The Winds and the Mage

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The story of a mage-apprentice of the Colleges, starting her apprenticeship in 2460 IC
Chargen 1
Location
FR
Pronouns
He/Him
The Empire of Sigmar Heldenhammer is perhaps the greatest nation of the Old World. For a long, long time, it forbade the practice of any kind of magic, on pain of death, for fear of mutation and corruption. Magic was practiced anyway, but by traditions that hid themselves, for good or ill: benevolent magic users such as hedgewise or druids were hunted with as much zeal as chaos sorcerers and necromancers. Then, Asavar Kule, the Everchosen of Chaos, came from the North and came just shy of breaking the realm of Kislev while the Empire was mired in internal conflict. Magnus the Pious called out to and found those men and women of the Empire who flouted the law, and instead of the pyre, he asked them to join him in his fight against Chaos. In exchange, they were offered Imperial protection, as well as tutoring from one of the greatest mages Mallus had ever seen: Teclis, the High loremaster of Hoeth.
And so were born the Colleges of Magic, the only institution of the Old World where a child can be taught to use the power of the Eight Winds of Magic -that is, one of them- safely and without the intervention of a deity.
You are one of the children that found themselves in the custody of the Colleges. In fact, you will soon face the choice of which of the Colleges you will enter. But you had a life before that. You were...

[]An Orphan of the Silk Road

A merchant caravan found you by your supernaturally loud cries, barely more than a toddler hidden by an enormous piece of silk in a gigantic wicker basket covered in blood. There was also some sort of gun much too big to be used by a single person. They dismantled it, took care of you until they reached Altdorf, and sold the whole lot -basket, silk, and magical little girl- to the Colleges, where you were taken care of by a rotating collection of Perpetual Apprentices.
Bonus:

Ward of the Colleges: you lingered much longer than most children in pre-Apprenticeship, being very young when you entered the care of the Colleges. Many of the younger generation of mages remember and like you, and some are protective of you. (bonus to diplomacy with younger members of the Colleges and staff).

What the hell is that thing for?: The few Magisters who poked at the mystery that you are couldn't make head or tail of the thing you were found in. Maybe you'll be able to give it a shot? (PLOT).

Malus:

A stranger's face: your complexion and facial structure are unusual to the eyes of citizens of the Empire. As a wizard, that peculiarity shouldn't be too much of a bother, but it might cause a few unpleasant conversations. (Malus to diplomacy with uneducated human characters who live outside cities).

[] An urchin from Altdorf

You got dealt a rough hand. From what you could piece together, the barber and the midwife couldn't save your mother after your birth, and your father didn't take her death well. He began to drink, lost his job at the Ropemaker's Guild, and only found a way to put food on the table as a thug for some gang. A few years later, he ended up on the wrong side of a brawl, and his gang used your house as a hideout for a time, feeding you in the process when they thought of it. One day, they got sick of you and threw you out. You made a few friends your age in the streets (mostly stealing for a living) until one day you tried "visiting" a fancy house while its owners weren't there and found yourself in the waiting area for the Supreme Patriarch's office

Bonus:

Altdorf Underworld knowledge: you've spent most of your life in the company of gang members and urchins. You know how to speak with them, and can probably track down a few acquaintances. (Bonus to diplomacy with Imperial criminals, especially in Altdorf). You're also fluent in thief's cant.

Sneaky: Even before you had to steal anything you wanted to eat, you learned to spot when your father, and later, his "friends" were violently drunk and to avoid getting their attention. (advantage to intrigue dice during initial characteristic roll)

Swimmer: Being able to plunge into the Reik to lose an angry merchant after pilfering his goods was a popular trick among the urchins of Altdorf. Being able to swim back to the banks of the river without drowning was a nice bonus.

Malus:

Uneducated urchin: before starting your studies of magic, you'll have to be taught literacy. (Will greatly reduce the number of spells you start with.)

[] A Border Princess-in-exile

Your grandmother carved out a chunk of the Border Princes for herself in her time. Where she differed from her fellows is that she took it from the Forest goblins of the Hvargir forest. She made a settlement she called Fort Hvargir near the source of the river Trebleca, Karak Gantruk, and Aldium, and led her mercenary company into protecting it until they stopped attacking daily. She eventually died from overexposure to spider venom. Your father would have taken over if he didn't have a "hunting accident" with the sole witness your grandmother's second in command.

