Detect magic
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====Dramaturgy==== | ====Dramaturgy==== | ||
With a [[dramaturgy|dramaturgic]] slant, the magician might take on the [[Dramaturgy#The_Personae|persona]] of the [[the Doctor|Doctor]], or use her trappings. You might litter your invocation with medical jargon, or examine your target carefully with a lens, or pretend to perform a medical diagnosis - even of an item or the sentinel gate. [[The Witch]] represents a more subtle and insinuative approach, intuiting the nature of magic or revealing the enchanted aura - or especially a conjunction - through traditional theatrical divination methods such | With a [[dramaturgy|dramaturgic]] slant, the magician might take on the [[Dramaturgy#The_Personae|persona]] of the [[the Doctor|Doctor]], or use her trappings. You might litter your invocation with medical jargon, or examine your target carefully with a lens, or pretend to perform a medical diagnosis - even of an item or the sentinel gate. [[The Witch]] represents a more subtle and insinuative approach, intuiting the nature of magic or revealing the enchanted aura - or especially a conjunction - through traditional theatrical divination methods such reading cards or palms, consulting omens or even tea-leaves. Another magician might work the [[Dramaturgy#The Instruments|instrument]] of the [[The Lantern|Lantern]] into their spellcasting - either pretending to kidle an invisible flame in an actual phys-rep or calling its authority as a tool of revelation and discovery. | ||
==Description== | ==Description== |
Revision as of 20:59, 20 January 2015
Rules
1 personal mana Regular Spell
Effects
This flexible spell can be used to perform a number of seperate tasks, but only one may be used each time the spell is cast. Each of these uses requires the assistance of a referee.
- Discern Enchantment. By casting the spell on a single target that is close enough to touch, you determine the level and realm of any enchantment on the target.
- Identify Ritual Performance. You can use this spell to discern the magnitude and realm of a ritual that is being cast if you are close enough to hear the words of the ritual.
- Identify Magical Item. By casting the spell on a single magic item you can determine it's basic abilities. When used in this way it does not reveal the presence of any additional qualities such as the presence of a curse, hallow or hidden roleplaying effect. Using the spell in this way will also detect any enchantments on the target item.
- Discern Arcane Mark. You may cast this spell on a single target to determine if they have an Arcane Mark, and whether than arcane mark is the same as your own (assuming you have one). When cast for this specific purpose, it does not discover any other information about enchantments on the target. This use of detect magic is closely tied to the Right of Challenge of the members of the Conclave orders.
- Discover Conjunction. Detect Magic can also be used to interact with the Sentinel Gate, the powerful teleportation portal that stands in Anvil and allows characters to quest and take part in battles. When you use the spell in this way, you can ask a referee if a specific conjunction is anticipated. You must specify as exactly as possible the destination you are looking for - it is not enough to just name a territory or region. For example, you might ask if there will be a conjunction to "The shrouded glen, on the outskirts of Mournstead in Liathaven" - it is not enough to just ask if there is a conjunction to Liathaven or Liath's Ring. When used in this way, the referee will tell you if there is a conjunction; when it will open; how many people may pass through it; and any special circumstances that related to that conjunction.
Some effects can conceal information from detect magic, but in that case the presence of the obscuring effect itself is always detected by this spell. There are no enchantments that will cause detect magic to give false information.
Sample Spellcasting Vocals
- (with eyes closed and one hand almost touching the target) "Let my inner eye be opened, let me see more than mortal men, let me look beyond the world of colour and shape, and see the true world beyond, by the light of the hidden moon, let my inner eye be opened."
- "Upon my brow is the crown of four stars; it grants me authority to command the hidden gate. Let the star of the east attend and grant me wisdom; let the star of the west attend and grant me insight. Let the star of the south burn away the shadow; let the star of the north grant me sight beyond the veil. Let the paths of the future be shown to me, Sentinel Gate I command you speak to me with the voice of the Heavens."
- (sketching each rune in turn in the air above the target) "In turn I cast the runes. I invoke the bright lantern, I invoke the light of truth, illuminate this man/woman with the light that reveals, the light that drives away confusion and lays bare the secret lore at the heart of all things."
- (during a careful examination of the target) "I am here, the Doctor, who sees keenly and separates truth from deception. My keen eyes cannot be deceived, by keen wit cannot be stayed when I speak of hidden things. Nothing can hide from my gaze, and all secrets are laid bare before me. I come to present my diagnosis, as I have been bid."
Casting the Spell
As a regular spell, it takes ten seconds to cast detect magic on a target. You should make it very clear what the target is, by touching it or by waving or holding your hands over the target throughout. You may want to close your eyes, the better to focus your "magical sight", or examine the target from several angles. While many magicians perceive magical auras visually, you might want to roleplay that you perceive them using a different sense. You don't need to be a practitioner of the music of the spheres to "hear" magical auras as complex chords, for example. You might run your fingers over an item, or through the air above a character, "felling" the "shape" of the magic and speak in terms of a "texture" rather than a realm. A naga character in particular might enjoy demonstrating that lineage's discerning senses by "tasting" or "smelling" the aura in the air around the target (within the bounds of propriety, of course).
