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PostPosted: Fri May 05, 2006 6:04 am 
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<GM's note: OK guys, you can now get some rather decent gear for free.
-For armor, the market has Studded Leather, Banded Mail, Chain Mail, and Half-Plate armor.
-The fletcher has Short Bows, Crossbows, and Longbows.
-The weaponsmith has Swords available in all styles and kinds, with Iron or Steel blades and trimed in either Silver, Brass, Copper or Bronze. He also has Maces, Warhammers, Daggers, Knives, Spears, Pikes, Halabreds, Clubs, Whips, and Darts.
-Helms are limited to the Iron variety, in either the basic "Pot" style or the Roman "horse-hair" style.
-Arrows are plentifull, and are avaiable with tips ranging from Barbed Steel (does dammage going in and coming out) to Tar-Soaked Cloth (usefull for setting things of fire).
-Crossbow bolts are in short supply, however, as the Crossbow is a bit of a novelty in these parts. As such, only the basic crossbow bolt is available.

Anyways, declare what you pick up at the Market. Whatever you pick you also get a better suit of clothes and nice hat, suitible for dining with well-off merchant types.>

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PostPosted: Fri May 05, 2006 9:32 pm 
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"I'll be right back, Maxwell. I need to load up on supplies at the Market." Marcus didn't need a whole lot; his tough, scaly skin was already good protection (and he still had a few more years to grow), but he chose some Studded Leather Armor.

Marcus was also lucky to find a Dagger in the exact same design as his sword, and found a Pot-style helmet to match.

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PostPosted: Fri May 05, 2006 9:35 pm 
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So was Vexen. His stoic behavior allowed him to be poker face and not laugh at Marcus' foolish ploy to find the Dagger of Sargeras. Vexen took the dagger and ran.

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PostPosted: Fri May 05, 2006 9:40 pm 
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<OOC: I wasn't looking for the Dagger of Sargeras.>

Marcus stopped Vexen right in his tracks, grabbing him by the chest & lifting him up in one hand; a vein popped out of his biceps. The lizard boy was obviously incredibly strong.

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PostPosted: Fri May 05, 2006 9:44 pm 
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Vexen froze Marcus, aware that lizards are reptiles and thus cold-blooded. Marcus felt as if he were from the North Pole. Vexen ran with the Dagger.

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PostPosted: Fri May 05, 2006 10:07 pm 
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Drek followed Marcus to the Market. He too got a set of studded leather armor, he didn't want anything too bulky that would impede his movements. He also bought a new bow too replace the cheap one that he had, 40 arrows (30 barbed steel, 10 Tar-soaked cloth), and a small steel dagger.

After he made his purchases, he witnessed someone attack Marcus and try to steal his dagger. He yelled out, "Stop, thief! Guards, come quickly!"

He also readied his bow in case he had to fight.

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Last edited by Exhibit A on Fri May 05, 2006 10:08 pm, edited 1 time in total.

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PostPosted: Fri May 05, 2006 10:07 pm 
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<OOC: Dude, reptiles are ectothermic. Marcus can just lower his body temperature to match the ice. Besides, Vexen didn't even take Marcus' dagger.>

Marcus grabbed the dagger & raised it to Vexen's throat.

"Who are you? What do you want from me?"

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PostPosted: Fri May 05, 2006 10:08 pm 
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Vexen smiled and replied, "My name's Vexen. I was sent here by a person named Axel. Do you know him?"

Vexen ran away from the ecothermic lizard.

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PostPosted: Fri May 05, 2006 10:10 pm 
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Drek hurried over to Marcus. "Who is that? Any Idea who this 'Axel' is?"

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PostPosted: Fri May 05, 2006 10:11 pm 
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Marcus shook his head and laughed, "No, but he could be a total idiot!"

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PostPosted: Fri May 05, 2006 10:11 pm 
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Before Marcus could respond, Vexen was gone.

"What a strange creature." Marcus resheathed his dagger and made his way back to the Inn, raising his body temperature to the ambient temperature around him.

"Ah, Maxwell! I was on my way back from the Market when this creature Vexen nearly froze me! He tried to take my dagger, too."

