Better example magi!

A cool mage. Might I suggest that a focus on the noblesse oblige side of things might well be represented with etiquette rather than charm?

Also, finesse 3 seems a big investment considering that most CrIg doesn't really need it.

I think you've forgotten to add their native language in the stats?

One thing I think is useful with Merinita is to give an indication of their attitudes towards / interactions with the fae - are they mostly interested in the special Merinita ranges, and not actually that interested in the fae themselves, or are they planning to be more actively involved with them?

A Verditius silversmith. I'm not 100% certain about the focus (and their Arts are also disparate enough that it's not actually gaining them that much at gauntlet) - I wanted something that would affect drinks, reagents, etc.

Characteristics: Int +3, Per +1, Pre +0, Com -2, Str +0, Sta +0, Dex +4, Qik +0
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; Major Magical Focus (own contents); Affinity with Magic Theory, Great Dexterity, Improved Characteristics, Puissant Craft: Silver, Puissant Magic Theory, Verditius Magic*; Enemies, Short Ranged Magic; Oversensitive (criticisms of mass production), Proud
Personality Traits: Snob +3, Resentful of criticism of item duplication +3, Compassionate -2
Reputations: None
Combat:
Dodging: Init +0, Atk n/a, Dfn +2, Dam n/a
Soak: +0
Fatigue Penalties: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)
Abilities: [Area 1] Lore 1 (nobility), Artes Liberales 1 (ceremonial magic), Athletics 1 (running), Awareness 2 (alertness), Brawl 1 (dodging), Code of Hermes 1 (item sales), Concentration 1 (spells), Craft: Silver (for enchantment) 5+2, Folk Ken 1 (magi), Guile 1 (magi), Latin 4 (Hermetic terms), Magic Theory 5+2 (enchanting items), Native Language 5 (long words), Order of Hermes Lore 1 (Verditius), Parma Magica 1 (Terram), Philosophiae 2 (Verditius runes), Stealth 1 (in fog)
Arts: Cr 3, In 0, Mu 5, Pe 0, Re 5, An 0, Aq 5, Au 3, Co 0, He 0, Ig 7, Im 0, Me 0, Te 5, Vi 0
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Touch of the Pearls (InAq 5) +5
Doublet of Impenetrable Silk (MuAn 15) +5
Air's Ghostly Form (CrAu 5) +6
True Sight of the Air (InAu 15) +3
Bind Wound (CrCo 10) +3
Heat of the Searing Forge (CrIg 10) +5 (SRM)
Ward Against Heat and Flames (ReIg 25) +12
Taste of the Spices and Herbs (MuIm 5) +5
The Crystal Dart (Mu(Re)Te 10) +5 (SRM)
The Unseen Porter (ReTe 10) +5 (SRM)
Scales of the Magical Weight (InVi 5) +0
Sense the Nature of Vis (InVi 5) +0

Character Notes
This Verditius specialises in making silverware - goblets that will reveal poison or turn water into wine, plates that make any food on it taste a particular way or high end laboratory equipment. Most of the effects are fairly low level, resulting in them typically producing several identical lesser enchanted items in a season. This sort of "mass production" tends to be looked down upon by many Verditius, who consider truly worthy enchanted items to be complex and powerful invested devices. The character resents this, and is likely to refuse to offer their wares to anyone who has belittled their craft (as per their fairly wide definition).

Despite this, the character is also a massive snob and traditionalist. They will give priority with their wares to those they consider "proper" magi with "proper" views - not pathetic hedge wizards or radicals. This has, unsurprisingly, made them a number of enemies. The character's actual ability to directly hurt their enemies is limited, but they can certainly ensure that members of the factions they support have the finest labware.

Their Major Magical Focus assists in magic that affects the existing contents of a container such as a cup, plate or flask. Technically this includes the content of the magus' own mouth; however; it is most useful when enchanting vessels to magically heat, purify or measure their contents. It does not work on spells to create things from nothing within a container.

Customisation Notes
The character has two remaining flaw points and can take an equivalent number of Virtues. Blatant Gift might be suitable for this character (if you drop one of their Personality flaws). Secondary Insight might be a useful reflection of their relatively generalised Arts.

HoH:MC hat a Minor Magical Focus (Swords) on p. 121. I’d probably allow a Minor Magical Focus (Tableware); ā€œown contentsā€ sounds a bit off. If it only covers a small subset of InAn, InAq, and InHe, it would be too small for a Major Focus IMO. (ā€œHealingā€ is a Minor Magical Focus that spans CrCo, CrAn, and CrHe.) If it also covers Mu and Re and extends to lab-ware, then Major sounds about right.

