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The Mysteries (Revised Edition)
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The Mysteries
Credits
W riting : Neil Taylor and Christian Jensen Romer
D esign C ontributions : Erik Dahl
e Diting anD P rojeCt M anageMent : David Chart
b aseD on ConCePts by Adam Bank and Jeremiah Genest
C over i llustration : Grey Thornberry
i nterior a rt : Ross Bonilla, Alexander Bradley, Brad McDevitt,
Jeff A. Menges
a rs M agiCa F iFth e Dition t raDe D ress : J. Scott Reeves
a rt D ireCtion : John Nephew
l ayout : John Nephew, Jeff Tidball
P rooFreaDing : Spike Y Jones, Michelle Nephew, Jeff Tidball
P laytesters : Andrew Gronosky, Vesna Gronosky, Andrew
Mitchell, Todd Posey; Donna Giltrap, Malcolm Harbrow,
Aaron Hicks, Richard Love; Richard Alan Brentar, Skip
Engle, Joseph Freistuhler, Gary N. Mengle, Sean Mitchell;
Matthew L. Seidl; Paul Tevis, Bob Portnell, Ryan P. Macklin,
Mark Turnage; Phil Masters, Sheila Thomas; Andrea C.
Cofalik, Olaf Mahl, Ulrich Willmünder; Alexander Bader,
Tanja Bader, Stefan Ehret, MaPhi Werner; Matthew Law,
Mark Philp, Alexander White
s PeCial t hanks : Jerry Corrick and the gang at the Source
About the Authors
n eil t aylor is a Computer Scientist in Cambridge (UK),
running the Saxum Caribet Ars Magica saga since 1997. He’d
like to dedicate this book to his wife Angela, who had to sit by
and watch while the book was hammered into being; and to
thank CJ for his wildly entertaining excuses.
Cj r oMer is a ield parapsychologist in the UK, investi-
gating purported ghosts and hauntings and making dreadful
paranormal TV. He dedicates this to his wife Lisa, as their
honeymoon was illed with this book, and to Summer, Crowley,
and Marmalade. He would like to thank Neil for being so
understanding about the lying rabbit hutch, burning noose,
and seance table inlicted injuries that delayed his writing.
Ars Magica players participate in a thriving fan community by subscribing to email discussion
lists (like the Berkeley list), compiling archives of game material (such as Project Redcap), main-
taining fan-created web sites, and running demos through Atlas Games’ Special Ops program.
To learn more, visit www.atlas-games.com/ArM5. You can also participate in discussion of Ars
Magica at the oficial Atlas Games forums located at www.atlas-games.com/forum.
Copyright 2006 Trident, Inc. d/b/a Atlas Games. All rights reserved. Reproduction of this work
by any means without written permission from the publisher, except short excerpts for the pur-
pose of reviews, is expressly prohibited.
Ars Magica , Mythic Europe, The Mysteries, Houses of Hermes: Mystery Cults, Covenants,
Guardians of the Forests, Houses of Hermes: True Lineages, Realms of Power: The Divine,
The Broken Covenant of Calebais, and Charting New Realms of Imagination are trademarks of
Trident, Inc. Order of Hermes, Tremere, and Doissetep are trademarks of White Wolf, Inc. and
are used with permission.
