30 Days for Saxous the Unlikely

Sodales.

I decided to make another Magi of Hermes style magus. I will be advancing him in 7-year increments, with the intent of him advancing between Tribunal gatherings. This magus will be named Saxous of Flambeau.

I plan to create a topic on the main Ars Magica forum, and would request any comments or questions be put there so I can keep a clean thread for the advancement. My first post will be below, starting with a rescued child.

Contents:

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Rocher Roussau

House: None

Characteristics: Int +2, Per 0, Pre -2, Com -1, Str +1, Sta +2, Dex +1, Qik +2

Size -1

Age 9 (All characteristics should be reduced by 3 due to age. This becomes -2 at age 10, and -1 at age 12.)

Warping 0

Confidence 1 (3)

Virtues: The Gift; Faerie Blood (Goblin), Tough, Puissant Stealth, Quiet Magic

Flaws: Faerie Upbringing, Mute, Nocturnal, Small Frame

Personality Traits: Quiet +4, Brave -2, Determined +3

Reputation: None

Abilities: Athletics 1 (climbing), Awareness 1 (in darnkess), Brawl 2 (dodge), Concentration 1 (in pain), Faerie Lore 2 (goblins), French (pidgin) 5, Guile 3 (hiding feelings), Stealth 3 (cowering in the corner)

Equipment: Simple clothes, loose blindfold for sensitive eyes, Enchanted coin

History

There was, in eastern Normandy, a deep cleft in the mountains that rarely got direct sunlight. The stories were grim and grave, an spoke of small vicious creatures which chased of mortals and made the ore shafts only draw dust. When the miners left, the vicious creatures began to steal children to feed their cruelty. This terrible place caused trouble and trauma until a brave knight slew their king and rescued stolen children.
Rocher lived in the deep mines since he was a child, a baby. He was raised by the little gremlin nightmares who stole him, and other children. The children were told that they were humans, that they were stolen from ungrateful and careless parents, and that they would never see the light of the sun. The children were in despair as they dug new pits and caves for their captors, and most took their anger out on Rocher. Rocher grew quieter, and quieter, until he could not speak at all. This continued until the Shining One arrived.
The Shining One was a brave knight who slew the goblins that had kidnapped children, and he lead the children free from darkness to sunlight. Unlike everyone who he had ever known, the knight was kind to Rocher, and did not despise him. This 'knight' was a Flambeau of the Ramius school, and he knew Rocher was gifted. With no desire to interrupt his own adventures to raise an Apprentice (especially one crippeld), the Flambeau brought this unwanted, small child with him to find a good master for the unlucky child. Small for his age, and with no real memory of his youth, people tend to think that Rocher is a few years younger than he actually is. He is likely quite unwanted.

Rocher’s Coin (Creo Imaginem 9):

Orignally an apprentice crafting task, this carefully etched pewter coin will lose it’s enchantment in 5 more years. Originaly, it was intended to give to grogs who did not speak Latin, to aid communication. It was a gift from another Magi to allow the child some small amount of communication. Depending on how it is manipulated, it will say out a few phrases in Latin: “Hello”, “Apologies”, “Trouble”, “Rest”, “Food”, and “I thank the great magus for his benevolence.”

(Base 1, +1 Touch, +2 intelligible speech, +1 Variable Speech; 12 uses per day)

Design Notes:

Instead of starting my magi at gauntlet, like usual, I've decided to add an additional step: An apprentice. It gives you an opportunity to steal this idea if one of your players wants an apprentice and... uh.. is really, really unlucky. Or is really soft-hearted and would accept a mute child. Or, you know, is a Tytalus.

Obviously, this child is missing a lot of Virtues and Flaws. Here are a number of them which could develop or be nurtured as the child is trained:

  • Quiet magic (second)

  • Special Circumstances (in darkness, from hiding)

  • Flawless Magic

  • Puissant Penetration, Puissant Magic Theory

  • Inventive Genius

  • Difficult Longevity Ritual

  • Many personality flaws

  • Cyclical Magic (night time, full moon, new moon)

3 Likes

Saxous ex Flambeau

History

Saxous was raised as Rocher, a child kidnapped by goblins and raised in a cave. He was traumatized and scarred, but rescued by a questing knight of Flambeaux, who recognized his gift and brought him back to his covenant. A more ambitious and less questing Flambeau took the small child as an apprentice, helping train him and overcome many of his mental and physical troubles.

