Modern Magick Styles

By Mike Monaco (as yet incomplete)

New Skills:

Alchemy (M/VH): Not a new skill, but revised. Alchemists had many projects besides the well-known quest for the Philosopher's Stone. Five main "experiments" can be attempted by alchemists. For each, a roll is made against alchemy skill. Materials cost and required time is listed for each experiment. The following is a list of Alchemical experiments:

Alkahest or universal solvent (can dissolve all substances). d6 weeks and $100 per ounce to be manufactured. Alkahest is the strongest acid imaginable, for it will dissolve anything. This makes it tricky to contain! A glass container will hold for d6 days, a metal or clay container for d6 hours, and any organic material for just d6 turns. Alkahest is useful in other experiments (will grant +1 to attempts at Philosopher's Stone and Palingenesis), but sells for $250+ per ounce on the black market. Alkahest will dissolve about one pound of anything per ounce. A strong chest may be opened with 1-2 ounces. If it comes in contact with flesh, it will do d6 hits per turn until either it depleted itself (2d6 turns) or is washed off (at least one gallon of water per ounce of Alkahest).

Elixir of Life or universal medicine. It takes d6 days and d6 times $100 in materials to perform this experiment. It is a difficult experiment (-8 to skill, or -2 if the alchemist has successfully made Philosopher's Stone). The Elixir of Life will cure any disease (patient gets +10 to HT rolls to recover).

Palingenesis or reincarnating animals and plants from their ashes. This experiment is at -5 for plants and -10 for animals (including humans). It takes 2d6 days and 2d6 times $100 in materials to attempt. The ashes are consumed in the experiment, so the alchemist gets only one try! Reincarnated animals will retain the memories and statistics they had in life.

Homunculi or creating tiny men. d6 weeks and d6 times $50 in expenditures are required for this experiment. The Alchemist rolls vs. Skill at -3, and if successful he can create a tiny (1" tall) human. It will grow to about 6" over the course of a year, and learn to speak after just one month. The Homunculus will have ST 1, DX 13, IQ 10, and HT 13/1. Move is 1, but Dodge is 11. Homunculi could be used as spies, but are too small and weak to be useful as servants. They can be kept in a jar indefinitely, if it has an opening, as they seem to get sustenance from the air.

Philosopher's Stone which will transmute base metals into gold. Allows Alchemist to create Skill times $100 worth of gold or silver. This experiment is at -10 to Skill (very few alchemists pull it off). It takes d6 days to perform, and costs 2d6 times $100 for materials. After successfully performing this experiment, the alchemist need only expend time, and not money, to repeat the experiment. An alchemist who is successful at this experiment will need to keep his work a secret, or he will find himself the target of kidnapping attempts, robbery, etc. at the hands of the public and possibly threatened by other mages.

These experiments cannot improved except by improving the Alchemy skill. GMs and players are free to come up with other experiments, but none should exceed these in power. See Steffan O'Sullivan's historical elixirs and talismans for other uses of the Alchemy skill.

Theology (Demonology) (M/H): This skill represents an understanding and knowledge of the lower powers. The names, ranks, and spheres of influence of demons and devils are covered by this skill. A successful roll would allow a character to recognize a demon by name, or to identify an appropriate demon to invoke for a specific activity or effect. Note that actually getting the demon to assist the character would require the proper rituals and/or pacts. Use Theology (Christian, Judaism, or Islam) for similar information concerning Angels.

Divination (M/H)

Language (Secret Code) (M/A): Alchemists wrote in a secret code which in game terms represents a language. Any two alchemists will have different codes, but the subject matter and operations described don't vary too much. To read someone else's notebook, roll a Contest of Language (Secret Code). If the reader wins, he will get a basic understanding of the contents of the notes. A critical success indicates that that the code has been "broken" and the reader may now read any manuscript in the code without a contest. Reading the notes from a successful experiment will give an alchemist a +1 at his own attempts at the experiment.

Lucid Dreaming (M/E):

Magical Diagrams (M/H): This skill is used to draw circles, seals, sigils, and other diagrams used in magic rituals. Drawing an appropriate diagram gives the ritual a better chance of succeeding. In Voodoo, this skill is called Vever Drawing. Many styles utilize magical diagrams.

