Proposal: Wild Magic
Times out 5-0 and is enacted. -scshunt
Adminned at 02 Oct 2013 16:36:58 UTC
Add a Power to the Ruleset, “ODD (Unstable, Primal)”
This Spell cannot be imprinted.
Cost: 2
Difficulty: W2
Times out 5-0 and is enacted. -scshunt
Adminned at 02 Oct 2013 16:36:58 UTC
Add a Power to the Ruleset, “ODD (Unstable, Primal)”
This Spell cannot be imprinted.
Cost: 2
Difficulty: W2
RaichuKFM appears to have cast the Duplication spell (“Append a current Location of the Caster to the casting Apprentice‘s list of Locations.”) twice in the past two weeks, yet - as Quirck points out in GNDT comments - Rule 2.7 states that “Each Location may occur in [a GNDT] list no more than once.”, so this spell will never have any effect.
Given that RaichuKFM has been performing move actions to “move my new Clone”, I’d suggest that these would still be legal, and RaichuKFM’s Location field should now simply be “The Silent Bay” instead of “The Dark Forest, The Extinct Volcano, The Silent Bay”. So far as I can tell, they haven’t taken any actions that required them to be at a location other than the one they’d moved to. I’ve gone ahead and updated the GNDT to correct the Location.
Times out and is enacted 3-0. -scshunt
Adminned at 02 Oct 2013 16:34:35 UTC
Add to “Location”:
* EF - every Location - X3 (difficulty: 4A)
In “TEM (Move)”, change “[Location]” to “[Location - EF]”.
Passes 5-0. — Quirck
Adminned at 29 Sep 2013 08:51:19 UTC
Rename the rule “FOC (Focus)” to “FOC (Focus, Primal)”.
For each Spell that contains the FOC Incantation, move that Incantation and the one immediately following it to the front of that Spell’s Incantations.
Quorums 6-0. — Quirck
Adminned at 28 Sep 2013 05:01:29 UTC
To the rule Spells, add:-
The Wizard may neither Craft nor Cast Spells, unless a Spell explicitly forces him to do so.
Purplebeard has said in comments that “I wasn’t planning on crafting or casting any Spell so as to remain impartial (although who knows, I might be mind-controlled into Casting something)”. This should probably be binding, so that we Apprentices know where we stand - that we can’t ask him for help if we get into trouble, and he’s not going to spring an effortless Dominate spell on us as a surprise or a favour.
Quorums 6-0. — Quirck
Adminned at 28 Sep 2013 05:00:22 UTC
Change the last paragraph in the rule titled “Locations” to:
A Location may be Associated with one or more Domains:
* The Abode - Time
* The Silent Bay - Water
* The Dark Forest - Nature
* The Ancient Temple - Arcane
* The Volcano - Fire
Append to the second paragraph of the rule “Difficulty”:
For the purposes of this rule, an Apprentice’s Mastery in each domain is increased by 1 for each Location Associated with that Domain at which they are Present.
Add a subrule to “Powers” titled “WAS (Washout)”:
Effect: [Location] loses its Association with any Domain and becomes Associated with [Domain] (the rule titled “Locations” shall be changed to reflect this).
Cost: 5
Difficulty: 2W
Fiddling with the Location-Domain dynamic to make it more flexible and defining a Power to play with it. Note that the Location boost to Difficulty is now applied even if you don’t have Mastery in that Domain.
Reaches quorum and passes at 7-0. -Purplebeard
Adminned at 27 Sep 2013 00:55:16 UTC
Add a subrule to “Powers” titled “ECH (Repeat)”:
Effect: The remainder of this Spell’s effects are carried out twice.
Cost: 5
Difficulty: 5T
Reaches quorum and passes at 6-0. -Purplebeard
Adminned at 27 Sep 2013 00:54:20 UTC
Create a subrule to “Powers”, titled “MAS (Dominate)”:
Effect: If [Apprentice - WE] is the only Apprentice with a non-zero amount of Totems, they achieve victory.
Cost: 15
Difficulty: 1F1W1N1T1A
Murphy and Nqeron both idle out after a week’s inactivity. Quorum drops to 6.
Reaches quorum and passes at 9-0. -Purplebeard
Adminned at 27 Sep 2013 00:52:08 UTC
Remove “If an Apprentice Crafts a Spell that is Associated with the Location that Apprentice is in, the Cost is reduced by 1.” from the rule Locations.
Add a subrule to “Powersâ€, entitled “FOC (Focus)â€:-
The effects of this Spell are not carried out unless the Caster is Present in a Location Associated with [Domain - ZA].
Cost: -1
Reducing the Cost of a Spell at Craft-time no longer means anything, because Cost is always recalculated upon casting. Here’s a variation on the idea.
Reaches quorum and passes at 8-0. -Purplebeard
Adminned at 27 Sep 2013 00:51:08 UTC
Remove “This rule may not be overridden by dynastic rules.” from Rule 1.2.
Noticing this odd and seemingly redundant statement in the ruleset, it looks like it was added as part of a previous dynasty’s mechanic back in January and never repealed.
Cannot reach quorum (and timed out) at 3-6 and fails. -Purplebeard
Adminned at 27 Sep 2013 00:50:34 UTC
If the proposal “Black Me Oout” fails and “I’ll Take the Lot” passes, this proposal does nothing.
If the proposal “I’ll Take the Lot” passes, replace all instances of [Apprentice] with [Apprentice - WE] within the rest of this proposal before enacting the rest of it.
Add a new dynastic rule called “Bonds” and give it the following text
Each Apprentice may be Bonded (or “have a Bond”) with one or other Apprentices other than themselves. Bonds are always two way, so if Apprentice A is bonded with Apprentice B, then Apprentice B is Bonded with Apprentice A. The names of the other Apprentices that Apprentice is Bonded to are listed Alphabetically in a GNDT column called “Bonds”. An Apprentice may not be Bonded with themselves and may only have one Bond with each other Apprentice.
