Clusius of House Jerbiton (Stats)

This is the character sheet for Clusius of House Jerbiton, played by Arthur.

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 Arthur (OOC).

Quintus Clusius, filius Flavia, House Jerbiton

Age: 31 (end of Winter 1204), 7 years after Gauntlet
Warping: 0 (4)

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

Virtues: The Gift, Hermetic Magus, Social Contacts (artists of House Jerbiton), Free Expression, Flexible Formulaic Magic, Improved Characteristics, Inoffensive to Animals, Inventive Genius, Minor Magical Focus (Changing Water), Puissant Muto, Quiet Magic

Flaws: Limited Magic Resistance (Terram), Mentor (Augustus Nero of House Guernicus), Optimistic (Major), Temperate, Weak Spontaneous Magic, Weird Magic

Personality Traits: Artistic +2, Optimistic +5, Naive -2, Organized +2, Self-Confident -1, Temperate +3

Abilities:

  • Area Lore: Confluensis (people) 2
  • Area Lore: Dijon (riverside) 1
  • Area Lore: Laimunt Valley (covenant) 1
  • Artes Liberales (geometry) 1
  • Athletics (grace) 2
  • Awareness (searching) 2 +5 xp
  • Bargain (magi) 1
  • Brawl (dodging) 1
  • Charm (first impressions) 1
  • Code of Hermes (mundane relations) 1
  • Concentration (art) 2
  • Craft: Sculptor (clay) 3 +5 xp
  • Etiquette (nobility) 1
  • Finesse (grace) 2
  • Folk Ken (townsfolk) 2
  • Guile (feigning interest) 1
  • Intrigue (alliances) 1 +5 xp
  • Language: French (Bourguignon) 5
  • Language: High German (Swiss) 2 +8 xp
  • Language: Latin (Hermetic usage) 4 +4 xp
  • Language: Low German (Flemish) 1 +3 xp
  • Magic Lore (magical traditions) 1 +1 xp
  • Magic Theory (spells) 3 +4 xp
  • Organization Lore: Order of Hermes (politics) 2 +10 xp
  • Parma Magica (Mentem) 1
  • Philosophiae (moral philosophy) 1
  • Ride (gracefully) 3
  • Single Weapon (lance) 2
  • Swim (underwater) 2

Hermetic Arts: Cr 5+2 xp, Mu 12+3, Re 5, Aq 5+2 xp, Co 5+2 xp, Te 6, Vi 3+1 xp

Wizard's Sigil: All of Clusius magic include an element of fluidity and movement to them, usually in a graceful way.

Spells:

  • Mighty Torrent of Water (CrAq 20) +10
  • Sculpt the Living Water (MuAq 20) +25 -- see GofF p.96
  • Shape the Implement of Neptune's Realm (MuAq 15, Te) +25 -- custom spell
  • Cloak of the Duck's Feathers (ReAq 5) +10
  • Bind Wounds (CrCo 10) +10
  • Curse of the Unruly Tongue (ReCo 5) +10
  • Rise of the Feathery Body (ReCo 10) +10
  • Spasms of the Uncontrollable Hand (ReCo 5) +10
  • Wizard's Leap (ReCo 15) +11 -- HoH:S p.36 -- Mastery 1 (Fast Casting)
  • Aura of Beguiling Appearance (MuIm 10) +15 -- see HoH:S p.96
  • Rock of Viscid Clay (MuTe 15) +15
  • Wizard's Vigil (MuVi 20) +18
  • Unravelling the Fabric of Terram (PeVi 5) +3

Equipment and Wealth:

  • 3 pawns of Animal, 4 pawns of Aquam, 3 pawns of Corpus, 2 pawns of Vim, 2 pawns of Muto
  • Art Summae (L5Q15 on Mentem and Vim, L6Q20 on Animal)
  • Lab texts for spells:
    • Mighty Torrent of Water (CrAq 20)
    • Sculpt the Living Water (MuAq 20)
    • Bind Wounds (CrCo 10)
    • Wizard's Leap (ReCo 15)
    • Rock of Viscid Clay (MuTe 15)
    • Wizard's Vigil (MuVi 20)
1 Like

Advancement Log

Pre-saga advancement (1198 to 1204)

