Callidus Faberis (1172 - 1231)
(Last update: 25/1/96)
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One of the original five founding members, he used to be the Covenant's
Provost, responsible for the harvesting and distribution of the Vis
supplies. A follower of Verditius, he was a skilled craftsman, and
concentrated mainly on Terram and Vim magics. His untimely demise occured
on a mountainside in the Alps in Autumn 1231, when he botched with a Creo
Corpus spell, with Severity 62! This reduced his body to a fleshy blob,
barely alive, with his iron arm sticking out. He was finished off after
falling into a crack in the mountainside. His remains (worth 6 pawns of Vim
vis) were added to the stores - a sad but fitting end.
Basic Stats
Name: Callidus Faberis
House: Verditius
Parens: Retistius, filius of Miercus
Gender: Male
Year Died: 1231 AD
Age: 67 (8 years of supernatural aging)
Year Born: 1172 AD
Decrepitude: 1 (Lost his left arm)
Size: 0
Confidence: 5
Height: 5'11"
Weight: 185lbs
Appearance
Callidus was of average height and quite sturdily built. He appeared
middle-aged, with a tanned and slightly lined face. He had short hair, dark
brown going iron gray, and a short, neat beard. His eyes were brown and he
had an unassuming countenance. Several rings (Spell Foci) adorned his
fingers.
Due to a botch in a Terram Certamen, the fingernails of his right (and
only) hand were iron. The whole of his left arm was lost on an
expedition when he was ambushed by a knight. Fionn attempted a Muto Corpus
Spell to reattach the limb, but the Spell botched and the arm crumbled to
dust! Callidus soon after crafted himself a replacement left arm, made of
solid iron, with superior strength. The joints were moved magically under
mental command. There were a few compartments in the arm, for storing Foci
and Vis. On the upper arm were engraved the Runes of Rego and Terram, and
Callidus' sigil was marked on the palm of the hand. He was also missing a
couple of toes from his left foot - these were kindly removed by a Griffin
on the slopes of Mount Seraque in Spring 1229.
Due to the nature of his lab work (he had a large forge at one end of his
lab) he usually wore a large black leather smock, worn and dirty. Formal
attire comprised plain brown robes with silver edging. On expedition he
carried his Talisman (a large decorative iron staff, trimmed with gold,
inlaid with jet and surmounted with a ruby inside a small glass sphere)
and wore a couple of scabbards, one to either side, which contained his
magical self-animating swords. Various Spell Foci and pouches of Vis were
usually secreted in several places on his person.
Origins
He served his Apprenticeship under Retistius at the Covenant of Doissetep
in the Provencal Tribunal. However there was no room for new Magi there,
and since his master was moving to Verdi, he undertook his Gauntlet at
the Covenant of Mistridge instead. He met the other founder members there,
and left to found the Covenant of Malinbois in 1197 AD.
Characteristics
- Int: +3 (Inventive)
- Per: +2 (Geometric Eye)
- Str: 0
- Stm: +1 (Strong Constitution)
- Prs: 0
- Com: 0
- Dex: +3 (Deft Hand)
- Qik: +3 (Energetic)
Personality Traits
- Brave: 0
- Greedy (Vis): +3
- Creative: +3
- Dedicated: +2
- Reckless: +1
Reputations
Virtues and Flaws
- Superior Characteristic Pair +3
- Inventive Genius +1
- Exceptional Talent +1 (Alchemy)
- Mercurian Magic +1 (acquired as a result of having his Gift rewoven)
- Magesmith +1 (acquired as a result of having his Gift rewoven)
- Magic Affinity +1 (Iron) (acquired as a result of having his Gift rewoven)
- Deft Art (Terram) (acquired as a result of having his Gift rewoven)
- Wild Magic -2
- Restriction -2 (Cannot cast Spells whilst touching an animal)
- Verditius Magic -1
- No Familiar -2 (acquired as a result of having his Gift rewoven)
- Twilight Points -1 (acquired as a result of having his Gift rewoven)
- Missing Arm (acquired on expedition)
Abilities
- Alchemy 2
- Area Lore (Rousillon) 3
- Concentration 3
- Craft (Metalworking) 3
- Craft (Woodworking) 3
- Diplomacy (Bargaining) 1
- Evaluate (Metals) 2
- Faerie Lore (Sea Faeries) 1
- Hermes History 2
- Hermes Lore (House Verditius) 4
- Meditation 1
- Scribe Latin 3
- Speak Latin 5
- Speak Provencale 4
- Staff Attack 2
- Staff Parry 1
Magical Stats
Twilight Points: 15
Longevity Potion: -22
Casting Speed: +8
Targeting: +7
Abilities
- Certamen (Terram) 4
- Finesse (Fine Details) 5
- Magic Affinity (Iron) 3
- Magic Theory (Magic Items) 8
- Mercurian Magic 4
- Parma Magica (Terram) 7
- Penetration (Terram) 5
- Verditius Magic (Terram) 6
Wizard's Sigil
The smell of a forge (hot iron) was noticed in his immediate vicinity.
