30 Daimon Spirits for November

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.


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


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


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.


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.

This one's the first of a couple based on Ancient Magic, because daimons who can do things hermetic magic can't, or can't easily, are very interesting as game options. Want to use fertility magic in a game without the years of research required to incorporate it? Invest your effort in finding a way to summon this daimon instead - find her True Name in a grimoire, locate a place of power to summon her, and gather a cabal to conduct the ritual.

Anu, the Mother of the Deeps (Might 30)

A primordial spirit connected to fertility cults that faded away long before the beginning of recorded history. She is rarely mentioned in grimoires as most theurgists are not interested in matters of birthing and motherhood. Still the name persists, and she can be summoned by those seeking fertility and blessings for their children.

She can be most easily summoned in a few places of power: the Tumulus of Bernanez in Britanny, Legannany Dolmen in the north of Ireland, and a passage tomb in Langeneichstadt near Leipzig. There may be others unknown to hermetic theurgists, possibly locations linked to the ancient fertility cult.

She appears as a huge voluptuous matron, always heavily pregnant, and flushed with life. Her hair is a mass of curls and tangles.

Characteristics: Int 0, Per +4, Pre +8, Com +3, Str 0, Sta +9, Dex 0, Quik 0

Personality Traits: Motherly +6, Likes Children +3, Likes Mothers +3

Size: +1

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

Soak: +9

Wound Penalties: –1 (1-6), –3 (7-12), –5 (13-24), Banished (25-30)

Abilities: Fertility Lore 20*, Charm (Children) 10, Chirurgy (Midwifery) 20

*See Ancient Magic for rules on Fertility Lore


Mother Goddess, variable points (Init 0)

Anu can replicate any spell that uses the target unborn child (see Ancient Magic for details) at a cost of 1 might per magnitude.

Gift of Fertility, 3 points (Init 0)

This power may only be used on a woman who is fertile (remember, Magi with longevity rituals are infertile). If she has intercourse with a fertile man within a day of this power being used she will conceive a child. If the father is not a human man (being a faerie or some other supernatural humanoid) then she conceives only if she makes a Stamina roll against an ease factor of 9 plus. Such a child is certain to have traits inherited from the father (e.g. Strong Faerie Blood).

Bless this Union, up to 10 points (Init -10)

If invoked to bless the conception of a child (the act of conception must happen with Anu present) the goddess can use her power to influence how the child will grow. The theurge explains what they desire and why, in detail. The goddess determines whether she will grant this gift and decides whether to follow the request of the theurge or to shape the child in some other way she thinks will be better for the child or the mother (or both). She will never do anything she thinks will be harmful to the child.

This acts as a fertility ritual (see Ancient Magic) with a lab total of 100. If the theurge is to be the mother then the lab total is instead 200. The entire lab total is not always used and the traits granted are chosen by the Daimon, not the theurge (though the theurge can ask for a certain outcome).

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Ismekyllon, the Book of the Dead (Might 20)

Theurgical legends claim that there exists a book, or possibly a spirit in the form of a book, which records the lives and thoughts of every person in its pages. By invoking the spirit of the book a theurge can read sections of it and thus gain insight into the lives and thoughts of those long dead.

To summon the book the theurge must prepare a vessel for it. This must be an object intended to hold writing – a book, a plaque, a stone wall intended for inscription etc. The vessel must be pure and unblemished, masterfully crafted, and incorporate resonant material (resonant to the spirit whose pages will be called up, not the Daimon itself). If the vessel is insufficiently high quality the invocation will fail and the vis and time will be wasted.

When the Daimon is successfully invoked the vessel will be transformed to contain the information summoned by the Book of the Dead power. The text will be sized to fit the vessel, which may be illegibly small if the vessel is not large enough. The text will always be in the native language of the spirit whose story has been called up.

Attempts have been made once or twice to use this power to find out the fates of some of the founders. These attempts have universally failed, the reasons for this are not clear and have only raised further questions.

Characteristics: N/A

Personality Traits: N/A

Size: N/A

Combat: N/A

Soak: N/A

Wound Penalties: N/A

Abilities: Penetration 10


The Book of the Dead, 10 points (Init -10)

This power imparts knowledge of the full life story of any dead person into a prepared vessel. The life story is from the perspective of the deceased, is always in their native language, and does not explain the beliefs and common knowledge of the deceased’s culture. This may make the information difficult to understand for a theurge as even if they can read the language the story may refer to places, concepts, and beings that the theurge does not know and can only try and piece together from context.

