Wemade some fun (inedible) orbs of our own, using the technique: standard orbs (from gelatin or agar and water), floating orbs (with agar and vinegar) and color-changing acid/base indicator orbs (from red cabbage juice and gelatin or agar.) Adult supervision is required for this project, since it involves hot liquids. The orbs may also be a choking hazard, so keep them away from toddlers. I demonstrated how to make them on Kare11 Sunrise News.
3. Drip gelatin or agar solution into the cold oil, a few drops at a time so it forms into marble-sized orbs and sinks. Drip two colors together to make multi-colored orbs! Allow to cool for 30 seconds or so and retrieve with a slotted spoon or strainer. Rinse with water and repeat, re-chilling the oil as needed until you have as many orbs as you want.
4. Rinse orbs with water. Dry them out by setting them on a plate overnight if you want to see them shrink and then re-hydrate them with water. Orbs can be kept in a plastic bag in the refrigerator. (Keep away from small children, since they may be a choking hazard.)
To make floating orbs, follow directions above, but make with 1 cup white vinegar and 2 Tbs. agar. They will sink and float when added to water with a few tsp. of baking soda mixed in as the vinegar and baking soda react to form carbon dioxide gas.
To make color-changing orbs, dissolve 2 Tbs. agar or 5 packs unflavored gelatin in 1 cup red cabbage juice (magic potion) and follow directions for making orbs. Then drop them in vinegar to watch them turn pink or in water containing baking soda to watch them turn blue!
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Now, my brothers and I bring our own kids, making for a chaotic but memorable week with 13 of us under one roof.There are cousins aged five to twenty, card games, counting shooting stars, mudslides, occasional melt-downs, and made-up games on the lawn.
A few years ago, my husband Josh heard an intriguing rumor: glass orbs were mysteriously being hidden along the island's many hiking trails. We'd always enjoyed these trails, but this added a new layer of adventure. Even my son got into the hunt.
In the beginning, we had strategies - "You take the left side of the trail; I'll take the right," or "Use the walking stick to poke the underbrush." But after years of searching in vain, I began to realize something.
It was with this easygoing attitude that a glint of glass caught my eye. Nestled in a tuft of grass, we found our first orb! The size of a tennis ball, simply made and stamped with the map of Block Island.
When we want something badly, we often strategize and optimize, hoping sheer willpower will deliver it. Our energy becomes a little more forceful and a little less creative. Which also takes a lot of the fun out of it.
Now, as summer winds down, my kids head back to school, and routines resume, I'm incorporating that lesson as I clarify my focus for the fall. As I advise my clients, it's about the 'what' AND the 'how.'
Orbs are the central mechanic of Orbs of Magic. They are representations of magical elements that give the user their powers when absorbed, each with different movesets. Orbs spawn on every island except the spawn and crafting islands every 20 minutes. Anywhere between no orbs to 5 orbs can spawn at an island.
To absorb an orb, players must click the orb when they are close to it. A player's first orb will be absorbed instantly, afterwards any other orbs take 8 seconds to absorb. Only one orb can be held by a player at any time, and unless the player owns the Keep Your Levelgamepass, absorbing an orb will reset the player's level to 1.
This could, IMO, be "solved" by a feature in the spell, in which it appears to you as if the images are coming from the nearest reflective surface, but actual display is something more, since it allows the sharing of information and lets you stay aware of your surroundings.
More, now that I think about it, it lets you do things like cctv for grogs, shifting easily from multiple points of view. I wouldn't give that for free.
And just slapping a CrIm requisite doesn't do the trick IMO, since you essentially have 2 different effects (spy + create image) with at least 2 different targets (the scrying target, possibly a sense, and the image being created).
=> It feels like the answer is an item with 2 effets, and a linked trigger: An InIm to scry, a CrIm to display the images.
I can see an experimentation yielding a spell which requires a mirror or scrying tool in exchange for the "display" factor, something kinda non-hermetic, then, but aside from that, it seems to be quite difficult save through a Greater Enchanted item
Crap, this CCTV got me thinking...
Have a bunch of stationary circle high enough (Rego flight effect made constant). With an AC to these, you can use them to look at a location from above, as if you had a spy satellite. And with an effect like Eyes of the Eagle, this becomes very effective .
