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46  Santharian World Development / Magic in the Lands of Caelereth / ... on: 07 June 2004, 16:52:00
"Eleven has been reduced to five for the sake of simplicity and practicality."

Was refering to archmagi, no?  That's what threw me off ^^;

47  Santharian World Development / Magic in the Lands of Caelereth / ... on: 06 June 2004, 11:02:00
I HATE STUDYING FOR DRUG TESTS (by studying, I mean drinking and holding it till you're about to burst)

Five archmage, and one that would have been an archmagi is the archmagus, right rayne? o.O

48  Santharian World Development / Magic in the Lands of Caelereth / ... on: 31 May 2004, 15:10:00
"(I.E. bricks spontaneously combusting/gaining intelligence and demanding voting rights/crawling away and doing unspeakable things to nearby masonry.)"

Thank you Terry Pratchett

How about housing the seventh archmage in whichever tower he came from?  The top of each tower could be reserved for an archmagus, should he come out of that tower.  Just below that would be the archmage's.  If I were an archmagus, I sure wouldn't mind having six houses.  And he can stay in whichever tower he's doing research in.

49  Santharian World Development / Magic in the Lands of Caelereth / One lil thing... on: 30 May 2004, 12:58:00
Don't make the archmagus one of the archmagi if we choose to have six archmages.  If we do, then we'll only have six rulers of ximax and the tiebreaking vote won't matter at all.  Maybe have the archmagus as a figurehead.  He'll be the one to call order to meetings and keep order.  He'll have the tiebreaking vote, but he won't vote normally.  

He could be chosen by the orb (that still exists, right?).  

Let's get a chain of command going too.  ATM we have

Archmagus (?)
Arch mages x6
  Regent x6

Below the regent, why not split the staff into a few parts.  Each tower could have a head of teaching and research directly under the Regent.  A hands-on teacher archmage would focus on the teaching staff while his Regent took care of the research side, and an archmage wrapped up in research would head the research side while his Regent worked with the teachers.  

They could also have other staffs with other functions.  Put the heads of those staffs together along with the archmage and regent of the tower, and you have The <Insert color here> Council.  

IMO, we don't need a page on each of the staff, just a flow chart.  The names should be self explanitory.

50  Santharian World Development / Magic in the Lands of Caelereth / Re: Create Joint (Fire II) on: 25 May 2004, 13:15:00
Take a doll for example, the doll would normally be motionless.  If you move his arms via car'all manipulation, you would either have chaotic movement, or some sort of ordered movement, and the ordered movement would require a joint.

Should I reword this then?  Or maybe rename the spell?  Whatever the solution, this spell's purpose is to bring motion to something that has none.

Dear Beth.....

51  Santharian World Development / Magic in the Lands of Caelereth / ... on: 25 May 2004, 08:34:00
I was told that necromancy was going not going to consist of bringing the dead "back to life" but of controlling them like puppets (which makes more sense in this magic system anyway). ::sigh  ::

Any suggestions on the substance?  Orc blood, perhaps?

Edit: that should fix a lot up.

Edited by: Kikhku at: 5/24/04 16:52
52  Santharian World Development / Magic in the Lands of Caelereth / Create Joint (Fire II) on: 25 May 2004, 00:49:00
This forum needs life and I'm bored.  This is hopefully going to be one of the most basic of necromancy spells.

Still tweaking it a little, but feel free to comment.

Animate (Fire II)

Spell Effect: Animate is perhaps one of the easiest spells an aspiring mage can learn, but one of the most difficult to master.  This spell simply creates a joint within a single object, similar to those found in living beings.  This joint is held together by a temporary oun structure which requires constant upkeeping.  Joints that are not kept up quickly fall apart, causing the item to revert to it's normal state.

There are several variaties of joints available.  These include (from the easiest to most difficult to create) hinge (an elbow joint), pivoting (a wrist joint), sliding (a shoulder joint), and ball-in-socket (a hip joint).

This spell really shines when it is used many times.  At the initiate level, casters may find difficulty in keeping even one hinge joint active, but higher level fire mages can keep together and operate thousands of these joints at once, creating many smaller animated structures or one massive, intricate structure.  

Casting Procedure: During the casting procedure, the utters the formula once.  This seems like more of a formality then anything else, and many initiates skip the formula altogether.  The mage must either focus on altering the item's internal car'all to create movement within the structure.

During the initiate phases, each joint a caster wishes to use requires a seperate casting, but at higher levels (level four and above) the caster can create more then one joint at once.


Target: An object.  Objects more resistant to movement will require more concentration to move (casting this on a block of concrete can be done, but is exponentially more difficult then casting it on a doll.

The target can also be the caster himself.  When used on oneself, this spell simply augments the caster's strength in that joint.

Reagents: Sulfur is an optional reagent, and students tend to find the casting simplier if the object has sulfur imbedded inside of it.

Magic School: Fire

Spell Class:

Range: During the first two levels, the caster must be touching the object.  After that, the range extends one half a ped per level for creation, and three peds per level for upkeep.  Specialized training in animation, reanimation, and necromancy can extend this range, as can painting the joint with the caster's own blood, though the latter of the two tends to hurt the caster more then help him.

