The Cast of Characters

This thread will be updated often as we finish development, and will contain finalized character sheets.

Full character sheets and other goodies appear below. Short descriptions of PCs and NPCs will appear here soon.

[size=150]Korvin ex Mercere[/size]

Characteristics: Int +3, Per 0, Pre 0, Com +2, Str 0, Sta +1, Dex 0, Qik 0
Size: 0
Age: 28 ( 28 ) Height: 5'7'', Weight: 150 lbs, Gender: Male
Decrepitude: 0
Warping Score: 0 (0)
Confidence: 1 (3)
Personality Traits: Level headed +3, Analytical +1 , Responsible +2

Virtues : The Gift, Hermetic Magus, Puissant Creo, Improved Characteristics, Tamed Magic, Boosted Magic Mutantum Magic, Mastered Spells, Puissant Muto, Arcane Lore (50/50), Inventive Genius (Invent Lab Totals: +3)

Flaws: Pagan, Lecherous, Necessary Condition (Casting tools), Legacy, Dutybound, Hermetic patron (Milvinus mage)


Dodge: Init: +0, Attack , Defense +1, Damage

Fist: Init: +0, Attack +1, Defense +1, Damage +0

Kick: Init: 1, Attack +1, Defense +0, Damage +3

Soak: +1
Fatigue levels
: OK, 0, 1, 3, 5, Unconscious
Wound Penalties: 1 (1 5), 3 (6 10), 5 (11 15), Incapacitated (16 20)

Abilities: Italian 5, Magic Theory 3, Parma Magica 2, Code of Hermes 1, Penetration 2, Animal Handling 2, Bargain 2, Carouse 2, Concentration 1 (lab work), Folk Ken 2 (the opposite sex), Guile 1 (fast talk), Intrigue 1 (plotting),Chirurgy 1 (diagnosis), Teaching 2, Survival 2(Mountains), Latin 4, Artes Liberales 1 (ritual magic), Philosophiae 1 (ceremonial magic), Medicine 2 (physician), Finesse 1 (precision), Single Weapon 2 (Sword, Short & Heater), Brawl 2, Northern Alps Lore 2 (geography), Magic Lore 0

Arts: Cr 9+3, In 3, Mu 9+3, Pe 3, Re 6, An 6, Aq 1, Au 1, Co 10, He 1, Ig 2, Im 1, Me 2, Te 2, Vi 2

Equipment: Winter clothes, Wizard's robes, pack, Heater and short sword.
Encumbrance: 2 (2)

Magic Sigil
: His spells take the shapes of birds.

Spells Known:

The Chirurgeon's Healing Touch (CrCo 20) +27, Mastery 1 (tethered casting)
Gift of the Bear's Fortitude (MuCo 25) +24, Mastery 1 (stalwart casting, tethered casting)
Physician's Eye (InCo 5) +15, Mastery 1 (lab mastery,tethered casting)
By His Works (CrMe 5) +16, Mastery 1 (lab mastery,tethered casting)
Palm of Flame (CrIg 5) +16, Mastery 1 (harnessed casting,tethered casting)
The Tireless Flight (ReCo 20) +18, Mastery 1 (Lab Mastery)
Heat of the Searing Forge (CrIg 10) +16, Mastery 1 (tethered casting)
Ward Against Faeries of the Mountain (ReTe 5) +10, Mastery 1 (lab mastery)
Circle of Beast Warding (ReAn 10) +14, Mastery 1 (tethered casting)
Eyes of the Cat (MuCo(An) 5) +20, Mastery 1 (tethered casting)

Vis saved: 2 An, 1 Ig, 3 Cr

Grimoire of Ariane ex Mercere

  • Shape of the Ancient Kite MuCo(An) 40 - HoH:TL
    o (base 20 +1 Touch, +3 Moon; Harnessed, Tethered)

  • Sense the True Path InTe15 - HoH:TL
    o Base 2, +4 Arcane Connection, +1 concentration; Boosted, Tethered

  • Shape of Nighttime Flier (owl) MuCo30(An)
    o like Cloak of Black Feathers except the shape is an owl and only some feathers are needed.
    o (base 20 +2 Sun; Tethered)

  • The Wizard's Mount CrAn35
    o pg 117 main book)

Born in Harco, Korvin's gift was discovered early much to the excitement of his parents and others in the house. He was raised on tales of the founder and the duty to the house. His talent with Muntantes magic plus a knack for Creo had many in the house talking about the bloodline of the founder was very strong in him. Not long after puberty, he found that there were other expectations for someone with a strong gift in the House. Over the years he has sired 16 children ( that he knows of). Three of which have turned out to be gifted. This has only increased the amount of attention he gets.

After his Gauntlet, he spend 6 years at Harco refining his Arts. The seventh year, the year he would spend as a Redcap, was an eye opener for Korvin. He had been sheltered at Harco. always the golden boy. During his apprenticeship, he was not given many duties as a Redcap. Mostly he and his master would visit major Mercere houses and would do much of their traveling via portals. This time he was given a group of covenants in the Greater Alps Tribunal and was able to travel. Most of the time he was accompanying by a senior Redcap to teach him various routes and skills he would need to survive but it was a thrill to be able to talk to other folk and see how they lived. And more interestingly for him, he got to meet several of the children that he had fathered.

When he returned to Haco, Korvin decided to move to a new covenant. There was much discussion within the House about where he should go. Korvin vetoed suggestions to put him in Primus Covenants or others were on major trade routes. He choose the Greater Alps Tribunal and the senior Redcap, a woman named Alcyone, said she would set him up at the White Lady. So a deal was done with Jacopo ex Tytalus and a satellite Redhat house was set up at the Covenant with a portal in place to Harco.

Korvin has be recruited into Milvi Antiquiti and is learning the spells to help the distribution of books.

