Non-Hermetic Grimoire

This post is made of fail...

...only because it hasn't been STICKIED yet! :smiley:

...and thus it was Sticked.

Everything is now right in the world!

Seriously, though. I think the non-Hermetic grimoire is a fabulous idea! I think it keeps things fresh if you have stories that heavily involve other traditions, like my own group does. Our group has two Magi Bonisagi who are stanch Harmonizers who believe that they can make ALL magic bow to Hermetic theory. This thread is definitely a must!

So that's where this thread went... :blush:

The non-magical formulae described in Art & Acadame represents an opportunity for Companions and even Grogs to employ a limited repertoire of pseudo-magical effects via natural philosophy.

Debilitating Infusion
(Theriac Level 4)
Potency: Weak
This theriac is brewed from chamomile and valerian and acts as a mild poison. The imbiber must make a Stamina roll against an EF of 6 or fall into a deep slumber. Additionally, if the target is suffering from a melancholic disease, he is entitled to reroll a failed Disease Recovery roll (albeit with no possibility of improvement).
Note: The sleep invoked by this formula is not an ongoing effect so victims can awoken by normal methods.
(Base 4)

Discern the Quality of N
(Inception Level 10)
Detail: Brief
This inception studies the astrological correspondence of an object's horoscope in order to determine the quality of its construction. If City & Guild is being used, this formula gives an item's Craft Level (Shoddy, Standard, Superior, or Excellent) as well as revealing any repairs that may have been previously made to the object.
(Base 4, +2 Brief)

Revivifying Syrup
(Theriac Level 25)
Potency: Mighty
This theriac is produced by dissolving an infusion of energizing herbs in honey to yield a nutritious and palatable medicine. When the syrup is fed to the patient it immediately restores a level of fatigue, even if the target was previously unconscious.
(Base 5, +4 Mighty)

Vapour of Clarity
(Reagen Level 5)
Detail: Minor
This reagent, a delicate pinkish vapour, has the alchemical property of reducing the opacity of air. When a flask containing this substance is opened, any fog or smoke within a 3 pace sphere is rendered transparent.
(Base 3, +1 Minor, +1 Size)

Will N Sire an Heir?
(Inception Level 5)
Detail: Binary
This inception investigates the astrological influence of Jupiter upon the target's horoscope with the intention of determining whether he is astrologically inclined to have a suitable heir at the time of his death. Of course, there is no guarantee that rival claimants will accept the designated heir as having a legitimate claim to any inheritance.
(Base 4, +1 distant future)

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Although superficially similar to hermetic enchantments and subject to serious limitations, the Wondrous Items described in City & Guild do allow for the creation of minor enchantments without expending vis.

Blanket of Fabulous Warmth (Touched by Divine)
Twice per day, this thick woollen blanket can be made to manifest a supernatural warmth equivalent to being seated next to a roaring fire. Mechanically, this item confers a +3 bonus on Survival rolls to resist the effects of exposure to low temperatures. While the enchantment may only be activated by the individual it was designed for, the blanket is large enough to accommodate three full-sized adults, all of whom benefit from the magic.
Craft Level 14: Magnitude 1 (Creo Ignem base 2, +2 Sun), +1 2 uses/day

Bridle of the Tranquil Steed (Touched by Faerie)
Thrice per day, this intricately tooled leather bridle is able to calm a horse's nerves. If the mounted combat rules in Lords of Men are being used, this effect allows the rider to automatically regain control of a panicked horse.
Craft Level 16: Magnitude 1 (Rego Animal base 4, +1 Touch, +1 Size), +2 3 uses/day

Musician's Revenge (Touched by Infernal)
Once per day, this finely crafted lute has the power to reconfigure itself into the shape of an archer's bow. If the item's owner has one or more arrows on hand, she may fire them at her enemies using the standard combat rules.
Craft Level 13: Magnitude 1 (Muto Herbam base 3, +2 Sun)

Ring of Tiresias (Touched by Faerie)
Twice per day, this lovely and ornate silver ring has the magical property of changing its wearer's sex. Most of these rings are crafted for the daughters of noble families for inheritance reasons, but other folks in need of a disguise occasionally find use for them as well.
Craft Level 15: Magnitude 2 (Muto Corpus base 3, +1 Touch, +2 Sun), +1 2 uses/day