People in final twilight are invalid targets for this power as they are not dead. People who are in heaven are also not, as their stories have been erased from the book. People who have transformed into supernatural beings such as faeries are also not considered dead and cannot be targeted. Otherwise any dead soul can be called up – those in purgatory, hell, the underworld, people who died in the magic realm or Arcadia, and even people who have received church burials (though only if they are not in heaven). This is beyond the understanding of hermetic magi at present.

No spirit of might greater than 50 can be targeted with this power, the invocation simply fails.

The Book of the Dead and Canaanite Necromancy

This Daimon may be of great interest to a Magus seeking the ancient necromancy of Canaan, as it similarly defies the hermetic understanding of necromancy. A filled vessel from this Daimon may be used as a source of insight into Canaanite necromancy (but only once, another vessel only gives insight into this same effect, which does not progress the breakthrough). For these purposes consider the effect to be as follows:

The Book of the Dead, InMe(Te)(Fo) 50, Ritual

R: Veil, D: Momentary, T: Individual

This spell pulls the entire life story of a spirit from its mind and places it into a suitable vessel in writing. The vessel must be something that can contain writing and be constructed with materials resonant to the spirit being targeted.

(Base 25, Veil +3, Requisites/Unusual Effect +2)

This spell has requisites in a technique and form appropriate to creating the writing on the vessel – for example Creo Herbam for a book, Perdo Terram for a stone tablet etc.


I think the Book of the Dead would also serve as a source of Insight to researchers attempting to integrate knowledge and understanding into magic theory. (TME, p. 99) Current magic can't even guarantee that a magically copied page will be identical to its source (despite being essentially a photographic copy, including even stains and poor handwriting - probably due to the Limit of the Infernal). Being able to extract the entire set of memories and organize it into a coherent, written, narrative would, translation problems aside, be an amazing breakthrough.

The Altar of True Sacrifice (Might 5)

A Daimon, or some kind of power which can be invoked, though it appears to have neither mind nor motive. It is somehow linked to the concept of ‘sacrifice’ – not in the sense of a religious act, but in the sense of giving up something you truly value in exchange for something you need more. The best guess hermetic theurgists have is that it is an ascended Lugra, a spirit of the pain of loss, but this is only a guess.

It appears, as is implied by the name, as an altar of grey stone. It is rough hewn and seems to meld with the ground or floor it rests on as if cut from living stone. In the centre of the top is a hollow to place something in, about the size of a dinner plate.

The altar is horrifyingly easy to summon, so easy (and so sinister in its nature) that some theurgists fear it is a trick of the infernal and refuse to use it – the truth is left up to the storyguide. The difficulty with the altar is not in invoking it but in the terrible cost of the sacrifice required by it.

Characteristics: N/A

Personality Traits: N/A

Size: +3

Soak: Special*

* The altar is made of seemingly mundane stone. If attacked by something capable of breaking stone such as hammers and chisels it will break and be banished.


True Sacrifice, 5 points (Init 0)

The theurge must sacrifice something on the altar. This means the thing must be destroyed beyond repair and placed in the hollow. For example, a precious statue could be shattered by hammers and some of the shards placed on the altar; a beloved pet could be killed and its heart placed in the hollow. There is only one requirement for the sacrifice – it must be something truly and genuinely precious to the theurge offered willingly.

In return the remains placed on the altar will be imbued with vis in proportion to the significance of the sacrifice. This could be as little as one pawn as in the case of Calistus of Jerbiton who sacrificed a bottle of vintage wine he had been saving; to the 62 pawns gained by Vortigern of Tytalus when he sacrificed his own wife – one for each year they had been wed.

The truly desperate magus can even sacrifice parts of themself. By using perdo magic to destroy some aspect of the theurge and placing an arcane connection to them on the altar the sacrifice can be completed. Sacrifices of this kind known to have worked are the memory of the theurge’s mother, the mother tongue of the theurge, the theurge’s sense of taste and the left hand of the theurge. For reasons unknown any such sacrifice becomes a part of the essential nature of the theurge and cannot be reversed by hermetic magic.

How this vis is produced is a true mystery. Certainly, the daimon does not itself have the might to generate it. Some theurgists believe this vis is tainted by the infernal and any thing it is used for will come to evil ends. Whether this is true or not is left up to the storyguide.

Use of the altar is known to produce Eidolons, spirits of emotion, from those participating. It is unknown if this is due to some unknown property of the altar, or the fact that those willing to use it will often have extreme personality traits and be in a state of heightened emotion when invoking the daimon. Vortigern of Tytalus was plagued by the spirit of his own ambition for many years after his sacrifice, until he managed to trap and bind it.

