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Project: Redcap; the crossroads of the Order

Earth Wizard (Template)

From Project: Redcap


This character is a Guernicus magus that specializes in earth-magic, and is a hoplite rather than a quaesitor.

This character uses material from the Definitive Edition (not just the Standard Edition).

Earth Wizard
  • Characteristics: Int +3, Per +3, Pre +3, Com -3, Str +1, Sta +1, Dex -1, Qik -3
  • Free Virtues: The Gift, Hermetic Magus, Hermetic Prestige
  • Major Virtues: Mercurian Magic
  • Minor Virtues: Affinity with Terram, Arcane Lore, Extractor of Teram Vis, Imbued with the Spirit of Terram, Mystical Choreography, Puissant Terram, Skilled Parens
  • Free Flaws: -
  • Major Flaws: Driven (lead Terrae-magi), Plagued by Supernatural Entity( malign cthonic spirit)
  • Minor Flaws: Ceremonial Spontaneous Magic, Deleterious Circumstances (not on / under ground), Dutygound (serve quaesitors), Warped Magic (crystal growth)
  • Age: 25 (Apparent 25)
  • Decrepitude: 0 (0 Decrepitude Points)
  • Warping Score: 0 (0 Warping Points)
  • Warping Scars: None.
  • Reputation: Hoplite 4 (The Order).
  • Personality Traits: Driven +6, Dutybound +3, Reckless +2
  • Confidence: 1 (3 Confidence Points)
  • Encumbrance: 0
  • Equipment: Wizardly robes.
  • Abilities: Animal Handling 1 (earth elementals), Artes Liberales 3 (ritual casting), Awareness 2 (aleterness), Brawl 2 (dodge), Code of Hermes 2 (theft), Concentration 2 (maintaining spells), Dead Language: Latin 5 (Hermetic usage), Finesse 5 (Terram), Folk Ken 2 (law breakers), Guile 2 (discern lies), Hunt 1 (track), Infernal Lore 1 (Hermetic corrupted magic), Living Langugae: Native 5 (native dialect), Magic Lore 1 (creatures), Magic Theory 3 (Terram), Organization Lore: Order of Hermes 1 (renounced magi), Parma Magica 1 (Terram), Penetration 1 (Terram), Philosophiae 2 (ritual casting), Stealth 2 (hide); Spell Mastery: Invisible Sling of Vilano 2 (Multiple-Casting, Fast-Casting), Command the Earth Elemental 1 (Subtle)
  • Wizard's Sigil:
  • Arts: Cr 8, In 1, Mu 1, Pe 0, Re 9, An 0, Aq 0, Au 0, Co 0, He 0, Ig 0, Im 0, Me 0, Te 10+3 [37 XP], Vi 0
  • Spells Known:
    • Invisible Sling of Vilano (+15 damage) ReTe 25 / +25 (Master 2: Multiple-Cast, Fast-Cast)
    • Trackless Step ReTe 10 / +23
    • The Earth Split Asunder ReTe 30 / +23
    • Command the Living Earth (new spell) ReTe 20 / +24 (Master 1: Subtle)
    • Sooth the Ferocious Bear ReAn 10 / +10
    • Viper's Gaze ReAn 15 / +10
    • Wizard's Sidestep ReIm 10 / +10
    • Rarefy the Crude Earth (new spell) CrTe 30 Ritual / +22
    • Wizard's Vigil (free from Mercurian Magic) MuVi 30 / +2
  • Size: 0
  • Soak: +3
  • Magic Resistance: An 5, Aq 5, Au 5, Co 5, He 5, Ig 5, Im 5, Me 5, Te 20, Vi 5
  • Combat:
    • Dodge: Init: +2, Attack --, Defense +2, Damage --
    • Fist: Init: -3, Attack +1, Defense -1, Damage +1
  • Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
  • Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)

Rarefy the Crude Earth
Creo Terram 30
R: Touch, D: Mom, T: Ind, Ritual
This ritual spell rarefies a base amount of earth (up to a boulder about one pace in diameter) 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 earth will yield smaller elementals. The "An Earth Elemental" character guide given in Realms of Power: Magic describes a typical elemental created by this spell. This spell doesn’t need to penetrate the Might of the elemental instantiated; until the completion of the spell, the elemental doesn’t exist.

