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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ups_and_Downs_-_Quiescence&amp;diff=338101</id>
		<title>Ups and Downs - Quiescence</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ups_and_Downs_-_Quiescence&amp;diff=338101"/>
		<updated>2018-05-07T13:00:02Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Quiescence ==&lt;br /&gt;
&lt;br /&gt;
Pieta Pariqa was born in the North Docks amongst the throng of merchants and sailors, and would have become one of those if it wasn&#039;t for the extra eyes that she was born with. This was the mark of the Spider Goddess, Ishkrah. Her parents would have taken her to the Midwives, but an enterprising uncle thought it was good luck that she had survived and convinced the parents that he could look after her. He made a small amount of money from showing off the freak with multiple eyes to visitors, but mostly he trained her in the ways of mercantile deeds.&lt;br /&gt;
&lt;br /&gt;
To the Aelfir Lords, she sold herself as an intermediary between the humans and Spire and thus was allowed to continue working in the Docks. After her durance, she returned home, only to see her uncle killed. This shook her, and so she found the Midwives and asked to be trained, perhaps to avenge him.&lt;br /&gt;
&lt;br /&gt;
Quiescence is her name that she took on as a Midwife, to illustrate the virtue of stillness and not reacting. She is... not good at that.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skills&lt;br /&gt;
! Domains&lt;br /&gt;
|-&lt;br /&gt;
| Fight&lt;br /&gt;
| Crime&lt;br /&gt;
|-&lt;br /&gt;
| Fix&lt;br /&gt;
| Low Society&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Commerce&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Technology&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances:&#039;&#039;&#039;&lt;br /&gt;
*Blood +3&lt;br /&gt;
*Reputation +1&lt;br /&gt;
*Mind +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh:&#039;&#039;&#039; Defend the defenceless&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
*Ceremonial Silk Robes&lt;br /&gt;
*Weighted chain (D3, Concealable, Stunning)&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
&lt;br /&gt;
* You have a street-level bond with the Order of Midwives, and are an active member. Name your immediate superior, who does not know you work for the Ministry, and one colleague, who does. &lt;br /&gt;
** My superior is Mother Tenebrae, a deeply devoted lady. The colleague who knows I work for the Ministry is Ancile, who distrusts me yet will not sell me out for some unknown reason.&lt;br /&gt;
* You have a bond with another player character, whose life you saved when noone else would. Say who, and what they’d done to ostracise themselves from their community.&lt;br /&gt;
** I saved Brant&#039;s life, who has been cut off from his fanmi.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;MARTYR&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;You sacrifice your life, inch by inch, to safeguard the future of the drow.&#039;&#039; Once per session, when an ally takes fallout, you appear nearby so long as it would be even slightly feasible for you to do so. They ignore the effects of the fallout, and you take D6 stress to an appropriate resistance instead.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;PROTECTOR’S EYE.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Ancient instincts, bound into you by forgotten sorcery, give you a measure of what a person really cares about.&#039;&#039; Once per situation, ask the GM what a particular NPC wishes to protect above all else.&lt;br /&gt;
&lt;br /&gt;
;HANDS OF THE MOTHER. [Occult] &lt;br /&gt;
:&#039;&#039;At will, your hands become dangerous weapons as your nails harden and flexible plates cover your palms.&#039;&#039; Your unarmed damage becomes (D6, Bloodbound).&lt;br /&gt;
&lt;br /&gt;
;CANTICLE OF REMAKING. [Occult]&lt;br /&gt;
:&#039;&#039;Intoning ancient psalms to forgotten powers, you bind your wounds with strands of ethereal web.&#039;&#039; +1 Blood. Roll Fix+Occult to cast this spell. On a success, remove D6 stress from Blood on yourself, or D3 stress from Blood on another character.&lt;br /&gt;
&lt;br /&gt;
==Stress==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh:&#039;&#039;&#039; Defend the defenceless,&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Free Slots&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Resistances&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Stress&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Armour&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Blood&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Mind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shadow&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Silver&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Reputation&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ups_and_Downs_-_Quiescence&amp;diff=337995</id>
		<title>Ups and Downs - Quiescence</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ups_and_Downs_-_Quiescence&amp;diff=337995"/>
		<updated>2018-05-06T13:51:59Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Quiescence ==&lt;br /&gt;
&lt;br /&gt;
Quiescence Pieta Pariqa never served an Aelfir lord, instead being trained by her aunt and uncle in the art of deception. As a family, they moved around and Quiescence always pretended that she was the servant of an Aelfir just over the other side. She grew to realise that her aunt and uncle were part of the Ministry, and that they were training her to be a spy.&lt;br /&gt;
&lt;br /&gt;
She did rebel against this, leaving them and trying to find her own way in the world, partying and forgetting that there was always danger about. And then her family was killed in one fell swoop, and finally, Quiescence discovered that with great responsibility comes great power. She joined up with the Midwives, and now she is a Minister herself.&lt;br /&gt;
&lt;br /&gt;
Quiescence is her name that she took on as a Midwife, to illustrate the virtue of stillness and not reacting. She is... not good at that.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skills&lt;br /&gt;
! Domains&lt;br /&gt;
|-&lt;br /&gt;
| Fight&lt;br /&gt;
| Crime&lt;br /&gt;
|-&lt;br /&gt;
| Fix&lt;br /&gt;
| Low Society&lt;br /&gt;
|-&lt;br /&gt;
| Deceive&lt;br /&gt;
| High Society&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances:&#039;&#039;&#039;&lt;br /&gt;
*Blood +3&lt;br /&gt;
*Reputation +1&lt;br /&gt;
*Mind +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh:&#039;&#039;&#039; Defend the defenceless&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
*Ceremonial Silk Robes&lt;br /&gt;
*Weighted chain (D3, Concealable, Stunning)&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
&lt;br /&gt;
* You have a street-level bond with the Order of Midwives, and are an active member. Name your immediate superior, who does not know you work for the Ministry, and one colleague, who does. &lt;br /&gt;
** My superior is Mother Tenebrae, a deeply devoted lady. The colleague who knows I work for the Ministry is Ancile, who distrusts me yet will not sell me out for some unknown reason.&lt;br /&gt;
* You have a bond with another player character, whose life you saved when noone else would. Say who, and what they’d done to ostracise themselves from their community.&lt;br /&gt;
** I saved Brant&#039;s life, who has been cut off from his fanmi.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;MARTYR&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;You sacrifice your life, inch by inch, to safeguard the future of the drow.&#039;&#039; Once per session, when an ally takes fallout, you appear nearby so long as it would be even slightly feasible for you to do so. They ignore the effects of the fallout, and you take D6 stress to an appropriate resistance instead.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;PROTECTOR’S EYE.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Ancient instincts, bound into you by forgotten sorcery, give you a measure of what a person really cares about.&#039;&#039; Once per situation, ask the GM what a particular NPC wishes to protect above all else.&lt;br /&gt;
&lt;br /&gt;
;HANDS OF THE MOTHER. [Occult] &lt;br /&gt;
:&#039;&#039;At will, your hands become dangerous weapons as your nails harden and flexible plates cover your palms.&#039;&#039; Your unarmed damage becomes (D6, Bloodbound).&lt;br /&gt;
&lt;br /&gt;
;CANTICLE OF REMAKING. [Occult]&lt;br /&gt;
:&#039;&#039;Intoning ancient psalms to forgotten powers, you bind your wounds with strands of ethereal web.&#039;&#039; +1 Blood. Roll Fix+Occult to cast this spell. On a success, remove D6 stress from Blood on yourself, or D3 stress from Blood on another character.&lt;br /&gt;
&lt;br /&gt;
==Stress==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh:&#039;&#039;&#039; Defend the defenceless,&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Free Slots&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Resistances&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Stress&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Armour&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Blood&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Mind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shadow&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Silver&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Reputation&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ups_and_Downs_-_Quiescence&amp;diff=337994</id>
		<title>Ups and Downs - Quiescence</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ups_and_Downs_-_Quiescence&amp;diff=337994"/>
		<updated>2018-05-06T13:51:14Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quiescence Pieta Pariqa never served an Aelfir lord, instead being trained by her aunt and uncle in the art of deception. As a family, they moved around and Quiescence always pretended that she was the servant of an Aelfir just over the other side. She grew to realise that her aunt and uncle were part of the Ministry, and that they were training her to be a spy.&lt;br /&gt;
&lt;br /&gt;
She did rebel against this, leaving them and trying to find her own way in the world, partying and forgetting that there was always danger about. And then her family was killed in one fell swoop, and finally, Quiescence discovered that with great responsibility comes great power. She joined up with the Midwives, and now she is a Minister herself.&lt;br /&gt;
&lt;br /&gt;
Quiescence is her name that she took on as a Midwife, to illustrate the virtue of stillness and not reacting. She is... not good at that.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skills&lt;br /&gt;
! Domains&lt;br /&gt;
|-&lt;br /&gt;
| Fight&lt;br /&gt;
| Crime&lt;br /&gt;
|-&lt;br /&gt;
| Fix&lt;br /&gt;
| Low Society&lt;br /&gt;
|-&lt;br /&gt;
| Deceive&lt;br /&gt;
| High Society&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances:&#039;&#039;&#039;&lt;br /&gt;
*Blood +3&lt;br /&gt;
*Reputation +1&lt;br /&gt;
*Mind +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh:&#039;&#039;&#039; Defend the defenceless&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
*Ceremonial Silk Robes&lt;br /&gt;
*Weighted chain (D3, Concealable, Stunning)&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
&lt;br /&gt;
* You have a street-level bond with the Order of Midwives, and are an active member. Name your immediate superior, who does not know you work for the Ministry, and one colleague, who does. &lt;br /&gt;
** My superior is Mother Tenebrae, a deeply devoted lady. The colleague who knows I work for the Ministry is Ancile, who distrusts me yet will not sell me out for some unknown reason.&lt;br /&gt;
* You have a bond with another player character, whose life you saved when noone else would. Say who, and what they’d done to ostracise themselves from their community.&lt;br /&gt;
** I saved Brant&#039;s life, who has been cut off from his fanmi.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;MARTYR&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;You sacrifice your life, inch by inch, to safeguard the future of the drow.&#039;&#039; Once per session, when an ally takes fallout, you appear nearby so long as it would be even slightly feasible for you to do so. They ignore the effects of the fallout, and you take D6 stress to an appropriate resistance instead.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;PROTECTOR’S EYE.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Ancient instincts, bound into you by forgotten sorcery, give you a measure of what a person really cares about.&#039;&#039; Once per situation, ask the GM what a particular NPC wishes to protect above all else.&lt;br /&gt;
&lt;br /&gt;
;HANDS OF THE MOTHER. [Occult] &lt;br /&gt;
:&#039;&#039;At will, your hands become dangerous weapons as your nails harden and flexible plates cover your palms.&#039;&#039; Your unarmed damage becomes (D6, Bloodbound).&lt;br /&gt;
&lt;br /&gt;
;CANTICLE OF REMAKING. [Occult]&lt;br /&gt;
:&#039;&#039;Intoning ancient psalms to forgotten powers, you bind your wounds with strands of ethereal web.&#039;&#039; +1 Blood. Roll Fix+Occult to cast this spell. On a success, remove D6 stress from Blood on yourself, or D3 stress from Blood on another character.&lt;br /&gt;
&lt;br /&gt;
==Stress==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh:&#039;&#039;&#039; Defend the defenceless,&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Free Slots&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Resistances&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Stress&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Armour&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Blood&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Mind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shadow&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Silver&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Reputation&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ups_and_Downs_-_Quiescence&amp;diff=337993</id>
		<title>Ups and Downs - Quiescence</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ups_and_Downs_-_Quiescence&amp;diff=337993"/>
		<updated>2018-05-06T13:50:49Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quiescence Pieta Pariqa never served an Aelfir lord, instead being trained by her aunt and uncle in the art of deception. As a family, they moved around and Quiescence always pretended that she was the servant of an Aelfir just over the other side. She grew to realise that her aunt and uncle were part of the Ministry, and that they were training her to be a spy.&lt;br /&gt;
&lt;br /&gt;
She did rebel against this, leaving them and trying to find her own way in the world, partying and forgetting that there was always danger about. And then her family was killed in one fell swoop, and finally, Quiescence discovered that with great responsibility comes great power. She joined up with the Midwives, and now she is a Minister herself.&lt;br /&gt;
&lt;br /&gt;
Quiescence is her name that she took on as a Midwife, to illustrate the virtue of stillness and not reacting. She is... not good at that.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skills&lt;br /&gt;
! Domains&lt;br /&gt;
|-&lt;br /&gt;
| Fight&lt;br /&gt;
| Crime&lt;br /&gt;
|-&lt;br /&gt;
| Fix&lt;br /&gt;
| Low Society&lt;br /&gt;
|-&lt;br /&gt;
| Deceive&lt;br /&gt;
| High Society&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances:&#039;&#039;&#039;&lt;br /&gt;
*Blood +3&lt;br /&gt;
*Reputation +1&lt;br /&gt;
*Mind +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh:&#039;&#039;&#039; Defend the defenceless&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
*Ceremonial Silk Robes&lt;br /&gt;
*Weighted chain (D3, Concealable, Stunning)&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
&lt;br /&gt;
* You have a street-level bond with the Order of Midwives, and are an active member. Name your immediate superior, who does not know you work for the Ministry, and one colleague, who does. &lt;br /&gt;
