Thomas ex Tremere (Development)

None of that would apply until after it became a familiar, but you can spend a second season to retemper the bond.

Yup, if you look at his advancement, he spends a season in his third cycle doing just that.

I'm making some changes based off of the feedback received, I'll try to get a new version posted tomorrow. While still retaining the Necromancy feel, he's going to be significantly less specialized in it now.

Thomas ex Tremere
Age: 30

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

Confidence 1 (3)

Virtues:

Affinity - Creo/Rego
Arcane Lore
Book Learner
Educated
Flawless Magic
Minor Magical Focus Certamen
Puissant - Parma Magica/Penetration

Flaws:

Driven - Serve House Tremere (Major)
Favors - Fellow Tremere
Mentor - Vocis
Study Requirement

Abilities:

Artes Liberales (Ritual): 4 (50xp)
Athletics (Running): 1 (5xp)
Awareness (Alertness): 1 (5xp)
Bargain (Magi): 1 (5xp)
Brawl (Dodging) 2 (15xp)
Charm (Magi): 1 (5xp)
Code of Hermes (Defense): 1 (5xp)
Concentration (Spell): 1 (5xp)
English - Native (Prose): 5 (75xp)*
England Lore (Politics): 2 (30xp)*
Etiquette (Magi): 1 (5xp)
Finesse (Rego): 4 (50xp)
Folk Ken (Magi): 1 (5xp)
Guile (Magi): 1 (5xp)
Intrigue (Magi): 1 (5xp)
Latin (Hermetic Use): 5 (75xp)
Leadership (Intimidation): 1 (5xp)
Magic Theory (Rego): 3 (30xp)
Order of Hermes Lore (Politics): 1 (5xp)
Parma Magica (Ignem): 1 (5xp) (+2 Puissant)
Penetration (Rego): 5 (75xp) (+2 Puissant)
Philosophiae (Ritual): 4 (50xp)
Profession - Scribe (Copying): 1 (5xp)
Swim (Not Drowning): 1 (5xp)

Arts:

Creo: 10 (60xp/40xp)
Intelligo: 5 (15xp)
Muto:
Perdo:
Rego: 10 (60/40xp)

Animal: 5 (15xp)
Aquam: 5 (15xp)
Auram: 5 (15xp)
Corpus: 5 (15xp)
Herbam: 5 (15xp)
Ignem: 5 (15xp)
Imaginem: 5 (15xp)
Mentem: 5 (15xp)
Terram: 5 (15xp)
Vim: 5 (15xp)

Spells:

Aura of Ennobled Presence
MuIm 10, Touch, Sun, Ind
The target gets +3 on rolls to influence, lead or convince others.

Blink Step
ReCo 10, Per, Mom, Ind
Moves up to 5 paces, instantly

Command the Living Air
ReAu 20, Voice, Conc, Ind
Allows the caster to control the actions of an Air Elemental up to size 0.

Command the Living Earth
ReTe 20, Voice, Conc, Ind
Allows the caster to control the actions of an Earth Elemental up to size 0.

Command the Living Fire
ReIg 20, Voice, Conc, Ind
Allows the caster to control the actions of a Fire Elemental up to size 0.

Command the Living Water
ReAq 20, Voice, Conc, Ind
Allows the caster to control the actions of a Water Elemental up to size 0.

Coerce the Spirit of Magic
ReVi 20, Voice, Conc, Ind
Makes a magical spirit obey the caster, Com + Leadership to see how effective the

maga’s threats are. The storyguide should always give a bonus or penalty depending on

the potency of the threats, but note that any roll other than a botch compels at least

minimal obedience, while increasing rolls indicate a more cooperative spirit.

Demon's Eternal Oblivion
PeVi 10, Voice, Mom, Ind
Destroys 10 Might from an Infernal Realm Creature

Sap the Might of the Mythical Beast
PeVi 10, Voice, Mom, Ind
Destroys 10 Might from a Magic Realm Creature

The Faerie's Bane
PeVi 10, Voice, Mom, Ind
Destroys 10 Might from a Faerie Realm Creature

Updated.