As he comes through his Gauntlet, Saxous is trained to hunt low-might monsters for his Covenant to gather vis. His preferred method is the sword, with some backing and support from spells. Usually, this involves invisibility and stealth until he can engage in combat, especially with his smaller size. Once he has a wound on a beast, he can use the increased penetration from blood on his sword to force through other spells.

Though he does not often interact with mortals or magi, when he does, he tries to wear voluminous robes and a hooded cloak. Even if he no longer needs the gauzy blindfold for his eyes, having acclimated better to light during his apprenticeship, he still wears it often enough. He always carries his lucky coin, which was a gift to him when he was an apprentice - even if it no longer carries magic. When he does have to communicate with people, he uses Phantasm of the Talking Head cast inside his own hood, with a surprisingly deep voice for his size.

House: Flambeau

Characteristics: Int +2, Per 0, Pre -2, Com -1, Str +1, Sta +2, Dex +1, Qik +2

Size -1

Age 24

Warping 0

Confidence 1 (3)

Virtues: The Gift, Puissant Perdo; Faerie Blood (Goblin), Flawless Magic, Tough, Puissant Penetration, Puissant Stealth, Quiet Magic, Special Circumstances (Faerie Aura), Warrior

Flaws: Deleterious Circumstances (direct sunlight), Difficult Longevity Ritual, Faerie Upbringing, Mentor, .Mute, Small Frame

Personality Traits: Quiet +4, Brave +1, Determined +3

Reputation: None

Abilities: Area Lore: Local 1 (rumors), Artes Liberales 1, Athletics 1 (climbing), Awareness 1 (in darnkess), Brawl 2 (dodge), Code of Hermes 1, Concentration 1 (in pain), Faerie Lore 2 (goblins), French (pidgin) 5, Guile 3 (hiding feelings), Hunt 1 (tracking), Magic Theory 3 (spell creation), Parma Magica 1 (corpus), Penetration 2+2 (animal), Single Weapon (long sword) 4, Stealth 3+2 (sneaking)

Arts:

Cr 0, In 0, Mu 0, Pe 7+3, Re 0

An 8, Aq 0, Au 0, Co 7, He 0

Ig 0, Im 7, Me 0, Te 0, Vi 0

Equipment: Simple robes, loose blindfold for sensitive eyes, Lucky Coin, long sword, metal reinforced leather armor (full)

Spells: (All Spells have been mastered to Quiet Magic to remove penalty for spellcasting, unless otherwise stated)

  • Doublet of Impenetrable Silk (MuAn 15)

  • Blunt the Viper's Fangs (PeAn 20)

  • The Falcon's Hood (PeAn 25)

  • Ward Against the Beasts of Legend (ReAn 10)

  • Eyes of the Cat (MuCo 5)

  • The Wound that Weeps (PeCo 15)

  • Phantom of the Talking Head (CrIm 10)

  • Veil of Invisibility (PeIm 20)

Design Notes

Saxous is a monster-stabber. He's not good with people, and is not going to interact with them if he can. He's trained to fight weaker beasts to gather vis. His spell list was specifically designed to go kill and gather vis from beasts Might 10 or Might 15 at most - he prefers hunting Faerie due to his abilities, but he will expand. He does not use a shield, because he wants a hand free to cast spells if necessary. His goal in the coming years is to prove himself to his House and Covenant.

Notable changes include removing Nocturnal from his flaws, in addition to adding more Magi virtues and Flaws. His training with a Flambeau master have also given him much more confidence, swinging his Brave personality from negative to positive.

3 Likes

Wardings are great protections, but when you are going into a monster’s den, you need the ward to go with you. Saxous is beginning to hunt more dangerous creatures, and wants additional protection.