Digital Edition Version 1.0
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The Mysteries
Table of Contents
1. The Mysteries
4
6. Hermetic Astrology
47
10. The Great Talisman
89
Lexicon of the Mysteries................... 7
Periapt ........................................... 48
Celestial Magic .............................. 48
Magical Armillary Sphere................ 51
The Magoi of the Star .................... 54
Astrological Correspondences......... 56
Great Talisman............................... 89
Consummate Talisman .................... 90
. Entering the Mysteries 8
Secrecy and the Mysteries ................ 8
Entering a Mystery Cult ................... 9
Quests, Ordeals, and Sacriices....... 12
The Mechanics of Initiation ............ 13
Inventing Your Own Cult ............... 18
The Initiated Apprentice
and Beyond................................... 19
11. Arithmetic Magic 91
Hermetic Numerology .................... 91
Hermetic Geometry........................ 93
Hermetic Architecture .................... 97
7. Divination & Augury 58
Divination & Augury....................... 58
Hermetic Dream Interpreter ........... 62
1. The Mysteries of
Dreams 10
Dream Magic ............................... 102
The Greater Dream Grimoire ....... 107
The Dream Landscape.................. 110
The Volshebnii Mechtateli............ 111
3. Storyguides & the
Mysteries
1
4. Curious Common Magics 5
The Art of Memory ........................ 25
Spell Binding.................................. 27
Performance Magic......................... 29
Planetary Magic ............................. 30
Potent Magic ................................. 31
Vulgar Alchemy.............................. 32
Withstand Casting.......................... 36
Astrological Magical Focus
and Potent Magic ........................... 36
Astrological Cyclic Magic .............. 37
(Astrological) Mutable Virtue
or Flaw .......................................... 37
Vulnerable Casting ......................... 38
New Mastery Ability:
Ceremonial Casting ........................ 38
13. Mercurian Magic 114
Mercurian Groups in the Order.... 114
The Neo-Mercurians .................... 114
Hermetic Sacriice ........................ 117
8. Hermetic Spirit Magic 64
Hermetic Empowerment ................. 64
Spirit Familiar ................................ 66
Inscription on the Soul ................... 69
Living Ghost .................................. 70
14. Mystery Cults 118
The Legion of Mithras.................. 118
The Philosophers of Rome............ 122
The Children of Hermes............... 124
The Mystic Fraternity of Samos .... 126
The Disciples of the Worm........... 129
The Knights of the Green Stone ... 131
9. Hermetic Theurgy 75
Names of Power ............................. 76
Invocation Magic............................ 78
Hermetic Theurgy.......................... 78
Theurgic Spirit Familiar.................. 81
Ascendancy to the Hall of Heroes... 82
Hermetic Synthemata ..................... 86
Synthemata Magia .......................... 87
Appendices
A. Immortal Magi ......................... 133
B. Conversion .............................. 136
C. Daimons.................................. 137
5. Hermetic Alchemy 39
Hermetic Alchemy.......................... 39
Philosophic Alchemy ...................... 40
The Lesser Elixir ............................ 42
The Great Elixir ............................. 43
The Order of the Green Cockerel .. 44
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Chapter One
The Mysteries
Welcome to The Mysteries Revised
Edition!
Within this book lie many secrets
known by the magi of the Order of
Hermes. Some of these secrets are held
in common, known by all magi. Others,
however, are whispered only to chosen
Initiates in dark caverns and moonlit
shrines. Herein are revealed new Virtues
and Flaws, new spells, and new paths
to arcane wisdom for those magi brave
enough to undertake the quest for hidden
knowledge. Also detailed in these pages
are the magical societies that lourish
within the Order of Hermes, providing
knowledge and power (and story opportu-
nities) to those who join them or oppose
their plans. Read on to learn of their
secret magics, peculiar powers, unusual
rites, secret devices, and powerful spells
— some of which surpass the known lim-
its of Hermetic magic!
Bonisagus’s great theoretical framework
very well. Many of these are vestiges of
older magical traditions that were never
fully incorporated into the framework
of Hermetic magic. Others are newer
ideas, such as Hermetic Alchemy, which
was developed from alchemical knowl-
edge irst available in Latin translation as
recently as 1134, and which comes from
the Islamic world. These “exceptions” to
Hermetic theory form the basis of many
Mysteries.
this book, they do not receive full treat-
ment here.
Important as they are, afiliations
of House are not the only associations
of magi. Houses themselves have fac-
tions and groups within them. Some magi
look to their parentes, and their parentes’
parentes, above fellow members of their
Houses. Magi also gather to live and work
in covenants, where loyalty to those they
live with often overcomes other loyalties.
