Better example magi!

I have edited the customisation notes for the Criamon with a suggestion that people could swap in Winter's Icy Touch if they want more firepower.

And now for a Flambeau that really doesn't have that problem.

Characteristics: Int +2, Per 0, Pre -1, Com -1, Str 0, Sta +2, Dex 0, Qik +2
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; Elemental Magic; Affinity with Creo, Affinity with Rego, Educated, Mastered Spells, Puissant Ignem*, Skilled Parens, Study Bonus; Indiscreet, Study Requirement; Overconfident, Pious, Unpredictable Magic
Personality Traits: Confident in their abilities +3, Pious +3, Subtle -2
Reputations: None
Combat:
Dodging: Init +2, Atk n/a, Dfn +4, Dam n/a
Fist: Init +2, Atk +3, Dfn +5, Dam +0
Soak: +2
Fatigue Penalties: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)
Abilities: Artes Liberales 1 (rituals), Athletics 2 (hiking), Awareness 2 (threats), Brawl 2 (fist), Charm 1 (magi), Code of Hermes 1 (Wizards' marches), Concentration 3 (spells), Finesse 1 (Auram), Folk Ken 2 (magi), Guile 1 (magi), Latin 4 (Hermetic terms), Magic Theory 3 (Ignem), Native Language 5 (boasting), Order of Hermes Lore 1 (Flambeau), Parma Magica 1 (Ignem), Penetration 3 (Ignem), Philosophaie 1 (ritual magic), Stealth 1 (rural areas), Swim 1 (underwater)
Arts: Cr 10 (1), In 0, Mu 0, Pe 0, Re 10 (1), An 0, Aq 12 (4), Au 13 (11), Co 0, He 0, Ig 14+3, Im 0, Me 0, Te 12 (4), Vi 0
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Mighty Torrent of Water (CrAq 20) +25: Mastery 1 (Multiple Casting)
Circling Winds of Protection (Cr(Re)Au 20) +25: Mastery 1 (Fast Casting)
Wings of the Soaring Winds (Cr(Re)Au 30) +25
Pilum of Fire (CrIg 20) +32: Mastery 3 (Magic Resistance, Multiple Casting, Penetration)
Ball of Abysmal Flame (CrIg 35) +30: Mastery 1 (Multiple Casting)
Wall of Protecting Stone (CrTe 25) +24: Mastery 1 (Fast Casting)

Character Notes
This character has a lot of raw elemental power to throw around, and knows it. Whilst they are quite capable of using sensible tactics in a fight, they have little patience for subterfuge, and will tend to respond to problems by throwing more power at them. As the character matures, they may learn to apply their power with more finesse - if they survive.

Customisation Notes
The character can take another point of flaws and an equivalent number of virtues. Taking an appropriate magical focus could further enhance the character's casting totals in some area; alternatively you may wish to diversify to something more useful outside of combat.

The Pious minor flaw is not uncommon in Flambeau, but it is not core to the character concept, so could easily be swapped out for something else. Similarly Study Requirement could be swapped out for another major Hermetic Flaw if you do not want the character to decide that studying in a volcano is a good plan.

Other Notes
The errated Elemental Magic gives you a lot of xp, especially if taken on top of other xp granting virtues. For anyone wanting to check my figures without solving four simultaneous linear equations, original assignment of xp to the element Arts was 15xp Aquam, 55xp Auram, 61 xp Ignem, 15xp Terram.

I think I'm up to at least one magus of each House now - are people finding them worth having?

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