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76  Santharian World Development / Magic in the Lands of Caelereth / Re: Etheral Lens on: 14 May 2004, 17:25:00
YEAH RAYNE, LISTEN TO TAL- wha?  oh, darn :p

I sent a PM to arti about this actually.  I think that, like the lightning argument, this one could go either way really.  Hopefully he'll either check this thread or his PM's soon.

And Rayne, and everyone else, if this spell does not work out the way I wrote, feel free to help me come up with a lens spell that uses fire oun.

And lenses can be concave and convex o.o the concave ones are shaped like ) ( and convex is ( ) I think

Dear Beth.....

77  Santharian World Development / Magic in the Lands of Caelereth / Re: Etheral Lens on: 13 May 2004, 21:19:00
That should do it

Dear Beth.....

78  Santharian World Development / Magic in the Lands of Caelereth / Re: Etheral Lens on: 11 May 2004, 18:17:00
You have to understand why my char uses her own car'all.  This spell was created (by me) to focus her sunburst spell.  The focused light would be exponentially more powerful, but have a smaller range.  Because my character uses her own hand as a light source, the lens can be right up against her skin and it will still do it's job.

The character doesn't become a lens, but the car'all immediately surrounding the caster will.

Dear Beth.....

79  Santharian World Development / Magic in the Lands of Caelereth / Etheral Lens on: 11 May 2004, 08:09:00
1. Etheral Lens : AKA Focus Light
Fire
Level 3
First Sphere
Physical
Negative

Spell Effect : This spell starts off with a simple assumption: heat bends light. A very hot object will bend the light around it in the form of small wavy lines. Though most believe this is a side effect of the heat, it is not. The bending of light due to a heated object is the result of expanding fire car'all bending light away from an object.

The opposite is true too. If fire car'all is rapidly compressed, the light around it will bend towards the compressed car'all.

Focus light, and lens spells in general, take advantage of this. The caster causes a layer of fire car'all to rapidly contract, and then move away from the area, filling this area with new, uncontracted fire car'all. The caster repeats the process very rapidly until there is a literal flow of oun moving through the desired area, but never leaving the item which the car'all is origionally attached to. The car'all need not be moved far, just out of the range of the lens.

The rapid bending of light towards the contracting car'all causes the light to focus like a regular convex lens. As a side effect, the area in the center of the lens will grow very cold and very moist. The cool-ness of the lens will end just outside as the car'all expands back to it's natural state (this can reportedly cause burn marks on whatever object is being used).

Casting Procedure : The mage must first choose an object to use for the lens, his own car'all can also be used, but the most common object is a bit of glass. The mage must move the individual oun slowly at first, but after a short while the object's center will cool down and may even develop a coating of frost (hindering the mage's view). After a few seconds, the lens will be active.

Magical Formula : "Help Me Here Rayne" => translated into styrash

Target : Any object with fire car'all, including the caster him/herself.  The lens can be kept up to half a palmspan away from the caster if he intends to use it on himself.

Reagents : Sulfur tends to help mages gather enough focus on the object's fire car'all to cast this spell. This sulfur is either placed on the object or on the mage's hands.

Range : The spell focuses light to an infinite range as light goes on infinitely or until stopped by an object. But due to the intense focus required of the caster at lower levels, the majority of younger mages are only able to use this on themselves, rendering the lens useful only for focusing light coming from their own body (either from an enchanted item or a spell of their own. A higher level mage (Level five and above) can use this on any item they can sense.

Casting Time : Dependant on the object. An object with more dominance in the fire car'all will take less time. Realistically, the casting time ranges from about a minute (level five on ice) to as long as it takes to speak the formula. At higher levels the thought of this spell alone can create an Etheral Lens.

Duration : Dependant on both the item and the caster. Items (or casters) with more dominant fire car'all will last longer, but the most important factor here is the ability of the caster. Most lower level casters can keep this spell up for a few seconds, but high level mages can keep a lens alive for hours on end.

Counter Measures/enhancing measures : No real counter measures. To strengthen the spell, reagents can be used (outlined above) or the item's fire car'all can be expanded beforehand.

Dear Beth.....

Edited by: Kikhku at: 5/13/04 6:23
80  Santharian World Development / Magic in the Lands of Caelereth / Re: Three New Fire Spells on: 11 May 2004, 08:13:00
Convex lens was only an example, it would take a lot of work to shape a crystal into a convex lens, but once they shaped the crystal, it would still be a convex lens.

The spheres are important IMHO because my new character only uses first sphere spells (she's almost to third sphere, but until then, she's stuck with first).  If they really need to be changed, I'd like a second opinion ^^;

Dear Beth.....

