The magic system
The Nephilim magic system underwent several revisions, with the most recent version of the rules presented genericized in Enlightened Magic (so check that out for the full details). What follows is my attempt to unify, codify, and simplify the magic system.
Nephilim practice three types of magic or "occult sciences." The nephilim don't see what they do as magic, but as the applied knowledge of manipulating the universe. These occult sciences are Sorcery, Summoning, and Alchemy, in order of their development. The occult sciences are each divided into three circles, and advancing to the next circle requires mastering the previous circle.
Sorcery
The rules for sorcery were extensively revised in Liber Ka and a genericized version of this revision was published in Enlightened Magic. Most of the differences are minor (e.g. name changes, some spells absent, some spells changed element), but there is one big change: the EM rules don't have a lunar element, so lunar spells were either absent or folded into air, fire, or water spells depending on their effects. For simplicity's sake, I will use both versions of a spell as references whenever it differs. E.g. the spell Sinews of Tatunen/Increase Physical Skill will key off either Earth-Ka or Water-Ka.
The three circles of sorcery are Casual Magic, Ritual Magic, and High Magic.
Spells written for the first edition rules that have no existing equivalent in the new rules should be fairly easy to convert using the guidelines for creating new spells. I have also noticed that alchemy spells from the first edition are often easy to adapt as sorcery spells too.
Magical Rituals
Rituals are used for the first and second circles of sorcery and for all the circles of summoning. In general, performing rituals works the same way for any spell. See Liber Ka and Enlightened Magic for details.
Ritual trappings can be customized for particular traditions. For example: most nephilim arrange their ritual tools in pentacles as explained in Liber Ka, while believers in the “Four True Fields” specifically use crosses/squares as explained in Enlightened Magic.
Ritual spells have certain limitations. All rituals must be designed in advanced and this takes time based on the circle. Additionally, some circles may only be cast at certain times. Ritual Magic and Lesser Theurgy takes 2d6 hours to design, High Magic and Greater Theurgy takes 2d6 days to design and must be cast during Enthronements of the spell's element (i.e. on the day of week associated with that element or during any day during the month of that element), and High Theurgy takes 2d6 months to design and must be cast during Grand Enthronements (i.e. on the day of the element in the month of that element).
Alchemy
The rules for sorcery were extensively revised in Slaying the Dragon (which was never published, but the writer's draft of the rules were shared on the mailing list) and a genericized version of this revision was published in Enlightened Magic. The differences between the two are similar to those for sorcery, and as such I will refer to both versions for simplicity.
The three circles of alchemy are Black Stone, White Stone, and Philosopher's Stone. These correspond to the physical, the mental, and the spiritual, respectively. Each alchemy skill is further associated with a particular mundane skill. Black Stone is associated with Crafts, White Stone with the Arts, and Philosopher's Stone with Meditation. An alchemist will specialize in particular types of crafting, artistry, and meditation based on their character concept; this will flavor how they design and produce alchemical procedures.
A unique aspect of alchemy is that every procedure has a version on all three circles, reflecting the Emerald Tablet's observation "as above, so below."
Procedures written for the first edition will generally be impossible to convert due to the fundamental differences in how alchemy works. At best, you would create a new procedure inspired by the first edition.
Summoning
Unlike Sorcery and Alchemy, Summoning never received any revised rules. Although I've seen a few attempts on the mailing list archives, there's never been any detailed rules revisions to my knowledge. What follows are some of my ideas for revision, which will be further detailed in a later post.
Summoning may evoke spirits from the astral realms inside the magic fields, as well as evoke or bind the elemental beasts that arise naturally in the material world. (Info on elemental beasts may found in the core rulebook and the GM's companion.) Additionally, astral projection is typically initiated through a summoning ritual.
The three circles of summoning are Lesser Theurgy, Greater Theurgy, and High Theurgy. Summoning is more powerful than sorcery. Lesser Theurgy is able to replicate the effects of Ritual Magic, Greater Theurgy the effects of High Magic, and High Theurgy is basically asking the GM for a deus ex machina. However, this greater power is counterbalanced by summoning having comparatively higher costs and risks. Summoners must bribe, coerce, or cajole the spirits to perform tasks; if they make a mistake, then they incur the spirits' wrath.
Nephilim can negotiate pacts with or impose oaths on these summoned spirits. Because of their own elemental natures, such oaths can be imposed upon the nephilim themselves. However, doing so against a resisting nephilim requires the presence of the nephilim’s stasis. This is why the secret societies destroy the stasis in the creation of homunculi familiars.
Similar to how there are different traditions for performing sorcery rituals, there are multiple traditions or competing theories of summoning. For example: Kabbalists organize the astral realms into four "worlds" and ten "sefirot," whereas Theosophists organize the astral realms into seven "planes." There's ongoing debate as to whether these realms and their spirits exist independently of their summoners or not.
Extras: Black Magic
There are also Black Lunar and Saturnian spells, but these are unavailable to nephilim. Black Lunar spells are practiced by the Unnamed Arcanum, and Saturnian spells are practiced by the Fraternitas Saturnii. I will address these in a future post.
Extras: Raw Magic
"Raw Magic" is a concept introduced in Liber Ka p88 as "elemental effects" and explored in more depth in the Ex Oculis fanbook on the mailing list. Basically, it means that nephilim have a very limited form of Avatar: The Last Airbender-style elemental bending. For example: a Pyrim could concentrate ambient heat and maintain a candle-sized flame in the palm of their hand. This is, however, exhausting to perform.
I like the idea of raw magic from a metaphysical perspective: it serves as the foundation of all magical ability. All other forms of magic derive from a more refined understanding of this basic process.
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