A MagicKeyword notes that a character is a student, speaker or visionary of a particular symbol, a devoted to an order, member of a cult or academy, or other form of specialized worship.
All such Keywords of importance should be detailed on their own pages.
They should minimally include the basic mythology of the group, including signifigant mythic icons, the roles and titles within the group, and which of the major religions and ThreePaths it's part of, and list of virtues expected by/extolled by group members and the magics that they use, in both prose and game terms.
A description of the Otherworld, the place of power where the religious group's access is manifest "physically," is a good thing, but not required.
Magic Keywords on the Path of Revelation
Speaker of RevelatorySymbol
All characters with Lessons have a NeededVirtues of one or more to these lessons. Any who Live a Lesson have an additional one NeededVirtues to that lesson.
Includes a GroupSphere with the usual associations, the ability to ComprehendLesson, the ability to make Charms and Learn Lessons for that symbol, some mundane abilities, and may include a way to Speak in Tongues. Speakers often act as teachers among their people. One NeededVirtues
Includes an AbilitySphere, Speak (RevelatorySymbol)'s Lessons. Up to 5 lessons may be learned.
If starting the game with this Magical Keyword, begin with 1 lesson for each aspect of the RevelatorySymbol, a total of 6 abilities, in the +2@ to +3@ range.
Speaking a KeywordIncrease boosts the rating of each sphere by one, and may do one of A ) add an ability to an existing lesson, B ) increase the Speak Lesson sphere, C) increase the GroupSphere
Visionary of RevelatorySymbol
Includes a GroupSphere with the usual associations, the ability to ComprehendLesson, some capacity to Learn Lessons of the symbol, some mundane abilities, and a ritual, often a means of opening the Otherworld such as Speaking in Tongues or Open Portal of Power. Two NeededVirtues. If all your lessons are from being a Visionary, they are covered by that NeededVirtues.
DreamCatchers (up to 10) and up to 2 Lessons, or 7 dreamcatchers and up to 3 lessons.
If starting the game with this Magical Keyword, begin with 7 dreamcatchers at +2@. Two may be traded for a Lesson at +3@.
Spending a KeywordIncrease increases the GroupSphere, and one of A ) increases a DreamCatcher, or B ) adds an ability to a Lesson.
Magic Keywords on the Path of Incarnation
Child of IncarnateFigure
This is the only type of Incarnate Keyword. It consists of a GroupSphere with the usual associations, including Soul Vision, some mundane abilities, and a ritual of some sort. Two NeededVirtues
Each way of following an IncarnateFigure also grants three affinities. Two of these are AbilitySpheres. The third may also be an AbilitySphere, or a BlessingSphere.
In some cases, the focus is on ArtWork. In this case, there is no third affinity, instead replace with three +3 Artwork, and give the GroupSphere the ability to make ArtWork.
Avatar of IncarnateFigure is a variation on Child of IncarnateFigure. An Avatar starts with a NeededVirtues of 6, and the Secret of their figure.
Starting with this keyword grants what is listed here. Using a KeywordIncrease increases all the spheres of this keyword.
MagicKeywords on the Path of the Law
Adept
Includes a GroupSphere with the usual associations, including SymbolicSight, and the ability to Open Portal of Power in a specific way, and some mundane skills and knowledges.
((It also includes the spells Extert Will, Aid my Master, and Aid my Apprentice, which combined allow an adept to augment other adepts who are part of the same power structure and to augment his own spellcasting.))
Includes two RitualSpheres, a RitualSphere associated with the major religion of the Adept, and the ability to make linked talisma. See DevotionMagic.
Apprentices have only the GroupSphere, and do not have the ability to Open Portal of Power on their own. They are often stuck doing menial tasks for their masters for years while training to become full Adepts.
Devout
Includes a GroupSphere, with the usual associations, including many group ties, an Attunement, and often several rituals.
Includes a number of talisma (up to 10 for one NeededVirtues or 15 for two), and may include a Scripture or other BlessingSphere.
When starting, begin with 7 talisma at +2@. Spending a KeywordIncrease grants +1 to all spheres, and +1 to one talisman.
Ceremonial Adept
Includes a GroupSphere along with all that is part of an Adept. However, the Ceremonial Adept does not have access to talisma, but to additional BlessingSpheres. Ceremonial Adepts are rarely adventurers, as their work is best done gradually but surely, over time. They have very general power, but no capability for swift-acting magic.
Liturgist
This is not among the MagicKeywords. Rather, is is an aspect that may be taken as CommonMagic, or added to certain devout orders or adept schools. Ceremonial Adepts are sometimes called High Liturgists.
NeedsGMAttention, but is almost a CompleteMechanic