I recently downloaded the meeting
notes that involved GM Skurzzak and some of the moon mages who were at
the guild that night way back in July of 1996. I didn't read the date of
the post correctly and thought it was July of 1997. Reading the notes and
feeling my mind boil I thought it best to vent some of the steam and script
out some of my thoughts. To this end I began work on a little treatise
about the moon mage guild and my thoughts and feelings on the subject.
By the time I realized that
the post was over a year old and 9 months before I had even started playing
DragonRealms, it was too late, I had gotten my teeth into this venture.
So, to this I now put pen to paper (or cursor to screen, if you will) and
beat out my thoughts, feelings, musings and ideas for your pleasure or
displeasure (though I certainly hope not). Please disseminate at your will
and use any of the ideas that you find worthwhile. I would like to hear
back from you, though, as I do like to hear from you folks at Simu who
work so hard :)
Addendum: Well, it
would appear that we no longer have Chadi and Zaishaya as our guild leaders
and it is up in the air as to who will be the next Moon Mage Guild guru.
Well, for now this is for my fellow Moon Mages, the senior and general
staff of Simutronics and everyone else in DragonRealms.
And so, with no further ado,
here in its entirety is Descolada9's Treatise on Moon Mages:
Just what the heck is a Moon
Mage, anyways?
In Dungeon&Dragons the
mage is both a butress and a weak link. Physically wanting and, in time,
magically strong. The mage (and illusionist) fights rarely, holding back
from the front lines and throwing spells of an offensive and defensive
nature, and at times, employing utilitarian spells that make adventuring
easier. With the proper magical aids a mage can become a frightening mage/fighter,
employing such devices as girdles of strength and staves of numerous powers.
In Dungeon&Dragons, however,
all the colleges are available to the mage, with the option of specialization.
In DragonRealms the spell colleges are more split between the moon-reliant
spells of the Moon Mage and the Elemental magics of the War Mage. This
split has, to an effect, caused a rift between the classes and the mutability
of professions in the realms.
While the majority of War
Mage spells are geared to offense/defense and the Moon Mage is, to an aspect,
utilitarian, there has been an increasing crossover of spells with Moon
Mages having a few potent spells and the War Mages receiving a few utilitarian
spells. The greatest tilt, however, is the fact that Moon Mages have NO
defensive spells. This greatly eschews a Moon Mage's fighting capabilities
and decreases their party worth.
In the Generic Universal Role-playing
System, or GURPS as it is often referred to, anyone can learn spells and
a mingling of colleges is extremely useful. Furthermore, a figher or thief
type character can attain a crucial edge with certain spells, fighting
or stealing while invisible, using a few simple spells to increase their
attack and defensive capabilities.
The mage type character is
a dangerous creature with many spells, and with dilligence a deadly profiency
with a few weapons. A mage with a few offensive contact spells and a staff
can be a frightening opponent.
In DragonRealms the Moon Mage
has a very limited number of spells to date to choose from and many skill
walls in weapons to work against. Furthermore, while they have prerequisites
to circling, the mechanical lore requirement has few practical uses outside
of Alchemy (relatively simple and all are capable of making potions) and
carving of canes, staves and bows. Yet it holds back many players. On the
upside of Mech Lore is the need to forage for grindables, which gives foraging
and a little perception to the Moon Mage.
Overall the Moon Mage is meant
to be the most open and diverse of characters. With so few requirements,
one can do most anything with the Moon Mage character. Be you a predictor,
a teacher, alchemist, thief or hunter. Most of these things can be done
from this guild, but there are a few drawbacks that one has to work against
to attain goals in certain pursuits.
Bowls of Scrying.
For starters bowls should
be just big enough to hold comfortably in both hands. Also, it is not the
material of the bow that determines its efficaciousness but the ability
of the mage. However, there are ways to influence its power to greater
or poorer extants through the use of mystically sensitive materials. But
the final determination for the strength and clarity of bowls and other
tools should remain in the province of a mage's skill and circle.
Some materials that bowls
can be made from include, but are not limited to, silver, gold, platinum,
copper, brass, wood, stone and earthenware. To make a bowl from precious
metals one would buy a sheet or circle of the metal from a shop along with
shaping tools. Since most precious metals are soft or, in the case of platinum,
brittle, a forge would not be necessary. The tools would inclue a form
of miniture anvil or shaping stone to fit the shape of the bowl, tamping
hammers and etching tools.
