Sphynx said:Character thus far.... Extremely Rego....
I am curious as to how you rationalize the "safety net" you have built into this spell. By definition, the magic of a spell with Duration of Concentration lasts only as long as concentration is maintained. How then can it extend beyond that, when the concentration is "broken", to deliver the magus safely to the ground? Is there a precedent for this established in another spell?Sphynx said:Flight of the Magus ReCo: 20
Base: 15 +1 Conc
Mastery: 1 (Still)
This is a method of movement through the air that is roughly the same speed as a fast running man. It effects only the Magus. If the concentration is broken before the spell is ended, the spell will drop the Magus to the ground at the speed of a walking man.
Then I'll fire away if Volkmar doesn't cleave the wolf in two with his mighty blow!Nzld said:MummyKitty,
Your Wielding the Invisible Sling spell cannot miss. There is no actual attack roll. If Titus succeeds in casting the spell, the Rego aspect takes care of the rest, insuring a hit. This is one of the changes that 5th Ed. has over 4th Ed., "missile" spells no longer have to be aimed with a Finesse roll.
Sphynx said:As for the spell. I first create the effect I want, then find the duration/range/etc that is closest to that result. The description is written first, so if it doesn't seem fair, I'd just remove it from the desription, but since 'diam' (which is kinda what that safety net is) is equal to Concentration, I saw no problem with it.
That’s fine; remember that you were partly trained in Transylvania, though.Journeyman of House Tremere, filius to Daria la Gris, Apple Gild
Fine, but if you have any ideas – feel free to share.Latent Magical Ability
Both these flaws will make the magus suboptimal in the battlefield or politics, so would be seen as a source of embarrassment. The first especially should be carefully hidden.Weak Magic Resistance, Compulsion (gambling)
I have not considered Daria to be so powerful as to require this virtue, but she is powerful both politically and magically so I can certainly fit it in if you want.Hermetic Prestige
This is a good selection of Abilities for a Tremere, except that it lacks physical skills Tremere consider required. Tremere are expected to be able to fend for themselves on a Wizard’s March or long treks and to be able to defend themselves physically with some level of competence. Survival, Swim, Athletics (hiking), Brawl, and of course Profession: Soldier are some skills you might wish to consider.Abilities: Artes Liberales 1 (arithmetic), Charm 2 (magi), Code of Hermes 1 (certamen law), Etiquette 2 (Hermetic), Finesse 2 (Terram), Folk Ken 3 (magi), Guile 2 (lying to underlings), Intrigue 2 (Hermetic politics), Latin 4 (Hermetic terms), Magic Theory 3 (Creo), German 5 (giving orders), Order of Hermes Lore 2 (Tremere), Parma Magica 1 (Mentem), Penetration 3 (Ignem)
Tremere are expected to have reasonable scores in 4 Arts, two Techniques and two Forms, as this is vital for Certamen. For a starting magus, a score of 5 is acceptable in this regard so this selection is sufficient though a little broader than the typical Tremere. Note that the archetypical Tremere Arts are Rego and Mentem.Arts: Cr 5, In 5, Mu 5, Pe 5, Re 5, An 0, Aq 3, Au 6, Co 0, He 0, Ig 6, Im 0, Me 1, Te 6, Vi 0
These are a bit more direct than a typical Tremere’s. They generally prefer to work with spells that summon, control, or augment various ghosts, spirits, magical animals, or other allies, or subtly acquire or subvert information.Spells Known:
Circling Winds of Protection (CrAu 20) +13
Rain of Stones (MuAu(Te) 20) +13
Pilum of Fire (CrIg 20) +13
Soothe th Raging Flames (PeIg 20) +13
Tremulous Vault of the Torch's Flame (ReIg 5) +13
Seal the Earth (CrTe 15) +13
Unseen Arm (ReTe 5) +13
Trackless Step (ReTe 10) +13
Hands of the Grasping Earth (ReTe 15) +13
Earth that Breaks No More (MuTe 20) +13
That’s perfectly acceptable. Tremere have a penchant for acting in teams, and value the number two, so suggesting the two new apprentices work together will make perfect sense.Background: Coming soon.
My basic thinking is that perhaps he has been sent to Fengheld and Teneo at the request of Daria, in order to secure more political sway for the Apple Gild, and, if Sphynx goes with being the filius of Stentorius, in order to balance out the influence of Stentorius.
I don’t really understand this combination, but as long as you do that’s fine.Brave (flexible ethics/morals) –3
Fenghled is not in Pomerania, being quite some distance to the sough-west (you can check out the Rhine map at the Guardians of the Forest webpage on Atlas’ site), but otherwise everything’s fine.[/sblock]Background: Born poor in the southwestern part of Germany, Erich grew up a bit of a rogue and a scoundrel, running away at a young age. He survived on whatever he could steal, eventually falling in with some notorious thieves and scoundrels that terrorized peasants, pilgrims, and merchants travelling through the Alsace-Lorraine. Years of success eventually caught up with him, as he ended up robbing a few nobles by accident and only barely escaping them as he fled to Pomerania. The road eventually led to Fengheld, where he's subsided on odd jobs and occasional physical labor. He longs for a reasonably safe place where he could put some of his skills to work in a semi-honest fashion. figuring that his theoretical patron may be willing to stand in between the past and him.
