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Celtricia, World of Factions - GuildSchool- What Spells are Needed in the Waking Dream?

Started by LordVreeg, June 10, 2011, 09:30:06 AM

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LordVreeg

I've always been a big believer in spells as part of fluff.

The magic system of a world is an opportunity to explain much of the physics and workings of the world in question; and also a pitfall where a GM can make their setting very cardboard generic by grafting a system directly on
.



I remember once in an old setting one of my friends had created, and after creating a mage in that system, a player asked him who Tenser was in this world, and then I, getting into the spirit, asked him the place of scrolls in his world and if 'Read Magic' was going to be important for this setting or not.
And while the GM in question pretty much mentally checked out at that point, it showed me (even as a 12 year old...I still remember this clearly, this was in 1978), it opened up the importance of consistency, the assumed development of magic and the setting to me.  It showed me that GM had failed is roll on ingenuity and immersion.



So when I started creating Celtricia, and I had created the rough blocks of a system that really differentiated artificers from Water mages from mentalists, i suddenly realized that the spells I had in other books really would not fly.
And this was going to be an undertaking.  My first priority would be to make spells that would allow me to run a game, but the next would be to create spells that would also serve as examples as how the setting really functioned.  No assumptions; I didn't want to have to say "Well, we just assume spells like that exist in the world, but are not really part of adventuring".  I created spells that a setting with thousands of years of using magic would have created in the situations they would be in.
Tea Time
Evercoal against the cold
Keeping warm is one of the first things needed for the growth of civilization, and so have spells created {and these are just a few examples) of creating spells that would exist in a world of artificers, mentalists, etc.

This thread is going to explore that a bit, but also I'm going to ask if people could give some feedback as to areas that the spell list is really lacking; other spells that would exist in Celtricia.  I realize that's going to require some feedback in both directions, but I've come to realize that a game with 20+ years of work needs different feedback than a setting that is in earlier stages of development.  
SO this is a bit of a preamble, I'll post more soon, especially because I am looking for help and feedback.  I happen to think our CBG is about as talented a group as exists in the interwebz, so I can't help but think GuildSchool and Celtricia will be the better for it.
Current Listing of spells...
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Ninja D!

As kids say these days: FIRST!

The Tea Time spell could also be used in the making of kaffee (that's what it's called, right?), then? Good. Similar to that, as a treat on or reward for a hard day of work in the heat, a spell that could chill a drink would be great. Also, one that could cause fermentation to occur with the ingredients placed in the container. Obviously the alcoholic drinks produced in such a way wouldn't be a fine wine or anything but it would be enough for an old mage to get himself drunk on without having to leave the privacy of his bedroom, or for a traveler after a hard day on the road.

Taking a similar idea but moving away from liquid, a spell that could warm an object touched would be very much appreciated by those that have to work in the cold. Imagine if the next time you had to go shovel snow, you could first enchant your boots or gloves or jacket to heat up for the next couple of hours. That would be pretty great. The same spell could work with blankets or bedsheets for cold winter nights.

Increasing the power of the above idea and turning it on food, you could have a spell that pretty much allows the cooking of meat by waving your hand over it. It could only be used on small amounts at a time and because of how SP works, it wouldn't be practical to use a lot, but it would be great for the adventuring sort when they get themselves a deer or something. Also, for an old and not too powerful wizard entertaining guests on short notice.

These are pretty much just luxury things but it's a start. I'm sure I'll have more ideas yet.

LordVreeg

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Ninja D!

I do what I can.

I'm going down the list here but not reading the full description of every spell. I could very easily miss a spell that has a use that I suggest. If I do, you can totally disregard that particular suggestion.

Looking at your Air spells, I don't see anything that removes smell from the air. It's possible I just missed it but I do see a spell that has the opposite effect. Maybe you would just lump that in with Pure Air? I would think it would be a lesser expense and easier to cast, though. (A wizard wouldn't even have to blame it on the dog!)

