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Untitled - The Secrets of the Mind & Body Shaping

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After <strong>the</strong> maga has become a faerie,<br />

she may streng<strong>the</strong>n her connection to <strong>the</strong><br />

Faerie realm by performing lesser transformation<br />

rituals, fur<strong>the</strong>r empowering <strong>the</strong><br />

enchantment. In this way, <strong>the</strong> maga can<br />

give herself faerie powers or better imitate<br />

aspects <strong>of</strong> humanity that she has given<br />

up in <strong>the</strong> Becoming ritual. Here are three<br />

examples <strong>of</strong> lesser transformation rituals,<br />

though o<strong>the</strong>r rituals that impart faerie<br />

powers may exist, and could be discovered<br />

through experimentation or original<br />

research.<br />

Altering <strong>the</strong> Enchantment: <strong>The</strong><br />

maga can make herself appear older or<br />

younger, and can choose a different<br />

Technique and Form to determine her<br />

physical appearance; or she can alter <strong>the</strong><br />

Arts that determine her faerie personality;<br />

or she can increase her Might Score<br />

and change <strong>the</strong> associated Form. <strong>The</strong><br />

level <strong>of</strong> this enchantment is <strong>the</strong> same<br />

level as <strong>the</strong> transformation ritual she is<br />

altering.<br />

Inspired Knowledge: <strong>The</strong> maga can<br />

give herself a score <strong>of</strong> 1 in a new Ability,<br />

so long as she could learn it if she were<br />

human and has set aside 5 experience<br />

points for it. She can also master spells<br />

in this way, assuming she knows <strong>the</strong> spell<br />

she wishes to master. <strong>The</strong> level <strong>of</strong> this<br />

enchantment is <strong>the</strong> sum <strong>of</strong> her scores<br />

in all Abilities that belong to different<br />

categories. For example, when learning<br />

a Martial Ability she would add up her<br />

scores in non-Martial Abilities, including<br />

spell mastery Abilities, to determine <strong>the</strong><br />

effect level.<br />

<strong>The</strong> Empowered Faerie: <strong>The</strong> maga<br />

can learn a new spell, essentially a faerie<br />

power that she can activate with her<br />

Might. <strong>The</strong> level <strong>of</strong> <strong>the</strong> enchantment is<br />

equal to <strong>the</strong> level <strong>of</strong> <strong>the</strong> spell she will<br />

gain, which costs her a number <strong>of</strong> Might<br />

Points equal to its magnitude to cast.<br />

Exceeding <strong>the</strong> level by fi ve reduces this<br />

Might cost by one, so that doubling it<br />

makes <strong>the</strong> spell cost nothing. She can<br />

also reduce <strong>the</strong> cost <strong>of</strong> spells she already<br />

knows with this same ritual. Likewise,<br />

she can increase <strong>the</strong> number <strong>of</strong> Might<br />

Points a power costs to activate in <strong>the</strong><br />

same way, if she wishes to increase her<br />

Penetration Total.<br />

Houses <strong>of</strong> Hermes<br />

tHe line <strong>of</strong> quendalon<br />

After <strong>the</strong> House Divided, Quendalon<br />

took many new apprentices, desiring to<br />

share <strong>the</strong> knowledge he had gained from<br />

Faerie with his loyal followers. He also<br />

taught o<strong>the</strong>r magi his secrets, without<br />

requiring anything from <strong>the</strong>m in return,<br />

in order to spread his magic throughout<br />

<strong>the</strong> Order. <strong>The</strong>se magi came to be known<br />

as <strong>the</strong> Line <strong>of</strong> Quendalon. In return for his<br />

fantastic powers, Quendalon asked only<br />

that <strong>the</strong>y join his House, and pledge <strong>the</strong>ir<br />

loyalty to him as Primus. Since <strong>the</strong>n, <strong>the</strong><br />

leaders <strong>of</strong> <strong>the</strong> House have all descended<br />

from this line, including Rhiannon,<br />

Vinaria, and Handri.<br />

Quendalon Initiated his followers<br />

in all three Arcadian Mysteries, and<br />

characters descended from his lineage<br />

may Initiate Arcadian Travel or Animae<br />

Magic through one <strong>of</strong> many well-known<br />

Initiation Scripts. Having himself been<br />

raised by faeries, Quendalon was said to<br />

have encouraged all <strong>of</strong> his followers to<br />

place Gifted children in <strong>the</strong>ir care, and<br />

so many <strong>of</strong> his line have Faerie-Raised<br />

Magic. O<strong>the</strong>rs commonly have a Major<br />

Magical Focus with Faerie. When <strong>the</strong>y<br />

believe <strong>the</strong>y are ready, having mastered<br />

<strong>the</strong> o<strong>the</strong>r Inner Mysteries, <strong>the</strong> elders <strong>of</strong><br />

