Vorstallen Magic Preparatory - The Third-Best School for Young Mages in the Nation! Enrol Today!

Blitzed through this. Good stuff! Anyone think it'd be worthwhile shoring up combat skill, considering the possibility of a prank going bad? Alternately, take a gander at our magic pool, because the sooner we start accessing PHENOMENAL COSMIC POWER, the better.

[X] Radiant Blade
[X] Study your Magic Pool
[X] Tutoring (Lore: Runes)
[X] Study Group (Willpower)

This for now! Radiant Blade may be the most difficult rune to carve, but since it ends up on a piece of metal, it'll probably be way more durable than the other two. And being able to have a handy-dandy flashlight at (almost) any time seems useful to me.

Aqua Barrier seems really situational, but powerful in those situations. Slumbering Brick is neat too, but to make full use of it requires carrying around actual bricks.

That means we could feasibly hand a brick to all our pals to get out of sticky situations though. How big of a brick are we talking here anyway?
 
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[X] Accept
[X] Radiant Blade (Steel)
[X] Slumbering Brick (Clay)
[X] Tutoring (Lore: Runes)
[x] Appraise your Artifact
[x] Study your Magic Pool
[x] Go Exploring (willpower)


In a year we're probably an average mage in terms of MT and/or runic lore and are able to develop our own runes. Right now we need something substantial.
Brick rune synergises nicely with itching powder. Blade rune is powerful by itself.
Also, come on! We're sitting on top of 300+ coins, let's appraise the artifact finally.
 
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I'm for declining myself. Sure I could see some uses for these runes now, but nothing that I think we really need or that can even guarantee to be useful. I don't mind the knowledge we give him later, but the two actions we have to use to give him that knowledge, brutal.

Although the Crafting he adds to our next action would partially offset. But consider that we have to use actions to craft the rune. And with our low crafting skill a 90 DC rune likely represents multiple actions to craft 1. I'm just having a hard time seeing this trade being worth it.

We have the +10 from the map. So do we try and finish the map at an only 25 percent chance? Or do we move straight to attacking or scouting them?

[X] Decline
[X] Scout out your Rivals
[X] Study your Magic Pool
[X] Launch an Assault!


Tempted to go with just the scouting, but if we make the scouting roll and get the bonus attacking is then so good. Maybe we can split our rivals up by making things hard on them. Let's see if they are willing to put forth the same effort to ignore their studies that we were.
 
I'm for declining myself. Sure I could see some uses for these runes now, but nothing that I think we really need or that can even guarantee to be useful. I don't mind the knowledge we give him later, but the two actions we have to use to give him that knowledge, brutal.
Learning a rune likely takes an action, though, as does getting two Craft: Rune training rolls (that might actually take a Willpower to get on our own), so overall we're just sacrificing actions in the future to gain the benefit of them now.
 
[X] Decline
[X] Study your Magic Pool
[X] Go Exploring
[X] Study Group (Willpower)
 
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[X] Decline
[X] Slumbering Brick (Clay)

Not realy all that interested in the deal ut if we end up accepting I fell the brick would be more useful to us.

[X] Madavian's Speed Dating Agency (Willpower)
You people remenber we only have three friends right ? And that metting new people get harder and harder with each passing day ? So could you people please ecome less focused on study group and take the action wich will actualy make study group awesome ? Because it would be tremendously beter with more people in it .

[X] Study your Magic Pool
[X] Suck Up To Inukar
[X] Go Exploring
[X] Map out the Dorms


So much we could be doing so little time to actualy do it, things like suckin up to Inukar, finishing the Map of the dorms so we can take action.
 
I've just changed my vote: instead of finishing our runes tutoring (that can wait a little), I'd rather go exploring and get familiar with our school.
 
[X] Accept
[X] Slumbering Brick (Clay)
[X] Tutoring (Lore: Runes)
[X] Madavian's Speed Dating Agency (Willpower)
[X] Map out the Dorms


Accepting doesn't seem like much of a sacrifice in actions, and if we learn runes in the future it's not like we can't hide the ones we consider secret from him. Speculatively, learning how to Craft Runes will let us experiment and give us some ability to examine and replicate our artifact.

