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Ministers of Magic:
To contact the Magic Ministers, use the links below:
Request for Magic Membership:
To request membership, please fill out the following form.
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- Ranks Within the Ministry:
- All mages will begin at the Apprentice Mage rank (d40), and will build their abilities through courses and submissions.
- All registered mages will be required to show their Citizen Registration and Mage Rank in their life scroll (profile).
- If a member has not received a registration yet, their welcome letter from the Ministry of Magic will work as proof until they have received their registration.
- Registered mages who do not comply with a written request to add their information to their life scroll within thirty (30) MUN days will have their mage rank frozen. Members on LOA are exempt from this. LOA status must be noted on registration rosters each month.
- Ministry of Magic: Mage Ranks and Advancement Requirements:
Enhancer works are cumulative. This means that the two are required to advance to Sorcerer is also counted toward the three for Arch Mage and also for the five for Arcane Master.
- Apprentice Mage: 1d40
- May not craft enhancers/potions
- May not submit quests/spell use/mage attempts
- May act as battle or support mage
- Can only advance to Advanced Apprentice (d42) by taking the three "Core Courses" of the Ministry of Magic. Those core courses are "Basic Elemental", "Magic Overview", and "Introduction to Magical Ritual"
- Advanced Apprentice: 1d42
- May craft +1 enhancers/potions
- May submit quests/spell use/mage attempts
- May act as battle or support mage
- Must submit four (4) mage logs and have worked on at least one (1) enhancer/potion to advance to Mage Adept (d44)
- Mage Adept: 1d44 | 1d46
- May craft +1 and +2 enhancers/potions
- May submit quests/spell use/mage attempts
- May act as battle or support mage attempts
- May teach classes they have already taken
- May submit class ideas to the Ministry for approval
- Must submit four (4) mage logs to advance from d44 to d46
- Must submit four (4) mage logs and have worked on at least two (2) enhancer/potions to advance to Sorcerer
- Sorcerer/Sorceress: 1d48 | Adept Sorcerer/Sorceress: 1d50 | Grand Sorcerer/ Sorceress: d52
- May craft +1, +2 and +3 enhancer/potions
- May submit quests/spell use/mage attempts
- May act as battle/support mage attempts
- May teach classes they have already taken
- May submit class ideas to the Ministry for approval
- Must submit four (4) mage logs to advance from d48 to d50
- Must submit four (4) mage logs to advance from d50 to d52
- Must submit six mage logs, and worked on at least three (3) enhancers/potions to advance to Arch mage (d54)
- Arch Mage 1d54 | 1d56
- May craft +1, +2, +3 and +4 enhancers/potions
- May submit quests/spell use/mage attempts
- May act as battle/support mage attempts
- May teach classes they have already taken
- May submit class ideas to the Ministry for approval
- Must submit six (6) mage logs to advance from d54 to d56
- Must submit six (6) mage logs and worked on at least five (5) enhancers to advance to Arcane Master (d58)
- Arcane Master 1d58 | Grand Arcane Master 1d60
- May craft +1, +2, +3, +4 and +5 enhancer/potions
- May submit quests/spell use/mage attempts
- May act as battle/support mage attempts
- May teach classes they have already taken
- May submit eight (8( mage logs to advance from d58 to d60
- Although a d60 does not advance any higher, they may still submit logs in an attempt to earn badges. Badges will be discussed in part XI.
- Quality and Quantity Standards
- All logs turned into the Ministry of Magic must meet the Quality and Quantity Standards or they will be turned down, resulting in no credit or CP being issued.
- A member who feels their log is being unfairly rejected may appeal to the Parliament as a whole to review the case.
- All quests and spell creation/use logs must meet the 330 word count minimum.
- Mage attempts do not have a word limit, but must show creativity. ::throws fireball at the man:: will not be accepted. If you find it difficult to judge if there is sufficient quality in the post, check to see if you've described how hat fireball was thrown, where the energy came from, if there were any negative effects, etc.
- Enhancer/Potion creations must meet the specifications in the mandates and the order sent to the mage drawn from the lottery. If it is a Sale Window project, it must only meet the specifications in the mandates.
- If an ordered enhancer/potion creation/upgrade/refill/repair is turned down by the entity that ordered it, the enhancer will get a name change and go into the sale window.
- If a request for resubmission of an ordered enhancer/potion is not met within a 48 hour period, it will undergo a name change and go into the sale window. If the project was voluntary, it will not be processed until resubmitted.
- If there is a question about whether or not a log meets the requirements for the Ministry of Magic, ask yourself the following questions:
- Does it meet the word requirements?
- If yes, move to question 2.
- If no, do not submit it, it does not meet the requirements. (unless it's a mage attempt. Then just ensure that it's not a copy of a mage attempt previously sent in and adequately describes the action(s))
- Is my character performing magic? (Throwing a fireball, conducting a ritual, saying a spell, etc.)
- If yes, then it meets the requirements and you should submit it.
- If no, move on to question 3.
- Is the final product magical? (Going on a less than magical quest in which at the end a magical item is obtained [ must be handled by the person submitting to count], alchemy which involves simply mixing herbs but that creates a potion, etc.)
- If yes, then it meets the requirements and you should submit it.
- If no, move on to question 4.
- Is my character being affected by magic? (Acting as a conductor, acting as an ingredient in someone else's ritual, having the spell cast upon him/her, etc.)
- If yes, then it meets the requirements and you should submit it.
- If no, then your log does not meet the requirements and should not be submitted. If it is it will be turned down.
- Examples of proper submissions are shown at the bottom of the mandates.
- Advancement Logs
(note in enhancers that they can be submitted for sale window at any time as long as the max of 6 is not surpassed)
- Mage logs are logs showing proof of utilization of mage skills (the ministers have a mirror in their office that allows them to view these logs, so it doesn't matter if the character wouldn't actually be recording their work).
- All mages may submit up to six (6) mage logs per calendar month to be considered for advancement. All mages are encouraged to maintain their own records of logs for advancement, but the Ministry of Magic does keep their own records.
- Magic logs go to the Ministry of Magic and the Resident of Magic. They may also go to the Trinity if desired, but it's not necessary as the log is included in the response from MoM.
- Mages may submit any legal UoFG match in which they successfully acted as a battle or support mage. Two attempts in battle will be considered as one full log. (Each should be sent in separately, resulting in awarding of .5 points toward advancement for each.)
- Mage Attempt Subject Line: MoM - Mage Requirement - Mage Attempt
- No header is required, but one must highlight the part in the match where the mage states his/her information and the actual attempt/roll.
- Mages may submit logs demonstrating their mage skills used in non-structured settings (adventure logs, quests involving magic, magical storylines, hooks, etc.)
- Unstructured Setting Subject Line: MoM - Mage Requirement - Quest
- Magical quest header is as follows:
Enchanter Name (SN):
Enchanter Entity (only one):
Enchanter Rank:
Short Description of Quest:
Log of Creation (number of words):
- Mages may submit logs demonstrating their mage skills used in non-structured or structured settings involving the creation or use of a spell/ritual.
- Spell Use/Creation Subject Line: MoM - Mage Requirement - Spell Use/Creation
- Spell Use/Creation header is as follows:
Enchanter Name (SN):
Enchanter Entity (Only One):
Enchanter Rank:
Name of Spell/Ritual:
Short Description of Spell:
Log of Creation (number of words):
- Mages may submit logs demonstrating their mage skills by creating potions. Potions will be ordered by the Ministry of Magic.
- The instructions in the order form must be followed. If they are not followed the log may be turned down.
- Potion creations/refills are awarded with CP as well as advancement points.
