Editing Diarmud Sucach
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or Magic Lore. (This is the Irish equivalent of the Magister in Artibus Virtue) (from the Contested Isle) | or Magic Lore. (This is the Irish equivalent of the Magister in Artibus Virtue) (from the Contested Isle) | ||
'''Common Sense''' (Minor, General) | '''Common Sense''' (Minor, General) | ||
− | Whenever you are about to do something contrary to what is sensible in the game setting, common sense (the story guide) alerts you to the error. This is an excellent Virtue for a beginning player, as it legitimizes any help the story guide may give. | + | Whenever you are about to do something contrary to what is sensible in the game setting,common sense (the story guide) alerts you to the error. This is an excellent Virtue for a beginning player, as it legitimizes any help the story guide may give. |
'''Diedne Magic''' (Major, Hermetic) Your magic lineage and traditions are from the druids and the vanquished former house of Diedne, making you especially skilled with spontaneous magic. When you cast a spontaneous spell without expending fatigue, you may choose to divide by five or by two. If you choose to divide by five, you need not roll a stress die, and cannot botch, just as normal. If you choose to divide by two, you must roll astress die, and may botch. When you expend fatigue on casting a spontaneous spell, the lowest applicable Art is doubled before the whole total is divided by two. You still roll a stress die, and may botch. You must keep your lineage hidden from the Order, giving you the Major Story Flaw Dark Secret. This is in addition to your normal allowance of Flaws, and does not grant you any points with which to buy Virtues. | '''Diedne Magic''' (Major, Hermetic) Your magic lineage and traditions are from the druids and the vanquished former house of Diedne, making you especially skilled with spontaneous magic. When you cast a spontaneous spell without expending fatigue, you may choose to divide by five or by two. If you choose to divide by five, you need not roll a stress die, and cannot botch, just as normal. If you choose to divide by two, you must roll astress die, and may botch. When you expend fatigue on casting a spontaneous spell, the lowest applicable Art is doubled before the whole total is divided by two. You still roll a stress die, and may botch. You must keep your lineage hidden from the Order, giving you the Major Story Flaw Dark Secret. This is in addition to your normal allowance of Flaws, and does not grant you any points with which to buy Virtues. | ||
− | '''Mythic Blood''' (Major, Hermetic) You are a blood descendant of either a wizard of legend (possibly one of the Twelve Founders, or some other ancient and powerful sorcerer) or a supernatural being (such as adragon). Your potent Gift means that you do not lose Fatigue levels if your Casting Total falls short of the level of a formulaic spell by less than ten points, although you do lose Fatigue if the spell fails completely. You must expend Fatigue normally to cast spontaneous magic, and if you fail to cast a formulaic spell you lose the normal number of Fatigue levels. Additionally, you may choose one special magic feat which you can invoke at will and cancel at will, as often as you like. Invoking | + | '''Mythic Blood''' (Major, Hermetic) You are a blood descendant of either a wizard of legend (possibly one of the Twelve Founders, or some other ancient and powerful sorcerer) or a supernatural being (such as adragon).Your potent Gift means that you do not lose Fatigue levels if your Casting Total falls short of the level of a formulaic spell by less than ten points, although you do lose Fatigue if the spell fails completely. You must expend Fatigue normally to cast spontaneous magic, and if you fail to cast a formulaic spell you lose the normal number of Fatigue levels. Additionally, you may choose one special magic feat which you can invoke at will and cancel at will, as often as you like. Invoking thisfeat takes as long as fast-casting a mastered formulaic spell (see page 87), and requires the same level of concentration. The effect should be designed as a Hermetic effect, with a level + Penetration limited as below. The Penetration of the effect is not modified by the magus’s Penetration Ability score, and cannot be negative, so that the highest possible level of the effect is 30. |
− | Invocation: Level + Penetration Speak and Gesture: 30 Speak: 25 Gesture: 20 | + | Invocation: Level + Penetration Speak and Gesture:30 Speak:25 Gesture:20 Nither Speak nor Gesture:15 |
− | This Virtue includes a Minor Magical Focus in an area related to your legendary ancestor and a hereditary Minor Personality Flaw (both at no extra cost). Mythic Blood is not particularly uncommon in the Order of Hermes, so this Virtue does not grant any Reputation. | + | This Virtue includes a Minor Magical Focus in an area related to your legendary ancestor and a hereditary Minor Personality Flaw (both at no extra cost). Mythic Blood is not particularly uncommon in the Order of Hermes, so this Virtue does not grant any Reputation. |
