Mystery Spells
This page collects official Hermetic spells, from all Fifth Edition products, that utilize Mysteries. This can include using a Range, Duration, or Target allowed by a mystery, or any other spell that requires a particular Virtue to cast or invent. This list does not include non-Hermetic spells such as Fenicial Rituals, hedge-magic spells, and so on, nor invested effects.
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Faerie Magic (House Merinita)
Anyone who has been Initiated into the Outer Mystery of Faerie Magic of House Merinita may invent the folllowing spell:
Faerie Chains of the Familiar Slave
CrVi Gen
R: Touch, D: Until, T: Ind, Ritual; Requisites: see below
This ritual binds a supernatural creature to the caster as her familiar, until a condition incorporated into the spell comes to pass. The level of the ritual must be no less than (the creature’s Might + 15), though she may also need to penetrate its Magic Resistance if casting on an unwilling target. It has no effect if the target is already bound as a familiar to another.
Casting requisites of a Technique and Form appropriate to the creature’s nature and physical form may be included. These two Arts are used to determine the Lab Total for any subsequent improvements to the bond. The cords connecting maga and familiar have initial values of 0, and the vis cost of this ritual does not apply towards these improvements. The maga can strengthen the bond in the lab, but the effect is still inherently temporary. If she casts this on a faerie, she gains the three special powers (Shared Powers, Shared Senses, and Shared Fatigue) associated with a faerie familiar, but the cords will decay as normal, though the bond is never completely broken so long as the spell’s duration remains in effect.
Because the bond is often made under duress, the familiar is much more wild and independent than normal familiars, and typically must be subdued or guarded to ensure it does not try to escape. The two are probably at odds most of the time, and the faerie is likely to bear a grudge against the maga afterward if it is taken advantage of or treated badly.
(Base effect, +1 Touch, +4 Until)
Source: HoHMC
Glamour
Magi initiated into the Major Illusion Mystery of Glamour, such as the Followers of Pendule, may cast the following spell:
Ball of Abysmal Music
MuIm 20
R: Voice, D: Mom, T: Ind; Req: Vim
This spell targets a formulaic Ignem spell while it is being cast, changing it so that instead of creating fire, heat, or light, it produces a harmless burst of color and sound. This was reputedly Pendule’s favorite spell, and he taught it to all of his Merinita followers after Initiating them into the Inner Mystery of Glamour. Note that since the spell must be fast-cast, it cannot be cast formulaically unless it has been mastered for that purpose.
(Base 10, +2 Voice)
Source: HoHMC
Mutantum Magic (House Mercere)
Only characters with the power to perform that kind of magic due to an appropriate Virtue can cast them (see Mutantum Magic):
- Boosted: Requires Boosted Magic or Mutantum Magic
- Harnessed: Requires Harnessed Magic or Mutantum Magic
- Tethered: Requires Tethered Magic or Mutantum Magic
TWINNING THE TOME
R: Touch, D: Mom, T: Group, CrAn Level 50, Ritual; Requisites: Intellego, Terram
This spell creates a nearly perfect copy of the binding and every page of a book you are touching, including illumination, creases, and damages. It requires an Intellego requisite to determine the shape and size of the pages, and a Terram requisite to create the ink. While an effective method of quickly copying the contents of a book, the vis cost is generally considered prohibitive; Milvi instead use it to recover valuable books that have been stolen or lost, or to copy ancient works that are too fragile to move. Thus, this version of the spell also allows for vis boosting, so that you can accommodate an arcane connection to the book without requiring you to learn another spell.
(Base 5, +1 Touch, +2 Group, +5 intricacy, +1 requisites; Boosted)
The Transformed Folio
R: Touch, D: Year, T: Group, Level 45, Ritual
This changes all the pages of a book into those of a different book for the duration of the spell. You must touch both books when casting the spell, and because the spell is harnessed, you may end it at any time by concentrating. If the original book is damaged or altered, the contents of the duplicate will change to match it. Milvi occasionally use this spell to lend the same book to several different magi, or to communicate with each other over a long journey by linking a central book to a Redcap's travel journal. The spell also allows for vis boosting, so that you may copy a book using an Arcane Connection from wherever you happen to be.
