Ranulf from MoH now 150 years post apprentice!!!!

I either never saw that rule or forgot about it (I hope I didn't mess up Hermanus' lab)

I edited out the longevity ritual specialization.

Thank you for you help.

I'll put up a +105 character sheet and a sorted collection of the new spells from the thread when I have a chance (In hopes that someone might one day find a use for my NPC in their campaign).

Don't worry about it - it's a silly specialization anyway.
Get Creo or Corpus instead if you need the boost.

Personally, I'd suggest Creo, as it'd also boost Vis Extraction at the same time :-/

He only had it as a byproduct of the precious ingredients laboratory virtue. It was never used, he hired an expert for his longevity ritual in his sixty first year past gauntlet.

Ah yes, one of those. :slight_smile:

Here's the +105 years character sheet:

Ranulf +105 years

Characteristics: Int +2, Per –2, Pre +1, Com +0, Str +1, Sta +4, Dex +1, Qik +1(1)

Size: 0

Age: 129 (49)

Decrepitude: 0(1)

Warping Score: 8 (4)

Confidence Score: 2 (6)

Virtues and Flaws: The Gift ; Major Magical Focus (Unnatural Fires); Affinity (Ignem), Mastered spells, Method Caster, Puissant Ignem*, Puissant Magic Theory, Puissant Penetration, True Friend (Artisano); Deficient Technique (intellego); Deleterious Circumstances (spells of range sight or range eye), Poor Eyesight, Miles (Houses of Hermes: Societates p 31),
*House Virtue

Personality Traits: Loyal (Artisano) +3, Brave +3, Noble +2, Pious +1, Inquisitive +1, Loquacious –1

Reputations: beneficent +2 (flambeau and societates milites), Militie +3 (order), impressively/foolishly deep repertoire of ignem spells +2 (order), Hoplite +2 (Order), Deficient in Intellego (Flambeau) +1

Combat:
Fist: Init +1, Attack +4, Defense +4, Damage +1
Dodge: Init +1, Attack n/a, Defense +5, Damage n/a
Soak: +4 (often modified by spells and armour, excellent quality full chain protection +11, Load 6, the load of the armor is also frequently adjusted by magic)
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: Artes Liberales 3 (Ceremonial Casting), Athletics 2 (running), Awareness 1 (searching), Brawl 3 (dodge), Carouse 1 (staying sober), Guile 1 (lying to strangers), Code of Hermes 2 (Wizard’s marches), Concentration 6 (spells), Dead Language – Latin 5 (hermetic usage), Faerie Lore 1 (giants), Finesse 5 (ignem), Infernal Lore 1(corrupted beasts), Leadership 2 (grogs), Living Language (Castillian) 5, Magic Lore 1 (giants) , Magic Theory 8 +2 (1) (inventing spells), Organization Lore – Order of Hermes 1 (personalities), Parma Magica 7 (corpus), Penetration 6 +2 (ignem), Philosophae 2 (ritual magic), Profession – Candle Maker 2 (speed), Stealth 2 (hide), Teaching 2 (apprentices)

Arts: Cr 16, In 10, Mu 17, Pe 13, Re 15; An 10, Aq 5, Au 5, Co 14, He 10, Ig 32+3, Im 5, Me 5, Te 10, Vi 22

Twilight Scars: Fires in the near vicinity of Ranulf move directly away from him as if a slight breeze were coming from him. Smoke is not affected by this. In a cold environment Ranulf's breath turns to wood smoke rather than mist.

Equipment: Chest of the Ember Seed, Pendant of Patient Incantations, Pendant of the Eagle's Vision, Ribbon of Arcane Preservation, School of the Founder's Advocate, Talisman of Ranulf

Encumbrance: 0 (0)

