Ars Magica: The Unknown Storm (1-2 players)

Campaign Title: The Unknown Storm

System]: Ars Magica 5th Edition

# of Players: 4-5, but I already have three: JeanPatrick, Efaun, and Wits.

Deadline: I don't really know. I might set a deadline later if I feel somebody's taking too long, but heck, this is my first time SGing or doing a PbP, so I don't know how long it should take you guys or even how long I myself will need to prepare.

Starting Level: Five years post-Gauntlet. You guys all get one free Lesser Enchanted Device with a single level 25 or under effect, and can justify this however you like (usually, I imagine, as a gift from your parens).

Advancement Rules: I'm not sure what this means. Your five years post-Gauntlet will all use the normal 30 xp per year, subtract 10 per season of labwork. If this means something else, please tell me, I'll add more information.

Combat Rules: If this works for everyone, I'd like to use an instant messenger or group email or something at an agreed-upon time for our (rare) combats. This is mainly to avoid the game grinding to a halt during a combat. If this doesn't work... I'm not sure what I'll do.

Dice-Rolling Rules: I dunno. Most of me just wants to go by the honor system, but there's another part of me complaining about trusting people I've never met to tell me when they botch. Hmph. Let's just say honor system for now. You'll mostly roll your own dice, but I'll roll them in cases where doing so speeds up the game; for example, if we do combat by message after all, I might roll your Defense stress die for you, or if a dragon shoots fire at you I might roll your Qik+Athletics check to avoid it. Now, the big issue with doing this is magi and their fast-cast defenses. I guess I can just roll "just in case" and leave the options open to you to do something other than the action I rolled for (like dodging); I mean, rolling a few extra dice than I need to won't kill me, so I can afford to take action to speed things along in cases where things like fast-casting don't happen.

Special Rules: I don't have every single book ever released for Ars Magica 5th Edition, for which I apologize. I'll probably allow specific Virtues or Flaws from sources I don't have, so if you want one just describe it to me and ask. These are the sources I own: ArM5, Ancient Magic, Apprentices, all of the Realms of Power books, all of the Houses of Hermes books, a possibly-not-final version of tC&tC, Covenants, City & Guild, The Mysteries Revised, Art & Academe, Lords of Men, Broken Covenant of Calebais (never opened), Lion and the Lily (never opened), Living Covenant (never opened), Tales of Mythic Europe (never opened), Hedge Magic Revised Edition, and Rival Magic. If it's not from these sources, ask me about it. I'm totally willing to Houserule things in for character concepts, but I'm pretty sure most concepts are covered by the above books. I'm aware that not all of you own all the books that I've listed above. This is absolutely fine, and honestly I only listed them so you'd know what books I'm able to look through to verify your character choices; I won't be using all the books I just listed myself. Obviously, if you don't have ArM5, you're in trouble (that's the core rulebook, you need that!) but the only other book I really hope you all have access to is Covenants. We'll make it work if you don't, of course, but I really want to utilize all the Boons/Hooks, library rules, and especially laboratory personalization rules available in that book, and anybody who owns Covenants knows it wouldn't be very fair to let one player use the lab rules in covenants while another player can't given that they have a big impact on Lab Totals.

As for house rules, um... I don't know. I might end up house ruling on the spot in the future. One thing that does need to be clarified, however, because it's often ruled either way: the Aegis of the Hearth does have to Penetrate. Also, not sure if this really counts as a house-rule, but we'll be splitting the covenant Boons and Hooks half-and-half between the players' choice and my own.

Posting Rate: Twice a week minimum.

Absences: Tell me in advance if you'll be gone and I'll do what you ask of me with your character. If you just up and disappear, I'll NPC them for the rest of the adventure, play them as I believe you would, they very well might die, and if they don't die, I shall retreat them into their labs/the covenant library so you can advance them when you come back (with a good excuse for your disappearance!).

Writing Expectations: I want interesting things to read and respond to with each post, and would like some descriptive writing to go with it; try to avoid dialogue-only posts by adding description to how your character does and says things. However, I'm not expecting novel-grade writing either. Just give me a bit of effort, and I'll be satisfied.