Radiant Blade seems less destructive and therefore appealing, but Slumbering Brick might work, too, if we can draw its rune in a rush.

Tutoring to finish off our tutoring, and/or get the benefits of this choice.

Speed Dating in order to make friends.

Map to finish our map.
 
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Brick means we can give everybody a panic button. Stick the brick in your pocket and it'll last.
Blade is a long-lasting high-power light.
Artifact needs to get figured out already.
Magic pool is the road to power we see.
Meeting people and getting friends is another route to power, one easier done sooner rather than later.
Dorms improves dorms actions.
Inukar's a teacher, teachers are good to have on your side.

[X] Accept
[X] Radiant Blade (Steel)
[X] Slumbering Brick (Clay)
[x] Appraise your Artifact
[x] Study your Magic Pool
[X] Madavian's Speed Dating Agency (Willpower)
[X] Map out the Dorms
[X] Study your Magic Pool
[X] Suck Up To Inukar
 
[X] Decline
[X] Slumbering Brick

[X] Study Group
[X] Tutoring (Lore: Runes)
[X] Study your Magic Pool
[X] Suck Up to Inukar
[X] Map out the Dorms
 
The Radiant Blade Rune takes 40 to charge and needs to be recharged weekly. Our magic pool is only 20. Isn't that something of a problem? (By the way, does someone know where to find the rules on how runes work?)

[X] Accept
[X] Slumbering Brick (Clay)

[X] Appraise your Artifact
[X] Study your Magic Pool
[X] Tutoring (Lore: Runes)
[X] Study Group (Willpower)
 
The Radiant Blade Rune takes 40 to charge and needs to be recharged weekly. Our magic pool is only 20. Isn't that something of a problem? (By the way, does someone know where to find the rules on how runes work?)
We have Abraham. Abraham will gladly charge ours if we can make one for him that he can charge himself.
 
[X] Accept
[X] Radiant Blade (Steel)
[X] Slumbering Brick (Clay)
[X] Tutoring (Lore: Runes)
[X] Madavian's Speed Dating Agency (Willpower)
[X] Map out the Dorms
 
The Radiant Blade Rune takes 40 to charge and needs to be recharged weekly. Our magic pool is only 20. Isn't that something of a problem? (By the way, does someone know where to find the rules on how runes work?)
We get to recharge our magic pool every day, so during the week we have a total of 140 points.
 

This for now! Radiant Blade may be the most difficult rune to carve, but since it ends up on a piece of metal, it'll probably be way more durable than the other two. And being able to have a handy-dandy flashlight at (almost) any time seems useful to me.

Radiant Blade is pretty powerful because it lasts a long time, but blinding light is probably the least powerful of the available effects in any given moment. Barrier prevents crossbow bolts from hitting you, and you can block off a passageway anywhere near a small body of water. Slumbering Brick lets you turn building sites into minefields, and you can stash bricks in bushes and hide them under small layers of dirt (or replace bricks at the edges of gardens, that sort of thing) to give yourself a powerful


That means we could feasibly hand a brick to all our pals to get out of sticky situations though. How big of a brick are we talking here anyway?

Max size around a foot in length by half a foot in width/breadth. Smaller bricks are feasible as well, but for obvious reasons leave a much smaller cloud of dust and brick bits.


In a year we're probably an average mage in terms of MT and/or runic lore and are able to develop our own runes. Right now we need something substantial.
Brick rune synergises nicely with itching powder. Blade rune is powerful by itself.

This is true. The brick disintegrates and propels itself rather violently (it disintegrates first, though, making the particulate matter quite small and so unlikely to harm anyone through kinetic force), so it'll also propel something left on top of the brick. It would be a valid itching powder delivery system, though setting it up could be quite difficult.


Also, some minor mistakes:


This should be dye.

That's Thomas who tried to get Abraham expelled, not Abraham.

Thanks, I'll fix those up.

The Radiant Blade Rune takes 40 to charge and needs to be recharged weekly. Our magic pool is only 20. Isn't that something of a problem? (By the way, does someone know where to find the rules on how runes work?)

