Aban ibn Ashraf

The other two are easy fixes: I'll just increase the Scientia to Moon and either get another Magic Items virtue or reduce the effects' base level. The Concealed Messenger I'll just switch over to Sun duration and it's fine.

The Vessel of the Clouds I'll need more information on to fix it, though.

What would you think more appropriate for rising into the air? It's base 3 now, plus 1 for the surface thing. If we go by analogy with the Corpus guidelines, base 5 would be:

"Move a target slowly in any direction you please, even if the target is
unsupported."

Would it hence be better to just make the Vessel base 5 and drop the two magnitudes for "any direction" and "unsupported surface"? It's still the same total level, but avoids the problem you mentioned.

I'll faff with the frequencies &c to get the levels to 99, or get another level of the Magic Items virtue, or something.

It's a very slight adaptation of vessel of the cloud which is TMRE p. 112. I don't see what's wrong with that spell. It's where I would look for a flying boat. Bear in mind this is Rego Herbam, not Rego Corpus.

Transforming Mythic Europe has a number of spells which are problematic, and is not a book I consider to be authoritative over what will or will not work. I fact the guidelines it uses for this spell do not exist and would not work if they did. In fact the entire point of TME is ideas that do not exist in the core world and would dramatically change the world if they did.
ReTe(He) base 3 does allow "control or move dirt in a very unnatural fashion" and there are spells which allow ReTe guidelines to affect other objects with the appropriate requisits which could be used to make a flying ship, but the one described in TME does not work.

So would it work if I made it using the ReTe guidelines instead? Like a clay thing instead of a wooden one? What extra modifiers would this need? Is there any way to make it fly instead of hovering above the ground?

Flying would be moving in a very unnatural fashion, so yes, you can make it fly.

Why are you looking at Rego Terram, where this is a Rego Herbam spell base 3 which is "Control an ammount of wood"? There is no such thing as the notion of unnatural movement for Herbam.

Fiddling around with the stats, I realized that it might actually be a good idea to make a huge fired clay saucer and add a Muto enchantment to make it unnaturally durable. This is because the base for enchanting clay is only 3 (vs. 5 for metal). The base individual for clay is also 10 cubic paces (as opposed to 1 cubic foot for metal), so there would be no need for a size modifier. So what would you guys think about this:

The Flying Saucer

A fired clay saucer large enough to fit about 10 people on it. [The number 10 comes from the need to make it invisible with the +1 size modifier from the Concealed Messenger item.]

Effect Name: The Preternatural Flight of the Earthenware

Effect Level:

Effect Details: R: Per, D: Sun, T: Ind

Frequency: 2/day

Trigger: Environmental

The saucer and all its contents are lifted into the air. By manipulating a small protrusion near one of its sides, the user may make Intelligence + Finesse rolls to change direction or speed – Ease Factor 6 for walking speed or 15 for the maximum speed of forty miles per hour. The saucer can contain a Load of X, or about X people and some equipment.

[How much load would you allow this, @silveroak ?]

Arts: ReTe 14

Design: Base 3, +2 Sun, +1 speed, +3 levels env. trigger, +1 levels frequency = 14

Effect Name: The Incredible Durability of the Brittle Dish

Makes the saucer virtually unbreakable.

Design: Base 3, +2 Sun, +3 levels env. trigger, + 1 levels frequency = 9

Total Effect Level: 23

Let's start with this: the medicus' Scientia has 41 levels of effects, the concealed messenger has 30 levels of effects and your total budget is 75 levels of effects, meaning you have 4 levels of effects remaining. I'm not sure what the point is of trying to create a flying saucer given that limitation.
That being said "virtually indestructible" is not going to be the effect of any spell.

Your previous post on this.

okay, so there are 28 levels to play with here-
physically part of the question here is thickness- 10 people should be about 10 square paces, suggesting a material one pace thick, which should be able to support several tons if you consider bricks or earthenware- balancing or containing the load would be more of an issue that physical support. 10 people plus equipment would be quite achievable. The problem here is that navigation for this sort of device generally requires a maintained concentration duration- otherwise this is "cast and forget" which would imply it moves in a single direction for a day. Fortunately I believe the math works out the same (1 mag duration 5 levels maintains concentration). Realistically given the paramaters of the spell the load could be increased to 20 people plus equipment by thinning the saucer to 1/2 pace thickness, which would fit numerous ancient walls and structures that were quite sturdy.

Regarding ReTe vs ReHe - Any nonliving solid object should be able to fall under Terram, IIRC?
You can play the numbers to see which works out better.