The first step is, of course,
to shape the bowl. Once completed one could then etch symbols of mystical
origin and influence into the bowl. The higher the skills and circles of
the mage the more symbols one would be able to create.
For the gaudy mage one could
add traceries of precious metal and inset gemstones of quality to the bowl.
But someone just might try to steal it or kill you for it if it becomes
worth lots of platinums.
The final step would be to
attune the power of prophecy into the bowl by means of power perception,
primary magic and magical devices skills. A mage would hold the bowl in
both hands and focus on it as well as any other magic device. One would
know when the attuning process was complete when they feel the bowl is
sensitive to the power of prediction. For example, if the attuning process
requires the bowl to be filled with water then the completion of the imbedding
would occur when the water ripples and a vision starts to appear upon its
surface.
Stone and wooden bowls could
be easily foraged or fine pieces of stock bought. From there one would
carve or chisel the material and then go through the same steps as before.
Failure in the endeavour to
create and attune the bowl could happen at any stage including the first
attempts to shape the bowl up until the time you are trying to attune it.
Dem bonz, dem bonz, deeeeemmmm
boooonzzzz
Yes, we can already get these
lovely ivories from our favorite handicapped s'lai. While he is a nice,
cuddly s'lai and seems to know more about moon magery than most of us (I
want some of those starcharts!), making our own bones would get some moon
mages to go out and learn hunting skills.
First of all the quality of
the bones would be dependant on skinning skill. After skinning a non-disintegrating
kill (no troll bones, boggle bones, fenrae creature bones and certainly
no death spirit bones!), would then debone a kill and get a set of bones.
Later the moon mage would polish the bones and then proceed to carve symbols
into the bones. After finishing this process, hold the carved bones in
your hand and focus on them repeatedly until you feel them become sensitive
to the power of prediction. Not very hard, actually.
Deal out your future.
First of all, with the implication
of Gypsy Marauders I don't think toka card users should be called Gypsies,
but rather TarotMasters. This is merely an opinion, however.
Making Toka cards would be
a slighty more detailed and involved process than the previous ones I have
commented upon. First I put forth the suggestion of a new Lore Skill called
Artistry. One's ability to draw the cards would depend in part on this
skill. As to how to gain experience in Artistry one would need to make
or purchase paper and then either a charcoal stick and/or brushes, inks
and paints. Other than the charcoal stick all other supplies could be done
by a mage with the use of their mechanical lore skill and from the gifts
of the lands. Brushes would be made using carved sticks, the hair of kills
and a bit of twine or wire. Paints would come from berries, barks and roots.
Paper could be made from papyrus.
From there one would need
to practice their artistry by doing drawings or paintings of landscape
scenes, portraits of other players, recording for posterity the heroic
victory of another player character, etc.
Once you have yourself a good
deal of artistry skill get yourself some pasteboard cards and go to work.
For the images of the cards I would recommend depictions of the Celestial
bodies such as the constellations, the three moons and the Sun. This would
give a total of 43 cards, which is about twice as large as the Tarot Major
Arcana (would Kssarh be the Fool? ::duck::)
Once you have finished the
cards, focus on them until they grow cold in your hands and are sensitivie.
Perhaps a card might suddenly fall from the deck and the eyes of the depiction
would flash intelligently to show their readiness.
For using the cards perceive
either yourself or your subject and begin shuffling the cards until they
grow cold again, meaning they are ready to be dealt and to show a prediction.
Failure could happen during
the drawing and painting of any of the cards or, during the stage of sensitizing,
might suddenly all blow away in the wind and be lost to you forever.
What if you don't want to
be an artist or a bowl shaper or a deboner of small, furry, cuddly animals
(like gerbils! (lip smacking good!))? Then I would suggest you buy a tool
from another mage before the tool has been sensitized. Due to the personal
nature of tools a tool should work for only the person who sensitized them.
Mirror mirror on the wall,
just what does Tezirah want, after all?
When I first came to the realms
I heard of the Progeny of Tezirah on repeated occasions. I don't hear about
them as much any more, but the last I heard was that Erzebet was herself
a member of the Progeny.
Mirrors, of course, are the
symbol of the Progeny and some still search for her mystical mirror. Until
found, and shared, the rest of the Progeny experiment with other mirrors
and hope to produce effects similar to Tezirah's.
