Channeling ys the conveying of mental energy from one place to another, ufually between minds. The moft bafic form would be the tranfferral of power from one wyzard to another; the reverfe of thys, the sucking of energy from one mind by a wyzard ys evil and, moreover, dangerous, since yt attracts the attention of Thyngs.
lunes, 1 de octubre de 2007
sábado, 29 de septiembre de 2007
Books - Weather Magick
An impressive grimoire is on the floor.
This is an impressive book. Why do you think so? Well, in one corner there’s a little tornado, while in another, there’s a thunderstorm; a third corner is covered in snow, and the last is hot and a little sandy. And that’s not decoration or anything, it’s actual phenomena! As you watch, the snow gets deeper and lighting flashes.
Hazy streams of octarine light flow from the book into its very own microclimate.
Table of Contents
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
This is an impressive book. Why do you think so? Well, in one corner there’s a little tornado, while in another, there’s a thunderstorm; a third corner is covered in snow, and the last is hot and a little sandy. And that’s not decoration or anything, it’s actual phenomena! As you watch, the snow gets deeper and lighting flashes.
Hazy streams of octarine light flow from the book into its very own microclimate.
Table of Contents
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
2 - Gillimer's Ring of Temperate Weather
3 - Nargl’frob’s Empyrean Spear
Etiquetas:
Grimoires,
Unseen University Library,
Weather Magick
sábado, 15 de septiembre de 2007
Brother Happalon’s Elementary Enchantment
What's it called? Brother Happalon’s Elementary Enchantment (in brief, BHEE)
What does it do? It is one of two enchantment spells, this one being the 'low enchanter'. Enchanting, as you probably know, serves to make things last longer, giving them at the same time a nice, unhealthy and radioactivy octarine shine.
Even with high skills, this spell only allows you to take objects up to the lower 1-3 enchanting levels. From there on, Master Glimer's is required (with its higher demanding skills and expensive purple powder).
Should you need a more precise description of how enchanting works, you may find it here.
Where is it? The book in which it lies is Introeductyon too thee Strukture of thee Multyverss, in the UU Library.
What does it require? A funnel, which isn't (usually) consumed. And of course, an object to enchant.
What skills do I need? Evoking, Enchanting, Chanting, Enchanting (2)
Has it worked? A correct output should read something like this:
You prepare to cast Brother Happalon's Elementary Enchanting on xxx.
You carefully inspect xxx.
You look around the area, noting local fluctuations in the thaumic field density.
You position the thaumic funnel between yourself and xxx and recite magical words.
Drawing in the local enchantment, you pour it into the funnel onto the xxx.
You carefully inspect xxx.
You look around the area, noting local fluctuations in the thaumic field density.
You position the thaumic funnel between yourself and xxx and recite magical words.
Drawing in the local enchantment, you pour it into the funnel onto the xxx.
Excess enchantment sloshes out of xxx; the funnel fluoresces in the octarine as it absorbs the backwash.
Notes: Other outputs may appear and affect the funnel when the enchanted object is at the limit provided by this spell; it can fall (Suddenly the thaumic funnel bucks violently in your hand and leaps into the air. / The funnel falls to the ground. / How curious.), disappear (Suddenly the thaumic funnel bucks violently in your hand and leaps into the air. / The blue funnel spins slowly in mid-air, then vanishes with a small “pop!”) or even mutate into a living life form (Suddenly the thaumic funnel bucks violently in your hand and leaps into the air. / The blue funnel sparkles and turns into a small spotted caterpillar).
Help Information:
domingo, 9 de septiembre de 2007
Books - Everything You Ever Wanted To Know About Everything
A closed mysterious book is on the floor.
This looks mysterious, as if it holds the keys to much knowledge. It is bound in old leather, and has a faded picture of a crystal ball on the cover.
Octarine light crackles intermittently down the spine.
Table of Contents
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
This looks mysterious, as if it holds the keys to much knowledge. It is bound in old leather, and has a faded picture of a crystal ball on the cover.
Octarine light crackles intermittently down the spine.
Table of Contents
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
2 - Polliwiggle's Puissancy Probe
3 - Floron's Fabulous Mirror
4 - Worstler’s Advanced Metallurgical Glance
5 – Kipperwald’s Perlustration Prevention
sábado, 8 de septiembre de 2007
Order Rooms - The Ancient and Truly Original Sages of the Unbroken Circle
In this case, the only thanks goes to me, as I've been able to explore on my own most of the private rooms of My Order, and peek into the one I couldn't enter. This entry will be a bit longer than usual as it includes, appart from the main room, the voting room, the senior wizard's office and a glimpse of his bedroom (these last three very similar for all the different orders, I guess).