** My superior is Mother Tenebrae, a deeply devoted lady. The colleague who knows I work for the Ministry is Ancile, who distrusts me yet will not sell me out for some unknown reason.&lt;br /&gt;
* You have a bond with another player character, whose life you saved when noone else would. Say who, and what they’d done to ostracise themselves from their community.&lt;br /&gt;
** I saved Brant&#039;s life, who has been cut off from his fanmi.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;MARTYR&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;You sacrifice your life, inch by inch, to safeguard the future of the drow.&#039;&#039; Once per session, when an ally takes fallout, you appear nearby so long as it would be even slightly feasible for you to do so. They ignore the effects of the fallout, and you take D6 stress to an appropriate resistance instead.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;PROTECTOR’S EYE.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Ancient instincts, bound into you by forgotten sorcery, give you a measure of what a person really cares about.&#039;&#039; Once per situation, ask the GM what a particular NPC wishes to protect above all else.&lt;br /&gt;
&lt;br /&gt;
;HANDS OF THE MOTHER. [Occult] &lt;br /&gt;
:&#039;&#039;At will, your hands become dangerous weapons as your nails harden and flexible plates cover your palms.&#039;&#039; Your unarmed damage becomes (D6, Bloodbound).&lt;br /&gt;
&lt;br /&gt;
;CANTICLE OF REMAKING. [Occult]&lt;br /&gt;
:&#039;&#039;Intoning ancient psalms to forgotten powers, you bind your wounds with strands of ethereal web.&#039;&#039; +1 Blood. Roll Fix+Occult to cast this spell. On a success, remove D6 stress from Blood on yourself, or D3 stress from Blood on another character.&lt;br /&gt;
&lt;br /&gt;
==Stress==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh:&#039;&#039;&#039; Defend the defenceless,&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Free Slots&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Resistances&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Stress&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Armour&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Blood&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Mind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shadow&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Silver&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Reputation&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ups_and_Downs_-_Quiescence&amp;diff=337992</id>
		<title>Ups and Downs - Quiescence</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ups_and_Downs_-_Quiescence&amp;diff=337992"/>
		<updated>2018-05-06T13:50:23Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quiescence Pieta Pariqa never served an Aelfir lord, instead being trained by her aunt and uncle in the art of deception. As a family, they moved around and Quiescence always pretended that she was the servant of an Aelfir just over the other side. She grew to realise that her aunt and uncle were part of the Ministry, and that they were training her to be a spy.&lt;br /&gt;
&lt;br /&gt;
She did rebel against this, leaving them and trying to find her own way in the world, partying and forgetting that there was always danger about. And then her family was killed in one fell swoop, and finally, Quiescence discovered that with great responsibility comes great power. She joined up with the Midwives, and now she is a Minister herself.&lt;br /&gt;
&lt;br /&gt;
Quiescence is her name that she took on as a Midwife, to illustrate the virtue of stillness and not reacting. She is... not good at that.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skills&lt;br /&gt;
! Domains&lt;br /&gt;
|-&lt;br /&gt;
| Fight&lt;br /&gt;
| Crime&lt;br /&gt;
|-&lt;br /&gt;
| Fix&lt;br /&gt;
| Low Society&lt;br /&gt;
|-&lt;br /&gt;
| Deceive&lt;br /&gt;
| High Society&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances:&#039;&#039;&#039;&lt;br /&gt;
*Blood +3&lt;br /&gt;
*Reputation +1&lt;br /&gt;
*Mind +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh:&#039;&#039;&#039; Defend the defenceless&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
Ceremonial Silk Robes&lt;br /&gt;
Weighted chain (D3, Concealable, Stunning)&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
&lt;br /&gt;
* You have a street-level bond with the Order of Midwives, and are an active member. Name your immediate superior, who does not know you work for the Ministry, and one colleague, who does. &lt;br /&gt;
** My superior is Mother Tenebrae, a deeply devoted lady. The colleague who knows I work for the Ministry is Ancile, who distrusts me yet will not sell me out for some unknown reason.&lt;br /&gt;
* You have a bond with another player character, whose life you saved when noone else would. Say who, and what they’d done to ostracise themselves from their community.&lt;br /&gt;
** I saved Brant&#039;s life, who has been cut off from his fanmi.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;MARTYR&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;You sacrifice your life, inch by inch, to safeguard the future of the drow.&#039;&#039; Once per session, when an ally takes fallout, you appear nearby so long as it would be even slightly feasible for you to do so. They ignore the effects of the fallout, and you take D6 stress to an appropriate resistance instead.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;PROTECTOR’S EYE.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Ancient instincts, bound into you by forgotten sorcery, give you a measure of what a person really cares about.&#039;&#039; Once per situation, ask the GM what a particular NPC wishes to protect above all else.&lt;br /&gt;
&lt;br /&gt;
;HANDS OF THE MOTHER. [Occult] &lt;br /&gt;
:&#039;&#039;At will, your hands become dangerous weapons as your nails harden and flexible plates cover your palms.&#039;&#039; Your unarmed damage becomes (D6, Bloodbound).&lt;br /&gt;
&lt;br /&gt;
;CANTICLE OF REMAKING. [Occult]&lt;br /&gt;
:&#039;&#039;Intoning ancient psalms to forgotten powers, you bind your wounds with strands of ethereal web.&#039;&#039; +1 Blood. Roll Fix+Occult to cast this spell. On a success, remove D6 stress from Blood on yourself, or D3 stress from Blood on another character.&lt;br /&gt;
&lt;br /&gt;
==Stress==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh:&#039;&#039;&#039; Defend the defenceless,&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Free Slots&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Resistances&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Stress&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Armour&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Blood&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Mind&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Shadow&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Silver&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Reputation&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Spire_-_Ups_and_Downs&amp;diff=337984</id>
		<title>Spire - Ups and Downs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Spire_-_Ups_and_Downs&amp;diff=337984"/>
		<updated>2018-05-06T13:20:59Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:spire.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Spire game of raging against the machine.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[IC Thread]&lt;br /&gt;
&lt;br /&gt;
[OOC Thread]&lt;br /&gt;
&lt;br /&gt;
[https://discordapp.com/channels/301313609693134851/346089327786459137 Discord Link]&lt;br /&gt;
&lt;br /&gt;
GM: [https://forum.rpg.net/member.php?71711-MrPrim MrPrim]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&#039;&#039;&#039;[[Ups and Downs - Echo|Echo]], played by Cannonball&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Bound (Fight, Sneak, Pursue, Investigate | Low Society, Crime)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ups and Downs - Sarabande|Sarabande]], played by Squidheadjax&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Idol (Deceive, Compel | High Society, Occult (specialty TBD))&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ups and Downs - Brant|Brant]], played by Meriss&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ups and Downs - Quiescence|Quiescence]], played by Cadaeic&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Midwife (Fix, Fight, Deceive | Occult, Low Society, High Society)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
[[Ups and Downs - Faces of Spire|Faces of Spire]]&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ups_and_Downs_-_Quiescence&amp;diff=337983</id>
		<title>Ups and Downs - Quiescence</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ups_and_Downs_-_Quiescence&amp;diff=337983"/>
		<updated>2018-05-06T13:19:35Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quiescence Pieta Pariqa never served an Aelfir lord, instead being trained by her aunt and uncle in the art of deception. As a family, they moved around and Quiescence always pretended that she was the servant of an Aelfir just over the other side. She grew to realise that her aunt and uncle were part of the Ministry, and that they were training her to be a spy.&lt;br /&gt;
&lt;br /&gt;
She did rebel against this, leaving them and trying to find her own way in the world, partying and forgetting that there was always danger about. And then her family was killed in one fell swoop, and finally, Quiescence discovered that with great responsibility comes great power. She joined up with the Midwives, and now she is a Minister herself.&lt;br /&gt;
&lt;br /&gt;
Quiescence is her name that she took on as a Midwife, to illustrate the virtue of stillness and not reacting. She is... not good at that.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skills&lt;br /&gt;
! Domains&lt;br /&gt;
|-&lt;br /&gt;
| Fight&lt;br /&gt;
| Crime&lt;br /&gt;
|-&lt;br /&gt;
| Fix&lt;br /&gt;
| Low Society&lt;br /&gt;
|-&lt;br /&gt;
| Deceive&lt;br /&gt;
| High Society&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances:&#039;&#039;&#039;&lt;br /&gt;
*Blood +3&lt;br /&gt;
*Reputation +1&lt;br /&gt;
*Mind +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh:&#039;&#039;&#039; Defend the defenceless&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
&lt;br /&gt;
* You have a street-level bond with the Order of Midwives, and are an active member. Name your immediate superior, who does not know you work for the Ministry, and one colleague, who does. &lt;br /&gt;
** My superior is Mother Tenebrae, a deeply devoted lady. The colleague who knows I work for the Ministry is Ancile, who distrusts me yet will not sell me out for some unknown reason.&lt;br /&gt;
* You have a bond with another player character, whose life you saved when noone else would. Say who, and what they’d done to ostracise themselves from their community.&lt;br /&gt;
** I saved Brant&#039;s life, who has been cut off from his fanmi.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;MARTYR&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;You sacrifice your life, inch by inch, to safeguard the future of the drow.&#039;&#039; Once per session, when an ally takes fallout, you appear nearby so long as it would be even slightly feasible for you to do so. They ignore the effects of the fallout, and you take D6 stress to an appropriate resistance instead.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;PROTECTOR’S EYE.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Ancient instincts, bound into you by forgotten sorcery, give you a measure of what a person really cares about.&#039;&#039; Once per situation, ask the GM what a particular NPC wishes to protect above all else.&lt;br /&gt;
&lt;br /&gt;
;HANDS OF THE MOTHER. [Occult] &lt;br /&gt;
:&#039;&#039;At will, your hands become dangerous weapons as your nails harden and flexible plates cover your palms.&#039;&#039; Your unarmed damage becomes (D6, Bloodbound).&lt;br /&gt;
&lt;br /&gt;
;CANTICLE OF REMAKING. [Occult]&lt;br /&gt;
:&#039;&#039;Intoning ancient psalms to forgotten powers, you bind your wounds with strands of ethereal web.&#039;&#039; +1 Blood. Roll Fix+Occult to cast this spell. On a success, remove D6 stress from Blood on yourself, or D3 stress from Blood on another character.&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ups_and_Downs_-_Quiescence&amp;diff=337979</id>
		<title>Ups and Downs - Quiescence</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ups_and_Downs_-_Quiescence&amp;diff=337979"/>
		<updated>2018-05-06T13:14:15Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: Created page with &amp;quot;Quiescence Pieta Pariqa never served an Aelfir lord, instead being trained by her aunt and uncle in the art of deception. As a family, they moved around and Quiescence always...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quiescence Pieta Pariqa never served an Aelfir lord, instead being trained by her aunt and uncle in the art of deception. As a family, they moved around and Quiescence always pretended that she was the servant of an Aelfir just over the other side. She grew to realise that her aunt and uncle were part of the Ministry, and that they were training her to be a spy.&lt;br /&gt;
&lt;br /&gt;
She did rebel against this, leaving them and trying to find her own way in the world, partying and forgetting that there was always danger about. And then her family was killed in one fell swoop, and finally, Quiescence discovered that with great responsibility comes great power. She joined up with the Midwives, and now she is a Minister herself.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skills&lt;br /&gt;
! Domains&lt;br /&gt;
|-&lt;br /&gt;
| Fight&lt;br /&gt;
| Crime&lt;br /&gt;
|-&lt;br /&gt;
| Fix&lt;br /&gt;
| Low Society&lt;br /&gt;
|-&lt;br /&gt;
| Deceive&lt;br /&gt;
| High Society&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;MARTYE&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;You sacrifice your life, inch by inch, to safeguard the future of the drow.&#039;&#039; Once per session, when an ally takes fallout, you appear nearby so long as it would be even slightly feasible for you to do so. They ignore the effects of the fallout, and you take D6 stress to an appropriate resistance instead.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;PROTECTOR’S EYE.&#039;&#039;&#039;&lt;br /&gt;
;&#039;&#039;Ancient instincts, bound into you by forgotten sorcery, give you a measure of what a person really cares about.&#039;&#039; Once per situation, ask the GM what a particular NPC wishes to protect above all else.&lt;br /&gt;
&lt;br /&gt;
:HANDS OF THE MOTHER. [Occult] &lt;br /&gt;
;&#039;&#039;At will, your hands become dangerous weapons as your nails harden and flexible plates cover your palms.&#039;&#039; Your unarmed damage becomes (D6, Bloodbound).&lt;br /&gt;
&lt;br /&gt;
:CANTICLE OF REMAKING. [Occult]&lt;br /&gt;
;&#039;&#039;Intoning ancient psalms to forgotten powers, you bind your wounds with strands of ethereal web.&#039;&#039; +1 Blood. Roll Fix+Occult to cast this spell. On a success, remove D6 stress from Blood on yourself, or D3 stress from Blood on another character.&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ars_Magica_-_By_Hook_or_By_Crook&amp;diff=334497</id>
		<title>Ars Magica - By Hook or By Crook</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ars_Magica_-_By_Hook_or_By_Crook&amp;diff=334497"/>
		<updated>2018-02-28T04:44:01Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HookHeadMap.jpg|thumb|options|Rinn Dubháin]]&lt;br /&gt;
[[Category: Ars Magica]]&lt;br /&gt;
[[Category: PBP]]&lt;br /&gt;
&lt;br /&gt;
A game of wizards in medieval Ireland using [http://www.atlas-games.com/arm5/ Ars Magica 5th edition], GM&#039;d by MrPrim&lt;br /&gt;
&lt;br /&gt;
=== PLACES ===&lt;br /&gt;
[[File:HookHeadLighthouse.jpg|thumb|options|The Covenant of Teach Solais Rinn Dubháin]]&lt;br /&gt;
* The [[The Covenant of Teach Solais Rinn Dubháin|covenant]] Teach Solais Rinn Dubháin.&lt;br /&gt;
* [[By Hook or By Crook - Sites of Power and Interest | Sites]] of power and interest.&lt;br /&gt;
&lt;br /&gt;
=== PEOPLE ===&lt;br /&gt;
* The [[Magi of Covenant Teach Solais Rinn|magi]] of the covenant.&lt;br /&gt;
** [[Nioclás of Ex Miscellanea]], Sidhe blooded weather magus&lt;br /&gt;
* The [[Companions of Covenant Teach Solais Rinn|companions]] living with them.&lt;br /&gt;
