Forget it. I have a T: Personnal version of this spell and of "Aura of Childlike Innocence"
My curretn character draft has
CrIg25 Arc of Fiery Ribbons
But that may change
Ok, here comes what seems to be the final design, or close.
If you check the flaws, you'll understand why any no covenant wanted him 
the.fixer.free.fr/Ars%20Magica/Wirth.htm
The new spells parameters:
- A Giant amongst Men (MuCo 15). Range: Per, Duration: Mom, Target: Ind. +3 Magnitudes for extra size.
- One of a Crowd (MuCo 15). Range: Per, Duration: Sun, Target: Part (as "disguise of the new visage"), +1 magnitude for *10 parts changed (Or Target: Group "parts", whatever)
- Rip my Ennemy (PeCo 15). Range: Touch, Duration: Mom, Target: Ind
- Cloak of Darkness (PeIg 10). Range: Touch, Duration: Diam, Target: Ind. +2 extra magnitudes for size.
- Beguiling Presence: As "Aura of Beguiling Presence", with Range Touch.
- Childlike Innocence: As "Aura of Childlike Innocence", with range touch.
- Hide from the Prying Eyes: As "veil of invisibility", with target: Personnal, and Duration: Mom.
I like the revised "Rip my Enemy". It feels better, it has better penetration, and it looks like it would do some horrible damage if you, say, learned to multicast it 8)
final background for William
Background: Halvard Arawinson was born and abandoned on the Isle of Mann. Fate would lead Thorbrand Finnson to find the baby who obviously has strong fae bloodlines. Thorbrand saw a great potential in this baby and decided to raise him to be his successor as the Raven of Odin on the Isle of Mann. Culhwch, A hermatic mage from Cad Gadu, found the boy while on a vis gathering expedition. He kidnapped the boy for his apprentice.
William, as he was called now, seemed to be an excellent student. In what was his 13th year the Wild Hunt came to Cad Gadu on All Hallows Eve. The Huntsmen did not enter but flew around the lake blowing their hunting horns. William could not resist and left to join them much to the angst of his Parens and the rest of the Covenant. The next morning William came back to Cad Gadu, battered and bruised and slept for much of the day. From that day on he would leave on All Hallows Eve and May Day Eve to ride with the Wild hunt. He also became much more nocturnal as his heritage started becoming stronger.
At the completion of his Gauntlet, the other Magi at Cad Gadu strongly suggested that he move to a new Covenant to...ah..expand his knowledge. They were really more worried about the Wild Hunt and the problems it caused.
I still am deciding on a final virtue. sorry for taking so long. I have a bad cold hammering me.
Well, I figured that:
- I would, effectively, have better penetration. It could have done heavy wounds instead, but penetration was better.
- I can still cast one per round, so, why bother with duration.
Hum... multicast... multicast... GREAT idea, I'll try to revise the character for this
Thanks a lot!
Jebrick: Cool! a nordic magi! I have a soft spot for these
And yet another evil bastard^^ Welcome to the crowd ![]()
Evil changes done, courtesy of Marko 
No prob. Here are some suggestions ![]()
um, Skinchanger, Minor Magic Focus, Minor Potent Magic, um, dark and cold, right? Affinity or Puissant Perdo?
LOL, just a disclaimer, I am not advocating evil, just, um, I just respect a good warrior when I see one
yeah, thats it
Final one. Went with Enduring Constitution. Just felt right for the character.
William (Halvard Arawinson) ex Miscellanea parens Culhwch
Male, Size 0
Age: 25
Appearance: Tall and slender with very pale skin, black hair and colorless eyes.
Background: Halvard Arawinson was born and abandoned on the Isle of Mann. Fate would lead Thorbrand Finnson to find the baby who obviously has strong fae bloodlines. Thorbrand saw a great potential in this baby and decided to raise him to be his successor as the Raven of Odin on the Isle of Mann. Culhwch, A hermatic mage from Cad Gadu, found the boy while on a vis gathering expedition. He kidnapped the boy for his apprentice.