81  Santharian World Development / Magic in the Lands of Caelereth / Three New Fire Spells on: 10 May 2004, 19:03:00
::Sighs:: DON'T YELL AT ME for posting this here, mistress rayne required me to do full spell entries for my new character's custom spells so I must comply or be shot.  Two of these spells have been designed to be used together by my character as her only offensive magic, the third is merely a spin-off of an old spell.  Without further ado...... (this may only be partially finished when I post and I'll wash up the spellmatical errors once it's ready)

1. Etheral Lens : AKA Focus Light
Fire
Level 3
First Sphere
Physical
Negative

Spell Effect : We will start off by a simple assumption: heat bends light.  A very hot object will bend the light around it in the form of small wavy lines.  Though most believe this is a side effect of the heat, it is not.  The bending of light due to a heated object is the result of expanding fire car'all bending light away from an object.

The opposite is true too.  If fire car'all is rapidly compressed, the light around it will bend towards the compressed car'all.  

Focus light, and lens spells in general, take advantage of this.  The caster causes a layer of fire car'all to rapidly contract, and then move away from the area, filling this area with new, uncontracted fire car'all.  The caster repeats the process very rapidly until there is a literal flow of oun moving through the desired area, but never leaving the item which the car'all is origionally attached to.  The car'all need not be moved far, just out of the range of the lens.

The rapid bending of light towards the contracting car'all causes the light to focus like a regular convex lens.  As a side effect, the area in the center of the lens will grow very cold and very moist.  The cool-ness of the lens will end just outside as the car'all expands back to it's natural state (this can reportedly cause burn marks on whatever object is being used).

Casting Procedure : The mage must first choose an object to use for the lens, his own car'all can also be used, but the most common object is a bit of glass.  The mage must move the individual oun slowly at first, but after a short while the object's center will cool down and may even develop a coating of frost (hindering the mage's view).  After a few seconds, the lens will be active.

Magical Formula : "Help Me Here Rayne" => translated into styrash

Target : Any object with fire car'all, including the caster him/herself.

Reagents : Sulfur tends to help mages gather enough focus on the object's fire car'all to cast this spell.  This sulfur is either places on the object or on the mage's hands.

Spell Class : Light magic (Magics having to do with the creation and focus of light)

Range : The spell focuses light to an infinite range as light goes on infinitely or until stopped by an object.  But due to the intense focus required of the caster at lower levels, the majority of younger mages are only able to use this on themselves.  A higher level mage (Level five and above) can use this on any item they can sense.

Casting Time : Dependant on the object.  An object with more dominance in the fire car'all will take less time.  Realistically, the casting time ranges from about a minute (level five on ice) to as long as it takes to speak the formula.  At higher levels the thought of this spell alone can create an Etheral Lens.

Duration : Dependant on both the item and the caster.  Items with more dominant fire car'all will last longer, but the most important factor here is the ability of the caster.  Most lower level casters can keep this spell up for a few seconds, but high level mages can keep a lens alive for hours on end.

Counter Measures/enhancing measures : No real counter measures.  To strengthen the spell, reagents can be used (outlined above) or the item's fire car'all can be expanded beforehand.

2. Hot-light : Sunburst
Fire
Level 3
First Sphere
Physical
Positive

Spell Effect : This spell's oun structure is almost identical to the level two spell, Light.  The only change in the structure is that the fire oun are expanded slightly.  The result is a pleasent warmth given off by the light itself.  Aside from this warmth, the spell is just like the cool light spell.  

Casting Procedure : The mage simply chooses the object to generate the light, speaks the words while forming the correct oun structure, and lets it go.

Magical Formula : "Help Me Here Rayne" => translated into styrash

Target : At lower levels, because of the nature of this spell, the caster is restricted to his or her own body.  At higher levels (This spell requires the ninth level before a caster can use it on anything but himself because of the complexity of the car'all structure.) it can be used on anything with fire car'all.

Reagents : Sulfur on the hands is the most common reagent for this spell, but like all Light magics, it is optional.

Spell Class : Light magic (Magics having to do with the creation and focus of light)

Range : The range of the spell is infinite, though the effect exponentially decreases the further away one gets from the source.  At the first level, a mage could warm a small room (ten peds cubed) from freezing cold to room tempurature in about five minutes.  At higher levels this will only take a few seconds.

Casting Time : Five seconds at the initiate level, shortening to one second at higher levels.

Duration : As long as needed, it requires almost no power to work.

Counter Measures/enhancing measures : If the mage is suprised while upkeeping this spell, he may lose focus, but there are no real counter measures.  Sulfur can be used as a reagent to enhance the spell.  A clear crystal will also strengthen the light and the heat intensity.

