Belisarius of House Jerbiton (Stats)

This is the character sheet for Belisarius of House Jerbiton, played by Nithyn.

This topic should only contain the character's stats, background, spells, enchantments, etc. Any development discussions and notes will be posted in the topic Character Creation for Nithyn.

Belisarius ex Jerbiton
9 years post-Gauntlet
Age 49

Characteristics:

Int: +1
Per: 0
Pre: 0
Com: 0
Str: +2
Sta: +2
Dex: 0
Qik: 0

Virtues/Flaws:

Baccalaureus*
Gentle Gift
Unaging
Cautious with Concentration
Skilled Parens
Puissant MT
Warrior
Cautious Sorcerer
Minor Magical Focus (Personal Wards)

Short Range Caster
Study Requirement
Driven (Punish the Latin crusaders/Restore the Empire) (Major)
Hermetic Patron (Archmage Garus, Flambeau Primus)

Abilities:

Animal Ken 1 (Dogs)
Artes Liberales 4 (Rhetoric)
Athletics 3 (Running)
Awareness 2 (Alertness)
Bargain 1 (Nobles)
Brawl 3 (Dodging)
Charm 2 (Nobles)
Concentration 5 (Spells) (85xp)
Etiquette 2 (Nobility)
Finesse 1 (Speed)
Folk Ken 2 (Nobles)
Guile 2 (Nobles)
Hunting 1 (Tracking)
Intrigue 2 (Nobles)
Latin 4 (Hermetic Use)
Leadership 4 (Soldiers)
Magic Theory 5 (Enchanting) (+2 Puissant) (79xp)
Parma Magica 3 (Covering Others) (45xp)
Penetration 4 (Perdo)
Philosophiae 2 (Ritual Magic)
Profession: Sailor 1 (Logistics)
Profession: Soldier 1 (Logistics)
Ride 2 (Battle)
Romaic Greek (Native)
Single Weapon 5 (Longsword)
Survival 1 (Forests)
Swimming 1 (Not Drowning)
Theology 1 (History)

Arts:

Creo 10
Intellego 4
Muto 5
Perdo 10
Rego 10 (59xp)

Animal 5
Auram 5
Corpus 6 (25xp)
Herbam 6 (25xp)
Ignem 6 (25xp)
Imaginem 5
Terram 10
Vim 6

Spells:

Ward Against Fang and Claw

ReAn 10
R: Per, D: Con, T: Ind
As per the Ward Against Heat and Flames on ArM5 pg 143, except for animals. +10 Soak.
(Base 4 +1 Concentration, +1 up to 10 soak)

Touch of Ymir

ReAq 10
R: Touch, D: Mom, T: Part
Instantly freezes water into ice.
(Base 3, +1 Touch, +1 Part, +1 Size)

Breath of the Impenetrable Fog

CrAu 10
R: Touch D: Con T: Individual
With this spell, the Magus is able to create a thick, impenetrable fog that extends for a considerable distance 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 normal and at the end of the spell the fog
dissipates naturally.
(Base 3, +1 Touch, +1 Concentration, +1 Size)

True Sight of the Air

InAu 15
R: Touch, D: Con, T: Vision
Lets the target see clearly through all manner of obfuscation in the air nearby, including smoke,
fog, and dust, even if the obfuscation is magical.
(Base 1, +1 Touch, +1 Concentration, +4 Vision)

Avalanche of Flesh and Steel

MuCo 10
R: Touch, D: Conc, T: Group
The target becomes capable of running as fast as a horse for the duration of the spell. If used in
combat, this gives them a bonus to their first Attack Total equal to their Athletics Ability, up to a
maximum of +3.
(Base 2, +1 Touch, +1 Concentration, +2 Group)

Endurance of the Berserkers

ReCo 15
R: Per, D: Conc, T: Ind
Your body acts as though it were unwounded and unfatigued for as long as you concentrate.
Keep track of the actual Fatigue levels that the body loses while “berserk,” because as soon as the spell wears off, you lose those levels. If you run out of Fatigue levels, the spell terminates immediately and you fall unconscious. A character under the influence of this spell does risk worsening wounds, but he may not notice. Consecutive castings delay the end of the spell — that is, put off the time when accumulated wounds take effect — but a body can only take a number of consecutive castings equal to its Size + 2. Further castings have no effect.
(Base 10, +1 Conc)

