MagiQuest (Failed)

Use up our magic for the day just before resting, and having it regen in the morning, or something like that?
More like use magic before moment X and be full right away, where X is moment where our magic goes +1, but that works as well.

Before sleep just amp memory and go through books for ez grades.
 
More like use magic before moment X and be full right away, where X is moment where our magic goes +1, but that works as well.

Before sleep just amp memory and go through books for ez grades.
That or perform the spell needed to restore a certain part of our project car.
 
Hmm, I'd say we should learn the memory thing first so we wont need to spend time on studying (unless we have something else we need to do). We really need to get our stats up. Hopefully it wont take too long to get to three spells per day (one for studying, one for car-repair/general project, one for emergencies).
 
[X] Get something more fashionable (one action, $500, minor rep bonus at School)
[X] You somehow manage to find a banged up wreck of a car in a junkyard, it doesn't run, the dealer says that it's from a massive wreck on the interstate last month, and really only good for parts. But the frame's still good, and you can see a bit of a blue custom paint job with white racing stripes on it. But with your recently discovered 'special talents', you think you can fix it up rather quickly. (two actions, $2000, you'll be taking the bus till it's fixed)
[X] It's your last school year, and college is right around the corner, time to get prepared (one action, minor grade improvement for the first month of school, can be taken multiple times)
 
basic spell grouping:
  1. attack- fire ball, lightning bolt
  2. defence- shields and wards
  3. utilities- healing, cooling, heating, scrying, summon servant
  4. mobility-flight, telleportation, dimension door
 
Ok, lots of spells have been suggested, and questions asked. I'm working on answering them, but it's going to take a while since I'm a bit busy today. So let's put a hold on making new spells for a bit, and focus on the vote. I'll have the answer post up later today, and the update will follow shortly thereafter.
 
And here's the Answer post. Vote will be called in about 3 hours, so if anyone wants to vote, or change theirs, now's the time to do it. And remember, 10 votes gets you a bonus XP.

What about these?
Thermal Shunt (lvl 1, Energy, manipulation)
Transfers thermal energy from one area to another.
Good to go
Perfect Cradle (lvl 1, Energy, manipulation)
Transferes kinetic energy from an attack into the air on the opposite side of you, akin to a newton's cradle.
Might be simpler to just disperse it into the air around you.
Featherlight (lvl 1, Energy, manipulation)
Redirects a portion your own downward kinetic energy into upward kinetic energy.
This one doesn't quite make sense, since kinetic energy only exists on impact, so you'd be bouncing off the ground like a rubber ball as written. I'd suggest going back to Matter Element, and having it cancel out your mass, it'd effectively make you weightless. It would also be a Transmutation Aspect because it's changing the properties of matter.
Sunspot (lvl 1, Energy, manipulation)
Focuses solar energy in a specified area onto a single specified point.
Fine, but no need to be this specific with solar energy, just light would do.
Silence (lvl 1, Energy, manipulation)
increases the frequency of any noise within ten cm of your skin into the GHz.
This one is good, and also rather clever, kudos.
Air step (lvl 1, Mater, transmute)
Increases the mass of your footwear to a tremendous amount for a minuscule fraction of a second, if timed right, it allows the user to step off of it's increased inertia and walk on "air".
This one is more complex than a lvl 1 spell can handle. I'd suggest a lvl 2 version of this spell using featherlight as a prereq.
Invisibility (lvl 1, Matter, transmute)
Converts the body into a transparent substance with the same optical density as the air around you.
Changing your body has serious safety implications. Anything effect a living being has to have all three elements behind it because of a living bodies inherent complexity.
Force Choke (lvl 1, Matter, manipulate)
Converts the air around a person's head into a solid.
Seems fine, or you could actually manipulate the windpipe directly for extra WTF factor.
Barrier (lvl 1, Matter, manipulate)
Covert a 1 meter radius, ten cm thick area in front of your hand into a solid.
Even with magic, unless you upgrade the spell to hell and back, air is not going to be providing a lot of protection. You'd be best with a pseudo earth bending type of spell that pulls a chunk of ground up to use as cover.
Poof (lvl 1, Matter, manipulation)
Converts any object 10 cm away from your body into a gas
All the spell would be doing is ripping molecular bonds to convert the mass of an object into a highly compressed gas. Which is what is called an 'explosion'.
Deadly Ignorance (lvl 1, mind, manipulation)
Causes the weak willed to forget about you the moment they are no longer paying attention to you. (allows you to only exist in their short term memory)
Sort of, Mind Manipulation is mostly about finding and moving stuff around in peoples heads. You can make memories harder, or easier to find, but you need a transmutation aspect if you want to change anything.
I'm Just Saying (lvl 1, mind, manipulation)
Allows you to hear the unhidden surface thoughts of anyone you are talking to.
Pretty good
Focus (lvl 1, mind, manipulation)
Allows you to focus on the task at hand.
Needs to be a transmutation.
Snapshot (lvl 1, mind, manipulation)
Provides you perfect photographic memory of a single specified object for the duration of the spell.
Needs to be transmutation if you want to enhance a memory, but a manipulation spell would let you keep a memory front and center in your mind.


