Hermeticism is the high art of magic, and thus the counterpart to sorcery. Mages, the gifted of Hermeticism, are usually respected people and have undergone a long training. Hermeticism assumes that magic can be mastered in any form, and so the spells of Hermeticism are taught in academies and written down in books.
Hermeticists are generally able to analyze and ultimately master any spell, regardless of its alignment. Depending on the direction and complexity, this is preceded by an intensive study of the respective spell and can last from a few weeks to months to a lifetime's work. The work of the hermeticist is always based on a strictly scientific approach, which also explains why shamanistic spells in particular, for example, cause him extreme difficulties and sometimes literally drive him mad.
Spells
Unseen, unnoticed
7 Mind - Control
The magician appears to his surroundings as nothing in the truest sense of the word. No attention is paid to him, people bump into him on the street, but do not care. Even if he addresses someone, he is ignored. If he manages to attract someone's attention, they immediately forget about him as soon as he withdraws from them.
This spell is not a transformation of the caster, but a mass hypnosis. As a result, the caster cannot be detected even by clairvoyance spells like Recognize Life. His aura is just as visible as ever, but no attention is paid to it.
Someone who specifically searches for the caster is entitled to a Perception check in order to discover him nevertheless. If this is done with Power successes, the hypnosis effect falls off the seeker and he can perceive the caster normally again.
The caster must succeed in a test of willpower against the minimum roll magic level*2 after the spell to avoid falling into a deep depression.
Origin: HermeticismSpell Casting: Willpower
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Power hours (Needs concentration)
Veil of oblivion
5 Mind - Control
This spell allows the caster to manipulate his victim's memories of an event that occurred in the last Power hours. For magic level*10 minutes, the victim forgets to perform a task specified by the caster and related to the event in question (for example, alerting the guards). If he is reminded of the task by anything or anyone, the spell immediately falls off him.
The victim may make a WillPower roll. If he succeeds according to the Power of the spell, it is not manipulated.
Origin: HermeticismSpell Casting: Willpower
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Magic Level*10 minutes
Open
3 Energy - Transmutation
The caster is able to open locked, non-magical objects such as doors, chests or other locks.
In addition to normally locked locks, the caster is able to open magically locked locks with a seal of the Power of the spell.
Magic level 5+: The spell opens all locks.
Origin: HermeticismSpell Casting: Deftness
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Instant
Magic analysis
5 Arcana - Divination
The caster is able to perform an analysis of a spell that has been cast or is in the process of being cast. The caster recognizes the school of magic, essence of the spell (whether healing, damage, type of element, duration, etc.) and a rough estimate of the strength of the spell.
Origin: HermeticismSpell Casting: Apprehension
Arcana:
Range: 40
Shape: -
Actions: 2
Duration: Instant
Spirit of wine
7 Mind - Control
The caster gestures to drink a glass of wine. As he does so, he murmurs the name of the spell.
Up to magic level victims of the spell instantly experience a drunken stupor that causes them to stagger and makes any normal action difficult. the minimum roll for all rolls is increased by 2. The spell's effect lasts a maximum of Power*10 minutes.
Each victim of the spell may make a WillPower roll. If the roll reaches successes equal to the Power of the spell, it resists the spell.
Origin: HermeticismSpell Casting: Willpower
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Power*10 minutes
Extreme performance
7 Blood - Control
The caster can temporarily increase a Persona Attribute, Combat Skill (Shooting, Hand to Hand Combat, or Throwing), or Evasion to extreme levels for a difficult task. The chosen value increases by magic level*2 points for a period of Power minutes.
Origin: HermeticismSpell Casting: Willpower
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Power minutes
Freeze
5 Water - Transmutation
The victim freezes in place for Strength actions. It is fully conscious and all senses function normally. However, physical actions or attacks are not possible.
At the start of each action, the victim rolls for willpower, increasing the minimum roll by the magic level. If the roll is successful, the stun is lifted and the action is available to the victim. The difficulty of the minimum roll decreases by 1 after each roll.
Origin: HermeticismSpell Casting: Deftness
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Power actions
Dilatio
7 Air - Transmutation
The caster creates a momentary spontaneous portal under himself, into which he is immediately sucked. He creates another portal at a location that is at most Power*10 steps away from his current position.
Without any delay he appears at the desired destination.
Origin: HermeticismSpell Casting: Deftness
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Instant
Bloodlust
7 Blood - Control
The enchanted man falls into an uncontrollable bloodlust. His mental abilities have atrophied to the point that he can barely tell friend from foe. His combat stats (shooting, hand to hand combat, and throwing) each increase by Power points.
Education, Logic, and Deftness decrease by magic level points. The enchanted feels no pain or exhaustion, only an uncontrollable desire to fight. After the spell falls from him, he collapses unconscious.
Origin: HermeticismSpell Casting: Willpower
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Power rounds
Arrest
5 Arcana - Enchantment
The victim of the enchantment is trapped in the place where it is for power+magic level combat rounds. It is able to act normally and can also attack, but cannot move from the spot.
Origin: HermeticismSpell Casting: Attractiveness
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Power rounds
Invisibility
5 Light - Transmutation
The caster shrouds himself or another being in an arcane cloak of reflecting light, rendering their form unrecognisable.
For the duration of the spell, the target gains Strength to the Stealth skill.
Origin: HermeticismSpell Casting: Deftness
Arcana:
Range: 1
Shape: -
Actions: 1
Duration: Magic Level minutes
Absorb magic
5 Arcana - Abjuration
The caster can absorb arcana from a magical object or creature. Arcana power+magic level is transferred from the target to the caster.
A magical creature rolls on its willpower. For each success on this roll, the amount of arcana transferred is reduced by 1.
Origin: HermeticismSpell Casting: Logic
Arcana:
Range: 15
Shape: -
Actions: 1
Duration: Instant
Aevum
80 Mind - Transmutation Ritual
The ritual requires extensive preparation. Thus, the most precise preparation of the hermeticist as well as that of the target person is required.
The hermeticist activates the spell at the very beginning of the ritual. Over the whole time he has to maintain this spell, which devours a considerable amount of magic. Every single day he has to spend two hours of meditation, working on the painting. The painting must be created solely by the Hermeticist.
The target needs no preparation other than the realisation to become fleshless. For this purpose, he should torture himself with all kinds of burning, poisoning and the like to facilitate the completion of the ritual.
At the time of performance, the hermeticist only has to maintain the sphere with his concentration and control the arms. Scenery as well as atmosphere are irrelevant, as in most hermetic acts.
During the time of the creation of the image, the hermeticist binds the spirit and soul of the target person to it. At the time of execution, a sphere of pure magic is created not far from the painting, which mostly floats in the air in a semi-transparent matt white. This sphere forms arms which glide like hoses over the heads of the victims to be provided. With a continuous humming sound, the sphere collects the innards of the victims and then condenses them into the image.
The hermeticist thus creates a firm bond between the spirit and soul of the target person and the painting. The spirit in the painting is able to enter any person in the immediate vicinity of the painting at any time within one second. The target person then lives on in this person until his or her death or an exorcism, and then enters the painting again. It completely dominates the person, feels their feelings and lives completely in them. This process of dominating and regressing only comes to an end once the image is destroyed or the target person has returned to the image four times. After that, he remains in the image.
The created image is itself almost indestructible. It is considered an artefact of the Hermeticist level and requires the same effort to destroy as any other artefact of that level. Only immense magical influence or divine work can destroy the object.
The target can enter the image power+magic level times before being trapped inside.
Origin: HermeticismSpell Casting: Deftness
Arcana:
Range: 0
Shape: -
Actions: 1000
Duration: Instant