STATUS: THIS CHARACTER HAS LEFT THE COVENANT, BUT COULD POTENTIALLY REAPPEAR AS AN NPC.
[size=150]Stephen ex Bonisagus[/size]
Characteristics: Int +3, Per +1, Pre 0, Com +2, Str -2, Sta +2, Dex -2, Qik 0
Size: 0
Age: 46 (35)
Height: 5'9''
Weight: 158 lbs
Gender: Male
Decrepitude: 0
Warping Score: 3 (14)
Confidence: 1 (3)
Virtues and Flaws: The Gift, Affinity with Creo, Affinity with Rego, Book Learner (Book Quality: +3), Careful Sorcerer, Flexible Formulaic Magic, Harnessed Magic, Hermetic Magus, Inventive Genius (Invent Lab Totals: +3), Personal vis Source (Co), Puissant Rego, Puissant Magic Theory*, Skilled Parens, True Friend (Cicero), Ability Block (Martial), Ambitious, Deficient Form (Mentem), Favors (House Bonisagus), Limited Magic Resistance (Aurum), Seeker
Combat:
Dodge: Init: +0, Attack --, Defense +1, Damage --
Fist: Init: +0, Attack -1, Defense +1, Damage -2
Kick: Init: -1, Attack -1, Defense +0, Damage +1
Soak: +2 basic / +5 with DoIS / +11 with chainmail / +14 with chainmail and DoIS
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Sigil: Everything related to Stephen's magic is somehow associated with the color blue.
Personality Traits
Ambitious: +3
Curious: +2
Daring: +1
[size=150]History[/size]
Stephan ex Bonisagus started his magical career as a devoted researcher, much in the Bonisagus model. After being apprenticed in Voluntas covenant in the Stonehenge Tribunal, he is recruited to Negrisaxa on the basis of his good scholarship. He happily goes there, determined to make his mark within House Bonisagus. He spent the next several years with his nose to the grindstone, studying magic trying to advance magical knowledge and rise in house recognition. However, from time to time trouble arose in the covenant, and as one of the low men on the totem pole, Stephan was tapped to deal with many of them. Strangely, he found that he liked the adventure.
Soon Stephen was volunteering to deal with trouble, and became one of the go-to junior members of the covenant for troubleshooting. But still, he kept devoted to research, determined to make his name in the house. He was smart and hard-working and got some very good research in, learning a great deal in the course of it. But when over a year went by with no trouble arising, he started to question his devotion to life in an ivory tower.
Eventually a small demon threatened the covenant, and despite the danger, Stephan found himself eager to run the creature down. This proved to be a watershed in Stephen’s understanding. He came to the realization that a life sitting in a library was not for him. But he was still determined to make a name for himself, so he needed a new plan. In the end, he decided that he would try and become a field researcher, uncovering new academic and magical finds outside of the covenants. Of course, like any good Bonisagus, he didn’t leap into anything. Rather, he spent the next few years preparing himself for life in the field. He found a familiar, learned some defensive and offensive spells, and created a talisman to help him with his spellcasting. During the course of this, he had a brush with death when he confronted a minor drake, but even that didn’t deter him from his goal.
Stephen also started looking for somewhere that he could go that has the promise of making a name for himself. He saw plenty of interesting sites in England, Scotland, and Wales. But most of them had others looking into them or had the important finds already made. It wasn’t until he visited the Grand Tribunal that he heard about the opportunities available in the eastern reaches of the Thebes Tribunal. He then determined that he’d find greatness at the very edges of the Order of Hermes, where few others have investigated.
Stephen spent a few more years learning Greek and inventing a few useful spells for his travels. Finally, he could delay no longer. He set off east, traveling across Mythic Europe toward the very easternmost reaches of the Order of Hermes where he hoped to find his fortune.
