The Science of Theurgy - Magonomia Core Rules Preview

Magonomia® Core Rules is still open for late pledges until March 31. This week we’ll give a bit of a longer preview of the rule book. Characters in Magonomia each choose one of the five magical Sciences: Alchemy, Astrology, Sorcery, Theurgy, and Witchcraft. Each provides different spells and different strengths and weaknesses. Here is our most distinctively Renaissance European Science, the Science of Theurgy:


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Theurgy

Magonomia Core Rules preview

The Science of Theurgy

Theurgy is the study of names of power. By invoking the names of spirits or angels, the magician can control both the natural and supernatural sides of the world. Theurgy most excels at divination and combating supernatural enemies.

Most theurgists in Enchanted England are Christian, Jewish, or Muslim, but as a player you can also make a Pagan theurgist, or a Buddhist or Hindu theurgist from a distant land. A theurgist who doesn’t believe in religion at all can still be effective. Theurgy is magic, not religion.

According to theurgists, there is a divine order to the universe, and it can be discovered by supernatural means. In Magonomia, the divine order is maintained by a hierarchy of spirits that exert occult power over the world. They do everything from pushing the new grass out of the ground in the springtime to moving the sun across the sky. A theurgist learns the names of these spirits and learns how to give them direct orders, usually by invoking the name one of their superiors.

Theurgy can also command nature directly. This is called adjuration. For example, a Theurgy spell could say something like “O axe, in the name of [spirit] do not cut that tree” or “O bruise, in the name of [spirit] depart from my body.” Certain Renaissance theurgists believed they could use their power to reproduce the deeds of the Apostles in the Bible’s book of Acts: casting out unwanted spirits, curing diseases, speaking prophecies. Others believed they could perform the feats of the ancients, such as those performed by the Oracle of Delphi.

The challenge of Theurgy is that spirits and nature will only obey a mortal whom they deem worthy. Much of the practice of Theurgy therefore consists of rituals to build up the magician’s spiritual strength and authority. Theurgists meditate, pursue visions, and consult with spirits to advance toward enlightenment. Note that while such rituals have religious origins, they’re really about self-improvement, not necessarily piety. A theurgist’s practices don’t have to line up with anything from a real-world religion—indeed, because Theurgy is an esoteric Science, much of it is alien to established religious ceremonies.

You might think theurgists would be readily accepted by church authorities. Historically, however, theurgy could be quite controversial. Magicians’ inquiry into the divine order can lead them to challenge official religious doctrine. Remember that Europe in the sixteenth century was wracked by religious conflicts. Heresy is dangerous. Theurgy is nonetheless more likely to be accepted than Sorcery. For this reason, grimoires of Sorcery often intentionally mislabel their spells as Theurgy. The line between the two Sciences can be fine.

Playing a Theurgist

Theurgy is works similarly to Sorcery; both Sciences involve conjuring spirits to do the wizard’s bidding. The difference is that Theurgy involves mystically preparing the wizard to become an authority figure spirits have no choice but to obey. Sorcery, in contrast, strikes bargains with spirits by offering them something of value.

Much of a Theurgist’s offstage magical regimen consists of meditation, special diet, and other spiritual practices. A Theurgist doesn’t have to be pious. They just have to go through certain ceremonial motions—frequently and consistently. If you wish, you can choose a Trouble Aspect such as Austere Lifestyle or Taboo Against Touching Animals to represent mystical constraints on your theurgist. If you don’t, that’s a signal to your gaming group that you prefer to keep your wizard’s ritualistic side in the background.

Another activity that consumes a lot of a Theurgist’s offstage time is researching the names of spirits, their “offices” (jobs) and hence their powers, and their hierarchy. Some of this is recorded in esoteric tomes, often written in cipher or concealed by steganography. More can be learned by conjuring spirits and interviewing them, or through visions.

Strengths of Theurgy

Theurgy features the best selection of defensive spells overall, and is outstanding at protecting against spirits and Conjuration magic.

Theurgy is second strongest at divination, after Astrology.

It’s the only Science that can simply break other spells.

Limitations of Theurgy

Theurgy spells are individually not very versatile, and the overall spell selection is skewed toward fighting supernatural threats. In stories where your opponents are nonmagicians, you may find that not all of your spells are useful.

Reasons to Choose Theurgy

·         You want to fight supernatural opponents and break evil spells.

·         You enjoy taking the role of defender.

·         You want spells that will help you deal peacefully with humans.

Reasons to Avoid Theurgy

·         You want spells that are versatile.

·         You don’t want a character with a strong spiritual side.

·         Your adventures aren’t likely to contain supernatural threats.


© 2021 Shewstone Publishing LLC. All rights reserved. This article is not Open Game Content.

By the Pricking of My Thumbs ... Spell Teaser for Magonomia

We’re working on finishing up the manuscript for Magonomia Core Rules. If roleplaying a wizard who uses Renaissance themed magic appeals to you, our crowdfunding campaign is accepting late pledges through March 31, 2021. Here’s an example of one of our 200 spells in the core book, inspired by Renaissance sources:

By the Pricking of My Thumbs

Degree 3 Sorcery; governed by Mercury

A Fetish temporarily grants (Good +3) Alert for Approaching Creatures.