Ward the Claws and Fangs (Rego Animal 15)

R: Pers, D: Sun, T: Ind

A personal ward that is designed to deflect the assault of magical creatures of the Animal form, it prevents damage from creatures of Might 20 or less.

(As per Warding, but Pers/Sun/Ind instead of Touch/Ring/Circle)

Design Notes

Really, there’s not much to say here; It’s a basic Circle Ward to Personal Ward transition. In this case, it’s a more difficult Ward that took Saxous two seasons to make, but the intent was that he would be casting it at lower penetration now, and it would maintain a useful spell into his future.

1 Like

It probably shouldn’t be surprising that the Order of Hermes does not have strong support structure for the disabled magi. Magi in the Order tend to be quite internally focused on their own desires and goals, and Mute magi are even more rare than Lamed magi! Saxous wanted a spell to allow him to use Voice-range spells more effectively.

Growl of the Great Beasts (Muto Corpus [Animal] 10)

R: Pers, D: Sun, T:Ind

Your throat and tongue transform to that of a beast's. This removes the ability to talk, but allows great, deep growls and snarls, which can add a +3 bonus to intimidation when appropriate. In addition, it grants your bestial 'voice' increased range for casting voice range spells - being able to reach the same distance of a normal human voice while remaining relatively quiet, and can hit tones and pitches a human voice cannot.

(Base 2, +2 Sun, +1 variable vocal options, +1 increased voice range, requisite free)

Summary

The rules do say that a mute Magi can make ‘noises’ to do voice-targeting spells, but my growls are much quieter than actual strong speaking tones. My neighbor’s dog can growl loud enough to be heard on another floor of the house. Big cats can roar over a distance. Thus, Saxous is borrowing the animal kingdom’s roars and growls to allow him to ‘voice’ range as effectively as any other magi.

2 Likes

Many Flambeau love the classic Wound that Weeps spell - not to kill enemies, but to test their magical defenses and make a point. Saxous found that spell quite useful when hunting humanoid faeries, and turned his goals towards his beast hunting.

Bleed the Stuck Boar (Perdo Animal 15)

R: Voice, D: Mom, T: Ind

Similar to The Wound that Weeps, this spell causes a Light wound on a targeted animal. The wound bleeds more profusely than a normal wound, which may aid in tracking a beast that runs. Saxous casts this spell with a fierce growl due to his unique casting circumstances.

(Base 5, +2 Voice)

Design notes

Saxous absolutely wants to re-build these spells to hit larger creatures, but he’s starting smaller and going to work his way up. The ability to force bleeding on a creature gives him increased penetration if he can get his fingers on that blood.

Saxous ex Flambeau, The Hunter

As he comes through his Gauntlet, Saxous is trained to hunt low-might monsters for his Covenant to gather vis. His preferred method is the sword, with some backing and support from spells. Usually, this involves invisibility and stealth until he can engage in combat, especially with his smaller size. Once he has a wound on a beast, he can use the increased penetration from blood on his sword to force through other spells.

Though he does not often interact with mortals or magi, when he does, he tries to wear voluminous robes and a hooded cloak. Even if he no longer needs the gauzy blindfold for his eyes, having acclimated better to light during his apprenticeship, he still wears it often enough. He always carries his lucky coin, which was a gift to him when he was an apprentice - even if it no longer carries magic. When he does have to communicate with people, he uses Phantasm of the Talking Head cast inside his own hood, with a surprisingly deep voice for his size.

Saxous ex Flambeau

House: Flambeau

Characteristics: Int +2, Per 0, Pre -2, Com -1, Str +1, Sta +2, Dex +1, Qik +2

Size -1

Age 31

Warping 1(9)

Confidence 1 (3)

Virtues: The Gift, Puissant Perdo; Faerie Blood (Goblin), Flawless Magic, Tough, Puissant Penetration, Puissant Stealth, Quiet Magic, Special Circumstances (Faerie Aura), Warrior

Flaws: Deleterious Circumstances (direct sunlight), Difficult Longevity Ritual, Faerie Upbringing, Mentor, .Mute, Small Frame

