30 monsters under 20 Might

In answer to a request on the Make This For Me thread:

Starting with the Chromatic Ghosts of Thomas. In this story a suicidal cat keeps killing itself and is haunted by a series of his own ghosts. Each is a distinct colour, and toward the end of the story they begin to combine, eventually becoming a single cat of iridescent white.

Text here: The Chromatic Ghosts of Thomas by Ellis Parker Butler – Games From Folktales

Magic Might:
Primary colours 5 (Animal)
Secondary colours 11 (Animal)
Brown and tortoisehell 14* (Mentem)
Iridescent white cat 20 (Mentem)
* The average companion-level creature has a Might of 10-Size, which makes the average cat Might 13. I’d gently ignore that and use 14 as it makes power progression easier.
Characteristics:
Primary colours Cun 0, Per +1, Pre -2, Com -4, Str -7, Sta 0, Dex +3, Qik +4
* Although Intelligence in place of Cunning is a free choice for magical animals. I’ve chosen not to
exercise that choice here. Thomas should get 7 points of variance away from cat average,
just as human PCs get 7 points of characteristics away from human average, but I’ve let that pass at
this stage.
** Note that they are tireless (No Fatigue).
Size: -3
Confidence: 1 (3)
Season: Summer until white, then Autumn,
Virtues and Flaws: Magical Spirit, Greater Power (Eidolon), No Fatigue, Perfect Balance, Puissant Awareness, Sharp Ears, Unaffected by the Gift, Mute, Magical Air*, Magical Friend, Minor Personality Flaw (varies by colour). Nocturnal, Restricted Power (Eidolon): difficult to see in daylight. (*Usual for Magical Spirits).
Qualities and Inferiorities:
Primary colours: Homing instinct (RoP:M, page 44. Always knows where the corporeal Thomas is.), Second Sight, 2 Greater Powers from the suggestions list, No Hands,
Secondary colours: Add two Greater Powers, retaining as many as possible from the original two cats that combined to create this one. Switch to a suitable Personality Flaw that that reflects those of the original cats, or the colour of the new cat.
Brown and tortoisehell: Add yet another Greater Power from the Suggested List, preferably one held by one of the many cats that have combined to create this one. Switch to a suitable Personality Flaw.
Iridescent white: Add two more powers. Switch to a suitable Personality Flaw. I’d be tempted by Smug. Natural Qualities: Ambush Predator*, Crafty, Good Jumper, Skilled Climber, Thick Fur.
* If a cat has successfully crept up on its prey, it automatically wins Initiative for the first round of
combat and gains a +3 bonus to its Attack roll for the first round only.
** Cats are excellent climbers and jumpers, gaining a +3 bonus to appropriate rolls.
Personality Traits: Curious +4, Cat +3*. Vary by ghost, but they are stronger than the suicidality of the original cat, so they are +3 at minimum. Does not have the Timid Trait common in cats. Reputation: None Combat: Claws*: Init +3, Attack +8, Defense +10, Damage -5
Teeth*: Init +4, Attack +8, Defense +7, Damage -6
(* Note that unless the creature uses the Donning the Corporeal Veil Power it is unable to damage material objects.)
Soak: +1 (Thick Fur), but the character is generally incorporeal.
Fatigue Levels: Tireless
Wound Penalties: -1 (1-2), -3 (3-4), -5 (5-6), Incapacitated (7-8), Dead (9+) Note that the character is incorporeal when not Donning the Mortal Veil and disperses the matter in its body in preference to dying.
Powers:
2 powers from the Suggested Greater Powers list, below.
Eidolon 0 points, Init equal to Qik (+4), Imaginem. R: Touch, D: Conc, T: Ind
Creates an illusionary form that is visible and audible to material beings. The spirit can create a single form. The image can move and make sounds as directed by the spirit, and lasts until the spirit has no further use for it. Note that Thomas’s ghosts cannot talk.
CrIm 15 (base 2, +1 Touch, +1 Conc, +2 move at command, +1 intricacy): Greater Power (15 levels, +2 Init, –2 Might cost; 15. RoP:M, p.102.
Abilities:
All but white:
Animal Handling 1 (cats), Athletics 3 (jumping), Awareness 5+2 (at night), Brawl 3 (claws), Hunt 5, (mice), Second Sight 5 (ghosts), Stealth 5 (stalking)
White:
Animal Handling 6 (cats), Athletics 5 (jumping), Awareness 6+2 (at night), Brawl 4 (claws), Enigmatic Wisdom (or other higher truth gained by repeated deaths) 6 (mysteries), Hunt 5 (mice), Second Sight 6 (ghosts), Stealth 6 (stalking)
Vis: 1-4 pawns Animal, a difficult-to-catch coloured vapour. Note that if you harvest lower colours they cannot combine into highest colours.
Appearance: A cat’s ghost, or group of ghosts, of a series of colours that suit Personality traits.
Statistical Source: Based on the magical cat lineage guide in Realms of Power: Magic, page 80 and the cat statistics in the Book of Mundane Beasts, page 3.
Textual Source: The Chromatic Ghosts of Thomas by Ellis Parker Butler.

Suggested Greater Powers
Unless otherwise noted these are drawn from Realms of Power: Magic page 70. If a Penetration Score is required, it is the Might of the cat – (5 x the cost of the power) + 0 (the cat’s Penetration bonus).

