Cesaire of Bonisagus

Originally from the covenant of Cunfin in the Normandy tribunal, Cesaire is a century-old magus with a reputation for abusing his apprentices, sometimes even leading to their deaths. He always claims his apprentices from other magi, and he is much despised by both his sodales and his fili. Stifled by Normandy's contested resources, he left Cunfin in 1219 to join the siege of Praesis. As a member of the victorious side, he is now master of a half-ruined covenant and all the vis he can gather.

Cesaire was tortured both as a child and as an apprentice, but he does not see his tormentors in a bad light. Instead, he loves them and has completely internalized his defense mechanism; he believes that people these days do not appreciate how easy and how good they have it. They are ungrateful, selfish, lazy, spoiled children. When Cesaire inflicts pain on his apprentices and forces them to labor thanklessly on long and tedious, often dangerous, tasks, he believes he is doing them a favor by toughening them up. He would have made a wonderful Tytalus and, in fact, some in that House insist he is a member despite his protests to the contrary.

Cesaire is a member of the Collegium, a group of Hermetic magi who maintain a Platonic view of Hermetic magic and who are trying to integrate Plato more fully into Bonisagus's theory. If successful in their project (and there is no guarantee of this, as Platonic integration may not even be possible and some of Plato's most important books remain lost), it would allow magi to add their Artes Liberales to their Lab Totals and formulaic casting scores. Plato stresses the four elemental forms, and Cesaire was led to this field because of his affinity for elemental magic.

Cesaire has four surviving apprentices. The youngest is about to complete his Gauntlet in 1220 and is a wind specialist. The second is in her early 40s and joined House Flambeau soon after escaping Cesaire. The third, almost sixty now, found a ship-borne covenant where her Aquam specialization would be most useful, and the last, an expert in the Form of Terram, is seventy and a respected magus at his covenant in Egypt. All hate Cesaire, who continues to make their lives as difficult as possible.

Since 1220, Cesaire has been spending much of his time in Original Research, trying to integrate Plato with Hermetic Theory. This is a Minor Breakthrough, but because much of Plato is still lost, he needs more breakthrough points than usual. In 1221 he acquired his latest apprentice, and he's spent 5 seasons training the lad. He's also spent 5 seasons refining his lab. 5 seasons were spent raising Magic Theory to gain a Risk Modifier of +3. 4 seasons have been spent in research, experimenting with the elemental forms.

Age 107 (in 1226)

Size 0

Warping 7 (8)

House Acclaim 1 (9) Boukoloi

Characteristics Int +4, Per -1, Pre +1, Com +1, Str -1, Sta +1, Dex 0, Qik 0

Virtues & Flaws Hermetic Magus (0); The Gift (0); Puissant Magic Theory (0); Adept Laboratory Student (+1), Affinity with Magic Theory (+1), Good Teacher (+1), Great Intelligence (+1), Inventive Genius (+1), Elemental Magic (+3); Blatant Gift (-3), Enemies: Former Apprentices and their Former Masters (-3), Obsessed: Sadism (-1), Envious (-1)

Abilities Athletics 3 (dodge), Artes Liberales 6 (ritual spells), Awareness 3 (spotting stealth), Church Lore 2 (monastic orders), Code of Hermes 2 (apprentices), Concentration 3 (spells), Finesse 3 (flying), Folk Ken 3 (apprentices), French 5, Latin 5, Leadership 3 (apprentices), Magic Lore 4 (beasts), Magic Theory 9+2 (13) (inventing spells), Order of Hermes Lore 3 (Bonisagus), Parma Magica 4 (apprentices), Penetration 3 (apprentices), Philosophiae 6 (ritual spells), Teaching 6 (10) (apprentices)

Arts Cr 6, In 14, Mu 6, Pe 6, Re 6; An 6, Aq 29, Au 29, Co 6, He 6, Ig 29, Im 6, Me 6, Te 29, Vi 6

