Welcome Guest. Please login or register.
Did you miss your activation email?


gfxgfx Home Forum Help Search Login Register   gfxgfx
gfx gfx
gfx
  Show Posts
Pages: [1] 2
1  Santharian World Development / Magic in the Lands of Caelereth / Re: Ximax Academy: Layout III on: 14 April 2004, 16:36:00
or only the stone base could be visable o.-

M'hmm

2  Santharian World Development / Magic in the Lands of Caelereth / Re: Ximax Academy: Layout III on: 14 April 2004, 15:02:00
But it can look pretty on the side!! :p

M'hmm

3  Santharian World Development / Magic in the Lands of Caelereth / Re: Err... on: 19 April 2004, 12:40:00
If you compacted the earth, theoretically the pressure could cause enough heat to cause the rock to melt, but that would take HUGE amounts of concentration, it would be an archmag-ish spell.

M'hmm

4  Santharian World Development / Magic in the Lands of Caelereth / Re: Or.. on: 16 April 2004, 13:42:00
Erm..... level nine?  Tch, naw, it could be level one if it only slightly vibrated the earth right beneath the caster.  It could start being damaging at level nine though.

M'hmm

5  Santharian World Development / Magic in the Lands of Caelereth / Re: Ahh, I see. on: 16 April 2004, 13:10:00
Or maybe you should not worry about it right this moment.  The spell class can be decided at the end ^^

M'hmm

6  Santharian World Development / Magic in the Lands of Caelereth / Re: The Earthquake Spell on: 15 April 2004, 13:32:00
Erm, I would have the two differant types of earthquakes, linear and circular, as seperate spells.  And give the linear quake a much shorter casting time.  

Describe the differant levels, how it improves or changes with each level.  The spell's template should have something to the effect of...

Level 8: .....
Level 9: .....
Level 10: ......

and so on.

For the reagent, any spacific kind of stone?  And having to grind most rocks less then fifteen minutes away combined with the spell's range makes it almost useless, unless one could use weakened sandstone or something of that sort.  

M'hmm

7  Santharian World Development / Magic in the Lands of Caelereth / Re: Magical Spheres - Basic Implications & Ideas on: 07 May 2004, 19:26:00
The endowment process is in-the-works now, even the theory is.

The problem with it is to create ice from water (ice=water endowed with earth) you would need to add earth car'all to the water's car'all structure.  Two problems here.  1. only an earth mage can manipulate earth car'all and 2. adding car'all to an item is a third sphere spell.  So to effectively turn water into ice under that system you would need to be a ninth or above level earth mage.  I doubt that'll go over very well with anyone, and I highly doubt art wanted it that way ^_^

And yes, an earth mage could simply expand the pre-existing earth oun in the water's car'all structure, but that would not be endowing it, unless if have that term wrongly defined.

M'hmm

8  Santharian World Development / Magic in the Lands of Caelereth / Re: Magical Spheres - Basic Implications & Ideas on: 03 May 2004, 23:11:00
I AM HERE BECAUSE i KNOW ALL

Actually I have an idea for the toughest part of all this, the names.

Why not use the spectrum as it is something that seems to fit well with magic (magical colors *-* )

Level 1-2: Red xxxxx
Level 3-4: Orange xxxxx
Level 5: Yellow xxxxx
Level 6: Green xxxxx
Level 7-8: Blue xxxxx
Level 9-10: Indigo xxxxx
Level 11: Violet xxxxx
Level 12: Archmage.

The xxxxx can be any sort of magic title (mage, magi, magician, etc) you want, and the color would be the important thing.

M'hmm

9  Santharian World Development / Magic in the Lands of Caelereth / Re: Enchantments Overview on: 28 April 2004, 11:58:00
Hi silfer! :)  Know why all of us are dumb about magic? :(  Because people like you don't EXPLAIN YOUR FRUPPING SELF.

"Two, this entry contradicts the magic principles as I see them (And don't you shove whatever you agreed on at the magical discussion thread at me, for we didnt agree on anything)"

That's wonderful, but if you just write that, NOONE CARES AND WE WILL CONTINUE TO BE IGNORANT.  How about telling is HOW it contradicts the magic principals so that we can DO SOMETHING about it.

pardon my throwing a hissy fit here, it just gets real old having people say "that's wrong, that's not right, that sucks, you know nothing" and not saying what's wrong.  

