Table Talk - Development

Well, lest things get exaggerated, girls in my family were not especially encouraged to fight. But they did anyway. My cousin Jean used to beat up on her little brother all the time. Me? I was taught that there is no such thing as a clean fight. I was taught to bite, spit in the eye, gouge out eyes, carry concealed weapons, jump my enemies when they are not expecting it, and so on.

This was Second Grade, I was 8. So I guess I am unusual then :smiley:

There are certain settings that encourage social and historical sensibility clashes like LEgend of the Five Rings. While others do not because it is insensitive or offensive. It depends on the setting, but Ars Magica does make it a flaw to be an outcast, or playing non-gender specific roles so it does work within the confines of the Mythic Europe. However, magi are supposed to be more "enlightened" than the typical commoner towards creed or sexe if only because they are treated equally within the Code and that in theory a magus abandons his former connections after completing the gauntlet.

I'd contend 5th edition strikes me as a system that favours specialization over gneralization because of how rules work. My character, without having obscene circumstances, won't penetrate anyone's parma here. But everyone else can my own with ease. Mind you entrancement ignores it and only opposed by the type of action I force the person to do and their mentem score. Hell, my best die roll is a +20, while others can hit up to +50 and over without breaking a sweat.

It depends. Certain arts are not well adapted to formulaic like Imaginem. Mentem to a lesser extent. And having high scores in the form and tech can essentialyl make you be able to cast the spont spell just as well as the formulaic. The only thing it cannot truly cover is the masteries and those also require way too much XP IMO.

You are also male, Marko.

When I was growing up, there was a girl on our block that did beat up on the boys and fought and she was basically socially ostracised and disliked. She has some friends among boys but no girl would go near her as a bad influence.

Now keep in mind, I grew up in a fairly affluent suburb of Chicago as opposed to rougher neighborhoods of the city. The monthly crime reports were mainly radar detectors and bike thefts. Traffic tickets and the dispersal teen alcohol parties were the bulk of what the cops had to do. I can only recall there ever being two violent deaths and no muggings before I hit age 25. (one was a bitter divorce where husband knocked his wife out, soaked her in gas, dumped her on lawn of police station and lit her up).

Admittedly there was some change (2003 there was a major hazing scandal that shocked the community) but even now, it is a very peaceful community in general.

Somewhat pointless to argue personal experience vs personal experience. Yes, women did some similar chores to men. The point is that they weren't ALLOWED to become certain things like knights or priests for example. Which is a significant difference.

Not only were they not allowed to become warriors or priests, but they were generally sheltered and under protection of fathers and family until married. Magi generally are more liberal because magical might ignores gender but most women of the middle ages did not learn much in way of fighting and were keep busy with feminine chores to prepare them for marriage.

There were no fighting orders of nuns for example unlike the knights templar, knights hospitalers and such.

This is why my companion: Jehan is transvestite. She never lets anyone know she is really a Jehanette. Speaking of which, she is one of the mercs that arrived with Carles and Noscur so she is the one to go on the trip to Val Negra. Ameline wants to earn membership but well she has vision from a higher authority that binds to Andorra for the moment.

Hello. I have been talking to Marko about joining the game, and he asked me to post the draft of my Magi here.

I saw that someone mentioned Warping. I also forgot to add some Warping. Is there a house rule on how much he shoudl start with? I worked him up to ten years post gauntlet.

Any and all comments and suggestions are welcome. Thanks in advance.

Blas Mercardo, Ex. Flambeau

Blas is a short man with thin brown hear, dark skin, and deep black eyes. He walks in a very determined manner, regardless
of where he is headed: he always looks like he's going somewhere important in order to tell someone something important.

Blas is the son of a Portguese fisherman. He came to the attention of a passing Redcap, who informed a nearby covenant.
Blas was soon "recruited" into the ranks of Flambeau. After he was gauntleted, he traveled to Thebes, where he discovered
Art.

