Marcellus Of Flambeau

Marcellus Glacius of Flambeau (Revised Marko Markoko Version)
I revised Marcellus to make him a little older, and making him the third elder of Andorra.
Characteristics: Int +2, Per +1, Com -1, Pre +1, Str +2, Sta +2, Dex +0, Quik -1
Size: +1
Age: 52 (ap 11, gt 26, tenure 36 years)
Decrepitude: 0
Confidence: 1 (3)
Virtues: +0 Gifted Hermetic Magus, +F Skilled Parens, +3 Mythic Blood (Winter Giants; Gift of Ymir’s Kin (+20 Soak versus Cold & Frost), Minor Magic Focus in Frost and Ice, -1 Reckless), +1 Animal Ken, +1 Improved Characteristics, +1 Piercing Gaze (disquieting light blue eyes), +1 Skilled Parens, +1 Skinchanger (Lynx), +1 Special Circumstances (cold 32 degrees or below), +1 Wilderness Sense
Flaws: -3 Major Malediction (cursed to eventually become more giant-like and less human), -3 Weak Magic Resistance (warmth above 45 degrees), -1 Close Family Ties, -1 Deleterious Circumstances (warmth above 45 degrees), -1 Incompatible Arts (CrIg & InIg), -1 Magical Animal Companion (Winter Wolf)
Acquired Virtues & Flaws: -T Delusion (represents his alternate personality), -M Monstrous Blood (-1 age bonus, -1 Com penalty), +M Large
Personality Traits (as Marcellus): Reckless +3, Loyal +2, Love for Family +3
Personality Traits (as Glacius): Dispassionate and Cold +1, Calculating +1, Brave +1, Loyal -1, Love for Family +1
Combat: @ -1 Def & +2 Dmg per point of Size Increase
Dodge: Init -1, Atk n/a, Def +4, Dmg n/a
Grapple/Fistfight: Init -1, Atk +4, Def +3, Dmg +2
Mace: Init +0, Atk +9, Def +5, Dmg +10, +15 for Frost
Rock: Init -1, Atk +5, Def n/a, Dmg +4
Soak: +2
Fatigue: OK, 0, -1, -3, -5, ko
Wounds: -1 Lt (1-6), -3 Med (7-12), -5 Hvy (13-18), Incap (19-24), Dead (25+)
Abilities: Andorra Lore 3 (the covenant), Animal Ken 2 (mammals), Artes Liberales 1 (logic), Athletics 2 (run), Brawl 4 (dodge), Code of Hermes 1 (spoils rights), Concentration 2 (combat), Faerie Lore 2 (etiquette), Finesse 3 (Corpus), France Lore 1 (Occitain), Folk Ken 4 (storytelling), Hunt 4 (large prey), Iberian Lore 3 (adventure), Latin 4 (Hermetic), Leadership 3 (intimidate), Magic Lore 3 (big creatures), Magic Theory 7 (spells), Order of Hermes Lore 2 (House Flambeau), Occitain 5 (Catalan; stories), Parma Magica 5 (Corpus), Penetration 3 (Aquam), Ride 2 (wolves), Single Weapon 5 (mace), Spanish 3 (Castilian), Stealth 2 (natural areas), Survival 3 (mountains), Swim 2 (rivers), Thrown Weapons 3 (rocks), Mountain Wilderness Lore 3 (Pyrenees), Wilderness Sense 3 (winter)
Arts: Cr 7, In 6, Mu 11, Pe 11, Re 7, An 8, Aq 8, Au 10, Co 10, He 5, Ig 10, Im 5, Me 5, Te 6, Vi 5
Mythic Blood Power: ReIg30 Gift of Yimr’s Kin; R: Per, D: Sun, T: Ind
You are perfectly happy in the middle of a blizzard or wintry phenomena. Its temperature simply does not affect you. The cold there feels (at most) like a welcome chill. This spell provides a +20 soak bonus versus any kind of cold. Cold sources doing +20 damage or less simply do not affect you at all. This renders the maga effectively immune to cold damage unless hit by extremely powerful magic. By using this spell you do not even need to use hot clothes in winter.
(Base 4. +2 sun, +4 for 20 damage)
Twilight Scars & Effects: (9 points)
Failed to comprehend a Twilight Episode (9), caused by (something); Gained Delusion (to represent the Glacius personality that sometimes emerges), Scar is that his exhaling breaths are cold and misty when this persona is dominant.
Wilderness Path of the Giant Kin:
First Sacrifice – Monstrous Blood; First Quest – For a whole season, eat meals of giant sized foodstuffs (like griffon eggs and auroch steaks); First Fruit – Large
Magic Sigil:
Symbolic Sigil:
Encumbrance: 0
Spells Known: For many spells, he has taken the Mastery Ability of Improved Flexibility (Internal), specifically affecting the Size parameter. This is simply abbreviated as Size, and allows him to affect himself with his own spells when he grows in size, and to affect giant animals and giant-kind with regular spells as well. Spells marked with an * indicate that they fall within the scope of his Magic Focus (Ice and Frost).