Casting time: Five minutes for a standard casting at the initiate, losing half a minute per level for every level above the initiate.  Specialized training can shorten this time.

Duration: Dependant on many factors.  An initiate can keep the joint active for a few minutes at most.  A high level necromancer can keep their creations moving for years.  The standard number for a caster without any training is two minutes for one joint at the initiate level.  This doubles for each level, and is divided by the total number of joints.  So a fifth level animater could keep three joints up for (2^5/3) about ten minutes.  Specialized training greatly increases this duration nearly a thousandfold.

Counter Measures/Enhancing Measures:
The standard joint is not powerful.  Even a light blow can completely destroy an untrained caster's joint.  If one wanted to go for overkill, they could use Ecua to directly destroy the joint, but there is no real need for such measures.

Spacific training in animation and necromancy in general greatly enhances the spell.  Sulfur or other ground up substances with dominant fire car'all can help initiates visualize the item's fire car'all.  Other enhancing measures are outlined in the entry.

Edited by: Kikhku at: 5/24/04 16:52
53  Santharian World Development / Magic in the Lands of Caelereth / Re: Hot Light on: 18 May 2004, 23:10:00
Because that heat would be random and much less potent then if it were focused.  But I think I found a solution.

So is this spell trash?

Dear Beth.....

54  Santharian World Development / Magic in the Lands of Caelereth / Re: Hot Light on: 15 May 2004, 14:32:00
We combine the two all the time.  Almost every fire spell which involves heat produces light via the fire involved.  Take the glowing hands spell for example (seer level one).  That spell produces both light and heat radiating from the caster's hands.  

The differance between this spell and using the regular light spell to warm a burning stone up is this heat can be focused.

Is there any way a light could cause fire car'all in an object to expand?  That might be the best way to explain it.  When the light strikes something, it causes its' fire oun to expand, heating the object up.

Dear Beth.....

55  Santharian World Development / Magic in the Lands of Caelereth / Re: Hot Light on: 14 May 2004, 22:54:00
The whole point of the spell is that because it is light, it can be focused and the light will become exponentially more intense (half the area will double the intensity of the heat.)  I don't want this to just be a free heat spell, every one of her spells has to be calculated and waste no energy.  That's just her mindset ^^;

Dear Beth.....

56  Santharian World Development / Magic in the Lands of Caelereth / Re: Hot Light on: 11 May 2004, 18:18:00
::whaps him::

The spell's oun structure is just slightly tweaked from the origional light spell.  Of course it has an oun structure o_o

Dear Beth.....

57  Santharian World Development / Magic in the Lands of Caelereth / Hot Light on: 11 May 2004, 08:09:00
2. Hot-light : Sunburst
Level 3
First Sphere

Spell Effect : This spell's oun structure is almost identical to the level two spell, Light. The only change in the structure is that the fire oun are expanded slightly. The result is a pleasent warmth given off by the light itself. Aside from this warmth, the spell is just like the cool light spell.

Casting Procedure : The mage simply chooses the object to generate the light, speaks the words while forming the correct oun structure, and lets it go.

Magical Formula : "Help Me Here Rayne" => translated into styrash

Target : At lower levels, because of the nature of this spell, the caster is restricted to his or her own body. At higher levels (This spell requires the ninth level before a caster can use it on anything but himself because of the complexity of the car'all structure.) it can be used on anything with fire car'all.

Reagents : Sulfur on the hands is the most common reagent for this spell, but like all Light magics, it is optional.

Range : The range of the spell is infinite, though the effect exponentially decreases the further away one gets from the source. At the first level, a mage could warm a small room (ten peds cubed) from freezing cold to room tempurature in about five minutes. At higher levels this will only take a few seconds.

Casting Time : Five seconds at the initiate level, shortening to one second at higher levels.

Duration : As long as needed, it requires almost no power to work.

Counter Measures/enhancing measures : If the mage is suprised while upkeeping this spell, he may lose focus, but there are no real counter measures. Sulfur can be used as a reagent to enhance the spell. A clear crystal will also strengthen the light and the heat intensity.

Dear Beth.....

Edited by: Kikhku at: 5/10/04 16:14
58  Santharian World Development / Magic in the Lands of Caelereth / ... on: 18 May 2004, 09:43:00
Well, this seems to work quite well, I may have my new char use this lightning instead of the hot-light spell.  Any problems with that?

59  Santharian World Development / Magic in the Lands of Caelereth / Re: Lightning (Wind III) on: 15 May 2004, 08:44:00
This one is, as it should be, available at level three and makes much more sense then static bolt ~.^

And rayne wrote it so it's spechul

Rayne, tonight, if we get the chance, I wanna throw some ideas around for necromancy.  And silf, if you could join us somehow (IRC maybe?) that'd be great.

Dear Beth.....

60  Santharian World Development / Magic in the Lands of Caelereth / Re: Or.. on: 17 April 2004, 19:30:00
Cerubell?... ::rings it just to bug her::

Dear Beth.....

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