowed to hunt deer. When the R: Eye, D: Conc, T: Ind his enemies, both man and beast, in a Stag encounters a noble who hunts too ag- Any creature that makes eye contact with manner similar to Confusion of the Numbed gressively, the Stag presents himself to the the Owl is unable to move and may only Will (ArM5, page 151). The victim of noble and taunts him into chasing him. While make small whining or moaning sounds. the power must be able to see the Stag the noble is futilely hunting the White Stag, The target may move only if he success- to be affected. the other deer remain safe. If this does not fully makes a Strength roll against an ReMe(An) 20 (Base 4, +2 Voice, +2 Sun): protect the herd, the Stag will treat the noble Ease Factor of 9. Greater Power (20 levels, –2 Might cost, as it would any other predator. ReMe(An) 15 (Base 5, +1 Eye, +1 Conc): 15xp in Penetration +1 Init) The White Stag’s antlers may be Enriched Greater Power (15 levels, –2 Might cost, Great Leap, 0 points, Init +1, Animal by wrapping them in the hide of the Stag un- 15xp in Penetration, +2 Init) R: Per, D: Mom, T: Ind der the light of a full moon. For one week, *Gift of Tongues: Minor, Heroic Virtue, Allows The Stag is able to leap instantly up to the bundle must be exposed to the light of the character to understand and speak 30 paces vertically or 50 paces horizon- the moon and may not touch the earth. At any language as long as she communi- tally. The Stag must make a Dexterity the end of the period, anyone holding both cates directly with someone else who is – Encumbrance stress roll of 0+ to land antlers is granted the Wilderness Sense Vir- fluent in that language. Others who hear without injury. tue with an Ability of 3. the character’s words and who under- ReAn 15 (Base 15): Personal Power (15 stand that language can understand what levels, –2 Might cost) the character is saying. The character Shriek of the Impending Shafts, 1 point, Constant, Wise Owl of the Forest cannot carry on a conversation in mul- Herbam tiple languages, but can act as a transla- R: Per, D: Sun, T: Hearing Magic Might: 17 (Animal) tor for two or more people who do not Works as the spell of the same name. Characteristics: Int +2, Per +2, Pre +1, Com have this virtue. (See Houses of Hermes: True Adds +9 to Defense scores against wood- +1, Str –6, Sta +2, Dex +1, Qik +6 Lineages, page 105.) en weapons, if the Stag has room to dodge Size: –4 Natural Weapons: The Owl’s claws are Init and allows him to automatically avoid Season: Summer –1, Atk +2, Dfn +3, Dam +2. wooden missiles fired from more than 10 Confidence Score: 1 (3) Vis: 4 pawns of dedicated Intellego Mentem paces away. (See ArM5, page 136). Virtues and Flaws: Magical Animal; Magical vis in his skull. InHe 20 (Base 2, +2 Sun, +3 Hearing, +1 Champion; Wilderness Sense, Improved Appearance: A grey owl with very large ice- Constant): Personal Power (20 levels, –1 Characteristics (x2); Gossip, Indiscreet; blue eyes.

65 Realms of Power Creatures from Bestiary Story Seeds the Bestiaries • An avaricious magus has imported Ethi- this is actually a Crow of Virtue. opian ants to mine gold for him, but • A peasant accidentally discovers that Bestiaries (books about the characteristics now he cannot get the gold away from his dog can heal wounds with its and behavior of beasts) were a common liter- its guardians. He asks the covenant for tongue and he begins using it to help ary form in the Middle Ages. Most medieval help, but there are too many giant Ants his neighbors. Once word of the “mi- bestiaries are based on Physiologus, an anony- of Virtue to simply defeat in battle. raculous” dog spreads, thieves steal mous first-century Greek manuscript. Medi- • Something has been cutting down trees the Dog of Virtue and try to use it for eval writers attributed remarkable powers and in a faerie forest. The faeries blame profit. When the magi hear of this, do properties to certain animals. In Ars Magica neighboring humans (perhaps the cov- they try to return the dog to its owner, Fifth Edition, only rare, Magical specimens enant), but an Antelope of Virtue is or take it for themselves? Keep in mind (Beasts of Virtue) possess these magical quali- actually responsible. the dog’s loyalty to its original master. ties. The following short examples should help • A magus who is over-fond of casting • A ship carrying an important passenger troupes design Beasts of Virtue for their own spells in public gets an unwanted ad- has been wrecked. Some of the survi- stories. See Houses of Hermes: Mystery Cults (page mirer: an Ape of Virtue who begins vors saw a dolphin carrying that pas- 41) for several additional beasts of legend. mimicking his magical gestures. This senger away on its back. Where has the In Ethiopia are said to live Ants of Virtue is a minor annoyance until the ape Dolphin of Virtue taken her? that are the size of dogs. They dig up gold begins stealing the magus’s hat, robes, • Magi seek the fountain where Eagles and guard it fiercely. books, and Talisman in order to look of Virtue rejuvenate themselves, which The Antelope of Virtue is very wild. more wizardly. they infer has magical properties. Fol- Pierre de Beauvais writes that no hunter dares • Magi want the balm from the Asp of lowing the eagles is, of course, easier approach it. It has two horns, which are like Virtue’s tree (or the gem from its fore- said than done. Is the magic in the saws and which can actually cut down trees head) and they learn of its vulnerabil- fountain, or in the eagle? when rubbed against them. But sometimes it ity to music. How can they overcome • A hedge wizard has found a way to gets its horns caught in a thicket and then its defense? communicate with the Echeneis of Vir- becomes easy prey. • A Beaver of Virtue has constructed a gi- tue and is now working closely with a The Ape of Virtue loves to imitate men. ant dam downriver from the covenant, band of pirates. The fish stops passing Apes are found in Europe only in Iberia, near causing the the covenant to flood as the ships so the pirates can attack them. the Straits of Gibraltar (this animal, the Bar- land it sits on is quickly submerged un- • A wise old elephant witnessed long- bary ape, is actually a monkey and has a tail). derneath an artificial lake. ago events of great interest to the There are several types of Asp of Virtue, • The king of the Bees of Virtue refuses magi. The characters must first find the distinguished by their venom: the dipsa makes to pay tribute to the Lion of Virtue. proper elephant. Then the Elephant of one die of thirst, the ypnalis sends its victims Both rulers ask the magi to take sides Virtue insists they give it a mandrake to sleep, the emorrosis makes its victims sweat in the conflict. See also “the Honey of root before it will cooperate. blood, and the venom of the seps devours the Kings” in Covenants, page 75. • A Fox of Virtue wants to get inside the body and bones of its prey. All asps are easily • The crows in a magical area make it covenant, but the Aegis of the Hearth keeps charmed by music. When a musician tries to hard for the magi to hunt other Beasts it out. So the fox pretends to be dead, charm it, the asp plugs its ears by pressing one of Virtue, because the crows keep warn- hoping to be carried inside, where it ear against the ground and inserting its tail ing beasts about the characters’ traps then revives to wreak mischief. into the other. Pierre de Beauvais writes that and ambushes. Little do they know that the asp guards a tree from which oozes a valu- able balm. Other bestiaries say the asp has a gem called a carbuncle on its forehead. The testicles of the male Beaver of Vir- The Owl can fly silently and has ex- often bored and starved for conversation. tue have medicinal properties (and perhaps ceptional senses. It can see equally well at She occasionally talks with magi who enter Creo vis). When hunted, the beaver castrates night or during the day. The Owl knows the the wood, as she finds them more receptive itself and throws its testicles to the hunter woods very well and monitors the activities to carrying on a discussion with a talking so it can escape with its life. The beaver is within them closely. The Owl questions the owl than others. a gentle animal, but its teeth are so strong animals throughout the forest and shares The owl’s skull may be Enriched by boil- they can cut down trees, which it uses for what information she gathers, although most ing it in water with rare oils and sage until no building its dam. non-magical animals have little interest in flesh remains. The skull must then be kept Bees of Virtue are created spontaneously her news. at the highest point on the tallest tree in the from the rotting carcasses of cattle. Maggots The Owl can understand human speech. forest in which the owl lived for one season. appear in the carcasses and later turn into bees. She generally avoids direct contact with After that period, while the skull is hung Despite these humble origins, bees come to- humans, but is curious and will monitor around a character’s neck, she possesses the gether to form a kind of model society. They them when they enter her wood. Because Gift of Tongues Virtue. work in common, building their homes with the Owl is only able to carry on a conver- great skill and producing wax and honey. Each sation with other intelligent animals, she is beehive is ruled by a king (not a queen).

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Soothsayers declare that the Crow of Virtue knows the paths of treachery, and can Bestiary Story Seeds (con’t) predict the future. There are many kinds of Dog of Virtue. • The magi befriend a sharp-eyed Goat of nection to capture the lynx for himself. Medieval bestiaries usually portray the dog Virtue and convince it to keep a look- • A character imprisoned in a dungeon is as a devoted companion of man. Dogs are out for strangers in their territory. A ri- set free by a Mouse of Virtue, which considered to be among the most intelligent val covenant that is fond of trespassing magically appears from the earth and of beasts, for they can recognize their own makes an accusation of magical scrying. gnaws away the prisoner’s fetters. names. A Magical dog may be able to heal • The covenfolk begin raising geese, but to • An Owl of Virtue is suspicious of the wounds by licking them with its tongue, and the magi’s annoyance, one goose — the magi’s intentions and sends other birds binding a live Magical puppy to a patient’s Goose of Virtue — will not stay quiet at to spy on their activities. body can heal internal injuries. Body parts of night. This is because a stranger is prowl- • A character whose familiar or animal a Dog of Virtue may have magical proper- ing around the covenant after dark. companion has died learns of the pel- ties: medieval sources cite their usefulness in • A magus wants to collect snow-fed hares ican’s power and seeks a Pelican of Vir- spells of warding. from the Alps, perhaps as a vis source tue in the hope that it can revive any The Dolphin of Virtue is the fastest fish or perhaps to fulfill a Study Require- dead animal, not just its own chicks. in the ocean and is fond of racing alongside ment (ArM5, page 59). This requires • An ailing character is brought heal- ships. Dolphins are friendly to man and an expedition high into the mountains ing herbs by a Weasel of Virtue; later, sometimes rescue drowning sailors. They are where the Hare of Virtue lives, under the weasel asks for the character’s help very fond of music and will gather to listen. dangerous winter conditions. against serpents. When they play and leap in heavy waves, it • Characters traveling through the forest • The magi hear rumors of a small island means a storm is coming soon. at night encounter a Hercinia of Vir- on which grow magical plants. The is- The Eagle of Virtue has such wonderful tue, which assumes they are lost and land is actually a Whale of Virtue that eyesight that nothing can be hidden from its tries to help them by leading them to moves slowly about the seas, appear- gaze. When the eagle is old, its wings grow the regio where it lives. Do the char- ing in a different place each season. heavy and its eyes grow dim. It then flies up acters make a detour to follow the bird, Over time, the whale leads the magi to to the sun to burn the feathers off its wings and if so, can they find their way back? strange new lands farther and farther and the mist from its eyes. Then it dives three • An evil magus uses the blood of a Hoo- from their home port. times into a fountain, after which it emerges, poe of Virtue to dabble in black magic. • A Wolf of Virtue has begun terroriz- restored to health. Some eagles have a magi- Since the blood is not an Arcane Con- ing lone travelers near the covenant. So cal stone built into their nests (see Aetites in nection to its user, tracking down the far, no humans have been attacked, but Covenants, page 82). real culprit may be difficult. the Redcaps demand the covenant deal The Echeneis (Remora) of Virtue is a • The Kingfisher of Virtue that tradi- with the menace. small fish, about six inches long, that can at- tionally nests near a seaside village has • One of the magi takes a Woodpecker of tach itself to ships. So great is its power that moved away and the villagers ask the Virtue as a familiar. However, the bird the ship is slowed to a standstill, no matter magi to bring it back. What drove it has a tendency to escape its cage, and how strong the wind. away in the first place? when it does it leaves a trail of destruc- The Elephant of Virtue lives three hun- • The covenant receives a windfall of tion as every piece of wooden furniture dred years and is very wise. The elephant is gems when a Lynx of Virtue wanders it perches on promptly falls apart. When said never to forget. It is gentle by nature into the nearby area. When they sell an interior wall of the main covenant and sometimes aids lost travelers. Elephants some of the gems, an outside magus ob- house collapses during the latest jail- must eat the root of the mandrake (see the tains one and uses it as an Arcane Con- break, the other magi have had enough. Plants of Virtue section in Chapter 8, Magic Things) before they can mate. The Fox of Virtue is full of trickery. It feigns death to attract carrion birds, then de- The Hare of Virtue is light-footed, The Kingfisher of Virtue is called the vours them. It never runs in a straight line. Fox swift, and timid. It can change sex, so it is halcyon in Latin. It lays its eggs by the sea- kits are born as unformed, shapeless lumps of sometimes male and sometimes female. Pliny shore in mid-winter, at the height of the flesh until their mother licks them into shape. the Elder writes that the hares of the Alps storm season. The sea then becomes calm The wild Goat of Virtue is the best subsist on snow throughout the winter, caus- for a period of two weeks; sailors are always climber of all the beasts and its eyesight is so ing them to turn white. grateful for these “halcyon days.” keen it can distinguish hunters from simple The Hercinia of Virtue is a bird that The Lynx of Virtue has keen vision. Its travelers at a great distance. The he-goat is dwells in the forest of southern Germany. Its most unusual property is that its urine hard- so full of lust that its blood is hot enough to feathers glow so brightly that at night they ens into a semi-precious, flame-colored stone dissolve even diamond. can light a traveler’s path. (called lyncuriam). The lynx always hides The Goose of Virtue is a good watchman The Hoopoe of Virtue is a foul bird that these stones by burying them. and can smell the scent of humans better than builds its nest from filth and makes its home The Mouse of Virtue, like the frog, can any other animal. In ancient times, geese alert- near cemeteries. Its blood and heart are pow- be born spontaneously from the soil. Pliny ed the city of Rome to an attack by the Gauls. erful ingredients in black magic (see Objects the Elder writes that some mice instinctively The fat of a goose has medicinal properties. of Virtue in Chapter Eight: Magic Things). gnaw at iron, and that mice are the most pro-

67 Realms of Power lific of all animals. When the Woodpecker of Virtue perches At the city center is a spire, one thousand The Owl of Virtue can captivate other on a tree, any nails or wedges driven into the feet high, at the top of which King Tereus nests birds with its expression; if captured, the tree immediately fall out. Woodpeckers were — he is an epops, a crested bird related to a owl can charm its captors into setting it free. used for reading auguries in ancient Rome. kingfisher with a long beak, reddish-brown Seeing an owl during the daytime is widely plumage, and black and white wing stripes. thought to be a bad omen. The outer wall of the city contains a single The Pelican of Virtue can revive its gate, barred with a large wooden door, and dead offspring. When the young pelicans are this must be used by earth-bound visitors who grown, they strike at their parent. The adult enter the regio. The gatekeeper is named Tro- pelican grows angry and strikes back with ex- Birds of chilus, and is a very small brown wren. He is cessive force, killing them. Then the parent rather scatter-brained, and while dealing with pierces its side and sheds its blood over the Nephelococcygia guests he nervously flutters back and forth be- dead fledglings, bringing them back to life. tween the gate and his king in the spire. For- The Weasel of Virtue is an unclean ani- Inherited Virtues: Homing Instinct, tunately for Trochilus, earth-bound visitors mal according to the Bible (Leviticus 11:29). Keen Vision, Lightning Reflexes. to the regio are rare. Visitors who can fly, via Its foul stench pollutes the area around its Inherited Flaws: One or more Person- whatever means, can bypass the gate,and are hole. However, the weasel has an understand- ality Flaws (Major or Minor, at the player’s accorded much more respect by the birds. ing of medicine and can even revive its young choice) should be assigned to the bird based To enter the regio of Nephelococcygia, a if they are killed. The weasel is an enemy to on its type — finches have a Short Atten- character must normally be guided by a bird. serpents and is the only animal that can kill a tion Span (ArM5, page 58), magpies are Av- All Birds of Virtue know the current location basilisk (though the weasel will also die). aricious (ArM5, page 51), eagles are Proud of the regio and how to enter it, as do the The Whale of Virtue is even larger than a (ArM5, page 59), etc. Birds of Nephelococcygia themselves. Few normal whale. From its mouth comes a sweet Nephelococcygia (neh-FEL-oh-cock- mundane birds know the location of the re- odor which draws small fish to their doom IG-ee-a) is a magic regio (with an aura of gio, although many have heard of it, and no (larger fish recognize the danger and stay level 10) in the clouds, which is inhabited mundane bird knows how to enter the regio. away). It basks in the sun for months or years by intelligent birds. The birds are not Beasts The entrance to the regio of Nephelococ- at a time, until its back becomes covered with of Virtue, and some, including their king, cygia is in fact mobile — it moves about in sand and even small plants. When sailors mis- Tereus, claim to be men who were magi- the wind — but once the entrance has been take the whale for an island and disembark, cally transformed into birds, but it is unclear found a character may predict the path of the the whale awakens and dives into the sea. whether this is true or not. regio over the next season if an Intelligence The Wolf of Virtue is well known for its Within Nepheloccocygia is a city of the + Magic Lore roll against an Ease Factor of rapacity. It can live on anything: plants, soil, same name, constructed of nine concentric 9 is successful. Usually the regio entrance is even the wind; but it hungers for flesh above rings of walls. The walls, made of terracotta located in the Thebes Tribunal, but it some- all else. Should a wolf gaze upon its prey, the bricks liberally splashed with guano, increase times wanders over the Alps and into western creature is paralyzed and struck dumb. The in height as they near the center of the city, Mythic Europe. Regardless of its geographi- white wolves of House Tremere (see Houses of and contain many recessed nooks and alcoves cal locale, the entrance to Nephelococcygia Hermes: True Lineages, page 129) are quite simi- in which the birds nest. In the city, a cacoph- is always high in the air on the upper surface lar to Wolves of Virtue, except that a Wolf of ony of birdcalls can be heard at all times, and of a cloud, so to enter the regio a character Virtue has Cunning instead of Intelligence. Concentration rolls are at a penalty of –3. must be able to fly, or be carried by a com- panion or creature that can fly. Bird of Nephelococcygia characters of any season may be encountered outside the Bird of Nephelococcygia Character Guide regio — most spring and summer characters leave the regio daily to greet the dawn, but Magic Might: 11+ (Auram) Soak: 0 older birds stay within the regio for long peri- (Note +4 for Size). Fatigue Levels: OK, 0, –1, –3, –5, Uncon- ods of time. In the middle of winter an Assem- Characteristics: Int –2, Per +2, Pre +2, Com scious bly of Birds is held, which must be attended +1, Str –8, Sta 0, Dex +2, Qik +4 Wound Penalties: –1 (1), –3 (2), –5 (3), by all Birds of Nephelococcygia; if a character Size: –4 Incapacitated (4), Dead (5+) does not attend he is ostracised by the other Virtues and Flaws: Magical Animal; Magi- Abilities: Athletics 5 (flying), Awareness 4 Birds of Nephelococcygia. Usually little of cal Champion; Greater Power*, Greater (food), Brawl 2 (dodging), Music 3 (morn- import is actually discussed at the Assembly, Power*, Homing Instinct, Keen Vision, ing song), Survival 3 (home terrain) but new songs are performed and criticized in Lightning Reflexes; Avaricious. Powers: the weeks prior to the Assembly. Rehearsing Personality Traits: Bird +3 Air for Flying, 1 Point, Init: 0, Auram new songs, and studying the songs of others, Reputations: Herald of dawn (local) 2 R: Sight, D: Conc, T: Group occupies a Bird of Nephelococcygia character Combat: See below. for an entire season (this is one of the seasons Dodge: Init +4, Attack n/a, Defense +7, Call the Flock, 1 Point, Init: 0, Animal normally unavailable to a companion charac- Damage n/a R: Special, D: Diam, T: Group ter). Winter Bird of Nephelococcygia charac- Talons: Init +4, Attack +7, Defense +7, See below. ters frequently have the Major Supernatural Damage –7 Vis: Auram vis in feathers. Virtue: Composer of Power.

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depends on the locale; at sea the birds will be Story Seed: Divine Gatekeepers mostly seagulls, shags, and shearwaters, for example. When they arrive, the birds attempt According to the Greek playwright hundred years ago, that Tereus’ spire in the to gather about the character, attacking any Aristophanes (The Birds: tractatus Quality city does indeed contain records of prayers other characters in the way. If they are not 5 in Magic Lore), the city of Nephelococ- made over the centuries, which he has kept commanded to perform some task, the birds cygia was constructed to intercept commu- for reasons of his own. Philomena did not will slowly disperse over the next few hours. nications between earth and heaven; the explain how the birds gained access to the This power itself does not grant the character birds thus conspiring to insert themselves prayers, or how the records were made, an intrinsic ability to command the flock. as gatekeepers of divine intervention. It but finding answers to these questions ReAn 35 (Base 2, +4 special range, +1 is unclear whether this ever was true, and might interest magi. Reputedly, Philomena diameter, + 2 Group +2 Size of Group): certainly the Divine is not now mediated was raped and had her tongue torn out by Greater Power (35 levels, –3 cost) by Nephelococcygia. Despite this, Philo- Tereus, so the interviewee may not have mena (a swallow who is the sister-in-law actually been Philomena; alternatively, she of Tereus, king of the birds) claimed in an may have been healed and has told this tale Flight interview, recorded at Durenmar over one to cause trouble for Tereus as revenge. Birds of Nephelococcygia can fly. This is neither a Supernatural Ability nor a Power: Powers of the Birds tration, +2 Group): Greater Power (35 lev- the character’s bones are hollow and light, he of Nephelococcygia els, –3 cost) has powerful feathered wings, and he has a tail. He’s a bird. Maneuvering is represented Command the Flock Call the Flock as a specialty of the Athletics Ability (ArM5, 1 Point, Init: Qik–4, Animal 1 Point, Init: Qik–4, Animal page 64). The character can normally take R: Voice, D: Sun, T: Group R: Special, D: Diameter, T: Group to the air without requiring a roll, and he The character can trill commands to a If the character is in the open air, she may has an initiative of Qik + Athletics (flying) group of up to 100 birds. The birds will try sing a song that summons a cloud of mundane for this maneuver. In extreme circumstances to obey any command that they can under- birds about herself. From the next round, 10 (during a storm, for example) a roll (Dexter- stand (mundane birds can understand com- birds arrive each round, every round over the ity + Athletics(flying) + stress die) may be mands equivalently to a dog), but they will next Diameter. The type of birds that arrive required to take to the air. not do anything obviously suicidal and if the birds have a Magic Resistance this power must Penetrate. The power lasts for a dura- tion of Sun, and after this period the birds will act on their own initiative. ReAn 35 (Base 5, +2 Voice, +2 Sun, +2 Group): Greater Power (35 levels, –3 cost)

The Crow’s Song 2 Points, Init: Qik–4, Corpus R: Voice, D: Special, T: Ind The character sings this song at a target individual, and the next time the target sleeps an Aging Roll is made for him, adding 5 to the roll — even if he is too young to make Aging Rolls normally. This power must penetrate the target’s Magic Resistance to be effective. PeCo 40 (Base 15, +2 Voice, +3 Special Duration): Greater Power (40 levels, –2 cost)

Air for Flying 1 Point, Init: Qik–4, Auram R: Sight, D: Conc, T: Group While the character sings this tune, the weather in the locale remains calm and tem- perate. This will also negate any magically cre- ated inclement weather where the magnitude of the effect that caused the inclement weather is less than the character’s Might / 5 (round up). This power has a duration of concentration. ReAu 35 (Base 5, +3 Sight, +1 Concen-

69 Realms of Power

their role as defenders of the home. The Magical Common Virtues (or Qualities): En- Cats as Example trancement, Gossip, Greater Magical Power, Intuition, Lesser Magical Power, Luck, Magic This section on cats demonstrates Lineages of Sensitivity, Piercing Gaze, Protection, Sec- the method for constructing magical ond Sight, Self–Confident, Strong Willed, beasts. Storyguides designing parallel Cats True Faith, Wealthy (has human servants, sets of powers for other species should gets 3 seasons per year to study). borrow relevant powers from these lists, Common Flaws (or Inferiorities): Busy- changing their names to suit the species Three families of cats can trace their body, Dependent (Place), Greedy, Meddler, they are creating. They should follow ancestry — through generations of famil- Optimistic, Oversensitive, Proud, Temper- the same mechanical guidelines to cre- iars and Warped, intelligent ancestors — to ate, Visions, Weakness. ate new powers. Ideas for powers can be the familiars of the Founders or their earli- Common Magical Powers: Aura of Right- found by researching the folklore of the est apprentices. Each of these families, called ful Authority, Fear of the Mouse, Prison for species on the Internet — particularly on lineages, has an oral history and a unique Mice and Birds, Prying Eyes, Warder’s Walk. the sites of breeders — and by perusing culture. They have many magical features medieval bestiaries. In the case of cats, that breed almost true, a feature unusual in this yields an enormous amount of mate- magical animals. White Lineage rial, much of which has been ignored be- cause it is not known in 1220 Europe. For The White Lineage is descended from example, cat burning is a later practice. Black Lineage the familiar of the Founder Mercere, and its members are found in his House’s covenants. The Black Lineage of cats is descended They are indulgent, friendly cats. They see Common Flaws (or Inferiorities): Busy- from the Founder Jerbiton’s familiar, a prince their role as protectors of people. Many body, Carefree, Compulsion (Territory), De- of the Egyptian cats, descended from the adopt a particular human to travel with. pendent (Owner), Missing Ear, Missing Eye, great queens of ancient Bubastis. The center Common Virtues (or Qualities): Com- Overconfident, Reckless. of the Black Lineage is the domus magna of mon Sense, Ferocity, Greater Magical Power, Common Magical Powers: Cat Like a Jerbiton, Valnastium in the Tribunal of the Keen Vision, Lesser Magical Power, Light- Shadow, Humans are Easily Misplaced, In- Greater Alps, where their elected monarch ning Reflexes, Premonitions, Rapid Conva- conspicuousness, True Sight of the Air reigns. But cats of this lineage have followed lescence, Second Sight, Shapeshifter (tool– their magi to many covenants and cities using, bipedal form), Social Contacts, Tough, across Europe. They are aristocratic, aloof Warrior (adds to Brawl or conventional weap- Tortoiseshell Lineage cats. The members of the Black Lineage see ons in Shapeshifters), Well–traveled. This lineage of cats has been associated with Celtic spellcasters since before the for- Cat Character Template mation of the Order. This lineage split into two groups following the Schism War, with a The unadjusted stats for cats are given Qualities: Ambush Predator, Crafty, Good king of cats in both Scotland and the Rhine- in the Book of Mundane Beasts appendix. Jumper, Skilled Climber, Thick Fur. land. It may have had links to House Diedne. All of the Virtues, Flaws, Abilities and (Cats may have 10 points of Qualities; This lineage is most known for its capacity to Qualities noted there should, in most cas- they get a +3 bonus to Might from small predict the future. es, be purchased before other items of the Size, but this does not increase the num- Male tortoiseshells are very rare, and same type, when creating a character. ber of Qualities available. Qualities may are more often magical than females. They To demonstrate the process of cre- include General or Supernatural Minor tend to have mixed gender behaviors, which ation, the following template has addi- Virtues, so suggested Virtues provided humans don’t notice but are obvious and tions due to the creature’s magical nature in later lists are sometimes suited as off-putting to other cats. If this plays a sig- marked in bold italic. Qualities instead. Similarly, the Flaw nificant part in the campaign, then male tor- lists may give ideas for Inferiorities.) toiseshells should take the Transvestite Flaw. Magic Might: 13 (Animal) (assuming a (The natural Qualities of magical ani- Common Virtues (or Qualities): Com- companion role in medium-power saga mals are not usually recorded on their mon Sense, Dowsing (does not need stick), and adjusted by Size) character sheets.) Characteristics: Int 0 (Intelligence is a Personality Traits: Curious +4, Cat +3*, Entrancement, Greater Magical Power, free choice for magical animals) Timid +2 (Most magical things have Faerie Blood, Ferocity, Gigantic, Keen Vi- Confidence Score: 1(3) (This is the de- a Personality Trait of +3 representing sion, Large, Lesser Magical Power, Lesser fault score for magical beings) their basic nature) Purifying Touch (warts), Long–Winded, Virtues and Flaws: Magic Animal, Perfect (The basic cat has 195 experience. Premonitions, Reserves of Strength, Rapid Balance, Puissant Awareness, Sharp A creature of Summer season begins Convalescence, Second Sight, Shapeshifter Ears, Unaffected by the Gift, Magical with 360 experience) (human), Shapeshifter (if cat also has Large Friend, Nocturnal (requires 2 Flaws Vis: 3 pawns, Animal, in eyes. (Might di- or Gigantic, can shift between two shapes), to balance Virtues). vided by 5, rounded up) Wilderness Sense Common Flaws (or Inferiorities): Magi-

70 Magic cal Air, Feral Upbringing, Judged Unfairly, something the cat did, much as the spell Loss of (10 spell levels: Base 4, +1 Eye or Touch, Reclusive, Transvestite (male cats of this But A Moment’s Memory does (ArM5, page 151). +1 Diam) color are extremely rare, and tend to have The name comes from the belief that cats born feminine behaviors). in blackberry season have mischief in them. Mackerel Sky Common Magical Powers: Suckle Cows (25 spell levels: Base 10, +1 Eye, +2 Group) 4 points, Auram Dry, Lay to Rest the Haunting Spirit, Mas- R: Touch, D: Mom, T: Group ter of the Undergrowth, Unmarked Passage, Curse of Rheumatism A version of Sailor’s Foretaste of the Morrow Whispers Through the Black Gate. 2 points, Corpus (ArM5, page 127). R: Touch, D: Mom, T: Ind (20 spell levels: Base 4, + 1 Touch, +2 If a person touches the cat, he develops Group, +1 size) rheumatism in that limb. This power is tradi- Magical Powers tionally used on those who kick cats. Master of the Undergrowth (10 spell levels: Base 5, as per laming in 2 points, Herbam Players designing cats select one magical table on ArM5, page 133, + 1 Touch) R: Touch, D: Sun, T: Group power for each purchase of the Greater Mag- A version of Intuition of the Forest (ArM5, ical Power or Lesser Magical Power Quali- Drain Energy page 136). ties. Each of these Qualities may be pur- 3 points, Corpus (10 spell levels: Base 1, +1 Touch, +2 chased multiple times. Any cat may purchase R: Touch or Eye, D: Mom, T: Ind Sun, +2 Group) any power, but some are seen frequently in This power, similar to Invocation of Weari- cats of a certain lineage. Powers frequently ness (ArM5, page 133), has either a Touch or Minor Allergy seen in a certain tribe of cats are listed in the Eye Range; it varies by cat. 2 points, Corpus lineage descriptions, above. (15 spell levels: Base 10, +1 Touch or Eye) R: Sight, D: Mom T: Ind A Sight Ranged version of Touch of the Fear of the Mouse Goose Feather (ArM5, page 132). 3 points, Mentem (10 Spell levels: Base 3, +3 Sight) Cats’ Greater or Lesser R: Eye, D: Sun T: Ind Magical Powers This power, similar to Panic of the Trembling Moving Objects with the Mind Heart (ArM5, page 148) is often used to make 6 points, Terram people afraid of the cat. Many cats have al- R: Sight, D: Conc T: Ind All Greater and Lesser Powers for the ternative emotional effects. A Sight Ranged version of Unseen Arm magical lineages of cats have: (15 spell levels: Base 4, +1 Eye, +2 Sun) (ArM5, page 155), used by cats to manipulate objects — when humans are not available. • A cost in spell levels for character cre- Feline Lullaby (30 spell levels: Base 2, +3 Sight, +1 Conc) ation, given just before the detail that ex- or Keeping the Humans Safely Tucked Away, 2 plains the spell level. points, Mentem Pass the Unyielding Portal • A Penetration Score = Might of the cat – R: Voice, D: Mom T: Ind 1 point; Herbam (5 x the cost of the power) + the cat’s Pen- This is a version of The Call to Slumber R: Touch, D: Diam, T: Ind etration Bonus. This bonus has not been (ArM5, page 151). A version of the spell of the same name, calculated for the sample powers below. (10 spell levels: Base 4, +2 Voice) used when no humans are available to open doors. (ArM5, page 137) The Might point cost given is for a Lesser Humans are Easily Misplaced (5 spell levels: Base 3, +1 Touch +1 Diam.) version of the power. For a Greater version, 4 points, Corpus halve it, rounding up. R: Arc, D: Conc, T: Ind Prison for Mice and Birds The Initiative Bonus for a Lesser Power is A version of Inexorable Search (ArM5, 1 point, Animal equal to the cat’s Quickness – (Magnitude x page 131). The maps cats use are a mixture R: Touch, D: Ring, T: Circle 2). For a Greater Power, the Initiative Bonus is of scents and textures, and make little sense This is a version of Circle of Beast Warding equal to the cat’s Quickness – (Magnitude/2). to humans. This requires an Arcane Connec- (ArM5, page 120). It is sometimes used in tion, so cats often scent–mark humans they conjunction with the Greater Magical Pow- Aura of Rightful Authority wish to find again by rubbing on them. ers, described below. 4 points, Mentem (20 spell levels: Base 3, +4 Arc, +1 Conc) (5 spell levels: Base 2, +1 Touch, +2 Ring) R: Eye, D: Sun, T: Ind This effect is used to overcome the Incredibly Cute Prying Eyes shock caused by talking cats. It also inclines 2 points, Mentem 1 point, Imaginem humans to obey orders. (ArM5, page 151) R: Touch or Eye, D: Diam T: Ind R: Touch, D: Conc, T: Room (20 spell levels: Base 5, +1 Eye, +2 Sun) This ability, similar to Trust of Childlike Faith This effect is used to look inside build- (ArM5, page 150) allows the cat to become ings and rooms while patrolling a house or Blackberry Cat so endearing that it impairs the rationality of town. Note that a cat touching the roof of a or Feigned Innocence, 5 points, Mentem others. Some cats have an Eye contact ver- room can see inside it. (ArM5, page 144). R: Eye, D: Mom, T: Group sion of this ability, while others have a Touch (5 spell levels: Base 1, +1 Touch, +1 This causes a Group of people to forget Ranged power, triggered by stroking the cat. Conc +2 Room)

71 Realms of Power

Suck the Breath If several cats sleep on the same grave their (20 spell levels: Base 10, +1 Touch, +1 3 points, Corpus Penetration scores are added together, and Conc) R: Eye or Touch, D: Mom, T: Ind the highest level effect applies, so even pow- The cat causes an asthma attack with the erful ghosts can be destroyed this way, with Warder’s Walk same effects as Grip of the Choking Hand (ArM5, sufficient co-operation and persistence. This Magnitude points, Vim. page 133) but with either Eye or Touch range does not require Warder’s Walk, although no R: Voice, D: Mom, T: Group (choose when the cat is created.) one is sure why. Cats in the Black Lineage use this power (15 spell levels: Base 10, +1 Eye or (Spell levels vary. Base Effect) to combine their other powers. This allows Touch) their rituals to penetrate the Magic Resis- Viper’s Gaze tance of creatures they wish to ward. It is Suckle Cows Dry 3 points, Animal a variant of Wizard’s Communion. Use of the 3 points, Animal R: Eye, D: Conc, T: Ind Warder’s Walk is dangerous, as the addition R: Touch, D: Conc, T: Ind A variant of the spell of the same name of too many cats makes a fatal botch very This power is used to make a cow lac- (ArM5, page 120), used to immobilize prey. likely, so the cats use this power sparingly. tate while a cat suckles from its udders. Cats (15 spell levels: Base 5, +1 Eye, +1 Con- (Spell levels vary by base effect.) filling themselves with milk often find it centration) difficult to maintain concentration, so it is Whispers Through the Black Gate common to find cats working in groups, to Wake the Dead 3 points, Corpus restrain a cow in turns. 4 points, Corpus R: Touch, D: Conc, T: Ind (15 spell levels: Base 5, + 1 Touch, +1 R: Touch, D: Conc, T: Ind The ability to talk to corpses is found most Conc) Some cats are able to animate corpses by often in tortoiseshells (ArM5, page 130). leaping over them, a power similar to a Touch (15 spell levels: Base 5, +1 Touch, +1 Suffocate the Dead Ranged version of Awaken the Slumbering Corpse Conc, no cost for requisite) Cost equals (Magnitude / 5), Mentem (ArM5, page 134). Reports of this power are R: Voice, D: Mom, T: Ind most common in Eastern Europe, and may re- Some cats can create an effect similar to fer to Infernally tainted cats. Some cats claim Black Cat Wards Lay to Rest the Haunting Spirit (ArM5, page 150) to be able to wake the dead with their nightly by sitting or sleeping on the ghost’s grave. singing, but this may be a metaphor. The Black Cats that serve House Jerbi- ton have a group of powers that they use to defend a home, or even a small settlement, from minor faeries and demons. Each cat is likely to have only one of these abilities, so groups of cats, each with a separate ability, will often walk the bounds of their settle- ment to lay multiple protective barriers. Some of these powers are also found in the other lineages, but the Black habit of march- ing in procession around the border of a protected space is not found in the other lin- eages. The Black Lineage is also most likely to use Warder’s Walk, a Power that allows for wards of greater Magnitude. The protective powers often available to cats of the Black Lineage include simulations of the following spells. Various cats have dif- fering Magnitudes in these powers.

Circular Ward Against Demons Magnitude points, Vim R: Touch, T: Ring, D: Circle See ArM5, page 162 for a fuller descrip- tion of this effect. (Spell levels vary by base spell)

Ward Against Beasts of Legend Magnitude points, Animal R: Touch, T: Ring, D: Circle See ArM5, page 120 for a fuller descrip- tion of this effect. (Spell levels vary by base spell)

72 Magic

Ward Against the Faeries of the Wood Standing Wizard (ArM5, page 146) Drakes are caricatures of dragons, usu- Magnitude points, Herbam (20 spell levels: Base 4, +2 Sun) ally misshapen in some way. They tend to R: Touch, T: Ring, D: Circle be less intelligent than true dragons, but See ArM5, page 138 for a fuller descrip- Puffed Up and Hissing may possess a certain predatory cunning. tion of this effect. 1 point, Init: Qik–1, Animal All drakes have legs (either two or four) and (Spell levels vary by base spell) R: Per, D: Sun, T: Ind many have wings, though frequently their The cat puffs itself up to fight, and magic wings are too stunted for actual flight. A few Ring of Warding Against Spirits grants it extra mass. A Personal version of drakes have multiple heads. Drakes usually Magnitude points, Mentem Beast of Outlandish Size (ArM5, page 118). have dangerous breath, which may be fiery, R: Touch, T: Ring, D: Circle (10 spell levels: Base 4, +2 Sun) poisonous, or cause disease. Magi in the far See ArM5, page 151 for a fuller descrip- north of Mythic Europe have reported cold- tion of this effect. Resistance to Claws dwelling drakes that breathe a deadly frost (Spell levels vary by base spell) 1 point, Init: Qik–1, Animal instead of fire. The smallest drakes are no R: Per, D: Sun, T: Ind bigger than a chicken, while the largest can Cats with other wards that contain fire, The cat’s coat becomes resistant to dam- outweigh an elephant. protect from poor weather, and exclude crop age. A Personal version of Doublet of Impen- Worms are like huge serpents; indeed, rusts have also been frequently reported. etrable Silk (ArM5, page 118.) some magi believe serpents and worms are (10 spell levels: Base 4, +2 Sun) two names for the same class of creatures. Worms sometimes have stunted legs or True Sight of the Air wings, but their primary means of locomo- Personal Magical 2 points, Init: Qik–1, Auram tion is slithering like a snake. Worms are Powers for Cats R: Per, D: Sun, T: Vision typically venomous and some can exhale A version of the spell of the same name a cloud of poisonous or pestilential fumes. (ArM5, page 127). Others breathe fire. In addition to biting, All Personal Powers for the magical lin- (15 spell levels: Base 1, +2 Sun, +4 Vision) most of them are able to crush or suffocate eages of cats have: victims in their deadly coils. : Unmarked Passage True dragons are mighty and wily op- • An Initiative bonus equal to the cat’s 2 points, Init: Qik–1, Terram ponents. They are intelligent — sometimes Quickness – (Magnitude /2). R: Touch, D: Sun, T: Ind more intelligent than magi — and this intel- • A cost in spell levels for character cre- A version of the spell Trackless Step (ArM5, ligence can be their greatest weapon against ation, given just before the detail the ex- page 155). mortals foolhardy enough to challenge plains the spell level. (20 spell levels: Base 4, +1 Touch, +2 them. True dragons have four legs and a pair • A Penetration Score = Might of the cat Sun, +1 for constant effect) of bat-like wings (which may or may not be – (5 x the cost of the power) + the cat’s functional). Penetration Bonus. This bonus has not Dragon’s powers may include the dead- been calculated for the sample powers ly breath, entrancing gaze, or venom shared below. by their lesser kin. The more powerful Dragons and dragons can also change shape, create illu- Cat Like a Shadow sions, or produce other magical effects. The 2 points, Init: Qik –1, Imaginem smallest true dragons are somewhat smaller R: Per, D: Sun, T: Ind Dragon-kind than an adult human, while the largest can A personal version of Veil of Invisibility, as be as big as a castle. Stellatus (on page 194 per ArM5, page 146. Dragons are the largest and most fear- of ArM5) is on the small side for a dragon (15 spell levels: Base 4, +2 Sun, +1 some of mortal creatures. They are re- at Size +8. changing image) nowned for their cunning, wickedness, and Slaying a major dragon is a feat wor- lust for treasure. Related to dragons, but less thy of legend, a suitable challenge for a Felianthrope powerful, are a variety of reptilian creatures: whole covenant of senior wizards. The 2 points, Init: Qik–1, Animal the serpents, drakes, and worms. largest dragons are so physically powerful, R: Per, D: Sun, T: Ind Serpents are the least of the dragons’ kin, they are beyond anything the rules of Ars The cat takes human shape. This is a little more than glorified snakes. They almost Magica Fifth Edition can represent. Such Personal version of The Beast Remade (ArM5, always have a venomous bite or sting. In addi- creatures are too big and too well-armored page 119). tion, many have the power to entrance their in iron-hard scales to be harmed by mortal (20 spell levels: Base 10, +2 Sun, no ad- victims. Basilisks (see Guardians of the Forest, weapons. Characters should have to come dition for requisite) page 61) are the mightiest of serpents. Mun- up with an innovative plan to defeat such danes use the term “serpent” interchangeably a mighty opponent: perhaps questing for a Inconspicuousness to refer to both dragons and snakes; when legendary weapon, or searching the Magic 1 point, Init: Qik–1, Imaginem magi use the term strictly, they are referring Realm for lore that reveals the dragon’s hid- R: Per, D: Sun, T: Ind to a snake-like supernatural creature that has den weakness. A Personal version of Invisibility of the no exact mundane counterpart.

73 Realms of Power Dragons as Characters Concept Most dragon-kind have the Minor Magic Quality Gift of Speech. Dragons and their kin have base Char- Suggested Virtues for dragons include: While the classic dragon is much too acteristics of 0, and 7 points to spend on Entrancement, Greater Immunity (to fire or powerful to use as a player character, one improving Characteristics (like human poison), Magic Sensitivity, Premonitions, can create a fairly weak dragon using the characters). Second Sight, Arcane Lore, Enduring Con- rules in Chapter 4: Magic Characters, suit- The base Size of all dragons and drag- stitution, Great Characteristic, Improved able for use as a grog, companion, or ma- on-kind is at least 0. This can be adjusted Characteristics, Lightning Reflexes, Pierc- gus-equivalent character — or as a char- by choosing appropriate Virtues or Flaws, ing Gaze, Puissant Ability, Self-Confident, acter’s Magical (Being) Companion. For or Inferiorities for small dragon-kind. In Strong-Willed, Magical Champion, Magical dragons meant as non-player characters, it’s addition, the base Size can be any Size Master, (Form) Resistance not necessary to strictly obey the Ars Mag- greater than 0. This adjusts Quickness and Suggested Flaws include Avaricious (ma- ica Fifth Edition character-creation rules; Strength as described under the Gigantic jor), Magical Monster, Magical Air, Magical for instance, there’s no need to make sure Quality, but the character does not need to Bane, Oversensitive, Nocturnal, Offensive to a mighty dragon’s Virtues are all properly buy that Quality. Animals, Infamous, Essential Flaw. balanced with Flaws. Dragons are supposed All dragons, and their lesser kin, should to be powerful. begin with the special Virtue, Magic Animal. Season and Abilities

Dragons and their kin may be of any Character Guide: A Scitalis Season. Serpents are more likely to be Spring characters than are other dragon-kind, and Magic Might: 5 (Animal) +4 Spectacle, +1 Animal requisite): true dragons are more likely to be Winter Characteristics: Cun +1, Per +2, Pre +4, Greater Power (45 levels, –1 Might than their lesser relatives. Com –3, Str –2, Sta +2, Dex 0, Qik –2 cost), Improved Powers (–3 Might If the creature is intended as a combat Size: –2 cost), Greater Power (partial, –1 opponent, it is important for it to have a Season: Spring Might cost) good Brawl skill. Its combat statistics may be Virtues and Flaws: Magic Animal; Great Venom, 0 points, Init n/a, Aquam further improved through Qualities. Presence; Poor Quickness, Weak R:Touch, D: Sun, T: Ind Characteristics The scitalis’ fangs drip a venom that Magic Qualities and Inferiorities: Great- causes a Medium Wound (if it pen- Might Score and Qualities er Power (x2); Improved Might, Im- etrates Magic Resistance) unless its proved Powers, Improved Soak; Min- victim can make a Stamina roll against If the dragon is to be one of the player iature; Susceptible to Deprivation an Ease Factor of 9. characters or their close associates, assign a Personality Traits: Lethargic +2, Territo- CrAq 30 (Base 10, +2 Sun, +1 contin- Might score according to the desired pow- rial +2 uous effect): Greater Power (partial, er level of the Saga (see Chapter 4: Magic Combat: 30 levels, –3 Might cost) Characters, Magic Character Creation). Fangs: Init –2, Attack +7, Defense +3, Vis: 1 Imaginem in skin The Might scores of other dragons and Damage –1 Appearance: The scitalis is a large snake, dragon-kind should fall into the following Soak: +4 about six feet long and as thick as a general ranges: Fatigue Levels: OK, 0, –1, –3, –5, Uncon- man’s arm. Its scales are patterned in a scious variety of spectacular colors. Wound Penalties: –1 (1–3), –3 (4–6), Might Score Description –5 (7–9), Incapacitated (10–12), Dead The scitalis is a slow-moving serpent 1–10 Serpents and very weak drakes (13+) that relies on its marvelous appearance to 11–20 Powerful serpents, weak Abilities: Brawl 3 (fangs), Ignem Resis- stun its prey. The scitalis usually hunts by drakes, and worms tance 3 (cold), Survival 2 (winter) hiding near a water source or game trail. 21–30 The mightiest serpents (a Powers: It usually preys on small animals, but has basilisk is about Might 30), Dazzling Appearance, 0 points, Init –3, Men- been known to attack humans if it feels typical drakes and worms, tem or Animal threatened. Unlike mundane snakes, the weak dragons R:Per, D: Conc, T: Spectacle blood of the scitalis is hot, enabling the 31–40 Typical dragons, powerful The scitalis can use its wondrous colors serpent to remain active throughout the worms and drakes. Drakes and appearance to stupefy those who winter months. above Might 40 are rare. look at it. Victims stand in slack-jawed This character guide may be used “as 41–50 Powerful dragons amazement, unable to move, speak, or is” for a brief encounter, or developed into 51–74 Dragons of might and legend act, for as long as the scitalis concen- a finished character by adding 4 points of 75 Jörmungandr, the Midgard trates. It uses this power to capture its Virtues to balance its current Flaws (plus Serpent prey, for it is a slow-moving creature. additional Virtues and Flaws, if desired) ReMe(An) 45 (Base 15, +1 Conc, and 50 Experience Points in Abilities.

