Why not base 3 (create a cloud), with +2 Voice, +2 Sun, +1 Rego, +1 Terram, +2 or +4 unnatural mod for CrAu (and possibly +1 for the great strength mod mentioned in the ReTe guideline box?)

Why not base 3 (create a cloud), with +2 Voice, +2 Sun, +1 Rego, +1 Terram, +2 or +4 unnatural mod for CrAu (and possibly +1 for the great strength mod mentioned in the ReTe guideline box?)
That was my original plan (more or less, create a cloud is base 2, and I used fewer "unnatural" levels) but it seemed wrong to use a lower base level to create the thing ex nihlo than to change an existing cloud of smoke into he same thing. By adding "unnatural" magnitudes I can get it to come out to the same level, but it feels more sloppy to me.
Your description does have the advantage of not leaving the reader to wonder where the guideline came from.
Edit:
I just need a better description than "unnatural" I like this version better.
Conjuration of Iron Smoke
Cr(Re)Au(Te)35
R: Voice, D: Sun, T: Ind.
The caster brings into being a structure made of iron hard smoke. This smoke can be in any desired shape, the total structure can be no larger than 6 paces in any dimension. While the structure has no weight it can not be moved by forces that could not move an equivalently sized and anchored structure of iron. If the structure is bent, broken, or in part destroyed prior to the spell's expiration the remaining smoke of the structure will drift back into the original shape or a shape as close to the original as possible. A targeting roll is required if the caster wants to trap a moving creature in a cage of smoke, wrap coils of iron hard smoke around an elephant, or some similar stunt.
(base 2, +2 Voice, +2 Sun, +1 Terram, +1 Rego, +3 magnitudes because a self healing, weightless, iron hard structure that appears in any desired shape isn't really well reflected by the guideline for creating a cloud even after one adds adjustments for requisites )
Unlike Adelbert's boring 121-135 period, Ranulf emerges from this period as an arch magus with a whole huge suite of smoke spells and the possibility to employ a dragon like creature to use for his purposes if he really thinks its important. This was huge for him.
Artisano had an additional nine seasons of free time. I'll have him raise his Faerie lore to 4, gain divine lore at 2 and infernal lore at 2. That's 50xp, it seems a justifiable to me, he's been reading up on critters that they might be sent after by the Tremere archmaga.
Ranulf has a longevity ritual for -16, a -2 living conditions modifier and a strength 2 bronze cord.
so six rolls (from 145-149) at -5
8 at rolls (150-158) at -4 and
one roll at -14 (age 159) once he gets his -26 ritual
Throwing that in to the same spreadsheet I used for Adelbert, Ranulf gets 3 years of apparent age and gets one ageing point in a characteristic chosen by the "player" (he rolled a 1 then an 8 at age 155). Ranulf's apparent age is now 55. He looks 45 years younger than Adelbert when the actual age difference is 3 years. Having had a good longevity ritual from a moderate age made a huge difference in appearance even though the number of ageing points in their characteristics is about the same.
I'm going to alter his reputations a bit but I won't mess with the personality traits.
One might argue that gaining the arch magus title after years of effort would be sufficent to justify yet anther raise in confidence score. How do any of you feel about this task being roughly equivalent to a 15 year tytalus apprenticeship for the purpose of building confidence?
One might argue that gaining the arch magus title after years of effort would be sufficent to justify yet anther raise in confidence score. How do any of you feel about this task being roughly equivalent to a 15 year tytalus apprenticeship for the purpose of building confidence?
This was an endeavor, and if he was in my saga, I'd allow more confidence. He completed an archmagus trial given by the archmaga who doesn't grant people archmagus titles.
Here's the +135 years character sheet,[strike]I don't have any of the revised casting totals in. I'll come back and edit them later.[/strike]
Arch Magus Ranulf of House Flambeau +135 years
Characteristics: Int +5(1), Per –2, Pre +1, Com +0, Str +1, Sta +5, Dex +1, Qik +1(1)
Size: 0
Age: 159 (55)
Decrepitude: 0(2)
Warping Score: 9 (24)Confidence Score: 3 (9)
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 VirtuePersonality Traits: Loyal (Artisano) +3, Brave +3, Noble +2, Pious +2, Inquisitive +1
Reputations: beneficent +2 (flambeau and societates milites), Militie +3 (order), impressively/foolishly deep repertoire of ignem spells +3 (order), Hoplite +2 (Tribunal), Deficient in Intellego (Flambeau) +1, Slayer of an enormous giant +1 (order), Out intrigued by a Tytalus +1(order), Archmagus +2(order), Has a giant drake +2 (Arch magi)
Combat:
Fist: Init +1, Attack +4, Defense +4, Damage +1
Dodge: Init +1, Attack n/a, Defense +5, Damage n/a
Soak: +5 (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 4 (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 – Ancient Greek 2 (hermetic usage), Dead Language – Latin 5 (hermetic usage), Faerie Lore 1 (giants), Finesse 6 (ignem), Infernal Lore 1(corrupted beasts), Leadership 2 (grogs), Living Language - Aramaic (travel) 2, Living Language -Castillian 5 (merchants), Magic Lore 1 (giants) , Magic Theory 8 +2 (1) (inventing spells), Organization Lore – Order of Hermes 1 (personalities), Parma Magica 8 (corpus), Penetration 7 +2 (ignem), Philosophae 3 (ritual magic), Profession – Candle Maker 2 (speed), Stealth 2 (hide), Teaching 2 (apprentices)
Arts: Cr 16, In 10, Mu 22, Pe 15, Re 15; An 10, Aq 5, Au 16, Co 14, He 10, Ig 32+3 (11), Im 5, Me 5, Te 10, Vi 25
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, Hands of the Tiny Lizard, Pendant of the Eagle's Vision, Ribbon of Arcane Preservation, School of the Founder's Advocate, Talisman of Ranulf, Collar of Obedience, Scepter of Bestial Communication
Encumbrance: 0 (0)
A Finer Cut of Meat (MuAn 10/+37)
Doublet of Impenetrable Silk (MuAn 15/+37)
Hide of Wax (MuAn 20/+43 A)
Command of the Lion (ReAn 25/+34 A) Ranulf does not have this spell if your game demands size modification for animal spells that are analogous to mentem ones
Commanding the Harnessed Beast (ReAn 30/+34 A)
Conjuriation of Iron Smoke (Cr(Re)Au(Te)35/+30)
Candle Cloud (MuAu(Ig)25/+65 AF)
Fire's Grasp (Mu(Re)Au(Co) 35/+34)
Resilient Smoke (MuAu(Te)35/+37)
Aisle Through Smoke (PeAu 25/+36)
Nebular Cogs and Palaces (ReAu 20/+36)
Captain the Bark of the Skys (ReAu 25/+36)
Gentle Caress of Asclepus (CrCo 30/+35)
Skin of Wax (MuCo 20/+49 M,A) Mastery 2 (Ceremonial casting, Penetration)
Cloak of Black Feathers (MuCo(An) 30/+37)
Shape of the Aquatic Predator (MuCo(An) 30/+37)
Touch of the Bears’ Fortitude (MuCo 30/+41)
Assumption of the Fiery Mantle (MuCo(Ig) 35/+61 F A)
Coat of Prometheus (CrIg 5/+56)
Flash of the Scarlet Flames (CrIg 15/+56)
Mien of Helios (CrIg 15/+56)
Fasting Hearth (CrIg 20/+78 F A)
Pillum of Fire (CrIg 20/+84 F M A) Mastery 6 (Fast Casting, Magic Resistacne, Multi Casting, Penetration, imperturbable casting, Finesse)
Self Immolation (CrIg 30/+78 F A)
Stockade of Infernos (CrIg 40/+78 F A)
Conflagrative Servant (Cr (Mu,Re) Ig 40/+76 F A)
A Warm Room to Work in (CrIg 45/+78 FA)
Parliament of Fiery Raptors (Cr(Re)Ig 45/+76 F A)
Tales of the Ashes (InIg 5/+38 D F A)
Eyes of the Flame (InIg 35/+39 D F A) Mastery 1 (Stalwart casting)
Words of the Flickering Flame (InIg 35/+38 D F A)
Enduring Flame (MuIg 10/+90 F A)
Boreal Flames (Mu(Pe)Ig 15/+76 F A)
Wading in the Currents of Smoke (MuIg(Au) 20/+65)
Illumination of the Immaterial Form [Faerie] (MuIg(Vi) 25/+80 F A)
Illumination of the Immaterial Form [Magic] (MuIg(Vi) 25/+80 F A)
Flames of Stone (MuIg 30/+90 F A)
Petite Phoenix (Mu(Re)Ig 30/+76 F A)
Cunning Flames (MuIg(An)30/+53 F A)
Removal of Conflagrations (PeIg 45/61 A)
Discriminating Flames (ReIg 25/+76 F A)
Ward against Heat and flames (ReIg 25/+61 A)
Carpenter of flames (ReIg 30/+77 F A M) Mastery 1 (Precision)
Parade Ground of Conflagrations (ReIg 30/+76 F A)
Ward Against Immolation (ReIg 35/+61 A)
Unified Flame (ReIg 35/+76 F A)
