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Hermetic Sorcery is probably the style most familiar to readers of Western fantasy fiction. Hermeticism, in this game, is influenced by the classical cultures--Egypt, Greece, Babylon, Carthage, and Rome. For me, this is connected with a vague idea of the Byzantine Empire. In this game it is most closely associated with Atlantis, but even among that glorious civilization there are few people who truly deserve to be called sorcerers.

Hermeticism involves astrology and the Zodiac, elaborate contracts with otherworldly beings, alchemy, ancient scrolls of wisdom, and so on. It's a lore based on painstaking study, exploration, and audacity. A powerful sorcerer in this tradition is extremely learned, but also immensely brave--for while those in other traditions try to earn their powers by worship or meditation, Hermeticists scorn such patient means to power.

Prices

Hermeticists are often arrogant loners who either spend all their time with occult tomes, or may have suffered injury in the hinterlands in the quest for more power. They are often feared by others.

Telltales

Hermeticists usually have special amulets, bracelets, fancy robes, or odd books. They might have scars or eerie traits as a result of bargaining with demons.

Socially

Hermetic sorcerers are dangerous people. They usually work alone, using demonic or mortal agents as necessary. Once in a while they will take on an apprentice or two. The Atlantean culture bloc has some general knowledge of Hermetic sorcery, but the average person hardly has those kinds of abilities.

Hermetic Demon Ideas

Possessor and Parasite demons are extremely rare in this tradition, but the other types--Inconspicuous, Obect and Passing--are much more common. The powers listed here are ideas not requirements.

Elemental

The Atlanteans use elementals for many purposes--propelling their ships, strengthening the towers of their city, transferring information with streaks of lightning, and so on. These immanent spirits are Inconspicuous. They almost always have Warp. Other common powers might include things like Armor, Big, Hold, Protection, Shapeshift, or Spawn. An elemental can sometimes be Contained within an object or place, to confer special powers--think of the Bag of Winds in the Odyssey, or (from D&D) swords like the Frostbrand or Flametongue.

Cyclops

At the end of the First Age, the cyclopses were consigned to the Abyss; they don't really deserve to be there, and are happy to get out. They're happiest when doing large-scale construction work, but are pretty scary combatants too. A Passer. Big, Cover: Craftsman, Special Damage - Lethal. Usually enormous Stamina. Desire is often Creation.

Djinn

A djinn (a/k/a genie) is an elemental being of smoke. Unlike the dimwitted common elementals, the djinni are pretty smart and have their own civilization in the City of Brass on the Astral Plane. There is bad blood between the Atlanteans and the djinni (not entirely sure why yet), but once in a while a djinn might agree to serve a Hermetic sorcerer, usually in exchange for precious metals. They are Inconspicuous, appearing as a whiff of smoke or a strange smell. Their powers might include Shapeshift (themselves), Travel (to the Astral Plane), Transport (to the Astral Plane), Warp and possibly some combat powers for the more warlike ones.

Enchanted Object

Your standard magic item! Note that it be justified as Containing an elemental, djinn, or fairy... or it could be a legendary item with a mind all its own. These are Object demons. The powers are wide open. Examples might include a cystal ball, a demonic sword, an ancient book, a cloak of invisibility, etc.

Fairy

The fairies are forest spirits--dryads, pixies, nymphs and so on--who occasionally help Hermetic sorcerers, but are often more trouble than they are worth. Inconspicuous due to small size. Powers might include Command, Confuse, Daze, Shadow, Shapeshift, or Taint. Desire is almost always Mischief.

Qlippothic Being

Sculpted from the anti-matter residue of the First Age, these are rare, abhorrent demons. Even a Hermeticist will think twice before using one of these. Passing demon. Powers might include Cover, Link, Shapeshift, or exotic damage or modes of attack. Their Desire is always Ruin.

Hermetic Potions

Hermeticists don't go in for drugs very much, but they can brew alchemical potions with the proper reagents.

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Page last modified on February 21, 2006, at 01:02 PM by JamesNostack

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