Some Virtues and flaws

With all the folks doing the November one a day, i thought i might take the opportunity to post a bunch of V&F that i have built up over time as a little complement to their stuff. I include some changes and some that may be a bit skewed for RAW use, but use as preferred.
Anything marked with a "*" is something taken from the forum or some other Ars site.
Contributors besides me is Spica, Tenshinai, FULCRUM and Angelface with occasional additions from a few more.
[b]
Puissant, change this to affect learning/teaching levels(both ways, so two people with same cant teach each other forever).
"Natural Aptitude with", works as the original Puissant but the bonus is +1 better.
"Masterful with" Major version of Puissant that gives double the Puissant bonus.
"Great Aptitude with", Major, as "Nat. Apt. w." but bonus is like "Masterful" +1 better.

"Youthful", delays aging rolls until age 40+Stamina.
"Ever Youthful",Major, delays aging rolls until age 45+Stamina*2.
"Long lived", a straight -3 bonus to aging rolls.
"Ageless",Major, -7 bonus on aging rolls, aging points must be 1 pt extra higher than absolute Attribute to lower it, 5/8 aging points counts towards Decreptitude Score.
"Aging Resistant",Major, Aging roll modifier from actual Age halved.

"Personal Vis stores", start out with what you would get from the personal vis source for maybe 10-20 years.

"Flexible Sleeper", can sleep when and how they choose to, including the ability to wake up after a certain time or on a specific condition that the sleeper can sense at least unconsciously.

"Spell improvisation", if you know a Formulaic spell similar to what you want to do with a Spontaneous one, you add the Magnitude of the Formulaic one to the Final Casting Total for the Spontaneous(ie AFTER dividing).

"Twilight Resistant", +1 bonus to avoid as well as understand it and reduce duration of any Twilight, -1 Warping point every time the magi successfully understands a twilight episode.

"Affinity with Familiars", gets a +5 bonus to all interaction with any Familiars and to lab work dealing with them(including as an assistant to someone else and their familiar).

"Extended Spell Mastery", allows picking an additional Mastery Specialisation for every mastered spell but does not add to the Mastery Score.

"Skilled Spell Mastery", gives a virtual +2 bonus to the spell mastery skill level of all mastered spells, works as original Puissant.

"Strong Magic", normal penetration, ie the casting total - spell level result (and only that) is given a 50% increase.

"Resistance Mastery", if attacked by a Spell you have Mastered or one similar(regardless of what the spell specialisations are) , add 10 to Magic Resistance.

"Extrovert Magic", gains double bonus from using shape and material(only base bonus before doubling limited by Magic Theory) and using a magic focus(any bonus from S/M doubled) for casting. If complex items used, extra time is needed to cast.

"Articulate Magic", add Dex to Spell Casting but casting takes one extra round and must use bold gestures or better, still adds one round together with Verbose Magic. A magi whoose magic is very tied to their gestures when casting.
Can be added as a Minor Flaw, which means any casting without using it(regardless of wether you have the Virtue and gets a bonus for it) has a halved Casting total.
Can be added as a Major Flaw which prevents any casting unless it´s used.
As a Major Virtue the bonus is simply raised to Dex*2.

"Verbose Magic", add Com to Spell Casting but casting takes one extra round and must use a spoken part with firm voice or better, still adds one round together with Articulate Magic. A magi whoose magic is very tied to their audible component of casting.
Can be added as a Minor and Major Flaw like with Articulate Magic.
As a Major Virtue the bonus is simply raised to Com*2.

"Impersonal Parma Magica", while extending Parma Magica to others, it is only reduced by 1 for each additional person protected.

"Great Enchanter", Craft Magic Item Score counts Double(or for RAW, just add Magic Theory once extra) and Size Multiplier counts as +1 & Material Base Points counts as +1.
"Legendary Enchanter", Major, as above but triple bonus to total and +2 to size multiplier and base points.

"Cyclic Magic", Major, just make the bonus double that of the regular Minor version.
Works just as fine as a Major Flaw as well.

"Vis Resistant", May handle half again as much Vis per season as normally.

*"Matched Arts", You are particularly adept with one combination of Techniques and Forms. You get a bonus of +10 to all Casting Totals and Lab Totals when using a particular Technique and Form together, such as Rego Imaginem or Creo Ignem. This Virtue can be taken up to five times for different combinations.
Does not add to teaching/learning limits. (big bonus sure, but you actually get as much of a total bonus with a vanilla style Puissant on a Form and twice as much if on a Technique)

"Penetration Mastery", roll against 6+Magnitude with Mastery score for the spell as bonus, success means you raise the multiplier for Penetration by 1, regardless of having an arcane connection to target.

