Talus Ex Bonisagus

[size=150]Talus ex Bonisagus[/size]

Size: 0
Age: 50 (21, magnitude 8 longevity ritual)
Decrepitude: 0 (0)
Warping Score: 4 (50)
Confidence Score: 1 (6)
Sigil: The deep blue of Venetian glass

Familiar Bonds
Gold Cord: +3
Silver Cord: +0
Bronze Cord: +2

Abilities
Int +3, Per +3, Str -2, Sta +1, Pre -2, Com 0, Dex +2, Qui -2

Virtues
Affinity with Finesse (general), Affinity with Rego (hermetic), Cautious Sorcerer (hermetic), Flawless Magic (hermetic), The Gift (hermetic, free), Hermetic Magus (social, free), Inventive Genius (hermetic), Personal vis source: Rego (hermetic), Puissant in Finesse (general), Puissant in Magical Theory (general, free), Unaging (supernatural)

Flaws
Ability Block: Martial (general), Covenant Upbringing (personality), Curse of Venus (major story), Disjointed Magic (hermetic), Driven: prove that he is the greatest glass artist in Mythic Europe (major personality), Limited Magic Resistance (Mentem)

[size=150]ABILITIES[/size]
[table][tr][th][left]Ability[/left][/th][th][left]Specialization[/left][/th][th]Score[/th] [th]Cost[/th][/tr]
[tr][td]Area Lore: Durenmar[/td] [td]people[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Artes Liberales – Latin alphabet[/td] [td]ritual magic[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Athletics[/td] [td]grace[/td][td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Awareness[/td] [td]alertness[/td] [td][center]2[/center][/td] [td][center]15[/center][/td][/tr]
[tr][td]Bargain[/td] [td]glassware[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Brawl[/td] [td]dodging[/td] [td][center]2[/center][/td] [td][center]15[/center][/td][/tr]
[tr][td]Charm[/td] [td]first impressions[/td] [td][center]1[/center][/td] [td][center]7[/center][/td][/tr]
[tr][td]Concentration[/td][td]maintaining spells[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Craft: carpentry[/td][td]furniture[/td] [td][center]1[/center][/td][td][center]5[/center][/td][/tr]
[tr][td]Craft: glassworking[/td][td]stained glass[/td] [td][center]2[/center][/td][td][center]15[/center][/td][/tr]
[tr][td]Etiquette[/td] [td]magi[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Faerie Lore[/td] [td]types of faeries[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Finesse[/td] [td]precision[/td] [td][center]9+2[/center][/td] [td][center]150/225[/center][/td][/tr]
[tr][td]Folk Ken[/td] [td]magi[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Guile[/td] [td]looking innocent[/td] [td][center]2[/center][/td] [td][center]15[/center][/td][/tr]
[tr][td]High German[/td] [td]conversation[/td] [td][center]5[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Italian[/td] [td]conversational[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Latin[/td][td]hermetic usage[/td] [td][center]4[/center][/td][td][center]50[/center][/td][/tr]
[tr][td]Leadership[/td] [td]in the lab[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Magic Lore[/td] [td]creatures[/td][td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Magic Theory[/td] [td]inventing spells[/td] [td][center]6+2[/center][/td] [td][center]105[/center][/td][/tr]
[tr][td]Order of Hermes Lore[/td] [td]House Bonisagus[/td] [td][center]1[/center][/td][td][center]5[/center][/td][/tr]
[tr][td]Parma Magica[/td] [td]Corpus[/td] [td][center]3[/center][/td] [td][center]30[/center][/td][/tr]
[tr][td]Penetration[/td] [td]Terram[/td] [td][center]1[/center][/td][td][center]5[/center][/td][/tr]
[tr][td]Philosophiae[/td] [td]ritual magic[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr]ter][/td][/tr]
[tr][td]Scribe[/td] [td]copying books[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Stealth[/td] [td]sneaking[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Swim[/td] [td]staying afloat[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr][/table]

[size=150]ARTS – TECHNIQUES [/size]
[table][tr][th][left]Technique[/left][/th] [th]Value[/th][th]Cost[/th][/tr]
[tr][td]Creo[/td] [td][center]10[/center][/td] [td][center]55[/center][/td][/tr]
[tr][td]Intelligo[/td] [td][center]5[/center][/td] [td][center]15[/center][/td][/tr]
[tr][td]Muto[/td][td][center]5[/center][/td][td][center]15[/center][/td][/tr]
[tr][td]Perdo[/td] [td][center]5[/center][/td] [td][center]15[/center][/td][/tr]
[tr][td]Rego[/td] [td][center]20[/center][/td][td][center]140/210[/center][/td][/tr][/table]

