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a katie witch awakens
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"Witch mark and eye catcher."

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"Hm, I kinda like both of those. What about the components of my banana weakness?"

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"Yes, easy to knock two points off that. Cut off the part where it drains your mana, or knock down the cutting off from magic effects to a they-are-only-half-as-good level. But it is the only odd numbered point value you have going, so you might want to be one over instead of one under and keep all the things you have."

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"I thought I was two over, not one."

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"Can't be, you have only one odd numbered thing. Bananas as-is plus the naturalesque awakening, that's thirty-one, functionally thirty. Saying kiwi, extra nipple, eye catcher, luck curse, hunter, and magic crutch, is eight, two, two, four, eight, six - thirty even."

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"Huh, yeah, guess I'll stick with everything then. Hey, wait, hold on a second, if I get the natural awakening, I'll be suddenly physically transformed? I'm sorry for having to bring this up again, but if that happens to involve me becoming significantly physically larger, will my clothes explode? Will the veil keep me from being arrested for public nudity?"

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"Your clothes will explode, you might want enough witchery to put new ones on right away. Veil will probably help but only if you help it back, you know?"

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"Still worth the eight points. Anyways, what's next?"

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"Do you want to look at ranked magic first, or wild magic?"

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"Ranked."

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"We've already talked witchery, how much of that strikes your fancy?"

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"What's the point formula? Four is invisibility, right? What does five get me again?"

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"Holodeck pocket dimension, portal hat and garment into it, anyone inside can will themselves home or back whence they entered."

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"When you say 'holodeck', are we including it being able to create debatably sapient AI?"

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"No, you want digicasting for that."

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"How fast is entering the pocket dimension? Practical to use to escape from combat?"

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"Sure, if you're quick and have your mothergifts on, turtle up and pull it through after you. Vulnerable to being chased by someone with lots of aethernautics and suchlike but a good way to get out of Dodge."

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"Tempting. Immortality ought to be my first priority, though. You said Runes, Familiarity, and Necromancy can do that? What else do they do?"

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"Necromancy is about talking to and escorting about spirits and ghosts, reanimating dead creatures or Frankensteins of a few of them if you want to make a skeleton chimera, and controlling bones and meats almost like it's a bones-and-meats elementalism. Mass limits and such go up with ranks."

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"Oooh, can I assemble a big army of skeletons and/or make them do my chores?"

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"For making them do your chores you need to staple souls to the skeletons, and convince the souls to do what you want; at the same rank where this becomes possible Hexes is better for chore-doing, just directly animate your chore objects."

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"Same for military applications?"

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"Depends what military you are applying to what end, I think? You can do a lot of damage with a lot of bones, but they will not march without animating spirits."

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"Hm, yeah, getting the spirits to serve me sounds like an undertaking, maybe this is one I should learn later when I can handle it. What about Runes, those sound fun."

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"Sure! Ritually applying a rune to a thing gets the rune to act on the thing - engrave it or sew it or tattoo it or whatever. Takes longer for higher ranks, but you can stop in the middle of your weeklong rank five enchantment to do other things and not all of it is active time anyway. Costs ingredients, four times as much as a same-rank potion or thereabouts but the enchantment will last as long as the thing you put it on does. Each rank unlocks new runes. They mostly do what they sound like, and can also be done backward for the opposite; I will explain the ones that don't work like that, and elaborate on any you ask about. Luck, fertility, courage, and chill at rank one. Also Augment, which applies a resistance or a buff to magics of a particular affinity - for instance applying mind this way would affect psionics, portals, and divination. Rank two, disease and heavy. Three, talent and wind. Four, spell and warden - spell rune attaches another effect to your object, like making another hat that isn't a mothergift act like a bag of holding, or automatically summon a demon without the whole rigmarole if you twist your ring. Warden dispels magic on contact, or suppresses permanent stuff for twelve hours. Five, time - that's the immortality one - protection - that one's substitutionary, put it on something durable and easy to fix - and relic - copy the magic off of swag like the swag your warlock patrons offered you onto blanks."

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