Pretty sure Astrea is a goner. What with her bleeding out from a mortal blow, talking about 'willing sacrifice', and taking an explosion that has leveled the manor head on.
Though I suppose you could say that she failed to kill the elf as Astrea offed herself.
Actually, now that I think about it, she seemed really calm about the whole dying thing. Maybe it's possible the body that just died was a vessel she was using and the actual Astrea is still around somewhere.
I'm guessing that wasn't really much of a setback for the World Anew all things considered. Too bad really, I'd actually prefer that she fail at what she's trying to do.
I'm mostly just unsure where to vote and prefer XP to be spent when the whole thread is interested and generating or discussing plans, rather than there being two unrefined plans only and most of the rest of the votes not seeming to care all that much about it.
Actually, now that I think about it, she seemed really calm about the whole dying thing. Maybe it's possible the body that just died was a vessel she was using and the actual Astrea is still around somewhere.
I'm really interested in picking up etherealness. It just seems like a good idea to seek out an ability that makes us really hard to kill as soon a possible.
I'm really interested in picking up etherealness. It just seems like a good idea to seek out an ability that makes us really hard to kill as soon a possible.
I'm okay with picking up the other uniques but not at the cost of relatively cheap skills basically everywhere. The usual refrain is low-hanging fruit and so on.
Yes, Etherealness would be pretty sweet but it's not really going to help us pass theoretical or technical oriented class assignments or broaden or deepen our skillset. Most of them are singular 'tricks' of a sort--very good tricks but given that we're already effectively invested deep in one area I'm not so convinced they're the most efficient use of our experience.
tl;dr They're shiny, but we should probably continue to pick more boring but immediately effective and applicable stuff.
I don't think multiple techniques at this stage are very viable.
Methodology was chosen to make our Dimension spells uncounterable... which means that without some heavy investment into Dimensional Magic the skill is just sitting there, looking pretty.
Our rate of learning is about 15 points per week, give or take. The reason we have 75 points to manage is because of the timeskip towards the middle of the semester. If we spend our points on a couple more shinies it'd be as if we learned nothing else for the entire year.
I blame the point inflation... with some mundane spell masteries costing 75 points, a 100 point investment stops looking like something extraordinary.
But we should be at least picking up all/most of the interesting stuff below those point values until we only have to decide between 75 pointers, 25-50 pointers that are dumb/very out of build/don't give anything interesting for splashing, and the 100 point techniques.
Actually, I'm just thinking I've been unfairly dismissive of Spiritual, or at least as regards Saphira's attitude IC. Remember, Saphira likes learning about all types of magic, though DS comes easiest to her. The TA started through Spiritual Magic, as she found out, so it wouldn't surprise me if Saphira went looking for insights in other fields. Also, just knowing Novice (Apprentice ? Don't remember right now) offered access to Elemental Portal, so who knows what will open up?
That said: We should really be picking up the various DS and Generalist stuff, with stuff in Enchanting for the project. There's a lot of simple, useful stuff there to pick up. I will note that the Countermagic stuff appeals to me because what is on offer is fairly cheap, and useful for broadening options in shutting down opponents, where Saphira is currently quite dependent on being smarter.
Edit: The reason why I was so impressed with Mutable Enchantment last vote was because it seemed useful for making use of shallow knowledge in a large number of domains. Given that Saphira's splashed into four fields so far, it just seemed really useful for improving the utility of her various low-level spells (though we'd have to rank them up a tiny bit).
To all these people voting to get into a fight - why?! A major part of Saphira's character has been keeping her head down and out of trouble where possible. The only time that's really changed is when one of her friends is involved. It just seems kind of random.
Edit: Don't mean to seem pissy here, as picking options because they seem fun is half the point of a quest. Sorry. I am just interested to hear reasons, because it seems so weird to me given the previous actions we've taken in-quest, and I recognise the names of these voters.
I am also surprised at the number of people voting for the fight and not voting for getting help from the TA. Without the help I think we'll need to invest extra into enchantment to get a good enough grade, which probably won't leave enough to grab a special.
As to which special I want, any of them aside from the the items is fine by me but I was thinking the teleport. Combined with uncounterability it's a get out of jail free card that almost can't ever be turned off. Doesn't help directly in fights or classes but is very versatile in its outside uses.
