Thursday, December 28, 2023

[Mage: The Awakening 2nd Ed] Legacy: Thrice-Great

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum

THRICE-GREAT
The stars dispose, they do not command.  That's our Department




Thrice Great Attainments:

1. Celestial Gaze (Gnosis 2, Spirit 1, Prime 1) – Combines Know Spirit w/ Supernal Vision

2. Celestial Beacon (Gnosis 2, Spirit 2 , Prime 1, Occult 2) – Raise/lower the Gauntlet, see into Twilight/Shadow, Attract spirits or repel them

3. Planetary Portal (Gnosis 4, Spirit 3, Prime 3)- create Verges and Spirit Roads/World Walker, activate leyline nodes and hallows (Geomancy?). Prime 3 - Now can Counterspell Prime now works on Spirit Numina & Influences

4. Orb of the Firmament (Gnosis 6, Spirit 4, Prime 4) – Trap spirits in stasis in an orb like “Bind Spirit” for pure magic. Prime 4 - Turn a Hallow into a powerful Locus.

5. Platonic Fount (Gnosis 8, Spirit 5, Prime 5) – As Essence Fountain combined with Create Locus and Create Hallow. Optional Prime 5 – Birth new Celestial Spirits?


The doom of Atlantis came from its greatest feat of magic
— perhaps the greatest feat of magic there ever could be.
When the Atlanteans raised the Celestial Ladder and ascended
bodily to the Supernal World, they created a myth
that would last forever. From the Tower of Babel to
the Apollo Program, humanity has sought
to storm the heavens once more.

The Legacy that calls itself the Thrice-
Great claims it wants to bridge the Abyss
and follow the Exarchs and Oracles beyond
the sky. The Thrice-Great began during the

Hellenistic period between the conquests of
Alexander and the Roman Empire. In this
period, Greek philosopher-scientists tried
to devise a rational model of the universe.
The resulting system received its definitive
statement by the astronomer Claudius Ptolemy.
The Earth, he said, occupied the center of the universe.
Around the Earth, concentric crystal spheres carried the

Sun, Moon, planets and finally the fixed stars.
In this “Ptolemaic” system, mystics saw more than a convenient
model for predicting eclipses and casting horoscopes.
They saw a Celestial Ladder. Each crystal sphere was another
rung between Earth and the imperishable stars where the
Supreme Godhead dwelled. Sleeper mystics tried to climb
this ladder through visions, rituals and appeals to the gods
and spirits of each planet.
The founders of the Thrice-Great understood that the stars
were merely a symbol for the Supernal World; they tried to
Ascend by way of the Shadow Realm and the planetary spirits
who dwelled there. They did not beg or pray, either. The Thrice-
Great believed that a mage who found the right formulas could
command, and the gods themselves would obey.
These forceful mages, true followers of the Path of the
Mighty, therefore became experts at dealing with spirits. They
believed (or discovered) that each planet bore mystic affinities
to phenomena on Earth: plants, animals, parts of the human
body, gemstones, metals, colors, musical tones and numbers.
By adding these substances and qualities to their spells, they
could attract the forces and spirits of a particular planet — and
compel them.

The Thrice-Great called their mystical doctrine Hermeticism,
after the god of passage between worlds. A simplified, bastardized
form of Hermeticism became known to would-be wizards
among the Sleepers, and has influenced Sleeper occultism to
this day. The complete and true doctrine remains hidden, carefully

preserved by the mages who use its methods to become
mighty in three worlds: the material world, the Shadow Realm
and — they hope — the Supernal World beyond.
Parent Path and Order:
Obrimos and Silver Ladder

Nickname

Hermetics, Stargazers
Orders: From their inception, the Thrice-

Great worked within the Silver Ladder. The
association is old and strong enough that
the théarchs now teach the Legacy to mages
of any Path, not just its Obrimos creators.
The Mysterium also holds a fair number of
Hermetics who seek the keys to command the
planetary spirits and Ascend to the Supernal
World. The Guardians of the Veil have a history
of clashes with the Thrice-Great, but a few
Stargazers help the order monitor the Sleeper
occultists who study Hermetic lore leaked long ago. These
Thrice-Great recruit any who show real mystic talent and
steer the rest away from the genuine Mysteries.

The Thrice-Great’s ritualist approach to magic discourages
members of the Adamantine Arrow from joining the Legacy.
Mages in the Free Council often think the tradition-bound,
elitist Thrice-Great embody everything the Libertines don’t
like about the Atlantean orders: they Libertines don’t try to
join, and no Thrice-Great has yet become a Libertine.
Appearance: Modern Thrice-Great often try for a look that
might be called “classy outsider.” They wear black a lot, whether
it’s a turtleneck sweater or frock-coat (for men) or flowing
robes or pseudo-Victorian widow’s weeds (for women). Some
male Thrice-Great affect well-trimmed goatees, shaved heads
or other styles just a bit outside the mainstream. Hermetics
of either sex tend to wear low-key jewelry made from different
metals and semiprecious stones, using images appropriate for
particular planets. For instance, a Thrice-Great might wear a
copper pin shaped like a swan: copper and swans are both associated
with Venus. Such jewelry isn’t magical — but makes
an acceptable offering to planetary spirits, if the Stargazer must
summon them on the fly.
Background: The Thrice-Great began among the elite of
the Greco Roman world; only well-off, educated people had
a chance to learn about Hermetic mysticism, or could afford
to use its ritualist methods. The Legacy still affects a scholarly
and aristocratic air. Most members have college degrees (or
say they do). They can afford to craft the occasional talisman
of precious metals and gems, not to mention acquiring a diverse
assortment of plants, animal parts, perfumes and other

