Mostrando entradas con la etiqueta Invoakatyons in thee Mysterie of Wind. Mostrar todas las entradas
Mostrando entradas con la etiqueta Invoakatyons in thee Mysterie of Wind. Mostrar todas las entradas

miércoles, 17 de marzo de 2010

Transcendent Pneumatic Alleviator


What's it called?
Transcendent Pneumatic Alleviator (in brief, TPA)

What does it do? This spell is such a staple fare for wizards it is almost needless to explain what it does. Nevertheless (just in case some newbie reader is around), TPA is your main magic protection spell, after the floating shield. The big brother (and more effective version) of Sorklin's Field of Protection, it will create a protective shield around you which will suck up hits until destroyed.
Four things of importance about it:
1) The number of hits it receives will make it change colour (giving you a clue of how much longer it is going to last). It starts with invisible, then dull red, bright red, wobbling orange anf flickering yellow. Once in the last stage it is almost broken, and some damage may pass through it even before it 'breaks'.
2) Even after it has been hit, if the damage stops, it will recover over time (say, a wobbling orange will go back to bright red, and so on). Nevetheless, a recovered shield will be weaker than before. Also, time acts against the shield: after a certain amount of it, the shield will break even without any damage.
3) The magic shield is meant to work as a 'backup' to the floating shield (EFF), allowing you offensive casts and some hits to pass the floater without disturbance. Once a floater is down, it will buy you pretty little time (depends against whom and how many you're fighting) to run away before breaking, so keep an eye on the 'breaking' message (There is a sudden white flash. Your magical shield has broken). It is a good idea to turn the line into a colour trigger, for easy glance in combat.
4) It can be cast on yourself and on others (in fact, it works great for others, dodge or parry/armour users, as they will get few hits using their defences, unlike wizards, and the few they get will be negated by TPA)

Where is it? As the idea behind it is making a shield out of almost thin air, it belongs inside the Invoakatyons in thee Mysterie of Wynd grimoire, at the Unseen University Library.

What does it require? A handful of ash and a shield, of some kind. The ash is consumed in the process. The shield has to be a 'real' one (i.e., one that you can 'hold') or the efficiency of the cast will be very low. It is good idea to get your hands on the lightest available (right now, medium leather).

What skills do I need? Evoking, Air, Chanting, Enchanting, Channeling

Has it worked? The proper output should read something like this:

You prepare to cast Transcendent Pneumatic Alleviator on xxx
You consider the function of a shield.
You send your thoughts probing into the air around xxx.
You recite a rumbling roll of rustling rhymes.
You lif the ash and scatter it around xxx.
You weave a magical impact shield around xxx.
With a noise that sounds like “Plink!”, everything around xxx flashes red for a moment.

Help Information:

Transcendent Pneumatic Alleviator - Magical Impact Shield.

The Transcendent Pneumatic Alleviator is a first order defensive spell which places a magical impact shield around the target.


miércoles, 30 de julio de 2008

Gryntard’s Feathery Reliever


What's it calle
d? Gryntard’s Feathery Reliever (in short, GFR)

What does it do?
As the name implies, the spell is a 'weight reliever'. It will make items you carry lighter and easier to carry, reducing your burden. As for the amount of weight, it seems to be dependant on skills, and at a maximum, would reduce the item to a quarter of its original heavyness.
This 'weight watcher' has interest as wizards tend to have problems with burdens (due to medium to low strength), but I personally would find it too much of a nuisance to continually keep reducing the weight of a weapon or armour I'm wearing.
The spell can be cast repeatedly, and that presumably makes the duration last longer. It is also important to note that it only reduces the weight of an item, not of the things that item may carry inside (so a cast on a backpack full of components isn't going to make much of a difference). For more information about the spell, take a look at Sekiri's site, who did some research on it long time ago.

Where is it? It flutters and floats in the Invoakatyons in thee Mysterie of Wynd grimoire, at the Unseen University Library, very near the entrance.