Also, for something I don't see that's pretty much opposite of something I DO, a spell to clear clouds away. The same goes for a spell to clear fog in an area. As someone who lives in southern Minnesota, near a couple of big rivers, I think this would be very useful. Thick fog is a little annoying and can be creepy as hell. Any of the above could even be used to counter one of the versions of Colored Air, maybe?

Another, while I think it could be covered by a weakened kinetic blast would be a spell that just makes things appear to blow in the wind. Maybe curtains, for an eerie effect, or maybe one's one cape or robe, just to appear more impressive. Something along that line could also be used to push open an unlatched door (sort of the opposite of Gust at the Door) or window, too.

Superfluous Crow

So we are looking for spells that can provide comfort, survival or make work easier.
Like ninja I'm mostly just scanning the spell names (not being familiar with the inner workings of GuildSchool) so I'll just throw out some ideas and hope you haven't already come up with them.

    *There are various spells connected to food, but is there something that allows you to pack more nutrition into a single food item? A piece of bread that serves as a meal. (think Lembas bread)
    *I see you have a fertility charm spell, but I couldn't find anything under restoration/life which could cure barrenness. This might of course not work out with some of your setting's history, but it would be hugely useful to women so afflicted.
    *An abortion spell would also be "useful".
    *Any kind of spell that could keep snow off the door/roof. Akin to Ninja's heat spell idea.
    *Magical pesticide?
    *A spell to desalinate water? (this might already be included under a purification spell).
    *A spell that can immediately and efficiently count a number of objects in your field of vision which fall under a number of parameters (sheep, people, place settings etc).  

Hope these ideas are of some use to you. By the way, the Unchosen is a cool spell. Good to see some utility spells.

An alternative take on practical spells:
The book series called the Long Price hinges on a few cities having bound Andat, manifest poetry which they use to improve their industry. The northern mining city of Machi has the Andat Stone-made-Soft which they use to weaken rock so the miners can dig through. The city of Saraykeht has Seedless (Removing-the-Part-that-Continues) which can tear out "seeds". They use it primarily in the cotton industry to instantly comb tonnes of cotton for seeds, but there is also the expensive Sad Trade where the andat is used to perform abortions. (it is insinuated that both of these could easily be weaponized and keep their enemies at bay: Seedless could kill anything unborn or unharvested and Stone-made-Soft could turn stone cities to liquid rivers).
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Ninja D!

Something else that could fall in the air school is a spell that acts like a cattle prod, giving just a little bit of a shock. It could be useful as a cattle prod, chasing away pests, or rousing someone that is unconcious / asleep / whatever.

Superfluous Crow

Although shepherds are rarely known to be master arcanists one could imagine a spell producing multiple shadowy hound shapes would be useful for herding all kinds of animals.
On a more whimsical note, one of my friends and I joked that a timber company in the friend's campaign could always bring in a wizard-lumberjack to cast Transmute Forest to Lumber on our poor forest.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

LordVreeg

Quote from: Ninja D!Something else that could fall in the air school is a spell that acts like a cattle prod, giving just a little bit of a shock. It could be useful as a cattle prod, chasing away pests, or rousing someone that is unconcious / asleep / whatever.
Like a lesser version of Arc?
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Quote from: Superfluous CrowSo we are looking for spells that can provide comfort, survival or make work easier.
Like ninja I'm mostly just scanning the spell names (not being familiar with the inner workings of GuildSchool) so I'll just throw out some ideas and hope you haven't already come up with them.

    *There are various spells connected to food, but is there something that allows you to pack more nutrition into a single food item? A piece of bread that serves as a meal. (think Lembas bread)
    *I see you have a fertility charm spell, but I couldn't find anything under restoration/life which could cure barrenness. This might of course not work out with some of your setting's history, but it would be hugely useful to women so afflicted.
    *An abortion spell would also be "useful".
    *Any kind of spell that could keep snow off the door/roof. Akin to Ninja's heat spell idea.
    *Magical pesticide?
    *A spell to desalinate water? (this might already be included under a purification spell).
    *A spell that can immediately and efficiently count a number of objects in your field of vision which fall under a number of parameters (sheep, people, place settings etc).  