Add a subrule to “Powers” entitled “ATT - (Bond)” and give it the following text
Effect: Add a Bond between [Apprentice] and [Apprentice]
Cost: 3
Add a subrule to “Powers” entitled “DET - (Unbond)” and give it the following text
Effect: Remove a Bond between [Apprentice] and [Apprentice]
Cost: 3
Add
BO - An Apprentice the Casting Apprentice has a Bond with - X1.5”
and
“NE - An Apprentice that (name of an Apprentice, chosen when the spell is Crafted) has a Bond with - X2”
to the Apprentice Parameter Options.
Reached quorum 6 votes to 0. Enacted by Kevan.
Adminned at 25 Sep 2013 08:46:34 UTC
In the rule “Spells” after
A Power may also require one or more Parameters, indicated by square brackets in its Effect. The options for each Parameter are listed in the corresponding subrule to “Parametersâ€, each option having a Name and a Multiplier (which may be any positive real number).
add
A Parameter may include the Names of otherwise valid options for it in a comma separated list after a dash. (e.g. [Domain - FU, VI, YA]). If it does, the listed options may not be used as an values for that Parameter for that Spell.
I think it will be useful to be able to prevent options like all wizards from even being selected for a specific spell in case there is a cool idea that it would break. (see my next post)
Reached quorum 6 votes to 1. Enacted by Kevan.
Adminned at 25 Sep 2013 08:45:45 UTC
Add the following Parameter Options:
Apprentice:
WE - every Apprentice - X3 (Difficulty: 3A)
Domain:
OM - every Domain - X4 (Difficulty: 5A)
“Awesome parameter options” seems like a good theme for Arcane.
Reaches quorum and passes at 8-1. -Purplebeard
Adminned at 25 Sep 2013 01:36:20 UTC
Change the Cost of the “Create” Power, or the “NEW (Create)†Power, whichever exists, to 8.
Change the Cost of the “SAC (Sacrifice)” Power to -4.
They are both too powerful as they are. There is currently no reason not to create a Chant-Create Spell and add Sacrifice to every Crafted Spell for a significant discount to all Spells (both Crafting and Casting). Also, this change makes Destroy rather more interesting as its Cost (when not aimed at oneself) roughly matches that of Create.
Failed 0 votes to 7. Failed by Kevan.
Adminned at 24 Sep 2013 02:27:42 UTC
The illegal changes made by Kevan to the gamestate made on friday 09/20/2013 (Increasing of the energy of each apprentice as specified in Rule 2.6, in this CfJ from now on called “Recharging”) are to be seen as legitime and not be reverted.
Instead, this Recharging is seen as the weekly communal action of the week beginning with monday 09/23/2013.
Thus, in that week (09/23-09/29) the Recharging is not to be done.
Well, I don’t see the harm in bringing the recharging of next week to this friday, this time, instead of reverting the actions that happened till then (Also illegally casted spells etc) and increasing the energy tomorrow.
I am however not sure how everybody else feels about this, whether or not this is a topic for a CfJ and whether or not this is worded in a way that actually achieves that goal.
Also I’m unsure if this changes any gamestate, so could be failed by rule 1.6, but I guess making illegal changes valid counts as a change?
Times out and passes with quorum in favour at 8-0. -Purplebeard
Adminned at 25 Sep 2013 01:29:45 UTC
Rename the following rules:
In the rule “Amount”, add the following Names in sequence to the start of each line: NO, ON, SO, SE, MA.
Throughout the Spellbook, change “LEH-YA” to “LEH-ME-YA”, “LEH-VI” to “LEH-ME-VI”, “LEH-ZO” to “LEH-ME-ZO”, and “LEH-FU” to “LEH-ME-FU”.
Looks like some powers got broken
Why exactly did we recharge this friday?
Would someone explain that to me please?
Thanks :)
Passes 6-0. — Quirck
Adminned at 22 Sep 2013 10:36:00 UTC
Reword the rule “Spells” to:-
Each Apprentice has a number of Spells, tracked in their section of the “Spellbook†wiki page. An Apprentice is considered to Know all of the Spells tracked in their own section of the Spellbook wiki page, as well as all of the Spells tracked in the Wizard’s section of the Spellbook wiki page. All Spells on the Spellbook wiki page are considered Known to the Wizard.
A Spell consists of one or more Incantations in a specified sequence, each Incantation being a single sequence of two or more letters. A Spell may not contain more than one instance of the same Incantation, where that Incantation is the Name of a Power, unless stated otherwise.
The available Powers are listed as subrules to “Powersâ€. Each Power has a Name, a Description, an Effect and a Cost, which may be negative - the name of the subrule shall be the Power’s Name, followed by its Description in brackets. A Power may also require one or more Parameters, indicated by square brackets in its Effect. The options for each Parameter are listed in the corresponding subrule to “Parametersâ€, each option having a Name and a Multiplier (which may be any positive real number). A Power’s Cost may be given by a formula with Variable Parameters enclosed in curly braces.
If a Spell includes the Name of a Power as an Incantation, immediately followed by the Name or Names of options of Parameters required by that Power, it is considered to manifest that Power with the specified Parameter options bound to it. The Cost of a Spell is determined by multiplying the Cost of each Power it manifests by the Multipliers of the Parameters bound to it, and adding the results. If a Spell’s Cost would ever be less than 1, it is instead set to 1.
An Apprentice may Craft a Spell with any series of Incantations by spending the Cost of the resulting Spell in Energy, making any choices required of its Parameters, and adding that Spell to their section of the “Spellbook†wiki page with a unique name of their choosing, and listing its Incantations and any choices made for its Parameters. They may note the Spell’s Effects and Cost in the Spellbook, but these details are not binding.
