OK, here come the numbers I am thinking of running.
It is a mix between Natural Magician and hermetic magus approaches.
The basic abilities to consider are
- Magic theory
- Alchemy
- Philosophiae
- The 5 Art techniques (creo, intellego, muto, perdo, rego)
I am unsure on where to add artes liberales, if at all.
Starting abilities and XP: Like a hermetic magus in XP BUT
- Can only put XP in Techniques, not forms; in fact forms are not available: they will be 0 throughout the life of the magus.
- Only 75 spell levels
SPELLS
Access to 5 Techniques, but not forms. The 5 techniques (cr, int, mu, pe, re) are NOT accelerated abilities but normal ones.
3 kinds of spellcraft abilities
• Ceremonial (spellcraft) --> Int+ Phil + Magic Theory + Art + F&E bonuses
15 minutes per magnitude. NO division of total
Can achieve impressive effects, but is SLOW AS HELL. This is the main boost over usual hermetic magic, but also a fairly large problematic effect, sinc eit requires almost ritual approaches to problems.
• Formulaics (Nairanjs): Sta + Phil + Art
Low casting totals in general, which implies low penetration as well
• Sponts --> Sta + Phil + Art
1 round for magnitude.
Always divide by 2
Can cast sponts, but above level 5 the effect takes a while to cast, and the power level will be low, given the fact that abilities are not accelerated.
LABORATORY
Potions (Alch + MT + Art)
Int + Alchemy + MT + alchemical bonus + aura
+5 poisons, +4 antidotes, +3 healing & health, +2 transformations
1 season to brew
Longevity Potions (Alch + MT + Creo)
TOTAL= Int + Alchemy + MT + 3 (alchemical bonus health) + aura +1 per pawn of vis
-1 to aging for 5 levels
-1 to aging for 10 levels if brewing for others
[b]Medicine /b
If access to lab, can add his Alchemy score +3 (bonus for health) to Medicine rolls
Producing the medicines takes several hours.
Transformations (Alch + MT + Muto)
Transform materials into materials of virtue as per Hedge magic (ArM4).
Both plants and stones can be transformed.
1 season
1 pawn of vis necessary. Any art is OK
TOTAL= Int + Alchemy + Magic Theory + alchemical bonus + Muto + aura
If total 15+, successful. For every full 5 levels over 15 (20, 25, 30...) an additional piece produced
I find this to be an extremely cool effect of the 4th edition Natural Magicians
Enchanted Items (Alch + Phil + MT + Art)
Can only be lesser enchanted items, not major ones (so lab total must be double level effect)
MUST be constant use. The +5 levels for constant use (+6 levels in ArM5) are not counted.
TOTAL= Int + Alchemy + Philosophiae + magic Theory + Form & Effect bonuses + aura +5 per extra pawn
Max vis used in item = Philosophiae + Alchemy
Can use any vis type to boost lab total
Magic Resistance Items: every 5 levels, +5 MR
I am not sure he should be that limited in the items he can create, but not turning this character into a quasi-verditius would be better.
Art & spell Improvement
Improve Arts like a hermetic magus
The final result is a mage that is quite weak against supernatural beings, and that has to deal with a lot of situations using alternatives to flashy sudden magic. his magic takes time to cast and is low level for the fast stuff. The slow casting can be quite powerful, though: he can potentially cast teleport spells but will need 1 or 2 hours to do so. He will also be extremely low in penetration, so cannot trust himself to kill archangel Michael or the Wyrm of the Pyrenees (something some of my PCs in other sagas would have no major problems in achieving). The slow ceremonial casting can get higher penetration totals (higher casting totals)
He can also achieve some good effects in the lab, but nothing better than your average hermetic, and lower when it comes to items (unsure about that.
Without running the exact numbers, it seems like an interesting dude to play
Cheers,
Xavi