The Game: World Tree, an oddball RPG witha great system and world and wierd gods with strange personalities. The Gods are sort of people all right - they’re just strange and very powerful ones. TO cast world Tree magic, natives call on the gods themselves to send a portion of divine power, set in pre-imagined ways.
The Set-Up: The characters wanted to contact the goddess of illusion Shax Shay Shaz, and theorized that - since she could apparently be reached simply by travelling far enough, was the goddess of illusion, and only appeared as or in an
illusion - that an illusory journey might work just as well as a real one. Thanks to a Hammer Casting skill (pumping exra magical energy in) of 20, lots of donated magic, and a magic pooling spell, they poured 66 magic points into a casting of Fantastic Voyage, rolled well, and managed to achieve a power of 858 (Well, well over what they meant to) at the local temple of Shax Shay Shaz.
The Spell: Fantastic Voyage (Creation/Sustaining/Illusion/Mind/Spirit; complexity 10)
Sends a willing subject on an exciting illusory mental trip, with
an actual duration of § minutes and an apparent duration of up to
§ minutes, since the show skips over the boring bits.
A complexity 5 spell is useful and handy and can probably be mad up on the spot by anyone. A complexity 10 spell is more useful and probably can’t be don on the spot by just anyone, but a mage-type probably has a dozen like that. It calls on the gods of creation/sustainging/illusion… in the course of the spell.
So… Our overenthuiastic hammer caster is going to have a
headache for a week or two at the very least. The recepient is going
to be out of things for a while and will certainly encounter at least
a personal hallucination of Shax Shay Shaz, since that’s what he was
concentrating on (Whether or not this will have any reality - and if
that actually makes a difference when you’re dealing with the
illusory goddess of illusion - is also a good question). They’ve
certainly generated enough of a power-flare to attract attention
throughout the city, if not from neighboring ones.
I can think of a lot of possible results, but I’m tossing it out
for consideration here:
Should extraordinarily high power have ramifications in itself, or
should the only effect be the numerical ones in the spell description?
How far away are high-powered spells noticable?
Is there an upper safe limit to the “any number of magic points” entry
under Hammer Casting?
That’s a great deal of power. On the other hand, it’s not likely
to be unheard of. The only really unusual aspect was the cley-pooling
spell - and a powerful mage with Cley Overlap, or a few Graces, or a
large enough crowd of excited donors, could get along without it.
What power level - if any - would actually be enough to attract
special notice from the gods?
If it is enough to attract divine notice, which god or gods would
it attract the notice of? They wanted to contact Shax Shay Shaz, but
the spell involved five arts.
Will Shax Shay Shaz be amused?
Just for entertainment, their next proposed experiment is to use
Sunray (Cr Ru Py 10)
“Fires” a beam of intense light from the caster’s pointing finger
(or whatever). Attack base = Perception + Finesse + P/5 minus GM-
assigned range modifiers, Base Damage P/10, damage increment = 1,
does half damage if S resists. [Range: Line of sight, Speed: Build,
Dur: Real, Resist: M.R. Half].
-While this is spectacularly ineffectual as a weapon under most
circumstances, it does have virtually limitless range - unless it
hits a mirror, cloud, or patch of darkness, diffracting, or opaque
object.
To try and ignite the sun a few minutes early to see if this is A)
Possible, B) Renews everyone’s magic a minute or two early, and C) to
see if this resets the normal 27-hour cycle by a bit permanently, and
D) See if any of the gods take an interest in this or are amused
enough to let them have a minor knack OR smack them with something.