CrAn15 Touch of the Weaver[i] (CT +17)
[i]CrAn20r Soothe pains of the Beast (CT +18, Mastered 1; Size)
CrAn20 True Rest of the Injured Brute (CT +18, Mastered 1; Size)
CrAn20 Forester’s Tunic (CT +18, Mastered 1; Size)
CrAn35 Call of the Wolf Pack (CT +17)
MuAn15 Beast of Outlandish Size (CT +21)
MuAn15 Doublet of impenetrable silk (CT +22, Mastered 1; Size)
MuAn20 Beast of Miniscule Proportions (CT +22, Mastered 1; Size)
PeAn10 The Nakedness of the Warrior (CT +21)
PeAn15 Agony of the Beast (CT +23, Mastered 2; Size, Penetration)
PeAn20 Rip The Beast (CT +24, Mastered 3; Size, Penetration, Amplify)
PeAn25 Falcon’s Hood (CT +23, Mastered 2; Size, Penetration)
PeAn25 Cripple the Howling Wolf (CT +22, Mastered 1; Size)
ReAn5 Circle of Beast Warding (CT +17)
ReAn15 Glyph of Warding versus Beasts of Legend (Magic) (CT +17)
ReAn15 Viper’s Gaze (CT +17)
ReAn25 Circular Ward against Beasts of Legend (Magic) (CT +17)
ReAn 30 Command the Harnessed Beast (CT +17)
CrAq5 Footsteps of Slippery Ice (*CT +24)
CrAq10 Hammer of the Winter Peaks (*CT +27, Mastered 3; Penetration, Fast Cast, Size)
CrAq(Re)15 Winter’s Bite (*CT +25, Mastered 1; Penetration)
CrAq20 Ice Cage (*CT +24)
CrAq(Pe/Re/Ig/Te)20 Winter has Come (*CT +21)
CrAq(Mu/Pe)25 Armour of Ice (*CT +25, Mastery 1; Size)
CrAu15 Frosty Persona (*CT +26)
InAu15 True sight of the air (CT +18)
MuCo5 Eyes of the Cat (CT +23)
MuCo15 Disguise of the New Visage (CT +23)
MuCo25 Gift of Bear’s Fortitude (CT +24, Mastered 1; Size)
MuCo25 Ymir’s Child (CT +26, Mastered 3; Fast Cast, Penetration, Size)
MuCo(Aq)40 Transform to Ice (*CT +27, Mastered 1; Size)
[i]ReCo10 Rise of the Feathery Body (CT +19)
ReCo15 Leap of the Lynx (aka Gift of Frog’s Legs) (CT +19)
ReCo15 Stance of the Winter Lord (*CT +26)
ReCo15 Endurance of the Berserkers (CT +20, Mastered 1; Size)
ReCo15 Wizard’s Leap (CT +21, Mastered 2; Fast Cast, Size)
ReCo30 Leap of Homecoming (CT +21; Mastered 2, Flex-Touch, Multi-cast)
InHe15 Intuition of the Forest (CT +13)
MuHe5 Free pass of the Unyielding Portal (CT +18)
PeIg10 Winter’s Icy Touch (*CT +33)
PeIg20 Wizard’s Touch of Cold (*CT +34, Mastered 1; Penetration)
PeIg20 Soothe the Raging Flames. (CT +23)
PeIg25 Conjuration of Indubitable Cold (*CT +24; Mastered 1, Fast Cast)
PeIg30 Wizard’s Icy Grip (*CT +25; Mastered 2, Multi-cast, Amplify)
PeIg40 Frosty Kiss of Death (*CT+23)
ReIg25 Ward against Heat and Flames (CT +19)
InIm5 Prying Eyes (CT +13)
MuIm10 Aura of Ennobled Presence (CT +18)
MuIm10 Aura of Beguiling Appearance (CT +18)
MuIm10 Aura of Childlike Innocence (CT +18)
PeIm15 Invisibility of the Standing Wizard (CT +18)
PeIm15 Silence of the Smothered Sound (CT +18)
InTe15 Intuition of the Mountain. (CT +13)
InTe15 Eyes of the Treacherous Terrain (CT +13)
InTe25 Tracks of Faerie Glow (CT +13)
ReTe10Trackless Step (CT +14)
ReTe10 Sling of Vilano (CT +15; Mastered 1, Multicast)
ReTe10 The Unseen Porter (CT +14)
ReTe10 Unravel the treacherous barrier (CT +14)
InVi5 Scales of Magical Weight (CT +13)
InVi5 Sense the Nature of Vis (CT +13)
InVi5 Delightful notes of Power (CT +13)
InVi30 Sense of the Lingering Magic (CT +14; Mastered 1, Stalwart)
ReVi15 Gather the Essence of the Beast (CT +14)
ReVi15 Transfer the Essence of Vis (CT +14)
ReVi20 Watching Ward (CT +14)
ReVi30 Suppress the Wizard’s Handiwork (CT +14)