Contradicts the magic principles?  Wonderful, care to explain a little? :idea


Tell me, if someone comes here saying they want a magician that raises the dead to do their bidding, and nobody knew what it was called, would you flame the person who said the word "Necromancer."  I don't know what bringing up my mentioning a geomancer (note: if you actually read that whole post you'd realize that I said geomancers were impossible because of this magic system) is supposed to accomplish aside from using it as an excuse (albeit a very poor one) to ignore my parts in this entry.

You wanna know why we just don't get the magic system here?  Because, and this mostly falls on your shoulders, certain people who will remain nameless tell us that our entries are wrong but they DON'T TELL US WHAT'S WRONG SO WE DON'T MAKE THE SAME MISTAKES TWICE.

But I digress ::HUFF::

M'hmm

10  Santharian World Development / Magic in the Lands of Caelereth / Re: Proposing a Magic Discussion on: 20 April 2004, 20:53:00
Silfer, I'll wait for rayne's thing on the "all mages do the same thing" bit

M'hmm

11  Santharian World Development / Magic in the Lands of Caelereth / Re: Proposing a Magic Discussion on: 19 April 2004, 14:07:00
So they're UNEnchantments o.o

::calls up renta-skellie and orders another army, sending them at rayne::

Serously, what would you call that, an enhansment?

M'hmm

12  Santharian World Development / Magic in the Lands of Caelereth / Re: Proposing a Magic Discussion on: 19 April 2004, 11:54:00
No, very little casting time should be required if the enchantment doesn't last long.  A mage forced into melee combat should only need and will onlyl have a few seconds to ready his weapon.  

But the enchantment should last only as long as he keeps the weapon in hand.  Afterwards the enchantment should fade rapidly.  A mage would still be able to enchant an arrow or throwing knife or blowdart and have almost the full effect when it hits, but anything more then an arrows flight and the enchantment would nearly be gone.

Also, the enchantment will drain the mage's fatigue (stealing the term from morrowind) and exhaust him quickly if he keeps it alive for too long.  Perhaps add one minute tops per level.

The mage should be restricted from casting while he uses this spell (No firing air-enchanted arrows while your insubstantial sheild protects your invisable body).  To use a differant spell the enchantment must be removed, but it can quickly be re-enstated.

Level six should be the level the enchantments start becoming damaging.  The ice enchantment will cause frost in the area the weapon strikes, the fire enchantment will light flammable things on fire, etc.

At level eight, a mage should be able to keep an item enchanted indefinitely so long as he keeps contact with it,  and should also be able to enchant multiple objects, at the cost of more drain to himself (A mage cannot keep multiple objects enchanted indefinitely).

At level ten or so, the contact rule should be removed, allowing a mage of this level to enchant ally's weapons.  I could see an archmage enchanting an entire unit of archers with fire or freezing arrows, coz he is an archmage after all ^_^


::sends his hordes of necromanced skeletons after rayne..... just cause he can!::

M'hmm

Edited by: HuunBerbar  at: 4/18/04 19:55
13  Santharian World Development / Magic in the Lands of Caelereth / Re: Proposing a Magic Discussion on: 18 April 2004, 20:22:00
I still think that the elemental enchantments should be extremely temporary.  It makes sense because the caster cannot create links between the car'all and the object, he can only manipulate the car'all.

::stuffs a gag in rayne's mouth, strips her, and shoves her in a casserole dish in the oven::

M'hmm

14  Santharian World Development / Magic in the Lands of Caelereth / Re: Proposing a Magic Discussion on: 15 April 2004, 08:53:00
A mage weilds a staff and manipulates the car'all around it so there is a whirlwind near it.  The target is an object and the mage is altering the car'all around the object to achieve the effect of the whirlwind.  Or am I missing something here o.O

M'hmm

15  Santharian World Development / Magic in the Lands of Caelereth / Re: Proposing a Magic Discussion on: 14 April 2004, 14:59:00
Rayne, I totally agree with you about the summoning thing.  Breaking the links around the creature's surroundings might make it easier for an Xeua mage to summon, but there is no way it would actually bring it to the caster's position.  But perhaps there should be some creatures that must have their links broken to be successfully summoned, requiring both an Xeua and an Ecua mage.

Redone definition of an enchantment

Any spell in which the caster promts a change of the car'all possessed by a "thing," be it a person, item, place, or otherwise, thereby altering the "thing's" attributes.



M'hmm

Pages: [1] 2
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2005, Simple Machines
TinyPortal v0.9.8 © Bloc
Valid XHTML 1.0! Valid CSS!
Theme based on Cerberus with Risen adjustments by Bloc and Krelia
Modified By Artimidor for The Santharian Dream
gfx
gfxgfx gfxgfx