The lineage of House Bjornaer is quite distinct from the other Hermetic lines, and requires special consideration in the Rabenstein saga. Unlike the traditions of antiquity, which embrace the primacy of Latin and Greek, the magi of Bjornaer descend from practitioners of Germanic, natural magics (and it is precisely this ancestry which has cast a tarnished reputation upon its members by the more educated and elitist members of the other Houses). Consequently many members of House Bjornaer are often poor scribes and scholars (Bjornaer magi commonly possess Hermetic Flaws to reflect such limitations in their magic). But with the passing centuries, the incorporation of classical magic into the lineage of Bjornaer has led them far from their barbaric origins. Adapting their sorcery to the Techniques and Forms of Bonisagus, many of their kind have grown quite adept in the use of Latin, suffering few constraints on their magic and coming to resemble the magi of their fellow Houses. Yet true homogeneity evades them, and their Germanic lineage continues to taint their ilk. Some Bjornaer continue to rely heavily on these Germanic origins, integrating vulgar language into their magic and weaving heavily herbarii or other nature coloured spells (refer to Spell Colour house rules). The extent of such Germanic influence varies among their line. There are even unfounded rumors that some magi of Bjornaer are entirely illiterate, invoking their spells wholly in Germanic or other vulgar tongues).
Despite this dim reputation, House Bjornaer maintains a unique tradition among the Order (and some would argue a jealously guarded secret), in their ability to change the human shape without the use of Bonisagus' magic theory. This remarkable transformation is accomplished by simple rumination, and requires the Arcane Talent, Will Over Form , obtained with the purchase of the required +1 or +2 Virture, Follower of Bjornaer . As described on page 21 of the 4th edition rulebook, every magus of House Bjornaer possesses a heart-shape, usually the form of a European animal (although trees, plants, or inanimate, natural objects are more rarely observed). Hence the term 'heart-beast' is a more commonly employed expression. Each magus possesses only a single heartbeast. Yet according to the legends of Bjornaer magi, their founder possessed the ability to assume many varied shapes, and taught it to her progeny. As they adapted their traditions to those of the theories of Bonisagus, it must have occured that such power was diminshed among her descendants. Most Bjornaer in the present day can merely assume a few shapes, perhaps only that of their heartbeast, and only the most powerful and aged magi of their line have learned to shift into an abundant number of beasts. It is said that even these decrepit masters are constrained in their craft by the great physical pain endured by practicing the art.
While the former ease of shapeshifting has been sadly lost to the magi of Bjornaer, they have devoted much time to its practice, and in the present day they ardently continue to preserve and revere the ancient art of discovering new shapes. This art is accomplished in a similar manner to the invention of Hermetic magic, and owes a great debt to that system (for it was the magus Boxhirn of Bjornaer who in the 11th Century codified his discoveries at Crintera for the benefit of his brethren, and among the magi of Bjornaer the name Boxhirn is regarded with a kind of veneration). Boxhirn taught that the ability to transform one's body into another shape required the careful study of the desired shape within its natural environment (until this point, many magi had seized wild animals and probed them in their laboratories, with rather limited success). Further, the magi must imitate the desired shape once they achieve cursory understanding, to live as the animal lives, and to ultimately subjugate their human spirit to the animal's form. Such contemplations are often viewed as bizarre meditations, reducing the magus to a mystical hermit, and may take the magi away from their Covenant to live in the wild (it is essential that the magus be able to observe the desired beast in its natural habitat, precluding a magus in the high Alps from discerning the shape of a seagull unless he makes the voyage to the sea). This art is decidedly dangerous, as ferocious animals may reject the scrying magus and attack or even devour him (which often occurs on a botched roll). But even more dangerous, the magus may lose themselves to the new shape altogether, for unlike the shape of their heartbeast, the magus is evoking an ineffable harmony. This union between magus and beast is not always predictible, and for this reason all shapes that are not that of the magi's heartbeast are called 'Lesser Shapes'. For unlike a Muto Corpus spell which accomplishes such a transformation, the Bjornaer magus has actually become one with the beast whose form he has assumed. He is the beast, but the beast is also him. By subjugating their spirit to the bestial form to invoke the new shape, a delicate balance is established between the magi's spirit and the new shape he has assumed. Normally the magus can control his actions, taking advantage of the natural abilities of the beast whose form he has taken (e.g., a magus in the shape of an owl can fly and see extraordinarily well in the dark night). But control is not assured, for the balance can be upset and the bestial half can overwhelm the Bjornaer, dominating his actions in an instinctive manner appropriate to the beast. A wolf may turn on his troupe, or a horse become jittery and flee in a time of need. In the worst scenarios, the Bjornaer may lose his humanity entirely, becoming the beast for the rest of his days.
