MagiQuest (Failed)

Ok, regarding the lego guy method of serial-enchanting, I have done a little maths.

The following numbers assume we devote the entirety of our current regen, and any regen granted by the enchantments into making more mana spring enchantments. This may not be the best way of doing things, but it is a possible way, and serves as a good approximation of what we can get.
                             
4XP Mana Spring                            
Magic provided by enchanted item 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Day 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Accrued magic   51 102 153 101 153 102 155 105 56 111 63 119 72
Daily regen 51 51 51 52 52 53 53 54 55 55 56 56 57 57
5XP Mana Spring                            
Magic provided by enchanted item 2 2 2 2 2 2 2 2 2 2 2 2 2 2
Day 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Accrued magic   52 104 156 105 56 112 65 123 78 138 95 157 116
Daily regen 52 52 52 54 56 56 58 58 60 60 62 62 64 66
6XP Mana Spring                            
Magic provided by enchanted item 3 3 3 3 3 3 3 3 3 3 3 3 3 3
Day 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Accrued magic   53 106 56 112 65 124 80 142 101 166 128 93 164
Daily regen 53 53 56 56 59 59 62 62 65 65 68 71 71 74
7XP Mana Spring                            
Magic provided by enchanted item 4 4 4 4 4 4 4 4 4 4 4 4 4 4
Day 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Accrued magic   54 108 59 117 72 134 93 159 122 89 163 134 109
Daily regen 54 54 58 58 62 62 66 66 70 74 74 78 82 86
53 XP Mana Spring                            
Magic provided by enchanted item 50 50 50 50 50 50 50 50 50 50 50 50 50 50
Day 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Accrued magic   100 200 197 244 341 385 529 670 858 1143 1472 1945 2559
Daily regen 100 100 150 200 250 350 450 600 800 1050 1400 1850 2450 3250
103 XP Mana Spring                            
Magic provided by enchanted item 100 100 100 100 100 100 100 100 100 100 100 100 100 100
Day 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Accrued magic   150 300 347 494 638 879 1317 1949 2872 4180 6270 9330 13845
Daily regen 150 150 250 350 550 850 1250 1850 2750 4150 6150 9150 13650 20450
Edit: Accrued magic for a given day is how much magic we would have on that day, while Daily regen is how much regen we would have available for the next day.
Now by the third day of doing this, (Assuming that we put at least 3Xp into upgrading Mana Spring's Power), it becomes more XP-efficient than just putting those points into regen normally, and it only gets better over time.

If we got the cost 53 mana spring, we could have over 3000 regen inside of a fortnight.

                             
Example available magic 500 500 500 500 500 500 500 500 500 500 500 500 500 500
Magic per enchantment 1 3 4 5 6 7 8 9 10 11 12 13 50 100
magic/day from ritual method 40 42 43 44 45 46 46 47 48 49 50 51 84 129
magic/day from just building more 4 14 18 23 27 31 36 40 44 48 52 56 163 246
In a choice between spending excess magic on upgrading mana spring via the ritual, and just enchanting more things, the latter wins out after upgrading mana spring with 12XP, and the difference becomes much more pronounced as the spell gets more upgraded.

The tl;dr of it is, according to my calculations, the optimal way of getting stupidly large amounts of regen is to sink as much XP as we can afford into Mana Spring, then keep enchanting things and feeding the magic they generate into the enchantment ritual of the next, until we have more magic than we know what to do with. (Upgrading our regen to allow us to cast always on and still have 50 XP left over daily would allow us to pull this off with the numbers here.)

@Gear, am I correct in this, or have I made a mistake? (Most likely in my underlying assumptions)



(Sorry about the double post, but I wanted it to trigger a tagging alert properly.)
 
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@Skewfiend Looks about right. There is a point where I'll stop keeping track of course, as at that point, it won't matter how much you regen/store magic, as you'll have more difficulty casting enough spells in a timeframe than you will with running out of Magic to cast with.
 
