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Author Topic: Re: Wizard School RTD: Turn 4  (Read 12639 times)

vishdafish

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Re: Wizard School RTD: Turn 3
« Reply #75 on: August 28, 2020, 08:04:56 pm »

Bring Class B out onto the school fields and teach them plant magic. Buy a bunch of random seeds so they can have a little practice (and fun) doing so.

Research into a way of improving my own skill in plant magic--what is the norm, and is it possible on a reasonable timescale?
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Naturegirl1999

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Re: Wizard School RTD: Turn 3
« Reply #76 on: August 28, 2020, 08:14:27 pm »

Magic Action: Teach Class A Wild Magic
Non Magic Action: Head to Ockell and assist with anything that needs assisting with
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NJW2000

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Re: Wizard School RTD: Turn 3
« Reply #77 on: September 07, 2020, 06:49:52 pm »

Turn 4: In which our attention returns to Ockell


Wet, bedraggled and just the least bit traumatised, Class A returns to sunny Ockell by cart, Oak and Dalia leading the way. The students may have been lost, hunted or transformed into wood pigeons, but their experiences with magical beings have at least convinced them that they are capable of acts of magic. Such as turning back into a human after spending days trapped in the form of a wood pigeon.

Such is education.



Teaching


Magic Action: Teach Class A Wild Magic
You apologise to Class A for their admittedly terrible experiences with Fey magic, and start to teach them the basics of wild magic - focusing on what you want to achieve, drawing on your reserves of occult power, and releasing conscious control to let the magic take its course.

[3]

Class A... doesn't trust you. They pay attention to the lessons, and from time to time work up the courage to cast small spells, but their understanding of wild magic is still mostly theoretical.

You suspect there is still some resentment over the Mosswoods trip.

Continue to teach life magic to the students of class B, focusing upon charms.  Pay close attention to Rachel's progress, and give her additional instruction if she continues to show interest and talent.
You keep going with the life-based magics, teaching class B healing and fleshworking charms.

[1]

With Class B's usual relentless enthusiasm, they decide to supplement the curriculum with field work in Ockell. Field work requiring a level of expertise far beyond theirs.

Uninjured urchins, even the magical sort, are kicked out of the hospital on principle. So the students take their services directly to the townsfolk, offering to make amends for their earlier blunders involving wild magic. Using only a basic set of healing and fleshworking charms, they attempt to straighten crooked limbs, strengthen the flesh of the old and decrepit, and improve the looks of the worse-favoured young men and women of Ockell through radical cosmetic surgery.

There aren't any casualties. There are a lot of people going around with hideous, fleshy growths and deformities, cursing your young charges. Old men with uselessly huge biceps that their spindly legs can barely support, a crippled washerwoman who now has three legs and a lot of stockings to knit, a young Cyrano who now has two extremely small noses... the list goes on. This doesn't make class B very popular. Admittedly, a large part of the populace blames the idiots that let a student practice magic on them. Nonetheless, the mayor of Ockell himself does come and visit you, asking if you can make sure your charges keep their magic on the school premises.

Bring Class B out onto the school fields and teach them plant magic. Buy a bunch of random seeds so they can have a little practice (and fun) doing so.
You spend a few gold on seed for mixed grain, vegetables and flowers, nothing special, and start to work on the basics of plant magic with Class B, keeping the lessons practical and reasonably fun.

[6]

It goes... quite well, really. Perhaps instructing absolute beginners to start using plant magic to grow plants from seed wasn't the best plan, especially given Class B's penchant for wild magic and inexhaustible enthusiasm for any hands-on spellcasting. The school fields are now a whole lot greener, which is nice. There are grasses and small trees, dwarfed by the mighty living wood buildings you and Dalia grew, as well as vegetables and berry bushes scattered across what used to be unused dirt.

The new plants are nice and all, but a bit weird. It's hard to say much more than that without going into particular cases. They're odd shapes, or doing unusual things, or have a weird vibe to them. A sunflower plant seems to be trying to bear fruit, and some of the grass feel a bit watchful. Nothing too threatening, just a tad off. Hm.

Class A doesn't like the change much. They rarely frequent the school grounds now, staying in classrooms or the town most of the day. In fact, they seem to be sleeping in one of the lecture halls. Grown wood accomodation might not appeal to them so much after the Mosswoods experience.

Continue teaching the children of class A while agreeing with them that nature sucks unless you're racing through it.
Try to get them to create devices capable of stopping things. My aim is to get at least half of them to build Stop-Shields capable of stopping projectiles before they hit. I don't care if they're not as small as they can be, we can improve efficiency later.[/b] Hopefully, if they master static local kinetic nullification, then next month I can move to projection and get them to build Stop-Wands for capturing magical creatures and non-lethal defense.
The students are glad to be back in your classroom, and apply themselves with renewed vigour. Good kids, seem to be a lot more comfortable learning mechanics fifty feet in the air than sitting around in the woods. You start them on tinkering magic.

[5]

At long last, some of your students manage magic. Well, all of your students, actually. Surviving the Mosswoods seems to have given these youngsters a good dash of the old team spirit, and they go through the lessons with one another after class. They've also taken to eating and sleeping in a floating lecture room, so you make sure to put some important formulas and diagrams on the blackboards during the day. All in all, they're pretty comitted to tinkering and kinetics.

