Ars Magica Digital Codex

Scipio of Merinita

Concept: Casting his magic through music and illusion, this son of a faerie king searches for his true love despite his father's interference.

Scipio of Merinita was once named Pierre, and is the son of a poor peasant woman and a faerie king of bright summer. Soon after his birth he was abducted and taken to the court of his father, where he learned to use his inherent magical powers to create music and illusions. But he was not alone, because some other very beautiful boys and girls also lived in the court. One of them was a girl named Vinella. Soon the two recognized that there was true love between them. The king was afraid of the love between his son and foster daughter (who he desired, as well) so he sold the boy to a Merinita maga. She turned the boy, who dreamed of becoming a hero to regain his beloved Vinella, into a magus. Soon after his Gauntlet he moved out to the world to find her, always watching for his father's men who try to lure him away from his quest for his true love.

Scipio at Gauntlet

Characteristics: Int +1, Per 0, Pre +2, Com +2, Str –2, Sta 0, Dex +2, Qik 0

Size: 0 Age: 25 (20) Decrepitude: 0 Warping Score: 0 (0) Confidence Score: 1 (3)

Virtues and Flaws: The Gift; Hermetic Magus; Gentle Gift, Strong Faerie Blood (Sidhe); Affinity with Imaginem, Enchanting Music, Faerie Magic (free), Free Expression, Performance Magic (Music); Plagued by Supernatural Entity, True Love (NPC); Careless Sorcerer, Faerie Upbringing, Lesser Malediction (Iron burns like fire), Meddler

Personality Traits: Meddler +3, Wanderlust +3, Carefree +2, Brave +1

Reputations: Trouvere 0 (Artist)

Combat:

Dodging: Int 0, Attack n/a, Defense +2, Damage n/a

Soak: +0

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

Wound Penalties: –1 (1–5), –3 (6–10), –5 (11– 15), Incapacitated (16–20), Dead (21+)

Abilities: Artes Liberales 1 (ceremonial magic), Athletics 1 (running), Awareness 1 (spotting), Bargain 1 (music payment), Brawl 1 (dodging), Carouse 1 (drinking songs), Charm 1 (first impressions), Concentration 1 (spell concentration), Enchanting Music 2 (friendship), Etiquette 1 (faeries), Faerie Lore 1 (faerie forests), Faerie Magic 1 (spells), Finesse 1 (Imaginem), Folk Ken 1 (faeries), Guile 1 (fast talk), High French 5 (music), French Kingdom Lore 1 (towns), House Merinita Lore 1 (Initiations), Intrigue 1 (rumormongering), Latin 4 (texts), Legerdemain 1 ("magic" tricks), Magic Lore 1 (forests), Magic Theory 3 (spells), Music 2 (lyre), Order of Hermes Lore 1 (magi), Parma Magica 1 (Vim), Penetration 1 (Imaginem), Philosophiae 1 (ceremonial magic), Profession: Trouvere 1 (5) (love songs), Second Sight 1 (faeries), Stealth 1 (sneak), Survival 1 (finding routes), Swim 1 (rivers)

Arts: Cr 5**, In** 2, Mu 3**, Pe** 2**, Re** 6**; An** 0**, Aq** 0**, Au** 0**, Co** 6**, He** 1**, Ig** 0**, Im** 11**, Me** 0**, Te** 1**, Vi** 0

Twilight Scars: None.

Equipment: Bard's outfit, lyre, flute, bag of

"magic" tricks. Encumbrance: 0 (0)

Spells Known:

Eyes of the Cat (MuCo(An) 5/+3) Curse of the Unruly Tongue (ReCo 5/+12) Jump of the Lynx (ReCo 20/+12) Told Story (CrIm 20/+16)

Story Seeds

Gauntlet

  • Scipio is searching for a covenant as a base for his quest; his new sodales could soon be involved in his search.
  • The players' characters hear about a strange man who tricked some faeries and even entered the Faerie regio near the covenant. Will he also trick the nearby faeries and make them angry, or will he become an ally with good connections to the fey?
  • After the characters help Scipio get closer to his love, a Quaesitor investigates whether they molested the faeries.

+15 Years

  • After a long journey, Scipio visits the player characters' covenant to ask for help getting into a secure regio they know of. There a faerie hides something that might bear hints about Scipio's
  • quest, but it wants proper payment.
  • Scipio uses his Book of Images spell to collect the image of some magi (perhaps the characters) doing ill against the Order. Will he try to blackmail them, will they hunt him down, or is this just a trick of the faerie king's men to give Scipio a bad reputation?
  • On his long journeys, Scipio finds some new vis sources that he will sell to the player characters if they help him in his quest.

Aura of the Simple Bard (MuIm 15/+14)

Faerie Flute (MuIm 5/+14)

Rainbow Fire (MuIm 15/+14)

Image Phantom (MuIm 20/+14)

Hiding the Ill-Bred Bard (PeIm 15/+13)

Appearance: An ever-smiling bard with red hair, pointy ears, and strange-looking amber-colored eyes. His angular face may look like a fox from time to time. He wears multi-colored bard's clothes, and some musical instruments hang from his belt. His hat is decorated with many multi-colored feathers from strange faerie birds.

Sigil: His casting sigil is a red fox that manifests and even acts in his spells. His voting sigil is a red wand with the wooden head of a fox.

Scipio +15

Characteristics: Int +1, Per 0, Pre +2, Com +2, Str –2, Sta 0, Dex +2, Qik 0

Size: 0 Age: 40 (20) Decrepitude: 0 Warping Score: 3 (0) Confidence Score: 1 (3)

Virtues and Flaw: The Gift; Hermetic Magus; Gentle Gift, Strong Faerie Blood (Sidhe); Affinity with Imaginem, Enchanting Music, Faerie Magic (free), Free Expression, Performance Magic (Music), Spell Timing; Plagued by Supernatural Entity, True love (NPC); Careless Sorcerer, Faerie Upbringing, Lesser Malediction (Iron burns like fire), Meddler, Weird Magic

Personality Traits: Meddler +3, Wanderlust +3, Carefree +2, Brave +1

Reputations: Trouvere 2 (Artist), Faerie Bard +1 (France)

Combat:

Dodging: Int 0, Attack n/a, Defense +2, Damage n/a

Soak: +0

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

Wound Penalties: –1 (1–5), –3 (6–10), –5 (11– 15), Incapacitated (16–20), Dead (21+)

Abilities: Artes Liberales 1 (ceremonial magic), Athletics 1 (running), Awareness 2 (spotting), Bargain 2 (music payment), Brawl 1 (dodging), Carouse 2 (drinking songs), Charm 1 (first impressions), Concentration 2 (spell concentration), Enchanting Music 3 (friendship), Etiquette 2 (faeries), Faerie Lore 2 (faerie forests), Faerie Magic 3 (spells), Finesse 1 (Imaginem), Folk Ken 2 (faeries), Guile

Magi of Hermes

1 (fast talk), High French 5 (music), French Kingdom Lore 1 (towns), House Merinita Lore 2 (Initiations), Intrigue 1 (rumormongering), Latin 4 (texts), Legerdemain 1 ("magic" tricks), Magic Lore 1 (forests), Magic Theory 3 (spells), Music 3 (lyre), Order of Hermes Lore 1 (magi), Parma Magica 3 (Vim), Penetration 1 (Imaginem), Philosophiae 1 (ceremonial magic), Profession: Trouvere 2 (love songs), Second Sight 1 (faeries), Stealth 1 (sneak), Survival 1 (finding routes), Swim 1 (rivers)

Arts: Cr 9**, In** 7, Mu 8**, Pe** 5**, Re** 9**; An** 2**, Aq** 2**, Au** 2**, Co** 4**, He** 4, Ig 2**, Im** 14**, Me** 7, Te 2, Vi 2

Twilight Scars: His hair always moves as if he were a hero from an old story.

