Familiar and Spell Details (Oukonunaka)


FAMILIAR

Red Wolf (Large Paragon Wolf)

Size: + 0; Soak: 7 (3 Stamina, 4 Armor)

Characteristics: Intelligence – 3, Perception + 0, Presence + 0, Communication + 0, Strength – 1, Stamina + 3, Dexterity + 2, Quickness + 2

Virtues and Flaws: Improved Characteristics x 2, Ferocity (against livestock), Long-Winded, Sharp Ears, Compulsion (killing), Infamous

Personality Traits: Brave + 3, Cowardly + 3, Loyal (partner) + 3

Reputations: 4:0 Bloodthirsty (Locals)

Combat: Teeth: Initiative + 2, Attack + 11, Defense + 9, Damage + 0.

A wolf’s thick fur gives it a Protection of + 1. Add + 3 more for the Armored Animal effect.

Fatigue: 0/0, – 1/– 1, – 3, – 5, Unconscious

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

Abilities: Athletics (Distance Running) 5:0, Awareness (Smell) 5:0, Brawl (Teeth) 5:10, Hunt (Track by Smell) 6:0, Language: English (Christian Expressions) 5:0, Language: Latin (Learning from Books) 3:0, Language: Ute (Children’s Topics) 2:0, Magic Theory (Helping in the Lab) 1:6

Effects: (#1) Armored Animal (MuAn 12): R: Personal, D: Sun, T: Ind. Change an animal’s armoring hide so that it cannot be cut or penetrated by weapons, improving its Protection by an additional + 3. (Base 4, + 2 Sun) (+ 2 for thrice per day, 280-season limit for Effect Expiry)

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SPELLS

Bar the Bullet’s Stride (Re Te 15); R: Personal, D: Sun, T: Individual. Once per round, this spell deflects an attack against you from a projectile composed of a small amount of metal. This includes firearm and sling bullets, metal-tipped arrows, and metal-tipped crossbow bolts. These weapons will not penetrate the target’s body or the things she is wearing or carrying (according to the Personal target parameters). (3 Base, + 2 Sun, + 2 metal)

Mastery: 1 (Familiar Spell)
Casting Total: + 9 (3 Stamina, 6 Rego, 1 Mastery, – 1 Encumbrance)
Botch Dice: – 3 (2 Gold Cord, 1 Mastery)

Debilitating Injury (Pe Co 25); R: Touch, D: Momentary, T: Individual. Inflicts an Incapacitating Wound. (20 Base, + 1 Touch)

Mastery: 2 (Penetration, Still Casting)
Casting Total: + 20 (3 Stamina, 6 Perdo, 10 Corpus, 2 Mastery, – 1 Encumbrance)
Penetration Bonus: + 5 (3 Ability, 2 Mastery)
Botch Dice: – 4 (2 Gold Cord, 2 Mastery)

Doublet of Impenetrable Silk (Mu An 15); R: Touch, D: Sun, T: Individual. Change an item made of animal material—silk, wool, or leather—so it cannot be cut or penetrated by weapons. A simple cloth doublet becomes the equivalent of armor with no Load and a + 3 Soak bonus. Armor made of quilted material or any kind of leather improves its Protection by an additional + 3. The magic does not make the armor better at absorbing shock, so this + 3 bonus is the limit that can be bestowed without changing the material into something completely different. At the storyguide’s option, the bonus given by this spell may not apply against strictly blunt weapons like clubs and staves. (Base 4, + 1 Touch, + 2 Sun)

Mastery: 1 (Still Casting)
Casting Total: + 9 (3 Stamina, 6 Muto, 1 Mastery, – 1 Encumbrance)
Botch Dice: – 3 (2 Gold Cord, 1 Mastery)

Gift of Great Fortitude (Mu Co 25); R: Personal, D: Sun, T: Individual. Your flesh becomes resistant to physical damage. You get + 3 to your Soak. (15 Base, + 2 Sun)

Mastery: 1 (Still Casting)
Casting Total: + 19 (3 Stamina, 6 Muto, 10 Corpus, 1 Mastery, – 1 Encumbrance)
Botch Dice: – 3 (2 Gold Cord, 1 Mastery)

Hermetic Flight (Re Co 25); R: Personal, D: Sun, T: Individual. By concentrating, the target can move quickly in any direction, even through the air. This “flight” is very rapid, about as fast as a falling body. If the target stops concentrating while in flight, he merely hovers until concentration resumes. (15 Base, + 2 Sun)

Mastery: 1 (Fast Casting)
Casting Total: + 19 (3 Stamina, 6 Rego, 10 Corpus, 1 Mastery, – 1 Encumbrance)
Botch Dice: – 3 (Gold Cord, Mastery)

The Inexorable Hunt (In Co 25); R: Arcane Connection, D: Sun, T: Individual. Gives an unerring knowledge of the location of a specific person to whom you have an Arcane Connection. You constantly know the distance and direction to the target from moment to moment. Unlike the more popular version of this spell, the lack of maps to use as foci means the location is not discerned in the context of any landmarks or terrain. This spell will not work to find the dead. (3 Base, + 4 Arcane Connection)

