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 Spellings

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Keeper

Keeper


Posts : 634
Join date : 2019-03-04

Spellings  Empty
PostSubject: Spellings    Spellings  EmptyMon Jun 20, 2022 3:01 am

Some Common Terminology and Things
Pushing - Pushing tends to refer to moving an object or thing away from the caster.

Pulling - Tends to refer to reaching out and bringing an object or thing to the caster.

Force - This is the impolite way to summon an entity. It essentially forces the thing to be summoned whether it likes it or not.

Requesting - This is the less antagonistic way to summon and the entity or thing is given an option to succumb to the summoning. This does not guarantee the entity will be happy, it might have been in the middle of something and finds the request, like a doorbell ringing, annoying and have interrupted it.  

Unchained/Unbound/Radical/Free Energy - This is energy used to empower something but there is nothing immediately there to empower. In this case the energy will seek out the first thing available to be empowered.
(Think the silver box unleashing energy with runes nearby but in no particular order.)

Overload - This is when a rune/summoning/spell is overloaded with energy. In most cases this is harmless but may have some unpredictable results like runes burning out faster, or the summoning lasting longer than expected, or shorter, or nearby runes accidentally being empowered. This can often happen when a caster is exhausted and has been casting a lot.

Fast Summoning - This is summoning that is in some way reduced down or done by envisioning the runes, or pulling them into a sort of preloaded subroutine, and empowering them that way. Fast summoning is difficult, with some things being impossible.

Conditional / Activated Summoning - This refers to a spell that is left empowered but does not trigger until a condition is met.

Trigger - This is typically set up as a single final rune that when empowered triggers the whole spell.

Structure/Body - This is a general set of rules for the spell to follow. It is generally very cookie cutter and built into spells Polkdot teaches. It essentially tells the runes how to work.
At the most basic level, assuming a circle is used it would read as something like, "Inside the space of this circle do the following..." Polkdot teaches a more specific form as without it, if two circular lines are used (one on either side of the runes as is typical) the "inside" the lines part where the runes are written can be a bit vague and open to interpretation. Regardless, you should always stand outside of the outer most circle just to be on the safe side.

Long Hand - This is worst way to summon. When you absolutely don't know what to do the runes are used as an alphabet language, and each one empowered separately, with the caster having written out exactly what they want it to do.
Example: Say "1" means wind, but the caster doesn't know this rune and wants to summon wind. They would write out the runes for each letter "wind" and now have to empower each letter, plus the summoning.

Un/Writable - This applies to realms or plains of existence. Polk uses the terms interchangeably though he seems to draw a distinction when it matters. In writable areas, things created and summoned tend to stick around after the caster has left.
In Unwritable realms once the caster leaves, or sometimes just stops looking at, or stops concentrating on, everything resets back to nothing.

8 Foot Rule - This is Polkdot's made up rule to cover peculiar things that can happen as summoning is imprecise in a way. From his observations things tend to return to either where they were, or within about eight feet. But he also uses this term to cover any "sloppiness" or unexpected results. This is partly he thinks also due to the imprecise concepts naturally built into the runes and can turn into long philosophical discussions on what is a thing. The runes tend to treat "a thing" as the sum of its parts, but this can be ambiguous.

Golden Rule - Everything summoned must eventually return.

Dirty Summoning - Spells that are incomplete, or underpowered, or too open ended, or make use of nonsense can result in dirty summoning. In these cases a general "portal" is opened up through various realms and it attracts things to it. Polkdot likens it to driving an ice cream van through a neighborhood attracting all the kids.

Spells he starts teaching
Circle of Protection - Outer
This spell is normally combined with other summoning spells but can function on its own.
When cast those on the outside of the circle are protected from what is on the inside.
This spell can be specified down to a specific being or left open ended.
The entity or thing inside the circle will have no thought of trying to cross over and out of the circle. If provoked they may realize they are being held inside the circle and possibly be able to force their way out.

Circle of Protection - Inner
This spell is normally combined with other summoning spells but can function on its own.
When cast those on the inside of the circle are protected from what is on the outside.
This spell can be specified down to a specific being or left open ended.
The entity or thing the caster is being protected from will not have it cross their mind to break through the protection. If they grow hostile towards the caster they may realize they are being prevented from reaching them and possibly breakthrough.
Example: If cast in the most general broad sense, a crowd of people would simply walk around the caster giving them as wide a birth as the edge of the spell is. They can see the caster and may verbally interact, but won’t enter the circle.

