Melchusian Magic
Alternate Basis for Convocations in Magic
Written By: Brian Malcolm
Publication: Harnline on DB 1989-03-05
Introduction
Here is a set of six convocations designed for those who wish to have
a more "medieval" feeling magic system. These are not new magic rules,
simply a reorganizing of the elemental principals of pvaric
philosophy. Thus, all rules regarding magic found in the Shek-P'var
article in Harnmaster apply (things such as apprenticeships, times and
success chances to learn spells, etc.), the names and outlooks of the
convocations are all that differ. This convocation system could be
used to represent the magic of a renegade organization of magicians, a
foreign philosophy toward magic (everything seems so darned backwards
in Dirmoa), or this can simply be an alternative philosophical outlook
towards the nature of reality.
Melchusian Magic (named after its founder, the semi-mythical Sorcerer
Melchius Aelorian, who probably lived on Melderyn somewhere around 850
BT) is founded on the idea that the elements are not only physical
manifestations, but also spiritual concepts; just as every object is
made up, in varying degrees, of each of the six elemental principals,
so to is every thought or spiritual entity made up the six "spiritual"
elements. Magic, being mainly an esoteric or spiritual phenomenon,
corresponds much more closely to the spiritual divisions of the
elements in Melchusian Magic. For ease of comprehension, the elements
are referred to by "physical" names, but this should be not be taken
to be a necessary reference to "physical" fact. Water is a concrete,
observable thing in the world, but water in Melchusian philosophy
refers to the concept sub-conscious; that part within each of us that
is not rational, or emotions, which can be calm or stormy. From
beneath this water comes our thoughts, drives, loves, hates and other
emotions. In Melchusian philosophy, by understanding the motion and
influence of water, one will understand the sub-conscious.
The six convocations of Melchusian philosophy are: SORCERY (Water,
dealing with emotions and influence), ILLUSION (Air, dealing with the
realms of the senses), WHITE MAGIC (Light/Life, dealing with healing
and knowledge, generally with the improvement of the whole being),
THAUMATURGY (Fire, dealing with improvements of the physical realm,
the magic of civilization), WITCHCRAFT (Earth, dealing with the realms
of nature), and NECROMANCY (Darkness/Death, dealing with fear and
those things beyond the physical realm). The order given is the
associations between the convocations. Thus, if SORCERY is considered
the primary convocation, then ILLUSION and NECROMANCY are secondary
convocations, WHITE MAGIC and WITCHCRAFT are tertiary convocations,
and THAUMATURY is the diametric convocation. Many rationales are
possible for the arrangements of these convocations, as the principles
are not as "cut and dry" as simple earth, air, fire and water. Here
is one popular one: Our emotions and drives (Sorcery) give rise to how
we interpret our senses (Illusion), which ultimately determines how
our intellect and being react to the world (White Magic). It is our
Intellect which gives rise to Civilization (Thaumaturgy), which is
based upon the subduing of the physical realm (Witchcraft). Existing
within the world, are spirits and fears (Necromancy) with are alien to
man and which are capable of causing insanity, anger, and other
emotions (back to sorcery). This is not the only explanation of the
Melchusian wheel, as its followers believe it is a mirroring of
reality, and so examples can be found everywhere.
What follows is a short description of each convocation, the planets,
plants and animals associated with that convocation, and sample
spells.
Sorcery
Sorcery is the magic of enchanting persons, of seduction, of deceiving
someone else's mind that your will is theirs. Its element is water,
its planet is Epeon, the evening/morning star. Its sunsigns are
Angberelius, Nadai, and Hirin. The primary colors of sorcery are blue
and green, especially sea green. The primary metals are quicksilver,
or alloys such as electrum, speculum, bronze and brass. Precious
stones associated with sorcery include multi-hued agates and opals,
bluish or greenish diamonds. Plants associated with sorcery include
most grasses, herb mercury, marjoram, parsley, cinquefoil, hazelwood,
cloves, alanal, elpreqiuir. Animals generally considered sorcerous
are foxes, harts, hares, snakes, most fish, blackbirds, ravens, and
crows.
