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Myth: A New Age CYOA

Discussion in 'Choose Your Own Adventure Land' started by Fangshi, Jan 15, 2014.

  1. Jester Arbiter

    Jester
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    Hmmm so if we would make our mouse write letters we could include more information inside, while decreasing mana cost for retrieving it? Wind would probably be used mostly usefull for acceleration and steering.

    Interesting mouse facts.
    Show Spoiler
    Mice communicate mainly by vocalizing and by emitting scents (pheromones). Pheromones are produced and excreted by the preputial glands, but are also found in tears and urine.

    Of all the senses, the sense of smell is the most developed. Pheromones contribute to communication, they function as an alarm signal for predators and they play a role in sexual maturation. In mice, pheromones are perceived by an olfactory sense organ called Jacobson's organ, which is located in the base of the nasal cavity.

    Mice are able to hear sounds outside the frequency range audible to humans (ultrasound). For communication, mice produce sounds that humans can hear, as well as inaudible ultrasound.

    Mice use their whiskers for perceiving objects and the movement of air. Bending of whiskers leads to stimulation of the nerves attached to the hair follicles and these nerve impulses are transmitted to the cerebral cortex.

    Mice are nocturnal animals; they have next to no color perception and they are sensitive to high intensity light. This is especially true for albino animals, which suffer retinal degradation if exposed to light with an intensity exceeding 60 Lux.

    If we use mouse language ultrasound frequency we would code it and made less likely to be traced. And mby some kind of wind pressure signalisation with that movement of air perceiving.
     
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  2. Fangshi Arcane

    Fangshi
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    Yes, that should be fine. Generally speaking the spells your mage mice throw will have the same effect on other mice as your spells do on other humans. As long as you keep things vaguely in the same size bracket you are good.

    That should be fine as well.

    Well that would all depend on the situation and those involved. How likely is it that your average mage would instantly figure it out? Not very likely, but the smarter, wiser and more experienced they are the harder it will be to trick them.

    Novice magic users should be able to pin down the general direction and intensity of a magical aura while skilled mages can narrow it down to a precise individual. Archmages might even be able to tell the difference between a canned spell (ring/necklace) and a spell being actively cast by the mouse in question as they would likely have a different 'feel' to them.

    The novice mice can detect magical auras, yes. They can not really cast spells yet (aside from the odd spark) but Lyssa has been working with them in her free time to remedy that.

    They are members of the 'Tower Clan' of spellcasting mice that Mirra and Poppy come from. Mirra and Poppy are the only members of the clan that can cast full spells but since you voted to let Lyssa continue with the experiments she has been working with some of the most promising members of the clan to teach them how to fully cast. The novice mice are her students essentially.
     
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  3. Nevill Arcane

    Nevill
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    I am not sure what you mean. Why would we need them to write letters, and why would we need to retrieve them?
     
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  4. Nevill Arcane

    Nevill
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    What kind of damage can a firebolt spell do to a human on contact, given that it pulverized a piece of pork?

    How many mice would it take to cast a firebolt at a human efficiency level?

    How can we improve their efficiency? The limiting factor seems to be the amount of power a single mouse can pour into the spell. So what means do we have for providing them with more power? Energon cubes are an obvious answer, but they are a bit heavy for a mouse. We will need someone else to carry them (an eagle, or a goose, or a mobile toy-sized artillery platform), probably. What are our other options? Energon dust backpacks?

    Also, an unrelated question. How do communication spells that allow us to talk to the animals work? Do they let the bearer of an item to speak like an animal does (so, for example, Lyssa 'squeaks' when talking to the mice), or does it 'translate' our speech to something the critters understand?

    Say, we want to talk to the elephants using our bracelets. Will the handlers be able to understand us?

    Is animal-to-animal talk possible with such items?
     
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  5. Fangshi Arcane

    Fangshi
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    Depends where you hit the person. If it connected with bare flesh it could cause quite a severe burn and maybe even consume some of the flesh at the point of contact. If you hit someone in the throat or in the mouth or in the eye then you could do a lot of damage, maybe even kill them.

