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Author Topic: Quick Clarification Requested  (Read 7339 times)
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Marvin Cerambit
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« Reply #15 on: 23 August 2007, 02:39:43 »

Well, I suppose you could connect two cuts and have a connection between the two car'allia through the blood or something. Not sure how reagents would work.
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Mina
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« Reply #16 on: 24 August 2007, 02:22:16 »

Well, if it is applied directly to the target, ie. actually in contact, it might help I think, though how much might depend on what the reagent and target are.  Putting eg. two rocks together probably isn't going to make much of a difference. 

I don't think that's how the term 'reagent' normally being defined though, which seems to be that they help the mage to focus.  However it could likely be a sort of general enhancing measure which works with many spells. 
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Fox
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« Reply #17 on: 24 August 2007, 02:46:26 »

Well, if it is applied directly to the target, ie. actually in contact, it might help I think, though how much might depend on what the reagent and target are.  Putting eg. two rocks together probably isn't going to make much of a difference. 

I don't think that's how the term 'reagent' normally being defined though, which seems to be that they help the mage to focus.  However it could likely be a sort of general enhancing measure which works with many spells. 

I personally would prefer that we give reagents an actual physical effect that helps in the casting of spells. With the amount of money and time it takes to acquire certain reagents, just brushing them off as simply 'it's all in your head' methods of concentration is a bit.. wrong. A strong mage not needing reagents for the same spells--sure. But that they do nothing at all, that is a bit too far. Formulas can be for just concentrating, but reagents need to have some effect to be worth the amount of money and lengths a mage will go to to acquire some of them.

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Mina
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« Reply #18 on: 24 August 2007, 18:34:43 »

True.  We've not properly defined what it is reagents actually do anyway. 

However, I also want to point out that reagents are often not terribly expensive or hard to aquire.  Some are, but many are fairly easy to come by. 
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Fox
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« Reply #19 on: 24 August 2007, 18:46:23 »

True.  We've not properly defined what it is reagents actually do anyway. 

However, I also want to point out that reagents are often not terribly expensive or hard to aquire.  Some are, but many are fairly easy to come by. 

Most are, but it is still a monetary expense. People aren't going to buy things just because it helps them concentrate without any real effect at all. And I'd imagine higher level spells would need more of those very rare reagents that are not commonly carried.
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Mina
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« Reply #20 on: 24 August 2007, 19:22:27 »

Perhaps. 

How about if 'reagent' is actually a fairly vague term that is applied to pretty much anything used for spellcasting, whatever they actually do?  Then we could have things that have a direct effect (what you're suggesting), things that just helps one concentrate (how we commonly talk about it nowadays), things that are indirectly helpful (eg. tareptail seeds might help with casting wind-generating spells, as they can help one see how the wind is moving), things that are traditional (self-explanatory, I think), etc. 
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Lady Cherri
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« Reply #21 on: 25 August 2007, 06:39:49 »

If anyone could enlighten me as to any up-to-date list of spells, formulas and reagents it would be useful to help point new mages towards so that they learn how to cast correctly.  As I was corrected by josephine on the RP side of things that the lists in the compedium is not accurate it would be helpful.  Thanks.
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Fox
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« Reply #22 on: 25 August 2007, 07:23:17 »

If anyone could enlighten me as to any up-to-date list of spells, formulas and reagents it would be useful to help point new mages towards so that they learn how to cast correctly.  As I was corrected by josephine on the RP side of things that the lists in the compedium is not accurate it would be helpful.  Thanks.

There is no up-to-date list, but there is an out-of-date list:

Earth Magic Spells needing to be updated
1. Bone Calling
4. Guise of Bones
5. Animate Dead
5. Call to the Beast
5. Raise Skeleton
6. Bone Calling

Fire Magic Spells needing to be updated
1. Flame Control
1. Rise Flame
1. Searing
2. Boiling Blood
2. Light
4. Burning Regeneration
6. Blazing Shield
7. Rays of Heat
10. Extended Life

Water Magic Spells needing to be updated
4. Water Extraction
7. Fever of Nightmares
7. Spear of Frost

Wind Magic Spells needing to be updated
1. Vanish
2. Sense Aura
2. Shape Smoke
2. Wind Walking
3. Cloak of Shadows
3. Insubstantial Shield
3. Spectral Sight
3. Static Trap
4. Aura Sight
5. Chimaera
7. Touch of Fate
7. Void Breath
8. Phase Shift


No formulas are up-to-date at this point in time because the proper system for them has not yet been developed. Reagents are applicable, though how they actually work, as discussed above, hasn't been elaborated on yet. As I said on the RP board, mage players need to learn the proper mechanics for spell casting so they can make up and describe their own spells to meet the situation within their level of power rather than choosing ones from a list.


Just going over the low-level (1-3) spells (the ones most RP mages have access to) that are up-to-date, we have:

Level 1-3 Up-to-Date Earth Spells
1. Sanguinary Block
1. Solidify
2. Iron Will
2. Weaken Resolve
3. Break
3. Colossal Weight
3. Impale
3. Shield of Stone

Level 1-3 Up-to-Date Fire Spells
1. Quell Flame
1. Sparkling Stream
2. Extinguish
2. Injeran Touch
3. Edict of Terror
3. Fiery Minion
3. Fireball, Quilrosh's
3. Grip of the Malefic
3. Shroud of Radiance

Level 1-3 Up-to-Date Water Spells
1. Animal Protection
1. Calm
2. Distract
2. Ice Touch
3. Area of Frost
3. Frost Shield
3. Shape Water

Level 1-3 Up-to-Date Wind Spells
1. Conjure Wind
1. Reflection
2. Confusion
2. Enlightenment
2. Hide
3. Clap of Thunder
3. Telekinesis
3. Thievish Winds
3. Wind Exile


Which is a very small repertoire of available effects for those levels.

« Last Edit: 25 August 2007, 11:38:23 by Fox » Logged
Twen Araerwen
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« Reply #23 on: 25 August 2007, 12:28:30 »

Fiery Minion is banned/restricted and only accessible to those with knowledge in this area. This is in the restrictions thread. Also most of the Necromancy spells should be included in banned/restricted unless the players are directly written as practitioners in this form of fire magic. Most of the other Necromancy spells were written after Fiery Minion and have not been listed as restricted ..... as they should be.

Ghastly Guardian ~ Basically an advanced practice of the Fiery Minion spell.
Dark Stability ~ Only useful to a Necromancer in the upkeep of their undead minions.
Twilights Edifice ~ Coming to a forum near you .... very soon Fox  ;)
« Last Edit: 25 August 2007, 12:41:57 by Twén Aråerwén » Logged

Marvin Cerambit
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« Reply #24 on: 05 September 2007, 04:49:11 »

This list has both up to date and out of date spells.
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