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.
Andovar has been around for a while now, and has started to meet people. He is a friendly folk, but unfortunately that makes people suspicious. Perhaps unfairly, a number of magi in the tribunal are suspecting him of scrying, but don't have a strong enough case to bring it to tribunal yet. Andovar himself is now going to a number of important nobles households.
Plot Seeds:
There's a young Tytalus who is now sniffing around, starting to investigate. His subject of interest is Andovar, and he's gathering information, perhaps suspiciously. His ulterior motives are to see if Andovar would be a good rival, because he believes the Ex Miscellanea magus is trying to manipulate politics in his domain.
Andovar's come to the tribunal because of positive interactions in the past. He's looking for support, and friendship. And if there's a Guernicus in the covenant it's even more important. Andovar's heard rumors he may be in trouble at the Tribunal for scrying. He definitely wants to quietly rally support.
Andovar has an interest in trading or buying Lab texts. His magic has been a bit slow to develop in his mind, and he feels useful spells for manipulating a social situation will help his goals.
Without meaning to, Andovar has been the focus of a few rumors, where a group of nobles have been talking about a wise magus who has been visiting their houses and offering aid. Andovar's been helpful to the commonfolk of a few villages, but rumors can get blown out of proportion, and the Code of Hermes is... strict sometimes.
Second Tribunal
NOTES: Some of my math was using a different verison of Andovar from before, and I have corrected it in this print.
Andovar has made a number of advancements in the last few years. His goals have broadened, and Andovar is starting to delve into the chaos of mundane politics. While he is skirting the Code of Hermes, his goal isn't actually as selfish or manipulative as one might think. Andovar is, at his core, curious, and is just seeking out more fun secrets and trouble.
Andovar's looking to trade for books on Corpus. He's looking for lab texts on Corpus. He's trying to get a better handle on how people work, physically. He's also interested in any Tractati with interesting topics (Not just interesting abilities - Magic Theory - but interesting TOPICS - "A Treatise on Experimentation and the Effects of Aligned Magical Auras".
Andovar wants to talk with different magi about techniques in the lab. This will develop into correspondence for those who he finds good discussions with.
Do... any magi have spells involving... food?
Andovar's managed to get a surprising amount of information on the upcoming trials and votes happening this Tribunal. What's it worth for people to know what's happening and a number of 'surprises' in advance?
Andovar, Ex Miscellanea
Characteristics: Int +2, Per+2, Pre +1, Com +1, Str -1, Sta +4, Dex -2, Qik -2
Age 41
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 2 (magical instructions), Folk Ken 4 (sensing hostility), Guile 3 (little white lies), Intrigue 3 (conspiracies), Language: Latin 4 (Scholarly Latin), Magic Theory 5 (inventing spells), Ride 1 (staying on horseback), Stealth 2 (hiding), Taste of Truth 3 (aquam)
Arts: (Casting Sigil: Right angles)
Creo 5, Intellego 15+3, Muto 5, Perdo 0, Rego 6,
Animal 5, Aquam 4, Auram 0, Corpus 5, Herbam 5,
Ignem 0, Imaginem 2, Mentem 8, 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
InIm 5 Prying Eyes
InIm 15 Eyes of the Ungrateful Guest
InIm 25 Summoning the Distant Image
MuIm 10 Aura of Ennobled Presence
CrMe 15 Subtle Influence of Chattering Magus
InMe 15 Pulse of the Hearth and Home
InMe 20 Posing the Silent Question
InMe 25 Hunger for Conversational Wisdom
InMe 25 Thoughts Withing Babble
InTe 15 The Expert's Hand
InTe 30 Stone Tell of the Mind that Sits
InVi 30 Sense the Lingering Magic
ReVi 10 Circular Ward Against Demons
ReVi 10 Circular Ward Against Faeries
Advancement
5 Years Advancement = 150xp/145
25xp Magic Theory 5
29xp Intellego 14-15
5xp Ride 1
10xp Finesse 2
30xp Mentem 6-9
5xp Code of Hermes 1
20xp Intrigue 4
20xp Charm 4
3xp Imaginem 1-2
3xp Terram 1-2
Lab work and others: 2 years
Begin Hunger for Conversational Wisdom (InMe 25) Lab Total 38
Finish Hunger for Conversational Wisdom (InMe 25) Lab Total 38
Begin Subtle Influence of Chattering Magus (CrMe 15) Lab total 24
Finish Subtle Influence of Chattering Magus (CrMe 15) Lab total 24
Create Eyes of the Ungrateful Guest (InIm 15) Lab Total 31
Create The Expert's Hand (InTe 15) Lab Total 31
Lab Texts for Summoning the Distant Image and Prying Eyes, Lab total 30
Lab Texts for Circular Ward Against Demons (ReVi 10) and Circular Ward against Faeries (ReVi 10), Lab Total 21
Hunger for Conversational Wisdom
Intellego Mentem 25
R: Eye, D: Conc, T: Ind
This spell drags the thoughts and secrets out of a target. As long as the magus can keep the target engaged in conversation, the magus will see and hear the surface thoughts of their target. This can be quite distracting for those not used to it, which will give a -3 to any social rolls the magus makes due to the split attention. As this spell is designed to be done in a conversation, the caster doesn't need to make rolls to continue talking to the target, but anyone else joining in will require an Intelligence + Concentration roll.
(Base 15, +1 Eye, +1 Conc)
The Subtle Influence of the Chattering Magus Creo Mentem 15
R: Eye, D: Sun, T: Ind
Starting the conversation is only the beginning. Once the effect of the caster's spell takes effect, the target will feel more and more talkative. This gives the target the Personality trait Garrulous +2, or increases an existing Garrulous trait by +2.
(Base 4, +1 Eye, +2 Sun)
Eyes of the Ungrateful Guest (Intellego Imaginem 15)
R: Touch, D: Conc, T: Structure
Similar to the Prying Eyes spell, this allows the caster to change their perceptions to a new location. The caster can change their view to any any location of the building their in. They can change their viewpoint with a bit of effort, allowing them to explore the entire structure. While they cannot just decide to view unknown locations (such as a hidden room under a trapdoor), if they become aware of the room's existence they can look inside. Similar to Prying Eyes, you do not gain any ability to see in dark or obscured rooms.
(Base 1, +1 Touch, +1 Concentration, +3 Structure, +1 Size)
The Expert's Hand (InTe 15)
R: Touch, D: Mom, T: Ind
This spell grants the caster knowledge of how an item was constructed, including an estimation of how long ago it was created. This can, for example, allow a magus to analyze a chair and notice the woods and glues used in construction, identify any weaknesses or hidden secrets, and pick out stylistic marks that would mark it as being made by a particular artist. This does not grant knowledge of the crafter - though it can help - or the name of any artistic styles. It can merely identify what those styles are (such as wide-sweeping backs on a chair).
(Base 10, +1 Touch)