Magus Agnarr Kallhjartad, Ex Miscellanea – a sample Ars Magica wizard. 

Backstory

Two men draped in furs walk side by side through a hilly grassland covered in silvery frost. Both are indistinguishable due to the dim moonlight, although one is clearly armed with shield and long spear. Following behind them aways walks a large white bear.

“I’ll tell you a little, but lets keep walking till the sun’s up.” The other nods. “Was born a Sami, who live far in the north. Not the pleasant north here, far beyond that; right to edge of the ice where man cannot survive and the cold will break your teeth. My family were herders and trappers in their village, and with their short lives and dark nights they are an untrusting and spiritual people.”

“Untrusting like you.”

“Yes, and worse Jaern. I’m told that when I was born my family knew I was different. They call it touched, and in those lands it meant a child is cursed in a way that splits them from life. I was kept fed but not expected to live through the harsh winters. The family broke with tradition and refused to name me as all children are named in spring, enough of an admission to the rest of the village. ”

“After a year or so the shaman who lived many days downriver came and performed some sort of rites, and finally gave me my tribe name – Kallhjartad, the Cold Heart. It was fitting and allowed my family to see an end. And any end was preferable for them as the shame and guilt of bearing a touched child was a burden.”

“Wait, your sorcery isn’t a boon?”

“The curse makes people nervous and hostile. My family were openly troubled by my curse and this naming confirmed that if I survived another handful of years I’d have a place apart from the family, and still technically part of the community. You don’t feel it at present as I often shield you from its worse effects, that illease and creepiness is the touch of magic.”

“The shaman said when the time came I would be taken and trained in their ways. However only a few years after, and well before the shaman returned to claim me another man, a soothsayer well feared, came through the village and claimed me instead. My old pa knew of him but da had never seen him. He took me before my third name day, and from what I gather now he took me by force and cared little for what the village thought. That other man was Master Ailo. After that I stayed at the covenant for all my days. Trying to not get a whipping and learn something useful. ”

“That’s Ailo for certain, never around and as snappish as his old wolf. ”

“That wolf is twice as mean as any other natural animal I’ve met, but he’s also loyal. Means a lot to us. That’s why they mended your arm when it was half torn off too,” nodding upward at Jaern’s spear arm.

“Still hurts in winter. Not that you’d notice..”

Interrupting with a laugh, “..sook more Jaern. You’re twice as rich and twice as old as every other grog we have. A linnorm takes a snap on your elbow, and you live in hospice for a month and find yourself with a nice wife. ‘Tis a good outcome.”

“Hrrhmm. Be better when kids are grown. That’ll settle Ella’s moods,” looking sideways at Agnarr.

Smiling, “Oh yes? Horse dung it will!”

“Then give me a rote to help, you know her!”

“Ha, no. Her hospice was one of the few places outside Ailo’s lab that I saw for my apprenticeship. She’s as much a kind mother to me as Ailo might be a misguided father. No kid knows any different from their growing ways, but I knew the other apprentices were treated differently. They certainly got out more and the hospice has a quiet private place where everyone didn’t mind bending the rules. I’ll not be hexing Ella.”

“Wasn’t just you they watched Agnarr. That girl lost to the wildfires and another normal child stolen from our village a score of years before meant everyone got watchful.”

Appearance

Agnarr changes clothes to suit the temperature preferring to avoid being overly warm. His combinations of robe, tunic, or leggings are of wool and coloured blue hues, and wears a hooded cloak made from white owl feathers. His black hair has started to silver prematurely through his head and beard, and both are kept long but trimmed neatly. Agnarr has grey eyes, a lean face, long looking limbs, and a tendency to stand tall with feet apart at attention while thinking; a habit of apprenticeship.

His clothing and gear often looks clean but well worn and sturdy, as he prefers function over aesthetics, and as a Magus he has indulged in better quality raw materials and some trims and folds for decoration. Agnarr travels with a thin staff, hunting knife, a pack, and sled when pulling larger burdens. He may pack a suit of heavy leather hauberk but wears it very infrequently.

