30 Daimon Spirits for November

This is the first post of, hopefully, one for each day of November. Each post will present a fully statted Daimon spirit, suitable for use in hermetic theurgy. The goal is to provide some interesting spirits that can populate theurgical grimoires and ideally provide tools, goals, and hooks for characters that want to summon and make pacts with powerful spirits.

It’s worth noting that these Daimons are expressly not made using the full magic character creation rules – rather they are given whatever stats and powers seemed appropriate and interesting. Daimones are powerful, mysterious, and usually ancient spirits.

Our first Daimon is Eirene, sometimes called Eirene Thallo, the embodiment of the concept of peace:

Eirene, a Daimon of Peace (Might 30)

This spirit is one known to the Romans as Pax and as Eirene to the Greeks. She is a personification of peace and is also associated with spring. She appears as a white robed woman holding a sceptre in one arm and a cornucopia in the other.

She is most often invoked by theurgists to witness an oath to keep the peace after a conflict has ended. Unverified reports claim that when Toulouse was besieged in 1211 magi of Tolosa Paratge invoked Eirene to fill the hearts of the crusading army with a sudden compassion for their fellow man within the city leading them to break off the siege, not returning for some five years.

Characteristics: Int 0, Per 0, Pre +3, Com +6, Str 0, Sta +3, Dex 0, Quik +1

Personality Traits: Gentle +2, Peaceful +3

Size: 0

Combat: Brawl: Init +1, Attack 0, Defense +3, Damage 0

Soak: +3

Wound Penalties: –1 (1-5), –3 (6-10), –5 (11-20), Banished (21-25)

Powers:

Grant Flaw (Lesser Malediction), 5 points (Init -9)

By extracting an oath to keep the peace from the target Eirene inflicts the flaw Lesser Malediction. This malediction prevents them from acting violently towards a certain person or group with the penalty that any harm they do to the target person or group is also inflicted on the bearer of the flaw.

Lady of Spring, variable points (Init -4)

Can replicate any non-ritual Creo or Rego Herbam effect up to the tenth magnitude, with a cost of 1 Might per magnitude.

Lady of Peace, variable points (Init -4)

Can replicate any non-ritual Mentem effect relating to peace up to the tenth magnitude, with a cost of 1 Might per magnitude.

Guide, 3 points (Init +2)

Subtly influences a group of beings toward a specific course of action. Each time this power is used, it can subtly influence the actions of a single person for a day. The storyguide should provide advice to the character in a similar way to the Common Sense Virtue, except that the advice serves the creature’s agenda, not that of the character. There is no compulsion to follow this advice.

Vis: When banished the contents of her cornucopia remain. Between them they contain 6 pawns of Herbam vis.

You can also read this post here: https://lexhermetica.wordpress.com/2019/11/01/eirene-thallo-30-daimons-for-november-1/

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Grannus, a Daimon of Hygiene (Might 20)

A curious minor daimon associated with hygiene and healing springs. In the classical period he was patron of several healing hot springs with his primary place of power being the baths at Aquae Granni (Aachen). Although he had a minor cult at one point he is unenthusiastic about worship even by the standards of most magic beings and has been largely forgotten outside of the grimoires of theurgists. He appears as a fairly mundane man with the only striking feature being his eyes which are like those of a bird and are disconcerting to look at.

He is summoned by theurgists to grant them good health for the year, heal injuries and sickness, or to bless bath-houses. The water of certain streams and hot springs in France and Germany are an arcane connection to him. He can be most easily invoked in these locations (see Bless the Spring below). He is usually annoyed to have been invoked and will only perform services that can be performed immediately or else will demand additional services or vis as payment. If asked to stay longer than a short while or invoked too frequently he will simply dissolve his aspect immediately – leaving the theurgist without any benefit for the vis and effort invested in the invocation.

As his power Bless the Waters forms an indefinite arcane connection to him the theurgist will have to make an additional bargain above and beyond the invocation to convince him to use it. Usually this will be in the form of a substantial offering and an agreement on the theurgist’s part to protect the spring and make sure it is not abused.

Characteristics: Int 0, Per +5, Pre +1, Com 0, Str +3, Sta +6, Dex 0, Quik +1

Personality Traits: Perceptive +5, Reluctant +3

Size: 0

Combat: Brawl: Init +1, Attack 0, Defense +3, Damage +3

Soak: +6

Wound Penalties: –1 (1-5), –3 (6-10), –5 (11-20), Banished (21-25)

Powers:

Grant Virtue (Rapid Convalescence ), 5 points (Init -9)

Grannus can grant the minor virtue Rapid Convalescence. This does not become active until the target bathes in a stream or hot spring in a magic aura and lasts for a year after the bathing.

Healing Waters, 3 points (Init -8)

This ritual power heals a human or animal of their most serious wound (it improves by one level) after they bathe in a hot spring in a magic aura. Alternatively, it can cure a single major disease (or less). If the hot springs at Aachen are used this power instead heals all injuries and diseases, but this is no longer possible because the Aachen baths these days have a dominion aura thanks to the nearby cathedral.

Bless the Spring, 5 points (Init -9)

This ritual power is cast on a natural stream or hot spring. It rarefies the waters of the spring, giving it a tether score of 1 if it did not already possess one. The waters also become an arcane connection to Grannus. The connection is indefinite duration but is to the stream or pool itself not the substance of the water. If the water is removed it is not itself an arcane connection to him. Due to the increased tether score a magic aura will start to form around the waters (or the aura may increase if already present).

Vis: When banished any nearby water will transform into blood. This blood contains two pawns of corpus vis.

You can also read this post here: https://lexhermetica.wordpress.com/2019/11/02/grannus-a-daimon-of-hygiene-might-20/

Siduri, the Alewife (Might 15)

A very ancient spirit who claims to have taught mankind the art of fermentation (though this claim has been made by many other supernatural beings as well). She is long forgotten outside of the myths of theurgists but is frequently listed in grimoires due to her amiable nature and useful powers. Typically, when summoned she will gift the theurgist with a drink of her own creation which is a form of spell-like vis. If a gift of interesting ingredients – preferably vis but very exotic mundane ingredients may also be acceptable – is exchanged she may grant a larger batch or a more potent brew.

She appears as a matronly lady of middle years dressed in strange clothing unfamiliar to any living people. In the crook of one arm she holds an urn of liquid and in the opposite hand she holds a cup.

Characteristics: Int +3, Per 0, Pre +2, Com +6, Str 0, Sta +3, Dex 0, Quik +1

Personality Traits: Cheerful +5, Worldly-Wise +3

Size: 0

Combat: Brawl: Init +1, Attack 0, Defense +3, Damage 0

Soak: +3

Wound Penalties: –1 (1-5), –3 (6-10), –5 (11-20), Banished (21-25)

Powers:

Lesser Brews

The typical reward for summoning her. This takes the form of an urn of alcohol (wine or beer usually) of preternatural quality. This contains a single pawn of vis of any one technique which is spell-like, containing a spell effect (which may be a ritual spell) of no more than the tenth level. She will also grant additional doses, up to 5, in exchange for 1 vis per dose.

