Rule Changes


[tab][/tab]It is stated that the Theban Tribunal has a total of 60 magi. However there are 16 arche (and two other officials) who serve for 7 years, cannot reserve consecutively and panel four committees. No member can be assigned to the same committee. That means you can be elected once every 14 years, for a minimum cicle of 56 years. Being over one fourth of the total population means that average maximum cicle is around 112 years for an individual (meaning others have to serve more). Taking into account losing rights and ostracism, this would be far less, even with the use of Redcaps. So....I am upping the population a bit :stuck_out_tongue:

Total Magi 80, 20+ non-gifted Redcaps

Bjornae: 6
Bonisagus: 3
Criamon: 4
Ex Miscelannea: 14
Flambeau: 5
Guernicus: 7
Jerbiton: 14
Mercere: 1
Merinita: 7
Tremere: 7
Tytalus: 6
Verditius: 6

[tab][/tab][tab][/tab]Crafts and Art

[tab][/tab]We will be following the rules from Covenants pg 49, City and Guild pg 67 and Arts and Academe pg 132. For creating stuff with magic there is a roll of Per+Finesse for craft items, Int+Finesse for art items, with the modifiers and restrictions stated in those segments. Craft items can be created in quantity, even bulk, but do not get overboard. Art is another matter...I will not allow someone do the whole works of Van Gogh in one afternoon. Inspiration needs time and stimulus, all artists face long periods of soul searching.
There are roughly three methods of magical creating stuff, Rego, Muto, Creo.

[tab][/tab]You need the original materials to make the craft/art item and are restricted by their quality. Your Finesse is capped by your Craft or Profession, you need to know what you are doing. You may or may not use specialized equipment. I will consider the whole process as one, even when casting multiple spells and/or spontaneous ones. Just roll highest one with maximum botch dice, no need to roll every single spell alone (ie. You are crafting a wooden sculpture using ReHe formulaic spells of 15, in an aura of 10. Periodically, you use spontaneous PeHe 5 to correct mistakes outside the aura. When finished you cast a MuHe(Te) 25 ritual to turn it into glass, again outside the aura. I will ask for a single roll of MuHe(Te)25, with botch dice of 10).

[tab][/tab]Two broad methods. Making an item, then using vis to permanently change its composition, features or qualities (ie weaving an armor shirt from plant fibers of different colors, then changing them to metal, getting a flexible but strong, non-flammable armored shirt); or temporarily changing the base material to something you can use a different craft upon, then allowing it to change back to its original material (ie turning a block of marble to clay, using craft:clay or Profession: pottery/sculpting to mould it, then turn it back to stone). In both cases your Finesse is capped by your Craft or Profession again.
Note: Some supernatural powers might be able to see that the item has been changed (like second sight spotting a weird frog that was a prince).

[tab][/tab]Creo magic deals with the realm of ideals. You need vis to make something permanent. However your Finesse is not capped by any Craft; in fact you dont even need to know the craft or profession. The catch is, you still use the finesse as above; for craft items, the quality can never be below Standard quality or above Excellent quality. For art, if your roll passes the test, the art quality is always one (1), no matter what your rolled. All art is inherently flawed and inspiration transcends ideals. There is only one perfect inspiration, The Divine.
Note: As with Muto, some supernatural powers might be able to see that the item is conjured, but it is more difficult to do so and the repercussions are far less than Muto (turning leaves into gold makes you a cheat, but no-one will refuse permanently created gold, though there are inflation issues).

[tab][/tab]Verditius magi may substitute the Finesse roll with their craft roll (str or dex or whatever is appropriate) in any of the three methods, due to their specialized mystery. When crafting complex items and architecture you need Art Liberales:2+ and Philosophae:1+ in addition to the craft/profession.

[tab][/tab][tab][/tab]Verditius Items of Quality

-[tab][/tab]The bonus to the effect is for rolls only.
-[tab][/tab]Because of the Verditius runes used, enchanting the item must be made without the use of Verditius use (as normal that is)
-[tab][/tab]All crafted items provide arcane connections. Invested devices are for years, non-magical ones are for weeks. Because of the process and runes, Items of qualities are for months.
-[tab][/tab]In the Tribunal of Thebes, Items of Quality are not considered enchanted items, and their sale is not restricted by the enchanted item rule. That is a direct result of the actions of the Primus, Stouritus of Verditius (pg 87, middle column, end of paragraph 4). In this Campaign Stouritus has not managed to increase the limit to 5, we are still using a limit of 1. Fair warning, excessive sales of Items of Quality can result in a relapse of this ruling by the Tribunal (OOC and already there are Verditius in the Tribunal who are abusing this). Be very careful who you give these items to.
-[tab][/tab]Creating one for another person(for money or vis) will give you Hubris xp (you cannot gift an item to someone from the covenant and then he sells its etc do not try to hedge this). Items of Quality needing major repairs can only be repaired by Verditius, and incur 1 Hubris xp (minor repairs can be done by anyone, no xp)

[tab][/tab][tab][/tab]Ability Books
In this campaign Hermetic Magi will not pen ability books on Parma Magica or any Mystery Cult Lore. These are forbidden by the ST.
I have read the various forum posts on the subject. I like my Order secretive and paranoid. (If Bonisagus made parma from scratch and another magus created aegis from that, it means that potentially an enemy non-Hermetic magus could research it from clues, like books)

[tab][/tab][tab][/tab]Books, Libraries and specialists

  • We will be using the rules from the Core Rulebook and ignore the Covenants segment about books and Libraries. In the future, player might want to introduce elements or further rules about books, and we will deal with that at the appropriate time.
  • Rules for writing books are found on pg 165. Baseline is Com+6. As Hermetic magi's life and their work with knowledge inherently make them involved with writing down information, with Profession: Scribe 1+ a magus is considered able to produce a book without need for a bookbinder, illuminator and/or scribe. Note that a magus can needs a language of 5 to write a book; the Profession: Scribe is in lieu of the specialists.
  • Illuminators and bookbinders will be added as specialists that reduce costs. This is a rules mechanic, in storytime Magi will be more than relieve having these specialists free some of their time. Scribes will be used for copying non-magical writing (they will still need magical theory to copy arcane stuff, better leave that to apprentices)

[tab][/tab][tab][/tab][tab][/tab]Apotropaic Spells and generic PeVim

[tab][/tab] As an ST I have repeatedly plagued by these spells. So here are some guideline I am going to use in this Campaign. Let me say from the get-go, I find these spells very very unbalancing.

-[tab][/tab] Suleiman's Wrath of the Oath-Forsaken Jinni, Sap the Griffin's Strength and other such spells.
They affect all beings of magic might except ghosts and the undead. You need to sense the creature to target it, even if you do an area or boundary spell. What happens when the might reaches 0 depends on the creature:
[tab][/tab]-[tab][/tab] Daimons have their Aspect destroyed
[tab][/tab]-[tab][/tab] Summoned or created creatures are banished or dissolved
[tab][/tab]-[tab][/tab] Magic creatures that cannot sustain their form without might are destroyed (ie elementals)
[tab][/tab]-[tab][/tab] Magic creatures whose form is material without magic simply lose all their might. Most would probably flee. This category includes Magical Characters, Magical Animals (including familiars), Magical Humans, specific spirits that have a material form (dryads are a good example of this).

-[tab][/tab] PeVim spells that destroy spells or spell like abilities can affect ritual spells. They negate them until Sun. Then the ritual re-asserts itself. To permanently counter a ritual spell, you need a ritual spell OR a very specific spell/power.

By popular demand, training can now be used for all abilities.