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Arcane Class: HERMETIC MAGE

Arcane Class: HERMETIC MAGE

Credits
Game Design
Keith Taylor
Writers
Keith Taylor
Graphics Design
Keith Taylor
2004 by 93 Games Studio and its licensors
Layout

2005 by 93 Games Studio.


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Keith Taylor
Special Thanks
Robin Taylor My Lord and Master (Wife)
Published by
93 Games Studio
715 Williams Ave
Raceland, Ky. 41169

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Please feel free to email comments and questions to smokewolf@93gamesstudio.com

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Arcane Class: HERMETIC MAGE

Hermetic (Ceremonial) Magic


Hermetic Magic can be labeled (and in many circles it is) as
one of the most complicated systems of spiritual attainment.
Hermetic Magic has sometimes been termed "Ceremonial
Magic" because Hermeticists tend to use complex Ritual and
symbolism.
Hermes Trismegistus is said to have provided the wisdom of
light in the ancient mysteries of Egypt. He carried an emerald
(see Alchemy, Emerald Tablet), upon which was recorded all
of philosophy, and a caduceus. Hermes Trismegistus
vanquished Typhon, the dragon of ignorance, and mental,
moral and physical perversion.
Surviving Hermes Trismegistus is the wisdom found in the
Hermetica, 42 books that along with the Kabbalah, have
profoundly influenced the development of Western occultism
and magic. The forty-two sacred books of wisdom allegedly
written by Hermes Trismegistus or "thrice great Hermes." The
books combine the mythological wisdom and attributes
attributed to the Egyptian god Thoth and the Greek god
Hermes. The texts are usually referred to as the
"philosophical" and "technical" hermetica. The former deals
mainly with issues of philosophy, and the latter with magic,
potions, etc. Among other things there are spells to magically
protect objects, thus the term "Hermetically sealed".
Most of the Hermetic books along with others were lost during
the burning of the royal libraries in Alexandria. The surviving
books were secretly buried in the desert where they are
presently located. A few initiates of the mystery schools,
ancient secret cults, supposedly know their location.

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Arcane Class: HERMETIC MAGE

What remains of the surviving Hermetic lore has been passed


down through generation and published in many languages.
Most important of all are three works; the most important and
oldest is The Divine Pymander. It consists of 17 fragments all
in one work. Within these fragments are many of the Hermetic
concepts, including was divine wisdom and the secrets of the
universe that were revealed to Hermes and the way in which
Hermes established his ministry to spread this wisdom
throughout the world.
Poimandres or The Vision is the second book of The Divine
Pymander and perhaps it's most famous. It relates Hermes'
mystical vision, cosmogony, and the secret sciences of the
Egyptians.
The third book of the Divine Pymander being the Emerald
Tablet previously discussed.

Hermetic Beliefs
The Hermetic Tradition is a living body of knowledge and
practice that springs forth from a common root while bearing a
variety of branches. A stimulating diversity of views and
experiences may be found in contemporary Hermetic
practices.
Hermetics are Seekers; Seekers of Divine Truth, of Wisdom,
of Understanding, of Gnosis. This curiosity may be partially
satisfied through books. As a literate and literary tradition,
Hermeticism holds that as seekers we can benefit through the
recorded experiences and insights of others; as well as through
the mediation of a living teacher and/or a group of fellow
seekers.

Since the Divine is in all things, all is Divine. Through


contemplation and understanding of the Universe, including
ourselves, through prayer, aspiration, and enlightenment,
humanity has the potential to become more 'god-like' and
eventually reunite with the Divine. Very few Hermetics
believe this goal can be achieved during a single lifetime, and
most hold that this ideal is not fully attainable while in the
physical body.
Hermetics believe that the Divine to be both immanent and
transcendent. The Divine is within all things in the manifested
Universe. Because of the interconnection between 'above' and
'below,' what happens on a spiritual level has consequences in
the material. Conversely, that which happens in the material
will have consequences in the spiritual realm. Creating
equilibrium between all these things; matter and spirit, body
and soul, within and without, night and day, is pivotal to the
Great Work of the Hermetic.
Balance is the key to growth.
Humanity holds a unique place with the Divine because of our
WILL. A seeker must want to find, a philosopher must desire
to know, and she or he must use the power of their WILL to
accomplish this. Hermeticism takes an optimistic view of the
individual being as well. Encouraged by Divine Love and
through the use of the considerable powers of desire and
WILL, everyone has the ability to achieve union with her or
his Higher Self, and reunite with the Divine.
Hermetics do not see the separation from unity as evil or as a
punishment. Instead, it was necessary step for spiritual growth.
Just as the youth must eventually leave home and experience
their life in order to grow and mature, so to humanity as a
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Arcane Class: HERMETIC MAGE