History

Life as an apprentice to Ailo often kept Agnarr secluded away from the covenant and certainly away from the outside world. The small information he knew about the wider world was diluted and reduced by the internal concerns. Ailo is a reserved and reclusive man who insisted his apprentice work to his patterns. Agnarr’s childhood years were quiet and frequently uneventful; the small drama and twists he saw seemed large, and while he was always busy he was also always safe.

Initially his knowledge of his early childhood is based upon the small amounts of reading he was able to do at his home covenant and the stories of his Master Ailo. He trusts enough of his Master’s word to take most as truth, but shortly after his apprenticeship he travelled back into the Sami regions to see his people first hand. Agnarr knows the Covenfolk were truthfully more likely his people than the Sami, however seeing his childhood lands have him a small peace.

The later years of his training expanded his non-magical skills and instilled in Agnarr a desire to train others. He knows there are very few practitioners of his magical tradition, and he is determined to find and train others. As he grew older he also became aware of the stigmatism of belonging to his tradition. Many other Magi view the tradition as little more than limited specialists, and certainly of limited worth to the wider community of the Order. Agnarr is considering his options to overturn this impression.

Training in an insular covenant of mixed Houses developed a tight bond between the Masters of the covenant and their apprentices. Over the apprenticeship Agnarr formed a bond with his Master and also two of the other senior Magi outside his Ex Miscellanea tradition, so much so he feels a sense of obligation to them. Should they ask he will assist, and he knows should he need it their help will likewise come to his aid.

Agnarr first heard of the malady very late and immediately thought to travel north. Like his covenmates he was shocked by the stories brought by the redcap. When news arrived of an incident with a Magus in his tribunal he quickly and efficiently packed his possessions, said his goodbyes through the covenant, and left for his birth land.

Agnarr replaced his birth name of Kallhjartad largely due to the stories of many Scandinavian heroes who bear a variation on the name.

Statistics, at Gauntlet

Agnarr Kallhjartad (cold hearted),
Concept: Magus of Ice and Cold

Characteristics: Int +3, Per -1 (preoccupied), Pre 0, Com +3, Str -1 (thin build), Sta +2 (tenacious), Dex 0, Qik -3
Size: 0, Age: 25 (25), Height: 170 cm, Weight: 70 kg, Gender: Male, Decrepitude: 0
Warping Score: 0 (0), Confidence: 1 (3)

Virtues and Flaws: Affinity with Aquam, Affinity with Ignem, Deft Form (Aquam) [Form: Aquam], Flawless Magic (Spell Mastery Experience: Doubled), The Gift, Greater Immunity (Cold)*, Hermetic Magus, Inventive Genius (Invent Lab Totals: +3), Minor Magical Focus (Ice)*, Puissant Magic Theory, Puissant Aquam, Withstand Casting, Covenant Upbringing, Driven (Grow magical line), Environmental Magic Condition (Temp above 15c)*, Favors (Previous Coven magi), Hedge Wizard, Warped Magic (Nearby items become cold) [Side Effect: Nearby items become cold], Weird Magic (Botches on Stressed Casting: Extra botch die)

Reputations: Hedge Wizard 3

Abilities: Area Lore: Finland 1, Artes Liberales 1 (ritual magic), Awareness 2 (alertness), Brawl 1 (Dodge), Concentration 1 (spell concentration), Finesse 2 (targeting), Finnish 5, Folk Ken 2, Hunt 1 (tracking), Latin 4 (hermetic usage), Leadership 1 (laboratory work), Magic Lore 1, Magic Theory 3+2 (Aquam), Order of Hermes Lore 1 (House Ex Misc), Parma Magica 1 (Aquam), Penetration 1 (Aquam), Scribe 1 (copying), Survival 2 (very cold climates), Teaching 2, 

Arts: Cr 6, In 0, Mu 6, Pe 5, Re 6, An 1, Aq 9+3, Au 0, Co 0, He 0, Ig 6, Im 0, Me 0, Te 0, Vi 5

