333, Appendix B: Ritual Path Magic Styles

Magical styles for Ritual Path Magic follow a format altered from the standard styles (Pyramid 3/66 page 9-12). The differences are that RPM styles require Thaumatology as one of the required skills, have required path skills and ritual masteries instead of required spells, give 5% energy cost reduction instead of broadening wards and counterspells, have different magic perk limits, and change a few magic perks, ban a few others and introduce new perks.

Some worked examples of RPM styles in the 333 setting are given below;


16 points.

Instead of turning lead into gold, creating an universal solvent or other feats of gross matter, the Nacro-Alchemy magical style focuses on the “internal” alchemy – elixirs that change or degrade personal attributes. It just so happens illegal narcotics – street drugs – act as perfect symbolic catalysts of transgression. Their use and abuse, not to mention a surrounding subculture of pharmaceutical crime, resonates well with spiritual themes of decay, evolution, upheaval, want, danger, and power.
This style covers not rituals but brewing elixirs that Strengthen, Destroy and Transform Body and Mind. Nacro-Alchemy likes using illicit drugs (dope, cocaine, LSD, PCP, heroin, meth, etc.) as both as elixir ingredients and as a base of appearance for the produced elixir (this makes Nacro-Alchemy illegal in most countries, but not technically Left-Handed). The use of such drugs may account for Nacro-Alchemist elixirs reducing their energy cost with limitations like Backlash, Aftermath and Cardiac Stress. It is common for quirks in Nacro-Alchemy elixirs to threaten Addiction. Altered Traits is a common modifier, with Afflictions and Damage sharing the silver. Healing effects may also be a part of the style.

Required Skills: Thaumatology; Streetwise; Alchemy; Pharmacy (Synthetic).

Required Path Skills: Path of Magic; Path of Body; Path of Mind.

Required Ritual Masteries: “Magician’s Beer” (Brew Elixir of Drunkness); “The Sickness” (Brew Elixir of Nausea); “Pepper-Up Potion” (Brew Elixir of Restore Fatigue); “Mars Dust” (Brew Elixir of Berserker Strength) or “White Goddess” (Brew Elixir of Enhanced Intelligence); “Jupiter X” (Brew Elixir of Charisma); “Venus’ Roof” (Brew Love Elixir) or “Forget-Me-Now” (Brew Elixir of Amnesia); “Fight Milk” (Brew Elixir of Strength and Fitness); “Magebane” (Brew Elixir of Magic Resistance).

Perks: Adjustable Spell; Life-Force Burn; Limited Energy Reserve; Mana Compensation (style); Quick and Focused; Power Casting (any in-style elixir); Reduced Footprint (Mind, Body); Shortcut to Power (any in-style elixir); Stabilising Skill (Body, Mind); Wilful Casting; Paraphernalia Pro; Mystic’s Stupor; Better Elixirs; Elixir Resistance; Gut of the Dragon; Rule of 17; Sanctum; Secret Spell (any in-style resisted elixir); Special Exercises (FP can exceed HT by 100%, IQ, Mana Enhancer, Wild Talent, certain exotic mental or physical advantages); Natural Alchemist.

Advantages: Contacts (Criminal); Mentor; Neuromancer; Signature Gear (Alchemy Lab); Wealth.
Disadvantages: Social Stigma (Criminal Record); Addiction; Greed; Selfish; Enemies (Police and/or rivals in the drug trade).
Skills: Hazardous Materials (Magical or other); Merchant; Holdout; Smuggling; Urban Survival.

Black Goat Diabolism

12 points.

The most infamous left-handed magic is the practice of Diabolism – summoning spirits of vice and binding them to your will. The dangerous and malevolent spirits of vice are casually known to the Western magi as “Daemons”, and are classified according to the seven deadly sins, in the vein of Peter Binsfeld, a 16th century German auxiliary bishop and witch hunter. The most powerful daemon of each of these “sins” are collectively known as the “Archdaemons” – they are named Mammon (Greed), Beelzebub (Gluttony), Lucifer (Pride), Leviathan (Envy), Satan (Wrath), Asmodeus (Lust), and Belphegor (Sloth).

Summoners and exploiters of daemons, the Black Goat Diabolism stylists are infamous for allegedly receiving mentoring and patronage from the Archdaemons themselves. The magical style covers rituals that deal with daemons – summoning, banishing, killing, controlling, and analysing. A Spirit Contract with a daemon allows the caster to accept Corruption in exchange for energy or temporary use of the Ritual Adept advantage (Pyramid 3/66 page 7).

Required Skills: Thaumatology; Exorcism; Hidden Lore (Daemons); Occultism.

Required Path Skills: Path of Spirit.

Required Ritual Masteries: Call Spirit; Command Spirit; Pentagram Trap or Ward Against Spirits; True Form or Banish Spirit; Harm Spirit; See Spirits or Empower Spirit.

Perks: Spirit Contract (Daemon); Secret Spell (Command Spirit, Harm Spirit, Pentagram Trap, Call Spirit, Banish Spirit); Shortcut to Power (Call Spirit, Harm Spirit, Command Spirit, Empower Spirit); Easy Refill; Improved Cap (Spirit); Magical Lawyer; Secret Mage; Rule of 17; Power Casting (any in-style ritual); Area Spell Mastery (Ward Against Spirits); Mighty Spell (Harm Spirit); Willful Casting; Sanctum; Discreet Ritual.

Advantages: Patron (Archdaemon); Ally (Bound Daemon); Dark Walker; Mystic; Language (Demontongue).

Disadvantages: Secret (Diabolist); Megalomania; Jealousy; Sadism; Enemies (any); Social Stigma (Criminal Record); Lecherousness; Loner; Paranoia; Callous; Overconfidence; Selfish; Greed; Bad Temper; Laziness; Gluttony.

Skills: Research; Intimidation; Smuggling; Streetwise.


19 points.

Style Prerequisite: Higher Purpose (Tradition, Druidic) 1+.