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PostPosted: Fri May 05, 2006 10:12 pm 
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Maxwell replied, " I saw him just 2 seconds ago!"

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PostPosted: Fri May 05, 2006 10:12 pm 
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Clan rHrN wrote:
Maxwell replied, " I saw him just 2 seconds ago!"

<OOC: Follow the rules Clan.>

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PostPosted: Fri May 05, 2006 10:17 pm 
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Exhibit A wrote:
Clan rHrN wrote:
Maxwell replied, " I saw him just 2 seconds ago!"

<OOC: Follow the rules Clan.>


<OOC: Ok>

Marcus asked Maxwell, "Where did that Vexen person go?"

Maxwell pointed at the back door, which was an exit. Marcus went there to find Vexen on top of the Stealth Sneak, a chameleon-like Heartless. Marcus saw a cloaked figure with Vexen.

Vexen yelled, "Lizard boy on the loose! Bounty's all yours, Larxene!"

The cloaked figure revealed herself to be Larxene.

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PostPosted: Fri May 05, 2006 10:20 pm 
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Clan rHrN wrote:
Exhibit A wrote:
Clan rHrN wrote:
Maxwell replied, " I saw him just 2 seconds ago!"

<OOC: Follow the rules Clan.>


<OOC: Ok>

Marcus asked Maxwell, "Where did that Vexen person go?"

Maxwell pointed at the back door, which was an exit. Marcus went there to find Vexen on top of the Stealth Sneak, a chameleon-like Heartless. Marcus saw a cloaked figure with Vexen.

<OOC: When I said follow the rules, I didn't mean break them some more.


Sarge wrote:
THE RULES:
1) Do not describe the actions of a Non-Player Character (an NPC) unless your character is interacting with said NPC.
2) Only desribe the actions of your character, not other player's characters.


You just broke the first two. Did you even read the rules before posting?>

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PostPosted: Fri May 05, 2006 10:22 pm 
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Vexen ran with Marcus' dagger, vanishing.

Larxene threw a knife at Marcus.

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PostPosted: Fri May 05, 2006 10:23 pm 
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<OOC: I'm not even gonna bother anymore. I'll just wait for Sarge, so we can get this story back on track, starting right before you showed up.>

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PostPosted: Fri May 05, 2006 10:25 pm 
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Larxene had ran past Marcus, entering the bar. She asked for two beers: one for her, and one for Marcus.

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PostPosted: Fri May 05, 2006 10:26 pm 
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<AHEM! Did you not read the rules, Clan? Rule number three reads, and I quote: "3) Do not suddenly give yourself gamebreaker superpowers out of the blue." You just broke that rule.>
As Vexen turned to run, his cold magic backfired upon himself, instantly warming Marcus untill he was toasty-warm, and freezing Vexen into a solid block of ice. Seems Vexen should have paid more attention to the rules of magic.
Since this happened in the market square, the block of ice was quickly claimed by a merchant and sold to a tavern. The tavern patrons all rejoiced at their good fortune and drank may tropical drinks with ice cubes and little paper umbrellas. Vexen thawed out a bit later, and when he woke up he found himself in the city jail, shackled to a wall.
The jailer thew a bucket of water in his face: "I'm the Warden, this is my jail, and you're my prisoner. We don't tolerate theiving scum like you in this city. While you were frozen into a block of ice, the Magistrate tried, conviced, and sentanced to five years hard labour in the salt mines. The Magistrate already striped you of your magical powers, so don't try anything funny, magic-boy. We ship you out in the morning, but in the mean time we've got some details to take care of. Boris here will be branding you with a hot iron, for idenification and numbering purposes. Try not to scream, it distrurbs the other prisoners. Next, you'll be de-loused with a mixure of lye and salt-peter. After that, you get dunked in the water to wash off the lye, and then you get issued your prison clothes. You only get one set of clothes, so don't lose them! Anyways, we load you on the prison ship when all that is done. Any questions?"