  • Spells Known:
    Javelin of Sharpened Ice (Cr(Re)Aq 15) +28, Mastery 2 (multiple casting). (Multiple Casting 2x) As per “Dagger of Ice” altered to be sharper and stronger, inflicting +10 damage. 
  • Encase in Ice (CrAq 20) +27, Mastery 1 (penetration). The target is surrounded in ice, potentially encasing the target. Enveloped targets may attempt to break free, see Shackles of Frozen Ice (ReAq20, HoH:S p.35). If the target is too large the ice will cover an area up to 560 cubic feet. 
  • Lungs of the Fish (Personal) (MuAq(Au) 15) +9, Mastery 1 (fast casting)
  • Winter’s Icy Touch (PeIg 10) +14, Mastery 1 (multiple casting) 
  • Ward Against Winter’s Cold (ReIg 15) +15, Mastery 1 (still casting). Base 4 to ward against code in the same manner as heat. This spell protects again all normal cold, as cold spells inflicting up to +5 damage.
  • Wizard’s Reach (Aquam) (MuVi 20) +14, Mastery 1 (imperturbable casting)
  • Unravelling the Fabric of Aquam (PeVi 5) +13, Mastery 1 (unraveling)
  • Maintaining the Demanding Spell (ReVi 20) +14, Mastery 1 (still casting)

ice-wizard

21 years of advancement,

  • 1201 – Aquam 40xp becomes 60xp with Affinity, XP: 40, Result: was Aquam 9 (54), now 14 (114)
  • 1202 – Ignem 40xp becomes 60xp with Affinity, XP: 40, Result: was Ignem 6 (22), now 12 (82)
  • 1203 – Finesse 10, Parma Magica 25, Mentem 5, XP: 40, Result: Finesse 2(15), Parma 3 (30), Mentem 2(5)
  • 1204 – Penetration 10, Magic Theory 30, XP: 40, Result: Pen 2(15), MaTh 4 (60)
  • 1205 – Intellego 15, Terram 15, Mentem 10, XP: 40, Result: Intellego, Mentem, Terram 5(15)
  • 1206 – Auram 15, Magic Theory 15, Creo 10, XP: 40, Result: Creo 6(21) becomes 7(31)
  • 1207 – Creo 35, Corpus 5, XP: 40, Result: Creo 11 (66), Corpus 2(5)
  • 1208 – Corpus 40, XP: 40, Result: Corpus 9(45)
  • 1209 – Auram 15, Herbam 15, Corpus 10, XP: 40, Result: Auram 5, herbam 5, Corpus 10 (55)
  • 1210 – Longevity Ritual (LT42, +9 Bonus, 7x pawns cost, or 2 BPs), MaTh 15, Imagonem 15, XP: 30, Result: Magic Theory 5 (75), Imagonem 5(15)
  • 1211 – Aquam 40xp becomes 60xp with Affinity, XP: 40, Result: was 114, now 174, Aquam 18 (174)
  • 1212 – Creo 40xp, XP: 40, Result: was 66, now 106, Creo 14
  • 1213 – Mentem 40, XP: 40, Result: Mentem 10 (55)
  • 1214 – Muto 34, Sap the Griffin’s Strength (PeVi5 spell) 5, Animal Handling 0 (1), XP: 40, Result: Muto 10 (55), StGS spell, Animal Handling 0 (1)
  • 1215 – 4x seasons of Familiar: Find Familiar, Bind Familiar (LT51 vs CrAq50, 10x pawns), 2x Enchant Familiar (mental speech 2x for magus and familiar) (LT40 vs CrMe20, one season each, 4x pawns),, XP: 0, Result: Added familiar, speak mentally
  • 1216 – Area Lore – Appentice covenant 5, Athletics 5, Guile 15, Pen 15, XP: 40, Result: AL Cov 1(5), Athletics 1(5), Guile 2(15), Penetration 3(30)
  • 1217 – Survival 15, Rego 25, XP: 40, Result: Survival 3(30), Rego 9 (46)
  • 1218 – 4x seasons of lab Armour of Unbreakable Ice (CrAq/MuTe15 vs LT31), then: Clear Sight of the Arctic Fox (InAq15), Clear Sight of the Niad (InAq5), vs LT42, then : Barrier of Sharpened Ice (CrAq20), Persistent Ice Circle (CrAq10), vs LT65, then: Object of Unbreakable Ice (MuAq/Te 15 base4,touch,sun) vs LT37, XP: 0, Result: 5x spells
  • 1219 – Finesse 20, and two spells: Obstructive Ice Block (CrAq 30, base3, voice,moon,size2) vs LT66, then: The Mystical Ice Carver (ReAq20, base5, touch, mom, part), vs LT50, XP: 20, Result: 2x spells, and Finesse 3(35)
  • 1220 – Parma 20, Finesse 15, Great Weapon 5, XP: 40, Result: Parma 4 (50), Finesse 4 (50), Single Weapon 1(5)
  • 1221 – Concentration 10xp, then Lab: Invest: Rock Crystal Wand (CrAqRe15, final level 46, 5 pawns vis),
    Invent spell: Aura of Winter’s Cold (PeIg10) and A Time for Slumber (PeIg5 – MoH, p14) vs LT34,
    Shape the Servant of Ice (Creo Aquam / Rego Mentem 20) vs LT 45,, XP: 10, Result: Concentration 2 (15), and four spells”