Example Spell:
BEGUILE (THE VOICE OF LOTHRIM) [Sorcery/VII]
This is perhaps one of the most powerful magicks known. The caster
radiates an emotional and mental wave of fellow-feeling to all
creatures with any intelligence. The effect is to cause all such
creatures within a SI yard radius of the caster to be virtually
charmed by the caster and beguiled into regarding him or her as their
leader, comrade, friend, and/or mentor. There is no resistance versus
this effect. The beguiled creatures will love and respect the
caster. They will trustingly listen and obey insofar as communication
is possible, and the instruction seems plausible and does not
outwardly consign the beguiled to needless injury or destruction or go
against their nature or alignment.
Bonus Effects:
ML81+ The caster may send beguiled creatures out of his zone of
control, and they will remain under his control so long as they miss a
resistance roll of 4/2 times their willpower.
FATIGUE: 40-index
TIME: 90-index seconds
RANGE: SI yards
DURATION: ML minutes
Sorcery Spells from HarnMaster:
Syncope of Shalor, Ordeal of Frida, Jerila's Zone, Spirit Block,
& Toval's Rest.
Illusion
Illusion is the magic of the senses, especial of controlling and
deceiving the senses. It also includes spells of insubstantiality,
and of controlling the air. It's element is air, and its planet is
Kenor, the ruler of the sky. The sunsigns of illusion are Nadai,
Hirin, and Tarael. The primary colors of illusion are blue, purple,
and especially the rainbow. The primary metals are tin and pyrite
(fool's gold). Precious stones associated with illusion are
sapphires, amethyst, multi-hued opals, sardonyx, lapis lazuli,
aquamarine, blue quartz, zircons, garnets. Plants associated with
illusion are basil, mace, violets, holly, hazel trees, cloves,
fletharane. Animals associated with illusion include cuckoos, and
birds in general, owls, chickens, elephants, stags, kings of the
herd.
Example Spell:
INVISIBILITY [Illusion/III]
This spell makes the caster disappear from sight. The caster remains
corporal, but simply cannot be seen. With the basic spell non-living
items are not turned invisible, so the caster must disrobe to be
totally undetectable! An invisible person cannot be attacked unless
they are detected in some way. The sensitivity talent will allow the
user to detect an invisible creature, as will the medium talent.
Certain spells might also be devised to achieve the same effect.
Otherwise, if an observer has some reason to believe that an invisible
person is near, then a roll versus half his awareness is made. If the
observer achieves an equal or greater success level as the spell, then
he has detected the general vicinity of the caster. This method of
detection allows attack, but treats any dodge attempts by the caster
as having one higher level of success than actually achieved. This
spell is dispelled if the caster initiates any hostile actions against
another creature.
Bonus Effects:
ML31+ This spell can be cast on other creatures or beings with
an Aura. Touch is required.
ML41+ Touch is no longer required. Range = SIx5 yards.
ML51+ Inanimate objects may be rendered invisible. Touch is
required.
ML66+ A number of creatures equal to the caster's index may be
made invisible, so long as they are within, and remain within, an
index foot radius of the caster.
ML71+ A number of objects equal to half the caster's index may
be made invisible. These all must be touched, so must be within a
reasonable distance of one another.
ML81+ The caster can initiate hostilities without
becomingvisible by making another success roll versus the spell. MF or
CF cancels the spell.
ML96+ The caster can make any number of creatures or objects
within a SI foot radius become invisible. The caster men- tally
specifies which creatures/objects are rendered invisible, so a guise
of reality might be maintained. The range is ML feet.
FATIGUE: 16-index
TIME: 15-index seconds
RANGE: Variable
DURATION: SI/ML (MS/CS) minutes
Illusion Spells from HarnMaster:
Crimson Rune, Lens of Ikara, Globe of Setath, Prism of Gethan,
Mikaad's Ward.
White Magic
White magic (also known as wizardry) is the magic of knowledge, of
enhancement, and healing. Its element is light, that which
illuminates. Its planet is Nolomar, the Sun. Its sunsigns are
Ulandis, Arialius, and Feniri. The primary colors of White magic are
gold and -- white. The primary metals of white magic are gold and
silver, especially white gold or platinum. Precious stones associated
with white magic include amber, carnelian, pearl, crysolite, jacinth,
diamond, especially white diamond. Plants associated with white magic
are sunflowers, saffron plants, ginger, laurel trees, cinammon, myrrh,
yulpris, kargele, ivy, and any vines which reach toward the sun.
Animals associated with white magic are eagles, hawks, doves, lambs,
roosters, lions, generally any animal which has heightened awareness
or abilities in regards to humans.
