Is there any kind of list for Warping flaws for locations, people, and objects?
Does Warp transfer indirectly? For example, if you use Neptune's Wrath, does the inherent Warp only affect the water or does the entire boat and shoreline and fish within struck by it also pick up some Warp?
Say a magus casts a particularly potent preservative spell on a tractatus (or even a skull, for decoration) with an Ring duration, puts it away...and just forgets about it for 150 years. What would a Warp Score of 16-17 even look like? The same goes for virtually anything you leave inside an area with an Aura of 6+ for any real length of time.
EDIT: Additional related question. Am I to understand that a relatively cautious-minded magus that stays inside their sanctum (sends out his familiar or spells to communicate with the outside world), will essentially never provoke a potential Twilight episode, sitting on a Warp Score in the dozens?
I don't think so, I think Warping of items is discussed more in depth in Transforming Mythic Europe, but I don't recall.
I don't think so; and the warping on the water wouldn't really matter, unless you do it 5 times...
How do you want it to look. It's completely up to the troupe, which I know is of no use, but yes, you could have a circumstance like that, say it's a book, and the book develops a personality that is somehow emblematic of the aura. But at some point it becomes a question of what do you really want to keep track of? Can you even possibly track warping on all the items that are within an aura? Does it matter? If you're interested in warping effects on mundane items, I would consider how Warping is used in Labs from Covenants and adjusting it to suit your saga. That makes warping something doesn't have to be tracked down to the individual item.
Yes, and this is why magi who are very old and have high warping scores don't cast a lot of spells unless they are mastered and/or have a strong Golden Cord. As long as they can avoid rolling two botch dice on their magic, they are pretty safe. And the only spontaneous magic they probably work is non-fatiguing.
The reason I ask is because the book states "living in a strong (6 or higher) aura", I wasn't sure if that was clarified elsewhere for when it comes to the non-living... It also states that other mundane creatures and things are warped by mystical effects, but does not mention auras under warping and non-humans.
I would handle it more generally. Come up with ways objects tend to Warp in a certain Aura. Then play things up along those lines, generally based on how long the covenant has been around, or a particular room or something. Then the bookkeeping can be handled with a single paragraph that can be updated a little bit over time, excepting certain special objects like Talismans that the players should track themselves.
For example, the covenant within in the dark and twisted wood becomes more like the woods in which it resides. The table and chair legs become slowly twisted over time. Doors, frames, etc. twist/warp/etc. similarly but in a way they still manage to work. The fireplaces give off enough light, but there seem to be extra shadows.
Ideally this will be enough to give lots of magical and local flavor to covenants without requiring the magi to actually do all sorts of crazy things to get this to happen. YSMV.
I'm not sure it is ever stated explicitly, but I'm pretty sure there are some comments that strongly imply mundane objects in such strong magical auras will slowly Warp.
There's also the "non-grounded, long-running effects" rules for Labs, in Covenents - ie, for every non-ritual/enchanted item effect you've got going, your lab gets a bit wierd. Which isn't exactly warp, but it's functionally similar.
Regarding Aura, I believe that once a non-gifted person get a warping score of 5 or 6, he stops getting warping point because of the aura. I just cannot find the reference. So I would be tempted to say, same rule apply for non living things. What a warping score of 5 means for an object...
... Well maybe awaken items in RoP:M can be an option.
It also might not be that simple, though. People stop gaining Warping from strong aura at 5 because they gain a Supernatural Virtue at that time, making them affiliated to the Magic Realm. Based on covenants, I wouldn't be so quick to say items get V&F in the same way. Just food for thought.
Again, tracking warping on items is something that realistically won't or can't be done in a game. You may very well be right that items don't gain virtues and flaws in the same way as people, but I have to ask, are you really tracking the warping on your items now? And if not, do you? And if you do or don't want to track warping why? Warping on individuals is relatively straightforward and easy to track and advance annually. And if virtues and flaws don't happen to non-human beings and things then what does happen to them? How does one decide that they've suitably warped?
Warping of items is a fundamentally flawed game concept, because it requires a lot of bookkeeping. That being said, I'll warp books in a heartbeat that are subjected to Eternal Repetition in a Bottomless Pool.
I agree to both you and Jonathan points
I would be tempted to say, because of the inertia of non-living things, if they ever accumulate warping points, it should be at least 10 times slower than for living beings.
There are no rules regarding items warping. If we want to design one, the only existing rules that we could use as reference to design House rules are the one related to human warpings.
Personnaly, I would not house rule that because:
Book-keeping would be tedious
if there are rules, at some stage a covenant set in a regio of medium-high intensity would soon become haunted by awaken/warped items
it is too rare to be significant.
I would rather use that on an ad hoc basis as plot hooks. I would love to see a awaken Summae of excellent quality negotiating for enchantments (granting him movement, hands and immunity to fire) in exchange of allowing a magus peruse his pages.
What about a variant house-rule that inherently minimizes the accounting? Something to the effect of auras not being incremental in their application of Warp to inanimate objects; it goes from mundane to Warp Virtue/Flaw in one fell swoop after X time of continuous immersion in the aura, advancing no farther in Warp.
If an object has a warping score below 2, leave it alone.
If an object has a warping score of 2-4, give it some interesting additional description. A book that has fur, or a mirror in which the reflection always appears to be crying.
When an object hits a warping score of 5, you have the option of getting interesting. Objects may become magical entities with might scores of their own, or otherwise start doing things beyond the norm. Your book-with-skull may well attack the person who tries to pick it up, for example. These are objects that can prompt a small story when interacted with by a grog or low-power magus; the trip into the library of biting, scuttling books to retrieve a particular tome. Tricky when you know that 'killing' the books will result in some serious senior-magus displeasure.
So if your objects are being stored in an area with high aura, or are under the constant effect of a spell, just work out how long it'll take to get to a warping score of 5 based on their rate of gain. It'll probably be decades, so if the covenant itself is old just decide which ones are and which ones are not warped.
There is an example of an inanimate object that has acquired warping in Transforming Mythic Europe (Chapter 4). In this case it is a wagon that has been subjected to multiple instant transportation spells, and acquired an Essential Virtue and the Oversensitive Flaw. It also gained sentience (via the Transformed Thing Virtue) as a result of a botched spell.
The same source gives a snippet of info about warped objects:
In answer to the OP, TME also suggests some Flaws that might result from warping via instant transportation (Motion Sickness, No Sense of Direction or Lesser Malediction (feelings of loneliness and depression when away from home)), and also some Virtues (Wilderness Sense, Homing Instinct). I'd tend to customise warping in a similar fashion, according to what the main source of warding was, or the last point that took it over the threshold, if warping is from mixed sources.
Our covenant has a number of objects that have minor quirks through Personality Flaws or Essential Flaws via warping, and there is a perennial joke that one day the manor house itself will awaken and go on a rampage.
I have an informal rule that an item prepared for enchantment is not (normally) warped from long-term exposure to effects that target the item itself, as a result of the season of preparation, but lesser enchantments do not have this advantage and will warp if they are the target of their own long-term effects. Neither type of item acquires warping from powerful mystical effects of their own enchantments, because they are designed specifically to affect the item, but this is not true of charged items (although this rarely matters).