It's a complications that too many don't notice.
One season for maintain the demanding spell level 50 from lab notes or, if the Magoi of the Star have it, a version with the astrological duration of minutes rather than duration diameter for the standard spell.
Do you think that it is likely that the mystery cut has this spell?
My guess would be that they do.
I'm not hugely familiar with them, but it does seem like the sort of spell that would have been meaningfully invented with this mystery.
More worried about the level though, their version might not be of the 10th magnitude.
I wouldn't protest if you decided it was available though.
Here's the last spell I have for Adelbert, hopefully he'll go out with something controversial:
There are a few issues with this
The core book says that a magical sense spell can be used on others but it requires muto and mentem requisites. I dislike this ruling as it adds complication and it forces the magus who wants to give magical senses to others to put study in to both mentem and muto which are, in my opinion, very likely out of theme. Here Adelbert is giving senses to animals so I used an animal requisite. This is sensible if he's going to give senses to his critters but is that even possible?
The spell has both target group and target vision. Do you think that it is proper to stack up the target levels this way?
There are no size considerations in mentem, ten minds is ten minds regardless if they are the minds of giants or the minds of pixies. Animal does not have this restriction listed. Does Sight Hounds of the Order enchant a group of no more than 100 European hornets or does it go by physical size and therefore easily enchant a well defined group of 150,000?
It doesn't actually.
ArM5, p. 114 states that to grant magical senses to multiple people at the same time, you need MuMe.
We usually sidestep this by granting the targets these new senses, one individual at a time.
Now, obviously that's not exactly practical if you want to grant magical senses to 150,000 hornets at a time, but in that case, I'd comfortable with asking for that MuMe requisite.
But if it's just a handful of grogs? Cast the spell multiple times.
Yes.
I'm not sure if it is RAW, but if not, it should be. Or more specifically, without this stacking, it would strictly speaking not be possible to "grant magical senses to many people at once" (to quote ArM5, p. 114), which is specifically and explicitly possible. So yeah...
There are no size considerations in mentem, ten minds is ten minds regardless if they are the minds of giants or the minds of pixies. Animal does not have this restriction listed. Does Sight Hounds of the Order enchant a group of no more than 100 European hornets or does it go by physical size and therefore easily enchant a well defined group of 150,000?
By strict RAW, it goes purely by mass.
I think the idea is that, just as animals do not have souls, they also strictly speaking do not have minds. They do not "think" but purely "act" and are essentially nothing but their gross bodies.
That said, I'd certainly prefer animals to have some amount of individuality, such that a hornet is an individual. It is how I would have chosen to define sizes, but when I refer back to the box on p. 113 of ArM5, it would certainly be the 150,000 or so hornets.
Sadly.
That box on page 113 says that the size of individuals doesn't matter for intellego magic. So reading I thought for a second that my question was answered - no more than 100. I then went back to p114 where it says MuMe magic with intelego form requisites, not intellego form magic with muto mentem requisites so Sight Hounds has to be a Mu(In)An(Vi) not In(Mu)Vi(An).
So contrary to my preference as well this spell appears to be able to do every critter in cloud of black and Ebony.
That box on page 113 says that the size of individuals doesn't matter for intellego magic. So reading I thought for a second that my question was answered - no more than 100. I then went back to p114 where it says MuMe magic with intelego form requisites, not intellego form magic with muto mentem requisites so Sight Hounds has to be a Mu(In)An(Vi) not In(Mu)Vi(An).
So contrary to my preference as well this spell appears to be able to do every critter in cloud of black and Ebony.
Our shared preference then.
I really wish it was In(Mu)Whatever (substituting Me for An in this case, possibly), rather than Mu(In)Me[Whatever]. Not just because of this, but because it makes so much more sense to me.
Well, I guess that's it then (the last 9 seasons will be spent training an apprentice). I 'll do the aging rolls and get the final character sheet up.
Thinking about where he is with a fading longevity ritual and six years of apprentice work available I see him spending three or four years to get his magic theory up to 16 and reworking his longevity ritual one more time (he would be able to get a lab total of over 80 perhaps over 85, that would delay death by aging for another half a century). I think that finding a longevity ritual expert (or any other magus) with a magic theory of 16 (needed for a ritual to be performed on a magus who is between 150 and 160) would be a long shot so he's stuck with doing the work for himself yet again.
but for now:
ages 136-140 at stress die -3
results 5,-1,0,2,5
ages 141-150 at stress die -2
results 4,1,4,5,5,4,0,10,2
I'll have him take an aging point in perception and he gets nine years of apparent age. He looks 97 (but, thanks to rituals, he's in the best shape of his life).
Thinking about where he is with a fading longevity ritual and six years of apprentice work available I see him spending three or four years to get his magic theory up to 16 and reworking his longevity ritual one more time (he would be able to get a lab total of over 80 perhaps over 85, that would delay death by aging for another half a century). I think that finding a longevity ritual expert (or any other magus) with a magic theory of 16 (needed for a ritual to be performed on a magus who is between 150 and 160) would be a long shot so he's stuck with doing the work for himself yet again.
Once again, Magic Theory turns out to be the cap on Longevity Rituals :-/

Once again, Magic Theory turns out to be the cap on Longevity Rituals :-/
I thought that it wasn't a limit, as the actual casting/drinking/using of the LR is not a seasonal activity, and thus not limited by MT.
Bob

Tellus:
Once again, Magic Theory turns out to be the cap on Longevity Rituals :-/
I thought that it wasn't a limit, as the actual casting/drinking/using of the LR is not a seasonal activity, and thus not limited by MT.
Bob
AS far as I can tell, it's a seasonal activity.
It certainly is if you want to improve the labtotal.
Otherwise you're right.

AS far as I can tell, it's a seasonal activity.
It certainly is if you want to improve the labtotal.
Otherwise you're right.
Inventimng it is, sure; but the Vis isn't being used whilst it is being invented. To use the LR, can take as short a time as quaffing a potion. Surely that means it is uses the rules for instantaneous Vis usage (Like boosting a spell with Vis)?
Bob
Here's the +120 character sheet.
I raised the confidence score to 2. I think that this was probably long overdue. 150 year old magi have every reason to be confident.
I did a bit with the personality traits (he's more than a bit tired of legal shenanigans by this point of his life) and reputations (more about his investigation skills).
I noticed a few enchanted devices that weren't in his equipment.