"Books", begin with X points of books that you have not read or X*2 points of books that you have read or written yourself.
"Personal Library", Major, as above but roughly 2-3 times more points. (the amount of points is very sagaspecific so i wont even try to give a value)

"Thorough Training", gain EITHER 5XP in all magic arts and 5XP in all magic abilities OR 150 levels of Spells.
(yeah, 100 XP total, but extremely spread out, drop to 4 each/120 if you want more inline with RAW)
"Meticulous Training", Major, as above but double bonus.

"Careful with Experimentation", 1 less botch die in anything labrelated, may shift result of any experimentation +-1, +3 bonus to any Experimentation total.

"Puissant with Magic", adds +2 regardless which arts involved and only affect USING magic, not learning or teaching in any way, OR +5 can be added to all requisites of a spell while casting.

"Extreme Mobility", becomes capable of any move possible, only restriction is if skill score is enough to be successful with them, +1 bonus to skill and -1 botch die.

"Potent Spell Creator", can add Material bonuses up to Magic Theory score to research a spell faster(material used is lost in the process).

"People person", Major, opposite social interaction effect as "The Gift", does not cancel each other out but rather gives a mixed feeling.
Minor version is half the effect. (great for magi who wants to be a little more sociable than normal)

"Leader", the person is a natural leader, others will look to this person for leadership and answers as long as there is noone else with a clearly better claim to leadership present. give an order and its more likely to be properly obeyed even if lacking the actual authority to issue the order, people may position the person in a leading position automatically. This has nothing at all to do with wether a person is a GOOD leader.
Major version is for those few people who will gather supporters wether they try or not.

"Warping resistant", Warping points gained total are counted as half for calculating Warping Score.

"Imaginative Learner", reroll 2´s on stress die while studying from Vis as well as 1´s.

"Improved Spontaneous Casting", instead of adding Stamina before dividing, Sta OR Int is added after dividing.

"Insensitive to Magical Air", person with the Gift or magical air takes no social penalty dealing with a character with this.

"Innate Magic Resistance", Gains a bonus of +10 to MR on its own or +5 if added to other sources(chosen when taken, the larger bonus is simply inactive if any other MR exists, the smaller bonus is always active regardless).
Major version gives +25/+15 to MR.

"
"Variable Power", gain a magic feat similarly to that used by Mythic Blood but several similar variations of the same theme of spells or almost same can be used. Without Speech -5(can be removed by taking the virtue for it twice), without Gestures -5(can be removed by taking the virtue for it twice), Instant activation -5
max level+penetration per effect 20, max total levels 60
Major version 40/120
(adjust total levels as preferred)

"Power", gain a magic feat like used by Mythic Blood but at max level+penetration 30
Without Speech -5, without Gestures -5, Instant activation -5
Major version limit 60
(adjust total levels as preferred)

"Lesser Vim Shield", Vim score is added as ablative MR outside of Parma, expend a Fatigue level to recreate up to 1/2, damage taken by full casting total used against magi.
(basically a cheap way to make the first hostile spell used against you fail)
"Vim Shield", Major, Vim score is added as ablative MR inside of Parma, expend a Fatigue level to recreate up to half, damage taken is average of Penetration and Base level of spell.
(even in current revision, still overpowered, needs adjusting unless highpowered saga)

"Life Boost", Major, as Minor but allows trading Longterm Fatigue levels for +8 bonus when preferred.

"Extremely Tough", Major, as Tough but +7 bonus

"Imaginative Spontaneous Spell Caster",Major, add 1/2 Magic Lore Ability Score to Final Casting Total for all Spontaneous Casting.
(an oddity that became rather interesting, a bit too much potential for munchkinism though)

"Supernatural Mobility",Major, cinematic moves possible, +3 to skill rolls and -2 botch dice.

"Exceptional Self Confidence",Major, score 3 and 8 cnf points(my normal for the Minor Virtue is 2/5).

"Formulaic Casting Perfectionist",Major, as Method Caster but +10 if successful with a Concentration roll.

"My Home is where i am",Major, Puissant all living languages & Puissant Area Lores BUT limited by actual Score( so if you have a score of 1, with this the effective score in use is 2, a score of 2 or higher simply adds 2)

"Enduring Magic",Major, any spell Duration you wish is raised by 1 magnitude to the next suitable duration when casting.

"Far Reaching Magic",Major, any spell Range you wish is raised by 1 magnitude to the next suitable Range when casting.

"Diligent Lab Worker", +4 to all Lab totals. -1 to social interaction.
"Lab Rat", Major, +8 to all lab totals. -1 to social interaction.

"Masterful Parens",Major, as Skilled Parens but double bonus.

