Ars Magica Digital Codex

The Seven Beautiful Names of Light

akrakanarba kanarba anarba narba arba rba ba a

O Phoebus, helper of your oracles, Come joyous, Leto's son, who works afar, Averter, hither come, hither, come hither. Foretell, give prophecies amid night's hour, allalala allalala santalala talala If e'er with vict'ry-loving laurel branch Here from your holy peak you often voiced Words of good omen, so may you now speed Your way to me with truthful oracles, laetonion and tarbaraoth aeo eo, Lord Apollo semesilam, who control this night, who are

— Extract from Hyperborean Hymn to Apollo Semesilam, Lightmaker

master of it, who hold the hour of prayer too. Come, mighty daimons, help me today by truly speaking with the son of Leto and

Zeus.

Although the Hyperborean priests who worshiped at the basilica once knew many hundreds of sacred names, in the 13th century only the Seven Beautiful Names of Light remain. These names are the sacred epithets of Apollo Phoebus.

Each hymn includes a number of principles, which form the core of what the hymns' Powers affect, similar to Hermetic Forms. The listed Hermetic Forms are relevant only for the purpose of Magic Resistance.

Hyperborean Hymns and Magic Resistance

All Hyperborean hymns may grant a form of Magic Resistance, as an infused power. Such Magic Resistance is very specialized and narrow. Additionally, constant Magic Resistance causes Warping Points.

Numina of Apollo [Hymn]

R: Per, D: Sun, T: Ind Vim, Pen +0, 1 use/day

This hymn grants Magic Resistance against magical effects connected to the hymn's principles, equal to the (level of the Power – 5).

(Base Gen, +1 Sun) Ease Factor: variable Level Cost: variable Principle: All

To invoke the effect of the hymn, the practitioner must speak, chant, or sing the relevant prayer, which during the day takes approximately as much time as a formulaic Hermetic spell.

During the nighttime the hymn takes longer to invoke: 15 minutes per point of the Ease Factor. Thus, a power with an Ease Factor of 9 would take two hours and 15 minutes to invoke at night.

Each hymn includes sample Powers, the Ease Factor required to recite them, the number of levels the Power costs, and the Power's principle.

Azai (Beautiful Light)

Through Azai, Apollo gives and governs life and self. The beautiful light is the seat of authority, by which Apollo leads and rules. Azai is the wellspring of energy and vitality from which all things draw sustenance.

Principles

Animal: birth

Corpus: birth, the heart, vitality

Herbam: growth

Ignem: daytime, light, sunshine Mentem: authority, ghosts, love,

respect, spirits

Terram: gold

Other: defense, leadership,

understanding

Example Azai Effects

Apollo's Luminescent Blessing

R: Touch, D: Conc, T: Ind Ignem, Pen +4, 6 uses/day

Causes the touched character to glow with light that is as bright as daylight on a cloudy day. Looking directly at the light is possible, but uncomfortable (unless the character has Magic Resistance).

(Base 4, +1 Touch, +1 Conc, +2 levels for Penetration)

Ease Factor: 5 Level Cost: 15 Principle: Light

Sovereignty of Phoebus Apollo

R: Sight, D: Sun, T: Ind

Mentem, Pen +(user's total), 1 use/day

This Power invokes deep respect for your character in all spiritual beings, so long as he Penetrates their Magic Resistance. Spirits, elementals, and ghosts from all realms treat your character with great respect and are inclined to obey him.

(Base 5, +3 Sight, +2 Sun, +4 levels for Penetration)

Ease Factor: 12 Level Cost: 34

Principle: Authority, ghosts, leadership

Defy the Hound Cerebus

R: Arc, D: Conc, T: Ind Mentem, Pen +10, 1 use/day

This Power summons a ghost to whom your character has an Arcane Connection, or who is haunting an area (should your character possess its full name), and allows it to possess a body. The body is animated by the ghost, but may be directed by your character's commands. If the ghost has a Might score, you must successfully penetrate its Magic Resistance for the Power to work. The bodies and ghosts of people buried by a Divine rite are not affected by this Power.

(Base 15, +4 Arc, +1 Conc, +5 levels for Penetration)

Ease Factor: 15 Level Cost: 45 Principle: Ghosts

The Swan-Drawn Chariot

R: Per, D: Sun, T: Ind

Mentem, Pen +(user's total), 2 uses/day

This Power infuses your character with ethereal energies, which can only be detected by spiritual creatures, such as daimons and faeries, or angels and demons (who are rarely deceived). It magically brightens your character's "soul-spark," the liminal glow that is visible to many spiritual beings. It also makes your character appear to spirits as though he possesses a Magic Might equal to (the level of this power – 15) / 2.

