Apprentice Training Rules

by Andrew P Smith



The copyright of this article remains with the original author. Articles may be copied or distributed freely for personal non-profit use, provided that the author is properly credited.


These rules are designed to model the gradual advancement of a Hermetic apprentice, from the very basics through to Gauntlet. They expand significantly on the Training Your Apprentice section of ArM4, p101. They are fully compatible and designed to be used with ArM4 rules for teaching. Such an expansion is necessary if an apprentice character is to be played as a PC or NPC. In particular, the ArM4 rules merely state that each apprentice is guaranteed at least one season of training by the master each year, for 15 years. If one assumes that the apprentice only learns during these 15(+) seasons, then it is clear that the apprentice's repertoire of Abilities, Arts and Spells will fall woefully short of the required level after 15 years, even with the most skilled of teachers. It therefore must be assumed that the apprentice learns significantly outside of the 15 'taught' seasons, and rules for such 'extra' learning are given below.

Note that these rules are designed purely from a game mechanic perspective. They are engineered specifically so that in the average case, the apprentice's final repertoire after 15 years matches that of a typical starting magus character as per ArM4.


Seasonal Activities for the Apprentice

In game terms, there are 3 categories of seasonal activity that an apprentice character will undertake: Dedicated Teaching, Laboratory Assistance and Self-Directed Study.

Dedicated Teaching

These are the 'traditional' taught seasons, of which the apprentice must receive at least one per year, according to the Peripheral Code. The magus (master) spends the entire season giving the apprentice in-depth teaching on a particular subject. This activity occupies the master's time quite fully, so that no other seasonal activities for the magus are possible. These seasons are usually those which provide maximum benefit to the student, and those seasons which require the most dedication, patience and self-sacrifice on behalf of the master.

Teaching often takes the form of Disputatio (formal posing and answering of questions), or sometimes Lectio (formal teaching based upon a text). Other teaching, sometimes in Magic Theory, and the learning of spells, is less formal, and is done according to the 'Training' rules on p187 of ArM4. Such teaching is often practically oriented, involving demonstration by the master and repetetive practice of formulaic and spontaneous magic by the student.

Laboratory Assistance

These are the seasons in which the apprentice assists the master with some lab project, be it invention of a spell, study from vis, enchantment of an item or Familiar, or any other task which requires a Lab Total. The apprentice is usually fully occupied with his or her duties, but these duties are not always menial, and the observant and smart student will be able to pick up a modest amount merely from watching the master at work. Also, not every waking hour is spent in the lab - at least not usually! The diligent master will make a point of quizzing the student at mealtimes, interjecting questions or anecdotes during the quieter moments of the labwork, and suchlike. The master can also direct the learning of the apprentice through the nature of the tasks which the assistant is told to do. ("Now reflux the Vim vis into the cauldron, my boy, just like I showed you before, while I prepare the ingredients...") Laboratory assistance by the apprentice is of course very common, since the magus character receives a benefit to their Lab Total.

In game terms, the magus 'nominates' an area of learning for the student for each season of laboratory assistance. This area of learning can be either an Ability (most often Magic Theory, but sometimes an Affinity or other Arcane Talent) or an Art. This area of learning must be justifiably relevant to the lab project (eg. a nominated Art must be either the principal Technique or Form in the Lab Total). The apprentice character either receives a single experience point (XP) in the Ability, or a modest number of Art XP, as detailed below.

Nominated Learning in an Ability

The apprentice gets 1XP in the Ability per season. The Ability must be related to the lab project; Magic Theory is always applicable, but an Affinity, Finesse, or other Ability may be allowed with good justification and an appropriate project.

Nominated Learning in an Art

Requirements: The Art must be one of the principal components of the master's lab total, and the apprentice must have first received grounding (see below) in both the principal Technique and Form to receive benefit.

Gain: The apprentice receives a number of Art XP equal to their Int, plus one fifth (rounded down) of the master's Art score.

Modifiers: +1XP if the teacher has a positive Com, -1XP if the teacher's Com is negative, +1XP if the student's Per is positive, -1XP if the student has a negative Per.

Self-Directed Study

There are often times when a magus neither has the need for assistance in the lab, nor has time for Dedicated Teaching of the apprentice. This may commonly be when the master is engaged in studying or scribing, or away travelling (be it to Tribunal, adventuring, or whatever). Also, there may occasionally be lab projects where the master does not either require or desire any assistance. For example, if the master is obliged to create a relatively simple potion or item as covenant work, say, he or she may deem that the apprentice's time is more productively spent elsewhere. Assuming that an apprentice has access to a covenant's library, or tomes possessed by the master, the season can be spent reading by way of self-directed study. What precisely the student does may be up to the master or apprentice to decide. In some seasons, an apprentice may instead practice scribing or casting spells, or may even be allowed to do other things, such as weapon training. The amount of contact an apprentice has with the master during such a season varies considerably.

The rules for studying from tomes or for Practicing from ArM4 are used.


Grounding in Arts and Magic Theory

During the course of the apprenticeship, the student will of course learn a great deal about the Hermetic Theory of Magic, and will be instructed in the use of the 15 Arts. Clearly, the apprentice does not gain the ability to use all 15 Arts immediately, nor do the Art scores only come in the 15th year - there is a gradual progression. An assumption that one Art is introduced every year is overly simplistic, and ignores the fact that nowhere near all of the 15 seasons of Dedicated Teaching are spent with Magic Theory. Instead, the following mechanism is devised:

Initially, the apprentice has no Art scores at all, and cannot cast Hermetic Magic. Although of course it is assumed that they have the Gift, and can likely perform some limited magical feats in a manner appropriate to the latent manifestation of their Gift. Whilst learning Magic Theory, the basic principles for each Art in turn can be introduced. This is called grounding in an Art - in game terms the Art score goes from a blank to a zero, and the apprentice can thenceforth utilise that Art and accumulate Art XP in the usual fashion. Grounding must occur through actual teaching, not Self-Directed Study, though it can be of the form of either Dedicated Teaching or nominated learning during Laboratory Assistance.