Flames that Leap Leagues (ReIg 40/+76 F A)
Flames that Leap Across the Earth (ReIg 45/+76 F A)
Discriminating Inferno (ReIg 50/+76 F A)
Veil of Invisibility (PeIm 20/+25)
Inconspicuous Thunderheads and Cathedrals (PeIm 30/25)
Transformation of Fire (MuTe(IgHe) 40/+53 F A)
Transformation of Fiery Steel (MuTe(Ig,He) 40/+53 F A)
Consummate Transformation of Fire (MuTe(Ig,He,An) 40/+54 F A) Mastery 1 (fast casting)
Enigma's Gift (CrVi 30/+48 M) Mastery 1 (defense)
Restore the Faded Threads (CrVi 30/+46)
Scales of the Magical Weight (InVi 5/+21 D A)
Sense the Nature of Vis (InVi 5/+21 D A)
Wizard’s Expansion Ignem (MuVi 25/+52)
Group Wizard’s Boost Ignem (MuVi 30/+52)
Touch Group Wizard's Reach Ignem (MuVi 30/+52)
Wizard’s Boost Ignem (MuVi 30/+52)
Wizard’s Communion (MuVi 30/+52)
Wizard’s Reach Ignem (MuVi 30/+52)
All Beasts are made from Plants (MuVi 35/+52)
Wizard’s Boost Vim (MuVi 35/+52)
Buttress to the Walls of Notatus (MuVi 40/+52)
Wizard's Boost Ignem (MuVi 40/+52)
Wizard's Endurance Ignem (MuVi 40/+52)
Wizard’s Reach Ignem (MuVi 40/+52)
Two Flights of Pilla (MuVi 45/+52)
Wizard's Boost Auram (MuVi 45/+52)
Wizard's Endurance Auram (MuVi 45/+52)
Myriad of Flaming Pilla (MuVi 50/+52)
Wizard's Expansion Ignem (MuVi 50/+52)
Wizard’s Reach Corpus (MuVi 50/+52)
Sap the Griffons Strength (PeVi 10/+49 A)
Chamber of Faerie Discomfort (PeVi 15/+49 A)
Chamber of Infernal Discomfort (PeVi 15/+49 A)
Chamber of Magic Discomfort (PeVi 15/+49 A)
Dreadful Bane of the Fae (PeVi 15/+52 A)
Demon's Eternal Oblivion (PeVi 15/+49A)
Sap the Griffin's Strength (PeVi 20/+49 A)
Unraveling the Fabric of Auram PeVi 36/+49 A)
Revoke the Protection of Magic PeVi 40/+49 A)
Snuffing the Spell's Flame (PeVi 40/+50 A) Mastery 1 (magic resistance)
Unraveling the Fabric of Terram (PeVi 40/+49 A)
Wind of Mundane Silence (PeVi 40/+49 A)
Unraveling the Fabric of Ignem (PeVi 45/+49 A)
The Patient Spell (ReVi 20/+45)
Maintain the Demanding Spell (ReVi 30/+45)
Flames Impervious to Faerie (ReVi(Ig) 40/+60 F)
Flames Impervious to Magic (ReVi(Ig) 40/+60 F)
Flames Impervious to the Infernal (ReVi(Ig) 40/+60 F)
Opening the Intangible Tunnel (ReVi 40/+46) Mastery 1 (magic resistance)
Spell Tethered to the Face of Diana (ReVi 40/+46)
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: twelve pawns creo in the form of seeds that glow like foxfire but green , nine pawns ignem as ashes carried in a pouch on belt, the ashes become hot to the touch at sunset every day,6 pawns of muto in the form of dried flowers. 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.
Ranulf has developed a fondness for immersing himself in fires.
One might argue that gaining the arch magus title after years of effort would be sufficent to justify yet anther raise in confidence score. How do any of you feel about this task being roughly equivalent to a 15 year tytalus apprenticeship for the purpose of building confidence?
I'm OK with this.
The Salamander Artisano,
Characteristics: Int +5, Per -2, Pre -4, Com -1, Str -10, Sta +2, Dex +3, Qik +5
Magic Might: 15
Size: -5
Confidence Score: 1 (3)
Natural Qualities: Camouflage, Skilled climber
Magical Qualities and Inferiorities: Focus power x2, Gift of Speech, Improved powers x1, minor virtue, Personal Power x2, Susceptible to deprivation
Virtues and Flaws: Greater immunity to fire, Arcane lore, Educated*, Tough, True Friend (Ranulf)**, Unaffected by the gift, Magical Monster, Baneful circumstances (when cool or wet), Afflicted tongue (hissing), Poor eyesight
- from minor virtue quality
** from familiar bond
Personality Traits: Curious +2, Lizard +3, Loyal (Ranulf) +3, Noble +2, Obsessed (crafting flames) +2,
Reputations: None
Combat:
Dodge*: Init +5, Attack N/A, Defense +12, Damage N/A
Evade: Init +5, Attack N/A, Defense +17, Damage N/A
Teeth: Init +5, Attack +12, Defense +11, Damage -9
*(use dodge score if the evasion optional rule is not in use)
Soak: +5
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead (5)
Abilities: Andalusian 5 (artistic usage), Area lore: Covenant (geography) 1, Artes liberales 2 (geometry), Athletics 4 (running), Awareness 4 (food), Brawl 7 (evasion), Charm 3 (first impressions), Code of Hermes 2 (familiars), Concentration 5 (ignem), Faerie Lore 4 (regios), Divine Lore 2 (divine creatures), Finesse 7 (ignem), Hunt 3 (mice), Infernal Lore 2 (Infernal Creatures), Latin 5 (dated), Magic Lore 6 (regiones), Magic Theory 10 (helping in the laboratory ), Organization lore Order of Hermes 2 (personalities), Penetration 6 (ignem), Philosophae 1 (metaphysics), Stealth 4 (shadowing), Survival 3 (lake of fire), Swim 3 (lake of fire), Theology 2 (heresy)
Powers:Crafter of Ignem (Cr/ReIg variable) Init: +3 Artesano can duplicate creo or rego ignem spells of up to level 25. This power has a cost of 1 point per magnitude of the spell duplicated (2 mastery increase level)
Assumption of the Fiery Mantle (MuAn(Ig)40) 1 pts Init +1, The substance of Artisano's body is transformed into flames. While this effect is active he can neither speak nor manipulate objects. While in this form he is typically immune to damage from being hit with objects unless the object is somewhat larger than he is. He can take damage from an amount of water of greater than his size (typically +5 or +10 damage). See page 139 of Realms of Power magic for further details. In this form it is not uncommon for Artisano to cast range personal magics upon himself to improve his ability to move or even to fly. Assumption of the Fiery Mantle lasts for duration sun but Artisano can cancel it at his will. In this form Artisano generates heat equivalent to a wood fire (+5 damage) however his small size makes it unlikely that contact with him will do more than +3 damage except in the case of very small targets (See Arm5 p .181)
(base 30 +2 duration sun, Personal power x2 2 mastery from personal power and 1 from improved powers to reduce cost.)Master of Ignem (Mu/PeIg variable) Init: +3 Artisano can duplicate muto or perdo ignem spells of up to level 25. This power has a cost of 1 point per magnitude of the spell duplicated ( 2 mastery increase level)
Invested Powers:Leap of the frog's legs
ReAn 14
12 uses per day
R personal, Dur Momentary Target Individual
Using this effect Artisano can leap up to i5 feet vertically or 25 feet horizontally. He must make an e Dexterity - - encumbrance stress roll of ease factor 0+ to land without injury. a failure on this roll indicates that he takes a light wound.a botch indicates a medium wound
(base 10, +4 levels 12 uses per day)Rise of the feathery Lizard
ReAn 6
2 uses per day
R personal, Dur Conc. Target Individual
Artisano can float to any height carrying up to half of his weight rising as fast as smoke rises. Artisano can not move horizontally through this effect.
(base 4 +1 concentration, +1 level 2x's per day)Salamander of Beast Warding
ReAn 4
R personal, Dur Sun Target Individual
when this effect is invoked no normal beast can touch Artisano
(base 2, +2 sun)Unearthly Constitution
CrCo(An) 34
R: Touch, D:Constant, T: Group
Ranulf and Artisano both gain a +9 bonus to Recovery rolls to recover from injuries or diseases.
(Base 4, +1 Touch, +2 sun, +2 group, +1 animal requisite, +1 level 2 activations per day, +3 levels environmental trigger)Vis: 3 pawns in his tail.
Familiar Cords:Gold: 3, Silver: 2, Bronze: 2
Appearance: Artisano is a reddish-brown lizard approximately eight inches long with darker colored spots on his back. His eyes are a bright orange hue.The Salamander Artisano was one of a colony of similar magical creatures that live on the shores of a (small) lake of fire which is located deep in a magical regio. Unlike his fellows, he considers himself an artist, he takes pride in crafting and fires both mundane and magical in the same manner as a vocalist or a chef take pride in their work. Artisano speaks fluent Latin as a result of his frequent association with the ghosts of fourth century Monks that share the regio with the salamanders.
Although they are listed on Ranulf’s character sheet, Artisano is nearly always the one to carry the pendant of patient incantations and the hands of the tiny lizard.
Ranulf's Enchanted devices as of 135 years post gauntlet.