Grey-Paw the Winter Wolf (Magical Animal Companion/Familiar):
Companion, High Power, Summer
Magic Might: 15 (Animal)
Characteristics: Int +2, Per +1, Com +0, Pre -1, Str +3/+7, Sta +3, Dex +2, Quik +1/-1
Size: +1/+3
Confidence: 1 (3)
Virtues: +0 Magical Animal, +2 Improved Characteristic (2x), +1 Berserk, +1 Large, +1 Long Winded, +1 Sharp Ears, +1 Tough,
Flaws: -3 Wrathful, -1 Dutybound, -1 Infamous, -1 Magical Friend, -1 Warped Senses (Sensitive to Heat)
Natural Qualities: Aggressive, Hardy, Keen Sense of Smell, Pack Leader, Pursuit Predator, Sharp Ears, Thick Fur, Vocal
Magical Qualities: +3 Essential Virtue (Intimidating +6), +3 Greater Immunity (Cold & Frost), +2 Improved Abilities (2x), +2 Improved Characteristics (2x), +1 Arcane Lore, +1 Improved Might (1x), +1 Improved Powers (1x), +1 Lesser Power (x1), +1 Piercing Gaze, +1 Second Sight, +1 Unaffected by the Gift
Magical Inferiorities: -1 Baneful Circumstances (weather above 45 degrees), -1 Environmental Sensitivity
Familiar Qualities: +1 Mental Communication
Familiar Inferiorities: -1 Independent
Personality: Brave +3, Cowardly +1, Loyal +2
Paws: Init +0/-2, Atk +9, Def +7/+5, Dmg +7
Teeth: Init +1/-1, Atk +12, Def +9/+7, Dmg +11
Soak: +7
Fatigue: Ok, 0, 0, -1, -3, -5, ko
Wounds: -1 Light (1-6), -3 Medium (7-12), -5 Heavy (13-18), Incapacitated (19-24), Dead (25+)
Abilities: Athletics 5 (long distance running), Awareness 3 (smell), Brawl 6 (teeth), Folk Ken 1 (people Marcellus says are okay), Hunt 4 (track by smell), Leadership 3 (intimidation), Magic Lore 3 (mountains), Magic Theory 3 (assist), Penetration 3 (frost breath), Pyrenees Lore 4 (magic), Second Sight 3 (invisibility), Survival 5 (winter)
Breath of Winter Wind: 1 point, Init -2 (Auram)
R: Voice, D: Conc, T: Ind
Has the effects of Charge of the Angry Winds, with the additional effect of inflicting +5 cold damage.
Lesser Power: Cr(Pe)Au(Ig)20 (Base 15 as spell, +1M for cold damage), 2mp Reduced Cost, 5mp Improved Initiative,
Bond: Perdo Ignem
Bond Score 50, Bond Level 50; Gold Cord 0, Silver Cord 0, Bronze Cord +4
Enchantments: 30 levels
CrMe30 Mental Communication (Base 4, +1M Touch, +10L Unlimited Use; invested twice for two-way communication)
MuAn30 Size of the Sons of Fenris
R: Bond, D: Maintained Concentration, T: Familiar
Marcellus can increase the wolf’s size by up to two points (for a total of +3)
(Base 4, +1M increased size, +1M Touch, +1M Concentration, +5L Bond Maintains Concentration, +10L Unlimited Use,
Vis: 2 pawns Animal, 1 pawn Auram

