Ask Green Flame to teach you. Seriously, she's a living weapon created by the god of violence and struggle. She's forgotten more about weapons and warfare than most people will ever know.
Here's the vote tally:
Adhoc vote count started by Chandagnac on Aug 23, 2020 at 4:00 PM, finished with 17 posts and 10 votes.
If I add all the different votes for "Nevill's plan v2", "Nevils plan", and "Nevill's Plan" together, it is a long way in the lead. So yeah, vote closed.
Here is the winning vote:
[X] Nevill's plan:
Oneday
Twoday
Threeday
Fourday
Fiveday
Sixday
Sevenday
Lesson: Ritual Magic
Lesson: Literacy
Lesson: Alchemy
Lesson: Ritual Magic
Lesson: Literacy
Bladderwrack
Bladderwrack
Study Period: Alchemy (with group)
Study Period: Ritual Magic (with group)
Study Period: Alchemy (with group)
Study Period: Ritual Magic (with group)
Study Period: Alchemy (with group)
Team meeting (socializing)
Fitness Club
Gardening Club
Mathematics Club
Exploring the school
Rest
Gardening Club
Astronomy Club
Rest
I'm going away for a few days, so I may struggle to update this week. I'll do my best.
Ask Green Flame to teach you. Seriously, she's a living weapon created by the god of violence and struggle. She's forgotten more about weapons and warfare than most people will ever know
Well, you have a "Team meeting" on Sixday. Green Flame is part of your team (sort of), so I'm sure she'd be there, if you invited her. That would be a good time to ask.
Once again, Dorian has chosen the boringly sensible option over the dangerously exciting option. Perhaps we should start calling him 'Captain Sensible'.
Ask Green Flame to teach you. Seriously, she's a living weapon created by the god of violence and struggle. She's forgotten more about weapons and warfare than most people will ever know.
Sometimes I forget this fact, and it's nice to have a reminder. I would like to get to know her some more, and this sounds like something that would both not really tax her capabilities and be kinda fun. Maybe we could do that instead of Fitness club, later?
[x] Nevills plan v2
I like the one "exploring the school" option, tbh - I know we make him out to be a square peg in a hole shaped like an 8-pointed star, but I think Dorian could use some time to have fun and be a kid!
That said, useful numbers going up gives me the warm and fuzzies, so let's do a lot of that
Actually, it occurs to me that my next post could go straight through to the start of Threeday if you decided something for me in advance:
What do you want to do at the Mathematics Club? (Choose one)
[] Join the mathematical side of the 'Super Gonne' project. (Gain +2 Knowledge xp and the possibility of gaining the 'engineering' specialty)
[] Join the 'Efficient Potions' project. (Gain +1 Knowledge xp and +1 Alchemy xp)
[] Join the 'Efficient Rituals' project. (Gain +1 Knowledge xp and +1 Ritual Magic xp)
[X] Join the mathematical side of the 'Super Gonne' project. (Gain +2 Knowledge xp and the possibility of gaining the 'engineering' specialty)
I'm a sucker for artifacts
also, @Chandagnac, you might want to post a temporary threadmark post to let people know there's a new vote prior to the update. I checked the thread on just a whim.
also, @Chandagnac, you might want to post a temporary threadmark post to let people know there's a new vote prior to the update. I checked the thread on just a whim.
During your Ritual Magic lesson on Oneday, you learn the fundamentals of force magic. Or you have, if you hadn't already been given a thorough grounding by Wing Commander Vancien and plenty of practice during your Bladderwrack sessions. Because you and your teammates – and many of your other classmates – are able to complete Professor Glossoloria's tasks with relative ease, you are given more difficult work to do, involving more complicated force constructs and feats of telekinesis.
After lunch, you continue to practice the enchantment spells which Professor Kunrath taught you in the last Alchemy lessons. When the time comes for you to make your magical cloak, you want it to be as well-made as possible.
Later in the afternoon and evening, you tend your garden, which appears to be infested with dozens of slugs and snails after the recent rains. You spend quite a long time picking them all up and dropping them into a bucket, but after that you are left with the problem of what to do with your slimy haul.
You manage to collar Amarin dan Zahl on his travels around the gardens. 'What should I do with these?' you ask, showing him your nearly-full bucket.
'Give that here,' he says, taking the bucket to one of the nearby compost bins. He throws open the lid, picks up a handful of assorted gastropods in one of his thick gloves, and scatters them in amongst the compost.
'Is that wise?' you ask, mystified. 'I mean… won't it spoil the compost?'
'Take a look,' he says, pouring out the rest of your slimy captives.