whole, had to 'separate' in order to experience growth. But our


journey will not be complete until we return home and unite
with the Divine once more.

III. The Principle of Vibration

Summary of Hermetic Beliefs

IV. The Principle of Polarity

Considers humanity to be on a spiritual journey to


return to a state of unity with the Divine; this is the
Great Work of humankind.
We must aspire to the Divine; spiritual growth cannot
be achieved without human effort
Is eclectic and draws material from sources spanning
the entire Western Esoteric Tradition; Greek, Egyptian,
Jewish, Chinese, Indian and more
Is polytheistic, yet ultimately monotheistic (i.e.,
believes in a multiplicity of Manifestations of the
Divine, which emanate from an ultimate Divine Unity)
Holds that the Divine is both within and without
Encourages spiritual curiosity
Urges those who seek the Divine to also seek balance
in embracing all things

The Seven Hermetic Principles


The Principles upon which the Entire Hermetic philosophy is
based (from The Kybalion):
I. The Principle of Mentalism
"The All is Mind; The Universe is Mental"

"Nothing rests; everything moves; everything vibrates"

"Everything is Dual; everything has poles; everything has its


pair of opposites; like and unlike are the same; opposites are
identical in nature, but different in degree; extremes meet; all
truths are but half-truths; all paradoxes may be reconciled."
V. The Principle of Rhythm
"Everything flows out and in; everything has its tides; all
things rise and fall; the pendulum-swing manifests in
everything; the measure of the swing to the right is the
measure of the swing to the left; rhythm compensates."
VI. The Principle of Cause and Effect
"Every cause has its effect; Every Effect has its Cause;
everything happens according to Law; Chance is but a name
for Law not recognized; there are many planes of causation,
but nothing escapes the Law."
VII. The Principle of Gender
"Gender is in everything; everything has its Masculine and
Feminine principles; Gender manifests on all planes"

II. The Principle of Correspondence


"As above, so below; as below, so above"

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Arcane Class: HERMETIC MAGE

Hermetic Ritual Components

The Main Ritual

Ceremonial Magic is steep in ritual, traditions, symbolism and


complexity.

After the area is properly prepared and all attendees are


present, the main event begins. This is when the actual Magic
is performed.

The opening of a Magical circle (a consecrated area


void of negative energy), done through the use of the
LBRP or more powerful forms of the Banishing
Rituals.
The calling of the Guardians of the Watchtowers.
The main ritual, this can be White Magic Grey Magic,
or Black Magic.
Closing of the circle, again this is done through the use
of the LBRP or more powerful forms of the Banishing
Rituals.

As stated, Ceremonial Magic is very complex; their rituals


tend to be on the elaborate side using wands, daggers,
chalices, grimoire, candles and incense.

Opening of the Circle


Opening a circle is the creation of a clean area full of positive
energy by banishing negative energy or individuals. It is also
about centering and grounding the magician. The circle may
be a physical circle drawn in the ground, or it may be a
visualized circle created by drawing in the air. Generally the
Magician will use the LBRP to open the circle. There are more
powerful rituals of banishing that can be used though.

Rituals can either be performed solo or with a group. When


multiple people are involved in the casting, use the normal
rules for Combined Actions. All those participating must
possess the skill Ritual: Hermetic.

Closing of the Circle


Closing a Circle is the process of returning the area to its
natural state (like the Boy Scouts who leave an area as if no
one was ever there). This is both in the physical sense and in
the spiritual sense. The circle is erased, the energy borrowed
for the magics are returned, the spirits are thanked and
everything returns to normal.