Yes, the only difference would be 1) the spell would need a He requisit (which won't matter for a redcap item) and 2) the load will depend on the structural strength of wooden timbers instead of earthenware or bricks. at 18" to 36" of thickness I don't see this being a huge issue.

Thank you for the great input, temprobe, silveroak, and raccoonmask!

Raccoonmask's idea of Herbam requisite is good, but I'm not sure if I should then use Herbam's Individual or Terram's. I think probably Herbam's which is only a square pace, versus Terram's 10, the latter of which eliminates the need for a size modifier.

Below, the enchantment has been changed to concentration duration as per silveroak's suggestion.

If the durability enchantment is not needed, the flying saucer costs 10 levels. That would leave me enough levels to easily fix the other items to follow silveroak's suggestions. Before I do that, though, can you confirm that the saucer seems right, @silveroak ?

The Flying Saucer

A fired clay saucer about half a pace thick and 2½ paces in radius. The saucer's edges curve upward to prevent falling, and numerous sturdy handles are built into its surface.

Effect Name: The Preternatural Flight of the Earthenware

Effect Level:

Effect Details: R: Per, D: Conc, T: Ind

Frequency: 1/day

Item maintains concentration

The saucer and all its contents are lifted into the air. By manipulating a small protrusion near one of its sides, the user may make Intelligence + Finesse rolls to change direction or speed – Ease Factor 6 for walking speed or 15 for the maximum speed of forty miles per hour. The saucer may lift about 20 people and their equipment, or a Load of about 500.

Arts: ReTe 10

Design: Base 3, +1 conc, +1 speed, +5 levels item maintains concentration = 10

Total Effect Level: 10

This looks good.

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2.52.50.5 = 3,125 cubic paces. You could go up to 4x5x0.5 for 10 cubic paces, which should give everyone on it a square pace to stand on if it has a lift of 20 people.

I think you missed "radius" which means a 5 pace diameter, for an area of 2.5^2*Pi=19.6 sq paces, which given the 'accuracy' of measurement I figured to be about 20 square paces by 1/2 pace thick.

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yeah, I did miss that. My bad.

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So here's what I think could be a final rendition of all of the items together.

I changed the description on the saucer to say "5 paces diameter" to make it less confusing.

I upped the durations on the healing ring to Moon, and the invisibility ring to Sun.

I also used the remaining 8 levels on increasing the frequencies on all of the items. Altogether this means the healing ring had to be upgraded to a semi-precious Amber Ring to fit the enchantments, and the invisibility ring to Gold.

Now the effects are altogether 56 + 31 + 12 = 99, as they should be.

If these are fine, then I think the character is done.

The Medicus' Scientia (Vis Capacity: 12)

Amber Ring

Effect Name: The Guarantor of Convalescence

Effect Level: CrCo 26

Effect Details: R: Touch, D: Moon, T: Ind

Frequency: 50/day,

Design: Base 4, +3 Moon, +1 Touch, +6 levels frequency

Gives a patient whom the ring touches in a specific pattern typical of diagnostic procedure a +9 bonus to Recovery rolls from wounds.

Effect Name: Shake Off the Malady

Effect Level: CrCo 30

Effect Details: R: Touch, D: Moon, T: Ind

Frequency: Unlimited

Design: Base 4, +3 Moon, +1 Touch, +10 levels frequency

Gives a patient whom the ring touches in a specific pattern typical of diagnostic procedure a +9 bonus to Recovery rolls from disease.

Total Level of All Effects: 56

--

The Concealed Messenger (Vis Capacity:10)

Gold Ring

Effect Name: Hidden from View

Effect Level: PeIm 31

Effect Details: R: Touch, D: Sun, T: Ind

Frequency: 50/day

As the user traces its outlines with the ring, the target becomes completely undetectable to normal sight, regardless of what it does, but still casts a shadow.

Design: Base 4, +2 Sun, +1 Touch, +1 changing image, +1 size, +6 frequency

Total Level of All Effects: 31

--

The Flying Saucer

A fired clay saucer about half a pace thick and 5 paces in diameter. The saucer's edges curve upward to prevent falling, and numerous sturdy handles are built into its surface.

Effect Name: The Preternatural Flight of the Earthenware

Effect Level: ReTe 12

Effect Details: R: Per, D: Conc, T: Ind

Frequency: 3/day

Item maintains concentration

The saucer and all its contents are lifted into the air. By manipulating a small protrusion near one of its sides, the user may make Intelligence + Finesse rolls to change direction or speed – Ease Factor 6 for walking speed or 15 for the maximum speed of forty miles per hour. The saucer may lift about 20 people and their equipment, or a Load of about 500.

