Guillaume of Flambeau (development)

(in progress)

[size=150]Guillaume Flambonis, Filius Evandrus (Knight of Seneca, Scholar of Julius, Green King)[/size] at campaign start

Guillaume was born to one of the grogs and one of the servants at Doissetep in the Provençal Tribunal. His father was a shield grog to a fairly young Flambeau, and his mother worked in Doissetep's kitchens. He had a rougher childhood than many, taking after his father and having to deal with other childrens' reactions to his Gift. But once he learned he would be groomed to become a warrior, he devoted himself to it and found the other children easier to tolerate.

Despite a natural inclination toward magic that might likely have led him to House Bonisagus or House Criamon, Guillaume grew up among the grogs at Doissetep. As the Flambeaux tended to associate more with the grogs, the magi he became most familiar with were Flambeaux. This combination helped bring about a personality much more in tune with the Flambeaux. On top of this the magi at Doissetep were not about to pass up a potential apprentice in their midst. That his Gift was blatant made it quite obvious to those at Doissetep that Guillaume was a potential apprentice in their midst. The magi decided the senior-most interested magus among them should take him as an apprentice. That is how Evandrus, filius Julius (himself Julius, filius Delendos) came to take Guillaume as an apprentice late in life.

Though apprenticeship was not easy, Guillaume had not previously realized he was being groomed to be a Knight of Seneca. He had only thought he would be a grog. Once he understood his true path he became even more driven than before and found his drive could carry him through any hardship he had to endure. Tasks other might have found grating he found to be tests of his mettle. The finale of Guillaume's apprenticeship was an obstacle course (both physical and magical) through which he had to lead four grog volunteers. Magi kept close watch on the grogs to make sure they could be extricated quickly if in any serious danger, which would also result in the failure of the gauntlet. Through careful use of ropes, some weak spontaneous magic, The Unseen Porter and significant use of Wizard's Leap Guillaume led the grogs past the physical challenges. He tended to dispel magical threats when coming across them. In the final fight he had the grogs form a shield wall while he hurled Pilums of Fire at the beast they had to defeat. Though some light wounds were sustained, there were no serious injuries and Guillaume passed his gauntlet, earning his sigil and the key to the Parma Magica. At this point Guillaume decided to keep his name unchanged because the grogs had known him by that name his whole life.

Guillaume's first decade as a Hermetic magus was relatively quiet by Flambeau standards. He spent some time in the lab augmenting his spell repertoire. But he also spent a lot of time traveling and exploring. Some of this was in service to his Covenant, the House, or the Knights of Seneca, but such missions were relatively short. It was during this time that he found the wounded wolf pup he named Astrid. He discovered the young wolf's magical aptitude despite being mundane, and this intrigued him. As Guillaume nursed her to health Astrid became more comfortable around him, slowly working past the problems of his blatant Gift. Guillaume suffered his share of nips and rakes during the adjustment period, but once he'd started he developed feelings of loyalty toward her. Eventually Astrid became his familiar and eternal companion. Toward the end of the decade it appeared the Third Cathar Crusade was about to break out. Guillaume decided it would be good for them to steer clear of these events and so they spent a little more time than usual in the library and laboratory. It was during this time that Guillaume developed an interest in alchemy and became initiated into the Order of the Green Cockerel. But events outside the Third Cathar Crusade were soon disrupt their relative calm.

In 1208 Archmagus Karandos was slain, and the Knights of Seneca went to war in early 1209. Guillaume joined them, temporarily moving to Campo del Marte in Iberia. Though not a leader in the Shadow Wars due to his relative youth, he still saw plenty of action leading grogs into battle alongside other Knights of Seneca. After ten years the end of war was upon them as the Knights of Seneca bore down upon the Covenant of Jafaryia. Despite fighting valiantly Guillaume was surprised to walk in at the end of an Infernally tainted ritual releasing hellfire upon him and the grogs he led. He nearly managed to escape but suffered severe burns on his upper chest and around his throat, leaving him unconscious. Fortunately Astrid found him and dragged him back to a fellow Knight of Seneca. The Knights were able to prevent his wounds from worsening until they could transport him back to Campo del Marte. There he recuperated for a while, though despite numerous methods of healing he never fully recovered. Hideous scars remain on his upper chest and neck, and even hiding them physically does not prevent others from hearing his raspy and gurgling voice. While he can function fully, these scars tend to frighten many people and make them even more uncomfortable around him. He returned to Doissetep and worked in the lab, finishing recovering while further investigation into his wounds was done by those of great experience in medicine to no avail. Thus he missed the hunts for the last few magi at the end of the Shadow Wars despite having been a significant part of the wars.

His prowess in battle brought him to the attention of the Quaesitores through Octavian of Tremere, especially since they had lost several Hoplites during the Shadow Wars. Guillaume started serving as a Hoplite, mostly protecting some of the relatively young Quaesitores. After a number of years of service the Quaesitores recognized Guillaume's talent with Vim in addition to his devotion to the Order. They offered him training as a Quaesitor himself to become a Quaesitor-Hoplite, and he accepted. He has begun his training while maintaining his duties as a Hoplite, though he has not yet earned the title of Quaesitor. His training as a Quaesitor also fit his needs as a Green Knight well, as he hoped to somewhat temper his zealousness.

Most recently Guillaume heard through Carmen and the Knights of Seneca that tragedy had befallen the covenant of Andorra. As he was not so settled at the time and he felt it was his duty to the Knights of Seneca, Guillaume quickly chose to help her. He also figured this would help serve to train his investigative abilities to move him closer to being a Quaesitor-Hoplite. Through 1229 he gathered together a small group of magi to assist Carmen in her task.

Characteristics: Int +2, Per +1, Str +1, Sta +1, Pre 0, Com 0, Dex 0, Qui +1
Size: 0
Age: 55 (apparent age 38, 6th magnitude longevity ritual)
Decrepitude: 0 (0)
Warping Score: 3 (36)
Confidence Score: 1 (3)
Virtues: Affinity w/ Magic Theory, Affinity w/ Parma Magica, Affinity w/ Vim, Cautious Sorcerer, Deft Vim, Flawless Magic, The Gift, Hermetic Magus, Independent Study, Minor Magical Focus: manipulating his own spells, Minor Potent Magic: Familiars, Planetary Magic, Skilled Parens (Knights of Seneca), Unaging, Vulgar Alchemy
Flaws: Blatant Gift, Covenant Upbringing (Doissetep), Disfigured (Infernally burned chest/neck/throat), Driving Goal (major, greatest magical warrior ever), Fettered Magic, Mentor (Knights of Seneca), Stuck in His Ways
Personality Traits: Brave +3, Loyal +3, Loyal (Astrid) +3, Zealous +3
Reputations: Dangerous (Infernal) 2, Hoplite (Order of Hermes) 1, House Flambeau Acclaim 3 (30)
Combat:
Dodging +3
Soak: 17 + Form bonuses
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)

