JoshieWoshie
Mister Doge
Interesting quest, mind if I pop in?
Edit: is it possible to make plasma?
Edit: is it possible to make plasma?
Welcome aboard, all are welcome here. And sure, you can create a spell that makes plasma. Magic can do anything.Interesting quest, mind if I pop in?
Edit: is it possible to make plasma?
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.
There you go. Granted, it was more towards a way to get XP faster, but it was me as the GM outright telling you a way to get to enchantment faster.Incomparable Efficiency Upgrade (Lvl. 2, Mind, Creation, Manipulation 2x, Transmutation 2x)
Grants and extra line of thought, allowing an extra mental action for every action it's active.
11 XP
That only applies during the school weeks, where it will automatically be taken, and this is a weekend, where no studying is required.Um, do I need to write down studying as an action for us to uphold our mother's promise, or does Gear just automatically take an available action so that we study since we promised?
Yes, of course. No point in wasting magic.Also, forgot to ask if you want to cast Student's Boon throughout the weekend.
Do we? We don't have a lot of money, but we aren't exactly under a lot of financial pressure, unless we try to fix the car with money, instead of magic, like plebs.
XP is kind of an abstraction of our magic study. To my understanding, if we want to focus our magic research into matter, we just need to spend XP on matter-related spells. Ask @Gear though, as I could be wrong.[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] with a focus on the element of Matter
I asked him that a little while ago, and we can't.@Gear if we get to 11xp through a training action in a turn can we include learning an 11xp spell as part of the turn?
I don't think we know enough about time to actually manipulate the flow of time itself, but we can probably do something for our perception of time.I'd like to get that extra mental action spell, I'm liking the idea of being able to study magic whilst actually studying so we can join the two actions together.
For that matter what about a haste style spell that accelerates time for us?
That gives me an idea for a couple of spells.Um, I've got a question for the author. Is the intention to keep the Quest as normal life as possible except plus magic, like, this is just going to be about Daryl dealing with high school and family and relationships and stuff, or is Gear going to introduce a deeper plot? I was wonder because in that case we should maybe make some battle spells in case someone attacks us. Stuff like:
Distract (Lvl 1 mind, transmutation)
The victim of this spell immediately becomes confused and disoriented, as if intoxicated and/or high.
2 Magic
That was actually what I was shooting for with Distract!Strong daze (lvl 1, mind, destruction)
Destroys the target's thoughts for a period, rendering them incapable of coherent action of any kind.
3 magic
Yeppers.@Gear:
1) Are focus and commit sufficiently in the same vein as efficiency serve as prerquisites? Focus gives us the thought-streamlining thing, and commit gives us the moving-information-around thing.
Yes, you can add trains of thought for 7 XP after you buy the spell.2) Can extra trains of thought be added to efficiency by paying 7xp as a spell upgrade, or must it be bought when first developing the spell? This drastically changes the efficiencies involved in when to get it.
Each train of thought is capable of independent casting, though all draw from the same pool of magic and regeneration of magic. So yes, but magic study will be noticeable to anyone around him. A Mind/Transmutation spell to make memories Eidetic would also help a lot with magic (and non-magic) studying. Along with any other things you want a permanent, unalterable (Without magic, anyway) memory of.3) How cerebral is the process of studying magic? Could we direct extra trains of thought to magical study while doing something else without needing external input, or do we need to be taking/reviewing notes or something?
A ritual is at it's most basic a magically infused, highly focused thought pattern dedicated to a single purpose, like increasing a spells duration, power, range, etc. The more magic (In multiples of 10), the more effect the ritual has on a spell. Without an external framework of some kind, it would take all of Daryl's mental focus to maintain even a simple ritual.4) You didn't quite answer my question about what we actually have to do to make and use a ritual. Do we have to spend XP on developing it? Or maybe we just make up a ritual on the fly, to focus our power on casting an improved spell.
A simple ritual mentally sustained by Daryl? Instant. Something more complex using an external framework, like a physical magic circle could take a whole action though. It really depends on how big and complex what you're trying to do is.5) How much time does it take at a minimum to use a ritual for a task? One action or multiple?
A lot of the metal parts are hitting the wall of any improvements are on a micro scale, that you can't properly perceive, or have knowledge on. Metal fatigue, essentially. Magically stretching it like rubber and fusing it can get most stuff up to where it is, but it isn't like Daryl is a master metal worker. It's also thinning some sections out to fill in others, and similar problems.6) Could you please give us a list of the actual magical effects that are needed to fix the parts we currently can't, or failing that, tell us how much XP we need to make better spells? Do we need a spell that freely changes the shape of metal for the frame, a spell that creates wire for the electrical, etc.? "You need better spells" by itself doesn't really give us anyindication of what spells we need to develop.
No problem.
No, you need to actually write it in. Blank is a non-vote.I presume that if we leave the 'with whom' bit blank, it is a vot to try to meet new people?
This. Besides, with your improved junk repair action thanks to Jason, you can earn $300 profit an action, or $2,100 a week if you use all your available actions (Minus the one for school studying).Do we? We don't have a lot of money, but we aren't exactly under a lot of financial pressure, unless we try to fix the car with money, instead of magic, like plebs.
Yes, XP is an abstraction. Easier on the bookkeeping.XP is kind of an abstraction of our magic study. To my understanding, if we want to focus our magic research into matter, we just need to spend XP on matter-related spells. Ask @Gear though, as I could be wrong.
And there you go.Since there have been a bunch of them, @Gear, I have collected:
- Spells suggested since the last update
lightning reflexes (lvl 1, mind, transmutation)
Increases the caster's reaction speed for a time.
Good
Mental lubrication (lvl 1, mind, transmutation)
Increases the speed of the caster's thoughts.
Good, but needs a better name.
Which would serve as prerequisites for:
Mental alacrity (Lvl 2, mind, transmutation x3)
Increases the caster's reactions speed, speed of thought and perception of the passage of time, in effect speeding up their mind compared to the rest of the world.
Add a Manipulation to help manage all of that data moving around and it's good.
Basic Shield (Lvl 2 matter, destruction, creation)
Creates a thick wall of steel two meters wide and tall in front of the caster. It disolves after ten minutes.
3 Magic
Creation is permanent and instant. It would also need 3 more XP to upgrade the power of the spell to get a two meter square of metal to appear. You could also dump the destruction, spin it off into a separate spell. Or you can leave it in, have it destroy the shield after it's duration runs out, but you'd need to spend XP to upgrade that duration.
Distract (Lvl 1 mind, transmutation)
The victim of this spell immediately becomes confused and disoriented, as if intoxicated and/or high.
2 Magic
Make it a lvl 2, add an extra transmutation to invert the targets senses, then flip them back to normal, and then flip back, etc.
Strong daze (lvl 1, mind, destruction)
Destroys the target's thoughts for a period, rendering them incapable of coherent action of any kind.
3 magic
That would do a bit more than 'render them incapable of action', it would flat out knock them unconscious by destroying their train of thought. It would also give them one hell of a headache when their mind finishes rebuilding it and they wake up. But a good spell, just needs a better description.
combined with distract, this should give the prerequisites for:
Death curse (lvl 2, mind, destruction x3?)
Destroys the target's mind entirely. Easy to say, hard to do, and harder still to live with.
Yeah, my cousin just died from something kind of like this not even a week ago, so I'm just not going to comment on this spell right now.
Basic shield raises an interesting question: is the matter created by matter, creation spells usually permanent?
Shit, sorry man.Yeah, my cousin just died from something kind of like this not even a week ago, so I'm just not going to comment on this spell right now.