Character creation

The core rules say that "Mastered spells are always cast with a stress die, but if the maga is relaxed there are no botch dice, even in a non-magic aura or when using vis.". There's nothing about this last restriction only applying to mastered formulaic spells and not to rituals, so one interpretation is that a mastered ritual is cast with a stress die (as all rituals must be) but with zero botch dice if the maga is relaxed (rolling a stress die doesn't mean one is stressed in character). Though there is some discussion on this matter, as seen here [url]https://forum.atlas-games.com/t/spell-mastery-and-ritual-spells/6698/1]...

Ilia of Tytalus is mostly done now, with just spells to pick. She was raised by wolves until the age of 7 (she has no idea who her parents were, and doesn't care much), before being found by the covenant. She spent the next two years being tamed (i.e. taught some greek and a smattering of social skills) before her magical potential was realised. Her parens (another elemental magus) took over her training, which was as lovely as Tytalean apprenticeships are. Ilia is accompanied by a young and allegedly tame wolf.

Characteristics: Int +3, Per +0, Str +1, Sta +2, Pre -1, Com -2, Dex +0, Qik +1
Warping 0, Confidence 2

Virtues: The Gift (free), Hermetic Magus (free), Self Confident (House virtue), Elemental Magic (major hermetic), Study bonus (minor hermetic), Inventive genius (minor hermetic), Puissant Magic Theory (minor general), Inoffensive to animals (minor hermetic), Skilled parens (minor hermetic).
Flaws: Study requirement (major hermetic), Overconfident (minor personality), Feral upbringing (minor general), Animal companion (minor general), Nocturnal (minor general), Incomprehensible (minor general)

Abilities:
Area lore (animal migrations) - 2
Animal handling (Wolves) - 2
Athletics (Endurance) - 2
Awareness (Alertness) - 2
Brawl (grapples) - 2
Hunt (With wolves) - 3
Stealth (Forests) - 1 (5)
Survival (Forests) - 2
Swim (Small rivers) - 1
Greek (spoken) - 2
Folk ken (covenfolk) - 1
Charm (senior magi) - 1
Guile (appearing normal) - 1
Artes liberales (ceremonial magic) - 2
Latin (hermetic) - 4
Magic theory (spell invention) - 4 [Effective 6 with Puissant]
Magic lore (the elements) - 2
Parma magica (corpus) - 1
Philosophiae (Tytalean) - 1 (5)
Order of Hermes Lore (House Tytalus) - 1
Code of Hermes (high crimes) - 1
Concentration (spells) - 1
Finesse (precision) - 1

Arts:
Creo, Intellego, Muto, Perdo & Rego: 5
Auram, Aquam, Ignem & Terram: 5
All others: 0

Regarding spells, I'm assuming that Inventive Genius applies (as you always technically invent spells), meaning a max of level 26 in anything she cares about; Form: 5, Tech: 5, Int: 3, MT: 7 (with specialisation), Inventive genius: 3, Generic bonus: 3. I'm planning on taking mostly elementalist spells, and taking advantage of being able to add elemental requisites without increasing the level, e.g. making a version of pilum of fire that can also knockback, or a spell that can see through water and earth. The downside is that no-one can learn her spells, and non-elementalist spells are inefficient for her.