De-ox (Lvl 1, matter, transmutation)
Reverses oxidation on small object.
A little too specific for a lvl 1 spell. Knock it up a lvl.
Fuse (Lvl 1, matter, manipulation)
Fuses two adjacent surfaces of a like material.

Split (Lvl 1, matter, manipulation)
Causes a small, perfectly neat split to form in the desired rigid object.
These are good to go.
Malleability (Lvl 1 matter, manipulation)
Loosens the bonds in a small amount of malleable material, causing it to become more susceptible to being shaped.
A bit borderline, but I'll allow it as is.
Ionic Circuit (lvl 1, energy, manipulation)
Ionises air particles along a small path, creating a circuit, and thus allowing current to flow if there is a potential difference. (no effect unless there is a voltage source of some description.)
Energy/Manipulation can move the energy around directly, this is a Matter/Manipulation/Transmutation spell that creates a physical circuit of conductive material.
Slip (Lvl 1, Matter, manipulation)
Temporarily reduces the coefficient of static and kinetic friction on target small surface.

Grip (lvl 1, matter, manipulation)
Temporarily increases the coefficients of static and kinetic friction on target small surface.
These seem to be more suited to Energy Manipulation than Matter.
Shear (lvl 1, matter, manipulation)
Reduces the sheer modulus of target object, allowing it to be more easily twisted and snapped
So like Malleability, but with making an object more brittle instead of bendy. I'll allow it, but it might need a better description.
Commit (lvl 1, mind, manipulation)
Over a short period, commit a piece of knowledge directly to your long-term memory

Recall (lvl 1, Mind, manipulation)
Temporarily increase the caster's ease of recalling information
A little off, but acceptable. Mind Manipulation is about moving things around.
Request (lvl 1, mind, manipulation)
Makes a single request made of the target seem more reasonable to them
Needs to be Transmutation. Manipulation would let you lock the memory of your request in the front of their minds, but can not make it any more likely for them to do it than they normally would. It would keep them from forgetting it. Either on accident, or on purpose.
Battery Bullet (lvl 1, energy, manipulation)
converts target object's chemical potential energy into kinetic energy, up to a certain threshold.
Energy/Matter dual Element spell, needs to be lvl 3.
Close Wound (lvl 1, matter, manipulation)
Cause a surface wound to close, stopping bleeding

Mend bone (lvl 1, matter, manipulation)
(Causes two halves of a cleanly broken bone to fuse together. (Must be set first?)
(hey, it worked once...)

Analgesic (lvl 1, mind, manipulation)
Deadens target's ability to sense pain.

Torment (lvl 1, mind, manipulation)
Heightens target's ability to sense pain.
All of these need to be lvl 3, using Matter to deal with the flesh, Energy to keep it alive, and Mind to handle all the complicated details so you don't give yourself super-cancer.
Snap (lvl 1, matter, manipulation)
Reduces the tensile strength of target
Sounds good.
Deflect (lvl 1 energy, manipulation)
Changes direction of target object's kinetic energy.
Needs to be Velocity, and needs to have a Transmutation if you want to change it's heading.
@Gear
Also, is increasing magic and regen done using Xp, or will it happen naturally/by some other mechanism?
Yes, you increase your Magic and Regen with XP, 1 for 1.

Are there any multiple Element, single Aspect spells? And what level would they be?
It would still be lvl 3, because of multiple Elements. You can make it single aspect, but it would be incredibly limited.

Although we only can cast one spell per day(?) and my paranoia won't allow me to advocate having no magic options for something coming out of nowhere.
Yes, Magic is how many magic points you have, which you use to cast spells, sort of like in Final Fantasy and such games.

For spells would these work:

Fear (lvl.1, Mind, Manipulation): Make someone more afraid
Sleep (lvl.1, Mind, Manipulation): Make someone sleepy
Ignore (lvl.1, Mind, Manipulation): Make someone ignore something
These are all Transmutation effects.
Darkness (lvl.1 Energy, Destruction): Remove the light in an area
Highlight (lvl.2 Energy, Creation, Manipulation): Make something glow
What would we need for a long lasting notice me not spell, something like Mind and multiple Manipulations?
Transmutations mostly, and Destruction if you want to erase your presence permanently from their minds.

Wonder if our magic refills at certain time rather than over time. That's one way to cheat.
Right now, it's refilling as you sleep, easier to track that way. I'll track it hourly/minutely during social scenes, once your Regen is up high enough.

