Voted best in category in the Users' Choice awards.
Voting is open
TBF I'd also kind of prefer spending one less network recruitment action (peasants can wait imo), and one on magical improvement- either petty spells, or even enchantment-enhancing/swords.

It's going to be hard to make sure we keep up the self improvement, and we could be swamped with leads to follow just from the watch and castle staff.
Network recruitment is a good start on getting dedicated subordinates, though, precisely so we don't get swamped. And the councilor standard is two to four actions spent carrying out the Count's orders. Two should be our minimum.
 
Network recruitment is a good start on getting dedicated subordinates, though, precisely so we don't get swamped. And the councilor standard is two to four actions spent carrying out the Count's orders. Two should be our minimum.
Researching the swords would also count as following his orders. Finding a lieutenant among all the people we contact is also, arguably, so- and I want to keep that one.

If we want to get noticeably better at Magic, we're going to have to invest in self improvement at a steady rate. I'm at least hoping we switch from greatsword training next turn. We don't need martial higher than our learning...
 
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Future write-in to consider:
[] "Count, at some point I'll be expected to return to the Grey College for a few months to report on my experiences and undergo the trials for potential advancement to Magister. While I'm away, how do you want my duties handled? Should one of my agents step in to report to you, or what?" (Asking this question will not take an action, but the Count's desired preparations might.)
 
Future write-in to consider:
[] "Count, at some point I'll be expected to return to the Grey College for a few months to report on my experiences and undergo the trials for potential advancement to Magister. While I'm away, how do you want my duties handled? Should one of my agents step in to report to you, or what?" (Asking this question will not take an action, but the Count's desired preparations might.)
I imagine the author will just let us give it as an option instead of a writein. and hope that we will have less fires to put out by then
 
Generally you only formally report to the Count every six months or when something important comes up. It'd be quite possible to slip out for a couple months when things are relatively quiet and hope that Stirland is still standing when you get back.
 
I imagine the author will just let us give it as an option instead of a writein. and hope that we will have less fires to put out by then
"Visit the Grey College" will probably turn up as an option, sure. I was thinking more about prepping with the Elector Count in advance to stay on his good side. Maybe he'll tell us to find a successor who can step in both when we're away and in case we bite the dust. (It's not like we have much of a succession plan at present, is it? Probably just some notes in the Palace-Shrine, which the Count hasn't been told about.) Or maybe he'll ask us to please finish such-and-such projects first.

Edit: Ninjaed.
Generally you only formally report to the Count every six months or when something important comes up. It'd be quite possible to slip out for a couple months when things are relatively quiet and hope that Stirland is still standing when you get back.
OK, that makes things much easier. Here I thought there were a lot more common offscreen meetings. Adding this to the proto-FAQ.
 
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Yeah, we could ease up on the GS training after next turn.

OTOH, if this succeeds we will only need two actions for a trait, then we are good to go. It does help us in that we can make any weapon magical. It might be even better if we get a nice deathsword to stab people with.

But should probably master all the minor spells before going back. We will want to focus on battle magic if we make Magister, but these simpler ones are way too good to pass up, way too useful.

It will also make the promotion near-assured. "I've mastered all there's to master about Journeyman magic" is a very strong case.

At least Light, Security, Quash and Shadowcloak before we go. Preferably Bewilder and Doppelgänger too.
 
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I think only 2 actions on building a network is not really getting it done in a timely manner. Also, the main target was to stop vampire minions from infiltrating. Only the military and criminal element can do so effectively, but the latter is far less likely to actually do so
 
Petty and Lesser Magic is Apprentice magic - you previously learned a fair few of each but haven't used most of them in ages. Journeyman-level spells are things like Shadowsteed and Mindhole, which you know, and eighteen other formally codified spells of the Grey Order. Mastering all of them is certainly one way to demonstrate mastery that some bookish wizards will do, but we're looking at one action per each so it's not compatible with having a day job. A better way to do it would be to demonstrate some impressive adaptations of existing spells (such as what you've already attained with Shadowsteed) and having a selection of spells with which you can put up a proper showing in a magical duel.

I'll work on a proper 'spellbook' to add to the threadmarks, though people with WHFRP books can consult the corebook and Realms of Sorcery to go right to the source.
 
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I think the one I'm using is Second Edition - published in 09, cover has a dwarf Slayer and various other adventurers fighting beastmen.
 
I think only 2 actions on building a network is not really getting it done in a timely manner. Also, the main target was to stop vampire minions from infiltrating. Only the military and criminal element can do so effectively, but the latter is far less likely to actually do so
You could support this?

[X] Plan Work Hard on your Spy Network

Probably not going to catch up so late, but I can at least express interest.

Hopefully the intriguers among the vampires will go "Welp, that plan failed, fortunately I'm immortal and have literally forever to work on a new one" and spend time replotting, while the non-intriguers will be more like "Intrigue has failed, let's straight up invade the place" and either way they won't be our problem for a turn. So we can dedicate next turn to expanding the spy network some more, also working on our Intrigue and our Magic, now that the Palace-Shrine is complete. I'm sure it's very nice and shiny, but at this point we've spent three actions (+outsource) polishing it for very little return. Damn SV and their dedication to comfortable housing! ;)

Of course the pause from vampires probably just means something else is going to crop up like an insurrection, or nasty sleeper orders, or the that-which-must-not-be-mentioned*, or chaos cultists.

*Snakehunted. We've seemingly dodged it fairly well by starting in a crappy guestroom and moving to an underground unfurnished palace, both of which were not only devoid of mirrors, but devoid of windows for that matter and probably most other reflective surfaces.
 
I actually do like that plan a lot. more than what I am currently voting for. although I think it needs to include the free action to hire a dude to dig in our place and then mindwipe him. And maybe embezzlement adjustment. (since risk is by quarter. we are currently embezzling 50, when the risk breakpoints are 35 and 70)