Jonathan of Flambeau: John Brian of Yorkshire; after 8 years
Characteristics: Int +1, Per +0, Com +1, Pre +2, Str +1, Sta +2, Dex +0, Quik +1
Size: 0
Age: 39, appears 39 (apprenticed age 16, gauntlet age 31, current age 39)
Longevity: none yet
Decrepitude: 0
Warping: 1 (8)
Confidence: 2 (6)
Virtues: +0 Gifted Hermetic Magus, +F Warrior (School of Ramius), +3 Gentle Gift, +1 Apt Lab Student, +1 Fast Caster, +1 Improved Characteristics, +1 Self Confident, +1 Puissant Parma Magica, +1 Puissant Single Weapon, +1 Venus’ Blessing
Flaws: -3 Compassionate, -3 Short Ranged Magic, -1 Creative Block, -1 Dutybound, -1 Mentor, -1 Weakness (ladies)
Personality Traits: Compassionate +3, Brave +3, Loyal +2, Responsible +2
Reputations: Desirable 2 (local single ladies), Heroic 1 (local), House Flambeau Acclaim 2
Dodge: Init +1, Atk n/a, Def +5/+14, Dmg n/a
Grapple: Init +1, Atk +5, Def +6, Dmg +1
Fistfight: Init +1, Atk +4, Def +5, Dmg +1
Longsword: Init +3, Atk +12, Def +10/+19, Dmg +7
Soak: +4/+15 (base +2, +2 for studded leather hauberk, +3 for DoIS, +5 for his various Endurance spells, +3 for GotBF)
Fatigue: OK, 0, -1, -3, -5, ko
Wounds: -1 Lt (1-5), -3 Med (6-10), -5 Hvy (11-15), Incap (16-20), Dead (21+)
Twilight Scars & Effects: none yet
Magic Sigil: cleanliness
Symbolic Sigil: a Hermetic Coat of Arms, bearing the symbol of House Flambeau and other symbols of importance
Equipment: longsword, studded leather hauberk, knife
Encumbrance: 1 (Burden 3, Load 2, Str +1)
Abilities: Artes Liberales 1 (literacy), Athletics 2 (playing sports), Awareness 2 (alert), Brawl 4 (grappling), Carouse 2 (socialize), Charm 3 (flirt wit da girlies), Code of Hermes 1 (Alpine customs), Concentration 2 (spells), Etiquette 1 (magi), Finesse 3 (speed), Folk Ken 2 (men folk), Guile 2 (being smarmy), Intrigue 1 (alliances), Latin 4 (Hermetic), Leadership 2 (7xp) (combat), Magic Theory 4 (14xps) (inventing spells, especially from lab texts), Order of Hermes Lore 1 (Flambeau), Parma Magica 3+2 (Mentem), Penetration 1 (Creo), Profession-Scribe 1 (copying), Stealth 2 (sneak), Single Weapon 5+2 (longsword), Survival 1 (mountains), York Area Lore 1 (hometown), This Area Lore 1 (covenant)
Arts: Cr 5, In 4, Mu 5, Pe 4, Re 5, An 3, Aq 0, Au 3, Co 5, He 4, Ig 5, Im 0, Me 0, Te 5, Vi 2
Spells Known:
MuAn15 Doublet of Impenetrable Silk:
CrAu20 Fist of Jupiter: Mastered 1 (Fast Cast)
ReAu15 Endurance against Thunder & Lightning:
MuCo25 Gift of Bear’s Fortitude: Mastered 1 (Stalwart)
ReCo15 Endurance of the Berserkers: Mastered 2 (Imperturbable, Fast Cast)
ReCo15 Wizard’s Leap: Mastered 2 (Fast Cast, Stalwart)
InHe15 Shriek of the Impending Shafts:
CrIg10 Lamp Without Flame:
CrIg15 Blade of Virulent Flame:
CrIg20 Wrath of Reculed: Mastered 1 (Flexible Casting-Concentration)
ReIg15 Endurance against Heat & Flames:
ReIg15 Endurance against Cold & Frost
InTe15 Howl of the Steel Weapons:
ReTe5 Unseen Arm:
ReTe10 Invisible Sling of Villano: Mastered 1 (Fast Cast)
ReTe15 Endurance against Steel and Stone:

Background: John Brian was a popular youth back home in England. He had many girlfriends and could beat all his friends at wrestling. Because of the Gentle nature of his Gift, he wasn’t discovered until late in life. His master found him to be perfectly suited for the style of his school of fighting (Ramius), and taught him to be an exceptional fighter. After his gauntlet, his parens recommended him to Pietro of Flambeau, who became his mentor and found a place for him at (this covenant)
Jonathan loves the ladies, and they love him to. In addition to that, he is the compassionate sort that cannot bear to allow suffering of innocents or for wrongdoing to go unpunished. His greatest weakness is the fair damsel in distress, which is an encounter he has had more than once :p. Heroism is most often its own reward, and sometimes the experience is even more rewarding. It has gotten him into trouble a few times, and once it was a trap, but it is usually rewarding and well worth the risks.

Copied Lab Texts
CrAu20 Fist of Jupiter:
MuAn15 Doublet of Impenetrable Silk:
ReTe10 Invisible Sling of Vilano:
ReTe5 Unseen Arm:
MuCo25 Gift of Bear’s Fortitude:
CrIg20 Wrath of Reculed:
CrIg15 Blade of Virulent Flame:
CrIg10 Lamp Without Flame:

Description of New Spells
ReIg15 Endurance against Heat & Flames:
R: Touch, D: Sun, T: Ind
A low level ward that grants a +5 bonus to Soak against heat & fire related damage. There are similar Endurance spells granting similar Soak bonuses to other Forms. They are all the same level, and Jonathan knows variations that grant him a Soak bonus against Cold & Frost (ReTe), Thunder & Lightning (ReAu), and Steel & Stone (ReTe).
(Base 4, +1 Touch, +2 Sun)

CrAu20 Fist of Jupiter
R: Touch, D: Mom, T: Ind
You discharge a thunderbolt upon whatever you strike with your touch, inflicting +15 damage. Those hit by the thunderbolt must make a Strength stress roll of 12+ to remain standing. This spell fits well with the Vacillated Casting Special Mastery Ability.
(Base 3, +4 unnatural, +1 Touch)

CrIg20 Wrath of Reculed
R: Touch, D: Mom, T: Ind, Req: Rego
This spell creates a jet of flame that emanates from your hands, three feet wide and shooting out up to twenty paces in the direction you choose. Anything caught in the path of this flame suffers +15 damage (-1 per pace of distance). Aiming is usually easy for this spell (+1 on Targeting rolls), but going against strong winds can be difficult (-1 or more). A jet is a natural form of fire that can be found various places in the Middle East.
(Base 10, +1 Touch, +1 Requisite)

Description of New Mastery Ability
You choose one aspect of the spell, Range, Duration, or Target, and you can change it by one magnitude. Which parameter and how it is flexed (up or down) is fixed when you choose this Mastery Ability. Treat the spell as a normal spell of the adjusted level.