Since I want to make the image from there appear here, could Rego Imaginem do the trick?
Maaaaaaybe?
I could spy on a room by making their species appear elsewhere. This would normally just move them around, like with Image of the Wizard torn, but making them appear inside a mirror grants little, so I'd allow that for free. There's just one little problem: The targets would become invisible/mute/whatever, making it obvious to them that they are targeted by magic
But, back to my satellites ideas. Now, this is a place where Rego Imaginem could actually work!
If I put a bunch of circular mirrors up in the sky, I can have a linked mirror who, also with Ring duration, move the image reflected in the first mirror to my "scrying" one. Not very useful save for spying on armies, but at least, it works!
If I have an AC to a mirror someplace, I can do the same trick. It works, but is not very subtle or effective, especially compared to "normal" Intellego Imaginem. At least, I can use this to set up cctv for the covenant.
Well... IIRC, there is "Enchantment of the Scrying Pool". Sadly, this is a Special spell, with very non-hermetic properties.
Serf's parma (And It took me weeks just to write this single post!), but this is the only example I can think about. Have I missed something?
Hey, the "move image from a mirror" above gave me an idea about a way this might work using Rego Imaginem.
While I can't see a way for Rego Imaginem to scry using a mirror/orb/fire as it is, I've been subconsciously limiting myself to standard hermetic targets.
But this doesn't need to be the case (See Arm p114). So maybe I can use these to do something similar to the "move the reflected image in a mirror to another mirror" trick?
Let's say:
Target: Walls (+3 magnitudes, target based on Room): This targets anything that reaches the walls of a room. By itself, this could allow you to move the species that reach the walls without it being noticeable, letting you scry as if you were on a wall. Add 1 magnitude for complexity to "zoom out", and you could move these "inside" an orb or fire, turn it around... Nice.
But it won't work. The base effect would be level 25 (15 for AC, +2 for changing image), it quickly gets into Ritual territory.
Now, I can emulate a "point of view" by having a custom target based on part, to move every species that reach a specific part of an item. This would allow things like "head cameras" on the helms of grogs.
Let's consider this as working. This is doable, but barely. Very high level spell compared to the Intellego equivalents. I'm glad that this is harder than just directly moving your own senses, but it shouldn't be that hard.
So, maybe... Muto Vim?
If I can cast a InIm spell to move my sight and hearing to another place, I can use a "Significantly change a spell" to make the target the mirror's senses.
While I can see that working just fine for the visual component, the audio is more in doubt.
This does not bother me much for a scrying mirror, much more for an orb/pool/fire (yes, this is purely subjective)
But what about the not quite Hermetic ArM5 p.122 InAq(Im) 30 Enchantment of the Scrying Pool - and having many natural bodies of water in and around your covenant? "A number of theoreticians would like to make that work more generally, but so far this has not proved possible."
"Soothe the Mother's Anxiety" MoH, p. 24 is an invested device, using an InIm effect to detect noise which activates the CrIm effect to display everything in the room with the arcane connection on the mirror. It displays images and sound.
"Haunt of the Living Ghost" in AM5, p. 144 is another spell, using Cr(In)Am with also projects your image so that it is not considered scrying. The see and hear part of the spell would only be level 15 without the added modifiers for projecting the image. Those include +1 intricacy (projects your image to a mirror, with your senses from said mirror), +2 to animate your image, and +1 Intellego (the senses are beamed directly to you, rather than displayed through a medium).
"Enchantment of the Scrying Pool" is not quite Hermetic because of the odd way it using the water in the pool as an Arcane Connection to all other open/pools of water within a 500 mile range. This has the advantage of not needing a fixed Arcane Connection, but requires a ritual and a non-hermetic effect.
True, non-hermetic effects always make it difficult to figure out if the base is a ritual or not. Though the closest other non-hermetic effect spell to that one I could find is The Scrying Pool (ML, p. 98) which is also a ritual while having a R/D/T of A/C/I.
The "Dream" art in Faerie Wizardry can make these kind of effects as well (a scrying pool is one of the example spells listed) but that's a non-hermetic effect too and has to be a ritual. It also uses sympathy instead of arcane connection, so probably works on different principles to Enchantment of the Scrying Pool (which is supposed to be based on a mercurian ritual, I think?).
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