- Location
- Outside the Box
- Pronouns
- She/Her
Other things we can do to stretch Mathilde's magical abilities:
[ ] EGRIMM: Attempt a Windherder enchantment with Egrimm (specify what)
- 1 AP each enchantment, could lead to bigger Windherder enchantments with more wizards.
[ ] Attempt to gain control of one of your Arcane Marks (specify which)
- 4 Marks, though control over Flicker is a low priority.
[ ] Try to see through Pall of Darkness with your improved magical senses.
- Likely 1 AP, helps with combat and intrigue.
[ ] Practice shooting while invisible. (applies to Substance of Shadow and Invisibility)
- Likely 1 AP, helps with combat.
[ ] Attempt to finish off the Grey College spellbook by learning Shadow of Death, Cloak Activity, and the MAPP.
- 1 AP, chance of gaining spell masteries. (A spell mastery on MAPP would be silly.)
[ ] The Second Secret of Dhar teaches how to collapse it upon itself. Practice upon local Dhar taint, and very cautiously see if this works with Warpstone.
- 1 AP. Not a good idea for Mathilde's self-integrity except in circumstances of the most dire need, though technically practicing this once should be safe.
[ ] Attempt to create a spell (see Approved Spells threadmark)
- 1+ AP. Something simple like trying to codify our Shadow Dagger masters would likely be only 1 AP, while a new Battle Magic spell would certainly be multiple AP.
[X] Attempt to codify Rite of Way so that others can learn it.
- We're doing this.
[ ] Attempt to capture an Apparition (optional: specify which)
- 2+ AP. 1 AP to capture, one or more additional AP to make the spell for controlling and summoning the Apparition. There are multiple types of Apparitions we can capture.
[ ] Get Lucky.
- Crits, nat 100s, lucky opportunities and going on a big adventure are all ways Mathilde can get new traits that might improve her magical ability.
[ ] EGRIMM: Attempt a Windherder enchantment with Egrimm (specify what)
- 1 AP each enchantment, could lead to bigger Windherder enchantments with more wizards.
[ ] Attempt to gain control of one of your Arcane Marks (specify which)
- 4 Marks, though control over Flicker is a low priority.
[ ] Try to see through Pall of Darkness with your improved magical senses.
- Likely 1 AP, helps with combat and intrigue.
[ ] Practice shooting while invisible. (applies to Substance of Shadow and Invisibility)
- Likely 1 AP, helps with combat.
[ ] Attempt to finish off the Grey College spellbook by learning Shadow of Death, Cloak Activity, and the MAPP.
- 1 AP, chance of gaining spell masteries. (A spell mastery on MAPP would be silly.)
[ ] The Second Secret of Dhar teaches how to collapse it upon itself. Practice upon local Dhar taint, and very cautiously see if this works with Warpstone.
- 1 AP. Not a good idea for Mathilde's self-integrity except in circumstances of the most dire need, though technically practicing this once should be safe.
[ ] Attempt to create a spell (see Approved Spells threadmark)
- 1+ AP. Something simple like trying to codify our Shadow Dagger masters would likely be only 1 AP, while a new Battle Magic spell would certainly be multiple AP.
[X] Attempt to codify Rite of Way so that others can learn it.
- We're doing this.
[ ] Attempt to capture an Apparition (optional: specify which)
- 2+ AP. 1 AP to capture, one or more additional AP to make the spell for controlling and summoning the Apparition. There are multiple types of Apparitions we can capture.
[ ] Get Lucky.
- Crits, nat 100s, lucky opportunities and going on a big adventure are all ways Mathilde can get new traits that might improve her magical ability.