Hi all!
Craft Magic (Major Supernatural Virtue) from HoH:S. Been reading it, and not sure I completely understand it.
I'll go by application, see what I have got right, what's wrong, and what I don't get:
- Forgo words/necessary gestures by crafting a physical item (Choosing one of the Magus's Craft/Professions, taking the appropriate amount of time, etc) and bringing it within range of the target.
The character cannot work on more than of these at a time, must keep Concentration as if casting a spell while working on the object...but can stop working on it, whenever, and pick work up later.
- So this apparently works for Ritual spells as well, correct? There's no prohibition anywhere that I saw. So you could add Artes Liberales and Philosophae as well, under those circumstances, and props? And what about ceremonial casting with mastered Formulaic spells for such a purpose?
- So a character could work on a carving, for example, and leave the last whittling off for months/years (however long, as long as he doesn't start work on another Crafted spell)? Actually, from the example in the book -the blacksmith Magus and the horseshoe- it looks like a Magus could work on a Crafted Spell, finish the crafting it and then sometime later actually cast it. Is this right? Looks to me like you could actually create multiple Crafted spells and have them not go off until the Magus decides they do! Having a CrCo healing Ritual at hand might be very handy.
- The character does not need to actually maintain Concentration per Core rules, while Crafting? (maximum 15 minutes/point of skill)? It would be very difficult to use this ability to craft anything if this is applied!
- And this applies to Formulaic, Spontaneous, Ritual casting, and use of any other Supernatural ability that might require words and/or gestures? Gruagachan casting?
- The stress die roll, if needed to be rolled, is a spell casting die roll, NOT a Craft roll?
- The Craft chosen and the final quality of the item do not have to have anything to do at all with the Crafted spell's Arts? (beyond application 2)
- The Crafted spell can be Muto Vim'ed (think Boost, or Expansion) and Rego Vim'ed as usual (the Patient Spell, or Maintaining the Demanding Spell, for example) as long as all rules are followed (MuVi spell can't affect Sponts, must have a Duration as long as the Casting of the Crafted spell, etc)?
- How does this interact with Multicast Spell Mastery? As normal, ie, bringing the object into range of the target/s, and releasing the spell Multicasts as normal?
- When Crafting a spell, can use Shape/Material bonuses of the crafted object, to add to Spellcasting/Supernatural effect total. Additionally, gains access to p.132 Design and Inscription Bonuses. Total limited by Craft ability used.
- So "effect total" = Spell casting Total? Not Spell casting Score?
- And this stacks with Spell Foci? If yes, interesting! Looking better and better for some Spontaneous Magic from a non-Rusticani.
- Making charged items. This is actually 2 things, right? (Believe it or not, I find this one very unclear; I don't think this should be named "charged items").
a)You use application 1, but this time your roll does add to your Casting Score (actually reads Total, but one imagines Sponts work as normal). Huh? Why would you ever use application #1 for spells/Supernatural ability rolls instead of #3...maybe if you are somewhat short on time, and have 20 minutes, but not 2 hours? Or you don't have the raw materials for 2 or more things...
-Each item created holds 1 crafted spell copy, only? (Unlike regular Hermetic charged items).
- And if you have the Multicasting Spell Mastery for the Crafted spell...does each Crafted spell produce multicast spells?
- Does this activity produce Lab Texts of any sort?
- How does Penetration work here? These are not Hermetic charged items at all, looks to me that it simply should be based on Casting Total. And you obviously need not craft more than 1 item because...
- Since this is based off of application #1, this means you can put Rituals into these "charged items", yes?
That's huge! What happens if you try to get more than 1 copy of the Ritual, have to pay usual vis/copy, and botch dice are based on all this vis being spent?
Looks to me like someone with this Virtue might do fantastically well by specializing in casting a cheap Aegis of the Hearth, say at level 20-25 (pumping Re, Vi, Spell Masteries, AL, Philosophae, Sta, Pen, ceremonial props, working in a high Aura, the usual) and selling these to new Covenants, Bjornaer Covenants (no Gold Cord!), the Redcaps, expeditions to far-off places, etc... Though I wonder how casting tokens would work in such an instance.
b) The Magus can put a Supernatural Virtue or Ability that only affects himself in a created item, as a separate activity, so that someone else, potentially, can use it, once, or maybe more if crafting more than 1 item, depending on the parameters. "...though only if the activity requires the Crafted item to perform"
- Including Major Supernatural and Major General Virtues, apparently? Base difficulty for Major and Minors with no associated skill is the same, 5? Including, presumably, Craft Magic itself?
- How do people interpret "though only if the activity requires the Crafted item to perform."? Very loosely? The example in the book is for Puissant with Single Weapon, but it's crafted into a shield, which is a related item, but in no way necessary to use Single Weapon (and they even use the shield's shape Protection bonus!).
How about a book/an illuminated page for Affinity with Magic Theory, a bookstand or a lamp for Book Learner, a chalkboard/lead sheet for Apt Student, boots for Independent Study...a walking stick for Ways of the Mountains? A lotion/potion for Unaging?
What item would be useful for Greater Immunity to Fire? Is there fire-retardant clothing already in use? - the effects for this 2nd use of application 3 can be difficult to attain, as they are based on Craft Totals, but with access to most of the books you can use Workshop enhancements, Workshop helpers, manuals, all sorts of Shape/Material bonuses, and Faerie affinities/blood to pump up totals.
- So you can use Confidence in some/most/none of these Craft activities? Some last 20 minutes, some hours, some days..and more. What is the cutoff time?
- May craft objects that contain raw vis into magical devices with lesser enchantments, similar to application 3, but if putting some . Limit here is based also on the amount of vis the item may hold.
- But! A magus can move vis into any object with a day of work, correct? Or immediately with a ReVi Base 10. So the example of a pelt already containing Animal vis is not really how this would be used, right? Usually, the magus would choose a useful raw substance for which he has a good Craft score, move however many pawns he'd require and have access to and that the material would hold, and then proceed with the Crafting. Have I got that right?
- And, another big one, crafting Lesser enchanted items with Virtues, usable by others: so Base 5 + 1 Touch + 2 Sun + 1 2 uses/day = 21 would effectively give someone else Craft Magic/Ways of the whatever/Affinity/Greater Immunity Fire/whatever Supernatural Virtue or any other Virtue that only affects himself? Item would need 5 pawns to work, but the payoff could be huge
(Looks to me like an ambitious Mage might create an item with just such an effect, petition to join the Verditius, losing Craft Magic with The Embrace of Boethius, and later activate his item to still be able to use it!)
Thanks in advance for all the feedback!