The original Celtic Druids were an Iron Age educated professional class of Gaul, Britain, Ireland and possibly elsewhere. The Druids were poets, lawyers, religious leaders and doctors. Those specialising in Celtic animal and plant magic in the modern British Isles have taken it upon to become a guild of private community aid workers, who look out for those in trouble. They believe it is their mystical duty to lead and succour the people of the U.K. They travel across the British Isles performing public services, including finding lost children, sheltering abuse survivors, midwifing births, tending to the sick, repairing damaged buildings, and helping with farming.

The magical style itself covers rituals affecting (non-human) animals and plants. The practical side of the guild focuses on informal social services, applying the Celtic occult traditions to serve the local community in the rural United Kingdom, but that is reflected in their actual rituals. Quite a few Druids learn other magical styles, for the sake of better helping the needy.

Required Skills: Thaumatology; Animal Handling (any one); Naturalist or Biology (Zoology); Veterinary; Diagnosis; First Aid/TL; Poisons/TL or Pharmacy/TL (Herbal); Herb Lore.

Required Path Skills: Path of Body; Path of Mind; Path of Matter.

Required Ritual Masteries: Speak with Animals; Totem; Identify Plant; one of Lure, Harvesting Hands, Vermin Vamoose, or Filling Fruit; Command Animal; two of Rain Dance, Sorcerous Skinner, Perfect Preservation, or Phantom Tiller.

Perks: Easy Refill; Improved Cap (Body, Mind); Accommodating Magic; Quick and Focused; Covenant of Rest; License; Scroll-Reading; Shaman’s Trance; Aid; Adjustable Spell; Guild Rank; Knower of Names; Friendly Undergrowth; Eye of the Storm; Good with (Animal); Obscure True Name; Sanctum; Wizardly Garb; Magical Style Adaptation.

Advantages: Ally (Animal); Animal Empathy; Animal Friend; Green Thumb; Charisma; Language (Irish, English, Welsh, Breton, Manx, Cornish, Scottish Gaelic); Nourisher.
Disadvantages: Sense of Duty (Community); Disciplines of Faith; Selfless; Chummy; Guilt Complex; Code of Honor (Professional).
Skills: Poetry; Farming; Cooking; Gardening; Biology (Botany); Law (Civil U.K.); Singing; Diplomacy; Dancing; Leadership; Public Speaking; Carousing; Psychology; Detect Lies; Hiking; History; Heraldry; Current Affairs/TL; Area Knowledge; Politics; Philosophy; Literature; Sociology; Theology; Teaching; Riding; Tracking; Religious Ritual.

The Table of Plenty

23 points.

To heal others in both their bodily wounds and mental traumas is a noble pursuit. An entire charity guild of aid workers was established in the wake of research into magical aid, to unite those magi who would give back to their fellow man and save lives in a crisis. Their research into benevolent magic converged into The Table of Plenty magical style – the “house style” of their organised rescue and relief efforts.

The magical style covers spells that heal injuries, treat mental illnesses, cure diseases, supply the deprived with the resources to survive (typically food and drink, but also shelter and medicine) and defeat hostile ongoing magical afflictions.

Required Skills: Thaumatology; First Aid/TL; Psychology; Diagnosis; Pharmacy/TL; Physician/TL; Surgery/TL; Diplomacy or Survival (any one).

Required Path Skills: Path of Body; Path of Mind; Path of Matter or Path of Magic.

Required Ritual Masteries: Conjure Food and Water or Remove Curse; Minor Healing; Treat Mental Illness; Major Healing or Restore Cripple; Palliative or Panacea; two of Live Off the Land, Medicine Bag, Perfect Preservative, Life Preserver, or Dreamcatcher; Diagnose; Cure Disease; Cleanse Disease; one of Repair Object, Purify Food and Water, Phantom Tiller, Dowse, Filling Fruit, Harvesting Hands, Restful Rest, Stoneshaping, Sorcerous Skinner, Rain Dance, or Psychoanalysis.

Perks: Aid; Guild Rank; Convenience Casting; Mass Magician; Stabilising Skill; Eye of the Storm; Filter; Gut of the Dragon; Kindle; Muffle; Reinforce; Rinse; Screen; Spark; License; Permit; Quick and Focused; Reduced Footprint (Body); Shortcut to Power (Minor Healing, Major Healing, Cure Disease, Restore Cripple, Treat Mental Illness, Panacea); Wizardly Garb; Accommodating Magic; Easy Refill; Natural Alchemist; Natural Thaumaturge; Improved Cap.

Language; Cultural Familiarity; Healer; Empathy; Resistant to Disease; Temperature Tolerance; Anatomist; Mentor; Neuromancer; Nourisher.
Disadvantages: Charitable; Selfless; Compulsive Generosity; Sense of Duty (any); Honesty; Pacifism; Workaholic; Code of Honor (Professional).
Skills: Physiology/TL; Propaganda; Teaching; Urban Survival; Cooking; Leadership; Electronics Operation/TL (any); Electronics Repair/TL (any); Scourging; Alchemy/TL; Farming; Administration; Electrician/TL; Hazardous Materials/TL (any); Current Affairs/TL; Area Knowledge; Housekeeping; Hiking; Poisons/TL.

The Eliminators

16 points.

The Eliminators are controversial lot, indeed. They pitch themselves as an organised collection of mercenaries, bounty hunters and security professionals – not quite a guild – who are united in a magical style, and business niche. Their chosen field of expertise is counter-magic and precision termination of Thaumaturgic threats. Like most mercenaries, they have a murky reputation and checkered past – dirty deeds, reasonable prices, and all that jazz. Eliminators have been hired as hitman or defenders for some highly questionable clients – not all mages targeted for a snuff job are cut-and-dried villains. The money is good, but the danger is constant.
Also, they occasionally find one of their number has descended into violent madness for unknown reasons.