But for regular Actions, it depends on whether it's a Weekday or Weekend as to how much magic you have available during actions.
 
This one doesn't quite make sense, since kinetic energy only exists on impact, so you'd be bouncing off the ground like a rubber ball as written. I'd suggest going back to Matter Element, and having it cancel out your mass, it'd effectively make you weightless. It would also be a Transmutation Aspect because it's changing the properties of matter.
I meant KPE but seems understandable.

Might be simpler to just disperse it into the air around you.
Should have changed that, it should be area on the other side of you, i.e. another enemy.

Changing your body has serious safety implications. Anything effect a living being has to have all three elements behind it because of a living bodies inherent complexity.
Even with magic, unless you upgrade the spell to hell and back, air is not going to be providing a lot of protection. You'd be best with a pseudo earth bending type of spell that pulls a chunk of ground up to use as cover.

I'll find a way of shifting this.

All the spell would be doing is ripping molecular bonds to convert the mass of an object into a highly compressed gas. Which is what is called an 'explosion'.
It's meant as a last resort against a projectile weapon, since it would also destroy your clothes. the overall mass of all of that is ~0.75 Kg, to roughly 876L and will only cause an explosion about the same as about ~10 g of TNT, so a lot of fog and dust, and perhaps a couple minor bruises for you. But it will protect you of anything short of a airburst grenade.

All the mind stuff (except I'm Just saying) will b changed to transmutation.
 
This one doesn't quite make sense, since kinetic energy only exists on impact, so you'd be bouncing off the ground like a rubber ball as written. I'd suggest going back to Matter Element, and having it cancel out your mass, it'd effectively make you weightless. It would also be a Transmutation Aspect because it's changing the properties of matter.
If anything has velocity it has kinetic Energy. All moving objects have kinetic energy. Trust me, I'm a physics major. The reason that spell doesn't make sense is that to have kinetic energy you have to have velocity, and thus have to be moving. From the sound of it, the intent of the spell was to reduce the weight of objects, but what it would actually do given the description would be slow the fall of falling objects, or make them fall upwards.

The way to make object lighter would be to redirect the forces on an object, reducing the gravatic force and increasing the normal force, say. What element does force manipulation fall under?

These seem to be more suited to Energy Manipulation than Matter.
The coefficient of friction for a surface is a measure of how rough or smooth it is. That seems more like matter than energy to me, but if you are ruling that manipulating forces comes under energy, I can see reason to put it under energy.

Needs to be Velocity, and needs to have a Transmutation if you want to change it's heading.
Oh, yes, of course, KE is a scalar.
Edit: Wait, hang on, isn't moving things around manipulation? I thought that energy transmutation is changing energy type.

De-ox (Lvl 2, matter, transmutation)
Reverses oxidation on small object.

Fuse (Lvl 1, matter, manipulation)
Fuses two adjacent surfaces of a like material.

Split (Lvl 1, matter, manipulation)
Causes a small, perfectly neat split to form in the desired rigid object.

Malleability (Lvl 1 matter, manipulation)
Loosens the bonds in a small amount of malleable material, causing it to become more susceptible to being shaped.

Ionic Circuit (lvl 2, matter, manipulation, transmutation)
Ionises air particles along a small path, creating a circuit, and thus allowing current to flow if there is a potential difference. (no effect unless there is a voltage source of some description.)

Slip (Lvl 1, (Matter/energy?), manipulation)
Temporarily reduces the coefficient of static and kinetic friction on target small surface.

Grip (lvl 1, (matter/energy), manipulation)
Temporarily increases the coefficients of static and kinetic friction on target small surface.

Shear (lvl 1, matter, manipulation)
Reduces the shear strength of target object, allowing it to be more easily bent and snapped.

Commit (lvl 1, mind, manipulation)
Move a piece of knowledge to which you are paying attention directly to your long-term memory.

Recall (lvl 1, Mind, manipulation)
Temporarily increase the ease with which information can flow from the memory to the consciousness, enhancing the caster's ability to recollect information.

Request (lvl 1, mind, transmutation)
Makes a single request made of the target seem more reasonable to them

Battery Bullet (lvl 3, matter, energy, transmutation, manipulation)
converts target object's chemical potential energy into kinetic energy, up to a certain threshold.

Close Wound (lvl 3, matter, energy, mind manipulation)
Cause a surface wound to close, stopping bleeding

Mend bone (lvl 3, matter, energy, mind manipulation)
(Causes two halves of a cleanly broken bone to fuse together. (Must be set first?)
(hey, it worked once...)

Analgesic (lvl 1, mind, manipulation)
Sends the target's perceptions of pain as far from the forefront of their mind as possble, making it easier for them to ignore it.

Torment (lvl 1, mind, manipulation)
Brings the target's perceptions of pain to the forefront of their minds, making it harder for them to ignore it.

