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Casting Wizardry In Game - A refresher ...
Zhinn Offline
#1 Posted : Friday, June 11, 2010 9:11:09 PM
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I have been told that some folks may not be playing out the casting
of Wizardry as it really should be done. Just in case, here are the
particulars - from the Rule Book :

Wizardry Basics

· You must have bought the skill for the spell before you may cast it.

· Magic must be done in a space that has been minimally prepared - the ritual space must be marked with a cloth, rope, or other such device (although not necessarily a crafted item). In the absence of such things, at least one uninterrupted minute of preparation - pacing the length and breadth of a room and marking its distances, invisibly scribing lines in the dirt, etc. - may be substituted, but it will be generally faster and easier to mark the space with objects. The rules for creating ritual space are detailed in Chapter Two, Using Wizardry skills.

· The ritual may be roleplayed in any way desired so long as it is obviously a magical working, although it should be reasonably consistent from casting to casting and the general outline of the ritual should be inscribed in the 'spell notes' section in the caster's grimoire.

· Your hands must be free to cast any ritual; you may not have your arms bound, and you may not be holding any non-ritual items in your hands at any time during the ritual. You may not cast a ritual if both of your arms are rendered unusable (such as through the Maim effect), though you may cast with only one useable.

· Rituals may be canceled at any time. The stamina cost for the ritual is not expended until the ritual is complete and has taken effect.

· Any Ritual Components that are contributing to the spells effect must be used in the ritual; at least minimally enough to be set out and touched once during the ritual.

· The caster must have the herbal component for the spell on their person or used in the ritual.

· The caster must have their Grimoire open to the proper page for reference.

· The 'target' of a ritual must have been present for the entire ritual and touching or within the marked ritual space for the entire duration of the ritual.

============================================================================================

Why do I bring this up ?


I have been told that there may have been some instances of things being cast "on the fly" without really
taking the time to properly play it in game. If this is true - it needs to stop.

In fairness - have you ever wondered why you almost never see a healer with a group like the Scalese ?
It is because we recognize the restrictions of trying to have a battlefield healer. With the limited
number of NPC's in a given situation, it would not work to have a healer set out a cloth - you all
would gank them in a heartbeat. You have the advantage of numbers, and can guard your healers and
casters. If you want 'field healing' - either come up with a plan to protect them or make use
of enchantments.

I am not calling anyone out on this, as I have not seen it first hand.
But, I trust the people who have commented to me about it.

Please, let's play the game 'by the rules.'

Thank You !

-Chris












Varius Offline
#2 Posted : Friday, June 11, 2010 9:50:55 PM

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*guilty*

I'll try to do better.


Dwayne
Assume no malice.
Assume no altruism.
Avian Offline
#3 Posted : Sunday, June 13, 2010 11:37:48 PM

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Zhinn wrote:

· Magic must be done in a space that has been minimally prepared - the ritual space must be marked with a cloth, rope, or other such device (although not necessarily a crafted item). In the absence of such things, at least one uninterrupted minute of preparation - pacing the length and breadth of a room and marking its distances, invisibly scribing lines in the dirt, etc. - may be substituted, but it will be generally faster and easier to mark the space with objects. The rules for creating ritual space are detailed in Chapter Two, Using Wizardry skills.



I do have a quick question, I went to re-read this and this is exactly how it is written in chapter 5- using wizardry. However when I went to Chapter 2 (which is Effects and Traits) I could not find the relevant bit about creating a ritual space. Can someone either point me to the correct section or quote it for review?

Thanks!

Althea Offline
#4 Posted : Monday, June 14, 2010 10:38:05 AM

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Avian wrote:
Zhinn wrote:

· Magic must be done in a space that has been minimally prepared - the ritual space must be marked with a cloth, rope, or other such device (although not necessarily a crafted item). In the absence of such things, at least one uninterrupted minute of preparation - pacing the length and breadth of a room and marking its distances, invisibly scribing lines in the dirt, etc. - may be substituted, but it will be generally faster and easier to mark the space with objects. The rules for creating ritual space are detailed in Chapter Two, Using Wizardry skills.



I do have a quick question, I went to re-read this and this is exactly how it is written in chapter 5- using wizardry. However when I went to Chapter 2 (which is Effects and Traits) I could not find the relevant bit about creating a ritual space. Can someone either point me to the correct section or quote it for review?

Thanks!



I believe that would be because Effects and Traits are standard and common traits throughout all 'nTeraction games and Chapter 5 Wizardry is the Flavor Isles applies to cast spells. Hope this helps.
Althea Chegari Von Brumbach Clan Che'garre'warre, Family Che'gari, Master Brewer
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Avian Offline
#5 Posted : Monday, June 14, 2010 11:17:47 AM

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Althea wrote:
Avian wrote:
Zhinn wrote:

· Magic must be done in a space that has been minimally prepared - the ritual space must be marked with a cloth, rope, or other such device (although not necessarily a crafted item). In the absence of such things, at least one uninterrupted minute of preparation - pacing the length and breadth of a room and marking its distances, invisibly scribing lines in the dirt, etc. - may be substituted, but it will be generally faster and easier to mark the space with objects. The rules for creating ritual space are detailed in Chapter Two, Using Wizardry skills.