Hope these ideas are of some use to you. By the way, the Unchosen is a cool spell. Good to see some utility spells.

An alternative take on practical spells:
The book series called the Long Price hinges on a few cities having bound Andat, manifest poetry which they use to improve their industry. The northern mining city of Machi has the Andat Stone-made-Soft which they use to weaken rock so the miners can dig through. The city of Saraykeht has Seedless (Removing-the-Part-that-Continues) which can tear out "seeds". They use it primarily in the cotton industry to instantly comb tonnes of cotton for seeds, but there is also the expensive Sad Trade where the andat is used to perform abortions. (it is insinuated that both of these could easily be weaponized and keep their enemies at bay: Seedless could kill anything unborn or unharvested and Stone-made-Soft could turn stone cities to liquid rivers).

Well, I'd say I am looking for spells that would logically exist in the world.  Ones that would logically have been created given the relative availability of magic in the world.
"Magic In society
The Woo is not seen as a great mystery; though the greater workings of it are seen with awe.  One in 10 people in celtricia use the woo in some way or another, the other nine tenth being considered 'Void-Blind'.  The basic Artificer and restorative workings are understood in some part by much of the populace; much in the way that basic mechanics are understood.

The population is, in general, aware enough of magic to be quite respectful of any magic beyond the more basic spells.  This is partially due to the way more powerful magic needs more abiity and more ability in different types of spells.   While one in 10 people can touch the Void-borne powersources, only one in twenty-five has been trained in more than one area, and one in a hundred in more than 2.   And since most magic (or scroll use) requires 2-3 sources of external power, very quickly the amount of people that can cast these dwindle.

This has also given way to the creation of spells that aid the growth of production and comfort in the world.  And as specific spells are always more easily cast than general ones, this has given rise to an abundance of very specific spells."


As to the specifics of these most excellent of suggestions...
*There are various spells connected to food, but is there something that allows you to pack more nutrition into a single food item? A piece of bread that serves as a meal. (think Lembas bread)
This is an awfully good idea.  What type of spell do you see this being?  Should I have it generate a mechanical benefit, like an increased 10% on the fort CC which determines HP regained while asleep?

*I see you have a fertility charm spell, but I couldn't find anything under restoration/life which could cure barrenness. This might of course not work out with some of your setting's history, but it would be hugely useful to women so afflicted.
This is another winner.  Of course this would have been created, under restorative.  or maybe life?

*An abortion spell would also be "useful". Destruction of Unborn foetus, under death spells.

*Any kind of spell that could keep snow off the door/roof. Akin to Ninja's heat spell idea.
This would have happenned.  Won't get rid of water or stop refreezing, but maybe a very direct heating of the roof/step?  Now, a heat version or a water version, this is the next question.

*Magical pesticide?[linkhttp://celtricia.pbworks.com/w/page/14955670/Insect-Bane] Insect Bane[/link] all over it.

*A spell to desalinate water? (this might already be included under a purification spell).
That would definitely have been created.  Great call.

*A spell that can immediately and efficiently count a number of objects in your field of vision which fall under a number of parameters (sheep, people, place settings etc).OK, that is kind of cool.    What area?  Law?  Mentalist?  





VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Polycarp

This is the first time I've read through the Celtrician Spellbook and I have to say I'm enjoying it quite a bit.

I don't have a lot to propose at this point but it struck me that if I were a nobleman or person of importance, I would really want some kind of "imbue meaning" spell - a spell (probably mentalist) that silently conveys a word or short phrase to anyone who views the target, which must be some kind of symbol or written word.  For instance, Lord Urth Graben might enchant the coat of arms on his shield with his name before a battle, so that anyone seeing it would immediately have "Urth Graben" pop into their heads even if they didn't know heraldry well enough to know it was him (cuts down on friendly fire).  Alternately, you could write something on a piece of paper and imbue it with the meaning "peace," so even people who don't speak your language could understand that you come in peace.  All meanings would have to be terse, probably no more than a word or two.