The big advantage you have at the moment is you have two friends, one with a huge Magic Pool (Abraham), and one who is unlikely to use his normal-sized one due to laziness (Madavian). So while charging a lot of your own Runes is right out, they'd be pretty happy to do so for you. Charging a rune is basically a free action (takes ten or fifteen seconds tops, if you do it a lot maybe two or three), so it's pretty easy to get that done.

I'll write up a bit of a magical mechanics post after this as well (once I've got the typos sorted).
 
I'm honestly kinda surprised that Ulos hasn't carried that tool of both Wizzard and street urchin, the half brick in a sock. This would make the whole "brick" thing a stronger choice.
 
Magical Mechanics
There are four fundamental branches of magic. There are many sub-branches (mind magic, Artifact construction, etc), but these four are distinct from each other in the sense they behave differently and require entirely different knowledge to do well at. The first thing to note is all magic requires Intentionality. You need to be intending to (and be able to!) cast a spell before any magical construction will work, even if you do not activate the magic yourself. The second thing to note is all magic draws from the Primordial Ether, a sort of space or plane that mages can sense, and Spirits inhabit.

The first is the Prime Art, as it is called, of Sigils. The use of the word 'Sigils' is interchangeable with 'Spells' for the most part. In lore terms, Sigils have three major defining characteristics. Firstly, Sigils are Symbols. A drawn symbol in the air (or on paper, or on wood, etc). This symbol cares about Stroke Order and Direction. If you draw one of the lines up instead of down, whoops, no Sigil for you. Lastly, Sigils are Consumed. A Sigil cannot have magic flow through it time and time again. One the magic is put in, the Sigil ceases to be.

From the Quest's perspective, Sigils are your ordinary whiz-bang spells from every magical academy ever. Do a magic gesture, get a magic spell. You need to draw from your own Magic Pool to do so, but they can be cast quickly and effectively and are generally used for the most direct effects (cast shield, cast fireball, cast light, etc).


The second is the Noble Art, named so due to the propensity of the Undying to use Runes for nearly everything. Runes are your 'magical enchantment' school of spells. Put a Rune on something, charge it up, and it'll activate under the conditions you've set. 99.999% of magical gear is runic, (the remainder being Spiritual). Runes are Symbols, just like Sigils. However, Runes don't care about stroke order and direction. Instead, they care about Material. A Rune for Wood won't work on Steel, and vice versa. Lastly, Runes are Reusable. You can charge a rune again and again, and unless the physical form of the rune itself is compromised (your steel coin gets bent, your brick rune gets smashed), it'll keep on working indefinitely.

From the Quest's perspective, Runes are basically enchantments. Enchant an item to do X when Y happens is the general form of a rune. They're generally tougher to craft (depending on material), but are largely permanent (unless their activation destroys them, which isn't uncommon). They do require regular recharging, but they can be prepared well in advance of any combat. They're used for most magical infrastructure in society - the hot water in the showers is heated by runic pipes.

The third is the Art of Transference, named so because that's what Alchemy does. Alchemy is Magically Neutral, in the sense it doesn't care where the magic in it comes from. Runes and Sigils need magic from human Magic Pools. Alchemy can get magic from things Spirits have manifested as, human hair, plants in really magical areas... it's highly magically efficient. Secondly, Alchemy Transfers Attributes. You can make potions to transfer heightened awareness, the hearing of a cat, the strength of a bull, the stubbornness of a bureaucrat without the right forms, etc. Lastly, Alchemy is Not A Symbol. You make concoctions, you mix, cook, and stew. No drawing involved.

From the Quest's perspective, Alchemy is really just Potions. You put ingredients in, get magic drink out. It's main power is in buffing the player character, rather than direct effects. You can get potions to make you stay awake longer, heal faster, make you a lot stronger and faster, etc, etc. It's biggest disadvantage is that it's not really linked to the other two schools. Sigils and Runes are pretty similar, and a lot of skills can be used as effective cross-class skills (at half effectiveness) if you only have a Runic or Sigil-related skill. Alchemy has no such similarities.