Abilities:
[table][tr][th]Ability (Specialty)[/th][th]Scr.[/th][th]Exp.[/th][th]Notes[/th][/tr]
[tr][td]Area Lore: Iberian Tribunal (Covenants)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Area Lore: Provençal Tribunal (Covenants)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Area Lore: Rhine Tribunal (Covenants)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Artes Liberales (Astronomy)[/td][td]2[/td][td]15[/td][td]Latin[/td][/tr]
[tr][td]Athletics (Running)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Awareness (Alertness)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Brawl (Daggers)[/td][td]3[/td][td]30[/td][/tr]
[tr][td]Charm (Magi)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Code of Hermes (Diabolism)[/td][td]3[/td][td]30[/td][/tr]
[tr][td]Concentration (Spell Concentration)[/td][td]3[/td][td]30[/td][/tr]
[tr][td]Dead Language: Latin (Hermetic Usage)[/td][td]5[/td][td]75[/td][/tr]
[tr][td]Finesse (Speed)[/td][td]3[/td][td]30[/td][/tr]
[tr][td]Folk Ken (Magi)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Infernal Lore (Diabolism)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Leadership (Strategy & Tactics)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Living Language: Low German (West Low German)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Living Language: Occitan (Catalan, Provençal)[/td][td]5[/td][td]75[/td][td]Native Language (Provençal)[/td][/tr]
[tr][td]Living Language: Spanish (Aragonese, Castilian)[/td][td]4[/td][td]50[/td][/tr]
[tr][td]Magic Lore (Alchemy)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Magic Theory (Familiars)[/td][td]8[/td][td]180[/td][/tr]
[tr][td]Mystery Cult Lore: Order of the Green Cockerel (Members)[/td][td]5[/td][td]75[/td][/tr]
[tr][td]Organization Lore: Campo del Marte (Grogs)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Organization Lore: Doissetep (Grogs)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Organization Lore: Order of Hermes (House Flambeau)[/td][td]3[/td][td]30[/td][/tr]
[tr][td]Parma Magica (Certamen)[/td][td]7[/td][td]140[/td][/tr]
[tr][td]Penetration (Vim)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Philosophiae (Ritual Magic)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Profession: Scribe (Latin)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Spell Mastery: Arc of Fiery Ribbons[/td][td]3[/td][td]30[/td][td]Fast Casting, Multiple Casting, Penetration[/td][/tr]
[tr][td]Spell Mastery: Bind Wound[/td][td]1[/td][td]5[/td][td]Stalwart Casting[/td][/tr]
[tr][td]Spell Mastery: Blight Ward[/td][td]1[/td][td]5[/td][td]Imperturbable Casting[/td][/tr]
[tr][td]Spell Mastery: Boreal Flames[/td][td]3[/td][td]30[/td][td]Fast Casting, Imperturbable Casting, Multiple Casting[/td][/tr]
[tr][td]Spell Mastery: Chirurgical Cut of Mundane Silence[/td][td]4[/td][td]51[/td][td]Adaptable Casting, Fast Casting, Multiple Casting, Unraveling[/td][/tr]
[tr][td]Spell Mastery: Circle of the Healthy Harvest[/td][td]1[/td][td]5[/td][td]Imperturbable Casting[/td][/tr]
[tr][td]Spell Mastery: Circular Ward Against Demons[/td][td]2[/td][td]15[/td][td]Apotropaic Casting, Penetration[/td][/tr]
[tr][td]Spell Mastery: Cloak of True Invisibility[/td][td]1[/td][td]5[/td][td]Flex - Touch[/td][/tr]
[tr][td]Spell Mastery: Clothe the Naked Form[/td][td]1[/td][td]5[/td][td]Flex - Moon[/td][/tr]
[tr][td]Spell Mastery: Demon's Eternal Oblivion[/td][td]4[/td][td]50[/td][td]Apotropaic Casting, Adaptable Casting, Flex - Sight, Penetration[/td][/tr]
[tr][td]Spell Mastery: The Discerning Eye[/td][td]1[/td][td]5[/td][td]Acute Sense[/td][/tr]
[tr][td]Spell Mastery: Distant Shell of Obvious Mysteries[/td][td]1[/td][td]5[/td][td]Flex - Concentration[/td][/tr]
[tr][td]Spell Mastery: Divide the Gathered Vis[/td][td]1[/td][td]5[/td][td]Stalwart Casting[/td][/tr]
[tr][td]Spell Mastery: The Leap of Homecoming[/td][td]2[/td][td]15[/td][td]Flex - Touch, Stalwart Casting[/td][/tr]
[tr][td]Spell Mastery: Maintaining the Demanding Spell[/td][td]2[/td][td]15[/td][td]Flex - Sun, Imperturbable Casting[/td][/tr]
[tr][td]Spell Mastery: Obliterating the Wizard's Defense[/td][td]2[/td][td]15[/td][td]Resistance, Unraveling[/td][/tr]
[tr][td]Spell Mastery: Opening the Intangible Tunnel[/td][td]2[/td][td]15[/td][td]Adaptable Casting, Resistance[/td][/tr]
[tr][td]Spell Mastery: Pilum of Fire[/td][td]3[/td][td]30[/td][td]Fast Casting, Multiple Casting, Penetration[/td][/tr]
[tr][td]Spell Mastery: Sight of the Sigil[/td][td]1[/td][td]5[/td][td]Acute Sense[/td][/tr]
[tr][td]Spell Mastery: Sturdy Mantle of the Traveler[/td][td]1[/td][td]5[/td][td]Flex - Moon[/td][/tr]
[tr][td]Spell Mastery: The Unseen Porter[/td][td]1[/td][td]5[/td][td]Imperturbable Casting[/td][/tr]
[tr][td]Spell Mastery: Vague Shell of Obvious Mysteries[/td][td]2[/td][td]15[/td][td]Flex - Circle, Flex - Eye[/td][/tr]
[tr][td]Spell Mastery: Vague Shells of Obvious Mysteries[/td][td]2[/td][td]15[/td][td]Flex - Room, Flex - Structure[/td][/tr]
[tr][td]Spell Mastery: Ward Against the Curious Scullion[/td][td]1[/td][td]5[/td][td]Resistance[/td][/tr]
[tr][td]Spell Mastery: Wizard's Leap[/td][td]2[/td][td]15[/td][td]Fast Casting, Stalwart Casting[/td][/tr]
[tr][td]Stealth (Natural Settings)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Swim (Not Drowning)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Teaching (Apprentices)[/td][td]1[/td][td]5[/td][/tr][/table]
Arts:
[table][tr][th]Technique[/th][th]Scr.[/th][th]Exp.[/th][th]Form[/th][th]Scr.[/th][th]Exp.[/th][/tr]
[tr][td]Creo[/td][td]11[/td][td]55[/td][td]Animal[/td][td]7[/td][td]28[/td][/tr]
[tr][td]Intellego[/td][td]10[/td][td]55[/td][td]Aquam[/td][td]5[/td][td]15[/td][/tr]
[tr][td]Muto[/td][td]11[/td][td]66[/td][td]Auram[/td][td]5[/td][td]15[/td][/tr]
[tr][td]Perdo[/td][td]7[/td][td]28[/td][td]Corpus[/td][td]7[/td][td]28[/td][/tr]
[tr][td]Rego[/td][td]10[/td][td]55[/td][td]Herbam[/td][td]5[/td][td]15[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Ignem[/td][td]8[/td][td]36[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Imaginem[/td][td]5[/td][td]15[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Mentem[/td][td]5[/td][td]15[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Terram[/td][td]5[/td][td]15[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Vim[/td][td]19[/td][td]190[/td][/tr][/table]
Wizard's Sigil: His magic seems nearly alive. (Imagine the flash flood in the Fellowship of the Ring or the storm in The Mummy.) (E.g. licks of flame will look vaguely like fingers or claws reaching out and illusions will ripple slightly in the wind.)
Certamen School: Velitus
Twilight Scars:* Insects, worms, and the like tend to avoid him, disliking his Gift.