But it only has 1 vote (yours), and trying to fight against the winning bandwagon is already a losing proposition
Vote Tally : Fantasy - Warhammer Fantasy: Divided Loyalties - an Advisor's Quest | Page 30 | Sufficient Velocity [Posts: 748-915]
##### NetTally 1.9.9
[X] Plan Grassroots Improvement; Updated
-[X] As Per Orders: Perform your current assignment.
--[X] Wurtbad, inevitably, has criminals. And you're a follower of Ranald. Maybe you could reach an understanding - they'd have access to a huge amount of information, though it would mean tacit approval of their activities.
---[X] Ranald's Blessing
--[X] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
-[X] Backtracking and Side Operations:
--[X] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
--[X] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
---[X] Keep them in a lead-lined steel box, fastened to the floor, inside the treasury.
-[X] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
--[X] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
--[X] You only really kept in practice with a handful of the petty and minor magics you were taught. Maybe you should brush up on the others.
-[X] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
--[X] No Place Like Home: Move in furniture, set up a chimney, put in the effort to make sure that your new home actually feels like a home and not like sleeping in an underground mud cave.
--[X] Diggy Diggy Hole, Outsourced: Pay someone to do the digging, then Mindhole them on their way out. (no action required, -personal gold)
-[X] Change tithe payment/loan payment/embezzlement (specify)
--[X] Embezzlement to 35 gold per turn.
No. of Votes: 15
[X] Plan Grassroots Is Not Enough
-[X] As Per Orders: Perform your current assignment.
--[X] The Wurtbad Watch already has their ear to the ground. Make their information flow to you.
--[X] Personally vet everyone that works in the castle, and replace everyone you're not sure of the loyalties of.
--[X] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
--[X] Try to find a reliable lieutenant or two to delegate some spymastering to. Perhaps you'll locate someone with potential while building networks, or Ser Markus can recommend someone competent and loyal to Stirland. They'll have to be investigated before trusting them, of course…
---[X] Ranald's Blessing
-[X] Backtracking and Side Operations:
--[X] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
--[X] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
---[X] Secure them until you can get around to examining them yourself.
-[X] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
--[X] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
-[X] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
--[X] Diggy Diggy Hole, Outsourced: Pay someone to do the digging, then Mindhole them on their way out. (no action required, -personal gold)
-[X] Change tithe payment/loan payment/embezzlement (specify)
--[X] Embezzlement to 35 gold per turn.
No. of Votes: 8
[X] Plan Grassroots Improvement
-[X] As Per Orders: Perform your current assignment.
--[X] Wurtbad, inevitably, has criminals. And you're a follower of Ranald. Maybe you could reach an understanding - they'd have access to a huge amount of information, though it would mean tacit approval of their activities.
---[X] Ranald's Blessing
--[X] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
-[X] Backtracking and Side Operations:
--[X] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
--[X] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
---[X] Send them to the Amethyst Order for examination (does not take an action).
-[X] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
--[X] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
--[X] You only really kept in practice with a handful of the petty and minor magics you were taught. Maybe you should brush up on the others.
-[X] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
--[X] No Place Like Home: Move in furniture, set up a chimney, put in the effort to make sure that your new home actually feels like a home and not like sleeping in an underground mud cave.
-[X] Change tithe payment/loan payment/embezzlement (specify)
--[X] Student loans to 50 gold per turn.
--[X] Embezzlement to 50 gold per turn.
No. of Votes: 4
[X] Plan They are really out to get us
-[X] As Per Orders: Perform your current assignment.
--[X] The Wurtbad Watch already has their ear to the ground. Make their information flow to you.
--[X] Personally vet everyone that works in the castle, and replace everyone you're not sure of the loyalties of.
-[X] Backtracking and Side Operations:
--[X] You haven't asked Anton about your predecessor - see if he knows anything useful.
--[X] The thing you stabbed in the face is still in the cells, and now several others that were found are keeping it company. Examine them, learn from them, see if you can identify them.
--[X] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
---[X] Send them to the Amethyst Order for examination (does not take an action).
-[X] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
--[X] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
-[X]Research:
--[X] That damn Asp has still been quiet, but maybe it's just biding it's time. Finally admit it's existence to your contacts back in the College and see if they know anything that can help. // Add Ranalds Blessing here
No. of Votes: 1
[X] Plan Work Hard on your Spy Network
-[X] As Per Orders: Perform your current assignment.
--[X] The Wurtbad Watch already has their ear to the ground. Make their information flow to you.
--[X] Personally vet everyone that works in the castle, and replace everyone you're not sure of the loyalties of.
--[X] Much of Western Stirland is under the de facto direct control of the Elector Count. Meet with each of the local leaders and make it clear that you're to be kept in the loop.
---[X] Raynard's Blessing
--[X] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
-[X] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
-[X] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should;
--[X] Examine them yourself and see if they're useful, or dangerous, or both.
No. of Votes: 1
[x] As Per Orders: Perform your current assignment.
-[x] Personally vet everyone that works in the castle, and replace everyone you're not sure of the loyalties of.
-[x] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
[x] Backtracking and Side Operations:
-[x] The thing you stabbed in the face is still in the cells, and now several others that were found are keeping it company. Examine them, learn from them, see if you can identify them.
-[x] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
-[x] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
--[x] Examine them yourself and see if they're useful, or dangerous, or both.
[x]Research:
-[x] This is Stirland. Time to bone up on your knowledge of the Undead.
No. of Votes: 1
[X] Plan Grassroots Improvement
-[X] As Per Orders: Perform your current assignment.
--[X] Wurtbad, inevitably, has criminals. And you're a follower of Ranald. Maybe you could reach an understanding - they'd have access to a huge amount of information, though it would mean tacit approval of their activities.
---[X] Ranald's Blessing
--[X] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
-[X] Backtracking and Side Operations:
--[X] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
--[X] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
---[X] Send them to the Amethyst Order for examination (does not take an action).
-[X] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
--[X] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
--[X] You only really kept in practice with a handful of the petty and minor magics you were taught. Maybe you should brush up on the others.
-[X] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
--[X] No Place Like Home: Move in furniture, set up a chimney, put in the effort to make sure that your new home actually feels like a home and not like sleeping in an underground mud cave.
-[X] Change tithe payment/loan payment/embezzlement (specify)
--[X] Student loans to 50 gold per turn.
--[X] Embezzlement to 50 gold per turn.
[X] Plan Grassroots Improvement; Updated
-[X] As Per Orders: Perform your current assignment.
--[X] Wurtbad, inevitably, has criminals. And you're a follower of Ranald. Maybe you could reach an understanding - they'd have access to a huge amount of information, though it would mean tacit approval of their activities.
---[X] Ranald's Blessing
--[X] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
-[X] Backtracking and Side Operations:
--[X] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
--[X] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
---[X] Keep them in a lead-lined steel box, fastened to the floor, inside the treasury.
-[X] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
--[X] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
--[X] You only really kept in practice with a handful of the petty and minor magics you were taught. Maybe you should brush up on the others.
-[X] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
--[X] No Place Like Home: Move in furniture, set up a chimney, put in the effort to make sure that your new home actually feels like a home and not like sleeping in an underground mud cave.
--[X] Diggy Diggy Hole, Outsourced: Pay someone to do the digging, then Mindhole them on their way out. (no action required, -personal gold)
-[X] Change tithe payment/loan payment/embezzlement (specify)
--[X] Embezzlement to 35 gold per turn.
No. of Votes: 1
[X] Plan Grassroots Is Not Enough
-[X] As Per Orders: Perform your current assignment.
--[X] The Wurtbad Watch already has their ear to the ground. Make their information flow to you.
--[X] Personally vet everyone that works in the castle, and replace everyone you're not sure of the loyalties of.
--[X] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
--[X] Try to find a reliable lieutenant or two to delegate some spymastering to. Perhaps you'll locate someone with potential while building networks, or Ser Markus can recommend someone competent and loyal to Stirland. They'll have to be investigated before trusting them, of course…
---[X] Ranald's Blessing
-[X] Backtracking and Side Operations:
--[X] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
--[X] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
---[X] Secure them until you can get around to examining them yourself.
-[X] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
--[X] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
-[X] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
--[X] Diggy Diggy Hole, Outsourced: Pay someone to do the digging, then Mindhole them on their way out. (no action required, -personal gold)
-[X] Change tithe payment/loan payment/embezzlement (specify)
--[X] Embezzlement to 35 gold per turn.
-[X] ...and ensure some of the new castle staff hires do report to you.
No. of Votes: 1
Total No. of Voters: 32
---
I have been rolling for that goddamn snake every single goddamn turn.
I forgot the snake!

Probably need to do something about it
 
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The winning bandwagon has lost a couple of times already. There's still about four hours left until the full 24 hours has past, and in my limited experience this is the more active time of day for the forum.
 
I actually do like that plan a lot. more than what I am currently voting for. although I think it needs to include the free action to hire a dude to dig in our place and then mindwipe him. And maybe embezzlement adjustment. (since risk is by quarter. we are currently embezzling 50, when the risk breakpoints are 35 and 70)