This spell is based on the the Rarefy the Crude Earth spell in Realms of Power: Magic.

(base 25, +1 Touch)

Command the Living Earth
Rego Terram 20
R: Voice, D: Conc, T: Ind
This spell allows the caster to control the actions of an earth elemental up to Size 0, if the Penetration Total exceeds the elemental’s Magic Might. If an elemental is already under supernatural control, the most recent spell or power used is the one that commands it.

This spell is based on the Command the Living Fire spell in Realms of Power: Magic.

(base 5, +2 Voice, +1 Conc)

Note that you still need to choose the character's native language, wizard's sigil, background, and name.

Analysis

This character is intended to represent a member of the Terrae-magi lineage, a Guernicus lineage and mystery cult that preserves the Founder’s ancient earth magic, and whose members often take on the role of hoplites.

The character fights primarily in the School of Vilano, hurling mundane stone projectiles through Rego Terram magic in order to bypass Magic Resistance. His high Perception and strong Finesse support this combat style, while Multiple Casting allows him to overwhelm opponents with repeated attacks.

He also commands a pack of earth elementals, aided by his high Presence, his Animal Handling and Magic Lore abilities, and his choice of Arts and spells.

His positive Strength and Stamina reflect the resilience and solidity associated with earth and stone, while his poor Dexterity and Quickness reflect their rough, grounded nature, ill-suited to speed or graceful movement.

Mercurian Magic directly derives from the Founder’s pre-Hermetic roots. Unfortunately, it is accompanied by the Ceremonial Spontaneous Magic flaw, a limitation partially mitigated by the Mystical Choreography virtue.

Affinity with Terram and Puissant Terram strongly focus the character on his favored Art, while Extractor of Terram Vis supports long-term advancement and fits the archetype of a magus deeply attuned to stone and vis-rich places beneath the earth. Imbued with the Spirit of Terram further reinforces this elemental affinity and combines well with Mercurian Magic.

Arcane Lore and Skilled Parens provide additional Abilities and experience that help realize the character’s unusual combination of hoplite combatant, ritualist, and elemental master.

The flaws were likewise chosen to reinforce the character concept. He is Driven to one day lead the Terrae-magi cult, while remaining Dutybound to serve House Guernicus as a hoplite. His Plagued by Supernatural Entity flaw represents the dangerous consequences of delving too deeply and recklessly into chthonic mysteries and forgotten spirits beneath the earth. Deleterious Circumstances symbolically and literally ties him to the ground beneath his feet, while Warped Magic manifests his growing elemental attunement through unnatural crystal growths.

Customization Notes

The character's positive Strength and negative Dexterity and Quickness are for flavor only and can be removed. Note that earth elementals are actually quick and dextrous for their size, so the negative values are questionable. Furthermore, negative Quickness penalizes both Initiative and fast-casting, which can be a significant hindrance to a hoplite. Changing these charactaristics will, however, require rebalancing his characteristics, and will have implications for his combat statistics.

His high Perception is important for aiming his signature (Sling of Vilano) spell, so should not be reduced. His high Presence is important for commanding tamed elementals, so should not be lowered. His high Intelligence is useful for labwork and taming elementals, but is more optional. His negative Communication is simply a dumpstat; good communication is not important for this character.

Ceremonial Spontaneous Magic is strongly tied to the character’s Mercurian and pre-Hermetic lineage, and is therefore recommended as a core part of the template. The other Flaws, however, may be replaced to better fit a particular saga or your personal taste.

Likewise, Mystical Choreography, Imbued with the Spirit of Terram, and Extractor of Terram Vis may be exchanged for other Virtues to fit your preferences. They do not affect the template's statistics.