I agree "own contents" doesn't feel quite right - it's clunky and I'm not entirely sure whether it sits at the right place in the power level. It's meant to cover Cr that isn't creation ex-nihilo (I thought "yes, you can get a focus for creating anything so long as you do it in your mouth" was getting a little silly), In, Re, Mu and Perdo, but only if they're within the thing casting the spell. No restrictions on Arts, in theory, but it only covers the things in [/on] the thing doing the casting (which as they're a Verditius will mostly be magical items).

"Damage" is a canonical major focus, so I don't think the sheer breadth of the Arts affected is necessarily a killer, but there's still a question of whether the limits on it are sufficient to offset them.

I've been trying to avoid using a focus in the actual substance / shape of the item to avoid kicking off round 20 of "does any effect enchanted into an item within the focus automatically get the bonus"?

Would "silverware contents" be an improvement?

I think this is something a troupe needs to agree on. It probably needs discussion.

Actually, I'd say that "what one's belly holds" does sound reasonable for a Major Focus.
Not too wide, given that e.g. Self Transformation counts as a Minor Focus, and primevally mythic. Think Dagda's Cauldron, but the magic of Giants/Ettins/Jotunn too (the root for all of them is the Proto-Indo-European *h₁ed- = to eat).

I can totally see a magus shapeshifting into a huge-mawed monstrosity that gobbles grogs, enemies, enchantments, ships, etc. so as to leverage his focus!

A storm witch; this is inteded to be a template over at Project Redcap. I’d appreciate comments / improvements.

Raised by a local hedge weather witch, this character was adopted and raised as an Ex Miscellanea Tempestaria. She maintains close ties with the sparse network of hedge weather witches throughout Mythic Europe, and is very protective of them.

Weather Witch
  • Characteristics: Int 0, Per +2, Pre +1, Com +1, Str -1, Sta +3, Dex -2, Qik 0

  • Free Virtues: The Gift, Hermetic Magus, Affinity with Auram, Greater Immunity (Weather)

  • Major Virtues: Major Magical Focus (Weather)

  • Minor Virtues: Free Study, Puissant Auram, Special Circumstances (during a storm), Study Bonus, Wilderness Sense, Social Contacts (tempestaria)

  • Free Flaws: Necessary Condition (casting tools)

  • Major Flaws: Reckless, Dependent (tempestaria)

  • Minor Flaws: Poor Student, Small Frame, Oversensitive (maltreatment of hedge wizards)

  • Age: 25 (Apparent 25)

  • Decrepitude: 0 (0 Decrepitude Points)

  • Warping Score: 0 (0 Warping Points)

  • Warping Scars: None.

  • Reputation: None.

  • Personality Traits: Reckless +6, Protective (hedge wizards) +3, Driven (help hedge wizards) +2

  • Confidence: 1 (3 Confidence Points)

  • Encumbrance: 0

  • Equipment: Wizardly robes.

  • Abilities: (Area) Lore (hedge wizards) 2, Artes Liberales (Ceremonial Magic) 1, Athletics (running) 1 , Awareness (predators) 1, Charm (hedge magi) 1, Concentration (spell concentration) 3, Latin (Hermetic usage) 4, Living Langauge (local dialect) 5, Magic Theory (Auram) 3, (Organization) Lore: Tempestaria (personalities) 2, Parma Magica (Corpus) 1, Stealth (hide) 2, Survival (near villages) 2, Wilderness Sense (predict weather) 4

  • Wizard's Sigil:

  • Arts: Cr 7, In 0, Mu 0, Pe 1, Re 7, An 5, Aq 0, Au 11+3 [48 XP before Affinity], Co 0, He 0, Ig 0, Im 0, Me 0, Te 0, Vi 0

  • Spells Known:

    • Clouds of Thunderous Might@ (ReAu 30) +31

    • Direct the Wrath of Zeus*@ (ReAu 25) +31

    • Circling Winds of Protection@ (Cr(Re)Au 20) +31

    • Panic of the Elephant's Mouse (ReAn 15) +15

    • Pull of the Skybound Winds@ (CrAu 30) +31

(@ Magical Focus and Puissant Auram applied; * new spell)

  • Size: 0

  • Soak: 3

  • Magic Resistance: An 10, Aq 5, Au 16, Co 10, He 5, Ig 5, Im 5, Me 5, Te 5, Vi 5

  • Combat:

    • Dodge: Init: +0, Attack --, Defense +3, Damage --

    • Fist: Init: +0, Attack -2, Defense 0, Damage -1

  • Fatigue Levels: OK, 0, -1, -3, -5, Unconscious

  • Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (13-16)

* New spell: Direct the Wrath of Zeus ReAu 25. Directs a natural lightning to strike a designated target, hitting the target with a successful Aiming roll. Must be cast within a lightning storm. (B5, +3 Sight, +1 precision)

Character Analysis

The character's tradition grants her the Necessary Condition of using casting tools, her Greater Immunity, and her Affinity with Auram. The Major Magical Focus in weather and Puissant Auram were chosen to complement these, and her Special Circumsntaces (during a storm) also fit thematically.

Her Wilderness Sense is meant to represent her hedge, pre-Hermetic, roots and learning; probably used primarily to predict the weather. Her positive Perception is meant to aid in that.

Her Free Study and Study Bonus, along with her Poor Student flaw, push her away from learned Hermetic books, instead connecting her more directly with wild nature and raw magic.

Her deep ties to and affection for her fellow hedge wizards is reflected in the Social Contacts within the loose but wide tempestaria tradition, her Organization Lore knowledge of them, and in her two personality flaws (Dependent and Oversensitive).

Her Small Frame was chosen to allude to her windy, auram, nature. She is not of small height, rather she is light as a breeze.

Customization Notes

As always, you still need to choose the character's wizard's sigil, background, and name. Choose an appropriate Area for the (Area) Lore, and Living Langauge and its local dialect, too.

Many of the character's virtues and flaws don't affect its statistics, so can be easily swapped. This includes her Greater Immunity to weather, which is part of her Tempestaria tradition but can be swapped for another non-Hermetic Major Virtue appropriate for her tradition.

Her Affinity with Auram and Necessary Condition should remain as they are part of her tradition. Her Magical Focus, Puissant Auram, and Wilderness Sense cannot be changed without altering her statistics significantly. If her Small Frame is changed, then her Wound Penalties should be altered accordingly.

The character has only 9 virtue points, leaving room for one more - but if one is added, another Minor Flaw is needed. An Hermetic Minor Flaw like Hedge Wizard or Unpredictable Magic is appropriate, dur to her Intelligence: her intelligence is low for a maga, only 0. This may make other mages look down on her, as the "hedge wizard" she is, and also adds a bit of unpredictability to her spellcasting that suits her tempestful weather and her recklesness, working well with the Hedge Wizard or Unpredictable Magic flaws.

Further Customization Notes

If your group is using the Houses of Hermes: Societates supplement, this character may decide to take the Whistle Up the Wind supernatural ability as its Major non-Hermetic virtue. Note however that her Hermetic magic is quite capable at creating weather, so you may decide to keep the current Greater Immunity virtue. Another alternative, is Major Potent Magic (in weather) to further emphasize the use of her casting tools, if your troupe permits you the use of this common Mystery. If you do change the Great Immunity, you may want to alter the specialization of your Parma Magica to Auram (it is currently Corpus as you're essentially immune to Auram).

You may want to consider picking up the Performance Magic Minor Hermetic Virtue, with Music (whistling) as its ability, to allow you to cast your spells by whistling or singing, thus deepening your hedge wizard persona and bringing you closer to the hedge tradition, that uses Whistle Up the Wind instead of Auram spells.

Roleplaying and Gaming Notes

This character is heavily focused on Auram spells, but still lacks key ones (such as the Incantation of Lightning) and utterly lacks versatility. You should probably spend the next few years post-Gauntlet correcting these shortcomings, rounding out her control over weather by inventing more Auram spells and shoring up her weakpoints by inventing utility and combat spells outside her speciality.

Her original spell, Direct the Wrath of Zeus, arguably need not penetrate Magic Resistance (this requires the troupe's agreement). However, you need to first conjure up a lightning storm using Clouds of Thunderous Might, maintaining concentration on that spell for perhaps a few rounds, and then also cast Direct the Wrath of Zeus while maintaining concentration on Clouds of Thunderous Might'. (Losing the concentration on Clouds of Thunderous Might may still leave you with some time before the storm dissipates, as decided by the SG; it’s possible only that only in this time the spell need not penetrate.) This is a considerable set-up, and is only applicable outside too, where you have clear line of sight to the sky and clouds. You would want to increase your Concentration to be better able to enact this combination, and you would want to develop spells that will allow you to create a storm more swiftly (with CrAu), or create lightning directly (The Incantation of Lightning).