[size=150]Equipment[/size]
Full Chainmail (Prot 9, Load 6)
The Argo
[size=150]Arcane Connections[/size]
A chip of stone from a rock formation near Negrisaxa
A chip of wood from the Argo
A chip of wood from the ship's boat
A chip of stone from a rock Gregorius used
A link from his chainmail
A chip of stone from his current lab
[size=150]Abilities[/size]
[tableborder][tr][th][left]Ability[/left][/th] [th]Score[/th] [th][left]Specialization[/left][/th] [th]XP[/th][/tr]
[tr][td]Area Lore: Stonehenge Tribunal[/td] [td][center]1[/center][/td] [td]people[/td] [td][center]0[/center][/td][/tr]
[tr][td]Artes Liberales – Greek and Latin alphabets[/td] [td][center]2[/center][/td] [td]ritual magic[/td] [td][center]0[/center][/td][/tr]
[tr][td]Athletics[/td] [td][center]2[/center][/td] [td]grace[/td] [td][center]0[/center][/td][/tr]
[tr][td]Awareness[/td] [td][center]2[/center][/td] [td]alertness[/td] [td][center]0[/center][/td][/tr]
[tr][td]Bargain[/td] [td][center]1[/center][/td] [td]books[/td] [td][center]0[/center][/td][/tr]
[tr][td]Boating[/td] [td][center]1[/center][/td] [td]canal/river boats[/td] [td][center]0[/center][/td][/tr]
[tr][td]Brawl[/td][td][center]1[/center][/td] [td]dodge[/td] [td][center]0[/center][/td][/tr]
[tr][td]Carouse[/td] [td][center]1[/center][/td] [td]stay sober[/td] [td][center]0[/center][/td][/tr]
[tr][td]Charm[/td] [td][center]1[/center][/td] [td]witty badinage[/td] [td][center]0[/center][/td][/tr]
[tr][td]Chirurgy[/td] [td][center]1[/center][/td] [td]bind wounds[/td] [td][center]0[/center][/td][/tr]
[tr][td]Code of Hermes[/td] [td][center]1[/center][/td] [td]tribunal procedures[/td] [td][center]0[/center][/td][/tr]
[tr][td]Concentration[/td] [td][center]3[/center][/td] [td]spell concentration[/td] [td][center]2[/center][/td][/tr]
[tr][td]English[/td] [td][center]5[/center][/td] [td]extensive vocabulary[/td] [td][center]0[/center][/td][/tr]
[tr][td]Etiquette[/td] [td][center]1[/center][/td] [td]magi[/td] [td][center]0[/center][/td][/tr]
[tr][td]Finesse[/td] [td][center]4[/center][/td] [td]precision[/td] [td][center]0[/center][/td][/tr]
[tr][td]Folk Ken[/td] [td][center]1[/center][/td] [td]magi[/td] [td][center]0[/center][/td][/tr]
[tr][td]Greek (Classical)[/td][td][center]5[/center][/td] [td]hermetic usage[/td] [td][center]0[/center][/td][/tr]
[tr][td]Guile[/td] [td][center]1[/center][/td][td]lying to authority[/td] [td][center]0[/center][/td][/tr]
[tr][td]Intrigue[/td] [td][center]2[/center][/td] [td]gossip[/td] [td][center]0[/center][/td][/tr]
[tr][td]Latin[/td][td][center]4[/center][/td] [td]hermetic usage[/td] [td][center]0[/center][/td][/tr]
[tr][td]Magic Lore[/td] [td][center]2[/center][/td] [td]magical traditions[/td] [td][center]0[/center][/td][/tr]
[tr][td]Magic Theory[/td] [td][center]7+2[/center][/td] (1) [td]inventing spells[/td] [td][center]0[/center][/td][/tr]
[tr][td]Order of Hermes Lore[/td] [td][center]1[/center][/td] [td]House Bonisagus[/td] [td][center]0[/center][/td][/tr]
[tr][td]Parma Magica[/td] [td][center]4[/center][/td] [td]Terram[/td] [td][center]0[/center][/td][/tr]
[tr][td]Philosophiae[/td] [td][center]1[/center][/td] [td]ritual magic[/td] [td][center]0[/center][/td][/tr]
[tr][td]Scribe[/td] [td][center]2[/center][/td] [td]copying books[/td] [td][center]2[/center][/td][/tr]
[tr][td]Stealth[/td] [td][center]1[/center][/td] [td]sneaking[/td] [td][center]0[/center][/td][/tr]
[tr][td]Survival[/td][td][center]1[/center][/td] [td]woodlands[/td] [td][center]0[/center][/td][/tr]
[tr][td]Teaching[/td] [td][center]4[/center][/td] [td]apprentices[/td] [td][center]9[/center][/td][/tr][/tableborder]
[size=150]Arts[/size]
[tableborder][tr][th]Art[/th] [th]Value[/th] [th]XP[/th][/tr]
[tr][td]Cr[/td] [td][center]15[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]In[/td] [td][center]5[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Mu[/td] [td][center]8[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Pe[/td] [td][center]11[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Re[/td][td][center]17+3[/center][/td] [td][center]1[/center][/td][/tr]