Shield of Cunning Deflection (Touched by Magic)
Once per day, this beautifully engraved iron shield is able ward itself against metal objects. Mechanically, this translates into a +3 bonus on the bearer's Defense rolls against metallic weapons for the effect's duration.
Craft Level 17: Magnitude 5 (Rego Terram base 5, +2 Sun, +2 Metal)

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The magic of the amazon sorceresses (Rival Magic) has a number of idiosyncrasies that can occasionally complicate the process of spell-design. Hopefully, the sample effects below will prove illustrative of some of the potential pitfalls.

Banish the Meddlesome Spirit
(Papaios, Zoi, General)
Range: Seen Stranger. Duration: Days. Target: Individual.
This incantation forces an incorporeal being with a Might Score of: (Level – 10) or less to return to its home realm (Hell, Arcadia etc.) and prevents it from returning for the duration of the spell. Because this effect requires the caster to see her target, she must usually possess Second Sight to affect the sort of hostile spirits this incantation was designed to combat.
Example: The Level 20 version of this spell banishes spirits with Might Scores of 10 or less while the Level 50 variant can affect beings with Mights Scores as great as 40.
(Base effect, +1 Seen Stranger, +1 Days)

Gate of Tartarus
(Alala (Papaios), Api, Level 25)
Range: Cousin. Duration: Months. Target: Individual.
This rite magically transforms a patch of earth measuring 6 paces across and 3 paces deep into a sort of magical quicksand that pulls its victims down via peristaltic action. Those caught in the trap must make a Strength roll against an EF of 6 to escape or may be rescued by their comrades, but once submerged they begin to suffocate as per ArM5, pg 181.
Note: Although technically a rite by virtue of its Papaios requisite, this spell is not of permanent duration and expires after a number of months equal to the caster's Amazonian Chant score.
(Base 5, +2 Months, +2 Size)

Glimpse the Heart of Papaios
(Ma'at, Nux, Level 20)
Range: Seen Stranger. Duration: Months. Target: Individual.
This incantation keeps the caster updated with a detailed knowledge of the meteorological conditions within a patch of sky equivalent to 10'000 cubic paces in volume. Variations of this effect with reduced Duration are fairly common. Originally developed for use by sailors, experienced raiders frequently make use of this spell when planning their attacks. In particular, raids can be scheduled to occur on moonless nights or in the midst of deafening thunderstorms.
(Base 4, +2 Months, +2 Size)

Inflame the Heart
(Alala, Kardia, Level 20)
Range: Sister. Duration: Days. Target: Individual.
This incantation confers upon its target the “Lustful” Personality Trait with a value of +3. The effect is most commonly cast upon male slaves on behalf of those amazons seeking to become with child, but other uses are occasionally found.
Note: This effect could be made permanent by adding a Nux requisite and increasing the duration to “Months”, but the ritual variant, known to the amazons as “Punishment of Eos” is quite rare.
(Base 20)

Know Thy Enemy
(Ma'at, Soma, Level 10)
Range: Seen Enemy. Duration: Momentary. Target: Individual.
This incantation provides the caster with knowledge of the mundane properties possessed by the designated target. While the information gleaned from this spell is often valuable in its own right, this effect is more often used to allow the sorceress (and any allies she shares the information with) to cast additional spells upon the target using the “Unseen Stranger” Range.
(Base 10)

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The magic practised by the sahir tradition (See The Cradle & The Crescent for details) is both powerful and highly versatile, but due to the generally abysmal Penetration Totals, wise magicians must use their cunning to affect foes indirectly when they're forced to contend with any sort of Magic Resistance.