What does it require?
A silver necklace and a feather (this last item is consumed, methinks. I'll have to check it tomorrow).

What skills do I need?
Summoning, Air, Binding, Channeling

Has it worked?
A correct output should be something like this:

You prepare to cast Gryntard's Feathery Reliever on xxx (heavy item).
You tickle xxx with the feather.
You call upon the powers of air.
You wrap the silver necklace quickly around the air spirit, chaining it to xxx.
You force the essence of the feather into xxx.
xxx seems a bit lighter than before.

Help Information:

Gryntard's Feathery Reliever - make an item lighter.

Gryntard's Feathery Reliever is a miscellaneous type spell that will reduce the weight of an item you are carrying.




domingo, 13 de abril de 2008

G’flott’s Olfactory Nightmare


What's it called?
G’flott’s Olfactory Nightmare (in short, GON)

What does it do?
G'flott's is one of three very similar room spells (Sekiri called them in his site 'Pragi Clones'), the other two being Effermhor's Hypersonic Assault and Pragi's Fiery Gaze. All of them use a component and cause some damage on all the people in a room; also, the damage outputs that come from these spells give a 'percentage' of the damage inflicted on the victims.
In G'flott's case, the spell produces a noxious toxic gas cloud, which affects all creatures with nostrils. Its damage against trolls is quite reduced, though (similar, or even less, than Pragi's).
In the past, it was hardly ever used at all, as the component was a bit hard to come by in large enough quantities, and it was allegedly quite slow to cast. It has been tweaked of late, but I doubt it is still used much (sulphur-purchasing sites are still not as abundant as candle-buying places, and eyes are for free, of course...), even though I employ it out of curiosity and free mind space.

Where is it? Smells floating in the air in the form of evil cloud make it suitable for the Invoakatyons in thee Mysterie of Wynd grimoire, at Unseen University, which is were it lies.

What does it require?
A block of sulphur, which is consumed.

What skills do I need?
Evoking, Air, Dancing, Fire, Air (2)

Has it worked?
A correct output should be something like this:

You prepare to cast G'flott's Olfactory Nightmare.
You carefully inspect the block of sulphur.
You take a deep breath.
You begin to tap the block with your fingetips, beating a complex tattoo as sulphur dust starts to swirl around you.
Your tapping becomes louder and faster and suddenly the cloud of sulphur ignites.
The cloud begins to move away from you.
The cloud rolls unstoppably across everything around you.
The cloud makes (see note).
The cloud dissipates.

Help Information:

G'flott's Olfactory Nightmare - bad smell.

G'flott's Olfactory Nightmare is a first order offensive spell that creates a cloud of noxious gas, covering everything nearby and harming living things with respiratory systems.

Notes: As has been stated (and in a similar manner as EHA), the damage caused is percentual to the victim's top amount of hit points. Some research had to be developed here, as the marginal use of the spell meant that an ordered list of the damage outputs was nowhere to be found. I am not absolutely sure about the order of the first two, so any information that would confirm/rebuke this table would be greatly appreciated:

The cloud makes the xxx gasp for air (0-15%)
The cloud makes the xxx cough (15-35%)
The cloud makes the xxx wheeze painfully (35-55%)
The cloud makes the xxx gag and look very ill (55-75%)
The cloud makes xxx choke horribly (75-90%)
The cloud asphyxiates xxx (+90%)


sábado, 5 de abril de 2008

Fyodor’s Nimbus of Porterage


What's it called? Fyodor’s Nimbus of Porterage (nicknamed FNP)