@Skewfiend Looks about right. There is a point where I'll stop keeping track of course, as at that point, it won't matter how much you regen/store magic, as you'll have more difficulty casting enough spells in a timeframe than you will with running out of Magic to cast with.
That's the point at which we start just funneling it into grossly overpowered rituals. :D
 
So, a rough plan for the next 2 turns, barring upsets:
next turn, we make the compromises to our mental spells needed to allow an average of 20 spare magic per day, to be funelled into an enchanting ritual via Always On. We should probably also crank up our magic/regen some.

The turn after we should, either by ritual or by having enough magic, use dominance to restore the car to the level it couldreasonably have been repaired to, given the expensive tools we should buy that turn, with the money we get from the parts we just repaired.

This will allow us to invite freya and jason around to see the car without issue.

We should also do some more part fixing when we can fit it in, so we can afford to buy a new leather interior, etc.
 
Interlude: Freya
Interlude: Freya

Freya ran a hand through her short blond hair, as she stretched after a long period of school work. Leaning back as she flipped tabs on her browser, she contemplated the mystery that was Daryl. He seemed like a good guy, and they shared an interest in cars, but he didn't really have a real passion for it. He was clearly an amateur who got a broken down wreck to fix up, and had only a limited idea of what to do. Which was alright, that was how a lot of teens learned about cars. She and Jason had given him advice, and from looking through his selling history on Ebay, he had clearly taken it to heart.

But there was where the mystery came in. Daryl had sold a lot of parts over the last two months, and while she could match that volume, it would take up an inconvenient amount of time, along with her being far more knowledgeable and skilled in car mechanics than Daryl. He could have found decent parts that everyone else had missed, and then cleaned the rust off and make some basic repairs to them for resale, but it would have taken an inordinate amount of free time. Which admittedly, he could have done. But he was also working on his car, and often remarked on his progress to her at school when they shared a class or had lunch together. Work which would have also taken an inordinate amount of time for someone of his low skill level.

And then there were his grades. Daryl did not strike her as a high achiever academic type of person during that first week of school. In fact, the manner of how he acted in class had changed drastically since then. Barely looking at the books, and then not looking at all, as he practically quoted it word for word in class, or how he could nigh instantly answer nearly any question.

Jason had said that she was just being paranoid, but sometimes when she looked at Daryl, it set her eye socket on edge. Not hurt, just, on edge. She really didn't know what that feeling meant, as it had never felt like that before.
 
Voting for 2.1, It's the Weekend, 4 Regular Actions, Up to 12 IEU actions available, 32 XP available, $520 available.
Regular Actions
Free Actions: (32 XP available)
[]Using Magic (40 Magic, 50 Regen per day)
-[] Cast Student's Boon (6m), Swift Thought (3m), and Thought Excitation (3m), Incomparable Efficiency Upgrade (28 Magic, up to 3 IEU actions per Regular action) throughout the Weekend (30 Magic used per day)
--[] Leave a spell out for the week
-[] Cast other magic

[] Invent some new spells (They will need GM approval before you can buy them)
[] XP Distribution
-[] Put {X} XP into your Magic
-[] Put {X} XP into your Regen
-[] Write in any spells you'd like to buy with XP

[] Upgrading {Insert Spell Here}
-[] Reduce a spells cost with XP
-[] Improve a spell with XP
--[] Duration
--[] Casting Range
--[] Area of Effect/Number of Targets
--[] Other Stat improvement/Write in

Magic Work:
[] Magically work on the car. (40 Magic, 50 Regen per day)
-[] Interior {bad, needs better spells to deal with leather, buy a new leather interior $2000}
-[] Wheels (1 action, 10 Magic or multiple castings, improve to 'Bad', or spend $1000 to replace outright.)