It felt like it took forever to calculate the casting totals (mostly about choosing which talisman attunement is relevant),
Adelbert at 120 years out of apprenticeship
Characteristics: Int +5, Per +4(1), Pre 0, Com 0, Str -2, Sta +2*, Dex 0, Qik 0
stamina lowered by 1 aging
Size: 0
Age: 150(97)
Decrepitude: 0 (2)
Warping Score: 7(20)
Confidence Score: 2 (6)
Virtues and Flaws: The Gift; Hermetic Magus Affinity Artes Liberales, Affinity Intellego, Affinity Magic Theory, Cautious with Artes Liberales, Celestial Magic, Educated, Hermetic Prestige, Keen Vision, Periapts, Potent Magic minor, astrological house of Genitor, Puissant Intellego, Puissant Magic Theory, True Friend , Claritas, Restriction Complete Darkness, Arcane connection from place of his birth, Astrological mutable flawed magic resistance (vim and mentem), Busybody, Cyclic Magic negative (nighttime), Deleterious Circumstances (underground), Fear of Darkness, Incompatible arts (CrIg and ReIg)
*Free virtue for House membership.Personality Traits: rumor hound +2, protective of other magi +2, Distasteful of legal maneuvers +2, defensive of the code of Hermes +1
Reputations: Quaesitor investigator +3 (order), Master of intellego magic +3 (tribunal), Thorough Investigator +2 (House Gurnicus), Presiding Quaesitor Iberian Tribunal +2 (order)
Combat:
Brawl (fist): Init 0, Attack +1, Defense +1, Damage 0
Brawl (bludgeon) : Init 0, Attack +3, Defense +1, Damage +2
Magical Crossbow Init +4 (+5 from the weapon modified by an encumbrance of 1)
Attack +16 (+7 weapon, +4 skill, +2 steady hand of the marksman, +3 track the quarrel) with an associated -6 from the target's dodge totals, also the +2 from steady hand can at times be a penalty, additional range increments only impose a penalty of 1 per increment. Damage +18* Range 40, fires every round
Soak: +4
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: Athletics 1 (running), Artes Liberales 9 (1) (Astronomy), Awareness 5 (searching), Bows 3 (crossbow), Brawl 1 (dodge),Call for Justice 2 (against infernalists), Code of Hermes 5 (political intrigue), Concentration 5 (spell concentration), Faerie Lore 1 (faeries that interact with the order of Hermes), Finesse 4(aimed spells), Folk Ken 1 (monks), German 5 (Tyrol dialect), Infernal Lore 1 (demons that interact with the order of hermes), Intrigue 2(rumor mongering), Latin 5 (Hermetic use), Leadership 2 (in the lab), Magic Lore 1 (regios), Magic Theory 11 +2 (6) (enchanting items), Magoi of the Star lore 5 (conducting initiations), Medicine 2 (physician), Organization Lore Order of Hermes 3 (tribunals), Parma Magica 8 (Ignem), Penetration 4 (Mentem), Philosophae 2 (ceremonial magic), Portuguese 3 (grogs), Profession Scribe 1(copying hermetic texts), Stealth 1 (hide), Teaching 1 (apprentices), Will of Alatheia 2 (leading the ritual)
Arts: Cr 15, In 31 +3 (6), Mu 12, Pe 7, Re 15, An 17, Aq 5, Au 5, Co 11, He 5, Ig 5, Im 11, Me 20, Te 11, Vi 20
Twilight Scars: those who are targeted by his spells often remember pleasant sights from their past, sparrows screech at him in hate (they don't necessarily feel it, they're just compelled to screech)
Equipment: 5 pawns of mentem in the form of rosary beads, 3 pawns animal as a rabbit skin, 4 pawns intellego as a pouch of fish scales, the face of fear (1 charge remaning), a white poplar twig, Azure candle (*2), a small copper crown (carried in a pouch, not worn), piece of rock crystal, glove of intrigue (1 charge left), Talisman of Adelbert, Pouch of Foreshortened Arrows, Wand of the Earthbound Constellation, Gaze of the Protective Father, Crystal Ball of the Magvillus Outer Counsel (not carried), Aviary of the Watchful Covenant (not carried)Encumbrance: 0
Spells Known:
Cloud of Gold and Ebony (Cr(Re)An 40/+37)*
Coterie of Burly Advocates (Cr(Re)An 45/+37)*
Open the Tome of the Animal's Mind (InAn 25/+56)*
Foretelling the Predator's Intent (InAn 45/+58)*
Learning Antipathy for Felines (InAn 45/+58)*
Sight Hounds of the Order(Mu(In)An(Vi) 35/36)*
Mastering the Unruly Beast (ReAn 25/+37)*
Commanding the Harnessed Beast (ReAn 30/+37)*
Sculptor's Menagerie (ReAn 30/+37)*
Voice of the Waters (InAq 35/+46)*
Purification of the Festering Wounds (CrCo 20/31)*
Eyes of the Cat (MuCo 5/+28)*
Whispers Through the Black Gate (InCo(Me) 15/+52)*
The Inexorable Search (InCo 20/+50)*
Unwavering Sight of Flesh (InCo 20/+52)*
Whole from the Part (InCo 20/+50)*
Sight of the Molting Magus (InCo 25/+52)*
Eye of the Sage (InCo 30/+50)*
Leap to Safety (ReCo 20/+32)* (mastery 1, fast casting)
Ward Against the Curious Scullion (ReCo 30/+45)p +10 potency - floor and crown
Leap of Homecoming (ReCo 35/+31)
Leafy enclosure (CrHe 15/+28) p potent - wood +3
Converse with Plant and Tree (InHe 25/+46)*
Eyes of the Flame (InIg 35/+46)*
Words of the Flickering Flame (InIg 35/+46)*
Trapping the Fire (MuIg(Te) 25/+19)
Engraving the Whole of Experience (InIm 10/+47)
Eyes of the Eagle (InIm 25/+52)*
Summoning the distant Image (InIm 25/+50)*
Discern the Images of Truth and Falsehood (InIm 35/+52)*
Discern the Images of Truth and Falsehood (InIm 50/+52)*
Veil of Invisibility (PeIm 20/+20)
Refresh the Engravings of Imagination (CrMe 20/+37)
Oratory of Pentacost (CrMe 30/+37)
Gift of Reason (CrMe 35/+37)
Intelligence of the Heroes (CrMe 60/+37)
Frosty Breath of the Spoken Lie (InMe 20/+59)*
Posing the Silent Question (InMe 20/+59)*
A Question for Those Without Eyes (InMe 25/+59)*
See the Strike (InMe 25/+61)*
Thoughts Within Babble (InMe 25/+61)*
Ear of Truth (InMe 30/+63)(Mastery 2, acute sense, penetration)
Peering Into the Mortal Mind (InMe 30/+59)
Sounds of Aggression (InMe 30/+61)*
Oblivious Informer (InMe(An) 35/+58)*
Beacon of Experience (InMe(An) 45/+58)*
Peering into the Minds of a Multitude (InMe 50/+62)* (Mastery 1, acute sense)
Vision of Movement (InMe 58/+61)*
Loss of but a Moment's Memory (PeMe 15/+29)
Scent of Peaceful Slumber (ReMe 25/+37)
Enslave the Mortal Mind (ReMe 40/+38) (Mastery 1, defense)
Sense the Feet that Tread the Earth (InTe 30/+50)*
Stone Tell of the Mind that Sits (InTe 30/+52)*
Tell of the Forged (InTe 45/+52)*
Invisible Sling of Vilano (ReTe 10/+28)
Falling Star of Evening (CrVi 15/+38) (Mastery 1, defense)
Restore the Faded Threads (CrVi 30/+37)
Restore the Faded Threads (CrVi 50/+37)
Feeding the Font of the Covenant (CrVi 55/+37)
Bitter taste of Betrayal (InVi 15/+61)*
Map of the Faerie Hearth (InVi 20/+67)p +3 potency - rock and white poplar
Piercing the Divine Veil (InVi 20/+61)
Piercing the Faerie Veil (InVi 20/+61)*
Piercing the Infernal Veil (InVi 20/+61)*
Piercing the Magical Veil (InVi 20/+61)*
Invisible Eye Revealed (InVi 28/+61)*
Humiliate the Unclothed Spirit (InVi 30/+61)*
Impression of the Faded Sigil (InVi 30/+62)(Mastery 1, acute sense)
Sense the Lingering Magics (InVi 30/+61)
Odor of Lingering Magic (InVi 30/+62)(Mastery 1, acute sense)
Sight of the Active Magics (InVi 40/+62)(Mastery 1, acute sense)
Sight of the Sigil (InVi 50/+62)* (Mastery 1, acute sense)
Wizard's Communion (MuVi 18/+34)
Wizard's Reach (Mentem) (MuVi 30/+34)
Demon's Eternal Oblivion (PeVi 9/+29)
Dreadful Bane of the Fae (PeVi 9/+36)*
Sapping the Griffon's Strength (PeVi 9/+29)
Revoke the Protection of Bonisagus (PeVi 20/+30) (Mastery 1, magic resistance)
Cutting the Cords (PeVi 35/+29)
Touch of Mundane Silence (PeVi 40/+29)
Aegis of the Hearth (ReVi 30/+37)
Circular ward against demons (ReVi 30/+41)*
Opening the Intangible Tunnel (ReVi 30/+38) (Mastery 1, magic resistance)
Spell of Punctuality (ReVi 30/+37)
Minute's Respite (ReVi 50/+42)*
* bonus for talisman attunement
p potent spell bonus
Appearance: Adelbert is a thin man of Mediterranean appearance. He frequently dresses in robes emphasizing his position as a Quaesitor.
