The Mysteries: Revised Edition Chapter Four: Curious Common Magics

From Project: Redcap

There are certain arcana known with the Order generally, yet of special interest to certain of the Mystery Cults: the mysteries of the memory palace, how to render spells permanent by evoking powerful magical spirits, and the secrets of Hermetic Alchemy, Planetary Magic, and other curious and potent lore known to magi who study these magical paths. These Virtues are available to all within the Order of Hermes without Initiation, yet only the mystae fully comprehend their significance and potential, and understand the deeper secrets to which they provide a cryptic introduction.

The Art of Memory

The Art of Memory deals with the creation of memory palaces, a form of mnemonic, in which one visualizes a number of loci, where the scholar commits to memory a symbolic representation of a fact to be remembered.

This was once a Mystery Ability, but even in antiquity had spread beyond Mysteries to be taught among scholars. It has entered common knowledge and can be learned by any scholar, although it remains uncommon and many lack the Ability, even though there is no formal barrier to their learning it.

The Ability may be taught or studied during play as a normal Ability, or acquired during creation by any character with access to Academic Abilities — although the troupe may choose to review the choice if the Ability is ceasing to be “uncommon.”

New Ability: Art of Memory

This is the traditional Art of Memory as practiced by scholars throughout Mythic Europe. To memorize a complex scene, image, or piece of writing (such as a long letter, but not as long as an entire text), the character must succeed at a roll of:

Memorizing roll Stress Die + Intelligence + Art of Memory vs. Ease Factor

The Ease Factor may be higher depending on the length or complexity of the item to be memorized. If the character succeeds, he remembers the item in exact detail, and may recall it at will although it may take time to explore a locus.

Characters without the Art of Memory may memorize similar items with a stress die + Intelligence roll (with three extra botch dice) against the same Ease Factors, but must also repeat the roll to recall the memory perfectly. Each roll failed introduces errors in the memory, which are repeated each time it is recalled. Those without the Art of Memory also lack the well-defined location system of loci.

Memorization Ease Factors

9 (Average): Memorize a singlepage letter verbatim; a conversation up to five minutes long; a room as seen from a single vantage point; or the layout (but not contents) of a castle.

12 (Hard): Memorize a letter of up to 12 pages; an hour’s conversation, lecture, or debate; a room explored and seen from many vantage points; a whole manor house seen from a single vantage point in each room; or the contents (but not details) of a castle.

18 (Impressive): Memorize an extended missive up to 100 pages; a day’s lecture or debate (such as a day at Tribunal); a whole manor house in detail; or the contents of a castle in detail.

Anything longer must be broken into sections and memorized as separate loci. If the subject matter is highly technical, add 3 or even 6 to the Ease Factor. If the subject is technical and falls within an Ability that the scholar possesses, the scholar may use that Ability in place of Art of Memory (but must still roll to recall as well as memorize); for example, a lawyer using Civil and Canon Law to memorize court proceedings, or a magus using Magic Theory to recall a Bonisagus expert’s lecture.

Constructing a Memory Palace

It is perhaps helpful to diagrammatically represent your character’s memory palace by drawing a floor plan. The traditional approach is a square villa, with a central courtyard and entrance archway, although magi may choose more unusual designs if they so wish, to reflect their personal interests and background. Rooms lead off this central courtyard, containing five loci each, wherein distinct complex pieces of information can be retained for later access. A scene one witnesses, the details of a conversation, an alchemical formula, the names of all magi present at a tribunal or residing at a covenant, or any other lengthy piece of information less than an entire text may be committed to each locus. The number of rooms in the memory palace is equal to the score in the Ability Art of Memory; for example, a maga with Art of Memory 6 may have access to six rooms and 30 separate distinct memories. Memories stored thus may be deliberately forgotten at will at any time, to make space for new memories.

Each memory thus stored should be marked on the floor plan, and a symbolic representation noted. There are certain magical ways by which intruders may enter a memory palace, so this floor plan and the symbolism may come into play.

Hermetic Memory Spells

Mentem spells have been devised specifically to interact with a memory palace. Since typically only scholars (and not all of them) know how to construct a memory palace, most such spells have been formulated with the caster’s own memory palace in mind.

For the following spells to be effective, the target must have already constructed a memory palace.