Greater Brews

These more powerful drinks are granted only in exchange for a gift of interesting ingredients – extraordinary vis or extremely rare substances, the more unique the better. These brews contain 3 pawns of vis per dose and may contain spell-like effects of up to the 35th level. She will gift up to 5 doses depending on the quality of the ingredients exchanged. If the effect is less than 21st level she will give twice as many doses each containing 2 pawns. If it is less than 11 she gives three times as many with 1 pawn each as per the Lesser Brews.

Vis: When banished her urn of alcohol remains. This contains between 1 and 3 pawns of vis with a spell-like effect of the storyteller’s choice.

Example Lesser Brews:

Snake Wine, Creo 1 pawn

This cruel drink is intended as a poison to punish those deserving of a truly painful death. After being drunk it transforms into a writhing and enraged snake with deadly venom within the stomach of the victim.

Formaldehyde, Creo 1 pawn

When applied to a recently deceased corpse this spirit completely preserves it, leaving it untouched by rot or decay, until it is washed – at which point it will rot once more as normal.

The Wine of Reversal, Creo 1 pawn

When a little of this wine is poured out on fertile ground a fully mature grape vine springs into being. Each dose of this wine contains enough power to do this five times. The grapes are exceptionally fine, but will degrade over a few decades to merely mundane unless they are kept within a magic aura. If kept well tended in a strong magic aura they may become grapes of virtue.

Warming Draught, Creo 1 pawn

This wine, when consumed, keeps the drinker warm for the entire day, regardless of how cold the environment might get. Each pawn is two doses.

Wine of Camaraderie, Creo 1 pawn

This strange drink contains a Creo Mentem ritual effect which creates a false memory in the drinker’s mind of someone else treating him well – the first person he sees after imbibing or thinks of if alone. When consumed in a group setting this can create a surprisingly robust though entirely fabricated sense of comradeship.

Example Greater Brews:

Healing Draught, Creo 3 pawns

When consumed this drink heals the single most severe injury of the drinker up to incapactitating.

Fortifying Wine, Creo 3 pawns

This wine when consumed by a human with a negative physical characteristic (chosen when the wine is gifted) increases that characteristic by 1, to a max of 0.

Universal Panacea, Creo 2 pawns

This drink acts as a universal antidote, curing the drinker of any poison instantly.

Transformative Tonic, Muto 3 pawns

This wine transforms whoever drinks it into a mammal for an entire year. The mammal may be chosen by mixing an arcane connection to a type of animal into the wine before drinking it. A similar wine contains only two pawns and transforms the drinker for a single day or night.

You can also read this post here: https://lexhermetica.wordpress.com/2019/11/03/siduri-30-daimons-for-november-3/

Vagarius, the Wanderer (Might 25)

“The Wanderer”, a daimon who embodies the concept of wanderlust. He is a useful daimon for theurgists as he has many powers related to travel and moving between places. For magi especially he can grant a limited form of the gentle gift while someone is on a journey, allowing magi to travel without the social difficulties of the gift causing problems. He can be somewhat tricky to bargain with as he takes great offence at the idea of someone ‘skipping’ to the end of a journey (after all, the journey is the point, not the destination) which is the first thought of many magi.

Theurgists who are seeking information about a distant place or about the ‘geography’ of the realm of magic itself often seek out the Wanderer. He seems to have a detailed knowledge of almost everywhere – Latratus of Tytalus once claimed to have asked him, out of curiosity, to describe the Magus’ home village, a place of only a few dozen people that had been destroyed more than a century before. The Daimon was able to tell him details even Latratus had forgotten.

He is a curious spirit and looks more favourably on theurgists who he has never encountered before, especially if they summon him to a place he has never been before. He is generally happy to be invoked, more so than many daimones, but will get annoyed if summoned by the same theurgist in the same place multiple times.

Unlike many daimones he always keeps an aspect manifest wandering from place to place on an endless journey without start or finish. He has great knowledge of the world and the magic realm because of this.

He always appears as an old man in tattered robes of undyed cloth leaning on a gnarled staff. His eyes are a brilliant green.

Characteristics: Int 0, Per +4, Pre 0, Com +3, Str 0, Sta +9, Dex +10, Quik +1

Personality Traits: Curious +5, Talkative +3, Genial +3

Size: 0

Combat: Brawl: Init +1, Attack +10, Defense +10, Damage 0

Soak: +9

Wound Penalties: –1 (1-5), –3 (6-10), –5 (11-20), Banished (21-25)

Abilities: Area Lore (All) 10, Magic Realm Lore 15, Magic Lore 10, Folk Ken 8, Charm 8, Guile 4, Athletics 9

Powers:

Blessing of Long Strides, 15 points (Init -9)

Grants the target three minor virtues: Enduring Constitution, Long Winded, and Tough . This blessing lasts only so long as the target is on a journey. Specifically, they must travel only by foot, spend no more than a week in one place, and not return to anywhere they have visited within the last year. If they break any of these conditions the blessing is instantly revoked.

Blessing of the Peregrinator, 15 points (Init -9)

Grants the minor virtues: Inoffensive to Animals, Inoffensive to Humans , and Luck. This blessing is intended for the gifted but can be granted to the non-gifted as well in which case it only costs 5 might points. As with the other blessings this lasts only as long as the target is on a journey.

Master of Travel, variable points, (Init -4)

Vagarius can replicate any non-ritual spell effect relating to travel up to level 50, at a cost of 1 might point per magnitude. These can use the Road and Road Network ranges and targets from Mercurian magic.

Gifts of the Wanderer, 1 point per pawn

Those who truly endear themselves to Vagarius may be given a gift of one of his trappings. These objects are lesser enchantment vis and work as follows:

The Sandals of the Subtle Wanderer are sandals containing 2 pawns of Terram vis (1 per sandal) and a constant effect that makes the wearer leave no footprints behind him (ReTe 15).

The Robes of the Sturdy Wanderer are simple undyed robes which contain a single pawn of Muto vis and grant a +2 to soak as if they were boiled leather (but retain the flexibility of cloth).

The Staff of the Tireless Wanderer is a simple wooden staff which contains 2 pawns of Rego vis and grants a constant duration effect similar to Endurance of the Berserkers while held.

Vis: When banished his body vanishes but his robe, sandals, and staff remain. They contain the vis and lesser enchantment powers listed above.

You can also read this post here: https://lexhermetica.wordpress.com/2019/11/04/vagarius-the-wanderer-30-daimons-for-november-4/

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Iamblichus, Divine Theurgist (Might 30)

“Most Divine Iamblichus” as he is referred to by neo-Platonists is the ‘second founder’ of the philosophical school of neo-Platonism, reintroducing theurgical practices (which he called the ‘Egyptian Mysteries’) into it. He lived during the rise of the dominion and his views, to the hermetic eye, convey an understanding of the realms rare in authors of this period. Theurgy within the order of Hermes is deeply influenced by his teachings.