substances associated with each
planet and pleasing to its spirits.
Hermetics see themselves as the
underappreciated intelligentsia of
the magical world, and the Legacy
tends to attract people who already
held that attitude before they
Awakened. Thrice-Great often were
interested in the occult before they
became mages.
Organization: The Hermetics
organize themselves in lodges that
act as diffuse Consilii, with their
own officers, bylaws, oaths and rituals.
Stargazers are supposed to bring
their problems and disputes to their
lodge leaders, not their Consilium
— a bit of secrecy other mages do not
appreciate. Stargazers obsess over
ranks, titles and other indicators of
power and (supposedly) progress up
the Planetary Ladder.
Lodges tend to schism every time
there’s a conflict in leadership, or
even fall apart completely. Some
lodges also refuse to acknowledge
other lodges as “genuine” Thrice-
Great. Depending on whom you
ask, the Legacy includes anywhere
from six to 15 lodges. Hermetics
sometimes abandon one lodge for
another, so the lodges lack welldefined
territories.
Suggested Oblations: Performing
a full Hermetic ceremony
during a planetary conjunction.
Performing an hour-long invocation
to a planet and the zodiacal
sign the planet currently occupies.
A ceremony whenever a planet
(usually Venus or Jupiter) first appears visible to the naked
eye in the night sky. Charting a client’s horoscope based on
Classical principles (not New Age hokum).
Concepts: College humanities professor, professional astrologer,
“metaphysical” bookshop proprietor, artist, amateur
astronomer, mystic cult leader, barista, invisible worker in a
big organization.
History The Stargazers believe their Hermetic doctrine began with
a figure called Hermes Trismegistos, “Thrice-Great Hermes.”
Hellenistic mystics identified the Greek god Hermes with the
Egyptian god of magic, Thoth. By the later Roman period,
mystics said Hermes Trismegistos was a mortal wizard and
prophet — the first prophet in fact, whose doctrine was older

(and therefore more authoritative) than other mystic stalwarts
such as Moses and Zoroaster. The Stargazers say, however,
that Thrice-Great Hermes was fully historical: Sleeper history
knows him as the Greek astronomer Hipparchos, who lived
from 190 to 120 BC.
Hipparchos is one of the key figures in the history of astronomy.
Orthodox history does not describe him as a mystic,
but even Sleeper historians have recently figured out that
he triggered a religious revolution. Hipparchos discovered
the precession of the equinoxes: that the point in the zodiac
where the sun rises at the start of spring and autumn slowly
moves, taking 26,000 years to make a complete circle. This
incidentally means the celestial pole isn’t constant, either.
It slowly traces a circle in the sky, so one star after another
becomes the pole star. In Hipparchos’ time, the Sun rose in