Equipment: Bard's outfit, lyre, flute, bag of "magic" tricks.

Encumbrance: 0 (0)

Spells Known:

Eyes of the Cat (MuCo(An) 5/+12) Curse of the Unruly Tongue (ReCo 5/+13) Follower's Bane (ReCo 10/+13) Jump of the Lynx (ReCo 20/+13) Everlasting Music (ReHe(An) 15/+11) Book of Images (CrIm 15/+23) Told Story (CrIm 20/+23)

Traveler's Foresight (InIm 5/+21) Faerie Flute (MuIm 5/+22) Aura of the Simple Bard (MuIm 15/+22) Rainbow Fire (MuIm 15/+22) Image Phantom (MuIm 20/ +22) Hiding the Ill-Bred Bard (PeIm 15/+19) Color Explosion (ReIm 15/+23) The Generous Patron (MuMe 15/+15)

Appearance: An ever-smiling and ageless bard with red hair, pointy ears, and strange-looking amber-colored eyes. His angular face may look like a fox from time to time. He wears multi-colored bard's clothes, and some musical instruments hang from his belt. His hat is decorated with many multi-colored feathers from strange faerie birds.

Activities in the last 15 years: In two seasons he Initiated the Spell Timing Mystery (and the Weird Magic Flaw), two went for building up his lab and eight for spell design. He gains 360 experience points for 12 full years. 170 experience points from these 15 years are spent on Abilities (for a total of 425), 190 experience points are spent on Arts (for a total of 305). Spells were all created in lab seasons, some with experimentation.

Performance Magic (Music)

Scipio uses the Performance Magic rules from The Mysteries: Revised Edition, page 29. This lets him use singing and playing instead of words and gestures to cast spells. In addition, he can maintain concentration while he performs his music with no need for a Concentration roll.

Scipio +30

Characteristics: Int +1, Per 0, Pre +2, Com +2, Str –2, Sta 0, Dex +2, Qik 0

Size: 0

Age: 55 (20) Decrepitude: 0

Warping Score: 4 (13) Confidence Score: 1 (3)

Virtues and Flaws: The Gift; Hermetic Magus; Gentle Gift, Glamour, Major Magical Focus (Glamour) (gained during Twilight), Strong Faerie Blood (Sidhe); Affinity with Imaginem, Enchanting Music, Faerie Magic (free), Free Expression, Performance Magic (Music), Spell Timing; Plagued by Supernatural Entity, True Love (NPC); Careless Sorcerer, Faerie Upbringing, Lesser Malediction (Iron burns like fire), Meddler, Vulnerable Magic (Iron, Personal), Weird Magic

Personality Traits: Meddler +3, Wanderlust +3, Carefree +2, Brave +1

Reputations: Trouvere 3 (Artist), Faerie Bard +2 (France), Troublesome Faerie Guy +1 (Order of Hermes)

Combat:

Dodging: Int 0, Attack n/a, Defense +2, Damage n/a

Soak: +0

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

Wound Penalties: –1 (1–5), –3 (6–10), –5 (11– 15), Incapacitated (16–20), Dead (21+)

Abilities: Artes Liberales 1 (ceremonial magic), Athletics 1 (running), Awareness 2 (spotting), Bargain 2 (music payment), Brawl 1 (dodging), Carouse 2 (drinking songs), Charm 2 (first impressions), Concentration 2 (spell concentration), Divine Lore 1 (angels), Enchanting Music 3 (friendship), Etiquette 2 (faeries), Faerie Lore 3 (faerie forests), Faerie Magic 4 (spells), Finesse 2 (Imaginem), Folk Ken 2 (faeries), Guile 2 (fast talk), High French 5 (music), French Kingdom

Glamour Spells

Scipio uses the Glamour Magic rules from Houses of Hermes: Mystery Cults, pages 101-102. In short, this allows him to create illusions that are more real than other illusions: they are resisted by the Parma Magica, can do real damage, move things, and so on, but they are only affected by Imaginem spells.

Lore 2 (towns), House Merinita Lore 3 (Initiations), Intrigue 1 (rumormongering), Latin 4 (texts), Legerdemain 2 ("magic" tricks), Magic Lore 2 (forests), Magic Theory 3 (15) (spells), Music 3 (lyre), Order of Hermes Lore 1 (magi), Parma Magica 4 (Vim), Penetration 2 (Imaginem), Philosophiae 1 (ceremonial magic), Profession: Trouvere 2 (love songs), Second Sight 2 (faeries), Stealth 1 (sneak), Survival 2 (finding routes), Swim 1 (rivers)

Arts: Cr 9, In 7, Mu 10, Pe 5, Re 9**; An** 4**, Aq** 4**, Au** 4**, Co** 5, He 4**, Ig** 11, Im 17**, Me** 11(3), Te 4**, Vi** 4

Twilight Scars: His hair always moves as if he were a hero from an old story. Sometimes his normal illusion spells become real, like Glamours, but only in cases that are bad for Scipio.

Equipment: Bard's outfit, The Eternally Changing Lyre talisman), flute, bag of "magic" tricks, and a red fox on his shoulder.

Encumbrance: 0 (0)

Spells Known:

Eyes of the Cat (MuCo(An) 5/+19) Curse of the Unruly Tongue (ReCo 5/+16)

Follower's Bane (ReCo 10/+16)

Jump of the Lynx (ReCo 20/+16)

Everlasting Music (ReHe(An) 15/+15)

Smoke of Escaping (CrIm 5/+30)

Book of Images (CrIm 15/+30)

Phantasmal Horse (CrIm 30/+39*)

Told Story (CrIm 20/+30)

Story of Legend (CrIm 35/+30)

Traveler's Foresight (InIm 5/+28)

Faerie Flute (MuIm 5/+32)

Aura of the Simple Bard (MuIm 15/+32)

Rainbow Fire (MuIm 15/+32)

Image Phantom (MuIm 20/+32)

Servant of Fire (MuIm(IgMe) 35/+37*)

Hiding the Ill-Bred Bard (PeIm 15/+26)

Color Explosion (ReIm 15/+30)

The Generously Patron (MuMe 15/+26)

* Includes Magical Focus

Appearance: An ever-smiling and ageless bard with red hair, pointy ears, and strange-looking amber-colored eyes. His angular face may look like a fox from time to time. He wears multi-colored bard's clothes, and some musical instruments hang from his belt. His hat is decorated with many multi-colored feathers from strange faerie birds.

Activities in the last 15 years: He spends four seasons on his talisman, one for finding a familiar, one for binding it, two for his Mysteries (gained Glamour and Vulnerable Magic), and seven on spell design. During experimentation he made a discovery for 15 experience points in Magic Theory. He gains 330 experience for 11 full years plus 15 experience through experimentation. 150 experience from these 15 years are spent on Abilities (for a total of 575), 195 experience are spent on Arts (for a total of 500). Spells were all created in lab seasons, some with experimentation.

