HERMETIC MAGIC


Farrani refer to their magic as Aphelion magic. Except as noted, it is otherwise identical to the Hermetic Tradition.

THE ARTS

A character requires a score of zero or higher in a Form for any magical endeavor that it involves, even as a requisite.

Farrani wizards may not raise individual Arts above level 10.

LIMITS OF MAGIC

Aphelion magic ignores or partially circumvents the Limit of the Divine, the Limit of the Infernal, the Limit of the Soul, and the Limit of Vis.

SPONTANEOUS SPELLS

A wizard is limited to level 20 when designing her spell’s basic effect. As usual, Range, Duration, and Target can be improved if the wizard’s casting roll allows for it. These improvements can potentially bring the spell above level 20.

Fast Casting: The Aphelion tradition is too ponderous to allow fast casting. This option is not available to wizards in this campaign. Ignore all references to fast casting in the rulebook.

SPELL MASTERY

New rules for spell mastery are listed on the Abilities page. The most important change is that spell mastery Abilities do not add to casting totals; instead their levels create a minimum die roll result when casting the linked spell. See the Abilities page for more details.

CERTÁMEN

The Aphelion Tradition does not include Certámen.

ASTRONOMY

The Aphelion Tradition includes the ability to read the future from the position of the celestial bodies, divining major events and predicting the best time for performing certain activities. A successful reading does not always imply predestination of events—sometimes it refers to the most likely of all possible futures.

A Farrani wizard needs a telescope, star charts, and note-taking implements to perform a divination. Each attempt requires the wizard to invest her tools with a single pawn of vis (of any art) to empower her interpretations.

Divination requires a successful astronomy roll with Intelligence + Artes Liberales.

Horoscopes: At Ease Factor 15 (or 24), the astronomer can take an accurate horoscope (or nativity horoscope) without knowing the target’s place and time of birth.

Future Planning: At an ease factor of 15, the wizard can determine the best time at which to perform a particular activity (usually 0–9 days or weeks from the reading). The Storyguide will determine the advantage applied to other types of activities.

This reading can be applied to a lab activity attempted during the same session. A successful reading applies a + 3 bonus to the endeavor. You can only attempt this divination for any particular project once per session.

Fortune Telling: Farrani wizards can attempt to focus on the future of a particular person, object, village, kingdom, or whatever, to determine future events. Often readings reveal topics that are of particular relevance to the fortune teller; any number of events could be divined but only the salient ones constitute a true reading.

  • A result of 15+ indicates only a vague sense of a major event, such as foretelling the sinking of a ship.
  • An 18+ provides an additional vague insight into a related minor event. This minor event is often expository in the context of the major event, such as a choice about trying to outrun a storm leading to the sinking of the ship.
  • A 21+ reveals some details about a major event. These details are often cryptic but are occasionally useful. This might include enigmatic references to landmarks near the ship’s sinking and to the timing of the event.
  • A 24+ allows the stargazer to get some details of the related minor event, particularly details that are of great importance to her, but these details are often cryptic. For example, the knowledge that the ship’s captain chose to outrun the storm because the nearby coves were controlled by pirates. Alternately, the stargazer may gain a vague sense of a series of minor events related to the divined major event. A series of events might tell the story of a series of problems that lead to the ship’s lack of seaworthiness.
  • A 27+ reveals some precise details of the major event divined, including the identities of some persons, places, or things important to the event, but not every detail is forthcoming. It also tells the stargazer how this event might trigger other events that are important to her, and tells whether the major event is strongly predestined or particularly vulnerable to change. The stargazer might learn exactly what day the ship will sink and which army regiment will suffer from the lack of supplies delivered to their island fort.
  • A 30+ result gives precise details about any minor events divined, how they are related to each other and to the major event. It also tends to provide important information that the astronomer wasn’t seeking. The stargazer might know the name of the bosun who failed maintain hard-weather sails aboard ship and who exactly paid the pirates to harass the ship and foreclose nearby coves.

GRIMOIRES

Grimoires are magic books that allow wizards to cast powerful spells, spells so high in level that the user might otherwise be unable to cast them or disinclined to try learning them. Only the ancient Farrani knew the technique for creating grimoires; it is not formally a part of the Aphelion Tradition.

A grimoire allows the user to cast the contained spells using the rules for ritual magic. (No vis is expended unless the spell invoked is already a ritual spell.) Consult the Ritual Magic chart on page 81, with the following changes and additions.

  • The spell is always cast successfully if the ritualist remains alive at the end of the casting and the roll is not botched.
  • If the Casting Total is at least 21 points below the level of the spell, the ritualist takes a single wound (Light at – 21, Medium at – 26, Heavy at – 31, Incapacitating at – 36). This wound is in addition to losing fatigue levels.
  • If the Casting Total is 41 or more points below the level of the spell, the ritualist dies in the attempt and the spell fails.

The caster must read from the book during the entire casting. To use a grimoire, a wizard must be fluent in the book’s language (level four or higher) and be able to read and write it.

A grimoire’s user must also have scores of at least zero in the spell’s Forms. Using a grimoire counts as “knowing the spell” for the purpose of a Wizard’s Communion.

A grimoire counts as a lab text, allowing wizards to study it to learn (invent) its spells.

HERMETIC MAGIC

Moonless Nights Randy Randy