Character creation

Magi posted.
My companion should be done by tomorrow evening. I got back some of my books during the week end. :slight_smile:

KathD, those ideas sound great, I'm looking forward to seeing the remaining characters.

Magus Character
Abigail of Merinita
Characteristics: Com+5 Pre+3 Dx-2 Qu-2 Per+1 St-2 Int+2
Warping: 2 (15)
Virtues: Faerie Magic, The Gift, Hermetic Magus, Animae Magic, Minor Focus (farming) Book Learner, Skilled Parens, Independent Study, Great Com2
Flaws: Fear (wolves), Compassionate (major), Incompatible Arts
4 (Perdo An, Au, Aq, He, Im, Me, Te, Ig) Fragile Constitution, Flawed Parma Magic (Herbam)
Abilites: Greek 5 (compliments) [native], Parma 1 (Mentum) [5], Latin 5 (Hermetic Usage) [75], Magic Theory 3 (Herbam) [30], Faerie Magic 2 (The Becoming) [15], Code of Hermes 1 (mundanes) [5], Artes Liberales 1 (ceremonial Magic) [5], Charm 2 (Fae) [15], Folk Ken 2 [15], Area Lore 2 (theban Tribunal) [15], Teaching 2 (one-on-one) [15] Concentration 2 (prayer) [15], Philosophae 1 (ceremonial Magic) [5], House Merinita Lore 2 (Initiating Others) [15], Finesse 1 (Herbam) [5], Faerie Lore 2 [15] (Roman Goddesses)
Arts: Creo 10 [55] Herbam 10 [55] Rego 5 [15]

Spells:
[Name - TeFo - Level - (casting score)]
Let Grow the Seeds - CrHe-30 - (+30)
R: Touch D: Sun T: Ind
Brings a plant to maturity in a night or a day.
Base 15+1 touch + 2 sun

Let Blossom Natures Bounty - ReHe-25 (+20)
Causes a plant (up to size +1) to come to blossom in an instant, even out of season.
Base 15 Size+1 Touch+1

Weave the Threads - ReHe - 15 (+15)
Weaves a source of raw material into a sheet of cloth. This requires a finesse+perception roll.
Base 5+1 intricacy +1 touch

Bless the Garden - CrHe - 20 (+30)
R: Touch D: Moon T: Group
The targeted group of plants grows well for the duration of the spell, regardless of the conditions or soil quality. Affects up to 100,000 cubic paces of plants (size+5)
Base 1 +2 group + 1 touch +3 moon +1 size

Healer's Touch - CrCo - 10 (+10)
R: Touch D: Moon T: Ind
The target gains a +3 bonus to wound recovery rolls for the duration of the spell.
Base 2 + 1 touch + 3 moon

Physician's Touch - CrCo - 10 (+10)
R: Touch D: Moon T: Ind
The target gains a +3 bonus to disease recovery rolls for the duration of the spell.
Base 2 +1 touch +3 moon

30 levels of spells still floating

Abigail was born as a peasant like most magi. However the village was watched over by Juno ex Merinita, a powerful Merinita Maga. Possibly interfering with mundanes, or molesting the Fae, but it never caused any damage. The Church was a bit annoyed, but after she made it clear she wasn't actually the goddess Juno they settled down.. When Juno saw Abigail had the Gift, she took her to the next Tribunal and managed to snag her as an apprentice. Juno the kind maga she was not only trained Abigail, but her twin sister and closest friend.

Abigail for her part got an excellent education. Juno pushed her towards The Becoming. She didn't see a ton of her official covenant. The village was part of the covenant in all but name. Its whole economy was tied to the covenant, and it was nearby. On the plus side she saw a lot of her twin, the only mundane who could tolerate her for long.

In the end it was a fairly normal apprenticeship. The unique things were that she kept close ties with her twin, and absorbed her paren's ideas. Ideas about using the Gift to help mundanes, integrating Faerie Magic and Hermetic Theory, helping protect the Fae.

Alright changes: The virtue changes we talked about. I spent an extra 60 xp if I mathed right. Fiddled the flaws to cut down on personality issues, which meant the perdo issues are now a massive raft of incompatible arts.
Stuff to do: Flesh out the backstory a touch more, explain the logic/reasoning behind the focus, and spells it applied too. Add one extra spell.

There is a limit of 5 minor flaws. You currently have 7. Am I correct that ST is for strength and stamina is 0?

Feral Upbringing says "in particular, you may not start with any languages", which is frankly a bit of a pain. As written, the flaw assumes that you were found just as play starts, whereas my maga would have been found around age 7, and then started her training not long afterwards. Logically, it would make sense for her to have spent a few years being taught how to speak and how to interact with humans before starting her apprenticeship, but this doesn't match up with the flaw's text at all.

