A lab a day for November

Very nice =) thank you

Day Eight: A holy mage's chapel

Holy Magic (from Realms of Power: The Divine) allows a magus to extract vis from a divine aura. How would they go about this while concealing their lab equipment? Here is one possible method.

The memorial chapel

This small side chapel in a cathedral was dedicated in memory of a former covenant autocrat, thanking the Lord for all he has provided. The covenant donated enough money to finance construction to the required high standard, and commissioned a fine screen covered with images of the creation of the world, manna from heaven during the Exodus, Jesus feeding the Five Thousand, and the new heavens and new earth from Revelation. This screen conceals from view the beautiful glassware supplied by the covenant's glassblower, which is placed in honour of St Catherine, patron saint of glassblowers. A scholar attends to pray regularly.

The scholar is, of course, a holy magus, and the donations of fine glassware enhance vis collection.

Virtues:
Superior construction (+1 safety +1 aesthetics) - required as the Cathedral itself is of top-quality construction
superior equipment (+1 general quality +2 upkeep +1 safety+1 vis extraction)
Greater Feature - screen (+2 aesthetics, + 3 Creo)
Overall size -+2,Refinement 0, General Quality +1, Upkeep +0*, Safety 0, Warping 0, Health +0, Aesthetics -3, +3 Cr +1 vis extraction. Gives a reputation of "pious mage" +2 to the owner. The upkeep would be +2 if the covenant did not have a glassblower making and "donating" the glassware.

Neat!

Day Nine: a flaming lab.

Trucido of Flambeau started with an utterly plain lab, the same as any other magus. He carefully refined it so there was space to place a cauldron, to aid with experimentation, so after a few years it was
Virtues: Greater Feature - Cauldron (+2 aesthetics, +2 Ig +1 experimentation)
Size 0, Refinement +2, General Quality +0, Upkeep 0, Safety 0, Warping +0, Health +0, Aesthetics +2, +2 Ig, +1 experimentation

He then decided to create an item that will keep the room permanently bathed in flame, but keep the flames below the level his ward against heat and flames can handle.
His item has the spell Flaming chamber - base 4 create fire doing a base damage of +5, +1 touch range +2 sun duration +2 target room for spell level 25, +4 levels for 2 uses/day and triggers at sunset/sunrise - total level 29. If the item is removed from the room, at next sunset or sunrise the lab is fire-free and any room it's been put in instead will be filled with flame, so Trucido tends to put it outside so the item has no effect if he needs to remodel the lab.

Now:
Virtues: Greater Feature - Cauldron (+2 aesthetics, +2 Ig +1 experimentation)
Afire (free supernatural flaw+1 upkeep, -3 safety, +2 warping, +2 aesthetics, +1 experimentation, +3 Ig),
Size 0, Refinement +2, General Quality +0, Upkeep +1, Safety -3, Warping +2, Health +0, Aesthetics +4, +5 Ig, +2 experimentation

Trucido curses the lack of safety. He can't really retrofit superior construction, and magic spells to extinguish flame wouldn't be productive as he would lose the benefit of being continuously afire. He spends a season refining even further, and then puts in store-cupboards made of finest firebricks, to keep his stores safe.
Virtues: Extensive Stores (+2 safety)
Greater Feature - Cauldron (+2 aesthetics, +2 Ig +1 experimentation)
Afire (free supernatural flaw+1 upkeep, -3 safety, +2 warping, +2 aesthetics, +1 experimentation, +3 Ig),
Size 0, Refinement +3, General Quality +0, Upkeep +1, Safety -1, Warping +2, Health +0, Aesthetics +4, +5 Ig, +2 experimentation

Stuff like this reminds me of how I find the laboratory warping rules as is bothersome. There aren't any published laboratory virtues and flaws that reduce warping. Warping is associated with most of the high fantasy concept laboratories, and warping is a big deal. In this lab 20% of everything developed will have altered or unintended effects.

On the plus side, laboratories with warping also get personality traits.