Sigil: all of Adelbert's spells involve thematic elements of eyes or vision
Here is the apprenticeship +120 character sheet for Claritas.
I raised Claritas' Confidence as well. Do you think that it is justified?
I gave her a reputation of being intimidating with Iberian tribunal familiars
Claritas
Magic Might: 13 (Animal)
Characteristics: Int +1, Per +6, Pre +1, Com –0, Str -6, Sta +2, Dex –1, Qik +6
Size: –3
Confidence Score: 2 (6)
Qualities: Accomplished Flier, Grapple, Fast Flyer, Imposing Appearance (x2), Keen Eyesight, Pursuit Predator, Extra Natural Weapons
Magical Qualities: Improved Characteristic (Perception), Improved Powers, Improved Soak, Lesser Power, Personal Power x2, Minor Virtue x2
Virtues and Flaws: Magic animal, Great Characteristic (Perception x2), Ferocity (swooping attack), Keen vision, True Friend, Fragile Constitution, Magical Friend
Personality Traits: Fierce +3, Loyal Adelbert +3 , busybody +1
Reputations: keen observer +2 (Iberian Tytalus), Intimidating +2 (Iberian tribunal familiars)
Combat:
Talons*: Initiative +9**, Attack +12, Defense+18, Damage -4 (attack +15 defense +21 with bird of war)
Beak: Initiative +10**, Attack +12, Defense+15, Damage -5 (attack +15 defense +18 with bird of war)
Dodge:+12 (+15 with peerless flight)
*may use talons to make a grapple attack
**includes +3 bonus for Fast Flyer Quality
Soak: +3 (+6 with bird of war)
Wound Penalties: -1(1-2), -3 (3-4), -5 (5-6), Incapacitated (7-8), Dead (10+)
Abilities: Artes Liberales 1 (logic), Athletics 5 (swift flight), Awareness 8 (spotting prey), Brawl 8 (talons), Code of Hermes 1(familiars), Divine Lore 1(regios), Faerie Lore 1 (interactions with magi) Folk ken 1 (5) (magi), Guile 2 (lies of magi), Hunt 4 (game birds), Infernal lore 1 (fallen magi), Intrigue 7 (rumor mongering), Italian 5 (Tyrol dialect), Latin 5 (Hermetic use), Magic Lore 2 (magical animals), Magic Theory 9 (assisting in the lab), Organization Lore, Order of Hermes 1 (redcaps), Penetration 5 (imaginem based powers), Portuguese 3 (grogs),Survival 3 (cold climates)
Powers:
Sight Beyond Sight 0 points Imaginem (personal power x2) from RoP: Magic p 39. One mastery point spent from improved powers to reduce might cost
Vision that Pierces Matter 0 points Imaginem (lesser power) Use of this power allows the eagle to see through any object One mastery point from improved powers and two from extra levels spent to reduce might cost 1 mastery point spent to emulate multicasting allowing the eagle to activate this ability twice in the same round in order to look through two things (base 3,+3 sight, +1 concentration)
Glimpse beyond faerie artifice 3 points, Imaginem (lesser power)
For a few seconds Claritas can see illusions for what they are and the true appearance of any objects that have had their appearance altered with magic. During this time it is not only visual alterations that are perceived but any object with artificially altered species (hearing smell etc.) that the eagle's gaze falls upon will be revealed. This ability is only effective on magic of level 25 and lower. Also some infernal magics can not be pierced regardless of their level. (base 25 effect with vision target as the base)
(base 3,+3 sight, +1 concentration)
Vis: 2 pawns of Intellego in eyes
Familiar cords: Bronze 3, Gold 2, Silver 1
Bond Empowerments
Vision of the Companion
InMe 35 24 uses per day bond maintains concentration
R Touch, D: Conc., T Ind.
While this power is in effect Adelbert can see the sight images from Claritas' imagination, he can see what she is seeing. Because this is an intellego mentem spell all of the visual images from the imagination are accessed this means that the information gained with spells and powers on Clairitas with target vision can be seen by Adelbert.
(base 15, +1 touch, +1 concentration, +5 levels item maintains concentration, +5 levels 24 uses per day)
Mental Communication CrMe 14 from ArM5 p 105 Adelbert to Claritas
Mental Communication CrMe 14 from ArM5 p 105 Claritas to Adelbert
Peerless Flight
MuAn 18
Pen +0, 6 times per day
R: Touch, D: Diam., T: Ind.
When Peerless Flight is activated Claritas' wings become significantly more flexible, quick, and powerful. This allows her to fly with greater speed and maneuverability. She is able to exceed the natural abilities of any mundane bird. For game purposes add 3 to all totals involving flying with speed, maneuverability, or precision (this includes dodge rolls while in flight). This effect only targets Claritas' wings and associated musculature, it does not extend to her beak or claws. This effect therefore does not require penetration when Claritas attacks with her beak or claws. While under this effect Claritas' wing feathers change to a coloring pattern that looks much like a series of eyes.
(base 4, +1 touch, +1 diameter, +1 part, +3 levels 6 uses per day)
Shreik of the Impending Armament
InHe(Te) 34 pen 12, 6x's per day, item maintains concentration
R:Touch, D: Conc., T: Hearing
Claritas is alerted to where items made from wood, or metal will be in the immediate future by a shriek that sounds in the air in advance of the item's coming. an object that is controlled may change course so the effect is sometimes wrong. Clairitas receives a +9 bonus on defense scores against wooden or metal weapons provided that she has the freedom to dodge. She can automatically dodge wooden or metal weapons fired from more than ten paces away.
This shriek is only audible to Clarita and can not be simulated by people making noises. This shriek is marginally quieter than the shriek experienced by most magi using shriek of the impending shafts in deference to Clairitas' extraordinary sensory acuity and therefore is less likely to obscure other sounds.
(base 2 +1 touch, +1 concentration, +3 hearing, +1 terram requisite, +5 levels item maintains concentration, +6 levels penetration , +3 levels six uses per day)
Fortelling the Predator's Intent
InAn 56 three uses per day, +18 penetration
R: Touch, D: Conc. Item maintains concentration., T:Vision.
For the duration of this spell Claritas can see how any creature she observes is intending to move their body, perceiving the intended position of their body as a ghostly reddish image. This understanding gives her a +6 to defense totals when in melee combat with a beast whose intended movements she can see. Also, parry totals against Claritas made by the target are reduced by 3 and dodge totals are reduced by 6. This effect will often allow the perception of invisible creatures. Adelbert’s sigil expresses itself by making the Claritas' irises match the color of the eyes of whatever creature she are looking at (multiple colors for multiple animals) for the duration of the spell.
(base 10,+1 touch +1 Concentration, +4 vision, +5 levels item maintains concentration, +2 levels three uses per day, +9 levels 18 penetration)
Bird of War
MuAn 26 2 uses per day, no penetration
R: Touch, D:Minutes., T: Ind.
When this bond power is triggered Claritas' beak and claws become stronger and sharper and her feathers become thicker and more resilient. Claritas' attack and defense and soak scores are all increased by three points. This power was designed to be compatible with peerless flight. Both effects can be active simultaneously and not interfere with one another.
