Aite ex Criamon

Aite is a tortured soul, driven by guilt and moved by emotion.

Character Description

Born A.D. 1195


Aite and Lita were in love as apprentices.

They were caught in a laboratory accident during a spell Aite had composed, to attempt to alter the nature of others' magic; Lita warned him that the spell would backfire, but he tried it anyway. His body absorbed the brunt of the ensuing explosion, but Lita stepped-in to protect him from the uncontrolled magic. Unfortunately she absorbed the brunt of the magic, and was mentally injured.

The healers kept both Aite and Lita unconscious for several weeks while they recovered. The extent of Lita's injuries was not evident until she awoke: although physically unharmed, she had become what modern medicine would call severely autistic. The healers were unable to completely heal Aite; he was disfigured by the explosion.

The wild magic had changed both of them. Lita's gifts with magic were drastically intensified; but in her autistic state, she cannot control her magic well. Although she knows better that to try to use her gifts, she constantly radiates powerful magic. She cannot help this.

A similar effect on Aite was less pronounced, but nevertheless strong. His mental acuity was sharpened. He had been one of the brightest students among the Creamon apprentices; his intelligence was now mythic, and he daily accomplished astonishing mental feats without apparent effort. However, mental concentration causes him headaches; intense concentration causes intense headaches, vertigo, and nausea. He can maintain his strongest mental efforts for only brief durations before he succumbs to the headaches and sickness. His magic was altered; the muto vim of his spell gone awry had left him a strong, permanent affinity with the same kinds of magic. His altered gift is blatant not in nature but in intensity. In the streets, strangers immediately realize there's something strange about him, even if they don't know he's a magus. Animals are extremely disturbed to be near him, and are often frightened and sometimes enraged by his presence.

It was found during her convalescence that care of Lita was dangerous; in her proximity, strange, random, spontaneous magic often causes subtle effects not apparent until some time has passed. Aite is one of the few people who can understand or even perceive this magic. To counter these effects often requires his constant attention. Few people are can serve as her caretaker without risk to themselves. Few are willing to try.

Aite is constantly haunted by her sacrifice to save him from his own folly. She will never be fully restored, but he feels compelled to try. As one of the few who can care for Lita, his time and freedom are restricted. To contain and manage her magic often requires constant focus and concentration — and he is this often in the throes of migraines.

He believes that the same kind of magic that harmed her can, if carefully controlled, also restore her. His research and cautious experimentation with this magic have led to skill that few can match. He has great power, but power is of no interest to him. He has cared for Lita for several years; the driving goal of his life is to restore his love to mental health. He is willing to jeopardize himself or those around him in this pursuit, and if it is necessary, he will kill to protect her.

Ashamed of his folly and its effects, he keeps the accident a secret. He uses spells to conceal the extent of his disfigurement — they otherwise frighten people, particularly children, and earn him ugly and cruel nicknames. Because they are unaware of the nature of the accident, and that his mistake caused Lita's mental state, those around him do not understand the reason for his devotion to her, nor his willingness to go to such extreme lengths to try to bring her back to health.

It is clear to others that he is otherwise kind and caring. He cannot bear to witness suffering in others, even in those who seek him harm, without attempting to help them. Life and health of anyone he sees, including himself, and especially Lita, is very important to him. He avoids danger; he tries to protect Lita from danger; he tries to protect those around him from danger. He has no interest in fighting arts; he will not carry weapons, nor learn their use. He despises violence. He will forsake important tasks for the sake of preventing violence; he goes to great lengths to prevent any kind combat. He has nightmares about those whom he has harmed, and especially those he has killed.

He loves poetry, song, and music. He is strongly affected by emotionally powerful art of any kind, and they can drive him to tears.


  • Three pawns of Corpus vis, from the monster fought near Condercum, in the form of a fragment of bone. The fragment once also contained three pawns of Rego vis, but these were used to cast the Aegis.


Intelligence: 5 (Mythic)
Perception: -1 (Oblivious)
Strength: -1 (Skinny)
Stamina: 2 (Tenacious)
Presence: -3 (Scarred)
Communication: 2 (Eloquent)
Dexterity: 0
Quickness: 2 (Responsive)

Confidence: 3/3
Size: 0
Decrepitude: 0


Magical Affinity (Muto) (4)
Aite is attuned to Muto magic. This gives him a special Arcane Talent, Affinity with Muto, at an initial score of 1. He may add his Affinity score to all spell rolls and Lab Totals involving Muto. You may increase this rating just as you increase other Talents — by spending experience points.
Mythic Intelligence (5)
You raise your Intelligence from +3 to +5, making it a score of epic proportions. In addition to this increase, once per day you may perform an incredible feat of limited duration (such as lifting an extreme weight, or using a bow to shoot a cherry out of someone's hand) related to that Characteristic, without having to make a roll. The Storyguide is the final arbiter of what is and what is not an incredible feat — kicking over amounting and inventing a spell in one day are outside the realm of even mythic characters. Magi with mythic Characteristics can never perform incredible feats of lab work.
Strong Writer (1)
You write about magic with great speed and enthusiasm. You copy spells from your shorthand at (Scribe Latin x 40) levels per season, and copy (Scribe Latin x 90) levels of spells that have already been written out per season. All summae, libri quaesetionum, and tractatus you write have a +3 Quality. When writing summae, you accumulate two more levels per season than normal. You copy summae at (Scribe + Dexterity) x 4 levels per season.