Snap (lvl 1, matter, manipulation)
Reduces the tensile strength of target

Deflect (lvl 1 energy, manipulation)
Changes direction of target object's velocity.

I think that torment and analgesic can be reformulated to be purely mental manipulation:
Analgesic (lvl 1, mind, manipulation)
Sends the target's perceptions of pain as far from the forefront of their mind as possble, making it easier for them to ignore it.

Torment (lvl 1, mind, manipulation)
Brings the target's perceptions of pain to the forefront of their minds, making it harder for them to ignore it.
Is that correct?

Yes, you increase your Magic and Regen with XP, 1 for 1.
Now that is a very vital datum, and we should seriously consider increasing our power before getting too far into our repertoire.
 
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From the sound of it, the intent of the spell was to reduce the weight of objects, but what it would actually do given the description would be slow the fall of falling objects, or make them fall upwards.

The way to make object lighter would be to redirect the forces on an object, reducing the gravatic force and increasing the normal force, say. What element does force manipulation fall under?
  1. I was working on making it convert downward KPE into upward KPE, effectively cancelling out your velocity.
  2. Force, probably.
 
Kinetic potential energy I.E. the potential energy inherent to moving objects.
I am pretty sure you are referring to kinetic energy, as kinetic energy is not a potential energy. The energy we are talking about is that given by K=(1/2)mv2​, right?

Energy is very often exchanged between kinetic energy and potential energy, usually gravitational potential energy of the potential energy in a spring, but potential energy and kinetic energy are two very different things, and there is no 'kinetic potential energy'.

A falling object, for instance, gains speed by converting its gravitational potential energy into kinetic energy.

You may have been confused by @Gear's earlier false comments about there being no kinetic energy outside collisions.



In addition, Kinetic energy is a scalar, and has no direction. You could stop a falling object by transferring half of its downwards momentum into upwards momentum.
 
Well, I guess that I'm calling the vote. And with 7 out of 11 (Bonus XP Aquired!) votes Plan Collins wins. Update coming soon.

[x] Get something more fashionable (one action, $500, minor rep bonus at School)
[x] You somehow manage to find a banged up wreck of a car in a junkyard, it doesn't run, the dealer says that it's from a massive wreck on the interstate last month, and really only good for parts. But the frame's still good, and you can see a bit of a blue custom paint job with white racing stripes on it. But with your recently discovered 'special talents', you think you can fix it up rather quickly. (two actions, $2000, you'll be taking the bus till it's fixed)
-[x] It's your last school year, and college is right around the corner, time to get prepared (one action, minor grade improvement for the first month of school, can be taken multiple times)



Roughly what I was trying to get at, I'm crap at remembering terminology.
You could also transmute it to instantly reverse the items heading, so as it falls down, it would suddenly be falling up, till gravity pulls it down. Repeat casting until over all velocity is low enough to safely hit the ground. You would look like a yo-yo though.
I meant KPE but seems understandable.
Kinetic Energy is really a bit of an imprecise phrase, as it represents the potential energy when two items with different relative velocities interact. It can really straddle the line between elements. Velocity, from an Elemental point of view, can be a type of Energy, or a property of matter, like mass. Sort of how photons are both a wave and a particle.

I think I'm going to go on and make Velocity a property of Matter, as it can be 'set and forget', like throwing a ball and space, and if nothing hits it, it would just keep going forever. It's Velocity would not radiate away like Energy would. Manipulation would slowly change it like you would change the velocity of a rolling ball by pushing on it, Transmutation would instantly change the value of the velocity. It's more of a perceptual difference, but magic in this game is partly physics, partly conceptual.
Should have changed that, it should be area on the other side of you, i.e. another enemy.
It doesn't really matter, even bullet impacts, spread out over even just a few feet of area would reduce the force per square inch to almost nothing. Where the velocity goes doesn't matter, as long as it's spread out.
It's meant as a last resort against a projectile weapon, since it would also destroy your clothes. the overall mass of all of that is ~0.75 Kg, to roughly 876L and will only cause an explosion about the same as about ~10 g of TNT, so a lot of fog and dust, and perhaps a couple minor bruises for you. But it will protect you of anything short of a airburst grenade.

All the mind stuff (except I'm Just saying) will b changed to transmutation.
What about the 9 cm or so deep tub of concrete/asphalt/dirt under your feet that would suddenly be converted into hyper compressed gas?

Lvl 1 spells are meant to be versatile and powerful, in their own way, but also very limited and simple in their execution. If you want a Matter/Transmutation spell that breaks all molecular bonds within it's area of effect, except you, a lvl 1 spell can do that. But it could only do that. So your clothes, your hair, the ground your standing on, the air around you, dead skin, everything that isn't a living part of you, would be converted. Which is very dangerous, because not only are you suddenly standing in an overpressure wave, you're also standing on a solid chunk of gas that suddenly won't be solid.