the constellation of Aries, the Ram, at the spring equinox, but
2,000 years before, the Sun rose in Taurus, the Bull. And in a
century or two, the Sun would rise in Pisces, the Fishes. The
sunrise at equinox currently approaches the constellation of
Aquarius, the Water-Carrier.
In the Ptolemaic model, the entire universe spun around the
Earth, completing one circuit each day. The Sun, Moon and
planets moved more slowly against this daily background. The
system was self-contained. Hipparchos discovered a grander
motion superimposed on the system. Some force was tipping
the entire universe, making it wobble like a top about to fall!
When Claudius Ptolemy recorded Hipparchos’ discovery,
Ptolemy simply described the precession of the equinoxes as a
fact, without trying to explain it. Mystics saw the hand of the
Supreme Godhead — no longer dwelling inside the universe
but beyond it, turning the cosmos and bending the path of
the poles.
The Thrice-Great say that Hipparchos himself Awakened
when he realized some force must exist outside the cosmos
he could observe. Over the years, he learned the star-magic of
Mesopotamia and the god-magic of Egypt, and then quested
into the Shadow Realm to find the spirits of the planets. He
Ascended the celestial spheres to the sphere of the stars and
cried out, demanding to pass and face the One Beyond.
Hipparchos received an answer from the Oracle of the Golden
Key itself, whom the Thrice-Great call Aion. The Oracle gave
Hipparchos the powers of the Legacy and told him how to
use his Attainments. Aion also explained the affinities that
still linked the material, planetary and Supernal realms. The
astronomer returned from his celestial voyage as Thrice-Great
Hermes, the Oracle’s own messenger to the Fallen World. The
Thrice-Great say their founder never truly died, but climbed
the Planetary Ladder again and jumped across the Abyss to
the Supernal World.
Thrice-Great During the Roman Empire
Hipparchos’ discoveries, both astronomical and metaphysical,
spread far beyond the Legacy he founded. The early
Thrice-Great did not keep their doctrines secret. In fact, they
tried to teach every educated, philosophically minded person
they could find, in hopes they would Awaken as Hipparchos.
After so many centuries, of course, the modern Thrice-Great
have little hard evidence of their forebears’ activities, but
modern Thrice-Great point to circumstantial evidence of the
Legacy’s influence.
The far-flung but secretive religion of Mithraism, for
instance, built temples filled with astronomical symbolism.
Thrice-Great tradition holds that the central Mithraic image,
of the god killing a bull, represented the shift of the equinox
from Taurus to Aries.
The Gnostics — diverse offshoots from Christianity and
Judaism — believed that evil, false gods held souls prisoner in
an evil, false world. Some Gnostics associated these false gods
with the deities of the planetary spheres. The true god dwelt
outside the realms of matter, spirit and the visible heavens.
In each written dialogues of the Corpus Hermeticum, a divine
figure tells an eager mortal how souls come from a higher, purer
realm. Salvation involves understanding one’s connection to
this greater reality.
The Chaldean Oracles tell how to contact and summon gods
and spirits through their affinities to plants, animals, stones
and other material things. No one now can say how much of
the Thrice-Great methods the Chaldean Oracles revealed: only
fragments of the book survive through quotations by other
writers. The Guardians of the Veil say they worked for centuries
to suppress the Chaldean Oracles. If they still own any copies,
they certainly won’t admit it.
The purest statement of Thrice-Great ideas to Sleepers came
through the Neoplatonist mystics of the fourth through sixth
centuries AD. The Neoplatonists combined philosophy with
magic rituals from the Chaldean Oracles. Indeed, the Thrice-
Great say many of these now-obscure mystics were members
of their Legacy.
The Neoplatonists insisted on sticking to Greek religious
forms after the Roman Empire made Christianity the state
religion. The Thrice-Great Legacy died out in Europe with
the suppression of the last Neoplatonic academy. Nevertheless,
the Stargazers regard the Neoplatonist movement as their
Legacy’s golden age. They seek to recover lost works by their
Neoplatonist forebears, for many Thrice-Great believe several
of these Awakened philosophers matched Hipparchos’ epic
journey and brought back powerful secrets about the planetary
spirits and the Supernal World.
Medieval Hiatus
After the suppression of the Neoplatonists, the Thrice-Great
survived in secret among scholars of the new Muslim empire.
Unfortunately, while Muslim savants preserved a great deal of
Classical astronomy and philosophy, Islam was no friendlier
than Christianity to the idea of planetary spirits. The Legacy,
and its lore about planetary spirits, declined simply because it
was hard for members to find each other, share information and
assist in training each others’ pupils. Still, Muslim Stargazers
added a few texts to the Corpus Hermeticum.
The Thrice-Great achieved a few small revivals in this period,
though. Most notably, Legacy members gathered at the court of
Ulugh Begh, in 15th-century Samarkand. Astronomy fascinated
this grandson of the conqueror Timur. His observatory compiled
the most accurate star tables and calculations of planetary motion
the world had yet seen. Under cover of this research, the
Thrice-Great restored contact with many powerful spirits of the
planets. The mages who currently occupy the Legacy’s hidden
sanctum, however, are not Thrice-Great and refuse to let modern
Hermetics search for lost secrets of their forebears.
Meanwhile, the Thrice-Great Legacy filtered back into
Europe along with the rest of Classical learning. By the 15th
century, European mages actively sought to reclaim the secrets
of Greek and Roman willworkers. Sleepers also rediscovered
the Corpus Hermeticum, much to the Guardians of the Veil’s
collective annoyance.