You dreamed of the arrow hitting your father in the back, and have been feeling an inexplicable urge to go to Altdorf ever since. You stole away in the night with your pony and the content of the emergency nook outside the fort's walls -rations and gold- when you noticed your father's soldier's strange mood and heard that they were getting double pay for no apparent reason. Thankfully, the dwarves of Karank Gantruk believed your story and closed the pass to the principality ever since, protecting you from pursuers. When you arrived at the gates of Altdorf, someone was waiting for you and guided you to the College.


Bonus:

Well trained: your father had already started your training before his death. You can come up with tactics for small-scale battles, especially against goblins, and you are a deft hand with a sword and buckler already. (Advantage to martial dice at character creation rolls)

Paid tuition: You arrived in Altdorf with a small stash. In it were coins, but also a dozen diamonds, enough to pay off mercenaries to retake a fort -or to pay for your education in the Colleges of Magic. (you won't need to pay for your College tuition)

Dawi acquaintances: the dwarves of Karak Gantruk were not amused by your stories, and have barred access to the pass they control for anyone from Fort Hvargir. If you ever decide to take it back for yourself, they might do more to help. (PLOT)

Rider (horses): You were taught how to ride a horse as part of your martial education

Malus:

Determined inheritor: you wish to retake your family's fort eventually. membership in some of the Colleges of Magic would mean renouncing your claim on it, be it because of the oaths they ask of those that enter it or because of the magic you'd learn there. (You may not enter the Amber Brotherhood, the Amethyst Order, or the Grey Order)

Suspicious victim: you and your father trusted your grandmother's men. One of them bought off all the others, and now he is dead and you fled hundreds of kilometers. Few will be able to earn your trust now, and you'll have issues hiding it. (disadvantage to diplomacy roll at character creation)

[] An Imperial Noble

Your family noticed the signs: your voice grew louder when you were angry, and you knew things you weren't supposed to about the servants' recreational activities. You were the third child, however, and a late one, groomed for the running of your future fief as early as you could read. And you were good at it. Your elder brother joined a militant order of the priesthood of Taal and your sister the Knight Order of the Fiery Heart, leaving you as the sole possible heir of the barony of Grunberg. So you were supposed to only be at the colleges for the time it would take for you to be fit with magic-dampening jewelry.

You couldn't do it. You tried, for your family's sake, but you panicked and took off the dampeners the moment they were put on you. Until then, you hadn't realized how much your Magesight was part of you already, and losing it felt like losing a part of your soul. The sight of the College you'd been welcomed into made things worse, as the beautiful concentration of the Wind there made the world so... brilliant.

Your parents were furious when they heard. They might forgive you someday if you can manage to reconcile your responsibilities as a wizard with those of an heir. Your sibling's reaction was more colored by the College you joined than anything else.


Bonus:

Noble etiquette: you've been taught how to speak with your fellow nobles (bonus to diplomacy with Imperial nobles)

Head for governance: You were groomed to rule over an Imperial barony, and you are talented. You could have been the terror of tax dodgers if magic hadn't caused you to leave (advantage to stewardship roll at character creation)

Loving siblings: depending on the College of Magic you decide to join, your siblings might decide to assist you and call on your help. (you will lose this trait if you choose to join the Amethyst Order, as they'll see it as you deciding to cut all ties with your family.)(PLOT)

Rider (horses): As a Noblewoman of the Empire, you were expected to be able to ride.

Neutral:

Eyes on the Winds: You have to make a conscious effort to pay attention to the situation around you when you channel magic, lost as you are in the magic, making you an easy target, but not easily prone to miscasts (higher threshold for miscasts, but lower threshold for dodging or defending from enemy attacks as you channel)

Malus:

Crippling guilt: You abandoned your familial duties for the pursuit of magic, and it has distracted you more than once in said pursuit, to say nothing of your interactions with the College's staff and your fellow apprentices. (malus to diplomacy with other wizards, reduce the number of spells you start with)

Emerging magical addiction: in part out of fascination, in part to drown out your guilt, you've taken refuge in the feeling and the sight of magic. Someone noticed. (PLOT)

[] A Burgher victim of a Cult

Both of your parents were Companion Boatmakers, in permanent loan to the Fishermen's Guild of Nordland. They were paid to keep building fishing boats for the village, who lost quite a few of them to Norscan pirates... However, the fishers themselves always managed to come back. They noticed noises after dark in the hangar next to the small shipyard you were lodged in, and a persistent and unnatural chill in the air. One day, they sent a letter to the guild in Salzenmund, grabbed a pair of torches, their heaviest hammers, and tried to see what was going on in there. You never saw them again. You waited most of the night for their return but fell to exhaustion.