Big deal indeed. When our Merinita pictured is lab, which was basically a lab enchanted to become a Glamour he could modify at will, we found it would end having a Warping score of +5 or more, which made it pretty much useless.

So we are houseruling a cut of the % chance of altered effects by half. We like warped things!

Wonderful thread by the way. The Mental Lab is just wonderful. I'm thinking on using it on a rival magi: trying to make the characters think how to break into such a lab is going to be fun.

I think the warping rules were to try and fit in with the themes from the earliest days of Ars Magica, where over time all magi slowly turn into addled, senile elder wizards in a winter covenant. Young magi have dependable low level effects, elder magi have heavily personalised and warped high level effects. It's an interesting style choice, but it does mean trying to play a magus with a high fantasy lab gets annoying (multiple attempts to get the spell you want) or dangerous (why do half my new spells have bad side effects?) very quickly.

Particularly annoying for me are how the powerful elemental effects (airborne, afire, underwater) are all +2 warping, and having a lightless lab (like some subterranean labs) is +1 warping, so the Terram cult of Hedyosmos is probably warped as anything. This isn't Mage:The Ascension, where a familiar of high enough level eats paradox for you and slowly reduces your warping. To have things that reduce warping without opening avenues for utterly breaking the game by making warping and magical accidents unlikely or trivial would be a tricky balancing act.

Bringing together themes of keeping warping under control, keeping costs down and high fantasy, I bring you:

Day Ten: The mining Merinita's deal

Katerina ex Merinita has a very strong knowledge of underground Faeries, and has used Merinita mysteries to become more attractive to them. She made a deal with a Kobold king for a few of his minions to work in her lab, and for others to bring her ingredients from beneath the earth. This lab, constructed from scratch, only really took a season extra to put the stores in as she was able to make it spacious from the start, and the faerie horde sort of installs itself. The lab appears beautiful with exotic minerals from deep beneath the earth piled up in huge storecupboards. Diminutive fae rush around attending to the mistress' requirements.

Virtues:
Greater horde of kobolds/gnome/knockers who assist (+2 general quality, + 1upkeep, + creatures’ int safety, +2 aesthetics, +2 rego - the safety bonus is zero in this case, as most low might Faeries from RoP:F have Int 0)
Inexhaustible supplies (-3 upkeep, +1 warping)
Faerie Ingredients (+1 general quality,-1 upkeep,+1 warping,+1 experimentation, +1 Te)
Subterranean (+1 upkeep, -1 health, -1 aesthetics, +1 Te)
Flawless Tools (+1 upkeep, +2 Items)
Spacious (+2 safety, +1 aesthetics)
Extensive Stores (+2 safety)
Overall Size +4, Refinement 0, General Quality +3, Upkeep -1, Safety 0, Warping +2, Health -1, Aesthetics +2, +2 Re, +2 Te, +1 experimentation, +2 Items.
Personality trait: Imperious +2
She is tempted to get flawless equipment in as well to boost her general quality even higher, as this would still only increase the upkeep to +1. Any further upkeep increases could get expensive. Of course, if she can make a deal with small tool-crafting and repairing faeries (like brownies, only for fine tools and labware instead of shoeing horses or mending shoes) then she can reduce her upkeep even further while having amazing equipment. If she could do that, she'd take the time to refine the lab and add a lot of Terram equipment.

The Lab with all the faerie gifts
Virtues:
Greater horde of kobolds/gnome/knockers who assist (+2 general quality, + 1upkeep, + creatures’ int safety, +2 aesthetics, +2 rego - the safety bonus is zero in this case, as most low might Faeries from RoP:F have Int 0)
Inexhaustible supplies (-3 upkeep, +1 warping)
Faerie Ingredients (+1 general quality,-1 upkeep,+1 warping,+1 experimentation, +1 Te)
Subterranean (+1 upkeep, -1 health, -1 aesthetics, +1 Te)
Flawless Tools (-1 upkeep as maintained by faeries, +2 Items)
Flawless Equipment (+2 general quality, -1 upkeep as maintained by faeries, +2 vis extraction)
Spacious (+2 safety, +1 aesthetics)
Extensive Stores (+2 safety)
Greater Expansion (+2 general quality, +4 upkeep, +1 aesthetics, 2 points on any specialisation - Te)
Overall Size +4, Refinement +2, General Quality +7, Upkeep 0, Safety 0, Warping +2, Health -1, Aesthetics +3, +2 Re, +4 Te, +1 experimentation, +2 Items, +2 vis extraction

