Contents
The Dreamscaper
Introduction
This text will delve into the process behind the creation of the Dreamscaper which is a device, created by the Earthkin Arcanum, that uses illusions for the purpose of relaxation. What inspired us to pursue this project was the challenge, blending Tinkering and Illusion magic, to create a device that could be used by anyone, regardless of their magical training.
Wizards are not known for their idleness or socialization, making common relaxation activities troublesome. On top of that, such activities are time consuming and dependant on external factors making them logistically problematic. The Dreamscaper is a way to overcome these obstacles.
While relaxation was the primary focus of this project it can also be modelled toward education, martial training and even reliving memories.
Please note that this text will not contain the usual reference section due to the fact that most of the decisions relied on general knowledge, experience and experimentation. Instead, footnotes will be added to each chapter to help fill the gaps.
Chapter One: The Build
It was fundamental to the purpose of the device that it be easy to operate, even by non-wizards, to broaden the possibility of its uses. While, initially, we considered something mobile, it quickly became apparent that the spell would need to be contained in a gem or crystal which would have to be substantial to hold a complex illusion and would ultimately be too bulky for a portable device.
We decided on a traditional spell containment because so much of the rest of the device would be experimental that a reliable foundation in gem magic would provide us with a spring point as well as added safety.
Without the constraints of portability, the design centred around stability and comfort. A wooden throne became the base for the device. Wood can’t heat up like metal and is easier to repair and manipulate than stone. It is also welcoming, comfortable and familiar to most users [1]. While wood is flammable, we weren't expecting any extreme heat from a properly functioning spell gem that would exclude the material.
We considered installing straps to deal with potential involuntary movements by an operator [2]. However, it was decided that instead we’d design towards maximizing user friendliness.
Silver was chosen due to it being the least problematic metal [3] with the highest energy transference, particularly magical and electrical energy.
Almost exclusively, the literature on gem magic relates to linear spells rather than custom inventions. Traditionally, diamonds are considered the most potent spell gem containment due to the fact that they can hold higher circle spells; however, diamonds hold inherent properties related to Divination which is opposed to Illusion [4].
As an alternative, sapphires were added due to their considerable magical uses, including in illusion. While Chardalyn Stones were briefly considered, they were determined to be entirely too expensive and difficult to source for the project. In some instances, crystals were also used for spell containment so we included them in further testing [5].
Our major concern for the gem types was that they have the tendency to release an electrical charge when warped, which could happen when the spell activates [6]. Since the spell we intend to use is experimental, it was unclear how the charge may affect the magic. It could be a potentially fatal reaction.
In order to select the least problematic material, we stress tested each of them [7]. We tested quartz crystal, magical grade crystal, diamonds and sapphires. We separated the tests; the first was testing the charge released by the base materials [8] and the second tested it while a gem was charged with magic [9] [10]. Ultimately, sapphires became our choice for the spell gem as well as our focus gems in the circlet.
The final point of the initial build were the cables that would transfer the spell to the circlet. The cable types prepared for testing were gold, silver and copper which are all known for their magical or conductive properties [11]. A fourth set of cables made from Ilithid tentacles were purely speculative [12].
All the cables were in standard twisted design to prevent surges or transfer. All cables had three twisted pair wires in a simple cloth sleeve. The first test was run-assisted, meaning that a mage provided the magic instead of a spell gem. We measured the output with a detection orb which could only provide visual verification rather than hard numbers [13].
With the best results, silver was selected for the spell gem test. However, when the gem was activated, it blew out all the focus gems. We came to the conclusion that the test failed due to the problem of concentration.
[1] Disbelief is a common weapon against illusions. In order to overcome most mental fortitude, familiarity is an important tool.
[2] Much like dreams, it is not common for targets of phantasms to act out the illusions they are subject to one but it is possible.
[3] Silver has a high melting point compared to other metals with similar abilities.
[4] Diamonds are also used when crafting items designed to defend against enchantments, charms and minor psionic influence which would further inhibit our efforts.
[5] When a component or spell does not specify the gem type, a quartz crystal can be used as a valid substitute.
[6] This is known to occur in certain gems, crystals, bone and ceramics.
[7] The test was run using a device that we built which was simply a frame with two claws that sat on the top and bottom of the material. When the dials are twisted, the springs activate, closing the claws for a short period before releasing. The measurement came from copper films that rested against the material and were linked to a meter.