In the worldview of Iamblichus the purpose of the soul is to perform “godlike action” (theurgy) to commune with the higher magical and divine powers of the cosmos and thus receive grace. In his paradigm the soul itself is incapable of divine ascent simply by meditation and thinking – it is the actions of the embodied soul which allows the mortal soul to touch the divine.

Ideally the theurgist aims to replace his personal Daemon, his guardian spirit, with a powerful god or spirit and to follow the guidance and example of that spirit so closely that there ceases to be distinction between the actions of the god and the actions of the man, and in ways between the god and the follower entirely. This practice is essentially becoming a spirit votary (see RoP:Magic) but is also similar to binding a daimon as a familiar which is done by some hermetic theurgists.

He pioneered a way of viewing the world in which pagan gods and spirits were identified with abstract concepts and principles but subservient to ‘the One’ (the neo-Platonic concept of the Divine). Students of hermetic theurgy recognise in his writings the roots of aspects of hermetic theory.

Iamblichus is the originator of the term ‘Synthemata’ used by hermetic theurgists, though the concept long predates him.

For Iamblichus theurgy is a religious practice and the theurgist must be both virtuous and wise. He is a patron of worthy theurgists and is invoked as much for his wisdom as for any power that might be gained. He can teach magi the secrets of holy magic and some holy abilities, though few hermetic magi desire this.

He appears as he did in life – an Arab man of advanced years dressed in the robes of a philosopher.

Characteristics: Int +9, Per +2, Pre +5, Com +7, Str 0, Sta 0, Dex 0, Quik 0

Personality Traits: Pious +5, Teacher +3, Humble +1

Size: 0

Combat: Brawl: Init 0, Attack 0, Defense 0, Damage 0

Soak: 0

Wound Penalties: –1 (1-5), –3 (6-10), –5 (11-20), Banished (21-25)

Abilities: Philosophiae (neo-Platonism) 14, Magic Lore 11, Dominion Lore 7, Infernal Lore 3, Synthemata Magia 16, Holy Magic 5

Powers:

Divine Theurge, variable points (Init -10)

Iamblichus can perform any theurgy spell at a cost of 1 point per three levels of magnitude. He will only perform this service if he deems it to be for pious reasons, not for the sake of power.

Teach Holy Magic, 5 points

When invoked as part of an induction into Holy Magic Iamblichus can add +5 to the initiation total.

Teach Theurgy, 5 points

When invoked as part of an induction into hermetic theurgical mysteries Iamblichus can add +5 to the initiation total.

Teach Holy Powers, 5 points

When invoked as part of an induction into Invocation, Adjuration, or Ceremony Iamblichus can add +5 to the initiation total.

Draw Out the Hidden Truth, 2 points (Init 0)

Iamblichus can compel a single truthful answer from a supernatural being within 100 yards so long as this effect penetrates. This can even compel truth briefly from a demon.

Aegis of the Enlightened, 8+ points (Init -10)

Iamblichus will only grant this power to holy theurgists who invoke him as a patron. Any believer not in a state of sin in his presence (100 yards radius) is imbued with magic resistance. This is 20 points by default, but for every additional might point spent can be increased by 5. This magic resistance cannot be voluntarily lowered. The resistance lasts as long as each individual remains in a state of grace. If they commit a mortal sin it fails them at once and does not return. This resistance does not stack with other forms of magic resistance.

Sacred Theurgy: Neoplatonic Theurgy for Holy Magi

Though rare there are a few Holy Magus theurgists, mostly neo-Platonists and one or two renegade Invicti who broke away from their core doctrine. These magi practice holy magic in conjunction with theurgy as a means of spiritual growth and enlightenment. The theurgical spells of purely magic-aligned theurgists are useless to them but they can still invoke daimons by a similar means using holy magic principles. Holy Theurgists always have the holy powers Adjuration and Invocation and usually the Ceremony ability as well.

Rather than using an ‘Invoke the Pact of Daimon ’ ritual spell holy theurgy uses a level 25 ReVi formulaic spell (this must penetrate the magic resistance of the Daimon) as given below:

Invoke the Sacred Pact of (Daimon) ReVi 25 (Invocation, Adjuration)

R: Holy Connection D: Momentary T: Individual

This spell summons the aspect of a daimon to which the magus has a holy connection. It uses the holy magic methods of Adjuration and Invocation so the magus must have these abilities.

(Base 5, Holy Connection +4)

To acquire a holy connection the holy theurgists must perform a special religious rite that allows them to commune with the divine mind and through it the Daimon being invoked. This takes the form of a special type of ritual spell available to any Holy Magus with the Hermetic Theurgy virtue:

Form the Sacred Connection to (Daimon) ReVi general

R: Arcane Connection D: Momentary T: Individual

This holy magic ritual spell acts as a mean to create a holy connection between the theurgist and a Daimon. The true name of the Daimon or some other arcane connection is required. The level of the ritual must be twice the might of the Daimon and must also be able to penetrate. So long as the theurge remains spiritually pure, does not act against the wishes of the Daimon, and does not form a holy connection to another Daimon this connection lasts indefinitely.

(Mystery Spell)

Holy theurgists cannot accrue summoning points through multiple rituals as normal theurgists can but must create the holy connection with a single spell. Usually to invoke a powerful Daimon the holy theurgist will need a group of acolytes to assist him by adding their scores to his casting total with the ceremony ability. If ceremony is used all participants gain a holy connection to the Daimon but if any lose it so do all other participants. As with other holy magic long-term fatigue may be substituted for some of the vis in the ritual. The great advantage of holy theurgy is that once the holy connection is formed the theurge may summon their patron Daimon very easily with a non-ritual spell. If this is done too often, however, it will be considered acting against the Daimon and break the holy connection.

You can also read this post here: https://lexhermetica.wordpress.com/2019/11/05/iamblichus-30-daimons-for-november-5/

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Styx, Daimon of Oaths (Might 50)

Styx is one of the younger titans, daughter of Okeanos, wife to Pallas, and mother of Bia, Nike, Kratos, and Zelus. Legend has it that she sided with Zeus against her fellow titans and as reward was given the oversight of all oaths. The true story is likely a little different, but the broad strokes are true it seems – she is certainly strongly associated with oaths and is more free to act than her imprisoned titanic kin.

Magi of the Theban tribunal are well acquainted with Styx who actively punishes those who break oaths sworn in her name.

She is also the spirit of the underworld river of the same name. As the boundary of the underworld the Styx is a liminal place and Styx is a liminal spirit able to facilitate journeys into the underworld.

As an Oceanid Styx appears always as a beautiful young woman.

Characteristics: Int +3, Per +9, Pre +2, Com 0, Str 0, Sta +1, Dex +1, Quik +1

Personality Traits: Attentive to Details +3, Suspicious +2

Size: 0

Combat: Brawl: Init +1, Attack +1, Defense +1, Damage 0

Soak: Special*

*As spirit of the river which gave Achilles his invulnerability Styx herself is immune to all mundane attacks. Against most magical attacks she has a soak of +1.