[Spirit], Open Their Hearts and Palms
Solomonic Storytelling, Level 10
Allure: Unsuspecting
This naranj causes those within range of the caster's voice to feel more compassionate and generous than usual. Those suspicious of the sahir may make a Perception + Guile roll against an EF of 6 to resist the effect. Those members of the Ashab al-Qalb who make their living as storytellers are especially fond of this spell.
Note: Characters with “Second Sight” or similar extrasensory powers are permitted a second resistance roll against this spell as described on page 56 of “The Cradle & The Crescent”.
(Base 4, +2 Unsuspecting)

Cleanse the Bleeding Wound
Solomonic Physic, Level 25
Potency: Strong
This naranj enhances the patient's natural healing process to ensure successful recovery from a single Light, Medium, or Heavy wound, provided it was inflicted with a cutting implement. Although this spell only affects slashing injuries, similar formulae exist to treat crushing, piercing, and scalding/burning wounds.
Example: A victim suffering a Medium Wound, if treated with this effect, automatically recovers after a month's time without need for a Recovery roll or incremental improvement to a Light Wound.
(Base 10, +3 Strong)

Curse of the Inflamed Bowels
Solomonic Physic, Level 4
Potency: Weak
This naranj forces the victim to make a Stamina roll against an EF of 6. If the target fails, he suffers a nightmarish bout of diarrhoea as if afflicted with “Flux”, the Mythic European equivalent of Dysentery. This is painful and humiliating, but there are no lasting effects once the target has evacuated the putrefied humours.
On a therapeutic level, a target who has recently failed a Recovery roll related to a phlegmatic disease, is entitled to make a second recovery roll with no possibility of worsening his condition.
(Base 4)

Discern the True Ally from the False
Solomonic Astrology, Level 25
Detail: Brief
This naranj examines the target’s horoscope to determine how trustworthy he is. Due to the possibility of conflicting loyalties or supernatural compulsion, this spell is far from infallible and the wise sahira makes frequent use of this effect to keep herself apprised of any changes in her relationship with the target.
(Base 5, +2 Brief, +2 near future)

Flight from Alamut
Solomonic Storytelling, Level 20
Allure: Emotional
This naranj fills those within earshot of the caster's voice with an unnatural compulsion to hurl themselves from a tower, parapet or other similar elevated position. Each victim is entitled to a Perception roll (modified by any personality traits the SG deems appropriate) against an Ease Factor of 6 to resist. Fortunately, if there's no convenient location from which to defenestrate oneself, the urge passes quickly.
Note: Characters who are already suspicious of the caster or possess supernatural powers of perception are entitled to supplementary resistance rolls as described in “The Cradle & The Crescent” page 56.
(Base 15, +1 Emotional)

Gift of the Wise Qadi
Solomonic Astrology, Level 5
Detail: Binary
This naranj examines the target’s horoscope to determine whether she is more inclined toward honesty or deceit. Because this effect only takes the subject’s intentions into account the information gleaned isn’t always reliable, but the spell still sees frequent use during the mediation of the suhhar's legal disputes.
(Base 5)

Gold of the Jinn
Solomonic Alchemy, Level 25 Ritual
Alteration: Major
This ritual draws upon the power of the jinn to temporarily transform a base metal, such as lead, into an equivalent quantity of pure gold. The unadulterated gold produced by this spell is much too soft to be fashioned into coins or jewellery, but could perhaps be used in barter for other goods and services – at least until it reverts to lead.
Note: This naranj affects a maximum of 50 cubic inches of lead (about 20 lbs) and yields an equivalent volume of gold (approximately 35 lbs). Iron tools affected by this spell are more than doubled in weight, imposing a -3 penalty to their use.
(Base 10, +3 Major)

Navigate the Mysterious Void
Solomonic Travel, General
Delay: Immediate
This naranj opens a gateway from the Twilight Void into any vestige or boundary with a value of (Magnitude - 3) or less and is a simple emergency measure to escape from the Twilight Void where Arcane Connections are interrupted. Due to the unusual way time passes within the Twilight Void, this effect is always designed with an "Immediate" delay.
Example: The Level 20 version of the effect opens a door into a 1st level boundary or vestige while a Level 50 variant permits entry into any vestige or boundary with a value of 7 or less.
(Base effect, +3 Immediate)