But it only has 1 vote (yours), and trying to fight against the winning bandwagon is already a losing proposition
Vote Tally : Fantasy - Warhammer Fantasy: Divided Loyalties - an Advisor's Quest | Page 30 | Sufficient Velocity [Posts: 748-915]
##### NetTally 1.9.9
[X] Plan Grassroots Improvement; Updated
-[X] As Per Orders: Perform your current assignment.
--[X] Wurtbad, inevitably, has criminals. And you're a follower of Ranald. Maybe you could reach an understanding - they'd have access to a huge amount of information, though it would mean tacit approval of their activities.
---[X] Ranald's Blessing
--[X] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
-[X] Backtracking and Side Operations:
--[X] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
--[X] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
---[X] Keep them in a lead-lined steel box, fastened to the floor, inside the treasury.
-[X] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
--[X] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
--[X] You only really kept in practice with a handful of the petty and minor magics you were taught. Maybe you should brush up on the others.
-[X] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
--[X] No Place Like Home: Move in furniture, set up a chimney, put in the effort to make sure that your new home actually feels like a home and not like sleeping in an underground mud cave.
--[X] Diggy Diggy Hole, Outsourced: Pay someone to do the digging, then Mindhole them on their way out. (no action required, -personal gold)
-[X] Change tithe payment/loan payment/embezzlement (specify)
--[X] Embezzlement to 35 gold per turn.
No. of Votes: 15
[X] Plan Grassroots Is Not Enough
-[X] As Per Orders: Perform your current assignment.
--[X] The Wurtbad Watch already has their ear to the ground. Make their information flow to you.
--[X] Personally vet everyone that works in the castle, and replace everyone you're not sure of the loyalties of.
--[X] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
--[X] Try to find a reliable lieutenant or two to delegate some spymastering to. Perhaps you'll locate someone with potential while building networks, or Ser Markus can recommend someone competent and loyal to Stirland. They'll have to be investigated before trusting them, of course…
---[X] Ranald's Blessing
-[X] Backtracking and Side Operations:
--[X] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
--[X] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
---[X] Secure them until you can get around to examining them yourself.
-[X] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
--[X] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
-[X] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
--[X] Diggy Diggy Hole, Outsourced: Pay someone to do the digging, then Mindhole them on their way out. (no action required, -personal gold)
-[X] Change tithe payment/loan payment/embezzlement (specify)
--[X] Embezzlement to 35 gold per turn.
No. of Votes: 8
[X] Plan Grassroots Improvement
-[X] As Per Orders: Perform your current assignment.
--[X] Wurtbad, inevitably, has criminals. And you're a follower of Ranald. Maybe you could reach an understanding - they'd have access to a huge amount of information, though it would mean tacit approval of their activities.
---[X] Ranald's Blessing
--[X] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
-[X] Backtracking and Side Operations:
--[X] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
--[X] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
---[X] Send them to the Amethyst Order for examination (does not take an action).
-[X] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
--[X] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
--[X] You only really kept in practice with a handful of the petty and minor magics you were taught. Maybe you should brush up on the others.
-[X] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
--[X] No Place Like Home: Move in furniture, set up a chimney, put in the effort to make sure that your new home actually feels like a home and not like sleeping in an underground mud cave.
-[X] Change tithe payment/loan payment/embezzlement (specify)
--[X] Student loans to 50 gold per turn.
--[X] Embezzlement to 50 gold per turn.
No. of Votes: 4
[X] Plan They are really out to get us
-[X] As Per Orders: Perform your current assignment.
--[X] The Wurtbad Watch already has their ear to the ground. Make their information flow to you.
--[X] Personally vet everyone that works in the castle, and replace everyone you're not sure of the loyalties of.
-[X] Backtracking and Side Operations:
--[X] You haven't asked Anton about your predecessor - see if he knows anything useful.
--[X] The thing you stabbed in the face is still in the cells, and now several others that were found are keeping it company. Examine them, learn from them, see if you can identify them.
--[X] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
---[X] Send them to the Amethyst Order for examination (does not take an action).
-[X] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
--[X] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
-[X]Research:
--[X] That damn Asp has still been quiet, but maybe it's just biding it's time. Finally admit it's existence to your contacts back in the College and see if they know anything that can help. // Add Ranalds Blessing here
No. of Votes: 1
[X] Plan Work Hard on your Spy Network
-[X] As Per Orders: Perform your current assignment.
--[X] The Wurtbad Watch already has their ear to the ground. Make their information flow to you.
--[X] Personally vet everyone that works in the castle, and replace everyone you're not sure of the loyalties of.
--[X] Much of Western Stirland is under the de facto direct control of the Elector Count. Meet with each of the local leaders and make it clear that you're to be kept in the loop.
---[X] Raynard's Blessing
--[X] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
-[X] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
-[X] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should;
--[X] Examine them yourself and see if they're useful, or dangerous, or both.
No. of Votes: 1
[x] As Per Orders: Perform your current assignment.
-[x] Personally vet everyone that works in the castle, and replace everyone you're not sure of the loyalties of.
-[x] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
[x] Backtracking and Side Operations:
-[x] The thing you stabbed in the face is still in the cells, and now several others that were found are keeping it company. Examine them, learn from them, see if you can identify them.
-[x] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
-[x] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
--[x] Examine them yourself and see if they're useful, or dangerous, or both.
[x]Research:
-[x] This is Stirland. Time to bone up on your knowledge of the Undead.
No. of Votes: 1
[X] Plan Grassroots Improvement
-[X] As Per Orders: Perform your current assignment.
--[X] Wurtbad, inevitably, has criminals. And you're a follower of Ranald. Maybe you could reach an understanding - they'd have access to a huge amount of information, though it would mean tacit approval of their activities.
---[X] Ranald's Blessing
--[X] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
-[X] Backtracking and Side Operations:
--[X] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
--[X] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
---[X] Send them to the Amethyst Order for examination (does not take an action).
-[X] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
--[X] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
--[X] You only really kept in practice with a handful of the petty and minor magics you were taught. Maybe you should brush up on the others.
-[X] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
--[X] No Place Like Home: Move in furniture, set up a chimney, put in the effort to make sure that your new home actually feels like a home and not like sleeping in an underground mud cave.
-[X] Change tithe payment/loan payment/embezzlement (specify)
--[X] Student loans to 50 gold per turn.
--[X] Embezzlement to 50 gold per turn.
[X] Plan Grassroots Improvement; Updated
-[X] As Per Orders: Perform your current assignment.
--[X] Wurtbad, inevitably, has criminals. And you're a follower of Ranald. Maybe you could reach an understanding - they'd have access to a huge amount of information, though it would mean tacit approval of their activities.
---[X] Ranald's Blessing
--[X] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
-[X] Backtracking and Side Operations:
--[X] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
--[X] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
---[X] Keep them in a lead-lined steel box, fastened to the floor, inside the treasury.
-[X] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
--[X] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
--[X] You only really kept in practice with a handful of the petty and minor magics you were taught. Maybe you should brush up on the others.
-[X] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
--[X] No Place Like Home: Move in furniture, set up a chimney, put in the effort to make sure that your new home actually feels like a home and not like sleeping in an underground mud cave.
--[X] Diggy Diggy Hole, Outsourced: Pay someone to do the digging, then Mindhole them on their way out. (no action required, -personal gold)
-[X] Change tithe payment/loan payment/embezzlement (specify)
--[X] Embezzlement to 35 gold per turn.
No. of Votes: 1
[X] Plan Grassroots Is Not Enough
-[X] As Per Orders: Perform your current assignment.
--[X] The Wurtbad Watch already has their ear to the ground. Make their information flow to you.
--[X] Personally vet everyone that works in the castle, and replace everyone you're not sure of the loyalties of.
--[X] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
--[X] Try to find a reliable lieutenant or two to delegate some spymastering to. Perhaps you'll locate someone with potential while building networks, or Ser Markus can recommend someone competent and loyal to Stirland. They'll have to be investigated before trusting them, of course…
---[X] Ranald's Blessing
-[X] Backtracking and Side Operations:
--[X] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
--[X] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
---[X] Secure them until you can get around to examining them yourself.
-[X] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
--[X] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
-[X] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
--[X] Diggy Diggy Hole, Outsourced: Pay someone to do the digging, then Mindhole them on their way out. (no action required, -personal gold)
-[X] Change tithe payment/loan payment/embezzlement (specify)
--[X] Embezzlement to 35 gold per turn.
-[X] ...and ensure some of the new castle staff hires do report to you.
No. of Votes: 1
Total No. of Voters: 32
---

I forgot the snake!

Probably need to do something about it
Beat it up and force it to become our pet/familiar :V
 
For those lacking the sourcebooks.

Petty Magic
Glowing Light
Casting Number: 3
Casting Time: Half action
Ingredient: A drop of lamp oil (+1)
Description: You can cause any item in your grasp to glow with the
light of a lantern for one hour or until you let it go.
sounds

Sounds
Casting Number: 4
Casting Time: Half action
Ingredient: A tiny bell (+1)
Description: You can create a phantom noise with this spell, with
volume ranging from a whisper to a roar. You can choose the
type of noise and the volume; the spell can reproduce any type
of noise but speech. The noise can last for up to one round.
drop

Drop
Casting Number: 4
Casting Time: Half action
Ingredient: A dab of butter (+1)
Description: You compel a target character within 24 yards (12
squares) to drop whatever he is holding. The subject of this
spell can resist it with a successful Will Power Test.

Marsh Lights
Casting Number: 6
Casting Time: Full action
Ingredient: A firefly (+1)
Description: You create the appearance of a number of distant lights
that suggest torches or lanterns. They appear within 100 yards
(50 squares) of you and can then be sent off in any direction.
They naturally follow corridors or paths and do not need to be
controlled or overseen in any way. You can control them more
closely if desired, but only as long as they remain in line of sight.
You can't perform any other actions while controlling the lights.
The lights travel at various speeds, but never slower than 8 yards (4
squares) per round or faster than 16 yards (8 squares) per round.
They last for one hour, and then gradually fade and vanish.

Magic Dart
Casting Number: 6
Casting Time: Half action
Ingredient: A small dart (+1)
Description: You throw a dart of magical force at an opponent
within 16 yards (8 squares). Although small, the magic dart
strikes with considerable force. A magic dart is magic missile
with Damage 3.

Sleep
Casting Number: 6
Casting Time: Half action
Ingredient: A piece of down (+1)
Description: Your touch causes one opponent to fall into a slumber
for 1d10 rounds unless a successful Will Power Test is made.
Sleeping characters are considered to be helpless. Sleep is a
touch spell.

Lesser Magic
Move
Casting Number: 4
Casting Time: Half action
Ingredient: A small fan (+1)
Description: You use magical force to move and manipulate light
objects. You can move any unsecured light item (Encumbrance
of 10 or less) up to 12 yards (6 squares). You can also open
or close any unlocked door or knock over items with an
Encumbrance of 50 or less if they are within 24 yards (12
squares) of you.

Aethyric Armour
Casting Number: 5
Casting Time: Half action
Ingredient: A link of chainmail (+1)
Description: You weave the Winds of Magic around you, creating an
invisible barrier that helps protect you from harm. You gain a
number of Armour Points equal to your Magic Characteristic
on all locations for one minute (6 rounds). You cannot cast this
spell if you are wearing any normal armour. Should you don
armour while the spell is in effect, the spell ends immediately.

Blessed weapon
Casting Number: 6
Casting Time: Half action
Ingredient: A dab of blessed water (+1)
Description: You can enchant one melee or thrown weapon or up
to 5 shots of missile ammunition (arrows, bolts, bullets, etc.).
These items gain no bonuses of any kind, but they do count as
magical, making them quite useful against ghosts, spirits, and
certain other monsters. Blessed weapon lasts for 1 hour.

Magic Lock
Casting Number: 7
Casting Time: 1 minute
Ingredient: A small key (+1)
Description: You enchant one lock or bolt within 2 yards (1 square)
for 1 week. It cannot be picked or forced open during that
time. However, the spell does not prevent someone from
smashing down a magically locked door or breaking into a
magically locked chest.

Magic Alarm
Casting Number: 8
Casting Time: 1 minute
Ingredient: A small brass bell (+1)
Description: You create a silent alarm on one spot that you touch.
Whenever a creature comes within 2 yards (1 square) of this
spot, you will be mentally alerted instantly no matter how far
away you are. This wakes you up if you were sleeping. Magic
alarm provides no details as to the identity of the trespasser,
only that someone has triggered it. You can only have one
magic alarm active at a time. The spell lasts until it is triggered
or you cast it again on a different spot.