When a magi of Bjornaer undertakes an attempt to discover a new shape, they must calculate a 'Shapefinding Total' to reflect their talent for transfiguration (this is analagous to a Hermetic 'lab total'). This Shapefinding Total is calculated by Will Over Form + Muto + Corpus + Perception + Aura + Stress Die. Since the magus is often away from his Covenant and residing in the wild observing the desired beast, a magical aura is rarely applied to this total (though it can occur). Note that the Aura modifier may be negative (e.g., studying a domestic chicken within a Divine Aura). This Shapefinding Total is then compared to the 'Difficulty of Shape' of the intended beast (see table below). Just as a Hermetic Formulaic Spell, for every point by which the magus' 'Shapefinding Total' exceeds the 'Difficulty of Shape', he accrues 1 point towards discovering the intended shape. When the magus gains the number of points equal to the 'Difficulty of Shape' total, they have succeeded in discovering the shape. It may take multiple seasons to accumulate enough points to discover a shape, and it is not necessary to organize such seasons confluently (e.g., it is possible for a magi to spend the spring, then the autumn discovering the shape, engaging in other pursuits during the intervening summer). Note that a Stress Die is always included in the Shapefinding Total. This is a critical departure from the more predictible invention of Hermetic Spells, and its role is analogous to that of an Experimentation Die. Great success or failure is possible, and botches should reflect the nature of the magi's studies, perhaps resulting in death or even subordination of the magi's spirit to the beast under study.
Normally the magus is limited in his research by his natural talents, and it is not possible to boost the Bjornaer's 'Shapefinding Total' by using vis. However, unusually-flavored vis (e.g., Muto manifested in the blood of a shapechanger) might be invested in the attempt with the Storyguide's approval. Expenditure of such vis increases the number of botch dice (1 additional botch dice per pawn of vis), and the magus cannot know if the vis will actually improve their Shapefinding Total prior to the attempt. If the Storyguide rules against the usefulness of the expended vis, it is ignored in calculating the Shapefinding Total, but does serve to increase the number of botch dice.
The 'Difficulty of Shape' Total reflects the level of talent required to transform into a specific shape, and is calculated by Temperament + Ferocity + Size + Aspects. Calculation of the beast's Temperament and Aspects are detailed in a pair of tables below, and Ferocity merely refers to the beast's 'Ferocity' score (see 3rd edition Bestiary for guidelines to determine such a score). Size should always be a positive number, and reflects the difficulty a magus has in transforming himself into particularly larger or smaller beasts (e.g., a +2 Size Oxen is just as difficult for a magus to change into as a -2 Size Badger, so the Size should be noted as +2 in calculating the Difficulty of Shape Total in either case).
Shapefinding Total: Will over Form + Muto + Corpus + Perception + Aura + Stress Die
Difficulty of Shape Total: Temperament + Aspects + Ferocity + Size
Temperament | Score | Examples |
---|---|---|
Passive |
10 |
songbird, rabbit, cow, sheep, whale, turtle |
Defensive |
15 |
goat, ram, deer, ox, mouse, squirrel, magpie, mullet |
Normal |
20 |
gog, stag, horse, bear, camel, elephant, fox, raven, bat, dolphin, owl, snake, rat, ant |
Aggressive |
25 |
wolf, boar, leopard, cat, asp, falcon, wasp |
Fell |
30 |
lion, tiger, gryphon, crocodile, wyrm, dragon |
Passive animals can be expected to flee from danger, and certainly lack any score in Ferocity. Defensive beasts are distinguished from the latter by their capacity to defend themselves when cornered, lashing out in anger or fear (consequently they can but do not always possess a Ferocity score). Beasts with a Normal Temperament are analagous to humans, often passive but perhaps capable of great ferocity. Aggressive animals however, are almost certain to menace other creatures (though particularly larger animals than themselves may be left alone). Fell beasts include the most savage and deadly of creatures, and are often legendary. Note that although these base Temperament scores follow the traditional Ars Magica scheme of magnitudes (5 points separating each), it will be difficult for Bjornaer magi to discover many of these shapes without significantly improving their mastery of Muto, Corpus, and Will over Form. This was the intent. However, if a Storyguide wishes their Saga to incorporate a wider array of shapeshifting possibilities for Bjornaer magi, they should consider lowering these Temperament scores by 5 or more each. If an animal's Temperament is not immediately obvious, we endorse a brief discussion and vote among the troupe.
