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16  Santharian World Development / Magic in the Lands of Caelereth / Re: Druidic limits on: 20 August 2007, 01:53:13
Personally I don't see a problem with everything being possible with a magic system. In theory that is. Practically things might be too difficult for any person ever hoping to achieve it, but given this is magic, why should anything be impossible? Best example is teleportation. It could be done with Ximaxian magic in theory, but it's complicated enough that it's doubtful any mage will ever succeed.
17  Santharian World Development / Magic in the Lands of Caelereth / Re: Earth School -- is any process being done here? on: 20 August 2007, 01:41:01
No progress and not really reserved either at the moment.
18  Santharian World Development / Magic in the Lands of Caelereth / Re: Amplification, Elemental WInd, Level 2 on: 19 August 2007, 00:18:53
Sound isn't electromagnetic. It's a physical wave, needing a medium to travel in.
19  Organization and General Discussions / Non-Santharian Stuff: Life, the Universe & Everything / Re: Decipher's Birthday!!!! on: 31 July 2007, 23:23:34
Ow, just noticed this. Happy birthday Deci!
20  Santharian World Development / Magic in the Lands of Caelereth / Re: Enchanted instruments on: 31 July 2007, 23:23:13
Well, I didn't say it was impossible, just that I couldn't think of a way to do it decently :D
21  Santharian World Development / Magic in the Lands of Caelereth / Re: Enchanted instruments on: 31 July 2007, 07:19:03
I can't think of any way how you could let any instruments play by themselves.
22  Santharian World Development / Magic in the Lands of Caelereth / Re: Teleportation on: 27 July 2007, 21:07:02
E-mail notification? :)
23  Santharian World Development / Magic in the Lands of Caelereth / Re: Amplification. on: 27 July 2007, 20:50:55
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During famous battles  this spell was commonly used by  very high level mages , for if they could cast it on their own voice and shouted something (most commonly profanities!) at the top of  their lungs  they could have the whole battlefield on their knees, writhing in pain. Another useful (less harmful) method, could be used  if the mage was surrounded by foes on all sides for instance and If it was cast on her/his hands they could produce large pulses of sound capable of Bombarding them with powerful vibrations resulting in complete deafness for a small period of time.

This ceases to work if you cast on/around the enemy's ears. Casting like that would only amplify the sound they receive, so that would be mostly the sound they are making themselves (which wouldn't necessarily make the spell less destructive as people tend to yell when in pain *evil grin*).

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However the formula is not a nescesity and can be cast by using will powere alone buthere is a penalty of aroung 5-10 seconds.
Seconds = blinks in Santharia. And not using a formula shouldn't really give a penalty either. It's mostly for beginning mages and mages who have difficulties concentrating.

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(ldr=loudeness rating 1=quietbreeze 20=near fatal)

I would leave this out entirely as this 'loudness rating' is very subjective and will depend on how strong the generated sounds are or how far from the source of the sound the target is. I'd keep it vague. Also, range should probably go up as the level goes up.

Spellcheck!
24  Santharian World Development / Magic in the Lands of Caelereth / Re: Teleportation on: 27 July 2007, 20:42:49
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But do tell me the difference between Teleportation and Summoning, i never realy got it..

The mechanism is the same really :)

Teleportation/summoning isn't really made difficult intentionally I think (though it's certainly not a bad thing it is), it's just that the only decent explanation with our current magic system (which won't change) makes it really hard to do pull off such spells. And that's not even taking into account any line of sight problems.

And you can only strengthen or weaken links that are still there. A broken link would have to be restored first before it could be strengthened. It's like a lamp with a dimmer. You can play with the dimmer all you want, if someone took out the lamp it won't make a difference.
25  Santharian World Development / Magic in the Lands of Caelereth / Re: Teleportation on: 26 July 2007, 01:05:42
Runestones? We don't have runestones. Xeua isn't produced btw, it's a way to manipulate car'all/ounia.

I'd leave teleportation be for now, especially when you're new to Ximaxian magic.
26  Santharian World Development / Magic in the Lands of Caelereth / Re: Amplification. on: 23 July 2007, 07:59:17
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Marv, you sure Wind has a 'transport' property?  I thought it was just movement in general.