Objects: Generally objects will not penetrate the circle, but only because there is no thought to do so. Objects by happenstance may breach the spell boundaries.
Example: A creature with a spear would not think about thrusting or throwing the spear into the circle with the intent to harm the caster. A rock, loosed by rain, falling off a cliff would penetrate it.

Circle of Physical Protection
This circle similarly mimics and can be both Inner or Outer and specified.
Like the basic circle of protection, but it protects from physical objects. Objects entering the perimeter will either pass through or deflect. The spell does not function well, or rather tends not to last long, when under continuous assault.

Circle of Summon Object
Force Pull Unbound* Object
Request Pull Unbound* Object
Force Push Unbound* Object
Request Pull Unbound* Object

*Unbound here is used to refer to a general object with no proper “home,” or place to be. One place is as good as another. This is not to be confused with truly unbound things. Polkdot uses the terms interchangeably though there is clearly a distinction. All objects are technically bound and have to return there.

Example: Summon a pen. Without being specified (any pen will do) would bring a pen to the summoner. The pen, is considered “bound” only in that it exists here in this world, and nobody really knows about it. It is maybe forgotten in a junk drawer, or one of 10,000 in a crate. When it is time for it to return, it most likely will stay since it doesn’t matter where it is.
Summon Bob Henderson’s Pen.
This would bring a pen that Bob Henderson is quite aware of and attached to, and knows where to retrieve it from. When it is time for it to return it will go back to within 8’ of where Bob put it.

Request Push Unbound* Object
Request Pull Unbound* Object

Neither of these combinations would actually work since an object is unable to decide if it wants to answer the summoning. The object may still appear but it is considered an inefficient spell since energy is being put into requesting it.
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Keeper

Keeper


Posts : 634
Join date : 2019-03-04

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PostSubject: Re: Spellings    Spellings  EmptySat Jul 09, 2022 2:06 am

Summons: These spells are basic summonings and broken down into 4 categories, though technically there are only 3. Person and Entity are more or less the same spell but Polkdot breaks it down into two separate ones and uses "Entity" to cover unnatural living things.

1. Summon Object
Force
Request
This spell will bring something into the circle.
Summon a specific thing
Similar to summon a specific human. The more the caster can concentrate on what they are trying to summon the better.

2. Summon Animal
Force
Request

3. Summon Person
Force or Request
This spells will summon a person, any person. It grabs a person at seemingly random.

Summon a human with a specified quality
Similar to summoning a human but a quality or qualities can be specified as in male/female, or more abstract qualities like strong/weak/old/young etc.  
Summoning to a quality is problematic and Polk warns against it since many qualities are subjective and not based on a human standard. Though technically this can also be applied to various demonic and supernatural creatures, concepts like "male/female" are largely nonexistent with demonic lords and can have unpredictable results. Even with humans it can be problematic.
Polk generally considers this area of trying to summon as being depreciated.  

Summon a specific human
This summons a specific person.
The easiest way is via their true name.
Knowing the person and/or their location is also helpful.
The more the caster can hold in their mind an image of the person the better.

4. Summon Entity
Force
Request
---Insert List of Entities here that Polk Provides---

Summon a circle of protection
Outer
Inner
From summoned entity/person/thing - this is the basic CoP.

Physical - Protects from physical objects. This protection can get a bit weird in some cases as a "decision" has to be made as what qualifies as physical. Example: Someone leaving a circle with an Inner Protection Physical spell on it may find they lose their clothes, or it might decide the clothing is part of the entity, but the things in the pockets are not, in which case because they are in pockets, can act like snagging one's clothing on a nail.

Elemental - Polk suggests shying away from this one as it can behave unpredictably. A particular element needs to be stated in the spell. Problems arise with understanding what elements are. Polk prefers to refer to it more as protection from a quality but even that is not adequate. He sees it as perhaps a subset of the physical that only applies to certain things.
Cold and Wind for example are considered two different elements.

Spiritual - This tends to keep "things" away. Things being the odd little entities that often break through when a "dirty" spell is cast. Though this also protects from things that suck spirit and energy from people and tend to keep fragments out. (Polk uses "fragments" often in place of calling things ghosts or whatever. (Think common paranormal ghost like things.)

