Magnus of Verditius

Current profile

Age 27

See gauntlet version for personal history and background justification
for virtues and flaws.

Sigil

A brief blast of the stale, humid, hot air of an subterranean smithy always follows Magnus' magic.

Virtues and flaws

The Gift (free)
Hermetic Magus (free)
Verditius magic (free)

Heir (minor story flaw)

Strong fairy blood: dwarves (major virtue)
Second sight (free from strong fairy blood)
Dwarf (major flaw)
Necessary Condition (major Hermetic flaw)
Flutter his beard. (May be replaced by Restriciton (having a beard) depending on the interpretation of the effect on items.)

Secondary insight (major Hermetic virtue)
Inventive Genius (minor virtue)
Skilled parens (minor virtue)
Compassionate (major personality flaw)
Puissant magic theory (minor virtue) +2 on totals including magic theory
Personal vis source (minor virtue)
3p/y of Creo vis.

Characteristics

Size -2
Int +3, Per 0, Str -1, Sta 1, Pre 0, Com 0, Dex 1, Qui -2

Pesonality traits

Compassionate +3, Creator +3,
Follower -1, Tidy +1

Arts

Animal 0
Aquam 0
Auram 5
Corpus 3
Herbam 0
Ignem 1
Imaginem 7
Mentem 7
Terram 2
Vim 2

Creo 7
Intellego 5
Muto 5
Perdo 5
Rego 7

Abilities

Speak (Anglo-)Norman (native) 5
Speak English 2
London lore 1
Guile 1
Awareness 2
Stealth 1
Etiquette 1
Intrigue 1
Bargain 1
Concentration 1
Nobility lore [England] 1
Second Sight 1
Craft: Blacksmith [Armour] 4
Craft: Leatherwork [Armour] 2
Parma Magica 1
Magic Theory [Enchanting] 5
Latin 4
Artes Liberales 1
Philosophiae 1
Hermes lore 1
Finesse 1

Spells

(casting tools stated below the spell)

InAu15 Whispering Winds (Sight/Conc/Ind)
An earring, which he always wears in his right ear.

MuTe10 Crystal dart
A small crystal, which he carries in a belt poach.

CrAu15 Broom of the Winds (Voice/Mom/Ind)
A leather fan.

Cr(Re)Au20 Circling winds of protection (Touch/Conc/Ind)
A broom.

InMe20 Posing the silent question
A small silver bell, which he carries in the belt poach

PeMe10 Trust of childlike faith

InMe15 Perception of the Conflicting Motives
A bronze medallion displaying the two faces of Janus. He wears it in a string around his neck.

CrIg10 Lamp without flame

InIm5 Prying Eyes
A small mirror.

MuIm20 Image Phantom

MuIm10 Aura of enobled presence
A silver ring on his left ring finger.

Magic items

  1. Sidestep armour (ReIm19)
    The item is a piece of metal armour to protect the lower (left) arm. It is fitted with leather padding and straps, but the magic effect sits in the metal plate.
    It probably has no armour value on its own, but can be used as part of a suit. When activated it has the effect of Wizard's sidestep (ReIm10).
    Trigger action: tap the metal three times while worn. 12 uses per day.

  2. Fan of the winds.
    A leather fan. Effect of Broom of the winds (CrAu15). 24 uses per day
    Trigger action: swing the fan full circle above your head, finishing with a swift movement forward towards the target.

  3. The warm cloak (CrIg5 (6?))
    This is a traveler's cloak of good quality. It is made of grey wool. If you stroke the lining three times with a flat hand, the cloak heats up, warming the wearer. This is a particular boon on adventures in adverse weather. It could probably contribute to a living condition bonus, but hardly a full point on its own.

Sun duration, two uses per day

I am not sure if the base should be 2 (warm to the touch) or
3 (hot to the touch), or maybe 2½ :slight_smile: The cloak should be as warm
as possible without risking burns.

  1. The Flaming Greatsword (CrIg10)
    When the wielder shouts «fire and fury», sword is covered in flames, doubling its damage, for about two minutes (diam).
    One use per day.

