Anaelle, Tremere Summoner, +40

Statistics

Characteristics: Int +3, Per +1, Pre 0, Com +1, Str 0, Sta +1, Dex 0, Qik +1
Size: 0
Age: 68 (42), Height: 168 cm, Weight: 72 kg, Gender: Female
Decrepitude: 0
Warping Score: 4 (12½)
Confidence: 1 (3)

Virtues:

- Affinity with Creo
- Affinity with Rego
- Cautious Sorcerer
- The Gift
- Hermetic Magus
- Improved Characteristics
- Mercurian Magic
- Minor Magical Focus (Certamen)*
- Minor Potent Magic (Controlling Elementals)
- Personal Vis Source (Creo)
- Puissant Intellego [Gained through Twilight]
- Spell Binding

Flaws:

Ambitious, Favors (House Bonisagus), Proud, Weak Spontaneous Magic

Combat:

Dodge: Init: +0, Attack —, Defense +1, Damage —
Fist: Init: +0, Attack +0, Defense +1, Damage +0
Kick: Init: -1, Attack +0, Defense +0, Damage +3
Soak: +12
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:

Area Lore: Transylvania 2 (geography), Artes Liberales 4 (ritual magic), Athletics 1 (running), Awareness 3 (determining effect), Code of Hermes 2 (tribunal procedures), Concentration 4 (spell concentration), Covenant Lore: Lycaneon 2, Etiquette 2 (faeries), Finesse 3 (casting speed), Folk Ken 2 (magi), Guile 2 (Magi), Intrigue 2 (rumormongering), Latin 4 (hermetic usage), Leadership 3 (Elementals), Magic Lore 2 (creatures), Magic Theory 6 (inventing spells), Magyar 5 (Transylvanian), Order of Hermes Lore 2 (politics), Organization Lore: House Tremere 3 (Doctrina), Parma Magica 4 (Herbam), Penetration 4 (Rego), Philosophiae 4 (ritual magic), Scribe 1 (copy lab text), Teaching 1 (Apprentices)

Arts:

Cr 15, In 5+3, Mu 5, Pe 5, Re 20, An 5, Aq 5, Au 4, Co 7, He 5, Ig 10, Im 5, Me 5, Te 10, Vi 13

Twilight Scars:

Barring special circumstances, never loses her way

Equipment:

Impenetrable Hauberk

Full Leather Scale Armor of Excellent quality, giving +3 to Soak and -3 to load (Cost: 24qp = 6 pawns). It has been enchanted with a Doublet of Impenetrable Silk, bringing its total protection to +11 soak
Effect Name: Doublet of Impenetrable Silk; Effect Level: 14; Effect Details: R: Per, D: Sun, T: Ind, Frequency: 2/day, Trigger: Constant; Arts: MuAn 10; Design: Base 4, +2 Sun; Total Effect Level: 14

Armband of Masking

This can make up to 100 enchantments on the wearer seem non-magical to any Intellego spell of less than or equal to twice the (base level +2 magnitudes) of this spell, that is, level 50.
Effect Name: Masking the Odor of Magic; Effect Level: 50; Effect Details: R: Touch, D: Sun, T: Group, Frequency: 24/day. Arts: PeVi 45; Design: Base 15, +2 Sun, +2 Group, +1 Touch, Size+1; Total Effect Level: 50

Satchel of Preservation

This satchel perserves animal and herbam products put into it from decay, thus ensuring that any food put inside doesn't spoil;
Effect Name: Preserve the Soldier's Ration; Effect Level: 30; Effect Details: R: Touch, D: Sun, T: Room, Requisites: Herbam, Unlimited use. Arts: ReAn 20; Design: Base 2, +2 Sun, +2 Room, +1 Touch, +1 Herbam requisite; Total Effect Level: 30
Encumbrance: 1 (1)

Spells Known:

Aquam Spells

- Cloak of the Duck's Feathers (ReAq 5) +26
- Command the Living Water (ReAq 20) +30, Mastery 1 (penetration). This spell allows the caster to control the actions of a water elemental up to Size 0, if the Penetration Total exceeds the elemental’s Magic Might. For larger elementals, versions of the spell with a Size modifier to the Target are required. If an elemental is already under supernatural control, the most recent spell or power used is the one that commands it.
- Exactly to Scale (ReAq(Me) 10) +26
- Rarefy the Crude Water (CrAq 30) +32, Mastery 1 (Secure Ritual (doubles mastery for botch dices removal))

Imaginem Spells

- Phantasmal Animal (CrIm 20) +21
- Wizard's Sidestep (ReIm 10) +26

Corpus Spells

- The Leap of Homecoming (ReCo(AnHeTeVi) 35) +27, Mastery 1 (ceremonial casting)
- Purification of the Festering Wounds (CrCo 20) +23