[size=150]ARTS – FORMS [/size]
[table][tr][th][left]Form[/left][/th] [th]Value[/th][th]Cost[/th][/tr]
[tr][td]Animal[/td][td][center]5[/center][/td][td][center]15[/center][/td][/tr]
[tr][td]Aquam[/td][td][center]5[/center][/td][td][center]15[/center][/td][/tr]
[tr][td]Aurum[/td] [td][center]5[/center][/td] [td][center]15[/center][/td][/tr]
[tr][td]Corpus[/td] [td][center]10[/center][/td] [td][center]55[/center][/td][/tr]
[tr][td]Herbem[/td][td][center]5[/center][/td] [td][center]15[/center][/td][/tr]
[tr][td]Ignem[/td] [td][center]5[/center][/td] [td][center]15[/center][/td][/tr]
[tr][td]Imaginem[/td] [td][center]5[/center][/td] [td][center]17[/center][/td][/tr]
[tr][td]Mentem[/td] [td][center]5[/center][/td] [td][center]15[/center][/td][/tr]
[tr][td]Terram[/td] [td][center]5[/center][/td] [td][center]15[/center][/td][/tr]
[tr][td]Vim[/td] [td][center]5[/center][/td] [td][center]15[/center][/td][/tr][/table]

[size=150]SPELLS [/size]
[table][tr][td]Spell[/td] [th][left]CT*[/left][/th][th]Level[/th] [th]ML[/th] [th][left]Masteries[/left][/th] [th][left]Source[/left][/th][/tr]
[tr][td]Carpenter's Keen Eye[/td] [td]+12[/td] [td]InHe 15[/td] [td]1[/td] [td]Quiet[/td] [td]Covenants, p. 51[/td][/tr]
[tr][td]Chamber of Spring Breezes[/td] [td]+17[/td] [td]CrAu 5[/td] [td]1[/td] [td]Quiet[/td] [td]ArM5, p. 125[/td][/tr]
[tr][td]Conjuring the Mystic House of Stone[/td] [td]+22/+25[/td] [td]CrTe 30r[/td] [td]1[/td] [td]Stalwart[/td] [td]New spell[/td][/tr]
[tr][td]Crystal Dart[/td] [td]+14/+19[/td] [td]MuTe 10[/td] [td]3[/td] [td]Fast, Penetrating, Stalwart[/td] [td]ArM, p. 154[/td][/tr]
[tr][td]Eyes of the Cat[/td] [td]+17/+22[/td] [td]MuCo 5[/td] [td]1[/td] [td]Quiet[/td] [td]ArM5, p. 131[/td][/tr]
[tr][td]Glassmaker's Keen Eye[/td] [td]+12/+15[/td] [td]InTe 15[/td] [td]1[/td] [td]Quiet[/td] [td]New spell[/td][/tr]
[tr][td]The Invisible Glass-Worker[/td] [td]+28/+31[/td] [td]ReTe 4[/td] [td]2[/td] [td]Precise 2[/td] [td]Covenants, p. 51[/td][/tr]
[tr][td]Invisible Sling of Talus[/td] [td]+29/+32[/td] [td]ReTe 25[/td] [td]3[/td] [td]Fast, Multiple, Stalwart[/td] [td]New spell[/td][/tr]
[tr][td]Leap of Homecoming[/td] [td]+33/+36[/td] [td]ReCo 35[/td] [td]2[/td] [td]Quiet, Stalwart[/td] [td]ArM5, p. 135[/td][/tr]
[tr][td]Light Without Flame[/td] [td]+17/+20[/td] [td]CrIg 15[/td] [td]1[/td] [td]Quiet[/td] [td]New Spell[/td][/tr]
[tr][td]The Mystical Carpenter[/td] [td]++28/+30[/td] [td]ReHe 25[/td] [td]2[/td] [td]Precise 2[/td] [td]Covenants, p. 51[/td][/tr]
[tr][td]Scales of the Magical Weight[/td] [td]+12[/td] [td]InVi 5[/td] [td]1[/td] [td]Quiet[/td] [td]ArM5, p. 158[/td][/tr]
[tr][td]Sense the Nature of Vis[/td] [td]+12[/td] [td]InVi 5[/td] [td]1[/td] [td]Quiet[/td] [td]ArM5, p. 158[/td][/tr]
[tr][td]Touch of Warmth[/td] [td]+17/+20[/td] [td]CrIg 5[/td] [td]1[/td] [td]Quiet[/td] [td]New spell[/td][/tr][/table]

