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Good update Boney, nice to see Enchanting portrayed with some internal consistency behind it.

Couple of questions- I assume you take the most popular length of time, and go down the subjects by popularity until the time is filled?

Correct.

Can you give us a rough idea what post-graduate classes (coming back after graduating) cost?

I'll work out a 'College favour' system that can be spent on lessons or other things, but about 50-100 gc per works a ballpark.

@BoneyM ok, our first enchanted robes seem to be pretty valuable. Can you give us something to clarify its real value? Would help in our future enchantments.

The sale of magical items is severely restricted by the Colleges, for fairly obvious reasons. To monetize enchantment, you'd need to either have a commission come through them, or come directly to you and be approved by the College - so from nobility or citizens that have served the Empire in one way or another. The sort of person who is important enough to be approved by the College and wealthy enough to afford a magical item is unlikely to want to dress as a wizard, so the 'real value' (which is an odd way to mean 'monetary value', I have to say) of the robes you've made is effectively zero.

If you want to start bringing in an income from enchantment, the simplest way would be to gift a few pieces to important figures you know and wait and hope it starts a trend.
 
I'm not voting for anything that doesn't have both of the nature options.

[X] Six Months
[*] Intrigue and Tradecraft. (locked in)
[X] Imperial Law
[X] Spells of Grey Magic
[X] The Nature of
Ulgu
[X] The Nature of Magic
[X] On the Education of Apprentices
 
[X] Six Months
[*] Intrigue and Tradecraft. (locked in)
[X] Imperial Law
[X] Spells of Grey Magic
[X] The Nature of Ulgu
[X] The Nature of Magic
[X] On the Education of Apprentices
 
[X] Six Months
[*] Intrigue and Tradecraft. (locked in)
[X] Imperial Law
[X] Spells of Grey Magic
[X] The Nature of
Ulgu
[X] The Nature of Magic
[X] On the Education of Apprentices

I like veekie's plan.
 
[X] Six Months
[X] Spells of Gray Magic
[X] The Nature of Ulgu
[X] The Nature of Magic
[X] Enchantments
[X] Runes and Runecraft

Guys, guys. Runes help with enchantment, and especially they help anchor magic, something Ulgu is terribly bad at.
 
[X] Six Months
[X] Imperial Law
[X] Spells of Grey Magic
[X] The Nature of Ulgu
[X] Enchantment
[X] On the Education of Apprentices

Good points have been made about the importance of knowing how to deal with any mini-wizards we find BEFORE it becomes an issue.
 
The sort of person who is important enough to be approved by the College and wealthy enough to afford a magical item is unlikely to want to dress as a wizard, so the 'real value' (which is an odd way to mean 'monetary value', I have to say) of the robes you've made is effectively zero.

But Wizard Chic!
 
I'm thinking 4 months is a happy median. Personally, I think 6 months is a little bit much. We'd take a bit of a rep hit, and we can always come back for more learning later.
 
Guys! Dont let Enchantment fall to the wayside! We have a talent for it.


Also our knowledge in the nature of magic is already high up (magister level) compared to Ulgu. So those who want more enchantment, please include them in your vote.
 
[X] 4 Months
[X] Spells of Grey Magic
[X] The Nature of Ulgu
[X] Searching for and Identifying Animal Familiars
 
The sale of magical items is severely restricted by the Colleges, for fairly obvious reasons.

So gifting is okay, but are there restrictions about arming men we control with items you create? We aren't exactly a normal mage, with our additional Knightly rights/duties.

Then Mathilde turns up with a griffon out of nowhere and no one is quite sure how she even got in the room. Vote Mathilde for winner of familiar-con 2484, choose a griffon.

You have a point. But if we're really going for flashy and impressive, why not go for the full thing? Why not bind a Jabberslythe dragon!
We know Asarnil. We've publish his memoirs. So we both get reaaaaaaally drunk, compliment his flying death lizard, which leads to him swearing an oath to get an eggs for us as well, after which we fly off to ransack nobly quest through mountain ranges for a dragon egg.

It's a foolproof plan, because everyone knows Elves are incredibly serious about their oaths....wait. I'm thinking of dwarves.

New plan. We do the same thing, but with one of the dwarves we met, complimenting him on his fine rocks. Then we get a boulder as a familiar.
No one ever sees it move, but whenever Mathilde turns around, it's there.

She walks into the Familiar-con, and everyone laughs. Did she really come without one of her own? One wizard laughs so hard, his eyes close, and he steps backwards, only to hit something. Concerned, as he wasn't near a wall, he turns to see an enormous rock sitting in the middle of the building. The room quiets, and people chuckle nervously at the practical joke. But after Mathilde walks to the next room, when no one is watching it, the rock is gone.

I was thinking more that there'd be some sort of synergistic bonus to having a familiar that's also the favored animal of Ranald. A flying critter would certainly beat it out in utility, especially a flying mount, but think of all the times Matty's been helped out by cats during the course of the quest. Thematic's not the right word, but if Mathilde does get a familiar, I think a cat would be fitting.

You know, that might not actually be a bad idea. Cat's are squishy, and don't have a lot of utility compared to other familiars, but if we were somehow able to conduct a priestly ritual to Ranald, we might get something a little more interesting, and thematic. A messenger of Ranald? Maybe it would give us a boost to the roll bonus, or provide minor magical aid? Knowing Ranald, it would likely also play pranks on us.

I personally favor something that is durable, useful (aids in combat, scouting, or magic, as we don't need transport without our shadow-horse), and a little more mystical and intelligent than a normal animal.
 
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A reputation as a prodigy is a nice thing to have.
Given how dangerous magic is though, a reputation for meticulous caution is also good.
Accordingly, I propose to use the whole of the next turn as well for :

[X] Nine Months
[X] Spells of Gray Magic
[X] The Nature of Ulgu
[X] The Nature of Magic
[X] Enchantments
[X] Runes and Runecraft
[X] On the Education of Apprentices
[X] Ritual Magic
[X] Power Stones and their Creation
 
[X] Six Months
[*] Intrigue and Tradecraft. (locked in)
[X] Imperial Law
[X] Spells of Grey Magic
[X] The Nature of Ulgu
[X] The Nature of Magic
[X] On the Education of Apprentices
 
Something we dont really need. Mathilde already (acording to her) have Magister level understanding on magic. It is her Ulgu which is falling behind.
I really don't think Magister level understanding of magic in enough to make the most use of our magical juice and I don't really care that much of us falling behind in Ulgu.
 
@BoneyM, a few questions, if you would be so kind.

Runes and Runecraft is listed separately from Enchantment, but (as we just saw with our own enchanting scene) the latter makes use of the former. How exactly are the two related as the Grey Order practices them? How important is the former to the study of the latter and vice versa? What are the non-enchanting applications of this topic?

What exactly are the practical obligations of a newly-graduated Mathilde where apprentices, or potential apprentices, are concerned? Realms of Sorcery says "every senior apprentice (Journeyman) and full initiate (Magister) mus investigate any rumor of untrained and/or unlicensed magic use", but obviously Mathilde has been at the head of a massive spy network for years and neither she nor her agents made a habit of actually investigating such rumors even though simple statistics means that there must have been some, and that was fine. It later says that anyone found who isn't crazy/tainted should be escorted to the nearest College property and shoved toward whatever we think is the right College for them, or trained personally, but it's not clear what the culturally appropriate choice is. Is it expected that we'd take on a located potential apprentice if we don't have one, or is there no stigma attached to passing on that? How many simultaneous apprentices are looked on as reasonable?

There are a lot of potential topics here. Obviously it's up to Mathilde what she brushes up during this period of study or this vote wouldn't be structured as it is, but has her master made any hints or recommendations as to what he thinks would be a good idea to learn (i.e. told her what he sees as her weaknesses in need of shoring up or strengths to be built on that she might impress)?

Does Mathilde already believe that she has a solid grounding in all these topics? A lot of what she already knows is largely undefined- for example, speaking Eltharin isn't listed anywhere on her character sheet but might be covered by Allies of Man's material. Can she already be expected to, say, name every large city in the Empire and its location (Empire and its Provinces), explain the basic temptations of each Chaos god and how to recognize them (Chaos and Chaos Gods), and so forth? What are the limits of this or the topics that she's utterly untrained in?

How common are familiars among the ranks of the Colleges? Realms of Sorcery is pretty vague on the topic.
 
[X] Four Months
[X] The Nature of Ulgu
[X] Enchantment
[X] Spells of Grey Magic

Seems strong enough. Builds on our fundamentals and helps get an experienced hand providing insight into our existing Enchantment work.
 
[X] Six Months
[X] Intrigue and Tradecraft. (locked in)
[X] Spells of Grey Magic
[X] Swords and Swordplay
[X] The Nature of Ulgu
[X] Enchantment
[X] Runes and Runecraft
[X] The Creation of Artificial Familiars
 
[X] Six Months
[*] Intrigue and Tradecraft. (locked in)
[X] Imperial Law
[X] Spells of Grey Magic
[X] The Nature of Ulgu
[X] Enchantment
[X] On the Education of Apprentices
 
[X] Six Months
[X] On the Education of Apprentices
[X] Imperial Law
[X] The Nature of Ulgu
[X] Spells of Grey Magic
[X] The Nature of Magic

I agree with Veekie for the most part. Six months gives us enough time to get a decent selection of classes without dragging things on for too long.

The education of apprentices is basically mandatory. We will be expected to have at least one during our career and while we could delay by sending them to the colleges it would suck if we had to do that with someone that would work well with us. It's not very useful until we need it, and when we need it we will need it without delay. Best to just get it over with.

I was originally leaning towards psychology or diplomacy but I was overlooking the fact that we will be required to make judgments based on the law of the land in our fief. It's our responsibility to know the law as a landed noble.

The rest is fairly straightforward, we recognize that there is a gap in our knowledge regarding the nature Ulgu so that one is an easy pick. Spells are always useful and this is probably the 'safest' and 'easiest' environment to learn them in. They will also be immediately useful when it comes time for the exam. The nature of magic was the only one I'm going back and forth on. For now, I'll leave it up since a strong foundation is always good and broadly applicable.
 
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