Mercurian Magic

by Eric Grove-Stephensen



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These rules owe something to the Natural Magicians in Hedge Magic and parts of Kabbalah. Parts of it do not totally agree with what is stated in The Tempest.

Mercurian Rituals were usually performed in groups, and duplicate the effects of Wizards Communion to some extent. Mercurian magi generally require two skills when casting spells; Ritual Magic, a new skill used when performing their magic; and Leadership used to determine how many magi can be involved in the ritual.

Mercurian traditions did not divide magic into separate Arts but rather thought of it as part of Natural Science. Thus Mercurian magi also require Philosophiae, for designing spell effects.

Designing Spells

Mercurian magi may design any spell that a Hermetic magus can with the following alterations: When designing a spell the designer may have a number of helpers equal to his Leadership score. The designer totals his Int + Ritual Magic + Philosophiae + Philosophiae of each helper, to get a lab total. This lab total is treated in the same manner as a Hermetic magus' lab total when inventing spells.

Casting Spells

Mercurian magi cast all spells as if they were rituals when calculating for time of casting and fatigue loss, but use vis in the same manner as Hermetic magi. A text of the spell to be cast is always required, by the lead magus, during the ritual. If the magi use apt paraphenalia they may add a Form and Effect bonus to the casting total.

Mercurian magi usually cast spells in groups of one lead magus and several helpers. A lead magus may have a number of helpers equal to Prs + Ritual Magic. Each helper must roll stress + Sta + Ritual Magic 6+ to be included in the ritual. For each helper that botches, three must succeed or the ritual fails, although the magi take the time and fatigue penalties normally required to cast the spell.

The lead magus rolls stress + Sta + Ritual Magic + The Ritual Magic of each helper + Aura + Any Form and Effect bonus. The result is the spell-casting total.

As mentioned above, if a General level spell is being cast, the lead magus may decide what level to cast it at. The lead magus requires a Ritual Magic of 5+ to cast this type of spell.