Other belongings

Saved vis 8p: 4p Creo, 4p Vim
Covenant vis 10p: Corpus(3), Rego(3), Muto(2), Intellego(2)

Accompanying grog

Magus is accompanied by a martial grog who is skilled both with great weapons and with shield and weapon. He can handle pack animals, ox carts and the like. He should also have decent social stats and bargain total.
He will wield the flaming greatsword, even though it is owned by Magnus. I am not sure if tower shields are used by Hermetic shild grogs; they have disappeared from the main weapons table in ArM5.
To be completed later. By anyone.

Abilities
Single weapon >= 3
Great weapon [great sword] >= 4
Angol-Norman or Latin >= 3
Saxon >= 3
Animal handling >= 1
Bargain >= 1
Brawl >=1
Awareness >= 1

Start of saga

Age 27

See also gauntlet version. Unchanged sections have not been copied.

Saved vis 6p (mostly Creo + what)?

Activities

Spent 8p vis.
Eight seasons.

Season 1. Read Auram and Terram 10xp
Season 2. Read Perdo and Terram 10xp
Season 3. Read Muto and Terram 10xp
Season 4-5. Read Imaginem + Mentem + Corpus 20xp

Common elements of lab total:
Magic theory 8 (with specialisation and puissance), Int +3, Aura +3, Inventive Genius +3, Nocturnal +2 = 19
Crafts (including dwarven blood): leatherworking +3, blacksmith +5, specialisation +1 for armour

Season 6. Sidestep armour
Based on Spell: ReIm 10 Wizards Sidestep, Per Sun Ind
Level 19 (Per->Touch +5), conc range (-5) maintain conc. (+5) 12 uses (+4)
Lab total 38 (19 + ReIm 13 + craft 6)
Cost 2p

Sesaon 7. Fan of the winds.
Based on spell: CrAu 15 Broom of the winds (Voice/Mom/Ind)
Level 20 - 24 uses per day.
Lab total 41 (19 + CrAu 12, Fan +4 (shape bonus), Similar spell +3, craft +3)
Cost 2p.

Season 8. Flaming great sword + The warm cloak
Cloak: CrIg 5 or 6. Base 2 (3?), sun +2, two uses +1
Sword: CrIg10. Based on Spell: CrIg15 Blade of the Virulent Flame (touch/diam/ind) Per range (-5)
Lab total 32 (19 + CrIg 8, craft +5)
Cost 2p.

Magic items

  1. Sidestep armour (ReIm19)
    The item is a piece of metal armour to protect the lower (left) arm. It is fitted with leather padding and straps, but the magic effect sits in the metal plate.
    It probably has no armour value on its own, but can be used as part of a suit. When activated it has the effect of Wizard's sidestep (ReIm10).
    Trigger action: tap the metal three times while worn. 12 uses per day.

  2. Fan of the winds.
    A leather fan. Effect of Broom of the winds (CrAu15). 24 uses per day
    Trigger action: swing the fan full circle above your head, finishing with a swift movement forward towards the target.

  3. The warm cloak (CrIg5 (6?))
    This is a traveler's cloak of good quality. It is made of grey wool.
    If you stroke the lining three times with a flat hand, the cloak heats up,
    warming the wearer. This is a particular boon on adventures in adverse
    whether. It could probably contribute to a living condition bonus, but
    hardly a full point on its own.

Sun duration, two uses per day

I am not sure if the base should be 2 (warm to the touch) or
3 (hot to the touch), or maybe 2½ :slight_smile: The cloak should be as warm
as possible without risking burns.

  1. The Flaming Greatsword (CrIg10)
    When the wielder shouts «fire and fury», sword is covered in flames, doubling its damage, for about two minutes (diam).
    One use per day.

Arts

Animal 0
Aquam 0
Auram 3 +9xp = 5
Corpus 0 +6xp = 3
Herbam 0
Ignem 1
Imaginem 6 + 7xp = 7
Mentem 6 + 7xp = 7
Terram 0 + 3xp = 2
Vim 2

Creo 7
Intellego 5
Muto 3 + 9xp = 5
Perdo 3 + 9xp = 5
Rego 7
Spent 50xp

Sesons not advanced 30xp

Stats at Gauntlet

Age 25

Sigil

A brief blast of the stale, humid, hot air of an subterranean smithy always follows Magnus' magic.