All of them manage to create their own Stop-Shields, small utilitarian devices powered by clockwork, capable of stopping physical projectiles up to a metre away from the wielder. Pretty good ones too - the students have built machines capable of stopping or deflecting not only thrown rocks and heavy falling objects, but also catching or slowing crossbow bolts before they hit them. The devices also work pretty well on objects as heavy as humans - the students have fun running at one another with their shields powered, only to be forced to a halt a few feet away from their friends.


Non-magic action: Teach Class A dream magic, and give them the general cautions for students of magic: Don't try to do more than you can handle, always have a plan for if your spell backfires somehow, use responsibly, etc.
Also, make a note of it if one of the students in Class A has a particular aptitude for dream magic.
Class A are willing to learn about dream magic, and carefully note down your warnings. So you start teaching them the fundamentals of dream magic.

[1]

It goes... very, very badly, for them. A lot of their dreams seem to be about the Mosswoods at the moment, and even small bits of dream magic bring back memories of terrifying experiences. It doesn't help that one's experiences in fairy woods tend to be dreamlike, events happening with twisted logic, atavistic fears rising again, and strange creatures that most see only in dreams and nightmares lurking in the shadows. So the students really don't feel comfortable practising dream magic, to the point where they gradually stop doing it.

Irene, a quietly confident girl from the mountains, doesn't seem too badly traumatised by the Mosswoods debacle, and is capable of performing the basic spells you demonstrate to the students. Hard to say whether she has any particular aptitude, really, as the rest of her peers refuse to perform dream magic after a week or so. They just grimly take notes and pretend that they're unable to perform any of the charms you show them.



Magim and Kansei go on an adventure

Construct a device capable of locating a classroom and teleporting people to one of the classrooms and back by following its link to the Kinetic Negator, hopefully with Magim helping me with the parts of dreamwalking-teleportation I'm not that familiar with. Then activate the teleporter and go through. If it works then maybe it will lead to something useful for teaching or at least profitable.
Magic action: Help Dr. Ifto make his device, using my experience in dream magic to work on the teleportation part. Once it's complete, follow him.
Teleportation isn't at all easy, unless you're one of the specialists employed by the administration... strictly speaking, it isn't properly kinetics. An easier option is changing the background topology of the universe a little, and making a door that leads somewhere it shouldn't. This is something a bit of dream magic can help with, in fact. Kansei and Magim get to work.

[4],[1]

Magim spends several days scribbling equations involving vector spaces with arcane background fields and trying to remember how the Baire Category Theorem works when the distance between any two points is equal to the square of the smell of your grandmother's special apple crumble. Marrying dream magic with mechanical kinetics is never easy - the laws of physics don't dream, and don't have much patience with bubbles of low entropy asking them to. Luckily, before Magim can put any of his worryingly involved arcane mathematics into practice, Kansei has dug up an old manual which happened to have pretty much exactly the thing you need in it. The add-on for the Kinetic Negator takes almost an entire month to build, but once he's finished, there's a door inside the Negator that should lead straight to the classroom. In fact, it wouldn't be too hard to do this for all the classrooms... put in an extra door that leads straight to the Negator.

Dr Ifto bravely volunteers to walk through the door, as his colleague waits in the Negator's cramped interior. Half a second later, the wooden frame quivers and ripples, and he's flung straight back out, his flailing cane nearly catching Magim in the mouth.

Magim himself fares better. As soon as he steps through the portal, he realises that he's in the Dream, an unstable semi-place that supervenes on the real world, a dimension formed out of dream-stuff, the byproducts of unfinished dreams. Doors from the physical world into the dream tend not to work too well, as anyone awake is ejected from the Dream almost immediately, in Ifto's case at high speed. Magim however is a dream-mage, and can drop off at a moment's notice. By falling asleep at once, he manages to stay in the classroom.

The classroom itself is empty and normal, although the light is strange, omnipresent rather than coming from any particular source, and what shadows there are are all wrong. But leaning out the door, he looks out over an impossible landscape, the buildings of Ockell warped into bizarre configurations, some stretched vertically and looming over the school at crazy angles, some short and squat like autumn mushrooms, some multiplied endlessly by the countless aspects they present to the folk of Ockell, each one taken from their subjective experience and made almost-real by dreams. The sea, barely visible behind the towering houses, is storm-wracked and grey, a single wave the size of a mountain falling slowly over the harbour below it. Pretty normal for the Dream, really. Apart from the sea, West Isle folk don't seem to have any particularly visible major anxieties or fixations.

Luckily, the room is reasonably high up in the Dream, at the moment, rather than in the Nightmare, the realm of the heaviest and most disturbed dreams that sink to the lightless depths of the world. Nonetheless, the ground below is obscured by huge, dark trees, probably born from the unsettled dreams of the children that returned from the Mosswoods, certainly containing doors and boltholes to the hellish world below.

So that's where that was.