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PostPosted: Fri May 05, 2006 10:33 pm 
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Clan rHrN wrote:
Vexen vanished and the Warden tried looking for the escapee, who was out of the jail. Vexen laughed at how pitiful that Warden was. He was still in his cloak as he ran past the guards. Vexen laughed some more, until he discovered Marcus.

<OOC: Did you miss the part where you were stripped of your magic?>

Drek returned to Maxwell with his new gear. "Okay, I've got everything I need. Is Marcus around back yet?"

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PostPosted: Fri May 05, 2006 10:37 pm 
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Clan rHrN wrote:
Vexen vanished and the Warden tried looking for the escapee, who was out of the jail. Vexen laughed at how pitiful that Warden was. He was still in his cloak as he ran past the guards. Vexen laughed some more, until he discovered Marcus.

<GM's Note: Clan, if I was a Moderator, you'd be SO baned right now. You're not welcome here. Go bother some other game.>
< New Rule: Eveyone must, at all times, ignore any posts made by Clan rHrH and consider the actions of his character(s) to be null and void, as if they never happened. His role-playing has no effect on the world of Operation: Storyteller.>

Marcus had the strangest sensation pass over him, but then he just shruged and went to Maxwell's house with his new gear. Along the way he met up with Drek, who had also gotten some new gear.

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PostPosted: Fri May 05, 2006 10:48 pm 
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"Oh, Mr. Drek! How good to see you again!" Marcus smiled.

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PostPosted: Fri May 05, 2006 11:03 pm 
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Clan rHrN wrote:
[s]A person arrived. It wasn't Vexen, but a person in the same cloak as him. It was a female human named Larxene. She asked, "Who are you and why am I here?[/s]"

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PostPosted: Sat May 06, 2006 7:32 am 
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(OOC: I'll try to avoid what clan did)

Meanwhile in a bar, a human magician named Michael was NOT drinking as if drunk, he could misuse his powers and harm others, but having a chat about the events of the town, after the chat he went outside to get some fresh air.

(OOC: Sorry if this was bad)

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PostPosted: Sat May 06, 2006 9:28 am 
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just a username wrote:
(OOC: I'll try to avoid what clan did)

Meanwhile in a bar, a human magician named Michael was NOT drinking as if drunk, he could misuse his powers and harm others, but having a chat about the events of the town, after the chat he went outside to get some fresh air.

(OOC: Sorry if this was bad)

<GM's note: Welcome to the game, Username. (Hey, that rhymes!)

Just a note about magic: There's basicly five kinds of Magic in this world:
(1)Divine magic, which does healing, sumoning/banishing of spirits (Good spirtits, bad spirits, nature spirits, etc), sumoning/banishing of the undead (skeletons, zombies, vampires, etc.), blessings/cursings, and so on. Preists, clerics, druids, shamans and cultists do the Divine kind of magic. Users of Divine Magic get their spells by winning favor with their specific deity, usualy though prayer, rituals, donations, sacrifice, or alms. The more powerfull the spell, the more favor one must win. Thus, spells such as those that raise the dead can require a considerable expenditure of resources, and usualy involve more than one spellcaster.
(2)Arcane magic includes the following ares of study: Manipulation (moving objects around, creating whirlwinds, levitating, etc) spells; Transformation (Changing an objects's size or shape or color, turning a prince into a frog, making your staff become a sword, etc.) spells; Illusion (making illusionary effects that seem real to everyone but the spellcaster) spells, Elemental (a special catagory that manipulates and combines the four "Classical" elements or Earth, Air, Fire and Water; potentialty very powerfull, but notoriously hard to controll)spells, and Animation (A rather expensive kind of magic to pursue; gives inanimate objects a life an intelegence of their own; Used to create Golums and Automatons, which can be extemely powerfull) spells.
Each user of Arcane Magic is usualy specialised in one specific area of study but some have been known to be proficient in more than one. Arcane spellcasters do not need to expend resources when casting a spell, but the do need to buy a copy of a spell they want to cast and then learn that spell. Unlike other spellcasters, Arcane spellcasters must pay both for the spell and for the training required to learn the spell. Once a Arcane spellcaster knows a specific spell, he or she can cast it virtualy at will: This contrasts with Divine spellcasters, who must spend time preparing for the spell each time they cast it.
For an arcane spellcaster the more powerfull the spell the more dificult it is to cast. This difculty can produce fatigue in the caster, just as physical excerise does. As the spellcaster becomes more experienced, he can learn to handle greater ammounts of spellcaster fatiuge. However, the more clever Arcane spellcasters have found ways around this particular limitation. Some have paid for the development of spells that reduce or even eliminate spellcasting fatiuge, while others have aquired magic items that achive the same effect.
(3)Alchemy: This dicipline allows the user to permenantly change any one element into any other. This is a very rare kind of magic, and is outlawed in Skara Brae becasue it holds the potential to totaly unbalance the economy. A special group of the King's own mages hunts down and executes anyone who dabbles in Alchemy.
(4)Thamutology: This is a purely scholory and clerical dicipline, but it is one that the other four diciplines all depend upon. Thamutologists catatlog, copy, create and sell copies of the spells the other kinds of magic users use. Thamutologists can be found selling their spells in markets and places of learning throughout the world. There's one in the market square in Glenarbor, right next to the weaponsmith.
(5)Talismonging: The practitioners of this lucrative dicipline (known as Talismongers) create, study, collect and trade in objects of power. This includes rings, potions, magic weapons & armor, wands, staffs, pendants, and other objects. Talismonging is not as common as Arcane or Divine magic, but it's not as rare as Alchemy. There is no Talismonger in the city of Glenarbor, and no magic items in the market at the gem merchant.