[tr][td]An[/td] [td][center]5[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Aq[/td] [td][center]5[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Au[/td] [td][center]5[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Co[/td] [td][center]14[/center][/td] [td][center]2[/center][/td][/tr]
[tr][td]He[/td] [td][center]12[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Ig[/td] [td][center]5[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Im[/td] [td][center]9[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Me[/td] [td][center]5[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Te[/td] [td][center]13[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Vi[/td] [td][center]5[/center][/td] [td][center]0[/center][/td][/tr][/tableborder]
[size=150]Spells Known[/size]
[tableborder][tr][th][left]Spell[/left][/th] [th]Level[/th] [th]CT*[/th] [th]ML[/th] [th][left]Mastery Abilities[/left][/th][/tr]
[tr][td]ANIMAL[/td] [td][/td] [td][/td] [td][/td] [td][/td][/tr]
[tr][td]Doublet of Impenetrable Silk[/td] [td][center]MuAn15[/center][/td] [td][center]+15/+20[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]AQUAM[/td] [td][/td] [td][/td] [td][/td] [td][/td][/tr]
[tr][td]Cloak of the Duck’s Feathers[/td] [td][center]ReAq5[/center][/td] [td][center]+25[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]AURAM[/td] [td][/td] [td][/td] [td][/td] [td][/td][/tr]
[tr][td]Chamber of Spring Breezes[/td] [td][center]CrAu5[/center][/td] [td][center]+22[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]CORPUS[/td] [td][/td] [td][/td] [td][/td] [td][/td][/tr]
[tr][td]Bind Wound[/td] [td][center]CrCo10[/center][/td] [td][center]+31[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Eyes of the Cat[/td] [td][center]MuCo(An)5[/center][/td][td][center]+15/+20[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Grip of Choking Hand[/td] [td][center]PeCo25[/center][/td] [td][center]+28[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Lifting the Dangling Puppet[/td] [td][center]ReCo15[/center][/td] [td][center]+36/+40[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Wizard's Leap[/td] [td][center]ReCo15[/center][/td] [td][center]+37/+41[/center][/td] [td][center]1[/center][/td] [td]M: fast casting[/td][/tr]
[tr][td]Wizard's Leap[/td] [td][center]ReCo(An,He,Te)15[/center][/td] [td][center]+25/+29[/center][/td] [td][center]1[/center][/td] [td]M: fast casting[/td][/tr]
[tr][td]Extended Mercury's Winged Sandals[/td][td][center]ReCo25[/center][/td] [td][center]+36/+40[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Seven-League Stride[/td] [td][center]ReCo30[/center][/td] [td][center]+37/+41[/center][/td] [td][center]1[/center][/td] [td]M: precise casting[/td][/tr]
[tr][td]Leap of Homecoming[/td] [td][center]ReCo35[/center][/td] [td][center]+36/+40[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]HERBAM[/td] [td][/td] [td][/td] [td][/td] [td][/td][/tr]
[tr][td]Wall of Living Wood[/td] [td][center]CrHe25[/center][/td] [td][center]+29/+33[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Vessel of the Clouds[/td] [td][center]ReHe40[/center][/td] [td][center]+33/+37[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]IGNEM[/td] [td][/td] [td][/td] [td][/td] [td][/td][/tr]
[tr][td]Touch of Warmth[/td] [td][center]CrIg5[/center][/td] [td][center]+22[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Extended Lamp Without Flame[/td] [td][center]CrIg20[/center][/td] [td][center]+22[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]IMAGINEM[/td] [td][/td] [td][/td] [td][/td] [td][/td][/tr]
[tr][td]Taste of Spices and Herbs[/td] [td][center]MuIm5[/center][/td] [td][center]+19[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Wizard’s Sidestep[/td] [td][center]MuIm10[/center][/td] [td][center]+17/+22[/center][/td] [td][center]1[/center][/td] [td]M: fast casting[/td][/tr]
[tr][td]Veil of Invisibility[/td] [td][center]PeIm20[/center][/td] [td][center]+21/+26[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Invisible Conveyance[/td] [td][center]PeIm35[/center][/td] [td][center]+21/+26[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]TERRAM[/td] [td][/td] [td][/td] [td][/td] [td][/td][/tr]