[X] Minor Enchantment (3) You may enchantment an object well suited to enchantment (such as a gem) to cast a spell you know once at a lower rank. (I.E. Apprentice Elemental Control -> Novice Elemental Control.) You may not enchant objects with spells you only have the first rank of. No. of Votes: 1 fictionfan
-[x] Persistent Enchantment (10) An enchantment will be able to activate a number of times or continue persistently for a certain amount of time based on the quality of it's vessel, the caster's total enchanting rank, and the time spent to make it. Requires Minor Enchantment. No. of Votes: 1 fictionfan
[X] Rechargeable Enchantments (5) Any mage with this skill can recharge enchantments made by other mages with this skill after they have been used. No. of Votes: 1 fictionfan
[X] Mutable Enchantment 1 (20) An enchantment created by you does not have to perfectly mimic the effects of the spell it copies. You can create variations along similar themes such as a wand that opens planar portals not to nowhere, but between two designated places on the same plane. At this rank, the change to the original spell cannot be very large, and will likely have heavy constraints placed upon it. No. of Votes: 1 fictionfan
——————————————————————————————————————————————Task: Magic
[X] [Magic] Dimensional Science No. of Votes: 1 Varano
[X] [Magic] Countermagic No. of Votes: 1 Varano
[X] [Magic] Enchanting No. of Votes: 1 Varano
——————————————————————————————————————————————Task: Social
[X] [Social] Ruby No. of Votes: 1 Varano
[X] [Social] The TA No. of Votes: 1 Varano
[X] [Social] Sammy No. of Votes: 1 Varano
——————————————————————————————————————————————Task: Special
[X] [Special] Listen. No. of Votes: 1 Varano
[X] [Special] Get into a fight and dedicate it to the Lady of War No. of Votes: 1 Varano
Total No. of Voters: 2
What's this? Me getting ready to actually update this quest? Shocking I know. Expect the update in an hour and a half or so.
[X] [Special] Listen.
[X] [Special] Get into a fight and dedicate it to the Lady of War
[X] [Special] Follow up on that interdimensional creatures club.
Time seems to pass in a haze. You can't keep your sleep schedule on track, and it is a source of profound irritation for you. Waking up at the crack of dawn is one thing, but you can handle that as long as it happens consistently. You've missed two classes this week. Two! You would have missed more if you hadn't had the presence of mind to ask Lusca to knock on your door and make sure you were awake before she went to get breakfast after missing them. You suppose that getting the chance to talk to Lusca more in the mornings was somewhat of a silver lining as well. She was quiet and didn't speak that much, but despite that you got the sense that she had a lot to say, and when you managed to coax it out of her it was always interesting. You still can't help raising an eyebrow when you see her eat though; you're not entirely certain she understands what exactly a knife is for. Regardless, despite her messy eating habits, her help was the reason you didn't miss any more classes. Of course, being constantly woken up feeling tired and out of sorts may have contributed to what happened later in the week...
Ruby, Lusca, and you have taken to meeting fairly regularly to discuss the topic of your project. You believe that between the three of you, you've all got your parts of the project well in hand. Of course, that's not to say everything went smoothly either. Today for example was Wednesday and the three of you were discussing the project in the library. Normally, this would be a perfectly reasonable thing to be doing. But today it seemed that both the universe and the other two people involved in your project were conspiring to do everything they possibly could to irritate you. Not only had Lusca woken you up in the middle of... something, but feeling like you weren't getting enough sleep despite going to bed early the night before has left you somewhat snappish. And then you had had to sit through watching Lusca's disgusting eating habits, and Ruby of course was still messing with people's magic in class which was incredibly rude when people were trying to learn, and you just feel far too energetic. Plus Sammy kept giving you weird looks. How you could tell you had no idea, but something about her spiky suit of armor seemed very expressive to you. So you feel that you could be somewhat forgiven for snapping at Lusca and Ruby when they kept getting hung up on the material you would use to anchor the enchantment when opals and moonstone set in silver were the obvious choice. Sapphires were dumb for a whole host of reasons that you had already explained at least three times.
This led to what you would refer to as a perfectly reasonable outburst followed by you stalking off in a huff to cool your head while Ruby gaped at you and Lusca... Mostly didn't react. Uhg, she was so damn inexpressive. You really needed to hit something. Or maybe someone the thought pops into your mind as you turn a corner and see:
[] Henry, Adam, and that other boy you remember the Archmage singling out on the first day.