Enhance the Memory Palace
  • CrMe 20
  • R: Per, D: Moon, T: Ind

This spell magically constructs an extremely detailed locus in the caster’s memory palace. The subject of the locus must be observed while the spell is being cast. The subject can be a single object, all the objects in a particular location, a discrete scene or event, or any written material less than a complete text. While the spell lasts, the caster can recall even obscure details by spending several minutes in reflection, “exploring” the locus. Multiple instances of this spell cannot be cast on the same subject. For example, a magus cannot use Enhance the Memory Palace to memorize an entire text by casting the spell on one page at a time. The locus can be destroyed with Perdo Mentem magic. When the spell ends, so does the memory.

The magus may permanently memorize the information by spending seven days in meditation and succeeding in a roll of Intelligence + Art of Memory vs. an Ease Factor of 9 (Average). There is also a Ritual version of this spell, which creates a permanent memory locus.

Magically created loci may exceed the limit on loci in memory: count them separately from normal loci. However, if the caster wishes to permanently memorize the locus to last beyond the spell, it must fall within all normal limits.

(base 5, +3 Moon)

Constructing the Memory Palace
  • CrMe 20
  • R: Touch, D: Mom, T: Ind, Ritual

The Target of the spell may construct an extremely detailed locus in her memory palace, as in Enhance the Memory Palace. As ritual Creo magic, the locus becomes a natural, permanent part of the target’s memory, which remains after the spell ends.

This ritual may create loci outside and above the normal limit of five per room, number of rooms limited to Art of Memory score; for example, the locus may stand in a normal room, but obviously distinct from the others, or may have a new room created for it, away from the “courtyard.” Count magically-created and normally-memorized rooms and loci separately from each other.

(Base 5, +1 Touch, minimum 20 for Ritual Magic)

Memory Palace of the Sage
  • CrMe 25
  • R: Per, D: Mom, T: Ind, Ritual

Creates a locus for the contents of an entire text in the target’s memory palace. Once the locus is in place, the magus can recite the entire text and replicate any illustrations. Perdo Mentem magic can destroy this locus. As with Constructing the Memory Palace, a magical locus may exceed the normal locus-count limit.

As the spell is cast, the magus magically reads through the book, reading the entire text (no matter the length) in the exact time it takes to cast the spell. The pages seem to rustle by as if caught in the wind. Once memorized, the magus does not require an actual copy of the text to study or transcribe it.

The Library of Durenmar is permanently enchanted to prevent this Ritual from being performed within its walls, although only the Primus of the House knows how this was achieved. Additionally, rumors exist of texts that contain traps against such memorization, even fatal ones, and of the dangers of memorizing a text written by an incomprehensible Criamon or an author close to Final Twilight.

(Base 5, +4 magnitude for complexity)

Fortification of the Memory Palace
  • ReMe Gen
  • R: Per, D: Moon, T: Ind

Reinforces the target’s memory palace against magical attacks or attempts to modify his memories. To affect the protected target’s memories, a spell’s level must exceed twice the (level of this spell – 15), as well as penetrating any Magic Resistance.

This spell protects the caster’s memories for a single Moon; longer durations are possible, but continuous protection brings magical Warping.

(General, +3 Moon)

New Virtues

Spell Binding — Minor Hermetic Virtue

Performance Magic — Minor Hermetic Virtue

Planetary Magic — Minor Hermetic Virtue

Potent Magic — Minor or Major Hermetic Virtue

The maga’s magic can be particularly attuned to a narrow field, much as in a Magical Focus. The benefits of Potent Magic are compatible with a Magical Focus; unlike a Magical Focus, a magus may have more than one area of Potent Magic, although only one Potent Magic Virtue applies to any single activity.

Potent Magic provides the maga with a bonus in her field of magic, and permits her to devise Potent spells that gain a casting bonus from the sympathetic magic in shapes and materials.

Potent Magic can be taught as an alternative to a Magical Focus. Although this is a Mystery Virtue, it is common for parentes to teach this to their filii, without deeper involvement in Mysteries, and therefore it is classified among the common magics.

Description

Minor Potent Magic covers the same narrow fields as a Minor Magical Focus, and grants a +3 bonus to Lab Totals and Casting Score.

Major Potent Magic covers the same wide fields as a Major Magical Focus, and grants a +6 bonus to Lab Totals and Casting Score.

A maga with Potent Magic may also invent new Potent spells within the field of her Potent Magic, and may vary spells she knows.

Initiation into Major Potent Magic

Major Potent Magic may be (and normally is) Initiated as a progression from a Minor Potent Magic with a narrower span, in which case the Initiation requires and replaces Minor Potent Magic. This makes loss of the Minor Potent Magic an Ordeal, and so the Initiation is easier than otherwise.