    • The CT does not count any aura. Where two values are shown, the first is without talisman, the second is with talisman

Equipment
A piece of rock from somewhere relatively safe outside of Durenmar
A piece of rock from somewhere relatively safe outside of Harco
A piece of rock from an out-of-the-way place in Pisa
Glass-working tools
Several nodules of colored glass

Silver Pennies: 598

[size=150]Background for Talus ex Bonisagus[/size]

So the family legend goes, centuries ago Daedalus lived and walked this world. He was favored by Athena and did many great things in her name. He was so beloved by Athena that the goddess granted him the appearance of youth to the end of his days that he would always be vital and able to do his work. But this angered Aphrodite, who felt that such a gift was hers to give, not Athena’s. Out of revenge for what Athena did, the goddess of love cursed Daedalus that though he would be handsome, he would always love poorly. The best Athena could do to combat this was grant Daedalus the wisdom to learn from his circumstances, and one day find a love worthy of him. But it would come at the price of years, if not decades, of tragedy. In the end, Daedalus lived a long and fruitful life, though he found love only at the very end of his days. At least that’s what they say.

Talus claims to be the direct descendant of Daedalus. And while the veracity of that claim can’t be determined, what is true is that for years going back as long as anyone in his family can remember, one male member of each generation is born with the gift of perpetual youth. But in every case, the good looks that come with that perpetual youth have been as much a blessing as a curse. Many were the bad marriages and unfortunate liaisons that resulted. The family claims that the blessing of Athena and the curse of Aphrodite breed true in these men. And strangely enough, each man so blessed and so cursed has always turned out to be a great craftsman.

Talus was the man in his generation to receive the family blessing and curse, though he wouldn’t know it for years to come. But unlike all of the other scions of Daedalus, or so they were referred to in the family, Talus had the Gift. As a baby, he seemed more cursed than blessed. No one cared for him very much, though he was as happy and well-behaved baby as you could wish. Within a few months of his birth, a local magus had heard stories and came to the family offering an explanation and a solution for their problem. The magus explained about the Gift and what it would mean for the child. And he said that the child would have a terrible life growing up with it. But if his parents allowed, he could be raised somewhere where his Gift would be nurtured until it matured.

Well, most parents would never have agreed to such a proposition. But most parents don’t have a Gifted baby. Despite their misgivings, Talus’s parents agreed to foster the boy to the local covenant. Talus was taken away and raised there until he was old enough to become the magus’s apprentice.

Curiously enough, Talus was true to form with the family legend. Despite being taken away from his family at an early age, he still proved to be drawn to crafts. One of the most tolerant of the craftsmen in the covenant was the glassmaker, who allowed Talus to hang around and watch him work, and even ask questions from time to time. It was this that gave the boy a lifetime interest in the field of glasswork.

In time, however, such interests were set aside for Talus’s apprenticeship. But even as he learned magic, the boy explored how such magic could be used to make things. And by the time his apprenticeship was complete, he had learned much to help him pursue such a life as a magical craftsman.

But as he grew and studied, Talus learned something about his background and the legends of his family. This drew him closer and closer to the Mercurian tradition until he was finally able to join the Cult of Mercury within the Order of Hermes.

[size=150]Talus ex Bonisagus at Gauntlet[/size]

Size: 0
Age: 25
Decrepitude: 0 (0)
Warping Score: 0 (0)
Confidence Score: 1 (3)
Sigil: The deep blue of Venetian glass

Abilities
Int +3, Per +3, Str -2, Sta +1, Pre -2, Com 0, Dex +2, Qui -2

Virtues
Affinity with Finesse (general), Affinity with Rego (hermetic), Cautious Sorcerer (hermetic), Flawless Magic (hermetic), The Gift (hermetic, free), Hermetic Magus (social, free), Inventive Genius (hermetic), Personal vis source: Rego (hermetic), Puissant in Finesse (general), Puissant in Magical Theory (general, free), Unaging (supernatural)

Flaws
Ability Block: Martial (general), Covenant Upbringing (personality), Curse of Venus (major story), Disjointed Magic (hermetic), Driven: prove that he is the greatest glass artist in Mythic Europe (major personality), Limited Magic Resistance (Mentem)

