Magical Concoctions: Recipes from the Magic Lab

By admin

Magic Lab Suggest The Magic Lab Suggest is a feature that allows users to suggest ideas or improvements to the Magic Lab, an experimental project by OpenAI. The goal of the Magic Lab is to explore new advancements in artificial intelligence and develop new models and techniques. With the Magic Lab Suggest, users can contribute their ideas and suggestions to further enhance the capabilities of AI models and algorithms. This crowdsourcing approach aims to tap into the collective intelligence of the user community and leverage their diverse perspectives and expertise. The Magic Lab Suggest feature provides a platform for users to submit their ideas, which can range from improving the performance of existing models to proposing entirely new applications of AI technology. The submissions undergo a review process, where experts evaluate the feasibility and potential impact of each suggestion.



Magic collaboration shows how illusions trick the brain

A new project combining science with magic allows us to uncover some of the mysteries of the human brain, through a carefully crafted set of magic tricks.

The Mysterious Matchboxes Illusion

Dr Gustav Kuhn, reader in Psychology at Goldsmiths has collaborated with toymaker Rob Dakin of Clockwork Soldier to create a set of impressive magic tricks that explain how the brain works using psychology.

The Magic Tricks collection allows users to build their own magic kits and bridge the gap between craft, magic and science. The set of tricks reveals the science and psychology behind the magic, explaining some of the tricks used by magicians and entertainers.

Gustav explained the inspiration behind the project: “We wanted to change the traditional approach to magic sets, by creating magic tricks that amaze and also teach something about psychology. We also wanted to move away from the excessive use of plastic. This inspired us to build magic interesting tricks entirely out of paper.

“As the director of Goldsmith’s MAGIC lab, I dealt with the magic and the science. Rob and his engineers have the skillset of producing toys from paper. We brought together our unique skills to produce magic tricks that combine magic, psychology and engineering, whilst being kind to the planet.”

The MAGIC lab (Mind Attention & General Illusory Cognition), directed by Gustav, uses magic to study a wide range of psychological questions around consciousness, attention, perception, magical beliefs, deception, free will and more.

Rob Dakin, founder of Clockwork Soldier added: “Gustav and I realised there was a synergy between our working practices. Gustav’s professional practice specialised in magic-based psychology and science, and I own a company creating educational sustainable activity kits for adults and children.”

The process began by researching different ideas and creating the basic mechanisms and designs. Once this was complete, Gustav applied the psychological and scientific elements of the tricks to the kits, which explain how science informs magic and why the human brain can be deceived.

Rob Dakin said: “We felt we needed to create an engaging way to relay all the information, so we created videos for each stage of the process; how to make, how to perform and lastly the psychology behind the trick, which can all be accessed by using the QR codes on the back of each pack.”

The videos reveal how to exploit psychological tricks to create astonishing illusions and explain how the brain works and some of its limitations, through magic. Gustav said: “Magicians have developed powerful psychological tricks that allow them to hack our brains to manipulate how we experience the world around us. By studying these tricks, we can learn a lot about our own limitations and the ease by which we can be deceived and manipulated.

“Psychological research has shown that our conscious experience of the world is a compelling illusion. Magic tricks work because we mistake this illusion for reality, and by performing these tricks you can experience the ease with which you can manipulate people’s illusion of reality. Each performance acts as an informal psychology experiment and you can experience first-hand how people’s conscious experiences can be manipulated.”

Dr Gustav Kuhn added: “This collaboration was very different in that it involved toy makers who produce physical objects, rather than knowledge. Most of my previous projects end up with publishing academic papers – here we ended up with a set of beautifully designed magic tricks."

Rob said: “These kits would and are making great Christmas gifts. They are affordable and have many things you can do as there is something to make, something to perform, and something interesting to learn in each kit.”

Following the success of their first collaboration, Gustav and Rob are working on a new set of tricks that will explore a different set of psychological principles.

D&D 5e: Magic Items in a Wizard’s Lab 2

I’ve been reading a bunch of Ars Magica 5th Edition lately – make sure you check out Samhaine’s Rules Summary posts – and it got me thinking about the interesting Stuff in a wizard’s laboratory. Going on adventures and spending downtime to do nothing but improve your laboratory is a completely valid campaign-long story. I don’t know that you want to go that far in a D&D game, unless all of the PCs are spellcasters in a cabal. Anyway, in this post, I want to suggest the kinds of magic items that spellcasters (and particularly wizards) accumulate and leave in their laboratories or sanctums.

I’m not presenting full rules for laboratories or sanctums at the moment; let’s assume I’ll come back to that in the future. For the time being, a laboratory or sanctum is a permanent location (I mean, you could move, but it would be expensive and difficult) where you store tools and materials for spell research and spell preparation. Magic items that are part of your lab are either only useful for spell research, or are too heavy or fragile to be of use elsewhere. As a result, they generally do not require attunement Improved spell preparation is a possible function of lab/sanctum magic items.