Watching Wards: several

Enchanted Items:
Xavius: Enchanted Mace
Opening Pawns 15, Used 9
MuTe40 The Giant’s Club:
R: Item, D: Maintained Concentration, T: Individual, Use: Unlimited, Penetration +18
The weapon automatically grows in proportion to its wielder.
(Base 4, +1M increased size, +1M Concentration, +5L item maintains concentration, +10L Unlimited Use, +3L Environmental Trigger, +12L for Penetration 24)
PeIg45 Frost Club
R: Touch, D: Mom, T: Ind, Use: Unlimited, +3 Variable Use, Penetration +26
Inflicts +15 Cold Damage. The power can be activated or deactivated (variable use), and is then triggered whenever the sword strikes to inflict injury (that is, whenever the weapon does at least 1 point of damage on its own). The fifteen points of cold damage is added to the weapon’s inflicted damage when determining the Wound Severity (though he target may have resistance to cold, which may reduce or eliminate this damage bonus).
(Base 15, +1M Touch; +10L Unlimited Use, +3L Variable Use (can be turned on & off), +12L for Penetration of 24

Laboratory: The only way to access Marcellus’ Sanctum and Lab is to use the door designated such, locates in the basement of (one of the many towers of the castle). This door is actually a Mercere Portal, leading into the Ice Cavern of Andorra, embedded deep within the mountain. It is constantly zero degrees or colder, plus the ice is extremely hard and never melts. Marcellus feels comfortable in the cold environment. It also has a very high ceiling as part of its construction, which is useful for experiments in growing tall. It is theorized that Mount Arans (the specific part of Andorra that the covenant is located in) is a “Ice Volcano”, having an ice core as opposed to a magma core. However, that would not explain why the village and surrounding area is so pleasantly temperate, abnormally so considering their altitude.
Personal Statistics: Int +2, Magic Theory 7 (spells), +3 for Special Circumstances (Cold), Minor Magic Focus in Cold & Frost
Characteristics: Magic Aura 5; Size +1, Refinement +2, General Quality +2, Upkeep +6, Safety +3, Warping +1, Health -3/-1, Aesthetics +3
Specializations: +7 Spells, +1 Texts, +2 Rego, +2 Muto, +1 Aquam, +1 Corpus
Arts: Cr 7, In 6, Mu 11, Pe 11, Re 7, An 8, Aq 8, Au 10, Co 10, He 5, Ig 10, Im 5, Me 5, Te 6, Vi 5
Virtues: +0 Ice Cavern, +0 Superior Construction, +0 Precious Ingredients, +0 Superior Equipment, +0 Superior Tools, +0 Magically Superior Lighting, +0 Spacious, +1 Well Insulated, +1 Lesser Expansion, +1 Living Quarters, +1 Specimens-Ogre & Giant Bones, +3 Greater Feature-Spell Circle
Flaws: -3 Greater Focus-Spell Circle, -1 Impregnable, -0 Disorganized, -0 Uneven Floor (ice)
Magic Items: ?

