Geoffroy de Dreux

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Ars Magica: Nova Semitae Saga
Game Start
Anno Domini MCCXX, hiems
A.D. 1220, winter
5 Neanne 1, Hiems
Game Year
Anno Domini MCCXXXV, hiems
A.D. 1235, winter
6 Aulus 2, Hiems
Magi of Nova Semitae
Geoffroy de Dreux of Jerbiton
Joshua Levi of Verditius
Magni of Flambeau
Obscurus Ignis of Flambeau
NPC Magi
Aulus · Neanne · Fr. Thomas
Aline · Ysabelo

Hermetic Status
Lady Angharad ferch Madog, Princess of Powys Fadog
Ritter Sigmund, German ex-Crusader
Sir Daniele d'Audrieu, Norman merchant
Sir William Cornwell, English ex-Crusader
Other Characters
Covenfolk · Agents
The Redcaps · Notable NPCs
Chart of Languages Spoken
Notable Animals
Hortense of House Bonisagus
The Covenant
Covenant Charter · Membership Record
Record of Offices · Covenant Service
Council Voting Records · Hermetic Politics
Stonehenge Tribunal
Mundane Geography · Mundane Politics
Village of Melverley · Melverley Castle
Village Laws · Village Rumors
Medieval Farming
Covenant Resources
Covenant Library · Varana's Tomb
Hospital · Hospital Library
Vis Sources and Stores
Covenant Magical Items · Mundane Wealth
Classes and Training · Covenant Experts
Covenant Mechanics
Ars Magica House Rules
Ars Magica Expanded Notes
Campaign Log · Loose Ends
Ars Magica PC Reference
Player Resources (PDFs)
Experience Point Worksheet
Character Sheet (Variant 1)
Character Sheet (Variant 2)
Experience Point Chart


Name: Geoffroy de Dreux
Formal Name: Geoffroy filius Jerome scholae Jerbitoni ab Novis Semitis House-Jerbiton-Symbol.jpg
Race/Nationality: French
Place of Origin: Normandy Tribunal, Covenant of Confluensis
Titles: Lord of Cynllaith (jure uxoris)
Family: Married to Angharad ferch Madog ap Gruffydd Maelor, Lady of Cynllaith
Daughter: Esyllt ferch Geoffrey or Esyllt de Cynllaith born October 1224
Son: Ieuan ab Geoffrey or Ieuan de Cynllaith born January 1226
Birth Year/Age 1199 (age 31)
Apparent Age 22*
Known Specialties: Rego and Terram
Familiar: None
Apprentices: None

*Based on aging roles since 16

Character Sheet


Intelligence +3 Presence +1
Perception +0 Communication +1
Strength +0 Dexterity +1
Stamina +1 Luck +0

Virtues & Flaws


The Gift (Special) Gentle Gift (Major, Hermetic)
Minor Magical Focus (igneous rock) (Minor, Hermetic)
Improved Characteristics (Minor, General)
Educated (50/50) (Minor, General)
Well-Traveled (50/50) (Minor, General)
Privileged Upbringing (50/50) (Minor, General)
Hermetic Magus (Free, Social Status)
Self-Confident (Confidence: +1) (Minor, General)
Quiet Magic (Spellcasting Penalty: None for soft voice, -5 if not speaking) (Minor, Hermetic)
Subtle Magic (Minor, Hermetic)


True Love (Major)
Proud (Minor)
Deficient Technique (Perdo) (Major)
Optimistic (Major)


Skill Specialty Score XP
Area Lore Confluensis - Normandy 2 15
Area Lore Nova Semitae 2 15 (1)
Charm First Impressions 2 15 (2)
Etiquette Nobility 4 50
Faerie Lore Faerie Forests 1 5
Folk Ken Nobility 4 50
Concentration Spells 2 15
Guile Elaborate Lies 1 5
Speak Language Francien Noble Talk 5 75
Speak Welsh Expansive Vocabulary 4 50(20)
Speak English Expansive Vocabulary 2 15
Ride Battle 1 5
Swim Long Distance 1 5
Artes Liberales Grammar 2 15
Speak Latin Academic Use 4 50
Philosophiae Ritual Magic 1 5
Penetration Rego 2 15
Parma Magica Ignem 3 30
Magic Theory Inventing Spells 5 75
Single Weapon Longsword 1 5
Craft (Sculpting) Stone 1 5
Leadership inspiration 1 5
Finesse percision 3 30
Carouse Staying Sober 1 5
Intrigue Gossip 2 15
Profession Scribe 1 5

Personality Traits

  • Charming +3
  • Proud +2
  • Chivalrous +2

Mundane Qualities


Known Languages

Language Dialect Specialization Score Fluency
Langue d'Oil Francien 5 Fluent
Latin Hermetic Latin
Welsh Expansive Vocabulary 4 Near fluent
English Expansive Vocabulary 2 Beginner



Magical Abilities, Equipment, Laboratory


See Laboratory Qualities for explanation of the stats.