Chest of the Ember Seed, see Magi of Hermes p.114 ,
Ribbon of Arcane Preservation, see Magi of Hermes p.113,
Hands of the Tiny Lizard
ReTe(He) 29
R: Voice, D: Conc. T: ind
This tiny golden wand that Artisano carries in a small pouch hung from the same chain as the Pendant of Patient Incantations is a lesser enchanted device. It can hold immobile or slowly manipulate a single item of clay, stone, base metal, or plant products . The targeted item is controlled with a force similar to that of a very strong person (+5). In general the more heavy an object is the slower it is moved. The effect has the same limitations as the spell unseen porter: the effect can not carry the wielder, nothing can be lifted above the height of a man, and delicate tasks require difficult finesse rolls on the order of ease factor 12)
(Base 3, +2 for stone and metal, +2 voice, +1 concentration, +1 Herbam requisite, +4 levels 12 uses per day)
Pendant of Patient Incantations
ReVi 30 (24 uses per day)
R: Touch, D: Conc. (item maintains concentration), T: IndThe Pendant of Patient Incantations is a small silver teardrop it is suspended by a tiny chain (appropriate for Artisano's neck). Only the teardrop is enchanted the chain is mundane. When this item is used in conjunction with casting a spell (requiring an intelligence + concentration roll of 6) the other spell is delayed in taking effect until the pendant ceases concentration on The Patient Spell. The target spell can be of no higher level than the level 20. A spell held using the pendant of the Patient Spell may be released to interrupt an action in the same manner as a fast cast spell requiring the same “fast casting” roll of concentration + finesse (ArM5 page 83). A spell released from the pendant can only be directed at a specific target if the wielder has a score in Finesse and an understanding of the magic that was released (such as a score in Magic theory for Hermetic magic). At sunrise or sunset any remaining spells in the pendant are released in random directions at random targets as the pendant's concentration ends.
Ranulf uses the Pendant of the Patient Spell to fill up 10 or fifteen spells , often skin of wax cast in a beneficial aura with ceremonial magic, hide of wax or Pillum of Fire. He then gives the pendant to Artisano. The pendant of Patient Incantations also provides Ranulf an opportunity to cast Boreal Flames with Pillum of Fire. Casting a spell in conjunction with the cessation of The Patient Spell also requires an intelligence + concentration roll of 6 to perform successfully if the caster is the one releasing the spell, it can be done automatically if the caster is cooperating with someone else who is wielding the item.
(base 4 +1 touch +5 levels item maintains concentration + 5 levels 24 uses per day)
Pendant of the eagle's vision
InIm 32
R: Touch, D: Sun, T: Ind
The target touched in the eye by this small golden eye shaped pendant is affected as if they had cast the spell Eyes of the Eagle (Arm5 p. 145)
(Base 3 +1 touch, +2 sun, +4 vision, +2 levels 3 uses per day)
Laboratory: Ranulf’s laboratory is described in see Magi of Hermes p. 114. It has the following qualities:
Highly organized
Excessive Heat
Excessive light
Lesser focus: Ignem
enchanted device : (+5 Ignem bonus)
Minor feature (balcony)
lesser focus (balcony)
Precious Ingredients
Superior equipmentThese qualities give the lab the following characteristics
General quality +2
Upkeep +4
Aesthetics +1Specializations:
Spells +3
Vis extraction +1
Ignem +7
Imaginem +2It has the following enchantments
Eyes of the Acolyte see Magi of Hermes p. 114
Laboratory that has learned from experience see Magi of Hermes p. 114
Façade of Pentecost see Magi of Hermes p. 114The Flame of Consummate Obedience
Cr(Mu,Re)Ig 50
pen 0 24 uses per day
R; Personal, Dur Conc. (Item maintains concentration) t: Ind.Ranulf's laboratory has been enchanted to create a nearly perfect fire at the will of its user. The Hearth within Ranulf's Laboratory can create a fire of any heat up to +25 damage. This fire can be as any size up to the size of a normal hearth fire. The flame can be altered into any form that does not require form requisites it can be more or less smokey, it can smell of roses, it can be of any color) the motion and the shape of the flame are also under the control of the user (it can be fashioned into the shape of a lizard or it can continually rotate around a horizontal axis) although the created flame can not leave the area of the hearth. The chief use that Ranulf and Artisano put the effect to however is to create a fire and alter the fire subtly for several minutes or even hours in order to create exactly the fire that they imagine.
(Base 20, +1 concentration , +1 rego requisite, +1 muto requisite, +1 breadth of variability; modifications +5 levels item maintains concentration, +5 levels 24 uses per day)
School of The Founder's Advocate
This invested device takes the form of a silver ring inlaid with a ring of polished hornbeam. It was opened with seven pawns of vis and the enchantment capacity of the item has been filled by the two effects Anticipation of Incineration and Unraveling the Fabric of Ignem.
This device was created by a Ranulf and a fellow school of the Founder flambeau socitates Milites. Because it was well known that both of magi favored ignem magic, they worried that anyone who had advance warning of them might very well protect themselves with rego ignem wards against fire spells.
As is usually the case with such devices, the wearer must suppress their parma magica as they place the ring on their finger in order to allow the Anticipation of Incineration to target them. The ring functions only while the wearer keeps it on his or her finger. Anticipation of incineration only functions once per day, so if the wearer takes the ring off, it will not work again until the next sunrise or sunset.Anticipation of Incineration
InMe Level 30
R: Touch, D: Concentration, T: Ind
This effect reads the mind of the target (the wearer) and determines when they are starting to cast a creo ignem attack spell on a target. Anticipation of Incineration then triggers unraveling the fabric of ignem. Anticipation of incineration was specifically designed so as not to warp Ranulf as a powerful effect (the item can still cause warping to him as a long term effect if he were the sort of fellow who wore it most of the time, which he isn't).
(Base 15, +1 touch, +1 concentration modifications: +5 levels item maintains concentration)Unraveling the Fabric of Ignem
PeVi Level 40
Pen 40, 3 uses per day
R: Voice, D: Momentary, T: Ind
This effect has a linked trigger. It is set off when the anticipation of incineration enchantment detects that the wearer is about to attack a target with a creo ignem spell.
This effect is intended to remove ignem wards such as Ward Against Heat and Flames (ArM5 p. 143) that might otherwise protect the target from the deleterious results of getting hit with multicast pillum of fire spells. The effect functions as Unraveling the Fabric of [Form] (ArM5 p. 161), dispelling all hermetic ignem effects of level 25 + stress die (no botch) and lower. It functions three times per day and it has a penetration of 40.
A caster who spends a few days practicing with the School of the Founder's Advocate can learn to cast their spells sufficiently slowly to allow unraveling the fabric of ignem to take effect before their attack spell. When the caster does this, their initiative is reduced by two for the rest of the combat.
(Base 5, +2 Voice, modifications +2 levels 3x per day, +3 levels linked trigger, +20 levels 40 penetration)
Talisman of Ranulf
A description of Ranulf’s Talisman is in Magi of Hermes p 115At 120 years out of apprenticeship Ranulf’s talisman has been opened with 52 pawns of vis. 49 of these pawns have been filled. It has the following attunements
Bonus Subject
4 Affect dead wood
3 Affect living wood
4 Control things at a distance,
4 Destroy things at a distance,
3 Divination,
6 Fire related effects,
7 Harm or repel faeries
4 Leadership in war
3 Project bolt or missile
2 Repel things,
1 Terram
4 WardsThe Talisman has the following enchantments in it:
Topiary of Flames see Magi of Hermes p. 115
Flames of Stone see Magi of Hermes p. 115
Shadow of Spring times Departed see Magi of Hermes p. 115
Surfeit of Fuel see Magi of Hermes p. 115
Shriek of the Impending Staves see Magi of Hermes p. 115
Defense of the Roaring Furnace see Magi of Hermes p. 115Firey Attentive Talisman
ReVi 47
Pen +0, 6x per day , Item maintains concentration
R: Touch, D: Conc., T: Ind
Firey Attentive Talisman sustains a vim spell of duration concentration as Maintain the Demanding Spell. It can sustain concentration spells of up to level 40. Unlike casting Maintain the Demanding Spell activating Mindful Talisman while maintaining a spell requires an intelligence + concentration roll of only trivial difficult (ease factor 3).
(Base 30, +1 touch, +1 concentration, modifications: +5 levels item maintains concentration, +3 levels six uses per day )Sense the Pillums of Fire
InIg 10
Pen 0, 3 uses per day
R: Touch, D: Conc. (item maintains concentration)T: individual
This effect senses when the individual touched produces a bolt of flame. The effect can not distinguish between a PoF created by hermetic magic or some other effect that creates a similar bolt of flame. It is intellego Ignem not intellego vim.)
(Base 1, +1 range touch, +1 concentration, +5 levels item maintains concentration +2 levels 3 uses per day)Pillums of Jagged Bones
Mu Ig (Co) 70
penetration +74, 24 uses per day
R:Touch, D: Mom., T: Group
This effect alters pilums of fire as they are cast by the wielder changing them into wickedly sharp javelins of human bone. the javalins do +10 damage to any target they strike and also do +5 damage from their extreme heat (which is not dissipated by the spell, but the pilums no longer generate heat after their transformation). Ranulf instilled this to target creatures that were completely immune to heat, the bolts however can still be warded against by spells that control fire (muto does not remove the fire nature of the pillum). This enchantment is activated by linked trigger only when Sense the Pillums of Fire senses a Pillum of fire and the staff is being held in a specific manner.