Mercury's Winged Sandals

ReCo 20
R: Per, D: Con, T: Ind
As per the spell on TME pg 111
(Base 15, +1 Concentration)

Ward Against the Errant Blow

ReCo 10
R: Per, D: Con, T: Ind
As per the Ward Against Heat and Flames on ArM5 pg 143, except for humans. +10 Soak.
(Base 4 +1 Concentration, +1 up to 10 soak)

Shriek of the Impending Shafts

InHe 10
R: Per, D: Con, T: Hearing
You get a +9 bonus on Defense scores against weapons (provided that you have the freedom to
dodge), and you can automatically dodge missiles fired from more than ten paces away. The
shriek is only audible to you, and it cannot be simulated by people making noises.
(Base 2, +1 Concentration, +3 Hearing)

Ward Against Staff and Club

ReHe 10
R: Per, D: Con, T: Ind
As per the Ward Against Heat and Flames on ArM5 pg 143, except for plant matter. +10 Soak.
(Base 4 +1 Concentration, +1 up to 10 soak)

Ward Against Heat and Flames

ReIg 10
R: Per, D: Con, T: Ind
As per the Ward Against Heat and Flames on ArM5 pg 143. +10 Soak.
(Base 4 +1 Concentration, +1 up to 10 soak)

Invisibility of the Traversing Wizard

PeIm 10
R: Personal., D: Concentration., T: Individual
The caster becomes completely invisible to normal sight but still cast a shadow. The
caster can move without breaking the spell.
(Base: 4, +1 Concentration, +1 Moving image)

The Wizard Displaced

ReIm 15
R: Per, D: Con, T: Ind
As per the Wizard's Sidestep, but Concentration duration, the distance bumped to 5 paces from 1, and also affects sound.
(Base 3, +1 Concentration, +1 Changing Image, +1 Moved Image Matches Changes, +1 Affects Two Senses)

Ward Against Sword and Spear

ReTe 10
R: Per, D: Con, T: Ind
As per the Ward Against Heat and Flames on ArM5 pg 143, except for metal and stone. +10 Soak.
(Base 4 +1 Concentration, +1 up to 10 soak)

Revoke the Protection of Faerie

PeVi 10
R: Touch, D: Con, T: Ind
As per the spell on Contested Isles pg 62. Affects a creature up to Might 20 + a Stress Dice.
(Base 4, +1 Touch, +1 Concentration)

Revoke the Protection of Magic

PeVi 10
R: Touch, D: Con, T: Ind
As per the spell on Contested Isles pg 62. Affects a creature up to Might 20 + a Stress Dice.
(Base 4, +1 Touch, +1 Concentration)

Sapping the Strength of the Beast

PeVi 5
R: Touch, D: Mom, T: Ind
Magic Realm might destruction, 10 points.
(Base 4, +1 Touch)

Sapping the Strength of the Fae

PeVi 5
R: Touch, D: Mom, T: Ind
Magic Realm might destruction, 10 points.
(Base 4, +1 Touch)

Maintaining the Demanding Spell

ReVi 20
R: Touch, D: Sun, T: Ind
As per ArM5 pg 162. Sustain a spell you've cast up to level 15
(General, +1 Touch, +2 Sun)

Advancement Log:

Year 1:

Spring: +2xp, Profession Sailor, exposure
Summer: +15xp, Magic Theory, studying
Fall: +15xp, Magic Theory, studying
Winter: +15xp, Magic Theory, studying

Year 2:

Spring: +5xp Parma, +5 Concentration, +Found Familiar, adventure
Summer: +2xp, Rego, exposure
Fall: +15xp Animal, L5Q15 book
Winter: +2xp, Profession Soldier, exposure

Year 3:

Spring: +2xp Profession: Soldier, exposure
Summer: +15xp Penetration, L4Q15 book
Fall: +15xp Penetration, L4Q15 book
Winter: +15xp Penetration, L4Q15 book

Year 4:

Spring: +2xp Profession: Sailor, exposure
Summer: +21xp Ignem, L6Q21 book
Fall: +5xp Parma, +5 Concentration, +Helm (Item of Quality), adventure
Winter: +21xp Creo, L6Q21 book

Year 5:

Spring: +15xp Creo, L10Q15 book
Summer: +5xp Parma, + Concentration, + Alchemical Steel, adventure
Fall: +5xp Parma, +5 Concentration, + Excellent (+3) Chainmail, adventure
Winter: +15xp Creo, L10Q15 book

