I want to say this for some time now. When reading another thread who use a Mystery rules to make a magical item, I've come to the idea of a new mystery cult.
The idea is that the basic rules are good. And that the multiplying mysteries make me thinks that they are underestimated by many.
In that thread I read (as in many others) the two mystery could have been eliminated by the simple addition of a breakthrough. A really simple, intuitive (it existed in 4th edition!) and game-balanced breakthrough.
But it's not rare anymore: many thread I see here are about some of those mystery cults. Even in my campaign, mystery cults are creeping in...
But if those mystery cults continu to multiply like that, I warn you that I will start mine! I will call it "the Order of Hermes Cult".
It is a strange cult, with a few followers, who study a theory make centuries ago, be a theorician genius. The knowledge is transmitted by books, and the center of the cult is some remote covenant in the Black Forest.
The bonus it gives, is in exchange for the sacrifice of a few seasons reading the old books, you get some bonus to an magical Art.
You will find the rules for that cult in the book Ars Magica 5th edition: the best magic-oritented game I ever knew, with superb game balance.
I would like to know if I am the only one to feel that way ?