<strong>the</strong> line Initiate <strong>the</strong>ir fi lii into Becoming,<br />

and assist <strong>the</strong>m in <strong>the</strong> transformation from<br />

human to faerie.<br />

Quendalon never took a familiar, and<br />

so <strong>the</strong>se Merinitae are less critical <strong>of</strong> those<br />

who choose to forgo <strong>the</strong> Founder’s ritual,<br />

though <strong>the</strong>y <strong>of</strong>ten have faerie friends and<br />

maintain complex relationships with <strong>the</strong><br />

fae. <strong>The</strong> most popular Arts in this lineage<br />

are Vim, Muto, and Creo, and most<br />

Merinitae study a Form that represents<br />

<strong>the</strong> type <strong>of</strong> faeries in which <strong>the</strong>y are most<br />

interested. Quendalon is said to have particularly<br />

favored Terram.<br />

<strong>The</strong>se magi are sometimes associated<br />

with <strong>the</strong> name “<strong>The</strong> Last Commission,”<br />

in reference to a legend that Bonisagus<br />

himself smiled upon Quendalon’s efforts,<br />

charging him with <strong>the</strong> task <strong>of</strong> making <strong>the</strong><br />

power <strong>of</strong> <strong>the</strong> Faerie realm more accessible<br />

to all magi. For this reason, Quendalon’s<br />

followers occasionally Initiate magi from<br />

o<strong>the</strong>r Houses, particularly Bonisagus.<br />

Many <strong>of</strong> <strong>the</strong>m are Seekers, and more<br />

than any o<strong>the</strong>r Merinitae <strong>the</strong>y devote<br />

96<br />

<strong>the</strong>mselves to experimental research<br />

and exploring <strong>the</strong> frontiers <strong>of</strong> Hermetic<br />

magic.<br />

saMPle line <strong>of</strong> quendalon<br />

initiation: aniMae Magic<br />

Ease Factor: 21 (Major Virtue known<br />

to <strong>the</strong> Mystagogue)<br />

Script Bonus: +16<br />

Script Details: <strong>The</strong> Initiate must<br />

spend a season visiting a Faerie aura, studying<br />

its inhabitants, and taking detailed<br />

notes on <strong>the</strong>ir behavior and relationships<br />

(+3). <strong>The</strong>n she must fi nd and befriend<br />

<strong>the</strong> faerie that is most appropriate to her<br />

highest Technique and Form (+1), taking<br />

<strong>the</strong> Faerie Friend Flaw (+3). To secure its<br />

lasting friendship, she must make a bargain<br />

with it, giving up a uniquely human<br />

quality that cannot be replaced, such as<br />

<strong>the</strong> color <strong>of</strong> her eyes, all memory <strong>of</strong> her<br />

parents, or her fi rstborn child (+6). She<br />

also receives a Prohibition never to break<br />

her word, or she will suffer a faerie wasting<br />

sickness (+3).<br />

Folk Mysteries<br />

<strong>The</strong> common people have collected<br />

a great deal <strong>of</strong> wisdom about faeries over<br />

<strong>the</strong> years, and Merinitae have adapted that<br />

folklore into a unique set <strong>of</strong> Mysteries.<br />

<strong>The</strong>se explore faerie magic associated with<br />

charms (see above), including charms that<br />

focus spells on particular targets, charms<br />

that invoke archetypal events, and charms<br />

that harness <strong>the</strong> power <strong>of</strong> symbols and<br />

sympa<strong>the</strong>tic magic in <strong>the</strong> lab.<br />

cHarM Magic (Minor<br />

folk Mystery)<br />

This Inner Mystery allows a Merinita<br />

to incorporate charms into her spells,<br />

making <strong>the</strong>m more potent through sympa<strong>the</strong>tic<br />

magic. This requires that she<br />

fi rst invent a spell that incorporates a<br />

specifi c charm; this can be done with<br />

spontaneous, formulaic, or ritual spells.<br />

She must decide how <strong>the</strong> charm applies<br />

to <strong>the</strong> target and include this in <strong>the</strong> spell<br />

description. For example, if <strong>the</strong> name<br />

“Darius” were integrated into a spell, she

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