What is the proper term for magic cast from material components

I am working on a setting for an RPG and I am trying to research proper terminology for different kinds of magic.

I would like to know what the proper name is for magic cast explicitly from objects. These objects are required for the magic to be performed. An example could be the use of a voodoo doll where any harm done to the doll is also done to a particular person. Or perhaps being able to see distant places through the use of a crystal ball or a mirror. The magic simply can not work without a particular implement.

Through my research I have so far identified the following ‘kinds’ of magic:

  • Theurgy – magical abilities given to a character by a mystical entity. (a deity, a demon, faeries, etc) Think clerics or warlocks from D&D
  • Thaumaturgy – your classical wizard / mage casting spells through sigils, formulas and magic words
  • Psionics – supernatural spell-like abilities created through the power of the mind

So what would you suggest I call this elusive fourth kind of magic? I would much prefer something vaguely latin or greek that fits well with the other terms.

Thanks a lot.

How to handle spell components in AD&D 1st edition

In the AD&D players handbook, many of the spells require spell components. However, there are no rules associated with spell components. So I’m guessing it’s safe to assume that this is one of the do it yourself aspects of the game. I’m wondering if anyone has a system or at least a set of guidelines regarding spell components that covers costs or actually gathering the components.

Example: the material component for Tenser’s Floating Disk (pg68 PHB) is a drop of mercury. However, no rules are given on how to obtain mercury. This would seem to be an uncommon substance that should require some effort on part of the spell caster to obtain.

So basically I am looking for a way to handle spell components without resulting in a spell component pouch (such as in D&D 3.5).

How to handle spell components in AD&D 1st edition

In the AD&D players handbook, many of the spells require spell components. However, there are no rules associated with spell components. So I’m guessing it’s safe to assume that this is one of the do it yourself aspects of the game. I’m wondering if anyone has a system or at least a set of guidelines regarding spell components that covers costs or actually gathering the components.

Example: the material component for Tenser’s Floating Disk (pg68 PHB) is a drop of mercury. However, no rules are given on how to obtain mercury. This would seem to be an uncommon substance that should require some effort on part of the spell caster to obtain.

So basically I am looking for a way to handle spell components without resulting in a spell component pouch (such as in D&D 3.5).

How to handle spell components in AD&D 1st edition

In the AD&D players handbook, many of the spells require spell components. However, there are no rules associated with spell components. So I’m guessing it’s safe to assume that this is one of the do it yourself aspects of the game. I’m wondering if anyone has a system or at least a set of guidelines regarding spell components that covers costs or actually gathering the components.

Example: the material component for Tenser’s Floating Disk (pg68 PHB) is a drop of mercury. However, no rules are given on how to obtain mercury. This would seem to be an uncommon substance that should require some effort on part of the spell caster to obtain.

So basically I am looking for a way to handle spell components without resulting in a spell component pouch (such as in D&D 3.5).

Shortest distance in unweighted graph with two connected components

Suppose you are given an undirected graph G in which there are two components connected by a single edge. For each pair of vertices in any of the components (in same component) of G they lie on at least one simple cycle.

Given such a graph G and a pair of vertices I have to write a program which finds the shortest distance between them. The running time should be O ( V +E + q ) where q is the no of such distance queries.

Graph is unweighted so required distance should be the number of edges between the vertices .

If I use BFS for each query then I will not be able to do it in required time .

I think I will have to use articulation points somehow .

Are there any published guidelines on how to chop up monsters for use as alchemical components?

I have a character with the Guild Artisan background. His guild was an Alchemists’ Guild so he is proficient with the alchemist’s tool kit. I mentioned to the DM that I could theoretically chop up monster corpses for use as alchemical raw materials and he said it was a good idea but provided no guidance.

Is there any published material that explains how to do this in 5th edition? Because the last time I saw guidelines, they were in the AD&D Dungeon Master’s Guide.

Guidelines for layout of component that can have variable sub components

I’ve been asked to design a component that lists objects on a page. The component needs to be able to display between 3 and 6 numbers of objects in the list. Here’s what I have for 6 objects in a list:

enter image description here

The problem I’m having is that the client has come back to me and asked for how this component would display any number of between 3 an 16 objects and how it behaves on mobile. I thought simply adding more units of repeating things would be enough but the client wants ‘variability’

For example, here’s a design for 14 things:

enter image description here

This seems like a UI design issue and not strictly UX. But is there any obvious guidelines I can cite for displaying different numbers of things in a list, visually, and what considerations I have to bear in mind for mobile?

How to create a register from DFF bit components?

I am a new student at computer architectures and my current task is to create a register of 4 bits.

We were a working DFF and my bit component seems to work.

My DFF: My DFF

My bit: By bit

I tried to create the register by splitting the data into 4 bits and use the Bit component on each of them: My Register

And it works while the load is 1, but when I change the load to 0 the output value – the value of q – is 15 (4 bits of 1).

Any ideas about why? thanks

Displaying multiple tags in user list item together with other components

I have a page where I need to display users in a list, like this: enter image description here

In every item I will need to display many tags, there can be one or two, or much more, like ten and even more. The current look and placement can be adjusted, it can go on two lines also.

What would be a good solution from UX perspective and also how to show them visually? This also should work on smaller screens. Maybe someone worked on something similar and can give some valuable advice. Thanks!