I had some questions about magic that I came across while reading earlier.
Necromancy:
How long does it take to raise someone who just died? Is it an instant thing, or is there some kind of process? I couldn't find any mention of time on the page.
Mirage:
I'm reading over the revelation and I don't really understand what's going on here. You turn into a mirror and then you just have an illusion of yourself walking around, being unable to actually affect the world physically?
Hone:
Has anyone ever learned a rune from another Dialect before? I'm curious if such a thing is even possible
General:
Correct me if I'm wrong, but the main anti-mage tactics seem to be either jamming them with attunement or using abrogation/transmutation to stop magic use altogether. Is there counterplay to these tactics? Because when I think about it, it would kind of suck if my magic got shut off while my opponent could still use theirs
Are your spellcasting 'reserves' (probably the wrong word... I mean the amount of ether you can use without overstepping) noticeably expanded when you take on more magic and rank them up?
Some questions about magic
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Some questions about magic
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Re: Some questions about magic
Necromancy, Usually the condtions for raising a thrall is detailed in the write-up of the thrall in question. Some are more intensive than others and depend on the state of decay of the body or else the condition. For instance, if you just killed a baddie and want to raise them as a marrow, you'll have to go through the process of either decaying them with magic or else strip the flesh from their bones. Once their bones are clean, you can raise the maarrow within a matter of moments I'd think, as soon as you channel the ether into it.
Glamour/Mirage: The Mirage cannot affect the world on its own in a physical way. This is the trade off for 'extra lives' and also for having complete control over their self-illusion. As well as being able to produce glamours that are increasingly convincing and voluminous. That's not to say they can't acquire magics or abilities that allow them some manner of control over their environment. But just as a mirage with no other abilities? Beyond using illusions to manipulate others to impact the world around them, that's correct. They're unable to affect it physically.
Hone: Yes. Umbral mages can learn Umbral runes and Core runes. Lucis mages can learn Lucis and Core runes. both of which are different dialects. However in the magic itself I believe it's implied if not outright stated that Umbral mages cannot learn Lucis runes, and vice versa.
I'd reference the section in hone that is titled "The Runic Dialects" Specifically the following passagse which strongly imply that it's impossible to learn both at once.
Yes there are magics that are suited to anti-magic tactics. You listed three of them, transmutation, abrogation, and attunement. And you probably won't have a good timem if you invested in magics that don't give you some manner of dealing with other mages, only to come into conflict with other mages. That said it's not a foregone conclusion, and every situation is its own thing, which may allow for a variety of approaches.
General: Spellcasting reserves
Short answer: No.
Long answer: It's not so much the amount of ether being channeled so much as the efficiency. And ultimamtely this is very much a play it by ear sorta thing. I know that's not a satisfying answer, but unless we institute a mana or 'ether' bar, I'm afraid we'll have to settle for it being a tad bit arbitrary. But think of it this way. More advanced techniques (those gained at master and expert and beyond) will take more out of a mage. Unless the number of uses in a trial are specifically mentioned (Becoming magic is good for this, for instance), I'd say the most recently learned technniques in a magic are bound to cause more exhaustion/overstepping. To the point where you'd really be pushing it at four or more uses of your best spells/techniques in a day. I don't wanna say that you can use two or three times as much of techniques learned in prior levels, but it depends. Magic is a skill that is still unlike others, in that it drains he mage in a way that they cannot fathom.
Barring specific mentions of how much of a technique a mage can use at a given level, this is what we go by. Using a ton of magic at once without restraint will almost certainly lead to overstepping. Using on-level abilities will strain it that much more. That said, not all magical manipulations are equal. You can for instance only empower runes as a runewright to 2x power as a master, instead of going overboard with your full capability.
Sorry that was an earful. If anything is unclear, let's continue.
Glamour/Mirage: The Mirage cannot affect the world on its own in a physical way. This is the trade off for 'extra lives' and also for having complete control over their self-illusion. As well as being able to produce glamours that are increasingly convincing and voluminous. That's not to say they can't acquire magics or abilities that allow them some manner of control over their environment. But just as a mirage with no other abilities? Beyond using illusions to manipulate others to impact the world around them, that's correct. They're unable to affect it physically.
Hone: Yes. Umbral mages can learn Umbral runes and Core runes. Lucis mages can learn Lucis and Core runes. both of which are different dialects. However in the magic itself I believe it's implied if not outright stated that Umbral mages cannot learn Lucis runes, and vice versa.
I'd reference the section in hone that is titled "The Runic Dialects" Specifically the following passagse which strongly imply that it's impossible to learn both at once.