(base 15, +1 touch, +1 minute, +1 level 2 uses per day)
Pulling the Bronze Cord
ReAn 42 (two uses per day)
R: Touch, D: Mom. T: Ind.
Claritas is teleported to Adelbert's side. As a result of Adelbert's sigil the image of Claritas' eyes remain in her original location for the length of a breath after she is teleported.
(base 35, +1 touch, +1 levels 2 uses per day)
I'll still need to edit this to add the personality traits that Adelbert and Claritas have each acquiored from the familiar bond enchantments.
Below I've listed all of the enchanted devices that Adelbert has at 120 years out of apprenticeship. Not a complete list of every enchanted device ever. I did keep some of the earlier charged devices around with the idea that they no longer provide anything that he can't do better with spells, and I can see him being reluctant to part with their very last charge.
Talisman of Adelbert
Adelbert's Talisman is an Armillary sphere of silver. It has many different materials worked in to the symbols for the planets and the hours and so on. Adelbert designed it to function as his talisman so the components reflect what he thinks he might ever want an attunement. In addition to silver, the sphere incorporates
Hazel
Amber
Jade
Red Coral
Lead
Iron
Opal
Rock Crystal
Magnetite and
Agate and
Clear glass
Know the Heavens TMRE p 53.
Track the Heavens TMRE p 53.Soaring above the Shackles of Atlas
ReCo 31
50 times per day, Item maintains concentration
R: Pers., T: Ind., D: Conc.
Adelbert and what he carries is moved through the air. Adelbert can move at the velocity he chooses up to the speed of a running horse, about forty miles per hour, but this is reduced by excessive load (see Mercury's Winged Sandals Transforming Mythic Europe p111.) . When Adelbert is not concentrating on the effect he moves only in a straight line. he must make an intelligence + finesse roll to change direction or speed. The difficulty of this roll is related to his current speed 3 for for walking pace, ease facor 9 for moderate pace and ease factor 12 for maximum speed
base 15 +1 concentration, +5 levels item maintains concentration +6 levels 50 uses per day)Magically Attentive Talisman
ReVi 42
3 uses per day Item maintains concentration
R: Touch, D: Conc., T: Ind
Magically Attentive Talisman sustains a vim spell of duration concentration as Maintain the Demanding Spell. It can sustain concentration spells up to level 35. Unlike casting Maintain the Demanding Spell activating Mindful Talisman while maintaining a spell requires an intelligence + concentration roll of only trivial difficult (ease factor 3).
(Base 30, +1 touch, +1 concentration, modifications: +5 levels item maintains concentration, +2 levels three uses per day )Masterfully Mindful Talisman
ReVi 58
6 uses per day Item maintains concentration
R: Touch, D: Conc., T: Ind
Masterfully Mindful Talisman sustains a mentem spell of duration concentration as Maintain the Demanding Spell it can sustain concentration spells of up to level 50. Unlike casting Maintain the Demanding Spell activating Mindful Talisman while maintaining a spell requires an intelligence + concentration roll of only trivial difficult (ease factor 3).
(Base 40, +1 touch, +1 concentration, modifications: +5 levels item maintains concentration, +3 levels six uses per day )Locking Eyes with the Horizon
ReVi 54 (24 uses per day, item maintains concentration, penetration 38)
R: Sight, D: conc., T: Ind.
The Talisman opens up a magical channel from the wielder to some target that he or she can see allowing them to cast any spell with a range greater than personal on the target. Other details are as opening the intangible tunnel (Arm5 p. 162).
Adelbert enchanted this effect with specific thought to the use of Peering into the Mortal Mind and similar range eye spells at range sight. He finds he often uses it to allow him to cast spontaneous spells at range touch/eye and use them at range sight.
(base effect, +3 Sight, +1 Concentration, +5 levels item maintains concentration, +5 levels 24 uses per day, +19 levels penetration)Unbreaking Talisman
MuTe (He,An) 31
R: Personal, D: Conc. (item maintains Concentration) T: Ind.
The talisman becomes significantly harder and more resistant to damage +5 to appropriate soak rolls, and stress rolls.
(Base 5 (slightly unnatural), +2 magnitudes metal and gemstones, +1 Concentration modifications, +1 animal requisite for effecting all of the components of the talisman; +5 levels item maintains concentration, 1 level 2 uses per day)Talisman attunements
+7 Harm or Repel Faeries
+4 to Aquam
+4 wards
+5 Astrological Time
+3 Animals
+3 Corpus
+3 divination
+5 clairvoyance .
Aviary of the Watchful Covenant (somewhat revised here in terms of vis capcity and physiscal description)
The Aviary of the watchful covenant. Is a birdhouse mounted atop a staff with a small whip wrapped around the supporting staff, A walnut is mounted before the openings for birds, and it crowned with a piece of magnetite on the tip of the roof. The birdhouse is surrounded by a stack of 14 hoops each two paces in diameter that form a sort of tunnel around the birdhouse.
The item was opened with 22 pawns of vis (6 for the wooden birdhouse, 6 for the staff, 2 for the walnut, 4 for a small leather object, and 4 for a tiny hard stone object).
16 of the 22 pawns have been filled with enchantments
Spies in Black Cloaks
Cr(Re)An 45
R:Touch, D: Moon, T: Group
This effect creates a flock of 30 ravens. The birds appear within the birdhouse. The rego requisite of this effect gives each bird a compulsion to sit on a particular section of one of the hoops. The created birds will stream out of the house and sit as often as they can on the spot assigned to them. All thirty of the created birds will be compelled to sit upon a single hoop filing it with birds facing outward in all directions. This desire to sit in their home perch is weaker than the compulsion that the birds are subjected to from Flock of Conscientious Servants, the birds will also when necessary leave their spots to acquire food and water or if they fear for their safety. The birds will sit on their spots docily when exposed to a gifted individual ( but possibly not one with the blatant gift). The created ravens have exceptionally large eyes as a result of Adelbert’s sigil.
(base 10, +1 Touch, +3 Moon, +2 Group, +1 rego requisite)Flock of Conscientious Servants
ReAn 54
R:Touch, D: Moon, T: Group
This implants a complex set of instructions into the minds of a group of animals touching the aviary. These instructions are magically maintained for the duration of the effect or until the instructions are completed and compel the target creatures to perform them to the best of their abilities. The compulsion is not strong enough to override the creatures’ needs for food, safety and other life critical impulses. The creatures will stop to eat and they will flee from danger during the duration of the effect but doing so does not remove the compulsion to complete the instructions. This power is typically used to send the birds on a patrol and have them return to the aviary or to sort the birds after examination by Evaluation of Intelligence Reports. The power is linked to the use of evaluation of intelligence reports. The effect also has a typical triggering action that can be performed.
(base 15, +1 Touch, +3 Moon, +2 Group, +6 levels 50 uses per day, +3 environmental trigger)Evaluation of Intelligence Reports
InAn 40
R:Touch, D: Mom., T: Group
This power searches through the minds of animals touching the aviary for a specific experience or memory specified by the user. The creature possessing this memory is then manipulated by Flock of Conscientious Servants (activated by a linked trigger) to move to the top ring of the aviary. An example of the use of the power (and the use for which it was enchanted) is to use the effects on birds that have made multiple transits of the same path and find which bird from the group has witnessed the greatest change in what it saw between the trips. The wielder might use the power to see which of the birds has seen the greatest change in the number of humans, the condition of buildings, or the number of frightening (to a bird) creatures. The location of the bird on the rings will correspond to the direction of where the creature has made its observations and it allows Adelbert to zero in and cast intellego animal spells to read the appropriate memories to give him the most relevant observations made by the flock.
(base 20, +1 touch, +2 group, +5 levels 25 uses per day)
Crystal ball of the Magvillus outer consul ( I still have to write this up based on the description on p14 of this thread)
Pouch of Foreshortened Arrows this is a lesser enchanted device
Pouch of Foreshortened Arrows
MuHe 30 Unlimited uses per day, Item maintains concentrationR: Touch, D Conc., T:Ind.