(I was trying to think how "inexhaustible supplies" would be achieved, and a faerie deal was the obvious solution. Of course, the faerie would slip "faerie ingredients" in with it, making upkeep even less and warping even worse. I'm not sure how you'd have Magic realm "inexhaustible supplies" unless you were sat right next to a magical source of Creo magic - in which case you get the Vis Source virtue with the attendant increase in warping.)

I just wanted to say, these are really good! You are appreciated!

bob

It does seem to me that dealing with Warping in the Lab should be pretty easy. Some sort of Perdo Vim or Rego Vim magic item should do the trick. Some sort of magical "undo" item to negate the days progress if it went wrong perhaps? You are allowed a couple of "missed" days, after all.

I’m not sure how raw intends warping to be managed - adding a new magical effect to control warping might be light adding more radiation to control radiation.
Is there a book ref which assists?

Catching up on the weekend: three days of labs on the theme of poverty.
The box on page 140 of Covenants recommends an upkeep of -2 for labs in a covenant with minor poverty as a hook, and -5 for covenants with major poverty as a hook. Bearing this in mind, what do poor covenant labs look like? I've never played in one, as every saga I've played in has had at least normal wealth, and most more. During play magi seem to develop money-making schemes if they desire anything even slightly expensive. Let's consider what a poor covenant (maybe a young spring covenant, or a winter one that has tragically lost its income) would do.
There are eleven non-supernatural flaws to reduce upkeep:
Free: Decaying, Inferior Equipment, Inferior Tools, Lousy ingredients, Missing ingredients*,
Minor flaws: defective heating, defective lighting, missing equipment*, undecorated
Major flaws: Elementary (-3 upkeep), Hovel (-2 upkeep)
*indicates may be taken more than once.
Most of these flaws reduce general quality, except Inferior tools, missing ingredients, missing equipment, and undecorated, so magi that aren't focussed on one particular Technique/Form combination would prefer these.

Day 11: Simon ex Bjornaer
Simon lives in an island covenant that recently had its fishing fleet destroyed by an evil group of titan-worshippers who tried to summon a monster from the depths of the sea. Lack of funds is forcing flaws upon his basic lab, and he is considering what equipment to discard. The first time this occurs, he sells off the wall hangings and lets the paintwork fade - his lab is now undecorated (-1 upkeep, -1 aesthetics, -1 from any specialisation of 2 or more). A while later, he decides that as a Bjornaer he doesn't need any equipment for a familiar, and he isn't keep on experimentation so he allows that equipment to go unmaintained - missing equipment (-1 aesthetics)

He now has two spaces free, causing the empty flaw (-1 health in this case). He will have to try and install a cheap virtue, like a minor feature, as soon as money is available.
size 0 (-2 occupied), refinement 0, general quality 0, upkeep -2, safety 0, warping 0, health -1, aesthetics -1, can't do familiars or experimentation.

His lab appears as a lab with blank spaces on the wall where there was once tapestry and big gaps on the benches where equipment has been removed. He gains a reputation of "pauper mage 1" amongst his peers.