Stats after 21 Years of Advancement

Characteristics: Int +3, Per -1 (preoccupied), Pre 0, Com +3, Str -1 (thin build), Sta +2 (tenacious), Dex 0, Qik -3 (stoic)
Size: 0, Age: 46 (35), Height: 168 cm, Weight: 72 kg, Gender: Male
Decrepitude: 0, Warping Score: 0 (0), Confidence: 1 (3)

Virtues and Flaws: Affinity with Aquam, Affinity with Ignem, Deft Form (Aquam) [Form: Aquam], Flawless Magic (Spell Mastery Experience: Doubled), The Gift, Greater Immunity (Cold)*, Hermetic Magus, Inventive Genius (Invent Lab Totals: +3), Minor Magical Focus (Ice)*, Puissant Magic Theory, Puissant Aquam, Withstand Casting, Covenant Upbringing, Driven (Grow
magical line), Environmental Magic Condition (Temp above 15c)*, Favors (Previous Coven magi), Hedge Wizard, Warped Magic (Nearby items become cold) [Side Effect: Nearby items become cold], Weird Magic (Botches on Stressed Casting: Extra botch die) Reputations: Hedge Wizard 3

Abilities: Animal Handling 0 (1), Area Lore: Finland 1, Area Lore: ApprCov 1, Artes Liberales 1 (ritual magic), Athletics 1, Awareness 2 (alertness), Brawl 1 (Dodge), Concentration 2 (spell concentration), Finesse 4 (targeting), Finnish 5, Folk Ken 2, Great Weapon 2, Guile 2, Hunt 1 (tracking), Latin 4 (hermetic usage), Leadership 1 (laboratory work), Magic Lore 1, Magic Theory 5+2 (Aquam) (15), Order of Hermes Lore 1 (House Ex Misc), Parma Magica 4 (Aquam), Penetration 3 (Aquam), Scribe 1 (copying), Survival 3 (very cold climates), Teaching 2, Various lab and adventure seasons 7 (140)

Arts: Cr 14, In 5, Mu 10, Pe 5, Re 9, An 1, Aq 18+3, Au 7, Co 10, He 5, Ig 12, Im 5, Me 10, Te 5, Vi 5

Spells Known:

  • Armour of Unbreakable Ice (Cr(Mu)Aq(Te) 10) +23, Mastery 1 (fast casting). The caster is encased in a thick armour of
    unnaturally resilient ice, which offers protection akin to skin of metal armour. The ice moves with the caster, adjusting to their
    movements which provides an additional 6 Protection and 3 Load.
    Without some extra tolerance to cold conditions the caster will find themselves uncomfortably chilled, loosing a Fatigue level per
    diameter of exposure.
  • Persistent Circle of Ice (CrAq 10) +38, Mastery 1 (penetration). Conjures a block of ice within the drawn circle, shaped to the size
    of the circle. The ice will persist until the circle is broken. Anything else within the circle will be encapsulated.
  • Javelin of Sharpened Ice (Cr(Re)Aq 15) +43, Mastery 2 (multiple casting). (Multiple Casting 2x) As per “Dagger of Ice” altered to
    be sharper and stronger, inflicting +10 damage.
  • Barrier of Sharpened Ice (CrAq 20) +38, Mastery 1 (multiple casting). This spell creates an ice wall with sharp and pointed barbs
    along one side. The sides of the wall are 5 feet high, and the wall can be up to 20 feet long, and 2 feet deep. The caster may choose the
    shape of the barrier when cast.
  • Encase in Ice (CrAq 20) +52, Mastery 1 (penetration). The target is surrounded in ice, potentially encasing the target. Enveloped
    targets may attempt to break free, see Shackles of Frozen Ice (ReAq20, HoH:S p.35). If the target is too large the ice will cover an
    area up to 560 cubic feet.
  • Shape the Servant of Ice (Cr(Re)Aq(Me) 20) +22, Mastery 1 (penetration). This spell conjures a figure of ice, grants it a simple
    intellect, and allows it to move to obey the caster’s commands. The figure can be made up the size of a large humaniod (size +2).
  • Obstructive Ice Block (CrAq 30) +38, Mastery 1 (multiple casting). This spell creates a large block of ice in a simple shape (walls,
    rings, arcs) and orientation chosen by the caster within range, up to 5600 cubic feet of ice; akin to a wall roughly 6 feet tall, 3 feet
    thick, and 300 feet long (roughly 90 yards); for the duration. A Finesse check is required for particularly fine placement or targeting
    specif people.
  • Clear Sight of the Naiad (InAq 5) +29, Mastery 1
  • Clear Sight of the Arctic Fox (InAq 15) +29, Mastery 1 (fast casting). The caster can see through snow and ice, which appear as
    highly translucent shadows of their previous images. This allows the caster to see through barriers and obstructions, and clearly in
    snowstorms.
  • Lungs of the Fish (Personal) (MuAq(Au) 15) +20, Mastery 1 (fast casting)
  • Object of Unbreakable Ice (MuAq(Te) 15) +18, Mastery 1 (lab mastery). The ice object touched is made very strong and
    non-brittle, gaining resistance to shattering and the resilience of stone. The object may be as large as a small pond.
  • The Mystical Ice Carver (ReAq 25) +33, Mastery 1 (precise casting). The targeted ice is shaped as if worked upon as an ice
    carving. The spell affects a large volume, or even a part of huge ice formations, up to 5600 cubic feet.
    While the spell is intended to be used to carve specific useful shapes in the ice it is also possible to carve out he space within the ice
    as a cavity or to destabilise the ice. A Perception + Finesse check is required to confirm the quality of the work, with an initial easefactor of 6 for simple shapes.
  • Aura of Winter’s Cold (PeIg 10) +20, Mastery 1 (lab mastery). The area immediately surrounding the caster is lowered to just above
    freezing for the duration.
  • Winter’s Icy Touch (PeIg 10) +20, Mastery 1 (multiple casting)
  • Ward Against Winter’s Cold (ReIg 15) +24, Mastery 1 (still casting). Base 4 to ward against code in the same manner as heat. This
    spell protects again all normal cold, as cold spells inflicting up to +5 damage.
  • Wizard’s Reach (Aquam) (MuVi 20) +18, Mastery 1 (imperturbable casting)
  • Sap the Griffin’s Strength (PeVi 2) +13, Mastery 1 (multiple casting)
  • Unravelling the Fabric of Aquam (PeVi 5) +13, Mastery 1 (unraveling)
  • Maintaining the Demanding Spell (ReVi 20) +17, Mastery 1 (still casting)

Custom spell from apprenticeship.