[] Some blonde girl with a stupid expression on her face. You think she's from a year or two above you.
[] Your Elemental magic TA. You think his name is Brand or something stupid like that.
How do you plan to fight them?
[] Write-in.
+20 points to countermagic
Conquest offers you an additional divine fiat. These may be used once a day:
[] Declaration of Naught: A true warrior fears no mage's tricks. Declare it so, and their spellcraft will shatter with but a word. (One spell and all it's secondary effects are entirely negated)
[] Adrenaline: A true warrior never fears getting up close and personal. Charge, and let your lessers crumple in the face of your might. (For 1 minute gain greatly enhanced physical ability)
[] Purity of intent: A true warrior needs no gestures or mumbled words to work her will. Let the world be changed in fierce moments. (Ignore the casting time on one spell and cast instantaneously.)
[] Battlemaster's Clarity: A true warrior does not need to see the future to know what is coming. They can feel it. (Similar to Warrior's Eye, the thread can vote to activate this fiat. If they do, I'll give the thread a rough outline of their opponent's plan in an upcoming fight.)
You may also use this opportunity to vote on point expenditure:
Your current point totals (this includes the 20 points in countermagic you just gained: Banked Skill Points:
Elemental: 0
Dimensional: 38
Countermagic: 40
Enchanting: 20
Spiritual: 10
Special: (All of these cost 100 points, but are considered to have a rank of N/A)
[] That Which Dwells: "My research has hit an irritating stumbling block. In the space between planes I have found a creature (many creatures?) that exists as a living warp in space. The implications of it's existence are fascinating, but studying it requires an irritatingly time consuming number of precautions. Will need to notify TA I am further increasing her hours. I can't be bothered dealing with idiot children while working on this." -Research notes of Dishevel Vino
Your deep insights into dimensional science have lead you to discover a living warp in space that exists between worlds. Though you as of yet have no control over it, opening a portal to it and allowing it to protrude into this reality is potentially a terrifying weapon as it will fracture and twist any space it enters into.
[] The Firmament: "Are all of you truly so blind? This world is rotting. I will be idle no longer. I will change the world myself if I must." -Glory
You can hear them. The echos of the words that shaped the world. In the spaces between everything they resound still, as perfect as they ever were. Too perfect to grasp in truth. Still, the echos of creation call to you, and even if you are unable to understand the simplest syllable they understand you. Gain a once a week Divine Fiat, allowing you to create any mundane items you wish so long as they do not exceed 1 meter cubed in volume and do not exceed the density of a cube of lead that size. This fiat ignores the normal limitations of Planar creation, allowing you to create perfect replications of mundane items.
[] Etherealness: "A mage who can be killed by a knife to the ribs is not worthy of the name." -The Archmage
If dimensional magic is all about stepping from one world to another, than why not stand in between? At will you can choose to stand between where you are and Nowhere, becoming intangible and immune to any attacks that do not pass dimensional boundaries. Any non-dimensional magic you cast will have no effect on the real world and though you will be able to use dimensional magic as normal, it will create vulnerabilities that could be used to attack you.
[] The Twisted Path: "I have walked a thousand roads. Unlike you, I never lost my way." -Colm of the Solemn Vale
With a bare handful of steps Somewhere or Nowhere you can cross vast distances in the real world, bypassing any physical obstruction. It is possible to guide others along your path and take them with you. Though physical barriers are no obstacle and your exit can be determined either though visualization or measures of distance, powerful magical barriers will prevent you from exiting into spaces protected by them. You cannot appear inside objects.
Generic:
[] Multicasting (2X): Can maintain X extra spells at the same time.
Superior Speed Casting (20): Additional components such as stabilization and previous ranks of spells no longer count towards casting time for spells.
Flawless Haste (50): A Spell's base casting time has a maximum of 10 seconds before adding on additional components such as stabilization.
Maximization 1 (15): You may push at the limits of your abilities. At the cost of making a spell unstable, you may greatly enhance one aspect of it.
Quickening 1 (25): At the cost of making a spell unstable, you may reduce it's casting time by up to 5 seconds, to a minimum of one second.
Careful Casting (10): When casting unstable spells or spells with wide areas of effect, you are far less likely to injure yourself or your allies.