Passage to Strange Lands
Solomonic Travel, Level 30 Ritual
Delay: Season
This ritual, after a season's delay, opens a gateway directly into the Magic Realm, bypassing the Twilight Void entirely. In addition to its obvious utility for avoiding prying eyes, characters studying in the Magic Realm receive pawns of Vis in lieu of experience points on a 1:1 basis (see Realms of Power: Magic, pg 20 for details). Thus it is not usual for a group of sahirs to enter the Magic Realm with this naranj then spend the next season or two teaching each other.
(Base 30)

Quit the Human Form
Solomonic Storytelling, Level 30 Ritual
Allure: Supernatural
This ritual appears to transform a group of up to ten people into animals, but actually cloaks its victims in a powerful illusion. The exact animal form assumed by the subjects is determined by the caster when the spell is first invented, but asses, dogs, goats, and monkeys are the most common variants. For as long as the effect is maintained, the targets are indistinguishable from real animals to any and all non-magical forms of scrutiny.
Note: Characters with “Second Sight” or similar powers are entitled to a Perception + (Ability) roll against an EF of 9 to perceive a victim's true shape. Furthermore, this is a mentem effect, not imaginem, so it must penetrate MR to be effective.
(Base 10, +3 Supernatural, +1 EF)

Scent of the Scorpion's Sting
Solomonic Astrology, Level 15 Ritual
Detail: Binary
This ritual alerts the caster to the presence of poison in his immediate vicinity. Because this naranj alerts the caster rather than the target about the poison, most sahirs use this spell on themselves and, if another character is being protected, stay close to their ward.
(Base 15)

Sunder the Bony Column
Solomonic Physic, General
Potency: Mighty
This naranj savagely twists the victim's neck, forcing him to make a Stamina roll against an Ease Factor equal to: ((Magnitude -2) x 3). If the target fails, his neck has been broken resulting in an Incapacitating Wound.
Example: The Level 20 version of this naranj has a resistance EF of 6, while the Level 50 variant requires the victim to roll against an Ease Factor of 24 to avoid suffering an injury.
(Base effect, +4 Mighty)

The Burning Sand
Solomonic Alchemy, Level 20
Alteration: Substantial
This naranj magically heats a volume of sand to such a scalding temperature that anyone coming into contact with it suffers +10 damage. While the magic itself lasts only a few seconds, the affected sand remains dangerously hot for some time. Although most sahir use this spell to discourage pursuit, the superheated sand has also proven an effective weapon when poured onto enemy troops.
Note: This power affects an area slightly less than 40 paces across to a depth of 3 inches. This represents a volume of approximately 500 barrels and presents an imposing barrier to any potential pursuers or invaders.
(Base 4, +2 Substantial, +2 Size)

Torment the Parched Foe
Solomonic Alchemy, Level 4
Alteration: Slight
This naranj causes the targeted water to become as salty as the sea itself. Not only does a character who consumes the affected water not regain Long-Term Fatigue lost to dehydration, but he also suffers a -1 penalty on subsequent Deprivation rolls to resist dehydration, a condition that persists until the victim sates his thirst with potable water.
Example: This spell can affect up to 7,290 litres (2,000 gallons) of water. This represents a volume of approximately 50 barrels.
(Base 3, +1 Size)

Tread the Invisible Path
Solomonic Travel, Level 40 Ritual
Delay: Immediate
This ritual transforms a chalk outline of a doorway into a magical portal to any destination the caster possesses an Arcane Connection to. The passage is only large enough for a single person, but remains open for as long as the spirit maintains concentration allowing a virtually unlimited number of travellers to pass.
Note: Like “Mercury's Portal”, this naranj doesn't directly target those being transported and consequently doesn't impose warping. Certain members of House Mercere would pay handsomely for a laboratory text of this spell.
(Base 25, +3 Immediate)

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A doubt, the spell of the RoP: Faerie, the Reflecting Pool says that his Range is +4 Sympathy on both, the description and the calculation, but that Range doesn''t exists, and i can supose that is the Symbol, specially because is said taht must match the description of the place to see with the enchanted pool...

Yeah, I think it's probably a typo where the author intended to write "Symbol". Nevertheless, you'll probably want to report it to David Chart for inclusion in the next errata update...