CoP FAQ ----Goes Here----
  • Does the circle of protection move? No.
    Can it be made to move? Technically yes, sort of...
    If cast on a flat bed truck that starts rolling will it move? Yes. It is bound to the encircled area.
    What if instead of a circle it is cast on a room? It is possible to define the area to roughly that of a room instead of a strict drawn marking on the ground but may not fill up all the room, particularly with height.
    What if it is placed on a ceiling? The protection does not know direction, it would essentially hang from the ceiling.
    Will a physical protection stop bullets? Not exactly. The CoP tends towards noninterference before being an outright barrier. Bullets, or fast moving objects, will generally pass through it with a slight altercation to its direction. The protection however does not "know" where an entity is inside it. If being shot at it is generally best to stand still in the center. Similarly outward attacks for protecting things from what is inside are misdirected but again the CoP does not know where the caster is outside the circle.
    If something shoots/throws/attacks off target then, it might actually hit? Yes it might. Rare but it could happen.
    What about ricochets? The CoP seems to operate on intent and has problems dealing with accidents.
    Will it protect from a natural avalanche or rock slide? At this point Polk would explain you are getting into a weird realm of natural-ness. But the answer is kind of sort of, and depends if the falling things can pass through. For an avalanche it would not stop snow from piling up around the caster, but would prevent (or try to) the last bit that would "kill" the caster. The caster would still be prone to running out of air or freezing. Similarly with a rock slide, it would "work the hardest" to prevent the rock or debris that would deliver a final killing blow from landing. (Remember CoP's do not hold up well under and onslaught of continuous assaults.)
    Wait, does that mean an object like a rock can have intent? No. Polkdot thinks "intent" is partially being drawn from the caster, and that might explain the protection's behavior.
    So if I think something is going to kill me it protects me? Polk thinks so.
    Protection circles are weird. Yes. Polk suspects they were never intended to serve as protections. He points out that there was a time when nothing existed and protection circles are glitchy leftovers from early attempts to control things. He points out that Darconoff's workshop actually changes size, and there was a time when such things as size didn't exist so protection circles might have been early attempts to allow some things to do things like go in small spaces but not allow other things entrance to them. But then size was created. He points out that in The Bowl, the only thing that seems to have prevented the population from entering things like a rabbit hole, was some method of a protective circle. In theory if given enough power, one could create things like erosion paths with enough protections running, but it would be extremely difficult and clunky to do. He also points out that in fragmented areas like "The Bowl" a thing like a tree can't be chopped down and he suspects this has to do with protections and likely because "They" didn't know at the time what would happen if one were to strike a tree. Then again he muses, maybe trees just couldn't be chopped because trees couldn't be chopped. But he does point out there was some idea that trees (wood) could burn so maybe "They" just hadn't thought of how a tree goes from the ground to being able to become firewood.
    This, he points out, starts to overlap into illusions in that the caster has to start accounting for things and behaviors and that's where illusions start failing.
    What is the center point line? This is where the circle of protection is the most effective and is an imaginary line from the center of the circle straight to where the spell is powered or triggered.
    But if it is based on the caster's "intent" why is that most effective?He doesn't know, it just is, stop asking questions. Ok, it is possibly that is an old wives' tale or what was once believed to be the case.




Summon Illusion
This summoning is typically done without a confinement. It draws on the caster’s ability to imagine a place/thing/whatever. The more the caster attempts to make it believable the more difficult the spell can be to maintain. Details usually break the reality as the caster must attempt to account for things happening.
Common problems for holding the illusion together are things like: Faces all looking the same, things not behaving correctly, Items the caster has failed to account for such as things in pockets or out of site.
One easy method to check for an illusion is to check one's pockets. Often one will find things they don't have such as incorrect amounts of money, an instate license when really it should be out of state, etc.

Summon Gate
This spell requires two circles. The two circles are "linked" via a unique identifier of some sort.
Push Gate - This causes one of the circles to "push" the thing entering it to the other one.
Pull Gate - This causes the receiving circle to "pull" the thing entering the entrance gate to the receiving gate.
In its most basic form the receiving gate does not send anything back through to the entrance gate.
The "thing" can be defined. If left open, or incorrectly written, the gate will most likely let anything through it.
The two gates can be written in a more complex form so they cross send with each circle acting as both an entrance and a receiver.