Types of Ceremonial Magic


White Magic has contacting your higher self as its main goal.
It is also known as contacting your spirit guides, Kabbalistic
pathworking, or gaining the Knowledge and Conversation of
your Holy Guardian Angel.

Evocation of the Guardians of the Watchtowers

Grey Magic is always positive and seeks to aid the magician


or someone else on this physical plane. Before doing any Grey
Magic, however, it is extremely helpful to perform a
divination first to ensure that no harm is done accidentally to
anyone and that the Magic is necessary.

Guardians of the Watchtowers are angelic forms who protect


and aid the magician while in the practice of Magic. The
Guardians correspond to the 5 natural elements Fire, Water,
Earth, Air and Spirit.

Black Magic is magic that is harmful to yourself or to another


either purposely or accidentally. "As you sow, so shall ye
reap" is not merely a philosophical aphorism to a magician, it

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Arcane Class: HERMETIC MAGE

is an actual physical fact. Most magicians do not want to


chance getting "zapped" by the law of Karma for a foolish act
of Black Magic.

ENOCHIAN - A system of Magic channeled by Dr. John Dee,


advisor to Queen Elizabeth I of England, and his assistant,
Edward Kelley.

Hermetic Terms

EVOCATION - The calling forth of spirits into tactile and


sometimes visible appearance or presence.

ABJURATION - The banishing or "swearing away from" an


area surrounding a magician of spirits, entities, Intelligences,
or influences.
ADEPTUS MINOR - A term used to describe a learned and
skilled magician.
AIR - One of the five Magical elements. Air represents the
element of the direction of East.
BANISH - To send away. Banishing rituals clear your
working area of unwanted entities and influences.

FIRE - One of the five Magical elements. Fire represents the


element of South.
GEMATRIA - Words of equal value are believed to have an
important relationship with each other.
GOD-FORM - The outer expression or posture and mindset of
a god or entity. The magician takes on the characteristics and
powers of a god/entity by invoking the god/entity through
ritual.

BINDING - To secure a spirit or entity and obtain it's


obedience through the authority of Divine names and the
threat of punishment.

GODS - Powerful, immortal, spiritual beings who command


the lesser spirits and living creatures of the Earth and the
Universe and are worshipped by humanity with prayers,
offerings, sacrifices, and the erection of temples and images.

DAGGER - A cross hilted, double edged, short blade used as


the Magical tool and weapon of elemental air. Attributed to
the direction of the East.

GREAT WORK - The spiritual work of the initiate.

EARTH - One of the five Magical elements. Earth represents


the element of North.
ELEMENTS - There are five recognized magical elements in
our system of Magic/Mysticism. These include Air, Earth,
Water, Fire, and Spirit.

HEXAGRAM - A star of six (6) points formed by two


overlapping equilateral triangles.
HOURS, PLANETARY - A division of the day and night into
sections ruled by the energies of the planets.
INITIATE - A person who has undergone, or is about to
undergo the primary rite of entry into an occult organization or
current.

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Arcane Class: HERMETIC MAGE

INVOKE - To allow an entity to use your body as a temporary


vehicle for communicating with the physical world.

TREE OF LIFE - A glyph which is a central symbol of the


Kabbalah.

KABALAH [KABBALAH, QBLH] - Hebrew for, "tradition."


A Jewish mystical philosophy, the central doctrine concerns
the emanation of the world from the Godhead in the form of
ten divine names or spheres of light. A mystical system which
is the basis for Western religion as well as Ceremonial Magic.

VIBRATORY FORMULA - In Ceremonial Magic, certain


words are meant to be vibrated. This means that when sounded
(loudly or silently) they should cause not only the practitioner,
but all of space around the practitioner and all of the very
existence of space before one to vibrate or resonate to the
sound.

LBRP - The Lesser Banishing Ritual of the Pentagram.


LITTLE NASTIES - Non-physical dwellers on the astral plane
that can be shocking when first seen. MACROCOSM - The
greater world, or universe.