When you woke up, a Witch Hunter was cutting you out of red ropes with a concerned face. You've been told that for your own sanity, the Grey Wizard who alerted them had to erase your memories of the three days between the moment you fell asleep and the moment they rescued you. Your unconscious resistance to the spell he used proved that you have the potential to join the Colleges... And that you probably should, as you almost certainly caught the attention of something during the last two days. The kind of things magic would help against. It's not like the villagers survived, anyway.
Bonus:

Pleasant child: you've always been good at reading the room, smiling at the adults, and being pleasant all around. It helped a lot to secure playmates in the village. (advantage to diplomacy roll at character creation)

Your parent's heir: your parents were hardworking, well-liked in their Guild, and would have become Masters of their craft if they had the time to build their Mastercraft. They left you with a relatively sizable inheritance and some practical skills. (you will only have to pay half your tuition to the Colleges and have a bonus for any action involving crafting items out of wood or using ropes)

Swimmer: You've lived in a fisher's village for years and were taught how to swim.

Malus:

Demonic attention: something has its eyes on you. And you have no idea what because of that Grey Wizard(PLOT)

Grieving and traumatized: your parents died, as did the quasi-totality of the village you've lived most of your life in. That will take you some time to learn to live with... Time you won't be using to learn magic (reduce the number of spells you start with)

You are an Apprentice of the Order, living in a dorm in one of the Colleges in Altdorf as you're initiated to the pettiest magic. When you're deemed ready -probably in 3 to 5 years- a Magister will take over and teach you more, including more complicated spells and a few of those that require attunement to your College's specific Wind. You are a member of-
(see spell list in the spellbook informationnal to get an idea of each College's skillset, as well as the effect of the Arcane Marks each kind of Mage can and will be afflicted with in their carreer)

[] The Bright Order
The pyromancers who wield Aqshy, the Red Wind, are perhaps the most beloved mages by the military of the Empire... but not the peasants. They tend toward passion at best, and excessive irritability at worst. (advantage to martial roll, +2 to Learning)

[] The Jade Order
The druids of the Jade Order tend to the lands of the Empire, using Ghyran, the Green Wind, to protect it from corruption and ensure the population stays fed. (advantage to Learning roll, +2 to Stewardship)

[] The Celestial Order
The astromancers watch over the destiny of the Empire -quite literrally, being diviners of some skills- by using Azyr, the Blue wind. They're not opposed to rain lightning over any obstacle to said destiny either. (advantage to Learning roll, +2 to Piety)

[] The Amber Brotherhood
The shamans of Ghur, the Brown Wind, are generally extremely misantropic and adept at partial or total animal transformation. Like the druids, their prime preoccupation is to prevent any corruption of the land, though they tend to put their attention in forest moreso than fields. (advantage to Learning roll, +2 to Intrigue)

[] The Grey Order
The shadowmancers are perhaps the mages most feared by the nobility of the Empire, as they operate as a broadly apolitical order of spies and assassins very capable of using Ulgu, the Grey Wind, to detect and eliminate anyone that puts it in danger. (advantage to Intrigue roll, +2 to Learning)

[] The Light Order
The hierophants are the best demon killers and exorcists of the Empire, bar perhaps a few priests. They wield Hysh, the White Wind, and are on good terms with the major priesthoods of the Old World. They swear a Vow of Chastity when they enter the Order (advantage to Learning roll, +2 Piety)

[] The Amethyst Order
The wielders of Shyish, the Purple Wind, are called spiriters. They are specialised in fighting against the Undead and Necromancers, and take the most rigorous vows of all the Orders at induction, including a renunciation of all possible inheritance and a Vow of Chastity (advantage to Piety roll, +2 Learning)

[]The Gold Order
The alchemists wield Chamon, the Yellow Wind. They are the wealthiest College, and notably own the totality of the mundane alchemical market in the Empire, and they produce, among other things, blackpowder and dyes that are staples of the slowly-modernising nation. They work closely with the Imperial Engineer's School. (advantage to Stewardship roll, +2 Learning)

Your name is:
[]Name (please use a name that make sense for the settting)

A.N: Please vote for everything separatly.
Your stats will be CK2-style, rolled as a 3d6 (or 4d6- the lowest or highest dice if you have advantage or disadvantage on a roll) after you've chosen a few perks in the next and last round of Character generation.
 
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Character Sheet
Stats:
Learning: 16
Piety: 13
Martial: 10
Stewardship: 11
Intrigue: 9
Diplomacy: 16
Magic: 1

Physical traits
Noodle arms (-2 Martial)
Small (+1 Intrigue, -2 Martial)
Mental traits
Polyglot (easier rolls to learn languages, +1 Diplomacy)
Superstitious (easier rolls for peasant class diplomacy, +1 Piety)
Photographic memory (no rolls for remembering something you saw written down, +1 Learning)
Gossip Expert (easier rolls for listening in, +1 Intrigue)
Celestial Student (+2 Piety)
Tilean politics amateur (easier rolls for understanding a political situation implicating Tilea)
Magic traits
NA

Inventory
Melee weapon:
Range weapon:
Armor/clothes: Celestial Apprentice's robes
Healing Talisman:
Protective Talisman:
Offensive Talisman:


Reikspiel (mastered)
Old Reikspiel (written-advanced)
Lingua Praestantia (advanced)
Tilean (independent)
Cathayan (faded)
 
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Magic explained
Informational: Spellbooks and Magic

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 can learn and cast a spell, as well as the strength of those spells while cast. 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 'colored' magics.

4-6: Magister level; the peak of an 'average' magical career.

7-10: The level of Magister Lords and Battle Wizards.

Channeling: A spell can be channeled, 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, channeling 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.

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 channeling their Gods.

K Aethyric Armour: Magic wraps around you and acts as armor, with effectiveness based on your mastery of magic.

- Does not stack with actual armor.

- 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.

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.

K Dispel: Allows you to attempt to Dispel an ongoing spell within short range. Cannot be used to try to banish demons or unbind the undead.

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.

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.

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.

The true arts of each College are only taught by letters to Journeyman wizards, or later in person at the College to a magister.

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.

T'essla's arc: Conjures one lightning arc to strike a target at short range.

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.

Birdspeak: You can speak to and understand birds. This spell does not make them helpful or honest.

Chain Lightning: Conjures one lightning missile to strike a target at Medium range. If there's more potential targets at Close range to the initial one, they will receive a portion of the damages too.

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 the 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 the area.

Curse: One nearby enemy has a penalty to all rolls for an hour, attacks against that target have a 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 project 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.

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 a very short, abstract message in the sky for others to see. Do not use it 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 your Patriarch will fuck you up if you do it without good reason.

Battle Magic- Magic 7 required to learn, impossible to cast reliably.
Learning Battle Magic is reserved to Battle and Ladies or Lord Magisters. Battle Magisters are kept in their Colleges, and only allowed to leave their quarters to assist armies in battle.

Comet of Casandora: Calls down a comet from the heavens on something or someone that really needs to stop existing.

Urannon's Thunderbolt: Calls down a ball of lightning that explodes into a storm of electrical energy when it touches the ground.

Let the Four Winds Blow!: Calls down raging winds from the sky anywhere nearby to blow the wizard's opponents over. While in the area of effect, characters cannot fire missile weapons (or be targeted by them) and are hampered in their movements.

Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably.

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.

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 1.2 meters, maximum about three meters. 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.

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 irresistible.

- Shape of the object appears unchanged. Usually changes material, craftsmanship, intricacy, decorations, and so on.

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.

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.

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.

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.

- Averages about 25 miles per hour.

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.

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 affect.

- Can affect 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.

- You must be casting or touching the shadow in question to cast the spell.

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.

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 is asleep or unconscious when the spell is cast upon them, they will not consciously experience the time spent under Mockery of Death.

- Clothes go with the target. This is entirely because 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.

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.

Shadow of Death: Makes you seem fearsome to all those who look upon you for one minute.

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.

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 the moment 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.

Dread Aspect: Makes you seem absolutely terrifying to all those who look upon you for one minute.

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.

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 armor.

Substance of Shadow: A single person or item that falls within a shadow becomes invisible, silent, and insubstantial, though they can selectively 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.

Universal Confusion: Bewilder, but applies to a whole group at once, up to about a ten-meter diameter. Short range.

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.
Armour of Lead: A group of enemies' armor becomes as 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 the casting check. Long casting time.

Trial and Error: Magically guide the actions of allies near you, giving them a reroll.
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.

Death's Messenger: temporary bonus to intimidation

Deathsight: See spirits for an hour

Reaping Scythe: Summon a scythe-shaped lightsaber

Swift Passing: Kill someone already seriously wounded
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 the 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 receive a 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
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 the 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 the target if you win opposed Learning/Faith test. All Wizards in a 5-mile radius can feel the 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 the casting of this spell and your Patriarch will fuck you up if you do it without good reason.

