House of Sphynx

If there are no objections, I'd like to use this thread to not only post our groups 6 characters as they are completed, but comment on the changes from 4th to 5th, and opinion of the players for the character. :slight_smile:

First character, my own. Sylph is an Ex Misc who was found when he was 16 years old. He's 32 now, and has just completed his apprenticeship. He fancies himself a "Psionicist" or a "Mentalist" more than a Mage. He just wills things to move, and so they do. He sometimes feels that his "learning" has actually limited his potential as he limits himself via his subconscious based on the principles of the Order of Hermes.

Dylan, Ex Misc

Characteristics* Intelligence: +1

  • Perception +0

  • Strength -1

  • Stamina +1

  • Presence +0

  • Communication +0

  • Dexterity +2

  • Quickness +2

Virtues* Major[list][*]Flawless Magic

  • ShapeShifter

  • Stong Fairie Blood (Free from House)

[/:m][]Minor* Quiet Magic

  • Quiet Magic

  • Method Caster (Free from House)

  • Educated

  • Puissant Rego

[/:m][/list:u]
Flaws
Major[list][*]Chaotic Magic (Free from House)

  • Difficult Longevity Potion

  • Weak Spontaneous Magic

[/:m][]Minor* Magical Animal Companion (Talking Falcon)

  • Incomprehensible Magic

  • Hedge Wizard

  • Soft Hearted

[/*:m][/list:u]

Abilities Age: 32* Artes Liberales: 1 (Logic, Apprentice)

  • Animal Handling: 2 (Falconry, Later)

  • Athletics: 2 (Grace, Youth)

  • Awareness: 2 (Alertness, Youth)

  • Bows: 2 (Short Bow, Later)

  • Brawl: 2 (Dodging, Youth)

  • Charm: 1 (1st Impressions, Later)

  • Code of Hermes: 1 (Mundane Relations, Apprentice)

  • Common Tongue: 5 (StoryTelling, Youth)

  • Concentration: 4 (Spell Concentration, Apprentice)

  • Faerie Lore: 1 (Air Spirits/Sylphs, Later)

  • Finesse: 3 (Precision, Apprentice)

  • Guile: 1 (Fast Talk, Later)

  • Hunt: 2 (Tracking, Later)

  • Latin: 4 (Hermetic Use, Educated Virtue)

  • Legerdemain: 2 (Magic Tricks, Later)

  • Magic Lore: 1 (Creatures, Apprentice)

  • Magic Theory: 3 (Rego, Apprentice)

  • Music: 1 (Lyre, Later)

  • Order of Hermes Lore (History, Apprentice)

  • Parma Magica: 1 (Rego, Apprentice)

  • Ride: 1 (Speed, Later)

  • Second Sight: 2 (Faeries, Later)

  • ShapeShift: 2 (Falcon, Later, Cat)

  • Stealth: 4 (Sneaking, Later)

  • Survival: 2 (Woodland, Later)

  • Swim: 1 (Underwater Movement, Later)

Arts

  • Techniques[list]
    [*]Creo: 3

  • Intelligo: 1

  • Muto: 1

  • Perdo: 1

  • Rego: 10

    [/:m][]Forms

    • Animal: 3
  • Aquam: 3

  • Auram: 3

  • Corporem: 3

  • Herban: 3

  • Ignem: 1

  • Imagonem: 3

  • Mentem: 1

  • Terram: 3

  • Vim: 1

[/*:m][/list:u]

Spells

  • Flight of the Bird[list]
    [*]ReCo(Au): 20

  • Mastery: 1 (Still Magic)

  • Base: 15, +1 Conc

  • Spell allows movement through the air at the speed of a fast bird, for the Magus only. If Concentration is lost, descension is at the speed of a feather.

    [/:m][]Flock of Birds

    • ReCo(Au): 20
  • Mastery: 1 (Still Magic)

  • Base: 4, +1 Conc, +2 Group, +1 Touch

  • Spell allows movement through the air for a group of people at the speed of rising smoke. They must all willingly touch the Magus, or some part of his person, such as his robe or staff, before the spell is cast. If that touch is ever broken, the person falls and may have to take appropriate falling damag

    [/:m][]Movement of the Mind

    • ReCo(*): 20
  • Mastery: 1 (Still Magic)

  • Base: 2, +1 Conc, +2 Group, +3 Sight

  • As Unseen Arm, however, includes the option to use on a group of items, and at a greater range.