Arts: 250xp

Rego to 20 - 100
Muto to 5 - 15
Perdo to 5 - 15

Herbam to 10 - 40
Terram to 10 - 40
Vim to 10 - 40

Abilities: 120xp

Finesse to 7 - 60
Mercurian Cult Lore - 15
Parma to 4 - 45

Spell Mastery: 170xp

Cycle One (Five Years): 20/20
Serves House (1 Season - Lost)
Bind Familiar (1 Season) (+2 Xp Exposure)
Learn Spells (3 Seasons) (+6 Xp Exposure)
150xp (15 Seasons) + (30xp Book Learner)

Cycle Two (Five Years): 20/20
Serves House (1 Season - Lost)
Initiate Mercurian Magic / Gains Weak Spontaneous Magic (20xp) (1 Season)
Learn Spells (3 Seasons) (+6 Xp Exposure)
150xp (15 Seasons) + (30xp Book Learner)

Cycle Three (Five Years): 19/20
Serves House (1 Season - Lost)
Learn Spells (4 Seasons) (+6 Xp Exposure)
150xp (15 Seasons) + (30xp Book Learner)

450 (Seasons) + 90 (Book Learner) + 20 (Exposure) = 560xp

Vis Use: 43/63 pawns

Nonstandard Lab: Size 60 QPVs, Virtues 20 QPVs, (20 Pawns)

Longevity Ritual: 15 (Level 50)

Familiar: 8 Pawns (40 Bond Strength)

Alright folks, I'm going to finish writing up his backstory tonight, figure out what he's doing with the remaining vis and stat up his familiar... But other than that I think Thomas is (finally!) ready to hit the 'tabletop'. Thoughts? Comments? Concerns?

Distribution for seasonal advancemet seems odd. Parma 4 in one cycle then never touched again? Yet it matters not as long as end numbers make sense.
Why is Perception so high?
Why is Magic Theory so cripplingly low?
Why so many custom spells?
What happened to necromancy?
I think you over did it on Arts. You should only spend half your xp on Arts. Your Ability scores are crippled.

But really, the only glarring issue I spot is the low Magic Theory. Flambeau magi gauntlet with a better score than that. Still, I don't mind that much. No whining when your por score distribution comes to bite you.

Lost seasons are just lost. Not service or duty. Just scrapped. Vacation, sicknesss, family issues, maternity leave, and such.

Perception is high because he's doing a lot of Finesse based stuff. I also had a virtue leftover, so I tossed it on Great Perception. If someone has a better idea for a minor virtue, I'm all ears!

A Magic Theory of 3 is hardly going to cripple him. Could he stand to get it a bit higher (especially for some of those bigger rituals)? Sure! But he's not a giant lab monkey, so it's not an immediate need.

It wasn't that he got to Parma 4 in one cycle, that Parma 4 is his final score across all three cycles.

Why so many custom spells? Because he has a significant focus in Rego Craft Magic, which isn't really too fleshed out in terms of spells. There are a handful of spells in Covenants, but many more that really should exist.

Necromancy is coming, eventually. I thought it would make for a better story for him to learn it during play as opposed to being able to show up with a veritable horde of ghosts. It'll make for far more interesting ghosts (they'll have rather distinct stories now). Plus I'm interested in exploring that Val Negra Cult.

As for the rest of his abilities, he's actually in a solid place with the 'essential' Mage ones, although Concentration could use a bump one of these days. I'd hardly call a Magus with Parma 4, Penetration 5 and a Finesse of 8, crippled.

I was explaining away the seasons and took no reward for them. If you'd truly like me to change it to just say 'lost' I can.

I just nitpick things I see. No issues at all really. Except Magic Theory. It's legal, I just really think such a low score is inadvisable.

Fair enough! Again, it's something that would probably be getting raised fairly quickly during play. But there wasn't too much reason for him to spend any more time studying it, at least initially.

Nope. I checked afterwards, the bit about talisman bonus only appear in reference to when you prepare it for enchantment or instill an effect. But neither of these can apply before the item becomes a talisman. And making an item your talisman, which takes up a season, is not only none of these, but even if it was, the item isn't yet a talisman.

To be sure, I didn't look at every published magi, but all those I looked at had, at most, as many attunement as they have enchantments, whereas, if making it a talisman gave a bonus, we'd have attunements = enchantments +1. Most notably, Darius, in the corebook, has one enchantment and one attunment.