[tr][td]Fist of Shattering[/td] [td][center]PeTe10[/center][/td] [td][center]+25/+28[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Pit of Gaping Earth[/td] [td][center]PeTe15[/center][/td] [td][center]+25/+28[/center][/td] [td][center]1[/center][/td] [td]M: fast casting[/td][/tr]
[tr][td]The Crystal Dart[/td] [td][center]Mu(Re)Te10[/center][/td] [td][center]+24/+29[/center][/td] [td][center]1[/center][/td] [td]M: penetration[/td][/tr]
[tr][td]Scribe the Perfect Circle[/td] [td][center]ReTe4[/center][/td] [td][center]+35/+38[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Unseen Arm[/td] [td][center]ReTe5[/center][/td] [td][center]+35/+38[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]The Wizard’s Parry[/td][td][center]ReTe5[/center][/td] [td][center]+36/+39[/center][/td] [td][center]1[/center][/td] [td]M: fast casting[/td][/tr]
[tr][td]Disarm the Warrior[/td] [td][center]ReTe10[/center][/td] [td][center]+35/+38[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]The Key of Theodorus[/td] [td][center]ReTe10[/center][/td] [td][center]+35/+38[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Unseen Porter[/td] [td][center]ReTe10[/center][/td][td][center]+35/+38[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Hands of the Grasping Earth[/td] [td][center]Re(Mu)Te15[/center][/td] [td][center]+24/+29[/center][/td] [td][center]1[/center][/td] [td]M: penetration[/td][/tr]
[tr][td]Summon Talisman[/td][td][center]ReTe25[/center][/td] [td][center]+36/+39[/center][/td] [td][center]1[/center][/td] [td]M: quiet casting[/td][/tr][/tableborder]
[size=85]* first number is basic casting total; second number is with talisman[/size]
[hr][/hr]
Stephan's familiar:
[size=150]Cicero[/size]
Magical Owl Familiar
Characteristics: Int +1, Per +2, Pre -2, Com +1, Str -9, Sta +2, Dex +1, Qik +7
Size: -5
Confidence Score: 1 (3)
Magical Might: 5 [3 - (-4) - 2]
Familiar Traits: Human Intelligence
Virtues: Increased Characteristics, Magical Animal, Unaffected by the Gift
Free Virtue: True Friend (Stephen)
Flaws: Busybody, Magical Friend, Small Frame
Qualities: Ambush Predator, Keen Eyesight
Magic Qualities: Gift of Speech, Improved Defense, Improved Soak, Lesser Power, Personal Power (x3)
Inferiorities: Susceptibility to Deprivation, Reduced Might (x3)
Personality Traits: Loyal to Stephan +3
Reputations: None
Combat:
Talons: Init +6, Atk +8, Def = +17 and Damage = -7
Beak: Init +6, Atk +8, Defense +14, Damage -8
Soak: +4
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-2), -3 (3-4), -5 (5-6), Incapacitated (7-8), Dead (9+)
Abilities: Area Lore: Negrisaxa covenant (geography) 2, Area Lore: Stonehenge Tribunal 2 (geography), Athletics 5 (climbing flight), Awareness 4 (spotting prey), Brawl 4 (talons), Concentration 2 (using powers), English 5 (xxx), Greek 5 (hermetic usage), Hunt 4 (game birds), Latin 4 (hermetic usage), Magic Theory 6(14) (lab assistant), Stealth 3 (ambushing prey), Survival 3 (forest)
CORDS
Golden Cord: +2
Silver Cord: +2
Bronze Cord: +2
Eyes of the Owl [0 MP]
CoMu(An)5
R: Touch, D: Sun, T: Ind
Req: Animal
The target gains the eyes of an owl, which allow him or her to see in near darkness (but not in absolute darkness, such as a lightless subterranean cavern).
(Base 2, +1 Touch, +2 Sun, requisite free)
Intuition of the Forest [0 MP]
InHe10
R: Personal, D: Sun, T: Group
You engage in a type of communion with the woods that you are in, giving you an intuitive sense of how to get along in the forest, and how to get the most out of the forest without causing it harm. You get a +3 to all nature-oriented rolls (not including spells) when in a forest or similar area. Causing significant harm to the forest cancels this spell.
(Base 1, +2 Sun, +2 Group)
Whispering Winds [0 MP]
InAu15
R: Sight, D: Conc, T: Ind
The winds bear their tidings to your ears, allowing you to hear words spoken by any group of people within your line of sight, provided no solid barrier (including glass) intervenes. This spell is an adaptation of an effect known to Bjornaer the Founder, and fits poorly into the normal framework of Hermetic magic.