This sturdy wooden and leather bag is enchanted so as to shrink the shafts of any arrows or crossbow bolts that are placed inside of it so that the fletching touches the tip, the projectiles are shrunk to mere inches in length. The projectiles maintain this length until they are removed from the pouch or sunrise/sunset. the Pouch is held closed by only very thin twine (not part of the enchantment) and Adelbert takes care never to tie the pouch shut tightly as at sunrise and sunset it is common for a bouquet of crossbow bolts to blossom from the bag briefly and then shrink down to size again. The precautions of weak string and poor knot-work reduce the chance of the growing bolts doing any damage to the pouch. As a result of Adelbert's sigil, while the arrows are shrunken they display pattern in the coloring of their fletching that resembles an eye. This was created as a lesser enchanted device
(base 5, +1 Touch +1, Concentration, +5 levels item maintains concentration, +10 levels unlimited uses)
Gaze of the watchful Father
Adelbert commissioned a crossbow of gargantuan size (smaller than a balista but larger than could be used by a person) from the finest crossbow maker he could locate. It is an exceptional quality weapon with a +2 adjustment to accuracy
Init +5
Attack +7
Defense 0
Damage +13*
Range 35
Str +(7?)
Load 4
- strength does not apply to damage from crossbows
The bow was opened for enchantment with 20 pawns of vis, 18 of which have now been filled.
Starting off, the bow is too large to be held realistically so:
Crossbow that Carries Itself
ReHe 10 (two uses per day)
R: Pers., D: Conc. (Item maintains), T: Ind.
This effect holds the crossbow's weight steady in the air making the crossbow reasonably light to move. This allows the otherwise unusable crossbow to be aimed and moved effectively by a person without additional effects or supernatural strength. During the duration of this effect the gaze of the Watchful Father has a load of 1 rahter than its normal 4. The eyes of the crossbow open wider when this effect is activated and close when there are no effects active on the crossbow at all.
(base 3, +1 concentration, +5 levels item maintains concentration +1 level two uses per day)Also the bow requires more strength to pull than a human can muster so:
Pull with the Strength of Giants
ReTe 14 (unlimited uses per day)
R: Pers., D: Mom., T: Ind.
When this effect is activated the crossbow’s bow bends, the string pulls back and the crossbow becomes cocked and ready to fire. This effect does not load the crossbow. Pull with the Strength of Giants is triggered by the user running his or her fingers along a groove on the side of the crossbow. This triggering action does not typically make a sound. When this effect is activated the crossbow’s eyes narrow just a bit in exertion.
(base 2 +2 for metal, +10 levels unlimited uses per day)with these two enchantments the crossbow can be used and it's pretty powerful for a mundane weapon. But because Adelbert made this so his children would have a leg up on anything that they faced he enchanted some additional effects into it. Something to note here is that none of these effects directly propel or change the crossbow bolt. The bolt is not going to get bounced by magic resistance.
This enchantment lets the user control the weapon with more precision
Steady Hand of the Marksman
ReHe 10 (two uses per day)
R: Pers., D: Conc. (Item maintains), T: Ind.
This effect holds the crossbow steady it prevents shaking and jiggling. This steadiness is very beneficial when targeting things beyond 30 paces from the crossbow giving +2 to attack rolls. However, when targeting moving objects within 15 paces of the crossbow the wielder receives a -1 penalty to attack rolls and when targeting moving objects within 10 paces the shooter receives a -2 penalty to attack rolls because of the additional difficulty of moving the crossbow with sufficient speed to track a moving target without making quick jerky movements (the story guide should make adjustments to the range of bonus and penalty for particularly fast creatures). In all cases, the crossbow wielder receives one fewer botch die (to a minimum of one for stressful circumstances). Adelbert’s sigil expresses itself in the fact that while this effect is active the crossbow’s decorative eyes move just a bit slower than the weapon itself.
(base 3, +1 concentration, +5 levels item maintains concentration +1 level two uses per day)The following two enchantments make the crossbow stronger and allow it to propel missiles with greater force
Crossbow that does not Break
MuHe(Te) 20
R: Pers., D: Sun, T: Ind
When this effect is in effect the crossbow becomes incredibly strong. able to resist the pressure exerted by the bow after Reluctantly Bending Bow is invoked. the bow is also largely immune to damage from melee weapons, falls, and similar events.
(base 5, +2 Sun, +1 terram requisite)Reluctantly Bending Bow
MuTe 20
R: Pers., D: Sun, T: Ind.
Reluctantly Bending Bow is triggered by an environmental trigger taking affect the round after Crossbow that does not Break is invoked. This effect makes the metal of the crossbow much more rigid and more difficult to pull back (this does not change its susceptibility to Pull with the Strength of Giants). During the duration of reluctantly bending bow, Gaze of the protective Father shoots bolts with significantly more force. This increases the damage of the crossbow by +5 (to +18) and increases the range by 5 paces (to 40 paces)
(base 5 +2 sun ,+3 level environmental trigger)The following two enchantments allow the user to aim more accurately
Track the Quarrel
InTe(Au) 18 (6 uses per day)
R: Per, D: Sun, T: Ind. 2 uses per day
When this effect is activated the crossbow computes the trajectory that quarrels shot from it will take. including how winds will alter the flight. When this information is transferred to the crossbow wielder via Transmission of Marksman's Understanding grants the target a +3 to attack rolls using the crossbow. Furthermore range penalties are reduced to -1 per increment, Gusts of wind that are magically created or controlled in response to an attack from the crossbow can not be accounted for by the effect and cancel the bonus from this effect. While under the effect of Track the Quarrel the crossbow's eyes appear to reflect more clouds and material kicked up a wind than are actually present in reality.
(base 4, +2 Sun, +1 Auram requisite +3 levels six uses per day)Transmission of Marksman's Understanding
CrMe 17
R: Touch, D: Sun, T Ind 3 uses per day
While this Transmission of Marksman's Understanding is in effect the target sees the trajectory of bolts as calculated by Track the Quarrel as a red line through space with intersections with matter clearly visible.
(base 4, +1 touch, +2 sun, +2 three uses per day)That was all he has for the crossbow when it was used by Adelbert's children and grandchildren. When took it back for his own use he altered it so that he could not only carry it, but do so whilst maintaining his dignity
Transform the Crossbow
MuTe(He) 26 , 2 uses per day item maintains concentration
R: Pers. Dur Conc., T Ind.
The Gaze of the Protective Father is transformed into a wooden pendant made of two pieces of wood connected with hinges that can be opened and closed like a book. On the exterior is a steel cross inset into the wood. The closed sides of the pieces of wood, (visible when the hinge is opened) display amazingly, but not supernaturally, accurate paintings of Adelbert's wife and children.
(Base 10 +1 concentration, +1 Herbam requisite, +5 levels item maintains concentration, +1 level 2 uses per day)He also wanted the crossbow to be able to load itself
Self Loading Bow
ReHe25 ,unlimited uses
R: special, D: Mom. T: Ind.
