Thanks for the post. It explains why you wouldn't want to take Enchantment with Ancient Runes but doesn't resolve my main concerns for the subject in a combat situation. It does mention that it would take a lot of time to learn Runes well enough to alter reality.

Which part are you referring to for the Alter Reality part?

But yeah you need mastery of ancient runes and a plan such as Rune Knight's to use them in a combat situation.

Edit: Possibly less than mastery if you can trigger runes with your feet
 
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In my opinion all Trismegistus picks take time, study, and practice to get rolling, but in a combat situation Runes would have us win or lose a fight before the fight even begins due to how powerful our preparation would be. It would just be a matter of making a Runic wand to create any effect we desire. Add astrology into the mix and we can win wars without having to step forth into any battle

Edit: just remembered some earlier thread discussion about how Astrology is capable of creating If attacked Then summon wall to block attack statements and if so then Astrology + Runes would do a way better job at that then Charms + Astrology would be, for Runes could carve such statements into the stars and Runes would be much more flexible with the statements then any other magic would be. It would allow us to have effectively any Rune on us even if we happened to be naked at the time so long as we carved said Rune in the stars ahead of time is there any thing that would make such an idea impossible
 
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as such in my opinion Charms is better if you need something now but Ancient Runes is better if you are willing to put a bit of time and effort into it.

I definitely would not go as far as that. Charms is varied and potent but there may certainly be limitations to Ancient Runes that absolutely do not make it a good choice in situations that something like Charms would. It's another way to doing things with limitations of its own.
 
I definitely would not go as far as that. Charms is varied and potent but there may certainly be limitations to Ancient Runes that absolutely do not make it a good choice in situations that something like Charms would. It's another way to doing things with limitations of its own.
True I do imagine that Runes would struggle at summoning birds, turning ravens into tables or at creating the Patronus
 
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True I do imagine that Runes would struggle at summoning birds, turning ravens into tables or at creating the Patronus but I bet that AR could do more physical things with greater ease

Doubt.jpg.

To do anything with a Rune you have to create the runes. That means thinking up all the runes you need and how to structure them to get the effect you need. Say you prep runes before-hand for a combat situation. You better hope that you prep the runes for all variations of a situation you will encounter and that you have enough to them to last for the duration of a conflict. Even with Divination I imagine that we will not get accurate information for how a battle will go. We would have to be able to react on the fly well and Runes just isn't that good at that.
 
Doubt.jpg.

To do anything with a Rune you have to create the runes. That means thinking up all the runes you need and how to structure them to get the effect you need. Say you prep runes before-hand for a combat situation. You better hope that you prep the runes for all variations of a situation you will encounter and that you have enough to them to last for the duration of a conflict. Even with Divination I imagine that we will not get accurate information for how a battle will go. We would have to be able to react on the fly well and Runes just isn't that good at that.
From the looks of things Runes don't wear off given how Birdsie described how a runic broom would be better then an enchanted one. That is to say runes are certainly not consumable items like potions are. I also feel like that we would not need to know exactly how a battle would go for us to be able to prepare a number of runic equipment to help us in any number of situations but yes for on the fly reaction based problem solving Charms would be better if we don't already have the tools needed to overcome the problem on us.
 
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I would expect the kidnapping attempt to have Rune based Magic if runes were so predisposed towards combat. It seems to me combat is based on rapid, flexible spellcasting via charms or transfiguration. Maybe they used Runes before they engaged in battle but that's a big maybe.

Moreover any opponent will first target your runes when engaging in combat.
 
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Fair enough I am just speaking whatever ideas come to mind about how Runes could work at a higher level

Moreover any opponent will first target your runes when engaging in combat.

Edit: that will not be an issue due to how Runes don't necessarily have to be visible in order to work given how the runic broom would work as described by Birdsie and how the combat system is already based on destroying the other wizard's wand
 
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@Birdsie
Could you expand on Battle Magic? Does it cover enhanced reflexes, enhanced speed, enhanced perception? Does it cover curses, jinx, hexes? Does it include detection of poisons, emergency healing? Are there mental conditioning techniques that allow a wizard to engage in a battle calmly? Does it cover protection against Legilimency? (I remember Snape using Legilimency against Harry in canon.) Does it cover Communication spells to co-ordinate during an attack? Illusion spells to disguise yourself? Magic to prevent tracking(lose a tail) by other Wizards? etc.

What are the properties of a combination of Astrology, Ancient Runes and Battle Magic as trimegistus? What woild Harry be capable of with this pick in Year 1, Year 3, Year 5, Year 7?
 
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Speculation: Battle Magic is the ability to physically train yourself, and the combat instincts that let you use your magical resources competently in battle as opposed to overthinking/choking. You get better results from physical training and go from civilian to Hit Wizard in 1 year as opposed to 4 or something instinctwise when it comes to life threatening situations.
 