Abilities
Area Lore: Home Covenant (people) 1
Artes Liberales ( ritual magic) 1
Athletics (grace) 1
Awareness (alertness) 2
Bargain (books) 1
Brawl (dodge) 2
Charm (first impressions) 1
Concentration (maintaining spells) 1
Craft: Carpenter (furniture) 1
Craft: Glass Woirker (stained glass) 2
Etiquette (magi) 1
Finesse (precision) 3+2
Folk Ken (magi) 1
Guile (looking innocent) 2
Latin (hermetic usage) 4
Leadership (in the lab) 1
Magic Lore (creatures) 1
Magic Theory (inventing spells) 4+2
Native Language (conversation) 5
Order of Hermes Lore (House Bonisagus) 1
Parma Magica (Corpus) 1
Penetration (Terram) 1
Philosophiae (ritual magic) 1
Scribe (copying books) 1
Stealth (sneaking) 1
Swim (staying afloat) 1

Techniques
Creo: 2
Intéllego: 4
Muto: 0
Perdo: 0
Rego: 10

Forms
Animál: 0
Aquam: 0
Auram: 0
Corpus: 9
Herbam : 4
Ignem: 0
Imáginem: 0
Mentem: 0
Terram: 4
Vim: 0

Spells
Carpenter's Keen Eye, InHe 15, Mastery 1 (Quiet)
Eyes of the Cat, MuCo 5, Mastery 1 (Quiet)
Glassmaker's Keen Eye, InTe 15, Mastery 1 (Quiet)
The Invisible Glass-Maker, ReTe(Ig) 10, Mastery 1 (Precise 1)
The Invisible Glass-Worker, ReTe 4, Mastery 1 (Precise 1)
Invisible Sling of Talus, ReTe 25, Mastery 1 (Fast)
Light Without Flame, CrIg 15 Mastery 1 (Quiet)
The Mystical Carpenter, ReHe 25, Mastery 1 (Precise 1)
Touch of Warmth, CrIg 5, Mastery 1 (Quiet)

[size=150]Development[/size]

Early Childhood (45 xp)
Athletics 1 (5 xp)
Awareness 2 (15 xp)
Brawl 1 (5 xp)
Charm 1 (5 xp)
Folk Ken 1 (5 xp)
Stealth 1 (5 xp)
Swim 1 (5 xp)

Late Childhood (75 xp)
Area Lore: xxxx 1 (5 xp)
Bargain 1 (5)
Concentration 1 (5)
Craft (glassworking) 2 (15 xp)
Craft (carpentry) 1 (5 xp)
Etiquette 1 (5 xp)
Latin 3 (30 xp)
Order of Hermes Lore 1 (5 xp)

Apprenticeship (240 xp)
Artes Liberales 1 (5 xp)
Finesse 3+2 (20 xp = 30 xp)
Latin 4 (20 xp)
Leadership 1 (5 xp)
Magic Lore 1 (5 xp)
Magic Theory 4+2 (50 xp)
Parma Magica 1 (5 xp)
Penetration 1 (5 xp)
Philosophiae 1 (5 xp)
Profession: Scribe 1 (5 xp)
Creo 2 (3 xp)
Intellego 4 (10 xp)
Rego 10 (37 xp = 56 xp)
Corpus 9 (45 xp)
Herbam 4 (10 xp)
Terram 4 (10 xp)

Spells (120 pts)
Carpenter's Keen Eye (InHe 15, Covenants, p. 51)
Eyes of the Cat (MuCo 5, ArM5, p. 131)
Glassmaker's Keen Eye (InTe 15, new spell)
The Invisible Glass-Maker (ReTe(Ig) 10, new spell)
The Invisible Glass-Worker (ReTe 4, Covenants, p. 51)
Invisible Sling of Talus (ReTe 25, new spell)
Light Without Flame (CrIg 15, new spell)
Touch of Warmth (CrIg 5, new spell)
The Mystical Carpenter (ReHe 25, Covenants, p. 51)

Years 1-7 (210 xp)
Rego 20 (103 xp = 154.5 xp)
Mentem 5 (15 xp)
Creo 10 (52 xp)
Corpus 10 (10 xp)
Terram 5 (5 xp)
Parma Magica 3 (25 xp)

Year 8
Spring: find familiar
Summer: bind familiar [ReCo LT=45, G:+3, S:+0, B:+2, -9 Re vis] (+2 xp in MT)
Autumn: Instill power into familiar (mental speech master-to-familiar) [CrMe LT=30, -2 Me vis] (+2 xp in MT)
Winter: Instill power into familiar (mental speech familiar-to-master) [CrMe LT=30, -2 Me vis] (+2 xp in MT)

Years 9 and 10 (60 xp)
Magic Theory 5+2 (25 xp)
Intellego 5 (5 xp)
Muto 5 (15 xp)
Perdo 5 (15 xp)