This has the incidental effect of discouraging casters from traveling if they can avoid it. If this becomes a problem in your campaign, address it by giving the PCs a ship, airship, (extradimensional) vardo, or Mordenkainen’s magnificent mansion.

Humorial Alembic

Wondrous item, uncommon

This delicate piece of alchemical equipment is made from copper or glass. Nonmagical versions distill ordinary liquids; the magic of this alembic expands that to distillation and inspection of humors taken from any kind of creature. When used in combination with a set of alchemist’s supplies, your proficiency bonus is doubled for any ability check you make with them.

With an hour of labor, you can set the alembic to distilling any bodily humor down to still more fundamental parts. Distillation is complete after seven more hours, which does not require your direct attention. The typical humors are black bile, yellow bile, phlegm, and blood, but celestials and fiends have ichor in place of those, and other creatures might have stranger humors. From this, you can learn information about its capabilities. Roll a DC 20 Intelligence (alchemist’s supplies) check. On a success, pick three pieces of information from the list below; on a failure, pick one, and the humorial alembic becomes unusable for one week.

  • The creature’s type and subtype
  • The creature’s race (not applicable for all creature types)
  • The creature’s age
  • All curses affecting the creature at the time the humor was harvested
  • All diseases affecting the creature at the time the humor was harvested
  • All poisons affecting the creature at the time the humor was harvested
  • The creature’s damage resistances or immunities (if any)
  • The creature’s damage vulnerabilities (if any)
  • The creature’s condition immunities (if any)
  • The last spell cast by the creature before the humor was harvested

By Kaptain Kobold – https://www.flickr.com/photo_zoom.gne?id=127601212&size=m, CC BY 2.0, https://commons.wikimedia.org/w/index.php?curid=1097927

Conjurer’s Orrery

This large, fragile device is made of copper, bronze, or other precious metals, weighing 150 lb. It models the interactions between worlds, stars, moons, planes, and other cosmic forces. As part of a long rest, you can study this device and use it to enhance the spells you know or prepare. Choose one conjuration spell that you know or have prepared. When you cast that spell, roll 1d4. If the die result is greater than the level of the spell slot you expended, you regain the spell slot. Once you regain a spell slot in this way, you can’t do so until you finish a long rest. You can’t benefit from more than two similar items of any school at the same time (such as the illusionist’s mirror or the transmuter’s wheel).

Further, when you cast a conjuration spell within 20 feet of the orrery, you can choose to either double the spell’s duration or increase its saving throw DC by 2.

Abjurer’s Chandelier

Wondrous item, uncommon

This large, fragile chandelier of bronze and crystal weighs 1,000 lb., and must be installed so that it can be raised and lowered. When its candles are lit and it is lowered around you, you can study their interactions to enhance the spells you know or prepare. Choose one abjuration spell that you know or have prepared. When you cast that spell, roll 1d4. If the die result is greater than the level of the spell slot you expended, you regain the spell slot. Once you regain a spell slot in this way, you can’t do so until you finish a long rest. You can’t benefit from more than two similar items of any school at the same time (such as the illusionist’s mirror or the transmuter’s wheel).

Further, when you cast a abjuration spell within 20 feet of the chandelier, you can choose to either double the spell’s duration or increase its saving throw DC by 2.

Transmuter’s Wheel

Wondrous item, uncommon

Alchemical transmutation of base metals is difficult business, but the fey have long known how to exalt straw into gold. The transmuter’s wheel offers the deeper truths of transmutation, rather than creating gold from base materials. While spinning any form of fiber or wire, you can study the magical sparks it throws off to enhance spells you know or prepare. Choose one transmutation spell that you know or have prepared. When you cast that spell, roll 1d4. If the die result is greater than the level of the spell slot you expended, you regain the spell slot. Once you regain a spell slot in this way, you can’t do so until you finish a long rest. You can’t benefit from more than two similar items of any school at the same time (such as the illusionist’s mirror or the diviner’s star charts).

Further, when you cast a transmutation spell within 20 feet of the wheel, you can choose to either double the spell’s duration or increase its saving throw DC by 2.

Rather than continue copying and pasting text, I’ll just mention that the rest of the items in this series are the diviner’s star charts, the enchanter’s cobweb, the evoker’s dragon wings, the illusionist’s mirror, and the necromancer’s bone cabinet. You’ll figure it out. Remember, just two from this list at a time.

Celestial Loom

Wondrous item, legendary

This loom is made of the bones, sinews, and woven hair of angels and fiends. Though it would not be easy to destroy, it is enormous and heavy, making it difficult to transport. You can use the celestial loom as a set of weaver’s tools, and your proficiency bonus is doubled for any weaver’s tools ability checks when you do so.

With eight hours of uninterrupted labor and concentration on a question or problem, you can weave a cloth upon this loom that displays an image not of your own design. Roll a DC 25 Intelligence (weaver’s tools) or Wisdom (weaver’s tools) check. On a success, pick three pieces of information from the list below, and the loom becomes unusable for one week; on a failure, pick one, and the loom becomes unusable for one month. The answers you receive are accurate. While they are displayed symbolically, you automatically intuit their meaning.

