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Author Topic: BoneCrafting(lvl. 6)  (Read 11230 times)
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Viresse
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« on: 07 May 2003, 14:29:00 »

*more editing occured. Review for changes, then embarass and humiliate writer as one sees fit.*

Name:
Bonecrafting, Bone Bidding

School:
Elemental Magic (earth-necromancy)

Spell Level:

level 6 ( higher levels can create elaborate structures in a more timely fashion)

Spell effect:

This spell can invoke once-living bones to form objects ( chairs, cages, swords). The bones need to be within visual range of the caster, Or in the same room. The concentration needed for this spell is very high, and the caster must have a great skill in manipulating his car'all,  which makes this spell difficult for low level casters.

Casting Procedure:
Mages need to have a large amount of bones at hand, of an ecclectic array of shapes, sizes, and origin. He must have knowelgde of what exactly he wishes to create; what bones he wishes to use and how the item is to be constructed.
The ashes of a once-living creature are sprinkled on the floor where the item is to be built. The Caster focuses on the object he wishes to form, (either upon drawn plans or a mind's eye representation) and then speaks the phrase "co'or'seorán"(Tharian; Dead to Build) to the bones.
If the spell has worked, the caster will feel a part of his ca'rall leave himself. If he focuses, he can feel his ca'rall spread across the area and search out the bones needed for the construction of the item.
Within a minute (less for higher mages), the first bones will arrive in the ashen area, and the item will begin to take shape. Depending on the complexity of the item, it can take from 2-3 minutes to hours. The focus and concentration is highest at this part of the spell.
Once all the pieces of the item are constructed from the summoned bone, the mage should paint the structure with a mixture of bodily ashes, blood, and powdered wizardleaf if he wishes to keep it. Otherwise the item will run off the Caster's taken ca'rall. Higher level mages can afford the break of ca'rall to sustain the bone-items and do not need the blood mixture to keep the structure stable.

Magical Formula:
"co'or'seorán" (Tharian; Dead to Build).

Target:

Bones of various shape, size, and origin. Many mages have stores of bones in their living quartes to make crafting easier. If a Mage has none, he can use the BoneCalling spell to gather bones needed.

Reagents:
There must be a large and varied amount of bones for this spell to be used in the proper fashion, and the ashes of a living creature spread in the area where the item is to be crafted.


Magical School:
earth

Spell Class:
Necromancy

Range:

The mage must have visual contact with the bones needed, and the area the structure is to be built.

Casting Time:

Depending on the complexity of design and skill of the mage,  from seconds to days.

Duration:
When the structure is held together by the Mage's ca'rall, it will last as long as the mage does, unless the Mage weakens his ca'rall by using it elsewhere. High-level mages can attach the ca'rall used to make the item to the item, and make it self-sustained. In this instance the bone-item is permanent. It can withstand any attacks upon it.
When the item is blood-painted, it nears permanent level. However, it needs to be treated regularly with the blood-mixture, and can be broken as any bone can.

Counter/Enhancing Measures:
Adding the ashes of the dead or blood to the item will allow it to last far longer.Also re-painting the bone-item every year with a new coat of the blood mixture will keep it solid.
If using ca'rall to sustain the item, re-casting the spell can bestow new ca'rall upon the item. Another mage can assist in casting- this can speed up construction rate and sustaining strength.
When the item is held together by the blood-mixture, the item can be broken. But it is impossible to destroy a ca'rall held bone-structure with brute strength- the bond of death that surrounds it tends to hold it together. The bones themselves can shatter, but will still be held in place- as if encased. It must be broken by magic.


*pokey de Viresse at viresse@santharia.com* - Adventures of Caelereth Administrator
The Santharian Dream - Home sweet Home...

Edited by: Artimidor Federkiel at: 6/8/03 9:32 am
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Rayne (Alýr)
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« Reply #1 on: 07 May 2003, 23:46:00 »

Gah! Spell-check and proof-reading! @_@

I don't know if this spell would fall under necromancy. It's really specified, given its bone, but the entire essence of the spell is essentially creation. In that respect, I don't really think its necromancy. It may not even be Earth Magic (but I'm pretty sure it still fits in this class. Hopefully Arti can poke his head in sometime and let us know what he thinks). In some respects, this one spell seems to comprise two: one of actually calling the material (bones) and another one of actually creating something with the material (the chairs, cages, and swords that you mentioned). I don't know how much you may have to change your entry because of this, but keep in mind that you may have to. Calling the material may incorperate Wind Magic.

I any case, I think you might want to consider generalizing more. Instead of specifying bones, maybe generalize to any material (wood, rock, pieces of popcorn... do we even have corn?) I really would like Dass-a-bunnie or Silfer to look thinks over and see what they think before you do anything.

As for the entry itself, as it is, there are some things you might want to move. You list most all of your reagents in your Magical Formula section. You only need to mention the magical formula here. You mention how to use it in the casting procedure.

