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The Hermetic Tradition teaches the ways of channeling and transmutation of matter, energy and space. It is the study of structure and change, the application of willpower to shape the world in one’s vision. Its practitioners strive to understand all that can be seen and the patterns that connect them. Sciences like astronomy, alchemy and mathematics play a vital role in this scholarly tradition in order to unveil the underlying order and power of the universe the mage wants to tap into.

Hermetics learn magic in a master/apprentice structure and since most of the practitioners are part of the Silverfire Order, the tradition has been tied to it for the past hundred years. Moreover, the Order prides itself in being a paragon against otherworldly forces that threaten the balance of magic, as well as a shield to the people against the Scourge.

This tradition branches out into two distinct paths, and both require the caster to be clear minded and free of otherworldly influences from fey, demonic, or scourge beings. In addition, chants must be recited loudly and not whispered in a covert way.

Paths[]

Warmages Scholars
The first path is that of the warmage, a mage-knight capable of casting while wearing any type of armor and wielding either a sword or a staff. Moreover they are required to be a part of the Silverfire Order. They can cast the tradition’s spells the following number of times: The second path belongs to the scholars, members of the Academy of Magic, who have greater power reserves and can turn two of their spells into a rote ritual on the spot. They can cast the tradition’s spells the following number of times:
Destruction 2/day

Silverfire Blade 4/day
Lesser Ward 3/day
Mending 2/day
Disintegration 1/day

Destruction 3/day

Silverfire Blade 2/day
Lesser Ward 3/day
Mending 3/day
Disintegration 1/day


Spells[]

Destruction[]

The mage gathers intense energies from the environment surrounding them, and forms them into a bolt full of harming intent.

The mage either throws a bolt (indicated by a red packet) which explodes upon contact or their hand bursts in flames which creates an explosion upon contact. The explosion inflicts two critical wounds on the valid location hit (weapons, held items and garments are considered extensions of the torso or limb holding them). If the packet hits a shield, then the shield is destroyed and only one critical wound is inflicted on the hand holding it.

Fire of the silver thread 
and wind's breath
bring ashes and death!
Kill!

Effects used: killing effect

Silverfire Blade[]

The spell's name derives from the silver fire surrounding the weapon of the mage casting it. It is the signature spell of a hermetic mage, originally created to combat the Scourge monsters which die only from the usage of both steel and magic.

The mage envelops their hand and blade in silver fire for 10 minutes. As long as the spell is active, the weapon counts as magical and the caster can deflect thrown spells with it. Each cast has 3 charges, of which the caster can expend to either inflict a critical wound on a valid location or destroy a shield while using the meta call of the spell.

The heralds abide to give me the might
Of fire and sword, the power to hold
With magic and light, the blade I raise high
Flame!

Effects used: flame effect

Lesser Ward[]

Through the sigils of patterning, a hermetic can harness  the surrounding energies, fortifying them around themselves to protect against both physical and magical attacks.

The mage envelops themselves with an astral shield that last for 10 minutes and can protect them from a single weapon hit and spell effect if they use the meta call when negating both effects.

Ashes and dust from across the world 
create a shield, for the power I hold
Protection!

Effects used: protection effect

Mending[]

The mage calls upon powers that reconstruct, mend and transmute in order to return a living being or non-living material to its previous state. It is a spell extremely useful for the battle-ready knights of the Order, as well as the scholars who often join them as a rearguard.

Through the power to affect form and substance, the caster can choose to either stabilize a dying character, restore a critically wounded limb, or restore all armor points of a player.

Water of the skies, I douse thy body
Recreate this subject
Heal!/ Repair!

Effects used: healing or repair effect

Disintegration[]

A much stronger and more catastrophic form of the destruction spell intended for when the mage wishes to completely annihilate form and pattern.

The caster calls on all of their magic and fire to wholly turn a character to ash. Only artifacts survive this transmutation.

Water and blood
the stars align for no rebirth
Absolute potential I employ
To ashes return 
Destroy!

Effects used: destruction effect

Rituals[]

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