In addition to these five types of magic, there is also the dicipline of Herbology. Many people think that Herbologists practice magic, but there's actualy no magic involved: It's all just a very convoluted combination of folklore, science, psudoscience and trial-and-error. Herbologists offten make potions, poltices, garlands and other concoctions that can have seemingly miraculous effects. There's no Herbology products for sale in Glenarbor, but it's fairly common in other parts of Skara Brae, especialy the rural areas.

Player characters may only choose to be Divine or Arcane spellcasters, but they might encounter NPCs that practice one of the other three types.

Was that clear enough?

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PostPosted: Sat May 06, 2006 10:23 am 
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(OOC: I'll be an arcane spellcaster)

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PostPosted: Sat May 06, 2006 2:53 pm 
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<GM's note. OK, I'll say Michael starts out with a few simple spells, a nice oak quarterstaff (non-magical, but it's handy in a fight) that is brass-shod at the tips (that means it's got brass coverings tight over both ends of the staff, held on with iron bands and iron tacks), a backpack, wizard's robes, soft leather boots, and a grand total of three gold peices in your coinpurse.
Michael recently finished his studies at the Royal Wizardry & Thamutology Academy, and now he's ready to head out into the world and earn a living. Unfortunately, the Academy's tuition and boarding fees were rather high and since he didn't atract a patron, he's going to have to find some work rather soon. His current spells are:
Telekenetic Fists: This spell uses both Illusion and Manipulation to create a set of slivery gauntlets that will relentlessly pummel an opponent so long as the caster concentrates on the target. The caster must be able to see and hear the target at all times or the spell will fizzle away. The size of the fists is controled by the caster, and can be as large or as small as the caster, but the larger the caster makes the fists, the more fatiugue he will have to bear. For each blow landed by the fists, the caster will feel a bit of fatiuge weigh on him.
Open Sessame: This Manipulation spell can open any door that hasn't been magicly sealed, regardless of how the door has been secured. No man-made lock can resist this spell, although the more complex locks do place a bit more of a strain on the caster. If the door has multiple locks on it, the spell will take a few seconds to work, but otherwise the effect is instant.
Flaming Finger: One of the first spells a student learns at the Royal Wizardry & Thamutology Academy is how to surround a finger with fire without actualy burning that finger. This spell essentialy turns any one of your own fingers into an instant fire source. Beginers can only use it to light fires and hurt themselves, but Michael has long-since mastered this spell and can use it to create as much as a three-foot long blast of flame. The spell is limited to no more than that length since it's inteneded as a beginer's spell, but it's still very usefull. Michael never becomes fatiuged when using this spell, even if he sustains it for a long period of time. The flame isn't very bright, but it's enough to read by.
Antimagic Shell: This Elemental Manipulation spell draws upon the forces of chaos itself to produce in the target complete imunity against all magical forces, no matter their type or origin. It will produce a sphere that is centered on whatever the target of the spell is. This sphere will be of a random duration and a random size, but it is usualy between six to eight feet in diameter and usualy lasts five-to-ten minutes. The sphere is partialy opaque, and will take on the appearance of smoke and ashes. However, this "smoke and ashes" effect is not very solid, does not hinder movement, does not hinder breathing, and does not have any odor. Moreover, the visible effect does not permeate the interior of the sphere, just the outside shell. Once cast, the spell will sustain itself for an unpredicable period, and cannot be re-cast untill the spell wears off. Anything that finds itself inside an Anti-magic Shell can perfrom no magic whatsoever, and can produce no effect that draws upon magical forces. Magical creatures that depend on a link to another plane of existance may become de-powered if they are inside an Anti-magic shell. Demons, ghosts, faeries, and magical illusions will be instantly destroyed if they are inside an Anti-magic shell. A magic user that is inside an Antimagic Shell cannot cast spells at all, even if it was he who cast that Antimagic Shell. The Shell will stay centered on whatever target it was cast on, and will follow the target if the target moves. This powerfull spell is very fatiuging to cast, and Michael often passes out from the extertion of casting it. This spell was part of Michael's final examination before graduating from the Academy. He couldn't graduate untill he could cast the spell without keeling over. It should be noted that this spell will negate any and all magical effects in the area of effect that it generates.
Create Water This is the second spell that the Academy taught to Michael. It is a purely Elemental spell that brings water from the Elemental Plane of Water to whetever location or object the caster can see. The ammount of water depends on how hard the caster is concentraing. Any amount can be produced if the caster is sufficienty skilled, but Michael has never been able to produce more than about 50 litres without spell faliure. No container will appear with the water, so if the caster hopes to save the water he must cast it into en existing container. The water is completely real, and will not vanish when the spell expires. The water is always cold, and always fresh. Although Michael has never seen it happen, he was warned by his teachers that excessive use of this spell could earn him a visit from Water Elementals. Tales tell of a wizzard who continualy cast this spell as a way to fill an ocean, but was interupted by some rather upset Water Elementals who proceded to drown the hapless wizzard. That tale is aparantly meant as a warning to those who would abuse the forces of magic.