[size=150]Winds Silubreins[/size]

Full Name: Winds Silubreins, Ga-Waliths Bonisagus, Dauthu-Bleis
Translation: Silver Winds, Banisagus' Chosen, Condemed (Sentenced to Death)
House: Bonisagus (Formally Bjornaer) Reputation: Bonisagus House Acclaim: Boukoloi 0 (0) Heartbeast: Horse
Magic Sigil: Speed; Winds' spells all have the feeling of moving fast Voting Sigil: A horseshoe with runes inscribed upon it

Age: 32 Apparent Age: 25 Apprentice Age: 9 Height: 5'5" Weight: 140lbs. Gender: Female Size: 0
Decrepitude: 0 Warping Score: 2 (19) Confidence: 1 (3)

Intelligence: Scholarly +3
Perception: Alert +1
Strength: Dainty -1
Stamina: Long-Winded +2
Presence: 0
Communication: Blunt -2
Dexterity: Lithe +1
Quickness: 0

The Gift, Magus in Order of Hermes, Heartbeast, Puissant Magic Theory, Affinity with Creo, Inoffensive to Animals, Quiet Magic, Subtle Magic, Secondary Insight, Skilled Parens, Wilderness Sense

Careless Sorcerer, Driven (Continue Parens' Research), Enemies (House Bjornaer), Fear (Loud Noises), Motion Sickness, Study Requirement

Animal Handling: Horses 1 (5)
Area (Southern Germany) Lore: Geography 2 (15)
Artes Liberales: Geometry 1 (5)
Awareness: Alertness 2 (15)
Bjornaer Lore: Initiating Self 2 (15)
Brawl: Dodge 1 (5)
Code of Hermes: Greater Alps Tribunal 1 (8 )
Concentration: Spells 2 (15)
Finesse: Targeting 2 (18 )
Folk Ken: Magi 2 (15)
Guile: Fast Talk 2 (15)
Heartbeast: Changing into Animal 2 (17)
Language (Southern German): Slang 5
Language (Gothic): Bjornaer Usage 2 (15)
Language (Latin): Hermetic Terms 4 (50)
Magic Theory: Inventing Spells 3+2 (35)
Order of Hermes Lore: Politics 1 (5)
Parma Magica: Animal 2 (16)
Penetration: Creo 1 (5)
Scribe: Copy Lab Text 0 (1)
Wilderness Sense: Resources 3 (25)

Cr 13 (64), In 4 (13) Mu 7 (34), Pe 6 (21), Re 8 (28 )
An 2 (3), Aq 0, Au 2 (4), Co 4 (12), He 6 (24)
Ig 0, Im 5 (17), Me 0, Te 2 (3), Vi 5 (17)

Beast of a Different Color MuIm10 (+14)
Cabin in the Woods CeHe25 (+21)
Illusionary Rider CrIm20 (+20)
Improved Sling of Vilano ReTe15 (+12)
Movement of the Floating Body ReCo10 (+14)
One Giant Leap ReCo20 (+14)
The Plant Never Quite Lost InHe15 (+12) Side Effect: Caster's footsteps sound like hoofbeats
The Scent Removed PeCo15 (+12)
Shroud Magic MuVi20 (+14)
Sight of the Hidden Vis InVi10 (+11)
Silence is Golden PeIm15 (+13) Side Effect: Target appears to turn golden
Trackless Step ReTe10 (+12)
The Unseen Archer ReHe10 (+16)
Warming the Winter's Chill CrIg15 (+15)
Wizard's Call to Twilight CrVim20 (+20)
Wizard's Communion MuVi20 (+14)

Translated Lab Texts:
Wizard's Call to Twilight (CrVi20), Sight of the Hidden Vis (InVi10), Beast of a Different Color(MuAn10), Cabin in the Woods (CrHe25), The Unseen Archer (ReHe10)

Wizard's Robes

Dodge Initiative: 0, Defense: +2
Fist Initiative: 0, Attack: +2, Defense: +1, Damage: -1
Kick Initiative: -1, Attack: +2, Defense: 0, Damage: +2

Soak: +2

Winds' Grimoire:
Beast of a Different Color MuIm10
R: Tou, D: Sun, T: Ind
This spell makes any animal up to size +2 look different, though at least passably as the same type of animal.
Base 1, +1 Touch, +2 Sun, +2 Size

Cabin in the Woods CeHe25
R: Tou, D: Sun, T: Ind
This spell creates a sturdy circular house with an inner diameter of 31ft of living space. The ceiling is 6ft high at the walls, and slopes up to 8ft high at the peak. The walls and ceiling are both 1ft thick, and sport a stout wooden door with a latch. The cabin is also furnished with a table and chairs for 4. Base 3, +1 Touch, +2 Sun, +2 Size, +1 Intricacy

Illusionary Rider CrIm20
R: Tou, D: Sun, T: Ind
This spell makes an image of a clothed and equipped person that can make noise. Under your direct, unspoken command, the person can move about, speak, and behave as a human does as long as it remains in touch range.
Base 2, +1 Touch, +2 Sun, +2 Move at your command, +1 Intricacy

Improved Sling of Vilano ReTe15
R: Tou, D: Mom, T: Ind
Hurl a stone (of a size that could be thrown with a mundane sling) forcefully at a target withing range. .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 +10 damage on impact and has a range increment of 20 paces.
Base 5, +1 Touch, +1 for added damage

Movement of the Floating Body ReCo10
R: Per, D: Conc, T: Ind
Allows the caster to float in any direction, carrying up to 50 pounds, and moving as fast as smoke rises, slower if carrying a heavy load. This spell allows the caster to move vertically and horizontally.
Base 5, +1 Concentration

One Giant Leap ReCo20
R: Per, D: Mom, T: Ind
Transports you to any place within 500 paces either that you can see or that you have an Arcane Connection with. If you fail an Intelligence + Finesse stress roll of 9+, your arrival goes slightly awry.
Base 20

The Plant Never Quite Lost InHe15
R: Arc, D: Conc, T: Ind
This spell allows you to find any plant or plant product for which you have an Arcane Connection. Once the spell is cast, you can feel a tug in the direction the plant is while you concentrate. Following the pull eventually brings you to the plant, but you must make a simple Perception roll of 6+ to follow the sensation accurately (roll once per day for long journeys). If you break concentration, you much cast the spell again. Should the plant be dead, or have died since taking the Arcane Connection, a Perception roll of 9+ is needed.
Base 2, +4 Arcane Connection, +1 Concentration

The Scent Removed PeCo(An)10
R: Per, D: Sun, T: Ind
The spell is designed to stop a person or animal from giving off any scent for the duration of the spell.
Base 3, +2 Sun, +1 to affect animals as well

Sight of the Hidden Vis InVi10
R: Per, D: Conc, T: Vision
When cast, any vis present within range will appear to glow to the caster. This spell does not give any more specific information about the vis, such as type, amount or alignment.
Base 1, +1 Conc, +4 Vision