Dimensional Science:
[] Planar Portal Size 3 (10): Opens a portal to nowhere 10 meters square, requires Planar Portal Size 2.
-[] Planar Portal Size 4 (25): Opens a portal to nowhere as large as a small building, requires Planar Portal Size 3.
[] Planar Creation 2 (3): You can now open portals to as many Somewheres as you can remember, and reopen those portals at a later date. The inside of these portals is still airless and lightless, requires Planar Creation 1.
-[] Planar Creation 3 (25): You can now open portals to a Somewhere that is identical to a location with which you are familiar and spend a great deal of time. Details which you do not know or cannot recall perfectly such as the inside of books cannot be copied. Requires Planar Creation 2.
[] Planar Control 2 (15): You can now use planar control to create small rudimentary structures or furniture, create light sources of varying though not extreme intensity, and noticeably effect temperature. Requires Planar Control 1, Planar Creation 2.
[] Planar Teleport 2 (15) The range of Planar Teleport increases to sight range. Requires Planar Teleport 1.
-[] Planar Teleport 3 (75) Planar Teleport can be used on yourself and willing allies, and now can be used on non-exceptional magical items. Requires Planar Teleport 2.
[] Elemental Planar Portal 2 (25): You may create a portal deeper in an elemental plane, unleashing effects equal to the Expert rank of Elemental Control. When Speed Cast, becomes incredibly unstable and dangerous to yourself. Even when cast normally, the effects are so extreme that without precautions it is likely to be fatal.
Elemental:
[] Apprentice Elemental Control (5): Can create potentially deadly manifestations of elements, and exert minor and slow control over the elements around you, requires Novice Elemental Control.
-[] Adept Elemental Control (10): Small Buildings could be endangered by your attacks, and you could, with a great deal of effort, use you control over the elements to create something on the level of a small building, requires Novice Elemental Control.
--[] Expert Elemental Control (50): Potentially the effects from magic of this level could be dangerous even to a small castle (Or create things on that scale). Without an equivalent rank in Elemental protection, magic of this level is very dangerous even to the wielder, requires Adept Elemental Control.
[] Elemental Protection (X): Can defend yourself against Elemental Spells of Equal or Lesser rank to the number of points spent on Elemental Protection.
[] Elemental Pledge (N/A): Pledge yourself to an element (Earth, Air, Water, Fire). You cannot cast spells of other elements or directly protect yourself from other elements. Up to Apprentice Elemental Control is free. Treat Elemental Protection from your Element and Elemental Control as though they were 3 times the rank they actually are.
Countermagic:
[] Minor Disruption (1): Your opponent's spells become slightly unpredictable, or very much so if they would be already. Precise aim becomes impossible and catastrophic failure a real possibility.
-[] Disruption (5): Your opponent's spells become unpredictable. Aim beyond 'somewhere within 180 degrees of where I'm pointing' becomes impossible and catastrophic failure a real possibility, or almost guaranteed in the event of already unstable spells.
[] Dismissal (X): Spells up to your rank in Dismissal not hardened against countermagic may be counterspelled completely.
-[]Improved Dismissal (20): Dismissal is no longer an all or nothing spell. Even if your rank is not high enough to complete dismiss a spell, you will have a scaling effect of reducing it's power and making it more unstable as the difference in rank becomes smaller.
[] Dissipation Field (10): Create a 20 meter radius wherein spells are only considered their own rank for the purposes of Dismissal, rather than benefiting from the total point investment in the field of magic.
-[] Spellsiphon matrix (20): The radius of dissipation field is doubled. Within this volume, the magic of any countered spell is absorbed and may be turned to your own use. Positive benefits include faster cast times, greater power, and the ability to harness the stored magic as pure physical force.
[] Spellbreaker's Gambit (25): When a spell is fully effected by dismissal, you may choose not to dismiss the spell. Instead, you may twist it in some way, such as making a fireball explode in the caster's hands, fly off in a different direction, of other such catastrophic failure.
Spiritual:
[] Call Basic Elemental (5) Call up a spirit to act on your behalf. At this rank, the spirit is of one of the four basic elements and is considered to have Apprentice Elemental control and an equivalent rank in Elemental protection in the relevant element as well as an elemental pledge to it's relevant element. Will act according to it's nature. Fine control of it is impossible and it may turn on it's summoner if they get in it's way.