The Magus known as Marcellus (and sometimes as Glacius) was originally a small, scary child from the Girona area named Pere (Peter). He really was a good natured lad, though his Gift caused people unease and caused them to think he had a cold, mean streak. He felt most at ease outdoors, especially in the winter and even in a snowstorm. However,, he felt ill at ease indoors, especially during the winter when the fire was blazing. In truth this had little to do with the season or his location. It was due to temperature.

He is not quite a feral child, but when he was only seven years old, his father took him for a walk in the forest and “lost” him. This was in autumn, and come winter he found himself lost and alone, but surviving. He then discovered that he had the power to speak with the animals, but they were just as uneasy about him as humans were. That was until he was discovered by the great Winter Wolf Grey-Paw, who adopted the scared child as his own (a seven year old child is not creative with names, and the wolf’s true name is a specific vocal inflection that canines can make but humans find difficult).

Grey Paw was the father and pack leader of a family of magical winter wolves. He is the largest and most powerful of this pack of beasts of virtue (he is Size +1 and has a Magic Might of 15). Pere lived with the wolves for several years, doing stuff that the wolves couldn't. When he was 11, a party of humans came to hunt down the wolves. They had been preying on their livestock. Accompanying them was Jean of Montfort, a Jerbiton magus. He saw the boy, and how he (without even knowing what he was doing) performed some minor tricks in the middle of the winter landscape to confuse the humans and help the wolves: he had found a Gifted child. Since he controlled the hunting party, he decided to spare the magical beasts and centre on the kid instead. The party was tracked back by the wolves, though, even if he gave strict orders to the grogs not to kill the beasts. As long as Grey Paw saw that Pere was being well treated, he did nothing too blatant, since he had appreciated the power of Jean. After his mate had passed, Grey-Paw passed alpha status to his eldest son and moved along with Marcellus as he grew up. The great wolf eventually became Marcellus’ Familiar.

The child proved to be quite difficult to control and too aggressive, so he traded him away to a Flambeau magus at Andorra that called his new apprentice "a pussycat without any real fire in his veins". That worked for both magi, as Pere also happens to have no fire in his veins. He has ice there. He developed a knack for Cold & Ice magic and Self Transformation. That suited the temperament of his father rather well, even if their areas of interest did not match completely. Arcturus of Flambeau is a rather liberal mage, that as long as your magic is oriented towards combat and adventure, it was OK to play to the strengths of his apprentice. Marcellus was "his first" and he was more liberal with that first kid than he would have been if he had had other children before.