1198, Summer: 8 xp in Language: Low German (Flemish)
1198, Fall: 15 xp in Corpus
1198, Winter: 2 xp in Creo
1199, Spring: 2 xp in Corpus, Rise of the Feathery Body (ReCo 10), Spasms of the Uncontrollable Hand (ReCo 5) and Curse of the Unruly Tongue (ReCo 5)
1199, Summer: 15 xp in Muto
1199, Fall: 5 xp in Awareness, 5 xp in spell mastery for Wizard's Leap, 8 pawns of vis (4 Aq, 2 Vi, 2 Muto), 2 pounds of silver, 2 Warping Points
1199, Winter: 10 xp in Ride
1200, Spring: 10 xp in Single Weapon
1200, Summer: 5 xp in Intrigue, 5 xp in Organization Lore: Order of Hermes
1200, Fall: 5 xp in Craft: Sculptor
1200, Winter: 2 xp in Magic Theory , books (L5Q15 summae on Mentem and Vim, L6Q20 summa on Animal)
1201, Spring: 5 xp in Ride
1201, Summer: 16 xp in Muto
1201, Fall: 2 xp in Vim
1201, Winter: 16 xp in Muto
1202, Spring: 16 xp in Muto
1202, Summer: 10 xp in Ride
1202, Fall: 5 xp in Intrigue, 6 xp in Magic Lore
1202, Winter: 2 xp in Language: Latin, written lab texts for Mighty Torrent of Water, Sculpt the Living Water, Bind Wounds, Wizard's Leap, Rock of Viscid Clay, Wizard's Vigil
1203, Spring: 21 xp in Terram
1203, Summer: 2 xp in Aquam, new spell Shape the Implement of Neptune's Realm
1203, Fall: 5 xp in Single Weapon, 5 xp in mastery of Mighty Torrent of Water, 6 pawns of vis (3 An, 3 Co)
1203, Winter: 5 xp in Bargain
1204, Spring: 5 xp in Area Lore: Laimunt Valley, 5 xp in Organization Lore: Order of Hermes, 1 Warping Point
1204, Summer: 2 xp in Language: Latin
1204, Fall: 15 xp in Language: High German, 1 Warping Point
1204, Winter: 8 xp in Language: High German

1 Like

Historical Stats

Stats at the end of Spring 1198 (Gauntlet )

Age: 24 (right after Gauntlet, Spring 1198)

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

Virtues: The Gift, Hermetic Magus, Social Contacts (artists of House Jerbiton), Free Expression, Flexible Formulaic Magic, Improved Characteristics, Inoffensive to Animals, Inventive Genius, Minor Magical Focus (Changing Water), Puissant Muto, Quiet Magic

Flaws: Limited Magic Resistance (Terram), Mentor (Augustus Nero of House Guernicus), Optimistic (Major), Temperate, Weak Spontaneous Magic, Weird Magic

Personality Traits: Artistic +2, Optimistic +5, Naive -2, Organized +2, Self-Confident -1, Temperate +3

Abilities:

  • Area Lore: Confluensis (people) 2
  • Area Lore: Dijon (riverside) 1
  • Artes Liberales (geometry) 1
  • Athletics (grace) 2
  • Awareness (searching) 2
  • Brawl (dodging) 1
  • Charm (first impressions) 1
  • Code of Hermes (mundane relations) 1
  • Concentration (art) 2
  • Craft: Sculptor (clay) 3
  • Etiquette (nobility) 1
  • Finesse (grace) 2
  • Folk Ken (townsfolk) 2
  • Guile (feigning interest) 1
  • Language: French (Bourguignon) 5
  • Language: Latin (Hermetic usage) 4
  • Magic Theory (spells) 3
  • Organization Lore: Order of Hermes (politics) 2
  • Parma Magica (Mentem) 1
  • Philosophiae (moral philosophy) 1
  • Ride (gracefully) 1
  • Swim (underwater) 2

Hermetic Arts: Cr 5, Mu 5+3, Re 5, Aq 5, Vi 2 (+2 xp)

Wizard's Sigil: All of Clusius magic include an element of fluidity and movement to them, usually in a graceful way.