Silence is Golden PeIm15
R: Voi, D: Sun, T: Ind
The target of this spell cannot make a sound. They could however ring a bell to make noise but they themselves cannot generate a sound.
Base: 3, R: Voice +2, D: Sun +2, T: Individual

The Unseen Archer ReHe10
R: Tou, D: Mom, T: Ind
The caster magically fires an arrow he holds in his hand, as if shot from a bow. This requires an Aiming roll to hit, but it bypasses normal magic resistance and strikes for +6 damage (rage increment of 15 paces).
Base 5, +1 Touch

Warming the Winter's Chill CrIg 15
R: Tou, D: Sun, T: Room
This spell makes a room cozy and warm all day long.
Base 2, +1 Touch, +2 Sun, +2 Room

Wizard’s Call to Twilight CrVi20
R: Voi, D: Mom, T: Ind
The target of this spell instantly receives two warping points and, if a magus, must resist going into twilight.
Base 10, +2 Voice

Winds is a dainty woman with black hair and brown eyes that usually wears unadorned robes. Taking everything in stride, she is one of those people that seems to radiate boundless energy, and will repeatedly work herself to exhaustion if not reined in.

Early on in her Bjornaer apprenticeship, Winds experienced the Ritual of Twelve Years to awaken her heartbest. Not long after that, she and her parens stopped at a covenant to rest for a few days during their travels. A Bonisagus archmagus was visiting the covenant as well, and when he saw Winds, he immediately claimed her as his new apprentice. Oathbound, there was little the Bjornaer could do to dessuade Georgius from claiming Winds.

Unhappy, Winds was every bit the disgruntled apprentice as Georgius continued upon his journey. Georgius was not put off by her attitude in the least, determined to teach her what he knew while they trekked across Europe. Eventually, Georgius won Winds over with his magical theories and grand plans, making her realize the benefits that could come to all of the Order should his research prove sucessful. Georgius was attempting to rebuild some of the wild magical places that once stood throughout Europe, but were destoyed by the increasing mundane population and the dominion. Excited by what this could do for Bjornaer magi and their ancesters, Winds became a willing assistant, eagerly helping where she could and brainstorming new avenues of research.

But not all was roses and rainbows. Winds' old Bjornaer parens would not do anything against Georgius, but he did have to report what happened back to his House. The Bjornaer council was adament that no one, once initiated into thier heartbeast, is allowed to leave the House. The hunters were called upon to take care of this, declaring Wizards War upon Georgius, enabling them to take down George or Winds.

Georgius, being an elder archmagus, was adept at hiding his trail, and more than capable at handling the few Bjornaer that was able to find them. These encounters tore Winds apart, because she still considered herself part of the Bjornaer House and hated watching Georgius kill them, but at the same time she believed in the research they were doing, and felt that in the end House Bjornaer would benefit by what they were doing. Winds tried to talk to the hunters, but they would not listen.

Winds was eventually gauntleted and proclaimed a Magi Bonisagus in her own right. She continued to accompany Georgius around to help him with his research, and for the protection he offered from the magi Bjornaer. Almost eight more years went by before Georgius fell ill and they had to stop their travels. Winds stayed with him till the end, where upon his deathbed he revealed that he did not even know what house she was from, or how smart she really was when he chose her as his apprentice all those years ago. He just wanted someone to continue his work once he was gone. He also has a will, which he had written, witnessed, and sealed by a Queasator a few years ago, and that Queasator is holding it. His last request from Winds is to take his remains back to his home covenant, The White Lady.

Vowing to fulfill Georgius' last request and continue his research, Winds is carrying his body as quickly as she can to The White Lady to be interred, and to hear the reading of his will. Georgius said that the Quaesator would know when he died, and was paid to travel to the Alps to read it. He was very close mouthed about what was written in his will, only promising that he left her his personal journals about his research.

Winds has to be very careful now, for she is no longer under the protection of Georgius. The hunters are still out there, ready to kill her just because she is a Bonisagus with a heartbeast. She would like to stay in house Bonisagus, but does not believe the Bjornaer magi would let her live that way. The best she can hope for is to try to return to house Bjornaer, but it is difficult trying to talk to someone who is out to kill you.

[size=150]Winds Silubreins, Horse Heartbeast[/size]

Height: 14.5 Hands (4'10") at the withers Weight: 900lbs. Size: +2

Intelligence: Scholarly +3
Perception: Alert +1
Strength: Dainty +3
Stamina: Long-Winded +5
Presence: 0
Communication: Blunt -5
Dexterity: Lithe +1
Quickness: Spirited -1

Improved Characteristics, Long-Winded

Fear (Loud Noises)

Imposing Appearance, Fast Runner (+3 running), Good Jumper (+3 jumping), Tireless (2 extra fatigue levels)

Abilities, Physical:
Athletics: Running 4 (50)
Awareness: Predators 3 (30)
Brawl: Teeth 2 (15)
Survival: Forest 3 (30)

Dodge Initiative: -1, Defense: +1
Teeth Initiative: -1, Attack: +7, Defense: +3, Damage: +4
Hooves Initiative: -1, Attack: +3, Defense: +1, Damage: +3

Soak: +5

0, 0, 0, -1, -3, -5, KO

Wounds Levels:
1-7, 8-14, 15-21, 22-28, 29+

Winds' Heartbeast form is a spirited dapple grey mare with black mane, tail, points and muzzle.


Int +2 (Clever), Per +4 (Good Listener), Pre +1 (Big Smile), Com +1 (Jolly Tone), Str 0, Sta +1 (Spry), Dex 0, Qik +1 (Quick Step)

Size: 0
Age: 28, Height: 5'6'', Weight: 150 lbs, Gender: Male

Virtues and Flaws:
The Gift/0, Death Prophecy/3, Improved Characteristics (×2)/2, Puissant Awareness/1, Mythic Blood/3, Minor Magical Focus (Voices)/0 from
Mythic Blood, Great Perception/1, Hermetic Magus/0, Self-Confident (Confidence: +1)/0 from House

Weakness (Riddles and Puzzles)/0 from Mythic Blood, Blackmail/-1, Carefree/-1, Optimistic: Major/-3, Weak Parens/-1, Restriction (Can not
affect Mothers)/-3, Deficient Form (Auram)/-1

