MagiQuest (Failed)

[X] Magically work on the car.
--[X] Frame (1 action, improve to 'Okay')

[x] Get broken parts to repair for resell (1 action, costs $200 now, get $400 after the next turn)

[X] School time blues
-[X] Promise to your Mother, 1 action reserved for studying during school weeks.
-[X] Use Student's Boon while studying, doubling effect of studying (-8 Magic)

[X] You put on your cape and wizard hat
-[X] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)
-[X] Use Student's Boon while studying, doubling effect of studying (-8 Magic)

[X] XP Distribution (9 XP Available before vote)
-[X] Improve a spell with XP (Students boon)
--[X] improve duration to day, drop cost to six magic. (3 xp)
 
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The improve a spell thing eats an action?

If so and in hind sight that does make sense.

edit: Wait do we have 3 actions and a fourth which is the promise or two actions free and a third which is for the promise?
Oh, wait no, it doesn't take an action to improve a spell or buy a new one. All the time for that is abstracted away under magic study. Sorry, I was tired and distracted. Been getting ready to head out of town for a funeral today.

Don't know if there'll be an update today or tomorrow.
 
Oh, wait no, it doesn't take an action to improve a spell or buy a new one. All the time for that is abstracted away under magic study. Sorry, I was tired and distracted. Been getting ready to head out of town for a funeral today.

Don't know if there'll be an update today or tomorrow.

In light of that:

[x] Magically work on the car.
--[x] Frame (1 action, improve to 'Okay')

[x] Get broken parts to repair for resell (1 action, costs $200 now, get $400 after the next turn)

[x] School time blues
-[x] Promise to your Mother, 1 action reserved for studying during school weeks.
-[x] Use Student's Boon while studying, doubling effect of studying (-8 Magic)

[x] You put on your cape and wizard hat
-[x] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)
-[x] Use Student's Boon while studying, doubling effect of studying (-8 Magic)

[x] XP Distribution (9 XP Available before vote)
-[x] Improve a spell with XP (Students boon)
--[x] improve duration to day, drop cost to six magic. (3 xp)
 
[x] Magically work on the car.
--[x] Frame (1 action, improve to 'Okay')

[x] Get broken parts to repair for resell (1 action, costs $200 now, get $400 after the next turn)

[x] School time blues
-[x] Promise to your Mother, 1 action reserved for studying during school weeks.
-[x] Use Student's Boon while studying, doubling effect of studying (-8 Magic)

[x] You put on your cape and wizard hat
-[x] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)
-[x] Use Student's Boon while studying, doubling effect of studying (-8 Magic)

[x] XP Distribution (9 XP Available before vote)
-[x] Improve a spell with XP (Students boon)
--[x] improve duration to day, drop cost to six magic. (3 xp)
 
[x] Magically work on the car.
--[x] Frame (1 action, improve to 'Okay')

[x] Get broken parts to repair for resell (1 action, costs $200 now, get $400 after the next turn)

[x] School time blues
-[x] Promise to your Mother, 1 action reserved for studying during school weeks.
-[x] Use Student's Boon while studying, doubling effect of studying (-8 Magic)

[x] You put on your cape and wizard hat
-[x] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)
-[x] Use Student's Boon while studying, doubling effect of studying (-8 Magic)

[x] XP Distribution (9 XP Available before vote)
-[x] Improve a spell with XP (Students boon)
--[x] improve duration to day, drop cost to six magic. (3 xp)

i have reservations about how useful dropping the cost of student's boon, but it definitely has at least some utility.

Say that we cast it as we wake, perhaps at 7. Dropping the cost by 2 means that we are back to a full tank by 11am rather than 1pm. Not earth-shattering, but useful. Especially if we develop another day-long spell with a similar cost.

Edit: @Gear, when we get student's boon to a 24 hour duration, will it double the effect of study not done in our free time (eg at school), which seems not to be represented by our actions?
 
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@Gear, when we get student's boon to a 24 hour duration, will it double the effect of study not done in our free time (eg at school), which seems not to be represented by our actions?
Class time doesn't go into detail like studying does, and Student's Boon is all about focusing and memorizing detail. Class time is more about overviews and problem solving, so I'd just have it bump your grade up a notch if you use it every day.
 
Class time doesn't go into detail like studying does, and Student's Boon is all about focusing and memorizing detail. Class time is more about overviews and problem solving, so I'd just have it bump your grade up a notch if you use it every day.
Well, since that sounds like something we'd want, I say we do it?
 
Proposed spells to determine if someone is a mage.

Find memory: (lvl 1, mind, manipulation)
search your memories for a memory relating to something specific.

Crude Wizfinder: (lvl 2, mind, manipulation x2, transmutation)
Searches through the memories of the target for any memories of casting spells or using magic in any way, shape or form in real life. The spell merely confirms or denies the existence of such memories, and gives the user no more information. The spell will also inform the user if it is blocked from searching any of a subject's memories for any reason. Further, the probe is as subtle as we can make it.