To make one's own mirror requires
a few simple tools. A crucible to melt the quartzite sand in, a mold to
pour the glass into. Some polishing tools to get a more perfect sheet of
glass. Then some silver to coat the back of the glass.
To heat the quartzite and
silver to melting stages the Burn spell ought to work nicely. (But Burn
doesn't get that hot, some would say. It won't melt quartzite! Then buy
yourself a magnifying glass and some dark goggles).
Mech lore will base the skill
of making the mirror, whether there are air bubbles in the molten glass,
or if the glass breaks either during cooling or when the silver is poured
on it.
To empower the mirror, again
focus on it until the glass mists over or frosts over. From then on perceive
yourself or your subject and focus on it until the vision comes to you.
The attempt to make the mirror
might fail during the pouring of the glass, air bubbles in the cooled glass,
the silver improperly poured, causing distortion in reflection, a ripple
effect in the mirror. During sensitization the mirror might suddenly shatter
explosively, causing damage to the mage.
Failure might not merely mean
a useless item, but a cursed item. The curse would not be apparant to the
moon mage immediately but they would come to know of it in time. A cursed
item might seem to give strong, positive predictions, when in reality they
are dooming the person who received the prediction. This would be a rare
thing at best and might even require a quest or some such to remove the
negative aura not only from the tool but from the mage who owns the tool
itself. It would add a certain bit of excitement and fun to the whole thing
(Heh!).
To gaze or not to gaze, that
is the question...
I have heard that to get predictions,
no matter what the divination tool we use, will still require us to observe
the heavens first. If this is the case, then what is the point of having
tools at all? In going with the realism approach I will remind you that
astrologers, card-using fortunetellers, bone tossers, scryers and the like
all used their own separate tools specificly as well as their knowledge
and personal powers to attain predictions or to make something up and make
it look good ;)
Celestial observation should
be reserved to the Astrologist moon mage and predictions attained from
tools should be reliant solely upon the tools you use as well as your personal
skills, stats and circles. To have to use the skies to make a prediction
when you use tools cheapens the value of the tools themselves.
How else to find the future
now.
Throughout IRL history there
have been many ways that people have tried to draw knowledge of the furture.
Just as food for thought I give examples of some of them here.
Gastromancy.
Sounds rather disgusting,
but it's not. Gastromancy is when one person places another in a hypnotic
trance and then asks questions of them in hopes that the subconscious mind
will find clues of the future. The entranced person has no knowledge of
what they see, hear or say but their words are often cryptic and can be
interpretated in many ways.
In DragonRealms the moon mage
would place another moon mage in a trance and then ask them a question
such as, "How will JoBoo's weapon skills advance in the near future?" A
possible reply of the entranced mage might be along the lines of a great
victory in battle or a sudden beheading of JoBoo himself!
Oneiromancy.
Oneiromancy is much like Gastromancy
except that it involves but a single mage. The mage places themselves into
a trance-like state and receives portentous dreams that they then decipher.
Oneiromancy means, literally, dream dancing.
Lithomancy.
Lithomancy uses gemstones
and a black, embroidered cloth to give insight to the future. A mage would
take a handful of polished gems or crystals and cast them across his piece
of cloth. A reading would be derived by seeing which gems landed on which
symbols. The color and type of gem would affect the symbol that it fell
upon, thereby activating the symbol. Overall this is on the same line of
complexity as the bones that we currently use...
Cartomancy.
Cartomancy is of course the
use of cards to predict the future, as in either regular playing cards,
tarot cards with their major arcana, or the Toka cards that we are waiting
upon.
Entrail Divination.
Let's roll up our sleeves
and get right into it, eh? Instead of skinning a kill we gut it instead
and see how the entrails lie either in the carcass or upon the ground.
Pick your way through the entrails a bit and see some deeper meanings of
life in general. Or just play in the gore if you like ;)~ I know that there
are plenty of people out there who would just love to be able to do this.
Also keep in mind that there are plenty of people out there who would stop
ribbing Moon Mages about hunting small monsters if they watched us at play
in a kill. Remember, there are many forms of mystique, it all depends on
how one goes about it. The power of the prediction gained in this way would
be commensurate with the difficulty of the creature killed. So getting
a negative prediction from a gargoyle is something one would want to shy
away from.