    [/:m][]FarHand

    • ReCo(*): 15
  • Mastery: 1 (Still Magic)

  • Base: 3, +1 Conc, +3 Sight

  • As Unseen Porter, but with a greater Range

    [/:m][]Lift the Dangling Puppet

    • ReCo(Au): 20
  • Mastery: 1 (Still Magic)

  • Base: 4, +1 Conc, +3 Sight

  • As the Book, with greater Range.

    [/:m][]Fairy Stealth

    • PeIm: 10
  • Mastery: 1 (Still Magic)

  • Base: 4, +1 Conc, +1 Changing Image

  • Magus becomes invisible to the naked eye, though he still casts a shadow. He may not do much more than walk around. Any action that effects the environment, such as opening or closing a door, or combat, breaks the spell.

    [/:m][]Air's Ghostly Form

    • CrAu: 5
  • Mastery: 1 (Still Magic)

  • Base: 2, +1 Conc, +1 Touch, +1 UnNatural

  • As per the Book with a change of duration from Diameter to Concentration

    [/:m][]Chamber of Spring Breezes

    • ReAu: 5
  • Mastery: 1 (Still Magic)

  • Base: 1, +2 Sun, +1 Touch, +1 UnNatural

  • As per the book

    [/:m][]Wind at the Back

    • ReAu: 5
  • Mastery: 1 (Still Magic)

  • Base: 2, +2 Sun, +1 Touch

  • As per the Book

[/*:m][/list:u]

My first thought was... WOW, dang I got alot more Virtues than I had with the same exact character in 4th Edition. In addition to 3 levels of Mastery, Silent Magic, and Subtle Magic, I get all that and can now be a Fey with all the benefits of that, in addition to being a Shapeshifter.

I later read how nearly impossible it'd be for a Mage to train such an apprentice without an insane level of Vim. But nothing indicating that it was an invalid character. So, beginning thoughts was that the characters are going to be alot more powerful.

Then I got to the part of seeing that an apprentice had 240 XP to spend instead of the old 150, but only 120 spell points. Took a bit of back-reading to realize I had to use those 240 on skills too, such as Magic Theory. So, subtracted my 40 points for the basics (Eucated covered 50 of those points), calc'd how much Rego, Terram, Auram and Corporem I -needed-, then spent the rest. I was nicely surprised at the more balanced numbers I saw upon completion. I actually had to struggle for a decent Finesse and Concentration score even (backtracking and getting Educated before being an Apprentice).

I do think though, that Method Caster and Puissant Art are going to be a bit too common in my group, +6 to your favorite spells is pretty nice for only 2 minor virtues. I haven't seen the Bjornaer (we nick named them Borg for some reason) yet, but the Flambeau Knight I'll be posting later today, also had those 2 Virtues.

Spell wise, the -30 points made a huge difference, but one I'm happy with. I always thought 150 was already a few too many spell points, and in our own Ars Fantasy House Rules, we'd redux'd it to 128 (Sorry, I'm a binary kinda guy, and I go for round binary numbers. :stuck_out_tongue:), so seeing the 120 pleased me greatly. As did finding out I could only afford 110 points towards Arts, even after I backtracked and took Educated in order to buy some of those requisites prior to being apprenticed.

All in all, despite a much much greater number of Virtues, the character seems better balanced than 4th edition's, so character 1 is a definite check in our books.

Most importantly, we loved just how precisely detailed the spell calcs were done. It's perfection on perfection. I honestly am amazed beyond understanding that you took the magic system, and actually found a way to improve something I thought was absolutely perfect. Kudos.

Sphynx

White Knight (or Sir Knight) of the Order of the White Robes

Characteristics* Intelligence: +2

  • Perception +0

  • Strength +1

  • Stamina +2

  • Presence +0

  • Communication +0

  • Dexterity +0

  • Quickness +0

Virtues* Major[list][*]Flexable Formulaic Magic

[/:m][]Minor* Puissant Ignem (House Virtue)

  • Affinity with Ignem

  • Method Caster

  • Educated

  • Reserves of Strength

  • Long Winded

  • Kinght (Not an Actual Knight, but gaining the Quality Armnaments and horse, etc)

  • Inoffensive to Animals

[/:m][/list:u]
Flaws
Major[list][*]Waster of Vis

  • Diabolic Past (Parents)

[/:m][]Minor* Driven (Destroy all Diabolists)

  • Visions (mostly of Diabolists)

  • Suceptable to Infernal Powers

  • Reckless

[/*:m][/list:u]

