[size=150]Sólstafir, Speculum Labyrinthum, a Magic Mirror[/size]
One trustworthy merchant, who uses to provide the strange items magi require to equip their labs, approach the covenant talking about a mirror he has heard about to a fellow who uses to work for a rival old covenant. The mirror, which can be installed in a lab as a Major Feature, is now for sale at a fairly reasonable price, and have the strange effect of making the magic aura stronger around it.
But the mirror also have other unexpected and secret powers, including the ability to contain a lock out portable regio, which may be empty, or where someone or something may be hiding, or trapped, or hunting, or traveling, or just waiting.
Magic Might: 36 (Imaginem) (currently 15)
Vis: 8 pawns, colored cristal shards, if broken
Characteristics: Int +2, Per +3, Pre +3, Com +3, Sta -3, Str +3, Dex 0, Qik +1
Size: 6
Season: Summer
Virtues & Flaws: Arcane Lore, Innofensive to Magical Beings, Keen Vision, Magic Thing, Piercing Gaze, Premonitions, Puissant Penetration, Second Sight; Baneful Circumstances (when covered or in darkness) (Inferiority), Blatant Magical Air (Inferiority), Magical Air, Mute (Inferiority), No Hands (Inferiority), No Sense of Direction, Plagued by Supernatural Entity (trapped on closed regio level), Slow Power (x3) (Inferiority), Visions (Inferiority), Warped Senses (Sensitive to Darkness) (Inferiority), Weak Characteristics (x3) (Inferiority)
Magical Qualities & Inferiorities: Greater Power (x3), Improved Might (x11), Improved Powers (x4), No Fatigue (Free), Personal Power (x4), Ritual Power (x5); Major Flaw: Blatant Magical Air, Major Flaw: Mute, Major Flaw: No Hands, Minor Flaw: Baneful Circumstances, Minor Flaw: Slow Power (x3), Minor Flaw: Visions, Minor Flaw: Warped Senses, Minor Flaw: Weak Characteristics (x3), Temporary Might (Free)
Personality Traits: Twisted +3, Curious +2, Patient +2
Reputations: Either none or Magic Mirror Which Increases Lab Auras by +1 (hermetic) (though that last reputation could make clear the mirror's nature to magi with high Magic Lore scores).
Soak: -3
Wound Penalties: -1 (1 - 11), -3 (12 - 22), -5 (23 - 33), Incapacitated (34 - 44), Dead (45+)
Abilities: Folk Ken (staring people) 3, Premonitions (staring people) 5, Finesse (reflections) 5, Former Covenant Lore (former owner's sanctum) 2, Current Covenant Lore (owner's sanctum) 2, Awareness (room) 4, Charm (staring people) 4, Guile (staring people) 4, Penetration (imaginem) 3 + 2, Second Sight (room) 3
Powers:
—Reflections' Brightest Pupil: 0 point, Init -2 Penetration 42, Imaginem.
R: Arc., D: Sun, T: Ind.
The mirror becomes aware of everything that happens in the space it reflects, which can be as big as a structure, but is constrained by locked doors, so it uses to be just a room. The mirror produces a yearly harvest of 2 pawns of vis vim as colored mist around its borders. If it's Regio power is working, the Mist is place on the mirror's face inside the Regio, so it doesn't have to be actually accessible. (Based on Spirit's Presence common power). InIm 35 (base 2, +4 Arc, +2 Sun, +1 non-Hermetic effects)
InIm 30: Greater Power (-3 Might cost, Constant)
—Reflection of the Mirror's Will: 0 point, Init 0 Penetration 42, Imaginem.
R: Per., D: Conc., T: Ind.
Creates images and sounds on the mirror's surface, actually changing its reflection to whatever the mirror wishes. To create a specific image or detail it must pass a Finesse roll. (Base 2, +1 Concentration, +2 changing images, +1 intricacy)
CrIm 10: Greater Power (-1 Might cost)
—Prying Mirror: 1 point, Init 0 Penetration 37, Imaginem.
R: Touch, D: Conc., T: Structure
The mirror can reflect the inside of any other room from the structure he's installed in. (Base 1, +1 Touch, +1 Concentration, +3 Structure)
InIm 10: Personal Power
—Peering into the Mortal Mind: 0 point, Init -3 Penetration 41, Mentem.
R: Eye, D: Conc., T: Ind.
The mirror can thoroughly probe and understand the contents of any target that looks at his reflection, including his or her immediate and long-term motives, personal strengths and weaknesses, and other pertinent information, and change the image it returns to display secenes of their fears and wishes. (Base 25, +1 Eye, +1 Concentration, +1 Imaginem requisite)
InMe(Im) 40: Greater Power (-4 Might cost)
—Thoughts within Babble: 0 point, Init -2 Penetration 41, Mentem.
