ORDER OF HERMES
Contents
HERMETIC MAGIC
Hermetic mysticism focuses on a rigid system of precision and control. The self is a microcosm of the Universe and the source of all potential earthly authority. Metaphor and symbolism are strong in Hermetic praxis, even in the Dark Medieval age, though considerably more of the Ars Arcane hinge upon physical tools and literalism in this age. Ancient writings, dating back to Rome, Greece, Egypt and even Sumer are prevalent, as well as the ubiquitous swords, wands, chalices and even more esoteric components, such as the tears or a Sidhe or dragon's blood. Astrology and alchemy are, likewise, common among Hermetic wizards, and rare indeed is the master's laboratory devoid of at least a star-chart or two and unguents and philters aplenty.
FOUNDATION: Modus (Formidable discipline)
Modus (Latin for method or technique) is the Foundation for all Hermetic magic. It represents the strict doctrine of study, willpower and discipline required to wield the Ars Hermetici. This ethic of perfection reflects itself in all the mage does, enabling him to transcend the boundaries set forth for cloddish and simple men and to wield powers that make the gods themselves tremble. Modus is both the means and the end, the Ouroboros, swallowing its own tail in an endless quest, using focus to beget greater understanding and, in turn, using understanding to further one's focus. While all masters of the arcane craft radiate an aura of other-worldliness that sets them apart, the Modus of the Hermetic Master impresses itself upon the Tapestry in displays of raw, unadulterated power.
● -- The mage is capable of exerting her will to extend a rudimentary degree of control over things outside of herself. At this point, the focus remains on expanding one's knowledge of self, though the promise of mystic might expresses itself in a growing aptitude for more blatant acts of will, spurring the initiate onward.
●● -- At this level of study, the mage comes to understand the truths behind many of the fundamentals of Hermeticism. Her will takes on a forceful edge and she begins to see that power is there only for those who demonstrate the courage to reach out and grasp it. Indecision and meekness (if such can truly he said to exist among any the Order chooses ) are burned away in a crucible of growing power.
●●● -- Now, the mage learns that it is his will that gives justification to the world and his place within it, not the other way around. While the point of view expressed at this level of comprehension cannot be said to be truly dynamic, it can be truthfully noted that the Hermetic wizard is finally ready to begin sloughing off the conception of the possibility of failure. His Art is honed, his power is considerable and he sees the promise of all things laid out before him, waiting for him to reach for it.
●●●● -- With nigh-flawless precision, the mage conducts her every breath, her every waking moment, as an exercise of will and ability. Her being is suffused with the Gift and she is filled with the nagging perception that an unknown, unquantifiable something lies just beyond her capabilities, the promise of limitless mystic might. She is at one with her magic and it flows through her as a natural extension of her spirit, like a movement of her arm or words from her mouth.
●●●●● -- At this, the final level of mastery, the Hermetic mage sees that his journey has just begun. His Modus is transformed, like the Philosopher's Stone itself, and he comes to know that the journey toward perfection and supremacy over the Art is a never-ending one. He moves out of the realm of mortal concerns and into the company of dragons, giants and slumbering gods. His magic makes itself known in all he says and does and none can mistake him for anything but what he is; Magus Rex. (The Hermetic Master may spend up to two points of Willpower per turn.)
Specialties: Control, Destruction, Elements, Transmutation
PILLARS - FORMA
Each Pillar of the Order of Hermes is a Forma. Each Forma embodies a fundamental aspect of Creation, a pillar that shores up the world itself. These four ancient Forma are: Anima (the "Breath of Life" that flows through every living being), Corona (the "Crown" which grants control over the working of the mind), Primus ( the raw power of magic itself) and Vires ("Forces", mastery over the energies of the Universe). Although the four Formas encompass a great many potential powers, in no case can current Hermetic theory violate certain precepts set forth by the Church (precepts which Bonisagus himself subscribed to and set forth in the founding doctrine of the Order): The resurrection of the dead, the creation of true life and travel beyond the Lunar Sphere. Further, though many scholars of the Order have truck with various spiritual entities, both benign and malefic, their control of those beings hinges mostly upon mastery of the energies that sustain those beings, rather than power over ephemeral matter (spirit).
Sample Foci: Conjunctions or other astrological phenomena, Enochian language (chants, recitation or text), numerology
- : Anima -- Command of Life
- : Corona -- Command of the Mind
- : Primus -- Command of Quintessence
- : Vires -- Command of Elemental Forces
HERMETIC ROTES
Aegis Magicus ( Primus ●●● )
Also called the Greater Magical Shield, this rote is a version of Bonisagus' magic that helped bring the Houses of the Order together in peace. It sheathes its wearer in an unseen cloak that warps or cancels the energies of spells directed at him.