Abilities Age: 32* Animal Handling: 1 (Horses, Later)

  • Artes Liberales: 1 (Logic, Apprentice)

  • Athletics: 2 (Jumping, Youth)

  • Awareness: 2 (Alertness, Later)

  • Bows: 2 (HorseBack, Later)

  • Brawl: 2 (Punches, Youth)

  • Common Tongue: 5 (None, Youth)

  • Dominion Lore: 2 (Creatures, Later)

  • Great Weapon: 2 (GreatSword, Later)

  • Infernal Lore: 2 (Creatures, Later)

  • Latin: 4 (Hermetic Use, Educated Virtue)

  • Leadership: 2 (Combat, Later)

  • Magic Theory: 4 (Ignem, Apprentice)

  • Order of Hermes Lore: 1 (History, Apprentice)

  • Parma Magica: 1 (Ignem, Apprentice)

  • Penetration: 4 (Ignem, Apprentice)

  • Single Weapon: 4 (LongSword, Later)

  • Swim: 2 (Long Distance, Youth)

  • Theology: 1 (History, Later)

  • Thrown Weapon: 1 (ThrowingAxe, Later)

Arts* Techniques[list][*]Creo: 5

  • Intelligo: 1

  • Muto: 2

  • Perdo: 1

  • Rego: 5
    [/:m][]Forms* Animal: 0

  • Aquam: 0

  • Auram: 0

  • Corporem: 0

  • Herban: 0

  • Ignem: 16

  • Imagonem: 0

  • Mentem: 0

  • Terram: 0

  • Vim: 0

[/*:m][/list:u]

Spells* Arc of Fiery Ribbons (+15 Damage)[list][*]CrIg: 30

  • As the Book, more Damage

[/:m][]Ball of Abysmal Flame (+25 Damage)* CrIg: 30

  • As the Book, less damage

[/:m][]Wall of Encroaching Flames (+15 Damage)* CrIg(Re): 30

  • As Circle of Encompasing Flames, with the Rego Requisite. Lower Damage

[/:m][]Blade of Virulent Flame (+10 Damage)* CrIg: 20

  • As the Book, more Damage

[/:m][]Hornet Fire* MuIg(Re): 10

[/*:m][/list:u]

Still waiting to get his 4th edition sheet, but he definitely has alot fewer spells starting out than before, possibly because he was able to so easily get level 30 spells from the start with the Affinity Virtue, and the clearer rules for damage. It's still a mostly 1-shot style character, but seems to fit the flambeau theme nicely.

As a group, we agree that he just min-maxxed alot more this time around, but truthfully, his character was pretty much purely-fire even back then. His biggest complaint is the limitation of a 1 in Parma Magica, and our agreeing that we should start out fresh out of the box. He feels he'll die from having no serious defense....

The character example given has someone so incredibly powerful that it makes him feel like he is missing out on a good character. In most games, the 'examples' are usually on par, or weaker than what a min-maxxer could achieve.

Anyhows, we've all agreed we dislike the character created in the book, and believe he should have been done with only 2 or 3 years out of apprenticeship, at most. However, a definite mute point at this stage. :wink:

As for this character, he really really really likes the Flexable magic, giving him the ability to do thinks like set a person's pants on fire, without needing a seperate spell. He feels that from a flexability point of view, his character can do so much more now, than his 4th edition character could do, even after years of playing. He seriously misses the Superior Armnaments edge though, and hence our use of a Social Virtue that proably shouldn't fit in with the Magi virtue. Although this isn't really as 'good' as the superior armaments, it let's him be the 'knight' that he wants to be as a Flambeau.

Have a look at Minor Magical Focus for a minute. If you have real favourites (that have no requisites), that's a rather more significant bonus.

Even with his +4 Penetration (and specialization), and assuming he's getting his Method Caster bonus, his Parma gives him a 50% chance of being unaffected by his own 6th magnitude spells.

Sta 2 + Cr/Re 5 + Ig 16 + Puissant Ig 3 + Method Caster 3 + Penetration 5 - Level 30 = +4
5*Parma = 5 + Ig bonus 4 = 9

Must roll 10+ on Die + 4.

With one more point in Parma, he'd not have a chance. So even a Parma of 1 is rather significant; more so with an appropriate specialization.

Right now, his spells are only good against mundanes, freshly-gauntleted non-Ig specialist mages, and supernatural small fry (Might of 15+ are safe). His Hornet Fire is better in that respect, but maybe, just maybe, he should have taken a couple lower-level spells, for penetration's sake. Pilum of Fire is only 4th magnitude, after all.