Silence
Casting Number: 10
Casting Time: Half action
Ingredient: A gag (+1)
Description: You magically silence one character within 24 yards (12
squares) of you. The target can resist the spell with a successful
Will Power Test. Otherwise, he cannot talk or even grunt for a
number of rounds equal to your Magic Characteristic.

Skywalk
Casting Number: 11
Casting Time: Full action
Ingredient: An eagle's feather (+2)
Description: You briefly walk on air, moving up to triple your
Movement Characteristic and then returning to the ground.
You can reach a height of up to 6 yards, allowing you to easily
walk over ground obstacles. Skywalk is in effect while casting.

Dispel
Casting Number: 13
Casting Time: Full action
Ingredient: A small silver hammer (+2)
Description: You cause a spell within 12 yards (6 squares) of you to
end prematurely. This can be used to dispel any ongoing spell
but not ritual magic. You can immediately end the target spell
with a successful Channelling Test, but you suffer a –10%
penalty per point of the original caster's Magic Characteristic.
If you were trying to dispel a blessed weapon spell cast by
a Wizard with Magic 2, for example, your Channelling
Test would be at –20%. Dispel has no effect on summoned
Daemons or re-animated Undead.

Lore of Shadows
Bewilder
Casting Number: 8
Casting Time: Half action
Ingredient: A splash of ale (+1)
Description: You can cast this spell on any one character
or creature within 24 yards (12 squares). The victim
must make a successful Will Power Test or become
bewildered for a number of rounds equal to your
Magic Characteristic. The bewildered character must
roll percentile dice and consult the following chart to
determine what he'll do until the spell wears off:

Bewilder
Roll Action
01–20 Befuddled: You can only take a half action each
round.
21–40 Wander: You run in a random direction, as
determined by the GM.
41–60 Attack!: Attack the nearest character with an
all out attack, be it friend or foe. If the nearest
character is out of reach, you must move
towards him as fast as possible and engage him
in melee combat (making a charge attack if
possible).
61–80 Do nothing: The bewildered character cannot
take any actions or dodge.
81–00 Curl into a ball: The bewildered character is
considered helpless.

Burning Shadows
Casting Number: 14
Casting Time: Full action
Ingredient: A dose of Black Lotus poison harvested
in shadow (+2)
Description: You cause the shadows around you to burn like
acid, inflicting a Damage 3 hit on any enemies within
18 yards (9 squares) of you upon whom a shadow from
any light source as or more powerful than a torch falls
at the moment you cast this spell. Lack of light alone
does not constitute shadow for the purposes of this spell;
targets must be in a distinct shadow cast by some object
interrupting light shining from some source. Simply
being indoors does not count; the building's structure is
not "casting a shadow" inside. As always, the GM is the
final arbiter.

Cloak Activity
Casting Number: 12
Casting Time: Half action
Ingredient: A sketch of your illusory action (+2)
Description: This spell allows you to perform any act while
appearing to do something completely different. You
appear to be exactly where you are, but engaged in a
different activity. For example, you can appear to all eyes
to be reading a book when you are actually punching
someone in the face. If your action affects someone else
(an attack, spell, picking a pocket, etc.), the victim is
allowed an Intelligence Test to see through the illusion.
Cloak activity lasts for 1d10 rounds. If cast successfully,
cloak activity also disguises the act of casting the spell.

Doppelganger
Casting Number: 7
Casting Time: 1 full action and 1 half action
Ingredient: A lock of hair from a member of the race you are
impersonating (+1)
Description: You can take on the appearance (including
clothing, armour, and so on) of any other living,
humanoid creature under ten feet in height (Human,
Elf, Orc, etc.) for a number of minutes equal to ten
times your Magic Characteristic. The spell does not
disguise your voice, only your appearance. You may
look like an Orc, for instance, but if you can't speak the
Goblin Tongue, it's best to keep your mouth shut around
Greenskins. Should you somehow act in a suspicious
manner, viewers are allowed an Intelligence Test to see
through the illusion. If you want to look like a specific
individual, you must make a successful Channelling
Test to perfect the disguise. Otherwise, you look like an
undistinguished member of the same race.

Dread Aspect
Casting Number: 21
Casting Time: Half action
Ingredient: A shred of cloth from the robes of a Wight (+3)
Description: You make yourself look like a nightmare creature
of purest dread. You cause Terror for 1 minute (6 rounds).

Eye of the Beholder
Casting Number: 6
Casting Time: Half action
Ingredient: A monstrous eyeball (+1) or any item of Best
Quality (+1), depending on which casting option is
chosen
Description: You make any moderately sized item
(Encumbrance 75 or less) appear to be either worthless
or valuable, whichever you choose. Worthless items
appear rusted, rotten, broken, or the like, depending
on their nature, while valuable items appear to be
finely made, ornate, and crafted with great ingenuity.
The apparent flaws or virtues of the item do not affect
its actual behaviour: A normal sword enchanted to
appear worthless still cuts just fine, and a crooked arrow
enchanted to appear masterfully crafted doesn't fly any
more true. Tests to appraise the item whose nature
is concealed by this spell suffer a –20% penalty. This
effect lasts for a number of hours equal to your Magic
Characteristic.

Illusion
Casting Number: 24
Casting Time: 1 full action and 1 half action
Ingredient: A crystal prism (+3)
Description: You create an illusion anywhere within 48 yards
(24 squares) that is a nearly perfect simulation of reality,
complete with sight, sound, and smell. Use the large
template. You can make this area look like anything.
Illusion lasts for a number of rounds equal to your Magic
Characteristic, but you can keep it going with a successful
Will Power Test each subsequent round. You must
spend a half action each round maintaining the illusion.
Furthermore, you cannot cast any other spells or the
illusion disappears immediately. Viewers may be allowed
an Intelligence Test to see through the illusion if they
have cause to suspect it's a trick. The precise effects of the
illusion are up to the GM to determine and should follow
the guidelines of common sense.

Mindhole
Casting Number: 8
Casting Time: Half action
Ingredient: Fingernail clippings of the person to be forgotten (+1)
Description: You cause one character within 48 yards (24
squares) of you to wholly forget you exist. If the target
fails an Opposed Will Power Test with you, all knowledge
and memory of your existence is wiped from his mind.
He can still notice you as normal and remember anything
so perceived going forward.

Mockery of Death
Casting Number: 18
Casting Time: Full action
Ingredient: A corpse shroud buried at least a year (+2)
Description: You cause someone to appear and behave as if dead
to all sight and inspection. That person continues to sense
his environment through hearing, smell, and—if his eyes
are open—sight, but he cannot move his body in any way
whatsoever until the spell ends. However, he continues to
require air and other essentials of life. This state persists
until you will it to end or until a number of days pass equal
to your Magic Characteristic. An unwilling target can resist
the spell with a successful Will Power Test. You can also cast
this spell on yourself. This is a touch spell.

Mutable Visage
Casting Number: 7
Casting Time: Half action
Ingredient: A pinch of Good Craftsmanship cosmetics (+1)
Description: You make your target subtly more or less attractive,
but in a way that has a noticeable effect on the way people
regard him in social situations. The effect is to provide
either a +10% bonus or –10% penalty (your choice) to
Fellowship for a number of hours equal to your Magic
Characteristic. An unwilling target may make an Opposed
Will Power Test with you to avoid the spell's effects. You
can also cast this spell on yourself. This is a Touch spell.

Pall of Darkness
Casting Number: 15
Casting Time: Half action
Ingredient: The eyes of a newt (+2)
Description: You create a swirling area of impenetrable
darkness anywhere within 48 yards (24 squares) of you
that lasts for a number of rounds equal to your Magic
Characteristic. Use the large template. Those affected
cannot see, even with Night Vision. The confounding
effect of pall of darkness means that those affected can
only take a half action each round unless they make a
successful Will Power Test at the start of their turn.

Shadowcloak
Casting Number: 5
Casting Time: Half action
Ingredient: A piece of charcoal (+1)
Description: You wrap yourself in shadow, so you are difficult
to detect. Shadowcloak gives you a +20% bonus on
Concealment Skill Tests for a number of minutes equal to
your Magic Characteristic.

Shadow Knives
Casting Number: 22
Casting Time: Half action
Ingredient: A knife of cold-forged iron (+3)
Description: You conjure up a number of shadow knives equal
to your Magic Characteristic and can hurl them at one
or more opponents within 48 yards (24 squares). Shadow
knives are magic missiles with Damage 3. Furthermore,
their shadow nature means that all non-magic armour is
ignored when reducing damage.

Shadow of Death
Casting Number: 15
Casting Time: Full action
Ingredient: A shred of cloth from the robes of a Wight (+2)
Description: You use the power of illusion to make yourself look
fearsome and deadly. You cause Fear for 1 minute (6 rounds)

Shadowsteed
Casting Number: 11
Casting Time: Full action
Ingredient: A chip of hoof from a well-travelled horse (+2)
Description: You call forth a dark and shadowy horse who
will bear you and a minimum of gear (no more than you
yourself can carry without penalty) noiselessly and at great
speed until you stop riding or until the next day's first
light dawns. The horse has the statistics of a normal riding
horse (see WFRP, page 233) but also has the Concealment
skill (which it uses at a +30% bonus) and the Navigation
skill. Further, the shadowsteed travels at top speed without
fatigue, bearing you half again faster than a normal riding
horse would be able. When the spell's duration expires,
the horse vanishes around a corner, into a shadow, or in a
similar manner. You can also designate another individual
that the steed will bear instead of you.