Shadow Self This is an illusion spell that will casue the caster to appear to become cloaked in shadow, even though no source of the shadow is visible. This affords the caster a measure of stealth, but it has a drawback: The caster's veiw of the world will become equaly darkened, and no ammount of addtional lighting will change this untill the spell is ended. This spell must be continualy concentrared on or it will instantly fail, and so no other spellcasting is possible while this spell is in effect. The spell is moderatly fatiuging, and Michael has never been able to sustain it for more than five minutes beofre having to quite lest he pass out.
Detect Spellcasting This simple Transformation spell will detect any active Divine or Arcane spell that is either in the process or being cast or has already been cast and is still in effect.. or at least that's the theory. In practice it means that any spell LESS powerfull than the power of this spell (as cast) will be detected, and any spell that is more powerfull will not be detected. That means that the caster has to choose how hard he wants to concentrare while casting this spell. The spell will only reveal detected spells to the caster, not to anyone else. This spell can only detect the Divine and Arcane types of magic, not the other three types. There is a spell that can detect all five, but Michael doesn't know it.
Colorspray This powerfull illusion spell can blind, daze, or render unconcious anyone who looks at the spell's effects. Unfortunately, this also applies to the caster, so the caster must take precautions before casting this spell. (See Bigby's Protective Manipulation, below). This spell will produce, from the caster'sfingers, a rainbow-colored light show that will raidiate outward from the caster at a rate of one meter per second for twenty seconds. The caster must continue to concentrate for the whole duration of the spell, or the spell will have no effect. He may re-cast the spell at any time, even if he just finished casting it. This spell does not have a fixed target but, rather, is what is known as an "Area Effect Spell." In this case, any creature that sees the spell is subject to it's effects. The chances of blindness, being dazed or falling unconcious seem to depend on the mental fortitude of the creature rather than any pre-determened forumula. This spell only has one "level" of concentration required, and concentrating harder will just give you a headache with no benifit to show for it. This is what's known as a "Fixed Effect Formula". The upside is that it's not hardly fatiguing at all to cast this spell: Michael has been able to succesfully cast this spell all day long without breaking a sweat. The downside is that if an enemy were to prove unaffected by this spell, there's no way to make it more powerfull.
Bigby's Protective ManipulationThis spell is an essential part of any spellcaster's Grimore. It is the ONLY spell that any spellcaster, of whatever type, has access to. It's also the only spell to defy attempts to determine how it works (never mind why it works). This spell, when cast, makes the caster immune untill the next sunrise or sunset (which ever comes first)to the effects of any spell cast by that same caster, with the limitations noted below.
To witt: This spell can be rendered temoraraly inoperable by an Anti-Magic Shell, a Globe Of Immunity, a Planar Disjunction, or a Planar Dislocation. The spell has no effect if cast outside the Prime Material Plane; Furthermore any caster who is attempting to leave the Prime Material Plane through his own spellcasting, will not be able to do so untill Bigby's Protective Manipulation expires. Also, this spell will imediately expire if the caster becomes asleep, unconcious, dead, mind-controlled, or hypnotised.
The spell is named for an ancient mythical wizzard called Bigby the Wise. Several other unique spells are named for him as well, but this is by far the strangest one. This spell continues to baffle magical reserachers across the world: It shouldn't do what it does, and nobody can figgure out why or how it works. In fact, the Royal Thamutology Society has a substantial standing reward for anyone who can offer conclusive proof of how and why this spell works. Many a Thamutologist has tried to claim that prize, but all have failed.
Fool's GlowThis extemely simple Illusion spell produces a entertainigly colorfull but completely harmless light show. It is very popular at parties and with children. The spell will randomly illuminate the caster and any object or creature within a fifty-foot radius. The caster has no control over what is and what is not iluminated, and the ilumination will also move around randomly and change color randomly. The ilumination is bright enough to be seen outside if cast at noon on a sunny day, but if cast in a dark unlit room the brighness will adjust itself so as to not blind or dazzle it's veiwers. This spell is so simple that it hardly takes any affort at all to cast it, so fatiuge is not a factor with it. The caster does not need to concentrate to sustain this spell, and once the spell is cast it will continue indefinately so long as the caster remains in the area of effect. The caster can also cancel the spell with a simple gesture or a word if he wishes. This spell is often used to earn money as a performer at parties or as street busker, often in combination with other similar Illusion spells.