* The [[Grogs of Covenant Teach Solais Rinn|grogs and covenfolk]] protecting and protected by the magi.&lt;br /&gt;
* And the [[By Hook or By Crook NPCs|NPCs]] of the saga, be they family, acquaintances, servants, friend or foe.&lt;br /&gt;
&lt;br /&gt;
=== MAGIC ===&lt;br /&gt;
* New spells?&lt;br /&gt;
* Magic items we own? &lt;br /&gt;
* Our vis stocks?&lt;br /&gt;
&lt;br /&gt;
=== INFORMATION === &lt;br /&gt;
* Our relations with other covenants and tribunals? &lt;br /&gt;
* Other stuff I&#039;m sure!&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Niocl%C3%A1s&amp;diff=334496</id>
		<title>Nioclás</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Niocl%C3%A1s&amp;diff=334496"/>
		<updated>2018-02-28T04:43:43Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: Cadaeic moved page Nioclás to Nioclás of Ex Miscellanea&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Nioclás of Ex Miscellanea]]&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Niocl%C3%A1s_of_Ex_Miscellanea&amp;diff=334495</id>
		<title>Nioclás of Ex Miscellanea</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Niocl%C3%A1s_of_Ex_Miscellanea&amp;diff=334495"/>
		<updated>2018-02-28T04:43:43Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: Cadaeic moved page Nioclás to Nioclás of Ex Miscellanea&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Ars Magica - By Hook or By Crook]]&lt;br /&gt;
&lt;br /&gt;
[[https://www.artstation.com/artwork/Pm8GZ Inspirational Image by Camila Vielmond]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Many years ago, a Sidhe who fancied herself a faerie queen took a liking to a humble fisherman. She courted him and wooed him and disappeared, leaving him only with a swaddled baby. This child did not cry as normal children did, and his skin shimmered with a pearlescent sheen.&lt;br /&gt;
&lt;br /&gt;
The fisherman&#039;s sister raised the child as his own after the fisherman swore he would have nothing to do with the changeling whelp. He was named Ciaran, and he was absolutely hopeless at the crafts of the fishing village. Instead, he learned to wheedle and whine and charm and lie. He had an angelic face that very few could resist, and often got out of trouble that he had gotten himself into.&lt;br /&gt;
&lt;br /&gt;
Strange, beautiful ladies often came to visit Ciaran in the moments that he was unattended, setting out lavish teatimes and telling him strange stories. He did not know the meaning of these visits. At first, he enjoyed them, but as he grew older he found himself unsettled by these ladies who would not speak sense.&lt;br /&gt;
&lt;br /&gt;
Strange things also began to happen around Ciaran, with things going missing around him and turning up in strange places. The strangest was a gardener&#039;s spade appearing in the belly of a freshly caught fish.&lt;br /&gt;
&lt;br /&gt;
At the age of 10, a magus came to their town. Rumours had spread of this strange faerie child and the strange things that happened around him. This magus was from the house of Merinita, and had hoped to induct Ciaran into his house. However, in the middle of his visit, she and Ciaran were interrupted by a strange music.&lt;br /&gt;
&lt;br /&gt;
A powerful Faerie had come to the village. This was a true Queen, the one whose court was where Ciaran&#039;s mother had served. She had decided to claim Ciaran for herself, perhaps on a whim or perhaps seeking a knight for her court.&lt;br /&gt;
&lt;br /&gt;
There was a clash of minds and magic. In the end, the magus declared that it was up for the child to choose and turned to Ciaran.&lt;br /&gt;
&lt;br /&gt;
Scared of the magus but even more scared of the Faerie Queen who had sent those strange ladies, Ciaran opted to go with the magus. The Queen merely laughed, stating that one day, Ciaran will serve in her court.&lt;br /&gt;
&lt;br /&gt;
So, Ciaran came with the magus to his covenant, where the young child drew the attention of old Tiffany of Ex Miscellanea. Ciaran admitted to the Merinita that he did not wish to learn the faerie arts, instead wanting to distance himself from the fae. Tiffany backed him up, and the Merinita magus conceded.&lt;br /&gt;
&lt;br /&gt;
Tiffany was an old English maga who herself was taught by a Germanic mage, who had been dedicated to recreating the lost art of the tempestarii, those weather mages who could summon storms. Tiffany herself was old and almost fading away, wishing to pass on the knowledge of the arts of water and wind. Ciaran took to this art like a duck to water, showing a surprising mastery.&lt;br /&gt;
&lt;br /&gt;
He renamed himself Nioclás, and now, fifteen years later, he has finished his training. He is a charismatic and beautiful young man whose kindness and compassion is matched by his anger and wrath when said kindness is taken advantage of.&lt;br /&gt;
&lt;br /&gt;
Recently, Nioclás&#039; mother has emerged from the faerie realms, scarred and injured. She bore a gift of a strange, small dog from Wales, an intelligent talking corgi who, despite himself and his antipathy towards the fae, Nioclás quite enjoys the company of. Nioclás&#039; mother is quite overbearing and protective, trying to become close to the son she never had. Nioclás claims that he does not trust her at all, and that this is a trick of the Faerie Queen, but he finds himself spending more time in her presence than he ought to.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Characteristics:&#039;&#039;&#039;&lt;br /&gt;
:Int +3, Per 0, Pre +3, Com +2, Str -3, Sta +2, Dex -2, Qik +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decrepitude:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warping Score:&#039;&#039;&#039; 0 (0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confidence Score:&#039;&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039;&lt;br /&gt;
:Hermetic Magus&lt;br /&gt;
:&lt;br /&gt;
:Skilled Parens, Strong Faerie Blood, Gentle Gift, Cautious Sorcerer, Magical Memory, Mastered Spells, Common Sense, Intuition, Free Study, Venus&#039; Blessing, Second Sight&lt;br /&gt;
:&lt;br /&gt;
:Twilight Prone, Compassionate, Wrathful (Major), Faerie Heritage, Faerie Friend, Magical Animal Companion, Faerie Metamorphosis&lt;br /&gt;
:&lt;br /&gt;
:see end of page on details&lt;br /&gt;
:&lt;br /&gt;
&#039;&#039;&#039;Personality Traits:&#039;&#039;&#039;&lt;br /&gt;
Charismatic +2, Passionate +3, Vengeful +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputations:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combats:&#039;&#039;&#039;  Dodging: Init +1, Attack n/a, Defense +1, &#039;&#039;&#039;Damage:&#039;&#039;&#039; n/a&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soak:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue Levels:&#039;&#039;&#039; OK, 0, –1, –3, –5, Unconscious&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wound Penalties:&#039;&#039;&#039; –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
:Second Sight 1 (illusory disguises)&lt;br /&gt;
:&lt;br /&gt;
:Gaelic 5 (poetry), Folk Ken 2 (townsfolk), Charm 2 (first impressions), Guile 2 (elaborate lies),&lt;br /&gt;
:&lt;br /&gt;
:Carouse 1 (staying sober), English 3 (slang), Brawl 1 (fisticuffs), Music 2 (singing), Faerie Lore 1 (relatives), Bargain 2 (hard sell), Etiquette 1 (faeries)&lt;br /&gt;
:&lt;br /&gt;
:Artes Liberales 2 (Rhetoric), Latin 5 (Hermetic usage), Magic Theory 4 (Creo), Parma Magica 1 (Auram)&lt;br /&gt;
:&lt;br /&gt;
:Order of Hermes Lore 1, Magic Lore 1 (creatures), Finesse 2 (grace), Penetration 2 (Creo), Profession (Scribe) 2, Concentration 2 (spell concentration)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Arts:&#039;&#039;&#039;&lt;br /&gt;
:Creo 10 (55XP), Rego 4 (10xp), Auram 5 (15xp), Aquam (15xp)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twilight Scars:&#039;&#039;&#039; None (yet)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Wizard clothes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance:&#039;&#039;&#039; 0 (0)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Spells Known:&#039;&#039;&#039;&lt;br /&gt;
:Air’s Ghostly Form (CrAu 5) - Mastery 1&lt;br /&gt;
:Jupiter’s Tears (CrAu 5)&lt;br /&gt;
:Chamber of Spring Breezes (CrAu 5)&lt;br /&gt;
:Jupiter&#039;s Resounding Blow (CrAu 10) - Mastery 2&lt;br /&gt;
:Broom of the Winds (CrAu 15) - Mastery 1&lt;br /&gt;
:Circling Winds of Protection (CrAu 20)&lt;br /&gt;
:True Sight of the Air (InAu 15)&lt;br /&gt;
:Dagger of Ice (Cr(Re)Aq 10) - Mastery 1&lt;br /&gt;
:Column of the Deluge (CrAq 10) - Mastery 2&lt;br /&gt;
:Wall of Protecting Ice (CrAq 15)&lt;br /&gt;
:Mighty Torrent of Water (CrAq 20)&lt;br /&gt;
:Distill Water (ReAq 5)&lt;br /&gt;
:Cloak of the Duck’s Feathers (ReAq 5) - Mastery 1&lt;br /&gt;
:Clear Sight of the Naiad (InAq 5)&lt;br /&gt;
:Comfort of the Drenched Traveller (PeAq 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sigil:&#039;&#039;&#039; Nioclás&#039; sigil that marks all of his spells is a rainbow shimmer, which is quite at odds with the storms he conjures. All of his wind spells gleam in the light.&lt;br /&gt;
&#039;&#039;&#039;Voting Sigil:&#039;&#039;&#039; His voting symbol is a splash of water with a rainbow coming out.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Air&#039;s Ghostly Form&#039;&#039;&#039;&lt;br /&gt;
:CrAu 5&lt;br /&gt;
:R: Touch, D: Diam, T: Ind &lt;br /&gt;
:A thick fog forms around the magus, extending outwards for several paces. A breeze can push the fog around. The fog dissipates at its natural rate, and may be too thin to restrict sight within a minute. Nioclás&#039; sigil causes this fog to shimmer iridescent. (Base 2, +1 Touch, +1 Diam, +1 unnatural (the spell can be cast indoors))&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Jupiter’s Tears&#039;&#039;&#039;&lt;br /&gt;
:CrAu 5&lt;br /&gt;
:R: Sight, D: Conc, T: Ind&lt;br /&gt;
:This spell makes a single cloud on an overcast day release its moisture, causing a light drizzle. (Base 1, +1 Conc, +3 Sight)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Chamber of Spring Breezes&#039;&#039;&#039;&lt;br /&gt;
:CrAu 5&lt;br /&gt;
:R: Touch, D: Sun, T: Ind&lt;br /&gt;
:Creates a breeze of fresh air that continually moves throughout a room, keeping the air continuously breathable even if the room is airtight. The breeze can be created outdoors, but there it has little effect. (Base 1, +1 Touch, +2 Sun, +1 unnatural)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Jupiter&#039;s Resounding Blow&#039;&#039;&#039;&lt;br /&gt;
:CrAu 10&lt;br /&gt;
:R: Voice, D: Mom, T: Ind&lt;br /&gt;
:Creates a thunderclap; anyone directly underneath must make a Stamina stress roll of 9+ or be deafened. If deafened, the target gets another Stamina simple roll each minute and recovers with a roll of 9+. If the first roll botches, the victim is rendered deaf for a month. (Base 3, +2 Voice, +1 unnatural (the spell functions indoors))&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Broom of the Winds&#039;&#039;&#039;&lt;br /&gt;
:CrAu 15&lt;br /&gt;
:R: Voice, D: Mom, T: Ind &lt;br /&gt;
:Whips up violent, swirling winds around the target. The target must make a Size stress roll of 9+ to remain standing. If the target is braced or holding onto some support, he may also make a Strength stress roll of 9+. If both rolls fail, the target is knocked in a random direction. The target may be damaged, depending on whether he strikes anything. (Base 3, +2 Voice, +2 unnatural)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Circling Winds of Protection&#039;&#039;&#039;&lt;br /&gt;
:CrAu 20&lt;br /&gt;
:R: Touch, D: Conc, T: Ind Req: Rego &lt;br /&gt;
:Surrounds you with winds that circle at great speed. Since the wind picks up dust and other small, loose objects, you may be obscured. Anyone standing near enough to attack you with a hand weapon must make a Size stress roll of 9+ at the beginning of each&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;True Sight of the Air&#039;&#039;&#039;&lt;br /&gt;
:InAu 15&lt;br /&gt;
:R: Per, D: Sun, T: Vision Lets you see clearly through all manner of obfuscation in the air nearby, including smoke, fog, and dust, even if the obfuscation is magical. (Base 1, +2 Sun, +4 Vision)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Dagger of Ice&#039;&#039;&#039;&lt;br /&gt;
:Cr(Re)Aq 10&lt;br /&gt;
:R: Voice, D: Mom, T: Ind&lt;br /&gt;
:Creates a foot-long, sharp icicle and hurls it at a target. The icicle always hits, provided it penetrates Magic Resistance. It inflicts +5 damage (partly because of its sharp point). After impact, the icicle shatters to tiny fragments, which promptly disappear. (Base 3, +2 Voice, +1 Rego requisite)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Column of the Deluge&#039;&#039;&#039;&lt;br /&gt;
:CrAq Level 10&lt;br /&gt;
:R: Voice D: Momentary T: Individual&lt;br /&gt;
:Creates 700 gallons of water suspended in the air, in the shape of a column, 1 pace across and 30 paces high which then will rush to the ground with great force. This will destroy unfortified small buildings, and cause some damage to larger ones, especially to their contents. If created over a human sized target, a Finess + Per roll is required vs the target&#039;s defense. Such a target is delt +10 damage. The target, and any persons within 5 paces of the impact site must make Dex + Athletics rolls of 6+ or be knocked down suffering +0 damage. (Base 4, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Wall of Protecting Ice&#039;&#039;&#039;&lt;br /&gt;
:Creo Aquam 15, R: Touch, D: Diameter, T: Wall&lt;br /&gt;
:This spell conjures a wall of ice in a simple shape and orientation chosen by the caster. The ritual will create 5600 cubic feet of liquid; akin to a wall roughly 6 feet tall, 3 feet thick, and 300 feet long (roughly 90 yards); for the duration. The wall contains simple crenellations atop for improved defence.&lt;br /&gt;
:(Base 3, +1 Touch, +1 Diameter, +1 Wall, +1 size)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Mighty Torrent of Water&#039;&#039;&#039;&lt;br /&gt;
:CrAq 20&lt;br /&gt;
:R: Voice, D: Mom, T: Ind &lt;br /&gt;
:A 3-foot-diameter jet of water sprays from your outstretched arms towards your target. The target of this gusher of water takes +10 damage and must make a Strength + Size stress roll of 9+ or be sent flying back. Nioclás&#039; version of this spell creates rainbows in the spray. (Base 10, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Distill Water&#039;&#039;&#039;&lt;br /&gt;
:Rego Aquam 5, &lt;br /&gt;
:R: Voice, D: Momentary, T: Individual&lt;br /&gt;
:This spell instantly performs the work of manually distilling fresh water from either saltwater or an impure source. The spell emulates the work of evaporation, which will remove almost all sizeable contaminants and salt.&lt;br /&gt;
:To be effective the caster must succeed a moderate Finesse check vs 9. (Base 3, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cloak of the Duck&#039;s Feathers&#039;&#039;&#039;&lt;br /&gt;
:Rego Aquam 5&lt;br /&gt;
:R: Touch, D: Sun, T: Ind Makes water run off one object or creature, protecting the target and the target’s apparel from dampness. The spell is broken if the target is submerged in water. (Base 1, +1 Touch, +2 Sun, +1 for slightly unnatural control)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Clear Sight of the Naiad&#039;&#039;&#039;&lt;br /&gt;
:InAq 5&lt;br /&gt;
:R: Per, D: Mom, T: Vision You can see as clearly through water as through air, for a single moment. (Base 1, +4 Vision)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Comfort of the Drenched Traveller&#039;&#039;&#039;&lt;br /&gt;
:PeAq 5&lt;br /&gt;
:R: Touch, D: Mom, T: Ind Dries a person and his or her clothes. (Base 4, +1 Touch)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Sidhe Blood&lt;br /&gt;
:You are descended from one of the noble fay who rule the lands of Summer and sunlight. Because of the striking and unusual qualities of your nature add +1 to your Presence, but not to more than +3. Many mortals may consider you fascinating or alluring.&lt;br /&gt;
:&lt;br /&gt;
;Faerie Heritage&lt;br /&gt;
