Creating an Adventuring Magus

I'm with Erik that a Criamon Path of Strife might not be the best idea. In addition to the drawbacks he mentioned (a Magus so weird even weird Magi think they are weird, along with mundanes hating you), you would have to work out with your SG if you could start with the first initiation. Without it you would have to devote points to a weapon skill, which would be better served being spent on Enigmatic Wisdom. If you want to walk that Path and can not start with the first initiation, you would need to decide how much XP (from the limited starting character pool) you want to sink into a skill which will become worthless when you start initiating the Path.

Playing a Criamon can be difficult and not something everyone enjoys. Part of it will come down to how long the saga will last, since some who can handle and enjoy it in the short term will get very sick of it in a long game.

The suggestions from the School of Ramius section are very helpful even if you are not playing a Flambeau. In fact much of the whole section on Flambeau contains useful things for a Warrior Magus.

Indeed. No matter your house, consider (re-)reading the Flambeau section of HoH: S if you want to play a battlemage, especially a swordmage.
My troupe(s) have seena few versions of that concept. Merinitae mostly, IIRC.
With a fondness for spell mastery and Talismans (NOT your main weapon though!, usually armour/shield).

I see you've already singled out Independent Study as a virtue. If you want a character that is very often on adventures, and very little in the lab, you may consider Faerie-Raised magic, since you can develop good spells quite quickly that way, while still potentially getting more experience in other areas than you would if you had a season of exposure in the lab developping it. Arguably, with that virtue and Independent Study, you might not need a lab at all for spells, so long as your GM makes stories that let you get exposure to various types of supernatural creatures and enemies with varied powers. One downside of this concept is that it depends a lot on the saga type. It may work well in a saga with one or two players, but may not fit very well in a covenant-based saga with a large troupe, since it would look like you're hogging all the screen time.

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Note an hermetic magus, but a companion (not a mythic companion either) with supernatural powers that might be a possble match for what the OP requested:

Note that Yvonne is focused on swordmanship, but since she has one more point of V/F available, by choosing another Minor Faerie Sympathy you can easily extend her powers into another theme.

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