Line 8: Line 8:
* Sort out Shadowed Well
* Sort out Shadowed Well
* Sort out hedge college
* Sort out hedge college
* [[Construct_Master_Apothecary's_Garden]] - contacted Jono waiting on info


* [[Construct_Garden_of_Falling_Snow]] - email Senator Hahnmark (Jono?) for details; '''check progress with boss'''
* [[Construct_cargo_dock_at_Caricomare]] - check debrief; '''check progress with boss'''; summarize info from NPC brief; check with player
* [[Construct_cargo_dock_at_Caricomare]] - check debrief; '''check progress with boss'''; summarize info from NPC brief; check with player
* [[Construct_Horddalat_spy_network]] - '''check progress with boss'''
* [[Construct_Horddalat_spy_network]] - '''check progress with boss'''
Line 18: Line 16:
* [[Curator of the Printer's_Guild_Museum]] - '''awaiting e-mail response'''
* [[Curator of the Printer's_Guild_Museum]] - '''awaiting e-mail response'''
* [[Construct_apothecary_clearing_house_in_Tassato]] - email Senator Tassato for details; '''awaiting e-mail response'''
* [[Construct_apothecary_clearing_house_in_Tassato]] - email Senator Tassato for details; '''awaiting e-mail response'''
* [[Construct_Master_Apothecary's_Garden]] - contacted Jono waiting on info; '''awaiting e-mail response'''
* [[Construct_Garden_of_Falling_Snow]] - email Senator Hahnmark (Jono?) for details; '''awaiting e-mail response'''


==Cosmology==
==Cosmology==

Revision as of 14:50, 25 August 2015

Overview

This is Andy Raff's page for doing things with links and the like. He can't believe he didn't think of it earlier.

I suggest you move along, there's nothing to see here :)

Titles Bollocks

  • Confirm Towers of Anduz implementation
  • Sort out Shadowed Well
  • Sort out hedge college

Cosmology

  • How creation is put together
  • Where the Realms are
  • The theory that the closer you get to the center of a realm the purer it gets - the Eternals live on the outsides because they are not pure. Pure eternals would be so one-note they couldn't really communicate with PCs very well etc etc

Ritual Templates

Template:Season Duration; Template:Day Duration; Template:Year Duration;
Template:Ten Minute Power; Template:Coven Bond;
Template:Ritual Substitution; Template:Magnitude Reduction;
Template:Curse;
Template:Regio;
Template:Area Aura;
Template:Warding an Area; Template:Ward Duration
Template:Target Resource; Template:Target Character; Template:Target Territory; Template:Target Empire; Template:Target Group Template:Fortification; Template:Target Object
Template:Senate Motion
Template:Army Strength Ritual
Template:Remote Targeting
Template:Responsibilities Expectation, Template:Offensive Spell
Template:Daggers; Template:One-Handed Weapons; Template:Two-Handed Weapons; Template:One-Handed Spears; Template:Paired Weapons; Template:Pole-Arms; Template:Bows; Template:Wands; Template:Rods; Template:Staffs; Template:Ritual Staves; Template:Icons; Template:Musical Instruments; Template:Instrument Effect; Template:Light Armour; Template:Medium Armour;Template:Heavy Armour;Template:Mage Armour: Template:Mage Robes; Template:Vestments; Template:Paraphernalia; Template:Reliquary Template:Shields; Template:Jewellery; Template:Foci; Template:Tool; Template:Regalia Template:Magical Standards
Template:Musical Use

377YE Autumn Equinox Senate Session

Dealing with Curses

Curse Removal
All the World in a Grain of Sand (Mag 30?) Transmogrification of the Soul's Echo (Mag 60)
Unfettered Anarchy (Mag 10) Transmogrification of the Soul's Echo (Mag 60)
Curse of Gangrenous Flesh (Mag 50) Distill the Serpent's Stone (Mag 70)
Curse of Decrepitude (Mag 50) Distill the Serpent's Stone (Mag 70)
Gnawing, Endless Hunger (Mag 20) "powerful rituals that remove hunger"
Dreamscape of the Endless Hunt (Mag 30) "powerful rituals that remove fear"
Wither the Seed (Mag 150) "a powerful ritual to restore fertility of around mag 200"
Like Water Through Your Fingers (Mag 30) "a powerful ritual to correct the vagaries of fate and chance"
Removal Effects
Transmogrification of the Soul's Echo (Mag 60)?) All the World in a Grain of Sand (Mag 30?), Unfettered Anarchy (Mag 10)
Distill the Serpent's Stone (Mag 70) Curse of Decrepitude (Mag 50), Curse of Gangrenous Flesh (Mag 50)

Introduction to spellcasting

As a regular spell, it takes ten seconds to cast detect magic on a target. You should make it very clear what the target is, by touching it or by waving or holding your hands over the target throughout. You may want to close your eyes, the better to focus your "magical sight", or examine the target from several angles. While many magicians perceive magical auras visually, you might want to roleplay that you perceive them using a different sense. You don't need to be a practitioner of the music of the spheres to "hear" magical auras as complex chords, for example. You might run your fingers over an item, or through the air above a character, "felling" the "shape" of the magic and speak in terms of a "texture" rather than a realm. A naga character in particular might enjoy demonstrating that lineage's discerning senses by "tasting" or "smelling" the aura in the air around the target (within the bounds of propriety, of course).

The use of a simple prop can make the casting of this easy spell especially memorable, especially when time is not of the essence. A Mystic might burn a herb or a stick of incense and inhale pungent smoke, while a Highborn magister might dab pure water on either eyelid or a League magician might study the target closely with a mirror to try and reveal it's true nature. Don't be afraid to interact with the target - turn the item over and over and study it carefully, or ask a character questions about how they feel or seemingly inconsequential details about their life.

It should be obvious you are casting a spell, and the easiest way to do this is through your spellcasting vocals. An easy way to do this is to vocalise what you are doing with phrases such as "Let my inner eye be opened," or "I seek answers from beyond the mundane world," or the like.

While the spell takes only ten seconds to cast, it can be very satisfying to continue the roleplaying even after the referee has delivered the result "uncovering" that information over the course of several seconds of revelation. Describing the spell in evocative terms - rather than simply describing it as a "magnitude such and such, of such and such realm" - can help make the experience of casting the spell more powerful. "This magic is warm, it's like it's alive, it almost has a heart beat - I think it is an enchantment drawn from the realm of Spring" or "This spear thirsts for blood, it's hungry, I think it wants to cut me ... I think it has the power to strike deadly, fatal blows but after it does so it's sated and has to sleep for an entire day" or "The tulpa of the spider seems to think that this ritual is Winter magic, and it's quite powerful - it's a little scared, to be honest with you ... and so am I."