Going to do a pass on everyone's ideas so far.
Supernerd>Nothing wrong with it, although the amount you get out of the game is probably going to depend on the way you play your character
>I can probably turn the backstory into a subplot at some point
>What sort of magic do you envision this character using? Tempestry and Artifice suggests to me that you'll be crafting things and manipulating them using tempestry. A telekinesis-based skillset, perhaps?
Wunderkatze>Need you to actually post something before I talk about it
TricMagic>So far the ideas you posted regarding Contracts and an engineering project by some architect look good.
>Wind and lightning seem like good "starter" magics, fairly easy to comprehend while leaving room for future development on the exact method.
>Looking forward to an official bio for this.
IcyTea31>Fills an underrepresented role (harmony mage) and great axiom. I'm looking forward to seeing this in action.
>Looks like a bard skillset, albeit not quite as dependent on allies. Your main skills are Harmony, Spirits, and Ignition, which makes me think you are going for a summon and buff-based playstyle. Am I right?
HighEndNoob>Automatons are a good application of spirit magic.
>There are probably two ways to design them: the first way is with motors and mechanical parts. Spirits can play the role of captain, but in this case since the means of locomotion is within the automaton itself, you could remote control them as well.
>If you use spirits to move them around, the spirits would probably use their telekinesis to do so. They'll be less controllable but you won't have to use a spell to get them to move.
specializing in minimizing risks taken for their side and maximizing risks needed for the opposition
:L
Qassius>A master wavecaster spec'd into ignition suggests to me that your character will make heavy use of staves/waveguns. Having high wavecraft means that you can probably copy people's spells quite easily for later use ('operating the wavegear in reverse' uses your wavecraft die just like operating it normally)
>Using a wavegear to cast an Ignition will probably need clarification. You roll your Ignition die to copy the ignition into the wavegear--afterward, you use your wavecraft die to cast it. The duration of the ignition is fixed when you copy it, although any modifiers the opponent may have (such as -1 to incoming magic rolls) will subtract from the original Ignition roll for determining the effect on target. So if you try to curse a target with (-5 to Ignition) it will reduce the duration. Noise and distance won't affect it though.
TheBiggerFish>I'll talk about the radio forest by PM