Can I ignore that restriction? I'm happy to reduce the amount of xp granted by the flaw in return (currently 120xp for the first 5 years of life, which is equivalent to the standard 45xp plus native language 5).

Also, do I need to be able to speak Greek as well as Latin? I don't know what the requirements are of the Theban tribunal.

Give that beast masters universally have this flaw yet al are also clearly educated magi, I will accept that the restrictions on "starting" abilities only applies up to the time they were discovered in the wilderness- sometime after age 5.
The local native language for the Theban Tribunal is Greek, but if your character was found by a magus they may well have skipped that and simply taught them Latin. All things considered it would be likely your score in Latin is at least the higher score.

@Lamech: casting a lvl 30 Aegis has a 6% chanc of failing (about 1 in 16). Mastery 1 reduces this to 0%.

I think the rules seem to imply that a ritual spell is always stressful to cast. Which would mean that mastery one reduces a level 30 aegis from 7 stress die (1+6 vis) down to 6. However, if you have Mecurian Magic (which our only Aegis caster has) there is only 3 vis being used so it gets reduced down to 3 stress die.

The core rules say that "Mastered spells are always cast with a stress die, but if the maga is relaxed there are no botch dice, even in a non-magic aura or when using vis.". There's nothing about this last restriction only applying to mastered formulaic spells and not to rituals, so one interpretation is that a mastered ritual is cast with a stress die (as all rituals must be) but with zero botch dice if the maga is relaxed (rolling a stress die doesn't mean one is stressed in character). Though there is some discussion on this matter, as seen here [url]https://forum.atlas-games.com/t/spell-mastery-and-ritual-spells/6698/1]...

Ilia of Tytalus is mostly done now, with just spells to pick. She was raised by wolves until the age of 7 (she has no idea who her parents were, and doesn't care much), before being found by the covenant. She spent the next two years being tamed (i.e. taught some greek and a smattering of social skills) before her magical potential was realised. Her parens (another elemental magus) took over her training, which was as lovely as Tytalean apprenticeships are. Ilia is accompanied by a young and allegedly tame wolf.

Characteristics: Int +3, Per +0, Str +1, Sta +2, Pre -1, Com -2, Dex +0, Qik +1
Warping 0, Confidence 2

Virtues: The Gift (free), Hermetic Magus (free), Self Confident (House virtue), Elemental Magic (major hermetic), Study bonus (minor hermetic), Inventive genius (minor hermetic), Puissant Magic Theory (minor general), Inoffensive to animals (minor hermetic), Skilled parens (minor hermetic).
Flaws: Study requirement (major hermetic), Overconfident (minor personality), Feral upbringing (minor general), Animal companion (minor general), Nocturnal (minor general), Incomprehensible (minor general)

Abilities:
Area lore (animal migrations) - 2
Animal handling (Wolves) - 2
Athletics (Endurance) - 2
Awareness (Alertness) - 2
Brawl (grapples) - 2
Hunt (With wolves) - 3
Stealth (Forests) - 1 (5)
Survival (Forests) - 2
Swim (Small rivers) - 1
Greek (spoken) - 2
Folk ken (covenfolk) - 1
Charm (senior magi) - 1
Guile (appearing normal) - 1
Artes liberales (ceremonial magic) - 2
Latin (hermetic) - 4
Magic theory (spell invention) - 4 [Effective 6 with Puissant]
Magic lore (the elements) - 2
Parma magica (corpus) - 1
Philosophiae (Tytalean) - 1 (5)
Order of Hermes Lore (House Tytalus) - 1
Code of Hermes (high crimes) - 1
Concentration (spells) - 1
Finesse (precision) - 1

Arts:
Creo, Intellego, Muto, Perdo & Rego: 5
Auram, Aquam, Ignem & Terram: 5
All others: 0

Regarding spells, I'm assuming that Inventive Genius applies (as you always technically invent spells), meaning a max of level 26 in anything she cares about; Form: 5, Tech: 5, Int: 3, MT: 7 (with specialisation), Inventive genius: 3, Generic bonus: 3. I'm planning on taking mostly elementalist spells, and taking advantage of being able to add elemental requisites without increasing the level, e.g. making a version of pilum of fire that can also knockback, or a spell that can see through water and earth. The downside is that no-one can learn her spells, and non-elementalist spells are inefficient for her.

area lore needs to have an Area- I would assume Greek wilderness?
I'm coming up with 315 points in abilities and 135 points in arts, which comes to 450, where it should come to (120 [feral childhood]+60[until age 9]+300 [skilled parens]=480)
I would agree with your assumptions, though technically spells can be taught in a lab as well, in which case they are not new.