74 Magic

Dragons should choose Qualities for any R: Voice, D: Mom, T: Group special attacks they possess; the Improved With some effort, Varkos can belch forth Claw and Fang Powers Quality is also a good choice to help an impressive torrent of flame about 30 reduce the cost (and boost the Penetration) paces long and five paces wide. All with- The weapon statistics for a dragon’s of their breath or gaze. in that area take +15 fire damage. claws and teeth as are follows. Dragons A dragon’s combat statistics may be im- CrIg 35 (Base 15, +2 Voice, +2 Group): larger than Size +2 usually have large proved through liberal use of the Improved At- Greater Power (35 levels, –1 Might cost) claws and/or large teeth. tack, Improved Defense, Improved Damage, Vis: 3 Ignem in heart Appearance: Varkos is a misshapen dragon and Improved Soak Qualities. It is especially Init Atk Dfn Dam important to enhance the Defense scores of with a a build like a bulldog’s: massive Claws –1 +2 +3 +2 very large dragons, because otherwise their shoulders and smaller hindquarters. His Large Claws 0 +5 +3 +4 poor Quickness scores (due to the effects of head is crocodile-like and has a pro- Fangs/Teeth 0 +3 +1 +1 their Size) will make them vulnerable. nounced underbite. His bat-like wings are Large Teeth 0 +4 +1 +3 ridiculously small, but he sometimes flaps them furiously in a vain attempt to fly. He Varkos, the Fire Drake has a spiny ridge running from his forehead mate. Living in a cave in the mountains can all along his body, but the spines poke out be lonely and rather boring. He enjoys his Magic Might: 15 (Animal) drunkenly in different directions. encounters with humans because they give Characteristics: Int –2, Per +1, Pre –2, Com him a chance to talk to someone, however –2, Str +4, Sta +2, Dex +2, Qik +2 Varkos is a fire drake who desperately briefly. Unfortunately, Varkos is not the best Size: +1 wants to be thought of as a fearsome dragon. conversationalist; he is mostly interested in Season: Summer He knows quite a bit about dragon stories, hearing stories about dragons. Characters Confidence Score: 1 (3) and tries his best to act like the dragons of might be able to befriend him if they pretend Virtues and Flaws: Magic Animal; Magical legend. (His treasure hoard is coming along to be afraid of him, tell some entertaining sto- Monster; Great Strength, Large, Piercing nicely; it’s almost big enough to fill two hand ries, and promise to spread wild tales about Gaze, Tough; Obsessed (with reputation) baskets.) Varkos lives in a cave overlooking how they met the “dragon of the mountains” Magic Qualities and Inferiorities: Greater a mountain pass, from which he ventures and barely escaped with their lives. Power; Gift of Speech, Ignem Resis- forth to prey upon livestock and set the oc- tance, Improved Might (x4), Improved casional haystack on fire. He usually tries to Soak (x3); Susceptible to Deprivation scare away humans rather than hurt them; Arkliss, a Dragon of the Fens Personality Traits: Vain +3, Lonely +2, dead men tell no tales, and Varkos is work- Brave –1 ing hard to build up a reputation. Lately he Magic Might: 22 (Animal) Reputations: Fierce 3 (local) has worked up enough nerve to start robbing Characteristics: Int +1, Per +2, Pre +3, Com Combat: travelers of their treasure, and is looking for- 0, Str +1, Sta +2, Dex +1, Qik +1 Claws: Init +1, Attack +10, Defense +11, ward to the time when terrified villagers will Size: 0 Damage +6 bring him his first virgin sacrifice. (He has Season: Summer Large Teeth: Init +2, Attack +11, Defense +8, no idea what exactly a virgin is or what real Confidence Score: 2 (6) Damage +7 dragons are supposed to do with them.) Virtues and Flaws: Magic Animal; Magical Soak: +11 One of the reasons Varkos tries so hard Monster; Arcane Lore, Improved Char- Fatigue Levels: OK, 0, –1, –3, –5, Uncon- to be terrifying is that he wants to attract a acteristics (x3), Lightning Reflexes, Self- scious Wound Penalties: –1 (1–6), –3 (7–12), –5 (13–18), Incapacitated (19–24), Dead (25+) Option: Constriction Attacks Abilities: (Area) Lore 3 (dragon stories), Ath- Medieval bestiaries speak of dragons tack has the following weapon statistics: letics 3 (climbing), Awareness 2 (alert- strangling elephants with their tails or coils. Init 0, Atk +3, Dfn 0, Dam n/a ness), Brawl 5 (claws), Ignem Resistance Many dragons and their lesser kin can at- As long as the dragon maintains the 4 (fire drake breath), Folk Ken 2 (sensing tack by constriction. This ability is espe- grapple, its opponent is considered de- fear), Guile 3 (feigning fierceness), Hunt cially common among worms and large ser- prived of air (see ArM5, page 180). The 3 (hares), Leadership 2 (intimidation), pents. The following constriction rules are victim must make a Stamina check every 30 Stealth 2 (stalking), Survival 3 (mountains) optional. If you prefer to keep combat un- seconds, that is, every five rounds, or suffer Powers: complicated, simply ignore the constriction the normal effects of deprivation. Constric- Puff of Flame, 1 point, Init +1, Ignem attacks listed for dragons in this chapter. tion is a slow way to slay an opponent. R: Voice, D: Mom, T: Ind A dragon can only constrict a victim Once the dragon has successfully grap- Varkos can spit a cabbage-sized ball of whose Size is less than its own. Constric- pled an opponent (and begun constricting), flame out to about 15 paces, inflicting +5 tion is based on the grappling rules (see on subsequent rounds it can continue con- damage. “Non-Lethal Combat” on page 174 of stricting and still attack with its claws or CrIg 10 (Base 4, +2 Voice): Greater ArM5). The Attack Total is computed us- bite. These attacks may be directed at the Power (10 levels) ing the Brawl skill, and a constriction at- grappled victim, or at another opponent. Torrent of Flame, 2 points, Init +1, Ignem

75 Realms of Power Confident; Essential Flaw (avaricious, Claws: Init +1, Attack +10, Defense +12, Powers: major) Damage +6 Domination, 1 points, Init +1, Mentem Magical Qualities and Inferiorities: Greater Soak: +12 R: Eye, D: Moon, T: Ind Power (x2); Gift of Speech, Improved Fatigue Levels: OK, 0/0, –1, –3, –5, Uncon- By gazing into a person’s eyes, Arkliss Attack (x2), Improved Damage (x2), Im- scious can bend him to her will. The victim will proved Defense (x2), Improved Fatigue, Wound Penalties: –1 (1–5), –3 (6–10), –5 (11– carry out one verbal command to the Improved Might (x2), Improved Powers, 15), Incapacitated (16–20), Dead (21+) best of his ability, but he must be able Improved Soak (x5), Personal Power; Abilities: (Area) Lore 2 (legends), Athlet- to understand Arlkiss’s orders. People do Susceptible to Deprivation ics 3 (flying), Awareness 2 (hearing), not normally want to make eye contact Personality Traits: Avaricious* +6, Brave +3, Bargain 2 (ransom), Brawl 5 (teeth), with Arkliss, however. To use this power, Cruel +3 Folk Ken 2 (peasants), Hunt 3 (water- she must catch her victim by surprise. Reputations: Evil 3 (local) fowl), Intrigue 2, Magic Lore 4 (magical ReMe 40 (Base 20, +1 Eye, +3 Moon): Combat: beasts), Penetration 3 (Auram), Stealth Greater Power (40 levels, –2 Might cost), Teeth: Init +2, Attack +12, Defense +11, 2 (underwater), Survival 3 (swamps), Improved Powers (1 mastery point, –1 Damage +5 Swim 4 (underwater) Might cost) Pestilential Breath, 1 points, Init +1, Auram R: Touch, D: Diam, T: Group Arkliss can exhale a noxious, cloying Dragon Story Seeds mist that infects everyone within five paces with a disease, inflicting a Medium A Scintillating Serpent Arkliss arrives, using her Domination wound unless the victim succeeds in a power to neutralize any watchmen so her Stamina roll against an Ease Factor of 9. En route to visit an important magus minions can loot the place of valuables. CrAu 30 (Base 10, +1 Touch, +1 Diame- or noble, the characters stumble upon a Arkliss does not know anything about en- ter, +2 Group): Greater Power (30 levels, scitalis, which tries to bite them as they chanted items, but if she learns through –2 Might cost, 10 xp Penetration) stand spellbound. Little do they know that her minions how highly the magi value Lungs of the Fish, 0 points, Init n/a, Aquam the scitalis was a warning from benevolent such things, she makes a special effort to R: Touch, D: Sun, T: Part forces, as it foreshadows their upcoming steal them for her hoard. As the spell on page 122 of ArM5. This visit: when they arrive at their destination, power is continuously active. their host tries to impress them with lavish MuAq 20 (Base 4, +1 Touch, +2 Sun, +1 ovetous reature gifts and hospitality, while secretly plan- A C C Part, +1 continuous effect): Personal Pow- ning to take advantage of them. er (20 levels, –1 Might cost), Improved The magi and their companions are Powers (1 mastery point, –1 Might cost) enjoying the hospitality of a local noble, Vis: 4 Vim in brain when suddenly the feasting hall shakes The Less-Than-Deadly Appearance: Arkliss is a true dragon about violently, and a roar like thunder rolls “Dragon” the size of a man. Her wide jaws are full out across the valley. Unknown to them, of sharp teeth; she has large, bat-like a lindwurm witnessed their approach and The characters are waylaid by Varkos wings and a barbed tail. She has a forked caught a glimpse of an especially rich item the fire drake, who demands all their trea- tongue with which she tastes the air as a among their belongings. The beast wants sure. They strike up a conversation with snake does. the “dragon” and Varkos enjoys it so much this item for itself, and won’t release its hostages until the item is given up. he forgets to rob them. Later, the charac- Arkliss is a small but fierce dragon who ters learn of a young knight out to build a makes her lair at the bottom of a bog near reputation by slaying the “dragon of the the middle of a large swamp. She can survive The Serpent’s Scribe mountains.” The knight has obtained a on waterfowl and frogs but much prefers red magical ointment to protect himself from meat. Nearby peasants attempt to placate her flames, so a battle between him and Var- Polymathes the draconic librarian has acquired a few Hermetic books over with offerings of sheep and goats, but Arkliss kos could be an even match. Can the char- is perfectly willing to hunt for herself. acters prevent a deadly fight? the years, and has decided it’s time to ex- pand his collection. A true connoisseur, Arkliss used 1 mastery point from her he wants only books of high Quality. Improved Powers Quality on her Lungs of the Fish power and 1 on Domination, and spent the A Slippery Thief He is certainly not willing to trade away anything from his own collection, but he remaining 3 points on 15 xp in Penetration. Like most dragons, Arkliss is obsessed would let someone come to his lair and with treasure. She has come up with a plan copy a book in exchange for a new tome Polymathes, to rob the wealthiest estate in her district as payment. If the copyist does a good job, the Draconic Librarian — which just happens to be the player Polymathes decides to employ that person (indefinitely) to copy and trade more Her- characters’ covenant. She sends several Magic Might: 41 (Animal) Dominated peasants inside the walls, pos- metic books. Being a dragon, he does not phrase this as a request. Characteristics: Int +5, Per +4, Pre +8, Com ing as peddlers or pilgrims. At midnight +3, Str +12, Sta +8, Dex +3, Qik –4

76 Magic Size: +7 Season: Winter Confidence Score: 3 (9) Virtues and Flaws: Magic Animal; Magical Monster; Greater Immunity (heat and fire); Arcane Lore, Educated, Improved Characteristics (x35), Puissant Brawl, Second Sight, Self-Confident (x2); Es- sential Flaw (Avaricious, major) Magical Qualities and Inferiorities: Focus Power, Greater Power (x3), Magical Med- itation; Gift of Speech, Improved Abili- ties (x4), Improved Attack (x4), Improved Damage (x4), Improved Defense (x4), Im- proved Fatigue (x2), Improved Initiative (x4), Improved Powers (x2), Improved Recovery, Improved Soak (x8); Suscepti- ble to Deprivation; Reduced Might (x18) Personality Traits: Avaricious* +6, Inquisi- tive +4, Selfish +4, Callous +3 Reputations: Dragon Who Eats Everyone And Leaves No Survivors 4 (local) Combat: Large Claws: Init +4, Atk +23, Dfn +20, Dam +22 Large Teeth: Init +4, Atk +21, Dfn +17, Dam +21 Soak: +24 Fatigue Levels: OK, 0/0, –1/–1, –2, –4, Un- conscious Wound Penalties: –1 (1–12), –3 (13–24), –5 (25–36), Incapacitated (37–48), Dead Fiery Breath, 2 points, Init +3, Ignem. skin, and the player must make a Stamina (49+) R: Voice, D: Mom, T: Ind roll of 12+ or the character dies instantly. Abilities: (Area) Lore 5 (history), (Another Polymathes can belch forth a torrent of CrAq 45 (Base 25, +3 Duration equiva- Area) Lore 3 (history), Arabic 4 (poetry), fire 50 paces long and 10 paces wide. lent to Moon, +1 continuous effect): Artes Liberales 5 (rhetoric), Athletics 2 Anyone caught in its path takes a stress Greater Power (45 levels, –1 Might (flying), Awareness 4 (smell), Brawl 6+2 die +45 damage from the flames; a char- cost), Improved Powers (partial, –3 (claws), Charm 2 (scholars), Civil and acter may attempt to dodge with a Qik + Might cost), Improved Powers (partial, Canon Law 3 (property law), Concen- Athletics roll; if the roll succeeds against –1 Might cost) tration 4 (reading), Dominion Lore 3 an Ease Factor of 12, the character is Improved Powers (partial, 15xp in Penetration) (saints), Faerie Lore 2 (earth faeries), Folk only singed for a stress die +15 damage. Vis: 9 Intellego in heart Ken 4 (scholars), Guile 5 (concealing CrIg 50 (Base 40, +2 Voice): Greater Appearance: Polymathes resembles a squat intentions), Greek 4 (academic usage), Power (50 levels), Improved Powers lizard about 25 feet from shoulder to Hunt 5 (mountain goats), Latin 5 (aca- (partial, –3 Might cost) rump, with a thin, sinuous neck about demic usage), Leadership 4 (scholars), Peering Into the Mortal Mind, 2 points, Init +3, 15 feet long and a whip-like tail of simi- (Living Language) 5 (large vocabulary), Mentem lar length. He is covered in shimmering (Another Living Langauge) 4 (large vo- R: Sight, D: Mom, T: Ind golden scales that are has hard as iron. cabulary), Magic Lore 6 (ancient magic), As the spell on page 149 of ArM5, but His large wings are graceful and flexible, Penetration 2 (Mentem), Philosophiae 6 Polymathes can read the mind of anyone and he has the habit of gesticulating (metaphysics), Second Sight 5 (invisible he can see; the target does not need to with them when he gets excited, to the things), Teaching 2 (Philosophiae), The- make eye contact with him. detriment of bystanders. ology 4 (great theologians) InMe 40 (Base 25, +3 Sight): Greater Powers: Power (40 levels, –2 Might cost) Polymathes is something of a runt Master of Illusion, 1–5 points, Init –1, Imaginem: Poisonous Blood, 0 points, Init n/a, Aquam among dragons, but he is very ancient and Polymathes can spontaneously alter Polymathes’s blood is a deadly poison magically potent. He lairs in a complex of the appearance of anything he touches, that keeps its potency for nine days after tunnels in a remote mountain range, emerg- spontaneously producing the effect of a it is spilled. If anyone should manage to ing every decade or two in search of new Muto Imaginem spell of fifth magnitude inflict a wound on Polymathes, and later treasures. His lair is a place of wondrous illu- or less at a cost of one Might point per in the battle rolls a botch, then a drop of sions where nothing is what it seems. One of magnitude. (Focus Power) blood has hit the unfortunate character’s his favorite tricks is to make a pile of rubble

77 Realms of Power resemble a gleaming mound of gold; when get the “treasure.” younger days before he could appreciate the would-be thieves discover the illusion, they Polymathes is as consumed by lust for finer things in life. He has carefully arranged usually decide the rumored dragon treasure treasure as any of his kind. However, the his treasures in piles and sleeps coiled among was some kind of hoax, and give up. When wealth he craves is not money, but knowl- them. He does read the books from time he decides it would be amusing to deal with edge. He has a magnificent hoard of rare to time (hence his smattering of Academic intruders in person, he disguises himself as books and scrolls, some of them very an- Abilities), but he’s primarily interested as a a huge boulder and positions himself so in- cient. There are a few tens of thousands of collector. He is preoccupied with expanding truders literally have to climb over him to gold coins as well, collected in Polymathes’ his collection, by whatever means are con- venient. (It would be highly inadvisable to mention the Great Library of Durenmar in Character Guide: A Lindwurm his presence.)

Now crept the worm down to his place of wa- CrAu 35 (Base 15, +1 Touch, +1 Di- tering, and the earth shook all about him, and he ameter, +2 Group): Greater Power (35 snorted forth venom ... levels, +1 Init, –2 Might cost) Venomous Bite, 0 points, Init n/a, Aquam Transformed — The Saga of the Volsungs R: Touch, D: Sun, T: Ind The bite of the lindwurm has the same Magic Might: 13 (Animal) toxic effects as its breath, but costs no Animals Characteristics: Int –2, Per 0, Pre +3, Com Might points to use. –3, Str +10, Sta +5, Dex +1, Qik –3 CrAq 35 (Base 15, +1 Touch, +2 Sun, Powerful mystical effects cause Warping Size: +5 +1 continuous effect): Personal Power to both people and beasts. Hermetic magi of- Season: Summer x2 (35 levels, –3 Might cost), Im- ten use the term Transformed Animal to clas- Confidence Score: 2 (6) proved Powers (–1 Might cost, 20 xp sify those animals that have become Warped Virtues and Flaws: Magic Animal; Magi- Penetration) by magic. Hermetic taxonomists mark an cal Monster; Enduring Constitution, Vis: 3 Perdo in fangs important distinction between Transformed Great Stamina (x2), Puissant Brawl, Appearance: The lindwurm is a huge, bat- Animals and other beasts with magic quali- Self-Confident, Tough; Essential Flaw winged worm about 60 feet long and ties, like Beasts of Virtue: the magical quali- (avaricious, major) as thick as a barrel. It has cat-like eyes ties manifested by a Transformed Animal are Magical Qualities and Inferiorities: Great- that shine through the darkness. Some entirely unrelated to the natural qualities of er Power; Gift of Speech, Improved lindwurms have a mane like a lion, the beast, but are instead intimately related Fatigue (x2), Improved Defense (x4), though their faces are always reptil- to the magical event that caused the trans- Improved Might, Improved Soak (x6), ian. Their thick, overlapping scales formation. Transformed Animals also do not Personal Power (x2); Susceptible to gleam brilliant green with gold or sil- gain a Magic Might score from their trans- Deprivation ver highlights. formation, and thus do not become creatures Personality Traits: Avaricious* +6, Fierce native to the Magic realm. +4, Jealous +4 The lindwurm is a legless worm that ap- Reputations: Avaricious 3 (local) pears in sagas and folk tales from Germany Combat: and Scandinavia (where it is called the lin- Constriction: Init –2, Attack +13, Defense dorm). Lindwurms dwell in rivers, caverns, Warping +10, Damage n/a or burial mounds. They feed on sheep and Large Teeth: Init –2, Attack +13, Defense cattle and are also fond of human corpses; Animals gain Warping points in the +10, Damage +13 sometimes lindwurms tunnel into church- same manner as people (ArM5, pages 167- Soak: +19 yards to devour the newly buried dead. 168). Once an animal gains a Warping score Fatigue Levels: OK, 0/0, 0/0, –2, –4, Un- Lindwurms are consumed by a lust for of 1 it acquires a Minor Flaw, and it gains conscious riches. They can often be found guarding another Minor Flaw when its Warping score Wound Penalties: –1 (1–10), –3 (11–20), vast hoards of treasure. Sometimes they reaches 3. When the Warping Score reaches –5 (21–30), Incapacitated (31–40), resort to taking hostages for ransom: they 5 a Minor Virtue is gained, and subsequent Dead (41+) coil around the hall of a wealthy noble, de- increases in the Warping Score result in the Abilities: Awareness 2 (in lair), Brawl vouring anyone who attempts to enter or acquisition of Major Flaws. Note that an An- 6+2 (constriction), Penetration 2 (5) leave, until a heavy ransom is paid — or un- imal that acquires a Minor Virtue (as it has (Aquam), Swim 3 (speed) til some hero arrives to slay the monster. reached a Warping Score of 5), no longer Powers: This character guide may be used “as gains Warping points merely due to expo- Poisonous Breath, 2 points, Init –3, Auram is” or completed in detail by adding up sure to the same sort of aura. R: Touch, D: Diam, T: Group to 4 points of Virtues and Flaws and 175 The lindwurm can breathe a cloud of Experience Points in Abilities. For a more- black smoke five paces across that coats powerful lindwurm, add Might and Quali- Virtues and Flaws victims with a contact poison (Ease ties as well. from Warping Factor 9, inflicts a Heavy wound). If the Warping points gained by an

78 Magic animal are mostly due to Magic — rather Appearance: The fore-part of the cat-fish is than Divine, Faerie, or Infernal influences that of a black cat, and the back-part is Minor Covenant Hook: — then it may acquire the following Virtues that of a silvery fish. His favorite hunting and Flaws as it Warps, eventually acquiring method is to hide under the surface of Warped Livestock a Lesser Power when it reaches a Warping the water, and grab small vermin nesting Score of 5. See Chapter 4: Characters for de- in the banks of the river. Sometimes he The covenant has a large popula- tails of these Virtues and Flaws. will chase a fish on a line, but this is more tion of animals that have been Warped of a kitten-like regression than serious by a long association with the covenant. Minor Supernatural Flaw: Warped Senses hunting. Like all cats, the cat-fish gains A minority of the animals have unusual Minor Supernatural Flaw: (Form) Monstrosity a +3 bonus on rolls to climb and jump, and useful powers, but the presence of Minor Supernatural Virtue: Lesser Power due to his Perfect Balance, although of monsters draws mundane attention and Major Supernatural Flaw: course he cannot easily climb out of the suspicion to the covenant. If the popu- Hunger for (Form) Magic water. The cat does not have gills, and so lation of monstrosities is large enough, Major Supernatural Flaw: Bound to Magic cannot breath underwater. the animals may be farmed to provide a source of Muto vis — this is represented Village fishermen in Champagne tell sto- by assigning an appropriate vis source ries of a cat that lives in a tributary of the river Boon to the covenant. Example Warped Animals Seine. The cat, it is claimed, is half fish — a kind of feline mermaid — and is very bold, Characteristics: Cun 0, Per +2, Pre –4, Com Below are some examples of animals that sometimes even stealing fish from the line. 0, Str 0, Sta +2, Dex +1, Qik +2 have been transformed due to exposure to The Bonisagus magus Yonnlius, current- Size: –1 magic. Note that until an animal has become ly a Master in the Rhine Tribunal, claims to Warping Score: 3 (0) so Warped that it acquires a Warping Score have caught the cat several years ago and Confidence Score: 0 of 5, it only gains Flaws due to magical expo- examined it. His supposition is that a cat Virtues and Flaws: Improved Characteris- sure, and many animals do not have a long became Warped after falling into a powerful tics, Long-Winded, Sharp Ears, Auram enough life span to reach such a score. magical regio in the river Seine, while at- Monstrosity, Warped Senses (sensitive tempting to catch fish from the river bank. to sound), Reckless It is unclear, from the record held at Du- Personality Traits: Paranoid +3 The Cat-Fish (Felis Aquatica) renmar, whether Yonnlius also located this Reputations: Flying dog 2 (local) regio, although he does note that upon the Combat: Characteristics: Cun 0, Per +1, Pre –4, Com completion of his study the animal was re- Bite: Init +2, Attack +8, Defense +7, Dam- –5, Str –7, Sta 0, Dex +3, Qik+4 leased unharmed. age +1 Size: –3 Soak: +2 Warping Score: 1 (0) Fatigue Levels: OK, 0/0, –1, –3, –5, Uncon- Confidence Score: 0 The Dog that Flew scious Virtues and Flaws: Perfect Balance, Puissant (Canis Volata) Wound Penalties: –1 (1–4), –3 (5–8), –5 Awareness, Sharp Ears, Aquam Mon- strosity Personality Traits: Curious +4, Bold +1 Reputations: Magical beast 2 (local) Intentionally Warping an Animal Combat: Claws: Init +3, Attack +8, Defense +10, A cage of change is an enchanted large enough to hold captive an animal of Damage –5 item that is intended to rapidly Warp an Size +1. When activated, the cage gives Teeth: Init +4, Attack +8, Defense +7, Dam- animal, causing it to become monstrous the captive in the cage 5 Warping Points age –6 by using an effect similar to The Enigma’s — which is normally enough to cause the Soak: +1 Gift (ArM5, page 157). This is done in the captive to gain a Warping Score of 1, and Fatigue Levels: OK, 0, –1, –3, –5, Uncon- hope that the animal may then be slain a Minor Flaw (ArM5, page 167-168). The scious and harvested for Muto vis. Using a cage intention is that the animal gains the Mi- Wound Penalties: –1 (1–2), –3 (3–4), –5 of change is considered an unpleasant act nor Supernatural Flaw (Form) Monstrosity, (5–6), Incapacitated (7–8) by most magi, and many Bjornaer and Me- but there is no guarantee that a particular Abilities: Awareness 4 (at night), Brawl 2 rinita magi consider the device abhorrent. Flaw will be acquired by the animal, and (claws), Hunt 4 (water rats), Stealth 4 other Flaws could cause the animal to be- (stalking), Survival 3 (forests), Swim 4 come difficult to control or even danger- (ambush) Cage of Change ous. A Hermetic magus caught in a version Natural Weapons: of the cage of change that has been de- Claws: Init –1, Attack +2, Defense +3, Dam- CrVi Level 30 signed with penetration may instead enter age +2. Teeth: Init 0, Attack +3, Defense Pen +0, 1/day Wizard’s Twilight (ArM5, page 88). +1, Damage +1. The cat’s dense fur gives R: Touch, D: Mom, T: Ind (Effect: Base 25, +1 Touch; Modifica- it a Protection of +1. The cage of change is an iron cage tions: None) Vis: 1 pawn of Muto vis in fish tail.

79 Realms of Power

ous area of Mythic Europe — from which she flew. A magus who finds the flying dog may become curious as to the source of the magical explosion and be able to retrace her flight path.

The Mice That Burned the Barn (Mus Flammeus)

Characteristics: Cun 0, Per 1, Pre –3, Com –4, Str –18, Sta +1, Dex +3, Qik +8 Size: –10 Warping Score: 1 (0) Confidence Score: 0 Virtues and Flaws: Lightning Reflexes, Sharp Ears, Timid, (Ignem) Monstrosity, Poor Eyesight Personality Traits: Timid +3 Reputations: Vermin 1 (local) Combat: Bite: Init +8, Attack +7, Defense +5, Dam- age –17 Soak: +1 Fatigue Levels: OK, 0, –1, –3, –5, Uncon- scious Wound Penalties: –1 (1), –3 (2), –5 (3), In- capacitated (4) Abilities: Athletics 3 (running), Awareness 4 (larger creatures), Brawl 3 (bite), Stealth 4 (hiding), Survival 3 (field) Natural Weapons: The weapon statistics for a mouse’s bite are Init 0, Atk +3, Def +1, Dam +1. (9–12), Incapacitated (13–16) against an Ease Factor of 6 to check if Vis: 1 pawn of Muto in stomach. Abilities: Athletics 4 (aerial maneuvers), she is successful. Appearance: The mouse is small and unre- Awareness 4 (keeping watch), Brawl 3 markable looking, but occasionally (per- (bite), Hunt 4 (track by scent) The town of Hersfeld, in Central Ger- haps once per day) the mouse belches a Natural Weapons: The weapon statistics for many (see Guardians of the Forests, page 86), torrent of sparks, particularly when the a dog’s bite are Init 0, Atk +3, Def +1, has a prominent bell tower over which the mouse is nervous. This small fire (+1) is Dam +1. townsfolk witnessed a dog flying in the incapable of causing much damage, but Vis: 1 pawn of Muto in wing feathers. summer of 1217. Even the monks of the it can ignite dry materials. The mouse is Appearance: The dog is lean, lanky, and nearby Benedictine Abbey, who attributed not immune to fire, so will normally try to hungry looking. She stands about 3 the sight to a miracle, recorded the event. flee any resulting conflagration. Belching feet tall, and has a large pair of grey Some members of the Hermetic order have sparks also draws attention to the mouse, feathered wings, with an extended proposed that the sighted creature was an and any character nearby spots him on a wing span of over 3 yards; although animal Warped by magical springs that are Perception + Awareness Roll against an normally the wings are tucked tight known to be in the region, but an expedi- Ease Factor of 9. A predator, like a cat, against her body. The dog cannot re- tion in 1219 was unable to find evidence of will be curious and surprised if a mouse ally fly, but can glide for long distanc- the flying dog. she is stalking belches fire. es. To become air-borne she usually The flying dog is very skittish, and is leaps from a high place, and is able to afraid of both other animals and humans. remain in flight for one Diameter for She is still hiding near the town of Hers- This family of mice ate the magical each 10 feet of initial height. Alterna- feld, and survives by scavenging urban re- residue of a blast of Ignem magic cast by a tively, the dog can take to the air for fuse. The dog was once a hunting dog and Flambeau hoplite while dueling with a faerie a short period (one Diameter) by run- became transformed after finding herself knight. The now-monstrous mice, somewhat ning at speed with wings spread; make caught near a magical explosion, although randomly breathe fiery sparks. The magus, a stress roll of Strength + Athletics this actually occurred in a distant, mountain- distracted at the time, did not notice the col-

80 Magic lateral effect of his magic as he hurtled off in Ability Score. level of the Lab Text. To use the Lab Text pursuit of his faerie foe, but the mice have in this way, the magus must have a Re(Fo) since burned down several nearby barns as Lab Total at least equal to the level of the they tried to nestle among the stored hay. A Hermetic Trainer Lab Text. Of course, to use any Lab Text the The farmers who own the barns have not magus must be able to read it; normally a Lab figured out what is happening; they suspect For a magus, taming an animal is a labora- Text prepared by another character needs to that an arsonist is the cause, and have set a tory activity, and the creature must be housed be translated (ArM5, page 102). watch on the remaining barns. in the laboratory. Of course, if the creature is The following bonuses apply to the very large this may necessitate the construc- Rego (Form) Taming Lab Total for a Her- tion of a new laboratory. The number of metic magus:

• Animal Handling Ability Score Taming Mundane • Experimentation Bonus (i.e. a magus can Training Beasts use the Experimentation rules when tam- ing an animal; ArM5 page 107). Creatures Mundane beasts can also be tamed, • +1 for every 5 levels of the highest level sim- and (for this purpose only) mundane ilar Lab Text the magus consults as a guide. With the approval of the storyguide, beasts have an effective (Animal) Might A similar Lab Text is an animal taming Lab any magical beast with an animal intellect of 1 + 2 times Confidence Score. Note Text using the same Hermetic Form. — that is, those with Cunning (Cun) — may that taming a beast is a social activity, so be tamed, and then used by another charac- penalties for the Gift apply to the num- ter as a mount, guardian, or companion as ber of points accumulated in a season; A Magical Trainer appropriate. Taming an animal is a possible creatures with Magic Mights are often laboratory activity for a magus, but mundane not affected by the Gift in this way. Some A character with the Minor Supernatu- animal handlers and some magical charac- example mundane beasts are described in ral Virtue: Master of (Form) Creatures (see ters can also attempt to tame animals. Once the Book of Mundane Beasts appendix, Chapter 4: Characters) may tame creatures an animal has been tamed, it can be further and Houses of Hermes: Mystery Cults (page of that Form that have Cunning statistics. For trained and taught a number of tricks. 38) describes a method of generating each consecutive season spent, the character statistics for mundane beasts. accumulates a number of points equal to:

Taming Points Accumulated Each Taming Animals points that the magus accumulates each sea- Season by a Master of Creatures: son is based on the magus’ Rego (Form) Lab Trainer’s Might + Trainer’s Animal Regardless of whether the character tam- Total (including bonuses, see insert), which Handling – Creature’s Might ing an animal is a magus, a magical character, is calculated using the Hermetic Form appro- or a mundane trainer, taming is a seasonal ac- priate to the creature — Aquam for a kelpie, If the trainer does not have a Might tivity and the character accumulates a num- Ignem for a fire elemental, and so on. Score, his Magic Lore Ability Score is sub- ber of points each season toward taming the stituted for his Might in this calculation (a animal. Taming is complete when the accu- Taming Points Accumulated Each character with Might can also choose to sub- mulated total of points exceeds the Might of Season by an Hermetic Tamer: stitute her Magic Lore Ability Score). If the the creature. Points only accumulate between Re(Fo) Lab Total – Creature’s Might beast is connected to the same Form as the consecutive seasons, so if the character does trainer, the trainer’s Might Score is doubled something else in the interim then any points For example, to tame a fire elemental for the calculation above. already gained are lost. Points for taming ani- with an Ignem Might 25, the magus must mals can’t be transferred between trainers. accumulate 25 points. If the magus has a Rego Ignem Lab Total of 40 he will accumu- A Mundane Trainer Required Points to Tame a Creature: late (40 – 25 =) 15 points each season, and Might of the Creature therefore take two complete seasons to tame A mundane trainer can also attempt the elemental. to tame a beast. He generates a number of In all cases, the tamer must be able to in- During the process of taming an animal, points each consecutive season, equal to: teract daily with the creature throughout the a Hermetic magus produces a Lab Text that season. If the creature has a violent tempera- has a level equal to the Might of the crea- Taming Points Accumulated Each ment, the tamer may require some kind of ture that was tamed. A magus may use such Season by a Mundane Trainer: protection (magical or otherwise). a Lab Text, written by himself or another, to Int + Animal Handling – Creature’s Might If the tamer can generate enough points provide a bonus to his Lab Total when train- to tame a creature in a single season, he ing animals of the same Form (see below). In Generally, a mundane trainer will only may split his point total between the tam- addition, a magus may spend a season rep- be able to successfully tame beasts with a ing of several creatures of the same species, licating the instructions in such a Lab Text small Magic Might. but he cannot tame a number of additional to tame another creature of exactly the same creatures in excess of his Animal Handling species, whose Might does not exceed the

81 Realms of Power Tricks, Stunts, Usually, an animal may only be trained does not count as part of the group when in Abilities that he already has a score in, determining their combat totals. Depend- and Tasks as other Abilities are beyond his capacity. ing upon the temperament of the animals involved, fighting as a group may require Once an animal is tamed it may be com- Loyalty tests against an Ease Factor of 6. manded by characters with Intelligence (Int) characteristics. The animal can be command- Animal Ken ed by any such character with the Animal Commanding a Creature A character with Animal Ken Handling Ability or by a character to whom (ArM5, page 62) can speak to animals, the animal is loyal (see below). Regardless In general, when the character commands including some magical beasts. Such a of the method used to the tame the animal, a tamed creature make a Presence + Animal character can attempt to reason with once tamed he does not count as being under Handling roll against an Ease Factor set from any animal (regardless of whether it is a continuing mystical effect. the following table. The Ride Ability may be tamed or not) using his Animal Han- substituted for Animal Handling when the dling Ability, and so convince it to character is using the animal as a mount, and for perform a task. This does not result in a Loyalty exotic creatures another Ability might be more tamed animal, merely an animal that has appropriate; the Magic Lore Ability might be decided to obey a particular instruction. Once a creature is tamed he acquires the used for commanding tamed elementals, for Animal Ken offers no advantage dur- Personality Trait (Loyal +0), directed towards example. A botch may cause the animal to flee, ing taming, but the character may issue the character who tamed him. If the creature mistakenly perform some other command, or more-complex commands to a tamed already has a Loyal Personality Trait, then he attack its master — depending on the nature animal. The animal is no more likely to doesn’t gain a new Trait, rather the old Trait is of both the command and the beast. obey these commands, but it may allow focused towards the trainer and its level doesn’t If several characters issue an animal with the character to better utilize an animal change. Sometimes commanding an animal contradictory commands, it will preferential- as a scout or informant. Another impor- calls for a Loyalty Test, and as this is a “social ly obey commands issued by a character it tant use of Animal Ken is to convince interaction,” penalties for the Gift do apply. is loyal to. Otherwise, it will obey the com- an animal that is balking at performing mand of the character with the highest Pres- some dangerous task that the task is not Loyalty Test: Loyal Personality Trait ence + Animal Handling Total. For example, dangerous after all. + stress die vs Ease Factor a magus tames a magical wolf (the wolf is now loyal to the magus) and he then com- If he wishes, any character with the Ani- mands the wolf to guard his sanctum door; mal Handling Ability may spend additional But the troupe may relax this restriction on the wolf will not normally obey contradic- seasons with an already-tamed creature to im- a case-by-case basis; for example, to allow a tory commands to leave his post. prove or transfer the loyalty of that creature. horse to be taught to swim. At the end of any Each additional season of training increases season spent training for an Ability that the Command Beast: Presence the Loyal trait by +1, to a maximum of +3. A animal does not already have a score in, make + Animal Handling (or Ride or Magic character can only improve the loyalty of an a Loyalty test for the animal against an Ease Lore) + stress die vs Ease Factor animal that is loyal to himself, but instead of Factor of 6. If this Loyalty test fails, then the increasing the Loyal trait, with this season of animal does not gain any training experience Ease Factor: Automatic success extra training the trainer can choose to trans- and the season is wasted. Loyalty tests are The task uses an Ability that the crea- fer the animal’s loyalty to another character not required to improve existing Abilities. ture has, and the creature has done this many (who must also be present for the season). times before. The trainer may even transfer the loyalty of Ease Factor: 6 the animal to himself if he was not the char- Trained Groups The animal does not often do this task, acter who originally tamed the animal. A ma- and/or the situation is stressful for the animal. gus who has the Lab Text for a tamed animal A character may lead tamed animals in (see below) may also transfer or improve the combat, as a trained group. The character Ease Factor: 9 Loyal trait of the animal by spending a sea- must have either tamed each animal himself The task is a complex series of sub-tasks, son, as long as his Re(Fo) Lab Total is at least or spent at least a season working with each that requires the animal to concentrate for a equal to level of the Lab Text. animal. The character’s Animal Handling long period of time — at least several rounds; Ability score is used instead of his Leader- or it is a new task that the creature has never ship Ability score to determine how many performed before. Training Abilities animals he can lead at one time (see ArM5, Ease Factor: 12 page 172). Note that while the animals must The creature fears some portion of the Any character with the Animal Handling all have Combat Scores that each fall within task. Note that it is the animal’s perception Ability may train and therefore improve a a 5-point range, the character leading them of fear that is important here. Most animals tamed animal’s Abilities using the standard does not need to match the Combat Scores would fear a battle, or fire, for example. If the training rules (ArM5, page 164). As normal, of the animals in this way (this is an excep- creature does not have a Confidence Score, a the master must have a greater score in the tion to the normal rules). However, if the Loyalty test against an Ease Factor of 6 must Ability than the animal does. character’s scores are outside the range, he also be made to follow through on this task.

82 Chapter Six Magic Humans

The realm of Magic can affect humans, Might score at all; these cannot be said to scholars in Mythic Europe generally believe or at least creatures with human form, just belong to any Realm. these are the remains of giants who drowned as easily as it can affect creatures of other The typical giant resembles a large hu- in the Biblical deluge. shapes. Debate rages in the Order and among man, from Size +2 to about +6. Such giants Some folk believe giants are the accursed churchmen over whether these beings have may be found throughout Mythic Europe, descendants of Cain. Magi are more inclined souls, and on their fate after death. But since a tending to favor mountainous areas or crag- to think they are the distant descendants of number of them live at covenants, those magi gy islands. They are especially prevalent in primeval giants, their size and Might dimin- who believe they have no souls have, on the the British Isles. According to the historian ished through generations of inter-breeding whole, accepted the value of discretion. Geoffrey of Monmouth (c. 1100 – 1154), gi- with humans. Or it’s possible that some gi- This chapter covers four large groups ants were the original inhabitants of Britain ants are an enchanted offshoot of the human of Magic Humans. First, the giants, who are before it was settled by humans from main- race. Their ancestors could have been trans- far larger than normal humans. Second, the land Europe. Giants’ bones can be found formed by powerful Warping or subjected to Spirit Votaries, who are humans who have embedded in the rocks of many lands, and some mighty, long-forgotten ritual. accepted a link with, and power from, spir- its. Third, the Magic Kin, including lineages of near-human creatures with a consistent Primeval Giants touch of the Magic realm. Finally, humans who have come too close to the power of The primeval giants are immense gigantic kosmokrators. The first brood magic and have been transformed by it in creatures that appear in the mythologies were hideous deformed beings, inimical some way, including the unquiet dead. of many cultures. They are usually consid- to man because of the wild elements they ered to be the children of the Protogonoi represented: Logi the devastating wild fire; (see Chapter 7: Magic Spirits, Primal Gymir the icy winds of winter; and Aegir Spirits), and ancestors of the Gods and the storm-lashed sea. The second brood Daimons. Theurgists rank these primeval was more peaceful and friendly towards giants as the kosmokrators and consider man: Mimir the wise counselor of the Magical Giants them to be spiritual entities, inasmuch as gods; Urd the Weaver who represented such vastly powerful creatures could be time and fate; and their daughter Natt, the Among [the giants] was one detestable monster, categorized at all. all-enshrouding night. named Goëmagot, in stature twelve cubits, and of such In , the are the The Fomoire were the first inhabitants prodigious strength that at one shake he pulled up an children of the Protogonoi Ouranos and of Celtic lands. They were the children oak as if it had been a hazel wand. On a certain day, Ge. The six male Titans are all responsible of Domnu, a titan of darkness ... this giant with twenty more of his companions came for governing time in the Magic realm. and fertility. They include all-seeing Ba- in among the Britons, among whom he made a dread- establishes day and night, Krios lor with his baleful eye, Indech the king, ful slaughter. orders the heavenly constellations, Koios Cichol the Footless, prophetic Eithne, and rules the axis of the heavens, Iapetos is the hideous ogress Lot. — Geoffrey of Monmouth, the titan of mortality, Kronos rules all-de- Primeval giants should be created as History of the Kings of Britain vouring time, and Okeanos regulates the kosmokrator spirits (see Chapter 7: Magic motion of the tides. Their wives control Spirits, Primal Spirits), since the rules for There are giants belonging to the Di- natural forces of the Magic realm: is giants that follow do not cater to creatures vine and Infernal Realms (the Nephilim; see the brilliant sky, is the mistress of who are the size of whole mountain ranges Realms of Power: Divine, pages 16-17 and Realms the weather, Phoibe is the prophetic earth, (or even larger — several myths claim that of Power: Infernal, page 27), but the great ma- Klymene is the underworld’s cavern, the world was created from the body of a jority of giants are either Magical or Faerie. is the fecundity of nature, and is slain primeval giant). These are among the (Faerie giants will be detailed in a future sup- the power of the waters under the earth. mightiest of creatures in Mythic Europe, plement for Ars Magica Fifth Edition.) Some Ymir was the Protogonos of the Norse and are comparable with Archangels in so-called giants are merely humans with Gi- lands, and the progenitor of two races of their level of power. ant Blood (see ArM5, page 43) and have no

83 Realms of Power

ample, perhaps the characters need to build a Giants in the Medieval Romances bridge or other structure in a short time, and hit upon the idea of recruiting a giant to help Giants appear occasionally in the medi- Although the romances are not often as a laborer. A wise giant could be used by the eval romances, such as Chrétien de Troyes’ clear about the giants’ exact size, they can- storyguide as a source of ancient legends, a epic poems about the Knights of the Round not be very big as giants go. Sir Yvain was guide into a Magical regio, or a practitioner of Table. Giants in these tales are almost al- able to hit the giant Harpin of Mountain rune magic (see Ancient Magic, pages 133-141). ways brutish villains. Using the rules in this in the face with his sword, albeit while Giants larger than Size +2 are unlikely chapter, you can design similar opponents mounted. Thus, Harpin was probably Size to make good player characters − think for the heroes of your own stories. +3 or less. In the romances, giants are carefully before using them as such. This is The giants in the romances usually invariably armed with clubs, and usually mainly because giants are very formidable dwell in castles: either abandoned ruins, wear heavy furs for protection. They tend in combat, making it difficult for the story- or the former homes of their first victims. not to display any overt magical powers. guide to design opponents powerful enough They proceed to rob and terrorize the sur- The example giant Barcas in this chap- to challenge the giant, yet weak enough not rounding countryside. Giants are portrayed ter is based on Ferragus, a giant who fought to overwhelm the other player characters. In in the romances as mighty opponents, of- the hero Roland in one of the romances addition, the panicked response a 10-foot- ten boasting of how many knights they (History of the Life of Charlemagne and Roland, tall giant would cause among mundanes have slain. They are boorish and cruel, in also known as the pseudo-Turpin). could seriously sidetrack most sagas. contrast to their chivalrous opponents. Most giants are affected by Corpus mag- ic, but some are closely associated with one of the elemental Forms instead (most com- Magical giants usually make their dwell- ants, as opposed to large elementals or the monly, Terram). ings far from the haunts of men. They avoid like. Giants get their enormous Size from Giants should be designed according to prolonged contact with the Dominion — the Gigantic Quality (see Chapter 4: Magic the rules for Magic Humans in Chapter 4. which is why, rural priests are fond of say- Characters, Major Magic Qualities). Note that giants have the Gigantic Qual- ing, they are less common today than they ity, which will increase their Strength and were in the pagan past. They usually take reduce their Quickness. Apply the effects of up residence in caves or ruined castles, but Concept that Quality after purchasing Characteristics. sometimes build huge houses instead. They Giants do not have any other compul- may subsist by hunting and foraging, by rais- Giants can be worthy combat adversaries sory Virtues or Flaws, but may choose any ing livestock, by pillaging and banditry, or for companions or magi with a martial bent. Virtues and Flaws they wish (except obvi- by some combination of the three. Some gi- With a little imagination, one can think of ously contradictory Flaws like Small Frame ants are solitary, but it is just as common for other possible story roles for giants. For ex- or Dwarf) within the normal allowance for a group of giants to live together. As a rule, giants are boorish, violent, and cruel. Both giants and giantesses are coarse How Big is a Giant? in appearance and manner. They are almost always ugly and sometimes have prominent The following table gives approximate 0 4’9” - 6’2” 100 - 215 lbs deformities. Male giants tend to be arrogant heights and weights for a figure of human +1 6’2” - 8’ 215 - 465 lbs and boastful; their pride makes them easily proportions. It assumes that body density +2 8’ - 10’ 465 - 1000 lbs provoked to violence. Many giants also dis- remains constant regardless of Size. Sizes +3 10’ - 13’ 1000 - 2150 lbs play the vices of gluttony or drunkenness. below +1 are shown for comparison. The +4 13’ - 17’ 2150 - 4600 lbs They are dull witted, though they can dis- ranges of heights and weights are meant +5 17’ - 22’ 2 1/2 - 5 tons play a certain low cunning. A rare few giants only as a guide. In Ars Magica Fifth Edi- +6 22’ - 28’ 5 - 10 tons are peaceful or even gentle, but most are tion, a character’s height and weight are +7 28’ - 37’ 10 - 23 tons fierce and wicked. determined by his Size Characteristic, not +8 37’ - 47’ 23 - 50 tons Most giants are affected by the Forms the other way round: a grog weighing 200 +9 47’ - 61’ 50 - 107 tons of Corpus and Mentem. They usually have pounds cannot increase his Size to +1 sim- +10 61’ - 79’ 107 - 230 tons a limited repertoire of magical powers, often ply by putting on 20 pounds of extra weight +15 220’ - 280’ 5,000 - 10,800 tons nothing more than their prodigious size. (unless, at the storyguide’s discretion, the +20 800’ - 1000’ 230,000 - 500,000 tons character actually becomes Obese). An es- pecially tall and slender character might be The most famous giant in Mythic Eu- a little taller than the normal range for his rope, Goliath of Gath (from the Bible), Designing Giants Size, or a heavyset one might weigh a bit was nine and a half feet tall: Size +2. The more than the table suggests. Nephilim, described in Realms of Power: Technically, any being of humanoid Divine as being 300 cubits (500 feet) tall, form, but larger than human size, could be Size height Weight would be Size +18 and weigh about considered a giant. This chapter is mainly -2 2’9” - 3’9” 22 - 46 lbs 60,000 tons. concerned with gigantic beings who do not -1 3’9” - 4’9” 46 - 100 lbs fall into any other category: human-like gi-

84 Magic characters. Some suggestions include: Virtues: Greater Immunity, Ways of the Giants in Combat (Land); Animal Ken, Wilderness Sense, Ber- serk, Puissant (Martial Ability), Reserves of The Ars Magica Fifth Edition combat a giant gains a special defensive bonus Strength, Sharp Ears, Tough, Warrior. (Do rules are oriented toward characters of hu- equal to double the difference between its not choose Giant Blood for a true giant; use man size. Some special considerations ap- Size and a smaller opponent’s. This can be the Gigantic Quality instead.) ply to combat between humans and giants. applied to Defense rolls against scuffling Flaws: Major Personality Flaw (Avari- As noted on page 192 of ArM5, a three- and grappling, Defense rolls against being cious, Compassionate, Greedy, or Proud, point difference in size is approximately disarmed, and so on. This bonus does not depending on story role), Fury, Greater Male- a tenfold difference in mass. This weight apply against regular attacks with melee or diction, Outlaw, Wanderlust; Lesser Male- advantage gives giants an advantage in missile weapons. diction, Afflicted Tongue, Feral Upbringing, certain combat situations. For instance, it Giants of Size +4 or larger must bend Hunchback, Infamous, Poor Intelligence, does not seem plausible that a 175-pound over double in order to reach a Size 0 hu- Simple Minded, Weakness, Weak-Willed. man should have an easy time grappling man with their hands. In such situations, gi- and pinning a 1750-pound giant! ants usually prefer to kick, or use weapons. The storyguide can simply rule that Giants are subject to Corpus spells, Season and Abilities attempting to punch, grapple, or disarm but the base Individual Target for Corpus a giant is completely ineffective. For a is a person of Size +1 or less. Most Corpus Giants may be designed as any Season. more complicated, but less arbitrary, ap- spells are not designed to affect anything A Spring giant is physically immature and proach, use the following rule of thumb: as big as a giant. gets a penalty to Characteristics as if it were a child; see ArM5, page 29. (The storyguide should set the exact penalty.) how the Gigantic Quality affects the giant’s way to reflect their coarse nature. Consider In most cases, giants should be able to Strength and Quickness. choices such as Cruel, Oafish, Drunkard, speak at least one language and should take Giants’ Personality Traits can be a good Angry, Proud, or Gullible. an appropriate Language Ability. This must be paid for using the experience points the giant gains for its Season; unlike human player char- acters, giants do not get a starting score in a language “for free.” Giants must obey the usual restriction against starting with Academic, Ar- cane, or Martial Abilities unless they possess a Virtue that grants access to them. (Excep- tion: the storyguide may wish to allow a giant to speak a dead language if appropriate to its background; for example, a giantess who has been trapped in a regio since ancient times might speak Latin as her native language.)