I do have a quick question, I went to re-read this and this is exactly how it is written in chapter 5- using wizardry. However when I went to Chapter 2 (which is Effects and Traits) I could not find the relevant bit about creating a ritual space. Can someone either point me to the correct section or quote it for review?

Thanks!



I believe that would be because Effects and Traits are standard and common traits throughout all 'nTeraction games and Chapter 5 Wizardry is the Flavor Isles applies to cast spells. Hope this helps.


So where do I find the detail on Creating Ritual Space?
Varius Offline
#6 Posted : Monday, June 14, 2010 7:02:53 PM

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I think this is what you are looking for:

Using Wizardry Skills
To cast a spell, you must first delineate a ritual space by laying down a cloth, making a shape out of rope, or otherwise clearly marking out a small area with physical items, though these items do not need to be in-game crafted items. If you do not mark out a ritual space with items, you may still delineate a ritual area by spending one uninterrupted minute to physically mark out a space by pacing the length and breadth of a room, marking lines in the dirt, and so forth. You do not have to make any verbal comments or obvious gestures while pacing the area, but you cannot pace an area to mark it if another ritual space is active anywhere within the area you are pacing to mark. Using items to mark the ‘field’, or ritual area, is usually preferable because of its speed. A ritual space ‘field’ must be a minimum of approximately 2’ in diameter, with a maximum area of 10’ or one small room. Ritual fields cannot overlap. You cannot lay a ritual field over the edge of another active ritual field. If you lay out your ritual field over another inactive field, the inactive field area is negated. If you pace an area or room to mark a field, and leave line of sight of that ‘marked’ area, it becomes an inactive area and you must re-pace it in order to use it as a ritual space again.
Once you have delineated your field, you must set any ritual components you wish to use in the ritual upon the field, and open your Grimoire to the correct page for the spell you are casting. You must have the herbal component for the spell on your person or on your field. You spend the required time perform-ing the ritual actions described in your Grimoire for the spell, and as soon as you complete the ritual duration, call the appropriate effect verbal and spend the required stamina.
You must be in contact with your field the entire duration of the ritual, and your field may not overlap the field of another caster. If the ritual has a target character or item, that target must also be in contact with your field for the entire ritual duration. Your hands must be free to cast any ritual: you may not have your arms bound, and you may not be holding any items in your hands at any time during the ritual that are not part of the ritual as described in your Grimoire. You may not cast a ritual if both of your arms are rendered unusable (such as through the Maim effect), though you may cast if only one arm is useable. You may cancel the ritual at any time, and do not expend the stamina cost until the ritual is complete and has taken effect. If you are interrupted, whether by being struck by a weapon or packet, taking any item into your hands which is not part of your ritual, losing contact with your field, or your target losing contact with your field, the stamina and any components that would be consumed are not lost, but you must start the spell over again from the beginning. Your target may use any game skills during that ritual that do not require them leaving contact with your field or interrupting your concentration.
For the system information for casting all Wizardry spells, see Chapter 5: Wizardry.
Assume no malice.
Assume no altruism.
ArthurMacBride Offline
#7 Posted : Monday, June 14, 2010 8:49:50 PM

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May I assume that the "battlefield healing" practice of touching the cloth over the arm of a healer is not the approved means of wizardly healing?
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Salvadore Offline
#8 Posted : Monday, June 14, 2010 9:46:48 PM
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I was draping it over people granted we weren't running and I wasn't trying to fight while healing. If I was doing it wrong I'm sorry. I'm a production monkey, not a caster for 5 yrs! :)
Salvadore Diaz
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Master Bladesmith, founder, Wood/bonesmith, Solutio, Conjuctio
Fine alchemy, weapons and firearms for sale. No job is too small, no fee too big!
Varius Offline
#9 Posted : Monday, June 14, 2010 10:11:05 PM

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Y'know, Ima get me one o'them round 'pop-shade' thingies.

*pop* "Step on that..." *begins incantation*


Dwayne
Assume no malice.
Assume no altruism.
ArthurMacBride Offline
#10 Posted : Tuesday, June 15, 2010 8:18:10 AM

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I am not trying to throw stones - just trying to clarify as I may be having some healing juju next campaign....
Omega 377th Reef Marines
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Zhinn Offline
#11 Posted : Tuesday, June 15, 2010 7:24:31 PM
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I had heard that some folks were using thier ritual cloths as a drape ...

As the skill is written out, you must delineate your ritual field -
usually done with a ritual cloth, but acceptable to do in any fashion
that clearly defines where you are summoning the effects.

You are supposed to have any ritual components or ritual items as well as
your grimoire laid out such that you could "use" them during the castings.

If you do this, it is virtually impossible to cast a wizardry with your
field draped over your arm / someone elses arm.

The quote Dwayne posted pretty much says it all - Thank you Dwayne !