"Superior Study Bonus",Major, as Study Bonus but +5 and reduce requirements for bonus as if 10 levels lower.

"Danger Sense",Major, Added Ability, the higher the score the earlier you have a first chance to perceive a threat, roll against ease factors of at least(more if distracted for example) 3+ for a situation that is "suspicious" but the danger still isnt obvious for normal senses, progressively higher ease factors the more difficult a trap or danger is to realise.

"Intelligent Spell Casting",Major, adds Int bonus to all Spell Casting.

"Charismatic Spell Casting",Major, adds Pre bonus to all Spell Casting.

"Perceptive Spell Casting, adds Per bonus to all Spell Casting.

"Busy Lab Worker",Major, adds Sta Bonus for all Labwork.

"Perceptive Lab Worker",Major, adds Per bonus for all Labwork.

"Independent Magic",Major, remove bonuses and penalties due to type and strenght of prevailing aura".

"Life Mage",Major, as Elemental Magic but with Co,He,An,Me.
"Master Manipulator",Major, as Elemental Magic but with Cr,Re,Mu,Pe(and yeah i know this is a "bit" overpowered).
"Master Etheralist",Major, as Elemental Magic but with In,Im,Vi and Ether, if you dont play with that, just give an extra free XP to both other Arts when gaining XP through this.[/b]

The following variations/additions to the Gift is simplified to just game mechanics and generally needs adjusting to use with RAW, and some simply cant be used with RAW since they are based on my own Greater Virtue addition(worth 5 or 6 points depending on preference):
[b]
(Minor Virtue)
"Blood Magic", adds Ability Score to Casting Total in return for taking a Light injury.
(Major Virtue)
"Blood Magic", adds Ability Score+Sta to Final Casting Total in return for taking a Light injury.
(Greater Virtue)
"Blood Magic", adds Art Score+Sta to Final Casting Total in return for taking a Light injury.

(Greater Virtue)
"Magic Specialisation", adds a separate Art covering as much as a Major Focus, or an Ability covering as much as a Greater Focus.
(Major Virtue)
"Magic Specialisation", adds a separate Art covering as much as a Minor Focus, or an Ability covering as much as a Major Focus.
(Minor Virtue)
"Magic Specialisation", adds a separate Ability covering as much as a Minor Focus.

(Major Virtue)
"Elementalist", gain Ability Elemental Magic, this ability is added to any use of either of the 4 elemental Arts.
(Greater Virtue)
"Manipulative Magic", gain Ability Manipulative Magic, this ability is added to any use of either of the 4 Manipulative Arts.
(Major Virtue)
"Life Magic", gain Ability Life Magic, this ability is added to any use of either of the 4 Life Arts.
(Major Virtue)
"Etheral Magic", gain Ability Etheral Magic, this ability is added to any use of either of the 4 Etheral Arts.

(Major Virtue)
"Diedne Power", Ability Score added to Final Casting Total of all Spontaneous magic, Magic Theory Score added to Casting Total of all Spontaneous magic.
Draws power from the Infernal. Does NOT cause infernal taint in any way BUT DOES raise the risk of getting Infernal taint from any other sources. Ie using this is not in any way sinful, it merely draws power from a bad place and in the process makes the user more susceptible to be influenced by other things.

(Major Virtue)
"Arithmancy", adds Int+Artes Liberales to all totals, adds 1 rd/magnitude to any casting when used, must be used when casting/using anything developed with this included in Lab total.

(Major Virtue)
"Symbolic Magic", if character has or can make a physical representation of a spell, she gains Per+Ability score to casting totals, if the representation includes an Arcane Connection to the Target, add +2 to Penetration multiplier and Per+Ability score to Penetration, can also add the bonus to Lab total if using half free time as extra lab time.

(Major Virtue)
"Spellsinger", adds ability to use Sing+Com Roll vs Spell Magnitude to add Roll Result+Sing Score to Spellcasting result and Int+Music Theory vs Spell Magnitude to add Roll Result+Music Theory to Lab Total if relevant to task.
(Minor Virtue)
"Spellsinger", adds ability to use Sing+Com Roll vs Spell Magnitude to add Sing Score to Spellcasting result and Int+Music Theory vs Spell Magnitude to add Music Theory to Lab Total if relevant to task.
(Major Flaw)
"Spellsinger", MUST succeed with Sing+Com Roll vs Spell Magnitude to Cast a spell, MUST succeed with Int+Music Theory vs Spell Magnitude to do any Lab Work.
(Minor Flaw)
"Spellsinger", must succeed with Sing+Com Roll vs Spell Magnitude or Cast spells at halved Casting Totals, must succeed with Int+Music Theory vs Spell Magnitude or do Lab Work at halved Lab Totals.

