Character Creation for Pralix (OOC)

To discuss the creation of all of Pralix's characters (magus, companion, grogs, familiar, apprentices). This includes the concept, drafts, background, advancement, lab work, etc.

Final versions of the characters will have their own topic.

Placidus ex Mercere

Str 2, Sta 2, Int 2, Pre 1, rest 0 (I don't like attribute min-maxing)

Virtues:

Mutantes House virtue: Puissant Muto
Inoffensive to magical beings
alluring to magical beings
Puissant Parma
Gild trained
Puissant Magic Lore
Mutantum magic
Self-confident
unbound tongue,
tough,
improved characteristics (strong)

3 Driven (Major, further the Agenda of the Weissdorngilde)
1 Compassionate
3 Favors (House Mercere)
3 Deficient technique: Perdo

Segafreda:Placidus’s mother, a formidable NPC redcap. I’ve created her to bring action into Placidus’s life (as a representative of her House, and someone not unlike Lwaxana Troi. In other words, she is a scary plot device, and not definitely not some kind of hidden boon.)


You can’t talk about Placidus without talking about his mother first. Segafreda ex Mercere is a boisterous, large-boned redcap, with unruly ginger curls and a voice that carries her lively Swiss accent. She is rumored to be in her 60s or 70s, but looks like she is barely 20. Her lecherous appetites – she isn’t choosy - are rather surprising in an elderly woman. Rumor has it the last person asking her for her age was a bookish Bonisagus about a decade ago, and they say you could see her fingerprints on his swollen face for a week after. Despite (or because of) her rustic ferocity, Segafreda is well respected in both the Rhine and the Alps, and counted among the most reliable redcaps in the region.

The only thing Placidus knows about his father is that he was, to quote his mother, “quite a lover”. Placidus suspects that he also wasn’t human, but some sort of being from the magic realm. That would certainly explain why Magic beings instinctively accept him as one of theirs. Placidus has half a dozen half-brothers and half-sister, but since he is the only Gifted offspring of Segafreda’s, he has a very special place in her heart. She expressed her maternal pride in having given birth to a Gifted Mercere of the Mutantum lineage by having the baby christened Merlin. To his utter mortification she still insists on using that name, which he had hoped to get rid of by passing his gauntlet.

But I am getting ahead of myself. Young Merlin spends the first years of his life travelling with his mother, picking up the skillset of a wandering redcap, and leaving him stronger and tougher than the average boy of his age.

Young Merlin’s education was considered of great importance by House Mercere, so he was taken from his mother at the age of seven to be apprenticed to Xavier in Durenmar. Of course, this didn’t stop her from visiting and meddling. Being looked up to by many ungifted members of the house gave young Merlin a sense of self-confidence.

Xavier’s magical instruction included the secrets of Mutantem magic. The young man showed an unusual interest in magical creatures and beasts. He also experienced major difficulties with spells of destruction.

He passed his Gauntlet, a season of Redcap duties, easily, spending so much of his time in the shape of a bird that he actually learned how to speak in bird shape.

Even before he passed his Gauntlet, he announced his intention to join the Weissdorngilde as a protector of the Wild.


A few practical question for post-gauntlet:

  • Does the character automatically get an LR?
  • How is vis availability determined?
  • Any special rules for finding/binding a familiar?
  • Do I assume the stats of his new covenant for post gauntlet development or is he still a Durenmar magus?
  • is the character a master at the end of those extra years? Automatically? Under certain conditions? Never?
  • Does he join the new covenant right after gauntlet, or at the end of those years (this, unlike the question before it, is a plot question, not a mechanics question)
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I do not believe so, but I think some characters had story background justifications for getting one, ditto with a familiar.

I think it might be buried somewhere in the character creation thread, but we earlier decided to use a semi-narrative approach post-gauntlet advancement. I'll go dig through the thread in second, but I know we had guidelines for amounts of xp, vis and warping points you get for every year of post-gauntlet advancement. Here's the relevant post

We went with just assuming you have access to a level 3 magic aura and a standard lab (or at least that's what I did).

I believe you will join the covenant at the end of your post-gauntlet advancement/1204.

I would guess that you would have to write up your character getting the three different marks of approval in order to be a master, although that's only for magi in the Rhine tribunal.