Movement would be better way of wording it :)

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@marvin: Thats a really cool idea!! grin but would it be possible if i could just keep it to castin it on a certain object  instead of a whole area?

The problem would be that if you want to affect the movement (same initial volume, but less 'loss' of volume over distances) you need to cast the spell on area where it move through. If you go for pure amplification (just being louder) you would probably cast on the person, unless you wanted the sound to become louder at a certain location in which case you'd have to target that location again. For musicians the first would be the most useful would be just sound carrying further IMHO.
27  Santharian World Development / Magic in the Lands of Caelereth / Re: Amplification. on: 23 July 2007, 00:38:07
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As a result this is a very popular spell amongst bards and musicians for it allows there music to be heard by everyone either it be in a large hall or in an area where the acoustic is particularly dry.

Mages are rare, bards and musicians are not. There will be mages studying music of course, so it could be popular with those.

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It can be cast on another person, an inanimate object or even yourself if nessecary but the mage will have to focus particularily on the part that is making the noise, for instance in a harps case, the strings.

IMHO it would probably make more sense to cast it on an area and have sound be carried further and better in that area. You can even choose between simply letting sound carry further or really amplifying the sound. The second one might be more dangerous to whomever is in the affected area though as they will be hearing the fully amplified sound.

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During the war of the chosen this spell was commonly used

Better to leave out the war of the chosen as the chosen can't really be compared to Ximaxian mages.

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large pulses of sound capable of knocking enemies several peds backwards just by clapping

Sound is a wave: transportation of energy (vibration) without significant transportation of mass. So a sound wave couldn't throw you back. The effect of a powerful wave would be more like the vibration you sometimes feel with loud, low bass sounds. That and you'd go deaf of course.

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Magically it works by increasing the number of wind and fire ounia within the objects cár'áll, doing so makes it more “energetic” so that the sound it produces is much louder and will travel a farther distance.

You won't be increasing the number of ounia with sphere II. In short:
Sphere I: Increasing the number of active links = making the ounia present more powerful.
Sphere II: Reconfiguring links between ounia.
Sphere III: Adding/removing links, most commonly done by adding more ounia.

You can also only affect the ounia of your chosen sphere, in this case that's Wind ounia only.

Going with an enchanted area as I suggested above maybe you could make it sphere I and amplify the 'transport' capabilities of the Wind ounia?

Casting Procedure: the confidence thingy is a bit weird. Ximaxian magic mostly relies on concentration to cast spells. Not sure how much imagining applause could aid spell casting :/

Magical Formula: no need to bother with that right now as it still has to be decides how the formulas look like exactly.

Target: see comments above.

The School would be just the School of Wind, the class Physical Representation of Sphere I (going my the previous suggestion).

Range: No Decibels as Decipher mentioned. You could keep this one vague if you wanted. There no real need to give specific measurements. No need to say anything about level 12 either as no mage ever got there.

Duration: will depend on the sphere. Sphere I effects tends to end immediately after the mage stops casting, Sphere II ones shortly after the mage stops casting and the duration of Sphere III effects depend on the spell and what the mage wants.

Not a bad start though. And not a true 'destruction spell' either, which is always a pleasant surprise :)
28  Organization and General Discussions / Non-Santharian Stuff: Life, the Universe & Everything / Re: Riddles on: 15 June 2007, 19:30:57
What's yellow and becomes red when you push the button?
A chick in a blender.

What's yellow and becomes and stays yellow when you push the button?
A chick in a blender that can run really fast.
29  Organization and General Discussions / Non-Santharian Stuff: Life, the Universe & Everything / Re: Riddles on: 14 June 2007, 16:30:47
What's white and it runs through the desert?
A horde of yoghurt.

The rest I either don't remember the answer or never knew it. I know dozens of similar jokes though. I once knew enough of them to be able to fill up half an hour or so without stopping :)

Other examples:
What's yellow and becomes red when you push the button?
What's yellow and becomes and stays yellow when you push the button?
30  Organization and General Discussions / Non-Santharian Stuff: Life, the Universe & Everything / Re: What do you believe in? on: 03 June 2007, 00:48:02
I clicked 'i only believe in things proved by science' mostly because I wanted to see the other votes. Technically that's not 100% true since I believe that there's no such thing as a god (atheist :)), even though it can't be scientifically proven right (or wrong).
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