:This Flaw can only be taken by characters with Faerie Blood or Strong Faerie Blood. Your birth was intentionally engineered by a highly cognizant faerie to fulfill some aspect of his or her glamour. You have a role to play in the story of your faerie stepfather or stepmother, although you may be initially unaware of the interest in your life. Before she involves you in her schemes, your “patron” is likely to test your suitability as her champion with a series of trials. You can expect to receive no assistance from your “patron.”&lt;br /&gt;
:&lt;br /&gt;
;Faerie Metamorphosis&lt;br /&gt;
:This Flaw can only be taken by characters with The Gift (as a Hermetic Flaw) or the faerie equivalent (as a Supernatural Flaw), such as a Mythic Companion Virtue. When the character’s Warping score reaches 1, he develops a glamour as described under Faerie Warping. The Reputation granted by this glamour progresses just like a character suffering Faerie Warping, although he does not develop further Flaws or Virtues as a result of Warping. The character continues to experience Twilight (if a Hermetic magus) or Faerie Calling (if a faerie magician).&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ars_Magica_-_By_Hook_or_By_Crook&amp;diff=334494</id>
		<title>Ars Magica - By Hook or By Crook</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ars_Magica_-_By_Hook_or_By_Crook&amp;diff=334494"/>
		<updated>2018-02-28T04:42:45Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HookHeadMap.jpg|thumb|options|Rinn Dubháin]]&lt;br /&gt;
[[Category: Ars Magica]]&lt;br /&gt;
[[Category: PBP]]&lt;br /&gt;
&lt;br /&gt;
A game of wizards in medieval Ireland using [http://www.atlas-games.com/arm5/ Ars Magica 5th edition], GM&#039;d by MrPrim&lt;br /&gt;
&lt;br /&gt;
=== PLACES ===&lt;br /&gt;
[[File:HookHeadLighthouse.jpg|thumb|options|The Covenant of Teach Solais Rinn Dubháin]]&lt;br /&gt;
* The [[The Covenant of Teach Solais Rinn Dubháin|covenant]] Teach Solais Rinn Dubháin.&lt;br /&gt;
* [[By Hook or By Crook - Sites of Power and Interest | Sites]] of power and interest.&lt;br /&gt;
&lt;br /&gt;
=== PEOPLE ===&lt;br /&gt;
* The [[Magi of Covenant Teach Solais Rinn|magi]] of the covenant.&lt;br /&gt;
** [[Nioclás| Nioclás of Ex Miscellanea]], Sidhe blooded weather magus&lt;br /&gt;
* The [[Companions of Covenant Teach Solais Rinn|companions]] living with them.&lt;br /&gt;
* The [[Grogs of Covenant Teach Solais Rinn|grogs and covenfolk]] protecting and protected by the magi.&lt;br /&gt;
* And the [[By Hook or By Crook NPCs|NPCs]] of the saga, be they family, acquaintances, servants, friend or foe.&lt;br /&gt;
&lt;br /&gt;
=== MAGIC ===&lt;br /&gt;
* New spells?&lt;br /&gt;
* Magic items we own? &lt;br /&gt;
* Our vis stocks?&lt;br /&gt;
&lt;br /&gt;
=== INFORMATION === &lt;br /&gt;
* Our relations with other covenants and tribunals? &lt;br /&gt;
* Other stuff I&#039;m sure!&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Niocl%C3%A1s_of_Ex_Miscellanea&amp;diff=334493</id>
		<title>Nioclás of Ex Miscellanea</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Niocl%C3%A1s_of_Ex_Miscellanea&amp;diff=334493"/>
		<updated>2018-02-28T04:42:13Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Ars Magica - By Hook or By Crook]]&lt;br /&gt;
&lt;br /&gt;
[[https://www.artstation.com/artwork/Pm8GZ Inspirational Image by Camila Vielmond]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Many years ago, a Sidhe who fancied herself a faerie queen took a liking to a humble fisherman. She courted him and wooed him and disappeared, leaving him only with a swaddled baby. This child did not cry as normal children did, and his skin shimmered with a pearlescent sheen.&lt;br /&gt;
&lt;br /&gt;
The fisherman&#039;s sister raised the child as his own after the fisherman swore he would have nothing to do with the changeling whelp. He was named Ciaran, and he was absolutely hopeless at the crafts of the fishing village. Instead, he learned to wheedle and whine and charm and lie. He had an angelic face that very few could resist, and often got out of trouble that he had gotten himself into.&lt;br /&gt;
&lt;br /&gt;
Strange, beautiful ladies often came to visit Ciaran in the moments that he was unattended, setting out lavish teatimes and telling him strange stories. He did not know the meaning of these visits. At first, he enjoyed them, but as he grew older he found himself unsettled by these ladies who would not speak sense.&lt;br /&gt;
&lt;br /&gt;
Strange things also began to happen around Ciaran, with things going missing around him and turning up in strange places. The strangest was a gardener&#039;s spade appearing in the belly of a freshly caught fish.&lt;br /&gt;
&lt;br /&gt;
At the age of 10, a magus came to their town. Rumours had spread of this strange faerie child and the strange things that happened around him. This magus was from the house of Merinita, and had hoped to induct Ciaran into his house. However, in the middle of his visit, she and Ciaran were interrupted by a strange music.&lt;br /&gt;
&lt;br /&gt;
A powerful Faerie had come to the village. This was a true Queen, the one whose court was where Ciaran&#039;s mother had served. She had decided to claim Ciaran for herself, perhaps on a whim or perhaps seeking a knight for her court.&lt;br /&gt;
&lt;br /&gt;
There was a clash of minds and magic. In the end, the magus declared that it was up for the child to choose and turned to Ciaran.&lt;br /&gt;
&lt;br /&gt;
Scared of the magus but even more scared of the Faerie Queen who had sent those strange ladies, Ciaran opted to go with the magus. The Queen merely laughed, stating that one day, Ciaran will serve in her court.&lt;br /&gt;
&lt;br /&gt;
So, Ciaran came with the magus to his covenant, where the young child drew the attention of old Tiffany of Ex Miscellanea. Ciaran admitted to the Merinita that he did not wish to learn the faerie arts, instead wanting to distance himself from the fae. Tiffany backed him up, and the Merinita magus conceded.&lt;br /&gt;
&lt;br /&gt;
Tiffany was an old English maga who herself was taught by a Germanic mage, who had been dedicated to recreating the lost art of the tempestarii, those weather mages who could summon storms. Tiffany herself was old and almost fading away, wishing to pass on the knowledge of the arts of water and wind. Ciaran took to this art like a duck to water, showing a surprising mastery.&lt;br /&gt;
&lt;br /&gt;
He renamed himself Nioclás, and now, fifteen years later, he has finished his training. He is a charismatic and beautiful young man whose kindness and compassion is matched by his anger and wrath when said kindness is taken advantage of.&lt;br /&gt;
&lt;br /&gt;
Recently, Nioclás&#039; mother has emerged from the faerie realms, scarred and injured. She bore a gift of a strange, small dog from Wales, an intelligent talking corgi who, despite himself and his antipathy towards the fae, Nioclás quite enjoys the company of. Nioclás&#039; mother is quite overbearing and protective, trying to become close to the son she never had. Nioclás claims that he does not trust her at all, and that this is a trick of the Faerie Queen, but he finds himself spending more time in her presence than he ought to.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Characteristics:&#039;&#039;&#039;&lt;br /&gt;
:Int +3, Per 0, Pre +3, Com +2, Str -3, Sta +2, Dex -2, Qik +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decrepitude:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warping Score:&#039;&#039;&#039; 0 (0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confidence Score:&#039;&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039;&lt;br /&gt;
:Hermetic Magus&lt;br /&gt;
:&lt;br /&gt;
:Skilled Parens, Strong Faerie Blood, Gentle Gift, Cautious Sorcerer, Magical Memory, Mastered Spells, Common Sense, Intuition, Free Study, Venus&#039; Blessing, Second Sight&lt;br /&gt;
:&lt;br /&gt;
:Twilight Prone, Compassionate, Wrathful (Major), Faerie Heritage, Faerie Friend, Magical Animal Companion, Faerie Metamorphosis&lt;br /&gt;
:&lt;br /&gt;
:see end of page on details&lt;br /&gt;
:&lt;br /&gt;
&#039;&#039;&#039;Personality Traits:&#039;&#039;&#039;&lt;br /&gt;
Charismatic +2, Passionate +3, Vengeful +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputations:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combats:&#039;&#039;&#039;  Dodging: Init +1, Attack n/a, Defense +1, &#039;&#039;&#039;Damage:&#039;&#039;&#039; n/a&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soak:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue Levels:&#039;&#039;&#039; OK, 0, –1, –3, –5, Unconscious&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wound Penalties:&#039;&#039;&#039; –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
:Second Sight 1 (illusory disguises)&lt;br /&gt;
:&lt;br /&gt;
:Gaelic 5 (poetry), Folk Ken 2 (townsfolk), Charm 2 (first impressions), Guile 2 (elaborate lies),&lt;br /&gt;
:&lt;br /&gt;
:Carouse 1 (staying sober), English 3 (slang), Brawl 1 (fisticuffs), Music 2 (singing), Faerie Lore 1 (relatives), Bargain 2 (hard sell), Etiquette 1 (faeries)&lt;br /&gt;
:&lt;br /&gt;
:Artes Liberales 2 (Rhetoric), Latin 5 (Hermetic usage), Magic Theory 4 (Creo), Parma Magica 1 (Auram)&lt;br /&gt;
:&lt;br /&gt;
:Order of Hermes Lore 1, Magic Lore 1 (creatures), Finesse 2 (grace), Penetration 2 (Creo), Profession (Scribe) 2, Concentration 2 (spell concentration)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Arts:&#039;&#039;&#039;&lt;br /&gt;
:Creo 10 (55XP), Rego 4 (10xp), Auram 5 (15xp), Aquam (15xp)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twilight Scars:&#039;&#039;&#039; None (yet)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Wizard clothes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance:&#039;&#039;&#039; 0 (0)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Spells Known:&#039;&#039;&#039;&lt;br /&gt;
:Air’s Ghostly Form (CrAu 5) - Mastery 1&lt;br /&gt;
:Jupiter’s Tears (CrAu 5)&lt;br /&gt;
:Chamber of Spring Breezes (CrAu 5)&lt;br /&gt;
:Jupiter&#039;s Resounding Blow (CrAu 10) - Mastery 2&lt;br /&gt;
:Broom of the Winds (CrAu 15) - Mastery 1&lt;br /&gt;
:Circling Winds of Protection (CrAu 20)&lt;br /&gt;
:True Sight of the Air (InAu 15)&lt;br /&gt;
:Dagger of Ice (Cr(Re)Aq 10) - Mastery 1&lt;br /&gt;
:Column of the Deluge (CrAq 10) - Mastery 2&lt;br /&gt;
:Wall of Protecting Ice (CrAq 15)&lt;br /&gt;
:Mighty Torrent of Water (CrAq 20)&lt;br /&gt;
:Distill Water (ReAq 5)&lt;br /&gt;
:Cloak of the Duck’s Feathers (ReAq 5) - Mastery 1&lt;br /&gt;
:Clear Sight of the Naiad (InAq 5)&lt;br /&gt;
:Comfort of the Drenched Traveller (PeAq 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sigil:&#039;&#039;&#039; Nioclás&#039; sigil that marks all of his spells is a rainbow shimmer, which is quite at odds with the storms he conjures. All of his wind spells gleam in the light.&lt;br /&gt;
&#039;&#039;&#039;Voting Sigil:&#039;&#039;&#039; His voting symbol is a splash of water with a rainbow coming out.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Air&#039;s Ghostly Form&#039;&#039;&#039;&lt;br /&gt;
:CrAu 5&lt;br /&gt;
:R: Touch, D: Diam, T: Ind &lt;br /&gt;
:A thick fog forms around the magus, extending outwards for several paces. A breeze can push the fog around. The fog dissipates at its natural rate, and may be too thin to restrict sight within a minute. Nioclás&#039; sigil causes this fog to shimmer iridescent. (Base 2, +1 Touch, +1 Diam, +1 unnatural (the spell can be cast indoors))&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Jupiter’s Tears&#039;&#039;&#039;&lt;br /&gt;
:CrAu 5&lt;br /&gt;
:R: Sight, D: Conc, T: Ind&lt;br /&gt;
:This spell makes a single cloud on an overcast day release its moisture, causing a light drizzle. (Base 1, +1 Conc, +3 Sight)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Chamber of Spring Breezes&#039;&#039;&#039;&lt;br /&gt;
:CrAu 5&lt;br /&gt;
:R: Touch, D: Sun, T: Ind&lt;br /&gt;
:Creates a breeze of fresh air that continually moves throughout a room, keeping the air continuously breathable even if the room is airtight. The breeze can be created outdoors, but there it has little effect. (Base 1, +1 Touch, +2 Sun, +1 unnatural)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Jupiter&#039;s Resounding Blow&#039;&#039;&#039;&lt;br /&gt;
:CrAu 10&lt;br /&gt;
:R: Voice, D: Mom, T: Ind&lt;br /&gt;
:Creates a thunderclap; anyone directly underneath must make a Stamina stress roll of 9+ or be deafened. If deafened, the target gets another Stamina simple roll each minute and recovers with a roll of 9+. If the first roll botches, the victim is rendered deaf for a month. (Base 3, +2 Voice, +1 unnatural (the spell functions indoors))&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Broom of the Winds&#039;&#039;&#039;&lt;br /&gt;
:CrAu 15&lt;br /&gt;
:R: Voice, D: Mom, T: Ind &lt;br /&gt;
:Whips up violent, swirling winds around the target. The target must make a Size stress roll of 9+ to remain standing. If the target is braced or holding onto some support, he may also make a Strength stress roll of 9+. If both rolls fail, the target is knocked in a random direction. The target may be damaged, depending on whether he strikes anything. (Base 3, +2 Voice, +2 unnatural)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Circling Winds of Protection&#039;&#039;&#039;&lt;br /&gt;
:CrAu 20&lt;br /&gt;
:R: Touch, D: Conc, T: Ind Req: Rego &lt;br /&gt;
:Surrounds you with winds that circle at great speed. Since the wind picks up dust and other small, loose objects, you may be obscured. Anyone standing near enough to attack you with a hand weapon must make a Size stress roll of 9+ at the beginning of each&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;True Sight of the Air&#039;&#039;&#039;&lt;br /&gt;
:InAu 15&lt;br /&gt;
:R: Per, D: Sun, T: Vision Lets you see clearly through all manner of obfuscation in the air nearby, including smoke, fog, and dust, even if the obfuscation is magical. (Base 1, +2 Sun, +4 Vision)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Dagger of Ice&#039;&#039;&#039;&lt;br /&gt;
:Cr(Re)Aq 10&lt;br /&gt;
:R: Voice, D: Mom, T: Ind&lt;br /&gt;
:Creates a foot-long, sharp icicle and hurls it at a target. The icicle always hits, provided it penetrates Magic Resistance. It inflicts +5 damage (partly because of its sharp point). After impact, the icicle shatters to tiny fragments, which promptly disappear. (Base 3, +2 Voice, +1 Rego requisite)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Column of the Deluge&#039;&#039;&#039;&lt;br /&gt;
:CrAq Level 10&lt;br /&gt;
:R: Voice D: Momentary T: Individual&lt;br /&gt;
:Creates 700 gallons of water suspended in the air, in the shape of a column, 1 pace across and 30 paces high which then will rush to the ground with great force. This will destroy unfortified small buildings, and cause some damage to larger ones, especially to their contents. If created over a human sized target, a Finess + Per roll is required vs the target&#039;s defense. Such a target is delt +10 damage. The target, and any persons within 5 paces of the impact site must make Dex + Athletics rolls of 6+ or be knocked down suffering +0 damage. (Base 4, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Wall of Protecting Ice&#039;&#039;&#039;&lt;br /&gt;
:Creo Aquam 15, R: Touch, D: Diameter, T: Wall&lt;br /&gt;
:This spell conjures a wall of ice in a simple shape and orientation chosen by the caster. The ritual will create 5600 cubic feet of liquid; akin to a wall roughly 6 feet tall, 3 feet thick, and 300 feet long (roughly 90 yards); for the duration. The wall contains simple crenellations atop for improved defence.&lt;br /&gt;
:(Base 3, +1 Touch, +1 Diameter, +1 Wall, +1 size)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Mighty Torrent of Water&#039;&#039;&#039;&lt;br /&gt;
:CrAq 20&lt;br /&gt;
:R: Voice, D: Mom, T: Ind &lt;br /&gt;
:A 3-foot-diameter jet of water sprays from your outstretched arms towards your target. The target of this gusher of water takes +10 damage and must make a Strength + Size stress roll of 9+ or be sent flying back. Nioclás&#039; version of this spell creates rainbows in the spray. (Base 10, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Distill Water&#039;&#039;&#039;&lt;br /&gt;
:Rego Aquam 5, &lt;br /&gt;
:R: Voice, D: Momentary, T: Individual&lt;br /&gt;
:This spell instantly performs the work of manually distilling fresh water from either saltwater or an impure source. The spell emulates the work of evaporation, which will remove almost all sizeable contaminants and salt.&lt;br /&gt;