A better idea is to make the spell, then upgrade it's casting range into a long range spell, then cast it on your enemies. Though it would leave a really weird looking corpse and scene for investigators.

As for what you want, an outwards mildly exploding defensive spell to push everything away, you would want a lvl 3 spell, where you can add the mind element to add more control over the spell results, be able to have it explode from like 5 cm from your skin out, and 5 cm above the ground.

If anything has velocity it has kinetic Energy. All moving objects have kinetic energy. Trust me, I'm a physics major. The reason that spell doesn't make sense is that to have kinetic energy you have to have velocity, and thus have to be moving. From the sound of it, the intent of the spell was to reduce the weight of objects, but what it would actually do given the description would be slow the fall of falling objects, or make them fall upwards.

The way to make object lighter would be to redirect the forces on an object, reducing the gravatic force and increasing the normal force, say. What element does force manipulation fall under?
To me, Kinetic Energy is the Potential Energy that is released when two items of differing relative velocities collide. Until the collision, Kinetic Energy doesn't really exist. I really think that mass, or at least Velocity, would be better descriptors for the spell.
The coefficient of friction for a surface is a measure of how rough or smooth it is. That seems more like matter than energy to me, but if you are ruling that manipulating forces comes under energy, I can see reason to put it under energy.
It was mostly because of the static that I wrote that it was energy. You are right that friction is of course Matter, though for anything beyond what would feel smooth or rough to your hand, you're going to need a higher lvl spell.
Oh, yes, of course, KE is a scalar.
Edit: Wait, hang on, isn't moving things around manipulation? I thought that energy transmutation is changing energy type.
As I said above, it's really about the perceptual differences between it's application, gradual changes are manipulation, like pushing a block around, to transmutation instantly changing the blocks velocity to flip over.


De-ox (Lvl 2, matter, transmutation)
Reverses oxidation on small object.

Fuse (Lvl 1, matter, manipulation)
Fuses two adjacent surfaces of a like material.

Split (Lvl 1, matter, manipulation)
Causes a small, perfectly neat split to form in the desired rigid object.

Malleability (Lvl 1 matter, manipulation)
Loosens the bonds in a small amount of malleable material, causing it to become more susceptible to being shaped.

Ionic Circuit (lvl 2, matter, manipulation, transmutation)
Ionises air particles along a small path, creating a circuit, and thus allowing current to flow if there is a potential difference. (no effect unless there is a voltage source of some description.)

Slip (Lvl 1, (Matter/energy?), manipulation)
Temporarily reduces the coefficient of static and kinetic friction on target small surface.

Grip (lvl 1, (matter/energy), manipulation)
Temporarily increases the coefficients of static and kinetic friction on target small surface.
Get rid of the static, and it would be permanent, since you're changing the physical structure of the item. Think more earthbending, less D&D.

Shear (lvl 1, matter, manipulation)
Reduces the shear strength of target object, allowing it to be more easily bent and snapped.

Commit (lvl 1, mind, manipulation)
Move a piece of knowledge to which you are paying attention directly to your long-term memory.

Recall (lvl 1, Mind, manipulation)
Temporarily increase the ease with which information can flow from the memory to the consciousness, enhancing the caster's ability to recollect information. Manipulation is about moving stuff around. You can move specific memories around, like putting a book on the shelf next to the door so that you see it every time you go in a room, but it can't change the location of the door to make it easier to get in and out.

Request (lvl 1, mind, transmutation)
Makes a single request made of the target seem more reasonable to them

Battery Bullet (lvl 3, matter, energy, transmutation, manipulation)
converts target object's chemical potential energy into kinetic energy, up to a certain threshold.

Close Wound (lvl 3, matter, energy, mind manipulation)
Cause a surface wound to close, stopping bleeding

Mend bone (lvl 3, matter, energy, mind manipulation)
(Causes two halves of a cleanly broken bone to fuse together. (Must be set first?)
(hey, it worked once...)

Analgesic (lvl 1, mind, manipulation)
Sends the target's perceptions of pain as far from the forefront of their mind as possible, making it easier for them to ignore it.

Torment (lvl 1, mind, manipulation)
Brings the target's perceptions of pain to the forefront of their minds, making it harder for them to ignore it.

Snap (lvl 1, matter, manipulation)
Reduces the tensile strength of target

Deflect (lvl 1 energy, manipulation)
Changes direction of target object's velocity. As above, I've decided that Velocity is a property of matter, as is it's heading. So back to being Matter.

I think that torment and analgesic can be reformulated to be purely mental manipulation:

Is that correct?[/quote]
Made a few notes in red, but for the most part, looking good.

Now that is a very vital datum, and we should seriously consider increasing our power before getting too far into our repertoire.
I believe that this is going to going on the next vote. I'll put up a few spells that you guys have made, with some of my own, along with how many points you want to go into your Magic and Regen.
 