General: Anti-mage issue:
At Competent the mage will notice that their Spark begins changing and shifting, and becoming capable of learning one of the two available Runic Dialects. These alphabets are similar in form to the Core Runes, but they are slightly different in form and function.
(Once you choose a dialect you will require Prophet Support Forum permission to swap dialects. If you do so, you will lose all access to any dialect based techniques you had learned previously.)
Yes there are magics that are suited to anti-magic tactics. You listed three of them, transmutation, abrogation, and attunement. And you probably won't have a good timem if you invested in magics that don't give you some manner of dealing with other mages, only to come into conflict with other mages. That said it's not a foregone conclusion, and every situation is its own thing, which may allow for a variety of approaches.
General: Spellcasting reserves
Short answer: No.
Long answer: It's not so much the amount of ether being channeled so much as the efficiency. And ultimamtely this is very much a play it by ear sorta thing. I know that's not a satisfying answer, but unless we institute a mana or 'ether' bar, I'm afraid we'll have to settle for it being a tad bit arbitrary. But think of it this way. More advanced techniques (those gained at master and expert and beyond) will take more out of a mage. Unless the number of uses in a trial are specifically mentioned (Becoming magic is good for this, for instance), I'd say the most recently learned technniques in a magic are bound to cause more exhaustion/overstepping. To the point where you'd really be pushing it at four or more uses of your best spells/techniques in a day. I don't wanna say that you can use two or three times as much of techniques learned in prior levels, but it depends. Magic is a skill that is still unlike others, in that it drains he mage in a way that they cannot fathom.
Barring specific mentions of how much of a technique a mage can use at a given level, this is what we go by. Using a ton of magic at once without restraint will almost certainly lead to overstepping. Using on-level abilities will strain it that much more. That said, not all magical manipulations are equal. You can for instance only empower runes as a runewright to 2x power as a master, instead of going overboard with your full capability.
Sorry that was an earful. If anything is unclear, let's continue.
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Re: Some questions about magic
Thanks! I understood what you wrote and appreciate the detailed explanations. This is all helping me pick what magics I would like to take down the line :^D
I had one last question, regarding Becoming. If you say, get stabbed in one form and then unleash to change to another form quickly, your new form doesn't have the stab wound, right? That is to say, that each form has their own state of wellbeing. If this is the case, would the injured form's injuries "pause," allowing you to wait until you make it to a doctor to get that form healed up?
I had one last question, regarding Becoming. If you say, get stabbed in one form and then unleash to change to another form quickly, your new form doesn't have the stab wound, right? That is to say, that each form has their own state of wellbeing. If this is the case, would the injured form's injuries "pause," allowing you to wait until you make it to a doctor to get that form healed up?
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Re: Some questions about magic
You're welcome.
Becoming: Depends on the severity of the wound and if it's been treated properly/is in a stable state.
If you are asking if it's possible to switch out of a totem that is severely wounded and bleeding out, probably yeah you can do that. However the totem continues to suffer and might just die as you shift into a new form. In my opinion this would result in overstepping, ranging from moderate to heavy, as messing with and discarding and destroying your own totems is quite a serious thing.
If the injured totem happens to be your self-totem, then the mage will likely die from untreated severe wounds if not suffer heavy heavy overstepping.
The main healing ability of Becoming is Chrysalis, which requires the mage to be in a sort of safe or hidden space while they recover over a somewhat lengthy measure of time.
The reason I've come to this conclusion, about injuries not pausing, is from the Aging and death section of the Becoming write-up. Here it's stated that totems age and deprecate as time goes on, whether the Becomer has transformed into them recently or not.
Becoming: Depends on the severity of the wound and if it's been treated properly/is in a stable state.
If you are asking if it's possible to switch out of a totem that is severely wounded and bleeding out, probably yeah you can do that. However the totem continues to suffer and might just die as you shift into a new form. In my opinion this would result in overstepping, ranging from moderate to heavy, as messing with and discarding and destroying your own totems is quite a serious thing.
If the injured totem happens to be your self-totem, then the mage will likely die from untreated severe wounds if not suffer heavy heavy overstepping.
The main healing ability of Becoming is Chrysalis, which requires the mage to be in a sort of safe or hidden space while they recover over a somewhat lengthy measure of time.
The reason I've come to this conclusion, about injuries not pausing, is from the Aging and death section of the Becoming write-up. Here it's stated that totems age and deprecate as time goes on, whether the Becomer has transformed into them recently or not.
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