Back Story: Laguna Sententia

It came up BECAUSE of Via Experimenta, foo'. You're giving me causalty errors here.

So, what needs to be figured out? The name of the monastery, and the all that. The threat that brings in the magi. What makes the regio so delicious for magi to live in without actually providing cash-money? Why is it sentient?

Boons and Hooks (these are just suggestions)

Site

  • Conscious Space, Major+ - a literal interpretation of Laguna Sententia, the lake has an avatar-being who regularly interacts with the magi

  • Regio, Major+ - "magical regio that only natives can safely navigate." Curiously, this is the closest thing to "a regio with only one entrance and one exit" on the list.

  • Mystical Portal, minor+ - controlled by the magi

  • Seculsion, minor+ - the monastery is far from civilization, which is why it's doing so poorly

  • Unnatural Law, minor+ - there's something about the Magic regio within the monastery's divine aura that equates to hermetic largesse. Perhaps silver is so durable that it counts as Flawless equipment/tools?

  • Highly Mutable, Major- - "mutable in ways that are difficult for the magi to predict or control" (maybe just the part outside the Aegis?)

  • Road, Major- - supernatural crossroad, where the danger comes from

  • Regio, major- - a regio not inhabited by the magi full of inhabitants who "occasionally come out and cause problems"

  • Mutable, minor- - "mutable in ways even the unGifted find simple"

  • Uncontrolled Portal, minor- - mystic portal the magi do not control

  • Urban, minor- - "in a small market town," to simulate being inside a monastery?

Fortifications
Free: Island, Small Tower
Minor: Edifices, Important Buildings,
Minor hooks: Crumbling, Outbuildings, wooden,

Resources
Minor Boon: Hidden Resources, Right (granted to monastery),
Major Hooks: Indebted (to Church?), poverty (0 income, no mundane resources)
Minor Hooks: Contested Resources, Dwindling Resource, Flawed Resources, Illusory Resources, Indebted(to Church?), Poverty (Lesser income, no surplus), Regional Produce (which the monastery isn't taking advantage of...yet), Vis Salary (guard duty?)

Residents
Minor Boons: Criminals (reformed and reborn), Literate Covenfolk, Local Language (Church Latin), Strong Community
Major Hooks: Divided Loyalty, Superiors (abbot)
Minor Hooks: Dark Secret, Dumping Ground, Gender Imbalance, House Church (meaning the monastery), Incompetent Covenfolk, Infants (we don't make any), Rights and Customs (monastic), Superiors (abbot)

External Relations
Major Boon: Dedicated Covenant, Powerful Ally
Minor Boon: Local Ally (abbot), Prestige, Promised Favors
Minor Hook: Church Territories, Itinerants, Unsubtle Predeccesor (early bribes)

Surroundings
Major Boon: Tithing Miracles
Major Hook: Meddlesome Saint, Monster, Pilgramage Site
Minor Hook: Death Prophecies, Monastery, Sanctuary, Site of Weakness

Those are some ideas that struck me.

Tie it to the muspelli, or their local equivalents.

The portal is a tie to the realm of the Jotun, from which their minions flow through. Should muspelli learn of it, the monastery could be assaulted by both sides, the muspelli hoping to create a way for their masters. The minions hope to enlarge it, too.

The regio... What if it grants Unaging, Cautious Sorcerer or some similary precious virtue that extends the life of magi? Unaging being better, since it also acts on covenfolk

I don't have Rival Magic, but the general concept of cultists seeking to wake up their Old Gods seems like a nice fit.

I also really like the idea of the regio granting Unaging -- it fits very nicely with Viscaria's long pre-apprenticeship there. And while I like the idea of Cautious Sorcerer, it seems like a benefit which is hard to notice if someone is bestowing it upon you. It needs to be the kind of bounty that you walk into the room, and know that you can't tell anyone about this.

I have a couple of character ideas, one magus and one Companion. The magus would be Columba, the Irish Quaesitor with a well-groomed reputation for being a bumbler. The Companion would be a French un-Gifted Redcap named Fedora. Never played either House before, could be interesting.