Note on Learning Skills: One method of gaining skills which mages have at their disposal is through conversing with spirits. Angels and Demons in particular are summoned for this purpose. The mage need only summon the spirit, control it, and spend the points on the relevant skill. The Bestiary details which spirits can teach which skills.

Magic Styles:

Although a character may learn the secrets of magic in independent study, it is much more likely that a mage will gain initiation by following a particular style. The major styles of magic practiced in Europe are given below. Other styles are possible, at the GM's discretion. The GM should design them with historical precedent and game balance in mind. The new rituals included in this section should make almost any magical effect possible, particularly if spirits are invoked to accomplish them. Other magical effects could be treated as powers of initiation or accomplished by a combination of illusion, suggestion, and existing rituals. Of course, additional rituals can always be added.

Primary Skills are the skills a mage must spend at least 2 points on to be considered a practitioner of a style. Secondary Skills must have at least one point spent on them. Optional Skills may be bought or ignored as desired. Level One Initiation is also included in the cost of a style. Paths indicates which paths may be learned in the study of this style. One point is spent on each path, included in the cost of the style. Paths not listed may still be used from default. The styles are provided mainly as an aid to Players who wish to create a magic-user with an authentic, historical feel. The only benefit characters derive from styles is that a stylist with the appropriate trappings will gain a +1 bonus to any ritual.

HISTORICAL STYLES

The following styles all have some historical precedent, and were seriously practiced. Most stem from mystical traditions and retain some trappings of spirituality and religion. However, the practice of magic is eschewed by authentic mystics who seek spiritual advancement, and those who use magic regularly have given up on all aspirations but worldly ones.

Alchemistry (12 pts.)

Alchemists have existed in practically all times and cultures. In Renaissance Europe, alchemists strove to create the Philosopher's Stone. This fabled substance was said to transmute metals (the principle object being to make gold from base metals), grant perfect health, and confer eternal life. Although very few alchemists claimed success in making the Philosopher's Stone, their constant experimentation and occult theorizing led to advances in chemistry. Alchemists who could not find patrons to finance their work often sold elixirs and potions on the side.

Alchemists had no formal organizations, although friends may gather in someone's lab or a coffee shop to discuss their work. Most alchemists are extremely secretive, however, working at night and keeping all records in secret codes.

It should be noted that historically, alchemists who were not charlatans have tended to be religious mystics, and the psychologist C. Jung and others have suggested that the alchemical treatises really describe mystical practices and not magic. That is, the transmutation aimed at was not of metals but of the mind. It is certainly true that many alchemical treatises emphasize the importance of the alchemist's virtue and asceticism.

Primary Skills: Alchemy, Language (Secret Code)

Secondary Skills: Chemistry/TL3 or 4, Metallurgy/TL3 or 4, Theology (Mysticism)

Optional Skills: Herbalism, Poisons

Paths: None

Recommended Skills, Advantages, and Disadvantages: Patron, Obsession, Reputation

Required Skills, Advantages, and Disadvantages: None

Trappings: Laboratory, including small furnace, glass jars and tubes, and various chemicals.

Cabalism (26 pts.)

Cabalism is a form of Jewish mysticism centered around sacred books which provide a "code" for interpreting the Bible. Some writers have compared Cabalism with yoga, as the main goal is spiritual advancement, but enough legends of the Cabalists' magical powers were circulating by the Middle Ages that the Kabbalah became a cornerstone of Christian occultism as well.

The Kabbalah, or "received knowledge," describes how the visible world from emanations of the Supreme Being. This process is diagrammed in the "Tree of Life," which shows the relationships among the sephirot or "fruit." The highest sephirot is the godhead; the lowest is the material world. Some interpretations associate the intermediate sephirot with planets, angels, demons, and parts of the human soul, because the Tree represents both the structure of the universe (the macrocosm) and the stages of an initiate's development (the microcosm). Words of power are associated with various sephirot, and these words grant power. The words God used to create the world are hidden, but other words of power may be revealed to the initiate and ritually used to miracles such as heal, prophesize, or create golems. Cabalists were regarded as powerful wizards by European occultists.