Text Formatting: I want everybody to choose a dialogue color for their own magi and companions. Outside of that, as long as it's not difficult to read, do as you like with your typing. (So d[strike]o[/strike]n't do the previous two words, but [style=Helvetica]this is okay.[/style]

Plot- or Character-Driven: The saga will be almost entirely character-driven. I will have important plot-like things that occasionally mess with you for a couple of session-equivalents, but on the whole, this will be about you guys and the effects of your decisions.

Focus: Exploration, discovery, and growth, both in power and in person. You'll have opportunities to expand your covenant's relevance in the Hermetic scene, you'll see fantastic places and meet many powerful and interesting creatures, you'll encounter powerful and exotic traditions of spellcasters both within and outside the Order, and become much older, wiser, and more powerful over the course of the saga. There will be politics and combat, but I'd like those not to be the focus of the saga as a whole. And if possible, I'd really like to have as few stories as possible covering resource management... It just bores me. At the behest of the original request-er of this game, also, there will be some adventures by sea.

Character Types: Characters who will be willing to stick with this covenant in a place where no covenant has succeeded before through its thick and thins. Also, I'd prefer to avoid people who are too trigger-happy, especially with the Join or Die, because I'd like options other than combat to be explored rather than the saga becoming about a giant magical war. Which, don't get me wrong, could be an interesting saga and all, but it's not the kind I'd like to run here. Now, not being trigger-happy does NOT mean you have to be a good person. Feel free to play anything on the spectrum from a generous, kind-hearted, compassionate person who feeds orphans and defends the weak from their oppressors, to a selfish, mentally sick, conniving jerk who kicks puppies, keeps young girls as slaves, and practices diabolical sacrifice rituals for the sake of a Lab Total bonus. Characters having conflicting morals and interests is allowed, but try to keep it subtle; I don't want a conflict getting so bad that the covenant disbands over it. (Though in the case of the above example, you WILL get Marched if the larger Order finds out about your diabolism, so make sure you only share that with people you REALLY trust in-character... Being an abusive jerkwad isn't illegal, though, so of course feel free to do that.)

Campaign Description: The campaign will be taking place, tentatively, on the coast of the northern and colder parts of Scandinavia. This is an extremely vague placement as the area is very large, and much like all of Mythic Europe I don't know a whole lot about the place. I'll be making up a lot of information to suit the saga, but just know, you're by the sea, it's very snowy and icy everywhere for three seasons out of the year, and there will be several villages and travelling nomadic groups nearby. You've all gone there to set up a covenant, which is pretty much set up already by the start of the saga. All characters should already know each other, though how well they know each other is up to you players.

If there's anything else you want to know or have questions about, please ask. Let's have some fun!

Existence hereby confirmed. Concept forthcoming post haste.

I am in !

I would be quite interested in joining this game.

Okie dokie, you're in then. Any character concepts you're thinking about yet?

Hi there!

I am totally in :smiley:
The concept for my mage: I would like to play a mage that tries to resurrect the dead, because of some personal tragedy in his past (think Frankenstein as a wizzard). I'd like him to be from house bonisagius and I am going to aim for a driven/obsessed scientist. If it is fine with everyone I call dibs on green character text for him! He'd specialize in Creo and Corpus I think. Is this workable and agreeable for everyone?
As for a companion... I am not sure yet, perhaps something that fits to someone else's wizzard?

Concept: An ex misc from a shapeshifter tradition who is also a lycanthrope. He seeks to tame his inner beast (tm) by controlling magical creatures with his specialist rego-mentem-animal combo, with the final goal of building a menagerie of docile monstrosities.

This is his color.

Do we play here? Have you requested a subforum already, LuckyMage?

I'd like to play!
Possible magus ideas: A follower of pralix (Ex Miscellanea, specialise in understanding foreign magics, try to get people to join the order, will require troupe clarification on PeVi and ReVi spells as that's the spell mastery specialisations the lineage gets)
Or, a boar Bjornaer who pours his life into his magic (Life Linked Spontaneous Magic, so he can spont big spells early on, and will try and do the Bjornaer house quest to get life boost later on)
Or, if you want someone from a true lineage, a Tremere who wants to [strike]rip off[/strike] learn from what's best about the hedge magi.