3. Light Shield :
Fire
Level 6
First Sphere
Physical
Negative casting, Positive activation.

Spell Effects : When the caster senses a foriegn car'all, he or she simply causes the oun to expand rapidly, creating a flash of light (enough to blind someone, think of a flash bang without the bang) and engulfing the foriegn car'all in heat (Even at the lowest levels this heat is enough to melt metal)  While the spell is "inactive," the area surrounding the caster will feel cool and moist.


Casting Procedure : A fairly difficult spell to cast, Light Shield is just as difficult to maintain.  The light shield itself is a thin bubble of fire oun which have been contracted as much as the caster is able to.  This bubble surrounds the caster, wrapping around his or her skin and clothes.  

Magical Formula : "Help Me Here Rayne" => translated into styrash

Target : The caster or an object/other person.  If the target is an object or another person, the shield must constantly be maintained by the caster or it will fall apart and the object or person's car'all will return to normal.

Reagents : Sulfur placed on the target tends to help mages focus enough to cast, but is not needed at higher levels.

Spell Class : .....Iunno o_o

Range : A few peds from the caster at most.

Casting Time : As long as the spell takes (the caster must constantly keep the fire oun compressed to keep the shield alive.)

Duration : Because of the difficulty in keeping the fire oun compressed, lower level users can only keep the spell active for a minute at most- enough for a short fight.  however, higher level casters, or those adept at keeping fire oun in the needed state, can keep the shield running for up to an hour (archmage level).

Counter Measures/enhancing measures : To counter this spell, one can merely "use up" the compressed fire oun by throwing objects at the caster.  Once the incinerated area of the objects totals the area of the shield, the shield will be gone.  A higher level mage could simply force the car'all to expand, possibly damaging the origional caster in the process.  Because this spell requires so much concentration, any surpise or destraction can also dispell the spell.  To enhance the spell, a reagent may be used.  The caster can also draw fire car'all from another source and add it to his or her own to strengthen the spell.

Edited by: Kikhku at: 5/10/04 3:45
82  Santharian World Development / Magic in the Lands of Caelereth / ... on: 05 May 2004, 09:12:00
About car'all reverting.  Picture a wooden bridge overlooking a deep gap.  The side of the bridge is lined with logs to warn people about the edge.

That bridge can be built many ways.  You can have a massive towering metal and concrete bridge with a six lane freeway ontop of it (thus making the bridge stronger, resistant to fire, and able to stand much harsher conditions) or you can have a small, rickety bridge (flammable, unable to support much).  

If you build around a wooden bridge and make a large six-lane freeway around it, the bridge will not try to revert back to it's former self.  HOWEVER, if the bridge is too heavy and cannot support it's own weight, it will either need to have some sort of support or something to strengthen it.  Otherwise the bridge will collapse.  Once it collapses the wooden bridge might still be there, or it might have been destroyed in the ensuing chaos.  This is comperable to a sphere three enchantment.

You can also, instead of building around the bridge, alter elements within the bridge.  Taking the same wooden bridge, if you were to make sure all the nails were in place and none were loose, repair any cracks in the wood, and generally make sure it was kept up, your bridge would still decay over time, but would last much longer.  This seems to be a sphere two enchantment.  No car'all is added, but elements inside are altered and strengthened more or less perminantly.

The first sphere of enchantments would be like taking the logs from the side of the bridge and using them to walk on to distribute your weight.  Very little is changed, nothing has been added, and once you are gone the logs will roll back into place as if nothing had ever happened.

You say "Kik, you're babbling again"

's right, but this time I think I have a point somewhere.... Here it is!!

I don't believe that there should be attractions, aside from the links, between car'all.  Like or unlike car'alls do not need to attract or repel.  As far as enchantments go, if the enchantment is well built and stable (An amulet with the car'all structure of an ice cube, for example.  An icecube is a stable thing and does not tend to randomly fly apart.), then it will exist for longer.  But larger, or poorly built enchantments will collapse under their own weight in a short amount of time.  

In conclusion, as long as the car'all structure is sound, or kept up somehow, the enchantment will remain and not revert.

Just my early morning thoughts ^^;

83  Santharian World Development / Magic in the Lands of Caelereth / Re: Independent Scholar's View on Enchantments on: 04 May 2004, 08:42:00
:clap

This was exactly what I needed to learn the magic system.  Once I have a bit more time to study this entry and it's implications I should be a much better help here.

Beautiful though.  And it all makes sense.  The only problem I could see Arti bringing up is you not mentioning the sphere they belong to.  IMHO they would seem to be Sphere one or two if the caster uses the item's car'all (the potency of these enchantments could be partially determined by the amount of natural fire car'all in the item.  ex: a glass sword, when enchanted with lightness would become almost weightless where a stone hammer would be almost unaffected.) and Sphere three if the caster uses his own.

But wonderful job, Rayne.

Dear Beth.....