Vis: If the altar is broken the majority of the stone vanishes into a choking dust. Anyone who is exposed to this dust and does not have magic resistance gradually gains 5 points of warping over the next few weeks. A single intact stone is left behind containing 1 pawn of Vim vis. This vis has the magical property of inflicting a point of warping to anyone without magic resistance within voice range every diameter.

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Good point, I hadn't considered that aspect (I was mainly trying to think of a way to use caananite necromancy, my original idea was a mirror rather than a book but the book seemed more symbolic).

I'm of two minds about it, it maybe makes it a little too good as a source of insight. I might edit it to have the information be of dubious reliability. Like if you invoke multiple times for the same person there will be inconsistencies in the narrative, just to add some ambiguity to it.

Liafáil, the Stone of Destiny (Might 15)

This daimon is linked to certain stones of great symbolic significance, in particular the eponymous stone at Tara and the stone of Scone. Others likely exist, for example the Prince’s Stone of Carantania may qualify.

The daimon is linked to concepts of rightful authority and rulership, and can be called on to ensure the right, good character, and prosperity of future rulers. This was once the practice when crowning High Kings of Ireland, but ever since the hero Cú Chullain violently banished the daimon when it displeased him it has refused to answer the call of any Irish theurge, except in two cases when it came voluntarily to acclaim Conn of the Hundred Battles and later Brian Boru. Due to this the practice fell out of use.

The daimon itself is relatively weak, the difficulty in invoking it comes from finding a stone that it will inhabit. It may be there is some way of creating more than the handful known, but if so it is lost to time.

The daimon will ask for four things from the theurge: an arcane connection to the person being crowned, an arcane connection to their ancestor, an explanation of what the theurge’s culture considers the virtues of a king, and a hefty offering of vis (at least as much used to invoke the daimon, or more. If given these it will use its powers to determine first if the candidate is a rightful heir, then if he is a good candidate based on the values of his culture, and if he is the stone will proclaim him rightful and good, blessing him with long life and long reign.

Note: the target of these effects does not literally have to be a potential king. Anyone who is being formally appointed into a position of authority is suitable. If there is no element of blood inheritance then the Know the Rightful Heir power is skipped.

Characteristics: Int +1, Per +6, Pre 0, Com +7, Str 0, Sta 0, Dex 0, Quik 0

Personality Traits: Skittish +3, Wary +3

Combat: Special*

*The Liafáil will dissolve its aspect at the slightest sign of perceived aggression. It is still smarting from the last time an angry hero decided to take a sword to it.


Know the Rightful Heir, 1 point (Init 0)

This power requires an arcane connection to be placed on the stone, usually some item of coronation regalia. This is used to target a supposed ancestor of a person present as determined by the theurge and determine if they are a true blooded descendant.

(InCo 35: Base 3, Bloodline +4, Arcane Connection +4)

Judge the Rightful Heir, 1 point (Init 0)

This power requires an arcane connection to the target be placed on the stone. The target must touch the stone and it will probe his mind as per Peering into the Mortal Mind to determine if he has the making of a true king. The spirit itself does not judge this, it must be informed in advance by the theurge what traits to seek out and which to reject.

Proclaim the New King, 3 points (Init 0)

This power simply creates a booming sound, a cry of either exultation or outrage at the daimon’s choice. This is loud enough to be heard several miles away.

Bless the New King, 10 points (Init -10)

This power grants the Unaging and Puissant Leadership virtues to the target, who must be touching the stone, permanently. Those blessed by the stone of destiny tend to have long lives and long reigns.

Freyja of the Linden, Ascended Flora (Might 10)

This daimon is an ascended flora, the spirit of a plant, who was venerated (to her chagrin but not displeasure) as an aspect of the goddess Freyja in pre-christian Germany. She is not actually connected to the “real” Freyja, and has no knowledge of Germanic myth beyond what she has overheard by those calling on her over the years.

She has powers in line with those of a linden-spirit and can influence the minds of mortals (for the linden tree is said to have power to root out the truth). However, unlike lesser linden-spirits she is intelligent and has, over time, absorbed a great deal of knowledge of jurisprudence and politics from the trials and meetings held under her branches so is valued more for her advice than for her power (which cannot penetrate most magic resistance anyway). She is easy enough to invoke that even non-theurgists can manage it.

She was originally tied to a specific, huge, Linden tree found in the Hessian forest and can still be most easily invoked there. Some of the Tanzlinden trees found in settlements in the region are grown from cuttings of her tree, and she can also be invoked at them. This would be very public and probably unwise, however. Similarly some of the Gerichtslinden trees, used for legal proceedings in some places in that region, are offshoots of her trees, but not all.