Companion idea: A bookbinder who hunts and skins the creatures he uses for making the bindings with. Yes, he will bind a book in wyrmskin, but he wants in on the hunting of the beast. Yes, he will bind a book in human flesh but would prefer it if the corpse was legally obtained with the local thane's consent.

I'm thinking research oriented bonisagus looking for new mysteries to incorporate in the wild pagan lands.

I am new and all... how is it with 2 research oriented bonisagius characters?

Darkwing: I'm also thinking of getting life-linked and boost in keeping with the "mastering one's magical nature" theme. Not that there can't be two, of course, just so you know.

Most magi Bonisagi are research-oriented. It'll be totally fine. Especially since one of you is looking for breakthroughs based on the pagan Hedge magicians, while your character has a specific goal (raising the dead) which hasn't been fully accomplished by any tradition of Magic before. (The Divine have done it, but that doesn't help you.)

The two people with similar animal+Life focuses is slightly more confusing, but darkwing has other concept ideas to try and, more importantly, even if you both play the similar-looking concept, I'm sure once the characters are more fleshed out they'll be plenty unique anyway.

I guess I'll close this to new membership now. You guys all have some good concepts going for your magi. I'm quite interested in seeing those more fleshed out, and hearing about companion ideas. (darkwing, your companion concept is quite original. I applaud that.)

EDIT: Oh, and the email requesting my PbP subforum has been sent.

Ok, here is what I got so far:

Aurelius of House Bonisagius:
Concept: Trying to raise the dead to redeem himself for personal tragedy - Frankenstein and the monster rolled into one
Virtues: The Gift, Hermetic Magus, Puissant Magic Theory, Major Magical Focus (Necromancy), Puissant Creo, Puissant Corpus, Affinity Creo, Affinity Corpus, Inventive Genius, Affinity Magic Theory, Good Teacher
I am not sure this set of virtues does what I want it to do, but it seems this would make my character a Creo and Corpus specialist and a good lab rat. I might switch out Good Teacher for +1 int... but I do not know.
Flaws: Driven(Major, victory over death), Dependent(Major, brother's widow), Blatant Gift(Major), Warped Magic (Plant Life dies)
So... he is obsessed with cheating death and feels guilty for his brother's death, so he cares for his widow. I wanted blatant gift and warped magic to make the character feel more unnatura. I hope this is ok.
Characteristics: Intelligence +3, Communication +1

Exploring Childhood: Born with the name Karl he comes from a good family but the blatant gift means nobody wants to have him around, so he roams the forests. The only family member he actually gets along with is his brother, but his brother leaves the country to study medicine in italy. He gets ill treated by his family and life is a general hell during these years.
Forest Lore 2, Athletics 1, Awareness 1, German 5, Stealth 1, Surivival 2

Later Life (3 years - 45xp): He lives with his brother, who is a doctor, but mainly keeps to the woods, because of the blatant gift. It is better now, after university his brother takes him away from his parents and he comes to live with his older brother and his wife. His brother teaches him some things about his trade, but other people still shun Karl and so he keeps to the woods around the small town. Sometimes he gets into fights with other kids who react badly to his blatant gift. But all in all, Karl is quite happy with his situation and dreams of becoming a doctor like his brother. All this comes to an abprubt end when his brother gets sick and dies, with Karl being unable to do anything and the blatant gift and warped magic making sure that people do blame him for it. Before the townsfolk can lynch the boy, he gets found by his new master and taken in as an apprentice.
Chirurgy 1, Hunt 2, Swim 1, Concentration 2, Brawl 1

Apprenticeship (15 years, 240 xp, 120 levels of spells): So... during his apprenticeship the young Karl becomes obsessed with the power over life and creation and most of his study efforts are spent on "knowing the enemy" i.e. death from a magical perspective.
Magic Theory 3 (20xp bc. affinity, 5 effective from puissant), Artes Liberales 2 (15xp), Latin 5 (75xp), Parma Magica 1 (5xp), Scribe 1 (5xp), Code of Hermes 1 (5xp), Order of Hermes Lore (5xp), Finesse 1 (5xp), Penetration 1 (5xp), Philosophiae 1 (5xp), Magic Lore 1 (5xp), Teaching 1 (5xp)