(Base: General guideline, +2 Sun, +4 levels for Penetration, +1 uses/day)

Ease Factor: variable Level Cost: variable

Principle: Authority, leadership

Eloure (Fire Delighter)

The emotions of Apollo Eloure are deep and momentous, and are a guide towards true reconciliation with the world. As fire delighter, Apollo's

rule over the fields and water is soft, honest, and loving.

Principles

Aquam: lakes, oceans, rain, rivers Corpus: blood, breasts, fertility, the

stomach Herbam: fertility

Mentem: emotions, dreams, honesty,

maternal urges Terram: amber, silver

Example Eloure Effects

False Dream

R: Arc, D: Sun, T: Ind Mentem, Pen +4, 1 use/day

Changes the target's dreams to be anything the hymnist may desire. The target must be asleep and the hymnist must possess an Arcane Connection to the dreamer.

(Base 2, +4 Arc, +2 Sun, +2 levels for Penetration)

Ease Factor: 8 Level Cost: 22 Principle: Dreams

Demeter's Blessing

R: Sight, D: Sun, T: Bound Aquam, Pen +0, 1 use/day

Causes nourishing rain to fall upon a designated area up to 6 miles across.

(Base 1, +1 Touch, +4 Year, +4 Bound, +1 Size [for a total of +4 Size])

Ease Factor: 12 Level Cost: 35 Principle: Rain

Bestow Fecundity

R: Touch, D: Mom, T: Ind Animal, Corpus, Pen +0, 1 use/day

This Power allows a touched person or animal to conceive a child, even if one of the partners is sterile (although not magically sterile, such as from the Longevity Ritual). The offspring of this Power may be magically Warped or possess Flaws such as Age Quickly, Magical Air, or Offensive to Animals. (For more information on the consequences of magically interfering with fertility, see Chapter 4: Fertility Magic).

(Base 30, +1 Touch) Ease Factor: 12 Level Cost: 35 Principle: Fertility

Iaó (Fire Feeler)

Iaó is Apollo's sensitivity, delight in pleasure, and his beauty. Through Iaó, Apollo attracts both men and women, revels in the world's luxuries, and creates beauty, whether music, poetry, or song.

Principles

Aquam: cold, damp, the sky Auram: wind, sweet smells Corpus: disease, hearing, hunger, sight, taste, veins Imaginem: hearing, sight Mentem: affection, attraction, creativity, pleasure Terram: copper, emeralds

Vim: auras, sensing magical effects Other: cleanliness, harmony

Example Iaó Effects

The Gift of Far-sighted Apollo

R: Per, D: Sun, T: Vision Imaginem, Pen +0, 1 use/day

This Power allows your character to see clearly great distances, as if the area were only a few feet away. Your character can also judge distances well.

(Base 3, +2 Sun, +4 Vision) Ease Factor: 9 Level Cost: 25 Principle: Sight

Opening the Hidden Eyes

R: Touch, D: Conc, T: Sight Vim, Pen +0, 1 use/day

By this Power, the touched character is able to see the fluid vis of an area, the nature and strength of an aura, the presence of nearby regiones, and even elementals, spirits, and magical effects. This Power completely replaces the character's normal sight, so he cannot see the normal, mundane world. This Power cannot detect non-Magic auras or creatures. The target may also see into and enter magical regiones, and lead other people into them. Specific Abilities, such as Magic Theory or Magic Lore, may be required to interpret the information.

(Base 5, +1 Conc, +5 Vision, +2 extra detail)

Ease Factor: 15 Level Cost: 45 Principle: Auras

Cleansing Libation of the Sybil of Cumae

R: Touch, D: 19 Years, T: Bound Corpus, Pen +0, 1 use/day

This Power grants all those within the boundary a +12 bonus to resisting or recovering from the effects of illness and disease. Note that this may cause Warping if a person is exposed for a long period of time.

(Base 5, +5 19 Years, + 4 Bound)

Ease Factor: 18 Level Cost: 55 Principle: Disease

Óai (Light Breather)

Apollo Óai is intelligent, quick thinking, and expressive. The light breather is adaptable and eloquent, ruling over animals, subtlety, and the imagination.