(base 10, +1 Touch, +2 Group. modifications;+3 levels linked trigger, +5 levels 24 uses per day, +37 levels +74 penetration)Pila of Unmatched Heat
MuIg 106 50 uses per day 94 penetration
R: Voice, D: Mom, T: Group
This effect alters a pillum of fire or a group of up to 10 multi-cast pilums as they are created increasing the heat of the spell to do an additional +30 damage each (for a total of +45 for a normal Pof and +50 for a wizard's boosted PoF). This enchantment is activated by linked trigger only when Sense the Pillums of Fire senses a Pillum of fire and the staff is being held in a specific manner.
(base 1, +2 voice, +2 group, +3 target fires of up to +20 damage, +6 increases damage by +30, modifications: +3 levels linked trigger, + 6 levels 50 uses per day,+47 levels 94 penetration)Adamant Talisman
MuHe(Te) 23
pen 0 six uses per day
R: Personal, D: Conc. (item maintains Concentration) T: Ind.
The talisman becomes at least as hard as the hardest gemstone. Ranulf has not tested how hard it really gets and doesn't feel inclined to do so.
(Base 5, +1 Concentration modifications, +1 terram requisite for also effecting terram components of talisman; +5 levels item maintains concentration, +3 levels six uses per day)Flexibility of Twine
MuHe 5
pen 0
R: Personal, D: Sun T: Ind.
The talisman becomes as flexible as rope. It becomes no easier to bend than normal,. But it resists cracking and breaking when it is bent as if it were a piece of rope rather than a piece of wood.
(Base 3 +2 sun)
Scepter of Beastial Communication
CrAn 36 (6 uses per day 46 penetration)
R: Voice, D: Mom., T: Ind.
The Scepter of Beastial Communication is a large and elaborate wand decorated with magnetite and topaz. The scepter's wielder is able to implant thoughts in the minds of creatures with cunning by pointing with the scepter and speaking their thought to it. The targeted creature will understand the statement as if it were able to comprehend the language.
(base 4, +2 voice, +3 levels Six uses per day, +23 levels 46 penetration)
The Collar of Obedience bellow is presented in two ways. Which item you should use is dependent upon whether or not your game requires Animal spells that target an animal's mind to include modifications for the animal's size. If you do play with size modifications, then in addition to using the second Collar of Obedience, Ranulf also does not know the spell Command of the Lion.
Collar of Obedience
ReAn 33
R: Touch, D: Sun (constant effect), T: Ind.
The Collar of Obedience is an exceedingly large chain collar decorated with magnetite and a topaz. The collar was designed to fit a dragon-like creature of size +7, although it could also fit one of +8 or +6 without modification. Any creature with an animal like mind upon which the collar is placed will be compelled to obey the commands of the individual who placed the collar upon them, until the collar is removed. As a result of Ranulf's sigil, the creature's claws and skin become slightly bleached in color while this effect is active.
(base 15, +1 touch, +2 Sun, +3 levels environmental trigger, +1 level 2 uses per day)
The Collar of Obedience is an exceedingly large chain collar decorated with magnetite and a topaz. The collar was designed to fit a dragon-like creature of size +7, although it could also fit one of +8 or +6 without modification.
Obsequious Serpent
ReAn 49
R: Touch, D: Sun (constant effect), T: Ind.
Any creature of up to size +8 with an animal like mind upon which the collar is placed will be compelled to obey the commands of the individual who placed the collar upon them, until the collar is removed. As a result of Ranulf's sigil, the creature's claws and skin become slightly bleached in color while this effect is active.
(base 15, +1 touch, +2 Sun, +3 size +3 levels environmental trigger, +1 level 2 uses per day)This effect was enchanted using effect expiry. It will cease to function when Ranulf is 165 years old leaving him with a large collar which has been opened for enchantment.
Ranulf's unique spells as of 135 years post gauntlet
Animal spells
A Finer Cut of Meat
MuAn 10
R: Touch, D:Sun, T Ind.
A piece of cooked meat is transformed into a piece of meat of cooked meat different sort. This can be a different cut from the same animal or a cut from a completely different animal. Ranulf developed this spell to have fish available on days when he should fast, his priest told him that this was appropriate and he hasn't gone out of his way to find conflicting theological opinions. Ranulf has to weigh his concern for his immortal soul with the danger of suppressing his parma every time he takes a bite.
(base 3, +1 Touch +2 Sun)
Hide of Wax
MuAn Level 20
R: Voice, D: Diam, T: Ind (+1 size )
The target of this spell becomes very flammable. For the duration of Hide of Wax any soak totals the target generate against damage from heat receive a -10 modifier.
(Base 4, +2 voice +1 Diameter, +1 magnitude increased soak penalty)
Command of the Lion
ReAn25
R: Touch, D: Conc., T: Ind.
You implant a complicated command into an animal, which it carries out to the best of its abilities. The command must involve completing a certain task, such as finding a certain person. Vague orders, like “protect me,” do not work.
(Base 15, +1 Touch, +1 concentration)
Auram Spells
Conjuration of Iron Smoke
Cr(Re)Au(Te)35
R: Voice, D: Sun, T: Ind.
The caster brings into being a structure made of iron hard smoke. This smoke can be in any desired shape, the total structure can be no larger than 6 paces in any dimension. While the structure has no weight it can not be moved by forces that could not move an equivalently sized and anchored structure of iron. If the structure is bent, broken, or in part destroyed prior to the spell's expiration the remaining smoke of the structure will drift back into the original shape or a shape as close to the original as possible. A targeting roll is required if the caster wants to trap a moving creature in a cage of smoke, wrap coils of iron hard smoke around an elephant, or some similar stunt.
(base 2, +2 Voice, +2 Sun, +1 Terram, +1 Rego, +3 magnitudes because a self healing, weightless, iron hard structure that appears in any desired shape isn't really well reflected by the guideline for creating a cloud even after one adds adjustments for requisites )
Candle Cloud
MuAu(Ig) 25
R: Voice, D: Moon, T: Ind.
a target cloud (typically a cloud of smoke) is transformed into a small flame, the size of a flame in a lantern. Ranulf created this spell so as to be able to keep a ready supply of sufficiently large clouds available to work with. By storing the clouds as flames he is able to use his repertoire of Ignem spells on them, most importantly, Flames that Leap Leagues.
(base 4, +2 voice, +3 moon)
Fire's Grasp
Mu(Re)Au(Co) 35
R: Voice, D: Conc., T: Ind.
This spell transforms the smoke coming from a single fire into the shape of a gigantic hand one to two paces in size. The reshaped smoke becomes solid approximately as hard as flesh. The hand moves under the direction of the spell caster. The hand can reach and manipulate objects up to a distance of between 3 and 10 paces from the fire depending upon how large and smoky the fire is.
(base 10, +2 Voice, +1 Concentration, +1 Corpus requisite, +1 Rego requisite)
Resilient Smoke
MuAu(Te) 35
R: Voice, D: Moon, T: Ind.
Resilient Smoke targets a single cloud, (of either smoke or water vapor) which is small enough to fit within a standard boundary. For the duration of the spell the targeted cloud becomes as hard as oak. The targeted cloud's shape freezes in place and requires effort equivalent to the use of axes and saws to be altered. Unless the cloud is entangled with the ground or some heavy object it still rises and falls in the atmosphere as if its nature were unchanged. In Ranulf's version of the spell the targeted cloud becomes significantly lighter in color.
(Base 10, +2 voice, +3 moon)
Aisle Through Smoke
PeAu 25
Aisle Through Smoke clears a cylindrical path through a cloud by destroying destroying all of the vapor and smoke within it. The cylinder can be as small as a passage the size of a squirrel to one three paces in diameter. The path can extend all or part of the way through any given cloud. For the duration of the spell any additional vapor and smoke that drifts within the cylinder will be destroyed, but the spell targets a particular cloud, and it will move with the cloud as a whole. This spell is useful to provide paths of travel through smokey areas where people can breathe, but Ranulf also developed it as a tool to reach objects and creatures trapped within areas targeted by Resilient Smoke without necessarily freeing them. In Ranulf's version of the spell tendrils of vapor moving in to the cylinder become lighter and lighter in color until they disappear.
(base 5, +2 voice, +1 diameter,+1 part)
Nebular Cogs and Palaces
ReAu 20
R: Voice, D: moon, T: Ind.
This spell shapes a target cloud (In the case of Ranulf typically a cloud of smoke) into any shape desired by the caster he change in shape generally takes place over the course of a round and, at the storyguide's discretion, some exceedingly stretched out shapes may not be possible. The cloud's new shape can be quite, detailed although the story guide should require a finesse roll engraved messages and similar things. The cloud maintains this shape for the duration of the spell. While the cloud will not disperse during the duration of this spell it can be withered away by factors such as dry air and sun. Ranulf has noted that this spell will not function on a cloud that is already under the effects of Resilient Smoke.
(Base 2, +2 voice, +3 moon, +1 greater amount of control)
Captain the Bark of the Skies
ReAu25
R: Touch, D: Sun, T: Ind.
The cloud touched by the caster of Captain the Bark of the Skies moves under the magus' control. The cloud can move in any direction including straight up or down. The cloud can accelerate over the course of several rounds to eventually reach the speed of a falling object (the terminal velocity of a large book or moderately small bear). A typical cloud, one not protected by magic, would be torn apart by winds at a speed much slower than this. The caster can change the direction of the cloud while he or she is touching it but it slows down and or changes directions at the same rate as it accelerates. If A cloud will take as long to stop as it took to reach its present speed.
