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8/08/2025 8:22 pm  #1


Occult texts spells converted to BoL-Mythic stats

Francis Barrett’s The Magus (1801)

(text & scans available online) and pulled out a selection of ritual conjurations, protective formulas, occult “experiments” and named operations that read like usable spells. I then converted them into ready-to-run Barbarian of Lemuria — Mythic Edition stats (magnitude/AP, mechanical effect, casting requirements, duration, resistances, and GM complications).Sources I used: the full text/scan of The Magus (1801) and Barrett’s included Heptameron / conjurations and Agrippa-derived material. (Internet Sacred Text Archive, Internet Archive)
Design notes / assumptions (BoL-Mythic conversion):


  • Cantrip = 1 AP, First ≈ 3–5 AP, Second ≈ 6–9 AP, Third ≈ 11–15 AP (Third often 15 AP before ritual discounts).
  • Casting roll: automatic with proper grimoire/focus; otherwise 2d6 + Mind + Magician vs DC 8–15 depending on Magnitude.
  • Saves: Mind (for mental effects), Fortitude/Strength (for bindings/physical), or none (self/equipment).
  • Barrett’s rituals are ceremonial: many require seals, planetary timing, incense, or names — I preserve that flavor as casting requirements and optional ritual bonuses.

Selected spells / rituals from The Magus — converted to BoL-Mythic stats
Each entry gives: Name (Barrett source idea)Magnitude / APMechanical effectCasting requirementsDurationSave/ResistanceGM complication.

1. Pentagram of Protection (Barrett: protective pentagrams & seals)

  • Magnitude / AP: First / 4 AP
  • Effect: Creates a radiant pentagram seal centered on a doorway (5 ft radius) that grants +4 Defense and prevents entry by lesser spirits and hostile humanoids for 1 hour. Mundane foes can still pass if they force it (Strength test).
  • Casting reqs: Draw pentagram with consecrated chalk/ink, burn frankincense, speak the names. If cast during correct astrological hour, AP cost −1.
  • Duration: 1 hour (or until dispelled).
  • Save: N/A to enter (mechanical force bypass possible).
  • Complication: The seal radiates occult light and can attract the attention of curious magi or predatory spirits. (Barrett emphasizes seals & figures for defense). (Internet Sacred Text Archive)

2. Conjuring of a Familiar Spirit (Lesser) (Barrett: Heptameron-style conjurations / “spirits of the hours”)

  • Magnitude / AP: Second / 7 AP
  • Effect: Summon and compel a lesser spirit (elemental/air or domestic sprite) to perform one simple service (scout, carry a message, small task) or answer 3 short questions. Spirit obeys until task complete or 1 hour passes.
  • Casting reqs: Circle, sigil of the spirit (from Barrett’s tables), incense, an evocation formula. A correct planetary hour reduces AP by 1.
  • Duration: Task-based (max 1 hour).
  • Save: Spirit may demand token/offer; if caster refuses, spirit may feign obedience.
  • Complication: Spirits in Barrett’s formulas are specific — a mis-sigil may call a similar but mischievous entity (trick, misdirection). (Internet Archive)

3. Heptameron Watch (Household Guardian) (Barrett: Heptameron translated conjurations used for guarding a place)

  • Magnitude / AP: Second / 6 AP
  • Effect: Binds a watchful spirit to a house or item that alerts the caster of intruders (scent/sound/vision manifest as a whisper or small omen). Also imposes −2 to stealth checks for intruders while on the guarded ground.
  • Casting reqs: Heptameron conjuration, iron nail driven through a small consecrated tablet placed within the threshold.
  • Duration: 24 hours (renewable).
  • Save: N/A (area-effect detection).
  • Complication: The watch reports not only intruders but also overhears secrets; the caster must guard what the spirit sees. (Internet Archive)

4. Sigil of Command (Lamen/Girdle Empowerment) (Barrett: lamens & sigils from Agrippa materials)

  • Magnitude / AP: First / 4 AP (personal), Second / 8 AP (to compel a creature)
  • Effect: When worn, the sigil grants +2 to spellcasting rolls and becomes a focus. If used to compel a weak-willed human or spirit, attempt an opposed Mind roll; on success they gain a compelled obedience for 1d6 rounds.
  • Casting reqs: Inscribe lamen on metal or parchment with consecrated ink; charge under chanting & planetary timing.
  • Duration: 8 hours (personal) or 1d6 rounds (compel).
  • Save: Will save vs compulsion.
  • Complication: Sigils can be copied — rivals may imitate or counterfeit them. (Internet Sacred Text Archive)