If the theurge desires more easy contact with the linden-spirit he must take a cutting of the original tree (a cutting of a tree grown from a cutting is not enough) and grow a new tree from it. When this tree has reached a height of 30 feet (this takes in the order of 15-30 years of growth) it will become possible to invoke the daimon at it.

It is said that these linden trees are more likely to become trees of virtue than most if grown in a magical aura, but this is unproven.

She manifests as a warping of the shape of the tree. It very slowly shifts, so slowly it is hard to notice for those not looking for it, until from the right angle it appears to almost have a face in the nooks and crannies of the bark. She can speak from this ‘mouth’ and move the tree at will.

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

Personality Traits: Good Listener +3, Just +2

Combat: Special*

*Her body is the tree itself. If someone can destroy it instantly, for example with a powerful fire spell, she is instantly banished. Otherwise she dissolves her aspect as soon as the tree is attacked.

Abilities: Awareness 6, Bargain 8, Charm 5, Folk Ken (Criminals) 11, Guile 4, Intrigue 7, Artes Liberales 2, Civil and Canon Law 9, Common Law 4, Germanic Law 13, Code of Hermes 12


Mistress of Mentem, variable points (Init 0)

Freyja of the Linden can replicate any non-ritual Rego or Intellego Mentem effect at a cost of 1 might per magnitude.

Guide, 3 points (Init 1)

R: Voice, D: Conc, T: Group

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 Freyja’s agenda, not the character’s. There is no compulsion to follow this advice. When she is not called on to participate directly she will use this power to silently advise the theurge.

Gemini, the Twins (Might 45)

This daimon, or possibly pair of daimons, are intrinsically linked. They represent the concept of fraternity and sorority, the social bonds between equals of similar age. They are of interest to theurgists due to their peculiar ability to create connections between targets based on these relationships, something not currently possible for hermetic magic.

They seem to value loyalty and will freely help a theurgist in aiding someone they have a fraternal connection to. Conversely they will violently oppose anyone who summons them to try and betray or harm their own brother or sister, and may even manifest an aspect to the target and offer help freely.

They appear as two statuesque humans. They morph between male and female, such that one is always male and the other always female. This is disconcerting to many theurgists.

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

Personality Traits: Loyal +6, Hate Fratricides +9

Size: 0

Combat: Brawl: Init 0, Attack +15, Defense +15, Damage +5*

*The Twins act as a trained group of two combatants

Soak: 0

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

*Any injuries inflicted on one twin are mirrored on the other. If one is banished both are.

Abilities: Brawl 10


Let Your Bond Open the Way, variable points (Init 0)

This power transforms a hermetic spell cast by the theurge to use the range Sister or Cousin. Sister is valid against any person the caster has a strong bond or familiarity with and has known for a long period of time. This kind of familiarity is only borne of close proximity over a prolonged period. Cousin requires only moderate familiarity. The caster must be able to picture the target and know their name and have met them in person at least once.

Both ranges can operate at any distance, much like arcane connection range. They do not count as an arcane connection, however. This power costs 4 points of might plus 1 point for each magnitude of the spell being altered.

See the amazon chapter of Rival Magic for more details on these ranges.

Let Your Bond Be Made Real, 10 points (Init -10)

This power takes a Sister bond as described above and transforms it into a physical object. The object will always be small enough to fit in the palm of the hand but the exact shape is different each time and is symbolic to the bond itself. This object is an indefinite arcane connection to both the theurge and the other party. If the object is damaged badly or broken it ceases to be an arcane connection and the theurge and the other party instantly lose all regard for each other. Whatever bond they had is gone, as if they were strangers meeting for the first time.

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The Elemental Kings (Might 100)

These four protogonoi each encompass the entirety of one of the four classical elements. They are spirits of immense power who can only be invoked by a concerted effort by a group of powerful theurgists. They contain the totality of the element – its physical nature, its symbolic nature, and its humour.

There is no confirmed instance of them ever having been summoned but several events are rumoured among theurgists to have been caused by invoking them: the Great Flood, the Thera eruption (which may have destroyed Atlantis), and the Cretan earthquake of the 4th Century which raised the island by 30 feet and destroyed much of the eastern Mediterranean coast are all thought to have been possibly caused by the Kings.

They are: Ghob, King of Earth, who rules the Melancholic Humour; Nicksa, King of Water, who rules the Phlegmatic Humour; Paralda, King of Air, who rules the Sanguine Humour; and Djin, King of Fire, who rules the Choleric Humour.

Ghob appears as an immense man of squat, dwarfish, proportions made of stone, easily mistaken for a mountain until he moves. Nicksa appears as an undine of titanic size formed of rarefied water. Paralda as an impossibly huge storm that sometimes seems to resemble a massive human woman, and Djin as a colossal fire in the shape of a Salamander.

