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Posted (edited)

Working on it right now. Should be done in an hour or two.

 

EDIT: And it's sent!

Edited by Seonid
Posted

Working on it right now. Should be done in an hour or two.

 

EDIT: And it's sent!

Does Murk use the same spells as Samuel? If so, could I get the list too?

Posted

Does Murk use the same spells as Samuel? If so, could I get the list too?

 

Hmm...right now I'm thinking that Murk's magic is much more free-form. She casts spells like a mage would, and so doesn't need prepared stuff, and isn't limited to a spell book. However, unlike a mage, she doesn't have to spend a lot of time learning how to create specific effects, much of that just comes naturally to her, like breathing.

 

Also unlike a mage, though, she can't draw power from other things. She's restricted to her own inherent power. It regenerates after use, of course, but that takes time. If she uses too much too fast, she can't manifest physically. I don't have hard limits on that yet.

 

 

 

In other news, the first world maps are posted in the front page! Future updates will have multiple maps, some with political markings and some with geographic/terrain markings and some with languages and so on. But go have a look!

 

And, just because somebody's going to point it out, I am aware that the rivers don't all meet up (especially in the center). That's what I get when I scan 4 separate sheets of paper into the computer and then try to match up the edges. I'm not 100% certain that all of the picture actually made it in. The pages match up much better on my physical copy...

Posted

Double post, I know, but I'm going to put the map in its own post so that its easier to find then searching through spoiler tags in the OP. It's still there, though...

 

cWTkbcT.jpg

Posted

Hmm...right now I'm thinking that Murk's magic is much more free-form. She casts spells like a mage would, and so doesn't need prepared stuff, and isn't limited to a spell book. However, unlike a mage, she doesn't have to spend a lot of time learning how to create specific effects, much of that just comes naturally to her, like breathing.

 

Also unlike a mage, though, she can't draw power from other things. She's restricted to her own inherent power. It regenerates after use, of course, but that takes time. If she uses too much too fast, she can't manifest physically. I don't have hard limits on that yet.

 

 

 

In other news, the first world maps are posted in the front page! Future updates will have multiple maps, some with political markings and some with geographic/terrain markings and some with languages and so on. But go have a look!

 

And, just because somebody's going to point it out, I am aware that the rivers don't all meet up (especially in the center). That's what I get when I scan 4 separate sheets of paper into the computer and then try to match up the edges. I'm not 100% certain that all of the picture actually made it in. The pages match up much better on my physical copy...

 

Ah, OK. That makes sense. So could she perform feats such as hydrokinesis, telepathy towards humans other than Samuel, and enhancing her own bite force, provided she kept it all on a reasonable scale?

 

Awesome map! The maps I've drawn in the past haven't looked anywhere near so amazing. You really captured the rough fractal shape that characterizes landmasses. :D

Posted

Ah, OK. That makes sense. So could she perform feats such as hydrokinesis, telepathy towards humans other than Samuel, and enhancing her own bite force, provided she kept it all on a reasonable scale?

 

Awesome map! The maps I've drawn in the past haven't looked anywhere near so amazing. You really captured the rough fractal shape that characterizes landmasses. :D

 

All of those are definitely well within her capabilities. If you want to do anything extreme along those lines, PM me first so I can tell whether it would affect her ability to manifest afterwards.

 

And thanks! I'm glad that you like the map.

 

Also, I was going to add you to Voidus' Spell Book PM, but it looks like he already did that. I almost want to post both books in the thread, but I don't know if BreathTaker or Voidus want to keep some of their weapons a secret.

 

One more point for the whole thread in general - I highly recommend PM-ing each other before your characters go into combat with each other. Plan out how the combat will go with the other person involved before you write it up.

 

A good general rule - if your post involves another person's character, ask permission first. The best solution is always collaboration.

 

We haven't had any problems yet, I just want to head any off before they arise.

Posted

I'm happy for the Inquisitors spellbook to be public, if I work anything out with Seonid that Samuel can do I'll post that too. I think it's better if characters' abilities are common knowledge to prevent anyone getting too OP.