Youth's Bane: Simulate the passage of time for one living creature, permanently decreasing his strength and toughness.

Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably.

Cauterize: Doesn't heal, but counts as first aid.

Choleric: A 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

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
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. Damage keys off your mastery of the spell and Magic.

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
Aqshy's Aegis: You and your allies are immune to fire. Allies need to form an 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. The 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 the 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 the 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.

Calm the Wild Beast: An animal at short range becomes placid and rideable 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.

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 as tough as a boar's.

Form of the Ravening Wolf: You turn into a wolf.

Leatherbane: Leather goods carried by touched creatures 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.

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.)

Ferment: Converts touched liquid into a 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: a touched creature does not need to eat for one week. Long casting time.

Tree-Dweller's Step: a 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.

The Wilds Undisturbed: You and several touched creatures can move freely through the 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.

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.

Cleansing Glow: Cleans touched items, 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, and deals extra damage to Daemons for several minutes.

Healing of Hysh: Heals the injuries of a touched creature.

Illuminate the Edifice: Lights up the interior of a touched structure for several hours. The size of the 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.

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 a 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.

Arcane Marks

Miscasts or exposure to a too-great concentration of your Wind will cause you to get permanent and variably visible marks. They manifest as follows:

Choral voice: Your voice becomes suffused with the harmonious vibrations of Hysh. When you sing, it sounds as if scores of others

are singing alongside you.

Eureka!: You inspire small acts of remembrance and deja vu in those around you. You have no control over this effect, which tends to

make non-magic users a little distracted when talking to you.

Pale: Your skin lightens considerably, bordering on semi-translucent.

Eerie Eyes: Your eyes change color, becoming milky white or having a golden luminance. This is off-putting for most. Worse, such an outward change may make others confuse you for a Mutant.

Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious.

Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you.

Vulnerability to Darkness: When in areas of low lighting, you struggle to channel magic.

Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 meters are stronger.

Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements.

Mark of Hysh: The rune of Hysh appears somewhere on your body

Plant Growth: A small patch of plant life begins to thrive upon your skin. These growths are inconsequential- mold under the

fingernails, ivy in the hair, and so on- but they are somewhat peculiar. They may be removed, but always grow back the following day.

Barefoot: You can't abide by wearing footwear and when you must, you take a malus to actions involving agility.

Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.

Green Skin: Your skin changes color, assuming a greenish hue. This is off-putting for most. Worse, such an outward change may make others confuse you for a Mutant.

Great Constitution: You resist diseases better than most.

Metal Revulsion: You can't bear to touch metal objects of any kind.

Aura of Growth: You emit an aura of growth and health, restoring life and color to all plants you pass within 4 meters. In natural environments, each of these spaces hampers the movement of others, though you are unaffected.

Bound to the Seasons: You are physically affected by the passage of the seasons, becoming energetic in summer and somnolent in winter. You can take 1 less action in winter turns and 1 more in summer turns.

Mark of Ghyran: The rune of Ghyran appears somewhere on your body.

Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.

Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others.

Mantle of Mist: Mist, fog, smoke, and other vapors seem drawn to your side. This makes you intimidating in fog banks and other suitable conditions but does mean you tend to reek of smoke all the time.

Aspect of Ulgu: Your frame lightens and tightens whilst your hair color changes to grey.

Forgettable: People can't seem to remember your face, including friends.

Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness.

Insubstantial: Your body becomes slightly insubstantial, helping you sneak around.

Unnatural shadow: Your shadow does not behave itself- moving often of its own accord. The shifting wrongness of your shadow puts folk ill at ease. Worse, superstitious peasants will need convincing that you are not a Daemon.

Shrouded: Your body draws shadows towards it.

Mark of Ulgu: The rune of Ulgu appears somewhere on your body.

Aloof: Others find you emotionally detached and somewhat rude.

Restless: You tend not to stay in one place for long, always needing to move about. It's worse when you're in closed spaces.

Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.

Feral: Your nails thicken and lengthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling.

Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence.

Musk: You exude a strong musky smell that puts others off.

Brutish: You lack refinement and grace in your demeanor.

Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when

least appropriate, sometimes even leaving droppings in food and drink.

Mark of Ghur: The rune of Ghur appears somewhere on your body

Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes, they remain

unchanged from normal tears and sweat.

Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong-related accident.

Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.

Stiff Limbs: Your limbs stiffen, making it hard to move around.

Magic Conductor: You attract magical energy, making it harder for people close to you to resist spells.

Aura of Magnetism: You emit a strange aura that attracts metals to your flesh... including metal weapons.

Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.

Greater Golden Skin: Your skin hardens into a thick, armor-like shell. People will think you're a mutant.

Slow: You have a hard time moving around. Malus to anything involving the need for you to move quickly.

Mark of Chamon: The rune of Chamon appears somewhere on your body.

Pallor: You gain a sallow appearance, with pale skin and almost jaundiced eyes.

Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.

Dead Eyes: Your eyes are those of a dead man.

Aura of Death: All plants wither when you are within 4 meters.

Skull-like Visage: Your skin draws tightly to your skull.

Skeletal Frame: Your body muscle withers.

Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper.

Haunted: Voices and apparitions of the dead follow you everywhere, distracting you.

Mark of Shyish: The rune of Shyish appears somewhere on your body.

Temper: You have a quick temper, losing your cool at the slightest provocation.

Temper: You have a quick temper, losing your cool at the slightest provocation.

Hyperactive: You can't sit still. You fidget constantly.

Red Hair: Your hair and eyebrows turn a bright, fiery red.

Face Tattoos: Odd markings, like tattoos, appear on your face.

Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around.

Hot Skin: Your skin is always feverish and you have a flushed appearance.

Vulnerable to Cold: You are uncomfortable in the cold.

Aura of Brimstone: You stink of brimstone.

Raging Temper: You are volatile, more so than others of the Bright Order.

Mark of Aqshy: The rune of Aqshy appears somewhere on your body

Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up, and other such minor effects.

Feather-light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.

White Hair: Your hair turns snow white. Dyes do not hold.

Blue Eyes: Your eyes change color to a startling shade of blue. In areas of low lighting, they faintly glow.

Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is

distracting.

Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions, and other sources of stench

gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth-spattered street, it

does serve to make people and animals uncomfortable in your presence.

Aura of Tranquility: You emit a strange, but peaceful, aura that others find calming.

Stargazer: You become agitated and have trouble concentrating when you are unable to scry the stars.

Mark of Azyr: The rune of Azyr appears somewhere on your body.
 
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Dramatis Persona
Magister Wilhemina Petru
Casandora's Master. Survivor of the the Night of a Thousand Arcane Duels. Bears at least two different known Arcane Marks of Azyr, her cloud-white hairs and entirely sky-blue eyes permanently crackling with lightning.

Magister Ethel Grey
Casandora's instructor in staff combat. Bears at least one Arcane Mark of Ulgu that prevents others from remembering their face or retain much about their identity.
 
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Always exciting to see a new quest, myself I find myself leaning either towards the golds or the blues, but leaning most towards the astromancers, reading the future is always useful, and can open doors both high and low. Plus with my preferred option of the cathayan origin, an Astromancer
seems thematically appropriate

[X]An Orphan of the Silk Road
[X] The Celestial Order
 
[X]An Orphan of the Silk Road
[X] The Light Order

Hope Shen Zoo says hi!

EDIT: It occurs that we ought to write a name to go with the Silk Road Origin.

[X] Name: Kirsch
[] Name: Clairine

Kirsch means cherry and it's a girl's name. Might tinker on a few more names later. And Clairine is a corruption for Clairin, a sugarcane-based alcohol like rum.
 
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[X]An Orphan of the Silk Road
[X] The Light Order

Absolute Cinnamon Roll, let's goooooo
 
[x] A Border Princess-in-exile
[x] The Celestial Order

What we have here is a classic case of people getting up to chicanery, and the only appropriate response to such shenanigans is the tried-and-true Scry'n'Die.
 
[X] A Border Princess-in-exile
[X] The Gold Order
[X] Marie-Joseph Mireille von Hvargir ("Marie" to peers)

WE WILL TAKE HVARGIR BACK!
 
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It occurs that in the OP we all could submit possible names for our Apprentice. I've made edits to my votes to include name choices but if any of y'all have other suggestions, don't forget to add in your own.
 
hmmm... I'll leave the vote up for at least 18 more hours, but considering the slow down, I better start brushing up on Celestial College lore :rofl:
 
Orphan of the Silk Road + Celestial Order was my first choice too, but then I switched to maximum spooky because I liked the idea of a spirit conjuror haunted by a chaos spirit

Felt very Lovecraftian
 
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