Covenant development discussions

Well we don't have light, heating, source of income... Aegis this high is probably over the top and far away in term of priority.

But still I don't see a lot of us able to learn a lvl 40 Day of communion.

I'm up for doing something else with those lab levels, but I'll have to know what you guys want.

I'm not a big fan of most of the core spells, so I'm not too worried. Wizards' Communion is one of the good ones. And since it looks like Day of Communion/Wizards' Vigil will be allowed, that's also a good one. Beyond those, I probably won't care much at all. Is there something that looks generally useful that you might specifically want for your magus? If so, I'd grab that. That's what I did. I chose a few spells I thought almost everyone might like at some point and that my character would would specifically benefit from.

Maybe this one ? The fact is with Callen's character being exceptionally good at spontaneous magic, I don't see a lot of low level spells being useful.

PURIFICATION OF THE FESTERING WOUNDS
CR CO 20

R: Touch, D: Moon, T: Individual

The target gains a +9 bonus to Recovery rolls to recover from injuries or diseases, as long as he has been under the influence of this spell for the whole of the recovery interval. The recovery interval is counted from the time that the spell is cast; any previous time is ignored.

(Base level 4, +1 Touch, +3 Moon, +0 Individual )

But will his character be involved in all the stories? What will the other magi do when they are out investigating something away from the covenant?

Die cursing his name for not coming :wink:

I have that issue with magi in general quite a bit. Most the typical level-10 and lower stuff I might take or level-15 or 20 and lower in specialty areas I'm better off doing spontaneously with any magus I make. Having Life-Linked Spontaneous Magic does let me push that noticeably higher, though.

I guess it's a good thing I made a maga who is more about going out and getting stuff done than holing up in a lab forever.

There is also the reverse situation. What if a spell is needed while she is away? :wink:

Oh, sure. I just meant they won't curse her so much for not coming along. :slight_smile:

We’ll curse her for being away easy reciprocal.
On a serious note I get your point. Each magus has to be at least a bit self reliant.

:stuck_out_tongue:

Yes, in most regards you cannot 100% rely on a single magus. Let's say you have a great healer. What happens when it's the healer who is seriously injured?

There is also the fact that relying on spontaneous magic for day-to-day stuff isn't wise. Spontaneous casting always uses a stress die, with the associated risk of botching. A single botch itself isn't too dangerous, but it comes with a point of Warping.

That's also why teleportation spells are so strong, and why I get them on everyone of my more advanced magus If you get in these situation where you can't deal with the situation by yourself, at least you've got a reset button and can get some help with more specialized magus.

Healing isn't easy, having binding wound, endurance of the berserkers, a recovery bonus is something every magus could have, but when a magus is really injured and you need a massive ritual like an incantation of the body make whole you'd better fetch a specialist in the tribunal. You're maybe even better off maintaining endurance while the specialist heals himself.

Anyway, I believe in the long run every magus should be able to fill most of these categories (I'm quoting from an old thread I kept for reference) :

  1. Attack spell (does not need to be very big)
  2. Defense spell (a wall is always useful, bu generally higher level. A pile of mud or similar can also work here. Invisibility doubles as a defense and utility spell, and rise of the feathery body as well)
  3. Recovery spells (bind wound, recovery bonus) 4. Economy spell (something that can give you money or savings, like one to chop wood easily, create fires without fuel...)
  4. Comfort spells (cloak of duck feathers, warmth spell)
  5. Covenant spells (regulate temperature, manage fires, manage waste, repairs)
  6. Magic investigation spells and vis management (detect aura, find vis, gather essence of the beast, detect supernatural creatures)
  7. Social spells (PeMe goes a long way here)
  8. Utility spells (unseen porter, rock of viscid clay, conjure whatever, move around spell....)

I've seen you added library, I'll drop some spells and add some enchantment, i'll post when I'm decided.

I've added the library section in the Covenant Description topic. I've tried to transfer the choices made here, but I may have missed a few things. Let me know if I did.

I'm simplifying things somewhat for the library picks. Each one of you get a L20 summa with basic infusion, as well as 1 season of copying down by yourself. That season can be lab texts, tractatus or a summa (no infusion).

Well, Alis can manage all that right now, so I'm in good shape. Not that there isn't room for improvement. That is why I like Life-Linked Spontaneous Magic so much.

I've updated the House Rule on books, hopefully making it clearer.

That matches what I selected, so I'm all set.

Emericus is doing a careful copy of an Auram lvl 20 an infusing it with how ever much vis he can afford and still transport the book.

He is also doing a Magic Lore summa lvl 5 and I think Finesse summa lvl5. Both careful.

I drop these spells :

  • Gift of the bear's fortitude MuCo 25
  • Summoning the distant Image InIm 25
  • Whisper through the Black gate InCo(Me) 15

And take those lab text for enchantment instead :

  • Wand of Crystal dart
    R: Voice, D: Momentary, T: Individual
    Pen +42
    Mu(Re)Te 36
    A 10-inch crystal dart rises from the ground at your feet, floats into the air, and speeds off like an arrow at a target that is within Voice range. It does +10 damage, and always hits its target, although it must penetrate Magic Resistance to have any real effect.
    (Base level 3, +2 Voice, +0 Momentary, +0 Individual , +1 Rego requisite +21 Lvl penetration +5 24 uses a day)

  • Fan of spring breezes CrAu 9
    the effect is as Core rulebook p 125
    (base 1, +1 touch, +2 sun, +1 unnatural(works indoor),+1lvl 2uses per day, +3lvl environmental trigger)

  • Actual Lamp without flame CrIg 20
    Same effet as Lamp without flame from core rulebook p 136
    (base 4, +1 touch, +1 concentration, +5 lvl item maintains concentration, +5 lvl 24 uses per day)

And I'm all set too.