By the pricking of my thumbs,

Something wicked this way comes.

--William Shakespeare, MacBeth, Act IV, scene 1

Onstage Preparation: Fast

Augmentation: None

Components: A bag of animal parts, blood, incantations

Activation: Create an Advantage vs. 3

Duration: Until the next sunrise or sunset

A spirit you have evoked into an object—a Fetish—can be awakened with two drops of your blood (one from each thumb). It lends you its Aspect, (Good +3) Alert for Approaching Creatures, which you can use as a skill instead of Notice to detect people approaching.

The spirit gives a silent warning in the caster’s mind when a significant mortal creature approaches. What counts as significant depends on the spirit’s perceptions, not on human reason, though it only goes far off if the Activation failed. If you succeed with style at detecting creatures, the spirit tells you something true and relevant about the creature, as it did for MacBeth’s witch: “something wicked this way comes,” in her case.


(c) 2020-2021 Shewstone Publishing LLC. The text of this article may be copied, reused, and modified under the terms of the Open Gaming License, version 1.0a.

Shewstone Year-End Update, 2020

The Wheel of Fortune tarot card

The Wheel of Fortune tarot card

2020 was a tough year for many. I’m pleased to say, Shewstone Publishing weathered the year pretty well. We’re continuing to mature as a company and to grow our audience. Tell your friends about us!

Crowdfunding Success!

Thanks to 132 awesome backers, we successfully funded Magonomia® Core Rules in April! If you missed your chance to back it then, we are still accepting late pledges and they can still help us reach level-up goals. Thanks again to our backers who believed in us! Also our friends at Game on Tabletop deserve a shout out for all they did to mentor me and set me up for success.

This was our first-ever successful crowdfunding campaign, so that’s a very big deal. I admit the amount we raised is not enough to fully cover production costs, but it pays for a big chunk of the artwork. The support of our backers means so much. It tells me there’s an audience for our game: people are going to meet up with their friends and play wizards in Enchanted England. This is going to happen — because of our backers.

At the end of 2019, Shewstone was a third-level publishing company. (We’re using milestone based advancement from 5E, even though we don’t make 5E games at this time.) Reaching our funding goal during a pandemic leveled us up again. Welcome to level 4! (I put my stat increase into Wisdom.)

Magonomia® Release Date: Summer 2021

We have a release date for Magonomia Core Rules: May 31, 2021. We were aiming for end-of-November 2020 but I had to slip that date backward by six months. The Covid-19 pandemic had some impact on development — freelancers’ availability was affected — but my inexperience was a bigger factor. I thought because we had written a lot of words, the manuscript was closer to complete than it was. We’ve now recovered from that mistake and we’re working steadily toward a realistic release date. You can track our progress on the project’s Trello board.

The setback has a silver lining. Author Timothy Ferguson, my friend and colleague from my days freelancing for Ars Magica, was able to join the project and to write a couple of key chapters. His passion for history, folklore, and historical magic have made their mark on the game. Combined with the contributions from CJ Romer, excellent rookie designer Tom Nowell, and Vesna Gronosky, we have a big, ambitious manuscript full of solid play advice, historical flavor, and authentic lore. Our magic potion is nearly done!

I won’t claim credit for leveling up again until the Core Rules are out to door, but the goal is in sight!

Missed Gen Con 2020

When Gen Con 2020 was forced to move online, it was a blow. I admit I didn’t take it as well as I could hae done. I got depressed and I backed Shewstone Publishing out of the convention entirely. At the time, I was cramming to try to get Magononmia done for the original fall 2020 deadline. It was a mistake not to participate.

We’re very eager to return to Gen Con. If it’s online again, Shewstone Publishing will be back with a roar! We can’t commit to an in-person convention in 2021 until we see how the pandemic plays out.

2021 Events

We’re starting off in January with a monthly series of actual play videos of Magonomia. Sign up if you want to be a player in our videos!

We’ll be resuming the Tales of Renaissance Wizardry blog series of free adventure starters. This was always planned to be monthly but we seem to have slipped in November … and December. Keeping it going regularly is our 2021 New Year’s resolution!

We’ll be adding a monthly podcast on adventure design to accompany the videos and blog posts. Here’s how they fit together. First we play the adventure. Then we post the plot outline to the blog. Then on the podcast, the GM talks about what it was like running the adventure based on the outline provided.

Our convention schedule is not decided yet. Follow us for updates.

2021 Product Schedule

Spring or early summer: Curse of the One-Eyed Witch, Revised Edition. Still pay-what-you-want, but with updated content, professional layout, and beautiful black-and-white artwork by Teresa Guido and Colin Throm.

Summer 2021: Magonomia Core Rules delivered to backers, then offered on DriveThruRPG and other outlets for general sale.

Fall 2021: Tentative date for publishing our tried-and-true convention adventure, Queen Elizabeth’s Astrologer is Missing!

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