Cosrach Cam of Merinita

Cosrach the Victorious

Cosrach was rescued by his parens from a Tuatha who had sired a half-faerie child by a Deidne parent. He was raised to seek out faeries and Deidne, and to kill any of the latter he finds; he's found far more of the former. His parens was young in the Schism War; Cosrach himself is now over 120 but, thanks to his Faerie blood, looks young and hale as ever. Like most of the other magi of Cliffheart, he is neurotic and isolationist, but he obeys the Code. His own Deidne lineage is a great motivator for him; the harder he works to ensure the Deidne are in fact destroyed, the better defense he will have when Qauesitors eventually catch up to him.

Now over a century old, Cosrach is a powerful generalist who relies on spontaneous magic to fast-cast defensive Rego spells, neutralizing his foe. Cosrach can spontaneously cast 5th magnitude Rego spells without fatiguing himself; if he must expend fatigue, he can cast 6th magnitude Rego spells. This allows him to protect himself or one other from any offensive spell that isn't a ritual, and frequently negate the spell completely. Cosrach is a student of the School of Raghallach, and after stripping his foe of the Parma, uses spontaneous magic to cast Revoke the Protection of (Form), typically at level 15 with +10 penetration (further boosted by his Penetration ability and sympathetic magic). Because of his Rego mastery, Cosrach is especially good at wards and at indirect spells which bypass Magic Resistance.

Outside of Rego, Cosrach can spontaneously cast any level 15 spell without fatigue, level 20 with fatigue. Because he has no truly weak Arts, he has an impressive reputation in Certamen. If he has a few rounds to prepare, he is usually protected by Wizard's Sidestep, Ward Against Wood, an improved Ward Against Heat & Flame, and Endurance of the Berserkers (from his staff). He sometimes uses Image from the Wizard Torn to safely enter dangerous places for intelligence gathering or negotiation.

Cosrach appears to be the quintessential Hibernian magus, clad in simple loose-fitting clothing and carrying a staff. He is handsome but not especially tall, with golden hair that is actually made of golden threads. He rides a handsome courser. He carries faerie wards at all times, decorating any campsite with them.

Age 122 in 1227

Confidence 1 (3)

Virtues & Flaws Hermetic Magus; the Gift; Deidne Magic (+3), Faerie Magic (0), Life-Linked Spontaneous Magic (+3), Strong Faerie Blood: Sidhe (+3), Unaging (+1); Dark Secret: Deidne Lineage (-3), Deficient Technique: Muto (-3), Wrathful: Major (-3), Susceptible to Divine Power (-1)

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

Abilities Artes Liberales 1 (rituals), Athletics 3 (long distance travel), Awareness 4 (spells), Brawl 3 (dodge), Code of Hermes 2 (Hibernian), Concentration 3 (spell casting), Faerie Lore 5, Faerie Magic 5, Finesse 6 (Fast-Casting), Folk Ken 3 (rumors), Gaelic 5, Great Weapon 4 (staff), Hibernia Lore 4 (Munster), Hunt 2 (tracking), Infernal Lore 2 (Deidne), Latin 5, Order of Hermes Lore 2 (Deidne), Magic Theory 5 (22) (Rego), Parma Magica 6 (Corpus), Penetration 5 (Vim), Philosophiae 1 (rituals), Second Sight 3 (faeries), Stealth 3 (sneaking up), Survival 2 (forests), Teaching 5 (Merinita)

Arts Cr 12, In 12, Mu 12, Pe 12, Re 34; An 11 (6), Aq 12, Au 12, Co 12, He 12, Ig 12, Im 12, Me 12, Te 12, Vi 11

Gear The Staff of Victory, Robes of Impenetrable Silk, arcane connections to his sanctum in Cliffheart and a few safe houses around Hibernia (some within Faerie or Magic regios), 10 pawns of Faerie Rego Vis and 10 pawns of Corpus Vis.