Summon Single Gate
This spell attempts to open a gateway to a specific place, without the use of a second one to receive.
This sort of spell takes quite a bit of preparation and calculating as it relies on necromatic location functions.
Main things needed to be known/calculated:
1. Where caster is
2. Where caster wants to go
    A. The Plane & Sub-Plane
    B. Location on the Plane (on 3 axis)
    C. Time
However this requires being done using Necromatic understandings of dimension and place.
There are a couple of "hacks" that make this a bit easier:
A Necromatic "Compass" can be added, or put in a separate spell and linked. The compass can take an input of numbers, and plot a relatively safe course.
A Necromatic "translator" can be added. The "translator" functions to shift runic numberings to Necro and back again.

Additionally the library contains a number of charts for converting and calculating, and some parts of the equation are constant, assuming the caster is planning to only move around "this world," and with some creative scrawling, the sense of "now" can be pushed through the translator.

Polk notes to take one's time with one, double and triple check everything. He also points out it helps to know the area you want to go and know that it hasn't been altered or you may find yourself suddenly with a newly installed handrail, or retaining wall through part of your body.

Summon Location Gate:
Polk shows you this spell but generally glosses over it. He shows it more as an example of how a spell can be altered.
This spell is very similar in form to the above Single Gate spell, but instead attempts to "pull" a location to the caster. In other words instead of sending the caster to the location, it brings the location to the caster.
It is horrifically complicated and requires a summon circle to be sized correctly.
He does point out the spell brings the entire location, up to the "last bit" (slightly less thick than a sheet of newspaper is how describes it.)
Example: If a room is summoned, from outside the room it would appear relatively normal however if one touched the external wall, they'd rip it, until the room is back in place, hopefully correctly.
If used to summon an outside area, it creates a void, however one would be able to see the edges of things that didn't move. Sort of like looking through a tree to last bit of bark normally on the inside of the tree.
Things inside the area may shift slightly. Polk warns about trying the spell, and warns again about using it on places with people or living entities inside it.  


Summon Librarian
This is an odd spell out as it requires multiple powerings in order to "drill" through several planes to reach the library. It also requires an oddly large area which other spells don't. The size is roughly the size of an average cul de sac. Polk does not have an exact diameter but does mention, weirdly, that it can be done as small as about the turning radius of a Saab.
The Librarian will appear in the center and take a form "comfortable" to the caster. IE: though they tend to appear humanish to people or like a bad plastic mold pouring of a human, it is not their actual form.
The Librarian will "fetch" the information being asked for...probably. And will handle all the turning of pages and general treatment of the book. Polk also points out, the "book" is likely similar to the Librarian and not the actual form but takes the form of a book for people as it is comfortable. Because of this it is often easier to request information on something, rather than a title, especially if it concerns an "earthly" book.

The Librarians can be finicky and should be treated politely. They will remember the caster and hold grudges.
Library session also join the collected history of knowledge, IE: they record who accessed the library, what and when, and may make that information available to another.
"Parts" of the library seem to close from time to time "for maintenance" and some things may not always be available.
Librarians are also unlikely to fetch some information for newcomers. (He says you can think of it like security clearance) This is another reason it is important to keep them on your good side though as they seem to arbitrarily decide on this clearance. It is bad to ask them about it, what your clearance is, when it might increase, or how to increase it. Doing so seems to trigger some sort of "red tape" and you seldom advance.
Too many pleases and thank yous also seem to annoy them. Comments like "Turn" to have a page turned seem to be preferred to being overly polite with "please turn the page, thank you."
Some Librarians oversee specific things and may leave during a session. Typically they will be replaced by the next available librarian.
The Librarians don't seem to overly like long research sessions. The spell can be held up to seven hours, but Polk suggests keeping it shorter. The other issue is because the spell drills through several planes, the caster will find themselves being surrounded by things. If part of the circle collapses early this can cause problems, and just the longer one stays around these things the more risky it gets.
Copying the information is also frowned upon. Polk suggests if something must be copied, use short sessions, and write down what you remember from each one.
The "library" is not exactly every book ever written. It is more like recorded knowledge, but like what people think they know, it may not always be 100% correct, like should be expected with anything you read.

Looking up Darconoff seems to automatically alert him. Oddly though looking at the Trils which he wrote, doesn't seem to.