Example Spell:
EYESIGHT OF THE SINDARIN [White Magic/II]
This spell allows the caster to clearly see any objects which are
invisible, ethereal, or extra-dimensional. Detection is along a ML
foot path along the caster's line of vision. With CS, the caster may
detect Barasi Points, or "soft gates."
Bonus Effects:
ML41+ This spell may be cast on another wizard. Range is
touch.
ML66+ This spell may be cast on any individual.
FATIGUE: 14-index
TIME: 60-index seconds
RANGE: n/a or touch
White Magic Spells from HarnMaster:
Beacon of Isala, The Golden Eye, Perfection of Sif, Power of Ulmer,
Sight of Eneldir, Violet Eye, Eye of Ultramarine, Galra's Enhancement,
Nurture of Isala, Wisdom of Usela, Beam of Nolar, Regenesis.
Thaumaturgy
Thaumaturgy is the magic of enhancing and altering the material
world. This is the magic of civilization. Its element is fire, that
which both builds and destroys, and alters. Its planet is Alaran, the
red star. Its sunsigns are Arialius, Feniri, and Ahnu. The colors of
thaumaturgy are red and orange, and also to a degree - black. The
primary metals of thaumaturgy are iron, copper, and bronze. Precious
stones associated with thaumaturgy include rubies, carnelians, coral,
fire opals, red spinels, and to a degree bloodstones. Plants
associated with thaumaturgy are radishes, crops of all sorts, garlic,
wolfsbane, onions, tasparth, and thorn bushes in general. Animals
associated with thaumaturgy are horses, oxen, dogs, cattle, and
falcons.
Example Spell:
BALOR'S SPELL OF LOCKING [Thaumaturgy/I]
This spell magically bars a door, gate or valve of wood, metal, or
stone. The magical closure holds the portal fast just as if it were
securely stopped or locked. The door may still be broken down. Note
that a mage whose index with this spell is 3 points higher than the
caster's may open such a door without difficulty.
Bonus Effects:
ML51+ The spell provides some protection against physical
attack. The DF of the door is increased by index points, while the AP
is increased by index/2 points.
ML81+ Damage done to a portal protected by this spell will
regenerate at the rate of one DF point per hour.
FATIGUE: 12-index
TIME: 60-index seconds
RANGE: Touch
DURATION: MS:ML min./CS: Indefinite
Thaumaturgy Spells from HarnMaster:
Breath of Casyl, Finger of Marlas, Metala of Elkal, Anvil of Pytama,
Orb of Zatara, Pyre of Onkh, Sea of Fire, Wall of Shanador, Estai's
Word, Immolation, Tharasin's Ward, Forge of Obras.
Witchcraft
Witchcraft is the magic of nature, of enhancing and controlling
natural forces. It is also the magic of disease, and curses, of
unseen natural influences. Its element is the earth, with its cyclic
nature. Its planet is Yael, the silvery moon. Its sunsigns are Tai,
Skorus, and Masara. The primary colors of witchcraft are those colors
of the night - silver, and black. The primary metal is, of course,
silver. Precious stones associated with witchcraft are crystal, white
pearls, clear quartz, silver marcasite, moonstone, and diamonds.
Plants associated with witchcraft are hyssop, rosemary, nightshade,
and elprequir. Animals associated with witchcraft are cats, swine,
frogs, chameleons, nightingales, and birds which prey on fish.
Example Spell:
THE INFLUENCE OF THELEN [Witchcraft/V]
This spell allows the caster to bring under her or his command
vegetable life forms, communicate with them, and these plants will
obey instructions to the best of their ability. The spell will
influence vegetation in a 3xML square foot area. While the spell does
not endow the vegetation with new abilities, it does allow the caster
to command the plants to use whatever they have in order to fulfill
his or her instructions (vines entwine, trees entangle, etc.).
Bonus Effects:
ML71+ The natural inhabitants of the area of vegetation
affected may (with CS) also be affected by the spell. This includes
natural inhabitants, such as squirrels, birds, rabbits, etc. They will
be affected so long as their willpower is less than the caster's
index. These creatures will also obey the caster's commands, so long
as they are within the confines of the spell's area of effect.
ML96+ The vegetation within the area is given a slight amount
of animation; thus in an area effect by this spell the trees might
move; trails might disappear or open up, vines are more vicious, trees
might actually grab a person, etc. The vegetation's power is greatest
at night, and especially nights of the full moon.