    Depends on the skill level of the mice and how much power they can each draw. Firebolt is a fairly simple spell that Derryth was able to learn when she first started down the path of serious magical study so most fully trained mice should be able to manage it. To hit the level of your average human mage would take maybe a dozen fully trained, novice mice.

    If the mice managed to reach archmage status somehow (for example you kept them young and alive with your eternal bloom ritual) then they would be able to easily call down a human sized firebolt by themselves.

    The exact same principles apply to the mice as to the humans (and most other mortal species for that matter). Training increases the amount of power you can draw so more training equals more powerful spells. Failing that you need to provide them with an external energy source, energon dust (they need regular treatments to maintain their ability to cast for the time being) would work, if you want to give them a whole energon cube that would also work as well and it would let them channel well above their natural power threshold, it would make them into the equivalent of mouse artillery (albeit for only a single shot). Mandrake roots would of course work if they were trying to heal someone and 'chaining' a group of mages would also work much like it does when the ladies weave spells together.

    The spells convert the sounds the caster/user makes into the appropriate sounds to effectively communicate with the target. This is done in real time, it also explains how Lyssa can make sounds that she lacks the organs to naturally make. The spell also converts language back into something that Lyssa can understand though it does that within her mind rather than through altering the sounds themselves. Her bracelets and necklaces function the exact same way.

    Now there is more to it than that, a lot of communication is non-verbal and the spells do not help all that much with such signals though they do sometimes help to convey specific emotions. As a result, Lyssa will is better at communicating with most mammals and birds than you will be, even with items to help you.

    As a slightly amusing aside, all of this means that the exact spells you use can have a large effect on how you sound to the animal you are talking to. For example, if you are using a spell to talk to mice and that spell is relying on translation passages that have not been updated in ten years then you will sound very old fashioned (almost archaic) to the mice. It would be the equivalent of speaking nineteenth century English to a modern speaker. You would be understood for the most part but it would get you the odd glance and a bit of laughter. If you were using a spell that had not been updated in fifty human years then it would be like talking to a modern English speaker in Middle English or maybe even Old English and you would be less likely to be understood.

    Thankfully, animal languages are (for the most part) quite a bit simpler than those spoken by the more advanced races of the world so you can usually get by without too much difficulty as long as you know the general basics of the language in question. So you can talk to a group of mice in Myrgard, for example, and another in Muirthemne with the same spells nd you should be able to communicate effectively.

    Some animal languages are a lot slower to change as some species are less numerous and longer lived. The language of the elephants, for example, does not change as quickly as that of the mice but (with the exception of the Blackrock mice) it is a more complex language.

    The Blackrock mice are something of an exception and that is largely down to the meddling of mages. They have a more advanced society than you would encounter elsewhere (one actually worthy of the term civilization) and as a result they have a more advanced and specialized language. Blackrock rodents can communicate with regular rodents but it would be much like modern man communicating with the great apes, entirely possible, but sometimes a bit awkward. The spellcasting mice are even more developed and can understand a fair bit of actual dwarven, you could probably speak to them in dwarven and they would understand even if they do not have the means to answer in dwarven. Lys is working on reverse engineering a spell for Mirra and Poppy that will let them talk to you in Bruig, she has taken it on as a bit of a hobby but she is so busy that she has made little progress.

    They will not.

    Yes, provided the animal is intelligent enough to understand what is going on. The Blackrock rodents should be able to manage with proper instruction and the spellcasting mice could probably even learn the neccesary spells to do it themselves if given time. Other animals such as dogs, cats, horses and the like would also be able to manage as far as you know. In these cases they could even be expected to do quite well, particularly when it comes to communicating with humans due to the bond these species have with man. Most mammals and birds should be smart enough to eventually work out how to communicate though their vocabulary would probably be limited.

    It is hard to say if reptiles, amphibians and particularly insects could master such communication. In theory it may be possible but it would also likely be more difficult.