William, as he was called now, seemed to be an excellent student. In what was his 13th year the Wild Hunt came to Cad Gadu on All Hallows Eve. The Huntsmen did not enter but flew around the lake blowing their hunting horns. William could not resist and left to join them much to the angst of his Parens and the rest of the Covenant. The next morning William came back to Cad Gadu, battered and bruised and slept for much of the day. From that day on he would leave on All Hallows Eve and May Day Eve to ride with the Wild hunt. He also became much more nocturnal as his heritage started becoming stronger.
At the completion of his Gauntlet, the other Magi at Cad Gadu strongly suggested that he move to a new Covenant to...ah..expand his knowledge. They were really more worried about the Wild Hunt and the problems it caused.
Wizard's Sigil: The far off baying of hounds
Personality Traits: Proud +3 Honorable +2 Unforgiving +2
Reputations: Hedge Wizard 3
Characteristics:
Int: +3, Per +1, Str 0, Sta +2, Prs 0, Com +1, Dex 0, Qik -1
Virtues and Flaws (* house or free )
Virtues
Hermetic Magus, The Gift (free)
Strong Fairy Blood*(Unseelie + 1 all totals involving hunting)
Elemental Magic
Minor Skilled Parens*, Cyclic Magic( night), Study bonus, Second Sight*, Improved Characteristics, Arcane Lore, Enchanting music, Enduring Constitution
Flaws:
Major: Chaotic Magic*,Proud(major)
Minor: Hedge Wizard, Visions, Nocturnal, Susceptibility to Divine, Ambitious(minor), Weird Magic
- Childhood
Abilities
General Abilities (specialization) XP / score
Awareness (alertness) 15 / 2
Manx 5/1
Concentration (reading) 15 / 2
Folk Ken (guile) 5 / 1
Welsh(storytelling) 75 / 5
Survival (woods) 5 / 1+
Order of Hermes Lore (personalities) 5 / 1
Profession (Scribe) (copywork) 5 / 1
Area Lore (Isle of Mann)5/1 +
Area Lore (Wales) 5/1
Music (harp) 5/1
Theology Norse (Odin) 5/1
Great Weapon(spear) 5/1
Academic Abilities (specialization) XP / score
Artes Liberales (Rhetoric) 5 / 1
Latin (Hermetic usage) 50 / 4
Arcane Abilities (specialization) XP / score
Finesse (Accuracy) 15 / 2
Magic Lore (Norse Legends ) 5 / 1
Magic Theory (Vim) 50 / 4
Parma Magica (Ig) 5 / 1
Penetration (Creo) 15/ 2
Fairy Lore (unseelie)15/2
Magical Arts XP / score
Cr 15 / 5
In 15 / 5
Mu 15 / 5
Pr 15 / 5
Re 15 / 5
Aq 10 / 4
Au 21 / 6
Co 1 / 1
He 1/1
Ig 28 / 7
Me 1/1
Te 15 / 5
Vi 3 / 2
Spellbook TeFoLevel (Casting Score, not including Aura)
Whispering Winds InAu15 (+13)
Charge of the Angry Wind CrAu15(+13)
Rain of Stones MuAu20 (+13)
Cloak of Duck Feathers(ReAq5)(+13)
Gloom of Evening PeIg10 (+14)
Winters Icy Touch PeIg10 (+14)
Heat of the Sering Forge CrIg10 (+14)
Pilum of fire CrIg20 (+14)
Supple Iron and Rigid Rope MuTe10 (+12)
Fist of Shattering PrTe10 (+12)
Trackless Step ReTe10 (+12)
Invisible Sling of Valano ReTe15(+12)
Potent! Pretty much all ready to go. One question though, the wild hunt thing, is that like an uncredited flaw? Sounds like a Greater Malediction or Supernatural Plague/Nuiscence.
unless (you evil bastard
) you have been willingly going along with it this whole time!