WAND - A Ceremonial Magician's primary weapon and tool


of elemental Fire and of the South. WATCHTOWER - An
invisible station in the universe on the Astral Plane set at the
quarters (East, South, West, and North).

MAGICAL NAME - A name given to an initiate, or chosen by


one who receives initiation, to signify the death of the old life
and the birth into the Magical life.

WATER - One of the five Magical elements. Water represents


the element of West.

MICROCOSM - The lesser world, or man.


MOTE - An Old English word meaning "must."
NEOPHYTE - A beginner. In most Magical orders, students in
the first or earliest degree are known as neophytes.
PATHWORKING - Astral projecting through the Tree of Life
in order to meet and communicate with non-physical spiritual
entities.
TETRAGRAMMATON - From the Greek, literally, "The
name of the four letters." The four-letter name of Divinity of
the Hebrew God, YHVH (hvhi) in English.

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Arcane Class: HERMETIC MAGE

HERMETIC MAGE
(Advanced Class)

Requirements
To qualify to become a HERMETIC MAGE, a character must
fulfill the following criteria.
Skills: Decipher Script 6 ranks, Knowledge (arcane lore) 6
ranks, Research 6 ranks.
Feats: Educated, Studious.
Alignment: Any good.
Allegiance: At the time that the character receives his first level
in the HERMETIC MAGE advanced class, the character
believes that the Divine is in all things, all is Divine. Through
contemplation and understanding of the Universe, including
ourselves, through prayer, aspiration, and enlightenment,
humanity has the potential to become more 'god-like' and
eventually reunite with the Divine. Very few Hermetics believe
this goal can be achieved during a single lifetime, and most hold
that this ideal is not fully attainable while in the physical body.

Class Information
The following information pertains to the HERMETIC MAGE
advanced class.

Hit Die
The HERMETIC MAGE gains 1D6 hit points per level. The
characters Constitution modifier applies.

Action Points
The HERMETIC MAGE gains a number of action points equal
to 6 + one-half his character level, rounded down, every time he
attains a new level in this class.

Class Skills
The HERMETIC MAGEs class skills are as follows.
Craft (visual arts, writing) (Int), Decipher Script (Int), Drive
(Dex), Escape Artist (Dex), Forgery (Int), Investigate (Int),
Knowledge (arcane lore, history, theology and philosophy)
(Int), Profession (Wis), Read/Write Language (none), Re search

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Arcane Class: HERMETIC MAGE

Table: HERMETIC MAGE


Base
Class
Fort Ref
Attack
Level
Save
Save
Bonus

Will
Save

1st

+0

+0

+0

+2

2nd
3rd
4th
5th
6th
7th
8th
9th
10th

+1
+1
+2
+2
+3
+3
+4
+4
+5

+1
+1
+1
+2
+2
+2
+3
+3
+3

+0
+1
+1
+1
+2
+2
+2
+3
+3

+3
+3
+4
+4
+5
+5
+6
+6
+7

Special
Arcane Skills, Arcane Research (Incantations),
Hermetic Spells
Innate Incantation, Hermetic Spells
Bonus, Feat, Hermetic Spells
Spell-like Ability, Hermetic Spells
Arcane Research (Items), Hermetic Spells
Gifted Incantations, Hermetic Spells
Hermetic Spells
Spell-like Ability, Hermetic Spells
Bonus, Feat, Hermetic Spells
Granted Incantations, Hermetic Spells

(Int), Sleight of Hand (Dex), Speak Language (none), Use


Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.

Class Features

Defense Reputation
Bonus
Bonus
+0

+1

+1
+1
+2
+2
+3
+3
+4
+4
+5

+1
+2
+2
+3
+3
+4
+4
+5
+5

Check: You must make a Concentration check whenever


you may potentially be distracted while engaged in an
activity, including casting a spell or concentrating on an
active spell, that requires your full attention.

Arcane Skills

If the check succeeds, you may continue with the action as


normal. If the check fails, the action automatically fails and
is wasted. If you were in the process of casting a spell, the
spell is lost. If you were concentrating on an active spell, the
spell ends.

An Occultist has access to the following arcane skills. These


skills are considered class skills for the Occultist, and she can
use her skill points to buy ranks in them, just like other skills in
the game.