Is the Quaesitor is corrupt? Otherwise, how do they manage to continue to keep quiet about the goldmine they're sitting on?

For similar reasons, I don't think the Redcap would ever be allowed to see beyond the monastery which surrounds the regio of Laguna Sententia.

AND, this isn't going to be a campaign, it's just covenant creation. Unless a flashback becomes necessary for some reason, which could be kind of cool.

We still need to pick boons and hooks.

That last post was bad brainstorming on my part. I shouldn't ever say No to an idea just because it jars with my understanding.

Let me instead ask, why the appeal to picking these character concepts for Laguna Sententia? As evidenced by my initial reaction, they seem out of place to me, and I'm curious to know how they fit into the location concept for you.

They're just a couple of characters that I would like to play. It doesn't have to be here.

Haven't forgotten about this, just haven't been focused much on it lately.

I had some time this WE :frowning:
So I stated my tremere necromancer, and his dead twin sister's ghost :smiley:
Will put them here whenever I can.

My first thought, on reading the background and hooks, was a crossroads of regios. Divine, magic, fairy and infernal. The have distinct boundaries. Beings from any of them come across to cause problems.

No worries. It's not important, just meant to be fun.

Again, my only concern is that it'd make the secret-horde-of-awesome angle tough. If your Quaesitor concept can fit that idea somehow, than I have no objection.

I mean, it's not like we're actually going to be playing this covenant.

~snicker~ Genius!

We also have Norbert Gunthar ex Verditus, alchemist who will grow up to experiment on baby half-fae and elementals. Probably a Rego specialist.

Hrm....adds a certain bit of flavor to explaining why Norbert Gunthar would have grafted an Earth Elemental onto Viscaria's soul. Maybe he was planning to try adding angel wings next....

And singing the whole while...

Ashka, Tremere Necromancer
Characteristics: Int +3, Per 0, Pre +2, Com +2, Str 0, Sta +1, Dex -3, Qik 0
Size: 0
Age: 26 (26), Height: 168 cm, Weight: 72 kg, Gender: Male
Decrepitude: 0
Warping Score: 0 (0)
Confidence: 1 (3)
Virtues: Hermetic Magus, Flawless Magic (Study Totals: Doubled for spell mastery), Good Teacher, Puissant Magic Theory, Cautious Sorcerer (Bonus: Three fewer botch dice casting spells or in lab), Leadworker [Penetration Bonuses: +2: Katadesmos tablet inscribed with the name of a victim; +2: Kolossos representation; +3: Kolossos constructed with a sympathetic connection from the body of the victim imbedded in it], Affinity with Mentem, Affinity with Corpus, Minor Magical Focus (Certamen)*, Second Sight, The Gift
Flaws: Ambitious, Deficient Technique (Muto), Flawed Parma Magica (Animal), Limited Magic Resistance (Animal), Magic Spirit Companion (Dead Twin Sister), Poor Memory (Names).

Combat:
Dodge: Init: +0, Attack --, Defense +1, Damage --
Fist: Init: +0, Attack -1, Defense +2, Damage +0
Kick: Init: -1, Attack -2, Defense +0, Damage +3
Soak: +1
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Abilities: Artes Liberales 1 (ritual magic), Awareness 2 (determining effect), Bargain 1 (Enchanted Items), Brawl 1 (Fist), Charm 2 (first impressions), Code of Hermes 1 (tribunal procedures), Concentration 2 (spell concentration), Etiquette 1 (the church), Finesse 2 (Corpus), Folk Ken 1 (magi), Guile 1 (elaborate lies), Intrigue 2 (plotting), Latin 4 (hermetic usage), Leadership 1 (laboratory work), Magic Theory 3+2 (Rego), Occitan 5, Order of Hermes Lore 1 (personalities), Penetration 1 (Rego), Philosophiae 1 (ritual magic), Scribe 1, Second Sight 2

Arts: Cr 7, In 7, Mu 0, Pe 2, Re 7, An 0, Aq 0, Au 0, Co 9, He 0, Ig 0, Im 1, Me 9, Te 1, Vi 1
Equipment:
Encumbrance: 0 (0)