(base 5, +1 touch, +2 sun, +1 excessive speed)
Corpus spells
Skin of Wax
MuCo Level 20
R: Voice, D: Diam, T: Ind (+1 size )
The target of this spell becomes very flammable. For the duration of Skin of Wax any soak totals the target generate against damage from heat receive a -10 modifier.
(Base 4, +2 voice +1 Diameter, +1 magnitude increased soak penalty)
Assuming the Fiery Mantle
MuCo(Ig) Level 35
R: Personal, D: Diam, T: Ind
The caster (and his possessions if he uses casting requisites) is transmuted into a human shaped mass of fire. The caster is hot enough to do +10 damage to any being that touches him. While this effect is active the caster may neither speak nor manipulate objects that were not transformed with him. While in this form he is typically not damaged when hit with objects unless the object is somewhat larger than he is. He can take damage from an amount of water of greater than his size (typically +5 or +10 damage). See page 139 of Realms of Power magic for further details.
Ranulf created this spell so he could use Flames that Leap Leagues upon himself and travel by creating a chain of fires that are arcane connections to one another. He has also noted that assuming the fiery mantle provides him absolute safety from the effects of self immolation at the cost of removing his ability to speak.
(Base 30, +1 Diameter)
Ignem Spells
A Warm Room to Work In
CrIg 45
R: Voice, D: Diam., T Ind (+3 size)
A Warm Room to Work In creates a shell of fire in a shape designated by the caster. The shape can be a fiery bubble only large enough to hold a sparrow or a room as large as a the naïve of a cathedral (including a floor and vaulted ceiling of flames). This fire emits an unusually small quantity of smoke for a fire of its size and smoke from the spell does not enter into hollow chamber in the center of the flames. The shell of fire can be created intersecting other objects including the ground. no flames are created inside of other objects. The flames are hot enough to do +20 damage to those touching them or passing through them quickly. The story guide must adjudicate how fast the interior of the interior of the shell heats up based on its size and configuration but with a large chamber it should be several rounds before the center of the room becomes painful to stand in. In Ranulf's version of the spell the flames burn with unusual brightness.
Base 15 +2 range Voice, +1 Duration Diameter, +3 excessive size, +1 complexity
Parliament of Fiery Raptors
Cr(Re)Ig 45
R: Touch, D: Diameter,T: Group
The Caster creates ten owl-shaped fires of remarkable heat. These fires fly at the command of the caster and repeatedly dive into the targets specified by him or her. The fires can move at a maximum speed of 60 paces per round. Targets hit by one or more of the fires in a round take +25 damage. This damage can be avoided with a dodge or athletics roll of ease factor 9 +3 for every fire attacking the character beyond the first.
(Base 20, +1 touch, +1 diameter, +2 group, +1 rego requisite)
Illumination of the Immaterial Form [magic]
MuIg(Vi) 25
R:Touch, Dur: Sun, T: Ind.
This spell targets the light produced by a single fire. This targeted light reflect off of and fail to pass through immaterial spirits possessing magic might. Observers can see bright spots at a spirit's location from the reflected glow of the targeted fire, providing that the spell penetrates the spirit's magic resistance. Immaterial magical spirits in the vicinity of the targeted which posses shapes also cast shadows whether or not the spell penetrates their magic resistance. Not all immaterial spirits have a shape to be illuminated and not all of those that do have a shape at all times Airy spirits typically do not but ghosts and those spirits encountered by the nightwaker tradition from Hedge Magic Revised Edition typically do. A similar spell could be created for each of the realms of power although it is unlikely that an infernal version would ever be of benefit to the caster.
(base 4, +1 touch, +2 sun, +2 magnitudes complexity, requisite is essential)
Illumination of the Immaterial Form [Faerie]
MuIg(Vi) 25
R:Touch, Dur: Sun, T: Ind.
This spell targets the light produced by a single fire. This targeted light reflect off of and fail to pass through immaterial spirits possessing Faerie might. Observers can see bright spots at a spirit's location from the reflected glow of the targeted fire, providing that the spell penetrates the spirit's magic resistance. Immaterial magical spirits in the vicinity of the targeted which posses shapes also cast shadows whether or not the spell penetrates their magic resistance. Not all immaterial spirits have a shape to be illuminated and not all of those that do have a shape have a shape at all times. A similar spell could be created for each of the realms of power although it is unlikely that an infernal version would ever be of benefit to the caster.
(base 4, +1 touch, +2 sun, +2 magnitudes complexity, requisite is essential)
Flames of Stone
MuIg(Te) 30
R: Voice, D: Conc, T: Ind (+1 size)
This spell changes the flames of the target fire to be as hard and stable as stone. The flames still have no weight and the target fire still produces both heat and smoke. Ranulf often uses this effect in combination with the topiary of flames effect to create temporary structures. The target fire can be no larger than a small house or large hut (ten times the size of a standard ignem individual).
(Effect: Base 10 +2 voice, +1 concentration, +1 size)
Wading in the Currents of of Smoke
MuIg(Au)20
R: Voice, D: Diam., T: Ind
The fire targeted by this spell continually generates an inordinate amount of especially dense smoke for the duration of both fire and spell. This smoke behaves naturally, likely to descend rapidly as it forced away from its source, collecting on the ground and in low places. Under favorable ground and wind conditions, Ranulf, the inventor of this spell, uses it to detect the feet and legs of invisible creatures as holes within a carpet of smoke. This spell can not target fires of exceptional heat (greater than +5 damage) such as many of the Fires that Ranulf creates with his magic.
(Base 4, +2 Voice, +1 Diameter, +1 increased smoke production)
Removal of Conflagrations
PeIg45
R: Voice, D: Mom, T: Group
A group of fires no one fire of which can be hotter than +30 damage is instantly put out their coals are cooled to be merely slightly warm to the touch.
(base 4 +2 voice, +2 group, +5 damage up to +30)
The Carpenter of Flames
ReIg. 30
R: Touch, D: Mom T: Group
The Magus selects a pile of wood or stone that has been transformed into a fire and the spell cuts , splits, carves, and joins the transformed wood or stone into the desired form. This form will persist even after the spell transforming the wood to fire expires. The magus must make a perception + finesse roll to determine the success of the process substituting for a craft carpenter or masonry roll and if this fails the results are just a mess of chopped up wood or rubble the ease factor is at least 6 higher than a carpenter's craft roll would require so the simplest basic items would have an ease factor of 9.
If the magus chooses inappropriate wood or stone, the spell still acts but he resulting goods will undoubtedly be of inferior quality. The magus' choice of wood or stone can be aided by spells like The Carpenter's Keen Eye (Covenants p.51) or the advice of an actual craftsman.
(Effect: Base 10 +1 touch, +2 Group, +1 flexibility)
Parade Ground of Conflagrations
ReIg 30
R: Voice, D: Conc., T: Group
A group of fires targeted by this spell can be moved according to the whim of the caster. Affected fires move no faster than the speed of a running human (44 paces per round when using the optional movement rules from Lords of Men) . The fires can move along any solid surfaces or the surfaces of flammable liquids. The affected fires can not jump or move away from a surface. Any non-magical fires removed from their fuel extinguish themselves in one round or perhaps two rounds in the case of exceptionally large or hot fires. Ranulf developed this spell for use in conjunction with Stockade of Infernos but he has frequently found other uses for it such as extinguishing several fires at once by removing them from their fuel or moving the creations of the Fasting Hearth spell.
(Base 5, +2 Voice, +1 Concentration, +2 group)
Flames that Leap Leagues
ReIg 40
R: Touch, D: Mom., T: Part
A fire or portion of a fire targeted by this spell is transported to a location up to seven leagues distant that the caster can either see or has an arcane connection to. Fuel that is being burnt by the fire can be transported with the fire by use of an appropriate casting requisite (typically herbam). if there is no fuel for the fire to burn at its destination or if the fire's destination is not amenable to a fire (such as a snow drift or a lake) the fire will be extinguished almost immediately. Ranulf uses this spell to split a fire into multiple fires at distant locations that are arcane connections to one another. Ranulf typically casts the spell with an herbam requisite to include some fuel for the fire at its new location but when it is important thatthe fire not be extinguished he also been known to both spontaneously cast a MuIg spell to allow the fire to burn without fuel and cast Enduring Flame on the original fire. Ranulf is hindered in his use of this spell by his poor eyesight and would very much like to acquire an item that would cast eyes of the eagle on him but he has not yet done this. Ranulf can use this spell in conjunction with not only unified flame and discourse of glowing tongues but also with transformation of fire or Transformation of Fiery Steel to send objects far away. Ranulf can also use this spell on Artisano when he is under the affects of Assumption of the fiery mantle.
(Base 30, +1 Touch, +1 Part)
Flames that Leap Across the Earth
ReIg 45
R: Touch, D: Mom., T: Part
A fire or portion of a fire targeted by this spell is transported to a location that the caster can either see or has an arcane connection to. Fuel that is being burnt by the fire can be transported with the fire by use of an appropriate casting requisite (typically herbam). if there is no fuel for the fire to burn at its destination or if the fire's destination is not amenable to a fire (such as a snow drift or a lake) the fire will be extinguished almost immediately. Ranulf uses this spell to split a fire into multiple fires at distant locations that are arcane connections to one another. Ranulf typically casts the spell with an herbam requisite to include some fuel for the fire at its new location but when it is important that the fire not be extinguished he also been known to both spontaneously cast a MuIg spell to allow the fire to burn without fuel and cast Enduring Flame on the original fire. Ranulf is hindered in his use of this spell by his poor eyesight when not using magical augmentation to correct it. Ranulf can use this spell in conjunction with not only unified flame and discourse of glowing tongues but also with transformation of fire or Transformation of Fiery Steel to send objects far away. Ranulf can also use this spell on Artisano when he is under the affects of Assumption of the Fiery Mantle.
