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