Principles

Animal: birds, crows, dolphins, grasshoppers, hawks, mice, snakes, swans, wolves

Mentem: imagination, the intellect, speech, spirits

Terram: opals

Other: the spirit world, obscurity,

travel, secrecy

Example Óai Effects

The Unseen Traveler

R: Per, D: Sun, T: Ind Imaginem, Pen +0, 1 use/day

Like a spirit, your character become completely invisible and undetectable (except by Intellego magic, Second Sight, or an equivalent), regardless of what the character does.

(Base 4, +2 Sun, +1 changing image)

Ease Factor: 5 Level Cost: 15 Principle: Secrecy

Turn to Lofty Heights

R: Per, D: Spec, T: Ind

Mentem, Vim, Pen +0, 1 use/day This Power allows the hymnist's spirit to leave his body and travel free of its mortal flesh. While using this Power, the hymnist is completely insubstantial, can move through material barriers and items, and may travel as fast as a flying bird. Other spiritual creatures can see the character and interact with him, and can be deceived into believing that he is a native inhabitant of the spirit worlds through a Communication + Guile stress roll versus an Ease Factor equal to the spirit's Perception + (Might / 2). The hymnist's physical body is completely immobile and helpless while this power is in effect, does not respond to external stimuli, and may die if not looked after. The hymnist's spiritual body is vulnerable

to control by Mentem and Vim spells, although it is invisible and intangible. If the physical body dies while the hymnist is using this Power, he is permanently stuck in spirit form, and may eventually die, or transform into a spirit or ghost (at the storyguide or troupe's discretion). If the character does not return from the spirit world in short order, he may begin to accrue Warping Points.

(Non-Hermetic) Ease Factor: 12 Level Cost: 35

Principle: Intellect, spirits

Ride the Arrow of Abaris

R: Sight, D: Mom, T: Ind Corpus, Pen +0, 1 use/day

This Power instantly transports your character to any place she can see. Most hymnists, before using this Power, fly to a great height (normally after turning invisible) and use other magic to see a great distance. Remote scrying, at the troupe or storyguide's option, could also work.

(Base 35, +3 Sight) Ease Factor: 17 Level Cost: 50 Principle: Travel

Pentiterouni (Firewalker)

When in his firewalker guise, Apollo undertakes his duties with austere discipline and responsibility. Pentiterouni is the god's dour hard work as he walks steadily and without haste. It governs perseverance, temperance, control, experience, and earthy things.

Principles

Animal: animal skin

Corpus: aging and growth, bones, the organs and flesh, skin, trembling Herbam: ash, fermentation, night-

shade, yew

Mentem: concentration, depression, greed, guilt, seriousness Terram: ash, coal, lead, onyx,

sapphires

Other: authority, caves, contractions, organization

Example Pentiterouni Effects

Punishment of Marsyas

R: Touch, D: Mom, T: Ind Animal, Corpus, Pen +(user's total), 2 uses/day

When Apollo was challenged by the satyr Marsyas to a reed-pipe competition, he grievously punished the satyr's impertinence by tearing off his skin. This Power tears the skin off the whole surface of a touched person's body, dealing an Incapacitating Wound (regardless of Soak). It is very unlikely that anyone can survive this Power without immediate supernatural aid.

(Base 20, +1 Touch, + 4 levels Penetration, +1 level uses/day)

Ease Factor: 10 Level Cost: 30 Principle: Skin

Radiant Mantle of the Night-Wanderer

R: Per, D: Spec, T: Ind Vim, Pen +0, 1 use/day

This Power, when used with the Óai Power Turn to Lofty Heights, allows the hymnist's spirit to take on pseudo-flesh and appear in the mundane world. This phantasmal body appears exactly like the character's true body, may wear clothes, and is real enough that it can handle light objects, touch people, and otherwise appear real. If the shell suffers any damage at all, it dissolves, ending the Power's effect and pushing the character's spirit back into the spirit world, although there are no other ill effects.

While clothed in pseudo-flesh the character can see the mundane

world clearly. Close examination of the character, with a Perception + Awareness stress roll against an Ease Factor of 9, reveals that there is something not quite right about the pseudo-flesh — that it is merely a fabrication. This Power has no effect if the character casts it when his spirit is connected to his body. Note that if the character possesses The Gift, then people still react to it as normal.