:To be effective the caster must succeed a moderate Finesse check vs 9. (Base 3, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cloak of the Duck&#039;s Feathers&#039;&#039;&#039;&lt;br /&gt;
:Rego Aquam 5&lt;br /&gt;
:R: Touch, D: Sun, T: Ind Makes water run off one object or creature, protecting the target and the target’s apparel from dampness. The spell is broken if the target is submerged in water. (Base 1, +1 Touch, +2 Sun, +1 for slightly unnatural control)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Clear Sight of the Naiad&#039;&#039;&#039;&lt;br /&gt;
:InAq 5&lt;br /&gt;
:R: Per, D: Mom, T: Vision You can see as clearly through water as through air, for a single moment. (Base 1, +4 Vision)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Comfort of the Drenched Traveller&#039;&#039;&#039;&lt;br /&gt;
:PeAq 5&lt;br /&gt;
:R: Touch, D: Mom, T: Ind Dries a person and his or her clothes. (Base 4, +1 Touch)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Sidhe Blood&lt;br /&gt;
:You are descended from one of the noble fay who rule the lands of Summer and sunlight. Because of the striking and unusual qualities of your nature add +1 to your Presence, but not to more than +3. Many mortals may consider you fascinating or alluring.&lt;br /&gt;
:&lt;br /&gt;
;Faerie Heritage&lt;br /&gt;
:This Flaw can only be taken by characters with Faerie Blood or Strong Faerie Blood. Your birth was intentionally engineered by a highly cognizant faerie to fulfill some aspect of his or her glamour. You have a role to play in the story of your faerie stepfather or stepmother, although you may be initially unaware of the interest in your life. Before she involves you in her schemes, your “patron” is likely to test your suitability as her champion with a series of trials. You can expect to receive no assistance from your “patron.”&lt;br /&gt;
:&lt;br /&gt;
;Faerie Metamorphosis&lt;br /&gt;
:This Flaw can only be taken by characters with The Gift (as a Hermetic Flaw) or the faerie equivalent (as a Supernatural Flaw), such as a Mythic Companion Virtue. When the character’s Warping score reaches 1, he develops a glamour as described under Faerie Warping. The Reputation granted by this glamour progresses just like a character suffering Faerie Warping, although he does not develop further Flaws or Virtues as a result of Warping. The character continues to experience Twilight (if a Hermetic magus) or Faerie Calling (if a faerie magician).&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Niocl%C3%A1s_%C3%93_Muircheartach&amp;diff=334492</id>
		<title>Nioclás Ó Muircheartach</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Niocl%C3%A1s_%C3%93_Muircheartach&amp;diff=334492"/>
		<updated>2018-02-28T04:41:22Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Niocl%C3%A1s_of_Ex_Miscellanea&amp;diff=334491</id>
		<title>Nioclás of Ex Miscellanea</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Niocl%C3%A1s_of_Ex_Miscellanea&amp;diff=334491"/>
		<updated>2018-02-28T04:41:17Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: Created page with &amp;quot;Game: Ars Magica - By Hook or By Crook  https://www.artstation.com/artwork/Pm8GZ Inspirational Image by Camila Vielmond  ----  Many years ago, a Sidhe who fancied hers...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Ars Magica - By Hook or By Crook]]&lt;br /&gt;
&lt;br /&gt;
[[https://www.artstation.com/artwork/Pm8GZ Inspirational Image by Camila Vielmond]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Many years ago, a Sidhe who fancied herself a faerie queen took a liking to a humble fisherman. She courted him and wooed him and disappeared, leaving him only with a swaddled baby. This child did not cry as normal children did, and his skin shimmered with a pearlescent sheen.&lt;br /&gt;
&lt;br /&gt;
The fisherman&#039;s sister raised the child as his own after the fisherman swore he would have nothing to do with the changeling whelp. He was named Ciaran, and he was absolutely hopeless at the crafts of the fishing village. Instead, he learned to wheedle and whine and charm and lie. He had an angelic face that very few could resist, and often got out of trouble that he had gotten himself into.&lt;br /&gt;
&lt;br /&gt;
Strange, beautiful ladies often came to visit Ciaran in the moments that he was unattended, setting out lavish teatimes and telling him strange stories. He did not know the meaning of these visits. At first, he enjoyed them, but as he grew older he found himself unsettled by these ladies who would not speak sense.&lt;br /&gt;
&lt;br /&gt;
Strange things also began to happen around Ciaran, with things going missing around him and turning up in strange places. The strangest was a gardener&#039;s spade appearing in the belly of a freshly caught fish.&lt;br /&gt;
&lt;br /&gt;
At the age of 10, a magus came to their town. Rumours had spread of this strange faerie child and the strange things that happened around him. This magus was from the house of Merinita, and had hoped to induct Ciaran into his house. However, in the middle of his visit, she and Ciaran were interrupted by a strange music.&lt;br /&gt;
&lt;br /&gt;
A powerful Faerie had come to the village. This was a true Queen, the one whose court was where Ciaran&#039;s mother had served. She had decided to claim Ciaran for herself, perhaps on a whim or perhaps seeking a knight for her court.&lt;br /&gt;
&lt;br /&gt;
There was a clash of minds and magic. In the end, the magus declared that it was up for the child to choose and turned to Ciaran.&lt;br /&gt;
&lt;br /&gt;
Scared of the magus but even more scared of the Faerie Queen who had sent those strange ladies, Ciaran opted to go with the magus. The Queen merely laughed, stating that one day, Ciaran will serve in her court.&lt;br /&gt;
&lt;br /&gt;
So, Ciaran came with the magus to his covenant, where the young child drew the attention of old Tiffany of Ex Miscellanea. Ciaran admitted to the Merinita that he did not wish to learn the faerie arts, instead wanting to distance himself from the fae. Tiffany backed him up, and the Merinita magus conceded.&lt;br /&gt;
&lt;br /&gt;
Tiffany was an old English maga who herself was taught by a Germanic mage, who had been dedicated to recreating the lost art of the tempestarii, those weather mages who could summon storms. Tiffany herself was old and almost fading away, wishing to pass on the knowledge of the arts of water and wind. Ciaran took to this art like a duck to water, showing a surprising mastery.&lt;br /&gt;
&lt;br /&gt;
He renamed himself Nioclás Ó Muircheartach, and now, fifteen years later, he has finished his training. He is a charismatic and beautiful young man whose kindness and compassion is matched by his anger and wrath when said kindness is taken advantage of.&lt;br /&gt;
&lt;br /&gt;
Recently, Nioclás&#039; mother has emerged from the faerie realms, scarred and injured. She bore a gift of a strange, small dog from Wales, an intelligent talking corgi who, despite himself and his antipathy towards the fae, Nioclás quite enjoys the company of. Nioclás&#039; mother is quite overbearing and protective, trying to become close to the son she never had. Nioclás claims that he does not trust her at all, and that this is a trick of the Faerie Queen, but he finds himself spending more time in her presence than he ought to.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Characteristics:&#039;&#039;&#039;&lt;br /&gt;
:Int +3, Per 0, Pre +3, Com +2, Str -3, Sta +2, Dex -2, Qik +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decrepitude:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warping Score:&#039;&#039;&#039; 0 (0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confidence Score:&#039;&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039;&lt;br /&gt;
:Hermetic Magus&lt;br /&gt;
:&lt;br /&gt;
:Skilled Parens, Strong Faerie Blood, Gentle Gift, Cautious Sorcerer, Magical Memory, Mastered Spells, Common Sense, Intuition, Free Study, Venus&#039; Blessing, Second Sight&lt;br /&gt;
:&lt;br /&gt;
:Twilight Prone, Compassionate, Wrathful (Major), Faerie Heritage, Faerie Friend, Magical Animal Companion, Faerie Metamorphosis&lt;br /&gt;
:&lt;br /&gt;
:see end of page on details&lt;br /&gt;
:&lt;br /&gt;
&#039;&#039;&#039;Personality Traits:&#039;&#039;&#039;&lt;br /&gt;
Charismatic +2, Passionate +3, Vengeful +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputations:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combats:&#039;&#039;&#039;  Dodging: Init +1, Attack n/a, Defense +1, &#039;&#039;&#039;Damage:&#039;&#039;&#039; n/a&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soak:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue Levels:&#039;&#039;&#039; OK, 0, –1, –3, –5, Unconscious&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wound Penalties:&#039;&#039;&#039; –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
:Second Sight 1 (illusory disguises)&lt;br /&gt;
:&lt;br /&gt;
:Gaelic 5 (poetry), Folk Ken 2 (townsfolk), Charm 2 (first impressions), Guile 2 (elaborate lies),&lt;br /&gt;
:&lt;br /&gt;
:Carouse 1 (staying sober), English 3 (slang), Brawl 1 (fisticuffs), Music 2 (singing), Faerie Lore 1 (relatives), Bargain 2 (hard sell), Etiquette 1 (faeries)&lt;br /&gt;
:&lt;br /&gt;
:Artes Liberales 2 (Rhetoric), Latin 5 (Hermetic usage), Magic Theory 4 (Creo), Parma Magica 1 (Auram)&lt;br /&gt;
:&lt;br /&gt;
:Order of Hermes Lore 1, Magic Lore 1 (creatures), Finesse 2 (grace), Penetration 2 (Creo), Profession (Scribe) 2, Concentration 2 (spell concentration)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Arts:&#039;&#039;&#039;&lt;br /&gt;
:Creo 10 (55XP), Rego 4 (10xp), Auram 5 (15xp), Aquam (15xp)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twilight Scars:&#039;&#039;&#039; None (yet)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Wizard clothes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance:&#039;&#039;&#039; 0 (0)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Spells Known:&#039;&#039;&#039;&lt;br /&gt;
:Air’s Ghostly Form (CrAu 5) - Mastery 1&lt;br /&gt;
:Jupiter’s Tears (CrAu 5)&lt;br /&gt;
:Chamber of Spring Breezes (CrAu 5)&lt;br /&gt;
:Jupiter&#039;s Resounding Blow (CrAu 10) - Mastery 2&lt;br /&gt;
:Broom of the Winds (CrAu 15) - Mastery 1&lt;br /&gt;
:Circling Winds of Protection (CrAu 20)&lt;br /&gt;
:True Sight of the Air (InAu 15)&lt;br /&gt;
:Dagger of Ice (Cr(Re)Aq 10) - Mastery 1&lt;br /&gt;
:Column of the Deluge (CrAq 10) - Mastery 2&lt;br /&gt;
:Wall of Protecting Ice (CrAq 15)&lt;br /&gt;
:Mighty Torrent of Water (CrAq 20)&lt;br /&gt;
:Distill Water (ReAq 5)&lt;br /&gt;
:Cloak of the Duck’s Feathers (ReAq 5) - Mastery 1&lt;br /&gt;
:Clear Sight of the Naiad (InAq 5)&lt;br /&gt;
:Comfort of the Drenched Traveller (PeAq 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sigil:&#039;&#039;&#039; Nioclás&#039; sigil that marks all of his spells is a rainbow shimmer, which is quite at odds with the storms he conjures. All of his wind spells gleam in the light.&lt;br /&gt;
&#039;&#039;&#039;Voting Sigil:&#039;&#039;&#039; His voting symbol is a splash of water with a rainbow coming out.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Air&#039;s Ghostly Form&#039;&#039;&#039;&lt;br /&gt;
:CrAu 5&lt;br /&gt;
:R: Touch, D: Diam, T: Ind &lt;br /&gt;
:A thick fog forms around the magus, extending outwards for several paces. A breeze can push the fog around. The fog dissipates at its natural rate, and may be too thin to restrict sight within a minute. Nioclás&#039; sigil causes this fog to shimmer iridescent. (Base 2, +1 Touch, +1 Diam, +1 unnatural (the spell can be cast indoors))&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Jupiter’s Tears&#039;&#039;&#039;&lt;br /&gt;
:CrAu 5&lt;br /&gt;
:R: Sight, D: Conc, T: Ind&lt;br /&gt;
:This spell makes a single cloud on an overcast day release its moisture, causing a light drizzle. (Base 1, +1 Conc, +3 Sight)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Chamber of Spring Breezes&#039;&#039;&#039;&lt;br /&gt;
:CrAu 5&lt;br /&gt;
:R: Touch, D: Sun, T: Ind&lt;br /&gt;
:Creates a breeze of fresh air that continually moves throughout a room, keeping the air continuously breathable even if the room is airtight. The breeze can be created outdoors, but there it has little effect. (Base 1, +1 Touch, +2 Sun, +1 unnatural)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Jupiter&#039;s Resounding Blow&#039;&#039;&#039;&lt;br /&gt;
:CrAu 10&lt;br /&gt;
:R: Voice, D: Mom, T: Ind&lt;br /&gt;
:Creates a thunderclap; anyone directly underneath must make a Stamina stress roll of 9+ or be deafened. If deafened, the target gets another Stamina simple roll each minute and recovers with a roll of 9+. If the first roll botches, the victim is rendered deaf for a month. (Base 3, +2 Voice, +1 unnatural (the spell functions indoors))&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Broom of the Winds&#039;&#039;&#039;&lt;br /&gt;
:CrAu 15&lt;br /&gt;
:R: Voice, D: Mom, T: Ind &lt;br /&gt;
:Whips up violent, swirling winds around the target. The target must make a Size stress roll of 9+ to remain standing. If the target is braced or holding onto some support, he may also make a Strength stress roll of 9+. If both rolls fail, the target is knocked in a random direction. The target may be damaged, depending on whether he strikes anything. (Base 3, +2 Voice, +2 unnatural)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Circling Winds of Protection&#039;&#039;&#039;&lt;br /&gt;
:CrAu 20&lt;br /&gt;
:R: Touch, D: Conc, T: Ind Req: Rego &lt;br /&gt;
:Surrounds you with winds that circle at great speed. Since the wind picks up dust and other small, loose objects, you may be obscured. Anyone standing near enough to attack you with a hand weapon must make a Size stress roll of 9+ at the beginning of each&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;True Sight of the Air&#039;&#039;&#039;&lt;br /&gt;
:InAu 15&lt;br /&gt;
:R: Per, D: Sun, T: Vision Lets you see clearly through all manner of obfuscation in the air nearby, including smoke, fog, and dust, even if the obfuscation is magical. (Base 1, +2 Sun, +4 Vision)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Dagger of Ice&#039;&#039;&#039;&lt;br /&gt;
:Cr(Re)Aq 10&lt;br /&gt;
:R: Voice, D: Mom, T: Ind&lt;br /&gt;
:Creates a foot-long, sharp icicle and hurls it at a target. The icicle always hits, provided it penetrates Magic Resistance. It inflicts +5 damage (partly because of its sharp point). After impact, the icicle shatters to tiny fragments, which promptly disappear. (Base 3, +2 Voice, +1 Rego requisite)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Column of the Deluge&#039;&#039;&#039;&lt;br /&gt;
:CrAq Level 10&lt;br /&gt;
:R: Voice D: Momentary T: Individual&lt;br /&gt;
:Creates 700 gallons of water suspended in the air, in the shape of a column, 1 pace across and 30 paces high which then will rush to the ground with great force. This will destroy unfortified small buildings, and cause some damage to larger ones, especially to their contents. If created over a human sized target, a Finess + Per roll is required vs the target&#039;s defense. Such a target is delt +10 damage. The target, and any persons within 5 paces of the impact site must make Dex + Athletics rolls of 6+ or be knocked down suffering +0 damage. (Base 4, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Wall of Protecting Ice&#039;&#039;&#039;&lt;br /&gt;
:Creo Aquam 15, R: Touch, D: Diameter, T: Wall&lt;br /&gt;
:This spell conjures a wall of ice in a simple shape and orientation chosen by the caster. The ritual will create 5600 cubic feet of liquid; akin to a wall roughly 6 feet tall, 3 feet thick, and 300 feet long (roughly 90 yards); for the duration. The wall contains simple crenellations atop for improved defence.&lt;br /&gt;
:(Base 3, +1 Touch, +1 Diameter, +1 Wall, +1 size)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Mighty Torrent of Water&#039;&#039;&#039;&lt;br /&gt;
:CrAq 20&lt;br /&gt;
:R: Voice, D: Mom, T: Ind &lt;br /&gt;
:A 3-foot-diameter jet of water sprays from your outstretched arms towards your target. The target of this gusher of water takes +10 damage and must make a Strength + Size stress roll of 9+ or be sent flying back. Nioclás&#039; version of this spell creates rainbows in the spray. (Base 10, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Distill Water&#039;&#039;&#039;&lt;br /&gt;