    Plants would presumably require a completely different approach (and discipline of magic) if they are even capable of communication at all.

    If two different animals both wore devices then they would be able to communicate freely within the limitations stated above. There would be room for misinterpretation of course but that occurs between members of the same species speaking the same language as well.
     
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  6. Karwelas Dwarf Taffer

    Karwelas
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    So, Fangshi.
    If anyone don't have objection I really would want have that little talk with Berty, but don't push him too much on it. Be polite, even very polite. If he don't talk about something, it is fine. Everyone have secrets. But there are still some points that I really want to hear about:
    - Ask him if he know from beginning about that who is Copper master and about their faerie nature. If he know, ask him if he had reasons to not tell us that.
    - Ask him if he have any knowledge Finn and his powers/forces/capabilities - both magic/army and his... well... authority. (Don't push it into talk about his relationship with Finn. Just informations.)
    - And probably last thing - and be very gentle here - Ask him if in future we will ever fall into troubles he know about and these problems can overwhelm us... can he warn us before he will be forced to act in the possibly last chance? I have that bad feeling... you know... if we would fall into faerie charm we would probably be fucked. For very long time. And if Berty wouldn't act we would be probably under influence of Finn. We (both players and our character) really like that guy and we don't want to harm or disturb him in any way and we understand that he could ever be forced to act like this under circumstances that we may even don't know about but there is still a little difference between hiding something that may be danger to everyone around (I know, we hide many facts from him, but I'm also preety sure that we would tell him under some circumstances.) and his own secret. When Finn people appear and we got info about that he will come here, it wasn't only his private thing. It involve us from that moment. And this is thing that we should remind him.

    (Sorry for any mistakes.) Fell free to change, discuss or try to prevent us from this action if you think it is bad idea.

    And by the way 4A.
     
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  7. Fangshi Arcane

    Fangshi
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    Sure, you can talk to him now or once you are in private again. If you want to ask him anything now you can, just remember the King will be listening as will all your people and his. Otherwise, the earliest you could have a nice, private, polite chance to talk to him would be after the next update, provided the King clears off by then.

    It will only require a vote if someone objects.
     
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  8. Karwelas Dwarf Taffer

    Karwelas
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    No, no. Of course I prefer to wait King out.
     
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  9. Baltika9 Arcane

    Baltika9
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    So, uh, are we done with additional votes for this chapter?
     
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  10. Fangshi Arcane

    Fangshi
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    Well, you have forty eight to thirty six hours before I close the vote so you have plenty of time to add things if you want. ;)


    Speaking of which:

    Since you voted to work on the Iron Will spell using your own energy here is what happened. It was nothing too dramatic/devastating/exciting so I won't type it out as a whole scene or anything.

    - The King had no problem letting you try. With Taide's help you diplomatically informed him of what you were doing and he let you do it. That made the rest of the task easier.

    - First Attempt: You managed to nail down the emotional aspect from the Warrior's Mask on the first attempt but you had trouble marrying the ferocity of that spell with the calm and collected mindset of your Calm Casting ability. The end result was a mental state that had been strengthened but also was difficult to restrain and properly control. [You rolled perfectly to set up the foundation of the Warrior's Mask, moving yourself into that primal, irresistible mindset but you botched the second set of rolls].

    - However, since Derry has such a high WIS she is capable of learning even from her errors, and she did. [I gave you a difficult roll to see if you could learn anything from your failure and you rolled damn near perfectly giving you a new insight in the field of meta magic].

    - As a result you created a new meta magic spell:

    The Conqueror's Path - A happy accident, this spell was cobbled together from your first, failed attempt to create Iron Will and is based upon the mental application of the underlying theory that fuels the Warrior's Mask. It is a quick spell to activate and one that comes naturally with aggression. The closer your mental state is to that of the ancient warlords and conquerors the more potent this spell will be. This spell increases the potency of your spells, for a short burst of one minute per casting. It does so at the cost of their accuracy and energy consumption. This spell requires a state of mind that is wholly incompatible to that of Calm Casting, the two can not be active at the same time and the use of the one will diminish the effects of the other if used in succession.