(Base 35, +1 Touch, +1 Part)
Discriminating Inferno
ReIg 50
R: Touch, D:Sun, T: Ind
This spell controls a fire, preventing it from directly heating or burning a particular substance (such as human flesh or the wood of the elm tree) chosen by the caster at the time of casting. The caster must either have a sample of the material to be protected or must cast the spell with an appropriate casting requisite. Ranulf frequently casts this spell several times upon the same fire in order to make the fire safe for specific environments. The spell only affects the fire that it is cast upon. Other fires, including fires which have been lit from the subject of this spell are not affected. Fires up to ten times the size of a hearth fire can be targeted with this spell.
(Base 4, +1 Touch, +2 Sun, +1 size +5 fires of up to +35 damage)
Inaginem Spells
Inconspicuous Thunderheads and Cathedrals
PeIm 30
R: Touch, D: Conc., T: Ind
The target becomes completely undetectable to normal sight, regardless of what he, she or it does, but still casts a shadow. This spell can be cast on objects up to 1000 times the size of a size 0 human.
(Base 4, +1 touch, +1 Conc., +1 changing image, +3 excessive size)
Terram Spells
Consummate Transformation of Fire
Mu Te (An, He,Ig) Level 40
R: Voice, D: Diam, T: Part (+1 size)
This spell transmutes an object of stone, wood, soil, metal, animal or plant derived material or part of some such object into a fire. The fire is still essentially the original object and will not be extinguished for lack of fuel but it can be doused or extinguished in other ways. The transmuted fire is no larger than 20 paces in size and it is hot enough to do +5 damage. Objects smaller than 20 paces in size will turn into fires of their own size when they are subjected to this spell.
(Base 5, + 2 Voice, +1 Diameter, +1 Part, +2 to affect stone metal and gems, +2 Herbam and Animal requisite, +1 size)
Transformation of Fiery Steel
Mu Te (He,Ig) Level 45
R: Voice, D: Diam, T: Part
This spell transmutes an object of stone, wood, soil, metal, or plant derived cloth or part of some such object into a fire. The fire is still essentially the original object and will not be extinguished for lack of fuel but it can be doused or extinguished in other ways. The transmuted fire is no larger than 2 paces in size and it is hot enough to do +5 damage. Objects smaller than 2 paces in size will turn into fires of their own size when they are subjected to this spell.
(Base 5, + 2 Voice, +1 Diameter, +1 Part, +2 to affect stone metal and gems, +1 herbam requisite)
Vim Spells
Touch Group Wizard's Reach (ignem)
MuVi Gen
The range of a targeted group of multi-cast spells increases by one category. The spells targeted by Touch Group Wizard's Reach must be at least two magnitudes lower than the Touch Group Wizard's Reach spell. A single spell may not be affected more than once by this spell, although it may be affected by wizard's boost, Wizard's expansion or Wizard's endurance providing that the level of the targeted spell is lower than the level of the Touch Group Wizard's Reach -5 per each other spell applied to the target spell.
All Beasts are made from Plants
MuVi Gen
R: Voice, D: Mom., T: Ind.
An Animal spells of a level equal to or less than the level of All Beasts are made from Plants is altered to include an Herbam requisite. Ranulf invented this spell when he realized that he often wished to wear linen clothes that were not appropriate targets for Doublet of Impenetrable Silk. He also found that using A Finer Cut of Meat changed the flesh that he ate but not the accompanying spices and the results were frequently unappetizing.
(base general, +2 Voice)
Buttress to the Walls of Notatus
MuVi Gen.
R: Voice, D: Conc., T: Ind.
Buttress to the Walls of Notatus targets a vim spell of a level at least 10 lower than Buttress to the Walls of Notatus and raises power of the base effect by one magnitude in a manner similar to Wizard's Boost (vim). Ranulf created this spell specifically to increase the power of his covenant's Aegis of the Hearth without requiring more vis or the creation of a new Aegis ritual. While maintaining concentration on a spell for the entire duration over which a ritual is cast is normally very problematic the enchantment Mindful Talisman in Ranulf's talisman is able to maintain concentration on spells of up to 40th level.
(Base effect +2 voice, +1 concentration)
Spell Tethered to the Face of Diana
ReVi General
R: Touch, D: Moon, T: Ind.
You cast this spell on a spell that you have already cast and are maintaining through concentration. The spell that requires concentration is then automatically maintained for the duration of this spell, whether you concentrate or not. You cannot change the effects of the first spell without concentrating on it again. For instance, you can use The Unseen Arm (ReTe 5) to hold an object in the air without concentrating, but to move the object still requires concentration. A Stamina + Concentration stress roll of 6+ must be made in order to cast this spell while keeping the first one going (a lower roll than normal because this is what the spell is designed for). This spell only works on spells of a level equal to or lower than the level of Spell Tethered to the Face of Diana -10.
(Base effect, +1 Touch, +3 Moon)
Two flights of Pila
MuVi 45
R: Touch, D: Mom., T: group
This spell targets a group of ignem spells that have target individual during their casting. These spells are cast with a target of two individuals. Ranulf developed this spell to take advantage of the abilities of the Pilla of Unmatched Heat enchantment on his talisman that can target 10PoF's, somewhat more than he can multicast at once. This spell can target spells level 20 and lower.
(base 20 ,+1 touch, +2 group, +1 non-standard target)
Myriad of Flaming Pila
Mu(Cr)Vi 50
R: Touch, D: Mom. T: Ind.
An ignem spell targeted by Myriad of Flaming Pila has its target increased three levels to target group with a size modifier, such as from Individual to Group (+1 size modifier) or from Group to Group (+3 size modifier). The spell targeted by Myriad of Flaming Pila must be level 20 or lower.
(base 35, +1 touch, +2 additional magnitude)
Chamber of [Realm] Discomfort
PeVi
R: Touch, D: Mom., T: Room
All entities within the targeted room which posses might aligned with the realm of Chamber of [Realm] Discomfort loose might equal to the level of the spell -5. In Ranulf of Flambeu's version of this spell the room brightens a tiny bit as the spell is cast.
(General base level, + 1 range Touch, +2 target Room)
Snuffing the spell's flame
Pe Vi (gen)
R: Voice, D: Mom, T: Ind
This spell cancels the effect of the target spell if the level of the target spell is doubled on a roll of snuffing the spell's flame level +10 + stress die. The spell must penetrate to affect effects on a target with magic resistance. In order for a spell to be targeted by snuffing the spell's flame the target spell's affects must be sensed by the caster. This makes spells like blessing of childlike bliss difficult to target without an intellego vim spell such as sight of the active magics. Snuffing the Spell's flame can target non hermetic magic and parma magica in a manner similar to wind of mundane silence. Perceiving the parma magica's effects however is not necessarily an easy thing to do.
Flames Impervious to [Realm]
ReVi(Ig) Gen
R: Touch, D: Diam., T: Group
The group of fires touched by the caster can not be entered, passed through, or affected by any creature with a realm specific might less than the level of Flames Impervious to [Realm] -5. In Ranulf's version of the spell the flames take on a slivery aspect. Ranulf's intention in creating this spell was to use it in conjunction with things like the spell Parade Ground of Conflagrations or the Topiary of Flames effect of his Talisman to be able to trap and move creatures of might.
(base: +1 Touch, +1 Diameter, +2 Group)
The following spells are not spells that Ranulf knows but they came up as likely sponts for him
Cloud at a Snap
CrAu 5
R: Touch, D: Diam., T: Ind.
The caster creates a large cloud of thick mist. This cloud is very difficult to see through giving penalties to sight rolls. This spell would require a further 1 magnitude modifier if it were to be cast indoors.
(base 2, +1 Touch, +1 diameter, +1 size)
Untroubled Breath
ReAu 10
R: Touch, D: Sun, T: Ind.
The target of this spell is incapable of breathing in smoke for the spell's duration. Smoke is filtered out of the air they inhale, in some environments this can lead to small puffs of smoke gathering outside of the target's cheeks each time they breathe in. The target is also incapable of smelling smoke or incense for the spell's duration.
(base 3, +1 Touch, +2 Sun)
Smoke's Stockade
ReAu 5
R: Touch, D: RIng T: Circle
Smoke will not pass through the circle used for this spell. Ranulf uses this spell in conjunction with Wading in the Currents of Smoke so smoke generated within the ring piles up, becoming both more dense and forming a progressively taller and taller cylindrical tower of smoke.
(base 2, +1 Touch, +2 Ring)
Reconstructing the ashes of memory
CrIg 15
R: Touch, D: Conc., T: Ind.
This spell refreshes a fires memory of a specific event to be as clear as immediately after the event's occurrence (which in the case of a fire is likely still confused and unclear). The guideline is taken from comparison to the Creo mentem guideline.