[] Get broken parts to repair for resell (1 action, 10 Magic costs $200 now, get $500 after the next turn)

[] Buy a set of Advanced Mechanics Tools (1 action, $1500, will help with cover your magic use)

Social:
[] Call some friends up, or try to meet new people
-[] Dayton Mall (one action)
-[] Milden Park (one action)
-[] The Fun Center (one action, $20)
-[] Jade, Teen Club (one action, $20)
-[] Invite someone over to your place (one action)
-[] Write in activity (one action, $?)
--[] Which friends do you invite for this activity? (Write in, no more than 4)

[] Chat on the phone with a friend (one action, choose 1)
-[] Chandra
-[] Jace
-[] Freya
-[] Jason
-[] Aunt Dany
-[] One of your Boston Friends

[] Get online and catch up on your friends over social media (2 actions, choose 1)
-[] Choose a friend
-[] See what the Boston gang's been up to since you moved
-[] Other

[] Spend some time with family (One action, choose 1)
-[] Nicole (Mother)
-[] Danielle (Aunt Dany)

Study:
[] You put on your cape and wizard hat
-[] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)
[] Some other Subject (Write in)

Misc:
[] Write in
IEU Actions

Choose 12 IEU actions for the week:

Study:
[] You put on your cape and wizard hat
-[] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)
[] Some other Subject (Write in)

[] While under the effects of Uplink (If cast), use your phone to surf the web (Requires casting Uplink)
-[] Get online and catch up on your friends over social media (2 actions, choose 1)
--[] Choose a friend
--[] See what the Boston gang's been up to since you moved
--[] Other

[] Chat on the phone through Uplink (If cast) with a friend (one action, choose 1)
-[] Chandra
-[] Jace
-[] Freya
-[] Jason
-[] Aunt Dany
-[] One of your Boston Friends

Misc:
[] Write in (Must be a mental action)

 
Not sure about the XP plan yet, save that we need more regen. As for actions, well: we have 100 magic over the weekend, and want to cast dominance for 69, leaving us with 31 for the next 2 days


[X] Plan: The reveal.

[] Groundwork XP plan:
-[] pay 27XP to reduce the cost of IEU to 1
-[] put 5 XP into regen.

[X] Attaining Mastery XP Plan
-[X] Buy these spells:
Molecular Blueprinting Faculty(Level 2, mind, creation x2, transmutation x7, manipulation x1)
Allows the user to comprehend, create and edit mental blueprints down to the molecular level, simulating both the molecular substrate and the macroscopic properties of the object whose blueprint is being made, simulating in the macro picture any changes made in the micro picture.
cost 24

(1 creation aspect each for the macro and micro simulations, 1 manipulation and one transmutation aspect combine to causally link the two simulations, while 3 transmutation aspects increase the breadth of our attention, so we can focus on the entire thing at once, and the final 3 transmutation elements increase our processing ability so we can actually comprehend the smorgasbord of information.)

daze (lvl 1, mind, destruction)
Destroys all of the target's thoughts, leaving them quite profoundly disabled until new thoughts form.
Cost 3
-[X] Spend 3XP upgrading MBF to daily duration.
-[X] Spend 2 XP reducing the cost of IEU to 26

Magic:
-[X] Write in: Free action: cast always on when we wake on Saturday morning, and begin channeling all spare magic above 31 into a ritual to cast Dominance of matter.
-[X] Cast IEU and thought excitation (31 magic) on the Sunday morning, and then complete the ritual for Dominance of Matter as soon as we have enough magic that evening.

Regular actions: (in chronological order)
Social:

[X] Chat on the phone with a friend (one action, choose 1)
-[X] Aunt Dany

Study:
[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)

Magic Work:
[X] Magically work on the car. (40 Magic, 50 Regen per day)
-[X] Use Dominance of matter to repair the car and do our best to make it appear as if it had been repaired by advanced mechanics tools. Prioritise the deception over the repair.

Social:
[X] Spend some time with family (One action, choose 1)
-[X] Nicole (Mother)
--[X] Try to find a good moment to talk to her on Sunday evening (While Dominance is in effect), then tell her that there's something we need to tell her, and that we are sorry we didn't do so sooner.
--[X] Say that she would just think us insane if we told her, so we will show her instead.
--[X] Show off Dominance (Perhaps something like: gesture at the table, and cause a metal seed to appear there out of nowhere, rapidly grow into a metallic flower, morph in shape into an adorably chubby T-rex made of rubber, which waddles around for a bit before shattering into a coruscating shower of precious gems, which disappear.) and tell her that we, for reasons we cannot understand, are capable of magic.
--[X] Further input is probably required at that point.