An Apprentice may Cast a Spell they Know by spending its Cost in Energy. Upon doing so, they must carry out the effects of every Power manifested by that Spell, in the order those Powers’ Names appear in the Spell’s Incantations, and obeying any noted choices that were made at the time of its Crafting.
Rename the subrules of “Powers” as follows:-
To each bullet point in the subrules of the rule “Parameters”, add the following Names in sequence to the start of each line:-
- “Learn” to “LEH (Learn)”
- “Flourish” to “FLO (Flourish)”
- “Crib” to “KRI (Crib)”
- “Move” to “TEM (Move)”
- “Imprint” to “IMP (Imprint)”
- “Obfuscate” to “OBA (Obfuscate)”
- “Clone” to “MUL (Clone)”
- “Sacrifice” to “SAC (Sacrifice)”
- “Chant (Primal)” to “RAH (Chant, Primal)”
ME, HE, AL, FU, VI, YA, OH, ZO, ZA, TI, PA, LO, VA, TE, ZE, XEIn the Spellbook, document the Spells’ Incantations as follows:-
Senor Bigsby’s Everwhispering Flying Spyder: KRI-AL-VA-TE.
Spectral Mulch: FLO-YA-LEH-YA.
Waterbending: LEH-VI.
Heat of the Moment: LEH-FU.
Overgrowth: LEH-YA.
Channel: IMP-TI-ME. (Choosing “Overgrowth” for TI.)
Duplication: MUL-TE-ME.
Mastering the Heat: LEH-FU.
Unearthing Mysteries: LEH-ZO.
Undergrowth: LEH-YA.
Powerup: IMP-TI-ME. (Choosing “Undergrowth” for TI.)
I think this works. Replacing the currently shaky spellcrafting mechanics so that if a Power or Parameter is amended or repealed, this affects Spells which already contain it, rather than requiring us to keep track of historical idiosyncrasies in effects, difficulty and costing.
Quorums 7-0. — Quirck
Adminned at 22 Sep 2013 06:29:57 UTC
In the Rule “Location” and the Spellbook, replace any instance of “the current Location of the Caster” with “a current Location of the Caster”.
Passes 8-0. — Quirck
Adminned at 22 Sep 2013 06:28:31 UTC
Add a subrule to “Spells” titled “Primal Powers”:
Powers with “Primal” in their name are Primal Powers. When Crafting a Spell, Primal Powers must be listed before any other Powers.
Add a subrule to “Powers” entitled “Chant (Primal)”:
Effect: This Spell is copied to the Wizard’s section of the Spellbook wiki page if it doesn’t already exist in that section.
Cost: -3This Power may not be incorporated in a Spell that also contains the Obfuscate Power.
If the Rule “Sacrifice” and/or the rule “Invoke” exist, append “(Primal)” to their names. Do the same with the rule “Obfuscate”. Then, reorder the Effects of any Spells that incorporate these Powers so that Primal Powers’ Effects are listed before any other.
The Primal attribute is to prevent any form of trickery with Flourish and possible related Powers.
Passes 8-0. — Quirck
Adminned at 22 Sep 2013 06:25:29 UTC
Add a subrule to “Powersâ€, entitled “Createâ€:-
[Apprentice] gains one Totem.
Cost: 5
Add a subrule to “Powersâ€, entitled “Destroyâ€:-
[Apprentice] loses one Totem.
Cost: 5
Add a subrule to “Powersâ€, entitled “Invokeâ€:-
The effects of this Spell are not carried out unless the Caster has [Amount] Totem(s).
Cost: 1
Add a subrule to “Parametersâ€, entitled “Amountâ€:-
- zero - X1
- exactly one - X1
- one or more - X1
- three or more - X1
- five or more - X1
Add a Power entitled “Create”:
[Apprentice] gains one Totem.
Cost:1*{1/3 of the number of Totems owned by Apprentices+2/3 of the number of Totems owned by Apprentices at a Location that the Caster is at}
Let’s encourage spreading out some. Right now, even for me, this would cost 5. That way there isn’t likely to be a proliferation of Totems due to this method.
Reached quorum 9 votes to 0. Enacted by Kevan.
Adminned at 20 Sep 2013 07:14:16 UTC
In “Spells”, change “Each Power has an Effect, and a Cost” to:
Each Power has an Effect and a Cost, which may be negative.
Append to the fourth paragraph of “Spells”:
If a Spell’s Cost would ever be less than 1, it is instead set to 1.
Add a subrule to “Powers”, titled “Sacrifice”:
The effects of this Spell are not carried out unless the Caster spends one Totem.
Cost: -5
Difficulty: 1F
Reached quorum 8 votes to 0. Enacted by Kevan.
Adminned at 20 Sep 2013 07:13:40 UTC
Remove the Difficulty of the Flourish Power.
Flourish having a Difficulty of W1 seems redundant - it’s a Spell to add “caster must have mastery of a specified domain, to cast this spell” to any spell, but the Difficulty W1 will always add “caster must have mastery of Water, to cast this spell”.
I would like to join the game and become an apprentice. (and also it seems that I’ll need an account for the wiki, so that would be great too.)
None of the currently Known Spells used Variable Parameters. Just posting this so its clear I did fully carry out the effects of “Some algebra”.
Quorums 9-0. — Quirck
Adminned at 19 Sep 2013 04:54:13 UTC
In the rule “Recharging”, change every instance of “the sum of each Apprentice’s Mastery of the Arcane Domain” to:
three times the sum of each Apprentice’s Mastery of the Arcane Domain
It currently takes two weeks to save up the Energy to craft and cast a simple Spell. I can’t even afford to increase my own Arcane Mastery, and I’m the Wizard.