Might and Qualities

All giants must take the Major Quality, Gi- gantic; giants larger than Size +2 should take it more than once. The giant must be designed with a high enough Might score so it has suf- ficient Qualities to have the desired Size. (Tak- ing Gigantic multiple times can be costly). Other common Qualities for giants in- clude Virtues that grant strength or tough- ness, improved combat statistics (especially Soak), and, occasionally, powers related to earth and stone.

Finishing Touches

The traditional weapons for giants in medieval tales are clubs or cudgels. Compute combat statistics as normal, keeping in mind

85 Realms of Power Barcas considers himself an invincible wrestler and loudly proclaims his prowess Character Guide: A Typical Giant to anyone who will listen. He loves a good fight and eagerly accepts a challenge from Magic Might: 12 (Corpus) (cudgel), (Living Language) 4 (coarse ex- any warrior or wrestler. Barcas scorns weap- Characteristics: Int –3, Per +1, Pre 0, Com pressions), Thrown Weapon 3 (stone) ons as things for “puny little people,” but he –3, Str +12, Sta +3, Dex +2, Qik –2 Powers: None doesn’t object if his opponent wants to use Size: +5 Equipment: Cudgel, Partial Fur Armor them; he feels utterly secure that his magical Season: Summer Encumbrance: 0 power will protect him. Confidence Score: 1 (3) Vis: 3 Corpus in skull Barcas enjoys a nearly complete immuni- Virtues and Flaws: Magic Human; Tough, Appearance: The common giant is an ty to metal weapons. He has only one small Warrior; Wrathful (minor), Weak-Willed enormous, ugly man with bulging vulnerable spot, just below the sternum. If an Magic Qualities and Inferiorities: Gigan- eyes, an oversized, squarish head, attacker knows this weakness and specifically tic (x4); Improved Soak; Susceptible and a shapeless gash of a mouth full concentrates his attacks on it, he suffers a –3 to Deprivation of crooked teeth. He stands about 20 penalty to Attack but can inflict full normal Personality Traits: Oafish +3 feet tall and wears a crude garment damage, bypassing both Barcas’s magical Combat: stitched together from bear skins. invulnerability and his Terram Resistance. Cudgel: Init -2, Attack +12, Defense +5, Spells and non-metallic weapons can harm Damage +19 This character guide is for a typical gi- Barcas normally; his Terram Resistance gives Kick: Init –3, Attack +6, Defense +1, Dam- ant of the sort found throughout the British him a Soak bonus against metal weapons that age +15 Isles. Such giants have been known to form bypass his Magic Resistance. Stone: Init -3, Attack +7, Defense +2, Dam- alliances with hedge wizards or faeries. age +14 This character guide has 205 Experi- Soak: +9 ence Points available to spend on Abilities, Wound Penalties: –1 (1–10), –3 (11–20), should the storyguide wish to complete it Norse Giants and Trolls –5 (21–30), Incapacitated (31-40), as a detailed character. Also, note that it Dead (41+) carries only Inexpensive equipment, and Fatigue Levels: OK, 0, –1, –3, –5, Uncon- so is eligible for either an armor or weap- Norse mythology speaks of several races scious on upgrade, or the Poor Flaw (and three of giants spawned from the primordial gi- Abilities: Brawl 4 (kick), Great Weapon 5 points of new Virtues to balance it). ant Ymir, who aeons ago was slain by the gods and whose body was formed into the world. Ymir was so vast that a single eye- Barcas, the Giant Brawl 6+2 (grappling), Animal Handling 4 brow was used to form all of Midgard. The (sheep), Carouse 3 (drinking wine), Craft Norse name for giants is Jotunnar (singular, Magic Might: 16 (Terram) (Carpentry) 1 (building lean-tos), Leader- Jotunn). Myths speak of frost giants, moun- Characteristics: Int –2, Per 0, Pre +1, Com ship 2 (intimidation), (Living Language) tain giants, sea giants, storm giants, and fire –2, Str +6, Sta +2, Dex +2, Qik 0 4 (rustic dialect), Survival 3 (mountains), giants. The land of the giants is called Jotun- Size: +2 Terram Resistance 4 (metal) heim, though the fire giants dwell in a dif- Season: Summer Powers: ferent place, the fiery prison of Muspelheim. Confidence Score: 1 (3) Invulnerability to Metal, 0 points, Init n/a, Ter- These domains might be places within the Virtues and Flaws: Magic Human; Puissant ram Magic Realm. Brawl, Tough; Overconfident (minor), Barcas cannot be harmed by metal weap- Unlike common giants, Norse giants Weakness (alcohol) ons of any kind; they simply bounce off are affiliated with the elemental Forms Magic Qualities and Inferiorities: Gigantic; his skin. There is one weakness in this rather than the Form of Corpus (Terram for Improved Might (x6), Personal Power defense (see below). mountain giants, Aquam for frost or sea gi- (x2), Terram Resistance; Minor Flaw ReTe 30 (Base 5, +2 Sun, +2 affect metal, ants, and so on). Their minds are affected by (Lesser Malediction: vulnerable spot), +1 continuous effect): Lesser Power x2 Mentem. Susceptible to Deprivation (35 levels, –3 Might cost) All Norse giants have magical powers. Personality Traits: Boastful +4, Brave +2, Equipment: Sheepskin clothing, empty Some possibilities include: Impulsive +2 wineskin Combat: Encumbrance: 0 • Some Norse giants are full-fledged, non- Grapple: Init 0, Attack +11, Defense +9, Dam- Vis: 4 Terram in skin Hermetic wizards. Rules for Norse rune age n/a Appearance: Barcas stands about nine feet magic appear in the forthcoming Ars Fist: Init 0, Attack +10, Defense +8, Damage +6 tall and weighs over 600 pounds. He has Magica Fifth Edition supplement, Hedge Soak: +9 wild hair and a long, unkempt beard. His Magic. Alternatively, the storyguide could Wound Penalties: –1 (1–7), –3 (8–14), skin is flint colored and of a gravelly tex- give the giant-wizard an array of Quali- –5 (16–21), Incapacitated (22+), Dead ture. He is rather good looking as giants ties that grant spell-like powers. (29+) go, being merely homely instead of hid- • A few wise giants possess the powers of Fatigue Levels: OK, 0, –1, –3, –5, Uncon- eously ugly. He wears crude garments of Divination and Augury (from The Myster- scious sheepskin and carries no weapons. ies, Revised Edition, pages 58-63). Abilities: (Area) Lore 3 (famous wrestlers), • Frost giants have Greater Immunity to cold.

86 Magic

• Fire giants have a Greater Immunity to fire. • Sea giants can breathe underwater (a Less- Giants Story Seeds er Power that operates continuously). • Mountain giants have Terram Resistance A Cavernous Cage civilization, guzzling wine and ale by the (see Chapter 4: Magic Characters, Minor gallon wherever he uncovers it. Perhaps the Magic Qualities ). A giant named Morag has been driven covenant is caught in his path, or nearby • Storm giants have Auram Resistance and a from his home deep in the mountains by mundanes ask the magi for help. If Barcas Lesser Immunity to lightning. a group of diabolists. He has wandered can be plied with enough ale and kept talk- • Some Norse giants can change shape into the area near the covenant and start- ing (that is, bragging), he will eventually into other gigantic forms: use the Skin- ed practicing the traditional trade of his let slip that he has one “insignificant” weak- changer or Shapeshifter Virtues to repre- people: robbery. His first act has been to ness. Alternately, Barcas can be humiliated sent this power. ambush and capture a local knight, whom into departing if a character manages to de- • A few Norse giants are able to change he now holds hostage in a cave — the en- feat him in a wrestling match. size. Design the giant according to its trance is sealed with a boulder so heavy, largest possible Size and give it a Lesser even Morag needs a stout lever to dislodge Power that allows it to shrink. When the it. If the characters simply slay the giant, Stormy Seas giant reduces its size, its Strength dimin- they may never be able to free his captive. ishes by 2 and its Quickness improves by On the other hand, Morag craves revenge The captain of a certain ship that plies 1 for each point of Size reduction. against the diabolists and could be per- the northern seas has formed a pact with suaded to join forces with the characters Rok. The giant rides aboard the captain’s Norse myths speak of giants as big as to destroy them. ship (part of the hold is outfitted as his mountains. Either these accounts have be- Use the Character Guide for “ A Typi- cabin) and summons up storms against rival come exaggerated through generations of cal Giant” for Morag’s stats. merchantmen. In addition to handsomely re-telling, or such colossal beings dwell per- lining the captain’s pockets (and the giant’s), manently in the Magic Realm and are rarely their activities are starting to noticeably seen by mortals. Most Jotunarr encountered An Unquenchable Thirst disrupt shipping. Since the culprits are con- in Mythic Europe range in Size from +2 to stantly on the move, it would be difficult to about +9. Recently, some nearby humans stole trace the mysterious storms to their source. Related to the Jotunarr is a race of Scan- one of Barcas’s sheep, and after punishing Especially if magi from different covenants dinavian trolls. The term “troll” is ambiguous the miscreants he discovered their wineskin and Tribunals jump to different conclusions and refers generically to a Magical or Faerie and acquired a taste for alcohol. Now Bar- about the cause. Once discovered, Rok can humanoid with supernatural powers. Scandi- cas is robbing and pillaging his way toward be defeated in battle or simply bought off navian trolls resemble extremely ugly or mis- with a hefty bribe. shapen giants. They are usually on the small side for giants (Size +2 to +4), and may have monstrous features such as claws or tusks. Axe: Init –1, Attack +10*, Defense +3*, Dam- his favorite effects is Charge of the Angry age +16 Winds (ArM5, page 125). Kick: Init –3, Attack +4*, Defense 0*, Dam- (Focus Power) Rok, the Storm Giant age +13 Gathering of the Stormy Might, 2 points, Init –3, * Add +2 to Attack and –2 to Defense when Rok Auram. Magic Might: 28 (Auram) is berserk R: Sight, D: Conc, T: Group Characteristics: Int –2, Per 0, Pre +2, Com Soak: +14 (+16 when berserk) As the spell on page 129 of ArM5. –2, Str +10, Sta +2, Dex +1, Qik –2 Wound Penalties: –1 (1–9), –3 (10–18), ReAu 40 (Base 5, +3 Sight, +2 Group, Size: +4 –5 (19–28), Incapacitated (28-26), Dead +2 Size): Greater Power (40 levels, –2 Season: Summer (37+) Might cost) Confidence Score: 1 (3) Fatigue Levels: OK, 0, –1, –3, –5, Uncon- True Sight of the Air, 0 points, Init n/a, Auram. Virtues and Flaws: Magic Human; Arcane scious R: Per, D: Sun, T: Vision Lore, Berserk, Reserves of Strength; Ava- Abilities: Auram Resistance 4 (hail), Brawl 3 As the spell on page 127 of ArM5. This ricious (major) (kick), Concentration 3 (10) (controlling ability is continuously active. Magic Qualities and Inferiorities: Focus storms), Leadership 2 (intimidation), InAu 20 (Base 1, +2 Sun, +4 Vision, +1 Power, Gigantic (x3), Greater Power; Magic Lore 4 (Norse giants), (Living continuous effect): Personal Power (20 Auram Resistance, Improved Might (x3), Language) 3 (nautical terms), Old Norse levels, –1 Might cost), Improved Powers Improved Powers, Improved Soak (x3), 5 (incantations), Single Weapon 5 (axe (–1 Might cost, 10 xp Concentration) Minor Virtue (Lesser Immunity to light- and round shield), Survival 4 (cold cli- Equipment: Axe, round shield, partial chain ning), Personal Power mates), Thrown Weapon 1 (javelin) mail armor. Personality Traits: Avaricious +6, Angry +3, Powers: Encumbrance: 0 Violent +2 Master of Fierce Winds, 1–5 points, Init –7, Auram Vis: 6 Auram in hands Combat: Rok can spontaneously conjure Rego Appearance: Rok is a fierce-looking giant Axe & Round Shield: Init –1, Attack +11*, De- Auram effects of fifth magnitude or less with long, flowing hair and a beard tou- fense +6*, Damage +16 that create violent winds or hail. One of sled by the small winds that constantly

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whirl about him. He stands about 15 either three Minor Supernatural Virtues or feet tall. He dresses in the manner of the Spirit Votaries one Major Supernatural Virtue. These virtues Northmen of bygone days, including represent the spiritual gifts of the spirit. To — when prepared for battle — an iron A spirit votary is a devoted worshiper of balance these 6 points of Virtues, the charac- helmet and mail byrnie. a magical spirit. In pre-Christian days, these ter possesses the Pagan Flaw (see Chapter 3: individuals would be high priests and priest- Characters, New and Modified Flaws). The Rok is something of a weakling among esses, and form a cult to venerate their spir- character may take up to 7 more points of the storm giants, being one of the smaller its; similar powers could be found among a Flaws, each point granting 2 points to spend members of that mighty and fearsome race. number of different cultures. Today, a spirit on further Virtues. Not all characters with In battle, he uses his power over winds to votary tends to be a solitary figure railing the Spiritual Pact Virtue are Spirit Votaries, create a Charge of the Angry Winds effect, to let against the overt superiority of the Domin- but the latter are among the most powerful. him break up groups of opponents and hold ion of God. enemies at bay until he can single out one victim to engage with his axe. New Virtue: Spiritual Pact New Virtue: Spirit Votary Major, Supernatural Non-Human Giants Free, Supernatural The character has made a pact or agree- Taking this Virtue at character creation ment with a powerful Magical spirit, and makes the character a Mythic Companion in return for loyal service, is granted access To design a oversized elemental, a spirit — a special type of character that takes the to that spirit’s power. The pact serves as an with a gigantic material form, or even a giant place of a player’s magus character. This Vir- Arcane Connection to the character of in- animal, use the rules for designing a creature tue grants the Second Sight Virtue for free, definite duration, which the spirit can use to of that type (from Chapter 8: Magic Things and allows the character to have two points make itself aware of the current location and in the Elementals section, Chapter 7: Magic of Virtues for every point of Flaw (for more state of health of its servant. Spirits, or Houses of Hermes: Mystery Cults, re- information on Mythic Companions, see The character can channel the power of spectively) and simply choose Gigantic as Blood of Heroes in Houses of Hermes: True Lin- the spirit by spending a Confidence Point. one of the creature’s Qualities. eages, page 103). Make a Presence + Magic Lore + stress die A Spirit Votary is required to take the roll: this is the amount of Magic Might Pool Spiritual Pact Virtue (see below), along with that the character acquires from his spiritual master. The Might points acquired are al- ways less than the current Might points of the spirit, regardless of the roll’s result. On a botch, the character loses all current Con- fidence points. This action is equivalent to spellcasting in with regard to the concen- tration it requires. The character can spend these Might points on any of the spirit’s pow- ers. Penetration is calculated in the usual way for magical creatures using the initial Might Pool in place of Magic Might, and including the character’s Penetration Ability, if any. The character using this power does not have a Might score, just a Might pool. He does not gain Magic Resistance from the use of this power, nor does he leave behind vis if he is slain. He cannot be affected by Vim spells (or similar magics) that target the Might score of supernatural creatures. Without a Might score, the pool does not replenish; once the character has spent all of his Might points this power ends. All powers used have their duration lapse when the character uses his last point of Might Pool. If this power is evoked again while the character still pos- sesses Might Pool, then the new points gained replace the points left over; the two pools do not add. The points acquired by the character are lost from the spirit’s Might pool and can- not be returned by the character, but the spirit regenerates the spent points as normal.

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While the connection to the spirit is ac- Soak: +2 tive, there is some visual manifestation of Fatigue Levels: OK, 0, –1, –3, –5, Uncon- Story Seed: Revenge this, which makes it clear that some super- scious natural effect is taking place. For example, if Wound Penalties: –1 (1–5), –3 (6–10), –5 Having amassed power and knowl- contacting a fertility spirit, fruits and grains (11–15), Incapacitated (16–20), Dead edge from her spiritual mentor, Lise is might spring from around the character’s (21+) now ready to leave the regio that has footsteps. While in contact with a war spirit, Abilities: Awareness 3 (in regiones), Brawl both sheltered and Warped her, and a character might appear to be clothed in 4 (dagger), Carouse 4 (pagan rituals), pursue her goal to rid the world of the ghostly armor. When the character is active- Chirurgy 5 (poisoning), Concentration Church, one priest at a time. She is dan- ly channeling the spirit, he acts as an Arcane 3 (prayer), Entrancement 6 (widowers), gerously mad; her opinion of the entire Connection to the spirit of indefinite dura- Faerie Lore 3 (forest fae), Folk Ken 3 Church is based on one unfortunate ex- tion, although this connection lapses when (pagans), Forest Lore 6 (herbs), Guile 2 perience with a corrupt priest. Since her the Might Pool is exhausted. (men), Hunt 4 (small game), Local Area life has been extended due to the Stasis The storyguide should decide upon the Lore 5 (regio), Magic Lore 7 (worship of power of her mentor (see Chapter 8: powers of the spirit. With the agreement of the Earth Mother), Music 2 (ritual music), Spirits, Common Powers), she cannot troupe, this Virtue could be used to channel the Native Language 5 (prayer), Penetra- leave a Magic aura without aging dra- power from a spirit of a different Supernatural tion 5 (Entrancement), Premonitions 4 matically. Her first task, therefore, is to Realm; or from a group of closely related spir- (threats to forest), Profession: Herbal- spread the Magic aura of her genius loci its, such as a small pantheon of pagan “gods,” ist 5+2 (poisons), Regional Area Lore to engulf the village; once the church is but care should be taken not to grant the char- 3 (pagans), Second Sight 5 (genii loci), surrounded, she can then enter the vil- acter too much flexibility with this one Virtue. Stealth 4 (forests), Survival 5 (forests), lage again and exact her revenge. A character can only have a single pact. Thrown Weapon 4 (knife) Powers:* Crafter of Earth, variable points, Init – (Might Church) festered. Remembering her grand- Lise cost + 1), Terram. mother’s teaching, she searched out the holy Enliven the Gross Earth, 6 points, Init –11, Terram. place of the Dark Mother, a chthonic spirit of Characteristics: Int +2, Per –2, Pre +5, Com Guide, 3 points, Init 0, Mentem the deep forest and fertile earth who had good –1, Str +1, Sta +2, Dex –1, Qik –1 Eidolon, 1 points, Init –1, Imaginem: Lise can reason to resent the Church. Lise became the Size: 0 use this power to change her apparent Dark Mother’s only priestess. She has since Age: 129 (Apparent Age 40) appearance to that of a much younger dwelled within the spirit’s Magical regio of 8, Decrepitude: 0 (living under the Stasis pow- woman. her life extended by the spirit’s Stasis power, er of a spirit) Ruler of Plants, variable points, Init – (Might but she has been terribly Warped. Warping Score: 4 (15) cost + 1), Herbam. Confidence Score: 2 (8 points) * Note that these powers belong to the Virtues and Flaws: Spirit Votary; Wise One; spirit who grants her power. For details, Entrancement, Greater Immunity to see Chapter 4: Characters under Common Iron, Spiritual Pact, Ways of the Forest; Powers, and Chapter 7: Magic Spirits. Affinity with Magic Lore, Forest Lore*, Appearance: Lise’s life has been greatly ex- Magic Kin Great Presence (x2), Premonitions, Puis- tended by the Stasis power of her guard- The power of Magic occasionally pro- sant Profession Herbalist, Second Sight, ian spirit, however, this has left her ap- duces families of characters aligned with Self Confident; Pagan, Restriction (must pearance severely Warped; her body is Magic who share many of the same essen- be in contact with earth), Poor; Driven, a patchwork of different ages. While her tial qualities and magical powers. These are Lesser Malediction (bizarre appear- face is that of a maiden, she has the body often called magic kin, which suggests that ance)**, Visions** of a mature woman and the limbs of a their powers run in their magical lineage. *Described in Guardians of the Forest on crone. When invoking her power, her legs However, there are also magic kin who re- page 37 and Houses of Hermes: Mystery Cults sprout roots that writhe into the ground, ceive special abilities from beings who do on page 103; this virtue grants a Super- and there is a strong smell of damp soil. not live and reproduce as humans do, and natural Ability that represents a mystic so must pass on their essential qualities some connection with the landscape. If these Raised in the Old Ways by her grand- other way, such as through magical transfor- sources are unavailable, substitute Wil- mother deep in the woods, Lise was sixteen mation or Mystery Cults. derness Lore. before she met another human. Once she dis- Below are examples of ten different kinds **from Warping covered a village she visited it often, even fall- of magic kin. Players can develop them into Personality Traits: Vengeful +3, Resourceful ing in love with one of the serfs. Seeking mar- stories using the story hooks provided, or +2, Sly +2 riage, she went to a priest to accept baptism, use these as character templates for either Reputations: Pagan Priestess 2 (Local) but rather than being taught her catechism magic characters or characters aligned with Combat: she was badly treated by him instead. The Magic, if they wish. Each kin has several “In- Dagger: Init –1, Attack +6, Defense +4, Dam- priest told lies to Lise’s lover, which resulted herited Virtues” and “Common Flaws” that age +4 in his rejection of her. She fled from the vil- characters designed to belong to that family Thrown Knife: Init –1, Attack +5, Defense +4, lage, vowing never to return. In the forest, her should strongly consider taking during char- Damage +3 hatred for the priest (and by extension, the acter creation.

89 Realms of Power Atlanteans Atlantean, Greater Power: Murmur of the Deep. Inherited Flaws: Exiled Atlantean, Per- Story Seed: sonality Flaw associated with her exile (for Atlanteans are creatures of Magic who live example Depressed). Woman from Atlantis in the deep ocean and have little or no con- tact with men. Occasionally, however, one is Decree of the Atlantean Word is brought to the covenant of caught in the net of fishermen seeking deep- 1 Point, Init: Qik+1, Animal a noblewoman caught in the ocean by sea herring, and brought to the surface world. R: Water-way, D: Conc, T: Ind fishermen living in a nearby town. The Most Atlanteans have the form of fishes, and so The character may summon a creature woman is very surly and uncommunica- do not survive for very long out of the water. of water within the same water-way (see tive, although she does stridently pro- But a few are capable of changing their form, Chapter 4: Characters, New and Modified claim that she is Pavania — a princess and so can adapt to life out of water. Unfortu- Virtues, Atlantean Magic), and order it to of Atlantis — and that simple fishermen nately, the insular Atlantean society does not perform a task. Dolphins are particularly ea- are beneath her. Pavania is aware of The tolerate the return those who have been “pol- ger to please Atlanteans and always attempt Gift, although she has not heard of the luted” by contact with the surface world, and to obey a summons, even at considerable Order of Hermes, and if she learns of the the returned Atlantean most often finds herself risk to themselves. Other water creatures magi’s powers she will demand that they permanently exiled from her native home. will only obey a summons if a Presence + remove from her “the taint of the sur- Some Hermetic scholars claim that At- Leadership roll against an Ease Factor of 6 face world.” In return, Pavania says that lanteans are the descendants of the inhabit- + Creature Size is successfully made. The she will guide the magi to her home, the ants of Atlantis who survived the drowning power must also Penetrate the Magic Resis- sunken city of Atlantis, where they will of their continent (hence their name), and tance of a Magical creature to be effective. be richly reward by her grateful father, who have since colonized the ocean floor, The character can attempt to summon either the King of Atlantis. founding a kingdom of marine cities. Other a specific individual, or a type of creature, in Do the magi believe her? How do scholars contend that Atlanteans are really which case the closest of that type responds. they remove “the taint of the surface creatures from the Magic Realm who are Of course, if the water creature is distant it world?” Even if Pavania is telling the truth, totally unconnected with the historical city may take a considerable period of time for it who (or what) is the King of Atlantis and of Atlantis. Some Merinita magi, who have to swim to the character’s location. what would he consider a “reward?” studied the faeries of the sea, have concluded ReAn 10 (Base 2, +3 Water-way, +1 that stories of mermaids originated in garbled Conc): Greater Power (10 levels, 30 levels of tales of Atlanteans told by sailors. Penetration, +2 Init) Men Born to Atlanteans Atlantean characters may be generated with powers that utilize the special Range: Murmur of the Deep Sometimes a child is born to an exiled Water-way, the special Duration: Storm, and 0 points, Init: Qik+1, Imaginem Atlantean. Such a character can be repre- the special Target: Body-of-water (see Chap- R: Water-way, D: Conc, T: Ind sented by the Minor Supernatural Virtue: ter 4: Characters, New and Modified Virtues, The character can hear from the vantage Magical Blood (see Chapter 4: Characters). Atlantean Magic). of any point in the same Water-way (see A few magi have studied the magic of Chapter 4: Characters, New and Modified exiled Atlanteans; a magus with this heritage Virtues, Atlantean Magic). has the Minor Hermetic Virtue: Atlantean Atlantean Stats InIm 5 (Base 1, +3 Water-way, +1 Con- Magic (see Chapter 4: Characters). One way centration): Greater Power (5 levels, –1 cost, this Virtue could be used in a saga is as the Inherited Virtues: Surface Form, Voice 15 levels of Penetration, 15 xp in Concentra- basis of a Hermetic Mystery Cult. of the (Ocean), Greater Power: Decree of the tion, +2 Init)

Atlantean Character Guide Flame Dancers

Magic Might: 10+ (Aquam) Combat: Some people are born with magical fire Characteristics: Int +1, Per 0, Pre +2, Dodge: Init 0, Attack n/a, Defense +3, in their blood, and this is especially true of Com 0, Str 0, Sta 0, Dex +2, Qik 0 Damage n/a those known as the Flame Dancers — men Size: 0 Soak: +3 and women possessed by the power of fire. Confidence Score: 1 (3) Fatigue levels: OK, 0, –1, –3, –5, Uncon- Some say they are inhabited by a flame spirit, Virtues and Flaws: Magical Human, Surface scious others believe they have been taken by a fe- Form (female torso), Tough (fish scales), Wound Penalties: –1 (1-5), –3 (6-10), –5 ver or madness, and a few think that they are Voice of the Ocean; Magical Monster; (11-15), Incapacitated (16-20) nothing more than hedonists who delight in Monstrous Appearance; Exiled Atlan- Abilities: Awareness 2 (ships), Brawl 2 passion and pleasure. Whatever the case, the tean, Obsessed (returning to sea). (dodging), Hunt 4 (fish), Survival 3 Flame Dancers represent fire given life in a Personality Traits: Aloof +4, Fish +3 (ocean), Swim 5 (ocean) human body. Reputations: Drowner of sailors (local) 2 Powers: Flame Dancers generally love two Vis: Aquam vis in blood. things: fires and flesh. These are the main- stays of a Flame Dancer gathering, which

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ReCo 20 (base 10, +2 Sun): Personal reborn — though even among them there Story Seed: Power (20 levels, –1 Might cost) is disagreement as to his true nature: some think that Mercere was a man born with the Fuel for the Flames Let the Bonfire Burn blood of the gods, a sort of Mercurial demi- 0 points (+10 Might), Init (Qik – 3), Ignem god; while others believe he was an aspect A scribe turns up at the covenant, R: Touch, D: Mom, T: Ind of the god Mercury that took a human form. offering to trade his skill at copying The character sets fire to an individual The former description matches the beliefs and illuminating books for room and target that is slightly inflammable, like damp of the Cult of Heroes, while the latter sug- board. He says he had to flee the church wood, up to the size of a house. gests he was a Forgotten God. Of course, where he lately worked when it burned CrIg 25 (base 5, +1 Touch, +1 Mom, +2 no one knows for sure which (or indeed if down. The man is unknowingly a Flame size): Greater Power (25 levels, –3 Might either) of these legends is true. Dancer, who wants to overcome what cost, +2 Might) Forgotten Gods typically have some he perceives as his baser nature, but his sort of focus — a type of magic or a part passions are aroused whenever he reads of the natural world over which they have books that feature lewd or lascivious influence. As characters, they should take a women. Certain passages of the Bible Forgotten Gods Greater Power that describes this influence. inflamed his desire, and as a result he For example, if a goddess were associated accidentally set fire to the building. He As the Dominion began to spread with cats, she might have a power that would will not admit this weakness if he can throughout Mythic Europe, many of the allow her to summon them or convince them help it, since he sees it as a private pun- powerful beasts and spirits once worshiped to do her bidding. ishment from God for his sins — but as gods or feared as monsters began to re- the magi can only safely hire his ser- treat into Magic auras and the Magic Realm. vices so long as they ensure he does not Over time, many of them were forgotten, Forgotten God Stats read anything provocative, or else their or their places taken by angels, faeries, and own library might be in danger. demons associated with the supernatural as- Inherited Virtues: Focus Power (some- pects of the world that had once been con- thing associated with the character’s magical sidered magical. They eventually ceased to influence, e.g.Wizard’s Communion) may be several congregating to celebrate an exist at all in the mundane world. In the 13th Common Flaws: Proud (Major) or Pagan event, or a single Flame Dancer encouraging century, a few of these Forgotten Gods may (see Chapter 4: Characters) other people to enjoy themselves. They can- still remain hidden deep within the Magic not resist a good bonfire once it’s dark, and Realm, sleeping away the ages until their Wizard’s Communion as soon as it gets going they generally feel time comes again. variable, Init (Qik – 5), Vim compelled to dance around the flames. Dur- Another way for the Forgotten Gods to R: Voice, D: Mom, T: Ind ing this dance, they never tire. Flame Danc- survive within the waxing Divine realm is to As the spell on page 160 of Ars Magica ers sometimes have other compulsions, but take a living form — to become a human or Fifth Edition, the character can contribute whatever they may be, they always do them animal or some other thing that can interact 10 levels towards a spell cast with Communion with flames; flames are part of their nature. If with the world. From within this new body, by spending a Fatigue level. they must play music, they do so while a fire this magical force of nature can continue to MuVi General (base effect, +2 Voice): burns. If they must drink, they drink beside a influence the world as it once did, and expe- Focus Power (10 levels, +5 Penetration) crackling fireplace. If they are compelled to rience life outside of the natural constraints (Note that this is the version of the fight, they fight with fire. These activities are imposed by Magic. power to be taken as a Virtue; one taken as interconnected to them, so that they cannot Many members of the Cult of Mercury a Magic Quality would depend on the char- do one without the other. believe that Mercere was the god Mercury acter’s Might.)

Flame Dancer Stats Story Seed: No Gods Before Me

Inherited Virtues: Greater Power: Let the While staying at a nearby monastery, it, and afterwards was stripped of all of his Bonfire Burn, Personal Power: Endurance of the the characters hear from one of the broth- great powers. He feels he has been be- Flame Dancer ers the story of a new initiate who has lived trayed by the Divine, but also feels God’s Common Flaws: Age Quickly, Compul- in the penitent’s cell for the last 30 days, love and mercy for him. The monks think sion (something to do with fire) and who seems to suffer from an unusual he has the potential to be a great holy man form of madness. According to the young if he could only overcome his proud delu- Endurance of the Flame Dancer man, he is Jove, the ancient god of the sion that he is a god. If the characters go 1 point, Init (Qik – 2), Corpus sky — or at least, he was. From what they to him, they will find that this Forgotten R: Per, D: Sun, T: Ind have been able to make out amid his sob- God thinks he is telling the truth, and that The character feels as though he is un- bing and violent outbursts, he was hungry he does have Magical powers, but that he wounded and without fatigue until the sun and thirsty, and went to a church where also has True Faith. Will the characters get rises or sets. (See Endurance of the Berserkers, he was offered Communion. He accepted involved in his story? ArM5 page 134.)

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Walk Among the Ancients Story Seed: The Trees Conspire Against Us 1 point, Init (Qik – 4), Herbam R: Per, D: Mom, T: Ind When a famous figure in the Order of cy Tribunal to force these other tree-people The character can see into the Herbam Hermes dies suddenly (Vinaria, the former hiding in their midst to reveal themselves. province of the Twilight Void, passing Prima of House Merinita, for example), her A trusted Redcap known to the characters through a tree’s vestige to lead others to an- body reverts to the form of a tree. In her — perhaps Ash, from The Broken Covenant of other place, giving her a bonus to her Ves- will, she admits to being a Loamwalker and Calebais — admits to the characters that she tige Travel of +18. explains what this entailed. Her words im- is another of these trees in human form, and InHe 35 (Base 25, +2 size): Greater Pow- ply that there are other Loamwalkers in the asks them to help shelter her from more- er (35 levels, –3 Might cost) Order, as she warns the magi to mend their powerful magi who would use the threat of ways. The matter is brought to an emergen- war to force her to reveal her secrets. Lost Children right on the edge of a village’s fields, and Loamwalkers change into a tree. In this form, they can Some children in Mythic Europe are then watch the humans and learn, until they born to families that cannot care for them, The ancient power of trees is known to feel ready to join their community. This can who cannot acknowledge them, or who sim- many who study the realm of Magic, and a take many years. ply do not want them. A common practice common belief is that all the trees in a single is for the parents to rid themselves of their forest are connected through a sort of magi- offspring by leaving the children deep in the cal group mind. In a sense this is true, since Loamwalker Stats woods, far from civilization and their homes, most trees are within voice range of each so that they cannot find their way back. By other; if they could talk, as they are thought Inherited Virtues: Personal Power: From and large this is very effective, for very few to do in powerful areas of Magic, word would Hill to Hollow, Personal Power (x2): Stance of the of them do. However, when these children likely spread quickly among them. In Magic Patient Tree, or Personal Power (x2): Stride of the are left in a Magic aura, sometimes they find auras and in the Magic Realm, trees some- Impatient Human, Greater Power: Walk Among their way into the Magic Realm or gain pow- times awaken as magical beings (see Chapter the Ancients ers through other means. Then they cease to 8: Magic Things). Common Flaws: Dark Secret (Loam- be merely human and become Magical, cun- It is said that once every generation, one walker), Essential Flaw (minor): Antisocial ning children who no longer grow or change of these tree-spirits is born in a human shape (Presence), Fear (fire), Magical Bane (must and who remain the same age forever. or gains the power to adopt a human shape, be rooted into the earth) A Lost Child typically appears to be and it becomes her duty act as a representa- between the ages of five and 15, and so tive of the trees within the mundane world. From Hill to Hollow to play one you should design a character These beings are called Loamwalkers. They 0 points, Init (Qik – 2), Corpus with the Size and Characteristics penalties use their powers to go forth into society to R: Per, D: Mom, T: Ind of a child (from page 29 of Ars Magica look after the interests of their forests. They The character can move instantly from one Fifth Edition). Also, it may be appropriate are thus most common in parts of the world tree to another, so long as the trees are within to design the character with Cunning in- where there are large, sprawling forests and her sight and no further than 50 paces away. stead of Intelligence, if it is not intended wild lands filled with trees, especially the ReCo(He) 15 (Base 15): Personal Power as a player character. lands of the Rhine and Novgorod Tribunals. (15 levels, –2 Might cost) Being a Loamwalker is a great secret, and not something most of them believe is wise Stance of the Patient Tree to share with others. Instead, they pretend to 1 point, Init (Qik – 4), Herbam Story Seed: Kidnapped! belong to other groups interested in nature, R: Per, D: Sun, T: Ind or join organizations that are open to any- The character changes into a tree until While traveling through a nearby one, guiding their members towards choices the sun sets. (See ArM5, page 131) wood, a player character attracts the no- that serve their own interests. One such MuCo(He) 35 (Base 25, +2 Sun): Per- tice of a Lost Child, though he does not example is the group of Redcaps known as sonal Power x2 (35 levels, –3 Might cost) know it. This adolescent falls in love with the Broken Branches, who are united in their the character, and begins to follow the love of nature and respect for the wild. Their Stride of the Impatient Human group closely. Being magical, the child founder was a Loamwalker who became a 0 points, Init (Qik – 1), Corpus is not interested in the niceties of court- Redcap for the Order of Hermes, and so new R: Per, D: Sun, T: Ind ing or wooing, but instead engineers an Loamwalkers interested in magi often know The character changes into a human be- abduction during the night, carrying off to seek out that House. ing until the sun sets. (This is for Loamwalk- the character with whom she is infatu- Loamwalkers are typically shy and anti- ers designed as a magic character with a tree ated. When the other characters awake, social, and usually spend several years grow- as their true form.) they realize they are missing one of their ing accustomed to humans before joining MuHe(Co) 25 (Base 5, +2 Sun, +2 size): number and must follow the trail into the them. One method they have for doing this Personal Power x2 (25 levels, –3 Might cost, forest to recover their friend. is to go to a place very near people, perhaps +2 Init)

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Lost Child Stats

Inherited Virtues: Ritual Power: Seal the Wounds of Impetuous Youth, Unaging Common Flaws: Greater Malediction (does not grow out of the Size and Char- acteristic penalties of childhood), Social Handicap (acts like a child)

Seal the Wounds of Impetuous Youth 3 points, Init (Qik – 8), Corpus R: Touch, D: Mom, T: Ind The character permanently heals a single Light wound. CrCo 20 (Base 15, +1 Touch): Ritual Power (20 levels, –1 Might cost)

Men of the Lake

Elementals are the non-sentient embodi- ment of pure elemental forces (see Chapter 8: Magic Things). In a few lakes scattered across Mythic Europe, however, sentient creatures are known to live that appear otherwise simi- lar to water elementals. These creatures refer to themselves as the Men of the Lake, and they sometimes leave their watery homes, taking humanoid form, to journey in the sur- face world. The Men of the Lake are typically placid individuals and tend to travel alone. dapest), Loch Dee (in Scotland), and Lake during the final years of the Schism War, as They claim that their journeys are merely Constance (in Germany) — all contain mag- a warning. It is unclear what happened, but scholarly endeavors to gain information about ical regiones deep below the water’s surface. neither the Tremere nor their companions the surface world. It is unclear whether Men It has been speculated that all the lakes are ever returned to the surface of the lake. of the Lake are merely superficially similar to connected through a combination of under- The society of the Men of the Lake is elementals, or are in fact elementals that have water tunnels and magical portals. Magi have strictly divided upon seasonal lines. Spring somehow acquired intellect. certainly observed that once a single Man of characters live within the lake regiones, and The lakes in which the Men of the Lake the Lake becomes aware of a particular fact, seldom venture forth. As the character turns live — which include Lake Balaton (near Bu- for example the construction of a covenant, to summer he begins to make forays into the then that knowledge rapidly spreads to his world, and as he becomes autumn he joins compatriots in other lakes across Mythic Eu- an ad hoc societas, dedicated to some par- rope. During the Schism War it is believed ticular interest, which he pursues with relish. Story Seed: that some members of House Diedne used For example, a societas might be dedicated this network to rapidly travel across Mythic to the study of trees, or of mountains, or of Men or Machinations? Europe, using it as an alternative Mercere the city of Paris. As he turns to winter, the Portal network (see character returns to the lake regio. It is then One of the magi befriends a Man of Houses of Hermes: True Lin- , page 80). For this reason, most magi are unclear precisely what happens to a winter the Lake whose special interest is also eages suspicious of the Men of the Lake, and some Man of the Lake — even Men of the Lake her own magical forte, and she slowly even claim that the Men of the Lake are still of other seasons are vague on the details. It unravels the details of his society’s orga- sheltering Diedne refugees. For their part, seems, however, that winter Men of the Lake nization. Once she learns of the “librar- the Men of the Lake are uninformative about descend to a deep level of the lake regio, ies” embodied by the winter Men of the both the existence of the lake network and where they act like great, sentient libraries Lake, she becomes driven to visit their their past relationship to House Diedne — if in their special interest, and also somehow nearby underwater regio. But she also pressed, they claim to not understand Her- maintain and police the network that con- wonders why the society of the Men of metic politics — and the Order of Hermes is nects the lake regiones. It is also possible the Lake is constructed in this seeming- unsure of the true extent of the powers of the that the winter Men of the Lake are eventu- ly artificial manner — perhaps the Men Men of the Lake. Wise magi suggest caution, ally reborn as spring characters. The Order of the Lake are not natural creatures but however, and cite an assault on Lake Balaton of Hermes is totally ignorant of how the so- a magical creation of some type. carried out by five magi of House Tremere, ciety of the Men of the Lake is organized.

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Men of the Lake Stats but with Sight Range. Orphan Born Stats CrAq 40 (Base: 25, +3 Sight): Ritual Inherited Virtues: Greater Power: Drown Power (x2) (40 levels, –2 cost) Inherited Virtues: Greater Power: Incor- (see page 137), Personal Power: Simulacrum Form, poreal Form, Personal Power: Ghostly/Physical Ritual Power: Command the Waters, Focus Power: Memory of Water Form, Second Sight Memory of Water, (Lake) Regio Network. 2-5, Init: Qik–5, Aquam Common Flaws: Magical Air, Magical Inherited Flaws: Infamous (Hermetic R: Touch, D: Conc, T: Ind. (Ghostly) Companion, Monstrous Blood reputation) The character receives a mental image of (spirit) a fragment of the past of a volume of water that he touches. The fragment of the past Simulacrum Form Incorporeal Form 1 point, Init: Constant, Aquam has a length of Concentration, and it might 1 point, Init (Qik – 4), Mentem R: Per, D: Constant, T: Ind include the locales that the water flowed R: Per, D: Conc, T: Ind The character may take the physical form through, if the volume is a river, or the The character becomes incorporeal, like of anything that he touches — he reforms his people who entered a room, if the volume a ghost, and is able to pass through solid ob- body into a transparent, watery simulacrum of is contained in an amphora in the room. The jects and ignore physical damage. the target. As this is a constant effect, the char- point cost depends upon the chronological MuCo(Me) 35 (base 30, +1 Conc): acter may freely transform his form without distance of the water’s memories retrieved. A Greater Power (35 levels, –3 Might cost) requiring activation of this power. However, it memory up to Diameter old has a cost of 2 Might Points, up to Sun old costs 3 Might takes a round to effect a transformation, during Ghostly Form/Physical Form which contact between the character and the Points, up to Moon old costs 4 Might Points, 0 points, constant, Mentem target must be maintained. The simulacrum and a memory up to Year old costs 5 Might R: Per, D: Sun, T: Ind of the target is clearly made of water, will not Points. Older memories are not accessible. The character can interact with ghostly be confused with the original target by even InAq 25 (Base: 3, +1 Touch, +1 Conc, beings as if he were also ghostly, or corporeal the most cursory of mundane inspections, and +4 Special Effect): Focus Power: (25 levels) beings as if he were corporeal. can also be distinguished from the original ReMe(Co) 15 (base 3, +2 Sun, +1 con- by Hermetic magic. The character can only stant, +1 requisite): Personal Power (15 lev- take forms that are within 1 Size range of his Orphan Born els, –2 Might cost) native form — so, a size 0 character can take forms that range from size –1 to size +1. The change is mostly cosmetic, as the character The Orphan Born are a strange phenom- only adopts the form of the target, he does enon in Mythic Europe, and in fact many People of the Clouds not gain any abilities or powers, and his char- would say that they are impossible. They are acteristics remain unchanged. However, if the engendered by parents of whom one or both High above the clouds is a great sky-sea, target can walk or talk, the simulacrum may are long dead, and born beyond the veil that a magic regio that connects the whole of the also do so — although he may only use lan- separates the corporeal world from the spirit mundane world to the Magic Realm, where it guages that he already understands. world. Thus the term “Orphan Born” — they is said that ships can float on air and sail be- MuAq 20 (Base 5, +2 Sun, +1 Constant are essentially orphans from the moment of tween all the great cities of the world, unim- effect): Personal Power (20 levels, –1 cost) conception. They are real humans, however, peded by the features of the land far below. and are typically returned to the world of the These ships are navigated by sailors who Command the Waters living and taken to live where they will be have spent their entire lives on these flying 6 points, Init: Qik–16, Aquam cared for. Most are raised in monasteries or ships. The magic of the air is in the blood, or R: Sight, D: Mom, T: Ind, Ritual nunneries until they come of age, or other so it is believed, and so the children of these The character forms a volume of water charitable institutions willing to take in chil- magical sailors usually inherit their powers he sees into a water elemental. This has the dren without living parents. over the wind and sky, and also their insa- same effect as the spell Rarefy the Crude Water Orphan Born children typically manifest tiable wanderlust — a passion so strong that (see Chapter 8: Magic Things, Elementals), strange powers early on, such as the ability to they cannot bear to stay in the same place see spirits and interact with them, or the power longer than about a season. to vanish and reappear wherever they wish. As The People of the Clouds are human, or they get older they become almost transpar- at least human-like, though there might be Story Seed: ent, so that they do not cast a shadow and they other creatures with similar powers to theirs. Ghostly Apprentice easily spook animals. In addition, the parents According to their oral tradition, their ances- of Orphan Born children are rarely content tors were sailors caught in a great tempest at A magus looking for an apprentice to leave them be, and often interfere in their sea, which was such a powerful storm that it hears tell of a child who lives at a dis- lives, though they may not remember why or picked up their ship and hurled it through tant abbey who frightens the horses and what their relationship to the child is. Ghostly the air. They found themselves within a seems to have unnatural powers. When parents are very self-absorbed and often have great black cloud, in which they could see he investigates, he finds that the child difficulty even remembering that they have nothing but each other, not even the ship, does not have The Gift, but is something children. Like a Ghostly Warder, they may though the ship did not seem to have suf- even more unusual — an Orphan Born. look after the character, but erratically, as they fered any damage from the fall. For almost a still have their own goals and desires. year they sailed through that cloud, until one

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acter has this power, it is possible to lift and stats, which cannot deal non-lethal damage. Story Seed: navigate a small boat, or even a ship if there These stats are Init +X, Atk +2X, Dfn +X, are three or more. Dam +2X, where X is either the character’s Sail Like the Wind Cr(Re)Au 30 (base 5, +1 Touch, +1 Conc, (Might Score / 5) or his (age / 10). +2 highly unnatural, +1 requisite): Greater MuCo(Te) 15 (base 3, +2 Sun, +1 con- At a time when the characters are Power (30 levels, –3 Might cost, +1 Init) stant, +1 requisite): Personal Power (15 lev- in a hurry to get somewhere fast, they els, –2 Might cost, Variable Powers) might encounter a ship’s captain who offers to ferry them there in a quarter Skin of Stone of the usual time for a very high price. If The Stoneskinned 0 points, constant, Terram he has an inkling that the party includes R: Per, D: Sun, T: Ind a magus, he might ask for a magical de- Many legends tell of men made of clay The character becomes more resistant to vice, for example. He is vague about the and earth who somehow became human, and damage, gaining a +1 bonus to Soak and a details, but promises that his ship can statues of animals and people that have been –1 to Initiative for each 10 years of his age or easily make the journey at this speed. brought to life at the will of the gods. Other magnitude of his Might Score. He advises the characters to remain in stories tell of great giants made of stone and MuCo 15 (base 4, +2 Sun, +1 constant): their cabins for the duration of the trip, ice whose many descendants have taken hu- Personal Power (15 levels, –2 Might cost, but any of them who peer outside to see man-sized forms. Perhaps these creatures have Variable Powers) the source of the powerful winds they led to the magical race known as the Stone- hear will likely receive a shock as they skinned — men and animals who are so bound realize they are soaring through the sky to the sphere of Terram that they become several leagues above the earth on a creatures of living rock, the equivalent of liv- Warders of Mystery ship of the People of the Clouds. ing statues that can bend and move at will. The power of the Stoneskinned is typi- This sort of magic kin is more of a so- cally tied to the character’s age, so that they ciety, one that adopts anyone with a dem- morning they awoke to find they could see become more solid the older they grow. As onstrated interest in history. Ceremonially, the sky again, and that their ship was float- children, only their fingernails and toenails they call themselves the Warders of Mystery, ing motionless in the air far above the blue are stone. As they develop and change, their though as individuals they are Auditores, or sea below. They soon discovered they had skin becomes cool and dry, especially at their “hearers,” a title that is said to date back to gained strange powers over the wind dur- joints, and begins to develop a grayish dead before the fall of Rome. Their symbol is a ing their ordeal, and as a group they jumped color. By middle age, their skin has hardened pot and a nail, each separate from the other: overboard, as they knew the air would catch to the heft and texture of stone, and they the pot represents the vessel of the Magic them. No sooner had they dived than the slowly lose all the hair on their heads and Realm and the mysteries it contains; and the ship began to fall, but together they caught body. Their features become less distinctive, nail represents history, with its sharp point it and filled the sails with wind, and sailed on and after this stage, if they stand perfectly that affixes objects in place. to their destination. still, they can appear to be nothing more There are other powers this magical kin than an unusual outcropping of rock. supposedly possesses, such as the power to Such people as these are said to make ex- harvest vis from the top of a cloud or to walk cellent grogs for covenants located in moun- Story Seed: upon its surface like soft earth. It is said that tain passes or rocky hills, as they are patient The Standing Stone the sailors with this ability often anchor their guards and difficult to injure, so long as they ships to the clouds, so that they do not fall are not still outdoors at the break of dawn While passing through a village in while those of them steering the ship are rest- — because of their magical blood, the light the mountains, the characters learn that ing and unable to concentrate. Characters in of day turns them to unmoving stone pillars, the inhabitants were attacked during the the Auram sphere of the Magic Realm might though the effect is temporary. previous night by a group of wild-look- see such a ship far above them, hanging from ing bandits, strong and stalwart men clouds and swaying like a pendulum. who turned every sword and arrow with The Stoneskinned Stats which they were struck, though they fled when dawn approached. The villagers Person of the Clouds Stats Inherited Virtues: Personal Power: Body managed to capture one of the youngest of Stone, Personal Power: Skin of Stone, Variable with a hunter’s snare as they were leav- Inherited Virtues: Greater Power: Sail the Wind Powers (age or Might) ing. Yet now the ropes with which they Common Flaws: Wanderlust Common Flaws: Arthritis, Greater Male- bound him are tied to a large rock in the diction (turned to unmoving stone until the sun clearing where they were holding him, Sail the Wind sets, if struck by natural sunlight), Nocturnal and there is no sign of the boy. Perhaps 0 points, Init (Qik – 2), Auram the characters can solve the mystery of R: Touch, D: Conc, T: Ind Body of Stone what happened to their prisoner and ei- The character can cause winds powerful 0 points, constant, Terram ther defeat the Stoneskinned bandits or enough to lift him off of the ground and fly R: Per, D: Sun, T: Ind recruit them to serve their covenant. him through the air. If more than one char- The character gains improved brawling

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Perceive the Distant Truth 0 points , Init (Qik – 3), Imaginem R: Arc, D: Conc, T: Room The character can see and hear what transpires at any place to which he has an Arcane Connection, perceiving images and events from the perspective of the target. InIm 30 (base 3, +4 Arc, +1 Conc, +2 Room): Greater Power (30 levels, –3 Might cost, +5 xp Penetration)

Transformed Humans Sometimes, humans are Transformed by magic and become part of the Magic Realm. They lose their humanity in the process. It is possible, though by no means com- mon, for a living magus to become a being of Magic. Sometimes, this is the culmination of a lifetime’s quest for mystic lore. Other times, it happens by accident.