:Rego Aquam 5, &lt;br /&gt;
:R: Voice, D: Momentary, T: Individual&lt;br /&gt;
:This spell instantly performs the work of manually distilling fresh water from either saltwater or an impure source. The spell emulates the work of evaporation, which will remove almost all sizeable contaminants and salt.&lt;br /&gt;
:To be effective the caster must succeed a moderate Finesse check vs 9. (Base 3, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cloak of the Duck&#039;s Feathers&#039;&#039;&#039;&lt;br /&gt;
:Rego Aquam 5&lt;br /&gt;
:R: Touch, D: Sun, T: Ind Makes water run off one object or creature, protecting the target and the target’s apparel from dampness. The spell is broken if the target is submerged in water. (Base 1, +1 Touch, +2 Sun, +1 for slightly unnatural control)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Clear Sight of the Naiad&#039;&#039;&#039;&lt;br /&gt;
:InAq 5&lt;br /&gt;
:R: Per, D: Mom, T: Vision You can see as clearly through water as through air, for a single moment. (Base 1, +4 Vision)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Comfort of the Drenched Traveller&#039;&#039;&#039;&lt;br /&gt;
:PeAq 5&lt;br /&gt;
:R: Touch, D: Mom, T: Ind Dries a person and his or her clothes. (Base 4, +1 Touch)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Sidhe Blood&lt;br /&gt;
:You are descended from one of the noble fay who rule the lands of Summer and sunlight. Because of the striking and unusual qualities of your nature add +1 to your Presence, but not to more than +3. Many mortals may consider you fascinating or alluring.&lt;br /&gt;
:&lt;br /&gt;
;Faerie Heritage&lt;br /&gt;
:This Flaw can only be taken by characters with Faerie Blood or Strong Faerie Blood. Your birth was intentionally engineered by a highly cognizant faerie to fulfill some aspect of his or her glamour. You have a role to play in the story of your faerie stepfather or stepmother, although you may be initially unaware of the interest in your life. Before she involves you in her schemes, your “patron” is likely to test your suitability as her champion with a series of trials. You can expect to receive no assistance from your “patron.”&lt;br /&gt;
:&lt;br /&gt;
;Faerie Metamorphosis&lt;br /&gt;
:This Flaw can only be taken by characters with The Gift (as a Hermetic Flaw) or the faerie equivalent (as a Supernatural Flaw), such as a Mythic Companion Virtue. When the character’s Warping score reaches 1, he develops a glamour as described under Faerie Warping. The Reputation granted by this glamour progresses just like a character suffering Faerie Warping, although he does not develop further Flaws or Virtues as a result of Warping. The character continues to experience Twilight (if a Hermetic magus) or Faerie Calling (if a faerie magician).&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ars_Magica_-_By_Hook_or_By_Crook&amp;diff=334326</id>
		<title>Ars Magica - By Hook or By Crook</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ars_Magica_-_By_Hook_or_By_Crook&amp;diff=334326"/>
		<updated>2018-02-26T03:38:11Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HookHeadMap.jpg|thumb|options|Rinn Dubháin]]&lt;br /&gt;
[[Category: Ars Magica]]&lt;br /&gt;
[[Category: PBP]]&lt;br /&gt;
&lt;br /&gt;
A game of wizards in medieval Ireland using [http://www.atlas-games.com/arm5/ Ars Magica 5th edition], GM&#039;d by MrPrim&lt;br /&gt;
&lt;br /&gt;
=== PLACES ===&lt;br /&gt;
[[File:HookHeadLighthouse.jpg|thumb|options|The Covenant of Teach Solais Rinn Dubháin]]&lt;br /&gt;
* The [[The Covenant of Teach Solais Rinn Dubháin|covenant]] Teach Solais Rinn Dubháin.&lt;br /&gt;
* [[By Hook or By Crook - Sites of Power and Interest | Sites]] of power and interest.&lt;br /&gt;
&lt;br /&gt;
=== PEOPLE ===&lt;br /&gt;
* The [[Magi of Covenant Teach Solais Rinn|magi]] of the covenant.&lt;br /&gt;
** [[Nioclás Ó Muircheartach | Nioclás of Ex Miscellanea]], Sidhe blooded weather magus&lt;br /&gt;
* The [[Companions of Covenant Teach Solais Rinn|companions]] living with them.&lt;br /&gt;
* The [[Grogs of Covenant Teach Solais Rinn|grogs and covenfolk]] protecting and protected by the magi.&lt;br /&gt;
* And the [[By Hook or By Crook NPCs|NPCs]] of the saga, be they family, acquaintances, servants, friend or foe.&lt;br /&gt;
&lt;br /&gt;
=== MAGIC ===&lt;br /&gt;
* New spells?&lt;br /&gt;
* Magic items we own? &lt;br /&gt;
* Our vis stocks?&lt;br /&gt;
&lt;br /&gt;
=== INFORMATION === &lt;br /&gt;
* Our relations with other covenants and tribunals? &lt;br /&gt;
* Other stuff I&#039;m sure!&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Niocl%C3%A1s_%C3%93_Muircheartach&amp;diff=334287</id>
		<title>Nioclás Ó Muircheartach</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Niocl%C3%A1s_%C3%93_Muircheartach&amp;diff=334287"/>
		<updated>2018-02-25T10:49:19Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Ars Magica - By Hook or By Crook]]&lt;br /&gt;
&lt;br /&gt;
[[https://www.artstation.com/artwork/Pm8GZ Inspirational Image by Camila Vielmond]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Backstory goes here.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Characteristics:&#039;&#039;&#039;&lt;br /&gt;
:Int +3, Per 0, Pre +3, Com +2, Str -3, Sta +2, Dex -2, Qik +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decrepitude:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warping Score:&#039;&#039;&#039; 0 (0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confidence Score:&#039;&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
:Skilled Parens, Strong Faerie Blood, Gentle Gift, Cautious Sorcerer, Magical Memory, Mastered Spells, Hermetic Magus, Free Study , Common Sense, Intuition, Venus&#039; Blessing, Second Sight&lt;br /&gt;
:&lt;br /&gt;
:Twilight Prone, Compassionate, Ambitious, Wrathful (Major), Plagued by Supernatural Entity, Faerie Friend, Magical Animal Companion&lt;br /&gt;
:&lt;br /&gt;
:&#039;&#039;Note:&#039;&#039; Sidhe Blood: You are descended from one of the noble fay who rule the lands of Summer and sunlight. Because of the striking and unusual qualities of your nature add +1 to your Presence, but not to more than +3. Many mortals may consider you fascinating or alluring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality Traits:&#039;&#039;&#039;&lt;br /&gt;
Charismatic +2, Passionate +3, Vengeful +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputations:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combats:&#039;&#039;&#039;  Dodging: Init +1, Attack n/a, Defense +1, &#039;&#039;&#039;Damage:&#039;&#039;&#039; n/a&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soak:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue Levels:&#039;&#039;&#039; OK, 0, –1, –3, –5, Unconscious&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wound Penalties:&#039;&#039;&#039; –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
:Second Sight 1 (illusory disguises)&lt;br /&gt;
:&lt;br /&gt;
:Gaelic 5 (poetry), Folk Ken 2 (townsfolk), Charm 2 (first impressions), Guile 2 (elaborate lies),&lt;br /&gt;
:&lt;br /&gt;
:Carouse 1 (staying sober), English 3 (slang), Brawl 1 (fisticuffs), Music 2 (singing), Faerie Lore 1 (relatives), Bargain 2 (hard sell), Etiquette 1 (faeries)&lt;br /&gt;
:&lt;br /&gt;
:Artes Liberales 2 (Rhetoric), Latin 5 (Hermetic usage), Magic Theory 4 (Creo), Parma Magica 1 (Auram)&lt;br /&gt;
:&lt;br /&gt;
:Order of Hermes Lore 1, Magic Lore 1 (creatures), Finesse 2 (grace), Penetration 2 (Creo), Profession (Scribe) 2, Concentration 2 (spell concentration)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Arts:&#039;&#039;&#039;&lt;br /&gt;
:Creo 10 (55XP), Rego 4 (10xp), Auram 5 (15xp), Aquam (15xp)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twilight Scars:&#039;&#039;&#039; None (yet)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Wizard clothes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance:&#039;&#039;&#039; 0 (0)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Spells Known:&#039;&#039;&#039;&lt;br /&gt;
:Air’s Ghostly Form (CrAu 5) - Mastery 1&lt;br /&gt;
:Jupiter’s Tears (CrAu 5)&lt;br /&gt;
:Chamber of Spring Breezes (CrAu 5)&lt;br /&gt;
:Jupiter&#039;s Resounding Blow (CrAu 10) - Mastery 2&lt;br /&gt;
:Broom of the Winds (CrAu 15) - Mastery 1&lt;br /&gt;
:Circling Winds of Protection (CrAu 20)&lt;br /&gt;
:True Sight of the Air (InAu 15)&lt;br /&gt;
:Dagger of Ice (Cr(Re)Aq 10) - Mastery 1&lt;br /&gt;
:Column of the Deluge (CrAq 10) - Mastery 2&lt;br /&gt;
:Wall of Protecting Ice (CrAq 15)&lt;br /&gt;
:Mighty Torrent of Water (CrAq 20)&lt;br /&gt;
:Distill Water (ReAq 5)&lt;br /&gt;
:Cloak of the Duck’s Feathers (ReAq 5) - Mastery 1&lt;br /&gt;
:Clear Sight of the Naiad (InAq 5)&lt;br /&gt;
:Comfort of the Drenched Traveller (PeAq 5)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Air&#039;s Ghostly Form&#039;&#039;&#039;&lt;br /&gt;
:CrAu 5&lt;br /&gt;
:R: Touch, D: Diam, T: Ind &lt;br /&gt;
:A thick fog forms around the magus, extending outwards for several paces. A breeze can push the fog around. The fog dissipates at its natural rate, and may be too thin to restrict sight within a minute. (Base 2, +1 Touch, +1 Diam, +1 unnatural (the spell can be cast indoors))&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Jupiter’s Tears&#039;&#039;&#039;&lt;br /&gt;
:CrAu 5&lt;br /&gt;
:R: Sight, D: Conc, T: Ind&lt;br /&gt;
This spell makes a single cloud on an overcast day release its moisture, causing a light drizzle. (Base 1, +1 Conc, +3 Sight)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Chamber of Spring Breezes&#039;&#039;&#039;&lt;br /&gt;
:CrAu 5&lt;br /&gt;
:R: Touch, D: Sun, T: Ind&lt;br /&gt;
Creates a breeze of fresh air that continually moves throughout a room, keeping the air&lt;br /&gt;
continuously breathable even if the room is airtight. Rose of Jerbiton’s version of this spell always causes the air to smell of roses. The breeze can be created outdoors, but there it has little effect. (Base 1, +1 Touch, +2 Sun, +1 unnatural)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Jupiter&#039;s Resounding Blow&#039;&#039;&#039;&lt;br /&gt;
:CrAu 10&lt;br /&gt;
:R: Voice, D: Mom, T: Ind&lt;br /&gt;
:Creates a thunderclap; anyone directly underneath must make a Stamina stress roll of 9+ or be deafened. If deafened, the target gets another Stamina simple roll each minute and recovers with a roll of 9+. If the first roll botches, the victim is rendered deaf for a month. (Base 3, +2 Voice, +1 unnatural (the spell functions indoors))&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Broom of the Winds&#039;&#039;&#039;&lt;br /&gt;
:CrAu 15&lt;br /&gt;
:R: Voice, D: Mom, T: Ind &lt;br /&gt;
:Whips up violent, swirling winds around the target. The target must make a Size stress roll of 9+ to remain standing. If the target is braced or holding onto some support, he may also make a Strength stress roll of 9+. If both rolls fail, the target is knocked in a random direction. The target may be damaged, depending on whether he strikes anything. (Base 3, +2 Voice, +2 unnatural)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Circling Winds of Protection&#039;&#039;&#039;&lt;br /&gt;
:CrAu 20&lt;br /&gt;
:R: Touch, D: Conc, T: Ind Req: Rego &lt;br /&gt;
:Surrounds you with winds that circle at great speed. Since the wind picks up dust and other small, loose objects, you may be obscured. Anyone standing near enough to attack you with a hand weapon must make a Size stress roll of 9+ at the beginning of each&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;True Sight of the Air&#039;&#039;&#039;&lt;br /&gt;
:InAu 15&lt;br /&gt;
:R: Per, D: Sun, T: Vision Lets you see clearly through all manner of obfuscation in the air nearby, including smoke, fog, and dust, even if the obfuscation is magical. (Base 1, +2 Sun, +4 Vision)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Dagger of Ice&#039;&#039;&#039;&lt;br /&gt;
:Cr(Re)Aq 10&lt;br /&gt;
:R: Voice, D: Mom, T: Ind&lt;br /&gt;
:Creates a foot-long, sharp icicle and hurls it at a target. The icicle always hits, provided it penetrates Magic Resistance. It inflicts +5 damage (partly because of its sharp point). After impact, the icicle shatters to tiny fragments, which promptly disappear. (Base 3, +2 Voice, +1 Rego requisite)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Column of the Deluge&#039;&#039;&#039;&lt;br /&gt;
:CrAq Level 10&lt;br /&gt;
:R: Voice D: Momentary T: Individual&lt;br /&gt;
:Creates 700 gallons of water suspended in the air, in the shape of a column, 1 pace across and 30 paces high which then will rush to the ground with great force. This will destroy unfortified small buildings, and cause some damage to larger ones, especially to their contents. If created over a human sized target, a Finess + Per roll is required vs the target&#039;s defense. Such a target is delt +10 damage. The target, and any persons within 5 paces of the impact site must make Dex + Athletics rolls of 6+ or be knocked down suffering +0 damage. (Base 4, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Wall of Protecting Ice&#039;&#039;&#039;&lt;br /&gt;
:Creo Aquam 15, R: Touch, D: Diameter, T: Wall&lt;br /&gt;
:This spell conjures a wall of ice in a simple shape and orientation chosen by the caster. The ritual will create 5600 cubic feet of liquid; akin to a wall roughly 6 feet tall, 3 feet thick, and 300 feet long (roughly 90 yards); for the duration. The wall contains simple crenellations atop for improved defence.&lt;br /&gt;
:(Base 3, +1 Touch, +1 Diameter, +1 Wall, +1 size)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Mighty Torrent of Water&#039;&#039;&#039;&lt;br /&gt;
:CrAq 20&lt;br /&gt;
:R: Voice, D: Mom, T: Ind &lt;br /&gt;
:A 3-foot-diameter jet of water sprays from your outstretched arms towards your target. The target of this gusher of water takes +10 damage and must make a Strength + Size stress roll of 9+ or be sent flying back. Marbaid of Flambeau’s wizard’s sigil is connected to his obsession with blood. In his version of the spell the target is hit by a gush of blood, and the stains do not go away until sunrise/sunset. This does not require a requisite, as it is a purely cosmetic effect. (Base 10, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Distill Water&#039;&#039;&#039;&lt;br /&gt;
:Rego Aquam 5, &lt;br /&gt;
:R: Voice, D: Momentary, T: Individual&lt;br /&gt;
:This spell instantly performs the work of manually distilling fresh water from either saltwater or an impure source. The spell emulates the work of evaporation, which will remove almost all sizeable contaminants and salt.&lt;br /&gt;
To be effective the caster must succeed a moderate Finesse check vs 9. (Base 3, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cloak of the Duck&#039;s Feathers&#039;&#039;&#039;&lt;br /&gt;
:Rego Aquam 5&lt;br /&gt;
:R: Touch, D: Sun, T: Ind Makes water run off one object or creature, protecting the target and the target’s apparel from dampness. The spell is broken if the target is submerged in water. (Base 1, +1 Touch, +2 Sun, +1 for slightly unnatural control)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Clear Sight of the Naiad&#039;&#039;&#039;&lt;br /&gt;
:InAq 5&lt;br /&gt;
:R: Per, D: Mom, T: Vision You can see as clearly through water as through air, for a single moment. (Base 1, +4 Vision)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Comfort of the Drenched Traveller&#039;&#039;&#039;&lt;br /&gt;
:PeAq 5&lt;br /&gt;
:R: Touch, D: Mom, T: Ind Dries a person and his or her clothes. (Base 4, +1 Touch)&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Niocl%C3%A1s_%C3%93_Muircheartach&amp;diff=334286</id>
		<title>Nioclás Ó Muircheartach</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Niocl%C3%A1s_%C3%93_Muircheartach&amp;diff=334286"/>
		<updated>2018-02-25T10:47:53Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Ars Magica - By Hook or By Crook]]&lt;br /&gt;
&lt;br /&gt;
[[https://www.artstation.com/artwork/Pm8GZ Inspirational Image by Camila Vielmond]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Backstory goes here.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Characteristics:&#039;&#039;&#039;&lt;br /&gt;