IEU actions:
[X] You put on your cape and wizard hat
-[X] You expand you knowledge of the arcane that lies beneath the mortal world (As many times as we can)

A bit of a shakeup from the tentative plan I posted earlier due to this being a weekend.

Thoughts? Anything else we should do with this cast of dominance?
 
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Just a little observation on the question of making spells cheaper vs increasing our reserves.

Spending an XP on decreasing the cost of a spell is the equivalent of buying a point each in both magic and regen for each time we cast it, that only applies on days we cast that spell.

If we want to increase the amount of free magic to play around with each day, the best way of going about it is to reduce the cost of the spells we want to cast every day.

That reminds me, @Gear, a couple of questions, if you'r be so kind:
1) Can either swift thought or mind excitation have their power upgraded?

2) What practical effects would a spell that increases our reserves of mental energy grant? (Not mana, the stuff you have less of when feeling mentally fatigued, and more of when feeling refreshed)

3) What, if any, are the upwards limits on how many trains of thought can be fruitfully added to IEU? What is our current limiting factor, if applicable?
 
-[X] Use Dominance of matter to repair the car and cause it to appear for all the world as if it had been repaired using the Advanced Mechanics tools. We will repair it no more than we could have believably repaired it using mundane methods, and deliberately include some apparent marks of inexpert tool use.
You don't quite have the skill for this level of deception. using Domination, you would be warping the car into a copy of the one you got a scan of (Note: Might be a good idea to scan Daryl's car before transforming it). Most of the action would be fixing the serial numbers, and you can put some scratches in it indicating tool use, but Daryl simply does not have the knowledge or experience to fake anything good enough to fool a mechanic.

As a note, using a simple ritual to hold magic is an on/off kind of thing. You can put magic into it whenever you want, but once you pop it to use it's magic, you have to use all of it right then.

That reminds me, @Gear, a couple of questions, if you'r be so kind:
1) Can either swift thought or mind excitation have their power upgraded?
Not really, Swift upgraded would leave Daryl waiting minutes between replies in coversation, and Excitation is a broad application intelligence booster. If you want more intel, then you have to make more specialized spells.
2) What practical effects would a spell that increases our reserves of mental energy grant? (Not mana, the stuff you have less of when feeling mentally fatigued, and more of when feeling refreshed)
Does not exist in the mechanical context of this quest.
3) What, if any, are the upwards limits on how many trains of thought can be fruitfully added to IEU? What is our current limiting factor, if applicable?
You can upgrade it as much as you want. Though the rules are going to change for Chapter three, as Daryl will no doubt have nigh infinite magic and XP by then.
 
As a note, using a simple ritual to hold magic is an on/off kind of thing. You can put magic into it whenever you want, but once you pop it to use it's magic, you have to use all of it right then.
But we can still cast magic from our reserves while we have a ritual running, can't we?

Does not exist in the mechanical context of this quest.
Huh. That's funny. I could have sworn you suggested such a spell before, in the context of workarounds to sleep. Did you change your mind, or am I misremembering?

also, I am almost sure that the answer is "no", but it seldom hurts to ask: is it possible to upgrade a spell's cost to less than one?
 
...we need to start working on a form of functional immortality/automatic resurrection for Daryl, I'm thinking. Or at least brainstorming on various ideas for it.
 
OK, we have a problem with Dominance of Matter: We have an amazing toolbox, but only the slightest idea how to use it. At the moment, we can use it to freely reshape stuff on the visible lever, or act as a more expensive copy-from-blueprint spell. We need to tech-up our mind to get the most benefit from it.

