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)