Shroud of Invisibility
Casting Number: 17
Casting Time: Full action
Ingredient: A gossamer shroud (+2)
Description: You shroud yourself with magic and disappear from
sight for 1d10 rounds. While you are invisible, you can't be
targeted with ranged attacks, including magic missiles. Any
melee attacks you make receive a +20% Weapon Skill bonus.
Anyone within 4 yards (2 squares) of you can make a Hard
(–20%) Perception Skill Test to detect you using non-visual
senses. If a successful test is made, you can be attacked, but
attackers suffer a –30% penalty to Weapon Skill or Ballistic
Skill as appropriate. You cannot cast this spell on others.

Substance of Shadow
Casting Number: 22
Casting Time: Full action
Ingredient: A perfectly round piece of finest velvet cloth (+3)
Description: Select a single character or an object with an
Encumbrance no greater than 200 that lies entirely within
a shadow. The subject of substance of shadow becomes
invisible and silent. The subject also becomes partially
insubstantial. This means others cannot affect the target
physically—they cannot attack a character affected by
this spell, cannot shove or pick up (or even stumble over)
an object affected by this spell, and so on. The target,
however, can physically affect anything he or it normally
could. An affected character could move around and
launch attacks, an affected piece of rope could suspend
some object, an affected Wizard could cast spells, and
so forth. The effects of this spell continue indefinitely
as long as the target remains entirely in shadow, but the
effects end as soon as the shadow concealing the target
is interrupted, even for an instant. Lack of light alone
does not constitute shadow for the purposes of this spell;
targets must be in a distinct shadow cast by some object
interrupting light shining from some source. Simply
being indoors does not count; the building's structure is
not "casting a shadow" inside. As always, the GM is the
final arbiter. You may cast this spell on yourself. This is a
touch spell.

Take No Heed
Casting Number: 9
Casting Time: Half action
Ingredient: A pinch of nothing in particular (+1)
Description: You become very easy to ignore. Although people
can see you perfectly fine, they tend not to notice you, and
don't recall anything about you after you've gone. People
must make an Opposed Will Power Test with you in order
to approach or talk to you unless you speak first, even if
they've noticed you earlier. (They need not re-roll in the
middle of a conversation, but if, for example, a shopkeeper
succeeded in a roll to notice you when you came into his
shop but was busy with other things at that moment, he'd
need to make another roll to come over and talk to you
later in your visit.) Even those who notice and approach or
speak to you must make another (unopposed) Will Power
Test to remember any specific details about you after you've
gone. The nature of this spell is such that its effects do not
disturb or alarm those trying to notice or remember you;
they chalk the situation up to distractions or the like. Lasts
one minute per point of your Magic Characteristic

Throttling
Casting Number: 13
Casting Time: Full action
Ingredient: A garrotte that has been used to strangle a man (+2)
Description: You send ropes of inky darkness to throttle any one
target within 12 yards (6 squares), cutting off his ability to
breathe entirely and forcing him to make a Toughness Test
to resist the effects the spell. You can maintain this spell
with a half action on each subsequent round, but you may
cast no further spells while doing so. If you maintain the
spell, the Toughness Test is modified a cumulative –10%
penalty each round until it is failed, at which point the
target begins to take damage. The first round of failure
causes a Damage 1 hit that ignores Armour, and each
subsequent round the Damage of the hit increases by 1.
No additional Toughness Tests are allowed to resist damage
after the first has been failed; the damage simply continues
to compound until you stop, or are forced to stop,
concentrating on the spell. The rules for concentration (see
WFRP, Spellcasting Limits, page 144) apply.

Universal Confusion
Casting Number: 27
Casting Time: Half action
Ingredient: The eyes of a Chimera (+3)
Description: This is a more potent version of bewilder that
can affect many targets. Use the large template. Anyone
affected must make a successful Will Power Test or suffer
the effects of the bewilder spell.
 
I have been rolling for that goddamn snake every single goddamn turn.
I laughed for thirty seconds straight at this. :lol Here I thought the players had stumbled into doing something clever by living in lodgings without mirrors or windows. Or maybe it could have been tied to how often the players mention it, since some of the fluff is suggestive of a nocebo component - people see it more when they're worried about seeing it. But nope, luck!


Also,
[X] Plan Grassroots Is Not Enough
 
Last edited:
Spellbooks
Spellbook of Grey Magic

Key:
M = Mastered, Mathilde has adapted the spell to perform better in some way.
K = Known, can be cast.
F = Forgotten, once known but must be practiced before it can be of use.
P = Partial, progress made towards learning the spell but not yet complete.
U = Unknown, Mathilde will need instruction from her Master or another Grey Wizard to learn these, either in person or by correspondence.
I = Invented. Mathilde created this spell herself, and as such will be entitled to some of the credit whenever it comes in handy. However, she can never Master it.

Short Range: Within about twenty meters. Close enough to see the whites of their eyes.
Medium Range: About a football field, or 100 meters. Within shouting distance.

As a general rule, you need line of sight to whatever you're casting a spell at, and if it has a mental effect on someone they can be able to resist it if they're alert and strong of will.

Magic Rating: A rough and vague rating of someone's ability to wield magic, combining the raw power they're able to bring to bear and how efficiently they can shape it. It measures whether you are able to learn and cast a spell, as well as the strength of those spells while cast. Actually casting spells uses the Learning stat.

1: Apprentice level; able to begin to learn the simplest of magics.
2-3: Journeyman level; able to cast simpler spells easily and begin to learn the simpler 'coloured' magics.
4-6: Magister level; the peak of an 'average' magical career.
7-10: The level of Magister Lords and Battle Wizards.


Channelling: A spell can be channelled, taking more time, effort, and concentration than normal and increasing the risk of it going wrong. If it succeeds, then the effects of the spell are increased dramatically. For instance, channelling Marsh Lights would effectively produce a hovering light comparable to a bonfire. This can only be done to spells that have a linear effect that can be scaled up. Previously called 'ritual casting', not to be confused with Rites/Ritual Magic.


Petty Magics: These are the very basics of arcane magic, and are taught to all apprentice wizards before they move on to more complicated spells. Though all the Colleges hold these spells in common, each performs them differently due to using different Winds to achieve the same effect. Mathilde learned all of these at the start of her apprenticeship, but fell out of practice with all but Sounds. Magic 1 required to learn and cast reliably.

K / Drop: Compels someone at short range to drop something they are holding.
K / Glowing Light: Causes something to glow for as long as you hold it, up to one hour.
K / Magic Dart: Strikes someone at short range with an impact comparable to a sling stone.
K / Marsh Lights: Creates a light or lights at medium range which can be moved around as you desire. Lasts an hour.
K / Sleep: Compels someone you touch to fall unconscious for up to half a minute.
K / Sounds: Creates a noise of the type and volume of your choice, projected from where you choose within line of sight, though it can't convincingly mimic speech.


Lesser Magics: More difficult but also more codified than petty magics, these are usually learned out of a book instead of being taught directly. Like Petty Magics, these are common to all the Colleges, and Priests can also achieve the same effect by channelling their Gods. Mathilde learned some of these, but not all, though she can send a letter to the Grey College requesting spellbooks for those she's missing (though if she loses them, she'd be in a world of hurt). Magic 1 required to learn, Magic 2 to cast reliably.

M / Aethyric Armour: Magic wraps around you and acts as armour, with effectiveness based on your mastery of magic.
Mastery - Indefatigable: While Aethyric Armour is active, you do not tire from physical exertion.
- Does not stack with actual armour.
- Needs to be recast every few minutes, which isn't a problem for the duration of battles but makes it dangerous to try to maintain for hours on end.
M / Blessed Weapon: For the next hour, the weapon this is cast upon will count as magical for the purposes of damaging creatures resistant to mundane weapons, such as ghosts.
Mastery - Blessed Hands: You instinctively channel Ulgu along any weapon you wield. Any weapon held by you counts as Magical.
- the mastery does not effect the ammunition of wielded ranged weapons, but the ammo can be blessed manually.
K / Dispel: Allows you attempt to Dispel an ongoing spell within short range. Cannot be used to try to banish demons or unbind the undead.
- See also: the Counterspell section at the end of this post.
K / Magic Alarm: Creates a silent alarm at a place you touch, and if any creature comes within a couple of meters of that point you will be alerted that it has been triggered. Lasts until triggered, or until you cast it at a different spot.
K / Magic Lock: Enchants a lock or bolt you touch to be impossible to pick or force open.
- Does not enhance the strength of the rest of the door or container.
K / Move: You can move unsecured light objects around at medium range, and force equivalent to a shove at short range.
K / Silence: Makes someone unable to speak for a few seconds at short range. Interrupts spellcasting.
- Does not eliminate all sounds, only makes someone unable to vocalize.
K / Skywalk: Allows you to walk on air for a few seconds, enough to cover about twenty meters at a run.
- If you want to bring someone along you'll have to carry them.