(Base 1, +1 Touch, +4 Year, +2 Group, +5 intricacy; Boosted, Harnessed)
HUNTER’S LETHAL ARROW
R: Touch, D: Diam, T: Ind, PeAn Level 40
This spell causes an animal to suffer a fatal wound, just as if it had been pierced through the heart. Casting this spell while intending to touch the animal is dangerous, as it may take several minutes to die, during which time it may thrash around wildly or strike the caster. For this reason, Milvi usually tether the spell to an arrow or javelin (though any sort of tether may be used), allowing them to cast it in secret from a safe distance. The beast will die after it is struck, and the increased duration ensures the caster has time to fire the arrow after casting the spell.
(Base 30, +1 Touch, +1 Diam; Tethered)
SHAPE OF THE ANCIENT KITE
R: Touch, D: Moon, T: Ind, MuCo Level 40; Requisites: Animal
You transform the target into a hawk, kite, or other small raptor, and any books carried by the target or clothing made of animal products that the target is wearing are also transformed. The spell is harnessed and tethered, so that the target has control of the spell and can end the effect at will, returning easily to human form when necessary.
(Base 20, +1 Touch, +3 Moon; Harnessed, Tethered)
THE TIRELESS FLIGHT
R: Touch, D: Conc, T: Ind, ReCo Level 20
The target feels no fatigue for the duration of the spell, allowing her to endure a long journey without rest or sleep. She may also ignore hunger and thirst, and if she is injured she does not feel the pain. Practically speaking, she may ignore all Fatigue and wound penalties. However, this effect only masks the feeling, it doesn’t actually replenish her energy, so she still must actually eat and drink to avoid starving to death, and if she pushes herself too hard she may cause herself serious injury (Fatigue levels past Unconscious become Light wounds).
The spell is tethered so that the target can control the effect, allowing her to stop concentrating when she has reached her destination and has time to recover. It is also boosted so that the duration may be extended to as much as a month if necessary, and harnessed so that the target can still cancel it at will.
(Base 10, +1 Touch, +1 Conc; Boosted, Harnessed, Tethered)
SENSE THE TRUE PATH
R: Arc, D: Conc, T: Ind, InTe Level 15
You can sense the direction of any location to which you have an Arcane Connection. You feel an instinctive pull towards its relative position to you while you concentrate, though you must make simple Perception rolls of 6+ to stay on track when traveling on foot through woods or brush, and if your destination moves, the Ease Factor of this roll increases depending on its speed.
The spell is tethered, so that it may be controlled by another, and boosted so that it may be made to last longer if necessary.
(Base 2, +4 Arcane Connection, +1 Concentration; Boosted, Tethered)
Sensory Magic (House Bjornaer)
Magi intiated into the Sensory Magic Minor House Bjornaer Mystery may cast the following spells (see Houses of Hermes: Mystery Cults Chapter Two: House Bjornaer).
Revenge of the Bitten Toad
PeAn 20
R: Per, D: Diam, T: Flavor
Any creatures who bite (or otherwise taste) the caster suffer a Heavy Wound. Any successful bite attack against the caster results in the creature tasting him, even if no wound is actually infl icted. The caster still suffers any damage inflicted by the bite, but his opponent is typically deterred from further attacks.
(Base 15, +1 Diam)
Hibernation of tHe Slumbering Turb
ReMe 35
R: Per, D: Year, T: Texture, Ritual; Req: Creo
Anyone touching the caster falls asleep and does not awaken until the spell expires. The caster is not affected by this magic, and his own sleep is natural. Those affected by the spell do not need to eat or drink while it persists, but when they awaken, they are ravenously hungry. Despite the usual length of a Year Duration spell, this spell’s effects always end at the Spring Equinox.
This spell was invented by Odorpes of the Sept of Urgen, who lives separate from the rest of her covenant. She hibernates and puts all her covenfolk to sleep with her, so she need not provision them during the winter.
