House Mystery
A House Mystery is a Mystery taught by one of the four Mystery Houses: House Bjornaer, House Criamon, House Merinita, or House Verditius. All House Mysteries are described in the ArM5 supplement, Houses of Hermes: Mystery Cults.
Each Mystery House teaches more than one Mystery. The first Mystery, known by all members of the House, is called its Outer Mystery. Each Mystery House then has different terms and a different progression toward progressively deeper mysteries.
List of Mysteries by House
The Mysteries taught by each House are as follows. All of them, except the Outer Mysteries, are described in Houses of Hermes: Mystery Cults
Bjornaer Mysteries
- Heartbeast (Outer Mystery)
- Secret Name
- Theriomorphy
- Sensory Magic
- Mystery of the Epitome
- Mystery of the Chimera
- Mystery of the Anima
Criamon Mysteries
- Enigmatic Wisdom (Outer Mystery)
- The Path of the Body
- The Path of Seeming
- The Path of Strife
- The Path of Walking Backwards
House Merinita
- Faerie Magic (Outer Mystery)
- Binding the Gift
- Arcadian Travel
- Animae Magic
- Becoming
- Charm Magic
- Story Magic
- Symbolic Magic
- Spell Timing
- Glamour
- Perpetuity
- Nature Lore
- Awakening
- Wilding
- Guardian of Nature
Verditius Mysteries
Verditius Magic covers the outer mystery of the house. The official inner mysteries are discussed on the Veriditius Magic page. Pinpoint cites are lister below here:
- Automata
- Bind Curse
- Bind Magical Creatures
- Enchant Casting Tools
- Item Attunement
- Items of Quality
- Reforging Enchanted Items
- Verditius Elder Runes
Past Editions
The terms House Mysteries and Mystery Houses were introduced in ArM5. However, the each of these Houses has always had special magical knowledge and abilities. These Houses in past editions possessed what are now called the Outer Mysteries, but that was the limit of their unique powers. The mechanics for House Verditius's special powers, in particular, worked quite differently.