Unfortunately, it is a well-documented fact that certain stylists have, sometime after learning this style, lost their grip on reality and become dangerously – murderously – obsessed with destroying “bad magic”, often by killing “bad” mages. They become, essentially, serial killers and terrorists. What “bad” means varies from delusional madman to delusional madman; common targets are Left-Handed Magics, mages specialising in particular Paths, mages of a certain lifestyle or tradition, criminal mages, and mages of a particular socio-economic status. There seems to be no end to this trend, no cause for this insanity is known, nor has a cure for the condition been devised. Amongst the sane Eliminators, these bad apples are nicknamed The Screamers – and standard Eliminator policy is simply kill or capture. The issue of Screamers has been an albatross around the style’s neck for years – wherever it is the result of some flaw in the style’s theory or praxis, or simply an curse from an external source, all the other mages know is that around 8% of all Eliminators will eventually become Screamers – and therefore have zero trust in these stylists, even if they can tolerate mages who openly hunt their own for money. Now, how long before a given Eliminator falls to insanity is unknown, and apparently varies wildly – some case reports involve Screamers who retained their sanity for decades of good service before starting their murder sprees.

The scope of The Eliminators magical style is anti-magic methods, plain and simple. Wards, dispelling, suppressing magical advantages, penalising spell casting, consecrating areas and disenchantment. To a lesser extent, it also covers spells for identifying mages and sensing magic. The GM decides details on how Screamers work, PC Eliminators may or may not become Screamers in-play according to both Player’s desire and GM’s judgement, starting the campaign as a Screamer almost definitely requires GM permission and working out details on what kind of madness the Screamer PC suffers from. Known Screamers are essentially Lapsed Practitioners of this style.

Required Skills: Thaumatology; Observation; one of Body Language, Streetwise or Savoir-Faire (any); Hidden Lore (any one) or Intimidation; Tactics; Fast-Draw/TL (Ammo); two of Search, Hazardous Materials/TL (Magical), Criminology, or Fast-Draw (any).

Required Path Skills: Path of Magic.

Required Ritual Masteries: “Thaumaturgic Terminus” (Dispel Ritual); “Thaumaturgic Denial” (Ward Against Magic); one of “Profound Still” (Remove Magery), “Targets of Opportunity” (Detect Magic), or “Eliminate the Deception” (Identify Mage); “Thaumaturgic Static” (Magical Chaff); “Spite the Face” (Deconsecrate Area); one of “Eliminate Enemy Asset” (Suppress Enchantment), “Eliminate Enemy Resource” (Drain Mana Reserve), or “Eliminate Vulnerabilities” (Resist Magic).

Perks: Secret Spell (Dispel Ritual, Drain Mana Reserve, Remove Magery); Shortcut to Power (Ward Against Magic, Deconsecrate Area); Area Spell Mastery; Blocking Spell Mastery; Limited Energy Reserve (style); Power Casting (in-style ritual); Quick and Focused; Reduced Footprint (Magic); Spell Duellist; Stabilising Skill (Magic or refill mana reserve); Accommodating Magic; License (Mercenary, Bounty Hunter, Mage); Discreet Ritual; Object Channel; Improved Cap (Magic); Guild Rank (The Eliminators or other guild); Spell Hardiness; Intuitive Illusionist; Magical Analysis; Magical Weapon Bond; Permit; Rule of 17; Sacrificial Blocking Spell; Sanctum; Secret Mage; Spell Resistance; Thaumatological Doublespeak; Wizardly Garb.

Attributes: Improved Per.
Advantages: Higher Purpose (Tradition, Warding, Narrow); Combat Reflexes; Danger Sense; Mentor; Pararchaeologist; Wealth; Fit; Ambidexterity; Empathy; High Pain Threshold; Hard to Kill; Hard to Subdue; Fearlessness; Security Clearance; Contacts.
Disadvantages: Overconfidence; Bad Reputation (unethical mercenary, hunter of his own kind and potential psycho killer); Greed; Callous; Code of Honor (any); Sense of Duty (The Eliminators); Bloodlust; Intolerance (any – including Screamers); Fanaticism (Destroy “bad” magic); Enemies (any, known Screamers have The Eliminators); Delusion (“A certain style or kind of magic is bad and should be destroyed”, “My friend/mentor/lover is not a Screamer”, “Screamers are just urban legends and propaganda spread by deceptive outsiders – they don’t really exist”, “Screamers are after me!”); Secret (Screamer, sane Eliminators might be assigned to undercover duty as a double agent); Paranoia; Social Stigma (Criminal Record); Light Sleeper.
Skills: Combat skills in general; Merchant; any unchosen options from Required Skills; Innate Attack (any); Occultism; Psychology; Propaganda; Accounting; Finance; Leadership; Politics; Current Affairs (Business); Strategy; Stealth; First Aid/TL; Tracking; Interrogation; Intelligence Analysis/TL; Mind Block; Soldier/TL; Traps/TL; Lip Reading; Shadowing; Electronics Operation/TL (Security or Sensors); Urban Survival.

Blood Ninja

15 points.

Style Prerequisite: Duty (Blood Ninja Clan, Extremely Hazardous, any frequency of appearance) and Secret (Assassin), or other as per GM’s option.

This magical style is almost considered a “left-handed style” (if even known) because of its sinister reputation, secretive origin and the icky content. The Blood Ninja style is practiced and taught by shadowy clans of assassins and spies, the style is only learned by members of these clans. Many stylists are sleeper agents, living entire cover lives waiting for the clan to contact them with a mission – perhaps only once in a lifetime, or maybe once every week. The mission could be information gathering or murder, to be carried out with the secrets of blood mysticism.
The scope of the style covers rituals that revolve around blood, both symbolic and literal. It especially likes rituals for stealth, killing, spying and blood both in and out of the body.

Required Skills: Holdout or Camouflage; Disguise or Acting; Escape; Poisons; Stealth; Thaumatology.

Required Path Skills: Path of Body; Path of Matter.

Required Ritual Masteries: Analyse Blood; Weaken Blood or Blood Boil; Lying Blood or Body of Blood; Brew Blood Cypher; “Know the Blood” (Seek Person); “Unknown Blood” (Boost Stealth Skill).