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

Personality Traits: Melancholic/Phelgmatic/Sanguine/Choleric +9*

*For Ghob/Nicksa/Paralda/Djin (Earth/Water/Air/Fire)

Size: +23

Combat Stats: N/A*

*The idea of fighting an elemental king physically is absurd, it would be like trying to have a fist fight with a mountain.


King of (Element), variable points (Init 0)

The elemental kings can replicate any effect related to their element, or the humour it governs, at a cost of 1 might per magnitude. As this means anything up to a level 500 spell the only real limit here is what the spirit is willing to do and the imagination of the theurge.


Isk, Lord of the Burning Wick (Might 15)

This daimon is a fire spirit who governs the passing of time during the third hour of the second vigil, the hour directly preceding midnight, the hour of elucubration on which the night turns. It has inexplicable power over candles and the passing of time.

To invoke the candle-king the theurge must prepare a windowless ritual space in the shape of a perfect hexagon. They must array six candles, each designed to burn away in a single hour, around them in a circle and the vis used in the ritual must be contained in either the wax or the wick of the candles. The invocation must begin the hour before dusk and a single candle must be burnt each hour so that the final candle burns out at the moment the appointed hour begins. The ritual spell must be timed to complete at this same moment. If successfully timed the theurge will be plunged into pitch darkness for a moment before the daimon manifests, bringing with it light.

Isk manifests as a cloud of fuel-less candle flames hovering in the air like a swarm of bees. Its voice is like the whisper of the wind at night.

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

Personality Traits: Patient +3, Precise +3

Combat: N/A*

Isk will dissolve its aspect at the slightest sign of hostility.


Lord of the Candle Flame, 6 points (Init 0)

R: Arcane D: Conc T: Individual

During the hour of his purview Isk is connected to all candle-flames. With this power it can command the spirit of any candle flame in the world to obey it. These spirits are airy spirits of miniscule power – not even truly a single point of might. They have no ability to interact with the physical world, but can relay information. What information they can relay is also limited by their primitive intelligence and strange world-view. They are very focused on the separation and decomposition of things and will often speak in terms of the components that make up an object, rather than considering it to be a whole. An animal is a collection of bones, organs, humors, and flesh, for example.

The Hours Make the Day, the Moments Make the Hour, variable points (Init 0)

This strange power allows Isk to take a spell cast by the theurge and transfer it into a candle at a cost of 1 might per magnitude of the spell. If vis appropriate to the spell is transferred into this candle when it is later burnt the spell effect will manifest again. This can take one of two forms, chosen by Isk when the power is used:

  • Every diameter that the candle burns for it will use a tenth of a pawn of the vis within per magnitude of the effect and the spell effect will activate. The effect contained within cannot have a duration greater than diameter. A typical candle will last 2-3 hours or 60-90 uses overall.
  • If the candle is burnt for the entire duration of Isk’s hour it will use a pawn of vis per magnitude of the effect and the spell effect will activate. This destroys the candle. There is no restriction on the effect that can be contained within, including ritual effects. This can effectively create a single use charged item with a ritual effect, at the cost of having to spend the vis twice over – once initially on the candle and again when the candle is burnt.

Master of Candles, variable points (Init 0)

Isk can replicate any effect relating to Candles at a cost of 1 point per magnitude.

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Rast-Khoda, the Herald (Might 70)

A daimon who embodies the concept of fame and renown. His powers encompass all kinds of fame and infamy, deserved or not. He is a powerful daimon, very difficult to invoke, but of great value to the theurgist who can manage it. He can grant reputations, erase existing ones, and in general effect how a person is remembered and viewed by others in ways that seem impossible to hermetic magic.

He is surprisingly amenable to granting the requests of those who summon him. He seems to view the, usually prideful, theurgists who invoke him with a sort of bemused indifference. He may caution them against requests which seem destined to end in misery, but will acquiesce with an attitude of “on your own head be it, mortal.” If pressed.

The few theurgists who have spoken with him report he is, somewhat ironically considering his nature, not a believer in the value of reputation. He reportedly advises most that reputation and the perception of others ultimately only have as much value as you give to them. Most theurgists who would summon him are unwilling to listen to such advice, sadly.

He appears as a man clothed in red. He has the head of a lion and the wings of an eagle.