Drowned Men The Auditores believe that magic is di- who sought to discover what it was they minished as knowledge of it spreads, that part must protect, and who negotiated with mag- Sometimes when a sailor drowns at sea of what makes Magic powerful is its inherent ic creatures to help limit the damage they his body passes into a magical regio and is mystery. They see it as their duty to ensure caused to Magic as a whole. Some Auditores eventually returned to the world of living that magic is kept secret, and that those be- have a strong sense of morality and a desire — perhaps washing up on a foreign shore ings who wield magic remain hidden from to see justice done, and have made it their unconscious but alive. It is unclear whether society at large. According to them, public personal mission to punish those who abuse these sailors have actually drowned and then displays of magic are crimes against nature. the power of magic, and set right what they undergone some kind of resurrection, or The Warders of Mystery is said to have have done wrong. whether they were rescued at the very last its origins in magical scribes and scholars moment prior to drowning by some magical of the classical world, historians who first force. In either case, Drowned Men are ir- learned about the realm of Magic and who Warder of Mystery Stats reparably changed by the experience and are began to chronicle magical events for poster- now creatures of magic. ity. In so doing, they found that what they Inherited Virtues: Greater Power: Per- described ceased to be magical at all. They ceive the Distant Truths were joined by pilgrims and diplomats, those Common Flaws: Meddler Drowned Men Characters

Drowned Men must take the Major Su- Story Seed: Stolen Glory pernatural Virtue: Transformed (Being) (see Chapter 4: Characters). Often, Drowned After a particularly fantastic event in even completely wrong, and all supernatu- Men develop personality Flaws associated which the characters used their magic to ral elements are simply attributed to either with the sea (Obsession, Fear, Compulsion, solve a problem, a catchy song begins to God’s will or the work of the Devil. This or Vow, for example), but this is not com- spread through the region attributing the is an attempt by one of the Warders of pulsory. They also usually have the Ma- success to a local nobleman instead of the Mystery to limit the damage he believes jor Supernatural Virtue: Greater Immunity characters. It might still describe them, but the characters have done to the realm of (drowning) (see ArM5, page 43) and the in lesser roles such as diviners and advisors Magic, as they may learn when they inves- Major Story Flaw: Servant of the Ocean (see to the lord. Other events are confused or tigate who is trying to usurp their glory. Chapter 4: Characters).

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Planning for Drowning Story Seed: The Lighthouse Keeper A character drowning at sea is very un- likely to be returned to the world of the liv- The island of Geita stands among a left the island to spend the night with his lov- ing, but characters can improve their chanc- small archipelago of sharp rocks at the head er on the shore. That night, a violent storm es of becoming Drowned Men, rather than of the Vilnes Fjord. Over the centuries, dur- swept along the fjord, the fire went out, and merely dead men. This is a complex task, ing violent storms many ships would have Thorstar’s father’s boat — heavily laden with however, that requires a significant period of been dashed and wrecked against the raw loot from raids on monasteries — struck the time, and so cannot normally be completed outcrops of the island, if not for a light- island and sunk, killing all aboard. while the character is actually in the process house built on the island. The reclusive Distraught, Thorstar threw himself of drowning. The first step is for the charac- lighthouse keeper is reputed to have lived from the island, intending to smash him- ter to contact a magical water entity of sig- on the island for several centuries and, for self on the rocks, but an enormous magic nificant Might (greater than Magical Might curious magi, he could be a valuable source fish saved him. The fish lived in a magic 35 (Aquam)). The second step is to negotiate of knowledge about the local area. regio beneath the island, and was sick of with the magical creature; typically, the crea- The lighthouse keeper is named Thor- being pestered by the ghosts of drowned ture will require a quest to be completed or star, and his father was a Viking chieftain. sailors. So the fish compelled Thorstar to the payment of a treasure. Thirdly, the char- In 912 Thorstar’s father — frustrated by a complete the task set by his father, to con- acter must surrender himself to the water, particularly galling series of losses of boats, tinue maintaining the lighthouse, and in trusting that the magical creature will return men, and loot — built a house on the is- return the fish restored both him and his him to the world of the living. land and stationed Thorstar there. Thorstar father to life. Thorstar’s father returned to In order to contact a powerful magical wa- was tasked with ensuring that a fire always raiding — until he was killed by a rival in ter creature, the characters needs to attract the burned on the island to ward boats away an argument over a woman — but Thorstar creature’s attention. This can be accomplished from the rocks. For many months he dili- remains to this day on the island, tending by making an offering at a particular time and gently completed his task, but one night he the lighthouse as he promised the fish. place, by casting a spectacular, high-magni- tude spell within the creature’s habitat, or per- haps by negotiating an introduction via a less- Negotiation for Power: Int + Bargain er creature, among other ways. To determine + Stress Die vs Ease Factor of 6 + Might / 5 Revenants, whether a character knows how to contact a the Walking Dead suitable creature, an Intelligence + Magic Lore After a successful negotiation, the final Roll is made against an Ease Factor of 12. step is for the character to drown himself — trusting in his agreement with the sea crea- It was not long before men became aware that Glam Determine Contact Method: Int + Magic ture. The creature is unlikely to be fooled, and was not easy in his grave. Many men suffered severe in- Lore + Stress die vs Ease Factor of 12 may be violently insulted, by a character who juries; some who saw him were struck senseless and some enacts “drowning” while under the influence lost their wits. Soon ... men began to think they saw him Once he has contacted a suitable water of protective magic (for example, Lungs of the about their houses. The panic was great and many left entity, the character must negotiate and con- Fish; ArM5, page 122). If the creature saves the neighborhood. Next he began to ride on the house- vince the creature that it should grant him the character, then he is transformed and ac- tops by night, and nearly broke them to pieces. Almost power — almost all powerful water creatures quires the Major Supernatural Virtue: Trans- night and day he walked, and people would scarcely have the ability to save a man from drowning formed (Being). The drowning and rescue of venture up the valley, however pressing their business. should they choose to do so, and those few the character could conceivably precede the The district was in a grievous condition. that do not can arrange for other creatures completion of the task set by the creature. to perform the rescue, if they so desire. Ide- This will depend upon exactly what was ne- — The Saga of Grettir the Strong ally, the negotiation between the character gotiated between the magus and the creature. and the creature should be roleplayed, but While ghosts are the disembodied spir- the troupe may abstract it by making an In- its of the dead, medieval stories also tell of telligence + Bargain Roll for the character, Burned and Buried Men restless dead who still occupy their material against an Ease Factor of 6 + (the creature’s bodies. These are revenants or “the walking Might) / 5. Magic creatures normally have no A person may also be saved from immo- dead,” which differ from ghosts in that their inherent reason to offer power, and so in re- lation (by a magical creature of Ignem), or only form is an animate, material corpse. turn may require that the character perform a from burial (by a magical creature of Terram), Although a revenant is bound to a physi- task. For example, preventing fishermen from and so acquire similar Virtues to a Drowned cal body, its animating force is a spirit. Some depleting the creature’s lake, slaying a rival Man. There are fewer recorded incidences magi consider them to be a special sub-class creature, or recovering a stolen possession of this occurring — perhaps merely because of ghosts (see Chapter 7: Spirits, Ghosts). from a remote isle. Alternatively, the creature many more men drown than are burned or Like ghosts, Magical revenants are connected could request a reciprocal sacrifice of power buried alive. Hermetic scholars also specu- to the living world through some overwhelm- — represented by the character adopting a late that it is possible to be saved from death ing personal need. Their motivations and per- Flaw. The creature’s attitude to negotiation is, by entities that represent other Forms, al- sonalities are as varied as those of ghosts. of course, influenced — positively, or nega- though no examples have yet been found. The physical statistics of a revenant tively — by the method used to contact it. are also usable for corpses that have been

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Therefore, most of them are Spring or Sum- spirit out of the body, and if this happens (or Option: Resistance to mer characters. They tend to keep Abilities if the body is destroyed) the spirit cannot re- related to their mortal ties. They should be enter the corpse or possess a new one unless Piercing Weapons designed according to the rules for Magic it has specific powers allowing it to do so. Humans in Chapter 4: Magic Characters. Revenants are difficult to harm with Piercing weapons such as spears Revenants are tireless and inexorable weapons. In particular, they cannot be In- and arrows are effective against living opponents. They are immune to fatigue and capacitated; treat Incapacitating wounds as beings, but potentially less so against pain; having no need for blood or vital or- Heavy wounds instead. the walking dead. Such weapons are un- gans, they can ignore wounds that would Perdo Corpus spells designed to target likely to break bones or hack off limbs. be fatal to a living person. The No Fatigue the living often have no effect on revenants, The troupe may wish to grant revenants and Improved Soak Qualities (see Chapter as their bodies are already dead. Spells that an additional +10 Soak bonus against 4: Magic Characters, Qualities and Inferiori- specifically break bones or destroy limbs do such weapons, or simply rule them to- ties) represent this supernatural resilience. In not hinder the them as much as they do liv- tally ineffective. addition, some revenants are stronger than ing people, but may cause Wound Penalties Ars Magica Fifth Edition does not living men. at the storyguide’s discretion. For example, formally differentiate weapons into When the walking dead resort to violence, a broken leg might affect a revenant as if it categories such as “piercing,” so if the they usually rely on unarmed attacks, but they were a Light wound. Perdo Corpus spells troupe adopts this option, they will can use weapons and armor if the storyguide can, of course, be designed specifically to sometimes have to exercise judgment wants to make them more dangerous. target the unquiet dead. about whether a weapon counts as a Different legends speak of special meth- piercing weapon. ods by which heroes can destroy the walk- Fighting the Walking Dead ing dead. In certain Icelandic sagas, a draug (revenant) could be destroyed by cutting off animated by spells such as The Walking Corpse Magic can affect either a revenant’s body its head and placing it between its thighs. (ArM5, page 135). Such automatons are not (through the Form of Corpus) or the animat- In a tale from Yorkshire, revenants could be supernatural beings and have no Might score ing spirit (usually through Mentem or Vim). destroyed by driving stakes through their (and hence no Magic Resistance). Destruction of the body does not harm the hearts. A character who knows the correct spirit, though the spirit may lack any power method should make a regular melee attack. to affect the physical world once its body is If the attack would have caused an Incapaci- Designing Revenants destroyed. tating or fatal wound before taking into ac- Lay to Rest the Haunting Spirit can affect the count the revenant’s Improved Soak Quality, Walking dead usually lose most of their animating spirit, provided the spirit is subject and if the attack was with the correct weap- living memories, including loss of Abilities. to the Form of Mentem. Magic can force the on (for instance, a wooden stake if that is the way to destroy this particular revenant), then the revenant’s animating spirit is destroyed and any vis in the corpse is left behind. Character Guide: Revenant, Corpse-Like Form Learning the method for destroying a reve- Magic Might: 9 (Corpus) paces with a disease (Ease Factor 9, ef- nant may require a story, or if the storyguide Characteristics: Int –2, Per –2, Pre 0, Com fect as a Medium wound) prefers she can assign it an Ease Factor of 9 –2, Str +3, Sta +3, Dex +1, Qik 0 CrAu 20 (Base 10, +2 Range equivalent on an Intelligence + Magic Lore roll. Size: 0 to Voice): Greater Power (partial, 20 Medieval tales and illustrations depict Confidence Score: 1(3) levels, +3 Initiative, –1 Might cost) both corpse-like walking dead and animat- Virtues and Flaws: Magic Human Rise from the Grave, 1 point, Init –1, Terram ed skeletons. The word “zombie” is of New Magic Qualities and Inferiorities: Greater R: Touch, D: Diameter, T: Part World (Haitian) origin and would not be Power, No Fatigue; Improved Soak (x4); The revenant can cause the earth over used by characters in Mythic Europe. Baneful Circumstances (in daylight) its grave to open for one Diameter so Personality Traits: Vengeful +6 it may enter or leave. The ground then Combat: seals, leaving no trace of disturbance. Animating Corpses with Magic Fist: Init 0, Attack +7, Defense +4, Dam- ReTe 10 (Base 2, +1 Touch, +1 Diam- Wizards can animate corpses using Rego age +5 eter, +1 Part): Greater Power (partial, Corpus spells (or certain non-Hermetic pow- Soak: +11 10 levels) ers). Such corpses use the same statistics as a Wound Penalties: –1(1–5), –3 (6–10), –5 Equipment: Tattered burial shroud; the revenant, with the following changes: (11–15), -5 (16-20), Destroyed (21+) revenant’s dead, unfeeling fist strikes It has the No Fatigue and Improved Soak Abilities: Brawl 3 (fist) as if it were a bludgeon (see ArM5, Qualities listed in the character guide, but no Powers: page 177) other Qualities, Virtues, or powers of its own. Breath of Corruption, 1 point, Init +2, Auram Vis: 2 Corpus in eyes (1 per eye) A corpse animated by a spell has no R: Special, D: Mom, T: Ind Appearance: A shriveled, leathery corpse; Might score or Confidence score. Its Brawl The walking corpse can exhale foul its eyes blaze with unnatural fury. skill is nominally 3, though as an optional humors, infecting a person within 2 rule the troupe may wish to assign a Brawl

98 Magic score equal to the caster’s Finesse. A corpse animated by demonic posses- sion or a Magic spirit’s Manifestation power Character Guide: Revenant, Skeletal Form has a Might score equal to the cost of that Magic Might: 6 (Corpus) Rise from the Grave, 2 points, Init +2, Terram power. It uses the possessing spirit’s Confi- Characteristics: Cun –2, Per –2, Pre 0, Com R: Touch, D: Diameter, T: Part dence score, if any. The controlling spirit –2, Str 0, Sta +3, Dex +2, Qik +1 The skeleton can cause the earth over may be able to use its powers through the Size: –2 its grave to open for one Diameter so possessed corpse (depending on the descrip- Virtues and Flaws: Magic Human; Weak it may enter or leave. The earth then tion of the possessing power). Characteristics (x2) seals, leaving no trace of disturbance. Realms of Power: The Infernal includes rules Magic Qualities and Inferiorities: No Fa- ReTe 10 (Base 3, +1 Touch, +1 Diam- for demons who can animate corpses on tigue; Improved Soak (x3), Lesser Pow- eter, +1 Part): Lesser Power (10 levels; page 75. er; Baneful Circumstances (in daylight) Might cost equal to Magnitude to qual- Regardless of how the corpse is animat- Personality Traits: Vengeful +3 ify as a Lesser Power; +3 Initiative) ed, its unarmed attacks can be blocked by Combat: Equipment: Tattered burial shroud Magic Resistance. Bony Claws: Init +2, Attack +8, Defense Vis: 1 Corpus in skull +8, Damage +2 Appearance: A leering skeleton whose Soak: +9 bony fingers are as sharp as claws. Daimons and Heroes Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9), -5 (10-12), Destroyed (13+) A human skeleton weighs much less Abilities: Brawl 3 (claws) than a living person, so an animate skele- Legends speak of human wizards who Powers: ton’s Size is –2. have unlocked the secret of immortality and achieved ascendency to the Hall of Heroes, becoming Daimons of the Magic Realm (see Magi in Final Twilight may be tied to the magus’ magical specialties: Chapter 7: Spirits). The process of becom- his Hermetic Virtues (and Flaws) or favored ing an immortal spirit is called apotheosis. It Arts. For instance, a magus with a Magical is the ultimate goal of several mystery cults. Magi who enter Final Twilight usually Focus in storms might, under the right mys- The mystical groups that pursue apotheosis, vanish from the world and are never heard tical circumstances, enter Final Twilight and along with rules for the transformation itself, from again. In some cases, however, they become an elemental spirit of air. are detailed in The Mysteries: Revised Edition might be transformed by mysterious forces The Might Score of a magus Transformed (pages 82-86). into something altogether inhuman. Bjorn- by Twilight should generally be around 20 aer magi, for example, permanently assume to 40. Depending on the nature of the trans- the forms of their heartbeasts, and may formation, it may be appropriate to set the become magical Great Beasts (see Houses of Might score equal to (5 x relevant Ability Living Ghosts Hermes: Mystery Cults, page 24). Unsubstanti- score) or (relevant Art score). For example, ated rumors within the Order speak of pow- Bjornaer Great Beasts have a Might score Theurgists claim that is should be pos- erful magi from beyond Twilight contacting equal to (5 x Heartbeast). Exactly which sible for a human wizard to magically bind the living through dreams or visions. Art or Ability is relevant should be decided her own spirit to a physical location, becom- On rare occasions and at the storyguide’s based on the specific transformation. ing something like a ghost but retaining her discretion, a magus who enters Final Twilight human will (and her magical powers). Ru- may transform into a Magical creature or spir- mors speak of mystery cults dedicated to the it. Such a magus literally becomes a Magical pursuit of this very secret. See The Mysteries: being with a Might score, but loses the ability Revised Edition (pages 70-74) for details. to work Hermetic magic. The transformation

99 Chapter Seven Magic Spirits

Spirits make up an important part of the the physical world, such as sources of damage Concept magical world, both as natives of the Magic and deprivation, and are not constrained to Realm and as the unseen inhabitants of the walk upon the surface of the world, but can earth. However, because spirits are by their fly through the air or solid objects with equal Like other creatures, spirits have scores nature insensible to most physical beings, ease. Further, they are truly immortal, and do in the eight Characteristics, and these should and have a limited ability to interact with not suffer the perils of aging or disease. be determined like other characters. A hu- them anyway, they are largely ignored by Lacking a physical existence, a spirit also man-shaped spirit has the Characteristics of the inhabitants of Mythic Europe, magi in- lacks the features of informed matter, such a human, an animal spirit has the Character- cluded. Of those few Hermetic magi whose as color, weight, and size, and therefore pro- istics of an animal, and so forth. For plants interest lies with the spiritual world, many duces no sensory species (ArM5, page 75). and spirits of non-living objects, assume that are descendants of Ancient Greek tradi- When magic is used to sense the presence of all Characteristics begin at zero and apply tions, and so much of the common terminol- a spirit (this includes the Supernatural Abil- 7 characteristic points in the usual fashion. ogy of the spirits is derived from the Greek ity of Second Sight), the viewer’s imagina- Note that the physical Characteristics of language. However, magi and wizards alike tion supplies details for the incomprehen- spirits are only used when interacting with from all over Mythic Europe are aware of the sible species supplied by the magic, and so a other incorporeal creatures; spirits must pos- Invisible World, and use their magic to pla- spirit may be perceived by such characters in sess the Donning the Corporeal Veil Power to in- cate, coerce, and exploit the spirits. very different ways. As visual creatures, hu- teract with material beings. mans usually “see” spirits under the influence A spirit occupies no physical space and of such magic, but those with no capacity has no weight; therefore Size is meaningless. to see are not barred from sensing spirits, if Those who are able to sense a spirit perceive Spirits as Characters they have the appropriate magic. For want of it in its natural form, which may be of any a better term, a spirit’s communication with apparent size (although those with a high The body of a spirit is pure form, and in- physical beings is called Silent Speech, for Presence often appear bigger than those with volves no matter. Without the exercise of its such impulses are usually received as audi- a low score in this Characteristic). A spirit supernatural powers, a spirit cannot affect mat- tory species, but it could be interpreted as that adopts a physical form acquires a Size ter in any way; and without magical assistance, smells or feelings on the skin, and still be un- along with its Physical Characteristics (see a material being cannot sense or interact with derstood with no difficulty. the Donning the Corporeal Veil Power, below). a spirit either. Spirits ignore the restrictions of Inherited Virtue: Magic Spirit As noted in the Characters chapter, all spirits have the Magical Air Flaw. In their na- tive form they can sense other spirits without Taxonomy of the Invisible World needing the Second Sight Virtue.

The word spirit (from the Latin spiri- animi in this category; however, where a tus, meaning “breath”) is a general term rule pertains to just one of these beings, Season and Abilities used to describe a being with no mate- we will use the appropriate term. rial existence. However, the term confuses The genii technically include all Simple spirits of material things such as two quite distinct phenomena. There are things that never had a physical existence; plants or elements are often Spring charac- the spirits that were created as such, and but angels and demons are usually consid- ters, as are ghosts who have not yet come the spirits that were created as human but ered separate from genii. Some genii exist to terms with their death. Spirits of more have since ceased to be material beings. in the sublunar regions (the demons and complex concepts and most of the self-aware To distinguish these two, the word ge- the genii proper), and some in the Heav- ghosts are Summer characters. A Daimon is nius (pronounced “GAIN-ee-oos” to dis- ens (the angels). The genii who dwell in never a Spring character, and often of the Au- tinguish this Latin word from the English the Magic Realm itself are powerful beings tumn or Winter season. The Theoi — those word) is used for the former kind, and ani- called Daimons, or Named Spirits; where- spirits who were worshiped as gods — are mus for the latter. In this book, when we as those spirits on earth are of much lesser usually Winter characters. refer to “spirits,” we include both genii and power and are called Airy Spirits. Spirits have little need for Abilities per- taining to physical actions, and rarely have

100 Magic the option to learn Academic or Arcane Abil- ities, so they often have the Reduced Abili- Spirits as a Source of Vis ties Inferiority. Spirits that have the ability to take material form can use any Abilities they The intangible bodies of spirits con- the Beast) for it to be used by a physical be- possess in that form. tain raw vis, typically 1 pawn of an ap- ing. If an Aspect of a Daimon is destroyed, propriate Form per magnitude of their it can choose whether or not to recall the Might, although spirits with a Might less immaterial body; only if the body remains Might and Qualities than 5 do not have sufficient power to rep- does the vis remain. Use of magic that de- resent even a single pawn. If the spirit is stroys the Might of a spirit also reduces The typical Might scores of different slain while in immaterial form, the vis may the amount of vis accordingly, so a spirit types of spirits are listed in the sections be- be automatically distilled into a physi- totally destroyed in this manner leaves no low. Most categories of spirits have a wide cal receptacle; this usually only occurs if vis behind at all. range of Might scores, and so can play po- the spirit has a strong tie to the material The power Donning the Corporeal Veil tentially any role in a saga. world, such as a ghost, a spirit of the el- (see below) creates a physical body, which The incorporeal, immortal, and tireless ements, or a genius loci. Many spirits do if slain contains normal material vis. The form of a spirit does not need to be pur- not have such ties, however, and upon Presence Power (see below) results in vis ac- chased as a Magical Quality. Spirits have no their death the vis remains in non-material cumulating in the spirit’s habitual haunt, capacity to be seen by normal humans with- form, and must be converted to physical and harvesting this vis does not harm the out buying a Power such as Eidolon, and they form (using a variant of Gather the Essence of spirit (although it might annoy it). cannot influence the material world without Powers such as Ghost Touch or Donning the Cor- ery time he is asked to do something com- Personality Trait of the target. For example, poreal Veil. Magical Qualities such as these are plex (something that would involve the use a character ordered to fight is penalized by almost essential for player character spirits. of an Ability, spell, or magical power), dan- his Aggressive Personality trait, but might It is not unusual for the majority of a spirit’s gerous, or which goes contrary to the target’s be aided by his Cowardly Personality Trait. Qualities to be spent on Powers. nature. To break free, the target makes an In- Where multiple traits might apply, use the telligence roll against an Ease Factor equal to one that gives the largest modifier, whether 9 + magnitude of spirit’s Might. This Intel- positive or negative. If the Intelligence roll ligence roll is modified by any appropriate fails, the target must obey the spirit but re- Powers of the Spirits Spirits typically have one to five super- natural powers, and this section details many of the most common ones. General guide- lines for powers can be found in Chapter 4: Magic Characters. Some of these powers are similar to those available to the Forest Spirits in Guardians of the Forests: The Rhine Tri- bunal. The details given here revise and up- date those descriptions. These powers may also be used for creatures other than spirits. Naturally, any power that affects another being must penetrate its Magic Resistance. Powers that are similar to Ritual spells per- manently reduce the spirit’s Might score as well as Might pool; Might Score can be re- stored according to the mechanism detailed in Chapter 4: Magic Characters.

Control Human 2 points, Init equal to Qik, Mentem R: Touch, D: Conc, T: Ind If this power penetrates, the spirit exerts direct control over the target. It can issue commands that the target carries out to the best of his abilities; however, the target can attempt to break the control of the spirit ev-

101 Realms of Power ceives a +1 cumulative bonus to his next at- own death. The body formed with this power a Martial Ability, it can enter combat with an tempt to break the spirit’s control. may have intrinsic powers; a body formed of object when using this power (most weapons ReMe 30 (base 20, +1 Touch, +1 Conc): fire, for example, has the same features as the weigh less than 10 pounds), and uses its Char- Greater Power (30 levels, –1 Might cost, +3 Init) Body of Fire power of fire elementals. acteristics to calculate combat totals as normal. Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, All physical attacks with this power need to Donning the Corporeal Veil +1 requisite): Lesser Power (25 levels) OR penetrate Magic Resistance. The power lasts 5 points, Init equal to Qik – 3, appropri- Cr(Re) Form 25 (base 5, +1 Touch, +2 until the object is released by the spirit. ate Form (Lesser Power) OR Sun, +1 requisite): Greater Power (25 levels, ReTe 25: Focus Power 0 points, Init equal to Qik – 1, appropri- –3 Might cost, +2 Init) ate Form (Greater Power) Manifestation R: Touch, D: Sun, T: Ind Eidolon 4 or more points, Init equal to (Qik Produces and animates a body of flesh, 0 points, Init equal to Qik, Imaginem – Might points spent), Animal or Herbam wood, or elemental matter. A spirit with this R: Touch, D: Conc, T: Ind R: Touch, D: Conc, T: Ind or Group power has a single corporeal form that it can Creates an illusionary form that is visible Manifests the spirit’s consciousness adopt; although some spirits have this power and audible to material beings. The spirit can among animals or plant life it touches, tem- more than once, and can therefore form more create a single form with each version of this porarily granting them a Might score equal than one physical shape, such spirits can still power it possesses. The image can move and to the Might points spent, and controlling only use one body at a time. The body creat- speak as directed by the spirit, and lasts until their actions. It is a Rego Herbam effect of ed with this power has the same physical sta- the spirit has no further use for it. Level 20 to control a plant that is a pace in tistics as the spirit, but can have a maximum CrIm 15 (base 2, +1 Touch, +1 Conc, diameter (costing 4 Might points), and a Size of +1. Creating a larger body requires an +2 move at command, +1 intricacy): Greater Rego Animal of Level 25 to control a single additional magnitude for every additional 3 Power (15 levels, +2 Init, –2 Might cost; 15 creature of Size +1 (costing 5 Might points). points of Size, and thus requires that another levels surplus) For an extra 2 Might points, a group of ten Greater or Lesser Power Magical Quality is standard creatures or plants (or the equiva- bought to account for the additional levels. Ghost Touch lent mass) can be controlled. For each ad- A spirit may maintain the body indefi- Variable cost, Init equal to (Qik – Might ditional 2 Might points spent, the mass of nitely, recreating it every time the duration points spent), Terram creatures or plants controlled is multiplied expires, but it is subject to aging, disease, and R: varies, D: varies, T: varies by 10. The spirit cannot spend more Might deprivation (but not fatigue) just like a living Moves objects that are not held by another points on this power than the magnitude of being. The body lasts until slain or dissolved or fastened down. For 1 Might point, a maxi- its Magic Might. Plants can be animated (see by the spirit. If slain in material form, the spirit mum of 5 pounds can be moved; every addi- Chapter 8: Magic Things, Magic Plants) or (or Aspect) is also destroyed, and the body will tional Might point doubles this weight limit. If made to grow with unnatural speed. For in- contain pawns of vis equal to that within the the item is hurled with force, the spirit requires stance, a patch of weeds can spring up over- spirit’s spiritual form. A spirit whose body is the Thrown Weapons Ability, and it inflicts +5 night, whereas a tree can grow from a seed- sorely injured usually dissolves it to prevent its damage per Might point spent. If the spirit has ing in a month. Humans and other sentient

Daimons

The Daimons, or Named Spirits, em- Score of at least 1. A Daimon is a permanent is ever trapped or bound by magic, and body the elements of creation, from the resident of the Magic Realm and cannot en- the Daimon can escape by discarding the mighty Protogoni and the Intelligences ter the material world; instead, it creates an Aspect. An Aspect cannot appear within of the Planetary Bodies, right down to the Aspect as its agent on Earth. An Aspect may several miles of another Aspect of the same spirits of sacred groves. Ascended Magi and be created or destroyed with a moment’s Daimon, and no Aspect can return to the Heroes of Old (see The Mysteries Revised Edi- thought, and costs no Might points to cre- same location (as defined by the storyguide) tion, pages 137–140) are also included within ate. Each Aspect is like an independent within a day of leaving it. Not all Aspects the Daimons. While they are known as the spirit, with some or all of the characteristics created by the same Daimon need be iden- Named Spirits, this does not mean that oth- and powers of the original spirit, but its own tical; designed for different functions, they er spirits do not have personal names, rather Might score (usually a mere fraction of the might have different powers and Mights. it is the complex series of syllables and rit- parent Daimon), and its own pool of Might An Aspect is a constant Arcane Con- ual gestures that make up a True Name (see points. An Aspect cannot recover spent nection of indefinite duration which is in Spirits and Magic below) that is indicated. Might points, rather it is dispelled when constant mental contact with its Daimon. exhausted and replaced (if necessary) with While an Aspect may be used to target another Aspect. Defeating or destroying spells of Arcane Range against its parent New Virtue: Daimon the Aspect has no impact on the originat- Daimon, few magi have sufficient power to ing Daimon, except perhaps on its disposi- make such spells penetrate the larger Might Free, Social Status (spirits only) tion towards the perpetrators of these acts. of the Daimon itself. A failed attempt to This free Virtue is possessed by all No permanent changes can be made to any target a Daimon in this fashion can prove Daimons. All Daimons have a Confidence Aspect, as they never last. Only the Aspect very dangerous for the impertinent magus!

102 Magic beings cannot be controlled by this power. Magic regio forms at a part of the landscape This power is particularly suitable for genii inhabited by the spirit. The regio has a single Airy Spirits loci, who are considered to be touching any layer, which has a Magic aura 1 point higher plants or creatures within their domain. than the Magic aura of the landscape from The Airy Spirits are native to the mate- ReHe 20 or more (base 10, +1 Touch, which it came (an aura of 1 forms if there is rial world, unlike the Daimons that reside in +1 Conc) or ReAn 25 or more (base 15, +1 no supernatural aura or a Divine, Faerie, or the Magic Realm. While they can be con- Touch, +1 Conc): Focus Power x 2 Infernal aura). This power can be used more ceivably found anywhere, in a Magic aura than once to create additional layers to the the air swarms with these spirits (thus their Material Anchor regio; each additional layer has an aura 2 name), but since they have little interest in 1, 2, 3, or 4 points, Init equal to (Qik points stronger than the previous layer, up to the doings of material beings, their presence – 2x Might cost), Vim a maximum of 10. The contents of each layer usually goes unnoticed. In a Magic aura or R: Touch, D: Mom, T: Ind, Ritual are determined by the spirit, but are always a regio, an Airy Spirit might be present in This ritual-like power either forms an strongly related to its nature. The spirit con- any or every object, much as angels are re- Arcane Connection to a particular person trols access to the different levels of the re- sponsible for the minutiae of things in the or place, or makes an object into an Arcane gio, and can make an effective trap or hiding Dominion (see Realms of Power: the Divine, page Connection to the spirit itself. If the connec- place by retreating to the second or greater 21, Angelic Minutiae). They may be respon- tion is to last for hours or days, then it costs layer and sealing the first layer entirely. Might sible for the effects that such places have on just 1 point; a connection that lasts for weeks points spent on this Ritual Power are perma- humans: the intensity of colors, the perfu- or months costs 2 points; years or decades nently removed from the spirit’s Might Score sion of a particular emotion, and the inten- costs 3 points; and indefinite Arcane Con- as well as its Might pool. sification of experience in general. The Airy nections cost 4 points. The spirit must be in No Hermetic equivalent: Ritual Power x 3 Spirits are individually unable to cause these the physical location of the object it is mak- effects (many have a Might of less than 5), ing into an Arcane Connection, and must Stasis and often go unnoticed due to their inabil- penetrate Magic Resistance as usual. 10 points, Init equal to (Qik – 20), Vim ity to impinge on the material world without No Hermetic equivalent: Ritual Power R: Touch, D: Mom, T: Boundary, Ritual expending their power. Nevertheless, their The spirit can cause a defined area with presence can be felt in an undefinable way, Presence a Magic aura, such as a cave, a glade, or a re- and contribute to the sense of wonder en- 0 points, constant, Imaginem gio level to become so remote and closed off gendered by the Realm of Magic. R: Arc, D: Sun, T: Ind from the outside world that the passage of Some scholars contend that the act of Grants awareness of everything that hap- time itself is altered. A mortal resident here summoning an Airy Spirit is tantamount to pens within the bounds of a specific domain still makes Aging rolls as normal, using the the creation of that spirit, and that it did not chosen by the spirit. In essence, the spirit is Aura strength as a Living Conditions modi- exist before the summons. The contrary argu- coterminous with its associated landscape fea- fier. However, any aging points are applied ment to this is that Airy Spirits are naturally- ture, so it is present simultaneously everywhere to the character as Warping points instead. occurring spiritual embodiments of material within its boundaries. Double the Might of a An aging result that results in either suffi- things. Naturally, it is impossible to demon- spirit with this power for the purposes of cal- cient aging points to reach the next level of strate the truth of either position, for the very culating Tether Strength (see Formation of Decrepitude or a Crisis, instead inflicts suffi- act of perceiving a spirit under the second Magic Auras). The spirit’s Might score deter- cient Warping points to reach the next level view would create it under the first view. mines the size of area possible: a Room (5–10 of Warping Score. Magi must still check for Might), a Structure (15–25 Might), or a stan- Twilight if they suffer two or more Warping dard Boundary (30+ Might). For Daimons, points as a result of aging in this manner. every 5 Might above 30 adds 1 size modifier The character’s perception of the passing Florae and Fauni to the base Boundary; an Airy Spirit or animus years and memories of his prior life gradu- can only ever control a base Boundary, regard- ally become hazy. Keep track of the total Magic Might: 1 – 25 (Herbam or Animal) less of Might. The area controlled by the spirit number of Warping points gained instead Typical Powers: Donning the Corporeal can produce a yearly harvest of (Might/10) of aging (rather than from other sources); Veil; Guide; Manifestation; Master of (Form). pawns of vis of an appropriate Form, which if 50 or more points are accumulated in this manifests as physical objects within the con- manner (equivalent to a Decrepitude of 4 or The Airy Spirits that attend living be- trolled region. Harvesting this vis does not more), the character cannot leave a Magic ings are called fauni (for creatures, singular erode the spirit’s Might. This power is pos- aura without dying from the sudden accumu- faunus) or florae (for plants, singular flora). sessed by all genii loci, and many ghosts. lation of his missed years, but he can move Fauni are occasionally called satyroi (which InIm 35 (base 2, +4 Arc, +2 Sun, +1 from the protected area as long as he remains confuses them with a type of faerie), and constant effect, +1 non-Hermetic effects): within a Magic aura. This might allow for most often appear to those with Second Greater Power (35 levels, –3 Might cost) legendary figures from centuries past to still Sight as male animals or hybrids of animal endure, hidden deeply in a secret location and man. The florae are also called nymphae Regio and protected by a powerful spirit. Might (again, a name also used for certain faeries), 15 points, Init equal to (Qik – 30), Vim points spent on this Ritual-like power are and appear in female form with clearly veg- R: Touch, D: Mom, T: Boundary, Ritual permanently removed from the spirit’s Might etative features. These shapes are just mirrors This power is only suitable for spirits with Score as well as its Might pool. of the observer, so a male observer might see the Presence power. Upon using the power, a No Hermetic equivalent: Ritual Power x 2 a flora as a feminine version of his own face,

103 Realms of Power whereas a faunus would appear as an animal- Personality Traits: Cheerful +3, Curious +2, Spirits of the Elements istic version of himself. Bulrush +3* Each represents an individual living being; Abilities: Charm 1 (swimmers), Local Area thus it might be the spirit of a singular tree in Lore 4 (river), Magic Lore 2 (water spir- Magic Might: 1 – 25 (appropriate el- a forest, an individual stag, or even a specific its), Swim 4+2 (close to shore) emental Form) pack of wolves. The purpose or functioning Powers: Typical Powers: Crafter of (Form), Don- of these spirits — if indeed they exist prior Eidolon, 2 points, Init 0, Imaginem: See Com- ning the Corporeal Form, Ruler of (Form). to being detected by magic — is unknown. It mon Powers, above. is possible that every living creature has such Master of Water, 1 point, Init +3, Aquam: du- Often confused with elementals (see a spirit within it, and some believe that these plicates any non-Ritual Perdo or Muto Chapter 8: Magic Things, Elementals), the spirits fulfill the function of the animus within Aquam of 5th level or below, at a cost of spirits of the elements represent specific in- these beings. Most fauni and florae possess 1 Might point. PeAq or MuAq 5: Focus dividual non-living objects. Thus the hearth Cunning rather than Intelligence. Power (5 levels, +4 Init) fire of a great hall might have its own spirit, Vis: 1 pawn of Herbam, in the head of the as might the flagstones, the water in the well, bulrush it inhabited and so forth. A spirit of an element can be The Flora of a Bulrush Appearance: To those who can see it, this present in any matter that is still in its natural spirit appears as a young naked girl pad- form: dressed stone will still possess a spirit, Magic Might: 5 (Herbam) dling in a stream, her hair piled high on but metal that has been extracted from ore Season: Spring top of her head like the distinctive head and formed into a ring will not. Further, a Characteristics: Cun 0, Per +2, Pre +2, Com of a bulrush. spirit of an element resides in a single indi- +2, Str –1, Sta –1, Dex +2, Qik 0 vidual object: a wall does not have a spirit, Virtues and Flaws: Magic Spirit; Puissant This spirit can be found near the river’s but each individual stone might. Spirits of Swim, Gossip edge, close to the rushes that gave her birth. the elements are therefore much more com- Magical Qualities and Inferiorities: Focus She is a playful creature, and uses her power mon than elementals, for they do not require Power (Master of Water); Improved to make minor changes to the flow of the the same purity of raw matter. Characteristics, Lesser Power (Eidolon) river around her home. The Might of a spirit is closely tied to the size and importance of the object to which it is tied; a megalith from a stone circle, or the spirit of the sacred flame on a pagan altar will both have much higher Magic Might scores than a simple boulder or candle flame. A ma- gus can use a spell that allows him to talk to a physical object (such as Stone Tell of the Mind That Sits) to communicate with the Airy Spirit of that object instead (if Penetration exceeds the spirit’s Might, of course). The conversations that the magus has with these spirits is very much colored by their unusual ways of looking at things. Spirits tied to the Art of Terram make up the bulk of these spirits; they are usually interested in hardness, rigidity, and perma- nence. They easily ignore soft, impermanent things like humans, but will take careful no- tice of the exact composition and form of their arms and armor. Spirits tied to the Art of Aquam are in- terested in the coagulation and mixing of in- dividual elements to make a whole, and may fail to recognize individuals in a group while immediately grasping the bigger picture. A group of armed men is clearly an object of war to one of these spirits, but they may not rec- ognize that it is made of different individuals. Spirits tied to the Art of Auram are con- cerned with flexibility and malleability, and are fascinated with change. They recognize the impermanence of objects, and are keenly tied to perception of change and time. They might describe a dog as “the-thing-that-was-

104 Magic once-a-puppy-but-is-not-yet-worm-food.” Spirits associated with the Art of Ignem are Airy Spirits Story Seeds interested in separation and the maintenance of individual identity. They are good at rec- The Menagerie become lost as the echoing voice leads ognizing specific individual objects that might them further into the maze of tunnels. appear identical to a person, and will often The Airy Spirits of creatures and When they try to turn back, part of the speak in terms of the components that make plants are relatively weak, but what would ceiling collapses, trapping them in an iso- up an object, rather than considering it to be happen if a multitude of them worked lated chamber with no escape. a whole. An animal is a collection of bones, in concert? A magus decides to test this organs, humors, and flesh, for example. idea, and begins collecting florae and fauni from across the countryside. Soon, A Self-Important Spirit however, even the local villagers begin to Imagines, the Spirits notice a dampening of vibrance, as if an A particularly arrogant magus with undefinable gloom hangs over the land. the Mistaken Identity Flaw has unknow- of Sensation Meanwhile, how long can the captive spir- ingly generated a spirit of emotion — that its survive away from their natural places, of his own sense of self-importance. The and what effect does the magus hope to eidolon thinks that it is improving the lot Magic Might: 1 – 20 (Imaginem) achieve with them? of its “twin” by interfering in his affairs and Typical Powers: Crafter of Images, Mas- raising his profile, but in actual fact it is tery of (particular species), Ruler of Images merely antagonizing his allies with its ar- Trapped! rogant manner. These unusual spirits (singular imago, meaning “semblance”) are the embodiments An apprentice and one of the grogs of the sensory species. Thus, the species of are sent out to collect vis from a usually The Woes of the World vision produce a spirit of the redness of an reliable source located in a system of caves apple, a spirit of the shine of polished silver, nearby the covenant. Once they enter Porphyrion of Tytalus claims to have and so forth. The species of hearing have the caverns, they begin to hear strange found the jar of Pandora underneath the imagines for each individual musical note, as pleading calls to them, crying out their Senate in Rome. Was Rome’s power derived well as spirits of more general sounds such names and weeping — little do they real- from control over the lugra? Presuming that as howling or crashing. The spirits of taste ize that the sounds are created by a bored the jar he owns is really what he claims, represent sweetness, saltiness, sourness, zwergenstimme imago who wants only to what does Porphyrion — last spotted in meatiness, and the like. There are spirits for “play” with them. They follow, but soon Paris — intend to do with the jar now? each individual smell — primroses, the earth following rain, and the stench of rotting flesh, for example — and for textures such Magical Qualities and Inferiorities: Greater er (20 levels, –2 Might cost, +4 Init) as knobbly, furry, and sharp. The weakest of Power (Presence), Focus Power (Ghost Presence, 0 points, constant, Imaginem: see these spirits represents a specific incidence of Touch), Focus Power (Master of Sound), above for the power description. The a species, whereas those of Might 10 or more Greater Power (Bring Down the Roof) echo spirit can haunt a series of caves represent more-general qualities. Depending Personality Traits: Mischievous +3, Echo (constituting a Structure). See Common upon one’s point of view, Airy Spirits may be +3* Powers for more details. created every time a sensory species comes Reputations: Murderous 1 (Local) Ghost Touch, variable cost, Init +3 – Might into existence (and likewise destroyed when Combat: points spent, Terram: the spirit can hurl the species does), or they may be attracted Thrown Rock: Init +3, Attack +4, Defense n/a rocks at enemies. It uses the combat to the presence of such species. Damage +5 scores listed above, but each attack costs Spirits of sensation commonly have a Abilities: Awareness 4 (sounds), Folk Ken 1 Might point. See Common Powers of Power that replicates a specific effect rep- 1 (fear), Guile 1 (mimicry), Music 2 Spirits for more details. resenting their particular sensory species: a (echoes), Thrown Weapon 4 (rocks) Vis: 3 pawns of Imaginem, as an immaterial spirit of the smell of rotting flesh might du- Powers: echo plicate Stench of Twenty Corpses, for example. Master of Sound, variable points, Init +5 Appearance: An echo. This spirit appears – Might cost, Imaginem: the spirit can only as auditory species to those with duplicate any non-Ritual spell involving Second Sight Zwergenstimme Imago sound up to Level 15, at a cost of 1 Might Point per magnitude of effect. (Te)Im15: This spirit of an echo lurks in caves Magic Might: 15 (Imaginem) Focus Power (15 levels, +2 Init) or ravines. Its name literally means “dwarf Season: Spring Bring Down the Roof, 2 points, Init +3, Terram: voice” in German, and these spirits have Characteristics: Int 0, Per 0, Pre –1, Com the Zwergenstimme can cause the roof been known to mislead lost humans by +4, Str 0, Sta –1, Dex 0, Qik +3 of a cave to collapse, crushing any within “playing” with them. The spirit certainly Virtues and Flaws: Magic Spirit; Great it. This causes +20 damage, and seals the has no intent to harm; it doesn’t even un- Communication, Improved Characteris- exit from the cave. PeTe 20 (base 3, +1 derstand what harm is. tics, Sharp Ears Touch, +2 Room, +2 Size): Greater Pow-

105 Realms of Power Eidolons, the Spirits The Spirit of Self-Importance Spirits of Place, of Emotions Magic Might: 10 (Mentem) Genii Loci Season: Summer Magic Might: 5 – 30 (Mentem) Characteristics: Int 0, Per +1, Pre +3, Com Magic Might: 15 – 45 (Herbam, Aquam, Typical Powers: Possession, Mastery of +2, Str +1, Sta +2, Dex +1, Qik +1 Terram; more rarely Auram). Those with a (specific emotion) Confidence Score: 2 (6 points) higher Might score tend to be Daimons. Virtues and Flaws: Magic Spirit; Self Confi- Typical Powers: Creator of Plants, Wa- Humans who come into contact with dent; Meddler (Minor) ters, or Earth; Guide, Manifestation; Pres- strong magic sometimes unconsciously create Magical Qualities and Inferiorities: Greater ence; Ruler of Plants, Waters, or Earth. Fur- spirits that embody their emotions or memo- Power (Gift of Self Assurance), Greater ther, all genii loci possess the Ways of the ries. Some magi have discovered that a person Power (The Preening Peacock); Lesser (Land) Virtue. who is experiencing a strong emotion, or else Power (Donning the Corporeal Veil), has a strong memory of emotional importance Minor Virtue: Improved Characteristics Genii loci are the spirits of natural fea- to them, can serve as an Arcane Connection x3 tures, and are among the most powerful of to an eidolon of that emotion, which can be Personality Traits: Proud +3*, Envious +2 all Airy Spirits. Some achieve the status of used to summon that spirit to the service of Abilities: Carouse 3 (inflating self impor- Daimon by embodying a landscape feature the magus (see Magic and Spirits, below). tance), Charm 4 (enemies), Craft Sto- that has particular individual resonance. Further, a person who visits the Magic Realm, ries 3 (about self), Etiquette 4 (mak- One hill among many might have an at- particularly the Sphere of Mentem, might ing self look better), Folk Ken 4 (the tendant Airy Spirit, but if that hill stands leave behind these eidolons, and occasionally character that originated it), Guile 4 out from all the others, because of its dis- these spirits can return to earth. (exaggeration), Intrigue 4 (setting al- tinctive shape or location, then it could A Major Personality Flaw can generate lies against each other), Leadership 4 well be a Daimon. In Ancient Greece, ge- a spirit with a Magic Might of 30. Minor (those of lower social status), Penetra- nii loci received different names according Personality Flaws attract a spirit of Might 20. tion 3 (Mentem) to what type of landscape they inhabited: Otherwise, the spirit has a Might equal to Powers: Okeanides and inhabited the seas (5 x Personality Trait). Negative Personal- Gift of Self Assurance, 1 point, Init +2, Mentem: and the rivers, Oreades inhabited hills and ity Traits cannot be used to summon a spirit the spirit donates a Confidence point mountains, Dryades inhabited forests, and of that emotion, but can summon a spirit of from its own store to assist any single were the spirits of specific winds. In the opposite emotion. Note that the spirit of action of its target. This action, if it suc- other lands they received different names; wrath would be a very powerful Daimon in- ceeds, must make the character seem in Germany, genii loci are called Landwich- deed; more-common eidolons are the spirits more competent in the eyes of others; ten (Land-wights in English), whereas to of a person’s wrath, rather than the tutelary this power doesn’t work if the affected the Norse they are Landvaettir. spirit of the emotion as a whole. Those who character is alone. CrMe 10 (base 4; +1 At first glance, genii loci appear similar can see spirits report that eidolons appear Touch, +1 Conc): Greater Power (10 to the spirits of elements or plants, but there in human form, a simulacrum of the spirit’s levels, –1 Might cost, +3 Init, 10xp in is an important difference. A genius loci is “owner,” but expressing a caricature of the Penetration) not the spirit of a particular object, but in- emotion on its face. The Preening Peacock, 1 point, Init +0, Imagi- stead the place where that object rests, its nem: the Presence of the touched target locus. The spirit actually inhabits its locus is temporarily raised to be one point using the Presence power. A flora might Spell Spirits higher than the highest Presence among reside in a single tree, whereas a genius the target’s companions. This power lasts loci might be simultaneously present in all Initiates into the Mystery of Her- until the target looks foolish in front of trees in a forest. A genius loci cannot stray metic Theurgy (The Mysteries Revised his peers, such as by failing in an impor- from its locus anymore than a person can Edition, Chapter 9) can summon spirits tant task. It can only be used once on stray from his skin; the two are inextricably with the sole power of duplicating the any given being. MuIm 15 (base 3, +1 linked. A genius loci is fiercely protective of effects of a specific spell, or a particu- Touch, +1 Sun, +1 complexity): Greater its locus, and the plants and creatures who lar Form. A spell spirit has a Might at Power (15 levels, –1 Might cost, +2 Init, dwell within it, and will use its powers to least equal to the level of the spell, and 20xp in Penetration) ensure that the locus is not harmed. Some, the duration of the summoning spell Donning the Corporeal Veil, 5 points, Init – 2, particularly Daimons, are also the protec- determines how long the spirit attends Corpus: the spirit manifests with the tors of the people who dwell within their the theurgist, ready to use its power on physical Characteristics given above. locus, and may have the Grant (Virtue) his command. It is a contested point as See Common Powers for more details. power to empower their chosen humans. A to whether these spirits form a class of Vis: 2 pawns of Mentem, as an immaterial genius loci, depending on its nature, may their own, or whether they are variants corpse consider the spirits of the objects and liv- of the other groups of Airy Spirits, but Appearance: This spiritual copy looks like ing things within its locus to be its children only Theurgists have any interest in the person’s idealized perception of him- or its subjects; or else it might drive them such fine points of spiritual taxonomy. self; straighter, taller, more handsome, away or imprison them, leaving itself the and in better clothing. sole spiritual occupant of the locus.