This is the lounging area of the Ancient and Truly Original Sages of the Unbroken Circle. A crescent table sits in the middle of the room and large leather chairs sit around its outer rim. A fire crackles gently at the cusp of the table offering its cool luminescence to the room. On the east side of the room, a large tapestry covers the wall, and displays four separate panels, each of which depict one of the four mundane elements. A small chest rests at the very bottom of the tapestry.
A small octarine eye, hovering in the middle of the room, watches you.
There are three obvious exits: north, west and south.
l table: This table is lovely. It has carvings representing the four elements, in a sort of four-way yin-yang. You're not sure how it manages to fit together, but it certainly represents the balance of the elements. On the top stands a small bulletin board.
l chairs: These are over-sized, over-stuffed chairs. Much like your common wizard. They are covered in a sleek and well-worn leather. Truly a testament to the quality of wizard that would sit here. Or a testament to his rear. Well, six of one, half-dozen of another, really.
l cusp: This is the inner rim of the table.
l fire: Along the inside of the of the crescent of the table is a fire gently flaming away within a well kept firebowl. Softly, the stones built up in the centre of the bowl glow and illuminate the room. The fire gives up no heat, however, and seems to be perfectly safe. This might come as a strange idea, if it weren't for the fact that it is in the order room of the Ancient and Truly Original Sages of the Unbroken Circle.
A small plaque is mounted to the side of the firebowl.
l walls: The walls are wooden and mostly plain, save for a tapestry which hangs from one wall, covering it completely.
l ceiling: There is nothing unusual about the ceiling. Except, maybe, that its been allowed to stay.
l tapestry: A tapestry in four parts; the upper right corner is a panel of fire, next to this is a panel of water, below that is a panel of earth, and finally, a panel of wind. Each panel is mounted on a black background and each is appliqued in a unique yet appropriate fabric.
l panels: These are each appliqued in multiple layers of unique fabric. The elemental scenes depicted are so realistic and vivid, one might find him or herself attempting to enter the actual tapestry to become one with the elements.
l floor: The floor is made from high density wood.
A small octarine eye, hovering in the middle of the room, watches you.
There are three obvious exits: north, west and south.
l table: This table is lovely. It has carvings representing the four elements, in a sort of four-way yin-yang. You're not sure how it manages to fit together, but it certainly represents the balance of the elements. On the top stands a small bulletin board.
l chairs: These are over-sized, over-stuffed chairs. Much like your common wizard. They are covered in a sleek and well-worn leather. Truly a testament to the quality of wizard that would sit here. Or a testament to his rear. Well, six of one, half-dozen of another, really.
l cusp: This is the inner rim of the table.
l fire: Along the inside of the of the crescent of the table is a fire gently flaming away within a well kept firebowl. Softly, the stones built up in the centre of the bowl glow and illuminate the room. The fire gives up no heat, however, and seems to be perfectly safe. This might come as a strange idea, if it weren't for the fact that it is in the order room of the Ancient and Truly Original Sages of the Unbroken Circle.
A small plaque is mounted to the side of the firebowl.
l walls: The walls are wooden and mostly plain, save for a tapestry which hangs from one wall, covering it completely.
l ceiling: There is nothing unusual about the ceiling. Except, maybe, that its been allowed to stay.
l tapestry: A tapestry in four parts; the upper right corner is a panel of fire, next to this is a panel of water, below that is a panel of earth, and finally, a panel of wind. Each panel is mounted on a black background and each is appliqued in a unique yet appropriate fabric.
l panels: These are each appliqued in multiple layers of unique fabric. The elemental scenes depicted are so realistic and vivid, one might find him or herself attempting to enter the actual tapestry to become one with the elements.
l floor: The floor is made from high density wood.
You open the west door.
This room holds only an open book and a pen on a small table.
There is one obvious exit: east.
A sign is here.
l book: The book looks highly magical, to your trained eye. Nothing is written on the open pages. A golden quill lies beside the book.
l quill: A golden quill. It looks ancient, marked with the grime of thousands of years of wizards' hands.
You open the north door.
This is the office of the Senior Wizard of the Ancient and Truly Original Sages of the Unbroken Circle. Its main feature is a large oak desk, overflowing with papers and books. Behind the desk sits a large, intricately-carved rolling chair, while a bookcase is against the east wall. Two small, uncomfortable-looking chairs sit in front of the desk. To the north is a small door, and to the south another door leads into the Order common room.
