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31  Santharian World Development / Magic in the Lands of Caelereth / Re: Aura of Restoration - Wind Spell, Level VI on: 20 June 2006, 14:06:00
Indeed, we are. *dusts off some cobwebs* Artimidooor! Can you hear us?

32  Santharian World Development / Magic in the Lands of Caelereth / Re: Aura of Restoration - Wind Spell, Level VI on: 27 May 2006, 12:41:00
Idea controls not only form, but also content. So you could make a wooden table into a metal one, for example.  

33  Santharian World Development / Magic in the Lands of Caelereth / Re: Aura of Restoration - Wind Spell, Level VI on: 26 May 2006, 13:48:00
Actually, there is a counter to the overpower problem, and that is to limit this to Wind-ideas, ideas that fall under the element of Wind. This does not save Arti, however, as it brings us back to healing being a Wind thing/property.

34  Santharian World Development / Magic in the Lands of Caelereth / Re: Aura of Restoration - Wind Spell, Level VI on: 18 May 2006, 21:32:00
Won't work, mainly (undertstatement) because if you use the "idea" thing of Wind this way, you can use it any way, to make anything happen. The wording of this clarification can be used in any spell, simply making stuff comply with an idea. Coren would say that this is weaving, I suppose. But still doesn't work as it stands.

35  Santharian World Development / Magic in the Lands of Caelereth / Re: Aura of Restoration - Wind Spell, Level VI on: 02 May 2006, 14:09:00
Coren, my "problem" with this spell is that it tells us nothing about HOW Wind accomplishes healing - it merely says that the mage "gathers energy", makes his car'all "laden with healing" and then lets that loose. And that is fine, but that presupposes Wind as having a healing property - else healing being something one can just create. The second is problematic, as I can just as well write a "Healing flame" spell with the exact same wording. (Or any other spell).

The first can be done, of course, but then we get the problem of Wind having healing as a property. (And Arti indeed answered me by pointing to the Wind entry, where healing IS a property of Wind)

On the gripping hand, it's fully possible to let Wind have healing - however, why should we?

36  Santharian World Development / Magic in the Lands of Caelereth / Re: Aura of Restoration - Wind Spell, Level VI on: 02 May 2006, 09:28:00
Short clarification to the short answer: Well, yes, and we are redefining properties these days. By all means, go ahead and keep it as Wind, but you will be dealing with Rayne, when she dropds by ;) .

As for nr. 2: Yes, I get that it heals multiple people. My point is, at level 6 is should not heal them as much as you write it does.

37  Santharian World Development / Magic in the Lands of Caelereth / Re: Aura of Restoration - Wind Spell, Level VI on: 02 May 2006, 08:58:00
Looks very good...

Question: This seems to me similar to Burning Regeneration - providing more energy and speeding up the natural healing process. Why would this then be Wind? You say:

Quote:
In this spell the air available in the environment together with additional wind provided by the mage's own positive energies are focused on a group of wounded persons. The generated "aura" of healing winds spreads positivity, ease and overall relief among the persons under influence of the spell


Which presupposes a healing quality to Wind, by "magical" means. So far consensus has been to not give healing as a property to any element, as it is a complex thing. So, question: What is it Wind does that heals people?

Question two, not related to question one: Is this too powerful at starting levels? (Heals minor wounds instantly, reduces serious wounds to mere scars) Maybe dampen the effect a bit on starting levels?

38  Santharian World Development / Magic in the Lands of Caelereth / Re: Slow - Earth Spell Level III [Silfer!] on: 02 July 2006, 11:04:00
I agree with Coren.  

39  Santharian World Development / Magic in the Lands of Caelereth / Re: Immobilize - Earth Spell Level III [edits up] on: 27 June 2006, 09:16:00
Well, take a walking human: It is moving in a direction (forward), but the body is also in constant general motion - heart beats, lungs draw breath, stomach churns, etc.

Question: Does your spell stop/alter a specific motion, say the walk, or general motion of the body (affecting both walking and organs and everything)?

Because if it affects everything, it can be very lehtal. If you on the other hand target it specifically, it need not be - and any one of these can give you stuff to write about.

40  Santharian World Development / Magic in the Lands of Caelereth / Re: Immobilize - Earth Spell Level III [edits up] on: 26 May 2006, 14:05:00
Uri-check, in red.

Paralyze – Level I
I still suggest rename to slow.

Overview
This simple spell makes it very hard for the target to move, causing extra strength and concentration to be used for each movement. Obviously, with the added effort, movement would be hampered and slowed. At later levels, this spell can even cause a complete lack of movement. It is one of the first defense spells taught at Ximax, and is used even by the most powerful of mages.