Companion nearly done. Will polish tomorrow especially the driven (she is just crazy abour her brother. I just have to put the right words on this)
Based on Bodyguard Maidservant from Grog book. Page 96/97
I'm using various virtues/flaws from this book.

Age : 24
Name : Aurore
Quick Overview
Aurore is the sister of Argyros. She left her parents after they sold Argyros to the covenant as she could not bear being separated from him. As first she wandered around the covenant. She started to help the covenfolks, made some errands, and, as she was quite common and forgotable, was soon employed as a spy. Then she was able to stay inside the covenant and be with her brother.
As she grew up, more and more spying mission were near other covenants or wizards, so she was teached some basics (latin, arte liberales)
She is doing everything she can in order to help his brother being respected or having some advantages over the other magus. She goes often too far, spying on other apprentices or covenfolks.

Characteritics:
For 1 / Dex 2 / Qui 2 / Sta 0 / Int 0 / Pre -1 / Com 0

Virtues: Covenfolk, Keen Vision, Sharp Ears, Lightning Reflexes, Puissant Awareness, Forgettable Face, Educated
Flaws: Small Frame, Driven -Major-(Wants her brother to shine within the order), Suceptible to warping, Magical fascination

Personality:

0-5
Greek 5 ()
15 Brawl (dagger) 2
15 Awareness 2 (alertness)
15 Stealh 2 (following people)
=45

6-24 (19*15=285) + 50 Educated between Latin/Artes
15 Brawl (dagger) 3
35 Awareness 4 (alertness)
35 Stealh 4 (following people)
15 Swim 2 (diving)
50 Latin 4 (hermetic terms) (Educated)
05 Magic Lore ()
15 Order of Hermes Lore 2 (politics)
15 Folk Ken 2 (magi)
15 Etiquette 2 (church)
15 Ride 2 (speed)
15 Survival 2 (urban)
30 Guile 3 (fast talk)
30 Athletics 3 (running)
30 Intrigue 3 (gossip)
15 Chirurgy 2 (binding wounds)
=285+50

Equipment:
Lots of clothes for deguisment. Farmer, beager, maid etc.
Quilted clothes, dagger for combat
Combat:
Initiative :

My reading of ritual magic mastery:
Ritual magic always requires a stress die due to complexity and vis, not stress. If cast under completely relaxed conditions there would normally be one botch die. Mastery can reduce the number of botch dice to 0. Under non-stressful casting conditions, this is the normal outcome.

What is the source of susceptible to warping and magical fascination, and the forgettable face?

The real question with ritual magic and mastery is if this:

Ever applies to ritual spells. Rituals tend to have a large number of botch dice due to vis, and they always use stress dice. So a level 30 aegis has 7 botch dice. (1+6 vis) The question is can being in relaxed conditions and possessing mastery 1 reduce the botch dice to zero? Or just 6?

Reading the linked thread convinced me it should probably be zero.

And the same section states "Remember hat if the maga can cast the spell under calm conditions they can roll a simple die.." which suggests that vis is simply an indication of the potential for a greater disaster, not the root cause of needing to roll the botch. So a normal (non-mastered) casting of a ritual spell would be 1+vis botch dice, where the +vis only applies where the root value is above zero.

Makes sense! :slight_smile:

This will be fun when I'll botch the Aegis so bad that we would not be able to ENTER in our covenant :smiley:
"Who left the keys inside !!!?"

And hopefully you would put 5 points from the resulting adventure into mastery:1 for the aegeis.

Ilia is done now, I think. I've spent the missing xp, and think everything tallies up now. Characteristics, Virtues/Flaws and Arts are unchanged. I've double checked the numbers, and it should all add up now.

Area lore, Greek wilderness (animal migrations) 2
Animal handling (Wolves) 2
Athletics (Endurance) 2
Awareness (Alertness) 2
Brawl (grapples) 2 (10)
Hunt (With wolves) 3
Stealth (Forests) 2
Survival (Forests) 2
Swim (Small rivers) 1
Greek (spoken) 2
Folk ken (covenfolk) 1
Charm (senior magi) 1
Guile (appearing normal) 1
Artes liberales (ceremonial magic) 2
Latin (hermetic) 4
Magic theory (spell invention) 4
Magic lore (the elements) 2
Parma magica (corpus) 1
Philosophiae (Tytalean) 1 (5)
Order of Hermes Lore (House Tytalus) 1
Code of Hermes (high crimes) 1
Concentration (spells) 1
Finesse (precision) 1