Blackberry Cat or Feigned Innocence
3 points, Init +1, Mentem
R: Eye, D: Mom, T: Group
This causes a Group of people to forget something the cat did, much as the spell Loss of But A Moment’s Memory does (ArM5, page 151). The name comes from the belief that cats born in blackberry season have mischief in them.
(25 spell levels: Base 10, +1 Eye, +2 Group)

Donning the Corporeal Veil
0 points, Init +1, Animal
R: Touch, D: Sun, T: Ind
Produces and animates a body of flesh, wood, or elemental matter. A spirit with this power has a single corporeal form that it can adopt. The body created with this power has the same physical statistics as the spirit. A spirit may maintain the body indefinitely, recreating it every time the duration expires, but it is subject to aging, disease, and deprivation (but not fatigue) just like a living being. The body lasts until slain or dissolved by the spirit. If slain in material form, the spirit (or Aspect) is also destroyed, and the body will contain pawns of vis equal to that within the spirit’s spiritual form. A spirit whose body is sorely injured usually dissolves it to prevent its own death.
Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Greater Power (25 levels, –3 Might cost, +2 Init). Simplified text from RoP:M p, 102.

Drain Energy
2 points, Init +2, Corpus
R: Touch or Eye, D: Mom, T: Ind
This power, similar to Invocation of Weariness (ArM5, page 133), has either a Touch or Eye Range; it varies by cat.
(15 spell levels: Base 10, +1 Touch or Eye)

Fear of the Mouse
2 points, Init +2, Mentem
R: Eye, D: Sun T: Ind
This power, similar to Panic of the Trembling
Heart (ArM5, page 148) is often used to make
people afraid of the cat. Many cats have alternative emotional effects.
(15 spell levels: Base 4, +1 Eye, +2 Sun)

Feline Lullaby or Keeping the Humans Safely Tucked Away
1 point, Init +3, Mentem
R: Voice, D: Mom T: Ind
This is a version of The Call to Slumber (ArM5, page 151).
(10 spell levels: Base 4, +2 Voice)

Guide
3 points, Init –1, Mentem
R: Voice, D: Conc. T: Group
Subtly influences a group of beings towards a specific course of action. Some creatures can use this power to direct the movement of a group, taking it to a desired location. Other creatures can guide humans towards rash or brave or wise actions. Each time this power is used, it can subtly influence the actions of a single person for up to a day. The storyguide should provide advice to the character in a similar way to the Common Sense Virtue, except that the advice serves the creature’s agenda, not that of the character. There is no compulsion to follow this advice.
Costs 30 spell levels (ReMe Base 5, +2 Voice, +1 Conc, +2 Group) RoP:F, p.62

Incredibly Cute
1 point, Init. +3, Mentem
R: Touch or Eye, D: Diam T: Ind
This ability, similar to Trust of Childlike Faith (ArM5, page 150) allows the cat to become so endearing that it impairs the rationality of others. Some cats have an Eye contact version of this ability, while others have a Touch Ranged power, triggered by stroking the cat.
(10 spell levels: Base 4, +1 Eye or Touch, +1 Diam)

Moving Objects with the Mind
3 points, Init. +1, Terram
R: Sight, D: Conc T: Ind
A Sight Ranged version of Unseen Arm (ArM5, page 155), used by cats to manipulate objects — when humans are not available.
(30 spell levels: Base 2, +3 Sight, +1 Conc)

Prying Eyes
1 point, Init +3, Imaginem
R: Touch, D: Conc, T: Room
This effect is used to look inside buildings and rooms while patrolling a house or town. Note that a cat touching the roof of a room can see inside it. (ArM5, page 144). (5 spell levels: Base 1, +1 Touch, +1 Conc +2 Room)

Viper’s Gaze
2 points, Init. +1, Animal
R: Eye, D: Conc, T: Ind
A variant of the spell of the same name
(ArM5, page 120), used to immobilize prey.
15 spell levels: Base 5, +1 Eye, +1 Concentration)