Primary Skills: Ritual Magic (Cabalism), Language (Hebrew), Theology (Judaism)

Secondary Skills: Magical Diagrams (Kabbalah)

Optional Skills: Mathematics, Theology (Demonology)

Paths: Elements, Health, Luck, Nature, Protection, Spirits, Visions

Recommended Skills, Advantages, and Disadvantages:

Required Skills, Advantages, and Disadvantages: None

Trappings: Lots of paper and ink for calculations, diagrams and tables and possibly books.

Chaos Magick ( pts.)

Chaos magic is one of the youngest styles of magic. There is no single doctrine and no established order to the lodges. Self-initiation is common and many chaos mages work alone.

Primary Skills:

Secondary Skills:

Optional Skills:

Paths:

Recommended Skills, Advantages, and Disadvantages:

Required Skills, Advantages, and Disadvantages:

Trappings:

Clergy (20 pts.)

Christian priests have a number of rituals at their disposal which are similar to magical rituals. Since priests deal with the supernatural, and angels and demons are active in the world, Clerical Investment includes Level One Initiation. Thus, the total cost is 10 pts. for Clerical Investment.

A magically active priest who routinely performs exorcisms and the like in addition to his normal duties should be made according to the following style.

Primary Skills: Theology (Christian), Language (Latin), Etiquette (Church)

Secondary Skills: Bard (Public Speaking), Ritual Magic (Christian)

Optional Skills: Theology (Demonology), Psychology

Paths: Sacraments

Recommended Skills, Advantages, and Disadvantages: Dependent NPCs (possibly from congregation), Fanaticism, Intolerance, Vows, Sense of Duty,

Required Skills, Advantages, and Disadvantages: Clerical Investment

Trappings: Holy water, communion wafers, chalice, wine, candles, incense.

Folk Magic (21 pts.)

This is the most common form of magic in the rural communities of Europe. Folk magic is passed on from generation to generation, combining simple prayers and superstitious practices of forgotten origins. It is usually a combination of simple magic rituals and herb lore, along with divination. Organized practicers of Folk Magic may retain some Pagan beliefs and are referred to as Wiccans. The fairies are invoked much more commonly than other spirits in this style, although they are not actually summoned.

Primary Skills: Ritual Magic (Folk Magic), Theology (Christian or Pagan)

Secondary Skills: Herbalism, Divination

Optional Skills: Occultism, Physician/TL4

Paths: Dreams, Health, Luck, Nature, Passions, Visions

Recommended Skills, Advantages, and Disadvantages: Sleight of Hand, Reputation, Social Stigma

Required Skills, Advantages, and Disadvantages:

Trappings: Collection of herbs and stones.

Gypsy (27 pts.)

The origin of the Gypsies is shrouded in mystery. The word "gypsy" is thought to be short for Egyptian, but their language, Romany, is closely related to Sanskrit, so their is speculation that they originated in India. Wherever they are from, today the Gypsies can be found almost anywhere in the World, in spite of efforts to assimilate them into dominant cultures and the Nazi's program of genocide. They live as nomads, traveling from town to town to make their living.

The Gypsies are the object of both fear and fascination among outsiders. They often accused of cheating and stealing -- charges which are often true. But they are also valued as fortune-tellers and mystics. The Gypsies call themselves the Rom, and their religion is a mysterious combination of Christian folklore and hygienic regulations that seem to stem from Hinduism. The typical Gypsy mage will have some occult knowledge, but this knowledge may not be dispensed to "gadje" or non-Gypsies. Instead, the gadje who come to them are more likely to be swindled and deceived, unless they prove themselves both honorable and trustworthy to the Gypsies.

Primary Skills: Ritual Magic (Rom), Theology (Rom)

Secondary Skills: Divination, Language (Romany), Sleight of Hand

Optional Skills: Occultism, Pickpocket, Stealth

Paths: Dreams, Glamoury, Health, Journeys, Luck, Passions, Protection, Visions

Recommended Skills, Advantages, and Disadvantages: Reputation, Social Stigma (Gypsy)

Required Skills, Advantages, and Disadvantages: None

Trappings: Crystal Ball or Tarot deck, flamboyant clothing & jewelry


Hermeticism /Goetia (31 pts.)