Diverse matters in Ockell


For a magical action, regularly go out into the town and help with medical troubles once again.  Try to find out about longstanding ailments that have been incurable prior, and fix them if they're not too troublesome or risky (no attempting to make zombie legs for an amputee, not just yet).  While doing this, talk about the progress the students are making with healing magic, and broach the subject of bringing in livestock animals for them to practice the trade on, before attempting to heal humans.  The primary goal here is to maintain Vids' positive reputation, while gauging whether the townspeople would be suspicious of the wizard school bringing in animals to experiment on--I'll actually obtain the animals later.
The good people of Ockell are absolutely fine with you or the students buying and using animals to practice any kind of magic. More than fine really, almost overyjoyed at the prospect. Very much in support of the idea.

You spend a week or so removing old war wounds, smoothing out club feet and resetting improperly healed bones. Then people with unexpected deformities start to trickle into the hospital - not the cancers or swellings that you'd normally see in a backwards planet like this, but issues that could only have been created with magic. The victims of your student's handiwork.

Undoing charms is never too difficult, but a few of the townsfolk have been subjected to fairly bizarre or complex fleshworking spells - Class B's reckless confidence with all branches of magic coming to the fore again. This stuff would be easy for a medical mage to deal with, but takes some serious concentration from a golemist.

[4]

Thankfully, you manage to fully undo your student's errors, and restore all the townsfolk to their old bodies by the end of the month. Admittedly, this could have been much worse, especially if the students were at a more advanced stage. Still, it's a pretty tough month.


NONMAGICAL ACTION: visit Okell and socialize. Hang out with eh commoners, performing necessary home and hearth rituals, and sharing meals. Take advantage of my popularity and build on it by being jovial and interested in their stories.

MAGICAL ACTION: Perform a series of divinations using entrails. Goal is to determine favorable and unfavorable situations for making contracts with the entities of the island. If I need to specify one entity to examine, let's go with the sea god.

[5]

You succeed in making yourself popular with the common folk of Ockell, eating in taverns, buying sweet rolls and coffee at stalls on the harbour, drinking in the alehouses. You spend a great deal of time simply wandering around the city, on the look out for anyone to talk to, and frequently get invited back to someone's home for a night of feasting, drinking and storytelling. Not only do people like you, but they're no longer afraid of you - folk that wouldn't have had the courage to talk to a wizard a few months ago invite you to dances and parties. You perform a few rituals, blessing hearths and choosing auspiscious names for boats, but nothing too dramatic, as you need to save some energy for the divinations. Buying several goats to cut open digs into your funds a little, but not too badly.

The divinations are novice work, really - sensing the attitudes of various occult entities isn't difficult, especially as you have a pretty good idea of how such creatures might behave.

The spirit of the Wyish sea, the only properly sailed expanse of open water on this planet, Fyn, should be easy enough to contract with at any time - humans are constantly interacting with their domain all year round, whether they're sailing, bathing or fishing. There might not be too much ready power here - a great deal of the little natural magic the people of this world can muster goes into making offerings and prayers to Fyn, and imploring their help, so a lot of the spirit's energy is probably tied up with them, and granting their sea-based wishes. Definitely wouldn't be a bad candidate for your students to contract with though - having some measure of control over the Wyvish sea could go a really long way on this world, so long as Kansei doesn't start selling flying machines.

The Mosswoods fairies would be willing to contract with wizards, but probably won't deal with children. They'd drive a hard bargain, as fay are wont to do, although it looks like Oak Greensleeves managed to get a pretty good deal by amusing the court with his Ent disguise. A sense of humour and an unlimited lifespan can make a being place a pretty high value on entertainment.

You manage to locate some particularly holy places on the Gef, the Usk and the Blacktorrent, perfect for communicating with the river spirits. The Bull and Geffid would be easier to contract with, according to the entrails, but the Tall Woman has the most untapped power and occult sophistication. The Blacktorrent is the oldest river on the island, and forces millions of gallons of snowmelt through narrow mountain gorges each spring. A wild and terrible river.

The mighty beings of the deep and open sea could also be contracted with, although this would be a dangerous undertaking. Such things often have few concepts other than "dark" and "light", "great" and "small", "hunter" and "prey". Nonetheless, the arrival of wizards has piqued their interest, and they are waiting or manifesting in some way near a cove on the west side of the island, like sharks on a starless night drawn to the glimmer of a fishing boat's lantern.

Whatever lurks in the mountains... you get the sense that it or they are pretty old, but younger than the deep beings, Fyn, and even the river spirits and the Mosswoods. Irritatingly, the intestines don't really give straight answers to the questions you pose them about these things, and there's a twist to the liver that you're really not getting. You're not ever sure that they could be contracted with at all.


Finally, towards the end of the month, you notice that Class A no longer sits in the grown oak dining room in the plant-based part of the school for the daily shared meal.

Research into a way of improving my own skill in plant magic--what is the norm, and is it possible on a reasonable timescale?
You could potentially learn a new Art, another way to practice plant magic, either by inventing it yourself (an undertaking more suitable for Archmages) or by studying under someone. While there's not much in the way of higher education on this planet, the Mosswood fairies had their own unique forms of magic, many of them based around plants. Perhaps you could become adept in such enchantments? It might take months, or even years if you're unlucky, but it could be done.