(base 5, +1 touch, +1 concentration)
Stoking a Flame's Affection
CrIg 15
R: Touch, D: Sun, T: Ind.
This spell creates an overwhelming fondness for the caster within the target fire. The guideline is taken from comparison to the Creo mentem guideline.
(base 4, +1 touch, +2 Sun)
Blending out the telltale shadow
ReIg 15
R: touch, D: Sun, t: Ind.
The shadow touched when this spell is cast is filed with light the the surroundings to the extent the that shadow and the surroundings are indistinguishable from one another. This causes a larger area around the shadow (approximately 4 paces in diameter but varying depending upon the size of the shadow) to be slightly darker than it would otherwise be. This darker area can be seen (and in the case of a shadow cast by the recipient of the spell veil of invisibility used to estimate the invisible item or creature's location) but not easily. The ease factor of perception + awareness rolls for perceiving the darkened area is based upon the illumination of the area.
Supernaturally bright 9
direct sunlight 12
twilight or cloudy days 15
torchlight or similar 18
These difficulties are lowered by three if the creature making the roll knows what he/she/it is looking for.
Blending out the tell tale shadow only targets a single shadow. In an area with multiple light sources only the strongest shadow an item casts will be affected by a single casting of this spell.
(Base 3 +1 range touch +2 duration sun +1 moving image as perdo imaginem guidelines)
Touch of Honesty
PeMe 10
R: Touch, D: Diam., T: Ind.
The target's ability to lie is drastically hindered for the duration of this spell. If the target attempts to lie during the duration of this spell the target rolls a simple die + Communication -6 against a target number determined by the listeners perception + simple die.
(Base 4 +1 touch, +1 diameter)
Armor of Steel Feathers
MuTe 20
The target item become significantly less dense (it has one third of its original weight) while keeping the same strength and hardness. When used on a suit of steel armor it reduces the load of the armor by 1/2.
(Base 3, +1 Touch +2 Sun, +2 change metal and stone)
Looking at Ranulf 136-150 I have two matters that I'll push him to see to.
In previous periods I had him take a leisurely pilgrimage to Jerusalem, considering this along with his arch magus status and his location in Iberia it seems a reasonable possibility that he might be requested to servae as a liason to the order of Suliaman on at least one occasion. In addition, he's going to want to raise his social interaction game now that he is an arch magus.
Secondly he's going to enchant the familiar bond with stuff that Artisano wants.
Both of these endeavors are going to be helped by Ranulf learning a few teleport spells.
With these plans in mind, here is how he's going to spend 10 years worth of xp (leaving him 20 seasons for lab work and, probably, the start of teaching another apprentice)
living language Arabic at 2 for 15
Organization lore Order of Hermes raised to 2 for 10
Magic Theory raised to 9 for 44
Carouse raised to 2 for 10
Etiquette at 1 for 5
charm at 1 for 5
Organization Lore Suhhar Sulayman at 1 for 5
15 xp in spell mastery for 15
creo to 18 for 35
Muto to 23 for 23
Perdo to 17 for 33
Rego to 17 for 33
Auram to 18 for 35
the remaining 32 x will be applied to ignem netting him 48 with his affinity. This raises his ignem score to 33 +3 (26)
Here is a matching 300 xp for Artisano
Brawl to 9 for 95
Awareness to 5 for 25
Stealth to 5 for 25
Organization Lore Order of Hermes to 4 for 35
Faerie Lore to 5 for 25
Divine lore to 3 for 15
Infernal lore to 4 for 35
Magic Lore to 7 for 35
Philosophae to 2 for 10
Artisano is fond the spell Pilum of fire (or if he isn't already that's going to be the next personality trait from the familiar bond) so Ranulf and Artisano are going to enchant the ability to produce something very much like it into his familiar bond.
Here's a recent thread about this sort of enchantment.
The two of them can instill a level 45 effect into the bond in a single season, this would let Artisano throw Pilums of fire for no might cost and they'd have two mastery points left over (perhaps for multi casting and fast casting). That would be great, but they decide that if this is worth doing at this point in their lives, it's worth doing in a more impressive fashion.
They spend a single season researching this spell for the similar spells bonus. Just working on the enchantment for three seasons gives almost the same final level as spending one season researching the spell then two on the enchantment benefitting from the similar spell bonus so why not have the spell too?
Breath of the Fire Drake
Mu(Cr)An(Ig) 40
R: Touch, D: Sun T: Ind.
The targeted creature gains the ability to create a magical effect similar to the spell Pilum of Fire. This can be done at will by the creature but costs it three might points (or fatigue levels if the targeted creature does not possess might). The created bolts of fire have a penetration score of 0, but gain the benefit of any penetration skill that the targeted creature possesses. The effect has an initiative score equal to the targeted creatures quickness -8. Not all creatures have the ability to create sounds as loud as humans can, for some creatures the created bolts will have a very short range.
(base 25, +1 Touch, +2 Sun - effect design: lesser magical quality, spell level 20 rather than 25 giving a single mastery point- spent on lowering might/fatigue cost)
Then two seasons instilling the following effect in the familiar bond
Gift of Dragon's Breath
Mu(Cr)An(Ig) 66 two uses per day
R: Touch, D: Sun, T: Ind.
When this effect is activated Artisano gain the ability to shoot bolts of fire at targets that he can see. This creates a bolt of flame in most ways similar to the bolt produced by the spell Pilum of Fire but differing in that the bolt does +30 damage rather than +15 and that the magic is effective at a range of sight rather than a range of voice. This ability takes no might or fatigue to use, it can be used as a quick response similar to a fast cast spell With a quickness of 9 + Artisano's finesse score, (17 when Ranulf is 150 years out of apprenticeship), Artisano can multi cast up to 4 of the bolts simultaneously, and he can choose to create less powerful bolts which +20 damage rather than +30 damage. Created fire bolts have a penetration of 8 + Artisano's penetration score (15 total when Ranulf is 150 years out of apprenticeship), they have an initiative of +9.
(base 40 +1 touch, +2 sun, +2 magnitudes improved powers, +1 level 2 uses per day - effect design greater power of level 40 leaving 2 additional mastery points for a total of 12, 4 are spent to lower might cost, eight are spent on spell mastery style abilities, multi casting, penetration, fast casting, the ability to produce a bolt that does less damage, and 4 on improving the speed of the effect)
Artisano develops an irrationally great fondness for Pilum of Fire style effects, Ranulf's love of flying increases.
The description of a greater power says
...each point can increase Initiative by 1, reduce the Might cost of a power by 1, or give the character 5 experience points in Concentration, Finesse, or Penetration. Also, a mastery point can increase the maximum level of a Focus Power by 5, so that it exceeds the character’s Might. Personal, Lesser or Greater Powers can have a Might Point cost of 0; Ritual Powers have a minimum cost of (the effect’s magnitude / 2, rounded up), and you cannot modify the cost of Focus Powers at all. At the storyguide’s discretion, this Quality can also be used to modify a power in the same way magi can master a Hermetic spell. Each time this Quality is taken, the character’s mastery score with the power is increased by 1, and this gives the character a spell mastery special ability
After reducing the power's cost to 0, I had eight points left.
*Multi casting and fast casting were used mostly as is but I restricted multi casting to 4 bolts rather than 9 which just felt excessive.
*I used something akin to penetration mastery to improve the effect's penetration by 8. This was much better than just adding 5 xp to Artisano's penetration score (which didn't make any sense from a setting perspective).
*While mastery points can be used to increase initiative I used four of them in a manner akin to quick casting mastery to add to both initiative and to fast cast speed.
*I used one to allow the production of bolts of flame that aren't as likely to flat out kill a target (and that can themselves serve as a target for Ranulf's Talisman enchantments of Pila of Unmatched Heat and Pila of Jagged Bone, although Artisano at present is not large enough to hold the staff in the proper way to trigger these.
So there's some things that might benefit from scrutiny in this effect.
1 season learning Rego Corpus spells from lab texts:
Leap to Safety
ReCo20
R: Pers., D: Mom., T: Ind.
The caster of this spell is instantly transported up to 500 paces to a location that they can see or have an arcane connection to. It is not possible for the caster to take along another living creature. Ranulf of Flambeau's version of this spell is accompanied by a flash of torchlight, Casting requisites may or may not be needed to carry material along with the caster depending upon your saga (see Transforming Mythic Europe p107). Particularly large items that the caster is carrying may be left behind at the story guide's discretion.
(base 20)
Leap of Homecoming (level 35) and
Lifting the Dangling Puppet (level 15).
Also one season learning perdo vim spells from lab texts
Revoke the protection of Bonisagus at level 5
Unravel the Fabric of Mentem at 40
Unravel the Fabric of Corpus at 45
A season learning Rego Ignem spellls to deal with magical fire creatures from lab notes
Summon the Spirit of Fire level 40 (from Mysteries Revised)
Coerce the Spirit of Fire level 20 (from Mysteries Revised)
Ring of Protection Against Infernal Creatures of Fire at level 30
Burst of the Sweeping Flames level 25
Then a season learning Rego Vim spells to conjure spirits, once again from notes
Summon the Spirit of Magic level 40 from mysteries revised
Summon the Spirit of Faerie level 40 from mysteries revised
Nothing really to see here (except how far off that 30 levels per year thing is), Please go back and look at the fire breathing spells in the previous post. I've never seen anything of the sort done before and I'd like some opinions on them that aren't mine.
