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Hermes' Portal issue #4
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Hermes' Portal
Issue n° 4
2002
hermes' portal
Publisher: Hermes’ Portal
Layout: Eric Kouris
Contributors: David Chart, Erik Dahl, Timothy Ferguson, Andrew Gronosky, Eric Minton
Editorial and proofreading help: Sheila Thomas
Cover and back: Angela Taylor (C), Radja Sauperamaniane (B)
Interior illustrations: Angela Taylor (border & p. 4, 8, 13, 15, 17, 30, 37), Alexander White (p. 10, 12, 16), Radja Sauperamaniane (page
numbering) & illustrations from Lacroix P., Sciences & Lettres au Moyen-Age et à l’époque de la Renaissance (Firmin-Didot, Paris, 1877)
Thanks : All the people who submitted ideas, texts, illustrations or helped in the production of this issue.
Hermes’ Portal is an independent publication dedicated to Ars Magica players. Hermes’ Portal is available through email only.
Hermes’ Portal is not affiliated with Atlas Games or White Wolf Gaming Studio. References to trademarks of those companies are not
intended to infringe upon the rights of those parties. Ars Magica was created by Jonathan Tweet and Mark Rein Hagen.
Hermes’ Portal # 4, Copyright ©2002, Hermes’ Portal. All rights reserved. Reproduction of this work is allowed for personal use only.
Contacting HP
Email
Hermes.Portal@wanadoo.fr
Web site
www.hermesportal.fr.st
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Who’s Who?
Angela Taylor
Angela studied English Literature at Clare Col-
lege, Cambridge, and Mediaeval History at York,
taught for some years, then married Neil. She draws
and paints, while making rude comments about
Neil’s gaming (fair enough, really!); she is a non-
gamer… almost a “gaming widow” even!
Sheila Thomas (editor)
Sheila Thomas has been editing technical publi-
cations for paper and electronic distribution for
years. This is her first attempt at doing it for game
material. She discovered RPGs about ten years ago
but it was a couple of years before she learnt that
AD&D wasn’t the only RPG system around. She
now devotes most of her gaming time to Ars Magi-
ca but is still playing in that AD&D campaign.
Alexander White
A scribbler in the spare time between uni lectures
and essay deadlines, Alex (who uses the third person
all the time) always wanted to sketch a few pictures
for a roleplaying game. As someone who likes com-
plements, he takes his sketch pad to all his gaming
sessions and is really annoyed when people point out
that the perspective is wrong and that the women
look like men.
Publisher’s corner
Hello!
When I launched Hermes’ Portal, I planned to
release four issues a year.
It looks like I’ve been a bit out of schedule. Issue
#4 is here and there is enough time to release a fifth
before the first anniversary. So you’ll see a fifth issue
sometime during Summer.
And now, let’s concentrate on this issue.
First, I’d like to thank Eric Minton for taking
charge of a new column, “Ex Bibliotheca Duren-
mare”, presenting Hermetic books and new spells.
I also thank David Chart, Ars Magica Line Edi-
tor, for giving us some insight regarding Ars’ future
in his “News from the Line Editor”.
Of course, you’ll also find “Dear Abelard” and
“The Heretic’s Corner”, although Michaël de Ver-
teuil gave the quill to Andrew Gronosky.
Again, don’t hesitate to send your questions to
the column’s authors – if they are published, you’ll
receive a free copy of Hermes’ Portal.
The Mysteries trend continues with David’s take
on Merinita’s secrets. New virtues and new societies.
Timothy gives us two articles, one on information
flow in the Order, the second (in two parts) on story
ideas for elder magi. Now your SG will have more
than enough ways to make your 100+ year old magus
shudder.
Erik Dahl takes a new look at Covenant creation,
applying to it the concepts behind character creation.
Last, you still have until May 31 to send in your
stories for the scenario contest.