Temporarily increases the coefficients of static and kinetic friction on target small surface.
Get rid of the static, and it would be permanent, since you're changing the physical structure of the item. Think more earthbending, less D&D.
Ok, maybe I went overboard with the physics jargon, and it didn't help matters that I was typing late at night and used kinetic instead of dynamic.
Reworded for clarity.

Slip (Lvl 1, (Matter/energy?), manipulation)
Temporarily reduces the friction on target small surface.

Grip (lvl 1, (matter/energy), manipulation)
Temporarily increases the friction on target small surface.

To me, Kinetic Energy is the Potential Energy that is released when two items of differing relative velocities collide. Until the collision, Kinetic Energy doesn't really exist. I really think that mass, or at least Velocity, would be better descriptors for the spell.
Kinetic Energy. Kinetic energy is the work that would be done to bring a given mass up to its velocity. It is not a potential energy.

Given that the only way to change it is to either change mass or velocity, and we seldom want to change mass for most things currently proposed, it would be simpler to just deal with velocity for now.

It will become relevant once we start dealing with energy trasmutation, if we wanted to convert the kinetic energy of a projectile into thermal energy, robbing it of all speed and momentum, and heating it up.
 
0.2 New Clothes, New Car, New Man
7 of 11 votes:
[x] Get something more fashionable (one action, $500, minor rep bonus at School)
[x] You somehow manage to find a banged up wreck of a car in a junkyard, it doesn't run, the dealer says that it's from a massive wreck on the interstate last month, and really only good for parts. But the frame's still good, and you can see a bit of a blue custom paint job with white racing stripes on it. But with your recently discovered 'special talents', you think you can fix it up rather quickly. (two actions, $2000, you'll be taking the bus till it's fixed)
-[x] It's your last school year, and college is right around the corner, time to get prepared (one action, minor grade improvement for the first month of school, can be taken multiple times)
<< Index >>
0.2 New Clothes, New Car, New Man

Besides painting, unpacking, and organizing, Daryl managed to find some time to go get some clothes with his mother. He had to spend a good chunk of his own money, but Daryl has a pretty good selection of clothes for senior year. (-$500, +minor School Rep)

It took some work, but that old wreck of a car was in the shed out behind the house. Mom thought he was crazy for getting it, but finally relented and said that it was his money to spend. Now all Daryl had to do was actually fix it. Thankfully, he had a few 'special' tools for the job.
(-$2000, The car is made up of seven areas, Frame, Body, Engine, Electrical, Interior, Paint, and Wheels. The condition for all of them, besides Frame, is 'wrecked'. Frame is at 'bad'.)

Before working on the car though, Mom's been wanting you to do some prep work for school, since it's right around the corner now. So one evening after she got home from work, the two of them went out to the library to get some books and Daryl spent some time over the next few days doing the schools recommended reading and worksheets they gave him when he transferred. (+Grades, +Relationship with Mom)

Though now that Mom has been reminded about school, she wants Daryl to promise spend an action every weekday during School studying to keep his grades up, because she knows he's not the most dedicated student, and it's important for college.

[] Promise (+Grades, +Relationship with Mom)
[] Lie (--Relationship with Mom when she finds out)

But now the weekend is coming up, Mom's given Daryl some spending money (+$20), so what do you want to do? (4 actions, $520 available)

[] Work on your ride
-[] Non-Magically work on the car
--[] Frame (4 actions, improve to 'Not so bad')
--[] Body (4 actions, improve to 'Broken')
--[] Engine (4 actions, improve to 'Broken')
--[] Electrical (4 actions, improve to 'Broken')
--[] Interior (4 actions, improve to 'Broken')
--[] Paint (4 actions, improve to 'Broken')
--[] Wheels (4 actions, improve to 'Broken')

-[] Magically work on the car (each option taken will 4 XP towards repair spells, chosen by GM to accomplish the chosen action, and can be chosen multiple times)
--[] Frame (1 action, improve to 'Not so bad')
--[] Body (1 action, improve to 'Broken')
--[] Engine (1 action, improve to 'Broken')
--[] Electrical (1 action, improve to 'Broken')
--[] Interior (1 action, improve to 'Broken')
--[] Paint (1 action, improve to 'Broken')
--[] Wheels (1 action, improve to 'Broken')


[] New town, new people
-[] Explore the Neighborhood (one action)
-[] Find the mall, see what's going on there (one action)
-[] See what the city park is like (one action)
-[] There's an arcade/bowling/putt-putt place on the edge of town (one action, $20)

[] School time blues
-[] It's your last school year, and college is right around the corner, time to get prepared (one action, minor grade improvement for the first month of school, can be taken multiple times)

[] 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)

[] 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

Any unused XP will be banked for next turn.
<< Index >>
 
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[X] Promise (+Grades, +Relationship with Mom)

One action every other turn spent studying is probably a good idea anyway. If our grades start slipping they might get suspicious of why we keep slinking off to do "stuff".