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Jinn The Jar of Pandora Magic, Faerie, or Infernal Might: 10 – 40 (Herbam, Aquam, or Terram) But abhorred (Strife) bore painful Po- The children of Eris were imprisoned Typical Powers: Those of other genii nos (Toil), and (Forgetfulness), and in a jar to keep them from mankind, but loci, as well as Donning the Corporeal Veil (Starvation), and the Algea (Pains), the Hysminai the fatally curious Pandora opened the (often more than once, for both human and (Fightings) and the Makhai (Battles), the jar, releasing the lugra onto the earth. animal forms) (Murders) and the (Manslaughters), Only (“Hope”) remained in the jar, the Neikea (Quarrels), the Pseudologoi (Lies), the so humankind retained access to this be- The jinn (singular jinni) are a variety Amphilogiai (Disputes) and (Lawless- ing’s gifts. Many magi and sorcerers have of genii loci native to the scorched lands ness) and Ate (Ruin), who share one another’s na- sought out the infamous jar of Pandora, of Persia, the Holy Land, North Africa, and tures, and (Oath) who does more damage believing that it can bind the lugra to the Iberia. Each jinni is associated with a spe- than any other to earthly men, when anyone, of his will of its possessor; or, more altruistical- cific landscape feature, such as a sand dune, knowledge, swears to a false oath. ly, recapture the lugra and free mankind a pool of water, a grove of palm trees, and from their ills. so forth. Jinn can be aligned to either the — Hesiod, “Theogony” 226 Magic, Faerie, or Infernal Realms, and it is the Faerie jinn who are most familiar to the Arab people. These spirits have accepted the ful counterparts to the lugra were summoned collection of elements that is called a river. faith of Islam, and uphold its tenets by offer- to Mount Olympus by the Gods, which is An Aspect of the Daimon may be manifest ing succor to devoted Muslims in their desert why such beings are more wise, beautiful, within the mundane river itself, to reinforce paradises. Infernal jinn desire only the wrack and long-lived than mankind. Some Chris- the connection. and ruin of mankind, and are evil spirits that tian magi believe that the lugra were created Each Aspect of a Daimon should be cre- haunt the wild places of the earth. The magi- when God pronounced his curse on Adam ated as if it were an independent spirit. It has cal jinn, referred to as “pagan” by humans, in and cast him from Eden. Regardless of their its own Might score (which can be up to or actual fact express no interest in humans or source, the lugra are the spirits of old age and equal to the Daimon’s Might score), and its their religions. disease, arguments and guile, hard work and own Virtues and Flaws, Magical Qualities Every jinni, regardless of Realm affilia- futile effort. and Inferiorities, and Abilities. tion, shares the same Greater Malediction — when it willingly enters a bargain, it is bound to the agreed terms unless its partner reneges first. A magical jinni enters a bargain such Theoi as this so that it may see the world; unique among genii loci, a jinni can transfer its locus The Named Magic Might: 30 – 50 (Vim) temporarily to its partner in a bargain, and Typical Powers: Any leave its landscape feature behind. As soon Spirits as the bargain lapses, however, it returns to The Theoi (“gods” in Greek) is an infor- its locus and must remain there until another The Named Spirits are all those genii mal title given to the most powerful of the bargain can be forged. who possess the Daimon Virtue; they are Daimons. This group were rarely included considered to be of a different class than in the most popular of a pantheon; the Airy Spirits. Daimons draw power from instead they performed auxiliary roles as their True Names (see below, Arcane Con- aspects of nature, dispensers of justice, and Lugra, Spirits nections, True Names and Synthemata), and embodiments of cultural aspects. They were of Hardship interact with the mundane world through always distant from both the Faerie gods and Aspects. All the game statistics for spirits in humankind. Fundamentally, spirits of Magic this section represent Aspects rather than do not care whether they have worshipers Magic Might: 5 – 20 (Vim) the Daimon itself, which usually has a much or not, and so they were rarely at the center Typical Powers: Possession and Mastery higher Might. of a pagan cult. For example, the myths of of (a specific hardship) Daimons dwell within the Magic Realm, Ancient Greece are poorly remembered in and only send Aspects of themselves to earth. Mythic Europe, but most scholars have basic The lugra (meaning “banes”), or kako- Each Daimon is the spiritual reflection of an familiarity with the major characters. How- daimones, are the spirits of the hardships aspect of the mundane world, as it appears in ever, it is minor characters such as , of life that inflict mankind. Often mistaken the Magic Realm. For example, the Daimon , and who fill the ranks of for demons, these spirits gain no satisfac- of a specific river resides in the Magic Realm, the Theoi; not or his siblings and chil- tion from their efforts, and do not target mostly partaking in its Aquam aspect, but dren. Also among the Theoi are those spirits individuals for any particular reason. A lu- also involving elements of Animal (the ani- who have attracted a cult because they rep- gra has a parasitic existence, inflicting its mals that live within it), Herbam (the plants resent an ideal; some Flambeau magi con- particular brand of misery on its randomly that grow in it), and Terram (the river banks sider Mithras, the warrior god of the Roman chosen host before moving on to another. and river bottom). As a whole, the Daimon legions, to be a Theos representing honor Greek legend recalls how the kind and help- is the most perfect reflection of the mundane and loyalty, the perfect soldier.

107 Realms of Power

mankind, see The Mysteries, Revised Edition, Genii, Gods, and Worship page 57.

The majority of gods are Faerie pow- The governance of creation still flowed ers, not Magical ones. Some faeries ac- through the imprisoned spirits, but it was Interplanetary Magic tively crave human adoration; their entire directed by the new gods who used it to existence may well depend upon it. This the benefit of their worshipers. It is rumored among theurgists that intense fascination with the mortal world Despite the Titanomachia, some during particularly fortuitous celestial con- makes them far more likely to be at the cen- Daimons have had mortal cults or religions, junctions when a given is in ascen- ter of a pagan cult, either past or present. and some of these even persist in Mythic dance, then an Aspect of the corresponding Some theurgists claim that Magical spirits Europe. Genii are indifferent to man; if a spirit can perform feats of magic with power control the cosmos, ordering and running human discovers a spirit and offers it wor- matched only by that of the Divine. They it according to Divine plan. It’s said that ship, the spirit will rarely care enough to re- believe that the Astra Planeta form a bridge long ago some of these spirits — the first fuse. Over time, it may even see the benefit between the material world and the celestial faeries — found that the worship of man- of having a mortal cult and offer advantages bodies across the Limit of the Lunar Sphere. kind could give them power beyond their to its most devoted followers, starting a re- At such times, it is said, Helios could bring allotted span, and they became the first ligion. The major benefit of worshipers, at the dead back to life, or could rain gods. In a conflict called the Titanoma- least for the lower classes of spirits, is that down Parma-shredding fire. Tales are told chia (“War of the Titans”), the Faerie gods human devotion can provide them a name, that Islamic sorcerers have used such powers staged a coup and ousted the uncaring and elevating them to the status of a Daimon. against Hermetic magi in the past, and the aloof spirits of Magic from the thrones of The formation of a new cult to a Magical fear that they will do so again has left the the world. Zeus and his brothers bound spirit is unusual these days, with the Do- Order suing for peace with these wizards. the Titans in the underworld; Odin and minion spread as it has over the face of the his brothers formed the habitable world earth, but it is not unknown. Note that as from the bodies of the slain Jotnar; and the well as Faerie and Magic pagan gods, there The Leti Children of Danu drove the Fomoire to are also demons who pose as gods to cor- the underworld beyond the Ninth Wave. rupt their followers through idolatry. Magic Might: 20 – 30 Typical Powers: Mastery of Pain, Ma- mals, knowledge, travelers, and stories. terial Anchor, Ruler of Flesh, Sight Beyond Astra Planeta Eosophoros or Al-Zuhara (Venus): Rules Sight, Touch of Death (As Clenching Grasp of the over amusement, chivalry, dances, jewels, Crushed Heart, but R: Touch, costs 6 Might) Magic Might: 40 (Vim) poets, and romance. Typical Powers: Eidolon; Guide; Mate- Pyroeis or Al-Mirrikh (): Rules ac- A Letum is a spirit of death, and they rial Anchor; Sight Beyond Sight; multiple cidents, dangerous animals, monsters, come in a number of varieties, each with its versions of Master of (Form). swords and armor, hunting, fire, and war. eponymous leader. The (lead by Ker) or Al-Mushtari (Jupiter): Rules are the spirits of violent death, personifying Among the most powerful of the Named clergy, monasteries, law, pilgrimage, sci- death in battle or by accident. The Thana- Spirits are the Astra Planeta, or the planetary ence, and treasure. toi (lead by ) represent a peaceful spirits. The celestial spheres that bear the sev- Phainon or Zuhal (): Rules darkness, death, whose touch is gentle. The Akylides en are linked to the Realm of Magic death, enemies, loss, outlaws, secrecy, (lead by Akhlys) are the dismal green daugh- through these spirits, although everything be- prisons, and sorrow. ters of poison and disease, and the Moroi yond the sphere of fixed stars is purely Divine. (lead by ) lead the doomed to their These seven spirits rule not only the physi- For more correspondences for the plan- fated demise. To those who can see one, a cal planets themselves and their motions, but ets, and the sort of powers they might grant Letum appears as a winged human entwined also the effects that they have on the sublunar realm. The planetary spirits were known and studied by the Greeks, who learned the science Story Seed: A Faerie Apotheosis of astrology from Ancient Babylon, but they are also well known to the wizards who dwell Ledea of House Merinita started a heal- that if the Church starts to burn “witches,” in Arab lands. The seven Astra Planeta are: ing cult around the spring of an Airy Spirit, the spirit might start to care enough about and has already gathered a number of devo- its devotees to intervene, which Ledea be- or Al-Qamar (the moon): Rules com- tees, mainly midwifes and expectant moth- lieves might precipitate a conversion of the moners, fertility, fruitfulness, rainfall, sail- ers. The spirit has since become a Daimon Magical spirit into a Faerie being. Servants ors, , and feminine energy. through this cult, and now enjoys the ser- of the characters could become victims of Helios or Al-Shams (the sun): Rules over vice that her followers offer her. However, Ledea’s machinations, or they might be left droughts, fathers, life-giving healing, the local clergy object to the rise of pagan- with clearing up the pieces when her plan masculine energy, heat, and royalty. ism among the women of the region; this comes to fruition. Stilbon or ‘Utarid (Mercury): Rules over too is at the instigation of Ledea. She hopes falsehoods, gardens, scribes, small ani-

108 Magic

with serpents; the violent ones are blooded godhood. For more information about such involvement in the lives of mortals. No sor- and hideous with the feet of raptors, whereas Daimons and their cultic practices, see The cerer has ever succeeded in summoning or the Thanatoi and Moroi are usually pleasant Mysteries, Revised Edition. channeling any of these “First-Born.” in appearance but with mournful faces. Ghosts are another example of spiritual The Kosmokrators are the governors Perhaps the most famous among the Leti beings who were once human. Strictly speak- of the Magic Realm, the active counterparts are the Erinnyes, chthonic spirits who avenge ing, ghosts and other transformed humans to the passive Protogonoi; for example, the crimes against the natural and moral order are not Daimons unless they have undergone dominance of the Protogonos of Day passes with a vengeful death. These spirits use the apotheosis, but neither are they Airy Spirits, to the Protogonos of Night under the aus- Material Anchor power to mark their prey, then for they bear unique identities. For more in- pices of a Kosmokrator of Time. While these hound and torment them with their other formation on these beings, see Ghosts, later entities may be considered spirits, their pow- powers before ensuring an unpleasant death. in this chapter. ers are so vast that they transcend categori- zation. In days past, it is rumored that the Kosmokrators walked the earth in immense material form, and were called Titans by the Other Daimons Greeks; Jotnar by the Norse; Fomoire by the Celts (see Chapter 5: Magic Humans, Teletarch, or “Master of Perfection” is a Primal Spirits Giants). Theurgical legends state that the catch-all term used by theurgists to describe Kosmokrators were deposed by the Faerie powerful embodiments of a concept or phe- Magic Might: Kosmokrators 50 – 75 gods and imprisoned (see Genii, Gods, and nomenon, but they are not “gods.” Some (usually Vim); Protogonoi 75 – 100 (Vim) Worship, above), and now their power is Teletarchs were once Airy Spirits (or even Typical Powers: Any, perhaps all. channeled by the upstarts who suborned humans) who earned a Name and became their thrones. There are some brave (and elevated to this lofty status within the Magic The Protogonoi are the most primeval of powerful) magicians who have managed to Realm. Others are dread concepts that man all spirits, governing immense concepts such contact these spirits in whatever underworld has always known about, but avoided so as as sky, the waters, love, the abyss, and earth. they now inhabit, and have found them ea- not to attract their attention. They are said to be echoes from the Words ger to escape their imprisonment and once Some Daimons were once human. An of Creation, pure spiritual reflections of the more walk upon the earth. Some of these animus may become a Daimon through a newly created world, stored in the timeless spirits claim to have made the world and all process called apotheosis; and many mys- record of the Magic Realm and made mani- within it, although few place any credence tery cults have as their ultimate goal the fest of spirit. These are the mightiest crea- in such tales. elevation of a being to this state of near- tures of magic, and have the least interest or

109 Realms of Power into the Mystery of Hermetic Spirit Magic, Spirits and Spirits a magus can use the Might of an Airy Spirit to maintain the duration of a spell indefi- Non-Hermetic Magic nitely, or drain a spirit’s essence to empower and Magic ritual effects in enchanted devices (see The The Goetic Arts form the basis of non- Mysteries Revised Edition, Chapter 8: Hermetic Hermetic magic used to summon and control This section summarizes information Spirit Magic). spirits from any of the three earthly Realms. from published sources about spirit magic. Hermetic magic is not so proficient at There are four Goetic Arts — namely Sum- Hermetic spirit magic and theurgy is de- summoning the Aspect of a Daimon. While moning, Ablating, Binding, and Command- tailed in The Mysteries Revised Edition (particu- all Hermetic magi are capable of inventing a ing — all of which are Major Supernatural larly Chapters 4, 8, and 9); whereas non- ritual spell to summon a specific Daimon’s As- Virtues and are advanced as Arts. More in- Hermetic summoning and controlling spirits pect, they can only do so if they have a Labo- formation may be found in Realms of Power: can be found in Realms of Power: The Infernal ratory Text or a teacher who already knows The Infernal, Chapter 11: Ars Goetia. (particularly Chapter 11). the spell. Further, the spell of the non-theur- The Goetic Art of Summoning may gist must have a base level equal to twice the be aligned to the Magic, the Faerie, or the Daimon’s Might. Non-theurgists generally Infernal Realm, and is used to call spirits need to use Wizard’s Communion to achieve suf- to the sorcerer’s location. The Arts of Ab- Spirits and ficient Penetration for such a spell to work. lating, Binding, and Commanding are all Hermetic Magic Those who have been Initiated into the Mys- aligned to the Infernal realm. The practi- tery of Hermetic Theurgy can invent these tioners of these magics need not be evil, spells without needing a Laboratory Text or but the nature of these Arts taints any work All magi can summon and control Airy a teacher. Further, a Hermetic Theurgist need done with them. These Arts steal power Spirits using the Art of Rego as part of stan- not have such a powerful initial spell; instead from spirits, force them into objects or be- dard Hermetic Theory. These spells require they may repeatedly cast a ritual spell of ings, or demand obedience from the spirit, an Arcane Connection; but due to the nature lower level (and thus higher Penetration) and respectively. of Airy Spirits, this is usually easy to come achieve success through persistence rather Other traditions of wizards who control by. The spell to summon an Airy Spirit re- than raw power. Hermetic Theurgists may spirits may be found in future sourcebooks quires only Duration Momentary (see The also research and use synthemata to improve for Ars Magica Fifth Edition. Mysteries Revised Edition, page 29). Some magi Penetration totals (see The Mysteries Revised Edi- have preserved secrets of spirit magic from tion, Chapter 9: Hermetic Theurgy for more their non-Hermetic roots; once Initiated details on the abilities of these magi).

Arcane Connections, True Names, and Synthemata

At first glance, spirits would appear to Material Anchor power. You receive one free experience point in not produce Arcane Connections, having A True Name is a secret name that is the (Realm) Lore whenever the character no solid bodies with which to generate an expression of the spiritual essence of an learns a True Name completely. them. However, any worldly representation entity; a special formula of strange incan- Synthemata are signs, symbols, or pass- of an Airy Spirit acts as an Arcane Connec- tations and gestures that takes only a few words that link a magician to a supernatu- tion to that spirit. For example, a fire acts moments to recite, but is difficult to learn. ral creature; any being with a Might score as an Arcane Connection to the Airy Spirit A True Name is an Arcane Connection of has synthemata, regardless of whether they of that fire. A courting couple may be used indefinite duration, and is often the only also have a True Name. Theurgic spells in- as an Arcane Connection to the spirit born Arcane Connections possible to a Daimon. clude these magical words in the formula of of their love, and so forth. The physical Only creatures with a Might score have incantation; while granting no actual pow- location of a genius loci is an Arcane Con- a True Name, but not all creatures with a er, they are necessary for the correct op- nection to that spirit, regardless of whether Might score do. All demons, angels, and eration of this magic, and remain a secret it is a Daimon or Airy Spirit. Spirits using Daimons have a True Name, as do other of the craft. Some magi and hedge wizards the Material Anchor power may intention- intelligent entities with a unique personal- have the ability to work the correct syn- ally form Arcane Connections. The name ity; the storyguide is the ultimate arbiter as themata into their magic as an intense and of an Airy Spirit serves as an Arcane Con- to which creatures have a True Name and powerful channel to a spirit, so that they nection of indefinite duration to that spirit; which do not. Each True Name is a spell- may command them through this channel. although the name of a Daimon does not like ability recorded as “True Name of (Be- Virtues to work such magic are described (one must instead research its True Name, ing)” on the character sheet, and costs 5 in The Mysteries Revised Edition, pages 86–88. see below). In general, Daimons are more experience points to learn. These points Knowing the True Name of a creature adds resistant to the formation of Arcane Con- can come from Practice, Exposure, or Ad- 5 to all lab totals to research synthemata nections, and they occur in only a few se- venture; or from an Advancement Total for that same being. lect circumstances, such as with use of the dedicated to the appropriate (Realm) Lore.

110 Magic Example Spirits New Spirit Spells and Spell Guidelines

All spells to summon, perceive, or with a Might aligned to Ignem (and whose of Places control a spirit must penetrate its Magic Might is lower than the caster’s Penetra- Might. The Aspect of a Daimon can be tion Total) are cast in a red sheen. This This section lists several example spir- controlled, but Daimons will typically dis- spell allows the caster, for example, to its of places (genii loci), together with solve the Aspect if a magus attempts this. distinguish a fire elemental from a normal suggestions for magically-touched char- fire, a Salamander of Virtue from an ordi- acters that may inhabit them. Characters nary lizard, and see spirits of fire that are who have been exposed to such a magical Intellego (Form) normally invisible, as well as creatures of spirit over an extended period may acquire other Realms who are associated with fire, magical powers in several different ways. Note: No demons can be detected by other than demons. A person may be born in an area infused these spells. (base 5, +1 Conc, +4 Vision) with a genius loci, and thus have devel- oped a mystical link to the spirit; in this Level 1: Sense a supernatural creature of case, the character can simply be generated Might 50 or above with a Might associ- Rego (Form) with the appropriate Virtues and Flaws. A ated with the Form. person may be granted beneficial or detri- Level 2: Sense a supernatural creature of Spells of a specific Form can command mental effects by the use of a spirit’s Grant Might 40 or above with a Might associ- any spirit tied to that Form. For example, (Virtue) or Grant (Flaw) powers. The per- ated with the Form. Ignem can command any fiery spirit. An son may have either pleased or angered the Level 3: Sense a supernatural creature of Arcane Connection is always needed to spirit, or else she may be possessed by it. Might 30 or above with a Might associ- summon a spirit. Alternatively, she may have bargained with ated with the Form. the spirit in exchange for power, perhaps Level 4: Sense a supernatural creature of Level 5: Control an Airy Spirit of (Form). offering servitude. Major bargains may Might 15 or above with a Might associ- Level 15: Summon an Airy Spirit of (Form). constitute a pact (granting the Spiritual ated with the Form. Pact Virtue), and they are often enforced Level 5: Sense any supernatural creature by the use of a genius loci’s Oath-Swearing with a Might associated with the Form. Rego Vim power. Magi might even be able to engage in a deep mystical communion with such a General: Summon an Aspect of a Daimon spirit, in order to initiate Mystery Virtues. Example Spell: if (level + 4 magnitudes) equals or ex- Characters who have been under a spirit’s Perceive the Firewalker ceeds twice its Might. (Ritual) influence for a long time may have devel- Level 5: Control an Airy Spirit of a spe- oped a Warping Score, and may thus have InIg 30 cific Realm. gained one or more Flaws as well as a mys- R: Per, D: Conc, T: Vision Level 15: Summon an Airy Spirit of a spe- tical Virtue, as detailed in ArM5, page 168. To the eyes of the caster, all creatures cific Realm. Many, but not all, genii loci tend to have a general antipathy towards human intrusion into their domains. Mount Etna of fire. When the Romans rose to prominence Each of the genii loci listed is a specific it was cast out by , their god of fire place in Mythic Europe. However, they serve and forge, but has since returned, and wreaks equally well as examples of types of geo- A powerful and violent spirit of fire, Adra- occasional and spectacular violent retribu- graphical features that can appear elsewhere, nus, slumbers beneath a mountain on the tion on those who no longer either honor or and so you can easily adapt them to other Mediterranean island of Sicily. It has devel- fear it. A gateway to the Underworld was be- locations, should you wish. For more details oped an antipathy towards the local peoples, lieved by the ancients to be situated beneath of the powers of the spirits given here, see since they long ago ceased worshipping it as a Etna. When using the Manifestation power, the lists earlier in this chapter and in Chapter god. Nevertheless, it is satisfied when mortals Adranus usually possesses one or more Sicil- 4: Characters, Common Powers. The char- stay away from its slopes and live in a state of ian eagles, the only creatures who will brave acters associated with each example may be respectful fear, but should they become too the mountain’s heights. The volcano last used as story seeds. bold, disrespectful, or forgetful, the genius erupted in 1194, and, if your saga follows Numerous examples of forest genii loci loci will become irritated and its sleep will be real history, will next erupt in 1222. may also be found in Guardians of the Forests: disturbed. Its wrath gradually builds up until The Rhine Tribunal. A powerful cave genius the need to vent its fury is overwhelming, at loci is located at the Cave of Twisting Shad- which point the volcano erupts with spec- Adranus, the Spirit ows, the domus magna of House Criamon, tacular and devastating force. Those few who of Mount Etna in the Alps; see Houses of Hermes: Mystery Cults venture onto the blasted and rocky slopes of for more details. the mountain have been known to go insane. Magic Might: 50 (Ignem) In ancient times, Adranus was worshiped Season: Winter by the primitive inhabitants of Sicily as a god Characteristics: Int +3, Per +3, Pre +2, Com

111 Realms of Power Regio, 15 points, Init –32, Vim: by perma- nently spending Might, the spirit can add levels to the regio around the volca- no’s crater. (Ritual Power x 3) Ruler of Lava, variable points, Init –2 – Might cost, Terram: duplicates any non-Ritual spell pertaining to lava no greater than 50th level, at a cost of 1 Might point per magnitude of the effect. (Focus Power x2) Ruler of Smoke, variable points, Init –2 – Might cost, Auram: duplicates any non-Ritual spell pertaining to smoke no greater than 50th level, at a cost of 1 Might point per magnitude of the effect. (Focus Power x2) Vis: 10 pawns of Ignem vis; 5 pawns per year can also be harvested from the crater at the volcano’s summit. Appearance: Mount Etna is a conical and blasted peak that rises ten thousand feet above the eastern end of the island of Sicily.

The Rhinefalls

Passage along the upper stretches of the Rhine, one of Europe’s great rivers, is blocked by a mighty waterfall that is the home of the river’s genius loci. Long ago the Rhine was tempestuous and unnavigable, until the an- +2, Str +3, Sta +2, Dex –1, Qik –2 Grant Simple-Minded, 5 points, Init –12, Vim: cient races of dwarfs and giants tamed it. At Confidence Score: 1 (3 points) see Grant (Minor Flaw) for more details. this spot, a group of giants hurled a mighty Virtues and Flaws: Magic Spirit, Daimon; (Ritual Power) rock into the river, pinioning the spirit there. Ways of the Mountains; Improved Char- Grant Wrathful, 5 points, Init –12, Vim: see Thus the river was tamed, making it safe acteristics x5; Fury, Wrathful Grant (Minor Flaw) for more details. (Rit- for boating. Ever since, the river spirit has Magical Qualities and Inferiorities: Focus ual Power) only been able to exercise the full extent of Power x12, Greater Power, Ritual Power Hibernation, 15 points, Init –32, Vim: the spirit its powers at the waterfalls, which only the x9; Minor Virtue x2; Reduced Abilities x18 remains completely inactive for a year most foolhardy of boatsmen attempt to pass. Personality Traits: Wrathful +6, Slumbering +3 (spending no other Might points); the The river spirit can, however, sense along Reputations: Bringer of Death and Destruc- 15 points spent on this power are saved the whole of its length, and it resents those tion 5 (Local) and added to the Might Pool for the first who presume to traffic up and down it, pay- Abilities: Sicily Lore 6 (mountains), Magic year out of hibernation. In this fashion, ing it no heed. It longs to be released from Lore 8 (underworld) the Might Pool may exceed the perma- the falls so that it may be free to exert its Powers: nent Might score (50). Using this power, full power over its whole domain. The spirit Crafter of Fire, variable points, Init –2 – Might the volcano can save up Might points may be assuaged by sacrificing items of mun- cost, Ignem: duplicates any non-Ritual over many years in succession and have a dane wealth to the waters. It is rumored that Creo Ignem or Rego Ignem spell no great amount to spend in the single year a mighty treasure, the Rhinegold, lies some- greater than 50th level at a cost of 1 in which it awakens. where at the bottom of the Rhine. For more Might point per magnitude of the effect. No Hermetic Equivalent: Ritual Power x 3 details, see Guardians of the Forests: The Rhine (Focus Power x 2) Manifestation, 4 or more points, Init –2 – Might Tribunal, page 41. Crafter of Earth, variable points, Init –2 – cost, Animal (Focus Power x 2) Might cost, Terram: duplicates any non- Master of Earth, variable points, Init –2 – Might Ritual Creo Terram or Rego Terram spell cost, Terram: duplicates any non-Ritual Rhenus, the Spirit of the Rhine no greater than 50th level at a cost of 1 Muto Terram or Perdo Terram spell no Might point per magnitude of the effect. greater than 50th level at a cost of 1 Magic Might: 50 (Aquam) (Focus Power x 2) Might point per magnitude of the effect. Season: Winter Grant Visions, 5 points, Init –12, Vim: see (Focus Power x 2) Characteristics: Int +5, Per +5, Pre +5, Com Grant (Minor Flaw) for more details. (Rit- Presence, 0 points, constant, Mentem (Greater +4, Str +3, Sta +3, Dex +3, Qik +3 ual Power) Power) Confidence Score: 1 (3 points)

112 Magic Virtues and Flaws: Magic Spirit, Daimon; The Desert parching them dry. Any attempts by nearby Ways of the Rivers; Great Communica- inhabitants to tame or destroy it through irri- tion, Great Intelligence x2, Great Pres- of al-Meraya gation will cause annoyance, although it will ence x2, Great Perception x2, Improved greedily suck up any water diverted into its Characteristics x14; Greater Malediction The spirit of a desert in the hot, dry lands domain. This uninhabited region is generally (Bound); Avaricious of southern Iberia has an unbearable thirst left well alone by the local Moors, except Magical Qualities and Inferiorities: Focus for water, and sucks dry all the rains and for occasional madmen and mystics who Power x4, Greater Power x2, Ritual Pow- waters that flow into it. It also has an urge venture in, seldom to return. The citizens er x6; Lesser Power; Minor Virtue x20; to expand, encroaching on nearby lands and of al-Meraya are forced to make their living Reduced Abilities x7 Personality Traits: Desires Release +6, Lust for Wealth +2 Reputations: Ancient and Harmless Myth 2 Story Seeds for Spirits of Places (Local) Abilities: Bargain 8 (treasure), Magic Lore 10 Fire and Fury its destruction he has not been heard from. (ancient legends), Rhine Lore 12 (upper Schwall fears the onset of his Final Twilight Rhine) Maria, a young woman living in a vil- — powerful magical effects and the influ- Powers: lage not far from Mount Etna, feels a strange ence of the spirit have caused him to gain Control Human, 2 points, Init +3, Mentem empathy for fire, and she can predict the many Warping Points and Twilight Scars (Greater Power) activity of the volcano through her dreams — and he seeks an immortality of sorts by Crafter of Water, variable points, Init +3 – (she has the Visions Flaw). Her pregnant mystically merging his own consciousness Might cost, Aquam: Duplicates any non- mother was the only survivor when the with that of the spirit, transforming himself Ritual Creo Aquam or Rego Aquam spell volcano destroyed the village during its into water. He also hopes to achieve the re- no greater than 50th level at a cost of 1 last eruption a generation ago — only she lease of the spirit from the falls, which would Might point per magnitude of the effect. heeded the warnings and made a miracu- likely cause trade and settlement along the (Focus Power x 2) lous escape. Maria, born with the same tal- river to be devastated, since the river spirit Grant Greater Malediction, 10 points, Init –17, ent as her mother, makes dire predictions of revels in great torrents and floods. Vim: curses a person to suffer a great an imminent eruption and begs the villagers misfortune on their next trip along or to assuage the fire spirit to prevent it. They, across the Rhine; see Grant (Major Flaw) however, scoff at her heathen mumblings, The Favored Fisherman for more details. (Ritual Power x 2) and so it looks as if the fire spirit will indeed Grant Puissance in Profession: Boating, 4 points, return with a vengeance. Wecelo is an expert fisherman able to Init +0, Corpus: see Grant Puissance in navigate Lake Brienz better than anyone (Ability) for more details. (Lesser Power) the villagers can remember. As a young Oath-Swearing, 10 points, Init –7, Vim (Ritual Alone in the Wilderness man, he was among a group of boatsmen Power) lost in a storm on the lake. Perhaps be- Presence, 0 points, constant, Imaginem (Great- An ancient hermit, Ismail, has lived cause he drew the fancy or the pity of the er Power) out in the desert of al-Meraya for as long lake spirit, he was the only one saved from Regio, 15 points, Init –27, Vim: by perma- as anyone can remember. He doesn’t seem drowning. Ever since, he has felt a great nently spending Might, the spirit can to mind the oppressive heat and parched longing to stay by the lake. Wecelo is likely add levels to the regio around the top of landscape, and has the ability to commune to be sought out by anyone seeking pas- the island in the center of the waterfall. with the spirit. He can find hidden water sage across (or into) the lake, or who is in- (Ritual Power x 3) in the desert (due to his Dowsing Virtue, terested in its denizens, fish or otherwise. Master of Water, variable points, Init +3 – gained from Warping), and has an un- Might cost, Aquam: duplicates any non- canny knack for predicting when the rains Ritual Muto Aquam or Perdo Aquam will come. If there is a local drought, he Cavern of Wonders spell no greater than 50th level at a cost may be sought out for aid. He also allows of 1 Might point per magnitude of the the desert spirit to possess him, so that it Ciaran, a feral boy, lives in Aillwee effect. (Focus Power x 2) may communicate with the outside world. Cave and steals things from a nearby vil- Vis: 10 pawns of Aquam vis; 5 pawns per lage on behalf of the spirit. In exchange, year can also be harvested by performing the cave provides him with shelter and sacrifices of wealth to the spirit. The Torrent Unleashed nourishment. As a baby, the boy was aban- Appearance: The river Rhine plunges down doned in the cave, and was believed to have eighty feet in an almighty torrent over Schwall, an elderly and reclusive magus perished. However, the genius loci saw to a set of cataracts at its upper stretches, with great proficiency in Aquam, has be- it that he survived, and has adopted him. south of the Black Forest. A rocky island friended the river spirit of the Rhine and es- Ciaran may be found attempting to steal is perched perilously at the center of the tablished his hidden sanctum inside a regio from travellers nearby, and their search for falls, and houses the spirit’s regio. at the waterfalls. He formerly belonged to their missing belongings may lead them to the Rhine covenant of Rheinstein, but since the cave and its hidden riches.

113 Realms of Power from trade, since the parching influence of spell no greater than 40th level at a cost Abilities: Alps Lore 8 (lakes and rivers), Fa- the desert generally causes most agriculture of 1 Might point per magnitude of the erie Lore 4 (water faeries), Magic Lore 5 on their lands to fail. The spirit may manifest effect. (Focus Power x 2) (water spirits) itself as any desert creature. Presence, 0 points, constant, Imaginem (Great- Powers: er Power) Crafter of Water, variable points, Init 0 – Might Ruler of Sandstorms, variable points, Init +1 – cost, Aquam: duplicates any non-Ritual al-Meraya Might cost, Auram: duplicates any non- Creo Aquam or Rego Aquam spell no Ritual spell pertaining to sandstorms no greater than 30th level at a cost of 1 Magic Might: 40 (Terram) greater than 40th level, at a cost of 1 Might point per magnitude of the effect. Season: Winter Might point per magnitude of the effect. (Focus Power x 2) Characteristics: Int +2, Per +4, Pre +2, Com (Focus Power x 2) Grant Puissance in Profession: Boating, 4 points, +1, Str 0, Sta +3, Dex –1, Qik +1 Vis: 8 pawns of Terram vis; 4 pawns per year Init –3, Corpus: see Grant Puissance in Confidence Score: 1 (3 points) can also be harvested from deep inside (Ability) for more details. (Lesser Power) Virtues and Flaws: Magic Spirit, Daimon; the desert. Grant Puissance in Profession: Fishing, 4 points, Ways of the Deserts; Great Percep- Appearance: This desert is located about a Init –3, Corpus: see Grant Puissance in tion x1, Improved Characteristics x4; dozen miles to the north of the Moor- (Ability) for more details. (Lesser Power) Greedy ish port city of al-Meraya (Almeria), in Grant Puissance in Swim, 4 points, Init –3, Cor- Magical Qualities and Inferiorities: Focus the southeast of Iberia. It is a forbidding pus: see Grant Puissance in (Ability) for Power x10, Greater Power x4, Ritual landscape of sandy, rocky soil, thinly more details. (Lesser Power) Power x3; Lesser Power; Minor Virtue dotted with scrub plants and cacti. By Guide, 3 points, Init +1, Mentem (Greater x5; Reduced Abilities x17 day it is oppressively hot, by night, un- Power) Personality Traits: Thirsty +5, Desire to Ex- pleasantly cold. Master of Water, variable points, Init 0 – Might pand +2 cost, Aquam: duplicates any non-Ritual Reputations: Uninhabitable Desert 3 (Local) Muto Aquam or Perdo Aquam spell no Abilities: Iberia Lore 6 (deserts), Magic Lore Lake Brienz greater than 30th level at a cost of 1 4 (Muslim lands), Survival 8 (Deserts) Might point per magnitude of the effect. Powers: (Focus Power x 2) Control Human, 2 points, Init +1, Mentem A secretive and enigmatic spirit is the Presence, 0 points, constant, Imaginem (Great- (Greater Power) embodiment of a steep-sided Alpine lake. It er Power) Eidolon, 1 point, Init +5, Imaginem: the is deep, dark, and often wreathed in mist. Old Ruler of Fog, variable points, Init 0 – Might spirit can create the illusion of an oasis. as the mountains themselves, no one knows cost, Auram: duplicates any non-Ritual (Greater Power) what ancient wisdom or mystery it may con- spell pertaining to fog or mist less no Grant Dowsing, 5 points, Init –9, Vim: see ceal in its depths. Currently, the spirit has a greater than 30th level, at a cost of 1 Grant (Minor Virtue) for more details. (Rit- benevolent attitude to mankind, since it finds Might point per magnitude of the effect ual Power) that the lake’s fish (some of which are magi- (Focus Power x 2) Grant Puissance in Survival, 4 points, Init –2, cal) itch, and so it is more than happy for Vis: 6 pawns of Aquam vis; 3 pawns per year Corpus: see Grant Puissance in (Ability) for fishermen to fish it. Should the locals start a can also be harvested by diving deep more details. (Lesser Power) tannery on its shore, however, it will likely into the lake. Guide, 3 points, Init +4, Mentem (Greater become angered. Appearance: Lake Brienz is located on the Power) northern edge of the Alps, and is fed by Healing, 2 points, Init –9, Animal or Corpus the river Aare. It is nine miles long and (Ritual Power x 2) Brienz a mile and a half wide. Its steep-sided Manifestation, 4 or more points, Init +1 – slopes are very difficult to navigate by Might cost, Animal (Focus Power x 2) Magic Might: 30 (Aquam) foot, and are thus sparsely settled. Master of Earth, variable points, Init +1 – Might Season: Autumn cost, Terram: duplicates any non-Ritual Characteristics: Int +3, Per +3, Pre +3, Com Muto Terram or Perdo Terram spell no +3, Str +2, Sta +3, Dex +1, Qik 0 Aillwee Cave greater than 40th level at a cost of 1 Confidence Score: 1 (3 points) Might point per magnitude of the effect. Virtues and Flaws: Magic Spirit, Daimon; (Focus Power x 2) Ways of the Lakes; Improved Char- A subterranean spirit of emptiness takes Master of Plants, variable points, Init +1 acteristics x9; Supernatural Nuisance; the form of a twisting cave complex under- – Might cost, Herbam: duplicates any Reclusive ground. It hungers for shiny, material things, non-Ritual Muto Herbam or Perdo Magical Qualities and Inferiorities: Focus and is opposed to those mortals who pre- Herbam spell no greater than 40th level Power x6, Greater Power x2; Lesser sume to steal its precious minerals and crys- at a cost of 1 Might point per magnitude Power x3; Minor Virtue x9; Reduced tals. Using its powers to control the earth, of the effect. (Focus Power x 2) Abilities x6 the spirit has been known to change the Master of Water, variable points, Init +1 – Personality Traits: Reclusive +4, Irritated by arrangement of the network of chambers, Might cost, Aquam: duplicates any non- Fish +3 closing off or diverting tunnels and thereby Ritual Muto Aquam or Perdo Aquam Reputations: Quiet and Mysterious 2 (Local) trapping people within.

114 Magic

Aillwee paritions know that they are dead and seek Ghosts the help of the living so they can pass on to Magic Might: 20 (Terram) the afterlife. They can explain what is bind- Season: Summer As the day belongs to the living, so the night is ing them to the mortal world and how the Characteristics: Int –1, Per +2, Pre +1, Com given to the dead. living can help them. +1, Str +2, Sta +2, Dex +2, Qik –2 Usually, laying an apparition to rest re- Confidence Score: 1 (3 points) — Theitmar of Merseburg, quires performing some important service Virtues and Flaws: Magic Spirit; Ways of Bishop of Utrecht at the ghost’s behest. This can be anything the Caves; Improved Characteristics; from bringing the ghost’s murderer to justice, Compulsion, Human Ally (equal to Ani- Not all ghosts belong to the Magic to taking care of a loved one who has been mal Companion), Simple-Minded realm; there are Infernal and Faerie ghosts left behind, to making amends to some per- Magical Qualities and Inferiorities: Fo- as well. Magical ghosts remain tied to the son the ghost grievously wronged in life. cus Power x2, Greater Power x3, Ritual world through some overwhelming emotion It might seem that apparitions, who can Power x3; Lesser Power x1, Minor Virtue or personal need. If its connection is some- appear calm and rational, would be among x1; Reduced Abilities x6 how resolved, the ghost passes from the the safest ghosts to deal with. This appear- Personality Traits: Desire for Shiny Objects world, never to return. ance can be deceptive. Apparitions are com- +3, Nuisance +2 Every ghost is unique. Some are rational pletely obsessed with resolving their worldly Reputations: Place of No Return 1 (Local) and fully aware of their surroundings, while ties. They may not be content to simply ask Abilities: An Bhoireann Lore 3 (under- others are clearly mad or delusional. Because for help, instead resorting to trickery or force. ground), Magic Lore 2 (subterranean ghosts vary so much in their mental states, Even a well-meaning apparition can fly into a creatures) some magi suggest that there are several dif- dangerous rage if characters oppose its aims. Powers: ferent kinds of ghosts, or that certain ghosts Apparitions usually possess all of the Crafter of Earth, variable points, Init –2 – are really other sorts of spirits (such as Airy memories and Abilities they had in life. In Might cost, Terram: duplicates any non- Spirits) that have been misidentified. order to resolve their mortal ties, they must Ritual Creo Terram or Rego Terram spell One common ghost in medieval stories be able to communicate with the living. The no greater than 20th level at a cost of 1 claims to be a dead person who has returned most common ways they do so are through Might point per magnitude of the effect. from the afterlife. Magi call them appari- powers such as Eidolon and Donning the (Focus Power) tions. Some apparitions are Infernal ghosts Corporeal Veil (see Common Powers of Eidolon, 0 points, Init +2, Imaginem: the spirit (see Realms of Power: The Infernal, page 36); Spirits, earlier in this chapter), or by appear- can create the illusions of rich mineral those that are Magical have some strong ing in dreams. deposits, the seeming of fake tunnels, emotional tie to the living world, which they Most other kinds of ghost are less lucid and the phantoms noises of footfalls and desperately want to resolve. Apparitions look than apparitions. Another broad category of dripping water. (Greater Power) and behave much as they did in life, with ghosts, which magi call shades, resemble dis- Grant No Sense of Direction, 5 points, Init -12, complete memories of their lives and normal torted reflections of once-living people. Like Vim: see Grant (Minor Flaw) for more de- awareness of their surroundings. Magical ap- apparitions, shades are connected to the liv- tails. (Ritual Power) Grant Puissance in Stealth, 4 points, Init -5, Corpus: see Grant Puissance in (Ability) for more details. (Lesser Power) The Restless Dead in Medieval Legend Guide, 3 points, Init -1, Mentem (Greater Power) Medieval tales and illustrations of corporeal nature to them. In a tale from Healing, 2 points, Init -12, Animal or Corpus the restless dead portray them in a vari- Yorkshire, in England, a young man was (Ritual Power) ety of ways. With the rules in this book, able to wrestle with a ghost and hold it Presence, 0 points, constant, Imaginem (Great- you can design your own restless dead to against the door of a church. In another er Power) bring an authentic medieval feel to your story from the same region, a tailor named Master of Earth, variable points, Init -2 - Might ghost stories. Snowball was attacked and wounded by a cost, Terram: duplicates any non-Ritual In some medieval stories, ghosts are in- ghost, which knocked him off his horse. Muto Terram or Perdo Terram spell no visible. The Holy Roman Emperor Charles The spirit power of Donning the Corpo- greater than 20th level at a cost of 1 IV wrote of a haunting at his castle in real Veil is very appropriate for these kinds Might point per magnitude of the effect. Prague. Leaving a fire burning at night, he of medieval-style ghosts. (Focus Power) was awakened by the sound of footsteps, In a few medieval stories, ghosts have Vis: 4 pawns of Terram vis; 2 pawns per year but his manservant was still lying in the the ability to change shape. The ghost can also be harvested from the (real) crys- next bed. All the doors and windows were that attacked Snowball was in the form tal deposits deep inside the cave system. locked. The Emperor ordered his servant of a crow when it wounded him; it also Appearance: Aillwee cave is actually a sys- to light some more candles and pour a cup took the forms of a dog, a goat, and a man. tem of several caves beneath a rocky of wine. Shortly after he set the cup down, When a ghost can take non-human forms, wilderness known as An Bhoireann (the it was picked up and thrown against the those forms may give symbolic clues about Burren), in the west of Hibernia. It is wall, as if by an invisible hand. the ghost’s nature. For example, the form dotted with many stalactites and sta- Medieval stories generally describe of a dog may indicate loyalty. lagmites, and a small underground river ghosts as “spirits,” but seem to attribute a flows tortuously through it.