In the Renaissance, magic gained a certain degree of respectability among the highly educated. The most respectable form of magic practice was ceremonial magic, which was not tied to any particular religion or culture. Hermeticism represents the "white" form of this magic, practiced mainly for spiritual advancement and the attainment of knowledge. Goetia is the "black" form, practiced for the sake of satisfying greed, lust, and revenge.

Hermetic mages will summon mainly angels and elementals, and only as a last resort. Goetic mages, in contrast, will summon demons and ghosts whenever they can, and some even enter pacts with the Devil, although they usually convince themselves that they can get out of the pact in the end.

Primary Skills: Ritual Magic (Hermeticism or Goetia), Magical Diagrams

Secondary Skills: Language (Latin, Greek, or Hebrew), Theology (Christian or Demonology)

Optional Skills: Any Language, any Craft skill

Paths: Dead, Dreams, Elements, Glamoury, Luck, Passions, Protection, Spirits, Visions

Recommended Skills, Advantages, and Disadvantages: Patron

Required Skills, Advantages, and Disadvantages:

Trappings: (Hermeticism) Candles, insolence, parchment. (Goetia) Black candles, foul insolence, blood.

Lamaism ( pts.)

This style originated in Tibet. Tibetan religion is a combination of Buddhism and the older shamanic polytheism native to Tibet. Tibetan lamas have captured the imagination of Western occultists, who believe that the secret masters of history live in hidden cities of the Himalayas. The monasteries of Tibet are usually located in high, inaccessible places, and the monks there live communally. They practice asceticism, as well as meditation and chanting. These practices are aimed primarily at spiritual advancement, to break the chains of karma and the cycle of rebirth. However, many astonishing powers may also be gained through their practices. Most famous of these are the ability to withstand the freezing winds of the mountains wearing nothing but a wet sheet, the ability to walk or run tirelessly for hours, and the ability to materialize "thought forms." The monks also perform healings and exorcisms, for the Tibetan religion holds that a multitude of demons share our world.

Primary Skills:

Secondary Skills:

Optional Skills:

Paths:

Recommended Skills, Advantages, and Disadvantages:

Required Skills, Advantages, and Disadvantages:

Trappings:

Masonic Ritualism ( pts.)

Freemasonry is shrouded in secrecy, and has many strange levels of initiation. The rituals of the Freemasons are guarded secrets but it is clear from their political power that magic is afoot. This style represents the magic a Masonic lodge might have access to. Some Masonic orders are mere dabblers who dress in funny clothes, but others are formidable mages.

Primary Skills:

Secondary Skills:

Optional Skills:

Paths:

Recommended Skills, Advantages, and Disadvantages:

Required Skills, Advantages, and Disadvantages:

Trappings:

Necromancy (21 pts./26 pts.)

Necromancy is a generic term for divination by means of the dead. However, here it refers to a specific style of magic which flourished in the early Renaissance and survived to the present day. A Necromancer is an active or defrocked priest (15 pts. for defrocked priests, 20 for active priests, who are paying 5 pts. for Clerical Investment) who uses rituals other than the Sacraments of the Church. These can range from the beneficial (Succor) to the downright malevolent (Summoning Demons).

Since the Sacraments are a kind of ritual, it is sometimes tempting for a clergyman to meddle in other kinds of rituals. This must be done covertly, and there is some debate as to whether any organization exists behind the necromancers or if they practice independently.

Primary Skills: Ritual Magic (Necromancy), Latin

Secondary Skills: Theology (Christian), Theology (Demonology), Magical Diagrams

Optional Skills: Languages (Hebrew, Greek)

Paths: Dead, Dreams, Glamoury, Health, Protection, Sacraments, Spirits

Recommended Skills, Advantages, and Disadvantages: Secret, and Greed, Lechery, or Jealousy

Required Skills, Advantages, and Disadvantages: Clerical Investment (see description)

Trappings: Same as clergy.