The value of predictions
For the time being our predictions
have little value to either ourselves or to those we predict for. This
is due in part to the fact that our predictions can be an unwieldly thing
to control. As of yet I am unsure as to the exact nature of meaning between
the heavenly bodies and our predictions. Because of this it can be a very
bad thing to do predictions without a firm grasp as to what it is that
we are predicting. A hunting profession with a desire for some boost in
their weapon or armor skills would no doubt be put out by a prediction
that strongly harmed their main weapon skill(s) for a long duration. Who
would tip for something like that? Almost as bad is a nearly insignificant
positive prediction that has a short duration. After all, we can stretch
the truth only so much. An experienced player will be able to tell whether
or nor they got a good prediction in truth or if they were merely conned.
So we must find a way to make
predictions valuable to those that we do predictions for. If we can prove
that our predictions are of a great boon to those we predict for then they
will be more likely, in the long run, to give us payment in return for
our services. Until such time, however, I would not hold out on gaining
a valuable income from our prediction abilities.
Magical Devices.
This is a touchy subject with
me, especially when I look across the realms and notice just who is getting
what is expected to come in the near future. So far one must simply ask
themselves, what makes sense? Okay, Barbarians are great with weapons,
and they are big and strong. So the making of weapons would ideally fall
to them to make high quality weapons. Since they are about as attuned to
magic as the Cartoon Network is to good programming, it would be hard for
them to enchant a blade. So we would gain the highest quality in weapons
from Barbarians, and then would take them to a magic using person to do
the actual enchanting.
Paladins would excel in the
production of armor and be able to invest such armor with the holy might
of their gods.
Clerics could give us items
that bring us protection from the creatures of the dark. Permanently consecrated
weapons and items that reflect the aspects of specific gods.
Rangers might make high accuracy
bows, enchanted leather armor, gloves with the Hands of Larissa spell upon
them, masks with Wolf Scent, etc.
Empaths would, um... How about
tokens of Innocence? Sorry, only thing I can think of off hand. Don't konw
much about the Empath guild...
War Mages (hold on to your
hats, this goes by pretty fast...) would be able to harness their particular
Elemental powers to make weapons that had electrical qualities by imbedding
ilmenite, fire with the use of scheelite, frost with clear selenite. Cloaks
with the spell Spirit Cloak upon them. Boots with Steadfast. Spectacles
with Earth Sense. Do you see the direction we are taking here?
So, you ask yourself, what
does this leave Moon Mages? Runes.... yeah, and?! Okay, some ideas are
boots with the Shadows spell. Spectacles with Clear Vision upon them. Sword
hilts that produce Moonblade upon them. Maybe helms that protect against
Mind Blast (what's the point, the spell is useless now anyways after the
latest tweaks). Can't really think of much else besides that. Maybe cloaks
with Refractive Field...
So, we are once again left
on the short end of things. Most people will want the armor and weapons,
followed by the possible creations of War Mage devices. We are, once again,
the low-end utilitarian mages.
Well, here goes my version
of how things non-clerical should work with magical items and their creation.
First and foremost is the idea that all enchantment should have to involve
Moon Mages. This, quite simply, is the only way that we can get our foot
in the door on the enchantment systems and to use the making of magical
items as a viable money making system for Moon Mages.
This does not mean that the
other guilds would not have anything to do with item enchantment. In fact
the beauty is making enchantment into a symbiotic relationship. Even though
we generally have very high Mech Lore skills and many Moon Mages use plate
armor and fight with nice weapons of all varieties we doubtlessly will
not be allowed to make armor and weapons. Fine, I won't argue about that.
(After all, only thieves can make lockpicks. Insane, ain't it?) So someone
wants some enchanted magical armor. First step is to order quality armor
made by a paladin who, with about 100 ranks in Heavy Plate and Mech Lore
apiece, makes some quality armor. Then the purchaser has the option to
have his armor consecrated with say, PFE or some such or get it enchanted
by a Moon Mage to do any number of things. I'll let others hash out the
enchantment.
Someone wants a weapon. A
Barbarian with 100 ranks in the weapon class and mech lore makes a weapon
of quality. Again the purchaser can either have the blade consecrated or
enchanted.
So far you can see how the
symbiotic relationship is working. The maker of the item and the enchanter/consecrater
both get paid and both get experience. Simple and everyone is happy.
Er, no...?