--[X] Body (1 action, improve to 'Broken')
--[X] Engine (1 action, improve to 'Broken')
--[X] Electrical (1 action, improve to 'Broken')

We might as well just become an expert at Magical Car Repair. We could probably make some good money buying junkers, fixing them up, then reselling them.

-[X] Explore the Neighborhood (one action)

Let's take a break to meet some new people, though. We can always use test subj-FRIENDS. Yes, friends.
 
[x] Promise (+Grades, +Relationship with Mom)
But now the weekend is coming up, Mom's given Daryl some spending money (+$20), so what do you want to do? (4 actions, $520 available)
[x] Work on your ride
-[x] Separate everything into pieces, just to make sure you won't damage anything over much.
-[x] Magically work on the car (each option taken will 4 XP towards repair spells, chosen by GM to accomplish the chosen action, and can be chosen multiple times)
--[x] Frame (1 action, improve to 'Not so bad')
[x] New town, new people
-[x] Explore the Neighborhood (one action)
[x] School time blues
-[x] It's your last school year, and college is right around the corner, time to get prepared (one action, minor grade improvement for the first month of school, can be taken multiple times)
[x] XP Distribution
-[x] Put 10 XP into your Magic
-[x] Put 10 XP into your Regen
-[x] buy
--[x] I'm Just Saying (lvl 1, mind, manipulation) : Allows you to hear the unhidden surface thoughts of anyone you are talking to. | Cost 1
--[x] Snapshot (lvl 1, mind, transmutation) : Provides you perfect photographic memory of a single specified object for the duration of the spell. | Cost 1
--[x] Barrier (lvl 1, Matter, manipulate) : Raises a barrier of dirt from the ground. | Cost 1
--[x] Perfect Cradle (lvl 1, Energy, manipulation) : Transfers kinetic energy from an attack into the air around you. | Cost = 1

Seems balanced enough to me.
 
One action every other turn spent studying is probably a good idea anyway. If our grades start slipping they might get suspicious of why we keep slinking off to do "stuff".
It's not every other turn, it is every weekday. If we have one turn a day, as seems to be the case, it is 5 turns out of seven.
That said, it is a solid plan. We need our social links, since that is our forte, but we will never finish the car in time if we don't commit a lot of time to it.

[X] Promise (+Grades, +Relationship with Mom)

--[X] Body (1 action, improve to 'Broken')
--[X] Engine (1 action, improve to 'Broken')
--[X] Electrical (1 action, improve to 'Broken')

-[X] Explore the Neighborhood (one action)

[X] XP distribution plan: Touched by the Skewed hand
- Put 10 XP into magic
-Put 23 XP into regen
-Put 9 XP into repair spells chosen by QM
-Learn the following spells:
Commit (lvl 1, mind, manipulation)
Move a piece of knowledge to which you are paying attention directly to your long-term memory.
1XP


Focus (lvl 1, mind, transmutation)
Allows you to focus on the task at hand.
2XP

Thermal Shunt (lvl 1, Energy, manipulation)
Transfers thermal energy from one area to another.
1XP

Request (lvl 1, mind, transmutation)
Makes a single request made of the target seem more reasonable to them
2XP


I'm Just Saying (lvl 1, mind, manipulation)
Allows you to hear the unhidden surface thoughts of anyone you are talking to.
1XP
Total XP used: 49/49

This play might look a bit odd, as our regen is much higher than our magic, and we will only have a few spells, but hear me out.
24 regen will hopefully get us 1 magic per hour. combined with the repair spells, and the mental utility spells, this massively increases our ability to amplify what we can do throughout the day. Every hour we would be able to commit some knowledge perfectly to memory, or focus on the task at hand almost supernaturally every two hours, or in stretches of up to ten or five hours respectively, if we let our magic pool.

Also, it should drastically improve the speed at which we can work on the car, which is probably limited by magic reserves.

I also added thermal shunt, so we have at least some combat ability.


@Gear if we have a regen of 24 magic per day, do we regenerate it hourly? If not, I shall have to revise my plan.

Also, If you like, I could maintain a list of pells that you have confirmed are admissible.
White: Approval confirmed
Blue: Awaiting approval
Red: Confirmed non-approved, needs revising

De-ox (Lvl 2, matter, transmutation)
Reverses oxidation on small object.


Fuse (Lvl 1, matter, manipulation)
Fuses two adjacent surfaces of a like material.


Split (Lvl 1, matter, manipulation)
Causes a small, perfectly neat split to form in the desired rigid object.


Malleability (Lvl 1 matter, manipulation)
Loosens the bonds in a small amount of malleable material, causing it to become more susceptible to being shaped.