- Potion Creation Subject Line: MoM – Potion Creation/Refill – Name of Potion
- Potion Creation/refill Header:
Enchanter Name (SN):
Enchanter Entity (Only One):
Enchanter Rank:
Potion Name:
Potion Type:
Modifier:
Short Description of Use:
Log of Creation (Number of Words):
- Mages may submit logs demonstrating their mage skills used in two different forms of enhancer creation. Enhancers created through the request of the Ministry of Magic, or Enhancers for the Sale Window.
- Though requested enhancer creations and upgrades may only be submitted after specific requests from the Ministers of Magic, enhancers for the Sale Window may be created at any time.
- Enhancers for the Sale Window are awarded with advancement credit but only get awarded CP if it is bought from the Sale Window. Ordered Enhancers are awarded advancement credit and CP.
- It's not required to submit a picture with the creation of an enhancer, but it is greatly appreciated.
- In the event the enchanter does not name their creation, the Ministry of Magic will name it.
- Requested Enhancer Creation/Upgrade Subject Line:
MoM - Enhancer Creation/Upgrade - Enhancer Name
- Sale Window Enhancer Creation Subject Line:
MoM - Enhancer for Sale Window - Enhancer Name
- Requested Enhancer Creation/Upgrade and Sale Window Enhancer Creation share the same header, which is as follows:
Enchanter Name (SN):
Enchanter Entity (Only One):
Enchanter Rank:
Enhancer Name:
Enhancer Type:
Modifier:
Short Description of Use (may include a picture here):
Log of Creation (number of words):
- The Ministers of Magic seek to make our ministry as interactive as possible. We will occasionally send requests for quests, spell use, potion or enhancer creations in our responses. We will try to make each of these requests as personalized as possible.
- These requests are not requirements and you do not have to response as to whether or not you accept them.
- Any enhancer requests sent in this manner are specifically for the sale window.
- If an entity does not have any enhancers in the sale window we will often request an enhancer from one of their mages in order to level the playing field. These are also not requirements and no reply is necessary, whether it is accepted or not.
- Projects requested in this format do not remove the person receiving the request from the lottery.
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Potions
- Anyone eligible to send in enhancer logs is eligible to send in a potion log.
- The word count for potion logs goes by the same chart as enhancers
- Potions by default are owned by the purchasing entity and are only assigned to members. There are no personal potions.
- Potions offer a temporary modifier to whoever uses them on behalf of the purchasing entity.
- Modifier/Amount of Uses Available per Single Purchase:
|
Potion Modifier |
Amount of Uses Per Single Purchase |
| +1 |
5 |
| +2 |
4 |
| +3 |
3 |
| +4 |
2 |
| +5 |
1 |
|
- Price:
|
Potion Modifier |
Creation Price |
Refill Price |
| +1 |
50cp |
40cp |
| +2 |
75cp |
65cp |
| +3 |
100cp |
90cp |
| +4 |
150cp |
140cp |
| +5 |
200cp |
190cp |
|
- A potion may not be upgraded, however, once a potion has been completely used the entity it belonged to may order a "refill".
- Refills are bought for the same amount as the original purchase.
- Only a potion that has been completely used up may get refilled.
- A potion can only be refilled to the amount allowed for its modifier [ i.e. +1 can only be refilled to 5 uses. +5 can only be refilled to 1 use. Etc. ].
- A potion can only be refilled by order and may only be refilled with a potion that has the same effect/benefit/use as the previous potion, though it may be created differently for the refill.
- An enchanter will get the same percent commission from sale of a potion as they would an enhancer.
- Recommended courses for those interested in creating potions can be requested from the Ministry of Magic: (These are recommended, not required)
- The Applied Science of Magic
- Alchemy: The Science of Magic
- Using Potions
- Potions will come in forms of:
- Support/Battle Mage
- Recorded as PM###
- Takes affect the same turn as called by the casting mage.
- Offensive
- Recorded as PO###
- Takes affect the same turn as called by the fighter
- Defensive
- Recorded as PD###
- Takes affect the next defensive turn of the fighter (whether it is the same or the next round and whether or not the fighter rolls defensive dice, it is automatic once the fighter calls it in an action).
- Like support enhancers, potions cannot "break" (on a roll of 1 or double 1's aka "botch" there is no change to the potion).
- When proctors ask for enhancers to be listed, if the fighter/mage/healer is in possession of a potion, they should list it then as follows: Name of Potion-Type-Modifier-Registration Number-# of times used/# of times remaining.
- Example: John has assigned to him the Potion of Invulnerability, a +1 defensive potion that used 2 times and has the registration of PD002. When the proctor asks him to list he should state: "Potion of Invulnerability - Defensive +1 - PD002 - 2/5"
- When a figher/mage uses a potion that person must state the modifier and # of times used/# of times remaining. Even defensive potions must be called (since the amount of times used must be kept track of).
- Assume that John (the same as above) is using the same potion as mentioned above for the first time during his match. Example: ::John jumped back from the kick and drank his potion [ +1 3/5 ] then lunged forward with a punch::
- Collaborations
- Mages may submit any of the above types of logs (except mage attempt) for advancements as collaboration with one or more other mages. Each mage that performs magic in these collaboration logs will be awarded credit toward advancement.
- In collaboration logs only one mage should turn in the log to the Ministry of Magic. If it is sent more than once, only the original sending will be processed.
- mages involved in collaboration logs do not have to be from the same entity. In the instance that they are from different entities each entity should be listed. This is the only time more than one entity should be listed.
- In ordered enhancer creation/upgrade logs, the primary mage will be awarded 0% commission/the primary mage is defined as the mage that received the enhancer creation/upgrade request - if it's a sale window enhancer, the primary mage is the mage that submitted the enhancer). The collaborating mage will receive 5% commission. If more than two mages are working together, only one of those collaborating mages will receive the 5%, we will decide by word count in that case.
- Mages will only get credit in collaboration logs if they are part of the magic taking place.
- Subject lines and headers remain the same, but information for each of the mages must be listed in the headers (two mages will result in two SN's, Two Names, Two Ranks, etc. in the header).
- Teaching Courses
- Teaching logs, last attendance and course creation may also be considered for advancement. The Ministry of Magic keeps a calendar for courses that may be found here. http://www.localendar.com/public/MinistryofMagic
- Once a mage has taken a course and reached Mage Adept (d44) they may teach said course.
- Each teaching logs count as .5 points toward advancement.
- People may be awarded credit for three teaching logs per calendar month.
- Teachers may request the course outline from the Ministers of Magic.
- Teachers are required to teach everything in the outlines. They may add their own personal touches or information, but may not skip over anything.
- Accounting Information:
- Accounting for the taught courses is handled specifically by the UoFG Accountant. If there's a problem with the CP awarded the teacher may appeal to the Accountant and the Trinity. Please be specific when explaining what the problem is.
- For teaching, there is a base pay of 2 CP and 2 additional CP for each student that attends.
- Teachers that sign up to teach a course, but do not show and cannot provide a reasonable excuse for their absence (to be determined by the ministry) will be fined 20 CP unless a substitute is assigned.
- Up to two substitute teachers may be used for a course. It is the teachers duty to find these substitutes when submitting the offer to teach. Substitutes must be aware of their title and must be available during that time to teach should an emergency come up with the initial teacher. Should a substitute have to take over the initial teacher's course, accounting will award him/her and not the person who initially scheduled the course. However, the person who was initially set to teach will not be fined.
- To offer to teach a course send the following form with the subject line to the Ministry of Magic, the Trinity, and all substitute teachers named:
- Teaching Offer Subject Line:
MoM - Teaching Offer
- Teaching Offer Form:
Name (SN):
Course(s) to be Taught:
Specific Date(s):
Specific Time(s):
Substitute Teachers (up to two may be selected):
- It is the teacher's responsibility to send in the teaching logs. Each taught course must be sent in separately.
- Teachers must ask for roll call (ask the students for their names) before starting to teach (entities are not necessary). If students show up late for the course, teachers must ask for roll call at the end of the course as well.
