Arachne in 1239

Arachné

At the start of 1239, 44 years post-gauntlet

Basic Stats

Characteristics: Int +2, Per +2, Pre 0, Com -1, Str -2, Sta +1, Dex +1, Qik +2
Size: 0
Age: 68 (60), Height: 168 cm, Weight: 55 kg, Gender: Female
Decrepitude: 0
Warping Score: 4 (6¼)
Confidence: 1 (21)
Personality Traits: Analytical +3, Loyal (Familiar) +3, Brave +1, Cautious +2, Ruthless +1, Enjoys complex plans +1
Reputations: Hedge Wizard 3

Virtues:

- Affinity with Perdo
- Affinity with Rego
- Book Learner (Book Quality: +3)
- Craft Magic*
- Cautious Sorcerer² (Bonus: Three fewer botch dice casting spells or in lab)
- Fast Caster (Initiative: +3 to cast spells in combat)
- Flawless Magic (Study Totals: Doubled for spell mastery)
- The Gift
- Hermetic Magus
- Magical Blood: Spirit²
- Minor Magical Focus (Dispelling Magic)
- Personal Vis Source (Rego)²
- Puissant Parma Magica²
- Puissant Woodworking
- Puissant Finesse
- Second Sight* [Note: Eyes flare red] (from Magical Blood)
- Spell Foci*
- True Friend (Familiar) (Bonus: +3 to appropriate Personality Traits)*

Notes: * means free virtue/flaw from House, and ² means acquired after chargen, through twilight, initiation or story

Flaws:

- Diabolic Past [Note: Joined a Mystery cult that promised great power, but found out it was diabolic and fled]
- Driven (Become the greatest trap creator in the world. (surpass hermanus))
- Fragile Constitution (Healing: -3)²
- Hedge Wizard
- Lesser Malediction (Longevity rituals have no effect on appearance)
- Magic Spirit Companion² [Note: Melantha]
- Reclusive
- Warped Magic [Side Effect: Nails become black and grow like sharp claws. For higher magnitudes, dark vein-like streams grow on the arms, even going as far as the face and torso for mag 40-50 spells, the whole body for Rituals. This lasts 1 minute per magnitude, 2 for rituals.]
- Weak Spontaneous Magic*

Notes: * means free virtue/flaw from House, and ² means acquired after chargen, through twilight, initiation or story

Combat:

Dodge: Init: +2, Attack —, Defense +4, Damage —
Fist: Init: +2, Attack +3, Defense +4, Damage -2
Kick: Init: +1, Attack +3, Defense +3, Damage +1

Soak: +1, +4 with the Robe of the Spider
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: Provence 3 (geography), Area Lore: Andorra 2 (history), Area Lore: Toulouse 2 (geography), Area Lore: Transylvania 1 (geography), Artes Liberales 2 (cermonial magic), Awareness 3 (determining effect)
- Brawl 2 (Dagger)
- Charm 2 (Low-born girls), Code of Hermes 3 (mundane relations), Concentration 3 (spell concentration) (6), Covenant Lore: Lycaneon 1 (personalities), Covenant Lore: Insidiae 2 (politics), Covenant Lore: Laguna Sententia 1 (personalities), Covenant Lore: Andorra 1 (personalities) (2)
- Etiquette 2 (nobility)
- Finesse 4+2 (casting speed), Folk Ken 2 (magi) (5)
- Goldsmith 1 (Rings), Guile 3 (elaborate lies)
- Infernal Lore 3 (demons), Intrigue 3 (plotting)
- Latin 4 (hermetic usage), Leadership 4 (laboratory work)
- Magic Lore 2 (magical traditions) (5), Magic Theory 6 (enchanting items)
- Occitan 5 (Catalan), Order of Hermes Lore 3 (personalities), Organization Lore: House Tremere 1 (Doctrina)
- Parma Magica 5+2 (Mentem), Penetration 4 (Vim), Philosophiae 2 (ceremonial magic)
- Scribe 1 (copy lab text), Second Sight (Invisible Things) 3 (10), Stealth 2 (hide)
- Weaver 3 (Clothes),
- Woodworking 5+2 (Spiders)

Arts:

Cr 9, In 11, Mu 9, Pe 15, Re 21, An 7, Aq 5, Au 5, Co 7, He 8, Ig 8, Im 5, Me 6, Te 16, Vi 16

Items

Talisman: Pristine Ring of the Weaver

Amber and Basalt rings welded together by a mesh of Silver linings, with a Magnet inserted in it though a Mercury-circle opening.
- Creator: Helène, Arachne, the Spider
- Created: Winter 1213; Vis Capacity: 24; Talisman; Total Pawns Invested: 13; Total Effect Level: 107
- Attunement Bonus: Magnet: +4 Rego Terram; Basalt: +3 Perdo; Mercury: +5 Muto; Amber: +3 Corpus; Basalt: +3 Ignem

- Effect Name: Maintaining the Demanding Spell
Effect Level: 35; Effect Details: R: Touch, D: Conc, T: Ind, Frequency: 24/day, +5 Maintains Concentration
As the regular spell, but Duration: Concentrion, maintained by the talisman. This maintains spells up to level 25
Arts: ReVi 25; Design: Base 15, +1 Conc, +1 Touch