[8] All but the Diamond released a charge when warped. Quartz (1.5), Crystal (.7), (0>) Sapphire.
[9] Due to the previous results, only Sapphire was chosen for this test. We found that Sapphires only release a surface charge which does not react with the Illusion magic.
[10] We speculated that electric spells in the Evocation school might be those that cause a reaction when the gem is warped, especially if the most electric option is selected. High Magus Chiselfinger attempted to load up a Quartz crystal with an electrical spell; however, it caused a violent reaction, damaging part of the work area. While this is outside of the scope of this research, it is nevertheless an interesting development that should be noted.
[11] Gold and silver are often used in magical items and alchemy. Copper has less literature to support magical uses outside of automatons; however it is recognized for its conductivity.
[12] They were created from dried Ilithid tentacles in hopes of using the species' innate mind-affecting abilities to provoke clarity in the transfer.
[13] Copper was the least successful. Gold was moderate and Silver performed the best. The Ilithid cables also performed well; however, interacting with the arcane stimuli made the cables unpredictable, causing interference.
Chapter Two: Concentration Problem
In the Arcane Arts, there are many spells that can be cast with little more than the knowledge and components needed [1]. However, at times, dangerous or complicated magic requires the caster's concentration in order to be maintained.
Initially, our build did not account for the complexity of the spell. The wires could only direct the magic; provide the most obvious pathway. We reduced the likelihood of the spell dissipating elsewhere because of the housing cylinder. However the wires did not reduce the speed of the transfer nor do they have the capacity to understand the transfer in order to adequately throttle it like a wizard's concentration might.
Without a wizard's concentration, the spell gem did exactly what it was designed to do; fire the entire spell at once which overloaded our focus gems [2]. The mechanical solution for this problem could have been to divide the illusion up across multiple spell gems that activate when event conditions are met. However, we did not consider this to be an elegant solution which would align with the ease-of-use requirement set at the project's inception.
Even if throttling, using multiple spell gems, were possible, that would only affect the speed of the spell. We would still need to make relatively simplistic scenarios with little interaction potential because there would be no caster to adapt to the user's attempts within the illusion [3]. The only answer to the problem of concentration is sentience or semi-sentience. [1] Components are not only materials. Components can also be verbal and somatic elements of the spell.
[2] The focus gems were sized and cut in a way that would distribute the burden of magic across all points based on the expected progression of the spell rather than the entirety of it.
[3] If an illusion is very restricting and prompts too many failed attempts at interacting with the environment, the user may be overcome with disbelief and break the illusion. Introduction
Chapter Three: Golemancy
It was understood that we could not proceed by simply utilizing a standard model of golem. We required a construct that was capable of carrying out complex instructions. For this reason, golemancy wasn’t immediately seen as the correct answer to the concentration problem. Necromancy could be viable, but was not considered realistic; more so the product of hypothetical curiosity [1]. Another option was using very short and non-interactive illusions [2]. However, this would result in a cheapening of the overall user experience.
We eventually began work on what is called a planar golem, specifically the prismatic variety. A type of construct which can only be forged in a layer of Elysium. It possesses a heightened level of capabilities. While their core design provides some insulation against unwanted tampering or accidents [3]. The potential issue with a prismatic golem was whether it would discriminate against certain users. Such as anyone whose ethics do not line up with its origin plane [4]. Nevertheless, we chose to proceed with this option as it did not bring with it any ethical liabilities or require a downgrading of our vision.
To proceed with crafting the golem, we needed magically saturated geodes. It was decided that we’d search for these in the Deep Wells. An underground maze which, to our knowledge, is not linked with the rest of Arelith’s local Underdark [5]. A number of materials were reviewed in preparation of the expedition [6]. We also acquired assistance from a number of dwarven clans from Brogendenstein [7]. The materials gathered from the Deep Wells were as follows: hematite, gypsum, zircon, and mykaro. Gypsum, which was located in a crystal laden chasm, was insufficient. It lacked the necessary magical absorption properties to satisfy our needs. Mykaro, though possessing certain useful properties [8], was likewise insufficient. Hematite and zircon, however, both had worthwhile properties.
Hematite, though not innately magical, has immense potential [9]. The samples we found in the Deep Wells were all magically saturated; releasing small orbs of blueish-white light. On closer examination, the saturation precedes the malaugryms arrival [10]. The zircon we found was a pale blue [11].The most favorable characteristic associated with this material is its association with magical items. Both hematite and zircon are known for their fragility, so they share a disadvantage.