To that end:
Molecular Blueprinting Faculty(Level 2, mind, creation x2, transmutation x7, manipulation x1)
Allows the user to comprehend, create and edit mental blueprints down to the molecular level, simulating both the molecular substrate and the macroscopic properties of the object whose blueprint is being made, simulating in the macro picture any changes made in the micro picture.
cost 24

(1 creation aspect each for the macro and micro simulations, 1 manipulation and one transmutation aspect combine to causally link the two simulations, while 3 transmutation aspects increase the breadth of our attention, so we can focus on the entire thing at once, and the final 3 transmutation elements increase our processing ability so we can actually comprehend the smorgasbord of information.)


@Gear, is this spell viable? Does it have more aspects than it needs, or maybe too few?

You don't quite have the skill for this level of deception. using Domination, you would be warping the car into a copy of the one you got a scan of (Note: Might be a good idea to scan Daryl's car before transforming it). Most of the action would be fixing the serial numbers, and you can put some scratches in it indicating tool use, but Daryl simply does not have the knowledge or experience to fake anything good enough to fool a mechanic.
Would you like me to edit the vote to reflect doing as much as we can to repair the car while being non-suspicious, or is it fine to leave it as is?

...we need to start working on a form of functional immortality/automatic resurrection for Daryl, I'm thinking. Or at least brainstorming on various ideas for it.
*Rates funsightful*
 
How about:

Hystoria(Mind/Matter, Manipulation/Creation): Postcognition. By touching something we can see its past.

Combined with DoM we will get all purpose repair spell.
 
How about:

Hystoria(Mind/Matter, Manipulation/Creation): Postcognition. By touching something we can see its past.

Combined with DoM we will get all purpose repair spell.
I like the idea, But I'm not sure what you envision each aspect as doing. Care to elaborate?
 
I like the idea, But I'm not sure what you envision each aspect as doing. Care to elaborate?
Creation to create knowledge of objects past. Manipulation to add the knowledge to us.

It is based on Gears suggestion about repair. There we could repair things without knowing how they should look, although it is possible that we just assumed how they looked.

In which case it would be just manipulation i guess? I really need Gear on this one.

Anyhow, seeing how we will start fighting soon, here is what we need.

Defense:

Null field(Matter/Mind/Energy, Manipulation): Asserts our dominance in small field around us, stopping other mages from influencing three elements within.

-Crucial. Without that we can get erased or mind controlled with ease.

Absolute barrier(Matter/Energy, Manipulation): Upgrade to Null Field. Nothing of those two elements can enter the field without our explicit permission.

- Not so crucial. Makes us nigh-invulnerable and immune to conventional attacks. No, that bullet ain't coming in here.

Offense:

Knock out(Mind, Manipulation): Knocks enemy out
Tase(Mind, Manipulation/Creating): Tases enemy with electricity
Time Stop(Matter, Manipulation): Stops all matter in a area, akin to a time-stop

- All three are OHKOs that will work unless our enemy has defense similar to Null FIeld. And they don't kill so we can use them on anyone.

Absorb Energy/Light of Heaven(Energy, Manipulation): We can absorb all the energy from around us, up to the point where we can disintegrate stuff. Absorbed energy can be fired as a beam of light, obliterating everything in its wake.

- Deadly attack on it's own. Nuke in case we can't just knock him out directly. Combine with DoM of a lots of energy for nukage.

Final Illusion(Mind/Matter/Energy, Manipulation/Creation): Create field around target. Field will move with the target. We can use that field to manipulate matter and energy to create illusions.

- If force falls, this ought to work. Mind is there so we know what to make as good illusion

Utility:

Quick mind(Mind, Manipulation): Dramatically improves reaction/thinking time

- Seeing bullets frozen midair is nice, but not that good. But with this:

Flight(Matter, Manipulation): Allow us to move our body via TK

- Now, flight is nice. What is nicer is that between super-thoughts and this we essentially get super-speed by hauling our body around! This combo is a must have.

Ghost(Matter/Mind/Energy, Manipulation/Destruction): Control space(light, soundwaves, our smell even) around our body to make us essentially invisible.