A Troubled Transition
The leading figures of this Hermetic Revival gathered in
Italy. The Sleeper Classicist and mystic Marsilio Ficino almost
let the Hermetic Mysteries escape through his translations and
commentaries on the Corpus Hermeticum, but he misunderstood
what he read through his lack of an Awakened perspective.
His Awakened readers, however, recognized what he got wrong
and sought corrected information.
Some of these new Thrice-Great wanted to spread the word
as badly as their Neoplatonist forebears. The Legacy’s most
determined publicist for this period was surely the magus
Fabio Paolini, whose Hebdomades described in explicit detail
how to evoke planetary spirits and draw on their power for
willworking. The Guardians of the Veil retaliated with Cornelius
Agrippa’s Three Books of Occult Philosophy, meant to lay
out the Guardians’ usual deluding mix of incomplete truths
and convincing lies. Agrippa was not as good a pawn as the
Guardians hoped. His work revealed more of the truth than
the Guardians intended. On the other hand, a few Sleepers
every century Awaken from dabbling with Agrippa’s methods;
the Thrice-Great sometimes list Agrippa as their pawn, if they
feel like annoying Guardian colleagues.
Just as Europe’s new Hermetics congratulated themselves
on recovering ancient powers, a Polish bishop pulled the rug
out from their enterprise. Nicolaus Copernicus’ argument that
everything revolved around the Sun, not the Earth, rocked the
mystical and scientific communities as thoroughly as Hipparchos’
discoveries had done 16 centuries before. No one took
it worse than the Thrice-Great. If the Earth was merely one
planet among other planets, what did that do to the crystal
spheres and spirit realms that Thrice-Great doctrine called the
remains of the Celestial Ladder?
Each century after Copernicus brought new shocks. Galileo
found moons around Jupiter, something never revealed by centuries
of Thrice-Great dealings with Jovian spirits. During the 18th
century, William Herschel discovered a new planet, eventually
named Uranus, which had never appeared in Hermetic plans.
The stars didn’t occupy a crystal shell; they were distant suns.
Nineteenth-century astronomers found the asteroid belt between
Mars and Jupiter, then Neptune orbiting beyond Uranus. The
20th century brought Pluto, a tiny world whose madcap orbit
sometimes brought it within the orbit of Neptune. By the century’s
end, Pluto was demoted from planet to the largest known member
of the Kuiper Belt of icy planetoids, with an inconceivably vast
Oort Cloud of other small, icy bodies beyond that.
The Legacy’s official response to each new discovery has
been to ignore it. All the discoveries of modern astronomy,
the Thrice-Great leaders declared, are but deceptions placed
by the Exarchs. Before the fall of Atlantis, Earth was the center
of the universe, the planets did ride on crystal spheres and
the planetary spirit courts in the Shadow Realm do occupy
the surviving rungs of the Celestial Ladder. This attitude,
unfortunately, made the Thrice-Great into dogmatic foes of
the mages who would form the Free Council. Bad feeling
persists on both sides.
The sheer diversity of magical doctrines now available to
contemporary mages also erodes the Thrice-Great’s claims to
ancient authority. The Hermetics certainly wield great power,
but not enough to render them clearly superior to other Legacies.
The Hermetics’ methods are also undeniably cumbersome. The
Legacy enjoyed a surge in recruitment during the 1960s, when
interest in astrology made newly Awakened mages receptive
to the Thrice-Great’s claims of ancient wisdom. Recruitment
dropped off again, however, and the Legacy is clearly in decline.
After 2,000 years of reaching for the sky, will the Thrice-Great
finally crash to Earth?
Society The Thrice-Great hold a high opinion of themselves. All
the Awakened are special people, of course — but how many
Legacies formed through the direct command of an Oracle?
An Oracle that continues to send messages to its disciples,
the Thrice-Great say. The Stargazers claim Aion itself as the
leader of their Legacy, with Hermes Trismegistos and other
Ascended Masters, or Ipsissimi, as the Oracle’s assistants in
the Supernal World.
Here in the Fallen World, however, the Legacy has no single
leader. The head of each lodge takes the title of Pontifex. Each
Pontifex has the Legacy’s third Attainment but otherwise
achieves his office only by persuading other Hermetics to follow
him and form a lodge. The Pontifices entice Hermetics
from other lodges by bragging about the quantities of lore the
lodge has gathered, the lodge’s influence in the planetary sprit
courts, and their own power. The greatest boast for a Hermetic,
of course, is to Ascend the ladder of planetary spheres and
return with a new message from Aion. Such a Thrice-Great
takes the title of Magister Caelestis.
Thrice-Great receive lesser titles based on their Attainments.
A Hermetic with all three Attainments is a Dominus. The
second Attainment brings the rank of Philosophus, while a
Stargazer with only the first Attainment is a Practicus. Apprentices
not yet initiated are addressed as Zelator. In formal
communications (including lodge meetings), a Thrice-Great is
expected to begin with another Hermetic’s rank in the Legacy,
order and Arcana mastery: for instance, “Philosophus Deacon
Chrysantius, Disciple in the Third Degree.” For the rest of
the encounter, Thrice-Great may limit themselves to the other
mage’s rank in the Legacy.
Stargazers typically choose shadow names in Greek or Latin,
and assign such names to their apprentices. Shadow names
may express some ideal or hoped-for achievement (such as
Telephassa, “Far Shiner”), or just “classicize” a contemporary
name (such as turning Kurtz into Curtius). Names of ancient
philosophers and astronomers such as Anaxagoras or Hypatia
are also used.
Celestial Power
The Thrice-Great believe that as they gain Attainments,
their souls become more similar to that of their patron Aion.
This creates a sympathetic link between the Fallen World and