Virtues and flaws

The Gift (free)
Hermetic Magus (free)
Verditius magic (free)

Heir (minor story flaw)
Being an only son, Magnus is heir to his father’s substantial operation, including the workshop with stocks and staff, and the extensive network of patrons. Magnus is known to have been apprentice to a blacksmith with very exceptional skills, and the patrons will expect him to supply even better arms and armour than his partner, when he succeeds him. His father may even expect him to join the workshop once his apprenticeship is ended. It is also likely that friends of the family in the South will call upon Magnus as a local ally in the North. They might expect the covenant to support a particular side in mundane conflicts.

Strong fairy blood (major virtue) Magnus’ mother decends from a the fairy master
craftsmen – the dwarves.
Second sight (free from strong fairy blood)
Dwarf (major flaw)
Whether related the strong fairy blood or not, Magnus has not grown to normal human height.

Necessary Condition (major Hermetic flaw)
Magnus’ gift is closely tied to his dwarven blood line, and the power to use magic sits in his beard, and he is unable to cast spells if unless he wears it long.
(I am not entirely happy with this. The original idea was to use restriction, but the effect on enchanted devices does not feel reasonable. Devices are otherwise described as quite autonomous and separate from the creator. I'd like better to have a more serious effect if the beard is lost, instead of loose magic which was taken only to balance the flaws.)

Secondary insight (major Hermetic virtue)

Inventive Genius (minor virtue)

Skilled parens (minor virtue)
-60xp + 30 spell lvs.

Compassionate (major personality flaw)
The bullying and exclusion as a child, has made Magnus very aware of others who suffer from being ignored by their peers. He
goes out of his way to help those who are ignored by others.

Puissant magic theory (minor virtue) +2 on totals including magic theory

Personal vis source (minor virtue)
His beard is rich in Creo vis. Cutting it would be a boon, but at the expense of being able to cast any spells at all. Combing it daily and accumulating the loose hairs carefully, will yield a XX pawns of Creo vis per year.

Characteristics

Size -2
Int +3, Per 0, Str -1, Sta 1, Pre 0, Com 0, Dex 1, Qui -2

Pesonality traits

Compassionate +3, Creator +3,
Follower -1, Tidy +1

Arts

Animal 0
Aquam 0
Auram (6) 3
Corpus 0
Herbam 0
Ignem (1) 1
Imaginem (21) 6
Mentem (21) 6
Terram 0
Vim (3) 2
Sum Forms 52

Creo (28) 7
Intellego (15) 5
Muto (6) 3
Perdo (6) 3
Rego (28) 7
Sum Tech 83

Abilities

Speak Norman (native) 5
Speak Saxon (childhood 15) 2
London lore (childhood 5) 1
Guile (childhood 5) 1
Awareness (childhood 15) 2
Stealth (childhood 5) 1
Etiquette (5-10y 5xp) 1
Intrigue (5-10y 5xp) 1
Bargain (5-10y 5xp) 1
Concentration (5-10y 5xp) 1
Nobility lore [England] (5-10y 5xp) 1
Second Sight 1
Craft: Blacksmith [Armour] (5-10y 35 + app 15) 4
Craft: Leatherwork [Armour] (5-10y 15) 2
Parma Magica (app 5) 1
Magic Theory [Enchanting] (app 75) 5
Latin (app 50) 4
Artes Liberales (app 5) 1
Philosophiae (app 5) 1
Hermes lore (app 5) 1
Finesse (app 5) 1

Spells

(casting tools stated below the spell)

InAu15 Whispering Winds (Sight/Conc/Ind)
An earring, which he always wears in his right ear.

MuTe10 Crystal dart
A small crystal, which he carries in a belt poach.

CrAu15 Broom of the Winds (Voice/Mom/Ind)
A leather fan.

Cr(Re)Au20 Circling winds of protection (Touch/Conc/Ind)
A broom.

InMe20 Posing the silent question
A small silver bell, which he carries in the belt poach

PeMe10 Trust of childlike faith

InMe15 Perception of the Conflicting Motives
A bronze medallion displaying the two faces of Janus. He wears it in a string around his neck.

CrIg10 Lamp without flame

InIm5 Prying Eyes
A small mirror.

MuIm20 Image Phantom

MuIm10 Aura of enobled presence
A silver ring on his left ring finger.