Design: Base 3, +1 conc, +1 speed, +5 levels item maintains concentration, +2 levels frequency = 12

Total Level of All Effects: 12

looks good

So here's the whole thing:

Aban ibn Ashraf

Aban ibn Ashraf is a lithe man whose dark eyes scrutinize his surroundings with a cold intellect. His stern manner exudes authority and something else – an unsettling malice that is difficult to pin down. He always wears either a robe or his red cap of office, but even with these accoutrements it is clear that his skin is terribly pock-marked.

Born 1256

Apprenticed 1264

Finished apprenticeship 1279

Born in 1256, Aban grew up in Lucera, an Italian city where Christian conquerors had resettled most of the Muslims of Sicily. His mother had died in labor, and his father was a military organizer for King Manfred. His childhood was spent between the city and army camps, play-drilling with Muslim soldiers’ sons.

As a child, Aban made few friends. When children complained that the blows of his wooden sword had hurt them, he told them to ignore the pain. Only the cruelest children could stomach his habit of cutting up live animals to see how they worked. They told him he was weird, but he didn’t really care.

During the early 1260s, Aban’s father fell ill with an abscess in his mouth, and the local doctors failed to treat him. As his condition worsened, Aban’s father pleaded with his old friend Leonardo, a redcap of Harco, to adopt the boy if necessary. Upon his father’s death, Aban moved to Piedmont and began his apprenticeship.

Apprenticeship was hard, but the talented boy was allowed to pursue his (somewhat single-minded) ambitions. By fifteen, Aban was helping to patch up redcaps who had been hurt in their travels. By twenty, he was a better shot with an arbalest than some of the covenant’s soldiers, and was allowed to accompany redcaps on small expeditions.

When Aban finished his apprenticeship in 1279, the redcaps of Harco gave him an unusual graduation gift: they of enrolled him in the famed Schola Medica Salernitana. He studied half of the year at the school and minded his Redcap duties during the other half. The focused Aban was a star pupil, known for the ruthless efficacy of his practice. He later came to teach and conduct research at the institution during his free seasons. His self-experimentation with poisonous theriacs pock-marked his skin, weakened his constitution, and and withered his manliness, which did nothing to stop him.

Due to his Arabic mother tongue, Aban mainly served as an intermediary between the Roman and the African and Levant tribunals. Because this sometimes required long-distance travel over difficult terrain, Harco provided him with a large flying clay saucer and a ring to conceal him in his travels.

Aban later received a second ring that extended his medical talents. His remedies and magics saved many covenants’ children or elderly whose lives were beneath the notice of the magi ruling them, which made Aban popular with the covenfolk along his route.

Aban’s popularity might have faded somewhat had his patients gotten wind of his other vocation – or “hobby”, as he himself thought of it – as an assassin. Aban felt the magi were often too soft-handed with nobles vying for land, hedge magicians poaching resources, mundanes stirring up revolt, and so on. Whenever he ran into such problems in his travels, he would try to quietly solve them with an arbalest bolt from the blue, a drop of poison, or a dagger in the back.

Since Aban was never caught, his interference did not bring him trouble. Recently, however, a Piedmontese merchant started piecing together details of several murder victims in the area, looking for a common thread. Aban stopped him in his tracks. The incident made him realize, however, that he had left behind too many traces in the Roman Tribunal. The trail to the Order’s doorstep was getting too hot. Aban immediately announced his wish to move to the African tribunal to better connect with his family’s cultural roots.

In the Spring of 1290, Aban has just packed his medical supplies, chirurgeon’s tools, and sundry possessions on his coracle and flown to Cairo. Although he knows his worth, he is also desperate to acquire the support of a covenant for medical ingredients, books, and personnel. His first plan of action is to contact the Mercer house, then find the Mercere magus Aetherius, with whom he has had amicable dealings in the past.