It seems like you should be able to add a bit more detail to your spell effect. When do most magi use this? How intricate can the structures be? Perhaps the magi who use this spell can be seen in the fields of the dead after the war creating furniture for their homes? Just see if you can expand a bit more on that.

The entry is a bit vague when it comes to what magi of certain levels can do. You may want to start brainstorming this now and eventually add in a sort of chart. The radius of how far away the caster can summon bones to him/her will probably increase as the level of the magi increases. Also, the intricacy of the structures made will also be affected. Be sure you include such information!

Again, I'd like Silfer and Dass-a-bunnie to look over your spells, especially this one, to see what they think. Arti's input may be vital.

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"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
Tarquet Galbar
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« Reply #2 on: 08 May 2003, 10:43:00 »

It's most deffinitely Necromancy. It isn't all raising zombies and turning yourself into a lich, after all. Bones have a very strong tie to death, not to mention the earth in general, if you think in a more metaphorical sense. You could think of it more as the manipulation of Necromantic energies and making them manifest, and of course, it would manifest most easily as bones. Why? As previously stated, close ties to death.

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« Reply #3 on: 08 May 2003, 12:34:00 »

Like Rayne, I think this would be better as two different spells. The first, "Summon Bones", and then the second would be "Bonecrafting".

And yup, necromancy. Bones are most generally in the ground, not in the air, and so it wouldn't be possible for wind to bring it that way. Rather, the ground itself would mold and constrict and whatever, forcing the bones through the ground (or above the ground) to the caster, like a mole. However, if you're at a location where there happen to be no bones, or very little... then.. well, too bad for you. ;)

As for Bonecrafting, that would be invoking the dead spirits of the bones themselves into forming the structures and whatnot, I guess.

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Tarquet Galbar
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« Reply #4 on: 08 May 2003, 12:40:00 »

Yea, that's a lot better than mine. Go with Das' thing.

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Silfer Darkflare
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« Reply #5 on: 08 May 2003, 16:19:00 »

Okei, this is also a nice diea, written rather horribly. (No offence) Non-mandatory rewording is skipped, as this needs much more work, but comments follow:

Name:
Bonecrafting, Bone Bidding, Skeletal Mastery Skeletal mastery sounds odd. Thats making skeletons do your wish, not making chairs out of bones.

School:
Earth

Spell Level:
Level 6

Spell effect:
This spell can invoke onceb living bones to come to the caster, and form objects (chairs, cages, swords). Make up your mind on this. Making bones come to you sounds.... weird. Making objects, on the other hand, is brilliant. Also, this does not shape the bones, only assemble them. Thus, making a sharp sword is not an option. The bones need to be in the area to move freely, high level mages can call bones over distance with great speed.
The Ca'rall of the caster is used to perform this spell, which makes it difficult for low level casters. It does not, all spells use your car'all, (and BTW - note the apostrophe in Car'all)

Casting Procedure:
The caster must have knowelgde of what exactly he wishes to create; what bones he wishes to use and how the item is to be constructed. The ashes of a once-living local creature (sentient creatures are preferred, it is thought that they give the bones knowledge of the area) are sprinkled on the floor where the item is to arrive. The Caster focuses on the object he wishes to form, and then speaks the phrase "co'or'rethán" (Tharian: Dead to Come).
If the spell has worked, the caster will feel a part of his ca'rall leave himself. If he focuses, he can feel his ca'rall spread across the area and search out the bones needed for teh construction of the item.
Within a minute (less for higher mages), the first bones should arrive, and the item will begin to take shape. Depending on the complexity of the item, it can take from 2-3 minutes to hours.
Once all the pieces of the item are constructed from the summoned bone, the mage should paint the structure with a mixture of sentient ashes, blood, and powdered wizardleaf if he wishes to keep it. Otherwise the item will run off the Caster's taken ca'rall. Higher level mages can afford the break of ca'rall to sustain the bone-items and do not need the blood mixture to keep the structure stable. Well, as said, make this two spells, if you want to keep the bone calling thing.

Magical Formula:
"co'or'rethán" (Tharian; Dead to Come).
Ashes of a local creature (sentient if possible)
powdered wizardleaf
Blood (preferrably of sentient creature) Reagents do NOT belong here

Target: Bones. From up to a strahl away, any bones can be called for use in this spell.It is far easier if the mage knows the area he is to be probing, but it is not needed. Many mages have stores of bones in their living quartes to make crafting easier.

Reagents: If using ca'rall to sustain the item, re-casting the spell can bestow new ca'rall upon the item. Also re-painting the bone-item every year with a new coat of the blood mixture will keep it solid. Do not get this, instead of reagents you have enhancing measures here.

Magical School: earth

Spell Class: Necromancy

Range:
As far as a strahl- the bones are located through the probing ca'rall of the mage. The probing is what makes the spell most difficult.

Casting Time: Depending on location of bones, complexity of design and skill of the mage, from seconds to days.

