Year 5:
I have arrived! I have, however learned to read my destination somewhat closer before setting off. I have arrived in Cunfin, and to my surprise it is a covenant which is shared with the church. I have moved from being in a luxury cell, to finding a place where monks and magi live together in something which seems to at least approximate amity. Surprised as I was, I met the local magi and found that they consider themselves somewhat of a point of meeting between the two worlds. I will be asked, in turn to make items which help healing those who are in need of it. A very happy arrangement, I am sure and the covenant is incentivised to help me with learning creo magic as it will in turn provide them with a more potent enchantment. As such I have been given a place in a lab and assured for the near future I will have access to the fine creo book.
Spring:
I have been given a forge, with, bless the monksâ care, a loom dragged in for my convenience. I shall ignore it for the time being, especially as it is in a style I usually do not prefer. I suspect I shall be tinkering with it over the next few months. However, first I shall be applying myself to the book. Since they will be demanding a season of work for me for every two I read, I had best learn as well as I can. The monks are currently giving me a wide berth, I suspect because I am a new gift among them, and they all secretly think me some sort of heretic. As such I am going to make sure that I get to see them at dinner time and try to build their tolerance of me. In the daytime, I shall read. I am none too secretly glad I will be returning to the workshop soon, as I grow a little weary of neither seeking new secrets or working at the loom. But needs must as the devil shall drive us along. Perhaps I should not use such profane metaphors here in the walls of a priory!
Read a good (quality 17, level 11) summa on creo.
Summer:
Disaster! There has been a great calamity, and it seems that I am in need of helping the covenant as best as I can. I sorely wish that I was of more use to them as a whole, but what must be must be. A terrible sickness has befallen the covenant which seems to have a magical cause. Luckily there are magi with skill in creo, since they have all partaken to some degree of the wonderful book I am reading, so healing magics have generally been available, but that is not enough on its own. Many of the monks and magi both have been lain low by this sickness, and it seems I am saved either only y my coming late or some quirk of my fae blood. Either way, it falls to myself and another new magus named Artorious to go seeking the issue. It is also apparent that the only gifted people spared the sickness are those who lack a longevity ritual.
So we went seeking the cause of the trouble, after casting something to help the sickness pass on as many of the covenant as we could. As such we began our search.
After some slightly incompetent searching and investigating, we were able to deduce the sickness was an unnatural one which had been spread to the village and then the priory by the charcoal burner.
Now, the charcoal burner of the village sat in their often unenviable position of being suspected of witchcraft, as laughable as that is when they have a wizard in their midst who is near eightscore years old, but the ways of the superstitious peasant have long been beyond my ken. But their suspicion of witchcraft, long settled upon the poor burner had made some sort of magical link of witchcraft as an idea and the home of the charcoal burner, and the magi of the covenant.
When we went to find said charcoal burner, we found that they had died of the plague which has infected the village, covenant and priory. However, in her place was a genuine witch. Well, a hedge wizard. It seems that they had some sort of grudge against the covenant and priory. They were the cause of the disease. We decided this was enough cause to end them.
I again cursed myself for my decision to delay my construction of some sort of magical support for battle, however at least with a human to compete with some of my spells were more useful. Arturious went into conflict with his sword drawn, but I managed to bind the witchâs clothes to incapacitate her. Her lack of a parma magica also meant that I tried to send the shaft of an arrow prepared for the occasion into her heart.
Just avoiding twilight, I put the arrows into her until, god help my soul, I killed her. Artorious considered that he killed her. It was a confusing time, but in the end she lay dead, and I realised that I may now be a murderer. Somehow being a murderer did not stop me going through the possessions of the witch and carrying away the vis she had hoarded. I may be a murderer, but I am also a poor murder.
I wish I could say that the death of the witch meant that the disease ended, but that was not what god intended. Instead it simply made the disease stop getting worse, and allowed the pair of us to spend the rest of the season tending to the sick, both magically and mundanely.
The monks seemed to become happier with my presence when it was bringing them health and wellbeing, surprisingly enough. Well, it seemed a penance for my murder, to tend to the sickness of monks.
Adventure:
Xp gain: parma magica 5xp, 5 xp medicine, gain 3 warping and 3 pawns of perdo and 3 pawns of creo vis from looting the corpse
Autumn:
Now people seem to be getting better, I am going to return to the book. You might have hoped that saving their covenant and villageâs life might have freed me from my promise to enchant on their behalf, but it seems that the covenant believes that a deal is a deal and technically I did not negotiate any release form duties before rushing off to save them all. Lessons learned, I suppose. However, I am going to use the time I have bartered for to the fullest. Thus I begin to read again, applying myself to the book.
Read a good (quality 17, level 11) summa on creo.
Winter:
Well, I have read a good book for two seasons, so I suppose it is time for me to make good on my promise to do some enchantment for the covenant. However, this is also a fine opportunity for me to use some of the magic I have discovered in my time with Heinrich. I am going to make some alchemical enchantments that suit the holy purpose of this holy place. I am also going to find materials which match the needs of a weaver, such that when I can work them thoroughly out I shall become famous in the order as someone who expanded the power of the order as a whole! Well, it is time to start the process of making my name, even if it is the beginning steps here. One day the whole order shall know of the work I provided and how it strengthened the order as a whole.
Since the covenant and the priory has a large medicinal garden, I am able to find a great many herbs to experiment upon.
Enchanting a charged item alchemically:
Delaying the mortal wounds
This bandage, when applied to the recipient removes all damage on their body immediately, as a spider web like glow of golden energy briefly pulses over them, and restores them, dissolving the bandage as it does. This will last for a moon duration, giving the person so treated time to get to emergency medical care.
Base 35, touch +1 moon +3 = level 55
Totals:
Creo: 9
Corpus: 5
Magic theory: 7+2+1 (specialisation)
Magic lore: 4+1 (specialisation)
Int +3
Aura +3
Experemental genius +6
Form bonus: (needs to be rolled)
Experimental bonus = simple dice +2(risk factor) =
=12.
Experimental roll
+2 for the risk factor is a side effect!
Then a roll of a 2 means the item has a minor flaw. I suggest that since I am so pained as a magus, the recipient retains one level of pain as in from the painful magic flaw? I am open to other ideas. (the 4 was the roll before)
This is an alchemical experiment, where Marcus will be using the items of:
Sage (a healing herb, literally meaning âI am wellâ) proposed +2
Birch (since it is the creo tree for verditious runes) proposed +2
Human hair (for the sympathy to humans as a whole) proposed +3
Human blood (again for a corpus sympathy) proposed +3
Self-heal (a meadow herb named for its medicinal properties) proposed +2
Pennyroyal (another healing herb) proposed +2
Spiderweb (a creo sympathy,, as it is something being created) proposed +2
Gold thread (gold is resonant to the sun, which controls health and well being. A creo resonance) proposed +1
Roll to find a magical property:
Dice + perception (2) + magic lore (4) +specialisation (1) = 7
re reading, I an not 100% sure if my risk factor is added to the minor drawback, making it a minor side effect. If so, I suggest this:
The character who has been healed is left with gold colouration on their skin wherever the sigil went to heal them for the duration of the effect.