Current Qualities

Size +0 Refinement +0 General Quality +0 Upkeep +1
Safety +1 Warping +0 Health +1 Aesthetics +6

Lab Specialization

Creo 0 Animal +3 Ignem +1
Intellego +2 Aquam 0 Imaginem +2
Muto 0 Auram +3 Mentem +1
Perdo 0 Corpus 0 Terram 0
Rego 0 Herbam 0 Vim +2
Vis Extraction 0 Texts +1 Items 0
Spells 0 Experimentation 0

Contributing Factors

  • Magical Heating: +1 Health, +1 Aesthetics, +1 Ig
  • Magical Lighting: +1 Aesthetics, +1 Texts, +1 Im
  • Superior Construction (from Conjuring the Mystic Tower): +1 Safety, +1 Aesthetics
  • Auspicious Shape: +1 Aesthetics, +1 Vi
  • Elevated: +1 Aesthetics, +1 Au
  • Menagerie (Birds): +1 Upkeep, -1 Safety, -1 Aesthetics, +2 An
  • Magical Servant: +1 Safety, +1 Aesthetics
  • Servant (Tenney): +1 Safety, +1 Aesthetics, +1 Me
  • Lesser Feature:
    • Balcony: Spells, Au
    • Lofty Ceiling: Au
    • Large Windows: In, Au, Im
    • Astronomical Device: In, Vi


Magnificent aerie 3 (30 xp)


Creo 13 91 Animal 5 15 Ignem 5 15
Intellego 5 15 Aquam 5 15(1) Imaginem 5 15(1)
Muto 5 15(2) Auram 5 15 Mentem 5 15(1)
Perdo 5 15(1) Corpus 12 78(7) Terram 13 91
Rego 13 91(1) Herbam 7 27 Vim 6 21


Spasms of the Uncontrolled Hand (ReCo 5/+23)

One of the target's hands spasms, causing him to drop anything he is holding in it. It keeps spasming for as long as you concentrate.
Mastery 0 (1)

Curse of the Unruly Tongue (ReCo 5/+23)

Causes the target to stutter and slur words. Communication rolls are at -3. Spoken spells are at -6 to the spell casting roll, and there is an extra botch die.
Mastery 0 (3)

Bind Wound (CrCo 10/+17)

Stops a wound from bleeding
Mastery 0 (2)

Rise of the Feathery Body (ReCo 10/+23)

Floats a body as fast as smoke rises
Mastery 0 (3)

The Leap of Homecoming (ReCo 35/+23)

Transports you to any place to which you have an Arcane Connection. Most magi use this to return to their laboratories.
Mastery 1 (12)

Mass Teleport (Name TBD) (ReCo 35)

Transports group to any place the caster has an Arcane Connection to.

Crest of the Earth Wave (ReTe 20/+25(+37))

Creates a wave in the earth that starts at your feet and travels out to the range of your Voice in a designated direction. It starts as a narrow ripple and within 5 paces reaches its full size of 5 feet high and 30 paces wide. It moves about 50 paces per round. Those caught in its path must make Dexterity stress rolls of 12+ to leap over the wave, or they are tossed aside and take +10 Damage. The wave overturns trees and damages buildings in its path.
Mastery 0 (2)

Hands of the Grasping Earth (ReTe 15/+15(+18))

Earthen hands from beneath the target rise out of the ground, and grasp the target's ankles. To break free requires a Strength stress roll of 15+. (One attempt is allowed per round, and each requires a Fatigue roll.) Each hand can be destroyed by beating its +25 Soak roll (hacking weapons do double normal damage) and inflicting a Light Wound.
Mastery 0 (2)

Wielding the Invisible Sling (ReTe 10/+25(+37))

Hurls any nearby object that could normally be thrown by a person at any target within range. The object must not be held down or otherwise restrained. Damage depends on the object thrown, up to +5 for a fist-sized stone. Casting requisites of an appropriate Form for the target are required.
Mastery 0 (2)

Unseen Arm (ReTe 5/+25(+37))

