Extrication, or: Tricking Fate

[x] Plan Odd Wisdom

[x] Politics (1)
[x] Logistics (1)
[x] Haggling (1)

[x] Divination
-[x] Master (3)
[x] Enchantment
-[x] Master (5.5)
[x] Blasting
-[x] Competent (2)
[x] Transmutation
-[x] Competent (2)

[x] Necromancy
-[x] Master (3.5)
[x] Life Magic
-[x] Competent (1)
 
So, um, reasking my last question.

Is headmaster for a school of those with potential, like Charles Xavier or Albus Dumbeldore or one of those people, an echo that exists that it's possible for us to get into? I understand that there is a risk of falling into the evil cult echo, but is there a good side to that echo that we can fall into or is that too weak/recent?

I think that's too recent. Having a bunch of students instead of just a small number of apprentices is a relatively recent development in stories.


We really need to find a witch queen echo.

...That's kinda what you're trying to avoid, given as most of the Echoes involving that role tend to have her die?
 
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Are there any stories about a 'Evil' witch who curses people, but removing the curse involves learning a life lesson? It sounds like some stories I've read, but i can't remember where.
Anyway my take on the skills:
[] Food Preparation (1)
[] Cooking (1)
[] Cleanup (1)
[] Haggling (1)
These are necessary for being self sufficient. Something many evil sorceresses have in common is the inability to take care of themselves, leaving everything to their minions.

[] Logistics (1)
[] Politics (1)
These are necessary for taking care of our lands and our people.


[] Swordplay (2)
[] Archery (2)
We need some way to defend our-self when magic is not an option, or at least in order to buy time to escape. Archery is preferable because it also allows hunting and spell aiming.

Normal Schools

[] Divination
Not very useful at lower levels, but it is cheap to master and can probably be used to gather information and possibly see the story we get ourselves caught up in.
[] Transmutation
Useful for self transformation, utility, disabling enemies without killing and useful for crowd control.
[] Blasting
Good for combat and some utility, but not something we need to be masters of at the beginning.
[] Glamour
It has it's uses but is more costly and has a weakness against animals unless we invest heavily in it.
[] Enchantment
Interesting to use, but to expensive to use and to learn and can only really be used to do effects we already know. It is also really expensive point wise which keeps us from learning other schools to actually take advantage of enchanting.


Something we have to pay attention to with the questionable magics is not only how we can use it, but how people will believe we are using it. Most of them can be twisted into something less evil, but that won't change how people think we are using it.

[] Life Magic
This is something we should avoid. It could probably be twisted into 'good' but the description states it feeds on suffering, pain, and death, which is really hard to explain as nice and will almost certainly be misunderstood.
[] Necromancy
This is questionable, but as noted it has good uses, even if they are willingly overlooked. We should probably invest in it a little, but it is not something we need to master.
[] Curses
It can be used for interesting things, and possibly combined with other schools to enhance them or make them more permanent, especially if we get creative. Also unless we get obvious about it's uses we can probably pass it off as parts of our other less questionable magics.
[] Conjuration
This is sketchy but can probably be used well if we figure out how to do it properly, but it would probably be looked down on by anyone who sees it regardless of if they were willing or not. Also using it runs the risk of being outsmarted by the summons until it gets mastered.
 
[X]Plan fae nobility
[X] Transmutation
-[X] Master (3.5)
[X] Glamour
-[X] Master (4)
[X] Enchantment
-[X] Master (5.5)
[X] Curses
-[X] Master (3.5)
[X] Haggling (1)

Mafia of the magical world, neutral demons and traders of secrets. We don't need to be not evil, we just need to be less evil than the next guy. Old fae with her own castle and land, someone the hero meets halfway to the big bad. Someone who would buy all those rare but not immediately useful artifacts, someone who would help out from time to time because Hero is going after someone they also hate. A place to rest and recuperate, something like what you'd expect from elves, but with more potential danger and offers to buy your memories.

Sorceress then. Interesting. Alrighty, reposting the original prompt for reference...
Your plan as a whole isn't bad, but I'm afraid I'm really not comfortable with mastering 3 different schools of dark magic. Blood sacrifices, undead servants, AND demons? We might as well order up some spiky armor and get to digging a lava moat.

Is it bad that I immediately thought of Lord Dominator from Yonder Over Wander?
 
[X]Plan Fishing Queen

-[X]Food Preparation
-[X]Cooking
-[X]Logistics
-[X]Politics
-[X]Haggling

-[X]Conjuration
--[X]Master
+4=8(4)
-[X]Life Magic
--[X]Master
+2.5=11.5
-[X]Curses
--[X]Master
+3.5=15
-[X]Necromancy
--[X]Competent
+2=17(4)
-[X]Divination
--[X]Master
+3=20(4)


@Veyblast, Curses could also be used if we tried taking the "Hidden test of character" Crossroads Guardian route and curse/transform people if they fail. (Echo in recurring character who is magically potent and not necessarily malicous, and is often actually benevolent.) We can also try for the "Fisher King/Queen" Echo where our current state refers is projected onto the Kingdom itself. Especially if we mix and match. See Holy Grail quest.

@AramilOniasha, I don't think we'd be allowed to summon something that we couldn't bind in some way
 
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I'm not at all opposed to martial skills. Actually, I can't really think of a single potential Echo, good or bad, where there's a sword-wielding sorceress. Especially not an evil lady who pulls out a sword as a last resort. I guess on the good side, maybe some LotR stuff, but that's relatively modern.