  • The ground/floor immediately around his feet ripples lightly as though standing in a puddle.

Spells:
Sturdy Mantle of the Traveler [CrAn30, +20]
[tab][/tab]See MoH p.56.
[tab][/tab]Mastery 1: Flex - Moon
Bind Wound [CrCo10, +20]
[tab][/tab]See ArM5 p.129.
[tab][/tab]Mastery 1: Stalwart Casting
Wizard’s Leap [ReCo15, +20]
[tab][/tab]See HoH:S p.36.
[tab][/tab]Mastery 2: Fast Casting, Stalwart Casting
Ward Against the Curious Scullion [ReCo30, +19]
[tab][/tab]See Cov p.104.
[tab][/tab]Mastery 1: Resistance
The Leap of Homecoming [ReCo35, +20]
[tab][/tab]See ArM5 p.135. (The spell is tailored to Astrid as well as himself.)
[tab][/tab]Mastery 2: Flex - Touch, Stalwart Casting
Circle of the Healthy Harvest [CrHe4, +18]
[tab][/tab]D: Ring, T: Circle version of The Bountiful Harvest (ArM5 p.135).
[tab][/tab]Mastery 1: Imperturbable Casting
Blight Ward[CrHe5, +18]
[tab][/tab]Prevents plants within the circle from sickening
[tab][/tab]Base 1, R: Touch, D: Ring, T: Circle, +1 Size enhancement.
[tab][/tab]Mastery 1: Imperturbable Casting
Clothe the Naked Form [CrHe5, +18]
[tab][/tab]See MoH p.58.
[tab][/tab]Mastery 1: Flex - Moon
Pilum of Fire [CrIg20, +29]
[tab][/tab]See ArM5 p.140. Inflicts +15 damage.
[tab][/tab]Mastery 3: Fast Casting, Multiple Casting, Penetration
Arc of Fiery Ribbons [CrIg25, +29]
[tab][/tab]See ArM5 p.140. Inflicts +10 damage.
[tab][/tab]Mastery 3: Fast Casting, Multiple Casting, Penetration
Boreal Flames [Mu(Pe)Ig15, +25]
[tab][/tab]See MoH p.111.
[tab][/tab]Mastery 3: Fast Casting, Imperturbable Casting, Multiple Casting
The Discerning Eye [InIm35, +23]
[tab][/tab]See HoH:TL p.72.
[tab][/tab]Mastery 1: Acute Sense
Cloak of True Invisibility [Pe(Cr)Im(Ig)15, +14]
[tab][/tab]R: Personal, D: Concentration version of Veil of Invisibility (ArM5 p.146).
[tab][/tab]The extra magnitude and requisites provide the light to remove the shadow. (The spell is tailored to Astrid as well as himself.)
[tab][/tab]Mastery 1: Flex - Touch
The Unseen Porter [ReTe10, +17]
[tab][/tab]See ArM5 p.156.
[tab][/tab]Mastery 1: Imperturbable Casting
Vague Shell of Obvious Mysteries [CrVi5, +33]
[tab][/tab]R: Touch, D: Concentration, T: Individual real-appearing magical shell.
[tab][/tab]The target appears to be Magical to spells of level 8 or lower. (The spell is tailored to Astrid as well as himself.)
[tab][/tab]Mastery 2: Flex - Circle, Flex - Eye
Vague Shells of Obvious Mysteries [CrVi5, +33]
[tab][/tab]R: Touch, D: Concentration, T: Group real-appearing magical shell.
[tab][/tab]The targets appear to be Magical to spells of level 4 or lower. (The spell is tailored to Astrid as well as himself.)
[tab][/tab]Mastery 2: Flex - Room, Flex - Structure
Distant Shimmer of Obvious Mysteries [CrVi10, +32]
[tab][/tab]R: Sight, D: Momentary, T: Individual real-appearing magical shell.
[tab][/tab]The target appears to be Magical to spells of level 8 or lower. (The spell is tailored to Astrid as well as himself.)
[tab][/tab]Mastery 1: Flex - Concentration
Sight of the Sigil [InVi50, +37]
[tab][/tab]See HoH:TL p.75.
[tab][/tab]Mastery 1: Acute Sense
Demon’s Eternal Oblivion [PeVi10, +41]
[tab][/tab]See ArM5 p.160. Destroys 10 + 4x2 = 18 Infernal Might.
[tab][/tab]Mastery 4: Adaptable Casting, Apotropaic Mastery, Flex - Sight, Penetration
Chirurgical Cut of Mundane Silence [PeVi15, +31]
[tab][/tab]R: Sight & T: Individual version of Wind of Mundane Silence (ArM5 p.161).
[tab][/tab]Double the effect's level with 15 + 5 + 4x3 + die = 32+die.
[tab][/tab]Mastery 4: Adaptable Casting, Fast Casting, Multiple Casting, Unraveling
Obliterating the Wizard's Defense [PeVi15, +29]
[tab][/tab]R: Sight version of Unraveling the Fabric of (Form) (ArM5 p.161), but to take down Parma Magica.
[tab][/tab]Match five times the opponent's score in Parma Magica with 15 + 5 + 2x3 + die = 26+die.
[tab][/tab]Mastery 2: Resistance, Unraveling
Demon’s Eternal Oblivion [PeVi25, +41]
[tab][/tab]See ArM5 p.160. Destroys 25 + 4x2 = 33 Infernal Might.
[tab][/tab]Mastery 4: Adaptable Casting, Apotropaic Mastery, Flex - Sight, Penetration
Divide the Gathered Vis [ReVi25, +31]
[tab][/tab]See TMRE p.40.
[tab][/tab]Mastery 1: Stalwart Casting
Circular Ward Against Demons [ReVi25, +42]
[tab][/tab]See ArM5 p.162. Works on demons up to 25 + 2x2 = 29 Might.
[tab][/tab]Mastery 2: Apotropaic Mastery, Penetration
Maintaining the Demanding Spell [ReVi25, +42]
[tab][/tab]See ArM5 p.162. Works on spells of level 25 and lower.
[tab][/tab]Mastery 2: Flex - Sun, Imperturbable Casting
Opening the Intangible Tunnel [ReVi15, +32]
[tab][/tab]See ArM5 p.162. Works on spells of level 15 and lower. (The spell is tailored to Astrid as well as himself.)
[tab][/tab]Mastery 2: Adaptable Casting, Resistance
Opening the Intangible Tunnel [ReVi30, +32]
[tab][/tab]See ArM5 p.162. Works on spells of level 30 and lower. (The spell is tailored to Astrid as well as himself.)
[tab][/tab]Mastery 2: Adaptable Casting, Resistance
Opening the Intangible Tunnel [ReVi40, +32]
[tab][/tab]See ArM5 p.162. Works on spells of level 40 and lower. (The spell is tailored to Astrid as well as himself.)
[tab][/tab]Mastery 2: Adaptable Casting, Resistance