Demonic Cupid

Podcast episode: Robert Herrick: Upon Love – Games From Folktales

Order: Master of the False Gods
Infernal Might: 10 (Mentem). ,
Characteristics: Int 0, Per +1, Pre +3, Com +3, Str 0, Sta +1, Dex +2, Qik +3
Size: -2
Confidence Score: 1 (3)
Personality Traits: Proud +6
Virtues and Flaws:
Reputation: Keeper of the Chalice of Sweet Suffering +3
Hierarchy: 1
Combat:
Bow: Init +2, Attack +10*, Defense +8*, Damage +4**
*Specialization not included.
** Uses lead-headed arrows for symbolic reasons which don't hold a keen edge, so the damage is reduced.
Soak: -1 Soft as a baby.
Fatigue Levels: 0, -1, -3, -5, Unconscious.
Wound Penalties: -1 (1-3), -3 (4-6), -5 (7-9), Incapacitated (10-12), Dead (13+)
Abilities: Awareness 4 (lovelorn people), Bow 5 (sinners), 5 Infernal Lore (love), Theology 5 (love)
Powers:
Coagulation, 3 points, Init +2, Corpus: See Realms of Power: The Infernal for common demonic powers.
Envisioning, 1 or 5 points, Init +3, Mentem: See Realms of Power: The Infernal for common demonic powers.
His Master's Voice, variable points, Init +4, Vim: The demon can summon other demons or corrupt beasts to its current location. This costs one Might Point for every point of Infernal Might of the being summoned, so is used sparingly. The demon has no control over the demon he has summoned.
Obsession, 1 to 3 points, Init -2, Vim: Jealousy. See Realms of Power: The Infernal for common demonic powers.
Shroud the Stench of the Pit, variable points, Init +6, Vim: This Power may be used in two manners, both of which affect the expression of other Supernatural Powers. First, the demon can conceal the Infernal nature of any other Supernatural Power, making it appear to be magical or faerie instead. This Power is used on an overt expression of a Power, to prevent spells from recognizing it as Infernal in origin. Secondly, it may be used on more subtle Powers to remove all stench of the supernatural, making them appear wholly mundane. This Power costs Might Points equal to the original cost of the Power being concealed, or Might Points equal to the magnitude of the Infernal effect if it does not cost Might to use. This power lasts for as long as the Power it is masking.
The Wealth of Nations, 3 points, Init +3, Terram: The demon can summon riches, each use of this Power can create wealth equivalent to up to pound of gold for every point of Infernal Might possessed by the demon. This wealth can be of any form gold, gems, rich tapestries, ivory, etc. - but it always has intrinsic value, rather than being valuable because of its utility (a roomful of grain, for example). This wealth is not created, it is instead summoned from somewhere else, chosen by the demon, usually for the greatest corrupting effect. This might be a royal treasury on the other side of Europe or the purse of a man standing nearby. The creature uses this power ot call a chalice into which it pours some of its vis, so that a person may drink it.
Weakness: Protected group (People who are in love)
Vis: 2 pawns of Perdo, in chalice. Swallowing the creature's vis causes blistering on the mouth and lips. It gives an in-story excuse for the personality traits of the character to be shuffled toward misanthropy.
Appearance: A cynical looking putto with a red loincloth and red, feathery wings
Statistical Source: Built using the False God rules in Realms of Power: The Infernal.
Textual Source: Upon Love by Robert Herrick.

Trapped Aerial Power from The Vale of the Devil's Head.

Order: Aerial Power
Infernal Might: 20 (Auram). ,
Characteristics: Int 0, Per +5, Pre +5, Com 0, Str +3, Sta +3, Dex +2, Qik +2
Size: +4
Confidence Score: 1 (3)
Personality Traits: Untamable +5, Ashamed of imprisonment +3.
Virtues and Flaws:
Reputation: Know to pilgrims in the area as a hazard +1.
Hierarchy: 1
Combat: Nil: immobilized.
Soak: +3 Skin like stone
Fatigue Levels: 0, -1, -3, -5, Unconscious.
Wound Penalties: -1 (1-8), -3 (9-16), -5 (17-25), Incapacitated (26-34), Dead (35+)
Abilities: Awareness 4 (lovelorn people), Bow 5 (sinners), 5 Infernal Lore (love), Theology 5 (love)
Powers:
Note that the creature is contained in an Infernal regio (+5) which assists its Power use.
Coagulation, 3 points, Init 0, Corpus: See Realms of Power: The Infernal page 31-32. Although the creature can discorporate and recoagulate, it cannot leave its captivity. It always reappears at the same place, healed by the process of reincorporation.
Elemental Control, variable points, Init -1, Auram: May create any Creo, Muto, or Rego Auram effect at a cost of 1 Might Point per magnitude of effect. The demon cannot create any effect with a level greater than its Infernal Might, nor duplicate Ritual effects.
Envisioning, 1 or 5 points, Init +1, Mentem: See Realms of Power: The Infernal page 31-32
Lurching heart: 4 points, constant, Corpus: The demon is so terrible to look upon that characters who see it must make a Brave roll against an Ease Factor of 9. If they fail, their heart flutters uncontrollably until they gather their courage. This cramping in the heart is treated as a fresh Light wound every round until the Brave roll is made. Note that I've made the creature a little less dangerous than the story implies, as the characters can avoid the damaging effect by turning away after losing a Light Wound level.
Level (35 spell levels (Base 5 +3 Sight +2 Sun +1 Constant) +15 xp in Penetration from intricacy points.) From RoP:F page 77.
Obsession, 1 to 3 points, Init -4, Vim: Anger. See Realms of Power: The Infernal page 31-32
Recalcitrance, 0 points, Init constant, Vim: Any attempt to control (but not destroy) an Aerial Power with any form of Supernatural Power (magical, Divine, or otherwise) treats the demon's Might as if it were one-and-a-half times its actual Might, or otherwise has its Ease Factor increased by 50%. For example, a Circular Ward Against Demons of 30th level is needed to stop an Aerial Power of Might 20.
Weakness: Cannot move from place of imprisonment
Vis: 4 pawns of Perdo, in eyes.
Appearance: A gigantic demon buried in the ground to his shoulders.
Statistical Source: Built using the Aerial Powers rules in Realms of Power: The Infernal.
Textual Source: The Travels of Sir John Mandeville.

