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Filed under "reasons my plan has two draughts of wakefulness in it"
I'd consider voting for your plan if you switched from Mind Magic to Magical Disruption, and added alchemy (so we can eventually make the draughts ourselves and also cus alchemy; + we still literally know 0 about the mushrooms we found and yet could sell) & ~maybe~ merchant etiquette (to go w/ haggling, honestly).

occipital's comments on mind magic's weaknesses dissuaded me from pursuing it, for all that I, too, have read that series. So I'd rather just learn how to wipe out other people's spells.

Illusions are purely magic constructs - they're not actual light or sound, they trick the mind into thinking something is there that isn't there. They're very flimsy, and tend to require more finesse then power (mind-effecting magic in general has low power requirements), but if a mage suspects they're subject to an illusion, they can cast a detect magic, and if they see it's there, they can shatter it pretty easy. If you're good enough to prevent a trained mage casting detect magic, you can get around it, but that spell is like the first thing every mage does when they're in a weird scenario that makes no sense, because magic is usually involved somehow.



Alchemists can mainly make things that transmute stuff into other stuff. Though this can be transmuting the sleepiness of a cat into the sleepiness of a human (in potion form) if you want someone to nap for a good long time, or n. The magic has to some from somewhere, but alchemists can use parts of magical creatures (or parts of humans, which are technically magical creatures, if you're not too picky) to provide the magic part of the equation. Alchemy's big advantage is that it can take magic from an outside source, and the magic also stores pretty good.

It can also transfer more esoteric stuff than regular magic. Lightning bolts and fireballs are almost impossible to do alchemically, but if you wanted to, say, create a potion that encourages the body to heal faster, you could do that. Regular magic tends to take fundamental forces and shake them down for their lunch money, but weirder stuff is harder to achieve with runes and spell sigils.

One of the first things Alchemists learn is to take the wakefulness bit out of coffee, store it up in an alchemical tincture, and store more and more until you have something that's far more potent that even the most concentrated energy drink. It's not any more caffeinated, because you're storing something that's more like the notion of wakefulness, so you can drink a tincture of wakefulness without any ill effects in the short-term. Won't even get the jitters.

Yes, but this is a lot rarer than you might think. Really subtle effects might work, but good practice involves casting detect magic (which is a fairly simple spell) every hour or so as standard, and anyone with a bit of cash will have a runed amulet, bracelet, or brooch that can be charged up and left to detect magic being cast around you for hours at a time. Of course, such an artifact only tells you if someone is casting, whereas casting the spell yourself gives you more info, so you might be able to get away with an illusion in a magic-heavy environment.

Of course, if you miss just one of your opponents they can break your mental construct pretty easily, and they're very complex spells to cast, that can't be precast because they require on-the-fly editing based on the number of enemies, the sort of emotion you're trying to evoke, and your personal evaluation of their current emotional state (if you think they're angry, cast a despair spell, but they were actually joyful, you're liable to do nothing). You need to be really good at casting spells to set one up in combat.
 
I think people should consider getting Awareness magic training. Seeing as our test was almost ruined by Blue girl using magic.
 
[X] Plan Crafts & Tutoring
-[X] Buy Full Camping Gear
-[X] Buy Quality Geometric Tools
-[X] Buy Runic Circle
-[X] Buy Tutoring, Skill: Haggling
-[X] Buy Tutoring, Skill: Combat - Retreat
-[X] Buy Tutoring, Skill: Artifact Use & Identification
-[X] Buy Tutoring, Skill: Basic Alchemy x2
-[X] Buy Draught of Wakefulness x1
-[X] Buy Potion of Speed x1
-[X] Buy Itching Powder x1
-[X] Sell Bone Wand


Edited.
7 + + 52 + 22 + 18 + 9 = 108
108 + 10 + 60 = 178. 238 - 178 = 60. 60 + 90 = 150. 150 - 150 = 0.
 
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I honestly can't see the thread ever actually spending the time on alchemy, first to get good at it and then to get the materials and then to actually do it. Added merchant etiquette and swapped in Disruption for Mind Magic. It's a totally different skillset and people are more interested in pursuing fixing our magic pool than doing alchemy. (I'm vaguely surprised that with our skills as they are we didn't go for alchemy from the start considering it relies not-at-all on magic pool, but we are where we are. Nobody we're friends with is taking alchemy either.)

Question for our QM @occipitallobe : How cheap / easy MP-wise is it to jar one's magical elbow or otherwise say "no you don't" to a spell or ongoing magical effect?

[]Plan Modified GUFF
-[] Sell Masterwork Cutting Knife
-[] Sell Average Measures and Weights
-[] Buy Full Camping Gear
-[] Buy Superior Writing Equipment
-[] Buy Itching Powder
-[] Buy Draught of Wakefulness x2
-[] Buy Potion of Speed
-[] Buy Quality Geometric Tools
-[] Buy Tutoring Skill: Combat-Retreat
-[] Buy Tutoring, Skill: Traps & Tripwires
-[] Buy Tutoring, Skill: Artifact Use & Identification
-[] Buy Tutoring, Skill: Five Families Etiquette
-[] Buy Tutoring, Skill: Merchant Etiquette
-[] Buy Tutoring, Skill: Haggling
 
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[X]Plan Modified GUFF

*shrug* I'll just advocate for Alchemy next term. It's simply incredibly useful and likely to return results quickly (i.e. immediately as soon as we figure out how to save 22 coins by making our own draughts of wakefulness and figure out what the mushrooms are so we can sell them...)

But yeah, we're already diving into intense MT sessions, dealing w/ Thomas, and need to start focusing on S&S + meditation. So I'm down for this.

238 + 90 +32 = 360.
152 + 25 + 20 + 100 = 297.
360 - 297 = 63.

Could probably buy those alchemy classes and use them whenever >.> Oh, wait... we can also buy S&S tutoring... Also, apparently taking Runic Theory classes lets us learn Runes twice as fast later, and doing well in the class will let us get into practical Rune creation earlier.

But at least in the short term, S&S tutoring is an effective way to quickly increase our knowledge in this subject and thus impress our instructor. As previously noted, it gives 1 more roll than even a willpowered study action.

@occipitallobe Can we buy tutoring in meditation?
 
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I seriously completely misunderstand your guys logic. You're effectively spending nearly all the wealth the character is likely to get for the next few years on things that aren't truly effective for a first year student. Instead they're for someone of actual importance. If we need to do an action, you know what we should do? Prioritize instead of going full SV I want everything, as we've have plenty enough of actions that we haven't once spent all our will power so far. This wealth we have isn't small change, it could instead be used to upgrade Ulos dormitory giving far greater bonuses given they last for a full year. At least the skills could be of some use, but we're spending our action points efficiently already with study group and it's been mentioned that over time other topics from the classes the others take will come in.

The fact that you're also ignoring Runic binding circle when it's been explicitly mentioned that binding the spirit is going to be one of Ulos weaker parts of taking Souls and Spirits, as Ulos intelligence can handle the rest, and instead voting for a single spell is also questionable. We don't need magical disruption because we're frankly at the point where if we're fucked due to not having it, the players themselves have fucked up the situation. The current conflict is, after all, still just a school one. It also ignores that it will be optimize for Ulos channeling rank 1 but as the teacher mentioned with meditation, after several months we can go up a rank. If you want to buy a spell, that would be the point to do so as magic has been noted to be exponentially more powerful each rank, and it's unlikely we'll grow further after that (without death of Necromancer).

Instead we should be trying our best in class thus improve our relationship with the teachers, with the various benefits that'll come with that, and that means buying the implements that'll most help us.

With regards to that ink prank, I'm still not sure why Madavian was targeted given the narrative mentioned leaving him alone.
 
@occipitallobe Are the spells you offer learnable any other way? Won't we have disruption or awareness learned in class in a few days or weeks?

Magical disruption isn't taught until later in the year. Part of the reason is that it's somewhat reliant on your theory skill - breaking something is a lot easier if you can quickly get an intuitive notion of how it works. Your high Magical Theory skill is one of the reasons you can learn a useful Magical Disruption spell at this time. Likewise, the Awareness spell you learn won't be Kinetic or Thermal Awareness, which you get by default. It'll be something that'll be useful immediately, though not necessarily a powerful addition to your repertoire in the long term.

You can absolutely learn spells in other ways, and the spells you'll learn here you could eventually research and learn out of the Library. The difference is that the tutors are tailoring the spells taught to your magical power and skill levels and focus, so they're guaranteed to have near-optimal utility for your current build (which is still low utility, Ulos is a very, very weak and inexperienced mage, but still) - you might need to learn five or ten spells out of various books before you come across something as immediately useful.

That wouldn't just be glancing at them in the book - it'd be repeated castings and uses to figure out the spell's limits and overall utility for you. In the long term you'll probably want to do a reasonable amount of that anyway (having a large spell repertoire is a good thing for non-combat mages, as you're not nearly as constrained by being able to cast quickly and accurately), and most of the spells you'd learn would turn out to be effective eventually. This just fast-tracks you into learning one that has utility immediately.

Question for our QM @occipitallobe : How cheap / easy MP-wise is it to jar one's magical elbow or otherwise say "no you don't" to a spell or ongoing magical effect?

Largely dependent on your opponent's defenses. No-selling a spell generally relies on being able to hit your enemy's spell construct with a counterspell of your own - a tricky task and one that is aided by a higher Magical Theory (if you can figure out where to strike, you can cheapen the necessary power by orders of magnitude), or countering the effect. Destroying their magical construct is comparatively cheap, but hard - you need to time it just right and hit it just the right way. That being said, if you can quickly identify a spell and have a good theoretical knowledge, you can often counterspell it.

In theory you can counterspell anything, but some spells are very robust and might require Ulos's entire Magic Pool (or more!) to counterspell if he can't find a weak point.

I seriously completely misunderstand your guys logic. You're effectively spending nearly all the wealth the character is likely to get for the next few years on things that aren't truly effective for a first year student.

As you increase in skill and experience, you'll be able to make more and more money. Right now Ulos could potentially earn maybe 100-200 coins a year with his skillset in Vorstal if he worked full-time. A third-year student might be able to earn 1-2k coins a year, depending on what areas they specialised in. Of course, you'll have to trade time for said money, but with every day of training your earning potential increases. Spending the money now almost certainly gives a suboptimal item distribution for Year 2 Ulos, but also means he'll have access to items for an entire year in the meantime which may very well make up the difference.

That being said, having money on hand can be really valuable, just as items on hand are. You never know when you might need a handy bribe, or have a one-off chance to buy something or train something.
 
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This wealth we have isn't small change, it could instead be used to upgrade Ulos dormitory giving far greater bonuses given they last for a full year. At least the skills could be of some use, but we're spending our action points efficiently already with study group and it's been mentioned that over time other topics from the classes the others take will come in.

The fact that you're also ignoring Runic binding circle when it's been explicitly mentioned that binding the spirit is going to be one of Ulos weaker parts of taking Souls and Spirits, as Ulos intelligence can handle the rest, and instead voting for a single spell is also questionable. We don't need magical disruption because we're frankly at the point where if we're fucked due to not having it, the players themselves have fucked up the situation.
The dormitory bonuses seem kind of meh.

If we raised alchemy up high enough we could make potions to sell, or possibly look for ingredients and sell those.

The Study Group action is highly inefficient compared to a tutor. It gives us 1 training roll for 1 action naturally, versus 3 training rolls for 1 action naturally. Choosing it is thus only useful in regards to how it saves money and raises up RL.

Agreed for Runic Binding Circle. It would be useful, it's just expensive. I'm also simply not sure how soon we'll be summoning spirits, frankly. If you were buying the circle and doing tutoring for S&S I'd be more convinced as to its utility.

If we had magical disruption we could have prevented the tests from being damaged. Thomas situations happen based on a roll and are not something we can predict, so being able to disrupt spells is quite useful. Admittedly we'll likely need higher spellcrafting to cast quick enough, though.
 
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@occipitallobe Can we buy tutoring in meditation?

Not at the moment. The specific meditative skill you're learning is part magical in the sense you need to be able to sense magic to even learn it. I should probably alter the skill name, but it also encompasses what you'd think of as 'normal' meditation. Maybe I'll rename it Magical Meditation, but that sounds silly. Experts are also very rare - only one in a hundred mages even has a reason to consider grinding the skill, and a lot of those mages don't bother. Most get it to something like +1 or +2 and just stop there because that does the trick for Awakening. Finding an expert Alchemist or Runesmith (or even an expert mental mage, if you're willing to learn from someone who sells illusions for children's parties and 'experiences' for adults) is comparatively very easy.
 
Not at the moment. The specific meditative skill you're learning is part magical in the sense you need to be able to sense magic to even learn it. I should probably alter the skill name, but it also encompasses what you'd think of as 'normal' meditation. Maybe I'll rename it Magical Meditation, but that sounds silly. Experts are also very rare - only one in a hundred mages even has a reason to consider grinding the skill, and a lot of those mages don't bother. Most get it to something like +1 or +2 and just stop there because that does the trick for Awakening. Finding an expert Alchemist or Runesmith (or even an expert mental mage, if you're willing to learn from someone who sells illusions for children's parties and 'experiences' for adults) is comparatively very easy.
Edit: Tyvm. Regrettable. That name sounds silly, yes. I'll try to think of a different one.
Edit 2: Aetheric meditation?

what are the potential immediate uses for a spirit?
 
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@occipitallobe Can we buy tutoring in meditation?

Also, what are the potential immediate uses for a spirit?

Depends on the Spirit, really. That being said, the easiest Bindings are those getting a Spirit to take a single physical form (a rock, a tree, a pile of sand, etc). You might be able to summon a Spirit into the world with a complex binding that became an impossibly sharp sword, or a ever-burning torch, but those properties would largely rely on you taking actions that fulfilled (to some degree) that Spirit's desires.

The best version of a Spirit's usefulness is one where you spend time understanding its desires and fulfilling them, and asking it to do something for you. A Spirit that was willing to embody the concept of safety, for instance, could make some highly powerful robes, but it might want you to collect fingernail clippings and feed them to dogs, which is an awkward sort of thing to do - and generally difficult when it comes to the feeding part of the equation. Still, as long as you were undertaking its desires, you could have some fairly high-level protection from harm on an almost conceptual level, which is something protective spells don't do.

You could also do anything that can be done by manifesting large rocks, trees, piles of sand, a massive block of ice, and similar simple constructs.
 
The Study Group action is highly inefficient compared to a tutor. It gives us 1 training roll for 1 action naturally, versus 3 training rolls for 1 action naturally. Choosing it is thus only useful in regards to how it saves money and raises up RL.
Seriously? It's highly inefficient when you remove X and Y from the equation ... did you really just use that logic? How about you compare study group to our actual study actions, or how about taking into account how much AP it takes Ulos to earn 5 coins? As the author mentioned above a first year student working full time earns 100-200 coins, which should show you how expensive it is for Ulos right now. That's not even 5 coins a week using our full AP, along with the AP we spend on lessons.
 
Seriously? It's highly inefficient when you remove X and Y from the equation ... did you really just use that logic? How about you compare study group to our actual study actions, or how about taking into account how much AP it takes Ulos to earn 5 coins? As the author mentioned above a first year student working full time earns 100-200 coins, which should show you how expensive it is for Ulos right now. That's not even 5 coins a week using our full AP, along with the AP we spend on lessons.
we have the $ so why not spend it.

Study Group provides 3 rolls for an action & willpower (1 of 3) vs 3 rolls for an action and 20 coins.
Study X provides 2 rolls for the same cost vs tutoring.

A Draught of Wakefulness sells for 22 coins. If we gather its ingredients ourselves, we can then sell it for 22 at the cost of the AP required to make it and gather its ingredients, which will likely take at most a week, once sites for gathering have been located. Of course, this means we're no longer Ulos in his current state.

Depends on the Spirit, really. That being said, the easiest Bindings are those getting a Spirit to take a single physical form (a rock, a tree, a pile of sand, etc). You might be able to summon a Spirit into the world with a complex binding that became an impossibly sharp sword, or a ever-burning torch, but those properties would largely rely on you taking actions that fulfilled (to some degree) that Spirit's desires.

The best version of a Spirit's usefulness is one where you spend time understanding its desires and fulfilling them, and asking it to do something for you. A Spirit that was willing to embody the concept of safety, for instance, could make some highly powerful robes, but it might want you to collect fingernail clippings and feed them to dogs, which is an awkward sort of thing to do - and generally difficult when it comes to the feeding part of the equation. Still, as long as you were undertaking its desires, you could have some fairly high-level protection from harm on an almost conceptual level, which is something protective spells don't do.

You could also do anything that can be done by manifesting large rocks, trees, piles of sand, a massive block of ice, and similar simple constructs.
Can we, say, make a door that only opens for people we introduce it to?
 
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What are the plans like at the moment? About time to vote, I believe.
Yeah, this is essentially your 'wow, you antagonized someone with way more power and money than you, here's the corresponding boost to make your situation survivable'. You're unlikely to come into this much money until later, and one of the big problems every mage has is that if you want to make money, you need to sacrifice skill progression. If you go make a few hundred Draughts of Wakefulness, you'll learn nothing, but you'll spend a long time doing so. You'll end up cashed-up, but that's time your opponents can use to level Skills, learn Spells, and invent new Recipes. Money has an opportunity cost - in this case the opportunity cost is having a powerful person hate you.

I'd like to note that the chain of events went something like this: Willpower burnt on Laila roll, allowing a +10 versus the next Thomas Action. Ulos then rolled 23 vs Thomas's 26. If the thread hadn't opted for the Laila reroll, Ulos's test would be so much ink and his ability to get extra tutoring would have never occurred. Having a powerful rival has the ability to fuck you out of things at pivotal moments (especially if they know when those pivotal moments are, like tests and so on).

Alchemical items are really valuable, though. The average Alchemist graduates from Draughts of Wakefulness pretty quick and goes on to more powerful personal buffing - your average Alchemist doesn't sell potions the same way a Runesmith might sell runes. A Runesmith might try and forge a powerful Artifact, fail, and end up with something that's still saleable due to it merely failing in one aspect or another.

The Minor Arcana of Protection is one such item. Protecting against one attack only is very low-tier for an Artifact, but someone had the bright notion to tie five of these rings together and call it a fully-fledged Artifact. People might buy it because it offers attacks against most major vectors but doesn't cost a lot of power - meaning you can absorb one surprise attack and set up your own defenses.



Talking about the various plans so far:

Plan Neptune - Sell the Alchemy stuff, which may have repercussions next term (if we take Alchemy), with the understanding that power now is better than power in ten weeks. Getting items that boost skill rolls means that long-term progression gets a boost, and training the 'run away' skill is always good for a weak mage. In terms of portable power for confrontations, though, it offers very little. Essentially gambling that we can do ok in the short-term and win by just getting better and better in the long-term.

Plan Think of the Future - Similar. Trains Mind Magic, which is probably your strongest offensive option in the short term against weak mages and normals. Otherwise, gets the Skill boosts and a few Draughts for emergencies. This is more powerful than it might seem - it's not unreasonable to be put in a bad situation (especially if you start locking more Actions to get superior progression) where you just need an extra Action to prevent a crisis.

Plan Zaratustra - Given our direction, the Skill items certainly look highly cost-effective. Much like Neptune, takes the Runic Binding Circle for maximum Skill boosts. Takes a minor offensive option with itching powder, though, which may be useful. Almost the same as Neptune, swapping out much of the Tutoring for options that offer immediate power. This is not a bad choice either - given you almost lost a permanent powerful Training Action (and possible ally) due to Thomas's interference, having counters and offensive options on hands could be crucial in saving your bacon.

Plan Crafts & Tutoring - Uses a lot of Actions in the future to get a bunch of low-level Skills. Nonmagical skills are generally less useful than magical ones in the long run (excepting diplomatic ones, for the simple reason that they can give you influence over mages). Takes eight Actions to complete, which is over a week's worth of Actions. This is not as short-term as it might seen - a Skill with only 3 points in it (the average result of most of these Training Rolls from zero) can be applied to any Action to which it is applicable. This is a reasonably cheap way to power up - five Skills with five points cost one-third as much as one Skill with twenty-five points in it. If you're in a situation that can apply all those Skills, you've got a very cheap power-up indeed. Of course, the big advantage of training a few specific Skills is that you can choose situations and Spells that suit them, which isn't really the case for a mishmash of lots of skills.

This about sums it up. Neptune's plan is decent if you ignore how the binding circle isn't complemented by the S&S tutoring sessions that would allow us to use it. My plan leaves money w/o selling anything but takes a fair amount of actions and is aimed at providing a well-rounded skillset with some emphasis on identifying current items and producing alchemic potions. Plan Modified GUFF is the most well-rounded, probably.

Neptune's is the only one that goes for the expensive items - the aformentioned rune circle. Everyone else's plan revolves around training and buying potions and itching powder for self defense.
 
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[x] Plan Get out Of Jail Free Cards
The idea is to have counter to most serious things we can be targeted with. Also I'm selling alchemy equipment because we don't have time for that now (esp. with tutoring).
I'm learning elemental manipulation because it's the most broad spell and combines nicely with itching powder, making incapacitating aoe wind attack. I'm taking tutoring in artifact apparaisal and magic plants because it's 3 training rolls (in skills we don't really need but still) AND autosuccess in finding someone to apparaise artifact and mushrooms we found. Maybe we should drop spell and tutoring for some liquid cash?

[x] Buy Full Camping Gear x2 14 coins
One for Abraham and one for us, if room gets flooded or something.
[x] Buy Itching Powderx3 27 coins
Immensely good for that price.
[x] Buy Sigil of Water 10 Coins
To put out fires in emergencies. I'm sure there will be a fire, mark my words.
[x] Buy Draught of Wakefulness 22 coins
Emergency free action.
[x] Buy Draught of Healing 24 coins
Emergency self-repair.
[x] Buy Potion of Speed 18 coins
Emergency get out of here.
[x] Buy Tutoring (Artifact use and identification) 20 Coins
[x] Buy Tutoring (Lore: Magical Plants) (Especially Mushrooms) 20 Coins
[x] Buy Spell Training: Elemental Manipulation 100 Coins
[x] Buy Superior Writing Equipment 22 coins
[x] Buy Quality Geometric Tools 52 Coins
Tools are more or less cheap and will help us learn, so taking them.
[x] Sell Average Quality Measures and Weights 32 Coins
[x] Sell Masterwork Cutting Knife 90 Coins
Coins left: 31
 
Modified GUFF isn't the most well rounded at all. It spends 100 coins on teaching us an appropiate skill for our level, which is a first year student whose channeling is one and who has only had a few weeks of instructions. It's ludicrously inefficient. It you want that, get it after the meditation unlocks rank 2 channeling where it at least may have some use long term.

Runic circle is also for binding spirits, which has been mentioned is Ulos weak point. This thus compensates his weakness and lets him exploit his strengths to a greater extent, and it's a tool that can be used all through his school years and perhaps afterwards a reroll is that useful. It also obviovsly allows Ulos to bind spirits which are versatile, and Ulos having it should show how serious he is about the subject thus improve his relationship with his teacher who has already noticed him.

My plan leaves money but takes a fair amount of actions and is aimed at providing a well-rounded skillset with some emphasis on identifying current items and producing alchemic potions
Limit 238. 90 + (5 x 4 =) 20 + (3 x 20 =) 60 + (22 x 2 =) 44 + 18 + 9 = 236. 238 - 236 = 2 coins remaining.
That does rather take the piss. Leaves money ... I guess if you want to be pedantic it does.
 
That does rather take the piss. Leaves money ... I guess if you want to be pedantic it does.
edited in w/o selling anything.

if you get S&S tutoring w/ all the $ you make from selling stuff I'd consider your plan but otherwise I don't trust in our skill level.

Well-rounded appears to have a dictionary definition foreign to yours.
 
if you get S&S tutoring w/ all the $ you make from selling stuff I'd consider your plan but otherwise I don't trust in our skill level.
Well I'm counting on something similar to what happened in our magical theory class, given we've already stood out to our teacher by passing a DC 90 roll and the only one to do so. After all we have ten points in souls and spirits, when compared to twelve in magical theory so we're not far behind, and the possession of a runic circle shows you have dedication to push quite far in the discipline.

And if that doesn't happen, using the friends action to find others within the souls and spirits lesson to get bonuses that way. Or we could use the teacher suck up option, which is IMO a good action given we're likely to have these teachers for years.
 
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[X] Plan Crafts & Tutoring
-[X] Buy Full Camping Gear
-[X] Buy Quality Geometric Tools
-[X] Buy Runic Binding Circle
-[X] Buy Tutoring, Skill: Haggling
-[X] Buy Tutoring, Skill: Combat - Retreat
-[X] Buy Tutoring, Skill: Artifact Use & Identification
-[X] Buy Tutoring, Skill: Basic Alchemy x2
-[X] Buy Draught of Wakefulness x1
-[X] Buy Potion of Speed x1
-[X] Buy Itching Powder x1
-[X] Sell Bone Wand


Edited.
7 + + 52 + 22 + 18 + 9 = 108
108 + 10 + 60 = 178. 238 - 178 = 60. 60 + 90 = 150. 150 - 150 = 0.
 
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