Shadow Magics: The true arts of Ulgu, not taught until one becomes a Journey(wo)man. Taught by the wizard's Master, by either personal tutoring or correspondence. Comes in three approximate 'tiers' of difficulty.

Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably.
K
/ Bewilder: A target at short range will have their mind clouded and will act unpredictably for around a minute.
- Violence, inaction, and wandering off aimlessly are all possibilities.
K / Doppelganger: You take on the appearance of a humanoid creature for around an hour, though not their voice.
- You can attempt to copy a specific individual if you have seen them recently or are familiar with their appearance.
- You may also wear the appearance of a generic example of a given race, though others of that race will notice something is 'off' if they look closely. This will not be more detailed than 'an orc' or 'a human'.
- Minimum height about four feet, maximum about ten feet. This does not change your physicality, just your appearance.
- This will conceal anything worn or strapped to you (such as scabbards) but not anything you are holding.
K / Eye of the Beholder: You can change an object's appearance to make it look either worthless or valuable for several hours.
- This does not go all the way to repulsive, nor all the way to irresistable.
- Shape of the object appears unchanged. Usually changes material, craftsmanship, intricacy, decorations, and so on.
I / Mathilde's Multidimensional Aethyric Projection: Allows the caster to project, edit and colour a fairly low-resolution 3D visualization.
- Very suitable for creating and editing dynamic maps.
- Has been converted into the Lesser Magic spell Mathilde's Multidimensional Aethyric Polysevirric Projection.
K / Mindhole: A target at short range will forget everything they know of you.
- You have no way of controlling or limiting this effect. It's all or nothing.
K / Mutable Visage: You can make a target you are touching (or yourself) noticeably more or less attractive for several hours.
- This effect is relatively minor. Think make-up, not special effects.
K / Shadowcloak: Makes you significantly harder to detect visually for several minutes.
- This enhances stealth, it doesn't create it. If you're in plain view, this won't help you.
M / Shadowsteed: A mystical and supernaturally fast horse is summoned that will carry you or one you designate, until it is dismounted or until dawn the next day, whichever is first.
Mastery - Shadowrider: Your Shadowsteed is as familiar and easy to control as your own two legs. +5 Martial when mounted on a Shadowsteed, no penalty to rapid distance travel.
- Averages about 25 miles per hour, and Mathilde can comfortably ride for about ten hours a day. Beyond that will test her endurance.
K / Take No Heed: Makes you very easy to ignore - it would take an act of willpower to even notice you unless you draw attention to yourself, and those few that do notice you will have difficulty remembering anything about you. Lasts a few minutes.
- Please note unless you draw attention to yourself. If the presence of a member of your (apparent) species would be unusual, this spell will break. If you do something that only certain individuals should be allowed to do, this spell will break.

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably.
K / Burning Shadows: Causes a shadow or set of touching shadows cast by a source as bright as a torch or brighter to burn like acid. You can specify who this will and will not effect.
- Can effect inanimate objects, but acid is a lot less effective on inanimate objects than it is on living flesh.
- Must specifically be a cast shadow, not merely being in darkness. Think shadow puppets.
- Mathilde must be casting or touching the shadow in question to cast the spell.

P / Cloak Activity: Allows you to perform an action while appearing to perform something entirely different for up to half a minute.
- The illusion is only visual, and anyone you're directly affecting while concealed by this spell has a chance to see through it.

M / Mockery of Death: Causes someone you touch to act and appear dead for several days, or until you end it. They retain all their senses, including sight if their eyes are open, and will still need to breathe and drink.
- If the subject was asleep or unconscious when the spell is cast upon them, they will not consciously experience the time spent under Mockery of Death.

Mastery - Mockery of Substance: When affected by Mockery of Death, the subject is also intangible to anything except the caster and objects under the control of the caster. They are still affected by gravity, and will still require food and water. They are still able to breathe normally. The caster can end the intangibility at a touch without interrupting the main effect of the spell.
- As per Substance of Shadow, anything in contact with the target will continue to exert force, as will anything brought into contact with the target by the caster if they will it.
- Clothes go with the target. This is entirely because it turning people naked would be funny to write at most once and awkward every time, so it's not something that can be weaponized or abused. Apart from this, it does not work on inanimate objects.
K / Pall of Darkness: Creates an area of impenetrable blackness within short range that lasts for about a minute or so.
- This is impenetrable to you as well, even your Magesight.
U / Shadow of Death: Makes you seem fearsome to all those who look upon you for one minute.

K / Shroud of Invisibility: Makes you invisible for up to half a minute.
- No limitations. Attack, shoot, scream, do what you like, you stay invisible until it expires or is dispelled.

K / Throttling: Sends ropes of darkness a short distance to strangle the target. Lasts until you choose to stop or your concentration is broken.
- Without magical protection or supernatural toughness, the target is helpless from when the spell hits their throat.
- Can only be cast on living targets, and the ropes are insubstantial to everything but the target's throat, so it can't be interrupted except by magical means and can't be used to pull the target around.

Fiendishly Complex - Magic 5 required to learn, Magic 7 to cast reliably.
M / Dread Aspect: Makes you seem absolutely terrifying to all those who look upon you for one minute.
Mastery - Roiling Shadows: Your shadow is empowered by the spell and thrashes about in a turbulent aura, lashing out at your enemies to wrap around arms and legs and throats, causing death, distraction and even more terror in all who must face you.
K / Illusion: You create an illusion at short range that can look, sound, and smell like anything you want. Requires near-constant concentration to maintain.
- Illusion will not be solid. If the illusion is implausible enough to raise suspicion, those subject to it might see through it.
I / Knightbringer: When cast, a faceless grey rider in robes and a Witch Hunter's hat will appear to attack anyone attempting to attack the caster within a moderate duration (tens of minutes to an hour, depending on Magic score). Requires a bound Rider in Red.

M / Shadow Knives: You conjure and throw several knives (scaling with magical ability and mastery of the spell) at a target at short range that passes through any non-magical armour.
Mastery - Shadow Dagger: Can be used as a melee weapon that completely ignores non-magical armour. Well suited for assassination.
K / Substance of Shadow: A single person or item that falls within a shadow becomes invisible, silent, and insubstantial, though they can selective choose to physically affect the world. Lasts until the item or character is illuminated.
- Must specifically be a cast shadow, not merely being in darkness. Think shadow puppets.
- Must be a single discrete object, not a selected portion of a larger object.
- Anything longer in any dimension than a meter, or heavier than 10kg/22lbs, will be much more difficult to cast this upon; anything more than twice that is approaching the limits of possibility.
- When cast on an inanimate object, it will only become insubstantial to anything touching it after the spell is cast. Anything it was acting on before the spell, it will continue acting on after the spell.
- If something becomes substantial while 'inside' another object, results will be thoroughly unpredictable, usually unpleasant, and sometimes dangerous.
M / Universal Confusion: Bewilder, but applies to a whole group at once, up to about a ten meter diameter. Short range.
Mastery - Cloud of Confusion: You can cast the spell as a billowing cloud of bewildering gas, which pours from you for several minutes, constantly effecting everyone nearby.
- Mathilde can cast both the normal spell and the Mastered version. Both are indiscriminate, but the normal version applies to anyone within that radius at the time of casting, whereas the Mastered version continues outputting the gas over minutes to effect everyone touched by it.
- The Mastered version does not need to be inhaled to take effect. Mathilde is immune to it, as is Wolf; everyone else will suffer from Bewilder unless they're strong-willed enough to shake it off.
- The cloud itself is not very concealing unless Mathilde stays in one place long enough for it to gather.


Battle Magics: Spells that can change the face of an entire battlefield. The consequences of miscasting these spells are almost as horrifying as the damage they cause when cast correctly. Many Magisters go their entire career without learning a single one of these spells. Magic 7 required to learn, can never be cast reliably.


K / Smoke and Mirrors: The mark of a Grey Battle Wizard is the ability to weave teleportation cantrips into other spells they cast. They appear to jump around the battlefield at will, hopping anywhere within short range with every spell they cast.
- Can be tied into a Fiendishly Complex or Battle Magic spell to teleport without any additional risk of miscast. Can also be cast on its own. Range is limited to line of sight and about a hundred yards or so.
K / Melkoth's Mystifying Miasma: The signature spell of the Grey Battle Wizard, this creates a numbing fog at medium range that attacks the combat abilities of the foe.

I / Rite of Way: The Wizard exudes a rolling fog that covers the ground, concealing all obstacles from the eye and the foot alike. Any terrain can be travelled over without penalty as long as the Wizard maintains the spell. The Wizard can focus it on a specific obstacle, or allow it to flow in their wake.
- It can handle about one regiment of infantry (2500 men) or one cohort of cavalry (500 riders).
U / Steed of Shadows: Not to be confused with Shadowsteed, an insubstantial pegasus or drake appears under an ally within short range and carries them across the battlefield at incredible speed.

