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.

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)

Advancement

5 Years of XP (150xp)

Spells Learned

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