Year 11
Spring: Prepare talisman for enchantment [-18 Vi vis] (+2 xp in MT)
Summer: Attune talisman (+2 xp in MT)
Autumn: Instill power in talisman: Doublet of Impenetrable Silk MuAn18 [MuAn LT=36+] [-2 Vi vis] (+2 xp in MT)
Winter: LR [CrCo LT=36; LR +8] [-7 Co vis] (+2 xp in MT)

Years 12-22 (330 xp)
Finesse 9+2 (130 xp = 195 xp)
Animal 5 (15 xp)
Aquam 5 (15 xp)
Auram 5 (15 xp)
Herbam 5 (5 xp)
Ignem 5 (15 xp)
Imaginem 5 (15 xp)
Vim 5 (15 xp)
Spell Mastery 30 pts (15 xp = 30 xp)
The Invisible Glass-Maker, Mastery 2 (+10 xp)
The Invisible Glass-Worker, Mastery 2 (+10 xp)
The Mystical Carpenter, Mastery 2 (+10 xp)
Spells 90 pts
Chamber of Spring Breezes (CrAu 5, ArM5, p. 125)
Conjuring the Mystic House of Stone (CrTe 30r, new spell)
Crystal Dart (MuTe 10, ArM, p. 154)
Leap of Homecoming (ReCo 35, ArM5, p. 135)
Scales of the Magical Weight (InVi 5, ArM5, p. 158)
Sense the Nature of Vis (InVi 5, ArM5, p. 158)
Year 23
Spring: Instill power in talisman: Wizard’s Dodge ReIm25 [ReIm LT=49+] (+2 xp in MT)
Summer: Instill power in talisman: Cloak of Invisibility PeIm25 [PeIm LT=36+] (+2 xp in MT)
Autumn: Instill power in talisman: Cloak of Invisibility PeIm25 [PeIm LT=36+] (+2 xp in MT)
Winter: Instill power in talisman: Flight of Daedalus ReCo40 [ReCo LT=55+] (+2 xp in MT)

Year 24
Spring: Instill power in talisman: Flight of Daedalus ReCo40 [ReCo LT=55+] (+2 xp in MT)
Summer: Instill power in talisman: Endurance of the Berserkers ReCo 28 [ReCo LT=54+] (+2 xp in MT)
Autumn: Instill power in talisman: Image Phantom MuIm 25 [MuIm LT=35+] (+2 xp in MT)
Winter: Instill power in talisman: Image Phantom MuIm 25 [MuIm LT=35+] (+2 xp in MT)

Year 25(30 xp)
Spell Mastery 60 pts (35 xp = 70 xp)
Crystal Dart, Mastery 3 (+25 xp)
Invisible Sling of Talus, Mastery 3 (+25 xp)
Leap of Homecoming, Mastery 2 (+10 xp)

[size=150]Aging Rolls[/size]

35: Stress Die + 4 (age) - 1 (living conditions) - 2 (Bronze Cord) = +1
36-40: Stress Die + 4 (age) - 8 (LR) - 1 (living conditions) - 2 (Bronze Cord) = -7
41-50: Stress Die + 5 (age) - 8 (LR) - 1 (living conditions) - 2 (Bronze Cord) = -6
51-53: Stress Die + 6 (age) - 8 (LR) - 1 (living conditions) - 2 (Bronze Cord) = -5

Aging Roll for age 35: 1D10+1 = [7]+1 = 8 (No Aging Points)
Aging Roll for age 36: 1D10-7 = [3]-7 = -4 (No Aging Points)
Aging Roll for age 37: 1D10-7 = [4]-7 = -3 (No Aging Points)
Aging Roll for age 38: 1D10-7 = [2]-7 = -5 (No Aging Points)
Aging Roll for age 39: 1D10-7 = [3]-7 = -4 (No Aging Points)
Aging Roll for age 40: 1D10-7 = [8]-7 = 1 (No Aging Points)
Aging Roll for age 41: 1D10-6 = [7]-6 = 1 (No Aging Points)
Aging Roll for age 42: 1D10-6 = [4]-6 = -2 (No Aging Points)
Aging Roll for age 43: 1D10-6 = [3]-6 = -3 (No Aging Points)
Aging Roll for age 44: 1D10-6 = [3]-6 = -3 (No Aging Points)
Aging Roll for age 45: 1D10-6 = [2]-6 = -4 (No Aging Points)
Aging Roll for age 46: 1D10-6 = [6]-6 = 0 (No Aging Points)
Aging Roll for age 47: 1D10-6 = [3]-6 = -3 (No Aging Points)
Aging Roll for age 48: 1D10-6 = [5]-6 = -1 (No Aging Points)
Aging Roll for age 49: 1D10-6 = [7]-6 = 1 (No Aging Points)
Aging Roll for age 50: 1D10-6 = [4]-6 = -2 (No Aging Points)

[size=150]Talisman - Ring of Daedalus[/size]
[18/18 vis]

A brass ring with a magnetite core containing a sphere of amber surrounded by chips of quartz. The amber has two small chambers hollowed out in it. The first contains a drop of mercury, and the second contains a pinch of cinnamon.

