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1  Santharian World Development / Magic in the Lands of Caelereth / Re: I'm not entirely sure... on: 21 October 2003, 15:33:00
ioe.rpgsource.org/DB

*Continues his flight from the Bunny.*:pet  

Tarquet Galbar,
Creator of Weavers

Prepare to be knocked off of your High Horse and violently beaten with Clubs of Humility...+5.

2  Santharian World Development / Magic in the Lands of Caelereth / Re: Cár'áll on: 07 October 2003, 14:34:00
Astounding. Not only are the Weavers still around, but I'm not enraged by how their magic has been explained here. Nice work indeed.

*Fades back into obscurity.*

Tarquet Galbar,
Creator of Weavers

Prepare to be knocked off of your High Horse and violently beaten with Clubs of Humility...+5.

3  Santharian World Development / Magic in the Lands of Caelereth / Re: Hmm.... on: 08 May 2003, 17:14:00
Check out your kraken.

Tarquet Galbar,
Creator of Weavers

Prepare to be knocked off of your High Horse and violently beaten with Clubs of Humility...+5.

4  Santharian World Development / Magic in the Lands of Caelereth / Re: Hmm.... on: 08 May 2003, 16:58:00
Silence, whippersnapper. *Blows him to pieces* Anyway, I'm not staying, but I still have my loyal spies, so don't get any funny ideas.

Tarquet Galbar,
Creator of Weavers

Prepare to be knocked off of your High Horse and violently beaten with Clubs of Humility...+5.

5  Santharian World Development / Magic in the Lands of Caelereth / Re: Hmm.... on: 08 May 2003, 16:54:00
Basically.

And ok, fair enough.

Tarquet Galbar,
Creator of Weavers

Prepare to be knocked off of your High Horse and violently beaten with Clubs of Humility...+5.

6  Santharian World Development / Magic in the Lands of Caelereth / Re: Hmm.... on: 08 May 2003, 10:47:00
He's right. You can't both be able to dispell a single object, and be able to apply the same affect to an area. Also, would this dispell enchantments of a higher level? If so, then it shouldn't merely be level three. A level three mage shouldn't be able dispell a rather old level 9 enchantment, after all.

Tarquet Galbar,
BeastMaster Of Santharia
Creator of Weavers
Chronicler of the Rahaz-Dath Mercenaries

7  Santharian World Development / Magic in the Lands of Caelereth / Ew on: 13 May 2003, 09:41:00
Ick, love. I think I'll take my exit on that. Adios, all, until next time.

8  Santharian World Development / Magic in the Lands of Caelereth / Anyway... on: 10 May 2003, 09:57:00
No real point arguing with Rayne, Vir. Dasson has just as much power as she does, being a mod here as well, and he says it's fine as Necromancy. Personally, and no offense meant to you Rayne, I also trust Dasson a bit more, considering I talked with him at times about the Magic system before I even left. Considering there would be no other sensible place to put it, just let that go. It's Necromancy, period.

There is a valid point that maybe it should be two spells. Something like "Raise Bones", maybe, and then "Bonecrafting". Or, instead of having it include the bringing of the bones, you could just make bones a reagent for Bonecrafting or somesuch.

9  Santharian World Development / Magic in the Lands of Caelereth / Look on: 09 May 2003, 10:25:00
In this spell, the verb isn't what matters. That's all. The fact that it deals with bones is what classifies it, not what it does. Why? Because it deals -exclusively- with bones. Sure, maybe the same spell could be used to get rocks from the ground, except then it wouldn't be necromancy, and it's necromancy because it's only bones. In this case, it is the subject which classifies it, not the action.

Rayne, you really are being two hard on this. Bonecrafting is -exactly- the sort of thing a Necromancer would do. It's in character for them, so to speak. The reason the bones come to the Necromancer is because the Necromancer and the bones share something in common: They both have Necromantic energies, the Necromancer from magic use, the bones from being what they are. That connection is what makes it possible. Not because of the air or the earth exclusively, but because of Necromancy, which is subsequently part of Earth magic.

I really can't make any more clear of an explanation than that.

10  Santharian World Development / Magic in the Lands of Caelereth / Re: Ermm... on: 08 May 2003, 17:16:00
Except it's not all the verb. The point is that the spell is only for pushing bones from the earth, not rocks or treasure. Just bones. Only bones. That's the Necromancy connection there.

And if the Earth were fully stagnant, there wouldn't be earthquakes, but because of the connection of stanancy, that is why the bones would solidify once the Bonecrafter was finished. Otherwise they'd just become a gelationous mass.

Tarquet Galbar,
Creator of Weavers

Prepare to be knocked off of your High Horse and violently beaten with Clubs of Humility...+5.

11  Santharian World Development / Magic in the Lands of Caelereth / Re: Ermm... on: 08 May 2003, 16:56:00
That's why it needs to be split into two spells, but they would both still be necromancy. It's not really calling, it's more like forcing them from the earth, at least as far as Dasson explained it. Then it would be a simple matter of animating the bones and making them change as the bonecrafter wished.

Tarquet Galbar,
Creator of Weavers

Prepare to be knocked off of your High Horse and violently beaten with Clubs of Humility...+5.

12  Santharian World Development / Magic in the Lands of Caelereth / Re: Ermm... on: 08 May 2003, 12:40:00
Yea, that's a lot better than mine. Go with Das' thing.

Tarquet Galbar,
Creator of Weavers

Prepare to be knocked off of your High Horse and violently beaten with Clubs of Humility...+5.

13  Santharian World Development / Magic in the Lands of Caelereth / Re: Bonecrafting(lvl. 6) on: 08 May 2003, 10:43:00
It's most deffinitely Necromancy. It isn't all raising zombies and turning yourself into a lich, after all. Bones have a very strong tie to death, not to mention the earth in general, if you think in a more metaphorical sense. You could think of it more as the manipulation of Necromantic energies and making them manifest, and of course, it would manifest most easily as bones. Why? As previously stated, close ties to death.

Tarquet Galbar,
BeastMaster Of Santharia
Creator of Weavers
Chronicler of the Rahaz-Dath Mercenaries

14  Santharian World Development / Magic in the Lands of Caelereth / Re: Well, Tarq... on: 08 May 2003, 12:21:00
Sure, scientifically, but not all mages are trained at Ximax, and even those that are may keep their faith in the gods if it was instilled in them in their childhood. Though, if you're going to put something like that in there, it would be better to apply it to all non-believers, rather than just mages exclusively, as the Ximaxian standpoint is all ready made in that entry you pointed out. I mean, not all mages have to be non-believers, and not all non-believers have to be mages, so it would be better to just hit everyone who doesn't believe in the divine power, ya know?

Tarquet Galbar,
Creator of Weavers

Prepare to be knocked off of your High Horse and violently beaten with Clubs of Humility...+5.

15  Santharian World Development / Magic in the Lands of Caelereth / Uh on: 08 May 2003, 10:31:00
Why can't Magi believe in the Gods? Its a seperate kind of magic, after all, they don't have to be the same thing. Maybe some Magi might, but why does it have to be one or the other?

Anyway, it may not be worth anything, but I think this is great, Vir.  

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