Merinita

MERINITA

Characteristics: Int +3, Per +1, Pre +1, Com +2, Str –1, Sta –1, 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; Strong Faerie Blood (Undine); Deft Imaginem, Faerie Magic*, Free Study, Puissant Imaginem, Student of Faerie; Chaotic Magic, Plagued by Faerie; Faerie Upbringing

Personality Traits: Mercurial +3, Honest –2, Reliable –3

Reputations: None.

Combat:

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

  • Soak: –1

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

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

Abilities: Artes Liberales 1 (rhetoric), Charm 2 (gaining trust), Faerie Lore 3 (water fay), Folk Ken 2 (what people will believe), Guile 5 (sustained lies), Latin 4 (Hermetic terms), Magic Theory 3 (Imaginem), Native Language 5 (faeries), Penetration 2 (Mentem), Parma Magica 1 (Mentem)

Arts:

Cr 5, In 1, Mu 5, Pe 2, Re 5;

An 0, Aq 0, Au 0, Co 1, He 0,

Ig 0, Im 10+3, Me 5, Te 0, Vi 0

Twilight Scars: None

Equipment: Wizardly robes.

Encumbrance: 0 (0)

Spells Known:

  • Phantasmal Animal (CrIm 20) +17

  • Phantasm of the Human Form (CrIm 25) +17

  • Image Phantom (MuIm 20) +17

  • Veil of Invisibility (PeIm 20) +14

  • Wizard’s Sidestep (ReIm 10) +17

  • Panic of the Trembling Heart (CrMe 15) +9

  • The Call to Slumber (ReMe 10) +9

Customization Notes: The Merinita can take another three points of Flaws and as many Virtues. The type of Strong Faerie Blood can also be changed easily.

MERINITA +15

Characteristics: Int +3, Per +1, Pre +1, Com +2, Str –1, Sta –1, Dex –1, Qik –1

Size: 0

Age: 40 (40)

Decrepitude: 0

Warping Score: 3 (0)

Confidence Score: 1 (3)

Virtues and Flaws: The Gift; Hermetic Magus; Strong Faerie Blood (Undine); Deft Imaginem, Faerie Magic*, Free Study, Puissant Imaginem, Student of Faerie; Chaotic Magic, Plagued by Faerie; Faerie Upbringing

Personality Traits: Mercurial +3, Honest –2, Reliable –3

Reputations: None.

Combat:

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

  • Soak: –1

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

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

Abilities: Artes Liberales 1 (rhetoric), Bargain 3 (faeries), Charm 3 (gaining trust), Faerie Lore 3 (water fay), Folk Ken 3 (what people will believe), Guile 5 (sustained lies), Latin 4 (Hermetic terms), Magic Theory 4 (Imaginem), Native Language 5 (faeries), Penetration 3 (Mentem), Parma Magica 2 (Mentem), Swim 3 (diving)

Arts:

Cr 5, In 5, Mu 5, Pe 2, Re 8;

An 0, Aq 7, Au 4, Co 3, He 6,

Ig 0, Im 13+3, Me 5, Te 0, Vi 0

Twilight Scars: None

Equipment: Wizardly robes.

Encumbrance: 0 (0)

Spells Known:

  • Mighty Torrent of Waters (CrAq 20)

  • Clear Sight of the Naiad (InAq 5)

  • Call of the Rushing Waters (InAq 15)

  • Lungs of the Fish (MuAq[Au] 20)

  • Cloak of Duck's Feathers (ReAq 5)

  • Breath of Winter (ReAq15)

  • Path of Snow Lilies and Ice (ReAq 15)

  • Ward Against Faeries of the Water (ReAq 25)

  • Spasms of the Uncontrolled Hand (ReCo 5)

  • Gift of the Frog's Legs (ReCo 15)

  • Ward Against Faeries of the Wood (ReCo 20)

  • Phantasmal Animal (CrIm 20)

  • Phantasm of the Human Form (CrIm 25)

  • Image Phantom (MuIm 20)

  • Veil of Invisibility (PeIm 20)

  • Chamber of Invisibility (PeIm 25)

  • Illusion of the Shifted Image (ReIm 10)

  • Wizard’s Sidestep (ReIm 10)

  • Mirror of the Queen of Glass (ReIm 25)

  • The Captive Voice (ReIm 25)

  • Panic of the Trembling Heart (CrMe 15)

  • The Call to Slumber (ReMe 10)

Customization Notes: The Merinita can take another three points of Flaws and as many Virtues. The type of Strong Faerie Blood can also be changed easily.

NEW SPELLS

Mirror of the Queen of Glass (ReIm 25)

R: Voice, D: Sun, T: ind

Turning a polished mirror to the target as you cast the spell, the target's image suddenly disappears, appearing to trap them inside the glass. The target is not actually trapped or bound, though their image is gone. The target is effectively invisible, though they can block light, and cast shadows; They would be noticeable moving in front of a campfire and are easy to notice in full daylight. The target's movements and actions can be followed in the mirror, which makes this spell useful to cast upon grogs, if you want to keep an eye on them.

(Base 4, +2 Sun, +2 Voice, +1 Moving image)

Path of Snow Lilies and Ice (ReAq 15)

R: Touch, D: Conc, T: Part

The water touched by the caster freezes in a thick disc of ice and frost, five paces across and thick enough it can support the weight of three individuals. If the caster moves, the area of frozen ground follows their path, and it is not washed away in strong currents, staying firmly underneath them. Particularly rough waters will break this ice apart, however. Due to the design of this spell, the you do not need to make Concentration rolls for walking or jogging.

(Base 3, +1 Concentration, +1 Touch, +1 Part, +1 controlling movement)