- Teaching logs are sent to the entire Parliament, the instructor him/herself and all students. If you're unsure of the mailstring, please request it from the Ministry of Magic before the courses are taught.
- Teaching log Subject Line:
MoM - Course Log - Course Name - Number of Students
- Teaching Log Header:
Course Name:
Date/Time:
- Instructor Name/Entity (Only One):
Number of Students and Roll Call (Copy and paste roll call here)
Log of Teaching:
- Attending and Creating Courses
- Course Attendance
- Course attendance counts for first time participation only.
- Each course attended for the first time is worth .5 toward advancement, except the three core courses ("Basic Elemental", "Magical Overview", and "Introduction to Magical ritual") which only count toward the advancement from Mage Apprentice (d40) to Advanced Apprentice (d42).
- It's not the duty of the students to send in the log of the course. Please trust that we have received it from the teacher and have updated our records. Only if a student has not received a response from the Ministry in 7 days time, should they contact for verification that the log was received.
- Members may take courses in two different ways.
- Classroom study
- Usually, classes in a classroom are not set up randomly, they must be requested by an interested party.
- Classroom study is held in a specific MoM room (listed on the note sent out by MoM when a course has been scheduled). A teacher goes through the entire course outline with whatever students show up for the class. It often takes up to two hours per course to play out.
- To request a course to be taught in a class room one must send note to the Ministry of Magic.
- Classroom Study Request Subject Line:
MoM - Request for Classroom Course
- Classroom Study Request Header:
Student Name (SN):
Student Rank:
Requested Course(s):
General times available:
- Home Study
- Home study is set up like going to college online. After a course is requested, the outline or syllabus is sent to the student. It is followed by a test. This test must be passed with a 90% or above.
- If someone fails once, they may reapply for that test in one (1) week. If they fail a second time they must then take the course in a classroom setting.
- All expiration dates for entrance exam applies to the home study tests.
- Home study often includes "extra credit" projects that offer advancement points and CP opportunities like internships.
- To request a home study course one must send a note to the Ministry of Magic.
- Home study Request Subject Line:
MoM - Request for Home study Course
- Home study Request Header:
Student Name (SN):
Student Rank:
Requested Course(s):
- Course Creation
- Mages ranked Mage Adept or higher may submit course ideas (including the outline) to the Ministry of Magic. The Ministers of Magic reserves the right to turn down any course they do not feel supports the further education of the mages within.
- If a course is accepted, the mage creating the course will be paid 25 CP (to be given to their entity listed in the course submission header shown below).
- Courses created in this manner are counted as 1 point toward advancement (not including the test run of the course which will be credited .5 points, like a teaching log).
- To submit a course outline for consideration, send the completed outline to the Ministers of Magic and the Trinity
- Course Submission Subject Line:
MoM - Course Submission - Name of Course
- Course Submission Header:
Mage Name (SN):
Mage Rank:
Entity (Only One):
Name of Course:
Course Outline:
- If the outline is accepted, you will receive suggestions and grammar corrections along with the go-ahead to perform a test run of said course (exact instructions will be in that response). Completion of said instructions must not exceed 5 days. If they do, the course outline must be resubmitted.
- Courses Currently Available
- Core Courses
- Basic Elemental
- Synopsis
- Basic Elemental is a one hour course based on a basic explanation of the elements
- Table of Contents
- Introduction
- Spirit
- Wind/Air
- Fire
- Water
- Earth
- Magical Overview
- Synopsis
- Magical Overview is a one hour course based on a basic understanding of some of the ore common types of magic
- Table of Contents
- Introduction
- Abjuration
- Blood Magic
- Divination
- Elemental
- Mental
- Natural
- Summoning
- Symbolism
- Methods
- Conclusion
- Introduction to Magical Ritual
- Synopsis
- Introduction to Magical Ritual is a one and a half hour course based on a slightly deeper understanding of the various kinds of magical ritual and the principals of magic
- Table of Contents
- The Importance of Intent
- Universal Basics
- Magic Circles
- Basic Tools
- Masters and Apprentices
- Conclusion
- Advanced Elemental Courses
- Earth
- Synopsis
- Advanced Elemental Earth is a one hour course that explores a deeper understanding of the properties and uses of the Earth Element
- Table of Contents
- Introduction
- Description
- Earth Correspondences Chart
- Connecting with Earth
- Strengthening Your Connection With Earth
- Spheres of Earth Magic
- Water
- Synopsis
- Advanced Elemental Water is a one hour course that explores a deeper understanding of the properties and uses of the Water Element.
- Table of Contents
- Introduction
- Description
- Characteristics of Water Magic
- Spell Classification
- Fire
- Synopsis
- Advanced Elemental Fire is a one hour course that explores a deeper understanding of the properties and uses of the Fire Element
- Table of Contents
- Introduction
- Fire Correspondence Chart
- Connecting with Fire
- Balancing a Fire Deficiency
- Air
- Synopsis
- Advanced Elemental Air is a one hour course that explores a deeper understanding of the properties and uses of the Air Element.
- Table of Contents
- Introduction
- Description
- Air Correspondence Chart
- Connecting With Air
- Strengthening Your Connection With Air
- Spheres of Air Magic
- Blood Magic Courses
- Innate Blood Magics I - Generic Disciplines - Basic Abilities
- Synopsis
- IBMI Generic Disciplines Basic Abilities is a one hour course dedicated to the basic understanding of desciplines that have become more commonplace in our mixed-race society
- Table of Contents
- Introduction
- Animalism
- Auspex
- Celerity
- Dominate
- Fortitude
- Obfuscate
- Potence
- Presence
- Conclusion
- Innate Blood Magics I - Generic Disciplines - Advanced Abilities
- Synopsis
- IBMI Generic Disciplines Advanced Abilities is a one hour course dedicated to a more in depth understanding of disciplines that have become more commonplace in our mixed-race society
- Table of Contents
- Introduction
- Animalism
- Auspex
- Celerity
- Dominate
- Fortitude
- Obfuscate
- Potence
- Presence
- Conclusion
- Science Courses
- Alchemy: The Science of Magic
- Synopsis
- Alchemy: The Science of Magic is a one hour course made to offer an introduction to the in depth practice of Alchemy
- Table of Contents
- Introduction
- Alchemy and Artifice
- The Skills of Alchemy
- Recording Formula
- The Practice of Alchemy
- Conclusion
- The Applied Science of Magic
- Synopsis
- The Applied Science of Magic is a one hour course designed to break magic down to its base components and explain it through scientific theory.
- Table of Contents
- Introduction
- The Essence of Energy
- Transition of Energy
- Application of Energy
- Conclusion
- Arcane Methodology Courses
- The Nine Seals
- Synopsis
- The Nine Seals is a one hour course based around the understanding and practice of the methodic ritual of the Nine Seals.
- Table of Contents
- Introduction
- Basic Overview
- The Primary Seals: Elemental Aspects
- The Secondary Seals: Body, Mind, and Spirit
- The Tertiary Seals: Existential Aspects
- Opening the Seals
- Weaknesses of the Nine Seals
- Conclusion
- Spell Casting
- Synopsis
- Spell Casting is a one hour course based around the understanding and practice of the method of using spells
- Table of Contents
- Introduction
- Spell Books (Grimoires)
- Form of Ritual
- Rhyme Schemes
- Magical Ingredients
- Parameter of Spells
- Black Magic
- Backfiring
- Conclusion
- Runeology Courses
- The History of Runes
- Synopsis
- The History of Runes is a one hour course based around the belief that to use runes correctly one must first understand their origins.
