[X] Regrowth - Ghyran, instantly restores someone to full health from any state up to and including 'recently dead'. -9 College Favours
[X] Nothing further was commissioned.
[X] As a representative of the Grey Order, here to lend a hand where it can be of most use.
[X] As a chronicler, here to record events.
We aren't really here in any official capacity of the Empire, but we ARE a Magister and thus qualified to claim to be a representative of the Order in complete honesty, and after the book with Asarnil I REALLY like the Chronicler, but dwarfs have Expectations of clear and honest reporting, so keep in mind that when we do stuff(though we had practice, because Asarnil was just as anal about his recording).
As for the items...dead man switch please. This place is dangerous and having a 1UP is very important
The same problem as last time quickly reveals itself - the stored Shyish drowns out any possibility of seeing the structure of the enchantment - and it's easily defeated by the application of a few coloured lenses.
(Why that works is a lesson in itself. As Teclis went to great lengths to teach, the 'colours' of the Winds of Magic are metaphors instead of actual pigments, they're just how the human brain most commonly interprets it - but there are some sensitive to the winds that perceive them as sounds or even smells. So why would coloured lenses have an effect on something that's not actually a colour? The answer is it doesn't. You expect it to, and so your mind filters accordingly. You could learn how to consciously do that, but you could just use a simple piece of coloured glass and spend your time learning other, more important things.)
Hmm, a simple mnemonic device huh? Does that mean the Bright college uses Rose Tinted Glasses?
Modern enchantment is like modern construction, the use of mostly interchangeable building blocks to uniformly achieve the desired result. This enchantment is like construction of the barbarian shaman's time - natural materials heaped together haphazardly. It's mostly Shyish, but here and there it seems that another wind crept into the shaman's casting, tainting patches of it with Dhar, but it's actually what makes the enchantment work at all - the Dhar binds all too readily with any kind of magic, but without other Winds to draw upon it can't corrupt the Shyish so it merely acts as a sort of glue to hold the entire thing together. But it would mean that if they were taken out of a Shyish-rich environment or the safety of the crates for too long, not only would the magic inside become Dhar, but the enchantment itself would become unstable.
The overall structure is something like a net. An empty net lies flat, but a full net is round. And like a net, it has more joins than you can count, each needing to be woven together with great concentration, and if even one was missing the contents could be lost. The mind boggles at the amount of care and attention it would take to make just one of these, let alone the dozens that you found in the burial mound. As an thaumato-archeological artifact its likely of interest, but as a piece of enchantment it really is far too much effort than it's worth. Sure, it is a clever design for the storage of magical energy that any apprentice could manage if given enough time but you could think of better ways to achieve the same result with only slightly more advanced techniques - and you could work in a filter so that it would only absorb the desired Wind.
Given what we know of Dhar constructs I'm pretty impressed, they managed to incorporate Dhar and keep it functional for centuries.
But on our part we can just make a magic capacitor for Ulgu. Actually pretty good idea. Ulgu comes and goes after all
Altdorf, you learn, is in mourning; the Empress is dead and her unborn son with her, leaving the Emperor without issue and his brother remains next in line for the throne. There is suspicion in the air, even though the finest physicians in Altdorf (most of which could also give you a good haircut) declared the death natural.
Poison, as we just proved, is more than easy enough for a Grey Magister to slip into the imperial household.
You fill out your knowledge of the lower tiers of Grey Magic with the ability to give yourself the appearance of another with Doppelganger, the ability to cloud someone's mind to cause them to act unpredictably with Bewilder, and to create areas of impenetrable blackness with Pall of Darkness. But the real jewel of your learning comes when Magister Patriarch Algard passes you in a corridor, turns back, and asks you if you've learned Shadow of Death. "No," you say. Good, he replies, because you won't need it.
And in five minutes of rapid-fire instruction that takes you an hour after he's tottered off to absorb, he explains how to mask yourself in raw terror in such a way that you endanger the sanity of all who look upon you. It takes you a solid week in the training rooms until you manage it, but you grin to yourself at the possibilities inherent in such a potent spell.
[Studying Spells: Learning, 95+19=114]
That is a thing.
That is a good spell to know in a battle. Especially against units known for shitty morale like Skaven and Goblins.
Finally, as the date of your departure rapidly approaches, one night you hear a scratching on the door to the alley and you exhale a breath and search around for the key and open it, and you're only slightly surprised to see a scruffy wolf pup looking up at you.
"Fine," you say to it. "But you better be house-trained."
A familiar! A wolf pup is about as inconspicious as you can expect from a familiar I think, since it can be easily mistaken for a particularly majestic dog. Ranald continues to be best god
Piety: 20+1=21 - You know implicitly that Ranald exists, and that he watches over you, and that he's actually kind of insufferable. Ranald finds this entertaining.
Learning: 18+2+1-1=20 - The more you learn of magic, the more you realize how ignorant everyone else is.
Magic: 5+1=6 - You're beginning Magisterial Rank with a grasp of magic most spend a lifetime working towards.
We continue to have better potential at being a priest than a wizard. Ranald is rolling around clutching his sides.
Aethyric Reservoir: The Familiar can absorb a spell targeted at itself or its master, holding it for up to several days and disgorging at will at a new target.
Link of Psyche: The Familiar and the Master have their minds linked, giving them the ability to communicate without words and increasing the cognitive ability and willpower of both as long as they are both conscious.
Lucky Charm: The Familiar and Master both tend to be more fortunate.
Magic Focus: Spells can be amplified through the Familiar, doubling one of its quantitative effects - range, duration, area of effect, and so on.
Magic Power: As long as the Familiar lives, the Master is more magically puissant.
Master's Touch: Spells can be cast through the Familiar - touch spells can target what the familiar is touching, the familiar's eyesight can be used to target spells, and so on.
Master's Voice: The Master can speak through the Familiar's mouth, both as a means of communicating and to cast spells if the Master is somehow prevented from speaking.
Voice of Reason: The Master becomes less prone to miscasting.
You know, I'm just imagining the wolf being the Voice of Reason: "Master, do not cross the streams." "Master, that energy ball is bigger than your head, do not consume." "Master, you're drunk, stop casting"
I inofficially call it "Plan Don't Become A Skaven". It helps us not to become a Skaven if a Grey Seer throws the Dreaded Thirteenth Spell at us. 2 Scrolls ain't enough to be liberal with them, but in a pinch, when a certain spell absolutely cannot be allowed to be completed they will be a lifesaver.
Does the Thirteenth Spell work on Dwarfs? Because we're with a Dwarf force. No Skaven is going to bother with that compared to just launching a Doombolt or some variant that can kill both humans AND dwarfs.
Especially not when the Thirteenth Spell is IIRC, the Skaven equivalent to Patriarch level spellcaster and Dwarfs are good at dispels. If they're casting they'd be aiming at dwarfs, not the stealth wizard.
The stealth wizard is what the sharpshooters are for.