To determine which to use, a measuring device was designed that can measure a given material’s level of magical saturation [12]. The saturation was determined visually using the device [13]. Due to the results, it was decided we would proceed with using hematite.
To construct the golem, we accessed Elysium through the Astrolabe [14]. The layer we located was determined to not be ideal [15]. The ritual could be conducted from the Prime Material, but only one of the three wizards present were aligned with the plane in question, which translates to a low rate of success. The ritual would consist of a number of steps. The light from Elysium was conjured from surrounding luminous fog using prismatic spheres. This light was then condensed around the hematite. What followed next was the binding process with the final result of our efforts being the desired prismatic golem.
The golem appeared dimmer and smaller than expected, which we surmised could be due to the layer’s conditions. However, it was still very much functional. Additional testing of the prismatic golem found that it is capable of a great deal more than a typical construct. The golem also possesses a basic level of intelligence which allows for complex instruction. In total, it can perform up to at least fifteen commands [16]. [1] To overcome the concentration problem, a sentient or semi-sentient intelligence was needed. Necromancy possesses options to satisfy this requirement. However, due to ethical and moral concerns this was never seriously considered.
[2] The crux of the concentration problem was the complexity of the illusion. By choosing to instead utilize simpler magic we negate the need for concentration.
[3] Being of Elysium, the prismatic golem’s very essence is fortified against negative or dangerous changes to its protocol. In theory, it should also be less likely to cause indirect harm to the user.
[4] Elysium embodies the concept of pure goodness without being overly restricted by law nor dissipated by the randomness of chaos. Our concern was that the golem would not be as responsive if the device’s user did not morally align closely with its origin plane.
[5] There was a concern about materials taken from the greater Underdark being contaminated. Specifically due to possible interference from local fauna or faerzress exposure. And so it was decided our search would focus on the Deep Wells beneath Guldorand.
[6] “A Navigational Guide to the Deep Wells Vol I-IV” by Konstantin Helbrecht, “A Pocket Guide to the Deep Wells” by Falco Whisperwill, and “The Alwcalala Amaccla” by High Delver Perdan Carmenor.
[7] Clan Redbeard and Clan Silvbriga supplied us with warriors for the expedition. Clan Goldenbeard, a mercantile kinship, also provided support by spreading word of our need.
[8] Mykaro has been observed as potentially being a component for a blindness cure. Though interesting, it is entirely unrelated to the project and so we ceased pursuing this.
[9] Ioun stones, magical rocks which empower their user, are typically crafted on Arelith using obsidian. This process can be replicated using hematite as well.
[10] The magic within the located hematite did not possess planar influences . [11] Zircon crystals are typically brown.
[12] The “Magical Absorbance Evaluation Device” was designed by High Magus Gimdar Chiselfinger.
[13] A trio of crystals were situated over the measuring device’s control panel. Their individual luminosity determined the rate of magical retention for a given material.
[14] Guaji root is known to be usable for accessing Elysium.
[15] The brightest lights from Elysium are considered the most desirable for the process.
[16] A prismatic golem should supposedly be able to carry out between fifteen to twenty commands.
Chapter Four: Illusion
The subschool we settled on for our custom illusion was Phantasm [1] because it would not be burdened by the need for physical manifestation [2]. At the start of the project, we had considered a peaceful stroll through a forest as our illusion, however, due to the golem's command limitations, we were forced to select something less complex.
A desert was our first choice due to its sparse scenery, but we couldn't find a means by which to make that environment relaxing so we selected a beach instead. We polled visitors to the Arcane Tower in order to create activities that would appeal to the majority.
We had fifteen commands available to generate the illusion; we used all but one. The first two commands were administrative and the only ones accessible by the user; Start (to activate the illusion) and Release (to end the illusion even if the spell had not run its course). The rest should be considered as transitions within the illusion and are as follows: (Start) User sits in a beach chair with a view of the water, bonfire pit. If the User remains here (Transition) Crab (Transition) Night (Transition) Can light the bonfire (End) [3]. (Start) User is in the chair. (Transition) Approaches and enters water/lagoon (Transition) Colourful fish (Transition) Back to the chair [4]. (Transition) User leaves the chair area to walk along the beach. (Transition) Parrots. (Transition) User reaches rocky area leading to cliffs – conch interaction (Transition) Can return to chair (Transition) Walk along the rocky cliffs (Transition) Night (End).