A Finer Cut of Meat (MuAn 10/31)
Doublet of Impenetrable Silk (MuAn 15/31)
Hide of Wax (MuAn 20/+37 A)
Gentle Caress of Asclepus (CrCo 30/34)
Skin of Wax (MuCo 20/+43 M,A) Mastery 2 (Ceremonial casting, Penetration)
Touch of the Bears’ Fortitude (MuCo 30/35)
Assumption of the Fiery Mantle (MuCo(Ig) 35/+55 F A)
Coat of Prometheus (CrIg 5/+55)
Flash of the Scarlet Flames (CrIg 15/+55)
Mien of Helios (CrIg 15/+55)
Fasting Hearth (CrIg 20/+79 F A)
Pillum of Fire (CrIg 20/+84 F M A) Mastery 5 (Fast Casting, Defense, Multi Casting, Penetration, imperturbable casting)
Self Immolation (CrIg 30/+79 F A)
Stockade of Infernos (CrIg 40/+79 F A)
Conflagrative Servant (Cr (Mu,Re) Ig 40/+77 F A)
Parliament of Fiery Raptors (Cr(Re)Ig 45/+77 F A)
Tales of the Ashes (InIg 5/+33 D F A)
Eyes of the Flame (InIg 35/+34 D F A) Mastery 1 (Stalwart casting)
Enduring Flame (MuIg 10/+79 F A)
Boreal Flames (Mu(Pe)Ig 15/+74 F A)
Flames of Stone (MuIg 30/+79 F A)
Petite Phoenix (Mu(Re) Ig 30/+77 F A)
Discriminating Flames (Re Ig 25/+75 F A)
Ward against Heat and flames (ReIg 25/+60 A)
Carpenter of flames (ReIg 30/+76 F A) Mastery 1 (Precision)
Parade Ground of Conflagrations (ReIg 30/+75 F A)
Ward Against Immolation (ReIg 35/+60 A)
Unified Flame (ReIg 35/+75 F A)
Flames that Leap Leagues (ReIg 40/+75 F A)
Flames that Leap Across the Earth (ReIg 45/+75 F A)
Veil of Invisibility (PeIm 20/+22)
Transformation of Fire (MuTe(IgHe) 40/+47 F A)
Transformation of Fiery Steel (MuTe(Ig,He) 40/+47 F A)
Consummate Transformation of Fire (MuTe(Ig,He,An) 40/+47 F A)
Scales of the Magical Weight (InVi 5/+19 D A)
Sense the Nature of Vis (InVi 5/+19 D A)
Wizard’s Expansion Ignem (MuVi 25/+43)
Group Wizard’s Boost Ignem (MuVi 30/+43)
Touch Group Wizard's Reach Ignem (MuVi 30/+43)
Wizard’s Boost Ignem (MuVi 30/+43)
Wizard’s Communion (MuVi 30/+43)
Wizard’s Reach Ignem (MuVi 30/+43)
All Beasts are made from Plants (MuVi 35/+43)
Wizard’s Boost (Vim) (MuVi 35/+43)
Wizard's Endurance Ignem (MuVi 40/+43)
Wizard’s Reach Ignem (MuVi 40/+43)
Sap the Griffons Strength (PeVi 10/+43 A)
Dreadful Bane of the Fae (PeVi 15/+43 A)
Demon's Eternal Oblivion (PeVi 15/+43 A)
Sap the Griffin's Strength (PeVi 20/+43 A)
Snuffing the Spell's Flame (PeVi 40/+43 A)
Unraveling the Fabric of Terram (PeVi 40/+43 A)
Wind of Mundane Silence (PeVi 40/+43 A)
Unraveling the Fabric of ignem (PeVi 45/+43 A)
The Patient Spell (ReVi 20/+41)
Maintain the Demanding Spell (ReVi 30/+41)
Opening the Intangible Tunnel (ReVi 40/+41)
F includes Magical Focus
M includes Spell Mastery
D includes deficient technique
A includes attunement of talisman
note that casting totals do not include the +3 bonus from method caster

Vis: four pawns vim transferred into a ring warn on right hand, three pawns ignem as ashes carried in a pouch on belt, the ashes become hot to the touch at sunset every day,6 pawns of corpus transfered into a small olivewood cross.I realized when later books came out that the vis entry was about how much vis you could pull out of the corpse of a magical/faerie/etc creature, it wasn't about how much vis a character carried around with them. Whoops.

Appearance:
Ranulf’s eyes are held in a near perpetual squint as he closely examines the world with his inadequate sight. Ranulf’s face is reddened and the short hair around his face is bleached from long exposure to hot fires at close range. Ranulf is of ordinary stature and build ,Ranulf by the age of 114 has exchanged his thick clothing in favor of robes and furs resembling a sort of hybrid between the traditional garments of magi and the styles of nobility. Ranulf is almost never separated from his Talisman − a walking stick sized staff quite unsuitable for use as a weapon.