Spells Known:

Corpus Spells
Awaken the Slumbering Corpse (ReCo 25) +18, Mastery 1 (imperturbable casting)
Charm Against Putrefaction (CrCo 10) +18, Mastery 1 (quiet casting)
Whispers Through the Black Gate (InCo(Me) 15) +18, Mastery 1 (imperturbable casting)
Wizard's Leap (ReCo 15) +18, Mastery 1 (fast casting)

Mentem Spells
The Call to Slumber (ReMe 10) +18, Mastery 1 (multiple casting)
Coerce the Spirits of the Night (ReMe 20) +18, Mastery 1 (penetration)
Posing the Silent Question (InMe 20) +18, Mastery 1 (stalwart casting)

Terram Spells
Unseen Arm (ReTe 5) +10, Mastery 1 (precise casting)


He had a twin, and the two were close, until they were separated by Ashka's apprenticeship. Still, they shared a strange bond, despite the distance. Aska's Parens, Herman of Tremere, was studying it from Ashka's side, when Julie was brutally killed by an angry noble. Upon her death, the same bond that linked her to Ashka kept her spirit from departing, whisking it to Ashka's side, where she remains since then. Despite this, she is still quite independent, especially as she's actually stronger than her brother. She doesn't play upon it, far to the contrary, but she doesn't obey her brother if she disagrees.

Julie, Dead Sister's Ghost
Magic Might: 10 (Mentem)
Characteristics: Int +2, Per +2, Pre 0, Com 0, Str 0, Sta 0, Dex 0, Qik +1
Size: 0
Season: Summer
Age: 15 (15), Height: 168 cm, Weight: 72 kg, Gender: Male
Decrepitude: 0
Warping Score: 0 (0)
Confidence: 1 (3)
Virtues and Flaws: Magic Spirit, Second Sight, Magical Air* [Type: Normal], Humble
Qualities and Inferiorities: Lesser Power × 6: 150/150, Improved Powers × 1: 5/5, Personal Power × 3: 75/75
Combat:
Dodge: Init: +1, Attack --, Defense +1, Damage --
Fist: Init: +1, Attack +0, Defense +1, Damage +0
Kick: Init: +0, Attack +0, Defense +0, Damage +3
Soak: 0
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: Animal Handling 5 (Sheep), Concentration 2 (spell concentration), Area Lore: Village 3 (personalities), Awareness 2 (keeping watch), Bargain 1 (Sheep), Charm 2 (being witty), Farmer 2 [Category: Provisions], Finesse 5 (Terram), Folk Ken 3 (peasants), French 5, Second Sight 5, Weaver 2 [Category: Consumables]
Equipment:
Encumbrance: 0 (0)

Powers:
Sight Beyond Sight (Personal: 50), Points: 0, Initiative: Qik-2, Form: Imaginem, Range: Per, +0, Duration: Diam, +1, Target: Vision, +4, Level: InIm30, Design: 30 levels, Base 5, +1 Diam, +4 Vision, -3 Might cost, +1 Initiative cost
Flight of the Hummingbird (Personal: 25), Points: 0, Initiative: Qik-1, Form: Mentem, Range: Per, +0, Duration: Sun, +2, Target: Ind, +0, Level: ReMe15, Design: 15 levels, Base 4, +2 Sun, +1 constant, -2 Might cost
Whispers Through the Black Gate (Lesser: 20), Points: 2, Initiative: Qik-6, Form: Corpus, Range: Touch, +1, Duration: Conc, +1, Target: Ind, +0, Level: InCo15, Design: 15 levels, Base 5, +1 Touch, +1 Conc, -1 Might cost
The Unseen Porter (Lesser: 20), Points: 0, Initiative: Qik-4, Form: Terram, Range: Voice, +2, Duration: Conc, +1, Target: Ind, +0, Level: ReTe10, Design: 10 levels, Base 3, +2 Voice, +1 Conc, -2 Might cost
Invisible Sling of Vilano (Lesser: 30), Points: 0, Initiative: Qik-2, Form: Terram, Range: Touch, +1, Duration: Mom, +0, Target: Ind, +0, Level: ReTe10, Design: 10 levels, Base 5, +1 Touch, -2 Might cost, +2 Initiative cost, Special Abilities: multiple casting, Power Spell Mastery: 1
Eidolon (Lesser: 30), Points: 0, Initiative: Qik-6, Form: Imaginem, Range: Touch, +1, Duration: Conc, +1, Target: Ind, +0, Level: CrIm15, Design: 15 levels, Base 2, +1 Touch, +1 Conc, +2 move at command, +1 intricacy, -3 Might cost
Control the Human Thrall (Lesser: 50), Points: 0, Initiative: Qik-10, Form: Mentem, Range: Touch, +1, Duration: Conc, +1, Target: Ind, +0, Level: ReMe25, Design: 25 levels, Base 15, +1 Touch, +1 Conc, -5 Might cost: Control a human being as long as you can see him