David Chart
David Chart is the Ars Magica Line Editor. He
has been writing material for Ars Magica since the
first Wizard’s Grimoire, co-developed the Wizard’s Gri-
moire Revised Edition, and wrote Heirs to Merlin. In real
life, he is a mild mannered teacher of philosophy.
Erik Dahl
His name means “King of the Valley.” He is a
Cancer, which means that today is a 7. He works as
an information architect, which involves applying
strategy to web design and drawing up site maps. He
has been playing Ars Magica for about seven years,
and has been a part of a troupe for almost a third of
that time. He and his wife live in Davis, California
with a lot of books, theater props, musical instru-
ments and cooking utensils. He also heads his local
chapter of the American Association Against
Acronym Abuse, Abbreviations and Ambiguity
(AAAAAAA). You can listen to the wacky music of
his band Volvo Maroon for free at
http://www.volvomaroon.com/.
Timothy Ferguson
Timothy Ferguson is 28 and works as a library
locum in Thuringowa, North Queensland, Australia.
He’s currently fossicking about for a new job, as
locums do, and studying for his next degree.
Andrew Gronosky
Andrew Gronosky is a scientific programmer liv-
ing near Boston, Massachusetts. He even knows how
to spell “Massachusetts.” He has been playing Ars
Magica since 1st Edition in 1988. His most signifi-
cant gaming-related accomplishment has been meet-
ing an unattached, female gamer— a feat heretofore
believed impossible— and being fortunate enough to
become her boyfriend. And he owes it all to Ars
Magica.
Eric Kouris (publisher)
Eric is 34 and teaches mathematics. He began
playing RPGs in 1982 with FGU’s Chivalry & Sorcery
(instead of AD&D), then Space Opera, Call of Cthul-
hu,… In 1989, he turned to Ars Magica, and in 1994,
he began publishing a French zine for Ars Magica
named Ars Mag.
Eric Minton
Eric Minton works as a web designer by day, and
as a layabout, freeloader and all-around slacker by
night. He started roleplaying over 20 years ago and
has been running a diceless Ars Magica saga for the
past two years; he may write an article about this
someday. He shares domestic bliss with his lovely
gamer boyfriend Conn in Astoria, NY. This is his
first publication.
Radja Sauperamaniane
Radja is working in a game store in Paris. He
worked on the card game Zoon. He has been doing
illustrations for Ars Mag since issue #11.
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Eric
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Merinita Mysteries
by David Chart
Thanks to Neil Taylor and Sheila Thomas for
helpful feedback on earlier versions of this article.
The Mysteries
Buildings are on a road if the primary access to the
building is from that road. Plants and small objects
must be between the edges of the path.
For purposes of spell level calculation, Road is
the same level as Far.
Bargain (Duration): As in WGRE, page 137.
Fire (Duration): As in WGRE, page 137.
Until (Condition) (Duration): As in WGRE,
page 137.
Year + 1 (Duration): As in WGRE, page 137.
Bloodline (Target): As in WGRE, page 137.
Arcadian Bridge (+2 Virtue)
Magi who have initiated this mystery have a clos-
er link to faerie regiones, and to Arcadia. The virtue
grants two minor abilities and one major one.
First, magi with this virtue may move between the
levels of a faerie regio automatically, and may lead
others between the levels, just as if they were faeries.
They are automatically aware of the presence of a
faerie regio, and can see into adjacent levels of the
regio if they so choose. (See ArM4 page 245 for
more details.) If the maga enters Arcadia from a
regio, she may choose the relative rates at which time
passes in Arcadia and the mortal world, and may lead
others there as normal. (See Faeries, pages 85-88 for
details on Arcadia.)
Second, the maga may use Int + Faerie Lore +
Faerie Magic to navigate in Arcadia. The extra bonus
means that she rarely gets lost.
