Character Planning - Magus

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Keehnelf
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Character Planning - Magus

#1 Post by Keehnelf »

This thread is for all your ideas, questions, and discussion when creating your Magus characters! You can post drafts of characters as you like, as well!
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Re: Character Planning - Magus

#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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Last edited by Das on Tue Apr 28, 2015 11:49 pm, edited 9 times in total.
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Re: Character Planning - Magus

#3 Post by Mister-Kent »

I'm going to put this here so I can ruminate on it tomorrow from work. Cyprianus is a character I wrote up for the 4th Edition, so I'll go through and see how much remains intact with 5th Edition, which I'm reading through now. He's House Verditius, so focused on enchanting items, which I think will be fun to see with the game's emphasis on time progression. I'm also curious about Jerbiton and Guernicus Houses.
This is all using 4th Edition, soo to be translated to 5th :D
Cyprianus, Magi
House Verditius

Age: 28
Health: 6
Fatigue: 6

INT +4 (astute)
PER +4 (hyper-focused)
STR -1 (soft)
STA -1 (sedentary)
PRE +4 (commanding)
COM +4 (expressive)
DEX +1 (fiddly)
QIK +1 (nimble)

Virtue: Inventive Genius (+1), Subtle Magic (+2), Strong Writer (+1), Alchemy +1), Extra Arts (+1), Herbalism (+1)
Flaw: Follower of Verditius (-1), Plagued by an Angel (-4), Tormenting Master (-2)

XP: 0/35
Abilities: Magic Theory (enchanting items) 5, Organization Lore (Order of Hermes) 1, Parma Magica (protect from corpus) 2, Scribe Latin 2, Speak Latin 5, Speak Own Language 4, Verditius Magic 1, Knowledge Alchemy 1, Knowledge Herbalism 1, Awareness (searching) 4, Intrigue (gossip) 3, Etiquette (nobility) 2, Leadership (grogs) 2, Craft Scultping (figures) 2, Craft Jewelry (pendants) 1, Craft Woodwork (figures) 2, Craft Hideworking (rare beasts) 2, Charm (courtly love) 2

Magical Arts: 160/160
Creo 7
Intellego 4
Muto 5
Perdo 5
Rego 5
Animal 0
Aquam 0
Auram 1
Corpus 7
Herbam 5
Ignem 0
Imaginem 4
Mentem 4
Terram 3
Vim 3

Spells: 101/150
(Limit = tech+form+int4+10)
Intellego Herbam
15: Hunt for the Wild Herb
Intellego Mentem
10: Slight of the Transparent Motive
Muto Mentem
10: Subtle Shift of Heart
Rego Mentem
10: Call to Slumber
Muto Terram
5: Edge of the Razor
15: Rock of Viscid Clay
Perdo Terram
10: Fist of Shattering
10: Rusted Decay of Ten-Score Years
Creo Aurum
1: Air's Ghostly Form
15: Charge of Angry Winds

Sigil: nearby objects move

Reputation: none
Personality: Determined +3, Manipulative +2
Quirks:
History:
Appearance:
Confidence: 3
Size: 0

Equipment:
Encumbrance:
Here's the Verditius template I'll be working from:
Characteristics: Int +3, Per 0, Pre 0, Com 0,
Str –3, Sta +1, Dex +1, Qik 0
Size: –2
Age: 25 (25)
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus;
Affinity with Craft (metalsmith), Affinity
with Craft (stonemason), Affinity with
Terram, Faerie Blood (Dwarf), Puissant
Craft (metalsmith), Puissant Craft (stonemason),
Puissant Terram, Verditius Magic*;
Dwarf, Weak Spontaneous Magic;
Difficult Spontaneous Magic
Personality Traits: Disciplined +3,
Perfectionist +3, Spontaneous –2
Reputations: None.
Combat:
Dodging: Init +0, Attack n/a, Defense +0,
Damage n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9),
Incapacitated (10–12)
Abilities: Artes Liberales 1 (geometry),
Awareness 3 (flaws in stone and metal
work), Athletics 2 (endurance), Craft (metalsmith)
5+2 (iron), Craft (stonemason)
4+2 (decorations), Faerie Lore 2 (dwarfs),
Latin 4 (Hermetic terms), Magic Theory 3
(Terram), Native Language 5 (talking
about metal and stone), Parma Magica 1
(Terram), Philosophiae 1 (natural philosophy)
Arts: Cr 7, In 3, Mu 5, Pe 3, Re 5; An 0, Aq 0,
Au 0, Co 0, He 0, Ig 0, Im 0, Me 0,
Te 12+3, Vi 0
Twilight Scars: None
Equipment: Wizardly robes.
Encumbrance: 0 (0)
Spells Known:
Seal the Earth (CrTe 15) +23
Touch of Midas (CrTe 20) +23
Wall of Protecting Stone (CrTe 25) +23
The Crystal Dart (Mu(Re)Te 10) +21
Edge of the Razor (MuTe 20) +21
Pit of the Gaping Earth (PeTe 15) +19
Hands of the Grasping Earth (Re(Mu)Te 15) +21
Last edited by Mister-Kent on Thu Apr 09, 2015 4:04 am, edited 1 time in total.
DMing DUNGEONESQUE, LL AEC Gothic-weird fantasy
DMing CAT'S CRADLE, Stars Without Number/Other Dust
Playing
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Formerly Numen, Thisby Queller (RIP) and Radiant Olympia (RIP)!
Frekken Ribbitowicz in Mutant Future: Tales from Gam'A Zone (Gamma World)
Anne Summerisle and Gustav the Grasping in Caves of Chaos (LL)
Elden Vodarte in The Horror at Briarsgate (AD&D 1E)
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Keehnelf
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Re: Character Planning - Magus