Level 2, 1 manipulation (find memories), 1manipulation (advise us of the presence/absence of memories), 1 manipulation (inform if probe is blocked), 1 transmutation (make probe subtle)= cost 6, I think.
prerequisites: I'm Just Sayin', Find Memory.

@Gear are these OK?

I intentionally limited how much information it gave us so as not to unduly pry into people's memories, which is a bit creepy, and is likely to enrage any mages we use it on, rather defeating the purpose of casting the spell in the first place.

Having us know when the spell is prevented from working is crucial, as mages are fairly likely to have mental wards.
 
Proposed spells to determine if someone is a mage.

Find memory: (lvl 1, mind, manipulation)
search your memories for a memory relating to something specific.

Crude Wizfinder: (lvl 2, mind, manipulation x2, transmutation)
Searches through the memories of the target for any memories of casting spells or using magic in any way, shape or form in real life. The spell merely confirms or denies the existence of such memories, and gives the user no more information. The spell will also inform the user if it is blocked from searching any of a subject's memories for any reason. Further, the probe is as subtle as we can make it.

Level 2, 1 manipulation (find memories), 1manipulation (advise us of the presence/absence of memories), 1 manipulation (inform if probe is blocked), 1 transmutation (make probe subtle)= cost 6, I think.
prerequisites: I'm Just Sayin', Find Memory.

@Gear are these OK?

I intentionally limited how much information it gave us so as not to unduly pry into people's memories, which is a bit creepy, and is likely to enrage any mages we use it on, rather defeating the purpose of casting the spell in the first place.

Having us know when the spell is prevented from working is crucial, as mages are fairly likely to have mental wards.
I disagree with this, this could have any mage catch onto us relatively quickly, I would seriously prefer direct magic sensing when possible.
 
Skewfiends plan
[x] Magically work on the car.
--[x] Frame (1 action, improve to 'Okay')

[x] Get broken parts to repair for resell (1 action, costs $200 now, get $400 after the next turn)

[x] School time blues
-[x] Promise to your Mother, 1 action reserved for studying during school weeks.
-[x] Use Student's Boon while studying, doubling effect of studying (-8 Magic)

[x] You put on your cape and wizard hat
-[x] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)
-[x] Use Student's Boon while studying, doubling effect of studying (-8 Magic)

[x] XP Distribution (9 XP Available before vote)
-[x] Improve a spell with XP (Students boon)
--[x] improve duration to day, drop cost to six magic. (3 xp)
 
I disagree with this, this could have any mage catch onto us relatively quickly, I would seriously prefer direct magic sensing when possible.
Direct magic sensing is obviously superior, but WoG is that we need to get one lvl 3 spell, one ritual and one enchantment before we understand magic enough to start casting magic-element spells. Unless a workaround is successful, we will need a magic stat of 100 to do the minimum necessary enchanting.

The point of the crude wizfinder is that it is something that can be used in the foreseeable future, and shouldn't be too noticeable, nor alienate the subject much even if they do notice.
 
A clue: XP is using magic to understand magic. And then taking notes about it.

Yer a wizard, Daryl!

SCIENCE MAGIC!
 
Interlude: Nicole
<< Index >>

Interlude: Nicole

As she watched her son walk off with his friend toward the food court, she couldn't help but feel grateful that he'd come out of his funk these last few weeks. Nicole had been rather worried over how Daryl was taking the divorce, hiding up in his room most of the summer, obviously not sleeping well, barely talking to her, her sister Dani, or even his old friends from Boston.

And then he bought that wreck, and she was so sure that he was losing his mind. But Daryl's performed miracles on that thing over the last two weeks. Sure, it was still a wreck, but it was a much better wreck now. Nicole was sure that he could get three or four times what he paid for it if he sold it now.

Not that she would ever suggest that, as it seemed that working on that mass of twisted steel was just what he needed to get over the funk he's been in since they moved. He was out and about, making new friends, and acting more like the old Daryl she knew from Boston.

Nicole pulled a few tissues out of her purse to dab at her tears. She had been so worried that moving back to Dryden had been a mistake, that he'd never be the happy boy that he'd once been. It had kept her up more than one night, worrying over his future. She'd been considering getting him some counseling if he didn't get better after school started.

And now she felt silly, sitting on a bench in the middle of the mall and crying. But she felt so relieved, that all of the worry she'd been holding for her son had just lifted itself off her shoulders.

For the first time since she caught Philip cheating on her, she really felt like everything was going to be okay.

<< Index >>
 
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Hmm, how about this:

Inspiration(lvl1, Mind, Creation(?)): Creates inspiration.

Or something along those lines. Should be useful for getting more out of magic studies.
 