Quorums 10-0. — Quirck
Adminned at 19 Sep 2013 04:52:55 UTC
Create a new rule, “Totems”:
Totems are small wooden items with great spiritual and magical significance. Each Apprentice has a number of Totems, tracked in the GNDT. New Apprentices start with one Totem.
Give each Apprentice one Totem.
The prevailing strategy seems to be to save up one’s Energy for future use, and people don’t seem to be proposing a lot of new Powers. Perhaps this is because there aren’t any suitable game variables to play with: the only numeric variable we have is Energy, and we can’t create too many Powers that play with that for fear of grind, sunday night timing plays and rich-get-richer mechanics. I Propose Totems as a sort of Points substitute that we can create, destroy, steal, attack and defend (and apparently send through time).
Aelthwin and scshunt go idle after a week of inactivity. Quorum drops to 6
Reaches Quorum and Passes 6-0. -RaichuKFM
Adminned at 18 Sep 2013 05:44:46 UTC
In the rule “Spells”:
replace “A Power may also have an arbitrary additional cost recorded as [+cost] in the cost section, where cost can be any non-negative integer or variable of the integer type (also must be non-negative).” with
A Power may have Cost given by a formula with Variable Parameters enclosed in curly braces. Values of Variable Parameters are computed each time a Spell is Crafted or Casted.
and change “An Apprentice may Craft a Spell by assembling one or more Powers, choosing the necessary Parameters and spending the Cost of the resulting Spell in Energy.” to
An Apprentice may Craft a Spell by assembling one or more Powers, choosing the necessary Parameters and spending the Cost of the resulting Spell in Energy using current values of Variable Parameters.
Throughout the subrules of the rule “Powers”, change square brackets in the Cost descriptions to curly braces.
Update descriptions of the Costs of already Crafted Spells that use Variable Parameters.
It seems to me that once the Spell is Crafted, its Cost is never reconsidered. Say, the description of Overgrowth indicates that it Costs 5 Energy independently of the current Mastery Level.
Reaches Quorum and Passes 7-0. -RaichuKFM
Adminned at 18 Sep 2013 05:34:04 UTC
To the rule “Powers”, add a subrule “Clone”:
Append [Location] to [Apprentice]‘s list of Locations.
Cost: 5 * [Number of Locations already in the list]
Difficulty: 2N
Times Out and Fails 5-1. -RaichuKFM
Adminned at 18 Sep 2013 05:33:12 UTC
Add in Rule 2.5.1 “Apprentice”
an Apprentice at the Caster’s location - X1.5
an Apprentice at (name of a location, chosen when Spell is crafted) - X1.5
Change “one of the Locations” to “the Location” in Rule 2.4.4 “Move”.
If the proposal “Location is Everything” passed, add in Rule 2.5.2 “Domain”
the domain Associated with the Location of the Caster - X2.5 (Difficulty: N1)
Reaches Quorum and Passes 8-0. -RaichuKFM
Adminned at 18 Sep 2013 04:57:16 UTC
Append to Rule 2.7 “Locations”
Each Location is Associated with a specific Domain: The Abode - Time, The Silent Bay - Water, The Dark Forest - Nature, The Ancient Temple - Arcane, The Volcano - Fire. If an Apprentice Crafts a Spell that is Associated Domain Associated with the Location that Apprentice is in, the Cost is reduced by 1. Apprentices are treated as having 1 more Mastery than they actually do in the Domain Associated with the Location they are in for purposes of rule 2.3.1 “Difficulty”, provided that they have at least 1 Mastery in that Domain.
I kinda want to switch The Ancient Temple and The Abode… I don’t know. Someone else can do that.
Quorums 6-0. — Quirck
Adminned at 16 Sep 2013 02:26:06 UTC
Append the following to the first paragraph of the rule Spells:
All Spells on the Spellbook wiki page are considered Known to the Wizard.
Passes 4-1. — Quirck
Adminned at 15 Sep 2013 10:45:41 UTC
Change the Multipliers of these Parameter options to the following, and recalculate the Costs of Spells that incorporate them:
- (name of an Apprentice, chosen when the spell is Crafted): X1.5
- any Apprentice - X2
Create a new subrule to “Powers”, titled “Obfuscate”:
This Spell may not be added to [Apprentice]‘s section of the Spellbook wiki page by any method other than Crafting it.
Cost: 1
Difficulty: W1
It seems to me that offensive usage of Spells is currently prohibitively expensive. The Obfuscate power is to make up for the cheaper Crib.
Fails 1-4. — Quirck
Adminned at 15 Sep 2013 10:42:31 UTC
Add a new rule entitled “Enchantments”:
Each Apprentice may be affected by one or more Enchantments, tracked in the GNDT. An Apprentice may not have more than one instance of the same Enchantment unless explicitly stated otherwise. The possible Enchantments are:
* Haste - An Apprentice with Haste can perform each Weekly Action an additional time per week.
* Slow - An Apprentice with Slow may not perform Weekly Actions. If an Apprentice ever has both Haste and Slow, they immediately lose both.
* Bounty - An Apprentice with Bounty may add the sum of each Apprentice’s Mastery of the Arcane Domain to their Energy as a Weekly Action.
Add a new subrule to “Powers” titled “Enchant”:
Effect: Add [Enchantment] to [Apprentice]‘s Enchantments.
Cost: 3
Add another subrule to “Powers” titled “Disenchant”:
Effect: Remove [Enchantment] from [Apprentice]‘s Enchantments.
Cost: 3
Add a subrule to “Paramaters” titled “Enchantment”:
* any Enchantment - X5 (difficulty: A4)
* Haste - X3 (difficulty: T2)
* Slow - X2 (difficulty: T2)
* Bounty - X3 (difficulty: N2)
Append the following to the first paragraph of the rule “Spells”:
All spells on the Spellbook wiki page are considered known to the Wizard.