(Base 4, +4 Year, +1 Texture, +1 Creo requisite, +1 complexity)
Scent of The Predator
CrMe 20
R: Per, D: Sun, T: Scent
Anyone smelling the caster is struck by an overwhelming sensation of menace and hostility. The cowardly fl ee, whereas braver souls are intimidated, granting the caster a +3 to all attempts to cow the target into obeying him.
(Base 4, +2 Sun, +2 Scent)
Marking The Territory
ReCo 15
R: Per, D: Ring, T: Scent
Anyone smelling the territory marked out by the caster’s scent (usually his urine) cannot enter the warded area for as long as the scent stays fresh, requiring the caster to renew it regularly. The spell manifests as a physical compulsion to turn back upon smelling the magus’s scent. This spell must penetrate successfully to bar passage to any intruder with Magic Resistance, assuming that the intruder is usually associated with the Form of Corpus. (Intruders associated with other Forms are not warded against in any way.)
(Base 3 [move in direction “away”], +2 Ring, +2 Scent)
Clarion Call of The War Horse
MuMe 15
R: Per, D: Diam, T: Sound
Anyone hearing the caster’s battle cry is heartened by its tone, and receives a +3 bonus to his Brave Personality Trait. Those attaining Brave scores greater than +3 through this spell perform acts of courage well beyond those expected of them.
(Base 3, +1 Diam, +3 Sound)
The Rooster’s Crow
PeVi Gen
R: Per, D: Mom, T: Sound
Any demons who hear the caster’s shout lose Might equal to the spell’s (level – 5) if the spell penetrates their Magic Resistance.
(Base effect, +3 Sound)
Brilliance of the Eagle’s Plumage
CrIg 30
R: Per, D: Conc, T: Spectacle
Anyone looking directly at the caster is blinded by the brilliant light shining from his body. The caster does not shed light as such; it is only those who look at him who are affected. All victims must make a Stamina stress roll against an Ease Factor of 9 to avoid blindness. On a botch, the blinding is permanent, otherwise a Stamina stress roll (no botch) against an Ease Factor of 9 can be attempted every minute until recovered.
(Base 5, +1 Conc, +4 Spectacle)
Closed Mouth of the Nightwalker
PeMe 40
R: Per, D: Sun, T: Spectacle
Anyone seeing the caster instantly forgets that he did so, assuming that the spell’s Penetration breaches the target’s Magic Resistance. The caster may not necessarily be aware that he has been seen.
(Base 10, +2 Sun, +4 Spectacle)
Spell Binding (Curious Common Magic; Spirit Magic)
A magus initiated into Spell Binding may invent the following spell.
Sustain a Spell of (Form)
ReVi Gen R: Touch, D: Special, T: Ind, Ritual
Req: Form (or Forms) of the spell to be sustained
Allows another spell to be bound to this and to a physical container. The base level of this container ritual must equal or exceed the spell to be sustained. The container spell duration must maintain the container until casting begins for the spell to be sustained, after which the spells are entwined.
(General, special)
Source: TMRE
Names of Power (Hermetic Theurgy)
A magus initiated into Names of Power may invent the following spell. This spell is of benefit when conjoined with the Hermetic Theurgy, Invocation Magic, or Consummate Talisman mysteries. See The Mysteries Revised Edition for further details.
Name of Power (X)
MuVi Gen
R: Special (Per), D: Special, T: Special (Individual)
Learning this spell embodies the maga’s special understanding of a single aspect of the magic of one of the great powers.
This knowledge provides a bonus to other magical activities, with a scope and bonus similar to those found in the Shape and Material Bonus table. A specific name spell provides one bonus only (even if the example in the Shape and Material Bonus table has several factors). A maga may invent multiple spells for a given name, to allow different scopes or multiple bonuses.
The scope and bonus values possible for a power should be agreed with the troupe, and should be consistent with the mythological nature of the power whose name is invoked.
The level of spell is five times the desired bonus. Range, Duration, and Target are fixed.
(General level)
Hermetic Theurgy
A magus initiated into Hermetic Theurgy may invent the following three spells.
