Anulus Connectens: Andreva of Jerbiton

Here are the unique spells, I'll try and get the enchanted devices up soon
Animal Spells

Aquam Spells

Auram Spells

Corpus Spells

Herbam Spells

Ignem Spells

Mentem Spells

Creo Terram Spells

Intelego Terram Spells

Muto Terram Spells

Rego Terram Spells

Vim Spells

Here are the enchanted devices. Andreva is finished through 90 years (although I may do another post collecting all of the sponts that I wrote up in the last 26 pages, no promises). I'll just add that I'm pretty pleased with how she turned out all things considered.

The following five enchanted devices (through the Wand of Titanic Sandcastles) were created for use on the Covenant’s ship.

I did not include the statue of Peter and Patricia that she created for Bausas

and thinking more about a next period, Andreva might be a good fit for The Knights of the Green Stone. It would be interesting to have a wealthy ~120 year old maga in the role of the new initiate, because power changes personal dynamics even when it shouldn't.

If I did that, I'd need to deal with the fact that the knights teach free expression which she already has, magical memory which might be the weakest virtue in fifth edition, and vulgar alchemy which has messy rules that don't work as they should.

sigh yeah... I know just what you mean.

Errata says its Puissant Art of Memory (plus teaching in the Ability), not the Virtue Magical Memory.

Should Grace's Might be associated with a Form?
Also, is it worth re-forging the familiar bond yet?

I associated her might with Terram, that's what 2 of her 3 initial powers are associated with and she was bound with ReTe.

She has bond scores of 2,2, and 3

Their present ReTe lab score is
Re 18
Te 31
Lab quality 2
Lab Teram specialization 4
Lab Rego specialization 6
Aura 3
MT Andreva 8
Int Andreva 3
MT Grace 11
Int Grace 3

Total 89

If they did an early riser routine they could change their bond scores to 3,3,3 that might be worth it.

With further thought on Grace. I had never calculated her human characteristics. Looking at getting characteristics from human to animal on p 23 of HoH: Mystery Cults the general method is if both are positive or negative then use the greater absolute value, if not add them (intelligence is an exception and doesn't change between forms). I looked at the characteristics of a human when compared to the baseline of a horse but that got weird.

I just took Grace's deviation from a standard Destrier and used that for her human values
Int +3
Per 0
Pre +2
Com +2
Str 0
Stm +1
Dex 0
Qik 0

So having (for now) completed this big project I went back to read through it. I found that during the 60-75 period I had already had Andreva learn wind of Mundane silence, Revoke the protection of Bonisagus, and Sight of the Molting Magus.

this made two of the 76-90 seasons redundant. (although in the later period she learned higher level spells and did sight of the molting magus as a talisman enchantment rather than a spell).

To correct this mistake I'm changing those two seasons in 76-90 and instead of putting Search for the Keys to the Castle in her talisman she'll do this

I'll have made the changes to the above posts before you read this.

I didn't notice this post earlier. That's good news indeed.

We (the community here) should really get a good alternative rule set developed for Vulgar alchemy. It would make so many things easier.

Seconded