This does have me kinda curious. I remember that either the articles or just the grey college had something prohibiting us from interfering in internal politics of the empire. Does anyone remember the particulars of that? Because if we want to get involved in this mess between Nordland and middenland that seems like an important line to be aware of.
It's a kind of complicated interweaving of the
Articles. Article 6 says that Wizards in general can only use magic while 'outside of the theatre of war and in public view' if they are acting in the service of an Employer or 'for demonstrably good reason', and Article 12 goes on to say that Employers cannot be 'enemies of Sigmar's Holy Empire or the people' and that said employment doesn't trump the Articles. That leads you back to Article 1, which lays out that the Empire, its laws and ideals, the Emperor, and a Wizard's superiors are all higher priorities than those Employers. Then you have Articles 8, 9, 10, 13, 14, and 15, which says that a Wizard must drop what they're doing if they're called on to assist an Elector, a diplomatic mission, the military, the Templars, or if they identify any unsanctioned magic users or any 'destructive and anti-Imperial machinations' that use 'any sorcerous or infernal means' and aren't already being taken care of.
In theory, this means that
all Wizards are required to stay out of internal politicking except in service of the Emperor. The Grey Wizards don't so much have an extra rule upon them as they have an enforced interpretation to the above rules that says that under normal circumstances any Grey Wizard serving individual political entities within the Empire is against the interest of the Empire as a whole. This is for the same reason as the Vow of Poverty: a Grey Wizard's spells make it very, very easy for a Grey Wizard, or an employer of one, to gain money and power
at the expense of others.
Exceptions to this are carved out as needed. It's very easy to make an argument why the Elector Count of Stirland having a Grey Wizard in their employ is in the interest of the Empire as a whole, whereas, say, Nordland trying to hire one around now probably wouldn't be.
Can you keep on working on a spell to reduce it's difficulty? Like, we keep on re-doing ROW untill it get easier to cast? Or is it locked in stone once it's been successful developed? In a more theoretical scenario
There'll be a roll for how difficult the 'ideal' codification is, and then another (or a series thereof) for how close Mathilde gets to it. The latter can be rerolled, but the former will be set in stone - in-universe it already is set in stone, the roll just hasn't been made 'on-screen' yet.
It is BM for the first casting but I am going to need a quate on its behavior over time as well because I think casting it once is enough to keep it going. No time limit is ever mentioned anywhere.
It's definitely Battle Magic, but we don't actually know its duration...there are Battle Magic spells that last a while. If it lasts five minutes, or an hour, or a day is not super clear. And if it lasts a day the use cases are a lot broader than if it lasts five minutes.
This does sounds like a thing to ask boney.
@Boney does rite of way need to be recast at some point or is it just a matter of having magic and keeping on chanting?
There are a lot of Battle Magic spells that last until either dispelled or are ended by the caster without requiring further casting rolls, but prevent the caster from using any other spells while they're active. This would use the same rules, so it can be assumed that any Wizard capable of casting it can keep it going for maybe half an hour without issues, and length beyond that depends on that Wizard's willpower, concentration, ability, and how difficult the codified spell ends up being. It would be theoretically very possible for a Battle Altar to maintain this effect, the Luminark of Hysh and Celestial Hurricanum have 'Locus of Hysh' and 'Portents of Battle' respectively that give constant boons equivalent to low-level Battle Magic to everyone around them on top of their main purpose of pumping out lasers or bad weather.
@Boney If you don´t mind I have a few questions about how this option for the library will work...
This would work merely as a closed bounty system (i.e. 3000 gold crows for The Book of Ashur)? Or as an open bounty system (i.e. looking for The Book of Ashur price is negotiable)?
It will only work for acquiring titles we establish a bounty on? Or the Cult of Ranald could approach us on their own initiative offering us some rare books in exchange for money and/or favors?
How this would work in the Library Purchases section? We will use the action to register the bounties with the actions and will be acquired automatically when they are available, or we would need another action to purchase them?
The way it'd probably work is to have a new option for book acquisitions where you can designate a target as widely or as narrowly as the thread likes.