Note that it is possible to cast Invoke the Pact of (Daimon) without the Virtue Hermetic Theurgy, but the magus is limited as follows:
- He cannot create his own Invoke spell from scratch, but must have a Lab Text for the spell (or a teacher)
- In order to accumulate Summoning Points between castings, he needs Hermetic Theurgy. Without Hermetic Theurgy, a magus may cast the spell, but the spirit will only attend the magus if the single casting is powerful enough to summon it. (It is common, but not mandatory, for non-theurgist magi to cast this ritual in a group, with the aid of Wizard’s Communion.)
Invoke the Spirit of (spell)
(Te)(Fo) Gen
R: Arcane, D: Mom, T: Ind, Mystery spell
The base level is the Might of the spirit summoned. The magus can add levels to increase Penetration, and can extend Duration to have the spirit wait to be instructed.
This generic spell represents a pact with a single named spirit that can perform the equivalent of a single Hermetic Formulaic (non-Ritual) spell as a spell-like spirit power. The spirit can vary the spell when cast, as if it had Flexible Formulaic Magic, but must be instructed to cast the spell (which takes time). The spirit creates the spell effect as a power (no die roll), so it cannot botch.
A magus does not need to know the name of the spirit before he starts — his laboratory research guides him through the spirits to find one that answers his call. Once the research is complete, the name is fixed, and only this spirit will answer this Invocation spell. If a Lab Text is used, the Lab Text determines the named spirit. The name of the spell spirit serves as an indefinite duration Arcane Connection allowing the magus to summon the spirit and to use sympathetic magic on it (ArM5, page 84).
Invoke spells are Mystery magic and use the Arts of the spell the magus wishes the spirit to cast, unlike other normal summoning magics. If the spell-like power the magus desires has requisites, the Invoke spell has the same requisites. The magus does not need to know the normal Hermetic spell to invent a spell to summon a spirit that will invoke the spell for him (nor is a Lab Text for the other spell of any assistance, although a Lab Text for an Invoke spell can be used).
The Might of the spirit must equal or exceed the level of the spell-like power, and spirit Might determines the base level of the Invoke spell. The magus may extend the Duration of the Invoke spell, and this determines how long the spirit will wait for instruction — Momentary Duration requires that the caster immediately instruct the spirit.
Penetration for the spirit is determined like an enchanted device effect: it has a base of zero (that is, Might – Spell level), but when devising the Invoke spell the magus may increase Penetration like a device effect: each Invoke spell level added gives a +2 Penetration bonus.
Invoke Arts are the Arts of the spell-like Power of the Spirit
Spirit Might Must Equal Or Exceed Level of Spell-like Power
Base level of Invoke spell equals Spirit Might
Penetration Bonus = 2 X Added Levels of Invoke spell
The first time the spirit is called, it resists and the magus must overcome its Magic Resistance. Once successfully summoned, the magus seals the pact and the spirit will answer his call in future without resistance, and cooperate willingly with his instructions.
When a magus casts an Invoke spell, the invisible spirit appears next to him. He may then instruct it to perform its spell-like power: this takes an extra round (or two if he has the Slow Caster Flaw), but he may also instruct it to vary the power, as if the spirit had the Virtue Flexible Formulaic Magic (it may increase or decrease one only of Range, Duration, and Target by one step, within the limits of Formulaic (non-Ritual) magic). Casting success and Penetration are determined according to the increased or decreased spell level.
The spirit will cast the spell once, then depart until next summoned. The spirit uses its own (Might + aura modifiers) as the Casting Score; it succeeds so long as the Casting Total is at least (adjusted spell level –10). If the magus summoned the spirit in advance, it still takes time to instruct it to perform, and the spirit’s Casting Score is adjusted by the aura when it evokes the final effect.
Spirit’s Casting Score = Spirit’s Might + Aura Modifier
Formulaic Casting Total = Casting Score (No Die Roll)
Adjusted Spell Level = Level of Spell Like Power, Possibly Adjusted By One Magnitude Step
Spellcasting Succeeds If Casting Total Is At Least (Adjusted Spell Level –10)
Penetration Total = Spirit’s Casting Total – Spell Level + Invoke Spell’s Penetration Bonus
Note that no die roll is needed for the spirit — it just performs the spell as instructed.
