Quaesitor Constantine, Follower of Guernicus. Sample Ars Magica Character

This character was created as “an advanced Magus” for a play by post Ars magica game. The stats and advancement is rather lengthy; detailed record of advancement is included at the end.

Link: Discussed and developed in the Ars Magica official forums.


The Atlantis Project is a revolutionary event. Constantine seeks to forge a new way for the Order to interact with mundanes, and demonstrate a better way for the Order to run. His focus is mundane and magical politics, power, and effective and fair rule. Rego, Mentem and Vim as focused arts.


Stats at Gauntlet

Characteristics: Int +2, Per +2, Pre +2, Com +1, Str 0, Sta +2, Dex 0, Qik -2 (deliberate)
Size: 0
Age: 25 (25), Height: 161 cm, Weight: 70 kg, Gender: Male, Confidence: 1 (3)

Virtues and Flaws: Affinity with Mentem, Clear Thinker (Bonus: +3 to resist lies, confusion, subterfuge), Deft Form (Mentem) [Form: Mentem],
Gentle Gift, The Gift, Hermetic Magus, Hermetic Prestige*, Improved Characteristics, Leadworker, Personal Vis Source (Mentem) [Location], Puissant Mentem, Deficient Form (Herbam), Dependent (his mundane family), Driven (Transformation of the Order), Overconfident

Personality Traits: Fair +2, Forthright +3, Reputations: Quaesitor (Hermetic) 3

Abilities: Area Lore: Area 2, Artes Liberales 1 (), Awareness 4 (searching), Brawl 1 (dodge), Charm 2 (), Civil and Canon Law 1, Code of
Hermes 3 (), Concentration 1 (), Etiquette 1, Finesse 1, Folk Ken 3 (), Gaelic 5 (storytelling), Guile 2 (concealing investigations), Latin 4 (Hermetic
terms), Leadership 1, Magic Lore 1, Magic Theory 3 (Mentem), Order of Hermes Lore 1 (legal cases), Parma Magica 1 (Mentem), Philosophiae 1,
Scribe 1, Teaching 1

Arts: Cr 0, In 10, Mu 0, Pe 5, Re 4, An 0, Aq 0, Au 0, Co 0, He 0, Ig 0, Im 5, Me 9+3, Te 0, Vi 5

By His Works (CrMe 5) +14
The Call to Slumber (ReMe 10) +18
Posing the Silent Question (Sight) (InMe 30) +24
Ear of Truth (InMe 30) +25, Mastery 1 (acute sense)
Frosty Breath of the Spoken Lie (InMe 20) +24
Peering into the Mortal Mind (InMe 30) +24
Trust of Childlike Faith (Voice) (PeMe 15) +19
Veil of Invisibility (PeIm 20) +12

Continue reading

More spells from a Mentem Magus

As part of designing a senior wizard in an Ars Magica play-by-post game, I’ve written up some spells specific to his interests. While Constantine has a focus in Mentem, there are a few others spells gathered here which he has designed before play starts or intends to invent during play.

tower on a hill To command a person to a specific task, created with the longest duration possible without being a ritual. A ritual version would be overly expensive for the potential gain, it would be better to create the effect in an item which could maintain the dominance permanently.

Compel the Malevolent Deed

Rego Mentem 50, R: Sight, D: Moon, T: Individual.

Mentally commands the subject to perform a complex command, regardless of its danger or suitability, which they must carry out to the best of their ability.

(Base 20, +3 Sight, +3 Moon)

A nasty spell designed to ruin the target’s mind irrevocably.

An Empty Husk

Perdo Mentem 35, R: Voice, D: Mom, T:Individual

The target’s mind is utterly destroyed. What remains is a mindless husk.

(Base 25 to destroy a mind, +2 voice)

Enchantment of Emotionlessness

Perdo Mentem 5, R: Personal, D: Diameter, T:Individual

The target is rendered emotionless and unable to feel emotion for the duration. This is both an blessing and curse as the removal of emotional bias can be an advantage, but it also will remove emotional responses for compassion.