Pseudogenius locus of a poet's house

Magical* Might: 20 (Herbam) You may prefer Faerie. I've chosen a high Might here because the power that grants wealth costs 10 Might and a Major Quality, adjusted down to 5 Might with an extra Minor Quality.
If you are in a saga that has a Minor Virtue that could be swapped in to meet Herrick's request, you could swap out the Grant Major Virtue and Improved Power Qualities and reduce the Might score (which is the Quality cap.)
Characteristics: When using the house as a body: Int +2, Per +1, Pre +1, Com +1, Str +18, Sta +1, Dex 0, Qik -9.
Size: Immaterial: effectively possesses a house (Size 9)
Confidence: 1 (3)
Season: Summer. I'd have preferred to design this as a newly constructed house in Spring. I couldn't do that because I needed Ability points for it to understand human languages.
Virtues and Flaws: Magical Spirit, Gentle Gift, Greater Power (Guide), No Fatigue, Ways of the (Land), Alluring to Faeries, Familiarity with the Fae, Lesser Power (Let the beds be made for ease), Unaffected By The Gift, Magical Air**, Mute***, No Hands
Qualities and Inferiorities: Focus Powers (Crafter of Water, Limited Manifestation, Ghost Touch), Greater Power (Eidolon, Presence), Ritual Power: Grant Major Virtue (Wealthy), Improved Powers (Grant Major Virtue - Wealthy, Manifestation),
*Note that because of the Presence power, the spirit, which has no Size score, doesn't need to take Gigantic repeatedly to account for the size of the house.
** Inherent flaw of spirits, countered by Gentle Gift. Does not count for Virtue and Flaw balancing.
*** It may, however, still speak using the Eidolon power.
Personality Traits: House +3
Abilities: Brawl 3 (improvised club), Carouse 3 (hospitality), Etiquette 3 (hospitality), Folk Ken 3 (haunted houses), Legerdermain 3 (hiding things), Living Language (Local) 5 (hospitality), Living Language (Latin or similar language of the educated) 5 (hospitality). Magic Lore 3 (spirits of place), Thrown Weapon 3 (improvised missile).
Combat: Uses Ghost Touch and Limited Manifestation Powers for combat.
Improvised missile (Ghost Touch): Init -9, Attack +4*, Defense -5*, Damage +5 per Might spent.
Improvised club** (as Bludgeon - Ghost Touch): Init -9, Attack +6*, Defense -5*, Damage +20*
(*Includes ability specializations.)
** Due to how slow it is, the spirit prefers to attack from surprise, using Manifestation to distract or ensnare enemies before hitting them with a piece of furniture. Notably it can slam its door hard enough to crush the foot of anyone attempting to block the closure and sticking your head out one of its windows is just inviting it to pop your head off with its shutters.
Soak: Immaterial. +15 as a house.
Fatigue Levels: Tireless
Wound Penalties:
Immaterial. As a house: –1 (1 – 14), –3 (15 – 28), –5 (29 – 42), Incapacitated (43 – 56), Dead (57+)
Powers:
Crafter of Water, variable points, Init -9 – Might cost, Aquam
Duplicates any non-Ritual Creo Aquam or Rego Aquam spell no greater than 25th level at a cost of 1 Might point per magnitude of the effect. This allows the spirit to meet Herrick's original request that a pipe of water flow through each room from the roof. Also allows it to effectively control the effects of minor weather events and clean its house when it wishes.
(Focus Power)

Eidolon 0 points, Init -9, Imaginem
R: Touch, D: Conc, T: Ind
Creates an illusionary form that is visible and audible to material beings. The spirit can create a single form with each version of this power it possesses. The image can move and speak as directed by the spirit, and lasts until the spirit has no further use for it. This spirit prefers not to draw attention to its eidolon. It likes keeping its collection of humans, but in the same way that some gamers like keeping houses full of Sims. It doesn't want to have to talk to them all the time, even though, with this power, it theoretically can. The eidolon looks like a large mirror in which ghostly visions can be seen if the spirit thinks that's appealing or necessary.
CrIm 15 (base 2, +1 Touch, +1 Conc,+2 move at command, +1 intricacy): Greater Power (15 levels, +2 Init, –2 Might cost; 15 levels surplus conveerted to 3 mastery points used to boost Guide.

Ghost Touch Variable cost, Init equal to (-5 – Might points spent), Terram
R: varies, D: varies, T: varies
Moves objects that are not held by another or fastened down. For 1 Might point, a maximum of 10 pounds can be moved; every additional Might point doubles this weight limit. If the item is hurled with force, the spirit requires the Thrown Weapons Ability, and it inflicts +10 damge, +5 damage if extra Might points are spent. If the spirit has a Martial Ability, it can enter combat with an object when using this power (most weapons weigh less than 10 pounds), and uses its Characteristics to calculate combat totals as normal. All physical attacks with this power need to penetrate Magic Resistance. The power lasts until the object is released by the spirit. I'm going to allow Brawl as a Martial ability for the purposes of this Power.
ReTe 25: Focus Power. 1 Mastery point from Make the beds for ease increased the initial load from 5 to 10 pounds. Add +1 Mastery point from Eidolon to raise Init by 1. 2 mastery points from Make the beds for ease to raise Int by 2. I mastery point from Guide. to raise Init by 1.

Grant (Major Virtue): Wealthy 5 points, Init -29, Vim
Imposes the named Major Virtue upon a target. The creature can decide to bestow the Virtue permanently or temporarily. If permanent, the power is a ritual-like power and costs points from the creature’s Might Score as well as Might pool. If temporary, the Might Points spent on this power are only recovered when its effects are withdrawn. The spirit may do this at any time simply by choosing to, but it also often occurs when a prohibition placed at the time the blessing was made is broken. The prohibition is often just a time limit, like a year and a day. The material effects of the blessing do not disappear when the effect is over: fertile crops do not wither, and money earned from magical silver does not vanish.
Costs 50 levels. Special, No Hermetic equivalent. (R: Touch, D: Mom, T: Ind, Ritual) Taken from Realms of Power: Faerie because it suits Herrick's request for wealth. -5 cost due to Improved Power quality.