Day 12: Verulamius ex Bonisagus
Verulamius has been offered a place at a spring covenant near a site of Roman ruins, so Verulamius was excited by the chance to study. This new covenant is being built from scratch, but will only have a small income from agriculture. He has been allocated a budget of two and a half pounds of silver to build his lab, and has been told he can only afford a half-pound towards maintenance.
He considers borrowing a casting tablet for the Laboratory of Hermes and using vis - but if he had the vis spare, he would be better off trying to sell his vis for cash so he could afford superior construction and keep a decade's maintenance money in reserve.
He decides to create a spacious lab, largely filled as normal but undecorated and equipped with tools that are cheap and he can get a local blacksmith to fix:
Virtues: spacious (+2 safety +1 aesthetics)
Flaws: inferior tools (-1 upkeep, -1 safety), undecorated (-1upkeep, -1 aesthetics, -1 from any specialisation with a score of 2 or more)
size 1 (0 occupied), refinement 0, general quality 0, upkeep -2, safety +1, warping , health , aesthetics 0, 1 from any specialisation with a score of 2 or more

EDIT: removing a typo

Before doing today's lab for a poverty-stricken covenant, let's look at the Missing Ingredients free outfittings flaw.

The example given is a lab with no silver has difficulty with Terram and Vim. The guideline is for one technique or two forms. Here are a few ideas of defective ingredients:
No astronomical charts - Intellego - this lab is terrible for astronomical study, and the magus has to go outside and look up to try and draw a horoscope.
Lack of alchemical reagents - Muto - changing things in the lab is a core alchemical function.
No medicinal herbs - either animal and corpus (living bodies) OR corpus and mentem (human health) - without access to an apothecary, studying living things and their health is tricky
No fresh living specimens -herbam and animal - if all specimens are old and preserved rather than fresh or living (as may occur with a lab in a desert or a long way from a market) study of plants and animals suffers
No liquids or solvents - aquam and terram - obviously aquam suffers without liquids, but with no solvents you can't study the boundary between aquam and terram.
No sulphur or lamp oil - ignem and imaginem - the fires and light from sulphur and lamp oil are important for ignem, but also the strong smell of sulphur and the bright lights are important for imaginem.
Nothing aromatic - auram and imaginem - if there are no perfumes, incenses or even particularly fresh herbs, it is hard to study the movement of air within a room and imaginem loses one of its five senses.

Day 13: Solens ex Flambeau

Solens has a place in a rundown house in a poverty-stricken covenant. He took the cellar, excavated it out to make more of a pit and free up plenty of space, and made use of it to further his studies of Perdo.

Virtue: Major Feature (Pit) +2 aesthetics, +3 Pe
spacious (+2 safety, +1 aesthetics)
Flaws: decaying (-1 general quality, -1 upkeep, -1 safety, -1 aesthetics, +2Pe)
defective lighting (-1 general quality, -1 upkeep, -1 safety, -1 aesthetics)
missing ingredients (affects muto)
hovel (-1 general quality, -2 upkeep, -2 safety, -3 health, -4 aesthetics).

Appearance: a forboding set of steps down into a pit, with slightly crumbling brick walls, lit by a solitary candle.
size 0 , refinement 0, general quality -3, upkeep -5, safety -2, warping 0, health -3, aesthetics -3, Pe+5. Solens gains a negative reputation of "Pit Dweller 2" from his horrific dwelling.
His lack of alchemical reagents sorely punishes any attempt to study Muto, but Solens will wait until the covenant has an income before trying to fix the flaws.

Day Fourteen: Oswald ex Bonisagus

Oswald is a very cautious man, who joined a Winter covenant and insisted on spending some of its precious money on constructing a suitably safe lab with which to do his research. The quality of all the equipment became quite expensive, so he has looked at reducing the upkeep a little or maybe using magic to enhance the safety even more. He has managed to persuade the covenant to allocate him a moderately intelligent (Int +2) servant.
Virtues:
dedicated building (+1 upkeep, +1 aesthetics, +1 Re)
well insulated (+1 safety, +1 aesthetics)
spacious (+2 safety, +1 aesthetics)
extensive stores (+2 safety)
servant (+1/2 Int safety, +1 aesthetics, +1 Me)
superior equipment (+1 general quality, +2 upkeep, +1 safety, +1 vis extraction)
superior tools (+1 upkeep, +1 safety, +1 Items)
size +3 , refinement 0, general quality +1, upkeep +4, safety +5, warping 0, health 0, aesthetics +4, Re +1, Me +1, vis extraction +1, Items +1.
Oswald gains a reputation of "well-equipped researcher 2" amongst magi.