Moving closer, you peer into the opened compost bin and see five long snakelike bodies, smooth and dark brown all over, enjoying the warmth that comes from the layers of decomposing vegetation beneath them. They don't seem particularly interested in their new visitors – most of them seem to be asleep – but as you watch, one of them opportunistically grabs a passing snail in its jaws, crunching down on it.
'Dinner and a flophouse all in one,' says Amarin, a curiously affectionate tone in his voice. You've never heard the grumpy gardener sound like that before.
'What are they?' you ask. 'Snakes?'
'Legless lizards,' he corrects you. 'They're called slow-worms, blind-worms, deaf-adders and so on. Bloody stupid names, if you ask me. They're not deaf, or blind, or particularly slow, except when they're asleep, or basking in the heat.'
'You like them, huh?' you ask, amused.
'Why would I like them? They eat slugs, worms and other pests and do no harm to the garden. Also, they shed their scales in patches, which are a useful ingredient for certain potions. You can make some powerful healing potions with slow-worm scales, for example. Like a lot of lizards, if they're caught by their tail, they can detach it so that they can escape. Later, it'll grow back, but never to the same length."
'So… lizard scales in general are useful for healing potions?' you theorize.
'Well, yes. But slow-worm scales are easier to find. Because I've got them right here,' he explains.
'Thank you for showing me,' you say with a nod.
'No problem. Have a good night,' he replies, turning away.
From his lessons earlier in the day, Dorian will gain 2xp towards Ritual Magic and 1xp towards Alchemy.
I rolled for the chance that he would gain 1xp towards Mental Defence: 2d6+3 = 5 (Nope!)
From Gardening Club, he will gain 1xp towards Durability. Also, I'm going to deduct 1 silver shard from your current total to represent him paying his subs. And I rolled for the chance that he would gain 1xp towards Knowledge: 2d6+2 = 12 (yep!)
I rolled some dice to determine how well your Alchemy practice went:
Self-Cleaning enchantment: 2d6+2 = 6 (fail)
Stealth enchantment: 2d6+2 = 4 (fail)
Insulated enchantment: 2d6+2 = 12 (pass!)
Colour-Changing enchantment: 2d6+2 = 12 (pass!)
From all your enchantment practice, you will have a +2 bonus to casting the 'Colour-Changing', 'Stealth' and 'Insulated' enchantments on your patchwork cloak, but only a +1 bonus to casting 'Self-Cleaning'. You will only be able to stack three enchantments on your cloak, so think about which ones you want to use.
On Twoday evening, after you've finished lessons for the day, you head along to the Mathematics Club, which seems to be split between three different classrooms. There are three main groups, each of them working on a particular project. Although 'Efficient Rituals' sounds interesting, you think that the 'Space Gonne' project sounds even more so. You sit down at the table with all the older students who are discussing things like "trajectory" and "air resistance" and "celestial mechanics". Alternatively, some of them are talking about the "ultimate strength" of the materials they are using and how much magic they will need to use to strengthen the "space gonne" and the "projectile" so that neither of them breaks apart under the tremendous stresses they will be subjected to. You get the impression that, without magic, the space gonne could not be successfully fired, at least not with currently-available materials.
It's a dizzying experience, but you feel like you learn a lot. Fortunately, there's always someone willing to explain to you the things you don't understand. Most of the Mathematics Club members seem pleased to see a pupil from one of the lower years taking an interest in their work.
From his lessons earlier in the day, Dorian will gain 2xp towards Literacy and 1xp towards Ritual Magic.
I rolled for the chance that he would gain 1xp towards Mental Defence: 2d6+3 = 9 (Nope!)
From Mathematics Club, he will gain 2xp towards Knowledge. Also, I rolled for the chance that he would get a chance to gain the 'Engineering' specialty next time he levels up: 2d6+2 = 7 (nope!)
All week, you have been looking forward to the next Alchemy lesson. Professor Kunrath starts off by pointing out that, if you can master the enchantments which he taught you last lesson, you will be able to sell your services to anyone who wants to make their new coat waterproof, or self-cleaning, for example. Many of your classmates seem to prick up their ears upon hearing this information, except for those who have such wealthy parents that they will never have to bother with anything as crass as working for a living; they listen with expressions of indifference.
The portly professor also provides you with a list of minor gods and spirits who may be helpful in providing a divine component to this alchemical ritual, in return for a few prayers and observances.
In fact, these gods and spirits are so minor that I won't even bother to name them.
Before he lets you loose on the different materials with which you can make your patchwork cloak, Kunrath has one last thing to show you. 'I doubt that any of you are much good at sewing. That's not what you're here to learn,' he says. 'But you're going to need to sew your cloaks together somehow. Which is why I'm going to show you a spell which you can use to do it.
He shows you a spell which seems to summon the vague silhouette of a man, barely visible except as a faint ripple in the air. 'This is an arcane servant,' he says. 'All you need to do is tell it what to do and – as long as you can imagine what the seam should look like, it will do it for you.'
Although he gives you precise instructions on how to cast the spell, it is such a difficult spell that only a few of your classmates are able to do it. You can't. Venta is one of the few who can. She even seems to be able to alter the appearance of her arcane servant somewhat, which Kunrath says is an advanced technique.
I rolled to determine whether Dorian would succeed in summoning an arcane servant: 2d6+3 = 6 (nope!)
The professor seems unconcerned that the majority of the pupils in the class are unable to master the spell. 'I'll summon a few more of them and have them circulate,' he says. 'Remember, all you need to do is tell them what to do. Make sure you think clearly about exactly what you want them to do.'
'What if someone told one of them to do something… against school rules?' asks Philander, a look of beatific innocence on his face.
'They're my constructs.' Kunrath shrugs. 'I can dismiss them with barely a thought. Alternatively, if you were to tell any of your own constructs to do something untoward, you would be the one to get in trouble for it.'
'What kind of magic is this?' asks Isolia. 'Force?'
'It's a mixture. Partly force, partly illusion, with a little bit of mind magic thrown in for flavour. It doesn't fit in neatly with any of the traditional categories. Now, unless there's anything else, I'll let you get started.'
How do you want to do this?
[] Ask Professor Kunrath another question (write in).
[] Ask Venta to help you learn how to cast the 'Arcane Servant' spell.
[] Make your patchwork cloak with any three of these enchantments:
-[] Self-Cleaning (+1 to cast)
-[] Stealth (+2 to cast)
-[] Insulated (+2 to cast)
-[] Colour-Changing (+2 to cast)
[X] Ask Venta to help you learn how to cast the 'Arcane Servant' spell.
I am not certain if we can ask how to learn the Arcane Servant and make a cloak right now, so sorry if I messed it up.
[X] Make your patchwork cloak with any three of these enchantments:
-[X] Self-Cleaning (+1 to cast)
-[X] Stealth (+2 to cast)
-[X] Colour-Changing (+2 to cast)
[X] Ask Venta to help you learn how to cast the 'Arcane Servant' spell.
[X] Make your patchwork cloak with any three of these enchantments:
-[X] Self-Cleaning (+1 to cast)
-[X] Insulated (+2 to cast)
-[X] Colour-Changing (+2 to cast)
[X] Ask Venta to help you learn how to cast the 'Arcane Servant' spell.
[X] Make your patchwork cloak with any three of these enchantments:
-[X] Self-Cleaning (+1 to cast)
-[X] Stealth (+2 to cast)
-[X] Colour-Changing (+2 to cast)
The legless lizards were neat. Also, I can see a lot of uses for an Arcane Servant
Edit: For example, give the servant the attributes of the hottest fire we can make, condense it and surround with water to make steam, and a physical earth/metal ball with spikes with keep contain the steam.
Then, we can combust the ball and have a steam frag grenade.
Would that work?
You don't need to know the Arcane Servant spell right now in order to make the cloak. If you can't cast it, Professor Kunrath will do it for you. All you need to do is tell one of his Arcane Servants what you need it to do (and imagine what the seams should look like, as he said).
Edit: For example, give the servant the attributes of the hottest fire we can make, condense it and surround with water to make steam, and a physical earth/metal ball with spikes with keep contain the steam.
Then, we can combust the ball and have a steam frag grenade.
Would that work?
Arcane Servants have no real mass or physical properties of their own. They're just walking bits of telekinesis with a minor illusion attached to them so that you can see where they are. I suppose if you tinkered with the spell for long enough, you could eventually make it dangerous, but it might be easier and more efficient to use a more dedicated damage-dealing spell.
[X] Ask Venta to help you learn how to cast the 'Arcane Servant' spell.
[X] Make your patchwork cloak with any three of these enchantments:
-[X] Self-Cleaning (+1 to cast)
-[X] Insulated (+2 to cast)
-[X] Colour-Changing (+2 to cast)
You don't need to know the Arcane Servant spell right now in order to make the cloak. If you can't cast it, Professor Kunrath will do it for you. All you need to do is tell one of his Arcane Servants what you need it to do (and imagine what the seams should look like, as he said).
Arcane Servants have no real mass or physical properties of their own. They're just walking bits of telekinesis with a minor illusion attached to them so that you can see where they are. I suppose if you tinkered with the spell for long enough, you could eventually make it dangerous, but it might be easier and more efficient to use a more dedicated damage-dealing spell.
If you like. I haven't started counting up the votes yet. Change them if you wish.