=========================================================

As I noted - the real reason behind asking you all to make sure
to roleplay the casting of wizardry magic is due to the fact that
we on the staff / plot side usually do not include any wizardry
casting NPC's due to the restraints of casting. Hence, for the most
part - your enemies do not have healing capacity as you do.

Just looking to have everyone play the game a little better !

-Chris
Avian Offline
#12 Posted : Wednesday, June 16, 2010 11:37:10 AM

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Thank you Dwayne! that was in deed exactlly what I was looking for.

and yeah, so circles work, as long as it's basically big enough for both people to step in/on?

I want to make sure that I heal correctly in the future while maintaining effectiveness.
Varius Offline
#13 Posted : Wednesday, June 16, 2010 12:38:30 PM

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I still think we should allow "Battle healers." Essentially let a healer heal on the run and with a quick incantation but cost double sStam.

Meh. I gots lots of potion....


Dwayne
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Assume no altruism.
markesh Offline
#14 Posted : Wednesday, June 16, 2010 12:57:45 PM

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Potions - another sticky wicket in battle terms. I've begun toting (and using) them, and this makes the market for them more interesting and provides income for crafters - a good thing in principle. In pratice, however:

1. This requires the prospective potion-healer to try to identify people whom 'real' healers may not reach in time. Not really a problem, in the sense of needing a 'fix'; I'm sure if more players do this, a standard tactic or best practice will be identified (or perhaps already exists in Omegan doctrine?)

2. And the financial implications are tricky. In the absence of a fee-for-service health care system, the 'compensation' issue is live as for 'real' healers, PLUS a potion-healer is out some real resources and/or G that will not regenerate with resting. For modules, a form of agreement COULD be reached IG with a group pre-departure. Some sort of general arrangement for unforseen attacks etc. could also be invented. What I dread seeing is prospective potion-healers haggling with the wounded (to say nothing of the unconscious) over the 'price' - ewwww - and quite likely getting cut down themselves in the course thereof.

:) MsR
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Darkstrider Offline
#15 Posted : Wednesday, June 16, 2010 3:18:54 PM

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Dwayne, I'm against battle healing. Making healing longer and more complicated means that the fighters are yo-yo-ing like they do in N***. Having to stop and catch your breath while being healed is good for us in real life. Personally, I'd be all of arming healers with squeeze bottles to give us drinks while we get healed in game!

The reason I carry a flask has nothing to do with Althea's wiskey.
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Varius Offline
#16 Posted : Wednesday, June 16, 2010 3:34:46 PM

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I see both points.

In a mod, a healer's share is the same as everyone else's but on the battlefield in a 'grande melee,' the issue of compensation is tricky.

I am usually very generous on the battlefield, giving what I find in searches usually to newbies and healers.

Hm. A fully hashed out method of payment - a Universal Healthcare plan should probably be devised.

For now, I suggest that the quota be calculated as if a nominal payment were being given to members of the Mage's Guild who sing up for "Charity Healing" to the town at large. Perhaps a deduction from their quote/taxes as a result of having signed up for said contract?

*shrug* just spitballin' here.


Dwayne
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Zhinn Offline
#17 Posted : Wednesday, June 16, 2010 5:05:52 PM
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I dare say that there will never be 'healing on the fly'.

That gets into the whole concept of "back-packing" as it is
called in NERO circles.

I highly doubt you will see any healing on the fly in game.

As has been noted - you can get enchantments to use in a pinch.

-Chris
Salvadore Offline
#18 Posted : Wednesday, June 16, 2010 8:51:44 PM
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Universal health care failed in Asylum, no one wanted to pay the premium, thats why we went to health care plans per employer/union aka the guilds. Those who didn't participate in group plans could buy individual policies...worked so far!

;)
Salvadore Diaz
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Fine alchemy, weapons and firearms for sale. No job is too small, no fee too big!
Salvadore Offline
#19 Posted : Wednesday, June 16, 2010 8:54:53 PM
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When I draped the field over someone I wasn't going anywhere. My grimoire was out and the items I used were on my finger (ring) the herb was in my book and my book was in my hands. I didn't see anything wrong with it, I was standing/not running and I felt like not breaking the spirit of the rules. Sal is not a carpet sitter. But I understand, if my nifty cloth must touch the ground I can accept that.

Salvadore Diaz
C.E.O Sweet Rock Mining Consortium
Merchant Guildmaster
Asylum Colony
Master Bladesmith, founder, Wood/bonesmith, Solutio, Conjuctio
Fine alchemy, weapons and firearms for sale. No job is too small, no fee too big!
arianhwyvar Offline
#20 Posted : Thursday, June 17, 2010 11:16:11 AM
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You don't have to sit on the ground -- but you do need to mark a physical space around you. The space requirement is not fulfilled by having a cloth present, it's fulfilled by somehow marking a physical space on the ground. But that can be via a rope, via marking a circle in the dirt, whatever -- putting down a cloth on the ground is just a really fast way of delineating a space.
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