Mastery: 1 (Penetration
Casting Total: + 19 (3 Stamina, 6 Intellego, 10 Corpus, 1 Mastery, – 1 Encumbrance)
Penetration Bonus: + 4 (3 Ability, 1 Mastery)
Botch Dice: – 3 (Gold Cord, 1 Mastery)

Man Hunter’s Sense (In Co 25); R: Personal, D: Concentration, T: Hearing. You sense the presence of all humans within “hearing range” of you, a range determined by how far you could hear them if they were yelling. The “noise” of each human gets louder the closer its source, allowing you to determine each person’s location to within one pace. (5 Base, + 1 Concentration, + 3 Hearing)

Mastery: 0
Casting Total: + 18 (3 Stamina, 6 Intellego, 10 Corpus, – 1 Encumbrance)
Penetration Bonus: + 3 (3 Ability)
Botch Dice: – 2 (Gold Cord)

Shroud of Invisibility (Pe Im 15); R: Personal, D: Concentration, T: Individual. The caster becomes completely undetectable to sight, hearing, smell, and touch, regardless of what he does. The target still casts a shadow while concealed. (5 Base, + 1 Concentration, + 1 changing image)

Mastery: 2 (Familiar Spell, Harnessed Casting)
Casting Total: + 9 (3 Stamina, 6 Perdo, 2 Mastery, – 1 Encumbrance)
Botch Dice: – 4 (2 Gold Cord, 2 Mastery)

Shriek of the Impending Shafts (In He 15); R: Personal, D: Sun, T: Hearing. Lets you know where anything wooden will be in the immediate future by a shriek that sounds in the air in advance of the wood’s coming. A piece of wood that is controlled may change course, so the spell is sometimes wrong. You get a + 9 bonus on Defense scores against wooden weapons (provided that you have the freedom to dodge), and you can automatically dodge wooden missiles fired from more than ten paces away. The shriek is only audible to you, and it cannot be simulated by people making noises. (2 Base, + 2 Sun, + 3 Hearing)

Mastery: 1 (Familiar Spell)
Casting Total: + 9 (3 Stamina, 6 Rego, 1 Mastery, – 1 Encumbrance)
Botch Dice: – 3 (2 Gold Cord, 1 Mastery)

Sight of the Molting Magus (In Co 25); R: Personal, D: Concentration, T: Vision. This spell allows the caster to spot Corpus material (hair, blood, etc.) within his line of sight. Such material appears to glow a reddish hue. The spell also allows the magus to estimate how long ago the item parted company from its owner by the brightness of the glow. This spell can be used to place suspects in a particular time and place. (4 Base, + 1 Concentration, + 4 Vision)

Mastery: 0
Casting Total: + 18 (3 Stamina, 6 Intellego, 10 Corpus, – 1 Encumbrance)
Botch Dice: – 2 (Gold Cord)

Trackless Travel (Re Te 15); R: Touch, D: Sun, T: Individual. The target leaves no tracks in the earth until it comes to a stop, such as to rest or fight. (4 Base, + 1 Touch, + 2 Sun)

Mastery: 1 (Still Casting)
Casting Total: + 9 (3 Stamina, 6 Rego, 1 Mastery, – 1 Encumbrance)
Botch Dice: – 3 (Gold Cord, 1 Mastery)

Whispers through the Black Gate (In Co 15); R: Touch, D: Concentration, T: Individual, Req: Mentem. You can speak through the barrier – the figurative “gate” – that stands between the dead and the living, to one corpse that has not yet decayed into a skeleton. The corpse cannot have been buried in Church burial, nor have belonged to a spirit that went straight to Heaven (for example, a saint or a crusader). The spirit that you speak with is not compelled to tell the truth; you can, of course, find ways to coerce or trick it into doing so. All those around you can hear the voice of the corpse. (5 Base, + 1 Touch, + 1 Concentration)

Mastery: 0
Casting Total: + 8 (3 Stamina, 6 Intellego, – 1 Encumbrance)
Botch Dice: – 2 (Gold Cord)

MASTERY CAPABILITIES

Familiar Spell: This special capability allows the wizard to cast a mastered Personal or Touch range spell at Touch or Voice range (respectively) if targeting (only) her familiar.

Fast Casting: The maga may Fast Cast the mastered spell according to the rules for Fast Casting Spontaneous spells, on page 83. The maga still takes the – 10 penalty to Casting Score and risks the extra botch dice, although the botch dice will be partially offset by her Mastery Ability.

Penetration: The maga’s Mastery Score is added to her Penetration Ability score for determining her Penetration Bonus (see page 84).

Still Casting: The maga can cast the spell without gestures, at no penalty. The normal bonus for using exaggerated gestures applies.

Familiar and Spell Details (Oukonunaka)

The Hermetic Wild West Randy