Personality Traits: Quiet +4, Brave +1, Determined +3

Reputation: Beast Hunter 1 (magi)

Abilities: Area Lore: Local 1 (rumors), Artes Liberales 1, Athletics 1 (climbing), Awareness 1 (in darnkess), Brawl 2 (dodge), Code of Hermes 1, Concentration 1 (in pain), Faerie Lore 2 (goblins), Folk Ken(magi) 1, French (pidgin) 5, Guile 3 (hiding feelings), Hunt 3 (tracking), Latin 4 (hermetic usage), Magic Lore (beasts) 2, Magic Theory 4 (spell creation), Parma Magica 1 (corpus), Penetration 3+2 (animal), Single Weapon (long sword) 5, Stealth 3+2 (sneaking), Survival (forest) 1

Arts:

Cr 0, In 0, Mu 0, Pe 9+3, Re 5

An 8, Aq 0, Au 0, Co 8, He 0

Ig 5, Im 7, Me 0, Te 0, Vi 0

Equipment: Simple robes, loose blindfold for sensitive eyes, Lucky Coin, long sword, metal reinforced leather armor (full)

Combat:

  • Long sword: Init +4, Attack +9, Defense +8, Damage +8

  • Soak: +9 (+12 with Doublet)

Spells: (All Spells have been mastered to Quiet Magic to remove penalty for spellcasting, unless otherwise stated)

  • Doublet of Impenetrable Silk (MuAn 15)

  • Bleed the Stuck Boar (PeAn 15) (Mastery 2, Silent and Penetration)

  • Blunt the Viper's Fangs (PeAn 20)

  • Cripple the Howling Wolf (PeAn25)

  • The Falcon's Hood (PeAn 25)

  • Ward Against the Beasts of Legend (ReAn 10)

  • Ward the Claws and Fangs (ReAn 15)

  • Eyes of the Cat (MuCo 5)

  • Growl of the Great Beast (MuCo[An] 10)

  • The Wound that Weeps (PeCo 15)

  • Phantom of the Talking Head (CrIm 10)

  • Silence of the Smothered Sound (PeIm 20)

  • Veil of Invisibility (PeIm 20)

  • Wizard's Sidestep (ReIm 10)

  • Gather Essence of the Beast (ReVi 15)

Design Notes

Design Notes:

Hunting and tracking, Magic Lore, and better combat. He also acquired a number of Formulaic spells to aid his hunting. He has learned to cast Voice range spells by issuing loud growls and snarls, to make up for his wordless status.

Saxous has 5 years of experience and 2 years of lab work. He created 3 new spells in four seasons to help his hunting, and paid for a number of lab texts by trading magical vis he gathered.

1 Like

A simple one today.
Beast Crippling Arrows

PeAn 30

These charged arrows are enchanted to only activate once, apon striking their target. When they hit, they cause a medium wound on the target, and the wound spurt out blood or ichor for the rest of the day, making it easy to track or to gather Arcane Connection. This counts as a PeAn 25 effect with 10 penetration.

(Base 10, +2 Sun, +1 Touch, +penetration)

“Stop treating me like a child, PARENS.”

It’s hard being a brave and bold warrior who is five feet tall.

Guise of Mighty Strength

(Rego Imaginem [Muto] 15)

R: Pers, D: Sun, T:Ind

This surprisingly complex illusion makes the caster's body appear to be notably larger. It does not hide or transform them, but instead makes them look taller, broader, and bolder. In addition to changing appearance, it makes the user's voice come from the correct location, and provides the sensation of contact from incidental touches. The Muto requisite allows the caster's form to stretch to the full height of being up to one size larger. Saxous uses this spell to make people stop treating him like a fragile, small thing. He finds it much more convenient than actually casting spells to increase his size, though it took practice to interact properly with 'touches' to the illusion instead of himself.

(Base 2, +2 Sun, +2 additional senses, +1 changing image, requisite free)

Design Notes

I was torn between Muto Imaginem (rego req) or Rego Imaginem (Muto req), but I settled on this version because the higher base. Either way, the requisite doesn't add much, just making the spell seem a bit cleaner.