Formulaic Spells

  • Mighty Torrent of Water (CrAq 20) +41T

  • Rarefy the Crude Water (CrAq 35) +55TR

  • Call of the Rushing Waters (InAq 15) +49T

  • Voice of the Lake (InAq 25) +49T

  • Enchantment of the Scrying Pool (InAq[Im] 30) +26T

  • Lungs of the Fish (MuAq 20) +41T

  • Break the Oncoming Wave (ReAq 10) +41T

  • Push of the Gentle Wave (ReAq 15) +41T

  • Parting the Waves (ReAq 30) +41T

  • Waves of Drowning and Smashing (ReAq 30) +41T

  • Command the Living Water (ReAq 35) +41T

  • Jupiter's Resounding Blow (CrAu 10) +39T

  • Wreaths of Foul Smoke (CrAu 10) +39T

  • Broom of the Winds (CrAu 15) +39T

  • Charge of the Angry Winds (CrAu 15) +39T

  • Circling Winds of Protection (CrAu 20) +39T

  • Clouds of Rain and Thunder (CrAu 25) +39T

  • Pull of the Skybound Winds (CrAu 30) +39T

  • Wings of the Soaring Wind (CrAu 30) +39T

  • Rarefy the Crude Air (CrAu 35) +53TR

  • True Sight of the Air (InAu 15) +47T

  • Whispering Winds (InAu 15) +47T

  • Sailor's Foretaste of the Morrow (InAu 20) +47T

  • Eyes of the Bat (InAu 25) +47T

  • Rain of Stones (MuAu[Te] 20) +36

  • Talons of the Winds (Mu[Re]Au 20) +37

  • Quiet the Raging Winds (PeAu 20) +36

  • The Cloudless Sky Returned (PeAu 30) +36

  • Ward Against Rain (ReAu 10) +36

  • Clouds of Thunderous Might (ReAu 30) +37

  • Command the Living Air (ReAu 35) +37T

  • Heat of the Searing Forge (CrIg 10) +42T

  • Lamp Without Flame (CrIg 10) +36

  • Blade of Virulent Flame (CrIg 15) +42T

  • Flash of the Scarlet Flames (CrIg 15) +42T

  • Pilum of Fire (CrIg 20) +42T

  • Arc of Fiery Ribbons (CrIg 25) +42T

  • Coat of Flames (Cr[Re]Ig 25) +42T

  • Show of the Flames and Smoke (MuIg 10) +42T

  • Hornet Fire (MuIg 10) +42T

  • Prison of Flame (MuIg 20) +42T

  • Soothe the Raging Flames (PeIg 20) +42T

  • Leap of the Fire (ReIg 10) +42T

  • Burst of Sweeping Flames (ReIg 25) +42T

  • Ward Against Heat and Flames (ReIg 25) +43T; Mastery 1 (Fast Cast)

  • Seal the Earth (CrTe 15) +39T

  • Touch of Midas (CrTe 20) +39T

  • Wall of Protecting Stone (CrTe 25) +39T

  • Eyes of the Eons (InTe 10) +47T

  • Eyes of the Treacherous Terrain (InTe 15) +47T

  • The Miner's Keen Eye (InTe 20) +47T

  • Tracks of the Faerie Glow (InTe 25) +47T

  • Sense the Feet that Tread the Earth (InTe 30) +47T

  • The Crystal Dart (MuTe 10) +39T

  • Object of Increased Size (MuTe 15) +39T

  • Rock of Viscid Clay (MuTe 20) +39T

  • Edge of the Razor (MuTe 20) +39T

  • Fist of Shattering (PeTe 10) +39T

  • Rusted Decay of the Ten-Score Years (PeTe 10) +39T

  • Pit of the Gaping Earth (PeTe 15) +39T

  • Obliteration of the Metallic Barrier (PeTe 20) +39T

  • Stone to Falling Dust (PeTe 20) +39T

  • End of the Mighty Castle (PeTe 25) +39T

  • Wielding the Invisible Sling (ReTe 10) +40T

  • The Unseen Porter (ReTe 10) +40T

  • Hands of the Grasping Earth (ReTe 15) +40T

  • Crest of the Earth Wave (ReTe 20) +40T

Combat

Dodge Init 0, Def 0

Soak +4 (Sta 1 + robes)

Gear The Staff of Elemental Forms, robes of Impenetrable Silk, 14p Auram, 14p Aquam, 14p Ignem, 14p Terram vis.