115 Realms of Power ing world through some overwhelming emo- new people and surroundings for ones that Spectres often seem like mere shadows tional tie; but unlike apparitions, they are so were familiar to them in life. They have of living beings, having forgotten what it influenced by that connection that it domi- trouble remembering living people they was like to be alive. They retain only Abili- nates their entire existence. They become meet after their own deaths, which can ties relevant to their particular roles. For ex- a kind of mental caricature of their former make it difficult to establish any new rela- ample, the spectre of a hunter would remem- selves, reshaped by their own passions and tionship with them. ber Abilities such as Hunt, Ride, Survival, the trauma of death. While shades have a ca- Ghostly warders, like the example on and weapon skills, but would forget others pacity for reason, they exist perpetually in a page 193 of ArM5, are shades, with an emo- such as (Area) Lore, Carouse, and Folk Ken. state of intense emotion, which clouds and tional connection to watch over another Some within the Church think that dominates their thinking. character (someone they knew in life). spectres are souls being punished for impi- Shades’ memories are complete only Another major category of ghost are ous behavior, but magi are more inclined to in matters related to their worldly ties. spectres, spirits who doggedly continue the think they are a kind of shadow of a human All their other memories are confused and roles they had in life. Ghostly miners who mind created through a combination of fragmentary. For example, the shade of a died in a cave-in, ghostly sailors whose ship traumatic death and an unknown mystical man who died in a plague, having also lost haunts the waters where it sank, or ghostly phenomenon. Some magi think they are not his beloved wife and children, will remem- soldiers who appear on certain nights to re- ghosts at all, but a kind of Airy Spirit. The ber every detail of his family but will only enact their final battle are all examples of ghostly soldiers of House Tremere’s army dimly remember his neighbors and may spectres. They differ from apparitions and (see Houses of Hermes: True Lineages, pages 126- have no memories at all of his own child- shades in that their ties to the world are less 127) are spectres. hood. Shades tend to have a distorted sense personal and more related to their occupa- of time, often limited to reliving the few tion or role. Because their worldly ties are days or even hours before their own deaths. rather abstract, it can be difficult to lay them They are often delusional and may mistake to rest by resolving those ties. Ghosts as Characters

Ghosts in Ars Magica Fifth Edition are spirits with no true material form and must have the Magic Spirit special Virtue (see Chapter 4: Magic Characters, New Virtues and Flaws). While ghosts in medieval legends were often portrayed as material beings (see side- bar), the ability to materialize is treated as a supernatural power. Not all ghosts can do it.

Concept

The starting point for designing a ghost is to identify its connection to the world. A good source of ideas are the Flaws listed on pages 38-39 of ArM5. Most Major Person- ality Flaws and some Story Flaws provide a good basis for this worldly connection. Most ghosts should have one of these Flaws to de- fine their mortal ties. The personalities of ghosts are as varied as those of living people. Some are tragic be- ings who seek only to make amends for the great mistakes of their lives, while others are hateful spirits who delight in terrorizing the living. Strive to make each ghost in your sto- ries unique and memorable. Generate the Characteristics for a ghost as if it were a human character. The ghost’s physical Characteristics are used when it takes material form, or when it interacts with other ghosts or spirits. All ghosts should have the special Vir- tue, Magic Spirit (see Chapter 4: Magical Characters, New Virtues).

116 Magic

When a human becomes a ghost, his Most ghosts should have either a Major Sir Giles, a Ghostly Knight former Social Status Virtue or Flaw becomes Personality Flaw or a Story Flaw to represent meaningless. All ghosts should have one their worldly ties. Magic Might: 16 (Mentem) of the following Social Status Virtues or Characteristics: Int –1, Per –1, Pre +1, Com Flaws: Magical Champion, Magical Coven- 0, Str +2, Sta +1, Dex +2, Qik +2 folk, Magical Master, Magical Monster, or Season and Abilities Size: 0 Magical Friend. If the player wishes, he can Season: Summer choose a second Social Status as well, rep- Ghosts can be designed as any Season. Confidence Score: 2 (6) resenting the character’s status in life. Social Like living humans, they cannot choose Virtues and Flaws: Magic Spirit; Magical Status Virtues bought in this way must be Abilities from a restricted category (Aca- Monster, Knight; Puissant Single Weap- paid for with Flaws, but Social Status Flaws demic, Martial, or Arcane) unless they have on, Self-Confident; Proud (Major); Bane- carried over from life grant no Virtue points a Virtue or Flaw that allows them to. ful Circumstances (during the day) to the ghost. (It is only necessary to choose Apparitions, who have the clearest Magic Qualities and Inferiorities: Greater a second Social Status Virtue or Flaw if it memories of their Abilities from life, should Power (x2); Improved Abilities (x2), Im- grants access to a restricted set of Abilities usually be designed as Autumn characters. proved Might (x4), Lesser Power; Minor needed for the ghost’s concept.) Shades, who have lost some of their Flaw (x 1) Not all Virtues and Flaws apply to ghosts. knowledge and Abilities, are most easily Personality Traits: Proud +6, Belligerent +2, For example, death releases a character from represented as Summer characters but could Brave +2 an Oath of Fealty and makes irrelevant such also work as Spring or Autumn. Reputations: Proud 3 (local) physical traits as Fragile Constitution. The Spectres, who have lost most of their Combat: player or storyguide should simply disregard knowledge and Abilities, should be Spring Lance & Heater, mounted: Init +3, Attack +16, any Virtues and Flaws that don’t make sense. (or occasionally Summer) characters. Defense +14, Damage +7

Where do Ghosts Come From?

Some ghosts are of Infernal origin: return by night to visit the earthly places claim to come from Purgatory, though they twisted souls sent to plague or corrupt the where they committed their sins. Some may say they come from limbo or some living (see Realms of Power: The Infernal, page magi suggest that, for mysterious reasons, other place. Magi are divided on what this 36). There are also Faerie ghosts. Magical ghosts may arrive on earth by passing means. Some (generally those from out- ghosts come from the Magic realm (this through the Magic Realm. side the Western Church) say it’s because can be proved with Intellego Vim spells), The ghosts themselves do not always Purgatory does not really exist. Others but that simple fact does not fully explain a understand their own situation — indeed, say that Purgatory exists, but only those common form of haunting. some don’t even realize they’re dead. of the “true” faith go there. Still others say In Mythic Europe, the Western Church Death does not imbue a person’s spirit with that studying ghosts on earth can never accepts the concept of Purgatory — a kind any special knowledge or insight. Magical be conclusive because there is no way to of antechamber to Heaven where the souls ghosts are left to draw their own conclu- tell whether the ghosts are delusional. A of the dead suffer punishment to cleanse sions about the strange and bewildering more extreme view is that some, or even them of sins they committed in life. The experience of becoming a restless spirit. all, ghosts are actually demons in disguise, ghosts of people who followed that faith Not surprisingly, they usually describe who invent lies so people will doubt their (in life) frequently claim to be visiting the their new status in terms of their own re- religion’s teachings. living world from Purgatory, and indeed ligious beliefs. Thus, the ghost of a long- What is clear is that when a ghost can give lurid descriptions of the torment dead Roman citizen may say he has been asks for prayers or masses, providing these they suffer there. wandering the Underworld, while that of a things usually enables the ghost to pass on The Church teaches that specific reli- Christian peasant would claim to be suffer- to whatever its eternal fate may be. Wheth- gious observances — prayers, masses, and ing in Purgatory. er this is because they actually work, or almsgiving in the deceased’s name — can What is not clear is whether the ghosts’ because the ghost only believes they will speed a soul’s passage through Purgatory conclusions are actually correct. While work, is of little practical importance. and into Heaven. Some ghosts (specifical- some of them certainly believe they expe- From the point of view of an Ars Magi- ly, apparitions) request exactly these favors rience the afterlife in a familiar form, this ca Fifth Edition game, the powers, personal- from the living. But for story purposes, it could be an elaborate delusion. Some magi ity, and role of a ghost within the story are may be useful to have a ghost to request say that the trauma of death could cause a more important than its metaphysical status. a more active form of assistance, such as person’s spirit to retreat into a kind of pri- Exactly what happens to a person’s spirit af- completing a quest on the ghost’s behalf. vate dream world, made tangible (to the ter death can be left mysterious. It should Church scholars do not agree on where ghost) within the Magic Realm. be pointed out that folk traditions regarding Purgatory is located in relation to the earth, Most other creeds, including Judaism, ghosts do not coincide precisely with theo- Heaven, and Hell. One popular hypothesis Islam, and the Eastern Church, do not ac- logical doctrine. Who is to say whether the is that the souls of the dead spend the day cept the concept of Purgatory. Ghosts who scholarly writings of bishops, or the tales of in Purgatory at the center of the earth, and (in life) belonged to those faiths never old village women, are closer to the truth?

117 Realms of Power R: Touch, D: Conc, T: Group Even in material form, Sir Giles and his Story Seed: Repentance horse can become invisible when he wishes (though they can still be seen by The spirit of a local knight who died if he can ensure his victim’s widow is well Second Sight). in battle some years ago still haunts his cared for, he’ll be able to go to Heaven. In PeIm 20 (Base 4, +1 Touch, +1 Conc, +2 former lands, terrorizing the countryside fact, he is quite mistaken. His real sin is Group): Greater Power (partial: 20 lev- in an attempt to force the living to lay him the pride that drove him to kill his oppo- els, –1 Might cost, 5 xp Concentration) to rest and end what he thinks are the tor- nent and even now prevents him from true Ride in Dreams, 1 point, Init 0, Mentem ments of Purgatory. Sir Giles believes his repentance. Only when he comes to terms R: Touch, D: Sun, T: Ind great sin was that he killed another knight with how his pride stands in the way of his When in spirit form, Sir Giles can enter in tournament. His eagerness to win glory redemption, and how it caused suffering the dreams of a sleeping person whose was so great that he killed his opponent to others, will he truly pass on. name he knows, tormenting him with through excessive force. He thinks that nightmares of a furious, dark knight. The victim must make a Stamina roll Lance, dismounted: Init +4, Attack +8, Defense (deer), Intrigue 1 (noble courts), Leader- against an Ease Factor of Sir Giles’ Pres- +5, Damage +9 ship 3 (soldiers), Ride 5 (in battle), Single ence + Leadership or lose a Long-Term Long Sword & Heater, mounted: Init +3, Attack Weapon 5 (long sword and heater) Fatigue Level. +17, Defense +16, Damage +8 Powers: CrMe 15 (Base 4, +1 Touch, +2 Sun): Long Sword & Heater: Init +3, Attack +14, De- Donning the Corporeal Veil, 5 points, Init –1, Greater Power (partial: 15 levels, –1 fense +13, Damage +8 Corpus: Sir Giles can assume material Might cost) Long Sword only: Init +3, Attack +13, Defense form. (Lesser Power) Equipment: Full chain mail, lance, heater, +9, Damage +8 Riding the Phantom Steed, 2 points, Init 0, Animal long sword, black destrier Soak: +10 R: Touch, D: Sun, T: Ind Encumbrance: 2 (4) Fatigue Levels: OK, –1, –3, –5, Uncon- When Sir Giles takes physical form, he Vis: 4 Mentem in lance scious can also materialize his war horse for an Appearance: Sir Giles is a Magical apparition Wound Penalties: –1(1–5), –3 (6–10), –5 additional Might cost. He can dissolve — a ghostly knight in black mail, riding (11–15), Incapacitated (16+) the horse at will due to the Rego requi- a fearsome black destrier. His shield and Abilities: (Area) Lore 3 (nobles), Animal Han- site. Use the statistics for a destrier from surcoat are solid black without any he- dling 3 (horses), Athletics 2 (running), the Book of Mundane Beasts appendix. raldic device, and atop his helm is a crest Awareness 3 (in battle), Brawl 2 (fist), Cr(Re)An 40 (Base 15, +1 Touch, +2 shaped like a cockerel. If he removes his Concentration 1 (remaining invisible), Sun, +1 Rego requisite, +1 Size): Great- helm, he appears to be a rather hand- Charm 1 (ladies), Etiquette 3 (nobles), er Power (40 levels, –2 Might cost) some, well-groomed knight whose face Great Weapon 3 (long spear), Hunt 2 Invisibility, 1 point, Init 0, Imaginem shows an expression of fierce pride.

118 Chapter Eight Magic THings

The power of magic touches inanimate Extraordinary vis may emulate a magi- ment vis as he would a magical device with objects as often as it touches the living. Some- cal device or replicate a spell. The magical the same power level. Spell-like vis may times that power becomes concentrated as effects of extraordinary vis and any ritual also be investigated in the laboratory; the raw vis. While all raw vis is valuable to magi, required to activate them are not always Laboratory Total to discover the vis’ power rare forms have additional powers that make obvious. The existence of the special pow- and triggering event is equal to half the them even more desirable. Some items are ers of extraordinary vis may be uncovered spell level of the spell-like vis. not vis, but are still imbued with power by through the spell Sense the Nature of Vis. When Extraordinary vis naturally exists in the realm of Magic; these are the Herbs and the spell is cast, rather than only seeing the the Magic realm. It is not the creation of Objects of Virtue. Items and plants can also appropriate aura to identify the vis, the a magus for himself or others. Therefore, be awakened, giving them a certain amount of magus sees something else. The additional extraordinary vis is just as likely to have consciousness, but generally no Might score. visual clues are always associated with the inherent powers that are inconvenient or Finally, the power of Magic can fully ani- specific type of powers the extraordinary vis annoying to magi as it is to have beneficial mate pure substances, creating the elementals. embodies. These visual clues might include powers. Because the extraordinary vis ex- flashes of light, sparks, or a smoky cloud. To ists independently of the human world, it fully investigate the extraordinary vis, the never has powers requiring a user to main- character must investigate lesser enchant- tain concentration, and the magical effects Vis

Vis is the physical embodiment of magic, essentially raw magical power. Within vis, magic exists in its most concentrated form; as such, vis is capable of producing power- ful magical effects either when used in a spell or completely on its own. Vis is also the life- blood of the Order of Hermes. It powers the magi’s spells, serves as their currency, and is the source of many of their conflicts. Vis is such an integral part of Hermetic life that most magi take its existence for granted and only stop to ask where they can get more of it. In addition to the perpetual hunt for vis, the vis itself can provide a source of adventures and obstacles for characters to overcome.

Extraordinary Vis

In some very special places of great mag- ical power, vis can take on the attributes of the magic that produces it — giving it pow- ers beyond its normal Hermetic uses. This vis is usually found within the upper levels of powerful regiones, in potent auras, or within the remains of great magical creatures.

119 Realms of Power of extraordinary vis usually have a Range Lesser Enchantment Vis is designed as a normal lesser enchantment; of Personal or Touch. Transferring extraor- however, the vis and its effect need not fol- dinary vis from its native form to another This form of extraordinary vis emulates low the material and size limitations nor- shape always destroys any special powers a lesser enchantment, usually level 30 or mally imposed on Hermetic devices. (See the vis possesses. Extraordinary vis often lower. Unless otherwise noted, the use of ArM5, page 97.) Transferring the extraordi- takes the form of an object containing mul- the vis’ magical effect does not consume or nary vis to another physical object destroys tiple pawns of vis. A reasonable guideline is diminish the vis in any way. At any point, its special power. 1 pawn per 10 levels of the magical effect a magus may employ the vis for all of its In general, the magical effects of the produced by the extraordinary vis. normal uses. The magical effect of the vis special vis lasts as long as the vis remains in- tact and is not used for Hermetic purposes, but the troupe may wish to put some upper Story Seeds for Lesser Enchantment Vis limit on the number of uses or the life span of the vis. This is especially appropriate for vis that is “consumed” by the activation pro- uilty ecrets G S dinary Dust Devil of Auram vis. Should cess. For example, a pawn of Imaginem vis someone harvest all of the vis, spring in the shape of peppercorns that make any The covenant busybody learns of the does not come to the valley. Plants do not food they are crushed over taste delicious properties of the extraordinary Looking bloom, animals do not give birth, and sum- should not last forever. Glass of Intellego vis and “borrows” it to mer does not come until at least 1 pawn of watch the business of the other covenant the vis is returned to the valley. Looking Glass of Intellego Vis members. The busybody witnesses some- InIm Level 14 one commit a crime and is torn between ex- Pen 0, constant effect posing the wrongdoer (and so also expos- Un-natural Instincts R: Touch, D: Sun, T: Room ing his own thievery) and letting the crime This Intellego vis is in the form of a small go unpunished. Should the busybody come A highwayman discovers a source of piece of glass. If the glass is held against a forward and identify the criminal, but not extraordinary Mistletoe Sprig of Herbam wall, the character can see through as if the his own misdeeds, his story rings untrue; he vis and its powers. He uses it to outfit his glass were a window into the room. The fails the test of the Frosty Breath of the Spoken band of brigands. They use their powers glass does not provide illumination or allow Lie, and becomes a suspect in the crime. to control a nearby forest and evade cap- the character to see things obscured by any ture. The brigands prevent the characters objects in the room. from receiving their normal visitors and (Effect: Base 1, +1 Touch, +2 Sun, +2 A Frozen Find harass those who dare to venture into the Room; Modifications +1 2 uses per day, +3 thieves’ forest. environmental trigger) A local noble has discovered the source of the extraordinary Icicle of Per- Icicle of Perdo Vis do vis and has several pawns in his cellar, Laughter and Joy PeIg Level 25 which keeps one small room at freezing Pen +12, constant effect temperatures. He enjoys showing off to In a nearby village, where the Old R: Touch, D: Sun, T: Ind his visitors by serving them chilled drinks Ways are still respected, local couples are This icicle of Perdo vis never melts. on the hottest days of the summer. Do the married in a very special grove. The first Anyone who touches it loses a Fatigue level. magi attempt to barter for the vis, which joyful laugh of the bride and groom after If multiple pawns of the vis are stored in the the noble does not part with cheaply, or the marriage vows are completed con- same area, they chill a room to the point of do they just take the vis? tains extraordinary Laughter of Mentem being uncomfortably cold. If a rook or more vis. How do outsiders with dubious social is stored in the same room, anyone who en- skills get an invitation each year? When ters loses a Fatigue level for each Diameter Ill-conceived Illumination present, how do they ensure that the cou- in the room unless protected by heavy win- ple laughs genuinely when those with the ter clothing. An unscrupulous local priest has discov- Gift are present? (Effect: Base 4, +1 Touch, +2 Sun; Modi- ered the extraordinary Ball of Light Ignem fications +1 2 uses per day, +3 environmental vis and is using it to stage “miracles” to im- trigger, +6 Penetration) prove the sales of his fake artifacts. A friend The Warped Wizard of the covenant learns of the priest’s activi- Dust Devil of Auram Vis ties and asks the characters to investigate. A magus with a high Parma Magica CrAu Level 9 discovers several pawns of extraordinary Pen 0, constant effect Brimstone of Vim vis and trades it to a ju- R: Touch, D: Sun, T: Ind Spring Breezes nior magus with a weaker Parma Magica. This small whirlwind of Auram vis pro- The magus falls into Wizard’s Twilight. vides a constant breeze of fresh air that keeps The first spring breeze in a magical When he returns, he brings charges against the air breathable even in an airtight room. valley produces several pawns of extraor- the senior magus at the next Tribunal. The Auram vis may only be transported with magic or in a hermetically sealed container.

120 Magic

(Effect: Base 1, +1 Touch, +2 Sun, +1 un- Spell-like Vis Ash Branch of Muto Vis natural; Modifications +1 2 uses per day, +3 MuCo Combined Level 35 environmental trigger) Some extraordinary vis produces a magi- R: Touch, D: Sun, T: Ind cal effect that mimics a high-level spell, usu- This Muto vis is contained in a branch Mistletoe Sprig of Herbam Vis ally of level 60 or lower. Unlike lesser en- from an ash tree. The ash tree is known as InHe Level 14 chantment vis, spell-like vis cannot produce the Tree of Odin and some believe that it Pen 0, constant effect a continuous magical effect and is complete- grants success in battle. If the bearer of this R: Touch, D: Sun, T: Group ly consumed at the end of the effect. The Muto vis makes an Attack roll in battle, he The mistletoe grows on the oldest tree in activation of the vis may require that it be gains the Virtues Reserves of Strength and the forest. If harvested properly it contains consumed by the recipient of the effect, or it Toughness for Sun Duration. Herbam vis. Anyone carrying the sprig of may wither and degrade in some other obvi- (Base 2, +1 Touch, +2 Sun (5) and Gift of mistletoe gains an intuitive understanding of ous way at the expiration of the magic. In Bear’s Fortitude, +1 Touch (30)) the forest in which the mistletoe grew. This any case, the operation of the magical effect grants a +3 to all nature-related rolls when completely depletes the vis. The magical ef- Rosemary Sprig of Rego Vis the character is in the forest. fect generally requires some specific trigger- ReHe Level 55 (Effect: Base 1, + 1 Touch, +2 Sun, +2 ing event or special circumstances to initiate R: Touch, D: Moon, T: Str, Ritual Group; Modifications +1 2 uses per day, +3 the spell-like effect. This Rego vis takes the form of a sprig of environmental trigger) rosemary. If the vis is hung above the main Seed of Creo Vis entrance of a home, it protects all within the Ball of Light Ignem Vis CrHe Level 40 dwelling from faerie creatures of the wood CrIg Level 14 R: Per, D: Mom, T: Ind, Ritual with Might 15 or less. Hanging the rosemary Pen 0, constant effect This Creo vis takes the form of a seed above a door completely depletes the vis. R: Personal, D: Sun, T: Ind from a fruit tree. When planted the seed The effect has a Penetration total of 15. This pawn of Ignem vis is in the form grows instantly into a mature non-magical (Base effect 15, +2 Moon, +3 Structure) of a ball of light. It glows brightly and pro- tree laden with the appropriate fruit. The vides illumination equivalent to a cloudy seed need not be planted deep in the earth; it Egg of Animal Vis day for an area about ten paces across cen- grows to maturity if covered by just a handful CrAn Level 30 tered on the vis. The area around the vis is of dirt. But the tree survives only if planted in R: Touch, D: Mom, T: Group, Ritual illuminated unless the vis is enclosed in an an appropriate location and climate. This Animal vis takes the form of a leath- opaque container. (Base 40) ery snake egg. If the egg is warmed to the (Effect: Base 4, +2 Sun; Modifications +1 temperature equivalent to a warm spring day 2 uses per day, +3 environmental trigger)

Laughter of Mentem Vis Story Seeds for Spell-like Vis ReMe Level 30 Pen 0, unlimited Enigmatic Apples Changeling R: Touch, D: Sun, T: Ind If this vis is captured, anyone who hears A very old apple tree sits in the heart A Faerie Lady sends her minions out its laughter is filled with overwhelming joy. of an ancient forest. The first apple that each Vernal Equinox to collect an infant The listener forgets all earthly concerns and naturally falls from the tree each autumn child and replace it with a changeling. is overcome with happiness. Appropriate Per- contains spell-like Seed of Creo vis. An The villagers are aware of this custom and sonality Trait rolls are modified by +5 and the apple taken from the tree contains no vis. use spell-like Rosemary Sprig of Rego vis listener suffers –2 on any rolls that require If the characters arrive too late in the fall, to protect their children. The characters thought or concentration. The laughter is the ground will be covered with apples cannot harvest the vis without dealing very faint and is only discernible when the from the magical tree. The apples are deli- with the villagers. Should the Faerie Lady physical object containing the vis is held. cious and local animals may eat them be- discover that the characters are thwarting (Effect: Base 4, +1 Touch, +2 Sun, +1 com- fore the characters arrive. her attempt to collect an infant child, she plex effect; Modifications +10 Unlimited) is very displeased with them.

Brimstone of Vim Vis The Bully and the Branch CrVm Level 25 Venomous Vis Pen +10, constant effect A headstrong apprentice is tasked R: Touch, D: Mom, T: Ind with collecting spell-like Ash Branch of An Animal magus collects several This Vim vis is in the shape of a piece Muto vis, but the master does not explain pawns of spell-like Egg of Animal vis, but of brimstone that exudes a strong smell of the special powers of the vis and only in- never investigates their special properties. sulfur. Anyone who comes into contact with structs the apprentice to avoid combat at On a particularly warm day, the magus’s lab the vis receives a burst of magic that results all costs. The apprentice does not and is becomes filled with the venomous snakes. If in the target gaining one Warping Point. asked to explain why the vis is depleted any of the snakes escape, the covenant may (Effect: Base 5, + 1 Touch; Modifications when he returns to the covenant. be overrun by them the following spring. +10 Unlimited, +5 Penetration)

121 Realms of Power for one hour, fully-grown poisonous snakes caused by disease or poison, nor does it re- 132). The character may not choose to end emerge from the egg. A simple die + 14 de- store missing limbs. the effect before it expires. termines the number of snakes that emerge. (Base 35, +1 Touch) (Base 25, +3 Moon, +1 for special effect) (Base 10, +1 Touch, +2 Group, +1 Size) Crystal of Imaginem Vis Drop of Spring Water of Aquam Vis PeIm Level 20 CrAq Level 20 R: Touch, D: Sun, T: Ind Dedicated Vis R: Touch, D: Mom, T: Ind, Ritual This Imaginem vis is in the form of a This Aquam vis takes the form of a drop rock crystal. If a character holds the crystal Dedicated vis is a form of vis that may of water from a magical spring. If the vis ever to his eye in the light of the sun, the char- be used in Hermetic magic to greater ef- comes into contact with the bare earth, a acter becomes invisible as per Veil of Invisibil- fect than normal vis. Dedicated vis is rare fast-flowing spring forms on the spot. The ity. The character remains invisible until the and highly sought by magi. Dedicated vis spring does not form if it touches the floor of magic expires. provides an enhancement in each of the a structure, but a spring is created upon any (As per Veil of Invisibility, ArM5, page 146) three categories below: spell use, study, and patch of ground, even if it is solid rock. enchantment creation. Each pawn of dedi- (Base 5, +1 Touch) Silver Coin of Terram Vis cated vis has a specific Technique and Form MuCo(Te) Level 45 combination; the enhanced effects of the Yarrow of Corpus Vis R: Per, D: Moon, T: Ind vis only apply when the vis is used for that CrCo Level 40 This Terram vis takes the shape of a sil- specific combination. R: Touch, D: Mom T: Ind, Ritual ver coin in the possession of a minor faerie. When a magus casts Sense the Nature of This Corpus vis takes the form of yar- If a character takes the coin without the per- Vis on dedicated vis, the colors he sees are row, which is also known as soldier’s wort. mission of the faerie, the next time the char- a mottled combination of the appropri- When the leaves of the plant are crushed and acter stands under the noonday sun he turns ate Technique and Form of the dedicated applied to a character’s wounds, they heal into stone for Moon Duration. The effects of vis. Although in most ways dedicated vis is completely. The plant only heals physical being a statute are detailed in the spell de- treated identically to 2 pawns of vis — one injuries and has no effect on Wound levels scription for The Silent Vigil. (See ArM5, page Technique and one Form — the vis may not be disaggregated into separate pawns of vis. Likewise, transferring dedicated vis from its Story Seeds for Spell-like Vis (con’t) native form to another shape eliminates the special powers of the vis. The Deadly Drought self invisible. He returns home and the vil- lage believes he has died and is haunting pell se Drought strikes the region, crops are dy- them. When he becomes visible again, the S U ing and rivers are reduced to a trickle. If the frightened villagers drive him from their covenant assists one village by using their homes. The peasant believes he has be- When dedicated vis is used to power a spell-like Drop of Spring Water of Aquam come the walking dead and travels to the spell with the proper combination of Arts, vis, other villages beseech the covenant for covenant to serve his “dark masters,” ask- the vis is treated as if it were twice as effec- aid too. Do the characters turn the villagers ing that he be laid to rest when his service tive. In other words, a magus using dedicated away to face likely starvation and death, or do is completed. vis enjoys a vis boost of +4 per pawn used. they expend their scarce resources to assist Dedicated vis may also be used to aid a spell them with little prospect for any repayment that utilizes only one of the Technique and from the essentially powerless peasants? The Immobile Redcap Form combination, but the dedicated vis does not provide any benefit in addition to A greedy merchant attempts to cheat that provided by normal vis. Likewise, when The Power of Healing a minor faerie. The faerie leaves several dedicated vis is used in an application that coins out, including one of spell-like shares the same Technique and Form combi- An advisor to a local lord has discov- Silver Coin of Terram vis, and tells the nation, whether it be casting a Ritual spell or ered the source of spell-like Yarrow of merchant to take the one he’s owed. But creating a magic item, the vis is twice as ef- Corpus vis and has used it to convince his instead of taking the single coin himself, fective. A single pawn of dedicated vis counts lord that he possesses great healing pow- the merchant sends the covenant’s Red- as 2 pawns of vis when casting a Ritual or ers. If the characters harvest the vis, the cap to collect all of the coins as payment creating a magic item that uses the appro- advisor tracks them to their covenant and of his debt to the magi. The characters priate combination of Arts. In any situation informs his lord of the theft. are expecting an important visit from the where the magus must make a botch roll, the now-immobile Redcap and are forced to dedicated vis also counts double. locate and free her. Should they track The Unquiet Dead the coin to the faerie, he assists the characters in removing the curse, but Study A peasant finds spell-like Crystal of only on the condition that they punish Imaginem vis and inadvertently turns him- the merchant. A magus who studies dedicated vis may gain experience in each of the appropriate

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Arts for the dedicated vis. Each pawn of dedicated vis is treated as 2 pawns for deter- mining the minimum number needed for the magus’s Art total. To determine the Source Quality for the vis, the player first makes a stress die roll and adds the applicable aura bonus, and then the total is divided by 2; this number is the Source Quality for the Tech- nique and Form of the dedicated vis. If the stress die double botches, the magus enters Wizard’s Twilight. The number of botch dice equals double the number of pawns of dedi- cated vis studied. A magus may study from dedicated and normal vis simultaneously. The magus must possess at least 1 pawn of dedicated vis for each pawn of normal vis used. The Source Quality is determined as normal and the to- tal is divided by 2. In effect, the magus may study two Arts at once, but does so with only half the effectiveness of studying each Art separately.

Enchantment Creation

Dedicated vis also grants improved shape or material bonuses in the creation of magical devices. If the physical form of the dedicated vis is enchanted as a magical device, it gives double the normal shape and material bonus. Although the unmodified shape and mate- Vis Storage spells of level 20 or lower would occur spon- rial bonus may not exceed the magus’ Magic taneously near the vis. When a large amount Theory score, the modified bonus may. For of vis is stored in an area, the storyguide example, 2 pawns of Corpus vis in the form At the storyguide’s option, any time a should determine the Form or Technique of a human bone would grant double the large amount of vis of a single Art is stored in of the spontaneous spell, or roll randomly shape and material bonus — +6 to destroy close proximity, spontaneous Art-appropriate among the Forms or Techniques, then select the human mind or +8 to destroy the human spells may occur. These effects make storing an effect using the spell guidelines detailed body — to any enchantment. or transporting large quantities of vis difficult. in Ars Magica Fifth Edition. In addition, any vis contained in the The minimum amount of vis necessary to cre- If this optional rule increases the amount physical object is considered already ate the spontaneous spells is dependent on of bookkeeping required for the covenant opened for enchantment purposes. In other the saga type. In a low-vis saga, a rook or two to an unacceptable level, the storyguide is words, a magus may reduce the amount of (10 to 20 pawns) of vis may be sufficient; in a free to ignore it. An alternate solution is to vis required to open the item for enchant- high-vis saga, at least a queen (100 pawns) of have the storyguide simply pick an interest- ment or add those pawns to the maximum vis may be required for the effects to occur. ing, but essentially harmless or useless, effect capacity of the object. A small, bone object Because vis is the physical manifesta- that occurs whenever a large quantity of Art- would normally require 6 pawns of vis to tion of magic, large quantities of it Warp specific vis is stored in the same area. The open it for enchantment. (See ArM5, page the magical fabric nearby. This effect results following list provides some possibilities: 97.) A magus with a small bone of dedicated in Art-appropriate spells spontaneously oc- vis containing 2 pawns of Corpus vis could curring near the vis, within what would be Animal Vis: Small animals, insects, and ver- choose to open the item with 4 pawns of Voice range for a magus. The magnitude of min spontaneously appear; animals gain additional vis for a capacity of 6 pawns, or the spell is determined by the amount of vis body parts of other animals, for example the magus could select to use 6 pawns of stored in the area. If the minimum amount of rats grow wings; all vermin in the area die additional vis to open the item and give it a vis needed to create the spontaneous effects immediately. capacity of 8 pawns of vis. (See The Mysteries is stored, only first-magnitude spells occur. Aquam Vis: The area is always damp and ev- Revised Edition, Ready-Opened Devices, page For every multiple beyond the minimum, an erything is covered in dew; all impurities 41.) As noted above, transferring dedicated additional magnitude is added to the level of are removed from water in the area, mak- vis to a different object destroys all special spells that may spontaneously occur. Thus, ing it exceptionally pure and delicious. effects the vis possesses. in a high-vis saga if the covenant stores 4 Auram Vis: The area is shrouded in fog, and queens of Perdo vis in an area, random Perdo occasional showers fall in the room; ran-

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dom winds blow through the area, vary- pawn of vis would require 20 build points, it ing from gentle breezes to gusty winds. is worth four times as much as a normal pawn Herbs and Corpus Vis: Bruises and small scrapes or cuts of vis, which only requires 5 build Points. instantly heal, and minor scars disappear; body hair grows at exceptional speed, Lesser Enchantment Vis Source Cost: Objects of Virtue several inches a day. 5 Build Points + 0-2 Build Points per Herbam Vis: Long-dead wood in furniture magnitude of the magical effect of the vis Many inanimate objects resonate with and utensils sprouts branches and leaves; per pawn of vis per year particular aspects of the Magic realm; this is flowers and weeds grow through the cracks the origin of the Shape and Material Bonuses in the floor or wherever soil is present. Spell-like Vis Source Cost: employed by magi to enhance their enchant- Ignem Vis: A hazy smoke fills the room; eas- 5 Build Points + 1-3 Build Points per ments. Some objects have become infused so ily combustible objects may burst into magnitude of the magical effect of the vis greatly with the power of Magic that they flames; the area is heated as warm as a hot per pawn of vis per year transcend these bonuses, and can be coaxed summer day. into providing tangible powers by a skilled Imaginem Vis: Everything tastes better and Dedicated Vis Source Cost: hedge magician. smells sweeter in the area; colors are 7.5 Build Points per pawn of vis per year Like Beasts of Virtue, it is hard to pre- brighter, sounds are more vivid, a mere dict what forces result in a Thing of Virtue whisper can be heard from the opposite Vis Stocks Cost: Vis Source Cost in Build (that is, either a Herb or an Object of Vir- side of the room. Points divided by 5 per 5 pawns of vis tue). More often than not, such things are Mentem Vis: Emotions run high in the area found within a Magic aura, but not all plants — sad people are thrown into deep de- The build points for extraordinary vis are within an aura are Herbs of Virtue. Those pression and happy people become giddy variable depending on the special powers of that are can be identified because they pos- with joy; people’s subconscious thoughts the vis. Vis that mimics Ritual spells is more sess perfect symmetry, with no blemishes are heard by everyone in the area, as if valuable than vis that simply mimics a nor- and the most vibrant of hues. Similarly, all spoken aloud. mal spell, and vis that provides merely cos- Gemstones of Virtue are flawless, but not all Terram Vis: Cracked pottery reforms; rusted metic or annoying effects should cost little flawless gemstones possess that perfect quali- blades become sharp again. or no more than normal vis. ty that makes one Virtuous. Perhaps the only Vim Vis: Objects in the area are treated as reliable source of Objects of Virtue is the if they had Shell of False Determination cast corpses of Beasts of Virtue; the vis in some of upon them, with the level of the effect be- Insubstantial Vis these creatures is concentrated in a particular ing determined by the amount of vis near- body part, and manifests a particular power by, and creatures suffer from The Phantom Transferring special, dedicated, or unique after suitable treatment from a hedge wizard. Gift if they stay too long. vis from its native form to another shape de- For example, the tongue of a Snake of Virtue Creo Vis: Worn or old items in the area be- stroys the special powers contained in the vis. can confer a magical ability to lie convinc- come like new again; food lasts longer Because of this, magi are often forced to carry ingly, and the mane of a Lion of Virtue makes and rotten food becomes edible again. insubstantial forms of vis in special containers. one as brave as its original owner. Intellego Vis: All Perception rolls are im- Auram vis could come in the form of a breeze, proved by +3 in the area. a scent, or fog — all of which can be held Muto Vis: Items nearby change color con- in a glass vial with cork or wax seal. The ma- Enriching a Thing of Virtue tinuously; sounds change tenor and pitch gus must break the vial or seal to use the vis. unpredictably. Similarly, vis can often be contained in sound An Herb or Object of Virtue typically Perdo Vis: Objects near the vis age or dete- or light. This vis is more difficult to transport. contains 1 or 2 pawns of vis. Without Enrich- riorate rapidly — wood rots, food spoils, A magus needs to create a magical device to ment, this, and any Shape and Material Bo- and metal rusts. transport and store this insubstantial vis. nus, is the only feature of such things. Any- Rego Vis: A character’s ability to resist Per- one with the Magic Lore Ability can Enrich sonality Traits is increased by +1. Container for Ephemeral Vis a Thing of Virtue, activating its hidden pow- ReVi Level 24 ers; the knowledge of what powers a Thing Pen 0, 12/day of Virtue might possess is covered by this Covenant Creation Costs R: Voice, D: Mom, T: Ind Ability. To determine what powers a Thing This device is an enchanted seashell. of Virtue might have, make an Intelligence + The vis described above is more valu- The holder may use it to capture or release Magic Lore roll against an Ease Factor of 9. If able than the typical forms of vis charac- insubstantial vis in auditory form 12 times successful, the character knows the magical ters encounter. A vis source that provides per day. If the seashell contains insubstantial powers that can be granted by the Thing of extraordinary or dedicated vis should rarely vis and is held to the ear, the sound of the Virtue, and the method by which to Enrich produce more than a few such pawns per vis may be heard. The same effect can also it. Some Things of Virtue may have more year. In transactions involving special vis, be enchanted into a crystal to retain lumines- than one possible Virtue; when Enriching the vis is proportionally more valuable than cent vis. The more vis the device holds, the such items, the magician must decide which normal vis. To determine the trade value brighter it glows or louder it sounds. power he wishes to activate. Once made, of extraordinary or dedicated vis, divide its (Effect: Base 10, +2 Voice; Modifications this decision cannot be undone. cost in Build Points by 5. If an extraordinary +4 12 uses per day) Enrichment does not require a laboratory,

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confers Warping points as a Constant Effect Hedge Magicians and Enriched Things of Virtue of Low Power (ArM5, page 168).

The mechanics of Enriching a Thing and Heart’s Ease of Virtue (granting Lesser of Virtue allow an unGifted character to Purifying Touch: Childbirth Fever) to as- acquire minor magical powers. Such char- sist childbirth. Likewise, a natural magi- Herbs of Virtue acters might actively seek out specific cian could Enrich a Topaz of Virtue to Herbs or Objects to perform their magic. grant the Inspirational Virtue to his lord, Here follow some example Herbs of Vir- They will never pose a threat to a Hermet- or a Sapphire of Virtue (giving Intuition) tue, and the benefits they offer once Enriched. ic magus, however, and are largely ignored to give a semblance of prediction to his by the Order of Hermes. The archetypal astrological calculations. The Warping village wise woman might gather Peri- points incurred by these effects will gradu- Centaury winkle of Virtue (which grants the Venus’s ally disfigure the wise woman or drive the Blessing virtue) as a love charm, or employ natural magician mad with Flaws. Centaury of Virtue is used by witches to Vervain of Virtue (Enduring Constitution) acquire the power of flight as a Greater Pow- er. The leaves must be dried by moonlight, then steeped in strong liquor for a season. but a magical procedure is necessary; see the granted by an Enriched Thing of Virtue can This must then be consumed in quantity un- descriptions below for example Enrichments. have a non-zero Penetration, but this affects til the imbiber can barely stand (intoxication Not all vis can be Enriched, only that which the Ability or power used, not the item’s abil- is a Necessary Condition of this power), at derives from an Animal, Herb, or Object of ity to grant the power to its wearer. The Pen- which point the reveler and up to 12 others Virtue. Enrichment enchants the raw vis in etration Total is calculated in the usual way, may take flight. All fliers must remain in close the thing, and it cannot be henceforth used as as if the character had the Virtue or power proximity, and must travel in the same direc- vis or extracted from the object. This requires in question (see ArM5, page 184 for the tion. Everyone partaking in the herb loses a season of uninterrupted magical operation Penetration Total of Supernatural Abilities; one Fatigue level. Left unenriched, Centaury and a sufficiently high Enrichment Total: and Chapter 4: Magic Characters, New and of Virtue is worth 2 pawns of Rego vis. ReCo Modified Virtues for the Penetration Total of 30 (base 15, +1 Conc, +2 Group): Greater Enrichment Total: the Greater and Lesser Power Virtues). Power (30 levels, –2 Might (fatigue) cost) Intelligence + Magic Lore + aura There are downsides to Enriched Things of Virtue. Firstly, a Thing of Virtue that con- Enrichment Level: 9 fers a Major Virtue also confers a Minor Flaw. Cinquefoil Minor Virtues do not always incur a Flaw, but Anyone who carries a Thing of Vir- some do. The Hermetic Virtues of Restriction This pretty yellow flower with five pet- tue on his person acquires a Virtue from its and Necessary Condition may be taken as als as a Cinquefoil of Virtue contains 1 pawn magic, providing the character has no Magic Minor Flaws, affecting only the power grant- of Mentem vis. It can be successfully En- Resistance. Things of Virtue can be carried ed by the Thing of Virtue. Thus a Herb that riched by pressing it between two fine sheets across magical wards, but their powers are confers a Greater Immunity to Disease might of mica, then burying it in a tin box for a suppressed by an Aegis of the Hearth of any also confer a Restriction that the immunity season. Then, whoever places it beneath his level. The item must remain intact and un- will not work if the wearer cuts or combs his tongue will gain an abundance of eloquence, damaged to confer its Virtue. hair. Secondly, an Enriched Thing of Virtue and the Inspirational Virtue. Herbs of Virtue typically lose their po- tency over time, persisting just one year for every pawn of vis in the original object, but they often confer a Major Virtue. Other Hermetic Magi and Enriched Things of Virtue Things of Virtue are usually more durable, A magus cannot usually benefit from long as the wielder has no Magic Resis- and barring accidents do not fade in power an Enriched Thing of Virtue: even with- tance. Enriching a Thing of Virtue does with time, but they usually only confer a out his Parma Magica, his Forms give him not affect its Shape and Material bonuses, Minor Virtue. The Virtues conferred cannot a Magic Resistance of at least zero. Fur- but the inherent vis of the Thing of Vir- affect the background of the character, story ther, few magi have sufficient knowledge tue cannot contribute to the enchantment elements, or the gain of experience points of non-Hermetic magic (that is, the Magic since it was used in the Enrichment pro- (such as an Affinity), but could conceivably Lore Ability) to be able to effect an Enrich- cess. An invested item made from an En- confer any other Virtue, including the new ment. Nevertheless, some magi have found riched Thing of Virtue can only be made Virtues from Chapter 3: Magic Characters. a use for Enriched Things of Virtue. into a talisman if the magus Enriched the A Supernatural Ability acquired in this way A magus can include the item in an item himself. As a talisman, the Thing of has a score of 3 and cannot be increased enchanted item in the usual manner; thus, Virtue ignores its owner’s Magic Resis- with experience points. When using a En- an Enriched Topaz of Virtue (see below) tance, and is the only way that a magus riched Thing of Virtue, it is as if the wearer included in an invested item grants the can acquire the granted Virtue. A Thing has the Virtue; so, for example, Greater and wielder the Puissant Leadership Virtue as of Virtue made into a talisman does not Lesser Powers can be designed with Range well as any Hermetic enchantments, as Warp its creator. Personal. Any Supernatural Ability or power

125 Realms of Power

Pennyroyal

The pennyroyal is a creeping plant similar to mint, with clusters of tiny purple flowers. The Pennyroyal of Virtue contains 1 pawn of Corpus vis. Known as Heal-All, the star that is ruling when this sovereign herb is Enriched determines which ailment it cures: Mars pro- tects against flux; Venus against pox; Mercury against kidney stones; Jupiter against fever; and Saturn against falling sickness. The herb must be painted painstakingly with the clear- est of resins from a lightning-struck pine; each week for a season a new layer of lacquer is added. A simple brush of the herb over the heart or brow will confer this Greater Purify- ing Touch. Let the healer be warned, howev- er, for devils will seek to undo the work he has wrought with this herb (actually a Delusion).

