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

Size: 0

Age: 25 (25), Height: 5’4’’, Weight: 130 lbs, Gender: Male

Decrepitude: 0

Warping Score: 0 (0)

Confidence: 1 (3)

Virtues and Flaws: The Gift, Study Bonus (Study: +2), Inventive Genius (Invent Lab Totals: +3), Unaging, Guardian Angel (Soak: +5, Magic Resistance: 15), Dowsing, Hermetic Magus, Verditius Magic, Painful Magic, Magical Animal Companion (Ferret, Size: -3, Might: 13), Generous

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

Soak: +2

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)

Abilities: German 5, Dowsing 3, Awareness 4, Toolmaker 2 [Category: Laboratories], Artes Liberales 1, Latin 4, Magic Theory 3, Parma Magica 1, Weaponry 1 [Category: Weapons and Armor], Metalsmith 2 [Category: Laboratories], Guile 1, Bookbinding 1 [Category: Writing Materials], Engineering 1 [Category: Buildings], Swim 1, Survival 2, Charm 1

Arts: Cr 7, In 5, Mu 5, Pe 0, Re 5, An 0, Aq 0, Au 0, Co 1, He 0, Ig 4, Im 0, Me 0, Te 8, Vi 0


Encumbrance: 0 (0)

Spells Known: Wall of Protecting Stone (CrTe 25) +17 Seal the Earth (CrTe 15) +17 Bind Wound (CrCo 10) +10 Endurance of the Berserkers (ReCo 15) +8 Edge of the Razor (MuTe 20) +15 Supple Iron and Rigid Rope (MuTe 10) +15 Lamp without Flame (CrIg 10) +13 Heat of the Searing Forge (CrIg 10) +13 Unseen Arm (ReTe 5) +15

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WALL OF PROTECTING STONE CrTe25, Casting Total: +17, Penetration: -8 R: Voice, D: Sun, T: Ind Makes a wall of granite up to 25 paces wide, 4 paces high, and 1 pace thick. One needs miner’s tools to break through it, though it can be toppled if it is not connected to a support on its side or top. (Base 3, +2 Voice, +2 Sun, +2 size)

SEAL THE EARTH CrTe15, Casting Total: +17, Penetration: +2 R: Voice, D: Sun, T: Group Creates enough dirt to fill in a pit of up to 6 paces across and 3 paces deep. (Base 1, +2 Voice, +2 Sun, +2 Group)

BIND WOUND CrCo10, Casting Total: +10, Penetration: +0 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)

ENDURANCE OF THE BERSERKERS ReCo15, Casting Total: +8, Penetration: -7 R: Per, 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 Conc)

EDGE OF THE RAZOR MuTe20, Casting Total: +15, Penetration: -5 R: Touch, D: Sun, T: Ind Sharpens any metal edge to a degree unequaled by manual methods. An edged or pointed weapon gains a +2 bonus to Damage. Good-natured magi reward grogs by enchanting their weapons in this way, although since the resulting sword is resisted by Magic Resistance they rarely do this for all their grogs. (Base 3, +1 Touch, +2 Sun, +2 metal)

SUPPLE IRON AND RIGID ROPE MuTe10, Casting Total: +15, Penetration: +5 R: Touch, D: Sun, T: Ind Makes a flexible object stiff or a stiff object flexible. Casting requisites of Forms appropriate to the materials affected are required. (Base 3, +1 Touch, +2 Sun)

LAMP WITHOUT FLAME CrIg10, Casting Total: +13, Penetration: +3 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)

HEAT OF THE SEARING FORGE CrIg10, Casting Total: +13, Penetration: +3 R: Voice, D: Mom, T: Ind Heats a piece of metal so that it is too hot to touch. Something the size of a breastplate or helmet does +5 damage if in direct contact with the skin for one round. For each additional round, more damage is done, the amount dropping by two points each round (+3 damage on round two, then +1). Smaller objects do less damage. Most metal armor has leather or cloth underneath that gives the victim a +3 Soak bonus against the heat. (Base 4, +2 Voice)

UNSEEN ARM ReTe5, Casting Total: +15, Penetration: +10 R: Voice, D: Conc, T: Ind (Base 2, +2 Voice, +1 Conc)



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