Shapes/Materials:

  1. Mercury
  2. Amber
  3. Brass
  4. Cinnamon
  5. Jewelry
  6. Quartz
  7. Magnetite (magnet)

Instilled powers:

Year 11, Autumn: Doublet of Impenetrable Silk
Year 23, Spring: Wizard’s Dodge
Year 23, Summer: Cloak of Invisibility
Year 23, Autumn: Cloak of Invisibility
Year 23, Winter: Flight of Daedalus
Year 24, Spring: Flight of Daedalus
Year 24, Summer: Endurance of the Berserkers
Year 24, Autumn: Image Phantom
Year 24, Winter: Image Phantom

Attunements:

Year 8, Summer: Mercury, +5 Mu
Year 8, Autumn: Mercury, +3 Te
Year 23, Spring: Amber, +3 Co
Year 23, Summer: Brass, +3 Ig
Year 23, Autumn: Quartz, +5 invisibility
Year 23, Winter: Jewelry, +4 protect self
Year 24, Spring: Magnet, +2 Re
Year 24, Summer: Cinnamon, +4 Im
Year 24, Autumn: Mercury, +3 Aq
Year 24, Winter: Magnetite, +3 An

[size=150]Powers in Talisman[/size]

Cloak of Invisibility
PeIm 25
R: Touch, D: Conc, T: Ind
The target becomes completely undetectable to normal sight, regardless of what he does, but still casts a shadow.
(Base 4, +1M Touch, +1M Conc, +1M changing image, +5 device maintains conc., +10 unlimited use = PeIm30)
LT = 5 (Pe) + 5 (Im) + 3 (Int) + 3 (Aura) + 7 (MT) + 3 (Inventive Genius) + 10 (Familiar) + 5 (talisman) + 5 (quartz) = 46

Doublet of Impenetrable Silk
MuAn 18
R: Touch, D: Sun, T: Ind.
Change an item made of animal material — silk, wool, or leather — so it cannot be cut or penetrated by weapons. A simple cloth doublet becomes the equivalent of armor with no Load and a +3 Soak bonus. Armor made of quilted material or any kind of leather improves its Protection by an additional +3. The magic does not make the armor better at absorbing shock, so this +3 bonus is the limit that can be bestowed without changing the material into something completely different. At the storyguide’s option, the bonus given by this spell may not apply against strictly blunt weapons like clubs and staves.
(Base 4, +1M Touch, +2M Sun, +6 50/day = MuAn 21)
LT = 5 (Mu) + 5 (An) + 3 (Int) + 3 (Aura) + 6 (MT) + 3 (Inventive Genius) + 10 Familiar + 5 (talisman) + 5 (mercury) = 46

Endurance of the Berserkers
ReCo 28
R: Touch, D: Conc, T: Ind
Your body acts as though it were unwounded and unfatigued for as long as you concentrate. Keep track of the actual Fatigue levels that the body loses while “berserk,” because as soon as the spell wears off, you lose those levels. If you run out of Fatigue levels, the spell terminates immediately and you fall unconscious. A character under the influence of this spell does risk worsening wounds, but he may not notice. Consecutive castings delay the end of the spell — that is, put off the time when accumulated
wounds take effect — but a body can only take a number of consecutive castings equal to its Size + 2. Further castings have no effect.
(Base 10, +1 M Touch, +1M Conc, +5 talisman maintains conc., +6 50/day = ReCo31)
LT = 20 (Re) + 10 (Co) + 3 (Int) + 3 (Aura) + 7 (MT) + 3 (Inventive Genius) + 10 (Familiar) + 5 (talisman) + 3 (amber) = 64