Arts
- Creo 13
- Intellego 11
- Muto 14
- Perdo 10
- Rego 11
- Animal 4
- Aquam 6
- Auram 5
- Corpus 4
- Herbam 4
- Ignem 6
- Imaginem 7
- Mentem 6
- Terram 17
- Vim 15
Spells
- Image of the Inanimate Thing (Creo Imaginem 10)
Focus: A piece of mirror
- Phantasmal Animal (Creo Imaginem 20, Animal requisite)
Focus: Topaz (on a ring)
- Clenching of the Earth's Mighty Hand (Creo Terram 10)
Focus: A handful of dirt
- Stone of the Hundred Shards (Creo Terram 15, Perdo requisite)
Focus: A rock with several fractures
- Wall of Protecting Stone (Creo Terram 25)
Focus: A chunk of granite
- Encircling Bands of Iron (Invented) (Creo Terram 30)
Focus: An iron ring
Creates 3 bands of contracting iron around the target. Can get 2-3
people if they are close enough. Causes localised rain as a side effect.
Duration: Concentration, Aimed +2, Qik roll of 7+ to avoid.
- Edge of the Razor (Muto Terram 5, Ritual)
Focus: A whetstone
- Supple Iron and Rigid Rope (Muto Terram 10)
Focus: A bit of iron or rope
- The Liquid Earth (Invented) (Muto Terram 30, Aquam requisite)
Focus: A small phial of quicksand
- Callidus' Crushing Hand of Doom (Invented) (Muto Terram 35)
Focus: Clenching of gloved fist
An enormous rocky hand rises from the ground underneath the target,
immobilising them for 1 round, also doing +20 crushing damage.
Range: Near, Qik-Enc roll of 11+ required to avoid the grasp.
- Teeth of the Earth Mother (Invented) (Muto Terram 35, Rego requisite)
Focus: A small tusk
- Distant Pit of the Gaping Earth (Invented) (Perdo Terram 20)
Focus: A miniature shovel
A version of this popular Spell boosted to Range: Sight.
- Wielding the Invisible Sling (Rego Terram 10)
Focus: A sling
- Invisible Hand of the Thief (Rego Terram 15)
Focus: The glove of a convicted thief
- Transmutation of the Pawns of Vis (Invented) (Muto Vim 5, Mercurian, Ritual)
Focus: A cauldron
A newer version of Transmutation of the Form of Vis, for smaller
quantities. It transmutes 2 pawns of Vis; Technique to Technique, or
Form to Form.
- Improved Wizard's Communion (Invented) (Muto Vim 25, Mercurian)
Focus: Joining of participants' left hands
This Mercurian version has Duration: Concentration, and has the side
benefit that each contributing Magus adds 1 to the Parma Magicae of all
involved.
- Transmutation of the Form of Vis (Invented) (Muto Vim 25, Mercurian, Ritual)
Focus: A cauldron
Callidus' original Vis-changing Spell, which transmutes 15 pawns of
Vis; Technique to Technique, or Form to Form.
- Wind of Mundane Silence (Perdo Vim 10)
Focus: Amber (on a ring)
- Waiting Spell (Rego Vim 10, Ritual)
Focus: An hourglass
- Watching Ward (Rego Vim 10, Ritual)
Focus: The preserved eye of an eagle (on a pendant)
- Arcane Convocation of the Wizard's Might (Invented) (Rego Vim 30, Muto requisite, Mercurian)
Focus: Joining of participant's hands
A Mercurian version of this Spell, with the side effect of boosting
the participants' Parma Magicae against Mentem.