So, it seems like so far we have the amoral Verditus, Ashka the Necromancer, and an Irish Quaesitor? Possibly also a Tytalus, who champions for Viscaria's freedom when s/he discovers the conditions Norbert is keeping her in. Unless the Guernicus or Tremere wants that element of the backstory?

Aska wouldn't remark it much, nor care greatly if he did. Julie, on the other hand, would, and would help, as well as possibly enlist her brother, bothering him until he does something.

Since this means deprivation of magical power, he wouldn't to anything much than discussing it with Norbert, although he could distract him while julie helped Viscaria escape, for exemple.

But this would be a great challenge to a tytalus, IMO.

I like the idea that Julie helped him out! Could we rework her character sheet to include some of the skills he learned pre-apprenticeship? Perhaps Julie visited Viscaria in her cage while Norbert wasn't looking and taught her the rudiments of Latin, Artes Liberales, or Architecture?

Well, 2 things:

  • Julie is a magical spirit, with -10 to advancment
  • That's Julie as of 1166. I intend to advance her, though, but not very much. I'm counting on an average of 1XP per season and 1 pawn of vis per year (She'll probably hoard these for Transformation).
    => She's not likely to change much.

Nonetheless, it would be cool, yes :smiley: I'd like the 2 of them to have struck a frienship, especially since julie, by then, would certainly be happy to have a friend and someone to speak to who isn't Aska

So, since Laguna Sententia began in 1266, I did him up to 1225.
Assuming Tremere support allows for an average of 35XP per year instead of 30 (so 3 seasons at 10 XP, one at 5XP), doing lab work only on the 10XP seasons.
Assumed lab texts for spells that were reasonably available to a Tremere, inventing otherwise. Didn't optimize his seasons anyway :laughing:

In a way, he's surprisingly weak for a magus of 60 years out of apprenticeship, save in his specialties, but I like him a lot, especially in that he has a lot of spells, which, IMO, is very magus-y :smiley:.

The Metacreator file is here

Going out, eating cakes, hoping to connect some more this WE. See you! :smiley:


For those without MC:

Aska, Tremere Necromancer, as in 1225
Characteristics: Int +3, Per 0, Pre +2, Com +2, Str 0, Sta +1, Dex -3, Qik 0
Size: 0
Age: 85 (45), Height: 168 cm, Weight: 72 kg, Gender: Male
Decrepitude: 0
Warping Score: 5 (13¾)
Confidence: 1 (3)
Virtues: Hermetic Magus, True Friend (Familiar) (Bonus: +3 to appropriate Personality Traits), Flawless Magic (Study Totals: Doubled for spell mastery), Good Teacher, Puissant Magic Theory, Cautious Sorcerer (Bonus: Three fewer botch dice casting spells or in lab), Leadworker [Pentration Bonuses: +2: Katadesmos tablet inscribed with the name of a victim; +2: Kolossos representation; +3: Kolossos constructed with a sympathetic connection from the body of the victim imbedded in it], Affinity with Mentem, Affinity with Corpus, Minor Magical Focus (Certamen), Second Sight, The Gift
Flaws: Ambitious, Deficient Technique (Muto), Flawed Parma Magica (Animal), Limited Magic Resistance (Animal), Magic Spirit Companion, Poor Memory (Names)
Personality Traits: Callous +2, Helpful (Sister) +1, Loyal (Familiar) +3, Loyal (House Tremere) +3, Loyal (OoH) +2, Organized +1, Patient +2