:Int +3, Per 0, Pre +3, Com +2, Str -3, Sta +2, Dex -2, Qik +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decrepitude:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warping Score:&#039;&#039;&#039; 0 (0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confidence Score:&#039;&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
:Skilled Parens, Strong Faerie Blood, Gentle Gift, Cautious Sorcerer, Magical Memory, Mastered Spells, Hermetic Magus, Free Study , Common Sense, Intuition, Venus&#039; Blessing, Second Sight&lt;br /&gt;
:&lt;br /&gt;
:Twilight Prone, Compassionate, Ambitious, Wrathful (Major), Plagued by Supernatural Entity, Faerie Friend, Magical Animal Companion&lt;br /&gt;
:&lt;br /&gt;
:&#039;&#039;Note:&#039;&#039; Sidhe Blood: You are descended from one of the noble fay who rule the lands of Summer and sunlight. Because of the striking and unusual qualities of your nature add +1 to your Presence, but not to more than +3. Many mortals may consider you fascinating or alluring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality Traits:&#039;&#039;&#039;&lt;br /&gt;
Charismatic +2, Passionate +3, Vengeful +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputations:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combats:&#039;&#039;&#039;  Dodging: Init +1, Attack n/a, Defense +1, &#039;&#039;&#039;Damage:&#039;&#039;&#039; n/a&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soak:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue Levels:&#039;&#039;&#039; OK, 0, –1, –3, –5, Unconscious&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wound Penalties:&#039;&#039;&#039; –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
:Second Sight 1 (illusory disguises)&lt;br /&gt;
:&lt;br /&gt;
:Gaelic 5 (poetry), Folk Ken 2 (townsfolk), Charm 2 (first impressions), Guile 2 (elaborate lies),&lt;br /&gt;
Carouse 1 (staying sober), English 3 (slang), Brawl 1 (fisticuffs), Music 2 (singing), Faerie Lore 1 (relatives), Bargain 2 (hard sell), Etiquette 1 (faeries)&lt;br /&gt;
:&lt;br /&gt;
:Artes Liberales 2 (Rhetoric), Latin 5 (Hermetic usage), Magic Theory 4 (Creo), Parma Magica 1 (Auram)&lt;br /&gt;
:&lt;br /&gt;
:Order of Hermes Lore 1, Magic Lore 1 (creatures), Finesse 2 (grace), Penetration 2 (Creo), Profession (Scribe) 2, Concentration 2 (spell concentration)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Arts:&#039;&#039;&#039;&lt;br /&gt;
:Creo 10 (55XP), Rego 4 (10xp), Auram 5 (15xp), Aquam (15xp)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twilight Scars:&#039;&#039;&#039; None (yet)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Wizard clothes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance:&#039;&#039;&#039; 0 (0)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Spells Known:&#039;&#039;&#039;&lt;br /&gt;
:Air’s Ghostly Form (CrAu 5) - Mastery 1&lt;br /&gt;
:Jupiter’s Tears (CrAu 5)&lt;br /&gt;
:Chamber of Spring Breezes (CrAu 5)&lt;br /&gt;
:Jupiter&#039;s Resounding Blow (CrAu 10) - Mastery 2&lt;br /&gt;
:Broom of the Winds (CrAu 15) - Mastery 1&lt;br /&gt;
:Circling Winds of Protection (CrAu 20)&lt;br /&gt;
:True Sight of the Air (InAu 15)&lt;br /&gt;
:Dagger of Ice (Cr(Re)Aq 10) - Mastery 1&lt;br /&gt;
:Column of the Deluge (CrAq 10) - Mastery 2&lt;br /&gt;
:Wall of Protecting Ice (CrAq 15)&lt;br /&gt;
:Mighty Torrent of Water (CrAq 20)&lt;br /&gt;
:Distill Water (ReAq 5)&lt;br /&gt;
:Cloak of the Duck’s Feathers (ReAq 5) - Mastery 1&lt;br /&gt;
:Clear Sight of the Naiad (InAq 5)&lt;br /&gt;
:Comfort of the Drenched Traveller (PeAq 5)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Air&#039;s Ghostly Form&#039;&#039;&#039;&lt;br /&gt;
:CrAu 5&lt;br /&gt;
:R: Touch, D: Diam, T: Ind &lt;br /&gt;
:A thick fog forms around the magus, extending outwards for several paces. A breeze can push the fog around. The fog dissipates at its natural rate, and may be too thin to restrict sight within a minute. (Base 2, +1 Touch, +1 Diam, +1 unnatural (the spell can be cast indoors))&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Jupiter’s Tears&#039;&#039;&#039;&lt;br /&gt;
:CrAu 5&lt;br /&gt;
:R: Sight, D: Conc, T: Ind&lt;br /&gt;
This spell makes a single cloud on an overcast day release its moisture, causing a light drizzle. (Base 1, +1 Conc, +3 Sight)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Chamber of Spring Breezes&#039;&#039;&#039;&lt;br /&gt;
:CrAu 5&lt;br /&gt;
:R: Touch, D: Sun, T: Ind&lt;br /&gt;
Creates a breeze of fresh air that continually moves throughout a room, keeping the air&lt;br /&gt;
continuously breathable even if the room is airtight. Rose of Jerbiton’s version of this spell always causes the air to smell of roses. The breeze can be created outdoors, but there it has little effect. (Base 1, +1 Touch, +2 Sun, +1 unnatural)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Jupiter&#039;s Resounding Blow&#039;&#039;&#039;&lt;br /&gt;
:CrAu 10&lt;br /&gt;
:R: Voice, D: Mom, T: Ind&lt;br /&gt;
:Creates a thunderclap; anyone directly underneath must make a Stamina stress roll of 9+ or be deafened. If deafened, the target gets another Stamina simple roll each minute and recovers with a roll of 9+. If the first roll botches, the victim is rendered deaf for a month. (Base 3, +2 Voice, +1 unnatural (the spell functions indoors))&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Broom of the Winds&#039;&#039;&#039;&lt;br /&gt;
:CrAu 15&lt;br /&gt;
:R: Voice, D: Mom, T: Ind &lt;br /&gt;
:Whips up violent, swirling winds around the target. The target must make a Size stress roll of 9+ to remain standing. If the target is braced or holding onto some support, he may also make a Strength stress roll of 9+. If both rolls fail, the target is knocked in a random direction. The target may be damaged, depending on whether he strikes anything. (Base 3, +2 Voice, +2 unnatural)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Circling Winds of Protection&#039;&#039;&#039;&lt;br /&gt;
:CrAu 20&lt;br /&gt;
:R: Touch, D: Conc, T: Ind Req: Rego &lt;br /&gt;
:Surrounds you with winds that circle at great speed. Since the wind picks up dust and other small, loose objects, you may be obscured. Anyone standing near enough to attack you with a hand weapon must make a Size stress roll of 9+ at the beginning of each&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;True Sight of the Air&#039;&#039;&#039;&lt;br /&gt;
:InAu 15&lt;br /&gt;
:R: Per, D: Sun, T: Vision Lets you see clearly through all manner of obfuscation in the air nearby, including smoke, fog, and dust, even if the obfuscation is magical. (Base 1, +2 Sun, +4 Vision)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Dagger of Ice&#039;&#039;&#039;&lt;br /&gt;
:Cr(Re)Aq 10&lt;br /&gt;
:R: Voice, D: Mom, T: Ind&lt;br /&gt;
:Creates a foot-long, sharp icicle and hurls it at a target. The icicle always hits, provided it penetrates Magic Resistance. It inflicts +5 damage (partly because of its sharp point). After impact, the icicle shatters to tiny fragments, which promptly disappear. (Base 3, +2 Voice, +1 Rego requisite)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Column of the Deluge&#039;&#039;&#039;&lt;br /&gt;
:CrAq Level 10&lt;br /&gt;
:R: Voice D: Momentary T: Individual&lt;br /&gt;
:Creates 700 gallons of water suspended in the air, in the shape of a column, 1 pace across and 30 paces high which then will rush to the ground with great force. This will destroy unfortified small buildings, and cause some damage to larger ones, especially to their contents. If created over a human sized target, a Finess + Per roll is required vs the target&#039;s defense. Such a target is delt +10 damage. The target, and any persons within 5 paces of the impact site must make Dex + Athletics rolls of 6+ or be knocked down suffering +0 damage. (Base 4, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Wall of Protecting Ice&#039;&#039;&#039;&lt;br /&gt;
:Creo Aquam 15, R: Touch, D: Diameter, T: Wall&lt;br /&gt;
:This spell conjures a wall of ice in a simple shape and orientation chosen by the caster. The ritual will create 5600 cubic feet of liquid; akin to a wall roughly 6 feet tall, 3 feet thick, and 300 feet long (roughly 90 yards); for the duration. The wall contains simple crenellations atop for improved defence.&lt;br /&gt;
:(Base 3, +1 Touch, +1 Diameter, +1 Wall, +1 size)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Mighty Torrent of Water&#039;&#039;&#039;&lt;br /&gt;
:CrAq 20&lt;br /&gt;
:R: Voice, D: Mom, T: Ind &lt;br /&gt;
:A 3-foot-diameter jet of water sprays from your outstretched arms towards your target. The target of this gusher of water takes +10 damage and must make a Strength + Size stress roll of 9+ or be sent flying back. Marbaid of Flambeau’s wizard’s sigil is connected to his obsession with blood. In his version of the spell the target is hit by a gush of blood, and the stains do not go away until sunrise/sunset. This does not require a requisite, as it is a purely cosmetic effect. (Base 10, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Distill Water&#039;&#039;&#039;&lt;br /&gt;
:Rego Aquam 5, &lt;br /&gt;
:R: Voice, D: Momentary, T: Individual&lt;br /&gt;
:This spell instantly performs the work of manually distilling fresh water from either saltwater or an impure source. The spell emulates the work of evaporation, which will remove almost all sizeable contaminants and salt.&lt;br /&gt;
To be effective the caster must succeed a moderate Finesse check vs 9. (Base 3, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cloak of the Duck&#039;s Feathers&#039;&#039;&#039;&lt;br /&gt;
:Rego Aquam 5&lt;br /&gt;
:R: Touch, D: Sun, T: Ind Makes water run off one object or creature, protecting the target and the target’s apparel from dampness. The spell is broken if the target is submerged in water. (Base 1, +1 Touch, +2 Sun, +1 for slightly unnatural control)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Clear Sight of the Naiad&#039;&#039;&#039;&lt;br /&gt;
:InAq 5&lt;br /&gt;
:R: Per, D: Mom, T: Vision You can see as clearly through water as through air, for a single moment. (Base 1, +4 Vision)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Comfort of the Drenched Traveller&#039;&#039;&#039;&lt;br /&gt;
:PeAq 5&lt;br /&gt;
:R: Touch, D: Mom, T: Ind Dries a person and his or her clothes. (Base 4, +1 Touch)&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Niocl%C3%A1s_%C3%93_Muircheartach&amp;diff=334285</id>
		<title>Nioclás Ó Muircheartach</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Niocl%C3%A1s_%C3%93_Muircheartach&amp;diff=334285"/>
		<updated>2018-02-25T10:46:54Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Ars Magica - By Hook or By Crook]]&lt;br /&gt;
&lt;br /&gt;
[[https://www.artstation.com/artwork/Pm8GZ Inspirational Image by Camila Vielmond]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Backstory goes here.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics:&#039;&#039;&#039;&lt;br /&gt;
Int +3, Per 0, Pre +3, Com +2, Str -3, Sta +2, Dex -2, Qik +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decrepitude:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warping Score:&#039;&#039;&#039; 0 (0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confidence Score:&#039;&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skilled Parens, Strong Faerie Blood, Gentle Gift, Cautious Sorcerer, Magical Memory, Mastered Spells, Hermetic Magus, Free Study , Common Sense, Intuition, Venus&#039; Blessing, Second Sight&lt;br /&gt;
&lt;br /&gt;
Twilight Prone, Compassionate, Ambitious, Wrathful (Major), Plagued by Supernatural Entity, Faerie Friend, Magical Animal Companion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; Sidhe Blood: You are descended from one of the noble fay who rule the lands of Summer and sunlight. Because of the striking and unusual qualities of your nature add +1 to your Presence, but not to more than +3. Many mortals may consider you fascinating or alluring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality Traits:&#039;&#039;&#039;&lt;br /&gt;
Charismatic +2, Passionate +3, Vengeful +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputations:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combats:&#039;&#039;&#039;  Dodging: Init +1, Attack n/a, Defense +1, &#039;&#039;&#039;Damage:&#039;&#039;&#039; n/a&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soak:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue Levels:&#039;&#039;&#039; OK, 0, –1, –3, –5, Unconscious&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wound Penalties:&#039;&#039;&#039; –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Second Sight 1 (illusory disguises)&lt;br /&gt;
&lt;br /&gt;
Gaelic 5 (poetry), Folk Ken 2 (townsfolk), Charm 2 (first impressions), Guile 2 (elaborate lies),&lt;br /&gt;
Carouse 1 (staying sober), English 3 (slang), Brawl 1 (fisticuffs), Music 2 (singing), Faerie Lore 1 (relatives), Bargain 2 (hard sell), Etiquette 1 (faeries)&lt;br /&gt;
&lt;br /&gt;
Artes Liberales 2 (Rhetoric), Latin 5 (Hermetic usage), Magic Theory 4 (Creo), Parma Magica 1 (Auram)&lt;br /&gt;
&lt;br /&gt;
Order of Hermes Lore 1, Magic Lore 1 (creatures), Finesse 2 (grace), Penetration 2 (Creo), Profession (Scribe) 2, Concentration 2 (spell concentration)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arts:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Creo 10 (55XP), Rego 4 (10xp), Auram 5 (15xp), Aquam (15xp)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twilight Scars:&#039;&#039;&#039; None (yet)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Wizard clothes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance:&#039;&#039;&#039; 0 (0)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Spells Known:&#039;&#039;&#039;&lt;br /&gt;
:Air’s Ghostly Form (CrAu 5) - Mastery 1&lt;br /&gt;
:Jupiter’s Tears (CrAu 5)&lt;br /&gt;
:Chamber of Spring Breezes (CrAu 5)&lt;br /&gt;
:Jupiter&#039;s Resounding Blow (CrAu 10) - Mastery 2&lt;br /&gt;
:Broom of the Winds (CrAu 15) - Mastery 1&lt;br /&gt;
:Circling Winds of Protection (CrAu 20)&lt;br /&gt;
:True Sight of the Air (InAu 15)&lt;br /&gt;
:Dagger of Ice (Cr(Re)Aq 10) - Mastery 1&lt;br /&gt;
:Column of the Deluge (CrAq 10) - Mastery 2&lt;br /&gt;
:Wall of Protecting Ice (CrAq 15)&lt;br /&gt;
:Mighty Torrent of Water (CrAq 20)&lt;br /&gt;
:Distill Water (ReAq 5)&lt;br /&gt;
:Cloak of the Duck’s Feathers (ReAq 5) - Mastery 1&lt;br /&gt;
:Clear Sight of the Naiad (InAq 5)&lt;br /&gt;
:Comfort of the Drenched Traveller (PeAq 5)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Air&#039;s Ghostly Form&#039;&#039;&#039;&lt;br /&gt;
:CrAu 5&lt;br /&gt;
:R: Touch, D: Diam, T: Ind &lt;br /&gt;
:A thick fog forms around the magus, extending outwards for several paces. A breeze can push the fog around. The fog dissipates at its natural rate, and may be too thin to restrict sight within a minute. (Base 2, +1 Touch, +1 Diam, +1 unnatural (the spell can be cast indoors))&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Jupiter’s Tears&#039;&#039;&#039;&lt;br /&gt;
:CrAu 5&lt;br /&gt;
:R: Sight, D: Conc, T: Ind&lt;br /&gt;
This spell makes a single cloud on an overcast day release its moisture, causing a light drizzle. (Base 1, +1 Conc, +3 Sight)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Chamber of Spring Breezes&#039;&#039;&#039;&lt;br /&gt;
:CrAu 5&lt;br /&gt;
:R: Touch, D: Sun, T: Ind&lt;br /&gt;
Creates a breeze of fresh air that continually moves throughout a room, keeping the air&lt;br /&gt;
continuously breathable even if the room is airtight. Rose of Jerbiton’s version of this spell always causes the air to smell of roses. The breeze can be created outdoors, but there it has little effect. (Base 1, +1 Touch, +2 Sun, +1 unnatural)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Jupiter&#039;s Resounding Blow&#039;&#039;&#039;&lt;br /&gt;
:CrAu 10&lt;br /&gt;
:R: Voice, D: Mom, T: Ind&lt;br /&gt;
:Creates a thunderclap; anyone directly underneath must make a Stamina stress roll of 9+ or be deafened. If deafened, the target gets another Stamina simple roll each minute and recovers with a roll of 9+. If the first roll botches, the victim is rendered deaf for a month. (Base 3, +2 Voice, +1 unnatural (the spell functions indoors))&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Broom of the Winds&#039;&#039;&#039;&lt;br /&gt;