Posted

Well then, one Inquisitor Spell Book coming right up. I'll wait for BreathTaker to weigh in, but I can't imagine that he'd have an issue with my posting his spellbook too.

 

Inquisitorial Spells

Wrath of the High One - This is a long-range, area-of-effect fireball. It bursts up to 40 or 50 feet in diameter (although you can have it be smaller, the exact size of the blast is part of the final casting components, not the prepared forms). The heat is intense and hot enough to melt lead (though not other metals) at the center of the blast. Anybody near the center will be killed unless they have some sort of protection, though people caught around the edge could survive. Can be cast up to 500 feet. Casting time is about 6 seconds, duration is instantaneous. Spell Point Cost - 4

 

Flames of the Martyr - One or more targets are immediately wreathed in flames (number of targets is chosen at time of casting). These are just normal flames as would be found in an average campfire (although they are resistant to being put out). The person so wreathed will likely have their clothing and hair catch fire (this fire, however, can be put out just as normal fire could be). Duration - 20 seconds, after which the magical fire is extinguished. Anything that has caught fire as a result, however, will remain on fire unless put out. Can target up to 6 people, with a corresponding increase in spell points. Spell Point Cost - 1 per each 2 targets (so 1 point to target 1 or 2 people, 2 to target 3 or 4, and 3 to target 5 or 6).

 

Invisible Hand - The spirit acts as an invisible hand, mimicking the exact movements of the spell-caster's dominant hand (either right or left; if he/she is ambidextrous, the choice is made when preparing the spell). Duration - 10 minutes or until dismissed. Spell Point Cost - 1

 

Torments of Acheis - Causes direct stimulation of the target's pain receptors. This can be localized in a specific area of the body, or generalized over the whole body (chosen at time of casting, not time of preparation). It does not cause any direct physical damage, although sufficiently high levels of pain can induce a stroke or heart attack in some cases. Duration - 5 minutes. Spell Point Cost - 2

 

Wall of Wind - Creates a rushing wall of powerful wind, about 5 feet in thickness, that can extend up to 40 feet in any lateral direction (the exact dimensions are chosen at the time of casting). The wind blows perpendicular to the length of the wall (if you are facing it, it blows either to your left or to your right), and is strong enough to prevent forward motion and deflect arrows/bullets. Duration - 20 minutes or until dismissed. Spell Point Cost - 3

 

Guiding Light - An object is surrounded by a glowing nimbus of light, sufficient to illuminate a circle of 30 foot radius as bright as daylight. Although the object itself does not glow, the nimbus is bright enough to impair vision if you look directly at it. Duration - 1 hour or until dismissed. Spell Point Cost - 1

 

Faithward - The caster's or target's body is surrounded by an aura of force that protects against physical and magical harm. Against physical attacks, it slows the oncoming blow - stopping it completely if it is not too powerful; against magical attacks, the spell effect is significantly diminished after passing through. It is not impenetrable, but can be breached by powerful magic or lucky/exceptionally powerful hits, but it is enough to ward off otherwise life-threatening attacks. Duration - 5 minutes or until dismissed. Spell Point Cost - 2

 

Lieseer - Enables you to perceive when other people are lying. Can only be foiled by magical protection over somebody's mind, and not by any mental techniques to suppress the body's physiological response to lying. Does not indicate what the truth actually is. Spell Point Cost - 2

 

Severing - Constitutes a direct attack on the spiritual bonds that connect an enemy to their physical form. Not powerful enough to kill by that method, but it is enough to maim or blind. Can actually kill someone who has bonded to an evil spirit as a familiar, unless it is blocked magically. Spell Point Cost - 3

 

Flag of Glory - Summons a large and easily visible illusory image of the Martyr, burning at the stake, into the air above you (about 100 feet above), backset by the flag of the Inquisition, also wreathed in flame. Magically inspires hope and confidence in your allies while inflicting fear and demoralization on your enemies. Duration - 72 hours or until dismissed. Spell Point Cost - 5

 