Wound Penalties: –1 (1-5), –3 (6-10), –5 (11-20), Banished (21-25)

Abilities: Magic Realm Lore (Boundaries) 10, Bargain (Promises) 10, Awareness (Oaths) 16, Intrigue (Plotting) 10, Artes Liberales (Logic) 5

Powers:

Oath Invocation

This power was originally described in The Sundered Eagle. If an oath is sworn by Styx and broken, and the aggrieved party returns to the place it was sworn and invokes Styx she may hear his plea. He must roll (Communication + Charm + simple die) vs an ease factor of (9 + simple die). If the roll succeeds then Styx hears the complaint and may punish the oathbreaker or send an aspect to the aggrieved party. As this is her voluntarily manifesting an aspect it is not a true invocation and any pact must be bargained for with a possibly steep price.

The Oathbreaker’s Reward, 5 points, (Init -9)

This curse inflicts a malediction on the target. This can be either a Lesser Malediction or a Greater Malediction. The specifics and severity of the curse are up to the storyteller but will always fit the crime. The curse will either last a fixed period or require a specific penance to remove it.

Achilles’ Blessing, 5 points, (Init -9)

The same gift granted to Achilles when he was dipped in the river Styx. It comes in the form of a Greater Immunity virtue and a coupled Restricted Power flaw. The restriction is some fatal condition under which the immunity will utterly fail – in the example of Achilles he would have had Greater Immunity (Bronze) and Restricted Power (So long as his heel is not injured).

Guardian of the Underworld

Styx is the genus loci of the river that borders the underworld. By using this power she acts as a boundary connected to the river in the magic realm and leads the theurgist and others if desired into it. To the theurgist it seems as if she transforms into a torrent which engulfs them and after it has passed they find themselves in the Aquam province of the twilight void travelling towards the Styx in the underworld. After a few minutes in the void they will break water and find themselves on the shore of the actual river Styx. The Styx is a powerful nexus connected to many places in the underworld, with a boundary value of 8. By swimming through it one can access many parts of the magic realm.

Vis: When banished Styx transforms into a torrent of water, enough to fill a structure. This water contains 10 pawns of Aquam vis.

You can also view this post here: https://lexhermetica.wordpress.com/2019/11/06/styx-30-daimons-for-november-6/

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Ziusudra, Priest-King of Shuruppak (Might 40)

An ancient priest-king from the antediluvian age, Ziusudra ruled over an ancient people called ‘the Black-Headed Men’ in their city, called ‘The City of Healing’. He claims he was the last king of that place before the great flood, ruling for 3600 years as king and high priest. When the flood came he was warned by the god of magic and the nether-sea Enkig (this name is unknown to theurgists, but is usually assumed to be a titan: likely either Kronos or Tethys, or possibly Prometheus or Koios). He built a great boat and used it to save the people. After the flood receded and civilisation was re-established he was rewarded with the ‘breath eternal’ by the lord of the heavens (Ouranos, most theurgists assume).

Many Christian theurgists are deeply disturbed by a spirit claiming such a similar story to that of Noah but without any mention of God. As such the truthfulness of this daimon is often brought into question, or worse his name intentionally removed from grimoires. Pagan theurgists are more open-minded, and claim at least some of his story is corroborated by what survives of the writings of the ancient Babylonian theurge Berossus (see below).

Ziusudra is well known among theurgists as a source of genuine wisdom and sound advice. He seems to have a keen understanding of the nature of men, the skills of governing, and moral philosophy. He also has a great knowledge of theurgy though he claims that much of his knowledge that once worked with ease is useless in the current age. Still he knows the names of many spirits forgotten by men. For these reasons he is usually summoned by theurgists who have a great problem with seemingly no solution possible, in the hope he will offer some advice or fragment of lost knowledge that will allow for an unforeseen solution.

Ziusudra is one of the few unbound spirits who recall not only the age of Aries (which ended between 1 and 500AD) but also the preceding age of Taurus (which ended in the 3rd millennium BC, possibly coinciding with the great flood). It is theorised by some that the operation of magic changes with the astrological ages, which may have caused the fall of the cult of Mercury. As such Ziusudra may offer valuable insights to a Magus researching this concept.

Characteristics: Int +9, Per +3, Pre +4, Com +3, Str +2, Sta +2, Dex 0, Quik 0

Personality Traits: Regal +3, Philosophical +3, Authoritative +5

Abilities: Magic Lore 10, Folk Ken 8, Philosophiae (Moral) 12, Craft: Boatbuilding 6, Antediluvian World Lore 10, Leadership 15

Powers:

The Wisdom of Ancient Kings, 5 points

Ziusudra may impart 15xp in leadership, philosophiae (moral), or folk ken to the theurge up to a score of 15, 12, and 8 respectively. They must spend a seasons absorbing these insights to gain the benefit.

Ancient Theurgy, variable points

Ziusudra knows many true names and invocations, mostly of ancient and largely forgotten spirits. He will freely teach minor names (below 20 might) and will teach major names (up to 40 might) in exchange for unique services or gifts. He can also teach theurgical invocation spells for these spirits if they are daimones. This power costs 1 point per 5 levels of names and spells taught. The theurge must spend a season per spell or name committing it to memory. Generally he will only teach a single name and the accompanying invocation, or several names without a ritual, as part of a single pact.

The Breath Eternal, 3 points

For those who have a problem that truly cannot be resolved by mundane means Ziusudra sometimes offers them a unique gift – a single one of his own breaths, imbued with the power of the heavens. This breath (which must be captured in a vessel such as a jar) contains 3 pawns of Auram vis with a spell like effect (MuAu 25) which, when breathed in, grants the person who breathed it a temporary Auram aligned might score of 0 for sun duration. This is only a curiosity in itself, but is always paired with the following:

To See Through Heaven’s Eyes, 5 points

This grants the target the personal power virtue. The power granted is a level 20 InAu power which allows them to recognize the level of all boundaries or vestiges they can see that are associated with Auram, and to pass through any of them into the Twilight Void if they should desire to do so. This costs 1 point of short term fatigue to activate and is concentration duration.

Coupled with the Breath Eternal this allows passage into the magic realm through any mundane thing associated with Auram as if the Magus was a magical being. Note that they will lose their temporary might score the second they enter the magic realm. The exact place they are in the magic realm depends on the point of entry. Once in the magic realm it is up to the Magus to find what they are looking for and a way back out. Though they no longer have temporary might they can still use this power to pass through Auram boundaries and vestiges and hence navigate the magic realm to a degree.

Generally Ziusudra has this power last until they return from the magic realm but sometimes he allows them to keep it permanently.

Gift of the Navigator, 5 points

To those rare few who invoke him as a spiritual ancestor of sailors and boatbuilders Ziusudra may gift the virtue Homing Instinct, however, this also inflicts the flaw Anchored to the Sea. Both are permanent.

Vis: When banished his final breath contains 8 pawns of Aurum vis.