    Essentially it is the 'anti-Calm Casting', good for hurting people indiscriminately but not of much use where precision and self control are needed.

    - Thankfully, you were not actively chaining spells so you did not have a loaded attack spell go off on you.

    - After calming yourself [a few fairly simple will checks and five minutes later] you made a second attempt. The King was keenly interested in what you were doing by this point, you suspect he was even taking a few mental notes.

    - Second Attempt: This went better. This time you were careful not to let the ancient mindset required for the Mask take over. Instead, as soon as it began to manifest you switched over to the Calm Casting spell and began to channel all of that aggression inward on itself, bending the mask inward into a lump of glowing metal that began to melt, dripping in your mind. [You essentially had an easier set of the same rolls to show that you were progressing with the idea.]

    - Once the Mask's emotional state was chained you were able to weave back into fanning it to life. You turned that aggression against your own emotions, against the very things that make you a full person. You killed those feelings for a time, coating them with the molten metal of the trapped Mask spell. Quickly, before you could do any permanent damage, you once more took up the strains of the Calm Casting spell. You immersed your burning mind in the frigid waters of complete stillness and clarity.

    The end result was a mind, a will, encased in solid iron.

    [So this was the proper, full set of rolls for the second step. Most of the rolls drew on your WIS to guide you through the process by intuition and to hand the extreme pain of shutting down your own ability to feel. If you had gone too far you might have lost a bit of yourself but such are the risks of magic. Nothing ventured, nothing gained. You rolled well, average to above average, and succeeded in crafting your new spell.]

    Iron Will - Combining the burning intensity of the Warrior's Mask with the complete, cool composure of Calm Casting you have developed a spell that grants you near complete mastery over your own mind and emotions. The Iron Will spell encases you mind behind a thick shield of will and should serve to prevent tampering by all but the most powerful and skilled entities. You believe that any being still capable of reaching your mind will be forced to do so directly, in such a way as to give you clear warning, or through long and careful preparation for even the strongest of defenses are not completely impenetrable. This focus on defense does come at a cost though. The Iron Will spell must be maintained and will begin to fail as soon as you stop actively casting it. The defenses will last for about thirty seconds from the time you end your casting. Additionally as the spell requires keen focus and complete control over yourself all spells you attempt to cast on yourself while Iron Will is active will be twice as draining. All spells you attempt to cast on or at others while Iron Will is active will be three times as draining. The Warrior's Mask, the Conqueror's Path and Calm Casting, as the component spells of Iron Will, can all be cast while under the effects of Iron Will but are one and a half times as draining when cast on yourself and twice as draining when cast on others.

    So you now have a spell that will protect your mind but render it quite difficult to cast anything while it is active. Keep in mind that the penalties to casting while Iron Will is active will be further exacerbated by the penalties you face for casting an unmastered/learnt spell. So while this is useful you will be burning a lot of energy, very quickly with it.

    At the moment if Derryth (at full energy) tried to cast both Iron Will and one of the component spells she will completely exhaust herself rather quickly (in minutes) if she did not have a ready supply of power sources to draw from. Casting something like Greater Firebolt while Iron Will is active is right out for now, you simply lack the skill to pump out that much power while maintaining your defenses. Nine could do it, Mazzarin could do it easily, Faceless could do it too but then they are all top ten archmages and you aren't, not yet.

    You also used up three quarters of your current magical reserves but you still have the energon cubes...
     
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  11. Absinthe Prophet

    Absinthe
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    What would happen if we cast the Warrior's Mask with the Conqueror's Path? Also, how soon could we add war cries to our repertoire of vocal magic? They seem well-suited to Derryth between the Conqueror's Path, the low charisma requirement, and the high emphasis on willpower.

    Hey Nevill, seriously, what is your plan for getting the Seekers to accept your plan? Even beyond their hatred of demons and suspicion of the fey, as mages they are really possessive of their secrets. Even if the Seekers could get glamored into going along with it, they would be pissed once the glamors wear off.