Done befor to say it here, je, and i think that your are right, that is Symbol really, by the description; really is only to say it here by two reasons: 1)if on the parts about Sympathy Tratis say something taht can be used like Ranges by any wizard taht have one and 2)bcause is a errata simple and very usefull say it publicily.
Thanks.

Phenomenal thread. With HMRE arriving today, I'm excited to test some of these out and hopefully contribute my own! Thanks, Gremlin!

Vigilo magic as described in Rival Magic is ideal for constructing magical wards and traps, but the unorthodox nature of its rites can make spell-design feel somewhat counter-intuitive. Thus, the following sample effects:

Preserve Us From Jupiter's Fiery Wrath
(School of Boreas, Ease Factor 27)
Range: Touch. Duration: Sun. Target: Structure.
This rite wards the targeted structure against lightning for the spell's duration. Due to relative rarity of lightning strikes, the spell is more usually designed with a target of “City” and invested into an animation with a linked Sortes Virgilianae effect designed to detect when the target is imperilled by a storm (EF 18; 18, -3 Cities, +3 2 uses/day).
(Base 15, +6 Sun, +6 Structure)

The Murderous Bath
(School of Prometheus, Ease Factor 21)
Range: Touch. Duration: Diameter Target: Room.
This rite magically heats the targeted area until the temperature is sufficient to boil water. Originally developed as part of an insidious assassination plot, this spell can also be used to boil water for domestic purposes.
Example: This rite is usually set to activate in response to a command phrase, but when used as a weapon the caster usually designs the effect to trigger when someone enters the water.
(Base 15, +3 Diameter, +3 Room)

Snare of the Vigilant Alchemist
(School of the Naiads, Ease Factor 18)
Range: Touch. Duration: Momentary. Target: Room.
This rite wards a room so that, when triggering condition is fulfilled, a nearby container ruptures violently, splashing those nearby with its contents. The effect was originally designed to affect a jar of vitriol, but flammable liquids such as naphtha are also popular since they can be combined with “Then in truth all Ilium seemed to collapse in flames” to create even greater destruction.
Example: This rite is generally set to trigger when someone tries to remove an object from the room without first speaking the correct password. Naturally, larger rooms may require more than one container of liquid.
(Base 15, +3 Room)

Thwart Poseidon’s Brood
(School of the Vigilant Bees, Ease Factor 24 Ritual)
Range: Touch. Duration: Momentary. Target: Boundary.
This ritual wards a clearly defined boundary in such a way that, when activated, any beasts of burden within the affected area are stricken lame until they make their Recovery rolls (as if from a Light Wound). This effect is most typically used to weaken an enemy’s cavalry before an important battle, but for such a tactic to be truly effective Range must generally be increased.
Example: This rite is most often triggered by a command phrase spoken immediately after casting.
(Base 15, +9 Boundary)

Ward against Decay
(School of the Sylvan Dryads, Ease Factor 18)
Range: Touch. Duration: Moon. Target: Room.
This rite wards any plant-based materials stored in the affected area from the effects of putrefaction. While sometimes used to extend the shelf-life of produce, more typical applications of this extremely versatile spell include protecting firewood and hay from rot, or ensuring the proper fermentation of cheeses and alcoholic beverages.
(Base 6, +9 Moon, +3 Room)

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Invocation of Threadomancy!

Words of Grainne (Gruagach)

On This Day, Victory to Your Kin
GvBl level
R: Conversation, D: Sun, T: Blood
Clans are usually bound tegether by blood - this spell uses this to grant +2 to all
Single Weapons rolls for the duration, to the target of the spell and all his/her descendants.
(base 10, +2 Sun, +2 Bloodline)

And the Sword Falls From Your Hand
GvCu level 25
R: Conversation, D: Limit, T: Ind
The target gains the Clumsy flaw, until he takes holy vows.
This is considered a sweeping prohibition.
(base 5, +4 limit (sweeping))

Wearing the Hawk Cloak
GvSh level 15
R: Pers, D: Limit, T: Ind
Transforms the wearer into a hawk for the duration.
Grainne typically cast this spell with the limit of "Until touching the ground", and
so would usually climb a tree before casting this spell.
(base 5, +1 limit (General))
NOTE: This limit is considered general because there isn't always a nice perch where
the caster can sit without ending the spell.