This wouldn't be any kind of compulsion - that person could still decide to stab you even after seeing your "peace sign" - but being able to make symbols and writing convey information even to people who don't understand them would be invaluable.
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Hibou

I know you have a few spells related to tracking, and there's Comforts of Home, Beacon, but what about a general navigation/directional spell? Something that points in a compass direction or shows one the shortest path they can take to a particular locale?

Also I am wondering, have you considered the histories, evolution and cultural variances of individual spells? By this I mean the change in functionality of spells across time and borders. In a world where magic is as fundamental as in Celtricia, I can see a scenario where at least some spells might vary from user to user and culture to culture, in addition to some spells being entirely unfamiliar. You might have spells such as one called Hearth Compass that would always make a silhouette point in the direction of one's home, making it similar in function to Comforts of Home, Beacon but not quite.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

LordVreeg

Quote from: OmegaLimitI know you have a few spells related to tracking, and there's Comforts of Home, Beacon, but what about a general navigation/directional spell? Something that points in a compass direction or shows one the shortest path they can take to a particular locale?

Also I am wondering, have you considered the histories, evolution and cultural variances of individual spells? By this I mean the change in functionality of spells across time and borders. In a world where magic is as fundamental as in Celtricia, I can see a scenario where at least some spells might vary from user to user and culture to culture, in addition to some spells being entirely unfamiliar. You might have spells such as one called Hearth Compass that would always make a silhouette point in the direction of one's home, making it similar in function to Comforts of Home, Beacon but not quite.

A) You are certainly right, there needs to be a few more navigational spells, like a 'true north' spell, and a 'comforts of home, point me' spell.  That would be kind of like the Hearth compass ideal.


B) Spells listed are expected to be still the bare bones, before we even get into the historical factor, I see Celtricia magic as written as having a dozen slightly different versions of each spell listed, based on changes that have happenned since the spell came into commopn use.  I have given a few of these out, even.
And you really hit the nail on the head when you examine the evolution of spells, as well as the spells that are lost.
The Magic of the Shade is a whole school of lost magic, as well as many of the Bardic music magic of Numansongs and his crew.  The SIG ran into a spell book with some variations from a disciple of Korang, the mad artificer of Venolvia.  I can't dig too deeply into it on the main spell pages, but this should be notated in other areas, probably here.  I will try to get some of these done.
What type of mgaic here?  I can see these spells in artificer, but also mentalist and earth, to name a few.  MAybe Animist, with replicating the abilites of birds and such...
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Xathan

Since this is something I spend a lot of time thinking about, I've been looking for spells that have military application -it seems likely to me that in a setting where magic is so important, military magic would be commonplace beyond just spells that are used to attack. I've been slowly working my way through the list and I'm sure there's a ton of stuff I missed that has already been covered - I don't think I've seen a list this comprehensive, well, ever. Color me impressed.

A few things I didn't see that I think would have developed:

A way to communicate orders to multiple troops without enemies intercepting. The radio was what changed modern warfare into what it is more than anything else, and I can't see an equivalent not developing.

A way to create a "real-time" map of the battlefield. I'm picturing from the way you've described magic as a map that has colors moving on it, and is limited in what it can show based on spells being cast in particular areas. It's something any general would kill to have. And could be adapted to civilian use in creepy ways.

Spells to counter the above spells. Military magic could become a game of countering spells and then trying to put your own in place, a constant race against the enemy casters without a single damaging spell being used.

Just a few thoughts off the top of my head - will have more once I actually finish reading the list, which is going to take awhile. (I love the spell list here so much.)



 
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LordVreeg

adding some of these in right now to the master in the access database...
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Nomadic

What about a soul-link spell where two people tattoo each other with the same sigil and the spell is cast upon the sigils linking them together. This would give them the ability to always know where the other was within X miles per spell level. There would be addon spells like the comforts of home spells that could be cast upon these sigils which would add extra effects.

Examples of addon spells being:
- telepathic empathy within X miles
- telepathic communication within X yards/feet
- x/day see through the other person's eyes
- shared hitpoint pool as long as they are within X feet of each other
- shared spellpoint pool as long as they are within X feet of each other
- shared knowledge regarding skill checks within X feet of each other