Personality traits from the familiar bond:
Ranulf will typically heat any chair or other object he intends to sit on with a spontaneous CrIg spell or Coat of Prometheus before actually sitting.
Ranulf feels a compulsion to make fires in his vicinity more beautiful according to an Aesthetic that he shares with Artisano. He’ll often shift logs around and move coals (relying on quick movement and his form bonus to prevent himself from burning his hands or using non-fatiguing spontaneous Rego Herbam and Rego Ignem to do the job) while debating with his familiar the proper amount of crackle degree of smoke and light that is appropriate for their surroundings and activities.
Ranulf has developed a habit of nearly always using flourishes (HoH: Societates p.60) to make his spells more pleasing to his tastes.

For personality I gave him a pious score as I thought that thoughts of his eventual death coupled with continued efforts to embody the principles of the millites would start to change him.

For reputation, I gave him an additional point in the millite reputation.

If you want to play him as an archmagus, you should add an order wide reputation as an archmagus (+2 I'd think) and a reputation among the flambeau as the greatest master of Pillum of fire ever at +1 (even if his fellow Flambeau don't believe that it's true they may know that he has the reputation). I'd also add a faerie sympathy trait of giant killer with a value of +2 and an additional 5 xp to his warping total.

A compiled spell book is still coming

Since this was mentioned elsewhere, I actually got around to reading it.

Pila please.

Now with that out of the way :slight_smile:

Base 1 - yeah well, not much else to say is there. I must admit I'd never noticed how unhelpful the MuIg guidelines are before.
+1 touch - So it's only supposed to affect pila cast by the device itself? Otherwise I'd hardly call it a given thing that the device is touching the fires.
+2 group - excellent.
+4 targets of up to +25 damage - fine enough I suppose.
+6 increases damage by +35 - didn't you already use the "free first +5" up already? Let's call it +7 why don't we.

Total level 55 before modifications, neh?

All in all, I'm not sure t would fly in ether of the sagas I play in - but then again it just might :slight_smile:

Latin help is always appreciated, thank you

you could say that natural fires don't get that hot so a different guideline is called for, I don't really buy this argument at the moment (because I think that the additional magnitudes for added heat do the same thing as having a different guideline, the additional heat shouldn't be paid for twice) but I've been swayed by strong arguments before and I hope to be able to change my mind in the face of reason in the future as well.

You are corerct it isn't really a given. If you look at the way I posted the enchantment in the enchantment summation post I added a bit "This enchantment is activated by linked trigger only when Sense the Pillums of Fire senses a Pillum of fire and the staf is being held in a specific manner." (I know pila no pillums, I'll correct it). It was my plan that since the text of PoF says "flies from your palms" that Ranulf would have to be holding the staff in the correct palm to make it work. I didn't include this bit because I thought that it would make things more confusing rather than less confusing. Does that strike you as appropriate for touch range?

Should I require that the staff be warded against fire to avoid being incinerated by this? I'm hesitant to have the PoF do damage to multiple things for fear of opening a different can of worms regarding using just one pillum to attack multiple collinear targets

So increasing the heat of a fire shouldn't do any more damage without an additional magnitude? I don't see where I used the "free magnitude". (I'm now mentally preparing myself for an embarrassing "duh!! how did I miss that ?" experience, regardless I'd be happy to change Ranulf to be a bit more safely inside the rules It's not like if I added an additional magnitude for damage that the level 106 effect would become unimpressive)

None of the sagas I've played in have had magi capable of making level 105 enchantments, so it's all theoretical to me and I anticipate it continuing to be so, (unless someone wants to run an archmagus game at GTA please, I could run Bats of Marcelle for you for an incentive if that helps. :smiley: )

If I had a strong argument I'd have posted it already I'm afraid.
Best I can come up with, is limiting "natural flame" to a hard cap of +50 (based on +48 being full immersion in molten iron, p. 181). Not sure I buy that myself though :-/
Mostly I was just going through step by step - and that step was about bemoaning the boredom induced by the MuIg guidelines :wink:

I might well simply be stuck in MuVi-mode, and in a thunderous voice declare "Voice Range Or Greater", but this isn't really MuVi is it.
I'd have to mull the Range over a bit, with MuVi at more of a distance, if that's acceptable to you?

Let me put it this way: As your SG, I'd probably rather enjoy mentioning that the wood had started smoking after the first PoF. And if the first test was a multicasting, your talisman would probably be on fire. Not destroyed (yet) but on fire. Undoubtable Ranulf can eliminate that, and I might even allow him to attune an extra effect for 'burned wood' or somesuch - but I'd hope to see you blink and skip a beat when your talisman caught fire.
So yeah, warding it against fire might be a good idea :wink:

By the "free magnitude", I refer to how Ignem spells appear to be very efficent at causing blunt damage. Even so, the base guideline of MuIg 1 allows you to deal with a fire up +5 damage - this is what usually refer to as the "free +5" (Compare CrIg with eg. CrAq).
Now, as I'm sure we agree that we're already in the "every 5 points by whch the fire's damage exceeds +5, add one magnitude to the spell's effect." domain?
And I'm just as sure that we agree that 35/5 = 7, not 6?