5. Experiment of Magnetic Attraction (Barrett: magnetism & “magnetic experiments” sections)

  • Magnitude / AP: First / 3 AP
  • Effect: Causes a small iron object or unlocked metal gate within 10 paces to tremble and be drawn toward a chosen point (useful to pull keys, open a gate slowly, or trip a mechanism). Provide automatic minor mechanical effect; stronger locks require a Strength/Tool check.
  • Casting reqs: Iron chain or lodestone touched and an incantation from Barrett’s magnetism chapter.
  • Duration: Instant (one effect).
  • Save: N/A (mechanical), Strength check for heavy objects.
  • Complication: Magnetic pulse may erase delicate runed inks or scatter filings that reveal occult residue. (magicgatebg.com)

6. Aerial Vision (Scoptic / Scrying through Air) (Barrett: scrying & prophetic operations)

  • Magnitude / AP: Second / 7 AP
  • Effect: Peer through the air to see a place within 1 mile (clear line of sight conceptually), viewing for up to 3 minutes. Images are hazy; roll Mind + Magician vs DC 10 to gain clear details or read text.
  • Casting reqs: A bowl of spring water, a mirror or polished metal (Barrett’s scrying setups), invoked name of an angel/planetary spirit.
  • Duration: 3 minutes.
  • Save: Target may have protective ward (Mind/Arcane save) to resist being observed.
  • Complication: Sight may bring a psychic echo — faint after-image that causes −1 Mind for 1 round. (HolyBooks)

7. Sleep of the Senses (Somnus Conjuration) (Barrett: sleep/dulling recipes & narcotic conjurations)

  • Magnitude / AP: First / 4 AP
  • Effect: Lulls one creature within 20 paces into a light sleep (lasts 1 hour) unless they succeed on a Mind save. If subject is on watch or very alert, DC is increased. Physical wounding wakes them.
  • Casting reqs: Sprinkling powdered poppy/incense or reciting an appropriate conjuration. Barrett includes pharmacopeia for soporifics.
  • Duration: 1 hour (or until woken).
  • Save: Mind save negates.
  • Complication: Side-effect: a lingering drowsiness imposes −1 to actions next scene if misused. (Internet Archive)

8. Binding Circle / Restrictive Conjuration (Barrett: Petrifying, binding & sealing rituals)

  • Magnitude / AP: Second / 8 AP (short-term), Third / 12–15 AP (long-term, near-permanent)
  • Effect: Create a binding circle that immobilizes or anchors a target spirit/creature within until dispelled. For living targets, it imposes a Strong (Might/Arcane opposed) test to break out. Third-magnitude may require sacrifices or prolonged ritual.
  • Casting reqs: Circle drawn with salt, iron filings, sigils and pronounced conjuration (Barrett’s ritual format).
  • Duration: 1 hour (Second) or days/weeks (Third).
  • Save: Strength/Might or Arcane opposed roll.
  • Complication: A bound supernatural entity may lash out mentally to corrupt the caster (1 Corruption-like point in long campaigns). (Internet Archive)

9. The Philosopher’s Glimmer (Minor Transmutation) (Barrett: alchemical transmutation sections)

  • Magnitude / AP: Third / 11–13 AP (ritualal transmutation), First / 4 AP (minor cosmetic change)
  • Effect: Ritual attempt to alter small amounts of base metal into a higher alloy (cosmetic or low-grade gold). In-game: Third makes 1–2 ounces of refined metal (game economy GM call). Risk of failure. First-magnitude cosmetic changes (color/tarnish) are reliable.
  • Casting reqs: Alchemical furnace, reagents listed in Barrett’s chapters, hours-long ceremony.
  • Duration: Instant (result occurs) but may be unstable and reverts on detection if failed.
  • Save: N/A (procedural).
  • Complication: Failed transmutation can produce toxic fumes or attract alchemical seekers (Barrett’s long sections on alchemy). (Internet Archive, Mask of Reason)

10. The Lamen of Truth (Detect Falsehoods & Hidden Intent) (Barrett: kabbalistic/perception lamens & invocations)

  • Magnitude / AP: First / 4 AP
  • Effect: While worn, the lamen grants +3 to Insight/Detect Deception checks for 30 minutes and brief flashes of truth when a lie is told (sensory cue).
  • Casting reqs: Inscribe kabbalistic letters on a pendant and consecrate.
  • Duration: 30 minutes.
  • Save: N/A for wearer’s perception; targets still make normal saves vs other effects.
  • Complication: The wearer perceives truth bluntly; ambiguous cultural truths may be misleading. (Internet Sacred Text Archive)