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

Personality Traits:

Size: +1

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

Soak: +5

Wound Penalties: –1 (1-6), –3 (7-12), –5 (13-23), Banished (24-29)

Abilities: Etiquette 15, Leadership 15, Charm 10


Be Known in the Minds of Men, 8 points (Init -10)

R: Arcane D: Special T: Individual

This mysterious power grants the theurge or another target a reputation of 1 that he or she previously did not have (this can be negative). This could be for anything, even things the theurge has never done. It only effects people the theurge meets in person after this power is used – if he writes a letter to someone he has never met this ‘false’ reputation does not count. The power lasts for 5 seasons, but if reinforced by an actual deed in line with the reputation in this period it becomes permanent.

If used on an unwilling target this is considered a (Rego) Creo Mentem effect.

For example: Estora, a reclusive theurgist maga little known outside her own tribunal is somehow selected to represent the tribunal at the grand tribunal. She invokes Rast-Khoda to give her a hermetic reputation of 1 as a “Wise Councillor”. When she attends the grand tribunal several of the magi present feel as though they have heard of her and put more weight on her words than they otherwise might have. This good performance solidifies the reputation and makes it permanent.

Let Your Fame be as that of Alexander, 15 points (Init -10)

R: Arcane D: Special T: Individual

This power enhances an existing reputation of the theurge. A positive reputation can be increased by up to 3 points, while a negative reputation can be reduced by up to 3 points. This cannot create or remove a reputation entirely. As with the power described above this reputation boost only effects people the theurge meets in person after this power is used. The reputation increase lowers by 1 per year until the original reputation is restored. If the theurge does something to increase their reputation it increases their “true” reputation, not the false increased value which remains static. The false reputation will not decrease if the theurge has increased the real reputation (or decreased for negative reputations) over the span of the year. In time the real value might catch up to the false value, making the reputation true and permanent.

The decline of the reputation may colour the views of those who were effected by the false value. This may result in a negative reputation (for example for “Wasted Potential” or “Washed Up”) and some, especially magi, may realise it was caused by a magical effect which is arguably a crime under the code.

If used on an unwilling target this is considered a (Creo) Rego Mentem effect.

For Example: Estora, buoyed by her success at the grand tribunal, invokes Rast-Khoda again to enhance her “Wise Councillor” reputation to 4. Over the next few years she attempts to solidify this enhanced reputation, and because of it she is often asked for advice. Unfortunately, she isn’t actually that wise, but because of the reputation the tribunal all believe she is giving bad advice on purpose for her own ends. The reputation begins to fade, and she has now developed a negative reputation as a “Wicked Schemer”. She is eventually killed in a wizard’s war by a group of aggrieved magi who she gave bad advice to.

Arija, the Falcon-Ship (Might 35)

This daimon takes the form of a living ship, of mid-size but without any means to steer or direct it or even sails. It can be directed by the thoughts of the captain and flies through the water as swift as a bird on the wing without regard for wind or tide.

When invoked the theurge must negotiate with the daimon for its services for a set period. It will only ever agree to travel within a set range and this must not overlap any area covered by an existing bargain made by any other aspect of the daimon.

This is a powerful ally for a theurge about to undertake a perilous voyage at sea.

Characteristics: Int 0, Per 0, Pre +1, Com 0, Str +8, Sta +9, Dex 0, Quik +4

Personality Traits: Likes Long Voyages +3, Restless +6

Size: +15

Combat: N/A*

Arija acts as a ship and takes damage as one. It can be repaired as a normal ship though the construction will not be familiar to any living shipwright.

Abilities: Awareness (Currents) 7, Bargain (Service) 5, Craft: Shipwright 4, Hunt (Ships) 8, Leadership (Fleets) 4, Profession: Sailor 14, Animal Ken (Seabirds) 4, Penetration (Mentem) 6, Concentration 8


Voice of the Ship, variable points (Init +4)

The ship can speak into the mind of any person touching its decks and hear their replies. This must penetrate magic resistance but costs 0 might. For a cost of 3 might this power can be extended to follow a single person (usually the captain) for the day, even if they leave the ship.

Untouched by Hail and Rain, 5 points (Init +4)

R: Personal D: Sun T: Group

This power makes the ship and anyone on it be untouched by even the most severe weather phenomenon. It can sail through the fiercest gale as if it were a calm summer’s breeze.

Unhindered by Wind and Tide, 0 points (Init +4)

R: Touch D: Concentration T: Individual

This power propels the ship at a prodigious pace through the water without need for wind or sails, borne along by an unnatural current.

Untouched by Crashing Wave, 3 points (Init +4)

R: Personal D: Sun T: Individual

This power protects the ship from all waves, natural or unnatural, which break before reaching it as if striking an invisible barrier.