- Effect Name: Shriek of the Impending Shafts
Effect Level: 16; Effect Details: R: Per, D: Sun, T: Hearing, Frequency: 2/day, +3 constant
Arts: InHe 15; Design: Base 2, +2 Sun, +3 Hearing

- Effect Name: The Flying Spiders
Effect Level: 25; Effect Details: R: Voice, D: Mom, T: Group, Frequency: 24/day
Sends a Group-Sized volume of wood flying at great speed towards the target. This does +05 to +15 damage, depending on the amount of wood, but is subject to MR. Arachne uses this to send crafted spiders to touch targets: Even if protected by MR, this is enough to deliver a Touch range charged effect
Arts: ReHe 20; Design: Base 3, +2 Group, +2 Voice, +1 Speed

- Effect Name: Acorns for Amusement
Effect Level: 15; Effect Details: R: Voice, D: Mom, T: Ind, Frequency: unlimited
See ToME p55: This spell flings at a target any single piece of wood that is within Voice range and that is smaller than a pace long, wide, and deep. The damage a piece wood does when it strikes a target ranges from +1, for small, blunt piece, right up to +10 for logs a yard across. Arachné usually carries a special hip quiver of sharpened, unfletched arrow shafts for this purpose. An individual shaft does +4 Damage.
Despite being able to spontaneously cast this spell, Arachne invested it in her talisman, should she find herself in a divine aura. Note that, as this lack penetration, it is unable to penetrate MR.
Arts: ReHe 5; Design: Base 3, +2 Voice

- Effect Name: A Touch of Magic
Effect Level: 26; Effect Details: R: Per, D: Conc, T: Touch, Frequency: 50/day, maintains Concentration
Detect any active magic
Arts: InVi 15; Design: Base 5, +1 Conc, +1 Touch

Robes of the Spider

Woven in dyed red silk, and with personnal, constant, "Doublet of Impenetrable Silk" (lvl 14)
Arts: MuHe14; Design: Base 4, +0 Pers, +2 Sun, +4 Constant
Due to warping, their color subtly shift between different taints of red, and the robes sometimes appear to move with Arachné.

Bracelet of Relief

- Creator: Helène, Arachne, the Spider, rustic maga
- Created: Summer 1231; Vis Capacity: 10; Total Pawns Invested: 6; Total Effect Level: 55
- Lesser Device
- Effect Name: Relief of the Wizard's Workings
Effect Level: 55; Effect Details: R: Touch, D: Conc, T: Ind, Unlimited use, Concentration
As "Maintaining the Demanding Spell", with concentration duration. The item maintains the concentration, although it lapses at sunrise/sunset if not held up by the wielder. Since it does not benefit from a mage's close proximity to his talisman, activating this effect while concentrating on another spell requires a Stamina + Concentration check of 6+, just like the spell it is based upon. This maintains any spell of level up to 40.
Arts: ReVi 40; Design: Base 30, +1 Conc, +1 Touch. "Sustain or suppress a spell cast by another with level less than or equal to half the level + 5 magnitudes of the Vim spell"

Ring of Far Strike

A silver ring inscribed with Ink of Hermes
- Creator: Helène, Arachne, the Spider, rustic maga
- Created: Spring 1237; Vis Capacity: 6; Total Pawns Invested: 4; Total Effect Level: 33
- Lesser Device
- Effect Name: Reaching the Distant Target
Effect Level: 33; Effect Details: R: Sight, D: Diam, T: Ind, Frequency: 24/day, Penetration: 35
As "Opening the Intangible Tunnel", with range Sight. Arachné uses either "A Touch of Magic" or "Sight of the Active Magics" to perceive the tunnel and cast spells through it.
Arts: ReVi 10; Design: Base 2, +1 Diam, +3 Sight;

Blood Maps

Not a magic item at all, this is just a small collection of scrolls in which she's inscribed names of most of Andorra's guards and servants. And right after the name, she had them spill some blood, in order to serve as a Arcane connection. The connections aren't fixed, but should last a few years. She tests them each couple of years, renewing those that need to be.

Spells

Corpus Spells

- Eyes of the Cat (MuCo(An) 5) +23, Mastery 1 (quiet casting). Sigil: Eyes glow red
- Eyes of the Hawk (MuCo 5) +23, Mastery 1 (quiet casting). HP p87, with Touch range: The target gains the eyes of a hawk, which allows him to clearly see for vast distances. Sigil: Eyes glow red
- The Leap of Homecoming (ReCo 35) +30, Mastery 1 (fast casting). Sigil: Red, ethereal threads appear to wrap around Arachne, and dissappear. On appareance, a red light appears, grows into a cocoon that unravels itself.
- Soar with the Birds (ReCo 20) +30, Mastery 1 (imperturbable casting). This allows Arachné to fly as fast as a horse can run. Sigil: Ethereal, thread-like wings appear under the caster's arms.
- Wizard's Leap (ReCo 15) +30, Mastery 1 (fast casting). Sigil: Red, ethereal threads appear to wrap around Arachne, and dissappear. On appareance, a red light appears, grows into a cocoon that unravels itself.