Ionic Circuit (lvl 2, matter, manipulation, transmutation)
Ionises air particles along a small path, creating a circuit, and thus allowing current to flow if there is a potential difference. (no effect unless there is a voltage source of some description.)


Slip (Lvl 1, (Matter/energy?), manipulation)
Temporarily reduces the friction on target small surface.


Grip (lvl 1, (matter/energy), manipulation)
Temporarily increases the friction on target small surface.


Shear (lvl 1, matter, manipulation)
Reduces the shear strength of target object, allowing it to be more easily bent and snapped.


Commit (lvl 1, mind, manipulation)
Move a piece of knowledge to which you are paying attention directly to your long-term memory.


Recall (lvl 1, Mind, transmutation)
Temporarily increase the ease with which information can flow from the memory to the consciousness, enhancing the caster's ability to recollect information.


Request (lvl 1, mind, transmutation)
Makes a single request made of the target seem more reasonable to them


Battery Bullet (lvl 3, matter, energy, transmutation, manipulation)
converts target object's chemical potential energy into kinetic energy, up to a certain threshold.


Close Wound (lvl 3, matter, energy, mind manipulation)
Cause a surface wound to close, stopping bleeding


Mend bone (lvl 3, matter, energy, mind manipulation)
(Causes two halves of a cleanly broken bone to fuse together. (Must be set first?)
(hey, it worked once...)


Analgesic (lvl 1, mind, manipulation)
Sends the target's perceptions of pain as far from the forefront of their mind as possible, making it easier for them to ignore it.


Torment (lvl 1, mind, manipulation)
Brings the target's perceptions of pain to the forefront of their minds, making it harder for them to ignore it.


Snap (lvl 1, matter, manipulation)
Reduces the tensile strength of target


Deflect (lvl 1 matter, manipulation)
Changes direction of target object's velocity.


Thermal Shunt (lvl 1, Energy, manipulation)
Transfers thermal energy from one area to another.

Perfect Cradle (lvl 1, Energy, manipulation)
Disperses kinetic energy from a thing that strikes you into the surrounding air.


Featherlight (lvl 1, Energy, manipulation)
Redirects a portion your own downward kinetic energy into upward kinetic energy.


Sunspot (lvl 1, Energy, manipulation)
Focuses light in a specified area onto a single specified point.


Silence (lvl 1, Energy, manipulation)
increases the frequency of any noise within ten cm of your skin into the GHz.

Air step (lvl 1, Mater, transmute)
Increases the mass of your footwear to a tremendous amount for a minuscule fraction of a second, if timed right, it allows the user to step off of it's increased inertia and walk on "air".


Invisibility (lvl 1, Matter, transmute)
Converts the body into a transparent substance with the same optical density as the air around you.


Force Choke (lvl 1, Matter, manipulate)
Converts the air around a person's head into a solid.

Barrier (lvl 1, Matter, manipulate)
Covert a 1 meter radius, ten cm thick area in front of your hand into a solid.


Interpose (lvl 1, matter, manipulation)
Pulls nearby object or chunk of ground into the path of an attack.


Poof (lvl 1, Matter, manipulation)
Converts any object 10 cm away from your body into a gas


Deadly Ignorance (lvl 1, mind, transmutation)
Causes the weak willed to forget about you the moment they are no longer paying attention to you. (allows you to only exist in their short term memory)


I'm Just Saying (lvl 1, mind, manipulation)
Allows you to hear the unhidden surface thoughts of anyone you are talking to.

Focus (lvl 1, mind, transmutation)
Allows you to focus on the task at hand.

Snapshot (lvl 1, mind, transmutation)
Provides you perfect photographic memory of a single specified object for the duration of the spell.
 
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People, could you choose fucking action you have promised to take?

[X] Promise (+Grades, +Relationship with Mom)
[x] School time blues
-[x] It's your last school year, and college is right around the corner, time to get prepared (one action, minor grade improvement for the first month of school, can be taken multiple times)
-[X] Magically work on the car (each option taken will 4 XP towards repair spells, chosen by GM to accomplish the chosen action, and can be chosen multiple times)
--[X] Frame (1 action, improve to 'Not so bad')
--[X] Body (1 action, improve to 'Broken')
[x] New town, new people
-[x] Explore the Neighborhood (one action)
-[X] Find the mall, see what's going on there (one action)
[X] XP Distribution
-[X] Put 15 XP into your Magic
-[X] Put 15 XP into your Regen
-[X] Write-In spells:
--[X] Snapshot
--[X] I'm Just Saying
--[X] Commit
--[X] Focus
--[X] Charm(lvl1, Manipulation, Mind): Make us somewhat more likable. 1xp
--[X] Obliterate(lvl3, Destruction, Matter): Basic mid-range matter erasure attack. 5xp

49/49 exp.
 
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