You would also want to develop your social skills to better interact with, and care for, the tempestaria and hedge wizards, and be accepted by them despite your Gift. Charm is especially important, as is perhaps Leadership, and increasing Teaching and spending seasons doing so can build up good will. Your positive Presence and Communication can help you with that.

My opinion: this spell doesn't need to penetrate except that if the storm was magically conjured, it's lightning bolts are magical and subject to resistance. It's still easier to penetrate than Incantation of Lightning though, as you are using two lower magnitude spells.

I don't know if this has been discussed on the forum before. I mean, probably it has, I just don't know where.

I agree that a magically conjured storm would need its lightning bolts to penetrate whereas a natural one wouldn't. The complication is that Clouds of Thunderous Might is a Rego spell that gathers existing clouds and winds into a small storm rather than creating them ex-nihilo. On that basis I'd be inclined to say that whilst the Rego magic is actively gathering them, the cloud is under a magical effect and needs to penetrate. Once you drop concentration, it's natural and no longer needs to penetrate (and based on the text of the spell, the storm should continue "as normal", which may or may not involve doing what you want it to do).

Other comments:

  • Does the 11 Auram include the +3 for Puissant, or is that in addition? I'm guessing from the Casting Totals it should be 11+3, but it's useful to write the score that way to make it clearer and more consistent with the standard format.
  • I'm not getting their xp to add up. I'd expect them to have 120 xp Childhood + 75 xp later life + 240 xp apprenticeship = 435 xp in total. I'm currently getting them to have 310 xp in Abilities (allowing for 45xp in Wildnerness Sense as you get the first level free from the Virtue) and then either 116 xp in Arts (Au 11+3) or 96 xp (Au 8+3) for a total of 426 xp / 406 xp.
  • Will their Greater Immunity to Weather mean Wings of the Soaring Wind won't work for them? (It's not part of their starting spell selection anyway, so probably a relatively minor point).
  • What exactly is Direct the Wrath of Zeus targeting? Lightning Strikes themselves probably don't last long enough to be successfully sensed and then cast on, but if you're targetting the storm I think you need a Group target. I suppose you could possibly argue for an Individual cloud within the Strom? You probably also want some guidance on what is required for a successful aiming roll.

Yes, I think you're right. But I think this also means that you can only cast the spell when lightning is actually happening. That's a heck of a Finesse roll! If the Rego actually commands the storm to make a lightning bolt, I think there's a Creo requisite, including adding a magnitude. (But again, I don't think that's clear cut.)

That makes sense. I think I’d leave the text saying it’s up to troupe decision, as it isn’t clear-cut.

Yeah, it is 11+3. 48 actual XP spebt, increased to 72 by Affinity, and then +3 from Puissant.

I missed the 5 XP in Wilderness Sense from the Virtue.

XP by my calculations, with that +5, is 320 in Abiities and 120 in Arts, no?

Abilities XP Allowed XP Used
Early Childhood 120 120
Later Life 75 80
Apprenticeship 120 120
Virtue 5
Ability Score (Max. 5) XP
Living Language 5 75 Early Life
Survival 2 15
(Area) Lore 2 15
Stealth 2 15
Wilderness Sense 4 50 Later Life
Athletics 1 5
Awareness 1 5
(Organization) Lore 2 15
Charm 1 5
Artes Liberales 1 5 Apprenticeship
Latin 4 50 (5 to write books)
Magic Theory 3 30
Parma Magica 1 5
Brawl
Concentration 3 30
Arts
Basic XP Allowed: 120
Total XP Used: 120
Art Score XP
Creo 7 28
Intellego 0 0
Muto 0 0
Perdo 1 1
Rego 7 28
Animal 5 15
Aquam 0 0
Auram 11 48
Corpus 0 0
Herbam 0 0
Ignem 0 0
Imaginem 0 0
Mentem 0 0
Terram 0 0
Vim 0 0

Yeah, technically. I’d personally wave this, especially if the Wings don’t penetrate her MR.

I imagined it as targeting a single Individual lightning, pulling it down from the sky.

I was assuming you were only spending 44 xp -> 66xp, which is the minimum you need for a score of 11.

Before it exists? Or during the lightning strike?

Well, as it forms during the casting.

depending on if you like the Aristotelian/Art&Academe explanation, you could target the hot wind trapped inside the cloud, which when it escapes it becomes lightning. This would probably require part target, I guess?

My view on Direct the Wrath of Zeus is that first of all one has to decide whether it nudges an existing weather phenomenon (e.g. a thundercloud) to produce lightning, or it just directs lightning as it strikes.