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Gares, Lord of True Speech (Might 20)

A daimon embodying the concept of honesty. He has a burning hatred of dishonesty and will seek to punish any theurgist who he perceives to be lying to him. Hermetic theurgists are wary of summoning him, as it is well known that most of his gifts would be considered scrying if used on fellow magi and because of this even having been known to summon him puts one under suspicion of scrying. Still, his gifts are very useful and he has been summoned several times in hermetic history as part of investigations into serious crimes committed by powerful magi.

He appears as a huge hawk, larger than a warhorse. From the mouth of the hawk a human face emerges to speak with the theurge.

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

Personality Traits: Exacting +3, Hates Lies +6

Size: +2

Soak: 0

Wound Penalties: –1 (1-7), –3 (8-15), –5 (16-30), Banished (31+)

Abilities: Guile (Lies) 20, Awareness (Lies) 20, Bargain 10


The Price of Truth, 5 points (Init -10)

Any pact made with Gares is opened by swearing to speak only the truth. He will refuse any theurge who tries to avoid this, and may become hostile. This can be considered to inflict the Prohibition flaw, with the penalty being that when the theurge does lie all the gifts of Gares instantly leave them. It does not matter how small or innocent the lie.

Hear the Truth and be Heard, 5 points (Init -10)

Gares can grant the heroic virtue Gift of Tongues allowing the theurge to understand and speak any language.

Feel the Spoken Lie, 5 points (Init -10)

This grants the theurge a personal power that allows them to feel lies for as long as they concentrate, with lies causing a crawling sensation on the skin. It is equivalent to a level 20 InMe spell and is resisted as such by the person speaking the lie. It has a penetration of 0, unless the user has the penetration ability. Activating this power costs 1 short-term fatigue level.

See the Manifest Lie, 5 points (Init -10)

This grants the theurge a personal power that allows them to discern illusions created by spells of no more than the 20th level as long as they concentrate, as per a level 25 Discern the Images of Truth and Falsehood spell. Activating this power costs 1 short-term fatigue level.

Lord of Truth, variable points (Init 0)

Gares can replicate any non-ritual effect relating to Truth and Lies at a cost of 1 might per magnitude.

The Tower-Tree (Might 80)

Theurges speculate that this mysterious entity is connected to the Axis Mundi the point around which creation turns. It is mystically connected to all places where there is a particular connection between the earth and the heavens. The knowledgeable theurge can use this connection to travel instantly to these sites of power.

Examples of such sites include Mount Olympos, the ruins of the tower of Babel, the Great Pyramid of Giza (and several other large pyramids), Mount Zion, the hill of Uisneach, and the Umbilicus of Rome.

Some theurgists believe the tree actually exists, either somewhere in the mundane world or in the realm of magic. A few radical theurgists believe that it should be possible to enter the garden of Eden via the tower-tree but no one has ever managed this feat. Those of this school of thought are split between whether this means that their methods are flawed or if it is impossible due to man’s exile from the garden.

Less well known is the fact that the tree also connects to places not in the mundane world ut in the realms of magic and faerie.

The tower-tree appears as an immense tree, or more rarely a vine, its trunk the size of a round tower and its branches far above the clouds.


Axis Mundi

The tree is connected mystically to many places of power. If the theurge closes their eyes and circles the tree anti-clockwise in a ritual fashion they will find themselves in one of the connected mundane locations. Many factors seem to influence this: the number of steps taken, the speed, which foot is used for the first and last step are just a few.

A less well known version of this property allows the theurge to enter the realm of magic or faerie. If the theurge is buried alive in the roots of the tree at just the right spot and they can dig themselves out before they suffocate they will find themselves at a particular location in the magic realm.

If the theurge can climb the trunk of the tree then through its cloud-brushed branches he will find himself emerging from the foliage into the realm of faerie. How the part of faerie this leads to is chosen is not well understood by theurgists but is speculated to be influenced by the sympathies and recent life events of the theurge.

Unless the theurge knows a specific ritual they will have no way to know where they will end up.

Koios, Guardian of the Pool of Knowledge (Might 55)

This kosmokrator guards the threshold of the pool of knowledge, which in theurgical legends represents a sum total of all things that are known and which can be known. He embodies the loss inherent to the quest for deep knowledge – for everything that is gained something else must be sacrificed, be it time, relationships with others, pleasure, or more literal sacrifices.

He is a daimon of far reaching power, who can grant the theurge almost any skill or power imaginable. However, he requires a steep price. Just as they would have had to sacrifice time and effort to learn what he gives them the hard way, to gain his permission to drink from the pool of knowledge the theurge must sacrifice a part of themselves. Nothing comes from nothing.