Thanks Houlio, your link is very useful. Wouldn't it be a good idea to unbury that post from the middle of nowhere and give it its own thread?

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I cut and pasted it into a word file, I must confess.

I could put that information into the topic About the Ars Magica 5th Edition: The Heir of Laimunt Valley category

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Adding and improving upon what Houlio answered:

  • Does the character automatically get an LR? No. You need to purchase it using accumulated vis or through seasons of service. The cost is usually 1 pawn per magnitude when asking a specialist to do it, plus the actual vis needed to perform the ritual. Members of House Mercere often benefit from a slightly reduced cost.
  • Any special rules for finding/binding a familiar? It takes at least a season to find a familiar. Treat the season when it is actually found as a low-experience story (5 xp or less during that season). Grog-level familiars (usually under your control) have a base Might of 9 or less (before Size adjustments and Qualities/Inferiorities). Companion-level familiars can be more powerful but must be played by someone else (not always the same player and does not count as their companion slot).
  • Do I assume the stats of his new covenant for post gauntlet development or is he still a Durenmar magus? No matter where he is, consider he has at best access to the equivalent of a basic lab in a +3 aura. Your narrative might justify a lower aura or poorer lab, if you want.
  • is the character a master at the end of those extra years? Automatically? Under certain conditions? Never? No. Becoming a master is a significant milestone. Receiving any of the tokens should happen in play, although you can have performed some of the groundwork during pre-play advancement. The rank only has significance in the Rhine, so lack of it does not bar your magus from other achievements (such as taking an apprentice) if you craft your narrative around that.
  • Does he join the new covenant right after gauntlet, or at the end of those years (this, unlike the question before it, is a plot question, not a mechanics question) No. He joins Tugurium at the end of those years. The narrative should certainly integrate elements explaining why he would be interested in doing so, and could also include some sort of link. Clusius' narrative (starting here) contains many possible elements that can be used.

Thanks Arthur!

Here is my character's intended development until gauntlet. If there are no objections, I'll turn these notes into a sheet of a character at gauntlet.

Early Childhood (0-5): 45xp + language

Language High German (Swiss) 5
Athletics (long distance travelling) 1
Awareness (alertness) 1
Brawl (dodge) 1
Charm (magi) 1
Folk Ken (magi) 1
Guile (about magical creatures) 1
Stealth (quiet movement) 1
Survival (Mountain) 1
Swim (river) 1

Childhood (years 6-7):

Animal handling 1 (birds)
Area Lore The Black Forest (Magic Realm) 1
Bargain (vis) 1
Hunt (Tracks) 2
Leadership (grogs) 1

Apprentice (years 8-22): 240xp +90xp = 330xp (170xp on arts/160xp on abilities)

Artes Liberales (Ceremonial casting) 1
Code of Hermes (magical beings) 1
Concentration (spells) 1
Durenmar Lore (Library) 2
Fairie Lore (Fairies of the Forest) 1
Magic Theory (Muto) 3
Finesse (Terram) 1
Latin (Hermetic) 4
Magic Lore (Magical beasts) 1+2
Order of Hermes Lore (Rhine Tribunal) 2
Parma Magica (Mentem) 1+2
Penetration (Animal) 1
Philosophy (ceremonial casting) 1
Profession Scribe (diligent writer) 1

Arts:
Intellego 7
Muto 10+3
Animal 8
Corpus 8
Vim 5

Spells:

InAn 25 Speaking with our lesser brethren (+17)
This spell allows Placidus to communicate with an animal chosen at the time of the casting by giving him the ability to speak and understand its language. This spell does not increase the animal’s intelligence, nor its willingness to communicate, so conversation is not always easy. To bystanders, Placidus sounds like the animal in question: he growls, hisses or chirps. At the storyguide’s decision, some animals may not have a language (e.g. jellyfish).
(Base 10, +1 Conc, +2 Voice)

MuCo(An) 30 Bird of Hermes (+23)
This spell allows Placidus to assume the shape of a crane. It’s a variety of the spell: Cloak of Black Feathers. Like all Mutantes magi, he is proud that his lineage has added this harnessed spell to the common canon. Placidus wears animal fabrics only so he can keep them on when assuming animal shape.

