Magick

**Contents**

Therugy

Goetia

Hermeticism

Paganism

**Therugy**

The practitioner channels the divine will of the Creator through prayer to work miracles. In ancient times mankind became disconnected from the Creator but faith was restored through a series of prophets and the establishment of a strong and unified church under the leadership of four Patricians. The majority of Therugists belong to the Church, but there are some who belong to heretical sects and denounce the Church as decadent, others belong to neither Church nor sect and live as hermits, contemplating the divine in solitude far from the sinfulness of mankind. The successful practice of Therugy relies strongly on high Virtue and great Wisdom is required to interpret the divine mysteries.

The Devil seeks above all to seduce Therugists into his fold as their skill in this area can grant him divine authority. Certain forbidden texts kept under lock and key in the vaults of the Church describe perversions of Therugic rituals which exalt the Devil, rituals such as the Black Mass and backward incantations of powerful prayers are how some Therugists who have fallen into Sin worship and channel their dark master.

*Consecrate Ground*

*Consecrate Dead*

*Prophecy*

*Lay on Hands*

Outside of combat this spell can be used to heal 1d4 + wisdom modifier worth of health to target ally.

*Sticks to Snakes*

Target Quarterstaff becomes a venomous serpent. It is deadly and difficult to hit.

*Water Walking*

*Manna*

Call down food from the heavens enough to feed a number of people equal to 1d4 + your wisdom modifier.

*Holy Mass*

*Plague of Locusts*

*Leprosy*

*Banishment*

Attempt to force the target Devil, Revenant, or Extraplanar being back to it's place of origin

The target is struck with leprosy

*Black Mass*

*Unholy Ground*

*See Evil*

Look into the target's heart and see their Sin.

*Hellfire*

Summon a wall of supernatural flames maximum 5 feet long per wisdom modifier

*Serpent's Tounge*

Binds the target serpent to your service

*Escape the Pyre*

 The magus becomes immune to flames.

**Goetia**

Goetia is the magickal discipline of invoking and binding Angels and Demons, although Demons are much more common and Angelic Grimoires are rare. Demons are timeless evil beings and it is to be warned that dealing with them almost always leads to eventual ruin, be it the first time they are summoned or many decades afterwards. Typically a demon will require some form of blood sacrifice to invoke, or the harnessing of sexual energies through depraved orgies. In bargaining they may ask for many different things such as leading others to sell their souls, time off of your natural life, the committing of evil acts and so fourth. Usually the demon will ask the petitioner to sell their soul, and once this happens it will become much harder to deal with other demons lacking that all important bargaining chip, as such it is important for practitioners of Goetia to be Charismatic and skilled in Deception and Fraud. A high Charisma is also required to command the apparition to manifest.

*Imp Familiar*

A small devil bound in a tiny stone carving, it assists the Magus in completion of tasks and defends him against assailants. Can be commanded forth a number of times per day equal to your Charisma modifier.

7hp, 16 AC, 0 DR, Ethereal (50% DR against mundane weapons), Flying, claws 1d4, 35 move + an atack

10 str, 18 dex, 10 con

*Beguile*

Adds 1d8 to any one Influence roll such as Diplomacy, Deception, Coercion or Seduction.

Can be used an number of times per day equal to Charisma Modifier

*Summon Demon*

A demon is summoned at a crossroads.

*Faustian Gambit*

If the magus ever finds himself in Hell this spell will transport him back to the material plane. To use this spell the magus must have a free action. If the magus is dead at the time of casting his soul will return to his body and rise as a bloodthirsty Revenant. It is forbidden for those who step foot in Inferno to ever leave and the magus will be hunted by the Hounds of Hell until the end of his days.

*Fiendish Servant*

A bound Fiend is gifted to the magus by a powerful Infernal lord in exchange for innocent blood. The Fiend can be bound to a gargoyle, pillar, throne, or any other inanimate object and given orders to emerge in specific circumstances. Be warned! If the object is destroyed the fiend will escape it's bondage and will be unleashed upon the world. The fiend needs to be maintained with human sacrifice once every full moon night lest it break free from it's shackles!

Fiend: 20 str, 24 dex, 18 con, 24 int, 24 wis, 26 cha, 8 luck, 2 DR, ethereal, flying, Claws 2 attacks 1d20 to hit 1d6 damage, Throw Flames 1d20 to hit 1d6 damage. Bloodlust if the fiend tastes blood it will go berserk for 1d6 rounds (DR does not stack with ethereal).