Maybe I can help by narrowing the options down(Geist endorsements are hypothetical and not an in universe thing, neither he nor Harry controls Trismegistus). Not sure how much you've been keeping track of since I haven't seen you since chargen, my apologies if you know any of this already. Ancient Runes is a 3rd year elective in canon that actually does things in this setting, we may be able to get it online earlier through self-study or other methods such as asking Hufflepuffs and Geist for book recommendations. I have no idea how hard or otherwise it will be to get Astrology online, but it's described as Advanced Divination in the update titled Orthodoxy. It's classified as a subdomain of Astronomy in Summer's End though.

[] Child of the Stars(Astrology, Dark Arts, Ancient Runes) - A High Potential Build per word of Birdsie with considerable synergy(Exact words for the combination of Astrology+Ancient Runes: it has synergies that are just straight-up insane) and the current leader, it is described as a combination Geist would endorse(Ancient Runes+Astrology+Any Diverse) it focuses on the combination of Astrology and Ancient Runes, which will provide considerable esoteric ritual power once it is brought online, and with Mastery of Dark Arts and 25-30 Gnosis, can provide a 4th Trismegistus pick. However, it is completely possible this will require Human Sacrifice or Prayers to Dark Gods or some other morally dubious thing. Dark Arts in this setting... Sara put it like this, "It's kind of like how someone calling someone a criminal in the us can mean anything from their a murderer too they were caught by a cop with weed or going 55 in a 50 MPH zone too they published classified evidence that the government is illegally torturing people." Dark Arts also provides in conjunction with Geist's tutoring, a noteworthy source of immediate power(Such as enhanced physical stats and the Wound Transference Curse) without compromising standard human morality a sizable amount of the time, balanced by the fact that all witnesses to any usage of Dark Arts must be Trustworthy(Which probably means Hufflepuff) or dead.

[] The Lights in the Sky Are Stars(Astrology, Ancient Runes, Charms) - The Closest competitor to Child of the Stars, this substitutes Dark Arts for Charms, giving us what's basically a free class in our core group of classes. However, Charms is significantly more general and broad compared to something like Dark Arts or Ancient Runes. It provides a harder path to a 4th Trismegistus pick that is likely to be a bragging rights reward if we reach it, via Archmastery of Charms and Astrology combined with effort and 25-30 gnosis. There's less immediate power/charms grows slower than Dark Arts, but there are academic advantages and the immediate power we do get isn't illegal/can be used in front of witnesses.

[] Mini Dumbledore Pisses off Snape(Alchemy, Potions, Transfiguration)- 3rd place, this build goes for production of a Philosopher's Stone, has Geist's endorsement, basically gives us two free core classes, potions for subordinates/ourselves, excellent transfiguration skills, and the Physical Enhancements Alchemy provides once we get them online. It's named like this because Dumbledore is Archmaster(6 on a 7 point scale) in nearly everything. He's Grandmaster level in Alchemy(7 on a 7 point scale) and a few spells.

The Others below this point have 3 or less supporters


[] "No Need to Call Me Sir, Professor"(Care of Magical Creatures, Potions, Herbology) - This one is about potions and bioscience. Useful for buffing ourselves and subordinates. It's synergistic with Harry's ability to speak to mammalian animals and Geist would endorse this one. The inventor of the Basilisk was an example of a Care of Magical Creatures Grandmaster(Skill rating 7/7). It makes 2 of our core classes into freebies. Currently has 3 supporters.

[] Rune Knight(Ancient Runes, Diffindo, Battle Magic) - A build focusing on immediate combat power with whatever fraction of the esoteric potential ancient runes possesses without Astrology, that hasn't attained much traction and I'm literally only putting it here because it's my bugbear. It seeks to develop exotic and powerful applications of the cutting charm via the immense growth from a single spell as a pick(Predicted to be able to sever individual veins in a target if you spec for precision in year 5 by the GM or destroy walls otherwise which is impressive because that's the Gouging charms job). Once the build attains Ancient Runes mastery, it seeks to leverage that via Wordless Still Diffindos to inscribe functional runes in fractions of a second without touching them to surprise enemies in battle, a technique I refer to as Runes Anywhere or Runes Everywhere. The necessity of a Trismegistus pick in a spell to achieve this technique is contentious, however it provides considerable combat power via the mix of Ancient runes in combat time once that's online, battle magic's instincts/training, and transcendent diffindo skills. It banks on the principle that power begets power to do the rest.

Imagine how the astrology, runes and dark arts would've worked with the Slytherin or Ravenclaw perks...
 
Imagine how the astrology, runes and dark arts would've worked with the Slytherin or Ravenclaw perks...
Imagine how anything, school subjects included, would work with the Hufflepuff perk of having infinite willpower.