Blas is looking for a home covenant so he can work on creating mosiacs and furthering his control of Rego and Muto effects.
He hopes to be able to create art through magic and in any medium: stone, wood, fire, air, etc. After some time spent in
Transylvania, where he had an altercation with a senior magi over a ruined bust Blas had made of him, Blas traveld back
to Portugal to see his mundane family. He is now back in search of a new home.

Characteristics: Int +3 (Creative), Per +2 (Eye for quality), Pre -1 (Short), Com +1 (Firm voice), Str 0,
Sta +1 (Healthy), Dex +1 (Agile fingers), Qik -1 (Short legs)
Size: -1
Age: 36, Height: 4'8'', Weight: 100 lbs, Gender: Male
Decrepitude: 0
Warping Score: 0 (0)
Confidence: 1 (3)

Virtues and Flaws: The Gift(0), Improved Characteristics(1), Affinity with Rego(1), Affinity with Muto (1),
Puissant Finesse(1), Strong-Willed (Will Rolls: +3)(1), Tough (Soak: +3)(1), Gentle Gift(3), Free Expression (Bonus: +3
to create new work of art)(1), Hermetic Magus(0), Puissant Ignem(0) Total 10

Deficient Technique (Intellego)(-3), Weakness (Beautiful Art)(-1), Close Family Ties(-1), Ambitious, Major (-3), Small Frame (-1), Proud, Minor (-1)
Total -10

Personality: Particular +2, Workaholic +2, Ambitious +3, Proud +1

Combat:
Dodge: Init: -1, Attack --, Defense +1, Damage --
Fist: Init: -1, Attack +3, Defense +1, Damage +0
Kick: Init: -2, Attack +3, Defense +0, Damage +3
Soak: +4
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (13-16)

Abilities:
Portuguese 5, Sculpting 1 (Busts) (+5, 5), Mosiac Work 2 (Landscapes), Parma Magica 2, Magic Theory 3 (Inventing Spells) (+15, 15),
Latin 4 (Artistic Terms) (5), Brawl 2 (Wild Punches) (10), Single Weapon 3 (Short Swords) (10), Athletics 1 (Running) (+5, 5), Stealth 2
(Skulking about), Penetration 1 (+5, 5), Swim 2 (Depth dives), Leadership 2 (Short man syndrome) (+10, 10), German 1 (Military terms),
Finesse 2 (Precision) (10), Artes Liberales 2, Bargain 2 (Fishmongering), Fishing 3 (Net fishing) (+5, 5) [Category: Provisions],
Sailing 2 (Small fishing boats) (+5, 5)

Arts: Cr 4, In 3, Mu 10, Pe 6, Re 10, An 4, Aq 4, Au 4, Co 5, He 4, Ig 7+3, Im 6, Me 5, Te 7, Vi 4

Sigil: Precision

Spells Known:
Burst of the Sweeping Flames (ReIg 25) +21
Gloom of Evening (PeIg 10) +17
Rope of Bronze (MuHe(Te) 15) +15

From Here to There (ReCo 15) +16.
Moves Blas up to 50 paces from his current location

The Salamander's Crawl (ReIg 15) +21.
A fire the size of a camp or hearth fire begins to crawl across the ground. Combustibles in the path of the fire catch and smolder.
The fire moves slowly and can be easily outmanouvered.

Stop Hitting Yourself (ReCo 20) +16. Causes one of the target's arms and hands to begin slapping himself as long as the magi
maintains concentration. Target must resist himself in order to overpower the flailing limb

Bind Wound (CrCo 10) +10
Hornet Fire (Mu(Re)Ig 10) +21
Gift of the Frog's Legs (ReCo 15) +16
Lay to Rest the Haunting Spirit (PeMe 15) +12
Spasms of the Uncontrolled Hand (ReCo 5) +16
The Many-Hued Conflagration (MuIg 5) +21
Prison of Flames (MuIg 20) +21
Tremulous Vault of the Torch's Flame (ReIg 5) +21
Leap of the Fire (ReIg 10) +21
Light Shaft of the Night (ReIg 20) +21
Disguise of the New Visage (MuCo 15) +16

You are not 26 if you are 10 years post gauntlet. You start as apprentice at age 7=15 (usually younger end of that) which means you graduate from apprenticeship 22-30. 10 years later is 32-40 years old. That was my initial repsonse.

Second, did you use the 40 xp per year - 8 per seaon in the lab or the 30 per year from the main book?

Virtues and Flaws:
Free: The Gift, Hermetic Magus, Puissant Ignem
Major: Gentle Gift
Minor Improved Characteristics, Affinity with Rego, Affinity with Muto,
Puissant Finesse, Strong-Willed (Will Rolls: +3), Tough (Soak: +3),
, Free Expression (Bonus: +3 to create new work of art),

From this I see 1 major, 6 minor for 9 pts virtues.

Deficient Technique (Intellego), Weakness (Beautiful Art), Close Family Ties, Ambitious, Small Frame, Proud

From flaws though I see 1 major, 4 minor and one that could be major or minor. If proud is minor then 8 pts of flaws, if major then 10 pts flaws.

Either way, that means you are out of balance. Don't forget rule of no more than 5 minor flaws.

Warping: 1 per year on Longevity. Potentially some if you had some botches.

I added in the point values for the flaws and vitrues. That would be helpful of me I think. They balance out at 10 a piece.

Used 40 XP/Yr. The age should be 36. I forgot to update Metacreator. Hazards of pulling a magi into a text file when tired.

Thank you.

A: I grew up in a culture much like what Ladyphoenix did.

B: I think the debate/posit that RL 'wasn't so very different' ... feels like revisionism, usually by people who live/grew up in a different way. i.le. they have a hard time understanding it, so it must not have actually been that way... could it? I think that it is at heart a knee-jerk reaction to something people don't understand or don't identify with. Whereas, with my background, I am the opposite.

My view exact.

If he's from the right part of Iberia (the Spanish or Portugese areas), Ladino (or, I guess, a dialect of what later came to be standardized as Ladino) would be likely. Hebrew though would be known to some extent by any male Jew, whether or not he received education outside Talmudic instruction.

Scott

Below are revised versions of the magus and companion I have submitted for consideration by the troupe. There is a twilight roll I'm hoping Marko will make for me for the magus, but other than that here they are. Your comments have been informative and most helpful. Also please forgive the copy and paste format... it comes out a bit rough sometimes. With regards to the companion I aged him an additional three years to allow for his bar mitzvah to have occured prior to being taken as an apprentice.

Angado

Character: Theseus Ex Merinita Player: Angado (aka: Sam)
Saga: Light of Andorra House: Merinita
Age: 46 Years past Gauntlet: 20 Apparent Age: 16
Size: 0 Confidence Score: 1 Confidence Points: 3
Decrepitude: None Warping Points: 9 Warping Score: 1

Birth Name: Obsome Year born: Gender: Male Race/Nationality: Welsh-Anglo/faerie
Place of Origin: Obsome Parrish, Wales Religion: Nominally Christian
Title: Magus of the Order of Hermes
Height: 5 feet 7 inches Weight: 155 pounds
Hair: The color of molten gold Eyes: The color of molten gold
Skin: Fair with golden freckles (other unusual traits): Slightly pointed ears
Handedness: Right handed

Characteristics:
Intelligence: +3 (quick thinker) Perception: 0 Strength: 0 Stamina: 0
Presence: +2 (handsome) Communication: 0 Dexterity: 0 Quickness: 0

Flaws: Lycanthrope (wolf) – Major supernatural flaw; Restriction (cannot cast spells while touching silver, nor can he target /effect/enchant silver); Enemies (cult of diabolists); Optimistic

Virtues: The Gift; Hermetic Magus; Faerie magic; Strong Faerie Blood (Sidhe) {faerie realm supernatural virtue}; Animal Ken; Skilled Parens; Unaging (magical realm supernatural virtue); Second Sight (free faerie supernatural virtue from strong faerie blood); Gentle Gift (major hermetic virtue); Personal vis source—Corpus, six pawns each year, Source is a lock of golden hair that grows from the top of Theseus’ head.

Abilities (this represents abilities at twenty years past gauntlet):
Native Language – Welsh (common usage) 5 Wales Area Lore (legends) 1
Animal Handling (healing) 1 Animal Ken (wolves) 2
Artes Liberales (ritual magic) 4 Athletics (running) 2
Awareness (alertness) 2 Bargain (vis) 1
Brawl (dodge) 4 Charm (first impressions) 1
Code of Hermes (mundane relations) 1 Concentration (spell concentration) 1
Dead language – Latin (hermetic usage) 4 Etiquette (the church) 1
Faerie Lore (Sidhe) 2 finesse (grace) 1
Folk Ken (clergy) 1 Great weapon (staff) 2
Guile (lying to clergy) 1 Hunt (rabbits) 1
Infernal Lore (undead) 1 Magic Lore (creatures) 1
Magic Theory (corpus) 7 (17xp) Order of Hermes Lore (history) 1
Parma Magica (corpus) 2 Penetration (Perdo) 1
Philosophiae (moral philosophy) 2 Ride (speed) 1
Second Sight (faeries) 2 Swim (underwater) 2
Brawl as a wolf (dodge) 3 (it seemed that fighting as a wolf would warrant a separate ability)*

Art Scores (again, twenty years following gauntlet):
Creo: 5 Intellego: 5 Muto: 15 Perdo: 10 Rego: 5
Animal: 15 Aquam: 1 Auram: 1 Corpus: 15 Herbam: 3 Ignem: 2
Imaginem: 5 Mentem: 10 Terram: 5 Vim: 10
Formulaic Spells:
Bind Wound (CrCo10) Revealed flaws of mortal flesh (InCo10)
Dust to Dust (PeCo15) Aura of Ennobled Presence (MuIm5) *Personal range only variant
Wizard’s Sidestep (ReIm10) Lay to rest the haunting spirit (PeMe15)
The crystal dart (MuTe10) Trackless Step (ReTe10)
Wielding the Invisible Sling (ReTe10) Scales of Magical Weight (InVi5)
Sense the Nature of Vis (InVi5) Wizard’s Communion (MuVi15)
Demon’s Eternal Oblivion (PeVi15) Circular Ward against Demon’s (ReVi15)
Form of the Lycan (MuCo35) –Range: Personal Duration: Sun Target: Individual Req: Animal
This spell transforms the caster into a wolf. The caster retains the ability to speak while in wolf form. The caster can return to human form at will, but ending the spell. Theseus Ex Merinita’s version of this spell transforms him into a white wolf with golden eyes, and tinges of gold in his fur.
(Base: 10 + 2 Sun + 3 for effect – retaining speech)
*Form of the Lycan has been mastered by Theseus: Mastery 3 (Quiet Casting x2; Still Casting)
Casting total: 15 (muto) + 15 (corpus with animal req. met) + 3 (mastery)= 33+/- aura

Combat:
Armor worn: None Currently no soak bonus
Combat modifiers: (Human form)
Brawling: 4 dodge: 5
Weapon:
Oak Quarterstaff Init: +2 Attack: +3 (+3 for skill) =+6 Def: +3 (+5 dodge) =+8
Damage: +2 Load: 2
Load: 2
Combat Modifiers: (Wolf form)
Brawling as a wolf (dodge): 3

House: Merinita Domus Magna:
Covenant: currently not a member of any covenant Primus:
Parens: Mabia Ex Merinita Covenant of Apprenticeship: Voluntas
Wizard’s Sigil: Golden Sparks Wizard’s voting sigil: A wolf dancing under a full moon

Raw Vis:
Six Pawns of Corpus as a lock of golden hair

Longevity Ritual: None
Theseus has not yet bothered to formulate a longevity elixir. Note that Theseus does not start making aging rolls until the age of 50 years. Theseus has not appeared to age since he was 16 years of age.

Background:
Anne was a peasant girl of merely thirteen summers when she became lost while looking for berries. That hot summer day she lost her way and was found and seduced by faerie acting in the role of an elven prince. Following their dalliance, the faerie lead the peasant girl back to a path that would see her home. When the girl returned to her home she learned she had been missing for a week. Her father’s wrath at her absence was great, but became so much worse when it became obvious the following fall that the girl was with child. Her father, a freeman of some modest means, erected a small house for his wayward daughter and her bastard child and left her to her own devises there. After a miserable winter the spring brought forth a small fair skinned child that Anne named Obsome after a faerie legends said lived in the wood she had become lost in. The first full moon, however, revealed a wolf cub were the baby had lain, and Anne grew afraid for her cursed child. For many years, Anne would hide her son away in the root cellar on nights of the full moon, tossing in a chicken or hare to keep the wolf-boy content, and to keep him from howling.
Young Obsome’s seventh summer approached, a strange woman (his future parens) discovered the boy playing in a field. Mabia Ex Merinita probed Anne’s mind to learn all she could of the young boy, then set off to discover and learn of the boy’s faerie father. Mabia disappeared into the faerie region for two years, emerging with a determination to take the boy as her apprentice the following year. The following winter, Mabia convinced Anne to surrender Obsome to apprenticeship with the promise to care for the boy and to send a small stipend back to aid in supporting Anne. Each winter, Obsome was allowed to visit his mother. During his sixth year of apprenticeship, Obsome was visiting his mother during the winter when she succumbed to consumption and perished. Obsome has not appeared to age a day since his mother’s death.
Obsome completed his apprenticeship at the age of twenty-five and became Theseus Ex Merinita. His gauntlet consisted of navigating/escaping a faerie region and bringing back certain faerie plants as proof. Theseus spent the next ten years at Voluntas, trading vis for access to the library and room and board. At the age of thirty-six he traveled to the Rhine tribunal and bartered vis for access to various libraries. He wandered the Rhine tribunal, covenant to covenant for three years. At the age of thirty-nine, now fourteen years out of apprenticeship, Theseus traveled to the Roman tribunal and spent four years there bartering vis for training and laboratory use. At the age of forty-two, in his seventeenth year past gauntlet, Theseus met and befriended the hoplite Pithius Ex Flambeau. For three years the two friends traveled with the quaesitor Justinius in search of a renounced magus, formerly of house jerbiton, who had been renounced for diabolism. Theseus learned a lot in this time, and was useful to the trio as a scout.
At the age of forty-five, twenty years past his gauntlet, Theseus fought alongside Pithius and Justinius, as they finally vanquished the diabolist and his most trusted lieutenants. Pithius left the trio, returning to his home covenant in the Roman tribunal, citing a need to develop a longevity ritual. Justinius and Theseus traveled together to Provencal, where Justinius returned to his home covenant to document the hunt of the diabolist. Theseus left with a visiting redcap, accompanying her on her journey. Theseus arrives with the same redcap at the covenant of Andorra.

Equipment:  An oaken quarterstaff, Small golden crucifix (about the size of a knuckle), wool robes, wool trousers, leather boots, cotton tunic, small iron knife,  brass goblet, bottle of wine(from provencal), Bible(Latin—a gift from Pithius),  horse, lead rope, Pack, basket, some provisions, water skin, brass eating utensils, hammered copper bowl,  lab texts for formulaic spells known,  sigil.

Personality Traits:
Friendly +2 Inquisitive: +2 Optimistic: +5

Reputations:
Bookish neophyte +1 (Voluntas magi) Murderer +5 (Cult of Diabolists)
Trusted traveling companion (Pithius and Justinius) +2
Werewolf +1 (Provencal redcaps)

Character: Saul ben Asher Player: Angado (aka Sam)
Saga: Light of Andorra House: None
Age: 30 Apparent Age: 10 Confidence: 0 Confidence Points: 0
Size: -2
Characteristics:
Intelligence: +5 (keen intellect) Perception: 0 Strength: 0 Stamina: 0
Presence: 0 Communication: +1 (well spoken) Dexterity: +1 (steady hands) Quickness: 0
Flaws: Dwarf; Low Self-Esteem; Outsider (Jew)
Virtues: Failed Apprentice; Affinity with magic theory; Arcane Lore; Educated; Privileged Upbringing;
Improved characteristics; great Intelligence (twice); Unaging (supernatural virtue-magical realm)

Abilities:
Artes Liberales (grammar) 5 Charm (being witty) 2
Code of Hermes (apprenticeship) 1 Dominion Lore (angels) 4
Folk Ken (teachers) 2 Guile (fast talk) 2
Hebrew (religious usage) 4 Infernal Lore (Undead) 1
Latin (Hermetic Usage) 4 Magic Lore (creatures) 2
Magic Theory (corpus) 6 (15xp) Philosophiae (moral philosophy) 4
Profession Scribe (copying) 4 Theology-Judaism (scriptural Knowledge) 4
Drawing (Creatures) 2 Norman French (common usage) 5
Bargain (money lending) 2 Craft Cooking (Kosher meals) 2

Equipment: Shetland Pony (with lead rope, pack saddle, two baskets, blanket); provisions for another few days (kosher foods); tanakh (in Hebrew); 10 silver coins; scribe kit; Letter of reference from parens; woolen trousers and tunic; woolen cloak with hood; leather boots; Pillow stuffed with down, blanket, set of eating utensils, set of cooking utensils, cooking pot and pan, bread knife, two bottles of wine (from Normandy tribunal), water skin
Reputations:
Jew +3 (from outsider flaw)

Background: (abbreviated)
Saul was the third son of a prosperous money lender. He was well educated as a child but his small stature made him undesirable in the family business. He was taken as apprentice by Homerus Ex Bonisagus at the age of ten. Homerus believed Saul was gentle gifted, but was finally forced to admit that the apprentice’s gift was incomplete. Nevertheless, Homerus trained Saul to be a valued lab assistant, a role Saul proved quite capable in. Last year, Homerus was experimenting in his laboratory and underwent twilight. When Homerus returned, he wrote Saul a sterling letter of reference and bid him take leave at once. Homerus provided some supplies to Saul, then showed him the door.
Saul wandered from Homerus’s sanctum (a cavern deep beneath a mountain in the eastern pyrannesse mountain chain). He is seeking a covenant where he can take on work as a lab assistant, and perhaps eventually earn a longevity elixir.

Personality traits:
Humble +1 Confident: -2 Loyal: +1

I don't see a native language for Saul--Hebrew definitely wouldn't qualify for that, since it was used only for Talmudic study.

Scott

Saul has French for native language.

Brawl for wolf is not required, rather there is a whole stat block for your wolf shake and the skills you get in the wolf shape.

When you muto Corpos, you would use your normal brawl skill and when go for lycanthropy, you have one inherent to your wolf shape. Look at the book of mundane beasts for the stat of the wolf form when you transform for your lycanthropy.

Don't worry about your wolf stats. i will work those up for you. As a wolf, whether the transformation is due to spell, lycanthropy, or heartbeast; you still have a separate set of Wolf Abilities. You want 30xp dedicated to wolf brawling, so be it. I will figure ot stats for the wolf form for you.

IIRC, basic Ars rules is 2/year after gauntlet. It assumes spell botches and all, and is an average.

But I'm REALLY not sure on this.

  • 8 per season in the lab????

I used -10!!! T-T (Slaps himself)

I'm not sure if such a requisite is legit. You could have to instead do with the Bjornaer spell for this, as Iolar did.

However, the big point of content is just that, IIRC, you can only end such spells if they are tied to a material component, such as a wolf's pelt (which is already an improvement on normal hermetic spells, who, unless you've got the appropriate virtue, MUST run their course). Else, you have either to wait, or cast "unraveling the form of corpus"

2 warping per year after gauntlet is very high. In my game that I play with Marko offline. My maga is now 5 years after gauntlet with only a single warping point and that was from a lab experimentation botch. (1 in 1000 chance). None of the other characters even have a single point of warping.

Consider the actual odds. 1 in 100 STRESS dice can cause warping. (unless casting in foreign aura or with vis). In the normal course of lab work, you don't have stress dice. In your average day, your formulaic spells are cast simple die. Cautious sorcerer and mastery can even remove a lot of those botch dice. Other causes of warping are long times in 6+ auras of foreign nature (not many of those around), long term magical effects (more than 6 months of year under the spell) or magnitude 7+ spells affecting you (if not cast by you).

Depending on the nature of your character, you can easily make it a point or two per 10 years + 1 pt per year on longevity. If you are a more adventurous sort then you can make it higher and add some twilight chances.

As for -8 vs -10 per season in the lab. You get exposure xp of 2 pts every season in the lab (only goes to arts, magic theory or special ability used as part of labwork, although in my offline saga, we did allow it to go to animal handling for a spell affecting animal fertility)

for warping points, I looked at the possible sources for the years past gauntlet. Considering that the first many, many years were spent in study I didn't see much possiblity for warping from those years... especially with no longevity ritual in play yet. However, the years spent pursuing a diabolist renounced magus begged that there be at least one botch roll. I took that and rolled for warping points, getting 9. I was going to ask that one of you roll for the subsequent twilight but I guess I can do that now.
Okay, check for entering twilight avoidance: stamina (0)+concentration (1)+vim form bonus(2) +stress die (roll is 3)=6 Vs. 9 warping points means no avoidance possible so I won't waste your time with the rest of this equation.

Okay, check for Comprehending twilight: Intelligence (+3) + E.W. (0) + Stess Die ( 8 )= 11 Vs. Warping Score ( 1 ) + Stress die (5)= 6
Okay, this would indicate a successful comprehension. If someone wants to reroll this feel free.

Effects of twilight: Roll of simple die ( 8 ) ugg.. means 8 more warping points for a new total of 17... well I can update that a bit later.

Someone want to come up with the effects of the twilight? Scars, etc.?

As for the spell, I only have the main rule book and my experience with 5th edition is very limited. Is the spell's level/magnitude too low?

On the experience earned per season in the lab... I used 2xp per season as I found it in the main book, as an exposure source. (Correct?)

Anyway, thanks for all the input, sorry if I'm coming along a bit slowing on this development.

You would not get 9 warping points at once unless you rolled 9 botch dice and got a level 9 botch.

You most likely get a couple at a time at most so the roll for twilight avoidance would be a lot lower.

(basically if you roll a 0, then you roll botch dice. every 0 that shows is a warping point so single botch is 1 warping point, no twilight. You get 9 at once from that and you have something a lot more serious than twilight.)

I was looking at warping points and trying to figure out a way to determine how many would be earned. I took a stress die roll and got a nine. Which is where that number came from. I was something at a loss as how to come up with warping points.

I was thinking that it was likely that a spell casting botch would be more likely in a foreign aura. Given the three years spent in pursuit of a diabolist, an infernal aura seemed likely. I thought that with such an aura a truely nasty botch was possible, and thought that would explain the 9 points of warping rather nicely at one go. If not, sorry about that, I hate to chalk it up to a lack of experience with the game mechanics but that would be the truth. I was thinking it would be a good way to determine warping, from the background I have created for the character.

Again, thanks for all the consideration and input.