Guide: 0 points, Init -12*, Mentem
R: Touch, D: Conc, T: Structure
Subtly influences a group of beings toward a specific course of action. Each time this power is used, it can subtly influence the actions of a single person for a day. The storyguide should provide advice to the character in a similar way to the Common Sense Virtue, except that the advice serves the creature’s agenda, not that of the character. There is no compulsion to follow this advice.
ReMe 25 (base 5, +1 Touch, +1 Conc, +2 Group): Greater Power (25 levels) 5 mastery points. 4 points spent to reduce cost by 3 and increase Target to Structure. 1 point spent to reduce Init. on Ghost Touch.

Limited Manifestation: 0 or more points, Init equal to (-9 – Might points spent), Herbam
R: Touch, D: Conc, T: Ind or Group
Manifests the spirit’s consciousness among the household goods it touches, temporarily granting them a Might score equal to the Might points spent, and controlling their actions. It is a Rego Herbam effect of Level 20 to control wood that is a pace in diameter (costing 0 Might points). For an extra 1 Might point, a group of ten standard plants (or the equivalent mass) can be controlled. For each additional 2 Might points spent, the mass of wood controlled is multiplied by 10. The spirit cannot spend more Might points on this power than the magnitude of its Magic Might. The spirit is considered to be touching all wood in its domain. Living or dead wood is equally easy to move. Note that unlike a true genius locus, this spirit cannot affect the animals in the house.
ReHe 20 or more (base 10, +1 Touch, +1 Conc) Focus Power. -5 Might cost due to Improved Powers Quality.
Make the beds for ease: 0 points, Init -11*, Mentem
R: Touch, D: Mom T: Ind
This is a version of The Call to Slumber (ArM5, page 151). It forces those who touch the beds to rest.
(5 spell levels: Base 4, +1 Touch) Lesser Power.
4 mastery points left over. 1 mastery point to reduce cost of Make the beds for ease to 0. 1 mastery point spent on Ghost Touch to increase weight of base object. 2 mastery points to reduce cost of Guide.

Presence 0 points, constant, Imaginem
R: Arc, D: Sun, T: Ind
Grants awareness of everything that happens within the house, or that can be sensed from the house. In essence, the spirit is coterminous with its house, so it is present simultaneously everywhere within its boundaries. Double the Might of a spirit with this power for the purposes of calculating Tether Strength (see Formation of Magic Auras). The house can produce a yearly harvest of 2 pawns of vis of Herbam vis, which manifests in physical objects within the house. Harvesting this vis does not erode the spirit’s Might. This power is possessed by all genii loci, and many ghosts.
InIm 35 (base 2, +4 Arc, +2 Sun, +1 constant effect, +1 non-Hermetic effects): Greater Power (35 levels, –3 Might cost)

Vis: 4 pawns Herbam. smoke from the hearth.
Appearance: A spirit that fills a large cottage.
Statistical Source: Realms of Power: Magic
Textual Source: To the Genius of his house by Robert Herrick.
Although I've not suggested them for this spirit because I'm trying to keep the creatures to low Might, I'd note there's are two spells in Tales of Mythic Europe (page 55) that would be valuable if reworked as powers for a more dangerous pseudogenius.
Carnivorous House
ReHe 35
R: Touch, D: Sun T: Structure
Allows the animation of wooden buildings. The building can accept simple commands, and follow them with some intelligence, without the oversight of the caster. Animate houses can appear to be haunted, because they creak and shift, while doors slam and furniture moves around of its own volition. In battle, a building moves at half the walking pace of a human, but can absorb a great deal of damage if constructed properly. This spell also allows the animation of other large, wooden objects, like carriages, huge statues, and ships.

Effectively this power makes the house able to walk about.
(Base 10, +2 Sun, +3 Structure)
Carved Assassin
ReHe 20
R: Touch, D: Sun T: Ind
This highly useful spell animates a wooden object so that it follows simple commands, and solves simple problems, without the direct oversight of the caster. The object must be wooden and no larger than a pace square. Note that it can leave the house.
(Base 10, +2 Sun)

I think, in hindsight, the mastery point balancing system hates me. Thank God the next one is just a ghost. Let's see what the road ahead looks like:

ghost, demons, revener, thing that makes reveners, nursery fae, troll...people made out of paper who are having an existential crisis about it. Then it's back to easy ones: fairy costemonger, grindylow, decan of disease, ghosts, pack of invasive fluorescent octopuses, lightning ghost, screaming ghost, physically invasive faerie...spider airships, demon, demon, succubus...weird squid monster thing. Revener, revener, faerie, infernal boar, poltergeist.

Yes, I do think I set it up badly in that Thomas and the Pseudogenius were far more complicated than what's to come. I thought the genius locus would be far simpler and I put Thomas off for weeks.

No, that needs a rework.