The Grey Curse
TaSh 30
R: conversation, D: Limit, T: Ind
Turns the target into a wolf (or other land creature) until given holy communion by a priest.
(base 5, +1 conversation, +4 limit (sweeping))

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These are all awesome!

Has anyone thought about adding some "Cantations" (Apprentices' 'Little Spells') to this list? I know they're still Hermetic magic, but it would still be nice to see for those of us running a School of Magic-style campaign.

Below are a few Utiseta effects appropriate to the Muspelli tradition as described in Rival Magic. While offensively powerful, members of this tradition are also capable of using their considerable power over natural phenomena more strategically as I hope is illustrated in at least some of the following trolldomur.

Please note that for the sake of consistency, I've moved the Threads of Fate effect "Fortune's Blessing" from my previous muspelli post to this one so that they share the same 10/5 split as my other contributions to this thread.

Call Forth the Bile of Ymir
(Wildfire 30)
Range: Sight. Duration: Momentary. Target: Individual.
This trolldomur causes a large fissure to rend the earth at a location selected by the caster causing molten lava to bubble forth, burning all that stands in its way with a base damage of +20 modified according to the degree of exposure.
While this effect can be effective for cutting off an opponent’s advance (or retreat), a more typical application is to target the effect on a hill or mountain so that the lava will flow naturally onto a village or forest.
(Base 21 +3 Sight, +6 Size)

Fortune's Blessing
(Threads of Fate 18 + Simple Die)
Range: Touch. Duration: Moon. Target: Individual.
This trolldomur grants the target a special Confidence point which must be spent with a month, but can only be applied toward the task specified when the muspelli performed the utiseta for the effect. As usual, only a single “Threads of Fate” effect may apply to any particular roll though there is no limit to those that can apply to a scene.
(Base 15, +3 Touch)

Gymir’s Rage
(Winter’s Breath 24)
Range: Voice. Duration: Sun. Target: Individual.
This trolldomur summons a terrifying blizzard to the caster’s location, dropping temperatures to -40-degrees and dumping about a foot of snow. Those exposed to the bitter chill of this cruel magic are forced to make Deprivation rolls every 15 minutes or suffer frostbite damage equal to +15 (consult page 105 of Rival Magic).
Muspelli typically use this effect to elude their enemies in a blinding cloud of windborne snow and ice, trusting in the thick carpet of new snowfall to prevent their tracks from being followed by their pursuers.
Note: The snowstorm conjured by this effect blankets an area 100 paces across in a crisp dense snow which is magically preserved for the spell’s duration, but thereafter melts in accordance with the ambient temperature.
(Base 21, +3 Sun)

The Hidden Vale
(Storm’s Eye 15)
Range: Touch. Duration: Moon. Target: Individual.
This trolldomur summons a patch of impenetrable fog which persists for Moon duration, reducing visibility to a mere 10 feet. Due to the nature of the Storm’s Eye ability, however, the brume conjured by this effect doesn’t hinder the caster’s own vision.
Most Muspelli use this effect to conceal their lairs from observation (frequently in combination with Sjonhverfing), but it can also be used to cause ships to run aground or to lend protection against missile attacks.
Note: The thick rolling fog generated by this supernatural effect covers a circular area centred on the target and measures 1000 paces across (this amounts to approximately 700,000 square feet)
(Base 6, +6 Moon, +3 Size)

The Ill-Fortuned Foe
(Threads of Fate 15 + Simple Die)
Range: Voice. Duration: Moon. Target: Individual.
This trolldomur afflicts the target with terrible misfortune such that, whenever the victim gets a result of 0 on a stress die, she must roll a number of additional botch dice equal to the difference between her total and the EF of the roll. As with other Threads of Fate effects, this curse affects all of the victim’s botches for the duration of the utiseta.
Example: A character needing a roll of 9+ to scale a “Wall of Living Wood” rolls a 0 on his stress die, giving him an Athletics Total of 4. When checking for a botch, that character would roll five extra botch dice!
(Base 9 + 6 Voice)

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These have long been a favorite of mine and there is actually a hidden mechanic that David used when working these out.