11. Invocation of a Guardian Angel (High Conjuration) (Barrett: angelic hierarchy & conjurations)

  • Magnitude / AP: Third / 12–15 AP (requires exact rubric)
  • Effect: Calls an angelic or high benevolent spirit to protect or advise the caster for a short time (5–10 minutes). It can shield one person (+6 defense vs spirits and magic) or speak a single prophecy.
  • Casting reqs: Exact names, lamen, planetary hour, rare incense; Barrett reproduces many angelic names and formulae.
  • Duration: 5–10 minutes.
  • Save: High spirits normally cannot be compelled; goodwill depends on purity/offerings.
  • Complication: Calling such a spirit marks the caster as occultly active — other magi may notice the rite. (Internet Sacred Text Archive, HolyBooks)

12. Baneful Conjuration / Malediction (Curse) (Barrett: curse/baneful operations)

  • Magnitude / AP: Second / 7 AP (minor), Third / 11–15 AP (lasting, potent curse)
  • Effect: Imposes a targeted misfortune (−2 to a stat or skill) on a named individual for 1d6 days (Second) or months (Third). Third-magnitude may require personal token (hair/blood) and prolonged ritual.
  • Casting reqs: Curse tablet or dark sigil, spoken malison, possibly unclean offerings (Barrett lists old curse tech).
  • Duration: 1d6 days (Second) or 1d6 months (Third).
  • Save: Will save reduces effect to −1 severity or halves duration.
  • Complication: Curses often rebound — misdirected ritual or failure may afflict caster or kin. (Internet Archive)

Short GM guidance & integration notes

  • Authentic flavor: Barrett’s work is ceremonial: require ritual tools, time, and planetary timing for bonuses or to reduce AP. Where Barrett lists exact names or sigils, those can be used in-game as unique components (grant +2 to casting roll if used correctly). (Internet Sacred Text Archive)
  • Danger & consequence: Barrett’s Heptameron & conjurations emphasize handling spirits carefully — make calls risky: failed control → mischievous spirit or worse. Use the earlier Casting Mishap table from your Witch World set (or the one we used before) for dramatic miscasts. (Internet Archive)
  • Veteran players: Let ritual study reduce DCs/AP — players who find Barrett’s exact sigil text earn persistent bonuses. This rewards in-game research into the primary source (which is available online). (Internet Archive)

Last edited by Otto Harkaman (8/10/2025 2:10 pm)

 

8/09/2025 12:52 am  #2


Re: Occult texts spells converted to BoL-Mythic stats

These look great.

 

8/09/2025 4:46 am  #3


Re: Occult texts spells converted to BoL-Mythic stats

We were discussing Lin Carter's connections to the Occult on ODD74 and I got curious if the AI could extract spells from these old texts and viola! I guess I ran out of time for use with ChatGPT-5 that's why the Barret spells are more detailed over the Éliphas Lévi it dropped me down to another ChatGPT model. 

     Thread Starter
 

8/10/2025 10:21 am  #4


Re: Occult texts spells converted to BoL-Mythic stats

Excellent stuff!


My real name is Steve Hall
 

8/10/2025 11:01 am  #5


Re: Occult texts spells converted to BoL-Mythic stats

Picatrix (Ghāyat al-Ḥakīm / The Goal of the Wise, Hashem Atallah translation)

planetary/talismanic ideas and turn them into ready-to-drop Barbarians of Lemuria — Mythic Edition spells and relics (with Magnitude, Arcane cost, casting requirements, and mechanical effects). I looked up the Atallah English edition and Picatrix’s astral / talismanic focus, and matched each item to BoL’s flexible spell/magic rules (spell magnitudes, Arcane Power / casting requirements, and long-term costs). (Internet Archive, Wikipedia, Miskatonic Books, IRP CDN, Frank Mitchell's Blog)Below: 10 portable pieces (6 spells + 4 relics). Each entry gives a short Picatrix inspiration note, then the BoL-Mythic stat block you can drop in your campaign.