Improving your skill in transformation based plant magic would involve attaining the level of skill known as Mastery. This is not an easy thing to do, and takes people many years of study. Admittedly, you did spend many years studying the occult in the hopes of mastering plant magic, only for your examiners to fail you in one of your final examinations. Somewhere in the endless series of written exams, assignments, projects and sparring sessions, you slipped up and made a mistake they deemed critical. Whether the examination system is trustworthy or not, you have to admit that your magic does have a tendency to go wrong that your peers, and even lesser mages don't necessarily run into.

You spend a while mulling this over. Perhaps there's something holding you back, stopping you from actually attaining mastery over your particular discipline.

Why did you fail to get your Master's again?

Non Magic Action: Head to Ockell and assist with anything that needs assisting with
Nothing in particular need assisting with on the campus, but wandering around Ockell gives you a good idea of what the townsfolk would like help with. For one thing, they need a new feast hall, the current one being a bit too small to comfortably hold the whole town during festivals. For another, they'd like a way to indicate to ships where the harbour is at night - something visible from a long way off, but less hassle than a beacon or lighthouse. And a group of concerned parents wants a way to stop children that fall in the river Gef being swept out to sea, though you're not sure how often this actually happens.

So those are some things you could assist with, if you want to. None of your peers ask for help though, so you spend a fair bit of the month tending to the campus plants and doing whatever it is you enjoy doing in your spare time.



Spoiler: School Status (click to show/hide)
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Ozarck

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Re: Wizard School RTD: Taking players!
« Reply #78 on: September 07, 2020, 07:24:15 pm »

Turning his attention to the students, Hori studies their peculiarities for a time instead of properly grading assignments. He smiles and jiggles, laughing and slapping his fellow teachers on the back as he talks.

"We've got quite the divergence of interest in our two classes. One is quickly becoming an insular band of reclusive ascetics, eyeing hte world with hostility and fear, and the other group, with boundless enthusiasm, seeks to destroy order and goodwill wherever they go! These lot will certainly bring trouble to the universe. It's so exciting! I wonder, should we attempt to bend Class A's cultish mindset into a particular direction, or just let it naturally develop into it's own, uniquely terrible ideology? And Class B! Why, we hardly need to encourage them at all and they are to terrorizing the populace. I think all that is lacking in Class B is a mercenary mindest, a sense of fiscal enterprise."

Magical action: Visit a spot on the Blacktorrent that is particularly energetic: a falls, a rapids, a narrows, and charm the Tall Woman Make an initial contract to meet for mutual entertainment and to trade stories.

Non-Magical action. Visit Class A's stomping grounds and ensure that they continue to share communal meals, at least amongst themselves. join in or oversee this as much as possible. meanwhile, subtly introduce some sort of emblem for Class A:: a badge of pride or honor that marks the students as part of the in group, having shared an experience that marks them out as separate from others. Do this by casually drawing doodles while listening to their tales of woe, and making offhand comments about how they've become "the survivors" or something like that. Goal is a sense of Class identity and self determinism. Secondary goal is to enhance their eccentricity and sense of differentness.


Spoiler: Hori Heera (click to show/hide)
Spoiler: active mages (click to show/hide)

Naturegirl1999

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Re: Wizard School RTD: Turn 3
« Reply #79 on: September 07, 2020, 08:07:22 pm »

Magic Action: Use Wild Magic to make bedrooms and a communal dining hall out of something not plant based, maybe metal
Non magic Action: Help with expanding the size of the feast hall in Ockell, whether it be gathering materials for construction and/or participating in the construction itself
« Last Edit: September 09, 2020, 03:12:21 pm by Naturegirl1999 »
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syvarris

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Re: Re: Wizard School RTD: Turn 4
« Reply #80 on: September 09, 2020, 02:08:53 pm »

Magic action: Start teaching basic healing charms to class A, emphasizing the safety of charm magic and the utility of being able to cure ailments.  Oh, and consider bringing Rachel from class B as an assistant, as she has a talent for life magic as well as substantial experience actually casting the spells.  Assisting with class might help her refine her skill a little more, and might encourage a little more interaction between the two classes!

As for the non-magic action, go out and see if Vids can get invited to some of those dances and parties Hori mentioned.  He's been doing a lot of work, and taking a month semi-off is certainly deserved!  Plus, he can show off his exceptional dancing talent, Vids probably knows many exotic dances that the isolated people of this world simply cannot imagine!

vishdafish

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Re: Wizard School RTD: Turn 4
« Reply #81 on: September 12, 2020, 05:07:17 pm »

"Class A's ahem... troubles with nature have  deepened the bond between them. I do believe their bad experiences with plant magic have fuelled their passion in other fields! As to whether this bond can be harnessed or not--I'll leave it to you folk. Being lynched by Class A is not on my bucket list."

Magic Action: Transform into my venerable-looking treant form and pay the Mosswoods a visit. Once there, humbly request to be taught one of the Arts the fairies practice over the next few months. In return, mention my connections to the human world and offer my services for any tasks they require. Ask Irene from Class A if she wants to come.

Hmm I suspect my failure was something to do with turning Mister Hubert into a tree. I did manage to fix him up... though he did complain of small twigs growing from his scalp even after.