Potent Spells

A Potent spell has a bonus known as its Potency, which is arrived at by combining one or more Casting Items into the design of the spell. Casting Items use the factors given in the Shape and Material Bonus table: each Casting Item provides one bonus. (If more than one bonus is possible, the spell design states which one is used.)

Potency Score Sum of Bonus from each Casting Item
Potency Bonus Add Potency to Casting Score

Potency is part of the spell design; a Lab Text for a Potent spell includes the specified Casting Items and Potency Score. A magus teaching a Potent spell teaches the formula he knows, including the Casting Items and Potency Score. The level, for the purposes of inventing it as well as for casting, of a Potent spell is unaltered by the Potency Score. However, a magus may not invent a Potent spell with a Potency higher than his Magic Theory score, even with the aid of a Lab Text or teacher.

Any magus can learn a Potent spell from a Lab Text or teacher, and apply Potency to his Casting Score; the Potent Magic Virtue is required to design a Potent spell from scratch, but not to reproduce one from a Lab Text.

To cast a Potent spell, the caster must touch the specified Casting Items. The items need not be large; they may be small and symbolic (for example, a shield-shaped brooch is still symbolically a shield). If the caster does not have the Casting Items available, the spell cannot be cast at all.

Example: A wand provides several bonuses including +2 “repel things” and +4 “control things at a distance.” A Potent version of Disguise of the Putrid Aroma could use either bonus in its Potency. Combining it with magnetite (+3 Animal) allows a design with either Potency 5 (requires Magic Theory 5) or Potency 7 (requires Magic Theory 7). The caster must hold a wand and piece of magnetite (or a wand set with magnetite) to add the Potency to his Casting Score.

Potency applies only to Formulaic spells — Spontaneous Magic allows Ceremonial Casting to produce similar results, and enchanted devices use Shape and Material Bonuses during enchantment.

Potent Magic and Potent Spells

A magus with Potent Magic may create new Potent spells or alter Potent spells to vary the Casting Items.

When inventing a spell within the field of his Potent Magic (including from a Lab Text), the magus simply chooses Casting Items for the design, and then invents the spell as normal. Each chosen Casting Item (up to the limit of Magic Theory) adds a single Shape or Material Bonus to Potency; if more than one bonus might apply to the spell, choose one and note it in the design. The total Potency may not exceed the magus’s Magic Theory.

A Lab Text written for this spell includes the Casting Items and Potency, and is usable by any other magus.

In addition, a magus who knows a spell within the field of his Potent Magic may invent a variant spell with different Casting Items (including a variant with no Casting Items). If the only difference is a change in Casting Items, he may invent the variant in a single season.

Designing Covenant Libraries

When creating a covenant and choosing Lab Texts for the library, add Potency (if any) to spell level when counting Build Points, and record the Casting Items required.

Grimoire of Potent Spells

A number of familiar spells, modified by magi with Potent Magic who have contributed their own Lab Texts, are included in this volume. Variants of the spells obtained from other magi may have different Potency, or different Casting Items.

A magus cannot learn a Potent spell if its Potency exceeds his Magic Theory, so some of these spells are powerful but very difficult to learn.