The table in the Concentration skill description summarizes


the various types of distractions. In situations where the
distraction occurs while you are casting a spell, you add the
level of the spell to the DC.

Concentration (Con): The normal Concentration skill expands


to include arcane applications, as defined below.

Try Again?: You can try again, but doing so doesnt cancel
the effects of a previous failure. If you lost a spell, the spell
is lost.

All of the following features pertain to the HERMETIC MAGE


advanced class.

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Arcane Class: HERMETIC MAGE

Special: By making a check (DC 15 + spell level), you can


use Concentration to cast a spell defensively, thus avoiding
attacks of opportunity. If the check succeeds, you can
attempt the casting without incurring any attacks of
opportunity.
Use Magic Device (Cha): Trained only. Use this skill to
activate magic devices, including scrolls and wands, that you
could not otherwise activate.
Check: You can use this skill to read a spell from a scroll or
spellbook or activate a magic item. This skill lets you use a
magic item as if you had the spell ability or class features of
another class or a different allegiance.
When youre attempting to activate a magic item using this
skill, you do so as an attack action. However, the checks
you make to determine whether you are successful at
activating the item take no time by themselves and are
included in the activate magic item attack action.
You make Use Magic Device checks each time you activate
a device such as a scroll or a wand. If you are using the
check to emulate some quality in an ongoing manner, you
need to make the checks once per hour.
Task
Activate blindly
Decipher a written spell
Emulate class feature
Emulate ability score
Emulate allegiance
Use a scroll
Use a wand

DC
25
25 + spell level
20
See text
30
20 + caster level
20

Activate Blindly: Some magic items are activated by special


words, thoughts, or actions. You can activate such items as
if you were using the activation word, thought, or action
even if youre not, and even if you dont know it. You do
have to use something equivalent. You have to speak, wave
the item around, or otherwise attempt to get it to activate.
You get a +2 bonus on the check if youve activated the
item at least once in the past.
If you fail the check by 10 or more, you suffer a mishap. A
mishap means that magical energy is released, but it doesnt
do what you wanted it to. The GM determines the result of a
mishap. The default mishaps are that the item affects the
wrong target or that uncontrolled magical energy deals 2d6
points of damage to you. This mishap is in addition to the
chance for a mishap normally associated with casting a spell
from a scroll when the spells caster level is higher than
your level in this class.
Decipher a Written Spell: This works like the same use of
the Spellcraft skill (see the Mage Advanced Class), except
that the DC is 5 points higher. Deciphering a written spell
takes 1 minute of concentration.
Emulate Class Feature: Sometimes you need a class
feature to activate a magic item. Your effective level in
the emulated class equals your check result minus 20.
This skill use doesnt allow you to use the class feature of
another class. It just lets you activate items as if you had
the class feature.

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Arcane Class: HERMETIC MAGE

If the class whose feature you are emulating has an


allegiance requirement, you must meet it. This may
require a separate check to emulate allegiance (see below).
Emulate Ability Score: To cast a spell from a scroll, you
need a high ability score in the appropriate ability
(Intelligence for arcane spells, Wisdom for divine spells).
Your effective ability score (appropriate to the class
youre emulating when you try to cast a spell from a
scroll) equals your check result minus 15. If you already
have a high enough score in the ability, you dont need to
make this check.
Emulate Allegiance: Some magic items have positive or
negative effects based on your allegiance. You can use
these items as if you were of an allegiance of your choice.
You can only emulate one allegiance at a time.
Use a Scroll: Normally, to cast a spell from a scroll, you
must belong to a class that has access to the arcane or
divine spell inscribed therein. This use of the skill allows
you to use a scroll as if you were of the appropriate
spellcasting class. The DC equals 20 + the caster level of
the spell you are trying to cast from the scroll. To cast a
spell from a scroll, you must first decipher it.
In addition, casting a spell from a scroll requires a
minimum score of 10 + the spells level in the appropriate
ability. If you dont have a sufficiently high score, you
must emulate the ability score with a separate check (see
above).

ensorcelled therein. This use of the skill allows you to use


a wand as if you were of the appropriate spellcasting class.
Try Again?: Yes, but if you ever roll a natural 1 while
attempting to activate an item and you fail the check, then
you cant try to activate that item again for 24 hours.
Special: You cant take 10 or take 20 with this skill.
Magic is too unpredictable to make the use of this skill
reliable.