Non-Magic Action: Send a telegram to the Arcane Association inquiring as to whether any of the examiners have explanations or theories as to why my magic goes colourfully wrong at times.
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NJW2000

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Re: Wizard School RTD: Turn 4
« Reply #82 on: September 14, 2020, 12:17:49 pm »

Parisbre? The_Two_Eternities? I know updates have been pretty spaced out recently, but I think I can keep this going.
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Parisbre56

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Re: Wizard School RTD: Turn 4
« Reply #83 on: September 14, 2020, 04:00:42 pm »

((Sorry for the delay))

"Hey, Hori, Oak, you two think any of these things you've been talking to would be into racing? The people of this world are so... frustratingly slow! I need someone to race! If there's nobody I'm going to have to start modding those silly outdated boats they have..."

Magic Action: Try once more to build myself a flying racing machine! Make sure to paint flames on it so that it goes faster!

"You guys know what could liven things up around here? A festival! We could get the students to do personal projects, eat, drink, dance, show off, have fun! Maybe even compete with each other! Perhaps some sort of team sport enhanced with magic! It could be like a tradition or something. Magical schools have traditions and secret rooms and dark rumors and stuff, right?"

Non-magic action: Keep teaching the children of class A more advanced kinetic Tinkering concepts. Try to get them to build Stop-Wands, wands that can stop things for a short amount of time. Be sure to warn them about the dangers of magical interference when targeting a spell. To motivate them, subtly (or not so subtly) insinuate that they could use this sort of magic to one up class B and the magical creatures that terrified them as well as protect and help each other and the people of this city, their parents and siblings. Maybe they could use this combined with the teachings of the other teachers to capture some of the lesser magical creatures of the woods. Or maybe they could use their new tools to protect the people of this city from dangerous things or even reckless magic users like class B. The combination of defense and less-than-lethal offense gives them great capacity to do good, provided they use it correctly. The world is out there for them to do impressive things! Or maybe they can just use them to safely entertain themselves and each other. Having fun with others is also a great part of life! Just be careful not to do anything stupid and jump off a building or something, expecting your shield to stop you. Not until you graduate and you're no longer my responsibility, at least
« Last Edit: September 15, 2020, 05:56:00 am by Parisbre56 »
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Ozarck

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Re: Wizard School RTD: Turn 4
« Reply #84 on: September 14, 2020, 05:42:32 pm »

"I bet many of these beings would be delighted to race, or to provide a course on which to race. the Tall Woman, I think, would love to test your mettle in a kayak, for instance. Let's go find out! I bet Ol' Vids would be delighted to use what's left of you for demonstrations for his teachings! If I don't get hold of your broken flesh first, tee hee! And a festival sounds thrilling and lovely. Count me in! Bring the Wine! Bring the Beer! Bring the dancing girls! Let the feast begin!"

The_Two_Eternities

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Re: Re: Wizard School RTD: Turn 4
« Reply #85 on: September 15, 2020, 01:06:55 pm »

(Sorry for the delay. I don't know why I put ten minutes of planning off for eight days.)

Magic action: Practice combat magic. Specifically, see if I can use dream magic to emulate other Affinities.

Non-magic action: Teach Class B dream magic, and give them the general cautions for students of magic: Don't try to do more than you can handle, always have a plan for if your spell backfires somehow, use responsibly, etc.
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Roll to Multitask, seeking new players.
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This really happened. 2020 was wild.

Atomic Chicken

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Re: Wizard School RTD: Turn 4
« Reply #86 on: September 15, 2020, 01:38:05 pm »

PTW
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As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber. 

NJW2000

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Re: Wizard School RTD: Turn 4
« Reply #87 on: September 24, 2020, 07:02:08 pm »

Turn 5: In which the students are remarkably quiet


"Teaching"

Non-magic action: Teach Class B dream magic, and give them the general cautions for students of magic: Don't try to do more than you can handle, always have a plan for if your spell backfires somehow, use responsibly, etc.
Teaching Class B dream magic, eh? Remembering your colleagues' warnings, you start slow.

[4]

Introducing Class B to dream magic goes without a hitch, and they soon have a good understanding of the basics. Everyone else on the campus breathes easily during your lessons, as the little scamps spend most of the time asleep or working with small dream-charms.

They haven't really done anything with dream magic yet, so they're probably at the point where a bit of application wouldn't hurt.


Non-magic action: Keep teaching the children of class A more advanced kinetic Tinkering concepts. Try to get them to build Stop-Wands, wands that can stop things for a short amount of time. Be sure to warn them about the dangers of magical interference when targeting a spell. To motivate them, subtly (or not so subtly) insinuate that they could use this sort of magic to one up class B and the magical creatures that terrified them as well as protect and help each other and the people of this city, their parents and siblings. Maybe they could use this combined with the teachings of the other teachers to capture some of the lesser magical creatures of the woods. Or maybe they could use their new tools to protect the people of this city from dangerous things or even reckless magic users like class B. The combination of defense and less-than-lethal offense gives them great capacity to do good, provided they use it correctly. The world is out there for them to do impressive things! Or maybe they can just use them to safely entertain themselves and each other. Having fun with others is also a great part of life! Just be careful not to do anything stupid and jump off a building or something, expecting your shield to stop you. Not until you graduate and you're no longer my responsibility, at least
The students of Class A don't seem particularly worried about Class B, the two sets of young people getting on well despite some fundamental ideological differences over plant life. The thought of learning techniques that could defend them from Mosswood creatures certainly motivates them. They are rather insistent on not returning to the Mosswoods, even equipped with arcane tools.