Combat:
Dodge: Init: -1, Attack --, Defense +2, Damage --
Fist: Init: -1, Attack +0, Defense +3, Damage +0
Kick: Init: -2, Attack -1, Defense +1, Damage +3
Soak: +10
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: Area Lore: Laguna Sententia 2 (legends), Artes Liberales 4 (ritual magic), Awareness 2 (determining effect), Bargain 2 (Enchanted Items), Brawl 2 (Fist), Charm 2 (first impressions), Code of Hermes 2 (tribunal procedures), Concentration 4 (spell concentration), Covenant Lore: Laguna Sententia 3 (history), Covenant Lore: Coeris 1 (politics), Etiquette 2 (the church), Finesse 3 (Corpus), Folk Ken 2 (magi), Guile 2 (elaborate lies), House Tremere Lore 4 (Doctrina), Infernal Lore 1 (undead), Intrigue 3 (plotting), Latin 4 (hermetic usage), Leadership 2 (laboratory work), Magic Lore 4 (Ghosts), Magic Theory 6+2 (Rego) (13), Occitan 5 (Catalan), Order of Hermes Lore 2 (personalities), Parma Magica 6, Penetration 6 (Rego), Philosophiae 4 (ritual magic), Ride 2 (speed), Scribe 2, Second Sight 4 (ghosts), Teaching 2

Arts: Cr 13, In 7, Mu 10, Pe 8, Re 21, An 6, Aq 5, Au 5, Co 24, He 5, Ig 5, Im 6, Me 24, Te 5, Vi 11

Equipment:

  • Lorica Impenetrabilis (Partial Leather Scale Armor) (Soak: 8 ) (Soak: 8; Protection: 7; Creator: Arkitektos Tremeris; Created: Autumn 1219; Vis Capacity: 10; Effect Name: Lorica Impenetrabilis (DDT p 323); Effect Level: 19; Effect Details: R: Per, D: Sun, T: Ind, Frequency: 2/day, Trigger: Constant; Arts: MuAn 15; Design: Base 4, +2 Sun, +1 Halved Load; Total Effect Level: 19);
  • TALISMAN: The Skull Whip (Creator: Aska, Tremere Necromancer; Created: Spring 1167; Vis Capacity: 45; Talisman
    Attunement Bonus: Human Skull: +5 destroy or control ghosts; Magnet: +4 Rego Corpus; Whip: +4 control human or animal body; Total Pawns Invested: 21; Total Effect Level: 192
  • Effect Name: Endurance of the Berserkers
    Effect Level: 24; Effect Details: R: Per, D: Conc, T: Ind, Frequency: 12/day, +5 Maintains Concentration; Arts: ReCo 15
  • Design: Base 10, +1 Conc
  • Effect Name: Awaken the Slumbering Turb
    Effect Level: 50; Effect Details: R: Voice, D: Conc, T: Group, Frequency: 1/day, Penetration: 30; Arts: ReCo 35
    Design: Base 10, +1 Conc, +2 Group, +2 Voice.
    A group version of Awaken the Slumbering Corpse
  • Effect Name: The Leap of Homecoming
    Effect Level: 35; Effect Details: R: Per, D: Mom, T: Ind, Requisites: Animal, Herbam, Terram, Frequency: 1/day; Arts: ReCo 35
    Design: Base 35
  • Effect Name: Personnal Ward Against Spirits
    Effect Level: 38; Effect Details: R: Per, D: Conc, T: Circle, Frequency: 24/day, +5 Maintains Concentration, Penetration: 15
    Ward against spirits belonging to one realm with a Might less than the level of the spell => Ward against Magical Spirits of Might 15 or less; Arts: ReMe 20
    Design: Base 15, +1 Conc
  • Effect Name: Maintaining the Demanding Spell
    Effect Level: 45; Effect Details: R: Touch, D: Conc, T: Ind, Unlimited use, +5 Maintains Concentration; Arts: ReVi 30
    Design: Base 20, +1 Conc, +1 Touch