Spell:

  • Mighty Torrent of Water (CrAq 20) +10
  • Sculpt the Living Water (MuAq 20) +18 -- see GofF p.96
  • Cloak of the Duck's Feathers (ReAq 5) +5
  • Rock of Viscid Clay (MuTe 15) +8
  • Bind Wounds (CrCo 10) +5
  • Wizard's Leap (ReCo 15) +5 -- HoH:S p.36
  • Aura of Beguiling Appearance (MuIm 10) +8 -- see HoH:S p.96
  • Wizard's Vigil (MuVi 20) +10
  • Unravelling the Fabric of Terram (PeVi 5) +0
Stats at the end of Winter 1204 (Start of Saga)

Age: 31 (end of Winter 1204), 7 years after Gauntlet
Warping: 0 (4)

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

Virtues: The Gift, Hermetic Magus, Social Contacts (artists of House Jerbiton), Free Expression, Flexible Formulaic Magic, Improved Characteristics, Inoffensive to Animals, Inventive Genius, Minor Magical Focus (Changing Water), Puissant Muto, Quiet Magic

Flaws: Limited Magic Resistance (Terram), Mentor (Augustus Nero of House Guernicus), Optimistic (Major), Temperate, Weak Spontaneous Magic, Weird Magic

Personality Traits: Artistic +2, Optimistic +5, Naive -2, Organized +2, Self-Confident -1, Temperate +3

Abilities:

  • Area Lore: Confluensis (people) 2
  • Area Lore: Dijon (riverside) 1
  • Area Lore: Laimunt Valley (covenant) 1
  • Artes Liberales (geometry) 1
  • Athletics (grace) 2
  • Awareness (searching) 2 +5 xp
  • Bargain (magi) 1
  • Brawl (dodging) 1
  • Charm (first impressions) 1
  • Code of Hermes (mundane relations) 1
  • Concentration (art) 2
  • Craft: Sculptor (clay) 3 +5 xp
  • Etiquette (nobility) 1
  • Finesse (grace) 2
  • Folk Ken (townsfolk) 2
  • Guile (feigning interest) 1
  • Intrigue (alliances) 1 +5 xp
  • Language: French (Bourguignon) 5
  • Language: High German (Swiss) 2 +8 xp
  • Language: Latin (Hermetic usage) 4 +4 xp
  • Language: Low German (Flemish) 1 +3 xp
  • Magic Lore (magical traditions) 1 +1 xp
  • Magic Theory (spells) 3 +4 xp
  • Organization Lore: Order of Hermes (politics) 2 +10 xp
  • Parma Magica (Mentem) 1
  • Philosophiae (moral philosophy) 1
  • Ride (gracefully) 3
  • Single Weapon (lance) 2
  • Swim (underwater) 2

Hermetic Arts: Cr 5+2 xp, Mu 12+3, Re 5, Aq 5+2 xp, Co 5+2 xp, Te 6, Vi 3+1 xp

Wizard's Sigil: All of Clusius magic include an element of fluidity and movement to them, usually in a graceful way.

Spell:

  • Mighty Torrent of Water (CrAq 20) +10
  • Sculpt the Living Water (MuAq 20) +25 -- see GofF p.96
  • Shape the Implement of Neptune's Realm (MuAq 15, Te) +25 -- custom spell
  • Cloak of the Duck's Feathers (ReAq 5) +10
  • Bind Wounds (CrCo 10) +10
  • Curse of the Unruly Tongue (ReCo 5) +10
  • Rise of the Feathery Body (ReCo 10) +10
  • Spasms of the Uncontrollable Hand (ReCo 5) +10
  • Wizard's Leap (ReCo 15) +11 -- HoH:S p.36 -- Mastery 1 (Fast Casting)
  • Aura of Beguiling Appearance (MuIm 10) +15 -- see HoH:S p.96
  • Rock of Viscid Clay (MuTe 15) +15
  • Wizard's Vigil (MuVi 20) +18
  • Unravelling the Fabric of Terram (PeVi 5) +3

Custom Spells

Shape the Implement of Neptune's Realm (MuAq 15, Te)

R:Touch, D:Sun, T:Ind

Allows the caster to shape water into an object he is familiar with, giving it hardness and strength up to that of steel. The water changes color to reflect the material used, although it remains somewhat translucent. The tool is molded by the caster's hand, so some familiarity with the tool being shaped is required. An Int + Finesse roll is required to shape the item properly, with an Ease Factor based on its complexity (from 6 to 12). For example, weapons would have an Ease Factor based on their Cost (6 for Inexpensive, 9 for Standard and 12 for Expensive). Failure means the quality of the item is poor, while a Botch on the Finesse roll means the item is somehow flawed. Complex items with moving parts, such as a crossbow, cannot be crafted with this spell.

Because of Clusius' sigil, whenever an item crafted using this spell is touched its fluidity can be felt despite its hardness, and when struck a slight wave effect can be seen on its surface.

(Base 4: Change a liquid into an unrelated solid, +1 Touch, +2 Sun, free requisite)