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Author Topic: The Necromatic Arts: The Magical Adventures of Mayard Carter.  (Read 94579 times)

Angle

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #285 on: May 13, 2012, 11:38:58 am »

Isn't magic a word? If so, we should probably go with that.
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Chink

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #286 on: May 13, 2012, 12:19:41 pm »

So then we could, say, make a golem in the shape of a ring that is extremely good at casting a few magic spells, for example an offensive magic spell, a shielding spell, and a healing spell, at the cost of every other ability? Basically, a golem in the shape of a ring that we wear, that can only use a few magic spells, but can cast those spells extremely well? If we can, we should go and buy a clay ring, to make such a golem.
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Koliup

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #287 on: May 13, 2012, 01:34:09 pm »

22 magic, 8 dexterity, 4 strength, 6 endurance.  The words shall be Observant and Mellow.
Gonna vote for this, except that the words be: Wise and Curious.
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RAM

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #288 on: May 13, 2012, 06:58:17 pm »

So then we could, say, make a golem in the shape of a ring that is extremely good at casting a few magic spells, for example an offensive magic spell, a shielding spell, and a healing spell, at the cost of every other ability? Basically, a golem in the shape of a ring that we wear, that can only use a few magic spells, but can cast those spells extremely well? If we can, we should go and buy a clay ring, to make such a golem.
Well, its magic would be weaker than if it was just a skeleton, and it needs to contain a skeleton, so we would need a small animal that can bend into a ring without breaking. The golem's advantages are resilience, which is not entirely irrelevant for jewellery, and a mundane appearance, which would remove the stigma attached to wearing a skeleton on a finger... Personally, however, I htink that you would be better off animating a shell and setting it into a ring, its magical abilities would be more efficient and shells are quite resilient...
 The other issue is that we do not seem to have precise control over the magical abilities our subjects have. It may be that we can teach them things, but I doubt it. Still, having an item on our person that could automatically defend us with magical abilities would not always be a bad thing.
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forsaken1111

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #289 on: May 13, 2012, 07:09:59 pm »

A small lizard or gecko could easily wrap itself around a finger like a ring...
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Angle

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #290 on: May 13, 2012, 07:51:01 pm »

If we can use shells as skeletons, then that would definitely be best.
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Evil Lincoln

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #291 on: May 14, 2012, 03:54:07 am »

If we can use shells as skeletons, then that would definitely be best.
Not sure how I feel about shells being animated. They wouldn't really feel undead-y. But you are in in the foothils of a mountain range so you probabley won't find any.

A small lizard or gecko could easily wrap itself around a finger like a ring...
I love this idea. Having a magic skeletal geko wrapped around your finger making it perfrom spells for you and it talking back at you. This also reminded me that there hasn't been any small animals in this adventure yet. I'll make a mental note to make sure some come up.

22 magic, 8 dexterity, 4 strength, 6 endurance.
People seem to be supporting this and i'll just remind you that all you have is 40, if you use it all then you will not have any left to buff shelby.

On that note i'll update tommorow(hopefully).

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #292 on: May 14, 2012, 04:44:07 am »

25 magic, 5 dexterity, 5 strength, 5 endurance.  The words shall be Focused and Intelligent.
I don't think we really need to buff Shelby up just yet. I think it would be better to have two functioning skeletons than one tank and one useless bone puppet. I think we really ought to push this magic for this skeleton.
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CuRiSeeechun

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #293 on: May 14, 2012, 05:43:47 am »

25 magic, 5 dexterity, 5 strength, 5 endurance.  The words shall be Focused and Intelligent.
I don't think we really need to buff Shelby up just yet. I think it would be better to have two functioning skeletons than one tank and one useless bone puppet. I think we really ought to push this magic for this skeleton.

Pretty much this. Also, with skeletal muscle, does the muscle actually like sorta show up, made of bone? Then, say, if we put a deep hood over the skeleton in question, after being muscled up, could we pass it off as a person with really pale skin? Pop in some fake eyeballs maybe for added affect?
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RAM

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #294 on: May 14, 2012, 06:06:48 am »

Can we see Shelby's abilities?
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Evil Lincoln

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #295 on: May 14, 2012, 07:05:38 am »

Can we see Shelby's abilities?
Shelby doesn't have any abilities.

Also, with skeletal muscle, does the muscle actually like sorta show up, made of bone? Then, say, if we put a deep hood over the skeleton in question, after being muscled up, could we pass it off as a person with really pale skin? Pop in some fake eyeballs maybe for added affect?
You couldn't pass them off as human from close up, even with fake eyes. If you had skeletal flesh as well then maybe, but if anyone looked for long enough they would notice that they aren't human.

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #296 on: May 14, 2012, 11:45:11 am »

25 magic, 5 dexterity, 5 strength, 5 endurance.  The words shall be Focused and Intelligent.
I don't think we really need to buff Shelby up just yet. I think it would be better to have two functioning skeletons than one tank and one useless bone puppet. I think we really ought to push this magic for this skeleton.
This, except that the words should be Magic and Creative.
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RAM

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #297 on: May 14, 2012, 06:50:39 pm »

Doooooooooods, we don't wanna go causing trouble, lets just be mellow...
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Vote (1) for the Urist scale!
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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #298 on: May 14, 2012, 09:00:02 pm »

Doooooooooods, we don't wanna go causing trouble, lets just be mellow...
*sarcasm* I'm sure that absolutely nothing could go wrong with having our new fighting skeleton being a hippie. *sarcasm*
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Koliup

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #299 on: May 14, 2012, 09:21:18 pm »

Intelligent and Creative?
Also, we should ask Olof what happens when a created spirit goes uncontrolled. Does it start trying to kill the necromancer who made it, or what? Does it still have a mind?
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