Further, there are political factions and
groups who gather at Tribunals and seek
power by agreeing to vote together on
matters of common interest.
Finally, however, there are those who
gather in secret to share private knowl-
edge, hidden from outsiders. The activi-
ties and goals of these groups of magi are
many and various. Perhaps all they share
is that each group counts members across
House boundaries, and each has secrets
from which they exclude others. These
groups are the Esoteric Mysteries , also
called Mystery Cults , and are the subject
of this book.
From this point on, references to the
Mysteries, Mystery Cults, or Mystery
magic always refer to Esoteric Mysteries,
rather than Exoteric House Mysteries
unless speciically stated otherwise.
What are the Mysteries?
A Mystery — very simply put — is
a secret. It is a term used to describe
both a cult that teaches secrets, and the
secrets themselves. The latter meaning,
when used in this book, usually describes
strange forms of magic that have been
adapted to the Hermetic system but are
not widely known among Hermetic magi.
Indeed, these secrets are taught only to
Initiates, those who have proven their
worth and joined a Mystery Cult.
Hermetic magic is a powerful and
successful system, yet there are some
magics, such as the heartbeasts of House
Bjornaer and the well-known Ritual
Wizard’s Communion, which do not it into
The Order of Hermes is divided
into 12 Houses, which are familiar to all.
Four are True Lineages: Houses Bonisagus,
Guernicus, Mercere, and Termere. Four
— Houses Flambeau, Jerbiton, Tytalus,
and Ex Miscellanea — are Societates. The
remaining four are Mystery Houses: the
followers of Criamon, Bjornaer, Merinita,
and Verditius.
The four Mystery Houses are some-
times known as the Exoteric Mysteries .
Every apprentice in the Order has heard
of them, and can tell you a little about
their traditions and beliefs. Although
they share some similarities with the
secretive groups that are the subject of
What Do the Mystery
Cults Believe?
Each Mystery Cult has its own unique
view of the world. While not all agree or
uphold the same views, each teaches a
particular mythic history by which it
claims descent from the Mystery Cults
of antiquity. In truth, however, there is
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The Mysteries Revised Edition
little direct connection between the 13th-
century Mystery Cults and the ancient
cults — even the modern Cult of Mercury
is only indirectly descended from the
Roman priesthood. Another common
thread across all Mystery Cults’ teach-
ings is the idea that magic has changed
since antiquity, and that the ancients were
more powerful and glorious than modern
magi. Even so, no one can actually prove
whether magic is getting weaker, growing
stronger, or staying the same; or whether
the magicians of old were actually more
potent, or simply different from those
of today. Even though the notion that
the world is degenerating is a powerful
mythic image, many have challenged the
idea that magic was more powerful in the
past, . The Knights of the Green Stone,
for example, are a Mystery Cult who con-
test this idea of the decline of magic; one
central concept of their mythos is the idea
of a quest meant to bring magic fully into
the world, resulting in a magical golden
age, the enchantment of Mythic Europe.
Mystery Cults are not religions,
and their truth claims are not mutually
exclusive. Even in antiquity this was the
case; their insights or paths of spiritual
advancement were merely ways of inter-
acting with pagan pantheons, much as
a medieval Christian might further his
spiritual growth by going on a pilgrimage
to the shrine of a saint, or to the Holy
Land. Some Mystery Cults are avowedly
pagan, while others are mystical or magi-
cal rather than religious. Many cults may
be seen as fully compatible with mono-
theistic belief and practice.
The Church, for its part, often looks
askance at practitioners of magic, for
reasons both theological and mundane.
Many unGifted people are terriied by
blatant magic, and the problems caused
by The Gift are well known. One of the
major reasons the ignorant masses fear
magicians, hedge wizards, and Hermetic
magi is the fact that many older rites
draw on the names of pagan gods, or
involve complex invocations to angels or
tutelary spirits, which the uneducated and
pious can mistake for appeals to demons.
