Mercere

MERCERE

Characteristics: Int +2, Per 0, Pre 0, Com –1, Str 0, Sta +2, Dex +1, Qik +1

Size: 0

Age: 25 (25)

Decrepitude: 0

Warping Score: 0 (0)

Confidence Score: 1 (3)

Virtues and Flaws: The Gift; Hermetic Magus; Major Magical Focus (Weather); Affinity with Auram, Cyclic Magic (Positive) — Day, Puissant Auram, Puissant Creo*, Special Circumstances (during a storm); Ambitious (Major), Difficult Longevity Ritual; Cyclic Magic (Negative) — Night

Personality Traits: Ambitious +3, Wanderer +3, Brave +2

Reputations: None.

Combat:

  • Dodging: Init +1, Attack n/a, Defense +1, Damage n/a

  • Soak: +2

  • Fatigue Levels: OK, 0, –1, –3, –5, Unconscious

  • Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)

Abilities: [Area] Lore 3 (routes between settlements), Artes Liberales 1 (astronomy), Athletics 1 (hiking), Awareness 1 (weather signs), Hunt 2 (small game), Latin 4 (Hermetic terms), Magic Theory 3 (Auram), Native Language 5 (talking to travelers), Parma Magica 1 (Ignem), Penetration 2 (Auram), Stealth 3 (in woodland), Survival 4 (in bad weather)

Arts:

Cr 6+3, In 4, Mu 4, Pe 3, Re 5;

An 0, Aq 0, Au 12+3, Co 2, He 0,

Ig 0, Im 0, Me 2, Te 0, Vi 0

Twilight Scars: None

Equipment: Wizardly robes.

Encumbrance: 0 (0)

Spells Known:

  • Jupiter’s Resounding Blow (CrAu 10) +26

  • Clouds of Rain and Thunder (CrAu 25) +35

  • Clouds of Summer Snow (CrAu 25) +35

  • Pull of the Skybound Winds (CrAu 30) +26

  • Wings of the Soaring Wind (Cr(Re)Au 30) +27

Customization Notes: The Mercere can take another three points of Flaws and as many points of Virtues. He is quite capable of traveling alone, and probably prefers to do so. By moving scores from Hunt and Stealth into social Abilities such as Charm, he can be made more likely to travel with a group.

MERCERE + 15

Characteristics: Int +2, Per 0, Pre 0, Com –1, Str 0, Sta +2, Dex +1, Qik +1

Size: 0

Age: 25 (40)

Decrepitude: 0

Warping Score: 3 (0)

Confidence Score: 1 (3)

Virtues and Flaws: The Gift; Hermetic Magus; Major Magical Focus (Weather); Affinity with Auram, Cyclic Magic (Positive) — Day, Puissant Auram, Puissant Creo*, Special Circumstances (during a storm); Ambitious (Major), Difficult Longevity Ritual; Cyclic Magic (Negative) — Night

Personality Traits: Ambitious +3, Wanderer +3, Brave +2

Reputations: None.

Combat:

  • Dodging: Init +1, Attack n/a, Defense +1, Damage n/a

  • Soak: +2

  • Fatigue Levels: OK, 0, –1, –3, –5, Unconscious

  • Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)

Abilities: [Area] Lore 4 (routes between settlements), [Area 2] Lore 2 (safe refuges), Artes Liberales 1 (astronomy), Athletics 1 (hiking), Awareness 3 (weather signs), Hunt 3 (small game), Latin 4 (Hermetic terms), Magic Theory 5 (Auram), Native Language 5 (talking to travelers), Parma Magica 3 (Ignem), Penetration 3 (Auram), Stealth 3 (in woodland), Survival 4 (in bad weather)

Arts:

Cr 8+3, In 4, Mu 5, Pe 4, Re 7;

An 0, Aq 0, Au 13+3, Co 2, He 0,

Ig 0, Im 0, Me 2, Te 4, Vi 0

Twilight Scars: None

Equipment: Wizardly robes.

Encumbrance: 0 (0)

Spells Known:

  • Burning Fog of the Black Marsh (CrAu 10)

  • Jupiter’s Resounding Blow (CrAu 10)

  • Charge of the Angry Winds (CrAu 15)

  • Enveloping Fog of a Quiet Night (CrAu 15)

  • Clouds of Rain and Thunder (CrAu 25)

  • Clouds of Summer Snow (CrAu 25)

  • Pull of the Skybound Winds (CrAu 30)

  • Wings of the Soaring Wind (Cr(Re)Au 30)

  • The Incantation of Lightning (CrAu 35)

  • True Sight of the Air (InAu 15)

  • Sailor's Foretaste of Tomorrow (InAu 20)

  • Rain of Stones (MuAu[Te] 20)

  • Wind at the Back (ReAu 5)

  • Ward Against Rain (ReAu 10)

  • Ward Against Airy Legends (ReAu 15)

  • Purification of the Festering Wounds (CrCo 15)

  • Wall of Protecting Stone (CrTe 25)

Customization Notes: The Mercere is quite capable of traveling alone, and probably prefers to do so. He likes visiting interesting places and seeing beautiful vistas, often helping his un-Gifted family members.

NEW SPELLS:

Ward Against Airy Legends (ReAu 15)

R: Touch, D: Ring, T: Circle

An invisible barrier protects those within the ring from auram-aligned creatures of Magical Might 15 or less. The magical creatures cannot directly or indirectly cross or break the magic circle, nor used ranged attacks or magic to affect those within.

(Base spell)

Enveloping Fog of a Quiet Night (CrAu 15)

R: Touch, D: Sun. T: Ind

Conjure a swirling fog of thick, damp mist, clinging and cloying. It springs up from the ground, slow and crawling, spreading outwards in the direction of the caster's choosing. This thick fog muffles sound and reduces vision to mere paces. The fog cannot form indoors, nor in arid environments. It takes about ten minutes for the fog to spread out to its full size, blanketing an area of 150 yards across.

(Base 3, +1 Touch, +2 Sun, +1 Size)

Burning Fog of the Black Marsh (CrAu 10)

R: Voice, D: Conc, T: Ind

Rising from the ground is a cloying, yellow-green mist fills an area about ten paces across. The mist smells strongly of marsh-gas and rot, causing any living creatures in the area to need to make a Stamina + Concentration roll of 9+ to take any action other than stagger away from the area as best they can, due to the hideous gas stinging their eyes, inflaming their orifices, and burning their lungs. Any source of fire will burn away the marsh gas almost instantly, which does +4 damage to everyone in the area before it disappears.

(Base 3, +2 Voice, +1 Conc)

Windcatchers (MuAu[Te] 19) <Charged Item: 9>

R: Touch, D: Conc, T: Ind

These ornately braided leather cords can be tied around an gusting wind - trapping and transforming the wind into stone. As earth is more dense than air, even a breeze that can be felt across a hundred paces will turn into a twisting stony rod the size of a scribe's forearm. The leather cords lose their magic after use. Breaking the rod will end the spell as well as consciously willing it, and trying to maintain it for long travel would require some attention during the twilight's transitions. When the wind returns to its natural form, it will gust onwards as if it had not stopped, although it will rapidly disappear if released indoors.

(Base 4, +1 Touch, +2 Concentration; +5 levels for item maintains concentration)