R: Per., D: Sun., T: Room
The mirror can understand the meaning of the speech of those within the target area, no matter what language they speak in. Perception or Communication stress rolls are needed for difficult exchanges or second meanings. (Base 5, +2 Sun, +2 Room)
InMe 30: Personal Power (-3 Might cost, Constant)
—Mirror that Neither Breaks Nor Cracks: 1 point, Init -1 Penetration 36, Terram.
R: Per., D: Sun, T: Ind.
The mirror's magical nature makes it able to fix himself of cracks and breakings, which close themselves inmediatly unless the mirror is destroyed in one single blow. On game terms, only a fatal wound would destroy it. Lesser wounds are healed in as many rounds as their wound penalty. (CrTe 5, +2 Sun) (Slow Power)
CrTe 20: Greater Power (-1 Might cost, Constant)
—The Spotless Silver Lake: 0 point, Init -1 Penetration 41, Terram.
R: Per., D: Sun., T: Ind.
The mirror's surface is always clean of dirt and stains. Dirt is repelled away, while stains dissolve into the reflection. (Base 5, +2 Sun)
ReTe 20: Personal Power (-2 Might cost, Constant)
—Moonlight over the Mirror's Sight: 0 point, Init -1 Penetration 41, Ignem.
R: Touch, D: Sun, T: Room
The mirror may produce a light as strong as moonlight illuminating the room where it stands. He truly needs this light to avoid being hurt by his Warped Senses: Sensitive to Darkness flaw. (Base 1, +1 Touch, +2 Sun, +2 Room)
CrIg 15: Personal Power (-2 Might cost, Constant)
—Black Mirror: 1 point, Init +1 Penetration 36, Mentem.
R: Eye, D: Mom., T: Ind.
The mirror can display an scene so disturbing that any target not passing a Stamina stress roll of 15+ will go completely insane (as Black Whisper in the corebook). (Base 15, +1 Eye)
PeMe 20: Greater Power (+2 Initiative, -1 Might cost)
—Doorway to the Twilight Halls: 8 points, Init -29 Penetration 1, Vim.
R: Touch, D: Mom., T: Boundary
Upon using the power, a Magic regio forms inside the Mirror, shaped as the reflection of the space it controls through his Reflections' Brightest Pupil power at the moment of using this power. The regio has a single layer, which has a Magic aura 1 point higher than the current Magic aura (or an aura of 1 forms if there is no supernatural aura or a Divine, Faerie, or Infernal aura). This power can be used more than once to create additional layers to the regio; each additional layer has an aura 2 points stronger than the previous layer, up to a maximum of 10. The contents of each layer are determined by the mirror, but are always strongly related to its nature, so for example an opened door will lead to a one-more-time-reflection of the original room's inside. The mirror controls access to the different levels of the regio, and can make an effective trap or hiding place. Might points spent on this Ritual Power are permanently removed from the spirit’s Might Score as well as its Might pool. It can, however, dissolve these regio levels, regaining the spent Might. If it does so, all collapsed regio levels contents are dumped into the lower layer or mundane world. (Slow Power)
ReVi 75: Ritual Power (-7 Might cost)
—Stasis: 5 points, Init -19 Penetration 16, Vim.
R: Touch, D: Mom., T: Boundary
The mirror can cause one of it regio (ot its upper level, if there are more than one level) to become so remote and closed off from the outside world that the passage of time itself is altered. A mortal resident here still makes Aging rolls as normal, using the Aura strength as a Living Conditions modifier. However, any aging points are applied to the character as Warping points instead. An aging result that results in either sufficient aging points to reach the next level of Decrepitude or a Crisis, instead inflicts sufficient Warping points to reach the next level of Warping Score. Magi must still check for Twilight if they suffer two or more Warping points as a result of aging in this manner. The character’s perception of the passing years and memories of his prior life gradually become hazy. Keep track of the total number of Warping points gained instead of aging (rather than from other sources); if 50 or more points are accumulated in this manner (equivalent to a Decrepitude of 4 or more), the character cannot leave a Magic aura without dying from the sudden accumulation of his missed years, but he can move from the protected area as long as he remains within a Magic aura. Might points spent on this Ritual-like power are permanently removed from the spirit’s Might Score as well as its Might pool. No Hermetic equivalent. (Slow Power)
ReVi 50: Ritual Power (-5 Might cost)
Notes: Current might score/pool is 15, because it already has built 2 regio levels (-8 points each) and used the Stasis power once on the regio deeper level (-5 might points), so its Tether Strenght Modifier is +1 (and +2 / +4 on its built regio levels).