Words of Power

Word of Decay - A targeted object decays into dust. Alternately, all non-living objects within a 50-foot radius suffer less complete but still extensive decay. Iron rusts (enough to create holes in armor and swords), stone cracks and crumbles, foundations shift, organic material rots, precious metals tarnish and corrode, and other materials suffer their most common form of decay. This is enough to collapse poorly built or maintained buildings and walls, but will not (for example) collapse an entire castle. (It will, however, make the castle walls much more susceptible to bombardment). Spell Point Cost - 6

 

Word of Command - Ends all magical effects in up to a 100-foot radius around you. For up to an hour after, no magic can be used in that area. Spell Point Cost - 6

 

Word of Force - A massive burst of force, centered on the caster, that throws all targets within a 40 foot radius backwards. Those nearer to the caster experience more force than those further away, with the nearest being thrown hard enough to kill them. Spell Point Cost - 6

 

The Inquisitorial spell list is heavily focused on direct damage-dealing spells, almost exclusively. When we get to see Bran's list, we'll see a lot less damage-dealing spells and a lot more buffs (including for allies), some healing magic, and one or two interesting Svalding effects.

 

Also, clarification on the word of command - it operates by forbidding all of the spirits to enter the area. So mage-type and god-sourced magic is unaffected, and familiars can still operate. But it completely stops all sorcery.

 

Finally and tangentially, if y'all do end up setting up a PM for working out details of a character interaction, it would be nice (although not completely necessary) to include your friendly neighborhood GM in it. I may or may not have something to say, but it's nice to know plans beforehand so that I can point out potential problems/continuity issues/places where it would contradict canon (if and only if these exist) before the post goes up.

Posted

Yeah, I don't have a problem with my spell book being posted. If only to show that the Paladin is FAR superior to the Inquisitor.  :D

 

Just kidding, Inquisitor spells are pretty crazy but I like my spells a lot. 

Posted

Alrighty then...here are Paladin spells!

 

Paladin Spells:

Argon's Blessing - Your weapon becomes wreathed with a faint, transparent golden flame. To those watching, your blows seem to strike faster and more true. Your weapon strikes are enhanced with speed and precision. They don't shift targets, but the are more accurate versions of what you would have struck without it. They are less likely to glance off of protecting armor, more likely to hit the exact spot you were aiming for, and more likely to parry/block incoming blows effectively. They do not become infallible, however. If your strike was too far off to begin with, it can't correct all the way. Lasts for 1 minute or until dismissed. Cost: 1 Spell Point

 

Consecration - A divine light of favor shines over you, making the subjects of your blessing holy relics. The blessed object becomes imbued with spiritual power, and is able to interact more easily with the spiritual realm, and function as a repellent to evil spirits. Weapons so consecrated can affect spirits, including familiar spirits, and are particularly hurtful to evil spirits. Duration - 3 days. Cost: 1 Spell Point

 

Insight - In answer to your prayer, a brief peace washes over your mind, making your future choice more clear for a moment. Your next action becomes directed. This can be a blow you strike, a dodge attempt, or any sort of skill/knowledge attempt. This can also be used for a one-time boost to protection against mental or spiritual attacks. Lasts about six seconds. Cost: 1 Spell Point

 

Lady's Gift - A green light shines around you for a moment, flowing through your body into your hands and from there to your friend or ally, strengthening them in body and mind. One friendly target you lay hands on is harder to frighten or influence mentally (via illusions and the like), and is able to fight ignoring minor wounds (these still affect him/her after the spell is over, though). Lasts for an hour. Cost: 1 Spell Point

 

Miranda's Gift - A cool blue light shines from your hands, causing wounds to close, bones to knit together, and bodies to become whole. This spell heals wounds, major or minor, even old ones. Dire wounds are healed enough to become no longer life-threatening, but do not close instantly. Instantaneous effect. Cost: 1 Spell Point

 

Virgin's Favor - A shimmering white aura, almost too faint to be seen, surrounds you and begins to heal your wounds. Minor wounds close nearly instantly (although the more of them you have, the longer it takes for them to close). Major wounds bleed less, but do not close. Fatal blows are unaffected. This can affect either you or one of your friends and allies you lay hands on. The spell lasts for about five minutes or until dismissed. Cost: 1 Spell Point