Grounding in an Art costs 1XP in Magic Theory (this XP does not contribute to the Magic Theory score). Where more than one Magic Theory XP is gained in a season (ie. Dedicated Teaching), more than one Art can be grounded, but at least one of the XPs must be added directly to the Magic Theory score. Thus grounding of Arts goes hand in hand with Magic Theory advancement.

For example, a season of teaching which merits 3XP in Magic Theory can be spent as follows: 1XP in Magic Theory and grounding in 2 Arts, 2XP in Magic Theory and grounding in 1 Art, or 3XP in Magic Theory.

Obviously, the apprentice needs to be grounded in a Technique and a Form before any Hermetic Magic can be performed. For this reason, both a Technique and Form are usually grounded in the first season of Magic Theory learning where possible. The apprentice is usually grounded in intended areas of specialisation (if any) first, indeed it is possible to develop good scores in some Arts before even receiving grounding in others, though this can result in a rather unbalanced final-year apprentice / starting magus.


Commencing Apprenticeship

Apprentice Requirements:

The usual starting age for an apprentice, as detailed in ArM4, is between 8 and 17 years old. The SG may wish to impose an additional restriction, and specify that the starting age has to be at least 11-Int. The apprentice may already have Virtues and Flaws, but there should be plenty of space left free for the development of Hermetic ones. It is assumed that the potential apprentice has starting XP equal to their age, plus a score in Speak Own Language of 4. The apprentice should have maybe two or three low-level Abilities to reflect their mundane (or otherwise) life to date. Common choices are Area Lore and a background-related Skill or two. If the starting apprentice is an existing PC, they may already have 2*Age or more XPs. In this case either some of the 15 'annual' XPs gained during apprenticeship (see below) are withheld, or some of the existing XPs are eliminated, to reflect the rejection and forgetting of some mundane Skills during apprenticeship. This is necessary to ensure that the final character has the correct XP tally as a magus. Another option is to retain a greater number of pre-apprenticeship XPs, and to select the Highly Trained Virtue.

Magus Requirements:

The magus generally needs to meet no other requirement other than to have a score of 5 or more in every Art. This is necessary to ensure that the master can provide adequate grounding in all the Arts. This is not a hard and fast rule, though. Many 'first-time' masters will be initially short in two or three Arts, but will hope to make up the difference in study before grounding the student. Grounding of sorts with a score of less than 5 is still possible, but can sometimes engender Deficiencies (see below). Scores in Disputatio (and Lectio) are useful but not essential. The magus without such Abilities will likely develop them as the apprenticeship progresses. (A sensible rule would be to give +1XP in Disputatio for every season it is used.)

Learning the Basics

As Latin is the language of Hermetic Magic, it must be taught before all else. It is reasonably rare for an apprentice to already know the tongue (this would be a significant bonus). Therefore the first season of Dedicated Teaching is usually occupied with Training in Latin. Some traditions of magic (eg. Bjornaer, Merinita, Ex-Miscellanea) place a lesser emphasis on Latin and rely on a less formal mechanism of learning through Exposure. Usually one season of Dedicated Teaching suffices for the basics. Beyond that point, the apprentice gradually improves their ability by Exposure. However, since the student only has regular access to a single speaker, they only ever gain 1XP in Speak Latin per season of Exposure. Normally, it is only possible to develop a maximum Ability score of 4 through Exposure, but due to the fact that the master usually makes a point of rigorously correcting bad Latin, the student's score can continue on to 5. Such 'extra' Exposure continues at the slower rate of 1XP per annum. Obviously, the apprentice's score can never exceed the master's. Typically, then, the rate of advancement is something like:

After 1 year: score 2
After 2 years: score 3
After 3 years: score 4
After 8 years: score 5

A common priority after an apprentice gets to grips with Latin is learning Scribe Latin. The prospect of Self-Directed Study becomes more viable once the student can read! Initially, the apprentice must receive a season of Dedicated Teaching (it need not necessarily come from the master, or even from a magus), and thereafter he or she can improve their ability through Practice with a modicum of occasional guidance (Self-Directed Study). Unlike Speak Latin, which can be learnt by Exposure alone (though this is slower), the initial season of Dedicated Teaching is mandatory. This commonly takes place in the third year, the season of Dedicated Teaching in the second year usually being an introduction to Magic Theory. Practicing or being taught to scribe is usually tedious, and so the final Scribe Latin score is usually determined by the amount of such study that is enforced by the master. The final score is usually 2 or 3, a basic competance in reading and writing, but no more.

Due to the fact that Magic Theory is usually not taught in the first few seasons (Speak Latin coming first), the scope for what can be learnt during Laboratory Assistance is very limited. It is not possible to learn Magic Theory from scratch in this way, it must be introduced through Dedicated Teaching only. Hermes Lore is a common area of nominated study at this stage - the magus is conversing about the Order and its Houses around labwork. This also provides a framework around which to continue the learning of Latin; getting the apprentice to pronounce the names of Arts, Houses or Tribunals, and so on.

If an apprentice is to fail - for whatever reason - it is most likely that this will happen during the first year or two. The student realises that they must first learn the 'tedious' basics of speaking a new language, and reading and writing, and actually casting precious little magic. The potential for disillusionment is greatest here. Once the apprentice has covered the basics, and commences the Hermetic magic proper, however, they usually have the required diligence and patience for the remainder of the apprenticeship.

