Rosicrucians

Many magickal societies trace their origins to the Rosicrucian Order, a secret occult group that supposedly existed in the early 17th century and traced its origins to an earlier 15th century order. Three Rosicrucian manifestos were published in the 17th century authored by a Christian Rosenkreuz. Whether or not he existed, many Imperial Age occult groups have seized on this history and declared themselves the true heirs to the Order. These groups have also drawn (perhaps more so) from Masonic...

Introduction

He Imperial Age setting is designed to encompass a wide range of sub genres within a period setting. Some Game Masters will wish to incorporate the use of magic (or magick, to use the spelling proffered by Aleister Crowley) into their Imperial Campaigns. The Imperial Age Magick does not attempt to present a single magic system. Rather, it is meant as a tool kit for GMs to design the magick system that best suits their campaigns by mixing and matching numerous elements. Modelling the esoteric...

A FOURTh Possibility Incantations

Some d20 Modern supplements include a form of ritual magick known as Incantations. GMs who wish to limit any of the above options to low or mid-level spells might consider allowing higher-level spells to be cast through the use of Incantations. Invocations alone would especially appropriate for a very low magic occult horror Imperial Age setting in which evil cultists attempt to summon eldritch demons. Incantations could also serve in a campaign as a way for non-practitioner characters to...

First Price

Magick drains a practitioner of energy, of the very stuff of life itself. In this system the magick user has a pool of energy equal to his hit points. Each spell cast drains this pool, affecting the caster. If this pool is drained by 50 the character becomes fatigued, after 75 is drained the character is exhausted. If the pool is completely drained the character becomes unconscious and cannot be revived until she has had 8 hours of rest or has had her hit points restored through magical or...

Occult societies

Appendix contains notes on various hermetic magickal and related societies. Except where noted, all of mS these groups were real occult organizations during the Imperial Age (1870-1890). In a historical Imperial Age r campaign, these are secret societies with no magickal powers. In a secret or open magick campaign, they would be magickally powerful organisations. It's worth mentioning that many of these groups held practices and teachings in common. Many had secret histories that purported to...

CWAPTErTWRTLThL Laws Qt Magic

'here are four Laws of Magick that govern all spellcasting in the Imperial Age Magick system. GMs are encouraged to think about how these 'laws impact their campaign setting, while players should work to incorporate them into a PC practitioner's regular routine. Application of these laws depends on both the particulars of the campaign and the Practice and Price system the GM has selected. All of these laws may have specific applications in a campaign beyond those discussed here.

Name Use for Spells Involving

The names listed above and their possible uses are only the beginning. Depending on tradition and background, a practitioner might also use names of saints, mythological heroes or monsters, or even iconic historical figures. Any given spell may have a multitude of names, each one unique to a particular practitioner or tradition. For example, the common spell magic missile might be called Shots of Thamuz, Phaleg's Sling, Merlin's Missiles, Selket's Stings, Strike of Nemesis, or even David's...

Magical campaign

Mperial Age magick campaigns can be as diverse ftas their source material and the GMs who run them. Take a little time to think about the level, nature, and prevalence of magick in a campaign world and most importantly how it shapes the nature of that world. Consider how the rules presented above can apply to create that world. Consult with players on the kinds of PCs they wish to run and the kind of adventures they wish to play. Finally, choose the appropriate Practice and set the highest...

Level of Connection Examples

Hair or nail clippings, blood and other bodily fluids, a body part Sheets from the bed the character slept in the night before, clothing or accessories recently worn, personal effects carried everyday Clothing or personal effects that have not been touched in several days, a cup or plate that has not been cleaned since it was used Personal effects that have not been touched, worn, or used in over a week, a letter addressed to the subject that was read and discarded Dirt from the house where the...

First Practice Application

This is the Law that explains most verbal and somatic components, and all material components for spells in the First Practice. In most cases a practitioner receives no benefit for employing these components her spells simply do not work without them. Fire spells, for example, require that the caster have something associated with the classical element of fire - a match, a red gem stone, a piece of burnt wood, a drawing of a flame, etc. In some instances verbal or somatic components may...

The Second Practice

The Second Practice takes a step away from the traditional spell casting system and instead employs a spell casting skill called Magick. Each time the PC wishes to cast a spell, the player makes a Magick skill check against the casting DC of the spell and pays whatever Price is required. If successful the spell is cast as normal, and any additional rolls such as ranged touch attacks for ray spells are made. Typically nothing happens if the spell fails, although the GM may require some or all of...