Quorums 8-0. — Quirck
Adminned at 14 Sep 2013 07:45:04 UTC
In the rule “Spells”, replace “Spells tracked in an Apprentice’s section of the Spellbook wiki page are considered to be Known by that Apprentice.” with:-
An Apprentice is considered to Know all of the Spells tracked in their own section of the Spellbook wiki page, as well as all of the Spells tracked in the Wizard’s section of the Spellbook wiki page.
Quorums 8-1. — Quirck
Adminned at 14 Sep 2013 07:43:59 UTC
In rule 2.1 “Energyâ€, replace “New Apprentices start with 5 Energy.†with “New Apprentices start with Energy equal to the sum of each Apprentice’s Mastery of the Arcane Domain.â€
In rule 2.6 “Rechargingâ€, replace each instance of “five†with “the sum of each Apprentice’s Mastery of the Arcane Domainâ€.
Simply giving us more energy to use. Notice that Apprentices with Arcane Mastery do *not* gain a special advantage just by this. They already have their higher energy cap and this just gives everyone a little more energy in the long term. Also, this does not cut down on our energy supply at the moment, since our powerful wizard has an Arcane Mastery of 5.
Passes 6-0. — Quirck
Adminned at 14 Sep 2013 07:42:24 UTC
In the rule “Locations”, replace “The available Locations are: The Abode, The Silent Bay, The Dark Forest, The Ancient Temple, The Extinct Volcano.” with:-
Each Location is within a Region, which is either the City, the Plains or the Mountains. The available Locations are: The Abode (in the City), The Silent Bay (in the Plains), The Dark Forest (in the Plains), The Ancient Temple (in the Plains) and The Extinct Volcano (in the Mountains).
And replace “As a Daily Action, an Apprentice can change his Location to another chosen Location by spending X Energy, where X is equal to one added to the absolute value of the Distance of their prior Location subtracted from the Distance of the chosen Location. The Abode has a Distance of one, The Dark Forest three, The Silent Bay three, The Extinct Volcano three, and The Ancient Temple five.”, if it exists, with:-
As a Daily Action, an Apprentice can change one of his Locations to another chosen Location by spending X Energy, where X is the Distance in miles between those two Locations. The Distance between two Locations in the same Region is 1 mile; the Distance between a Location in the Plains and a Location in the City or Mountains is 3 miles; the Distance between a Location in the City and a Location in the Mountains is 5 miles.
Rewording RaichuKFM’s “Moving” proposal, for clarity’s sake, and restoring the lost detail about changing “one of” your Locations - we can potentially have several.
I can’t keep up.
Quorums 7-0. — Quirck
Adminned at 12 Sep 2013 13:22:23 UTC
In the rule “Locationsâ€, replace “As a Daily Action, an Apprentice may spend 1 Energy to change one of his Locations to any other available Location.†or “As a Daily Action, an Apprentice may spend X Energy to change one of his Locations to any chosen Location, where X is the chosen Location’s position in the list above.”, whichever exists, with the following text:
As a Daily Action, an Apprentice can change his Location to another chosen Location by spending X Energy, where X is equal to one added to the absolute value of the Distance of their prior Location subtracted from the Distance of the chosen Location. The Abode has a Distance of one, The Dark Forest three, The Silent Bay three, The Extinct Volcano three, and The Ancient Temple five.
Hopefully this isn’t too awkward. Takes three to go to an Elemental Location from the Abode, one to go from Element to Element, three to go to the Temple from an Element, and five to go from Abode to Temple and vice versa in each case. X being equal to 1+|Distance-Distance| and not 1+|Distance|-Distance is clear, correct?
Quorums 8-0. — Quirck
Adminned at 12 Sep 2013 13:20:22 UTC
Create a new rule, “Staves”:
Each Apprentice holds a Staff, which may be Imprinted with a Spell. The name of the Spell Imprinted on each Staff is tracked in the GNDT under “Staff.”
As a Weekly Action, an Apprentice may Cast the Spell imprinted on their Staff without spending its Cost in Energy. They may do so even if that Spell is not Known to them, but must meet any other requirements for Casting that Spell.
Add a new subrule to “Powers” entitled “Imprint”:
Effect: The Caster may spend the Cost of [Spell] in Energy to change [Apprentice]‘s Imprinted Spell to that Spell.
Cost: 2
In “Spells”, change “a name of their choosing” to “a unique name of their choosing”.
If the Proposal titled “Magic Numbers” passed, give “Imprint” a Difficulty of 1N.
Quorums 8-1. — Quirck
Adminned at 12 Sep 2013 13:17:05 UTC
If the Proposal titled “Master yourself, master your spells” passed, revert its effects.
Add a subrule to “Spells” entitled “Difficulty”:
Powers and Parameter options may have a Difficulty, denoted as an amount of Mastery in one or more Domains. The Difficulty of a Spell is determined by adding up the Difficulties of all chosen Powers and Parameter options for that Spell.
An Apprentice may not Cast a Spell if their Mastery does not meet or exceed the Difficulty of that Spell in every Domain.
A Spell is Associated with each Domain for which it has non-zero Difficulty
Attach the following Difficulties to these Powers and Parameter options:
-Flourish: W1
-Crib: A1
-any Domain: A2
-any Spell: A1
-any Location: T2
Calculate and assign the Difficulty of each existing Spell.
Fails 4-5. — Quirck
Adminned at 12 Sep 2013 13:09:45 UTC
In rule 2.1 “Energy”, replace “New Apprentices start with 5 Energy.” with “New Apprentices start with Energy equal to the sum of each Apprentice’s Mastery of the Arcane Domain.”