You are pretty good to go though. Compulsion maybe? I dunno. Run with William as he is and see how it plays. Max can always wave his big red wand.
Dark Elf! That's what you make me think of 
MuAu45 Fog of Confusion
InCo20 Inexorable Search
CrHe20 Wall of Thorns
CrHe35 The bountiful Feast
ReIm30 Confusion of the Insane Vibrations
CrMe20 Pains of the Perpetual Worry
PeTe25 End of the Mighty Castle
MuVi Wizard's Boost 35
ReTe15 Ominous Levitation of the Weighty Stone(HoH-S pg 38)
He willingly participates with the Hunt. He is not a very nice person in those times.
Iolar Firewing Age 68
Born to two magi of the covenant of Moles Magna who where also members of the Huntress of the woods cult , the mother was a Bjonear from the Novograd tribunal called Elena whose heartbeast was that of the eagle and claimed descent from the Russian Firebird, the Father was a Brettonian Merinita magi with nature magic leanings called Artos . Artos was one of the descendents of a Diedne apprentice taken into house merinita to protect him amidst the chaos of the Schism war. Born in 1152 she grew up in the covenant of Moles Magna and once her gift was noticed began training an apprentice from the age of 5 at the age of 15 her heartbeast was awakened at the gathering of 12 years in 1167 and until her training was completed in 1179 and she gauntleted at the tribunal of the same year. She spent her apprenticship and pre gauntlet career studying a the covenant under her parents and with the Huntress of the wood cult and then vanished . While traveling with a fellow junior mage from house Merinita and returning from the Tribunal of 1179 she vanished into the woods of the Morvan while seeking out a faerie the covenant had a treaty with, Neither of them where seen until the winter of 1219 when she returned from the woods to find her covenant destroyed and her parens missing presumed killed in the disaster. After traveling briefly to Oleron covenant the liege of Moles Magna she traveled to the covenant of Novus Mane to find a place.
Her magical training emphasized both the potential of her Phoenix bloodline and the druidic/bardic legacy of the Diedne magic , this also fitted in well with the pagan nature priestess teachings of her parents she considers that many of the ancient gods where just aspects of the same female goddess and follows Artemis, Diana and several celtic goddesses as well as honoring most of the other pagan gods. Most unusually for a Bjornear her magics emphasize Ignem
Stats
Int +2 Str –2 Dex 1 Pre +2(3)
Per +1 Sta 0 Qui 1 Com +1
Flaws
Dark Secret/ Enemies- What happened to her home covenant, and her parents why was she lost in the woods for what seemed like a month and was many years, where is the merinita who went into the woods with her
Pagan 3
Suceptible to Divine power 1
Secretive 1
Covenant Upbringing 1
Deficient Technique Perdo
Vow- Obedience to Huntress of the Woods
Fragile constitution- Ordeal to learn Sorcerous music
Heartbeast- Eagle (A noble Golden Eagle)
Diedne magic
Unaging
Subtle Magic
Personal vis source – Ignem vis from Blood
Strong Magical Blood
Puissant Ignem
Sorcerous Music
Nature Lore
String magical blood (same as strong faerie blood) gives no aging until 50, -3 on aging rolls, +1 presence and her blood smoulders and occasionally catches flame if spilled.
Skills
Athletics 2
Brawl 1
Awareness 2
Survival 2
Stealth 2
Artes Liberale 1
Latin 4
Magic Theory 3
Order of Hermes Lore 1
Magic Lore 1
Faerie Lore 1
Bow 2
Charm 2
Leadership 2
Profession Bard 2
Parma Magica 2
Huntress Lore 2
Nature Lore(Weather) 2
Music 3
Arts
Creo 7
Rego 5
Muto 4
Ignem 8
Animal 6
Auram 6
Corpus 5
Aquam 2
Spells
Pilum of Fire
Arc of Fiery Ribbons
Ward Agaisnt rain
Aura of Ennobled Presence
Notes of Delightful Sound
Circling winds of Protection
Chamber of Spring Breezes
Voice of the Bjornear
Feathers of flame (As coat of flames but Range P Damage +10, rego req protects caster) lvl 20
awesome! I am too overwhelmed to do accounting. The age made me suspicious at first, then I read the background. My character wants to make you into his familiar :mrgreen:
About the Library, I am wondering if Max intended for us to do spells. I am thinking he wanted us to design Summae and Tractati with cool names and details and stuff like that. But I want to try and influence our spell selection too. I propose that we make a "request list" for Max to consider as far as spells. Things like the Aegis and Wizo's Community are essential, Bountiful Feast and some high power healing is ultra desireable.
