Diarmud was last born of his family so had no expectations put upon him but to marry well and bring honor to his family. The young man went to The Uí hUiginn School in Ceall Cluaine. There he discovered the true power of tales. Enraptured by the ancient druids he sought out an old man of that line who taught him the ways of magic.
Vital Statistics
- Size: 0
- Age: 25 (25)
- Decrepitude: 0
- Warping Score: 0
- Confidence:
- Sigil:
Characteristics
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Score
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Int
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Per
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Pre
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Com
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Str
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Sta
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Dex
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Qik
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Personality
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Reputation
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Mischievous
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Overconfident
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Sociable
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Virtues and Flaws
Virtues
The Gift (free)
Hermetic Maga (free, social)
Master Bard (Major, Social Status)
The character has spent at least nine
years of study at a bardic school and is a
master of the trade, called an Anruth. He has a teaching position at a prestigious school, or else an official position with an Irish clan chief; either way this earns him a Local Reputation at level 3. If resident at a school, he has an obligation to teach for at least two seasons a year; if he works for a lord, two seasons are instead spent composing praise poems and stories for his patron. The character should be at least 25 years old, and must have a Profession: Storyteller or Poet of at least 5, and also a 5 in at least one of Area Lore, Organization Lore, Faerie Lore, or Magic Lore. You can spend experience points on Arcane Abilities at character creation, and have an extra 240 experience points to spend on Art of Memory, Profession: Storyteller, Profession: Poet, any Area
Lore, any Organization Lore, Faerie Lore,
or Magic Lore. (This is the Irish equivalent of the Magister in Artibus Virtue) (from the Contested Isle)
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.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.
Flaws
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 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.
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.
Driven (Major, Personality) You have some goal which you are determined to bring about. This has to be the sort of big goal that could shape an entire life, but if you do accomplish it you will immediately turn to a new project. (Be the greatest bard in Eire)
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.
Abilities
Name
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Speciality
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Score
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XP
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Awareness
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alertness
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Charm
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first impressions
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Concentration
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spells
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Folk Ken
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magi
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Intrigue
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plotting
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Native Language (Irish)
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storytelling
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Stealth
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sneaking
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Artes Liberals
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Rhetoric
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Dead Language (Latin)
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hermetic usage
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Code of Hermes
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mundane relations
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Magic Theory
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inventing spells
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Parma Magica
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Mentem
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Magic
Arts
Art
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Score
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XP
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Creo
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08
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36
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Intelligo
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00
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00
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Muto
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03
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06
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Perdo
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00
|
00
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Rego
|
09
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45
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Animal
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00
|
00
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Aquam
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00
|
00
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Auram
|
00
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00
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Corpus
|
00
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00
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Herbam
|
00
|
00
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Ignem
|
00
|
00
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Imaginem
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16
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93/139.5
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Mentem
|
00
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00
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Terram
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00
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00
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Vim
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00
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00
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Spells
Summary of Diarmud's spells below. See his grimoire for the full spell descriptions.
Corpus Spells
Name
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CT
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Level
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Range
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Duration
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Target
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Mastery
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Short Description
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Blink Step
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+12
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ReCo 10
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Personal
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Momentary
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Individual
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1 (Still Casting)
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Teleport 5 paces away
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Freedom From the Earth
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+12
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ReCo 15
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Personal
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Sun
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Individual
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1 (Still Casting)
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Fly as you will as fast as smoke can rise
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Imaginem Spells
Name
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CT
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Level
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Range
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Duration
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Target
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Mastery
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Short Description
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Aura of Ennobled Presence
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+22
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MuIm 10
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Touch
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Sun
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Individual
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1 (Quiet Casting)
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+3 to influence, lead or convince others
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Disguise of the Transformed Image
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+22
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MuIm 15
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Touch
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Sun
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Individual
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1 (Quiet Casting)
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Disguise a person as another person
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Image from the Wizard Torn
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+19
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ReIm 30
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Sight
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Concentration
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Individual
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1 (Quiet Casting)
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Astral projection!
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Merry Band of the Blind
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+27
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CrIm 15
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Voice
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Diameter
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Group
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1 (Fast Casting)
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Conjure illusory blindfolds upon a group of people
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Summoning the Distant Image
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+19
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InIm 25
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AC
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Concentration
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Room
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1 (Penetration)
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Scry upon a distant place
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Veil of Invisibility
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+19
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PeIm 15
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Touch
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Sun
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Individual
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1 (Quiet Casting)
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Turn a person invisible – apart from their shadow
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Terram Spells
Name
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CT
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Level
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Range
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Duration
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Target
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Mastery
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Short Description
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Unseen Porter
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+12
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ReTe 10
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Voice
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Concentration
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Individual
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1 (Silent Casting)
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Move an inanimate object as if a very strong person was carrying it
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Possessions
Vis