- Opening the Intangible Tunnel (Invented) (Rego Vim 30, Ritual)
Focus: A miniature pick
Combat Stats
Soak: +1 (N/A if hit on his left arm)
Fatigue: +1
Dodge: +3
Load: 0
Encumbrance: 0
Body Levels: OK 0 -1 -3 -5 I
Fatigue Levels: OK 0 -1 -3 -5 I
Weapons
- Staff: 1st +10, Atk +7, Dam +6, Par +7
Vis Stores
Callidus' personal stores of Vis never really recovered from the time
when he was forced to pay 5 rooks of Vis to the Covenant of Vardian's
Tomb, beneath Rome. On an expedition in Italy, he had defeated a Necromancer
in Certamen, whom Ciaron (an itinerant bard) later slew as the Magus lay
unconscious. At the
Tribunal which followed, Callidus fought one of the other Magi from Vardian's
Tomb to resolve the charges that had been brought against him. Unfortunately,
Callidus botched (acquiring his iron fingernails, since this was a Terram
Certamen), and he was therefore fined 50 pawns reparation to Vardian's Tomb.
Callidus was much angered with Ciaron, promising to kill him if he
disobeyed orders again. This is the origin of Callidus' reputation at the
Covenant.
His last major expenditure was a large batch (20 pawns) of Vim Vis to open the
enchantment on his new arm, and he started depleting his Terram Vis instilling
effects into it.
- Creo Vis: 7 (Apricots)
- Muto Vis: 6 (5 in a Minotaur's Head)
- Perdo Vis: 2 (Various)
- Rego Vis: 1 (Half of a Gold Collar)
- Animal Vis: 4 (2 in a Minotaur's Head)
- Aquam Vis: 7 (Baskets of Moss)
- Corpus Vis: 4 (2 in a Minotaur's Head)
- Ignem Vis: 1 (Various)
- Imaginem Vis: 8 (Root Nodules)
- Terram Vis: 14 (Crystals)
- Vim Vis: 2 (Various)
Total: 56 pawns.
Magic Items
The Automated Alchemical Engine
This item is a set of complicated apparatus, the size of a large cabinet,
at one end of Callidus' lab. Numerous levers, cogs, arms, tubes and retorts
link various different glass containers in a bewildering array of
automated activity. It was designed as a machine for producing potions and
as a tool to aid in alchemical processes. It can be invested with Effects,
which it can reproduce as potions, given a season bubbling and whirring
away by itself in the corner.
It has been invested with 10 pawns of Intellego Vis, to enable it to learn
the following abilities:
- Magic Theory: 4 (12 EPs, maximum 20)
- Comprehend Latin: 5 (15 EPs)
- Alchemy: 0 (capacity 15 EPs)
Invested Effects:
- Unseen Arm (Rego Terram 5, constant use)
- The Well-Swept Chamber (Rego Terram 10, constant use)
- The Chirurgeon's Healing Touch (Creo Corpus 20)
This Effect can be reproduced as a potion.
However it is strongly suspected that this Effect is fatally flawed,
since Callidus was suffering the effects of a curse from Hades at the
time it was instilled. In order not to destroy the item (as happened
with Fionn's staff), Callidus intends never to activate this effect!
- The Leap of Homecoming (Rego Corpus 35)
This Effect can be reproduced as a potion.
The Enchantment was opened using the magical Seir's Waters, so that the
Engine has the capacity for 400 Spell levels, of which 190 have been used.
The Leg of the Rejuvenated Sneak
This item is so named because it was made as a replacement leg for one of
the Consors, a sneak named Simon who had his left leg bitten off in an
unfortunate accident at the nearby Covenant of Dankmar. It was made in
Autumn 1227 as Covenant work - a Lesser Enchanted device with a Rego
Terram effect to facilitate proper movement. Unfortunately, Simon was
killed on the very next expedition, so the item now lies unused in the
Covenant Stores, dormant until someone else loses a left leg!