Greek 5, Awareness 2+2/15 and Puissant (Conversations), Charm 2/15 (Easing Tensions), Guile 2/15 (Outlandish Lies), Folk Ken 2/15
(Servants), Brawl 1/5 (Dagger), Intrigue 2/15 (Spotting Schemes), Artes Liberales 1/5 (Rhetoric), Athletics 1/5 (Walking Distances),
Finesse 1/5 (Precision), Penetration 2/15 (Imagonem),White Lady Lore 1/5 (Feuds), Parma Magica 2/15 (Mentem), Magic Theory 3/30
(Investigating Enchantments), Latin 3/30 (Hermetic Usage)

Cr 5, In 6, Mu 6, Pe 5, Re 7, An 1, Aq 2, Au 1, Co 7, He 3, Ig 2, Im 10, Me 8, Te 3, Vi 3

Spells Known:
Not This, But That (MuMe 10) +19
Hop, Skip, and a Jump (ReCo 15) +13
The Wall Speaks (ReIm 15) +21
Words of the Unbroken Silence (CrMe 10) +17
The Ear for Distant Voices (InIm 20) +19
Aura of Ennobled Presence (MuIm 10) +17
Bind Wound (CrCo 10) +13
Wizard's Sidestep (ReIm 10) +16
The Call to Slumber (ReMe 10) +12
Rise of the Feathery Body (ReCo 10) +13

Decrepitude: 0
Warping Score: 0 (0)
Confidence: 2 (5)

Dodge: Init: +1, Attack --, Defense +2, Damage --
Fist: Init: +1, Attack +1, Defense +2, Damage +0
Kick: Init: +0, Attack +1, Defense +1, Damage +3
Soak: +1
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)

Equipment: Robes, Dagger, a Turtle Shell

Sigil: Clarity

Mythic Blood Magical Effect: "Trust Me" PeMe 15 R Eye Dur Conc Targ Indv. Effect supresses or alleviates doubt the target might have
about Apple while Apple is looking at him. It does not instill trust or make the target take leave of his or her common sense.

Not This, But That
MuMe 15
R: Eye D: Sun T: Indiv
Base 4 +1Range +2 Duration

Causes the target to substitute one word for another whenever he tries to speak or write the original word. For example,
the target would say "Day" every time he meant to say "Night". The target word and it's replacement must be chosen when the spell
is initially cast. The replacement word is said normally ("The sun comes out in the Day. The moon comes out at Day.").

The Wall Speaks

R: Voice D: Conc T: Indiv
Base 4 +2 Range +1 Dur

Causes the caster's voice to emanate from another point in space than the caster's mouth. The effect starts after casting and ends
after concentration ceases.

Hop, Skip, and a Jump
ReCo 15
R: Touch D: Mom T: Indiv
Base 10 +1 Range

Transport target 5 paces

Not much is truly known of Apple's childhood. His Parens showed up at his home Covenant one day with Apple in tow. His Master hinted that the boy wss from
a special lineage, but as his Master was a well known liar, people quickly went back to what they were doing.

The boy was popular with the mundanes. Always smiling, always cheerful. And he was always such a good listener. He was a charmer who never seemed to get into
any trouble. One of the more astute magi said, "He could charm the serpent into taking a bite of the apple." It wsa an apt statement, and the boy was nick
named Apple.

When he was 10, his Master made him read the story of Oedipus. After putting away the book, his Master explained that Apple was a descendant of Oedipus, and that
was where his powers came from. His Parens had stolen the boy from the pagan temple where he was being brought up and that it was foretold that the boy would not
die until he became blind after learning the truth too late. Apple considered that and then looked up at his Master. "Does that mean you are my father?"

It took five more years for Apple to kill his Master. Apple finally succeeded after starting a rumor concerning an artifact his Master was looking for was in the
possession of a powerful Spirit. The Spirit learned his Master was coming (Apple talked to an owl who knew an area witch that was on friendly terms with the Spirit),
the encounter escalated quickly into violence, and Apple returned back to the Covenant, whistling a marching tune, and dragging his Parens body behind him.

House Tytalus recognized him as a Magi and then the Covenant told him to leave. Before he left, he helped himself to his Master's letters and papers. Of particular
interest were a set of letters in code. The code was tough. He finally figured out the cipher after four years of research. The letters were between his Master and
someone named "P". Apparently "P" was a member of a Covenant named White Lady, and "P" was an agent of his Master's. "P"s job was to feed information to a magi named
"J" regarding information about a magi named "C", and vice versa, as a way of fostering a feud between the two magi. "P" apparently was being generously rewarded by
both sides for his information.

Apple wrote to the head of White Lady, a housemate named Jacopo, and received a letter back. Once again his wise Parens had given him another Sphinx to outriddle.
Apple would prove he was up to the challenge.

Apple is a genuinely happy person because he knows what he is: a doomed, deluded soul who will die in bitter, terrible circumstances that could easily be avoided.
Now that he doesn't have to worry about that anymore, he can concentrate on the important things in life. For Apple, that is solving riddles and puzzles.

"Nonna" Francisca ex Miscellanea, Aged 81, 6 years out of Apprenticeship

Covenant of Origin: Orta San Guilio

Sigil: Simplicity - Nonna Francisca's sells tend to have results that are solidly functional, and she has a great difficulty working any sort of flair into her magic at all.

Warping: 0

Decrepitude: 19/2

Characteristics: Int:2 Per:2 Pre:3 Com:0 Str:-2 Sta:1 Dex:-3 Qik:-2

(free) A Light Garnish, (free) Subtle Magic, (free) The Gift Gentle Gift, Social Contacts, Gossip, Improved Characteristics, Strong-Willed, Quiet Magic x2, Affinity with Intellego

(free) Necessary Condition (Talking), Arthritis, Lame, Leaky Magic, Indiscreet (story), Deficient Technique (Perdo), Busybody

Personality traits: Nosy +1 No-nonsense +2 Talkative +2

Hermetic Magus 0

Abilities (specialization) xp / score
Guile (gossip) 15/2, Northern Italian (talking to commoners) 0/5, A Slight Garnish (Muto) 180/8, Animal Handling (cows) 30/3, Awareness (searching) 50/4, Bargain (selling) 75/5, Carouse (staying sober) 30/3, Charm (commoners) 140/7 Concentration (maintaining spells) 30/3, Hunt (trapping) 5/1, Folk Ken (commoners) 140/7, Intrigue (gossip) 50/4 Living Language Lengue d'Oc (storytelling) 50/4, Profession: baker (breads) 105/6, Ride (pack animals) 5/1, Survival (alps) 15/2, Teaching (baking) 15/2, Latin (negociating with magi) 50/4, Parma (Creo) 5/1, Artes Lib (rituals) 5/1, Magic Theory (Intellego) 50/4

Magical Arts
Cr 36/8, In (80)120/15, Me 55/10, Au 30/7, Co 3/2

Peering into the Mortal Mind (InMe 30)
R:Eye D:Mom T:Ind
Throughly probe and understand the contents of the mind of the target, including his or her immediate and long-term motives, personal strengths and weaknesses, and any other information.