1) Seal of SaturnTalismanic Binding Picatrix idea: long Saturnic invocations and seals used to bind spirits, slow enemies and impose constraints. (Wikipedia)
BoL stats


  • Magnitude: 2nd (Tough / ritualized).
  • Arcane cost: 8 Arcane Power (before reductions).
  • Casting Requirements (choose at least one; each additional requirement reduces cost by 2 AP): midnight / cold iron / drawn seal impressed on lead plate / Saturn hour / 3-day fast.
  • Effect (mechanic): Target creature or spirit is bound — target suffers –2 to all rolls and Speed reduced by 1 for 1d3 hours (or until seal is broken). Against summoned/elemental beings, roll Mind + 2d6 vs TN 9; success forces the spirit to remain within a 30-ft radius talisman or suffer loss of form.
  • Price/Consequence: On casting, roll 2d6: on a natural 2 the caster’s Appeal or Mind (choose) is reduced by 1 for 1d6 days (Saturn’s chill). Second-magnitude recovery rules apply (AP recovers slowly). (IRP CDN)

2) Venus’s Golden GlamourTalisman of Allure Picatrix idea: Venus talismans, colored inks, and rituals to sway hearts and enhance attractiveness. (Internet Archive)
BoL stats

  • Magnitude: 1st (Everyday glamour).
  • Arcane cost: 5 Arcane Power (can be reduced by 1 per relevant requirement).
  • Requirements (pick one): rose-oil anointment, carnelian set in silver, Venus hour, singing an invocation.
  • Effect: Target gains +2 to Appeal for social rolls (bargain, seduction, distraction) for the next scene (or 1 hour). If used on multiple targets or to create mass enchantment, raise magnitude.
  • Price: If used deceitfully (coercion), target may gain a Flaw (short-term paranoia) after Glamour ends; caster suffers –1 to Mind for 24 hours on critical failure.

3) Mercury’s Quick TongueBinding of Secrets / Linguistic Charm Picatrix idea: Mercury materials, astrological hours, and engraved phrases to induce speech, cunning, and knowledge retrieval. (Wikipedia)
BoL stats

  • Magnitude: Cantrip (simple), or 1st for complex effects.
  • Arcane cost: 1 AP (Cantrip) / 5 AP (1st).
  • Requirements: write magic words on quicksilver-mixed ink; cast at Mercury hour.
  • Effect: Cantrip — target truth-compulsion vs Mind + 2d6 (TN 9): target must answer one simple question truthfully (if they resist, caster can attempt coercion at cost). 1st Magnitude — allows understanding any one foreign tongue for 1 hour OR grants +2 to any single Lore / Knowledge roll.
  • Consequence: Using truth compulsion on a free agent costs 1 Hero Point equivalent (GM fiat); heavy abuse draws ire from local divinities (role-play hooks).

4) Solar AegisSeal of the Sun (Radiant Bastion) Picatrix idea: Sun seals that bind fiery virtue into gold, light oils and solar talismans for protection. (Miskatonic Books)
BoL stats

  • Magnitude: 2nd.
  • Arcane cost: 8 AP (can be lowered if cast at noon in open sun with gold, frankincense).
  • Requirements: gold leaf, oil of frankincense, noon Sun, circle of beaten gold.
  • Effect: Grants a protective aura: target gains +2 Defence (or +1 Defence and 1 Lifeblood healed once) for 1d6 rounds; also deals 1d6 burning damage to attackers who strike the protected target in melee (reflective solar sting).
  • Price: After casting, the caster’s Strength or Mind is reduced by 1 for 1d4 days (solar exhaustion) on natural 2 when rolling for the ritual’s finalization.

5) Jupiter’s Boon Talismanic Fortune Picatrix idea: Jupiter talismans for luck, growth, political success; stablished methods to bind favour. (Wikipedia)
BoL stats

  • Magnitude: 1st.
  • Arcane cost: 5 AP.
  • Requirements: giant’s oak twig, blue ink, Jupiter hour, incense of myrrh.
  • Effect: Grants the target one Bonus Die (roll 2d6 take higher) on the next important roll (GM-called: combat pivotal blow, social turning point, big gamble). Use within the next 24 hours.
  • Price: If used to gain undue advantage (e.g., rigged election), the boon attracts a Fate Point cost later (GM hook).

6) Lunar Dream-KeyAstral Doorway / Dream-Binding Picatrix idea: Picatrix devotes much space to lunar amulets, dream-work and nocturnal rites. Ideal for visions and spirit travel. (Internet Archive)
BoL stats

  • Magnitude: 2nd (ritual) or 3rd if used to permanently alter fate.
  • Arcane cost: 8 AP (2nd) / 12 AP (3rd).
  • Requirements: wax imprint of the moon, silver bowl of seawater, casting during Full Moon after a 24-hour vigil.
  • Effect: 2nd — the caster and up to two allies may enter a prophetic dream and receive a coherent prophetic image or clue (GM provides an asset or map fragment). Skill checks to interpret are Mind-based. 3rd — open a stable astral gateway to another realm for a short time (dangerous; permanent price may apply).
  • Price: 3rd Magnitude casting: permanent loss of 1 point in Mind or permanent reduction of Arcane Pool by 1 (choose).

