Cornelius ex Jerbiton

Cornelius Quince is the fifth son of a merchant family of Manchester, educated first as a mundane and taken as a Hermetic apprentice later than usual.

While he has many talents, Mighty Torrent of Water appears to be his go-to spell.

Character Description

Born: 1188 A.D.


Cornelius Quince is the fifth son of Augustus Quince, head of the moderately powerful Quince merchant family of Manchester. Cornelius always felt he was a little different from the rest of his family, in tune with forces he couldn't quite conceive. He was always interested in animals and became known for his ability to tame horses. He soon got on the wrong side of the local clergy with his constant questioning of dogma and scripture. To get his son away from Manchester and landing in an ecclesiastical court, his father sent him to study at Oxford, staying with his great-uncle Claudius, who just happened to be a Jerbiton mage. Claudius discovered Cornelius' talents and took him on as an apprentice. Cornelius alternated between magical and mundane studies, getting his degree from Oxford at 23 and completing his gauntlet at 31. His appearance hints that his ancestry may hold Celts or Vikings, as he is red-headed, blue-eyed, and fair-skinned. He wears a hauberk of leather, reinforced with metal, and carries a short sword.


Cornelius' possessions include:

  • A hauberk of metal-reinforced leather (-1.5 Load)
  • A shortsword (-.5 Load)
  • One pawn of Corpus, a fragment of bone.

General Traits


Intelligence: 3 (Prodigy)
Perception: -1 (Unobservant)
Strength: 0
Stamina: 0
Dexterity: 0
Quickness: 1 (Spry)
Presence: 1 (Commanding)
Communication: 0

Confidence: 3/3
Size: 0
Decrepitude: 0
Encumbrance: -2


Magical Affinity (Familiars) (1)
You are attuned to a specific kind of magic. This gives you a special Arcane Talent, Affinity with (Subject), at an initial score of 1. You may add your Affinity score to all spell rolls and Lab Totals involving that kind of magic. You may increase this rating just as you increase other Talents — by spending experience points. The cost of this Virtue depends on the kind of magic the Affinity applies to; the Storyguide is the final arbiter of the cost of a proposed Magical Affinity.
Gentle Gift (1)
Unlike other magi, whose Magical nature disturbs normal people and animals, your Gift is subtle and quiet. You do not suffer the usual penalties on rolls for interacting with people and animals.
Quiet Magic (2)
You can cast spells using only a soft voice at no penalty, and at only a -5 penalty if you do not speak at all. You gain no benefits from using your voice normally or using a booming voice.
Magister in Artibus (3)
You have incepted Master of Arts in one of the universities of Europe (Paris, Bologna, Oxford, Cambridge, Montpellier, Arezzo, or Salamanca) and completed your two years' regency of compulsory teaching. You are entitle to be addressed as Magister, and you may teach at any university in Europe. Magi who take this Social Class began their magical training after inception, so are relatively old. Such magi have an additional 21 experience points to spend on Arcane Talents, Skills, and Knowledges, as they did not need to learn Latin as part of their apprenticeship. You are at least (35 – Int) years old.


Warped Magic (-1)
The sound of rats scurrying under the floors and in the walls is heard.
Compulsion (Gambling) (-1)
You have an unfortunate urge that causes you problems. You may take this Flaw more than once.
Compulsion (Drinking) (-1)
Curse of Venus (-2)
You are very attractive to people whom you do not wish to attract (add +3 to Presence rolls). People you detest keep getting crushes on you, and will not be dissuaded. Furthermore, you tend to fall in love with inappropriate people, and in inappropriate circumstances. These people you are interested in tend to think you are vain and shallow, causing a -1 penalty on Presence and Communication rolls.
Terrors (Heights) (-2)
Some specific thing fills you with overwhelming dread. You can do nothing but scramble and fight to flee its presence. If escape is impossible, you are likely to collapse and fight to flee its presence. If escape is impossible, you are likely to collapse into a quivering heap. The object of your fear is common enough that it will be encountered from time to time, but rare enough that you are not totally incapacitated.