Slowly moves a nonliving thing, like a mug, instrument, or small pouch of coins; it cannot oppose intentional resistance. Magi use this spell to manipulate things at a distance, but the spell cannot be used to pull something from a person's hand or to move something that is held. Casting requisites of an appropriate Form for the target are required.
Mastery 0 (3)

Polish Stone (ReTe 5)

Polishes a section of stone to a glossy shine
Rego Terram 5, Base 1, +1 stone, R: Touch, D: Concentration, T: Part

Create Likeness in Stone (ReTe 15)

Creates the likeness of a person in stone.
Rego Terram 15, Base 2, +1 Stone, R: Touch, D: Mom, T: Part

Ball of Burning Lava

A ball of lava covers a small area within range. This inflicts +15 damage to items and people splashed by the lava. This spell creates 1 cubic foot ball of lava.
Creo Terram 15, R: Voice, D: Momentary, T: Individual
Mastery 0 (2)

Conjuring the Nobleman's Manor (CrTe 35), [Justinius of Tremere]

Creo Terram 35, R: Touch, D: Momentary, T: Individual, Ritual
(Base 3 to create stone, +1 Touch, +4 additional size, +3 elaborate design)

Fill the quarry full of cut stone (CrTeRe 30) [Geoffroy]

Creates 1 million cubic paces of igneous stone, which is sufficient for a wall 30 paces high, 2 paces thick and just under 9.5 miles in length. The Rego requisite allows for the making of stone blocks. A finesse roll would need to be made to make some blocks of different sizes.
Mastery 0 (0)

Charge of the Angry Winds (CrAu 15/+11)

A wall of wind roars away from you, starting up to 10 paces away and continuing until it dissipates naturally. The wind is confined by any existing barriers, but if unconfined it can be up to a hundred paces wide. All within the area must make a Dexterity + Size stress roll of 9+ or fall down and be blown along by the winds. The rolls must be made at the start of the gale and each subsequent round that the wind is maintained. You must concentrate on the gale. Missile fire into or out of the gale is futile, and marching against the gale requires a Strength + Size stress roll of 15+. Failure in this attempt mandates another Dexterity + Size stress roll of 12+ to keep from falling.
Mastery 0 (2)

Prying Eyes (InIm 5/+6)

You can see inside a room, as long as you can touch one of its walls. If the room is unlit or poorly lit, you can only see as much as you could if you were inside, but magical enhancements of your senses do apply. You may change your viewpoint within the room throughout the duration of the spell.
Mastery 0 (3)

Walking the Path through the Magical Veil, InVi(CrIm) 20

R: Personal, D: Concentration, T: Vision
This is a variant of Piercing the Faerie Veil that creates a visible path to help guide the magus and any companions through the regio boundary.

Sense of Magical Power (InVi 5)

Mastery 0 (3)

Personal Library

Untranslated Texts


Translated Texts




Personal Vis

  • 3 Corpus
  • 2 Rego
  • 2 Creo
  • 7 Terram
  • 1 Intéllego
  • 2 Imáginem
  • 1 Ignem

Traded 2 Perdo for 2 Terram in 1230 + 4 Corpus vis for payment + 4 Terram vis for a copy of the Rego tractatus when done (Spring 1227) (delivered) + 1 Corpus salary 1229 + 3 Perdo (turned into Terram) (Salary 1231) + 2 Corpus (Salary 1231)

Spent 5 pawns of vim vis on breeding pair of Cockatoos

Spent 2 pawns for the roads

Spent 2 pawns of Rego, Aquam and Aurum for a total of 6 so a magus will go around Wales looking for information about dragon(s)

Spent 7 pawns of Terram on longevity ritual

Spent 6 pawns of Corpus for Angharad's longevity ritual

Spent 3 pawns of Ignem for use of lab (1 personal and 2 from 1233 and 1234 salary) NOTE: Not recorded yet

Magical Enchantments



Twilight points earned: 2

Aging totals

Magus (+2), Aura (+1), Sanctum (+1), Location/Wealth (+2), Longevity Ritual (+0) = +6



Seasonal Activities

Geoffroy's Seasonal Activities

Adventure Experience

Current Total Unspent


Spent Experience

  • 1 points on Rego
  • 10 points on Terram
  • 23 points on Creo
  • 15 points in Finesse
  • 10 points in Intrigue
  • 5 points in Fairy Lore
  • 3 points in Magic Theory

Projects He is Thinking about

Projects for Geoffrey