    I think we should negotiate for something better here, and we have a working Iron Will spell for negotiating now.
     
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  12. Nevill Arcane

    Nevill
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    I think Finvarra already has them pacified to prevent the outbreak of hostilities.

    And if they get pissed, well, too bad. If they had their way, we would have fought Cropper and his pals without even talking to them, would have our team infiltrated by the Watcher's agents (because we learned they were compromised only after talking to Cropper), and would have a totally unwarranted fight with the fairy lord on our hands. They have disobeyed a direct order while being under a mistaken assumption, too. Looking back at how they conducted themselves, I see that their actions so far benefit neither us, nor the Kingdom. They are proving to be more trouble that they are worth, and do not justify their reputation of a professional outfit.

    We have barely prevented an absolutely unnecessary bloodshed that could have wiped out their whole company (as we can see, Finvarra vastly outmatches them in terms of magical power). Did it even register on the Old Man's radar, I wonder?

    Their distrust of the fey is still not a reason to attack them. I will not force the Seekers to comply, but I will not put myself between them and Finvarra either, not unless the fairies try to actually harm them, at least.

    If they wouldn't want to serve under us after that, I will just give them to the royal prince, as was originally intended, and they will become his problem. We'll also see if they think they can ignore his orders as well - something tells me that we are being surprisingly lenient as far as commanders go. My guess is that if the Seekers sabotaged a diplomatic event like that while under the Prince's orders they would be fired on the spot. Maybe even literally so.

    If we weigh the usefulness of the Seekers and of the potential alliance with another force in the south, I see no reason to sacrifice the latter to gain... what exactly? The Seeker's respect? I don't see any.

    If you think you could negotiate for something better, that is fine, but I do not see a platform from which we could negotiate.

    The King stated he is not going to leave until he scans our army. What exactly have you got to stop him? You can threaten a confrontation that may well result in a wipe of both parties and count on him being the wiser one, but something tells me that it is not going to be productive for our long-term relationships.

    Mind you, I do not say that my way is better, as I do not know how they will react to what they find in our heads. All I am saying that I will try to push for our alliance in good faith, and I won't willingly become the reason for a breakdown in our negotiations.
     
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  13. Absinthe Prophet

    Absinthe
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    For the time being. After the fey pack up and leave? That's our problem.

    For all we know the Seekers could go to war over this. Mages take their secrets very seriously. And if the Seekers do leave, that sets a bad precedent for our other newly disgruntled men.

    To the contrary, the seekers haven't done anything yet without our say-so. And we haven't even met up with the army or the military conflicts where we would probably need the services of a company of battlemages. Hell, I'd want them just as magical batteries so we can cast a ton of heals to recover the wounded when we need to.

    And this isn't a reasonable request, we're asking our whole army to agree to being brain-scanned by the fey. Even our scouts were pissed at being interrogated, putting the whole army (mostly mercenaries) through it is going to damage our leadership because they will resent that shit. Worst case scenario, we won't have an army afterwards because everyone is pissed and the Seekers break contract, leading the others to get out too. You don't seem to realize this Nevill, but our leadership of our forces at the moment is rather tenuous. Most of these people aren't loyal types to begin with and selling them out like this will have repercussions.

    To maintain the loyalty of our men, including the Seekers. Also, to preserve our secrets.

    If it worked for Berty it can work for us. We're not denying him everything. His men wanted the compromised scouts, and we will let him have all of them. And if you want you can offer to have him to place some men with us to observe and assist our mutual endeavors as an alliance against the dark (Fangshi, voting 2A). That way he still has some assurance of our behavior and we get both the Seekers and the fey on our side. He doesn't have enough reason to resent this and risk a battle instead. As for long-term relationships, I think he is more likely to respect us in the long term if we stand up against this outrageous request than if we negotiate for terms of surrender.