Music Theory is interchangeable with Composer.

(Greater Virtue)
"Wizardry", Int+Ability adds to any Casting total and Lab total.

(Greater Virtue)
"Highly Focused Magician", Concentration is added to all casting and Lab totals.

(Major Virtue)
"Sorcery", add Sta+Ability score to Casting total at the expense of always taking an extra level of fatigue, can add the same to Lab total at the cost of taking a +1 penalty to living conditions

(Major Virtue)
"Exceptionally Focused Lab Worker", Sta+Concentration is added to all Lab totals.

(Greater Virtue)
"Exceptional Control of Magic", Int+Finesse is added to all casting totals.

(Greater Flaw, gives 2pts of Free Hermetic or Supernatural Virtue outside of any restrictions)
"Flawed Manipulator", Gets Techniques as Abilities.

(Major Virtue)
"Craft mage", adds Craft Ability Score an extra time+related Characteristic to creating magic items and related Labwork (irrelevant to a Verditius).

(Major Virtue)
"Ambient Magic", gets access to 2 of Intellego, Muto, Rego, Perdo and either 2 Forms or 3 Minor/ 1 Major Magical Focus as Arts, no social penalty, inability to affect anything not part of the Forms or Focus areas selected and also unable to use any Technique not picked.

(Greater/Major Flaw, with/without social penalty and gives a Free Major Hermetic or Supernatural Virtue outside of any restrictions)
"Inferior Gift", all Casting totals and all Lab totals halved.

(Greater/Major Flaw, with/without social penalty gives 6pts of Free Hermetic or Supernatural Virtue outside of any restrictions)
"Damaged Gift", cant open Arts (/but also has no negative social effect), any other skill is as normal and if a casting total can be gained without Arts(otherwise nonmagical bonuses alone are not enough, ie. Philosophiae or Stamina bonus alone doesnt work) spells can be cast.

(Free Virtue, gives 2 pts of Free Hermetic or Supernatural Virtue outside of any restrictions)
"Minor Gift", the Gift but with reduced ability somehow and with a positive social effect(+4)
Choose twice between 2 Forms or 1 Technique as Arts or 4 Forms or 2 Techniques as Abilities
Spend a minor Virtue to choose once extra
Spend a major Virtue to choose twice extra

(Major Flaw, gives 2 pts of Free Hermetic or Supernatural Virtue outside of any restrictions)
"Minor Gift", the Gift but with reduced ability somehow and without negative social effect
Choose twice between 2 Forms or 1 Technique as Arts or 4 Forms or 2 Techniques as Abilities
Spend a minor Virtue to choose once extra
Spend a major Virtue to choose twice extra

(Greater Flaw, gives 2 pts of Free Hermetic or Supernatural Virtue outside of any restrictions)
"Minor Gift", the Gift but with reduced ability somehow and without negative social effect
Choose twice between 2 Forms or 1 Techniques as Abilities or once between 2 Forms or 1 Technique as Arts
Spend a minor Virtue to choose once extra
Spend a major Virtue to choose twice extra, or to choose 2/1 Arts once extra
(well aware that "Minor Gift" is more than a little screwy)

(Greater Flaw)
"Partial Gift", 1 Technique and 3 Forms becomes completely unuseable.

(Greater Flaw, gives 4pts of Free Hermetic or Supernatural Virtue outside of any restrictions)
"Limited Gift", get 2 Forms or 1 Technique.[/b]

Hope you find something you like or get ideas. Phew, 4 hours just to translate and type...

Free to use non-commercially... :mrgreen:

Three that I have been kicking around for a new Saga.

[b]Out of Gauntlet/b
Player gains a simple die of years after apprenticeship with 30xp per year.

[b]Experienced/b
Character gains 2+(two simple die in years) after apprenticeship with standard 30xp per year. The character also receives a Longevity Ritual of 7-8 strength. The character does gain Warping points from this ritual, player chooses the onset age, but does not suffer any Twilight episodes.

[b]Longevity Ritual/b
Gives the character a Longevity Ritual of 12. This Virtue allows the character to start with a Ritual of 12. The character may choose the start age (25+)of the Ritual but gains Warping Points for each year past this threshold. The character does not suffer any Twilight episodes from the accumulation of Warping points.

These virtues have been kicking around in my head. I like the idea that more experienced characters are balanced with younger characters via less Virtues/more flaws. The Longevity Ritual Virtue comes from the commonly stated tradition of parens providing their fili with rituals but it is never addressed in-game.

Since this is a standard CharGen option (p 32, col ii-iii), why spend a Virtue on it? :confused:

Because it's not in the Saga I plan on running. All magi start at 25, hence Virtues to equal them out if they want to be older.