Virtues and Flaws*: Magical Spirit, Gentle Gift, No Fatigue, Ways of the (Land), Alluring to Faeries, Familiarity with the Fae, Lesser Power (Let the beds be made for ease), Unaffected By The Gift, Higher Purpose (Code of Hospitality), Magical Air, Mute, No Hands, Slow Power (Make the beds for ease)
Qualities and Inferiorities: Focus Powers (Crafter of Water, Limited Manifestation, Ghost Touch), Greater Power (Eidolon, Guide, Presence), Ritual Power: Grant Major Virtue (Wealthy), Improved Powers (Grant Major Virtue - Wealthy, Manifestation), Dependent (owner)

* Note that because of the Presence power, the spirit, which has no Size score, doesn't need to take Gigantic repeatedly to account for the size of the house.
** Inherent virtue of genius loci. Does not count for Virtue and Flaw balancing.
*** Inherent flaw of spirits, countered by Gentle Gift. Does not count for Virtue and Flaw balancing.

Ines de la Sierras
Ghost of a murdered dancer

For episode: Ines de las Sierras by Theophile Gautier – Games From Folktales

Magic Might: 10 (Mentem)
Characteristics: Int 0, Per +1, Pre +2, Com +1, Str 0, Sta +1, Dex +1, Qik +5*
* I've assumed Qik is the characteristic for her sort of dance. You might prefer Dex. Since she's a Noncombatant it doesn't alter her combat statistics, with the exception of Dodge.
Size: 0
Confidence: 1 (3)
Season: Technically Ines should be Summer, but I've used her actual Abilities from life and I don't want to cut her down to 360 experience or swell her all the way up to Autumn. She has 425 experience, plus 50 from Improved Abilities, plus 62 from Affinity with Profession (Dancer).
Virtues and Flaws: Magical Spirit, Entrancement, No Fatigue, Affinty with Professon (Dancer), Magical Monster (death wounds visible), Obsessed (Major Personality), Noncombatant.
Qualities and Inferiorities: Focus Power (Mistress of Sound), Greater Power (Grant Minor Flaw - Obsession), Improved Abilities, Improved Quickness x2, Minor Virtue (Improved Characteristics x2),
Personality Traits: Obsessed with dancing the story of her death +4, Wants proper burial +2.
Reputation: Subject of famous poem +1
Combat: Noncombatant. Incorporeal.
Soak: +1, but incorporeal.
Fatigue Levels: No Fatigue
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+). Note, incorporeal.
Powers:
Entrancement: This is a Supernatural Ability Ines had in life. It has no cost and is not used in combat so it has no Init score. Has the power to control another's will. By staring deeply into someone's eyes for several seconds — generally impossible in combat — she can verbally command the person to perform a certain task. Roll Presence + Entrancement against the target's Stamina roll. The person being controlled may get a bonus to resist at the option of the storyguide, according to the table below. Hermetic magi get their normal Mentem Magic Resistance, and get the normal Stamina roll if the effect penetrates Calculate Penetration using an Ease Factor of 6 + the victim’s bonus. The blind, and people with their eyes closed, are immune...However, it is not possible to look away while being Entranced unless the victim wins the opposed roll.
Command Example Victim Bonus
Innocuous Talk to me +3
Questionable Meet me alone at night +6
Dangerous Put your weapons away +9
Heinous Kill you fellows +12
Suicidal Jump off a cliff +15
Grant Obsession (Minor Flaw)
4 points, Init –5, Vim
R: Eye, D: Mom, T: Ind, Ritual
Imposes the Obsession Flaw upon a victim. Ines can decide to bestow the Flaw permanently or temporarily. If permanent, the power is a ritual-like power and costs points from her Might score as well as Might pool. If temporary, the Might points spent on this power are only recovered when its effects are withdrawn.
No Hermetic equivalent: Ritual Power. 1 spare mastery point from Mistress of sound reduces cost.
Mistress of Sound
0 points, Init +1, Imaginem
Ines can duplicate any non-Ritual spell involving sound up to Level 10.
CrIm10. 15 levels converted to 3 mastery points. 2 points reduce cost. Focus Power
Abilities: (Area) Lore (site of her death) 2, Area Lore (nearest city), Athletics (endurance) 2, Awareness (crowd) 2, Bargain (for her services as a dancer) 2, Carouse (her fans) 5, Castillian 5 (slightly archaic), Charm 2 (customers), Etiquette 2 (customers), Entrancement 5 (while dancing), Folk Ken 2 (local), Guile 2 (fans), Music 1 (castanets), Profession (Dancer) 9 (bolero).
Vis: 2 pawns Mentem, ghostly dagger becomes material.
Appearance: Attractive, female, Iberian dancer with murder wounds on her neck and chest.
Statistical Source: Uses the ghost rules from Realms of Power: Magic. Entrancement rules from Ars Magica : Definitive Edition p.165.
Textual Source: Ines de la Sierras. A poem by Théophile Gautier

