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:

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, 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)

Advancement

5 Years Advancement = 150xp/145

Lab work and others: 2 years

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)