by John Pederson <[email protected]>
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, Frost, 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, though most magi believe that the hermetics cannot summon these spirits only because they are unenlightened.
The Wood elemental is singularly unique in that it seems tobe 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 Frost 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. A Frost 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 Frost 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 severe damage to those caught within them.
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, asa 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 maybe selected before the Grade 0Initiation.
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:
The Wood Elemental is to be a conversion from Earthdawn and is not yet available (as I have not yet gotten the appropriate books, for various reasons)
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)
Frost B Q S C I W E R Notes: F+1 F-1x2 F+1 F F F F F Attacks as Unarmed Combat=Reaction (F)S Powers: Engulf, Movement, Manifestation, Ice Aura, Temperature Control
Weaknesses: Vulnerability(Fire), Vulnerability (Water)
Acid B Q S C I W E R Notes: F+2 F+2x2 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 F+2x2 F+1 F F F F F Attacks as powers Powers: Engulf, Movement, Manifestation, Electrical Projection, ElectroSense
Weaknesses: Vulnerability(Blast), Confinement
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*2Powers: Engulf, Movement, Manifestation, Psychokinesis, Blast
Weaknesses:Vulnerability (Lightning)
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.
Confinement-The lightning elemental may be confined in a small space provided the space is somehow insulated against electrical shock or is somehow designed to store electrical energy (like a battery, for instance)
That's it! Enjoy!.
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