 

War God's Curse - A burst of red light flashes from your contact with your enemy, slowing his reactions and weakening his resolve. An enemy you lay hands on (or weapon on, if you have set it to trigger on a weapon strike) is more susceptible to illusions or fear, and is more slowed and weakened by minor wounds. Lasts for an hour. Cost: 1 Spell Point

 

Hawk's Vision - Your eyesight is enhanced, allowing you to perceive the spiritual world without effort as well as seeing things in the Material Realm more clearly. Also enhances your mind to process the additional stimuli. Lasts for 30 minutes. Cost: 2 Spell Points

 

Hearthglow - All those you perceive as friends within a 10 foot radius are given a boost of confidence that causes them to fight better. Enemies blows are less precise against them, and their own blows are more effective. Lasts for five minutes. Cost: 2 Spell Points

 

Strength of Justice - Your muscles are enhanced, allowing you to lift more, strike harder, run further, etc. than you are normally able to. Lasts for 30 minutes. Cost: 2 Spell Points

 

Discernment - Allows you to perceive the spiritual bonds of people around you, including any association with demons/evil spirits. The information also allows you to see through deliberate falsehoods (as well as giving you the general idea, but not the details of the truth being concealed). Cost: 2 Spell Points

 

Lady of Life - Heals dire wounds completely, and near-fatal wounds are closed to become no longer mortal, but are not wholly healed. Cost: 3 Spell Points

 

Taris' Injunction - Breaks targeted spells that are active in a 10 foot area around you. If they are being actively maintained, it becomes a struggle of will between you and the opposing spellcaster. Instantaneous duration. Cost: 3 Spell Points

 

Virgin's Breath - Heals spiritual damage done to yourself or another. Instantaneous. Cost: 3 Spell Points

 

Virgin's Wrath - A spout of flame flies from your sword, burning all in its path. This is hot enough to kill quickly, but not hot enough to melt metal or stone. It will burn through wood, leather, hide, clothing, etc. quickly and easily, however. Cost: 3 Spell Points

 

Holy Smite - Constitutes a direct attack on the spiritual bonds that connect an enemy to their physical form. Not powerful enough to kill by that method, but it is enough to maim or blind. Can actually kill someone who has bonded to an evil spirit as a familiar, unless it is blocked magically. Cost: 4 Spell Points

 

Shield of Justice - An impenetrable shield surrounds you or an ally. Protects against all physical attacks. Spells pass through normally, and enchanted or consecrated weapons sap the spell's strength. Lasts for 2 minutes. Cost: 4 Spell Points

 

Shield of Light - Protects against all spiritual attacks, and can block spells. Lasts for 2 minutes. Cost: 4 Spell Points

 

Svalding Spells

Bearheart - Allows communication with the spirits that inhabit animals, especially bears and wolves. Lasts for 10 minutes. Cost: 1 Spell Point

 

Skiegeir - A spear of lightning lances out from your hand, frying obstacles in its path. Cost: 4 Spell Points

 

Wyrdskein - Manipulates a target's fate for good or ill, in either minor or major things (your choice). For the next day, their efforts are either singularly successful or singularly unsuccessful. Cost: 4 Spell Points

 

So Lieseer (and the Paladin spell Discernment) both last for about an hour, actually.

Posted

Another question I had, how long is the average casting time? (Or ranges for varying strengths, whatever the case may be) Outside the Words of Power.

Posted

Ok. Average spellcasting time (for both Paladin and Inquisitorial spells) is on the order of 5 to 6 seconds or so.

 

The flag of glory spell takes longer, about 30 seconds to cast. Incidentally, BreathTaker, I was thinking of a similar spell for Bran, one that projects his Raven into the sky above his army. Does that sound fitting?

Posted (edited)

Actually if it's visible for a great distance than yeah that would be perfect for what I'm planning. 

 

Edit: "Banner of the Raven" could be the spell name unless you have something more BA planned for the name. 