Supernal World. The more of the Fallen World the Hermetics
bring under their influence, the more easily Aion can reach
into the mortal realm to spark more Awakenings. They also
strengthen Aion’s position in the Supernal World: as below,
so above.
As members of the Silver Ladder, Thrice-Great mages often
seek influence in politics, business or other worldly institutions.
A few Hermetics use their magic to advance their careers and
gain social power directly. More often, though, a Hermetic stays
in the background. Instead of becoming mayor or running a
million-dollar business, the Stargazer works in the City Hall
mailroom or at the coffee shop where the executives congregate.
The mage nudges events through covert magic, sympathetic
links or spirit minions. It’s less direct, but safer.
Thrice-Great also seek influence in the spirit courts associated
with the planets. Thrice-Great know the rulers of each
planetary court, whom they call Archons, will not help rebuild
the Celestial Ladder — not unless the Thrice-Great force them
somehow. Some Hermetics suspect the Archons may be trusties
for the Exarchs. At the very least, Thrice-Great tutors say, the
Archons do not care about human affairs or anything humans
could comprehend.
Only an archmage could hope to bind an Archon. Fortunately,
the planetary courts include spirits of every power
level. The lesser gods wield enough power for most of a mage’s
purposes. Legacy members build their power step-by-step, drawing
minor planetary spirits to their service and using them as
envoys to greater spirits. When a Hermetic cannot compel,
he dickers and bribes until he can forge a lasting contract for
particular services — and gain audience with the next tier of
the spirit court.
Following the example set by the great Paolini, Hermetics call
planetary spirits henads — “sevens” — to distinguish them from
other spirits. Between the seven planetary courts, Thrice-Great
can recruit henads with almost any Influence they need.
Thrice-Great doctrine holds that to send a call across the
Abyss, a mage needs backing from all seven planetary courts.
A high-ranking henad must grant the mage an honorary rank
in the court, increasing the mage’s authority over spirits of that
planet. This special status comes with a new name the mage uses
with spirits of that planet as a sort of password. When a Stargazer
collects password-names from all seven courts, he may seek the
final celestial realm, the sphere of the stars, and call to Aion.



Revelations from Aion
Once a Thrice-Great possesses all three Attainments
and all seven passwords to the planetary
courts, she may climb the ladder of celestial
spheres and seek a revelation from Aion. Thrice-
Great tradition says some Celestial Masters
returned with fourth Attainments — all different,
all awesomely powerful. Others returned as
archmages . . . and others did not return at all, because
Aion pulled them into the Supernal World.
In verifiable, modern history, however, Aion’s
revelations have proved less spectacular. A
Celestial Master returns with merely a new
rote — conveniently, for some feat of magic the
Stargazer has already performed many times
— or a useful tidbit of lore. Skeptics also suggest
the communications from Aion seem less than
divine in their wisdom. Exhortations to guide
the Sleepers in the paths of wisdom and protect
them from the Abyss and the Seers are highminded
enough but a bit . . . hackneyed, as if
some merely human intellect tried to come up
with something a superhumanly wise spiritual
master ought to say.

New Merit: Celestial Name (• to •••••••)
When a planetary god gives a Stargazer a new name, it confers
a minor, honorary rank in the spirit court of that planet. The
new name acts as a password to enter that court: the mage still
must obey all the court’s rules, but at least hostile henads may
give the mage a chance to talk.
The Hermetic also gains a +1 bonus to all dice pools for interacting
with spirits of that court, whether magically or socially.
For instance, the mage gains the bonus to summon this class
of henads, to compel them or banish them, or to attempts to
persuade or negotiate with the spirits using mundane Skills.
The Thrice-Great does not gain the bonus for outright attacks
on the spirit (including use of the third Attainment).
Given time, power and successful negotiations with highranking
spirits, a mage could parlay a Celestial Name into
actual Status in the planetary court. This would confer greater
authority over lower-ranking spirits but also mean obligations
toward higher-ranking spirits, so Thrice-Great are cautious
about pursuing this route. A Celestial Name is pure privilege.
Status in multiple spirit courts also tends to cause conflicts of
interest, while the point of Celestial Names is to collect them
from all seven planetary courts.
Magic
The quick, on-the-fly spellcasting of Thrice Great mages looks
much the same as that of any other willworker. They prefer wands
and disks as Path tools. A Hermetic’s disk sometimes takes the
form of an astrolabe (a device for measuring a star’s position; it
looks like a disk with a crossbar for sighting). The defining tool for
the Thrice-Great, however, is the strophados. This device consists
of a golden ball on a cord. The mage swings the strophados to
imitate the circling motion of the heavens. Thrice-Great generally
engrave their strophados with a diagram and sigils representing
the position of the planets at the time of their Awakening. A
Thrice-Great strophados also unscrews so the mage can load it
with substances sympathetic to the planet whose power or spirits
she wants to invoke. The strophados is essential for extended
spellcasting and is a favored tool for summoning planetary spirits
or opening roads to the Shadow Realm.