:CrAu 15&lt;br /&gt;
:R: Voice, D: Mom, T: Ind &lt;br /&gt;
:Whips up violent, swirling winds around the target. The target must make a Size stress roll of 9+ to remain standing. If the target is braced or holding onto some support, he may also make a Strength stress roll of 9+. If both rolls fail, the target is knocked in a random direction. The target may be damaged, depending on whether he strikes anything. (Base 3, +2 Voice, +2 unnatural)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Circling Winds of Protection&#039;&#039;&#039;&lt;br /&gt;
:CrAu 20&lt;br /&gt;
:R: Touch, D: Conc, T: Ind Req: Rego &lt;br /&gt;
:Surrounds you with winds that circle at great speed. Since the wind picks up dust and other small, loose objects, you may be obscured. Anyone standing near enough to attack you with a hand weapon must make a Size stress roll of 9+ at the beginning of each&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;True Sight of the Air&#039;&#039;&#039;&lt;br /&gt;
:InAu 15&lt;br /&gt;
:R: Per, D: Sun, T: Vision Lets you see clearly through all manner of obfuscation in the air nearby, including smoke, fog, and dust, even if the obfuscation is magical. (Base 1, +2 Sun, +4 Vision)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Dagger of Ice&#039;&#039;&#039;&lt;br /&gt;
:Cr(Re)Aq 10&lt;br /&gt;
:R: Voice, D: Mom, T: Ind&lt;br /&gt;
:Creates a foot-long, sharp icicle and hurls it at a target. The icicle always hits, provided it penetrates Magic Resistance. It inflicts +5 damage (partly because of its sharp point). After impact, the icicle shatters to tiny fragments, which promptly disappear. (Base 3, +2 Voice, +1 Rego requisite)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Column of the Deluge&#039;&#039;&#039;&lt;br /&gt;
:CrAq Level 10&lt;br /&gt;
:R: Voice D: Momentary T: Individual&lt;br /&gt;
:Creates 700 gallons of water suspended in the air, in the shape of a column, 1 pace across and 30 paces high which then will rush to the ground with great force. This will destroy unfortified small buildings, and cause some damage to larger ones, especially to their contents. If created over a human sized target, a Finess + Per roll is required vs the target&#039;s defense. Such a target is delt +10 damage. The target, and any persons within 5 paces of the impact site must make Dex + Athletics rolls of 6+ or be knocked down suffering +0 damage. (Base 4, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Wall of Protecting Ice&#039;&#039;&#039;&lt;br /&gt;
:Creo Aquam 15, R: Touch, D: Diameter, T: Wall&lt;br /&gt;
:This spell conjures a wall of ice in a simple shape and orientation chosen by the caster. The ritual will create 5600 cubic feet of liquid; akin to a wall roughly 6 feet tall, 3 feet thick, and 300 feet long (roughly 90 yards); for the duration. The wall contains simple crenellations atop for improved defence.&lt;br /&gt;
:(Base 3, +1 Touch, +1 Diameter, +1 Wall, +1 size)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Mighty Torrent of Water&#039;&#039;&#039;&lt;br /&gt;
:CrAq 20&lt;br /&gt;
:R: Voice, D: Mom, T: Ind &lt;br /&gt;
:A 3-foot-diameter jet of water sprays from your outstretched arms towards your target. The target of this gusher of water takes +10 damage and must make a Strength + Size stress roll of 9+ or be sent flying back. Marbaid of Flambeau’s wizard’s sigil is connected to his obsession with blood. In his version of the spell the target is hit by a gush of blood, and the stains do not go away until sunrise/sunset. This does not require a requisite, as it is a purely cosmetic effect. (Base 10, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Distill Water&#039;&#039;&#039;&lt;br /&gt;
:Rego Aquam 5, &lt;br /&gt;
:R: Voice, D: Momentary, T: Individual&lt;br /&gt;
:This spell instantly performs the work of manually distilling fresh water from either saltwater or an impure source. The spell emulates the work of evaporation, which will remove almost all sizeable contaminants and salt.&lt;br /&gt;
To be effective the caster must succeed a moderate Finesse check vs 9. (Base 3, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cloak of the Duck&#039;s Feathers&#039;&#039;&#039;&lt;br /&gt;
:Rego Aquam 5&lt;br /&gt;
:R: Touch, D: Sun, T: Ind Makes water run off one object or creature, protecting the target and the target’s apparel from dampness. The spell is broken if the target is submerged in water. (Base 1, +1 Touch, +2 Sun, +1 for slightly unnatural control)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Clear Sight of the Naiad&#039;&#039;&#039;&lt;br /&gt;
:InAq 5&lt;br /&gt;
:R: Per, D: Mom, T: Vision You can see as clearly through water as through air, for a single moment. (Base 1, +4 Vision)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Comfort of the Drenched Traveller&#039;&#039;&#039;&lt;br /&gt;
:PeAq 5&lt;br /&gt;
:R: Touch, D: Mom, T: Ind Dries a person and his or her clothes. (Base 4, +1 Touch)&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Niocl%C3%A1s_%C3%93_Muircheartach&amp;diff=334284</id>
		<title>Nioclás Ó Muircheartach</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Niocl%C3%A1s_%C3%93_Muircheartach&amp;diff=334284"/>
		<updated>2018-02-25T10:40:50Z</updated>

		<summary type="html">&lt;p&gt;Cadaeic: Created page with &amp;quot;Game: Ars Magica - By Hook or By Crook  Inspirational Image by Camila Vielmond  ----  Backstory goes here.  ----  &amp;#039;&amp;#039;&amp;#039;Character...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Ars Magica - By Hook or By Crook]]&lt;br /&gt;
&lt;br /&gt;
[[https://www.artstation.com/artwork/Pm8GZ|Inspirational Image by Camila Vielmond]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Backstory goes here.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics:&#039;&#039;&#039;&lt;br /&gt;
Int +3, Per 0, Pre +3, Com +2, Str -3, Sta +2, Dex -2, Qik +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; 0&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&lt;br /&gt;
&#039;&#039;&#039;Decrepitude:&#039;&#039;&#039; None&lt;br /&gt;
&#039;&#039;&#039;Warping Score:&#039;&#039;&#039; 0 (0)&lt;br /&gt;
&#039;&#039;&#039;Confidence Score:&#039;&#039;&#039; 3&lt;br /&gt;
&#039;&#039;&#039;Virtues and Flaws:&#039;&#039;&#039;&lt;br /&gt;
Skilled Parens, Strong Faerie Blood, Gentle Gift, Cautious Sorcerer, Magical Memory, Mastered Spells, Hermetic Magus, Free Study , Common Sense, Intuition, Venus&#039; Blessing, Second Sight&lt;br /&gt;
&lt;br /&gt;
Twilight Prone, Compassionate, Ambitious, Wrathful (Major), Plagued by Supernatural Entity, Faerie Friend, Magical Animal Companion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; Sidhe Blood: You are descended from one of the noble fay who rule the lands of Summer and sunlight. Because of the striking and unusual qualities of your nature add +1 to your Presence, but not to more than +3. Many mortals may consider you fascinating or alluring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality Traits:&#039;&#039;&#039;&lt;br /&gt;
Charismatic +2, Passionate +3, Vengeful +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputations:&#039;&#039;&#039; None&lt;br /&gt;
&#039;&#039;&#039;Combats:&#039;&#039;&#039;  Dodging: Init +1, Attack n/a, Defense +1, &#039;&#039;&#039;Damage:&#039;&#039;&#039; n/a&lt;br /&gt;
&#039;&#039;&#039;Soak:&#039;&#039;&#039; +2&lt;br /&gt;
&#039;&#039;&#039;Fatigue Levels:&#039;&#039;&#039; OK, 0, –1, –3, –5, Unconscious&lt;br /&gt;
&#039;&#039;&#039;Wound Penalties:&#039;&#039;&#039; –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
Second Sight 1 (illusory disguises)&lt;br /&gt;
&lt;br /&gt;
Gaelic 5 (poetry), Folk Ken 2 (townsfolk), Charm 2 (first impressions), Guile 2 (elaborate lies),&lt;br /&gt;
Carouse 1 (staying sober), English 3 (slang), Brawl 1 (fisticuffs), Music 2 (singing), Faerie Lore 1 (relatives), Bargain 2 (hard sell), Etiquette 1 (faeries)&lt;br /&gt;
&lt;br /&gt;
Artes Liberales 2 (Rhetoric), Latin 5 (Hermetic usage), Magic Theory 4 (Creo), Parma Magica 1 (Auram)&lt;br /&gt;
&lt;br /&gt;
Order of Hermes Lore 1, Magic Lore 1 (creatures), Finesse 2 (grace), Penetration 2 (Creo), Profession (Scribe) 2, Concentration 2 (spell concentration)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arts:&#039;&#039;&#039;&lt;br /&gt;
Creo 10 (55XP), Rego 4 (10xp), Auram 5 (15xp), Aquam (15xp)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twilight Scars:&#039;&#039;&#039; None (yet)&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Wizard clothes&lt;br /&gt;
&#039;&#039;&#039;Encumbrance:&#039;&#039;&#039; 0 (0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known:&#039;&#039;&#039;&lt;br /&gt;
Air’s Ghostly Form (CrAu 5) - Mastery 1&lt;br /&gt;
Jupiter’s Tears (CrAu 5)&lt;br /&gt;
Chamber of Spring Breezes (CrAu 5)&lt;br /&gt;
Jupiter&#039;s Resounding Blow (CrAu 10) - Mastery 2&lt;br /&gt;
Broom of the Winds (CrAu 15) - Mastery 1&lt;br /&gt;
Circling Winds of Protection (CrAu 20)&lt;br /&gt;
&lt;br /&gt;
True Sight of the Air (InAu 15)&lt;br /&gt;
&lt;br /&gt;
Dagger of Ice (Cr(Re)Aq 10) - Mastery 1&lt;br /&gt;
Column of the Deluge (CrAq 10) - Mastery 2&lt;br /&gt;
Wall of Protecting Ice (CrAq 15)&lt;br /&gt;
Mighty Torrent of Water (CrAq 20)&lt;br /&gt;
&lt;br /&gt;
Distill Water (ReAq 5)&lt;br /&gt;
Cloak of the Duck’s Feathers (ReAq 5) - Mastery 1&lt;br /&gt;
Clear Sight of the Naiad (InAq 5)&lt;br /&gt;
Comfort of the Drenched Traveller (PeAq 5)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air&#039;s Ghostly Form&#039;&#039;&#039;&lt;br /&gt;
CrAu 5&lt;br /&gt;
R: Touch, D: Diam, T: Ind &lt;br /&gt;
A thick fog forms around the magus, extending outwards for several paces. A breeze can push the fog around. The fog dissipates at its natural rate, and may be too thin to restrict sight within a minute. (Base 2, +1 Touch, +1 Diam, +1 unnatural (the spell can be cast indoors))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jupiter’s Tears&#039;&#039;&#039;&lt;br /&gt;
CrAu 5&lt;br /&gt;
R: Sight, D: Conc, T: Ind&lt;br /&gt;
This spell makes a single cloud on an overcast day release its mois-&lt;br /&gt;
ture, causing a light drizzle.&lt;br /&gt;
(Base 1, +1 Conc, +3 Sight)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chamber of Spring Breezes&#039;&#039;&#039;&lt;br /&gt;
CrAu 5&lt;br /&gt;
R: Touch, D: Sun, T: Ind&lt;br /&gt;
Creates a breeze of fresh air that continually moves throughout a room, keeping the air&lt;br /&gt;
continuously breathable even if the room is airtight. Rose of Jerbiton’s version of this spell always causes the air to smell of roses. The breeze can be created outdoors, but there it has little effect.&lt;br /&gt;
(Base 1, +1 Touch, +2 Sun, +1 unnatural)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jupiter&#039;s Resounding Blow&#039;&#039;&#039;&lt;br /&gt;
CrAu 10&lt;br /&gt;
R: Voice, D: Mom, T: Ind&lt;br /&gt;
Creates a thunderclap; anyone directly underneath must make a Stamina stress roll of 9+ or be deafened. If deafened, the target gets another Stamina simple roll each minute and recovers with a roll of 9+. If the first roll botches, the victim is rendered deaf for a month. (Base 3, +2 Voice, +1 unnatural (the spell functions indoors))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broom of the Winds&#039;&#039;&#039;&lt;br /&gt;
CrAu 15&lt;br /&gt;
R: Voice, D: Mom, T: Ind &lt;br /&gt;
Whips up violent, swirling winds around the target. The target must make a Size stress roll of 9+ to remain standing. If the target is braced or holding onto some support, he may also make a Strength stress roll of 9+. If both rolls fail, the target is knocked in a random direction. The target may be damaged, depending on whether he strikes anything. (Base 3, +2 Voice, +2 unnatural)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Circling Winds of Protection&#039;&#039;&#039;&lt;br /&gt;
CrAu 20&lt;br /&gt;
R: Touch, D: Conc, T: Ind Req: Rego &lt;br /&gt;
Surrounds you with winds that circle at great speed. Since the wind picks up dust and other small, loose objects, you may be obscured. Anyone standing near enough to attack you with a hand weapon must make a Size stress roll of 9+ at the beginning of each&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;True Sight of the Air&#039;&#039;&#039;&lt;br /&gt;
InAu 15&lt;br /&gt;
R: Per, D: Sun, T: Vision Lets you see clearly through all manner of obfuscation in the air nearby, including smoke, fog, and dust, even if the obfuscation is magical. (Base 1, +2 Sun, +4 Vision)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dagger of Ice&#039;&#039;&#039;&lt;br /&gt;
Cr(Re)Aq 10&lt;br /&gt;
R: Voice, D: Mom, T: Ind&lt;br /&gt;
Creates a foot-long, sharp icicle and hurls it at a target. The icicle always hits, provided it penetrates Magic Resistance. It inflicts +5 damage (partly because of its sharp point). After impact, the icicle shatters to tiny fragments, which promptly disappear.&lt;br /&gt;
(Base 3, +2 Voice, +1 Rego requisite)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column of the Deluge&#039;&#039;&#039;&lt;br /&gt;
CrAq Level 10&lt;br /&gt;
R: Voice D: Momentary T: Individual&lt;br /&gt;
Creates 700 gallons of water suspended in the air, in the shape of a column, 1 pace across and 30 paces high which then will rush to the ground with great force. This will destroy unfortified small buildings, and cause some damage to larger ones, especially to their contents. If created over a human sized target, a Finess + Per roll is required vs the target&#039;s defense. Such a target is delt +10 damage. The target, and any persons within 5 paces of the impact site must make Dex + Athletics rolls of 6+ or be knocked down suffering +0 damage.&lt;br /&gt;
(Base 4, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wall of Protecting Ice&#039;&#039;&#039;&lt;br /&gt;
Creo Aquam 15, R: Touch, D: Diameter, T: Wall&lt;br /&gt;
This spell conjures a wall of ice in a simple shape and orientation chosen by the caster. The ritual will create 5600 cubic feet of liquid; akin to a wall roughly 6 feet tall, 3 feet thick, and 300 feet long (roughly 90 yards); for the duration. The wall contains simple crenellations atop for improved defence.&lt;br /&gt;
(Base 3, +1 Touch, +1 Diameter, +1 Wall, +1 size)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mighty Torrent of Water&#039;&#039;&#039;&lt;br /&gt;
CrAq 20&lt;br /&gt;
R: Voice, D: Mom, T: Ind &lt;br /&gt;
A 3-foot-diameter jet of water sprays from your outstretched arms towards your target. The target of this gusher of water takes +10 damage and must make a Strength + Size stress roll of 9+ or be sent flying back. Marbaid of Flambeau’s wizard’s sigil is connected to his obsession with blood. In his version of the spell the target is hit by a gush of blood, and the stains do not go away until sunrise/sunset. This does not require a requisite, as it is a purely cosmetic effect. (Base 10, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distill Water&#039;&#039;&#039;&lt;br /&gt;
Rego Aquam 5, &lt;br /&gt;
R: Voice, D: Momentary, T: Individual&lt;br /&gt;
This spell instantly performs the work of manually distilling fresh water from either saltwater or an impure source. The spell emulates the work of evaporation, which will remove almost all sizeable contaminants and salt.&lt;br /&gt;
To be effective the caster must succeed a moderate Finesse check vs 9.&lt;br /&gt;
(Base 3, +2 Voice)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloak of the Duck&#039;s Feathers&#039;&#039;&#039;&lt;br /&gt;
Rego Aquam 5&lt;br /&gt;
R: Touch, D: Sun, T: Ind Makes water run off one object or creature, protecting the target and the target’s apparel from dampness. The spell is broken if the target is submerged in water. (Base 1, +1 Touch, +2 Sun, +1 for slightly unnatural control)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clear Sight of the Naiad&#039;&#039;&#039;&lt;br /&gt;
InAq 5&lt;br /&gt;
R: Per, D: Mom, T: Vision You can see as clearly through water as through air, for a single moment. (Base 1, +4 Vision)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comfort of the Drenched Traveller&#039;&#039;&#039;&lt;br /&gt;
PeAq 5&lt;br /&gt;
R: Touch, D: Mom, T: Ind Dries a person and his or her clothes. (Base 4, +1 Touch)&lt;/div&gt;</summary>
		<author><name>Cadaeic</name></author>
	</entry>
</feed>