What should a beginning wizard be able to do?

When designing a Magus character is Ars Magica there are as many styles of wizard as you please. However a wizard who is over specialized, or who ignores some basic abilities might face some early challenges.

What should a beginning wizard be able to do?

  1. Defend or extricate themselves from a small group of mundane opponents. That could be a small bonus to soak and some weaponry, or a good few offensive spells, or whatever. Be ready for a basic scuffle.
  2. Neutralize, annihilate, or at the very least harm another creature; particularly at a Range beyond Touch. Touch is a little too close for many starting wizards.
  3. Affect a magical creature with a might score of 5-10. If the character has a large BOOM spell for inflicting large amounts of damage they should also consider another which is useful against creatures with Magical Resistance
  4. Because stories often take the character to new places – they should be able to travel in some manner with comfort. That might be teleportation, or transforming into a bird, or flying, or even just not suffering the chills and inconvenience of regular foot travel.

What should be considered?

  1. Spell to find & extract Vis.
  2. Be able to dispel your own effects if needed.
  3. Spell to maintain Duration:Concentration spells.
  4. A spell to bind wounds or mitigate damage.
  5. Interaction with mundanes, or ways to deal with it. 

Shamefully almost every Magus I’ve ever created fails some these points. Ah well, that’s the nature of the game – to play interesting stories. If the magus has all the answers then perhaps the stories might be missing too. 

 

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