For anyone familiar @Fuseboy’s Trilemma Adventures there’s a Wizard flower which I seek to add to Burning Wheel here.
Wizard Flowers are a concoction of crushed gemstones that a wizard imbibes with the intention of it recrystalizing within their brain. When it is new the wizard should then meditate on it’s function and if successful the crystal within their head should then be able to sustain the spell or confer some other benefit.
In the setting all wizards are assumed, perhaps incorrectly, to be using this technology so wizards may be targeted and murdered for the precious gems within their skulls. Ambitious wizards also seek wizard flowers for their use in the construction of spell engines. Even the most novice of students with the Gift can cast like a master when they use a spell engine!
You need materials of the highest quality. An Ob 5 resources test is required for suitable gemstones. Jewellery can be acquired with an Ob 4 resources test but then it must be further dissected to ensure it is suitable. An alchemy test follows, as it is to become part of the brain the obstacle would be 4 for distilling a component of blood. This step may be used as a linked test to the meditation phase.
The wizard flower occupies a space within the brain. The parts otherwise unused. A Burning Wheel Character has a maximum of exponent 10 with typical caps of 8. A wizard flower occupies the highest mental exponent. A wizard with 3 flowers would have them occupy exponents 8, 9 and 10. And their Will and Perception would therefore be capped at 7.
While the wizard flower is new it must be meditated upon. The result of the meditation should be recorded in a trait.
For a preparation flower the wizard must pretend to cast their spell by running all the steps of casting it. See Coup de Magie. The Will test is instead made at a +1Ob penalty for the meditation and the fakeness of the casting. Success allows the caster to use the Coup de Magie rules for that spell with no required tests.
For a sustaining flower the wizard must pass a Will test with a set Will obstacle and a +1Ob penalty. Following a successful test the wizard can freely sustain any spell with the casting difficulty equal to the Will obstacle they set.
For an aid flower the wizard must pass a Will test equal to the difficulty of the the spell or other sorcerous task they wish to undertake. On future castings the Flower grants a +1D bonus to that spell or dicipline. Other sorcerous disciplines are those such as Death Art, Enchanting and Spirit Binding.
For a resistance flower the wizard must put his body through the stresses of casting. Make the Forte test for tax at a +1Ob penalty. If passed then future tax tests that are equal to or less than the the base Forte test obstacle are granted a +1D.
When a meditation test is failed a distracting thought has entered into the brain and crystallised into a recurring pondering, your inner voice ever distracting you. When you make a sorcerous skill test roll a die of fate. If the result is less than or equal to the number of failed wizard flowers you fail the test regardless of the test result. In addition you do not log the test for advancement.