*Binding*

*Guardian Angel*

*Angel of Vengeance*

*Angel of Mercy*

*Angel of Death*

**Hermeticism**

The practitioner of Hermeticism seeks to alter the universe by cultivating their own knowledge and power. To the Hermetic philosopher the visible world is but a portrait of the invisible, and by understanding the hidden nature of the universe they are able to alter reality. To an initiate of the Hermetic mysteries materialism is a vulgar distraction and thus they renounce all aspirations of wealth and temporal power, carrying only enough money to meet their basic needs and owning only the bare necessities, if he ever finds himself seduced by the lure of the material world he will find his command over the hidden world is lost, and will need to meditate in solitude for 1d12 months to regain his bearing. A high Intelligence is required to comprehend the Hermetic Mysteries.

*Invisible Swordsman*

Controls a melee weapon telekinetically. This spell requires complete focus and will be broken if the magus takes another action. The animated weapon has a base AC of 13 and the mage's int modifier acts as it's strength and dex modifier, if it is hit then the spell is broken and the weapon falls to the ground.

*Invisible Hand*

Telekinetically grabs an object and brings it to the magus. Base range 40 feet + 5 per int modifier.

*Mind Reading*

Both the target and the Magus make a will save. If you succeed you successfully read the target's mind. If you fail they detect an intrusion and if they are knowledgeable in Occult or Hermeticism they may be aware of your attempt.

*Ethereal Body*

Become Ethereal for 1d8 +int Modifier turns.

*Seal Mind*

Seals the magus's mind to stop outside intrusions, as a side effect stops the magus from projecting into other's minds.

*Astral Projection*

The magus sends out his astral body, this can be used to gather information. This is potentially hazardous as the magus can encounter other astral travelers and attract the attention of dangerous entities.

*Astral Beacon*

Marks the target's astral body allowing the magus to keep track their general location. This is potentially hazardous to the target as the beacon can be detected by other magi and can attract the attention of dangerous entities.

*Portal*

This spell requires the cooperation of two magi in the respective areas which are to be linked, the target door frames, windows, etc. must be identical in width and height. The spell is very arduous to maintain and requires the full concentration of both magi.

**Paganism**

Paganism is the exalting of the Old Gods in exchange for their boons. Powerful entities who reside in the realm of Faerie, they once were worshiped by men from the far reaches of the frozen North to the teeming metropolises of the south in old Imperial times. Few remain who openly worship the old gods, some backwater villages and frontier Lords who rarely see outsiders may cling to the old ways, and a few Kingdoms in the North stalwartly cling to their ancient traditions, or at the very least tolerate them.

These beings are contacted at sites of power such as sacred springs or standing stones, there are many and they vary in both their gifts and their temperament, some reward Honor, others cunning or even cruelty, most will have you complete a heroic quest before granting their blessings such as slaying a mythical beast or recovering a long lost treasure. In these times the burning of Monasteries and the sacrifice of priests is a sure way to appease the gods as they see them as hated foes invading their rightful domains.

*Call Valkyrie*

Blow your battle horn to the skies and roll a 1d100, success is based on the percentage of your missing health.

The number of Valkyries is based on your Paganism score. Layman: 1d4 -3, Apprentice 1d4 -2, Journeyman 1d2, Master of Craft 1d3 and the first is a Valkyrie Herse, Adept 1d3 Valkyrie Hersir

Valkyrie 16 str 16 dex 16 con 14 int 16 wis 14 cha, flying (35 movement), Ethereal (50% DR against mundane weapons), equip: Byrnie, Rawhide Shield, Spear feats: Run by attack, Bravery

Valkyrie Herse 16 str 16 dex 16 con 14 int 18 wis 18 cha, flying (35 movement), Ethereal (50% DR against mundane weapons), equip: Byrnie, Rawhide Shield, Spear, Fey Horse (flying) feats: Chevauchée, Galloping Charge, Bravery

*Berserkergang*

You or an ally become berserk.

*(Animal) Dance*

Take the form of an animal for a number of hours equal to your Paganism score. This spell only encompasses one animal and can be learned multiple times.

*Faerie Trod*

The magus enters the realm of Faerie, can only be cast at places of power or other entrance points.

**Witchcraft**

**Occult**