Flight of Daedalus
ReCo 40
The caster can fly. He must make an Intelligence + Finesse roll to change direction or speed, with an Ease Factor related to his current speed – Ease Factor 3 for walking pace, Ease Factor 9 for moderate speed, Ease Factor 12 for maximum speed. He can move at maximum speed as fast as a running horse – about forty miles an hour – but this is reduced by one mile an hour for every point of Load he carries. He cannot physically carry a Load which inflicts a Burden more than five points greater than his Strength (i.e., 15 points Load for a character with Strength 0, 10 points Load for a character with Strength -1, etc.) A second unencumbered individual is a Load 21 on average.
(Base 15, +1M Touch, +1M Conc, +5 talisman maintains conc, +10 unlimited uses = ReCo40)
LT = 20 (Re) + 10 (Co) + 3 (Int) + 3 (Aura) + 7 (MT) + 3 (Inventive Genius) + 10 (Familiar) + 5 (talisman) + 4 (mercury) = 65
(This is adapted from Mercury’s Winged Sandals from TME)

Image Phantom
MuIm 25
R: Touch, D: Conc, T: Ind
Any one thing, including a living thing, can be made to appear as if it were something else of approximately the same shape and size. The illusion cannot be cast on things that have a shape or size improper to the final appearance. If the target moves or is moved in such a way that the illusion is inappropriate, it looks very strange indeed.
(Base 5, +1M Touch, +1M Conc, +5 talisman maintains conc., +10 unlimited uses = MuIm30)
LT = 5 (Mu) + 5 (Im) + 3 (Int) + 3 (Aura) + 7 (MT) + 3 (Inventive Genius) + 10 (Familiar) + 5 (talisman) + 4 (Cinnamon) = 45

Wizard’s Dodge
ReIm 25
R: Touch, D: Sun, T: Ind
Talus’s image appears up to 1 pace from where he actually is, so attacks aimed there are likely to miss him. Whenever the image is successfully struck, it disappears and reappears in another spot. In combat, early attacks are aimed at the image, and so automatically miss him. Once the image has been hit once, he has a +9 bonus to Defense, as attackers must try to find him in a fairly large area.
(Base 2, +1M Touch, +1M Conc, +1M changing image, +1M moved image matches changes +5, device maintains conc., +10 Unlimited = ReIm25)
LT = 20 (Re) + 5 (Im) + 3 (Int) + 3 (Aura) + 7 (MT) + 3 (Inventive Genius) + 10 (Familiar) + 5 (talisman) + 3 (Cinnamon) = 59

[size=150]Vis Management[/size]

Years 1-7
Gain 28 Re vis
Total vis on hand: 28 Re vis

Year 8
Spend 9 Re vis on familiar
Trade 4 Re vis for 4 Me vis
Spend 4 Me vis on empowering familiar
Gain 4 Re vis
Total vis on hand: 19 Re vis

Years 9 and 10
Gain 8 Re vis
Total vis on hand: 27 Re vis

Year 11
Trade 27 Re vis for 20 Vi vis and 7 Co vis
Spend 18 Vi vis to prepare talisman
Spend 2 Vi vis to instill power in talisman [2/18]
Spend 7 Co vis on longevity ritual
Gain 4 Re vis
Total vis on hand: 4 Re vis

Years 12-22
Gain 44 Re vis
Total vis on hand: 48 Re vis

Year 23
Trade 10 Re vis for 10 Vi vis
Spend 10 Vi vis to instill powers in talisman [12/18]
Gain 4 Re vis
Total vis on hand: 42 Re vis

Year 24
Trade 6 Re vis for 6 Vi vis
Spend 6 Vi vis to instill powers in talisman [18/18]
Gain 4 Re vis
Total vis on hand: 40 Re vis

Year 25
Trade 27 Re vis for 7 Te vis and 20 Vi vis
Gain 4 Re vis
Total vis on hand: 17 Re vis, 7 Te vis, 20 Vi vis

In-Game Expenditures

Pay for passage through Mercere portal for Talus, Antonius, Julia, and Paphos.
Lose 4 Re vis
Total vis on hand: 13 Re vis, 7 Te vis, 20 Vi vis

[size=150]Spell Book[/size]

Conjuring the Mystic House of Stone
CrTe 30
R: Touch, D: Mom, T: Ind, Ritual
An elaborately carved building, formed from a single block of stone, rises out of the ground. The building stands 30 feet high and is 50 feet by 30 feet in dimension, with a foundation set 20 feet into the ground. You determine the design of the chambers within. [This is essentially Conjuring the Mystic Tower, but with a building instead. I tried to get the volume about the same.]
(Base 3, +1 Touch, +4 size, +2 elaborate design)

The Glass-Maker’s Keen Eye
ImTe 15
R: Voice D: Mom T: Group
The magus learns whether sand is suitable for use in glass making, with an indication of what kind of glass might result. [This is essentially the same as The Carpenter’s Keen Eye for glass making.]
(Base 3, +2 Voice, +2 Group)

