Let's make apprentice created enchantments

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A work replacement item to dry clothes and items, or perhaps to recover spills and mistakes in an aquam lab.

PeIg level 16, but darn close. It could be made at one use per day at 15.

Use upon buildings, drawbridges, cartwheels, or other items too.

I see that we're taking particular effort to fill up the as of yet empty tech+ form combinations. Thanks.

The redcap's impenetrable costume
This woollen clothing has an effect equivalent to Doublet of Impenetrable Silk enchanted into it, and is commonly purchased by House Mercere for redcaps. This is particularly useful for redcaps who may find themselves in trouble when they are least expecting it, but still wearing clothes.
(MuAn base 4, range personal +2 sun for level 10 +4 levels always on - total MuAn 14, takes 2 pawns of vis. The Jewelry/Clothing +4 protect self shape bonus applies)

The Rhine shield grog's coat
This wool coat can reshape itself into a comfortable bedroll on the uttering of a command word. Any similarity between this item and those German Army sleeping bags that could be worn as a jacket is purely intended.
(MuAn base 2, range personal + 1 concentration +2 for 3 uses/day +5 levels item maintains concentration for level 10 - only uses 1 pawn of vis!)

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Oh my.
We're playing in the Rhine currently, so I think I'll be stealing this one :slight_smile:

and

I seem to like work replacement tools, and was recently swearing whilst gardening. Some combination could also make retrieval or burial far quicker.

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Because I didn't want a maximum number of uses and the item can reactivate itself each turn if a poison is still present, and thought it might make a handy gift depending on who your friends are.

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This is a cool thread.

I’ve dedicated a few effects around a simple task: Waking the apprentice up in the morning. Each of these are tied to Sunrise (+3), but need only function once per day, at dawn. Each of these is a Lesser Device and well within the requested level 15 for this thread. Many of these are to be enchanted to the apprentice’s sheets or pillow, some of which need only a range of Personal. Some particularly unpleasant magi may force their apprentice to design their own brutal method to wake them up at dawn.

Obviously, the more punitive effects enchanted into pillows only work if the apprentice keeps using that pillow. Most will do so—a master forcing an apprentice to design such an unpleasant wake-up call will have a doubly unpleasant punishment ready for the apprentice attempting to shirk it.

These devices can easily be assigned to troublesome covenfolk once the apprentice passes his gauntlet (or learns to wake up a few minutes before sunrise).

Greet the sun:
ReMe, final effect level 13.
At dawn, this pillow simply wakes the apprentice up by altering his mental state. The longer duration assures that he won’t simply roll over and fall back asleep. A young Tremere magus with a propensity for oversleeping designed this effect on his own initiative, fearful that his master would eventually resort to more punitive measures.
Base 4, +1 touch, +1 Diam, +3 Environmental Trigger

Carpet of morning prayers:
CrIm, final level 6.
Designed by a muslim apprentice, this carpet loudly begins reciting the call to prayer at sunrise. Christian apprentices might design a rosary instead. A bullied tytalus apprentice may cause the device to simply shriek “Wake up or your master will punish you!” for two minutes.
Base 1, +1 recognizable words, +1 Diam, +3 Environmental Trigger

The sloven’s bedsheet.
Final effect MuHe 8
One maga was fed up with her apprentice sleeping until ten of the clock and showed him the lab notes for this device. It enchants a bedsheet to grow stiff, uncomfortable, and thorny at sunrise and stays that way till sunset. The apprentice was told to either spend the current season designing his own device to wake him at sunrise each day, or spend the following season designing this exact effect.
Base 3, +2 Sun, +3 Environmental Trigger

Gentle nudge of the wearied sleeper
Final effect ReHe 7
At sunrise, this mattress lifts itself up to a 45 degree angle and dumps the sleeper onto the floor. This regulates the apprentice’s sleeping patterns and also ensures he will spend most of his nights alone in the bed, as one teenaged Jerbiton and the cook’s niece learned to their chagrin.
Base 3 (gentle sideways movement), +1 extra strength, +3 Environmental Trigger

