Bernice of Verditius
Abilities: [Scale: 4 competent, 6 mastered, 10 legendary]
Athletics 3, Awareness 2, Bargain 3, Concentration 3, Craft 6, Folk Ken 4, Hunt 3, Latin 7, Lisbon Lore 3, Local Craft Guild Lore 3, Music 4, Portugese 6, Stealth 4, Swim 3, Faerie Lore 4, Magic Lore 4, Finesse 5, Magic Shield 3, Magic Theory 3.
Remember to add +1 to any Ability roll based on hand eye coordination.
Combat: Your character has not been trained in hand to hand combat and should avoid it.
Initiative -3, Attack -2*, Defense -1*, Damage -2*. Soak: 0 Wounds: Wounds: –1, (1–5), –3 (6–10), –5 (11–15) Incapacitated (16+) *+1 if you have an improvised weapon.
Characteristics: [Scale -3/+3, Average human = 0 ] Communication 0, Dexterity 2, Intelligence 1, Perception 0, Presence 0, Quickness 0, Strength 1, Stamina 1.
Fatigue Levels: If you spend a fatigue level, you suffer the penalty on all dice rolls until your recovery time has passed.
Unfatigued, 0 (2 minutes to recover), -1 (10 minutes to recover), -2 (30 minutes to recover) , -5 (1 hour to recover), Unconscious (2 hours to recover).
Virtues and Flaws [Special features of your magical gifts, personality quirks, other benefits.]
Deficient Form (Minds): Your mind magic is only about half as strong as it should be, so you avoid casting these spells.
Proud: All Verditius magi have chips on their shoulders. Demand to be treated with respect at all times.
Verditius magic: Your tradition of magicians must use small physical props called casting tools to cast spells. You have a small ring for each formulaic spell you know, and a necklace of beads which let you cast spontaneous spells. Do not lose them: you can’t cast magic until you make new ones, and that takes months. The upside, in a longer Ars game, is that your tradition make fantastic magic items, but you won’t have time to do that in this game.
Ritual spells: wait for handouts from your SG at relevant points in the story.
Formulaic spells: You always cast these spells successfully in stressless situations. To cast a spell successfully under stress, you need to roll equal to or higher than the target number given here. If the number is negative you do still need to roll, because bad things may happen if you roll a 0. You may increase your roll by spending vis (+2 per point spent), by making sweeping gestures with your hands (+1), and by shouting your spell (+1).You can make things harder for yourself by casting silently (-10), quietly (-5) or without gestures (-5). Casting in cities has a large penalty, up to -50 for casting in churches. After the roll you may bump it up by 10 points by spending a Fatigue level. Basically – you are always going to get these spells to work outside cities.
- Wood like viscid clay (Range: as far as your voice carries, Duration: momentary, Target: one object, or part of an object) Allows the magus to mould the shape of a wooden object no bigger than a door, or part of a larger onject like a house. The new shape persists once the spell expires. Artistic shapes require a Carpentry or Finesse roll, with the higher the roll, the better. Roll -14
- Bind wound (Range: Touch, Duration until sunset or sunrise, Target: one person): Binds the wounds of an injured person so that activity does not make them worse. Roll -1
- Curse of the White Ants (Range: Sight, Duration: Momentary, Target one wooden object) This spell causes a wooden object, up to the size of a door, to crumble into sawdust. Note that this only affects discrete objects: parts of larger objects are not affected. Roll 1
- Treacherous Spear (Range Voice, Duration: 2 minutes, Target: one weapon with wooden components) Makes a weapon attack its owner. It tries to break the owner’s hold (Quickness roll of 9+ to hold on in round 1, Strength roll of 6+ in later rounds.) and cannot be used to attack while the owner is struggling with it. Once it is free, it uses the owner’s own Attack and Defence scores. Any sound blow struck to the weapon destroys it. Roll 1
- Wall of Living Wood (Range Voice, Duration: until sunset or sunrise, Target: One wall.) Creates a wall of living oak 20 paces long x 5 paces high x 1 pace wide. Roll 1.
- Ward Against Wood (Range: You, Duratio: until sunrise or sunset, Target: you) No plant-based object (other than your clothes and casting tools) can come within three inches of you while this spell is in effect. Weapons dodge about you – indeed if you stand on a wooden floor you actually hover slightly. This does stop you using wooden tools (other than your casting tools.) Roll 1.
- Gather the essence of the Beast (Range: Touch, Duration: Momentary, Target: one magical beast) Draws the vis in the corpse on an animal into a single part, which can be removed for easy transport and storage. Roll 4
- Lamp without Flame (Range: Touch, Duration: while the mage concentrates, Target: one ball of light) Creates a ball of light about ten paces across. Roll 4.
- Piercing Shaft of Wood (Range: as far as the magus’s voice can be heard, Duration: Momentary, Target: one piece of wood) Sharpens the tip of a piece of wood and flings it at an enemy. A staff flung this way does +10 damage, a wand +5. Roll 1
- Scales of magical weight (Range: Touch, Duration: Momentary, Target: one thing) Tells you how much vis an item contains, but not what type. Roll 4.