Ignem Spells

- Arc of Fiery Ribbons (CrIg 25) +27, Mastery 1 (multiple casting)
- Command the Living Fire (ReIg 20) +35, Mastery 1 (penetration)
- Pilum of Fire (CrIg 20) +27, Mastery 1 (magic resistance)
- Rarefy the Crude Fire (CrIg 30) +37, Mastery 1 (Secure Ritual (doubles mastery for botch dices removal)). This ritual spell rarefies a base amount of fire (up to a fire of 5 paces diameter and 2 paces high) to bring a fire elemental into existence. At its maximum size, the elemental has a Might of 15 and a Size of 0, but smaller fires will yield smaller elementals. The character guides given in RoP: Magic describe typical elementals created by this spell. For larger (and thus more powerful) elementals, this spell must be invented with a Size modifier to the target, with each application of the modifier giving +3 Size. Since Size determines Might (see later), 1 extra size magnitude gives an elemental a Might of 20 (Size +3), 2 a Might of 25 (Size +6), etc. This spell doesn’t need to penetrate the Might of the elemental instantiated; until the completion of the spell, the elemental doesn’t exist.

Mentem Spells

- The Call to Slumber (ReMe 10) +26
- Coerce the Spirits of the Night (ReMe 20) +29

Terram Spells

- Command the Living Stone (ReTe 20) +35, Mastery 1 (penetration). This spell allows the caster to control the actions of an earth elemental up to Size 0, if the Penetration Total exceeds the elemental’s Magic Might. For larger elementals, versions of the spell with a Size modifier to the Target are required. If an elemental is already under supernatural control, the most recent spell or power used is the one that commands it.
- Rarefy the Crude Stone (CrTe 30) +37, Mastery 1. This ritual spell rarefies a base amount of stone (up to a rock of 5 paces diameter and 2 paces high) to bring an Earth elemental into existence. At its maximum size, the elemental has a Might of 15 and a Size of 0, but smaller fires will yield smaller elementals. The character guides given in RoP: Magic describe typical elementals created by this spell. For larger (and thus more powerful) elementals, this spell must be invented with a Size modifier to the target, with each application of the modifier giving +3 Size. Since Size determines Might (see later), 1 extra size magnitude gives an elemental a Might of 20 (Size +3), 2 a Might of 25 (Size +6), etc. This spell doesn’t need to penetrate the Might of the elemental instantiated; until the completion of the spell, the elemental doesn’t exist.
- Trackless Step (ReTe 10) +31
- Unseen Arm (ReTe 5) +31

Vim Spells

- Aegis of the Hearth (ReVi 25) +48, Mastery 4 (Secure Ritual (Doubles Mastery for Botch Reduction), learn from mistakes, adaptive casting, penetration)
- Aegis of the Hearth (ReVi 40) +44
- Circular Ward Against Demons (ReVi 20) +34
- Circular Ward Against Magical Beings (ReVi 20) +34. All creatures with Magic Might equal to or less than the level of the spell are unable to enter the circle or harm those within it. If you cast the spell again, the stronger ring dispels the weaker, regardless of the order of casting. Some magi cast this spell before going to sleep at night. At night, from certain angles, the ring may be seen as a silver-hued dome.
- Coerce the Spirit of Magic (ReVi 20) +38, Mastery 1 (penetration). Makes a magical spirit obey the caster as long as she can coerce it with threats. The more lurid and dramatic her threats, the more cooperative the spirit is. If the spell
penetrates the spirit’s Magic Resistance, make a stress roll of Com + Leadership to see how effective the maga’s threats are. The storyguide should always give a bonus or penalty depending on the potency of the threats, but note that any roll other than a botch compels at least minimal obedience, while increasing rolls indicate a more cooperative spirit.
- Day of Communion (MuVi 30) +15, Mastery 1 (ceremonial casting). Suitable for a ritual, this Sun duration spell contributes 20 points towards a Wizard's Communion
- Distillation of the Purest Stream (ReVi 15) +34
- Gather the Essence of the Beast (ReVi 15) +34
- The Invisible Eye Revealed (InVi 15) +23, Mastery 1 (imperturbable casting)
- Maintaining the Demanding Spell (ReVi 30) +34
- Opening the Intangible Tunnel (ReVi 15) +37, Mastery 3 (magic resistance, penetration, ceremonial casting)
- Piercing the Magical Veil (InVi 20) +22
- Sustain A Spell of Aquam (ReVi(Aq) 30) +36
- Sustain A Spell of Ignem (ReVi(Ig) 30) +41
- Sustain A Spell of Terram (ReVi(Te) 30) +42, Mastery 1 (Secure Ritual (doubles mastery for botch dices removal))
- Sustain A Spell of Vim (ReVi(Vi) 30) +45, Mastery 1 (Secure Ritual (doubles mastery for botch dices removal))

Vis:

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