Magecraft Details

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Magecraft Details

Postby Marina Agamand on August 24th, 2013, 12:45 pm

I have a few questions regarding Magecrafting. Some of them have been asked on this forum, but not answered.

1. According to the lore, Magesmithing involves "specially charged tools" and "specially charged water". Are these things bought somewhere, or can they be manufactured by the Magesmith? I'm also somewhat curious what exactly they're charged with.

2. How constrictive are the limits when applying a self-designed enchantment? I want to make sure that I understand this right. For example, I want to make a throwing knife that jumps back to the user's hand after hitting something. I would need Behavioral 2 (flying) and Intellectual 1 (activate after striking something) for a total MC of 3. For this one, I would not need any reagents, only a normal throwing knife plus the "tools" and "water".

Am I on the right track here?

Thank you in advance for answers.
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Magecraft Details

Postby Alses on August 24th, 2013, 2:03 pm

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Ah, now here I think I can help :) . Magecraft is my specialty!

Now, for your first question:

'Specially charged tools' means implements that have been specifically enchanted with properties that make them useful to the magesmith. They're minor magecrafted artifacts themselves. Here's a breakdown of the tools for you:

1.) Hammers. The complex enchantments imbued into the hammers extract the djed from reagents and ingredients, store it in the head and then press it forcibly into the artifact: three separate, complex operations.

Most RP of magecraft uses precious-metal hammers, like so:

Gold hammer – The purity of the djed in the gold that forms the head of this hammer is the fundamental reason behind this hammer being the most powerful of the common tools. This purity, and hence stability, allows for large-scale transfer and alteration of djed in targets without compromising the structure of the tool itself. Permanent djed voids are built into the makeup of the hammerhead as it is crafted to allow for the storage of reagent/ingredient djed, and further enchantment allows the direction and release of the stored djed into the artifact.

Silver hammer – Often smaller than the gold hammer, the silver hammer is less able to transfer large amounts of djed in one go, but offers finer control to the magesmith, perfect for difficult and fiddly work, like creating an intelligence in an artifact.

Copper hammer – The enchantments impressed into the copper hammer are particularly efficient and optimised for breaking open the djed patterns of an item to allow alteration or the dispersion of djed. This latter property makes the copper hammer most useful for undoing mistakes and when negatively modifying an attribute, such as weight. It is, however, not very powerful and may need to be teamed with one of the other hammers to have the desired effect.

2.) Restraints. The hammers liberate and help direct djed from the reagents and ingredients, but restraints are specialised tools that localise that djed very precisely to the artifact in their grasp, ensuring that nothing is wasted or lost.

There are tongs, vices and clamps, depending on the size of the artifact you're working with, and you can use some of each size to really precisely localise what you're doing to a specific location in your artifact.

Tongs are the smallest class of restraint, and are used extensively on small artifacts, such as rings, necklaces, bracelets, daggers and other, similarly-sized items.

Vices are used to securely clamp and direct djed into medium-sized objects; swords, gauntlets, shields and so forth.

Clamps are far and away the largest restraints, capable of handling massive djed fluxes and large objects such as entire suits of armour and pieces of furniture or statues. They are also expressly designed with synergy in mind; several clamps can work together to allow for the magecrafting of truly vast artifacts.

3.) Sights. All the skill in the world with magecraft is almost useless without the ability to visualise the djed in your ingredients and your artifact. Sights are collaborations between magesmiths and aurists, and allow people without auristics to monitor their artifacts throughout the creation process.

They mostly look like magnifying lenses, although they don't magnify. A few teaching laboratories might have very large versions of these on stands, so that apprentices can watch what's happening, although that would be very rare indeed.

These tools (hammers, selection of restraints, handheld lens) come as part of the package when you buy a magecraft-adapted laboratory, just like an alchemist's lab comes equipped with D-wire circles, for instance.

'Specially charged water' means water that has been appropriately philtered or put in specially-glyphed containers to enhance some of its properties. My personal conjecture with this part of the discipline is that water damps down runaway wild djed; the specially-charged water has a much stronger version of this, which means it forces the artifact's djed to remain inside the object, rather than leaking out all over the place. After a day (or more, if you've got a really powerful artifact) then the djed in your artifact is 'sealed' inside the item from the constant pressure of the charged water and doesn't try and escape, which would ruin all your hard work.

As for your second question, I think that should be doable, since it's a throwing knife and therefore has a 'reason' to sail through the air. You'd need common ingredients in addition to the tools and charged water, though - while you don't need full-on reagents, the high cost of producing even an MC1 item is reflecting the large number of commonly-available ingredients you need for the process. These common ingredients provide the djed you're pushing into the artifact to give it the new powers; it can't come from nowhere, after all.

So for that throwing knife, you'd need a magecrafter's lab with the tools listed above, the charged water and a selection of ingredients.

To shamelessly blow my own trumpet for just a second, here's a thread that shows the process of crafting a minor artifact.

Hope that helps; if anything's unclear don't hesitate to ask some more!

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Magecraft Details

Postby Marina Agamand on August 24th, 2013, 3:14 pm

Wow, that's a hugely helpful reply, Alses! Thank you so much! I'll give your thread a thorough reading; I already skimmed it and I can already tell it's going to answer a lot of my questions.

However, I might have a problem. Evidently, I won't be able to craft anything until I buy myself a specialised lab for 1,875 GM, materials excluded. Since I put 30 of my starting points into Magecraft, getting that kind of money without being able to use my main skill is going to be very difficult. Is there some sort of solution to this, as in working in a NPC's (or PC's) laboratory as an assistant, or something in that spirit? How did you do it?
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Magecraft Details

Postby Alses on August 24th, 2013, 4:07 pm

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Working in a magecrafter's laboratory as an assistant is a possibility, to be sure, but magecraft is a rare art and it's hard to find practitioners :P .

Speak to your ST and discuss it; if there's an NPC magecrafter in the city they might allow you to apprentice yourself, but they may also say that since you've got your competency already you need to find another way (that's what I got told). They might even come up with a magecrafter NPC for you; it never hurts to ask.

I took quite a rambling route, but what I did was to put a few points in Auristics, since that's a very useful complementary magic to magecraft, and get myself an apprenticeship at the Dusk Tower (Lhavit's school of auristics, and the home of one of its most prominent and wealthy families) . I made a pittance for a few seasons as a courier, but I also got a commission to make a dagger for the NPC head of the Dusk Tower, who allowed me to borrow a laboratory to work in. Of course, I didn't get paid anything like market rate for that, since my employer was providing the laboratory, all the ingredients and the artifact item itself, but still, it helped.

My auristics skill got high enough that I got offered a teaching job at the Tower, which pays quite well, and a new location was developed in Lhavit that, amongst other things, let me rent out a laboratory. That's how I scraped enough together to afford my first proper artifact; next season or so, I'm going to see about getting my own lab :D . Also, don't forget you have to purchase the land your lab's going to go on as well!

Always good to see another magecrafter starting :) . I shall follow your progress with interest!

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