The FCYOC Magic Thread

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Re: The FCYOC Magic Thread

Postby sjg11 » 20 Mar 2019, 19:19

jpstreetman wrote:Can I just put all my magic research into repeating illusion, divination and conjuration spells?

Feel free to increase them further which I assume is what you're asking?
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Re: The FCYOC Magic Thread

Postby mat.gopack » 20 Mar 2019, 19:21

sjg11 wrote:
jpstreetman wrote:Can I just put all my magic research into repeating illusion, divination and conjuration spells?

Feel free to increase them further which I assume is what you're asking?

I think jp is asking to keep it going on that until such a time as is indicated otherwise - as in, continuous improvement.
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Re: The FCYOC Magic Thread

Postby Subotai45 » 20 Mar 2019, 20:15

- Self-powered albeit slow boats along rivers
- A rock that gives off heat
- Enchanting wood so it can glow in the dark
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Re: The FCYOC Magic Thread

Postby musashisamurai » 21 Mar 2019, 03:27

Fire-Breathing Dragon Figureheads for our longships

Fog of War: A very thick, eerie sea fog our mages can conjure around our ships or near a target. A sure sign of an impending pirate raid...

Ghost Lights: Eerie magic fire for our ships. Besides not being flammable and looking like St. Elmo's fire, the lights are much much dimmer to anyone offboard, making our ships harder to see; they appear perfectly bright on board.
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Re: The FCYOC Magic Thread

Postby jpstreetman » 21 Mar 2019, 05:20

Yeah just assume because I don't care enough to come up with enchantments and spells, my wizards just are just getting better and better at Illusions, Divining, and Conjuring
Magic is not super important to me.
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Re: The FCYOC Magic Thread

Postby mat.gopack » 21 Mar 2019, 17:02

Subotai45 wrote:- Self-powered albeit slow boats along rivers

Should such a magic be devised, it is certain to be of interest to many of the merchants of the Towers - especially with the ever growing importance of your waterways to our southern trade. Would you be willing to enchant or power other boats with this potential once it's finished?
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Re: The FCYOC Magic Thread

Postby beadsman » 29 Mar 2019, 00:10

beadsman wrote:
beadsman wrote:All previous magical projects are now complete. Below are the new enchantments, each of which will take 2 years.

1. A spear (or optionally a pike) that is enchanted to be unbreakable and armor-piercing.

2. A dagger enchanted to always return to the hand of the thrower and leave no mark.

3. Armor that deals half the damage dealt to the wearer back to the striker (for the sake of future balance, this is considered to be 2 enchantments that deal 1/4 damage).

These are all done now. More posts up soon.

These projects are now complete.

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Re: The FCYOC Magic Thread

Postby mat.gopack » 31 Mar 2019, 20:13

Over the last few years, more advances have been made in lifecrafting. Most infamously, major advances in the theory of lich-dom were established by the late Lifebringer, though his demonstration ended in disaster. Swept beneath this situation came another few ones - in the Southern towers, Returned were unveiled that would put themselves back together on their own. This was displayed by a skeleton being broken up, scattered across a room, and sealed for a day - and when reopened, it was back together. Returned have also been able to be bound to objects, able to be summoned and dismissed in the blink of an eye by a prepared lifecrafter.

The towers have begun work on the following new projects:

Soul Extraction - In several states throughout the world, executed criminals are sentenced to death - and then sold to the Towers. The development of a painless, humane method of execution can only aid in those efforts. This new technique will allow a Lifecrafter to channel and marshal their magic in order to eject the soul from a body - and use that resulting energy to bind the physical form into a Returned.

Magical Shielding - Lifecrafters have begun to research the possibility of using magic to block or deflect other magical attacks or physical projectiles. The end goal is to be able to form a magical barrier capable of such actions, over a decent area surrounding the caster.

Returned Coordination - finding ways to temporarily, fully suborn the mind of Returned to that of a single Lifecrafter. For the duration of that ritually induced trance, the Returned would be almost more like extensions of the Lifecrafter's body - making close movement, spell casting, and reactions faster than in the previous methods.
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Re: The FCYOC Magic Thread

Postby kingpie3 » 25 Apr 2019, 04:37

High Dhalro Magic Projects
Scorpion Riders: The Southern Wastes are home to powerful exotic beasts unseen anywhere else. The Giant Scorpion is one such animal that the Owl Men are going to attempt to turn into a mount. With their strong legs and poisonous stingers, they would function as precise desert cavalry slicing through enemy ranks.

Sand Spear: Sand that has been powered through alchemical means to morph into a spear harder than steel or a bladed wipe covered in wind magic

Solid Storm: Building on previous research into creating sand storms, Dhalroan sorcerers are tasked with determining ways to create sand storms that act as walls or forts in the desert, swirling endlessly to protect whatever is on the inside. They also will learn how to manipulate the storm to extend it and attack other areas, though this will require lots of magical power. 5 years
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Re: The FCYOC Magic Thread

Postby kingpie3 » 08 May 2019, 21:32

More Dhalro Projects
- Telekinesis: I imagine all wizards have this to one extent or another, but Dhalroan mages are going to use their sealing magic to become specialists in the field of telekinetic attacks. By remotely inscribing a special glyph onto objects, they will be able to manipulate its movements with ease. The greater the magical power, the greater weights they can control. This will largely be used to guide catapult fire and create concentrated blasts of sand to destroy enemy infantry.

- Dowsing: In keeping with the high speed movements of the Dhalroan military, Owl Men sorcerers will develop skill in dowsing to better locate enemy troops. Mages will be able to sense people within a certain range (only a few miles when working together) so that Dhalroan soldiers can outmaneuver them.
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