Gown of meditation
Final effect PeCo 13
A Criamon apprentice willingly enchanted her sleeping gown with this effect. At dawn, it causes discomfort and pain for two minutes—unpleasant, but not enough to inflict a wound. The Criamon found that this not only woke her up, but forced her mind into a proper meditative state once the pains ended. Arcane experimentation caused the pain to be unpredictable: Some days she is awakened by a searing migrane, others she feels the sensation of her feet being tickled, on still others she feels arthritis setting in, sometimes she feels as If she is being stung by a swarm of bees, etc.
Base 4, +1 Touch, +1 Diam, +3 Environmental Trigger

Breakfast for the early riser
Final Effect CrAq 8
The parens of a homesick apprentice decided to take a surprisingly tender approach to awaken his young charge each day. He encouraged his apprentice to enchant a goblet he'd taken from the family home. At morning, the goblet fills with a delicious liquid cider that evaporates after two minutes. While not nourishing, the apprentice learned to enjoy waking up in the morning, as getting up early enough gave him a treat to start the day.
Base 3, +1 touch, +1 Diam, +3 Environmental Trigger

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These two effects are my favorite because of how strong the characterization of them is.

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The lantern of homecoming

This brass lantern, when lit from a flame, utilises the arcane connection between the two flames, and when the command word is uttered a small arrow suspended from the lantern will point to the original flame. If the flame is extinguished, the arcane connection will end and stop the magic working.

(InIg 1 "locate a fire" +4 Range: arcane connection +1 concentration for level 10, +5 levels for item maintains concentration for total level 15. Utilises the brass +3 Ignem shape/material bonus from HoH:MC, but you can also have the lantern having a hazel handle for +3 divination, and SG's discretion if a small arrow as a pointer counts for the +3 direction bonus from ArM5 p110)

The forge companion's aide

This hazel wand, inlaid with brass, when pointed at an item will make a number of its brass fittings glow, which the glow increasing with the item's hotness. It can be used from a safe distance to tell if a fire is hot enough to work metal, or if an item is already at annealing temperature, or even if water is close to boiling in the kitchen.

(InIg 2 "sense levels of heat" +3 range: sight, duration momentary, +10 levels unlimited uses for total level 15. Uses hazel +3 divination and brass +3 ignem. It's a thermometer that works at sight range)

The night watchman's aide

This brass amulet, when touched to a building and the user concentrates, will reveal where fires are lit. It is used to make sure that all fires that should be dampened are out and who has left candles burning. This only detects flames, so magical lightsources won't show up. Technically this counts as a scrying effect so a Verditius might complain that someone keeps scrying on his forge at night, but the covenant that built this turns a blind eye to trivial breaches of the Code that increase safety.
(InIg 2 "become aware of all fires within the target area" +1 range touch +1 duration concentration +3 target structure - total 15. As ever, brass +3 ignem is a handy bonus)

Boots of silence
These boots lined with down are useful for scouting stealthily. They are designed so the silencing effect can be dropped if the wearer needs to speak to someone or cast a spell. The effect is triggered by clicking the heels together twice rapidly, and cancelled by three rapid clicks. This is useful for scouting grogs and magi using invisibility spells who want greater stealth. A higher level effect with more uses is better and wouldn't cost more vis, but this is the apprentice-level version.
(PeIm 3 "destroy an object's ability to affect hearing", +1 range touch, +1 duration concentration, +1 changing image for level 10, +5 levels item maintains concentration for total level 15. Down has a +3 silence bonus)

Amulet against odour
This cinnamon wood amulet removes the bearer's scent, making it easier to sneak up on animals with a strong sense of smell, or making those who suffer from a Feral Scent more tolerable. One Bjornaer covenant has a lab text of this as they frequently inflict Feral Scent through their initiations.
(PeIm 3 "destroy an object's ability to affect smell",+ 1 range touch +2 duration sun for level 10, +4 levels for always on for total level 14. Cinnamon wood has a +4 imaginem bonus. While a person's visual or auditory image changes rapidly and distinctly, their odour tends to change much more slowly and subtly so I judge the +1 magnitude for changing image isn't needed)