Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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


Pages: 1 ... 197 198 [199] 200 201 ... 506

Author Topic: Roll to Magic: Turn 268 The finish line  (Read 1264326 times)

DreamerGhost

  • Bay Watcher
  • Seems legitimate.
    • View Profile
Re: Roll to Magic: Turn 117 Council of killers
« Reply #2970 on: September 30, 2015, 07:50:43 pm »

More information on the Manipulator:
Gender: Male
Alignment: LE
Domains: Mind Control, Necromancy, Evil, Law, Truth, Wrath, Patience, Exploitation, Pride, Fire
Boons (granted as he sees fit): Obtain one of his domains as an affinity, gain a +2 to comp or pot (chosen at the time the boon is given to you) for spells from an affinity that matches one of his domains, gain a +20/+20 (once) to one spell that is cast from an affinity that matches one of his domains, receive a sword with incredible stats, but which cause creatures to not drop soul shards if they are killed within three turns of being struck by it (due to their souls being sent to the Manipulator's home plane, where they will serve him for all of eternity), receive the ability to create hellfire, which can harm and burn creatures and/or objects that are normally immune or resistant to fire (or don't normally burn), instead of normal fire in a spell if you take a -1/-1 penalty to that spell, obtain an artifact that relates to one the Manipulator's domains, obtain a familiar from the following list:

Eyeball (I found out about the existence of these little guys recently. They're NE beholderkin that look like tiny beholders. They only have four eye-stalks (daze, cause fear, ray of frost, and a modified version of mage hand that allows you to move the hand and yourself in the same turn), and their central eye doesn't have any special properties, but they can sacrifice one of their eye-stalks and turn it into a spell-stalk, which allows them to fire lasers from that eye that can carry a touch-range spell through them.)
Spellwurm (They're symbionts that attach to one of your arm pits. They share spell effects with their host, and have some cool spell-like abilities, which I've listed below:
At Will - Ghost Sound, Mage Hand, Ray of Frost
3/day - Mage Armor, Magic Missile (three missiles per casting), Sleep
1/day - Flaming Sphere)
Imp http: (www.dandwiki.com/wiki/SRD:Imp)
Mind Leech (Basically, these guys burrow into your head and sit at your brain stem, and try to control you. If you have a high enough will save, though, you can become the dominant entity and command the mind leech to do as you say. It has a mind blast (stuns people in a cone) and some mind-control themed SLAs, which cost int damage (the host takes the int damage) to cast. They're also LE, and were originally created by mind flayers.)
DG, I added two new domains and two new boons (the hellfire and the artifact). Do you give them your stamp of approval? I also added my supplementary pm that added more familiars to the main pm.
[/quote]

{It is a wonderfully designed god, I think I will accept it. Credit to you. I accept it, but I doubt that most of abilities will be ever gained. They are quite good, AND require you to dick over other people. Meaning that you will need to piss off many people to get them, which decreaces your chance of living long enough to get them rather slim. One thing seems out of place to me - why the fire? Manipulator seems to be a guy that would frown on direct confrontation.}
Logged
The point of keeping the golems on fire isn't for the value of fire as a weapon. It's more to keep the golems functioning at a reasonable speed.
It was never a promise. It was a dirty lie, and you all knew that. You should all know by now that you can't trust a word I say.

DAPARROT

  • Bay Watcher
  • More parrots
    • View Profile
Re: Roll to Magic: Turn 118 "Construct aditional votes"
« Reply #2971 on: September 30, 2015, 08:36:45 pm »

2 more essences, check if I can fly while wearing my scuba gear

new action:summon some peacocks and quetzals(https://en.wikipedia.org/wiki/Resplendent_quetzal) for the garden, use 2 +1/+1 essences
« Last Edit: October 03, 2015, 01:57:48 pm by DAPARROT »
Logged
I should probably introduce the actual plot soon
7/11 guy, bringer of the apocabeepse. Uplifter of threads. Herald of the hive.

endlessblaze

  • Bay Watcher
  • likes dragons for their fiery breath
    • View Profile
Re: Roll to Magic: Turn 118 "Construct aditional votes"
« Reply #2972 on: September 30, 2015, 08:37:22 pm »

"ummm excuse me?mwhat are we doing here agian? I just got here."

