[X] [FRIEND] Thecia de la Rochelle
[X] [RIVAL] Astrid von Behr
[X] [RIVAL] Chalina
 
OK, so far we seem to be leaning towards being friends with the Bretonnian and rivals with the snooty noblewoman and the officially-not-a-Norscan pair. Interesting.

Vote will remain open a while longer, and then I'll put up an interlude-ish vote where you get to pick which spell to work on mastering, drawing from both canon sources and the possibility of invention.
 
[X] [FRIEND] Thecia de la Rochelle
[X] [RIVAL] Rolanda Hohmann
[X] [RIVAL] Astrid von Behr


The logic, in order:
  1. Cute and upstanding French witch, easily flustered by our bullshit
  2. Opposites don't always attract
  3. O HO HO HO (hairdrills intensify)
 
[X] [FRIEND] Thecia de la Rochelle
[X] [RIVAL] Rolanda Hohmann
[X] [RIVAL] Astrid von Behr

What can I say, I really don't like Sigmarites.
 
"You are here, little one, because you intrigue me," she says, taking your jaw in one elegant hand and peering into your eyes from barely a foot away. She smells of dry grass and incense, and it is a physical effort not to lean into that hand as it caresses your face.

You may have a problem.

This section was a direct and egregious attack on useless lesbians everywhere.

Astrid von Behr, born of nobility so high you think her blood might actually be blue. Insufferably vain, garbed in armour of withering disdain for approximately everything, and tragically possessed of the skill necessary to back it all up.

Ah, so a smug rivalry with inordinate amounts of subtext. Yes, this is good.
 
You may have a problem.
And that problem is that she is USELESS. :V 100%, Pure Tiffany-grade Useless. And so, so thirsty.

[X] [FRIEND] Astrid von Behr
[X] [RIVAL] Chalina
[X] [RIVAL] Heidrun

The most Odd Couple friend possible isn't the pseudo-Frenchwoman. It's the snooty, disdainful noble who is somehow also Erika's buddy. That Erika should 'naturally' be her rival and target of her scorn is a beautiful subversion that will lead to much comedy, especially when she comments oh-so-wickedly on Erika's Uselessness and her occasional choices of lovers or paramours. :V

That Chalina and Heidrun are much like her of course makes them good rivals, friendly or not.
 
Vote Called!

Thecia is the friend, Astrid and Chalina the rivals.
Adhoc vote count started by Maugan Ra on Apr 15, 2020 at 5:35 PM, finished with 58 posts and 52 votes.
 
The main question now is whether Astrid and Chalina are together, because I'm 200% for "scruffy street rat with a sword" and "maximum over noble" being together.
 
Wait, the tally counted my vote as if I voted for Chalina, when I actually voted for Astrid... (for friend).

Weird...


Edit: seems to be caused by me accidentally copying a vote that put the name in brackets.
Hopefully not too many people did that...
 
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Wait, the tally counted my vote as if I voted for Chalina, when I actually voted for Astrid... (for friend).

Weird...


Edit: seems to be caused by me accidentally copying a vote that put the name in brackets.
Hopefully not too many people did that...

My vote is also counted wrong, I chose Astrid as a friend.

E. Oh shit, I also did that. Damn.
 
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Wait, the tally counted my vote as if I voted for Chalina, when I actually voted for Astrid... (for friend).

Weird...


Edit: seems to be caused by me accidentally copying a vote that put the name in brackets.
Hopefully not too many people did that...

*squints at the tally program, then the vote post*

That is... actually extremely weird. I, uh. Don't know how the fuck that happened...
 
Not that it would've made a difference in the end, but I voted for Rolanda in the Friend vote. Not finding it in the tally.
 
As it turns out, the result is still the same even with the errors fixed...
Adhoc vote count started by Maugan Ra on Apr 15, 2020 at 6:30 PM, finished with 67 posts and 52 votes.
 
Research and Learning Magic
Research and Learning Magic

Erika wishes to study and pick up a new spell. This is an intensive endeavour, for learning how to manipulate the Winds of Magic is a process that must be done with exacting care and a meticulous attention to detail; those who do not respect and fear the Red Wind of Aqshy are all too often consumed by it. Over the course of days and weeks Erika will carefully practice manipulating the wind in certain patterns, observing and recording the results as she pieces together a desired spell from the foundation upwards.

Mechanically, this is an extended test of her Lore (Magic) skill, which is currently rated at 64. Every week spent studying entitles Erika to roll a d100 against this skill, and accumulate a number of Success Levels. The goal is to gain a number of SL equal to the Casting Number of the spell she wishes to learn, at which point Erika is confident enough in her understanding of the spell to risk casting it in combat or other stressful situations and I will add it to her character sheet.

Normally, this is a Challenging test (+0). However, in the Bright College Erika has access to specialised training rooms and great quantities of lore, which makes the test Average (+20). This of course assumes she is trying to learn a spell that someone else has designed - inventing your own spellcraft is always at least two steps more difficult (so, a -10 test in the Bright College, and a crippling -30 beyond it).

(There are more advanced facilities in the College that would counter some of these penalties, give rerolls and other benefits, but as a Journeywoman Erika lacks the authority to access them).

Traditionally, a would-be Magister is given one month of self-study to try and master a new spell, at which point they will be called before a panel of judges and asked to demonstrate their newfound grasp of the arcane. Thus, four tests.

The Lore of Fire

The following is a list of all the spells that Erika could attempt to learn (and does not already know) together with their casting numbers. This list is not exclusive: it is entirely possible other bright magic spells exist out there, which may be added to the list after I review them for suitability.

(I reserve the right to give a bunch of these more flamboyant names when the time comes to add them to the spellbook)

Arrow Shield, CN 3. Whipping up a great curtain of flame around yourself, you and those near you become utterly immune to any kind of projectile attack capable of burning. Arrows will turn to ash before hitting you, while heavier bullets will just be red-hot upon impact.

Burning Blade, CN 2. Calling fire into a half-solid form, you form a weapon of living flame. Any weapon you know how to wield is a valid shape for this spell, and it can be reshaped or called back to hand if disarmed with a moment of concentration. Foes struck by the weapon may catch aflame.

Consuming Wrath, CN 3. The Red Wind brings passion, zeal and overwhelming rage to one target, potentially including yourself. The target becomes immune to all fear, boosts their strength and toughness by +10 and may attack twice in any round, but needs to pass a willpower test in order to do anything except attack a foe or move towards the nearest one in range.

Crown of Flame, CN 8. Terror and valour are two sides of the same coin. You gain bonuses to command tests, while allies gain improved willpower and enemies find you a fearsome prospect to face or approach.

Extinguish, CN 4. Dispersing the turbulent winds of aqshy, you instantly extinguish all fires within a large radius. This can also potentially ground and disperse hostile magical effects, though powerful effects may resist or return to life within a short time.

Eyes of the Asp, CN 1. By looking for heat and passion rather than light, you gain the ability to see in the dark, or grant others the same.

Fearsome, CN 3. Speaking directly to the primal emotions at the heart of your foe, you afflict them with fear. Fearful foes lose -1SL on all their tests that target you, and cannot approach without first overcoming an appropriate willpower test.

Firebolt, CN 4. Summoning one or more orbs of brilliantly searing flame, you send them flying towards your foes like bullets. Where Fireblast has an area of effect, Firebolt deals more damage and can potentially direct multiple bolts against a single target.

Firewall, CN 6. Cracking the earth, you create a barrier of living flame a full yard thick and several times as long. Anyone touching or crossing the wall suffers damage and is set ablaze; most will hesitate to even approach.

Flaming Hearts, CN 8. You pull all fear and unease from your allies, replacing it with courage and zeal. Nearby allies become immune to fear and loss of morale, rallying instantly if broken, and gain bonuses on coordinated attacks against their foes.

Forceful Rebuke, CN 6. All nearby creatures are flung several yards through the air and knocked prone; collisions and unfortunately located precipices can render this more than a momentary inconvenience.

Frozen Embers, CN 4. Less a spell and more the exact antithesis of one, this ritual allows you to draw all magical energy on your person away into a tiny pyre. You and anything you touch appear entirely mundane to all supernatural senses.

Great Fires of U'Zhul, CN 10. Channeling the very idea of destruction, you choose a single foe within line and sight and force them to quite literally explode from the inside out. They suffer massive damage, bypassing armour, are knocked prone and set ablaze. Everything near the target suffers damage equal to a blunderbuss hit and may also be set ablaze. The fires may burn for up to a minute, inflicting identical damage on all who pass through them during that time, likely including the original target.

Mantle of Terror, CN 7. Wrapping yourself in primal dread, you force all who behold you to pass a willpower test or run screaming for imagined safety; they cannot rally while you remain within sight.

Path of Coals, CN 4. Layering tightly controlled aqshy across the ground and through the air, you create a temporary bridge of flame. Of course, walking on such a thing is almost impossible for those that are not Bight Wizards…

Prison of Faith, CN 3. Turning the target's own passion against them, you entangle them in phantasmal chains which render movement either impossible or extremely difficult. The chains persist until the target breaks free.

Purgation, CN 10. Fire burns, but it also cleanses, a truth reflected in the pyre that awaits witches across the Empire. With this spell, you set an area several yards across aflame; anything corrupt or impure within this area, such as warpstone or artifacts of black magic, will be burned to ash… though more potent items may take longer to burn, all succumb in the end, provided that the caster can keep the spell going.

Purity of Flame, CN 4. Aqshy burns all, including the other Winds of Magic. While this spell is active, you add +(willpower bonus) SL to all attempts to counter and dispel hostile magic. However, you take half this penalty on all attempts to invoke your own spells.

Veins of Light, CN 4. Taking the essence of fire into your own body, you create a vicious form of self defence. Every time you are wounded, all nearby targets take d10 damage and are set aflame.

Volcanic Sanctuary, CN 7. Forming a massive dome of fire over your head, you ward all those within several yards against exterior attacks. Magical and ranged attacks made by those outside the sanctuary are utterly ignored 50% of the time; attacks from the protected suffer no such penalty. Additionally, passing into the dome sets the interloper on fire.

Wings of the Phoenix, CN 8. Sprouting divine wings from your back, you become able to fly as an angelic figure might. Be wary of distractions, however, for a loss of concentration could prove fatal with extreme speed...

Wyrmfire, CN 6. Chaining aqshy into a constant flow of magical energy, you unleash a projectile that may strike up to (willpower bonus) targets within short range of each other, bypassing all cover and sparing any you do not wish to harm.

Article:
Erika has one month to master at least one new spell of her chosen Lore, according to the mechanics given above. That is a maximum of four Lore (Magic) tests; excess SLs on a given spell are wasted, while many spells will require more than one test to reasonably learn.

You may therefore select up to four spells from the above list for her to learn, with the assistance and interference of her friend and rivals. Choosing less than four means she has a better chance of learning a given spell; more powerful and complex spells will be looked on favourably by the examiners, but overreaching and attempting to grasp power you are not ready for is a cardinal sin. Choose carefully.

(These spells are taken from the rpg; if you want to try and learn a spell from another source, just specify which one in your vote)

The vote will be done through plan format.

Choose your spells:
[ ] Write in (plan format)
- [ ] First spell
- [ ] Second spell
- [ ] Third Spell
- [ ] Fourth Spell
 
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