Spells: Purification of the Festering Wounds (20), Awaken the Slumbering Corpse (25), Panic of the Trembling Heart (15), Scales of the Magical Weight (5), Senese the Nature of Vis (5), Touch of Midas (20), Lift the Dangling Puppet (15), Whispers through the Black Gate (15)

Forms and Techniques
Creo 9 (30xp, affinity) -> 12 effective bc. puissant
Corpus 9 (30xp, affinity) -> 12 effective bc. puissant
13 other forms and techniques at 1 -> 13xp
Mentem 3 (5xp)
Rego 3 (5xp)
Vim 2 (2xp)

As you can see, this is my wizzard at the gauntlet. About the 5 years afterwards... do we spend them elsewhere and then found a covenant together or do we found the covenant post gauntlet and then spend 5 years there? I have not chosen specialities for my skills yet, but it is on my list of things to do ^^ I want to go for hermetic breakthroughs... as I think those will have him go out from time to time to actually interact with people outside of the order...
So, this is my rough first draft any tips and stuff are appreciated.


For my character concept, I was thinking about playing a weather mage (kinda like the guy from the movie Powder). I am not sure from which house he will be yet.

Well, Efaun... Hm. My biggest concern is that Necromancy in Ars doesn't feel like it would apply to the eventual granting of life to the dead, since it's all about control. Also, small tip, you might want to take out the 1 xp per Art to bolster Rego and/or Mentem a bit more. Don't worry, the Hermetic Arts can be used at 0. Rule-wise though, you're good with what you've got.

Arktos ex Miscellanea

Characteristics: Int +3 (Shrewd), Per -2 (Near-sighted), Pre +1 (Imposing), Com 0, Str 0, Sta +2 (Robust), Dex 0, Qik 0

Size: 0
Age: 32 (32), Height: 160 cm, Weight: 70 kg, Gender: Male
Decrepitude: 0
Warping Score: 0 (0)
Confidence: 1 (3)

Virtues and Flaws:
The Gift, Hermetic Magus

From Tradition: Personal Vis Source (Rego)* [Location: Hair], Shapeshifter (Bear, falcon, dolphin), Restriction (Hairless)

Cautious Sorcerer (+1)
Boosted Magic (+1, True Lineages)
Life-Linked Spontaneous Magic (+3)
Deft Form (Mentem) (+1)
Life Boost (+1)
Cyclic Magic (Positive): +3 During Spring and Summer (+1)
Skilled Parens (+1)
Minor Magical Focus (Commanding) (+1)

Bound Magic (-1, True Lineages)
Motion Sickness (-1)
Covenant Upbringing (-1)
Driven (Magical Menagerie) (-3)
Lycanthrope (Bear, Soak: +3) (-3)
Magical Animal Companion (Hound, Size: 0, Might: 10) (-1)

Personality Traits: Brave +2, Slothful +1, Authoritarian +2, Compassionate +1

Dodge: Init: +0, Attack --, Defense +3, Damage --
Fist: Init: +0, Attack +2, Defense +2, Damage +0
Kick: Init: -1, Attack +2, Defense +1, Damage +3
Soak: +2

Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)

Animal Handling 1 (magical animals)
Artes Liberales 1 (astronomy)
Athletics 2 (running)
Awareness 1 (alertness)
Brawl 2 (Dodge)
Charm 1 (first impressions)
Code of Hermes 1 (mundane relations)
Concentration 2 (spell concentration)
Etiquette 1 (nobility)
Finesse 2 (Mentem)
Folk Ken 1 (magi)
Latin 4 (hermetic usage)
Leadership 2 (magical creatures)
Living Language 5 (expansive vocabulary)
Magic Lore 2 (creatures)
Magic Theory 3 (inventing spells)
Order of Hermes Lore 1 (personalities)
Parma Magica 3 (Ignem)
Penetration 3 (Mentem)
Philosophiae 1 (ceremonial magic)
Shapeshifter 3 (In Dominion)

Arts: Cr 5, In 7, Mu 6, Pe 5, Re 10, An 9, Aq 2, Au 0, Co 0, He 2, Ig 0, Im 5, Me 10, Te 0, Vi 0