Scipio +45

Characteristics: Int +1, Per 0, Pre +2, Com +2, Str –2, Sta 0, Dex +2, Qik 0

Size: 0

Age: 70 (25) Decrepitude: 0

Warping Score: 5 (18) Confidence Score: 2 (5)

Virtues and Flaws: The Gift; Hermetic Magus; Gentle Gift, Glamour, Major Magical Focus (Glamour) (gained during Twilight), Strong Faerie Blood (Sidhe); Affinity with Imaginem, Enchanting Music, Faerie Magic (free), Free Expression, Performance Magic (Music), Spell Timing; Plagued by Supernatural Entity, True Love (NPC); Careless Sorcerer, Faerie Upbringing, Lesser Malediction (Iron burns like fire), Meddler, Vulnerable Magic (Iron, Personal), Weird Magic

Personality Traits: Meddler +3, Wanderlust +3, Carefree +2, Brave +1

Reputations: Trouvere 3 (Artist), Faerie Bard +3 (France), Troublesome Faerie Guy +2 (Order of Hermes), Faerie Sorcerer +1 (faeries of Arcadia)

Combat:

Dodging: Int 0, Attack n/a, Defense +3, Damage n/a

Soak: +0

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

Wound Penalties: –1 (1–5), –3 (6–10), –5 (11– 15), Incapacitated (16–20), Dead (21+)

Abilities: Artes Liberales 2 (ceremonial mag-

ic), Athletics 1 (running), Awareness 2 (spotting), Bargain 2 (music payment), Brawl 2 (dodging), Carouse 2 (drinking songs), Charm 1 (first impressions), Concentration 2 (spell concentration), Divine Lore 1 (angels), Enchanting Music 3 (friendship), Etiquette 2 (faeries), Faerie Lore 4 (faerie forests), Faerie Magic 4 (spells), Finesse 3 (Imaginem), Folk Ken 2 (faeries), Guile 2 (fast talk), High French 5 (music), French Kingdom Lore 2 (towns), House Merinita Lore 3 (Initiations), Infernal Lore 1 (demons), Intrigue 2 (rumormongering), Latin 4 (texts), Legerdemain 2 ("magic" tricks), Magic Lore 2 (forests), Magic Theory 3 (15) (spells), Music 3 (lyre), Order of Hermes Lore 1 (magi), Parma Magica 5 (Vim), Penetration 2 (Imaginem), Philosophiae 1 (ceremonial magic), Profession: Trouvere 2 (love songs), Teaching 1 (magi), Second Sight 2 (faeries), Stealth 1 (sneak), Survival 2 (finding routes), Swim 1 (rivers)

Arts: Cr 12, In 7**, Mu** 10, Pe 5, Re 9**; An** 5**, Aq** 5, Au 5, Co 6, He 5, Ig 11, Im 20(3), Me 15, Te 5, Vi 5

Twilight Scars: His hair always moves as if he were a hero from an old story. Sometimes his normal illusion spells become real, like Glamours, but only in cases that are bad for Scipio. Many little animals that are the prey of foxes get even more nervous than normal while he is around.

Equipment: Bard's outfit, The Eternally Changing Lyre talisman, flute, bag of "magic" tricks, and a red fox on his shoulder.

Encumbrance: 0 (0) Spells Known:

Eyes of the Cat (MuCo(An) 5/+20) Curse of the Unruly Tongue (ReCo 5/+17) Follower's Bane (ReCo 10/+17)

Jump of the Lynx (ReCo 20/+17)

Everlasting Music (ReHe(An) 15/+16)

Smoke of Escaping (CrIm 5/+36)

Book of Images (CrIm 15/+36)

Told Story (CrIm 20/+36)

Phantasmal Horse (CrIm 30/+48*)

Cage of Bronze (CrIm 30/+48*)

Story of Legend (CrIm 35/+36)

Doppelganger (CrIm(Me) 40/+43*)

Garden of Eden (CrIm 45/+48*)

Traveler's Foresight (InIm 5/+31)

Faerie Flute (MuIm 5/+34)

Aura of the Simple Bard (MuIm 15/+34)

Rainbow Fire (MuIm 15/+34)

Image Phantom (MuIm 20/+34)

Servant of Fire (MuIm(IgMe) 35/+35*)

Hiding the Ill-Bred Bard (PeIm 15/+30)

Magi of Hermes

Color Explosion (ReIm 15/+33) The Generous Patron (MuMe 15/+30)

* Includes Magical Focus

Appearance: An ever-smiling and ageless bard with red hair, pointy ears, and strange-looking amber-colored eyes. His angular face may look like a fox from time to time. He wears multi-colored bard's clothes, and some musical instruments hang from his belt. His hat is decorated with many multi-colored feathers from strange faerie birds.

Activities in the last 15 years: He spends 15 seasons with his apprentice, one for his longevity ritual, and six on spell design. He gains 270 experience points for nine full years, plus 10 experience for a half year. 120 experience are spent on Abilities (for a total of 695), 150 experience on Arts (for a total of 650). Spells were all created in lab seasons, some with experimentation.

Scipio +60

Characteristics: Int +1, Per 0, Pre +2, Com +2, Str –2, Sta 0, Dex +2, Qik 0

Size: 0 Age: 85 (35) Decrepitude: 0 Warping Score: 6 (18) Confidence Score: 2 (5)

Virtues and Flaws: The Gift; Hermetic Magus; Gentle Gift, Glamour, Major Magical Focus (Glamour) (gained during Twilight), Strong Faerie Blood (Sidhe); Affinity with Imaginem, Enchanting Music, Faerie Magic (free), Free Expression, Performance Magic (Music), Spell Timing; Plagued by Supernatural Entity, True Love (NPC); Careless Sorcerer, Faerie Upbringing, Lesser Malediction (Iron burns like fire), Meddler, Vulnerable Magic (Iron, Personal), Weird Magic

Personality Traits: Meddler +3, Wanderlust

Story Seeds

+30 Years

  • Scipio finally finds a way to the tower where Vinella is imprisoned. It is in the Realm of Faerie, guarded by many of the faerie king's men. He asks the players' characters if they might help him at least to speak to his father. With Scipio's guidance they can explore this realm and finally find the tower.
  • By this time, Scipio has a "personal" Quaesitor who devotes himself to capturing this troublesome magus.
  • Scipio frees Vinella and has some time to live happily with her, but soon she will be lost again, this time because of a faerie queen who claims to be her mother!

+45 Years

  • Scipio now seeks to recapture his love from her mother, a faerie queen of dark winter. He searches for an Ignem or ice magus who could help him.
  • Scipio meddles with the covenant by organizing an alliance between the covenant and a faerie court without asking permission. Will the covenant accept the conditions of the pact? Or will they refuse it and make the faerie court angry?

• He seeks someone who could manufacture a ward against iron for him because of his new Vulnerable Magic Flaw. But just when he finds someone, he is also found by the faerie king's men. Will the characters help him, or deliver him to his enemy?

+60 Years

• Scipio has to fight not only against the interfering Quaesitors, but also against Vinella's mother while evading the angry attacks of his father. So he seeks a way to play both sides and escape with Vinella during the war between the two faerie courts. This may ultimately lead to a Wizard's March against him, if both sides decide to take revenge for their losses and attack other covenants. The player characters may assist Scipio and have to destroy all evidence of their involvement, their covenant might be attacked by the angry faeries, or they might join other members of the Order to hunt down the faerie bard. Whatever the outcome, Scipio and Vinella leave their home Tribunal and travel to some distant place like Scotland, Russia, or the Levant.