Self Loading Bow is an effect that is triggered by pulling back the string of Gaze of the Protective Father. When triggered, a crossbow bolt that is carried in a bag that is hung upon the crossbow is quickly moved into the crossbow readying it to be fired again. By loading the crossbow bolts on a quiver hanging from the crossbow Adelbert avoided the problems of having to penetrate his own parma with this effect, but he left his supply of arrows vulnerable to magical attack (but given that, with the crossbow's size, the crossbow itself can only be used when it isn't protected by parma this additional vulnerability is somewhat redundant). The range of this effect is equivalent to touch (the bolt must be carried not touched) with a one magnitude penalty for a non-standard range. When this effect is activated the crossbow's eyes briefly try and look in the direction of the quiver from which the ammunition is being pulled
(base 5 +2 range special, +10 levels unlimited uses)
The Face of Fear is a mask, it is a charged device with but a single charge remaining
Face of Fear
CrMe35
R: Sight, D: Sun, T: Group
this effect creates an overpowering fear of the face in the targets
(base 4 +3 sight,+2 sun,+2 group)
The Glove of Intrigue is another charged device
Glove of Intrigue
InMe 30 charged device, 1 charge remaining
R: Touch, D: Mom., T: Ind.
this glove is created with rock crystals sewn in to the cuff as decoration. It is a charged device that functions as Peering in to the Mortal Mind, the effect is activated when the glove is worn and the wearer touches the target with it while his or her hand is in a specific position.
(base 25 +1 touch)
The wand of the Earthbound constellation is a lesser enchanted device that Adelbert acquired through trade. It is important to him because, while has has it, it allows him avoid most circumstances where his restriction flaw would be in effect.
Wand of the Earthbound Constellation
CrIg 45 (24 uses per day)
R: Sight D: Conc. (item maintains concentration), T: Group
The Wand of the Earthbound Constellation is a wooden wand tipped with a ruby of inferior quality. When triggered the wand creates a three by three grid of golden lights of exceptional brightness. The nine lights are separated by twenty paces between each light and its nearest neighbors. Each use of the wand illuminates a square area eighty paces per side with a light brighter than noon on a clear day and illuminates the surrounding area with light somewhat less bright.
The shadows of a character under the effect of veil of invisibility within the area affected by the wand will radiate out from the character in several directions making their location comparatively easy to spot. If targeted directly at the face of a character one of the golden lights has the same effect as flash of the scarlet flames (p 140). The grid pattern of the golden lights make it unlikely that more than one target can be affected in this way during a single casting.
(Base 5 +3 sight, +1 conc., +2 group; modifications +5 levels item maintains concentration, +5 levels 24 uses per day)
Adelbert has two azure candles that he carries with him at all times (also , like the wand, as protection from his restriction flaw)
Azure Candle
CrIg 8 two uses per day
R:Per., D: Sun, T: Ind .
This lesser enchanted device takes the form of a small silver cross. It is activated by an environmental trigger when exposed to complete darkness. When activated the Azure candle glows with the brightness of a candle until sunrise or sunset.
(Base 2, +2 sun, +3 levels environmental trigger, +1 level 2 uses per day)
This took some serious work as well, I'm not looking forward to compiling he spell post.
Below are copied all of the unique spells known by Adelbert at 120 years out of apprenticeship.
Animal spells
Cloud of Gold and Ebony
Cr(Re)An 40
R: Voice, D: Hours, T: Group
This spell summons a tremendous swarm of hornets numbering approximately 15,000. The hornets act in accordance with the initial will of the caster and by extorting them the caster can change their behavior throughout the duration of the spell but this takes time to do and is only possible when the targets are voice range of the casting magus. Adelbert's version of this spell crates hornets with slightly larger than normal eyes that are light blue (matching the eye color of his children but Adelbert is the only person who has made this connection)
(base 5, +2 Voice, +2 Hours, +2 group, +1 rego requisite)
Coterie of Burly Advocates
Cr(Re) An 45
R Touch D:Hours T: Group
This spell creates four adult brown bears. These bears will follow the commands of the caster but the caster must be toughing one of the bears to issue commands due to the range of the spell. Furthermore commands can only be given to a group of bears if they are in a readily discernible group (per the target description p.113). In Adelbert's version of the spell the created bears all have blue eyes matching the color of the eyes of his children.
(base 15, +1 touch, +2 ours, +2 group, +1 rego requisite
Foretelling the Predator's Intent
InAn 45
R: Touch, D: Hours., T:Vision.
For the duration of this spell the target can see how any creature he or she observes is intending to move their body, perceiving the intended position of their body as a ghostly reddish image. This understanding gives the target a + +6 to defense totals when in melee combat with some beast whose intended movements they can see. Also, parry totals against the target are reduced by 3 and dodge totals are reduced by 6. This spell will often allow the perception of invisible creatures. Adelbert’s sigil expresses itself by making the target's irises match the color of the eyes of whatever creature they are looking at (multiple colors for multiple animals) for the duration of the spell.
(base 10,+1 touch +2 hours, +4 vision)
Learning Antipathy for Felines
InAn45
R: Pers., D: Conc., T: Vision
The caster of this spell perceives a large eye shaped picture someplace near the location of every creature generally before the creature's heart. This picture depicts whatever contents of the animal's mind that caster wishes to see. The caster can use this spell to thoroughly probe and understand the minds of any animals that he can see, but the information is carried to the caster through his or her sense of sight. This means that unlike, peering into the mortal mind, in general only one question can be answered per turn of observation of a subject. It is possible for the caster to quickly scan large numbers of animals to get answers to a Boolean question but it is difficult to get detailed information from more than one beast at a time . Because this is a sensory magic spell a magus with quaesitorial training can learn the acute sense mastery for it and then has the possibility of detecting whether or not memories or thoughts have been magically altered.
(base 20 +1 concentration, +4 Vision)
Sight Hounds of the Order
Mu(In)An(Vi) 35
R: Touch, D: Hours, T: Vision+Group +1 size
Creatures under the effects of Sight Hounds of the Order perceive vis very much as if as if it were burning, but rather than emanating typical flames and smoke, the vis burns with brightly glowing indigo flames that take the shape of human eyes (and naturally the vis emits no smoke).
(base 1, +1 touch, +2 hours, +2 group, +4 vision, +1 size)
Sculptor's Menagerie
ReAn 30
R: Voice, D: Minute, T: Group
This effect freezes a target group of animals in place for its duration. The animals can make no conscious movements of their body but continue to breath, blink, shiver if cold and so on. The eyes of the controlled animals take on a marble like quality becoming more grey and having a marmoreal luster.
base 5, +2 voice, +1 minute, +2 group
Corpus spells
Unwavering Sight of Flesh
InCo 20
R: Per., D: Sun, T: Vision
The caster gains a magical perception that allows them to see human skin as truly is. This is magically enhanced sense is, in most cases, indistinguishable from normal vision. However in the case of an invisible person the caster will see a naked hairless human form with empty holes at the location of their eyes and mouth. Muto Imaginem spells that change the location or appearance of a person’s skin can also sometimes create unusual sights that the caster can notice. Being a magical sense spell, this spell will not allow the caster to see targets that are protected by magic resistance that the spell does not penetrate. Adelbert’s spell allows him to intermittently see eyes in the eye sockets of an invisible person (not for more than a third of the time for any eye and only both eyes at once as a matter of chance) as a result of his sigil.
(base 3 +2 Sun, +4 vision)
Leap to Safety
ReCo20
R: Pers., D: Mom., T: Ind.
The caster of this spell is instantly transported up to 500 paces to a location that they can see or have an arcane connection to. It is not possible for the caster to take along another living creature. Adelbert of Gurnicus' version of this spell leaves an image of his eyes at his initial location that lasts a fraction of a second after the spell has completed. Casting requisites may or may not be needed to carry material along with the caster depending upon your saga (see Transforming Mythic Europe p107). Particularly large items that the caster is carrying may be left behind at the story guide's discretion.
(base 20)
Herbam spell
Leafy Enclosure
CrHe 15
R: touch, D: Sun, T Ind. (+1 size)
the caster creates a uniquely shaped tree that sprouts from the found directly below the location where spell is cast. The trunk extends straight up for four paces and then a sheet of limbs extend out horizontally in all directions forming a roof. At a radius of 5 paces from the trunk the limbs and leaves turn directly down and form a wall. This spell creates a round structure 10 paces in diameter. Adelbert created this spell to allow him to use spells with room targets in areas that can't otherwise be considered rooms. Adelbert's sigil expresses itself as knots on the tree looking uncannily like eyes and moving intermittently. Leafy Enclosure is a potent spell it requires a piece of wood to cast and the caster gains a +3 to his or her casting total.