Characteristics: Int +3, Per +1, Pre ‑3, Com +2, Str +1, Sta +1, Dex +2, Qik +1

Size: 0

Age: 34 (34), Height: 168 cm, Weight: 70 kg, Gender: Male

Decrepitude: 0

Warping Score: 0 (0)

Confidence: 1 (3)

Virtues and Flaws:

Redcap (Enchanted Devices: 99/99)

Puissant Crossbows

Improved Characteristics

Magic Items

Well‑Traveled (50/50)

Puissant Medicine

Physician of Salerno (50/50)

Puissant Finesse

Cautious with Finesse

Offensive to Animals

Disfigured (pock-marked skin)

Dark Secret *3 (assassin)

Ambitious *3

Eunuch

Fragile Constitution

Personality Traits: Cold‑blooded +3, Authoritarian +1, Ambitious +3

Reputations: Physician of Salerno 2

Combat:

Dodge: Init: +1, Attack --, Defense +6, Damage ‑‑

Heavy Arbalest: Init: +5, Attack +9, Defense +6, Damage +12

Dagger: Init: +1, Attack +8, Defense +5, Damage +4

Fist: Init: +1, Attack +6, Defense +5, Damage +1

Kick: Init: +0, Attack +6, Defense +4, Damage +4

Soak: +1

Fatigue levels: OK, 0, ‑1, ‑3, ‑5, Unconscious

Wound Penalties: ‑1 (1‑5), ‑3 (6‑10), ‑5 (11‑15), Incapacitated (16‑20), Dead (21+)

Abilities:

Arabic 5 (academic usage)

Area Lore: The African Tribunal 2 (covenants)

Area Lore: Levant Tribunal 2 (covenants)

Area Lore: The Roman Tribunal 2 (covenants)

Artes Liberales 1 (astronomy)

Athletics 3 (acrobatics)

Awareness 2 (alertness)

Crossbows 5+2 (heavy arbalest)

Brawl 4 (Dodge)

Chirurgy 3 (surgery)

Code of Hermes 1 (mundane relations)

Etiquette 1 (nobility)

Finesse 6+2 (magic items)

Folk Ken 2 (magi)

Guile 3 (lying to authority)

Latin 4 (academic usage)

Leadership 2 (medical assistants)

Medicine 5+2 (theriacs)

Covenant Lore: Harco 1 (personalities)

Organization Lore: Order of Hermes 2 (covenant locations)

Philosophiae 1 (natural philosophy)

Ride 1 (staying on the horse)

Stealth 3 (sneak)

Survival 2 (desert)

Swim 1 (not drowning)

Teaching 2 (Medicine)

Equipment:

The Medicus' Scientia (Vis Capacity: 12)

Amber Ring

Effect Name: The Guarantor of Convalescence

Effect Level: CrCo 26

Effect Details: R: Touch, D: Moon, T: Ind

Frequency: 50/day,

Design: Base 4, +3 Moon, +1 Touch, +6 levels frequency

Gives a patient whom the ring touches in a specific pattern typical of diagnostic procedure a +9 bonus to Recovery rolls from wounds.

Effect Name: Shake Off the Malady

Effect Level: CrCo 30

Effect Details: R: Touch, D: Moon, T: Ind

Frequency: Unlimited

Design: Base 4, +3 Moon, +1 Touch, +10 levels frequency

Gives a patient whom the ring touches in a specific pattern typical of diagnostic procedure a +9 bonus to Recovery rolls from disease.

Total Level of All Effects: 56

--

The Concealed Messenger (Vis Capacity:10)

Gold Ring

Effect Name: Hidden from View

Effect Level: PeIm 31

Effect Details: R: Touch, D: Sun, T: Ind

Frequency: 50/day

As the user traces its outlines with the ring, the target becomes completely undetectable to normal sight, regardless of what it does, but still casts a shadow.

Design: Base 4, +2 Sun, +1 Touch, +1 changing image, +1 size, +6 frequency

Total Level of All Effects: 31

--

The Flying Saucer

A fired clay saucer about half a pace thick and 5 paces in diameter. The saucer's edges curve upward to prevent falling, and numerous sturdy handles are built into its surface. On two sides, there are rope ladders that descend about ten meters and can be furled and unfurled.

Effect Name: The Preternatural Flight of the Earthenware

Effect Level: ReTe 12

Effect Details: R: Per, D: Conc, T: Ind

Frequency: 3/day

Item maintains concentration

The saucer and all its contents are lifted into the air. By manipulating a small protrusion near one of its sides, the user may make Intelligence + Finesse rolls to change direction or speed – Ease Factor 6 for walking speed or 15 for the maximum speed of forty miles per hour. The saucer may lift about 20 people and their equipment, or a Load of about 500.

Design: Base 3, +1 conc, +1 speed, +5 levels item maintains concentration, +2 levels frequency = 12

Total Level of All Effects: 12

--

Heavy Arbalest (Load 2)

Dagger

Medical and surgical tools and supplies

Encumbrance: with arbalest 1

Formulae Known:

Tonic of Gold ( 5)

Concoction of Litharge and Henbane ( 15)

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