    What you're proposing isn't a real negotation. You're bending over backwards and trying to preserve your interests. My suggestion may be a forceful negotiation, sure, but it's a negotiation nonetheless and a battle of wills is much more likely to work here than a battle of diplomacy where his charisma will crush us anyhow. Plus we have a working Iron Will spell for the occasion now. And if you want an alliance, you will need him to respect us more as equals.
     
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  14. Nevill Arcane

    Nevill
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    Well, they are free to go to war, then, and I will gladly give them the necessary space while an army that outnumbers them 5-to-1 buries them. Some people just aren't learning animals.

    I am pretty sure this qualifies as acting without our say-so.
    It was only by our plan to involve the necklaces and having Maz' projection scare the Seekers into submission that we got them to comply.

    They have disobeyed a direct order and almost got us into more trouble than we could afford.

    Boo-hoo. Weren't the scouts that were pissed (the captain, to be precise) found to be the Watcher's agents?

    Thing is, we also need this scan to weed out the infiltrators. It would be nice to do it on our own terms, but c'est la vie.

    I still think the Watcher's spies led the fey army to our group in order to have us kill each other. These things cannot be allowed to continue, and any uncompromised mercenary would understand that.

    I don't see a problem with loyalty.

    If you asked an average mercenary if they would prefer to be scanned by a fey for the Watcher's influence, or risk ther life in a confrontation over their right not to be scanned because REASONS, what would they choose, I wonder?

    Finvarra knows Berty, he knows not to fuck with Berty, and he knows Berty is not compromised, so there is no point in duking it out with him. We aren't Berty, though, which is why he insists on scanning us, and even Berty does not seem to dissuade him from that idea.

    I don't see what you are arguing with me for. You should probably be asking the others why they voted the way they did.
     
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  15. Fangshi Arcane

    Fangshi
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    The spell would become more powerful so your armoured skin would be thicker, you would be bigger and stronger. You would also have less fine motor control as a result and you would wear out quicker.

    You could probably come up with them fairly quickly since it would just be a question of channeling your magic through a single sustained note. You already have the vocal control to do it and the basic theory necessary, you just need to experiment a little. See what different tones and different emotional states can create in isolation. It would be safer to do in the Dreaming where no one will accidentally die but you can just as easily do it in the physical world if you can find volunteers to be practiced on.


    And the tally:

    Show Spoiler
    Current Tally:
    Jester 1E, 2x, 4x
    Nevill 1F, 2A, 4A
    Baltika9 1F, 2x, 4x
    Azira 1F, 2A, 4A
    Kz3r0 1F, 2A, 4A
    Absinthe 1G, 2A, 4x
    Karwelas 1F, 2A, 4A
    Grimgravy 1D, 2abstain, 4x

    1.
    5 votes F
    1 vote D
    1 vote E
    1 vote G

    2.
    5 votes A
    1 vote abstain
    2 votes undeclared

    4.
    4 votes A
    4 votes undeclared
     
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  16. Nevill Arcane

    Nevill
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    How much quicker?

    I am trying to figure out if it is a good idea to cast in on an elephant before a charge to protect it better. They would not need fine motor controls all that much.

    Is our musical magic going to be limited to simply meta-magic, that is, channeling existing spells through notes?

    Doesn't it have some cool spells of its own?

    Or are we talking creating spells right now?
     
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  17. Azira Arcane Patron

    Azira
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    Sure, why not a 4A vote?
     
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  18. Fangshi Arcane

    Fangshi
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    About one and a half times quicker for a substantial increase in skin thickness. (The elephant's skin is normally about 2.5cm thick, with the regular Mask spell it is nearing 6cm, with the Conqueror's Mask it would be nearing 10-12cm depending on the part of the body.)

    Well musical magic is just another way to cast. It is not a school of magic but a completely different way to go about using your magical reserves. So it does not have spells of its own. What it does have are genres, stances, instruments and other components that aid in or alter spell effects and casting.

    You will get more into that once you start having lessons. So far all you have done is pick out your instruments (you chose to forego learning any in the short term in favour of working on your voices) and learn the bare basics of how to channel magic through your voice.

