Egyptian Hedge Wizards?

Hi all,

My players are heading to Alexandra next session, and i plan on having a hedge wizard causeing trouble for them. But, i dont have the Hedge wizard book and never have read much into different traditions, but is there a hedge wizard tradition from around the Egypt area? Even just a name would be good...

Cheers

Kal

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Well, the Learned Magicians and Elementalists both have a strong presence in and around the Levant. Unfortunately neither name is particularly evocative as both groups are intended to be customized by the SG before use...
None of the sample traditions are particularly around that area though I suppose the Ikhwan as-Safa or Tulab ibn Sina might have some interest in the area due its famed library...

You could probably adapt the Folk Witch to work too. Plus, if you have Ancient Magic you might be able to design a crude tradition based on the "Caananite Nercromancy" or "Mechanica of Heron" virtues.

As for just a name: Arabic for magician is Sahir, but that name's kinda already taken... Alternately, Coptic for magician appears to be "Xako" (quick online-search) which might work for an Alexandrine lineage even if I'm wrong...

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What you could do, is look at a thread I posted about non-hermetic magi (It's still on the front page, I think).
There are some pretty good answers in there, but the idea I liked best is to learn spells as supernatural abilities. You should make them "accelerated" abilities, so they advance like arts, rather than abilities. as for virtues and flaws, you could take the Gift, cyclic magic (both) and Necessary Condition (Something or another), and you have yourself a non-hermetic magus right there.

Hope I've helped

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Since it's starting to drop down the page, I'll include the link to the previous discussion:

https://forum.atlas-games.com/t/non-hermetic-magi/4041/1

You'll also find rules for my (admittedly 4th edition) Egyptian mage-priests here:

geocities.com/sanctumhr/Spec ... magic.html

I hope this helps.

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Thanks for the info folks,

I'm gonna jury-rig something up then (game's in 3 hours...), using some of your suggestions :slight_smile:

Cheers again

Kal

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Ok, da plan....

Undead Mummy (magic might) awoken from the Catacombs of Kom el Shoqafa (the Mythic version...) that is a Canaanite Necromancer! Lets hope it works....

Kal

So… what happened?

Don

BTW, This old thread might be useful to someone wanting to design such a tradition. It has to do mostly with replacing vis ( which make a cool, powerful bonus to any hedge tradition). I also collected and codified my replies here, which might be used to form such a tradition.

According from wikipedia, “Magic in ancient Egypt was utilized for a variety of purposes, including healing, protection, and summoning divine powers.”. With that in mind, we can create 3 new Accelerated Abilities:

-Restore, which combines healing from Cr Co, Cr An an Cr An healing guidelines

-Defend, which will be Rego wards only

-Pray, which will use ReVi summoning guidelines.

It would obviously require appropriate ingredients or catalysts, in the form of “pecific rituals, prayers, and symbols to invoke divine assistance. These included the use of symbolic items such as amulets”. Which could simulate this with the Option: Potent Magic of 3.1.1.Magic requires appropriate ingredients or catalysts, maybe combining it with the Option: Ingredients as Vis for Ritual spells.

Since it was so tied to divine assistance, we could give it some options under 3.1.3.3) Channeling, namely the Option: Invested by a Pantheon.

Also, being based on rituals and prayers means it must have been slow, so 3.3) Magic Limited By Time or Complexity, probably, by having Casting times increase exponentially with magnitude. spells up to 1/2 your ability take 1 round to cast, then it’s a diameter until 1/2 of your skill, 15 min / magnitude until your skill, and1 day if it is greater than your skill.

Although, 5.2.3) Rituals require a long time to cast might be better

if you want to make it weirder and more foreign, feel free to combine with 4.2 ENERGY POOL Magic, namely, Option: Fire for Fire

I also have a soft spot with 5.2.4) Magic requires assistance, namely, Mundane Assistance: this make for big rituals, with mots of people involved.

That’s all for now! Going to sleep :sleeping_face:, hope you like it! :grinning_face_with_smiling_eyes:

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The game I ran didn’t get more than 5 sessions in, as real life got in the way :frowning: