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Message no. 1
From: John E Pederson <lobo1@****.COM>
Subject: A new magickal tradition
Date: Fri, 29 Nov 1996 11:42:44 EST
Okay, here goes (and mind you, I didn't here any complaints:)-but be
warned, it is BIG!

John Pederson "God is dead"
canthros@***.com -Friedrich Nietzsche (1844 to
1900)
lobo1@****.com "Nietzsche is dead"
http://members.gnn.com/lenoj/johns.htm -God (everlasting to everlasting)
Only dead fish swim with the stream

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Magus Tradition

The magus tradition is unique blend of the traditions of both
hermetic and druidic practice. Like hermetics, magi summon
elemental spirits and require magickal libraries for conjuring,
learning spells, or the like. However, like druids, the magus also
requires a single sacred circle in order to summon spirits, perform
ritual sorcery, learn new spells and similar practices. While a magus
does not require that the circle be of his own making, he finds it easier
to practice his magicks within his own circle, because it is magickally
tuned to his personal aura. A magus also finds it easier to practice
magic when operating upon the ley lines of magickal power, much like a
druid.  While the magus does not hold allegiance to any totem, all
Initiated magi have an elemental affiliation and any initiate above Grade
one Initiation also holds to some "orientation".
These "orientations" often dictate a magus' actions much like a
totem, but magi consistently reply that they are not totems. The
magus claims that the fundamental difference is that while a totem
chooses the shaman, a magus chooses the orientation.
As stated above, a magus summons elemental spirits.  Unlike a
normal hermetic, a magus has access to ten types of elementals: the
standard hermetic set, Fire, Water, Air, and Earth, plus Wood, Crystal,
Ice, Lightning, Acid, and Blast. The first four seem to be identical in
form and function to the hermetic elementals, in fact, most magi hold
that they are the same spirits. The last six, however, are unlike
anything the hermetics could imagine, most magi believe that the
hermetics cannot summon these spirits because they are unenlightened.
The Wood elemental is singularly unique in that it seems to be some
sort of halfway point between hermetic and shamanic spirits, sharing
characteristics of both.  It is a hermetic spirit, the magi claim, but
its nature, representing life, seems to be shamanic.  It is summoned
using a source, however: it requires a living plant, usually a tree as a
source.  Wood elementals manifest in a vaguely humanoid form bearing
resemblance to the mythical "Green Man" found in some Old World
stonework.
The Crystal elemental may be some alternate form of Earth, but many
of it's characteristics are very different, and seem to point to
it's being a different spirit altogether. While it is does require
a source often associated with Earth, mineral crystals, it's form is very
different and its powers also differ greatly. A Crystal elemental will
manifest in a slender humanoid form, the facets of the source crystal
defining its features and form.
Lightning elementals are something else entirely.  Their summoning
requires some source of visible (sparking) electrical energy, often
in the form of an exposed electrical cord, sometimes in a "Jacob's
Ladder"-type apparatus, but this requirement is also met if the spirit is
summoned during an intense thunderstorm. The manifest form of a Lightning
elemental is tenuous at best, but usually takes a vague, humanoid
appearance, its features and shape as indefinite as that of an Air
elemental.
The Ice elemental manifests in a definite human form, its edges and
features often as sharp as those of the Crystal elemental, though
they often have a very, well, cold cast to their features. An Ice
elemental represents cold in much the same way a Fire elemental
represents heat. Because its source is similar to that of a Crystal
elemental, their features share many similarities, though an Ice spirit
usually takes on a more human appearance.
The Acid elemental requires a large amount of some sort of highly
corrosive acid as its source element. Its manifest form is a
somewhat indefinite human-like shape. The strength of its physical
powers is often dependent upon the strength of the acid from which it
comes. The Acid elemental is the rarest and, perhaps, the most dangerous
of the magus elementals, because of the nature and rarity of its source
element.  It is not commonly summoned because it is hard to obtain the
source material required to summon it.
Lastly is the Blast elemental. This elemental is odd, indeed.
Source material for this spirit takes the form of broken bits and pieces
of various materials, like glass or steel, always in small, jagged
pieces, like shrapnel. A Blast elemental manifests in the form of a thin
cloud of swirling fragments. These swirling fragments cause sever damage
to those caught within them.
Game Info:

When a magus wishes to summon a spirit, he follows the rules for a
hermetic mage, EXCEPT that he does not prepare a hermetic circle
first, instead he must have access to a circle of the proper rating and
of his tradition. Usually this means that he will have to have his own
circle. Preferably, this circle would be permanent. Use the rules for
building a medicine lodge. Also, a magus will require access to
a Conjuring library of the proper rating to summon any spirit. A magus
will follow the rules for shamans and druids when learning a new spell,
however he will still require a Sorcery library, as a hermetic mage.
 Ritual magic also requires access to a circle, as for conjuring.
When going for his first Initiation (Grade 0), the magus must
choose an elemental affiliation. This affiliation may be to more
than one element, but not more than two, and not two opposing elements.
An elemental affiliation provides the magus with two extra dice when
summoning spirits of that type, but in the process subtracts two dice
from attempts to summon any other type of spirit. An affiliation to two
elements still provides the two extra dice for summoning affiliated
elements, but puts a three die detriment when summoning other elementals.
This affiliation is permanent and may be selected before the Grade
0 Initiation.
By his Grade 2 Initiation, a magus must have chosen an orientation.
This orientation will guide his actions and decisions, but is chosen
often as a reflection of his personality and desires. Such an orientation
is almost always permanent*. A few common orientations are as follows:
Shadowmage-
The Shadowmage is cold. His actions will be dictated by his inmost
desires, often a matter of vengeance. He will pursue this desire with his
whole being, without regard for personal well-being or the lives of
others. To the Shadowmage, the only goal is victory, and victory is
attainable by any means.
Paladin-
The Paladin dedicates his life to the guardianship of something. He
strives to be the best in his field, whether as a warrior or
mage depends upon him. He holds his honor paramount and will consider
anything less than an honourable victory as a failure. It is rumored that
one group of Paladins holds its purpose as the guardianship of all life
on earth against some terrible, unnamed and ancient evil.
Grey Mage-
For the Grey Mage, neutrality and balance are the only goals. He
will not persecute others for their beliefs, understanding that the
beliefs of all are required to create a balance. A Grey may serve as a
mediator or negotiator. Some of the more extreme of this orientation,
however, feel that only they should hold power, not trusting others to be
able to wield power without bias.
Luminomagus-
Roughly translated "Light-Mage" or "Wizard of Light". A
Luminomagus
holds "good" as the ultimate goal. He will not tolerate ignobility nor
will he tolerate evil. He is an altruist and will see his actions as
necessary for the good of others.  He will not sacrifice his ideals for
the goal, for if the means is not justified by his personal code, then
the end result is tainted and impure.
Sage-
A Sage will find fulfillment in the pursuit and accumulation of
knowledge, whether it is knowledge of magickal or mundane origin matters
not. Often, he will become so wrapped up in this pursuit that reality
disappears, danger to life and limb simply not noticed as some new
phenomenon takes all of his attention.
Archimage-
The Archimage pursues power, sometimes magickal power, sometimes
political, but always they work for the most power they can obtain. An
Archimage is probably among the most dangerous orientations, because they
are most likely to succumb to the seduction of power through blood magic
or through the Enemy.
Illusionist-
An Illusionist works most often behind the scenes. He is a master
manipulator, but not usually one for direct confrontation, often
preferring to work through lackeys or to simply avoid such confrontation
altogether.
Technomancer-
A Technomancer is magus who is enamored of modern technology,
sometimes accepting limited bio- and cyber-ware implants, but usually at
the highest grade available. While few actually cyberdecks because of the
problems mages have directly interfacing with such technology, quite a
few are known to be extremely effective tortoises, using magick to bring
their performance to nearly the level of a true decker. Some function as
riggers, a few as sammies. This is probably the smallest group of magi.
Toxic-
A Toxic magus is truly dangerous. Such a person was driven
violently insane by the expression of the magickal energies which guide
their life, their fractured mind now open to realities that a normal
magician would never have considered. He may use drugs, or even blood
magic to increase their power and to further their goals. His magic will
be tainted, twisted by his insanity. Spirits summoned by a Toxic and then
later go free will almost invariably become Shadow.

Spirit Types

Crystal
B Q S C I W E R Notes:
F+2 F-3x2 F+2 F F F F F-1 Attacks as Unarmed Combat=Reaction (F)S
Powers: Engulf, Movement, Manifestation
Weaknesses: Vulnerability (Acid)

Ice
B Q S C I W E R Notes:
F+2 F-1x2 F+2 F F F F F Attacks as Unarmed Combat=Reaction (F)S
Powers: Engulf, Movement, Manifestation, Ice Aura
Weaknesses: Vulnerability(Fire), Vulnerability (Water)

Acid
B Q S C I W E R Notes:
F+2 F-3x2 F+2 F F F F F Attacks as
Powers: Engulf, Movement, Manifestation
Weaknesses: Vulnerability (Crystal)

Lightning
B Q S C I W E R Notes:
F+2 F-3x2 F+2 F F F F F Attacks as powers
Powers: Engulf, Movement, Manifestation, Electrical Projection,
ElectroSense
Weaknesses: Vulnerability(Blast)

Blast
B Q S C I W E R Notes:
F-1 F+3x4 F F F F F F+1 Attacks as Ranged Combat=Reaction, (F)S(f)
Range=Force*2
Powers: Engulf, Movement, Manifestation, Psychokinesis, Blast
Weaknesses:Vulnerability (Lightning)

New Powers and Explanations
Ice Aura-like Flame Aura, but with the elemental effect of Ice.
Damage:(Force)Moderate.
Blast-like Flame Projection, but with the elemental effect if blast.
Damage:(Force)Light.
Engulf-
(Crystal)-As (Earth)
(Ice)-As (Fire) except using elemental effect Ice, not Fire. Resist with
full Impact.
(Lightning)-Resist (Force)S damage with half Impact, if armor/clothes are
specially insulated, no damage is taken
(Acid)-Resist (Force)S with half Impact, if armor/clothes chemically
treated, no damage is taken
(Blast)-Resist (Force)S(f) damage as Flechette ammo rules.



That's it! Enjoy!.
Message no. 2
From: Midn Daniel O Fredrikson <m992148@****.NAVY.MIL>
Subject: Re: A new magickal tradition
Date: Sun, 1 Dec 1996 19:22:50 -0500
Like it, but I need a few more details, like do the elementals have the
same assisting powers as normal elementals. what elementals help what
areas? can you combine the powers of differents elementals. How the the
strength of the acid effect the summoned strength of a acid elemental. Do
maguses have access to 10 elemental planes. For a metaplanar quest
initiation ordeal, do they have to go to all the planes, or only the one
for their orintation.

Off the topic...why doesn't initiation improve your ability to conjure
sprites. I mean, you have spend the time and energy attuning your aura to
the metaplanar energies, so wouldn't these creatures composed of
metaplanar energies feel better disposed towards you. I always thought it
weird that both sorcery and enchanting were improved by initiation, but
the only part of conjuring that is better the banishing, due to the higher
magic. The only exeption to this rule is druids, who get major increases
in there conjuring skill, as well as automatic services. Any opinions?
Message no. 3
From: John E Pederson <lobo1@****.COM>
Subject: Re: A new magickal tradition
Date: Mon, 2 Dec 1996 22:20:52 EST
On Sun, 1 Dec 1996 19:22:50 -0500 Midn Daniel O Fredrikson
<m992148@****.NAVY.MIL> writes:
>Like it, but I need a few more details, like do the elementals have
>the
>same assisting powers as normal elementals. what elementals help what
>areas? can you combine the powers of differents elementals. How the
>the

Wow! the first feedback on my stuff:)
I've assumed that the new elementals (Wood wasn't included because it's
going to be a conversion from Earthdawn and I don't yet have access to
the book it's in to convert it) would, the hermetic elementals and Wood
would aid normally, within a whole category (Wood will aid in Health),
while the second group0 of five (Crystal, Acid, Lightning, Ice, and
Blast) would aid in limited areas within the basic spell types. Of those,
the only ones I'd really decided upon was that Crystal would aid with
Restorative Health spells (which would rule out all the Increase/Decrease
Attributes and offensive-type spells), Acid will aid with Damaging
Manipulations and Lightning will aid with Combat spells (but I haven't
yet decided what limits to put on them). I've also decided to change
which Elementals are vulnerable to what-Ice remains as is, Blast becomes
vulnerable to Earth, Lightning to Air, Crystal and Acid remain as is.
Combining powers of various elementals? I'd considered allowing a special
ritual to be used combine two conjured spirits into one, more powerful
one, but discarded it. I'm afraid, though, that I don't think I quite
understand the question.