(And where do all those Rego requise come from?)

Sorry bout the extra Rego's, that was my typo (Typed in the Wall of Encroaching first, and cut/pasted it a few times to fill out the rest of the spells, forgetting to remove the (Re) in places).

As for the Parma Magica, he's aware he doesn't have to worry about fire spells much, his concern is the other spells. However we'll test run this coming weekened assuming everyone gets their characters done by then. :slight_smile: The borg (Bjorn) turned in his character last night to me and returned my book, so I'll have that posted some time today. He was a but miffed at the changes, but created something very.... unique.... to adjust for it. :stuck_out_tongue:

Ok, the biggest problem with the next character was that we somehow came up with a much much much lower cost for raising Characteristics via 'Muto Corpus' than 5th Edition has happening via 'Creo Corpus'. So, he took the book to see if there was any way at all to get a level 70 spell at character creation. Of course, that's not a possibility. :wink:

So, he needed an alternative to get major stats, since his whole character concept has always been to use Magic to enhance his own physical prowess. His solution was to find a way to be a Tiger, and using the Mundane Beasts book, get that Strength of 6. Of course, Bjorn made that easy, but he wants to be more 'manly'. Changing a Tiger to be able to stand on 2 legs, and have hands was his alternative, and was plausable with the books as a MuAn spell of 15. Here's his sheet.

Name not yet given... we'll call him Tigger for now, just to annoy him. :wink:

Characteristics* Intelligence: +0

  • Perception +1

  • Strength +3

  • Stamina +3

  • Presence -2

  • Communication -2

  • Dexterity +3

  • Quickness +3

Virtues* Major[list][] -
[/
:m][]Minor Heart Beast (Free from House)

  • Affinity Muto

  • Large

  • Improved Characteristics (x4)

  • Inoffensive to Animals

  • Mastery of Spells

  • Rapid Convalescence

  • Tough
    [/:m][/list:u]Flaws Major[list][*]Short Ranged Magic

  • Restriction (May cast spells only: the hour before Dawn, the hour after Dawn, the hour before Dusk, the hour after Dusk)

  • Lycanthrope
    [/:m][]Minor* Hedge Wizard
    [/*:m][/list:u]

Abilities Age: 32* Animal Ken: 3 (Cats)

  • Artes Liberales: 1 (grammar)

  • Athletics: 3 (Jumping)

  • Awareness: 3 (Alertness)

  • Brawl: 3 (Claws)

  • Common Tongue: 5 (None)

  • HeartBeast: 3 (Tiger)

  • Hunt: 3 (Tracking)

  • Latin: 4 (Hermetic Use)

  • Magic Theory: 4 (Muto)

  • Parma Magica: 1 (Muto)

  • Stealth: 3 (Natural Areas)

  • Survival: 3 (Mountains)

  • Swim: 3 (Long Distance)

Arts* Techniques[list][*]Creo: 3

  • Intelligo: 0

  • Muto: 15

  • Perdo: 0

  • Rego: 0
    [/:m][]Forms* Animal: 5

  • Aquam: 1

  • Auram: 1

  • Corporem: 5

  • Herban: 1

  • Ignem: 0

  • Imagonem: 0

  • Mentem: 0

  • Terram: 1

  • Vim: 0
    [/*:m][/list:u]

Spells (All spells are Personal, Sun, Individual, unless otherwise noted)

  • Gift of the Bear's Fortitude[list]
    [*]MuCo(An): 25

  • Mastery: 1 (Quiet)

  • As the Book

    [/:m][]Eyes of the Cat

    • MuCo(An): 5
  • As the Book

    [/:m][]Sight of the Blind Bat

    • MuCo(An): 15
  • Sonar Sense, Base 15

    [/:m][]Olfactorious Boost

    • MuCo(An): 5
  • Sense of smell so acute you can track with it.

