Magi of the Saga

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Keehnelf
Rider of Rohan
Rider of Rohan
Posts: 9171
Joined: Mon Aug 04, 2014 6:41 pm

Magi of the Saga

#1 Post by Keehnelf »

Post your completed characters here--use spoiler tags for big blocks as much as possible.

Das
Guide
Guide
Posts: 248
Joined: Sat Mar 14, 2015 6:58 pm

Re: Magi of the Saga

#2 Post by Das »

Name: Feuer Zwerg
House Flambeau

General Information
Age: 20 (20)
Size: -2
Personality Traits: Angry +2, Brave +1, Status Seeking +3
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Reputation: 0 (Local; Dwarf), 0 (Hermetic; Fire Mage)
Combat
Dodging:
Init -2,
Attack -2
Defense -2
Damage -1
Soak: +3
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–5), –3 (6–10), –5(11–15), Incapacitated (16–20)
Characteristics
Intelligence +3
Perception +2
Strength -1
Stamina +3
Presence -1
Communication 0
Dexterity -2
Quickness -2
Virtues & Flaws
Virtues
The Gift (free; Special)
Hermetic Magus (free; Social)
Puissant Ignem (free; Hermetic)*
Well-Traveled (Minor; General)
Affinity with Creo (Minor; Hermetic)
Affinity with Ignem (Minor; Hermetic)
Greater Immunity (Ignem) (Major, Supernatural)
Flawless Magic (Major; Hermetic)

Flaws
Dwarf (Major; General)
Magical Addiction (Major; Hermetic)
Fear of Drowning (Minor; Personality)
Attributes
Language (Bavarian) 5 (free)
Area (Geogrpahy) 1
Awareness (Alertness) 2
Brawl (Dodge) 1
Guile (Lying to authority) 1
Stealth (Hide) 2

Brawl (Dodge) 1
Living Language (Latin) 5
Magical Theory (Ignem) 3
Artes Liberales (Ritual Magic) 1 (Latin)
Parma Magica 1 (Mentem)
Code of Hermes (Political Intrigue) 1
Concentration (Spell Concentration) 1
Finesse (Ignem) 1
Order of Hermes Lore (History) 1
Penetration (Ignem) 1
Profession (Scribe) 3
Magic Lore (Creatures) 1

SPELLS
Arts:
Arts:
Cr 3 , In 0, Mu 3, Pe 4, Re 4;
An 2 , Aq 0 , Au 0, Co 2, He 2 , Ig 5, Im 1, Me 0 , Te 0, Vi 2
Twilight Scars: None.
Encumbrance: 0 (0)

Spells Known:

SPASMS OF THE UNCONTROLLED HAND R: Voice, D: Conc, T: Ind One of the target’s hands spasms, causing him to drop anything he is holding in it. It keeps spasming for as long as you concentrate. (Base 2, +2 Voice, +1 Conc) (LEVEL 5)

BIND WOUND R: Touch, D: Sun, T: Ind This spell binds the target’s wounds, so that he can undertake any activity without the risk of worsening the wounds. He still suffers from the wound penalties, however, and cannot heal naturally while under the influence of this spell. Typically, you place your hands on the target and pass them over his wounds, which magically seal themselves and stop bleeding. (Base 3, +1 Touch, +2 Sun) (LEVEL 10)

CLOAK OF BLACK FEATHERS R: Per, D: Sun, T: Ind Req: Animal You hang a small cape of raven feathers on your back and transform into a raven. You can resume human form at will, but doing so ends the spell. (Base 20, +2 Sun) (LEVEL 30)

DEMON’S ETERNAL OBLIVION R: Voice, D: Mom, T: Ind Weakens and possibly destroys a demon. If the spell penetrates the demon’s Magic Resistance, the demon loses Might Score equal to the spell’s level. (Base effect, +2 Voice) (LEVEL 15)

HORNET FIRE (MuIn) R: Voice, D: Conc, T: Ind Req: Rego Turns a fire into a swarm of fireballs, each the size of a large insect, that fly and harass at your command. Their burning touch gives all those you indicate within 7 paces of the fire both a –3 penalty on all rolls and two extra botch dice, but they do not cause actual damage. (Base 2, +2 Voice, +1 Conc, +1 Rego requisite) (LEVEL 10)

LAMP WITHOUT FLAME (PeIm) R: Touch, D: Conc, 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, +1 Conc) (LEVEL 10)

WINTER’S ICY TOUCH (PeIm) R: Voice, D: Mom, T: Ind Causes the target to feel a chill and lose body heat. The target loses a Fatigue level. (Base 4, +2 Voice) (LEVEL 10)

WIZARD’S ICY GRIP (PeIm) R: Voice, D: Mom, T: Ind Chills a single target so that it takes +20 damage. If this is enough to kill, the target is frozen solid. Armor does not add to Soak against this spell. (Base 20, +2 Voice) (LEVEL 30)

CIRCLE OF BEAST WARDING R: Touch, D: Ring, T: Circle The caster inscribes a circle that no normal beast will cross. (Base 2, +1 Touch, +2 Ring +5 (Level 10)

TRANSFORMATION OF THE THORNY STAFF R: Touch, D: Sun, T: Ind Causes a length of wood (up to 6 feet in length) to grow thick, sharp thorns at whatever spots you touch. If the spell is cast on a staff, the thorns add +4 to the damage done by the staff. (Base 3, +1 Touch, +2 Sun) (LEVEL 10)

PIERCING SHAFT OF WOOD R: Voice, D: Mom, T: Ind Req: Rego Turns a piece of wood into a sleek, barbed, strong shaft that flies through the air at a target. Damage depends on the size of the item from which the shaft is formed: staff (upper size limit) +10, 2-foot branch +8, wand +5. This spell cannot miss, but it is resisted. (Base 3, +2 Voice, +1 Rego effect) (LEVEL 10)

THE GREAT ROT R: Voice, D: Mom, T: Group Rots and destroys a large amount of dead wood, up to the amount found in a wooden house or small inn. Wooden structures creak and groan mightily for about a minute before collapsing. (Base 4, +2 Voice, +2 Group, +1 size) (LEVEL 25)

SENSE OF MAGICAL POWER R: Touch, D: Mom, T: Ind This spell tells the caster whether he is currently in a magic aura. It does not give any further information. Other spells do the same for other kinds of aura. (Base 1, +1 Touch) +2 (LEVEL 2)
Equipment: Wizardly robes, Dagger, Thick Leather Bag, Walking Staff

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