Ward Against Winter’s Cold
Rego Ignem 15, R: Touch, D: Sun, T: Individual
Target is protected against all normal cold and supernatural effects inflicting +5 damage.
(Base 4, +1 Touch, +2 Sun)

Javelin of Sharpened Ice
Creo Aquam / Rego 15, R: Voice, D: Momentary, T: Individual
This spell creates a javelin of ice and hurls it at a creature within Voice range. The barb inflicts +10 damage.
(Base 3 to create ice, +2 Voice, +1 unnaturally shaped and strong, +1 Rego)
Encase in Ice
Creo Aquam 20, R: Voice, D: Sun, T: Part
The target is surrounded in ice, potentially encasing the target. Enveloped targets may attempt to break free, see Shackles of Frozen Ice (ReAq20, HoH:S p.35). If the target is too large the ice will cover an area up to 560 cubic feet.
(Base 3, +2 Voice, +2 Sun, +1 Part)

..

Spells from advancement:

Armour of Unbreakable Ice
Creo Aquam / Muto Terram 15, R: Personal, D: Sun, T: Individual
The caster is encased in a thick armour of unnaturally resilient ice, which offers protection akin to skin of metal armour. The ice moves with the caster, adjusting to their movements which provides an additional 6 Protection and 3 Load.
Without some extra tolerance to cold conditions the caster will find themselves uncomfortably chilled, loosing a Fatigue level per diameter of exposure.
(Base 4 for highly unnatural substance with Muto requisite, +2 Sun, +1 very strong with Terram requisite)

Clear Sight of the Arctic Fox
Intellego Aquam 15, R: Personal, D: Sun, T: Vision
The caster can see through snow and ice, which appear as highly translucent shadows of their previous images. This allows the caster to see through barriers and obstructions, and clearly in snowstorms.
(Base 1, +2 Sun, +4 Vision)

Persistent Circle of Ice
Creo Aquam 10, R: Touch, D: Circle, T: Individual
Conjures a block of ice within the drawn circle, shaped to the size of the circle. The ice will persist until the circle is broken. Anything else within the circle will be encapsulated.
(Base 3, +1 Touch, +2 Circle)

Barrier of Sharpened Ice
Creo Aquam 20, R: Voice, D: Diameter, T: Individual
This spell creates an ice wall with sharp and pointed barbs along one side. The sides of the wall are 5 feet high, and the wall can be up to 20 feet long, and 2 feet deep. The caster may choose the shape of the barrier when cast.
(Base 3 to create ice, +2 Voice, +1 Diameter, +1 size, +1 flexibility in shape)

Object of Unbreakable Ice
Muto Aquam / Terram 15, R: Touch, D: Sun, T: Individual
The ice object touched is made very strong and non-brittle, gaining resistance to shattering and the resilience of stone. The object may be as large as a small pond.
(Base 4 for highly unnatural substance,+1 touch, +2 sun)

Obstructive Ice Block
Creo Aquam 30, R: Voice, D: Moon, T: Individual
This spell creates a large block of ice in a simple shape (walls, rings, arcs) and orientation chosen by the caster within range, up to 5600 cubic feet of ice; akin to a wall roughly 6 feet tall, 3 feet thick, and 300 feet long (roughly 90 yards); for the duration. A Finesse check is required for particularly fine placement or targeting specif people.
(Base 3, +1 simple shapes, +2 Voice, +3 Moon, +1 Size)

The Mystical Ice Carver
Rego Aquam 25, R: Touch, D: Momentary, T: Part
The targeted ice is shaped as if worked upon as an ice carving. The spell affects a large volume, or even a part of huge ice formations, up to 5600 cubic feet.
While the spell is intended to be used to carve specific useful shapes in the ice it is also possible to carve out he space within the ice as a cavity or to destabilise the ice. A Perception + Finesse check is required to confirm the quality of the work, with an initial ease factor of 6 for simple shapes.
(Base 5, +1 Touch, +1 Part, +1 flexibility, +1 size)

Aura of Winter’s Cold
Perdo Ignem 10, R: Personal, D: Sun, T: Individual
The area immediately surrounding the caster is lowered to just above freezing for the duration
(Base 4 to chill and object, +2 Sun)

