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Post by Mother Starlight on May 17, 2015 4:05:44 GMT
One second per caster max mp, rounded down to a multiple of six seconds.
Edit: on second thought, quantizing time into rounds is more a property of the world than of the magic.
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Post by Mother Starlight on May 17, 2015 4:08:06 GMT
Oh, and the one month per MP estimate is based on a full time job level of dedication.
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Post by Daniel H on May 17, 2015 4:25:40 GMT
Okay, so it will be not nearly enough time. Unless something reminds him that the spell needs to last longer than that, he’s going to waste the 70 hours of spell invention time.
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Lantern
Regular
Posts: 106
World: Glazed
Pronoun: They
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Post by Lantern on May 17, 2015 4:45:59 GMT
What sort of thing would remind him about it?
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Post by Daniel H on May 17, 2015 4:48:53 GMT
I don’t know. I’m not planning to remind him, but if something does then I’ll let it.
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Post by Daniel H on May 17, 2015 4:54:27 GMT
Discussions of magic wearing off or of going to special efforts to make magic permanent, especially if the magic is QDS-related, might do it. Thinking about things some more because something is up with the QDS account might do it, especially if he heard of the Foundation using trap the soul (he already realizes how dangerous an anchor magic would be, but he still thinks developing it is worth the risk if he handles the infosec carefully).
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Post by Dotted Lines on May 17, 2015 4:57:21 GMT
So would, say, Lantern going to the Magic Discussion thread and saying that conjurations last 1 hour, and wondering how long other magics last work? I can stop if you want, but I like to avoid people wasting large amounts of time by accident.
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Post by Daniel H on May 17, 2015 5:06:07 GMT
Andrew will be wasting 9 days of a project which will last more than a decade (or perhaps as little as several years, if he dies and decides to never sleep). It’s not a large amount of time, relative to the size of the project. The primary reason I’m not having him remember on his own is because I don’t think he would and it would have such a small effect.
Lantern (or anybody else) explicitly wondering how long other types of magic last should work if you still want to, though.
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Post by Mother Starlight on May 17, 2015 5:06:59 GMT
This is already an insanely high-power continuity. I kind of like the idea of people dithering and wasting time because they're fallible humans.
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Lantern
Regular
Posts: 106
World: Glazed
Pronoun: They
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Post by Lantern on May 17, 2015 5:12:13 GMT
Okay, I think I will not have Lantern wonder that then. Unless it is likely to get him killed-or-worse by the Foundation?
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Post by Archangel on May 17, 2015 16:30:00 GMT
Neither wondering about magic duration nor not wondering about it is going to cause the Foundation to do come after Lantern. They're just concerned with blocking travel right now.
When you wish for an object, does it have to appear in your inventory, or could you wish for a five-dollar bill to appear in someone else's wallet? If the latter, the Foundation could probably stop doing 110-Montauk now. But won't.
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Post by Mother Starlight on May 17, 2015 16:30:59 GMT
If someone who has imprinted on SCP-896 learns a spell, the Dungeon magic system will try to integrate with 896's game mechanics instead of Keter's baseline how-stuff-works. Order of operations matters; if someone with Dungeon magic imprints on 896, then Dungeon magic doesn't reconfigure itself.
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Post by Mother Starlight on May 17, 2015 16:31:51 GMT
Wished objects appear in your inventory.
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Post by Dotted Lines on May 17, 2015 16:32:15 GMT
Oh, I probably should have phrased that more clearly. I was planning not to have Lantern remind Andrew about spell permanence unless not being reminded would do Andrew major harm by the Foundation, that DanielH did not prefer to happen.
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Post by Daniel H on May 17, 2015 16:46:23 GMT
I doubt Andrew working on an anchor magic will draw more attention by the Foundation than he already has. He won’t complete it for ages and he’s already probably a target.
How could appearing magical objects elsewhere prevent the need for 110-Montauk?
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