Thrice-Great magic becomes most distinctive when these
mages engage in extended casting in their sanctums. A Hermetic
collects a wide range of substances with affinities to the
planets, from bolts of colored cloth to body parts from different
animals. For a full ritual, a Thrice-Great draws a magic circle
marked with the signs of the zodiac and the current positions
of the planets, with chords drawn to mark relationships such
as opposition, trine, sextile and square.
The Hermetic strengthens the influence of planets that relate
to his intended feat of magic by placing the proper substances
on their sigils. The chamber of the ritual may also be hung
with cloth of the proper color; corresponding perfumes scent
the air. As part of the ritual, the Thrice-Great may also play
notes associated with the planets he invokes, using a lyre or
similar instrument. Especially long rites can include a chanted
recitation of a hymn by the Greek poets Homer or Hesiod to a
god associated with the planet. The Hermetic also swings the
strophados. The total time spent whirling the strophados must
exceed one time increment for extended spellcasting, as set by the
mage’s Gnosis (see Mage: The Awakening, p. 76), so extended
spellcasting can be quite strenuous for novice Stargazers.
This elaborate paraphernalia grants the Thrice-Great certain
benefits to spellcasting. (They are not usually feasible for
instant spellcasting.)
• All cooperative spellcasting by Thrice-Great mages gains a
+1 bonus to teamwork rolls, as if they belonged to a symbolic
cabal. This applies to instant as well as ritual spellcasting, but
requires the use of at least three planetary correspondences.
• Combined spellcasting is easier. Using at least five planetary
affinities cancels the penalty for one spell in a combined
casting. For instance, a Thrice-Great could cast two spells at
once, without raising the effective Arcana ratings of the spells
or suffering a –2 penalty to the dice pools for casting each
spell. (This does not enable a Thrice-Great to cast more spells
at once than his Gnosis would allow, though.)
• At least three planetary affinities in a spell counters –1
dice of any other penalties to the mage’s spellcasting dice pool.
Five affinities cancel 2 dice of penalty.
• Use of at least three planetary correspondences reduces
the Paradox dice pool by 1. Use of five affinities reduces the
Paradox dice pool by 2.

Other mages do not gain these benefits by using Hermetic
methods and planetary correspondences: other mages’ souls
lack a Thrice-Great’s sympathy for planetary energies.

Astrological Magic
No one can say when humans first associated
magic with the planets. By the Renaissance,
Sleeper astrologers no longer believed
the planets were actual gods moving around
the sky. Instead, the planets radiated forces that
made various events more or less likely — such
as how the Moon controlled the tides, but more
subtle. Mars, for instance, governed fire, war
and disease. If Mars occupied particular signs of
the zodiac or particular angles to other planets,
people were more likely to quarrel, get sick or
have their homes burn down.
The Thrice-Great now ascribe these arcane
influences to the planetary courts. The tides of
celestial power shift according to the planets’
locations and angles to each other in the sky,
however, even though the power comes from
the Shadow Realm instead of outer space.
Astrology, therefore, is real — at least if you’re
Awakened. The Silver Ladder has initiated several
Acanthus into the Thrice-Great. These mages
use astrology for prophecy and fate-weaving.
All Hermetic magic involves concentrating the
mystic tides to bolster the mage’s spells.


Planetary Correspondences
Thrice-Great use special substances and conditions to attract
mystic energies from the planetary spirit courts. The character
of each planet suggests Influences for its spirits and a range of
magical feats it can empower. The planets do not correspond
tidily to specific Arcana or Practices, however, so Thrice-Great
(and their players) have some freedom in which planets they
invoke in spellcasting.
The Sun is associated with magic of light (of course), energy,
life-force, willpower, healing and augmentation of power. No
surprise, the Sun is the favorite “planet” for Obrimos mages.
The Moon is the planet of transformation, illusion and
everything changeable, from the element of water to emotions
and magic itself.
Mercury is associated with thought and motion: investigation
and analysis as well as literal travel and exploration. Commerce,
theft and divination also fall in this planet’s purview.
Mercury’s element is Air.
Venus governs living creatures, fertility, pleasure, love, friendship
and all the softer emotions that bring people together.
Venus’ element is Earth, but as the abode of life rather than
solidity or stability.
Mars is the planet of raw force, sometimes creative but often
destructive, the element of fire, war, violent emotions and
other disruptions. Mars also governs fever and blood. Venus
seduces; Mars overwhelms.
Jupiter is associated with the element of air and weather as
well as politics, laws, morals, rulership and justice. Jupiter also
governs money, religion and social power in general.
Saturn is the planet of time, age, death and restriction.
Saturn’s element is Earth, offering stability and defense as
well as limitation or destruction.
Even Sleeper occultists know that gold and yellow correspond
to the Sun, silver and white to the Moon, quicksilver
and gray (or mottled colors) to Mercury, copper and green to
Venus, iron and red to Mars, tin and blue to Jupiter and lead
and black to Saturn. The jewels, animals, plants and other
associations of each planet are too diverse to list. Pop-occult
books give detailed (and contradictory) lists of planetary correspondences
. . . but none should be trusted.

New and Lost Planets
A few Thrice-Great believe the asteroid belt
represents a broken “rung” in the Celestial Ladder,
while the “rungs” corresponding to Uranus,
Neptune and Pluto were lost to the Abyss when
the Ladder broke. A few other Hermetics believe
the four missing spirit courts are now scattered,
in hiding or imprisoned in some way. These
Stargazers think the Celestial Ladder could be
mended by restoring the lost spirit courts.
The majority of Thrice-Great, however, believe
such plans are modern, revisionist nonsense. As
they point out, tradition gives no correspondences
to the asteroids or outer planets. Hermetic Tutors
generally cut off “heretical” pupils. The situation
might change if a heretic Stargazer could locate a
spirit for one of the “new” planets, or could show
some great benefit from creating such spirits.