(Could someone please bar
the doors and order up the reserve units of S'lai guards? I think I hear
the War Mages coming...)
Well we have all heard rumors
about the Schools of Magic and such and how the War Mages will be able
to make wonderful enchanted items, blah blah blah...
All I have to say is that
the War Mages have no business being able to make enchanted items on their
own. Why do I say this? Quite plain and simple and the ever overriding
cause for changing anything and everything in the Realms: BALANCE
War Mages already have the
following: Familiars, better weapon skills, more spells, a real Power Perception
ability, targettable magic, etc.
Furthermore, War Mages are
an amalgamation of magery and fighters. They are not a pure class of magic.
Moon Mages were always meant to be the scholars and innovators of magic
as well as the delvers into new things and things arcane. War Mages are
not able to give the absolute dedication to magic that Moon Mages are able
to. Therefore there are many areas where their skills may very well be
lacking when it comes to precise and exacting work of enchantment.
(Um, pour the burning pitch
now, I thnk they've broken the doors down...)
That is not to say that War
Mages have no place in the realms in regards to the making of magical items.
I am just saying that they should not be able to work completely on their
own. If they are given this ability we are, again, left out in the cold
and game play balance is horribly tilted.
In actuality any item that
would require a WM spell on it could be obtained from a War Mage who places
the spell on a scroll for a one-time use or to be placed into the magical
item (actually gives a point to the name War Mage Scroll). Of course a
War Mage would charge for each such scroll made and be required to have
a certain amount of magical skill and mech lore to make a scroll that contains
the spell in entirety and which can be transfered from the scroll effectively.
(So does this mean we can
just Burn down the Schools of Magic?)
Ah, don't tease... Actually
the Schools of Magic would be of use to both the War Mages and the Moon
Mages. Working together I am sure the two professions would come up with
some very interesting and powerful spells, tools and devices. But the fine
points are for others to work out.
New Magical Items
Okay, these are some ideas
that I've actually worked out a bit and which would be left entirely to
the Moon Mages to make themselves. Hope you like :)
(Rifles through notes and
a few notebooks, frowns in consternation)
Perchance I lost some of my
research... Ah well, here are the two things that I can still find. Sorry
not to be able to find the rest... ::sigh::
Light Crystals:
Many treasure boxes have rock crystals in them (yummy yummy) and usually
we just go ahead and appraise them a few times and then go sell them. However,
there is a use that we might have for them. It might be possible to enchant
crystals to store mana and when rubbed would give off a lunar glow. Worn
on a chain or thong they would be of great use in underground exploration.
It would also be a cheaper alternative to the gaethzen orbs that don't
seem to work all that well and which are inhibitive to players who are
actually trying to cast spells while holding the gaethzen orbs. A light
crystal would be a cheap, small toy, but one with pratcical uses
Trumps: Okay, anyone who has read much of the works of Roger Zelazney will automatically call me a rip-off artist. I confess, it was Zelazney's Chronicles of Amber dekalogy that I got this idea from. The trumps for DragonRealms would be cards depicting an actual player character on them. \par \tab A Moon Mage with some Artistry skill would make a protrait of a PC who had ordered the item. Upon completion of the portrait it would take a good while for the Moon Mage to enchant the card. Among other things a permanent form of Focus Moonbeam and Teleport would be placed on the card. Upon completion of the Trump the purchaser would be able to give the card to another to use to make instantaneous contact with the person who is depicted on the card. This would be of particular use when said person has died and needs to be pulled out in a hurry. Also, it would allow the holder of the card to be taken to the person depicted on the card at the depicted person's will.
Magical Robes: An item whose time that has come. Plain and simple. Nuff said.
Now, isn't that simple and
doesn't it make sense? It only insults the guild and its great members
of the past to say that no one has ever found a way to make the spell work
in the way described above. Nuff said.
Piercing Gaze is, for the
most part, a joke. I do not really know of anyone off hand who has the
spell. I don't have it and at the moment, have no use for it. What should
be done with the spell? Reset it so that it pierces cloud clover so that
we can see the constellations even during the regular cloud cover. Again,
one would think that during all the centuries of the MM guild someone would
have thought to rework the spell to make it effective in such a manner.