Posing the Silent Question (InMe 20)
R:Eye D:Mom T:Ind
Ask one silent mental question of the target, then detect the answer.

Subtle Word to the Distant Companion (CrMe 20)
R: Arcane Connection, D: Diameter, T: Individual
Allows the caster to create words in the mind of a person to whom she has an arcane connection.

Ear for the Distant Voice (InIm 10)
R: Arcane Connection D: Diameter T:Individual
Allows the caster to hear the words spoken by a target to which she has an arcane connection. This works very well in conjunction with Subtle Word to the Distant Companion.

Calming Glance (CrMe 15)
R:Eye D:Sun T:Ind
Makes the target feel great affection for someone or something of the caster's choice.

Mistrustful Glance (CrMe 15)
R:Eye D:Sun T:Ind
A counterpart to Calming Glance, makes the target feel antipathy toward someone or something.

Whispering Winds (InAu 15)
R: Sight D:Conc T:Ind
The winds bear their tidings to Francisca's ears, allowing her to hear words spoken by any group of people within line of sight.

Words With the Gale (InAu 30)
R:Touch D:Concentration T:Group
Francisca can speak with weather phenomena, and while they do not necessarily speak sensibly, they are at least intelligible.

Nonna's Balm (CrCo 15)
R:Personal D:Sun T:Ind
Temporarily supporesses the affects of Nonna Francisca's arthritis, allowing her to move if her joints sieze up and even perform delicate tasks without pain.

Ability: A Light Garnish
The high peaks of the southern Alps are a wild and magical place, and the generations of people who make their homes in the valleys between them are changed subtly by the magic that is in the very air they breathe and the glacial streamwater they drink. The longer a person lives there, the more they are changed, to the point where the oldest inhabitants of the little mountain villages can work minor magics unconsciously.

Nonna Francisca's words have the power to change already active magical effects. In order to use this ability, a Com + Honest Tongue + aura + stress die roll must be made, with the ease factor equal to the level of the spell it is trying to change. For non-Hermetic effects, the ease factor is the ease factor the original caster had to beat, or (supernatural ability score)x5. It cannot change Range, Duration, Target, magnitude, or base effect of the target spell. It only works on spells or effects that have already been cast with a duration greater than Momentary. It cannot affect ritual spells. Instead, it makes a superficial change to the spell. It requires her to stay close, within the range of a conversation, and takes one minute per level of ease factor to cast, which she must spend talking. It cannot change sigils, and if used on her own spells, it makes her sigil more blatant.

Francisca was born in the little town of Alpe Cheggio on the Swiss-Italian border, at the foot of the mighty peak of the Weissmies. She was the town busybody and baker for many years, and her breads earned a well-deserved reputation as some of the best in Lombardy. She married twice and outlived both husbands, had seven children and almost two dozen grandchildren - and only lost a few - who now live throughout the Italian Alps. At the age of 58, she was bedridden with a severe illness, and a healer-magus with a reputation as a friend of the common man, Flavius ex Miscellanea, was sent for from the covenant of Orta San Guilio, north of Milan. It was he who first discovered her Gift, and she became his apprentice at the ripe age of 60. In the years since her apprenticeship, she has set up a little lab and sanctum outside of her old hometown in Alpe Cheggio, and helped her eldest granddaughter run her bakery.

Goal: Francisca's third child, Guido, was born with the Gift and taken to the Covenant of the White Lady as an apprentice at the age of fifteen. He never sent word home, but her first husband's death and her subsequent inheritance of his bakery put it out of her mind. Unbeknownst to her, her son had vanished in one of the Wizard's Wars between Jacopo of Tytalus and Cato of Jerbiton that ripped the covenant. Now, some forty years later, a Maga in her own right, she has decided to visit her son in his new home, only to find him conspicuously absent and almost certainly killed.

[size=150]Ilmari the Finn, Jarl of Winter[/size]

Ilmari the Finn, magus Ex Miscellanea
Ilmari looks every bit the wild northerner come to the city, preferring to dress in the manner of a huntsman or forester in sturdy wool, leather and winter furs, and at times with a handaxe in his belt or a longspear in his hands when traveling. His pale, crystal blue eyes have the characteristic foreign shape of the land of the Finns, and his ears are suspiciously pointed for one who claims no elvish blood, further reminding all that here is an outsider, to Europe, and to the Order. Generally unwelcome in the Order, he feels as much a foreigner as he looks, and speaks little, trusts less, shows very little emotion as a rule, and his greatest joy is found in a silent winter forest.

Ilmari was not yet twenty, the student of a powerful sorcerer from the frigid northlands, when his master rejected the Order’s invitation to join, and Finn saw him pay the price for that refusal. Ilmari, already wielding some small arcane power in his own right, was next given the same invitation, grudgingly entered the Order, and struggled over many long years to adapt his magic to the Hermetic model, with mixed success. His innate, untrained talents lay in the direction of his birth: snow, ice, and the cold of winter, but his personal interests had always embraced the snowy forests of the northland. The Hermetic model of magic has opened some new avenues of possibility, but has also shown him how to maximize those forces he was already familiar with, and in recent years he has begun to branch out into other uses of the Hermetic Forms.

One Bonisagus who witnessed his Gauntleting observed that he had achieved an impressive result with a minimal understanding of Magic Theory, and cautioned that the foreign magus could be trouble if he did not embrace the Hermetic Code. Several members of house Flambeau have their eye on Ilmari - some thinking of possible recruitment of this as-yet unproven force, some eager to march the hedgewizard the moment he steps out of line.

His Latin is marginal at best, his magic theory weak, but his power within his focus is impressive. He's a Hedgemage, no excuses, no apologies, tho' he might someday want to try out for team Flambeau - we'll see about that.