You get teaching.

[6]

Class A really apply themselves to kinetic tinkering. They've started to solve physics equations on the school blackboards for fun in their spare time, and have developed their understanding to the point of asking to borrow specialised textbooks from your study.

Building the stop-wands takes only a fortnight, and the students practice with them by fearlessly stepping out of classrooms into open air, only to be suspended by their friends before gravity can break their necks on the hard earth below.

Class A seems a lot happier now. They haven't stopped sleeping in a lecture room, still distrust any kind of plant life, and actively avoid about half the mages. It seems to be working out for them.

Magic action: Start teaching basic healing charms to class A, emphasizing the safety of charm magic and the utility of being able to cure ailments.  Oh, and consider bringing Rachel from class B as an assistant, as she has a talent for life magic as well as substantial experience actually casting the spells.  Assisting with class might help her refine her skill a little more, and might encourage a little more interaction between the two classes!
Class A doesn't seem hugely enthusiastic about any kind of magic that isn't mechanics, but they pay attention and take scrupulous notes.

[5]

They take to it quite well, and by the end of the month they're capable of casting a wide variety of healing charms, fixing cuts and bruises, even curing small colds. One of them asks you if they can start carefully practicing on the Ockell populace.

Rachel doesn't seem to enjoy being a teaching assistant particularly - she's used to being the most academic and literate in the room, and slightly resents the carefully drawn diagrams and technical questions about magical theory her peers come up with. She doesn't have a great deal to teach this lot, once she's shown them a few healing charms.



Non-Magical action. Visit Class A's stomping grounds and ensure that they continue to share communal meals, at least amongst themselves. join in or oversee this as much as possible. meanwhile, subtly introduce some sort of emblem for Class A:: a badge of pride or honor that marks the students as part of the in group, having shared an experience that marks them out as separate from others. Do this by casually drawing doodles while listening to their tales of woe, and making offhand comments about how they've become "the survivors" or something like that. Goal is a sense of Class identity and self determinism. Secondary goal is to enhance their eccentricity and sense of differentness.

[6]

You ingratiate yourself with Class A, and encourage a sense of difference, a sense that they're not like the other students. It's possible that you go a little too far here, talking about divergent destinies and the importance of working as a cohesive unit to overcome difficulties. You think you might have overegged the "survival" narrative too. After a while, the students clam up a little, and stop speaking to you as freely. You notice them sitting around deep in serious discussion after you're gone.












Close encounters of various kinds

Magic Action: Transform into my venerable-looking treant form and pay the Mosswoods a visit. Once there, humbly request to be taught one of the Arts the fairies practice over the next few months. In return, mention my connections to the human world and offer my services for any tasks they require. Ask Irene from Class A if she wants to come.

Hmm I suspect my failure was something to do with turning Mister Hubert into a tree. I did manage to fix him up... though he did complain of small twigs growing from his scalp even after.
You turn back into a treant, although you're starting to suspect that the Mosswoods fairies have sussed that you're actually a human mage. Irene does want to come, apparently she liked the Mosswoods. While there doesn't seem to be any hostility, she's not spending much time with Class A anymore, and is getting a little lonely. So she climbs up into your canopy and you stride off, untiring wooden legs covering leagues upon leagues, each day, until the northern forests come into view, mists swirling through the pines.

The fairy queen welcomes you back with a quizzical smile, and accepts your request, asking in return that you represent the Mosswoods to the humans of this world, and continue to bring students to the fairy court. She places you in the hands of one of her enchanters, a creature of matted fur and huge curling ram's horns, old and grim but willing enough to take on students.

[5]

You take to the fairy magics well, and soon have a strong start on the art of Woodwalking. This strange discipline involves walking through the special paths in woods and forests, following the hum of occult power, until you find yourself in places humans cannot normally enter. You can access the secret and hallowed glades of enchanted forests, walk into the homes of the fay, or go through the places linked to other woods, to emerge across the globe, or even in a different realm of the universe. Adept woodwalkers can traverse the ancient and primeval forests man walked before he harnessed fire, or enter planes of greenery that stretch away without end, further than the limits of the cosmos.

You don't have a firm enough grasp on the art to walk to woods you haven't inhabited, but you're pretty sure you'd have a decent shot at walking between the Mosswoods and the trees of the school grounds in a few hours, rather than the days it would normally take

Irene also learns the arts and rites of the Mosswood fay, studying under their healers and shapeshifters, learning their songs and stories. She makes steady progess, but the fairies seem a little disappointed, as if they expected more from her. As ever, she's quiet, self-assured and extremely observant. You might worry about other children spending weeks unsupervised in enchanted woods, but Irene seems to be fine.