He has tried the following item to reduce costs, but it added warping so he gave it to one of his sodales.
The Alchemist's glove contains the power Glass of flexibility - MuTe 20 (base 4 change dirt so that it is highly unnatural +1 affects glass +1 touch + 2 Sun) the touched piece of glass becomes slightly flexible, loses all brittleness and becomes tougher. Such glassware is almost unbreakable, saving on cost and adding to safety. This item was enchanted for 24 uses a day so is level 25. The effect on a lab it is installed in is -1 upkeep, +1 warping, +1 safety.

Oswald persuaded a flambeau to try and make fire extinguishing equipment for their labs. His covenant member made two lesser items
Point fire extinguisher - A basalt wand to extinguish an ordinary fire at will PeIg10 (Base 4 extinguish a fire +2 voice) with +10 for unlimited uses – total 20 - gives +1 safety
Area fire extinguisher - A glove that puts out all flames in a room - PeIg15 (Base 4 +1 touch +2 room) with 24 uses/day total 20 - gives +1 safety.

(Design notes - the extinguishers follow the rule in covenants that 20 levels of item can give 1 point to a lab's attributes. The Alchemist's glove is more of a personal rating that glassware that doesn't break easily should affect upkeep and safety, but as it offers two big effects for a moderate level there should be a little warping to compensate)

Day Fifteen: Desdovarius ex Merinita
Des (as his sodales often refer to him as) is a Hibernian Merinita obsessed with cattle. He is very skilled at Animal, and is intent on increasing the covenant's wealth through the only way that matters to an Irish man - more cattle, and better cattle.
He has had a large stone cattle shed constructed to allow him to continue his studies. This building could be confused for a cattle shed, as it has large doors for animals to enter, a large supply of hay and a constant smell of cow manure. Those who know of Desdovarius' inclinations will recognise this as far too fine a building for mundane cattle, and clearly Desdovarius' lab. On the inside is a large Hermetic lab, staffed by a cowherd at all times. He has refined it slightly to fit in a larger cattle pen.

Virtues:
Greater Feature (cattle pen - +2 Aesthetics +3 animal)
specimens (+1 upkeep +1 aesthetics +1 An)
menagerie minor virtue (+1 upkeep, -1 safety, -1 aesthetics, +2 An)
Spacious (+2 safety +1 aesthetics)
Dedicated building (+1 upkeep +1 aesthetics +1 Re)
Superior construction (+1 safety +1 Aesthetics)
Servant (+1 safety +1 aesthetics +1 Me)
size +4 , refinement +1, general quality 0, upkeep +3, safety 0, warping 0, health 0, aesthetics +6, Re +1, Me +1, Animal +6
Desdovarius gets a reputation of "cattle-obsessed 3" amongst Hermetic magi for this lab.

Day Sixteen: A magic quarry

If you were wondering how the magic tower for Turris Volans on day one was enchanted, read on. The covenant that built it had a secondary income providing blocks of dressed stones (ashlar) for construction, and used the quarried material to build its own fortifications. The discovery of a source of Terram vis and the magical aura around it led to an opportunity for the covenant's Verditius to make a lab for enchanting buildings of a moderate size. Similar to the Hermetic shipyard in Hermetic Projects it is a large lab, but has the advantage of being drier than a shipyard. It does suffer the warping disadvantage of the vis source, leading to the occasional deranged enchantment. Such damaged goods are sold cheaply to Mad Hugh of Tytalus, who herds intelligent objects in a remote valley. The lab differs from the Hermetic shipyard by being fully outside rather than just exposed.
The size was chosen to be 50 feet by 50 feet - allowing a 30 foot across tower with at least 10 feet of clearance on each side for work - this is 2500 feet, or size +7