Sigh... Told you, it's more a feeling than anything else.
Champion, with high totals = flambeau.
Soldier, with lower totals but more preparation and teamwork = tremere.
One of the charms of Tremere, IMO, is that it forces you to think differently, since you can't rely on brute strength (focus) so much as other houses.

To me, a Tremere without the house focus feels off. It feels like a non-tremere.
I'm muuuuuch more in favor of Johnathan Link's rule of considering the Tremere focus a different virtue, which doesn't preclude a Magical Focus (Nooo, with this post, I'll summon him!!! We're all dooomed! :smiley:), although since designing Tremere magi, I've come to appreciate the difference and added challenge (which feels Tremere to me)

...
...
You know, I believe you're the first player to have noticed that you could also have "lab texts" for chargen items...

Nope, re-read the rules: Magic items provide bonus as a last resort, if and only if it doesn't look like an existing virtue or flaw.

I believe this is to avoid having a recursive loop: I enchant an item that boosts my lab total, allowing me to enchant an item that boosts even more my lab total, allowing me to create another item that is even better at boosting my lab total than the previous one...

Thanks, you're much more clear than I.

Euh... I believe this is related to what we discussed, and I may just ignore this?
Anyway, IMO, I'd do it a little differently, with the pieces of turquoise being lesser enchantments to imprison ghosts, and the throne a lesser one to rule them.

I'll just post now, this is becoming too long, and take up another post for page 4. Sorry for the delay.

Posting a 'final' copy (for really real this time?) of Thomas here in a minute.

Fixer, that's what happens when you read the CharGen rules a thousand times!

It's quite alright, the lab/enchanting it are a moot point now.

Yup, disregard.

Marko, I've taken your advice into account about MT with this version.

Fixer, I've borrowed fairly heavily from your Tremere concept on the Wiki that you linked me. You need to stop giving me good ideas sir!

Thomas ex Tremere
Age: 30

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

Confidence 1 (3)

Virtues:

Affinity - Rego
Arcane Lore
Book Learner
Educated
Flawless Magic
Leadworker
Minor Magical Focus Certamen
Puissant - Parma Magica/Penetration

Flaws:

Driven - Serve House Tremere (Major)
Favors - Flambeau Magus
Mentor - Vocis
Study Requirement

Abilities:

Artes Liberales (Ritual): 4 (50xp)
Athletics (Running): 1 (5xp)
Awareness (Alertness): 1 (5xp)
Bargain (Magi): 1 (5xp)
Brawl (Dodging) 2 (15xp)
Charm (Magi): 1 (5xp)
Code of Hermes (Defense): 2 (15xp)
Concentration (Spell): 3 (30xp)
English - Native (Prose): 5 (75xp)*
England Lore (Politics): 2 (30xp)*
Etiquette (Magi): 1 (5xp)
Finesse (Rego): 4 (50xp)
Folk Ken (Magi): 1 (5xp)
Guile (Magi): 1 (5xp)
Intrigue (Magi): 1 (5xp)
Latin (Hermetic Use): 5 (75xp)
Leadership (Spirits): 5 (75xp)
Magic Theory (Rego): 4 (50xp)
Order of Hermes Lore (Magi): 3 (30xp)
Parma Magica (Ignem): 1 (5xp) (+2 Puissant)
Penetration (Rego): 4 (50xp) (+2 Puissant)
Philosophiae (Ritual): 4 (50xp)
Profession - Scribe (Copying): 1 (5xp)
Swim (Not Drowning): 1 (5xp)

Arts:

Creo: 5 (20xp)
Intelligo: 0
Muto: 0
Perdo: 0
Rego: 10 (60/40xp)

Animal: 0
Aquam: 5 (15xp)
Auram: 5 (15xp)
Corpus: 0
Herbam: 0
Ignem: 5 (15xp)
Imaginem: 0
Mentem: 5 (15xp)
Terram: 5 (15xp)
Vim: 5 (15xp)

Spells:

Aura of Ennobled Presence
MuIm 5, Per, Sun, Ind
Get +3 on rolls to influence, lead or convince others.

Blink Step
ReCo 10, Per, Mom, Ind
Moves up to 5 paces, instantly

Command the Living Air
ReAu 20, Voice, Conc, Ind
Allows the caster to control the actions of an Air Elemental up to size 0.

Command the Living Earth
ReTe 20, Voice, Conc, Ind
Allows the caster to control the actions of an Earth Elemental up to size 0.