Imaginem Spells

- Aura of Childlike Innocence (MuIm 10) +21, Mastery 1 (quiet casting). Sigil: Eyes glow red
- Aura of Ennobled Presence (MuIm 10) +21, Mastery 1 (quiet casting). Sigil: Eyes glow red
- Mask of the Mundane Male (MuIm 4) +21, Mastery 1 (imperturbable casting). Appears as a 30-years old male, to touch, sight and hearing. Sigil: Red, ethereal threads appear around and wrap over the caster, fading over the new appearance.
- Mask of Youth (MuIm 4) +21, Mastery 1 (imperturbable casting). Change the caster's appearance to that of a young, beautiful girl in her twenties. This affects sight, hearing and touch. Sigil: Red, ethereal threads appear around and wrap over the caster, fading over the new appearance.
- The Silent Magus (PeIm 5) +25, Mastery 1 (quiet casting). Destroy an object's ability to affect smell or hearing
- Through the Eyes of the Spider (InIm 15) +18, Mastery 1 (quiet casting). Use one sense at a distance: This allows the maga to see as if she was located at the Touched object location. Sigil: Eyes glow red
- Veil of Invisibility (PeIm 20) +25, Mastery 1 (quiet casting). Sigil: Red, ethereal threads appear to wrap around Arachne, and dissappear, leaving her invisible
- A Visible Demand for Sustained Repair (MuIm 4) +21, Mastery 1 (imperturbable casting). As per the spell's description, but with Concentration Duration. This is destined to be maintained. Sigil: The bits that need to be repeared glow red when cracking.
- Wizard's Sidestep (ReIm 10) +28, Mastery 1 (quiet casting). Sigil: Red, ethereal threads appear to wrap around Arachne, and create a linked, similar cocoon next to her. Both cocoon dissappear, leaving only her image. When an image is struck, it dissappears like cut, red, ethereal threads.

Ignem Spells

- Ward Against Heat and Flames (ReIg 25) +31, Mastery 1 (fast casting). Sigil: When a flame comes near Arachné, a phantasmal red net appear and absorb their heat.

Herbam Spells

- Animate the Wooden Spider (ReHe 10) +31, Mastery 1 (tethered casting). Based on LoH p112, "Animate Mannequin".
This allows the control of a wood spider. Must concentrate on it to give it orders. Sigil: When she casts the spell, translucent red threads appear and connect Arachné's hand to the spider. To Magical Sights, similar threads subsequently hang into the void both from the spider's limbs and from Arachné's hands.
- The Carved Assassin (ReHe 20) +31, Mastery 1 (imperturbable casting). Like the spell in TOME, with Duration: Concentration. This animates a wooden object so that it follows simple commands and solves simple problems, without the direct oversight of the magus. The object must be wooden, and no larger than a pace square. Arachne uses this in conjonction with Maintaining the Demanding Spell, to animates wooden mannequins that she uses as soldiers and bodyguards. Sigil: When she casts the spell, translucent red threads appear and connect Arachné's hand to the animation. To Magical Sights, similar threads subsequently hang into the void from the animation's limbs.

Mentem Spells

The Call to Slumber (ReMe 10) +29, Mastery 1 (magic resistance). Sigil: When she casts the spell, translucent red threads appear and connect Arachné's hand to the target's head
Coerce the Spirits of the Night (ReMe 20) +29, Mastery 1 (penetration)
Incantation of Summoning the Dead (ReMe 40) +33, Mastery 1 (Ritual Mastery (-1 botch dice)). Sigil: When she casts the spell, Arachné weaves ghostly red thread. When she's finished, a translucent red net comes out of her hands and appear to "fish" the ghost out of nowhere.
The Penitent's Confession (ReMe 30) +29, Mastery 1 (quiet casting). Sigil: Arachné's eyes glow red.
Voices from Hollow Spaces (ReMe 35) +29, Mastery 1 (penetration)

Terram Spells

- Command the Living Stone (ReTe 20) +43, Mastery 1 (imperturbable casting). As "Command the Living Fire" from RoP: M, but with Earth Elementals. Sigil: When she casts the spell, translucent red threads appear and connect Arachné's hand to the elemental. To Magical Sights, similar threads subsequently hang into the void both from the elemental's limbs and from Arachné's hands.
- Invisible Sling of Vilano (ReTe 10) +44, Mastery 2 (multiple casting, precise casting). Sigil: Ethereal, elastic red threads appear, connecting Arachné's hand to the projectile and flinging it toward the target.
- Perfect Ward against Steel (ReTe 40) +39, Mastery 1 (imperturbable casting). This spell, if it penetrates, repels any metal that comes close to its target, giving it target +30 soak against Metal attacks. Due to its extra flexibility, it doesn't affect Personnal metal and, if the caster concentrates, allows to pick metallic objects.
- Rarefy the Crude Stone (CrTe 30) +31, Mastery 1 (Ritual Mastery (-1 botch dice)). This ritual spell rarefies a base amount of stone 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 bodies of stone will yield smaller elementals. The character guides given later in the chapter 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.
- Unseen Arm (ReTe 5) +43, Mastery 1 (quiet casting). Sigil: Arachné's eyes glow red
- A Window of Singular Direction (MuTe 15) +27, Mastery 1 (quiet casting)