It is but the purview of the Noblest of Arts, the magnificent and most high Praxis. Cut that which cannot be cut, push through constantly. Survive, grow strong, and the world will bend to your whim.
 
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Imagine how anything, school subjects included, would work with the Hufflepuff perk of having infinite willpower.

It is but the purview of the Noblest of Arts, the magnificent and most high Praxis. Cut that which cannot be cut, push through constantly. Survive, grow strong, and the world will bend to your whim.
Nah. You'd get an advance on the early stuff, maybe. The physical and mental parts. But where a normie would have to evolve to evolve to evolve, you're going to hit a wall if you learn to lean on hard work being easy.

The praxis is just the hero's journey as a magic system. Priority is hoarded for its prestige, but the praxis exalts nothing but rising above oneself. Tomorrow is victory over lesser men.
 
Imagine how anything, school subjects included, would work with the Hufflepuff perk of having infinite willpower.

It is but the purview of the Noblest of Arts, the magnificent and most high Praxis. Cut that which cannot be cut, push through constantly. Survive, grow strong, and the world will bend to your whim.

Slytherin has funky blood that's amazing for rituals and Ravenclaw has the eidetic memory, spell invention and seer abilities, both of which are more suitable for the particular combo in the lead.

The Hufflepuff perk is compareatively lacking in terms of pure magical output and capacity, with its advantages lying elsewhere.
 
The Hufflepuff perk is compareatively lacking in terms of pure magical output and capacity, with its advantages lying elsewhere.
I disagree. And here's my theory on why.

Where do you think magical stamina comes from? Probably willpower. Where a Slytherin or a Ravenclaw can cast supremely powerful spells, we can throw five good ones.
 
Does anyone have a suggestion what does this line mean in the description of Lord Hufflepuff? *At night, when you sleep, you can still hear screams in your sleep. It's very fortunate that you can't remember your dreams. Maybe it's immunity to nightmares?
 
Does anyone have a suggestion what does this line mean in the description of Lord Hufflepuff? *At night, when you sleep, you can still hear screams in your sleep. It's very fortunate that you can't remember your dreams. Maybe it's immunity to nightmares?

Nope. It's the screams of all the poor Hufflepuffs whose freewill we are subverting. Pray that we don't go to Hufflepuff or no Hufflepuff will be anything but a puppet before us. Us not remembering the screams is a coping mechanism. /probably
 
I disagree. And here's my theory on why.

Where do you think magical stamina comes from? Probably willpower. Where a Slytherin or a Ravenclaw can cast supremely powerful spells, we can throw five good ones.

There is nothing to support the idea that Hufflepuff gives us more "magical stamina" or that it's even a thing (though it probably is)
 
[X] Apocryphal Strength

[X] Plot, Derailed
[X] Equal(s) In Truth
[X] Bad Reputation!


[X] Plan "The Lights in the Sky are Stars"
[X] Plan Mini Dumbledore Pisses Off Snape

[X] Plan War Mage
-[X] Battle Magic
-[X] Domain: Astrology
-[X] Study of Ancient Runes
 
What is the weakness of AR + Astrology. I would say that their greatest weakness would be the lack of direct combat applicability. As such the most important thing our third slot should do is provide us are ways to not die if we get ambushed while also providing synergy with AR and Astrology. Charms would give us plenty of combat versatility but DA is the subject with the most versatility. I feel that while Charms is good at combat DA is amazing at combat. What little bits of what DA is capable of gives us plenty of methods of not dieing even if we get ambushed. Like for instance the physical buffs DA is capable of would allow us to tank many blows that would otherwise incapacitate us. Or the wound transference spell could have us out right not get hurt when attacked. Lastly due to how DA is a smaller subject then Charms we would progress faster in DA then we would Charms thus allowing us to access the spells that might save our life sooner. The biggest downside to DA is how it is illegal doesn't matter if we are going to die if we are not strong enough to survive without it.
 
Could you expand on Battle Magic? Does it cover enhanced reflexes, enhanced speed, enhanced perception? Does it cover curses, jinx, hexes? Does it include detection of poisons, emergency healing? Are there mental conditioning techniques that allow a wizard to engage in a battle calmly? Does it cover protection against Legilimency? (I remember Snape using Legilimency against Harry in canon.) Does it cover Communication spells to co-ordinate during an attack? Illusion spells to disguise yourself? Magic to prevent tracking(lose a tail) by other Wizards? etc.
It covers the use of any (and all) spells towards battle/combat applications, plus what the blurb says.

Where do you think magical stamina comes from?
The fuck is a "magical stamina?" There's Magical Power which grows through rigorous practice and repetition of casting, but there is no such statistic as 'magical stamina.' I have no idea where you all came up with that, I don't recall mentioning anything like it.
 
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