Feels. Phillip is a jerk face. Also, I'm sorry, but this line right here:

IS OMINOUS AS FUCK. Is Gear about to hit us with a villain or something!?
I fail to see how it is ominous, could you please explain?

Because on my reading, it says "on seeing my son flourish again, I feel like things are going to be alright for the first time since my domestic life fell to pieces before my eyes."
That does not seem to me ill-omened.

@Gear, speaking hypothetically, if we were working on an enchantment long enough for our magic to recharge some, could we use the recharged magic towards the enchantment's cost?

For example, if we had 98 magic and our current regen, and were enchanting a lvl 1 spell, would we be able to do it if we continually worked on it over two hours?

also, is the following spell koscher?

Impart Velocity (lvl 1, matter, transmutation)
Imparts a velocity to target object in a direction of choice.

(This would cause a static target to begin moving in that direction at the spell's speed. Targets moving in the same direction as that chosen would speed up by the spell's speed, while those moving in the opposite direction would be slowd by the speed the spell can impart. Targets moving in any other direction would be redirected to a variable extent towards the chosed direction.)

it is a hugely versatile spell, but not in terms of magical complexity. It is Daryl's knowledge of physics that lets him make level 1 spells that are way more versatile than they ought to be.

This spell could be used for attack, defence and utility, and should only cost 2xp, although we will have to throw much more into its power if we want to do much with it.
 
I fail to see how it is ominous, could you please explain?

Because on my reading, it says "on seeing my son flourish again, I feel like things are going to be alright for the first time since my domestic life fell to pieces before my eyes."

That does not seem to me ill-omened.
Are you kidding me. What she said basically amounted to "I think everything's finally going to be okay." That is like saying "it can't get worse!" or "the worst of it is over, I'm sure." That is hella' ominous.
 
hmm true, But wouldn't it be easier to simply impart KE?
Kinetic energy is a scalar, and thus would only allow us to make a thing go faster, not slow it down or change its direction. In any event, velocity is the property we actually directly care about. If we are manipulating projectiles, the main thing we care about is where they are going, and how fast, not how much energy they have.


On reflection, the spell should really be "impart momentum", so that it imposes an in-built limit on how fast we can make large objects go. That would violate the "no maths beyond addition" rule, though, so the best way to treat Impart Velocity would probably be to impose an XP-raisable upwards limit on what it can affect.
 
@Gear, speaking hypothetically, if we were working on an enchantment long enough for our magic to recharge some, could we use the recharged magic towards the enchantment's cost?
Sure, you can hold an enchantment to wait for more magic to regen in your tank. For a little while at least. No more than an hour, tops. But you have a lot of options to get to your first enchantment within a month or two. Some I've hinted at, some I've flat out told you.

Here's another one: Rituals boost magic, be it range, power, effect, duration, or some other thing specific to the magic you're using. Remember, Magic can do anything.

Impart Velocity (lvl 1, matter, transmutation)
Imparts a velocity to target object in a direction of choice.
Seems fine.

@Gear said earlier that he was ruling that velocity was a property of matter, to be transmuted, rather than a form of energy to be manipulated.
Kinetic energy is a scalar, and thus would only allow us to make a thing go faster, not slow it down or change its direction. In any event, velocity is the property we actually directly care about. If we are manipulating projectiles, the main thing we care about is where they are going, and how fast, not how much energy they have.


On reflection, the spell should really be "impart momentum", so that it imposes an in-built limit on how fast we can make large objects go. That would violate the "no maths beyond addition" rule, though, so the best way to treat Impart Velocity would probably be to impose an XP-raisable upwards limit on what it can affect.
Manipulation would be like picking up a baseball with an invisible hand. It starts at 0 mph, then goes to 1 mph, and so on, as you move it around. Like it would move if you picked it up with your actual hand.

Transmutation on the other hand, would have a ball sitting still, then instantly zooming off at 50 mph. 0 to 50 in 0.000001 seconds.

And improving the spell's power would be like improving duration or range.

Also, the 'no maths rule' is only meant for the rules the quest is run on, to keep me from over-complicating the quest.
 
Sure, you can hold an enchantment to wait for more magic to regen in your tank. For a little while at least. No more than an hour, tops. But you have a lot of options to get to your first enchantment within a month or two. Some I've hinted at, some I've flat out told you.
:Citation Needed:
I recall no such thing, and a search for your posts with "enchant" yielded nothing. Well, I mean, other than the 'get 100 magic' option.

In any event, would it be feasible to develop a spell that allows us to maintain concentration on an enchantment for a matter of days? Perhaps after getting one that gives us a second 'attention slot'.

Here's another one: Rituals boost magic, be it range, power, effect, duration, or some other thing specific to the magic you're using. Remember, Magic can do anything.
what is actually involved in making/using a ritual? you have given us instructions for spells and enchantments, but only a vague description of rituals.
 
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