Vim Spells

- Bane of the Archmagus (CrVi 20) +27, Mastery 1 (magic resistance). Give the target two Warping Points
- Break the Shield (PeVi 10) +52, Mastery 2 (magic resistance, penetration). HP p85: Dispel effects of a specific type with a level less than the level + 3 magnitudes of the Vim spell + a stress die => Dispells any Parma Magica whose score is less than (25+stress die)/5. Sigil: Arachné's eyes glow red, while ethereal red tendrils appear to flay and rip the target's parma
- Circle of Spell Sustaining (ReVi 25) +39, Mastery 1 (ceremonial casting). As "Maintaining the Demanding spell", but with Ring duration. This maintains a Concentration spell of (lvl-05) or less, if the caster was inside the ring at the time of casting (note that the Target is the spell maintained, not the caster), the spell is centered on the ring (not maintaining here a spell a spell you’ve cast at sight range), and the spell is static (which would make it "leave" the ring, so you can’t do this for your veil of invisibility and then leave the ring), so long as the ring is intact. Sigil: Ethereal red treads rise from the circle and connect themselves to the spell that is to be sustained.
- Demon's Eternal Oblivion (PeVi 5) +37, Mastery 2 (multiple casting, penetration). Sigil: Arachné's eyes glow red, while ethereal red tendrils come out of her hand and slash the demon
- Dreadful Bane of the Fae (PeVi 5) +36, Mastery 1 (multiple casting). Sigil: Arachné's eyes glow red, while ethereal red tendrils come out of her hand and slash the Faerie
- The Invisible Eye Revealed (InVi 10) +29, Mastery 1 (quiet casting). Sigil: Arachné's eyes glow red when she casts the spell
- Maintaining the Demanding Spell (ReVi 20) +39, Mastery 1 (fast casting). Sigil: Ethereal red treads rise from Arachné's hand and connect themselves to the spell that is to be sustained.
- Masking the Odor of Magic (PeVi 40) +36, Mastery 1 (quiet casting). Sigil: Ethereal threads wrap over the spell to be masked, and disappear into thin air
- Opening the Intangible Tunnel (ReVi 40) +39, Mastery 1 (imperturbable casting)
- Opening the Intangible Tunnel (ReVi 10) +39, Mastery 1 (magic resistance). Sigil: Arachné's eyes glow, while she weaves a net-like hole into the air.
- Passing the Reigns of Herbam (MuVi 20) +27, Mastery 1 (fast casting). HP p97: Cast at the same time as another spell, this spell lets the caster pass control of the first spell to another person. The level of the affected spell must be less than the level +1 magnitude of Passing the Reins of (Form), and it only works on spells with Duration longer than Momentary. The spell does not change the target of the affected spell. As with other Muto Vim spells, the caster must succeed at an Intelligence + Concentration roll against an Ease Factor of 9 (ArM5, page 159).
- Passing the Reigns of Terram (MuVi 20) +27, Mastery 1 (fast casting). HP p97: Cast at the same time as another spell, this spell lets the caster pass control of the first spell to another person. The level of the affected spell must be less than the level +1 magnitude of Passing the Reins of (Form), and it only works on spells with Duration longer than Momentary. The spell does not change the target of the affected spell. As with other Muto Vim spells, the caster must succeed at an Intelligence + Concentration roll against an Ease Factor of 9 (ArM5, page 159).
- The Patient Spell (ReVi 20) +39, Mastery 1 (imperturbable casting). MoH p113: When this spell is cast in conjunction with a second spell (requiring an Intelligence + Concentration roll against an Ease Factor of 9), the other spell is delayed in taking effect until the caster ceases concentration on The Patient Spell. The target spell can be of no higher level than the level of The Patient Spell. A spell held using The Patient Spell may be released to interrupt an action in the same manner as a fast cast spell, requiring the same "fast casting" roll of Quickness + Finesse (ArM5 page 83). Maintaining concentration on The Patient Spell while casting another spell requires an Intelligence + Concentration roll against an Ease Factor of 9 to perform successfully; this is easier than normal, because the spell is designed for this use. Sigil: Arachné's eyes glow briefly
- Reaching the Distant Target (ReVi 20) +39, Mastery 1 (penetration). As Intangible Tunnel, but works on spells up to (Tunnel + 05). Sigil: Ghostly threads link arachné's hand to the target, conveying her spells
- Sap the Griffin's Strength (PeVi 5) +36, Mastery 1 (multiple casting). Sigil: Arachné's eyes glow red, while ethereal red tendrils come out of her hand and slash the creature
- Sight of the Active Magics (InVi 40) +29, Mastery 1 (imperturbable casting)
- Suppressing the Wizard's Handiwork (ReVi 30) +39, Mastery 1 (imperturbable casting). Sigil: Translucent red threads come out of arachné's fingers, temporarily draining the target's spell of it magical energy
- Unravel the Fabric of Magic (PeVi 30) +48, Mastery 1 (fast casting). This dispells any Magical effect whose level is less than half (40 + a stress die)
- Unravelling the Fabric of Animal (PeVi 20) +52, Mastery 2 (fast casting, quick casting). Sigil: Arachné's eyes glow red, while translucent red threads appear around the targeted spell and smother it, quickly draining it of energy.
- Unravelling the Fabric of Aquam (PeVi 20) +51, Mastery 1 (fast casting). Sigil: Arachné's eyes glow red, while translucent red threads appear around the targeted spell and smother it, quickly draining it of energy.
- Unravelling the Fabric of Auram (PeVi 20) +51, Mastery 1 (fast casting). Sigil: Arachné's eyes glow red, while translucent red threads appear around the targeted spell and smother it, quickly draining it of energy.
- Unravelling the Fabric of Corpus (PeVi 20) +52, Mastery 2 (fast casting, quick casting). Sigil: Arachné's eyes glow red, while translucent red threads appear around the targeted spell and smother it, quickly draining it of energy.
- Unravelling the Fabric of Herbam (PeVi 20) +51, Mastery 1 (fast casting). Sigil: Arachné's eyes glow red, while translucent red threads appear around the targeted spell and smother it, quickly draining it of energy.
- Unravelling the Fabric of Ignem (PeVi 20) +52, Mastery 2 (fast casting, quick casting). Sigil: Arachné's eyes glow red, while translucent red threads appear around the targeted spell and smother it, quickly draining it of energy.
- Unravelling the Fabric of Imaginem (PeVi 20) +51, Mastery 1 (fast casting). Sigil: Arachné's eyes glow red, while translucent red threads appear around the targeted spell and smother it, quickly draining it of energy.
- Unravelling the Fabric of Mentem (PeVi 20) +52, Mastery 2 (fast casting, quick casting). Sigil: Arachné's eyes glow red, while translucent red threads appear around the targeted spell and smother it, quickly draining it of energy.
- Unravelling the Fabric of Terram (PeVi 20) +52, Mastery 2 (fast casting, quick casting). Sigil: Arachné's eyes glow red, while translucent red threads appear around the targeted spell and smother it, quickly draining it of energy.
- Unravelling the Fabric of Vim (PeVi 20) +52, Mastery 2 (fast casting, quick casting). Sigil: Arachné's eyes glow red, while translucent red threads appear around the targeted spell and smother it, quickly draining it of energy.
- Watching Ward (ReVi 30) +44, Mastery 2 (imperturbable casting, Ritual Mastery (-1 botch dice)). Sigil: Arachné weaves an ethereal net, in which she places the held spells like red pearls of energy.
- Wizard's Reach (Corpus) (MuVi 40) +27, Mastery 1 (fast casting)