Vis: 4 Animal, 3 Vim
Items:
Lab Text for (spell to increase duration for Vim spells from ArM5) [MuVi50]
Lab Text for (spell to restore traces from HoH:TL) [CrVi?]
Q(14-?) Tractatus on Finesse

Talisman:
It is an excellent (+1) iron plate and mail cuirasse. At the top center of the chest, about where a medallion would hang to, there is a decorative piece. A pentagram about three inches across is etched into the breastplate. At the five corners lie five stones, one each of basalt, red coral, marble, opal, and ruby. In the center there is a small, round piece of clear glass holding a small bit of mercury within it. It also bears runes as it has been enchanted as an Item of Quality.
[tab][/tab]Soak: 14
[tab][/tab]Load: 1
[tab][/tab]Attunements: +6 eyes, +6 fire-related effects, +5 Muto, +10 vs. demons
[tab][/tab]Opened Spaces: 30 pawns (6 pawns used)
[tab][/tab]Invested Effects:
[tab][/tab]Hardness of Adamantine [MuTe24]
[tab][/tab][tab][/tab]R: Personal, consant version of Hardness of Adamantine (HoH:S p.##).
[tab][/tab]Hauberk of Sublime Lightness [MuTe29]
[tab][/tab][tab][/tab]R: Personal, consant version of Hauberk of Sublime Lightness (HoH:S p.##).

[size=150]Familiar - Astrid[/size]

Gold Cord: 2 (15), Silver Cord: 0 (0), Bronze Cord: 2 (15)
Bond Powers:
[tab][/tab]Mental Communication [CrMe15] in both directions
[tab][/tab][tab][/tab]Unlimited uses. See ArM5 p.###.
[tab][/tab]Human Form [MuAn(Co)30] on Astrid
[tab][/tab][tab][/tab]24 uses per day. See ArM5 p.###.

Wolf Form
Characteristics: Int -3, Per 0, Str -1, Sta +3, Pre -2, Com 0, Dex +2, Qui +2
Size: -1
Confidence Score: 1 (3)
Virtues: Improved Characteristics (x2), Ferocity (when hungry), Independent Study, Long-Winded, Sharp Hearing, Premonitions, True Friend/Love (Guillaume), Venus's Blessing
Flaws: Compulsion (killing), Covenant Upbringing, Infamous, Lingering Injury, (animal social status thing
Qualities: Aggressive, Hardy, Keen Sense of Smell, Pack Animal, Pursuit Predator, Sharp Ears, Thick Fur, Vocal
Personality Traits: Brave +3, Cowardly +3, Loyal (Guillaume) +3
Soak: +4
Fatigue Levels: OK, 0/0, -1/-1, -3, -5, Unconscious
Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (13-16)

Human Form
Characteristics: Int -3, Per 0, Str +1, Sta +3, Pre -2, Com 0, Dex +2, Qui +1
Virtues: Independent Study, Premonitions, True Friend/Love (Guillaume), Venus's Blessing
Flaws: Covenant Upbringing, Lingering Injury, (animal social status thing)
Personality Traits: Brave +3, Cowardly +3, Loyal (Guillaume) +3
Soak: +3
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)

[table][tr][th]Ability (Specialty)[/th][th]Scr.[/th][th]Exp.[/th][th]Notes[/th][/tr]
[tr][td]Area Lore: Iberian Tribunal (Natural Features)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Area Lore: Provençal Tribunal (Natural Features)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Artes Liberales (Rhetoric)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Athletics - Human (Dancing)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Athletics - Wolf (Distance Running)[/td][td]6[/td][td]105[/td][/tr]
[tr][td]Awareness - Human (Alertness)[/td][td]4[/td][td]50[/td][/tr]
[tr][td]Awareness - Wolf (Smell)[/td][td]5[/td][td]75[/td][/tr]
[tr][td]Brawl - Wolf (Teeth)[/td][td]6[/td][td]105[/td][/tr]
[tr][td]Carouse - Human (Making Friends)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Charm - Human (First Impressions)[/td][td]4[/td][td]50[/td][/tr]
[tr][td]Dead Language: Latin (Hermetic Usage)[/td][td]5[/td][td]-[/td][td]Familiar Bond[/td][/tr]
[tr][td]Etiquette - Human (Magi)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Folk Ken - Human (Men)[/td][td]3[/td][td]30[/td][/tr]
[tr][td]Guile - Human (Feigning Innocence)[/td][td]3[/td][td]30[/td][/tr]
[tr][td]Hunt - Wolf (Track by Smell)[/td][td]4[/td][td]50[/td][/tr]
[tr][td]Living Language: Low German (West Low German)[/td][td]1[/td][td]-[/td][td]Familiar Bond[/td][/tr]
[tr][td]Living Language: Occitan (Catalan, Provençal)[/td][td]5[/td][td]-[/td][td]Familiar Bond[/td][/tr]
[tr][td]Living Language: Spanish (Aragonese, Castilian)[/td][td]4[/td][td]-[/td][td]Familiar Bond[/td][/tr]
[tr][td]Magic Theory (Assisting in the Lab)[/td][td]9[/td][td]225[/td][/tr]
[tr][td]Organization Lore: Campo del Marte (Personalities)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Organization Lore: Doissetep (Personalities)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Organization Lore: Order of Hermes (Personalities)[/td][td]3[/td][td]30[/td][/tr]
[tr][td]Premonitions (Astrid & Guillaume)[/td][td]8[/td][td]180[/td][/tr]
[tr][td]Stealth - Human (Indoors)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Stealth - Wolf (Natural Areas)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Survival - Wolf (Winter)[/td][td]3[/td][td]30[/td][/tr]
[tr][td]Swim - Human (Not Drowning)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Swim - Wolf (Not Drowning)[/td][td]1[/td][td]5[/td][/tr][/table]

Suggestions...
Fulgarus filius Julius only filius of Delendos was perhaps was a member of Doisettep in Provencal or Campus Martes in Iberia.
School of Delendos is Puissant Creo, School of Julius is Skilled Parens. You are of Julius.
The meta magic focus is too tweaky and I dunno if it is a good Flambeau motif. and you have no spells relying on it. Your choice, but I suggest Mastered Spells or Warrior or a Puissant combat Art. Something befitting a warrior wizard.
Good spell pick :wink:

I had originally written Campo del Martes, but then I realized I'd misread the founding date as 1097 instead of 1197. It would be hard for Guillermo to have been born after 1197 and have finished his gauntlet in time to have gone to fight for the whole of the Shadow Wars (where he got his scar).