1 Like
Bow of Phantom Darts (Magic Item)

Perdo Imaginem 22

This short bow is enchanted to turn any arrows it fires to be invisible, unfelt, and unheard. Often this provides miminal bonus to actually hitting your target, due to the speed of flight, though it can get around some unique defenses such as Deflect the Wooden Shaft. More importantly to Saxous, it means that when an enemy is hit, they may feel a stab of pain, but cannot tell where the arrow came from. The effect of the phantom arrow ends the round after it was fired. This Lesser Enchanted device was made using the Shape bonus for +4 wood(dead) affecting dead wood, and strikes with +10 penetration.

(Base 5, +1 Touch, +1 moving image, 3 times/day)

I really kind of like the idea of an attack that you don’t really feel happening, making it hard to respond to an ambush. Plus, as a monster hunter, he should be able to use a bow.

History:

Saxous was raised as Rocher, a child kidnapped by goblins and raised in a cave. He was traumatized and scarred, but rescued by a questing knight of Flambeaux, who recognized his gift and brought him back to his covenant. A more ambitious and less questing Flambeau took the small child as an apprentice, helping train him and overcome many of his mental and physical troubles.

As he comes through his Gauntlet, Saxous is trained to hunt low-might monsters for his Covenant to gather vis. His preferred method is the sword, with some backing and support from spells. Usually, this involves invisibility and stealth until he can engage in combat, especially with his smaller size. Once he has a wound on a beast, he can use the increased penetration from blood on his sword to force through other spells.

Though he does not often interact with mortals or magi, when he does, he tries to wear voluminous robes and a hooded cloak. Even if he no longer needs the gauzy blindfold for his eyes, having acclimated better to light during his apprenticeship, he still wears it often enough. He always carries his lucky coin, which was a gift to him when he was an apprentice - even if it no longer carries magic. When he does have to communicate with people, he uses Phantasm of the Talking Head cast inside his own hood, with a surprisingly deep voice for his size.

Saxous ex Flambeau

House: Flambeau

Characteristics: Int +2, Per 0, Pre -2, Com -1, Str +1, Sta +2, Dex +1, Qik +2

Size -1

Age 38 (35)

Warping 2(13)

Confidence 1 (3)

Virtues: The Gift, Puissant Perdo; Faerie Blood (Goblin), Flawless Magic, Tough, Puissant Penetration, Puissant Stealth, Quiet Magic, Special Circumstances (Faerie Aura), Warrior

Flaws: Deleterious Circumstances (direct sunlight), Difficult Longevity Ritual, Faerie Upbringing, Mentor, .Mute, Small Frame

Personality Traits: Quiet +4, Brave +2, Determined +3

Reputation: Beast Hunter 2 (Magi), Fae Ally 1 (Merinita)

Abilities: Area Lore: Local 1 (rumors), Artes Liberales 1, Athletics 1 (climbing), Awareness 1 (in darnkess), Bow (short bow) 3, Brawl 2 (dodge), Code of Hermes 1, Concentration 1 (in pain), Faerie Lore 2 (goblins), Folk Ken(magi) 1, French (pidgin) 5, Guile 3 (hiding feelings), Hunt 3 (tracking), Magic Lore (beasts) 2, Magic Theory 4 (spell creation), Org Lore: Order of Hermes (Merinita) 2, Parma Magica 3 (corpus), Penetration 4+2 (animal), Single Weapon (long sword) 5, Stealth 3+2 (sneaking), Survival (forest) 1

Arts: (Sigil - shadowy, cracking lightning)

Cr 5, In 0, Mu 5, Pe 10+3, Re 5

An 8, Aq 0, Au 0, Co 8, He 0

Ig 5, Im 7, Me 0, Te 0, Vi 5

Equipment: Simple robes, loose blindfold for sensitive eyes, Lucky Coin, long sword, metal reinforced leather armor (full), enchanted Bow of Phantom Darts, 3 arrows of Beast Crippling.