Encumbrance: 1 (1)

Spells Known:

Animal Spells

  • The Gentle Beast (ReAn 25) +29, Mastery 1 (imperturbable casting)

Corpus Spells

  • Animate the Slumbering Corpse (ReCo(Me) 35) +48, Mastery 2 (penetration, ceremonial casting). HP p 97: As "Awaken the Slumbering Corpse", with duration Sun, and the commands may be mental instead of verbal. Must concentrate to give any order.
  • Awaken the Slumbering Corpse (ReCo 25) +48, Mastery 2 (imperturbable casting, penetration)
  • Bind Wound (CrCo 10) +39, Mastery 1 (quiet casting)
  • Charm Against Putrefaction (CrCo 10) +39, Mastery 1 (quiet casting)
  • Control the Dead Turb (ReCo 40) +47, Mastery 1 (penetration). Animate a corpse
  • Create a Dead Turb (CrCo 20) +49, Mastery 1 (obfuscated casting). HP p 116. This ritual permanently creates 10 human corpses
  • Dust to Dust (PeCo 15) +34, Mastery 1 (quiet casting)
  • Flight (Magicus Volitans) (ReCo 25) +47, Mastery 1 (precise casting). Move a target quickly in any direction you please. See De Domo Tremeris p 276. This allows to fly quickly. Per + finesse must be rolled for maneuvers more complex than gross movement. One must also concentrate when doing maneuvers. If he doesn't, the last order stays active.
  • Hold! (Abstinete) (ReCo 20) +47, Mastery 1 (fast casting). Hold a target's body motionless. DDT p 274
    The Leap of Homecoming (ReCo(AnHeTe) 35) +28, Mastery 1 (quiet casting)
  • Obliterate Refuse of the Body (Deleo Faex Corporis) (PeCo 10) +34, Mastery 1 (quiet casting). DDT p 273: Destroys all stray bits of Corpus material in a room. Corpus material that is still part of a living entity is unnafected. Magi Tremeris use this spell as a way to prevent potential Arcane Connections from being gathered from their living quarters.
  • Purification of the Festering Wounds (CrCo 20) +39, Mastery 1 (quiet casting)
  • Sight of the True Form (InCo 25) +33, Mastery 1 (quiet casting)
  • The Walking Corpse (ReCo(Me) 35) +57, Mastery 1 (tethered casting)
  • Whispers Through the Black Gate (InCo(Me) 15) +33, Mastery 1 (imperturbable casting)
  • Wizard's Leap (ReCo(AnHeTe) 15) +29, Mastery 2 (fast casting, precise casting)

Imaginem Spells

  • Demanding Veil of Invisibility (PeIm 15) +16, Mastery 1 (quiet casting). Like Veil of Invisibility, but with Duration: Conc. It is usually maintained by the Talisman

Mentem Spells

  • The Call to Slumber (ReMe 10) +47, Mastery 1 (multiple casting)
  • Coerce the Spirits of the Night (ReMe 20) +47, Mastery 1 (penetration)
  • Deep Sleep of the Turbulent Mundanes (ReMe 30) +47, Mastery 1 (penetration). As "The Call to Slumber", with Sun Duration, and Group Target
  • The Face in the Mirror (ReMe 40) +47, Mastery 1 (penetration)
  • Incantation of Summoning the Dead (ReMe 40) +57, Mastery 1 (penetration)
  • Lay to Rest the Haunting Spirit (PeMe 5) +34, Mastery 1 (multiple casting)
  • Posing the Silent Question (InMe 20) +33, Mastery 1 (stalwart casting)
  • Ring of Warding Against Spirits (ReMe 25) +47, Mastery 1 (ceremonial casting)
  • Silent Message (Nuntius Silens) (Cr(In)Me 25) +33, Mastery 1 (imperturbable casting). Form words in another's mind, for as long as the caster concentrates. He can hear any reply, due to the Intellego requisite, if it is spoken out loud or in the target's mind. See DDT p 282
  • Speak within Thoughts (CrMe 15) +39, Mastery 1 (quiet casting). Form words in another's mind for as long as the caster concentrates
  • Summon the Spirit of Man (ReMe 40) +47, Mastery 1 (ceremonial casting). LoH p 65. A lesser version of "Incantation of Summoning the Dead", this can only summon a ghost which is actively haunting something, so many dead spirits remain unnafected by this spell. It can affect any ghost the caster has previously summoned by magic.
  • Voices from Hollow Spaces (ReMe 35) +47, Mastery 1 (penetration)