  • What is the zodiac sign (in any zodiac system) of one significant enemy or threat relating to this problem?
  • Which sinister planets, moons, or stars exert influence in this problem, if any?
  • Which god exerts the greatest influence in this problem, if any?
  • Which Great Old One exerts the greatest influence in this problem, if any?
  • Which archdevil or demon lord exerts the greatest influence in this problem, if any?
  • Which archfey exerts the greatest influence in this problem, if any?
  • Which primordials or empyreans exert influence in this problem, if any?
  • Has a wish or Divine Intervention altered the factors of this problem significantly?
  • Is the primary source of this problem extraplanar in origin?
  • Which Transitive, Inner, or Outer Planes would offer me aid or succor in this problem, if any?

The submissions undergo a review process, where experts evaluate the feasibility and potential impact of each suggestion. OpenAI encourages users to be creative and think outside the box when submitting their ideas. They have emphasized that even incomplete or rough suggestions can be valuable and may spark new avenues of research.

Design Notes

The goal, as indicated above, is to make a spellcaster working in their sanctum or laboratory during downtime an interesting experience. The alembic and the loom offer lower-level and higher-level information-gathering, in a strictly controlled way, while the other items suggest how a spellcaster within a day’s travel of their sanctum is particularly potent, and you especially don’t want to fight a spellcaster in their laboratory.

I haven’t developed the idea here, but I can readily imagine Rare or Very Rare items that offer Lair Actions to the attuned spellcaster. Magical mirrors, lanterns, cauldrons, and chained-up books seem particularly on-theme for that kind of thing. Sure, D&D spends more time with the PCs leaving home than getting attacked in their own parlors, but I think most PCs would still enjoy receiving this kind of thing and stashing it at home. Also, these could be great dungeon features in areas where the PCs take a long rest. Think of it as a small power-up for clearing an optional area of the dungeon.

You can now buy Under the Seas of Vodari in PDF!

Under the Seas of Vodari is a 300-page book that provides 5E/Fifth Edition material for both gamemasters and players to dive into a world full of action and adventure set beneath the waves of Vodari or your own campaign world. This book is a follow-up to The Seas of Vodari, a setting book filled with swashbuckling action and magical adventure. Dive into your first adventure today!

Leave a comment Cancel reply

Magic lab suggest

The Magic Lab Suggest aims to foster a collaborative environment where users and experts can come together to shape the future of AI. OpenAI has also implemented a rewards program to incentivize users to contribute high-quality suggestions. If a user's suggestion is deemed valuable and leads to a significant improvement in AI research or applications, they may receive a monetary reward. The Magic Lab Suggest is an exciting initiative that enables users to actively participate in the development of AI technology. By involving the wider community, OpenAI hopes to accelerate the progress of AI research and ensure that the technology is developed responsibly and ethically. In conclusion, the Magic Lab Suggest is a feature that allows users to suggest ideas and improvements to the Magic Lab project by OpenAI. This crowdsourcing approach taps into the collective intelligence of the user community and aims to accelerate the progress of AI research. It is an exciting opportunity for users to contribute their ideas and shape the future of AI technology..

Reviews for "The Magic Lab's Influence on Popular Culture: From Harry Potter to Disney"

1. John - 2 stars - I was really disappointed with Magic lab suggest. The suggestions it gave me were completely off base and had nothing to do with what I was looking for. It felt like it was just randomly generating ideas without any understanding of my needs or preferences. I wouldn't recommend this app to anyone looking for useful suggestions or creative ideas.
2. Sarah - 1 star - Magic lab suggest was a total waste of time for me. The suggestions it provided were so generic and unoriginal that I could have come up with them myself in seconds. It didn't offer any unique or innovative ideas that I couldn't have thought of on my own. I was really hoping for something more inspiring and creative, but this app fell flat for me.
3. Mark - 3 stars - I have mixed feelings about Magic lab suggest. On one hand, it did offer some interesting suggestions that I hadn't considered before. However, the majority of the suggestions were not relevant to my needs and felt like they were just thrown in without much thought or understanding. It could definitely use some improvement in terms of its accuracy and relevance to individual users.
4. Emily - 2 stars - I found Magic lab suggest to be quite underwhelming. The suggestions it provided were very basic and didn't offer any real value or creativity. It felt like a beginner's guide to brainstorming rather than a sophisticated tool for generating innovative ideas. I was hoping for something more advanced and thought-provoking, but unfortunately, this app didn't deliver.
5. David - 1 star - Magic lab suggest was a complete waste of money. The suggestions it gave me were so obvious and generic that I could have easily come up with them myself. It felt like I was using a random word generator rather than a tool specifically designed to stimulate creativity. I would advise anyone considering this app to save their money and look for alternative options that actually provide useful and insightful suggestions.

Inside the Magic Lab: A Journey into the Unknown

Creating Magic in the Modern World: Insights from the Magic Lab