The Sword of Malinbois
This is a Lesser Enchanted item, created as Covenant work in Autumn 1222 at
the cost of six pawns of Vis. It is a bastard sword, with the symbol of
Malinbois on the hilt. It is invested with two 30th level Rego Terram
effects which provide a constant bonus to 1st Strike and Damage.
Its stats are: 1st +10, Atk +3, Dam +16, Par +3, and it is currently
carried by Braeble, the Turb Captain. Until his death, it was carried by the
former Captain, Napoleon - a worthy bearer of the item.
The Swords of Fire and Ice
These are a pair of matching self-animating bastard swords, which Callidus
normally wore in a couple of scabbards, one to each side. They have no
weight and so do not encumber him. At his command, they leapt into action
to protect him and attack his foes.
Each was invested with 8 pawns of Intellego Vis to learn the following
Abilities. Both have learnt to the maximum of their ability:
- Attack: 5 (15 EPs)
- Parry: 5 (15 EPs)
- Comprehend Latin: 4 (10 EPs)
Invested Effects (Sword of Fire):
- Unseen Porter (Rego Terram 15, constant use)
- Blade of the Virulent Flame (Creo Ignem 30, 3 times per day)
- Aura of Rightful Authority (Rego Mentem 20, constant use)
Invested Effects (Sword of Ice):
- Unseen Porter (Rego Terram 15, constant use)
- Blade of the Numbing Cold (Perdo Ignem 30, 3 times per day)
- Aura of Ennobled Presence (Muto Imaginem 10, constant use)
The swords have the following stats: 1st +9, Atk +8, Dam +15, Par +9.
When the Virulent Flame is activated, it does double damage. When the
Numbing Cold is activated, it causes the target to lose Fatigue levels equal
to the number of Health levels lost.
The Enchantments were opened using the magical Seir's Waters, so that each
has the capacity for 300 Spell levels. Space remains in each for 140 further
Spell levels.
Callidus' Talisman
Callidus started work on his Talisman in Autumn 1223, at the cost of 2 rooks
of Vim Vis. It is a large iron staff, intricately crafted and inlaid with
gold. It has a jet embedded in its side and it is surmounted with a
ruby inside a small glass sphere. It is designed primarily as a powerful
battle item.
Invested Effects:
- Wings of Soaring Wind (Rego Auram 25, 50 times per day, maintains
concentration)
- Incantation of the Deadly Skewer (Creo Terram 50, Rego requisite,
50 times per day)
This effect creates an extremely sharp, lance-sized, skewer of iron
which is projected towards the target, usually to lethal effect.
Aimed: +2, Penetration: +50, Damage: +40
- Crest of the Earth Wave (Rego Terram 50, 50 times per day)
Callidus had more or less completed the item - there is only space left for 30
Spell levels.
Callidus' Arm
His newest creation, a replacement left arm made of solid iron.
Callidus opened the enchantment in Summer 1229 at the cost of 20 pawns of
Vim Vis, using his last batch of Seir's Waters to give the item space
for 400 spell levels. It pivots at the elbow and wrist, and the metallic
fingers are jointed. There is a large hatch on the upper arm, and several
smaller compartments in the forearm, where Spell Foci and Vis may be stored.
The Verditius Runes of Rego and Terram are marked on the upper arm, and
Callidus' sigil is engraved on the palm of the metallic hand.
Arm Stats:
- Load: 2
- Dex: +3 (Based on Callidus' Int)
- Qik: +2 (Based on Callidus' Per)
- Striking Strength: +5
- Crushing Strength: +5
- Lifting Strength: +3 (Load of 2 subtracted)
Invested Effects:
- Unseen Porter (Rego Terram 15, constant use)
Supports the arm with a Str of +5. Given the load of 2, it means
the item has a Lifting Strength of +3. This means the arm did not
encumber Callidus - it can be separated and levitates by itself.
Invested in Spring 1230
- Magical Motion of Strength (Rego Terram 20, constant use, Mentem
requisite)
Endows the arm with (fast) motion under mental command.
Gives a Striking Strength of +5.
Invested in Spring 1230
- Magical Motion of Surety (Rego Terram 20, constant use, Mentem
requisite)
Endows the arm and hand with (slow) motion under mental
command. Gives a Crushing Strength of +5.