Summon Hole
Summons a a 3-foot-diameter circular hole.
Polk teaches this spell without using a circle confining it which means (as he teaches it) it appears where the caster concentrates. After the spell is exhausted the hole returns to where it came from. Where that is, he doesn't know. Can you crawl in it? He wouldn't suggest it. Where does it go? He doesn't know. However it is always the same hole, so if someone else casts it, the first caster's hole will go away.

Summon Blindness (this is technically Push sight)
An entity must move through, or out of, the circled area for it to take effect and it whisks their sight away, likely permanently as sight has no particular place to be. If the entity waits out the spell without passing through the area it has no effect.

Summon Nightmare
An entity, capable of dreaming, will have nightmares for as long as the spell lasts if they sleep in the effected area. This spell literally attracts Nightmares which Polk says are little creatures that look like the Pillsbury dough boy.
He does warn that Nightmares don't like being forced to go places and if they figure out who keeps summoning them they will target that person.
A Nightmare can also be caught by swishing a net or bag or some sort of captive taking device over the summoned area. If caught the Nightmare will become gradually visible. If someone allows the Nightmare to effect them, it might remain content and stay with them, however if it becomes annoyed or feel trapped it calls on other Nightmares. to come help it until it is freed.
A Nightmare can be melted in boiling water into a thick paste that once cools will reform.
A Nightmare is not effected by the digestion system.

Summon Heat/Cold

Summon Light
Will take light from the "nearest" light source and put it in the circle. If the circle is generally protected the light will not penetrate out of the circle. Polk points out "nearest" is not based on a human perception of distance.

Summon Spirit (deceased)
Title is a bit of a misnomer but this spell will attempt to summon someone that has passed away.
Can be cast as just a general spirit summon in which case it pulls one at seemingly random, or specifics can be applied in an attempt to pull a particular deceased entity.
Polk warns about using though as he says there is not a lot to be gained. The summons may pull a fragmentation of the entity in which case the spirit is "locked into a moment," and mostly repeats itself, or it may pull from the "whole" trapped in hell. In this case the caster may be able to learn some basics of where the spirit is, or even the specific hell, but ultimately the spirit is most likely going to just begged to be freed. There are cases of "higher ranking" spirits or depending on the hell, have some mobility and be able to provide a bit more information or be interacted with more deeply.
Polk strongly strongly strongly discourages one from summon the spirit of someone that was close to them (or close to someone requesting the summoning) and says it more often than not is psychologically devastating.

Create a battery
This is not so much a summoning as a method of carving a set of runes to serve as a sort of battery to hold power. Besides allowing a spell to be dormant for a period of time before triggering, it can also be used to aid in casting more intensively draining spells.

Tapping "Aether"
Similar to the above this set of runes enables a caster to channel more power into a spell, but it comes with it's own risks.
-----Finish later-----
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Keeper

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PostSubject: Re: Spellings    Spellings  EmptyFri Jul 22, 2022 2:15 am

More about Triggers
Trigger - This is typically set up as a single final rune that when empowered triggers the whole spell.
That is the basic trigger. It can help to function as a sort of fail safe if something goes wrong empowering the runes, or something wrong is noticed, it can provide some time to change one's mind.
Because of the immediacy of runes when using things like paper/ink combos and such, triggers don't do much good.
Triggers can be turned into small complicated spells on their own though too.
Using a conditional trigger the caster can set a group of parameters that need to be met. In essence this can also allow other people to trigger the spell.
Using Qualities though can produce unpredictable results for all the reasons qualities tend to be unreliable.

Triggers are generally dumb. Though a trigger can be set to, for example, allow Mike Smith to trigger a spell, the trigger doesn't really know who mike smith is and this will tend to not work.
Triggers can't "see" things. If for example one set a trigger for "mike smith with black hair and a cat tattoo," the results would largely be the same as it can't "see" if a particular person has black hair and a tattoo.

Triggers can be set for things like, if touched twice, or if touched with a certain "type" of object, such as wood. The type of thing though is broad, IE: something like "human skin" would just be read as "skin" and any animal might set it off, nor does it tend to differentiate between living and dead skin, though sometimes it can depending on the skin and in the case of human and human world things, the length of time the thing has been dead may effect it.
Polk's theory is that "skin" is read as "blood" and that is part of why it works or doesn't as it does.
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Percival

Percival


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PostSubject: Re: Spellings    Spellings  EmptyWed Sep 14, 2022 9:05 pm

The create battery spell, does that mean the battery is written into the spell? Or you can inscribe it upon a token of some sorts to harness the stored power?
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