Speak Latin (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 Knowledge. 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 English (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)
Etiquette (Nobility) (3.3)
You know the social graces and how to behave in different situations. Successful Etiquette rolls might also grant you bonuses on rolls for Social Talents or other Social Skills. (Presence, Communication)
Folk Ken (Merchants) (1)
Understanding the background, personality, and motives of another person. Often the Storyguide secretly rolls a die when this ability is used. Thus, you do not know if your character guessed correctly, or even botched. (Intelligence, Perception)
Bargain (Hard Sell) (3.1)
The know-how to get the greatest return for a service or product, while paying the least. It involves reading the person with whom you haggle, a general knowledge of the value of goods, and presenting yourself in certain ways. A good haggler can easily overcome resistance in an inexperienced customer and see through attempts to over-value most merchandise. (Presence, Communication)
Intrigue (Alliances) (3)
Dealing and plotting, including subtle use of power in non-confrontational ways to achieve your own ends. Intrigue need not be underhanded or manipulative — it also covers negotions and knowledge of formal and informal rules o conduct and politeness. In addition, Intrigue also allows a character to pick up important information about those in power, separating fact from useless gossip. Intrigue is a vital talent for those who frequent court or a Hermetic tribunal. (Presence, Communication, Perception)
Guile (Lying to authority) (1.1)
Telling convincing lies, as well as feigning emotion, belief, or frame of mind. If you understand the person you are attempting to deceive (roll 9+ on Perception + Folk Ken), you may gain a bonus to your Guile roll. (Communication, Perception)
Forgery (Legal Documents) (4)
Forging documents and wax seals. Scribe helps but is not always a requirement — the Storyguide must be the judge of when Scribe is required. Successful reproduction of a person's handwriting and style is tricky — it takes a roll of 12+ to forge a missive from a baron to his loyal vassal, but only if you have a sample letter. (Communication, Intelligence)
Stealth (Sneak) (1)
Sneaking about without being seen or heard, also hiding in one place. This includes following people without their noticing, which is rolled against the other person's Perception. (Dexterity)
Animal Handling (Horses) (2)
Care and use of animals, including raising, tending, grooming, and healing them. (Intelligence, Perception)
Ride (Speed) (2)
Riding and controlling a horse, especially under stress. (Dexterity, Strength)
Parma Magica (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)
Concentration (4)
Focusing your mental faculties on one task, particularly for extended periods of time. If you are attempting a feat that demands your extra attention, or if you have just failed an action and are trying again, the Storyguide can call for a Concentration roll before you can make the attempt. This Ability is especially important for magi because it helps them maintain concentration on spells despite distractions. (Stamina, Intelligence)
Finesse (Targeting) (3)
Manipulating spells and performing special feats with them. You would use this Ability to position objects delicately or to target spells. (Perception)
Magic Theory (Potions) (6)
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 AM4, pg. 191) (Intelligence)
Scribe Latin (Composition) (3)
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)
Organization Lore (Order of Hermes) (Jerbiton?) (1)
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)
Artes Liberales (3)
The seven artes liberales, or liberal arts, are the basis of medieval higher education. Everyone learns them at the universities before passing on to study other subjects. It would be very rare for a character to have a score in any other academic knowledge without a score of at least three in this one.
The artes liberales are divided into two groups: the Trivium (grammar, logic, and rhetoric) and the Quadrivium (arithmetic, geometry, astronomy, and music). The emphasis at this point is on the Trivium, but both are taught. (Note that Artes Liberales as a whole is one Skill, not seven separate ones.)
Grammar concerns theoretical questions of the structure of languages, rather than the ability to use a specific language, rather than the ability to use a specific language (that is covered by Speak skills). The auctores are Priscian and Donatus. Logic is the study of the syllogism, and other forms of reasoning discussed by Aristotle. It is the most important of the arts at this period. Aristotle is the auctor, in his logica vetus and logic nova. Rhetoric is the study of the theory of rhetorical forms: knowledge of the sort of tricks that an orator can use, rather than the ability to use them. The auctor is Cicero, especially his De Inventione.
Arithmetic is the ability to add and subtract, multiply and divide. The auctor is Boethius, De arithmetica. Geometry is concerned with study of plane and solid figures, and the auctor is Euclid, in his Elementa. It also deals with the study of light, and Euclid's Optica is the authority here. Astronomy is concerned with predicting the positions of the stars and planets, and the auctor is Ptolemy, in the Libri Almagesti. Music is purely theoretical, the study of proportions and musical theory, not the ability to sing or play an instrument. The authority is Boethius, in De Musica. (Intelligence)
Disputatio (3)
Disputatio is the skill of participating in formal debate. In the medieval period this is used as a teaching technique as well as a technique of debate. A disputation is a formal event. One person proposes a thesis, and gives one or more arguments in its favor. Another person rebuts those arguments, and proposes arguments against the thesis. The first person responds, and the process continues until either a decision is reached or everyone gets bored. Disputatio is only useful in a formal situation, and its use will only impress the educated. It is quite useful as a one-on-one teaching method. (Communication)
Lectio (3)
Lectio is the skill of teaching from a text — reading the text aloud and commenting on it, either to clarify or to extend the meaning. This skill only covers oral presentation — written presentation is covered by the Scribe skill. It is used primarily for teaching a group of students. (Communication)
Area Lore: Northern England (1.1)
Brawling (Daggers) (2)
Brawling covers fist fighting, using knives and daggers, and improvising weapons. It also covers the ability to dodge incoming blows.
Single Weapon (Shortsword) (2)
Using clubs, maces, shortswords, and other one-handed weapons.


