Professional Documents
Culture Documents
Credits
Game Design
Keith Taylor
Writers
Keith Taylor
Graphics Design
Keith Taylor
2004 by 93 Games Studio and its licensors
Layout
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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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.
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PAGE #5
Hermetic Terms
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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
PAGE #8
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
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
Arcane Skills
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.
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DC
25
25 + spell level
20
See text
30
20 + caster level
20
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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.
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HERMETIC
MAGE Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Int
Score
1213
1415
1617
1819
2021
2223
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
2
1
1
1
1
2
2
1
1
1
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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).
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.
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.
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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.
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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?
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Open Game Content except as expressly licensed in another, independent Agreement with the
owner of such Trademark or Registered Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product Identity. The
owner of any Product Identity used in Open Game Content shall retain all rights, title and interest
in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions
of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorized version of this License to copy, modify and distribute any
Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open
Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using
the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License
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.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall
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
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