Finally, she may create ‘gates’ to and from Arca-
dia. To create a gate to Arcadia, she must perform
some artistic task, and generate stress die + Com +
Faerie Magic + Artistic Ability + Aura. Aura bonus-
es and penalties are taken from the Faerie column of
the realm interaction table. The Ease Factor for
opening a gate to Arcadia is 18. For every full three
points by which she exceeds the Ease Factor, the
maga can take another person to Arcadia with her.
his presentation of Faerie Magic is a
complete replacement for Faerie Magic
as presented in The Wizard’s Grimoire,
Revised Edition. The spells listed there
could be converted to standard Hermetic spells,
without the magnitude adjustments, if you wanted to
keep them in your saga while using these rules.
Outer Mystery: Faerie Magic
Faerie Magic is a +1 Virtue. A character cannot
initiate this virtue, or start with it at character cre-
ation, unless she has been touched by the fay in some
way. Anyone with a faerie virtue or flaw, including
Faerie Enmity, qualifies. Lesser contact may also
count. Having a faerie lover would be enough, and
attending a number of faerie feasts most likely would
as well. However, simply fighting a few faeries does
not count. The troupe must make the final decision.
A maga who is touched by the fay must still be initi-
ated into this mystery in the usual way.
A maga with this virtue gets the full value of
faerie auras as a bonus to her magic totals, and does
not have to roll additional botch dice. In effect, she
may treat faerie auras as if they were magic auras, for
most purposes. If a maga with this virtue extracts vis
from a faerie aura, the vis is faerie-touched. This does
not usually have any game effects, but someone who
drinks a longevity potion made with faerie-touched
vis counts as faerie-touched, and thus may initiate
this mystery.
Magi with this virtue have the Arcane Knowledge
Faerie Magic, which starts at a value of one and may
be increased like any other knowledge. This knowl-
edge acts as an affinity with all spells invented using
the Mysteries of Faerie Magic. It is not possible to
learn the Inner Mysteries without a score of at least
one in Faerie Magic.
Finally, the maga can use additional Ranges,
Durations, and Targets, as follows. These categories
may be used in spontaneous magic by magae with
Faerie Magic, subject to the limitation that sponta-
neous magic may not have a duration greater than
one month (ArM4 page 69).
Road (Range): The maga may target anyone or
anything on the same road or path as her. The iden-
tity of roads and paths is not always clear, and the
troupe must decide if things are difficult. Two paths
may cross each other, but two paths may not become
one. In that case, either one path joins the second, or
the junction is actually the joining of three paths.
The maga need not be able to see her target, but she
must know that it is there, unless the spell is an Intel-
lego effect intended to find out if something is there.
People are only on a road if they are actually
between the edges of the path, at least partially.
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Creating the gate takes as long as performing the
artistic task, generally about two minutes (Diameter
duration).
The artistic task may be of any sort, and need not
be performed well. If the maga has no artistic abili-
ties, she gets no bonus, but she does not get a penal-
ty for working unskilled. Magi might draw the gate
on some convenient surface, or play music that
seems to lift you to another world, or dance faster
and faster until they vanish. The art must be made
public in some way, but quietly reciting a poem would
be enough. It is not possible to see where a gate leads
before you use it.
Gates are not usually passages that open and wait
for people to pass through. Rather, the people tar-
geted by the maga are caught up by the magic and
taken to Arcadia. Thus, it is not normally possible to
sneak through an Arcadian Gate. Of course, on a
botch the gate may stay open as long as it takes the
wild hunt to pass through.
The gate opens at a place in Arcadia chosen by
the maga. She must make an Int + Faerie Lore +
Faerie Magic roll against an appropriate Ease Factor
to see if she gets it right. On a failure, she is simply
somewhere else. On a botch, she arrives somewhere
dangerous.
If the gate creation roll fails, the maga may try
again. Botches on the gate creation roll may have a
number of effects. The gate may open to somewhere
other than Arcadia, or the maga may summon faeries
to the mundane world, rather than travelling to them.