Intermediate Learning

The apprentice's capability with speaking, reading and scribing Latin having been established in the early years, the emphasis is now on developing Magic Theory and the Arts. Dedicated Teaching here is on mostly these two topics, as is nominated learning during Laboratory Assistance. The magus-to-be will often read during seasons of SelfDirected Study. At some point usually between 5 and 10 years, the apprentice receives a season of Dedicated Teaching in Parma Magica. The Parma Magica of the student is then effective in any Forms for which he or she has been given grounding.

Any House-specific traditions of magic are usually taught during the earlier years of this portion of apprenticeship. Abilities like Faerie Magic, or Verditius Magic are introduced, and indeed must be done so in these relatively formative early years. After the early years, the apprentice is usually too set in their ways to accept such fundamental teachings. If an apprentice experiences a change of masters after this time, and has a new master with a new magical tradition, severe or even irreconcilable difficulties can be experienced. A change within the 'standard' Houses (those which have no specific Abilities and traditions which must be ingrained: Bonisagus, Flambeau, Jerbiton, Guernicus, Tremere, Tytalus) is usually less problematic. Even so, the apprentice may find it difficult to adjust to a master with a different set of specialities.

Latter Years

At the halfway point in the apprenticeship, the majority of the Arts should have been grounded. (By year 10, most, if not all, will have been.) The apprentice should now have a moderate score in Magic Theory; 2 or 3. Somewhere in the region of 50-70 Art XPs should have been accumulated, but the student will have probably learnt precious few formulaic spells. Formulaic spells are mostly learnt during the latter half of the apprenticeship, since it is only then that the apprentice has the requisite Art scores to be capable of it. Spells are either learnt from tomes or Trained by the master. Those most difficult spells are usually Trained, but there is generally not time to receive Training in all 150 levels worth during Dedicated Teaching, on average half are learnt from tomes (which of course may be spells not known by the master). Learning in Magic Theory continues occasionally, and study of Arts are now usually restricted to chosen specialities, with the aim of being able to learn higher magnitude spells.

The last couple of years are often characterised by a 'rush' to cram in the remaining levels of spells. Only now can the most powerful of starting-magus spells possibly be learnt. In some cases, the latter years of an apprenticeship are all geared towards the potential for learning one powerful 'cornerstone' spell. For example, a highly specialised Flambeau master may push his student strongly towards being able to learn the Ball of Abysmal Flame at the culmination of the apprenticeship. The SG should be aware of any min-maxing tendencies of a PC master or apprentice at this stage. One common min-maxing trait, that of a starting magus with a complement of spells all of high level, is happily almost impossible to achieve with this system of apprentice advancement. To do so would require that the student spends a great deal of time reading or being taught in the last year or two, but this is often the time when the apprentice provides the most benefit and is utilised the most often in the lab. Indeed, the last year or two can sometimes see a period of friction between master and magus-to-be, with the master wishing the continued assistance of the student in the lab, and the apprentice wishing more time to study alone.

Readiness for Gauntlet

The master is usually able to judge pretty well when a pupil is ready for Gauntlet. Such a point is where the young magus-to-be is no longer happy to be a lab assistant, and wants to break out on his or her own. In game terms, the apprentice character should have accumulated 150 Art XP (or thereabouts), 150 spell levels (or thereabouts), and the requisite number of XP in Abilities according to age and the starting House Template. On average, such a point is reached after 15 years, but the time taken does depend on several factors: the ability of the apprentice as a student, the ability of the master as a teacher, the quality of the tomes the student has read, the generosity with which Self-Directed Study was permitted, and so on. For instance, an old and experienced magus may produce a Gauntlet-ready young magus in only 14 years, a 'first-time' master that is a poor communicator may take 16 years.

If the repertoire of Arts, spells and Abilities is found (or expected) to be either significantly above or below the required level after 15 years, there are two options. Either the length of the apprenticeship can be cut short or extended suitably to ensure that the new magus character conforms to the required level, or the length of the apprenticeship remains at 15 years, but appropriate background Virtues and Flaws are selected. Extra Arts, Extra Spells, Highly Trained and Stingy Master are all possibilities. If no such Virtue or Flaw exists, invent it!

For instance, a finishing apprentice with only 140 levels of Arts and Spells (to the nearest 10) may have a 'lesser' version of Stingy Master at a cost of only -1, instead of -2.

In general, one Virtue point is worth +10 Art XP, +10 spell levels or +7 Ability XP (or combination thereof), one Flaw point is worth -20 Art XP, -20 spell levels or -7 Ability XP (or combination thereof) - at least according to standard ArM4.

Personally, I would favour the improvement of the Extra Arts / Extra Spells Virtues so that they grant +20 Art XP / spell levels, since this would harmonise the Virtue and Flaw costs. As they stand, the Virtues are of very small benefit - consider that a magus can easily gain +20 Art XP or spell levels in a single season!

Whether an apprenticeship is extended or cut short or not may depend on the master. For instance, a magus may realise that his student will be ready for Gauntlet early, but may choose to stretch the apprenticeship to the requisite 15 years, and enjoy the greater benefit in the lab.

If the new magus is to be played as a PC, the SG may wish to normalise the character - as if it were generated as a starting magus from scratch using ArM4 - by making minor one-off modifications to make the totals of Art XP, spell levels and Ability XP exactly correct. Normally, however, this should not be necessary - a bit of leeway is acceptable and should not significantly affect 'game balance'. For example, a new magus may have 157 Art XP, but this could be (more or less) offset by only having 145 levels of spells. Likewise, an extra Ability XP or two either way is negligible.

Of course there are other considerations of roleplaying to be borne in mind when considering the readiness of an apprentice for Gauntlet. Is the pupil mature enough to enter the Order? Is the master willing to let the apprentice go? These are story concerns, as is the Gauntlet itself, and are beyond the scope of these rules.


Development of Virtues and Flaws

Virtue and Flaw slots can be gradually filled as the apprenticeship progresses, and should be complete (or mostly complete) by Gauntlet. Some of these can result from one-off incidents (eg. a serious injury or Twilight episode), others are a reflection of the gradual development of the student (eg. Driving Goal or Knack).

Affinities and Deficiences can generally be gained in two ways: either as a result of the inherent nature of the apprentice's Gift or character, or as a result of exceptional training or conditioning by the master. Quite often, an apprentice will develop similar or identical Affinities or Deficiencies to the master, as a 'lineage' of magic is preserved.

As a rule of thumb, for a master to sucessfully instill an Affinity in a student, the relevant Art must be both grounded and subsequently taught (as Dedicated Teaching) in the first 5 years of the apprenticeship. The master must either have the relevant Affinity (or similar) or must have an Art score of 15+. In some cases a master will 'discover' that their student has a particular aptitude in an unanticipated area - this is left to the hands of the SG.

As a rule of thumb, an apprentice gains a Minor Deficiency in any Art that is not grounded before the last 5 years of the apprenticeship. If any Art remains totally ungrounded (a very careless master!) that qualifies as an automatic Major Deficiency for the student. In this case, other Flaws such as Flawed Parma may additionally be appropriate. A master needs to make a special effort to avoid the apprentice duplicating their own Deficiences. Normally, the apprentice develops a similar Deficiency of the same severity. It is hard for a teacher to overcome their own shortcomings - an Art score of 10+ is required to prevent an apprentice duplicating a Minor Deficiency, and a 15+ is required to prevent duplication of a Major Deficiency. (A 10+ will suffice for duplication of a Major Deficiency as a Minor one.) Of course it is unlikely that the master will have such high scores in a Deficient Art. In this case, training by a third party is the only other option to prevent acquisition of a Deficiency. As for Affinities, of course, it is also possible for a student to be 'naturally' Deficient - as a result of background or abnormal Gift. Deficiencies can also arise from poor grounding - see below.

Virtues and Flaws which add or subtract spells or Ability/Art XP are taken as needed at the end of the apprenticeship when the totals are calculated.


Grounding with Low Art Scores

Normally an Art score of 5+ is required on the part of the master in order to provide adequate grounding. However, grounding can still be performed if the master has an Art score of 3 or 4 - but this is harder. Due to the difficulties experienced by both master and pupil, this takes twice as long to perform successfully, therefore an additional Magic Theory XP must be spent by the apprentice. (The grounding 'cost' is then 2XP, instead of the usual 1XP.) If only 1XP in Magic Theory is spent, this introduces an automatic Minor Deficiency in the student. (Note that if the apprentice would develop a Minor Deficiency in any case (see above) then the full 2XP must be spent in order to prevent a Minor Deficiency from gravitating to a Major one.) Grounding with Art scores of 2 or less is not possible - the master is simply not well-versed enough to even impart the very basics.

Where possible, a master with a low Art score will usually try to secure training in that Art for the apprentice by a third party. This can be achieved by 'loaning' out the student for a season to assist another magus in a relevant lab project. For the season's assistance, the student can receive grounding in the required Art. Note that this does not happen 'automatically' though - it requires a conscious effort on the part of the new magus to introduce and explain things as the project progresses (but there is no game penalty for this, and of course the magus still gets a Lab Total bonus equal to the student's Int).


Additional Annual XP

So far no mechanism has been introduced for the acquistion of some Abilities (such as Finesse, Penetration, Certamen and so on) which generally do not require training but are gradually picked up throughout the course of the apprenticeship as the student's ability grows. To some extent, Certamen can be trained (and typically is done by the Tremere) but is usually improved through practice. I see this as the occasional friendly duel between apprentice and master, or between fellow apprentices. Where this does not take place, the student will have a Certamen score of 0 at Gauntlet. Other Abilities (which may well not be magical) need also to be catered for, so that the character will have the correct complement of XP as as starting magus, according to House template.

After each full year of apprenticeship, 1XP is awarded in a chosen Ability. This is to reflect minor learning and practice 'in between times' during the course of the year. However, this additional XP is only awarded for years in which all 4 seasons have been spent in Dedicated Teaching, Laboratory Assistance or Self-Directed Study, and for which no other XP has come from any source outside the seasonal activities. Any experience gained from adventures, expeditions, or any non-magical activity such as weapon training cancels the additional extra 1XP. (This is necessary otherwise I suspect that PC apprentices who regularly go adventuring will end up over-experienced...)

Where an apprentice character qualifies for the extra 1XP in any given year, it can be taken in any Ability deemed appropriate by the SG. Some kind of justification is needed, eg. an apprentice who gains +1XP in Finesse may have spent his or her spare time showing off new-found magics to covenfolk (or alternatively practicing in private).

The extra 1XP can be taken in any Talent (except Concentration, see below), non-Academic Skill or Casual Knowledge. Note especially that Scribe Latin and Magic Theory are prohibited, since we have alternative mechanisms for developing these.


Other Miscellaneous Rules

Some readers may wish to consider this material as 'optional', although it is recommended.

Typical Seasonal Breakdown

This is an average-case analysis, to illustrate how these rules should deliver a properly-constructed magus after (usually) 60 seasons. A typical distribution of activities is listed, along with typical gains from these. Refer to the Standard Magus Template on p21 of ArM4.

Initial Apprentice Profile:

              Speak Own Language (+10XP)
              Other Abilities    (+ageXP)

Dedicated Teaching (15 seasons):

  1  season:  Speak Latin        (+2XP)
  1  season:  Scribe Latin       (+2XP)
  4  seasons: Magic Theory       (+12: +4XP, grounding in 8 Arts)
  4  seasons: Arts               (+50XP)
  4  seasons: Spells             (+80 levels)
  1  season:  Parma Magica       (+2XP)

Laboratory Assistance (nominated study) (30 seasons):

  15 seasons: Arts               (+60XP)
  7  seasons: Magic Theory       (+7XP)
  7  seasons: Magic Theory       (grounding in 7 Arts)
  1  season:  Hermes Lore        (+1XP)

Self-Directed Study and Other (15 seasons):

  2  seasons: Mundane Tasks      (no benefit)
  1  season:  Expedition         (Parma Magica +1XP, Hermes Lore +2XP) (*)
  2  seasons: Scribe Latin (P)   (+4XP)
  4  seasons: Spells (R/P)       (+70 levels)
  2  seasons: Magic Theory (R)   (+4XP)  ->
  4  seasons: Arts (R)           (+40XP) -> (Concentration +3XP)

Exposure:     Speak Latin        (+13XP)

Annual XP (15 seasons):          (+15XP)

(R):reading (P):practice

(*): Of course these will not always be gained from an expedition. You can substitute another 3XP, and assume that some of the annual XP is spent on Parma Magica or Hermes Lore.

This gives the following profile at Gauntlet, which equates to the Standard Magus template:

Speak Own Language 4
Speak Latin 5
Scribe Latin 3
Magic Theory 5 (plus grounding in 15 Arts)
Parma Magica 2
Hermes Lore 2
Concentration 2
Other Abilities (inc. Concentration) +3+(oldage+15)XP = +3+newageXP


Training Profiles by House

The training schedule as given above may be appropriate for the 'standard' magus, but there is of course going to be significant variation between Houses. Each 'profile' illustrates the typical composition of the 15 seasons of Dedicated Teaching. (There will usually be exactly 15 seasons, except in the case of an especially generous or stingy master.) Note that these are only suggested profiles. Also, what is learnt during the 'other' 45 seasons is going to be subject to significant variation.

(*): Note that an unGifted Mercere will likely not have the same opportunity to learn speaking or scribing Latin around the framework of regular covenant life as per a Gifted Mercere. Hence more seasons of Dedicated Teaching are required to attain the same level.


Rules Summary

STARTING APPRENTICE:

age 8-17 (min 11-Int), Speak Own Language 4, (age)XP in other Abilities

DEDICATED TEACHING:

(Training, Lectio, Disputatio) as per ArM4

LABORATORY ASSISTANCE:

Nominated Learning in Ability: +1XP

Nominated Learning in Art: +Int+(master's Art/5)XP
  (plus)                        (rounding down)
  Master's Com:  positive: +1XP,
                 negative: -1XP
  Student's Per: positive: +1XP,
                 negative: -1XP

SELF-DIRECTED STUDY:

(Reading, Practice) as per ArM4

ANNUAL XP:

(sometimes applies) +1XP in allowable Abilities

SPEAK LATIN:

+1XP per contact season upto score of 4
+1XP per year from 4 to 5 (cannot exceed master's score)

CONCENTRATION:

+1XP per every full 2 seasons of Reading

GROUNDING:

Score 5+:  spend 1XP in Magic Theory per Art
Score 3-4: spend 2XP in Magic Theory per Art, or
           spend 1XP, with automatic Minor Deficiency

AFFINITY:

Ground and teach in first 5 years, master requires Affinity or
Art of 15+

DEFICIENCY:

Ground and teach in last 5 years (Minor)
Fail to ground (Major +)
Apprentice acquires master's Deficiency, except with Art
of 10+ (Minor) or 15+ (Major)

VIRTUES/FLAWS:

1 point worth 20 spell levels, 20 Art XP, or 7 Ability XP
(with recommended modification)

LAB TOTAL BONUS:

+Int, or
+Int+Magic Theory (if Technique and Form grounded)


Exempli Gratia

Maximilian of Bonisagus reaches a suitable age and level of experience where he thinks he is ready to begin training his first apprentice. He has one or two gaps in his knowledge but hopes to cover them as the apprenticeship progresses. He has a found a boy, Alfonso, whom he believes to be suitable. The lad is a relatively young 9 years old. At the beginning of the apprenticeship Maximilian has the following profile:

Int +3    Lectio 1           Cr  7    An  5    Ig 5
Com  0    Disputatio 1       In 10    Aq  4    Im 7
          Magic Theory 6     Mu  3(*) Au  2    Me 8
          Parma Magica 4     Pe  5    Co  8    Te 6
          Hermes Lore 4      Re 12    He  2    Vi 16
          Vim Affinity 5
          (and others)       (*) Maximilian has a Muto Deficiency.

Alfonso is a bright lad with 9 starting XP in Abilities (equal to age) as well as a score in Speak Own Language of 4:

Int +3    Speak Italian 4
Per  0    Lombardy Lore 2
          Play Flute 2
          Awareness 2

Below are listed the activities undertaken during the 60 seasons of the apprenticeship, with each corresponding gain. Any gain in brackets was not the major seasonal activity. Alfonso's profile is given at 3 year intervals for comparison.

YEAR 1


Spring: DEDICATED TEACHING
        Maximilian commences the apprenticeship in the usual fashion.
        Training: Speak Latin (+2XP)
Summer: LABORATORY ASSISTANCE
        Whilst Alfonso assists with elementary tasks, Maximilian talks
        about the Order, and the boy continues to pick up Latin.
        (Hermes Lore (+1XP)) (Exposure: Speak Latin (+1XP))
Autumn: LABORATORY ASSISTANCE
        (Hermes Lore (+1XP)) (Exposure: Speak Latin (+1XP))
Winter: SELF-DIRECTED STUDY
        Maximilian is doing minor covenant labwork and doesn't need any
        help. He is fortunate enough to have an archivist at the covenant
        who can teach Alfonso how to scribe. He leaves the lad in his
        hands for the season.
        Training: Scribe Latin (+3XP) (Exposure: Speak Latin (+1XP))
Bonus XP: Alfonso gets to know a bit about the covenant's surrounds.
        (Peruzzi Lore (+1XP))

YEAR 2


Spring: SELF-DIRECTED STUDY
        Maximilian travels to another covenant's library and leaves his
        apprentice behind to practice his scribing.
        Practice: Scribe Latin (+2XP)
Summer: DEDICATED TEACHING
        Maximilian introduces the Hermetic Magic proper.
        Disputatio: Magic Theory (3)
                    Magic Theory (+1XP), Grounding: Re, Vi
        (Exposure: Speak Latin (+1XP))
Autumn: LABORATORY ASSISTANCE
        (Magic Theory (+1XP)) (Exposure: Speak Latin (+1XP))
Winter: SELF-DIRECTED STUDY
        No help in the lab is needed this season. Alfonso is left to
        study from an elementary Magic Theory tome.
        Reading: Magic Theory (+2XP)
Bonus XP: Alfonso has been playing his flute in his spare time.
        (Play Flute (+1XP))

YEAR 3


Spring: LABORATORY ASSISTANCE
        Alfonso helps as his master studies from Mentem vis.
        (Grounding: Me)
        (Exposure: Speak Latin (+1XP))
Summer: SELF-DIRECTED STUDY
        Maximilian spends the season studying from a Herbam tome, to
        enable him to ground competantly. The boy is instructed to
        write up a commentary on the elementary Magic Theory book.
        Practice: Scribe Latin (+1XP)
Autumn: DEDICATED TEACHING
        Maximilian teaches his favourite Art (having grounded it
        earlier) with his own special slant. At this point three Virtue
        points are spent to instantiate a Vim Affinity for Alfonso. As
        per the rules, he gets a starting score of 1.
        Disputatio: Vi (+6XP) (would be +13, but can only gain 3 levels)
        (Vim Affinity (+1XP))
        (Exposure: Speak Latin (+1XP))
Winter: LABORATORY ASSISTANCE
        A CrIm project.
        (Grounding: Cr)
        (Exposure: Speak Latin (+1XP))
Bonus XP: Alfonso has been experimenting with a bit of spontaneous
          magic.
        (Finesse (+1XP))

AFTER 3 YEARS:

Speak Italian 4        Cr  0    An       Ig
Lombardy Lore 2        In       Aq       Im
Play Flute 2(1)        Mu       Au       Me  0
Awareness 2            Pe       Co       Te
Speak Latin 4          Re  0    He       Vi  3
Hermes Lore 1(1)
Scribe Latin 3
Peruzzi Lore 1
Magic Theory 2(1)
Vim Affinity 1
Finesse 1

YEAR 4


Spring: SELF-DIRECTED STUDY
        Maximilian is busy writing up a scroll in readiness for the
        Bonisagus gathering at the Tribunal. Alfonso is given a Rego
        tome to peruse.
        Reading: Re (+6XP) (can only gain 3 levels)
        (Concentration (+1XP)) (has now read for 2 seasons)
Summer: OTHER
        Maximilian finishes his scroll and heads off to the Tribunal in
        a hurry, without having time to leave instructions for Alfonso.
        Being at a bit of a loose end, and tired of bookwork, the lad
        spends the summer outside with some of the covenfolk and turb.
        He spends most of his time loafing around, but one of the grogs
        takes an interest and he does a bit of (casual) weapon training.
        (Thrown Weapon (+1XP))
Autumn: DEDICATED TEACHING
        Maximilian returns from the Tribunal, slightly disconcerted at
        Alfonso's Summer activities, and decides to keep a firm eye on
        him whilst teaching.
        Disputatio: Magic Theory (3)
                    Magic Theory (+1XP), Grounding: In, Pe
        (Exposure: Speak Latin (+1XP))
Winter: LABORATORY ASSISTANCE
        A ReVi project.
        (Vim Affinity (+1XP))
Bonus XP: Due to his Summer experience, Alfonso does not qualify for a
          bonus XP this year.

YEAR 5


Spring: LABORATORY ASSISTANCE
        The ReVi project continued.
        (Vim (+6XP)) 
Summer: DEDICATED TEACHING
        Lectio: Hermes Lore (+2XP)
Autumn: SELF-DIRECTED STUDY
        Maximilian spends the season reading. Alfonso learns his first
        Formulaic spells - only of first magnitude - from a book.
        Learning Spells: InVi 5, InVi 5
Winter: LABORATORY ASSISTANCE
        Maximilian opens an item for enchantment. Although he doesn't
        require help, Alfonso assists and observes the procedure.
        (Magic Theory (+1XP))
Bonus XP: Alfonso gets to know more about the covenant's surrounds.
        (Peruzzi Lore (+1XP))
Exposure: (Exposure: Speak Latin (+1XP))

YEAR 6


Spring: LABORATORY ASSISTANCE
        A ReCo effect is instilled in the item.
        (Grounding: Co) 
Summer: LABORATORY ASSISTANCE
        An InVi effect is instilled in the item.
        (Intellego (+5XP)) 
Autumn: LABORATORY ASSISTANCE
        A ReTe effect is instilled in the item.
        (Grounding: Te)
Winter: DEDICATED TEACHING
        Training: Parma Magica (+2XP)
Bonus XP: Alfonso has been fetching materials in the lab most of the year.
        (Search (+1XP))
Exposure: (Exposure: Speak Latin (+1XP))

AFTER 6 YEARS:

Speak Italian 4        Cr  0    An       Ig          Spells: (10 levels)
Lombardy Lore 2        In  2(2) Aq       Im            InVi 5
Play Flute 2(1)        Mu       Au       Me  0         InVi 5
Awareness 2            Pe  0    Co  0    Te  0
Speak Latin 4(3)       Re  3    He       Vi  4(2)
Hermes Lore 2(1)
Scribe Latin 3
Peruzzi Lore 1(1)
Magic Theory 3
Vim Affinity 1(1)
Finesse 1
Concentration 1
Thrown Weapon 1
Parma Magica 1(1)
Search 1

YEAR 7


Spring: LABORATORY ASSISTANCE
        More work on the item.
        (Magic Theory (+1XP))
Summer: OTHER
        Maximilian travels on expedition to another covenant, and deems
        it safe to bring Alfonso along.
        (Hermes Lore (+1XP))
Autumn: DEDICATED TEACHING
        Disputatio: Magic Theory (3)
                    Magic Theory (+1XP), Grounding: An, Im
Winter: SELF-DIRECTED STUDY
        Alfonso's master is studying alone, and he is left to read an
        Intellego tome.
        Reading: In (+10XP)
Bonus XP: Due to the expedition this year, no XP is awarded here.
Exposure: (Exposure: Speak Latin (+1XP))

YEAR 8


Spring: SELF-DIRECTED STUDY
        Maximilian continues his bookwork, and Alfonso is given another
        volume from the library.
        Reading: Re (+12XP)
        (Concentration (+1XP)) (has now read for 4 seasons)
Summer: LABORATORY ASSISTANCE
        A ReMe project.
        (Mentem (+4XP))
Autumn: DEDICATED TEACHING
        Disputatio: Vim (+14XP) (note that Maximilian's Disputatio is
                                 now 2)
Winter: LABORATORY ASSISTANCE
        An InVi project.
        (Vim Affinity (+1XP))
Bonus XP: Alfonso is slowly gaining more control over his magic.
        (Finesse (+1XP))
Exposure: (Exposure: Speak Latin (+1XP))

YEAR 9


Spring: LABORATORY ASSISTANCE
        (Magic Theory (+1XP))
Summer: LABORATORY ASSISTANCE
        Maximilian is studying from Ignem vis, but a botch occurs and
        there is a serious lab explosion! Minor injuries result but
        the lab is partially wrecked. (There are a number of possible
        Flaws that could be introduced here: Twilight Points, Ignem
        Deficiency (due to incomplete grounding), Disfigured, etc.)
        (Grounding: Ig)
Autumn: OTHER
        Maximilian spends the season reading and recuperating. Meanwhile
        Alfonso is given the tedious task of rebuilding the lab. There
        is no real benefit the boy gains from this!
        (nothing)
Winter: DEDICATED TEACHING
        Training: Spells: ReVi 20
Bonus XP: Alfonso has been practicing his Parma Magica more diligently
          since the accident.
        (Parma Magica (+1XP))

AFTER 9 YEARS:

Speak Italian 4        Cr  0    An  0    Ig  0       Spells: (30 levels)
Lombardy Lore 2        In  5    Aq       Im  0         InVi 5
Play Flute 2(1)        Mu       Au       Me  2(1)      InVi 5
Awareness 2            Pe  0    Co  0    Te  0         ReVi 20
Speak Latin 5          Re  5(3) He       Vi  6(5)
Hermes Lore 2(2)
Scribe Latin 3
Peruzzi Lore 1(1)
Magic Theory 3(3)
Vim Affinity 2
Finesse 1(1)
Concentration 1(1)
Thrown Weapon 1
Parma Magica 2
Search 1

YEAR 10


Spring: SELF-DIRECTED STUDY
        Maximilian is reading for the season (bolstering his Aquam).
        Alfonso reads an elementary Corpus tome.
        Reading: Co (+6XP) (can only gain 3 levels)
Summer: DEDICATED TRAINING
        Maximilian is slightly worried about Alfonso's ungrounded Arts
        and decides to fill in the gaps without delay.
        Disputatio: Magic Theory (3)
                    Magic Theory (+1XP), Grounding: Aq, He
Autumn: LABORATORY ASSISTANCE
        Maximilian continues his bookwork, but has arranged that Alfonso
        should assist a fellow magus in an Auram project, and thereby
        receive grounding - Maximilian being unable to do it himself.
        (Grounding: Au)
Winter: LABORATORY ASSISTANCE
        Maximilian upgrades his lab, improving its safety.
        (Magic Theory (+1XP))
Bonus XP: Alfonso gets a new slant on the Order after spending the season
          with the other magus.
        (Hermes Lore (+1XP))

YEAR 11


Spring: SELF-DIRECTED STUDY
        Maximilian is writing up his latest work for the Tribunal this
        year. He gives Alfonso a scroll with "Call to Slumber" to learn
        from.
        Learning Spells: ReMe 10
Summer: OTHER
        Maximilian travels to the Tribunal, but this time brings his
        apprentice along, deeming him mature enough.
        (Magic Theory (+1XP)) (Hermes Lore (+1XP))
Autumn: DEDICATED TEACHING
        Disputatio: Rego (+15XP) (note that Maximilian's Disputatio is
                                  now 3)
Winter: LABORATORY ASSISTANCE
        A PeVi project.
        (Perdo (+2XP)) (Vim (+3XP)) (XP can be divided between the 2 Arts)
Bonus XP: Nothing this year, due to the Tribunal expedition.

YEAR 12


Spring: OTHER
        Maximilian and Alfonso go out on expedition together. The
        maturing apprentice gets to try out one or two spells.
        (Penetration (+1XP))
Summer: SELF-DIRECTED STUDY
        Maximilian is engaged in a lab project for which he requires
        no help. Alfonso learns a spell from his master's lab notes.
        Learning Spells: ReVi 20 (note that Alfonso's Int+MT+Re+Vi only
                                  just permits this)
Autumn: LABORATORY ASSISTANCE
        An InVi project.
        (Vim (+6XP))
Winter: DEDICATED TEACHING
        Maximilian finally has to face up to grounding Alfonso in his
        worst Art, Muto. Due to the lateness of this, together with
        Maximilian's Deficiency and Art score of only 3 (which means
        2 Magic Theory XP must be spent) this means that the student
        will inevitably have a Major Deficiency.
        Disputatio: Magic Theory (3)
                    Magic Theory (+1XP), Grounding: Mu(2)
Bonus XP: Again nothing this year, due to the expedition.

AFTER 12 YEARS:

Speak Italian 4        Cr  0    An  0    Ig  0       Spells: (60 levels)
Lombardy Lore 2        In  5    Aq  0    Im  0         ReMe 10
Play Flute 2(1)        Mu  0    Au  0    Me  2(1)      InVi 5
Awareness 2            Pe  1(1) Co  3    Te  0         InVi 5
Speak Latin 5          Re  7(5) He  0    Vi  7(7)      ReVi 20
Hermes Lore 3(1)                                       ReVi 20
Scribe Latin 3
Peruzzi Lore 1(1)
Magic Theory 4(3)
Vim Affinity 2
Finesse 1(1)
Concentration 1(1)
Thrown Weapon 1
Parma Magica 2
Search 1
Penetration 1

YEAR 13


Spring: LABORATORY ASSISTANCE
        An InIm project.
        (Imaginem (+4XP)) 
Summer: DEDICATED TEACHING
        Training: Spells: InVi 25
Autumn: LABORATORY ASSISTANCE
        A CrCo project.
        (Creo (+4XP))
Winter: SELF-DIRECTED STUDY
        Maximilian is performing covenant work - for which he needs no
        help. Alfonso chooses a tome to study from the library.
        Reading: Im (+11XP)
        (Concentration (+1XP)) (has now read for 6 seasons)
Bonus XP: Alfonso has been practicing Certamen with a fellow apprentice
          at the covenant, in his spare time.
        (Certamen (+1XP))

YEAR 14


Spring: DEDICATED TEACHING
        Disputatio: Vim (+15XP)
Summer: LABORATORY ASSISTANCE
        (Magic Theory (+1XP))
Autumn: SELF-DIRECTED STUDY
        Maximilian requires no help in the lab this season. Alfonso learns
        another spell from the library.
        Learning Spells: ReCo 15
Winter: SELF-DIRECTED STUDY
        Maximilian would benefit from lab help this season, but decides
        that Alfonso really needs to improve his Creo instead.
        Reading: Cr (+11XP) (can only gain 3 levels)
Bonus XP: Alfonso's control of his own magic improves.
        (Finesse (+1XP))

YEAR 15


Spring: SELF-DIRECTED STUDY
        Both master and pupil study separately this season.
        Learning Spells: InVi 20
Summer: LABORATORY ASSISTANCE
        Maximilian commences a major ReVi project for which he needs the
        maximum benefit from Alfonso.
        (Magic Theory (+1XP))
Autumn: LABORATORY ASSISTANCE
        The big ReVi project concludes.
        (Vim (+6XP))
Winter: DEDICATED TEACHING
        Maximilian finishes off the apprenticeship by imparting the
        promised moderately powerful sixth-magnitude spell, which
        Alfonso is only now capable of learning.
        Training: Spells: ReVi 30
Bonus XP: Alfonso has concentrated on Vim in his final year.
        (Vim Affinity (+1XP))

AFTER 15 YEARS / AT GAUNTLET:

Speak Italian 4        Cr  5    An  0    Ig  0       Spells: (150 levels)
Lombardy Lore 2        In  5    Aq  0    Im  5         ReMe 10
Play Flute 2(1)        Mu  0    Au  0    Me  2(1)      ReCo 15
Awareness 2            Pe  1(1) Co  3    Te  0         InVi 5
Speak Latin 5          Re  7(5) He  0    Vi 10(1)      InVi 5
Hermes Lore 3(1)                                       InVi 20
Scribe Latin 3                                         InVi 25
Peruzzi Lore 1(1)                                      ReVi 20
Magic Theory 5                                         ReVi 20
Vim Affinity 2(1)                                      ReVi 30
Finesse 2
Concentration 2
Thrown Weapon 1
Parma Magica 2
Search 1
Penetration 1
Certamen 1

Checking the totals we see that Alfonso has 150 levels of spells, 146XP in Arts, and 81XP in Abilities (excluding the 'free' starting XP in his Vim Affinity) - or 26XP in addition to the complement of Abilities as per the standard House Bonisagus template on p22 of ArM4. His age is now 24 (9 plus 15 years).

If Alfonso had been generated as a starting magus, he would have had exactly 150XP in Arts and 24XP (equal to age, as per the template) in additional Abilities. We are very close to this, being just 4XP short in Arts, and 2XP over in Abilities. There is probably a tendency for a character with an Affinity to have more Ability XP at the expense of Art XP. We are never going to get the totals exactly right, but it can clearly be seen that Alfonso is of the correct 'power level' for a starting magus. This is not always totally the case, as mentioned above in some cases the duration of apprenticeship may need to be altered, or appropriate Virtues or Flaws are selected.

The SG may wish to adjust Alfonso so that the XP totals are exact. Here this could easily be done in a transparent way by deducting 2XP from Lombardy Lore (Alfonso not having visited his homeland for 15 years) and by adding 4XP to (say) Rego or Vim.

Alfonso's list of Virtues and Flaws definitely includes Hermetic Prestige (as for all Bonisagi), a Vim Affinity, a Major Muto Deficiency, and may well include others such as Book Learner (he spent significant time learning from tomes), a Knack with Magic Theory, and maybe Disfigured or Twilight Points. Any remaining Virtues and Flaws can be picked as appropriate.

Alfonso now writes a Magic Theory dissertation for the next season, as the House Bonisagus Gauntlet. Maybe this would require an Int + Magic Theory roll of 12+ - not unreasonable for a typical prospective Bonisagus with a high Int and Magic Theory (maybe with a Knack).