(Unique spell)
Wizard’s Sidestep
ReIm10
R: Per, D: Sun, T: Ind
Your image appears up to 1 pace from where you actually are, so attacks aimed there are likely to miss you. Whenever the image is successfully struck, it disappears and reappears in another spot. In combat, early attacks are aimed at the image, and so automatically miss you. Once the image has been hit once, you have a +9 bonus to Defense, as attackers must try to find you in a fairly large area.
(Base 2, +2 Sun, +1 changing image, +1 moved image matches changes)
[hr][/hr]
[size=150]Stephan's Vis[/size]
Because he didn't spend much vis at all, I've decided to go with the option of getting 5 vis a year and paying for what I spent. Here's what I get for totals.
(5 pawns/year)(22 years) = 110 vis
[table][tr][td]110 vis[/td] [td]STARTING VIS[/td][/tr]
[tr][td]-16 vis[/td] [td](to open talisman)[/td][/tr]
[tr][td]-8 vis[/td] [td](for powers in talisman)[/td][/tr]
[tr][td]-7 vis[/td] [td](for LR)[/td][/tr]
[tr][td]– 9 vis[/td] [td](binding familiar)[/td][/tr]
[tr][td]–4 vis[/td] [td](instilling powers into familiar)[/td][/tr]
[tr][td]66 vis[/td] [td]ENDING VIS[/td][/tr][/table]
In addition, there's nine years of personal vis source = 9*4 = 36 Co.
Wow, that's a lot of vis. If anyone has any suggestions as to what I might have spent some on, I'd be happy to hear.
Creo: 10 pawns
Intelligo: 5 pawns
Muto: 6 pawns
Perdo: 5 pawns
Rego: 10 pawns
Animal: 0 pawns
Auram: 0 pawns
Aquam: 0 pawns
Corpus: 36 pawns
Herbam: 5 pawns
Ignem: 0 pawns
Imaginem: 0 pawns
Mentem: 0 pawns
Terram: 15 pawns
Vim: 10 pawns
[hr][/hr]
[size=150]Stephan's Spell Book[/size]
Disarm the Warrior
ReTe 10
R: Voice, D: Mom, T: Ind
Causes a single object within range to fly towards the caster; he may attempt to catch it if he wishes by succeeding on a Dexterity + Athletics roll against an Ease Factor of 9. If he chooses not to attempt to catch the item, it falls to the ground by his feet. The spell is very forceful, and has an equivalent Strength of +5; if the object is being held by someone else, then make an opposed Strength roll. If the caster rolls higher then the item is lost to its holder.
(Base 3, +2 Voice, +1 sudden and forceful)
Extended Lamp Without Flame
CrIg 15
R: Touch, D: Sun, T: Ind
This spell creates a steady light as bright as daylight on a cloudy day. The light has no apparent source, but illuminates an area about ten paces across, centered on a point indicated by the caster. This point may be a mobile item.
(Base 4, +1 Touch, +2 Sun)
Extended Mercury’s Winged Sandals
ReCo 25
R: Per, D: Sun, T: Ind
The caster can fly. He must make an Intelligence + Finesse roll to change direction or speed, with an ease factor related to his current speed - Ease Factor 3 for walking pace, Ease Factor 9 at moderate speed, Ease Factor 12 at maximum speed.
He can move at a maximum speed as fast as a running horse - about forty miles an hour - but this is reduced by one mile an hour for every point of Load he carries. He cannot physically carry a Burden more than five points greater than his Strength (i.e. 15 Points of Load for a character with a Strength of 0, 10 Points of Load for a character with a Strength -1, etc.). A second, unencumbered individual is a Load 21 on average (see Grogs, Chapter 4).
Concentration Duration is better than Sun Duration for the spell since in the former case the caster can end it at will, but the effect is often enchanted into an item that maintains concentration for the caster for added safety.
(Base 15, +2 Sun)
Invisible Conveyance
PeIm 35
R: Touch, D: Sun, T: Structure
The target vehicle and anything inside of it becomes completely undetectable to normal sight, regardless of what it does, but still casts a shadow.
(Base 4, +1 Touch, +2 Sun, +3 Structure, +1 changing image)
The Key of Theodorus
ReTe 10
R: Touch, D: Mom, T: Part
This spell magically opens any single lock. Regardless of the lock’s complexity or quality, it falls open at the end of the spell. Since the locking mechanism is designed to naturally move in a single direction to lock and unlock it, this is a base 1 effect. The sixth century Greek inventor, Theodorus of Samos, is credited with creating the first locks in Mythic Europe.