U / The Enfeebling Foe: An entire group of enemies feel their muscles begin to fail them and their weapons grow heavy in their hands. Medium range.
U / The Withering: The mirror to the above spell, instills weakness and doubt into a group of foes within medium range.
U / The Penumbral Pendulum: A ghostly and razor-sharp pendulum of immense size appears above the wizard, then falls in the direction of their choosing. Anyone that fails to get out of the way will suffer horrendous damage.
U / Pit of Shades: Creates a vortex to a horrifying hell dimension within medium range that drags in anyone unfortunate enough to be nearby.
U / Okkam's Mindrazor: Summons illusory weapons for an entire group of allies within medium range that shred the very consciousness of their enemies, with strength equal to their courage.


Tool-Free Enchantment:

Mathilde has learned a suite of petty magics that stand in for all the various tools of enchantment, but they can come in handy in a number of other ways.

Forge: On cloudless days, the heat of sunlight can be focused to create a small forge, suitable for shaping metal or blowing glass.
Mirror: Either for checking one's appearance or looking around corners, although magical mirrors floating in midair do tend to draw attention.
Shank: Normally used for chiselling or scrimshawing, a shard of solidified shadow can also perform any other purpose a knife would normally be used for.
Telescope: Lenses normally used to focus and amplify lights can also be used as a telescope.


Counterspell:

While Dispel can counter a spell that is already cast, to counter a spell as it is being cast is a more involved process. One can use raw power to try to snuff it out, but this is often dangerous and the enemies of the Empire usually have better access to raw power than sanctioned Imperial mages do. As such, the preferred method involves subtlety, attention, and efficiency.

A spell in the process of being cast is sensitive to disruption, especially since by nature it must be projected forward over whatever the target of the spell is. The simplest way to counter these is brute force; it is easier to cut strands than weave them together, after all. Battle wizards of skill and cunning often weave countermeasures into their spells accordingly, creating protective overlays of energy or running magical energies through the half-completed weave to ground on anyone trying to attack it. A more devious counterspell method is to add to the weave with the intent of causing the spell to fail spectacularly upon completion, effectively forcing a miscast onto the caster or causing the spell to go off in the caster's face instead of upon their chosen target. These are the simplest and most common methods; the details vary as wildly as wizards themselves do.


An exception to the above is projectile spells, since they are formed at the caster and then unleashed fully formed. These can still be countered; a web of magical force is used to slow the projectile, giving the wizard time to try to attack the magical energies keeping the projectile together and diffusing it midway. Alternately, a wizard might attempt to seize control of the projectile's flight, redirecting it to miss the target or even to turn on the caster. Needless to say, most wizards pay careful attention to the flight of their projectile after launching them.


Masteries:

Mastery occurs when a Wizard makes a spell truly theirs, sometimes when they reach a deeper understanding of it, sometimes when it is adapted to their psyche, sometimes when it interacts with an Arcane Mark of theirs. Masteries are deeply personal, and as such can only be passed on to other Wizards if that Wizard has a near-identical relationship with the Wind of Magic in question, which usually only happens with unusually close Master-Apprentice relationships or long-term partnerships. They can sometimes be codified into new and separate spells, but this is unreliable and difficult, and it's impossible to know whether it's you can codify a specific Mastery until you make the attempt. Trying to include the effects of a Mastery in an enchantment is significantly more difficult than just the base spell effects would be.


Other Winds:
Spellbook of Gold Magic (Lore of Metal)

Petty/Lesser Magics:
As per Grey Magic.

Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably. (CN up to 9):
Curse of Rust: One nearby metal item the size of a breastplate or smaller becomes pitted and useless.
Fault of Form: A single weapon temporarily becomes less suited to combat; any inherent flaws, unreliability or dangers are greatly increased.
Guard of Steel: Shimmering orbs of steel orbit and protect the caster for several minutes.
Inscription: Engraves indelible text into a metal object. Casting time scales with text length. Your handwriting may be recognized.
Law of Form: At a touch, gives a solid, inanimate object the strength and rigidity of steel for several minutes.
Law of Logic: Careful thought gives a significant bonus to a single task, performed either by the caster or someone else. Long casting time.
Stoke the Forge: Causes a fire to burn as hotly as naturally possible and without consuming fuel for up to an hour.

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably. (CN 10-19):
Armour of Lead: A group of enemies' armor becomes heavy as lead, giving penalties to combat and movement
Fool's Gold: One inanimate object appears much, much more valuable than it is for several hours.
Law of Age: A solid, inanimate object becomes brittle and much easier to break for several minutes.
Rigidity of Body and Mind: You gain resistance to mental and physical damage for several minutes, but find it harder to change your mind during this time.
Secret Rune: Engraves invisible text similar to Inscription, or reveals/re-hides text from another casting of Secret Rune.
Silver Arrows of Arha: Creates and fires silver arrows with supernatural accuracy.
Tale of Metal: By touching a metal object, you can see the circumstances of its creation as if you were there.
Transformation of Metal: By touching a metal object, you transform it into a different object of the same metal. Quality depends on casting check. Long casting time.
Trial and Error: Magically guide the actions of allies near you, giving them a reroll.

Fiendishly Complex - Magic 5 required to learn, Magic 7 to cast reliably. (CN 20+):
Breach the Unknown: Unlocks all secrets of an object, from material composition to its properties, including that of magical items.
Enchant Item: For an hour, the item this is cast upon is supernaturally better at performing its intended purpose. Can be conceptual, such as a circlet making someone better at diplomacy. Long casting time.
Law of Gold: Temporarily suppresses the abilities of a magical item.
Spellbook of Amethyst Magic (Lore of Death)

Petty/Lesser Magics:
As per Grey Magic.

Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably. (CN up to 9):
Death's Messenger: temporary bonus to intimidation
Deathsight: See spirits for an hour
Reaping Scythe: Summon scythe-shaped lightsaber
Swift Passing: Kill someone already seriously wounded

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably. (CN 10-19):
Acceptance of Fate: Make allies around you fearless for a minute
Death's Release: Weaken and maybe banish a ghost or other Ethereal target
Final Words: Ask one question of the recently dead
The Icy Grip of Death: AOE stun
Knocks of the Departed: Contact deceased individual, it only answers with knocks
Limbwither: Paralyze one limb for several minutes
Steal life: Deal damage to the target ignoring armor and toughness, you heal for the same amount
Tide of Years: Simulate passage of time for one item, decreasing its quality and eventually destroying it
Tomb Robber's Curse: Anyone desecrating target tomb in the following year will contact nasty curse for a week which erodes his mental abilities
Ward Against Abomination: Undead cannot approach you. Intelligent or especially powerful undead can resist the effect

Fiendishly Complex - Magic 5 required to learn, Magic 7 to cast reliably. (CN 20+):
The Animus Imprisoned: Extract someone's soul from his body and Imprison it in a jar. It can only be released correctly by another Amethyst or a Morrite. All Wizards in a 5-mile radius can feel casting of this spell and your Patriarch will fuck you up if you do it without good reason.
Death's Door: If you or one of your allies would die in the next several minutes, they can take one last action before doing so.
Life's End: Instantly kill target if you win opposed Willpower test. All Wizards in a 5-mile radius can feel casting of this spell and your Patriarch will fuck you up if you do it without good reason.
Wind of Death: AOE damage ignoring armor and toughness. All Wizards in a 5-mile radius can feel casting of this spell and your Patriarch will fuck you up if you do it without good reason.
Youth's Bane: Simulate passage of time for one living creature, permanently decreasing his strength and toughness.
Spellbook of Bright Magic (Lore of Fire)

Petty/Lesser Magics:
As per Grey Magic.

Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably. (CN up to 9):
Cauterize: Doesn't heal, but counts as first aid.
Choleric: Creature near you becomes annoyed at another creature nearby and may attack it. Can be resisted with Willpower
Crown of Fire: You are better at inspiring and intimidating (that is the spell bound in the Torc)
Fires of U'Zhul: You fling a small bolt of fire at the target. Slight upgrade over Magic Dart
Flashcook: Instantly cooks food or boils water
Taste of Fire: Makes food spicy, transforms water into alcoholic beverage, makes alcoholic beverages stronger

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably. (CN 10-19):
Consuming Wrath: Target goes berserk but is also slowly consumed by fires from within.
Curtain of Flame: Classic wall of fire, also somewhat obstructs vision
Fire Ball: You create several balls of fire and throw them. (That is exactly Shadow Knives but without "ignore armor" part)
Flaming Sword of Rhun: Summons lightsaber
Hearts of fire: Makes your allies resistant to fear
Inextinguishable flame: Makes one flame inextinguishable. Duration depends on Magic, up to one year
Ruin and Destruction: Destroys one object as if by fire. Size depends on Magic.
Shield of Aqshy: You resist fire better for several minutes

Fiendishly Complex - Magic 5 required to learn, Magic 7 to cast reliably. (CN 20+):
Aqshy's Aegis: You and your allies are immune to fire. Allies need to form unbroken chain by holding hands. Magical fire effects by stronger wizards still hurt you
Boiling blood: Boils blood in one target, dealing armor-ignoring damage each round. Duration depends on Magic. Target explodes if it dies from this spell.
Breathe Fire: Incredible fire damage, cone AOE.
Burning Vengeance: One target wants to kill another target. Can be resisted on cast and each month, lasts a year, can be recast, you require names of both targets
Conflagration of Doom: Ultimate fire AOE, repeats each round until there is nothing alive in the area of effect. All Wizards in a 5-mile radius can feel casting of this spell and your Patriarch will fuck you up if you do it without good reason.
Fiery Blast: Fire Ball Mk. 2. More balls, more damage per ball.
Spellbook of Celestial Magic (Lore of Heavens)

Petty/Lesser Magics:
As per Grey Magic.

Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably. (CN up to 9):
Omen: Semi-reliable hint about whether a thing will go well or badly if done in the next few hours.
Polish, Clean and Gleam: Makes a transparent or reflective item spotlessly clean on touch. Apprentices are not allowed to use this for chores.
First Portent of Amul: Re-roll one die on your next turn.
Lens on the Sky: Creates magical telescope-lens.

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably. (CN 10-19):
Birdspeak: You can speak to and understand birds. This spell does not make them helpful or honest.
Lightning Bolt: Conjures one lightning missile to strike a target at short range.
Clear Sky: Dispels one cloud, or clears a 100-yard area in a generally overcast sky.
Second Portent of Amul: As First Portent, but can be used within the next hour.
Fortune's Renewal: Target is extra lucky today, but it's borrowed from target's luck tomorrow.
Third Portent of Amul: Rerolls a critical hit against you during the next 24 hours. Only one instance can be active at a time.
Wind Blast: Targets in a large area are knocked prone and battered about, negates missile fire in area.
Curse: One nearby enemy has penalty to all rolls for an hour, attacks against that target have damage bonus.
Premonition: Re-roll one of your skill dice during the next 24 hours. Only one instance can be active at a time.
Project Spirit: Astrally projects your invisible spirit to go exploring for several hours. Still limited by material obstacles. Bad things happen if you don't return to your body in time.
Wings of Heaven: You can fly for several minutes.

Fiendishly Complex - Magic 5 required to learn, Magic 7 to cast reliably. (CN 20+):
Finding Divination: Points the direction towards either a specific item you have seen, or the nearest item of a type.
Starshine: Banishes darkness, dispels illusions, reveals invisible things, finds secret doors, and otherwise shows all things near you for several minutes.
Signs in the Stars: Writes very short, abstract message in the sky for others to see. Do not use lightly.
Lightning Storm: Causes lightning damage in a large area. This Aethyric storm can be cast anywhere, even underground.
Fate of Doom: Dreadfully curses one target you have hair or blood from with permanent bad luck. This powerful spell disturbs the Aethyr such that all wizards for miles can sense it being cast, and yadda yadda Elder Astromancers.
Spellbook of Amber Magic (Lore of Beasts)
General note: Form of the [Animal] spells last for one hour, preserve the caster's mental faculties, and prevent the use of speech or spells while transformed.

Petty/Lesser Magics:
As per Grey Magic.

Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably. (CN up to 9):
Calm the Wild Beast: An animal at short range becomes placid and ride-able for several hours.
Cruelty's Desserts: Anyone who harms the animal you cast this spell on will be shunned.
The Beast Broken: A nearby animal that can be domesticated becomes tame indefinitely.
Form of the Soaring Raven: You turn into a raven.
Claws of Fury: Your fingernails become razor-sharp, deadly fast claws.
The Beast Made Well: Heals an animal you touch.

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably. (CN 10-19):
The Ox Stands: Relieves nearby allies of Fear and Terror.
The Talking Beast: Gives an animal the gift of speech for several minutes, or lets you speak while transformed if you follow this spell with Form of the [Animal].
Master's Voice: Commands one nearby animal to take one specific action.
The Boar's Hide: Your skin becomes tough as a boar's.
Form of the Ravening Wolf: You turn into a wolf.
Leatherbane: Leather goods carried by touched creature shrivel into dust.
The Winter's Long Slumber: Touched willing creature falls into hibernation sleep for several months.
Crow's Feast: A murder of aethyric crows materializes to peck at the eyes of enemies in a large area.
Cowering Beasts: Temporarily panics some nearby enemies.
Form of the Puissant Steed: You turn into a warhorse.
The Beast Unleashed: Nearby non-animal allies become frenzied.

Fiendishly Complex - Magic 5 required to learn, Magic 7 to cast reliably. (CN 20+):
Form of the Raging Bear: You turn into a bear.
Repugnant Transformation: Touched target goes mad, grows fur, and can no longer speak.
Wings of the Falcon: You grow wings and can fly for several minutes. (Try not to get mistaken for a mutant or Tzeentch daemon.)
Spellbook of Jade Magic (Lore of Life)

Petty/Lesser Magics:
As per Grey Magic.

Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably. (CN up to 9):
Ferment: Converts touched liquid into safely drinkable alcoholic beverage. Undrunk beverages eventually revert.
Curse of Thorns: Thorns grow in target character, causing pain and brief damage over time.
Track's Tale Told: Helps to read tracks or follow a trail in the wild.
Fat of the Land: Touched creature does not need to eat for one week. Long casting time.
Tree-Dweller's Step: Touched creature can climb and brachiate well for several hours.
Earth Blood: Heals yourself if standing on earth, more effective if you cast it for longer.

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably. (CN 10-19):
The Wilds Undisturbed: You and several touched creatures can move freely through wilderness and leave no trail.
Leaf Fall: Spinning leaves partly conceal you, making it hard to aim ranged attacks at you for several minutes.
Earth Gate: You sink into the earth and reappear on another nearby patch of earth.
Father of Thorns: Thornbriars grow in a large area of earth, causing damage and hindering movement for several minutes.
River's Whisper: You commune with the spirit of a river and receive general answers to questions. Long casting time.
Vital Growth: A plant you concentrate on grows very rapidly, at a rate of about one year per hour spent casting.
Wood Shape: Touched willing creature takes the form of a personality-appropriate tree for several hours.
Spring Bloom: Ensures the fertility of a field or creature. Very long casting time.
Trees' Rustle: You commune with the spirit of a tree and receive general answers to questions. Extremely long casting time. Trees talk slowly.
Summer Heat: An area a few meters in diameter becomes uncomfortably hot.

Fiendishly Complex - Magic 5 required to learn, Magic 7 to cast reliably. (CN 20+):
Geyser: Water bursts up from the earth nearby, damaging, toppling and possibly stunning creatures in a small area.
Flesh of Clay: Increases your strength and resilience, but reduces your speed and agility for several minutes.
Winter Frost: Freezes over a large area, dealing damage and slowing movement.
Cure Blight: Cures plant blight in a large area, or mitigates disease on several characters. Very long casting time.
Spellbook of White Magic (Lore of Light)

Petty/Lesser Magics:
As per Grey Magic.

Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably. (CN up to 9):
Cleansing Glow: Cleans touched item, unspoils spoiled food or drink.
Dazzling Brightness: Dazzles creatures in a small area.
Clarity: Reduces mental penalties a touched character is suffering
Radiant Gaze: Shoots eye lasers.
Shimmering Cloak: Reduces damage taken from nonmagical missiles. You cannot hide while shimmering.
Radiant Weapon: Touched weapon emits light, counts as magical, deals extra damage to Daemons for several minutes.

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably. (CN 10-19):
Healing of Hysh: Heals the injuries of a touched creature.
Illuminate the Edifice: Lights up the interior of a touched structure for several hours. Size of targetable structure increases with Magic.
Light of Purity: Cast this as you light a fire. As long as that fire burns, its light protects against disease.
Banish: Attempts to banish a nearby daemon back to the Realm of Chaos, or exorcise a possessed creature.
Radiant Sentinel: A ball of light floats around you and can parry for you.
Ill-bane: Cures poison or alleviates disease for several nearby creatures.
Inspiration: Large bonus to a Knowledge test. Long casting time.
The Power of Truth: Touched creature becomes much more charismatic, but only while speaking honestly.

Fiendishly Complex - Magic 5 required to learn, Magic 7 to cast reliably. (CN 20+):
Eyes of Truth: You see through all illusions, invisibility, concealment, darkness and disguises nearby, severely cramping the Grey Order's style. Causes the eyes to literally glow, lasts less than a minute.
Light's Demand: Holds in place all Chaos creatures caught in a cone of light for several rounds. This spell is particularly hard to resist.
Blinding Light: Blinds creatures in a large area.
Daemonbane: Attempts to banish all daemons in a large area back to the Realm of Chaos.
Boon of Hysh: Cures and purifies touched creature of all injury, disease, poison and malady.
Pillar of Radiance: A massive column of burning light deals damage and may blind targets in a large area. This powerful spell disturbs the Aethyr such that all wizards for miles can sense it being cast, and the Hierophants frown on using it against anything but daemons.
 
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Currently, you can learn Relatively Simple spells and below; you can attempt to learn Moderately Complicated spells, but the consequences of failure will be severe until you improve your magical skills.

If you prefer, replace 'meter' with 'yard'. The result is close enough.

You may now begin drooling over the shinies.
 
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U / Smoke and Mirrors: A master of Battle Magic can wield teleportation cantrips into other spells they cast, appearing to jump around the battlefield at will, hopping anywhere within short range with every spell they cast
Isn't this the Lore Attribute for battle magic?

Shouldn't it come with, well, the rank of Battle Wizard, so to speak? "The measure of sufficient mastery to cast battle magic is Smoke and Mirrors."?
 
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