Encumbrance: 0 (0)

Spells Known:
Beast of Outlandish Size (MuAn 15) +17
Clear Sight of the Naiad (InAq 5) +11
Clothe the Naked Form (CrHe 10) +9
Aura of Ennobled Presence (MuIm 10) +13
Personal Veil of Invisibility (PeIm 15) +12
The Blinding Eye (PeMe 5) +17 R:Eye, D:Mom, T:Ind
Renders the target insensate for a moment, sufficient for the caster to slip past him, raise a shout, cast a spell, or pick his pocket. Only the initial eye contact is registered by the target. (Base 4, +1 Eye)
The Call to Slumber (ReMe 10) +22
Sympathy for the Magus (PeAn 5) +16 R: Eye, D: Mom, T: Ind, +1 Size
Makes a beast shed some of its feathers, hair, scales, or similar. The amount lost is not sufficient to hamper the beast. (Base 3, +1 Eye, +1 Size)
Loss of But a Moment's Memory (PeMe 15) +17
Understand Me (InMe 20) +19 R: Eye, D: Mom, T: Ind
The caster speaks two words to an intelligent target, and the target understands them. (Base 15, +1 Eye)

Spells under focus:
Aura of Rightful Authority (ReMe 20) +32
Eye of Beast Mastery (ReAn 25) +30 R: Eye, D: Diam, T: Ind
As Mastering the Unruly Beast, but with Diameter and Eye. (Base 15, +1 Eye, +1 Diam)
Look at Me (CrMe 15) +22 R: Sight, D: Mom, T: Ind
This spell creates a thought in the imagination of the target, causing him to look directly at the caster even if the caster has not been previously noticed by the target. This glance is sufficient to make eye contact. If concentrating on another task, the target may make a Stamina + Concentration roll against an Ease Factor of 6 to resist. This spell is most often cast with no voice or gestures as a subtle way of attracting someone’s attention. (Base 4, +3 Sight; A&A p. 32)
Look at Me, Beast (ReAn 5) +30 R: Sight, D: Mom, T: Ind
As Look at me, above, but base 2 for "plant single suggestion" (Base 2 +3 Sight).
Coerce the Spirits of the Night (ReMe 20) +32

Arktos is a stocky, shortish man with determined eyes. As he plods along, his odd gait makes his bushy beard and long hair flail about. When he talks to people, he tends to stand so close that they smell fish in his breath. He is a bit gruff and pushy, but has a soft spot for those weaker than himself. When cornered, he is fearless.

Arktos likes to have his way. His magic is almost exclusively geared towards ordering others around, and he has an unparalleled talent for controlling his spells. Few know, however, that there is an aspect of his magic that he cannot control: Every full moon, he transforms into a fierce, menacing werebear. At the end of some of these episodes, he sheds a sliver of silvery hair that contains Rego vis. Arktos hates losing control in this way. He tries to compensate by ruling other magical creatures. Thus far his magical menagerie is limited to his hound Remus.

The Quinotauri tradition, ex Miscellanea:
The Quinotauri claim to descend from a disowned second son of Merovech, the founder of the Merovingian dynasty and a son of the shapeshifting monster Quinotaurus (for more information, see the Normandy tribunal book, esp. p. 8 ). This heritage supposedly grants them the ability to shapeshift, but also binds their magic to their hair. Although originating in the Normandy tribunal, the tradition’s penchant for seeking out magical monstrosities has meant that its members tend to thrive on the Order’s outskirts.