FATIGUE: 20-index
TIME: 1 night (on full moon)
RANGE: Touch
DURATION: Indef./Perm. (MS/CS)
Witchcraft Spells from HarnMaster:
Azure Hand, Caress of Pelena, Putrid Hand, Verdant Hand, Breathof
Dhivu, Mouth of Lathal, Sirik's Cant, Mankor's Curse.
Necromancy
Necromancy (also known as black magic) is the magic of controlling
forces unseen. While witchcraft deals with controlling natural
forces, necromancy deals with unnatural forces, the summoning of
supernatural beings, and of supernatural occurrences, such as voodoo.
While sorcery deals with the coercion of spirits, necromancy deals
with control, and binding. Its element is darkness, and death. Its
planet is Mergus, the sable eye, the planet of ill omen. The primary
color of necromancy is black. The primary metal of necromancy is
lead, or meteorite steel. Precious stones associated with black magic
are obsidian, black pearls, onyx, black sapphires, jet, and hermatite.
Plants as- sociated with necromancy are the mandrake, opium, cypress
trees, mushrooms (especially toadstools), belladonna, nightshade,
Black Hellebore Root, and Gaethipa. Animals associated with
necromancy are beetles, scorpions, ants, rats, moles, cats, bats,
toads, snakes, eels and dragons.
Example Spell:
CURSE (Major) [Necromancy/VII]
This is a more potent version of the minor curse spell - The same
basic restrictions apply: the victim must be able to hear the curse,
and if the caster does not have something which used to be possessed
by the victim, reduce EML by 20. With this spell the caster can call
down some major doom upon the victim. An example of what could be
achieved with MS is "You shall always have bad luck whenever you are
near horses" while with CS the caster might be able to say "You shall
never find happiness, and shall be betrayed by one you love." Curses
are difficult to define; a curse is generally an attempt to call down
bad luck or doom upon the victim. While a curse might be very specific
("Your life shall be ruined by the first dwarf you shall meet") the
curse can never directly kill. For instance, the curse "You shall
never find happiness and in the end shall be betrayed by one you love"
could not be phrased as "...in the end you shall be killed by one you
love." It might be that the victim is killed by one he or she loves,
but that depends on the circumstances, not on the curse. Note there
are ways around this. To say "You shall live in despair, until in the
end, you take your own life" is not allowed, but to say "You shall
live in despair, until, in the end, you commit the most grievous act."
is acceptable, and in fact, much more horrible, as the "grievous act"
could in fact be a number of things. Curses can be immediate, or long
term, but curses work best when they are subtle, so long term effects
are always more potent ("You shall always be poor") has a much higher
chance of working than "May your purse strings snap." Finally, the
most potent curses are those which allow a chance of redemption ("You
shall wander the earth, never aging, reviled by every man you see,
until you realize the meaning of your wretched existence.") Note that
higher level versions of this spell might be developed that could do
things as potent as transport the victim to a far away land or even to
another plane.
Bonus Effects: (none)
FATIGUE: 24-index
TIME: Time to curse
RANGE: Index yards
DURATION: Special
Necromancy Spells from HarnMaster:
Shadow of Yanar, Animus of Nithri, Passage of Lyah.
Astrological Modifiers to Skill Bases
So Il WM Th Wi Ne
Ulandius (the Tree) (1/4-2/3) -1 +0 +3 +0 -1 -3
Aralius (the Wands) (2/4-3/2) +0 +0 +2 +2 -2 -2
Feniri (the Smith) (3/3-4/3) -2 -2 +2 +2 +0 +0
Ahnu (the Fire Dragon) (4/4-5/4) -3 -1 +0 +3 +0 -1
Angberelius(the Swords) (5/5-6/6) +3 +0 -1 -3 -1 +0
Nadai (the Salamander) (6/7-7/5) +2 +2 -2 -2 +0 +0
Hirin (the Eagle) (7/6-8/4) +2 +2 +0 +0 -2 -2
Tarael (the Penticle) (8/5-9/3) +0 +3 +0 -1 -3 -1
Tai(the Lantern Bearer)(9/4-10/2) -1 -3 -1 +0 +3 +0
Skorus (the Mixer) (10/3-11/2) -2 -2 +0 +0 +2 +2
Masara (the Chalice) (11/3-12/1) +0 +0 -2 -2 +2 +2
Lado (the Galley) (12/2-1/3) +0 -1 -3 -1 +0 +3