Further Customization Notes

Houses of Hermes: True Lineages describes the Terrae Cult, a lineage and mystery cult within House Guernicus dedicated to preserving the ancient earth magic of the Founder. This character is intended to be the apprentice of one of these magi, but to have not yet been formally inducted into the cult itself.

If you wish to deepen your connections to the cult, consider taking the Minor Hermetic Story Flaw Cabal Legacy from The Mysteries Revised Edition. This would require substantial changes to the template, however, as the character already possesses a Major Story Flaw (Plagued by Supernatural Entity). The Cabal Legacy flaw implies that one of the character's Virtues derives from a prior cult initiation; several of his Virtues might fit this role, such as "Imbued with the Spirit of Terram".

Realms of Power: Magic contains additional information on earth elementals, elemental spirits, and related magic. The character's two new spells are also drawn from this book, but they are a straightforward application of the spell guidelines incorporated into the Definitive Edition so can be used without the RoP:M book. Note that similarly RoP:M is also the source of the animal/creature training rules this character uses, that have been incorporated into the Definitive Edition.

Roleplaying and Gaming Notes

Your master is a member of the Terrae Cult, a lineage and mystery cult within House Guernicus that preserves the earth-magic secrets of Guernicus the Founder. He has trained you extensively to be worthy of this tradition. While your apprenticeship officially began at age 10, you were taken into the covenant under his close supervision several years earlier, and instructed by private tutors and, later, by your master himself.

Your parens has invested heavily in preparing you for the cult’s mysteries. You intend to master them — indeed, you plan to lead the cult one day (Driven). This ambition, however, has led to some... complications.

In your efforts to find and bind Terram spirits, you delved too greedily and too deep. You awoke something in the darkness of a magical cave - something of shadow and flame. By luck and courage you escaped it, but you know, deep in your bones, that it will find you again (Plagued by Supernatural Entity).

Another complication arose during a recent Wizard’s March. Through a combination of courage, luck, and sheer survival, you emerged with a reputation far exceeding your age and experience. Elder Quaesitores now expect great things from you — expectations you are not entirely certain you can fulfill (Hermetic Prestige: reputation as a Hoplite). You cannot, of course, refuse their requests for aid (Dutybound).

Until your master’s cult inducts you into its mysteries, you must make do with the Founder’s more… orthodox Hermetic teachings.

Guernicus was reputed to command many earth elementals, and you have studied spells that can summon and control them. One of your top priorities is to cast Rarefy the Crude Earth multiple times in order to lead a small pack of elementals. You can currently maintain a group of two (Animal Handling 1 + specialization), but this number can be increased by increasing your Animal Handling ability.

Because their number is limited, you will likely want to increase the power of individual elementals. Improving your elemental summoning and command spells can be a long-term goal.

Note that you command them using Presence + Magic Lore. See the Long-Term Events chapter for rules on taming, training, and commanding creatures, and Realms of Power: Magic for details on elementals and related magic.

This process is time-consuming: each elemental requires a season to tame, additional time to increase loyalty, and further seasons to train specific behaviors or coordinated group tactics. You would benefit greatly from a companion or grog who can assist with these long-term investments.

Another avenue of development is Hermetic magic, especially Terram-focused spellcraft. The Terrae Cult is associated with effects such as Touch of Midas, Ritual magic capable of creating earthquakes and awalening volcanoes, and hidden subterranean sancta accessible only through magic. It is also associated with Intellego Terram effects, such as Sense the Feet that Tread the Earth.

You would also want to advance your combat capabilities, especially non-Terram secondary attacks, defensive and escape spells, and target-acquisition and intelligence gathering. These can be essential to your survival as a hoplite. Utility spells should round out the character.

Finally, you may eventually wish to acquire an elemental as a familiar. This is not achievable through standard Hermetic magic alone. Joining the Terrae Cult may afford you this possibility, as well as other mysteries.