    [/:m][]Lungs of the Fish

    • MuAq(Au): 15
  • As the Book

    [/:m][]WereTiger Form

    • MuAn: 25
  • Mastery: 3, Quiet, Quiet, Stil

  • Changes the body of a Tiger so that it can stand upright, and that finger like appendages replace the short stubby paws (Including an opposable thumb)

  • Base: 15

    [/:m][]Doublet of Impentrable Silk

    • MuAn: 15
  • As the Book

    [/:m][]Beast of Outlandish Size

    • MuAn: 15
  • As the Book

  • Mastery: 2 (Quiet, Quiet)

  • Touch, Sun, Individual

[/*:m][/list:u]

All in all, he's roughly the same 'power' level as before, but he's happier in that he gets to be a 'weretiger', and even took the Flaw to insure it... :stuck_out_tongue: Of course, adding in the soak bonus from the leather jacket (Doublet of Impentrable Silk), being 'Tough', and the 'Gift of the Bear's Fortitude' along with the natural +8 soak of being a Tiger, he's the kinda combat monster he likes to be. And this time, he looks like he is. :wink:

Anyhows, the last 2 are my 'eager', albeit a bit munchkinish players in the group. The next 3 are a bit more wizardly in their nature. The next character will apparently be the guy who previously had an Astral Projection spell (Intelligo Imagonem with a Rego requisite). Initial glances indicates that may not be possible anymore, but he has the book now and promises to cook something up today for me.

You're playing a somewhat untraditional Ars saga I take it? A weretiger Bjornaer? :open_mouth:
Sounds like a Tremere with a problem with authority figueres, or a bumbling idiot Bonisagus, or Guernicus outlaw, or a timid, conflict-shy Tytalus.
Could be fun tough :laughing:

Given his restriction, it looks like he's going to systematically cast his battery of spells every day. Well, I guess he's going to rack up quite a bit of Warping, from being subject to constant mystical effects. :smiling_imp:

I don't want to rain on his parade though (lacking people to play with, I've designed my share of munchkins, so I'm not one to judge), but the Lion's soak already includes the +3 from Tough (which is listed as one of the lion's virtues), so he wouldn't benefit from it twice (he may want to reassign it to something else).

Similarly, it already has a +2 bonus for its hide, compared to the bear's +3, so you'll need to decide whether Gift of the Bear's Fortitude should be fully cumulative. On the other hand, during his real lycanthropic bouts, he does actually get an extra +3 to soak. :stuck_out_tongue:

Finally, you'd better warn him that while his weretiger spell is in effect, his attacks will be stopped by Parma and other magic resistance. And it looks like he'll have to cancel it the hard way (with a Heartbeast roll). Idem for Beast of Outlandish Size. Taking a minor focus in self-transformation (q.v. the sample minor focuses) instead of Tough would help solve that problem, (as would an extra rank in mastery), though it won't do much for those spells with a Co requisite. Taking a point off Muto and sticking the xp in Animal might help, too - or just wait for some study time.

Though it'll reduce total Penetration, Deft Art (Animal) might be a viable alternative to Mastered Spells. He could even drop Innofensive to Animals - animals are going to be freaked by a tiger anyway and by the lingering smell even in human form (how often does he bathe?) - especially if he's wearing the same leather jacket. So at that point, gift or no gift ...

"Somewhat untraditional" is putting it mildly. We play Ars Magica the way we use to play Dungeons and Dragons. :stuck_out_tongue: There are no politics (at least not of the hermetic nature) in our games, just armies of ogres and goblins and other 'fantasy' oriented things (like our last game in 4th edition was fighting a Beholder :stuck_out_tongue:). Conflicts with Magi tend to be the climatic finale of an adventure as they tend to be the major arch nemesis and such.

Fair comments on the Tough and Soaks (I haven't gone through the book yet), and I'm sure we'll mention it to him as a group when he comes over Saturday (or the first time he stacks them all together IC anyhows :wink:)

That's been errata'd. Minor Magical Focus now treats requisites just like Major Magical Focus does. They're still a bit of a downer, but nothing like as bad as they were.

To my thinking Muto spells that temporarily boost characteristics would still work. They just need to be unnatural in nature. The Creo spells are of the the level that they are because if they are rituals they end up as permanent effects.

I figure that a strength or stamina boost could be constructed out of the guidline "change a body in a minor/major unnatural way".

Of course it might still be easier to change into a tiger.

Your parma's are almost all against techniques and so far as I understand how the specialization works you have to pick a form not a technique. The same is true of magic theory though for that frankly you are limiting yourself far more than necessary given the small detail that likely you will spend time doing things in the lab that involve more than one technique.

Theory specializations can be along the lines of "inventing spells","enchanted items" and so on. I don't think that form specilizations would be common for theory.

Those are just 'suggested specializations' not a complete list. However, despite out rather min-maxxed ways of making characters at times, we do alot of our skills based on our histories (and someone with that level of Muto or Rego or Ignem would surely have had that 'specialization' in order to get to that level.)