Aspects | Score | Notes |
---|---|---|
Avian | +3 |
more diffiicult due to man's grounded nature |
Demonic | - |
not possible |
Divine | - |
not possible |
Doctrine of Spirit | varies |
see discussion below |
Domestic | +3 |
more difficult due to the touch of man |
Faerie | - |
not possible |
Feline | -2 |
a shape unusually suited for magic |
Insectum | +10 |
more difficult due to strange nature |
Human | - |
not possible |
Legendary | varies |
always a positive modifier, at Storyguide discretion |
Magic Might | varies |
if the beast under scrutiny hass a Might score, add this |
Mare Bestia | +5 |
for ocean-dwelling beasts, in addition to Piscine aspect |
Piscine | +5 |
must circumvent man's tendency to drown in waters |
Reptilian | +3 |
Similar to Piscine |
Serpentine | -3 |
particularly compatible with magic |
Unusual natural power | +3/power |
poisonous bite, constriction, fiery breath |
Unusual magical power | +5/power |
entrancement, hex, illusions, special senses |
More than one Aspect may apply to a single desired shape. Establishing the value of variable Aspects should depend upon the specific situation and ambience of the Saga. A low-fantasy Saga for example, might impose a +15 Modifier on the Legendary shape of a Unicorn, while a more flamboyant, high-fantasy Saga would only apply a +8 Modifier for this Aspect.
If the desired shape is not a beast at all but rather inanimate (a tree or rock for example), the Temperament scores and Aspects above are ignored. Instead, the shape must fall into one of two basic categories, Herbarii (living plants) or Saxumi (rocks, stones, or other earth shapes). Temperament scores for either of these categories are provided below, as well as a Table of Aspects for inanimate shapes. Transformation into such forms is more difficult than bestial forms, and its use is rarely seen though highly regarded within House Bjornaer. Calm, dedicated personalities are desired qualities in the magus who pursues these forms. Note that any desired inanimate shape must be natural and cannot be touched by man (e.g., a living oak tree or wild amethyst stone are possible shapes, but a stack of firewood or an iron cooking pot are not). The appearance of such inanimate lesser shapes often reflects the human condition of the Bjornaer magus. Take the condition of a tree for instance: a young magus might appear as a healthy, vibrant green tree while the same magus in old age might have a gnarled trunk and many dead leaves. Similarly a magus with a deformed leg that can only walk with a cane in their human form might appear in the form of a stone with a visible crack along its outer surface. As with the bestial shapes, a magus may be injured or killed in the shape of an inanimate object. This occurs if the shape is broken or similarly affected.
The major limitation imposed by many of these shapes is their non-motility. A magus remaining in these shapes for long periods of time may suffer aches and fatigue when they resume their human form (or perhaps gain a decrepitude point(s) with a botched Fatigue roll) . Further, the magus loses their normal human senses while they maintain such shapes (though they gain the strange new intuitive sense of their new shape). Trees and rocks may be aware of the coolness or warmness of days and nights, of the fall of rain, or perhaps hear very loud noises as muffled sounds. But the magus cannot speak (the Formulaic spell Voice for the Bjornaer is incompatible with these shapes), cannot see, or hear without the use of magic. They might however be able to communicate with other plants and stones in their immediate environment. Some magi report that the passage of time occurs more swiftly while in these shapes. In addition, magi assuming the form of plants for lengthy durations require the normal sunlight and water as other plants of their kind, and deprived of them they might grow weak and die (they can also only successfully take their shape when situated upon appropriate terrain, as a birch tree cannot grow atop a granite floor). Magi in the saxumi shapes however seem particularly resilient, and they have no need of food while in their shape. Many tales of the virtues of these lesser shapes are known, such as the great Ruodlieb who survived a mighty blizzard without any food or shelter by assuming the form of a rock until the snows passed. On the darker side is the infamous tale of Unibos, who deprived of his human senses in the form of a stone was cast unknowingly into a lake by an enemy. Thinking that it was merely raining, he drowned when he resumed his human shape.