MuCo30 Gift of the Black bears fortitude (+23)
Like Gift of the bears Fortitude, but with an additional magnitude to raise the bonus to soak from +3 to +4. This spell is harnessed, so it can easily be terminated easily.

CrIg5 Palm of Flame (+2)

ReTe10 Invisible Sling of Vilano (+2)

InVi20 Piercing the Magic Veil (+14)
like Piercing the Fairie Veil, but for the magic realm

Personality: Protective of the Wilds +5, Compassionate +2, unafraid +2, peaceful +2

Sigil: birdsong

Appearance: Placidus is a tall, broad-shouldered man clad in protective leathers. He has bushy eyebrows and a full, black beard, and he has several small scars on his face and arms. These rugged features are at oods with his big innocent, blue eyes and his broad boyish smile. His laughter is deep and loud.

Equipment: Placidus wears a reinforced leather Hauberk and leather boots.

Soak: +8

Design Notes: I want this character to be able to talk to dangerous beasts. I gave him animal speech to do so and access to magical regios spells for that purpose. I also gave him strong defensive capabilities (puissant Parma and a good soak). He doesn’t have strong offensive spells, since he prefers to non-violently leave a site of conflict by turning into a crane.

Rough plans for the next 10 years in no particular order:

  • Develop the arts a bit more (Cr, Re, Im) and learn some more spells (Animal spells, Basic Vim spells, some Imaginem)
  • Find a familiar (a raven of virtue would be super cool as Placidus likes traveling in bird shape and a pessimist companion would nicely contrast with his positive nature)
  • Create a talisman (probably a weapon)
  • enchant his armor (or have it enchanted so he can carry both armor and weapon)
    *Fill the gaps in his skills (Magic Lore, Parma, Area Lore, Concentration)

Looks good overall. :smiley:

Not sure the Soak score is calculated correctly. Sta 2 + Tough 3 + Reinforced Leather Hauberk (Partial armor) 2 would be a total of 7. Might also want to add a note on the final sheet the potetial +4 when the Fortitude spell is active.

Gift of the Black bears fortitude seems to close in name to the standard Gift of the Bear's Fortitude. Can lead to confusion. Perhaps a more distinct name?

Puissant Parma Magica looks really strange with that concept. I would have expected Puissant with something like Animal Handling, Hunt or Survival.

Where did he pick up Unbound Tongue? That's usually a Bjornaer virtue. Yes, I know it's simply listed as a Supernatural virtue, but still, some kind of explanaiton in the background would be nice. :sunglasses:

I used the table from Lords of men. It says that a reinforced leather hauberk has a protection and an encumbrance of 3 each. It's the cuirass that has 2 each.

I had chosen a similar name because it is a similar spell, but that is easily remedied: How about The man who didn't bleed?

Someone who is exposed to magical creatures a lot will learn how to defend himself against them. It could be learned by experience, or it could be part of the whole not entirely human theme he has with his father (maybe) being some magical being. Storywise, it means he can shrug off minor magical threats and gets to see bigger baddies (anybody guiding a story can simply make the monster bigger to get through a Parma), which is fun. I don't want my character to use violence to solve most of his conflicts, but to find mutually agreeable compromises. Being strong defensively and weak offensively means that neither side can strongarm the other side into some course of action, which opens the way for non-lethal problem resolution.

Unbound tongue: There is an explanation for that in the background: After learning the crane spell, he spent so much time in animal shape that he eventually figured it out how to speak. I like the idea of him being able to talk to some creatures animal to animal. He's harder to kill in human shape anyway (the armor gives him extra soak and the size is better as a human), so he'd probably not use his crane shape to fight his battles. I'm thinking of it as a cosmetic effect mostly, and was quite proud of resisting the temptation of taking a more "useful" virtue like deft form, skilled parens, a focus, or a muto affinity.

I was tempted to replace mutantum magic, unbound tongue and improved characteristics by Ways of the Mountains, but I would then have to reduce his Quickness or communication to keep the strength and that felt munchkinny.

That explains it. Lords of Men is one of the handful of 5th Edition books that I never purchased, as I didn't feel the need for more details in that area. Just make sure you indicate the values (Protection and Load) on the final version of the character.

That works! :smiley:

Last night I realized what was bothering me about how you designed your magus. Please take everything that follows with a grain of salt, as I'm not objecting to anything in your character design.

