From 717ac91a147bc0d142fa09bf200679d207064fff Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Mon, 8 Jan 2024 03:40:17 +0100 Subject: [PATCH] define how to make sentient spells --- config | 2 +- spells.tex | 36 ++++++++++++++++++++++++++++++------ 2 files changed, 31 insertions(+), 7 deletions(-) diff --git a/config b/config index 2e809d33..a3332f2b 160000 --- a/config +++ b/config @@ -1 +1 @@ -Subproject commit 2e809d33dc8d09832449717319b8a3b56789fe69 +Subproject commit a3332f2bdbe556a26a9b81df744fc6d553cca7ee diff --git a/spells.tex b/spells.tex index 3a64606e..f6ce8d8f 100644 --- a/spells.tex +++ b/spells.tex @@ -281,6 +281,27 @@ A good witch leaves no part of her prey unused. \showSpells{Mind2} +\spell{Awaken}% Name + {detailed}% Enhancements + {Wax}% Action + {Water, Fate}% Spheres + {spell's level}% Resist with + {The caster explains a plan to a spell, and the spell gains an Intelligence Bonus of +\arabic{spellPlusOne} and begins enacting the plan}% Description + { + All spells have a small spark of sentience, endowed by their creator, so this spell exploits that fact to make a spell behave more intelligently. + + The spell begins with all of the caster's knowledge, although anything beyond general knowledge generally ends up as a tangled mess of half-memories. + Without any interest in socializing, any social memories will simply not make sense. + The spell has all of the caster's Skills which do not depend on any social intuition% + \footnote{The spell gains none of the caster's magic Spheres}, + with a -1 penalty. + However, if given a Charisma Bonus, with the Social Spell spell (\vpageref{Social Spell}), the spell will have full access to the caster's Skills (again, with a -1 penalty to each of them). + + The spell grants no Charisma Bonus, and the resulting mind has no interest in anyone, or anything, except as instruments for \emph{the plan}. + It operates methodically, and sometimes behaves in strange, and alien ways, given its single-pointed value system.% + \footnote{Look up `the paperclip maximizer' for an explanation of how this kind of spell can easily go horribly wrong.} + } + \spell{Fear}% Name {detailed}% Enhancements {Wane}% Action @@ -290,18 +311,21 @@ A good witch leaves no part of her prey unused. If the target ever finds themselves facing the danger the caster described, they take a -\arabic{spellPlusOne} penalty to Mind Attributes}% Description {The spell lasts until the character gains \pgls{xp} for following their Code.} -\spell{Watchman}% Name +\spell{Social Spell}% Name {detailed}% Enhancements {Warp}% Action {Water, Fate}% Spheres {spell's level}% Resist with - {The caster speaks to a spell, and convinces it to copy their own Code of belief. - It gains Intelligence and Charisma Bonuses of -1}% Description - {Casters can use this spell to control illusions, to make water rage in one direction rather than another, to convince a heavy wind to leave their companions alone, or suggest to a curse spell the best time to spring a nasty surprise on the target. + {The caster speaks to a spell like a dog, which awakens an instinct to socialize, and grants it a +\arabic{spellPlusOne} Charisma Bonus (but no Intelligence)}% Description + { + Casters might use this spell to let an illusion interact semi-realistically with people (it will smile and listen, but cannot speak). - The caster must be able to sense the spell in order to address it, which often demands a \textit{Witness} spell come first. + The newly created mind gains all of the caster's Skills which rely primarily on social graces (Deceit, Empathy, and Performance), with a -1 penalty to each. + It also gains their spell Spheres with a -1 penalty, but does not need an audible voice to use them. - These spells tend to take advice from the caster for a while, but soon after make their own interpretations of what they want.} + The spell typically tries to attack the caster's enemies, and then interact with the caster and their friends. + + } \end{multicols} -- GitLab