3 essences.as per usual

"I might take some time off my project to help if I like what this is about."
Logged
Kids make great meat shields.
I nominate endlessblaze as our chief military executive!

XXXXYYYY

  • Bay Watcher
  • Been a long time.
    • View Profile
Re: Roll to Magic: Turn 118 "Construct aditional votes"
« Reply #2973 on: September 30, 2015, 08:39:54 pm »

"'Ey 'ere! Would ya be int'rested in a bit o' luck in exchange for some information? I want ta' know a bit more about this portal tha' we entered through. I want ta' know a bit more about this place before I make any plans, an' that seems like a 'ore element."
3 Essences, chat, possibly trade.
\
« Last Edit: October 01, 2015, 09:15:18 pm by XXXXYYYY »
Logged
Oooooooo. I know. ClF3. That should be a fun surprise.

NAV

  • Bay Watcher
  • I have an idea!
    • View Profile
Re: Roll to Magic: Turn 118 "Construct aditional votes"
« Reply #2974 on: September 30, 2015, 09:21:47 pm »

"Has anyone seen my troll? He's gone missing. He's big and got four arms, and wielding a spear and a shield. Very hard to miss. Does anyone know where he is? His name's Grundar."

James asks if anyone has seen or can help him find Grundar.
« Last Edit: October 02, 2015, 08:34:44 pm by NAV »
Logged
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.

Whisperling

  • Bay Watcher
  • Indefinite.
    • View Profile
Re: Roll to Magic: Turn 118 "Construct aditional votes"
« Reply #2975 on: September 30, 2015, 09:25:10 pm »

"Has anyone seen my troll? He's gone missing. He's big and got four arms, and wielding a spear and a shield. Very hard to miss. Does anyone know where he is? His name's Grundar."

Ask if anyone has seen or can help me find Grundar.
4 summoning essences.

Trolls have regeneration, so would it be possible to sense where Grundar is with my healing affinity? Similarly to how Jase can sense aether or how a fire mage could sense fire.


Viznor gives James a wave.

I happen to be a knowledge mage. It would not be difficult for me to determine his location and situation.

Logged

fillipk

  • Bay Watcher
  • Everything is going as planned
    • View Profile
Re: Roll to Magic: Turn 118 "Construct aditional votes"
« Reply #2976 on: September 30, 2015, 11:59:06 pm »

(Guys no casting, Jase is going to create the thing.)

"It is time then?"

Help Jase cast the spell, 3 stable 1/1 essences
« Last Edit: October 02, 2015, 03:37:58 pm by fillipk »
Logged
Giving waitlisted people the ability to murder non-responsive players was a great idea. Need to do that more often.

NAV

  • Bay Watcher
  • I have an idea!
    • View Profile
Re: Roll to Magic: Turn 118 "Construct aditional votes"
« Reply #2977 on: October 01, 2015, 12:03:00 am »

Viznor gives James a wave.

I happen to be a knowledge mage. It would not be difficult for me to determine his location and situation.
"I'd really appreciate it."
Logged
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.

Beirus

  • Bay Watcher
    • View Profile
Re: Roll to Magic: Turn 118 "Construct aditional votes"
« Reply #2978 on: October 01, 2015, 12:05:39 am »

((Eh, it could still work. It'll just need more power added after the initial spell. At least that'll let folks add their own touches to parts. Lemme go do math stuff to figure out what sort of maluses I'll have to take on the initial spell.))
Logged
Because everything is Megaman when you have an arm cannon.

Crimson

  • Bay Watcher
    • View Profile
Re: Roll to Magic: Turn 118 "Construct aditional votes"
« Reply #2979 on: October 01, 2015, 12:27:54 am »

Two force essences.