The sacrifices listed below are only examples. Almost any magic aligned ability and many supernatural virtues can be gained by drinking from the pool of knowledge, so long as a suitable sacrifice can be thought of.

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

Personality Traits: Mournful +3, Fair +3

Size: +2

Soak: 0

Wound Penalties: –1 (1-7), –3 (8-15), –5 (16-30), Banished (31+)

Abilities: Bargain 17, Brawl (Blocking) 14


Sight for Sight

If the theurge blinds their eye irrevocably they may be granted the power of sight – the right eye grants a score of 1 in the ability Second Sight , the left a score of 1 in the ability Divination and Augury .

The Past for the Future

The theurge gives up all memory of their past in exchange for a score of 1 in the ability Divination and Augury . The memories are lost forever. The theurge may learnt the facts of their life but will never truly remember them.

The Future for the Past

The theurge sacrifices their ability to plan and think of the future in exchange for a perfect recollection of the past. They are afflicted with the flaws Short Attention Span, Simple Minded, and Unimaginative Learner but in return gain a score of 1 in the ability Art of Memory, the virtue Affinity with Art of Memory, and the new minor virtue Eidetic Memory.

Minor General Virtue: Eidetic Memory

You are especially skilled at memorising things and have a natural ability to recall details others would forget. Any roll to recall something gains a bonus of +3 and rolls to intentionally memorise an item of information gain a +6 bonus.

Health for Health

The theurge must drink from a special cup provided by Koios. The water of the pool in it is transformed into a terrible poison which destroys the natural healing abilities of the theurge’s body. From then on they can never recover from any wound except by supernatural means. This is described in the new Major Supernatural Flaw No Natural Healing. In return they gain the new Supernatural Ability Lay on Hands.

Major Supernatural Flaw: No Natural Healing

Either from warping or some kind of curse the character has lost the normal capacity to heal from injuries. When they are called on to make a wound recovery roll do so as normal but if the wound would improve it instead remains stable. If a sufficient amount of magical aid is provided they can heal as normal (+12 for light wounds, +15 for medium, +18 for heavy, +21 for incapacitating). In these cases roll as if no magical aid was applied but if an improvement is rolled the wound actually improves. Instantaneous magical healing (such as from a CrCo ritual) works on them as normal.

They recover from fatigue and disease as normal, only their wound recovery is effected by this flaw.

Major Supernatural Virtue: Lay on Hands

This grants a score of 0 in the supernatural ability Lay on Hands which works as follows:

The character has a supernatural ability to heal others. They can replicate any Creo Corpus effect relating to healing injuries with a roll of Stamina+Lay on Hands against the ease factors listed below. By default the target is the character themself. To target another person add +3 to the ease factor to make the effect touch range.

To cause instantaneous healing the character must expend a long term fatigue level per 3 points of ease factor. If they fall unconscious from this any further levels of ease factor will inflict a wound (light for 3, medium for 6, heavy for 9, incapacitating for 12, mortal for 15+). A magus who knows this ability may expend pawns of Creo or Corpus vis to reduce this by 3 points of ease factor per pawn.

Effects from this ability which are not instantaneous last at least moon duration then decline by one level of effect each time the new moon rises until they fade away entirely.

Ease Factor Healing Effect
3 Grant a +3 to recovery rolls.
6 Grant a +6 to recovery rolls.
9 Grant a +9 to recovery rolls. Instantly heal a Light Wound.
12 Grant a +12 to recovery rolls. Instantly heal a Medium Wound.
15 Grant a +15 to recovery rolls. Instantly heal a Heavy Wound. Restore a lost limb.
18 Grant a +18 to recovery rolls. Instantly heal an Incapacitating Wound.
21 Grant a +21 to recovery rolls. Instantly heal an all Wounds.

Air for Air

The theurge is afflicted with the new Major General Flaw Short of Breath in exchange for a score of 1 in the supernatural ability Whistle up the Wind (see HoH:Societates for details).

Major General Flaw: Short of Breath

The character is afflicted with a chronic shortness of breath. They are prone to fits of breathlessness whenever they overexert themselves. Whenever the character fails a roll involving Stamina they begin to suffer deprivation from lack of air. After each deprivation roll the character must make a Stamina+Concentration roll against an ease factor of 6; with success meaning they can breathe normally again.

Freedom for Fortune The theurge sacrifices that most precious of all things: their own death. They are issued with a Death Prophecy by Koios and in exchange gains the ability to influence their own fortunes up until the point of their now inevitable death, granting a score of 1 in the supernatural ability Threads of Fate (see Rival Magic for details on this ability). The particulars of the death prophecy are left up to the storyguide, but it should never be one that would please the theurge – this is a sacrifice, after all.