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Old 02-01-2011, 08:22 AM   #19
Icelander
 
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Join Date: Mar 2006
Location: Iceland*
Default Re: [Thaumatology] Real world magical traditions

Right, a short overview of what I have.

First of all, all magic in my setting is affected by Mana level, which is Very Low Mana in most places. This includes attempts by spirits to affect the material world or the use of Advantages which are somehow magical in nature. In addition, materials may naturally act as inhibitors or conductors of magic.

Magical languages and sacred architecture appear to affect all known traditions. Some traditions are associated with certain languages, of course, and using languages outside of them has no effect. Sacred architecture must be designed to benefit certain traditions, but if those traditions are similar, it might be that the effects extend over. Architecture designed to neutralise magical workings appears to work on most traditions.

Sympathy, Names and Contagion appear to be reflective in some ways of magical constants, as they modify all known traditions in some ways. The modifier may not be the same across traditions and some items, symbolically strong in one tradition, may be inert or antagonistic in others. The maximum combined modifier for Sympathy, Names and Contagion is +6 with one important exception. If the True Name of the subject of the magic is known, the +4 bonus for that is added on top of whatever bonus is given by the other two categories, making the effective maximum +10.

Sacrifices are possible in some traditions, not others. The same goes for decanic modifiers. It is very common for magical traditions to have some equivalent to the decanic modifiers, however, in the form of certain materials, places or other attributes which are symbolically important in their cosmology for certain types of magical working. These can give similar bonuses.

Where skills, such as Symbol Drawing, provide a bonus to rituals, their use takes time. Assume that this time ranges from 10 minutes to 12 hours, depending on the complexity of the symbols required for the ritual in question (a good guideline is assuming that this requires as much time as the ritual it is intended to assist). This can be reduced from one step, i.e. from hours to minutes or minutes to seconds at the cost of -2 to the skill. Reducing it by two steps, if the GM allows that, is at a -5 to the supporting skill.

Thaumatology is the study of magical theory, independent from these disciplines. Each worldview also has an Occultism speciality associated with it and non-mages may know it and roll against it to identify ways to defend against magic.

In general, the maximum positive modifier is +15, before accounting for the Mana penalty. This includes bonuses from Sympathy, Names, Contagion, correspondances, sacrifices, etc.

Exceptions do exist, though. Language bonuses and Sacred Architecture bonuses are added on top of this maximum.

In addition, sacrifices in Sumerian blood magic are not capped at a +6 and all sacrifice bonuses for living things are added after the +15 maximum. This makes is very powerful and very dangerous, but obviously more problematic to keep secret.

Older and purer traditons may have higher maximum bonuses, as well. So far, no one the PCs have been able to talk to has mastered such a discipline, but it is entirely possible that masters of ancient Egyptian sorceries have maximum bonuses of +20 or more.

Hermetic Magic: The Hermetic tradition of magic is the 'default' variety. It includes Alchemy (European), Astrology, Ritual Magic (Hermetic) and Symbol Drawing (Hermetic). In addition, modern students should know languages, literature, culture and history behind their theory if they wish to make full use of it.

What Paths should fall under Ritual Magic (Hermetic)? I'm leaning toward all of them, unless there is something there that would be out of place. By all means, forumites, speak out if some of the Paths or rituals in Thaumatology would not fit Ritual Magic (Hermetic).

Hermetic magic makes full use of the decanic rules, in addition to all the Laws of Magic given. Symbol Drawing grants its usual bonus. Sacrifices are acceptable, but rarely, if ever, of living beings. Significant dates are important and Astrology skill is frequently needed to determine these. Places and items accumulate a Patina (p. 88) for further bonuses with time.

The basic language of Hermetic thought is Koine Greek, but Latin also works.

The Islamic version of Hermetic magic is mostly identical in game terms, but has Alchemy (Islamic) instead of (European) and the default language is Classical Arabic.

Symbol Drawing (Hermetic) has a mutual default with Symbol Drawing (Hebrew) at -6 and with Symbol Drawing (Egyptian Hieroglyphs) at -4. Ritual Magic (Hermetic) defaults to Ritual Magic (Kabbalah) at -6, to Ritual Magic (Egyptian) at -4 and to Ritual Magic (Hellenic) at -2.

Hellenic Magic: Very similar to the more modern Hermetic school, but without some of the later syncretisised additions, such as kabbalah and Wiccan concepts. Relevant skills are Alchemy (Ancient Hellenic), Astrology, Ritual Magic (Hellenic) and Symbol Drawing (Astrological).

In rules terms, all but identical to Hermetic magic, except that some associations may differ slightly. The language is Koine Greek, of course. Attic or Homeric Greek may work in association with it.

Mutually defaults to Ritual Magic (Hermetic) at -2 and to Ritual Magic (Egyptian) at -4.

Egyptian Sorcery: The study of ancient Egyptian methods, purer and more powerful than the diluted versions of the Hermetic magi.

Uses most of the same rules, but the associated skills are Alchemy (Ancient Hellenic), Astrology, Ritual Magic (Egyptian) and Symbol Drawing (Egyptian Hieroglyphs).

Ritual Magic (Egyptian) defaults to Ritual Magic (Hermetic) at -4.

Probably has all the Paths, unless some knowledgable forumite can convince me that some of them do not fit (or, even better, convince me that there are some magical effects which fit them, but are not represented among the Paths and Rituals already written).

Qabala: The kabbalistic study of magic has had enormous influence on the Occidental traditions, but its origins are shrouded in mystery. Some Christians claim that it belongs to them every bit as much as to Judaism and that it is the true magic of God. Others claim that it is symbolic of the Judaic rejection of Christ.

It teaches the Paths of Health (healing only), Path of Knowledge, Path of Protection and Path of Spirits (wards and good spirits only). There may be other, hidden Paths, and if forumites could suggest those I'd love it.

Associated skills are Mathematics (Gemetria), Meditation, Religious Ritual (Judaic), Ritual Magic (Kabbalah), Symbol Drawing (Hebrew), Theology (Judaic).

Does not allow bonuses from Sacrifices, except Self-Sacrifice and only in extremis. Mathematics (Gemetria) and Symbol Drawing (Hebrew) both give bonuses for margin of success as with normal Symbol Drawing. These bonuses do count against the maximum +15 bonus and it takes the normal time to claim them (half of the time required to perform the unmodified ritual under Effect Shaping). If the kabbalist has the Intuitive Mathematician Advantage, he can reduce the time taken for Mathematics (Gemetria) by one step for free and by two steps at only a -2 penalty.

Meditation can be used to enter the sephiroth in preparation for using a ritual. This will probably involve a roll at a penalty for the complexity of the path taken and the difficulty of the sephirah in question. Success on this roll will mean a bonus on the use of the ritual. Failure will mean a negative consequence, opinions sought from forumites that that ought to be. Entering the sephiroth ought to have a base time of an hour or so.

Bonuses for Purity affect both the Meditation rolls and rolls against Ritual Magic (Kabbalah). As such, a kabbalist who fasts, prays and remains aloof from all wordly distractions can amass high bonuses. On the other hand, those bonuses also count against the maximum +15.

Breath Control, Religious Ritual (Judaic) and Theology (Judaic) ought to provide bonuses to the Meditation roll. I don't know whether that ought to be 1/2 margin of success as with Symbol Drawing or whether it should use the rules in Action! for Complementary Skills.
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Last edited by Icelander; 02-02-2011 at 10:26 AM.
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