- Sense of magical power (Range: Touch, Duration: Momentary, Target: one place) Tells you if you are in an aura (a place which has a supernatural nature sufficient to alter spellcasting rolls.) Roll 4.
- Sense the nature of vis (Range: Touch, Duration: Momentary, Target: one thing) Tells you what type of vis a thing contains, but not how much. Roll 4.
Spontaneous spell menu
These are small spells you create as needed. So that you don’t need to design each spell on the fly, like in a normal Ars Magica game, this menu shows you what your character is capable of. You can cast as many as your Fatigue levels allow. Remember magical creatures may have Magic resistance, and these weak spells are unlikely to pierce it.
To see if you can create a particular spontaneous spell, check the table below. Either the spell is automatically successful, is automatically successful but requires the loss of a Fatigue level, or requires the loss of a Fatigue level and a successful dice roll. You can boost the dice roll by destroying vis (+2 per point), with broad gestures (+1), booming voice (+1). You can reduce the energy available to you by casting silently (-10), quietly (-5) or without gestures (-5).
When creating things, other than fire, you can make the roll +5 points easier by making the magic last only a moment, but burning vis to make the created object real. Negotiate how much vis each item costs, but by way of a guideline, Wall of Living Wood in the formulae section costs 5 points of vis to make permanent.
All of the effects below require the magus to touch the target, and affect one thing for as long as the magus concentrates, unless otherwise noted. Casting a spell that affects only the magus and his clothes adds +10 to the roll.
Spells which create or control wood.
- Create a natural plant product: automatic success, it is still an automatic success to (choose two) create multiple objects, an object up to ten times normal size, at voice range, or lasting until sunset. All three require Fatigue. Sight range, on its own, is an automatic success.. Sight range plus one from the prior list requires Fatigue. Sight range plus two from the list Roll 3. For three from the list, or an object up to 100 cubic yards in volume, roll 13.
- Creating a processed plant product is an automatic success. It is still an automatic success to (choose one) create multiple objects, at voice range, of up to ten times normal size, or lasting until sunset. Sight range, or a choice of two from the prior list, requires fatigue. All three from the list, or Sight range plus one choice, roll 3.
- Create wood in an unnatural shape, like a structure: Automatic success. Any one of: creating multiple objects, creating an object up to ten times normal size, voice range, or lasting until sunset requires Fatigue. For Sight range or two choices from the previous list, Roll 3. For all three Roll 13.
- Heal minor damage to plants or mend plant-based items: Roll 3. 3 pawns of vis is required to make the healing or mending permanent. For medium wounds, Roll 13 and spend 4 pawns for permanence.
- Control a piece of wood the size of a door or smaller: automatic success. It requires Fatigue to (choose one), control part of a larger object, control multiple objects, control an object up to the size of 10 cubic yards, control at voice range, or until sunset. If choosing Sight range, or two items from the previous list, Roll 3. For three items, roll 13.
- Deflect an attack with a wooden weapon: requires Fatigue. Roll 3 to (choose one) deflect multiple attacks or at voice range, or until sunset. Roll 13 to choose two.
- Control a plant, so it moves as you direct, without uprooting itself. requires fatigue. Roll 3 to affect multiple trees, at voice range, or until sunset. Roll 13 to choose two.
- Control a plant, even to the extent of it uprooting itself Roll 3. To affect multiple trees, at voice range, or until sunset, Roll 13.
- Make a plant product move with purpose and intelligence, without supervision. Roll 13.
Spells that do anything else to wood.
- Learn all mundane properties of a wooden object: requires Fatigue
- Speak with a wooden object for two minutes (or as long as you concentrate): Roll 10. For a conversation until sunrise, or not touching the object, Roll 20.
- Change a plant-based item, smaller than a door, into another plant based item of the same mass: automatic success. If at voice range, or lasting until sunrise, or changing multiple objects, or changing part of a larger object, or changing an object up to 10 cubic yards in size, then Roll 1. For two from the list, or Sight Range, or an object of 100 cubic yards Roll 11.
- Move a plant based item, smaller than a door, rapidly in place. Roll 1. If at voice range, or until sunset, or controlling many objects, or if the target is part of a larger whole, or if object is no bigger than 10 cubic yards, then roll 11.
Spells which create anything except wood or thoughts
- Create an animal product, like a tooth or hide, or a living bug. Roll 15.
- Fill a container with a natural liquid, requires Fatigue. Still requires fatigue to have it last until sunrise, not be in a container, fill at voice range, fill multiple containers, or produce a roomful of water. To choose two from this list. Roll 8.
- Create a very mild poison (+2 damage), at voice range requires fatigue. Roll 8 to increase the damage to +3, to have multiple doses, or to have it last until sunset.
- Prevent a corpse decaying: requires Fatigue, although you need to recast each sunset and sunrise.