Ah, OK. I'd mixed that up I guess. But I get it now: my parens would have been trained in the school of Julius, so regardless of the line of descent a generation back it has moved to the school of Julius. Well, that gives me more flexibility being able to adjust Puissant Creo to something else.

Maintaining the Demanding Spell - focus as I described would apply 100% of the time
Boreal Flames - the focus would apply when using this on his own spells
Then there are a few spells on which he could use those two.

The motif I was after is a magus extremely talented with metamagic (Magic Theory, Parma Magica, Spell Mastery, Vim), able to change his spells to adjust to his opponent. He would also start focusing in countermagic, being strong in Vim, which would make him dangerous to enemy wizards. I tried to stick to the theme pretty strongly: Magic Theory (Affinity), Spell Mastery (Cautious Sorcerer & Flawless Magic & Minor Focus), Vim (Affinity & Deft). I didn't hit Parma Magica, so I suppose I could move Virtues in that direction, too.

I tried to get a diversity of good combat spells, balancing some damage and some utility while maintaining the typical Flambeau training in fire.

Countermagic is a good motif indeed :slight_smile:
As for Maintain the Demanding Spell, there is another way to get the level that high.
Learn it twice :wink:
The magnitude of the first (lower level) version adds to the LT for the second. And it is a common spell fron cannon, so lab texts are readilly available during chargen.
It just seems a waste of a virtue for just one spell, but I suppose it depends on what your future plans are.

:smiley:
William. Your character's name is Spanish for William. Can we call you Billy?
:smiley:
You are prolly from Castile or Leon. Or Aragon.

Yes. Of course, I named him a few days ago when I thought Campo del Marte was established in 1097 instead of 1197. Whoops.

The focus is more useful for sponting MuVi spells.

How about it was founded in 1127?

That would work. Even as late as 1170-1175 would work.

i will edit it :slight_smile:
or you can go with the group from doisettep plan. I cannot say what atlas plans to do with it in 5th edition (if anything), but it shall exist in our game.
:smiley:

I think I'll go with the Doisettep plan. It fits better with the Order of the Green Cockerel. He'll still have the same parens and gauntlet. It won't affect too much. I may change his name as a result. Hmmm... so, just where is Doisettep?

Edit: Oooh, no. How about Castra Solis, domus magna of House Flambeau and in the Provencal Tribunal if I have it right. Now I have to check languages for the Provencal Tribunal and see if the location of Castra Solis is described in more detail somewhere.

Doisettep is in Provencal, and is a really cool covenant. Castra Solis is full of Mithrites and Milites. You don't wanna hang out with squares like that :laughing:
The Mercurians, the Senecans, the Alchemists and etceteras. They are at Doisettep.

OK. Sounds cool. Doissetep it is! I'll edit that above. If you get a few minutes, I've also been working much more on his history. I'm starting with broad strokes at the moment. I'll want to fill in a number of his deeds as I go, but that's easier to do when paired directly with seasons of advancement. At the moment I just want to make sure his overall history is solid and works well in the setting.

Groovy :slight_smile:

Some of this is shaping up as I'm writing. He's been a Hoplite for some years now and is working toward being a Quaesitor-Hoplite. He has been studying and receiving training recently in that direction, but he has not yet earned the title of Quaesitor. Not only does this give him interests to pursue once the game starts, it gives him two reasons for coming to the covenant: serving the Knights of Seneca and working to hone his investigative skills.

Just to say, although I don't think it has ever been written up, I don't think you're supposed to take specialties on masteries.
Alzheimer :unamused: so does everyone know of a published character with Spell Masteries?

Oh, and love your CoH and Swim specialtes :smiley:

I can remove them if we decide against them. In the other thread there was agreement that there are specialties on Spell Masteries. I'll explain why. Faerie Sympathies replace specialties, so if they apply to Spell Masteries then the Spell Masteries must have specialties to be replaced.

As per the rules. ArM5 implies by necessity that Spell Masteries do have specialties. However, they don't show up for any examples (potentially because they never list Spell Mastery with the other Abilities, potentially because the ArM5 rules are in error - but we can only speculate which of the two).

:smiley: Yes, the first is not to keep him out of trouble but because that's what he's learned to deal with, so it's essentially to get him into trouble. Swimming, yeah, he can doggie paddle with fury! He'll stay up but not get far very quickly.

Guillaume Flambonis, Filius Evandrus (Knight of Seneca, School of Julius) at the end of apprenticeship

Guillaume was born to one of the grogs and one of the servants at Doissetep in the Provençal Tribunal. His father was a shield grog to a fairly young Flambeau, and his mother worked in Doissetep's kitchens. He had a rougher childhood than many, taking after his father and having to deal with other childrens' reactions to his Gift. But once he learned he would be groomed to become a warrior, he devoted himself to it and found the other children easier to tolerate.

Despite a natural inclination toward magic that might likely have led him to House Bonisagus or House Criamon, Guillaume grew up among the grogs at Doissetep. As the Flambeaux tended to associate more with the grogs, the magi he became most familiar with were Flambeaux. This combination helped bring about a personality much more in tune with the Flambeaux. On top of this the magi at Doissetep were not about to pass up a potential apprentice in their midst. That his Gift was blatant made it quite obvious to those at Doissetep that Guillaume was a potential apprentice in their midst. The magi decided the senior-most interested magus among them should take him as an apprentice. That is how Evandrus, filius Julius (himself Julius, filius Delendos) came to take Guillaume as an apprentice late in life.