Shapefinding Total: Will over Form + Muto + Corpus + Perception + Aura + Stress Die
Difficulty of Shape Total: Temperament + Aspects + Size
Temperament | Score | Examples |
---|---|---|
Herbarii |
20 |
trees, plants, grass |
Saxumi |
25 |
rock, stone, earth, glass |
Aspects | Score | Notes |
---|---|---|
Aquam | - |
not possible |
Auram | - |
not possible |
Doctrine of Spirit | varies |
see discussion below |
Domestic | +3 |
more difficult due to the touch of man |
Folium | +20 |
leaves, flowers, seeds or any small part of a plant |
Flammæ | - |
not possible |
Legendary | varies |
always a positive modifier, at Storyguide discretion |
Gemmæ | +15 |
precious stones and gems possess a rare nobility |
Metallum | +10 |
the luster of metals is more pure than normal stone |
Terra | +5 |
the disintegration of form is unnatural to man |
Unusual natural power | +3/power |
poison ivy, lodestone |
Unusual magical power | +5/power |
entransment, hex, illusions, special sense |
The aspect Folium is intended to infer the possibility of assuming the shape of a smaller, independent portion of a larger natural shape, such as an individual oak leaf, an acorn, or a flower on a blooming plant. Such grace in shapeshifting is unknown in the modern age, but legends among the Bjornaer insist that the founder was able to assume such shapes. Terra includes dirt, mud, or sand. This particular form can be dangerous for if the shape is somehow separated before the maga resumes human form they will be unable to do so unless they are somehow reunited.
Boxhirn also detailed the great importance of spirit as it related to the discovery of new shapes. He argued that many shapes dwell within ourselves, and that some are more easily revealed than others. In his infamous tale now taught to most pupils of House Bjornaer, he described how he sought to discover the shape of the mighty wolf so that he might frighten away enemies and protect his home from poachers. For several months he carefully observed the motion and habits of a pack of wolves. Yet his study of the beast was in vain, for much to his surprise he succeeded only in discovering the shape of the wolf's frequent prey in the valley, the sheep. Although he was initially startled by this surprising result, he soon understood the significance of the attempt. Boxhirn had ignored his own spirit, for he had always been a peaceful man. Much more did he have in common in thought and deed with the sheep than the ruthless wolf. The wolf might still reside within him, but the sheep was more prevelant and easier for him to find. He used this tale to caution other magi of Bjornaer to heed their spirit, rather than be frustrated by attempts to reach beyond their own self. A Storyguide should therefore include appropriate personality traits to modify either the Shapefinding Total, the Difficulty of Shape, or perhaps both. This can include the personality traits of either the magus or the intended animal (see page259-60 of the rulebook for examples of animal personality traits).
Exempli Gratia: Walarik of Bjornaer desires to discover the shape of a Mouse. Noting that his heartbeast is a wolf and that Walarik has displayed a predilection for aggression and violence, the Storyguide decides to apply his personality trait of Wolf (+3) to the Difficulty of Shape Total. This increases the Difficulty of Shape Total from 18 to 21, reflecting the disparity of this personality and that of a mouse. A member of the troupe also points out that Walarik possesses the personality trait Hungry (+2), and suggests that this be applied as a penalty to his Shapefinding Total to reflect his tendency to devour the mice he is observing during his studies. After a brief discussion, the Storyguide rejects this notion and allows Walarik's Shapefinding Total to remain unmodified (a cruel or humorous storyguide might have chosen to apply the -2 penalty to poor Walariks' Shapefinding Total, raising it to 23). Nevertheless, when Walarik succeeds in transforming into a mouse a few seasons later, he is undoubtedly a particularly mean-spirited and brave mouse with a voracious appetite for grubworms. If he ever loses control while in the shape of a mouse, traditional mice-like qualities may come to dominate his actions, as Walarik the mouse becomes more timid and fearful of other animals, losing his humanity and formerly aggressive nature.