#4 Post by Keehnelf »

Also note that your magi will be fresh out of their apprenticeships, so they should be in the realm of 20 years old or so.
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Re: Character Planning - Magus

#5 Post by Starbeard »

I won't really have time to get a character started for a little while, but based on what I've read through the houses and what others have already picked, I'm thinking of creating someone of House Bonisagus, probably as a researcher.
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Re: Character Planning - Magus

#6 Post by Keehnelf »

No worries. This is intended as a slow-rolling start.
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Re: Character Planning - Magus

#7 Post by AleBelly »

I haven't gotten to character generation yet, but am beginning the detailed rules on the subject. I assume we can use templates or do one from scratch?

I like druids in my DnD games, so no surprise I was drawn to House Bjornaer, which I will probably go with.
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Re: Character Planning - Magus

#8 Post by Keehnelf »

Yeah, you can use the standard Fresh Magus template if you like, or build from scratch. Just make sure you're generating a brand new, just-Gauntleted magus. (more details to come on that in a bit)
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Re: Character Planning - Magus

#9 Post by Das »

My char is nearly finished. Ale belly...any idea what kind of companion you would like?
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Re: Character Planning - Magus

#10 Post by Keehnelf »

Wow, talk about ahead of the game :) We may be waiting a while for the other folks, so don't worry too much about tightening the screws on your magus at this point--you may want to change a few details once things take more shape.
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Re: Character Planning - Magus

#11 Post by Das »

Little angry fireball throwing dwarf...there are some screws loose. :)
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Re: Character Planning - Magus

#12 Post by Keehnelf »

Indeed! :)
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Re: Character Planning - Magus

#13 Post by Keehnelf »

Also: three Major flaws is a big number--be prepared to be under the thumb of at least one of them basically all the time!
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Re: Character Planning - Magus

#14 Post by AleBelly »

The Bjornear template doesn't look too bad. I'd like my magus to have an element of fleeing from authority...perhaps related to the overbearing master flaw. I'd also like to emphasize stealth, so was thinking his/her heartbeast could be a horse. Pretty easy to blend in as one of those, and the magus could even be ridden by a companion/grog if necessary. Is this a dumb/unworkable idea?
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Re: Character Planning - Magus

#15 Post by Keehnelf »

Not at all--only feedback I have is, a horse would provide stealth in civilized areas, but might be conspicuous in other settings (or, given their value, a target for wandering folk looking for a quick profit).
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Re: Character Planning - Magus

#16 Post by Das »

This sounds pretty great.
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Re: Character Planning - Magus

#17 Post by Mister-Kent »

Here's the Verditius template I'll be building from--I'd like to switch out the Faerie Blood/Dwarf attributes, but I'm not sure how and for what...
Characteristics: Int +3, Per 0, Pre 0, Com 0,
Str –3, Sta +1, Dex +1, Qik 0
Size: –2
Age: 25 (25)
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus;
Affinity with Craft (metalsmith), Affinity
with Craft (stonemason), Affinity with
Terram, Faerie Blood (Dwarf), Puissant
Craft (metalsmith), Puissant Craft (stonemason),
Puissant Terram, Verditius Magic*;
Dwarf, Weak Spontaneous Magic;
Difficult Spontaneous Magic
Personality Traits: Disciplined +3,
Perfectionist +3, Spontaneous –2
Reputations: None.
Combat:
Dodging: Init +0, Attack n/a, Defense +0,
Damage n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9),
Incapacitated (10–12)
Abilities: Artes Liberales 1 (geometry),
Awareness 3 (flaws in stone and metal
work), Athletics 2 (endurance), Craft (metalsmith)
5+2 (iron), Craft (stonemason)
4+2 (decorations), Faerie Lore 2 (dwarfs),
Latin 4 (Hermetic terms), Magic Theory 3
(Terram), Native Language 5 (talking
about metal and stone), Parma Magica 1
(Terram), Philosophiae 1 (natural philosophy)
Arts: Cr 7, In 3, Mu 5, Pe 3, Re 5; An 0, Aq 0,
Au 0, Co 0, He 0, Ig 0, Im 0, Me 0,
Te 12+3, Vi 0
Twilight Scars: None
Equipment: Wizardly robes.
Encumbrance: 0 (0)
Spells Known:
Seal the Earth (CrTe 15) +23
Touch of Midas (CrTe 20) +23
Wall of Protecting Stone (CrTe 25) +23
The Crystal Dart (Mu(Re)Te 10) +21
Edge of the Razor (MuTe 20) +21
Pit of the Gaping Earth (PeTe 15) +19
Hands of the Grasping Earth (Re(Mu)Te 15) +21
DMing DUNGEONESQUE, LL AEC Gothic-weird fantasy
DMing CAT'S CRADLE, Stars Without Number/Other Dust
Playing
Constance Wyrdweather and Ruwyn Hollowheart in Labyrinth Lord: West Marches Sandbox (LL AEC)
Formerly Numen, Thisby Queller (RIP) and Radiant Olympia (RIP)!
Frekken Ribbitowicz in Mutant Future: Tales from Gam'A Zone (Gamma World)
Anne Summerisle and Gustav the Grasping in Caves of Chaos (LL)
Elden Vodarte in The Horror at Briarsgate (AD&D 1E)
I make the comics and arts! // Tumblr // DeviantArt // EnterVOID
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Re: Character Planning - Magus

