So, I was recently overanalyzing "The Mysteries," in an attempt to come up with guidelines for the creation of new mysteries, just in case someone was silly enough to ask. (Yeah, I do lots of weird things.) I find that most of the Mysteries are remarkably compatible with Hermetic Magic -- which is as it should be. In fact, I've found the bonuses fall into several broad categories: Casting and Lab Bonuses (Vulgar and Philosophic Alchemy, Imaginatio Magica, other "counts as an affinity" virtues) Vis replacements and sources (Philosophic Mercury, Hermetic Inception, Alchemical amulets, etc.) New ranges, durations, and targets. (Hermetic Astrology, Oneiromancy) New Lab projects (Elixir, Automata, Periapts, Inscription, Parhedros) With the exception of new lab projects, all of these complement and build upon, rather than replace or contradict, Bonisagus' great theory, to slip in character for a moment. And lab projects are generic enough that guidelines for new ones more or less fit right in anyways. And then there's Theurgy. Hermetic Theurgy flies in the face of standard Hermetic Theory by placing an extreme amount of attention on Vim and Creo to the exclusion of other forms, but that's okay -- at least it's still Hermetic Magic. The real mystery (hehe) is Ars Notoria. It's entirely outside Hermetic Magic -- its description even says it can be learned as a type of Hedge Magic. Since I know the authors read this board, (and I'm frightened of the Berklist...) I wanted to ask them: Were you inspired to write Theurgy first, then the other Mysteries to fill out the book, or did you get the other three mysteries off first, then tacked on Theurgy at the last minute, or am I really overanalyzing the situation? What's the story here? And finally, as an attempt to shove Ars Notoria into the Hermetic framework, I offer this rules modification: Roll for success as normal, but instead of adding Theurgy to any rolls in pursuit of your goal, you add 2*(the magnitude of a relative form) to the roll. (Using Arts as Abilities, you'd just add your Ability score for that form to the roll). To follow the example in the book, our magus facing the clan champion can choose to add an appropriate form to a roll four times, decided at the moment of the roll. So if the duel starts out with swords, he can add Terram to his hit and/or damage roll to represent earth spirits balancing or sharpening his blade. If it then devolves to a wrestling match, he can add Corpus to his wrestling roll to make himself stronger, or Terram (again) to "encourage" his opponent to lose his footing. In any contest, he could probably add Imaginem to some rolls to insure that a certain amount of glare continued to blind his opponent. The ad hoc in character explanation hinges on "rational play." A player is likely to pick whichever form he has the highest score in, and try and stretch the situation to allow his favored form to apply. This leads to an IC excuse: Developing your Form score makes you "attractive" to airy spirits of the appropriate type -- Flambeau magi tend to have a few otherwise unnoticed fire spirits cavorting in their "aura" -- and when you make the Ars Notoria call, it is these spirits who are likely to help you first, and the greater their quantity/quality, the more they can do to help you at any one time. You're still limited to your Theurgy roll for the *number* of times they help you though (in the book's example, 4 times). (Sanity check: If a player is smart enough to ask why he can't use these cavorting spirits for other purposes, the problem is that they're individually gnat sized...you really need Ars Notoria to convince them to coordinate their efforts in a way that's beneficial to you.)
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