Arcane Research (Incantations)


HERMETIC MAGES have an affinity towards incantations.
Finding and learning incantations are easier for HERMETIC
MAGES than for others. At 1st level, finding a set of
instructions for a particular incantation requires a successful
Research check with a DC equal to the Knowledge (arcane lore)
DC for the incantation 15. Just learning of the existence of a
particular incantation is an easier Research check, with a DC
equal to the Knowledge (arcane lore) DC 20.

HERMETIC Spells
The HERMETIC MAGEs key characteristic is the ability to
cast HERMETIC spells. He is limited to a certain number of
spells of each spell level per day, according to his HERMETIC
MAGE class level. In addition, the HERMETIC MAGE
receives bonus spells based on his Intelligence score. Determine
the HERMETIC MAGEs total number of spells per day by
consulting the two tables on the following page.

Use a Wand: Normally, to use a wand you must belong to


a class that has access to the arcane or divine spell

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Arcane Class: HERMETIC MAGE

HERMETIC
MAGE Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Int
Score
1213
1415
1617
1819
2021
2223

Spells per Day by Spell Level


0 1
2
3
4
5
3 1

4 2

4 2
1

4 3
2

4 3
2
1

4 3
3
2

4 4
3
2
1

4 4
3
3
2

4 4
4
3
2
1
4 4
4
3
3
2

Bonus Spells by Spell Level


0
1
2
3
4
5
1
1
1

1
1
1

1
1
1
1

2
1
1
1
1
2
2
1
1
1

The HERMETIC MAGE must prepare spells ahead of time by


resting for 8 hours and spending 1 hour studying his spellbook.
While studying, the HERMETIC MAGE decides which spells
to prepare. To learn, prepare, or cast a spell, the HERMETIC
MAGE must have an Intelligence score of at least 10 + the
spells level.
A HERMETIC MAGE can prepare a lower-level spell in place
of a higher-level one if he desires.

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Arcane Class: HERMETIC MAGE

The Difficulty Class for saving throws to resist the effects of a


HERMETIC MAGEs spells is 10 + the spells level + the
HERMETIC MAGEs Intelligence modifier.

HERMETIC Spells and Armor


The HERMETIC MAGE can become proficient in the use of
armor, but he still has a difficult time casting most arcane spells
while wearing it. Armor restricts movement, making it harder to
perform the complicated gestures needed to cast spells with
somatic components. When casting an arcane spell with a
somatic component, the chance of HERMETIC spell failure
depends on the type of armor being worn and whether the
HERMETIC MAGE has the appropriate Armor Proficiency
feat, as shown below.
Armor Type
Light
Medium
Heavy

HERMETIC
Spell Failure
(Proficient)
15%
25%
35%

HERMETIC
Spell Failure
(Nonproficient)
30%
40%
50%

Spellbooks
The HERMETIC MAGE must study his spellbook each day to
prepare his spells. The HERMETIC MAGE cant prepare any
spell not recorded in his spellbook (except for read magic,
which the HERMETIC MAGE can prepare from memory). The
HERMETIC MAGE begins play with a spellbook containing all
0-level arcane spells and three 1st-level arcane spells of the
players choice. For each point of Intelligence bonus the
HERMETIC MAGE has, his spellbook holds one additional
1st-level arcane spell. Each time the character attains a new
level of HERMETIC MAGE, he gains two new spells of any

level or levels that he can cast, according to his new level. The
HERMETIC MAGE can also add spells found in other
HERMETIC MAGEs spellbooks. HERMETIC MAGES are
limited in the spells that they may learn though; see
HERMETIC SPELLS (page 15) for the list of spells
HERMETIC MAGES have access to.
A spellbook can be an actual book or any other information
storage device, such as a notebook computer, desktop computer,
or PDA (personal data assistant).