Magical action: Visit a spot on the Blacktorrent that is particularly energetic: a falls, a rapids, a narrows, and charm the Tall Woman Make an initial contract to meet for mutual entertainment and to trade stories.
The journery north and west takes more than a week, taking you through narrow gorges and along endlessly winding mountain paths. Finally, you make it to a favourable spot on the Blacktorrent.

Summoning the Tall Woman is simple enough: you say her name and a word of summoning, and she walks from the mist at the base of the mighty waterfall beside you, emerging from between plumes of spray. In this form, she's slim and muscled, coming to almost twice your height. She wears a robe as dark as the water that rushes through lightless chasms to emerge from the spring far above, the hood thrown back to reveal skin like the dark stone of the northern mountains. She offers a simple greeting before sitting down with her back against a rock, clearly unaccustomed to ceremony. This puts her at about eye level with you.

Charming her goes less well. The Blacktorrent is an untamed river, and has never had its course constricted by human works, or by any other forces. Accordingly, she doesn't interact with other beings very much, and sees little point in social nuances or friendships. It's hard to make someone capable of carving a mountain in half like you, for the simple reason that it seldom occurs to them to like anybody. Besides, anything over a million years old takes a while to form an opinion of anyone.

You try to trade stories, something she attempts out of politeness, but doesn't appear to enjoy the excercise. After your carefully crafted tale falls flat, she describes a man who lived by her river a thousand years ago. Strong and tough, barely affected by the icy winds, he thrived in the mountains, caring little for the weaker men below. One day, he tried to swim in the Blacktorrent. His limbs froze, and he was swept away in an instant. His bones lie not far from you.

Her story sounds a lot more convincing.


After you've finished telling stories, she agrees to meet again if you wish to contract over things of value. She suggests that she might be willing to grant favours in exchange for an extension of her power into the human world, perhaps through a servant or devotee with more potential than the mild adherents of her cult in Hookwind and the northern mountains. You sense that such a contract would be no small matter, and that offering yourself as a devotee would make you very much her creature.







Arcane projects

Magic action: Practice combat magic. Specifically, see if I can use dream magic to emulate other Affinities.
Every morning, you walk a little way out of Ockell, to a bit of land nobody seems to be using, warm up with some stretches, and start practicing your combat magic.

 [2]

You're a capable combat mage. Your spellswords are long and bright, sharp enough to cut rock. Your arcane missiles are viscious and fast, huge swarms of magic darts that whirl and swoop towards their targets. But every time you try to cast fireballs from dreams of blazes, use fantasy-physics to hurl great boulders, or summon nightmarish hails of iron darts from the depths of your imagination, something goes wrong. Your volleys turn out to be made of fragmentary dream-stuff, dissolving the instant they hit the ground. Your fireballs forget that fire is hot, and come to rest harmlessly on beds of dry grass without lighting the plants and pine needles beneath them. You can pick up and throw the huge boulders, but they become soft and light, drifting back down to the ground only to bounce up again, some even floating away on the breeze.

If you want to fight with affinities other than dream, it looks like you're going to have to simply work with those affinities. Or maybe have a look for some seriously intense dreams. The daydreams of a pyromaniac for fire-based sorcery, perhaps.



Magic Action: Try once more to build myself a flying racing machine! Make sure to paint flames on it so that it goes faster!
You return to the broom project, a little more ambitious this time, covering several blackboards with diagrams and calculations before you begin.

[6]

You go for a fairly powerful variation on the standard broom. It's nothing like those second-rate cleaning implements from the early days of witchcraft, creaky sticks used as crude channels for kinetic magic. No, this has a design philosophy and all the trimmings. It's powered by an extremely efficient magical engine, capable of running on the planet's background magic, but rapidly increasing in power when ridden by a puissant mage. It can rise and hover indefinitely, thanks to a kinetic inverter modifying the direction and intensity of gravity. It can stop on a dime and turns in midflight like a minnow darting through clear water. It's sleek and aerodynamic. And most importantly, it has wicked silver flames etched into the polished wood sides, streaming from the grip and dancing along the saddle.

You carved the body of the thing out of one of the odd-looking trees that have recently sprung up around the school buildings. It's lovely wood, light and hard with a fine grain. A few other school plants provide the oils and resins for a smooth, shadowy varnish - no sense in buying stuff you can make at home. Come to think of it, quite a few of the mechanical parts also ended up being grown ironwood, helpfully created by the wild plant mage Dalia after local blacksmiths screwed up your orders or failed to make gears in the precise configurations you need.

Alright, so there's a little more wild magic and organic stuff in this than the Head Tinkerers back at the University would approve of. So what? It's a beautiful vehicle, as fast and responsive as anything you've ridden, except maybe the Hellsteed 3000. It might be a tad temperamental, a little hard to control when it's riding the wind, like a galloping stallion barely held in check, but that's all fine. Gives it a bit of character, even.


Oh, look at that. Some of the Class A children appear to have copied down your designs and sketches into their notebooks. How sweet. This stuff is pretty far beyond them, so it's not like they could get any use out of it. Could help them sharpen up their arcane physics, though.