Leaden-eyed Fiends
Tempters of pilgrims

From: Walter De La Mare 6 – Games From Folktales

Order: Tempters
Infernal Might: 10 (Auram)
Characteristics: Int +1, Per +2, Pre -1, Com +1, Str 0, Sta +3, Dex +2, Qik +1
Size: 0
Confidence: 1 (3)
Virtues and Flaws: Weak-willed
Personality Traits: Selfish +5
Reputation: None
Hierarchy: 0
Combat:
Claws: Init 0, Attack +10*, Defense +10*, Damage +2
Thrown stone: Init +2, Attack +8*, Defense +9*, Damage +0
Includes specialisation bonus. The three creatures cannot fight as a trained group because they lack the ability to work together that closely. They are unable to practice, or empathize, with each other.
Soak: +0
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious,
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+).
Abilities: (Area) Lore* 3 (pilgrimage routes) , Athletics 5 (flight), Awareness 5 (pilgrims), Bargain 3 (pilgrim), Brawl 5 (claws), Charm 6 (pilgrims), Folk Ken 5 (pilgrimage), Guile 6 (pilgrims), Hunt 3 (humans), Infernal Lore 3 (Tempters), Thrown Weapon 5 (stone).
Powers:
Coagulation, 5 points, Init -1, Corpus: See Appendix One. Form as described in poem and Appearance.
Flight, 0 points, Init 0, Auram, Can fly mechanically using their wings.
Obsession, 1 to 3 points, Init -5, Vim: Sloth. See Appendix One.
There is an inherent problem with Tempters using their Obsession Power, because forced actions are not sins. Here, for example, the demons are trying to tempt the pilgrim into failing to finish his pilgrimage. If they pick him up and carry him, that's not a sin. If they take his pack and make his walk smooth, that's not his responsibility unless he asks for it. It does reduce the formative suffering of pilgrimage, but that's not so much a sin as the loss of an opportunity for doing a good thing. Similarly, if they take control of his mind and make him ask for help, that's not a sin of commission, because it is not a choice. More skilled demons can use their Obsessions to tempt to sin by having them become the foundation for future choices. For example a pilgrim who becomes proud of their spiritual accomplishment could sin because of their egotism.
Weakness: Abhorrent Circumstance (sight of the rainbow).
Vis: 2 pawns Auram, wings
Appearance: Classic, bat-winged demons. They are human sized, vary sufficiently in colour that player characters can tell them apart, and have eyes of dull silver.
Statistical Source: Written from scratch using the rules in Realms of Power: The Infernal. Claw weapon stats from Realms of Power: Magic p.75.
Textual Source: The Pilgrim. A poem by Walter de la Mare

Here's a ridiculously complicated one:
The wandering gibbet from Frank Bellknap Long's "Men Who Walk Upon The Air".