Sphynx

The more critical point is the parma which as I said is specialized against a form not a technique unless the rules changed in 5th edition or my memory is on the fritz.

I don't see any point in commenting on the characters since that is your business not mine.

Hmmm, maybe we've mis-read. Although Parma only works vs Form, I saw nothing saying that your Parma couldn't be +1 for the Specialization being a Technique....

5*Parma + FormBonus

If the Spell is a CreoIgnem spell and Parma is a 1, that should be 10+FormBonus if you have a Croe Speciality by my understanding.... No?

So far as I understand it you pick a form. It is likely game balance since most attack spells are creo or perdo in nature then those two particular specializations would give you significant advantages also there 2x as many forms as techniques (and Intelligo has no attack abilities) so the chances of your specialization kicking in are far higher if you are allowed to take a technique.

Also since parma uses your ability in the form it only makes sense that a specilization is in Form.

EDIT: And finally, the rules specify that your specialization must be a form.

Sorry for the delay, although I had this sheet yesterday, it stirred my creative juices for a Companion I was wanting to make for another game, so I had to pause the post in order to 'steal' some of the ideas. :wink:

Anyhows, Very nice character in my opinion was created Tuesday Evening by our Criamon player, though it's nothing like most Criamons tend to appear. Here you are:

Characteristics* Intelligence: +0

  • Perception +5

  • Strength +0

  • Stamina +0

  • Presence +0

  • Communication +0

  • Dexterity +1

  • Quickness +0

Virtues* Major[list][] -
[/
:m][]Minor The Enigma (Free from House)

  • Great Characteristic (Perception, x2)

  • Keen Vision

  • Magic Sensitivity

  • Mastery of Spells

  • Method Caster

  • Premonitions

  • Puissant Awareness

  • Sharp Ears

  • Wilderness Sense
    [/*:m][/list:u]

Flaws* Major[list][*]Chaotic Magic

  • Major - Optmistic

  • Rigid Magic
    [/:m][]Minor* Visions
    [/*:m][/list:u]

Abilities Age: 32* Artes Liberales: 1 (Logic, Apprentice)

  • Athletics: 2 (Grace, Youth)

  • Awareness: 4 (Alertness, Later)

  • Bows: 3 (Short Bow, Later)

  • Common Tongue: 5 (StoryTelling, Youth)

  • Enigmatic Wisdom: 1 (Apprentice)

  • Latin: 4 (Hermetic Use, Educated Virtue)

  • Magic Sensitivity: 1 (Auras. Later/Free)

  • Magic Theory: 3 (Rego, Apprentice)

  • Parma Magica: 1 (Rego, Apprentice)

  • Premonitions: 2 (Self, Later)

  • Ride: 1 (Speed, Later)

  • Second Sight: 2 (Faeries, Later)

  • Stealth: 2 (Sneaking, Youth)

  • Survival: 2 (Woodland, Later)

  • Swim: 2 (Underwater Movement, Youth)

  • Wilderness Sense: 2 (Dangers, Later)

Arts

  • Techniques[list]
    [*]Creo: 0

  • Intelligo: 7

  • Muto: 1

  • Perdo: 3

  • Rego: 0

    [/:m][]Forms

    • Animal: 1
  • Aquam: 1

  • Auram: 3

  • Corporem: 1

  • Herban: 1

  • Ignem: 1

  • Imagonem: 8

  • Mentem: 7

  • Terram: 1

  • Vim: 0

[/*:m][/list:u]

Spells

  • Astral Form [list]
    [*]InIm(Re): 15

  • Base: 5, +1 Conc +1 Rego Requisite

  • This spell allows the Magus to 'Roam' with his 5 senses. He can feel things, though the target is not effected, nor feels the touch. He is blocked by physical objects of any sort, even something as light as a curtain. There must be open space to roam through as a person for this spell to work, so one could not travel through a keyhole with his roaming senses.

