Table Talk - Development

Have you decided how big (in terms of extra magnitudes required) atlantis is yet? I'm looking at the Shrouded Glen and trying to decide how big it needs to be.

Raised, it's going to be about 15 x 25 miles. Figure about 350-400 sq mi, between Madeira and Martinique in size.

As an alternative, Transformation might be an option to directly gain those virtues for the magus. I'll think about that method too.

Haestus will have some limited ability to allow people to "loan" virtues for short periods of time. If you need the virtue for a season, figure out a way to get it permanently; if you only need it for a spell or two, Haestus can help in game, although it takes a few days to set up.

There are rules for teaching Hermetic Virtues in Apprentices. Arguably you could make texts/items for people to gain insight from and complete integration of it, assuming you already have someone with the virtue. Arguably, that's also stupid.

Good to know. I'm interested specifically in Road and waterway/Ocean for spell and item creation, generally in anything we can use to manipulate the odds / risks Atlantas will have. I intend to put my ReMe scores to significant use.

I have a fallback idea which requires a complex magical device instead of a more simple one.

I'm also aware that Atlantean & Fae backgrounds have been taken by other characters and don't want to tread on specialisation too much. Not that it should be restricted, as it's a logical thing for the Magi to desire once our characters know their undertaking.

My purpose is to design spell effects akin to the Shrouded Glen so perhaps we are thinking of similar things? Road based mental tests of intent. Local sea based effects to deviate unfriendly targets away. Etc.

Agree totally.
Thematically I'd love it if the long term inhabitants of our island were intrinsically "better" somehow than a typical magus. New R,D,T are nifty additions. Unlocking those virtues into standard hermetic method as a final minor breakthrough would be an option.

Question: Trogdor do you have the book Apprentices? Or really are you using it? Page 54-55 introduces the Shared Laboratory flaw. However, by implication it means labs can be shared. Better/Worse the Shared flaw seems to say you can have one magi per 500ft of space. The final upshot of all this is a very large lab could have multiple magi work in it, all benefiting from its advantages. Presumably costs would increase with extra use, but everyone could benefit from a good lab.

Now nothing says that book should be used, and even if it is used there is always "I don't think they meant to do that" or "That's stupid."
So thoughts Trogdor? And everyone else?

I never answered these! :open_mouth:

  1. So page 121 and 122 talk about spell/items for laboratories. The rule of thumb is each formulaic spell increases warping by one, or decreases safety by one. An item could still increase warping if the storyguide deems it appropriate. Thinking about it, it could go either way. It DOES affect the whole lab and its not particularly minor so arguably it could increase the warping characteristic. Think of all those as proposed rules for the spells? Like I think I wrote, I could see lots of different interpretations. I sort of made example choices?

  2. Yeah it would. And warp the magi. I decided it was too much trouble and have replaced it with a different effect. I'm gonna post that in the lab thread.

Haestus cannot do anything about virtues required for seasonal work, although craft magic also gives a possible work around that. The way it works is that Haestus will craft a device that grants a virtue (in this case craft magic). The magi with the desired virtue then uses the CM item, gaining CM for the day (or moon, if Haestus can hit the obscenely high numbers required). Then Magi #2 will need to use CM to craft their virtue into an item. Magi #2 gives that item to whoever needs to "borrow" the desired virtue.

The biggest weakness in this scheme is that Magi #2 will need a craft skill, and will have to be able to hit high numbers with it. Haestus can craft additional items to help with that (dramatically increasing the time and prep work needed), but if magi #2 has a negative dexterity, all the help in the world may not be enough.

Yeah, we're on the same page here. Remember that Shrouded Glen is Boundary, therefore there will need to be something in the sea to provide a boundary -maybe we can add a coral ring or sand bar around the item?

But with the change from Boundary to Sea we can use R:Touch, D: Conc, T:Ocean for the effects, with a few size mags added. It would be great to know about boats (InAq or InIm) when they are far enough away to be deviated using ReMe cast on the boat and all it's inhabitants. As the boat is within the ocean it can be targeted, and it's target type is structure. If we don't like them, just Rego them underwater for Sun duration.

My other thoughts were:

  • a set of satellites placed around the island and at sea, so that they can be used as part of an InIm effect to look for distant objects from the safety of the covenant. Forceless scrying to know who is coming. An advantage is that they could detect flying things as well. If it got serious enough a map similar to the map in Semita Errabunda could be created, combining with a spell similar to the HoH:TL spell which renders a map, but render it in sand or clay instead. There is also an illusion detection spell which could be used to alert for invisible threats too.
  • perhaps alter the effects so they do not affect a boat fling the standard of the island. Our craft are unaffected, as are any who fly our colours.

How about a ring Corpus ward around whole island and use a Hermes Portal for our use?

We can have multiple layers going at the same time, outer islands for long range detection, Shrouded Glen to handle casual threats and the biggest corpus ring ward we can find to splat most of the rest. Actually making and casting a ring of this size will be problematic at best, but hey, WE'RE THE GUYS THAT RAISED ATLANTIS!

Don't you have to walk the ring while maintaining concentration? That'd be hard when you're talking a perimeter of 100-150 miles.

If we are using Wizards communion can we walk the circle in intervals? Like each of us takes a section?

That's an intriguing suggestion. Let me think on that.

What should I assume are the base living conditions for character development?

I have chosen atlantean magic for Procella, I figured she has it in her blood. Did I screw up?

It's a pretty good virtue if you get into using the new ranges, etc. why do you think you might have screwed up?

Like IBT said, it's not a bad virtue if you're going for the additional ranges. It'll also have other advantages in this game given the Atlantean connection.

Ok, good. I just interpreted the above discussion as saying it should first be found and integrated and whatnot.

Procella also has Circle Magic, by the way (Societates 113).