Here is a draft of Saevitius 10 years post-gauntlet. (I need to make two aging rolls, and adjust warping, I believe.) This is my first time inventing items and spells using 5th ed rules, so comments are really appreciated.
Name: Saevitius ex Tytalus Birth Name: Etienne
House: Tytalus Age: 35 (??) Size: -1 (Small Frame) Confidence Score: 2 (5)
Decrepitude: 0 (0) Warping Score: 0 (0) Gender: Male Nationality: Norman
Height: 5’2” Weight: 108 lbs Hair: Brown Eyes: Gray Handedness: Right
Religion: Christian Title: Magus Parens: Callistus ex Tytalus
Magic Sigil: Dirt
Characteristics:
Int +2 (Planner), Per 0
Pre -2 (Nondescript), Com +1 (Clear)
Str +2 (Scrappy), Sta +2 (Scrappy)
Dex +1 (Agile), Qik -1 (Slow reflexes)
Virtues:
The Gift (Hermetic, free)
Hermetic Magus (Social, free)
Self-Confident (House, free)
Affinity with Terram (Hermetic, minor)
Deft Form (Hermetic, minor)
Gentle Gift (Hermetic, major)
Life Boost (Hermetic, minor)
Puissant Brawl (General, minor)
Puissant Rego (Hermetic, minor)
Spell Mastery (Hermetic, minor)
Tough (General, minor)
Flaws:
Deficient Animal (Hermetic, minor)
Magical Animal Companion (Story, minor)
Restriction (Hermetic, major) (Must be in contact with stone)
Small Frame (General, minor)
Weak Scholar (Hermetic, minor)
Wrathful (Personality, major)
Abilities:
Normandy Lore (personalities) 2
Artes Liberales (Ritual Magic) 1
Athletics (running) 1
Awareness (alertness) 1
Brawl (bludgeon) 3
Code of Hermes (wizards’ war) 1
Concentration (maintaining spells) 1
Folk Ken (townsfolk) 1
Guile (feigning innocence) 1
Intrigue (plotting) 2
Latin (Hermetic usage) 4
Magic Theory (Rego) 4
Parma Magica (Corpus) 3
Penetration (Rego) 2
Profession: Wine Making (choosing grapes) 1
Single Weapon (short sword) 2
Stealth (hide) 3
Reputation: none
Combat: (Modified for characteristics and abilities)
Dodging: Init -1, Atk n/a, Dfn +3, Dam n/a
Bludgeon: Init -1, Atk +7, Dfn +4, Dam +4
Short Sword: Init +0, Atk +6, Dfn +3, Dam +7
Soak: +5 (+2 Stm, +3 Tough)
Fatigue Levels: OK, 0, -1, -3, -5, unconscious
Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), incapacitated (13-16)
Arts:
Cr 8, In 4(1), Mu 5, Pe 6, Re 8
An 2, Aq 2, Au 6, Co 9, He 1, Ig 7, Im 2, Me 5, Te 10(2), Vi 5.
Twilight Scars: none
Equipment: Wizard’s Robes, Short Sword, stone beads on a leather cord worn around the neck (talisman)
Encumbrance: 0
Spells Known:
Blade of Virulent Flame (CrIg15)
Circle of Beast Warding (ReAn5)
Confusion of the Numbed Will (ReMe15) (Mastered 2, fast casting, penetration)
Earth’s Carbuncle (ReTe15) (Mastered 1, penetration)
Earth’s Prison (CrTe(Re)20) (Mastered 1, fast casting)
Earth’s Shiver (ReTe5) (Mastered 1, fast casting)
Disguise of the Transformed Image (MuIm10)
Invisibility of the Standing Wizard (PeIm10) (Mastered 2, quiet casting, still casting)
Spasms of the Uncontrolled Hands (ReCo5) (Mastered 1, penetration)
The Immediate Stone (CrTe5)
The Wound that Weeps (PeCo15) (Mastered 3, fast casting, penetration, multiple casting)
Trust of Childlike Faith (PeMe10) (Mastered, 1, still casting)
Ward Against Faeries of the Wood (ReHe 15)
Wizard’s Sidestep (ReIm10)
The Earth’s Shiver (ReTe5)
R: Voice, D: Mom, T: Part
Causes the earth in an area (about three paces wide) to buckle and become uneven. Anyone in the area must make a Dex stress roll of 6+ or trip and fall.
(Base 2, +2 Voice, +1 Part)
The Immediate Stone (CrTe5)
R: Personal, D: Sun, T: Ind
Creates a fist-sized stone in the magus’ hand.
(Base 3, +2 Sun)
Character Advancement
Years 1-6: Raise arts new score/points needed(180 points total)
Cr 7/ 22
Re 8/ 15
Mu 5/ 9
Pe 6/ 11
In 4(1)/ 10
Te 9(4)/ 15 becomes 23 with Affinity
Co 9 / 30
Au 6 / 18
Vi 5 / 5
Ig 7 / 25
Magic Theory 4/ 20
Year 7: Open necklace of stones for enchantment (4 pawns of vis to open)
Attune necklace as talisman
Instill a version of Lift the Dangling Puppet (R: Personal, D: Concentration, T: Individual) (ReCo5: Base 4, +1 Conc); Effect Level is 15: Base 5 + 5 (24 uses per day) +5 (device maintains concentration); Lab Total Re8 + Co9 + Int2 + MT4+1 + Aura3 + PuissantRe3 + TalismanBonus5 = 35, so instilled in one season using 2 pawns of vis.
Instill a version of Ward Against Heat and Flame (R: Personal, D: Concentration, T: Ind) which gives +10 to Soak against all fire-related damage. (ReIg10: Base 4, +1 for up to +10 damage, +1 Concentration); Effect Total is 15: Base 10 + 5 (device maintains concentration); Lab Total Re8 + Ig7 + Int2 + MT4(+1) + Aura3 + PuissantRe3 + TalismanBonus5 = 33, so instilled in one season using 2 pawn of vis.
Year 8: Raise Arts and Parma (30 points)
Parma Magica 3/ 25
Te 10(2) / 5 (becomes 8 with Affinity)
Year 9: Invent [i]Blade of Virulent Flame /i. Lab Total: Cr7 + Ig7 + Int2 + MT4 + Aura3 = 23. Accumulate 8 points in Season 1 and another 8 in Season 2, so invented in two seasons.
Spend one season raising Cr to 8
Invent Longevity Ritual. Lab Total: Cr8 + Co9 + Int2 + MT4 + Aura3 = 26. Requires seven pawns of vis, and gives -6 to aging rolls.
Year 10: Invent Earth’s Prison. CrTe(Re)20 (R: Voice, D: Sun, T: Group) Creates and holds in place a dome-shaped earthen room with outside dimensions six paces across and four paces tall, with walls two paces thick. (Base 1, +2 Voice, +2 Sun, +2 Group, +1 for requisite) Lab Total: Cr8 + Te10 + Int2 + MT4 + Aura3 = 27. Accumulate 7 points in Seasons 1 through 3, and the spell is invented in three seasons.
Master Earth’s Prison: Advancement Total: Practice = 5. Spell is mastered with the fast casting specialty