84  Santharian World Development / Magic in the Lands of Caelereth / Re: Question about type of magic on: 22 April 2004, 08:00:00
Are Jeyriallian clerics defined enough to use yet.. or were those the Coorian and Avaian.

And would wind for the teleknetic abilities work as well?

Silfer, from my post

"a full geomancer is impossible at this point."

Shall I add "that's how it is" to the end?

All I said is that geomancers, in the traditional sense, are not "omni" mages, but in fact they are very limited.  A geomancer here would probably end up much weaker then any other mage class.  I never said we should have them, on the contrary I said that they are impossible because of the magic system.

And if RPG matters shouldn't be discussed here at all, then this thread shouldn't even exist.  Keep in mind that many of the RPG board matters have to do with magic, and until that magic is developed, people are gonna come here to ask questions.

Dear Beth.....

85  Santharian World Development / Magic in the Lands of Caelereth / Re: Question about type of magic on: 21 April 2004, 13:07:00
I'm sorry.... I'm in the wrong place then ::walks away and never comes back to here again::

Dear Beth.....

86  Santharian World Development / Magic in the Lands of Caelereth / Re: Question about type of magic on: 21 April 2004, 12:53:00
Actually a geomancer is the most limited class of magician.  They can only cast spells based on the earth their target is on.  For example they can only summon quicksand in a desert envroment, or a local ice storm in a frozen enviroment.  Play final fantasy tactics for more info on them.

Dear Beth.....

87  Santharian World Development / Magic in the Lands of Caelereth / Re: Question about type of magic on: 21 April 2004, 12:48:00
You don't want necromancy, you don't want to bother with those skeletons and reraised monsters following you around the collapsing when you need them most.

You want a mage that summons vines from the ground to hold his enemies down and slowly squeeze them to death, one that turns seemingly solid ground into quicksand to swallow his foes, one that summons magma from the depths of the earth to boil alive anybody who might cross him.

You want a geomancer, or terramancer, the same thing really.  And because of the magic system here, this class would be very difficult to make.  Your best bet is to get to know the magic system very well while the earth magics are developed.  

If you're interested in just the vine part of earth magic, take a look at the Life Magics.  An older brownie life mage may give you the vine manipulation, but a full geomancer is impossible at this point.

Dear Beth.....

Edited by: Kikhku at: 4/20/04 20:50
88  Santharian World Development / Magic in the Lands of Caelereth / Re: Proposing a Magic Discussion on: 26 April 2004, 22:29:00
Cron :fish  Doof

Xeua mages can do enchantments because they specialize in making links.  If a caster links a certain element's car'all to an item, that item takes on the attributes of the element and is thus enchanted.  Yes, there are Xeua enchantments.  A few pages ago we had this discussion.

Rayne is probably not coming back.  We're what you have to work with, buddy.  

Dear Beth.....

89  Santharian World Development / Magic in the Lands of Caelereth / Re: Proposing a Magic Discussion on: 25 April 2004, 00:30:00
screw it, may as well blab this out.

My idea for elemental enchantments does not involve the mage changing and relinking the object's car'all, which would be Xeua.  It involves him changing the car'all around the object.  For example, an elemental fire enchantment would not heat the blade directly.  Instead, you would heat the air around the blade up and as an indirect effect, the blade would also heat up.  

This is why the enchantments would only last a short while: once the mage stops shifting the car'all around the sword towards fire, it will quickly go back to normal and without the heated air the blade itself will cool down.

So no, both enchantments should not be alike.  With Xeua, you link car'all to the blade itself, giving it a new attribute.  With the elemental enchantments, you would alter the car'all around the object, and maybe even of the object itself, temporarily, but once the spell was done the object would quickly return to it's previous balance.

Dear Beth.....

90  Santharian World Development / Magic in the Lands of Caelereth / Re: Proposing a Magic Discussion on: 20 April 2004, 16:36:00
No, Xeua deals with creating car'all links.  elemental merely manipulates the car'all, only Xeua mages and certain clerics, if I recall, can link car'all to enchantments and therefore do true enchantments.

Adding part of his fire car'all to the sword would be Xeua because you have to create a link with car'all.

The reason the elemental enchantments last such a short time is the mage constantly needs to focus on keeping the car'all bubble surrounding the weapon, because the car'all is NOT linked to the weapon, just gathered around it.

In reality, the mage can keep the enchantment intact as long as he knows exactly where the weapon is (keep in mind, something like a sword is gonna be moving, and the mage has to know where it is at all times, which is why at lower levels, the mage needs contact with the item) and as long as his energy holds out.

And I can rp however i want, it's very easy to ignore 2-3 lines of text ;)  

Dear Beth.....

Edited by: Kikhku at: 4/20/04 0:37
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