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=== Flaws === | === Flaws === | ||
'''Carefree''' (Minor, Personality) You are unshakably cheerful and happy in all circumstances. | '''Carefree''' (Minor, Personality) You are unshakably cheerful and happy in all circumstances. | ||
− | '''Dark Secret''' (Major, Story) You are haunted by something that would lead to shame, rejection, and possibly revenge if discovered. Hints about the secret continually arise, and there might be others who know | + | '''Dark Secret''' (Major, Story) You are haunted by something that would lead to shame, rejection, and possibly revenge if discovered. Hints about the secret continually arise, and there might be others who know itand could betray you. This makes you avoid certain places, dislike certain people, or fear certain things. |
'''Weird Magic''' (Minor, Hermetic) Your control over magic is somewhat loose, perhaps due to Twilight effects or idiosyncratic training. Roll one extra botch die when you roll a zero on stressed spell casting rolls, apart from your other botch dice. Botches from this die should be strange or bizarre rather than dangerous, and if the Weird Magic botch occurs along with a regular botch, the results could be truly spectacular. | '''Weird Magic''' (Minor, Hermetic) Your control over magic is somewhat loose, perhaps due to Twilight effects or idiosyncratic training. Roll one extra botch die when you roll a zero on stressed spell casting rolls, apart from your other botch dice. Botches from this die should be strange or bizarre rather than dangerous, and if the Weird Magic botch occurs along with a regular botch, the results could be truly spectacular. | ||
'''Unstructured Caster''' (Major, Hermetic) You have never quite mastered the intricacies of spellcasting, and are unable to perform formulaic magic without extreme effort. You cast all formulaic spells as though they were ritual spells (including the need for vis), and you may not learn ritual spells at all. You cast spontaneous spells normally. | '''Unstructured Caster''' (Major, Hermetic) You have never quite mastered the intricacies of spellcasting, and are unable to perform formulaic magic without extreme effort. You cast all formulaic spells as though they were ritual spells (including the need for vis), and you may not learn ritual spells at all. You cast spontaneous spells normally. | ||
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'''Weak Enchanter''' (Minor, Hermetic) Your Gift is ill attuned to creating enchanted devices. Halve your Lab Total whenever you create or investigate an enchanted item. If you have a Deficiency that counts as part of the Lab Total, apply the Deficiency first and then halve the remaining total. | '''Weak Enchanter''' (Minor, Hermetic) Your Gift is ill attuned to creating enchanted devices. Halve your Lab Total whenever you create or investigate an enchanted item. If you have a Deficiency that counts as part of the Lab Total, apply the Deficiency first and then halve the remaining total. | ||
'''Cyclic Magic (Negative)''' (Minor, Hermetic) As with the Hermetic Virtue, your magicis attuned to some cycle of nature and is less potent at specific times. You have a –3 penalty to all Lab Totals and Casting Totals during that time. The length of time during which you are at a disadvantage must be equal to the time when there is no penalty. (Lunar cycle) | '''Cyclic Magic (Negative)''' (Minor, Hermetic) As with the Hermetic Virtue, your magicis attuned to some cycle of nature and is less potent at specific times. You have a –3 penalty to all Lab Totals and Casting Totals during that time. The length of time during which you are at a disadvantage must be equal to the time when there is no penalty. (Lunar cycle) | ||
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== Abilities == | == Abilities == | ||
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| '''XP''' | | '''XP''' | ||
|- | |- | ||
− | | | + | | Awareness |
− | | | + | | alertness |
− | | | + | | |
| | | | ||
|- | |- | ||
| Charm | | Charm | ||
+ | | first impressions | ||
| | | | ||
− | |||
| | | | ||
|- | |- | ||
− | | | + | | Concentration |
− | | | + | | spells |
− | | | + | | |
| | | | ||
|- | |- | ||
| Folk Ken | | Folk Ken | ||
| magi | | magi | ||
− | | | + | | |
| | | | ||
|- | |- | ||
− | | | + | | Intrigue |
− | | | + | | plotting |
− | | | + | | |
| | | | ||
|- | |- | ||
| Native Language (Irish) | | Native Language (Irish) | ||
| storytelling | | storytelling | ||
− | | | + | | |
| | | | ||
|- | |- | ||
− | | | + | | Stealth |
− | | | + | | sneaking |
| | | | ||
| | | | ||
|- | |- | ||
| Artes Liberals | | Artes Liberals | ||
+ | | Rhetoric | ||
| | | | ||
− | |||
| | | | ||
|- | |- | ||
| Dead Language (Latin) | | Dead Language (Latin) | ||
+ | | hermetic usage | ||
| | | | ||
− | |||
| | | | ||
|- | |- | ||
| Code of Hermes | | Code of Hermes | ||
− | | | + | | mundane relations |
| | | | ||
| | | | ||
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| Magic Theory | | Magic Theory | ||
| inventing spells | | inventing spells | ||
− | | | + | | |
| | | | ||
|- | |- | ||
| Parma Magica | | Parma Magica | ||
| Mentem | | Mentem | ||
− | | | + | | |
| | | | ||
|- | |- |