Spontaneous Spells

- Acorns for Amusement (ReHe) s30. See ToME p55: This spell, taught to apprentices initially as an amusing game that allows them to vandalize their immediate environment with acorns, becomes a surprisingly effective spell in adult combat. It allows the magus to fling at a target any single piece of wood that is within Voice range and that is smaller than a pace long, wide, and deep. The damage a piece wood does when it strikes a target ranges from +1, for small, blunt piece, right up to +10 for logs a yard across. Arachné usually carries a special hip quiver of sharpened, unfletched arrow shafts for this purpose. An individual shaft does +4 Damage.
Against beings with Magical Resistance, Arachné has been known to cast a finesse-based variant with range: Touch and +1 mag to give enough strength (final level stays the same)
- Assemble an Alchemical Reagent (ReTe) s38. Given the presence of Raw ingredients, these spells allow the creation of a Formulae (See A&A p70). The Finesse Ease Factor is the level of the Formulae +9
- Bind Fast (ReAn) s29. See MoH p100: The targets’ clothes seek out and bind themselves to the nearest other object, moving or not. If the members of a group are standing sufficiently close, this spell binds them together. The magic lasts just long enough for the clothes to bind themselves into knots, and then dissipates allowing the targets to free themselves by undoing or cutting the knotted cloth. While all of a target’s surface clothing will writhe and seek out something to bind to, there is no guarantee that all of it can. If the clothes are close-fitting, or there is not enough slack in the garment, the cloth will simply flail for a moment and then fall dormant. If there is sufficient cloth but there is nothing within its reach, the target may still become bound up as his clothes wrap and tie themselves around his limbs.
Affected targets suffer a –3 penalty to all subsequent rolls for physical actions, but can free themselves by either dedicating a round to cutting or tearing the clothing, or by spending two rounds working to untie the knots. Storyguides may wish to give other options to particularly large, strong, or dexterous characters. Until members of the target group have freed themselves, successive castings of this spell have no further effect.
- Coat of Prometheus (CrIg) s18. See MoH p110: This spell enchants a person to remain at least comfortably warm regardless of how cold the environment is. Snow immediately melts off of the target’s body, and moisture soon evaporates from both the target and his clothing. The target suffers no ill effects from normal extremes of cold weather. The spell also confers a +5 Soak bonus to resist dam- age caused by extreme cold, and a -5 Soak penalty to resist damage caused by extreme heat. Ease Factors of rolls to resist the environmental effects of heat are increased by 3 for characters affected by Coat of Prometheus. Arachné can either manage a Personal version with Andorra’s Aura, or even a Concentration version that she extends with ReVi. She can also use a Ruby to boost her casting total by 06.
- Deceive the Eyes of the Unwary (CrIm) s15. This simple illusion allows Arachné to create the image of a moving object. She has, at times, created variants which can tell clear words.
- The Discerning Eye (InIm 4) s17. Arachné uses this to discern invisible targets.
- Ease the Wounded Grog's Recovery (CrCo) s17. Give a character a +6 bonus to Recovery rolls. Due to the duration, this is destined to be maintained
- Enemies all Aquiver (ReHe) s30. Tome p55: This spell flings the wooden contents of a container into a group of enemies. So that this spell does not require requisites, Arachné usually carries a special hip quiver of sharpened, unfletched arrow shafts. A quiver-full of arrows does +8 Damage.
- Hiding in Plain Sight (MuIm) s20. See MoH p93, Hiding in Plain Sight: The visual and auditory species shed by the caster acquire an anamorphic nature, tricking the viewer’s mind into misinterpreting what he is seeing. As long as the caster acts in a non-threatening manner and draws no attention to herself, no-one will pay her the slightest notice. Their attention simply glides off her as being mundane and insignificant. For example, she can walk through a crowded room and no-one will notice her passing. But should she stop to talk to anyone, the illusion is lost for that individual. For the illusion to work, the victim must fail a Perception roll with a -3 penalty (since the illusion involves two senses). The Ease Factor for this roll is equal to the sum of a die roll, the victim’s Inattentive (or similar) Personality Trait, the caster’s Perception, and the caster’s Finesse score. The victim’s total must exceed the Ease Factor by 3 or more to reveal the illusion as false. See Houses of Hermes: Societates, pages 65-66 for more details of anamorphic illusions.