What does it do? Ah, yes. This is the cloud-carrying spell. A sucessful cast creates a cloud spirit that will follow you around (including through portals) and will carry stuff for you. Bearing in mind that wizards don't tend to be the strongest types around, and also the fact that the cloud can carry enormous amounts of weight (the total amount is probably dependent on skills...), it turns out to be quite a useful spell. It does have a set of inconvenients, though, that reduce its virtuosity, such as: 1) the cloud doesn't last disconnections -which may be quite unconfortable if a reboot or a fall have just spoiled a casting; anyway, it is always annoying, and many times you lose the items in the cloud, so you shouldn't put anything valuable in it-, dissolving into thin air after you leave (the same effect is obtained by taking all objects from it); 2) during the casting you have to share some of your wits and strength with the air spirit (which means you'll have some nasty STR and INT maluses which you'll need a Pishite or a ride in the slide to compensate for); 3) the total number of objects carried by the cloud seems to be eight (more if you put things inside others things, of course); 4) it seems it is quite easy to 'steal' from the cloud, and that bypasses pk-npk protections (shouldn't be a problem, though, as you shouldn't be carrying valuables in it, as per point 1).
Overall, the cloud is of much use, but I only tend to cast it myself when I'm going to be online at least 3 or 4 hours. Otherwise, the inconveniences of learning the spell, getting the components, casting and restoring become a bit irksome. When using porter clouds, I tend to put one or two sacks full of torches in their mist, and combine them with a handy alias for casting lots of Spears.

Where is it? It floats around hardly bound under the covers of the Invoakatyons in thee Mysterie of Wynd grimoire, at the Unseen University Library.

What does it require?: A candle and a (soaking wet) towel. No components consumed, but the towel does suffer some damage, so check its state after some casting if you're using the same one.

What skills do I require?: Water, Fire, Air, Summoning, Abjuring, Channeling

Has it worked? A good output should read something like this:

You prepare to cast Fyodor's Nimbus of Porterage on xxx (towel).
You unwrap the wet towel trying to avoid squeezing too much water out of it.
You light the candle and hold the towel above the flame.
The (xxx) towel grows hot in your hands.
You command the steam coming from the towel to form a cloud.
You whistle innocently as you try to trap the air spirit using your steaming towel as a lure.
You struggle to hold the trapped spirit under control while thinking hard what to do next.
You decide to share your mental and physical strength with the spirit.
The air spirit seems pleased with his new-found strength and agrees to do your bidding.
A white cloud forms in front of you.

Help Information:

Fyodor's Nimbus of Porterage - creates a cloud porter

Fyodor's Nimbus of Porterage is a miscellaneous spell that summons a powerful cloud spirit to carry things. When the cloud has nothing to carry, it will dissipate. If the cloud stops following your orders, try to "poke" it.
Please note that when you leave Discworld, the cloud will disappear along with everything it is carrying.

Valid commands

order cloud to {takegrabcarrylift}
order cloud to {releasedrop}
order cloud to return
order cloud to follow



lunes, 24 de marzo de 2008

Finneblaugh’s Thaumic Float


What's it called? Finneblaugh’s Thaumic Float (nicknamed FTF)

What does it do? A priori, it is a toy spell, that allows the wizard who's cast it to 'float' a little space above the ground, and adding an informative line about this to your description (as well as informing others when you enter a room that you are 'floating above the ground').
In the past, its effects were only aesthetic, it seems, but now I'd say it is the most useful of the easy spells (it is harder to cast, though, after recent tweaks. See notes).
Thaumic Floating includes the following advantages:
1) Under its effects, witchy vines cannot tie you down (specially useful to PKs, I imagine, but also if you like killing npc Witches...).
2) It reduces the damage taken from falls from high places.
3) It's an obstacle to sinking on the water while it remains working.

Where is it? It includes some fondling of the air waves, so it lies inside the found in the Invoakatyons in thee Mysterie of Wind grimoire at the Unseen University library.

What does it require?: A feather (any kind of feather), which is consumed in the process.
What skills do I require? Air, Evoking, Summoning, Air (2)

Has it worked?: A good output should read something like this:

You prepare to cast Finneblaugh's Thaumic Float.
You drop a feather, watching it drift to the ground.
You probe the feather, concentrating on its affinity with the air.
The feather crumples into dust.
You call forth the spirit of the wind.
You lever yourself gently upwards with magic.
You float gently off the ground.
You feel light as air.