The concept is great -- something much like Newt Scamander from the Harry Potter universe. (Correct me if I'm wrong here.) It is rather that the assemblage of virtues, abilities and spells used to implement it feels a bit off. Some of the choices feel bland, sometimes even clumsy, when more elegant and flavourful alternatives exist. Let me point to a few areas where I think

First, let's consider the use of the virtue Unbound Tongue to be able to speak when in animal shape. The spell The Voice of the Bjornaer Magus (MuAn 15) from HoH:MC p.36 does exactly the same thing. That virtue is a great one for a magus who may have trouble casting it without voice and gestures. But your magus is a Muto Animal specialist. Even at a -15 penalty, he would be able to cast it reliably (he has a casting total of +23 in MuAn). So why use a point of virtue to replace a level 15 spell? It seems an odd solution to the "speak in animal shape" for a magus who isn't a natural shapeshifter. After all, he learned the spell to transform into a crane, so why go to the trouble of acquiring a virtue to speak (which isn't as easy as "spending a lot of time in animal shape"), instead of learning a simple spell to do the same?

Second, let's consider the use of a spell to communicate with animal. Strangely, it seems to me blander to use a spell for this than the virtue Animal Ken. Maybe it is a philosophical difference, in that with Animal Ken means your closeness to animals allow you to communicate with them, whereas a spell is an artificial means of communication and thus less organic. Animal Ken also lets you use Animal Handling as a substitute for any social abilities when interacting with animals. Of course, the drawback is that the Animel Ken ability becomes an xp sink. But the advantage is that you can immediately communicate with any animal you come in contact with, and on their terms, which seem more in line with the concept (as I understand it).

Third, I understand the value of having strong passive defenses (Soak against physical attacks and Parma Magica for magical attacks) for this concept. But he can easily grow into a part of it during post-Gauntlet advancement and even further during play. That seems particularly true for Parma Magica, since Puissant represents only the equivalent of 25 xp spent in the ability at the time of Gauntlet. Unless you plan to achive a high score in Parma (6+), then spending a point of virtue seems overkill and somewhat off for an animal-minded magus. Note that I often object with a Puissant virtue tacked to a low-score Ability or Art, as to me Puissant repesents either a natural aptitude in an area that the character naturally spends a significant effort on, or special training in that area. It is a bit odd to do that on Magic Lore, but given the concept I can accept it as a natural aptitude he hasn't had time to pursue yet. For Parma Magica it just feels artificial and at odds with the concept. Considering that there are other virtues that would better serve the concept, I raise it again for your consideration.

Finally, I would note that Gild Trained (GotF p.20) states that "in addition to a season of training by a magus of House Bonisagus, you have also been inducted into one of the Rhine’s political gilds, receiving two or more seasons of training by one of its masters." So this should probably be better reflected in his background and means he has some contacts in the Weissdorngilde.

(I hope this doesn't come out too strong! Just trying to help refine the concept. Not trying to min-max the character.)

First of all, thanks for the advice. A second perspective helps, especially one so lucidly argued.

  • You have convinced me on the counts of Puissant Parma and unbound tongue. He may be tough, but he isn't really the kind of guy who hides behind some spell (or at least he doesn't start out that cautious. He will learn pg that protecting himself is a good idea and not a weakness. I did feel uncomfortable about unbound tongue for the same reason (MuCo it is just a spell after all), so maybe it's a good idea to get rid of it. So I will replace mutantum magic, puissant parma and unbound tongue by Ways of the Mountain (Or is the Black Forest a Forest? As somebody who has spent her childhood there, I know it is kind of both, but that won't do for character creation). This also allows me to keep improved characteristics, which feels right.
  • I had actually been thinking about Animal Ken (which I do not see as much of an xp sink - a skill of 3 wouldn't cost that much, and even a 4 would we bearable, especially with all those windfall xp from Gild Training), but that wouldn't work at all in populated areas because supernatural abilities are penalized by the aura modifier, and I really do not see his ability as a Gift of God. I have been wondering if a language spell means that he learns the animal's language or that the animal learns his, and felt that a grunting mage is more fun than a pig speaking Latin. Or maybe I should just stick to the core book spell. It's touch range, which is more intimate.
  • mundane animals still dislike him anyway (he hasn't got inoffensive to animals), although I guess that Ways of the Forest would partly lessen that (he'd be more acceptable to wild animals than to farm animals, although the latter are easily calmed with a ReAn spell)
  • If he gets rid of the muntantum virtue, can he still use harnessed casting as a mastery ability?
  • The idea here was not to make him to glib, but I could of course replace Durenmar Lore by Intrigue to make him more of a politician. He'd be more of a 12th century Fridays-for-future activist then. I'll change that.