In rule 2.6 “Recharging”, replace each instance of “five” with “the sum of each Apprentice’s Mastery of the Arcane Domain”.
Amend in rule 2.3 Spells:
An Apprentice may Craft a Spell by assembling one or more Powers, choosing the necessary Parameters and spending the Cost of the resulting Spell in Energy. The completed Spell has the Effects of the included Powers, with each Parameter substituted by the chosen option. When an Apprentice Crafts a Spell, they must add it to their section of the “Spellbook†wiki page with a name of their choosing, describing the Spell’s Effects and Cost.
to read
An Apprentice may Craft a Spell by assembling one or more Powers, choosing the necessary Parameters and spending the Cost of the resulting Spell in Energy. The completed Spell has the Effects of the included Powers, with each Parameter substituted by the chosen option. When an Apprentice Crafts a Spell, they must add it to their section of the “Spellbook†wiki page with a name of their choosing, describing the Spell’s Effects and Cost. Once per week per level of Mastery of the Arcane Domain, Apprentices may Craft a Spell for one less Energy than it would otherwise take.
If a majority of EVCs on this proposal contain the words “Time is money”, insert ‘Time’ instead of ‘Arcane’ in the previous amendment and amend in rule 2.3 “Spells”:
An Apprentice may Cast a Spell they Know by spending its Cost in Energy and carrying out its Effects in the order they are listed in the Spell’s description.
to read
An Apprentice may Cast a Spell they Know by spending its Cost in Energy and carrying out its Effects in the order they are listed in the Spell’s description. Once per week per level of Mastery of the Arcane Domain, Apprentices may Cast a Spell for one less Energy than they would otherwise (following other restrictions).
Give us more Energy to play with (eventually) while giving those Apprentices who gain Arcane Mastery a slight advantage. Possibly, also increase the value of the Time Domain.
Reaches Quorum and Passes 10-0. -RaichuKFM
Adminned at 12 Sep 2013 06:04:25 UTC
In the rule “Spells”, between “The options for each Parameter are listed in the corresponding subrule to “Parametersâ€, which also indicates the Multiplier attached to each option, which may be any positive real number.” and “The Cost of a Spell is determined by multiplying the Cost of each included Power by the Multipliers of each chosen Parameter option for that Power, and adding the results.”, add:
A Power may also have an arbitrary additional cost recorded as [+cost] in the cost section, where cost can be any non-negative integer or variable of the integer type (also must be non-negative). Effect: Add one Level to [Apprentice]‘s Mastery in [Domain].
Cost: 5
Amend the power “Learn” to read:
Effect: Add one Level to [Apprentice]‘s Mastery in [Domain].
Cost: 5 + [Mastery Level in Domain Chosen]
An attempt to allow for balancing of spells - getting from F:5 to F:6 should be harder than getting from F:1 to F:2.
Self-Killed. -RaichuKFM
Adminned at 12 Sep 2013 06:02:58 UTC
Enact a rule entitled “Mastery”:
Every spell has a required Mastery level (a non-negative integer) for each domain used in casting the spell. This Mastery level is recorded in the form “[Domain: Mastery level]” next to the spell name.
For each domain within a spell, one Mastery level is added for every 20 energy added to a spell due to that domain. For example, if a spell allowed the caster to gain one Mastery in Fire and any apprentice to gain one level in arcane the required mastery would be [F:0, A:2]. (Fire adds 10 = 5*1*1 energy to the spell, and Arcane adds 45=5*3*3 energy to the spell).
In the case that a spell includes the “Any Domain” parameter, the Mastery level for each domain should be calculated independently of this part of the spell, and then calculated as if that element were in the place of that parameter. The mastery level is then recorded as [Domain:Mastery w/o “Any Domain”||Mastery level w/ “Any Domain”]. T For example, a spell allowing any apprentice to gain one level in any domain and allowing the caster to gain one level in Fire would be recorded as: [F:0 || 2,T: 0 || 1, A: 0 || 2] (omitting the domains that have 0 for all parameters). When casting this spell, the apprentice would only need Mastery 2 in Fire if they chose the any Domain to be Fire.
An apprentice may only cast a spell if they meet the given Mastery level requirements for each domain (and the optional requirements for the specific domain they choose for the “Any Domain” clause), unless otherwise specified by the rules (e.g. flourish).
I’d like to unidle, please.
Wingardium - um….
Reaches Quorum and Passes 9-0. -RaichuKFM
Adminned at 12 Sep 2013 05:59:44 UTC
Change the sentence of rule 2.3
Each Power has an Effect and a Cost.
to
Each Power has an Effect, a Cost and a Domain. The Domain of a Spell may be one of any of those described in rule 2.2 or none.
Append to Rule 2.4.1:
Domain: none
Append to Rule 2.4.2:
Domain: Arcane
Append to Rule 2.4.3:
Domain: none
Giving each power a Domain, maybe later making spells of the domains one has mastered cheaper to cast.
I wasn’t sure what Domain, if any, Crib and Learn should be, so for now I gave them none, this can of course be changed anytime.
Times Out and Passes 9-1. -RaichuKFM
Adminned at 12 Sep 2013 05:57:09 UTC
To the rule “Energy”, add a paragraph:-
An Apprentice’s Potential is equal to 20, plus five times their Level of Mastery in Arcane. If an Apprentice’s Energy would be set to a value higher than their Potential, it is instead set to their Potential.
Times Out and Passes 7-2. -RaichuKFM
Adminned at 12 Sep 2013 05:52:35 UTC
In the rule “Locations”, replace “As a Daily Action, an Apprentice may spend 1 Energy to change one of his Locations to any other available Location.” with:-
As a Daily Action, an Apprentice may spend X Energy to change one of his Locations to any chosen Location, where X is the chosen Location’s position in the list above.