Perks: Adjustable Spell; Area Spell Mastery; Discreet Ritual; Improved Cap; Knower of Names; Life-Force Burn; Magical Weapon Bond; Natural Alchemist; Natural Thaumaturge; Object Channel; Reduced Footprint; Rule of 17; Spell Duellist; Stabilising Skill.

Advantages: Atomist; Alternate Identity (Illegal); Combat Reflexes; High Pain Threshold; Mortalist; Nourisher.
Perks: Acrobatic Feint; Honest Face; Fighting Style Familiarity (Taijutsu).
Disadvantages: Sense of Duty (Clan); Paranoia; Callous.
Skills: Acrobatics; Climbing; Forensics; Electronic Operations (Security); Filch; Judo; Jumping; Karate; Lockpicking; Observation; Search; Shadowing; Smuggling; Traps.

Bullets of the Nameless

15 points.

The Nameless are a brotherhood of sorcerous gunmen who combine rituals with personal firearms. They are generally a sad lot, having joined the brotherhood because they’re running from their pasts, seeking death, incapable of believing in a better future, and ridden with guilt, grief, aggression, or loneliness. Although many work as a hired guns, the Nameless do not see themselves as a guild of mercenaries. Although many have committed crimes and will continue to do so, the Nameless do not see themselves as career criminals. Many Nameless have stolen sums of money large and small, but they do not consider themselves thieves. The Nameless have killed many people, but they are not spree killers.
The truth is, the Nameless are a mystery cult, obsessed with the lethal violence of the gun and desperate to find meaning in deadly shootouts. In the Nameless, you either solve the mystery of yourself through gun fighting, or accept death. This is the brutal choice at the heart of their teachings and their magical style.
The brotherhood’s house style is Bullets of the Nameless. It is a magical style that is violent and pragmatic, devoted to the grim art of gun fighting – it covers rituals that maintain, enhance and create guns and ammunition.

Required Skills: Thaumatology; Fast-Draw/TL (Ammo); Fast-Draw (Pistol or Long Arm); Guns/TL (Pistol, Rifle, Shotgun or SMG); Tactics.

Required Path Skills: Path of Matter; Path of Magic; Path of Energy.

Required Ritual Masteries: Magic Bullet; Sorcerous Silencer; Repair Object; Conjure Object or Strengthen Weapon; Disable Firearm or Bane Blade; “The Time’s Come” (Kentucky Windage).

Perks: Natural Thaumaturge; Magical Weapon Bond (Gun); Object Channel (all Guns); Improved Cap (Matter); Reduced Footprint (Matter); Reinforce; Power Casting; Limited Energy Reserve (style); Mana Compensation (style); Stabilising Skill (Matter, refilling mana reserve); Life-Force Burn; Shortcut to Power (Disable Firearm, Magic Bullet, Bane Blade); Flagellant’s Blessing; Better Magic Items (Better Ammunition Charms, Better Enchanted Firearms); Frightening Side Effects (Magic Bullet, Bane Blade, Kentucky Windage); Boost Enchantment; Spark; Magical Style Adaptation; Named Possession (Gun); Obscure True Name; Secret Mage; Super-Sympathy (Gun); Convenience Casting (Repair Object).

Fearlessness; Combat Reflexes; High Pain Threshold; Hard to Kill; Ambidexterity; Danger Sense; Night Vision; Signature Gear; Crafter; Conduit.
Perks: Shooting Style Familiarity (any).
Disadvantages: Bloodlust; Callous; Hard of Hearing; Bad Reputation; Social Stigma (any); On the Edge; Bad Temper; Delusion (“I can find meaning in violence.”); Chronic Depression; Obsession (Find a reason to live); Enemies.
Skills: Any unchosen option from Required Skills; Soldier/TL; Stealth; Camouflage; Armoury/TL (Small Arms); Forced Entry; Intimidation; Holdout; Streetwise; Observation.

Great Chaos Pyromancy

10 points.

This magical style of mass destruction and decisive rage is said to originate from the greatest primordial fire elementals, handed down to the first magicians in antediluvian times.
The scope of the style covers rituals that call down the element of flames and direct them – but not rituals for extinguishing them, sensing them or changing them into other forces. It can, however, protect the caster – and ONLY the caster – from heat and flame, while leaving the rest of the world to burn.

Required Skills: Thaumatology; Innate Attack (Projectile) or Explosives/TL (any specialty); Alchemy or Innate Attack (any specialty).

Required Path Skills: Path of Energy; Path of Magic or Path of Body.

Required Ritual Masteries: Create Fire; Fireball or Rain of Fire; “Sweat Skin” (Fireproof Self); one of Destruction, Brew Alchemical Firebomb, Explosive Runes Charm or Spontaneous Combustion.

Perks: Improved Cap (Energy); Adjustable Spell; Area Spell Mastery; Life-Force Burn; Limited Energy Reserve; Mana Compensation (style, Energy or Higher Purpose (Pyromancy)); Mighty Spell; Power Casting; Psychic Guidance; Quick and Focused; Reduced Footprint (Energy); Secret Spell (any style ritual); Shortcut to Power (any style ritual); Wilful Casting; Frightening Side Effects; Kindle.

Higher Purpose (Pyromancy); Tempered by Fire; Conduit.
Disadvantages: Pyromania; Impulsiveness; Bloodlust; Bad Temper; Social Stigma (Criminal Record).
Skills: Intimidation; Hazardous Materials (Magical); Electrician.


11 points.

Some sorcerers in a society where magic is no secret and is socially accepted will gravitate towards the magical upkeep and construction of civil engineering projects and other everyday cornerstones of the modern technological living standard – infrastructure. Magewright is a magical style for mages hired to serve the government or a wealthy V.I.P. in the area of keeping buildings, machines and personal possessions good to go.

Required Skills: Thaumatology; any four of Architecture, Armoury (any), Carpentry, Electrician, Electronic Operation (any), Electronics Repair (any), Engineer (any), Explosives (any), Hazardous Materials (any), Machinist, Masonry, Mechanic (any), Metallurgy, Professional Skill (any), or Smith (any).

Required Path Skills: Path of Matter; Path of Energy.

Required Ritual Masteries: Fireproof or Waterproof; one of Fortify Matter, Create Raw Material, or Clean; one of Repair Object, Extinguish Fire, or Light.

Perks: Improved Cap (Matter); Area Spell Mastery; Better Magic Items; Convenience Casting; Guild Rank; Improvised Items; License; Mass Magician; Mundane Magic; Object Channel; Paraphernalia Pro; Permit; Reduced Footprint; Quick and Focused; Stabilising Skill; Wizardly Garb.

Contacts; Fit; High Manual Dexterity; Lifting ST; Wealth.
Disadvantages: Code of Honor (Professional or Stay Bought); Debt; Duty; Social Stigma; Status; Wealth; Workaholic.
Skills: Accounting; Administration; Alchemy; Area Knowledge (any); Cartography; Current Affairs (any); Freight Handling; Hidden Lore (Urban Secrets, Ley Lines, Magical Architecture and Sacred Places); Lifting; Merchant; Packing; Prospecting; Savoir-Faire (Servant); Scrounging; Symbol Drawing (Ritual Magic or Sacred Architecture); Teamster (any); Writing.

Discord’s Glamour

19 points.

This magical style is based around the concept of an alluring arcane trickster – one who can twist fate, muddle the minds of people and make lies seem truthful. It is the magical tradition of con artists, entertainers, spies, salespeople and the lustful.
The scope of the style covers ritual that change people’s luck, make oneself more attractive, deceive people, manipulate people and generally “rig the game”.

Required Skills: Acting; Artist (Illusion) or Fortune-Telling (any); Fast-Talk or Sex Appeal; Thaumatology; Sleight of Hand or Filch; Stealth or Streetwise; Holdout or Public Speaking; Detect Lies or Propaganda; Psychology (Applied).

Required Path Skills: Path of Chance; Path of Body; Path of Mind.

Required Ritual Masteries: “Allure of Chaos” (Mole); “From a Certain Point of View” (False Memory) or “Wilderness of Mirrors” (Burn Notice); Bless or Truthteller; Curse or Wallwalker; one of Show of Character, Sorcerous Covenant, “Mysterious Stranger” (Off the Grid) or “Discord’s Sermon” (Babble On); one of Counterproductivity Curse, Gift of Gab, Forger’s Blessing, Divination or Glamor Glamour.

Perks: Improved Cap; Area Spell Mastery; Quick and Focused; Reduced Footprint; Secret Spell (any within style scope); Shortcut to Power (any within style scope); Discreet Ritual; Intimidating Curses; Knower of Names; Intuitive Illusionist; Magical Analysis; Magical Style Adaptation; Obscure True Name; Secret Mage; Magical Lawyer; Thaumatological Doublespeak.

Advantages: Ally; Appearance; Claim to Hospitality; Contact; Charisma; Cultural Adaptability; Sensitive or Empathy; Voice; Wealth; Fashion Sense; Smooth Operator; Insight; Neuromancer.
Perks: Social-Interaction Style (Bardic Arts, The Short Con, The Long Con, Courtesanry, Deep Cover, Diplomacy, Salesmanship).
Disadvantages: Impulsiveness; Trickster; Overconfidence; Selfish; Lecherousness; Jealousy; Compulsive Carousing; Alcoholism; Chummy.
Skills: Savoir-Faire (any); Carousing; Erotic Art; Body Language; Observation; Dancing; Current Affairs (any); Musical Instrument (any); Diplomacy; Singing; Makeup; Gambling; Lockpicking.

The Persona Intruders

11 points.

This is a “Left-Handed” style – what you might call “black magic” or maybe just an “immoral and irresponsible use of power”. Left-Handed magic is typically stuff like Diabolism (warlocks who shake hands with spirits of vice – Daemons!), Qlippothic cults (warlocks who worship Daath, the Time Before Time), Thanatovores (sinister lich warlocks who murder human beings for power and knowledge) and other dangerous malefactors, but the Persona Intruders got their bad reputation from a doctrine that outright encourages cruelty and manipulation. Their preferred magical practices by themselves aren’t intrinsically malevolent; it’s basically just appropriating Jungian concepts (the collective unconscious, for instance) for certain Mind and Spirit rituals. The scope of this magical style covers rituals that involve thought reading, emotion control and wrangling spirits born from human feelings and thoughts (generally named “Shadows”, if not Tulpas – stronger version of these spirits (with sapient minds and developed personalities) are named Archetypes). The Persona Intruders, however, openly embrace nasty applications of their magic in bullying, spying, torturing, deceiving and enslaving. They are freelance traitors, infiltrators and public menaces – the style does not revolve around a guild, society, occult tradition or even a philosophy. The otherworldly Jungian symbolism and shared set of dirty mystic secrets underpin the style’s content, but it is typically only taught by and to scumbags seeking dubious amusement in the Occult Underground.

Required Skills: Thaumatology; Psychology; Detect Lies or Body Language; Hidden Lore (Spirit Lore).

Required Path Skills: Path of Mind; Path of Spirit.

Required Ritual Masteries: “Bind the True Self” (Command Shadow); one of “Crush the Mind” (Terrify), False Memory or Truthteller; “Godly Persona” (Mantle of Glory) or Call Spirit; one of Hall of Records, Implant Mind-Shard or Show of Character.

Perks: Willful Casting; Discreet Ritual; Intimidating Curses; Knower of Names; Frightening Side Effects; Controlled Mental Disadvantage (Split Personality or Amnesia); Magical Analysis; Obscure True Name; Rule of 17; Sanctum; Secret Mage; Shaman’s Trance; SOP (Magical Lawyer); Thaumatological Doublespeak; Secret Spell (Terrify, Command Shadow, Truthteller, Black Bag, Mole); Shortcut to Power (Call Spirit, Mantle of Glory); Improved Cap (Mind, Spirit); Spirit Contract (Archetype).

Increased IQ, Per and Will.
Advantages: Empathy or Sensitive; Mind Shield; Intuition; Spirit Empathy; Introspection; Mentor; Charisma; Ally (Bound Shadow).
Disadvantages: Sadism; Callous; Curious; Enemies (Past victims or/and angry spirits); Megalomania; Bad Reputation (Warlock); Social Stigma (Criminal Record).
Skills: Criminology; Observation; Intimidation; Acting; Propaganda; Interrogation; Disguise; Intelligence Analysis; Research; Dreaming.

The Guidance of Thoth

15 points.

Teaching the theory and practise of magic is a difficult task, wherever the teaching is set up for an one-on-one apprenticeship or an university-style class venue. Indeed, educating others in a satisfactory manner is always hard to pull off, regardless of the actual subject matter and praxis – a teacher of any kind can always benefit from magical help. The most distinguished magical style that most academics know of is probably The Guidance of Thoth – it’s a style used by both tenured professors of accredited universities and hedge witch swamp hermits mentoring family and pilgrims. The style, while outwardly concerned with mentalism, developed in parallel to general magical theory and experimentation.
The Guidance of Thoth magical style revolves around enhancing one’s ability to educate, and the student’s learning capabilities. Spells that aid instruction, such as projecting an educational image into a student’s mind, are typical. Some of the better Thaumatological theorists and instructors have contributed to the style’s internal practises over the years, expanding and improving the magic perks available to stylists.

Required Skills: Teaching; Thaumatology; Research/TL; Computer Operation/TL; Public Speaking or Writing; Hidden Lore (one of Sacred Places, Ley Lines, or Magical Items) or Symbol Drawing (Ritual Path Magic); one of Archaeology, Occultism or Hazardous Materials/TL (Magical).

Required Path Skills: Path of Mind; Path of Magic.

Required Ritual Masteries: Telepathic Communication or Mass Telepathic Communication; Mnemonic Enhancer; Lend Skill or Ward Against Spells; Enhance Intelligence; Analyse Magic or Dispel Magic.

Perks: Power Casting; Special Exercise (Blessed (Enlightened Teacher)); Wizardly Garb; Thaumatological Doublespeak; Academic Rank; License; Magical Style Adaptation; Paraphernalia Pro; Magical Lawyer; Permit (any magical); Sanctum; Scroll-Reading; Spell Duellist; Shortcut to Power (any in-style ritual); Better Magic Items (Better Elixirs, Better Magic Enchantments); Knower of Names; Obscure True Name; Stabilising Skill (Mind, refilling mana reserve); Avatar; Intuitive Illusionist; Magical Analysis; Mystic Gesture; Limited Energy Reserve (style); Mana Compensation (style); Named Possession; Quick and Focused; Reduced Footprint (Mind, Magic); Super-Sympathy; Wilful Casting (any in-style ritual); Accommodating Magic; Natural Alchemist; Natural Thaumaturge; Improved Cap (Mind, Magic); Networked (Born Researcher).

Improved IQ.
Advantages: Versatile; Blessed (Enlightened Teacher, Magical); Charisma; Photographic Memory; Empathy; Voice; Language; Cultural Familiarity; Tenure; Mentor; Introspection; Pararchaeologist.
Perks: Networked (Disciple).
Disadvantages: Workaholic; Sense of Duty (Students); No Sense of Humor; Bad Sight (Nearsighted; Corrected); Code of Honor (Professional); Curious; Obsession (Learning magical lore); Pacifism.
Quirks: Fashion Disaster; Methodical; Hates Anti-Intellectualism.
Skills: Any unchosen options from Required Skills; Psychology; Current Affairs/TL (any); Administration; Acting; Artist (any); Observation; Poetry; Literature; History; Gesture; Alchemy/TL; Meditation; Dreaming.
Techniques: Exercises (Teaching); Legendary Teaching (Teaching).

The Secret Senate

21 points.

You know what is a great motif? The game of Chess. Indeed, perhaps an infamous brotherhood of secretive magi currently operating in the occult underground chose their symbology well. The Secret Senate are a not-quite-united obscure social club that prizes itself on “games” of leadership, manipulation, guile and hidden agendas – not just on game boards, but also battlefields, courtrooms, the streets and businesses. The Secret Senate believes true magical genius reveals itself when tested against the chaos of conflict and especially when it is forced to remain covert. Thus, brothers of the style shall pit their intellects and magic in war logistics, espionage, politics, organised crime and business management, seeking out elegant and thoughtful victories against rivals. The thrill is in the chase, not necessarily the money or status. They speak in Chess metaphors a lot.

The emblematic magical style of the brotherhood covers spells relating to exploiting the situation to your benefit (especially secretly) by twisting the mind and bending fate. It is a style revolving around cheating the odds, understanding the situation, flying under the radar and tricking the enemy into making mistakes. It is the style of a magician who works behind the scenes to manage outcomes – “all warfare is based on deception”, as Sun Tzu noted.

Required Skills: Thaumatology; Current Affairs/TL (any one) or Games (Chess); Tactics; Leadership; Mind Block or Observation; any six of Administration, Accounting, Expert Skill (Military Science, Political Science), Psychology, Market Analysis, Law (any), Economics, Soldier/TL, Politics, Criminology, Finance, Geography (Political), Intelligence Analysis, Propaganda, Streetwise, Savoir-Faire (any), or Strategy/TL (any).

Required Path Skills: Path of Mind; Path of Chance.

Required Ritual Masteries: Two of Code-Breaker, Diamond Mind, “Zugzwang” (Suggestion), Truthteller, or Counterproductivity Curse; “A View of the Chessboard” (Divination); two of False Memory, Off the Grid, Analyse Data, “Senator’s Wrath” (Burn Notice), Sense Danger, “Senator’s Voice” (Babble On), or “Shah Mat” (Death Vision); “En Passant” (Artemis’ Blessing) or “Flip the Chessboard Around” (Read Mind);  one of “Senator’s Oath” (Sorcerous Covenant), “Senator’s Delivery” (Dead-Letter Box), “Mysterious Rook” (Mole), or “Grandmaster’s View” (Eye in the Sky).