(Base 4 remove all emotions, +1 Diameter)

Many Mentem effects are not subtle, as the target will at the very least remember interaction with the caster. This spell seeks to hold the target frozen so other actions can be performed, and then delete the memory of the event from their mind.

The Long Forgotten Stare

Rego Mentem / Perdo 30, R: Eye, D: Concentration, T: Individual.

The target is paralyzed while the caster concentrates and also has their memories of the event removed.

(Base 15 to paralyse a target mentally, +1 Eye, +1 Conc, +1 Perdo sub-effect so they don’t remember anything)

A quick effect to inflict a small about of harm prolonged. As this is an Ignem effect, it can be used on all manner of targets to significantly burn them. A secondary use might be to ignite wet campfire fuel, or destroy some incriminating evidence.

Searing Burn

Creo Ignem 10, R: Touch, D: Diameter, T: Individual.

The effect inflicts +5 dam over 2 minutes to the item touched by enveloping it in flame.

(Base 4 to create fire doing +5 damage, +1 Touch, +1 Diameter)

And not at all for a Mentem focus, the other small spells are also useful. These two were developed primarily because of the time to also invent the Searing Burn, and would be handy for travelers.

Blessing of Torchlight

Creo Ignem 10, R: Touch, D: Sun, T:Individual

The object touched glows as brightly as a torch.

(Base 3, +1 Touch, +2 Sun)

Blessing of Warmth

Creo Ignem 5, R: Touch, D: Sun, T:Individual

The object touched becomes comfortably warm. A simple and effective cantrip for traveling or cold winter’s nights.

(Base 2, +1 touch, +2 sun)

A simple effect, using a range available via the Atlantean Virtue (RoP:M). The idea being that the caster can scan the ocean and waterways around them, by quickly moving their point of reference. A key advantage is the combined effect when a Range ignores the size of the target for Intellego spells.

Awareness of the Waves

Intellego Imagonem 10, Atlantean, R: Water-way, D: Conc, T: Individual

The caster can hear and see from any point within a water-way, and must concentrate to move their point perception.

(Base 2 for two senses, +3 Water-way, +1 Conc)

An effect which is published within the Ars Magica online Grimoire, reproduced here as it is a match to the spell above. The two effects allow a magus living on an island to quickly scan their surroundings.

Awareness of the Road

Intellego Imagonem 5, Faerie, R: Road, D: Conc, T: Individual

The caster can hear and see from any point on a road, and must concentrate to move their point perception.

(Base 2, +2 Road, +1 Conc)

Eyes and Ears Within

Intellego Imagonem 15, R: Touch, D: Concentration, T: Structure

The caster can see and hear everything occurring within a structure, and must concentrate to move their perception throughout. The caster must concentrate to listen to specific areas, and a thriving location may be overwhelming.

(Base 2, +1 Touch, +1 Conc, +3 Structure)

The Everlasting Quill

Muto Aninmal 20, R: Touch, D: Sun, T:Individual

The item made of animal products touched becomes hardy and almost unbreakable, and extremely resistant to wear and damage.

(Base 5, +1 Touch, +2 Sun)

Capture the Frozen Scene

Rego Imagonem 5, R:Touch, D: Ring, T: Individual

Effect moves an image from one place (such as in a mirror) to within a ring within a pace, and sustains the image for the duration.

(Base 2 to move an image a pace, R:+1 Touch, D: +2 Ring, T: Ind)

Illusion of the Standing Wizard

Rego Imagonem 10, R:Personal, D: Sun, T: Individual

Wizard’s image appears to stay in place and not significantly moving, but instead can shift up to a pace from the spot when it was cast. Moving further than this breaks the spell.

(Base 2, +2 Sun, +1 additional image +1 moving image)