He graduated his Gauntlet by hunting down and killing an ogre. He did that with a spell he had been developing to become ogre-sized himself to challenge the ogre on equal footing. After that he joined Andorra as a full fledged magus, and his parens moved on to a covenant in the Levant. Since then, Marcellus has travelled extensively through the Iberian, Provençal and Normandy tribunal in his 20 years as a magus. He has even gone to Loch Leglean to speak with the giants there

Marcellus favours Cold, Ice and Self Transformation (growing and becoming giant-like), which explains his interest in highland giants. From them, he learned to Shapeshift into a lynx as a Skinchanger, and he learned about the nature of his Mythic Blood. However, he also learned that he is cursed to eventually become a Frost Giant. One day would eventually come when he would kill a frost giant and take his place, such was his destiny as one of Ymir’s kin. It was cast in fate and he could not undo such thing regardless of his intentions. The next magical botches just seemed to confirm this, since he saw how his body became ice-like for a while after a twilight episode, and he has grown a little in some recent botches. He tried to dismiss it as consequences of his MuCo and CrAq areas of expertise, but he cannot hide the fact that frost giants are large, and made of ice themselves. He tries to be cheerful, but what would happen to his soul if he had to become a magical giant has been bothering him for a while. Specially since the giant of the Pyrenees *is* an ice giant and he knows he will encounter it (even if he hopes not to kill it) eventually.

Special Mastery Ability - Improved Flexibility : This can only be taken by characters with the Flexible Formulaic Magic Virtue, as it enhances what you are able to do with it. Each time you choose this Mastery Ability, you may select one of the following Improvements…
Internal Flexibility: Choose an Internal Parameter of the spell; such the amount of material it creates, the size of the target, the magnitude of effect, or etceteras. You can Flex this parameter by plus or minus one magnitude, just as you can with the external parameters (Range, Duration, & Target). You can choose this multiple times for different internal parameters.
Ritual Flexibility: You can Flex a Ritual spell, which incurs a penalty of two additional botch dice. There are limits to this I have not considered yet.
Additional Flexibility: You can Flex two different Parameters at the same time.

New Spells
CrAn15 Touch of the Weaver[i] R: Touch, D: Sun, T: Ind
As [i]Weaver’s Trap of Webs, except that it affects only a single touched individual

CrAn35 Call of the Wolf Pack
R: Touch, D: Conc, T: Ind
Conjures a pack of wolves surrounding you, each touching you &/or another. They will obey your commands as if trained hounds for as long as you concentrate.
(Base 15, +1M Touch, +1M Conc, +1M multiple individuals, +1M Rego Requisite

CrAn20 Forester’s Tunic
R: Touch, D: Sun, T: Ind
Creates a modest wool tunic, though it can be made fancier with an appropriate Finesse roll.
(Base 5, +1M Touch, +2M Sun)

PeAn10 The Nakedness of the Warrior
R: Voice, D: Mom, T: Ind
Destroys all garments made of animal products worn by a target individual. This will pretty much destroy most armour, causing whatever metal elements may remain to fall to the ground useless. Chain Mail and Metal Scale remain, but they loose their padding and undershirt and become uncomfortable. Reduce their protection by one half (parts fall off because of lost buckles, no padding means no protection from impact damage, and so on).
(Base 4, +2M Voice)

ReAnG Glyph of Warding against Beasts of Legend
R: Touch, D: Glyph, T: Ind
This is a Personal Ward against beasts, guarding against animals with a Might of up to 5 + (the level of this spell). The Duration of Glyph is a minor breakthrough.
As for the Duration of Glyph, this is similar to Ring in that the spell endures as long as the Glyph remains unmarred and in contact with the subject. It takes about two minutes to create or empower a Glyph, just like for Ring. Anyone can learn a Glyph spell from Lab Text (there are similar Glyph Wards in the Andorra Library); but a magus cannot invent an original Glyph spell without a special Virtue or knowledge.
As with any Ward, under the Andorra Ward House Rule, one does not need to subtract Level from Casting Total if the Ward matches both Realm and Form. In this case, it is designed for Magic Animals. It can protect against beasts of other Realms, but then normal Penetration rules apply. Also, as with any Ward, they can be used to protect but not to trap.