Shape the Servant of Ice
Creo Aquam / Rego Mentem 20, R: Touch, D: Sun, T: Individual
This spell conjures a figure of ice, grants it a simple intellect, and allows it to move to obey the caster’s commands. The figure can be made up the size of a large humaniod (size +2).
(Base 3, +1 Touch, +2 Sun, +0 Individual, +1 Detailed shape, +1 Rego)

Items carried or crafted

Ice Rock Wand
An enchanted rock ice crystal an inch thick and 5 inches long.
CreoAquam46 – An improved version of “Dagger of Ice” (CrAq/Re10, HoH:S 35) inflicting +15 damage. CreoAquam20 (voice/mom/ind)
Triggered by pointing at the target with index and pointer finger extended. 24x uses per day, +42 Penentration.
Purchased and acquired magical items
Cloak of the Snowy Owl
A high quality cloak of feathers from snow owls on the arctic region.
MutoCorpus40 – As per “Cloak of the Black Feathers” (MuCo/An plus requisites for gear, Ars p.132). MutoCorpus30 (Touch/Conc/Ind)
Triggered by 24x uses per day

Amulet of Impenetrable Fur
An enchanted leather belt marked with three inset circles which represent a roundshield, held with an bronze buckle.
MutoAnimal20 – As per “Doublet of Impenetrable Silk” (Ars p.118). MutoAnimal10 Grants a +3 Soak bonus on animal based clothing. (Touch/Conc/Ind)
Triggered by speaking “beasts blessing” and touching the target. 24x uses per day, Device maintains conc.

Ring of the Curious Questioner
A plain and flat silver band.
Opened as a lesser item, effect: Intellego Mentem 30 – As per Posing the Silent Question (Ars p.xx) InMe20 (Eye/Mom/Individual)
Triggered by rotating the ring using the thumb while asking a question. 24 uses per day, Pen +10

Curio of Evasiveness
A small hard grey stone inscribed with thre wave on one side and a smooth inset on the other. Carried in a bronze clasp.
Opened as a lesser item, effect: Rego Imagonem 20 – As per Wizards Sidestep (Ars p.147) ReIm10 (Touch/Conc/Individual)
Triggered by holding in the right hand and speaking evade in finish.24 uses per day, Pen +0
Karhu, a magical Polar Bear, Familiar

Stats before Binding
Magic Might: 15
Characteristics: Int +1, Per 0, Pre 0, Com -5, Str +6, Sta +4, Dex +2, Qik 0
Size: +2, Age: — (–), Height: 300 cm, Weight: 900 kg, Gender: Male
Decrepitude: 0, Warping Score: 0 (0), Confidence: 1 (3)

Virtues and Flaws: Ferocity (When injured)*, Improved Characteristics (×2)*, Puissant Brawl, Shapeshifter (Eagle, Shark, Fox)*,
Size: +2, Soak: 3, Tough (Soak: +3)*, Unaffected by The Gift*, Warrior*, Greedy* (Food), Mute*, No Hands* (Spellcasting: -5),
Overconfident, Reclusive* (Stoic)
Qualities and Inferiorities: Improved Attack × 1 (Claws: +2), Improved Damage × 2 (Claws: +6), Lesser Power × 3: 75/75, Major
Virtue (Shapeshifter), Minor Virtue (Unaffected by The Gift), Personal Power × 4: 100/100, Minor Virtue (Warrior)

Personality Traits: Polar Bear* +3, Reclusive +1, Stoic +1, Reputations: Ferocious (Local) 2

Combat:
Claws: Init: +0, Attack +17, Defense +11, Damage +16
Bite: Init: +0, Attack +14, Defense +9, Damage +7
Soak: +10
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-7), -3 (8-14), -5 (15-21), Incapacitated (22-28), Dead (29+)

Abilities: Area Lore: Arctic 3, Athletics 3 (sprinting), Awareness 3 (prey), Hunt 4 (seal), Brawl 6+2 (20), Shapeshifter 3, Stealth 2, Survival 5 (foraging), Swim 3 (against the current)

Powers:
Fur That Turns Blades (Personal: 30), Points: 0, Initiative: Qik-2, Form: Animal, Range: Per, +0, Duration: Sun, +2, Target: Ind,
+0, Level: MuAn20, Design: 20 levels, Base 10, +2 Sun, -2 Might cost: As per “The Fur That Turns Blades” (MuAn20, TtA p.43),
granting +3 Protection without an encumbrance penalty.