<OOC: That's ten spells, and it's a veritable swiss-army-knife of a Grimorie. You've got everything from direct-dammage pummeling to harmless entertainment in there, and a bit of mystical wonderment to boot. If you want to replace one of these with something else, describe what you'd rather have and I'll allow you to make your swap-outs. Have fun with it, Username.>
<EDIT: Pardon my typos and spelling errors. It's 9 AM and I've been up all night typing this. I'll clean it up later, I'm too sleepy now>

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Last edited by Sarge on Tue Jun 06, 2006 3:37 am, edited 1 time in total.

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PostPosted: Sat May 06, 2006 3:36 pm 
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<OOC: Since my character's father was a Priest, does Marcus have any Divine magic at all?>

As Marcus made his way back to the Red Lion, he saw the magician, bowed, & introduced himself.

"Good afternoon, sir. My name is Marcus. What's yours?"

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PostPosted: Sat May 06, 2006 10:14 pm 
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"My name is Michael"

Okay get to the point, that chat with the others didn't help

"Um, I'm looking for some employment in this town ever since I left the acadamy"

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PostPosted: Sat May 06, 2006 10:20 pm 
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"The magician's academy? You sure look like one to me." Marcus smiled.

"Well, a jeweler named Maxwell is trying to drum up support for a monster we're going to fight."

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