Cornelius knows how to handle himself up close and with a single weapon. He specializes in daggers and the short sword.

Personality Traits

Gifted (2)
Cosmopolitan (1)


?? (European Merchants) (2)

Hermetic Traits

Cornelius is strong in Creo, Muto, Perdo, Animal, and Corpus. He also has some knowledge of Imaginem.

Concentration: 7
Fast-Cast Speed: 4

Magic Arts

Wizard's Sigil

Cornelius' sigil is the sound of clinking coins.


Create Clothing (CrAn 10) (14)
R: Touch, D: Sun/Inst, T: Ind
?? (Leather/fur/wool, possibly silk)
Disguise of the New Visage (MuCo 15) (14)
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.
Growth of the Creeping Things (MuAn 15) (14)
R: Touch/Near, D: Sun/Perm, T: Ind
Spell Focus: A Basil Sprig (+3)
Causes an insect, mouse, toad, or other small (Size -5) creature to grow to four times its normal size. If it was poisonous before, it is even more poisonous now. Semi-poisonous creatures, like most spiders, do +8 points of poison damage in larger form.
Agony of the Beast (PeAn 5) (14)
R: Sight/Arc, D: Conc, T: Ind
Spell Focus: Branch of Holly (+3)
After you point at the beast and cast this spell, it begins lashing wildly about, upsetting any nearby objects, and howling in great pain. In order to do anything else, the beast must make a Stamina + Size stress roll of 9+ each round.
Holly, believed by many to be a harmful plant, may be used in this spell to inflict pain. Note that a magus noticed with a twig of it, and with other obviously wizardly apparatus, may find villagers mistrust him or her and may blame him or her for any local problems.
Alleviate the Serpent's Bite (PeAn 5) (14)
R: Touch/Near, D: Inst, T: Spec
Spell Focus: Branch of Ash (+3)
Destroys one dose of animal toxin. the spell can render poison in a poisonous animal inert. If cast on a toxin already in someone's body, the spell requires a Corpus requisite and keeps the person from suffering further damage. In order for the spell to affect herbal or mineral poisons, an appropriate requisite is needed. Ash, which is the spell focus, is commonly know by folk to provide protection from both snakes and poison.
Decay Fur and Hide (PeAn 10) (14)
R: Far, D: Mom, T: Ind
Spell Focus: A Bit of Animal Fur (+3)
Destroys an object made of animal fur or hide, including wool and leather. Each casting decreases leather armor's Protection value by 3 points — any armor dropped to 0 Protection is destroyed completely. When the spell is cast with a spell focus, you destroy the bit of fur by some normal, physical means, which strengthens the spell through the Law of Sympathy.
Creeping Oil (CrAq 15) (7)
R: Near, D: Sun/Perm, T: Ind
Requisite: Ignem
Spell Focus: A Pinch of Lantern Oil (+3)
Saturates a porous material with flammable oil. When casting this spell, you make a flicking motion with your index finger and thumb, as if propelling something at the target. A dot of oil appears on the target after the spell is finished, and slowly spreads over the target, saturating enough cloth to cover a person. If used on a person's clothes and ignited, the oil does +12 damage the first round, +6 the second, and +0 the third.