I'll rearrange the numbers and virtues as soon as I get to it (after dinner, maybe?)

Here is the Lords of Men chart, by the way:

I don't think posting the whole supplement on the forum is a good idea. You may want to delete that post.

Edit: Ok, I see it's not the whole book, just a part of it. Is it from the downloads on Atlas website?

It's a link to elsewhere on this website. I do not support using stolen material for rpgs. This is a free eight page extract provided by Atlas Games.

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Well, I've never been there, but Wikipedia describes it as a "forested mountain range". So it would qualify under either Ways of the Mountina and Ways of the Mountains. Which one you choose is really up to which terrain type (with its corresponding beasts) you feel more appropriate for your magus. Does he feel an affinity with beasts that live in caves and barren mountaintop too? Or would he also be at home in forested wetland (he changes into a crane after all).

I would note that the covenant is located in the Jura Mountains, which is not fully forested. So Ways of the Mountains will be more useful.

On the other hand, since your magus' primary interest is magical beast, would that be so much of an issue? As magical creatures are most often encountered in magical auras, he would seldom face that problem.

And I tend to play it fast and loose with an ability like Animal Ken when it comes with interaction with the auras. Particularly since one seldom rolls on Animal Ken (it is treated as a language score), and aura modifiers only affect rolls for Abilities.

Yes, but not easily nor freely. As HoH:TL states (p.99, emphasis mine): "Any time magi earn a level in a spell mastery ability, they may choose from these special abilities in addition to those in Ars Magica 5th Edition, as long as some of the experience points were taught by someone with the Ability."

So, in order to be able to take the Harnessed Casting mastery ability, he would need a Mutant teacher who has mastered the spell. During apprenticeship that might (at best) happen for a single spell. Post-Gauntlet, that would require some sort of exchange of services or vis payment, and would not happen very often, I think.

This wasn't so much about politics or the specific selection of an Ability, but rather a question of naming the magus or magi who provided that training, and establishing the relation with your magus. :slight_smile:

Placidus ex Mercere

Characteristics: Int +2, Per 0, Pre +1, Com 0, Str +2, Sta +2, Dex 0, Qik 0

Size: 0

Age: 22 (22)

Decreptitude: 0

Warping Score: 0

Virtues and Flaws: The Gift; Hermetic Magus; Ways of the Mountain; Alluring to magical Beings, Gild Trained (Weissdorngilde), Improved characteristics; Inoffensive to Magical Beings, Puissant Magic Lore, *Puissant Muto, Self-confident, Tough; Deficient Perdo, Driven (Major: further the agenda of the Weissdorngilde), Favors (House Mercere); Compassionate (minor)

Personality Traits: Protective of the Wilds +5, Compassionate +2, unafraid +2, peaceful +2

Reputations: none

Combat: Dodging: Init 0, Attack n/a, Defense +2, Damage n/a

Soak: +8 (+12 with spell: The man who doesn’t bleed)

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: Animal handling 1 (birds), Area Lore The Black Forest 1 (Magic Realm), Artes Liberales 1 (Ceremonial casting), Athletics 1 (long distance travelling), Awareness 1 (alertness),Bargain 1 (vis), Brawl 1 (dodge), Charm 1 (magi), Code of Hermes 1 (magical beings) 1, Concentration 1 (spells), Fairie Lore 1(Fairies of the Forest), Finesse 1 (terram), Folk Ken 1 (magi), Guile 1 (about magical creatures), Hunt 2 (Tracks), Intrigue 2 (Gilds), Latin 4 (hermetic), Leadership 1 (grogs), Magic Lore (Magical beasts) 1+2, Magic Theory 3 (Muto), Order of Hermes Lore 2 (Rhine Tribunal), Parma Magica 1 (Mentem), Penetration 1 (Animal), Profession 1 (diligent writer), Stealth 1 (quiet movement), Survival 1 (Mountain), Swim 1 (river)