In the first case, I'd say that no Creo is needed (it's a little like making a tree bloom and bear fruit), and the resulting lightning is also non-magical unless the weather phenomenon itself is, but good luck hitting anything smaller than a village. Of course particularly tall trees, belltowers etc. naturally attract lightning strikes nearby, which can either hinder or help the weather witch.

In the second case (which can be a secondary effect tacked onto the first, +1 magnitude), I'd say that the Rego guidance would subject the lightning to magic-resistance; and I'd also say that either a truly mythic Finesse feat, or some additional magic, would be needed to get the timing right (combining it with the previous nudge-the-thundercloud effect would qualify, as would a Per+Wilderness sense roll of 6+ from a weather witch :slight_smile: )

Oh, that’s a nice idea.

This character is meant to an example template/starting character at Project Redcap.

Frost Queen

The daughter of the faerie Queen of Ice and Snow, this faerie-touched Flambeau maga combines the school of the Founder and of Apromor, specializing in freezing her targets.

  • Characteristics: Int +1, Per 0, Pre +2, Com +0, Str -1, Sta +3, Dex 0, Qik 0
  • Free Virtues: The Gift, Hermetic Magus, Puissant Perdo
  • Major Virtues: Ways of the Polar Desert
  • Minor Virtues: Puissant Ignem, Minor Magical Focus (destroy warmth), Immunity to Cold; Faerie Blood (Sidhe), Inoffensive to Faeries, Alluring to Faeries, Free Expression
  • Major Flaws: Plagued by Supernatural Entity (faerie queen), Deficient Creo
  • Minor Flaws: Cylic Magic (Summer & Spring), Warped Magic (frost), Faerie Stigmata (crown of ice), Faerie Upbringing
  • Age: 25 (Apparent 25)
  • Decrepitude: 0 (0 Decrepitude Points)
  • Warping Score: 0 (0 Warping Points)
  • Warping Scars: None.
  • Reputation: None.
  • Personality Traits: Proud +3, Independent +2, Fierce +2
  • Confidence: 1 (3 Confidence Points)
  • Encumbrance: 0
  • Equipment: Wizardly robes.
  • Abilities: Area Lore: Polar Desert (faerie auras) 2, Artes Liberales 1 (Ceremonial Casting), Charm 1 (faeries), Dead Language: Latin 5 (Hermetic Usage), Etiquette 2 (faeries), Faerie Lore 2 (winter), Guile 2 (faeries), Intrigue 1 (malign), Leadership 1 (ruling), Living Language: German 5 (native dialect), Magic Theory 3 (Ignem), Parma Magica 1 (Ignem), Order of Hermes Lore 1 (House Flambeau), Penetration 1 (Ignem), Survival 2 (polar desert); Spell Mastery: Aura of Rightful Authority 1 (Subtle), Wizard's Icy Grip 1 (Multicating), Repel the Wooden Shaft 1 (Fast-Casting)
  • Wizard's Sigil: frost and ice (reflected in her Warped Magic)
  • Arts: Cr 0, In 0, Mu 3, Pe 6+2, Re 7, An 0, Aq 5, Au 0, Co 0, He 1, Ig 7+2, Im 0, Me 6, Te 0, Vi 0
  • Spells Known:
    • Wizard's Icy Grip PeIg 30 / +23@M (Multicasting)
    • Winter's Icy Touch PeIg 10 / +22@
    • Conjuration of the Indubitable Cold PeIg 25 / +22@
    • Curse of the Rotted Wood PeHe 10 / +10 (R: Voice, freezes & shatters instead of rotting)
    • Repel the Wooden Shaft ReHe 10 / +12M (Fast-Cast)
    • Aura of Ennobled Presence MuIm 10 / +6
    • Aura of Rightful Authority ReMe 20 / +17M (Subtle)
    • Demon's Eternal Oblivion PeVi 5 / +9

(@ Magical Focus, M Mastered)

  • Size: 0
  • Soak: 3
  • Magic Resistance: An 5, Aq 10, Au 5, Co 5, He 6, Ig 18, Im 5, Me 11, Te 5, Vi 5
  • Combat:
    • Dodge: Init: +0, Attack --, Defense 0, Damage --
    • Fist: Init: +0, Attack 0, Defense 0, Damage -1
  • Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
  • Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (13-16)

Character Analysis

The character's faerie ancestry gives color to her Flambeau preferences. However, many of her virtues and flaws reflect her ancestry more than her Hermetic tendencies.