    Sort of, the songs woven by a full band playing musical magic can be devastating (see: Morpheus annihilating the Singing Beasts) but to cast that spell/play that song Morpheus required the proper stage equipment, a band of expertly trained musicians to support him and substantial experience.

    It is like looking at what Mazzarin can do and saying, "Why can't I do that?"

    The answer is simple, you are still a baby compared to the heavy hitters (I mean you are not even 100 years old yet), you are not even anywhere in the same general league as most of them. ;)

    For the time being (since you have only had the one lesson) you can probably manage to channel spell effects through single sustained notes or pairs of notes. You might even be able to use the traditional songs you know with simple and subtle magical effects to improve morale, terrify your enemies, or impress a patron. It will be subtle rather than spectacular in most cases but I was under the impression that, that is what the 'Dex wanted to start with.
     
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  19. Nevill Arcane

    Nevill
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    Well, the question then becomes what benefit is there in channelling spells in a diffferent way? Does it give them some extra properties? Does it make them easier to cast or modify? Does it allow us to cast more? Does it make chaining spells easier? What is the difference?

    Say, we could cast Assault like we always did, or we could cast it as a sort of Command: Fall spell. Is there any reason to prefer one over the other?
     
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  20. Fangshi Arcane

    Fangshi
    Joined:
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    The answer is right there in the question. You will be doing things differently, your spells will feel and look differently, they will be constructed differently, they will be more intuitive, less rational, they will be more surprising for your enemies if they have never dealt with anything like it before.

    Take TWM as an example since he is closer to your power level and you have the most experience dealing with him. He was able to marry his normal spellcasting with musical magic to devastating effect multiple times.

    It certainly can if you play with the components that make up the spell.

    That really depends on what you are trying to do and how well you know the 'song' you are trying to play relative to any 'normal' spells that you may know that could do a similar/the same job.

    You are still drawing from the same source(s), your inner reserves of energy or external 'batteries', so not on its own but again it would depend on the specifics.

    It could depending on what you are trying to do.

    Alright, at the moment when you cast normal spells you are using what you know about magical theory to build a structure through which you can channel your internal energy (or energy given to you) to check the laws of the physical world and achieve magical/miraculous effects.

    There are many, many different types of magical theory all bound to specific schools of thought, philosophical currents and political academies. The magical theory you use (and the magical theory all of your mages use with the possible exception of Christine as you do not know her theory) is generic. This is because none of your mages have gone through 'proper' academic training.

    Derry learnt her magic from Henry, then Miosguinn, then Nine, Faceless and finally Mazzarin, with a little help from the Royal Academy and a lot of work on her own/with Taide and Lys.

    Taide followed much the same path, through a series of patrons, to Derry, to Miosguinn, to Nine, and finally Mazzarin. Again, she received help from Derry, Lys and the fellows at the Academy.

    Brigit learnt her magic from her mother and a series of mercenary mages her father hired for specific jobs, she picked up what she could, when she could, until she met the rest of the Lost, Miosguinn and later Nine.

    Serpent learnt everything he knows from D&T, Brigit and Christine (particularly Christine).

    Amena learnt from the tower library on her own with some basic direction from Eris.

    Christine learnt from her mother.

    Lyssa learnt from Mazzarin and, presumably, from other teachers before that but she has never mentioned a 'proper education' and you are fairly certain she lacks the temperament for it. Her recent improvements have all been down to her own efforts, collaboration with D&T and the influence of the fellows.

    Mel seems to just be a natural talent when it comes to mechanical magic, beyond that Taide is not aware of much ability on Mel's part.

    So all your people use the general magical theory they have managed to cobble together throughout their lives. This is a qualitative theory and one based on combining sympathetic components or opposed elements to create varying degrees of harmony and discord. It is not an exact science and it relies heavily on the caster's mental and emotional state to achieve anything. The dwarves have attempted to turn it into a more 'modern' science and so far have only had mixed results.