Spirit Allies
A great deal of Thrice-Great magic deals with summoning
and controlling henads. The legacy’s masters of Spirit also create
planetary spirits — and after more than 2,000 years, they’ve made
significant additions to the planetary courts. Most Hermetics
eventually gain henad associates of their own, and the Legacy
as a whole claims a host of contacts and allies in the planetary
courts. The Thrice-Great define three classes of allied spirits.
• Iynges (singular Iynx) are personal familiars. A Thrice-Great
can easily create a “feeding station” for a henad familiar using
objects and conditions corresponding to the spirit’s planet.
For instance, a spirit of Mars could gain Essence from a wolf’s
head mounted on a cedar plaque over a fireplace, flanked by
iron swords and with red candles on the mantelpiece; every
day, the mage burns an appropriate incense.

• Synocheis (“Connectors”; singular, Synocheus) are henads
bound to statues to create fetishes. A lodge can’t gain any respect
unless it has several Synocheis. Not only do the fetish-statues
provide the lodge with Paradox-free powers, the bound henads
can contact other spirits and tell them of a Thrice-Great’s
desire for an audience. When a lodge breaks up, much of the
acrimony centers on who takes possession of the Synocheis.
Creating a Synocheus involves placing substances sympathetic
to the spirit’s planet within a hollow statue (called a telestika),
as well as use of the “Create Fetish” spell. Synocheis can be
represented as Imbued Items or as Retainers.
• Teletarchs (“Initiation Masters”) are the greater spirits
allied to the Legacy as a whole, bound to respond when a
Thrice-Great uses the proper formula. The mage must still
persuade the Teletarch and offer it some consideration in
return for its aid, just as a mortal Ally. Teletarchs are at least
Rank 4, and they can carry appeals to more powerful henads.
The formulas for contacting Teletarchs are so valuable that
Pontifices and other senior Thrice-Great tend to keep them
secret from lesser members — with the inevitable result that
the Legacy has lost the protocols to contact many Teletarchs.
These potent spirits would still respond, though, if any mage
could rediscover the proper rites.
Initiation A candidate to join the Thrice-Great must first prove her
knowledge of Platonist and Neoplatonist philosophy, naked-eye
astronomy (enough competence to track the planets through
the zodiac) and classical astrology. She must also demonstrate
her ability to evoke planetary spirits and perform other magical
feats in the Hermetic style. Her examination takes place at a
lodge’s main sanctum, before a board of three Hermetics with
a minimum rank of Philosophus. The Thrice-Great also call
one of the lodge’s Teletarchs, who may ask whatever questions
it pleases and examine the candidate’s aura. The divine spirit
may veto the candidate’s application at this time, without any
need to give a reason. The candidate can try again a year later,
with a different Teletarch.
If the mages and patron god agree that the candidate deserves
to join the Legacy, the senior Thrice-Great open a Verge in
a special chamber. The lodge’s Synocheis are summoned to
add their own auras, giving the ritual chamber the resonance
of all seven planets. In this sacred space between material and
spiritual, terrestrial and celestial, the tutor guides his pupil
in a complex astrological ritual that shapes her soul. After
the ceremony, each attending spirit receives a gift of Essence
from the lodge.
The ritual to confer the second Attainment is very similar.
A triumvirate of Domini, including the lodge’s Pontifex, verifies
the Stargazer’s proficiency as a Disciple of Spirit. While
they’re at it, they register his current competency at the other
Arcana, too. As a final test, the Thrice-Great himself summons
a Teletarch to witnesses the Stargazer’s graduation to the next
Attainment. This is usually quite easy, since the divine spirit
has been notified of the ceremony and is already nearby.
The ceremony of the third Attainment happens so rarely
that a lodge’s entire membership may gather to witness the
event. The ritual itself does not differ greatly from the previous
Attainments. The new Dominus, however, ends the ceremony
by giving out Essence to as many planetary spirits as wish to
attend. The Thrice-Great consider it auspicious if the Dominus
can use her new Attainment to convert the sanctum’s Hallow
into a temporary locus, while the other Thrice-Great lower
the sanctum’s wards and issue a call to every spirit in the
area — an open house and all-you-can-eat spiritual feast. Such
events remind the spirits and lodge members of their position
as lords of the spirit world. For this reason, most Thrice-Great
wait until they become Adepts of both Prime and Spirit before
seeking their third Attainment.
The Thrice-Great hold firm doctrines about fourth Attainments.
Such ultimate mastery comes not from any mortal rite
but by contacting Aion. The Oracle itself confers a fourth
Attainment, which may be different for each mage. As usual
with fourth Attainments, however, no Thrice-Great in living
memory has provably received this ultimate power.
Attainments Thrice-Great mages, in their spirit dealings, use many
techniques known to other mages — true names, offerings,
commands in the name of mightier spirits and so on. Thrice-
Great also reach out with their will to shape the substance
of the Shadow Realm itself. A Hermetic can ease a spirit’s
activities or make them more difficult.
1st: Celestial Beacon
Prerequisites: Gnosis 3, Spirit 2 (primary), Prime 1, Occult 2
A mage’s initiation into the Thrice-Great Legacy grants him
power over the Gauntlet at places where Supernal energies flow
with abundance. With an instant action, the Thrice-Great can
raise or lower the location’s Gauntlet strength by as much as
his Spirit rating. This Attainment acts similar to the Spirit
2 “Place of Power” spell (see Mage: The Awakening, p. 247)
except the results are automatic. The Attainment also works
at ley nodes, while the spell can only be used at Hallows. If
two Hermetics cooperate, their uses of Celestial Beacon do
not add; apply the results from the mage with the higher Spirit
rating. If the Hermetics oppose each other, however, subtract
the less-proficient mage’s Spirit rating from the change wrought
by the mage with greater proficiency at Spirit.
From Twilight or the Shadow Realm, a Thrice-Great who
lowers the Gauntlet seems to draw in waves of light that form
a sparkling vortex, advertising the lowered Gauntlet to every
spirit nearby. Raising the Gauntlet spreads a hard, crystalline
darkness as if the location were drowned in obsidian, warning
any spirit not to bother attempting a passage. Similar to
the spell a Celestial Beacon emulates, a Celestial Beacon lasts
one scene.
A Practicus can also see into Twilight. When the Hermetic
uses this aspect of the Attainment, he also gains the benefit of
Second Sight, allowing him to see the traces of spirit Numina