Personal history

Only son of Arnold and Friðuswiþ, he was born in London. Arnold is a wealthy master armourer and blacksmith of Norman descent. Employing several journeymen and apprentices, his business is extensive. He has good connections at the royal court and the nobility at large, and supply a lot of their best armoury.

Magnus has strong fairy blood. His mother descends from dwarves, but the blood is even strong in Magnus. The ancenstry became evident when Magnus was a little boy. His eyes are all black, and he started to grow a beard before he was ten. This made him much of an outcast with the other children, and he spent a lot of time sneaking about and scrying. When he was old enough to help in the workshop, he spent most of his time helping out and learning the crafts.

When he was ten, he was spotted by Aldus of Verditius, during one of his travels. Given Magnus' eery appearance, it was convenient for Arnold to send him away, and Aldus was clearly a skilled smith, able to give as good a training as Arnold could himself, even if Arnold did not then understand that he was a magus.

Most of the apprenticeship with Aldus was spent in the lab or the library. He did accompany Aldus a few times on his travels, once or twice to the continent in the early years, but for the last five years they never left the covenant. Aldus was working on a major project for the contest at Verdi, and wanted to get as much help as possible out the skilled apprentice. This has made Magnus thirst for adventure.

Emelric,
is Magnus ok as written?

A few points should be checked, since I am not absolutly confident that I have understood RAW correctly

  1. The necessary condition flaw.
  2. The magic items/lab totals in the two years post-gauntlet.
  3. Interpretation of craft skills. Do blacksmith and leatherwork apply to armour as I have assumed? This, I believe is left completely open in RAW, and left entirely to troupes to decide.

Hi loke,
I'm sorry it's taken me so long to get back to you on your questions.

  1. Necessary Condition is an action that must be done to cast a spell. For example, Magnus would have to tug his beard as part of his spell casting motions. If he can't, for whatever reason, tug his beard, then he can't cast the spell. Regarding your comments on Restriction, the core book does say this on page 96:

So maybe it's not so unreasonable that the Restriction also affects the effects of an enchanted device? If you end up taking Restriction: have a beard, will Magnus make segmented beard armor?
2. Invested items require 2+ seasons to enchant - the first is to prepare the item for enchantment (pg. 97) and the rest are for instilling the effect. So the allocation of activities for each season will have to be adjusted to incorporate the seasons for the preparation of each item.
For the warm cloak, I'd go with base 2.
In season 8, the enchantment of two devices in one season have caused things to become weird. Craft: blacksmith clearly applies to enchanting the great sword, but not the cloak. I looked through the core rules and couldn't find anything about multiple enchantments in one season. Is it spelled out anywhere else?
3. Yes, I think that's fair.

OK. I can fix the necessary condition to be an action.

Do I understand you correctly, that you interpret the restriction on items so that the creator needs to satisfy the restriction at wield time, regardless of who wields it? If so, what happens when the creator dies, will he then have a beard or not? The main problem I have with this interpretation is that the restriction becomes unmanageable if somebody else wields the item and the creator is not present. However, I'll take restriction under this interpretation if the item continues to function after Magnus is dead.

Alternative interpretations: (1) the item needs to satisfy the restriction, or (2) the wielder needs to satisfy the restriction, (3) the creator must satisfy the restriction at creation. Under (1) I might take the restriction, depending on how we interpret an item having a beard, and its implication to the beard as vis.
Under (2) restriction is off, the item becomes too limited. Under (3) I'd take the restriction, but it is hardly a restriction at all on items.

I think (2) is the interpretation which minimises speculation when the item is used in play, but it also the interpretation which makes the least sense given what you quote from the rules. I sort of assumed this interpretation, based on advice from the general forum.

These are lesser enchanted devices which must be done in a single season, and do not require opening. This is by RAW p 96.

ArM p. 102. It does not however, address the question of bonuses which apply to only one of the items. I argued as follows:
Consider first the great sword and its lab total. When this is enchanted, I use up 20 points from the lab total, including all the bonuses which only apply to the sword. Then I have 12 points left, which suffices to do the cloak.