(base 3 +1 touch, +2 sun +1 size)
Imaginem spell
Engraving the Whole of Experience
InIm 10
R: Pers., D: Diam., T: Ind.
All of the species that are collected by the caster’s senses of sight, hearing touch and smell during the duration of this spell are written into the caster’s memory (specifically the imagination, see Art and Academe). The memories fade naturally after the duration of the spell expires. This spell inscribes every species collected by the sense not just what the caster pays attention to. Recollecting on the inscribed memory may reveal details that the caster did not notice at the time (although the memory does fade naturally so a spell such as the good witness or Refreshing the Faded Engraving of the Senses would be commonly needed to get the most benefit out of this process).
(base 1, +1 Diameter, +1 excessive detail, +3 use of four senses rather than one)
Mentem spells
Refresh the Engravings of the Imagination
CrMe20
One of the caster’s memories of a short period of time (no more than two minutes) is restored to the state perfection as if they were presently experiencing the event. The caster will be able to repeat conversations word for word. This spell was designed to work in conjunction with Engraving the Whole of Experience. If the memory of a period when the caster had been under the effects of Engraving the Whole of Experience is refreshed with this spell the caster is able to access all of the things that they saw during the event. They can search their memories for things they may not have noted at the time such as tracks or spider webs, they can read any text that was in their field of view and close enough to be discerned, they would be able to compare objects seen during the refreshed event to other objects and note minute differences. This spell repairs memories, if the caster has completely forgotten an event Refresh the Engravings of the Imagination can not recreate it. Adelbert's sigil expresses itself in this spell by coloring his recollections so that he always recalls the feeling of being looked at regardless of whether or not he felt that way at the time the targeted memory was formed.
(base 5, +1 conc, +2 extreme detail)
Oratory of Pentecost
CrMe 30
R: Voice, D: Conc., T group (+2 size)
During the duration of this spell he meaning of any words that the caster speaks are transmitted to the minds of a group of up to 1000 targets, enabling them to understand the caster's speech even if they do not understand the language that the caster speaks. This effect is not particularly jaring for the targets. In fact if the targets fail a perception+ awareness roll with an ease factor of 3 minus the number of words the caster has spoken they fail to notice the effect as all. Use of this spell coupled with thoughts within babble allows clear communication between people even if there is no shared language. Due to the effects of his sigil any target of this spell will perceive Adelbert to be looking at them while he speaks.
(base 3, +2 voice, +1 concentration, +2 group, +2 size)
A Question for Those Without Eyes
InMe 25
R: Voice, D: Mom. T: Ind.
as Posing the Silent question with range voice
See the Strike
InMe25
R: Eye, D: Diam., T: Ind.
For the duration of this spell the caster knows how the target is intending to move his body. This understanding gives the caster a +6 to defense totals when in melee combat with the target, the target's parry totals against the caster are reduced by 3, and dodge totals are reduced by 6. Adelbert’s sigil expresses itself by making his irises match the color of the target’s for the duration of the spell.
(base 15, +1 eye, +1 Diameter)
Sounds of Aggression
InMe 30
R: Pers., D: Sun, T: Hearing
The caster perceives aggressive emotions as sounds that reflect the caster’s sigil. In the case of Adelbert, typically ominous music singing words dealing with what the thinks of the aggressive thought see or would wish to see. Aggression towards the caster sounds unique and any minds that are intending on imminently attacking the caster are easily discerned. The level of aggression controls the perceived volume of the sound (the more the louder).
(base 5 +2 Sun, +3 Hearing)
Oblivious Informer
InMe(An) 35
R: Eye, D: Conc., T: Ind.
When this spell is cast, the magus or maga targets a person or animal. For the duration of this spell the caster can, when he or she chooses, experience the sense of the target rather then his or her own senses. This spell functions by taking the information from the target's imagination (see Art and Academe) the sense possessed by some animals are sufficiently different from human senses that interpretation of the information received by the caster may prove difficult or impossible. The caster may switch their perspective between his own and that of the target at will. Adelbert's sigil expresses itself in that during the duration of this spell the eyelids of Adelbert and the target blink in synchronicity. If one of them gets dust in their eyes both will blink.
(base 15, +1 range eye, +1 duration Concentration, +1 animal requisite, +1 complexity allowing the switching of perspective)
Beacon of Experience
InMe(An) 45
R Pers., D: Conc., T: Vision
The caster selects a specific experience or memory when he or she casts this spell, such as: "has looked under the bed in the apprentices cell", "has found recent evidence of person traveling though these woods", has seen a specific object/ heard a specific voice , or any other experience that can be clearly defined. The caster then perceives any animal or person who has this memory as glowing brightly with a color of light related to the depth of their experience simple creatures and people who have only the shallowest of interactions glow bright red while people whose lives center around the experience glow violet. Adelbert developed this spell to use in conjunction with "Cloud of Gold and Ebony" to allow him to quickly find even one Hornet that has seen a critical piece pf evidence. In development Adelbert realized that his strong understanding of mentem allowed him to develop the spell in such away that it also worked on human and human like minds. Adlebert's sigil expresses itself in that, when casts this spell, the glowing is centered on the the eyes of those that he observes.
(Base 15, +1 Concentration, +4 vision, +1 Animal requisite)
Peering Into the Minds of a Multitude
InMe50
The caster of this spell perceives a large eye shaped picture someplace near the location of every thinking mind where the spell penetrates magic resistance, generally at chest level. This picture depicts whatever contents of the mind that caster is searching for . The caster can use this spell to thoroughly probe and understand the mind s that he sees, but the information is carried to the caster through his or her sense of sight. This means that unlike, peering into the mortal mind, in general only one question can be answered per turn of observation of a subject. It is possible for the caster to quickly scan large numbers of minds to get answers to a Boolean question but it is difficult to get detailed information from more than one mind at a time . Because this is a sensory magic spell a magus with quaesitorial training can learn the acute sense mastery for it and then has the possibility of detecting whether or not memories or thoughts have been magically altered.
(base 25 +1 concentration, +4 Vision)
Vision of Movement
InMe 50
R: Touch, D: Hours., T:Vision.
For the duration of this spell the target can see how anyone they observe is intending to move their body, perceiving the intended position of their body as a ghostly reddish image. This understanding gives the target a + +6 to defense totals when in melee combat with someone whose intended movements they can see. Also, parry totals against the target are reduced by 3 and dodge totals are reduced by 6. This spell will often allow the perception of invisible creatures. Adelbert’s sigil expresses itself by making the target's irises match the color of the eyes of whomever they are looking at (multiple colors for multiple people) for the duration of the spell.
(base 15, +1 touch, +2 hours, +4 vision)
Vim spells
Map of the Faerie Hearth
InVi 20
R: Voice, D: Mom, T: Ind.
When This spell is cast upon a faerie or creature with faerie might, the caster learns to location where the faerie is likely to go to recover lost might. Only the most likely location is discovered by this spell, it does not determine the location with certainty. Because this spell is intellego vim and not intellego mentem, the faerie does not have to know the location for it to be determined. Adelbert's sigil expresses itself in the eyes of the Faeire (if it has any) momentarily appearing innocent very much like the eyes of a human baby. Adelbert developed this spell using spell potency, to cast the spell requires a bit of rock crystal and white poplar. These two items give a combined +6 bonus to the casting total. The spell can not be cast without them.