The players should substitute their own name for the spirit, not using (spell).
Example: Gunnar of Ex Miscellanea wishes to be able to summon a spirit that can cast the level 20 spell Pilum of Fire for him. He does some research, and discovers that the spirit Akkala (the name of a place in Finland, the storyguide lacked inspiration) is a spirit that has the power to confer that spell effect. Akkala has a Might of 20, the same as the spell (the minimum needed).
Gunnar recognizes that taking time to summon Akkala and then instruct him may take longer than he can afford, so he decides to make this a Sun duration summons: once summoned Akkala will remain until sunset (or sunrise), or until instructed to cast Pilum of Fire.
Gunnar’s spell is Invoke the Spirit Akkala for a Day, CrIg 30, R: Arcane, D: Sun, T: Ind. When he has invented the spell, he performs it in his laboratory. Akkala agrees to serve in future. Gunnar may now Invoke Akkala at the start of a day, then later ask Akkala to use his Might of 20 to inflict a Pilum of Fire on an indicated target.
When instructed to cast Pilum of Fire, Akkala can be instructed to increase Range to Sight, or reduce it to Touch, or create a blast that will burn on for two minutes (Diameter). If Gunnar and Akkala are in a level 4 Faerie aura, which adds 2 to the Casting Score of a Magical spirit, Akkala’s Casting Total is 22. Boosting the spell to Sight range adds 5 levels, so Akkala’s Casting Total exceeds level – 10. If, say, the spell’s Penetration Total is 22 (Casting Total) –25 (modified spell level), or a total of –3 successful if the building targeted has no Magic Resistance.
If Gunnar survives an encounter requiring such firepower, he may summon Akkala again, also to remain until sunset.
Example: Gunnar also decides that he would like to have more Penetration in his spirit’s spells, and works again in the laboratory to find another spirit of Pilum of Fire. (He now knows a similar spell — to summon Akkala — for a +7 bonus.) He searches for a new spirit to answer this call (as it is his habit to keep Akkala in attendance each day). He creates an Invoke the Spirit Nissila spell, with basic Might 20, Momentary Duration and 15 levels added for Penetration — an impressive +30 bonus.
Gunnar finds himself faced with an angry hedge wizard in town (Divine aura 3). He uses his new spell (losing fatigue, as he only just manages the Invocation spell). Nissila has a Casting Total of 20 –(3x3) or 11, which is just enough. The Pilum of Fire Penetration Total is 11 – 20 + 30 = +23. Gunnar is thankful for this new Invoke spell!
Invoke the Spirit of (Form)
(Te)(Fo) Gen
R: Arcane, D: Mom, T: Ind, Mystery spell
The base level is the Might of the spirit summoned, and the inventor can extend Duration to have the spirit wait to be instructed.
This generic spell represents a pact with a single named spirit, that can perform effects as if casting Spontaneous Magic. The Invoke spell itself is a Formulaic spell, which the magus may be able to cast without fatigue; the spirit then creates the spell effect as a power (no die roll), so cannot botch.
The Invoke spell is a Mystery secret and uses the Arts of the magic the magus wishes the spirit to cast, unlike other summoning spells. A magus may create an Invoke spell with specific requisites to summon a spirit for an Art combination with requisites, however, he requires a specific spirit and Invoke spell for each combination he desires; e.g., a Muto Corpus (Animal) spirit can only produce MuCo(An) effects, and not MuCo or MuAn effects — he needs separate spirits for each.
The magus does not need to know the name of the spirit before he starts — his laboratory research guides him through the spirits to find one that answers his call. Once the research is complete, the name is fixed, and only this spirit will answer this Invocation spell. If a Lab Text is used, the Lab Text determines the named spirit. The name of the spell spirit serves as an indefinite duration Arcane Connection allowing a magus to summon the spirit and to use sympathetic magic on it (ArM5, page 84).
The first time the spirit is called, it will resist and the caster must overcome its Magic Resistance. Once successfully summoned, the magus seals the pact and the spirit will answer his call in future without resistance, and cooperate willingly with his instructions.