+3, Carefree +2, Brave +1

Reputations: Trouvere 4 (Artist), Faerie Bard +4 (France), Troublesome Faerie Guy +3 (Order of Hermes), Faerie Sorcerer +2 (Faeries of Arcadia)

Combat:

Dodging: Int 0, Attack n/a, Defense +3, Damage n/a

Soak: +0

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

Wound Penalties: –1 (1–5), –3 (6–10), –5 (11– 15), Incapacitated (16–20), Dead (21+)

Abilities: Artes Liberales 2 (ceremonial magic), Athletics 1 (running), Awareness 2 (spotting), Bargain 2 (music payment), Brawl 2 (dodging), Carouse 2 (drinking songs), Charm 1 (first impressions), Concentration 2 (spell concentration), Divine Lore 1 (angels), Enchanting Music 4 (friendship), Etiquette 2 (faeries), Faerie Lore 3 (faerie forests), Faerie Magic 4 (spells), Finesse 4 (Imaginem), Folk Ken 3 (faeries), Guile 2 (fast talk), High French 5 (music), French Kingdom Lore 2 (towns), House Merinita Lore 3 (Initiations), Infernal Lore 1 (demons), Intrigue 2 (rumormongering), Latin 4 (texts), Legerdemain 2 ("magic" tricks), Magic Lore 2 (forests), Magic Theory 4 (spells), Music 3 (lyre), Order of Hermes Lore 2 (magi), Parma Magica 5 (Vim), Penetration 2 (Imaginem), Philosophiae 2 (ceremonial magic), Profession: Trouvere 2 (love songs), Teaching 2 (magi), Second Sight 3 (faeries), Stealth 2 (sneak), Survival 2 (finding routes), Swim 2 (rivers)

Arts: Cr 12, In 8**, Mu** 12, Pe 11, Re 11**; An** 6**, Aq** 6, Au 6, Co 6, He 6, Ig 11, Im 25**, Me** 16, Te 6, Vi 6

Twilight Scars: His hair always moves as if he were a hero from an old story. Sometimes his normal illusion spells become real, like Glamours, but only in cases that are bad for Scipio. Many little animals that are the prey of foxes get even more nervous than normal while he is around. If he stands still his shadow turns very dark red.

Equipment: Bard's outfit, The Eternally Changing Lyre talisman, flute, bag of "magic" tricks, and a red fox on his shoulder.

Encumbrance: 0 (0) Spells Known:

Eyes of the Cat (MuCo(An) 5/+22)

Curse of the Unruly Tongue (ReCo 5/+19) Follower's Bane (ReCo 10/+19)

Jump of the Lynx (ReCo 20/+19)

Everlasting Music (ReHe(An) 15/+19)

Summer's Blessing (MuIg(Te) 30/+22)

Smoke of Escaping (CrIm 5/+41) Book of Images (CrIm 15/+41)

Told Story (CrIm 20/+41)

Cage of Bronze (CrIm 30/+53*)

Phantasmal Horse (CrIm 30/+53*)

Story of Legend (CrIm 35/+41)

Doppelganger (CrIm(Me) 40/+53*)

Garden of Eden (CrIm 45/+53*)

Traveler's Foresight (InIm 5/+37)

Faerie Flute (MuIm 5/+42)

Aura of the Simple Bard (MuIm 15/+42)

Rainbow Fire (MuIm 15/+42)

Image Phantom (MuIm 20/+42)

Blessing the Merchant's Lineage (MuIm 35/+42)

Servant of Fire (MuIm(IgMe) 35/+41*)

Hiding the Ill-Bred Bard (PeIm 15/+40) Invisible Arms (Pe(Cr)Im25/+40)

Color Explosion (ReIm 15/+40)

The Generous Patron (MuMe 15/+33)

Dancing Mania (ReMe 30/+29)

* Includes Magical Focus

Appearance: An ever-smiling and ageless bard with red hair, pointy ears, and strange-looking amber-colored eyes. His angular face may look like a fox from time to time. He wears multi-colored bard's clothes, and some musical instruments hang from his belt. His hat is decorated with many multi-colored feathers from strange faerie birds.

Activities in the last 15 years: He spends seven seasons on spell design and one on enchanting his familiar. He gains 390 experience points for 13 full years. 150 experience are spent on Abilities (for a total of 840), 240 experience on Arts (for a total of 890). Spells were all created in lab seasons, some with experimentation.

Scipio +75

Characteristics: Int +1, Per –1(0), Pre +2, Com +2, Str –2, Sta 0, Dex +2, Qik –1(0)

Size: 0

Age: 100 (40)

Decrepitude: 0 (2)

Warping Score: 7 (13)

Confidence Score: 3 (5)

Virtues and Flaws: The Gift; Hermetic Magus; Gentle Gift, Glamour, Major Magical Focus (Glamour) (gained during Twilight), Strong Faerie Blood (Sidhe); Affinity with Imaginem, Enchanting Music, Faerie Magic (free), Free Expression, Performance Magic (Music), Spell Timing; Plagued by Supernatural Entity, True Love (NPC); Careless Sorcerer, Faerie Upbringing, Lesser Malediction (Iron

Personality Traits: Meddler +3, Wanderlust +3, Carefree +2, Brave +1

Reputations: Trouvere 5 (Artist), Faerie Bard +4 (France), Troublesome Faerie Guy +4 (Order of Hermes), Faerie Sorcerer +3 (Faeries of Arcadia)

Combat:

Dodging: Int -1, Attack n/a, Defense +2, Damage n/a

Soak: +0

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

Wound Penalties: –1 (1–5), –3 (6–10), –5 (11– 15), Incapacitated (16–20), Dead (21+)

Abilities: Artes Liberales 2 (ceremonial magic), Athletics 1 (running), Awareness 2 (spotting), Bargain 2 (music payment), Brawl 2 (dodging), Carouse 2 (drinking songs), Charm 1 (first impressions), Concentration 2 (spell concentration), Divine Lore 1 (angels), Enchanting Music 4 (friendship), Etiquette 2 (faeries), Faerie Lore 4 (faerie forests), Faerie Magic 5 (spells), Finesse 4 (Imaginem), Folk Ken 3 (faeries), Guile 2 (fast talk), High French 5 (music), French Kingdom Lore 2 (towns), House Merinita Lore 3 (Initiations), Infernal Lore 1 (demons), Intrigue 3 (rumormongering), Latin 4 (texts), Legerdemain 2 ("magic" tricks), Magic Lore 2 (forests), Magic Theory 4 (spells), Music 4 (lyre), Order of Hermes Lore 2 (magi), Parma Magica 6 (Vim), Penetration 2 (Imaginem), Philosophiae 2 (ceremonial magic), Profession: Trouvere 2 (love songs), Teaching 2 (magi), Second Sight 3 (faeries), Stealth 2 (sneak), Survival 2 (finding routes), Swim 2 (rivers)

Arts: Cr 13, In 9**, Mu** 15, Pe 14, Re 13**; An** 6**, Aq** 6, Au 9, Co 9, He 6, Ig 11, Im 27**, Me** 18, Te 6, Vi 6

Twilight Scars: His hair always moves as if he were a hero from an old story. Sometimes his normal illusion spells become real, like Glamours, but only in cases that are bad for Scipio. Many little animals that are the prey of foxes get even more nervous than normal while he is around. If he stands still his shadow turns very dark red. Every single hair from his head is a tiny piece of copper; they can be melted down and made into products.