Though apprenticeship was not easy, Guillaume had not previously realized he was being groomed to be a Knight of Seneca. He had only thought he would be a grog. Once he understood his true path he became even more driven than before and found his drive could carry him through any hardship he had to endure. Tasks other might have found grating he found to be tests of his mettle. The finale of Guillaume's apprenticeship was an obstacle course (both physical and magical) through which he had to lead four grog volunteers. Magi kept close watch on the grogs to make sure they could be extricated quickly if in any serious danger, which would also result in the failure of the gauntlet. Through careful use of ropes, some weak spontaneous magic, The Unseen Porter and significant use of Wizard's Leap Guillaume led the grogs past the physical challenges. He tended to dispel magical threats when coming across them. In the final fight he had the grogs form a shield wall while he hurled Pilums of Fire at the beast they had to defeat. Though some light wounds were sustained, there were no serious injuries and Guillaume passed his gauntlet, earning his sigil and the key to the Parma Magica. At this point Guillaume decided to keep his name unchanged because the grogs had known him by that name his whole life.

Characteristics: Int +2, Per +1, Str +1, Sta +1, Pre 0, Com 0, Dex 0, Qui +1
Size: 0
Age: 25 (apparent age 25)
Decrepitude: 0 (0)
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues: Affinity w/ Magic Theory, Affinity w/ Parma Magica, Affinity w/ Vim, Cautious Sorcerer, Deft Vim, Flawless Magic, The Gift, Hermetic Magus, Independent Study, Minor Magical Focus: manipulating his own spells, Skilled Parens (Knights of Seneca)
Flaws: Blatant Gift, Covenant Upbringing (Doissetep), Disfigured (Infernally burned chest/neck/throat), Driving Goal (major, greatest magical warrior ever), Mentor (Knights of Seneca), Stuck in His Ways
Personality Traits: Brave +3, Loyal +3, Zealous +3
Reputations:
Combat:
Dodging +3
Soak: 1 + Form bonuses + Armor
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)

Abilities:
[table][tr][th]Ability (Specialty)[/th][th]Scr.[/th][th]Exp.[/th][th]Notes[/th][/tr]
[tr][td]Area Lore: Provençal Tribunal (Covenants)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Artes Liberales (Logic)[/td][td]1[/td][td]5[/td][td]Latin[/td][/tr]
[tr][td]Athletics (Running)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Awareness (Alertness)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Brawl (Daggers)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Charm (Magi)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Code of Hermes (Diabolism)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Concentration (Spell Concentration)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Dead Language: Latin (Hermetic Usage)[/td][td]5[/td][td]75[/td][/tr]
[tr][td]Finesse (Speed)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Folk Ken (Magi)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Infernal Lore (Diabolism)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Leadership (Grogs)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Living Language: Langue d'Oc (Provençal)[/td][td]5[/td][td]75[/td][td]Native Language[/td][/tr]
[tr][td]Living Language: Langue d'Oil (French)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Magic Lore (Non-Hermetic Traditions)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Magic Theory (Inventing Spells)[/td][td]4[/td][td]53[/td][/tr]
[tr][td]Organization Lore: Doissetep (Grogs)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Organization Lore: Order of Hermes (House Flambeau)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Parma Magica (Certamen)[/td][td]1[/td][td]8[/td][/tr]
[tr][td]Penetration (Vim)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Philosophiae (Ritual Magic)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Profession: Scribe (Latin)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Profession: Strategy (Grogs with Magi)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Profession: Tactics (Grogs with Magi)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Spell Mastery: Arc of Fiery Ribbons[/td][td]1[/td][td]5[/td][td]Penetration[/td][/tr]
[tr][td]Spell Mastery: Bind Wound[/td][td]1[/td][td]5[/td][td]Stalwart Casting[/td][/tr]
[tr][td]Spell Mastery: Boreal Flames[/td][td]2[/td][td]15[/td][td]Fast Casting, Imperturbable Casting[/td][/tr]
[tr][td]Spell Mastery: Demon's Eternal Oblivion[/td][td]3[/td][td]30[/td][td]Adaptable Casting, Flex - Sight, Penetration[/td][/tr]
[tr][td]Spell Mastery: Divide the Gathered Vis[/td][td]1[/td][td]5[/td][td]Stalwart Casting[/td][/tr]
[tr][td]Spell Mastery: Maintaining the Demanding Spell[/td][td]2[/td][td]15[/td][td]Flex - Sun, Imperturbable Casting[/td][/tr]
[tr][td]Spell Mastery: Pilum of Fire[/td][td]1[/td][td]5[/td][td]Penetration[/td][/tr]
[tr][td]Spell Mastery: The Unseen Porter[/td][td]1[/td][td]5[/td][td]Imperturbable Casting[/td][/tr]
[tr][td]Spell Mastery: Wizard's Leap[/td][td]2[/td][td]15[/td][td]Fast Casting, Stalwart Casting[/td][/tr]
[tr][td]Stealth (Natural Settings)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Swim (Not Drowning)[/td][td]1[/td][td]5[/td][/tr][/table]
Arts:
[table][tr][th]Technique[/th][th]Scr.[/th][th]Exp.[/th][th]Form[/th][th]Scr.[/th][th]Exp.[/th][/tr]
[tr][td]Creo[/td][td]7[/td][td]28[/td][td]Animal[/td][td]0[/td][td]0[/td][/tr]
[tr][td]Intellego[/td][td]2[/td][td]3[/td][td]Aquam[/td][td]0[/td][td]0[/td][/tr]
[tr][td]Muto[/td][td]5[/td][td]15[/td][td]Auram[/td][td]0[/td][td]0[/td][/tr]
[tr][td]Perdo[/td][td]5[/td][td]15[/td][td]Corpus[/td][td]0[/td][td]0[/td][/tr]
[tr][td]Rego[/td][td]5[/td][td]15[/td][td]Herbam[/td][td]0[/td][td]0[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Ignem[/td][td]8[/td][td]36[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Imaginem[/td][td]0[/td][td]0[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Mentem[/td][td]0[/td][td]0[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Terram[/td][td]0[/td][td]0[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Vim[/td][td]12[/td][td]78[/td][/tr][/table]
Wizard's Sigil: His magic seems nearly alive. (Imagine the flash flood in the Fellowship of the Ring or the storm in The Mummy.) (E.g. licks of flame will look vaguely like fingers or claws reaching out and illusions will ripple slightly in the wind.)
Certamen School: Velitus
Twilight Scars: None
Spells:
Bind Wound [CrCo10, +9]
[tab][/tab]See ArM5 p.129.
Wizard’s Leap [ReCo15, +8]
[tab][/tab]See HoH:S p.36.
Pilum of Fire [CrIg20, +17]
[tab][/tab]See ArM5 p.140. Inflicts +15 damage.
Arc of Fiery Ribbons [CrIg25, +17]
[tab][/tab]See ArM5 p.140. Inflicts +10 damage.
Boreal Flames [Mu(Pe)Ig15, +15 or +20 on his own spells]
[tab][/tab]See MoH p.111.
The Unseen Porter [ReTe10, +7]
[tab][/tab]See ArM5 p.156.
Demon’s Eternal Oblivion [PeVi10, +21]
[tab][/tab]See ArM5 p.160. Destroys 10 Infernal Might.
Demon’s Eternal Oblivion [PeVi25, +21]
[tab][/tab]See ArM5 p.160. Destroys 25 Infernal Might.
Divide the Gathered Vis [ReVi25, +19]
[tab][/tab]See TMRE p.40.
Maintaining the Demanding Spell [ReVi25, +25]
[tab][/tab]See ArM5 p.162. Works on spells of level 25 and lower.
Vis:
Items:
Familiar:

Guillaume Flambonis, Filius Evandrus (Knight of Seneca, School of Julius) at the end of the first cycle (1201-1204)

Guillaume's first decade as a Hermetic magus was relatively quiet by Flambeau standards. He spent some time in the lab augmenting his spell repertoire. But he also spent a lot of time traveling and exploring. Some of this was in service to his Covenant, the House, or the Knights of Seneca, but such missions were relatively short. It was during this time that he found the wounded wolf pup he named Astrid. He discovered the young wolf's magical aptitude despite being mundane, and this intrigued him. As Guillaume nursed her to health Astrid became more comfortable around him, slowly working past the problems of his blatant Gift. Guillaume suffered his share of nips and rakes during the adjustment period, but once he'd started he developed feelings of loyalty toward her.

Characteristics: Int +2, Per +1, Str +1, Sta +1, Pre 0, Com 0, Dex 0, Qui +1
Size: 0
Age: 29 (apparent age 29)
Decrepitude: 0 (0)
Warping Score: 0 (1)
Confidence Score: 1 [3]
Virtues: Affinity w/ Magic Theory, Affinity w/ Parma Magica, Affinity w/ Vim, Cautious Sorcerer, Deft Vim, Flawless Magic, The Gift, Hermetic Magus, Independent Study, Minor Magical Focus: manipulating his own spells, Skilled Parens (Knights of Seneca)
Flaws: Blatant Gift, Covenant Upbringing (Doissetep), Disfigured (Infernally burned chest/neck/throat), Driving Goal (major, greatest magical warrior ever), Mentor (Knights of Seneca), Stuck in His Ways
Personality Traits: Brave +3, Loyal +3, Zealous +3
Reputations:
Combat:
Dodging +3
Soak: 1 + Form bonuses + Armor
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)

Abilities:
[table][tr][th]Ability (Specialty)[/th][th]Scr.[/th][th]Exp.[/th][th]Notes[/th][/tr]
[tr][td]Area Lore: Iberian Tribunal (Covenants)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Area Lore: Provençal Tribunal (Covenants)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Area Lore: Rhine Tribunal (Covenants)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Artes Liberales (Logic)[/td][td]1[/td][td]5[/td][td]Latin[/td][/tr]
[tr][td]Athletics (Running)[/td][td]1[/td][td]7[/td][/tr]
[tr][td]Awareness (Alertness)[/td][td]1[/td][td]7[/td][/tr]
[tr][td]Brawl (Daggers)[/td][td]2[/td][td]17[/td][/tr]
[tr][td]Charm (Magi)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Code of Hermes (Diabolism)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Concentration (Spell Concentration)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Dead Language: Latin (Hermetic Usage)[/td][td]5[/td][td]75[/td][/tr]
[tr][td]Finesse (Speed)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Folk Ken (Magi)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Infernal Lore (Diabolism)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Leadership (Grogs)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Living Language: Castilian (?)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Living Language: Langue d'Oc (Provençal)[/td][td]5[/td][td]75[/td][td]Native Language[/td][/tr]
[tr][td]Living Language: Langue d'Oil (French)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Living Language: Low German (?)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Magic Lore (Non-Hermetic Traditions)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Magic Theory (Inventing Spells)[/td][td]5[/td][td]75[/td][/tr]
[tr][td]Organization Lore: Doissetep (Grogs)[/td][td]2[/td][td]17[/td][/tr]
[tr][td]Organization Lore: Order of Hermes (House Flambeau)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Parma Magica (Certamen)[/td][td]5[/td][td]80[/td][/tr]
[tr][td]Penetration (Vim)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Philosophiae (Ritual Magic)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Profession: Scribe (Latin)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Profession: Strategy (Grogs with Magi)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Profession: Tactics (Grogs with Magi)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Spell Mastery: Arc of Fiery Ribbons[/td][td]2[/td][td]15[/td][td]Multiple Casting, Penetration[/td][/tr]
[tr][td]Spell Mastery: Bind Wound[/td][td]1[/td][td]5[/td][td]Stalwart Casting[/td][/tr]
[tr][td]Spell Mastery: Boreal Flames[/td][td]2[/td][td]25[/td][td]Fast Casting, Imperturbable Casting[/td][/tr]
[tr][td]Spell Mastery: Chirurgical Cut of Mundane Silence[/td][td]2[/td][td]29[/td][td]Fast Casting, Unraveling[/td][/tr]
[tr][td]Spell Mastery: Demon's Eternal Oblivion[/td][td]3[/td][td]30[/td][td]Adaptable Casting, Flex - Sight, Penetration[/td][/tr]
[tr][td]Spell Mastery: Divide the Gathered Vis[/td][td]1[/td][td]5[/td][td]Stalwart Casting[/td][/tr]
[tr][td]Spell Mastery: Maintaining the Demanding Spell[/td][td]2[/td][td]15[/td][td]Flex - Sun, Imperturbable Casting[/td][/tr]
[tr][td]Spell Mastery: Pilum of Fire[/td][td]2[/td][td]15[/td][td]Multiple Casting, Penetration[/td][/tr]
[tr][td]Spell Mastery: The Unseen Porter[/td][td]1[/td][td]5[/td][td]Imperturbable Casting[/td][/tr]
[tr][td]Spell Mastery: Wizard's Leap[/td][td]2[/td][td]15[/td][td]Fast Casting, Stalwart Casting[/td][/tr]
[tr][td]Stealth (Natural Settings)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Swim (Not Drowning)[/td][td]1[/td][td]5[/td][/tr][/table]
Arts:
[table][tr][th]Technique[/th][th]Scr.[/th][th]Exp.[/th][th]Form[/th][th]Scr.[/th][th]Exp.[/th][/tr]
[tr][td]Creo[/td][td]7[/td][td]28[/td][td]Animal[/td][td]0[/td][td]0[/td][/tr]
[tr][td]Intellego[/td][td]2[/td][td]3[/td][td]Aquam[/td][td]0[/td][td]0[/td][/tr]
[tr][td]Muto[/td][td]5[/td][td]15[/td][td]Auram[/td][td]0[/td][td]0[/td][/tr]
[tr][td]Perdo[/td][td]7[/td][td]28[/td][td]Corpus[/td][td]0[/td][td]0[/td][/tr]
[tr][td]Rego[/td][td]5[/td][td]15[/td][td]Herbam[/td][td]0[/td][td]0[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Ignem[/td][td]8[/td][td]36[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Imaginem[/td][td]0[/td][td]0[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Mentem[/td][td]0[/td][td]0[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Terram[/td][td]0[/td][td]0[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Vim[/td][td]14[/td][td]110[/td][/tr][/table]
Wizard's Sigil: His magic seems nearly alive. (Imagine the flash flood in the Fellowship of the Ring or the storm in The Mummy.) (E.g. licks of flame will look vaguely like fingers or claws reaching out and illusions will ripple slightly in the wind.)
Certamen School: Velitus
Twilight Scars: None
Spells:
Bind Wound [CrCo10, +9]
[tab][/tab]See ArM5 p.129.
Wizard’s Leap [ReCo15, +8]
[tab][/tab]See HoH:S p.36.
Pilum of Fire [CrIg20, +18]
[tab][/tab]See ArM5 p.140. Inflicts +15 damage.
Arc of Fiery Ribbons [CrIg25, +18]
[tab][/tab]See ArM5 p.140. Inflicts +10 damage.
Boreal Flames [Mu(Pe)Ig15, +15 or +20 on his own spells]
[tab][/tab]See MoH p.111.
The Unseen Porter [ReTe10, +7]
[tab][/tab]See ArM5 p.156.
Demon’s Eternal Oblivion [PeVi10, +25]
[tab][/tab]See ArM5 p.160. Destroys 10 Infernal Might.
Chirurgical Cut of Mundane Silence [PeVi15, +24]
[tab][/tab]R: Sight & T: Individual version of Wind of Mundane Silence (ArM5 p.161).
[tab][/tab]Double the effect's level with 15 + 5 + 2x3 + die = 26+die.
Demon’s Eternal Oblivion [PeVi25, +25]
[tab][/tab]See ArM5 p.160. Destroys 25 Infernal Might.
Divide the Gathered Vis [ReVi25, +21]
[tab][/tab]See TMRE p.40.
Maintaining the Demanding Spell [ReVi25, +27]
[tab][/tab]See ArM5 p.162. Works on spells of level 25 and lower.
Vis: 21 p.v.f.
Items:
Familiar:

1201
Winter: Guillaume finished setting up a partially established lab that had been left for him. Magic Theory +3
Spring: Guillaume took part in some minor skirmishes with the Knights of Seneca against the Almohads, specifically against their magi. Area Lore: Iberian Tribunal +1, Living Language: Castilian +3, Organization Lore: Order of Hermes +1, Parma Magica +8, Spell Mastery: Arc of Fiery Ribbons +2, Spell Mastery: Boreal Flames +2, Spell Mastery: Pilum of Fire +2
Summer: Guillaume took part in some minor skirmishes with the Knights of Seneca against the Almohads, specifically against their magi. Area Lore: Iberian Tribunal +1, Living Language: Castilian +3, Organization Lore: Order of Hermes +1, Parma Magica +8, Spell Mastery: Arc of Fiery Ribbons +2, Spell Mastery: Boreal Flames +2, Spell Mastery: Pilum of Fire +2
Autumn: Guillaume took part in some minor skirmishes with the Knights of Seneca against the Almohads, specifically against their magi. Area Lore: Iberian Tribunal +1, Living Language: Castilian +3, Organization Lore: Order of Hermes +1, Parma Magica +8, Spell Mastery: Arc of Fiery Ribbons +2, Spell Mastery: Boreal Flames +2, Spell Mastery: Pilum of Fire +2

1202
Winter: Returning to Doissetep to invent a counter-magic spell with which to better fight foreign magi, Guillaume first read a Q13 summa on Perdo. Perdo +13
Spring: Guillaume continued his studies with a Q12 tractatus on Vim. Vim +18
Summer: Now that he was fully prepared, Guillaume invented Chirurgical Cut of Mundane Silence [PeVi15]. Magic Theory +2, Spell Mastery: Chirurgical Cut of Mundane Silence +5, Vim +2
Autumn: Guillaume practiced Spell Mastery. [Spell Mastery: Arc of Fiery Ribbons +2, Spell Mastery: Chirurgical Cut of Mundane Silence +10, Spell Mastery: Pilum of Fire +2]

1203
Winter: Rearmed, Guillaume returned to Iberia to fight the Almohad magi. Area Lore: Iberian Tribunal +1, Living Language: Castilian +3, Organization Lore: Order of Hermes +1, Parma Magica +8, Spell Mastery: Arc of Fiery Ribbons +2, Spell Mastery: Boreal Flames +2, Vim +2
Spring: Guillaume remained in Iberia fighting the Almohad magi. Area Lore: Iberian Tribunal +1, Living Language: Castilian +3, Organization Lore: Order of Hermes +1, Parma Magica +8, Spell Mastery: Boreal Flames +2, Spell Mastery: Pilum of Fire +2, Vim +2
Summer: Guillaume finished a his tour in Iberia and slowly worked his way home, taking some time to explore along the way. Athletics +2, Awareness +2, Brawl +2, Parma Magica +8, Spell Mastery: Chirurgical Cut of Mundane Silence +2, Vim +2
Autumn: Back at Doissetep Guillaume studied a Q11 tractatus on Magic Theory. Magic Theory +17

1204
Winter: Guillaume went north to explore for a change of scenery. As part of this trip he visited Durenmar because every magus should. Area Lore: Rhine Tribunal +2, Living Language: Low German +1, Organization Lore: Order of Hermes +2, Parma Magica +8, Spell Mastery: Chirurgical Cut of Mundane Silence +4, Vim +2
Spring: Guillaume continued to explore Germany, Poland, and other northern lands, returning to visit Durenmar a little. Area Lore: Rhine Tribunal +2, Living Language: Low German +1, Organization Lore: Order of Hermes +2, Parma Magica +8, Spell Mastery: Chirurgical Cut of Mundane Silence +4, Vim +2
Summer: While adventuring in the far north, Guillaume came across a wounded wolf pup left on her own. Sympathizing with her plight and admiring the fight left in her, he brought her home with him. Area Lore: Rhine Tribunal +1, Living Language: Low German +3, Organization Lore: Order of Hermes +1, Parma Magica +8, Spell Mastery: Chirurgical Cut of Mundane Silence +4, Vim +2
Autumn: Guillaume spent the season tending to the young wolf, making sure she recovered from her wounds. During this season he named her Astrid. Organization Lore: Diossetep +2

I think he had listed his Mastey scores under abilities instead of under spells. One mastey option per point of score.
For "Safety" I think you mean Precise Casting. For WL, it is useful for safely jumping into tricky spots. For the healing spell...
hurm...
I see your point. Take Precise anyway. I will allow it to apply to the follow up healing roll (if no one objects).

I meant it as casting safely. I never took a specialty to provide an extra special ability. I wrote this to imply the specialty applies to botch dice but not to casting score, multiple casting, etc. Again, I can remove all specialties, too. It just seemed like it was agreed there are specialties from the other thread.