Relics / Talismans (artifacts you can hand players)

A) Lead Disk of Saturn (Relic) — The Bridle of Khans Picatrix inspiration: lead seals and planetary rings for constraint. (Wikipedia)
BoL stat block

  • Use: Worn as amulet; once per day the bearer may cast Seal of Saturn as a 1st-magnitude effect (cost: 4 AP).
  • Charges/Breakage: 3 charges; on final charge the relic cracks — the bearer must roll 2d6: on 2–3 suffer immediate –1 Strength permanently (or until cured), 4–6 temporary –1 for 1d6 days.
  • Story hook: Inscribed in a dead king’s script; local cult wants it back.

B) The Golden Snail (Relic) — Venusian Locket Picatrix idea: engraved metals, snail/spiral iconography for slow, seductive magic. (Internet Archive)
BoL stats

  • Use: Grants automatic +1 Appeal while worn and once per scene can grant the wearer the effect of Venus’s Golden Glamour with no AP cost (but attracts unwanted suitors — a mechanical downside: +1 to social complications).
  • Price: If used to force love, the wearer must make a Mind save vs TN 9 or take a Flaw (Obsessive Longing).

C) The Solar Mirror (Relic) — Blade of the Sun-Bearer Picatrix idea: reflective talismans and sun oils for offensive/defensive solar magic. (Miskatonic Books)
BoL stats

  • Use: One-handed palm mirror; three daily uses: (1) cast Solar Aegis as 1st magnitude (4 AP), (2) blind a foe (target Agility vs Mind roll — failure blinds for 1 round), (3) reflect a single spell back (GM calls resistance).
  • Breakage: If used to reflect a 3rd-magnitude spell, mirror cracks and loses all charges; caster suffers 2d6 burn damage.

D) The Star-Chart Codex (Relic) — Picatrix Notebook Picatrix idea: Picatrix is a handbook — charts, stars, seals, recipes for inks and oils. Give players the physical book. (Internet Archive)
BoL stats

  • Use: Grants the owner +1 to Mind rolls when researching or making talismans; once per long rest the owner may reduce the AP cost of any one ritual by 2 (to a minimum of 1) if they can reproduce a correct planetary requirement.
  • Special: Contains one written ritual (GM decides) that must be performed on a planet-corrected night; reading it may attract attention of astral spirits (plot engine).

Quick GM notes & implementation tips

  • BoL flexibility: The system encourages GM adjudication — use these as templates; change AP costs or extra requirements to fit your campaign’s power level. (BoL’s magic asks GM+player to set Magnitude, Requirements and Price.) (Frank Mitchell's Blog)
  • Ritual flavor: For authenticity, include Picatrix-style ritual trappings: planetary hours, colored inks, metals, stones, incense, specific animals, fasting and specific script glyphs. Those trappings can be mechanically relevant (reduce AP, raise TN, add duration). (Internet Archive)
  • Consequences & story: Picatrix magics are talismanic and heavy with cost — use that to create long-running cults, rival magicians, or moral/physical prices (loss of attribute, a debt to a spirit, aging). (Wikipedia)

Last edited by Otto Harkaman (8/10/2025 2:09 pm)

     Thread Starter
 

8/26/2025 11:58 am  #6


Re: Occult texts spells converted to BoL-Mythic stats

It's been a while since I've visited the forums and I have to say, these are excellent. These will work particularly well in Honor + Intrigue games. Great job!


Wealth can be wonderful, but you know, success can test one's mettle as surely as the strongest adversary.
 

8/27/2025 6:35 am  #7


Re: Occult texts spells converted to BoL-Mythic stats

Unfortunately you never know what you are going to get from the AI. I think I corrupted the thread of inquiry I was using, it started to improv the rules after I asked questions about different campaign settings.

     Thread Starter
 

8/27/2025 10:17 pm  #8


Re: Occult texts spells converted to BoL-Mythic stats

With AI, your buffer size is limited unless you get the paid version. Even then, it will go off script sometimes. But having a larger memory size will help.

 

8/28/2025 8:16 am  #9


Re: Occult texts spells converted to BoL-Mythic stats

roryb wrote:

With AI, your buffer size is limited unless you get the paid version. Even then, it will go off script sometimes. But having a larger memory size will help.

I had a feeling it was something like that 

     Thread Starter
 

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