And swap the position of “The Silent Bay” and “The Dark Forest” in the list in the rule “Locations”.
Add a subrule to “Powers” called “Move”:-
Change one of the Locations of [Apprentice] to [Location].
Cost: 2
Making some locations harder to reach than others, but allowing spells to take people there through magical means.
There is a tradition to idle Henri a week after he asks to be unidled. Quorum is 7.
I would like to be unidled.
Reached quorum 8 votes to 0. Enacted by Kevan.
Adminned at 09 Sep 2013 02:16:33 UTC
To the first paragraph of the rule “Spells”, add
A Spells tracked in an Apprentice’s section of the Spellbook wiki page are considered to be Known by that Apprentice.
In that rule, replace “An Apprentice may Cast a Spell by spending its Cost” with:-
An Apprentice may Cast a Spell they Know by spending its Cost
In the same rule, replace “which also indicates the Multiplier attached to each option. “with:
which also indicates the Multiplier attached to each option, which may be any positive real number.
Add a new subrule to “Powers”, entitled “Crib”:
Effect: If [Apprentice] cast [Spell] in the past 72 hours at [Location], the Caster may copy that Spell to their own section of the Spellbook wiki page.
Cost: 1
Add a subrule to “Parameters”, entitled “Spell”:
* (name of Spell Known by the Crafter, chosen when the Spell is Crafted) - X1
* (name of any Spell, chosen when the spell is Crafted) - X1.5
* a Spell known by the Caster - X1.5
* any Spell - X2
Add a subrule to “Parameters”, entitled “Location”:
* the current Location of the Caster - X1
* (name of a Location, chosen when the Spell is Crafted - X1.5
* any Location - X2
An alternative implementation of Kevan’s Cribbing mechanic.
Self-killed -Larrytheturtle
Adminned at 08 Sep 2013 21:14:12 UTC
To the rule “Spells”, append:
When Crafting a Spell, an Apprentice must spend 1 Energy for each Spell already in their Spellbook and 1 Energy for each other Apprentice that already has an identical Spell in their Spellbook unless they previously had no Spells in their Spellbook. An Apprentice can Rewrite a Spell by Crafting a new Spell and then removing a Spell from their Spellbook. If they do so, they do not need to spend Energy for the Spells already in their Spellbook (They still must pay all other costs).
Remove all but the first listed Spell from each Apprentice’s Spellbook.
If there’s no limit to how many Spells you can have, why is it an issue if you can steal Spells?
Times out and fails 1-7 -Larrytheturtle
Adminned at 08 Sep 2013 21:12:43 UTC
If the proposal “Digital Rites Management” passes, this proposal does nothing.
Add a new dynastic rule called “Tokens” and give it the following text
Apprentice has an number of Tokens, tracked in the GNDT in a column called Tokens, which is 10 by default.
in the rule “Spells” after
describing the Spell’s Effects and Cost.
add
And, if they desire, a positive integer Use Fee which is less than nine thousand.
For each Spell in their Spellbook, as weekly action an Apprentice may change that Spells use fee to any non-negative integer which is less than nine thousand.
After
An Apprentice may Cast a Spell by spending its Cost in Energy and carrying out its Effects.
add
To do so, if the spell is not in their Spellbook, they must pay the Apprentice whose Spellbook the Spell is in the Use Fee associated with the spell, in tokens
Another alternative to the free copying spells problem. This lets you use other peoples spells, but you have to pay them. Don’t want people copying your spell? Make the cost large (the nine thousand is there just so we don’t have people trying to do crazy power towers and what not to make the cost super high and abuse that somehow). The idea would be that Tokens are currency, which tend to go from one player to another whereas Energy is power which tends to be exhausted performing spells.
Can someone walk me through Rule 2.5, and do so from the assumption that I’m a dummy? I genuinely can’t suss out how this is supposed to work….
I offer for consideration the following parchment background tile:
And the following simpler header image:
Or the following more colorful header image:
Reaches quorum and passes at 10-0. -Purplebeard
Adminned at 07 Sep 2013 02:04:16 UTC
In the rule “Spells”, replace “and carrying out its Effects” with:-
and carrying out its Effects in the order they are listed in the Spell’s description
Add a subrule called “Flourish” to “Powers”:-
If the Caster has no Mastery in [Domain], the remainder of this Spell’s Effects are not carried out for this Casting.
Cost: 1
Reaches quorum and passes at 10-0. -Purplebeard
Adminned at 07 Sep 2013 02:00:36 UTC
Add a new rule “Locations”:
There is a number of Locations Apprentices may be Present at. The list of an Apprentice’s Locations (the Locations he is currently Present at) is tracked in the GNDT column “Location”. Each Location may occur in that list no more than once.
The available Locations are: The Abode, The Dark Forest, The Silent Bay, The Ancient Temple, The Extinct Volcano.
Every Apprentice starts in The Abode. As a Daily Action, an Apprentice may spend 1 Energy to change one of his Locations to any other available Location.
Set the Location of all Apprentices to The Abode.
If the proposal “Digital Rites Management” passed, in the rule “Spells” change
An Apprentice may Crib a Spell cast by any other Apprentice in the previous 72 hours.
to
An Apprentice may Crib a Spell cast by any other Apprentice in the previous 72 hours, provided they shared at least one Location when the Spell was cast.
So that Cribbing is not so easy. Maybe mastering Nature could allow to be Present at several places at once, and mastering Time could allow to retrospectively change the Location.
Fails at 2-9. -Purplebeard
Adminned at 07 Sep 2013 02:00:00 UTC
To the first paragraph of the rule “Spells”, add
A Spells tracked in an Apprentice’s section of the Spellbook wiki page are considered to be Known by that Apprentice.