Terram Spells

  • Unseen Arm (ReTe 5) +28, Mastery 1 (precise casting)
  • Ward against Iron (Aversum Contra Ferrum) (ReTe 25) +28, Mastery 1 (ceremonial casting). DDT p 289. Protects the caster against all objects containing Iron. No such object can touch him. Gives +05 Soak against Iron Weapons
  • Invisible Throw of the Iron Peeble (ReTe 20) +29, Mastery 2 (multiple casting, fast casting). Like "Invisible Sling of Vilano", but hurls a metal projectile with enough force to do +10 damage (range increment of 20 paces)

Vim Spells

  • Cancel the Magical Spell (PeVi 20) +21, Mastery 1 (fast casting). Dispel any magical effect with a casting total less than half the level + 4 magnitudes of the Vim spell + a stress die (no botch) => (lvl +2 magnitudes)/2 => lvl 15
  • Gather the Magical Essence (Legi Vis Magica) (ReVi 20) +34, Mastery 1 (disguised casting). DDT p 296. As "Gather the Essence of the Beast", but with Voice range, which allows it to collect vis in immaterial form or from inanimate sources
  • The Invisible Eye Revealed (InVi 8 ) +20, Mastery 1 (quiet casting). Detects spells of level 15 or lower
  • Opening the Intangible Tunnel (ReVi 10) +34, Mastery 1 (ceremonial casting)
  • Scales of the Magical Weight (InVi 5) +20, Mastery 1 (quiet casting)
  • Sense the Nature of Vis (InVi 5) +20, Mastery 1 (quiet casting)
  • Masking the Odor of Magic (PeVi 20) +21, Mastery 1 (disguised casting)
  • Sight of the Magical Vessel (Visus Vasis Magici) (InVi 15) +20, Mastery 1 (quiet casting). Detect the presence of vis. As concentrated magic, vis is not hard to spot. DDT p 294. Allows the caster to see vis.
  • Wizard's Communion (MuVi 20) +12, Mastery 1 (ceremonial casting). A sun duration Wizard's Communion, used to cast the Aegis, contributing 10 levels towards the casting.

I know that MuVi spells explicitly cannot be made into enchantment effects (unless they're modifying an effect already in the item). It seems like ReVi spells ought to work the same way ... but there isn't an explicit prohibition to that effect. Thoughts?

I always assumed it was the same way for any meta-magical effect, it was just MuVi was where they discussed the rules for meta-magic spells.

Also, could you tidy up the formatting on her talisman powers? They're very hard to read.

Well, the corebook is very clear on this, and, in 2 editions, it was never errata-ed otherwise.
It says you can't intill Muto Vim effects in an item (with exceptions), and that's all. Moreso, it does this in the Muto Vim guidelines insert, not in a specific "metamagic spells" insert. MuVi spells being the only ones referenced as such, btw.

So, in the MuVi guidelines, you've got a bit of text speaking about the restrictions for investing Muto Vim spells. There's not a shred of a hint about why this would also apply to CrVi, ReVi or PeVi, despite these being also able to affect one's own spells (such as with "Shroud Magic").

You'll also note that Consumate Talisman is coherent with this, in that it lifts these restrictions on Muto Vim spells for effects into your talisman. If the restriciton was supposed to affect other techniques and it was forgotten, it stands to reason the Consumate Talisman would lift them too, and thus mention them.

And yes, tydied up.