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A new magical girl!
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"Great!"

Her lesson should go a bit smoother now? She can show Luna simple sewing exercises, arts and crafts, mixing, painting, so on, and just get her used to... Doing magic at every little step, just a bit.

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but the lessons do go more smoothly when they're both on the same page about what the lessons are.

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Luna has a particular knack for the awareness,

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though it is Ophelia who has the firmest hand upon integrating magic into crafts in most circumstances, practically breathing it with poise and confidence.

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Diana and Sylvia have their own parts to play, but not in this laboratory - no, they need a proper forge.

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And when they have it, well, perhaps they'll make artifacts worth the title, steeped in power.

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Clara's really only paying attention when it comes to making things that go fast, and possibly communication effects, but she brings a single-minded focus to that task that even Ophelia can't match.

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Still, overall opinion is that this is going pretty well.

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The tutoring session is only an hour and a half, anyway. Basic of basics. By the end of it, she has a magic cloth rag that will slowly clean itself, a small vial of extra lemony lemon extract, a slightly glowing rock, and a set of bands that can pass through each other, like trick rings but for real. All likely to fade quickly- The trick to weaving stuff stable is really hard, and she hasn't managed it.

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"...Damn, I really thought we had it just then.  Any tips for where it might be good to push, development-wise?  I'm not going to be mono-specced enchanting, but magic devices are both cool and useful."

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"You're going to hate this advice but you just need patience and effort. I suppose more utility spells you can use for crafts don't hurt."

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"...Yeah, how do you make spells, actually?  I'm mostly just running off of raw elemental manipulation and hope.  Or spite.  One of those things."

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"I have another appointment so this is the last question. I haven't made a new spell in centuries. They're all natural outgrowths of each other at this point. However, when I was getting entirely new spells, they were always what I needed when I needed it, or what I wanted when I wanted it. Everything is intent for a spirit bearer, in the end. Try something, want it, need it." She shrugs. "I think I'm going to confiscate your explosive goo and safely dispose of it. Wouldn't want someone getting hurt."

She extends a hand for the beaker and a cage of black marbles rushes out of her sleeve, forming around it.

"Good luck, young one. Things will work out in time, just breathe so you have that time."

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"...I actually had some plans for that, I should note.  Well.  If it's not going to spontaneously denature.  I don't want to get blown up - or worse, blow up someone else - with an artifact's failure to exist any more than you do."

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"It's going to either catch fire or explode at the least convenient possible moment. This is for your safety. Sign up again if you wish, we'll pick up where you left off... And no need to clean up, we have people for that."

Old Wardess takes the beaker and walks straight through one of the walls without seeming to disturb it once again.

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She squints at it, as if not sure whether that's as Old Wardess says, but ends up shaking her head dejectedly.

"In that case, absolutely dispose away, and I'll be back next session."

 

...She's still gonna do at least a little tidying up anyway.  It's rude to make more work for others than you have to.

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Nobody appears to rush her out of the lab room, anyway.

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Well, once she's neatened the place up a bit - honestly, this is absolutely magic practice for her and she's going to do it more often - she'll duck out and head home; she has homework to do and birthday money to break into and go shopping with.  She does ask about the general availability of the labs and supplies within at the front desk, though.

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There's a reservation system; A paper one, not an electronic one. It's a perk of membership. You have to schedule in advance and you're encouraged to clean it up yourself, if you're not having an enchanting lesson at the time.

You get your very own lab and also cash and maybe assistants if you can make something consistently useful-to-the-SA, like healing potions of any variety - or even super specific medical stuff like 'bandages that stop bleeding better' (PLEASE) or armor-quality materials or decently functional wards or something like that.

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"...Bandages that stop bleeding better.  Hmm.  I have some ideas, I think.  What constitutes 'better', for the sake of optimizing the design?  Are you looking for increases in what might be called healing factor, or something more along the lines of hemokinesis?"

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