I haven't checked your creations against this but David apparently intended some flexibility.

An additional modification to Fenicil style rituals to reduce their horrendous XP cost was suggested by YR7:

I wrote up 3 Fenicil style rituals for my Terrae-magi (Guernicus Earth magus cult) article: geocities.ws/sanctumhr/Speci ... etrae.html

Now I humbly present a somewhat macabre pre-Hermetic Longevity Ritual as an offering to the Grimoire. No wonder Tytalus and Tremere feared their mater!

Ghastly Vigor of Guorna
Lesser non-Hermetic Ritual, ReMe(Co), R: Spec, D: Spec, T: Ind
Ease Factor: 18

This gruesome ritual spell summons a ghost to rejuvenate the caster's ageing body and protect against Ageing, similar to the effects of a Longevity Ritual (see ArM5, pag168-170). If successful, the magnitude of the ghost's Might is subtracted from the necromancer's next ageing roll. Compelling a ghost in this manner causes the spirit to immediately attack the necromancer in any way it can, regardless of any previous commands or compulsions. Information on this aspect of the spell is not always included in books containing the secret of this ritual.

Unlike a Hermetic Longevity Ritual, as this ritual confers a continuous powerful mystical effect not specifically designed for the caster, the target of the spell suffers a Warping Point for every season they remain under the effect of the ghost's gift of longevity. Hermetic magi and hedge wizards who use this necromantic alternative suffer greatly accelerated Warping compared to those who employ a standard Longevity Ritual. Ageing resistance bonuses from multiple spirits or a Longevity Ritual are not cumulative. The bonus lasts until the caster suffers an ageing crisis, after which the necromancer must compel a new ghost.

This spell is the infamous pre-Hermetic ritual of longevity used by Guorna the Fetid, teacher of both the Founders Tremere and Tytalus. Guorna's use of this Mercurian itual is believed to have warped her into the horrid creature she had became at the time of the founding of the Order of Hermes. Prior to meeting Bonisagus, she had developed the Mercurian precursor of the ritual Exchange of the Two Minds and he is rumoured to have helped her begin translating this alter spell into a Hermetic form for easier casting in return for help developing Hermetic Longevity Rituals. She was slain, most likely by one or both of her two terrified apprentices before ever casting the spell that would free her from her terminally necrotic body.

A copy of this ritual is rumoured to exist within a locked and bound tome in the Library of Fenicil, deep within Magvillus. Bonisagus and Trianomae magi deny any knowledge of this ritual or their Founder's possible debt to such a detestable figure as the archnecromantix.

(Special spell)

Design Note: rules for similar non-Hermetic rituals are detailed in HoH:TL, pages 76-77. In short, this ritual takes 90 minutes to cast, requires 9 pawns of vis (3 each of Rego, Corpus and Mentem) and nine pounds of silver worth of expensive materials such as herbs for fumigation and inks for the inscription of pagan symbols within a magical circle. Magi with the Mercurian Magic Virtue require only half the amount of vis and special materials, but all magi participating must have this Virtue.

Regards,

Lachie

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Thanks for the contribution, Jarkman!

As terrific as Ars Magica's magic system is, spells can sometimes seem rather clinical which is why I always like to add bits of background fluff where possible. I'd never really considered Guorna as a Mercurian even though, in retrospect, the HoH chapters for Tremere, Tytalus, and Ex Miscellanea were pretty clear about that being the case... :blush:

Fun little spells the Muspelli could use to become a much bigger threat.