By concentrating, the magus can shift into or out of the shape of their heart-beast at will. This requires a Will Over Form + Stamina roll of 9 or better, and takes one full round to complete (if the magi falls short of the required roll of 9, they may continue to concentrate in subsequent rounds, gaining +1 to their totals for each round they continue to concentrate until they are successful; Rolling a total of 7 for example, would simply take the magus 3 full rounds to complete the transformation, assuming their concentration is not broken). Wound and Fatigue penalties do apply to this roll. Attempts to transform into or out-of their heart-shape are always made on a Quality die, to reflect the harmony they possess with the heartshape. A Stress die however is required to transform into another desired shape (a 'Lesser Shape').
When a magi shifts their shape, it is only their human form (corpus) which undergoes a transformation, so any clothes or accoutrements they are wearing at the moment of transfiguration will not be affected. Changing into a snake while wearing a large tabard for example, might be observed as the magi's clothes falling to the earth, and a snake slithering out of their folds. Similarly, when the magi reverts back to their human form, they will return completely naked. Such limitations have plagued the magi of Bjornaer, and to their credit some of them have been able to overcome this limitation, something the founder was never able to accomplish. This is made possible by employing the necessary Hermetic casting requisites. In order to accomplish this, the ease factor for their Will Over Form + Stamina roll to illicit the transformation rises by 3 points for each additional casting requisite employed. Further, attempting such transformations is dangerous and therefore must always be attempted with a Stress die, even if the magus is changing into his heartshape (though the heartbeast may demand fewer botch dice). A botched transfiguration might integrate garments with their body, perhaps injuring or more rarely killing the magus. To determine if the transformation of a supplementary item was successful or not, add the magi's score in the requisite to the inital Will Over Form dice roll (not the Dice Total, but the actual number on the Stress Die). Compare this number to the Ease Factor and if it matches or exceeds the Ease Factor, the attempt was successful. Note that only a single dice roll is required for the attempt.
Exempli Gratia: Sibiu of Valcum wishes to transform into the shape of an eagle (her heartbeast) while wearing her regal purple cloak and iron dagger. This will require both an Herbam and a Terram requisite. The Ease Factor required to complete this transformation is 15 (9 +3 + 3). Sibiu rolls a Stress Die and produces a 7. Adding her Will Over Form + Stamina she receives a total of 12. Although this is short of the necessary 15 to complete the transformation, she will continue to concentrate and complete the transformation in four rounds. Checking to see if her clothing was transformed along with her, she adds her initial dice roll of 7 to her Herbam score of 9. Since this total of 16 is higher than the ease factor, her cloak will transform along with her. Her Terram score however is only 6, and adding this to the initial dice roll of 7 for a total of 13, she discovers that she was unable to transform the dagger. As her shield-grog watches, Sibiu's eyes glaze over as she lifts her head to the clouds and slowly spreads out her arms. In a few moments her body contorts to take the shape of an eagle...the folds of the cloak twist and conform with her changing body, but the dagger falls limply to the ground and with the sweep of her wings Sibiu takes to the air. Her normally brown feathers are interlaced with a series of brilliant purple ones to infer the presence of the cloak. The grog bends down to retrieve the dagger, hoping his master will be pleased when she returns.
When a Bjornaer transforms into their heartbeast, the result is a perfect union of body and spirit, for the human mind and animal nature are confluent in the magus (this is why the magus has a personality trait bearing the same name as their heartbeast). But there are important differences between the Bjornaer's heartbeast and any lesser shapes he may assume. In these lesser shapes the homogeneity of man and beast is conspicuously absent, and the human mind is assailed with the strange new senses and instincts of the new beastial form, for the Bjornaer magus has united with the animals' spirit. Therefore they should integrate the appropriate personality traits of the animal into their behavior while they are using its shape (though their human ones continue to remain, and may dominate any contradictory traits). Further, the Storyguide may call for personality rolls at appropriate moments to determine the action of the Bjornaer while they are in their lesser shape, as human intellect and animal instinct may clash.