Perks: Guild Rank; License; Magical Lawyer; Magical Style Adaptation; Mass Magician; Sanctum; Thaumatological Doublespeak; Paraphernalia Pro; Quick and Focused; Secret Mage; Wizardly Garb; Discreet Ritual; Easy Refill; Improved Cap (Mind, Chance);  Reduced Footprint (Mind); Secret Spell (any resisted in-style spell); Shortcut to Power (any in-style spell); Avatar; Permit (any); Controlled Mental Disadvantage; Magical Analysis; Obscure True Name; Rule of 17 (any in-style spell); Spell Resistance.

Advantages: Status; Wealth; Rank; Language; Cultural Familiarity; Voice; Charisma; Honest Face; Zeroed; Security Clearance; Claim to Hospitality; Heir; Contacts; Business Acumen; Independent Income; Introspection; Mentor.
Perks: Social Interaction Style (The Long Con, Deep Cover, Diplomacy, Memehacking, Military Leadership, Salesmanship, Virtus).
Disadvantages: Callous; Workaholic; Trickster; Overconfidence; Selfish; Jealousy; Secret; Code of Honor (any); Enemies; Duty; Megalomania.
Skills: Any unchosen options in Required Skills; Fast-Talk; Intimidation; Body Language; Smuggling; Holdout; Stealth; Detect Lies; Public Speaking; Writing; Disguise/TL; Diplomacy; Acting; Heraldry; Merchant; Research/TL; Hidden Lore (any).
Techniques: Camouflaged Mind Block (Mind Block); Coded Thoughts (Mind Block); No-Mind (Mind Block).

The Other Side Wayfarers

23 points.

Transportation is a tricky business. If magic exists and is well-known, people will want its help in both getting places and delivering things. They would definitely pay money for such services.
Experts in planar travel and teleportation, The Other Side Wayfarers are regulators of spatial gates, trusted by the authorities to handle magical journeys over great distances and through the dimensions. The guild is something of an international company (although it’s competition in this regard is less famous, and lacks an unique magical style), with government contracts to work with border patrols, immigration services, federal investigators and other lawful authorities. Naturally, it also provides services to private individuals and NGOs.

The house style of the Wayfarers covers magic involving spatial gates (that is, gates that teleport rather than time travel) and securing the non-organic cargo (making sure it doesn’t get damaged or stolen, and making it easier to carry).

Required Skills: Thaumatology; Navigation/TL (Land, Sea, or Air); Area Knowledge (any large nation or outer plane); Freight Handling/TL or Hazardous Materials/TL (any one); three of Driving/TL (any), Boating/TL (any), Shiphandling/TL (Ship), Seamanship/TL, Piloting/TL (Contragravity, Glider, Heavy Airplane, Helicopter, Light Airplane, Ultralight), Electronics Operation/TL (Sensors), Riding (any), or Teamster (any); Smuggling or Lifting; Holdout or Merchant; Packing or Cartography/TL.

Required Path Skills: Path of Crossroads; Path of Matter.

Required Ritual Masteries: Create Spatial Gate; Create Cross-Planar Gate; Repair Object; two of “Personal Payload” (Ether Storehouse), False Bottom, Fortify Matter, or Lighten Burden; Locate Object or Conjure Fuel; four of Locate and Analyse Gate, Stabilise Gate, Reopen Gate, Alter Gate, Move Gate, Ward Against Gates, Gate Beacon, or Close Gate.

Perks: Permit (Gate Magic); License; Guild Rank; Wizardly Garb; Quick and Focused; Mass Magician; Stabilising Skill (Crossroads); Avatar; Gate Experience; Mystic Gesture; Reinforce; Spark; Reduced Footprint (Crossroads, Matter); Shortcut to Power (any in-style ritual); Super-Sympathy (important area); Limited Energy Reserve; Mana Compensation (Crossroads); Power Casting (Create Spatial Gate); Easy Refill; Improved Cap (Crossroads); Special Exercises (Jumper, Warp).

Advantages: Warp (Magical); Jumper (Magical); Language; Cultural Familiarity; Daredevil; Wealth; Lifting ST; Absolute Direction; Danger Sense; Less Sleep; Outdoorsman; Acute Vision; Fit; Pararchaeologist; True Traveler.
Disadvantages: Greed; Cowardice; Code of Honor (Professional); Duty; Workaholic; Xenophilia.
Skills: Any unchosen options from Required Skills; Streetwise; Current Affairs/TL (any); Savoir-Faire (any); Accounting; Diplomacy; Survival (any); Urban Survival; Mechanic/TL (any Vehicle specialty); Electronics Operation/TL (Comm); Electronics Repair/TL (Sensors, Comm); Hiking; Law (any relevant to international travel, immigration, or transportation); Meteorology/TL; Swimming; Geography/TL (Regional); Naturalist; Hidden Lore (Ley Lines).

Blighted Malefactor

12 points.

The Left-Handed magical style named Blighted Malefactor is based around blighting living organisms with disease and other harm, even working in accordance with the spellcaster’s own sicknesses to better their malefic practices. It is a horrible magical practice, defined by the decision to full give into self-destructive spite and harm another even if it harms you just as much. The Blighted Malefactors are vengeful hunters of men who have turned their backs to both rationality and morality.

Required Skills: Thaumatology; Poisons/TL; Pharmacy/TL (any one); Diagnosis/TL.

Required Path Skills: Path of Body; Path of Magic.

Required Ritual Masteries: Blight; Death Touch or Itch; Brew Poison; Amplify Injury or Hunger; Weaken Blood or Assassin’s Blessing.