Footsteps of Slippery Oil (CrAq 15) (7)
R: Personal/Touch, D: Spec, T: Ind
Spell Focus: Snake Fat (+1)
From each of the next ten footsteps the target of this spell takes, nonflammable grease spreads out, leaving a slick area 10 paces wide. Dexterity stress rolls are required to remain upright whenever a character on the oil does something more challenging than walking. A roll of 6+ is needed for the average maneuver, with rolls of up to 15+ needed to (for example) make a right turn at full speed on a smooth, greased surface. Using fat from a snake makes casting slightly easier.
Mighty Torrent of Water (CrAq 15) (7, Targeting -1 to +3)
R: Near, D: Conc, T: Ind
Aimed: (-3 to +1)
Spell Focus: An Aquamarine Stone (+3)
2 points towards mastery (1 point to go)
A 3-foot-diameter cone of water sprays from your outstretched arms towards your target. During these rounds, you must maintain concentration. Anyone hit by this gusher of water takes +10 damage and must make a Strength + Size stress roll of 9+ or be sent flying back. Targeting is at -3 for the first round, increasing by +1 for every round it is aimed at the same target thereafter. The aquamarine stone aids the spell due to its strong ties to the element of water.
Chamber of Spring Breezes (CrAu 5) (7)
R: Reach, D: Sun/Perm, T: Room/Str
Spell Focus: An Agate (+3)
Requisite: Rego
Creates a breeze of fresh air that continually moves throughout a room, keeping the air continuously breathable even if the room is air-tight.
Stench of the Twenty Corpses (CrAu 10) (7)
R: Near/Sight, D: Mom, T: Room
Spell Focus: A Piece of a Rotting Corpse (+3)
Makes the surrounding air stink horribly of rotting corpses, until the odor dissipates naturally. All those within 10 paces of the target point must make Stamina stress rolls of 6+ or act with a -3 penalty on all rolls. Anyone who botches the roll vomits and is incapacitated for (10 - Stamina) rounds.
Veil of Invisibility (PeIm 10) (11)
R: Touch/Reach, D: Sun/Year, T: Ind
Spell Focus: A fern seed (+1)
The target becomes completely undetectable to normal sight, regardless of what it does, but still casts a reflection in a mirror.
Silence of the Smothered Sound (PeIm 10) (11)
R: Near, D: Sun/Year, T: Ind
Spell Focus: A feather (+3)
Makes one being or object incapable of producing sound. Magi who cannot utter their magic words suffer the normal penalties to their spellcasting rolls.
Aura of Ennobled Presence (MuIm 10) (11)
R: Near/Sight, D: Sun/Year: T: Ind
Spell Focus: A Violet Amethyst (+5)
The target appears more forceful, authoritative, and believable. Numerous subtle changes in appearance bring about this change, including a slight supernatural illumination of the face, a more erect posture, and a louder and smoother voice. The target's Presence increases by +1, or rises to 0, whichever produces the higher result. The character gets a +3 on rolls to influence, lead, or convince others.
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