- Passing the Reins of (Form) (MuVi) s26. HP p97: Pass control of a spell of a specific form and of duration higher than momentary, whose level is equal or less than the base level of this spell +2 magnitudes (thus, lvl 15 here)
- Project the Command Word (CrIm) s15. This creates a sound at sight range. This cannot duplicate a word, but can be used to trigger an item whose trigger is a common, non verbal sound, like a buzzing.
Note that this can also be used to create a static image, a smell… But that there's no duration.
- Rough-Hewn Servant (ReHe) s30. ToME p55: This is a spell for carving a statue from a single block of wood. The piece of wood can be no larger than one cubic pace. This spell requires a Perception + Finesse roll. If this is botched the statue is ruined. If the roll exceeds the Ease Factor of 6, then the statue is serviceable, if not particularly pretty, and can be animated with the Carved Assassin spell. If the roll is not successful, then a statue is created, but it is too fragile or too blockish to use effectively with the Carved Assassin spell.
- Sense the Weight of Divine Power (InVi) s28. See MoH p102: This tells the caster what strength of Divine aura he is currently standing in. Variants at the same level exist for the other realms
- Shape Metal (ReTe) s38. Shape and form dirt, as if a craftsman had worked it. The Part Target allows the working of a greater ensemble
Shape Stone (ReTe) s38. Shape and form dirt, as if a craftsman had worked it. THe Part target allows the shaping of a part of an ensemble, like a wall
- Smoke of Escaping (CrIm) s15. MoH p124: This creates the illusion of a thick cloud of red smoke in the caster's vicinity
- Sustain the Simple Cantrip (ReVi) s38. A variant of "Maintaining the Demanding Spell", this works on spells of level 04 or lower, keeping them active for Sun duration
- Track by Scent (MuCo) s22. MoH p131, with concentration duration: For the spell's duration, the caster's sense of smell becomes as sensitive as a staghound's.
- Transmutation of Water to Ice (ReAq) s27. Change a liquid into the corresponding solid or gas. This allows Arachne to freeze solid a body of water
- The Treacherous Cloak (ReAn) s29. See MoH p100: This spell uses a target’s clothes against him, twisting them into cords that then strangle the target for as long as the caster keeps concentrating. Using the deprivation rules in ArM5, page 180, the target must make a Stamina check every 5 rounds. Additionally, the target can attempt a Strength + Athletics stress roll against the caster’s Dexterity + Finesse Simple roll in order to break the grip of the clothes. If the character is being helped, use the highest Strength + Athletics score and add 1 for each other person helping. The target can attempt a Brave Personality Trait roll against an Ease Factor of 9 in order to perform an action other than at- tempting to free himself from the grip of his own clothes. The caster must, as usual, succeed in Concentration rolls each round.
- Ward against Creatures (ReHe 5) s30. A low-level ward, to keep out minor supernatural creatures. Arachné can do this across all forms

Gifts to Andorra

All items written here were fashionned for, and given to, the Andorra covenant. As such, she doesn't own them, and they are here as a record of her work.

Rings of Ballista Control

These 3 rings were inserted into a wooden wand, and are used to transform any ballista into a one-man single autofiring engine of destruction.
Ring of the Winged Ballista (Crafted for and given to the Andorra Covenant, and thus not her property)
- Creator: Helène, Arachne, the Spider, rustic maga
- Created: Summer 1232; Vis Capacity: 10; Total Pawns Invested: 3; Total Effect Level: 25
- Lesser Device
- Effect Name: The Hovering Ballista
Effect Level: 25; Effect Details: R: Voice, D: Conc, T: Ind, Frequency: 24/day, Concentration
This effect makes a huge piece of wood, such as a ballista, fly and move at the caster's command
Arts: ReHe 15; Design: Base 3, +1 Conc, +2 Voice, +1 Size)

Ring of Bow Command (Crafted for and given to the Andorra Covenant, and thus not her property)
- Creator: Helène, Arachne, the Spider, rustic maga
- Created: Winter 1231; Vis Capacity: 10; Total Pawns Invested: 2; Total Effect Level: 20
- Lesser Device
- Effect Name: Fire at Will
Effect Level: 20; Effect Details: R: Voice, D: Mom, T: Ind, Unlimited use
This effect has the hook release, seize and/or pull the ballista's bow.
Arts: ReHe 10; Design: Base 3, +2 Voice, +1 Flexibility