The fourth is Spirits. Called the Saint's Domain by the Archipelago, and generally looked down upon by most mages from other schools. Spirit-Calling, Spirit-Talking, or whatever you want to call it is fundamentally unlike all the other schools of magic. Alchemy, Runes, and Sigils all require careful scientific thought, experimentation and testing to create better spells, runes, and concoctions. Spirits don't do that at all. Spirits are Functionally Random, you have no idea what a Spirit wants. What it will do generally depends on the nearby geography (Spirits that live near mountains generally like to be rocks or mountain-related things), but not always. Spirits are Hugely Variable. You can get a Spirit to form a rock. You might also be able to get that same Spirit to form an invincible rock golem to kill all your enemies if you figure out exactly what it wants and offer it that. Lastly, Spirits are Chatty. Being a cool guy who likes to talk to people is generally the best way to extract value from Spirits. Being an archmage of unparalleled power offers no real bonus.

From the Quest's perspective, Spiritual Magic is not like anything else. It's the "Wild Magic" equivalent - random shit can happen. Figuring out a Spirit completely can offer massive, massive bonuses (Spiritual Equipment can make the user the next best thing to actually invincible. Unlike Runes, Spirits can embody concepts, and if you managed to get a Spirit to wear who embodied the concept of 'Personal Defense', you might actually be immune to harm), but for the most part they don't. They also want weird shit, and will only help you actively while you help them. A Spirit might want you to make everyone wear badger masks, and doing it might turn said Spirit into a helpful badger who protected those it considered its young. However, it might protect everyone wearing a badger mask, which could backfire.

Mostly, though, Spirits can be asked to turn into physical shit (a rock, a tree, a body of water or ice), and this is the more reliable form of Spiritual Magic. The high-powered effects are rare and most mages will never encounter them.
 
Magical Mechanics 2 - Numbers & Combat
This is roughly how the numerical side of things work.

Firstly, Sigils are cast and take effect immediately.

They have a DC, determined by the difficulty of the Sigil and your practice of the Sigil. With sufficient practice any Sigil can be reduced to DC 20. Most can be reduced to DC 5. Adding modifiers on the fly (adapting range, effect size, effect type, etc), increases the DC, as does increasing casting speed. All Sigil rolls are Spellweaving rolls. Likewise, modifiers also include things like people shooting at you with fireballs, dust in your eyes, etc. You can make it very difficult for your opponents to cast spells.

Sigils directly drain from your Magic Pool. Once you're out of Magic Points, no more Sigils. Identifying Sigils requires either knowledge of the spell itself (in which case you identify the spell sans roll), or a Lore: Magical Theory roll.

Secondly, Runes are forged(or inscribed), and take effect once activated (if charged). A Rune has a DC, largely mediated by the complexity of the rune and what sort of Rune you're making. Putting a Rune on steel is obviously more difficult than putting a Rune on paper. Practicing said rune reduces the DC, and practicing Runes for the same material will reduce the DC for all runes of that material (you'll get better at forging steel runes, for instance) to a lesser extent. These are Craft: Runes rolls.

You can technically inscribe runes in combat, at which point they have similar modifiers to Sigils, but it is largely recommended not to do this. Runes requires charging from a Magic Pool, and last for awhile before needing recharging (unless they're activated). Runes are activated by a trigger, and perform their function automatically.

Identifying Runes requires a Lore: Runes check, or knowledge of the Rune itself (which of course grants automatic identification).

Thirdly, Alchemical Concoctions are made, and take effect once consumed. A Concoction has a DC, and all Concoctions require a Craft: Alchemy check. They may take a few moments to take effect. Identifying an Alchemical Concoction once made is impossible, unless labelled by the Alchemist in question. Lore: Alchemical Theory checks have more to do with constructing new and different Concoctions.