Year 6:

Spring: +1xp Profession: Sailor and Soldier, exposure
Summer: Invent PeVi 10 Revoke the Protection of Magic, and PeVi 5 Sapping the Strength of the Beast, +2xp Vim, exposure
Fall: +5xp Parma, +5 Concentration, +2 Vim, + Magic Sensitive Wolfhounds, adventure
Winter: Invent PeVi 10 Revoke the Protection of Faerie, and PeVi 5 Sapping the Strength of the Fae, +2xp Vim, exposure

Year 7:

Spring: 2xp, Creo, exposure
Summer: 2xp, Creo, exposure
Fall: Invent ReIm 15 The Wizard Displaced, +2xp Rego
Winter: +15xp Perdo, L10,Q15 book

Year 8:

Spring: Learn ReCo 20 Mercury's Winged Sandals, + Insert other ReCo spell here, +2xp Rego, exposure
Summer: +5xp Parma, +5xp Concentration
Fall: +2xp Ignem, exposure
Winter: +2xp Ignem, exposure

Year 9:

Spring: +15xp Perdo L10,Q15 book
Summer: +5xp Parma, +5xp Concentration, +Excellent (+3) Longsword
Fall: +2xp Magic Theory, exposure
Winter: +2xp Magic Theory, exposure

Custom Spells:

Breath of the Impenetrable Fog

CrAu 10
R: Touch D: Con T: Individual
With this spell, the Magus is able to create a thick, impenetrable fog that extends for a considerable distance 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 normal and at the end of the spell the fog
dissipates naturally.
(Base 3, +1 Touch, +1 Concentration, +1 Size)

The Wizard Displaced

ReIm 15
R: Per, D: Con, T: Ind
As per the Wizard's Sidestep, but Concentration duration, the distance bumped to 5 paces from 1, and also affects sound.
(Base 3, +1 Concentration, +1 Changing Image, +1 Moved Image Matches Changes, +1 Affects Two Senses)

Familiar:

Dolabrius the Badger

Magic Might:

Int
Per
Pre
Com
Str
Sta
Dex
Qik

Size: -2
Season: Summer
Confidence: 1 (3)

Virtues and Flaws:

Magic Qualities and Inferiorities:

Personality Traits:
Claws:
Fatigue Levels:
Wound Penalties:

Abilities:

Powers:

Familiar Advancement Log:

Year 2:

Fall: +15xp Artes Liberales, teaching
Winter: +15xp Magic Theory, L5Q15 book

Year 3:

Spring: +15xp Magic Theory, L5Q15 book
Summer: +15xp Magic Theory, L5Q15 book
Fall: +15xp Magic Theory, L5Q15 book
Winter: +15xp Magic Theory, L5Q15 book

Year 4:

Spring: +2xp, Awareness, exposure
Summer: +10xp Magic Theory, Magic Theory, L10 summa
Fall: +5xp Finesse, +5xp Concentration, adventure
Winter: +10xp Magic Theory, Magic Theory, L10 summa

Year 5:

Spring: +11xp, Profession: Scribe, teaching
Summer: +2xp, Profession: Scribe, exposure
Fall: +5xp Finesse, +5xp Concentration, adventure
Winter: +2xp, Profession: Scribe, exposure

Year 6:

Spring: +2xp Awareness, exposure
Summer: +2xp, Magic Theory, exposure
Fall: +5xp Finesse, +5xp Concentration, adventure
Winter: +2xp, Magic Theory, exposure

Year 7:

Spring: +10xp Magic Theory, Magic Theory, L10 tract
Summer: +10xp Magic Theory, Magic Theory, L10 tract
Fall: +2xp, Magic Theory, exposure
Winter: +10xp Magic Theory, Magic Theory, L10 tract

Year 8:

Spring: +2xp, Magic Theory, exposure
Summer: +5xp Finesse, +5xp Concentration
Fall: +10xp Magic Theory, L10 tract
Winter: +10xp Magic Theory, L10 tract

Year 9:

Spring: +10xp Finesse tract
Summer: +5xp Finesse, +5xp Concentration, adventure
Fall: +10xp Finesse tract
Winter: +10xp Finesse tract

Year 10:

Spring:
Summer:
Fall:
Winter: