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We paid literally nothing to make our Item. Even if you throw in a couple of gold for the physical materials the expense is negligible. As to time, apprenticeships last years. Making suitable Items would take a month or two. And they would likely be reusable.

While true that is more a reason for them to have even better stuff, not to have none at all.

Also I feel you are vastly underselling its value. While simple relative to other spells its absolute effectiveness is still quite high. It grants the equivalent of chain armour over your entire body. It armour your eyelids. As to journeymen casting it themselves, ideally yes. Practically, not so much. If you are riding through a forest and someone drops an arrow on your skull you don't have time to cast. If a mugger sneaks up to you on the street and puts a knife through your kidney you don't have time to cast.

1) Wizards are, as a general rule, extremely busy; you might recall Mathilde spending near eight years without having time to work on her enchantment skill once.
2) Enchanters are a very small minority among wizards.
3) Skilled enchanters have absolutely no time or interest in churning out dozens of identical items, outside of very specific circumstances like those that lead to the creation of the Doomfire Rings.
4) Items more potent than the Aethyric Armour robes are also more difficult, more time-consuming, and more expensive.
5) If a Journeyman needs to be loaded down with magical items just to survive they're not worthy of becoming Magister and should remain an Apprentice in Perpituity.
6) If a Journeyman was loaded down with magical items, it would make them an enormous target for every ambitious mugger and brigand in the Empire.

These are the main reasons for the way things are, given as a courtesy. It is not an invitation for further debate.

Please consider the contradiction of you saying that the Colleges sell magic Items and because of that the Items we make have no sell value.

I am not asking about the viability of personally going out and selling bootleg Runefangs off the back of a cart. I am asking what someone eligible and interested in buying magic Items would be looking to pay for clothing Enchanted with Aethyric Armour.

Sales are not common enough for there to be established prices, so because there is no arranged buyer there can be no price for the robes. I have explained the way enchantment can be monetized: you signal willingness to the College, spread awareness of your work, and await commissions, and the price for that commission will be arranged as it is made. These commissions would be a profitable use of your time but come about infrequently, and the cost would be based on more factors than just the item being requested: it would also depend on the buyer's wealth, their standing in the Empire, their reputation, and whether they are paying entirely in cash or partly or even entirely in favours.

Or to put it another way: I am deliberately not giving a pricetag. It would be entirely arbitrary, it would give people the wrong idea about the nature of enchantment as a potential money-maker, and I really don't want to see someone working out a plan for an aethyric armour assembly line and multiplying throughput by the pricetag to arrive at an entirely fictitious 'profit'.
 
Once we pass our test I propose that our first bit of research is the Snake Juice, because at the very least it would be able to act as fuel for our future experiments.
 
Hi, all! Awesome quest, and I'm interested in seeing where it goes from here.

[X]Four Months
[X] Spells of Grey Magic
[X] The Nature of Ulgu
[X] Enchantment

Voting for the four-month plan because I'd prefer to reflect well on Magister Regimand's teaching.
 
I'm a bit disappointed that nobody else voted for swords and swordplay.

Our Ulgu-lightsabers are an important part of our martial abilities, in terms of enhancing our dueling prowess I would think they'd be just after "Spells of Grey Magic" as good to develop further.
 
I'm a bit disappointed that nobody else voted for swords and swordplay.

Our Ulgu-lightsabers are an important part of our martial abilities, in terms of enhancing our dueling prowess I would think they'd be just after "Spells of Grey Magic" as good to develop further.
I'd be surprised if with our training and 22 effective Martial with a Greatsword we're not already in the top 20% (10%?) of Grey Wizards (who aren't Battle Wizards). I've no more desire to buff sword fighting.
 
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Is there a cite for that because I can't find that anywhere

Shouldn't be, it definitely doesn't stack with itself.

I'd be surprised if with our training and 22 effective Martial with a Greatsword we're not already in the top 20% (10%?) of Grey Wizards (who aren't Battle Wizards). I've no more desire to buff sword fighting.

Top 10% of non-Battle Wizards, easily. Sword skills are common but it's usually intermixed with spells, and you don't need that much skill to stab a man who can't see you, or has forgotten you exist.
 
Shouldn't be, it definitely doesn't stack with itself.



Top 10% of non-Battle Wizards, easily. Sword skills are common but it's usually intermixed with spells, and you don't need that much skill to stab a man who can't see you, or has forgotten you exist.

Enchanting for the purpose of amplification is a think though right? For example could we forge a great sword that when empowered ignores armor?
 
Enchanting for the purpose of amplification is a think though right? For example could we forge a great sword that when empowered ignores armor?
We can only enchant spells we could cast.
EDIT- that said, I think mindrazor does this, and if we just need AP there's shadow knives.
 
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I'm assuming that we can't get the mastery when we're wearing an enchanted item; because we haven't been casting the spell. Which means my thought about how using enchanted items can slow our future development was right.
Only if you think future development is supposed to consist of grinding out masteries, which is very much not the case.
 
Hopefully at some point we'll be able to get into more freeform spell research and enchantment design. There are a lot of things that are conceptually aligned with the Grey Wind but aren't on the formalized spell list. Now, obviously the spell list is the spell list for a reason- most of what's on there is handed down right from Teclis, used and tested and refined as safe and effective by generations of masters. But it is not the limit of what is.

Starting with existing spells to work off, coming up with variants or spells that take inspiration from them is an obvious next step. Maybe we want a Mindhole that makes someone forget a chosen topic, instead of us. A Pall of Darkness that travels with a target as they move instead of being something they can run out of. A Shroud of Invisibility that we put on an object or ally instead of ourselves. Smoke and Mirrors allows for repeated teleportation frequently over a short while; maybe we could come up with a less difficult spell that teleports only once. Maybe we can build something based off Okkam's Mindrazor into a single pistol so that it shoots illusory mind-shredding bullets, rather than enchanting something to simply cast a spell that would conjure up a whole squad's worth of illusory weapons.

And after that, when we are beyond mere impressiveness and into true nonsense, start making up spells that fit with the themes of Grey Magic but aren't built off anything on the list at all. Say a lie and have anyone who fails their will save believe it's true for a few hours. Make an illusory copy of ourselves who autonomously acts as though they're real for a few minutes. Conjure up a shadow attack monster- or squad of shadow troops.

None of this is immediately possible, of course- certainly not anything based off Battle Magic which is far beyond us at the moment. But this quest moves pretty quickly and what is hopelessly out of our reach right now might well look much more reasonable in May or June. At that point, we might even be able to do some of this without blowing ourselves up!
 
I'm assuming that we can't get the mastery when we're wearing an enchanted item; because we haven't been casting the spell. Which means my thought about how using enchanted items can slow our future development was right.
Again, though, "can't miscast this spell" is already mastery worthy. Because, you know, miscasts can kill us, or worse, and they've got at least a 1/4 chance of happening whenever we roll for a spell.
 
Clarified the mechanics of the robe enchantment:
Armoured Robes: Robes enchanted with Aethyric Armour. The robe protects similarly to chainmail. It can be activated to cover the entire body with the effect for a limited time; this can only be used once before it is recharged at the next coming of dawn or dusk.

Spell creation I've gone back and forth on; I had it available early on but removed it and still aren't entirely sure where I stand on it. My current thought is that when you've achieved Magisterial rank I'll add in an option to let you make variants on existing spells.
 
Spell creation I've gone back and forth on; I had it available early on but removed it and still aren't entirely sure where I stand on it. My current thought is that when you've achieved Magisterial rank I'll add in an option to let you make variants on existing spells.
Seeing how long it took us to get to enchantment, and the fact that we've learned only 3 new Ulgu spells since the quest began, I rather doubt we'll need to worry about it that much for a bit.
 
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