XP breakdown:
[spoiler]Childhood (45xp)
Athletics 0 -> 2 (15)
Brawl 0 -> 2 (15)
Folk ken 0 -> 1 (5)
Awareness 0 -> 1 (5)
Charm 0 -> 1 (5)

Later life (7x15=105)
Latin 0 -> 4 (50)
Shapeshifter 1 -> 3 (25)
Concentration 0 -> 2 (15)
Etiquette 0 -> 1 (5)
Leadership 0 -> 1 (5)
Order of Hermes Lore 0 -> 1 (5)

Apprenticeship (240 + 60 = 300 xp, 150 + 30 = 180 levels, with Skilled Parens)
Animal Handling 0 -> 1 (5)
Finesse 0 -> 1 (5)
Artes Liberalel 0 -> 1 (5)
Code of Hermes 0 -> 1 (5)
Magic Lore 0->1 (5)
Magic Theory 0 -> 3 (30)
Parma Magica 0 -> 1 (5)
Penetration 0 -> 2 (15)
Creo 0 -> 5 (15)
Intellego 0 -> 5 (15)
Muto 0 -> 6 (21)
Perdo 0 -> 5 (15)
Rego 0 -> 10 (55)
Animal 0 -> 7 (28)
Aquam 0 -> 2 (3)
Herbam 0 -> 2 (3)
Imaginem 0 -> 5 (15)
Mentem 0 -> (55)

Outlandish 15
Eye of Beast 25
Naiad 5
Naked 10
Ennobled 10
Personal veil 15
Aura of 20
Blinding 5
Slumber 10
Coerce 20
Loss 15

After Apprenticeship (5x30=150)
Magic lore 1 -> 2 (10)
Finesse 1-> 2 (10)
Parma 1 -> 3 (25)
Leadership 1 -> 2 (10)
Philosophiae 0 -> 1 (5)
Penetration 2 -> 3 (15)
Intellego 5 -> 7 (13)
Animal 7 -> 9 (17)

Look at Me (15)
Look at Me, Beast( 5)
Understand Me (20)
Sympathy for the Magus (5)
= 45[/spoiler]

Hi everyone,

This is a rought overview of my character. The background and spells will follow tomorrow when I have more time to write it.

Is blue taken?
Venti Ex Bonisagus

Birth name/Baptisimal name: Lorenz Vogel

Venti is an albinos man, with clear blue eyes and an athletic build. He likes to engage in conversation with people, however because of his akwards ways and weird look, most interlocutor tends to cut short conversation, so he spends his time mostly by himself.

In the year of our Lord 1193, a particularly powerful storm hit the northern coasline of the Rhine Tribunal coastline many ships and sailors were lost to the sea. An event that occured during that night in Lübeck, which is still talked about in Lübeck to this day. During that storm a battered cog entered the harbour and its crew, strange looking fellows, sought refuge from the storm in many places. But the townspeople were wary of these men, as they had an unatural look and a foreign language no one had never before.

An impoverished merchant finally let them in him rundown house by an empoverish merchant, convinced by the strangers' silver coins. However, unbeknownst to him, during that night, that his daughter was seduced by the most charming of them. Over the course of the next week, the strangers repaired their ships and one morning, they wre gone, to everyone's relief. Venti's grandfather would die later that year, crushed by a wooden beam, when a crane unloading a cargo grain from Danzing collasped on him.

Nine months later, as waves were crashing into the harbour's wall, projecting sea spray in they air and an unusually strong gale was damaging anchored ships and rooftoops, she gave birth to Venti.The wisewoman crossed herself seing the white infant, soon the news spread like wildfire, along accusation of witchcraft, consorting with demons. Fearing for her life and her newborn's, she left Lübeck the next morning, leaving everything behind.

She eventually found her way into a covenant in Holstein, where she worked as a maid.

(to be continued)

Int : 3 (quick-witted)
Sta : 2 (lean build)
Com : 1
Per : 1
Str : 0
Dex : 1
Qik : 1
Pre : -2 (awkward)

Loyal 2
Optimistic 3
Independant 2
Generous 1
Reckless 1


Major magical focus (weather) 3
Affinity with creo 1
Puissant creo 1
Puissant auram 1
Affinity with auram 1
Magical blood (people of the cloud) 1
Puissant Penetration 1
Skilled Parens 1
Puissant magic theory free


Optimistic 3
Covenant Upbringing 1
Hedge wizard minor 1
Plagued by supernatural entity 3
Disfigured (albinos) 1
Weird Magic 1

Early Childhood (0-5) (45 xp)

Athlethic 1 (running) 5
Brawl 1 (dodging) 5
Swimming 1 (underwater maneuvering) 5
Low German 5 (slang) Free
Folk ken 1 (covenfolks) 5
Awareness 2 (Alertness) 15
Latin 1 (weather terms) 5
guile 1 (covenfolk) 5