Equipment: Bard's outfit, The Eternally Changing Lyre talisman, flute, bag of "magic" tricks, The Bottomless Bag (lesser enchanted device), and a red fox on his shoulder.

Encumbrance: 0 (0)

Spells Known:

Bridge of Gnomes (CrAu 15/+22)

Rainbow Bridge (MuAu 20/+29)

Eyes of the Cat (MuCo(An) 5/+26)

Curse of the Unruly Tongue (ReCo 5/+24)

Follower's Bane (ReCo 10/+24)

Jump of the Lynx (ReCo 20/+24)

Everlasting Music (ReHe(An) 15/+21)

Summer's Blessing (MuIg(Te) 30/+26)

Smoke of Escaping (CrIm 5/+44)

Book of Images (CrIm 15/+44)

Told Story (CrIm 20/+44)

Cage of Bronze (CrIm 30/+57*)

Phantasmal Horse (CrIm 30/+57*)

Story of Legend (CrIm 35/+44)

Doppelganger (CrIm(Me) 40/+57*)

Garden of Eden (CrIm 45/+57*)

Traveler's Foresight (InIm 5/+40)

Faerie Flute (MuIm 5/+47)

Aura of the Simple Bard (MuIm 15/+47)

Rainbow Fire (MuIm 15/+47)

Image Phantom (MuIm 20/+47)

Safe Heaven (MuIm 20/+47)

Blessing the Merchant's Lineage (MuIm 35/+47)

Servant of Fire (MuIm(IgMe) 35/+42*)

Hiding the Ill-Bred Bard (PeIm 15/+45)

Invisible Arms (Pe(Cr)Im25/+45)

Color Explosion (ReIm 15/+44)

The Generous Patron (MuMe 15/+38)

Stolen Moments (PeMe 35/+32)

Sinister Road (ReMe 20/+33)

Dancing Mania (ReMe 30/+33)

* Includes Magical Focus

Appearance: An ever-smiling and ageless bard with red hair, pointy ears, and strangelooking amber-colored eyes. His angular face may look like a fox from time to time. He wears multi-colored bard's clothes, and some musical instruments hang from his belt. His hat is decorated with many multi-colored feathers from strange faerie birds. A gift from his lady (a blue piece of silk) is wrapped around his arm.

Activities in the last 15 years: He spends seven seasons on spell design, one for rebuilding his lab (after destroying it in experimentation), one on his familiar (reforging the bond), two for his talisman, and one for a magical item. He gains 360 experience points for 12 full years. 155 experience are spent on Abilities (for a total of 995), 205 experience on Arts (for a total of 1095). Spells were all created in lab seasons, some with experimentation.

Scipio +90

Characteristics: Int +1, Per –1, Pre +2(1), Com +2, Str –2, Sta -1, Dex +2, Qik –1

Size: 0 Age: 115 (50) Decrepitude: 0 (4) Warping Score: 8 (3)

Confidence Score: 3 (5)

Virtues and Flaws: The Gift; Hermetic Magus; Gentle Gift, Glamour, Major Magical Focus (Glamour) (gained during Twilight), Strong Faerie Blood (Sidhe); Affinity with Imaginem, Enchanting Music, Faerie Magic (free), Free Expression, Performance Magic (Music), Spell Timing; Plagued by Supernatural Entity, True Love (NPC); Careless Sorcerer, Faerie Upbringing, Lesser Malediction (Iron burns like fire), Meddler, Vulnerable Magic (Iron, Personal), Weird Magic

Personality Traits: Meddler +3, Wanderlust +3, Carefree +2, Brave +1

Reputations: Trouvere 5 (Artist), Faerie Bard +4 (France), Troublesome Faerie Guy +4 (Order of Hermes), Faerie Sorcerer +3 (Faeries of Arcadia), Faerie Bard +1 (new home tribunal)

Combat:

Dodging: Int -1, Attack n/a, Defense +2, Damage n/a

Soak: +0

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

Wound Penalties: –1 (1–5), –3 (6–10), –5 (11– 15), Incapacitated (16–20), Dead (21+)

Abilities: Artes Liberales 2 (ceremonial magic), Athletics 2 (running), Awareness 2 (spotting), Bargain 2 (music payment), Brawl 2 (dodging), Carouse 3 (drinking songs), Charm 2 (first impressions), Concentration 3 (spell concentration), Divine Lore 1 (angels), Enchanting Music 4 (friendship), Etiquette 2 (faeries), Faerie Lore 4 (faerie forests), Faerie Magic 6 (spells), Finesse 4 (Imaginem), Folk Ken 3 (faeries), Guile 2 (fast talk), High French 5 (music), French Kingdom Lore 2 (towns), House Merinita Lore 3 (Initiations), Infernal Lore 1 (demons), Intrigue 3 (rumormongering), Latin 4 (texts), Legerdemain 3 ("magic" tricks), Magic Lore 2 (forests), Magic Theory 5 (spells), Music 4 (lyre), Order of Hermes Lore 2 (magi), Parma Magica 7 (Vim), Penetration 2 (Imaginem), Philosophiae 2 (ceremonial magic), Profession: Trouvere 2 (love songs), Teaching 2 (magi), Second Sight 3 (faeries), Stealth 2 (sneak), Survival 2 (finding route), Swim 2 (rivers)

Arts: Cr 16, In 10**, Mu** 15, Pe 14, Re 15**; An** 6**, Aq** 6, Au 9, Co 10, He 6, Ig 11, Im 28**, Me** 19, Te 6, Vi 6

Twilight Scars: His hair always moves as if he were a hero from an old story. Sometimes his normal illusion spells become real, like Glamours, but only in cases that are bad for Scipio. Many little animals that are the prey of foxes get even more nervous than normal while he is around. If he stands still his shadow turns very dark red. Every single hair from his head is a tiny piece of copper; they can be melted down and made into products.

Equipment: Bard's outfit, The Eternally Changing Lyre talisman, flute, bag of "magic" tricks, The Bottomless Bag (lesser enchanted device), and a red fox on his shoulder.

Encumbrance: 0 (0)

Story Seeds

+75 Years

• Finally Scipio and Vinella live together somewhere in a distant country away from urban civilization. They hide with Scipio's illusion magic. But sometimes Scipio is filled with wanderlust and he puts on his shoes and walks out the door. He is too careless to think about all the people (two faerie courts and perhaps some Quaesitors) who are still hunting him. Meanwhile, he searches for another apprentice and vis, as well as adventures and young heroes who he can help with their personal quests.

+90 Years

  • Scipio instructs his second apprentice in some of his new silly spells, but the young one uses them to embarrass a mundane lord in front of his men. Scipio seeks out other magi who can deal with this, as he's afraid solving the problem on his own would bring him to the Quaesitores' attention.
  • His Image of the Lady spell becomes highly sought after by many covenants. The players' covenant still has none, so they'll need to find this notorious artist to get their hands on some of his useful creations.