Combat:

  • Long sword: Init +4, Attack +8, Defense +7, Damage +8

  • Soak: +9 (+12 with Doublet)

Spells: (All Spells have been mastered to Quiet Magic to remove penalty for spellcasting, unless otherwise stated)

  • Doublet of Impenetrable Silk (MuAn 15)

  • Bleed the Stuck Boar (PeAn 15) (Mastery 2, Silent and Penetration)

  • Blunt the Viper's Fangs (PeAn 20)

  • Cripple the Howling Wolf (PeAn25)

  • The Falcon's Hood (PeAn 25)

  • Ward Against the Beasts of Legend (ReAn 10)

  • Ward the Claws and Fangs (ReAn 15)

  • Eyes of the Cat (MuCo 5)

  • Growl of the Great Beast (MuCo[An] 10)

  • The Wound that Weeps (PeCo 15)

  • Phantom of the Talking Head (CrIm 10)

  • Silence of the Smothered Sound (PeIm 20)

  • Veil of Invisibility (PeIm 20)

  • Wizard's Sidestep (ReIm 10)

  • Guise of Mighty Strength (ReIm [Mu] 15)

  • Gather Essence of the Beast (ReVi 15)

Design notes

Design Notes:

A series of successes has left Saxous more bold, and his Brave personality has increased by 1. He finds himself often travelling far to hunt down creatures, but runs into trouble when trading vis at tribunals. I've opted to not gear him towards giant-slaying this series, because I liked these other ideas.

Saxous experimented on his enchanted bow, but had no strange results.

Saxous has begun to hunt larger and larger monsters. In addition to wild Magical or Faerie beasts, he was tasked with slaying a trio of giants harassing a village.

Nick the Giant's Knee (Perdo Corpus 20)

R: Voice, D: Mom, T:Ind

A simple upgrade to Wound that Weeps, this spell causes a Light wound on a large humanoid creature, up to Size +4. The wound is known to bleed more than normal, which a clever magus can use to acquire an arcane connection.

(Base 5, +2 Voice, +1 Size)

Similar to the Perdo Corpus spell above with increased size, Saxous is designing spells to cut wounds into creatures much larger than himself - he will need such a spell should he ever face a dragon.

Bleed the Bestial Boar (Perdo Animal 25)

R: Voice, D: Mom, T: Ind

A natural upgrade from Bleed the Stuck Boar, this spell delivers a gushing, bleeding wound onto an animal or beast up to size +7. Saxous casts this spell with a fierce growl due to his unique casting circumstances.

(Base 5, +2 Voice, +2 Size)

Small Design note:

I will probably need to actually give him more direct spells to make use of all these arcane connections he can acquire?

Saxous has spent time as a melee combatant. Despite his small stature, he feels most comfortable diving in and stabbing beasts. Arrows are preferred for an initial volley, but Saxous prefers the blade. Larger and larger beasts can cause problems, but he has worked hard to always maintain the element of surprise.

The Wizard's Pounce

Rego Corpus 15

R: Pers, D: Conc, T: Ind

With a deft word and fast gesture, you cut through space to move like a phantom wolf. You transport up to 5 paces in a single leap. As long as the caster is able to maintain the razor focus on the spell, they can delay the movement until they are ready to act, allowing them to appear from nowhere before attacking, swiping an item, or other action. Saxous casts this spell from hiding, and maintains his concentration until he's ready to attack, appearing form nowhere and delivering a surprise attack. If the caster can succeed at a stress roll with Stamina + Concentration against ease factor 9, they will transport back to their original location the next round.

(Base 10, +1 Concentration)

Design Notes

I think a momentary-style spell with a duration added to it is not always a simple upgrade. What happens when you cast a teleport spell with a Diameter duration? Some people would say (have said) that it allows you to continue teleporting for the duration, but I don’t like that answer. Maybe the ‘transport to location’ means that the target just CANNOT leave the location, and gets punted back there whenever it tries to move. In this case, I added a concentration duration, and decided that the duration means he teleports back to the original location if he maintains concentration. I rolled an experimentation, but he did not get anything fun at all…