Periwinkle

The intense blue of the Periwinkle of Virtue grants Venus’s Blessing. The hope- ful in love must find enough perfect flowers among those that have been trampled by rut- ting deer to form a garland, which is strung around the neck of the dominant stag. After ninety days, the sole remaining flower of this garland has been Enriched. The recov- ered garland also grants the impetuousness of youthful love that shows no inhibition in Fennel ing the ground. The cut end is then bound pursuing its object of affection (that is, the against the flesh over the left breast and left Reckless Flaw). Left unenriched, Periwinkle The Fennel of Virtue has a fleshy bulb covered for a season. The herb will reveal of Virtue is worth 1 pawn of Mentem vis. and tall straight flower spikes bearing fra- that it has successfully Enriched by taking grant seeds. It contains 2 pawns of Vim vis. root in the flesh of the wearer. The host of To be Enriched, a fennel must be plucked the plant gains the Supernatural Ability Divi- on a day sacred to St. Michael (or another nation & Augury (see The Mysteries, Revised Edi- Objects of Virtue mighty spirit of warlike mien), and wrapped tion, pages 58–62). The method of divination in lamb’s wool and snakeskin then kept in a granted is unique to the Mistletoe of Virtue; The Virtues for many Objects of Virtue scabbard for a season. The stalk of the fen- the diviner consumes the berries and receives can be derived using Shape and Material Bo- nel will become hard as wood, and when mystical visions, granting ceremonial bonus- nuses for inspiration, concentrating on materi- wielded as a wand it drives away evil spir- es of Dreams +2, Herbam +5, and Intentions als rather than shapes. Any item that naturally its (a Greater Power). Any creature with an +1. The herb feeds directly from his heart’s contains vis and that gives a Shape and Mate- Infernal Might of 25 or less loses 5 points blood, granting a Fragile Constitution. After rial bonus to a specific Art can be Enriched of Infernal Might, but each attack costs the two years the plant will wither and die. Left to confer Puissant Art, but Objects of Virtue wielder one Fatigue level. The owner must unenriched, Mistletoe of Virtue is worth 2 are rarely of use to magi because of their zero remain Continent (as per the Flaw) else its pawns of Intellego vis. Penetration and the Warping they cause. power will fade. PeVi (base 5, +1 Touch): Greater Power (10 levels, +35 Penetration, –1 Might (fatigue) cost) Shape and Material Bonuses for Herbs of Virtue

Mistletoe Centaury: +3 Flight Mistletoe: +7 divination Cinquefoil: +3 Leadership, +1 Rego Mentem Pennyroyal: +3 healing The parasitic Mistletoe of Virtue grants Fennel: +5 repel ghosts, +5 repel evil Periwinkle: +3 love, +1 loyalty or the power of prophecy. It must be cut from spirits, +2 dreams affection an apple tree without a single leaf touch-

126 Magic

Amethyst Hermes, True Lineages, page 107) but also produces Topaz a minor Personality Flaw. The Flaw should be An Amethyst of Virtue contains 1 pawn chosen by the storyguide, in consultation with A Topaz of Virtue gives the Minor Gen- of Mentem vis and, if appropriately Enriched, the player if appropriate, and might well be eral Virtue Puissant Leadership (ArM5, page confers the Minor Supernatural Virtue Lesser something that will irritate fellow travelers. En- 48) after Enrichment. The procedure for En- Immunity to drunkenness (ArM5, page 44). richment involves taking the item to the high- richment involves obtaining fur, feathers, or To gain this benefit, the stone must be in con- est point in the vicinity, where the wizard has a teeth from an animal known to be the leader tact with the drinker’s skin, so it is usual to set clear view in all directions, for a season. of a pack or flock, then binding this to the it into an item of jewelry. The Enrichment stone using a gold-colored wire or thread ritual involves preparation of a beverage with and keeping the bundle in a high place for no intoxicating effects from the strongest fer- Sapphire a season. Before Enrichment, the gem of Vir- mented drink available. Once the wizard is sat- tue contains 1 pawn of Mentem vis. isfied that the fluid is safe, probably by drink- A Sapphire of Virtue, which contains 1 ing quite a lot of it herself, the stone should be pawn of Intellego vis, can be Enriched to steeped in it for a month. The whole process confer the Minor General Virtue Intuition of preparing the drink, testing it, and steeping (ArM5, page 44). It should be exposed to Formed Stones the gem should take about a season. the light of a full moon over the course of a season, and kept wrapped in a piece of vio- Some call these shaped stones lusus natu- let-colored fabric at all other times to effect rae — sports of nature — and say that they are Bloodstone and maintain the Enrichment. The user must formed in the soil by the creative force of vis gaze into the gem to gain the intuition, so it plastica. Others say that shaped stones result A suitably Enriched Bloodstone of Virtue is usually set into a ring for convenience. from certain astral conjunctions, which fertil- gives the bearer the Minor General Virtue ize the soil and rocks with vis formativa. Then Rapid Convalescence (ArM5, page 48) as long there are those who claim they arise through as he is in contact with it and remains in bed, Clam Shell the individualization of objects by a conden- avoiding any mental or physical exertion. En- sation of vapors liberated by fermentation in richment requires that the stone be kept for The Clam Shell of Virtue, when Enriched, deeper-lying rocks. A few claim that they are at least a month in mud collected from a site confers the Minor General Virtue Tough reflections of ancient failures in creation. known to have healing powers, followed by re- (ArM5, page 49). To benefit, the owner must peated washing in water gathered from a spring wear or carry the shell. The Enrichment pro- of proven curative power. Before Enrichment, cess could require that the shell be put in the Clach Crubain the stone contains 1 pawn of Creo vis. The torrent of a powerful waterfall for a season. whole business of locating a source of suitable A shell that survives the battering is proven There is a formed stone that is bent over, mud, collecting the water, and carrying out the Enriched. Before Enrichment, a Clam Shell of like a body crippled with the pains of arthritis, processes should take about a season. Virtue contains 1 pawn of Terram vis. called Clach Crubain of Virtue. It contains 1 pawn of Perdo vis. When suitably Enriched, carrying the stone close to one’s person con- Bufonites Emerald fers the Minor Supernatural Virtue Lesser Im- munity (arthritis) (ArM5, page 44). A Toad Stone of Bufonite of Virtue is a If one places an Emerald of Virtue in the The Enrichment process requires one dull gray stone containing 2 pawns of Intel- nest of a snake, and returns three months later to obtain a measure of pure oil, probably by lego vis that, when Enriched, has a Lesser to find the gem still there and so too the snake, crushing freshly picked, unblemished olives Power to detect poison. It turns pink or dull it will have been Enriched. It then gives the or by pressing oil-rich nuts. Alternatively, red when in contact with poison. bearer the Minor Supernatural Virtue Animal oil from an animal source may be used if the Enrichment requires that the stone be re- Ken (ArM5, page 40), with the restriction that origins are special enough. The oil should be moved from the head of a Toad of Virtue while it applies to serpents only. Before Enrichment, rubbed all over the stone and allowed to dry off it is still alive. The stone must then be placed the gem contains 2 pawns of Animal vis. in sunlight strong enough to warm the stone. on red cloth until it is set into a suitably fine The process must be repeated three times and item of personal jewelry or into a drinking ves- should take about a season to complete. sel or platter. The whole process should take Jet about a season. InAq 15 (base 3, +2 Sun, +1 Touch (Target), +1 continuous effect): Lesser An Enriched piece of Jet of Virtue pro- Ovum Anguinum Power (15 levels, –2 Might (fatigue) cost) vides the Minor General Virtue Puissant Stealth (ArM5, page 48). The Enrichment A Serpent’s Egg or Ovum Anguinum process involves leaving it concealed for a of Virtue is a pale, almost spherical formed Opal season in a place where people gather fre- stone with a regular pattern of small bumps quently, changing the hiding place once a on the surface. It can confer protection An Opal of Virtue contains 2 pawns of month. The Virtue is lost if anyone other than from poison and illness through the Minor Terram vis. If suitably Enriched, it provides the the owner sees the jet. Before Enrichment, Jet General Virtue Improved Characteristics Minor Heroic Virtue Sure Traveler (see Houses of of Virtue contains 1 pawn of Perdo vis. (Stamina +2) (ArM5, page 43). A variation

127 Realms of Power Shape and Material Bonuses for Objects of Virtue Awakened Trees

Clach Crubain: +2 arthritis Thunderbolt: +3 lightning, +2 Auram, +4 As discussed in Chapter 2: Auras, things Bufonites: +3 detect poison protection from demons inside a Magic aura are superior examples of Ovum Anguinum: +2 versus infection and Cornu Ammonis: +3 affect visions, dreams their kind. All plants and trees are alive, and poison, +2 legal arguments, +2 resist Glossopetrae: +5 resist snake venom the plants and trees growing within Magic injury Fairy Loaves: +4 keep milk fresh auras seem more alive than those in the mun- dane world. As noted in the spell descrip- tion of Stir the Slumbering Tree (ArM5, page in the Enrichment process can, alternatively, about prophetic visions in dreams. After 137), most trees in Magic auras are awake confer Improved Communication (+2) that appropriate Enrichment, it gives the Minor — they’re aware of their surroundings and helps the bearer to success in legal disputes Supernatural Flaw Visions (ArM5, page 60) capable of limited movement. The stronger and the like. Another variant bestows the to anyone who sleeps with it under his head, the aura, the more alert and active the trees Minor General Virtue Tough, giving +3 to perhaps under a pillow or some straw. The become. In an aura of level 6 or higher, the Soak (ArM5, page 49). Before Enrichment, visions come as dreams. trees are fully awake and can see and hear the stone contains 2 pawns of Creo vis. Enrichment requires the drinking of about as well as a human can. The Enrichment process requires one to a concoction of hallucinogenic fungi or Awakened trees have no Might score and go at midsummer to a place where snakes herbs. While under the influence, the drink- are not especially likely to contain vis. They gather and entwine about each other. As the er learns of the location of a hibernating possess Cunning rather than Intelligence. A snakes writhe, a ball of froth forms and rises animal (e.g. a dormouse). The stone must mundane tree, transplanted into a sufficiently up into the air. If one can leap up and catch be left in the animal’s nest for the winter to strong Magic aura, would eventually become this in a cloth before it falls to the ground, activate its power. Transformed. On the other hand, awakened then carry it over a river that the snakes can- trees become more lethargic whenever the not swim, and keep the stone in the froth for Magic aura around them decreases. a month, the process will be complete. Find- Glossopetrae Different varieties of trees have different ing the right place to go and carrying out the personalities. Oak trees are steadfast and dig- process should take about a season. A Stone Adder’s Tongue or Glossopetrae nified, while more flexible trees such as willow of Virtue contains 1 pawn of Aquam vis and or birch are more excitable and flighty. Awak- can be Enriched to become an antidote to ened trees can talk to one another by rustling Thunderbolt liquid poisons. The poisoned character loses their leaves, spreading news on the wind. a Fatigue level rather than taking a wound. Certain pointed stones called Thunder- To be used, it must be put in the suspect bolts of Virtue fall from the sky like darts liquid and left to stand for at least two Di- Animated Trees during the most ferocious thunderstorms. ameters. Enrichment involves the capture of Such a stone contains 1 pawn of Auram vis. a poisonous snake, which is milked for its Certain spells or magical effects can take A suitably Enriched one gives the person venom. The stone is soaked in that venom a tree beyond its ordinary awakened state who carries it a Ward against Demons of the for a month, then washed every night for an- and make it as mobile as an animal (albeit a Air as a Greater Power, keeping out all such other month in fresh clean rainwater that has sluggish one). Hermetic spells such as Lord of creatures with a Might of 10 or less. The been collected in a special bowl as it fell. The the Trees or Calling the Council of the Trees can have stone must be held in the hand to work (a stone should be kept in snakeskin. PeAq 20 this effect, as can the non-Hermetic powers Necessary Condition). (base 10, +1 Touch, +1 Part): Lesser Power of many nature spirits (most often through The Enrichment process involves fas- (20 levels, –1 Might (fatigue) cost) the Crafter of Herbam power; see Chapter 4: tening it to a branch high up in a tree that Magic Characters, Common Powers). A tree has been struck by lightning, and leaving it can also become animate when a spirit uses there through three storms. It must be left Fairy Loaves the Manifestation power (Chapter 8: Spirits, for no less than three months, and for lon- Common Powers of Spirits) to inhabit it. A ger if storms are infrequent. ReAu 20 (base These formed stones called Fairy tree animated by a spell or effect does not 4, +1 Touch, +2 Sun, +1 continuous effect): Loaves of Virtue are shaped like fairly flat have a Might score, but one animated by Greater Power (20 levels, +20 Penetration, round buns, and contain 1 pawn of Muto Manifestation temporarily gains Might equal –2 Might (fatigue) cost) vis each. An Enriched stone of this type, to the activation cost of the power. if kept in the place where milk is stored, demonstrates a Lesser Power and keeps Cornu Ammonis milk fresh. Enrichment involves a visit to a Faerie aura or negotiations with a minor Trees of Virtue A Horn of Ammon or Cornu Ammo- faerie, taking about a season to conclude. nis of Virtue is a coiled stone like a petrified MuAq 15 (base 2, +2 Sun, +2 Room, +1 Trees of Virtue are usually awake, but they worm, containing yellow crystals or grains constant effect): Lesser Power (15 levels, have no Might score. They are more likely to be that look like gold. It carries 2 pawns of In- –2 Might (fatigue) cost). attended by Airy Spirits (see Chapter 7: Spirits, tellego vis. According to Pliny, it can bring Florae and Faunae) than are other trees.

128 Magic

The vis in a Tree of Virtue belongs to an Art associated with the tree’s inherent magi- Option: Brawl Skill Story Seed: cal powers, in a quantity usually between 1 and 3 pawns. Like herbs, Trees of Virtue for Animated Trees War for the Woods may be Enriched to make magical charms or devices that grant Virtues. Unlike herbs, For simplicity, troupes can simply as- As the covenant begins to harvest only a small portion of the tree is necessary sign a default Brawl skill of 3 (specialized too much vis from a magical forest, the to make this charm: the portion where all in “branch”) to all animate trees. A more trees and forest spirits notice a slight of the tree’s inherent power resides. Enrich- complex alternative is to assign a differ- weakening of the local aura and take ing this item, or collecting the tree’s vis, ent Brawl skill to each tree and re-calcu- exception to the magi’s activities. The depletes the tree’s magical powers. Some- late its combat statistics accordingly. trees begin to awaken on their own and times a Tree of Virtue can replenish these Under this rule, a tree animated by a hinder travelers in various ways: lower- lost properties over time, but otherwise it spell has a Brawl skill equal to the caster’s ing their branches to block trails, plac- becomes permanently non-magical. (Story- Finesse. A tree animated by a spirit using ing their roots where passers-by will trip guides should decide whether a given Tree Manifestation has the same Brawl skill as over them, and so forth. If the magi es- of Virtue is renewable or not based on the the spirit, and uses the spirit’s Dexterity calate the conflict by using axes or fire, needs of the saga.) and mental Characteristics (but the tree’s the Florae or genius loci protecting the Distinct from Trees of Virtue are trees Strength, Stamina, and Quickness). forest animate the trees in self-defense. that produce vis, but do not manifest their magical properties strongly enough to be eligible for Enrichment. Such trees may pro- Hazel Oak vide vis of the same Art as Trees of Virtue of the same species, or may simply yield On a Hazel Tree of Virtue, one supple Oak is associated with storms and light- Herbam vis. Vis-bearing trees usually (but branch is forked with perfect symmetry. A ning. Wood from the heart of an Oak of Vir- do not always) replenish their vis after it has magician can Enrich this branch into a wand tue may be fashioned into an item that grants been harvested, making them a common vis that provides the Virtue Dowsing (see ArM5, a Lesser Immunity to lightning, after it is source for covenants. page 41). The branch must be fashioned into properly Enriched. The Enrichment process a forked wand and then buried and dug up involves seasoning the wood while expos- seven different times, each at a different place ing it to incense and the smoke of burning Blackthorn of mystical significance (such as at a cross- herbs over the course of a season. At least roads, next to an ancient megalith, at a spring once during this process the wood must be The blackthorn tree flowers in late win- with healing powers, and so on). The wand brought under the open sky while lightning ter or early spring, even before its leaves bud. must be left in each place for at least seven is flashing. The finished, Enriched item may Under the new moon while the tree is in days. Before Enrichment, the symmetrical be carved into any shape or size (limited flower, the thorns of a Blackthorn of Virtue branch contains 1 pawn of Intellego vis. only by the size of the original tree). If it is a may be Enriched by a magician who knows the proper lore. The wizard must find the 13 longest, sharpest thorns. She anoints each of Character Guide: An Animated Tree these with a drop of human blood while they are still on the tree (usually the she simply Magic Might: None, or activation cost of +4, Dfn +2, Dam +2. This makes its pricks her own or an assistant’s finger with Manifestation (Herbam) combat statistics work out exactly each thorn) on several different nights, un- Characteristics: Cun –3, Per –2, Pre –3, Com as listed in the spell Lord of the Trees der different phases of the moon, while recit- –3, Str +8, Sta +5, Dex –1, Qik –5 (ArM5, page 139), when combined ing the proper incantations. Size: +5 with its Brawl skill of 3. When finished, the thorns may be used Season: Spring Vis: None to inflict curses. They grant a power similar Virtues and Flaws: Clumsy to the Virtue, Hex (see Realms of Power: Infer- Magic Qualities and Inferiorities: These statistics should be used for nal, page 92) but with two limitations. First, No Fatigue trees affected by spells such as Lord of the the user can only curse a victim to whom she Personality Traits: Tree +3 Trees or Calling the Council of the Trees (ArM5, has an Arcane Connection: she must fashion Combat: page 139), or those animated by spirits. a wax figure of the target and pierce it with Branch: Init +5, Attack +7, Defense +1, Under most circumstances, an animate an Enriched thorn. Second, each of the 13 Damage +10 tree has no Might score. thorns can be used only once. (Together, Soak: +15 An animate tree can move its limbs these limitations constitute a Restriction). Wound Penalties: –1 (1–10), –3 (11–20), and roots, and can also uproot itself and Note that the Hex power granted by Black- –5 (21–30), Incapacitated (31-40), shuffle about if the spell description says thorn of Virtue is aligned with the Magic Dead (41+) it can. For this purpose, treat Manifestation Realm, not the Infernal. Abilities: Brawl 3 (branch) as equivalent to the spell, Freeing the Striding Alternatively, a Blackthorn of Virtue Natural Weapons: The weapon statistics Tree (ArM5, page 139). may simply be harvested for 2 pawns of for this tree’s branch are Init +10, Atk Perdo vis.

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portable item, it grants the Lesser Immunity Character Guide: A Mandrake Root of Virtue to its possessor. If it is built into a wooden ship or structure, then it grants Immunity to Magic Might: 5 Mandrake of Virtue sometimes springs the whole edifice. Characteristics:: Cun +1, Per 0, Pre –3, from this seed. Before Enrichment, the heartwood of an Com 0, Str –10, Sta +3, Dex 0, Qik +6 Mandrake root can be Enriched by Oak of Virtue contains 2 pawns of Auram vis. Size: –6 a hedge wizard into a Thing of Virtue. Season: Spring This involves burying it under a mound Virtues and Flaws: Magic Thing; Arcane of horse manure for a season, digging it Rowan Lore; Restricted Power, Weak Charac- up frequently to feed the root with blood, teristics milk, and honey. After this process, the From a Rowan of Virtue, a magician can Magic Qualities and Inferiorities: Greater root becomes semi-animate, able to creep make a protective amulet. The red berries Power, Improved Powers (x2) slowly about (one foot per minute). Its of the rowan are marked with a five-pointed Personality Traits: Mandrake* +3, Spite- twitching and writhing can be interpreted star; proper Enrichment of the amulet re- ful +1 to foretell the future, as well. Treat this quires selecting only the berries that have Combat: as the Premonitions Virtue (the Enriched perfect stars. The magician crushes a few of Dodge: Init +6, Attack N/A, Defense +9, root grants the Ability Premonitions 3). these berries along with certain herbs (basil Damage N/A The Enriched mandrake root must be fed and rue, among others) and pure rain water, Soak: +2 blood in order to use this power (a Neces- and in this brew steeps two twigs from the Fatigue Levels: n/a sary Condition), but the blood need not same tree as the berries. Fresh berries (only Wound Penalties: –1 (1), –3 (2), –5 (3), be human. those with perfect stars) and herbs must be Incapacitated (4), Dead (5+) Mandrake has many other uses. It added each day from one quarter-day (sol- Abilities: Brawl 2 (dodging), Penetration can be used to make a potent aphrodisiac stice or equinox) till the next. The two red- 4 (scream) and is a cure for many physical ailments. stained twigs are then tied with red thread Powers: Some hedge wizards know the secret of into an equal-armed cross. Deadly Scream, 0 points, Init +6, Corpus or converting a mandrake root into a kind of The finished amulet grants a Lesser Magic Animal homunculus, which they use as Hermetic Power Virtue (see Chapter 4: Magical Char- R: Per, D: Mom, T: Sound magi use familiars. This knowledge is ob- acters, New Virtues). Its effect is identical to The mandrake root’s scream is deadly scure, but not totally unknown within the a Hermetic Rego Vim ward (see ArM5, page to all who hear it (deafness is an ef- Order. It may require a story to find the 161) of Level 10 and Penetration 10, with a fective defense). It can only use this correct magical process, or, if the story- Target: Individual rather than Circle, that power at the moment it is pulled out guide prefers, she can allow a magus to wards its bearer against creatures of one su- of the soil. simply bond the mandrake root as if it pernatural Realm (Magic, Infernal, or Faerie, PeCo(An) 50 (Base 30, +3 Sound, +1 were an animal. At the end of the bond- but not Divine — the Realm must be chosen Animal Requisite): Greater Power (50 ing process, the mandrake root looks like by the magician when the amulet is made). levels), Improved Powers x2 (+1 Ini- a little man about six inches high. Some The amulet loses its power after seven years. tiative, –5 Might cost) wizards even provide their mandrakes Vis: 5 Corpus; this is spell-like vis that with tiny clothes. cures a Medium or lesser wound due Mandrake root screams when pulled to poison or disease (but not injury). from the ground; its scream is deadly to Appearance: The above-ground part of all who hear it. Hedge wizards usually a mandrake plant looks like a clus- employ a trick whereby they tie a hun- Awakened Items ter of oblong, tapered leaves grow- gry dog to the mandrake root. When the ing close to the earth. It somewhat dog goes to sleep they bring some meat Magical devices can occasionally be- resembles a tobacco plant, though to just outside the reach of the rope and come magic things, perhaps because of a tobacco does not exist in Mythic then hastily withdraw. When the dog laboratory accident or exposure to the Magic Europe. The root is about six inches awakens and lunges for the meat, the Realm. Here is one example of an enchanted long, fleshy, and has five lobes. It mandrake is uprooted. More enlight- item that has been awakened by magic. vaguely resembles a human figure ened magicians, including most Her- with head, arms, and legs. Wrinkles metic magi, simply use deaf servants to and lumps on the uppermost lobe harvest mandrake root. Magi, of course, Amiculum, Magical Cloak suggest a human face. can use spells to render a person tempo- rarily deaf. Magic Might: 5 (Vim) Mandrake of Virtue can be found be- A mandrake root that is Enriched (but Characteristics: Int –2, Per +1, Pre +3, Com neath hangman’s trees (provided the tree is not one that is bonded as a homunculus) –3, Str –2, Sta +3, Dex +2, Qik +1 within a Magic aura or, at least, outside the does not serve willingly and will try to Size: –1 Dominion). When a man is hanged, his se- cause mischief when it can. Season: Spring men is released and spills onto the earth. Virtues and Flaws: Magic Thing; Magical Friend; True Friend Magic Qualities and Inferiorities: Lesser

130 Magic Power: Cloak of the Duck’s Feathers, Lesser connection, it can affect its master with its Power: Whiten the Wear of Travel, Lesser powers as itself and does not need to pene- Power: The Woolen Cloud, Minor Virtue trate his Parma Magica. As a cloak, it is mostly Story Seed: (x2): Tough, Wilderness Sense concerned about remaining clean and pure, The Mandrake’s Personality Traits: Cloak* +3, Loyal +3, and protecting its master against harm. While Protective +3, Fastidious +2 it understands a great deal of its master’s Latin Scream Combat: and could converse with him, it chooses in- Dodge: Init +1, Attack n/a, Defense +1, Dam- stead to remain silent so not to embarrass it- A hangman’s tree stands in a weak age n/a self. Likewise, it is very conscious of keeping Magic aura at a crossroads near the cov- Cloak (nonlethal): Init +1, Attack +2, Defense its place, and does not like to exercise its abil- enant. One can occasionally find a Man- +2, Damage –3 ity to move and to carry things. drake of Virtue growing under it. The Soak: +6 court physician to an ailing nobleman Wound Penalties: –1 (1–4), –3 (5–8), –5 has harvested a mandrake to cure his (9–12), Incapacitated (13+) lord, but, tragically, the noble’s curious Fatigue Levels: n/a Kelpie son secretly followed the physician and Abilities: Awareness 1 (bodyguarding), watched too closely — he was killed by Concentration 2 (maintaining powers), the mandrake’s scream. The player char- Kelpies are carnivorous magical creatures acters might be called in to investigate Folk Ken 1 (cleanliness), Latin 4 (magi), that live at the bottom of deep fresh-water Legerdemain 1 (magic tricks), Order of the boy’s disappearance, or the physician pools. Their natural form is a writhing mass might come to them asking for help. Hermes Lore 1 (highborn women), Pen- of oily black tentacles and sharp beaks that etration 1 (Corpus), Survival 2 (at camp), are capable of piercing the thickest amor, but Wilderness Sense 2 (weather) kelpies also have the curious ability to trans- who it will entice into riding. Once the trav- Powers: form into sleek, black horses. In this form, eler is mounted, the kelpie dashes headlong Cloak of the Duck’s Feathers, 0 points, constant, the kelpie-stallion exudes a musky charisma, into its pool — drowning and then consum- Aquam: See ArM5, page 124. allowing it to befriend other horses; it leads ing the rider. Whiten the Wear of Travel, 0 points, Init –1, Ani- them to the edge of the pool where they It is possible to tame and train a kelpie to mal and Terram are rapaciously devoured. Another favorite serve as a fearsome mount — or even a beast R: Per, D: Mom, T: Ind hunting technique of those kelpies that live of burden — and some magi have done so. When activated, all dirt and travel stains near a road is to seek out weary travelers, A kelpie mount has an independent Magic are removed from the cloak, and any small rips and tears (anything smaller than a Light Wound) are instantly mended. Cr(Pe)An(Te) 20 (base 15, +1 requisite): Lesser Power (20 levels, –1 Might cost), mastery point from Cloak of the Duck’s Feathers (–1 Might cost) The Woolen Cloud, 0 points, Init –1, Animal and Corpus R: Per, D: Conc, T: Ind For the duration, Amiculum can float upon the air and move slowly in any direction. While floating, it can support the weight of up to two human beings. ReAn(Co) 20 (base 5, +1 Conc, +1 size, +1 requisite): Lesser Power (20 levels, –1 Might cost), mastery point from Cloak of the Duck’s Feathers (–1 Might cost) Vis: 1 Animal Appearance: Amiculum is a white woolen cloak with two sides; an intricate circle of red, green, and black is woven on the inside, which is large enough to surround a man who stands upon it.

Amiculum was enchanted as a talisman for its master, a Hermetic magus known for his interest in chivalry and courtly love. When he went into Twilight, his talisman went with him and returned from the experience as an independent magical being. Because of this

131 Realms of Power

Resistance, does not tire easily, is very swift, Ride Ability. A kelpie is a magical thing, so it and looks impressive but not overtly magical must rest in a magic aura (usually a pool) in Story Seed: — in stallion form, at least. A trained kelpie order to restore its Might Pool. can understand simple verbal instructions, The kelpie described here is a magical To Break a Kelpie including when to change form, and can also creature associated with deep pools. How- be ridden when in stallion form, using the ever, similar faerie creatures may exist. A clan chief in the Scottish High- lands approaches the covenant want- ing to commission the manufacture of a magical bridle that will allow him to Character Guide: A Kelpie capture and break a local kelpie (this could be achieved with a ReAn effect). Magic Might: 20 (Aquam) with water while in its stallion form, a The chieftain intends to use the kelpie Characteristics: Stamina Roll against an Ease Factor of to drag heavy stones to the site of a new (Native form) Cun +1, Per +1, Pre 0, 9 must be made, otherwise it reverts to fortress. The rapid construction of the Com –2, Str +8, Sta +2, Dex +1, Qik –2 its native form. fortress, aided by the labor of the kel- (Stallion form) Cun +1, Per +1, Pre MuAq(An) 25 (Base 10, +2 Sun, + 1 pie, will tip the balance of power among +3, Com –2, Str +6, Sta +3, Dex +1, Complex effect): Lesser Power (25 the Highland clans — so, assisting the Qik –1 levels) chieftain could be construed as interfer- Size: +3 Equine charisma, 2 points, Init –7, Imaginem ence in the mundane and hence a pos- Season: Summer R: Sight, D: Sun, T: Ind sible breach of the Peripheral Code. Confidence: 1(3) (attacking) The kelpie makes itself alluring to Virtues and Flaws: Magic Thing; Ferocity, its victim. This is automatically suc- Lightning Reflexes, Tough; Magical cessful if the victim has a Cunning Monster characteristic, but if the victim has Qualities and Inferiorities: Greater Pow- an Intelligence characteristic then an Elementals er; Improved Attack (x5), Improved Intelligence Roll against an Ease Fac- Damage (x4), Improved Defense (x4), tor of 9 will resist the effect (penalties Elementals are magical creatures com- Improved Initiative (x2), Improved for Fatigue apply, which makes weary posed of very pure elemental matter. They Soak (x3), Lesser Power (x2) travelers particularly susceptible). A are not truly alive, and are capable of nei- Personality Traits: Fierce +3, Alluring +1 victim with Cunning will follow the ther growth nor reproduction. Instead, they Reputations: Black horse on road 3 (local) lead of a kelpie that it finds alluring, form from pure physical matter under some Combat: (Native form) while an Intelligent victim will usually magical impetus, such as a Magic aura. Tentacles: Init +4, Attack +10, Defense +11, attempt to ride or capture the kelpie. Nothing that is or has been alive can gener- Damage +8 This power may only be used while ate an elemental, nor can matter that is no Bite: Init –2, Attack +13, Defense +3, the kelpie is in stallion form. longer in a raw state, but which has been Damage +20 CrIm 40 (Base 5, +3 Sight, +2 Sun, +2 moved, cut, or otherwise interfered with by Combat: (Stallion form) Complex effect): Greater Power (40 a living being. Kick: Init –1, Attack +8, Defense +6, Dam- levels, –2 cost) The process of forming an elemental age +7 Fleet of Foot, 0 points, Constant, Animal: is called rarefication. This process causes Soak: +11 R: Per, D: Constant, T: Ind atoms of matter to take on a pseudo-life of Fatigue Levels: n/a. When in its stallion form, the kelpie their own, freeing themselves from the at- Wound Penalties: –1 (1-8), –3 (9-16), –5 can travel at about three times the oms of other elements and self-organizing (17-24), Incapacitated (25-32), Dead speed of a normal horse (it can carry into an elemental. Usually only one elemen- (33+) a rider about 100 miles in a day). tal forms, of a maximum size determined by Abilities: (Area) Lore 2 (roads), Athletics MuAn 15 (Base 4, +2 Sun, +1 Con- the amount of matter present. Magi of the 5 (galloping), Awareness 3 (roads), stant effect): Lesser Power (15 levels, Order know spells that can catalyze this Brawl 5 (bite), Charm 3 (travelers), –2 cost) process, but they may also create elementals Hunt 5 (tracking), Stealth 3 (at night), Equipment: None. by accident with careless use of elemental Swim 3 (ambush) Encumbrance: 0 magic (see below for more details). Further, Powers: Vis: 4 pawns of Aquam in the blood of the raw elemental matter possessing a Warping Equine metamorphosis, 3 points, Init –5, kelpie. Score of 5 may spontaneously rarefy into Aquam Appearance: In native form the kelpie is a an elemental; for example, a natural spring R: Per, D: Sun, T: Ind black, amorphous, and distended mass within a Magic Aura of 6 might generate a The kelpie ejects itself from its pool covered with an array of muscular ten- water elemental after 75 years. However, not and in mid-flight the mass of slimy tacles, mouths, beaks, and sensory or- all Warped matter develops an elemental, tentacles transforms into a glistening gans. It usually dwells at the bottom of and this process is little understood by those black stallion. The kelpie may at will a deep, shaded pool. In stallion form who have studied it. return to its native form without an the kelpie appears to be a large, pow- Once rarefied, the elemental exists un- additional expenditure of Might, but erful, black horse as might be ridden til it is destroyed; elementals do not age, if the kelpie is completely saturated into battle by a wealthy knight. they have no need for nutrition, and do not succumb to disease. They suffer from

132 Magic impulses that drive them to certain actions based on their elemental make-up, but New Elementals Spells and Spell Guidelines they possess no capacity for thought in the traditional sense. Creo (elemental Form) of water (up to a pool of 5 paces diameter and 2 paces deep) to bring a water elemen- Level 25: Create an elemental from a base tal into existence. At its maximum size, the amount of elemental matter (Ritual) elemental has a Might of 15 and a Size of 0, Magic and Elementals but smaller bodies of water will yield smaller elementals. The character guides given later Some magi who are skilled in elemental Muto (elemental Form) in the chapter describe typical elementals magic routinely create and bind elementals created by this spell. For larger (and thus General: Convert part of an elemental’s body to their bidding, but the primitive sen- more powerful) elementals, this spell must into another type of matter of the same tience of these beings, combined with the be invented with a Size modifier to the element (soil to dust, wind to smoke, difficulty in obtaining the appropriate raw target, with each application of the modi- etc.), reducing the elemental’s Might materials and vis required, means that most fier giving +3 Size. Since Size determines pool by the level of the spell +10. If the do not bother. Ritual Creo spells can create Might (see later), 1 extra size magnitude elemental is not destroyed by this effect, elementals, and they may be controlled us- gives an elemental a Might of 20 (Size +3), when the duration ends it can restore this ing Rego magic. New guidelines for these 2 a Might of 25 (Size +6), etc. This spell Might by re-absorbing the matter. effects are given in the nearby insert. In ad- doesn’t need to penetrate the Might of the dition, standard Rego guidelines may also elemental instantiated; until the completion create wards (or prisons) for elementals Rego (elemental Form) of the spell, the elemental doesn’t exist. with spells that affect creatures from the (base 25, +1 Touch) Magic Realm, and Perdo Vim spells can de- Level 5: Completely control an elemental stroy the Magic Might that animates their Command the Living Fire simple bodies. Perdo (elemental Form) Rego Ignem 20 Other spells involving the elemental R: Voice, D: Conc, T: Ind Forms may accidentally cause an elemental General: Destroy sufficient matter to re- This spell allows the caster to control to rarefy, if cast on sufficiently pure matter duce an elemental’s Might Score by the the actions of a fire elemental up to Size that is already substantially Warped, such level of the spell +10 0, if the Penetration Total exceeds the as that found within a Magic aura. The pro- elemental’s Magic Might. For larger el- duction of an elemental is a potential con- ementals, versions of the spell with a Size sequence of any botched spell or lab activ- New Elementals Spells modifier to the Target are required. If an ity involving an elemental Form while in a elemental is already under supernatural Magic aura. Similarly, magic used to purify Rarefy the Crude Water control, the most recent spell or power an element can have a similar effect — more Creo Aquam 30 used is the one that commands it. than one Flambeau magus has tried to make R: Touch, D: Mom, T: Ind, Ritual (base 5, +2 Voice, +1 Conc) his flames hotter, and accidentally rarefied a This ritual spell rarefies a base amount fire elemental.

A Digression into Physics

The universe is made up of building fine blue fire that gives the sky its color; surroundings, whereas dry things are fixed blocks called atoms (from atomas, mean- whereas large smoky flames are made from and structured. Hotness causes matter to ing “uncuttable”). There are four varieties the largest corpuscles of fire. Air that is thin separate and seek those of its own kind, of atoms, and each atom possesses two and pure is formed from small octahedra; but coldness promotes mixing of matter qualities that govern its nature: earth is whereas mist is made from large, dense and coagulation. The world is formed of cold and dry; water is cold and moist; air is octahedra. Oil receives its thickness from four regions of elemental matter, with the hot and moist; and fire is hot and dry. The its large corpuscles of water; but very fine self-defining dry elements forming the in- corpuscles of atoms are the basic building atoms make up volatile liquids like spirit nermost layer of earth and the outermost blocks of all matter, and have size, shape, of wine. Rock is made of large and heavy layer of fire. The two cold elements sink to and color. Corpuscles of earth are cubes, corpuscles; whereas sand is made of much the center of the earth whereas the two hot those of water are icosahedrons (shaped finer cubes. ones seek to separate and rise, leaving the like a 20-sided die), air corpuscles are oc- The moist quality causes a thing to final order, from the center, as earth, water, tahedrons (an eight-sided die), and fire adapt to its external conditions, whereas air, and fire. Beyond the region of fire is the corpuscles are tetrahedrons (a four-sided dryness causes a thing to define its own Lunar Sphere, which separates the material die or pyramid). The size of the corpuscles shape and bounds. As a consequence, and the celestial realms. More details on determine the type of matter that it forms. moist things tend to be volatile and ex- this issue can be found in Art & Academe. Small tetrahedral corpuscles make up the pansive, since they can fill spaces in their

133 Realms of Power Designing Elementals tutes the elemental determines its Size, and Like other characters, elementals have the type of elemental matter determines its 7 points to spend on Characteristics; how- Characteristics. Dryness is associated with ever, they typically have a large proportion Elementals are simple beings, and their Dexterity and Quickness, Coldness with of Magical Qualities that affect their Char- game statistics are similarly simple. The Strength and Stamina, Moisture with Cun- acteristic scores. Most elementals have one method below is primarily targeted at creat- ning and Perception, and Heat with Presence Characteristic that is very high, one that ing elementals as described in this chapter and Communication. Thus Earth elementals, is moderately high, one that is moderately — non-sentient entities that rarefy from which are dry and cold, are the most physical poor, and one that is exceptionally poor. raw elemental matter under the influence of of all elementals, whereas air elementals are The actual scores in these Characteristics is magic. However, the general principles can the most ephemeral, being predominantly related to their Might; typical values for the be applied to use an elemental as the starting moist and warm. Elementals are not sentient eight characteristics have been tabulated for point for a magic character. In this latter case, beings; their capacity to pursue their base a range of Might scores. The positive scores follow the procedure detailed in Chapter 4: drives and needs is represented by a Cun- have been purchased with Magical Qualities Magic Characters, Magic Things, using the ning score. The Communication of an el- that are exactly matched by Magical Inferi- details here for guidance. Alternatively, the emental represents how willing it is to relay orities for the negative scores, so have a net character guides given below can be easily information it has gathered, although magic cost of zero. updated for larger or smaller elementals with is required to understand it (using spells such The scores can be assigned to the Char- just a few changes. as Words of the Flickering Flame or Voice of the acteristics as desired, except that each type Lake). Hot elementals will chatter everything of elemental has some characteristics that Inherited Virtues: Magic Thing; Ways that they sense, whereas cold elementals are cannot take a negative value: of the (Land) taciturn and silent. Elementals do not have Inherited Flaws: Poor Memory, Short senses in the same manner as living beings, Element no Negative Scores Attention Span, Simple Minded but they can sense perturbations in their own Earth Str, Sta, Dex, Qik element. Thus a fire elemental can sense the heat in living beings just as a water elemen- Water Str, Sta, Cun, Per Concept tal feels the liquid in them, while an earth Air Cun, Per, Pre, Com elemental picks up the vibrations of their Fire Pre, Com, Dex, Qik An elemental is a Magic Thing rather footsteps. An air elemental, the most percep- than a creature — it is a collection of pure tive of all, senses the eddies of air generated Following assigning the characteristics, elemental matter animated by magic. The whenever a creature moves, and interprets make the usual adjustment from Size, sub- amount of elemental matter that consti- sounds with accuracy. tracting Size from Quickness and adding twice Size to Strength. All elementals have an intuitive under- Elemental Story Seeds standing of the environment that spawned them, which amounts to the Ways of the The Forgotten Child ter was then absorbed by the elemental as (Land) Virtue. Since they are neither alive the magus cast a Creo Aquam spell (with nor truly sentient, they also suffer from the A magus uses Incantation of Lightning (or a a Vim requisite) of his own devising. Un- Poor Memory, Short Attention Span, and similar spell of 6th magnitude or greater) in fortunately for the magus, the elemental Simple-Minded Flaws. a Magic aura, which inflicts the last Warp- became too powerful for him to control, ing point needed to rarefy an elemental. and he is now trapped in his sanctum. Al- Unaware of what he’s done, he moves on. ternatively, the characters may just come Season and Abilities The elemental he has unwittingly created across his shattered laboratory and his lab causes no end of trouble for the locals. texts, and not realize the danger involved Elementals are almost always Spring Eventually the magus discovers his error, in re-creating his work. characters, newly created and naïve to the and must put right what he has wrought. world. All elementals have Brawl and Athlet- ics (or, for water elementals, Swim), which Lunchtime in the Vis Stores must be bought at a score equal to the mag- The Unforgiving Sea nitude of the elemental’s Might with the The characters discover some Terram character’s starting experience points. If Concerned that a colleague has not vis in a patch of clay lying in a region with there are insufficient experience points to been heard from for a while, the player no mystical aura. They take it home to purchase these Abilities at the required level, magi are dispatched to see if anything is their covenant and put it in their vis stores. then the character must purchase Improved wrong. The magus — an expert in Aquam Now that it is in a Magic aura, the elemen- Abilities as a Minor Magical Quality suffi- — discovered a way to increase the Might tal can start to recover its exhausted Might cient times to make up the difference. There (and size) of his pet water elemental, us- pool, and it consumes the magi’s other are few other Abilities that are suitable for ing raw Aquam vis that he transferred Terram vis to make itself larger. When the elementals, although Area Lore, Awareness, (ArM5, page 94) into a sufficient quantity characters next visit their vis stores, they Hunt, and Penetration are often possessed to of pure elemental matter. The infused wa- are in for a surprise. some level.

134 Magic

Might and Qualities Size, Might, and Characteristics of Elementals An elemental’s Might is determined solely by the size of the concretion of pure Like other Magic Things (see Chapter Might size characteristics elemental matter from which it forms. One 3: Magic Characters), the Size of an ele- 1 –18 +2, +2, +1, +1, +1, 0, –1, –1 rarefied from a mountain will have a vast mental is dependent on the Might chosen 5 –6 +3, +2, +1, +1, 0, 0, –1, –2 Might score, whereas one coming from a for it, and is not purchased with Magical 10 –3 +3, +3, +1, +1, 0, 0, –1, –3 single flame will be as weak as possible. An Qualities or Inferiorities. The Might of an 15 0 +4, +3, +2, +1, 0, 0, –2, –4 elemental with a Might of 1 is a mere hand- elemental also determines its typical Char- 20 +3 +6, +5, +2, +2, +1, 0, –5, –6 ful of atoms at Size –18: a lick of flame, a acteristics. The table below indicates val- 25 +6 +7, +6, +2, +2, +1, 0, –6, –7 drop of water, a puff of air, or a pebble. Ev- ues for the eight Characteristics at different 30 +9 +8, +6, +2, +2, +1, 0, –6, –8 ery increase in magnitude of Might (as if it Might scores. Each of these sets of Charac- 35 +12 +9, +7, +2, +2,+1, 0, –7, –9 were a spell) adds three to the Size. Thus teristics has been purchased with Magical 40 +15 +10, +8, +2, +2, +1, 0, –8, –10 an elemental of Might 2 is Size –15, one Qualities and Inferiorities that exactly can- 45 +18 +11, +9, +2, +2, +1, 0, –9, –11 of Might 5 is Size –6, and one of Might 15 cel out, resulting in a zero overall cost. 50 +21 +12, +9, +2, +2, +1, 0, –9, –12 is Size 0. Powerful elementals get big very quickly: an elemental with a Magic Might of 30 is bigger than a whale! Once the Might of the character has been decided, the Size a point of Might pool it can move again, Earth Elementals of the character can be derived from the but since all elementals have the Tempo- nearby table; elemental characters do not rary Might Inferiority they have difficulty The earth elementals are known to the need to buy Magical Qualities or Inferiori- recovering Might. An elemental could re- Order as genomi (singular genomus, mean- ties to get to this Size. All elementals have main dormant for many years before the ing “earth-living”), but they go by a number the No Fatigue Magical Quality and the presence of the correct flavor of vis brings of other names including gnomes (contract- Temporary Might Magical Inferiority like it back to pseudo-life. ed from their Hermetic name), pygmaei, and other Magic Things, but these do not count The pieces of the elemental’s body bro- telluri. They may be rarefied from any large towards their normal allocation of Qualities ken off during physical combat contain vis; concretion of earth that has not been worked and Inferiorities. see Chapter 3: Magic Characters, Magical by human hands, such as untilled soil, natu- All elementals have one obligatory Inferiorities, Temporary Might for more de- ral rock features, and naturally occurring Greater Power (Crush, Drown, Suffocate, tails. This vis is easily collected for water nuggets of metal. It is no harder to rarefy a or Burn for Earth, Water, Air, and Fire el- and earth elementals, less so for air and fire genomus from soil than it is from metal, but ementals respectively). Elementals cannot elementals. This vis can be used by a magus the quantity of raw material available limits use weapons or armor, and their natural to power spells before the elemental is de- the size of the elemental created — a gold attacks have no modifiers to their combat stroyed, although it is often difficult to col- nugget of Size –10 can only produce an el- totals unless Magical Qualities have been lect it in the middle of a fight. In addition, emental with Might 3. Genomi are extraor- purchased. the elemental instinctively tries to reunite dinarily long-lived, and are as durable as the its matter with itself, and may well man- substance from which they are formed. They age to re-absorb the vis and replenish its are patient predators, driven by an unslakable Elemental Combat Might pool. If an elemental is damaged by thirst to extract the delicious moisture from destroying its matter — using Perdo (Form) living beings. They are fiercely territorial, Elementals are not living, thus they or Perdo Vim spells, or water against a fire and will attack any being who intrudes upon cannot suffer wounds; instead, each blow elemental, for example — then the vis is their defined space; thus genomi make excel- separates some of their substance from their also destroyed. lent guards — most attacks from a genomus animating force. In practice, this works the result from having stood upon one! same as inflicting wounds on a living crea- An earth elemental appears much like ture, but each wound also reduces the ele- Elemental Powers any other object of earth or rock, except it mental’s Might Pool by a number of points is made up of sharp edges and right-angled equal to the Wound Penalty. An Incapaci- All elementals have a power that results corners that form cubic corpuscles of differ- tating Wound removes 5 Might points, just from the elemental matter from which their ent sizes. Earth elementals move by sliding like a Heavy Wound. The elemental’s Might bodies are made, and a power that describes these cubic components around in endless score does not change, so there is no need to their natural method of attack. Magic Resis- cycles; this appears awkward and laborious recalculate Size following a wound. tance can prevent the elemental from touch- in hard-bodied genomi, but can be hypnoti- An elemental that is reduced to a Might ing its opponent, but the elemental does not cally smooth in those made of sand or soil. pool of zero suffers the usual effects of this need to spend Might points for this attack. Genomi are exceptionally strong and re- state (see Chapter 4: Magic Characters, In- Most elementals have at least one other markably fast. An earth elemental made from capacitation and Exhausted Might). How- power. This power should be strongly tied a hard substance attacks by bludgeoning its ever, an elemental additionally loses its to the type and origin of the magical entity. prey with its stone limbs. Softer genomi of animating force and becomes inanimate. In Typical powers are listed with the descrip- sand and soil will engulf their prey first by this state it can easily be mistaken for raw tions of the elementals. making a grapple attack, and then crush the vis. As soon as the elemental regenerates immobilized target within their bodies.