Burn is usually used in hunting
and PvP. It is the effective alternative to our targetted spell. Unlike
the Clerical spells that don't have to be targetted yet gives targetted
magic experience, we only get good primary and harness magic experience
from it. Another use for it for those that don't like to hunt would be
to make Burn effective to open boxes. A single bolt of Burn would, most
times, burn out the area around the lock of a box and effectively disarm
it. (I wouldn't recommend using Burn to open naphtha boxes, though. Same
principle as leaving poison traps on the ground when a Ranger composts).
This would make Moon Mages effective outside of the hunting grounds and
would probably save a lot of newbie lives in the process as well ;)
New Spell Colleges
Here are a few ideas for new
spell colleges in conjunction with the spell ideas that I have come up
with. Let me know what you think of them and the spells that follow.
Movement, used to help in
movement on land, in the hunting grounds, etc.
Illusionary Arts, where else
would they place the Illusion spell, anyways? Provided it ever comes out...
Mega and Enchantment. You
need to be high level to gain these and would be used to make enchanted
items spells of incredible power that would only be available after quest
and high circle. (Of course I worry about high circle snerts getting ahold
of these...)
From Shanala's Journal
Most of these spell notes
were written by Shanala either while sitting on the shores of Lake Gwenalion
or in Shard while meditating in the Great Tower (watching for birds to
doo doo on the crystal dome ;P
Keep in mind that she is still
only sixteen years of age and actual research isn't her forte...
Haste: This spell would
improve the ability of the caster or the target of the casting to evade
and parry while in combat. Also allows for quicker recovery of balance
while in combat. Would give a 10-20% bonus to one's abilities with duration
dependant upon the amount put into the spell and the mana management of
the caster themself. Movement College
Zone of Haste: Same as above but would require Haste as a prereq and would be cast on an entire party. Movement College
Far Gaze: Not even sure why I thought of this one, but it ended up in the journal anyways ::shrug:: Would allow a Moon Mage to see more than one room over. Example: prep spell, cast. Peer e, you see the room directly east. Peer east again and see another room farther over. Be able to see farther with higher skill. Perception College
Invisible Eye: Allows
Moon Mages to see a fellow mage who is RFing or others who are hiding.
Also would show thieves who are using their own invisibility skill. The
spell would probably have a high mana cost and short duration, so may not
be the most cost effective. May be a possibility that CV would be required
to be cast first. Perception College
Repulsion: This spell
would push monster(s) away from the caster and fellow party members. Can
specify a character or race of monster. Depending on skill and amount put
into it you might be able to fling a goblin two rooms over and only make
a swamp troll giggle... Movement College
Mass Mind Blast: Very powerful and hard spell to use. Downfall of this spell is that it would cause nerve damage and physical pain to the caster. Would be used to cripple everything in a room. The mana going into the spell would be split amongst the individual creatures or characters in the room. Not much point in grass eels, but might actually be effective in marauders... Psychic Projection College.
Zone of Refraction: Same as Refractive Field but used to hide an entire party, which would make a Moon Mage bodyguard most useful to Traders or to a Moon Mage leading an empath to a person in need of healing help. Transduction College
Aura of Fear: Causes other players and creatures to retreat in fear from the caster. Would be best used by younger mages, seeing as how the majority of creatures will retreat from you anyways at higher levels. Psychic Projection College
Mana Well: This ritual would be used to increase a Moon Mage's sensitivity to Moon Mana on nights when there there isn't much (ie., when there is only one moon out, or none). A group of Moon Mages with high ranks in Power Perceive would work together in a chanted ritual that would probably have a long round time. Upon completion of the ritual, they would be able to harness mana better, as if there were actually more or better moon mana available. For example, on a no moon night the ritual would give the equivalant mana of a one moon night, taking the next closest phase of the moons in the lunar orbits. On a one moon night you would receive the mana of two moons, again dependent on the course of the lunar orbits, etc. On a three moon night you would receive no bonus. The drawbacks are that you actually need high ranks of PP, a hard commodity to come by for Moon Mages and would also leave the members of the ritual physically weakened, reducing their stamina, strength, agility and reflex. Mega College
Dispell Magic: This
spell has a very simple, yet special, purpose. It is meant to dispell the
effects of RF, Calm, Confusion, Dazzle, enchantes and other duration spells
such as Swarm, etc. While the possiblities for abuse are great, it is also
a spell that has need in the Realms. Especially when other spells are being
abused. Two spells that I would like to see immune from Dispell would be
Focus Moonbeam and Moongate. To have Dispell cast at these two could be
horribly injurous, particularly to someone who is operating a gate or who
is prepping a teleport, thinking they have plenty of time left on their
moonbeam.