Spell Effect
This spell causes a target's movements to slow by a considerable amount. At later levels, powerful magi have been known to halt the movements of their target altogether. This is highly useful in a combat situation, keeping an attacker at bay while the mage considers his next move. It is also sometimes used to calm a forceful river, or in some rare cases, briefly stop raging winds, although it would take a mage of considerable power to even think of targeting something with so little earth car’all. Question: Do you stop a specific motion (physics class, you draw arrows to indicate which way motion goes), or do you stop motion of the object in general? If the former, explanation is needed, if the latter, it can be lethal, and that should be noted. Also, I would like some thoughts on how this works, AND some thoughts on the gravity problem. That would make this really good.

Oh, and can you say on a human, make arms still but keep legs, or other way around? And can you make someone not move without killing him, see above?


Casting Procedure
One must concentrate on the target’s car’all, specifically, the element of earth within the target. The magi must increase the influence of the earth in the target, while concentrating on the Earthen property of immobilization stillness?. If this is successful, the target's movements will slow considerably, or halt altogether, depending on the power of the caster. No gestures/handwaving/rituals?

Magical Formula
To be Defined at a later date.

Target
Any moving Object. With earth-heavy car'all, no?

Reagents
Holding a small rock often helps in the casting of this spell, although most experienced mages find no need for this. Why does it help?

Magical School
School of Earth

Spell Class
Physical Representation of Sphere 1

Casting Time
It takes merely a few blinks to cast this spell for those practiced with it. However, mages just learning the spell may need up to half a minute.

Range
This spell can be cast from several peds distant. Beginning mages however, find that they often need to touch their target for the spell to occur. Table of some sort would be nice.

Duration
AS soon as the mage stops casting, the effect starts to dissipate. After a about three to five minutes, the target will start to be able to move normally. If the spell was used for a complete halt in motion, this time could be doubled or even tripled. Does the spell effect set in gradually or instantly?

Counter measures/ Enhancing measures
This spell is obviously easier to cast on things with high amounts of earth Car’all, and hard to cast on wind dominated targets. This spell could be encountered encountered = found. Countered = reversed. numerous ways by a wind mage. Well, tell us these ways, please - some of them, anyway.

This spell is so simple, few mages find the need to enhance it.

41  Santharian World Development / Magic in the Lands of Caelereth / Re: Paralyze - Earth Spell Level III on: 01 May 2006, 14:36:00
Stopping it is not a problem - the problem starts when you are able to KEEP it there by the property of stillness. I see two ways: One is Mina's, slow it down, stopping it completely is high-level stuff.

Other is to make gravity holy, so that stillness does not work on it like on regular motion.

42  Santharian World Development / Magic in the Lands of Caelereth / Re: Paralyze - Earth Spell Level III on: 01 May 2006, 14:14:00
No, it isn't telekinesis at all. Telekinesis is motion. This would be complete lack of motion, and an inability to come into motion. Telekinesis is no problem - but it "uses" energy, falls back to a still state due to gravity, mainly. This won't, that the big "deal" about it.

43  Santharian World Development / Magic in the Lands of Caelereth / Re: Paralyze - Earth Spell Level III on: 01 May 2006, 13:43:00
The problem is, if we allow what Pikel is thinking, then an Earth mage can make an object freeze in midair and be unmovable from there - frozen in thin air. And that is what I'd rather not have.

44  Santharian World Development / Magic in the Lands of Caelereth / Re: Paralyze - Earth Spell Level III on: 01 May 2006, 09:23:00
I agree with Marvin on the stopping of falling objects. Mainly because we really don't want that. (I don't, at least) Also, our equvivalent of gravity is a constant force, and it does not stem from the object - so making the object hard to move doesn't help, as gravity keeps pulling, no matter how big or heavy an object is.

I can't coherently explain this, actually, but I think we should keep gravity as a constant force. And my best bet would be that you with Earth make the object require more energy/force to make it move, but gravity is ALWAYS greater than your stillness.

Also, I have a problem with paralysis: You increase the stillness of earth - this slows target. At higher levels, slows more, at highest levels, stops target totally. As earth's immobility is a scale, not a binary thing. It has "more immobile/less immobile", not "mobile/not mobile".

Thus, I would suggest this to be renamed "slow", and paralysis would be higher levels of this spell. At level 3, it makes no sense that you be able to raise the property of stillness so high it stops everything.

edit: For clarity: The "defying gravity" thing can be done, so the question is, do we want it? I don't, for one.

Edited by: Silfer Darkflare at: 4/30/06 19:53
45  Santharian World Development / Magic in the Lands of Caelereth / Re: Magic for Beginners: The Essence of the Ximaxian System on: 20 June 2006, 07:57:00
Arti, Idea in my post referred to Coren's "Idea/Form", and not to "human idea". Coren's Idea/Form is the platonic version, again, more or less. Had I referred to a human idea, I would not have capitalised it.  

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