    So to craft a spell using your traditional theory you usually have to construct a theoretical/conceptual framework using analogies and metaphors to bring about the proper emotional and mental states. For example, when casting firebolt back in chapter one Derryth would use anger/rage to help facilitate the creation and projection of fire, this is a very elementary trick that any competent pyromancer would know and the same principle can be applied to all the elemental sub-schools. This is also why expert elementalists tend to be a bit unstable (or at the very least they all seem to have similar personalities, fire mages are quick to anger, earth mages are patient but implacable, that sort of thing), they get so used to maintaining a specific mental/emotional state that their humours become permanently unbalanced and they become unbalanced as a result.

    A much more advanced example of the same process is what just happened when you created the Iron Will.

    Musical magic also has it's own theory behind it and the more you learn the clearer that will become. You will find that certain notes work well together and certain chords/intervals/etc are much more powerful than others. For example, the flatted fifth. It also depends on the genre you are playing, the instruments you are using and the stance/style that you assume while playing.

    In many ways musical magic is more intuitive and more 'natural' than standard magical theory. It can be very formal, and very intellectual, but it is also quite primal and you will often simply 'know' when you have hit upon something that resonates.

    Let's take the guitar as an example given that it is used in damn near everything :lol: :

    http://www.ultimate-guitar.com/less...y_knowing_these_top_4_chord_progressions.html

    Show Spoiler


    Now, you don't need to know all that for the purpose of the CYOA. To boil it all down to something simple:

    'Traditional'/'Generic' Magical Theory is:
    - highly theoretical but interpreted through analogy and metaphor
    - based on a system of 'natural affinities and aversions'
    - subject to a great deal of variation through different schools/traditions many of which are contradictory at their core
    - based around the construction of discrete vehicles used to channel magic in very specific ways (the result of this is that if you want to change part of a spell to do something differently you are essentially creating a new spell each time)
    - on the whole easier to cast for mortals as it relies on fixed recipes that can be invoked even when under stress
    - often quick to cast with the exception of rituals requiring material components and preparations
    - is often aimed at a single target or handful of targets though it can be aimed less discriminately based on the spell/school in question

    Musical Magic is:
    - Powerfully intuitive, though it can be expressed in more formal theory
    - Based on a single underlying system
    - subject to an amazing variety of expressions despite its universal base
    - based around the weaving together of many simpler elements to achieve complex series of spells, songs as they are known within this tradition, (the result of this is that you can change almost any element of a song whenever you want). There is endless room to experiment and improvise which naturally increases both the freedom and the danger provided by this casting method.
    - on the whole is easier for mortals to learn (as it is largely intuitive) but is harder to cast and maintain as it requires constant attention and a fair degree of precise control
    - is often slow to cast as it often requires physical components, preparation and teamwork with the exception of the most basic commands, shouts and single performances
    - is often cast over an area of effect rather than at specific targets or a target though it can be aimed more precisely based on the components used and the control of the performer(s)

    If you just played/sang a single note it would be closer to Command: Fall. A single order projected at the target(s). A simple song could take a similar form to an all out mental assault though and if you and Taide were doing a duet it might not be all that different from some of the examples of your mental attacks throughout this chapter, depending on how you went about it.
     
    Last edited: Feb 19, 2015
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  21. Baltika9 Arcane

    Baltika9
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    Adding 4A to my vote.
     
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  22. Fangshi Arcane

    Fangshi
    Joined:
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    1,997
    I am going to close things now.

    The winning options are:

    - Submit to the scan under certain conditions and hope your people don't revolt once they have their senses back

    - Propose an alliance

    - If you survive then begin work on an animal division under Lys' formal supervision

    I will try to have the update out within thirty to forty six hours.
     
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  23. Nevill Arcane

    Nevill
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    Shadorwun: Hong Kong
    Pfft. Just promise the loyalists the share of the traitors. There will be nary an objection from regular mercs. :cool:
     
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  24. Fangshi Arcane

    Fangshi
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    :smug:
     
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