System: This rote requires a normal, simple casting ( i t cannot be cast hurried or extended), and its duration lasts for half a day, regardless of number of successes rolled (if cast at sunrise, it lasts until sunset, and vice-versa). The number of successes on the casting automatically subtract (on a one-to-one basis) from the successes of any spell directed against the Aegis wearer, thus either reducing or canceling their potencies, one point of Quintessence must be spent to fuel each such defense, however (regardless of how many successes are drained from an incoming spell). This can be invested into the spell during casting (the caster spends up to three Quintessence to be later used up by the spell as needed) or spent as the Aegis blocks spells. Obviously, if this is cast upon a non-mage, that person cannot spend Quintessence to resist spells; the caster must invest such protective spells with his own Quintessence. If cast upon a mage, regardless of fellowship, that mage may spend his own Quintessence to fuel the armor.
A mage can choose to admit any incoming spell by not spending Quintessence. A non-mage cannot make this choice; the spell automatically blocks any magic (except for spells cast by the Aegis's caster), as long as it still has invested Quintessence points to spend.
Hermes' Brand (Anima ●●●, Primus ●●●, Vires ●●●)
A recent innovation in the Massasa War, Hermes' Brand is a defensive weapon, designed to dissuade the nocturnal demons from slaking their internal thirst on mages of the Order. By ensorceling one's own vital humors with a lingering enchantment, the blood itself becomes a deadly weapon when used as sustenance by a vampire, as the mystic sustenance derived by the parasite transforms into a raging inferno within the lifeless monster's gullet. As tire is bane to such creatures (a fact the Order learned early on in the war), this enchantment typically proves fatal to the offending vampire.
System: Each success scored on the roll to create Hermes' Brand is one blood point of blood (the caster's or that of another) that will react violently with the vampiric physiology a specified period of time after ingestion and transformation into the mystic substance that sustains the massasa. For each success scored (up to a maximum of the number of blood points the vampire ingests), the blood explodes into flames, inflicting two Health Levels of nonsoakable aggravated, damage, as fire erupts out of the creature's body and devours it from the inside out. Note that this enchantment lasts for the normal duration, given number of successes, even if the caster of this spell dies, so long as the blood retains the mystic energy consumed by the massasa, making it possible for a slain mage to have his final vengeance.
The Incorruptible Water (Anima ●●●●●, Corona ●●●●, Primus ●●●●)
More so than any other mystic society known to the civilized world, the Order of Hermes makes use of a variety of longevity elixirs designed to preserve not only flesh and bone, but also to protect the mind against the rigors of days beyond counting. The ultimate conquest, that of Death itself, is not, however, to be had easily or by the inexperienced and this enchantment requires considerable knowledge and power. Still, the potentially limitless life span offered by this spell, which almost invariably takes the form of a potion of some sort, is sufficient of itself to inspire many mages of the Order to pursue such knowledge and power. By means of this enchantment, a handful of Hermetic mages have dwelt among the living since the days when the Founders first gathered the keepers of Hermes' arts together to speak of unification.
System: For each success on this rote's roll, the mage staves off the ravages of aging for ten years. There are two considerable drawbacks to this process, however (as might be expected of a spell designed to hold the Reaper himself at bay). First, one point of Quintessence must go into the casting of this spell for each year (chronological, not biological) of the caster's life and this power must be garnered from sources conducive to longevity (such as dragon's blood or the tears of an angel) or physical health (a healing spring, for example). Also, every 1 rolled in the casting (provided the effect does not botch, in which case the wizard has other problems...) must be recorded, as these 1s stack over the course of the caster's life in regards to this spell. These 1s are always treated as though they had been rolled in the process of casting each use of The Incorruptible Water, for the purposes of figuring botches. To alleviate this latter effect, though, the mage may expend a point of permanent Willpower to reduce his running total of 1s by his previous permanent Willpower. In this fashion have a handful of mages eked out many centuries of life, though the sources of Quintessence suitable for this effect grow fewer and fewer as the years march on. Perhaps such eternal life will soon prove unsustainable.
Wrath of Apollo (Primus ●●●●●, Vires ●●●●●)
Easily the most spectacular of the Order's offensive sorceries, Wrath of Apollo summons an unrelenting curtain of solar flame with which to scourge the life from one's foes. As Hermetic elemental theory maintains that the sun is formed of pure Quintessence, this mystic energy is used to ignite the very air, projecting withering heat that renders steel to liquid sludge, stone to a bubbling mass and flesh and bone to a bare handful of cinders. Within this conflagration, virtually nothing without some manner of mystic shielding can survive, for no natural barrier or proof will endure.
System: This rote is virtually unsurvivable by any being not completely shielded against its power. Each success scored inflicts three Health Levels of aggravated damage on everything within fifty feet of the spell's center per success scored on the casting roll. The effect siphons most of the Quintessence out of nonliving matter in the area of the spell, so nearly all physical objects caught within the Wrath of Apollo are obliterated, even if they would normally be highly resistant to fire (naturally enchanted objects are considerably likelier to endure than ordinary ones). The caster may direct the center of this spell anywhere within one hundred yards per success (though he is apt to be harmed by the blast and by flaming debris if he cannot or does not center the enchantment more than two hundred yards distant). Note that the use of this spell also creates a rift in the Quintessential pattern of the area it affects that only slowly recovers a natural flow of mystic energy.