House: Ex Misc
Age 34 (Newly Gauntleted)
Characteristics: (9/10)
Int +2, Per +2, Pre +2, Com -3
Str +2, Sta +2, Dex +1, Qik +1
Size: 0
Age: 34 (34)
Decrepitude: 0
Warping Score: 1 (3)
Confidence Score: 1 (3)

Virtues and Flaws: The Gift; Hermetic Magus;
 Free Major Non-H: Ways of the Land (Winterland)
 Free Minor H: Cyclic: Winter half of year
+3 Major Magical Focus- Cold, Snow & Ice
+1 Enduring Magic
+1 Harnessed Magic
+1 Puissant Aquam (+3)
+1 Puissant Wilderness Sense (+2)
+1 Improved Characteristics (+3 pts)
+1 Piercing Gaze
+1 Wilderness Sense (skill)
= +10

-0 Compulsory M. H Flaw: (-3) Restriction: spell effect/target (no flame/ heat oriented spells, inc. Im & Me, except PeIg)
-3 Fury (re master's death, hedgewizards in general)
-3 Enemies - small group of Flambeaux
-1 OverSensitive (re death of his Master & etc, possibly other HedgeWizards)
-1 Deleterious Circumstances (hot environment)
-1 Hedge Wizard
-1 Warped Magic (frost)
= -10

Personality Traits: Independent +2, Untrusting +2, Cold +3
Reputations: -3 Hedgewizard (within Hermetic Order)
Axe: Init +3, Attack +8, Defense +5, Damage +7
Spear: Init +5, Attack +6, Defense +5, Damage +9
Staff: Init +4, Attack +5, Defense +6, Damage +4
LongBow: Init +0, Attack +8, Defense +4, Damage +10
Soak: +0
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Powers: none
Twilight Scars: none
Equipment: Winter fur cloak, long spear, hand axe
Encumbrance: none

Abilities: (Hermetic Age 8)
Athletics 2 (hiking), Area Lore: Estonia 1 (rural areas), Area (local) 1 (wildlands), Awareness 3 (alertness), Bargain 1 (magical services), Bows 1 (longbow), Brawl 2 (dodging), Code of Hermes 1 (Wizard’s Marches), Concentration 2 (spells), Craft: Bone Carving 1 (antlers), Faerie Lore 1 (fae of the "winterland"), Finesse 2 (Aquam), Folk Ken 2 (peasants), Great Weapon 1 (spear), Guile 2 (bluffing), Hunt 1 (tracking), Language: Finnish 5 (nature), Language: German 2 (grogs), Latin 3 (Hermetic), Language (local) 1 (peasants), Leadership 1 (intimidate), Legerdemain 1 (palming items), Magic Lore 1 (creatures), Magic Theory 4 (Aquam), Org Lore: Hs Flambeau (personages), Organization Lore, OoH 1 (personages), Parma 2 (Ignem), Penetration 1 (Aquam), Profession: Sleigh Driving 1 (reindeer), Single Weapon 1 (axe), Stealth 2 (natural areas) , Survival 3 (winter), Swim 1 (cold water), Wilderness Sense 3+2 (hazards)

[color=blue]Arts: [color=blue](after 8 years)

Cr 8 36 An 0 0 Ig 5 15 In 5 15 Aq 7+3 28 Im 0 0 Mu 5 15 Au 8 36 Me 0 0 Pe 5 15 Co 5 15 Te 0 0 Re 9 45 He 0 0 Vi 0 0
[color=blue]Spells Known [color=blue](after 8 years):
(with Level/+casting total, Te+Fo+Stam, plus Focus if applicable)CrAq 5/+28 Snowdrift
Cr(Mu)Aq 15/+22 Inexorable Force of Ice
Cr(Re)Aq 15/+29 Javelin of Ice (Mastery 1: multicast)
CrAq 15/+28 Block of Ice (LT 34 + 6 sim)
CrAq 20/+28 Black Ice
CrAq 25/+28 Tomb of the Glacier
CrAq 25/+28 Wall of Ice
InAq 4/+22 Age of Snows
InAq 15/+22 Story of the Snows
InAq 20/+22 Tale of the Winter Trail
InAq(Au) 25/+15 Clarity of Weather and Water
PeAq 20/+22 Shed the Winter Coat

CrAu(Aq) 30/+26 Blast of Winter

ReCo 15/+16 Spasms of Uncontrolled Hands (Group)
ReCo 20/+16 Lightness of the Elfin Step
ReCo 20/+17 Wizard’s Leap 500 paces (Mastery 1: fastcast)
ReIg(Co) 15/+16 Cloak against Cold

[color=blue]Spells, by Magnitude

Age of Snows
InAq 4
Learn the "natural properties" of snow that is touched.
(Base 3, +1 Touch)
(This spell was designed in "spare time" during another InVi spell - there is not much to the "natural properties" of snow, but it was this or allow the sense of "Smell" to not be affected by snow and ice.)

CrAq 5
Creates a massive snowdrift.
(Base 3, +1 Touch, +1 Diameter)

[b]Spasms of Uncontrolled Hands /b
ReCo 15
As spell of same name but Group.
(Base 2, +2 Voice, +1 Concentration, +2 Group)

Javelin of Ice
Cr(Re)Aq 15
R: Voice, D: Momentary, T: Individual
Creates an exceptionally large icicle which flies to the target, doing d+10 damage, with armor reducing this as normal, and rigid armors doubling their effectiveness vs. the ice with Storyguide approval. This spell cannot miss, but it must penetrate if the target has magic resistance.
(Base 4, +2 Voice, +1 Rego effect)

Block of Ice
CrAq 15
R: Voice, D: Diameter, T: Individual
This simple spell creates a single rough block of ice, in the shape of a squat cylinder, approximately 1 pace in diameter and as much in length, and weighing a ton, anywhere within Voice range. By design the spell creates the cylinder on end, but a Finesse roll, usually an Easy task, allows the mage to manipulate its orientation as desired. Once created, the block lasts only for the duration of the spell, then crumbles and vanishes in a puff of mist.
(Base 4, Voice +2, Diameter +1)

Cloak against Nature's Worst Cold
15 ReIg(Co)
R: Personal, D: Sun, T: Ind
Keeps cold up to +10 out from the target, which is ruled (by this SG/Troupe) to be “as cold as nature usually gets”. So long as a human can generate a little heat, the cold will not enter and counter-act it, but this does nothing to “warm” a cold target. The Corpus requisite attunes the spell to a “proper” body temperature, and does not allow one to overheat with exertion.
(Base 4, +1 Touch, +2 Sun, free requisite)

Story of the Snows
InAq 15
R: Self, D: Momentary, T: Touch
At the moment this spell is cast, the mage gains an understanding of the “natural properties” of snow or ice immediately surrounding them, including age, different layers, the contour beneath. It also shows what tracks have been and are being made, showing where creatures are now standing. The mage also knows which direction each of those tracks have been heading, unless that snow or ice has been scattered since they were made. The caster gains only an image of the tracks made, not the feet making them, so a Hunting or appropriate Lore roll would be needed to know exactly what creature makes that track, though some, like humans and shod horses, are fairly easy to guess. Ice reveals similar information; it is not necessary for the foot to leave an impression, just to have stepped upon the material. The area known is approximately 150 paces in all directions.
(Base 3, +1 Touch, +3 size)