There are two obvious exits: south and north.
l desk: The desk is a wonderfully carved old piece of furniture. It's hard to tell this, though, because the top is so cluttered with papers and memos. On the desk is a small paperweight, as well as the tools for writing all sorts of memos.
l memos: Boring administrative stuff.
l paperweight: It looks like one of those snow-globes that are found without fail in souvenir shops. However, instead it has swirling inside it water, fire, sand, and air, in equal parts, constantly moving and creating beautiful patterns of the elements.
l chairs: A fine leather rolling chair, with a sagging seat that attests to being the home of many a Senior Wizard. The two small chairs look like the type that schoolchildren being punished would relate to. They're meant to make you as uncomfortable as possible.
l bookcase: The bookcase is filled with such titles as "A Dissertation on Air", "Uses of the Empyrean Element", and “Fifteen Fun Earth Spells”.
You open the north door.
It is open.
This is the bedroom of the Senior Wizard of the Ancient and Truly Original Sages of the Unbroken Circle. It's mostly occupied by a large four-poster bed, although there is a small wardrobe too. The door to the office is south.
There is one obvious exit: south.
sábado, 1 de septiembre de 2007
Animating
Animating involves giving a mind to something inanimate. The clasfic ecksample ys the creation of a golem; a more fafhionable ecksample ys the making of a Brassica oleracea ambulata, the walking cabbage. Generally speaking, animating ys not too arduous, since all thyngs yearn towards sentience, but yt works beft with a object of suitable complecksity to hold the mind.
miércoles, 29 de agosto de 2007
Booch's Extremal Polymorphism
[Well, up to now we've had to alter slightly the alphabetical order only once: there are a few spells (around 10) which Winswand cannot cast yet, or doesn't dare to try. Booch's was one of them, as it implied a permanent and probably uncomfortable (-1 dex) effect. I also supposed, quite rightly, that the output would be the same or very similar to Yordon's, the twin spell to this one, and one whose effects aren't permanent (for Booch's you have to wait till you die, which in my case is quite a frequent event...).
But I had to try... So the other day, I cast it. A bit later than schedule, then, here it is].
What's it called? Booch's Extremal Polymorphism (in brief, BEP)
What does it do? Well, it creates a third arm for you. The idea is that you will find it useful for scratching your nose, playing musical instruments while you attack at the same time... No, really, the only advantage is that, having three hands (in theory you can get even more, but 'tis said bonuses for the fouth skyrocket...) gives you the possibility of an extra weapon (specially if you use a two-handed one).
The inconveniences are plenty: the arm may appear in various places, such as armpits, necks or heads, or chests. It prevents you from wearing certain items depending on where it sprouts (hats, necklaces...). If on your left or right, the broken symmetry is paid with a dexterity malus.
Also (in theory: here we follow Sekiri's old site), there's the possibility that the new and the old arms might be cut off in a fight.
Where is it? You'll have to tackle the disorienting ways of the Orient's favourite spell library, at the Institute of Illusionary Learning, to put your (two) hands on it. Or a scroll, of course. It is in Ye Booke of Polymorphe.
What does it require? : first, the drawing of an octogram. Then, a set of heavy components, composed of a troll arm, a human arm and a dwarf arm. All are consumed in the process.
What skills do I need? Channeling, Convoking, Evoking, Binding, Animating
Has it worked? A correct output should read something like this:
You prepare to cast Booch's Extremal Polymorphism.
You check the contents of your inventory.
You fetch a troll arm from the pile of your belongings and put it on the ground.
You find a dwarf arm from among your stuff and place it on the ground near the troll arm.
Finally, you discover a human arm and place it on the ground so that the three arms form a triangle.
You spend several seconds admiring the gruesome picture of the arm triangle.
Ok, now you have an additional arm hanging from the top of your head. What's next?
You can no longer wear your sapphire blue wizard's pointy hat.
You check the contents of your inventory.
You fetch a troll arm from the pile of your belongings and put it on the ground.
You find a dwarf arm from among your stuff and place it on the ground near the troll arm.
Finally, you discover a human arm and place it on the ground so that the three arms form a triangle.
You spend several seconds admiring the gruesome picture of the arm triangle.
Ok, now you have an additional arm hanging from the top of your head. What's next?
You can no longer wear your sapphire blue wizard's pointy hat.
[of course, the yellow, ironical phrase changes depending on the place the arms has appeared. And also the things you cannot wear...]
Help Information:
Yordon's Extremal Extension and Booch's Extremal Polymorphism
These spells let you grow extra limbs, which could come in handy in a fight or when carrying grocery bags.
Suscribirse a:
Entradas (Atom)