Dispell would require high
amounts of PM and mental stats. Also, when dispelling, the Dispeller's
skills and stats would be compared to the original caster's for effectiveness
of the dispelling. Mega College
Lunar Light: This spell would simply cause either a nimbus to surround the caster or an orb of light to appear near the caster and work as a light source in darkness and in underground areas. With enough skill might even help in finding room-based traps (such as in UnderShard). Moonlight Manipulation
Illuminaire: ::drool,
slobber, drool:: A single, intense, concentration of moonlight or sunlight
and/or starlight that expells in a quick flash of destructive energy. It
would work against the undead (I'm sorry, there has to be a balance between
clerics and everybody else, I mean, come on...). Low level monsters would
find themselves pretty much atomized (think Hiroshima) and higher level
monsters would be blinding, have massive injuries to eyes, skin, etc.
Some drawbacks to the spell,
however. Lotsa mana to cast and lotsa PM and HM required to do so as well.
The caster and any other PC in the room with the caster would be stunned
for a period of time. Also, any monster killed by the spell would have
nothing left to be skinned off of it and there is the possibility that
any valuables would be destroyed. Also, boomers and naphtha boxes might
have a chance of being set off by the Illuminaire. This would be a last
ditch, life and death, spell. Mega College
History: Yes, I am capable of thinking of a few utilitarian spells (and there is still a need to rob a few utilitarian spells away from the War Mages). When cast, History would tell you who had been in the room recently, say in the last few minutes or so. Also, the spell could be targetted to a specific person and the caster could be told if such a person had in fact been in the room in recent time. Some might wonder why have a spell such as this when we have Locate? Well, Locate has quite a few limits, including when a person is hiding, inside or invisible. History, while not able to scan large areas, will tell a person whether the target of the cast had indeed walked that way while hidden, invisible, etc. Perception College
Carrier: Yet another spell to be cast in conjunction with other Perception spells. After casting a Locate spell and getting a definate fix on that person, casting Carrier would then tug the caster in the direction of the person at the point they were at when the Locate found them. Would not work like Tracking wherein the tracker is automaticly in the same room as the person they are tracking. A caster in Crossing casts Carrier on a person they Located in Haven. The caster would feel a tugging sensation that draws them northwards towards Riverhaven. Yet the caster still has to negotiate the bridges, tunnels, muck, flow and the ferry on the way to Haven. Would be of use in finding a character in a hunting area that the caster has never been to or when the caster of Locate does not recognize the area that they saw during the Locate. Perception College
Faerie Glow: Cause Foraging is a pain ;)~ The casting of Faerie Glow would limn herbs in a faint glow that would make it easier for people in the room to forage. The glow is quite faint, though, so it does not mean that a forager is instantly going to find the herbs in the room. However, they will notice the glow when foraging for a specific herb and have approximately a 25% better chance of finding them. Moonlight Maniplution College or Perception College
Lunar Wrath: These are
targetted combat spells that are dependant upon the different moons. Also,
their effectiveness is determined by one's mental stats, magic skills and
the power of the moon on a particular day.
Xibar: When cast on
a creature or a person a sudden cloud of ice crystals forms around the
target and causes cold damage to them. When the cloud is strong enough
it may also cause stuns and will do frostbite damage to the skin and harsher
damage to exposed areas.
Katamba: A cloud of
suffocating darkness that causes fatigue and if inhaled, causes internal
damage to the targetted creature.
Yavash: A cloud of
burning gas that causes damage to the skin, exposed areas, stuns and if
inhaled internal damage as well.
The spell would require large
amounts of harness. Transduction College
Know Familiar: Simply
designed to determine whom a familiar or companion belongs to. Perception
College
Enable Tool: Used to make enchantments on a divination tool. Single use is to embed magic into an object. Mega/Enchantment College
The rest of Shanala's Journal contains doodles and drawings of Cutie Kitty and some people she knows in strange forms of caricture...
Well folks, for now this is all of I have for the treatise though I have a few more ideas in store for the future that I might get around to writing someday... For now, enjoy, grumble, curse, etc., and let met know what you think.
Descolada9 ;)~