Blatant Gift (-1)
People immediately realize that there is something strange about you, even if they do not know you are a magus. Animals are extremely disturbed, frightened, and possibly enraged by your presence. You suffer a -6 penalty on all interaction rolls with normal people and animals.
Flawed Parma (Vim) (-1)
Your Parma Magica (a ritual of protection against spells) is defective and provides only half the normal magic resistance against a certain Form. You may purchase this Flaw more than once for different Forms.
Disfigured (-1)
A visible disfigurement makes you ugly and easy to recognize. Presence rolls that involve good looks and gaining respect from most people are at -3. You probably have a cruel nickname that refers to your unfortunate appearance.
Dark Secret (Lita's accident) (-1)
You are haunted by something that would lead to shame, rejection, and possibly revenge if discovered. Hints about the secret continually arise, and there might be others who know it and could betray you. This makes you avoid certain places, dislike certain people, or fear certain things.
Dependent (Lita) (-1)
You are responsible for someone, like a young child or a decrepit grandparent. This restricts your freedom and time in a variety of ways, which may change with time — a child grows up and moves away, a grandparent gets seriously ill and requires constant care. You may take this Flaw repeatedly to reflect several dependents.
Driving Goal (Heal Lita) (-1)
You have some personal objective that you feel compelled to attain, even if it gets you into trouble or jeopardizes the group. Such goals are ideal or open-ended — you can never finally accomplish them. You may take this flaw more than once.
Soft-Hearted (-1)
You cannot bear to witness suffering, and causing it brings you sleepless nights. Even the deaths of enemies are painful for you. You avoid danger and try to keep your friends out of it as well. Life and health mean so much that you would rather give up important goals than let another person risk combat. You are easily moved by song and story.
Yearn for Love (-1)
You keep your Parma down most of the time, only raising it when you feel you must.
Noncombatant (-2)
You have no interest or ability in the fighting arts. You cannot learn any Weapon Skills, and suffer -3 on all Attack and Damage scores. You may not learn combat spells (defined at Storyguide discretion). You cannot pick Virtues and Flaws relating to armament quality. You may learn and engage in certamen.


Speak Latin (Hermetic usage) (5)
This skill is similar to all other Speak (Language) skills, but it is only available to educated characters. Characters who have associated with magi for long periods of time may have picked up Speak Latin with the Storyguide's permission. All educated characters know Latin, since without it you cannot learn any Academic Knowledges. In other areas of the world, Greek and Hebrew may fill similar functions. Characters with foreign backgrounds may choose either of these instead of Latin. (Intelligence)
Speak Norman French (??) (4)
Fluency in a particular language. Rather than roll a die modifier, your score in this language measures your ability to communicate. When two people speak to each other, the lower Ability score determines how well they communicate. Characters who speak related languages can communicate at a penalty to their scores (assigned by the Storyguide) depending on how closely related the two languages are. Speak Latin (and Greek and Hebrew) cannot be chosen with this Knowledge — it is a separate Academic Knowledge. (Intelligence)
Storytelling (??) (1)
Choosing an appropriate tale from your repertoire (which grows with your score) and telling it well. Masters of the arts can recite different stories for weeks without repeating themselves. (Communication)
Parma Magica (Vim) (2)
Protection from magic. This is a special ritual (not a ritual spell) that takes about a minute to perform. It lets you add 5 times your Parma Magica score to magic resistance rolls until the next sunrise or sunset, whichever comes first. You may also protect one other person for each point of Parma Magica, but the score is effectively modified by -3 (so you need a score of 4+ to do any good at all). You may cancel the effect at will. (N/A)
Certámen (InVi) (1)
Fighting magical duels. Add your score in this Skill to your rolls in certámen (see see ArM4 pg. 78). Specialties: Any single Art. (Intelligence)
Affinity with Muto (??) (5)
Magic Theory (Inventing spells) (5)
Knowledge of what magic is and how it works, used primarily in the laboratory. Magic Theory deals primarily with Hermetic magic, though higher scores might indicate some knowledge of other traditions. You can sometimes gain experience through experimentation (see ArM4, pg. 191) (Intelligence)
Scribe Latin (Original composition) (5)
The Scribe skill covers the basic ability to read and write, and also the ability to compose a letter, charter, or book. In Western Europe, the Roman alphabet is used for most languages. Greek, Hebrew, and Arabic script are used in other areas. Scribe skill must be purchased separately for each language or alphabet you wish to be proficient in. (Intelligence)
Enigmatic Wisdom (??) (1)
A far-reaching perception of strange and baffling phenomena that helps you understand their nature, though you may seem strange or even ludicrous to the uninitiated. This Knowledge is rarely taken by magi of houses other than Criamon, though there is no restriction against it. Your score in this Knowledge is added to rolls to interpret dreams and riddles, and to understnad phantasms and arcane or mysterious situations. Thanks to this Ability, Criamon magi go into Wizard's Twilight (see ArM4 pg. 182) more often, but survive it better than most. (Perception, Intelligence)
Organization Lore (Order of Hermes) (Criamon) (3)
Knowledge of the structure, operation, and goals of the specified organization. Organizations can be as large as the Church, or as small as a local craft guild. The smaller the organization, the more detailed your knowledge. (Intelligence)
Occult Lore (??) (1)
An understanding and familiarity with the sinister side of the world. Includes knowledge of demons and their habits and weaknesses, undead and their habits and weaknesses, and the power of curses. (Intelligence)