((Changing my action to the more recent post.))
« Last Edit: October 01, 2015, 09:48:32 pm by Crimson »
Logged

ATHATH

  • Bay Watcher
    • View Profile
Re: Roll to Magic: Turn 117 Council of killers
« Reply #2980 on: October 01, 2015, 10:24:38 am »

More information on the Manipulator:
Gender: Male
Alignment: LE
Domains: Mind Control, Necromancy, Evil, Law, Truth, Wrath, Patience, Exploitation, Pride, Fire
Boons (granted as he sees fit): Obtain one of his domains as an affinity, gain a +2 to comp or pot (chosen at the time the boon is given to you) for spells from an affinity that matches one of his domains, gain a +20/+20 (once) to one spell that is cast from an affinity that matches one of his domains, receive a sword with incredible stats, but which cause creatures to not drop soul shards if they are killed within three turns of being struck by it (due to their souls being sent to the Manipulator's home plane, where they will serve him for all of eternity), receive the ability to create hellfire, which can harm and burn creatures and/or objects that are normally immune or resistant to fire (or don't normally burn), instead of normal fire in a spell if you take a -1/-1 penalty to that spell, obtain an artifact that relates to one the Manipulator's domains, obtain a familiar from the following list:

Eyeball (I found out about the existence of these little guys recently. They're NE beholderkin that look like tiny beholders. They only have four eye-stalks (daze, cause fear, ray of frost, and a modified version of mage hand that allows you to move the hand and yourself in the same turn), and their central eye doesn't have any special properties, but they can sacrifice one of their eye-stalks and turn it into a spell-stalk, which allows them to fire lasers from that eye that can carry a touch-range spell through them.)
Spellwurm (They're symbionts that attach to one of your arm pits. They share spell effects with their host, and have some cool spell-like abilities, which I've listed below:
At Will - Ghost Sound, Mage Hand, Ray of Frost
3/day - Mage Armor, Magic Missile (three missiles per casting), Sleep
1/day - Flaming Sphere)
Imp http: (www.dandwiki.com/wiki/SRD:Imp)
Mind Leech (Basically, these guys burrow into your head and sit at your brain stem, and try to control you. If you have a high enough will save, though, you can become the dominant entity and command the mind leech to do as you say. It has a mind blast (stuns people in a cone) and some mind-control themed SLAs, which cost int damage (the host takes the int damage) to cast. They're also LE, and were originally created by mind flayers.)
DG, I added two new domains and two new boons (the hellfire and the artifact). Do you give them your stamp of approval? I also added my supplementary pm that added more familiars to the main pm.

{It is a wonderfully designed god, I think I will accept it. Credit to you. I accept it, but I doubt that most of abilities will be ever gained. They are quite good, AND require you to dick over other people. Meaning that you will need to piss off many people to get them, which decreaces your chance of living long enough to get them rather slim. One thing seems out of place to me - why the fire? Manipulator seems to be a guy that would frown on direct confrontation.}
[/quote]
Fire represents the flames of hate and silent rage. Plus, fire is a decent way to cover your tracks.
Logged
Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*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

star2wars3

  • Bay Watcher
  • Join The Dark Side!
    • View Profile
Re: Roll to Magic: Turn 118 "Construct aditional votes"
« Reply #2981 on: October 01, 2015, 01:52:36 pm »

"Sword mage it looks like you need some help making sharp blades.

I am Skelliborn, a blade mage and I could help. (After the massive chamber spell is complete anyway) "


Accidentally altered this post instead of creating a new one (twice actually) at first so I had to try to recreate it.
« Last Edit: October 02, 2015, 02:03:59 pm by star2wars3 »
Logged
((Batshit evil, pessimistic neutral and clumsy good cover nearly entire spectrum. Sadly, but optimists are a rare breed, that is currently running into extinction.))
((That tends to happen when you're optimistic enough to wait out the apocalypse. I wish them plenty of luck, but chances are they'll need it.))

AoshimaMichio

  • Bay Watcher
  • Space Accountant
    • View Profile
Re: Roll to Magic: Turn 118 "Construct aditional votes"
« Reply #2982 on: October 01, 2015, 02:04:34 pm »

Shias returns to the portal area and speaks to Jase.
Joint cast the spell for creating the chamber if he initiates it. Boost with essences. Include flowers into interior desing.
Otherwise he travels back to the trippy spores and wears gasmask before getting too close. Also 3 essences more.


"My time is short here. If you want to create the council chamber, now would be the time for it. I'll assist you casting the spell. Otherwise I must move to tend my business."
« Last Edit: October 02, 2015, 04:25:17 am by AoshimaMichio »
Logged
I told you to test with colors! But nooo, you just had to go clone mega-Satan or whatever.
Old sigs.
Games.