- Table of Contents
- Introduction
- Origin and Development of Runes
- Ancient Magical Uses of Runes
- The Meaning of Runes
- Synopsis
- The Meaning of Runes is a two hour course based on the explanation and discussion of the entire futhark alphabet
- Table of Contents
- Introduction
- The Runes
- Natural Courses
- Basic Guide to Herbal Magic
- Synopsis
- Basic Guide to Herbal Magic is a one hour course based on the explanation and in depth look of the properties involved in Natural Magic.
- Table of Contents
- Preface
- Introduction
- How Does it Work?
- Timing
- Tools
- The Altar
- Visualization
- Other Considerations
- Enchanting Herbs
- Attunement
- Enchantment
- Magical Procedures
- Conclusion
- Herbal Meanings and Uses
- Synopsis
- Herbal Meanings and Uses is a two hour course designed to scratch the surface of the herbal world by introducing students to some herbs and what they stand for so they can apply their learning to other herbs.
- Table of Contents
- Introduction
- Plants and Herbology
- Conclusion
- Ministry Magic and Roles
- All Mages may fill the following jobs as they wish. (All jobs are NC friendly except battle mage.)
- Teaching: Once a mage has taken a class (either home study or classroom), and reached Mage Adept rank, they are then eligible to teach that class to others. This job is NC friendly.
- Enchanting: The use of magic abilities to enchant an item, making it more efficient for a specific job. All mages reaching the rank of Advanced Apprentice may work on enhancers. This job is NC friendly.
- Battle Mage: Use of mage abilities to attack in battle to aide a comrade. All rank mages may participate. This job is not NC friendly.
- Support Mage: Use of mage abilities to strengthen (add die) a comrade, or weaken (subtract die) their opponent in battle. All rank mages may participate. This job is NC friendly.
- Ordering and Enchanting Enhancers
- Mages are able to craft enhancers based on their abilities within the Ministry.
|
Mage Rank |
My Enchant |
| d40 |
N/A |
| d42 |
+1 |
| d44 and d46 |
+1 and +2 |
| d48 and d52 |
+1, +2 and +3 |
| d54 and d56 |
+1, +2, +3 and +4 |
| d58 and d60 |
+1, +2, +3, +4 and +5 |
|
- Ordered Enhancer Creation/ Upgrade Assignment
- Ordered Enhancers are assigned to eligible mages of appropriate rank via a rotating lottery.
- Enhancer Creation/Upgrade/Repair Orders need to be sent from the purchasing guild's Grand Commander to the Ministry of Magic.
- Enhancer Creation/Upgrade/Repair Order Subject Line:
MoM - Enhancer Order - Upgrade, Creation or Repair
- Enhancer Creation/Upgrade/Repair Order Form:
Order Type (Creation, Upgrade or Repair):
Enhancer Name (If left Blank, the Creator will Decide):
Desired Type (Offensive, Defensive, Mage, Perception, Init):
Desired Modifier:
Registration (If known):
Date Requested:
Guild Purchasing:
Instructions for Enchanter (picture, types of magic, color, preferred type of items, effects, etc. If left blank, the creator will decide):
Voucher: (If required. Vouchers are always required for Perception and Init) - A mage has 48 hours to respond to an enhancer upgrade/creation request, acknowledging if they wish to complete or pass on the opportunity. A mage who passes on the opportunity is withdrawn from the current round of the Lottery and the project is reassigned to another mage.
- A Mage has a base of five (5) days to complete an order from the time the assignment was sent or their name will be withdrawn from that round of the lottery and the project will be reassigned to another mage.
- Method of enchanting is up to the mage unless the order includes specific requests. A minimum amount of work is required per enhancement modifier.
- Primary mages earn 10 percent commission on the sale or upgrade cost of the enhancer, to be paid to the entity listed in the header when they turned in the submission. Subsidiary (collaborating) mages earn 5% in the same manner.
- The Lottery is designed to ensure fair distribution of enhancer orders. As each mage is offered the opportunity to create or upgrade an enhancer, they are removed to allow others the same opportunity. Once all have been given the opportunity, the Lottery begins again.
- Creation Requirements:
|
Creation Requirements |
Word/Line Requirement |
| +1 |
330 words/40 lines |
| +2 |
425 words/50 lines |
| +3 |
575 words/60 lines |
| +4 |
750 words/80 lines |
| +5 |
1000 words/80 lines |
|
- Breakage and Repair
- Enhancer breaking points:
- For Offensive Enhancers, a double botch (a roll that includes two or more 1s) will cause a weapon to break.
- For Defensive Enhancers, an attacker rolling a double critical (a roll that includes two or more dice of maximum facing) will cause the armor to break.
- Support Enhancers are immune to breakage.
- Repairs:
- Repairs are possible on broken enhancers. The cost for repair is half the cost of the enhancer. Refer to the UoFG CP Chart for exact prices.
- Repair orders sent to the Ministry of Magic will be assigned, via lottery, to an eligible, registered mage of appropriate ranks.
- Badges
- Badges are not required for advancement. They are simply an added award for the hard work people put into their logs.
- Badges are goals to reach in writing ones logs, something to give ideas. They are also used to motivate as they can also be earned through teaching, attending or writing courses. Some of the badges are kept secret in meaning and/or existence, but anyone can request a list of the public badges from the Ministry of Magic at any time via email.
- If anyone should manage to get 100 badges (not including doubles of the same badges) they will be awarded a support voucher worth 150cp.
- Anyone can request a list of the badges they hold, or how many they hold, at any time via email.
- Battle and Support Mage Attempts
- Combat support includes: Healers, Battle Mages, and Support Mages.
- There can be a maximum of four (4) combined support attempts per combatant.
- A combatant may have no more than one (1) support attempt advantage over the other combatant at initiative.
- A combatant may employ any combination of support attempts as long as it is past the first round and the first two rules are met.
- A participant being used may be used for both healing and casting as a mage, but not in the same round. People may not sign up to be both a support and battle mage in the same match.
- If a combatant is a registered mage, they may act as a battle or support mage in any match where battle support is permitted, as long as all other mandates are followed.
- Battle Support may be called upon in Prisoner of War, Release or Death Matches. Event or War matches following the guidelines provided in the event flyer or terms of war. This may supersede the mandates restrictions on employing Battle Support.
- No Battle Support in Thief Attempts (TAs), Capture Attempts (CA), Assassination Attempts (AA), Dead or Alive (DA), Mass Combat (MC) or Honor Matches (HM)
- Battle and Support Mage Protocol
- All Mages must be in the room before the match Log On and must remain until used.
- It is the responsibility of the combatant to call mages to the room.
- If a mage is punted, a 10 minute punt rule goes into effect. If the mage does not return within that time, the mage is not allowed to participate to the match
- A mage may leave after he has completed casting.
- The Proctor must ask all mages to state the following information for the log: Name, Entity, Registration, Mage Strength, who they are casting for, and what type of Mage attempt they will be making. [ Example: Poison Ivy, TnT, C432M, d50, Casting for Venom, Battle Mage ]
- Mages may not cast if they are "dead" or being held as a prisoner (PoW).
- If the inclusion of an ineligible mage changes the outcome of the match, the entire match will be voided. If it doesn’t change the outcome of the match, just that mage’s CP will be voided, possibly the proctors as well (depending on circumstances)
- Mages may be called in any round after the initial strike (during or after round 2).
- Mages must be called before a combatant's strike is made.
- Combatants are not required to call all their battle support in the same round.
- It is not necessary for both sides to use their battle support in the same round.
- All mages must complete their casting action and roll once they have been called.
- A mage that is also acting as a healer may not be called to do both in the same round
- Examples of Scoring
- Scoring a Battle Mage Cast:
- Battle Mage points are added to the score of the combatant they are casting for:
Example:
Proctor: Round 6, Fighter A 17/40 vs OpponentJack 30/40, begin
Fighter A: Battle Mage please, BattleMager.