Ring of Bolt Reload (Crafted for and given to the Andorra Covenant, and thus not her property)
- Creator: Helène, Arachne, the Spider, rustic maga
- Created: Spring 1232; Vis Capacity: 10; Total Pawns Invested: 2; Total Effect Level: 20
- Lesser Device
- Effect Name: Lock and Load
Effect Level: 20; Effect Details: R: Voice, D: Mom, T: Ind, Unlimited use
This effect takes a ballista bolt and position it perfectly so that it can be fired.
Arts: ReHe 10; Design: Base 3, +2 Voice, +1 Complexity;


Familiar

Intissar, a Wise Magical Owl
Cord Scores: Gold +3, Silver +0, Bronze +2

Magic Might: 19 (Vim)
Characteristics: Int +2, Per +3, Pre +1, Com 0, Str -7, Sta +1, Dex +1, Qik +6
Size: -4
Season: Summer
Age: N/a
Decrepitude: 0
Warping Score: 0 (0)
Confidence: 1 (3)
Virtues and Flaws: Animal Ken, Forest Lore, Gift of Tongues*, Improved Characteristics (×3), Intuition*, Magic Animal, Puissant Magic Lore, Second Sight, Size: -4, Bound to Magic, Busybody, Incomprehensible, Magical Air*, Magical Friend, No Hands (Spellcasting: -5)*, Nocturnal (All Rolls: -1 between dawn and midday), Visions
Qualities and Inferiorities: Accomplished Flyer, Ambush Predator (Bonus: Automatic Initiative, +3 Attack 1st round), Gift of Speech, Improved Abilities × 2 (+100 exp), Keen Eyesight Quality (Bonus: +3 using eyesight), Lesser Power × 5: 125/125, Major Flaw (Magical Air), Minor Virtue (Gift of Tongues), Personal Power × 5: 125/125, Susceptible to Deprivation
Reputations: Wise 3

Combat:
Claws: Init: +5, Attack +5, Defense +11, Damage -5
Soak: +1
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1), -3 (2), -5 (3), Incapacitated (4), Dead (5+)
Abilities: Animal Handling 2, Animal Ken 4, Area Lore: Provence Area 2 (Woods), Art of Memory 4 (Vis Sources), Artes Liberales 1 (astronomy), Athletics 5 (flying), Awareness 5 (Rodents), Bargain 2 (Vis), Brawl 1 (Claws) (5), Charm 1 (Gaining respect), Faerie Lore 3 (Vis Sources), Folk Ken 2 (magi), Forest Lore 3, Hunt 4 (prey), Latin 4 (Hermetic Usage), Magic Lore 5+2 (Regiones), Magic Theory 6 (Helping in the Lab), Occitan 5 (Catalan), Second Sight 4, Stealth 4 (stalking prey), Survival 3 (Woods)
Equipment:
Encumbrance: 0 (0)

Powers:

  • Incorporeal Form (Personal: 50), Points: 1, Initiative: Qik-3, Form: Corpus, Range: Per, +0, Duration: Conc, +1, Target: Ind, +0, Level: MuCo35, Requisite: Mentem, Design: 35 levels, Base 30, +1 Conc, -3 Might cost: The character becomes incorporeal, like a ghost, and is able to pass through solid objects and ignore physical damage.
  • Divide the Gathered Essence (Lesser: 50), Points: 0, Initiative: Qik-10, Form: Vim, Range: Touch, +1, Duration: Mom, +0, Target: Group, +2, Level: ReVi25, Design: 25 levels, Base 10, +1 Touch, +2 Group, -5 Might cost: Transfers the raw vis from an item into one or more containers. The maga may freely choose how the vis is to be divided. (Base 10, +1 Touch, +2 Group)
  • Gather the Essence of the Beast (Lesser: 25), Points: 1, Initiative: Qik-6, Form: Vim, Range: Touch, +1, Duration: Mom, +0, Target: Ind, +0, Level: ReVi15, Design: 15 levels, Base 10, +1 Touch, -2 Might cost: Concentrates the raw vis in a corpse into one part of that corpse, which can then be removed. This spell lets you gather all the raw vis you find without lugging around entire corpses of beasts. Note that the vis in many magical creatures is already concentrated in this manner in some specific organ, though this spell will allow you to relocate that vis if you wish. (Base 10, +1 Touch)
  • Sight of the Active Magics (Personal: 75), Points: 0, Initiative: Qik-5, Form: Vim, Range: Per, +0, Duration: Sun, +2, Target: Vision, +4, Level: InVi50, Design: 50 levels, Base 5, +2 Sun, +4 Vision, +1 constant, +2 Techniques and Forms, -5 Might cost, Constant Power: +1: You can see spells as "auras" around things and people. The color of the aura indicates the Form of the spell working on a subject, the color matching the appropriate one described in Sense the Nature of Vis. The Technique of a spell working on the subject is recognized by the aura's shape, not color. Creo and Rego are both very orderly auras. Muto is constantly shifting, and Intellego usually is as well, but more slowly. A Perdo aura is usually in fragments. Thus, a magus with both Endurance of the Berserkers and The Invisible Eye Revealed upon him has a very controlled, orderly aura of deep red around his or her entire body, and the magus's eyes are surrounded with slowly shifting auras of a silvery hue. You should be warned: Imaginem or Vim spells may be used to disguise auras. Also note that this spell will detect the residues of some spells. (Base 5, +1 Conc, +4 Vision, +2 Techniques and Forms)
  • Activate the Mystical Artifact (Lesser: 50), Points: 0, Initiative: Qik-6, Form: Vim, Range: Sight, +3, Duration: Mom, +0, Target: Ind, +0, Level: ReVi20, Design: 20 levels, Base 5, +3 Sight, -4 Might cost, +2 Initiative cost: LoH p107: Activate an enchanted device with a simple trigger (i.e., not a linked trigger or an environmental trigger, see ArM5 page 99). The caster must know the triggering action for the target device either because he invested the enchantment himself, because he investigated the enchantment in the laboratory or because he has learned it in some other manner such as being shown the action by someone else who already knows it. The target item is activated directly by the Rego Vim spell; the normal trigger is not reproduced. (Base 5, +3 Sight)