    [/:m][]Clear Sight of the Naiad

    • InAq: 5
  • Base: 1, +4 Vision

  • As the Book

    [/:m][]Eyes of the Cat

    • MuCo(An): 5
  • Base: 2 +1 Conc +2 Sun (Req Free)

  • As the Book

    [/:m][]Eyes of the Eagle

    • InIm: 20
  • Base: 3, +1 Conc +4 Vision

  • As the Book, Shorter Duration

    [/:m][]Wolf Sense

    • MuCo(An): 5
  • Base: 2, +2 Sun +1 Touch

  • Target gains the nose of a wolf, the physical appearance increases the size of the nose, and it always looks wet. (-1 Presence)

    [/:m][]Posing the Silent Question

    • InMe: 20
  • Mastery: 3 (Quiet, Quiet, and Still Magic)

  • Base: 15, +1 Eye Contact

  • As the Book

    [/:m][]Prying Eyes and Ears

    • InIm: 10
  • Base: 2, +1 Conc +1 Touch +2 Room

  • As the Book for Prying Eyes, but Sound as well

    [/:m][]True Sight of the Air

    • InAu: 15
  • Mastery: 1 (Quiet Magic)

  • Base: 1, +2 Sun +4 Vision

  • As the Book

    [/:m][]Veil of Invisibility

    • PeIm: 15
  • Mastery: 1 (Quiet Magic)

  • Base: 4 +2 Sun +1 Changing Image

  • As the Book, Reduced Range (Personal Only)

    [/:m][]Sound of Silence

    • PeIm: 10
  • Mastery: 1 (Quiet Magic)

  • Base: 3, +2 Sun +1 Changing Sound

  • As Veil of Invisibility, but for sound (Personal Only)

    [/*:m][/list:u]

My biggest concern, and his as well, was the Astral Form. I see nothing wrong with it in the rules, but when looking at Image from the Wizard Torn (a level 30 ReIm Spell), it seemed a bit strange that the price was doubled for the ability to do the same thing, but be seen doing it. However, we as a group agreed with his interpretation.... :stuck_out_tongue:

Our secondary problem was that he wanted Olfactory Boosters, and that is an InIm spell. Base 3, +2 for Sun duration, +3 for smell for a level 20 spell ?!? Of course, the same thing with MuCo(An) was so much cheaper that it seems like the cost of enhanced senses in InIm is far overly priced. Anyhows, he moved it from InIm to MuCo and saved 15 spell points, but I have to say I'm disappointed at the difference in costs....

All in all though, he's happy with his character, just not at the InIm costs. He's the first to say though, that he prefers his 4th Edition character. :frowning:

Anyhows, today's Magus proved a bit..... difficult to create. He says his biggest problem with playing a Jerbiton Illusionist is that most illusions are made up on the spot, and don't match the spells listed. So, you either have to be too creative with the illusions you have, or be very good with Spontaneous spells. So, he immediately fell in Lust with the Diende Magic Virtue, and decided to make a character who did only Spontaneous Magic.

First off, current House Rule (until something is better explained) is that you can be a member of House Diende, but must convincingly 'lie' about what House you're in. So, he claims to be Jerbiton, but in truth.....

Mind you, this is the guy I least expect to ever ever min/max, but this character will have you wondering.....

Characteristics* Intelligence: +0

  • Perception +0

  • Strength +0

  • Stamina +3

  • Presence +2

  • Communication +2

  • Dexterity +0

  • Quickness +0

Virtues* Major[list][]Diende Magic
[/
:m][]Minor Improved Characteristic

  • Affinity Creo

  • Affinity Imagonem

  • Puissant Imagonem

  • Cautious Sorcerer

  • Educated

  • Quiet Magic
    [/*:m][/list:u]

Flaws* Major[list][*]

  • Dark Secret (Free from House Diende)

  • Rigid Magic

  • Unstructured Caster
    [/:m][]Minor* Arthritis

  • Fragile Constitution

  • Loose Magic

  • Poor Formulaic Magic
    [/*:m][/list:u]

Abilities Age: 28* Artes Liberales: 2 (Logic, Apprentice)

  • Awareness: 2 (Alertness, Youth)

  • Bargain: 2 (Hard Sell, Later)

  • Charm: 4 (Witty, Youth/Later)

  • Civil and Canon Law: 2 (Local, Apprentice)

  • Concentration: 2 (Illusions, Later)

  • Folk Ken: 2 (Magi, Later)

  • Guile: 4 (Hiding Secrets, Youth/Later)

  • Intrigue: 2 (Alliances, Apprentice)

  • Latin: 4 (Magic, Free)

  • Magic Theory: 4 (Imagonem, Apprentice)

  • Philosophae: 2 (Metaphysics, Apprentice)

  • Parma Magica: 1 (Imagonem, Apprentice)

Arts

  • Techniques[list]
    [*]Creo: 12

  • Intelligo: 0

  • Muto: 0

  • Perdo: 0

  • Rego: 0

    [/:m][]Forms

    • Animal: 0
  • Aquam: 0

  • Auram: 0

  • Corporem: 0

  • Herban: 0

  • Ignem: 0

  • Imagonem: 14

  • Mentem: 0

  • Terram: 0

  • Vim: 0

[/*:m][/list:u]

Spells

Honestly, he said he wants no spells.... That's the only reason I didn't give him so much trouble over the min-maxxing, he's dependant on his Spontaneous Magic. He's happy that he can pump out a 3rd magnitude Illusion without expending fatigue, something he could never do in 4th Edition. And up to a 5th Magnitude Illusion if he exerts himself...