Grant Puissance in Hunt (Lesser: 35), Points: 1, Initiative: Qik-8, Form: Corpus, Range: Voice, +2, Duration: Sun, +2, Target:
Group, +2, Level: MuCo20, Design: 20 levels, Base 2, +2 Voice, +2 Sun, +2 Group, -3 Might cost, Ability: Hunt

Hands of the Magical Animal (Personal: 25), Points: 0, Initiative: Qik-1, Form: Terram, Range: Touch, +1, Duration: Sun, +2,
Target: Ind, +0, Level: ReTe15, Design: 15 levels, Base 3, +1 Touch, +2 Sun, +1 constant, -2 Might cost

The Inexorable Hunter (Lesser: 40), Points: 2, Initiative: Qik-10, Form: Corpus, Range: Arc, +4, Duration: Conc, +1, Target: Ind,
+0, Level: InCo25, Requisite: Animal, Design: 25 levels, Base 3, +4 Arc, +1 Conc, +1 An requisite, -3 Might cost

Outlandish Size (Personal: 15), Points: 2, Initiative: Qik-1, Form: Animal, Range: Per, +0, Duration: Sun, +2, Target: Ind, +0,
Level: MuAn15, Design: 15 levels, Base 5, +2 Sun: As per “Lion of Outlandish Size” (MuAn15, TtA p,43), modified from Base 4 to 5
to affect a larger animal and really big change. Also affects any form taken using Shapeshifter virtue.

Unmarked Passage (Personal: 30), Points: 0, Initiative: Qik-2, Form: Terram, Range: Touch, +1, Duration: Sun, +2, Target: Ind,
+0, Level: ReTe20, Design: 20 levels, Base 4, +1 Touch, +2 Sun, +1 constant effect, -2 Might cost

Binding summary
Bind Familiar (LT51 [Cr 14, Aq 21, Int 3, MT 7, Aura 3, IG 3] vs CrAq50, 10x pawns),
2x Enchant Familiar (mental speech 2x for magus and familiar) (LT40 vs CrMe20, one season each, 4x pawns),

Animal: Polar Bear
– Size 2, Might 15,
– Bond Level 50, Vis needed 10, LT 52

Bonds
– Gold Cord 2 15
– Silver Cord 1 5
– Bronze Cord 3 30

4 thoughts on “Magus Agnarr Kallhjartad, Ex Miscellanea – a sample Ars Magica wizard. 

  1. Pingback: An update to Agnarr, | The Iron-Bound Tome

  2. Pingback: Karhu, Agnarr’s polar bear familiar, a sample magical creature | The Iron-Bound Tome

  3. Hey, I’m wondering…How’s Agnarr (The after the gaunglet version) able to use these spells on his other spells?
    Wizard’s Reach (Aquam) (MuVi 20) +14, Mastery 1 (imperturbable casting)
    Unravelling the Fabric of Aquam (PeVi 5) +13, Mastery 1 (unraveling)
    Maintaining the Demanding Spell (ReVi 20) +14, Mastery 1 (still casting)

    I mean, as far I know he’s not able to cast most of them more than once per turn, and the rulebook doesn’t say anything about casting one spell, then, in the next turn, the other. How these Vim spells affect the spells of Agnarr?

    I very much like the concept, but isn’t Terram a requisite to form solid block of ice while using aquam spells?

  4. Most of the Vim meta-magic spells would require concentration checks, and while it’s not explicit – generally speaking there is tolerance for casting these spells on others. Some groups say the Vim spell is cast first, and the second spell into it; and others say it has to be in reverse.
    Ice is Aquam, it’s in the guidelines of Aq for Rego to transmute water to ice to steam etc.

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