Perks: Sickness Resonance*; Natural Alchemist; Improved Cap (Body); Adjustable Spell (Body); Life-Force Burn; Limited Energy Reserve (Style); Mana Compensation (Body); Mighty Spell; Power Casting; Stabilising Spell (Body, refilling mana reserve); Secret Spell (Blight, Death Touch, Brew Poison, Amplify Injury, Hunger, Weaken Blood); Shortcut to Power (Blight, Death Touch, Brew Poison, Weaken Blood, Assassin’s Blessing, Amplify Injury); Wilful Casting (Blight); Discreet Ritual; Object Channel; Flagellant’s Blessing; Better Elixirs; Intimidating Curses; Knower of Names; Frightening Side Effects; Magical Style Adaptation; Obscure True Name; Rule of 17; Secret Mage; Thaumatological Doublespeak.

*With the style’s magic perk Sickness Resonance, the stylist can use whatever sickness (represented by disadvantages like Social Disease, Terminally Ill, Draining and so on) they are currently suffering to get an energy reduction on in-style rituals. If the disease takes the form of a disadvantage, apply half its negative point value as a percentage discount to the energy cost of the ritual, just as if it were a reduction from Backlash or trappings (which stack with this reduction, incidentally). If the ritual actually inflicts the exact same disease as the disadvantage, apply its FULL negative point value as a percentage reduction (i.e. the ritual afflicts the target with Social Disease, the stylist with this perk has Social Disease, the energy reduction is the full -5% rather than -2%). If the sickness is not part of a disadvantage, but it does afflict the spellcaster with the equivalent of an Affliction (coughing or sneezing, vomiting, nausea, pain, etc.) then work out the value of those afflictions as per B36, and then half that value to get the energy reduction percentage (unless the ritual afflicts those same conditions, in which case take the full value as an energy reduction). If the caster’s illness causes damage, the energy reduction percentage is worth -2% per full 1d toxic (-4% if the ritual actually attacks the target with toxic damage), and if the illness causes this damage in cycles, the energy cost reduction is worth half its value according to the Cyclic enhancement (B103-104) – for example, an illness that causes 2d toxic damage (-4%) every minute (-20%) would be worth -24% to energy cost. Each such disease gives its own reduction and they all stack with other energy reductions. The stylist may purchase this new magic style perk as soon as they meet the style requirements and buy the Style Familiarity perk – it still counts as one of the style perks, limited by number of points in style traits.

Attributes: Improved HT.
Advantages: Anatomist; Conduit; Neuromancer.
Disadvantages: Callous; Sadism; Selfish; Obsession (Get revenge); Social Disease; Terminally Ill; Bloodlust; Jealousy; Unfit; Enemies; Intolerance; Social Stigma (any).
Skills: Stealth; Holdout; Garrote; Sleight of Hand; Herb Lore; Naturalist.

The Hanged Men

19 points.

The Hanged Men are an international brotherhood of magicians who have an interest in magical shape shifting, with a focus on animalistic forms, and some side research into magically interacting with animals. These Shape Shifters started out trying to explore the occult traditions of Norse Mythology, typically through invoking Skaldic imagery and the forms of wolves and bears – but they eventually expanded their horizons and welcomed South American and African influences into their magical workings, particularly with regard to the forms of the big cats. They’re somewhat infamous for their harsh initiation trails – being deprived of food and drink for days, brief periods of being hanged, being burned around the belly, being forced to survive in the wilderness for a week, and so on.
The house magical style of The Hanged Men covers rituals that allow the practitioner to magically transform his body and the bodies of others into those of animals, command animals, or partially adopt the features of animals (claws, teeth, tails, etc.).

Required Skills: Thaumatology; Brawling; one of Expert Skill (Bardic Lore), Occultism or Theology (Norse, African Tribal, or Ancient South American); Survival (any two specialties); Wrestling; two of Biology (Zoology), Animal Handling (any), Tracking, Veterinary, or Naturalist.

Required Path Skills: Path of Body; Path of Magic; Path of Mind.

Required Ritual Masteries: Shape Shift; Totem; Feral Rage or Legs of the Kangaroo; Command Animal; Messenger Animal or Serpent’s Grace; True Form; one of Shape Shift Other, Vermin Vamoose or Lure.

Perks: Natural Thaumaturge; Shape Mastery; Special Exercises (Alternate Form (Animal)); Secret Spell (Shape Shift Other, True Form, Command Animal); Shortcut to Power (Shape Shift, Shape Shift Other, Totem, Feral Rage, Legs of the Kangaroo, Serpent’s Grace); Thaumatological Doublespeak; Flagellant’s Blessing; Stabilising Skill (Body, refilling mana reserve); Good with (Animal); Limited Energy Reserve; Improved Cap (Body); Quick and Focused; Reduced Footprint (Body); Rule of 17; Mana Compensation (Body, Style, Higher Purpose (Tradition)); Power Casting (any in-style ritual); Willful Casting; Discreet Ritual.

Attributes: Improved HT and ST.
Advantages: High Pain Threshold; Animal Empathy; Alternate Form (Animal, Magical) Fit; Language; Animal Friend; Cultural Familiarity; Neuromancer; Higher Purpose (Tradition, Druidic).
Disadvantages: Sense of Duty (Nature); Stress Atavism; Loner; Berserk; Code of Honor (Pirates’s, Professional); Vow; Social Stigma (Minority Group); Chummy.
Perks: Fighting Style Familiarity (Berserkergang, Ulvinger Fighting, Bears, Canines, Felines); Social Interaction Style (Bardic Arts); Biting Mastery; Pack Tactics; Technique Mastery (Bite); Rage Control.
Skills: Any unchosen options in Required Skills; Mimicry (Animal Calls); Axe/Mace; Knife; Fast-Draw (Knife); Broadsword; Intimidation; Carousing; Swimming; Tactics; Running; Karate; Thrown Weapon (Knife, Axe); Sumo Wrestling; Singing; Poetry; Literature; Public Speaking; Musical Instrument (Harp, Lyre); Savoir-Faire (High Society); Heraldry; Riding; Falconry; Stealth.
Techniques: Bite; Rake; Ground Fighting; Scratch; Targeted Attack (Bite/Any); Attack From Above; Retain Weapon; Cutting Out; Elevated Speech; Irony.

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