Her Flambeau training and tendencies can be seen in her free Puissant Perdo virtue, and in her Puissant Ignem virtue, combining the School of the Founder with the School of Apromor. It is also evident in her Minor Magical Focus, and in her choice of spells, with an heavy emphasis on combat spells and spell mastery.

Her Faerie Blood (Sidhe) is only Minor; perhaps this is becuase of her (unknown) father, and it is his blood that gives her her Gift. Her Immunity to Cold make her at home in her mother's icy domain, and her Ways of the Polar Desert marks her as its princess, as does the crown of ice (Faerie Stigmata) that she grows when in a Faerie aura. The pain the crown brings her reflects her rejection of her mother, as does Plagued by Supernatural Entity (her mother). Her Deficient Creo, Cyclic Magic (negative), and Warped Magic also fit this theme. Finally, her Free Expression, along with her Inoffensive to Faeries and Alluring to Faeries is what made her so alluring to the faerie queen to begin-with.

Customization Notes

This character is not designed for optimum effectiveness in combat. If you want to maximize damage output as a Perdo-Ignem specialist, you should design another character. Most of her virtues and flaws are spent on her faerie nature - which justifies and supports the ice theme, but this is not a particularly combat-effective way to allocate her virtues and flaws.

A Strong Faerie Blood may have been more appropriate, but there was no room for both it and Ways of the (Land). The latter was chosen to reflect her status as a faerie princess, but this can be switched. Deficient Creo may also be replaced by Unnatural Magic or Vulnerable Magic, to represent her faerie magic more strongly; this was not chosen as her magic is more Hermetic than faerie.

Further Customization Notes

If your group is using the Realms of Power: Faerie supplement, then consider her mother to be a highly-cognizant faerie that uses the character to drive her advancement (see page 65). Her Free Expression is especially valued, but her mother very much intedned and desires her daughter to learn some creative Ability, like Craft: Ice-Sculpture, to better affect her transforamtion. Perhaps replace her Intrigue or Etiquette ability with this one. Finesse can also be used to represent the quality of the icy creations with Rego Aquam spells.

As per page 110, consider giving her an Ability Block to represent her Faerie Upbringing (even though she does not have the Faerue Upbringing flaw). This could include the abilities Church Lore, Dominion Lore, Folk Ken, Ride, and Theology. This Ability Block can replace her Cyclic Magic (negative) flaw, which is thmatically weak.

The character should also have the free Faerie Background virtue, with a positive Sympathy Trait in Cold & Ice and a negative one in Warmth & Heat. Her Faerie Blood would also grant her an increase of +1 in her Sympathy Traits.

Study the use of Sympathy Traits, including in Hermetic Magic, to make use of them.

Roleplaying and Gaming Notes

You have been raised by the cold great faerie queen of ice and snow, in her realm in the far north. A queen whose heart is her cold as her domain. Fortunately for you, a Flambeau magus, your pater, visited her land and freed her from her reign. Since then, you have embraced his ways and his magic, combining the two greatest schools of his House in your own magic and reveling in its use as much as any Flambeau.

In truth, however, you are your mother's daughter. Not only does your magic mirrors hers', but also your proud, independent, and dominating personality. You are born to be a leader. Nay, a ruler.

Your mother has not abandoned her cold, calculating plans for you. And you find that other faeries naturally defer to you as a "princess". You even grow a crown in Faerie auras. You are still your mother's daughter, as much as you resent her cold, icy, treatment of you as a child. You will need to contend with her, and your heritage, eventually.

If you ever do accept your place as your mother's heir, perhaps the deleterious effects of your crown of ice will disappear. Consider with your SG the possibility of changing your virtues and flaws to reflect this change. Perhaps for example you could acquire a Monstrous Appearance as the crown becomes permanent; and perhaps you could acquire further "Gifts" from your mother, such as upgrading to a Strong Faerie Blood.

In terms of Hermetic Magic - you should initially develop spell masteiries such as quiet casting of Aura of Rightful Authority, and fast-casting Wizard's Icy Grip. You should develop your magic further, adding useful and utility spells such as Veil of Invisibility or Strings of the Unwilling Marionette and thematic spells such as Wizard's Autumn or Flames of Sculpted Ice.

Your deficiency in Creo would direct you away from Creo Ignem magic; this should differentiate you from many other Flambeau magi. You should also try to stay clear of Perdo Corpus magic, leaving that aspect to the proper School of Apromor. You, after all, are not quite of that school. You're your own thing. Independent.