Originally posted by WalkingEye
Some questions about Everyday wonders.
Warding and weatherworking are listed in the crafts used to make these wonders. So this means these craft skills exist in such a way that would allow someone to without charms keep away spirits or bring rain to a region? Warding is easy enough to imagine but I have a hard time imagining what a weatherworking craft project looks like. Do they make towers that please weather gods or are they literally reworking regions shunting the winds with buildings redirecting rivers and elements to change the weather?
That's not a listing of crafts, but of things that thaumaturgists can do. Talismans specify that they're created by thaumaturgists or naturally-occurring; for things like Age-Staving Cordial or Maiden Tea, I think Craft (Alchemy) or (Chemistry) or (Herbalism) or whatever you want to call it makes sense.
Can a someone skilled at geomancy feng shui up a place in a way that would provide it with a dice bonus? Like can I rearrange the furniture in my gambling establishment so the house would receive a bonus on their rolls? Would this be considered an exceptional equipment bonus or a bonus like from a talisman?
Eh. I like the idea of geomantic feng shui, but not of it giving dice bonuses.
Are bonuses granted by Talismans charm or non charm?
If it basically works like exceptional equipment, adding one die, I'd call it a non-Charm bonus. Anything more than that, Charm bonus.
Are artifact versions of these wonders something that can exist / is covered in Arms?
Not artifact versions (I'm not sure how those would work?), but there are some non-artifact wonders.
Are one shot artifacts covered in Arms? Are they a thing still or are they just wonders produced by artifacts like a healing fountain that you can commit essence to provide a healing potion effect like later on?
I think the latter would work much better.