Keeper of the Knowledge of the Dead:
Valgaldrar Ease Factor 33
R: Touch, D: Year, T: Ind
Raises a member of the dead with Magic Might of 15 and the following virtues: The gift, Good teacher, Educated and either Arcane Lore or the improved abilities quality. The XP from the virtues/quality is spread between Artes Liberales and the ability the Tracti desired is on. By use of specializations up to four tracti can be written. Two in two different abilities. Note that so many have died and there is little to stop the Muspelli from summoning forgotten or secret knowledge by this method.
Base: 24+9 year

Form of the Grateful Dragon
Shapeshiftng Ease Factor 33
R: Personal, D: Conc, T: Ind
The Muspelli transforms into a dragon, with 6 virtue points to spend on powers. The reason for the name of this power was the Muspelli who used it chose the ritual power virtue, and used it to grant virtues both to himself and his servants.
Base 33

The Useful Servant
Shapeshifting Ease Factor 30
R: Touch, D: Conc, T: Indv
The Muspelli transforms the targets into a snake, with 3 virtue points of powers. A particularly useful choice a power to mimic the gift of vigor, with enough servants this will give the Muspelli essentially unlimited time to perform rites. Of course, one would want to make sure the servants offered this power are trustworthy. Betrayal would be... bad.
Base: 27 Touch+3

Eternal Servitude
Entrancement Ease Factor 33
R: Eye D: Lifetime T: Group
The target serves you. Forever. Carrying out the most heinous or vile requests the Muspelli can think of, only breaking loyalty if suicide is ordered.
Base: 18 +15 Lifetime

2 Likes

Awesome, but I can see to problems here.
The box on p. 95 indicates that powers gained can be designed as Greater Powers or Lesser Power. Ritual Powers are not mentioned.
These are even defined to be powers, not qualities, so you can't simply take "Major Quality: Major Virtue: Ritual Power".
This could be seen as an irrelevant omission, but I must admit that - in the absence of being the author or reading his mind - I think this was an intentional limitation.

But even assuming you could do this, how would you pay for the Virtues granted? Since you recive no Might score, you'd have to pay through Fatigue and Confidence, as per RoP: M, p. 47 I suppose.

Cute, except.

Educated provides 50 XPs (Ability of 4), while writing requires requires an ability of 5. Even if the use of Specialties do allow you to write with eg Latin 4 (Wrting), that still kinda leaves you without XPs for Artes Liberales.
Alternatively, you already speak the language of the dead individual, in which case no XPs would be needed for a language, surely, and they could all go into AL.

As well, this is even assuming it was possibly, which I fear I must challenge, as again the daudinga recives points worth of powers not Qualites, which means they cannot be trivially taken as virtues I'm afraid.

I assume this was intended to be T: Individual? both given the description and the lack of a EF modifier?

Crud. You are actually right about that. I suppose we can always make this a Valgaldrar spell. In fact, Keeper of the Knowledge of the Dead, can be remade to come with 6 points spent on ritual powers.

Cute, except.

Educated provides 50 XPs (Ability of 4), while writing requires requires an ability of 5. Even if the use of Specialties do allow you to write with eg Latin 4 (Wrting), that still kinda leaves you without XPs for Artes Liberales.
Alternatively, you already speak the language of the dead individual, in which case no XPs would be needed for a language, surely, and they could all go into AL.

As well, this is even assuming it was possibly, which I fear I must challenge, as again the daudinga recives points worth of powers not Qualites, which means they cannot be trivially taken as virtues I'm afraid.
[/quote]
This adapted from Death Begets Death, which as you'll note takes nothing but virtues, and even takes Arcane Lore! Plus you can take virtues as qualities. Death Begets Death even takes arcane lore. The arcane lore can simply be spent on non-arcane abilities. Again as per the example Death Begets Death.

But yeah, I was planning on using a specialty in something like writing or something than encompasses the two other abilities. (And giving the abilities a tracti writing spec.) Even if you want that to be illegal, you can still take 75 language, 5 artes liberales, and 20 in desired ability.

Edit: It seems arcane Lore can only be spent on arcane abilities. I suppose you can always take the extra XP quality if you aren't getting an arcane virtue.

I assume this was intended to be T: Individual? both given the description and the lack of a EF modifier?
[/quote]
Eep! Yeah that was supposed to be individual.

Cute. The author didn't follow his own guidelines! Valgadr uses the same language, specifying 'powers'. Good catch.

As mentioned above, author fails to follow his own guidelines.

Is Mark Shirley on this forum? If so, can we get this cleared up?

That even violates the language of Arcane Lore. Naughty Author.

no biggie.