Her spell list is:
Theia's Sight. Int Ig (Au, Aq) 25. Pers, Conc, Vision
You can see clearly through water, smoke, fog, dust or fire as through clear air while concentrating.
This spell incorporate the various ‘see through an element’ spells, apart from the terram version because it’s base level is too high. Theia is the greek titan associated with sight and light.
Strike of the Cyclopes. Cr Ig (Au) 20. Voice, Mom, Ind
A flash of thunder and lightning explodes in the air where you designate. If you target a person’s face with the light, or their head with the sound, the target needs a Stamina stress roll of 9+ to avoid temporary blindness and deafness. If the target botches the roll, they are permanently blinded or deafened for a month. If temporarily afflicted, he can try to make a simple Stamina roll of 9+ each minute to recover.
This spell mixes “Jupiter’s Resounding Blow” with “Flash of Scarlet Flames”. Targets only have to roll if they're within the range of the two basic spells, i.e. there's no roll versus blindness if the flash is above your head. Named after the cyclopes who make Zeus’s thunderbolts.
Sheltered from the Anemoi and Nephelae. Re Au (Aq) 20. Touch, Sun, Ind
Water runs off the target, protecting her from dampness. The spell is broken if the target is immersed in water. The target is also not affected by winds of normal strength, though severe or stronger winds will still buffet her about.
Mixed “Cloak of Duck’s Feathers” with an Auram effect to be warded against ‘a normal weather phenomen’, i.e. normal strength winds. Named after the greek demigods of the winds and the nymphs who bring rain.
Shape of the Wolf. Mu Co (An) 20. Pers, Sun, Ind
You place a wolf skin over yourself, and change into a wolf. You may change back at will.
A personal version of Shape of the Woodland Prowler. Ilya’s cloak is made from the skin of one of the wolves who raised her.
Eyes of the Bat. Int Au 25. Per, Sun, Hearing
You can move about confidently in complete darkness by sensing air and its boundaries. You hear the boundaries of the air and so it does not permit fine distinction. One the other hands, you can hear boundaries behind you.
Bog standard spell from the core book.
Lungs of the Fish. Mu Aq (Au) 20. Touch, Sun, Part
Turns water into air as it enters your lungs, allowing you to breathe water as you do air.
Bog standard spell from the core book.
Elemental Aegis. Re Aq (Au, Ig) 20. Touch, Conc, Ind
You are warded against waves and torrents of water, very severe winds and heat and fire. None of these phenomena can approach within 1 pace of you, and you gain +15 soak versus fire-related damage.
Based on mixing “Break the Oncoming Wave”, a custom Auram equivalent that works on even the strongest winds and “Ward against Heat and Flames”, with the warding range reduced to the lowest of these spells, i.e. WaH&F. A shorter duration version of Sheltered from the Anemoi and Nephelae that works against genuinely dangerous levels. There was no equivalent version in the terram guidelines, so I can't see how to add in element number 4 :frowning:.

Are the custom spells all ok? I think they obey the rules, but a second opinion is always good :slight_smile: Ruleswise, adding a requisite which increases the power of the spell generally increases the magnitude by 1 per requisite. So for a standard magus, Theia's Sight, Strike of the Cyclopes, Sheltered from the Anemoi and Nephelae, and Elemental Aegis should all be 1 or 2 magnitudes higher than Ilia's versions. However, Elemental Magic says "there is no disadvantage in adding elemental Form requisites to any elemental spell. If an Aquam, Auram, Ignem or Terram spell has another element as a requisite, you may ignore the requisite.", which means that she doesn't have to increase the magnitude of her multi-element spells.

I present two final spells. One is something every villager should have, the second is a spell to help spread Faerie
Plant the Tree of Wonder - CrHe - 20 (+20)
R: Touch D: Mom T: Ind, Ritual, Animae
This spell creates a might 10 Fae associated with Herbam. The result tends to resemble a human, but not always. The Fae is under no particular compulsion to serve the maga however Fae created by this spell are more likely to negotiate for vitality than most, accepting something in exchange for service. Countless varieties have been observed, including a few that have proven totally unwilling to serve the maga. Even more have asked for something the maga cannot deliver or been turned after getting a better deal from someone else.
Base 5 + 10 levels for might +1 touch.

The Coin of Light - CrIg - 10 (+10)
R: Touch D: Ring T: Ind
This sets the touched coin aglow, with light equal to that of a torch. It was designed to help save on costs for villagers for torches and similar. It actually works on any circle, but coins are reasonably common.
Base 3 +1 touch +2 ring

And that should be everything. I still need to explain the focus logic and see if there are any objections.

rings are strongly implied to apply to something immobile, presumably on the ground- on something large like a ship they might apply, but I would say that the spell with the coin would be broken as soon as someone moved the coin. The faerie tree spell looks good.