Arts: Cr 0, In 7, Mu 10+3, Pe 0, re 0, An 8, Aq 0, Au 0, Co 8, He 0, Ig 0, Im 0, Me 0, Te 0, Vi 5

Twilight Scars: None

Equipment: Placidus wears a reinforced leather Hauberk and leather boots. (Prot 3/Enc 3)

Encumbrance: 3(3)

Spells known:

CrIg5 Palm of Flame (+2)

ReTe10 Invisible Sling of Vilano (+2), from HoH:S, p. 38

New spells:

InAn 25 Speaking with our lesser brethren (+17)
This spell allows Placidus to communicate with an animal chosen at the time of the casting by giving him the ability to speak and understand its language. This spell does not increase the animal’s intelligence, nor its willingness to communicate, so conversation is not always easy. To bystanders, Placidus sounds like the animal in question: he growls, hisses or chirps. At the storyguide’s decision, some animals may not have a language (e.g. jellyfish).
(Base 10, +1 Conc, +2 Voice)

MuCo(An) 30 King of the Air (+23), Mastery 1: Harnessed casting
This spell allows Placidus to assume the shape of a golden eagle ( Aquila chrysaetos ). It’s a variety of the spell: Cloak of Black Feathers, but doesn't require an item because it's mastered.

MuCo30 The man who didn’t bleed (+23)
Like Gift of the bears Fortitude, but with an additional magnitude to raise the bonus to soak from +3 to +4.

InVi20 Piercing the Magic Veil (+14)
like Piercing the Fairie Veil, but for the magic realm

Sigil: birdsong

Appearance: Placidus is a tall, broad-shouldered man clad in protective leathers. He has bushy eyebrows and a full, black beard, and he has several small scars on his face and arms. These rugged features are at oods with his big innocent, blue eyes and his broad boyish smile. His laughter is deep and loud.


Changes compared to first draft:

  • Virtues changed (Way of the Mountain instead of: muntantem magic, puissant parma, unbound tongue)
  • Bird MuCo spell changed to golden eagle:better fit with the mountain habitat, more elegant, smaller, a symbol of freedom rather than a symbol of House Mercere/Hermes
  • Minor xp reshuffle: philosophy 1 replaced by spell mastery 1, Durenmar Lore 2 replaced by intrigue 2
  • The background stays mostly the same (except for a few minor changes, like the absence of unbound tongue and mutantum magic training). I'll change the text for the final version.
  • I think, the gild training might have been performed by Jon Arnsson ex Bjornaer of Crintera. He is a peaceful guy, so he’d harmonize with Placidus.

You forgot to remove the part about the spell being harnessed. :wink:

MuCo spells are harnessed for all mages, because it has been integrated into Hermetic Magic for MuCo, says HoH:TL, p. 97 (and the spell descriptions in the core book say the same). I have always read this as referring to shapechanging magic only, therefore the mastery for The Man Who didn't bleed. If it really applies to all MuCo spells, I have 5xp left, which I could put into Durenmar Lore.

Not all MuCo spells, and it is not true harnessing. From my reading, the integration of harnessing into MuCo spells is limited to shapeshifting spells, provided that a piece of clothing is used as a way to end the spell. Without the use of the item of clothing (such as a cloak of feathers), the target of the spell cannot end the spell at will. The MuCo guidelines are clear on that (ArM5 p.132):

Certain shapechanging spells allow the target to change back by concentrating. While concentrating, you symbolically remove some item to break the spell, such as a wolfskin cloak or some water in your hands. These foci are essential if you are to be able to break the spell in this way. If you cast the spell without them, you must either dispel the magic with Perdo Vim, or wait for the duration to expire.

True harnessed spells don't need the item of clothing, and can even be ended at a distance (see HoH:TL p.101 under "Mutantum Magic"). So the version of the spell that your magus uses is not a harnessed spell, just a regular one. A magus without the Mutantum Magic or Harnessed Magic virtue cannot learn a true Harnessed spell (see HoH:TL p.101 under "Mutantum Spells").

Note that the integration in MuCo spells also include an element of Tethering, since control of the spell is tied to the item of clothing, allowing the target can end the spell by removing the item.