Fourth, Spirit Binding can be done in combat, and have variable results with variable DCs. You will generally get better results with more talk and more time, though. The best way to prevent a Spirit Caller, Spirit Binder, or whatever they choose to call themselves from summoning a Spirit is to disrupt their spell if they are casting a Binding, and to actively harass them to make negotiation and calm thinking difficult otherwise. That being said, it is incredibly rare for a Spirit mage to use their Spirit magic in combat and live, much less win or win routinely. As magics go, Spirit magics are invariably the weakest with the occasional massive and overwhelming exception.
 
Is a Rune as easy to copy as Radalscalp says or is he overstating it?

Because looking at the brick for example, the Rune is invisible until it's activated. Doesn't seem that easy to copy unless you get an unused one and study it. But by the same token you could probably do the same thing and reverse engineer a potion recipe if you had the skill? Or figure out a spell someone uses?

I see that a potion if unlabeled is unable to be determined. But I'm guessing you could drink it and based on the effects use your knowledge to create a potion like it. Though I guess at that point having the potion wouldn't be much of an advantage.

Do those actions just take comparatively higher levels of skill than it would take to copy a Rune? Are Artifacts composed mostly of Runes (I thought they were but the more we dive into Runes the less sure I am about it). Could we get to a point where we could reverse engineer an Artifact we have and study?

Sorry I know these are a lot of questions I'm just curious about it!
 
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Is a Rune as easy to copy as Radalscalp says or is he overstating it?

Easy enough. In terms of versatility, a Runesmith is absurdly good, a standard mage is solid, an Alchemist is mediocre, and a Spirit-Caller is horrendous. A talented Runes mage might have a few thousand Runes in his or her library, and doesn't even really need to know a specific Rune all that well to use it, unlike most Sigils.

This is the natural consequence of Runes being easy to copy. They're not easy as in 'see it once, copy it', but if you're given time to copy a Rune, you can almost certainly do it. Of course, this means creating Runes that you can keep secret yourself is hard - there is no magical copyright law. As such, buying Runic stuff is pretty easy and effective, so non-Runesmiths can also possess top-tier Runic stuff. This isn't true for standard mages (who can keep sigils secret easily), and definitely not true for Alchemists (if you stumble on something new and incredibly useful, you can basically use that to become a multimillionaire fairly easily).

Because looking at the brick for example, the Rune is invisible until it's activated. Doesn't seem that easy to copy unless you get an unused one and study it. But by the same token you could probably do the same thing and reverse engineer a potion recipe if you had the skill? Or figure out a spell someone uses?

That was a bad description on my part. It's unseen in the sense that, well, you can turn the brick over. Not invisible as such.

You can figure out a spell someone uses by watching them use it enough times, but it's tough. You can see the process.

Potions are more black-boxed, though. A process happens, and a result occurs. One of the big problems in magical theory is that Runes and Sigils have predictable outcomes (you can lengthen a line for a Sigil in a certain place for most spells of a certain sort and it'll have the same effect, so learning about theory helps identify and understand Sigils. That's not the case for Alchemy.

I see that a potion if unlabeled is unable to be determined. But I'm guessing you could drink it and based on the effects use your knowledge to create a potion like it. Though I guess at that point having the potion wouldn't be much of an advantage.

Possibly. 99.9% of Alchemy attempts for new stuff are failures. Magical theory looks at Alchemy, says 'well, it works, here's an idea how, but we don't really know any rules or anything'. Especially if you don't know exactly what is being transferred (if you figured out a way to transfer extra time to someone, would it just feel like speed? Knowing what conceptual property is being transferred isn't always easy), or what the source is. At best, if you can figure out what concept has been transferred to you, you know transferring that conceptual property is possible. Which is helpful, but only narrows the search space by so much.

Do those actions just take comparatively higher levels of skill than it would take to copy a Rune? Are Artifacts composed mostly of Runes (I thought they were but the more we dive into Runes the less sure I am about it). Could we get to a point where we could reverse engineer an Artifact we have and study?

Sorry I know these are a lot of questions I'm just curious about it!

Artifacts are mostly Runes. There are Artifacts that incorporate Spirits (Rare, but before Runecraft really got going a thousand years ago that was the original meaning of the word) and Alchemy (experimental and weird, but often incredibly cool.).
 
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