Atie is a noncombatant.

Soak: 2

Personality Traits




Hermetic Traits

Atie has closely focused his efforts on the Arts of Muto and Vim.

Concentration: 0
Fast-Cast Speed: 2
Twilight Points: 2

Extra Tokens


Magic Arts

Magic Arts with +5 (int), +2 (boom/vig), +6 (aura)




Beast of Outlandish Size (MuAn 20) (19)
R: Reach/Near, D: Sun/Perm, T: Ind
Spell Focus: A Giant's Heart (+5)
Changes the Size of an animal by +1 or down to -2. If the beast grows, this change modifies Damage by +2, Soak by +1, and Defense by -1, and adds one Body level. If the beast shrinks, reverse the signs of these modifiers and apply them for each point of Size decrease. If enlarged, the new beast is of huge size, and looks much more impressive than its former self. Townspeople may run in fear of it, and there is little doubt among them that it is a creature of magic. If shrunk, the beast appears to be little more than a runt, unfit to live.
Disguise of the New Visage (MuCo 15) (20)
R: Touch/Near, D: Sun/Year, T: Ind
Spell Focus: A Chip from a Pooka's Hoof (+5)
The target's facial features are transformed to any approximately human configuration you choose.
Disguise of the Transformed Visage (MuIm 20) (22)
R: Near/Sight, D: Sun/Year, T: Ind
Spell Focus: An Icon (+3)
Makes someone look, sound, and smell, and feel different, though at least passably human. If using the spell focus, the icon must resemble the changed appearance of the person. (This is an improved version, as it affects the sense of touch as well as sight, hearing, and smell.)
Recollection of Memories Never Quite Lived (MuMe 25) (22)
R: Eye/Sight, D: Inst, T: Ind
Spell Focus: Rosemary (+1)
Changes the target's memory of a detail into a similar, though different, memory. The target is no more sure of this manufactured memory than of the authentic one, so he may discover strange fabrications to be false.
Wizard's Communion (MuVi 35) (29)
R: Reach/Near, D: Spec, T: Group
This spell lets magi combine their power to cast spells. The group of magi work together to cast a specified spell through the unified power of the Communion. Only one extra magus may join the Communion for each 5 levels of the specified spell being cast. One of the magi in the group must also know the specified spell, or must cast it from a text.
All the magi in the gathering who know Wizard's Communion add the level at which they know it to get the effective level of the Communion. This combined total must be at least twice the level of the specified spell being cast.
Each magus rolls for fatigue and for success as if casting the specified spell himself. However, the target number for the spellcasting roll is the spell's level divided by the number of magi participating in the Communion. So if five magi participate to cast a 50th level spell, each would have to successfully cast a 10th level spell — with all the relevant requisites, of course. If any magus fails to cast the spell, the whole spell fails. If all succeed, the spell is cast. Any vis needed to cast the spell may be split between the magi involved in the Communion, and the penetration of the final spell is either the spell level, or the highest Penetration total rolled by a participant, whichever is higher. The use of this spell does not increase the number of botch dice required, but each magus in the communion has the chance to botch the common spell.
Communion is a remnant of Mercurian rituals, so spontaneous spells may not be cast by this means, and it does not perfectly fit into the guidelines of Hermetic theory. This spell is usually used to cast protection spells on the covenant — spells that are too powerful for a single magus to cast, or even learn.
Wizard's Boost of Vim (MuVi 35) (29)
R: Reach, D: Spec, T: Ind
You cast this spell as another spell of a level less than this one is cast. The effect of the other spell increases 5 levels in power, but not past the level of the Wizard's Boost. The effects of the extra 5 levels of power are for the Storyguide to determine. A Wizard's Boost may never affect a single spell more than once. There are ten version of this spell, one for each Hermetic Form. There are other versions of this spell, each of which affects one of range, duration, and target, for any Form. Storyguides may find this spell unbalancing, and may disallow it at their option.
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