The Invisible Glass-Maker
ReTe(Ig) 10
R: Voice D: Mom T: Group
The magus may transform a pile of sand into a finished block of glass, as if a glass maker had produced it. The magus must succeed with a Perception + Finesse roll substituting for Craft: Glassmaker against an Ease Factor at least 3 higher than the mundane Ease Factor. Failure reduces the sand into a block of useless material as if an incompetent beginner had worked on it. This spell has an Ignem requisite because of the heat required for the process. [This is similar to The Invisible Glass-Worker for glass making. The main differences are the Ig requisite, the change to Group target, and the change to Voice range.]
(Base 2, +0 Sand, +2 Voice, +2 Group)

Invisible Sling of Talus
ReTe 25
R: Voice D: Mom T: Ind
Hurl a stone (of a size that could be thrown with a mundane sling) at a target within range. Unlike the standard version of Wielding the Invisible Sling, this spell hurls the stone as a projectile. An aiming roll is required to hit the intended target, but if it succeeds, Magic Resistance offers no protection. The stone inflicts +15 damage and has a range increment of 20 paces.
(Base 15, +2 Voice)

Light Without Flame
CrIg 15
R: Touch D: Sun T: Ind
This spell creates a steady light as bright as daylight on a cloudy day. The light has no apparent source but illuminates an area about ten paces across, centered on a point indicated by the caster. This point may be a mobile item.
(Base 4, +1 Touch, +2 Sun)

Touch of Warmth
CrIg 5
R: Touch D: Sun T: Ind.
Maintains the target at a warm temperature.
(Base 2, +1 Touch, +2 Sun)

Okay, that should do it. I've tried to double check all the math. But I'm sure I've goofed up somewhere. Please let me know if anything doesn't add up.

I left a little bit up in the air, since I don't know exactly where it would be best for him to come from. I'll fill in native language and such as soon as that's settled.

I also wasn't sure about how to work his familiar. It'll be a ReCo familiar, and I'm not entirely certain what would fit that particular combination. I'm open to any suggestions. Also, there's the question of what type of creature it will be, magical animal or plain animal. I'm not sure how I should work that. And that leads to the question of how much a help the familiar would be in the lab in later years. I left that open, assuming it would be some kind of help. I'll adjust the numbers for the talisman once I figure out how the familiar will contribute. And if that means some of the powers have to get shuffled or dropped, I'll do that then.

I'm getting 11 points in virtues... depending on how you fix that could affect all subsequent calculations.

I get:

1 Affinity with Finesse (general)
1 Affinity with Rego (hermetic)
1 Cautious Sorcerer (hermetic)
3 Flawless Magic (hermetic)
0 The Gift (hermetic, free)
0 Hermetic Magus (social, free)
1 Inventive Genius (hermetic)
1 Personal vis source: Rego (hermetic)
1 Puissant in Finesse (general)
0 Puissant in Magical Theory (general, free)
1 Unaging (supernatural)

That comes out to ten, doesn't it?

Wow, those of us who came to this game late really crapped out. 30 xp/year can't hold a candle to the 60+ xp/year (and even 70+ xp/year, and the occasional 80+ xp/year) that season-by-season advancement gave with those amazing books in the caravan.

But oh well, I guess you gotta take what life gives you.

found the problem- I'm used to putting the house virtue at the top, so I put it there in my version.
Then I listed it again.
resuming analysis... what is your native language?
glass making and glass working would be the same craft. Seriously, even in GURPS they would be the same and it is much more detail oriented in those terms than AM.

Ah, I just alphabetized them all.

Native language will depend where he starts. I can easily pick somewhere. But I wanted to make sure you didn't need me to be from anywhere in particular to insert into the sage before I did.

Okay, as per my last edit, glass making and glass working are the same ability
you cannot specialize in mentem for your parma magica with a limited magic resistance to mentem.
20 xp into finesse during apprenticeship yielding 30 would be 3+2, not 2+2

you cannot specialize in mentem for your parma magica with a limited magic resistance to mentem.

Ah, I hadn't realized that. I'll choose another.

also (again editing instead of posting)
20xp in finess yields 30 for 3+2, not 2+2...(apprenticeship)

I picked Corpus for PM.

And how about I take Craft: Carpenter 1 instead of Craft: Glassworking 1? That makes sense with his carpentry spell.

That works: conjuring the mystic house of stone is CrTe:35, you have Cr:10, Te:5, Int:3 and MT:6+2, giving a lab total assuming an aura of 3 of 29, which means you could not have that spell to start. Also "precise" does not need to be added as a level of magnitude for that spell, that guideline is only listed under illusions.