(Base 1, +1 Touch, +2 Part, +2 for metal)
Summon Talisman
ReTe (An or He, as appropriate) 25
R: Arc D: Inst T: Ind
This spell allows Stephan to summon any item he has an arcane connection to from wherever it is. Most commonly this will be used to summon his talisman.
(Base 25)
Touch of Warmth
CrIg 5
R: Touch D: Sun T: Ind.
Maintains the target at a warm temperature.
(Base 2, +1 Touch, +2 Sun)
Vessel of the Clouds
ReHe 35
R: Touch, D: Sun, T: Ind
Imbues a boat with the power of flight. The boat and all of its contents are lifted into the air, and the caster must make Intelligence + Finesse rolls to change direction or speed, The Ease Factor is related to current speed - Ease Factor 6 for walking pace, Ease Factor 12 for moderate speed, Ease Factor 15 at maximum speed of forty miles an hour. (Note, that these Ease Factors are higher than for Extended Mercury's Winged Sandals due to the increased difficulty of moving an object rather than one's self directly.) The rigid nature of the boat allows the boat to carry a substantial burden in addition to being lifted itself. The largest boat this spell will effect can contain a Load of 500. Note that an average person has a Load of 21. Extra magnitudes have been added to this spell by analogy with the Rego Corpus guidelines.
(Base 3, +1 Touch, +2 Sun, +2 Size, +1 unsupported surface, +1 for any direction, +1 for increased speed)
Wizard’s Leap
ReCo 15
R: Per., D: Mom, T: Ind
The caster instantly transports himself up to 50 paces in any direction, provided he can see his destination or has an Arcane Connection to it. His Talisman comes with him automatically, but casting requisites are required to bring along any other clothing or equipment. This spell is effective as a fast-cast defense to escape attacks or other mishaps, and can also be used for bypassing obstacles or launching surprise attacks.
(Base 15)
[hr][/hr]
Stephan's talisman:
[size=150]Staff of Power (Talisman) [8/16 vis][/size]
A beech staff capped in lead at the bottom, with a large piece of quartz affixed to the top with a brass fitting. A small hole has been opened in the staff and an ampoule of mercury has been inserted and sealed. A chunk of magnetite has also been embedded into the staff.
Materials: Staff, Wood (dead), Mercury, Beech, Magnetite, Lead, Quartz, Brass
Bonuses
- +3 project bolt or other missile (staff)
- +4 dead wood, bonus to affect (dead wood)
- +5 Muto (mercury)
- +3 Terram (mercury)
- +4 Rego Corpus (magnet)
- +5 invisibility (quartz)
Instilled Powers
Circling Winds of Protection
CrAu31
Pen: 0, 50/day, talisman maintains concentration
R: Touch, D: Conc, T: Ind
Req: Rego
Surrounds you with winds that circle at great speed. Since the wind picks up dust and other small, loose objects, you may be obscured. Anyone standing near enough to attack you with a hand weapon must make a Size stress roll of 9+ at the beginning of each round or be blown back. Melee Attack rolls against you are at –3, and missile or thrown attacks are at –9.
(Base 3, +1 Touch, +1 Conc, +2 unnatural, +1 Rego effect)
Hauberk of Sublime Lightness
PeTe40
Pen: 0, unlimited/day
R: Touch, D: Sun, T: Ind
Render a suit of metal armor nearly weightless. Armor made from metal-reinforced leather, metal scale, or chain mail has its Load reduced to 1 for partial suit or 2 for full suit. The spell eliminates the weight of the armor, but not its bulk.
(Base 5, +1 Touch, +2 Sun, +2 affect metal)
[hr][/hr]
[size=150]Stephen's Lab[/size]
Size: 0 (0)
Refinement: 0
General Quality +9
Upkeep: +3
Safety: +4
Warping: 0
Health: 0
Aesthetics: +1
Specializations: +1 Items, +1 Vis Extraction, +1 Cr, +1 Ig, +2 Te
Free Virtues:
Familiar (+8 General Quality, +2 Safety)
- Magical Heating (-1 Upkeep, +1 Aesthetics, +1 Ig)
- Superior Equipment (+1 General Quality, +2 Upkeep, +1 Safety, +1 Vis Extraction)
- Superior Tools (+1 Upkeep, +1 Safety, +1 Items)
- Spotless (+1 Health, +1 Aesthetics, +1 Cr)
Free Flaw:
- Subterranean (+1 Upkeep, -1 Health, -1 Aesthetics, +1 Te)