Edited by BreathTaker
Posted

Wow! That map is awesome! And those spells are interesting. It'll be fun to see how Khuvlai as a Mage interacts with these Sorcerors.

Posted

Thanks, Mail. I'll copy-paste Khuvlai's spells to the thread when I get them finished too.

 

And I'm glad everyone likes the map. I'll post a map of the area around Menkor (when I draw it, which will probably be during one of my Quantum Mechanics classes. Maybe General Relativity, if I can spare the attention, but Quantum's more likely to get ignored anyways...)

 

Other random and tangential comments:

 

Storm it, Kobold! Your chiskreven are awesome enough to make me want to rethink only having humans on Edassa! Probably not going to do it on the world of Edassa proper, but I think that you may have guaranteed that this universe contains non-humanoid intelligent life.

 

Also, I've finally decided that while most of Edassa's flora and fauna are earth-like, it's not a 1-to-1 map. (The non-Terran animals bear similarity to Terran forms, but have some differences). This weekend, I'm going to get the worldbuilding thread up in the Creator's Corner section, to post worldbuilding stuff not directly related to the RP. (Although we still haven't started shipping yet! What's wrong with you people...  :P )

 

I'll probably post another world-idea I just barely had over there too, involving an inversion of an ocean/archipelago world. Something like a sand world, where the sand is extremely fine, and civilization is clustered about pockets of water. (I just like the imagery of the vast sea of sand and islands of water) It will be complete with nautical terminology and the like, adjusted slightly for the sandy world. Or at least a continent like this. Or something. Maybe another continent with a primeval forest, inhabited by the first set of non-human intelligent life-forms I'll be creating...I think there's potential there.

Posted (edited)

As a side note, I recently watched both seasons of Vikings on Hulu. One, because it looked awesome but also because it would help me get a better idea for Bran. He's still pasically all the awesomes from WoT (Garyth, Mat and Perrin) as well as Dalinar but I think he's got a lot in common with Ragnar, he only fought and killed when it was actually necessary and frequently looked for another way out of a situation. Of course, he's still a Svalding so sometimes he just needs to punch someone in the mouth. 

 

In the coming battle Bran will roll up in his full plate armor armed to the teeth  i.e. Axe and Hammer strapped across his back, sword on his hip and spear and shied in hand.  Bran is the kind of man to be in the front lines beating the enemy to a pulp. Leading by example if you will.

 

Also, Bran has trained his men to eschew fighting in a single line formation, instead teaching them to fight like the Svaldings, behind a shield wall. Brute force mixed with a good grasp of tactics (he wouldn't have been made a Banner General without acute tactical knowledge) as well as the shock and awe effect of decent sized army laying complete waste to a larger, entrenched foe.  Plus... he's got magic. 

 

I'm working on a flashback dating about a week or so before he comes in to the city right now. It should be up on a couple hours.

 

Edit: Se, we need weapon enchantment limits and possibilities please.

Edited by BreathTaker
Posted

Storm it, Kobold! Your chiskreven are awesome enough to make me want to rethink only having humans on Edassa! Probably not going to do it on the world of Edassa proper, but I think that you may have guaranteed that this universe contains non-humanoid intelligent life.

 

Wow. I just want to say that this is one of the most flattering things anyone's ever said to me. That really means a lot to me. I'm glad I could inspire you, Seonid. :D

Posted

Hey Unodus, just a couple of notes on that last post. In future I'd prefer if you ask before taking quite so many liberties with writing Samuel's reactions, particularly with something as plot changing as him getting kidnapped. Partly just because it's polite but also because he really wouldn't have reacted like that. He was already expecting an attack of some kind and had one hand on his sword, the second he noticed a time differential he would have drawn and probably used his Word of Force to buy some time for himself. For Murk as well since I think that Familiars can become semi-intangible.

Funnily enough if he'd just cheated at the toss and insisted he take Samuel as his prisoner he would have just laughed and gone along with him.

As it is I suppose I can just chalk it up to seeing a weird type of magic for the first time and keep the scene as is on Samuel's part, not sure how Kobold feels about Murk.

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