The use of a simple prop can make the casting of this easy spell especially memorable, especially when time is not of the essence. A Mystic might burn a herb or a stick of incense and inhale pungent smoke, while a Highborn magister might dab pure water on either eyelid or a League magician might study the target closely with a mirror to try and reveal it's true nature. Don't be afraid to interact with the target - turn the item over and over and study it carefully, or ask a character questions about how they feel or seemingly inconsequential details about their life.
It should be obvious you are casting a spell, and the easiest way to do this is through your spellcasting vocals. An easy way to do this is to vocalise what you are doing with phrases such as "Let my inner eye be opened," or "I seek answers from beyond the mundane world," or the like.
While the spell takes only ten seconds to cast, it can be very satisfying to continue the roleplaying even after the referee has delivered the result "uncovering" that information over the course of several seconds of revelation. Describing the spell in evocative terms - rather than simply describing it as a "magnitude such and such, of such and such realm" - can help make the experience of casting the spell more powerful. "This magic is warm, it's like it's alive, it almost has a heart beat - I think it is an enchantment drawn from the realm of Spring" or "This spear thirsts for blood, it's hungry, I think it wants to cut me ... I think it has the power to strike deadly, fatal blows but after it does so it's sated and has to sleep for an entire day" or "The tulpa of the spider seems to think that this ritual is Winter magic, and it's quite powerful - it's a little scared, to be honest with you ... and so am I."
Rune magic
There are a number of runes that might help you to create a unique vocal element including Sular (the rune of discovery, especially appropriate when you are roleplaying an active examination or the idea of being guided to a conclusion - or when examining the Sentinel Gate), Aesh (the rune of thought, which would help heighten your senses or allow you to open your "hidden eye" for example), Ophis (the rune of revelation, which is a good rune to use if you imagine detect magic provides a burst of sudden knowledge, or illuminates a hidden truth), Irremais (the rune of wisdom, which is especially appropriate if you are playing an older character or trying to discern the purpose of an unknown ritual), and either or both of Diras rune of secrets and Wyr rune of mystery (in terms of helping to uncover hidden information or mysterious magics). Specific circumstances could even suggest other invocations - the rune of plots for example might be appropriate when examining an arcane mark, while the runes of battle or triumph might be appropriate to discering a conjunction connected to a dangerous endeavour. If you are using the runes to cast the spell, combining it with an actual runecasting is especially appropriate.
Astronomancy
In a similar way, one could evoke the power of an astronomantic constellation to help use your magical senses. One trick might be to evoke a tulpa and roleplay binding it to provide information, or allowing it to enter your body and guide your insight. You might call on the Door when examining the Sentinel Gate and engage in a conversation with an unseen spirit, or invoke the power of the Key by using imagery of birds and omens. An Urizen illuminate may never reference a constellation directly but instead hint at the Phoenix by using imagery such as "ten stars", "flame of revelation" or pretending to talk to a spiritual firebird perched on one's forearm or shoulder. Alternatively, a more sinister casting may involve a invocation of the Spider or the Web in terms of the hidden watcher, or mentally navigating a conceptual maze of magical energies to find a hidden kernel of truth within.
Dramaturgy
With a dramaturgic slant, the magician might take on the persona of the Doctor, or use her trappings. You might litter your invocation with medical jargon, or examine your target carefully with a lens, or pretend to perform a medical diagnosis - even of an item or the sentinel gate. The Witch represents a more subtle and insinuative approach, intuiting the nature of magic or revealing the enchanted aura - or especially a conjunction - through traditional theatrical divination methods such reading cards or palms, consulting omens or even tea-leaves. Another magician might work the instrument of the Lantern into their spellcasting - either pretending to kidle an invisible flame in an actual phys-rep or calling its authority as a tool of revelation and discovery.
Description
This simple divination is invariably the first one that a magician learns to cast. Every magician is able to cast it; along with Operate portal and Create bond, it represents a shared suite of powers common to everyone who works magic. Being able to perceive magical auras is a key part of learning to cast spells and perform rituals. Once an apprentice magician masters the ability to attune their perceptions to magic, the spell allows them to perform a number of simple functions relating to magical energies.
Detect magic is versatile but does not provide in-depth information about a magical effect. Where complex magical effects are concerned, the Bright Lantern of Ophis is much more effective at divining details of a magical effect.
This spell is very versatile, and has plenty of different applications that may be called on over the course of a day, so a character who specialises in this kind of divination may want to invest in a Seer's Probe which allows the wielder to cast extra detect magic spells in a day (and grants access to voice for the dead as well).
Perception of magical auras is not restricted to magicians - the Magpie Infusion is a herbal preparation that can be used to duplicate the effect of detect magic in a limited fashion.