  • Shiver of the Lycanthrope, InAn 10, Potency 8, Casting Items: silver-chased (+5) hazel (+3) wand.
  • Beast of Outlandish Size, MuAn 15, Potency 6, Casting Items: magnetite (+3) carved into the shape of Behemoth (+3).
  • Cripple the Howling Wolf, PeAn 25, Potency 7, Casting Items: wolf bone (+4) set with a piece of magnetite (+3).
  • Mastering the Unruly Beast, ReAn 25, Potency 7, Casting Items: carved wand (+4) set with magnetite (+3).
  • Mighty Torrent of Water, CrAq 20, Potency 7, Casting Items: a piece of carved jade (+4) inset with aquamarine (+3).
  • Enchantment of the Scrying Pool, InAq 30, Potency 7, Casting Items: a piece of jade (+4) inset with beryl (+3).
  • Curse of the Desert, PeAq 25, Potency 8, Casting Items: a jade-inlaid (+4) wand (+4).
  • Stench of Twenty Corpses, CrAu 10, Potency 6, Casting Items: a piece of green turquoise (+4) and a pin feather (+2).
  • Talons of the Wind, MuAu 20, Potency 8, Casting Items: a fan (+4) constructed from the fabric of a ship’s sail (+4).
  • Cheating the Reaper, CrCo 30, Potency 8, Casting Items: a disc inlaid with jasper (+2), amber (+3), and a sapphire (+3).
  • Whispers Through The Black Gate, InCo 15, Potency 9, Casting Items: green turquoise (+4) and a star ruby (+5).
  • Curse of Circe, MuCo(An) 30, Potency 7, Casting Items: a piece of pig skin (+7).
  • Grip of the Choking Hand, PeCo 25, Potency 10, Casting Items: a wand (+4) of human bone (+4), bound with cord (+2).
  • Rise of the Feathery Body, ReCo 10, Potency 8, Casting Items: a glove (+4) with a magnet (+4) sewn into the fabric.
  • Ward Against Faeries of the Wood, ReHe 25 (gen.), Potency 9, Casting Items: an iron (+7) horseshoe (+2).
  • Pilum of Fire, CrIg 20, Potency 11, Casting Items: a miniature lamp (+4), a miniature hearth (+7), and a wand (+3). The magus must hold or touch all three items to cast the spell.
  • Trapping the Fire, MuIg 25, Potency 9, Casting Items: a piece of fired clay (+4) bound in a net (+5).
  • Wizard’s Icy Grip, PeIg 30, Potency 7, Casting Items: a wand (+4) with a rock crystal sphere (+3).
  • Haunt of the Living Ghost, CrIm(In) 35, Potency 8, Casting Items: a rock crystal sphere (+5) set on a hazel wand (+3).
  • Summoning the Distant Image, InIm 25, Potency 8, Casting Items: a rock crystal sphere (+5) set on a hazel wand (+3).
  • The Captive Voice, ReIm 25, Potency 7, Casting Items: a mask (+3) and a necklace (+4). The spell suggests the magus wears the mask, but it is sufficient to have a small token mask on his person so long as he touches it while casting the spell.
  • Weight of a Thousand Hells, CrMe 25, Potency 9, Casting Items: a dagger (+3) with amethyst (+3) and frankincense (+3) inset in the hilt.
  • Posing the Silent Question, InMe 20, Potency 5, Casting Items: a silver-chased (+2) hazel (+3) wand.
  • Vision of the Haunting Spirits, MuMe(Im) 40, Potency 8, Casting Items: green turquoise (+4) and cinnamon (+4).
  • Confusion of the Numbed Will, ReMe 15, Potency 7, Casting Items: a magnet (+2) carved in the shape of a miniature human skull (+5).
  • The Crystal Dart, MuTe(Re) 10, Potency 6, Casting Items: a dagger (+2) and a spade (+4).
  • Ward Against Faeries of the Mountain, ReTe 15, Potency 9, Casting Items: an iron (+7) horseshoe (+2).
  • The Enigma’s Gift, CrVi 30, Potency 4, Casting Items: parchment inscribed with Ink of Hermes (+4).
  • Sight of the Active Magics, InVi 40, Potency 6, Casting Items: a hazel (+3) wand stained with Ink of Hermes (+3).
  • Demon’s Eternal Oblivion, PeVi 30 (gen.), Potency 12, Casting Items: red coral (+10) and frankincense (+3).

The authors of these spells often prescribe the components as “a wand inlaid with jade” or some such. This is convenient, but might require a great many wands. Fortunately, while their prescription is inclusive (the wand must have jade in order to work with the spell), it is not exclusive; a hazel wand, with a handle of wolf bone, inset with silver, magnetite, and aquamarine, would count as the Casting Items for all of Shiver of the Lycanthrope, Cripple the Howling Wolf, Mastering the Unruly Beast, Enchantment of the Scrying Pool, and Curse of the Desert. Obviously magi favoring Potent spells tend to construct elaborate wands with multiple strips of inlay, and mounted with precious and semi-precious stones.

Large items such as “a spade” may use a real spade, a miniature spade, or even a toy, so long as it is properly spade-shaped.

Vulgar Alchemy — Minor Hermetic Mystery Virtue

Withstand Casting — Minor Hermetic Virtue

Modified Virtues and Flaws

Astrological Magical Focus and Potent Magic

Astrological Cyclic Magic — Minor Hermetic Virtue or Flaw

(Astrological) Mutable Virtue or Flaw

Vulnerable Casting — Common Minor Hermetic Flaw

New Mastery Ability: Ceremonial Casting

Attribution

Content originally published in The Mysteries: Revised Edition, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 ("CC-BY-SA 4.0)