Inexorable Force of Ice
Cr(Mu)Aq 15
R: Voice, D: Concentration, T: Individual
This spell creates water that is sent into the flaws and seams in an object or construction, then turns to ice that slowly expands within any natural cracks and flaws, then repeats, continuously refilling and re-expanding, and eventually breaking the object apart. This occurs slowly, and may require several minutes of concentration depending on the extent of the damage desired. Almost any seam can be forced and weakened in this matter, especially stone construction of any scale. As a rule, the maximum surface area of a section of construction or object that can be effected is about 50 square paces – a section of a wall 5 paces tall by 10 long, for instance. Note that the target is the water and ice created, so a multi-part object can be broken up with this spell. (While ice naturally expands, it normally takes decades or centuries of winters to achieve this effect, and so this SG judged that this is not a perfectly "natural" final effect for the water created.)
(Base 3, +2 Voice, +1 Conc, +1 slightly unnatural)

Wizard’s Leap
ReCo 20
500 paces
(Base 20, personal)

Lightness of the Elfin Step
ReCo 20
R: Touch, D: Moon, T: Individual
Allows the target to move at a walking pace over water, deep snow or the thinnest ice, or other "surface". Waves or other challenges on such alien terrain may require Athletics rolls, and traction could be a problem. Very little pressure is exerted to leave any tracks. Attempting faster movement will will break the support of the surface for the moment (tho’ this does not break the spell), and the target can, carefully, climb back upon the surface, as it still "supports" them if they move slowly. The spell does not guarantee that the target can’t fall or will remain dry, only that the surface will support her slow movement.
(Base 4, +1 Touch, +3 Moon)
(aka The Mage from Galilee)

Black Ice
CrAq 20
R: Voice, D: Diameter, T: Individual
Creates a sheet of wet ice that covers a surface of about 20 paces diameter as naturally occurring ice would, including floors, walls, icicles and so forth. The wet ice is extremely slippery, and anyone attempting to change direction or speed, including turning, stopping or starting while on this ice sheet, will automatically fail, and will slip and fall if they fail a Dex roll of 9+, doing damage of d-5 (with soak from any armor as normal) on the hard surface. The ice is about two or three inches thick, which if over water or another yielding surface is enough to support the weight of a full grown man, or several if they are spread out. The ice could be broken up given enough time and an appropriate tool of some sort. The spell name refers not to the color of the ice, but to the usually unforeseen danger it holds.
(Base 3, +2 Voice, +1 Diam, +1 size, +1 unnatural)

Tale of the Winter Trail
InAq 20
R: Self , D: Sun, T: Hearing
This spell allows the caster to sense tracks that have been made in snow or over ice, even if they’re not visible or have been covered over. The mage can hear the tracks, even below snow that has covered them over, and can “hear” a difference in different sets of tracks. This spell gives no clue as to what made the tracks. If tracks have been erased or otherwise destroyed there is nothing to make noise, and if buried under deep drifts the sound can be faint beyond hearing.
(Base 3, +2 Sun, +3 Hearing)

Shed the Winter Coat
PeAq 20
R: Sight, D: Momentary, T: Part
Destroys all snow, ice and frost, which might be equivalent to covering something up to the size of a small house. The ice turns to a thin grey mist that then disappears completely.
(Base 4, +3 Sight, +1 Part)

Tomb of the Glacier
CrAq 25
R: Voice, D: Sun, T: Individual
This spell completely encases a subject in a massive block of magical ice, where they will slowly suffocate over the next few minutes if not released. This requires a Targeting roll to hit, depending on the speed of the intended victim. With an Average Finesse roll (or a Targeting roll that misses by only 1), the block can be created to not completely encapsulate the victim, but merely trap one part or another of them. The magical ice is not freezing but cool to the touch, and only as vulnerable to heat as any water would be. At the end of the spell, the ice dissolves into vapor, leaving no trace except perhaps an imprint of its weight in the ground – and, of course, anything that had been trapped within.
(Base 4, +2 Voice, +2 Sun, +1 complexity)

Clarity of Weather and Water
InAq(Au) 25
R: Touch, D: Sun, T: Individual
The target’s senses are unhindered by snow, ice, water, rain, fog, or any other such air or water phenomenon. The Spell also allows the caster to simultaneously perceive where the boundaries of such are and what material they are looking through, which may be desirable if navigating snowdrifts or ice caverns, etc. Magical weather or ice must be Penetrated.

(Base 1, +1 Touch, +2 Sun, +4 Vision, +1 Req)

Wall of Ice
CrAq 25
R: Voice, D: Diameter, T: Individual
Creates a long wall of solid, magical ice, a pace thick, 40 paces long, and 5 paces tall, with a rounded top. This length is slightly curved, and the mass of ice freezes itself to the ground where it is created, and so unless the ground is unreliable it is quite stable and solidly fixed. Smooth and slick, attempting to climb it is futile, and attempting to chop footholds might take more time than this wall will last, a few minutes generally with an appropriate tool or weapon. It can, if needed, be created in midair and allowed to crash to the ground, shattering loudly and usually crushing anything unlucky enough to be beneath it. If cast in a space tighter than its maximum length, the spell fails unless a Finesse roll is made, from Easy if the space is slightly too small to Nearly Impossible if the space is only a man-squeeze wide. The magical ice is cool but not cold, and evaporates with amazing speed when the spell ends. As it does not rely on cold (PeIg) to maintain it, fire has as much effect on it as it would on a similar wall of water.
(Base 4, +2 Voice, +1 Diam, +1 slightly unnatural liquid, +1 size)

Blast of Winter
CrAu(Aq) 30
R: Sight, D: Diameter, T: Individual
Creates a full blizzard, complete with gale force winds and flying ice, in an area approximately 100 paces across, in any weather or location, even indoors or deep underground. The blinding snow and raging winds would be overwhelming at almost any time- to experience such suddenly, especially out of season, would be most distressing to most mundanes. The Aquam requisite adds small shards of ice to the gale that rip at anything within, but do little more than temporarily blind and sting, and shred delicate material, though animals will often panic, and more intelligent victims have a good chance to as well (Damage d-10 each round with triple soak for armour or even thick clothing. Wounds the the eyes or bare skin are most common.) This effect is not intended to actually injure but to utterly confuse, discourage and delay opponents, though they may well injure themselves in that confusion.
(Base 3, +3 Sight, +1 Diameter, +1 unnatural, +1 second weather phenomenon, +1 Req)