Cesaire's Talisman: Staff of the Elemental Forms

Cesaire enchanted his staff back at Cunfin, where he had a highly refined lab and better resources. It is capped in bronze and set with rubies, crystals, and agates. Each of his apprentices contributed to it, adding an effect of their own preferred Form. Instilling the effects cost 18 pawns of vis.

  • Hands of Aeolus, level 50 CrAu effect. The bearer is picked up by wind and can fly at 40 miles per hour, using Finesse to steer. Base 5, +1 Conc, item maintains concentration, +2 highly unnatural, +1 Rego requisite, unlimited uses.

  • Wall of Protecting Stone, level 35 CrTe effect. As the spell. Base 3, +2 Voice, +2 Sun, +2 Size, unlimited uses.

  • Pilum of Fire, level 45 CrIg effect. As the spell. Penetration +40. Base 10, +2 Voice, 24 uses per day.

  • Tower of Whirling Water, level 40 ReAq effect. As the spell. Base 10, +2 Voice, +1 Conc, +2 Group, 24 uses per day.

The staff gives the following bonuses to casting totals:

  • +6 to fire-related effects

  • +5 water-related effects

  • +4 to control things at a distance

  • +3 air

  • +3 Terram

Cesaire's Laboratory (Lab Total = Te + Fo + 23 + 3 Inventive Genius + 6 Adept Lab Student + Specializations + Apprentice)

Cesaire's lab is of modest size and located in the Wizard's Tower. It is surrounded by the ruins of the old covenant, and the covenant is struggling to gather enough resources for the magi to do their research. Since moving in, he has spent over a year refining it and optimizing it for experimentation, as he is worried about his House legacy and is determined to integrate Plato with Hermetic Theory. The focus for the lab is a massive cauldron in which Cesaire melts and mixes various elemental Forms, but a casting circle and antechamber allow him to maintain multiple experiments at once.

  • Characteristics Size 0, Refinement +5, General Quality +3, Upkeep +3, Safety +4, Warping 0, Health +2, Aesthetics +10

  • Specializations Experimentation +11, Vis Extraction +1; Creo +1, Ignem +1, Mentem +1

  • Virtues & Flaws Greater Expansion (+3; +2 GQ, +4 Upkeep, +1 Aesthetics, +2 Experimentation), Greater Feature: Cauldron (+3; +2 Aesthetics, +3 Experimentation), Guard (+1 Aesthetics), Highly Organized (+1 GQ), Lesser Feature: Summoning Circle (+1; +1 Aesthetics, +1 Experimentation), Lesser Feature: Antechamber (+1; +1 Aesthetics, +1 Experimentation), Magic Item: Tireless Servant (+1 GQ, +1 Safety), Magical Heating (+1 Health, +1 Aesthetics, +1 Ignem), Servant +1 (+1 Safety, +1 Aesthetics, +1 Mentem), Spotless (+1 Health, +1 Aesthetics, +1 Cr), Superior Construction (0; +1 Safety, +1 Aesthetics), Superior Equipment (+1 GQ, +2 Upkeep, +1 Safety, +1 Vis Extraction); Greater Focus (-3; -2 GQ, +4 Experimentation), Missing Ingredients x3: All non-Elemental Forms (-3; -3 Upkeep).

Original Research: Cesaire can invent level 35 spells of any elemental combination, or level 40 if he uses the Technique of Intellego. He can add +3 for his Risk Factor. He decides to invent spells to rarefy and control elementals.

  1. He begins with Aquam, and for his first season invents Rarefy the Crude Water (CrAq 35) but gets no extraordinary effect. This spell creates an elemental of Siz +3 and Might 20.

  2. Invents Command the Living Water (ReAq 35) but gets no extraordinary effect. Cesaire's version of the spell affects elementals up to Might 20 for Moon Duration.

  3. Invents Rarefy the Crude Air (CrAu 35) with no benefit.

  4. Invents Command the Living Air (ReAu 35) and gains a Discovery! Next season he will try to stabilize it, and he must add +3 to the Experimentation roll.