Two seasons to instill this in the familiar bond
Pulling the Bronze Cord
ReAn 42 (three uses per day)
R: Touch, D: Mom. T: Ind.
Artisano is teleported to Ranulf's side. As a result of Ranulf's sigil, the there is a flash of torchlight at Arrtisano's original location when he is teleported.
(base 35, +1 touch, +2 levels 3 uses per day)
One season for both of these effects
Thoughts burned in the Mind of Artisano
CrMe 15 (unlimited uses)
R: Touch, D: Mom. T: Ind.
Using this power Ranulf can put thought words and images in the mind of Artisano.
(base 4, +1 touch, +10 levels unlimited uses)
Thoughts burned in the Mind of Ranulf
CrMe 15 (unlimited uses)
R: Touch, D: Mom. T: Ind.
Using this power Artisano can put thought words and images in the mind of Ranulf.
(base 4, +1 touch, +10 levels unlimited uses)
While sending words from Ranulf to Artisano can be accomplished with a level 5 creo imaginem non-fatiguing spont, they had a lab total of 60 and no better level 15 creo mentem bond enchantment came to mind.
Changing an animal, specifically Artisano the familiar, into a fire elemental, here are some thoughts about how it should be done:
Changing an animal into an inanimate object is base 15 but elementals are animated, instead I'm partial to base 25; the same as giving a creature a magical power or changing them in a major magical way. (For reference, changing an animal into a plant is base level 10.)
How big should the elemental be ? Size 0 seems like a reasonable choice, going by the rules in Realms of Power: Magic the might a of a size 0 fire elemental is 15, the same as Artisano's. A standard ignem individual is about size
+0. Leaving the creature's size unchanged has a bit of resonance - if he (Artisano) was changed into an elephant it wouldn't be a size -5 elephant but, unlike fire elementals, there are no size -5 elephants.
Realms of Power links the characteristics (strength, quickness, presence and so on) of the elemental to its size. They give a list of 8 numbers for each elemental size. I was going to grab to four highest numbers for the physical characteristics and leave the mental characteristics unchanged.
If I wanted him to be say size +5 do I just do a *10 per magnitude Target size adjustment or two? I think so.
I am going to give him a fire themed but perfectly functional roar-like crackly voice. I'm not intending to pay for this with levels at all.
Finally all fire elementals have the burn power which represents how hot they are. I consider this a byproduct of being a walking mass of flames rather than an additional power they'd have to enchant into the bond if they'd want it - yet it is written up as a power - a major power in fact. Is it cheesy to gift it for no further cost in levels? If I don't include it, what's a good way to represent the fact that he's a fire and that comes with drawbacks (and some benefits)?
Two seasons to instill this in the familiar bond
Pulling the Bronze Cord
ReAn 42 (three uses per day)
R: Touch, D: Mom. T: Ind.
Artisano is teleported to Ranulf's side. As a result of Ranulf's sigil, the there is a flash of torchlight at Arrtisano's original location when he is teleported.
(base 35, +1 touch, +2 levels 3 uses per day)
Very nice.
Not that he'd complete such a project in this period, but would making CrIg create a fire doing +x damage a general guideline and thereby making PoF, Ball of Abyssal Flame and Cloak of Flames general level spells useable with adaptive casting mastery be a reasonable minor breakthrough for him to work towards? If so, how many breakthrough points would you put it at?
Of course embarking upon any original research at his age is an express ticket to permanent twilight so perhaps this is not a path he'd choose to follow, but it is interesting to consider.
Not that he'd complete such a project in this period, but would making CrIg create a fire doing +x damage a general guideline and thereby making PoF, Ball of Abyssal Flame and Cloak of Flames general level spells useable with adaptive casting mastery be a reasonable minor breakthrough for him to work towards? If so, how many breakthrough points would you put it at?
Most people on the forum would tell you that's what they already do, I'm sure.
I disagree. Not only does CrIg get a "free magnitude" when determining damage dealt, but there is also a cap. Why is that I wonder? Was there a reason, or just a clumsy result of how it was felt necessary to write the guidelines?
Answer these, for the purposes of your saga, then we can answer your above question.
And yes, this means it won't necessarily be 100% transferable between tables - something that I consider a feature, not a bug.
With regard to a power in the familiar bond that will allow Artisano to change into a fire elemental their lab total is 99 assuming three points from an apprentice, so in two seasons they can create an enchantment of level 66.
Assumption a more Appropriate Stature
MuAn(Ig,Te) 66 (6 uses per day +26 penetration)
R: Touch, D: Conc. (item maintains) T: Ind.
By use of this power Artisano, and any Teram items he is carrying (such as the Pendant of Patient Incantations and the Hands of the Tiny Lizard) are transmuted into a towering humanoid shaped mass of flame, details follow. The flames burn with exceptional brightness as a byproduct of Ranulf's sigil.Characteristics: Int +5, Per -2, Pre -4, Com -1, Str +5, Sta +6, Dex +2, Qik +2
Size: +3
[Combat:
Fist/dodge: Init +2, Attack +11, Defense +11, Damage +6 (also +20 from heat see below)
Soak: +6
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (18), –3 (9-16), –5 (17-21), Incapacitated (22-26), Dead (27+)Anyone touching or being touched by a Artisano in this form takes damage equal to a stress die +20. Any flammable material catches fire on contact; typically, clothes inflict +10 damage per round on their wearer until they are extinguished. Any metal coming into contact with the Artisano’s body for more than a round heats up, causing the effects of Heat of the Searing Forge, but this does not include weapons that attempt to strike him in combat. This ability is limited by the effect's penetration
(base 25, +1 touch, +1 concentration, +1 size, +1 teram requisite, +5 levels item maintains concentration, +13 levels penetration 26, +3 levels 6 uses per day)
I adapted the fire damage portion of the description from the Burn power of Fire Elementals in RoP: Magic p.139. I added the Teram requisite to allow him to carry his typical enchanted items. In this form he still has issues using Ranulf's Talisman unless it (the talisman) is warded against flame-which I'm sure it frequently is.
Ten seasons done, but I'm thinking that I'll only have him do one or two more things and then put in 8 or 9 seasons with an apprentice.
One season for this wand , it uses 11 points of shape and material bonuses, +8 a similar spells bonus, +5 from an apprentice and +1 from an early riser schedule.
Wand of Makeshift Fire Drakes
Mu(Cr)An(Ig) 54 (12 uses per day, 0 penetration)
R: Touch, D: Sun T: Ind.
This wand of brass with a basalt inset a the base and a ruby set in the tip has the ability to grant magical powers to a targeted animal touched by the wand. The targeted creature gains the ability to, as an action, create a magical effect similar to casting one to three copies of the spell Pilum of Fire. This can be done at will by the creature costing no might or fatigue. The created bolts of fire do +20 damage, they have a penetration score of 3 and gain the benefit of any penetration skill that the targeted creature possesses. The effect has an initiative score equal to the targeted creature's quickness -7 and a single bolt of fire may be cast in response to an event similar to a fast cast spell using an initiative of the creature's quickness + finesse. Not all creatures have the ability to create sounds as loud as humans can, for some creatures the created bolts will have a very short range.
(base 25, +1 Touch, +2 Sun +2 magnitudes improved effect, + 4 levels 12 uses per day- effect design: lesser magical quality, 10 mastery points 5 to reduce might cost, 1 for multicast, 1 for fast cast and 3 for penetration)
Ranulf made this wand to trade with another magus in order to get a device to compensate for his intellego deficiency.
Mask of Glamour Discernment
Mu(In)Me(Im) 57 (3 uses per day)
R: Touch, D: Conc. (item maintains), T: Vision
By briefly placing this mask to his face and looking through the eyeholes, the wielder is granted the ability to see through illusions as per the spell Discern the Images of Truth and Falsehood (ArM5 page 144). The target can see through illusion effects of level 25 and lower. This effect has a penetration of 30 which applies both to applying the effect to the target and to the penetration of the target Vision effect to see the illusions altering the images of objects and creatures with magic resistance. Mask Incorporates decorations of rock crystal, hazel, and clear glass. In addition to the decorated snake's tongue emerging from the mask's mouth, there are actual snake's tongues laminated within the mask's interior above the eye holes. This device was constructed so as not to warp the intended purchaser. As a result of Adelbert's sigil, the eyes of the targeted creature are completely non-reflective for the duration of the effect.
Base 30, +1 touch, +1 concentration, +5 levels item maintains concentration, +15 levels penetration, +2 levels three uses per day)
One season for this
Assumption of a less Appropriate Stature
MuAn(Co) 38 (pen 0, 6 uses per day)
R: Touch. D; Conc. (Item maintains) T: Ind.
Artisano is transformed into a human shape. This human form has extraordinary physical attributes (+3 stamina, +2 str, +2 dex, +1 qik) yet the shape also reflects Artisano's ideal of human beauty, which most humans find to be unpleasantly lizard-like.
(Base 10, +1 touch, +1 conc., +2 magnitudes improved characteristics, +5 levels item maintains concentration, +3 levels 6 uses per day)
They then take a season to reforge the familiar magus bond their lab total with some bonuses for lab schedule and an apprentice could be as high as 130, they'll only use 120; gold 4, silver 3, bronze 4.
The remaining seven seasons are spent with his apprentice. That wraps up all of the lab activities for both Ranuld and Adelbert through 150 years out of apprenticeship. (woo hoo!!)