I was sitting on the beach and thinking about Ars yesterday, like you do, so here is one magic item for every Form that would be useful to a Redcap:
I'd be curious to see other folks magic items intended for Redcaps.
Saddle of Seven Stallions
Creo Animal 35
1/Day, Penetration 0
R: Touch, D: Sun, T: Ind
This leather saddle is enchanted to ensure that the Redcap who owns it will never want for a mount. If you whisper "Bonisagus, swiftly bring me to my destination" while touching the saddle a horse will spring into being underneath it. Each day of the week is associated with a different steed, all of whom are male, but gently tempered.
(Base 15, +1 Touch, +2 Sun, +1 Size)
Miriyam's Bountiful Spring
Creo Aquam 20
1/Day, Penetration 0
R: Touch, D: Month, T: Ind
This timbrel is made of fine wood, calf skin leather, and thin brass cymbals. When it is placed on the ground and the leather drum tapped three times the covered earth springs forth with water. The bubbling spring lasts for a month, but most importantly the water generated lasts for a month as well. A Redcap can create a spring and drink from it every day, allowing them to survive without natural water for several weeks. The creator of the device does recommend that the Redcap find a source of true water at least a week before the magically created water is going to expire. That way the Redcap who has exclusively consumed magic water will avoid a horrid death by dehydration when the Month duration expires.
(Base 4, +1 Touch, +3 Month)
Sandals of the Far-Striding Traveler
Perdo Auram 43
1/Day, Penetration 0, Device maintains concentration
R: Sight, D: Conc, T: Group
These worn leather sandals have been passed from Redcap to Redcap, down from, some say, Belim's own feet. When the wearer straps on the sandals, assuming she is under the open sky, any rain or snow above her ends, as far as the eye can see. This effect follows the Redcap as she travels, and precedes her enough to let the ground dry a bit before she must walk the road. A serious storm is too powerful to be dampened by this effect. She is better off staying inside if the weather seems truly foul.
(Base 5, +3 Sight, +1 Conc, +2 Size, device maintains concentration +3 levels)
Stick of the Tireless Tread
Muto Corpus 30
1/Day, Penetration 0
R: Touch, D: Sun, T: Ind
This trusty walking stick provides support to a Redcap in need, allowing him to walk for hours without tiring. Tapping the stick on the ground three times activates the effect, which provides a +3 bonus to Stamina rolls related to avoiding fatigue while marching. This effect does not prevent the Redcap from losing a Long Term Fatigue level for a day's travel, but may help him avoid losing more than one if undergoing a particularly long or fast march across difficult terrain.
(Base 15 (by analogy with the +3 Soak guideline), +1 Touch, +2 Sun)
Axe of the Reshaped Tree
Rego Herbam 20
1/Day, Penetration 0
R: Touch, D: Conc, T: Ind
This hatchet allows a Redcap to reshape trees into useful forms. The Redcap touches the free with the blade of the axe, and says "or this!". The tree then falls under the Redcap's mental control, and will bend itself as the Redcap wills. Common useful forms are a tree shaping its branches into rungs of a ladder which lean towards a wall or the trunk of the tree bending over the provide a crude bridge over a swollen stream.
(Base 4, +1 Touch, +1 Conc, +2 Size)
Cloak of Saint Bernard
Creo Ignem 10
6/Day, Penetration 0, Device maintains concentration
R: Touch, D: Conc, T: Ind
This thin woolen cloak was designed by a faithful Jerbiton from the high passes of the Greater Alps Tribunal, in memory of St. Bernard. When the cloak is put on it heats the wearer, protecting them from bitter natural cold. The cloak does not protect against supernatural effects. Wearing the cloak when it is warm out, even when it is merely cool, will cause the Redcap to overheat, causing her fatigue levels of exhaustion.
(Base 2, +1 Touch, +1 Conc, device maintains concentration +3 levels, 6 uses per day +3 levels)
Necklace of the Inconspicuous Traveler
Muto Imaginem 11
6/Day, Penetration 0, Device maintains concentration
R: Touch, D: Conc, T: Ind
The Redcap wearing this simple leather thong appears meek, ordinary, and otherwise inconspicuous. Numerous subtle changes in appearance bring about this change, including a slight supernatural darkening of their form, a slouched posture, and a thin reedy voice. The character gets a +3 on rolls to be overlooked by others. The Gifted Mercere Andrea, who made this, said that it was better to be ordinary than it was to be invisible.
(Base 3, +1 Touch, +1 Conc, device maintains concentration +3 levels, 6 uses per day +3 levels)
Gem of Perfect Secrecy
Perdo Mentem 18
1/Day, Penetration 26
R: Touch, D: Mom, T: Ind
Tnis jet stone is set in a silver pin, the sort that can be used to fasten a traveling cloak. There are some messages that are too private to be written down, when this is the case the Redcap must commit them to memory. But if she is captured, this gem will erase the message from her mind, simply by touching the gem and saying "I have been betrayed but I will not betray." The gem has been given a powerful penetration so that it can work even in a hostile aura or aegis.
(Base 4, +1 Touch, 26 Penetration +13 levels)
The Ever-Full Pouch
Creo Terram 28
6/Day, Penetration 0
R: Touch, D: Conc, T: Ind
This fine leather pouch is embossed with winged sandals of Mercury and was clearly created by a skilled craftsman. A Redcap who reaches his hand into the pouch will pull out a dozen silver coins, seemingly fine pennies from Charlemagne's reign. These last as long as the Redcap can Concentrate, but then vanish into silver smoke. The device was made by a Verditius seeking to pay off a debit to the Mercere, and it would be considerably more useful with Sun duration. As it stands, the Redcap in possession of the pouch is advised to leave town quickly after they use it.
(Base 15, +1 Touch, +1 Conc, 6 uses per day +3 levels)
The Quartz Lens
Intellego VIm 28
6/Day, Penetration 0
In traveling Mythic Europe, Redcaps occasionally stumble upon something more precious than vis or gold - a child with the Gift. This clear piece of quartz serves as a way to testing a child, showing that they have a true Gift, and not just some magical strangeness. A Gifted child observed through the quartz will have a purple aura. Once properly identified the child can be kept safe and sold to another House. .
(Base 10, +3 Sight, 6 uses per day +3 levels)