Unlike assuming the shape of their heartbeast, when the Bjornaer transforms into or out of a lesser shape, he must lose a short-term Fatigue level from the effort. But perhaps the most significant difference between heartbeast and lesser-shape is that the Will Over Form roll made to evoke the change is rolled on a Stress Die. Further, for each continuous hour that the magus maintains a lesser shape, the number of botch dice is increased by one. If this roll is botched while attempting to enter the shape, the shift may be incomplete (perhaps illiciting Twilight), or the magus may not be able to enter the shape until the next passing sun. If this roll is botched when attempting to return to human form, the magus is trapped within the lesser shape. Once this occurs, a battle commences between the human mind and the animal spirit. Each day thereafter, at sunrise and sunset, the Bjornaer makes a Will over Form roll to regain control and escape this peril (A strong-willed individual may add this virtue to the roll). If he rolls a 9 or better, he has regained control and transforms back into his human self. If he falls short, he must await the next passing sun to attempt again, but suffers a -1 penalty to the next roll (this penalty is cumulative for each failed roll, as the magi's human spirit is losing the contest of wills). If he rolls a zero or less (or botches again), he has lost his humanity and becomes the new shape entirely. When this occurs the magus has ceased to exist as a human and cannot revert out of the lesser shape. It may be possible for someone adept with spirits to summon the spirit of the magus back, perhaps renewing the contest of wills, but this would involve a story event, not to mention the successful capture of the now wild-animal. Boxhirn and most elders of House Bjornaer advocate ardent study of Will over Form to reduce the chances of such a disaster occuring. Those magi which ignore this counsel and race to learn how to assume lesser shapes by focusing upon their skill in Muto and Corpus are at considerably greater risk of losing their identity if this contest of wills occurs.
A Bjornaer may dedicate experience points towards a lesser shape to 'master' the shape (1 point is required per magnitude of the beast's Temperament score to master the shape, similar to mastering a hermetic spell). By mastering a shape, the magus may roll Fatigue checks on a Quality die instead of automatically losing a short-term Fatigue level when entering or leaving a lesser shape. Also the number of botch dice is increased by one for each continuous Sun that the magus maintains a lesser shape (as opposed to 1 additional botch dice per hour of use for unmastered shapes). Finally, the Storyguide may call for personality rolls less frequently. By mastering the lesser shape, the magus must permanently assume a new personality trait appropriate to the lesser shape. The score begins at +1 but can increase according to Story events.
The capacity of Bjornaer magi to change their shape is often tempered by the unreceptive beliefs of wary peasants. According to ecclesiastical authorities, any man that is able to change his shape is invoking the power of demons, and is certainly possessed if not a demon outright. The Bjornaer who's unique secret is known will be regarded as demon-tainted, and will find few friends among christian folk who have certainly listened to the warnings of their parish priest and heard frightful tales of evil werewolves. For this reason most followers of Bjornaer make their homes in remote regions of Europe, and their Domus Magnus remains hidden in the thick woods of the black forest.
In addition to wary peasant folk, magi of Bjornaer often face danger from within the Order itself. Although it is only the magi of House Bjornaer which possess a heartshape, many rumors persist among the Order that other magi might also harbor such an ability to transform themselves, and merely lack the knowledge to release their inner shape. Some Latin magi suspect that Bjornaer might teach them this ability, and accuse them of refusing to cooperate (during the Schism war and the century that followed, several Bjornaer were slain or driven from the Order by wizard's marches related to such claims). While the truth of these accusations is uncertain, there have been a few documented instances inwhich a magi of another House discovers a heart-shape during their apprenticeship, and this has only served to fuel the debate. Such magi are often claimed by Bjornaer and given to this new House (for example, the case of Sibiu ex Tremere). A few apprentices so tainted were never heard from again after being taken into House Bjornaer. Perhaps magi of Bjornaer slew or imprisoned them rather than let them return to the rest of the Order with their shapeshifting secrets.
*Special Thanks to Bryan J. Maloney for devising the concept of Shapefinding Totals for Bjornaer magi. His original abstract from 1993 can be found at: http://www.phoenix.net/~robbiew/ars/bjornaer.txt
This page last modified on 1/22/98.
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