My Verditius was frighteningly close. He was contemplating a charged device for killing a giant snake - with his newly aquired apprentice he'd have had a good shot at it. But then the saga ended. :frowning:

And if I'd had the money, I'd have loved to go to GTA, even if it meant I had to bring an Archmagus game :stuck_out_tongue: :wink:

Awesome! I would love to see that happen. I have often thought it would be fun to run a group of high-level magi through Calebais, and using the magi out of Magi of Hermes to do it like we've done before would be especially cool. But I had been thinking I would put together an Apprentices game instead. Or possibly sahirs at a House of Wisdom. Too many options! We might have to extend the dates this year. Especially if Bats is on the table.

Reduce the magnitude one at a time: "+5 magnitude increases damage by +30", etc.
You'll end up with "+1 magnitude increases damage by +10".

But you already did "+1 magnitude target fires of up to +10 damage". Hence the double-dipping.

If we have to invent a MuIg guideline to increase damage, I would rather do "+10 magnitude increases damage to +55" and reserve the intensity guideline for other effects.

Base spells can target fires of up to +5 damage so a one magnitude boost would raise this to +10 damage and likewise +4 magnitudes would allow a spell to target fires that do up to +25 damage.

I inferred that a base spell would increase damage by +5 (which you can argue but that doesn't seem to be the argument that you're making). I added +6 magnitudes to do an addition +30 damage beyond the base level.

I have to start somewhere in both cases. I'm not adverse to revising the spell, I just don't see where you're coming from.

Then it becomes no harder to make a candle flame do +55 than to make a BoAf do +55 (in fact it's several levels easier because you'd have to push the level up to target fires that do more damage).

I think that you are correct in your calculations Erik.

Initially, I was confused by the wording in the calculation:

The way you have worded it, it seeems that the "+6" increases the damage boost "by +35". But, looking at the spell description, what you mean is that the "+6" increases the damage boost from "+5" to "+35". Perhaps that is what is confusing Tellus too?

Ok, I'll try to make it clear with an example.

CrIg20 PoF does +15 damage. To make the PoF fire brighter or generate more smoke, you'd need a MuIg4 (base 1, +1 touch, +2 affect +15 damage fires).

What happens if you increase the PoF by 1 magnitude: CrIg25 does +20 damage.
What happens if you increase the Muto by 1 magnitude: MuIg5 increase it to ... +25 damage?!
How do you Muto your PoF to get +20 damage?

There are no MuIg Guidelines to increase damage. If we invent one, it shouldn't be better than straight CrIg. Base1 MuIg should not increase damage by +5.

You'd Muto PoF to +20 damage with a MuIg 4 spell (base 1, +1 touch, +2 affect +15 damage fires just as you'd make it brighter or generate more smoke). I still don't see any double dipping going on.

Well +5 per magnitude is the same as creo ignem. As far as it being better, why should it be easier to create heat from scratch than it is create it from an existing fire?

Nevertheless base 1 does seem a bit low. Cr Ig does base level +5 damage. Perhaps that base 1 spell would make a fire noticeably hotter but not sufficiently hotter to do any additional damage (just as making a fire brighter doesn't necessarily give it flash of the scarlet flames sort of effects, but flash of the scarlet flames is brighter than a natural fire while +5 damage is hotter than natural fires only for very hot fires).

Does that seem to be a more balanced effect? I'm looking for input from more folks that just Tugdual. (I just noticed that PoF is +15 damage rather than +20 so the altered spell doesn't look much different)

I completely agree with that.

Yes, thank you. I think that Tellus was of the same opinion but I hope more will chime in, one way or another.

I also prefer Tugduals argument.

Although your first version seems fine, in the wrong hands (not yours but those of a dedicated munchkin) a generous interpretation of Mu guidelines may cause trouble.

Besides, the spell is impressive anyway,

Tellus is indeed of the same opinion.

Looks better, yes.

So changing the base level resolves the issues you were having with the "double dipping".

Just to be sure before I go on, is there an argument to be made that the effect has to be Creo Ignem rather than Muto Ignem?