Virtues
Natural Environment (+2 aesthetics, +3 Te)
Spacious (+2 safety, +1 aesthetics)
Empty x 2 (-2 aesthetics, -2 health)
Outdoors (-1 General Quality, +2 Upkeep, -1 safety, -2 Health, -3 Aesthetics)
Vis Source (-1 safety, +1 Warping, +2 Te)
size +7 (occupied 2) , refinement 0, general quality -1, upkeep +2, safety -7, warping +1, health -4, aesthetics -2, +5 Te
As initially constructed, this is a deathtrap of a lab. It needs a lot of help, so the covenant got an intelligent stonemason to act as an assistant (servant virtue) and invested in expensive tools, and paid for some expensive store cupboards. The crane installed to lift blocks into place is an impressive mechanism. A horse-powered wheel helps the crane move everything up.
added virtues:
Superior Tools (+1 upkeep, +1 safety, +1 items)
Extensive stores (+2 safety)
Greater Feature - Mechanism(crane) (+2 aesthetics, +3 Re)
Greater Feature - Wheel (+2 aesthetics,+3 Items)
Servant (+1 aesthetics, +2 safety, +1 Me)
size +7 (occupied 7) , refinement 0, general quality -1, upkeep +3, safety -2, warping +1, health -2, aesthetics +5, +5 Te,+3 Re, +4 Items, +1 Me.
The lab has a personality trait of "Unyielding +1" and gives a reputation of "enchanter of buildings 2" to the owner. It is still a little unsafe, and could do with some of the enchantments from the Great Tower section of Hermetic Projects to make it a little safer and even more focussed on Re and Te. The current +11 for putting ReTe effects in items is a handy boost to making moving stone buildings.

Day Seventeen: The Rhinefalls

Looking at the major guardian virtue, it's clear that a highly intelligent guardian is a major asset. There are two very intelligent magic creatures of high might in Realms of Power: Magic - Polymathes the dragon, who is likely to keep magi hostage to copy books, and the spirit of the Rhinefalls (on p112).
The Rhinefalls are a focal point of the Rhine, which is the geographical feature that gives its name to the Rhine Tribunal and features as a saga idea in Guardians of the Forest. It is possible that a magus would want to free the power of the Rhine, destroying dams and settlements downstream. What would a partnership between them and the spirit of the Rhinefalls give?

In the Rhinefalls there is a regio, whose innermost level hosts the spirit that is the genius locus. This spirit has made an agreement with an aquam magus to let it study the waterfall in order to devise spells to cause surges down the stream and to remove humanity's hold over the river.
Virtues:
natural environment (+2aesthetics, 3 Aq)
greater guardian (+5 safety, +1 warping, +1 aesthetics, +3 Aq)
Flaws:
Outdoors (-1 general quality, +2 upkeep, -1 safety, -2 health, -3 aesthetics)
size +2 , refinement 0, general quality -1, upkeep +2, safety +3, warping +1, health -2, aesthetics -1, +6Aq

This is just from basic construction. Given two seasons to make the waterfall a major feature (and remembering that outdoor labs can expand their size freely), we add:
Greater Feature (running water) (+2 aesthetics, +3 Aq)
size +4 , refinement 0, general quality -1, upkeep +2, safety +1, warping +1, health -2, aesthetics +1, +9Aq.

Day Eighteen: The imposing lab

Numinatus of Bonisagus has decided that it is easier to gain a strong reputation through having a very grand lab than from the activities you perform within it, so he has ensured his covenant is well-off financially and had them construct a building especially for him, with a guarded gateway, a studio to show off his collection of realia, a palatial lab with a gallery for visitors, and suitably comfortable living quarters upstairs.