Note that I could not abuse this by adding a second craft for the cloak, as Verditius magic explicitly forbids benefitting from more than one craft. Therefore, I do not think my interpretation is open to abuse. Also the shape and material bonuses are limited by Magic Theory, which prevents (or at least strictly limits) abuse.

Yes, that is how I interpret this Flaw. Magnus will have to figure out a way to preserve his beard after death. Or maybe not, if he goes into Final Twilight...
But if the forum consensus and your preference is interpretation (2), then we can go with that instead. I don't have a strong opinion here.

Ah, my mistake. And I'm on board with multiple devices in one season and the way you've handled the Craft bonus.

Looks good then. Magnus is ready to go.

Since there are other magi with the same flaw, I'll address this once more.

I would suggest that different characters may use different interpretations, as long as it is explicitly agreed when the flaw is chosen. After all, magic is very personal. Interpretation (2) is fine in terms playability, and if items is not a core part of the character concept, the game balance is fine too.

Your default interpretation, that the creator must satisfy the restriction wield time, is really quite detrimental to enchanted items. In my case, it is impossible to preserve the beard after death. Suppose somebody breaks the grave and cuts the beard. Then every item ever created by the magus loses its power, and no Hermetic magic can regrow that beard. Ever. Talking about putting all the eggs in one basket. Now, this may be a balanced flaw for a character who disregards items, so the interpretation is acceptable. A Criamon may not care if the item loses power upon his death or twilight. We still need to figure out whether death is a wound, and what happens in twilight, for the sake of future wielders of the items.

So I think I scrap this flaw for any Verditius craftsman.

Hmmm... I think I am missing something here. 'Caster' as in the user of the item, or the 'Creator' of the item? Cause I was going for user, ie the one who uses your enchanted devices must have a beard. I think I was clearly stating that in the thread for my character, if not I apologize, I didnt mean to come off as uncaring.
As for weird situations.... imagine a flaw like ' must not see the target of the spell', meaning you close your eyes when casting spells or some such. All items you make after death would then function, because by default you cant see. On the other hand, 'standing on solid ground' would be impossible if you are buried ( you aren't standing).
My interpretation was more philosophical than pragmatic. If the item 'checks' the 'creator' for the condition, then how does it do it? How does an item in Britain 'check' whether its creator who is in Levant is fulfilling the condition or not? That would be a major break in Hermetic principles :stuck_out_tongue:
I think its very important for the Vertidius to resolve this... less so for my Criamon....

Sorry. My fault. My fingers weren's aligned with my brain, and I have corrected it in the post.
I think your post was clear.

I agree that the philosophical point is interesting, but it may not be relevant to the saga, since we may conclude that any philosophically consistent interpretation bends the rules, and we are set to go by RAW.

First and foremost, magic is very personal and derives from different sources in different ways. Not all sources are Hermetic, and that is part of the point of the Mystery Cults; they incorporate magic which falls outside Bonisagus' theory. This view has two implications:

  1. There be no philosophical problem in this flaw maintaining a connection to the creator. However, one may ask if this connection would not imply an arcane connection to the creator, in which case the flaws would become grossly unbalanced.
  2. It be fine to let the interpretation be part of specifying the flaw, differently for different characters.

Philosophically, one should ask for an explanation and cause for the restriction for each character. The story I wanted was that the beard is the dwarfs' source of power, and wielding magic, Magnus draws his power therefrom. If the item depends on Magnus having a beard, it would mean that the item draws its power from Magnus' beard at wield time, which is not compatible with the rules position that items have their own source of power and should make them independent of the creator once created. I am unable to make a consistent interpretation of this restriction under RAW.

Restricting the wielder to satisfy the criterion is also philosophically sound. In this case I would assume that the restriction is part of the Wizard's sigil, or an analogous effect. This is also sound ruleswise, since it is already established that the sigil is imprented in magic devices. However, this makes little sense with Magnus' background story, where the restriction is based on the source of power (the source of the Gift). The wielder's beard is not magical, so the item could not draw power from it. With other restrictions, like touching ground, this sigil interpretation could make sense.

In your case, I think the idea that the item is fueled by wounds is philosophically sound whether it applies to the creator or the wielder. But, as in Magnus' case, if it applies to the creator, we break the usual assumption that the item have its one source of power.