Addendum: Berossus, Babylonian Theurge and Chronicler

Berossus was a later Babylonian priest of Marduk. Highly accomplished in his own right he is mostly remembered for writing several works in Greek for his patron Antiochus Soter, the Seleucid Emperor. These works are the original source (filtered through several intermediary authors) for much of the (scant and unreliable) knowledge of Babylon and the Persian empire in Christian Europe (Ctesias’ Persica was favoured by pagan authors but Berossus by later Christian writers, or at least those works relying on Berossus managed to survive to be used as sources by later authors).

Ironically in life he was much better known as an astronomer (an art favoured by the Babylonians while historical writing was not). His writings on astronomy are largely lost but were once highly regarded – so much so that a statue of him was erected in Athens.

His work is somewhat unique in presenting a complete narrative from creation to the time of writing, as the Babylonians understood things. Finding an intact copy of Berossus or even substantial excerpts would be invaluable for any Magus interested in the ancient magic of Babylon.

By some accounts Berossus retired to the island of Kos in the Aegean where he founded a school of Astronomy. It is possible that Berossus’ Babylonian astronomy survives in the Order of Hermes as part of the mysteries of Hermetic Astrology. If the site of his school could be found it may offer insights into the magic of the stars.

You can also read this post here: https://lexhermetica.wordpress.com/2019/11/07/ziusudra-30-daimons-for-november-7/

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The Cailleach, Hag of Winter (Might 70)

A spirit know to the celts and still remembered in the tribunals of Britain and Ireland. She is an embodiment of winter, though has some ties to the earth and mountains as well. She is a (somewhat disinterested) patron of the weather-witches of Loch Leaglean (these can be represented as Tempestariae, see Houses of Hermes: Societates), who are sometimes known as Cailleachan (‘Old Women’, ‘Hags’) and was the patron of a lost Pictish tradition which now survives only as the Cailleach Magic virtue of the Gruagachan.

There is some debate about her in theurgical circles with some claiming she is an aspect of the more familiar Boreas while other suggest she is linked to Ge – though a protogonos such as Ge would usually never be so active in the world. Others still propose she is a cosomkrator, overseer of the transition between summer and winter. No explanation is definitive and as a daimon she does not fit neatly into hermetic classifications. The Gruagachan tend to emphasise her earth-like aspect while the weather-witches and Roman Magi tend to view her more as an embodiment of winter weather and seasonal transition.

The mountain of Ben Nevis is sacred to her and invocations made there at midwinter are especially likely to be looked on favourably. Some theorists have suggested she is in fact a Genus Loci of the mountain who has somehow freed herself from the confines of her locus. She is also linked to Ben Cruachan, also in Scotland.

She is of interest to theurgists, though few are capable of invoking her, for several reasons. Firstly, she has great power over the landscape and weather. Secondly, she has great power over magic itself – it is whispered in theurgical circles that she may have been connected to the magic of the Diedne. Lastly, she is rumoured to know the way to the fabled fountain of youth, or perhaps to be a guardian of it.

She appears as a huge old woman dressed in clothes that are black at midsummer but become more white through the year until they are sparkling white at midwinter. Her skin is pallid blue, like someone who has died of cold, she has bone white hair, and she has only one baleful eye.

Characteristics: Int +3, Per +3, Pre +9, Com 0, Str +4, Sta +2, Dex -5, Quik -5

Personality Traits: Easily Angered +4, Irritable +3

Abilities: Craft: Stonecarving 8, Mountain Lore 10, Animal Handling 7, Hunt 8, Survival 14, Magic Lore 8, Magic Theory (Spontaneous Magic) 16

Powers:

Hag of Hags, 10 points

The Cailleach can impart knowledge of how to use spontaneous magic in a more powerful way. When invoked as part of an initiation into Cailleach Magic for Gruagachan, or Deidne Magic for Hermetic Magi, she can grant a bonus of +10 to the initiation script.

Molder of Magic, variable points (Init -5)

The Cailleach can replicate any Muto Vim effect at a cost of 1 might per magnitude. This power may use the Harnessed and Tethered magic effects from Mutantum magic.

Carver of Mountains, Queen of Winter, variable points (Init -5)

The Cailleach can replicate any effect relating to Mountains or Weather at a cost of 1 might per magnitude.

Mother of the Gods, variable points (Init -5)

The Cailleach can reveal the names of many lesser spirits of winter and earth to theurgists (any spirit of up to might 35 is appropriate).

The Well of Youth
Not a power per se, but a piece of knowledge. The Cailleach knows the location of the (or perhaps, a) fountain of youth in the magic realm. She is unlikely to give this information away freely and may have to be tricked into revealing it.

You can also read this post here: https://lexhermetica.wordpress.com/2019/11/08/the-cailleach-30-daimons-for-november-8/

Percutior, Daimon of Martial Skill (Might 20)

A daimon of martial skill. Unlike some other spirits known to theurgists of similar concepts (such as the Roman god Honos) he is interested only in the actual skill of wielding weapons, not what use they are put to. Great caution is advised in any grimoire he is listed in for when invoked the theurgist must prove their worth by duelling the spirit. Victory is not required (Percutior is only testing their skill) but those who refuse, show a lack of skill, or attempt to avoid the fight will receive no reward from the daimon and may even be punished.

Those who show exceptional skill or manage to best him will find themselves greatly favoured. If asked for a pact greater than he would normally give Percutior always asks for a service in return – typically these take the form of being sent somewhere the realms are in conflict and championing the losing side. While often this is magic or faerie on occasion it has been the dominion or even the infernal (a worrying prospect for any sensible magus).

He takes the form of a large man or woman of athletic build. The details of his appearance change with each invocation but one thing is always the same – the sword. It appears to be of strange design and the hilt is finely crafted in the shape of a man. Some theurgists have claimed to have seen the mouth of the hilt moving in time with the words of the spirit.

Characteristics: Int +1, Per +2, Pre 0, Com -3, Str +2, Sta +9, Dex +10, Quik +10

Personality Traits: Teacher +5, Enjoys Challenge +3, Respects Effort +6

Size: +1

Combat: Brawl: Init +10, Attack +20, Defense +20, Damage +2*

Sword: Init +11, Attack +33, Defense +31, Damage +7*

*If Percutior chooses his blows cause no true harm. Instead if any wound would have been inflicted the target gains a short term fatigue level.

Soak: +9

Wound Penalties: –1 (1-6), –3 (7-12), –5 (13-24), Banished (25-29)

Abilities: Brawl 10, Single Weapon 20, Great Weapon 20, Craft: Weaponsmith 10, Folk Ken 5

Powers:

Grant Puissant Swordcraft, 5 points (Init 0)

Percutior can reveal secret techniques to the theurge, granting puissance in any one combat ability. This gift is usually only given in exchange for some service rendered but is always permanent.

Teach Swordcraft, 5 points (Init 0)

Percutior can teach the theurge the skills of battle, imparting 20xp in Single Weapon or Great Weapon. The theurge must spend a season practicing the skills to gain the benefit of this training.

Teach Performance Magic (Init 0)

Percutior can teach a magus the minor virtue Performance Magic with the ability used being a combat ability. Though the teaching is short the theurge must spend a season practising and absorbing the knowledge.