Consider an animal that is used by Tremere in-cannon; there are whole doctrines on how to use specific animals and breeding lines going back centuries. This isn’t essential, you can use a Talking Hawk (whatever we decide it will be) if you’d like.Magical Animal Companion (Talking Hawk)
This is a particularly problematic flaw for a Tremere, as it effectively disallows any soldiery conduct and military zeal. A canonic Tremere really shouldn’t have it.Soft Hearted
Both will make the magus suboptimal on the field of battle, so are embarrassing. They should be kept hidden, particularly Warped Magic as it hints of lack of self-control.Weak Magic, Warped Magic (Gusts of Wind)
Those are strange personality traits for a military officer.Distracted +1, Friendly +2, Wanderer +2
His lack of political skills will be seen as a shortcoming, hindering his ability to accrue allies for the House and rendering him vulnerable to political and mental manipulation. I think it unlikely Stentorious will send him to the world without at least a grounding in Intrigue.Athletics (Grace): 2
Artes Liberales (Logic): 2
Awareness (Alertness): 2
Brawl (Dodging): 2
Concentration (Spells): 4
Code of Hermes (Mundanes): 1
English (StoryTelling): 5
Finesse (Terram): 4
Latin (Magic Use): 4
Legerdemain (Magic Tricks): 1
Magic Lore (Rego): 1
Magic Theory (Rego): 3
Order of Hermes Lore (History): 1
Parma Magica (Corpus): 1
Penetration: 2
Ride (Speed: 1
Stealth (Sneaking): 4
Swim (Underwater): 1
He is dangerously overspecialized in his Techniques, making him vulnerable in Certamen. A second technique of 4 at least is highly desirable.Arts
Spoiler:
Techniques
Creo: 1
Intelligo: 1
Muto: 1
Perdo: 1
Rego: 10
Forms
Animal: 4
Aquam: 4
Auram: 4
Corpus: 4
Herbam: 4
Ignem: 0
Imagonem: 1
Mentem: 0
Terram: 4
Vim: 0
Nzld is wise in the ways of magic. Let us heed his wisdom - at least a +1 magnitude is required.Flight of the Magus ReCo: 20
Base: 15 +1 Conc
Mastery: 1 (Still)
This is a method of movement through the air that is roughly the same speed as a fast running man. It effects only the Magus. If the concentration is broken before the spell is ended, the spell will drop the Magus to the ground at the speed of a walking man.
The spell should affect up to 10 people, unless a +# size modifier is applied.Flock of Birds ReCo: 20
Base: 4 +1 Conc +1Touch +2 Group
Mastery: 1 (Still)
This spell works like Rise of the Feathery Body, but effects all persons touching the Magus at the time of casting. As long as they continue to touch the Magus (or anything he is carrying, holding or wearing), they continue to move with the Magus, but if they release the Magus, they plummet to the ground and take normal damage for falling such a distance.
Moving multiple items in complex coordination would require a Finesse roll.Movement of the Mind ReTe(*): 20
Base: 2 +3 Sight +1 Conc +2 Group
Mastery: 1 (Still)
This spell works like Unseen Arm, except extended range (since his magic is Silent), and effects multiple objects at once.
The character should have spent some time in Transylvania, probably his childhood prior to, and perhaps the first few years of, his apprenticeship. It is entirely possible he was discovered by another Tremere magus, taken to Coeris, and handpicked by Stentorius to be his apprentice when he grows up.Born in the Celtic lands near a rather swamp-like area, Dylan was the source of demonic rumours. At the age of 8, the village had decided that he was definitely possessed by demonic spirits, for everytime he entered a room, anything not weighted down had a tendency to move about, or float in the air. He was imprisoned in the Crypt beneath a church to be ether excorcised or burned when Stentorius happened across the village. Stentorius had been in search of the Faerie effected version of Will O' Wisp, and the swamplands of the Celtic area were the most likely source, and evidence indicated that the area nearby was the most likely place to find it.
Stentorius heard of the demonic-child that could 'move things' with poltergeist arms, and became immediately interested in this possible Apprentice, or source of Rego Vis. It didn't take long for Stentorius to realize the potential of the boy, and depart the village with the boy in tow. The uneducated child was too young to learn magic yet, but not too young to go untrained in required learning. Stentorius had the child sent to a teacher who helped the covenant, and taught Latin as well as basic reading and writing, as well as on how to control his supernatural exhibitions through concentration.
By the age of 12 Dylan was inducted into apprenticeship with Sentorius, and trained in the arts of magic. The quiet boy proved a most apt student to Sentorius, able to do things that even the Rego Master was surprised at. The boy was the perfect Rego apprentice, and once he'd learned a new trick with the Arts, especially Rego, seemed to master it to perfection.
By the age 28 (1 year longer than most apprenticeships), Dylan passed the Ganntlet, and is now attempting to integrate himself in with the other Magi in the Covenant.
Consider that those are a lot of Abilities you would want to be high. Just saying, it won’t be easy keeping them all high so you might want to set up priorities.Premonitions
Second Sight
Wilderness Sense
We will need to work on that. TL suggests a Might 10 “common white wolf” in the service of House Tremere, if you’re interested.Wolf Companion, Magical
Yet another wolf boy. I’m sensing a shift in the Saga’s direction.Not alot known of his childhood, raised by wolves until he was 16, he never even saw humans until they wiped out his entire pack, all except his brother. His brother remains his companion, a huge black wolf that seems to forever be by the boy's side when he's in the Covenant area. He was brought here when the hunters brought their forages and pelts to sell. He's learned the basics of the German language from the locals, but has only recently realized that not all humans are out to murder his brethren, and therefore began to trust the humans of the covenant. Having been raised as part of a pack, he's been quick to adopt the human pack as his own, and has surprised people a few times by stepping out of the forests to point them away from dangers ahead. With his companion, he's one of the, if not the very best scout the Covenant has ever had within its walls. His senses surpassing even that of his brother wolf. It is not surprising to see him with nose on the ground, following the trail of something that's passed by, though his manners have greatly changed/improved since the early days when he was brought to the covenant.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.