(Indeed, infernal rites are not unknown,
and the Corruption of House Tytalus is
too recent a memory for anyone in the
Order of Hermes to forget how easy it is
to slip from practicing the true science of
Hermetic magic to the blackest of sorcer-
ies of the Infernal realm.)
Here Bonisagus made a great contri-
bution to the success of the Order: when
he created his system of Hermetic magic,
he dispensed with the necessity to invoke
spirits, call upon pagan deities, or recite
blasphemous names. Even pious prayer
was stripped from the workings of magic;
while some in the Order maintain a cau-
tious nine parts prayer to one part spell-
casting, Hermetic magic is truly a “her-
metic” (closed) system, with no need to
call upon external forces, instead directly
manipulating the very magical elements of
Creation. Although this “secular” method
of working magic is extremely potent,
some have found its refusal to deal with
other spiritual intelligences — whether
demons, angels, faeries, or spirits — to
be one of its greatest restrictions. All
that said, even standard Hermetic magic
sometimes contains names, abjurations,
and invocations best not uttered in front
of pious but ignorant folk. On the other
hand, holy magi (see The Divine , page 66)
relearn the standard ways of magic and
practice magic in a properly religious and
respectful form.
What The
Mysteries Revised
Edition is Not!
The Mysteries Revised Edition discuss-
es both “historical” medieval magic
and the ictional magic of the Order of
Hermes. Although much of Ars Magica
is based on what people thought in the
13th century, our chief aim has been
to keep the reader irmly grounded in
the Order of Hermes and the game
experience. The Mystery Cults in this
book, while based on legend and magi-
cal thought, are iction created to work
with your Ars Magica saga. If you seek
real occult power, or help with an aca-
demic assignment, look elsewhere.
While some Mysteries are just as secular as
Hermetic magic proper, others are adapta-
tions to Hermetic theory of older rites, and
contain religious elements that some ind
disconcerting. Pragmatism and discretion
therefore restrict these spells and magics to
those who have proven their loyalty, wise
counsel, and ability to hold their tongues.
Another notable aspect of Hermetic
magic is that it can be worked by any
Gifted individual who has mastered the
appropriate knowledge. Furthermore,
any Hermetic magus can recreate any
Hermetic effect given time and ability;
hence many young magi in Spring cove-
nants invent Ball of Abysmal Flame indepen-
dently, if their covenants’ grimoires prove
lacking. Yet this is not true of the magic
taught by Mystery Cults, whose secrets
require something greater, and cannot be
reproduced without the correct tuition
and often-harrowing Initiation rites.
It is not entirely established why the
magical Virtues of the Mysteries cannot
easily be taught to non-Initiates. In some
cases, it simply requires a peculiarity of
worldview, a strange and eccentric way of
looking at things not possessed by those
outside the cult. Other Mysteries actually
change Initiated magi in some subtle way;
they are rendered magical themselves
by the Initiation, or their Gift is altered
to accommodate new ways of working
magic. The traumatic rebirth of Initiation
itself may explain why some Mystery
Bonisagus and
the Mysteries
Bonisagus was an enthusiast of the
Mystery Cults of antiquity, and welcomed
the four Exoteric Mysteries — those of
Criamon, Verditius, Bjornaer, and Merinita
— into the Order despite their imperfect
match with Hermetic magic. Trianoma,
likewise, worked long and hard to bring
the Order together, and despite the exotic
nature of some of the Founders’ magic, all
of the Mystery House Founders taught
secrets that shaped Hermetic theory.
New magics have continued to enter
the Order as other magi have joined
after the Founders, and some of their
ways have been adopted and reworked to
mesh with Hermetic theory, leaving their
hedge magic origins far behind. Some of
these have emerged as common Virtues
and Flaws of magi in the Order; others
became associated with Mystery Cults.
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