as well as willworker magic, and gauge the strength of the local
Gauntlet. Any time the mage wants to use this aspect of the
Attainment, he must devote an instant action to doing so.
2nd: Planetary Portal
Prerequisites: Gnosis 5, Spirit 3
By drawing in the tides of power from the planetary courts,
a Philosophus can open a swirling portal between the Material
Realm and Shadow Realm; either mortals or spirits may
pass. The Planetary Portal resembles the “Spirit Road” spell
(see Mage: The Awakening, p. 251). Similar to the spell, using
this Attainment costs one Mana each time.
The mage can open a Planetary Portal anywhere she wants,
but the process may take several actions. Subtract the mage’s
Spirit rating from the local Gauntlet strength to find how many
turns it takes to open the Planetary Portal (a minimum of 1).
At a ley node or Hallow, the Thrice-Great could use Celestial
Beacon to weaken the Gauntlet first. As with Spirit Road, the
Planetary Portal lasts only one turn. Anything longer requires
actual spellcasting.
To mortal eyes, a Planetary Portal looks like a momentary,
circular shimmer in the air. It could be a trick of the light, or
a person’s imagination. From the Shadow Realm or Twilight,
however, the ingathering spiritual vortex shines in coruscating
hues: every Thrice-Great’s portal looks different, with colors set
by the position of the planets at the time of her initiation into
the Legacy. Any Thrice-Great (or someone else with spiritual
perceptions and Occult proficiency) can figure out when a
Hermetic received initiation through a successful Wits + Occult
roll (difficulty 3), just by studying his Planetary Portal.
Optional Arcanum: Prime 3
If a Thrice-Great is also a Disciple of Prime, he can augment
or counter the powers of planetary spirits. This resembles
Counterspell Prime (see Mage: The Awakening, p. 222) except
this Attainment affects spirit Influences. The mage contests
the spirit’s Power + Finesse roll with his own Gnosis + Prime.
Each success for the mage removes once success from the
spirit’s attempt to use Influence. Alternatively, the mage can
apply his roll as an attempt at teamwork, increasing the spirit’s
chance of success. Thrice-Great lack sufficient affinity to other
spirits to strengthen or counter their Influences.
Thrice-Great use this power to entice or threaten henads.
Every spirit wants to use its Influences with greater power, for
those Influences define its nature. Boosting their power affirms
the spirit’s existence, while weakening them diminishes the
spirit’s sense of its own being. However, Thrice-Great cannot
use this power to affect a spirit’s Numina — and a diminished
spirit is quite likely to strike back.
3rd: Orb of the Firmament
Prerequisites: Gnosis 7, Spirit 4
The highest verified Attainment of the Thrice-Great terrifies
all spirits, for it locks them into the hostile Material Realm.
From the Shadow Realm (or to creatures with spiritual perceptions),
what looks like a violent whirlwind of light wraps around
the spirit, and then hardens into a crystal sphere that traps
the spirit in a particular location. This resembles the Spirit 4
“Bind Spirit” spell (see Mage: The Awakening, p. 251), but
the character merely needs to win a contested roll of Gnosis
+ Spirit against the spirit’s Rank + Resistance. The Orb of the
Firmament lasts one scene. The Attainment does not allow
extended rolls; neither does the binding gain indefinite Duration
with Spirit 5. The Orb of the Firmament may last long
enough, however, for the mage to attempt a more thorough
restraint using regular Spirit magic.
Optional Arcanum: Prime 4
On the other hand, a Dominus who is also an Adept of
Prime can offer spirits a most tremendous boon. By casting
the Orb of the Firmament into an active Hallow, a Stargazer
transforms the Hallow into a locus of equal strength. Seen
from the Shadow Realm, the Hallow’s power curls in on itself
and then beams out, transformed, like a brilliant, circling
searchlight. The Hallow continues to produce Essence for a
scene, and then reverts to its former state.

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