Beirus

  • Bay Watcher
    • View Profile
Re: Roll to Magic: Turn 118 "Construct aditional votes"
« Reply #2983 on: October 01, 2015, 07:50:25 pm »

Jase takes a moment to look upon the other mages, recognizing those who would be key to the spell from descriptions he had heard of them before coming here. "Very well. It might work yet, but I will need full cooperation. I can lay the foundations, and after that all it will need are enhancements. James, I will need you to reinforce the regeneration aura. Gambler, would you reinforce the luck aura? Crimson and Jiksap will need to reinforce the safety features. Viznor, could you reinforce the aura of competence I will weave? Shias, I will give you a garden, but you will need your own power to reinforce it. Dwen, I shall give you a bar, but you will need to strengthen it yourself. Kahel, if you could make the temperature comfortable inside, it would be appreciated. And all of you could probably add your own chairs to the chamber while you're at it. Once again, I am not a Chair mage. To those others of you who wish to help but do not have a task, be patient. I do not have the power to complete my vision at the moment. There is still room for additions at a later time, but it would not do to prematurely complicate the spell."

Get the gear from people who offered, like Kahel and James, I think.

Right, first spell. Massive (-3) Affinity Borrow. 3 +1 CMP essences, 4 +1 POT essences, 2 +1/+1 essences.

And now for the big one. Summon and weave the aether into a massive (-3) animate (-3) solid (-1) fortress (-1) with a tower in the center (-1). The fortress should have auras of regeneration (-1), luck (-1), and competence (-1) woven throughout. The defence consist of machines that can project forcefields (-1) or anti-magic fields (-1) in the case of hostilities, and they should have the ability to sense hostile intent (-1). The council chamber at the top of the tower should have a solid aether round table (-1) and a solid aether beanbag chair (-1) (or a comfortable chair modified for people with wings). The grounds near the tower should have a forest (-1) with magical (-1) plants. The bottom floor of the tower will have a bar (-1) stocked with magical (-1) drinks. There should also be a dueling field (-1) near the tower with the same defence that only activate to prevent lethal force (-1). +All non-chaotic essences.


And let's sort out the affinities here:
Aether:
-the whole building (-9)
-table (-1)
-chair (-1)
-Dueling field (-1?)
Aether/Machine:
-Anti magic field generators (-1)

Aether/Machine/Knowledge:
-Sense intent (-1)
-Sense lethality (-1)

Aether/Machine/Force:
-Forcefield generators (-1)

Aether/Healing:
-Regeneration aura (-1)

Aether/Luck:
-Luck Aura (+X Luck) (-1)

Aether/Knowledge:
-Competence Aura (+1/+1 CMP/POT to casting) (-1)

Aether/Plants:
-Magical garden (-2?)

Aether/Alcohol:
-Magical bar (-2?)

((Should come out to -23 CMP or so. And with the rest of my non-chaotic essences, I should have a net +4 CMP/+30 or 40ish POT. Or something. That took forever to type out on my phone. I'll double check it later. Also, not 100% certain on maluses. Might have given too many. Took one for specifying garden, bar, and dueling field, not sure if I needed to since Jase is weaving the whole thing at once.))
« Last Edit: October 01, 2015, 09:19:38 pm by Beirus »
Logged
Because everything is Megaman when you have an arm cannon.

XXXXYYYY

  • Bay Watcher
  • Been a long time.
    • View Profile
Re: Roll to Magic: Turn 118 "Construct aditional votes"
« Reply #2984 on: October 01, 2015, 09:21:45 pm »

"Indeed. May our fortunes rise and fall as one."
Assist in the ritual to bolster and reinforce the luck aura in any way I can. Use all non-chaotic essences.
((Should I take the risk with the chaotic essences? I can get +5/+7 without them, but I can have +16/+15 if I use 'em, which is a massive change. On the other hand, they're unpredictable at best, even with my +3.))
Logged
Oooooooo. I know. ClF3. That should be a fun surprise.
Pages: 1 ... 197 198 [199] 200 201 ... 506