So I propose we each make a list of 250 levels of spells, don't worry if they overlap at first, try to consider everyone (including yourself), and hope that Max smiles on us 
In the meantime, I'm a gonna make some book type books, some summae and tractati and stuff like that.
I started with the age as a red herring just to get a reaction
I thought we were limited to 10 points of virtues and 10 points of flaws?
About Iolar Firewing at first glance:
- No native language listed?
- Age 68, but what is the "real" age? skill-wise?
- 12 points of virtues... Max is 10 for a Starting Character.
- For a starting character, nature lore, being a "secret" mystery virtue, requires Cabal Legacy.
- This makes you 2 Dark secrets. I wouldn't bug you for this, since one comes from your diedne virtue, but the 2 seem awfully close nonetheless. Maybe better to take Ennemies, as you listed as an alternative?
- Hum... With Pagan, this makes 3 major story flaws!!!! Even when discounting the diedne "free" flaw, this still makes one too many, with your ennemies.
- 14 Flaw points. 4 too many.
- You've got 3 personnality flaws. Max is 2.
IMO, you can perfectly keep your background, but should seriously take a cut through those v/f.
Maybe something like this?
- Virtues: Heartbeast, Diedne magic, Unaging, Personal vis source (Ignem vis from Blood), Strong Magical Blood, Puissant Ignem, Nature Lore.
- Flaws: Dark Secret (Diedne), Cabal Legacy (Huntress in the Woods), Vow (Obedience to the HitW), Deficient Technique (Perdo), Ennemies, Susceptibility to Divine Power, Fragile Constitution.
You can then take "secretive" as a personnality trait, for exemple.
And you're a bad guy!!! I wanted to take "Fallen temple" as a hook ![]()
But that's great, because I had difficulties to choose between it and other cool flaws
Thanks!
Arf... Exactly what I wanted to say ![]()
IMO, he wanted us to do both: "Choose 50 points of books and lab texts"
I've designed 2 summae, and 3 spells. And yes, I've toyed somewhat with the names ![]()
-
Wintry Grey: Lvl 10, Q 10 summae on Ignem, written by Sverd Ex Miscellanea. This book talks about Ice and Cold, and how to use them in various harsh fashions.
-
Prominence and Demise: lvl 10, Q 10 summae on Rego, written by August of Jerbiton. This book teaches how to control people and things, and use this control to bring ruin to your ennemies.
-
A standard copy of Wizard's Sidestep
-
A standard "Ward against Metal"
-
To Rid the Disease, a spell by Arkenfeldt of Bjornaer: As "Purification of the Festering Wounds", but gives a character a +6 bonus to Recovery rolls
More on this poor Iolar:
- Parma Magica 2: We're supposed to be fresh out of gauntlet, and thus with parma 1. Yes, I hate this too.
- XP-wise, since we are fresh out of gauntlet, and notwhistanding your "lost" years, this'd effectively (as it is your "real" age) make you either a 28-years-old magus (apprenticeship at 13) with 9 more XP than you should, or a 29-years-old magus (apprenticed at 14) with 6 more XPs to spend.
In regards to the fallen temple, I was not aware there were many unexplored corners, or even forested ones, in the whole of Flanders. It's been well-settled and civilized farmland since at least the 800s.
what if the fallen temple was in a cave or a regio?