In that rule, replace “An Apprentice may Cast a Spell by spending its Cost” with:-
An Apprentice may Cast a Spell they Know by spending its Cost
Add a new paragraph to that rule:-
An Apprentice may Crib a Spell cast by any other Apprentice in the previous 72 hours. When an Apprentice Cribs a Spell, they must add it to their section of the “Spellbook†wiki page with a name of their choosing, describing the Spell’s Effects and Cost.
Restricting casting to the spells that Apprentices have personally studied, but allowing them to copy down other spells that they observe being cast.
It occurs to me that we should probably redecorate the place. I am but a scholar; is anyone with more refined artistic skills willing and able to make a new header image and colour scheme?
Quorums 7-0. — Quirck
Adminned at 06 Sep 2013 01:56:13 UTC
If the Proposal titled “Master Of Your Domain†failed, this Proposal does nothing.
Add a new dynastic rule called “Recharging” with the following text:
As a Weekly Communal Action, an Apprentice can increase the Energy of all Apprentices by five.
If this action has already been performed during a Week, an Apprentice did not receive this Energy increase (due being Idle or not being an Apprentice at the time the action was performed) when it was performed, they may once during that week increase their Energy by five.
Quorums 7-0. — Quirck
Adminned at 06 Sep 2013 01:53:15 UTC
If the Proposal titled “Master Of Your Domain” failed, this Proposal does nothing.
Create a new rule, “Spells”:
Each Apprentice has a number of Spells, tracked in their section of the “Spellbook” wiki page.
A Spell consists of one or more Powers and has an associated Cost. A Spell may not contain more than one instance of the same Power, unless stated otherwise in that Power’s description.
The available Powers are listed as subrules to “Powers”. Each Power has an Effect and a Cost. A Power may also have one or more Parameters that must be specified, indicated by square brackets. The options for each Parameter are listed in the corresponding subrule to “Parameters”, which also indicates the Multiplier attached to each option.
The Cost of a Spell is determined by multiplying the Cost of each included Power by the Multipliers of each chosen Parameter option for that Power, and adding the results.
An Apprentice may Craft a Spell by assembling one or more Powers, choosing the necessary Parameters and spending the Cost of the resulting Spell in Energy. The completed Spell has the Effects of the included Powers, with each Parameter substituted by the chosen option. When an Apprentice Crafts a Spell, they must add it to their section of the “Spellbook” wiki page with a name of their choosing, describing the Spell’s Effects and Cost.
An Apprentice may Cast a Spell by spending its Cost in Energy and carrying out its Effects.
Create empty rules entitled “Powers” and “Parameters”.
Create a subrule to “Powers” entitled “Learn”:
Effect: Add one Level to [Apprentice]‘s Mastery in [Domain].
Cost: 5
Create a subrule to “Parameters” entitled “Apprentice”:
* the casting Apprentice - X1
* (name of an Apprentice, chosen when the spell is Crafted) - X2
* any Apprentice - X3
Create a subrule to “Parameters” entitled “Domain”:
* Fire - X1
* Water - X1
* Nature - X1
* Time - X2
* Arcane - X3
* any Domain - X4
Create the “Spellbook” wiki page and blank it.
Modularity!
Quorums 9-0. — Quirck
Adminned at 06 Sep 2013 01:48:09 UTC
Create a new rule, “Energy”:
Each Apprentice has an amount of Energy, tracked in the GNDT. New Apprentices start with 5 Energy.
Create a new rule, “Domains”:
Each Apprentice has an amount of Mastery in each Domain. An Apprentice’s Mastery is tracked in the GDNT under “Mastery”: for each Apprentice, each Domain with nonzero Mastery is represented in the GNDT by the first letter of that Domain, preceded by the amount (Level) of Mastery they have in that Domain (e.g. an Apprentice with 3 Mastery in Fire and 2 Mastery in Arcane would have 3F2A in their Mastery cell). Apprentices start with no Mastery in any Domain.
The Domains are:
* Fire - Element of chaos and destruction.
* Water - Element of protection and change.
* Nature - Element of growth and physical force.
* Time - The skill to hasten, pause or even reverse the passage of time.
* Arcane - Difficult to master, Arcane magic enables one to tinker with the strands of magic itself.
Set each Apprentice’s Energy to 5. Set the Wizard’s Energy to 25 and their Mastery to 5F5W5N5A.
Just a quick framework to get us going. Spells are up next.
I would like to be unidled.
Welcome all, to my humble abode. It appears that the Archmage, in all his wisdom, has placed you all under my direct tutelage, despite my repeated wishes to be left alone in my research. Incidentally, lesson number one: don’t publish a paper that disproves Archmage Prok’s theory on Thaumaturgy in the Chaos Plane.
You might think it impossible for one mage (talented though I am) to properly mentor so many Initiates. You would be right. Therefore, I have decided to take a hands-off approach towards your education. You’ll each find an empowered birchwood staff and an empty spellbook waiting for you in the study. I also hereby grant you full access to my library. Go nuts, and don’t interrupt me at my work unless you’re dead or have transcended this sphere of reality.
All Dynastic Rules are repealed. Player becomes Apprentice. Emperor becomes Wizard.
I wish to unidle / be unidled / whatever.
Passes with a quorum of FOR votes (7-0) after 24 hours have passed. Hiatus continues until an Ascension Address will be posted later today, or otherwise tomorrow. -Purplebeard
Adminned at 04 Sep 2013 02:05:58 UTC
I hereby declare victory per the rule Absorption: my hints contain all the letters of all other Players’ Hints, other than S, the first letter of my Style. To the best of my knowledge, I am not Impossible.
My Style is, of course, “See also”, which appears as a numbered item on the wiki page. My nonce is the Gatekeeper, EddeGoey.
Tavros, Arlnoff and kikar have not made a post or comment in the last 7 days and go idle. Quorum drops to 5.