Grant Greater Immunity (Missiles), 5 points (Init 0)

Percutior can imbue the theurge with an immunity to damage from any missile. However, this virtue is only active when the theurge is wielding a weapon.

Battle Blessings, 5 points (Init 0)

Percutior can grant the theurge magical abilities (these are lesser powers) that can improve their physical abilities. Each ability takes 1 level of short-term fatigue to activate and is of concentration duration. The are always Corpus effects, the common ones granted are:

  • Being able to run as fast as a horse.
  • Having +3 to soak.
  • Growing a size level.
  • Become unnaturally flexible, granting +3 to rolls involving Dexterity.
  • Sharpen the senses, granting +3 to initiative.

Vis: When banished only the sword remains. It rapidly rusts into a barely recognisable lump of useless material. These remnants contain 4 pawns of Perdo vis.

You can also read this post here: https://lexhermetica.wordpress.com/2019/11/09/percutior-30-daimons-for-november-9/

Cardea, Mistress of the Hinge (Might 10)

A minor deity worshipped by the Romans who had purview over hinges. Yes, just hinges. Rome had, in fact, a trinity of doorway deities – Cardea, Limentinus, and Forculus. St. Augustine once famously mocked the ‘petty gods’ of the pagans of Rome, saying that “Man needs only one guardian to watch the threshold of a house, while the gods need three. Evidently Forculus can’t watch the hinge and the threshold at the same time…”

In reality these spirits are liminal beings, associated with the boundaries between places. In particular they held the function of being called on to delineate the boundaries of sacred spaces – to separate and draw division between places that were touched by the gods and the merely mundane. This was an important role in Roman religion and was shared with more substantial gods like Terminus and Janus.

Cardea is the spirit of closing the open and opening the closed. At once the lock and the key, the watchman and the thief. She is invoked to aid in overcoming barriers, but also to aid in constructing traps and protections.

She appears as an auburn-haired woman dressed in Roman style. She has two faces. One looks left and is wry and cheerful. The other looks right and is grim and determined.

Characteristics: Int +5, Per +9, Pre -3, Com 0, Str 0, Sta 0, Dex +6, Quik +8

Personality Traits: Enjoys Puzzles +6, Determined +6

Size: 0

Combat: Brawl: Init +1, Attack +6, Defense +6, Damage 0

Soak: 0

Wound Penalties: –1 (1-5), –3 (6-10), –5 (11-20), Banished (21-25)

Abilities: Craft: Locksmith 16, Legerdemain 16, Intrigue 12

Powers:

The First Key, variable points (Init 8)

Cardea can replicate any non-ritual effect relating to bypassing locks at a cost of 1 might per magnitude.

The Second Key, 10 points (Init 8)

Cardea can suppress any magical effect equivalent to no more than 40 hermetic spell levels for up to Sun duration.

The Third Key, 6 points (Init -2)

Cardea can create a new entrance through a magical regio boundary within sight.

The Fourth Key, 10 points (Init 8)

Given an arcane connection to a place Cardea can bridge the gap between here and there. For the duration, which can be up to sun, a mundane portal (a door or window) opens from the place this power was used to a mundane portal at the destination. People, animals, and objects can pass back and forth as if both places were next to each other.

The First Lock, variable points (Init 8)

Cardea can replicate any non-ritual effect relating to securing locks at a cost of 1 might per magnitude.

The Second Lock, 10 points (Init -2)

Cardea can create a watching ward with a level of 60. The theurgist must prepare the spells to be placed in the ward, Cardea only provides the ward ritual itself. This can contain 60 spell levels. She can also cast a room version which can contain 50 levels, a structure version which can contain 40 spell levels, or a boundary version which can contain 30 levels. The latter two cannot currently be replicated by hermetic magic.

The Third Lock, 6 points (Init 8)

This power destroys a regio entrance to a magic regio within sight. Note that the boundary is not harmed, this effect must target a specific method of entry. For example if a regio can be entered by a secret path through the woods that path would cease to exist. The regio can still be accessed by other means.

The Fourth Lock, 10 points (Init -2)

This ritual power utterly destroys a boundary in the magic realm, so long as that boundary is no more than strength 7. If the strength is greater the boundary score is permanently reduced by 7 instead.

Nemesis, Aspect of Retribution (Might 50)

A daimon of vengeance and retribution for evil deeds. She appears as a winged goddess holding a lash in one hand and a sword in the other. Even those theurgists powerful enough to summon her are wary of doing so as she has been reported to punish those who call on her as much as their foes if she considers them unworthy. She has a particular view of the world, despising anyone who has been too favoured by fortune or who has gotten away with crimes or hubristic behaviour. Ironically those who dare summon her are usually victims of the very hubris she so exactingly despises. It rarely goes well for them.

Characteristics: Int 0, Per 0, Pre +9, Com 0, Str +5, Sta +5, Dex +6, Quik +5

Personality Traits: Wrathful +3, Judgemental +6, Just +3

Abilities: Athletics 7, Single Weapon 10, Folk Ken 8, Penetration 15

Sword: Init +5, Attack +18, Defense +16, Damage +12

Lash: Init +5, Attack +16, Defense +16, Damage +10*

*If Nemesis successfully attacks with her lash it can entangle the weapon of her foe and disarm them, or entangle and trip their feet.

Spirit of Retribution, variable points (Init 5)

Nemesis can replicate any Perdo or Rego Corpus effect up to level 100 at a cost of 1 might point per magnitude.

Grant Flaw (Greater Malediction), 5 points (Init -5)

Nemesis can inflict terrible curses. Famously it was her who cursed Narcissus to fall in love with his own reflection.

Dark-Faced Nemesis, 0 points (Init 5)

Allows Nemesis to read the mind of any being within her sight, revealing their full thoughts and both long and short term motives (as per the spell Peering into the Mortal Mind) . Only those very sure of their own mind dare stand before Nemesis.

Flight

Nemesis can fly through the air using her wings. This is not actually a power, simply a natural ability of her form.

Mnemosyne, Titan of Memory (Might 60)

The titan of memory in Greek myth. Mnemosyne is difficult to invoke but very useful to make pacts with as she has knowledge of several mysteries. According to legend she is the mother of the Olympian muses by Zeus and hermetic artists sometimes invoke her. Her exact role and powers are somewhat disputed as her aspect seems to extend beyond the simple concept of memory into the cycle of life and death. She also has some connection to the Orphic mysteries because one of her aspects is the river of memory in Hades, the counterpart to the Lethe. It was believed by the followers of Orpheus that drinking from this river rather than the Lethe would halt the cycle of reincarnation for the drinker, transforming them into an immortal spirit or perhaps allowing them to be reborn with their memories intact. It is unclear if the hermetic cult of Orpheus retains this knowledge.

She does not have any bodily form when summoned but can be heard by all present.

Note: This is only one aspect of Mnemosyne of which there may be many. In particular she may have an aspect associated with the weather.