Non-Magic Action: Send a telegram to the Arcane Association inquiring as to whether any of the examiners have explanations or theories as to why my magic goes colourfully wrong at times.
The response eventually comes, an AA-embossed envelope phasing into existence as you lean against a tree trunk, listening to the howls of the mosswolves as the fairy hunts commence. The typed document is extremely long, and goes into a great deal of rather harsh detail on your numerous slip-ups and the reason they entailed a "Fail" grade. A scrawled response at the bottom sums it up. You recognise the handwriting, it's from a plant-based song mage, an ancient professor that took a liking to you after an essay on the importance of transforming into ferns in order to understand how they feel about the world.

"People aren't plants, my dear Oak! You're charming enough, and clever in your own way, but other people aren't fooled as easily as you think, and you don't always know what's best for them. Take that nasty incident with the village elder - you could have cured that cold your way, if you'd only told the villagers what you planned on doing!"

It seems that many of your failings as a mage stem from the way you deal with people. Magic is seldom a solitary activity, after all.



As for the non-magic action, go out and see if Vids can get invited to some of those dances and parties Hori mentioned.  He's been doing a lot of work, and taking a month semi-off is certainly deserved!  Plus, he can show off his exceptional dancing talent, Vids probably knows many exotic dances that the isolated people of this world simply cannot imagine!
Dances here are rather disorganised affairs, mostly attended by young people looking to socialise and blow off some energy. They tend to be rather loosely structured and constantly in flux, apart from a few very old dances linked to feast days and festivals. Your popularity with the Ockell folk means you can get invited to anything simply by asking, although some people are a little surprised at your requests. Maybe they haven't had a chance to see your fun side.

You quickly learn the steps to the popular forms, as well as the social significance of each dance - can't afford to give people the wrong ideas by performing courtship dances, unless you want a repeat of the Fergunk-11 incident. You're quickly acknowledged as an accomplished dancer, and become a fixture at feasts and celebrations. You even try introducing a few dances from offworld, with mixed success. The young people immediately take to the daring new waltzes you teach them, and the craze soon spreads to the nearby villages. The other kind of dancers in Ockell, older groups of folk dancers, are generally less enamoured of the interprative forms and improvisation you show them, impressed as they are by your leaps and twists.


Magic Action: Use Wild Magic to make bedrooms and a communal dining hall out of something not plant based, maybe metal
Non magic Action: Help with expanding the size of the feast hall in Ockell, whether it be gathering materials for construction and/or participating in the construction itself

Making bedrooms and an entire dining hall is a tall order, even for an adept mage. You're not as good with metal as with plants, of course, so this is going to be difficult. Nonetheless, you let the wild magic swell up within you, and give it your best shot.

[2]

Apparently, working with metal isn't your thing. Huge streams of raw iron and coal pour forth from the ground, twisting into corkscrews and elongating into spikes as you try to stay focused on a mental image of tables and dormitories. After several hours of unsuccessfully trying to bend the metal into the right form, you're completely drained. You haven't created much more than a great heap of contorted steel that knows it should be part of a building and feels guilty about just being a load of scrap metal.

Class A surveys the wreckage. Oddly, they don't seem disappointed, but actually rather pleased. A few of them have already started to pick over some of the smaller pieces.

You turn your attention to the Ockell feast hall and enlargement of said.

[3]

You realise that with your teacher's salary of gold payments from the Administration, you could probably pay for some stone and timber from the lands west of Ockell. Your meagre savings wouldn't be enough for all the material and construction needed, though. Perhaps magic could help, somehow...



Spoiler: School Status (click to show/hide)

Spoiler: Notes (click to show/hide)
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Parisbre56

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Re: Wizard School RTD: Turn 4
« Reply #88 on: September 25, 2020, 08:30:34 pm »

Non-magical action: Start investigating with the goal of potentially establishing some sort of school festival/celebration of sorts, some event where the students (and perhaps some civilians) can relax, have fun and most importantly show off. Showing off is very important for every wizard. Not sure yet if it should be yearly or for their graduation.

Talk to the locals, see what kind of festivals/celebrations/holidays are prominent around these parts and how they are celebrated as well as investigating traditional foods and drinks. I'm going to use that information to come up with ideas about when that festival should occur and what it should entail. Maybe a cooking competition? Or maybe dancing? I'm definitely going to work a race in there somewhere, even if it has to be sack racing with a magical twist.

Magical action: I'm going to take a couple of weeks off teaching to go have some fun with my wonderful new broom! I'm sure the kids of class A can handle themselves while I'm gone. If the other teachers won't keep them occupied/teach them, then be sure to give them some homework or order some magical books for them or something to keep them occupied. Or, hell, just leave the broom equations up there and see what they can do with them. I'll help them finish their brooms next month.

I, meanwhile, am going to see what this baby can do. I'll head towards the mountain ranges so I can pick out a racetrack and then time myself while weaving between the mountain peaks. If I'm lucky I might even find some magical creature to race there, like a Gryphon or a Dragon.
« Last Edit: September 25, 2020, 08:32:55 pm by Parisbre56 »
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vishdafish

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Re: Wizard School RTD: Turn 4
« Reply #89 on: September 29, 2020, 06:37:42 am »

Oak reads the telegram, stroking his chin thoughtfully.

Magic Action: Continue learning woodwalking from the enchanter.

Non-Magic Action: Teach Class B basic transformation magic and expound on its uses for hiding and subterfuge.
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