Command the Living Fire
ReIg 20, Voice, Conc, Ind
Allows the caster to control the actions of a Fire Elemental up to size 0.

Command the Living Water
ReAq 20, Voice, Conc, Ind
Allows the caster to control the actions of a Water Elemental up to size 0.

Coerce the Spirit of Magic
ReVi 20, Voice, Conc, Ind
Makes a magical spirit obey the caster, Com + Leadership to see how effective the maga’s threats are. The storyguide should always give a bonus or penalty depending on the potency of the threats, but note that any roll other than a botch compels at least minimal obedience, while increasing rolls indicate a more cooperative spirit.

Demon's Eternal Oblivion
PeVi 10, Voice, Mom, Ind
Destroys 10 Might from an Infernal Realm Creature

Sap the Might of the Mythical Beast
PeVi 10, Voice, Mom, Ind
Destroys 10 Might from a Magic Realm Creature

The Faerie's Bane
PeVi 10, Voice, Mom, Ind
Destroys 10 Might from a Faerie Realm Creature

Thomas ex Tremere
Age: 45
Warping: 1 (13)

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

Confidence 1 (3)

Virtues:

Affinity Rego
Arcane Lore
Book Learner
Educated
Flawless Magic
Imbued with the Spirit of Vim
Leadworker
Mercurian Magic
Minor Magical Focus Certamen
Puissant - Parma Magica/Penetration

Flaws:

Difficult Spontaneous Magic
Driven - Serve House Tremere (Major)
Favors - Flambeau Magus
Mentor - Vocis
Study Requirement
Weak Spontaneous Magic

Abilities:

Artes Liberales (Ritual): 4 (50xp)
Athletics (Running): 1 (5xp)
Awareness (Alertness): 1 (5xp)
Bargain (Magi): 1 (5xp)
Brawl (Dodging) 2 (15xp)
Charm (Magi): 1 (5xp)
Code of Hermes (Defense): 2 (15xp)
Concentration (Spell): 3 (30xp)
English - Native (Prose): 5 (75xp)*
England Lore (Politics): 2 (30xp)*
Etiquette (Magi): 1 (5xp)
Finesse (Rego): 4 (50xp)
Folk Ken (Magi): 1 (5xp)
Guile (Magi): 1 (5xp)
Intrigue (Magi): 1 (5xp)
Latin (Hermetic Use): 5 (75xp)
Leadership (Spirits): 5 (75xp)
Magic Theory (Rego): 5 (75xp)
Mercurian Cult Lore (Initiating Others): 2 (15xp)
Order of Hermes Lore (Magi): 3 (30xp)
Parma Magica (Ignem): 5 (75xp) (+2 Puissant)
Penetration (Rego): 4 (50xp) (+2 Puissant)
Philosophiae (Ritual): 4 (50xp)
Profession - Scribe (Copying): 1 (5xp)
Swim (Not Drowning): 1 (5xp)

Arts:

Creo: 10 (55xp)
Intelligo: 5 (15xp)
Muto: 5 (15xp)
Perdo: 5 (15xp)
Rego: 20 (210/140xp)

Animal: 5 (15xp)
Aquam: 5 (15xp)
Auram: 5 (15xp)
Corpus: 5 (15xp)
Herbam: 5 (15xp)
Ignem: 5 (15xp)
Imaginem: 5 (15xp)
Mentem: 5 (15xp)
Terram: 5 (15xp)
Vim: 10 (55xp)

Spells:

Aegis of the Hearth
ReVi 50, Touch, Year, Bound (Ritual)
Mastery 5 - Stalwart Casting. Efficient Casting, Secure Casting, Penetration (2)

Aura of Ennobled Presence
MuIm 5, Per, Sun, Ind
Get +3 on rolls to influence, lead or convince others.
Mastery 1 - Flex to Touch

Blink Step
ReCo 10, Per, Mom, Ind
Moves up to 5 paces, instantly
Mastery 1 - Fast

Circular Ward Against Demons
ReVi 20, Touch, Ring, Circle
All creatures with Infernal Might equal to or less than the level of the spell are unable to enter the circle or harm those within it. If you cast the spell again, the stronger ring dispels the weaker, regardless of the order of casting.
Mastery 2 - Ceremonial Casting, Penetration