Innate Incantation (SP)


At 2nd level, the HERMETIC MAGE learns the LBRP
Incantation. This Incantation acts as a Spell-like ability for
them, theres no chance of failure and no backlash for such
spell-like abilities, which dont require components of any kind
and take only an attack action to activate. This ability can be
used once per day (although additional LBRP Incantations can
be casts using normal Incantation rules).

Bonus Feat
At 3rd and 9th level, the HERMETIC MAGE gets a bonus feat.
The bonus feat must be selected from the following list, and the
HERMETIC MAGE must meet all the prerequisites of the feat
to select it.
Alertness, Archaic Weapons Proficiency, Attentive, Confident,
Creative, Focused, Frightful Presence, Iron Will, Meticulous,
Renown.

Spell-like Ability (SP)


At 4th and 8th levels, the HERMETIC MAGE chooses a one of
his arcane spells as a spell-like ability that can be used twice per
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Arcane Class: HERMETIC MAGE

day. The HERMETIC MAGE does not use any components


when casting the spell, although a spell that costs XP to cast
still does so and a spell with a costly material component
instead costs him 10 times that amount in XP. This ability costs
one spell slot of the level of spell chosen. Different spells must
be chosen each time.

Arcane Research (Items)


Starting at 5th level, a HERMETIC MAGE can perform research
to find magic items. The method and process is similar to that
of the HERMETIC MAGE. There is no purchase DC or XP cost
for the magic items the HERMETIC MAGE gains with each
new level attained in this class.
When the HERMETIC MAGE attains 7th level, and upon
attaining each new level thereafter, she uncovers one magic
item through arcane research and study. The GM randomly
selects the item, though the HERMETIC MAGE can make a
Research check (DC 25) to specify the type of item gained.
The item must be a wondrous item, a wand, a magic weapon, or
a set of magic armor. The HERMETIC MAGE uses the Use
Magic Device arcane skill in order to use a magic item (see
above).

Gifted Incantations
At 6th level, the HERMETIC MAGE can spend an action point
on an incantation to gain an additional +1d6 on all skill checks
to complete the incantation.

Granted Incantations
At 10th level, failure during an Incantation holds no penalty for
the HERMETIC MAGE.

HERMETIC INCANTATIONS
LBRP
Evocation [Good]
Skill Check: Knowledge (arcane lore) DC 36, 6 successes;
Failure: Two consecutive failed skill checks; Components: V,
S; Casting Time: 10 minutes (minimum); Range: Touch;
Area: 120 radius emanation centered on touched point;
Duration: 12 Minutes; Saving Throw: Will negates (DC 16 +
casters Cha modifier) and see text; Spell Resistance: Yes
The LBRP can be used to clear a working area or to cleanse an
Alter or a Magical Circle. Simply perform the banishing Ritual
over the Alter or within the Circle. This is important when you
wish to start a new spell or operation.
First, all creatures within the area gain the effects of a
protection from evil spell, and no nongood summoned creatures
can enter the area either. You must overcome a creatures spell
resistance in order to keep it at bay (as in the third function of
protection from evil), but the deflection and resistance bonuses
and the protection from mental control apply regardless of
enemies spell resistance.
Secondly, the LBRP creates a calm, relaxing workplace for
further ritual work. Any spells cast in the area is cast as if the
caster was 1 level higher and any incantations performed
receive a +2 bonus to them.
The LBRP exists in many forms and in many traditions,
although each has substituted for the "God names" the names of
its own religion or Magic.

PAGE #14

Arcane Class: HERMETIC MAGE

Options: If an outsider of CR 11 to CR 15 is already present,


the DC for the incantation is increased by +4. If an outsider of
CR 16 or higher is already present, the DC for the incantation is
increased by +8.
Backlash: The caster is exhausted.
Failure: Attack. Any evil creatures that are presence, attack the
caster immediately.