(base 5 + 12 voice, +1 detailed information)
Humiliate the Unclothed Spirit
InVi 30
R: Pers., D:Conc., T: Vision
This spell gives the caster the ability to see invisible spirits associated with the magic realm even when they are incorporeal, (providing of course the spell penetrates the spirit's defenses)
(base5, +1 concentration, +4 vision)
Touch of Mundane Silence
Pe Vi (gen)
R: Touch, D: Mom, T: Ind
This spell cancels the effect of the target spell if the level of the target spell is doubled on a roll of Touch of Mundane Silence's level +15 + stress die. The spell must penetrate to affect effects on a target with magic resistance. In order for a magic to be targeted by Touch of Mundane Silence the target must be touched by the caster. This is likely to often require a spell such as Sigtht of the Active Magics. Touch of Mundane Silence can target non hermetic magic and parma magica in a manner similar to wind of mundane silence.
Spell of Punctuality
ReVi Gen
R: T, D: Hours, T:Ind
Spell of Punctuality puts another spell on hold until Spell of Punctuality expires or is dispelled. The level of the Held spell can be no higher level than the level of Spell of Punctuality +10. By use of the precision durations (TMRE p 50) Adelbert is able to set up several spells to go off simultaneously or in a specific order in immediate succession.
(base level, +1 touch, +2 hours)
Minute's Respite
ReVi 50
R: Touch, D: Minutes, T: ind.
With the exception of the spell duration, this spell functions exactly like Maintain the Demanding Spell
I'll still take criticism on anything and perhaps change the spells and enchantments but for now I'm done.
Many thanks to all who set me straight on stuff (teleportation requisites, vim guidelines, animal guidelines, weirdness with the "crime scene recorder" spells, and everything else) and to everyone who gave suggestions about how I could make him more believable (sorry I didn't do more with the twilight episodes).
Thank you especially to Tellus who stayed with the entire thread and offered feedback throughout.
Do the previous four posts qualify as the longest character sheet ever?
Thank you especially to Tellus who stayed with the entire thread and offered feedback throughout.
My pleasure - if you do it again, I'll probably be there again.
Do the previous four posts qualify as the longest character sheet ever?
Have you seen the character sheets metacreator outputs, if you forget to not include the history?
Those are very long indeed!
Thread necromancy again.
Seeing as I’ve now brought Andreva up to 90 years out of apprenticeship I thought that I’d go back and finish up another unfinished project that has been hanging on my mind for years.
Adelbert as I’ve written him up is, at 120 years out of apprenticeship, the presiding quasitor of his tribunal and I hoped a useful sort of NPC to slip in to your games when you need a presiding quasitor who’s really good with investigation magic. As such he is in possession of an enchanted device given to presiding quasitors.
Here is the relevant quote from HoH: True Lineages:
Members of the outer tier ... are provided with invested devices capable of transporting them and companions, to a reception house outside the Magvillus fortress. This device includes a signal effect to inform the member of a meeting and another that destroys the device, both can be remotely activated by the Guernicus Primus. These devices are used as casting tokens for Magvillus’s Aegis of the Hearth ritual.
I’ve thought on this a bit and here’s the item I’ve come up with. I made it an orb, that’s completely trivial; it could be a silver duck or a ruby ring just as easily.
This device needs to function from inside the holding Magus’s aeigis. This means that a magical signal sent from Magvilus to summon the quasitor could be blocked. In order to make penetration not an issue the device needs to generate the magic.
Presiding Quasitor’s Orb for the Iberian Tribunal
The Presiding Quasitor’s Orb for the Iberian Tribunal is a golden sphere the size of small chicken egg. The device contains, at its center, a stone that is the device’s fixed arcane connection. It was opened with 13 pawns of vis. All of this capacity has been filled by the following four enchantments:
The device is a fixed permanent arcane connection to a location near magvilus where there is a reception house (the device is a connection to the location not the building, thus it will still function if the house is destroyed)Eye for the Call
InIm 19 constant effect
R: Arc. Conec., D: Sun, T:Ind
This is a continuous effect that constantly visually monitors the location at the end of the arcane connection
(Base 1, +4 arcane connection, +2 sun, +1 level 2 uses per day, +3 levels environmental trigger)Call to Counsel
CrIm12 2 uses per day
R Per, D Conc. (Item maintains Concetration), T: Ind.
Creo imaginem this effect makes the orb glow a soft orange light and produce the sounds of a competent choir softly singing a particular piece of music that the item’s creator was fond of. This will continue until the effect is deactivated. In the case of the orb for the Iberian Tribunal orb this effect is triggered by the a set of scales with four silver colored chains holding up one of its dishes and three such chains suspending the other being observed by the Eye for the call effect. Each of the tribunal orbs is triggered by a different feature in the appearance of a set of scales. By setting a set of scales that contains the correct characteristics (or, more frequently, an image of such a scale produced by magic) in the correct location, a person at the Magvillus reception house is able to send a signal to whichever set of Tribunal presiding Quasitors he or she desires (or, I suppose, a person could in fact cast a creo imaginem spell at a distance and not enter the reception house at all)
(base 2, +1 concentration, +5 levels item maintains concentration, +3 levels linked trigger, +1 level 2 uses per day)Attend the meeting
ReCo (An,He, Te) 65 1 use per day
R: Touch, D: Mom., T, Group
This effect teleports a group of humans and animals with their possessions to the location if the Reception house. While this is the most pwwerful effect instilled into this device, ironically it is only used in very unusual circumstances. Most presiding quasitors instead choose to transport themselves to avoid warping, collecting their own AC’s from the nearby area to use in doing so.
Base 35, +1 touch, +2 group, +1 herbam requisite, +1 terram requisite, +1 animal requisite)Rescind the Invitation
PeTe 8
R: Per. D: Mom. T: Ind
This effect destroys the device. It is triggered by a specific image being presented at the location monitored by Eye for the Call. Adelbert, for security reasons does not know what this image is, he does presume that is it is a specific feature on a complex object so as to be able to function similarly to Call to Counsel
(Base 2, +3 effects gold, +3 levels linked trigger)
I like that it's not straightforward to be able to observe the signals from Magvillus without also leaving the self destruct switch on.
Now I've had a few hours to mull over what I wrote and I had an idea but I'm worried about it being too intricate. Yes I know, the idea of being worried about something being too intricate at the end of a 10ish page character sheet that follows a 25 forum page thread that describes one of the most detailed characters I've ever seen is more than a bit silly.
Yet I'm describing something that's common to all the tribunals so I want to make it useful for more than just the audience for Adelbert. I suppose everyone can, like Marko Markoko advocates, chose the level of optimization appropriate for their game.
If I re-write the first power listed in the device description above
Eye for the Call
InIm 19 constant effect
R: Arc. Conec., D: Sun, T:Ind
This is a continuous effect that constantly monitors the location at the end of the arcane connection for visual images. Note that this effect does not "see" the location by collecting species but instead simply detects the images present at that location and thus can function in complete darkness
(Base 1, +4 arcane connection, +2 sun, +1 level 2 uses per day, +3 levels environmental trigger)
This means that the location that is monitored by the devices can be completely dark and the masters of Magvilus only need to create a momentary image in a dark chamber to summon whomever they wish. It's more secure. I'm imagining an empty stone chamber perhaps a foot and a half in every direction in the foundation of the reception house, located beneath the floor with no way short of magic or a pickaxe to gain access, but being completely non-magical not a simple matter to find (without getting the information from the mind that has it).
I guess doing the wizard's war stuff in the Andreva thread did put me in a paranoid mindset.
Edit: The level 1 guideline says use a sense at a distance, a guideline for detect a visual image isn't published. I'd say "So what, let's make a new guideline. Detecting images is completely justified for intelligo Imaginem, heck, it's hard to think of a more straightforward application." but not everyone thinks as I do on this issue.