Spirit Companion

Melantha, Spirit Companion

Magic Might: 5 (Mentem)
Characteristics: Int +2, Per 0, Pre +2, Com +1, Str 0, Sta 0, Dex 0, Qik 0
Size: 0
Season: Autumn
Age: n/a, Height: 168 cm, Weight: 72 kg, Gender: Female
Decrepitude: 0
Warping Score: 0 (0)
Confidence: 1 (3)
Virtues: Arcane Lore (50/50), Educated (50/50), Magic Spirit, Premonitions
Flaws: Driven (Reinstate the cult of the Gods), Magical Air* [Type: Normal], Magical Friend, Obsessed (Protecting her descendants)
Qualities and Inferiorities: Personal Power × 3: 75/75, Lesser Power × 2: 50/50

Combat:
Dodge: Init: +0, Attack —, Defense +0, Damage —
Fist: Init: +0, Attack +0, Defense +0, Damage +0
Kick: Init: -1, Attack +0, Defense -1, Damage +3
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: Ancient Greek 5 (poetry), Ancient Mysteries Lore 6 (initiating others), Aramaic 3 (academic usage), Area Lore: Athens 3 (geography), Artes Liberales 9, Awareness 2 (bodyguarding), Concentration 2 (reading), Faerie Lore 5 (Greek Gods), Finesse 3 (precision), Folk Ken 4 (peasants), Guile 3 (elaborate lies), Intrigue 3 (plotting), Latin 4 (Outdated), Leadership 2 (intimidation), Magic Lore 2 (magical traditions), Medicine 3 (physician), Philosophiae 2, Premonitions 4 (threats to her descendants), Teaching 2 (Artes Liberales)
Equipment:
Encumbrance: 0 (0)

Powers:

  • Acorns for Amusement (Lesser: 10), Points: 0, Initiative: Qik-2, Form: Herbam, Range: Voice, +2, Duration: Mom, +0, Target: Ind, +0, Level: ReHe5, Design: 5 levels, Base 3, +2 Voice, -1 Might cost
  • Invisible Sling of Vilano (Lesser: 20), Points: 0, Initiative: Qik-4, Form: Terram, Range: Touch, +1, Duration: Mom, +0, Target: Ind, +0, Level: ReTe10, Design: 10 levels, Base 5, +1 Touch, -2 Might cost: Hurl a stone (of a size that could be thrown with a mundane sling) at a target within range. Unlike the standard version of Wielding. the. Invisible. Sling (ArM5, page 155), this spell hurls the stone as a projectile. An aiming roll is required to hit the intended target, but if it succeeds, Magic Resistance offers no protection. The stone inflicts +5 damage on impact and has a range increment of 20 paces.
  • Speak to the Living (Lesser: 10), Points: 0, Initiative: Qik-2, Form: Imaginem, Range: Touch, +1, Duration: Conc, +1, Target: Ind, +0, Level: CrIm5, Design: 5 levels, Base 1, +1 Touch, +1 Conc, +2 follow direction, -1 Might cost: This Power allows the Spirit to produce any sound he wishes, which allows him to speak to being who might otherwise be unable to hear him. CrIm base1, +1 Touch, +1 Conc, +2 Intricacy
  • Unseen Arm (Lesser: 10), Points: 0, Initiative: Qik-2, Form: Terram, Range: Voice, +2, Duration: Conc, +1, Target: Ind, +0, Level: ReTe5, Design: 5 levels, Base 2, +2 Voice, +1 Conc, -1 Might cost: Slowly moves a nonliving thing, like a mug, instrument, or small pouch of coins; it cannot oppose intentional resistance. Magi use this spell to manipulate things at a distance, but the spell cannot be used to pull something from a person's hand or to move something that is held. Casting requisites of an appropriate Form for the target are required.
  • Sight Beyond Sight (Personal: 45), Points: 0, Initiative: Qik-3, Form: Imaginem, Range: Per, +0, Duration: Conc, +1, Target: Vision, +4, Level: InIm30, Design: 30 levels, Base 5, +1 Conc, +4 Vision, -3 Might cost: All five senses of the creature operate at a distance, as far as the creature can see. This gives the creature supernaturally aware of everything which occurs, and it is exceptionally difficult to catch it by surprise.
  • Swift Wings of Timeless Days (Personal: 30), Points: 0, Initiative: Qik-2, Form: Vim, Range: Per, +0, Duration: Mom, +0, Target: Ind, +0, Level: ReVi20, Design: 20 levels, Base 20, -2 Might cost: The length of the caster’s journey through the Twilight Void is reduced by three steps from his initial Speed Level. With a Speed Level of 6 the caster would return to the Magic Realm after a year, and this spell would increase his Speed Level to 18, meaning that he emerges after only a day.
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