Circular Ward Against Faeries
ReVi 20, Touch, Ring, Circle
All creatures with Faerie Might equal to or less than the level of the spell are unable to enter the circle or harm those within it. If you cast the spell again, the stronger ring dispels the weaker, regardless of the order of casting.
Mastery 2 - Ceremonial Casting, Penetration

Circular Ward Against Magical Beings
ReVi 20, Touch, Ring, Circle
All creatures with Magic Might equal to or less than the level of the spell are unable to enter the circle or harm those within it. If you cast the spell again, the stronger ring dispels the weaker, regardless of the order of casting.
Mastery 2 - Ceremonial Casting, Penetration

Coerce the Spirit of Magic
ReVi 25, Voice, Conc, Ind
Like "Coerce the Spirit of the Flame", this more potent theurgic spell gives you control over any disembodied spirit from the magic realm, if you can coerce it into submission. The more lurid and dramatic the threats, the more cooperative the spirit is. If the spell penetrates the spirit’s Magic Resistance, make a stress roll of Com + Leadership to see how effective the maga’s threats are. The storyguide should always give a bonus or penalty depending on the potency of the threats, but note that any roll other than a botch compels at least minimal obedience, while increasing rolls indicate a more cooperative spirit.
Mastery 1 - Penetration

Command the Living Air
ReAu 20, Voice, Conc, Ind
Allows the caster to control the actions of an Air Elemental up to size 0.
Mastery 1 - Flex Size

Command the Living Earth
ReTe 20, Voice, Conc, Ind
Allows the caster to control the actions of an Earth Elemental up to size 0.
Mastery 1 - Flex Size

Command the Living Fire
ReIg 20, Voice, Conc, Ind
Allows the caster to control the actions of a Fire Elemental up to size 0.
Mastery 1 - Flex Size

Command the Living Water
ReAq 20, Voice, Conc, Ind
Allows the caster to control the actions of a Water Elemental up to size 0.
Mastery 1 - Flex Size

Demon's Eternal Oblivion
PeVi 10, Voice, Mom, Ind
Destroys 10 Might from an Infernal Realm Creature
Mastery 1 - Penetration

Leap of Homecoming
ReCo 35, Per, Mom, Ind
Transports you to any place that you have an AC to.
Mastery 1 - Fast Cast

Incantation of Summoning the Dead
ReMe 40, Arc, Conc, Ind (Ritual)
Calls up a person's ghost. You must be on the sport wher the person died, or must have the corpse. Alternatively, you can summon any ghost that haunts the area you are in, if you know the ghost's full name.
Mastery 3 - Stalwart Casting. Efficient Casting, Secure Casting

Rarefy the Crude Air
CrTe 30, Touch, Mom, Ind (Ritual)
This ritual spell rarefies a base amount of Air (up to a 5 pace diameter and 2 paces high) to bring an Air elemental into existence. At its maximum size, the elemental has a Might of 15 and a Size of 0, but smaller fires will yield smaller elementals. The character guides given in RoP: Magic describe typical elementals created by this spell. For larger (and thus more powerful) elementals, this spell must be invented with a Size modifier to the target, with each application of the modifier giving +3 Size. Since Size determines Might (see later), 1 extra size magnitude gives an elemental a Might of 20 (Size +3), 2 a Might of 25 (Size +6), etc. This spell doesn’t need to penetrate the Might of the elemental instantiated; until the completion of the spell, the elemental doesn’t exist.
Mastery 3 - Efficient Casting, Flex Size, Stalwart Casting

Rarefy the Crude Fire
CrTe 30, Touch, Mom, Ind (Ritual)
This ritual spell rarefies a base amount of fire (up to a 5 pace diameter and 2 paces high) to bring an Fire Elemental into existence. At its maximum size, the elemental has a Might of 15 and a Size of 0, but smaller fires will yield smaller elementals. The character guides given in RoP: Magic describe typical elementals created by this spell. For larger (and thus more powerful) elementals, this spell must be invented with a Size modifier to the target, with each application of the modifier giving +3 Size. Since Size determines Might (see later), 1 extra size magnitude gives an elemental a Might of 20 (Size +3), 2 a Might of 25 (Size +6), etc. This spell doesn’t need to penetrate the Might of the elemental instantiated; until the completion of the spell, the elemental doesn’t exist.
Mastery 3 - Efficient Casting, Flex Size, Stalwart Casting