Powwowing ( pts.)

Dutch and German immigrants to America brought their traditions with them, including a form of folk magic. The settlers saw Native Americans practice divination, curing, and conversing with spirits in their pow-wows and adopted the name for their own practices.

Primary Skills:

Secondary Skills:

Optional Skills:

Paths:

Recommended Skills, Advantages, and Disadvantages:

Required Skills, Advantages, and Disadvantages:

Trappings:

Shamanism ( pts.)

Many so-called primitive cultures have animistic religions, believing that their is a spirit world, existing alongside the natural world but visible only to the spiritually gifted. Those who can contact the spirits are called shamans. While there are many regional variations, there are enough common elements to treat them all as one style for our purposes. The shaman is a social as well as religious office, but player-character shamans could be either in exile from their people because of political strife, or sent on a specific mission by their masters.

Primary Skills:

Secondary Skills:

Optional Skills:

Paths:

Recommended Skills, Advantages, and Disadvantages:

Required Skills, Advantages, and Disadvantages:

Trappings:

Stage Magic ( pts.)

Stage magic has existed at least as long as real magick has, and has always exerted considerable influence. Stage magicians work by deception, but generally admit that they are entertainers. None the less, their tricks are guarded secrets. Stage magicians have organizations but are not Initiated.

Primary Skills: Sleight of Hand, Performance (Magic)

Secondary Skills: Acting, Bard

Optional Skills: Juggling, Disguise, Stealth

Paths: None

Recommended Skills, Advantages, and Disadvantages: Charisma, Appearance, Voice

Required Skills, Advantages, and Disadvantages: None

Trappings: Cards, flamboyant clothes, pretty assistant.

Sufism

Thelemic Magick ( pts.)

This style is the Jute-Koon-Do of magic. JDK was developed by the modern master Bruce Lee; Thelema was developed by the master magus Aleister Crowley. Thelema combines Western Hermeticism, Kabbalah, Goetia, Egyptian mythology, and Eastern Tantra and Yoga to form a formidable style of magick. This style has something of an evil reputation, since Crowley was known in his lifetime as "the wickedest man in the world" and accused of everything from fraud to human sacrifice. The basic doctrine of the style is "Do what thou wilt" with its corollary "Love is the law; love under will." Magick is seen as both a calling with inherent worth and as the means to the individual's ultimate goal or "true will." Harsh self-discipline and decadent sexual excess, along with liberal use of drugs, are common elements of this style.

Primary Skills: Theology (Thelema), Ritual Magic (Thelema)

Secondary Skills:

Optional Skills:

Paths:

Recommended Skills, Advantages, and Disadvantages:

Required Skills, Advantages, and Disadvantages:

Trappings:

Voodoun/Santeria/Ocha ( pts.)

All Yoruba-derived styles share certain features, reflected by this general style. Specifics of ritual may vary (Santeria, for example, emphasizes ritual baths), as do the names used for the spirits.

Primary Skills:

Secondary Skills:

Optional Skills:

Paths:

Recommended Skills, Advantages, and Disadvantages:

Required Skills, Advantages, and Disadvantages:

Trappings:

Wicca/Neo-Paganism/Astartru ( pts.)

Primary Skills:

Secondary Skills:

Optional Skills:

Paths:

Recommended Skills, Advantages, and Disadvantages:

Required Skills, Advantages, and Disadvantages:

Trappings:

Yoga ( pts.)

Primary Skills:

Secondary Skills:

Optional Skills:

Paths:

Recommended Skills, Advantages, and Disadvantages:

Required Skills, Advantages, and Disadvantages:

Trappings:



CINEMATIC STYLES

These styles have no historical precedents, outside of the imaginations of witch-hunters and ignorant superstition. However, they make interesting characters (more likely, villains) and demonstrate how "flashier" magic can be handled under this system.

Sorcery (36 pts.)

Sorcery is the flamboyant use of magical powers gained through various rituals. Sorcerers specialize in binding demons and elementals to items such as wands, gems, statues, weapons, etc. They are not above entering Pacts, but more typically attempt to control demons and other spirits. The fantasy sorcerer has access to nearly every path, and is formidable indeed.