The passage of time had to be included as transitions since the illusion started before sunset, then moved to evening. This allowed the user to enjoy the varying visuals as well as provided realistic cues as the day progressed. Unfortunately, time caused a number of issues. Time stopped moving when the user would transition to the water or the walking path options; it can never be night in those paths [5].
Daytime can last longer if the user focuses on those paths; however time seems to speed up in the chair path because there are so few transitions between day and night causing it to appear faster. Additionally, the user cannot light the bonfire during the day or transition to other paths once night falls.
The animals were included in the illusion to make it more dynamic. They were designed in such a way to prevent users from interacting with them [6]. During our beta testing of the illusion, we found the golem would attempt to draw from the user’s knowledge in order to adapt during unexpected interactions [7] [8]. A user who attempted to move outside the design parameters experienced distress, heightening the risk of a negative experience [9]. Additionally, we found the golem attempted to adapt elements from their home plane in response to user deviation [10].
External stimuli affected the illusion. A user that was poked on the hand during a session believed that the fish had bitten her. In spite of the fact that they are designed for non-interaction [11]. This event caused the illusion to break down as it changed the user’s disposition and provoked them to push the design limits [12].
In order to promote the best experience under the current system, a user would need a manual to understand the entirety of the illusion in order to know what paths are permitted and which are not. As well as understanding the dangers they may be subjecting themselves to if they choose not to adhere to the design. [1] Phantasm spells usually only occur in the mind of the target and the caster.
[2] Illusions that have to manifest are more prone to prompting disbelief because the target only needs to observe another failing to interact realistically with the illusion than to do so themselves.
[3] The bonfire interaction had to be placed after nightfall or night simply wouldn't fall until the bonfire was lit. By making it secondary, it became optional as was intended.
[4] The water in the lagoon is meant to be at waist height regardless of the user's actual size in order to prevent attempts at swimming which was deemed too command heavy.
[5] Depending on when the user took those paths, the time of day would vary between daylight or sunset.
[6] The animals were observed and used as reference from the Sibayadi coast and the jungles.
[7] This is common in Phantasm spells; however it often relies on the fears of the subject to generate new possibilities which the caster can exploit.
[8] A user interacting with the sand, outside of walking on it, caused the grains to move at different rates due to the lack of understanding from the golem.
[9] The user attempted to go beyond the lagoon which prompted a sense that some danger was in the water; the danger became tailored to their own personal experience. While the danger didn't manifest, its presence was felt and its familiarity was obvious to the User.
[10] The golem manifested the swampy waters of its home plane.
[11] We found that users seasoned in the Illusion school were able to pick up on more external stimuli; going so far as being able to hear testers that spoke with them, and respond in turn without souring the illusion.
[12] While it is clear that stimuli or pain can alter the illusion, it was considered unethical for us to test the limitations of these alterations because we had no means by which to remove the User from the illusion before it was over. A release can only occur on the user side.
Conclusion
The Dreamscaper was overall a success from an operational standpoint with none of the errors discovered being critically fatal in relation to the device’s functionality. We felt that our goal had been accomplished, so we left these errors to future tinkerers to overcome. Below are some hypothetical solutions for these problems.
The premature transitioning of time might be correctable by introducing additional transitions. This would bypass what is believed to be the cause of the issue, namely the golem’s inability to adapt.
The trouble the golem had with accounting for how sand behaves when interacted with by the user is complicated. There is also a problem where an experienced illusionist can figuratively see between the lines. Both of these examples hamper the level of enjoyment one might experience from using the Dreamscaper. The issue here might be due to the golem itself. In Chapter Three, it was pointed out early on that our golem was not created under ideal conditions. Therefore, a solution might be found by perfecting the creation process. However, the creation of an entity capable of higher learning would likely be a better alternative.
The most pressing error stems from external stimuli for which there is no clear answer as to how to correct it. At present we simply advise users to avoid straying too far from the illusion’s parameters. We also ask observers to not interact with somebody when linked into the Dreamscaper.
A special thank you to those who assisted us with the project: Magus Abdiel Calibrant, Magus Narr Nolkus, Final Magus Relds Matulral, Librarian Aisling, the Academy, Clan Redbeard, Clan Silvbriga, Clan Goldenbeard, the Kuldarn of Brogendenstein.
[Co-authored by: Datura Willowgrave, Loomwarden of Azuth and High Magus of the Earthkin Arcanum and Gimdar Chiselfinger, High Magus of the Earthkin Arcanum]