Lab Total Te + Fo + 19 (Int 3 + MT 5 + Aura 3 + Lab 4 + Familiar 4) + Apprentice 6 + specializations

Combat

Staff Init +4, Atk +8, Def +10, Dmg +3

Dodge Init +2, Def +6

Soak +7

Certamen

  • Initiative: +8 (Qik + Finesse)

  • Attack: +1 (Pre + Form or Tech)

  • Defense: +1 (Per + Form or Tech)

  • Weakening: +8 (Vim; Int + Penetration)

  • Resistance: +7 (Corpus; Sta + Parma)

Spells

Bind the Wound of the Beast +25 (CrAn 15)

Ward Against the Beast of Legend +51T (ReAn 30)

Clouds of Thunderous Might +51T (ReAu 30)

Gathering of the Stormy Might +51T (ReAu 40)

Bind Wound +25 (CrCo 10)

Incantation of the Body Made Whole +29 (CrCo 40, Ritual)

Lifting the Dangling Puppet +51T (ReCo 15)

Strings of the Unwilling Marionette +51T (ReCo 25)

Seven-League Stride +47 (ReCo 30)

Coils of the Entangling Plants +51T (ReHe 20)

Ward Against Wood +51T (ReHe 25)

The Treacherous Spear +51T (ReHe 25)

Ward Against Heat and Flames +51T (ReIg 35); protects against +25 fire damage

Discern the Images of Truth and Falsehood +24 (InIm 25)

Wizard's Sidestep +51T (ReIm 10)

The Captive Voice +51T (ReIm 25)

Image from the Wizard Torn +51T (ReIm 30)

Posing the Silent Question +24 (InMe 20)

Peering into the Mortal Mind +24 (InMe 30)

Coerce the Spirits of the Night +51T (ReMe 20)

Ring of Warding Against Spirits +51T (ReMe 30)

The Shrouded Glen +51T (ReMe 40)

The Unseen Porter +51T (ReTe 10)

Retrieve the Bloodied Arrow +51T (ReTe 15) TCI 62

Earth Shock +51T (ReTe 30)

The Earth Split Asunder +51T (ReTe 30)

Piercing the Faerie Veil +23 (InVi 20)

Piercing the Magical Veil +23 (InVi 20)

The Invisible Eye Revealed +23 (InVi 25)

Revoke the Protection of Bonisagus +27T (PeVi 15) TCI 62

Revoke the Protection of Magic +27T (PeVi 15)

Revoke the Protection of Faerie +31T (PeVi 20)

Revoke the Protection of the Infernal +27T (PeVi 15)

Revoke the Protection of the Divine +27T (PeVi 15)

Gather the Essence of the Beast +46 (ReVi 15)

Opening the Intangible Tunnel +50T (ReVi 20)

Circular Ward Against Faeries +51T (ReVi 30)

Circular Ward Against Demons +50T (ReVi 30)

Circular Ward Against the Divine +50T (ReVi 30)

Day of Communion +46 (ReVi 35)

The Staff of Victory, Cosrach's Talisman

Cosrach's talisman is a staff made up of hornbeam and iron segments with a leaden tip on the left end and a marble head on the other. Over two seasons it was opened for 40 spaces, 23 of which are full. Five of its Shape & Material Bonuses have been activated.

  • +7 harm or repel faeries

  • +6 vim used on harmful magic

  • +4 control things at a distance

  • +4 wards

  • +3 Perdo

Vice-like Grip of the Magus

ReCo 40

Penetration +20

24day

Item maintains concentration

The target of this effect is unable to move. The staff maintains concentration on the effect.

Base 5, +1 Conc, +2 Voice, +5 item maintains concentration, +5 24/day, +10 levels for +20 Penetration

Leap of the Homecoming Horse

ReCo[An] 45

R Per, D Mom, T Special

Cosrach and Foamfollower are both transported to anywhere to which Cosrach has an Arcane Connection. This is a non-standard target (effectively "Pair" but designed before that target was invented), with +1 magnitude for the Animal requisite and +1 magnitude for Foamfollower's +2 Size. Enchanting this effect into the staff took two seasons and filled 9 spaces in the staff.

Base 35, +1 non-standard target, +1 Animal, +1 magnitude for Size

Endurance of the Berserkers

ReCo 30

R Per, D Conc, T Ind

Unlimited uses; item maintains concentration

Cosrach's staff allows him to ignore wound and fatigue penalties. The staff maintains the effect, which can be turned on or off at will. Enchanting this effect took one season and filled 6 spaces in the staff.

Base 10, +1 Conc, +10 unlimited uses, +5 item maintains conc

Foamfollower, Cosrach's Familiar

Foamfollower is a Magic stallion originally purchased from Lambaird and bound with ReAn. The familiar bond has been enchanted to allow Foamfollower to run over water or air. Foamfollower cannot speak, but he understands Cosrach and can share his thoughts with him. The familiar bond is further enchanted with a version of The Gift of Vigor, allowing Foamfollower to exchange fatigue levels with his master (he has 2 additional fatigue levels himself). He is a Courser with Int -1, Magic Theory 5, and Magic Might 10. He was bound with a ReCo total of 75, and has Gold 3, Silver 2, Bronze 3.