Anyhows, he's excited as all heck, and is the happiest one of all so far. :stuck_out_tongue:

Sphynx

Well, getting the book back, and my wife being the female in the group, the last character was rather quick to complete. Our Merinita....

Characteristics* Intelligence: +3

  • Perception +0

  • Strength +0

  • Stamina +2

  • Presence +3

  • Communication +1

  • Dexterity +0

  • Quickness +0

Virtues* Major[list][]Gentle Gift
[/
:m][]Minor Ferie Magic (Free)

  • Animal Ken

  • Faerie Blood (Sidhe)

  • Improved Characteristics

  • Subtle Magic

  • Quiet Magic
    [/*:m][/list:u]

Flaws* Major[list][]Study Requirement
[/
:m][]Minor Animal Companion

  • Compassionate

  • Faerie Friend

  • Faerie Upbringing

  • Soft Hearted
    [/*:m][/list:u]

Abilities Age: 28* Animal Handling: 1 (Horses, Later)

  • Animal Ken: 4 (Hawks, Later)

  • Artes Liberales: 1 (Logic, Apprentice)

  • Athletics: 2 (Running, Youth)

  • Awareness: 2 (Alertness, Youth)

  • Charm: 2 (First Impressions, Later)

  • Chirurgy: 1 (Setting Bones, Apprentice)

  • Faerie Lore: 2 (Sidhe, LateR)

  • Latin: 4 (Magic, Free)

  • Magic Theory: 4 (Imagonem, Apprentice)

  • Parma Magica: 1 (Imagonem, Apprentice)

  • Stealth: 1 (Hide, Later)

  • Survival: 2 (Woodland, Youth)

  • Swim: 2 (diving, Youth)

Arts

  • Techniques[list]
    [*]Creo: 10

  • Intelligo: 5

  • Muto: 0

  • Perdo: 0

  • Rego: 0

    [/:m][]Forms

    • Animal: 5
  • Aquam: 0

  • Auram: 0

  • Corporem: 5

  • Herban: 5

  • Ignem: 0

  • Imagonem: 0

  • Mentem: 0

  • Terram: 0

  • Vim: 0

[/*:m][/list:u]

Spells

  • Chirurgeons Healing Touch[list]
    [*]CrCo(An): 25

  • Base: 20 +1 Touch

  • As per the Book, increased to Moderate, and including an optional Animal Requisite

    [/:m][]Flawless Crop

    • CrHe: 20
  • Base: 1 +3 Moon +4 Boundary

  • Ritual Magic, a Crop grown within the boundary will bear fully ripened fruits daily for a month. If used in a wild area, the area will overgrow with plants for a month, all bearing whatever fruit of flower they produce daily.

    [/:m][]Growth of the Tree

    • CrHe: 25
  • Base: 15, +2 Sun

  • Tree grows to full maturity in a day

    [/:m][]Intuition of the Forest

    • InHe: 10
  • Base: 1, +1 Sun, +2 Touch, +2 Group

  • As per the Book

    [/:m][]Probe Nature's Hidden Lore

    • InHe: 5
  • Base: 3, +1 Touch

  • As per the Book

    [/:m][]Purification of the Festering Wound

    • CrCo(An): 20
  • Base: 4, +3 Moon, +1 Touch

  • As per the Book, including an optional Animal Requisite

    [/:m][]Trap of the Entangling Vines

    • CrHe: 15
  • Base: 1, +2 Voice +2 Sun, +1 Group

  • As per the Book

[/*:m][/list:u]

Comments: None really. She came together so quickly we didn't really have time to run into problems. She was a bit annoyed that she could only have 5 minor flaaws because so many of the minor ones fit her theme (like Sensitive - Danger to Woodland Creatures and Weakness - Nature), but is happy with the character in general. She seemed more interested in going into the kitchen to cook for some reason. :stuck_out_tongue: Women.... :wink:

Sphynx

Hmmm,unusal......
A bit low in the Intelligence Sector but nothing one canร‚ยดt live without.
How do you handle Lab-Work ?