Characteristics: Int +9, Per +9, Pre +3, Com +7, Str 0, Sta 0, Dex 0, Quik 0

Personality Traits: Wise +3, Patron +6

Abilities: Music 10, Craft: Poetry 20, Teaching 15, Magic Lore 10, Art of Memory 20, Augury 10

Teach the Art of Memory, 10 points (Init 0)

Mnemosyne grants 30xp in the Art of Memory ability then departs. The grant of knowledge is instant but the recipient must spend a season reflecting on them to gain the benefit of the experience.

Mistress of Memory, variable points, (Init 0)

Perform any Creo or Rego Mentem spell (including rituals) for a cost of 1 might per magnitude.

Teach Memory Magic, variable points, (Init 0)

Teach a single formulaic spell relating to memory at a cost of 1 might per magnitude. She teaches the spell then departs. The student must spend a season committing it to memory.

Teach Performance Magic, 5 points (Init 0)

Grants the performance magic virtue to the character, with the ability of either Music or Craft: Poetry as the focus. The summoner must spend a season practicing to retain the knowledge.

Waters of Memory, 5 points (Init 0)

Opens a path into the underworld within the magic realm. The target finds themselves on the shores of the lake of memory. The waters of this lake are the opposite of those of the river of oblivion and halt the cycle of life and death. Drinking from them transforms the character into a magical human with a might score of 0 (see the Transformed (Being) virtue in RoP:Magic for details) granting him a form of immortality. Alternatively if taken for later use the water contains 12 pawns of Mentem vis (always 12, no matter how much is taken). If this vis is used as part of a ritual to ascend to the hall of heroes (see The Mysteries: Revised) the hierarch can ignore one point of decrepitude for the purposes of calculating the transformation points needed.

This power only allows the target to enter the Magic Realm and is one way. They must find their own way back to the mortal world by some other means. The exact nature of the underworld in the magic realm is left up to the storyguide.

Anagogos, the Hidden Star (Might 15)

Anagogos was an early gifted Mercere magus of the cult of heroes who ascended to become a daimon through that cult. In life he was known as Ostrus of Mercere but took a new name when he ascended to the hall of heroes. As happened often in ancient days when he ascended a new star appeared in the sky. For a few days it blazed brightly but then faded until it could not be seen by the naked eye in the mundane sky. However, in magic auras the star returns, growing brighter as the aura grows stronger. In auras below 5 it remains invisible but from a level 6 aura onwards it becomes visible, until in a level 10 aura it is as bright as the north star. Those with second sight can subtract their level in second sight from the level at which it becomes visible. Magi who know to look out for it can use this to verify when they have entered a magic aura. Its light is not white, but a deep burgundy. Because of these traits it is known as “the Hidden Star”.

Anagogos was a prominent member of the cult of heroes and continues to be a patron to them. He encourages all to seek to improve themselves and emulate the heroes of old. He does not assist magi who seek ascension as he believes anyone who aspires to that should be able to find their own path into the hall of heroes. Instead he offers to improve the attributes of those who can live up to the legendary heroes on earth. If a theurge is willing to walk in the shoes of a hero, Anagogos will help him to fill them.

Anagogos can only be invoked at night, and is easiest to invoke on the anniversary of his ascension, the 20th of August. When summoned his star blazes in the sky and bathes the theurge and any others present in wine-stained light. This light is his aspect, and anyone touched by it can hear and speak with the Daimon.

Characteristics: Int +5, Per +4, Pre +3, Com +4, Str +3, Sta +5, Dex +2, Quik +1

Personality Traits: Ebullient +3, Likes Heroism +6

Size: 0

Combat: Brawl: Init +1, Attack +2, Defense +2, Damage +3

Soak: +5

Wound Penalties: –1 (1-5), –3 (6-10), –5 (11-20), Banished (21-25)

Abilities: Penetration 7, Magic Theory 8, Magic Lore 8, Fairy Lore 4, Organisation Lore: Cult of Heroes 10, Ancient Greece Lore 12

Powers:

Walk Like Them Until They Walk Like You, 12 points (Init -8)

Anagogos can improve any characteristic up to a maximum of +5. However, he will only do this after the target proves themself by completing a heroic deed. The deed must be in emulation of a hero of old, and the virtues of the hero must be aligned with the characteristic being improved. The magnitude of the task is proportional to the characteristic – improving a characteristic from -3 requires only a fairly minor task, but to +3 would require something much more substantial and +5 would need something truly legendary.

For example, Arthur, a warrior with heroic blood, wants to improve his strength from +4 to +5 and convinces a Mercere to invoke Anagogos. In preparation he knows he must perform a great deed, so in emulation of Heracles slaying the Lernean Hydra he seeks out a powerful dragon and slays it in an epic battle. He returns with the head of the dragon and presents it to Anagogos, who happily grants him the strength of Heracles, improving his strength to +5 permanently.

Ascended Magus, variable points (Init +2)

Anagogos retains the magic he possessed as a mortal. He can replicate any non-ritual hermetic effect up to level 50. When he is using this power consider his might to be doubled (30) for the purposes of calculating penetration. He does not look kindly on theurges who ask him to use this to aid them, as he sees himself as a guide and quest-giver, not an active participant in the world.

Etel, the Awakener (Might 10)

A Daimon of mysterious origins. Some theurgists claim he embodies some principle of creation, a metaphor for the spiritual rise of the theurge writ onto crude matter. Others claim he was once the tool or servant of some powerful creative entity – Daedalus, Vulcan, Wayland, perhaps even Verditius. Whatever the case he, or rather it, is a Daimon which can transform things into awakened items.

It is possible that this power could be replicated within hermetic theory, replacing the ritual powers of Etel with hermetic ritual spells. This would be a breakthrough requiring 50 breakthrough points, however for a researcher who knows either the Items of Quality or Item Attunement mysteries requires only 40 points or 30 if he knows both as these mysteries provide a starting point for the research.

Etel appears as a living statue, made of cast metal but which moves as if it were flesh.

Characteristics: Int +4, Per 0, Pre +3, Com +1, Str 0, Sta 0, Dex 0, Quik 0

Personality Traits: Willing +3, Appreciates Craftsmanship +6

Size: 0

Combat: Brawl: Init 0, Attack 0, Defense 0, Damage 0

Soak: +10

Wound Penalties: –1 (1-5), –3 (6-10), –5 (11-20), Banished (21-25)

Abilities: Craft: (All) 10

Powers:

Awaken the Nascent Spirit, 10 points (Init -10)

This ritual power begins the process of awakening an item. See below for the rules on awakening.

Stabilise the Awakened Item, 10 points (Init -10)

This power ends the process of awakening an item. See below for details.

Major Mystery: Item Awakening

These rules are for a magic not known to the order, which allows for the transformation of mundane items into awakened items with their own mind and magical might by drawing them closer to their platonic ideal. This mystery may become available to the order through original research, most likely through house Verditius.

Not all items are suitable for awakening. To be eligible the item must already be an exemplary example of its kind. Items of Quality are always suitable. Otherwise the item must be of excellent quality. The magus does not need to make the item personally but if they do so the item will be very loyal to them somewhat like a parent and child.