Proctor: BattleMager, begin when ready
BattleMager: ::Casts a fireball at OpponentJack::
OnlineHost: BattleMager has rolled 1 56-sided die 32
Proctor: 4
Proctor: mid-round score, Fighter A 17/40 vs OpponentJack 34/40, continue
- Scoring uses the UoFG Scoring Chart:
Dice Roll |
Points |
| 1-14 |
0 |
| 15-19 |
1 |
| 20-24 |
2 |
| 25-29 |
3 |
| 30-34 |
4 |
| 35-39 |
5 |
| 40-44 |
6 |
| 45-49 |
7 |
| 50-54 |
8 |
| 55-59 |
9 |
| 60 |
10 |
- Scoring a Battle Mage Enhancer:
- Mage enhancers must be stated when the Proctors asks for people to state enhancers. Name, Registry, Modifier and Type (Battle or Support) must be named.
- Battle mage enhancers add to the score of the roll.
Example:
Proctor: Round 6, Fighter A 17/40 vs OpponentJack 30/40, begin
Fighter A: Battle Mage please, BattleMager.
Proctor: BattleMager, begin when ready
BattleMager: ::Casts a fireball at OpponentJack using his Grand Caster +2::
OnlineHost: BattleMager has rolled 1 56-sided die 32
Proctor: 4 + 2 = 6
Proctor: mid-round score, Fighter A 17/40 vs OpponentJack 36/40, continue
- Scoring a Support Mage Cast:
- A support mage casts a spell to strengthen (add die) to the combatant they are casting for, or weaken (subtract die) from their opponent.
- Die roll determines success, and number of "rounds" the die is added or lost.
- It is important for proctors to pay close attention to the wording of the support mage. If there is any doubt as to whether the attempt is for an ally or against an opponent, do not assume. Ask.
Support Mage Chart:
Dice Roll |
Affect |
| 1-20 |
Failed Cast |
| 21-52 |
One Round |
| 53-60 |
Two Rounds |
Example: Cast on Opponent:
Proctor: FighterA 20/40 vs OpponentJack 25/40
Fight A: Support Mage: SupporterLiz please.
Proctor: Hold combat: SupportLiz make your cast.
SupporterLiz: ::She cast a slow spell on Opponent Jack to slow his attack down:
OnlineHost: SupporterLiz has rolled 1 56-sided die 46
Proctor: Success, One Round
Proctor: OppentJack is weakened to 3dxx for one round.
Example: Cast on Ally:
Proctor: FighterA 20/40 vs OpponentJack 25/40
FightA: Support Mage: SupporterLiz please.
Proctor: Hold combat: SupportLiz make your cast.
SupporterLiz: ::She cast bulls strength on FighterA to make him stronger.::
OnlineHost: SupporterLiz has rolled 1 56-sided die 55
Proctor: Success, Two Rounds.
Proctor: FighterA is strengthened to 5dxx for two rounds.
- Scoring a Support Mage Enhancer:
- Mage enhancers must be stated when the Proctors asks for people to state enhancers. Name, Registry, Modifier and Type (Battle or Support) must be named.
- Support mage enhancers add to the number of the roll.
Example:
Proctor: FighterA 20/40 vs OpponentJack 25/40
Fight A: Support Mage: SupporterLiz please.
Proctor: Hold combat: SupportLiz make your cast.
SupporterLiz: ::She cast a slow spell on Opponent Jack with her Super Cool Slowing Web (+2) to slow his attack down:
OnlineHost: SupporterLiz has rolled 1 56-sided die 51
Proctor: 51 + 2 = 53
Proctor: Success, Two Rounds
Proctor: OppentJack is weakened to 3dxx for two rounds.
- Examples of Submissions
Disclaimer:
The following submissions were created by various members of the Ministry of Magic and permission was gotten from each of them to be posted. They are examples that show the different styles that mages use for their submissions. Feel free to create your own style and method of submission, provided the subject line and header is done appropriately.
- Spell Use/Creation (cut it down at the end to keep it shorter for the example)
Subject: MoM – Mage Requirement – Spell Use/Creation
Body:
Enchanter Name [and Screen Name]: Veil Darksyde [ veiledtortures ]
Enchanter Entity [only one per log]: KIN
Enchanter Rank: d56
Name of Spell: Glyph of Decay
Short Description of Spell: The smell of decaying flesh, though better than a rose to me, is detested by most people. This glyph harnesses the power of that scent in order to flood the senses. This causes the target to become teary eyed, lose their sense of smell and choke viciously. In some cases it may cause some temporary memory loss.
Log of Creation [ 345 words ]
Silently, within her own mind, she thanked the man for putting the other two mages first. It gave her... time. Anyone whom had seen her offer her support to someone in the past, knew that her idea of setting up was bleeding some form of shadow into the air around her, she wasn’t exactly one for runes and glyphs; but, she had something else, something new, in mind for this one. Her hand had shifted into her pocket long before Charlie had even glanced around the area. Fingers clasped around Ruin, the ring she refused to wear (for no ring other than the one placed on her finger centuries ago by her dearest Jason would ever grace a finger of hers again). Empowered by even the thought of her husband, she stood straighter, more confident than ever. She rose the ring up, using it like a piece of chalk. It seemed to pull at the power from her body in deep dark lines. She drew a glyph in the air, about a foot across and a foot high. Small, ancient, symbols danced within the initial circle as they too were drawn. Language old... and dead... like the effect she intended to create with it. By the time dear old Cupcake (Kevin) had completed his casting, hazel eyes were staring out at Arcane from behind her fresh writhing glyph. A smirk twitched the edges of her lips upward into a smile and her tongue appeared to drift across her lips. She had been waiting a very long time to try out this particular spell. Hand moved to her chest then flowed outward as if dismissing a servant. The glyph flew into the old sage; then disappeared into a cloud of sickly green around him. The scent of death and decay flowed up into his nostrils and through his respiratory system. Cutting off his senses and pulling tears to his eyes so that sight became a blur. He would find himself choking. Breath became nearly a distant dream... a random occurrence of his, slowly seeming forgotten, past
- Quest Submission (cut it down at the end to keep it shorter for the example)
Subject: MoM – Mage Requirement – Quest
Enchanter Name [and Screen Name]: Nicole Night and Miracle Ikin [ Corvidae x Thief an X Last Miracle X respectively ]
Enchanter Entity [only one per log]: TR
Enchanter Rank: d42 and d48 respectively
Short Description of Quest: After Nicole was trapped inside the metal coffin she had no way to get out. Miracle came along and saved her. She did so by making herself incorporeal and walking through the wall then she took Nicoles hand, taught her what to do and the walked out together.
Log of Creation [ 4,176 words, minus SNs ]
Corvidae x Thief: -=On the grass, below that weeping willow tree, was an odd looking ...almost statue type thing. Metal and cylindrical. Blood smeared on the outside of it and leaking from beneath it.
