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In the world of Thálassa there are two kinds of magic: Eukhé is the invocation of divine powers and Goïteia is reciting incantations.

Everyone may use magic and Thumos is the power source. Each time an incantation, invocation, curse or divination is casted, the magic-user consumes THU equal to 1d6 points. This determines the current level of THU until recovered (the same rule for STA in Healing do apply).


Eukhé is the highest form of magic. It consists of a set of magical practices performed to evoke Gods in order to see them or know them or in order to influence them or ask them a blessing. It is a power higher than all human wisdom embracing the blessings of divination, the purifying powers of initiation and all the operations of divine possession.

The practitioner evokes the God competent for a specific domain on which he wants to have effect:

  • Apollo: divination and healing.
  • Ares: might in battle.
  • Artemis: protection in the night and charms in the hunt.
  • Aphrodite: love charms and potions.
  • Athena: insights and strategy.
  • Hermes: thievery and trickery.
  • Hephaestus: blessing weapons and armors.
  • Hera: blessing marital unions.
  • Persephone: calling upon the souls of the dead.
  • Poseidon: control over sea and weather

A time of recollection and concentration is required to appeal to the deity, equal to 1d6 turns. Then roll 1d20: if the result is 16+, the deity hears and grants the request. In any case the practice will consume THU like any other magic.


Goïteia is the lowest form of magic, including astrology, alchemy and other forms of esoteric knowledge and not well regarded in Hellas. It originated in Egypt where the high priests drew on primal power with heka. Over the centuries they have written precise forms, in the form of incantations, to evoke this form of energy. This knowledge was taken away and vulgarized by some outcast priests and then exported to foreign peoples. The incantations thus handed down are limited in number and power and their effects constrained by the precise wording.

A scroll contain a single incantations and take up one slot. They cannot be created nor transcribed, but can be recovered from places like labyrinths. If the PC is deprived or in danger, the odigós may require a PC to make a save against THU to avoid any ill-effects from reciting the incantation. Consequences of failure are on par with the intended effect, and may result in added Fatigue, the destruction of the Spellbook, injury, and even death.

Alternatively, it is possible to memorize the content of the scroll to avoid slots consumption. In this case, the practitioner takes 1 day to memorize the incantation and then they burn the scroll. Save against THU, failing results in the loss of the spell and the need to find another copy.

30 Incantations

1. Assistant Daimon: A guardian spirit stays with the target for one day. +3 to each save against THU.

2. Attraction: The target is incredibly attracted to the person reciting the spell. The reaction is automatically helpful.

3. Bind Lover: This spell permanently binds the target to the practitioner. But beware: love can also bring jealousy.

4. Bonds Release: It nullifies any bond (of loyalty, love, friendship, etc) between two people. The effect is permanent.

5. Break Enchantment: It breaks the effects of a charm, whether it be the result of eukhé or goïteia.

6. Causing Separation: A permanent curse that allows to physically divide two objects.

7. Charm Beasts: It enslaves beasts and non-rational creatures to the practitioner for 2d6 turns.

8. Coerce: Forces a sentient creature or human to respond to the practitioner’s command. Lasts 3 turns.

9. Consecration: Gives a temporary boost to KRA or TEK of +3 for 1d6 turns.

10. Direct Vision: It allows clairvoyance on a specific object, person or place for only one time per cast.

11. Dissolve Incantations: It breaks the effects of any incantation casted with goïteia.

12. Dream Revelations: It should be performed before bedtime, focusing the request on a specific subject. During the night a dream will reveal details on it. There is a 1-in-6 chance that the dream will be forgotten upon awakening.

13. Foreknowledge: The practitioner will be able to predict the future on a specific event he focuses on while reciting the incantation. It can only be attempted once per event.

14. Gain Friendship: It automatically makes friends of the target permanently.

15. Gaining Favor: The target becomes well disposed towards the practitioner. The effect lasts 1d6 days, after which his disposition may change (reaction roll).

16. Healing: It allows immediate and total recovery of stamina.

17. Induce Insomnia : This curse causes a state of insomnia to the victim, which prevents him from resting and healing properly. For the effect roll 1d6: 1-2: 3 days 3-4: 1 week, 5: 2 weeks, 6: permanent.

18. Inflict Harm: It deals 1d6 direct damage to the target.

19. Invisibility: The target becomes completely invisible for 1d6 turns. The effect does not extend to weapons and equipment.

20. Protection: Subtract 1d6 damage for the next 3 turns.

21. Questioning Corpses: Makes it possible to interrogate a human or creature corpse if it has been dead for less than a week. The target will respond as if it were alive (not bound to the truth).

22. Restrain Anger: It instantly appeases any target blinded by anger.

23. Revelation: The practitioner receives an insight into something that was not previously clear or known.

24. Separate People: A permanent curse that allows to physically divide two people forever.

25. Shadow Control: The practitioner gains control of the target’s shadow (e.g., to spy on it). It can only be cast once per target and the duration is at the practitioner’s discretion.

26. Silence: This curse deprives you of the ability to speak or make sounds of any kind for 1d6 turns.

27. Slander: This curse causes a slander to be believed to be true by anyone. The effect is permanent.

28. Sleep Talk: It can only be cast on a person who is already asleep and will force them to talk in their sleep. The person can be questioned and will have to tell the truth.

29. Subjugate: The target is completely enslaved to the practitioner’s will until released. It only works with humans.

30. Victory: It guarantees automatic victory in a fight. It is valid only once per fight against one opponent.

Amulets & Talisman

An amulet is an object believed to confer protection upon its possessor. Also a talisman is any object intended to protect, heal, or harm individuals for whom they are made, but a key difference is in their form and materiality, with talismans often taking the form of objects like clothing, weaponry, or parchment inscribed with magic texts. Some examples of function are:

  • Demon Protection
  • Restraining Seal
  • Phylactery
  • Ring for success and favor and victory.


Gifts are items imbued with a divine power. Gifts, usually granted by Gods, are powerful but have a limited and precise use. A few examples:

Achilleus’ Armor created by Hephaestus, it is impenetrable.

Aegis, the shield of Zeus which was often guarded by Athena along with his magical armour, Perseus used this when decapitating Medusa, it bore the head of Medusa to scare the enemy.

Apollon’s Bow: inducing health or death.

Caduceus: a staff used by Hermes, entwined by two serpents. Also known as the staff of healing.

Cornucopia: the horn of the river god Achelous overflowing with food.

Eros’s Bow: it generates arrows which caused the target to hate or love the first person in sight.

Harpe: a combination of a sword and sickle, and a term used to refer to the sword used by Perseus to kill Medusa, and to the sickle used by Cronus to castrate Ouranus.

The Helmet of Darkness: also known as helmet or Cap of Invisibility, was a headgear created by the Cyclopes for Hades (Pluto).

Heracles’s Bow: it belonged to the demi-god Heracles, with arrows tipped with the Hydra’s poison.

Hide of the Nemean Lion: earned by Heracles, it was impenetrable, at least by conventional weapons.

Poseidon’s Trident: Poseidon’s trademark weapon and symbol of power. The trident is imbued with the power to control and command the sea, it can also create huge tidal waves and make hurricanes.

Shield of Achilleus: used during Achille’s fight with Hector.

Shirt of Nessus: shirt poisoned with Nessus tainted/poisoned blood, used to poison and kill Heracles.

Spear of Achilleus: forged by Hephaestus and given to Peleus.

Sword of Peleus: magic sword which makes the wielder emerge victorious in battle.

Winged Helmet: winged helmet wore by Hermes.

Winged Sandals: wore by Hermes, allowing the god to fly.