Initially:
Spacious (+2 safety +1 aesthetics)
Dedicated building (+1 upkeep, + 1 aesthetics, +1 Re)
Defenses (+1 aesthetics)
Grand entrance (+2 aesthetics)
Superior construction (+1 safety, + 1 aesthetics)
Studio (+1 aesthetics for a small collection)
Empty as 3 points of space unfilled (-1 aesthetics, -1 health)
Guard (+1 aesthetics)
size +4 , refinement 0, general quality 0, upkeep +1, safety 0, warping 0, health -1, aesthetics +7, +1 Re. This is from the two seasons of initial setup after the building was constructed.

He then proceeds to install a gallery and have the interior richly painted. He also purchases magical items to heat and light the space elegantly. He also has a servant assigned to help with the lab.
Gallery (+1 safety, +1 aesthetics, +1 teaching).
superior decoration (+1 upkeep, +2 aesthetics +1 Im)
magical superior lighting (+1 aesthetics, +1 Texts, +1 Im)
magic superior heating (+1 health, +1 aesthetics, +1 Ig)
servant (+1 safety, + 1 aesthetics, + 1 Me)
empty now removed.
size +4(3 occupied) , refinement 0, general quality 0, upkeep +2, safety+2, warping 0, health +1, aesthetics +14, +1 Re, +1 Ig, +2 Im, +1 Me, +1 texts, +1 teaching. This is from two extra seasons' work.

He refines it slightly, and now he makes the lab truly sumptuous. He has finally filled the space
Palatial (+1 general quality, +3 upkeep, +2 health, +4 aesthetics, +2 teaching, 1 point other specialisation - Rego)
size +4(4 occupied) , refinement +1, general quality +1, upkeep +5, safety+2, warping 0, health +1, aesthetics +18, +2 Re, +1 Ig, +2 Im, +1 Me, +1 texts, +3 teaching. This now totals seven seasons spent on it.

This wonderful and rich lab only provides a reputation of 5 (grandiose magus). He would like to have a large guard regiment at the gate, but the covenant will only allow him one more shield grog on guard, arguing no-one needs more than two uniformed guards at their door. He therefore has to refine his lab even more to install a huge statue as a feature
Greater feature (statue (+2 aesthetics, +3 Re)
size +4(4 occupied) , refinement +3, general quality +1, upkeep +5, safety+2, warping 0, health +1, aesthetics +21, +5 Re, +1 Ig, +2 Im, +1 Me, +1 texts, +3 teaching. This now totals eleven seasons spent on it.

Final result:
Virtues: Spacious, Dedicated building, Defenses, Grand entrance, Superior construction, Studio, Guard x 2, Gallery, superior decoration, magical superior lighting, magic superior heating, servant, Palatial, Greater feature
size +4(4 occupied) , refinement +3, general quality +1, upkeep +5, safety+2, warping 0, health +1, aesthetics +21, +5 Re, +1 Ig, +2 Im, +1 Me, +1 texts, +3 teaching. Grants a reputation of 6 (grandiose magus).

One day, he will collect more in his studio and have even more guards. One day.

Day Nineteen: the communal teaching lab

Seeing as the General Quality paragraph on p110 of Covenants says "This Characteristic has no effect on teaching or the scribing of texts", you can go crazy on things that reduce General Quality while still having a dedicated teaching lab. For a covenant where multiple magi are about to start training an apprentice, this can be a worthwhile investment, especially if you keep costs down. This example is to use a spare standard-sized lab space.
First season: install an Elementary lab that can only do Teaching (-2 general quality, -3 upkeep).
Second and Third seasons: Install a major feature to enhance Teaching - a Throne will do nicely (+2 aesthetics, +3 Teaching)

Overall size 0 , refinement 0, general quality -2, upkeep -3, safety 0, warping 0, health 0, aesthetics +2, +3 Teaching. This lab provides the full +3 Teaching bonus, only cost 1.67 Mythic Pounds to construct and 1/3 of a Mythic pound upkeep, so the only real expense to the covenant is three seasons of time to set up - perhaps a worthwhile investment of covenant service?