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[ Arsm Hermetic Integration Project ] Chaldean Magic The Advance in Magic Theory seeks to alloe the Magi of the

Order to break the L unar Sub- Limit , and intend to use the Magic of the ancient Chaldean astronomer -priests , also known as Babylon. They could foresee the future, draw star power and create magically improved constructions. They saw the stars , planets and constellations as expressions of different gods , and apparently using bizarre f orms of invocation and binding , gained contact with them. According to the theo ries of Antoleo and Senection , this magic was not simple invocation or adoratio n , but it required abilities beyond the limit of the Mundane and extrapolate it to Earth. By breaking the Sub - Lunar Limit methods could be integrated faste r transportation, partially transcend the use of arcane connections and better c ontrol certain supernatural forces ( auras , regiones and Twilight, etc. ) in ad dition to attracting Daemones that correspond to the stars , planets and other . It seems that the ancient Egyptians mastered these techniques in ancient times , either by influence or learning of the Chaldeans Priests, but had greater influ ence across the boundaries of the Realms ( As shown in the Book of the Dead ) an d their astrological knowledge and mystical accomplishment. Part of the skills of the Chaldeans are already integrated into Hermetic magic , in some lineages and enough mystery cults . Virtues as Hermetic Alchemy , Plan etary Magic Philosophical Alchemy, the Periapts , Astrology as Divination, Herm etic Architecture , Celestial Magic, Synthemata and other Spiritual Mysteries an d theurgic integrated basic and general theories of the Chaldeans and Priests as well as other ancient sorcerers. So a magician who possesses one of these Myste ries can add +1 ( of three children to a virtue) or +3 ( several minor virtues and at least one more ) in their roll is to bring understanding to this magic. Both the Chaldeans and the Egyptians knew different , comparable to the Hermetic Arts; Spell skills now in great measure lost . In themselves these skills are n ot necessary precisely because of the existence of the Hermetic Arts. They invok ed various planetary figures ( 9 major gods comparable techniques ) through the zodiacal signs ( The 12 Forms ) . But were mingled the ways these capabilities t hrough meticulous measures Celestial Cycles which allowed performing magic with it. This was the Chaldean Magic , which was equivalent to the Order's Magic Theo ry , and yes you can " rediscover " it through conventional methods that can be integrated in Hermetic Magic . Requires Hermetic Breakthrough 75 , but instead i s recreated this ability , also named as Hermetic Astrology or Authentic . This arcane ability to complete the innovation it will be available so a rating of 5 . The skill has different uses : Independent , complementary to the Magic Theory a nd Magic Theory substitutes for him . In most all of them are always two things are required: Use Astronomy to find appropriate before taking advantage of Arca na Skill and work in an appropriate place ( ie a Magical Aura ) Celestial Matche s . More innovations to adapt this skill not magic Auras are required. In additi on to its use to learn this skill required to be versed in Liberal Arts to learn , like Magic Culture . This Skill Arcana can not be learned by those who lack t he Don , as as Parma Magica. Independent Applications: - Move between levels or even Magic Regios in the Magic Realm ( as so do the ma gic beings, see Realms of Power: Magic ) . - Perform Ceremonial Astrological Divination ( as is explained in The Mysteries Revised Edition) on a roll of Intelligence + Magic Chaldean / Hermetic Astrology , only lacks penetration . Uses sets with Magical Theory , in which case you must make a successful Intelli gence + Liberal Arts ( Astronomy ) against difficulty 6 + Total variable for a p roject - Bonus Hermetic activity that season as the Magic and Heavenly Virtues Planetar y Magic Astrology . - Create Astrological Spells with durations . - Create Periapts . Unique applications , like joint requires a circulation of Astronomy : - Create Spells serving for purposes of divination , this time allowing Penetrat

ion effects that can be either or formulaic Ceremonial . - Create Enchantments Spells or effects similar architecture Arcana , affecting Auras . In the case of an Enchantment, you must split multiple anchors by Astrol ogical principles . You can not create effects mathematical interest , these bas es and effects belonging to other mysteries. - Create Objects loaded Vis as the Virtues and Philosophical Alchemy Hermetic Al chemy . - Create Bindings ( formulaic spells used to create connections to Arcane target s, a Birth Horoscope is required , see below). - Magic Theurgic with Daemones Astrology , Planets and spirits of others. Stability is a repeat Arcana skill. Specialties : Laboratory Uses concrete , div ination, Auras . * New Magic Guide : You can also use guides Realms of Power: Magic and / or The Mysteries Revised Edition, use these new guidelines for your Magic. They are available both as to acquire the ability to discover or already have points or Integration Innovation through experimentation . Base 30 Cre ( Mu) Vi - Aura can Aligned with a Planet, Star or Realm. The object ive must always limit , and duration can never be permanent. If for this guide, you can imbue this effect in a magic item , but imbued object must be an object that could fit in your lab and become part of those responsible for creating a m agical aura, a tether , or to set it to one if one enchant limit . Watertight bu t remains similar with astrology mechanical architecture . Base 20 ReVi (Fo ) - You carry a Target to the Magic Realm . The target may retr y duration is complete . Is sent to the appropriate provinces. Lenses with diffe rent Magic Power can not be targeted by this spell. General Re ( In) Vi ( Fo) - Create Atdaduras . You can create a Arcan Connection via a Natal horoscope . Each version of this spell works only for a specific le ngth and shape . The power of Arcana connection is equal to half level (Level + 2), and should always have the added length Spell Target . Lenses with different Magic Power can not be targeted by this spell.

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