To begin the item must be primed for awakening with a special ritual spell as follows:

Awaken the Nascent Spirit, CrVi General, Ritual.

R: Touch D: Special T: Individual

This spell starts the process of awakening an item. To determine the level consult the material and size multiplier as if enchanting the item. The ritual must be at least twice the level of this total. For example, an iron sword has a material value of 5 and a size multiplier of x3 (15 total) so the ritual must be at least level 30.

The item can now be considered to have a might of 1 but is not yet truly awakened.

(Mystery Spell)

Now that the item is primed for awakening the magus must ‘feed’ it vis every season. If it is fed a number of pawns equal to its might then it remains stable. If it is fed a pawn more than its current might its might increases by 1. If it is fed no vis or less than its might its might reduces by 1. If its might reduces to 0 then it can no longer be awakened and the whole process must be started from the beginning. Its might cannot change by more than 1 in a single season no matter how much vis it is fed. This counts towards the maximum number of pawns the magus can use in a season.

As the might of the item grows it begins to develop a mind and personality and manifest powers and qualities. Design it as a magic character with the ‘magic thing’ virtue with the final intended might as the might score. The magus may also consciously guide the development of the item during this time. Each season he can choose one aspect of the item to influence – the form of its might, a magical quality, a magical power or a virtue or flaw.

The magus must make a roll of Stress Die+Int+Philosophiae+Magic Theory with a target of 15 for influencing might and minor qualities/virtues and 21 for influencing major qualities/virtues. Failure means that the item does not change as the magus wills but the magus can attempt it again in another season. A botch means the item develops a quirk or flaw instead of the desired change. Only one such influence attempt can be made per season. Awakening an item is as much an art as a science.

The magus may enchant effects into the item in the form of powers. These should be designed as effects with unlimited uses per day. The item can hold a number of spell levels equal to ten times its might. The item may develop powers itself and these do not count towards filling these slots. Only effects specifically enchanted into the item have limits in this way.

During this period the magus may also teach the item abilities. While being awakened it is more receptive to change and can learn abilities without penalty as if it had no might.

When the magus is satisfied with the item he must end the awakening process with a special ritual. Once this is cast the item can no longer be fed vis or influenced but will also not lose might over time. From that point on it is a fully awakened item.

Stabilise the Awakened Item, ReVi General

R: Touch D: Momentary T: Individual

This spell ends the awakening of an item. The item can no longer be fed vis or influenced but will also not lose might over time. From this point on it is a fully awakened item. The level of the ritual must be at least 5 times the might of the item.

(Mystery Spell)

Whoah-oh we're halfway there. This is another one that introduces a new supernatural ability, this time unashamedly inspired by martial arts media and Disney's Hercules.

Sisyphos, the Labourer (Might 20)

This Daimon bears a striking resemblance to the Sisyphus of Hellenic myth, enough so that theurgists have nicknamed him for the character. If he is, in fact, that Sisyphus he does not let on. In fact, he answers no questions about himself at all. He takes just enough time to impatiently grant a service to the theurge and not a moment longer, apparently anxious to return to whatever task he labours at.

He is not particularly favoured by hermetic theurgists as he offers not quick rewards. Any powers he grants do not bear fruit without many years or decades of effort. He is more of a curiosity to theurgists than anything. His powers are based on a supernatural ability and it is possible that there are practitioners of this power somewhere in Mythic Europe, or failing that it may be a lost power that could be rediscovered.

He appears as a man in perfect physical shape with unkempt hair and beard. He is always out of breath and drenched in sweat and leaning on some oject or tool, as if just taking a momentary break from a labour – sometimes it is a boulder, sometimes a shovel or pick, sometimes a weapon, a hammer, an anvil etc. It changes each time he is invoked.

Characteristics: Int 0, Per 0, Pre 0, Com 0, Str +9, Sta +9, Dex 0, Quik 0

Personality Traits: Impatient +6, Irritable +4

Size: 0

Soak: +9

Wound Penalties: –1 (1-5), –3 (6-10), –5 (11-20), Banished (21-25)

Abilities: Heroic Training 12*

*This is a supernatural ability. See below for details.

Powers:

Sisyphos will use the Heroic Training ability to instruct the theurge once in an ability of the theurge’s choice and then depart. The transfer of knowledge is instant, as if the theurge had trained with the Daimon for a season (15xp). The theurge must spend a season practicing to properly absorb the benefit and gain the xp.

Supernatural Ability: Heroic Training

Heroic Training is a supernatural ability that allows people to be taught spell-like abilities somewhat similar to performance magic through years of dedicated practice. Possessing the Heroic Training ability does not grant these abilities to the user but is used to devise them for other people.

Powers taught with this ability must follow the following constraints: They must involve a mundane ability which can be practised and they must use a specific ritual method of using that ability which triggers the effect (like with performance magic).

The final desired effect to be taught is designed like a hermetic spell. The maximum level is determined by a roll of (Simple Die+Int+Heroic Training)x3. This cannot incorporate vis so cannot be a ritual spell. The only exceptions are spells which would be ritual because of the spell level or year duration which can be used. Such powers always have a penetration of 0 although the penetration ability adds to that as normal.

The trainer must spend a season training the target using his Heroic Training ability to determine the xp gained (rather than the mundane ability used to trigger the power). This teaches an ability specific to the power which the target can increase by training with the original trainer or by practice. For every level they possess in the ability they gain 3 spell levels towards the power which they can trigger by expending a short-term fatigue level and performing the ritual action. If they do not have a high enough score the duration, magnitude of the effect, or target is lowered until it is weak enough for them to use. This may make it useless or even harmful to the user. The details are left up to the storyguide.

If the student possesses the blood of heroes they gain 5 levels per point in the ability instead.

It is impossible to teach an ability gained via Heroic Training to others unless you also possess the Heroic Training supernatural ability. In the case where the trainer has the Heroic Training ability he may teach any ability derived from it he knows, even if he could not normally invent that ability himself. As with devising a new ability this uses the trainer’s Heroic Training score, not the taught ability, for the purposes of calculating training xp.

For example, the heroic trainer Philoctetes wants to teach the warrior Gryf to strike blows that can cleave mountains. He has a Heroic Training ability of 8, Int +2, and rolls a 6. The max level of the spell is 16×3 = 48. He chooses a Perdo Terram effect triggered with the Single Weapon ability which is base level 4, touch range, and part target then adds 6 magnitudes for size for a final level of 40. After a season of training Gryf has gained 12xp in his new ability “Cleave the Mountain” and has a score of 1. As this only amounts to 3 spell levels he is still just hitting rocks with a sword. He trains with Philoctetes for another year until he has a score of 4 in “Cleave the Mountain”. Now he can manage 12 spell levels and split boulders in half with his blows. After this Philoctetes refuses to spend any more time teaching him so he must practice for only 4xp a season. If he perseveres he will be able to actually cleave cliff faces when he achieves a score of 14, which will require around 33 years of practice. If he had the blood of heroes he would only need a score of 8, requiring a less extreme 8 years of practice.