Spells Known:

Bridge of Gnomes (CrAu 15/+25) Rainbow Bridge (MuAu 20/+29) Eyes of the Cat (MuCo(An) 5/+26) High Tree or Small Boulder (MuCo 20/+30) Curse of the Unruly Tongue (ReCo 5/+27) Follower's Bane (ReCo 10/+27) Jump of the Lynx (ReCo 20/+27) How God Created Them (MuHe(An) 25/+26) Everlasting Music (ReHe(An) 15/+23) Summer's Blessing (MuIg(Te) 30/+26) Smoke of Escaping (CrIm 5/+48) Book of Images (CrIm 15/+48) Told Story (CrIm 20/+48) Cage of Bronze (CrIm 30/+64*) Phantasmal Horse (CrIm 30/+64*) Story of Legend (CrIm 35/+48) Doppelganger (CrIm(Me) 40/+64*) Image of the Lady (CrIm(Me) 40/+39) Garden of Eden (CrIm 45/+64*) Traveler's Foresight (InIm 5/+42) Faerie Flute (MuIm 5/+48) Aura of the Simple Bard (MuIm 15/+48) Rainbow Fire (MuIm 15/+48) Image Phantom (MuIm 20/+48) Safe Heaven (MuIm 20/+48) Ogre's Stench (MuIm 30/+48) Blessing the Merchant's Lineage (MuIm 35/+48)

Servant of Fire (MuIm(IgMe) 35/+42*)

Magi of Hermes

Hiding the Ill-Bred Bard (PeIm 15/+46) Invisible Arms (Pe(Cr)Im25/+46) Color Explosion (ReIm 15/+47) The Generous Patron (MuMe 15/+39) Stolen Moments (PeMe 35/+33) Sinister Road (ReMe 20/+36) Dancing Mania (ReMe 30/+36) Endless Laughter (ReMe 30/+36) * Includes Magical Focus

Appearance: An ever-smiling and ageless bard with copper-red hair, pointy ears, and strange-looking amber-colored eyes. His angular face may look like a fox from time to time. He wears multicolored bard's clothes, and some musical instruments hang from his belt. His hat is decorated with many multi-colored feathers from strange faerie birds. A gift from his lady (a blue piece of silk) is wrapped around his arm.

Activities in the last 15 years: He spends eight seasons inventing new spells, 15 for teaching his apprentice, and one for his longevity ritual. He gains 270 experience points for 9 full years. 55 experience are spent on Abilities (for a total of 1050), 200 experience on Arts (for a total of 1295). Spells were all created in lab seasons, some with experimentation.

Scipio has developed these spells.

Auram Spells

Bridge of Gnomes

CrAu 15

R: Touch, D: Sun, T: Individual

This spell creates a rainbow up to seven miles long. It only works outdoors.

(Base 2, +1 Touch, +2 Sun, +2 very unnatural fashion)

Rainbow Bridge

MuAu 30

R:Touch, D: Sun, T: Individual

This spell gives an existing rainbow the hardness of good stone or iron. It is still colorful and you can see through it; only the hardness is changed. With rainbows like these you can build bridges into the sky that can be used by creatures other than gnomes.

(Base 10, +3 Sight, +2 Sun, –1 for only one property change)

Corpus Spells

High Tree or Small Boulder

MuCo 20

R: Voice, D:Sun, T: Individual

The spell's target either grows to three paces tall or shrinks to only a half pace in height, but his mass isn't affected. As a result, the target is either a thin giant who cannot control his body parts normally, or he is a tiny, fat dwarf who rather rolls than walks.

(Base 3, +2 Voice, +2 Sun, +1 because this spell allows growth and shrinking)

Follower's Bane

ReCo 10

R: Road, D: Sun, T: Individual

The magus can hex someone he senses via normal or magical senses who stands on the same road. The target's legs starts to spasm in a way that makes it impossible to

Magic Might: 10 (Imaginem)

Characteristics: Int +2, Per 0, Pre +2, Com +3, Str –3, Sta 0, Dex +2, Qik +4

Size: –2 Age: n/a

Confidence Score: 2 (5)

Virtues and Flaws: Magic Animal; Magical Friend; Great Quickness, Luck, Perfect Balance, Puissant Guile, Self-Confident, Well-Traveled; Wanderlust, Greedy (minor), Nocturnal

Magical Qualities and Inferiorities: Ritual Power, Gift of Speech, Improved Characteristics (x2), Improved Abilities (x3), Lesser Power, Personal Power; Reduced Attack

Personality Traits: Fox +3, Wanderlust +5, Greedy +3, Carefree +2

Combat:

Bite: Init +4, Attack +5, Defense +7, Damage –2

Soak: 0

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

Wound Penalties: –1 (1–3), –3 (4–6), –5 (7– 9), Incapacitated (10–12), Dead (13+)

Abilities: Athletics 3 (sprinting), Area Lore (Normandy) 3 (towns), Artes Liberales 1 (reading), Awareness 3 (coins), Bargain 3 (hard sell), Brawl 1 (bite), Carouse 3 (drinking), Charm 3 (first impressions), Folk Ken 3 (peasants), Guile 5+2 (fast talking), High French 5 (peasants), Hunt 3 (birds), Latin 4 (magi), Legerdemain 3 (picking pockets), Magical Lore 3 (forest), Magic Theory 2 (Imaginem), Music 3 (singing), Stealth 3 (hiding), Survival 3 (forest)

Bond Scores: Bronze +1, Silver +2, Gold +2 Powers:

Perfect Liar, 4 points, Init +1, Corpus*:* (R: Voice, D: Sun, T: Group) Felix grants himself or someone else a +3 bonus on all Guile rolls. MuCo 20 (base 2, +2 Voice, +2 Sun, +2 Group): Lesser Power (20 levels, +1 Init)

Grant Luck, 5 points, Init –6, Imaginem: (R: Touch, D: Mom, T: Ind, Ritual) Felix gives some of his luck to the target, granting him the Luck Virtue. No Hermetic equivalent: Ritual Power

Human Form, 1 point, Init +2, Corpus: (R: Pe,r D: Sun, T: Ind) Gives the fox the body of a human. MuCo 20 (base 10, +2 Sun): Personal Power (20 levels, –1 Might cost)

Familiar Powers: none

Vis: 2 pawns of Imaginem vis located in his twisted tail.

Appearance: A small red fox with an exceptionally long, twisted tail. When he transforms into a human he speaks with a smooth voice, has red hair with a red beard, green eyes, and normal stature.

Felix stepped into this world with an intense urge to wander, visit the humans, and take part in their lives. In the great city of Paris he improved his skill at lying, gambling, and thieving, and felt as though he was now perfect. But the time away from his Magic aura weakened his powers, and he also attracted some demons who wanted to make him a member of their realm. But luckily Scipio (30 years out of his Gauntlet) found him before he was lured away, saving him from losing more of his powers and becoming Infernal. After this, both traveled to many countries, adventuring and getting into a great deal of trouble that they both survived thanks to their immense luck.