Invested in Spring 1230
- Hatch of Useful Tools (Creo Terram 25, unlimited use, Callidus only)
Allowed Callidus to reach into the upper arm hatch and draw out any
straightforward man-crafted object (made of materials corresponding to
Terram; metal, stone, etc) of Size -2 or less. The created object lasts
until sunrise/sunset. It was very handy around the lab!
Invested in Summer 1230
The arm still has space for 310 spell levels of effects. Callidus had plenty
of neat ideas for what to put in next, such as a Creo Terram enchantment to
create a weapon in the fist, and investing Intellego Vis to enable it to
learn combat abilities. Sadly, he never got the chance.
Notes
Twilight Points
Despite never having been into Twilight once, Callidus had nevertheless
managed to accumulate a worryingly large number of Twilight Points (15):
- 2: Longevity potion (taken 23 years ago)
- 3: Vim Score (15)
- 1: Obtained after the reweaving of his Gift by Marlowe.
- 2: Gained after the events at the far-off Covenant of Urania (which
Callidus participated in) were "undone" by a Moorish Ritual.
- 3: Acquired due to a disturbing vision seen in a magical pool in a
hermit's cave in Mt. Seraque.
- 4: Gained when Callidus attempted to cast a 7th magnitude Intellego Vim
spell from text - at the time he believed he was in a strange Aura at
the Covenant of Val-Negra, but he actually cast it in a dream.
Marlowe
Callidus had spent a lot of time studying from one Marlowe, filius of
Apromar, follower of Flambeau, an ancient Mercurian Magus. In order to
enable Callidus to perform Mercurian magics, Marlowe undertook a magical
experiment to "reweave" his Gift. This was largely successful, although
his Gift was significantly different thereafter (see new Virtues and Flaws),
and there were some side effects. Callidus used his new ability to invent
some Group Ritual Spells, and some Spells for transmuting raw Vis.
Alfonse
In 1219, he took on an Apprentice, Alfonse, the reclusive son of a local
nobleman. Sir Miquel de Cerbere was happy to see his son taken away to
be taught the Arts, since this meant that his daughter, more suitable
than her introverted brother, would become his heir. Alfonse was only 3
years away from his Gauntlet when Callidus died, so he had had plenty of time
to be trained in the tradition of Verditius, and had also learnt some
Mercurian magic. His training will probably be finished by some of the other
Magi of Malinbois.
Responsibilities
Callidus held the positions of Provost (responsible for the collection and
distribution of the Covenant's Vis) and Monitor (responsible for the
Covenant's magic items). He was renowned for being stingy as far as
distributing Vis and approving the use of Vis for Covenant projects is
concerned! At one time, Callidus also took up the position of "Ambassador to
the Fay". This was because none of the other Magi (the Merinita, Eloise,
included) seemed to be capable of holding a conversation with a Faerie without
saying thankyou! He thought this was quite inappropriate for a down-to-earth
Verditius magus (especially one with an Iron Affinity and no relevant
diplomatic or Faerie skills!), and so he was happy to give the post up.
Notable Events
In Spring 1229, he flew out with Id to Mount Seraque to seek out a
hermit. After meeting a couple of Griffins, they beat a hasty (and lucky)
retreat, before returning with some consors and a gift of 2 horses to feed
(and placate) the creatures. Inside the hermit's cave, he received a
disturbing vision after drinking from a magical pool, and gained 3 Twilight
points.
In Autumn 1229, a visiting Magus offered a generous payment of Vis in
exchange for his help in a Ritual Spell. Callidus could not refuse this and
so accepted the offer. Unfortunately, when he later tried to separate the
Vis he had been given (mixed types in a golden bull statue), the Vis
"animated" and entered him. It later transpired that he was gradually turning
into a Minotaur - he therefore had to lead a party on an expedition to
Greece to restore his normal self, by means of a complicated Ritual to
Poseidon. A month or so was spent in various stages of transformation to the
mythic beast (with awesome combat stats!). He finally got his promised Vis, in
his own Minotaur's head.
Future Plans
Just before his death, Callidus had mentioned the idea of partially turning
his body into iron, and investing each limb with effects as separate magic
items, and entering himself in the Verdi Contest of 1248! Who knows if this
would have succeeded?
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