135 Realms of Power

A Size 0 earth elemental is a boulder ple Strength to prevent its victim escaping Slake Thirst about one pace in diameter. A Size +9 ge- (ArM5, page 174). If the elemental success- 1 point, Init equal to (Qik + 4), Aquam nomus is as tall as a small cliff; whereas a fully grapples, then any equipment carried R: Touch, D: Mom, T: Part Size +15 genomus is the size of a hill. The by its victim is damaged; fragile items are Earth elementals are always thirsty, and elemental’s body is composed entirely of destroyed, robust items are broken (and are direct contact with the elemental removes soil, sand, or rock. It can match a walking destroyed if affected again by this power), water from the target, inflicting a Fatigue man for speed, and overtake a running horse and metal items are damaged (and are bro- level of damage. Once all Fatigue levels are when tumbling downhill. Only bludgeoning ken if affected again by this power). gone, successive strikes (or rounds of con- weapons such as hammers, maces, or axes Re(Pe)Te 30 (base 3, +1 Touch, +2 Sun, tact) inflict a Light Wound, then a Medium can damage an earth elemental; piercing or +2 affect stone, +1 requisite, +1 constant Wound, then a Heavy Wound, and so forth. slashing weapons will merely plunge into effect): Greater Power (30 levels, –3 Might Fatigue levels may be restored by drinking the body of a soil elemental or glance off the cost, +1 Init) at least two pints of water (for a Size 0 indi- surface of a rock elemental. Spades and picks Some earth elementals have the follow- vidual), while wounds are healed as normal. are also effective weapons. ing powers. Other powers typically mimic PeAq 15 (base 5, +1 Touch, +1 Part): Terram spells, particularly Rego Terram Greater Power (15 levels, –1 Might cost, +6 spells. Init) Sample Powers The Red Touch All earth elementals have this power: 1 point, Init equal to (Qik + 5), Terram R: Touch, D: Mom, T: Ind Water Elementals Crush The touch of the elemental can rust 0 points, Init equal to (Qik–2), Terram metal; every time it is struck in combat by a The lymphae (“pure waters”) are also R: Touch, D: Sun, T: Ind metal object, or successfully strikes a being called undines, undena, or ondines (all from The elemental clubs at an opponent with with metal armor, it can convert that metal Latin unda, meaning “fluid, wave”), as well its heavy limbs, requiring a normal melee at- into a thoroughly rusted object that will as aquacolae (“water dwellers”), (a tack. If the elemental is at least equal in Size crumble to dust. term also applied to certain faeries), and al- to its opponent, a successful Crush attack PeTe 10 (base 3, +1 Touch, +2 affect cyones. Only naturally occurring liquids can can pin him to the ground, and the elemental metal): Greater Power (10 levels, –1 Might produce elementals, typically of salt or fresh adds its (Might/5, rounded up) to its Grap- cost, +7 Init) water. Water that has been separated from its source cannot be rarefied into a lympha, nor can liquid extracted from its source by hu- man effort. Lymphae in a relaxed state sink into a thin film or puddle, perhaps even soak- ing into the ground. They can pull them- selves up into symmetrical humps faceted with triangular units — their corpuscles are naturally icosahedral. The fluid that makes them is always of the utmost purity, often crystal clear and sparkling. Lymphae have the best capacity for learn- ing and understanding of all elementals, and are remarkably resilient to damage. How- ever, their slow and languorous movements make them unsuitable as protectors. They are driven by their nature to collect and mix substances together, and their homes are of- ten the site of eclectic collections of garbage that they have gathered. They commonly at- tack by pulling their opponents down to the ground and then smothering them, separat- ing and recombining their possessions with an obsessive interest. A Size-0 lympha constitutes a pool of wa- ter about 4 feet across and 2 feet deep. At Size +3, the elemental is the size of a small pond or stream; at Size +6 that of a small lake; and at Size +12 equal to a lake, inlet, or respect- ably sized river. A water elemental’s body is composed entirely of water. It can roll across the ground, either slowly if derived from a

136 Magic body of still water, or as fast as the current if from a river or stream. The elemental’s speed Character Guide: An Earth Elemental is halved if moving up even a gentle incline. Most weapons are meaningless to a lym- Magic Might: 15 (Terram) *Includes Ways of the Cavern pha — blades and piercing weapons simply Season: Spring Soak: +9 (additional +2 when Berserk) pass straight through, although bludgeon- Characteristics: Cun 0, Per +1, Pre –2, Com Wound Penalties: –1 & 1 Might point (1– ing weapons can still harm them. A water –4, Str +3, Sta +6, Dex +2, Qik 0 5), –3 & 3 Might points (6–10), –5 & elemental’s attacks only inflict Scuffle dam- Size: 0 5 Might points (11–15), Incapacitated age (ArM5, page 175), and it often attempts Virtues and Flaws: Magic Thing; Ways of & 5 Might points (16–20), Dead & all to disarm, trip, or grab worn items with its the Cavern; Poor Memory, Short At- Might points (21+) Attack Advantage rather than inflict damage tention Span, Simple Minded. Abilities: Athletics 3 (pursuit), Awareness (ArM5, page 175). A source of fire that does Magical Qualities and Inferiorities: 2 (interlopers), Brawl 3 (bludgeon), damage less than the elemental’s Might is ex- Greater Power (Crush), Greater Pow- Penetration 3 (Slake Thirst Power), tinguished on contact, while more-powerful er (Slake Thirst), Improved Stamina; Stealth 2 (keeping still) flames will evaporate the elemental’s body, in- Improved Attack, Improved Damage Powers: flicting “wounds” as normal. Successful fire at- x 2, Minor Virtue (Berserk), Minor Crush, 0 points, Init –2, Terram: see above tacks destroy any Aquam vis that might have Virtue (Great Stamina), Minor Virtue for details been present in the evaporated matter. (Tough) Slake Thirst, 1 point, Init +4, Aquam: see Personality Traits: Cave +3* above for details Combat: Vis: 3 pawns of Terram, in body Sample Powers Bludgeon*: Init +3, Attack +11, Defense +7, Note: This elemental was rarefied in a cav- Damage +9 ern with a Magic aura, and guards the All water elementals have this power: Bludgeon when Berserk*: Init +3, Attack +13, vis source found therein with a furious Defense –5, Damage +9 passion. Drown 0 points, Init equal to (Qik – 2), Aquam R: Touch, D: Sun, T: Ind the opposite shores of its sea, or even stand- it, however. Anyone who can share senses After successful melee attack, the el- ing on the same earth through the water that with the elemental can see what it sees. emental can engulf a target whose Size is makes soil damp. Someone standing on a InIm 20 (base 1, +4 Arcane, +1 Conc, +2 smaller than its own and attempt to drown stone or wood surface would be invisible to Room): Lesser Power (20 levels, +1 Init). him, necessitating a roll to avoid deprivation (ArM5, pages 180-181). The victim can at- tempt to escape from its clutches each round Character Guide: A Water Elemental using the Grappling rules (ArM, page 174). ReAq(Co) 30 (base 5, +1 Touch, +2 Sun, Magic Might: 15 (Aquam) Wound Penalties: –1 & 1 Might point (1– +1 requisite, +1 constant effect): Greater Season: Spring 5), –3 & 3 Might points (6–10), –5 & Power (30 levels, –3 Might cost, +1 Init) Characteristics: Cun +4, Per –2, Pre 0, Com 5 Might points (11–15), Incapacitated 0, Str +3, Sta +3, Dex +1, Qik –4 & 5 Might points (16–20), Dead & all Some water elementals have the following Size: 0 Might points (21+) powers. Other powers typically mimic Aquam Virtues and Flaws: Magic Thing; Ways of Abilities: Athletics 2 (when hunting), spells, particularly Rego Aquam spells. the River; Poor Memory, Short Atten- Brawl 3 (bludgeon), Hunt 3+3 (river tion Span, Simple Minded. banks), Penetration 2 (Chill Touch pow- Chill Touch Magical Qualities and Inferiorities: er), Swim 3 (speed) 2 points, Init equal to (Qik + 4), Ignem Greater Power (Drown), Greater Powers: R: Touch, D: Mom, T: Ind Power (Chill Touch), Focus Power Drown, 0 points, Init +0, Aquam: see text The lympha’s touch extracts heat from a (Crafter of Water); Improved Attack, for details. target, inflicting +10 damage. This damage is Improved Damage, Improved De- Chill Touch, 2 point, Init 0, Ignem: see Soaked without the benefit of armor, as the fense, Minor Virtue (Improved Char- above for details. watery body of the elemental seeps through acteristics — applied to Strength), Crafter of Water, 1 – 3 points, Init –4 all protection. Minor Virtue (Puissant Hunt), Minor – Might Cost, Aquam: duplicate any PeIg 15 (base 10, +1 Touch): Greater Virtue (Tough) Creo Aquam or Rego Aquam spell of Power (15 levels, –1 Might cost, +6 Init). Personality Traits: River +3* level 15 or below, at a cost of 1 Might Combat: point per magnitude of the spell. See Sight of the River Bludgeon: Init –4, Attack +8, Defense +3, Chapter 3: Common Powers for more 2 points, Init equal to (Qik – 1), Imaginem Damage +6 details. R: Arc, D: Conc, T: Room Bludgeon*: Init –1, Attack +11, Defense +6, Vis: 3 pawns of Aquam, in body The elemental can view any location to Damage +6 Notes: This lympha haunts the river banks which it has an unbroken connection of wa- *Includes Ways of the River near its home, preying on the warmth ter, regardless of the distance involved. Thus, Soak: +6 of small creatures who dwell there. it may see anyone on the same river, touching

137 Realms of Power

Air Elementals the disintegration of rigidity and barriers, Suffocate and many are capable of dissolving struc- 0 points, Init equal to (Qik – 2), Auram tured matter. R: Touch, D: Sun, T: Ind Zephyrus is the name given to an air A patch of mist constitutes a Size 0 el- The elemental surrounds its opponent elemental by members of the Order of emental; a Size +4 zephyrus is a wind of and enters its lungs, necessitating a roll Hermes, but they are also known as sil- sufficient strength to blow a man down, or to avoid deprivation (ArM5, pages 180- vestres, sylphs, aeoliae (wind elementals), a small cloud; a Size +6 air elemental is a 181). Escaping the elemental requires the nenuphas (cloud elementals), and brontes large cloud; at Size +9 it is a bolt of light- victim to get away from the elemental; its (thunder and lightning elementals). Any air ning reaching from the clouds to earth; airy body can be simply walked through, under the open sky or any natural weather and at Size +12, a medium-sized storm. A but the elemental usually pursues its vic- phenomenon can produce a zephyrus. A zephyrus’ body is composed entirely of air. tim. Compare Quickness + Athletics stress zephyrus is composed of chains of octohe- It is capable of moving through landscape rolls of the victim and the elemental (us- dral corpuscles: in wind elementals, these unobstructed by other objects in its way, ing Might/5 for the elemental’s Athletics); chains form ropes; cloud elementals con- and can enter any space that is not air-tight. the highest wins. Trying to escape requires sist of interlocked loops; and a lightning The speed of movement varies by elemen- a Fatigue roll for the strenuous action elemental is a branched chain of scintillat- tal type: a mist elemental can roll at walk- (ArM5, 178). ing energy. ing pace, whereas a lightning elemental is PeAu(Co) 30 (base 5, +1 Touch, +2 Sun, Zephyri are utterly restless — they can- literally lightning fast. Weapons are mean- +1 requisite, +1 constant effect): Greater not remain still, even for a moment. They are ingless to a creature with this power, they Power (30 levels, –3 Might cost, +1 Init) travelers, moving through the world beneath simply pass straight through. However, the the sky unless constrained by magic. They elemental has no natural attack and must Some air elementals have the following rarely descend from their lofty heights, but use its powers instead. powers. Other powers typically mimic Au- are occasionally curious about what is going ram spells, particularly Rego Auram spells. on below them. They are highly perceptive, and are aware of everything going on around Sample Powers Dissolution their home. They can sense the slightest 3 points, Init equal to Qik, Animal, Cor- movement of air from any direction, and are All air elementals have this power: pus or Terram impossible to catch by surprise. They crave R: Voice, D: Mom, T: Ind The cohesiveness of a base Individual of Terram is lost, making it melt as if heat- ed strongly, although the power imparts Character Guide: An Air Elemental no heat to the object. Armor drips off its wearer, swords collapse like melting but- Magic Might: 15 (Auram) Might points (21+) ter, and so forth. At the end of the round, Season: Spring Abilities: Area Lore 3 (high points), Ath- the matter re-solidifies into its new shape. Characteristics: Cun +1, Per +2, Pre 0, letics 3 (storm force winds), Aware- If the item is enchanted, the elemental’s Com 0, Str +3, Sta –4, Dex –2, Qik +4 ness 3 (metal objects), Brawl 3 (Jupiter’s Penetration must exceed five times the Size: 0 Touch Power), Penetration 2 (Jupiter’s total pawns of vis invested. The moisture Virtues and Flaws: Magic Thing; Ways of Touch Power), Shapeshifter 4 (birds) of living bodies prevents them from such the Storm; Poor Memory, Short At- Powers: a devastating effect; nevertheless, hair, tention Span, Simple Minded. Suffocate, 0 points, Init +2, Auram: see toenails, teeth, claws, and bone are all af- Magical Qualities and Inferiorities: above for details fected, inflicting +15 damage and ignoring Greater Power (Suffocate), Greater Jupiter’s Touch, 5 point, Init +2, Auram: see protection from armor. Power (Jupiter’s Touch), Greater Pow- above for details MuTe(Aq, Co, An) 25 (base 3, +2 Voice, er (Charge of the Angry Winds), Ma- Charge of the Angry Winds, 1 point, Init +6, +2 affect metal, +2 affect humans and ani- jor Virtue (Shapeshifter); Improved Auram: As the spell of the same name; mals): Greater Power (25 levels, –2 Might Abilities, Improved Powers (+3 Init add the elemental’s Strength to all cost, +3 Init). to Jupiter’s Touch Power), Minor Virtue the Ease Factors for acting within the (Keen Vision) wind. CrAu 15 (base 3, +2 Voice, +1 Jupiter’s Touch Personality Traits: Storm +3* Conc, +1 unnatural): Greater Power 5 points, Init equal to (Qik – 2), Auram Combat: (35 levels, –1 Might cost, +4 Init, +15 R: Touch, D: Mom, T: Ind Jupiter’s Touch Power*: Init +5, Attack +5, experience points in Penetration) The touch of the elemental causes a flash Defense n/a, Damage +30 Vis: 3 pawns of Auram, in body. of coruscating lightning, inflicting +30 dam- * Includes Way of the Storms Notes: A creature born of storms, it uses age. This power is suitable for a lightning or Soak: N/A its devastating attack only rarely, storm elemental. Wound Penalties: –1 & 1 Might point (1– since it has such a high Might cost. Its CrAu 30 (base 5, +1 Touch, +4 unnatu- 5), –3 & 3 Might points (6–10), –5 & Shapeshifter Virtue allows it to adopt ral): Greater Power (30 levels, –2 Might cost, 5 Might points (11–15), Incapacitated the forms of the creatures it has seen: a +2 Init). & 5 Might points (16–20), Dead & all raven, an eagle, a hound, and a bull.

138 Magic Fire Elementals Character Guide: A Fire Elemental

Fire elementals, or phlegethi (singular Magic Might: 15 (Ignem) Wound Penalties: –1 & 1 Might point (1– phlegethus, meaning “burners”), also go by a Season: Spring 5), –3 & 3 Might points (6–10), –5 & host of other names, such as ignigena (Latin Characteristics: Cun 0, Per –2, Pre +3, Com 5 Might points (11–15), Incapacitated for “fire-born”), vulcans, rolamandri, sala- +1, Str –4, Sta 0, Dex +5, Qik +2 & 5 Might points (16–20), Dead & all manders (not to be confused with the Beasts Size: 0 Might points (21+) of Virtue), and aethnici (a term also used for Virtues and Flaws: Magic Thing; Ways of Abilities: Athletics 3 (leaping between fiery demons; see Realms of Power: the Infernal, the Forest Fire; Poor Memory, Short fuel sources), Brawl 3 (Burn Power), page 67). They are uncommon on earth, for Attention Span, Simple Minded. Charm 3 (small animals), Penetration they can only rarefy from naturally occurring Magical Qualities and Inferiorities: Great- 3 (Fascination Power) sources of flame — usually lightning strikes, er Power (Burn), Greater Power (Fas- Powers: but occasionally earth-fires, certain natural cination), Ritual Power (Enliven the Burn, 0 points, Init +0, Ignem: see above alchemical reactions, or the fire from the up- Gross Fire); Great Dexterity, Improved for details per atmosphere. Feeding a naturally lit fire Recovery x 2*, Improved Soak x 2, Mi- Fascination, 3 points, Init +6, Mentem: see with fuel does not inhibit rarefication, and nor Virtue (Lightning Reflexes) above for details once formed, a fire elemental can consume * Recovers Might points in one quar- Enliven the Gross Fire, 6 points, Init –10, Ig- normal fuel. A fire elemental is often short- ter of the time, which for an elemental nem: See Chapter 4: Common Powers lived, lasting as long as it has fuel, and prone means 3 weeks rather than a season. For for more details. to sudden movements of remarkable speed. a Might 15 elemental this is approxi- Vis: 3 pawns of Ignem, in body. Man’s fascination for fire is often enhanced mately 2 Might point every 3 days. Notes: Born of a lightning strike hitting when viewing fire elementals, and they can Personality Traits: Forest Fire +3* a magically tainted tree (perhaps a easily beguile those who stare too deeply. Combat: vis source), this elemental has the An phlegethus appears as a collection of Burn Power*: Init +3, Attack +12, Defense frightening power to spawn more fire flames that move contrary to nature. Each n/a, Damage +(Might Pool) elementals, which it does if fought flame is actually a tetrahedron; sometimes * Includes Way of the Forest Fire with water. these pyramids may be stretched long and Soak: +4 thin, while at other times they may be low and flat. The motivations and instincts of a fire elemental are basic: they desire to burn, nem vis that might have been present in the Some fire elementals have the following to consume cold and replace it with heat, evaporated matter. powers. Other powers typically mimic Ig- and to escape confinement. nem spells, particularly Rego Ignem spells. A phlegethus of Size 0 is the size of a typical bonfire. The fire from a lightning- Sample Powers Fascination struck tree would raise a Size +6 fire elemen- 3 points, Init equal to (Qik + 4), Mentem tal, and a volcano is capable of spawning the All fire elementals have this power: R: Eye, D: Sun, T: Ind largest phlegethi, up to Size +21. The body The swirling colors in the elemental’s of a fire elemental is composed entirely of Burn flames can entrance all those who see it. fire. The elemental can only cross surfaces 0 points, Init equal to (Qik–2), Ignem Those failing an Intelligence roll against an composed of potentially flammable mate- R: Touch, D: Sun, T: Ind Ease Factor of 9 will stare gape-mouthed at rial; the more flammable it is, the faster it Anyone touching or being touched the elemental, unable to act. This roll may can move. Through typical vegetation in a by a fire elemental takes damage equal to be attempted once per round. temperate climate, a fire elemental can move a stress die plus the entity’s current Might ReMe 15 (base 4, +1 Eye, +2 Sun): at the speed of a running man. It may also pool. This is the usual melee attack of a Greater Power (15 levels, –1 Might cost, +6 jump a gap of non-flammable surface (such phlegethus. Any flammable material catch- Init). as bare rock) up to a width equal to its Mag- es fire on contact; typically, clothes inflict ic Might in feet. Weapons are meaningless +10 damage per round on their wearer until Heat of the Searing Forge to a phlegethus; they simply pass straight they are extinguished. Any metal coming 1 point, Init equal to (Qik + 6), Ignem through the elemental, and may catch fire. into contact with the elemental’s body for R: Voice, D: Mom, T: Ind A source of water that is smaller than the more than a round heats up, causing the ef- Like the Creo Ignem spell of the same elemental’s Size is evaporated on contact. fects of Heat of the Searing Forge, but this does name. Note that this power works at a dis- Larger sources of water quench the elemen- not include weapons that attempt to strike tance, whereas the Burn power affects only tal’s body, inflicting “wounds” as if it were it in combat. items that touch the elemental. fire damage; typically +5 to +10 damage, Cr(Re)Ig 30 (base 5, +1 Touch, +2 Sun, CrIg 10 (base 4, +2 Voice): Greater but possibly more depending on the quan- +1 requisite, +1 constant effect): Greater Power (10 levels, –1 Might cost, +7 Init) tity. Successful water attacks destroy any Ig- Power (30 levels, –3 Might cost, +1 Init)

139 Appendix Book of Mundane Beasts

The beasts of Mythic Europe are not quite the same as normal animals in the real Modifying Beast Sizes New Virtues for Beasts world. The ferocity of wild animals, in par- ticular, is exaggerated for dramatic purposes. Some beasts cover a range of Size cat- Ferocity In Mythic Europe, it is not uncommon for egories, and any beast might have its Size minor, beasts only beasts such as wolves to attack humans. magically altered. To increase the Size of a Like a magus or companion character, beast, add 2 points of Strength and subtract you have Confidence points. Unlike a hu- one point of Quickness for each point of Size man character, you may use your Confidence added. To decrease size, subtract 2 points of Points only in situations where your natural Strength and add one point of Quickness for animal ferocity is triggered, such as when de- each point of Size subtracted. Update com- fending your den or fighting a natural enemy. Beast bat statistics according to the new Charac- Describe a situation that activates your Con- teristics. Larger animals are more powerful, fidence score, and take three points for you Statistics but relatively ungainly. to use when those circumstances are met. Beasts’ Characteristics may take any val- ue, even exceeding –5 or +5. Beasts do not need a Virtue or Flaw to have Characteris- tics outside the normal human range of –3 to +3. Their starting Characteristics depend on Beast Virtues, Beasts their ecological niche (predator, herbivore, etc.) and are different from the average hu- Flaws, and in Combat man Characteristics of all zeroes. As stated in ArM5, p. 191, mundane Beasts fight much as humans do: they beasts have a Characteristic called Cunning Qualities can use most combat options from the Ob- in place of an Intelligence score. Use Cun- stacles chapter, including disengaging, (un- ning for rolls that would otherwise call for Each species of beast has certain Virtues trained) group combat, exertion, and non- Intelligence, such as finding a way out of a and Flaws that are common to all members lethal combat. Beasts are clever enough to closed barn. Beasts have a limited capacity of that species. Species Virtue and Flaws are use exertion and other combat options to for problem-solving but they lack imagina- not given for game balance reasons, but rather their best advantage. Only a few beasts have tion, reason, and intelligence as such. Be- to provide rules for the unique strengths and the cooperative instincts to fight as a trained cause they lack intelligence, beasts cannot qualities of beasts. When designing your own group. All others must use the untrained learn new Abilities unless they are trained species, simply assign the Virtues and Flaws group rules. by an intelligent being. They can improve that describe the species the way you imag- Beasts with the Ferocity Virtue have Abilities their species already has. ine it. It is recommended that a species have at Confidence Points, which may be spent in For beasts, the Quickness Characteristic least one point of Flaws for every three points battle under certain circumstances. has mainly to do with reflexes and agility, of Virtues. All beasts get their species’ Virtues Some beasts have more than one natural and little to do with movement rate. Many and Flaws for free. weapon. The best weapon is always listed animals can run faster than a human, but that Exceptional beasts may also take individ- first. Secondary weapons are less effective, does not necessarily mean they should have ual Virtues or Flaws that set them apart from but might be useful when the primary weap- better Initiative and Defense scores. Animals others of their kind. Any individual Virtues a on is unavailable. For example, a bear usually that run fast, but do not have especially good beast takes must be balanced with individual relies on its claws, but might attack with its reflexes, have a note giving them a bonus to Flaws, just as for human characters. teeth while climbing with its claws after a running-related rolls. Qualities are features of the animal that victim. Regardless of how many weapons a All mundane beasts have no Might and affect its capabilities. See Houses of Hermes: beast has, it may only attack with one weap- contain no vis. Mystery Cults (pages 40–43) for a list of Qual- on in a given round. ities and their effects.

140 Magic when anything stumbles across its hiding The bear makes its lair in the earth, either place (see the Lightning Reflexes Virtue, in a cave or in a den it digs with its mighty Beasts of ArM5 page 45). If the adder attacks a victim claws. It lives mainly by foraging but can hunt who is unaware of its presence, it automati- and kill anything up to the size of a red deer. Mythic Europe cally wins Initiative in the first round of com- Men hunt the bear by setting deadfalls or bat and gains a +3 to its Attack Total for the chasing it with hounds. Few dare to engage it The following beasts can be used in any first round only. Because it’s so thin and flex- at close range with spears, for it is extremely Ars Magica 5th Edition saga. ible, the adder gains a +6 bonus to Defense powerful, and ferocious when wounded. against grapple attacks. The brown bear can run quickly, gain- ing a +3 bonus to rolls involving running. Adder (Viperis) It can stand on its hind legs so as to attack a Bear (Ursus) man on horseback. It can climb trees and is Characteristics: Cun –1, Per –2, Pre –6, Com a strong swimmer. –6, Str –8, Sta +2, Dex +2, Qik +3 Characteristics: Cun +1, Per 0, Pre 0, Com According to Pliny the Elder, the he-bear Size: –4 –5, Str +6, Sta +4, Dex +2, Qik 0 sleeps for forty days in winter and the she- Confidence Score: 0 Size: +2 bear sleeps for four months. The bear cub is Virtues and Flaws: Lightning Reflexes, Confidence Score: 1 (3) born a shapeless lump of flesh until the she- Infamous Virtues and Flaws: Ferocity (when injured), bear licks it into the shape of a little bear. Qualities: Ambush Predator, Loathsome Improved Characteristics (x2), Tough, Appearance, Slippery, Venomous Greedy (minor), Reclusive Personality Traits: Hostile +2 Qualities: Aggressive, Extra Natural Weap- Boar, Wild (Aper) Reputations: Venomous (local) 4 ons (claws), Fast Runner, Grapple, Hardy, Combat: Imposing Appearance, Large Claws, Pur- Characteristics: Cun 0, Per 0, Pre –4, Com Fangs: Init +3, Attack +8, Defense +7*, Dam- suit Predator, Tough Hide –5, Str +2, Sta +2, Dex 0, Qik +1 age –7; * +6 to Defense vs grapple attacks Personality Traits: Brave +3, Slothful +3, Size: 0 Soak: +2 Aggressive +2 Confidence Score: 1 (3) Fatigue Levels: OK, –1, –3, –5, Unconscious Reputations: Ferocious (local) 2 Virtues and Flaws: Berserk, Enduring Consti- Wound Penalties: –1 (1), –3 (2), –5 (3), In- Combat: tution, Ferocity (when cornered), Tough, capacitated (4), Dead (5+) Claws: Init 0, Attack +13, Defense +9, Dam- Greedy (minor), Wrathful (minor) Abilities: Awareness 2 (prey), Brawl 2 age +10 Qualities: Aggressive, Hardy, Herd Animal, (fangs), Hunt 4 (rodents), Stealth 4 (stalk- Teeth: Init 0, Attack +11, Defense +7, Dam- Tireless, Tough Hide ing prey), Survival 3 (grassy areas) age +7 Personality Traits: Brave +4, Angry +3 Powers: Grapple: Init 0, Attack +7, Defense +5, Reputations: Ill-tempered (local) 2 Venomous Bite, 0 Points, Init 0. When the adder Damage n/a Combat: attacks, compare its Attack Advantage to Soak: +10 Tusks: Init +1, Attack +10, Defense +9, the victim’s armor Protection (not his Soak). Fatigue Levels: OK, 0/0, –1/–1, –3, –5, Damage +7 If the adder’s advantage is higher, the victim Unconscious Tusks (berserk): Init +1, Attack +12, Defense suffers the effects of adder venom as listed Wound Penalties: –1 (1–7), –3 (8–14), –5 (15– +7, Damage +7 in the Poison Table on p. 180 of ArM5, re- 21), Incapacitated (22–28), Dead (29+) Soak: +7 gardless of whether the bite inflicts an ac- Abilities: Athletics 3 (sprinting), Awareness Fatigue Levels: OK, 0/0, –2/–2, –4/–4, tual wound. The storyguide may adjust the 3 (prey), Brawl 5 (claws), Hunt 4 (deer), Unconscious required Attack Advantage for special cir- Survival 5 (foraging), Swim 3 (against the Wound Penalties: –1 (1–5), –3 (6–10), –5 (11– cumstances: for instance, high boots might current) 15), Incapacitated (16–20), Dead (21+) offer an effective Protection +3 against the Natural Weapons: Large Claws: Init 0, Atk Abilities: Athletics 4 (sprinting), Awareness adder’s special attack even though they don’t +5, Def +3, Dam +4; Teeth: Init 0, Atk 3 (foraging), Brawl 5 (tusks), Survival 5 protect against normal attacks. +3, Def +1, Dam +1. The bear’s tough (forests) Natural Weapons: Fangs: Init 0, Atk +3, Def hide and thick fur combine to give it a Natural Weapons: Tusks: Init 0, Atk +4, Def +1, Dam +1. Protection of +3. +2, Dam +5. The boar’s hide has a Protec- Appearance: The common adder is a small Appearance: The bear is a large, shaggy tion of +2. snake, usually about a foot and a half in beast that weighs up to fifty stone (700 Appearance: The wild boar has prominent length. Its color varies from pale grey or pounds) and stands over seven feet tall on tusks and a hairy ridge along its spine. It is yellow to red, with diamond-shaped black its hind legs. Its coat may be light brown densely covered in short bristles ranging in markings along its back. Some individuals or yellowish in color to black; most often, color from grey to black or brown. Its legs are completely black. The adder’s head is it is medium brown. The bear has large are longer than those of a domestic pig and triangular in shape. claws and makes a bellowing roar. it can run quickly for short distances.

The adder is a venomous snake com- The only bear species that exists in Myth- monly found throughout Mythic Europe ic Europe is known today as the brown bear. The wild boar lives in forests throughout (except in Ireland). It is hardy enough to hi- It can be found throughout Mythic Europe Mythic Europe, where it forages by night bernate through the winter. It hunts rodents, in forests, mountains, and even the northern and rests by day. Wild swine travel in groups lizards, and frogs by hiding and waiting for tundra. Its range extends across North Africa called sounders of twenty or more individu- prey to pass nearby. Its venom is weak and and through as well. It is most common als, though they are also encountered singly. can sicken, but not usually kill, a man. in wilderness areas like the Pyrenees, the In France and England the boar is called The adder is prone to attack reflexively Alps, and Scandinavia and Russia. la bête noire, “the black beast,” for its evil

141 Realms of Power temper. It is a favorite sport of noblemen, ous. The speed with which they learn to fight and gains a +3 bonus to its Attack roll for the who hunt it from horseback using hounds, is reflected in their Affinity with Brawl. first round only. Cat are excellent climbers lances, and swords. According to Pliny the and jumpers, gaining a +3 bonus to appropri- Elder, the wild boar toughens its hide by ate rolls due to their Perfect Balance. rubbing against trees. Cat (Felis) Boars vary greatly in size, from eight stone (112 pounds) to more than thirty stone Characteristics: Cun 0, Per +1, Pre –2, Com Falcon (Falco) (420 pounds). The largest boars are Size +1. –4, Str –7, Sta 0, Dex +3, Qik +4 Size: –3 Characteristics: Cun –1, Per +3, Pre –1, Confidence Score: 0 Com 0, Str –6, Sta +2, Dex +1, Qik +6 Bull (Taurus) Virtues and Flaws: Perfect Balance, Puissant Size: –3 Awareness, Sharp Ears, Nocturnal Confidence Score: 1 (3) Characteristics: Cun –2, Per 0, Pre –4, Com Qualities: Ambush Predator, Crafty, Good Virtues and Flaws: Ferocity (swooping at- –4, Str +5, Sta +3, Dex 0, Qik –1 Jumper, Skilled Climber, Thick Fur tack), Keen Vision, Fragile Constitution Size: +2 Personality Traits: Curious +4, Timid +2 Qualities: Accomplished Flier, Fast Flier, Confidence Score: 1 (3) Reputations: Evil 2 (local) This reputation is Keen Eyesight, Pursuit Predator, Extra Virtues and Flaws: Affinity with Brawl, Fe- strongest in Celtic areas, and weaker or Natural Weapons rocity (charging), Tough, Oversensitive unknown in other places. Personality Traits: Fierce +3 (to provocation) Combat: Reputations: None Qualities: Aggressive, Domesticated, Tough Claws: Init +3, Attack +8, Defense +10, Combat: Hide Damage –5 Talons: Init +5, Attack +6, Defense +12, Personality Traits: Aggressive +2 Teeth: Init +4, Attack +8, Defense +7, Dam- Damage –4 Reputations: Strong 4 (local) age –6 Beak: Init +6, Atk +6, Defense +9, Damage –5 Combat: Soak: +1 Soak: -2 Horns: Init 0, Attack +8, Defense +3, Dam- Fatigue Levels: OK, 0, –1, –3, –5, Unconscious Fatigue Levels: OK, 0/0, –1, –3, –5, age +7 Wound Penalties: –1 (1–2), –3 (3–4), –5 Unconscious Soak: +8 (5–6), Incapacitated (7–8), Dead (9+) Wound Penalties: –1 (1–2), –3 (3–4), –5 Fatigue Levels: OK, 0/0, –1/–1, –3, –5, Abilities: Athletics 3 (jumping), Awareness (5–6), Incapacitated (7–8), Dead (9+) Unconscious 4+2 (at night), Brawl 2 (claws), Hunt 4 Abilities: Athletics 5 (swift flight), Awareness Wound Penalties: –1 (1–7), –3 (8–14), –5 (15– (mice), Stealth 4 (stalking) 4 (spotting prey), Brawl 2 (talons), Hunt 4 21), Incapacitated (22–28), Dead (29+) Natural Weapons: Claws: Init –1, Attack +2, (game birds), Survival 3 (cold climates) Abilities: Athletics 4 (charging), Awareness Defense +3, Damage +2. Teeth: Init 0, At- Natural Weapons: The weapon statistics for 3 (predators), Brawl 5 (horns) tack +3, Defense +1, Damage +1. The a falcon’s talons are Init –1, Atk +2, Def Natural Weapons: Large horns: Init +2, Atk cat’s dense fur gives it a Protection of +1. +3, Dam +2. The statistics for its beak are +3, Def +2, Dam +3. The bull’s tough Appearance: In Mythic Europe, domestic Init 0, Atk +3, Def +1, Dam +1. hide has a Protection of +2. cats are short-haired and tend to have Appearance: These statistics are for a gyr- Appearance:. These statistics are for a bull of grey or yellow-orange fur with darker falcon, the largest and most prized of fal- the Spanish type, which is black in color, stripes, though black, white, and calico cons. Its wingspan can exceed four feet. It weighs about eighty stone (1120 pounds), cats are not uncommon. has a short, hooked beak and dark eyes. and has sharp, inward-curving horns and Its plumage may be white, grey, or dark a hump on its back. The cat has a reputation for evil among brown and has a banded pattern. the common folk. They accuse it of steal- There are many breeds of cattle in ing the breath of babies, though only su- The falcon is among the swiftest of birds Mythic Europe, some of them larger than pernatural cats can do such a thing. Cats are and hunts on the wing, overtaking its prey in this specimen. Most breeds in Mythic Eu- sometimes tolerated because they keep down flight. Nobles use falcons to hunt game birds rope are short and broad-bodied and have the population of rats, but they are not com- such as partridge. In the wild, the gyrfalcon long horns. They may be black, white, tan, monly kept as pets and they are often killed can kill prey as large as a goose, and usually red, or brown in color. Some breeds have a by peasants out of superstition or cruelty. hunts birds and small rodents. It lives in cold coat of shaggy fur. Pliny the Elder writes of For some reason, the cat’s bad reputation is northern lands including Scandinavia, Ice- magical bulls that live in India, but the statis- unknown in England and it is looked upon land, and Russia. tics here are for a mundane bull. more favorably in that land. Pliny the Elder Other, smaller species of falcon are Size The bull does not attack without reason, says nothing about the cat’s reputation, not- –4. All falcons are fast fliers and gain a +3 but it is easily — sometimes accidentally ing only that the cat is the natural enemy of bonus to rolls involving speed. — provoked. When a bull charges, it exerts mice and that its eyes are so keen it can see itself to gain an Attack bonus and may simul- in the dark. taneously spend Confidence. This description is for domestic cats. The Horse, Courser (Equus) In Spain, the Moorish nobles make a European wildcat looks much like a large do- spectacle of fighting bulls from horseback mestic cat with a thicker, shaggier coat and a Characteristics: Cun –2, Per 0, Pre 0, Com on festival days. The sport of bull-baiting, bushy tail. The wildcat has a grey-brown coat –4, Str +4, Sta +3, Dex –2, Qik +2 where spectators watch a tethered bull being with black stripes and a white underbelly. Size: +2 killed by a pack of dogs, is known throughout Cats generally flee from any opponent Confidence Score: 0 Mythic Europe. Bulls are somewhat clumsy larger than themselves. If a cat has success- Virtues and Flaws: Fear (loud noises), Long- fighters at first, but if they survive combat they fully crept up on its prey, it automatically Winded, Improved Characteristics, Non- quickly grow “wise” and become very danger- wins Initiative for the first round of combat combatant

142 Magic Qualities: Domesticated, Fast Runner, Good Reputations: Aggressive (local) 1 Wound Penalties: –1 (1–5), –3 (6–10), –5 (11– Jumper, Herd Animal, Imposing Appear- Combat: 15), Incapacitated (16–20), Dead (21+) ance, Tireless Hooves: Init +1, Attack +7, Defense +5, Abilities: Athletics 3 (distance running), Personality Traits: Skittish +3, Brave –2 Damage +7 Awareness 3 (keeping watch), Brawl 3 Reputations: None Soak: +3 (bite), Hunt 4 (track by scent) Combat: Fatigue Levels: OK, 0/0, –1/–1, –3, –5, Natural Weapons: The weapon statistics Hooves: Init +4, Attack 0, Defense +4, Dam- Unconscious for a dog’s bite are Init 0, Atk +3, Def +1, age +5 Wound Penalties: –1 (1–8), –3 (9–16), –5 (17– Dam +1. Soak: +3 24), Incapacitated (25–32), Dead (33+) Appearance: These statistics are for a large Fatigue Levels: OK, 0/0, –1/–1, –3, –5, Abilities: Athletics 5 (balancing), Brawl 3 hound such as the bloodhound. The Unconscious (hooves) bloodhound stands a little over two feet at Wound Penalties: –1 (1–7), –3 (8–14), –5 (16– Natural Weapons: The weapon statistics for the shoulder and weighs up to nine stone 21), Incapacitated (22–28), Dead (29+) a destrier’s kick are Init +2, Atk +2, Def (126 pounds). It has large jowls, dangling Abilities: Athletics 4 (long-distance run- +2, Dam +1. ears, and a heavy tail. Its coat is short and ning), Awareness 3 (noises) Appearance: The destrier is a heavy war may be tan, red, or liver in color. Natural Weapons: The weapon statistics for horse. One breed used as destriers is the a courser’s kick are Init +2, Atk +2, Def Percheron, a huge horse weighing over 140 There are many breeds of dogs in Myth- +2, Dam +1. stone (1960 pounds) and standing over 16 ic Europe, many of them similar to breeds Appearance: The courser is a swift horse be- hands (64 inches) high at the withers. It that exist in our world (though they may longing to a mid-sized, athletic breed like has a heavy, slightly curved neck, a broad be called by different names). The largest the Andalusian. The Andalusian stallion is and deep chest, and powerful, stocky legs. dogs are used for guarding livestock or hunt- tall and strong, weighing about 80 stone Its coat is either grey or black in color. ing dangerous beasts like wolves, bears, and (1120 pounds) and standing 15 hands (60 wild boars. They include the breeds like the inches) high. It has a gracefully curving The destrier, or heavy war horse, has bloodhound, elkhound, Rottweiler, mastiff, neck, a broad chest, straight back, and been bred in Mythic Europe since at least the and great Dane. Smaller hounds, such as the a flowing mane and tail. Its coat may be time of Charles Martel (8th century A.D.). greyhound, Basset hound, and Dalmatian, are grey, black, chestnut, or roan. Some of the large horse breeds in Mythic Size –1 and are often used to hunt deer, fox, Europe are the Percheron, the Belgian, and and small game. Medium-sized dogs (Size – The courser is a swift horse used by the Friesian. These horses are used mainly 2) include spaniels, used to chase small game knights and nobles for hunting, travel- for battle; farm work is done using oxen. and to flush game birds for falconers; terriers, ing, and carrying important messages. The The destrier is almost always a stallion. which hunt badgers, stoats, and rats; and the courser is not trained for battle and panics It is highly trained so it will charge without Welsh corgi, a small cattle-herding dog. The relatively easily; the statistics for its kick are fear when its rider commands. When pressed smallest dogs (Size –3) include lap-dogs, given in case a character is unlucky enough into melee, it can rear on its hind legs and small terriers bred for vermin control, and to be next to a panic-stricken horse. lash out with its forehooves. Though huge, the tiny Italian greyhound. Several breeds A light horse trained for battle is called the destrier is agile and can balance on its that are popular in the real world, such as the a charger. To create a charger, replace the hind legs for several combat rounds without German shepherd and most retrievers, did courser’s Noncombatant Flaw with Proud difficulty. It is trained to fight independently not exist in the middle ages. These statistics (minor), change the Brave Personality Trait of its rider, so it can help defend him if he are for the bloodhound, and the Characteris- to zero, and give the animal a Brawl skill of should be dismounted or badly wounded. tics of other breeds may be different. 2 (hooves). Another kind of light horse is the Like all horses, the destrier is a fast runner All dogs have a good sense of smell, and the palfrey, which is a riding horse chosen for and gains a +3 bonus to rolls involving speed. the bloodhound’s sense is so keen it gets a +3 its gentle gait and often ridden by inexperi- It is too heavy to be much of a jumper. bonus to all related rolls. Dogs also get a +3 enced riders or by ladies. To convert a courser to endurance-related rolls due to their Long- to a palfrey, reduce Quickness by two points Winded Virtue. and increase Dexterity by the same amount. Hound (Canis) A pack of dogs may fight as a trained Palfreys have the Noncombatant Flaw. group under the leadership of a human Mas- Any light horse – courser, charger, or Characteristics: Cun 0, Per +2, Pre –4, Com ter of the Pack. Use the Master’s Animal Han- palfrey – gets a +3 to rolls involving running 0, Str 0, Sta +2, Dex +1, Qik +2 dling score instead of his Leadership score to or jumping. Size: 0 determine how many dogs he can command Confidence Score: 0 at a time. Virtues and Flaws: Improved Characteris- Horse, Destrier (Equus) tics, Long-Winded, Sharp Ears, Reckless Qualities: Domesticated, Keen Sense of Smell, Characteristics: Cun –2, Per 0, Pre 0, Com Pack Animal, Pursuit Predator, Vocal Lion (Leo) –4, Str +6, Sta +3, Dex +1, Qik –1 Personality Traits: Loyal +3, Reckless +3, Characteristics: Cun +1, Per 0, Pre 0, Com Size: +3 Brave +2 0, Str +6, Sta +3, Dex +2, Qik +1 Confidence Score: 1 (3) Reputations: Loyal 2 (local) Size: +2 Virtues and Flaws: Ferocity (when ridden in Combat: Confidence Score: 2 (6) battle), Improved Characteristics, Long- Bite: Init +2, Attack +8, Defense +7, Dam- Virtues and Flaws: Ferocity (self-defense), Winded, Proud (minor) age +1 Improved Characteristics (x2), Puissant Qualities: Domesticated, Fast Runner, Herd Soak: +2 Brawl, Self-Confident, Tough, Proud, Animal, Imposing Appearance, Tireless Fatigue Levels: OK, 0/0, –1, –3, –5, Weakness (submission) Personality Traits: Loyal +2, Brave +1 Unconscious

143 Realms of Power

Qualities: Aggressive, Ambush Predator, Reputations: Noble (local) 2 Winded, Sharp Ears, Compulsion (kill- Crafty, Good Jumper, Hardy, Imposing Ap- Combat: ing), Infamous pearance, Large Claws, Large Teeth, Tough Antlers: Init +4, Attack +7, Defense +8, Qualities: Aggressive, Hardy, Keen Sense of Hide, Vocal Damage +5 Personality Traits: Brave +5, Fierce +5 Hooves: Init +4, Attack +6, Defense +8, Smell, Pack Animal/Pack Leader, Pursuit Reputations: Fierce (local) 4 Damage +3 Predator, Sharp Ears, Thick Fur, Vocal Combat: Dodge: Init +2, Attack n/a, Defense +7, Personality Traits: Brave +3, Cowardly +3 Claws: Init +1, Attack +15, Defense +12, Damage n/a Reputations: Bloodthirsty (local) 4 Damage +10 Soak: +2 Combat: Bite: Init +1, Attack +13, Defense +9, Dam- Fatigue Levels: OK, 0, –1, –3, –5, Teeth: Init +2, Attack +11, Defense +9, age +9 Unconscious Damage 0 Soak: +8 Wound Penalties: –1 (1–7), –3 (8–14), –5 (15– Soak: +4 Fatigue Levels: OK, 0/0, –1, –3, –5, 21), Incapacitated (22–28), Dead (29+) Fatigue Levels: OK, 0/0, –1/–1, –3, –5, Unconscious Abilities: Athletics 4 (sprinting), Awareness Unconscious Wound Penalties: –1 (1–7), –3 (8–14), –5 (15– 3 (predators), Brawl 4 (dodge), Survival 3 Wound Penalties: –1 (1–4), –3 (5–8), –5 21), Incapacitated (22–28), Dead (29+) (woodlands) (9–12), Incapacitated (13–16) Abilities: Athletics 5 (pouncing), Aware- Natural Weapons: During the autumn and Abilities: Athletics 5 (distance running), ness 2 (smell), Brawl 5+2 (claws), Hunt winter, a stag has antlers with the follow- 4 (deer), Stealth 4 (stalking), Survival 5 ing weapon statistics: Init +2, Atk +3, Def Awareness 3 (smell), Brawl 5 (teeth), Hunt (arid climates) +2, Dam +3. In spring, it sheds its antlers 4 (track by smell), Survival 3 (winter) Natural Weapons: Large claws: Init 0, Attack and must fight with its hooves until the Natural Weapons: Teeth: Init 0, Atk +3, Def +5, Defense +3, Damage +4; Large teeth: following autumn: Init +2, Atk +2, Def +1, Dam +1. Its thick fur gives it a Protec- Init 0, Attack +4, Defense +1, Damage +2, Dam +1. tion of +1. +3. Its hide gives it a Protection of +2. Appearance: These statistics are for the red Appearance: The wolf has erect, triangular Appearance: The lion is a legendary beast deer, one of the largest deer in Mythic Eu- ears, a narrow muzzle, and a coat of shag- more often depicted in artwork than en- rope. Adult males average 40 to 50 stone gy fur. Its eyes are usually yellowish and countered in the flesh. It can weigh up to in weight (560 to 700 pounds) depending have a steady, unsettling gaze. Its color 35 stone (490 pounds) and have a body on the richness of the available food sup- may be any shade from pale grey through length of over ten feet. It has a short, broad ply, and may be up to 15 hands high — as dark brown, often with lighter patches on muzzle with powerful jaws and teeth. Its tall as some horses, but more lightly built. the sides of the face and around the eyes. coat is tawny and the male lion has a dark, The red deer’s coat is reddish-brown in The wolf can bark, but its better-known shaggy mane. The fearsome roar of the winter and tan in summer, with a lighter sound is its eerie, piercing howl. lion can be heard from a great distance. rump and underbelly. Stags have a shaggy mane of dark fur and an impressive rack Pliny the Elder writes that, during his of antlers over four feet across from tip The wolf is found throughout Mythic time, lions were found in Europe only be- to tip. They make a deep, bellowing roar Europe, the Middle East, and North Africa. tween the rivers and Mestus (in during the autumn mating season. According to Pliny the Elder, the wolves of Greece), and that they also inhabited Syria northern regions are fierce while those of Af- and North Africa. The European lion was The red deer lives in open woodlands, rica and Egypt are weak extinct before the middle ages in historical moors, and grasslands throughout Mythic Eu- Wolves are greatly feared by common- Europe, but might have survived in Mythic rope. It avoids dense, tangled forests but can be ers. They are hunted with large hounds Europe. Pliny writes that there are two kinds found in alpine forests and meadows. The spe- because they kill livestock. In some lands, of lions: those with long manes, which are cies is called “elk” in North America. The size there is a bounty on their hides. Many tales bold; and those with curly manes, which are of the red deer varies from +1 where grazing is attribute supernatural powers to wolves, but timid. These statistics are for the bold vari- poor to +2 where the grass is rich and plentiful. most wolves are mundane and have no pow- ety. Pliny also notes that the lion will not at- Does are smaller than stags and lack antlers. ers at all. tack a man who lies prostrate before it. The red deer is a favorite quarry of The Flaws above reflect the medieval The lion can make impressive leaps and hunters. In some places, only nobles are al- perception of the wolf as a wanton, blood- gets +3 to jump-related rolls. It can easily leap lowed to hunt it. The stag usually flees from thirsty killer. Individual wolves, such as the combat, trying to draw enemies away from high enough to attack a man on horseback. Animal Companion of a player character, its herd, but it can fight if it must. All deer may substitute another Personality Flaw in gain a +3 bonus to rolls involving running or jumping. place of the Compulsion. A wolf Animal Stag (Cervus) Companion that goes around killing live- stock could be disruptive to stories. Regard- Characteristics: Cun –2, Per +2, Pre 0, Com less of such a wolf’s actual personality, mun- –5, Str +2, Sta +2, Dex 0, Qik +2 Wolf (Lupus) Size: +2 danes are likely to treat it with a great deal Confidence Score: 0 of fear and suspicion. Virtues and Flaws: Improved Characteris- Characteristics: Cun +2, Per 0, Pre –2, Com The leader of a wolf pack has the ad- tics, Higher Purpose (protect the herd) 0, Str –1, Sta +3, Dex +2, Qik +2 ditional Ability, Leadership 5 (wolves). A Qualities: Defensive Fighter, Extra Natu- Size: –1 pack may fight as a trained group when its ral Weapons, Large Antlers, Fast Runner, Confidence Score: 1 (3) leader is present. A wolf pack is extremely Good Jumper, Sharp Ears Virtues and Flaws: Improved Characteris- dangerous. Personality Traits: Brave +1 tics (x2), Ferocity (when hungry), Long-

144 Of the four realms of power in Mythic Europe, Magic is at once the most familiar and the most alien. It’s the source of power wielded by Hermetic magi, but it cares nothing for human concerns. Elementals are the essence of the elements given form; what are emotions to them? Dragons are ancient beyond belief; why should they concern themselves with the affairs of men? Spirits are bound to the phenomena of the natural world, not to the creations of humanity. And even those humans transformed by Magic have their own strange ambitions, divorced from the petty desires of mortals. But despite this indifference, creatures and places of Magic are inexorably drawn into the lives of magi, as members of the Order of Hermes hunt for vis, familiars, covenant sites, and the mysteries of the Magic Realm. This book shows how to create creatures of Magic of all kinds, as player characters or antagonists. Extensive examples are included, from the Beasts of Virtue that exemplify animals to the spirits of emotions, from great fi re-breathing dragons to tiny fi re-breathing mice, and from elementals born of matter untouched by human hands to the walking corpses of the unquiet dead. AG0288 • ISBN 1-58978-102-3 Delve into these pages to uncover the secrets of vis, magic auras, and even the Realm of Magic itself!

AG0288 • ISBN 1-58978-102-3 • $29.95 52995

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