- Useful all around in combat. Unless enemy has special senses, which is not that hard actually, he can't see or hear us

Sense(Matter/Energy/Mind, Manipulation): Allow us to sense elements in great area around us with sixth sense

- Super senses are always good.


And that's about it. Most of this are required, and when we get them we will be pretty potent threat with almost no weaknesses. Most of it should also be pretty doable.

Thoughts?
 
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But we can still cast magic from our reserves while we have a ritual running, can't we?
Yes
Huh. That's funny. I could have sworn you suggested such a spell before, in the context of workarounds to sleep. Did you change your mind, or am I misremembering?

also, I am almost sure that the answer is "no", but it seldom hurts to ask: is it possible to upgrade a spell's cost to less than one?
Mechanically, it would reduce the need for sleep, any mention of 'mental energy' or such is purely fluff.
@Gear, is this spell viable? Does it have more aspects than it needs, or maybe too few?
Seems good, just remember, Daryl will be limited to what he knows and scanned. So no instantly creating atom scale super computers out of carbon nano-tubes. I told you guys that there would be heavy limits to the big 'do everything' type spells.
Would you like me to edit the vote to reflect doing as much as we can to repair the car while being non-suspicious, or is it fine to leave it as is?
Would be a good idea.
How about:

Hystoria(Mind/Matter, Manipulation/Creation): Postcognition. By touching something we can see its past.

Combined with DoM we will get all purpose repair spell.

Creation to create knowledge of objects past. Manipulation to add the knowledge to us.

It is based on Gears suggestion about repair. There we could repair things without knowing how they should look, although it is possible that we just assumed how they looked.

In which case it would be just manipulation i guess? I really need Gear on this one.
Seems fine to me, the Manipulation would be for indexing, since the memory would be created inside your own mind. And you don't want to sit through thirty years of sitting in an attic.
Defense:

Null field(Matter/Mind/Energy, Manipulation): Asserts our dominance in small field around us, stopping other mages from influencing three elements within.

-Crucial. Without that we can get erased or mind controlled with ease.
I'm going to introduce some warding spells that will take care of this.

Offense:

Knock out(Mind, Manipulation): Knocks enemy out
Tase(Mind, Manipulation/Creating): Tases enemy with electricity
Time Stop(Matter, Manipulation): Stops all matter in a area, akin to a time-stop

- All three are OHKOs that will work unless our enemy has defense similar to Null FIeld. And they don't kill so we can use them on anyone.
Knock Out should be Transmutation since you're flipping his state from 'awake' to 'unconcious'.
Tase should be Energy
Time Stop should be renamed since it doesn't have the time element, and may become confusing later on. Also, without energy or mind, it will kill any living thing caught in it. And should have a transmutation since you're looking for an instant stop.

Absorb Energy/Light of Heaven(Energy, Manipulation): We can absorb all the energy from around us, up to the point where we can disintegrate stuff. Absorbed energy can be fired as a beam of light, obliterating everything in its wake.

- Deadly attack on it's own. Nuke in case we can't just knock him out directly. Combine with DoM of a lots of energy for nukage.
Remove disintegrate, replace with burn. Also, another manipulation. One to gather, one to hold.
Final Illusion(Mind/Matter/Energy, Manipulation/Creation): Create field around target. Field will move with the target. We can use that field to manipulate matter and energy to create illusions.

- If force falls, this ought to work. Mind is there so we know what to make as good illusion
Not detailed enough, too vague on what it does and how it does it.
Utility:

Quick mind(Mind, Manipulation): Dramatically improves reaction/thinking time

- Seeing bullets frozen midair is nice, but not that good. But with this:
Daryl already has this spell, in the form of Swift Thought. You could load it down with a lot more manipulation and transmutation if you want bullet time though.
Flight(Matter, Manipulation): Allow us to move our body via TK

- Now, flight is nice. What is nicer is that between super-thoughts and this we essentially get super-speed by hauling our body around! This combo is a must have.
A harness, or maybe your bones, if you want to move an entire living body directly, you need mind/matter/energy.
Ghost(Matter/Mind/Energy, Manipulation/Destruction): Control space(light, soundwaves, our smell even) around our body to make us essentially invisible.

