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Poll

Should freshly entering mages be given +10/+10 worth of random essences?

Yes
- 19 (46.3%)
No
- 9 (22%)
It should be more than that
- 6 (14.6%)
It should be less than that
- 7 (17.1%)

Total Members Voted: 41


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Author Topic: Roll to Magic: Turn 268 The finish line  (Read 1264144 times)

ironsnake345

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Re: Roll to Magic: Turn 146 Crits all around
« Reply #4815 on: March 06, 2016, 01:22:39 pm »

((Stop dodging so I can murder you!))
((You first!))

Instead of trying to split focus between a sword attack and a spell (which apparently meant the sacrifice of the spell) Chorkinaan casts a spell to raise The rigidity of Henry's skin, with the only parameter in mind being "a lot." Use the chaotic essence for this.

You need to slow down!
« Last Edit: March 07, 2016, 09:28:36 pm by ironsnake345 »
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Zormod

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Re: Roll to Magic: Turn 146 Crits all around
« Reply #4816 on: March 06, 2016, 03:26:22 pm »

Continue going east, create 3 more essences.
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NAV

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Re: Roll to Magic: Turn 146 Crits all around
« Reply #4817 on: March 06, 2016, 03:37:43 pm »

Ow. That hurt. A lot. Ugh.  Still, could have been worse. Any explosion you can walk away from... Oh wait.
"Sure could've. I don't know whether to call you brave or stupid."
Heal Skelly.
Turn the omnicube into a winch, including a chain and hook. Toss the hook to Skelly and reel him in once he hooks it around himself.
Or just drag him to safety the old fashioned way if I can't get the winch working.

Occasionally glance at the eye covered blob.
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Highmax…dead, flesh torn from him, though his skill with the sword was unmatched…military…Nearly destroyed .. Rhunorah... dead... Mastahcheese returns...dead. Gaul...alive, still locked in combat. NAV...Alive, drinking booze....
The face on the toaster does not look like one of mercy.

FallacyofUrist

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Re: Roll to Magic: Turn 146 Crits all around
« Reply #4818 on: March 06, 2016, 03:43:15 pm »

Wayfarer was pleased. What he saw in the distance looked like a font of magic. He would need to prepare in order to capture it, however. But first he wanted a mask.

A simple trick his first master had taught him came to mind. It was much easier to craft items magically by shaping material, compared to simply conjuring the item out of the air.

Wayfarer creates(-1 or 0) a chunk of solid force, using a +1 CMP essence and a +1 POT essence, then plays solid force essence roulette.

((Also, Old King Coal is still on the list of living characters. As much as his incredible reality warping insanity needs to be memorialized, I don't think he's still alive...))
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

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star2wars3

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Re: Roll to Magic: Turn 146 Crits all around
« Reply #4819 on: March 06, 2016, 04:28:19 pm »

Ow. That hurt. A lot. Ugh.  Still, could have been worse. Any explosion you can walk away from... Oh wait.
"Sure could've. I don't know whether to call you brave or stupid."
This time I'd say I was stupid. I should've used Vortex Bane. After all, its already extremely resistant to magic and physical attacks.

I think I know a way to pay back my new debt to you. Quick question. Do you mind if I make you immune to blades?


Skelliborn:

Action:

Use a 1 turn ritual magic to make James immune to sharp objects.

Mods: -1 Side effect: a tattoo of a runic blade appears on James hand.
((I'm using blade shaped tattoos as a way to enchant people the same way as I can enchant normal blades. As such, the ruins within any given blade tattoo are the Blade ruins for whatever spell I cast on that person. ))

Essence Usage:
3 Blade essences +1CMP
Blade essence +1/+1

Item Sacrifices:
The coal like blade which I tried to use to block the electricity


Once James has healed me, get out of the liquid.


((The tattoo shouldn't make a difference for this spell due to how strictly it relates to blades. The technique is more magic theory for seeing if I can add blade enchants to people/ creatures/ non-blade objects))
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ATHATH

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Re: Roll to Magic: Turn 146 Crits all around
« Reply #4820 on: March 06, 2016, 11:25:49 pm »

I'm still waiting on my Quicktopic actions, by the way.
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ironsnake345

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Re: Roll to Magic: Turn 146 Crits all around
« Reply #4821 on: March 07, 2016, 12:02:10 am »

Instead of trying to split focus between a sword attack and a spell (which apparently meant the sacrifice of the spell)


((this is my passive aggressive way of saying I think you forgot an action last turn.))
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AoshimaMichio

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Re: Roll to Magic: Turn 146 Crits all around
« Reply #4822 on: March 07, 2016, 01:46:58 am »

That was exactly how I didn't plan this.