Corvidae x Thief: Nicole had stopped struggling inside of it. The sun had set and she had been stuck in here for a little over an hour now. Only been ten minutes since her attacker had given up and left the grounds. At least the bleeding in her wrist
Corvidae x Thief: had finally stopped.... but she was still weakened. There was, however, light sobs coming from that self-made coffin of hers.=-
X Last Miracle X: - Having been unable to locate Dante, or Ateya; Miracle had been reduced to wandering about the school halls for hours. Her first stop had been the library, a place of quiet. Naturally, she couldn't stay there... Unable to locate
X Last Miracle X: Chance, Miracle had given up completely on finding any signs of life that afternoon. Instead, she made her way out to the Courtyard. True, the weather was taking a colder turn... but the iced chill had never bothered the youngest
X Last Miracle X: daughter of the Ikin Patriarch. Small steps brought her further, but a surpise halted her before she could get to the weeping willow When did we get... a statue there? She thought to herself. As she stepped closer, she could hear
X Last Miracle X: crying... Was that what it was? Was someone... sobbing? She stepped closer. "Hello..?" She called out, half leaning to the side. "Is.. someone back there?" Asking if someone was in there just didn't seem to make sense. -
Corvidae x Thief: -=She heard a voice. She hadn't been here long enough to become dilusional had she? No... so her ears must be playing tricks on her. That certainly wasn't a friendly voice... her ears were lying. It must be that woman who attacked
Corvidae x Thief: her. She whimpered, and there was the obvious sound of someone climbing up that small wall inside the "statue"=- HELP! -=Now that she felt she was in immediate danger again, she'd start that screaming again She'd been wondering
Corvidae x Thief: where everyone was. Shouldn't campus' be bustling with activity?=-
X Last Miracle X: - The sudden cry for help had taken Miracle back. Someone was... inside of that thing?! "Oh my God!" That was the typical Miracle reaction. Her body lunged in closer to the statue, hands patting the front as if looking for some kind
X Last Miracle X: of opening. "Hang on! I'll get you out!" She shouted, ears straining to hear the faint sounds of someone climbing up. "Can you hear me?!" She shouted against the statue, ear pressing to it in hopes of hearing a response. "Who's in
X Last Miracle X: there?" She had debated knocking against it, but she didn't know the structure inside... and she didn't want to risk hurting whoever was inside. -
Corvidae x Thief: -=The outside of the structure had no door or seems. As if it'd just appeared around her. But that wasn't even the biggest problem. Nicole had used Alchemy for it, and since she'd used her own blood, and her blood had been alive...
Corvidae x Thief: the structure had a life... so to speak. Hardening at the prospect of being broken. A defense mechanism. At least, Nicole was finally sure that the person on the other side of the metal wasn't here to hurt her. She let herself fall
Corvidae x Thief: to the soil and press her hands against the metal where she'd heard the voice coming from=- Nicole! Nicole Night! Who's there?! Can you get me out of here?
X Last Miracle X: - "Nicole?!" Her first thought was to call Kevin or Annabelle, but calling Kevin would be like saying See, I can't handle anything without you; and Miracle didn't have any idea how to get in touch with Anna. "It's Miracle! Don't
X Last Miracle X: worry, Nicole. I'll... figure something out. How did you get stuck in here?" She had no idea what had happened, or how Nicole had managed to get herself stuck in a statue. In truth, though, it sounded like a situation Miracle would
X Last Miracle X: wind up in. "Do you have air? You're not hurt, are you?" -
Corvidae x Thief: I don't really need air! -=she called back through the metal... though if she had needed air there would definitely be more of a crisis at the moment.=- I was attacked and I used a skill to construct it around me... but I used a lot
Corvidae x Thief: of blood and now I can't get out! -=Her hawks were flying around in the sky, calling out to each other, freaking out because she'd disappeared so suddenly from their senses. Nicole remember Miracle from that short time she had met
Corvidae x Thief: her when she first registered here=-
X Last Miracle X: - She bit down on her bottom lip. Miracle was good with magic, but she'd never undone something that someone else had created. She fell silent for a moment, then leaned back in toward the metal. "First, relax. All right? Stay calm.
X Last Miracle X: We won't be able to figure anything out if you're freaking out." Maybe Miracle was partly trying to calm herself. She had a girl stuck in a statue! Jesus! She swallowed hard, hands still searching the front for any kind of opening.
X Last Miracle X: When she realized it had none, she spoke again. "Will you be hurt by anything that happens to the statue?" -
Corvidae x Thief: -=Leave it to Nicole to get stuck in a box. The girl was clumsy enough to make steve urkel look suave. She sat down in the middle of the statue, as far from each of the edges as she could get=- No... I mean.. it came from a part of
Corvidae x Thief: me, but we're not connected in any way. It's not really magical though... so I don't know how you would get it down... -=she wasn't as well studied in magical abilities, she didn't really get that magic didn't always have limits.
Corvidae x Thief: She did calm down though... knowing she'd at least be getting out of here soon.=-
X Last Miracle X: - "I'm afraid if I try to break through it, I'd end up hurting you." She tried to explain. Though, It was metal. She wasn't sure it was even possible to break it without using high powered magic. Miracle wasn't a smith. She knew
X Last Miracle X: nothing of metals, and tools. "How much room do you have in there? Is there enough for two people?" Obviously, Miracle hadn't thought about the question before she asked it. She'd heard Nicole climbing up it, after all. "I'm going
X Last Miracle X: to try to get in myself... Once I'm in, I want to try and bring you out with me. It's like teleporting, but... I don't know if that would be the exact word.. Will I be able to get us out, if I get in?" -
Corvidae x Thief: -=She blinked. Width wise, there was enough for two people.... but height was a problem. The statue was only four feet high. Then there was the issue of whether or not they would be able to get out=- I... don't know. I don't know
Corvidae x Thief: how that teleportation would work... If you come in here though... duck... -=she'd already hit her head once and it had hurt like hell. For all she knew, if Mira tried to teleport in here without ducking she'd get decapitated by the
Corvidae x Thief: height=-
X Last Miracle X: - There was no way for Miracle to be able to tell if the inside was magic proof, or if there was some kind of barrier. "Nicole, listen to me..." She was pressed up against the statue now, speaking against it to make sure Nicole
X Last Miracle X: heard her. "I need you to describe exactly what the inside looks like. I need to picture it... It's worth a try, if I get stuck... Zipper will go find someone." The small little bird tweeted, as if agreeing. "I know what the outside
X Last Miracle X: looks like... This shouldn't be too hard.." -
Corvidae x Thief: -=She looked around. It was oddly light... as if the metal was giving off a soft glow=- Metal. I feel like this is an upside-down metal cup that I'm stuck in. -=She had already tried tipping it over, but it was rooted into the
Corvidae x Thief: ground.=- It's kind of glowing in here.... I don't know why. Like... yellowish? -=she didn't know what would be important to her=- The bottom is natural floor... and the woman who attacked me sent her vines in through it, so I'm
Corvidae x Thief: pretty sure it's just non-transformed earth.
X Last Miracle X: - "You wanna dig through? Got a plastic spoon?" It was her attempt at a joke. She didn't know if Nicole would find it funny, but when you were in situations that were scary like this... sometimes it was either burst out in tears or
X Last Miracle X: crack a joke. The comment about it being a woman who obviously was a druid, or dabbled in their nature, made Miracle wonder if Tiana had decided to harass Nicole. "That's good though... It's very good. I can connect with something,
X Last Miracle X: at least. Hang tight, Nicole..." Her feet planted firmly to the ground, knees bending. Miracle didn't know why she'd been told to duck; but she didn't exactly want to find out. Once she was in a kneeling position, both hands
X Last Miracle X: pressed to the front of the staue. Fingers splayed apart, feeling the surface as if she were trying to identify the material and break down what it was made of in her own head. Silence fell over the usually chatty girl. Her mind
X Last Miracle X: cleared, washing away all the teenager ideas that were floating in her head. In their place, she pictured the inside of the statue. She pictured the faint glow, the yellow. She tried to connect to the soil, the way it lead directly
X Last Miracle X: underneath the base. Particals of the ground began to break apart, unknowingly. Miracle's left hand flickered, going from solid.. to what appeared to be a ghost like form. It wasn't long before her body followed after. The hands
X Last Miracle X: that had pressed against the surface began to force themselves inside, or... tried, anyway. If it worked... she'd manage to bring herself in with Nicole. If not, she'd end up rebounding right back out onto the ground. She just hoped
X Last Miracle X: she didn't get stuck IN the metal... –
- Ordered Enhancer Submission
Subject: MoM – Enhancer Creation – Negative Blindfold
Body:
Enchanter Name [and Screen Name]: Ysabeau Amica Moonsilver [ysabeau moonslvr]
Enchanter Entity [only one per log]: SHADE
Enchanter Rank: d42 Mage Advanced Apprentice
Enhancer Name: Negative Blindfold
Enhancer Type: Defensive
Modifier: +1
Short Description of Use [may include picture]: This brilliant red sash is to be worn over the eyes, the trailing ends of it act to enhance the radius in which the wearer can unconciously be aware of pending attacks and hence dodge them as they come in, and aid as well with a sort of battle sixth sense to better anticipate what an opponent will do.