- Useful all around in combat. Unless enemy has special senses, which is not that hard actually, he can't see or hear us
So bending light around you, and destroying any scent particles that fall off you. Doable, needs more aspects.
Sense(Matter/Energy/Mind, Manipulation): Allow us to sense elements in great area around us with sixth sense

- Super senses are always good.
As nearly always with your spells, needs more aspects. And might work better as a series of small element specific spells than a single big one.
 
Tase should be Energy
Yes, i have no idea why i wrote mind.
Time Stop should be renamed since it doesn't have the time element, and may become confusing later on. Also, without energy or mind, it will kill any living thing caught in it. And should have a transmutation since you're looking for an instant stop.
Sure, it was placeholder anyways.

Remove disintegrate, replace with burn. Also, another manipulation. One to gather, one to hold.
?

Disintegration comes from completely absorbing energy. There is nothing to hold particles together.

Then you fire that.
Not detailed enough, too vague on what it does and how it does it.
Basically, mind is to know how we need to control environment around the target to create an illusion and then we, well, manipulate matter/energy to create illusion. Light for sight, air for sound, matter for smell and so on.

Similar to invisibility, really.
A harness, or maybe your bones, if you want to move an entire living body directly, you need mind/matter/energy.
Thin layer of air around us then? Although we would need full body control for greater speeds.
So bending light around you, and destroying any scent particles that fall off you. Doable, needs more aspects.
Oh sure, i wasn't trying to completely write down spells.

As nearly always with your spells, needs more aspects. And might work better as a series of small element specific spells than a single big one.
I actually wanted more smaller spells but i got bored since it doesn't matter.

I am not trying to make exact spell here. Just throw an idea and then hope that someone will write it down nicely.
 
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Seems good, just remember, Daryl will be limited to what he knows and scanned. So no instantly creating atom scale super computers out of carbon nano-tubes. I told you guys that there would be heavy limits to the big 'do everything' type spells.
That was actually why I set up a lot of the the spell how I did. Until we get more used to it, and develop more understanding of how things work in general, I see us as more or less being limited to starting with scans, then combining them and experimenting with how changing one picture changes the other until we have something that both actually works and serves our purposes.

Mechanically, I suspect that at least initially, making a blueprint will need a large amount of development time if it isn't a simple modification or combination of similar scanned objects.

I will get on updating the vote.
 
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[X] Attaining Mastery XP Plan
-[X] Buy these spells:
Molecular Blueprinting Faculty(Level 2, mind, creation x2, transmutation x7, manipulation x1)
Allows the user to comprehend, create and edit mental blueprints down to the molecular level, simulating both the molecular substrate and the macroscopic properties of the object whose blueprint is being made, simulating in the macro picture any changes made in the micro picture.
cost 24

(1 creation aspect each for the macro and micro simulations, 1 manipulation and one transmutation aspect combine to causally link the two simulations, while 3 transmutation aspects increase the breadth of our attention, so we can focus on the entire thing at once, and the final 3 transmutation elements increase our processing ability so we can actually comprehend the smorgasbord of information.)

daze (lvl 1, mind, destruction)
Destroys all of the target's thoughts, leaving them quite profoundly disabled until new thoughts form.
Cost 3
-[X] Spend 3XP upgrading MBF to daily duration.
-[X] Spend 2 XP reducing the cost of IEU to 26

Magic Work:
[X] Magically work on the car. (40 Magic, 50 Regen per day)
-[X] Use Dominance of matter to repair the car and do our best to make it appear as if it had been repaired by advanced mechanics tools. Prioritise the deception over the repair.
Vote updated.
 
If you're going for an illusion spell I think it would be better to focus it as a mind/energy spell with a few creation, transmutation, and manipulation aspects.

As written Final illusion would create the scene you want them to see within the physical world, rather than altering their perception of what is happening around them.
 
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