HERMETIC Spells
0-Level HERMETIC Spells
Detect Magical Aura: Detects spells and magic items within
60 ft.
Mage Hand: 5-pound telekinesis.
Message: Whispered conversation at distance.
Prestidigitation: Perform minor tricks.
Read Magic: Read scrolls, spellbooks, and magical writing.
1st-level HERMETIC Spells
Comprehend Languages: Understands all spoken and written
languages.
Magic Weapon: Weapon gains +1 bonus.
Sleep: Put 2d4 HD of creatures into comatose slumber.
True Strike: Adds +20 bonus to your next attack roll.
Remove Fear: +4 on saves against fear for one subject + one
additional subject/four levels.
Shield of Faith: Aura grants +2 or higher deflection bonus.
2nd-Level HERMETIC Spells
Aid: +1 attack, +1 on saves against fear, 1d8 temporary hit
points.
Augury: Learn whether an action will be good or bad.

Enhance Ability: Subject gains +5 bonus to one ability score


for 1 min./Level:
Invisibility: Subject is invisible for 10 min./level or until it
attacks.
Locate Object: Senses direction toward object (specific or
type).
Resist Energy: Ignores 10 points of damage/round from one
energy type.
See Invisibility: Reveals invisible creatures or objects.
3rd-level HERMETIC Spells
Dispel Magic: Cancels magical spells and effects.
Glyph of Warding: Inscription harms those who pass it.
Greater Magic Weapon: +1/three levels (max +5).
Invisibility Sphere: Makes everyone within 10 ft: invisible.
Keen Edge: Doubles normal weapons threat range.
Tongues: Speak any language.
4th-level HERMETIC Spells
Confusion: Makes subject behave oddly for 1 round/Level:
Discern Lies: Reveals deliberate falsehoods.
Fear: Subjects within cone flee for 1 round/level.
Remove Curse: Frees object or person from curse.
5th-level HERMETIC Spells
Break Enchantment: Frees subjects from enchantments,
alterations, curses, and petrification.
Telekinesis: Lifts or moves 25 lb./level at long range.
True Seeing: See all things as they really are.

PAGE #15

Arcane Class: HERMETIC MAGE

HERMETIC MAGE (Advanced Class) is an idea originally from another 93 Games Studio product, The Swing.
In 1904 the last of the Enlightened Masters, immortal beings who assisted mankind, left this
world. It is now January 1st, 2000 and they have returned.
The Swing is set in the modern world, with real world agencies using real world Magic (such
as Wicca and Voodoo) and real world mechanics. But reality in The Swing is a pendulum:
sometimes it moves in one direction, sometimes in the other. A characters WILL can shape
reality within the game world, affecting all those within. One day, reality could be filled with
dragons and faeries, the next it could be lasers and computers.
The Swing uses the highly realistic Step System, which provides a high level of detail
throughout the game. Character Creation is focused on defining well-rounded, believable
characters. Combat is deadly, scary and dangerous, as in real life. The freeform Magic
system is based on the Thelemic principles of WILL and Love, derived from Aleister
Crowley's vision of Magic as "the Science and Art of causing Change to occur in conformity
with Will." The system encourages players to use out-of-game "real-world" information to
shape the game world.
Join the Ordo Templi Orientis, the Men in Black or
another real faction in aiding mankind along its path to
enlightenment and evolution. Will you invent new
technology, discover new drugs and therapies, and enjoy
capitalism to its fullest? Or will you choose to seek out
hidden civilizations, unlock ancient secrets, and discover
what resides inside all mankind?

Also available from 93 Games Studio @ RPGNOW:

The Swing is available in both print and pdf formats. Check it


out today at http://www.93gamesstudio.com.

PAGE #16

Arcane Class: HERMETIC MAGE


OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of
the Coast, Inc ("Wizards"). All Rights Reserved.
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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors
grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this
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with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
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be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. Copyright 2004, 93 Games
Studio
Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors
Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!,
Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet,
Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy
Collins, and JD Wiker.
Arcane Class: HERMETIC MAGE, Copyright 2004, 93 Games Studio, Keith Taylor

Designation of Open Gaming Content: The following


sections of Arcane Class: HERMETIC MAGE are designated
as open gaming content except for terms defined as product
identity: pages 8-15.
Designation of Product Identity: The following terms are
designated as product identity as outlined in section 1(a) of
the Open Gaming License: The Swing.

PAGE #17

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