Rarefy the Crude Stone
CrTe 30, Touch, Mom, Ind (Ritual)
This ritual spell rarefies a base amount of stone (up to a rock of 5 paces diameter and 2 paces high) to bring an Earth elemental into existence. At its maximum size, the elemental has a Might of 15 and a Size of 0, but smaller fires will yield smaller elementals. The character guides given in RoP: Magic describe typical elementals created by this spell. For larger (and thus more powerful) elementals, this spell must be invented with a Size modifier to the target, with each application of the modifier giving +3 Size. Since Size determines Might (see later), 1 extra size magnitude gives an elemental a Might of 20 (Size +3), 2 a Might of 25 (Size +6), etc. This spell doesn’t need to penetrate the Might of the elemental instantiated; until the completion of the spell, the elemental doesn’t exist.
Mastery 3 - Efficient Casting, Flex Size, Stalwart Casting

Rarefy the Crude Water
CrTe 30, Touch, Mom, Ind (Ritual)
This ritual spell rarefies a base amount of stone (up to a 5 pace diameter and 2 paces high) to bring an Water Elemental into existence. At its maximum size, the elemental has a Might of 15 and a Size of 0, but smaller fires will yield smaller elementals. The character guides given in RoP: Magic describe typical elementals created by this spell. For larger (and thus more powerful) elementals, this spell must be invented with a Size modifier to the target, with each application of the modifier giving +3 Size. Since Size determines Might (see later), 1 extra size magnitude gives an elemental a Might of 20 (Size +3), 2 a Might of 25 (Size +6), etc. This spell doesn’t need to penetrate the Might of the elemental instantiated; until the completion of the spell, the elemental doesn’t exist.
Mastery 3 - Efficient Casting, Flex Size, Stalwart Casting

Sap the Might of the Mythical Beast
PeVi 10, Voice, Mom, Ind
Destroys 10 Might from a Magic Realm Creature
Mastery 1 - Penetration

Summoning the Spirit of Magic
ReVi 40, Arc, Conc, Ind
The Vim version of form-specific summoning spells, this calls a magical spirit if the magus has an Arcane Connection or knows its full name, and overcomes the spirit’s Magic Resistance. (The name can be a non-magical name; it need not be a magical true name or name of power). A fire, pond of water, earth or wind serves as an Arcane Connection to any elemental spirit that resides in the area.
Mastery 1 - Ceremonial

Sustain the Demanding Spell
ReVi 35, Touch, Sun, Ind
Sustains a spell up to level 30
Mastery 1 - Imperturbable

The Faerie's Bane
PeVi 10, Voice, Mom, Ind
Destroys 10 Might from a Faerie Realm Creature
Mastery 1 - Penetration

The Shrouded Glen
ReMe 40, Touch, Year, Bound (Ritual)
Prevents the location from being found except on a Perception Stress Roll of 12+. Increased difficulty if the terrain is bad.
Mastery 3 - Stalwart Casting. Efficient Casting, Secure Casting

Watching Ward
ReVi 40, Touch, Special, Ind (Ritual)
Holds another spell on a given target until that spell is triggered by a simple condition
Mastery 3 - Stalwart Casting. Efficient Casting, Secure Casting

Lab:

Size: 0
Refinement: 0
Quality: -1 (+ Familiar)
Upkeep: +1
Safety: +1 (+ Familiar)
Warping: 0
Health: 0
Aesthetics: +6

Mentem: +1
Rego: +1
Spells: +7

Greater Feature - Library: +2 Aesthetics, +3 Spells

Dedicated Building: +1 Upkeep, +1 Aesthetics, +1 Rego
Superior Construction: +1 Safety, +1 Aesthetics
Highly Organized: +1 Quality
Servant: +1 Safety, +1 Aesthetcs, +1 Mentem
Spotless: +1 Health, +1 Aesthetics

Greater Focus - Library: -2 Quality, +4 Spell

Just off the top of my head I noticed that he has spend 285 out of 300 points from gauntlet on Arts. You're only supposed to spend a maximum of 150 on Arts.

You're quite correct, I messed up when copy and pasting! It's fixed now.

So he has Flawless Magic and didn't spend any xp in 15 years further mastering any spells?

Very odd.