When creating a gate from Arcadia, the total is
the same, but uses the aura of the target location
rather than the aura of Arcadia. The process takes
the same time as opening a gate in the other direc-
tion. The Ease Factor is, again, 18. The roll is
penalised depending on how well the maga knows
the place she wants the gate to reach. If she knows
the place intimately (e.g. her sanctum), there is no
penalty. If she knows it very well (e.g. the area around
her covenant, the village where she grew up), the
penalty is -1. If she knows it well, and has visited sev-
eral times, the penalty is -3. Examples might include
a faerie forest near the covenant, or the town nearest
to the covenant. A place that she has visited a few
times imposes a -6 penalty. The area around another
covenant, or a local city, might qualify. A place she
has only been to once imposes a -9 penalty. It is not
possible to deliberately open a gate to a place you
have never been, but that is a likely result of a botch.
Merinita magi with this virtue do use Arcadia as a
shortcut between places. It is possible to create a gate
out of Arcadia before you are challenged by a
guardian, as long as you do not fail the first roll.
However, if you would have to beat a certain magic
resistance to affect the target place with a spell, your
gate total must exceed the same amount. Note that
the magic resistance does not penalise your roll. For
example, creating a gate from Arcadia to a covenant
you have visited a few times has an effective Ease
Factor of 24. If the Aegis of the covenant is level 24
or lower, any roll that succeeds in creating a gate will
open a passage to the covenant. If the Aegis is level
25 or higher, the total must exceed that level, rather
than the Ease Factor.
Lesser Glamour (+3 Virtue)
Lesser glamours are illusions with a significant
amount of reality. A glamour of a thing has all the
effects that a real item of the same type would have.
Thus, a glamour bridge can support weight, a glam-
our fire can ignite parchment, and glamour wine can
quench thirst. However, glamours are not real, so
their effects are not long-lasting.
All glamours are Creo or Muto Imaginem spells.
They should be noted as glamours when invented or
recorded; only magi with this virtue can learn or cast
such spells. The basic level for a lesser glamour is 20
for an unliving thing and 30 for a living thing (either
target or effect), whether it is Creo or Muto. A level
20 Creo Imaginem glamour affects all five senses,
and is physically tangible. It behaves as a real item of
that type would behave, so that flames flicker and
spread, and a glamour sword can be used to strike
opponents. A level 30 Muto Imaginem glamour
could make a rock look like a horse. The horse would
move, make noises, smell, and possibly allow itself to
be ridden (it would also tolerate magi). Changes to
the range, duration, and target modify the level nor-
mally.
Lesser glamours are no more flexible than normal
formulaic spells, and tend to be less flexible than nor-
mal Imaginem spells. Thus, while the Hermetic spell
Phantasmal Animal creates any animal, there are many
lesser glamours, one for every species of animal.
However, Glamoured Horse (CrIm 30) can create any
kind of horse, with tack and harness if desired. In
general, use Creo and Muto spells of other forms as
guidance for how broad lesser glamours should be,
but remember that lesser glamour creates effects
rather than duplicating other spells.
A glamoured object is ‘really’ whatever it is
underneath. Thus, a Creo Imaginem glamour is actu-
ally Imaginem, and responds to Intellego spells
appropriately, while a rock glamoured to appear as a
horse is still not a horse, and can be detected as such.
Second or Faerie Sight also allows characters to know
that something is a glamour, if they make a Per +
Sight roll against an Ease Factor of half the spell lev-
el. Note that, even if you know that something is a
lesser glamour it will still affect you as normal. Real-
ising that something is a glamour does not make it
vanish, even for you.
Glamours disappear under a number of condi-
tions. Most obviously, they vanish when the spell
duration ends. However, they also disappear if
brought into contact with iron, or if blessed by
someone in Holy Orders (subdeacon, deacon, priest,
or bishop). Finally, if a glamour enters a Dominion
Aura it disappears. Glamours cannot be cast in the
Dominion, or in Infernal auras. They can be cast in
areas with no aura, and a glamour cast in another
aura could enter an Infernal aura without vanishing.
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