Andovar Ex Misclellanea
The Eater of Truth
Andovar
Andovar is somewhat short and stocky, but still a sizable fellow due to his build. Not at all burly, and with a badly twisted leg, this magus has always thrived on surprising others with his wit and his toughness. As an apprentice, he often spoke for his master, and developed a fondness for a bit of theatrics. Despite his tradition long being viewed as Hedge Wizards, Andovar was taught as well by a Pralican during the apprenticeship, and thus has a much stronger understanding of Hermetic Magic than his kin.
This understanding, and the urge to prove his skill and mettle, has actually gotten Andovar into lots of trouble, feeling driven to find out the truth, and then to tell everyone about it.
Tribunal Plans: Andovar's first tribunal is going to be a social delight for him. A young magus who holds his own sigil, he's curious as to everyone's plans and wants to delve into why the known tribunal cases are coming up. He also just wants to meet everyone.
His specific interest is in meeting Jerbiton, since he is hoping the more socially active Magi with more established contacts can introduce him to a lot of people, and help him gather gossip and secrets.
He's also delighted to introduce himself to any Ex Miscellanea - few of his House have social-focused abilities. He's interested in meeting anyone from a tradition of Entrancement or other social powers. For any of his house who aren't socially adept, he's happy to offer his assistance for a small concession.
Andovar's base of operations is a small extant magical aura (aura 2) near a populous village. He has an interest in finding himself a location with more nobles and tradesfolk to interact with, and with a stronger aura. Do you know a place?
VOTING! He has a vote, and is hoping people will come try and win his vote. This will let him get ahead on the gossip so he can start digging for the truth! That will let him share more secrets!
Andovar, Ex Miscellanea
Characteristics: Int +2, Per+2, Pre +1, Com +1, Str -1, Sta +4, Dex -2, Qik -2
Age 34
Warping 1(2)
Virtues: The Gift*, Hermetic Magus*, Puissant Intellego*, Taste of Truth*; Great Stamina, Lesser Immunity (Ingested Poison), Secondary Insight(minor), Self-Confident, Well Traveled, Gentle Gift
Flaws: Rigid Magic*; Compulsive (Oral Fixation), Hedge Wizard, Indiscreet, Lame, Meddler (minor), Waster of Vis
Personality Traits: Always Hungry +2, Chatty +3, Investigative +2
Abilities: Area Lore: Local 1 (taverns), Artes Liberales 1 (rhetoric), Athletics 1 (climbing), Awareness 3 (smells), Bargain 2 (food), Charm 3 (first impressions), Concentration 1 (Spellcasting), Etiquette 2 (merchants), Finesse 1 (magical instructions), Folk Ken 4 (sensing hostility), Guile 3 (little white lies), Intrigue 3 (conspiracies), Language: Latin 4 (Scholarly Latin), Magic Theory 4 (inventing spells), Stealth 2 (hiding), Taste of Truth 3 (aquam)
Arts: (Casting Sigil: Right angles)
Creo 5, Intellego 13+3, Muto 5, Perdo 0, Rego 6,
Animal 5, Aquam 4, Auram 0, Corpus 5, Herbam 5,
Ignem 0, Imaginem 0, Mentem 5, Terram 2, Vim 5
Equipment: Robes, Enchanted Walking Staff
Spells: (120)
InAn 25 Opening the Tome of the Animal Mind
InAq 25 Voice of the Lake
ReCo 5 Ease the Cripple's Burden
CrHe 10 A Hungry Travelers Repast
InHe 15 Shriek of the Impending Shafts
InHe 10 Intuition of the Forest
Mu[Re]He 10 Piercing Shaft of Wood
MuIm 10 Aura of Ennobled Presence
InMe 15 Pulse of the Hearth and Home
InMe 20 Posing the Silent Question
InMe 25 Thoughts Withing Babble
InTe 30 Stone Tell of the Mind that Sits
InVi 30 Sense the Lingering Magic
Advancement
5 Years of XP (150xp)
15xp Creo 1-5
5xp Mentem 5
20xp Magic Theory 4
15xp Herbam 1-5
15xp Muto 1-5
5xp Animal 5
5xp Corpus 5
36 xp Intellego 11-13
5xp Concentration 1
15xp Vim 1-5
6xp Rego 6
5xp Finesse 1
3xp Terram 1-2
Spells Learned
Aura of Ennobled Presence (MuIm 10) from text
Piercing Shaft of Wood (MuReHe 10) from text
Sense the Lingering Magic (InVi 30) from lab text
Stone Tell of the Mind that Sits (InTe 30) from lab text
Ease the Cripple's Burden (ReCo 5)
A Hungry Travelers Repast (CrHe 10)
Pulse of the Hearth and Home (InMe 15)
Enchant the Coward's Stave (ReHe 10)
Ease the Cripple's Burden (Rego Corpus 5)
R: Pers, D: Conc, T: Ind
This spell lets the caster move easily in any direction at the speed of a walk. With a bit of focus, the caster can change the direction of travel. This spell is designed to ease the strain for someone with bad legs or paraplegia, allowing them to move about as a normal person might, and with practice they can even pretend to be walking.
Base 3, +1 concentration, +1 variable direction
A Hungry Traveller's Repast (Creo Herbam 10)
R: Touch, D: Diam, T: Ind
A simple spell, this creates a hand-sized breadroll pastry with a fruit jam. As a conjured product, it doesn't make one full or provide nutrition, but it really hits the cravings, and is great for giving to meddlesome children for their best gossip.
(Base 3 for treated and processed, +1 Touch, +1 Diam, +1 complexity)
Pulse of the Hearth and Home (Intellego Mentem 15)
R: Touch, D: Concentration, T: Structure
The caster can detect the number of minds in the building. The minds each have a unique sense - usually dictated by the caster's sigil - but they are not actually identifiable as individuals.
(Base 2, +1 Touch, +1 Conc, +3 Structure)
Design notes: Base from TMRE p93. Useful for figuring out how many people are around. One could instead consider a Room target with a +1 size so you could check a room for hidden individuals.
The Coward's Stave
Rego Herbam 10
This traveler's staff bears an enchantment causes it to make aggressive and violent movements when commanded. If the power's activated with its command, the staff will follow the activator's command to lunge, bound, stab, or swing at the user's direction. To give an order requires touching the staff, to which it will follow at its best ability - using Perception + Finesse for any complex actions or attacks. The active staff has no ability for judgement, so the commands must be direct - 'Dance in this space for 15 seconds' is fine, 'dance until they viewers applause' will not work; 'beat upon that man for 18 seconds' will be accepted (with a Finesse attack), but 'beat all those people until they stop moving' will fail. After any command is completed, the staff will bound back to the initial user and wait for more commands. Andovar uses this for defense - "deflect anything incoming", since if he sends it to attack someone it will take a bit of time for the staff to return to him.
Base 3, +1 Diameter, +1 complexity for return; +5L 24/day