Applying the restriction to the wielder, we run into a second challenge with items with environmental triggers, where there would effectively be no wielder. Are these item unrestricted?

The philosophical argument should be woven into each individual background story, rather than try to make a generic theory.

I have given up to make Magnus work with restriction within RAW, and replaced it with Necessary Condition. This leaves some philosophical inconsistency, but I am going to pretend that it is not there. (Bending rules, I would have suggested restriction applied only to spells and lab work at -2 cost, but that would be another saga.)

For the Criamon, I suggest that you take your pick, and make the case based on his background. I think it is going to be both fair and philosophically sound either way, and I see no reason why Emelric would not accept it.

You totally should go the "charm" flaw option with your Gift. Where the possessor of your beard is whom has your Gift. Then when you die your beard can be willed to a family member or an apprentice. It explains why beards of men and women dwarves alike are prized, they're family heirlooms.

We are bending rules with flexible formulaic Magic and sizes, I wouldn't worry about it.

I think there is an implicit option to take the story in that direction. Let's cross that bridge when we get there. It is not necessarily something Magnus would know, so it is fine to leave it open.

If Emelric wants to bend one flaw or another better to fit my mythic dwarven beard, then he will tell us. I have suggested it; I do not want to push it.

I just remembered the Flaw is in RoP:F and not HoH:MC, else I wouldn't have said anything.

Restriction is one of those flaws whose effects are so calamitous, that I would never impose a situation where they are permanent. I would definitely try to turn the flaw into stories and use it as a lever to get the character to take action outside the lab. (Note that you as a player now know this, but Magnus would not. Actually, I just had the thought whether or not would know that he has the Restriction. Has he lost his beard before? If you decide to take the flaw.)

I bet you could figure something out.

The Arcane Connections Table on pg 84 includes lesser enchanted devices, invested devices, and talismans. I find it confusing though that the entry for talismans specifies "(link to creator)", while the other two don't. I don't know to what the other two types of devices would be a connection though, so I assume they also are arcane connections to the creator?
If they are in fact arcane connections to the creator, does that resolve philosophical inconsistency at all?
And to another of your points, it's not necessarily that the device loses power when the restriction is not met. Instead, it could be interpreted as the device having a trigger that is not satisfied.

Also, taking Rex's nice suggestion, I don't see why "must have Magnus' beard within range touch" would be an invalid restriction. It would mean that no one else could use his devices though, unless Magnus is willing to share his beard.

The third possibility still on the table (I think), that the user must have a beard, I also still find agreeable. His non-bearded lady patrons will be disappointed though.

Unless the lady wears a false beard as female Lhankor Mhy cultists have to in Runequest. May seem a bit Monty Python's Life of Brian but can't see any reason it would not work.

That story potential was exactly what I find attractive about the flaw. If the flaw only restricted Magnus' use of magic, I would think it balanced.

However, when the restriction also renders every item ever sold, given away, or lent to a companion or grog, a Verditius is crippled. If the restriction is on the wielder, it means that he cannot make items for certain users. If the restriction is on him, the creator, the items are unreliable for the receiver, who cannot know when the restriction would be satisfied. How on Earth would I be able to get any prestige in the house with such flawed items?

While the beard can be preserved from decay after death, adversary events and actions (e.g theft) cannot be countered.

I do not reject the possibility of making a magus with restriction from another house for some other saga some other time.

It may work for Brian and you :slight_smile: Necessary Condition is what works for Magnus. Necessary condition it is.

I'll highlight this point of yours, since it may become relevant, and I was not aware of it. The table is new in ArM5, and under previous editions I never thought of items as arcane connections.

Yes, I agree, the item must be a link to its creator, and this holds for non-magical items as well. However, the link from lesser enchanted devices and mundane items only lasts for weeks, so it rarely matters. It is likely to matter in some cases for invested devices, where the link lasts for years. Verditius has a major house mystery allowing them to sever this links given a rather arduous process of creation.

No, it does not solve the philosophical problem, since the arcane connection fizzles out, while the restriction is assumed to be eternal. If we let the restriction imply ever-lasting arcane connections, the restriction flaw is even more unbalanced, since such connections are dangerous. But this is all academic, since Magnus won't take the restriction, and the Criamon makes a restriction on the wielder, which is safe enough.