Log of Creation [Number of Words]: 1009 Words (including SN for each send in count)
OnlineHost: *** You are in "Ysabeaus Workshop". ***
OnlineHost: Now you can chat privately with AOL and Internet users.
Ysabeau Moonslvr: [Creation Log 01/16/09 - Negative Blindfold, +1 Defensive Enhancer]
Ysabeau Moonslvr: It was with great pleasure that Ysabeau took this commission for creating this sash, the Negative Blindfold as it would be known as. She loved working with cloth, from the making of her own threads, dying them into color and the
Ysabeau Moonslvr: work on the loom to weave cloth, she loved the entire process from start to finish. She had plenty of threads dyed the correct color of red she wanted, but she needed a fresh dye-bath for the cloth itself. She had decided that the
Ysabeau Moonslvr: item needed to be both light in weight and opaque in nature, so she chose to weave it as a mix between silk and alpaca wool carded until it was baby fine. This process was time consuming but it was something she could work on while
Ysabeau Moonslvr: other things took the time they needed to steep, and she found that she was out of the Cream of Tartar she would need to mix with the Alum to mordant the cloth so it would best take the dye. So it was she went down from her
Ysabeau Moonslvr: workshop with carding combs in hand, working the wool for the blend while she got a lad from the Kitchen staff to gather up the thing she needed. He looked bemused as he took the crock of what he always thought just went for baking
Ysabeau Moonslvr: up to her work table, and she laughed as she explained to him that it was used in mordanting, which made the dye bind better to the cloth. After she had twined the fine woolen threads together with the strands of silk to load her
Ysabeau Moonslvr: woodframe loom she paused long enough to chop the Madder Root she used for the best shades of red dye, and set it to soak in the tub over night to get the best results. She worked hours to weave the amount of cloth she would need,
Ysabeau Moonslvr: satisfied in its quality before she let it set overnight as well. Come morning she would be back, boiling up water to prewash the new fabric. She let it cool a bit so that it would not shock shrink the silk within the blend, and
Ysabeau Moonslvr: then plunged it entire into the water and mixed a cup of her soap blend into it, swishing it about with her sleeves rolled up to the elbows. She then pulled the entire sodden mass up to rinse well, and then plunged it into the
Ysabeau Moonslvr: second pot of simmering water that she had going, adding the mordanting agents and letting it go for about an hour. She checked on her dyebath and was satisfied with the rich red of it, getting it ready to introduce the cloth and
Ysabeau Moonslvr: cool while the other pot simmered. She strained out the fibers and root peices and put them in a bin to be dried for spell purposes perhaps, and removed the cloth from its current pot, rinsed it well and then plunged it into the
Ysabeau Moonslvr: dyebath, stirring with a paddle and bringing it back to a simmer with careful tending for another hour. Once that was done she would let it cool in the dyebath, and prepare the 'special' touches to make it an enhancer instead of a
Ysabeau Moonslvr: very finely made sash. Stirring to keep the dye even, she would sprinkle in Fae Dust obtained from the demi-fae that liked to swoop in the garden for she had thought about how they always seemed to know the split second before they
Ysabeau Moonslvr: might be in harm's way and blink out of it, she also added a bit of her own Elemental Magic to the blend, she had affinity with Air and Water and both elements were easy to experience but could be hard to contain. Water flowed and
Ysabeau Moonslvr: could 'hold' any shape yet once removed from a vessel fluidly moved again, this sort of liquidity of motion could aid any fighter in gracefully avoiding an attack as well. The Air would lend the sash something to heighten battle
Ysabeau Moonslvr: sense, amplifying any sound of motion or attack near the wearer. These additions she would place into the dyebath each time she stirred, the Fae Dust and whispered magic spells layering with the richness of the red color. Once
Ysabeau Moonslvr: this process was finished she pulled it from the bath and treated it once more with a quick wash of her soaps, rinsed and then let to dry in the air another few hours while Ysabeau went to work on other things. When the time to
Ysabeau Moonslvr: wait was over, she checked the now dry and supple red cloth for any imperfections either in the weave, dye, or spells added and was satisfied to find none. She laid the cloth out on her table and began to add the final special
Ysabeau Moonslvr: touches, carefully hemming it all the way around in a slightly deeper red thread, and using her finest silvered needles she embroidered tiny symbols in all four corners of the sash to help to protect the item from damage and hence
Ysabeau Moonslvr: the one that would wear it as well. She held the final product up to the light from her lamps, windows, and even the burners under her dye vats, and was pleased to see it was just as opaque as she wanted. With a sigh of
Ysabeau Moonslvr: satisfaction she patted the sash, murmuring its name to it before gently folding it up and placing it in a flat box to be taken to the Crafter's Hall and hence sent out to the final owner of it.
Ysabeau Moonslvr: "Serve them well," she murmured, then called for her messenger to deliver the item while she went to rest a day before attempting her next item.
Ysabeau Moonslvr: [End log 01/16/09 12:19 PM EST]
-
Enhancer for Sale Window
Subject: MoM – Enhancer for Sale Window – Tsila Teia
Body:
Enchanter Name [and Screen Name]: Veiled Tortures
Enchanter Entity [only one per log]: PO
Enchanter Rank: d54
Enhancer Name: Tsila Teia
Enhancer Type: Defense
Modifier:+ 4
Short Description of Use [may include picture]:
>Picture inserted<
This is an enhancer created on the inspiration of the protection of a spiders web. When the user is in need of defense, the enhancer activates. When activated, wind will whip against the yellow strands within the heart and pull the moon shadows from them, slamming them upward in a hurricane force around the user in the form of a spiders web. It makes reaching them in any manner very difficult. The enhancer has been imbued with immortality.
Log of Creation [1,468 Words]:
Story of Creation:
It was a couple of days since her fit of rage caused her to create the Pondera Litis… in English “Balanced Dispute.” Her emotions were still warring inside her, but after the odd events that the whiskey running through her veins had caused in the past week, she had decided to stop drinking for a little while.
Her left hand rose to the metallic plate that had been magically enhanced to fit over her healing eye, and sighed. What the hell had convinced her losing an eye for an enhancer was a good idea? She’d delved into the magic, though, and so would live with the consequences, at least for a little while.
She had another enhancer idea for the month, a much more laid back type. It had been inspired by her granddaughter. In a show of good faith, her sister had brought the child to visit with her earlier that day. Veil had held her and stared, the girl looked so very much like Astria. It had brought tears to that one working eye, until she noticed them.
“Them” would be the thousands of spiders that began to collect under foot; crawling up her legs to try to get to the child. She had no fear of spiders, but that many of them coming for a newborn… nothing had ever frightened Veil so much. She stomped and kicked at them, forced the shadows over them, tried everything, but they just kept coming; like… they were made of shadow.
She stopped acting against them when she made that realization and watched the tiny creatures curiously. She found that they would climb up her to get to the child, one at a time, and stand still for a moment before the next would come. Rajani, as the baby was called, cooed and giggled each time they did it; as if the creatures were tickling her.
Veil watched wide eyed, in all her centuries of life she had never seen anything quite like it. She realized Rajani may be the very first Darksyde to receive a spirit animal. Pride filled her from head to toe, all the anger and pain from that broken hearted decision she would be forced to make, disappeared. She was almost heartbroken when she had to return the child back to her sister for safe transport to the family manor. Regardless of how she and Hunter fought, she always knew when it came to children their quarrels could be dropped momentarily.