When a magus casts an Invoke spell, the invisible spirit appears next to him. He may then instruct it to perform its spell-like power: this takes an extra round (or two if he has the Slow Caster Flaw).
The spirit will cast one spell, then depart until next summoned. The spirit uses its own (Might + aura modifiers) as its Casting Score and divides by 2 to determine Casting Total. If the magus summoned the spirit in advance, it still takes time to instruct it to perform, and the spirit’s Casting Score is adjusted by the aura when it evokes the final effect.
Spirit’s Casting Score = Spirit’s Might + Aura Modifier
Casting Total = Casting Score/2 (Round Up) (No Die Roll)
Penetration Total = Spirit’s Casting Total – Spell Level
Note that no die roll is needed for the spirit — it just performs the spell as instructed.
Invoke the Pact of (Daimon)
ReVi Gen
R: Arcane, D: Mom, T: Ind, Mystery Ritual
The base level is the Might of the Daimon, but should be increased in order to summon the Daimon.
This spell represents the formation of a pact with a powerful named Daimon. The Ritual nature of the spell conveys part of the vis spent as a gift to the Daimon. Daimons are difficult to summon, but with this spell a maga can call the Daimon repeatedly until it hears her call and sends an Aspect of itself to answer her. This does not command the Daimon, but most will perform a specific service when summoned. (See Appendix E: Mysterious Beings for examples of Daimon spirits and typical services.) Many Daimons will perform unusual services, beyond simple spellcasting, and often beyond the limits of Hermetic magic. Most will at least listen to the maga, and consider bargaining for further services.
The part of the Daimon that a maga sees before her when she creates such a pact is not the whole of such a powerful spirit, but just a part, or Aspect, sent to answer her call. A maga cannot bind an Aspect — it will just fade away, discarded by the parent spirit; she can only bind the Daimon itself if she can find the core spirit in the realm where it resides.
A maga may (should!) invent the Ritual at a level greater than the Daimon’s Might. When she casts the ritual, she must overcome the Daimon’s Magic Resistance for it to hear her call. If she succeeds, she accumulates points equal to (spell level – Daimon Might).
| Daimon Summoning Points | Spell Level – Daimon’s Might |
When the maga has accumulated points equal to its Might, the spirit sends an Aspect to answer her call. A maga can re-invent a spell to summon the same Daimon, with a higher spell level (and a similar spell bonus to invent the new spell). A spell of twice the Daimon’s Might can summon the Daimon in one casting, if the maga can overcome Magic Resistance.
Summoning Success: Accumulated Summoning Points = Daimon’s Might
Hermetic Synthemata
A magus initiated into Hermetic Synthemata may invent the following spells.
Synthemata of (X)
MuVi Gen
R: Per, D: Mom, T: Ind, Mystery
The spell is unique to one named being, and the spell level must equal or exceed its Might. The synthemata spell affects the caster so that the caster adds the synthemata level to the Penetration Total of any spell cast (or begun) immediately after the synthemata spell.
(Base named being’s Might)
Momentary Duration works for a spell cast immediately after the synthemata spell, but magi often research a spell with extended Duration, allowing a delayed or multiple casting.
The Lasting Synthemata of (X)
MuVi Gen
R: Per, D: Diameter, T: Ind, Mystery
The spell is unique to one named being, and the (spell level – 5) must equal or exceed its Might. The synthemata spell affects the caster so that the caster adds the synthemata (level – 5) to the Penetration Total of any spell cast (or begun) after the synthemata, until the end of the synthemata spell.
Diameter duration synthemata are especially popular, as the synthemata can be used several times without concentration. In addition, while the synthemata spell is in effect, the being is aware of the spell and its threat, and usually very much inclined to negotiate if the caster allows it to.
(Base named being’s Magic Resistance, +1 Diameter)
Synthemata Magia
A magus initiated into Synthemata Magia may invent the following spell.
The Hedge Lord’s Synthemata of (X)
MuVi Gen
R: Per, D: Diam, T: Ind
The spell adds its (level–5) to the caster’s Casting Score against the named being for two minutes.
(Unique guideline, +1 Diam)
