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Project: Redcap; the crossroads of the Order

Faerie-Blooded Illusionist (Template)

From Project: Redcap


This official Merinita template represents a magus focused on illusion magic and pretence.

Faerie-Blooded Illusionist
  • Characteristics: Int +3, Per +1, Pre +1, Com +2, Str –1, Sta –1, Dex –1, Qik –1
  • Size: 0
  • Age: 25 (25)
  • Decrepitude: 0
  • Warping Score: 0 (0)
  • Confidence Score: 1 (3)
  • Virtues and Flaws: The Gift; Hermetic Magus; Strong Faerie Blood (Undine); Deft Imaginem, Faerie Magic*, Free Study, Puissant Imaginem, Student of Faerie; Chaotic Magic, Plagued by Faerie; Faerie Upbringing
  • Personality Traits: Mercurial +3, Honest –2, Reliable –3
  • Reputations: None.
  • Combat:
    • Dodging: Init –1, Attack n/a, Defense –1, Damage n/a
  • Soak: –1
  • Fatigue Levels: Ok, 0, –1, –3, –5, Unconscious
  • Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)
  • Abilities: Artes Liberales 1 (rhetoric), Charm 2 (gaining trust), Faerie Lore 3+2 (water fay), Folk Ken 2 (what people will believe), Guile 5 (sustained lies), Latin 4 (Hermetic terms), Magic Theory 3 (Imaginem), Native Language 5 (faeries), Penetration 2 (Mentem), Parma Magica 1 (Mentem), Second Sight (seeing through faerie illusions) 1
  • Arts: Cr 5, In 1, Mu 5, Pe 2, Re 5; An 0, Aq 0, Au 0, Co 1, He 0, Ig 0, Im 10+3, Me 5, Te 0, Vi 0
  • Twilight Scars: None
  • Equipment: Wizardly robes.
  • Encumbrance: 0 (0)
  • Spells Known:
    • Phantasmal Animal (CrIm 20) +17
    • Phantasm of the Human Form (CrIm 25) +17
    • Image Phantom (MuIm 20) +17
    • Veil of Invisibility (PeIm 20) +14
    • Wizard’s Sidestep (ReIm 10) +17
    • Panic of the Trembling Heart (CrMe 15) +9
    • The Call to Slumber (ReMe 10) +9

Character Analysis

Most of the choices made serve the twin motiffs of illusion-magic and faeries; the two go together well, as faeries are masters at illusions. Deft Imaginem allows you to cast illusions discreetly, and Puissant Imaginem assists in casting them. Your Strong Faerie Blood connects you well to the faeries, although a different bloodline would do just as well, as does Student of Faerie and Faerie Upbringing, which make you very familiar with faeries but less-so with humans. Plagued by a Supernatural Entity (a Faerie) implies you have either made something of an enemy among them, or are "plagued" by your adoptive Faerie father or mother, faerie godmother, or so on. Chaotic Magic alone seems somewhat unrelated to the theme.

His choice of spells provides a good selection of illusion spells, along with a variety useful spells for other circumstances (invisbiility, protection, and tow Mentem attacks).

Customization Notes

As always, you still need to choose the Native Language of the character, as well as his wizard's sigil, background, and name.

The type of Strong Faerie Blood can be changed easily. Satyr or Sidhe blood fit the character well.

The Major Hermetic Flaw Chaotic Magic introduces "wild magic" into your spontaneous spells, which doesn't fit the theme too well. Consider instead taking a Magic Addiction as your delight in magic, or a Restriction related to your faerie nature (perhaps you cannot cast spells in a desert or similarly dry location). Alternatively, take a Minor Hermetic Flaw like Weird Magic or Warped Magic, plus (at least) two other Flaw points.

This character can take another three points of Flaws and as many Virtues. Consider taking a Major or Minor Personality Trait Flaw, such as Meddler or Reckless. In terms of Virtues, a Major Magical Focus in illusion would certainly fit the theme, and will improve your capabilties substantially in the long term.

Further Customization Notes

Considering the full description of House Merinita, you might consider taking Inoffensive to Faeries; the Unnatural Magic Major Hermetic Flaw (because of the unreal and illusory nature of your magic, none of the character’s Creo rituals have a permanent effect); or the Major Hermetic Flaw Vulnerable Magic (the character’s magic is automatically dispelled when touching iron, or when under the influence of the Divine, or so on).

Notice that if your partake of this book, you may also develop your Faerie Magic ability. use charms, and bind faeries as familairs using its special rules.

Realms of Power: Faerie also allows you to use Sympathy Traits, which you may want to, and introduces new types of faerie blood you may choose from. None appear to fit your theme better thant he core book's, however.

Roleplaying and Gaming Notes

Consider your faerie upbringing, and how precisely your find human society alien. It is recommend you decide on a suite of Abilities the character cannot learn due to his Faerie Upbringing; he just find them foreign. For example, you could decide to have an ability block to Theology, Dominion Lore, Civil and Canon Law, and Philosophiae as these are too seeped with human and divine conceptions foreign to your faerie-like mind.

If you have acceess to Houses of Hermes: Mystery Cults, consider joining the various Merinita mysteries in-game. The Followers of Pendule, teaching illusion magic, are an obvious choice here, and you may want to be a member of this lineage. Alternatively, you may want to join the Shadow Masters in-game (this is another Merinita tradition teaching illusion magic).


Attribution Based on the material for Ars Magica, ©1993-2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 ("CC-BY-SA 4.0"). Ars Magica Open License Logo ©2024 Trident, Inc. The Ars Magica Open License Logo, Ars Magica, and Mythic Europe are trademarks of Trident, Inc., and are used with permission. Order of Hermes, Tremere, Doissetep, and Grimgroth are trademarks of Paradox Interactive AB and are used with permission.