Help Information:

Finneblaugh's Thaumic Float - Hover gently in the air.

Finneblaugh's Thaumic Float is a miscellaneous spell that causes the caster to float several inches above the ground for the duration of the spell. The spell consumes a feather.

Notes:

This spell has been recently modified to make it what it now is (I'm adding this note on the 25th of July, 2010). In its previous version, it was much easier to cast, only had 3 stages (Air, Summoning and Air again) and it didn't consume the feather. Also, it was counted among the toy spells of the Begginer's grimoire, and not among its present air kin...
As it had a stage less, the output was slightly different. Line two was 'You drop a feather, watching it drift to the ground and force it to float back up into your hands' Present lines three and four didn't exist.

miércoles, 27 de febrero de 2008

Effermhor’s Hypersonic Assault


What's it called?
Effermhor’s Hypersonic Assault (in short, EHA)

What does it do?
Effermhor's is one of the three (you could include Pragi's Lost Gaze too, but this last one is very seldom used) main room offensive spells, all three quite similar in their form and their effects, and the other two being Pragi's Fiery Gaze (the most popular) and G'flott's Olfactory Nightmare. Effermhor's creates a blast of pure sonic power that hurts in varying degrees all creatures with ears in the inmediate surroundings of the caster.
It used to be a tiny bit faster then PFG, but its main advantage (the fact that it affects trolls easier) and disadvantage (less accesible components) are still the same. Damage may be in a similar range to Pragi's, although I have de subjective feeling (maybe developed when it was faster to cast, or because it affects trolls) that it does slighty more damage.

Where is it?
Like most spells, at the Unseen University Library, and more specifically, in the Invoakatyons in thee Mysterie of Wynd grimoire, the easiest to get to, and nearest to the the entrance door.

What does it require?
A jar of mandrake roots (not consumed, except in terrible failiures) and a beeswax candle (consumed).

What skills do I need?
Evoking, Channeling, Binding, Dancing, Air

Has it worked?
A correct output should be something like this:
You prepare to cast Effermhor's Hypersonic Assault.
You check the best-before date and tap the top of the jar of mandrake roots, sensing their potential.
You squish the candle into two lumps and stick a lump in each ear.
You gingerly open the jar and mutter a quick oath of binding on the roots.
Swirling one finger in the air above the jar, you form a small cyclone.
The conical cyclone begins to amplify the screaming of the mandrake roots.
The cyclone swirls around you.
The sound (see notes).
The cyclone dissipates into the atmosphere and the sound fades away

Help Information:
Effermhor's Hypersonic Assault - an extremely loud noise.

Effermhor's Hypersonic Assault is a first order offensive spell that creates a blast of raw sound that will cause extreme pain to anything in the vicinity that has ears.

Notes:
the damage caused by the spell is unsual in that it is easily predictible, as in the other room spells, from the outputs of the casting (although not as a 'precise' amount of hps taken away from your oponent, but as a 'percentage' of the damage done as related to the victim's maximum amount of hps). Depending on the damage the sound:

grates the target's nerves (0-15%)
hurts their ears considerably (15-35%)
makes their heads shudder painfully (35-55%)
causes their eardrums to burst (55-75%)
makes blood ooze from the ears and nostrils (75-90%)
causes bones in their bodies to explode (+90%)


sábado, 30 de junio de 2007

Books - Invoakatyons in thee Mysterie of Wind


A rather torn volume is on the floor.

This is a quite newish-looking book, with the cover decorated in bright green feathers. A number of the pages look a bit raggedy.

Octarine meanders playfully around the feathers.

Table of Contents
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

2 - G’flott’s Olfactory Nightmare
3 - Fyodor’s Nimbus of Porterage
4 - Gryntard’s Feathery Reliever
5 - Trascendent Pneumatic Alleviator
6 - Effemhor’s Hypersonic Assault
7 - Finneblaugh's Thaumic Float