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98408 No. 98408 ID: 16daa4

A discussion thread for that quest with the WORDS.
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No. 98415 ID: 16daa4

Some answers to questions in the main thread:

> Saaaaay, can we master spells?
It was left out of the character sheet earlier (due to minor ret-cons in how things are classified), but you have one mastered spell:
GENERATE LETTERS: Generates a random set of letters for one of the spellcaster’s Impulses, which can then be used to assemble and immediately cast a spell of that Impulse. Number of letters depend on strength of the Impulse.
(Modifier?): GENERATE LETTERS casts with only the briefest thought, and shows the possibilities for all Impulses at once…

As you gain experience and magical power, you can memorize more spells. For most people this takes years of learning after the first mastered spell, but you are in some ways unlike most people…

> ...say, can SSWAP be used to teleport projectiles?
:wwMish: Posssible but has rissk. To catch with SSSWAP, spell must be very closse. Ssspell moves fasst, so has chance to sslip away before SSSWAP.

> Without the Red Eye, I imagine there is a much lower possibility of them having spells like ANTIMAGIC that can shatter the Goblin's "Immortal Armor" hopefully allowing him to tank the passage for at least a round.
:wwAgo: It’s worth mentioning that different instances of IMMORTAL ARMOR are dispelled by antimagic effects separately. I can maintain a second IMMORTAL ARMOR spell on an item I am carrying; so with a second casting I can prepare my shield to intercept incoming spells while leaving my main armor protected in case of antimagic. My shield can technically also block antimagic without the any magic on it just by physically being in the way, but its lightweight design makes it flimsy against direct damage without an armor spell on it.
:wwMish: Iss like gobmans to have sshell for their sshell.
:wwAgo: Hey, whatever works. Or works well enough at least…
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No. 98480 ID: 0d6c82

>Also, with our ability to autogenerate verbage, and our magic being as hyper-modular as it is, can we just enchant/summon enduring spells like the TOXIN GEODE to use in emergencies? How long will it last?
:wwUrist: Most conjured things last around two to three hours. This means that if you are preparing for a fight you can definitely conjure some things ahead of time, but it isn't that practical to conjure a lot of things when you are just traveling. Though now that you mention it, conjuring one thing every few hours wouldn't be too much trouble...
[Option unlocked: When traveling, you can cast a Creation spell to prepare for your next encounter. Though there is some chance it will be close to expiring when you get there.]

>Are Word witches those nerd casters who just sit around making shittons of scrolls?
:wwUrist: On spellcaster categories, the general terms used in most places are, Witch, Magician, and Wizard. These terms come from the originally human tradition of independent spellcasting schools or guilds, so they are generally not applied to members of most standing armies or older organizations like the Red Circle.
- Witches have training in some specialized fighting style, such as Word Witches or Shard Witches. While they can learn other spells, they usually focus heavily of applications of one or two mastered spells.
- Magicians have training in some craft not related to fighting, such as Healers, Miners, or Masons. Casters who sit around all day making magic items would be Enchantment Magicians, or Enchanters for short. Creating self-sustaining magical effects requires a lot of power and an extremely specialized skill set, so while very time consuming it is quite lucrative for those who can do it.
- Wizards have an academic degree in magical research or theory. A Wizard won't necessarily have much experience at combat or even general applied casting, but they are the most likely to have entirely original spellcasting methods.
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