[] Eyes and Ears (15) You may share a spirit's senses and give it general commands at a distance.
[] Rapport 1 (25) Spirits you summon are unlikely to take actions that would directly cause you harm, and will potentially act slightly against their nature if ordered.
Enchanting:
[] Minor Enchantment (3) You may enchantment an object well suited to enchantment (such as a gem) to cast a spell you know once at a lower rank. (I.E. Apprentice Elemental Control -> Novice Elemental Control.) You may not enchant objects with spells you only have the first rank of.
-[] Persistent Enchantment (10) An enchantment will be able to activate a number of times or continue persistently for a certain amount of time based on the quality of it's vessel, the caster's total enchanting rank, and the time spent to make it. Requires Minor Enchantment.
[] Rechargeable Enchantments (5) Any mage with this skill can recharge enchantments made by other mages with this skill after they have been used.
[] Mutable Enchantment 1 (20) An enchantment created by you does not have to perfectly mimic the effects of the spell it copies. You can create variations along similar themes such as a wand that opens planar portals not to nowhere, but between two designated places on the same plane. At this rank, the change to the original spell cannot be very large, and will likely have heavy constraints placed upon it. Sorry for there not actually being a huge amount of content outside of the voting, but the nature of it meant that there had to be an interruption that left the week incomplete.
Adhoc vote count started by notgreat on Mar 25, 2017 at 9:17 AM, finished with 1625 posts and 26 votes.
[X] [PROJECT] A canteen of water which washes away enchantments, which refills itself from the Elemental Plane of Water. It allows for pressure adjustment.
[x] A 'perpetual motion machine'. Similar in some ways to the canteen of endless water in that it uses a lower pressure area of the elemental plane, but more complicated in that one portal opens, water falls through it to spin a wheel, and then the water exits through a portal to nowhere. Not actually useful for anything, but the kind of weird niche idea you think would appeal to Dishevel when he judges the projects.
-[X] For fun, attach the wheel to a fan to create a constant breeze.
[X] A 'perpetual motion machine'. Similar in some ways to the canteen of endless water in that it uses a lower pressure area of the elemental plane, but more complicated in that one portal opens, water falls through it to spin a wheel, and then the water exits through a portal to nowhere. Not actually useful for anything, but the kind of weird niche idea you think would appeal to Dishevel when he judges the projects.
[X] A canteen of endless water. Not exactly inspired, but with help from Lusca to aim your elemental planar portal at a very low pressure area of the elemental plane of water and materials provided by Ruby, this would be relatively easy to make.
-[x]The water produced is pure.
-[x]It has a dial to change the pressure from trickle all the way to metal cutting.
[X] [PROJECT] A 'perpetual motion machine'. Similar in some ways to the canteen of endless water in that it uses a lower pressure area of the elemental plane, but more complicated in that one portal opens, water falls through it to spin a wheel, and then the water exits through a portal to nowhere. Not actually useful for anything, but the kind of weird niche idea you think would appeal to Dishevel when he judges the projects.
-[X] For fun, attach the wheel to a fan to create a constant breeze.
Saphira is getting belligerent. And very, very cranky. Is that how Sammy felt all the time?
Too bad we can't decipher her looks, though. Are we going overboard on the whole Listen thing? Are we not going overboard enough?
I have half a mind to blast Henry&Adam and be done with that chapter of our lives. They are probably filthy revolutioners at heart who plan treason against the most distinguished of mages anyway.
But maybe getting in a scrape with the guy from the faculty could be more interesting. We can't even remember his name. Shows how much time we've spent in his classes recently.
Note that we have the fiat from last time that can tell us the weakness of our opponents (well, the exact wording is 'the most useful thing about any given situation once per week'). We should make use of it.
We need to stop listening it's fucking with us really badly to the point where we cannot control our selves and are starting fights with random people we run into, this is absolutely terrible and will completely screw us over and fuck up our character.
We need to stop listening it's fucking with us really badly to the point where we cannot control our selves and are starting fights with random people we run into, this is absolutely terrible and will completely screw us over and fuck up our character.
Though, starting a fight was, you know, part of the vote. So the voter control over Saphira is unadulterated.
I don't really see a reason to panic, though quite obviously maybe we ought to cool it with the choices that appeal to Conquest and not get four or five all in one week.