Later Life (5-7) (30 xp)

Latin 3 (weather terms) 25
Stealth 1 (sneak) 5

Apprenticeship (7-17) (240 xp, 120 spell levels)

Parma magica 1 (mentem) 5
Magic theory 5+2 (creo) 75

Penetration 1 (auram) 5
Concentration 1 (spell concentration) 5

Finesse 1 (precision) 5
Leadership 1 (laboratory work) 5

Etiquette 1 (covenfolk) 5
Code of Hermes 1 (mundane relations) 5

Magic Lore 1 (magical creatures) 5
O.of H. Lore 1 (personalities) 5

						Total : 120 xp for abilities


Creo 12+3 60 (90)
Auram 12+3 60 (90)

						Total : 120 xp for arts

Spells :

ReMe 10 The Call to Slumber
ReIm 10 Wizard's sidestep
PeIm 15 Veil of Invisibility (R: Per, D: Sun, T: Ind)
InAu 25 Eyes of the Bat
PeAu 30 The Cloudless Sky Returned
CrAu(Re)30 Wings of the soaring wind
ReAu 30 Ward against the Storm’s Fury

This spell keeps lightning at bay, unable to approach within 1 pace of the caster. This renders the

caster immune to lightning damage up to +30 in intensity; she is also immune to the ‘knock-back’ effect

associated with lightning strikes.
Phillida notes that some members of House Flambeau have developed lightning magics which can breach even

this exceptional ward, so warns against complacency.

(Base: 10,+2 Sun,+2 up to +30 damage)

N.B. On the Net Grimoire, this is a level 40 spell (they added +4 magnitude for +30 soak). I disagree

with that because there is no clear guidelines (i.e., base 4) for ignem but there is one for Auram,

(i.e., base 10).It is also less versatile, as it only protect against lightning.+2 magnitude seems


Skilled Parens (60 xp, 30 spell levels)

Latin 4 (Hermetic usage) 20
A. Liberales 1 (Ritual magic) 5
Teaching 1 (Magic Theory) 5
Penetration 3 (Auram) 25
Philosophae 1 (Ritual magic) 5

After apprenticeship, 5 years

Year 1

Rego 5 15
Parma magica 2 10
Creo 13 2 (3)
Auram 13 2 (3)
Vim 1 1

Year 2

-The Incantation of Lightning CrAu 35
(Creo 16, Auram 16, Focus 16, Int 3, Aura 3, Magic theory 8, Nocturnal 2, Double Overtime 6)

-Pull of the Skybound Winds CrAu 30
-Broom of the wind, Charge of the angry winds CrAu 30
-Breath of the Impenetrable Fog, Jupiter's Resounding Blow CrAu 20, CrAu 10

CrAu 20
R: Touch D: Sun T: Individual

By this spell, the Maga is able to create a thick, impenetrable fog that extends for about a mile in

every direction. Visibility within this severe fog can be restricted to only a few paces. Strong winds

can cause the fog to move (as a mass) and at the end of the spell the fog dissipates naturally.
Aware that some of the nobles had taken an interest in her, Carissa became aware that she was being

followed (she presumed in an attempt to trace her covenant). She waited until she had ridden up into the

hills, before using this spell to hide her from her pursuers. She recommends using the spell ‘True Sight

of the Air’ in conjunction with this spell. Can be cast inside. (modified version the a spell found on

the net grimoire)

(Base: 3, +1 Touch, +2 Sun, +1 Size, +1 unnatural)

Year 3

Spell Mastery (The Incantation of Lightning) 3 30
(Penetration, Multiple Casting, Spell Resistance)

Year 4

Perdo 5 15
Intellego 5 15

Year 5

  • Quiet the Raging Winds PeAu 20
  • Circling winds of Protection CrAu(Re)20
  • True Sight of the Air InAu 15
  • Whispering Winds InAu 15

Any news on the subforum?

Nothing at all. No return email, no post, and well, obviously no subforum. They're probably busy, so let's just stay patient. :slight_smile:

Sent to webmaster or Michelle Nephew?