Now she stood in her backyard. Rascal, her faithful puppy was chasing a… well she didn’t exactly know what he was chasing. Something he could see and she couldn’t. The moon shined brightly through the trees, creating the ever-rare moon shadows that danced around the yard like fireflies. The image was not lost on her, but her purpose was laid out on the picnic table, awaiting her magical touch.
A white silk cloth was laid out carefully, held down at the four corners by one silver coin each; white for invoking wind magic, silver for invoking moon magic. Rested in the middle of the cloth was a large white bowl, for added invoking of wind. To the left of the cloth, on the wood of the picnic table, was a clear bag that held three carefully cut and sized diamond. Above that, still on the table, laid a necklace she had carefully crafted earlier; silver in substance, the main charm was a decorative heart that had a glossy silver back to it and was surrounded at three points by spiders with the bodies seeming to be void… waiting for completion. Above the cloth on the table was a bowl made of stone with a crushing utensil resting inside it and beside that was a potted flower plant, black/red petals with yellow in the center (Devil’s Eye). To the right of the cloth, on the table, was a bottle of green liquor (absinthe) and a clear bag filled with yellow hairs from a Golden Retriever. Those hairs had been relatively simple to get.
She had gone to visit her nephew Jeremy after his mother had taken Rajani back home. One of his spirit animals was a golden retriever named Bear. Dogs are mythically and symbolically known for being protectors of their territory, including their companions. When she had realized that she would need yellow threads or hairs for her creation, she thought of the dog. Jeremy had grown up with the pup and it was just as immortal as him. She knew this would add to the resilience of the enhancer, and perhaps make it immortal as well. She told him of her need and he groomed the dog, giving her the hair that was removed.
Now she was looking at the ingredients for the enhancer she would name for her granddaughter, and she smiled, for the first time in days. She moved those last few steps to settle on the bench by the table and took the final three tools necessary out of her pocket and set them on the bench beside her; a pair of pliers, a pair of tweezers, and a citrine gem infused with the power to protect against wind. The citrine immediately brought up a barrier against wind around the picnic table. She couldn’t risk those hairs flying away.
She tested the barrier by raising her hand in front of her face and blowing out a breath at it. When she felt nothing, she set to work. She first moved the necklace to place it inside the white bowl, making sure it laid flat. Then she reached for the bag with the three diamonds, three diamonds for three times the strength. Using her tweezers, she lifted each one carefully and set them in the body of each of the spiders. Then she placed her tweezers to the side and lifted the pliers to make sure the settings were secure around them.
Once the diamonds were placed, the hard part began. The bag with the yellow dog hairs was emptied onto the table and one strand would be lifted with her tweezers and set into place across the glossy silver of the heart. When each end of the hair touched the edge of the heart she would mumble “Iungo” a magical words meaning “connect.” She repeated this process over and over again, weaving the hairs into an intricate spider web pattern. It took her until the am. It wasn’t until around four in the morning that she finished that part, she had started at eleven.
No time to stretch her legs, since moon was important to this process, she pressed on – pocketing that citrine and allowing the wind to blow around her and her project once more. She reached out for the bottle of absinthe and twisted the cap off. After a moment of considering taking a drink, she thought better of it and poured it into the bowl. She had chosen Absinthe because it had a habit of being drawn to the moonlight when surrounded by silver. Sure enough, light like a million little stars began to twinkle up from the bowl and swivel and spiral upward, connecting what was in the bowl to the moon above. The absinthe stars seemed to dance with the moon shadows in a mating ritual of light and shadow; guided by the wind.
She plucked the flower from its stem, for Devil’s Eye draws moon shadows to it. It was placed in the stone bowl and her crushing instrument used to press into in until it was a fine powder. She would carefully pour the powder from that stone bowl into the white one, wrapping her shadows around it to make sure none blew onto the grass, for in such a state it was poisonous and she did not wish for Rascal to get into it. When it was all soaking in the absinthe she removed her shadows from the bowl and let the concoction begin to bubble. Moon shadows, more silver than black, began to weave out of the dance with the absinthe stars and down into the bowl. Each shadow moved quick enough to break the sound barrier and create a whip-like sound.
She watched as the shadows began to absorb the rest of the absinthe, then as the necklace itself began to absorb the shadows… just in time as the sun rose. She lifted the necklace carefully once it was all over and ran a finger over it. Her voice soft as she spoke. “Rajani is not a good name for an enhancer, but Tsila works.” Tsila was her granddaughters’ middle name. “Tsila Teia… Shade Web…” She would box and send it in as soon as she went for a walk to get the blood running in her legs once more.
- Potion Submission
Enchanter Name (and Screen Name):ElyssaElvenblood
Enchanter Entity (only one per log): HoSD
Enchanter Rank: d56
Enhancer Name: Who Am I
Enhancer Type:Defensive against Battle Mage casting.
Modifier:+2
Short Description of Use (may include picture): By using the blood of an unsuspecting
, Nosferatu , was able to steal just enough to enchant the potion with the ability of Obfuscation. This would offer the bearer the ability to dab the blood on their own tongue and shift their appearance to something or someone other then the mages intended target. Confusing the mage perhaps enough that they would be befuddled and less effective in their spell with the uncertainty of where or who was the intended target .Effects wear off after an hour.
Log of Creation (Number of Words):569
Elyssa would go into the the rocky river bottoms where the waters slowed more slowly. There amounst the shadowed depths she would find that of which would bring her plan together. The dark blood sucking slugs commonly known as leeches would easily be plucked as she kicked over the rocks of which they hid waiting the warm blooded unsuspecting to happen chance along exposing themselves to their possible connecting to and filling their entrails with the rich blood . The jar lid was slowly undone and the leeches carefully plucked from their hiding spots with tweezers and dropped into the cool moist depths of the waiting jar's belly. A snicker could be heard as she captured the necessary creatures for her plan of a potion was in the works. The lid reapplied and the tweezers tucked in a bag of holding, phase one was easily enough successful. The danger in this epic was only beginning .
Back in her work shop she gained the articles she would need for the potion, magic waters several herbs and the like were placed in the cauldron and set to stew. The most important of ingredients would however , require Elyssa's stealth and perhaps stupidity to accomplish. With her jar of leeches in her bag of holding. Her elven blade strapped to her hip and the cloak of gray donned she began her journey to the more seedier side of Rhydin. There was a light fog rolling in from the sea, and the over cast day was dismal and gray to say the least. In the distance you could clearly hear the buoy bell ringing it's dead echoing chime as it rocked on the rise and fall of the wave rolled surface of the dark gray sea. She ventured into the old ship yard warehouse in stealth and grace of form. Managing to avoid the familiars that stood watch over their Master sleeping beyond. In the dank halls and stairways that lead to the creepy depths of a storage cellar, she found the sleeping quarry of that of which she was seeking. The smell was rancid, the pale greenish flesh , covered in the bugs that fed on the puss filled pustules of it's flesh. Carefully she would open her coveted jar. Tweezers in hand taking the juicy leeches from the depths and applying them to the green colored flesh of the resting Nosferatu. Doing her best not to waken the keeper of the blood clansman she tried not to wet herself as it rolled once , certain it was waking . Once the leeches looked plump to the point of busting, carefully she would dislodge them from the sleeping one's flesh and put back in her jar for safe keeping. Escape from the lair and the speedy trip back to her workshop was accomplished unscathed. Once there she continued the ritual of additives to her stewing potion for three more days. The final day she would take the prized leeches and drop them within. There bodies would sizzle crack and the potion turned a deep dark crimson color as the Nosferatu blood threaded it's way into the magic bed of the mixture. Carefully she would cook until the potency of the potion was at it's highest only to be bottled in the small vial where but two drops would roll the ink-y colored substance within Completed and tested properly she sent it off to the Ministry for approval.
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