- Create a human corpse. Roll 8. To have it last until sunrise, have many corpses, have the appear at voice range, or have the corpse of a giant, roll 18.
- Create light equivalent to moonlight, automatic success. Having it (choose up to three) last until sunrise, create multiple lights, appear at voice distance, or be as bright as a candle requires Fatigue. Light as bright as a torch counts as two choices.
- Light a wick or oil, requires Fatigue. It also requires Fatigue to light many wicks, at voice or sight distance.
- Light parchment, requires Fatigue. It also requires Fatigue to light many fires at voice distance, or a single fire at Sight distance. To light many fires at sight distance, Roll 8.
- Light dry wood or charcoal, requires Fatigue. It also requires fatigue to light this at voice distance, or to light many fires. To do both, Roll 8.
- Light leather or damp wood, requires Fatigue, to do this as voice distance, Roll 8.
- Make an object hot to touch: requires Fatigue. At Voice range, roll 8.
- Boil a container of water requires fatigue, at voice range roll 8.
- Create a fire that does +5 damage at Voice range: roll 8.
- Make an object red hot (+5 damage): roll 8.
- Create an unchanging illusion no larger than a person that affects a single sense: automatic success. Requires fatigue for (choose two) each added sense, intelligible speech, voice range, multiple objects, an image the size of a giant, or lasting until sunset. Sight range, or moving as you command count as two choices. To choose 3, roll 8.
- Creating a cubic yard of dirt, automatic success. Having it appear at voice range, last until sunset, and have up to 10 cubic yards of dirt requires Fatigue. A cubic foot of stone requires fatigue. and at voice distance, or lasting until sunrise, or making many items, roll 8. A cubic foot of base metal Roll 8.
- Giving an object, person or animal a magic air so that people distrust and shun it requires fatigue. To do this at voice range or make it last until sunset, or affect many targets, roll 8.
Spells which control anything but wood or thoughts
- Manipulating animal products requires Fatigue. Chose two of: Voice range, many targets, one really big object, lasts until sunset. Sight range costs two choices. For three choices, roll 8.
- Giving a single command to an non-mystical animal, that will do it no harm, requires Fatigue. Choose one of: voice range, really big animal, lasts until sunet. For two choices, roll 8. In this case, eye contact, rather than touch, is the range.
- Protecting a the target from the attacks of non-mystical animals requires Fatigue. Choose one of voice range, while the target stays in a protective circle, until sunset.
- Calming an animal requires Fatigue. Eye contact replaces touch in this spell’s range. Roll 8 for voice range., or to affect multiple animals.
- Control a liquid in a gentle way: requires Fatigue. Choose two of: at voice range, a roomful of liquid, until sunset. To have all three, Roll 8. Sight range counts as two choices.
- To transform a liquid into a solid or gas requires Fatigue. To cast at voice range, or on a roomful of liquid, or until sunset roll 8.
- Controlling a minor, pre-existing weather pheonomenon requires Fatigue. You may have the spell work at voice range, and last until sunset
- Controlling an average weather phenomenon, requires Fatigue. Choose one of: at voice range, lasts until sunset. To have both, or sight range, roll 8.
- Ward against minor weather phenomena, requires fatigue. To have the spell last until sunset, or to protect everyone while they remain in a circle, or to protect multiple targets, roll 8.
- Making a target lose control of a body part, at eye contact range, requires Fatigue. Choose two of voice range, until sunset, multiple body parts. Sight range counts as two choices. To choose three, Roll 8.
- Moving a target slowly across a surface that can hold their weight requires Fatigue. Chose one of voice range, until sunset, multiple people. To chose two, or choose sight range, roll 8.
- Control the gross movements of the target: roll 8.
- Lift the target gently into the air, or otherwise move them slowly as you please: roll 8.
- Control a fire in a natural fashion: requires Fatigue. Choose one of voice range, until sunset, a very large fire. to choose two or choose sight range, roll 8.
- Control a fire in a slightly unnatural way: requires fatigue. To chose voice rang,e until sunset, or a very large fire, roll 8.
- Make an object appear, to one sense, to be a pace from where it really is: Requires fatigue. Select three of: at voice range, added sense, object the size of ten people, make displacement 5 paces, lasts until sunset. Sight range counts as two choices. Making the displacement 15 paces is two choices, 100 paces is three choices. For a fourth choice, roll 8. Displacement to anywhere you can see is 4 choices.
- To make one object seem to be inside another object, like a person’s voice come from a sack, requires Fatigue. To act as voice range, until sunset roll 8.
- Control or move dirt in a natural way: Choose two of multiple pieces, until sunset, at voice range, clay instead of dirt. movement is slightly unnatural. Sight range, or controlling stone objects, or moving dirt in a highly unnatural way, counts as two choices. For a third choice, roll 8. Glass objects count as 3 choices.
All other spells
Negotiate with the group, but remember these spells need to have tiny effects, or alter only you.