Prepare to fight for survival: Create hard wood spikes from my exterior shell pointing up and down in such manner that I'm hard to swallow whole. Use +1/+1.
Fight defensively.
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thegamemaster1234

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Re: Roll to Magic: Turn 145 Unpacking
« Reply #4823 on: March 07, 2016, 01:22:18 pm »

Although a good whack was one of the first things that came to mind, Jiksap realized it would be much, much easier to just use magic instead. Making the tumblers do his bidding can't be that hard, can it?

Also, suspicious mud spot. Hmmm.

Use a spell to unlock the lock. 1 essence afterwards. Keep a lookout for potential sea monsters, magical or mechanical chest traps, or other malignant phenomena.

(Forget something? ;))
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NAV

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Re: Roll to Magic: Turn 146 Crits all around
« Reply #4824 on: March 07, 2016, 01:44:28 pm »

"Immune to blades? Can't say that's a huge priority since I've already got this armour and healing. Can't hurt though, unless I'm trapped and have to saw off my legs to escape or something. Sure, go for it. Just make sure I can still shave and trim my nails."
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The face on the toaster does not look like one of mercy.

Sarrak

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Re: Roll to Magic: Turn 146 Crits all around
« Reply #4825 on: March 07, 2016, 01:50:53 pm »

"Water, cold, sand... Now even the most basic elements, those I should have mastery of, oppose me!"

Fry this sand blob into glass with extreme prejudice! Using 1 essence to assure moderate success. Run away if this fails really badly.
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DreamerGhost

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Re: Roll to Magic: Turn 146 Crits all around
« Reply #4826 on: March 07, 2016, 04:19:16 pm »

Instead of trying to split focus between a sword attack and a spell (which apparently meant the sacrifice of the spell)
((this is my passive aggressive way of saying I think you forgot an action last turn.))

So I did. Damnit.

CMP [4+1=5]
POT [1+1=2]


Henry's skin turns rugged in patches, becoming akin to leather. This, while dulling Henry's sense of touch does little to stop him from trying to punch Chorkinaans head off.

{Bit of a pity you rolled one on POT. I had began thinking up having Henry suffer dammage equal to his STR roll due to him breaking apart his own skin to the point of flaying himself.}

I'm still waiting on my Quicktopic actions, by the way.
Quicktopic is the one place that does not tell me when people write on it. There are few things to clear out, but afterwards I'll do all the turns I owe you.

((I think my turn may have been missed.))

((That aside, a suggestion: DG, could you mark the tower on the map if it's officially present? It's quite an important landmark in my opinion.

Also, can anyone explain how rituals currently work? I see no mention of them in the OP, and I'm not even sure whether we're still using the original system.))

I did intend to mark the tower before but messeed up the time managment and didn't make it. It should be there on next turn. It has been added as has been your missing turn.

As for Rituals, the stuff is still kinda hanging in the air. I'm considering just cutting all the complex ideas and making it as follows:

1)Wizard begins casting a ritual, specifying the intended effect and ritual sacrifices(items).
2)CMP and POT are rolled, essence boosting is allowed. On CMP 1 the ritual fails. On CMP 6 the ritual fires off early. Either effect can be avoided by burning one of the ritual sacrifices. POT is pooled.
3)Repeat 2 until wizard decides the ritual is powered enough.
4)Ritual fires off, remaining sacrifices are destroyed adding 2 POT per sacrifice.

Limits: 3 sacrifices per wizard, sacrifices have to be related to the effect of the ritual, all sacrifices have to be diferent.

Would this work?
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Salsacookies

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Re: Roll to Magic: Turn 146 Crits all around
« Reply #4827 on: March 07, 2016, 04:29:36 pm »

I use my essences to create a Law Field, to put an end to this wild magic storm
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Whisperling

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Re: Roll to Magic: Turn 146 Crits all around
« Reply #4828 on: March 07, 2016, 04:51:34 pm »

As for Rituals, the stuff is still kinda hanging in the air. I'm considering just cutting all the complex ideas and making it as follows:

1)Wizard begins casting a ritual, specifying the intended effect and ritual sacrifices(items).
2)CMP and POT are rolled, essence boosting is allowed. On CMP 1 the ritual fails. On CMP 6 the ritual fires off early. Either effect can be avoided by burning one of the ritual sacrifices. POT is pooled.
3)Repeat 2 until wizard decides the ritual is powered enough.
4)Ritual fires off, remaining sacrifices are destroyed adding 2 POT per sacrifice.

Limits: 3 sacrifices per wizard, sacrifices have to be related to the effect of the ritual, all sacrifices have to be diferent.

Would this work?

So, basically multi-turn casting with sacrifices and fail chance tossed in? Definitely better than the existing system, that's for sure. I'm still kinda disappointed that it's so bland, but if I'm perfectly honest with myself, a more in-depth one wouldn't really suit the game.

So yeah, sounds good.
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ATHATH

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Re: Roll to Magic: Turn 146 Crits all around
« Reply #4829 on: March 07, 2016, 07:03:34 pm »

Yeah, it would work just fine.
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*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping
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