Duration:
When the structure is held together by the Mage's ca'rall, it will last as long as the mage does, unless the Mage weakens his ca'rall by using it elsewhere. High-level mages will attach the ca'rall used to make the item to the item, and make it self-sustained- in this instance the item is permanent. It can withstand any attacks upon it.
When the item is blood-painted, it nears permanent level. However, it needs to be treated regularly with the blood-mixture, and can be broken as any bone can.

Counter/Enhancing Measures:
Adding the ashes of the dead or blood to the item will allow it to last far longer. Another mage can assist in casting- this can speed up construction rate and sustaining strength.
When the item is held together by the blood-mixture, the item can be broken. But it is impossible to destroy a ca'rall held structure with brute strength. It must be broken by magic.


Thats all for now- Ill get back to this when you rework it.


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Rayne (Alýr)
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« Reply #6 on: 08 May 2003, 16:39:00 »

It's not the noun that one should focus on. It's the verb. Yes, in this spell, you are calling bones to you. However, the verb is calling. The fact that its bones in specific has no play. You could just as well use a calling spell to make wood, rocks, or feathers come to you. See?

::still can't convince herself that Tarq is really in existence on the Santharian board.::

::throws a meldarapple at him to see if he's real.::

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"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
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« Reply #7 on: 08 May 2003, 16:56:00 »

That's why it needs to be split into two spells, but they would both still be necromancy. It's not really calling, it's more like forcing them from the earth, at least as far as Dasson explained it. Then it would be a simple matter of animating the bones and making them change as the bonecrafter wished.

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« Reply #8 on: 08 May 2003, 17:04:00 »

But you could use the same spell to push anything up from the earth! Perhaps rocks or some burried treasure or something! It doesn't necessarily have to be bones. See? It's the verb, not necessarily the direct object, that defines what kind of spell it is.

And animating them? Would that go in earth? o.O; Earth deals with stagnancy, doesn't it?

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"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
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« Reply #9 on: 08 May 2003, 17:16:00 »

Except it's not all the verb. The point is that the spell is only for pushing bones from the earth, not rocks or treasure. Just bones. Only bones. That's the Necromancy connection there.

And if the Earth were fully stagnant, there wouldn't be earthquakes, but because of the connection of stanancy, that is why the bones would solidify once the Bonecrafter was finished. Otherwise they'd just become a gelationous mass.

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Rayne (Alýr)
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« Reply #10 on: 08 May 2003, 17:27:00 »

I still think that the fact that this spell in particular uses bones shouldn't have any effect on how the spell is categroized, but I suppose its best to see what Arti thinks.

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"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
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« Reply #11 on: 08 May 2003, 18:32:00 »

*shakes head*
You all are acting like I've never written a fraggin' spell before.
*sighs*
Rayne, I think you're thinking too hard on this.
It's JUST BONES.
Necromancy deal with the DEAD.

Beside, in a sense, the spell for raising bones already exists.
Animate Dead
I guess I should have noted that the magi raising these bones has to have an intimate knowledge of the Animate Dead spell. While just locating dead bones is a very weak Animate Dead spell, using one's CAR'ALL (gawrsh, i put the accent in the wrong place and all hell breaks loose) in this fashion is what makes the spell truly work.

And how can I not be insulted by you using the word HORRIBLE to describe my writing style?
"Some fine-tuning is in order"
" More Details please"
"You're unclear"
Could have been a fair amount more polite without having to defend yourself.

*sighs*
Maybe I'm a little frustrated.
Do you guys want me to finish the spell?
Don't come down on me so hard. Y'all are so heavily pusing me to be perfect at the first shot....


*pokey de Viresse at viresse@santharia.com* - Adventures of Caelereth Administrator
The Santharian Dream - Home sweet Home...

Edited by: Viresse  at: 5/8/03 1:34:39 am
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Rayne (Alýr)
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« Reply #12 on: 08 May 2003, 19:22:00 »

No! No! No! We don't mean to be coming down hard! We just want to help you make a spell.

And last time I didn't think too hard on it, I found out most of it was wrong.

Let's just see what Arti says, ne?  

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"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
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« Reply #13 on: 08 May 2003, 19:55:00 »

Well, maybe you aren't doing it intentionally.
Magic folks have always been a bit rough to get along with and partially arrogant. Take Tarq and Xarl.
They got away with it by being humourous about it.
Or, at least, that's how I took it.
Sure, with Magic things are going to be wrong from the get-go. But you guys did a fab job of making me feel like I didn't even DESERVE TO POST.
And that's not right.
So... maybe next time, while being critical, be polite. And nice. Otherwise, you two will be the only magic-makers around. And while that's great for producing consistent spells, it's not good for teamwork, which is what we all do here. We're a team.
we're friends.
Let's all act like it.


*pokey de Viresse at viresse@santharia.com* - Adventures of Caelereth Administrator
The Santharian Dream - Home sweet Home...

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« Reply #14 on: 08 May 2003, 21:21:00 »

... Viresse, if my comments were rude and impolite in anyway to you. :(

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