(Non-Hermetic design) Ease Factor: 15 Level Cost: 45 Principle: Skin, flesh

Psyrinpheu (Fire Breather)

Apollo the fire breather is the ambitious conqueror, tyrant, and general. Psyrinpheu is fiery and hot, sharp and bitter, and governs passion, feats of war, hazards, and victory.

Principles

Animal: wolves

Corpus: fevers, the head, muscles, sexuality, stamina, youth

Herbam: chestnut trees, nettles, roses, thorns

Ignem: heat

Mentem: aggression, conflict, willpower Terram: arsenic, diamond, iron, ruby

Example Psyrinpheu Effects

Fortitude of Cadmus

R: Per, D: Sun, T: Ind Corpus, Pen +0, 1 use/day

Your character becomes filled

with stamina and endurance, gaining a +1 bonus that can be used for either Soak or to resist Fatigue (see ArM5, page 178).

(Base 5, +2 Sun)

Ease Factor: 5

Level Cost: 15

Principle: Stamina, willpower

Victory of the Lapiths

R: Per, D: Diam, T: Ind

Corpus, Pen +0, 1 use/day

The Lapiths were a tribe guarded by Apollo in their victorious battle against the centaurs. This Power allows your character to endure any wound (short of death) or fatigue without penalty. Keep track of all wounds and Fatigue levels lost, as they immediately affect your character once the Power wears off.

(Base 10, +1 Diam)

Ease Factor: 5

Level Cost: 15

Principle: Stamina, conflict

Courage of the Python Slayer

R: Voice, D: Sun, T: Ind Mentem, Pen +2, 12 uses/day

This Power grants resolute courage and determination in a person who hears the consecration. Supernatural effects that inspire fear must have a greater level than this Power in order to work.

(Base 4, +2 Voice, +2 Sun, +1 for Penetration, +4 uses/day)

Ease Factor: 9 Level Cost: 25

Principle: Aggression, willpower

Slaying of Niobe's Children

R: Voice, D: Mom, T: Ind Corpus, Pen +4, 6 uses/day

Your character may shoot unseen bolts, which infect the target with a deadly disease. The disease causes the equivalent of a Heavy Wound, has an Ease Factor of 9 to resist (see ArM5, page 180), and is not contagious.

(Base 20, +2 Voice, +2 levels for Penetration, +3 levels uses/day)

Ease Factor: 12 Level Cost: 35

Principle: Conflict, fever Eternal Youth of the Sun

R: Per, D: 19 Years, T: Ind

Corpus, Pen +0, 1 use/day

One of the most powerful hymns of Apollo Phoebus, this Power allows the hymnist to ignore the debilitating effects of aging for the duration of the power, up to and including terminal Aging Crises. This, of course, inflicts 1 Warping Point per year of its effect, and aging continues normally once the Power wears off (i.e., as though the character did not age for the duration).

(Base 40 [non-Hermetic], + 5 19 Years)

Ease Factor: 22 Level Cost: 65 Principle: Youth

Semesilam (Encloser, Lightmaker)

Apollo lightmaker is lord of the nine Muses and patron of the arts; he is optimistic and brings good fortune. Semesilam brings growth and prosperity, metes out justice, and upholds honor. It directs Apollo's wisdom, good cheer, and intellectual endeavors.

Principles

Animal: swans

Corpus: good health, vigor Imaginem: song, music

Herbam: fig trees, fruit, oak, palms,

vines

Mentem: benevolence, justice, moral-

ity, optimism

Terram: amethyst, marble, tin

Example Semesilam Effects

Thalia's Relief

R: Touch, D: Sun, T: Ind Mentem, Pen +0, 1 use/day

Thalia is the Muse of comedy, and this Power relieves the touched character's worry, anxiety, or grief, filling him with good cheer and delight.

(Base 4, +1 Touch, +2 Sun)

Ease Factor: 5 Level Cost: 15 Principle: Optimism

Divination of True Intent

R: Eye, D: Mom, T: Ind Mentem, Pen +4, 6 uses/day

Your character may divine the true intent of a single action or thought of the target. This is done by asking the storyguide a question as to the truth or sincerity of the target, who remains oblivious to the use of this Power unless it fails to penetrate her Magic Resistance (although she almost certainly notices the character's praying or singing, and eye contact). Note that this only detects what the target believes, and so may be inaccurate.

(Base 15, +1 Eye, +2 levels for Penetration, +3 uses/day)

Ease Factor: 9 Level Cost: 25 Principle: Justice