#18 Post by Das »

We should all be dwarves!!
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Keehnelf
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Re: Character Planning - Magus

#19 Post by Keehnelf »

Mister-Kent wrote:Here's the Verditius template I'll be building from--I'd like to switch out the Faerie Blood/Dwarf attributes, but I'm not sure how and for what...
Characteristics: Int +3, Per 0, Pre 0, Com 0,
Str –3, Sta +1, Dex +1, Qik 0
Size: –2
Age: 25 (25)
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus;
Affinity with Craft (metalsmith), Affinity
with Craft (stonemason), Affinity with
Terram, Faerie Blood (Dwarf), Puissant
Craft (metalsmith), Puissant Craft (stonemason),
Puissant Terram, Verditius Magic*;
Dwarf, Weak Spontaneous Magic;
Difficult Spontaneous Magic
Personality Traits: Disciplined +3,
Perfectionist +3, Spontaneous –2
Reputations: None.
Combat:
Dodging: Init +0, Attack n/a, Defense +0,
Damage n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9),
Incapacitated (10–12)
Abilities: Artes Liberales 1 (geometry),
Awareness 3 (flaws in stone and metal
work), Athletics 2 (endurance), Craft (metalsmith)
5+2 (iron), Craft (stonemason)
4+2 (decorations), Faerie Lore 2 (dwarfs),
Latin 4 (Hermetic terms), Magic Theory 3
(Terram), Native Language 5 (talking
about metal and stone), Parma Magica 1
(Terram), Philosophiae 1 (natural philosophy)
Arts: Cr 7, In 3, Mu 5, Pe 3, Re 5; An 0, Aq 0,
Au 0, Co 0, He 0, Ig 0, Im 0, Me 0,
Te 12+3, Vi 0
Twilight Scars: None
Equipment: Wizardly robes.
Encumbrance: 0 (0)
Spells Known:
Seal the Earth (CrTe 15) +23
Touch of Midas (CrTe 20) +23
Wall of Protecting Stone (CrTe 25) +23
The Crystal Dart (Mu(Re)Te 10) +21
Edge of the Razor (MuTe 20) +21
Pit of the Gaping Earth (PeTe 15) +19
Hands of the Grasping Earth (Re(Mu)Te 15) +21
Strong Faerie Blood is a major Virtue and Dwarf is a major Flaw, so removing each of those will allow you to buy in a new one of each, if you like, or three minor virtues and three minor flaws to replace them. Or you can just delete them and leave it as-is otherwise, since your virtues and flaws would remain balanced then.
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Re: Character Planning - Magus

#20 Post by Mister-Kent »

Sounds good! (as tempting as a Dwarf Coven would be :D)

I should have the last touches on the mechanics side tonight, and on my night shift (working a wonderful double, which means more pay for less sleep :D) I'll write up a description of young Cyprianus.
DMing DUNGEONESQUE, LL AEC Gothic-weird fantasy
DMing CAT'S CRADLE, Stars Without Number/Other Dust
Playing
Constance Wyrdweather and Ruwyn Hollowheart in Labyrinth Lord: West Marches Sandbox (LL AEC)
Formerly Numen, Thisby Queller (RIP) and Radiant Olympia (RIP)!
Frekken Ribbitowicz in Mutant Future: Tales from Gam'A Zone (Gamma World)
Anne Summerisle and Gustav the Grasping in Caves of Chaos (LL)
Elden Vodarte in The Horror at Briarsgate (AD&D 1E)
I make the comics and arts! // Tumblr // DeviantArt // EnterVOID
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