Felix +15 Years

Magical Qualities and Inferiorities: Ritual Power, Gift of Speech, Improved Characteristics (x2), Improved Abilities (x4), Lesser Power, Personal Power; Reduced Attack

Abilities: Athletics 3 (sprinting), Area Lore (Normandy) 3 (towns), Artes Liberales 2 (reading), Awareness 3 (coins), Bargain 3 (hard sell), Brawl 1 (bite), Carouse 3 (drinking), Charm 3 (first impressions), Folk Ken 3 (peasants), Guile 5+2 (5) (fast talking), High French 5 (peasants), Hunt 3 (birds), Latin 4 (magi), Legerdemain 3 (picking pockets), Magical Lore 3 (forest), Magic Theory 4 (Imaginem), Music 3 (singing), Stealth 3 (hiding), Survival 3 (forest)

Felix +30 Years

Magical Qualities and Inferiorities: Ritual Power, Gift of Speech, Improved Characteristics (x2), Improved Abilities (x5), Lesser Power, Personal Power (2x); Reduced Attack

Abilities: Athletics 3 (sprinting), Area Lore (Normandy) 3 (towns), Artes Liberales 2 (reading), Awareness 3 (coins), Bargain 3 (hard sell), Brawl 1 (bite), Carouse 3 (drinking), Charm 3 (first impressions), Folk Ken 3 (peasants), Guile 6+2 (fast talking), High French 5 (peasants), Hunt 3 (birds), Latin 4 (magi), Legerdemain 3 (picking pockets), Magical Lore 3 (forest), Magic Theory 5 (Imaginem), Music 3 (singing), Stealth 3 (hiding), Survival 3 (forest)

Powers: Sight Beyond Sight, 1 point, Animal (R: Per, D: Conc, T: Vision): All five senses operate at a distance, as far as he can see. This gives him supernatural awareness of everything that occurs, and it is exceptionally difficult to catch him by surprise, InIm 30 (base 5, +1 Conc, +4 Vision): Personal Power x 2 (20 levels, –2 Might cost, +2 Init)

Familiar Powers: Shared Senses

Felix +45 Years

Magical Qualities and Inferiorities: Ritual Power, Gift of Speech, Improved Characteristics (x2), Improved Abilities (x6), Lesser Power, Personal Power (2x); Reduced Attack

Abilities: Athletics 3 (sprinting), Area Lore (Normandy) 3 (towns), Artes Liberales 2 (reading), Awareness 3 (coins), Bargain 3 (hard sell), Brawl 1 (bite), Carouse 4 (drinking), Charm 3 (first impressions), Folk Ken 3 (peasants), Guile 6+2 (fast talking), High French 5 (peasants), Hunt 3 (birds), Latin 4 (magi), Legerdemain 3 (picking pockets), Magical Lore 4 (forest), Magic Theory 5 (Imaginem), Music 3 (singing), Stealth 3 (hiding), Survival 3 (forest)

Bond Scores: Bronze +1, Silver +3, Gold +3

Felix +60 Years

Magical Qualities and Inferiorities: Ritual Power, Gift of Speech, Improved Characteristics (x2), Improved Abilities (x8), Lesser Power, Personal Power (2x); Reduced Attack

Abilities: Athletics 4 (sprinting), Area Lore (Normandy) 3 (towns), Artes Liberales 2 (reading), Awareness 3 (coins), Bargain 3 (hard sell), Brawl 1 (bite), Carouse 4 (drinking), Charm 3 (first impressions), Folk Ken 4 (peasants), Guile 7+2 (fast talking), High French 5 (peasants), Hunt 3 (birds), Latin 4 (magi), Legerdemain 4 (picking pockets), Magical Lore 4 (forest), Magic Theory 6 (Imaginem), Music 3 (singing), Stealth 3 (hiding), Survival 3 (forest)

Jump of the Lynx

ReCo 20

R: Personal, D: Diameter, T: Individual Like Gift of the Frog's Legs, but with an additional magnitude to avoid the risk of falling. While the spell is working, the caster can make multiple jumps because of its Diameter Duration. Scipio has used this spell to escape when an angry mob was after him.

(Base 10, +1 Diameter, +1 for no falling damage)

Herbam Spells

How God Created Them

MuHe(An) 25

R: Voice, D: Momentary, T:Group

All the clothes worn by one person that are made out of animal or plant products become larger and slippery, and slide down to the ground leaving the victim of the spell naked.

(Base 3, +2 Voice, +2 Group, +1 Animal requisite)

Everlasting Music

ReHe(An) 20

R: Touch, D: While (being carried), T: Individual

This spell makes a stringed, wooden instrument play music. The spell lasts until the instrument is put down, which, if it is tied to someone's belt, might not be for a very long time. The Animal requisite is for the strings of such an instrument.

(Base 3, +1 Touch, +1 While, +1 Animal requisite, +1 complexity)

Ignem Spells

Summer's Blessing

MuIg(Te) 30

R: Voice, D: Sun, T: Individual

This spell turns the heat and flames of a large campfire into a small, very hard object, such as a gem or a piece of metal. If the object is broken the flame returns, but it dies if there is nothing to burn. While the spell lasts, the object is constantly emitting heat equal to a warm summer's day; this heat warms everything within a few paces.

(Base 5, +2 Voice, +2 Sun, requisite is free, +1 constantly releasing heat)

Imaginem Spells

Smoke of Escaping

CrIm 5

R: Touch, D: Sun, T: Individual Creates the illusion of a thick cloud of red smoke in the caster's vicinity.

(Base 1, +1 Touch, +1 Diameter, +1 size, +1 impenetrable to sight)

Book of Images

CrIm 15

R: Touch, D: Ring, T: Individual

This spell creates moving sounds and images that are stored in a circle (such as a drawn circle on paper) as long as it is intact. With this spell it is possible to create a whole book or gallery of fantastic images and talking pictures, but only if proper Finesse rolls are made.

(Base 2, +1 Touch, +2 Ring, +1 moving images, +1 intricacy)

Told Story

CrIm 20

R: Voice, D: Performance, T: Individual Creates the images and sounds of a story sung by the bard, which change along with the story. This spell only creates a small three-dimensional stage on which the story is told, but no true persons. Scipio can sing the story displayed on the stage without losing concentration, because of his Performance Magic (Music) Virtue.

(Base 2, +2 Voice, +1 Performance +2 changing images, +1 intricacy)

Cage of Bronze

CrIm 30

R: Voice, D: Sun, T: Individual

This Glamour spell (see page 101 in Houses of Hermes: Mystery Cults) creates a big bronze cage around the target, capturing it

(Base 10, +2 Voice, +2 Sun)

Phantasmal Horse

CrIm 30

R: Touch, D: Sun, T: Individual

This Glamour spell (see page 101 in Houses of Hermes: Mystery Cults) creates a magical and beautiful riding horse. Due to their faerie nature, such horses are always strangely colored or behave in some other ridiculous way. Scipio's horses are always red and curious.

(Base 10, +1 Touch, +2 Sun, +1 moving parts)

Story of Legend

CrIm 35

R: Voice, D: Performance, T: Group

This spell is similar to Told Story, but instead of creating a small stage as an Individual, this spell can create up to 100 persons or things like clouds, small dragons, and so on.

(Base 2, +2 Voice, +1 Performance, +2 Group, +1 size, +2 changing images, +1 intricacy)

Doppelganger

CrIm(Me) 40

R: Touch, D: Sun, T: Individual

This Glamour spell (see page 101 in Houses of Hermes: Mystery Cults) creates a person's doppelganger, with some limited freedom and simulated intellect. It may act independently but is under the caster's control. Like all Glamour spells, the doppelganger has substance and can act as something that really exists.

(Base 10, +1 Touch, +2 Sun, +1 Mentem requisite, +1 copy of someone, +1 moving parts)

Image of the Lady

CrIm(Me) 40

R: Touch, D: Ring, T: Circle

Similar to Book of Images and the spell The Shadow of Human Life (ArM5, page 144) this spell creates an image of a person, which can also make sounds, within a ring that serves as a frame. This image has limited freedom and a simulated intellect. He or she cannot learn Abilities, but can remember a story told while casting the spell. Such an image can also

work as a guard or similar. In Scipio's home covenant these pictures hang on almost every wall, working as advisors for slow grogs, as monitors in the kitchens, or as sentries.

