Astral guide

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Revision as of 11:09, 31 January 2008 by Maintenance script (talk | contribs) (New page: The Astral Guide is an enchantment used to help guide and protect a mage traveling through the Astral Plane. == Creation == === Components === *A random Imbued item *An un-enchanted bec...)
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The Astral Guide is an enchantment used to help guide and protect a mage traveling through the Astral Plane.


Creation

Components

Steps

  • Part One: The Cradle of Moons
  1. Imbue the item to be used
  2. Scribe, activate, and bind the Katamba
  3. Scribe, activate, and bind the Yavash
  4. Scribe, activate, and bind the Xibar
  • Part Two: The Crystal Mind
  1. Scribe Shrew onto the Becon shard
  2. Scribe, activate, and bind the Unicorn
  3. Scribe, activate, and bind the Durgaulda
  4. Scribe, activate, and bind the Scales
  5. INVOKE the crystal
  6. ALIGN to one of the four moons to set destinations or statistics <Grahzir to set destinations, Xibar for sanity protection, Yavash for force, and Katamba for speed>
  7. Set aside and let it age for around 22 days
  • Part Three: Combining and Finishing
  1. Hold both the Cradle of Moons and the Crystal Mind and FOCUS on one to place the mind in the cradle
  2. Once desired amount of Minds have been placed in the cradle begin to SCRIBE sigils on the Cradle till it catalyzes. <It doesnt matter what sigils are scribed onto it>

Use

Notes

  • Astral Guides typically have a minimum 7 charges depending on skill.
  • The aging process of the Crystal Mind can be sped up by scribing the Celestial Sigil of the Shrew on it, though this can have consequences.
  • The stages of Mind growth are:
  1. 10 minutes - infantile
  2. 1 hour - made of barely coherent energy
  3. 1 day - made of chaotic impulses
  4. 2 days - beginning to form simple patterns
  5. ? days - a series of repetitive patterns
  6. ? days - beginning to form complex patterns
  7. ? days - composed by the interplay of numerous psychic patterns
  8. 7 or 8 days - beginning to bring disparate patterns together into a gestalt
  9. 10 days - developing primal intelligence
  10. ? something, I sucked at taking notes this day?
  11. ? something
  12. 15 or 16 days - developing a sense of cunning
  13. 18 days - mimicing higher-order animal intelligence
  14. 20 days - testing the limits of its environment
  15. 22 days - nearly sentient
  16. 22+ days - sentient... but only for a little while


  • Astral Guide enchantments are on a 30 day cooldown. Meaning if you create an Astral Guide you must wait 30 days before making another.