*CrAq10 Hammer of the Winter Peaks Mastered 1; Penetration
R: Touch, D: Diam, T: Ind
Creates a rough large weapon (a mace) made of (really hard) ice. +1size modifier (can be used by +3 ogre). Cannot be parried under normal circumstances.
(Base 4, +1M Touch, +1M Diameter)

CrAq15 Winter’s Bite Mastered 1; Penetration
R: Touch, D: Mom, T: Ind
Requisite: Rego
Creates a large, sharpened sliver of extra hardened ice, then propels it with enough force to inflict +10 Damage to the target you strike with it. This requires a successful aiming roll using Finesse, but the advantage is the reduction of a magnitude.
(Base 4, +1M extra hardened ice, +1M Touch, +1M Requisite)

*CrAq20 Ice Cage
R: Voice, D: Sun, T: Ind
Surrounds up to an ogre-sized target in ice (size +3). The creature does not die from suffocating (the ice is permeable enough and contains enough air) but it is difficult to break free by oneself.
(Base 4, +2M Voice, +2M Sun, base level already covers volume and unnatural shape)

CrAq20 Winter has Come R: Voice
Requisites: Perdo, Rego, Ignem, Terram
Freezes the ground surrounding the magus, up to an area 50 paces diameter. The ground is coated with thick, slippery ice. It is very difficult to stand on, let alone fight on it!
(Base 3, +1 Touch, +1 Diameter, +2 Size, +1 Requisites enhance effect)

CrAq(Mu/Pe)25 Armour of Ice R: Per, D: Diam, T: Ind
Coats his body in thick ice. This coating is hard and shock absorbent, yet flexible and virtually weightless. This grants him a +8 protection bonus; and it would inflict +10 cold damage per round, except he is exceptionally resistant to cold.
(Base 4, +2 Sun, +3 Complexity, +1M Requisites enhance effect)

*CrAu15 Frosty Persona R: Per, D: Conc, T: Ind
Causes a frost blizzard centered on the magus. 50 paces around him.
(Base 3, +2 Voice, +1 Unnatural, +1 Concentration)

MuCo25 Ymir’s Child Mastered 1; Fast Cast
R: Per, D: Sun, T: Ind
Casting Requisites apply for clothing and equipment
Increases your Size by up to +6 points (though you may settle for a smaller increment if you choose). Casting Requisites allow you to change the size of your clothing and equipment as well. Like many shapeshifting spells, you can change back to normal size by concentration and symbolically removing some object used in casting the spell.
(Base 3 to grow to size +1, +2M to grow to up to size +6, +1M vary amount of actual growth, +2M Sun, +1M requisites allow clothing and equipment to change as well)

*ReCo15 Stance of the Winter Lord
R: Per, D: Sun, T: Ind
Movement unaffected by frozen ground or snow. It does not impair movement in any way. Even deep snow does not prevent the magus from moving around as if it was not there. The level is one Magnitude higher than it normally would be, in order to accommodate him up to size +5.
(Base 4, +2M Sun, +1M Size)

PeIg40 Frosty Kiss of Death R: Voice, D: Mom, T: Ind
Requisites: Creo Auram
A blast of freezing arctic wind blasts down upon the target area, inflicting +20 cold damage. This will freeze the target solid if it kills them.
(Base 20, +2M Voice, +2M Group, Requisites necessary for effect)

PeIm15 Silence of the Smoothened Sound
Destroy ability to utter sound species.

InTe15 Intuition of the Mountain.
Like intuition of the forest, but in mountains

InTe15 Sense the treacherous barrier
Detect traps.
(Base 4, +1M conc, +2M voice)

ReTe10 Unravel the treacherous barrier
Disarm traps & locks.
(Base 3, +1M conc, +2M voice)

InVi5 Delightful notes of Power
Detect Vis. L1, +3 hearing, +1 conc

No one knows what ever became of Marcellus. Ever reclusive and long wandering, he may have gone to the distant North or he may slumber in the depths of the icy caverns in a region deep in the mountain.

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