>strength of the acid effect the summoned strength of a acid elemental.

I've mostly assumed that the strength of the source acid for the spirit
would affect the speed with which acid elemental effect would corrode its
target(s), and would also affect how hard/easy it would be to neutralize
the resulting acid. But, mostly, I hadn't given it much thought:)

> Do
>maguses have access to 10 elemental planes. For a metaplanar quest

I hadn't decided, but probably not more than 9 ('cause I don't think Wood
has a metaplane-ask someone who plays ED) If I do allow a full 10 (or
even access to a fifth for Wood), I think I'll have to do something
special with the metaplane of Wood-I've been considering requiring that
they project INTO the spirit to access that metaplane, ie, the metaplane
of Wood would be contained collectively within Wood elementals (sounds
kinda weird, but makes as much sense as some other things, magickally)

>initiation ordeal, do they have to go to all the planes, or only the
>one
>for their orintation.

I'd have to say that they'd go to as many as would be available (as I
said, I hadn't yet decided how many)

>Off the topic...why doesn't initiation improve your ability to conjure
>sprites. I mean, you have spend the time and energy attuning your

Sprites? do you mean spirits?

>aura to
>the metaplanar energies, so wouldn't these creatures composed of
>metaplanar energies feel better disposed towards you. I always
>thought it
>weird that both sorcery and enchanting were improved by initiation,
>but
>the only part of conjuring that is better the banishing, due to the
>higher
>magic. The only exeption to this rule is druids, who get major
>increases
>in there conjuring skill, as well as automatic services. Any
>opinions?
>
I dunno...perhaps give all initiates a # of bonus dice equal to their
Grade for conjuring spirits, while still providing druids their boni,
etc.

John Pederson "God is dead"
lobo1@****.com -Friedrich Nietzsche (1844 to
1900)
I don't know where my home page is! "Nietzsche is dead"
Only dead fish swim with the stream -God (everlasting to everlasting)
Message no. 4
From: Loki <loki@*******.COM>
Subject: Re: A new magickal tradition
Date: Tue, 3 Dec 1996 12:26:39 -0000
----------
> From: John E Pederson <lobo1@****.COM>
> To: SHADOWRN@********.ITRIBE.NET
> Subject: Re: A new magickal tradition
> Date: Monday, December 02, 1996 8:20 PM

> Wow! the first feedback on my stuff:)

> John Pederson "God is dead"
> lobo1@****.com -Friedrich Nietzsche (1844 to
> 1900)
> I don't know where my home page is! "Nietzsche is dead"
> Only dead fish swim with the stream -God (everlasting to everlasting)

Hey! I lost the directory I'd copied the mail on your new magic tradition
to. Can you send it to me again? I'd appreciate it.

Private e-mail: loki@*******.com

@>--,--'--- Loki

"Any sufficiently advanced technology is indistinguishable from magic."

***********************************************************************
Poisoned Elves http://www.netzone.com/~loki/
***********************************************************************
Message no. 5
From: John E Pederson <lobo1@****.COM>
Subject: Re: A new magickal tradition
Date: Tue, 3 Dec 1996 21:24:38 EST
On Tue, 3 Dec 1996 12:26:39 -0000 Loki <loki@*******.COM> writes:
>----------
>> From: John E Pederson <lobo1@****.COM>
>> To: SHADOWRN@********.ITRIBE.NET
>> Subject: Re: A new magickal tradition
>> Date: Monday, December 02, 1996 8:20 PM
>
>> Wow! the first feedback on my stuff:)
>
>> John Pederson "God is dead"
>> lobo1@****.com -Friedrich Nietzsche (1844
>to
>> 1900)
>> I don't know where my home page is! "Nietzsche is dead"
>> Only dead fish swim with the stream -God (everlasting to
>everlasting)
>
>Hey! I lost the directory I'd copied the mail on your new magic
>tradition
>to. Can you send it to me again? I'd appreciate it.
Done. Anyone else? :)

John Pederson "God is dead"
lobo1@****.com -Friedrich Nietzsche (1844 to
1900)
I don't know where my home page is! "Nietzsche is dead"
Only dead fish swim with the stream -God (everlasting to everlasting)

Further Reading

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