Tarot Cards

Imperial Age western occultists embrace the Tarot as one of the foundations of magickal study and practice. The average deck in use at the time consists of 78 cards, with 22 Major Arcana and 56 Minor Arcana. The Minor Arcana is broken down into four suits (wands, cups, swords, and coins or pentacles) of ten cards each ranging from Ace to Ten and an addition four court cards (page, knight, queen, and king) for each suit. Each card is highly symbolic, containing practitioners from mythology and...

Spell AlterationDC Increase

Empower Spell (Increase variable numeric effects by +1 2) +6 Enlarge Spell (Double the range or area of a spell) +3 Extend Spell (Spell's duration is doubled) +3 Hardy Spell (Saving throw for the spell is increased by the increased DC) varies Reach Spell (You increase a spell's range from touch to 30 ft.) +6 Maximize Spell (All variable numeric effects are maximized) +9 Identifying spells Magick can be used in place of Spellcraft to identify spells and magickal effects. See Old Skills below....

Names to conjure by

S might be expected from The Law of Names, names are very important in Victorian Magick. Nor is it just a matter of using the names of beings in game. To fully capture the feel of the Victorian Era, spells should be renamed to fit the setting. In most cases this means classical names, biblical names, or references to famous ctitioners. Use this list below to alter spell names for an Imperial Age campaign. famous PRX-VictoriAN PRAcTITioNerNAMLs Aeolus, Aquilo, Auster,Boreas, Eurus, Favonius,...

Ley lines and nodes and manna ratings

When using the Third Price, GMs may wish to vary the level of magick from place to place in their world. There are several ways to do this. First establish a baseline for the world. This baseline represents the manna normally available in a particular location on that world. A baseline of 1 or 2 is good for a relatively normal world, while magical dimensions may have a baseline all the way up to 9. Ley Lines, energy fields that crisscross the globe, add +1 to this baseline. The width of these...

Concentration On Real Magic

The normal Concentration skill expands to include arcane applications, as defined below. Check You must make a Concentration check whenever you may potentially be distracted while engaged in an activity, including casting a spell or concentrating on an active spell, that requires your full attention. If the check succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of casting a spell, the spell is...

Magick Mastery [Magick First Practice

Your mastery of magick increases as you learn new and more powerful spells. Prerequisite To learn or cast spells you must have a score in your primary casting ability equal to at least 10 + your new Magick Mastery, at least an 11 the first time you take the feat. The GM may impose other prerequisites as suitable for the campaign. Benefit The first time you take this feat you gain the ability to cast spells. Begin by choosing a primary casting ability typically Intelligence, Wisdom, or Charisma....

All Magick Skills Check

Casting Spells To cast a spell, choose a spell you know, make a School skill check against the spell's casting DC, and pay the Price to cast the spell. If the check succeeds the spell is cast as normal. If the check fails there may be additional consequences. Casting a spell in this manner is a standard action. You may choose to take a full round action, moving no more than 5 feet and taking no additional actions, and gain a +2 bonus to your School skill check. You may make an extended check,...

Quick Study [Magick First or Second Practice

You learn spells more quickly than normal Prerequisite Magick Mastery Benefit Each time you take the Magick Mastery feat you gain 1 additional spell Second Sight Magick, First or Second Practice You have innate arcane senses. Prerequisite Magick Mastery Benefit You may use the spell detect magic as a spell-like ability at will. You have the ability to attain a familiar. Prerequisite Magick Mastery Benefit You are able to summon a familiar appropriate to your campaign setting as a Practitioner....

ThE HERMEtic DisciPLE

' hile Imperial Age Magick offers a variety of magickal styles abased on skills and feats, there are some GMs that may wish to opt for a more traditional d20 approach and limit magick to an 3dvanced class. The Hermetic Disciple is an example of a class-based magickal practitioner, using the Third Practice and the First Price (Option Three). GMs can use the Hermetic Disciple as is or as an example for modelling an advanced class on other Practices and Prices. To qualify to become a Hermetic...

School Magick Mastery [Magick Third Practice

Your mastery of magick within your chosen school increases as you learn new and more powerful spells. Prerequisite To learn or cast spells you must have a score in your primary casting ability, dependent on school, equal to at least 10 + your number of Magick Mastery feats. The total must be at least an 11 the first time you take the feat. The GM may impose other prerequisites as suitable for the campaign. Benefit The first time you take this feat you gain one of the eight schools of magick...

The WLLL Fire CLUB

This occult society is notable for being a century removed from the Imperial Age. It is included here because of its connection with Satanism and the fact that a copycat Hell Fire Club would fit right in during the Imperial Age. The Hell Fire Club was actually called The Friars of Saint Francis of Wycombe or similar variations. It was essentially a club for bored gentlemen to engage in drunken revelries and orgies. Prostitutes were often recruited for this purpose. The group also purportedly...