As a side note, it would be a bit of an all-in build, but Glamor plus Swords could turn us into a conventional hero in a pinch.
 
...I just had a thought about sword+glamour+necromancy. I know it is not well fitting but my mind seems bent on shoving in unfitting references that nobody asked for. I blame sugar overdose.



Turning into hero worked out fantastic for him.
 
I'm also not against swords.

New version:
[x] Plan Odd Wisdom

[x] Politics (1)
[x] Logistics (1)
[x] Swordplay (2)

[x] Divination
-[x] Master (3)
[x] Enchantment
-[x] Master (5.5)
[x] Blasting
-[x] Novice (1.5)
[x] Transmutation
-[x] Competent (2)

[x] Necromancy
-[x] Expert (2.5)
[x] Curses
-[x] Novice (1.5)

Swordplay tips us a bit away from Sorceress and toward Gandalf, and gives us a "hidden master" option where we completely disguise our spellcasting until it becomes dramatically appropriate to reveal that we're a wizard. Flynning could also fit in a more modern rom-com, but I'm starting to think that that might be a bit too new a concept to have a major Echo. Curses are more exploitable than Life Magic and easier to twist into a nice wise lesson on points of view and not judging. Decreased blasting is theoretically compensated for by having a sword. Losing a level of Necromancy might hurt but we've got a shit-ton of Divination and Enchantment to make up for it. Haggling isn't very strongly associated with the oddball wise person and is lost in favor of swordplay.

Do we think it'd be useful to have a level in Cooking? It's the most obvious self-sufficiency skill that we're lacking. Getting the point for it would be annoying, we'd have to lose a Master rank somewhere.
 
I don't think we'd be allowed to summon something that we couldn't bind in some way
I'm not sure how you got that idea, when it is stated in the description it is unsafe and the purpose of gaining mastery of it is to make it safer for less cost.
Also you have 4 skill points you aren't using. 4 of the points you used on dark magic were free.

Side note: If we do get a martial skill, it should totally be with Archery. The fact that we can aim spells with it makes it way too useful to not get. Also Hunting, how many Evil Sorceresses hunt their own food? If we hunt we can't possibly be that bad.
 
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[X] Divination
-[x] Master (3)

[X] Curses
-[x] Master (3.5)

Don't know about the rest.
 
I kind of wanted to write in an unarmed combat option to cover brawling, martial arts, and combat when shapeshifted, but I figured this was complex enough already. Fun options though! :D

[X]Plan Sunandshadow: Master Transmutation and Life Magic

[X] Food Preparation (1)
[X] Cooking (1)
[X] Logistics (1)
[X] Politics (1)
[X] Cleanup (1)
[X] Haggling (1)

[X] Divination
-[X] Expert (2.5)

[X] Transmutation
-[X] Master (3.5)

[X] Blasting
-[X] Expert (2.5)

[X] Life Magic
-[X] Master (2.5)

[X] Conjuration
-[X] Expert (3)

Please somebody tell me if I got the math wrong, I already had to fix it twice! :rolleyes:

If anyone is wondering how this plan is intended to work, the idea is that the sorceress when at home would have conjured servants and would scry distant locations and people of interest. Then she would shapeshift and live off the land/defend herself using a powerful monster form plus blasting magic while traveling to a person of interest, with life magic taking care of any healing needed. After arriving she would use a cute or stealthy form to personally spy on the person of interest. Kind of like a druid in WoW, actually.
 
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Swordplay tips us a bit away from Sorceress and toward Gandalf, and gives us a "hidden master" option where we completely disguise our spellcasting until it becomes dramatically appropriate to reveal that we're a wizard. Flynning could also fit in a more modern rom-com, but I'm starting to think that that might be a bit too new a concept to have a major Echo. Curses are more exploitable than Life Magic and easier to twist into a nice wise lesson on points of view and not judging. Decreased blasting is theoretically compensated for by having a sword. Losing a level of Necromancy might hurt but we've got a shit-ton of Divination and Enchantment to make up for it. Haggling isn't very strongly associated with the oddball wise person and is lost in favor of swordplay.
Why do we even need master enchanting anyway. It is incredibly expensive point wise and to use and is limited to effects we already know how to do. Also why do we need to purposely make intelligent items anyway? Also being the hidden master thing would kind of require us to be good with our weapon, which according to the description the sorceress is not.
 
I'm not sure how you got that idea, when it is stated in the description it is unsafe and the purpose of gaining mastery of it is to make it safer for less cost.
Also you have 4 skill points you aren't using. 4 of the points you used on dark magic were free.
One of the first things said about Conjuration is that it is "relatively harmless," so could be taken to mean that you aren't likely to be able to even summon something if you don't have reasonable certainty of binding it, otherwise it would probably say "safe enough if you know what you're doing."
 
One of the first things said about Conjuration is that it is "relatively harmless," so could be taken to mean that you aren't likely to be able to even summon something if you don't have reasonable certainty of binding it, otherwise it would probably say "safe enough if you know what you're doing."
The rest of that sentence is, if you are careful. Nothing in the description guarantees or even implies that you only summon things that you can bind, or that they cannot exploit loopholes, and even at Masters rank it does not say that the bound spirits will not work against you. An indefinitely bound demon or spirit is still perfectly capable of killing you or other wise screwing with you using loopholes and misinterpreting orders. A demon is perfectly capable killing you while obeying the order of water my plants.
 
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can we eventually learn other skills and abilities later on? If so, we should make a build focus to take advantage of that eventual growth.
 
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