Primary Skills: Ritual Magic (Sorcery), Magical Diagrams

Secondary Skills: Theology, Demonology, Occultism

Optional Skills: Poisons, Alchemy, Herbalism, Slight of Hand

Paths: Dead, Dreams, Elements, Glamoury, Health, Journeys, Luck, Nature, Passions, Protection, Spirits, Visions

Recommended Skills, Advantages, and Disadvantages: Wealth, Reputation.

Required Skills, Advantages, and Disadvantages:

Trappings: Wands, amulets, gems.

Witchcraft (27 pts. + Pact)

Witchcraft is a form of Devil-worship which grants the practitioner magical powers. This most often involves attending Sabbats or Black Masses and signing a pact with the Devil. Sabbats are feast/orgies which are attended by means of the Shared Dream ritual. After the festivities, new witches are inducted and punishments and rewards are administered for services rendered to the Devil. The details of the Sabbat are left to the GM's imagination, but various forms of sacrilege, child sacrifice, and other unspeakable crimes are committed.

Most witches will enter into formal pacts with Devil. The terms always include worship and the performance of services such as murdering children and disrupting marriages. Witches may act independently or under close supervision by a coven. All witches will be called to the Sabbat from time to time.

Modern Wiccans may find this description of witchcraft offensive, but it is based on the popular beliefs of the time about witches. An authentic Wiccan character should use the historical Folk Magic style above.

Primary Skills: Ritual Magic (Witchcraft), Poisons, Theology (Satanism)

Secondary Skills: Herbalism, Stealth

Optional Skills: Dancing

Paths: Dead, Dreams, Elements, Glamoury, Health, Luck, Nature, Passions, Visions

Recommended Skills, Advantages, and Disadvantages: Secret (Life-Threatening: Witch)

Required Skills, Advantages, and Disadvantages:

Trappings: Cauldron, various plant and animal parts








Powers of Initiation:

Level One (5):

*Pact (varies) = Spirit ally, offset by a Duty. The benefits granted by the ally should be clearly described. For example, most Pacts with the Devil do not compel the Devil to provide the full range of aid he is capable of, but bestow certain definite powers (such as assuming the appearance of an animal) or benefits (health, wealth, longevity, knowledge, magical powers, etc.). Some examples are given below, but others are possible.

Pact: Lycanthrope.

Benefits: Devil provides +2 to Stealth, Brawling, and Running, +3 to ST. (44 pts)

Hazardous Duty: Kill children for the Devil. Quite often, -20 pts. Total Cost: 24 pts.

Pact: Worldly Success

Benefits: Double normal income. (10 pts.)

Duty: Gain converts to the Devil, Fairly often. -5 pts. Total cost: 5 pts.

Pact: Love

Benefits: Irresistible to the Opposite Sex (treat as Pheromone Spray) (xx Pts.)

Duty: Gain converts to the Devil, Fairly often. -5 pts. Total Cost: pts.

Autotrance (5)

Visualization (10)

Level Two (15):

Channeling (10)

Mystic Symbol (10/level)

Spirit Advisor (var.)

Level Three (40):

*Familiar (var.): See GURPS Bestiary. Fatigue is still provided, but it is not as significant to ritual magic. GM may require that all familiars be Demonic!

Metabolism Control (5/level)

Spirit Ally (var.)

Level Four (70):

Extra Fatigue (3/level)

Spirit Ally Group (var.)

Spirit Warrior (var.)

*Lycanthrope (var.): Points cost depend on forms which can be assumed. Transformation time also factors in. Form: innocuous animal (hare, cat, bird)=20; dangerous animal (wolf, bear)=30. Any animal from size of bird to bear=50. 5 sec. transformation time=listed cost. Instant transformation=x2 cost. 15 sec+ to transform=1/2 cost.

Level Five (100):

Faith Healing (30)

Spirit Form (100)

Level Six (130):

Unaging (15)

Level Seven (200)

Level Eight (250)

Level Nine (350)

Level Ten (450)