Order: Vessel of Iniquity
Infernal Might: 10 + 2 per collected corpse (Corpus)
Characteristics:
Note that demons become more physically formidable as they gain Might, which mitigates the loss of Quickness that creatures suffer as they gain Size.
Size 2: Int +1, Per +1*, Pre 0, Com 0, Str 7, Sta 0**, Dex +2, Qik 0.
Size 3: Int +1, Per +1*, Pre 0, Com 0, Str 12, Sta 0**, Dex +2, Qik -1.
Size 4: Int +1, Per +1*, Pre 0, Com 0, Str 15, Sta 0**, Dex +3, Qik -1.
Size 5: Int +1, Per +1*, Pre 0, Com 0, Str 18, Sta 0**, Dex +4, Qik -1.
Size 6: Int +1, Per +1*, Pre 0, Com 0, Str 22, Sta 0**, Dex +5, Qik -2.
Size 7: Int +1, Per +1*, Pre 0, Com 0, Str 26, Sta 0**, Dex +5, Qik -2.
* Is in communication with its reveners, but does not literally sense what they sense.
** Tireless
Size: +2 or more. Gibbets become larger as they collect corpses. The transition from one size to another is not swift enough to be significant in combat.
Size 2: One corpse
Size 3: Three corpses
Size 4: Six corpses
Size 5: Ten corpses
Size 6*: Fifteen corpses
Size 7*: Twenty-one corpses corpses
* May require an Infernal Aura to grow to this size.
Confidence: 1 (3)
Virtues and Flaws: No Fatigue.
Personality Traits: Hateful +6, Depraved +6
Reputation: None
Hierarchy: 0
Combat:
Nooses/Chains* (as flail)
Each creature has enough restraints that were it to fill them all, it could increase to the next Size. So, a Size 3 gibbet has six restraints, at least three of which are carrying corpses in its passive state.
Size 2: Init 1, Attack +12**, Defense +8**, Damage +15***.
Size 3: Init 0, Attack +12**, Defense +7**, Damage +20***
Size 4: Init 0, Attack +13**, Defense +7**, Damage +23***
Size 5: Init 0, Attack +14**, Defense +7**, Damage +26***
Size 6: Init -1, Attack +15**, Defense +6**, Damage +30***
Size 7: Init -1, Attack +15**, Defense +6**, Damage +34***
* Prefers to use animated corpses for combat. It will, for example, still attack people it finds sleeping with its nooses.
** includes specialisation bonus.
*** See Constriction Power. Note automatic damage in subsequent rounds. Some gibbets do not use nooses and instead use cages as huge flail heads. These attacks lose the Constriction power and do +5 Damage.
Soak: +6 (made of rotten wood)
Fatigue Levels: Does not suffer fatigue.
Wound Penalties:
Size 2: -1 (1-7), -3 (8-14), -5 (15-22), Incapacitated (23-30), Dead (31+).
Size 3: -1 (1-8), -3 (9-16), -5 (17-24), Incapacitated (25-32), Dead (33+).
Size 4: -1 (1-9), -3 (10-18), -5 (19-27), Incapacitated (28-36), Dead (37+).
Size 5: -1 (1-10), -3 (11-20), -5 (21-30), Incapacitated (31-40), Dead (41+).
Size 6: -1 (1-11), -3 (12-22), -5 (23-33), Incapacitated (34-44), Dead (45+).
Size 7: -1 (1-12), -3 (13-24), -5 (25-36), Incapacitated (37-48), Dead (21+).
Abilities: (Area) Lore 3 (roads) , Awareness 5 (pilgrims), Folk Ken 5 (humans), Guile 6 (pretending to be an normal gibbet), Hunt 5 (humans), Infernal Lore 1 (infernal auras), Single Weapon 6 (noose).
Powers:
Coagulation, 5 points, Init -1, Corpus: See Appendix One. Form as described in poem and Appearance. Its is not clear if the demon needs to find a pre-existing gibbet, or just a pre-existing cadaver, to coagulate.
Constrict, 0 points, automatic, material of chain or noose. When successfully struck in meele, the character is captured by the chain or noose. It wraps around a character's limb or neck, at the storyguide's discretion. At the end of each round, including the round in which the constricting attack succeeds, the character may attempt to break free by an opposed Strength roll. To do this, they roll Strength + a stress die, and compare it to the gibbet's Strength + a stress die. Success indicates they are free at the start of the following round. Each character assisting the victim to break free adds +1 to the Strength roll, but an assistant is unable to attack the gibbet or its reveners in that round. A character caught about the throat may not speak but may still use weapons. A character unable to break free for 30 seconds (6 combat rounds) needs to make deprivation rolls, as described on page 179 of ArM5. A character caught around the arm cannot use that arm in combat. They may still hold their weapon or shield but lack the ability to manuver it usefully. Troupes may decide that a captured hand or arm is not immobilising in some cases: for example a magus using a wand may still be able to point it at a target. A character caught by the leg has a -3 Dexterity penalty and cannot flee the combat.
A gibbet may loop multiple nooses about a single character. A constricted character takes automatic damage in subsequent rounds, until they break free. The victim may still Soak damage.
Contagious Obsession, 1 point per victim, Init 0, Mentem: Any human who succumbs to the Obsession Power of a gibbet becomes a carrier of that Power, and can pass it on to anyone who becomes a victim of their sin. Obsession is resolved in the usual way, except that if the target fails their personality roll, they becomes contagious. Any other person who suffers as a result of this new personality trait must make a resistance roll against the initial Obsession Personality Trait, or succumb themself (and also become a carrier). For every victim who comes under the sway of the Obsession, the demon loses a point from its Might Pool, no matter how far away it is from the victim. When the demon has no Might Pool left, the obsession ceases to be contagious, although those who have suffered it remain inflicted with the Personality Trait, as usual. The contagion also ends if a day passes without a new victim succumbing to the Obsession. Powerful Obsessions can quickly go out of control, as the rate of infection of new victims exceeds the regeneration rate of the demon's Might Pool. This drain does, however, limit the gibbet's ability to animate further corpses.
The Curated Dead, 2 points, Init -5, Corpus:
A gibbet may animate any corpse or intact skeleton that has not been given a proper Divine burial (or buried with garlic). These corpses have the Physical Characteristics and many of the Abilities they had in life if fresh, although these degrade as the corpses are damaged or decay. The mental Characteristics of the reveners are those of the gibbet. A single gibbet can animate and control as many corpses as its Might allows, but none have been observed larger than Size 5 outside infernally-tained regions. The physical attacks of the cadavers are blocked by Magic Resistance, but its noose attack is not. Corpses animated by the same gibbet may fight as a trained group.
Form of Wickedness: 10 points, Init -10, Corpus.
When the gibbet grows from one Size to another it triggers this power involuntarily, if it has sufficent Might in its pool. If its Might is insufficent the Power triggers as soon as the demon's Might pool replenishes. Briefly its spiritual body is visible: a thing of no material substance or dimension, only pure corruption. This form is indescribable, and provokes an extreme response in viewers, who attack the dead until they drop from exhaustion. The ten closest people to the demon when it uses this Power, should they have insufficient Magic Resistance, attempt to damage corpses nearby. A Stamina stress roll against an Ease Factor of 6 is needed every hour, a failure means the loss of a Fatigue level, while a success ends the Power's hold. The Power also ends if the victim falls unconscious. A botch indicates temporary insanity, and imposes a Minor Personality Flaw appropriate to the sin. This form is only visible for a single round.
Note that like all Vessels of Iniquity this Power is meant to provoke sinful actions. In this case it is the desecration of corpses. Although this may align with what the characters may wish to do in a combat scenario, it also affects untrained people, so that they do not flee the reveners. It also encourages them to damage the properly-intered dead. It may even tempt them to damage bodily relics, which is often unsuccessful due to the miracles of offended saints.
Obsession, 1 to 3 points, Init -5, Vim: Fear. See Appendix One.
Weakness: Abhorrent Material (garlic)
Vis: 2+Size pawns Corpus, chains/nooses/cages
Appearance: Looks like a gibbet, until it begins to crawl across the landscape on a snail-like foot. It is suprisingly swift given its method of locomotion. All gibbets have at least one, and perhaps many more, corpses attached with nooses, chains or cages. A gibbet sends these out to seek fresh victims. The gibbet has some ability to read the memories of the corpses it carries, and prefers the added horror felt when its new victims know its emmisaries.
Statistical Source: Written using the rules in Realms of Power: The Infernal.
Textual Source: The Men Who Walk on Air by Frank Belknap Long. The idea that the gibbet gets larger as it feeds comes from Maurice Ogden's The Hangman. If this poem was in the public domain it would have been added here, as it contains an excellent character who would suit as a demonic antagonist in Ars Magica stories.