Due to experimentation, Scipio's version of this spell creates images that need to sleep and eat illusionary meals.

(Base 2, +1 Touch, +2 Sun, +1 intricacy, +6 Mentem requisite, for a very elaborate effect)

Garden of Eden

CrIm 45

R: Voice, D: Concentration, T: Part

This Glamour spell (see page 101 in Houses of Hermes: Mystery Cults) creates a nearly perfect world around the caster, in which everything is so beautiful that it almost hurts the eye. Most human beings, many animals, and even some faeries lose any desire to fight or argue. While casting, the magus makes a Finesse roll, the result of which is the Ease Factor of a Personality Trait roll to resist this effect. Appropriate Personality Traits would be anger, hatred, violent, and so on. This spell needs to Penetrate to work.

(Base 10, +2 Voice, +1 Concentration, +1 Part, +1 size, +2 extremely beautiful and detailed surroundings)

Traveler's Foresight

InIm 5

R: Road, D: Concentration, T: Individual The magus can see and hear the nearest person on the road he is traveling.

(Base 2, +2 Road, +1 Concentration)

Faerie Flute

MuIm 4

R: Touch, D: Sun, T: Individual

Enchants a person or a music instrument to make clearer, sharper, and more-melodious sounds. A bard using this instrument often lures faeries to him.

(Base 1, +1 Touch, +2 Sun)

Aura of the Simple Bard

MuIm 15

R: Touch, D: Sun, T: Individual

Alters the appearance of a person to make him look more innocent and trustworthy. His facial features become softer and more childish. The character receives a +3 on appropri-

Magi of Hermes

ate rolls. This doesn't undo the effects of The Gift (see page 75 of ArM5), but works well for magi who have the Gentle Gift.

(Base 3, +1 Touch, +2 Sun)

Living Fire

MuIm 25

R: Voice, D: Fire, T: Individual

This spell alters the image, sound, and smell of campfire or bonfire to something the caster chooses, such as a dancing woman or a dragon's head. The real flame is not changed, so you won't be burned by the parts of the image that extend outside of it, like the flaming breath of the dragon's head.

(Base 3, +2 Voice, +3 Fire, +1 moving images)

Safe Haven

MuIm 20

R: Touch, D: Moon, T: Structure

Changes the image of a building, even one quite extravagant like a small wizard's tower, to a that of a poor and small hut.

(Base 1, +1 Touch, +3 Moon, +3 Structure)

Ogre's Stench

MuIm 30

R: Voice, D: Sun, T: Group

You change the targets' smell (up to 100 people) in such a disgusting and awful way that they and every person near them must make Stamina rolls against an Ease Factor of 6 or act with a –3 penalty to all rolls. If they botch, they throw up.

(Base 1, +2 Voice, +2 Sun, +2 Group, +1 size, +2 very "detailed" smell)

Blessing the Merchant's Lineage

MuIm35

R: Touch, D: Until (Baptism), T: Bloodline, Ritual

This spell changes all members of a bloodline so that they look more trustworthy, their voices are softer if needed, and they seem to be smiling whenever appropriate. This gives the whole bloodline a +3 on rolls that involve gaining trust or convincing others. But if anyone in the bloodline gets baptized the duration ends, so this spell is usually only used by pagans. It uses the Spell Timing mystery (see page 100 in Houses of Hermes: Mystery Cults).

(Base 3, +1 Touch, +4 Until, +3 Bloodline)

Servant of Fire

MuIm(Ig,Me) 45

R: Voice, D: Fire, T: Individual

This Glamour spell (see page 101 in Houses of Hermes: Mystery Cults) turns a normal fire into a human servant. He has a simple intellect and is good for only simple tasks, but has no possibility of learning or free will. The servant must eat a lot of wood or other flammable materials, otherwise the fire will burn out, ending the spell. As long as the servant eats enough, however, the spell continues.

This spell has a minor side effect from experimentation that makes the servant sing instead of speaking normally.

(Base 10, +2 Voice, +3 Fire, +1 Mentem requisite, +1 moving parts)

Hiding the Ill-Bred Bard

PeIm 15

R: Personal, D: Sun, T: Individual

Destroys the magus' image species and makes him invisible except for his shadow.

(Base 4, +2 Sun, +1 changing image)

Invisible Arms

Pe(Cr)Im 25

R: Personal, D: Sun, T: Part

The caster's original arms are made invisible, but the illusion of another pair of arms is created to replace them. If he wishes, the magus may use these fake arms in a normal way while his invisible arms pick pockets or cast a spell. This may require a Concentration roll depending on the fake actions; anything much more complex than swinging them while walking requires a roll.

(Base 4, +2 Sun, +1 Part, +1 changing image, +1 Creo requisite)

Color Explosion

ReIm 15

R: Voice, D: Diameter, T: Individual

The image of the spell's target seems to explode in a great whirlwind of colors and fragments of the original image. The explosion has a radius of two paces for a human with Size 0, changing appropriately for

targets of different Sizes. This makes the target effectively invisible as far as combat is concerned, and no visual clues to his precise location can be picked out of the chaos. For rules for fighting an invisible enemy see Houses of Hermes: Societates, pages 32-33. This spell is best used with Discern Own Illusions.

(Base 1, +2 Voice, +1 Diameter, +2 fast moving image, +1 change with movements)

Mentem Spells

The Generous Patron

MuMe 15

R: Voice, D: Sun, T: Individual

This spell changes the common sense (see Art and Academe, page 33) of the target. He cannot estimate the true worth of his belongings and is likely to give more of them for less.

(Base 3, +2 Voice, +2 Sun)

Stolen Moments

PeMe 35

R: Eye, D: Concentration, T: Individual This spell removes all active thoughts, memories, and emotions from a person's mind for as long as the spell lasts, so he cannot think or perceive. During this time the person becomes motionless, and cannot resist if he is moved or attacked; he does not notice anything and cannot remember anything that happens while he is under influence of this spell.

(Base 25, +1 Eye, +1 Concentration)

Sinister Road

ReMe 20

R: Road, D: Moon, T: Individual

Someone walking on the road whom the caster can sense is imbued with a bad feeling about what lies before him; he usually turns away from the road and walks back. This spell works similarly to The Shrouded Glen.

(Base 3, +2 Road, +3 Moon)

Dancing Mania

ReMe 30

R: Voice, D: Concentration, T: Individual

Magi of Hermes

The target of the spell dances in a wild and ecstatic way for as long as the caster concentrates. The target dances so fast and wildly that he must make a Stamina roll against an Ease Factor of 6 every round to avoid losing a Fatigue level.

(Base 15, +2 Voice, +1 Concentration)

Endless Laughter

ReMe 30

R: Voice, D: Concentration, T: Individual The target's body is shaken by loud, uncontrollable laughter that makes normal breathing or acting nearly impossible. Every round the target must make a Stamina roll against an Ease Factor of 6, or lose a Fatigue level. If this spell lasts longer than one hour, the target may suffer from an imbalance of his sanguine humor, causing the symptoms of a disease.

(Base 15, +2 Voice, +1 Concentration)